Re: [Flightgear-devel] C310 Update

2005-12-20 Thread Buchanan, Stuart

--- Buchanan, Stuart  wrote:
 Hi All,
 
 I've been working on an update for the civilian Cessna 310R, and my
 patches are now available for review/check-in.

Thanks for all the feedback.

I've updated the c310.tar.gz and quadrant.tar.gz file to fix the following
issues:

- mixture (and prop!) levers the wrong way around
- bad top wing surfaces 
- alpha issues on panel. Work-around by creating a background. Not
perfect, but I haven't got to the bottom of the issue.
- Transparent cabin when viewed from above. Fixed by re-ordering .ac file.

As before, the files are available from
http://www.nanjika.co.uk/flightgear/c310/.

Finally, I hope everyone has a good holiday season.

-Stuart




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RE: [Flightgear-devel] C310 Update

2005-12-19 Thread Buchanan, Stuart

--- Joacim Persson [EMAIL PROTECTED] wrote:
 
 There are also numbers for the two pilot's seats, and luggage, in the
 type
 certificate. Since the sets are all located aft of the CG, the empty CG
 should probably be the most fwd measure. (unless the c310 has a storage
 in
 the nose also)

The real c310 does have a nose baggage compartment (also used for WX
radar, oxygen, de-ice), but it's not included in our version.

As part of my changes, I removed the rear-most passengers to move the CG
forwards a bit, as I found the C310 very tail heavy. 

Thinking about it  a bit more, I think most of the JSB Sim aircraft have a
quite aft CG - I seem to remember the C182 can easily end up on its tail
if you switch off the engine.

I'm still working on the C310 model based on the feedback I've received,
so if anyone has further comments, let me know.

Regards,

-Stuart



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[Flightgear-devel] C310 Update

2005-12-18 Thread Buchanan, Stuart
Hi All,

I've been working on an update for the civilian Cessna 310R, and my
patches are now available for review/check-in.

The update consists of
- new generic 3D instrumesnts for a throttle quadrant and rudder pedals
- 3D cockpit for the civilian C310 (screenshot -
http://www.nanjika.co.uk/flightgear/c310/cockpit.jpg)
- Proper propeller control (keys n/N)
- tidy-up of various files and directories
- minor updates to the model.

Patch files are available from http://www.nanjika.co.uk/flightgear/c310/
as follows:
- quadrant.tar.gz - throttle quadrant to be placed in
Aircraft/instruments-3d
- pedals.tar.gz - rudder pedals to be placed in Aircraft/instruments-3d
- yoke.tar.gz - update to the 3D yoke to make
- c310.tar.gz - complete replacement for the civilian c310 (has
dependencies on the above files.)
- c310u3a.diff - diffs for the c310u3a to reference the new location for
the panels

There are a number of minor issues remaining:
- For some reason I have minor alpha problems with the panel where the
outside world can be seen through the bottom edge of some instruments. I
haven't been able to get to the bottom of this. I'm not sure whether this
is an issue with my graphics card or not. I don't see the same issue with
the c182, which I used the same panel approach on.
- The model is still a bit rough round the edges, as my modelling skills
aren't very good.
- As with the c182 updates I made, I've never been in the aircraft, so the
updates are based on what I found on the web.
- The nose gear intersects the bottom of the cockpit.

Feedback is greatly appreciated.

Regards,

Stuart Buchanan





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Re: [Flightgear-devel] C310 Update

2005-12-18 Thread Buchanan, Stuart
--- Georg Vollnhals  wrote:
 
 Hi Stuart,
 I can see the nice screenshot but cannot download the files, anything 
 seems to be broken with the link.
 Would you please check it?

Hi Georg,

Directory listings were switched off, though I think the files were
accessible directly. I've enabled directory listings - should work OK now.

-Stuart





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Re: [Flightgear-devel] C310 Update

2005-12-18 Thread Buchanan, Stuart

--- Torsten Dreyer  wrote:
 And there is a hole on the upper side of each wing where the upper
 surface 
 connects to the wingtip. It looks like you optimized one vertex to
 much.
 
 Oh and one more funny view is when you look from the outside at the
 plane's 
 roof, you can see thru the windows and the bottom of the plane to the
 ground. 
 Could be a bit scary for the passengers :-)

Hi Torsten,

Thanks for the feedback. 

There are quite a few issues with the model which is basically unchanged
from the previous release ( and nothing to do with me - excuses, excuses
... ). In particular a number of the surfaces are one-sided which causes
problems when combined with transparent surfaces like the windows. I think
it'll take a while before I'm really au-fait with modeling and manage to
fix them all. 

Of course mixing up the mixture levers is completely my fault for not
testing thoroughly enough...

-Stuart



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Re: [Flightgear-devel] Re: C310 Update

2005-12-18 Thread Buchanan, Stuart

--- Melchior FRANZ  wrote:

 * Buchanan, Stuart -- Sunday 18 December 2005 21:50:
  In particular a number of the surfaces are one-sided which causes
  problems when combined with transparent surfaces like the windows.
 
 No. That's normally caused by wrong object order in the *.ac file.
 You can either re-order the objects there, or in the animation *.xml
 file by listing the objects in correct order in a type-less animation:
 
   animation
   object-namefoo/object-name
   object-namebar/object-name
   /animation

I wonder if that is what is causing my issue with the panel as well...

Does the above snippet order foo above bar then?

-Stuart



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Re: [Flightgear-devel] FlightGear vs. Reality

2005-12-18 Thread Buchanan, Stuart

--- Curtis L. Olson  wrote:

 I've posted a few little blurbs about the UAV project I'm involved in, 
 so here's another one.
 
 First a word of explanation.
 
 We have an R/C plane with a camera looking 45 degrees down.  The 
 airplane also has an expensive sensor that spits out location (lon, lat,
 
 elevation) and attitude (pitch, roll, yaw).  We have a radio modem 
 (wireless serial link) to feed the location/attitude data to the ground 
 in real time.  We had a coworker build a photoreal 3d model of our small
 
 flying area.  Armed with all that we can use FlightGear to show a live 
 synthetic view of the UAV.  

Hi Curt,

It is a wonderful project - amazing that you can get paid to do it ! ;)

I'm sure this has been asked before, but is the I/O fast enough that you
can pilot the aircraft using the FG instruments and synthetic view? 

No idea if it would be useful, bit it would be cool. 

It reminds me of a quote I heard from the test pilot of the A380 (or
whatever the latest huge Airbus is) when asked about his first flight in
the plane - It flew just like the simulator. Apparently the fly-by-wire
system was identical.

-Stuart



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[Flightgear-devel] Re: [Flightgear-users] Re: Multiplayer Communications

2005-12-08 Thread Buchanan, Stuart
Copied from -users, as I think this is of more interest to -devel

--- Melchior FRANZ  wrote:
 MP pilots communicate all the time, not over slow email, but via
 instantaneous irc://irc.flightgear.org/flightgear. They talked quite
 a lot about this mysterious sauviat yesterday and the day before.  

Having FG, The FG Server Map, and an IRC channel open sounds like a lot of
real-estate (though I've never used IRC, so this is pure speculation). 

I'm sure this has been discussed before but...

It would be very nice to have free-form text comms within FG itself,
starting on the unicom frequency so the pilot can tune out if they wish. 

I guess we'd need to change the ATC display to be multi-line, then display
the incoming messages there, and have a dialog for transmission.

I don't know how we'd handle doing it over UDP - does anyone have a figure
for the packet loss rate we typically get on the MP servers? I wonder
whether we could just accept the ocassional loss of transmission (just
like real life?)

And it would neatly provide some hooks for MP human ATC function...

-Stuart







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Re: Re: [Flightgear-devel] Replay from Log File (v9.8)?

2005-12-05 Thread Buchanan, Stuart

--- Jim Alberico  wrote:
 9.8 has a data/Protocol/ path with a README.Protocol and a playback.xml.
  I'll be looking at those files first, to see if 9.8 does it.

Hi Jim,

The playback.xml file for 0.9.8 is incomplete and doesn't do much. 
The 0.9.9 playback.xml file is much better.

The best way to pick it up is to upgrade to 0.9.9, but if you can't you
should find the playback.xml from 0.9.9 backwards compatible - just
replace the 0.9.8 version. You can get the file from the CVS browser on
the FG website.

-Stuart






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Re: [Flightgear-devel] 747-100 config problem

2005-12-05 Thread Buchanan, Stuart

--- Dave Culp  wrote:
 Using a
 chart 
 like this one:
 
   http://home.comcast.net/~davidculp2/groundeffect.png
 
 We see that ground effect starts at a height of about one wingspan. 

Hi Dave,

So, here my ignorance of aerodynamics comes to the fore: Why does ground
effect reduce drag? 

I thought it only affected lift?

I know that the Reno-racers try to get as low as possible for extra speed,
but thought it was purely so they could use a lower angle of attack.

Does the higher pressure under the wing clean up turbulence behind the
aircraft?

-Stuart





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Re: [Flightgear-devel] Re: [PATCH] Scenery/tileentry.cxx: new feature: allow objects on sea tiles ( generally don't drop objects)

2005-12-03 Thread Buchanan, Stuart

--- Harald JOHNSEN wrote:
 Now the question are :
 - where must I put the objects I download from fgdb on my disk
 - where can I put some other objects I want to add
 - and finaly the only important question : what do my FG_scenary 
 env var must look like ?

Have a look at the Getting Started Guide (PDF version is generally the
most uptodate) - there's a description of the FG_SCENERY env var. If you
have any problems understanding it, let me know and I'll try to correct
the doc.

Regards,

-Stuart



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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread Buchanan, Stuart
--- Steve Hosgood  wrote:

snip

 I propose then that every single instrument on the cockpit has the
 ability to be double-clicked, and if so then a separate draggable window
 appears containing a magnified view of that same instrument. 

Hi Steve,

Personally I think this is a fine idea, and indeed gets around the
challenge of having generic dialog boxes that don't match specific
instruments. I'm not sure whether it would need to be magnified, it would
be sufficient just to display them at normal resolution (e.g. 128X128
for most round gauges, 256x60 (ish) for radio stacks).

However, I don't know whether we can easily display the gauges in windows
by themselves - I'm not familiar with the graphics routines we have, but I
suspect that we are stuck with a single rendered window (as opposed to
dialogs created using GUI widgets), unless we want to take huge perf hits.

I think the main issue here is with the radios, GPS and autopilot. One
simple solution would be to create a radio panel for the plane
containing these components, the visibility of which could be toggled
either from the menu, or from a keypress.

The downside to this approach are:
- each plane would need to have the panel created specifically (unless
someone wants to write a generic routine to pick up all the appropriate
controls and automagically generate a panel on the fly)
- The panel couldn't be dragged and dropped - though it could be shifted
using the normal controls.
- I don't think we'd be able to use the double-click idea, as that
normally causes two increments/decrements.  

On the plus side:
- I think this is quite easy to implement using the existing code, so is
fairly safe for v1.0.0
- Just about anyone could do it - it's just a bit of messing around with
panels, so we can all pitch in.
- You can bind the key normally used for the radio dialog to displaying
this specific panel.

-Stuart





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Re: [Flightgear-devel] KLN89 GPS added

2005-11-30 Thread Buchanan, Stuart

--- Vassilii Khachaturov  wrote:
 What about labelling the fg tree with your own 1.0 pre-release label?
 And branching off it, only merging in the trunk changes
 that you see fit?

I think this might result in the v1.0 release withering on the branch so
to speak ;). Everyone would probably just continue adding new feature to
the non-v1.0 branch, and the v1.0 branch would end up being 0.9.9 and a
couple of small patches.

Not accepting new enhancements until after v1.0 encourages us to fix bugs,
improve docs, generalize features (e.g. the Nimitz changes) etc.

Just my tuppence worth...

-Stuart



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Re: [Flightgear-devel] Autopilot

2005-11-30 Thread Buchanan, Stuart
-- Steve Hosgood  wrote:
 Folks, was there a bug in the autopilot on the c172 default airplane in
 0.9.8?
 
 I fill in the fields and tick the boxes on the Autopilot dialog box,
 take my hands off the stick and the bloody thing wanders all over the
 sky.

IIRC the C172p uses the KAP140 (or somesuch) autopilot instead of the
default one, and so the Autopilot dialog doesn't work. Instead, you access
the autopilot through the panel/3D cockpit.

-Stuart




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Re: [Flightgear-devel] Autopilot

2005-11-30 Thread Buchanan, Stuart

--- Roy Vegard Ovesen  wrote:
  If the latter, then surely the dialog box ought not to be available
 (i.e
  be greyed out in the relevant menu).
 
 Is this possible, Melchior, to disable the autopilot menu entry just for
 the 
 C172? 

Thanks the Melchior's XML menu changes, I would think the .nas file for
the KAP140 should be able to disable the appropriate parts of the menu
tree dynamically when initialized.

Or (better), it could replace them with an appropriate menu UI, for those
who don't want to use the panel.

-Stuart



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Re: [Flightgear-devel] Displaying Multiple Views/Using cockpit controls

2005-11-29 Thread Buchanan, Stuart

--- Ryan Kellar  wrote:

snip

 My
 questions are is there a way to display a simultaneous panoramic view
 using
 the three computers each running an instance of FlightGear and if so,
 

Have a look at the I/O subsystem - there is a README.IO file somewhere in
the installation. You can write the FG state information in a native
format to a socket on your master computer, then read the socket on the
slave display computers.

-Stuart



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Re: [Flightgear-devel] Pressure distribution calculation on planes when landing?

2005-11-29 Thread Buchanan, Stuart
--- Vassilii Khachaturov  wrote:
 I thought more about structural integrity and the residual weakness
 after the plane is abused beyond the certified envelope rather than
 the way it is animated when I read the original poster.

To go partly off topic, presumably we could use the current g force to
determine when the plane goes past design limits and breaks up.

From the Pilot's Handbook of Aeronautical Knowledge, the different
aircraft category limits are as follows.

Normal:  3.8 to -1.52
Utility: 4.4. to -1.76
Acrobatic: 6.0 to -3.0

There is a safety factor of 50% on the numbers above, but it would give us
a first-pass at knowing when an aircraft breaks up due to rough handling.

BTW: For those who are not aware of it, the Pilot's Handbook is a
fantastic resource for flight information, and can be downloaded as a PDF
from the FAA website.

-Stuart





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Re: [Flightgear-devel] Displaying Multiple Views/Using cockpit controls

2005-11-29 Thread Buchanan, Stuart
--- Curtis L. Olson  wrote:
 Yes, mutliple displays are well supported in FlightGear. There is a 
 document called README.IO that touches on this. If you need more help, 
 just ask. Note to document writers: this might be a good subject to add 
 to the manual.

Hint taken ;). I was thinking of writing a section on various features
such as the Nimitz, multiplayer and multiple displays anyway. 

Unfortunately I only have a single PC, so I'll be writing blind. Would you
be able to review my text for me?

-Stuart





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Re: [Flightgear-devel] Displaying Multiple Views/Using cockpit controls

2005-11-29 Thread Buchanan, Stuart
--- AJ MacLeod  wrote:
 Rather than re-inventing the wheel, why not take the carrier-howto and 
 multiplayer howto from the wiki and include them (editing as you see fit
 for 
 style etc)?

Absolutely - I just had a look at the Carrier HowTo on the Wiki and it
looks like exactly what is required. I assume no-one will mind.

Of course, any changes to the Getting Started Guide will only be present
in the next release for most users, so we'll have a fair few questions
until then...

-Stuart





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[Flightgear-devel] Alpha problems with 2.5D panel on C310 and aft Center of Gravity

2005-11-27 Thread Buchanan, Stuart
Hi All,

I'm currently updating the civilian C310 with an improved 3D cockpit
(moving yokes, pedals, flaps, quadrant). I'm hoping to have it finished
real-soon-now, but have hit two issues I'd like to resolve before offering
it as a patch.

For the panel, I've placed used a normal panel with a transparent
background in the appropriate place - I guess that counts as a 2.5D
cockpit. :)

However, there is a small graphical glitch where the edges of most of the
round instruments show the terrain through the aircraft. It is only
noticable when you're going over runway markings, as the edge turns
alternatively gray then white.

I guess that the problem is there is an alpha component to the instruments
but FG/OpenGL is never seeing the rest of the aircraft. 

I'd prefer not to put a background on the panel, as it would cause
problems where some of the 3D instruments intersected it (the panel is
drawn last, so would overlap some of the components).

Anyone else seen this and have a solution?

Secondly, the C of G for the C310 seems very far back - if you switch off
the engines you can easily turn it into a tail-dragger ;) 

I noticed in the JSBSim file (c310.xml) definitions for pilot, copilot,
rear passengers and baggage. It all seems to be in the main cabin (i.e. no
baggage in the nose compartment). To lighten the load I'm going to remove
the rear pax. Will this automagically bring the CofG forward, or do I need
to modify something else?

Regards,

-Stuart



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

2005-11-24 Thread Buchanan, Stuart

--- Steve Hosgood wrote:
 On Wed, 2005-11-23 at 18:01, Martin Spott wrote:
 I know this topic comes up from time to time, but it strikes me that the
 only way you can ever hope to handle the custom terrain  scenery
 question is to cater for a two-layer approach:
 

Hi Steve,

Apologies if I've misunderstood your answer, but I think we can already do
this by setting the FG_SCENERY environmental variable appropriately.

For example, I have some custom objects for a very small number of tiles
around Edinburgh. The changes tiles live under the usual directory
structure under

c:\games\flightgear\edinburgh

I also have the full U.K. 10x10 degree terrain under

c:\games\flightgear\scenery

I have my FG_SCENERY set to 

c:\games\flightgear\edinburgh;c:\games\flightgear\scenery

... so FG looks for scenery first in ./edinburgh, and if it can't find it,
looks in ./scenery. So I get the benefit of my custom scenery, but can
take an update to the general scenery at any time.

-Stuart








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Re: [Flightgear-devel] Landing Lights (was Re: Release of v0.9.9 source code)

2005-11-21 Thread Buchanan, Stuart
--- Melchior FRANZ [EMAIL PROTECTED] wrote:
 
 One new feature *must* go in. Otherwise the 1.0.0 release number is
 IMHO not justified:
 
 * landing lights
 
 Otherwise we'd have to admit that FlightGear 1.0.0 is a daylight-only
 simulator. A patch for landing lights is floating around on IRC.
 (Haven't tested it yet.)

Is this an aircraft modelling issue, or something more fundamental? I.e.
do I just need to add some light objects to my aircraft model and some
nasal code to switch them on? If so, then I think it would be fairly safe
for v1.0, as it would be on a per-aircraft basis.

I noticed that on one of your FG pages you mentioned that OpenGL can have
a maximum of 8 light sources. Presumably this is going to cause some dull
rendering issue if we ever had landing lights enabled in a mult-plane
environment?

Finally, on a more practical note, I assume that landing lights work a bit
like car headlamps - i.e. you switch them on during landing and they
illuminate the runway infront of your so you can see when to flare?

-Stuart



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Re: [Flightgear-devel] Landing Lights (was Re: Release of v0.9.9 source code)

2005-11-21 Thread Buchanan, Stuart
 Good point. Perhaps the non-local models should have a luminous fake
 light
 like the other lights in fg for this reason. In the real life you don't
 see others' landing lights light cones unless you taxi by while they
 land or smth like that.

I think I'll spend an hour or so adding landing lights to the C-182. I'll
probably make a generic model that can be placed on other aircraft too.

Where are they located on the C-172, C-182, C-310 - on the wing or on the
nose like I've seen in pictures of a C-210?

-Stuart 





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Re: [Flightgear-devel] Re: Landing Lights

2005-11-21 Thread Buchanan, Stuart

--- Melchior FRANZ [EMAIL PROTECTED] wrote:

 * Buchanan, Stuart -- Monday 21 November 2005 10:49:
  do I just need to add some light objects to my aircraft model and
 some
  nasal code to switch them on?
 
 With this patch, yes. You don't even need Nasal code. Just a light
 definition block in your model xml file. It gets its on/off state
 from /controls/lighting/taxi-light.

Ah, I didn't realize I needed a patch for it. You mentioned that the patch
was from IRC. Do you have a record of it I could plunder to patch my code
tree? or should I just be patient and wait until the patch is checked in?

I've plenty to do in the meantime :) - I'm thinking of renovating the
civilian C310 as I can't see the 3d cockpit.

-Stuart





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Re: [Flightgear-devel] Re: Landing Lights

2005-11-21 Thread Buchanan, Stuart

--- Melchior FRANZ ... aon.at wrote:
 * Buchanan, Stuart -- Monday 21 November 2005 13:39:
  --- Melchior FRANZ ... @aon.at wrote:
 
 Oh, and thanks for posting my email address. I had already
 feared that I wouldn't get enough spam in the next time. But
 thanks to people like you this is completely unjustified.

Ouch... OK I deserved that.

I thought I was doing quite well - avoiding top-posting, snipping etc. My
sincere apologies that you had to be part of my learning process.

It seems that there have been a few instances lately like this, were
newbies like myself have caused offence by missing out on some netiquette.
Could we put a couple of lines on the mailing list pages explaining the
conventions so newcomers don't start on the wrong foot?

Even better would be a filter on the mailing list software to parse out
email addresses in message bodies.

Regards

-Stuart



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[Flightgear-devel] Invisible panel on C310

2005-11-21 Thread Buchanan, Stuart
Hi All,

I've been trying to change the panel on the civilian (non-u3a) C310 model.
However, I keep hitting a problem where the bulkhead behind the panel
(part of the .ac file) is being rendered on-top of the panel, even if the
panel is placed right up at the view-point. I think this is the reason why
the c310-dpm-3d aircraft doesn't seem to have any instrumentation.

Strangely, I can see the panel through the yoke and pedals of the model,
but I think that may be due to a texture problem.

Does anyone have a pointer as to what is going on? I was hoping to get a
decent 3-D panel for the 310, but this has me stumped.

If it is any help, the bulkhead seems to be part of the cabin object, so
I wonder if FG is rendering it last because part of it is closer to the
viewpoint ?

Regards,

-Stuart



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Re: [Flightgear-devel] New Rendering Option?

2005-11-18 Thread Buchanan, Stuart

--- Vassilii Khachaturov [EMAIL PROTECTED] wrote:

 If you add the feature, you'll probably want to make it conditionally
 enabled --- similar to the 3d clouds etc --- so that people with lower
 end hardware could disable it.

Definitely. I thought I had fairly up-to-date graphics hardware until I
switched on the new 3D clouds and shadow options and watched my frame-rate
drop through the floor...

A big thank-you to those who wrote the graphics improvements - the
eye-candy is getting better and better.

-Stuart



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Re: [Flightgear-devel] thermals gone ?

2005-11-16 Thread Buchanan, Stuart

--- Patrice Poly [EMAIL PROTECTED] wrote:
 A question: is it possible to send the wind-from-down property from
 another 
 program ?

Absolutely, though it would take a little bit of programming knowledge.
FlightGear provides various methods of reading and writing to the property
tree, from a telnet interface to XML. The file, README.IO is probably a
good place to start. You'd need to write a program to read the lat/long
properties from whatever interface you chose, then write them back. 

-Stuart



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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Buchanan, Stuart

--- Curtis L. Olson [EMAIL PROTECTED] wrote:

 Melchior FRANZ wrote:
 
 Maybe I missed something, but as far as I've understood this thread
 is not about renaming $FG_ROOT/Scenery/. 

Well ... it could be :)

My aim is to write a section in the Gettings Started Guide so that a new
user can set up their directories and FG_SCENERY variable to the correct
values. This doesn't have to be the same setup as everyone uses (after
all, that's why we have FG_SCENERY)

 It's only about whether to
 suggest a standard in the user documentation for where to install
 additional scenery, especially when using terrasync. Dumping terrasync
 fetched data into $FG_ROOT/Scenery/ is a Really Bad Idea[TM].

I'm groping in the dark here as I'm not familiar with terrasync. Am I
correct in thinking that someone using terrasync should have their
terrasync data in a different directory from their directly-downloaded
10x10 scenery?

If so, is the convention to name the directories as follows:

$FG_ROOT/data/Scenery - standard SF bay scenery included in base package
$FG_ROOT/Scenery  - scenery downloaded in 10x10 chunks
$FG_ROOT/WorldScenery - scenery downloaded by terrasync

or is WorldScenery just a different convention for $FG_ROOT/Scenery?

 Not to get overly pedantic, but someone suggested 
 .../.../WorldScenery/{Terrain|Objects} for *nix platforms, and the 
 person doing the documentation work said ok, so my response was a plea
 to keep things consistent across platforms and just use 
 $FG_ROOT/data/Scenery as the root of the scenery tree.

Now I'm getting even more confused. I thought $FG_ROOT/data/Scenery was
just to contain the base package scenery for the SF Bay area.

Maybe this is a can of worms I don't have enough understanding to want to
open ...

-Stuart





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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Buchanan, Stuart

--- Martin Spott [EMAIL PROTECTED] wrote:

 Buchanan, Stuart wrote:
  --- Curtis L. Olson [EMAIL PROTECTED] wrote:
  Melchior FRANZ wrote:
 
  If so, is the convention to name the directories as follows:
  
  $FG_ROOT/data/Scenery - standard SF bay scenery included in base
 package
  $FG_ROOT/Scenery  - scenery downloaded in 10x10 chunks
  $FG_ROOT/WorldScenery - scenery downloaded by terrasync
 [...]
  Not to get overly pedantic, but someone suggested 
  .../.../WorldScenery/{Terrain|Objects} for *nix platforms, and the 
  person doing the documentation work said ok, so my response was a
 plea
  to keep things consistent across platforms and just use 
  $FG_ROOT/data/Scenery as the root of the scenery tree.
  
  Now I'm getting even more confused. I thought $FG_ROOT/data/Scenery
 was
  just to contain the base package scenery for the SF Bay area.
 
 There's indeed some confusion in here.
 $FG_ROOT actually points to the data/-Directory, this means, $FG_ROOT
 contains ATC/, Aircraft/ , Models/ , Scenery/  and so on. As
 far as I remember Melchior's intention was to express this. I think
 Curt's statement accidentally differed from what he wanted to say - as
 he is definitely involved in the creation of the $FG_ROOT-contruct  :-)

Yup, I think I got confused between FG_HOME (deprecated?) and FG_ROOT.

  Maybe this is a can of worms I don't have enough understanding to want
 to
  open ...
 
 This _is_ a can of worms but I certainly don't mind talking about it
 from time to time. In fact people tend to use different directories
 based on their experience and the operating system they use. Adding to
 that, those people who know almost only one flavour/distribution of
 Unix usually choose a different directory than those who have platform
 interoperability in mind   :-)

OK, so I think I'd like to suggest that for the Getting Started Guide we
suggest for Windows

whatever_path_to_FG/data/Scenery
whatever_path_to_FG/Scenery

and for *nix

$FG_ROOT/Scenery
/usr/share/FlightGear/Scenery

I'm expecting that *nix users will be familiar enough with their file
system to change it as they see fit, but I'd like to be more prescriptive
for Windows users who are _generally_ not going to be as happy messing
with $FG_SCENERY on their 

Apologies for the confusion that has clouded already muddy water.

-Stuart





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Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects

2005-11-14 Thread Buchanan, Stuart

--- Melchior FRANZ [EMAIL PROTECTED] wrote:

 Both are wrong, according to the FHS, and to common sense. The right
 path
 is /usr/local/share/ ... and guess what? It's already the default. So,

What is FHS?

So for consistency in the docs (and ignoring power users like the people
who inhabit this list) we'd recommend

$FG_ROOT/Scenery
$FG_ROOT/WorldScenery

where $FG_ROOT is the FG data directory, and can be anywhere anyone wishes
(though I intend to reccommend c:\FlightGear for windows to avoid any
whitespace issues)

-Stuart






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[Flightgear-devel] Getting Started Guide - Terrain/Objects

2005-11-14 Thread Buchanan, Stuart
Hi All,

As with 0.9.9 we'll be using the FG scenery DB objects, will the default
scenery directory topology be something this

Scenery/Terrain/w010n50
Scenery/Objects/w010n50 ?

Assuming this is the case - 

a) Should this be what is mentioned in the Getting Started Guide as the
way scenery is installed (I'm happy to make the update)
b) Should the binary installers create the Terrain and Objects
subdirectories (someone else will have to do this one)

From a documentation point of view, I don't want to have to explain two
different approaches and the issues with a Terrain subdirectory that can
arise, so it would be nice only to have one standard.

-Stuart



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Re: [Flightgear-devel] Getting Started Guide - Terrain/Objects

2005-11-14 Thread Buchanan, Stuart

--- Vassilii Khachaturov [EMAIL PROTECTED] wrote:
 
  Scenery/Terrain/w010n50
  Scenery/Objects/w010n50 ?
 
 I suggest encouraging 2 directories --- 1 for the static scenery
 coming with FG, and the other one for the Terrasync DB/Jon's database/
 whatever else external source. Melchior has it summed up pretty nicely
 at
 
 http://members.aon.at/mfranz/flightgear/flightgear-howto.html
 
 I'd only suggest to have the world scenery under smth like
 /var/share/FlightGear/WorldScenery
 (maybe share/games) rather than in the FG_ROOT, to make it
 more up-to-date with the current FHS.

OK, I'll suggest /var/share/FlightGear/WorldScenery/[Terrain|Objects] for
*nix, and FG_ROOT\Scenery\[Terrain|Objects] for Windows.

 The binary installers could also have an option of launching
 a local terrasync service in a dedicated account with write permission
 into the world scenery Terrain subdir.

  From a documentation point of view, I don't want to have to
explaintwo
  different approaches and the issues with a Terrain subdirectory that
 can
  arise, so it would be nice only to have one standard.
 
 In some place the difference would have to be explained because of
 the people that make the upgrade, wouldn't it?

I'm guessing that most users upgrading won't be re-reading the Getting
Started Guide, so this will be a lower priority.

 Thank you very much for the docu. updates!

It's a pleasure. I find it a nice managable contribution to make. Plus I
think good documentation is very valuable. 

-Stuart






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Re: [Flightgear-devel] Which aircraft to include in v0.9.9?

2005-11-10 Thread Buchanan, Stuart

--- Erik Hofman [EMAIL PROTECTED] wrote:
 data/Aircraft/c172p \
 data/Aircraft/c310 \
 data/Aircraft/c310u3a \
 I would switch the c310 for the Citation or B1900d
I agree - the c310u3A is much nicer.

 data/Aircraft/wrightFlyer1903 \
I'd be tempted to ditch this one - new users are unlikely to (be able to)
fly it.

BTW Curt, could you publish the final list once you've decided? If there
is enough time, I'd like to include a paragraph or two on each of the
planes in the Getting Started Guide.

-Stuart





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Re: [Flightgear-devel] Pending v0.9.9 release

2005-11-10 Thread Buchanan, Stuart
--- Martin Spott [EMAIL PROTECTED] wrote:
 I'm clever enough to realize that my idea of quality control is not
 necessary the best one for FG  ;-))  I simply want to point out that
 the project is very well advised to have better quality control than it
 had for the past years. I have one or two ideas how this could be
 achieved, I'm convinced that others have other and probably better
 ideas and I'd like to see an open discussion on this.

OK, here's my tuppence.

I'd be much more likely to test a pre-release if it was available as a
binary. While I (eventually) managed to get FG CVS to compile under
cygwin, many new or non-dev users will be using the windows/Linux binaries
directly, so it makes sense to test them and pick up the OS-specific
issues, of which there are probably quite a few.

Of course, creating a full windows install is presumably a lot of work and
not practical for 0.9.9. For the big v1.0, which presumably is going to be
quite high visibility as an OSS project going to a full release, I think
it is something we should seriously look at doing.

Having just finished a release cycle in my day job, you can imagine how
enthusiastic I am about doing more testing ;), but I'll definitely try.

-Stuart



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Re: [Flightgear-devel] Pending v0.9.9 release

2005-11-10 Thread Buchanan, Stuart
Curt,

One follow-up question. Are we still following the convention of
odd-numbered releases being dev and even being stable. I ask as the
Getting Start Guide still thinks so, and I'll correct it if it is wrong.

-Stuart



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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/c182 c182-set.xml, 1.6,

2005-11-10 Thread Buchanan, Stuart

--- Martin Spott [EMAIL PROTECTED] wrote:
 I can't resist the suspicion that there's something wrong with the 3D
 model. At least I get the glider to see and I yet didn't find yout why.
 Several XML files and the AC file do have DOS line endings but this
 doesn't cause the trouble   I've already removed all of them,

Have you synced Instruments-3d ?

The new C182 model requires the new yoke, flaps and trimwheel that I
submitted at the same time. I assume they were all checked in at the same
time.

-Stuart



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[Flightgear-devel] runfgfs

2005-11-10 Thread Buchanan, Stuart
Hi All,

I'm updating the getting started guide. It refers to runfgfs as the method
to start FG. However, my cygwin build didn't install it, and I can't find
it in my WinXP 0.9.8 install (though this is quite heavily modified).

Is it deprecated, or are my installs wrong and it'll be included in the
0.9.9 releases and so should be documented as the way to run FG on Linux?

-Stuart



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Re: [Flightgear-devel] Joystick issues with throttleAxis()

2005-11-09 Thread Buchanan, Stuart

--- AJ MacLeod [EMAIL PROTECTED] wrote:
 I would be interested to know if anyone has a Wingman Force 3d which
 gives the 
 correct full range of throttle values with the new config...

Mine does, but then since I sent in the patch I probably don't count...

I wonder if it is OS or USB specific? I've got a USB version and run under
WinXP.

-Stuart



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[Flightgear-devel] Cessna 182 and 3D Instruments Update

2005-11-08 Thread Buchanan, Stuart
Hi All,

I've updated the Cessna 182 as follows.

- New Skylane textures to replace the old ones (which said Skyhawk on the
side!)
- Re-upholstered interior :)
- Improved 3D cockpit with new
  - yokes
  - engine controls - throttle, propeller, mixture
  - flaps
  - seats
- Updated help
- KAP140 autopilot (though the altitude hold currently doesn't work)
- Renamed files from c172 to c182
- Updated help with information from the readme

A screenshot is available from

http://www.nanjika.co.uk/flightgear/c182/c182.jpg

The tarball is available from 

http://www.nanjika.co.uk/flightgear/c182/c182.tar.gz

This is designed to completely replace the existing data/Aircraft/c182
(the FDM and main model are unchanged), and given the name changes there
seems little point in generating diffs. Assuming someone wants to check
this into CVS, let me know if you need anything else.

The new cockpit makes use of a couple of 3D widgets I've created for the
data/Aircraft/Instruments-3d directory.

http://www.nanjika.co.uk/flightgear/c182/yoke.tar.gz
http://www.nanjika.co.uk/flightgear/c182/trim.tar.gz
http://www.nanjika.co.uk/flightgear/c182/flaps.tar.gz

The yoke is designed to be a generic Cessna one, but is currently branded
for the Skylane. If/when we have configurable textures, this will be more
useful.

The trim wheel is taken from the c172 model, and the flaps are again
designed to be generic Cessna, but include a neat little flap position
indicator that is independent of the lever.

As always feedback is very welcome, especially as I've never been inside a
Skylane!

Regards,

-Stuart 



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

2005-11-04 Thread Buchanan, Stuart
 Well if thats the case I don't mind doing something
 for the Seattle region 
 because that will be a good flight from SAN FRAN -
 off course if that is not 
 already modelled - and I will need help on how to do
 it.

Hi Shelton,

I went through this learning curve a couple of months
ago - it is quite satisfying. Here's what I found.

I used AC3D to create the buildings. You can get a
30-day trial period for free, which is enough time to
get to grips with it and create a couple of buildings.


I also tried Blender (which is free), but I found it
much more complex so just shelled out for a AC3D
license.

Assuming you're using AC3D, the scale can be set to
either meters or feet, then you simply generate the
shapes you need. Luckily buildings are quite simple :)
and with an elevation plan, or even some approximate
sizes, you can get a decent model.

To make life easier, I make the base of the building
start at 0,0,0 so I can place it on the terrain easier
later.

Once you've got the shape right, you'll need to add a
texture. You need to create a .rgb file that (I think
- feel free to correct me) needs to be a factor-of-two
in size (i.e. 128x128, 256x256). I use the GIMP for
this. 

I set out part of the file for the wall texture, then
part for the top of the building and just approximate
shapes to begin with. Once you've applied the texture
to the object, you can use the Texture Coordinate tool
(from the Tools menu) to define what part of the
texture file you wish to use for each surface of the
building.

If there is a repeating pattern on the wall, say a row
of windows, you can create a couple of windows them
you can get AC3D to repeat it horizontally and/or
vertically, saving time and texture.

You can also colour the objects directly in AC3D and
control their luminosity so they look better at night.


FlightGear natively supports the AC3D .ac files, so
all you need to do is place it in the right location
in the scenery. I often find this one of the more
difficult things to achieve, as there is an element of
trial and error.

You need to determine the lat, long, elevation and
angle (rotation) of the object and add it to the
correct scenery tile on your install point. This is
probably best understood by having a look at the San
Fran tiles for an example, then the FG Scenery
Designer to determine the correct tile, followed by
hand-editing the tile file.

Then, once it's complete, submit it to the FG Scenery
Database so hopefully it willbe included in future
releases.

BTW, are we planning to integrate the FGSD objects in
port 0.9.9 scenery releases?

Hope this is of some use.

-Stuart





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

2005-11-04 Thread Buchanan, Stuart

--- Shelton D'Cruz [EMAIL PROTECTED] wrote:

 
 Hi Stuart
 
 Thanks for the guide (quite a bit to take in) - I have got Blender up
 and 
 running and it looks very polished in-deed.  So its going to take a
 while for 
 me to get going - I will keep your notes in a safe place - what I am 
 wondering is whether I can use the existing buildings and objects, eg a
 Tower 
 to populate say San Jose airport ??  In the mean time I will have a play
 with 
 Blender and AC3D.

If you have a look around the data directory on your FG installation you
should find some shared models (sorry I've not got access to my FG box
right now to check exactly where). They are designed to be generics - like
towers, hangars etc. and can be placed anywhere just by editing the .stg
file for the appropriate scenery tile. You should be able to enter just
the path relative to your FG_DATA directory to refer to them.

You can also use models from the FG Scenery Database, which various people
have submitted models to.

Finally, because the models on the database and included in FG are all
GPL'd, you can modify them and re-use them as you wish. I re-painted the
Golden Gate Bridge to create the Forth Rail Bridge near Edinburgh,
Scotland. Amazingly, it fits perfectly within the scenery.

-Stuart








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

2005-11-04 Thread Buchanan, Stuart

--- Melchior FRANZ [EMAIL PROTECTED] wrote:

 * Buchanan, Stuart -- Friday 04 November 2005 11:25:
  I also tried Blender (which is free), but I found it
  much more complex so just shelled out for a AC3D
  license.
 
 True. It offers a *lot* of features, like rendering with a raytracer,
 making animations, films etc. But it isn't hard to ignore the features
 that you don't need. The interface is a bit uncommon, but once you
 grokked it, you'll notice that it makes you very productive. 

I may take another look then. I've been using AC3D for buildings are
aircraft, but it isn't particularly easy for some tasks - like modifying
the cockpit. 

 Powers of two for height and width, but not necessarily the same
 for both. 256x1024 is fine. The texture format does mostly have
 extension .rgb, but it's really called the SGI image format.
 And that's what you'll find in GIMP export list, and in other
 software.  Always save as Aggressive RLE. 

Thanks for the clarification. The problem with struggling by yourself is
you end up creating myths around things you know to work. And then you
propagate them :)

  You need to determine the lat, long, elevation and
  angle (rotation) of the object and add it to the
  correct scenery tile on your install point.
 
 For this you can use this Nasal file:
 
   http://members.aon.at/mfranz/flightgear/calctile.nas  [3 kB]
 

Wonderful! I'll definitely take a look at that. Presumably the current
tile is also somewhere within the properties tree, so one could look there
as well.

-Stuart



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

2005-11-04 Thread Buchanan, Stuart
 I think that's more a reflection on the relative complexity of the two 
 tasks... if you think modifying a cockpit isn't easy in AC3D, which
 you're 
 obviously used to, I will be amazed if you find it easier in Blender :-)

Better the devil you know...

 I find it helps to hide as much of the aircraft as possible and make
 good use 
 of the lock facility in AC3D when working on the more intricate parts
 of 
 the cockpit.

I was looking for a hide option, but couldn't find it. I'll look again.

 Oh and thanks for adding the Forth bridges - I never twigged at all that
 the rail bridge was just a repainted Golden Gate!

I made some changes - the towers are different - but I borrowed the
suspension cables and the arch of the bridge. Much easier than trying to
create the curves myself.

-Stuart 





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Re: [Flightgear-devel] Instrument Making

2005-11-02 Thread Buchanan, Stuart

--- Innis Cunningham [EMAIL PROTECTED] wrote:
 Now that I have been converted to 3D instrument
 making
 I am wundering if we should start an instrument
 repository
 like we have for the Aircraft and Scenery.

The data CVS tree has a Aircraft/Instruments-3d
subdirectory with files/directories for some
3-dimensional instruments - is this what you mean? 

I was wondering about adding things like yokes,
pedals, throttles to it, but haven't got around to it
yet. Certainly it would make life easier when creating
a cockpit to just define their location rather than
placing them directly into the model in AC3D.

Does anyone know what the performance hit of using a
3D instrument (say the ASI) rather than the standard
2-D one is? From a quick look, most of the instruments
work by simply shifting the needle texture slightly
forward from the back-face. I have been considering
using the 3-D instruments for my changes to the C182,
but backed off in case the performance hit was
unacceptable.

-Stuart



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[Flightgear-devel] Updating the Cessna 182

2005-11-01 Thread Buchanan, Stuart
Hi All,

I've been spending a bit of time updating the Cessna
182 model.

So far I've done the following
- renamed the files that still were named c172
- Updated the textures so the plane no-longer says
Skyhawk on the side (which is the designation for
the 172) and has slightly more opaque glass like the
172 model.
- created a 3-D panel based on the existing panel with
hotspots for the models throttle, mixture etc.
- fixed the right aileron problem
- added a propeller vernier control (n/N binding)

I'm hoping to release the patch quite soon, but want
to check some things first.

So far, I've re-used the existing C182 panel, as it is
quite complete. However, when placed within the
cockpit, the yoke sits slightly right of the middle of
the holy six. I've had a look on the web and have
seen pictures of real c182 panels set up this way to
allow space for a second VOR to the left of the radio
stack, but I don't know how common this is.

Should I re-arrange the panel to make the holy-six in
line with the yoke or leave as-is? Does anyone have an
idea what a standard C-182 panel looks like? 

Unfortunately the cessna website only shows the
glass-cockpit version.

Related to this, the cockpit viewpoint is part way
between the pilot's seat and the center-line of the
aircraft. Presumably this makes flying the simulator
easier (and I think the C172 is the same). Would
people prefer the viewpoint to be shifted to a more
correct location?

-Stuart





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[Flightgear-devel] Update to the Gettng Started guide

2005-10-31 Thread Buchanan, Stuart
Hi All,

You may remember I wrote a cross-country flight
tutorial a couple of weeks back.  Many thanks for all
the corrections - they made a huge difference.

I have now integrated this into a patch for the
Getting Started Guide. The changes are as follows.

- Create a section III - Tutorials
- Split the existing tutorial information into
FlightGear and non-FlightGear.
- Add a link to Eric's tutorial
- Add the cross-country tutorial as a new chapter
- Update the title page with datestamp code, reference
to updates for 0.9.8 (should this be 0.9.9?), and my
name as a contributor (OK, this is a bit forthright,
but I have added a new chapter :) )

A PDF version is available here:

http://www.nanjika.co.uk/flightgear/getstart/getstart.pdf

A tarball of the changed files (for
docs/getstart/source) is available here:

http://www.nanjika.co.uk/flightgear/getstart/getstart.tar.gz

There was an issue about sectional figures. The
sectionals included in the tarball were taken from
aviationtoolbox.org. I've had a look on the NACO
website, and sectionals are not copyrighted, so I
think it is OK to include them. However, if someone
with more GNUowledge than me thinks this is too risky,
let me know and I'll remove them completely (it'll
also save including the 15MB .EPS file!)

On a more general note, I'd like to help out more with
documentation but don't want to duplicate any work
other people are doing, or step on other peoples toes.

George - you mentioned you're working on some updates
to this guide - we should touch base to see if I can
help out.

Comments and suggestions are of course welcome.

Regards,

Stuart Buchanan



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Re: [Flightgear-devel] Driving real instruments.

2005-10-25 Thread Buchanan, Stuart
 For the FAA Level 3 FTD certified sims I work with,
 we draw the 
 instruments on an LCD screen, then place a panel
 cutout with bezels on  top of that.  

How are you driving the panel? From the same box as
the cockpit view (multiple FG instances?)or by using
multiple machines?

I'm quite interested in the possibilities of
multi-display setups, but it feels a bit excessive to
have a box just dedicated to displaying a panel.

-Stuart



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

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

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

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

-Stuart



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[Flightgear-devel] PLIB version for building from CVS

2005-10-19 Thread Buchanan, Stuart
Hi All,

Which version of PLib is required to build the current
FG CVS?

I'm getting a build error (output below), which I
assume is due to an incorrect PLIB version. I'm using 
v1.8.4

Thanks

-Stuart

g++  -g -O2 -D_REENTRANT  -L/usr/local/lib -o
js_demo.exe  js_demo.o -lplibjs  -
lwinmm -lplibul
/usr/lib/gcc-lib/i686-pc-cygwin/3.3.3/../../../libplibjs.a(jsWindows.o):
In func
tion `_ZN10jsJoystick4openEv':
/home/Stuart/plib-1.8.4/src/js/jsWindows.cxx:107:
undefined reference to `_joyGe
[EMAIL PROTECTED]'
/usr/lib/gcc-lib/i686-pc-cygwin/3.3.3/../../../libplibjs.a(jsWindows.o):
In func
tion `_ZN10jsJoystick7rawReadEPiPf':
/home/Stuart/plib-1.8.4/src/js/jsWindows.cxx:191:
undefined reference to `_joyGe
[EMAIL PROTECTED]'
collect2: ld returned 1 exit status
make[2]: *** [js_demo.exe] Error 1
make[2]: Leaving directory `/home/Stuart/FlightGear-0.9/source/src/Input'





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Re: [Flightgear-devel] contacting tower

2005-10-18 Thread Buchanan, Stuart
 Has anyone had the time to look at this problem yet?
 it is a bit 
 annoying when flying having a large number of key
 presses available only 
 once.  Since I don't have any insight into the
 source code I think I 
 will do more harm than good if I should try to
 correct it myself (and it 
 would take a very long time ;) )

Hi Frank,

Like you, I don't have enough experience of the code
to be able to delve in and pinpoint your problem, but
I do have a suggestion or two.

- Firstly, do you see this on a 0.9.8 FG install ? If
so, it would suggest that something has changed on
your box, rather than a straightforward FG bug. 

- Secondly, could you have triggered anything in the
Accessibility Options on XP like StickyKeys,
ToggleKeys or FilterKeys. They hay be named something
different on XP (I'm looking at a 2k box right now). I
don't really know much about them, but they get
triggered somewhat easily (pressing shift 5 times for
example) and might mess up some key codes.

- Thirdly, and very speculatively, is there some way
within the properties tree to detect what keys are
currently pressed? Poissibly under the input branch?
You might want to see if the key-presses are reaching
FG.

Sorry I can't be of more help. 

-Stuart



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[Flightgear-devel] Update to playback.xml

2005-10-10 Thread Buchanan, Stuart
Hi All,

I have a simple update to Protocol/playback.xml. It
improves on the existing version by recording flight
control surface, airspeed, engine RPM and gear status.
It makes for quite nice demoes, though I've only
really tested it with the C172, Hunter and Concorde.

I think it might be worth recording a simple demo
flight as part of the next release, but I think that
would require better landing abilities than mine ;)

I'm not going to post it here as it is a bit dull. Let
me know if you want it.

Regards,

-Stuart



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Re: [Flightgear-devel] Update to playback.xml

2005-10-10 Thread Buchanan, Stuart

--- Martin Spott [EMAIL PROTECTED] wrote:
 If you place it on a website then everyone could
 have a look at it.

Apologies - I'm new to this.

XML file is available here:

http://www.nanjika.co.uk/flightgear/playback.xml

Use in the obvious way:

--generic=file,out,20,flight.out,playback

for output

--generic=file,in,20,flight.out, playback

for replay.

For some reason on my machine, the playback works
better with a sampling rate of 40Hz, even though the
output was written at 20Hz. 20Hz feels too slow.

-Stuart



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Re: [Flightgear-devel] Update to playback.xml

2005-10-10 Thread Buchanan, Stuart
--- Erik Hofman [EMAIL PROTECTED] wrote:
  --generic=file,in,20,flight.out, playback
  for replay.
 
 You will get better results by also adding
 --fdm=null

Oops, forgot to include that in the mail.

BTW, is there any difference between --fdm=external
and --fdm=null? I've been using the former.

Thanks for checking it in.

-Stuart





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Re: [Flightgear-devel] How does the weather work in FlightGear?

2005-10-09 Thread Buchanan, Stuart
--- Ronald Jones [EMAIL PROTECTED] wrote:
 How does the weather work in FlightGear? Can you map
 it out for each flight like on MS Flight Sim or can
 you attain accurate weather reading from the
 National
 Weather Center and have Flight Gear interpret the
 data.

FlightGear can fetch the current weather at your
starting airport, or you can set the wind, cloud
layers etc manually. I don't know if the weather
conditions are global, or change as you fly to
different locations.

I also don't know how it works (I assume it picks up
METAR information from somewhere), but it is very
nicely done.

If using the FlightGear Wizard, you can find the
weather and cloud options by clicking the Advanced
button on the final page. To fetch real weather there
is a checkbox on the Weather tab.

If using the command line, use
--enable-real-weather-fetch.

Hope this is of some use.

Regards

-Stuart



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[Flightgear-devel] Flight replay using --native=file .... --fdm=external

2005-09-25 Thread Buchanan, Stuart
Hi All,

I'm trying to save slights and then replay them later,
on FlightGear 0.9.8 under WinXP.

I've followed the instructions in README.IO, i.e.

fgfs --native=file,out,10,flight1.fgfs

for outputing the flight data, and

fgfs --native=file,in,10,flight1.fgfs --fdm=external

to replay, but the aircraft appears at the origin - 0
North, 0 West, Altitude 0, with the cockpit half-full
of water and no land in sight ... :)

I'm guessing that some initial state information is
missing, but even if I use the --airport and --runway
options, I still end up in the same state.

I can't see anything particularly interesting in the
logs.

Anyone any ideas?

-Stuart





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Re: [Flightgear-devel] Cygwin/Terragear/nurbs problem

2005-08-07 Thread Buchanan, Stuart
Thanks.

I downloaded the latest bleeding edge snapshot from
the terragear.org website, which included the patch.

I had to fix acinclude.md4 for the latest automake,
but have hit a problem with ld. Is this another
version issue?

Output below.

Thanks

-Stuart

Making all in e00
make[1]: Entering directory
`/home/Stuart/TerraGear/src/Lib/e00'
g++  -g -O2  -L/usr/X11R6/lib -o teste00.exe 
teste00.o libe00.a -lsgmisc -lsgde
bug -lsgxml -lz
/usr/lib/gcc/i686-pc-cygwin/3.4.4/../../../../i686-pc-cygwin/bin/ld:
cannot find
 -lsgmisc
collect2: ld returned 1 exit status
make[1]: *** [teste00.exe] Error 1
make[1]: Leaving directory
`/home/Stuart/TerraGear/src/Lib/e00'
make: *** [all-recursive] Error 1





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Re: [Flightgear-devel] Cygwin/Terragear/nurbs problem

2005-08-07 Thread Buchanan, Stuart
So I can't just use Simgear 0.3.8?

I've successfully run make install, 
--- Erik Hofman [EMAIL PROTECTED] wrote:

 Buchanan, Stuart wrote:
  Thanks.
  
  I downloaded the latest bleeding edge snapshot
 from
  the terragear.org website, which included the
 patch.
  
  I had to fix acinclude.md4 for the latest
 automake,
  but have hit a problem with ld. Is this another
  version issue?
 
 In a sense, You need SimGear (CVS version) installed
 for TerraGear.
 
  cannot find
   -lsgmisc
 
 
 Erik
 
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Re: [Flightgear-devel] Cygwin/Terragear/nurbs problem

2005-08-07 Thread Buchanan, Stuart
Thanks Erik - I really appreciate your quick response.

I built the latest SimGear CVS snapshot, hit the same
problem, then realized my LIBRARY_PATH wasn't set.
Doh!

Running

export
LIBRARY_PATH=/usr/local/lib:/usr/local/include/simgear

got it to compile further, but hit the problem below.
SimGear installed OK (I think), so I don't know
whether I'm missing from timezone libraries or what.

Any idea?

-Stuart

make[3]: Entering directory
`/home/Stuart/TerraGear-0.9.8/src/Prep/TGVPF'
if g++ -DHAVE_CONFIG_H -I. -I. -I../../../src/Include
-I../../../src/Lib  -I/usr
/include/glib-2.0 -I/usr/lib/glib-2.0/include
-I/usr/local/include -I/usr/includ
e/glib-1.2 -I/usr/lib/glib/include
-I/usr/X11R6/include  -g -O2 -MT tgvpf.o -MD
-MP -MF .deps/tgvpf.Tpo -c -o tgvpf.o tgvpf.cxx; \
then mv -f .deps/tgvpf.Tpo .deps/tgvpf.Po; else rm
-f .deps/tgvpf.Tpo; exi
t 1; fi
g++  -g -O2  -L/usr/X11R6/lib -o tgvpf.exe  tgvpf.o
../../../src/Lib/Polygon/lib
Polygon.a ../../../src/Lib/Geometry/libGeometry.a
../../../src/Lib/poly2tri/libp
oly2tri.a
../../../src/Lib/TriangleJRS/libTriangleJRS.a
../../../src/Lib/vpf/lib
vpf.a -lsgdebug -lsgbucket -lsgmisc -lsgmath -lsgio
-lsgtiming -lsgstructure -ls
gxml -lgenpolyclip -lz
/usr/local/lib/libsgtiming.a(timestamp.o): In function
`_ZN11SGTimeStamp5stampEv
':
/home/Stuart/SimGear/simgear/timing/timestamp.cxx:74:
undefined reference to `_t
[EMAIL PROTECTED]'
collect2: ld returned 1 exit status
make[3]: *** [tgvpf.exe] Error 1
make[3]: Leaving directory
`/home/Stuart/TerraGear-0.9.8/src/Prep/TGVPF'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory
`/home/Stuart/TerraGear-0.9.8/src/Prep'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory
`/home/Stuart/TerraGear-0.9.8/src'
make: *** [all-recursive] Error 1

--- Erik Hofma

n [EMAIL PROTECTED] wrote:

 Buchanan, Stuart wrote:
  So I can't just use Simgear 0.3.8?
  
  I've successfully run make install, 
 
 You can try, but usually it requires the CVS
 version.
 
 Erik
 
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Re: [Flightgear-devel] Cygwin/Terragear/nurbs problem

2005-08-07 Thread Buchanan, Stuart
Hi Harald,

I'm compiling on Windows under Cygwin.

Where do I get winmm.lib from ? I can't see it within
my source, and all the goggle references suggest it is
included in a Microsoft or Borland IDE. I have a
winmm.dll though - should I link to that? If so, how?

Sorry if these questions seem a bit dum - I'm
(marginally) more familiar with compilation on Linux
at work - the cygwin environment is completely new to
me.

-Stuart

--- Harald JOHNSEN [EMAIL PROTECTED] wrote:

 Erik Hofman wrote:
 
  Buchanan, Stuart wrote:
 
  SimGear installed OK (I think), so I don't know
  whether I'm missing from timezone libraries or
 what.
 
  Any idea?
 
 
 

/home/Stuart/SimGear/simgear/timing/timestamp.cxx:74:
  undefined reference to [EMAIL PROTECTED]'
  collect2: ld returned 1 exit status
 
 
 
  Are you running Windows? I think you need to link
 an extra library for 
  Windows, but I'm not using it myself so I hope
 someone else can answer 
  this question.
 
  Erik
 
 you need winmm.lib
 
 Harald.
 
 
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[Flightgear-devel] Cygwin/Terragear/nurbs problem

2005-08-06 Thread Buchanan, Stuart
Hi Ralf,

My terragear source doesn't include that README (I've
got the 0.9.8 release as opposed to a CVS version).
What version were you using? Any chance you ould point
me at the README and replacement .h files?

I've also managed to trash my cygwin trying to go back
to gcc 3.3.3, having finally managed to work out how
to do it (I was using a mirror that didn't keep
previous images). So, one step forward, two steps back
right now :(

I also hit the unqualified-id in stl_bvector. I got
around it by remove the std:: qualifier on a couple
of types IIRC. Seemed to compile OK, but as I've not
got anything running 

-Stuart



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[Flightgear-devel] Cygwin/Terragear/nurbs problem

2005-08-05 Thread Buchanan, Stuart
Hi All,

I'm trying to compile TerraGear on Cygwin, after
enjoying FlightGear for a while and deciding to put
something back. I've already compiled/installed
SimGear, and now I'm trying to compile nurbs++ 3.0.11,
which is failing with the error at the bottom of the
mail.

I'm using gcc v3.4.4. I recall seeing a message
previously suggesting that one should use gcc v3.3.3,
but I haven't managed to find it again, and I can't
get the cygwin setup program to allow me to downgrade
to it.

So:
- Do I need to downgrade to gcc v3.3.3 or some other
version?
- If so, how?
- Has anyone else seen this error?
- Does anyone want to guess what the next build
problem I'll hit will be? :)

Many thanks

-Stuart

make[1]: Entering directory
`/home/Stuart/nurbs++-3.0.11/matrix'
source='cvector.cpp' object='cvector.lo' libtool=yes \
depfile='.deps/cvector.Plo'
tmpdepfile='.deps/cvector.TPlo' \
depmode=gcc3 /bin/sh ../depcomp \
/bin/sh ../libtool --mode=compile g++ -DHAVE_CONFIG_H
-I. -I. -I../include -I../
include -g -O2 -fno-implicit-templates -c -o
cvector.lo `test -f 'cvector.cp
p' || echo './'`cvector.cpp
rm -f .libs/cvector.lo
g++ -DHAVE_CONFIG_H -I. -I. -I../include -I../include
-g -O2 -fno-implicit-templ
ates -c cvector.cpp -MT cvector.lo -MD -MP -MF
.deps/cvector.TPlo  -DDLL_EXPORT
-DPIC -o .libs/cvector.lo
In file included from cvector.h:31,
 from cvector.cpp:27:
vector.h: In member function `int
PLib::VectorT::rows() const':
vector.h:72: error: `sze' undeclared (first use this
function)
vector.h:72: error: (Each undeclared identifier is
reported only once for each f
unction it appears in.)
In file included from cvector.cpp:27:
cvector.h: In member function `T
PLib::CVectorT::operator[](int)':
cvector.h:57: error: `x' undeclared (first use this
function)
cvector.h:57: error: `sze' undeclared (first use this
function)
cvector.h: In member function `T
PLib::CVectorT::operator[](int) const':
cvector.h:58: error: `x' undeclared (first use this
function)
cvector.h:58: error: `sze' undeclared (first use this
function)
cvector.h: In member function `void
PLib::CVectorT::put(T)':
cvector.h:60: error: `x' undeclared (first use this
function)
cvector.h:60: error: `sze' undeclared (first use this
function)
make[1]: *** [cvector.lo] Error 1
make[1]: Leaving directory
`/home/Stuart/nurbs++-3.0.11/matrix'
make: *** [all-recursive] Error 1





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