Re: [Flightgear-devel] AI Models -what files?
Thanks Detlef, was the answer I was half expecting but was unsure how wise it would be to proliferate xml files 'specially model specific like that... I suppose if you include them in the distro and place them where they are not going to cause problems {/Aircraft/(myAC)/Models} then they should be ok I suppose this foile could also include an animation for tail-draggers that puts the tail on the ground when on-ground and ktas say 50knts yeah? :-D ene From: Detlef Faber [EMAIL PROTECTED] Reply-To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net Subject: Re: [Flightgear-devel] AI Models -what files? Date: Fri, 02 Jun 2006 08:46:25 +0200 Am Freitag, den 02.06.2006, 13:12 +1200 schrieb dene maxwell: Hi all, I'm trying to using various aicraft in an AI scenario... The J3 cub looks good model-wise with a small animation problem (more on that below), but the Spitfire looks terrible!!! I using Aircraft/Spitfire/Models/spitfire_model.xml but part of the fuselage and inboard wings are missing. when using aircraft models in AI scenarios...what is the best file to use ( some like Aircraft/Spitfire/spitfireIIa.xml actually stop FG from loading (098a/win Me) The other problem is the propellers aren't turning (in either the J3 cub or spitfire) and I can't find the property (in the internal browser/property tree) that would turn the engines on and presumably start the prop turning. The AI Models use the same properties your aircraft uses. If your gear is out, the gear of the AI Aircraft is out too, and retracts if you retract it. I helped myself by creating an extra AI-Model-xml file. Just a copy of the original models xml file, but I commented out the 3d cockpit and interiour models and set the properties for gear and prop to values that are always matched (e.g. propdisk visible at rpm below 1). That's just a quick fix but I've not yet discovered how to make it properly. Greetings Detlef http://www.sol2500.net/flightgear Regards Dene _ Become a fitness fanatic @ http://xtramsn.co.nz/health ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel _ Need more speed? Get Xtra Broadband @ http://jetstream.xtra.co.nz/chm/0,,202853-1000,00.html ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Light inside the cockpit
Yep, you have control's light but you cannot see nothing inside cockpit. You cannot see the position of the controls, or switch positions, etc. I'm talking about put inside a switch with the inside light like in cars... That's because I love 3D cockpits. Makes feel like real planes... On Thursday 01 June 2006 12:30 pm, Gonzalo Aguilar Delgado wrote: I was fliying at night yesterday and found that is very dificult to see the controls inside de cockpit. I think that would be nice to have a inside cockpit light or somethig similar. Can we switch on/off position lights? Some of the aircraft have instrument lighting. I don't know if there are any flood lights though. Dave ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Gonzalo Aguilar Delgado - Ingeniero en Informática [ Seguridad Medios de pago ] ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] collision avoidance
Hi all! Best thing to do would be bounding boxes. It's fast to calculate and relative accurate. You can calculate bounding box for each object one time and use every time! On Friday 02 June 2006 01:44, Mick - wrote: I'm trying to create a type of collision avoidance capability, and would need AGL data from in front of the aircraft. Could someone suggest where (in the code) I could get projected elevation information, for example, AGL data 10 meters in front. My understanding is that AGL is taken from the nose of the aircraft. In C++ code src/Scenery/scenery.hxx one of: FGScenery::get_elevation_m; FGScenery::get_cart_elevation_m; should do what you need. Dependent on how often you need to compute that and how far away from the actual aircraft you need to know that the groundcache accessible from FGInterface might be faster. That provides you with the same information in a small area around the aircraft (usually only the bonunding sphere of the aircraft model plus a few meters) in a more performant way. Greetings Mathias -- Gonzalo Aguilar Delgado - Ingeniero en Informática [ Seguridad Medios de pago ] ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgmap navaids
Ron Jensen -Original Message- From: [EMAIL PROTECTED] [mailto:flightgear- [EMAIL PROTECTED] On Behalf Of Sent: 02 June 2006 04:29 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] fgmap navaids On Fri, 2006-06-02 at 11:04 +1000, Pigeon wrote: The only thing that I'm missing now is TACAN. It would be really great (and a slight improvement on Atlas) if the TACAN channel for a suitably equipped airfield was shown. I have just noticed I have sorta misinterpreted some of the nav data regarding TACAN, i.e. at the moment all the TACAN are missing on the map. I will look into this soon. And perhaps I shall ask you or Vivian on IRC later on about any specifics I needed to know. Can we get TACAN channel assignments fixed while you're at it? Currently the TACAN system assigns random, bogus channels that don't jive with the real world nav data. I had a simple fix but Vivian thought it was a 'hack'. I'm more than willing to be corrected on this one, but my understanding is as follows: A VORTAC station has 3 frequencies in RL - TACAN, VOR, and DME. In FG nav.dat only the VOR and DME are held. Thus it is a fix in the case of VORTAC to misalign the TACAN channel/frequency pairing to the VOR frequency in stead of the TACAN frequency. Unfortunately, there are other stations in the world which are TACAN only, which seem to have the correct TACAN frequency assigned: Flesland TACAN is one such example. Thus we fix the VORTAC at the expense of the TACAN. The correct fix is to modify nav.dat to show all 3 frequencies for the VORTAC stations. As I say, I think this is the case ... Vivian ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] LOC
Does anyone have a good Lines of Code count for FlightGear 0.9.10? Also, as I recall, there was a tool that allowed for an estimation of the value of a set of code. Has that been run on Flightgear in its current state? Anyone willing to estimate what the development cost would be of FlightGear today? Jon ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FlightGear movies
Are there any videos (screen captures) of flightgear in action on the web anywhere? Jon ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear movies
Are there any videos (screen captures) of flightgear in action on the web anywhere? http://pigeond.net/photos/flightgear/videos/ Pigeon. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Light inside the cockpit
On Fri, 02 Jun 2006 13:55:59 +0200, Gonzalo wrote in message [EMAIL PROTECTED]: Yep, you have control's light but you cannot see nothing inside cockpit. You cannot see the position of the controls, or switch positions, etc. I'm talking about put inside a switch with the inside light like in cars... That's because I love 3D cockpits. Makes feel like real planes... ..and carry a virtual 3D flash light to fumble for in emergencies. ;o) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;o) ...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 Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Light inside the cockpit
Gonzalo Aguilar Delgado -Original Message- From: [EMAIL PROTECTED] [mailto:flightgear- [EMAIL PROTECTED] On Behalf Of Sent: 02 June 2006 12:56 To: [EMAIL PROTECTED]; FlightGear developers discussions Subject: Re: [Flightgear-devel] Light inside the cockpit Yep, you have control's light but you cannot see nothing inside cockpit. You cannot see the position of the controls, or switch positions, etc. I'm talking about put inside a switch with the inside light like in cars... That's because I love 3D cockpits. Makes feel like real planes... On Thursday 01 June 2006 12:30 pm, Gonzalo Aguilar Delgado wrote: I was fliying at night yesterday and found that is very dificult to see the controls inside de cockpit. I think that would be nice to have a inside cockpit light or somethig similar. Can we switch on/off position lights? Some of the aircraft have instrument lighting. I don't know if there are any flood lights though. Dave Some models have just such a switch - Hunter, Seahawk, Spitfire, Hurricane, and a Jim has already pointed out, P51D. I'm not sure if there are any others, it depends on the aircraft designer. To which ac are you referring? Vivian ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear movies
http://pigeond.net/photos/flightgear/videos/ Mind you, they are a bit old. We should probably do some more new videos, like the AAR stuff. New aircrafts, etc. Pigeon. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] LOC
Hi, Jon S. Berndt schrieb: Does anyone have a good Lines of Code count for FlightGear 0.9.10? Also, as I recall, there was a tool that allowed for an estimation of the value of a set of code. Has that been run on Flightgear in its current state? Anyone willing to estimate what the development cost would be of FlightGear today? This is what David Wheeler's sloccount tells me based on the basic CoCoMo-model for FlightGear and SimGear sources (without base-package!): = SLOCDirectory SLOC-by-Language (Sorted) 128258 FlightGear cpp=118377,ansic=6069,perl=2996,java=370,python=270, sh=176 40375 SimGear cpp=27861,ansic=12473,sh=41 Totals grouped by language (dominant language first): cpp: 146238 (86.72%) ansic:18542 (11.00%) perl: 2996 (1.78%) java: 370 (0.22%) python: 270 (0.16%) sh: 217 (0.13%) Total Physical Source Lines of Code (SLOC)= 168,633 Development Effort Estimate, Person-Years (Person-Months) = 43.58 (523.00) (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05)) Schedule Estimate, Years (Months) = 2.25 (26.98) (Basic COCOMO model, Months = 2.5 * (person-months**0.38)) Estimated Average Number of Developers (Effort/Schedule) = 19.39 Total Estimated Cost to Develop = $ 5,887,505 (average salary = $56,286/year, overhead = 2.40). SLOCCount, Copyright (C) 2001-2004 David A. Wheeler SLOCCount is Open Source Software/Free Software, licensed under the GNU GPL. SLOCCount comes with ABSOLUTELY NO WARRANTY, and you are welcome to redistribute it under certain conditions as specified by the GNU GPL license; see the documentation for details. Please credit this data as generated using David A. Wheeler's 'SLOCCount'. == Any numbers except the SLOC should be handled with care. Basic COCOMO is nothing I'd deem dependable. Cheers, Ralf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] LOC
Ralf Gerlich wrote: Hi, Jon S. Berndt schrieb: Does anyone have a good Lines of Code count for FlightGear 0.9.10? Also, as I recall, there was a tool that allowed for an estimation of the value of a set of code. Has that been run on Flightgear in its current state? Anyone willing to estimate what the development cost would be of FlightGear today? This is what David Wheeler's sloccount tells me based on the basic CoCoMo-model for FlightGear and SimGear sources (without base-package!): = SLOCDirectory SLOC-by-Language (Sorted) 128258 FlightGear cpp=118377,ansic=6069,perl=2996,java=370,python=270, sh=176 40375 SimGear cpp=27861,ansic=12473,sh=41 Totals grouped by language (dominant language first): cpp: 146238 (86.72%) ansic:18542 (11.00%) perl: 2996 (1.78%) java: 370 (0.22%) python: 270 (0.16%) sh: 217 (0.13%) Total Physical Source Lines of Code (SLOC)= 168,633 Development Effort Estimate, Person-Years (Person-Months) = 43.58 (523.00) (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05)) Schedule Estimate, Years (Months) = 2.25 (26.98) (Basic COCOMO model, Months = 2.5 * (person-months**0.38)) Estimated Average Number of Developers (Effort/Schedule) = 19.39 Total Estimated Cost to Develop = $ 5,887,505 (average salary = $56,286/year, overhead = 2.40). SLOCCount, Copyright (C) 2001-2004 David A. Wheeler SLOCCount is Open Source Software/Free Software, licensed under the GNU GPL. SLOCCount comes with ABSOLUTELY NO WARRANTY, and you are welcome to redistribute it under certain conditions as specified by the GNU GPL license; see the documentation for details. Please credit this data as generated using David A. Wheeler's 'SLOCCount'. == Any numbers except the SLOC should be handled with care. Basic COCOMO is nothing I'd deem dependable. Cheers, Ralf Don't forget to include the simgear numbers with that. :-) 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 Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear movies
Pigeon wrote: http://pigeond.net/photos/flightgear/videos/ Mind you, they are a bit old. We should probably do some more new videos, like the AAR stuff. New aircrafts, etc. I have a couple here: http://www.flightgear.org/~curt/WrightSim/ http://www.flightgear.org/Gallery-v0.9.8/Movies/fgfs-movie2.AVI http://www.flightgear.org/Gallery-v0.9.8/Movies/fgfs-movie1.AVI http://www.flightgear.org/~curt/Models/Special/Rascal110_2/Movies/chapt1-divx6.avi http://www.flightgear.org/~curt/Models/Special/Rascal110_2/Movies/chapt3-divx6.avi The last two require the divx6 codec. Users of xine/mplayer should be fine. MS holdouts :-) might need to go download the codec. One of these days I want to make a movie of myself taking the B1900d out of Ranger Creek (6WA8), flying down the valley, turning around and bringing it back ... with the GWPS blaring terrain and sink rate warnings most of the time, ATC chatter going on, and the Meet Your Maker song playing in the background ... :-) 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 Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgmap navaids
On Fri, 2006-06-02 at 14:17 +0100, Vivian Meazza wrote: Hi Vivian I'm more than willing to be corrected on this one, but my understanding is as follows: A VORTAC station has 3 frequencies in RL - TACAN, VOR, and DME. This is my understanding, too. Further A TACAN channel includes 3 frequencies, Two for TACAN/DME and one for VOR/ILS. [1] In FG nav.dat only the VOR and DME are held. Actually, nav.dat only holds the VOR freq. The DME uses the associated VOR frequency. Thus it is a fix in the case of VORTAC to misalign the TACAN channel/frequency pairing to the VOR frequency in stead of the TACAN frequency. There is not a mis-alignment. The TACAN spec includes the VOR freq pairing, as well as the DME freq pairing. It is possible in real life to tune a VOR/DME reciever to (most?) TACAN stations and receive DME information. Unfortunately, there are other stations in the world which are TACAN only, which seem to have the correct TACAN frequency assigned: Flesland TACAN is one such example. Flesland TACAN (FLE) uses channel 092X [2] Flesland VOR/DME (FLS) uses channel 102Y (115.55 MHz) [3] zgrep Flesland nav.dat.gz: 12 60.300036 005.213589185 11450 130 0.000 FLE Flesland TACAN 12 60.311261 005.212194213 11555 130 0.000 FLS Flesland VOR-DME Under the current version of TACAN.dat FLE is tuned using 058Y and FLS is not tuneable. FLS should give DME only to the onboard TACAN system, currently the TACAN system in FG would ignore it, if it were tuneable, I think. Thus we fix the VORTAC at the expense of the TACAN. I don't see this. With a corrected TACAN.dat and the current nav.dat both VORTAC and TACAN work fairly well. I use HIF TACAN all the time: 12 41.120503 -111.963681 4806 11120 40 0.000 HIF Hill TACAN The correct fix is to modify nav.dat to show all 3 frequencies for the VORTAC stations. If I understand correctly, you are concerned because the current TACAN uses the name of the DME station to determine whether or not to provide TACAN service. Adding a section for TACAN Azimuth that mirrors the DME entries for VORTAC and TACAN stations makes sense, the TACAN DME would respond to all DME entries (12/13) in nav.dat and TACAN azimuth would respond only to the new (number??) TACAN entries in nav.dat. Overall, I don't see a way to proceed without first replacing TACAN.dat. [1] http://www.vectorsite.net/ttradar5.html#m3 [2] http://worldaerodata.com/wad.cgi?nav=FLESLANDnav_id=FLEnav_type=3 [3] http://worldaerodata.com/wad.cgi?nav=FLESLANDnav_id=FLSnav_type=4 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Autopilot Replacement
Thank you for your responses. Stefan Seifert wrote: FlightGear supports a few I/O protocols. Why not use them for communication of FG and your standalone auto pilot? Nine Nine: I didn't think of using the I/O available from FG, I'll have to look into using them. Jon Berndt wrote: How did you design your autopilot? Do you have a block diagram of the signal flow? Jon Jon: I'm walking into the project last minute, basically, so I don't know how the autopilot was designed. I'll have to make a note to ask for their design notes. Jeff McBride wrote: I have done the same thing on a similar university project. Our solution has been to use the FGNetCtrls interface to FG and write a gateway application that would interface our UAV flight control computer (via serial port) to FG (via TCP). This allows us to do hardware-in-the-loop testing of the autopilot system. If preferable, you could also implement the flight control laws in a PC application and fly the FG model via a TCP connection. Actually, flightgear has proven to be a versatile tool for our project. It is also good as a visualization system (either live during flight or for post-mission replay). Once you figure it out, communication with FG is pretty easy. I've just created a C# class to handle all I/O to FG, and can drop it in where needed. -Jeff Jeff: This is how I wanted to proceed. However, I don't have the experience at this point, and I don't have access to the uav hardware during the summer. Curt Olson wrote: And if you are using FlightGear as a visualization system for your UAV (either live or replaying the data) you can turn on multiplayer mode and inject yourself into the multiplayer system. I'm doing that right now. If you want to see my university's uav in action, go to mpmap01.flightgear.org right now and click the check box next to the Rascal-1 call sign. I'm looping the data and will probably continue looping it for the rest of the day. We don't have a wireless internet connection that available at our flying field, but some day if we are able to rig something up, we'll be able to inject our live flight data into the multiplayer system which and others could come fly [virtually] with us. That would be kind of a neat trick. Curt. Curt: Thanks, if anything, I might be able to use FG to create visualizations for the project. I haven't confirmed it, but I think the project has realtime data transmision. If it does, then I don't see any reason why we can't have a real time visualization. To bad I don't have access to any test flights they do. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tides in FlightGear?
So I will try to convert this to SVG, maybe I can import it then. The conversion worked, but the resulting 17 MB SVG file crashes Inkscape 0.42 on import despite the 1 GB of RAM. How crappy! Martin D. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear movies
You can use fraps to capture some. It is free. Google fraps. On Fri, 2 Jun 2006 10:02 am, Pigeon wrote: Are there any videos (screen captures) of flightgear in action on the web anywhere? http://pigeond.net/photos/flightgear/videos/ Pigeon. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Bush's family and Saudi partners make higher profits/prices by preventing Saddam's huge Iraqi oil reserves from ever being sold. They'll Enron the world - George Watson 2001 For Hurricanes www.globalboiling.com For solar wind and earthquakes www.electricquakes.com Typos caused by two inch mobile phone keyboard ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tides in FlightGear?
Basically, you could model a tidal area as a triangle mesh (asdetailed as you like) where the triangle type is tidal and each triangle also carries a parameter X which is the local tide-height atwhich that triangle is covered by water. A tide-calculator finds localtide-height in a slow-running background loop, and every iteration of that loop, all triangles where X tide-height are textured as water,otherwise as sand (or mud).What's nice about that approach is that you can model tidal reaches withwhatever detail you want. It could just be tide in/tide out as suggested by Curt (above) or vastly complex, handling the water flows ofmudflats like the wadden area or Mont St. Michel. I have looked around for high-resolution Wadden Sea bathymetry on the Web and the best I have found yet is this map http://www.waddensea-secretariat.org/news/documents/WSP-Maps/MAP-CWSS-2003.pdf (CAUTION: huge PDF, low-res version here: http://www.waddensea-secretariat.org/news/documents/WSP-Maps/MAP-CWSS.jpg ). The problem is of course extracting the data back onto a grid to interpolate it. I suppose if I had Adobe Illustrator, I could simply import the PDF, delete everything that does not belong to the depth lines and export the image. Unfortunately, Inkscape cannot import PDFs as it seems. So I will try to convert this to SVG, maybe I can import it then. I have also sent an email to the Wadden Sea Secretariat asking if they can provide the gridded or raw data in a better format, but generally scientific raw data is a lot harder to come by in Europe than in the US, so my expectations are not very high. Martin ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] AI Models -what files?
Detlef Faber wrote: when using aircraft models in AI scenarios...what is the best file to use ( some like Aircraft/Spitfire/spitfireIIa.xml actually stop FG from loading (098a/win Me) Not necessarily, if the animations are properly references this shouldn't happen. The main reason for this behavior is that all properties are perpended with a slash '/', after removing the first slash (making the properties relative) this behavior should go away. Erik Just glancing through the files, the pattern seems to be that if the .ac file reference is not in the xml file pointed at for the AI-Model then there will be problems. ie if the xml files are nested (as most are) and the .ac file is not in the root file but in a branch file. I will certainly check out the leading slashes though.. thanks for the suggestion.. will report back any further observations. It would be handy to get this checked out in 09.10/cvs as if it is specific to 098a and doesn't occur in 09.10/cvs then its not strictly a devel topic and I'll implement a work-a-round for my own 098a. Regards :-D ene _ Read the latest Hollywood gossip @ http://xtramsn.co.nz/entertainment ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tides in FlightGear?
On Friday 02 June 2006 23:14, Chris Metzler wrote: Is the crash really related to size? Maybe the SVG conversion was bugged? (of course, Inkscape should react to that better than by crashing, as well, but anyway.) -c If you have ever tried to convert complex PDF files into SVG format, then you would know that the resulting SVG file is very verbose. ;-) Ampere ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] AI Models -what files?
On Sat, 2006-06-03 at 14:57 +1200, dene maxwell wrote: I checked the Aircraft/Spitfire/spitfireIIa-set.xml and there were no leading / on any of the other file references I could find. Erik didn't say file references, he said property references. I did find that by deleting the sections in the Aircraft/Spitfire/Models/spitfire_model.xml that relate to making certain parts of the invisible when the view is 0 !-- hide all of the model not visible from the cockpit -- animation typeselect/type object-nameHull/object-name object-nameHull-Aft/object-name object-nameStub-Wing-R/object-name object-nameStub-Wing-L/object-name object-nameFlap-Inner-R/object-name object-nameFlap-Inner-L/object-name object-nameFlap-Outer-R/object-name object-nameFlap-Outer-L/object-name object-nameCover-Lower-M/object-name object-nameCover-Lower-F/object-name object-nameCover-Lower-A/object-name object-nameCover-Engine-Side-L/object-name object-nameCover-Engine-Side-R/object-name object-nameUC-Main-L/object-name object-nameUC-Main-R/object-name condition not equals property/sim/current-view/view-number/property This is a property reference. If you are in your cockpit it will hide all parts of the Spitfire not visible from the cockpit. Change this one line to read: propertysim/current-view/view-number/property and the Spitfire should work properly. (Not tested, this is my read of Erik's post.) value0/value /equals /not /condition /animation that the missing parts of the aircraft re-appeared I suspect that (atleast under 098a) a separate [aircraft]-model-AI.xml is needed for some of the aircraft that have these sort of conditional entries. ie something that caters for; gear-up/gear-down flaps-up/flaps-down tail-up/tail-down (for tail-draggers) engine-running/engine-stopped If the property list in the AI model uses starts with a / then the AI model uses the main aircraft's property. The main aircraft is rooted at / If the property does not start with a / then the model will use a property under the AI tree... It's late for me... Does that make sense? Ron ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Tides in FlightGear?
On Sat, 3 Jun 2006 00:45:33 -0400 Ampere K. Hardraade wrote: On Friday 02 June 2006 23:14, Chris Metzler wrote: Is the crash really related to size? Maybe the SVG conversion was bugged? (of course, Inkscape should react to that better than by crashing, as well, but anyway.) If you have ever tried to convert complex PDF files into SVG format, then you would know that the resulting SVG file is very verbose. ;-) Oh, I have no doubt. But I'm all about filing bug reports when appropriate, and wanted to encourage doing so if that was the source of Inkscape's problem. -c -- Chris Metzler [EMAIL PROTECTED] (remove snip-me. to email) As a child I understood how to give; I have forgotten this grace since I have become civilized. - Chief Luther Standing Bear signature.asc Description: PGP signature ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] AI Models -what files?
From: Ron Jensen [EMAIL PROTECTED] On Sat, 2006-06-03 at 14:57 +1200, dene maxwell wrote: I checked the Aircraft/Spitfire/spitfireIIa-set.xml and there were no leading / on any of the other file references I could find. Erik didn't say file references, he said property references. I couldn't see where he said either...I assumed file references... I did find that by deleting the sections in the Aircraft/Spitfire/Models/spitfire_model.xml that relate to making certain parts of the invisible when the view is 0 !-- hide all of the model not visible from the cockpit -- animation typeselect/type object-nameHull/object-name object-nameHull-Aft/object-name object-nameStub-Wing-R/object-name object-nameStub-Wing-L/object-name object-nameFlap-Inner-R/object-name object-nameFlap-Inner-L/object-name object-nameFlap-Outer-R/object-name object-nameFlap-Outer-L/object-name object-nameCover-Lower-M/object-name object-nameCover-Lower-F/object-name object-nameCover-Lower-A/object-name object-nameCover-Engine-Side-L/object-name object-nameCover-Engine-Side-R/object-name object-nameUC-Main-L/object-name object-nameUC-Main-R/object-name condition not equals property/sim/current-view/view-number/property This is a property reference. If you are in your cockpit it will hide all parts of the Spitfire not visible from the cockpit. Change this one line to read: propertysim/current-view/view-number/property and the Spitfire should work properly. (Not tested, this is my read of Erik's post.) value0/value /equals /not /condition /animation that the missing parts of the aircraft re-appeared I suspect that (atleast under 098a) a separate [aircraft]-model-AI.xml is needed for some of the aircraft that have these sort of conditional entries. ie something that caters for; gear-up/gear-down flaps-up/flaps-down tail-up/tail-down (for tail-draggers) engine-running/engine-stopped If the property list in the AI model uses starts with a / then the AI model uses the main aircraft's property. The main aircraft is rooted at / If the property does not start with a / then the model will use a property under the AI tree... It's late for me... Does that make sense? Ah...BING...the light comes on...but how are the properties for AI aircraft set...if I place an instance at 2000 ft elevation...how will the AI model know it should have the engine going? ( ie propeller disk instread of te stationary propeller?) but yes, it makes sense .,. :-D ene _ Need more speed? Get Xtra Broadband @ http://jetstream.xtra.co.nz/chm/0,,202853-1000,00.html ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel