as the unique structures mostly developed by Frederic
Bouvier in the default scenery area (the San Francisco Bay area). I
Ah, so Curtis is solely responsible for the scenery.
Would it be helpful to report on anomolies, or errors?
Or is the scenery generator pretty much automated in combining
topographic
'
airfield with the new scenery ?
Right, the airport generator does not create stopways yet.
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program http://www.humanfirst.umn.edu/
FlightGear Project http://www.flightgear.org
Unique text
On Tuesday, 16 November 2004 21:32, Lee Elliott wrote:
Just a thought... An alternative approach might be
to make the textures dynamic so that the roads could
be overdrawn on them before they're rendered.
At first I was thinking it might be best to do this
when each new segment of scenery
Curtis L. Olson wrote:
The problem is that the terragear airport generator names the airport
scenery file according to apt. id, but in these cases the airport id
occurs twice. I am eager to see these (and other) problems fixed in
Robin's next data release.
Thanks, Curt -- I took at look
Curtis L. Olson wrote:
I am currently working on building the latest round of world scenery for
FlightGear. I'm not done, so don't consider this to be the official
announcement. However, for those that want to get a jump on the
competition, you can find the new scenery here:
I had
nowdays ...
It also allows one big advantage over other sims and that is the ability to
change the scale of the textures so terrain features like cliffs don't have
to look stretched like they do in most other sims. Of course the scenery
generator will need to be intelligent enough to handle
(and usually the *other* airport with the same name sandwiched in between.)
The problem is that the terragear airport generator names the airport
scenery file according to apt. id, but in these cases the airport id
occurs twice. I am eager to see these (and other) problems fixed in
Robin's
on this claim ? Did I get
things wrong or is it actually the case that the airport generator
'forgot' to create these stopways ? Can anyone confirm the assumption
that the stopways are missing - for example by comparing a known 'real'
airfield with the new scenery ?
Hi Martin,
There appear to be no stopway
In case anyone is wondering, I just wanted to let you all know that I am
indeed working on the next world scenery rebuild. I am maintaining a
little blurb on my home page with status updates and ETA's for those
that are really keen on tracking my progress.
This next world scenery build
whether FlightGear at present time
would be capable to fulfill the role of a scenery generator?
FlightGear has been used as an image generator on an FAA Level 3 FTD
certified simulator. I've seen people post questions who are also
working on leveraging FG as an image generator in one way
airport area or riverbank off
in detail or city boundaries aren't like that in this area or
stuff like that, see below.
Or is the scenery generator pretty much automated in combining
topographic, tower, and roadway features?
I'm not the best person to be answering this; but nobody else has, so
I'll
at present time
would be capable to fulfill the role of a scenery generator?
2. I saw comments about VATSIM/IVAO floating by. I wrote a fully certified
client for both networks that is built in such a way that connecting it
to FlightGear should take an hour at most (www.hoppie.nl/sb747). Would
whether FlightGear at present time
would be capable to fulfill the role of a scenery generator?
Yes, it has been used for that in other projects.
http://flightgear.org/Projects/
2. I saw comments about VATSIM/IVAO floating by. I wrote a fully certified
client for both networks that is built
, so you crash
into a great big dyke on the approach ;). I think the airport should
be at 1330', not 1730'.
You are right that is very strange. There is something that
occasionlly get's screwed up in the airport generator that I haven't
tracked down yet. :-( This is an extreme example so when I
Hey All,
I'm new to FlightGear, and am trying to use it as an image generator
for a simulator I'm developing...I've got it configured to take inputs
from a UDP port to fly, but I want to disable a lot of features so
that all FlightGear does is draw scenery.
In particular, I want to completely
I'm not using a YASim model...it's a net-fdm interface...I'm only
using FlightGear as a scenery generator. Anyway, I just looked at the
YASim code, and it uses environment/ground-elev-m to derive the
height above terrain, which means it will also fail using tower view.
On 6/7/05, Andy Ross
Drew wrote:
I'm not using a YASim model...it's a net-fdm interface...I'm only
using FlightGear as a scenery generator. Anyway, I just looked at
the YASim code, and it uses environment/ground-elev-m to derive
the height above terrain, which means it will also fail using tower
view.
Er
wonder whether FlightGear at present time
would be capable to fulfill the role of a scenery generator?
Yes, I've seen such an interface for MSFS to be used with PS1, too...
I think it is *theoretically* possible, basically one would need to
disable the standard FDMs (flight dynamic models) and let
or let them go to waste.
I don't think anyone suggested there was a bug...I'm just trying to
improve performance. I'm writing a simulator that interfaces with
FlightGear, using FlightGear as the scenery generator on the same PC.
The program runs great, it's just that FlightGear gets interrupted
white rectangle.
This is a problem with Robin's database. For some airports he ended up
with two airport entries with half the runways assigned to the first and
half the runways assigned to the second. The airport generator tools
can't handle this and the result is some missing runways or holes
I just committed a set of changes relating to environment map based
runway lighting.
One warning, right off the bat. The current runway lighting direction
vectors are completely hosed due to a bug in the terragear airport
generator (now fixed.) So your milleage may vary with the current
Jeroen Hoppenbrouwers wrote:
On Thu, Sep 30, 2004 at 10:49:33AM +0200, Boris Koenig wrote:
My current impression is that this might not even be SUCH a big issue, but
I may very well be wrong :-)
If FG would have a socket somewhere that will eat control data for the
position, attitude, and maybe
Jeroen Hoppenbrouwers wrote:
If FG would have a socket somewhere that will eat control data for the
position, attitude, and maybe some other variables to steer the virtual
windshield camera around, this certainly should be easy. We don't want any
panel in view, just the forward view (and some
On Thu, Sep 30, 2004 at 09:14:41AM -0500, Curtis L. Olson wrote:
1. You need the airport runway and navaid database to match between
FlightGear and PS1.
Been there, done that... the major alignment problems between the PS1
database and the MSFS as real as it gets stuff are well-known. We have
(looking at the current
source), and even if it did I don't have the knowhow to get OpenGL-1.2
stuff working under Windows. I can think of 3 possible avenues for fixing
this:
1 - Look at the airport generator. Perhaps we've got tiny over or
underruns on the tex co-ords. Maybe lining them up
On Thu, Sep 30, 2004 at 10:49:33AM +0200, Boris Koenig wrote:
I think it is *theoretically* possible, basically one would need to
disable the standard FDMs (flight dynamic models) and let PS1 export the
corresponding values via some simple IPC/sockets mechanism - how is this
currently done ?
Drew wrote:
I don't think anyone suggested there was a bug...I'm just trying to
improve performance. I'm writing a simulator that interfaces with
FlightGear, using FlightGear as the scenery generator on the same PC.
The program runs great, it's just that FlightGear gets interrupted
easily
to the information on airport lightning that is present
in the airport database,
Right, our database does have lighitngn information, and the airport
generator honors it. If you fly around SFO with the new lighitng
you'll see an ALSF-II approach, an SSALS, and SSALR, and a couple
REIL's. Also you'll see some
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