RE: [Flightgear-devel] OpenGL and new video drivers

2005-12-01 Thread Richard Bytheway
Use the latest drivers from the chipset manufacturer's website (nVidia
or ATI). The card manufacturers have been known to optimise the
drievrs that they ship on the CD.

Richard 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Jon S Berndt
 Sent: 01 December 2005 12:09
 To: Flightgear-devel@flightgear.org
 Subject: [Flightgear-devel] OpenGL and new video drivers
 
 I just installed a new video card (eVGA GeForce 6800) on my 
 Windows 2000 box and after installing the drivers I find that 
 OpenGL applications crash. I've uninstalled (in safe mode) 
 and reinstalled (in safe mode) earlier versions of the 
 drivers, but no luck, so far. I am trying to find the 
 solution through the manufacturer's web site and support 
 mechanism, but any suggestions given here would be much 
 appreciated, as well - I know many of you may have gone 
 through the same thing.
 
 Jon
 
 


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

2005-11-11 Thread Richard Bytheway
 [mailto:[EMAIL PROTECTED] On Behalf Of 
 Ralf Gerlich
snip 
 I was just thinking of a more general way of solving the 
 calibration issues than putting it into the configuration files.
 
 Regards,
 Ralf
snip 

I have used systems (PS, PS2, the driver for my Saitek joystick under
Windows) which appear to monitor the highest and lowest values that have
been seen from a given axis, and assume that these are the extremes of
the axis. Obviously when you first start it up, everything is very
jittery, but you just need to move all the axes to each extreme and the
calibration is set. In fact the PS/PS2 instructions say to move both
analogue sticks in circles before using them, I guess this is to effect
the calibration.

Would it be possible to use this approach for FG?

Richard


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RE: [Flightgear-devel] fgfs on AMD64 status? Mobo suggestions/warnings?

2005-10-19 Thread Richard Bytheway


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of
 [EMAIL PROTECTED]
 Sent: 19 October 2005 02:05
 To: flightgear-devel@flightgear.org
 Subject: [Flightgear-devel] fgfs on AMD64 status? Mobo
 suggestions/warnings?
 
 
 
 Hi,
 
 I've been out of the fgfs development loop for an annoyingly 
 long time.  At
 first, I had to adjust to a big drop in free time after 
 (thankfully) finally
 getting employed.  Then I had a video card failure that 
 forced me back to an
 old card I had lying around which had no 3D acceleration.  
 And then, at the
 end of July, problems with my motherboard started, and 
 worsened through the
 month until it became basically unusable by September.
 
 I'm secure enough now that I'm shopping to build a new 
 machine.  I'm looking
 at AMD64 motherboards and one of the newer nvidia cards.  And what I'm
 wondering is whether any fgfs developers can speak to 
 building and running
 fgfs, on linux, on an AMD64 box, and/or with the nv 6600's/6800's etc.
 I've seen some threads that people are running it on AMD64 OK; but I'm
 wondering if there are any suggestions, recommendations, or 
 warnings that
 are worth hearing before I start shelling out the big $ (e.g. 
 mobos you're
 happy with or had nothing but trouble with).  I wanna get 
 back to this stuff.
 
 Cheers,
 
 -c
 

I build and run FG on an AMD64 3000, on a Gigabyte motherboard (GA-K8VNXP 
maybe?) in W2K and Linux (FC3, 32 bit). 

HD is on the SATA port which works seamlessly.

Video is an NVidia 5200 (I think) and that is no problem in either OS.

I am using the onboard sound, which I now cannot get working with OpenAL under 
Windows, although it has worked in the past. It works fine in Linux though, and 
I am moving that way, so I have stopped worrying about that :-)

Saitek USB joystick works fine in both OSs (once I had it plugged in while 
kudzu ran) but the axis numbers are different in Linux and Windows. I will post 
a patch to the joystick file at some point to fix that one properly.

Welcome back.

Richard


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RE: [Flightgear-devel] Re: [PATCH] mice.xml: fix the view recentering

2005-10-13 Thread Richard Bytheway
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Melchior
 FRANZ
 Sent: 13 October 2005 12:02
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Re: [PATCH] mice.xml: fix the view
 recentering
 
 
 * Vassilii Khachaturov -- Thursday 13 October 2005 12:49:
  If one does current view translation (dragging with the 
 middle button in
  the 2nd (view adjustment) mode), then, upon the left click, 
 only the pitch
  offsets are recentered, and not the x/y/z offsets. The 
 patch below fixes
  that. Please apply...
 
 I'd rather not apply that. This middle mouse button feature is useful
 for adjusting the view (seat up/down), and for changing over to the
 copilot seat (b29!). View centering shouldn't abruptly move me back
 from the copilot seat or change the seat position. After all 
 I adjusted
 that explicitly.
 
 m.
 
Can the patch be modified so that clicking the middle and left buttons 
simultaneously recentres the offset?

Richard


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[Flightgear-devel] [OT] Outlook help

2005-09-16 Thread Richard Bytheway
I am about to go away for a week, and would like to setup my out-of-office 
thing in Outlook (corporate setting - no choice on email client).

However I would like to prevent it replying to this, and other, lists that I am 
on.

Does anyone know if this is possible, and if so how to do it?

Thanks,

Richard


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[Flightgear-devel] Automated builds on Linux

2005-09-13 Thread Richard Bytheway
I am trying to move my main PC over from Windows to Linux (FC3 to be precise).

I have a nice tidy script to build and install all of plib, SimGear, FlightGear 
and Atlas, which works beautifully on Cygwin, but it fails on Linux because it, 
understandably, needs root privs for the make install sections.

How does everyone else here manage this problem? I can't believe everyone 
rebuilds everything manually, and I know that you don't _have_ to install the 
packages, but I would like to.

I am not a Linux newbie (used it in various forms since 1992), but I am trying 
to improve my habits. Once I would just have done the entire build as root, but 
I feel that that is asking for trouble now.

Any suggestions?

Richard Bytheway



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RE: [Flightgear-devel] Pulsing splash screen at startup (on Cygwin)

2005-09-06 Thread Richard Bytheway

  
  Richard Bytheway wrote:
  
  ...
  
  
  
  The correction should be in cvs soon, or you can change in
  SG/timestamp.cxx line 119:
  #if defined( WIN32 )
  with
  #if defined( WIN32 )  !defined(__CYGWIN__)
  
 
 Following earlier discussions with Harald, I did that change 
 in 2 places, as
 per the attached diff file. I'm not sure if it's strictly 
 necessary, but
 I've tested it extensively, and it seems to work.
 
 Vivian 
 

I updated to latest CVS last night and the problem is fixed. Thanks.

RIchard


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RE: [Flightgear-devel] Pulsing splash screen at startup (on Cygwin)

2005-09-02 Thread Richard Bytheway
Thanks, I will try that.

Richard

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Harald
 JOHNSEN
 Sent: 02 September 2005 11:54
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Pulsing splash screen at startup (on
 Cygwin)
 
 
 Richard Bytheway wrote:
 
 ...
 
   
 
 The correction should be in cvs soon, or you can change in 
 SG/timestamp.cxx line 119:
 #if defined( WIN32 )
 with
 #if defined( WIN32 )  !defined(__CYGWIN__)
 
 Harald.
 
 
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[Flightgear-devel] Error compiling GPSsmooth

2005-07-05 Thread Richard Bytheway
I am getting a compilation failure in GPSsmooth:
(System is Cygwin on W2K, Athlon. FlightGear and SimGear source are CVS from 
this morning)

Error is below:

-8

[EMAIL PROTECTED] ~/FGFS/FlightGear/build/utils/GPSsmooth
$ make
if g++ -DHAVE_CONFIG_H -I. -I../../../source/utils/GPSsmooth -I../../src/In
clude -I../../../source/src  -I/usr/local/include  -g -O2 -D_REENTRANT -MT
gps.o -MD -MP -MF .deps/gps.Tpo -c -o gps.o ../../../source/utils/GPSsmoo
th/gps.cxx; \
then mv -f .deps/gps.Tpo .deps/gps.Po; else rm -f .deps/gps.Tpo; exit
 1; fi
In file included from ../../../source/utils/GPSsmooth/gps.hxx:2,
 from ../../../source/utils/GPSsmooth/gps.cxx:7:
../../src/Include/config.h:194:1: warning: WIN32 redefined
In file included from /usr/include/w32api/windows.h:48,
 from /usr/include/plib/ul.h:113,
 from /usr/include/plib/sg.h:29,
 from /usr/local/include/simgear/constants.h:44,
 from ../../../source/utils/GPSsmooth/gps.cxx:3:
/usr/include/w32api/windef.h:29:1: warning: this is the location of the pre
vious definition
if g++ -DHAVE_CONFIG_H -I. -I../../../source/utils/GPSsmooth -I../../src/In
clude -I../../../source/src  -I/usr/local/include  -g -O2 -D_REENTRANT -MT
main.o -MD -MP -MF .deps/main.Tpo -c -o main.o ../../../source/utils/GPSs
mooth/main.cxx; \
then mv -f .deps/main.Tpo .deps/main.Po; else rm -f .deps/main.Tpo; e
xit 1; fi
g++  -g -O2 -D_REENTRANT  -L/usr/local/lib -o GPSsmooth.exe  gps.o main.o -
lsgtiming -lsgmisc -lplibnet -lz
/usr/local/lib/libsgtiming.a(timestamp.o)(.text+0xd): In function `_ZN11SGT
imeStamp5stampEv':
/home/richard.bytheway/FGFS/Simgear/build/simgear/timing/../../../source/si
mgear/timing/timestamp.cxx:74: undefined reference to [EMAIL PROTECTED]'
collect2: ld returned 1 exit status
make: *** [GPSsmooth.exe] Error 1

-8

It appears to be in the link to the SimGear timing routines.

I have checked that there is only one version of SimGear installed (OK), and 
double checked that I have the latest SimGear from CVS (OK), and now I am lost. 

Any offers?

Richard


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RE: [Flightgear-devel] Error compiling GPSsmooth

2005-07-05 Thread Richard Bytheway
 
 It appears to be in the link to the SimGear timing routines.
 
 I have checked that there is only one version of SimGear 
 installed (OK), and double checked that I have the latest 
 SimGear from CVS (OK), and now I am lost. 
 
 Any offers?
 
 Richard
   
 
 timeGetTime is defined in WinMM.lib
 
 Harald.
 
 

Thanks, adding -lwinmm to the end of the compiliation line lets it complete.
How does this get added to the automake side of things?

Richard


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RE: [Flightgear-devel] Re: FlightGear startup time

2005-05-27 Thread Richard Bytheway
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Andy Ross
 Sent: 26 May 2005 17:33
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Re: FlightGear startup time
 
 
 Richard Bytheway wrote:
  Would it be possible to have a compiled form stroed on disk, which
  is automatically regenerated on startup of FGFS based on rules
  similar to make. If the ASCII version is newer than the compiled
  version, rebuild the compiled version.
 
 Sorry, but that sounds dumb.  Wouldn't it be a better idea to try to
 figure out why it is slow in the first place before making all our
 configuration files non-editable?
 
 We really don't have that much XML to parse at startup; if it's really
 a performance limitation, then it's because we're doing something slow
 with our XML parsing.
 
 Andy

Yes, figuring out why it is slow in the first place is a good idea, and I see 
from later messages that you have done some investigation into this already.

But I don't think it is a dumb idea per se. 
Maybe I didn't elaborate enough:

I suggest keeping the editable configuration files, exactly as they are now.

When FlightGear starts, and it want to use one of the config/data files, it 
first looks for a binary (compiled) representation of the file. If it cannot 
find it, it reads the editable version (slowly), and in the process creates the 
compiled version and stores it somewhere on disk.
If the compiled version exists, the file timestamp is compared with the 
relevant editable source file. If the compiled version is newer, then it is 
used, if the compiled version is older than the editable file then the compiled 
version is recreated as if it didn't exist.

I guess that a better description might be a pre-parsed disk based cache of 
the Airport and Navigation data, and possibly the configuration files.

On my Cygwin system here (Athlon 1GHz, 384MB RAM, Windows 2000) CVS from 9am 
this morning (UK time) startup timings for all defaults are:

Elapsed Time (s)Event
-
0   Start
3   Splash Screen Up
105 Airport and Nav Data done
252 Aircraft Loaded
258 Sky done
260 Subsystems done
341 Ready to fly

So the bulk of the time is in loading the Airport and Nav data, and the 
aircraft.

I shall try your patches and report what difference they make.

Richard


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RE: [Flightgear-devel] Potential startup speed fix

2005-05-27 Thread Richard Bytheway
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Curtis L.
 Olson

snip

 i.e. you fire up Word to edit your 100Mb power point presentation.  

snip


Yep, that sounds like a Windows user...

Richard


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RE: [Flightgear-devel] Re: FlightGear startup time

2005-05-26 Thread Richard Bytheway
 -Original Message-
 Erik Hofman
 Norman Vine wrote:
 
  
 http://baron.flightgear.org/pipermail/flightgear-devel/2003-Se
ptember/021434.html
 
 I don't see the XML files as being any different then any other source file 
 and 
 source code needs to be compiled.

I've had this in the back of my mind ever since you brought it up, but 
not many people (including XML experts) seem to like binary XML. I'm 
still undecided about it.

Erik

Would it be possible to have a compiled form stroed on disk, which is 
automatically regenerated on startup of FGFS based on rules similar to make. If 
the ASCII version is newer than the compiled version, rebuild the compiled 
version.
This could be transparent to the user (they simply edit the ASCII version), it 
simply causes the startup time to be longer the next time around, but if no 
changes are made then there is no time penalty.

Richard


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RE: [Flightgear-devel] 3 USB Joysticks CH

2005-05-24 Thread Richard Bytheway
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Luuk van
 Hal
 Sent: 24 May 2005 13:07
 To: flightgear-devel@flightgear.org
 Subject: [Flightgear-devel] 3 USB Joysticks CH
 
 
 I'm still using Red Hat 8.0 on kernel 2.4.24 with 3 joysticks from CH 
 products on a Sweex usb 2.0 hub.
 
snip

Firstly: Are the joysticks detected properly if you plug just one at a time 
directly into the PC (no hub)?
Then: Do they work with more than one plugged directly into the PC?
Then: Does one work on the hub?

Lets simplify the configuration to work out where the problem is.

Richard



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RE: [Flightgear-devel] FGInterface is beeing called without scenerybelow the aircraft

2005-05-16 Thread Richard Bytheway


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Chris
 Metzler
 Sent: 16 May 2005 13:08
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] FGInterface is beeing called without
 scenerybelow the aircraft
 
 
 On Mon, 16 May 2005 10:16:35 +0100
 Jon Stockill wrote:
 
  Mathias Fröhlich wrote:
   Hi,
   
   Can you reproduce this?
   And, if yes, how?
  
  I can confirm this problem - it's rare, and I haven't been 
 able to track
  
  down why it's happened, but the sim freezes in the same way 
 as when the 
  aircraft is crashed - the few times I've seen this the 
 aircraft has been
  
  at a few thousand feet, with nothing to crash into though.
 
 Yeah, I had this happen to me last night for the very first time while
 on approach to KSFO.
 
 -c

Could it be if you fly over a 1° tile boundary?

Richard


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RE: [Flightgear-devel] Re: SimGear as shared lib

2005-05-09 Thread Richard Bytheway
 Alex Romosan wrote:
 
 that was exactly the original problem: changes in simgear 
 would involve a
 full recompilation of flightgear if you use static libraries. and
 compiling flightgear does take a very long time. now, if you use
 dynamic libraries, you can make your change in simgear and 
 just go fly
 right away...
   
 
 
 Using static or dynamic libs really don't make that much 
 difference when 
 recompiling FlightGear.  It's your procedure that makes all the 
 difference.  If you do a make install at the top level of simgear 
 (dynamic or static) you are going to reinstall and touch all 
 the simgear 
 header files which will trigger a nearly full recompile of FG.  The 
 linking trick someone mentioned is probably the most 
 convenient, but is 
 a little non-standard.  Often I just watch which bits are changed in 
 simgear, and only do a make install in those subdirectories.  
 That saves 
 a lot of compiling on the FG side.  Also, if you know the headers 
 haven't changed, you can just copy over the .a files to your install 
 location and do a quick relink of FG.  (And I should point 
 out that the 
 relink can be quick on the right platform, and can be really slow on 
 other platforms ...) :-)
 
 Curt.
 

If you set environment variable INSTALL=/usr/bin/install -p before running 
configure for SimGear then the simgear libraries keep their date when 
installed, so the Singear files that FlightGear 'make' looks at only change 
date if the file has actually changed. Consequently, running make on Flightgear 
only rebuilds the parts that need to be rebuilt.

Saves tens-of-minutes per build on Cygwin.

Richard


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[Flightgear-devel] Autogen.sh

2005-05-03 Thread Richard Bytheway
I have noticed that since I updated cygwin autogen.sh is throwing some new 
warnings (this if Flightgear, but SimGear is showing similar warnings):

$ ./autogen.sh
Host info: CYGWIN_NT-5.0 i686
 automake: 1.9.2 (19)

Running aclocal
/usr/share/aclocal/pkg.m4:5: warning: underquoted definition of 
PKG_CHECK_MODULES
  run info '(automake)Extending aclocal'
  or see http://sources.redhat.com/automake/automake.html#Extending-
aclocal
/usr/share/aclocal/libsmi.m4:8: warning: underquoted definition of  
AM_PATH_LIBSMI
/usr/share/aclocal/freetype2.m4:7: warning: underquoted definition of   
AC_CHECK_FT2
/usr/share/aclocal/cppunit.m4:4: warning: underquoted definition of 
AM_PATH_CPPUNIT
Running autoheader
Running automake --add-missing
Running autoconf

==
Now you are ready to run './configure'
==

I expect that this is due to the continual improvement of the auto tools 
package. I would look at it but I find the autotools to be a bit of a black 
box. 

Could someone who understands this look at it?

Richard


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RE: [Flightgear-devel] Building on Cygwin

2005-03-31 Thread Richard Bytheway

 I have the same problem with Main/renderer.cxx. Your solution 
 (or one very
 like it) solves the problem. I guess near/far are reserved 
 words in Cygwin?
 Thereafter, FGFS compiles and runs under Cygwin. 
 
 I'm not using Andy's libs, but those built by Norman, with a couple of
 tweaks which have been listed recently (although these may not now be
 needed, since OpenAl has reportedly fixed the problems). Your 
 errors seem to
 be lib-related so perhaps the solution lies there. Norman's libs are
 available at:  
 
 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/openal_cyg.tgz
 
 Regards,
 
 Vivian
 
 

Thanks for the pointer to the Norman's libs. I had been looking for those but 
could not find them anywhere.

It appears that it is working now. How are Andy's libs meant to be used?

One point I have discovered, is that (on Cygwin at least) the shortcut to your 
home directory, ~/, doesn't seem to get parsed properly when setting fg-root:

[EMAIL PROTECTED] ~
$ fgfs --fg-root=~/FGFS/FlightGear/data/

Base package check failed ... Found version [none] at: 
~/FGFS/FlightGear/data/
Please upgrade to version: 0.9.8

[EMAIL PROTECTED] ~
$ fgfs --fg-root=/home/Richard.Bytheway/FGFS/FlightGear/data/

...(normal startup)

Thanks again.

Richard


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RE: [Flightgear-devel] Building on Cygwin

2005-03-30 Thread Richard Bytheway
 
 I have been building FlightGear in Cygwin since the 0.6 days, 
 but for the past few months I have not been able to get a 
 build to complete.
 
 I have had, and have overcome problems with OpenAL in the 
 past, but they seem to have resurfaced.
 
 In the absence of any useful information from me (like files 
 it fails on, and error messages), does anyone have a general 
 (but up-to-date) guide to building FlightGear on Cygwin, or 
 even a list of common problems and solutions?
 
 I shall gather some hard evidence tonight and post it 
 tomorrow if needed.
 
 Thanks,
 
 Richard
 

OK, I have made progress past the OpenAL hiccups.
First I tried building OpenAL CVS, but that did not appear to work. So I found 
the OpenAL build by Andy Ross 
(http://plausible.org/andy/fgfs-mingw-libs.tar.gz) which appears to do the 
trick.

I then had to tweak Main/renderer.cxx, lines 890 onwards to rename near and 
far which were causing a problem. I used qnear and qfar in lines 890, 
891, 904, 913 and 914 and compilation runs nearly to the end. 

The final link still fails though. Error is pasted below, can anyone shed any 
light?

Richard


Making all in Main
make[2]: Entering directory 
`/home/richard.bytheway/FGFS/FlightGear/build/src/Main'
g++ -DPKGLIBDIR=\/usr/local/share/FlightGear\ -g -O2 -D_REENTRANT  
-L/usr/local/lib -o fgfs.exe  bootstrap.o ../../src/Main/libMai
n.a ../../src/Aircraft/libAircraft.a ../../src/ATC/libATC.a 
../../src/Cockpit/libCockpit.a ../../src/Cockpit/built_in/libBuilt_in.a
../../src/Controls/libControls.a ../../src/FDM/libFlight.a 
../../src/FDM/Balloon/libBalloon.a ../../src/FDM/ExternalNet/libExternalN
et.a ../../src/FDM/ExternalPipe/libExternalPipe.a 
../../src/FDM/JSBSim/libJSBSim.a ../../src/FDM/YASim/libYASim.a 
../../src/FDM/JSBS
im/filtersjb/libfiltersjb.a ../../src/FDM/LaRCsim/libLaRCsim.a 
../../src/FDM/UIUCModel/libUIUCModel.a ../../src/FDM/SP/libSPFDM.a ..
/../src/GUI/libGUI.a ../../src/Autopilot/libAutopilot.a 
../../src/Input/libInput.a ../../src/Instrumentation/libInstrumentation.a ..
/../src/Model/libModel.a ../../src/AIModel/libAIModel.a 
../../src/Network/libNetwork.a ../../src/Navaids/libNavaids.a ../../src/Scen
ery/libScenery.a ../../src/Scripting/libScripting.a ../../src/Sound/libSound.a 
../../src/Airports/libAirports.a ../../src/MultiPlaye
r/libMultiPlayer.a ../../src/Replay/libReplay.a ../../src/Systems/libSystems.a 
../../src/Time/libTime.a ../../src/Traffic/libTraffic
.a ../../src/Environment/libEnvironment.a -lsgclouds3d -lsgroute -lsgsky 
-lsgsound -lsgephem -lsgmaterial -lsgtgdb -lsgmodel -lsgtim
ing -lsgio -lsgscreen -lsgmath -lsgbucket -lsgprops -lsgdebug -lsgmagvar 
-lsgmisc -lsgnasal -lsgxml -lsgsound -lsgserial -lsgstructu
re -lsgenvironment -lsgthreads  -lplibpu -lplibfnt -lplibjs -lplibnet -lplibssg 
-lplibsg -lplibul  -lz -lglut32 -lglu32 -lopengl32 -
luser32 -lgdi32 -lALut -lopenal32   -lwinmm -ldsound -ldxguid -lole32
../../src/Main/libMain.a(main.o)(.text+0x35d0): In function 
`_Z10fgMainInitiPPc':
/usr/include/c++/3.3.3/bits/char_traits.h:143: undefined reference to 
`_aircraftdir_'
../../src/Main/libMain.a(fg_props.o)(.text+0x17d5): In function 
`_Z14getAircraftDirv':
/usr/include/c++/3.3.3/bits/basic_string.h:717: undefined reference to 
`_aircraftdir_'
../../src/Main/libMain.a(fg_props.o)(.text+0x180d): In function 
`_Z14setAircraftDirPKc':
/usr/include/c++/3.3.3/bits/char_traits.h:143: undefined reference to 
`_aircraftdir_'
../../src/Main/libMain.a(fg_init.o)(.text+0x11088): In function `_Z9fgInitFDMv':
/usr/include/c++/3.3.3/bits/basic_string.h:361: undefined reference to 
`_aircraftdir_'
../../src/FDM/LaRCsim/libLaRCsim.a(LaRCsim.o)(.text+0x981): In function 
`_ZN9FGLaRCsim6updateEd':
/home/richard.bytheway/FGFS/FlightGear/build/src/FDM/LaRCsim/../../../../source/src/FDM/LaRCsim/LaRCsim.cxx:406:
 undefined reference
 to `_aircraft_'
../../src/FDM/LaRCsim/libLaRCsim.a(LaRCsim.o)(.text+0xad0):/home/richard.bytheway/FGFS/FlightGear/build/src/FDM/LaRCsim/../../../../
source/src/FDM/LaRCsim/LaRCsim.cxx:324: undefined reference to `_aircraft_'
../../src/FDM/LaRCsim/libLaRCsim.a(LaRCsim.o)(.text+0xce2):/home/richard.bytheway/FGFS/FlightGear/build/src/FDM/LaRCsim/../../../../
source/src/FDM/LaRCsim/LaRCsim.cxx:394: undefined reference to `_aircraft_'
../../src/FDM/LaRCsim/libLaRCsim.a(LaRCsim.o)(.text+0xd11):/home/richard.bytheway/FGFS/FlightGear/build/src/FDM/LaRCsim/../../../../
source/src/FDM/LaRCsim/LaRCsim.cxx:395: undefined reference to `_aircraft_'
../../src/FDM/LaRCsim/libLaRCsim.a(LaRCsim.o)(.text+0xd91):/home/richard.bytheway/FGFS/FlightGear/build/src/FDM/LaRCsim/../../../../
source/src/FDM/LaRCsim/LaRCsim.cxx:338: undefined reference to `_aircraft_'
../../src/FDM/LaRCsim/libLaRCsim.a(LaRCsim.o)(.text+0xdaa):/home/richard.bytheway/FGFS/FlightGear/build/src/FDM/LaRCsim/../../../../
source/src/FDM/LaRCsim/LaRCsim.cxx:344: more undefined references to 
`_aircraft_' follow
../../src/FDM/LaRCsim/libLaRCsim.a(ls_step.o)(.text+0x23): In function 

[Flightgear-devel] Flightgear CVS resources web page

2005-03-30 Thread Richard Bytheway
Looking through the web site I noticed that the CVS instructions page 
(http://www.flightgear.org/cvs/anoncvs.html) still references Metakit in 
section 5.

This should probably be removed to prevent confusion.

Richard


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[Flightgear-devel] Building on Cygwin

2005-03-29 Thread Richard Bytheway
I have been building FlightGear in Cygwin since the 0.6 days, but for the past 
few months I have not been able to get a build to complete.

I have had, and have overcome problems with OpenAL in the past, but they seem 
to have resurfaced.

In the absence of any useful information from me (like files it fails on, and 
error messages), does anyone have a general (but up-to-date) guide to building 
FlightGear on Cygwin, or even a list of common problems and solutions?

I shall gather some hard evidence tonight and post it tomorrow if needed.

Thanks,

Richard


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RE: [Flightgear-devel] PC7-maintainer

2005-01-14 Thread Richard Bytheway
 Two things: I have the impression that two notches of flaps 
 are set per
 default on startup, it might me worthwile to remove this.
 And there's a second point which becomes visible when you use the HUD:
 
   http://document.ihg.uni-duisburg.de/bitmap/FGFS/PC7_02.jpg
 
 The third 'scale' from the left has two markers (the first is power,
 the second is airspeed and the one I meen is the one that comes next).
 The marker on the right side displays the elevator position 
 and the one
 on the left side  !?
 I don't know why this isn't centered and I, don't know how to make it
 centered. Actually I don't know even know what it means,
 

It is elevator trim. It will be changed by the altitude and/or speed by pitch 
autopilots, and can be manually adjusted using 7 and 1 on the numeric keypad 
(numlock on), but it is slow in manual mode, so hold the button down and wait.

Richard


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RE: [Flightgear-devel] fun with SGI images

2005-01-11 Thread Richard Bytheway
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] Behalf Of Melchior
 FRANZ
 Sent: 11 January 2005 14:03
 To: flightgear-devel@flightgear.org
 Subject: [Flightgear-devel] fun with SGI images
 
 
 Erik reminded me to finish a program that I had written a 
 while ago. It uses
 the SGI Image loader/saver that I had written for KDE to 
 optimize image files,
 without changing the image contents. This is done by reducing 
 unused layers,
 using better compression, and not compressing where this 
 actually generates
 smaller images. I let this program now run over the 
 directories Textures{,.high}/
 and Aircraft/ and got this difference:
 
   cvs:223.61 MB
   recoded:182.09 MB
   --
   savings: 41.52 MB
 
 Now, what does it mean? That we should change all rgb(a), and 
 let every
 cvs users sync down 182 MB? Of course, not. But paying a little more
 attention to SGI images wouldn't hurt.
 
 m.
 

Do the texture files _have_ to be in RGB(A) format? 
I understand that lossy compression on textures is evil and wrong 
(http://www.sjbaker.org/steve/omniv/jpegs_are_evil_too.html), but what about 
PNG or even TIFF? These give smaller files with no information loss, and both 
support alpha layers properly.

Looking at the plib documentation, it says:

Currently, only SGI format and uncompressed 8 or 24 bit BMP images are 
supported - but more formats are planned for the future. Filenames ending with 
'.rgb', '.rgba', '.int', '.inta', '.bw' are assumed to be SGI formatted files, 
'.bmp' are in Microsoft's BMP format and '.png' are in Portable Network 
Graphics format. (http://plib.sourceforge.net/ssg/state.html)

Which first says that PNG is not supported, but then implies that it is. Does 
anyone know whether plib will load PNG files as textures?

Richard


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RE: [Flightgear-devel] alternative terrain engine integration

2005-01-10 Thread Richard Bytheway
 
 I think in this case a branch makes a lot of sense, because 
 otherwise the
 modifications would greatly disturb the main-branch; or I 
 would be forced 
 to hold back a gigantic monolithic patch until codingtesting 
 has finished,
 which would leave me without version control (and others 
 wouldn't be able to
 test or contribute). 
 
If my memory serves, previous big changes to the codebase have been handled 
by having a conditional compilation option which switches on the new code (and 
switches off some old code if needed) and putting all changes in CVS HEAD. This 
allows people to try it if they want to, and avoids what I understand is the 
main problem of CVS branches, which is reintegration when it is complete.

Richard


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[Flightgear-devel] Weather reporting stations

2004-12-22 Thread Richard Bytheway
An friend of mine is asking questions about weather reporting stations 
(http://www.linux.org.uk/~telsa/Diary/diary.html, Dec 15th entry) and has been 
pointed at FlightGear for answers by someone other than me. 
Can anyone answer her questions?


Richard Bytheway


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RE: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: data/Data/AI

2004-11-23 Thread Richard Bytheway
 From: Lee Elliott
 On Thursday 18 November 2004 21:03, Martin Spott wrote:
  Lee Elliott wrote:
   um, yes - the TSR-2 probably isn't the best a/c for carrier
   stuff.  The FDM needs really an overhaul because the
   take-off performance isn't right - it currently lifts off at
   a lower speed if reheat isn't used :( - and it was designed
   to have a good stol performance, [...]
 
  It was designed for   ??   STOL performance ? _These_
  small wings !? Oh man, I must have missed a lesson  ;-))
 
  Martin.
 
 Yeah - and rough strips too.  I believe the STO was achieved by 
 extending the nose gear strut to increase the initial AoA.  Not 
 only would this provide more lift over the wings, it would also 
 result in a useful down-thrust component from the engines, 
 especially when afterburning was used.
 
 I also believe the main gear was designed to tolerate less than 
 perfect strips.
 
 Don't know for sure but a braking parachute might have been 
 planned too.
 
 LeeE

The TSR2 also had blown flaps for short and rough take offs:
 http://patter.mine.nu/tsr2-2.htm

Richard


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RE: [Flightgear-devel] MD11 model filenames

2004-11-09 Thread Richard Bytheway
Windows doesn't care whether the files name is upper case, lower case or some 
funky mixed case, they all refer to the same file. 
I presume that on a case sensitive file system the case of the filename and the 
case of the reference to the filename must match, but on Windows this is not 
the case.

The only problem at the moment is that CVS barfs on the second of each pair 
with a xxx is in the way warning. Removing the one from CVS that is not 
referenced by the model will solve the problem.

Richard

 
 I can go to 3D Studio and change the textures' name to 
 lowercase, but I won't 
 be able to do that until... next year.  I have been kind of 
 busy these days.
 
 Ampere
 
 On November 8, 2004 11:51 am, Durk Talsma wrote:
  To the best of my knowledge, this duplication was 
 introduced when Erik
  changed the original upper case names to lower case, 
 because I thought the
  upper case filenames might give problems on windows 
 systems, or something
  like that. But, on case-sensitive OSses (such as my 
 trustworthy linux
  station). The 3ds model file expects all upper case 
 texturefile names,
  which is why they were changed back to their original state.
 


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[Flightgear-devel] MD11 model filenames

2004-11-08 Thread Richard Bytheway
I have noticed that there are files in the MD11 model which have the same name 
on a system with a case insensitive filesystem:

$ ls Aircraft/MD11/Models/cockpit/
BW000.RGB  BW128.RGB  BW230.RGB  cockpit.3ds  CVS GS.RGB   PANELBG.RGB
BW064.RGB  BW191.RGB  BW255.RGB  cockpit.xml  gs.rgb  panelbg.rgb

Specifically gs.rgb/GS.RGB and panelbg.rgb/PANELBG.RGB. 
It appears that the files are identical except for the case of the filename, so 
one of each pair can probably be deleted.

Could someone with CVS access rectify this please?

Richard


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RE: [Flightgear-devel] STL string and lowercase

2004-08-24 Thread Richard Bytheway
 -Original Message-
 From: Jon Berndt
 Sent: 24 August 2004 13:39
 To: FlightGear developers discussions
 Subject: RE: [Flightgear-devel] STL string and lowercase
 
 
  With or without locale support?
 
 What is locale support? If that means for different character 
 sets (as in different
 geographic and language areas), it has to work around the 
 world, of course. Is that what
 locale refers to?
 
 Jon

Yes, the locale accounts for the different habits of people around the world. 
Things like the fact that parts of Europe use a , as a decimal point, and . as a 
thousands separator. The locale settings usually also have information about currency 
symbol, date and time formet, time offset from GMT etc etc etc.

Richard


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RE: [Flightgear-devel] Taildragger takeoff and landing

2004-07-28 Thread Richard Bytheway
 -Original Message-
 From: Jon Berndt
 Sent: 28 July 2004 3:47 pm
 To: FlightGear developers discussions
 Subject: RE: [Flightgear-devel] Taildragger takeoff and landing
 
snip
 
 I've heard it described several ways (lift); I think you're 
 pretty close. I don't know if
 I'd say partial vacuum, though, which might give an 
 exaggerated impression. Thinking of
 Bernoulli's nozzle example from elementary physics, the flow 
 over the top, curved surface
 of a wing sees faster airflow, and lower pressure. 
 Integrating the pressure over the lower
 and upper surfaces of the wing results in a net upward force 
 (assuming steady-state
 flight). Probably there is a bit of both pushing _and_ 
 pulling going on. If the lower
 surface of the wing is at a positive alpha, it's not too 
 difficult to think that there is
 some pushing going on.
 
 Well, it would be interesting to get Tony's impression, and 
 of course a physicist will
 describe this in his own way, too.
 
 Jon
 

Well as a physicist (but with no formal aeronautical education), I always think of it 
as the wing is pushing air down, which causes an equal and opposite force (to quote 
Newton) of the air pushing the wing up. Hence acrobatic aircraft with symmettrical 
wings can still fly. The key to wing shape design is to keep the air flow attached to 
both the upper and lower surface so that you can change the direction of airflow. Once 
the flow detaches (a stall), you are not pushing the air down any more, so it isn't 
pushing you up.

Richard


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RE: [Flightgear-devel] Cygwin and OpenAL

2004-07-20 Thread Richard Bytheway
 From: Jon Berndt
 
  I have created a new OpenAL tarball that breaks ALut into a 
 separate DLL
 
  http://www.vso.cape.com/~nhv/files/fgfs/openal_cyg.tgz
 

Is this tarball (or equivalent) still available somewhere? 
I had a copy, but it got lost along the way.

Richard.


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RE: [Flightgear-devel] Adding external nasal bindings fgcommands toFlightGear by using Plugins ?

2004-07-15 Thread Richard Bytheway
 -Original Message-
 From: Boris Koenig
 Sent: 14 July 2004 11:18 pm
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Adding external nasal bindings  
 fgcommands
 toFlightGear by using Plugins ?
 
 
 Hi again !
 
 I am just about trying to add some test-hooks to FlightGear, but
 wouldn't like to have to rebuild the whole FlightGear build tree each
 time (~ 350 MB ), just for 2-3 added small test-functions, hence I
 came up with the following idea:
snip 

Running make should only rebuild the parts of the source that have changed, and any 
parts of the source that are dependent on parts that have changed. You will always 
have to do the final link (20-30 seconds), but it shouldn't hit too much else.

Richard


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RE: [Flightgear-devel] status of aircraft carrier

2004-07-08 Thread Richard Bytheway
There is a fairly simple, but possibly useful discussion of aircraft carrier take-offs 
and landings at How Stuff Works: http://people.howstuffworks.com/aircraft-carrier4.htm

There are even some numbers which might be good for getting a semi-working system.

It looks like each arrestor wire is attached to a pair of hydraulic damping cylinders, 
so both ends of the wire move, and thus the wire does not move relative to the hook 
(once caught). I guess that hydraulics allow the damping force to be easily varied for 
different aircraft.

Richard.


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RE: [Flightgear-devel] Rebuild

2004-07-01 Thread Richard Bytheway
 -Original Message-
 From: Richard Harke
 Sent: 30 June 2004 6:04 am
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Rebuild
 
 
 On Tuesday 29 June 2004 09:57 pm, Tony Peden wrote:
  If you change an oft-included header in simgear, this is 
 pretty normal.
 Well, that would explain it. I did do a make install on simgear
 I guess I should have just cp'ed the relevant .a file.
 
  On Tue, 2004-06-29 at 20:02, Richard Harke wrote:
   I have found a bug in libGLcore.so from Nvidia for ia64. I think
   I have a work-around that involves a small change (temporary)
   in simgear. after making the changes, I deleted the .o 
 and corresponding
   .a and ran make. Seemed to work fine and just re-compiled 
 the one file
   and did the one link.
  
   Then I deleted fgfs and ran make on flightgear and it seems to
   be recompiling the whole world. I didn't change any flightgear
   files so I am rather puzzled.
  
   Is this normal bahavior for flightgear make?
  
   Richard Harke
  

AFAIK, by default (on cygwin at least), install sets the file date on the installed 
copy to the date of installation, not the date of compiliation, so running make 
install in SimGear makes it look as if the whole of SimGear is new. 
There is a flag you can pass to install (-p perhaps?) which tells it to use the date 
on the original file, not the date of installation, so the impact on subsequent makes 
of changing one SimGear file is reduced to the degree that it should be.

Does that make sense?

Richard


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[Flightgear-devel] New dialogs

2004-06-07 Thread Richard Bytheway
I have noticed that if I open and close the autopilot setting dialog repeatedly, the 
grey panel behind the widgets gets a little smaller each time, eventually disappearing.

Is anyone else seeing this?

Richard Bytheway


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RE: [Flightgear-devel] New dialogs

2004-06-07 Thread Richard Bytheway
Current CVS as of last night (UK time).

Richard

 -Original Message-
 From: Andy Ross 
 Sent: 07 June 2004 3:51 pm
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] New dialogs
 
 
 Richard Bytheway wrote:
 
 I have noticed that if I open and close the autopilot 
 setting dialog repeatedly, the grey panel behind the widgets 
 gets a little smaller each time, eventually disappearing.
   
 
 
 There was a similar bug with the layout code that got fixed a 
 few weeks 
 back.  Are you
 on current CVS?  Maybe I should re-investigate.
 
 Andy
 
 


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RE: [Flightgear-devel] keyboard mapping

2004-05-28 Thread Richard Bytheway
snip 
 Alternatively, you could use a WYSIWYG paradigm and just make 
 all the functions 
 clickable and make people click over to mode 0 and use the 
 mouse cursor. The way 
 I see it a real pilot has to let go of something to twiddle a 
 dial anyway, we 
 shouldn't complain if we have to as well.
snip 

If we go down this route, should we consider panning the view when the mouse hits the 
edge of the view windows so that you don't have to keep changing to view mode to find 
the next panel?

Richard


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RE: [Flightgear-devel] Re: FlightGear news letter

2004-05-21 Thread Richard Bytheway

snip 
 Size  Format  Frequency:
 
 Looking at JSBSim newsletter, I think that's pretty cool: 4 
 pages (no more) in 
 US Letter or A4 size, and released quarterly (4 issues per 
 year is quite a 
 number, specially to prepare it).
snip

On the subject of format, could the page be A4 wide and Letter long, that way it will 
print corrcetly on both sides of the Atlantic.

Richard

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RE: [Flightgear-devel] Cygwin and OpenAL

2004-05-14 Thread Richard Bytheway
snip 
 I have created a new OpenAL tarball that breaks ALut into a 
 separate DLL
 
 http://www.vso.cape.com/~nhv/files/fgfs/openal_cyg.tgz
 
snip

Thanks, I will try that tonight.

Richard

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[Flightgear-devel] Cygwin and OpenAL

2004-05-13 Thread Richard Bytheway
Since the addition of OpenAL I have been having sporadic success building FlightGear 
on Win2K and Cygwin, but I think I now have is sussed. 

I first tried installing the Creative OpenAL SDK, but that didn't appear to help.

I installed Norman's OpenAL stuff, and things got better, I eventually got a fgfs.exe, 
but it would segfault when I ran it.

I tracked this down to having a vintage version (1.1.something, probably 12 months 
old) of cygwin installed, an update later and things were good. 

At some point (I should have kept notes) I fixed a missing DLL entry point problem by 
removing the Creative SDK.

Then it broke again, so I rummaged through the list archives, and found the message 
from David Luff on 28 April 2004 giving a list of libs to put in Makefile.am, and I 
noticed that the list of libs in that email does not include alut, yet the Makefiles 
in my simgear and flightgear trees did include alut.

I removed alut from the list of OpenAL libs and everything is working again.

Does this mean that alut is not needed on cygwin systems? I certainly cannot find an 
alut library anywhere, only a header file.

Richard Bytheway

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RE: [Flightgear-devel] MD-11

2004-05-07 Thread Richard Bytheway
 From: Durk Talsma
 Sent: 07 May 2004 7:20 am
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] MD-11
 
 
 On Friday 07 May 2004 07:56, Innis Cunningham wrote:
  Hi Ampere
  See JPG for how the MD11 appeared in FG9.2 and 9.4.
  Maybe someone on the list has a simple answer.I don't
  think it is anything at my end.
 
 
 Innis,
 
 You just beat me by about 30 seconds posting a screenshot. :-)
 
 Anyways, here's mine...
 http://members.ams.chello.nl/d.talsma/md11-model.jpg
 
 It's my impression that some transformation paramters are not 
 properly 
 recognized in FlightGear/plib, or perhaps done in the wrong order.
 
 Cheers,
 Durk
 

No, I think you two just crashed it :-)

Richard

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[Flightgear-devel] Ideas for a gear model

2004-05-06 Thread Richard Bytheway
A thought occurred to me last night on the modelling of gear reactions, and a possible 
way to solve some or all of the related problems that have been discussed on the list 
over the past few months. 
I wasn't even trying to think about the problem so if anyone else had the same ideas 
at about 10:30pm UK time, I apologise for telepathic theft of your ideas.

1) For each wheel (or group of wheels), we keep a coefficient of friction in the 
rolling direction and a coefficient of friction perpendicular to this.

2) The vertical force on the wheel is multiplied by the two coefficients to get a 
maximum force in each direction that the wheel will absorb before it starts to move, 
that is the drag.

3) The horizontal force on the wheel is resolved into two components, one parallel to 
the rolling direction and one perpendicular to it.

4) Each horizontal force component is modified according to the following rules:
If it is less than or equal to the drag in the same direction calculated in 
step 2 then it is set to 0.
If it is greater than the drag calculated in step 2, then it is reduced by the 
drag.

5) The modified horizontal forces are recombined to get a force which can be used to 
accelerate the aircraft.

I suggest that the coefficients of friction stored are for a tyre at correct pressure 
on dry tarmac, and then the could be modified according to ground type and tyre 
condition automatically. For instance grass will increase the rolling coefficient, but 
decrease the perpendicular coefficient. Additionally, we may want to include a 
mechanism to store coefficients for different ground types.

Unfortunately I don't have the skill or time to implement this at the moment, but I 
think that some others are working on the problem, so I offer the ideas to the group 
as brain fodder.

Richard

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RE: [Flightgear-devel] Spitfire Propeller vs. YASim

2004-05-05 Thread Richard Bytheway
 -Original Message-
 From: Vivian Meazza 
 Sent: 04 May 2004 7:38 pm
 To: 'FlightGear developers discussions'
 Subject: RE: [Flightgear-devel] Spitfire Propeller vs. YASim
 
 Richard Bytheway wrote
  
  Sent: 04 May 2004 10:42
  To: FlightGear developers discussions
  Subject: RE: [Flightgear-devel] Spitfire Propeller vs. YASim
  
  
   I had already shown by some pretty simple math that at 2850
   rmp the tips of
   a 1.65m radius propeller would be supersonic and therefore highly
   improbable, but we now know that the data of hp, gear ratio, 
   rpm etc all tie
   together.
   
   Thanks
   
   Vivian Meazza
   
  
  I have a memory from years back of being told that the reason 
  the Spitfire had such a distinctive sound was that the 
  propellor tips _were_ supersonic. Maybe it was just heresay.
  
  Richard 
  
 
 I think it is possible that the propeller tips went supersonic in the
 corners of the flight envelope of some of the later versions. 
 However, the
 math seems to show that in most circumstances they were not. It seems
 unlikely that this could explain the distinctive sound when 
 heard from the
 ground. 
 
 Here are some calculations on propeller rpm.
 
 The propeller the tip speed should be as high as possible 
 with the only
 limitation being that the tip should not get into the region 
 of aerodynamic
 compressibility. Typically a figure of Mach 0.85 is used as 
 the magic number
 that should not be exceeded. (This makes some allowance for the speed
 increase as the air passes over the aerofoil curved surface 
 and the increase
 in air velocity caused by the propeller operation.)
 
 If we take 8000 ft as the operating altitude then Mach 1 =  
 1085 ft/sec
 (approx)
 
 Assuming that the forward velocity of the aircraft is 300 mph 
 = 440 ft/sec
 
 Then the maximum rotational velocity may be calculated by Pythagoras:
 
  Max Rotational Velocity = ((M *1085)^2 - (V)^2)^0.5
 
 where M is the designed Mach Number (0.85) and V is the 
 aircraft forward
 velocity
   
   = ((0.85*1085)^2 -(440)^2)^0.5 = 810.52
 ft/sec
 
 RPM at Max rotational velocity is given by:
 
 RPM = Max rotational velocity*60/(PI * D)
 
 Where D is the propeller diameter (ft)
 
   = 810.52*60/(PI * 10.75) = 1439.98 rpm
 
 At 3000 rpm the propeller rpm is 1431 rpm, but the Merlin 
 only did this when
 the throttle was through the gate, and the Boost Control 
 Valve Cutout was
 operated. This was allowed for 5 minutes.
 
 We can calculate the Max Rotational Velocity @ 1431 rpm
 
   Max rotational velocity (PI * D) = (RPM/60) * (PI * D)
 
   = (1431/60) * 
 (PI * 10.75)
   
   = 805 ft/sec
 
 We can also calculate the Mach Number (M) of the tip by 
 rearranging and
 substituting 
 
   M = ((805^2+440^2)^0.5)/1085
 
 = 0.8459
 
 I hope that all the maths are correct. 
 
 I think all this shows that under normal operating 
 conditions, and observing
 the normal operating limit of 2850 rpm, it is unlikely that 
 the propeller
 tips would exceed M1.
 
 Regards
 
 Vivian 
 

Very clear, thanks,

Richard

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RE: [Flightgear-devel] Spitfire Propeller vs. YASim

2004-05-04 Thread Richard Bytheway
 I had already shown by some pretty simple math that at 2850 
 rmp the tips of
 a 1.65m radius propeller would be supersonic and therefore highly
 improbable, but we now know that the data of hp, gear ratio, 
 rpm etc all tie
 together.
 
 Thanks
 
 Vivian Meazza
 

I have a memory from years back of being told that the reason the Spitfire had such a 
distinctive sound was that the propellor tips _were_ supersonic. Maybe it was just 
heresay.

RIchard

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RE: [Flightgear-devel] Re: [Flightgear-cvslogs]CVS: FlightGear/src/Input input.cxx, 1.43, 1.44 input.hxx, 1.17, 1.18

2004-04-27 Thread Richard Bytheway
Could the joystick file have a section which defines virtual named axes (pitch, 
roll, yaw, throttle, hat_x, hat_y etc) which are mapped to the appropriate FG input 
(elevator, aileron, rudder, throttle, view x and view y), and then have a section for 
each OS which maps axis numbers to virtual axes as defined in the file.

Richard

 -Original Message-
 From: Erik Hofman [mailto:[EMAIL PROTECTED]
 Sent: 27 April 2004 3:21 pm
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Re: [Flightgear-cvslogs]CVS:
 FlightGear/src/Input input.cxx, 1.43, 1.44 input.hxx, 1.17, 1.18
 
 
 Melchior FRANZ wrote:
 
  So we'd need two config files for *every* joystick (with more than
  two axes)? That's IMHO not acceptable. I'd rather prefer a mechanism
  that makes one and the same config file work for both systems then.
 
 After endless times of no discussion and no solutions I 
 hacked something 
 together that works for every situation. Not acceptable won't 
 do in this 
 case unless I see something show up that is elegant and that works in 
 every situation.
 
 Erik
 
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RE: [Flightgear-devel] 2004 Linux User Developer Expo

2004-04-23 Thread Richard Bytheway
 You can find my pictures at http://photos.stockill.org.uk/ludex2004
 

I have to ask, what is img_0006.jpg (Captioned It's evil but it might just 
work.)?

Richard

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RE: [Flightgear-devel] tables and images and borders ... oh my

2004-04-20 Thread Richard Bytheway
Assuming that you are talking about HTML here...

Open the table with:

table cellpadding=0 borders=0 cellspacing=0

cellpadding is the space between adjacent cells
borders is the width of the border around each cell
cellspacing is the space between the border and the content of the cell

You can also specify the size of each cell in the table with td height=... 
width=..., and this should match the size of the graphic, which should also have its 
size specified in the img tag.

Some browsers (old Netscapes in particular) render empty cells as the background 
colour even if there is nothing in them, so you may need to make a 1 pixel square 
graphic of the appropriate colour to coax it into filling any empty cells.

Richard

 -Original Message-
 From: Jon Berndt [mailto:[EMAIL PROTECTED]
 Sent: 20 April 2004 1:47 pm
 To: Flightgear-Devel
 Subject: [Flightgear-devel] tables and images and borders ... oh my
 
 
 For the life of me, I can't get my sliced images to appear in a table
 without padding and borders, etc. Does anyone know if images 
 have to be
 sized any particular way to get this to work, i.e. an even 
 number of pixels
 or something?
 
 Jon
 
 
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RE: [Flightgear-devel] tables and images and borders ... oh my

2004-04-20 Thread Richard Bytheway
Some browsers get confused if you have CR/LF between elements. Although they shouldn't 
render white space (except between words) some do. Try putting the whole td.../td 
on one line in the HMTL file.

Send me the table code if you want me to have a look at it.

Richard

 -Original Message-
 From: Jon S Berndt [mailto:[EMAIL PROTECTED]
 Sent: 20 April 2004 3:27 pm
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] tables and images and borders 
 ... oh my
 
 
 On Tue, 20 Apr 2004 14:07:28 +0100
   Richard Bytheway [EMAIL PROTECTED] wrote:
 Assuming that you are talking about HTML here...
 
 Open the table with:
 
 table cellpadding=0 borders=0 cellspacing=0
 
 cellpadding is the space between adjacent cells
 borders is the width of the border around each cell
 cellspacing is the space between the border and the content of the 
 cell
 
 You can also specify the size of each cell in the table with td 
 height=... width=..., and this should match the size of the 
 graphic, 
 which should also have its size specified in the img tag.
 
 Done that.  One thing that helped was to set the font size 
 used in teh 
 table to a small number. But, still, I can't get my cut images in the 
 cells with no borders and no padding to line up.
 

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RE: [Flightgear-devel] Terrain textures

2004-04-08 Thread Richard Bytheway
 -Original Message-
 From: Jonathan Richards
 Sent: 08 April 2004 5:11 pm
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Terrain textures
 
 
 I'm trying to experiment with alternative terrain textures 
 for the scenery 
 which I have built for the UK, but which looks odd when it's 
 painted to look 
 like an irrigated American prairie :¬)
 I took a look at $FG_ROOT/materials.xml, which defines how 
 the materials are 
snip

I believe that the files in Textures.High get used in preference to the files in 
Textures. You may want to rename the Textures.High directory for the duration of your 
tests.

Richard

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RE: [Flightgear-devel] [OT] Application recommendations solicited

2004-03-31 Thread Richard Bytheway
 -Original Message-
 From: Martin Spott [mailto:[EMAIL PROTECTED]
 Sent: 01 April 2004 8:20 am
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] [OT] Application recommendations
 solicited
 
 
 Jon S Berndt wrote:
 
  1) Image conversion
 
  Is ayone aware of a program that does on-the-fly image 
 conversion that 
  will run under Cygwin from the command line?
 
 If ImageMagick is available under Cygwin, it should do the job pretty
 good. I consider it as the swiss army knife for image manipulation on
 the command line.
 

netpbm is a good set of image creation/manipulation tools as well. I know that this 
builds OK under cygwin.

Richard

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RE: [Flightgear-devel] Trademark violations could be a problem

2004-03-26 Thread Richard Bytheway
 -Original Message-
 From: Mally
 Sent: 26 March 2004 9:38 am
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Trademark violations could be 
 a problem
 
 
 This issue came up with a vengence in 1999 when a certain Peter Tishma
 apparently persuaded American Airlines to grant him what he 
 thought was an
 exclusive license for the use of all American Airlines owned 
 logos on flight sim
 aircraft. You can read what happened next (very relevant to 
 the current
 discussion) by searching Google for tishma american airlines.
 
 The upshot is that aircraft bearing American Airlines logos 
 and liveries
 continue to be available on the main freeware download sites 
 to this day, and it
 can hardly be argued now that American Airlines are unaware 
 of the issues.
 
 Mally
 

Can we get around this by putting a statement like All Company names, Logos and 
Trademarks are acknowledged as belonging to their respective owners in the 
documentation somewhere?

Richard

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RE: [Flightgear-devel] How to save glbuffer as jpeg

2004-03-17 Thread Richard Bytheway
Doesn't Norman's JPEG Server do something like this?
 
Richard

-Original Message- 
Sent: Wed 17/03/2004 16:16 
To: FlightGear developers discussions 
Cc: 
Subject: [Flightgear-devel] How to save glbuffer as jpeg



Hi,

Does anyone know of a way to save the glbuffer as a jpeg?  Currently the
images are saved as a ppm but this requires a lot of space.  A hint on
what library to use might be enough for me to figure out the rest.

Seamus



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RE: Removing WeatherCM (was Re: [Flightgear-devel] fgfs.cxx)

2004-03-16 Thread Richard Bytheway
 
  honestly have you ever tried building this thing from scratch? again i'm not
  trying to be harsh but the build process is really quite complicated and i
  haven't succeeded yet.
 
 You reported earlier problems with plib/ul.h, what did you do to get past
 that and other earlier problems.  If you took a misstep there, you could
 have messed things up later in the process.
 
 
When building with cygwin, you need to set the environment variable  
LDFLAGS=-L/usr/local/lib before building anything that uses plib or SimGear.

Richard


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[Flightgear-devel] Metakit?

2004-02-27 Thread Richard Bytheway
I noticed on the web site (http://www.flightgear.org/cvs/anoncvs.html) the assertion 
that Metakit is required:

Metakit. A suitable version of MetaKit is included in the SimGear/src-libs/ 
subdirectory. If your distribution doesn't provide a Metakit (and Metakit-devel) 
package, you will have to build and install it before you can compile SimGear.

I thought we had exorcised Metakit?

Richard Bytheway

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RE: [Flightgear-devel] 2D EFIS Instrument

2004-02-27 Thread Richard Bytheway
I noticed that the new 3D instruments on pa28-161 causes my frame rate to drop to low 
single digits (2-3 fps) (Windows 2000, Cygwin, Celeron 600, GeForce2MX). Panning the 
view so that the instruments are not in view brings it back up to about 20fps. I 
cannot remember what I got with the 2D instruments though.

Yes, I know that a Celeron 600 is a little out of date. I found a suggestion on the 
web last week that Celeron 600s are usually good for nearly 1GHz, so I may try that as 
a short-term fix. I quite fancy building an Athlon 64 based PC though :-)

Richard

 -Original Message-
 From: David Megginson
 Sent: 27 February 2004 1:23 pm
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] 2D EFIS Instrument
 
snip
 As the original author of the 2D instrument code, I *strongly* advise
 against building 2D instruments.  Since I switched to an all 
 3D panel in the
 plane I'm working on, my framerate has gone from 10-15 fps to 
 20-30 fps
 (admittedly on a low-end card), even with larger textures.  I 
 think that the
 only thing missing from the 3D animation code now is text, 
 and that should
 be easy to add.
snip

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RE: [Flightgear-devel] 2D EFIS Instrument

2004-02-27 Thread Richard Bytheway
I think it is 32MB. I don't think it is a texture issue since the frame rate goes up 
when I pan away. I might try switching to the lowres scenery textures and see whether 
that makes a difference.

Richard

 -Original Message-
 From: David Megginson [mailto:[EMAIL PROTECTED]
 Sent: 27 February 2004 2:38 pm
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] 2D EFIS Instrument
 
 
 Richard Bytheway wrote:
 
  I noticed that the new 3D instruments on pa28-161 causes my 
 frame rate to
  drop to low single digits (2-3 fps) (Windows 2000, Cygwin, 
 Celeron 600,
  GeForce2MX). Panning the view so that the instruments are 
 not in view
  brings it back up to about 20fps. I cannot remember what I 
 got with the
  2D instruments though.
 
 How much texture memory do you have?  For the current 3D 
 instruments, I used 
 the very large textures from the 2D instruments (the ones for the 
 high-resolution 2D Cessna 172SX panel).  Those are mostly 
 256x256 each, I 
 think, and so they use a *lot* of texture memory (the 
 Attitude Indicator 
 alone has four of them) -- it's not enough to hit my 32MB 
 GeForce2Go, but 
 still, a lot. Also, I'm not starting at KSFO -- the 
 structures around there 
 also use up a lot of texture memory.  If you have only 16MB 
 of texture 
 memory on your card, you'll probably be in trouble.
 
 It will be an easy matter to shrink the 3D instrument 
 textures to 128x128 or 
 even 64x64.  If it's a texture-memory problem, you'd see the 
 same thing with 
 the 2D or the 3D code.
 
 
 All the best,
 
 
 David
 
 

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Patents [OT] (Was: RE: [Flightgear-devel] XML SCripting)

2004-02-16 Thread Richard Bytheway
 -Original Message-
 From: Mally [mailto:[EMAIL PROTECTED]
 Sent: 13 February 2004 7:12 pm
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] XML SCripting
 
 
  You may not be a patent lawyer, but that's a convincing 
 sounding explanation
 of
  the legal position.
 
 PS. I'm just wondering if you have any thoughts on my earlier 
 question, i.e.
 whether what's being patented has to be something non-obvious?
 
 Mally
 
 
 
I think the wording is something along the lines of:
 The invention must be non-obvious to a person with experience in the field

Since the patent examiner should be an expert in the field (that is why they emply 
scientists and engineers, not high-school dropouts) the invention should be no-obvious 
to them.

However, in the real world, the patent office cannot afford to employ an expert in 
every field, nor the time or money to consult an expert, so the examiner does their 
best.

The result is that you can push just about anything through if you try hard enough.

There was a comment on the /. discussion on this subject that the examiners have a 
quota of patents applications to process each week, so there is little incentive to 
dig too deep. I hope this is not the case, but it might be.

Richard

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RE: [Flightgear-devel] ATC voice howto

2004-02-13 Thread Richard Bytheway
snip 
 Anyone got any wavefile editor recommendations BTW?  I used 
 CoolEdit (Windows) for the ATIS, but the trial period is now 
 long gone, and when I went to buy it I found the guy had sold 
 it to Adobe and the price had tripled.  No thanks!  I'm using 
 Audacity now, but it's not entirely polished, and the sound 
 is not in sync with cursor movement when playing a small 
 selection in recent versions.  Crucial factors are the 
 ability to extend or contract a selection by either edge, and 
 easy copy and pasting into a new buffer, plus display of time 
 or byte position.  There's loads for Linux, but I haven't 
 found a really likeable one yet, Audacity being the nearest so far.
 
 Cheers - Dave
 
 
I use WaveFlow (http://www.waveflow.com). Good interface, copes with massive (30 
minute+) recordings reasonably fast, and is under active development.

Richard

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RE: [Flightgear-devel] Cygwin / SimGear / Clouds 3D compile problem

2004-02-05 Thread Richard Bytheway
I have managed to get SimGear and FlightGear to compile on Cygwin with XFree86 
installed. But I cannot remember how!
It may have been by running configure --with-x=no (or equivalent). I will check when I 
get home.

Richard

 -Original Message-
 From: Roy Vegard Ovesen [mailto:[EMAIL PROTECTED]
 Sent: 04 February 2004 9:26 pm
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Cygwin / SimGear / Clouds 3D compile
 problem
 
 
 On Wed, 4 Feb 2004 22:01:55 +0100, Durk Talsma 
 [EMAIL PROTECTED] wrote:
 
  Hi everybody,
 
  I'm having the following problem getting SimGear compiled 
 on a Windows XP
  system, using cygwin:
 
  Compilation halts in simgear/scene/sky/clouds3d with a ton 
 of errors 
  about
  OpenGL functions being redefined elsewhere (see error msgs 
 below). I'm 
  using
  gcc 3.3.1 (cygming special), which is running on a recent 
 version of 
  cygwin
  (installed early Januari). I've done a full install of 
 cygwin, including
  XFree86. I'm wondering if that's related to the problem.
 
 The installation manual says not to install XFree86 when 
 using cygwin. Try 
 uninstalling XFree86. If you have XFree86 installed the make 
 process tries 
 to use the GL libs from XFree86 (or something like that), and 
 it looks 
 like that's what's happening.
 
 -- 
 Roy Vegard Ovesen
 

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RE: [Flightgear-devel] New Autopilot Documentation

2004-02-02 Thread Richard Bytheway
A question. When defining a cascade controller, is it important that the early stages 
of the controller go before the later stages in the config file? 
Alternatively, do the individual PID controllers get processed in the order they 
appear in the config file each frame, or are any dependencies worked out behind the 
scenes?

If order is important, I assume that you could get a 1 frame lag between each PID 
stage if they are in the wrong order.

Richard

snip 
  http://www.flightgear.org/Docs/XMLAutopilot/
 
 This document is a first stab.  I'm sure it's full of 
 mistakes and possible 
 misunderstandings or oversites.  Hopefully there aren't too 
 many outright 
 falsehoods.  Feel free to submit feedback and corrections.  
 Original is in 
 latex format.  I already know I need to work on the html 
 formating of the 
 description of the algorithm variables. :-)
 
 Regards,
 
 Curt.

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RE: [Flightgear-devel] [OT] Ventura publisher (really old)

2004-01-29 Thread Richard Bytheway
These sites http://filext.com/ http://www.icdatamaster.com/ may help you identify what 
the files are, but it appears that they give no hints as to the internal format. You 
might get that once you know what it is though.

They are also useful sites to see whether your extension of choice is already in use.

Richard

 -Original Message-
 From: Curtis L. Olson [mailto:[EMAIL PROTECTED]
snip 
 I'm seeing extensions like .WP and .WS which is probably 
 text in word 
 perfect and word star formats.
 
 I'm also seeing extentions like .CAP .CHP .CIF .VGR .CHP .STY 
 .GEM and .PLT
snip 

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RE: [Flightgear-devel] New autopilot

2004-01-27 Thread Richard Bytheway
 This is what I dont understand what is wrong with the current system
 which can do heading,V/S,wing 
 leveler,vor/loc(nav),approach,and autothrottle
 are these not accurate enough?.
 Also how much more computing power will be required for what 
 ever extra
 detail may be involved.A 3D modeller would not even think of 
 modeling the
 insides of the engine or every rivit in the aircraft for the 
 obvious reason 
 that
 the model would bring the computer to a halt.I am just 
 wondering if this in
 its own way is not doing the same thing.
 Anyway the one question I would realy like answered is what 
 is wrong with
 the current system.If the answer is nothing then why change.
 Famous Saying if it an't broke don't fix it
 

Disclaimer: I don't fully understand the current autopilot system, but I think I get 
the gist of the new proposal.

As I understand it, the proposal is to rework the autopilot so that it is configurable 
within the XML for each aircraft, rather than being buried in the C++ code.
To do this, there is a need for a controller that is XML configurable, which can 
have inputs, outputs and magic numbers associated either with entries in the 
property tree, or fixed in the XML.

It makes sense to implement as few types of controller as possible, and make them as 
flexible as possible. A PID controller does everything we need for simple controllers 
(wing leveller by aileron, or speed by throttle for instance), and can be stacked (or 
cascaded) for more complex situations. 
It can also have the I and/or D components set to 0 if you want a P, PI or PD only 
controller.
We might also need some simple auxiliary units, such as a summer and a limiter, 
although these could probably be combined into a summer which has the ability to clip 
the output.

There is nothing in the proposal that would make use of this system compulsory.

The current system isn't broken, it just isn't as easy to set up, or as flexible as a 
system could be.

Richard

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RE: [Flightgear-devel] New autopilot

2004-01-26 Thread Richard Bytheway
 
 That would be the responsibility of the autopilot designer. If he/she 
 designed a control structure that used two separate 
 controllers that acted 
 on the ailerons, that would be his/her problem. In fact it 
 might turn out 
 to be a good thing. ;-)
 

Does this imply that we also need a summer class/unit/module which can take the 
outputs from various controllers and sum them to feed to the actuator?

Richard

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RE: [Flightgear-devel] Proposed change to Terrain Following control

2004-01-22 Thread Richard Bytheway
snip 

 So that's what I've come up with so far.  Am I completely nuts?  Any 
 suggestions?  I have no formal education in control theory, 
 so what I know 
 has been gleaned from here and there so I probably don't know 
 much of the 
 correct terminology and there are certainly tricks and things 
 that I'm not 
 aware of.
 
 I'm hoping to do a good job of roughing in the flexible xml 
 structure and 
 interfacing to flightgear, then get some help on the control 
 theory side 
 from the experts.
 


I am also not a control theory expert, but I have sat in meetings with some :-)

That all looks good so far, and looks to be much easier to configure than the current 
scheme.
FWIW, the two (or more) stage controller is knwon as a cascade controller. 

In light of recent discussions on the list about integrator wind up, can you bear this 
in mind when you do the I functions?

Richard

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RE: [Flightgear-devel] Autopilot in jsbsim

2004-01-09 Thread Richard Bytheway
 
 When the wings are level and the actuator (roll trim) stays out of 
 saturation, this PI controller works great. It does not grow 
 a bias as 
 long as the actuator is able to do it's job, it only grows a 
 bias when the 
 actuator does not have enough power (deflection angle) to do it's job.
 
 The solution to this is to stop the intergation when the 
 actuator goes 
 into saturation.
 
 
Knowing nothing about the jsbsim structure, and only a little about PID control, could 
you arrange the control loop so that the Integral term is only updated when the output 
is between 2% and 98%?

Richard

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RE: [Flightgear-devel] Grass Runway Textures

2003-11-28 Thread Richard Bytheway
I don't know whether these are any use, but here:
http://www.sucs.org/~mocelet/fgfs/
are some pictures I took from a hot air balloon flight a while back. Some grass, some 
trees, one small north-east England town, and some livestock.

Feel free to use the images for anything FlightGear related.

Richard

 What sort of 'nice textures' are we looking for?  I know this 
 is an odd question to ask, but a lot of games and sims just 
 can't get grass right and these are by no means the worst 
 textures I've seen around for this sort of material.  If I 
 get some pointers to nicer textures I'll do my best to 
 produce similar versions for use under the GPL.
 

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RE: [Flightgear-devel] FG logo Slovenian flag

2003-11-27 Thread Richard Bytheway
  Here's an idea ... now that FlightGear is deathly quiet, I 
 can't tell
  if FlightGear is doing anything when it is starting up or if my
  machine has hung.  Maybe we could make a progress bar out 
 of the flags
  of all the countries of people that have contributed to
  FlightGear. (?)  It would take some coding, but it would be a neat
  effect.
 
 Yeah, but then you'd get a fight over which flag is put in first and 
 which flag is shows just for 0.1 usec (e.g. the last flag) ...
 
 Erik
 
That is simple, you show the flags in a random order.

Richard

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RE: [Flightgear-devel] Electrical system work..

2003-11-17 Thread Richard Bytheway
 And actually, you get quite a variety of
 ammeter variation depending on if you are running battery only, have
 an alternater fail, have the alternator working, have the engine
 running, and or have a lot of devices and lights going.
 
This change in current must be due to the voltage on the supply changing, thus we 
actually need to know the resistance of each load, and the output voltage of each 
source. Then the current on the system is then calculated from Ohm's Law, V=IR, or in 
this case I=V/R.

You probably need to know internal resistances of each power source as well to do a 
proper model, but that might be a step too far in the first instance.

Richard

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RE: [Flightgear-devel] Newbie needs a mentor(s)

2003-11-12 Thread Richard Bytheway
 -Original Message-
 From: Phil Spurr [mailto:[EMAIL PROTECTED]
 Sent: 12 November 2003 12:24 am
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] Newbie needs a mentor(s)
 
 
 Hi all
 I've recently (with help from Curt) managed to download and 
 run the Win32
 binaries and have been very impressed with all of your work 
 in creating
 Flightgear.
 I would like to become involved with the project, but I'm 
 looking at using
 Mandrake Linux as my platform. Is there someone out there who 
 could answer
 my 'silly' questions as I'm new to using Linux as well - just 
 to get me to
 the point of being able to compile successfully !
 I'm no newcomer to programming, or flight sims / real flying 
 / aircraft
 systems, but I'm struggling with two unknowns at once here.
 And if there's any reason to choose a different Linux/Windows 
 platform,
 please tell me now before I go down the wrong avenue...
 Regards
 Phil
 

I am not a programmer or pilot, but I use Cygwin on Win2K to build Flightgear. Other 
than a small hiccup with ld not looking in /usr/local/lib by default, it works 
perfectly.
Having seen the stories on the list of people struggling to get 3D accelleration 
working in Linux, I am planning to stay with Win32 for the time being.

Richard

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RE: [Flightgear-devel] Scanned sectional charts online

2003-11-12 Thread Richard Bytheway
Try using the ignore dependencies flag on RPM to override the dependency checking. 
Ugly, but it might work.

Alternatively, start from source and built it yourself.

Richard

you wrote
Frustratingly, I can't get the geotiff packages to install.  I have installed
libproj0-4.4.5-2mdk.i586.rpm, libgeotiff1-1.1.4-6mdk.i586.rpm and 
libgeotiff1-devel-1.1.4-6mdk.i586.rpm.  But...

[EMAIL PROTECTED] rpms]# rpm -ivh geotiff-1.1.4-6mdk.i586.rpm
error: failed dependencies:
libgeotiff.so   is needed by geotiff-1.1.4-6mdk

I don't really understand why this is a problem, because the libraries seem to 
be installed OK (the indirect symbolic linking seems odd, but valid)

[EMAIL PROTECTED] rpms]# ls -l /usr/lib/libgeo* /usr/lib/geo*
## listing edited to reduce line length ##
/usr/lib/libgeotiff.so - geotiff.so.1.1.4*
/usr/lib/geotiff.so.1.1.4 - /usr/lib/libgeotiff.so.1.1.4*
1789726 Jan 30  2003 /usr/lib/libgeotiff.a*
1633716 Jan 30  2003 /usr/lib/libgeotiff.so.1.1.4*

...and ldconfig knows about them...
[EMAIL PROTECTED] rpms]# ldconfig -p | grep geo
libgeotiff.so.1.1.4 (libc6) = /usr/lib/libgeotiff.so.1.1.4
libgeotiff.so (libc6) = /usr/lib/libgeotiff.so

Anyone know how to unstick this?  geotiff gives us a tool to read the tags in 
the TIFF files.

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RE: [Flightgear-devel] RFD: Proposed Changes to Airport Data Files

2003-10-14 Thread Richard Bytheway
 2. In $FG_ROOT/Airports/runways.dat.gz (the runway-level data file),
add two new record types, 'W' for windsock and 'C' for control
tower.  The W record would look like this (where 'S' stands for
'sock' rather than the other thingy, and 'L' stands for 'lighted):
 
  R KABC 29.650236  -96.579416 176.00 SL
 

Is that example meant to start with a W rather than an R?

Richard

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RE: [Flightgear-devel] FlightGear Features on the web

2003-10-08 Thread Richard Bytheway
This wasn't going to be a proof read of the features page, but it became so...

In the section Extensive and Accurate World Scenery Data Base, should point three 
read Taxiways available for many larger airPORTS rather than aircraft?

I personally would use arc second rather than arcsec, and some indication of the 
linear resolution at 3 and 30 would be helpful to the novice reader. Many people 
stuggle with radians, let alone arc minutes or arc seconds. Same thought on the vmap0 
point, a suggestion of the resolution and accuracy of the data for those that don't 
know.

In Accurate and Detailed Sky Model it is Sydney not Sidney (unless we have Inner 
Space film scenery available).

In Flexible and Open Aircraft Modeling System, we already model the listed aircraft, 
we have the ability to model many more.

A little heavy on the use of latest greatest throughout.

Richard

 -Original Message-
 From: Curtis L. Olson [mailto:[EMAIL PROTECTED]
 Sent: 07 October 2003 5:48 pm
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] FlightGear Features on the web
 
 
 Based on some good initial work and prompting by Erik H. I have
 updated the FlightGear features page on our web site:
 
http://www.flightgear.org/features.html
 
 If anyone has any suggestions, major things we missed, major things
 that are wrong, etc. please let me know.
 
 FDM authors might want to look at our 3 sentence encapsulation of your
 life's work to make sure we nailed all the nuances just right. :-)
 
 Regards,
 
 Curt.
 -- 

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RE: [Flightgear-devel] Re: I am new here/ helicopter flight model

2003-10-08 Thread Richard Bytheway
From what I know (which is almost nothing) the simple answer is: Carefully.

I had a neighbour who built model aircraft for a hobby, and would produce a top notch 
aeroplane each winter. Having built a 12ft wingspan monster (with radio controlled 
parachutist), he built a helicopter, which took 18 months rather than the usual 4-6 
months. On the first test flight he got it 6 inches off the ground and knew he would 
crash it very soon, so sold it without ever flying it again.

A quote I once heard: 
A helicopter is not an aircraft, it is ten thousand spare parts flying in close 
formation.

Richard

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 Sent: 08 October 2003 12:33 pm
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Re: I am new here/ helicopter flight
 model
 
 
 Hi Maik,
 I know it's a little early for my question, but I am writing a FG
 Flying Tutorial and want to add a chapter about heli flying.
 Would you mind sending me a couple of lines describing how to handle a
 heli? The only information I got, is the FLY II manual and I do not
 know, how good it is.
 
 TIA,
 Carsten
 
  
 Maik Justus schrieb:
  Hello Erik,
  
  I tried to add animation for separate blades, but I
  failed. (The 
  animation file seemed to me that it is possible,
  but...).
  
  The helicopter model is working, but I am still
  debugging. I use two 
  different approaches, one more analytical and one more
  numerical, and my 
  aim is, that both result in (nearly) the same flight
  behavior. Up to 
  now, they differ in some details, more than I can
  understand. And I 
  don't know which approach is wrong, maybe both.
  
  And some garbage collection on the source and some
  documentation is 
  missing...
  
  Some other details are missing, but they are not
  necessary for the first 
  version.
  
  
  Maik
  
  
  
  Erik Hofman schrieb:
  
   Maik Justus wrote:
  
   Hi Melchior,
  
   meanwhile I am using your bo to fly with fg, but I
  have a problem. My 
   flight model puts out the flapping angle and the
  incidence angle for 
   every blade, so I wanted to animate the 4 blades
  separately. But if i 
   rotate a blade separately (blatt1  blatt4), I
  see no rotating 
   in the 3D view. If I rotate rotor, the complete
  rotor (incl. 
   blades) is rotated. I supposed the blatt1...blatt4
  to be the 
   blades and rotor to be the rotor head, but it seems,
  that rotor 
   is the complete rotor; but what are
  blatt1...blatt4?
  
  
   Maik,
  
   Since Melchior is away for some time, but he sent me
  the model of the
   Bölkow to include in the base package in case you got
  the helicopter 
   model ready before he gets back.
  
   I did look at the animation file and it looks like he
  didn't add 
   animation for separate blades yet.
  
   In case you are creating your own modifications to the
  animation file, 
   you have to animate every blade by itself because they
  don't share a 
   single rotation axis ...
  
   Erik
  
  
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RE: [Flightgear-devel] key bindings - English

2003-09-25 Thread Richard Bytheway
That appears to be a US English keyboard, A UK English has  and @ transposed, as well 
as £ where # is on a US keyboard  (both called a pound sign though).
This means that select engine[1] is not between select Engine[0] and select Engine[2]. 
Do we need to consider different key mappings for different language keyboards? I know 
that some languages have particular problems with @ and other symbols. 

Is there a way of detecting which physical keys are pressed rather than which 
characters are typed? Is this the keyboard scan code?

Richard

 -Original Message-
 From: David Culp [mailto:[EMAIL PROTECTED]
 Sent: 24 September 2003 1:58 pm
 To: flightgear-devel
 Subject: [Flightgear-devel] key bindings - English
 
 
 Here's a key map for English keyboards, showing what keys are 
 used/unused.  
 It's incomplete because I haven't figured out all the codes 
 yet, and no, I 
 haven't seen anything helpfull in glut.h.  It would be nice 
 to have this for 
 other keyboards as well, and placed in the Docs directory.
 
 
 codekeysbinding
 _   
 000 
 001 [Ctrl][A]   Autopilot - toggle altitude lock
 002 [Ctrl][B]   Speedbrake - toggle speedbrake 0.0-1.0
 003 [Ctrl][C]   Panel - toggle clickable hotspots
 004 [Ctrl][D]   
 005 [Ctrl][E]   
 006 [Ctrl][F]   
 007 [Ctrl][G]   Autopilot - toggle glide slope lock
 008 [Ctrl][H]   Autopilot - toggle heading lock 
 009
 010
 011
 012
 013 [Enter] Autopilot - increase heading; rudder right
 014 [Ctrl][N]   Autopilot - toggle nav1 lock
 015
 016
 017
 018 [Ctrl][R]   CCW - toggle winding
 019 [Ctrl][S]   Autothrottle - toggle lock
 020 [Ctrl][T]   Autopilot - toggle terrain lock
 021 [Ctrl][U]   Autopilot - add 1000ft altitude
 022 [Ctrl][V]   View - select view[0]
 023 [Ctrl][W]   Autopilot - toggle wing leveler
 024
 025
 026
 027 [Esc]   Prompt and Quit FlightGear
 028
 029
 030
 031
 032 [SPACE] Engine - fire starter on selected engine
 033  !  [Shift][1]  Engine - select engine[0]
 034[Shift][']
 035  #  [Shift][3]  Engine - select engine[2]
 036  $  [Shift][4]  Engine - select engine[3]
 037  %  [Shift][5]
 038[Shift][7]  
 039  '  ['] ATC - display dialog
 040  (  [Shift][9]  
 041  )  [Shift][0]
 042  *  [Shift][8]
 043  +  [Shift][=]  Zoom - in
 044  ,  [,] Brake - left
 045  -  [-] Zoom - out
 046  .  [.] Brake - right
 047  /  [/]
 048  0  [0] Autopilot - increase heading; rudder left
 049  1  [1] Elevator trim - decrease
 050  2  [2] Autopilot - increase altitude; elevator increase
 051  3  [3] Autothrottle - decrease; throttle decrease
 052  4  [4] Aileron - left
 053  5  [5] Controls - center
 054  6  [6] Aileron - right
 055  7  [7] Elevator trim - increase
 056  8  [8] Autopilot - decrease altitude; elevator decrease
 057  9  [9] Autothrottle - increase; throttle increase
 058  :  [Shift][;]  
 059  ;  [;] 
 060[Shift][,]  
 061  =  [=] Zoom - set default
 062[Shift][.]  
 063  ?  [Shift][/]  
 064  @  [Shift][2]  Engine - select engine[1]
 065  A  [Shift][A]  Speed-up - decrease
 066  B  [Shift][B]  Parking brake - toggle
 067  C  [Shift][C]  Scripting - test
 068  D  [Shift][D]  
 069  E  [Shift][E]  
 070  F  [Shift][F]  
 071  G  [Shift][G]  Gear - down
 072  H  [Shift][H]  
 073  I  [Shift][I]  
 074  J  [Shift][J]  
 075  K  [Shift][K]  
 076  L  [Shift][L]  
 077  M  [Shift][M]  Warp - decrease
 078  N  [Shift][N]  
 079  O  [Shift][O]  
 080  P  [Shift][P]  Panel - toggle
 081  Q  [Shift][Q]  
 082  R  [Shift][R]  
 083  S  [Shift][S]  
 084  T  [Shift][T]  Warp - decrease delta
 085  U  [Shift][U]  
 086  V  [Shift][V]  View - scroll in reverse
 087  W  [Shift][W]  3DFX - toggle full screen
 088  X  [Shift][X]  View - increase field of view
 089  Y  [Shift][Y]  
 090  Z  [Shift][Z]  Visibility - decrease
 091  [  [[] Flaps - decrease
 092  \  [\] 
 093  ]  []] Flaps - increase
 094  ^  [Shift][6]  
 095  _  [Shift][-]  
 096  `  [`] 
 097  a  [A] Speed-up - increase
 098  b  [B] Brakes - all
 099  c  [C] Cockpit - toggle 2D/3D
 100  d  [D] 
 101  e  [E] 
 102  f  [F] 
 103  g  [G] Gear - up
 104  h  [H] 
 105  i  [I] 
 106  j  [J] Spoilers - decrease
 107  k  [K] Spoilers - increase
 108  l  [L] Tailwheel  - toggle lock
 109  m  [M] Warp - increase
 110  n  [N] 
 111  o  [O] 
 112  p  [P] Pause
 113  q  [Q] 
 114  r  [R] Replay
 115  s  [S] Panel - swap
 116  t  [T] Warp - increase delta
 117  u  [U] 
 118  v  [V] View - scroll forward
 119  w  [W] 
 120  x  [X] View - decrease field of view
 121  y  [Y] 
 122  z  [Z] Visibility - 

RE: [Flightgear-devel] key bindings - English

2003-09-25 Thread Richard Bytheway
I heard (although I might be wrong) that the # was used by US dockside workers instead 
of lb for pounds of weight.

Richard

 -Original Message-
 From: Julian Foad [mailto:[EMAIL PROTECTED]
 Sent: 25 September 2003 11:57 am
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] key bindings - English
 
 
 Richard Bytheway wrote:
  That appears to be a US English keyboard, A UK English has 
  and @ transposed, as well as £ where # is on a US keyboard  
 (both called a pound sign though).
 
 You might call the hash (or 'gate' or 'number sign') a 'pound 
 sign', but I don't.  As far as I know, the only reason people 
 ever started to call it that was because they had the same 
 character code in different character sets, and therefore a 
 hash was often printed where a pound sign was intended.
 
 Correct me if I'm wrong.
 
 - Julian
 
 
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RE: [Flightgear-devel] Intermittent crash when calling lightingsubsystem

2003-09-23 Thread Richard Bytheway
Me too, except I get it every time (well three out of three).
Cygwin, W2K, recent CVS.

I get a normal startup as far as the first set of morse beeps, then the error that 
David sees, and back to a prompt.

Different aircraft and airports make no noticable difference.

Richard

 -Original Message-
 From: David Luff [mailto:[EMAIL PROTECTED]
 Sent: 23 September 2003 12:47 am
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] Intermittent crash when calling
 lightingsubsystem
 
 
 I'm seeing an intermittent (~ once every 5 starts) crash 
 which appears to
 occur when the lighting update is called from the subsystem 
 manager update.
  Flightgear simply exits.  I'm not sure if the following 
 output during init
 might have anything to do with it:
 
 Sun rotation bad = 4.96035e+180
 
 HTH,
 
 Cheers - Dave
 
 
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RE: [Flightgear-devel] 60 seconds of flightgear

2003-09-11 Thread Richard Bytheway
 
 Then again 'needing' a camera todo this certainly helps
 justify 'needing' a digital video cam :-)
 

But it isn't a digital video camera, just a Canon A70 still camera in it's video mode.
I just bought an A40 a few months ago. I am now green with envy.

Richard

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RE: [Flightgear-devel] scenery update

2003-09-08 Thread Richard Bytheway
Just for info, I downloaded w130n30.tar.gz and w130n40.tar.gz and my virus scanner (Dr 
Solomon's VirusScan v4.5.0 on W2K) flagged both files as infected and uncleanable.

I doubt that the files are actually infected since I trust Curt and they have not been 
on a Windows system until they hit my PC, but this would be a bad thing to happen for 
released scenery.

I will try to determine what it claimed they were infected by (it is happy now for 
some reason), and post a follow up...

Richard

 -Original Message-
 From: Curtis L. Olson [mailto:[EMAIL PROTECTED]
 Sent: 05 September 2003 3:44 pm
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] scenery update
 
 
 Ok, my latest beta scenery from last night's build has been uploaded
 to the main ftp server:
 
ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.2/
 
 This build has much better road/river smoothing.  The roads no longer
 carve huge V's into the terrain.  I might want to add a bit more
 smoothing for rivers in the next build, but they aren't too bad.  They
 do run up and down the hills a bit, but in most situations it's not
 noticable.  This motly happens when the river location is very
 mismatched with SRTM and the river is climbing up and down the canyon
 sides.
 
 Regards,
 
 Curt.

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RE: [Flightgear-devel] scenery update

2003-09-08 Thread Richard Bytheway
More info...

See http://sucs.org/~mocelet/fgfs/fake_virus.png for a screen shot (10KB) of the error 
message.
It appears that it is opening the .gz and looking at the tar file, and having a 
problem.
Note that it doesn't actually identify the virus that it has found (no wonder it 
cannot clean it).

If this persists in the final release scenery we may need a note on the download page 
explaing that it is likely to happen.

Richard

 
 Just for info, I downloaded w130n30.tar.gz and w130n40.tar.gz 
 and my virus scanner (Dr Solomon's VirusScan v4.5.0 on W2K) 
 flagged both files as infected and uncleanable.
 
 I doubt that the files are actually infected since I trust 
 Curt and they have not been on a Windows system until they 
 hit my PC, but this would be a bad thing to happen for 
 released scenery.
 
 I will try to determine what it claimed they were infected by 
 (it is happy now for some reason), and post a follow up...
 
 Richard
 
  -Original Message-
  From: Curtis L. Olson [mailto:[EMAIL PROTECTED]
  Sent: 05 September 2003 3:44 pm
  To: [EMAIL PROTECTED]
  Subject: [Flightgear-devel] scenery update
  
  
  Ok, my latest beta scenery from last night's build has been uploaded
  to the main ftp server:
  
 ftp://ftp.flightgear.org/pub/fgfs/Scenery-0.9.2/
  
  This build has much better road/river smoothing.  The roads 
 no longer
  carve huge V's into the terrain.  I might want to add a bit more
  smoothing for rivers in the next build, but they aren't too 
 bad.  They
  do run up and down the hills a bit, but in most situations it's not
  noticable.  This motly happens when the river location is very
  mismatched with SRTM and the river is climbing up and down 
 the canyon
  sides.
  
  Regards,
  
  Curt.

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RE: [Flightgear-devel] --ceiling option

2003-09-02 Thread Richard Bytheway
 
 I've added a new option to set an overcast ceiling quickly on the
 command line:
 
   --ceiling=FT_ASL[:THICKNESS_AGL]
 

Should that be [:THICKNESS_ACL]?
I don't see what ground level has to do with the layer thickness.

Richard

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RE: [Flightgear-devel] [OT] Outlook comments

2003-08-29 Thread Richard Bytheway
 
 We should get in touch with Linus and Alan -- they could use this
 technique to get Linux better established on the desktop as well.
 
 
Since Alan is taking time out to do an MBA, maybe he will learn about this type of 
business practice anyway :-)

Richard

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RE: [Flightgear-devel] Any Volunteers?

2003-08-28 Thread Richard Bytheway
 From: Curtis L. Olson [mailto:[EMAIL PROTECTED]
 
 Jon Stockill writes:
  On Thu, 28 Aug 2003, Curtis L. Olson wrote:
  
   Actually you will want to run terrafit.py ... it will 
 recurse through
   the specified directory and produce .fit files for any 
 .arr files it
   finds.
  
  I'd already overcome that problem with a combination of 
 for and find
  to make arrayfit process it all, but terrafit.py seems like 
 a much nicer
  solution :-)
 
 I don't know enough python to pull this off (and don't have time to
 investigate it right now anyway) but it would be handy perhaps to make
 terrafit.py check if the .fit file is newer than the .arr file and
 if so skip it (kind of like the make utility.)
 
 Then you could restart a long run (that died or was killed for any
 reason) and not have to redo a lot of work.
 
 Curt.

Or could it actually use make?

Richard

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RE: [Flightgear-devel] New rendering propery added

2003-08-21 Thread Richard Bytheway
 Hi,
 
 In a private discussion with Frederic Bouvier about the 
 framerate hit of 
 the new static scenery created by Frederic (which I still think is a 
 fantastic job by the way) we came to the conclusion it would 
 be a good 
 idea to have a realism property set to adjust the level of 
 realism for 
 the scenery rendering.
 
 As of now I've added the /sim/rendering/realism property 
 which could be 
 used to control the realism level. The two things discussed 
 so far are 
 the bridges and the Bank of America building which could be 
 generated at 
 a much lower vertex count by using some texture tricks but at 
 the cost 
 of realism.
 
 Frederic suggested to add a LOD to both to controll the looks 
 of these 
 objects by applying textures at a large distance and vertex 
 objects at 
 short distance. By checking for the realism property it would be 
 possible to prevent the LOD check for machines that can't 
 handle these 
 large amounts of vertices (like my O2) and show the textured 
 object all 
 the way.
 
 Erik
 

Is this a boolean property, or a sliding scale? I think the latter (0-1 or 0-10) would 
be the better option since you could define points along the scale when chages are 
made. Such as random objects only when realism5, high poly count builds when 8, 
nothing but scenery and runways when 0.1

Richard

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RE: [Flightgear-devel] Building cvs fg - no sgPathSplit in SimGear

2003-08-15 Thread Richard Bytheway
 Hmmm I've updated from CVS using
 Cvs -d:pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9 co
 data
 

That is the Check Out command. Once you have done a check out once (even a partial 
checkout), you can just cd into the data directory and run
cvs up -dP
to update the contents. Much shorter, and it will also remove files which have been 
removed from the CVS repository. I don't know whether cvs co does that.

Richard

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RE: [Flightgear-devel] Problems compiling CVS version

2003-08-14 Thread Richard Bytheway
 -Original Message-
 From: Allan West [mailto:[EMAIL PROTECTED]
 I've got the latest CVS version - well as of 10am BST today.
 I've successfully compiled FG 0.9.2 and it's dependants.
 
 However when I come to compiling the CVS version I get errors 
 with respect
 to the max() function use from the UIUC source files (that's 
 what I can make
 out).
 
 I'm using gcc under cygwin on windows 2000 SP4 on an Athlon XP1800+.
 
 uname -a
 CYGWIN_NT-5.0 asus-video 1.3.22(0.78/3/2) 2003-03-18 09:20 
 i686 unknown
 unknown
 Cygwin was installed over the net as per the Installguide on 
 the 7th of this
 month.  I have all the release versions of simgear, plib, and metakit.
 

This may not be the problem, but if you have CVS FlightGear, you need CVS SimGear and 
usually CVS bas package. CVS plib is not a bad idea either.
The release version of SimGear will not work.

Richard

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RE: [Flightgear-devel] Instrument help

2003-07-29 Thread Richard Bytheway
It looks like the switch is marked CHT Select in the top part of the image. Does 
this aircraft have a 4 cylinder engine by any chance?

Richard

 -Original Message-
 From: WillyB [mailto:[EMAIL PROTECTED]
 Sent: 28 July 2003 8:10 pm
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Instrument help
 
 
 H
 
 Ok, I'm probably confusing the switch then.
 
 I resized and enhanced the photos and have attached the new 
 one I made from 
 it.
 
 Is that 4 position switch for the C HT or am I totally wrong on that?
 
 Re's
 WillyB
 
 
 
 On Monday 28 July 2003 11:42, Alex Perry wrote:
  From: Matthew Law [EMAIL PROTECTED]
 
If ther eis a switch for CHT .. would this be so you 
 can manually
adjust the
temp if needed?
  
   No. Cylinder Head Temp is usually used to help you assess 
 the health of
   your engine.
 
  CHT itself doesn't have a switch, it is purely a 
 measurement. _However_ ...
  * Some people put EGT and CHT on the same dial and need a switch to
select which output is being shown at any given time.
  * Like EGT, it is often useful to have a peak hold feature,
in which case you need a switch to disable the peak hold.
  * You normally have one CHT sensor per cylinder (sometimes two),
so you either need to have lots of dials, or a switch to select
among them, or an electronic display to cycle through them, etc.
  * On a racing aircraft, I might be tempted to connect an 
 autothrottle
to the CHT (with a switch to disable it), just like a lot of acft
have an autolean that operates the mixture on carburated engines.
 

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[Flightgear-devel] Duck!

2003-07-24 Thread Richard Bytheway
Duck! Incoming Slashdotting!

http://games.slashdot.org/games/03/07/23/1837201.shtml?tid=127tid=186tid=206

X-plane got written up, there are a couple of links to FlightGear in the first 20 
posts.

Richard

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RE: [Flightgear-devel] Rsync access to base package - again

2003-07-14 Thread Richard Bytheway
Yes, CVS does send stuff up the line, and yes on a 56K modem this does happen at only 
33.6K (best case).
However, it only happens once. If you use cvs -z3 up -dP for the update, then it 
does compress the files. Use z9 for more compression.

My solution was to run the base packages CVS for 10-20 minutes every day when I 
checked my email, and a couple of weeks later, it had settled down.
Alternatively, go to an internet cafe, friend or somewhere else with a fatter pipe, 
and grab the CVS snapshot tarball (can't remember the link right now), put it on a CD 
or compact flash card, unpack it at home, and then just update it.

Richard

 -Original Message-
 From: Matthias Heukäufer [mailto:[EMAIL PROTECTED]
 Sent: 13 July 2003 11:04 am
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] Rsync access to base package - again
 
 
 Hi!
 
 I'm afraid of getting expelled from this list someday for 
 bringing this 
 subject up so often, but I haven't received an answer yet.
 My problem is that updating the basepackage via a 
 dialup-connection and CVS 
 seems almost impossible to me. First, the cvs client is 
 obviously _sending_ 
 every one of the local files to the server before updating my 
 local copy. See 
 this (partial) result of cvs -t update -APd:
 
 cvs update: notice: main loop with 
 CVSROOT=:pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9
  - rename(CVS/Entries.Backup,CVS/Entries)
  - unlink(CVS/Entries.Log)
  - Sending file `AtlasPalette' to server
  - Sending file `ChangeLog' to server
  - Sending file `Thanks' to server
  - Sending file `joysticks.xml' to server
  - Sending file `keyboard.xml' to server
  - Sending file `large.sky' to server
  - Sending file `materials.dtd' to server
 ...
 
 Sending default.apt.gz alone kept my modem busy for about 5 
 minutes. Is there 
 something wrong with my cvs-client or is this the normal behavior?
 Second, this method of updating seems a waste of bandwidth to 
 me, as the 
 bigger part of all the files transmitted to and from the 
 server are likely 
 not to have changed since the last update.
 Curt, could you therefore enable rsync-access to the basepackage at 
 flightgear.org? This would make it possible for people 
 without fast internet 
 connections like me to run the latest release of flightgear.
 
 Thanks, Matthias
 
 
 
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RE: [Flightgear-devel] REference

2003-07-14 Thread Richard Bytheway
I seem to remember form the last time this came up (about 12 months ago) that there 
was confusion between CG meaning Centre of Gravity and Centre of Geometry. 
The former moves as weight is added/fuel is burned, the latter is simply a defined 
point, usually within the airframe.

Richard

 -Original Message-
 From: David Culp [mailto:[EMAIL PROTECTED]
 Sent: 04 July 2003 5:19 pm
 To: FlightGear developers discussions
 Cc: JSBSim list
 Subject: Re: [Flightgear-devel] REference
 
 
 So, the distance (x,y,z) to the model reference point will 
 have to change as 
 the CG moves, right?  If the x-offset is -240 inches at the 
 beginning of the 
 simulation, and I make the CG move an inch aft 
 instantaneously, then I need 
 to (during the same dt) reset the x-offset to -241 inches.
 
 That sound right?
 
 Dave
 

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RE: [Flightgear-devel] memory comsumption of GCC-3.3 with

2003-07-02 Thread Richard Bytheway
Using -O1 -fno-inline eases the load somewhat.

Richard

 -Original Message-
 From: Martin Spott [mailto:[EMAIL PROTECTED]
 Sent: 01 July 2003 7:54 pm
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] memory comsumption of GCC-3.3 with
 
 
 Frederic BOUVIER [EMAIL PROTECTED] wrote:
  Martin Spott wrote:
  Hello, I experience heavy memory consumption with GCC-3.3 when
  uiuc_menu_record.cpp is being compiled: On Linux and on 
 Solaris the cc1plus
  process comsumes about 300 MByte ! Is this considered to be 'usual'
  behaviour (I know, things have changed a bit with 3.3) ?
 
  Is it with CVS. I had the impression that this file has 
 been split for a while.
  Am I mistaken ?
 
 No, but it's still quite heavy. Recent changes in GCC-3.3 add to this,
 
 Martin.

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[OT] Cygwin directory structure - was RE: [Flightgear-devel] Re:Help:FATAL:ac_to_gl:Unrecognisedtokenunder CYGWIN

2003-07-02 Thread Richard Bytheway
The mapping between how windows sees directories, and how cygwin sees directories is 
odd, but not that complicated.
I will use  marks to enclose commands and paths, when you type them, do not type the 
.

What windows sees as H:\cygwin is / under cygwin. Thus H:\cygwin\home is 
equivalent to /home in cygwin.
Does that make sense?

Note that windows uses \ to separate directories, whereas cygwin (and most/all other 
Unix like systems) use /
Getting this wrong will stop things working.

I think the key here is to understand that the directory you start in is not the root 
directory. When you first start a cygwin shell, you are in your home directory, this 
is probably /home/innis (presuming your username is innis), which windows sees as 
H:\cygwin\home\innis. This may also be represented as ~ when in cygwin, since ~ is 
standard Unix shorthand for the current user's home directory. Note that ~ is not 
the root directory, / is.

To move around the directory tree in cygwin, use the cd command. 
cd on its own will take you back to your home directory, this is equivalent to cd 
~ or cd /home/innis (without the quotes of course)

To get to the Flightgear base directory, use cd /usr/local/Flightgear

You can also use .. to refer to the parent directory, and . to refer to the 
current directory, thus when in your home directory, cd .. will take you up one 
level to /home

Hope that helps,

Richard

 -Original Message-
 From: Innis Cunningham [mailto:[EMAIL PROTECTED]
 Sent: 02 July 2003 9:04 am
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] Re:
 Help:FATAL:ac_to_gl:Unrecognisedtokenunder CYGWIN
 
 
 Fred every time I run a line like you say below in cygwin 
 bash shell I get 
 unable to find directory.It is I guess because in the shell 
 it thinks HOME 
 is the root directory instead of cygwin.Thus directories like 
 usr,ect,bin 
 and the like I can not cd into because they are on the same 
 level as HOME.To 
 try and make it clearer.On my H drive I have a folder named 
 cygwin.Inside 
 that I have folders bin,etc,home,lib,tmp,usr and var.In the 
 home branch 
 which the bash shell has me locked is all the build files for 
 FG.In the usr 
 branch under usr/local/flightgear is the bin and data folders 
 for running 
 FG.The thing is I cannot get from the home branch to the usr 
 branch in the 
 bash shell.If you could explain how to do that, that would be 
 great.Hope 
 this makes some sence to you.
 
 Thank you
 Innis
 
 Frederic Bouvier  writes
 
  just apply d2u once for all on the a320-fb.ac :
 
 $ cd $FGFS_ROOT/Aircraft/A320/Models
 $ d2u a320-fb.ac
 
 That's all
 
 Then run fgfs as many time as you want. No need for a batch 
 file here.
 
 -Fred
 
 Innis Cunningham wrote:
   No sorry Fred the space is not there sorry about that.
   No I do not see the aircraft textured.
   I am not very formilar with cygwin.So when I run it the 
 root directory 
 is
   Innis.But this is inside the Home  directory  inside the cygwin 
 folder.And
   FG is in cygwin/usr/local/flightgear.Which I have not 
 figured out how to
 get
   to from within the cygwin shell.So can I add the d2u to the a prop
 statement
   in the batch file that runs FG.
   Sorry if this is not making sense but I am not that 
 formilar with unix 
 and
   C.
  
   Cheers
   Innis
  
   Frederic Bouvier
  
   Innis Cunningham wrote:
 The warning I get when I load the A320 into PPE is.
 WARNING:  ssgSGIHEADER::: failed to open '.\ a320-fb-af-01.rgb
 This may or may not mean anything.
   
   If you see the model textured in PPE, just ignore it, otherwise,
   is there really a space between './' and 'a320-fb-af-01.rgb' ?
   
   -Fred
   
   
   
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RE: [Flightgear-devel] Re: Help:FATAL:ac_to_gl:Unrecognisedtokenunder CYGWIN

2003-07-02 Thread Richard Bytheway
You probably count from the top, the question is usually do you start at 0 or 1.

I use Crimson Editor for editing text files - copes with DOS and UNIX line endings, 
and has a line number readout on the status bar.
http://www.crimsoneditor.com/

Richard

 -Original Message-
 From: Innis Cunningham [mailto:[EMAIL PROTECTED]
 Sent: 02 July 2003 9:42 am
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] Re: Help:
 FATAL:ac_to_gl:Unrecognisedtokenunder CYGWIN
 
 
 Hi Melchior
 I had a look at the file you mentioned.If I was to play 
 around in there it 
 would be as dangerous as me asking you to lift the No3 engine 
 cowl on a 747 
 and cap the P2 sense line on the fuel control unit.Unless you are a 
 qualified aircraft engineer.
 See I dont know were to start the line count from is it the 
 very top of the 
 document or were the programing starts.
 
 Will have to pass for now.
 
 Cheers
 Innis

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RE: [Flightgear-devel] Re: how to fix joystick config files

2003-06-30 Thread Richard Bytheway
 Julian Foad [EMAIL PROTECTED] said:
 
  I think what you are proposing is better than the way it is 
 now.  However,
 it should be easy to make it perfect.  In your proposal, each binding
 specifies an amount of change per step, and you fix the 
 number of steps per
 second (which previously was varying, being faster on faster 
 machines).  The
 objections are that the smoothness of control operation is 
 limited by this
 fixed step rate.  Instead of that, have the binding specify 
 the amount of
 change PER SECOND (i.e. the rate of change), and allow the 
 number of steps per
 second to vary with machine power and load.  At each step, 
 the new value is
 calculated so that the control is moving at the specified 
 rate: value += rate
 * delta_t.
  
  That would make the rate of change well defined, but the 
 smoothness would be
 better on faster machines.  I f Jim wants to control the 
 update frequency he
 can then do so very easily.  But the important thing to do 
 first is to define
 the rate of change rather than the amount per undefined time step.
 
 This is a sounds good.  But it is possible that some controls 
 might be better
 off sacrificing speed for higher resolution step sizes on 
 certain systems
 (e.g. trim controls).  Then again we could pick and chose 
 which controls use
 the per second method and which use the fixed steps (in other 
 words, support
 both).
 
 As I mentioned earlier...controlling the update frequency doesn't seem
 necessary to me right now.
 
 Best,
 
 Jim

To get both fine step and constant rate modes, could it be implemented something like 
the standard PC keyboard interface? That is you get a single click if you press the 
button for less than 0.2 second or so, and only after that does it go into bananas 
per second mode.

Richard

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RE: [Flightgear-devel] Shadows and joysticks

2003-06-24 Thread Richard Bytheway
I use a Saitek Cyborg 3D Rumble Force, and it is better than any other PC joystick I 
have used (not that many in the comparison group though, and no MS products). 
OK, so the rumble effect doesn't get used in FG, but it is a very nice indication of 
WOW in IL2, and if plib ever gets to support force feedback devices, it would be nice 
in FG too.

Richard

 -Original Message-
 From: Lawrence Manning [mailto:[EMAIL PROTECTED]
 Sent: 23 June 2003 9:57 pm
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] Shadows and joysticks
 
 
 
 First post to this list...  been playing with fg for a few 
 weeks now and I
 have to say I'm very impressed.  It runs super on my 2ghz AMD 
 linux box
 with Geforce 4 gfx and the Nvidia drivers.
 
 Ok, questions...
 
 First of all, are there any plans to implement shadows?  A 
 shadow of the
 aircraft over the ground would obviously make judging the 
 height visually
 much easier, and add to the realism.  Of course, the ultimate 
 is to make
 it so mountains and the scenery itself can cast shadows, even into the
 cockpit of the 'plane!  But a good start would be aircraft shadows.  I
 haven't a clue how feasable this is, and the question has 
 probably been
 asked many times before, but here's me asking anyway.
 
 The second question is to ask if anyone can recommend a good 
 joystick for
 flightgear use?  The only thing it will be used for is fg.  Not after
 anything too flashy; just needs the additional rudder and throttle
 controls.  A friend recommened one of the Microsoft sticks, so I'm
 inclined to go for that (say all you like about MS, but they make good
 hardware!  I love my MS optical mouse).  I haven't bought a 
 joystick since
 they used 9 pin D-type connectors and did 4 digital directions and a
 firebutton, so any guidance anyone can give would be great.
 
 Anyway, thanks for the superb software. :) I look forward to future 
 versions and helping in any way I can.
 
 Lawrence
 
 
 
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RE: [Flightgear-devel] Again: Threaded FlightGear ?

2003-06-24 Thread Richard Bytheway
 Martin Spott wrote:
  I'm about to purchase a used 8-way RS/6000. Coltish as I am 
 I'd like to run
  FlightGear on this machine. This won't work out as long as 
 most of the
  processing in FlightGear is done in a single thread because 
 each of the
  CPU's is not that fast.
 
 Things that come in mind are:
 
   * Sound thread (should be fairly easy)
   * FDM thread/process

Or even multiple FDM threads for when we get mulitple FDM support.

Richard

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RE: [Flightgear-devel] New buildings models

2003-06-18 Thread Richard Bytheway
I would not like to think about flying anything larger than a model aircraft along the 
Clifton gorge. 
http://images.google.co.uk/images?q=clifton+suspension+bridge

Richard

 -Original Message-
 From: Major A [mailto:[EMAIL PROTECTED]
 Sent: 18 June 2003 3:33 pm
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] New buildings models
 
 
 
  I can't accept this argument  ;-))
  BTW, I suppose you all know about the cockpit video of 
 someone flying below
  the eiffel tower. I don't know if this video is real, but 
 it looks pretty
  nice 
 
 Where is it? Is it on the web somewhere?
 
 One of the best places for flying under a bridge is Bristol (UK),
 there's a lot of space beneath the Clifton Suspension Bridge (some
 250m long, ~75m above the water). Allegedly, hot-air balloons used to
 fly underneath the bridge occasionally, but that must have been before
 my time. More recently all flying under the bridge has been banned.
 
 Bristol is not only home to important hot-air balloon companies, but
 also to an Airbus facility at Filton, and it's the same airport where
 final assembly of Concorde took place. Would be nice to take one of
 those under the bridge on their maiden journey...
 
   Andrs
 
 ==
 =
 Major Andras
 e-mail: [EMAIL PROTECTED]
 www:http://andras.webhop.org/
 ==
 =
 
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RE: [Flightgear-devel] New buildings models

2003-06-18 Thread Richard Bytheway
Oh I am quite happy to crash a simulated aircraft. It is much less painful.
When are we getting 10m DEM data for the UK though?

Richard

 -Original Message-
 From: Martin Spott [mailto:[EMAIL PROTECTED]
 Sent: 18 June 2003 4:24 pm
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] New buildings models
 
 
 Richard Bytheway [EMAIL PROTECTED] wrote:
 
  I would not like to think about flying anything larger than a model
  aircraft along the Clifton gorge.
  http://images.google.co.uk/images?q=clifton+suspension+bridge
 
 Didn't you know this is the primary application for a simulator like
 FlightGear ?  ;-)
 
 Martin.

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RE: [Flightgear-devel] Sky object sizes

2003-06-17 Thread Richard Bytheway
You could always have /sim/augment_reality instead, then the meaning is obvious.

Richard

 -Original Message-
 From: Jim Wilson [mailto:[EMAIL PROTECTED]
 Sent: 17 June 2003 11:40 am
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Sky object sizes
 
 
 Erik Hofman [EMAIL PROTECTED] said:
 
  My view is, when it's visible in the real world, then we it 
 should be 
  visible in simulators. It might need a little fiddling here 
 and there, 
  but then again, I yet have to see the documents that 
 describe the exact 
  colors of clouds, sun/moon and the sky dome under different 
 conditions.
  
 
 Maybe we could have a /sim/reality property.  The sim could 
 default to how
 the world really is and toggle to how the world really 
 looks.  The property
 sim/reality would then be a boolean but I can't decide 
 which mode should be
 true ;-).
 
 In any case, this sort of thing could be controlled through 
 the property tree.
 And defaulted to off, but there for folks who think a big 
 moon on the horizon
 looks more real.
 
 Best,
 
 Jim
 
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RE: [Flightgear-devel] [OT] The End of Python

2003-04-01 Thread Richard Bytheway
You could conceivably write any language in Morse, you just need to run a .- to 
ASCII converter over the source before the compiler.

I suppose it would be called -.2a

Richard

 -Original Message-
 From: Jonathan Polley [mailto:[EMAIL PROTECTED]
 Sent: 01 April 2003 2:13 pm
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] [OT] The End of Python
 
 
 I am waiting for the programming language for amateur radio 
 operators, 
 Morse.  There is nothing like programming in dots and dashes!
 
 On Tuesday, April 1, 2003, at 06:11  AM, David Megginson wrote:
 
  It looks like Python's days are numbered; I just read on Slashdot
  about a programming language that uses *only* whitespace:
 
http://compsoc.dur.ac.uk/whitespace/
 
  I expect that most current Python programmers will have 
 switched over
  by the end of the year.
 
  Any die-hard fanatics left over will no doubt write a Punctuation
  programming language, using only the characters [EMAIL PROTECTED]*() 
 (above 0-9
  on the U.S. keyboard), as a pure act of spite to try to 
 split the Perl
  community.
 

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RE: [Flightgear-devel] Re: P-51D 3d Model and help request

2003-03-25 Thread Richard Bytheway
As a pay-by-the-minute modem user, I would prefer not to have 200MB of data dumped 
into the base package CVS if possible. The cheapest my connection gets is £0.48 per 
hour. 200MB is about 20 hours of download time, thus costs about £10 (US$16 or so), 
and my phone line is busy for a day.

I think that splitting the base package into two branches/repositories would work 
best, one for what is needed at runtime, and one for the source files (everything 
else). 
I am not in favour of separate branches for different aircraft, or even one new branch 
for optional aircraft, since CVS is used by people who want the latest features, thus 
new features should appear in CVS, not elsewhere.

People who want to play with the source files can then take the decision to download 
however many MB of data, but for those of us on modems with no graphical abilities can 
avoid the pain.

For the runtime texture files, would is be possible to switch to a format with 
lossless compression, such as png? Whilst it does not save on video card memory usage, 
it has a minor (negligible) benefit for hard disk space, but could have a significant 
benefit on download times.

Richard

 
  m.  :-)
 And I have another 200MB of xcf files for hi-res C172-S Panel 
 :o). IMHO one 
 and only solution is to make new CVS branch for it. I'am 
 really interested in 
 source files of some 3d panels and aircrafts.
 
 Madr
 

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