Re: [Flightgear-devel] Wiki updates
Hi Arnt, Arnt Karlsen schrieb: ..in precisely that process, building a new GVAC Cape Verde out of your VMap1 data and then KOSH, I am trying to get TerraGear built: http://80.239.32.252/terrorgear.configure.fails , and post with message-id: [EMAIL PROTECTED]. I'll try to have a look at it ASAP. Sorry, for not answering earlier, sometimes I'm reading flightgear-devel in a hurry and even Terr_a_Gear ;-) posts seem to go under my radar. Mind you: In the olden times, when TerraGear required nurbs++ as a dependency, building TerraGear was even more a hassle than it is now. Currently, the address you provided does not seem to be reachable... BTW: I have done a build of Cape Verde and it took me about 300MB (shapefiles+workdir+final scenery, but not including necessary SRTM downloads). Martin's shapefiles extend further than the region required for the actual islands, so I enforced a smaller boundary rectangle on building. The result is available on ftp://ftp.ihg.uni-duisburg.de/FlightGear/Misc_rag/cape_verde-20060526.tar.bz2 To all: I have a Makefile available building plib, SimGear, FlightGear, TerrorGear+dependencies, fgsd and TaxiDraw, at least under Linux. I don't know whether it is in good shape - haven't checked compiling fgsd for a while and I have to check whether I distribute anything that should go with it - but I can make it available if anybody is interested. I also have a Perl script doing all my scenery builds, which is able to build both based on our custom-scenery.org-style category files as well as Martin's current shapefile nomenclature. If you want them, you can have them, but they come without any warranty to work on your box. Please don't expect me to put this up earlier than this evening (UTC+2h). Now that I mentioned it, I can't think of any good reason why I didn't put this online earlier anyway %-) Cheers, Ralf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] AI FlightPlans
Hi all, Problem: I have about 7 AI aircraft arriving at an airport at staggered times... I want them to taxi off the runway - park and hold until all aircraft haved handed and taxi-ed-. landing, taxi-ing, parking I think I have sorted... any suggestions on how to make them hold? Previous attempts using very short waypoints and very low velocities cause the planes to yaw backwards and forwards very violently ...open to suggestions developing and testing on 098a but will eventually be run on latest and greatest FG. Regards :-D ene _ Find the coolest online games @ http://xtramsn.co.nz/gaming ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] AI FlightPlans
Hi Dene, It sounds like this would be a job for the traffic manager system, which has more or less all the capabilities you describe (arrival, taxiway following, wait until next flight, etc etc). I'll put some documentation regarding the design of trafficmanager scripts once I'm back home (in about a week or two). Cheers, Durk dene maxwell wrote: Hi all, Problem: I have about 7 AI aircraft arriving at an airport at staggered times... I want them to taxi off the runway - park and hold until all aircraft haved handed and taxi-ed-. landing, taxi-ing, parking I think I have sorted... any suggestions on how to make them hold? Previous attempts using very short waypoints and very low velocities cause the planes to yaw backwards and forwards very violently ...open to suggestions developing and testing on 098a but will eventually be run on latest and greatest FG. Regards :-D ene _ Find the coolest online games @ http://xtramsn.co.nz/gaming ___ 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
Re: [Flightgear-devel] Wiki updates
* Martin Spott -- Monday 05 June 2006 23:58: Indeed, documentation is a weak point in the history of FlightGear development. Guess why ? Because writing documentation that you can rely on and which comes in a presentable outfit is unpleasant work, That's not necessarily the reason why contributions are sparse: last time I wanted to commit a minor documentation fix, I noticed that I don't/didn't have commit permission for that module. I lost interest after that and document my stuff in $FG_ROOT/Docs/. m. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Wiki updates
On Tue, 06 Jun 2006 11:57:43 +0200, Ralf wrote in message [EMAIL PROTECTED]: Hi Arnt, Arnt Karlsen schrieb: ..in precisely that process, building a new GVAC Cape Verde out of your VMap1 data and then KOSH, I am trying to get TerraGear built: http://80.239.32.252/terrorgear.configure.fails , and post with message-id: [EMAIL PROTECTED]. I'll try to have a look at it ASAP. Sorry, for not answering earlier, sometimes I'm reading flightgear-devel in a hurry and even Terr_a_Gear ;-) posts seem to go under my radar. Mind you: In the olden times, when TerraGear required nurbs++ as a dependency, building TerraGear was even more a hassle than it is now. ..aye, I hear it earned its nick name with glee, Masochists only. ;O) Currently, the address you provided does not seem to be reachable... ..thanks, a power outage was scheduled by the utility here, grid work, so I shut down everything, should be up now. BTW: I have done a build of Cape Verde and it took me about 300MB (shapefiles+workdir+final scenery, but not including necessary SRTM downloads). Martin's shapefiles extend further than the region required for the actual islands, so I enforced a smaller boundary rectangle on building. The result is available on ftp://ftp.ihg.uni-duisburg.de/FlightGear/Misc_rag/cape_verde-20060526.tar.bz2 ..aye. My plan was do it to get a feel for what I'm in for doing a new KOSH for http://airventure.org/ with 2 runways shut down, and Taxiway Papa becoming RWY 18R/36L. To all: I have a Makefile available building plib, SimGear, FlightGear, TerrorGear+dependencies, fgsd and TaxiDraw, at least under Linux. I don't know whether it is in good shape - haven't checked compiling fgsd for a while and I have to check whether I distribute anything that should go with it - but I can make it available if anybody is interested. I also have a Perl script doing all my scenery builds, which is able to build both based on our custom-scenery.org-style category files as well as Martin's current shapefile nomenclature. If you want them, you can have them, but they come without any warranty to work on your box. Please don't expect me to put this up earlier than this evening (UTC+2h). Now that I mentioned it, I can't think of any good reason why I didn't put this online earlier anyway %-) ..urls? ;O) Cheers, Ralf -- ..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] Wiki updates
Melchior FRANZ wrote: That's not necessarily the reason why contributions are sparse: last time I wanted to commit a minor documentation fix, I noticed that I don't/didn't have commit permission for that module. I lost interest after that and document my stuff in $FG_ROOT/Docs/. Why don't you say a single word ? People are standing on your feet to get their patches committed to main CVS, why don't you simply play the same game ? ;-) Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Wiki updates
* Martin Spott -- Tuesday 06 June 2006 15:26: Melchior FRANZ wrote: I noticed that I don't/didn't have commit permission for that module. Why don't you say a single word ? People are standing on your feet to get their patches committed to main CVS, why don't you simply play the same game ? ;-) *Because* people are standing on my feet already, and it's not my style to beg for yet more work. And being trusted to work on code, but not on documentation isn't exactly a motivation either. I better stick with coding then. (Hey, I didn't ask for commit permissions to fgfs/sg/base, either.) Of course, people aren't really standing on my feet. I'm not the least annoyed by what people send me for submission. Thankfully, it's mostly easy stuff. (I would hate to get bogus patches for subsystems that I'm not familiar with. Well, I would just reject them. :-) m. -- You don't seem to understand what being a maintainer means. It means saying no to crap. -- Linus TORVALDS ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] GPL licensing question.
Here's a question for all you amateur lawyers and GPL experts out there. Let's say that someone wants to create a proprietary aircraft within the FlightGear system, and then distribute a larger system that includes FlightGear + that aircraft. In my view, the FlightGear GPL license covers our source code, but not content created with or used by that code (except for things like the base package which is explicitely licensed as GPL.) Is it possible that someone could lay claim to any newly created proprietary content (3d models, artwork, panels, etc.) by way of the GPL? Even if FlightGear is happy to allow people to create proprietary aircraft, could someone upstream in plib or zlib or openal land somehow file a complaint? To me this is analogous to Microsoft demanding all documents created and owned by a company just because they created and edited them with Microsoft Word. I just don't see that ever happening. But I wonder what others think about this issue from a legal point of view. Thanks, 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
[Flightgear-devel] panel/splash-screen/hud fonts
I've now converted all font-using parts in fgfs to use the font-cache. And while I was at it, I also made some fonts configurable: panel - Here only fonts typewriter and led could be used in the past. Now all texture fonts ($FG_ROOT/Fonts/*.txf) can be used. This may lead to wrong alignment in instruments that tried to use other fonts already, because they were really adjusted for typewriter, but now the ordered fonts are delivered and may not work with the old coords. Note that this is a bug in the instrument xml files, and to be fixed there. splash-screen - Font and color can be set in the respective style file ($FG_ROOT/gui/styles/*.xml). Here it is possible to use all fonts, texture and bitmap (see comment on top of default.xml). I set the old font as default, but SANS_12B or TIMES_24 look nice, too. This can be changed in *-set.xml files, too, along with the splash background, which doesn't need to be black. Some dark color may look nice. Example: $ fgfs --aircraft=Citation-II \ --prop:/sim/gui/style[1]/colors/splash-screen/{red,green}=0 \ --prop:/sim/gui/style[1]/colors/splash-screen/blue=0.35 \ --prop:/sim/gui/style[1]/fonts/splash/name=TIMES_24 \ --prop:/sim/gui/style[1]/colors/splash-font/{red,green,blue}=0.7 hud --- The HUD font is no longer hardcoded -- any texture font can be set via /sim/hud/font/{name,size}. Bitmap fonts don't work (e.g. TIMES_10). BTW: it's not hard to create further *.txf-fonts for the panel, if needed. m. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] GPL licensing question.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Curtis L. Olson schrieb: Here's a question for all you amateur lawyers and GPL experts out there. INAL but your case looks to me like that that person wants to use FGFS just as an (complex) viewer/interpreter program for his proprietary content(*). This happens all the time with Notepad, Word, Perl, Python, ... and nobody complains - because they can't IMHO. CU, Christian (*) I'm assuming that the proprietary aircraft doesn't derive of any preexisting material (like textures) in FGFS. This might become complex with the cofiguration XML files as they must be written from scratch IMHO. -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.0 (MingW32) iD8DBQFEhb/mlhWtxOxWNFcRAnrzAKCAWdawZ2712mrlLH31MLWTC36xKwCeNZyZ 8ku0uOQ9z0/cmYdpGHontNo= =2ukc -END PGP SIGNATURE- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] GPL licensing question.
On Tuesday 06 June 2006 18:52, Curtis L. Olson wrote: Here's a question for all you amateur lawyers and GPL experts out there. Let's say that someone wants to create a proprietary aircraft within the FlightGear system, and then distribute a larger system that includes FlightGear + that aircraft. In my view, the FlightGear GPL license covers our source code, but not content created with or used by that code (except for things like the base package which is explicitely licensed as GPL.) Is it possible that someone could lay claim to any newly created proprietary content (3d models, artwork, panels, etc.) by way of the GPL? Even if FlightGear is happy to allow people to create proprietary aircraft, could someone upstream in plib or zlib or openal land somehow file a complaint? To me this is analogous to Microsoft demanding all documents created and owned by a company just because they created and edited them with Microsoft Word. I just don't see that ever happening. But I wonder what others think about this issue from a legal point of view. From my point of view that is the same with gcc. The compiler is GPL, but the programs compiled with gcc do not need to be gpl. The runtime libraries used by gcc compiled codes is a little less than LGPL. I think that you can do properitary aircraft with flightgear. The only restriction could be that no GPL configuration files are referenced. I think of standard electrical systems for example. If the 'larger system' provider does modifications to flightgears sources he must publish the sources with his modifications. We are then free to incorporate them into our tree. I am not aware of any possible claims from third party libs like zlib ... Greetings Mathias -- Mathias Fröhlich, email: [EMAIL PROTECTED] ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] GPL licensing question.
Am Dienstag, den 06.06.2006, 19:48 +0200 schrieb Christian Mayer: (*) I'm assuming that the proprietary aircraft doesn't derive of any preexisting material (like textures) in FGFS. This might become complex with the cofiguration XML files as they must be written from scratch IMHO. But what about nasal script code in a xml file that is written from scratch but makes use of flightgear's nasal implementation? Best Regards, Oliver C. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] GPL licensing question.
In my view, the FlightGear GPL license covers our source code, but not content created with or used by that code (except for things like the base package which is explicitely licensed as GPL.) In my mind, that is one reason why the approach taken by FlightGear and associated projects lke JSBSim and YASim, etc. are so valuable: because they provide a generic capability, and sensitive information provided in configuration files (flight model, 3D models, etc.) can be owned and controlled. I think it is exactly analogous to your illustration: Microsoft does not own any documents created by Microsoft Word, or Publisher, for instance. Jon ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] GPL licensing question.
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Oliver schrieb: Am Dienstag, den 06.06.2006, 19:48 +0200 schrieb Christian Mayer: (*) I'm assuming that the proprietary aircraft doesn't derive of any preexisting material (like textures) in FGFS. This might become complex with the cofiguration XML files as they must be written from scratch IMHO. But what about nasal script code in a xml file that is written from scratch but makes use of flightgear's nasal implementation? That's IMHO no problem - it doesn't matter if I've got a Perl/Python/... script or a Nasal script. CU, Christian -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.0 (MingW32) iD8DBQFEhc63lhWtxOxWNFcRAv+FAJ46UBmkO7HBY/aO/gTnkv5q56qpngCfQVSF sdM3jkxMnw+MJPnia8NVAFs= =lmjT -END PGP SIGNATURE- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Object without texture issue
AJ MacLeod wrote: On Monday 05 June 2006 20:25, Jakub Skibiński wrote: I am newbie, so excuse my ignorance :) We are all ignorant about something. Some of us are very ignorant about most things :-) Then I export my object to an '.ac' file and copy it into proper FG scenery directory along with the texture file. When running FG my object exists, but it isn't textured (it is painted with solid red color instead). I have similar effect when exporting to '.3ds', '.obj' and other files. Does anyone have any idea if it is a problem with texture file or export operation, or something else? The texture file must be a power of two in size (i.e. 64x64 pixels, 32x256 or whatever). There will be an error message generated to warn if this is what's wrong... That was it! Thanks a lot. BTW, I saw the error message when starting FG, but I didn't connect it with my problem :) Best regards Kuba$ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] GPL licensing question.
Have to check the gpl. Most address the issue of expansion of the code. On Tue, 6 Jun 2006 2:02 pm, Curtis L. Olson wrote: Here's a question for all you amateur lawyers and GPL experts out there. Let's say that someone wants to create a proprietary aircraft within the FlightGear system, and then distribute a larger system that includes FlightGear + that aircraft. In my view, the FlightGear GPL license covers our source code, but not content created with or used by that code (except for things like the base package which is explicitely licensed as GPL.) Is it possible that someone could lay claim to any newly created proprietary content (3d models, artwork, panels, etc.) by way of the GPL? Even if FlightGear is happy to allow people to create proprietary aircraft, could someone upstream in plib or zlib or openal land somehow file a complaint? To me this is analogous to Microsoft demanding all documents created and owned by a company just because they created and edited them with Microsoft Word. I just don't see that ever happening. But I wonder what others think about this issue from a legal point of view. Thanks, 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 Bush's family and their Saudi partners make higher profits 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?
Am Sonntag, den 28.05.2006, 14:42 +0200 schrieb Martin Doege: And since one of the major selling points of Flight Simulator X will be, at least according to the screenshots and trailers, the more realistic depiction of water in all its pixel shader-rendered glory, it would be great if the water in FG would also be a little more than just the big blue parking lot it is right now. :-) Maybe we could integrate code from the submarine simulation Danger of the Deep. They have allready very nice eye candy water effects. Screenshots: http://dangerdeep.sourceforge.net/gallery.php http://dangerdeep.sourceforge.net/gallery/screenshot_0_1_1_01.jpg http://dangerdeep.sourceforge.net/gallery/screenshot_0_1_1_02.jpg http://dangerdeep.sourceforge.net/gallery/screenshot_0_1_1_03.jpg http://dangerdeep.sourceforge.net/gallery/screenshot_0_1_1_04.jpg It is an open source simulation like FlightGear and under the GPL license, so there shouldn't be a problem with code reuse from a license point of view. If we think about this a little further perhaps they might be interested in a merge of both projects. Because even a submarine simulation needs airplanes in the air and nice coast lines with hills and buildings on the land that is visible from the sea. :) Best Regards, Oliver C. ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Lee Elliot-ComperSwift
Hi Dene, Just as well I said I would check :) Here are the _correct_ figures for the Comper Swift fitted with the Pobjoy R seven cylinder radial engine (as modelled) Cruise: 120 mph (104.2 kt) Max: 140 mph (121.6 kt) Landing/Stall 40 mph (34 kt) Not sure exactly what is meant by the Landing/Stall speed :s but in a flight report from 1931 the pilot said The elevators give a much better impression of effectiveness down to about 45 mph - which was the slowest to which I dared stall - here he was comparing a model where the cut-out in the wing trailing edge for the cockpit had been smoothed with an earlier model where it was more angular. The same pilot went on to say that he felt happiest landing at 55 mph (47.8 kt) HTH LeeE Thanks Lee thats all I need for a realistic AI Scenario... I don't think anyone will complain if the sim lands at 45-50 knots ... I suspect the Landing/stall figure is in fact *stall in landing configuration* (ie flaps) this seems to be a very popular figure to provide in performance data. Thanks again :-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] AI FlightPlans
Thank you Durk that would be much appreciated I haven't really investigated the traffic manager system so know very little about(read nothing) about it. I have plenty left to do with regard way points and xml wrappers for the models, plus scenery work... great opportunity to learn more about FGFS... in case you hadn't guessed this is for the FGLive-KOSH-AirVenture CD that Arnt is coordinating. Look forward to hearing from you when you get home...have a safe trip. :-D ene From: Durk Talsma [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 FlightPlans Date: Tue, 06 Jun 2006 06:36:43 -0400 Hi Dene, It sounds like this would be a job for the traffic manager system, which has more or less all the capabilities you describe (arrival, taxiway following, wait until next flight, etc etc). I'll put some documentation regarding the design of trafficmanager scripts once I'm back home (in about a week or two). Cheers, Durk dene maxwell wrote: Hi all, Problem: I have about 7 AI aircraft arriving at an airport at staggered times... I want them to taxi off the runway - park and hold until all aircraft haved handed and taxi-ed-. landing, taxi-ing, parking I think I have sorted... any suggestions on how to make them hold? Previous attempts using very short waypoints and very low velocities cause the planes to yaw backwards and forwards very violently ...open to suggestions developing and testing on 098a but will eventually be run on latest and greatest FG. Regards :-D ene _ Find the coolest online games @ http://xtramsn.co.nz/gaming ___ 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 _ Check out the latest video @ http://xtra.co.nz/streaming ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] GPL licensing question.
On Tuesday 06 June 2006 17:52, Curtis L. Olson wrote: Here's a question for all you amateur lawyers and GPL experts out there. Let's say that someone wants to create a proprietary aircraft within the FlightGear system, and then distribute a larger system that includes FlightGear + that aircraft. In my view, the FlightGear GPL license covers our source code, but not content created with or used by that code (except for things like the base package which is explicitely licensed as GPL.) Is it possible that someone could lay claim to any newly created proprietary content (3d models, artwork, panels, etc.) by way of the GPL? Even if FlightGear is happy to allow people to create proprietary aircraft, could someone upstream in plib or zlib or openal land somehow file a complaint? To me this is analogous to Microsoft demanding all documents created and owned by a company just because they created and edited them with Microsoft Word. I just don't see that ever happening. But I wonder what others think about this issue from a legal point of view. Thanks, Curt. I don't think we need to worry about the source code aspects of GPL in FG - that's fairly straight forward and well understood. It's the situation regarding the GPL'd data that seems a lot less clearer and is causing the most uncertainty. The GPL'd data that comes with FG can be separated in to two areas, broadly defined as artwork and configuration. Now, if someone were to take an aircraft or a building etc model, or a texture and then modify it, it would still be covered by the GPL because it would clearly be a derived work. However, the configuration files are how FG is instructed to work and so can't be GPL'd, even if proprietary configuration files are derived from ones already in FG. Basically, if you want to do the same thing in a proprietary regime as something that has already been done in GPL'd FG, the files will, and in fact _must_ have similar content. I'm not sure exactly how nasal should be treated though. Each script qualifies as a program and would therefore seem to belong with the source code but in fact, nasal use within FG is used as another way of controlling FG - just consider a simple script to toggle a property and how insisting that it is GPL'd would prevent any proprietary use of similar code, which seems nonsensical. LeeE ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Lee Elliot-ComperSwift
On Tuesday 06 June 2006 21:40, dene maxwell wrote: Hi Dene, Just as well I said I would check :) Here are the _correct_ figures for the Comper Swift fitted with the Pobjoy R seven cylinder radial engine (as modelled) Cruise: 120 mph (104.2 kt) Max: 140 mph (121.6 kt) Landing/Stall 40 mph (34 kt) Not sure exactly what is meant by the Landing/Stall speed :s but in a flight report from 1931 the pilot said The elevators give a much better impression of effectiveness down to about 45 mph - which was the slowest to which I dared stall - here he was comparing a model where the cut-out in the wing trailing edge for the cockpit had been smoothed with an earlier model where it was more angular. The same pilot went on to say that he felt happiest landing at 55 mph (47.8 kt) HTH LeeE Thanks Lee thats all I need for a realistic AI Scenario... I don't think anyone will complain if the sim lands at 45-50 knots ... I suspect the Landing/stall figure is in fact *stall in landing configuration* (ie flaps) this seems to be a very popular figure to provide in performance data. Thanks again :-D ene Just thought I'd better point out that the Swift doesn't have flaps ;) LeeE ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Wiki updates
On Tue, 6 Jun 2006 15:17:44 +0200, Arnt wrote in message [EMAIL PROTECTED]: On Tue, 06 Jun 2006 11:57:43 +0200, Ralf wrote in message [EMAIL PROTECTED]: Hi Arnt, Arnt Karlsen schrieb: ..in precisely that process, building a new GVAC Cape Verde out of your VMap1 data and then KOSH, I am trying to get TerraGear built: http://80.239.32.252/terrorgear.configure.fails , and post with message-id: [EMAIL PROTECTED]. I'll try to have a look at it ASAP. Sorry, for not answering earlier, sometimes I'm reading flightgear-devel in a hurry and even Terr_a_Gear ;-) posts seem to go under my radar. Mind you: In the olden times, when TerraGear required nurbs++ as a dependency, building TerraGear was even more a hassle than it is now. ..aye, I hear it earned its nick name with glee, Masochists only. ;O) Currently, the address you provided does not seem to be reachable... ..remains at http://80.239.32.252/terrorgear.configure.fails (Wifi link, alot of noise in the evenings, otherwise good bw.) ..thanks, a power outage was scheduled by the utility here, grid work, so I shut down everything, should be up now. BTW: I have done a build of Cape Verde and it took me about 300MB (shapefiles+workdir+final scenery, but not including necessary SRTM downloads). Martin's shapefiles extend further than the region required for the actual islands, so I enforced a smaller boundary rectangle on building. The result is available on ftp://ftp.ihg.uni-duisburg.de/FlightGear/Misc_rag/cape_verde-20060526.tar.bz2 ..aye. My plan was do it to get a feel for what I'm in for doing a new KOSH for http://airventure.org/ with 2 runways shut down, and Taxiway Papa becoming RWY 18R/36L. To all: I have a Makefile available building plib, SimGear, FlightGear, TerrorGear+dependencies, fgsd and TaxiDraw, at least under Linux. I don't know whether it is in good shape - haven't checked compiling fgsd for a while and I have to check whether I distribute anything that should go with it - but I can make it available if anybody is interested. I also have a Perl script doing all my scenery builds, which is able to build both based on our custom-scenery.org-style category files as well as Martin's current shapefile nomenclature. If you want them, you can have them, but they come without any warranty to work on your box. Please don't expect me to put this up earlier than this evening (UTC+2h). Now that I mentioned it, I can't think of any good reason why I didn't put this online earlier anyway %-) ..urls? ;O) Cheers, Ralf -- ..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] Lee Elliot-ComperSwift
Lee Elliott wrote: lowest I dared stall? Like he had a choice? Josh ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel