Re: [Flightgear-devel] Key Bindings
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 Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Key Bindings
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Key Bindings
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 Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Key Bindings
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 ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Key Bindings
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] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Key Bindings
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 Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Key Bindings
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 Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Key Bindings
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/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Key Bindings
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/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] key bindings - English
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] key bindings - English
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] key bindings - English
> 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
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 > > > ___ > Flightgear-devel mailing list > [EMAIL PROTECTED] > http://mail.flightgear.org/mailman/listinfo/flightgear-devel > > __ > __ > This e-mail has been scanned for all viruses by Star Internet. The > service is powered by MessageLabs. For more information on a proactive > anti-virus service working around the clock, around the globe, visit: > http://www.star.net.uk > __ > __ > ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] key bindings - English
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
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 ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] key bindings - English
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[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 - 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
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] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] key bindings
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] key bindings
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] key bindings
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] http://www.geocities.com/pmb.geo/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel