Re: [Flightgear-devel] Issue with Landmassshader in CVS

2010-04-02 Thread Frederic Bouvier
Hi Heiko, - Heiko Schulz a écrit : Hi, I wonder what does the updated landmassshader in CVS is meant to do. Using the c172p I notice that it doesn't recognized the landmass as solid anymore and falls trough. Using CVS 03/28/2010 with Fred's latest .exe and matching data

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Jason Shepard wrote: As far as what you have written here: 1) As I understand this, it basically does exactly the same thing as going through the individual model files and removing the cockpits/interiors/etc., correct? Correct. a)  Would this work on single-player? Yes, but there's

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Csaba Halász wrote: Generally I prefer proper LOD and getting rid of specialized AI versions. I want to see AI/MP aircraft in full detail when I am near one - or even inside. Ideally I want to see all the instruments properly working when I hitch a ride using model+cockpit view. In the long

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Rob Shearman, Jr.
Stuart: A number of people on the forums have mentioned performance issues on lower-spec system on MP, particularly due to loading complex models for other aircraft causing stuttering. In an effort to help with this I've been looking at two fixes: 1) A control to disable sub-model loading

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Rob Shearman, Jr.
Stuart: 1) A control to disable sub-model loading for AI aircraft. This effectively stops the model loader from recursing into model tags, and therefore stops it from loading any sub-models such as cockpits, instruments, pilots etc. Csaba: I want to see AI/MP aircraft in full detail when I

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Durk Talsma
Hi All, On Friday 02 April 2010 09:19:45 am Stuart Buchanan wrote: Yes, but there's unlikely to be much advantage as most of the AI models used in single player (tanker, AI aircraft) are already low-poly models. However, it does affect the Nimitz carrier, which is quite a detailed model, so

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Rob Shearman, Jr. However, would the one stated above prevent models which use submodels for wing-flex effects from appearing to have wings?  (Wait... are there any such models, or are the wings animated components of the main model?) I would expect that the wing flex would be an animated

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Rob Shearman, Jr.
Me: However, would the one stated above prevent models which use submodels for wing-flex effects from appearing to have wings? (Wait... are there any such models, or are the wings animated components of the main model?) Stuart: I would expect that the wing flex would be an animated

Re: [Flightgear-devel] C1 C2

2010-04-02 Thread Anders Gidenstam
On Thu, 1 Apr 2010, Peter Brown wrote: I understand that, so I don't understand why it's happening. I can fly around KSFO with 40 a/c, but if I fly within 1/2 mile of these two it drops. Apparently you flew up them and didn't have any issue? None-the-less.who/what/why are they there?

Re: [Flightgear-devel] Issue with Landmassshader in CVS

2010-04-02 Thread James Sleeman
On 02/04/10 19:45, Frederic Bouvier wrote: I can see there is a huge performance penalty on 2-years old GPUs, so we also need performance vs eye candy user setting to choose which technique could be applied besides simple advertised extension support Turning on Landmass effects cuts my

Re: [Flightgear-devel] Issue with Landmassshader in CVS

2010-04-02 Thread James Turner
On 2 Apr 2010, at 09:25, James Sleeman wrote: I can see there is a huge performance penalty on 2-years old GPUs, so we also need performance vs eye candy user setting to choose which technique could be applied besides simple advertised extension support Turning on Landmass effects cuts my

Re: [Flightgear-devel] Issue with Landmassshader in CVS

2010-04-02 Thread Anders Gidenstam
On Fri, 2 Apr 2010, James Sleeman wrote: On 02/04/10 19:45, Frederic Bouvier wrote: I can see there is a huge performance penalty on 2-years old GPUs, so we also need performance vs eye candy user setting to choose which technique could be applied besides simple advertised extension

Re: [Flightgear-devel] Solved: Shift key stuck once pressed

2010-04-02 Thread Viktor Radnai
Hi all, This problem is also present in 2.0. I do not know what software contains the bug, but the issue is related to switching between keyboard layouts. Specifically if I configure Gnome keyboard layout preferences in a way that both shift keys together change the layout, I get the issue. I

[Flightgear-devel] Route Man / AP

2010-04-02 Thread Peter Brown
Quick question for James I think - when the route manager passes the last listed nav point, the AP doesn't disengage, it turns west (from the east coast). This is a default heading to KSFO or some other pre-determined home ? Thanks, Peter

Re: [Flightgear-devel] Route Man / AP

2010-04-02 Thread James Turner
On 2 Apr 2010, at 15:28, Peter Brown wrote: Quick question for James I think - when the route manager passes the last listed nav point, the AP doesn't disengage, it turns west (from the east coast). This is a default heading to KSFO or some other pre-determined home ? The intended

Re: [Flightgear-devel] Fwd: The most amazing airplane in history!!!

2010-04-02 Thread Erik Hofman
Curtis Olson wrote: Why don't we have this aircraft modeled for FlightGear??? I think we are short of one engine. Erik -- Forwarded message -- The most amazing airplane in HistoryFor the Airplane Buffs

Re: [Flightgear-devel] Fwd: The most amazing airplane in history!!!

2010-04-02 Thread Heiko Schulz
Hello, There we go: http://en.wikipedia.org/wiki/Kalinin_K-7 Length: 28 m (91 ft 10 in) Wingspan: 53 m (173 ft 11 in) smaller than a 747 And here the truth: http://blogs.airspacemag.com/daily-planet/2009/03/27/urban-legendinski/ :-) But it would be interesting, to create a fdm which should

Re: [Flightgear-devel] Fwd: The most amazing airplane in history!!!

2010-04-02 Thread willie
Curtis Olson wrote: Why don't we have this aircraft modeled for FlightGear??? You are a day late , Curt :-) -- Best Regards Willie Fleming -- Download Intel#174; Parallel Studio Eval Try the new software tools for

Re: [Flightgear-devel] Fwd: The most amazing airplane in history!!!

2010-04-02 Thread willie
Curtis Olson wrote: Why don't we have this aircraft modeled for FlightGear??? Here's what that hoax is based on. http://www.pilotfriend.com/photo_albums/potty/8.htm Now this might be interesting, Ive certainly had some fun with the ANT-20. This is bigger I believe. -- Best Regards Willie

Re: [Flightgear-devel] Fwd: The most amazing airplane in history!!!

2010-04-02 Thread Victhor
Oh btw I just ordered Topeka's(was Google) toilet based internet connection service, is it good? Has anyone tested it? Or is it crappy? ^__^ Also I'm trying to install Android on my ARM dev kit so I can try their new animal voice translation app :) Nice plane. Curtis Olson wrote: Why don't we

Re: [Flightgear-devel] Flightgear-devel Digest, Vol 48, Issue 2

2010-04-02 Thread BARANGER Emmanuel
http://wiki.rigsofrods.com/pages/Portal/ :) There is 2 years since I compile RoR. It is really impressive. Unfortunately, it is it is extremely resource-intensive. I do not know if it comes from OGRE or RoR programming. But it is really very greedy, too greedy. But it is a product to try.

Re: [Flightgear-devel] Flightgear-devel Digest, Vol 48, Issue 2

2010-04-02 Thread Heiko Schulz
Hi helijah, I'm sorry, but this kind of attacks wearies me. If you could speak and understand better english, you would have pretty understand that this wasn't a attack. So let the previous post and this better translate by someone who can speak french and english and then answer again,

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Jason Shepard
Stuart: 1) A control to disable sub-model loading for AI aircraft. This effectively stops the model loader from recursing into model tags, and therefore stops it from loading any sub-models such as cockpits, instruments, pilots etc. Csaba: I want to see AI/MP aircraft in full detail when I

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Citronnier - Alexis Bory
Stuart Buchanan a écrit : In an effort to help with this I've been looking at two fixes: 1) A control to disable sub-model loading for AI aircraft. This effectively stops the model loader from recursing into model tags, and therefore stops it from loading any sub-models such as cockpits,

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Jason Shepard wrote: Stuart: 1) A control to disable sub-model loading for AI aircraft. This effectively stops the model loader from recursing into model tags, and therefore stops it from loading any sub-models such as cockpits, instruments, pilots etc. Csaba: I want to see AI/MP aircraft

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
Alexis Bory wrote: When using dual control like in Anders c172p-dual-control and ZLT-NT blimp, or the f-14b-bs, the copilot is actually flying in an AI model which needs all the eavy stuff we would like to disappear in most other situations. There is also a big demand of visual details and  

Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-02 Thread Stuart Buchanan
For those interested in trying this out, I've uploaded a simple patch to http://www.nanjika.co.uk/flightgear/ai.diff It's not suitable for committing in it's present form - at the very least the properties should be loaded from the FG tree rather than SimGear and I'm not sure that the