Re: [Flightgear-devel] XML Particles patch
Tim Moore Subject: Re: [Flightgear-devel] XML Particles patch -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Tiago Gusmão wrote: | Hi | | Here's the patch to add particles by XML to the OSG branch | (instructions | inside): | http://gusmao.home.sapo.pt/particlesv1.tar.gz | (that page is not an error, you will have to click in AQUI, because it | doesn't like hotlinking much) | This is checked in. I did some cleanup of the code. New classes that I check in go in the simgear namespace without the SG prefix. | There is a short document here: | http://gusmao.home.sapo.pt/README.xmlparticles Whoops, I haven't checked this in yet but will do so shortly. | | A few problems and limitations are known: | The deletion of at least some of the objects seems not to work, the | xml parsing code really gets boring, so not everything is configurable | or property-driven at the moment There shouldn't be any significant | changes in the future in the existing XML spec, but i don't promise | anything! Default values aren't yet established | | Cheers, | Tiago Thanks! Well done Tiago and Tim. Built and tested. The Buccaneer making use of this new facility, and is in cvs now. Vortices next? I've been looking at csp for hints :-) Thanks Vivian - 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] Constant speed props for WWII aircraft using JSBSim
Oops, I didn't actually committed the JSBSim version of A6M2. Now it's done. :-p Please give it a try! BTW, I have two minor problems on this: - small vibration of tail gear. - rotating right instead of left when start taxing. If you have any idea to solve these, please let me know. Best, Tat p.s. On Feb 14, 2008, at 12:22 AM, Tatsuhiro Nishioka wrote: Hi there, I'm making a JSBSim version of A6M2, and want to share with you guys about a constant speed propellers for WWII aircraft. First I tried a default prop configuration generated by Aeromatic, but the propeller pitch was adjusted automatically. So I removed minrpm and maxrpm tags from prop configuration file and the manual pitch control seemed working fine (Thanks to Ron for advice). Technically it's not a constant speed propeller anymore, but the behavior of both propeller and engine is getting closer to the descriptions in some books that I have. However, there came another big problem - too much engine rpm in cruising with lower pitch. I tried to adjust the power table to avoid this happening but no clue. The engine still exceeded way higher than the maximum rpm (more than 2000 above maximum) in the lowest pitch when cruising. Maybe I need to find the proper power / thrust correlations, but it doesn't seem possible to me. As a workaround for this issue, I modified the power table to have higher value in lowest pitch where advance ratio 1.0 even thrust value is zero. This way, it seems working fine - the rpm of the engine stays a bit higher than maximum rpm. But I'm not sure if this is a proper behavior of the constant speed props for warbirds. If you have any better idea, please let me know. If you get interested, please check out A6M2 from CVS and give it a try. The pitch is set to the lowest for climbing. You need to adjust the pitch to maximum in cruising. Though the thrust/power table looks very weird, it's getting closer to zero's behavior I guess. Constructive comments are very welcome. Best, Tat p.s. I'm also willing to simulate zero's manual boost controller in JSBSim. (not sure if it is possible though) - 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
[Flightgear-devel] [ANN] New Eye-Candy
Hi all Tim Moore has just uploaded the wingman code to cvs (thanks Tim). If you want to experiment on a dull Friday afternoon, you will need to update cvs data as well. Then --aircraft=buccaneer-wingman will give you 1 Buccaneer as a wingman, Ctrl-I in runtime will bring up a menu of a small selection of formations. You can add to these with additions to the Buccaneer/Formations folder. --ai-scenario=wingman2_demo will add a further pair of Buccaneers to your formation. The cost in frame rate here is small so add a bit of fun to your flying. Enjoy, Vivian P.S. I have yet to work out how, or indeed if, we can pass the wingmen on MP. - 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] Multiple channel autopilot controllers
On Friday 15 February 2008 04:19, Jon S. Berndt wrote: [snip...] ...system, and I have an idea. I might start out with vertically launching the X-15... Lol :)) - 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] Object avoidance
Hi, I'm doing some simulations of a airship using the aerosim blockset and the flightgear. It is usefull if there is a may to get the information of the scenery buildings so we can avoid these building in the simulation. I was reading one of your answers and I got interested in how can I send these information to the blockset. Can you help me with that? - 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] Object avoidance
On Friday 15 February 2008 16:36, ricardo freitasfilho wrote: Hi, I'm doing some simulations of a airship using the aerosim blockset and the flightgear. It is usefull if there is a may to get the information of the scenery buildings so we can avoid these building in the simulation. I was reading one of your answers and I got interested in how can I send these information to the blockset. Can you help me with that? I found, while working on a terrain following/avoidance system for some of the aircraft I've done, that the Nasal geo.elevation(lat, lon) function will return the height of buildings or other structures e.g. bridges located at that lat,lon. There are not any in-built FG scanning schemes/mechanisms though, so you'll have to design and implement one in Nasal to fit your needs. Have a look at the cvs BAC-TSR2 TFA nasal stuff to see the simple look-ahead scanning schemes I've done. Both of the schemes I've used just perform a single track look-ahead scan, compensated for yaw but not for turning flight (yet). LeeE - 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] Object avoidance
* ricardo freitasfilho -- Friday 15 February 2008: It is usefull if there is a may to get the information of the scenery buildings so we can avoid these building in the simulation. There's no way to query the location of buildings (like in real life :-). But you can check for the terrain elevation at some given coordinate (Nasal's geodinfo(), or the geo.elevation() wrapper), and you can get the elevation of an impact point (see $FG_ROOT/Docs/README.submodels). The latter might report impacts on buildings (fg/osg?), so you could abuse that by launching an invisible, lightweight, and very fast submodel, and check where and at which altitude it lands. m. - 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] Object avoidance
Melchior FRANZ wrote: ...you could abuse that by launching an invisible, lightweight, and very fast submodel, and check where and at which altitude it lands. m. Don't they call that 'radar' in real life? :) (The very fast, lightweight submodels being microwave photons in that case) - 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] Object avoidance
* R. van Steenbergen -- Friday 15 February 2008: Melchior FRANZ wrote: ...you could abuse that by launching an invisible, lightweight, and very fast submodel, and check where and at which altitude it lands. Don't they call that 'radar' in real life? :) (The very fast, lightweight submodels being microwave photons in that case) Hehe, yes. Except that ours don't come back. And I'm not sure if they collide with static/random buildings. They hardly do with trees. Hmm ... cows? m. - 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] MP chat BUGs
On Wed, Dec 26, 2007 at 3:13 AM, Csaba Halász [EMAIL PROTECTED] wrote: - not sure how to properly handle the case when no transmitter is found Added a timer to close the dialog. Anybody interested in this? -- Csaba/Jester Index: gui/dialogs/chat-menu.xml === RCS file: /var/cvs/FlightGear-0.9/data/gui/dialogs/chat-menu.xml,v retrieving revision 1.2 diff -u -r1.2 chat-menu.xml --- gui/dialogs/chat-menu.xml 11 Dec 2007 15:20:00 - 1.2 +++ gui/dialogs/chat-menu.xml 15 Feb 2008 17:51:51 - @@ -160,9 +160,18 @@ # something appropriate, such as Cessna, Boeing. type = split( , type)[0]; } + + # Get the tuned-in station + var transmitter = findtransmitter(getprop(/instrumentation/comm/frequencies/selected-mhz)); + if (transmitter == nil) { +gui.popupTip(No station in range.); +settimer(func { fgcommand(dialog-close, props.Node.new({dialog-name: chat-menu})); }, 0); + +return; + } # Get the nearest airport. - var airport = airportinfo(); + var airport = airportinfo(transmitter.lat, transmitter.lon); # Get the complement of each runway to create a full set. foreach (var rwy; keys(airport.runways)) { - 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] UFO and menus
Even though this wasn't meant to go to the list ... * John Wojnaroski -- Friday 15 February 2008: Started the UFO but the old style menus came up; not at all like the ones you used. Is there a property value to set for the menu? Press Shift-F10. This cycles through all available styles. The choice is saved to ~/.fgfs/autosave.xml at exit. Any tips/suggestions on how to run the bloody sequence to get to a proposed sign location? Err ... just as I described in the private mails. (By mouse-clicking on the terrain the signs.ac placeholder is added to the scenery.) m. - 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] FG seasons
* SydSandy -- Thursday 14 February 2008: 1: Could we have Jester's materials.xml condition patch put in CVS ? Done. I haven't committed the materials.xml part, as you apparently have your own test version committed already. If you copy that over the current materials.xml, then please make sure that: 1. you integrate the changes that were meanwhile done to materials.xml (sign glyphs) 2. you indent added stuff appropriately. Properties nested in another property *have* to be indented. WRONG: material nameWoodedTundraCover/name condition equals propertysim/startup/season/property valuesummer/value /equals /condition (ALMOST) RIGHT: material nameWoodedTundraCover/name condition equals propertysim/startup/season/property valuesummer/value /equals /condition Almost, because 1 space-indentation is as close to spaghetti code as you can get. BTW: 2 spaces are almost as bad. :-P m. - 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] UFO and menus
Hi Curt, I started working on setting signs at KDFW and got stuck immediately :-( Started the UFO but the old style menus came up; not at all like the ones you used. Is there a property value to set for the menu? Using FG-1.0. Is that menu in the osg version only? Any tips/suggestions on how to run the bloody sequence to get to a proposed sign location? I'll be a NASA/Ames on the 20th from about 9AM to 3PM (PST). If any questions come up I can't answer or are not sure of regards FlightGear would like to give you a call. Do you have a preferred number and perhaps time? Either way I'll give you a call after it's all done and give you a quick debrief before heading back to LA. Thanks for posting all the pics and links. Jack - 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] FG seasons
* SydSandy -- Friday 15 February 2008: The materials.xml.test IS currently still a test until I make sure I'm not damaging anything else ah, ok I was just following the original file's indentation style, No, you were not, which is why I asked you to, please, do it. m. :-} - 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] FG seasons
On Fri, 15 Feb 2008 19:04:35 +0100 Melchior FRANZ [EMAIL PROTECTED] wrote: * SydSandy -- Thursday 14 February 2008: 1: Could we have Jester's materials.xml condition patch put in CVS ? Done. I haven't committed the materials.xml part, as you apparently have your own test version committed already. If you copy that over the current materials.xml, then please make sure that: 1. you integrate the changes that were meanwhile done to materials.xml (sign glyphs) 2. you indent added stuff appropriately. Properties nested in another property *have* to be indented. WRONG: material nameWoodedTundraCover/name condition equals propertysim/startup/season/property valuesummer/value /equals /condition (ALMOST) RIGHT: material nameWoodedTundraCover/name condition equals propertysim/startup/season/property valuesummer/value /equals /condition Almost, because 1 space-indentation is as close to spaghetti code as you can get. BTW: 2 spaces are almost as bad. :-P m. Thank you for the inclusion , my mail didnt come back , so I thought it got lost somewhere The materials.xml.test IS currently still a test until I make sure I'm not damaging anything else , but I'll keep note of your suggestions.(I was just following the original file's indentation style, like I thought I was supposed to ,but I AM used to 4 space indentation now :) )... Thanks again , m . -- SydSandy [EMAIL PROTECTED] - 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] Object avoidance
On Friday 15 February 2008 17:08, Melchior FRANZ wrote: * R. van Steenbergen -- Friday 15 February 2008: Melchior FRANZ wrote: ...you could abuse that by launching an invisible, lightweight, and very fast submodel, and check where and at which altitude it lands. Don't they call that 'radar' in real life? :) (The very fast, lightweight submodels being microwave photons in that case) Hehe, yes. Except that ours don't come back. And I'm not sure if they collide with static/random buildings. They hardly do with trees. Hmm ... cows? m. Markus Zojer has used this technique for the TFA functions in the B-1B. I had a look at it and experimented with it when I wanted to add TFA to a couple of aircraft I've done - it's a very appealing approach because it's almost like simulating a real radar. I had a play with the technique but hit some problems with it, mainly because the trajectory of the submodels is fixed to the pitch of the aircraft. I found it fine while the aircraft was in level flight but I hit some issues when the aircraft was pitched up or down to any significant degree and in the end I decided to use the Nasal geo functions instead. As I mentioned previously, the geo functions do interact with static buildings and structures, as long as the scanning scheme has a high enough resolution to ensure sampling them - I haven't tried with random objects though - still on OSG 2.2 here and the performance hit when using OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too great here. I have noticed that pylons are not detected and I would doubt that trees are detected either, presumably because they have no area. The pylons are made with line objects that have no width and the trees, at least in plan, also have no width, so it'll be very unlikely to hit the exact point where they are in any scanning scheme. Adding a transparent horizontal plane poly to the top of these objects probably would make it work, but not only would it increase the render load but also probably introduce more transparency render artifacts and ordering issues. LeeE - 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] Object avoidance
--- Melchior FRANZ wrote: * R. van Steenbergen -- Friday 15 February 2008: Melchior FRANZ wrote: ...you could abuse that by launching an invisible, lightweight, and very fast submodel, and check where and at which altitude it lands. Don't they call that 'radar' in real life? :) (The very fast, lightweight submodels being microwave photons in that case) Hehe, yes. Except that ours don't come back. And I'm not sure if they collide with static/random buildings. They hardly do with trees. Hmm ... cows? Photons colliding with cows - isn't that a microwave oven? TING! Burger anyone? ;) -Stuart ___ Support the World Aids Awareness campaign this month with Yahoo! For Good http://uk.promotions.yahoo.com/forgood/ - 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