[Flightgear-devel] body frame attitude rates into FGNetFDM?
I'm interested in getting attitude rates in the body frame, in other words the angle rates that strapped down gyros in 3 axes would report if stationed at the CG of the airplane. Is that in the FDM that I can extract and put into the FGNetFDM? Also, an attitude quaternion would be useful to have if that already exists somewhere. Thanks, Luke - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Depth percepted cockpit
In agreement with that here. I was impressed by the video and I think it would definitely be very effective to implement this depth perception, but it would not magically give you side windows. The monitor is a fixed viewport (window) into the virtual world, and moving your head around only lets you see into that viewport from different angles. Judging by his demo, the effect would be dramatic and very useful, but it wouldn't do away with needing to rotate or translate the virtual head (aka viewport). If, however, one had say 3 screens you could get a first approximation at a cockpit with side windows. Rather large blind spots, but it could work. Goggles with full head tracking would be even cooler, but it seems like this definitely has the potential to be cheaper. Wiis aren't overly cheap, but something could be constructed for quite cheap by a DIY enthusiast with too much time and some electronics knowledge. Hook it up with a serial port, write a simple driver, et voila you have all the data you need to do it in flightgear probably even today, like someone said. If anyone comes up with cheap plans to that effect I'd love to try it out. I don't have the electronics knowledge to come up with it, but I could help code the driver (linux). On Feb 1, 2008 12:59 PM, [EMAIL PROTECTED] wrote: I think I have to emphasize this: There are two heads: Your real one in front of the monitor and the virtual one inside the planes cockpit (aka camera position). The idea is, to translate the virtual head according to the translations of your real head in front of your monitor, thus leading to the shown depth perception. Of course the virtual head can't follow every translation the real head can do, because usually a office is bigger than a cockpit. But its not to discover your cockpit from new exciting perspectives, it's to provide you a depth perception. So the virtual camera has strong constraints in the extend of its translation. Consider it as a maximum of 25 cm in each direction around the default position. So you won't be able to discover your leg room, to lean out of the window or to examine your flightsticks back! It should just use your head shaking to provide you a depth perception. Not more, not less. Regards, Joe -- Pt! Schon vom neuen GMX MultiMessenger gehört? Der kann`s mit allen: http://www.gmx.net/de/go/multimessenger - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Hans Fugal - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Virtual Flashmob
Hi, :) I'm glad you had fun. Unfortunately I had to work yesterday, so I could not be online. :(( Watching the pictures you have uploded was also fun. :)) Thanx for sharing them, and (hopefully) meet at the next fun event. Gabor On Sunday 03 February 2008 00:01, Tiago Gusmão wrote: Jon Stockill wrote: Csaba Halász wrote: A couple of volunteers risked their very lives to clear the runways among ignorant and sometimes straight-out hostile aircraft pilots :D See screenshots here: http://picasaweb.google.com/Csaba.Halasz/SnowplowFlashmob It was fun ;) There's another batch here: http://gallery.flightgear.org.uk/c1451970.html Sadly any beyond that failed to save due to a lack of disk space - we did actually park the machines on the grass over by the fuel depot after clearing 10R Jon It was fun :) i got some pics too but i don't think they would add anything to the ones already posted (and i don't have trees or snow) Lessons learned: 1. the snowplow shouldn't be driven too fast if you don't have a very precise JS 2. an-225 pilots don't like snowplows Looking forward for more fun events :) Cheers, Tiago - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] trees
Am Sonntag, den 03.02.2008, 00:17 +0100 schrieb Tim Moore: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Stuart Buchanan wrote: | --- Stuart Buchanan wrote: | --- Stuart Buchanan wrote: | Hi All, | | Just a quick note to mention that I've now implemented random tree height, | and | multiple textures as suggested by Curt. Screenshot here: | | http://www.nanjika.co.uk/flightgear/forest2.jpg | | Still some work to be done, but it is looking more realistic. | | Tim - I've been cleaning up my code a bit, so unless you've already started, | I'd | hold off trying to kick my previous patch into shape for CVS. I should have a | new | patch fairly soon. | A patch for this is now available from | http:/www.nanjika.co.uk/flightgear/trees.tar.gz. Hi Stuart, I've checked in your first patch with my cleanup. I haven't had a chance to play with the second patch; if you're up for it, you should integrate it with what's now in CVS; I don't think it will be too hard. Otherwise you can leave it for me, but that won't happen for at least a week. This is really impresive! FlightGear experiences some great development these days. Is there a possibility to replace the 3d Model of the trees? I didn't notice any .ac file for them. I'm pretty happy with the results. My test area is KHAF, and I can mostly maintain 60Hz with an NVidia 8800 GTS. With 400k random trees in the scene graph, that's pretty reasonable. Tim -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Fedora - http://enigmail.mozdev.org iD8DBQFHpPoneDhWHdXrDRURAvQqAJ9Fheuyr50UKdUdcuRXsYBbuyZ+QwCfTIIb SeJoO/fkFccI1uQyzvsFh68= =tY7X -END PGP SIGNATURE- - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Depth percepted cockpit
On Sat, 2008-02-02 at 22:11 -0700, Hans Fugal wrote: Goggles with full head tracking would be even cooler, but it seems like this definitely has the potential to be cheaper. Wiis aren't overly cheap, but something could be constructed for quite cheap by a DIY enthusiast with too much time and some electronics knowledge. I belive all you would need is a usb cam that is supported by the v4l drivers and an infared pass filter (all ccd cams are ir sensitive) to replace the wii controller. the rest is software Jason - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FGSD revival
Hi all FlightGear has seen a great acceleration in his development during the last months, there is know multi-player events, begining of radio communication, OSG is looking more and more nice... and so on. I feel like something is missing about scenery design tools. FGSD was really impressive some time ago, it was a great tool to edit meshes and improve particular spots. Ok, manual edition of terrain shape can not be easily included in a general automatized process, but most common users would prefer install some addon terrains to a global terrain database than nothing. Both things can and should leave together. I don't know what happened to FGSD development, but the most interesting features have been suppressed in the last releases, and know the development is completely stalled. It's actually a really pity to build FGSD (mostly due to very aged dependencies). Maybe Fred didn't receive the needed support from the community... I don't know. What is sure is that this tool worths a revival and a great support from all the scenery modelers. So here I'd like to ask you guys, what you do think about having such a tool again running on your PCs ? Sincerly, Alexis - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2008. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel