[Flightgear-devel] AI aircraft....

2007-02-26 Thread sydsandy
Hi all ,
I've done a fair bit of the CYVR airport terminals and buildings , and 
added a few static aircraft from the AI/Aircraft folder ... seems to 
work without problems , so my question is , any objections to using this 
folder for static aircraft as well as AI ? Ive added a low poly B1900D 
for static and ai flights there for my setup...
Also planning some AI flights from CYVR to KSFO , but still have to 
learn that ...
I'll post some screen shots if I can find that Flightgear album site again .
Cheers,
Syd

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Re: [Flightgear-devel] altimeter, encoder, and kap140

2007-02-26 Thread John Denker
Here is the nasal code to calculate the Kollsman shift.

# Typical usage:  indicated_altitude = pressure_altitude - 
kollsman(baro_setting)
   k_ft = k_set = nil;
   kollsman = func{
 if (arg[0] == k_set) {return k_ft}
 k_set = arg[0];
 k_ft = 145442.156 * (1 - math.exp(math.ln(k_set/29.921260) * 0.1902632365))
   }



1) This achieves the goal of realism in the sense that it allows
  the autopilot code to calculate the Kollsman shift using only
  information available to a real autopilot.

  I'd be astonished if real-world autopilots used anything much
  different from this.

2) This is computationally efficient in the overwhelmingly-likely
  case that the baro_setting is not being changed very often.

3) If you want to standardize this across the FG fleet, put it in
  some accessible place [perhaps atmo.nas] and let people call it
  from there [as atmo.kollsman(...)] rather than cut-and-pasting
  it in multiple places.

4) If you don't think this is -- for all practical purposes -- the
  right answer, please explain what is the right answer ... and
  explain how a pilot could tell the difference between this and
  the right answer.

5) Since this has some advantages and AFAICT no disadvantages, it
  removes any temptation to use the c++ altimetry object as an oracle
  for computing the Kollsman shift.



===

Tangentially related note:  I made one recent change to the package
of diffs:
  http://www.av8n.com/fly/fgfs/atmo.diff

I rigged it up so that encoder.[ch]xx are no longer needed, and are
not even mentioned in the Makefile.am or anywhere else.  When you
configure an altimeter you get an instance of the Altimeter class,
and when you configure an encoder you get a different instance of
the Altimeter class.  The only difference is that the former has a
default quantum of zero, while the latter has a default quantum
of ten.

Users should not notice any difference (except that their altimetry
suddenly becomes much more accurate).  The configuration files such
as generic-instrumentation.xml can stay exactly the same, and the
runtime interface (via the property tree) is upward-compatible.

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Re: [Flightgear-devel] AI aircraft....

2007-02-26 Thread Martin Spott
Hi Syd,

sydsandy wrote:

 I've done a fair bit of the CYVR airport terminals and buildings , and 
 added a few static aircraft from the AI/Aircraft folder ...

May I propose to you to send these models - terminal, other buildings
as well as static aircraft for decoration - either to Jon Stockill or
to me for inclusion in the FlightGear Scenery Objects DB ?

  http://fgfsdb.stockill.org/models.php

The web frontend is currently a bit slow, but improvement is already
being worked on. This DB is the right place to get any sort of scenery
objects into FlightGear.

Cheers,
Martin.
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Re: [Flightgear-devel] AI aircraft....

2007-02-26 Thread Durk Talsma
Hi Syd,

sydsandy wrote:
 Hi all ,
 I've done a fair bit of the CYVR airport terminals and buildings , and 
 added a few static aircraft from the AI/Aircraft folder ... seems to 
 work without problems , so my question is , any objections to using this 
 folder for static aircraft as well as AI ? Ive added a low poly B1900D 
 for static and ai flights there for my setup...
   
Sounds incredibly cool. I don't have any objections against using AI 
models, other than that I tend to discourage the idea of using static 
aircraft as a long term strategy. Eventually, I'm hoping to get fully 
animated active aircraft on the majority of airports, but as a short 
term intermediate, I'd be cool to have some aircraft decorating the 
scene. Note that you can find a lot of additional AI airliners here: 
http://www.xs4all.nl/~dtalsma/flightgear.html (including many in 
Canadian liveries).

 Also planning some AI flights from CYVR to KSFO , but still have to 
 learn that ...
   

You might be interested to know that CYVR was actually the third airport 
for which I have build an AI ground network (after EHAM and KSFO). 
Please let me know if you want to start building AI flights, and need 
assistance. Current FlightGear CVS (OSG only) has support for drop-in of 
AI traffic files, so development and testing should be fairly easy.

There's a good chuck of documentation on AI traffic generation on the 
FlightGear wiki, and some progress is underway to develop an automated 
timetable to traffic conversion.

Cheers,
Durk

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Re: [Flightgear-devel] Custom Scenery generation

2007-02-26 Thread Martin Spott
Just a bit self-advertising, targetting those who live in or near
Germany and have certain knowledge of the German language 

Ralf Gerlich wrote:

 As far as my interpretation of the communication goes, OSGeo will
 support this effort as well due to the common interest in freely
 available geodata. We are already provided with computing power and
 storage space.

Well, we're trying to ring the bell wherever possible  :-)

  
http://www.fossgis.de/wiki/index.php/Donnerstag%2C_15._M%C3%A4rz_2007#Block_XIV


Martin.
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Re: [Flightgear-devel] [BUG] simgear/math/polar3d.cxx: both functions assume inverted longitude

2007-02-26 Thread Melchior FRANZ
* Melchior FRANZ -- Sunday 25 February 2007:
 I would fix the files if people agree that what I consider a
 bug is indeed a bug.

I assume that the whole stuff should be dumped and replaced with
geo_*_wgs_84() functions, right? And this is the end of my one-man
thread.  :-)

m.



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Re: [Flightgear-devel] [BUG] simgear/math/polar3d.cxx: bothfunctions assume inverted longitude

2007-02-26 Thread Vivian Meazza
Melchior

 
 
 * Melchior FRANZ -- Sunday 25 February 2007:
  I would fix the files if people agree that what I consider a bug is 
  indeed a bug.
 
 I assume that the whole stuff should be dumped and replaced with
 geo_*_wgs_84() functions, right? And this is the end of my 
 one-man thread.  :-)
 

That's what I use elsewhere in AIModel. I'd go with your suggestion, but
it's not my call.

Vivian

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Re: [Flightgear-devel] Custom Scenery generation

2007-02-26 Thread Durk Talsma
Ralf Gerlich wrote:
 We have a timeline for many of our endeavours, and it ends at end of May
 2007, as we want to have it ready for LinuxTag in Berlin.

   
Is there already a date known for LinuxTag 2007? Last year, I wasn't 
able to make it due to ongoing travel plans. The end of May seems like 
it might work out for me, unless it's before May 19, at which time I'm 
flying back from Florida.

Cheers,
Durk

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Re: [Flightgear-devel] Custom Scenery generation

2007-02-26 Thread Martin Spott
Hi Durk,

Durk Talsma wrote:

 Is there already a date known for LinuxTag 2007? Last year, I wasn't 
 able to make it due to ongoing travel plans.

  http://www.linuxtag.org/2007/en/home/aktuelles.html

Expect us to have a _really_ nice booth this year - lots of displays
and only few computers  ;-)

Martin.
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Re: [Flightgear-devel] altimeter, encoder, and kap140

2007-02-26 Thread Dave Perry
On Mon, 2007-02-26 at 04:57 -0500, John Denker wrote:
 Here is the nasal code to calculate the Kollsman shift.
 
 # Typical usage:  indicated_altitude = pressure_altitude - 
 kollsman(baro_setting)
k_ft = k_set = nil;
kollsman = func{
  if (arg[0] == k_set) {return k_ft}
  k_set = arg[0];
  k_ft = 145442.156 * (1 - math.exp(math.ln(k_set/29.921260) * 
 0.1902632365))
}
 
This is virtually no change.  Only the constants are different (more
digits).
 
 
 1) This achieves the goal of realism in the sense that it allows
   the autopilot code to calculate the Kollsman shift using only
   information available to a real autopilot.
 
   I'd be astonished if real-world autopilots used anything much
   different from this.
 
 2) This is computationally efficient in the overwhelmingly-likely
   case that the baro_setting is not being changed very often.
 
 3) If you want to standardize this across the FG fleet, put it in
   some accessible place [perhaps atmo.nas] and let people call it
   from there [as atmo.kollsman(...)] rather than cut-and-pasting
   it in multiple places.
 
 4) If you don't think this is -- for all practical purposes -- the
   right answer, please explain what is the right answer ... and
   explain how a pilot could tell the difference between this and
   the right answer.
 
 5) Since this has some advantages and AFAICT no disadvantages, it
   removes any temptation to use the c++ altimetry object as an oracle
   for computing the Kollsman shift.
 
So only the altimeter can compute the kollsman shift via your oracle?
 
 ===
 
 Tangentially related note:  I made one recent change to the package
 of diffs:
   http://www.av8n.com/fly/fgfs/atmo.diff
 
 I rigged it up so that encoder.[ch]xx are no longer needed, and are
 not even mentioned in the Makefile.am or anywhere else.  When you
 configure an altimeter you get an instance of the Altimeter class,
 and when you configure an encoder you get a different instance of
 the Altimeter class.  The only difference is that the former has a
 default quantum of zero, while the latter has a default quantum
 of ten.
 
 Users should not notice any difference (except that their altimetry
 suddenly becomes much more accurate).  The configuration files such
 as generic-instrumentation.xml can stay exactly the same, and the
 runtime interface (via the property tree) is upward-compatible.
 
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Re: [Flightgear-devel] Custom Scenery generation

2007-02-26 Thread Durk Talsma
Martin Spott wrote:
 Hi Durk,

 Durk Talsma wrote:

   
 Is there already a date known for LinuxTag 2007? Last year, I wasn't 
 able to make it due to ongoing travel plans.
 

   http://www.linuxtag.org/2007/en/home/aktuelles.html

 Expect us to have a _really_ nice booth this year - lots of displays
 and only few computers  ;-)

   Martin.
   

Ah, that looks perfect. I'd need to have a final look at the calender, 
but it looks like I can make that. In case of me driving to Berlin, I'd 
be happy to donate some more computing power. I could even bring the 
windows machine, as I managed to fix it immediately after the Lelystad 
show. But I admit that this might be a bit blasphemous. :-)

Cheers,
Durk

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[Flightgear-devel] LinuxTag 2007; Was: Custom Scenery generation

2007-02-26 Thread Martin Spott
Durk Talsma wrote:
 Martin Spott wrote:

http://www.linuxtag.org/2007/en/home/aktuelles.html
 
  Expect us to have a _really_ nice booth this year - lots of displays
  and only few computers  ;-)

 [...] In case of me driving to Berlin, I'd 
 be happy to donate some more computing power. I could even bring the 
 windows machine, as I managed to fix it immediately after the Lelystad 
 show. But I admit that this might be a bit blasphemous. :-)

I guess we already have one Windows-machine readily available - we
should sum this up when the date approaches. Certainly having a pair of
nice controls would make sense - last year we only had one set of
pedals, this year we're likely to need two pairs of controls.

Additionally I'll bring my remote control. Flying the BO using such a
device is much fun - I never did that much flying with FlightGear as
since I have a new USB adapter for my remote  :-)

Cheers,
Martin.
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Re: [Flightgear-devel] altimeter, encoder, and kap140

2007-02-26 Thread John Denker
Hi --

I made an /object/ to calculate the Kollsman shift.


# Calculate Kollsman shift/ft versus setting/inHg
# Computationally efficient if, for any given instance
# of this class, the setting is not being changed often.
# Typical usage:
#  kxx = atmo.Kollsman.new();
#  kyy = atmo.Kollsman.new();
#  print (kxx.shift(29.92));# calculates
#  print (kyy.shift(30.92));# calculates
#  print (kxx.shift(29.92));# uses cached value
#  print (kyy.shift(30.92));# uses cached value

Kollsman = {
   new : func { { parents : [Kollsman] } },
   ft : nil,
   set : nil,
   shift : func(setting) {
 if (setting == me.set) {return me.ft ~ xx}
 me.set = setting;
 me.ft = 145442.156 * (1 - math.exp(math.ln(me.set/29.921260) * 
0.1902632365))
   }
};







On 02/26/2007 08:30 AM, Dave Perry wrote:

 So only the altimeter can compute the kollsman shift via your oracle?

I'm pretty sure my altimeter code does not use an oracle.  The
C++ code uses C++ code to calculate the Kollsman shift.  This
is the conventional and appropriate approach.

In close analogy, I recommend that the autopilot .nas code
should use .nas code to calculate the Kollsman shift.  This is
the conventional and appropriate approach.

It is also more realistic (as previously discussed), simpler, and
more self-documenting.

There *do* exist exceptional cases where it is appropriate for
the .nas code to escape to C++ or beyond ... e.g. math.atan2() ...
but I see not the slightest evidence that the Kollsman shift
calculation is in this category.


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Re: [Flightgear-devel] how to create text instruments in 3d?

2007-02-26 Thread Mathias Fröhlich
On Thursday 22 February 2007, Stewart Andreason wrote:
 I have been learning how to create instrumentation in 3d, but would like to
 have some text-based displays, like in the 737.
 How can I translate that:
 instruments layer typetext/type font
 based format into a 3d format?
 or to say, Without a 2-d panel.
This part is not yet implemented.
But I agree that this would be nice to have.

Greetings

  Mathias

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[Flightgear-devel] B-2 update

2007-02-26 Thread Markus Zojer
Please update the B-2 folder to the new version, as almost all files 
have been updated.
We have now flymodes, new instruments and more.
Download here: http://homepage.univie.ac.at/markus.zojer/fgfs/B-2.tar.gz

Thanks,
Markus

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Re: [Flightgear-devel] how to create text instruments in 3d?

2007-02-26 Thread gh.robin
On Mon 26 February 2007 18:30, Mathias Fröhlich wrote:
 On Thursday 22 February 2007, Stewart Andreason wrote:
  I have been learning how to create instrumentation in 3d, but would like
  to have some text-based displays, like in the 737.
  How can I translate that:
  instruments layer typetext/type font
  based format into a 3d format?
  or to say, Without a 2-d panel.

 This part is not yet implemented.
 But I agree that this would be nice to have.

 Greetings

   Mathias

Ahh, the function i ever dreamt  :)

-- 
Gérard

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[Flightgear-devel] UFO Scenery Object Editor News

2007-02-26 Thread Melchior FRANZ
I've just committed changes to the ufo scenery object editor.

- It is now possible to select multiple objects, to delete them
  all, move them as a group, apply heading/pitch/roll.

- The first two sliders in the adjust dialog are no longer lon/lat,
  but always move the objects nearer/farther/left/right, as seen
  from the UFO. The respective control ranges depend on the distance.
  If you are closer, then you can adjust finer.

- There are now additional and changed key bindings:
  o PgUp/PgDn ... cycle all selected objects through model list
  o Ctrl-Cursor   ... move all selected objects (roughly) 1 m
  o Shift-Ctrl-Cursor ... move all selected objects (roughly) 10 m
 
- LMB (Left Mouse Button) scenery click combinations are now:
  o LMB   ... add new model to scenery (deselect all others)
  o Shift-LMB ... add new model to selection (all flash on/off)
  o Ctrl-LMB  ... select an existing model (deselect all others)
  o Shift-Ctrl-LMB... select an existing model, while keeping others
  selected

The rest should work like before. If it doesn't, then it's probably
a bug. Please report.

m.

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[Flightgear-devel] no more AAR.nas, please!

2007-02-26 Thread Melchior FRANZ
Please stop committing any more of those crappy AAR.nas files.
We have already oodles all over the place, although there's one
central version available: $FG_ROOT/Aircraft/Generic/aar.nas.
Use that one! And if it doesn't work for you, file a bug report
and it shall be fixed.

m.

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Re: [Flightgear-devel] no more AAR.nas, please!

2007-02-26 Thread Martin Spott
Hi Melchior,

Melchior FRANZ wrote:

 Please stop committing any more of those crappy AAR.nas files.

This aircraft is still in development (at least I consider this to be
the case  ;-)  - a friendly pointer would have been completely
sufficient,

Martin.
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Re: [Flightgear-devel] UFO Scenery Object Editor News

2007-02-26 Thread Georg Vollnhals
Melchior FRANZ schrieb:
 I've just committed changes to the ufo scenery object editor.

   
Thank you very much.
The UFO gets more and more a real scenery editor :-)
 - It is now possible to select multiple objects, to delete them
   all, move them as a group, apply heading/pitch/roll.
   
This is a little difficult to use - at least for me. It depends on how
far away models are placed.
Long distance = works fine here, short distance = very difficult
(whereever I click, only the same of several objects is selected).

 - The first two sliders in the adjust dialog are no longer lon/lat,
   but always move the objects nearer/farther/left/right, as seen
   from the UFO. The respective control ranges depend on the distance.
   If you are closer, then you can adjust finer.

   
This is really great and one I  ever missed during my scernery work,  I
enjoy it.
Spares a lot of time and makes exact placement a pure fun :-)

Georg EDDW



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Re: [Flightgear-devel] no more AAR.nas, please!

2007-02-26 Thread gh.robin
On Mon 26 February 2007 23:02, Martin Spott wrote:
 Hi Melchior,

 Melchior FRANZ wrote:
  Please stop committing any more of those crappy AAR.nas files.

 This aircraft is still in development (at least I consider this to be
 the case  ;-)  - a friendly pointer would have been completely
 sufficient,

   Martin.


Using these generic files should be considered to be optional, not to be a 
strict obligation.
Does the authors are free to do what they want to do ?

-- 
Gérard

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Re: [Flightgear-devel] no more AAR.nas, please!

2007-02-26 Thread Martin Spott
gh.robin wrote:
 On Mon 26 February 2007 23:02, Martin Spott wrote:
  Melchior FRANZ wrote:
   Please stop committing any more of those crappy AAR.nas files.
 
  This aircraft is still in development (at least I consider this to be
  the case  ;-)  - a friendly pointer would have been completely
  sufficient,

 Using these generic files should be considered to be optional, not to be a 
 strict obligation.

In the case of the B-2 the AAR file is identical to that of the B-52 -
so creating a generic one is certainly not a bad idea compared to
duplicating identical code 

 Does the authors are free to do what they want to do ?

What would you define as free ? Well, there's no dictate of what you
should do or what you should avoid to to, but FlightGear certainly
benefits from the attempt to keep a certain level of good taste.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] no more AAR.nas, please!

2007-02-26 Thread Martin Spott
Martin Spott wrote:

 What would you define as free ? Well, there's no dictate of what you
 should do or what you should avoid to to, but FlightGear certainly
 benefits from the attempt to keep a certain level of good taste.

s/keep/maintain/g

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] UFO Scenery Object Editor News

2007-02-26 Thread Melchior FRANZ
* Georg Vollnhals -- Monday 26 February 2007:
 Long distance = works fine here, short distance = very difficult
 (whereever I click, only the same of several objects is selected).

The selection method hasn't changed, though. It's still the nearest
object from the click coordinate. But you have to remember that you
can't just click anywhere at the object, because there's no intersection
test done with the object, but only with the terrain. If you click
in the middle of a silo, then you click in fact on the terrain
somewhere hundreds of meters behind the silo. And then another object
is likely nearer. You have to try to click near the base of the
object. That is the same point where you clicked when you added the
model. 
 


 This is really great and one I  ever missed during my scernery work,
 I enjoy it.

:-)

If you have suggestions for improvements, just tell me. I don't
promise anything, but the multi-select mode was also something that
someone wanted (Hi Roberto :-). Eventually it may get added.

m.

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Re: [Flightgear-devel] no more AAR.nas, please!

2007-02-26 Thread Melchior FRANZ
* Martin Spott -- Monday 26 February 2007:
  Please stop committing any more of those crappy AAR.nas files.
 
 This aircraft is still in development

This aircraft? I didn't mention any aircraft.  :-P

I only suggest to not have 15 *almost* identical aar.nas files
spread everywhere. This leads straight into maintenance hell.
A simple change to the fuel system -- and who's going to fix all
15 files? Better have one generic and well maintained file.

Having an aircraft in CVS is IMHO also an obligation to keep
consistency with the whole, to prefer common solutions to
individual ones where possible and where it makes sense -- to
cooperate. Nobody gives a damn about what people do with their
private aircraft in their little chambers, of course.

m.  :-)

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Re: [Flightgear-devel] UFO Scenery Object Editor News

2007-02-26 Thread Melchior FRANZ
BTW: it's (still) possible to export files with the e-key,
and to load the saved models again next time (as a kind of
working session) with --config=ufo-model-export.xml.

It's intentional that all suchlike imported models are
selected at the beginning. That way one can quickly move
them away or remove them altogether (Backspace-key). This
is especially useful when an fgfs starter script automatically
includes ufo-model-export.xml on startup if available, and
KSFO happens to be filled with cooling-towers and pentagons. ;-)

m.

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Re: [Flightgear-devel] UFO Scenery Object Editor News

2007-02-26 Thread Melchior FRANZ
* Melchior FRANZ -- Monday 26 February 2007:
 - There are now additional and changed key bindings:
   o PgUp/PgDn ... cycle all selected objects through model list

Should be:  Ctrl-PgUp/PgDn
The original meanings of PgUp and PgDn are still available,
just like the original cursor key bindings without Ctrl
pressed.

m.

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Re: [Flightgear-devel] UFO Scenery Object Editor News

2007-02-26 Thread Georg Vollnhals
Melchior FRANZ schrieb:
...
  You have to try to click near the base of the
 object. That is the same point where you clicked when you added the
 model. 
  

   
Thank you for the hint, will try it tomorrow evening again :-)
   
 This is really great and one I  ever missed during my scernery work,
 I enjoy it.
 

 :-)

 If you have suggestions for improvements, just tell me. I don't
 promise anything, but the multi-select mode was also something that
 someone wanted (Hi Roberto :-). Eventually it may get added.

 m.

   
Thank you, of course I have a lot of ideas how to improve the UFO idea
but I think most of them are too complicated to implement at the moment
and partly impossible as - if I understand it right - Nasal has no write
(and read?) rights for FlightGear scenery files.
There is no real excuse now for a lot of users quite familiar with
FlightGear not to put some *generic* models into their local scenery
with the UFO. No knowledge of Blender or other stuff, just select some
already available models. I really don't know why anyone of the hundreds
of registered users of ie the German FlightGear Forum did/does not try
it. :-/ (Infact I know it very well).
One problem might be that it is some hand-work to update the *.stg
files on basis of the ufo*.xml file. I just looked into the Python stuff
as I thought about converting some of my FGTools routines to Python for
multi-platform use - this could really help. But I cannot start with
this before spring/summer this year.
Anyway, I placed the first objects into a FlightGear scenery in the
Pre-UFO-time and therefore I know how comfortable it is now to do very
precise and enjoyable scenery-work :-)
Georg

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[Flightgear-devel] [Fwd: Re: UFO Scenery Object Editor News]

2007-02-26 Thread Georg Vollnhals


 Original-Nachricht 
Betreff:Re: [Flightgear-devel] UFO Scenery Object Editor News
Datum:  Tue, 27 Feb 2007 01:22:17 +0100
Von:Georg Vollnhals [EMAIL PROTECTED]
An: FlightGear developers discussions
flightgear-devel@lists.sourceforge.net
Referenzen: [EMAIL PROTECTED]
[EMAIL PROTECTED]



Melchior FRANZ schrieb:
 BTW: it's (still) possible to export files with the e-key,
 and to load the saved models again next time (as a kind of
 working session) with --config=ufo-model-export.xml.

   
Wow!
Did not know that. Gives me the further possiblility to export all
models of a *.stg file into a faked ufo*.xml and  edit them 5 months
after placement.
Really, really nice :-)
Georg



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Re: [Flightgear-devel] UFO Scenery Object Editor News

2007-02-26 Thread Georg Vollnhals
Melchior FRANZ schrieb:
 BTW: it's (still) possible to export files with the e-key,
 and to load the saved models again next time (as a kind of
 working session) with --config=ufo-model-export.xml.

   
Wow!
Did not know that. Gives me the further possiblility to export all
models of a *.stg file into a faked ufo*.xml and  edit them 5 months
after placement.
Really, really nice :-)
Georg

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