[Flightgear-devel] Virtual Cockpit performance

2002-12-13 Thread Danie Heath
Hi all, I've noticed that there's quite a performance knock in the virtual cockpit view ... won't it be better if we just decrease the update rate of the gauges a little bit ... Regards Danie Heath if (Game.Crash()) { Fault = NotMine; }

re: [Flightgear-devel] Virtual Cockpit performance

2002-12-13 Thread David Megginson
Danie Heath writes: I've noticed that there's quite a performance knock in the virtual cockpit view ... won't it be better if we just decrease the update rate of the gauges a little bit ... Nothing noticeable: the performance knock comes mainly from all the texture work, which has to be

Re: [Flightgear-devel] Virtual Cockpit performance

2002-12-13 Thread Curtis L. Olson
Danie Heath writes: Hi all, I've noticed that there's quite a performance knock in the virtual cockpit view ... won't it be better if we just decrease the update rate of the gauges a little bit ... Because of the nature of 3d graphics we need to re-draw the panel every frame. Besides, in

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-11 Thread Jim Brennan jjb -
I was once on check ride (in a DC-6 simulator) where the person flying the sim (not me!) ran teh fire proceedure as follows: Throttle close, closed the number one throttle Feather the engine, feathered the number two engine Mixture control idle-cut off, placed the number three mixture to cut

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread David Findlay
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 I would guess this is a major factor in the relatively small amount of aircraft development for Fly! ... I know of several people who have exterior models, but can't contemplate the effort required to assemble a working panel. I think this is a

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread John Check
On Sunday 10 March 2002 05:23 am, you wrote: On Sat, 2002-03-09 at 22:08, Jim Wilson wrote: Fly! uses a 3D cockpit. They use 2D for most of the instrumentation, switches and knobs, and 3D models for the things that really need it like levers. More than likely the legability problem is

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread John Check
On Sunday 10 March 2002 05:32 am, you wrote: I would guess this is a major factor in the relatively small amount of aircraft development for Fly! ... I know of several people who have exterior models, but can't contemplate the effort required to assemble a working panel. I think this is

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread jacco
So David Findlay says: I think this is a major flaw in developers of aircraft for MSFS and Fly! If you're going to make an aircraft, that means make an aircraft, with a model, panel, sounds and everything. If you're saying what I think you're saying (don't bother creating an aircraft unless

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread David Megginson
Jim Wilson writes: Fly! uses a 3D cockpit. They use 2D for most of the instrumentation, switches and knobs, and 3D models for the things that really need it like levers. I have no experience with FLY2K or FLY2, so I cannot comment on those, but FLY1 definitely uses a 2D cockpit. Granted

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread Jim Brennan jjb -
On Sat, 9 Mar 2002, David Megginson wrote: Jim Brennan jjb - writes: The photorealistic instruments in some simulators are good to have, but (IMHO) not as importaint as proper flight modeling. I personally see NO need for the nice views of the airplane, and its moving parts as

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread David Megginson
Jim Brennan jjb - writes: OK, I'll grant you the validity of those two points. the propeller from inside the airplane. but not that one grin! To start a DC-3 engine, I read that you count 12 blades before you release the starter. I'm not sure whether, in an engine-out on a twin,

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread Curtis L. Olson
David Megginson writes: Jim Brennan jjb - writes: OK, I'll grant you the validity of those two points. the propeller from inside the airplane. but not that one grin! To start a DC-3 engine, I read that you count 12 blades before you release the starter. I'm not sure

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread Tony Peden
On Sun, 2002-03-10 at 12:08, David Megginson wrote: Jim Brennan jjb - writes: OK, I'll grant you the validity of those two points. the propeller from inside the airplane. but not that one grin! To start a DC-3 engine, I read that you count 12 blades before you release the

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-10 Thread Curtis L. Olson
Tony Peden writes: In a twin, you'll definitely know which engine is out without looking. If you are well trained and practiced at it ... otherwise if there is a lot of other stuff going on at the time it really may not be so intuitive. Curt. -- Curtis Olson IVLab / HumanFIRST Program

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread Wolfram Kuss
I agree, full 3D is the way new sims work and FGFS should have that as well and not implement now a feature that was state of the art some years ago. It is easy to make the yoke optional. While modelling the cockpit I would strive for realism and then let FGFS disable it if the user wants. There

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread Jim Wilson
Wolfram Kuss [EMAIL PROTECTED] said: I agree, full 3D is the way new sims work and FGFS should have that as well and not implement now a feature that was state of the art some years ago. Fly! is a 3D cockpit. I was talking about usability, and IMHO it is a more usable panel because of its

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread Jim Brennan jjb -
It amazes me sometimes that people define reality in 3D as being something that looks like it was done with a video camera. To me its a more realistic experience if the gauge I'm looking at can easily be used and is closer to what it would be in size and perspective from my eyes sitting in

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread David Megginson
Jim Brennan jjb - writes: The photorealistic instruments in some simulators are good to have, but (IMHO) not as importaint as proper flight modeling. I personally see NO need for the nice views of the airplane, and its moving parts as seen from other airplanes except if one is flying

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread Wolfram Kuss
Jim wrote: While this is nice to have for some limited purpose, it adds nothing to the realism of the simulator from the perspective of the person flying the sim. I think more people use flight sims for fun or entertainment than for serious uses. Including me, although I am a pilot. But lets

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread Wolfram Kuss
Jim wrote: Fly! is a 3D cockpit. I was talking about usability, and IMHO it is a more usable panel because of its inaccurate eye point when in use. Just as the panel disappears when you use the mouse scrolling and reappears with a click, it'd be easy enough to snap to an operational centered

[Flightgear-devel] Virtual cockpit notes

2002-03-08 Thread Jim Wilson
FWIW thought I'd make a few comments on the new 3D view stuff, realizing that it is still being worked on. While the commercial sims give a 3D feel to the cockpit they aren't always attempting to be true models. In this screenshot from fs2k, note that while the perspective (eye to panel) is ok,

Re: [Flightgear-devel] Virtual cockpit notes

2002-03-08 Thread David Findlay
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On Sat, 9 Mar 2002 09:48, you wrote: FWIW thought I'd make a few comments on the new 3D view stuff, realizing that it is still being worked on. Note that when you change the 3D cockpit view angle in Fly!, the panel in effect becomes disabled and

[Flightgear-devel] Virtual cockpit update

2002-03-05 Thread Andy Ross
Here's another batch of virtual cockpit stuff. There is a patch attached, and the two modified files in full can be found at: http://www.plausible.org/andy/vc-20020305.tar.gz Folks who want to try the patch (it's easy, really!) can just get into their just-updated FlightGear source

Re: [Flightgear-devel] Virtual Cockpit!

2002-03-04 Thread David Findlay
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On Mon, 4 Mar 2002 16:31, you wrote: David Findlay wrote: Andy Ross wrote: I spent most of today working on a virtual cockpit interface for the panel, and I'll be damned, it works! Umm, one problem. When you look down, the panel

Re: [Flightgear-devel] Virtual Cockpit!

2002-03-03 Thread David Findlay
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On Wed, 27 Feb 2002 17:32, you wrote: I spent most of today working on a virtual cockpit interface for the panel, and I'll be damned, it works! Umm, one problem. When you look down, the panel follows the bottom of the screen. Other than that it's

Re: [Flightgear-devel] Virtual Cockpit!

2002-03-03 Thread Andy Ross
David Findlay wrote: Andy Ross wrote: I spent most of today working on a virtual cockpit interface for the panel, and I'll be damned, it works! Umm, one problem. When you look down, the panel follows the bottom of the screen. Other than that it's great. We just need the interiors of

Re: [Flightgear-devel] Virtual Cockpit!

2002-03-03 Thread Frederic Bouvier
PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, March 04, 2002 7:31 AM Subject: Re: [Flightgear-devel] Virtual Cockpit! David Findlay wrote: Andy Ross wrote: I spent most of today working on a virtual cockpit interface for the panel, and I'll be damned, it works! Umm, one problem. When

re: [Flightgear-devel] Virtual Cockpit!

2002-03-02 Thread David Megginson
I've added the patches. All the best, David -- David Megginson [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

[Flightgear-devel] Virtual Cockpit!

2002-02-26 Thread Andy Ross
I spent most of today working on a virtual cockpit interface for the panel, and I'll be damned, it works! What the attached patch does is map your panel definition onto a (non z-buffered) quad in front of your face. You can twist the view around and see it move in the appropriate ways. Apply