Hi jano,
I just notice a big issue with a cruise toward and under the Golden Bridge.
The terrain_hight is disturbed ( a sudden jump of the ship ), since
geodinfo, when the Ship is under the Bridge, refer to the terrain_hight of
the Bridge surface.
Was it solved with your patch ?
2011/2/14 he
Hi, Jano,
I guess i understand my issue, with your patch
I am working with 3D models whose the XY axis are under the deck. The wake
3D object had been replaced by particles effect ( osg model ).
The consequence is , the lon and lat coordinate given to geodinfo are under
the deck.
2011/2/14 jean
Le 13/02/2011 23:32, henri orange a écrit :
> Hi, Peter
>
> I have done from an old code by Gérard a process which answer to the
> request.
> It adjust the altitude of the Carrier, when cruising, according to the
> visual surface of the water.
> But mistake, it does answer to any condition, inclu
Hi, Peter
I have done from an old code by Gérard a process which answer to the
request.
It adjust the altitude of the Carrier, when cruising, according to the
visual surface of the water.
But mistake, it does answer to any condition, including the Tsumani effect
when two tiles are not the same hig
Le 25/01/2011 21:07, Peter Brown a écrit :
On Jan 25, 2011, at 2:55 PM, Vivian Meazza wrote:
Is there a problem with maintaining vertical sync with MPCarrier? If
there is please file a report here:
http://code.google.com/p/flightgear-bugs/issues/list
Vivian
No Vivian,
Curt suggested th
On Jan 25, 2011, at 1:13 PM, Curtis Olson wrote:
> Quick explanation: the world is curved (oblate spheroid) so if in order to
> have an ocean that measures zero MSL at all points, it would have to be
> curved. To do this perfectly requires a *lot* of polygons. We have been
> using large poly
On Tue, 25 Jan 2011 21:08:00 +0100, Bertrand wrote in message
:
> 2011/1/25 Vivian Meazza :
> > and the vertical movement would
> > tend to unlatch aircraft on deck from the carrier.
> >
>
> Are you sure of that statement ? Can the carrier vertical speed be
> higher than the speed of a falling o
2011/1/25 Vivian Meazza :
> and the vertical movement would
> tend to unlatch aircraft on deck from the carrier.
>
Are you sure of that statement ? Can the carrier vertical speed be
higher than the speed of a falling object ?
My bet would be that the normal reaction forces at the landing gears
wil
On Jan 25, 2011, at 2:55 PM, Vivian Meazza wrote:
> Is there a problem with maintaining vertical sync with MPCarrier? If there is
> please file a report here:
>
> http://code.google.com/p/flightgear-bugs/issues/list
>
> Vivian
>
No Vivian,
Curt suggested that "carriers do a terrain heig
: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Carrier Altitude
On Jan 25, 2011, at 2:14 PM, Curtis Olson wrote:
On Tue, Jan 25, 2011 at 1:00 PM, Peter Brown
wrote:
I expected if flat then the polys would only go down until the mid-span of
the ocean surface and then it
: [Flightgear-devel] Carrier Altitude
Quick explanation: the world is curved (oblate spheroid) so if in order to
have an ocean that measures zero MSL at all points, it would have to be
curved. To do this perfectly requires a *lot* of polygons. We have been
using large polygons for the ocean so
On Jan 25, 2011, at 2:14 PM, Curtis Olson wrote:
> On Tue, Jan 25, 2011 at 1:00 PM, Peter Brown
> wrote:
>
> I expected if flat then the polys would only go down until the mid-span of
> the ocean surface and then it would rise back up to meet the terrain again.
>
> Isn't that what is happen
On Jan 25, 2011, at 2:20 PM, John Denker wrote:
> On 01/25/2011 12:14 PM, Curtis Olson wrote:
>> How about having carriers do a terrain height check and follow the polygon
>> curvature of the FlightGear world?
>
> Call it a feature.
>
> The real ocean has swells. They make carrier flight opera
On 01/25/2011 12:14 PM, Curtis Olson wrote:
> How about having carriers do a terrain height check and follow the polygon
> curvature of the FlightGear world?
Call it a feature.
The real ocean has swells. They make carrier flight operations
considerably more interesting.
---
On Tue, Jan 25, 2011 at 1:00 PM, Peter Brown wrote:
> Does it not seem a bit odd to have a divot like this?
>
Well odd things result occasionally when we try to represent the physical
world with triangles ... we could discuss how many triangles and where to
concentrate them ... that's always a f
On Jan 25, 2011, at 1:13 PM, Curtis Olson wrote:
> Quick explanation: the world is curved (oblate spheroid) so if in order to
> have an ocean that measures zero MSL at all points, it would have to be
> curved. To do this perfectly requires a *lot* of polygons. We have been
> using large poly
Tides?
Ocean with LOD?
On Tue, Jan 25, 2011 at 10:13 AM, Curtis Olson wrote:
> Quick explanation: the world is curved (oblate spheroid) so if in order to
> have an ocean that measures zero MSL at all points, it would have to be
> curved. To do this perfectly requires a *lot* of polygons. We hav
Quick explanation: the world is curved (oblate spheroid) so if in order to
have an ocean that measures zero MSL at all points, it would have to be
curved. To do this perfectly requires a *lot* of polygons. We have been
using large polygons for the ocean so that leads to some errors depending on
w
In attempting to place an item on the ocean surface, I came to realize that
it's not the Nimitz that is "hovering" above MSL, it's that the "ocean surface"
is about 7 meters below MSL. I was going to suggest simply dropping the
carriers to match, but then looking around I discovered that it was
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