[Flightgear-devel] AI aircraft....
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 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] altimeter, encoder, and kap140
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. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] AI aircraft....
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] AI aircraft....
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 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Custom Scenery generation
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [BUG] simgear/math/polar3d.cxx: both functions assume inverted longitude
* 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. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [BUG] simgear/math/polar3d.cxx: bothfunctions assume inverted longitude
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 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Custom Scenery generation
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 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Custom Scenery generation
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] altimeter, encoder, and kap140
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. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Dave Perry [EMAIL PROTECTED] - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Custom Scenery generation
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 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] LinuxTag 2007; Was: Custom Scenery generation
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] altimeter, encoder, and kap140
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. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] how to create text instruments in 3d?
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 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] B-2 update
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 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] how to create text instruments in 3d?
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 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] UFO Scenery Object Editor News
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. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] no more AAR.nas, please!
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. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] no more AAR.nas, please!
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO Scenery Object Editor News
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 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] no more AAR.nas, please!
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 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] no more AAR.nas, please!
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 ! -- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] no more AAR.nas, please!
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 ! -- - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO Scenery Object Editor News
* 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. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] no more AAR.nas, please!
* 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. :-) - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO Scenery Object Editor News
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. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO Scenery Object Editor News
* 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. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO Scenery Object Editor News
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 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [Fwd: Re: UFO Scenery Object Editor News]
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 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO Scenery Object Editor News
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 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel