Re: [Flightgear-devel] C310 Update
--- 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 ___ Yahoo! Exclusive Xmas Game, help Santa with his celebrity party - http://santas-christmas-party.yahoo.net/ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
RE: [Flightgear-devel] C310 Update
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] C310 Update
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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] C310 Update
--- 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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] C310 Update
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: C310 Update
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] FlightGear vs. Reality
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: [Flightgear-users] Re: Multiplayer Communications
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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: Re: [Flightgear-devel] Replay from Log File (v9.8)?
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] 747-100 config problem
--- 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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: [PATCH] Scenery/tileentry.cxx: new feature: allow objects on sea tiles ( generally don't drop objects)
--- 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 ___ Yahoo! Model Search 2005 - Find the next catwalk superstars - http://uk.news.yahoo.com/hot/model-search/ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments
--- 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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] KLN89 GPS added
--- 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 ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Autopilot
-- 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 ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Autopilot
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Displaying Multiple Views/Using cockpit controls
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Pressure distribution calculation on planes when landing?
--- 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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Displaying Multiple Views/Using cockpit controls
--- 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 ___ WIN ONE OF THREE YAHOO! VESPAS - Enter now! - http://uk.cars.yahoo.com/features/competitions/vespa.html ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Displaying Multiple Views/Using cockpit controls
--- 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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Alpha problems with 2.5D panel on C310 and aft Center of Gravity
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 ___ WIN ONE OF THREE YAHOO! VESPAS - Enter now! - http://uk.cars.yahoo.com/features/competitions/vespa.html ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] [Re] Buildings?????
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Landing Lights (was Re: Release of v0.9.9 source code)
--- 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 ___ WIN ONE OF THREE YAHOO! VESPAS - Enter now! - http://uk.cars.yahoo.com/features/competitions/vespa.html ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Landing Lights (was Re: Release of v0.9.9 source code)
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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Landing Lights
--- 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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Landing Lights
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Invisible panel on C310
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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] New Rendering Option?
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] thermals gone ?
--- 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 ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects
--- 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 ___ Yahoo! Model Search 2005 - Find the next catwalk superstars - http://uk.news.yahoo.com/hot/model-search/ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Getting Started Guide - Terrain/Objects
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Getting Started Guide - Terrain/Objects
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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Getting Started Guide - Terrain/Objects
--- 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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Which aircraft to include in v0.9.9?
--- 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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Pending v0.9.9 release
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Pending v0.9.9 release
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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Aircraft/c182 c182-set.xml, 1.6,
--- 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 ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] runfgfs
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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Joystick issues with throttleAxis()
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Cessna 182 and 3D Instruments Update
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 ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Buildings?????
Well if thats the case I don't mind doing something for the Seattle region because that will be a good flight from SAN FRAN - off course if that is not already modelled - and I will need help on how to do it. Hi Shelton, I went through this learning curve a couple of months ago - it is quite satisfying. Here's what I found. I used AC3D to create the buildings. You can get a 30-day trial period for free, which is enough time to get to grips with it and create a couple of buildings. I also tried Blender (which is free), but I found it much more complex so just shelled out for a AC3D license. Assuming you're using AC3D, the scale can be set to either meters or feet, then you simply generate the shapes you need. Luckily buildings are quite simple :) and with an elevation plan, or even some approximate sizes, you can get a decent model. To make life easier, I make the base of the building start at 0,0,0 so I can place it on the terrain easier later. Once you've got the shape right, you'll need to add a texture. You need to create a .rgb file that (I think - feel free to correct me) needs to be a factor-of-two in size (i.e. 128x128, 256x256). I use the GIMP for this. I set out part of the file for the wall texture, then part for the top of the building and just approximate shapes to begin with. Once you've applied the texture to the object, you can use the Texture Coordinate tool (from the Tools menu) to define what part of the texture file you wish to use for each surface of the building. If there is a repeating pattern on the wall, say a row of windows, you can create a couple of windows them you can get AC3D to repeat it horizontally and/or vertically, saving time and texture. You can also colour the objects directly in AC3D and control their luminosity so they look better at night. FlightGear natively supports the AC3D .ac files, so all you need to do is place it in the right location in the scenery. I often find this one of the more difficult things to achieve, as there is an element of trial and error. You need to determine the lat, long, elevation and angle (rotation) of the object and add it to the correct scenery tile on your install point. This is probably best understood by having a look at the San Fran tiles for an example, then the FG Scenery Designer to determine the correct tile, followed by hand-editing the tile file. Then, once it's complete, submit it to the FG Scenery Database so hopefully it willbe included in future releases. BTW, are we planning to integrate the FGSD objects in port 0.9.9 scenery releases? Hope this is of some use. -Stuart ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Buildings?????
--- 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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Buildings?????
--- 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 ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: Buildings?????
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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Instrument Making
--- 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 ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Updating the Cessna 182
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 ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Update to the Gettng Started guide
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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Driving real instruments.
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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: New joystick bindings XML file for WIngman Force 3D USB
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 ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] PLIB version for building from CVS
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' ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] contacting tower
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 ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Update to playback.xml
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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Update to playback.xml
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Update to playback.xml
--- 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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] How does the weather work in FlightGear?
--- 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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Flight replay using --native=file .... --fdm=external
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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Cygwin/Terragear/nurbs problem
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 ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Cygwin/Terragear/nurbs problem
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail http://uk.messenger.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Cygwin/Terragear/nurbs problem
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 ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Cygwin/Terragear/nurbs problem
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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Cygwin/Terragear/nurbs problem
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 ___ To help you stay safe and secure online, we've developed the all new Yahoo! Security Centre. http://uk.security.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Cygwin/Terragear/nurbs problem
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 ___ How much free photo storage do you get? Store your holiday snaps for FREE with Yahoo! Photos http://uk.photos.yahoo.com ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d