RE: [Flightgear-devel] Eye candy

2004-02-19 Thread Vivian Meazza


 Vivian Meazza wrote
 
 
  Andy Ross wrote
  
  Vivian Meazza wrote:
   I think it should work, and it _looks_ as if it does:
  certainly when
   you browse internal properties it looks right, but I can't set the
   second [1] tank to zero.
  
  I'm still fuzzy.  Do you mean that you can't set the property
  to zero at all, or that the property goes to zero but YASim 
  doesn't do the right thing?
  
  I agree, the configuration looks correct to me.
  
  Andy
  
 
 I've now done some more testing. I've now set up my keyboard 
 so that I can adjust the property - all works. However, the 
 weight property of the second tank cannot be set via the 
 property browser. The problem _seems_ to lie in the 
 Properties Browser.
 
 Now we need to be able to set the fuel property ...
 
 Vivian 


I've now got a model working, sort of, with drop tanks. At the moment it's
only partly realistic, because the fuel can't be managed correctly yet. I've
modelled the pylons as vertical stabilisers and the droptanks as weights.
Separation looks OK from the cockpit view, and reasonable from external
views, provided that the aircraft is straight and level.

I note that when full fuel tanks are jettisoned, there isn't much sign of
nearly a ton being released from the aircraft. I was looking for at least a
flick from the accelerometer. Does it happen too fast for the instrument to
pick it up? There is a detectable, but small, trim change as I would expect.

Regards

Vivian

 




___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-17 Thread Vivian Meazza


 Andy Ross
 
 Vivian Meazza wrote:
  I've just done some proof-of-principle work on drop tanks 
 with YASim. 
  I set up some weight elements for the pylons and for the 
 dry weight of 
  the tanks, and some fuel tanks to match. [...]
  However, the bad news is that I can't set _one_ of the drop tank
  weights to zero (odd that), and none of the tank fuel contents.
 
 YASim doesn't currently support setting fuel tank contents, 
 though, it treats the /sim/consumables/ properties as 
 writables only; it doesn't read them.  This wouldn't be too 
 hard to fix.

So I discovered. I believe we need this function if we are to simulate drop
tanks correctly, unless you can think of another way. We also need to be
able to control tank usage, so that we can use drop tanks first then
internal tanks. I haven't fully investigated, but I presume that this is not
possible right now.

 
 I'm not clear on the problem you are having with the weight 
 tag.  You can associate any property with the weight; just 
 use different names and you can set them in any combination.
 

Yes, this problem was interesting. I set up 2 weights thus:

/yasim/weights/tank-100gal-lbs[0]
/yasim/weights/tank-100gal-lbs[1]

By using

yasim
   weights
 pylon-inboard-lbs type=double45/pylon-inboard-lbs
 tank-100gal-lbs type=double150/tank-100gal-lbs !-- dry
weight - left --
   tank-100gal-lbs type=double150/tank-100gal-lbs !-- dry weight
- right --
   /weights
 /yasim

I used 'browse internal properties' to access both so I could test the
operation of setting to zero to simulate jettison. Both  entries _look_ OK,
however, I could set /././...-lbs[0] to zero, but not the second tank [1]. I
was trying to conform with what I saw as the convention for other tanks etc.
I was being too subtle, I suppose, if I call them totally different names,
it'll work fine. In fact there's no need for it unless I set up a failure
mode in the future

As I said - interesting, but I can work around it. Would be a neat way of
doing it, and it would conform to the way of doing things in YASim.

Grateful for your help

Vivian









___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-17 Thread Vivian Meazza


 Lee Elliott wrote
 
 Just to help confuse things a little, j/k are for spoilers, 
 iirc, but as 
 speed-brakes aren't supported in YASim (yet;) I've used the 
 spoiler control. 

Kludged that one by using an extra, low lift, high drag flap on the
horizontal stabiliser in the Hunter. CTRL B toggles it. Not neat, but works
well enough.  I look forward to its proper implementation idc.

Regards 

Vivian



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-17 Thread Andy Ross
Vivian Meazza wrote:
 Yes, this problem was interesting. I set up 2 weights thus:

 /yasim/weights/tank-100gal-lbs[0]
 /yasim/weights/tank-100gal-lbs[1]

Are you sure you got the weight definition right in the YASim
configuration file?  The property definitions look fine, but they're
only half the problem.  You need to tell YASim to read those
properties, and where to put the mass value that it finds.

Andy

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-17 Thread Vivian Meazza


 Andy Ross
 
 Vivian Meazza wrote:
  Yes, this problem was interesting. I set up 2 weights thus:
 
  /yasim/weights/tank-100gal-lbs[0] /yasim/weights/tank-100gal-lbs[1]
 
 Are you sure you got the weight definition right in the 
 YASim configuration file?  The property definitions look 
 fine, but they're only half the problem.  You need to tell 
 YASim to read those properties, and where to put the mass 
 value that it finds.
 

Yes, pretty certain, coded thus:

weight x=-6.85 y=2.83 z=-0.33 size=0.2 
mass-prop=/yasim/weights/pylon-inboard-lbs/
weight x=-6.85 y=-2.83 z=-0.33 size=0.2 
mass-prop=/yasim/hunter/weights/pylon-inboard-lbs/
weight x=-6.4 y=2.83 z=-0.72 size=0.5 
mass-prop=/yasim/weights/tank-100gal-lbs[0]/
weight x=-6.4 y=-2.83 z=-0.72 size=0.5 
mass-prop=/yasim/weights/tank-100gal-lbs[1]/

YASim didn't complain anyway, and the model flies just fine.

My analysis is that the problem lies here:

yasim
   weights
 pylon-inboard-lbs type=double45/pylon-inboard-lbs
 tank-100gal-lbs type=double150/tank-100gal-lbs !-- dry
weight --
-- tank-100gal-lbs type=double150/tank-100gal-lbs  !-- dry weight
--
   /weights
 /yasim

I think it should work, and it _looks_ as if it does: certainly when you
browse internal properties it looks right, but I can't set the second [1]
tank to zero.

Regards

Vivian 




___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-17 Thread Andy Ross
Vivian Meazza wrote:
 I think it should work, and it _looks_ as if it does: certainly when
 you browse internal properties it looks right, but I can't set the
 second [1] tank to zero.

I'm still fuzzy.  Do you mean that you can't set the property to zero
at all, or that the property goes to zero but YASim doesn't do the
right thing?

I agree, the configuration looks correct to me.

Andy

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-17 Thread Vivian Meazza


 Andy Ross
 
 
 Vivian Meazza wrote:
  I think it should work, and it _looks_ as if it does: 
 certainly when 
  you browse internal properties it looks right, but I can't set the 
  second [1] tank to zero.
 
 I'm still fuzzy.  Do you mean that you can't set the property 
 to zero at all, or that the property goes to zero but YASim 
 doesn't do the right thing?
 
 I agree, the configuration looks correct to me.
 

I can't set the property of the second tank to zero. So far as I can see,
Yakima is doing the right thing.

V



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-17 Thread Vivian Meazza


 Andy Ross wrote
 
 Vivian Meazza wrote:
  I think it should work, and it _looks_ as if it does: 
 certainly when 
  you browse internal properties it looks right, but I can't set the 
  second [1] tank to zero.
 
 I'm still fuzzy.  Do you mean that you can't set the property 
 to zero at all, or that the property goes to zero but YASim 
 doesn't do the right thing?
 
 I agree, the configuration looks correct to me.
 
 Andy
 

I've now done some more testing. I've now set up my keyboard so that I can
adjust the property - all works. However, the weight property of the second
tank cannot be set via the property browser. The problem _seems_ to lie in
the Properties Browser.

Now we need to be able to set the fuel property ...

Vivian 



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-16 Thread Andy Ross
Vivian Meazza wrote:
 I've just done some proof-of-principle work on drop tanks with
 YASim. I set up some weight elements for the pylons and for the dry
 weight of the tanks, and some fuel tanks to match.
 [...]
 However, the bad news is that I can't set _one_ of the drop tank
 weights to zero (odd that), and none of the tank fuel contents.

YASim doesn't currently support setting fuel tank contents, though, it
treats the /sim/consumables/ properties as writables only; it doesn't
read them.  This wouldn't be too hard to fix.

I'm not clear on the problem you are having with the weight tag.  You
can associate any property with the weight; just use different names
and you can set them in any combination.

Andy

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-16 Thread Lee Elliott
On Monday 16 February 2004 22:12, Martin Spott wrote:
 Vivian Meazza [EMAIL PROTECTED] wrote:
  However, the bad news is that I can't set _one_ of the drop tank weights
  to zero (odd that), and none of the tank fuel contents. I was planning to
  use keys j/J/CTRLJ for jettison inner/outer/all.

 As memory serves (late evening  ;)  j/k are used for speed brakes on
 some aircraft,

 Martin.

Just to help confuse things a little, j/k are for spoilers, iirc, but as 
speed-brakes aren't supported in YASim (yet;) I've used the spoiler control 
input for what is effectively the speed brake function.  Get's even more 
interesting with the YF-23 as it's 'speed-brake' is opposite deflection of 
flaps and ailerons, controlled by the spolier control:)

LeeE


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-15 Thread Matevz Jekovec




Andy Ross wrote:

  Lee Elliott wrote:
  
  
I think drop tanks would be feasible but it would need some thinking
about:)

The fun bit will be counteracting the a/c manuevours after the tank
has dropped so it falls straight even though the a/c may be climbing
and banking.

  
  
This is more of a code architecture issue.  Once something has left
the aircraft, it ought be be handed to a simple "ballistics FDM" or
somesuch.  Making it "disappear" from the aircraft model is as simple
as adding a select animation and can be done right now.  And you can
set the weight tag to zero to get the FDM behavior correct.

Running it under a separate "FDM" handler is something that the C++
code just doesn't support yet, though.  It's probably not hugely
difficult to make work, though.

Andy

  

The same option should then be used for all the weapons as well; let it
be dumb bombs, rockets or missles. They will all start with certain
vector of speed and some point in space and will then change it through
time (effect of force of gravity and weapon's propulsion). The tankers
should be treated like normal dumb bombs.


- Matevz


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy - Wing Bending

2004-02-15 Thread Erik Hofman
kreuzritter wrote:

Upgrade: 
And how to simplify it and integrate it nicly into flightgear so that it is 
still fast enough.
I also gave up the idea of limiting the number of wing sections to only 4, 
imho this should depend on the type of airplane, so i thought about
a dynamic range of wing sections that can be adjusted to the type of airplane.


I think the tweening support should be added for this. Then you would 
have as many wing sections as you define in the 3d model.

You would basically have two different version of the same object bot 
defined at their maximum and the tweening code will take care of the rest.

I think the tweening code will be fast enough.

To be prepared for the future you could already add three versions of 
the wing: a max positive and max negative bend version which should be 
turned off in the animations file for now, and a normal version which 
should be turned off when tweening is implemented.

I haven't looked at tweening yet, but since plib already supports it, 
implementing it into the SimGear animation code would probably be not 
much of a problem.

Erik

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-15 Thread Mathias Fröhlich
On Samstag, 14. Februar 2004 22:33, Jon Berndt wrote:
 One feature in JSBSim that I began and have not yet finished (pending other
 things) is a parent/child capability. You can (for instance) load a Mk82 on
 an F-16 and the physical effects of the Mk82 will affect the F-16. The
 position is based on the position of the parent, and so is the orientation.
 However, the Mk82 position is not integrated, it always has a position
 based on the parent, UNTIL it is released. Then, the EOM begins integrating
 and the flyout is physics based.

 The child objects are each their own individual JSBSim objects in their own
 right, and each could be loaded and flown by itself. The JSBSim executive
 is sort of recursive in this way. Each would be addressable in a way that I
 think Tony set up with Properties, but I can't recall what it is.

 Technically, it is also possible for each droppable piece to have its own
 propulsion and flight control system, too. The possiblities there are quite
 broad.
Sounds interresting.
I have this in mind now for my timestepping changes.
As I told you before in a private mail, many ideas for something like that in 
my head ...

Greetings

Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Lee Elliott
On Friday 13 February 2004 22:27, Jon S Berndt wrote:
 Any chance of modeling wingtip vortices (when CL is high enough above
 some threshhold) and rocket engine exhaust?

 :-)

 Jon

I've thought about trying this but I think it could only be really effective 
in level flight.  As soon as you start banking the 'end' of whatever trail 
you're simulating will rotate (echos of the VRP issues:).

For a very short trail this might not be noticable but for longer ones I think 
it's a bit of a show stopper.

It would be possible to include curved trails in the model, and the select 
anim function could be used to select the appropriate model object, but then 
you'd need a wide range of trail objects.

At first glance, this doesn't seem too bad, but then I think you'd really need 
several versions of each trail type so that you could switch between them to 
give the impression that the trail is changing throught time.

Hmm...   I don't think I've explained that bit very well...

Consider an a/c in stable level flight where votices are being generated from 
the wing-tips.  Even though the vortex trail may not change in length or 
shape, it's appreance will change from frame to frame, so you'd need to 
switch between several identically shaped and sized objects that are textured 
slightly differently to give the impression of change.

If we could actually modify the model objects themselves then we could 'bend' 
the trails, and cut down on the number needed.

But then we could also do wing flexing too.

Before anyone starts thinking seriously about this, it would be very 
non-trivial to do, at least for the wings, where some objects would need to 
be 'bent' i.e. the wings and control surfaces, whereas other objects would 
have to simply translate i.e. wing mounted engine nacelles and U/C.

For a simple object, like a vortex trail, bending might be feasible, and 
combined with scaling (which I think we already have), it might work ok.

Another possiblity would be some sort of particle object handling where 
temporary objects could be generated, left for a while and then culled.  We 
could then 'drop' a stream of these objects behind the a/c that're culled 
after a certain time.  It'd probably need a lot of objects to work though, 
and it would also push up the object count of course.

Both methods would need some carefull texturing.

LeeE


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Vivian Meazza


Lee Elliott wrote

 
 
 On Friday 13 February 2004 22:27, Jon S Berndt wrote:
  Any chance of modeling wingtip vortices (when CL is high 
 enough above 
  some threshhold) and rocket engine exhaust?
 
  :-)
 
  Jon
 
 I've thought about trying this but I think it could only be 
 really effective 
 in level flight.  As soon as you start banking the 'end' of 
 whatever trail 
 you're simulating will rotate (echos of the VRP issues:).
 
 For a very short trail this might not be noticable but for 
 longer ones I think 
 it's a bit of a show stopper.
 
 It would be possible to include curved trails in the model, 
 and the select 
 anim function could be used to select the appropriate model 
 object, but then 
 you'd need a wide range of trail objects.
 
 At first glance, this doesn't seem too bad, but then I think 
 you'd really need 
 several versions of each trail type so that you could switch 
 between them to 
 give the impression that the trail is changing throught time.
 
 Hmm...   I don't think I've explained that bit very well...
 
 Consider an a/c in stable level flight where votices are 
 being generated from 
 the wing-tips.  Even though the vortex trail may not change 
 in length or 
 shape, it's appreance will change from frame to frame, so 
 you'd need to 
 switch between several identically shaped and sized objects 
 that are textured 
 slightly differently to give the impression of change.
 
 If we could actually modify the model objects themselves then 
 we could 'bend' 
 the trails, and cut down on the number needed.
 
 But then we could also do wing flexing too.
 
 Before anyone starts thinking seriously about this, it would be very 
 non-trivial to do, at least for the wings, where some objects 
 would need to 
 be 'bent' i.e. the wings and control surfaces, whereas other 
 objects would 
 have to simply translate i.e. wing mounted engine nacelles and U/C.
 
 For a simple object, like a vortex trail, bending might be 
 feasible, and 
 combined with scaling (which I think we already have), it 
 might work ok.
 
 Another possiblity would be some sort of particle object 
 handling where 
 temporary objects could be generated, left for a while and 
 then culled.  We 
 could then 'drop' a stream of these objects behind the a/c 
 that're culled 
 after a certain time.  It'd probably need a lot of objects to 
 work though, 
 and it would also push up the object count of course.
 
 Both methods would need some carefull texturing.
 

The second method could be very useful - drop tanks, ordinance, cockpit
canopies, ejector seats, tyre smoke on landing. Not a high priority, I feel,
but a nice to have. I want to do drop tanks on the hunter some time soon,
but I can probably handle them well enough with the existing animations



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Lee Elliott
On Saturday 14 February 2004 13:43, Vivian Meazza wrote:
 Lee Elliott wrote

  On Friday 13 February 2004 22:27, Jon S Berndt wrote:
   Any chance of modeling wingtip vortices (when CL is high
 
  enough above
 
   some threshhold) and rocket engine exhaust?
  
   :-)
  
   Jon
 
  I've thought about trying this but I think it could only be
  really effective
  in level flight.  As soon as you start banking the 'end' of
  whatever trail
  you're simulating will rotate (echos of the VRP issues:).
 
  For a very short trail this might not be noticable but for
  longer ones I think
  it's a bit of a show stopper.
 
  It would be possible to include curved trails in the model,
  and the select
  anim function could be used to select the appropriate model
  object, but then
  you'd need a wide range of trail objects.
 
  At first glance, this doesn't seem too bad, but then I think
  you'd really need
  several versions of each trail type so that you could switch
  between them to
  give the impression that the trail is changing throught time.
 
  Hmm...   I don't think I've explained that bit very well...
 
  Consider an a/c in stable level flight where votices are
  being generated from
  the wing-tips.  Even though the vortex trail may not change
  in length or
  shape, it's appreance will change from frame to frame, so
  you'd need to
  switch between several identically shaped and sized objects
  that are textured
  slightly differently to give the impression of change.
 
  If we could actually modify the model objects themselves then
  we could 'bend'
  the trails, and cut down on the number needed.
 
  But then we could also do wing flexing too.
 
  Before anyone starts thinking seriously about this, it would be very
  non-trivial to do, at least for the wings, where some objects
  would need to
  be 'bent' i.e. the wings and control surfaces, whereas other
  objects would
  have to simply translate i.e. wing mounted engine nacelles and U/C.
 
  For a simple object, like a vortex trail, bending might be
  feasible, and
  combined with scaling (which I think we already have), it
  might work ok.
 
  Another possiblity would be some sort of particle object
  handling where
  temporary objects could be generated, left for a while and
  then culled.  We
  could then 'drop' a stream of these objects behind the a/c
  that're culled
  after a certain time.  It'd probably need a lot of objects to
  work though,
  and it would also push up the object count of course.
 
  Both methods would need some carefull texturing.

 The second method could be very useful - drop tanks, ordinance, cockpit
 canopies, ejector seats, tyre smoke on landing. Not a high priority, I
 feel, but a nice to have. I want to do drop tanks on the hunter some time
 soon, but I can probably handle them well enough with the existing
 animations

I think drop tanks would be feasible but it would need some thinking about:)

The fun bit will be counteracting the a/c manuevours after the tank has 
dropped so it falls straight even though the a/c may be climbing and banking.

LeeE


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Norman Vine
Lee Elliott writes:
 
 On Friday 13 February 2004 22:27, Jon S Berndt wrote:
  Any chance of modeling wingtip vortices (when CL is high enough above
  some threshhold) and rocket engine exhaust?
 
 
 Another possiblity would be some sort of particle object handling where 
 temporary objects could be generated, left for a while and then culled.  We 
 could then 'drop' a stream of these objects behind the a/c that're culled 
 after a certain time.  It'd probably need a lot of objects to work though, 
 and it would also push up the object count of course.

SSG supports 'particle systems' via the sgParticle class
see PLIB / examples / src / ssg / dynamics / 

The easiest thing would probably be to write up a high level interface
to a new ParticleStream class  a time dependent collection of sgParticles  
and then insert these into the scenegraph with a scriptable binding 

Cheers

Norman

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Lee Elliott
On Saturday 14 February 2004 14:08, Norman Vine wrote:
 Lee Elliott writes:
  On Friday 13 February 2004 22:27, Jon S Berndt wrote:
   Any chance of modeling wingtip vortices (when CL is high enough above
   some threshhold) and rocket engine exhaust?
 
  Another possiblity would be some sort of particle object handling where
  temporary objects could be generated, left for a while and then culled. 
  We could then 'drop' a stream of these objects behind the a/c that're
  culled after a certain time.  It'd probably need a lot of objects to work
  though, and it would also push up the object count of course.

 SSG supports 'particle systems' via the sgParticle class
 see PLIB / examples / src / ssg / dynamics /

 The easiest thing would probably be to write up a high level interface
 to a new ParticleStream class  a time dependent collection of sgParticles
  and then insert these into the scenegraph with a scriptable binding

 Cheers

 Norman

A proper particle system would be a much better idea than trying to fake it 
with objects.

Something for the future perhaps.

LeeE


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Vivian Meazza


 Norman Vine says
 
 Lee Elliott writes:
  
  On Friday 13 February 2004 22:27, Jon S Berndt wrote:
   Any chance of modeling wingtip vortices (when CL is high enough 
   above some threshhold) and rocket engine exhaust?
  
  
  Another possiblity would be some sort of particle object handling 
  where
  temporary objects could be generated, left for a while and 
 then culled.  We 
  could then 'drop' a stream of these objects behind the a/c 
 that're culled 
  after a certain time.  It'd probably need a lot of objects 
 to work though, 
  and it would also push up the object count of course.
 
 SSG supports 'particle systems' via the sgParticle class
 see PLIB / examples / src / ssg / dynamics / 
 
 The easiest thing would probably be to write up a high level 
 interface to a new ParticleStream class  a time dependent 
 collection of sgParticles  
 and then insert these into the scenegraph with a scriptable binding 
 

I think my brain hurts. But if someone gives us the tools I'll do the
modelling. After I've done the Seahawk.

Vivian



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Andy Ross
Lee Elliott wrote:
 I think drop tanks would be feasible but it would need some thinking
 about:)

 The fun bit will be counteracting the a/c manuevours after the tank
 has dropped so it falls straight even though the a/c may be climbing
 and banking.

This is more of a code architecture issue.  Once something has left
the aircraft, it ought be be handed to a simple ballistics FDM or
somesuch.  Making it disappear from the aircraft model is as simple
as adding a select animation and can be done right now.  And you can
set the weight tag to zero to get the FDM behavior correct.

Running it under a separate FDM handler is something that the C++
code just doesn't support yet, though.  It's probably not hugely
difficult to make work, though.

Andy

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Vivian Meazza


 Andy Ross
 
 Lee Elliott wrote:
  I think drop tanks would be feasible but it would need some thinking
  about:)
 
  The fun bit will be counteracting the a/c manuevours after the tank 
  has dropped so it falls straight even though the a/c may be 
 climbing 
  and banking.
 
 This is more of a code architecture issue.  Once something 
 has left the aircraft, it ought be be handed to a simple 
 ballistics FDM or somesuch.  Making it disappear from the 
 aircraft model is as simple as adding a select animation and 
 can be done right now.  And you can set the weight tag to 
 zero to get the FDM behavior correct.
 
 Running it under a separate FDM handler is something that 
 the C++ code just doesn't support yet, though.  It's probably 
 not hugely difficult to make work, though.
 
 Andy
 

I was thinking in the short term to move the tank away from the aircraft in
an arc, then select it, and set the fuel to zero, and the empty weight to
zero. Be nice to hand off to a separate FDM though.

Vivian



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-14 Thread David Culp
 This is more of a code architecture issue.  Once something has left
 the aircraft, it ought be be handed to a simple ballistics FDM or
 somesuch.  Making it disappear from the aircraft model is as simple
 as adding a select animation and can be done right now.  And you can
 set the weight tag to zero to get the FDM behavior correct.

 Running it under a separate FDM handler is something that the C++
 code just doesn't support yet, though.  It's probably not hugely
 difficult to make work, though.

A simple ballistics FDM already exists, located at 
src/AIModel/AIBallistic.cxx, and it works nicely on its own.  What is needed 
is for every FDM to have the ability to be a master or slave of any other 
FDM.  When in slave mode the slave FDM will get its [x,y,z,pitch,roll,bank] 
info from the master.  When released the slave will begin using its internal 
calculations.  It wouldn't be hard to add this to AIBase (the base class for 
AIBallistic, AIAircraft and AIShip).  Yasim and JSBSim could then have the 
master/slave ability added (JSBSim already has something like this, but it 
wasn't designed to work with all the other FDMs).

I think we just need to define the interface for every FDM, and the struct for 
passing the [x,y,z,pitch,roll,yaw] data.  If you want the slave FDM to effect 
the master, then it gets more complicated.  A simple FDM, like AIAircraft, 
can ignore the effects of the slave, but a complex FDM, like Yasim or JSBSim, 
would probably want to be effected by the slave.  For instance, if you make 
the JSBSim X-15 a slave to an AIAircraft B-52, then the B-52 can ignore the 
effects of the X-15.  If the X-15 is a slave to the Yasim B-52, then the B-52 
will probably want to figure in the effects of the X-15.

One thing that needs more work is in ensuring that the master and slave models 
get drawn at the same time.  I'm no graphics guy, so that's out of my league.  
I've noticed this is a problem when pulling up behind the AI KC-135 (or any 
AIAircraft object).  The AI object appears to leap forward in about 20-foot 
bursts.  It would look funny if the AIBallistic-based external fuel tank 
didn't follow the aircraft smoothly.  Curt had the idea of using a central 
graphics manager to manage the drawing of all objects, and that might do the 
trick.


Dave
-- 

David Culp
davidculp2[at]comcast.net


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Lee Elliott
On Saturday 14 February 2004 17:48, Andy Ross wrote:
 Lee Elliott wrote:
  I think drop tanks would be feasible but it would need some thinking
  about:)
 
  The fun bit will be counteracting the a/c manuevours after the tank
  has dropped so it falls straight even though the a/c may be climbing
  and banking.

 This is more of a code architecture issue.  Once something has left
 the aircraft, it ought be be handed to a simple ballistics FDM or
 somesuch.  Making it disappear from the aircraft model is as simple
 as adding a select animation and can be done right now.  And you can
 set the weight tag to zero to get the FDM behavior correct.

 Running it under a separate FDM handler is something that the C++
 code just doesn't support yet, though.  It's probably not hugely
 difficult to make work, though.

 Andy

Agreed, a simple 'ballastics' FDM would be a far better solution, but then 
someone's got to design  code it.

Not my field;)

LeeE


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Lee Elliott
On Saturday 14 February 2004 14:48, Jim Wilson wrote:
 Lee Elliott [EMAIL PROTECTED] said:
  On Friday 13 February 2004 22:27, Jon S Berndt wrote:
   Any chance of modeling wingtip vortices (when CL is high enough above
   some threshhold) and rocket engine exhaust?
  
   :-)
  
   Jon
 
  If we could actually modify the model objects themselves then we could
  'bend' the trails, and cut down on the number needed.

 Plib supports a tween function that does exactly this.  It hasn't been
 added to fgfs animation support yet.  Basically if you have two vertices
 (or identical _sets_ of vertices) positioned at the two extremes of your
 range of motion, the tween function will move them all proportionately
 between according to a 0.0 to 1.0 ratio value.  Obviously you could bend or
 stretch or twist, or whatever you  wanted to.  This would be cool to have.

 Best,

 Jim

Bendy wings on the B-52 would be nice;)

LeeE


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Lee Elliott
On Saturday 14 February 2004 18:35, Vivian Meazza wrote:
  Andy Ross
 
  Lee Elliott wrote:
   I think drop tanks would be feasible but it would need some thinking
   about:)
  
   The fun bit will be counteracting the a/c manuevours after the tank
   has dropped so it falls straight even though the a/c may be
 
  climbing
 
   and banking.
 
  This is more of a code architecture issue.  Once something
  has left the aircraft, it ought be be handed to a simple
  ballistics FDM or somesuch.  Making it disappear from the
  aircraft model is as simple as adding a select animation and
  can be done right now.  And you can set the weight tag to
  zero to get the FDM behavior correct.
 
  Running it under a separate FDM handler is something that
  the C++ code just doesn't support yet, though.  It's probably
  not hugely difficult to make work, though.
 
  Andy

 I was thinking in the short term to move the tank away from the aircraft in
 an arc, then select it, and set the fuel to zero, and the empty weight to
 zero. Be nice to hand off to a separate FDM though.

 Vivian

While I think it might be feasible to drop a tank and have it appear to drop 
down from the a/c, and out of sight (and then quickly de-selected), I think 
trying to achieve any sort of realistic trajectory would be pushing it a bit.

You've got to remember that the animation origins are relative to the a/c so 
after dropping something, you'd have to bare in mind that the a/c, and 
therefore the anim orign, are moving.  If the a/c turns after dropping the 
tank it would be very difficult to keep the tank moving in a straight line 
with the available anim controls.  The same thing applies to climbs or 
descents, but this would be less apparent from the a/c views.  Would look a 
bit odd from the tower though:)

LeeE



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Jon Berndt
One feature in JSBSim that I began and have not yet finished (pending other
things) is a parent/child capability. You can (for instance) load a Mk82 on
an F-16 and the physical effects of the Mk82 will affect the F-16. The
position is based on the position of the parent, and so is the orientation.
However, the Mk82 position is not integrated, it always has a position based
on the parent, UNTIL it is released. Then, the EOM begins integrating and
the flyout is physics based.

The child objects are each their own individual JSBSim objects in their own
right, and each could be loaded and flown by itself. The JSBSim executive is
sort of recursive in this way. Each would be addressable in a way that I
think Tony set up with Properties, but I can't recall what it is.

Technically, it is also possible for each droppable piece to have its own
propulsion and flight control system, too. The possiblities there are quite
broad.

Unfortunately, my time is getting more limited by the day.

Jon


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Vivian Meazza


Jon Berndt wrote
 
 One feature in JSBSim that I began and have not yet finished 
 (pending other
 things) is a parent/child capability. You can (for instance) 
 load a Mk82 on an F-16 and the physical effects of the Mk82 
 will affect the F-16. The position is based on the position 
 of the parent, and so is the orientation. However, the Mk82 
 position is not integrated, it always has a position based on 
 the parent, UNTIL it is released. Then, the EOM begins 
 integrating and the flyout is physics based.
 
 The child objects are each their own individual JSBSim 
 objects in their own right, and each could be loaded and 
 flown by itself. The JSBSim executive is sort of recursive in 
 this way. Each would be addressable in a way that I think 
 Tony set up with Properties, but I can't recall what it is.
 
 Technically, it is also possible for each droppable piece to 
 have its own propulsion and flight control system, too. The 
 possiblities there are quite broad.
 
 Unfortunately, my time is getting more limited by the day.
 

Sounds VERY good. I'm sure you'll get round to it in due course.

Vivian



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Vivian Meazza


 Lee Elliott wrote
 
 On Saturday 14 February 2004 18:35, Vivian Meazza wrote:
   Andy Ross
  
   Lee Elliott wrote:
I think drop tanks would be feasible but it would need some 
thinking
about:)
   
The fun bit will be counteracting the a/c manuevours after the 
tank has dropped so it falls straight even though the a/c may be
  
   climbing
  
and banking.
  
   This is more of a code architecture issue.  Once 
 something has left 
   the aircraft, it ought be be handed to a simple 
 ballistics FDM or 
   somesuch.  Making it disappear from the aircraft model is as 
   simple as adding a select animation and can be done right 
 now.  And 
   you can set the weight tag to zero to get the FDM 
 behavior correct.
  
   Running it under a separate FDM handler is something 
 that the C++ 
   code just doesn't support yet, though.  It's probably not hugely 
   difficult to make work, though.
  
   Andy
 
  I was thinking in the short term to move the tank away from the 
  aircraft in an arc, then select it, and set the fuel to 
 zero, and the 
  empty weight to zero. Be nice to hand off to a separate FDM though.
 
  Vivian
 
 While I think it might be feasible to drop a tank and have it 
 appear to drop 
 down from the a/c, and out of sight (and then quickly 
 de-selected), I think 
 trying to achieve any sort of realistic trajectory would be 
 pushing it a bit.
 
 You've got to remember that the animation origins are 
 relative to the a/c so 
 after dropping something, you'd have to bare in mind that the 
 a/c, and 
 therefore the anim orign, are moving.  If the a/c turns after 
 dropping the 
 tank it would be very difficult to keep the tank moving in a 
 straight line 
 with the available anim controls.  The same thing applies to 
 climbs or 
 descents, but this would be less apparent from the a/c views. 
  Would look a 
 bit odd from the tower though:)
 
 LeeE
 
Of course we would like a parent/child FDM system, and from all these
postings is seems as if we nearly have. In the order of things, I don't
think it is very high on the todo list.

Vivian



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Josh Babcock
Actually, I was thinking of playing with wing flexing with the model 
that I am working on now, but I figured that I already had too many 
bells and whistles.  I was going to divide each wing into about four 
sections and put them into a tree-like structure with all the engines, 
etc hanging off the group objects with the wing segments.  Then you can 
rotate the inner group by a factor of the g-load, and again for each 
section.  The effect should be cumulative at the tip, but I never tested 
it.  There might be a problem with the pivot points not matching up when 
the wing is flexed though, you might have to do some translating too.  
This would be a great feature if anyone ever modeled the Voyager.  Then 
the trick would be modeling the wingtip scrapes and deleting the wingtip 
lights, just like in real life!
Josh

Lee Elliott wrote:

On Friday 13 February 2004 22:27, Jon S Berndt wrote:
 

Any chance of modeling wingtip vortices (when CL is high enough above
some threshhold) and rocket engine exhaust?
:-)

Jon
   

I've thought about trying this but I think it could only be really effective 
in level flight.  As soon as you start banking the 'end' of whatever trail 
you're simulating will rotate (echos of the VRP issues:).

For a very short trail this might not be noticable but for longer ones I think 
it's a bit of a show stopper.

It would be possible to include curved trails in the model, and the select 
anim function could be used to select the appropriate model object, but then 
you'd need a wide range of trail objects.

At first glance, this doesn't seem too bad, but then I think you'd really need 
several versions of each trail type so that you could switch between them to 
give the impression that the trail is changing throught time.

Hmm...   I don't think I've explained that bit very well...

Consider an a/c in stable level flight where votices are being generated from 
the wing-tips.  Even though the vortex trail may not change in length or 
shape, it's appreance will change from frame to frame, so you'd need to 
switch between several identically shaped and sized objects that are textured 
slightly differently to give the impression of change.

If we could actually modify the model objects themselves then we could 'bend' 
the trails, and cut down on the number needed.

But then we could also do wing flexing too.

Before anyone starts thinking seriously about this, it would be very 
non-trivial to do, at least for the wings, where some objects would need to 
be 'bent' i.e. the wings and control surfaces, whereas other objects would 
have to simply translate i.e. wing mounted engine nacelles and U/C.

For a simple object, like a vortex trail, bending might be feasible, and 
combined with scaling (which I think we already have), it might work ok.

Another possiblity would be some sort of particle object handling where 
temporary objects could be generated, left for a while and then culled.  We 
could then 'drop' a stream of these objects behind the a/c that're culled 
after a certain time.  It'd probably need a lot of objects to work though, 
and it would also push up the object count of course.

Both methods would need some carefull texturing.

LeeE

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Jon Berndt

 Sounds VERY good. I'm sure you'll get round to it in due course.

 Vivian

Did I say that? ;-)

I think I may have a few weeks this summer *alone*. That's got opportunity
written all over it.

Jon


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-14 Thread Vivian Meazza


Jon Berndt
 
 
  Sounds VERY good. I'm sure you'll get round to it in due course.
 
  Vivian
 
 Did I say that? ;-)
 
 I think I may have a few weeks this summer *alone*. That's 
 got opportunity written all over it.
 

Excellent. But summer is for real flying.

Vivian



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Erik Hofman
Andy Ross wrote:

Running it under a separate FDM handler is something that the C++
code just doesn't support yet, though.  It's probably not hugely
difficult to make work, though.


Thinking about:

1. inherit the main FDM's moments and forces
2. transpose them to the appropriate location.
3. Use that as the initial values for your ballistic FDM.
Erik

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Josh Babcock
Or just have a command that creates an object at a certain point with a 
certain velocity vector and orientation.
Josh

Erik Hofman wrote:

Andy Ross wrote:

Running it under a separate FDM handler is something that the C++
code just doesn't support yet, though. It's probably not hugely
difficult to make work, though.


Thinking about:

1. inherit the main FDM's moments and forces
2. transpose them to the appropriate location.
3. Use that as the initial values for your ballistic FDM.
Erik

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Erik Hofman
Lee Elliott wrote:

Agreed, a simple 'ballastics' FDM would be a far better solution, but then 
someone's got to design  code it.
Which reminds me, an FDM (Yasim, UIUC/LaRCsim or JSBSim) could spawn an 
AIModel object which has (simple) ballistic trajectory support.

Erik

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Erik Hofman
Josh Babcock wrote:
Or just have a command that creates an object at a certain point with a 
certain velocity vector and orientation.
I think you still need the moments to get a  decent traject match.

Erik

Josh

Erik Hofman wrote:

Andy Ross wrote:

Running it under a separate FDM handler is something that the C++
code just doesn't support yet, though. It's probably not hugely
difficult to make work, though.
Thinking about:

1. inherit the main FDM's moments and forces
2. transpose them to the appropriate location.
3. Use that as the initial values for your ballistic FDM.
Erik
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-14 Thread Josh Babcock
Oh, yeah, that too.
Josh
Erik Hofman wrote:

Josh Babcock wrote:

Or just have a command that creates an object at a certain point with 
a certain velocity vector and orientation.


I think you still need the moments to get a decent traject match.

snip


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy - Wing Bending

2004-02-14 Thread kreuzritter2000
On Saturday 14 February 2004 22:10, Josh Babcock wrote:
 Actually, I was thinking of playing with wing flexing with the model
 that I am working on now, but I figured that I already had too many
 bells and whistles.  I was going to divide each wing into about four
 sections and put them into a tree-like structure with all the engines,
 etc hanging off the group objects with the wing segments.  Then you can
 rotate the inner group by a factor of the g-load, and again for each
 section.  The effect should be cumulative at the tip, but I never tested
 it.  There might be a problem with the pivot points not matching up when
 the wing is flexed though, you might have to do some translating too.
 This would be a great feature if anyone ever modeled the Voyager.  Then
 the trick would be modeling the wingtip scrapes and deleting the wingtip
 lights, just like in real life!
 Josh


So you read my discussion on irc.flightgear.org 2-3 weeks ago about my wing 
bending idea?

I am working on wing bending too but i am still on working
out how a physical model of this wing bending would look like in real life.


Best Regards,
 Oliver C.




___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy - Wing Bending

2004-02-14 Thread kreuzritter2000
On Sunday 15 February 2004 08:39, [EMAIL PROTECTED] wrote:

 I am working on wing bending too but i am still on working
 out how a physical model of this wing bending would look like in real life.

Upgrade: 
And how to simplify it and integrate it nicly into flightgear so that it is 
still fast enough.
I also gave up the idea of limiting the number of wing sections to only 4, 
imho this should depend on the type of airplane, so i thought about
a dynamic range of wing sections that can be adjusted to the type of airplane.

This means: 
A glider would need more wing sections than a space shuttle.


Best Regards,
  Oliver C.


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-13 Thread Josh Babcock
Actually, I'm pretty sure that with nasal and the animations we have we 
can do exhaust cones right now. Just model a cone, assign it a 
translucent, emmisive materiel and then use nasal to turn it on and 
off.  You can even make it get bigger and smaller with the animations.  
Don't know how to do the smoke though.  Also, those little clouds that 
form over the wings at high lift would be cool too.

Josh

Jon S Berndt wrote:

Any chance of modeling wingtip vortices (when CL is high enough above 
some threshhold) and rocket engine exhaust?

:-)

Jon

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] Eye candy

2004-02-13 Thread Vivian Meazza


 Josh Babcock wrote
 
 
 Actually, I'm pretty sure that with nasal and the animations 
 we have we 
 can do exhaust cones right now. Just model a cone, assign it a 
 translucent, emmisive materiel and then use nasal to turn it on and 
 off.  You can even make it get bigger and smaller with the 
 animations.  
 Don't know how to do the smoke though.  Also, those little 
 clouds that 
 form over the wings at high lift would be cool too.
 
 Josh
 
 Jon S Berndt wrote:
 
  Any chance of modeling wingtip vortices (when CL is high 
 enough above
  some threshhold) and rocket engine exhaust?
 
 
The Hunter model has a rudimentary representation of gas turbine exhaust
using XML animation  I think smoke might be more difficult. Wingtip
vortices, and afterburner cones have been done on the T38. Condensation
clouds over wing surfaces would be fun: the conditions under which they form
might be difficult to calculate. Something I wanted to do in the future

Vivian Meazza



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye candy

2004-02-13 Thread Jon S Berndt
This would be nice:

http://www.dfrc.nasa.gov/Gallery/Photo/X-15/Small/EC68-1889.jpg

:-)

Jon

 Josh Babcock [EMAIL PROTECTED] wrote:
Actually, I'm pretty sure that with nasal and the animations we have 
we can do exhaust cones right now. Just model a cone, assign it a 
translucent, emmisive materiel and then use nasal to turn it on and 
off.  You can even make it get bigger and smaller with the 
animations.  Don't know how to do the smoke though.  Also, those 
little clouds that form over the wings at high lift would be cool 
too.

Josh

Jon S Berndt wrote:

Any chance of modeling wingtip vortices (when CL is high enough above 
some threshhold) and rocket engine exhaust?

:-)

Jon

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Eye Candy

2003-04-02 Thread Stefan Champailler
Now I want all the planes rendered with that !

stF

Norman Vine wrote:
If you have a machine to run this on :-)

http://www.daionet.gr.jp/~masa/rthdribl/index.html

Norman

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel