Re: [Flightgear-devel] AI Models -what files?

2006-06-02 Thread dene maxwell
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
 
  _
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Re: [Flightgear-devel] Light inside the cockpit

2006-06-02 Thread Gonzalo Aguilar Delgado


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
 
 
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Re: [Flightgear-devel] collision avoidance

2006-06-02 Thread Gonzalo Aguilar Delgado
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
 
-- 
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[ Seguridad  Medios de pago ]



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Re: [Flightgear-devel] fgmap navaids

2006-06-02 Thread Vivian Meazza
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



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[Flightgear-devel] LOC

2006-06-02 Thread Jon S. Berndt
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



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[Flightgear-devel] FlightGear movies

2006-06-02 Thread Jon S. Berndt
Are there any videos (screen captures) of flightgear in action on the web
anywhere?

Jon



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Re: [Flightgear-devel] FlightGear movies

2006-06-02 Thread Pigeon
 Are there any videos (screen captures) of flightgear in action on the web
 anywhere?

http://pigeond.net/photos/flightgear/videos/


Pigeon.



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Re: [Flightgear-devel] Light inside the cockpit

2006-06-02 Thread Arnt Karlsen
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.




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Re: [Flightgear-devel] Light inside the cockpit

2006-06-02 Thread Vivian Meazza
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 



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Re: [Flightgear-devel] FlightGear movies

2006-06-02 Thread Pigeon
 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.



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Re: [Flightgear-devel] LOC

2006-06-02 Thread Ralf Gerlich
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


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Re: [Flightgear-devel] LOC

2006-06-02 Thread Curtis L. Olson
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



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Re: [Flightgear-devel] FlightGear movies

2006-06-02 Thread Curtis L. Olson
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



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Re: [Flightgear-devel] fgmap navaids

2006-06-02 Thread Ron Jensen
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




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[Flightgear-devel] Autopilot Replacement

2006-06-02 Thread Jimmy Coley
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.
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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-02 Thread Martin Doege

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.



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Re: [Flightgear-devel] FlightGear movies

2006-06-02 Thread GWMobile
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.



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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-02 Thread Martin Doege

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


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Re: [Flightgear-devel] AI Models -what files?

2006-06-02 Thread dene maxwell

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

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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-02 Thread Ampere K. Hardraade
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


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Re: [Flightgear-devel] AI Models -what files?

2006-06-02 Thread Ron Jensen
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




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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-02 Thread Chris Metzler
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


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Re: [Flightgear-devel] AI Models -what files?

2006-06-02 Thread dene maxwell
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

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