Re: [Flightgear-devel] Key Bindings

2004-11-03 Thread Curtis L. Olson
Martin Spott wrote:
Jon Stockill wrote:
 

Runways aren't just flat sloping planes though - the slope may not be 
constant. Several runways have a hump in the middle, or a slope at just 
one end.
   

I believe for the purpose of outlining the runway in order to get the
aircraft down in one piece it is absolutely sufficient to have an
average,
 

Right, the question is how far do you want to take it.  Do you want to 
get down close enough to see the runway and finish the landing 
visually?  Do you want to fly and land 100% blind to the real world?  
Maybe the original poster is remotely flying a UAV rather than a real 
aircraft, so transitioning to visual flight might not be an option?

We did a real world project here where we developed a HUD for ground 
vehicles (snow plows, state patrol, and ambulances.)  The HUD displayed 
lane boundaries and radar/laser targets, as well as other statically 
mapped objects such as mail boxes, guard rails, and jerzey barriers.  We 
did a test with a state patrol car where we mapped and drove a closed 
loop track (Brainerd International Raceway).  The drives were done 100% 
blind, 100% from HUD only.  Our HUD system was differential gps based 
with an update rate of 10hz and it worked amazingly well.  We used real 
state patrol drivers for the study and there must have been some sort of 
behind the scenes wager amongst themselves for who could get through the 
first turn the fastest because many of these guys drove insanely fast.  
I drove the course once, and knowing what I knew about the system and 
technology, I took things a *lot* slower. :-)  In the end though, the 
system worked flawlessly, and the closest thing we had to a mishap was 
almost hitting a deer.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Key Bindings

2004-11-03 Thread Arnt Karlsen
On Wed, 3 Nov 2004 20:17:50 + (UTC), Martin wrote in message 
<[EMAIL PROTECTED]>:

> Jon Stockill wrote:
> 
> > Runways aren't just flat sloping planes though - the slope may not
> > be constant. Several runways have a hump in the middle, or a slope
> > at just one end.
> 
> I believe for the purpose of outlining the runway in order to get the
> aircraft down in one piece it is absolutely sufficient to have an
> average,

..aircraft usually _are_ in one piece until they hit such an average
sloping area. ;-)  

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Key Bindings

2004-11-03 Thread Curtis L. Olson
Martin Spott wrote:
Jon Stockill wrote:
 

Runways aren't just flat sloping planes though - the slope may not be 
constant. Several runways have a hump in the middle, or a slope at just 
one end.
   

I believe for the purpose of outlining the runway in order to get the
aircraft down in one piece it is absolutely sufficient to have an
average,
 

Right, the question is how far do you want to take it.  Do you want to 
get down close enough to see the runway and finish the landing 
visually?  Do you want to fly and land 100% blind to the real world?  
Maybe the original poster is remotely flying a UAV rather than a real 
aircraft, so transitioning to visual flight might not be an option?

We did a real world project here where we developed a HUD for ground 
vehicles (snow plows, state patrol, and ambulances.)  The HUD displayed 
lane boundaries and radar/laser targets, as well as other statically 
mapped objects such as mail boxes, guard rails, and jerzey barriers.  We 
did a test with a state patrol car where we mapped and drove a closed 
loop track (Brainerd International Raceway).  The drives were done 100% 
blind, 100% from HUD only.  Our HUD system was differential gps based 
with an update rate of 10hz and it worked amazingly well.  We used real 
state patrol drivers for the study and there must have been some sort of 
behind the scenes wager amongst themselves for who could get through the 
first turn the fastest because many of these guys drove insanely fast.  
I drove the course once, and knowing what I knew about the system and 
technology, I took things a *lot* slower. :-)  In the end though, the 
system worked flawlessly, and the closest thing we had to a mishap was 
almost hitting a deer.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Key Bindings

2004-11-03 Thread Martin Spott
Jon Stockill wrote:

> Runways aren't just flat sloping planes though - the slope may not be 
> constant. Several runways have a hump in the middle, or a slope at just 
> one end.

I believe for the purpose of outlining the runway in order to get the
aircraft down in one piece it is absolutely sufficient to have an
average,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Key Bindings

2004-11-03 Thread Jon Stockill
Aaron Wilson wrote:
Curtis,
Thanks for the insight into the coordinate systems.  I am 
planning on accounting for a sloped runway via the runway vector.  The 
cross product of the aircraft's velocity vector with the runways vector 
(which should point in the direction of the slope) will give you a 
vector to rotate about and angle to rotate can be calculated from the 
dot product.  However, the runways are only have a center point.  How 
does does FlightGear determine the slope?  More specifically how can I 
get the four corners of the runway with the accurate slope?
Runways aren't just flat sloping planes though - the slope may not be 
constant. Several runways have a hump in the middle, or a slope at just 
one end. There was a mail from curt a few days ago which explained how 
airfields are created and laid over the terrain data.

--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] Key Bindings

2004-11-03 Thread Aaron Wilson
Curtis,
Thanks for the insight into the coordinate systems.  I am planning 
on accounting for a sloped runway via the runway vector.  The cross product 
of the aircraft's velocity vector with the runways vector (which should 
point in the direction of the slope) will give you a vector to rotate about 
and angle to rotate can be calculated from the dot product.  However, the 
runways are only have a center point.  How does does FlightGear determine 
the slope?  More specifically how can I get the four corners of the runway 
with the accurate slope?

Thanks,
Aaron
At 12:00 PM 11/3/2004, you wrote:
Aaron Wilson wrote:
Developers,
I am planing on developing a HUD instrument to display a virtual 
outline of the active runway on the HUD.  Is there any developer(s) 
working on this task?  If not, can anyone tell me how I can get the 
aircraft's velocity vector and runway vector in Cartesian coordinates.

Hi Aaron,
Sounds like a fun project. :-)  I'm not aware that any one else is doing 
anything like this.

simgear/math/sg_geodesy.hxx has routines for converting from geodetic 
lon/lat/elev to earth centered cartesian coordinates.  What I've done in 
the past is to use spherical or wgs84 routines to calculate the corner 
points of the runway(s) and then convert the resulting lon/lat into 
cartesian coordinates.  This makes things much easier "conceptually", but 
perhaps is not the most efficient approach "computationally."

In the FG core code, there is an abs_view_pos vector that gives you the 
earth centered cartesian coordinates of your view point.  I believe we 
also have view direction in the same cartesian coordiante system.

I don't know if we have the aircraft's velocity vector directly, but I'm 
sure you could compute it, or you could estimate it by taking cart_pos(n) 
- cart_pos(n-1)

Once you have all that, it's "simply" :-) a matter of getting your view 
parameters set up correctly and dumping your runway verticies/lines into 
the opengl pipeline.

Do you plan to account for sloping or hilly runways?  These are found both 
in the real world and in FG ... and they do sometimes make life a little 
more difficult than we'd like.  If you start fiddling with sloped runways, 
you might want to consider some sort of "offline" process to create your 
runway objects with the proper slope/elevation across their surface then 
store them in some sort of database, rather than trying to create them on 
the fly.

I suppose the accuracy that you need for drawing your hud runways depends 
largely on the accuracy of your sensors, and the tolerances within which 
you need to fly the aircraft.  If you are planning to fly all the way to 
touchdown with zero visibility, then you probably need to go the extra 
mile and account for runway slope.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Key Bindings

2004-11-03 Thread Curtis L. Olson
Aaron Wilson wrote:
Developers,
I am planing on developing a HUD instrument to display a 
virtual outline of the active runway on the HUD.  Is there any 
developer(s) working on this task?  If not, can anyone tell me how I 
can get the aircraft's velocity vector and runway vector in Cartesian 
coordinates.

Hi Aaron,
Sounds like a fun project. :-)  I'm not aware that any one else is doing 
anything like this.

simgear/math/sg_geodesy.hxx has routines for converting from geodetic 
lon/lat/elev to earth centered cartesian coordinates.  What I've done in 
the past is to use spherical or wgs84 routines to calculate the corner 
points of the runway(s) and then convert the resulting lon/lat into 
cartesian coordinates.  This makes things much easier "conceptually", 
but perhaps is not the most efficient approach "computationally."

In the FG core code, there is an abs_view_pos vector that gives you the 
earth centered cartesian coordinates of your view point.  I believe we 
also have view direction in the same cartesian coordiante system.

I don't know if we have the aircraft's velocity vector directly, but I'm 
sure you could compute it, or you could estimate it by taking 
cart_pos(n) - cart_pos(n-1)

Once you have all that, it's "simply" :-) a matter of getting your view 
parameters set up correctly and dumping your runway verticies/lines into 
the opengl pipeline.

Do you plan to account for sloping or hilly runways?  These are found 
both in the real world and in FG ... and they do sometimes make life a 
little more difficult than we'd like.  If you start fiddling with sloped 
runways, you might want to consider some sort of "offline" process to 
create your runway objects with the proper slope/elevation across their 
surface then store them in some sort of database, rather than trying to 
create them on the fly.

I suppose the accuracy that you need for drawing your hud runways 
depends largely on the accuracy of your sensors, and the tolerances 
within which you need to fly the aircraft.  If you are planning to fly 
all the way to touchdown with zero visibility, then you probably need to 
go the extra mile and account for runway slope.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Key Bindings

2004-11-03 Thread Aaron Wilson


Developers,
I am
planing on developing a HUD instrument to display a virtual outline of
the active runway on the HUD.  Is there any developer(s) working on
this task?  If not, can anyone tell me how I can get the aircraft's
velocity vector and runway vector in Cartesian coordinates.
Thanks,
Aaron Wilson 
At 04:38 PM 11/2/2004, you wrote:
I just compiled the latest
stable source 0.9.6 and the keyboard commands were not working.  The
only way I could get them to fire the "binded" command was to
set the keys to repeatable (i.e.
true).  Has anyone else had
this problem? 
Thanks,
Aaron I. Wilson
AST: Computer Engineer
TEL:  (304) 367-8299
FAX:  (304) 367-8203
[EMAIL PROTECTED]

http://www.ivv.nasa.gov/ 
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[Flightgear-devel] Key Bindings

2004-11-02 Thread Aaron Wilson


I just compiled the latest stable source 0.9.6 and the keyboard commands
were not working.  The only way I could get them to fire the
"binded" command was to set the keys to repeatable (i.e.
true).  Has anyone else had
this problem? 
Thanks,

Aaron I. Wilson
AST: Computer Engineer
TEL:  (304) 367-8299
FAX:  (304) 367-8203
[EMAIL PROTECTED]

http://www.ivv.nasa.gov/



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Re: [Flightgear-devel] key bindings - English

2003-09-25 Thread Jim Wilson
Matevz Jekovec <[EMAIL PROTECTED]> said:

> 
> >I posted the table because I was hoping the "keyboard guru" would identify 
> >himself.  If there is no such guru, then we can build a knowledge base 
> >starting with collecting similar tables for every language.  When "enough" 
> >tables are completed we can put them all together in an HTML table.
> >  
> >
> My 2 cents:
> Isn't there any way to link key bindings directly to key numbers, not 
> their key table? Then, we should make a drawing of a keyboard and have 
> key bindings drawn to every button, with different colours for 
> alt/ctrl/shift combinations. This is the drawing we should publish it to 
> the net, pdf, main 0.9.3 install etc. The main keyboard model used 
> should be the default US keyboard layout. (I think it is the most common 
> one, the most known one if nothing else).
> 

I'm not sure...I think it is a glut function though, so it might be limited.  

Related to this, it seems there should be a layer of separation between the
bindings and the actual keys.  The bindings should be named and the mappings
should just be a table with the key/character value and the name of the
binding.  Then it'd be easy to have multiple language keyboard files and we
wouldn't have to worry about messing with the scan codes (which could not
provide a "perfect" solution anyway).  It would also be easier to switch
bindings around to user preference using a pui dialog down the road.

Best,

Jim


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Re: [Flightgear-devel] key bindings - English

2003-09-25 Thread Matevz Jekovec

I posted the table because I was hoping the "keyboard guru" would identify 
himself.  If there is no such guru, then we can build a knowledge base 
starting with collecting similar tables for every language.  When "enough" 
tables are completed we can put them all together in an HTML table.
 

My 2 cents:
Isn't there any way to link key bindings directly to key numbers, not 
their key table? Then, we should make a drawing of a keyboard and have 
key bindings drawn to every button, with different colours for 
alt/ctrl/shift combinations. This is the drawing we should publish it to 
the net, pdf, main 0.9.3 install etc. The main keyboard model used 
should be the default US keyboard layout. (I think it is the most common 
one, the most known one if nothing else).

- Matevz

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Re: [Flightgear-devel] key bindings - English

2003-09-25 Thread David Culp
> 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.


I posted the table because I was hoping the "keyboard guru" would identify 
himself.  If there is no such guru, then we can build a knowledge base 
starting with collecting similar tables for every language.  When "enough" 
tables are completed we can put them all together in an HTML table.



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


AFAIK, plib does this internally.  Perhaps one of the plib wizards can write a 
small text-mode utility that displays the plib code corresponding to each key 
combination pressed?

Dave


> > 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 - decreas

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] key bindings - English

2003-09-25 Thread Julian Foad
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] 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 

Re: [Flightgear-devel] key bindings - English

2003-09-24 Thread Martin Spott
David Culp <[EMAIL PROTECTED]> wrote:
> Here's a key map for English keyboards, [...]

I assume that there are differences between British and American
keyboards,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] key bindings - English

2003-09-24 Thread Erik Hofman
David Culp wrote:
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.
On UNIX key's are defined in:
/usr/include/X11/keysymdef.h
Erik

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[Flightgear-devel] key bindings - English

2003-09-24 Thread David Culp
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 - increase
123  {  [Shift][[]  Engine - decrease magneto on selected engine
124  |  [Shift][\]  
125  }  [Shift][]]  Engine - increase magneto on selected engine
126  ~  [Shift][`]  Engine - select all engines
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
147
149
150
151
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257 [F1]  Load flight
258 [F2]  Tile cache - force reload
259 [F3]  Screen capture
260 [F4]  Lighting - force update 
261

re: [Flightgear-devel] key bindings

2002-03-02 Thread David Megginson

Michael Basler writes:

 > Question: What the heck is Ctrl-R = Toggle winding-ccw?
 > 
 > Remark: Couldn't we bind F1 to the help (i.e. the help index page) as nearly
 > all programs do? At present F1 is "load flight" which could go either to
 > Shift-F1 or (preferred) to something different (I think "f" as well as "F"
 > are still free).

It would be nice if someone could put together a comprehensive
proposal for a completely new set of default key bindings, float it by
the list, then implement the result in $FG_ROOT/keyboard.xml.  I think
that the proposal should try to be logical and ergonomic, but should
also take common practice into accounts (i.e. key bindings that people
are used to from other sims).


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]


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Re: [Flightgear-devel] key bindings

2002-02-12 Thread John Check

On Tuesday 12 February 2002 04:53 pm, you wrote:
> Michael Basler writes:
> > Question: What the heck is Ctrl-R = Toggle winding-ccw?
>
> This is a debugging aid which toggles an internal opengl state.  It's
> useful for determining if a missing triangle is missing because it is
> simply non-existant, or if it is not being drawn because of backface
> culling.
>
> > Remark: Couldn't we bind F1 to the help (i.e. the help index page)
> > as nearly all programs do? At present F1 is "load flight" which
> > could go either to Shift-F1 or (preferred) to something different (I
> > think "f" as well as "F" are still free).
>
> These are good suggestions, but perhaps we should address a more
> coherant set of key bindings for the next release.
>
> Curt.

F1 = help is pretty much a no brainer
F2/F3 load/save "games" - pretty much standard  for games

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Re: [Flightgear-devel] key bindings

2002-02-12 Thread Curtis L. Olson

Michael Basler writes:
> Question: What the heck is Ctrl-R = Toggle winding-ccw?

This is a debugging aid which toggles an internal opengl state.  It's
useful for determining if a missing triangle is missing because it is
simply non-existant, or if it is not being drawn because of backface
culling.

> Remark: Couldn't we bind F1 to the help (i.e. the help index page)
> as nearly all programs do? At present F1 is "load flight" which
> could go either to Shift-F1 or (preferred) to something different (I
> think "f" as well as "F" are still free).

These are good suggestions, but perhaps we should address a more
coherant set of key bindings for the next release.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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[Flightgear-devel] key bindings

2002-02-12 Thread Michael Basler

First: While updading documentation (Getting Started/Short reference) I
acknowledged the effort of having keyboard.xml now (instead of the former
mess in input.cxx). Could we remove the remaining very few bindings, too...?

Question: What the heck is Ctrl-R = Toggle winding-ccw?

Remark: Couldn't we bind F1 to the help (i.e. the help index page) as nearly
all programs do? At present F1 is "load flight" which could go either to
Shift-F1 or (preferred) to something different (I think "f" as well as "F"
are still free).

Regards, Michael

--
Michael Basler, Jena, Germany
[EMAIL PROTECTED]
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