[Flightgear-devel] Weekly CVS Changelog Summary: SimGear

2008-03-01 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-02-28_15:25:44 (fredb)
/var/cvs/SimGear-0.3/source/projects/VC7.1/SimGear.vcproj

Update MSVC 7.1 projects


2f585eeea02e2c79d7b1d8c4963bae2d

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[Flightgear-devel] Weekly CVS Changelog Summary: FlightGear source

2008-03-01 Thread Curtis L. Olson
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Re: [Flightgear-devel] electrical updates to kt70.xml break it

2008-03-01 Thread Ron Jensen
On Sat, 2008-03-01 at 20:37 -0700, dave perry wrote:
> I just noticed that the recent electrical updates to the kt170.xml 
> submitted by Ron Jenson make the kt70 bright white if the instrument 
> light are turned on in the pa24-250 and the pa28-161.  This is because 
> the material animation factor should be between 0 and 1 and this change 
> makes it equal to the output voltage from the buss (usually either 14 or 
> 28 volts in most light AC). 
> systems/electrical/outputs/instrument-lights
> This saturates the material red, green, blue values.
> 
> Several of the aircraft are expecting this to be controlled by
> systems/electrical/outputs/instrument-lights
> since they are assuming a rotating dimmer controls the intensity, not 
> the bus voltage turned on by the switch.
> 
> Many other objects in Instruments-3d have a material animation tied to
> systems/electrical/outputs/instrument-lights
> to simulate variable instrument light intensity.
> 
> Ron, is there a reason this needed to be changed for the kt70?

Hi Dave,

The change was to make the KT-70 only work when the electrical system
was turned on.  The old setting of /controls/lighting/panel-norm was
wrong, and needed to be changed to something based on the electical
system.

The electrical systems I use normalize the property
systems/electrical/outputs/instrument-lights.  

I didn't realize you were using the KT70 or I would have verifed it
worked on your planes, too.

I don't like the property /sim/model/material/instruments/factor.  I
feel its in the wrong place, and isn't well named, and using both
systems/electrical/outputs/instrument-lights and
sim/model/material/instruments/factor is redundant.

A grep thru CVS show there are only 5 aircraft
using /sim/model/material/instruments/factor now.

Most aircraft are using some variant of
systems/electrical/outputs/instrument-lights.  I'd like to use that as a
normalized value to allow instruments to just work regardless of the
system voltage modelled.

What should be the standard for instrument lighting properties?

Ron




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Re: [Flightgear-devel] electrical updates to kt70.xml break it

2008-03-01 Thread
On Sat, 01 Mar 2008 20:37:15 -0700
dave perry <[EMAIL PROTECTED]> wrote:

> I just noticed that the recent electrical updates to the kt170.xml 
> submitted by Ron Jenson make the kt70 bright white if the instrument 
> light are turned on in the pa24-250 and the pa28-161.  This is because 
> the material animation factor should be between 0 and 1 and this change 
> makes it equal to the output voltage from the buss (usually either 14 or 
> 28 volts in most light AC). 
> systems/electrical/outputs/instrument-lights
> This saturates the material red, green, blue values.
> 
> Several of the aircraft are expecting this to be controlled by
> systems/electrical/outputs/instrument-lights
> since they are assuming a rotating dimmer controls the intensity, not 
> the bus voltage turned on by the switch.
> 
> Many other objects in Instruments-3d have a material animation tied to
> systems/electrical/outputs/instrument-lights
> to simulate variable instrument light intensity.
> 
> Ron, is there a reason this needed to be changed for the kt70?
> 

Im having some difficulty myself trying to come up with a standard method of 
setting instrument light dimming, that everyone would be happy with ... I 
prefer normalizing the instrument-light voltage to 1 in 
systems/electrical/outputs  so that different voltage systems dont affect the 
light intensity ...just my 2 cents worth ...
Cheers  

-- 
Syd&Sandy <[EMAIL PROTECTED]>

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[Flightgear-devel] electrical updates to kt70.xml break it

2008-03-01 Thread dave perry
I just noticed that the recent electrical updates to the kt170.xml 
submitted by Ron Jenson make the kt70 bright white if the instrument 
light are turned on in the pa24-250 and the pa28-161.  This is because 
the material animation factor should be between 0 and 1 and this change 
makes it equal to the output voltage from the buss (usually either 14 or 
28 volts in most light AC). 
systems/electrical/outputs/instrument-lights
This saturates the material red, green, blue values.

Several of the aircraft are expecting this to be controlled by
systems/electrical/outputs/instrument-lights
since they are assuming a rotating dimmer controls the intensity, not 
the bus voltage turned on by the switch.

Many other objects in Instruments-3d have a material animation tied to
systems/electrical/outputs/instrument-lights
to simulate variable instrument light intensity.

Ron, is there a reason this needed to be changed for the kt70?

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Re: [Flightgear-devel] Request for Blender tutorials

2008-03-01 Thread Jeff Koppe

> - Original Message -
> From: LeeE <[EMAIL PROTECTED]>
> To: "FlightGear developers discussions" 
> 
> Subject: Re: [Flightgear-devel] Request for Blender tutorials
> Date: Sat, 1 Mar 2008 18:35:24 +
> 

> 
> I guess that if you start learning 3D on Blender things make sense
> but if you've come from any other 3D package it seems impossible to
> get to grips with and very counter-intuitive.
> 
> LeeE


I'd have to agree with you on that. I'm not sure if they cover UV mapping yet 
but I found the http://blenderunderground.com/ tutorials pretty helpful. If 
you're not opposed to using a proprietary Windows solution I've always been 
fond of Ultimate Unwrap (http://www.unwrap3d.com/). I just never seem to find 
enough time to wrap my head around Blender.

What? Someone's used my obj->ac Ruby script? I'm psyched! 

--jeff



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Re: [Flightgear-devel] 350 Mb movie

2008-03-01 Thread Curtis Olson
On Fri, Feb 29, 2008 at 8:41 PM, Georg Vollnhals <[EMAIL PROTECTED]> wrote:

> Thank you very much for sharing this. It is very impressing. Seems you
> really do not need projection screens if you have this 7 LCD displays
> arrangement. FlightGear combined with the right hardware does a good job.


Every approach to constructing a simulator visual system has tradeoffs.
Using several LCD displays gives you a *very* compact system with extremely
high resolution, and it's pretty cost effective.

Projectors would give you a more natural focal distance and allow you to
move your head around more naturally in the cockpit, but they require a lot
more space and you have issues where the cockpit can shadow the projectors
if you front project or you need even more space if you back project.  Or
you can get clever with mirrors, but then there are many tricky alignment
issues if you want to create a wrap around visual system with several
adjacent displays.  And with projectors you typically aren't going to get
the same level of resolution (pixels per arcsec) as with close up LCD
displays.  Also with projectors you might need a darkened room...  black ==
the shadow on a white screen.

And of course there are much better visual systems available ... curved
screens, blended edges, etc.  But get out your checkbook and start writing
zeros ... :-)

Regards,

Curt.
-- 
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Re: [Flightgear-devel] 350 Mb movie

2008-03-01 Thread Curtis Olson
On Fri, Feb 29, 2008 at 10:03 PM, Bill Galbraith <[EMAIL PROTECTED]>
wrote:

>  Schweet. Details?  Are those dedicated instruements, or a FG monitor
> behind a mask?
>

Hi Bill,

The instruments are built using a 2d flightgear panel displayed derived from
real photos of a Seneca panel.  Displayed on an LCD monitor behind an sheet
metal cutout with plastic bezels.  The knobs on the face in front of the LCD
are all functional and correctly placed.  All 7 visual channels are running
the newest OSG version of FlightGear, being driven by the 8th machine that
interfaces to the cockpit hardware and displays the instrument panel.  The
flight dynamics are purchased from a commercial company (running as a
separate application) and have all the documentation and support for
achieving FAA certification.  So the particular simulator in the movie is
not FAA certified, but it is FAA certifiable should the customer ever want
to do that.  They use their facility to train aerial water bombers in all
the communication and group strategy involved with water bombing forest
fires.  They actually have 5 sims ... 2 light twins (as seen in the movie),
a single engine sim, and two helicopter sims (that I hope to install
flightgear on soon.)  The helicopter sims have controls taken out of real
helicopters.  I ran out of time to try the FlightGear helicopter dynamics on
their hardware this trip ... next trip ...

Right now they mostly run other software in their facility to do their
training, but high on my wish list would be things like:

- a forest fire MP model with fire and rising smoke that can grow and expand
and leave darkened areas in it's wake.

- OSG partical based retardant drops (that can be seen by other MP players.)

- The retardant needs to color the ground that it hits ... and this needs to
be visible to all players in the MP system.  They drop retardant, not
suppressant.  In other words, they aren't trying to put out the fire, they
are trying to box it in with suppressant and let it burn itself out.  The
retardant will leave a "line" on the ground where it is dropped.  The goal
then is to "paint" in the fire with an enclosing perimeter through several
drops.  There are often several teams working together so they need to all
see the retardant that everyone else has previously dropped.

We probably could do most of this in flightgear between the OSG particle
system and the ability for MP models to share their submodel data ... or at
least share when a submodel is released so each system can compute it's
trajectory and impact point identically.

For what every it's worth, this facility trains pilots from several
different countries to fight forest fires ...

Regards,

Curt.
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Re: [Flightgear-devel] 350 Mb movie

2008-03-01 Thread Curtis Olson
On Sat, Mar 1, 2008 at 11:49 AM, Arnt Karlsen <[EMAIL PROTECTED]> wrote:

> ..that wing clipper tree off the right wing immediately before
> touchdown, bug, or feature of the impact of these days costly
> Homeland Security practices on good old fashion safety?  ;o)


I thought I was going to hit that tree, but was saved at the last instant by
the near clip plane.

Curt.
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Re: [Flightgear-devel] Request for Blender tutorials

2008-03-01 Thread LeeE
On Saturday 01 March 2008 18:00, Melchior FRANZ wrote:
> * LeeE -- Saturday 01 March 2008:
> > The first problem is that when I import a .obj format model all
> > of the sub-object ordering and grouping is lost.
>
> Probably just a missing feature in the .obj importer. I don't
> think you can do much about it, other than fixing the importer.
>
Yeah - I think you're right.  I converted to .ac format end then 
imported it, and ordering and naming seems ok now.

> > Any links to a tutorial or reference that shows how to import
> > objects and subsequently re-order them would be useful.
>
> Just select all objects that shall become children, and finally
> the one that should become parent, then Object->Parent->Make
> parent. There are groups, too, but I think they aren't supported 
> by the ac3d exporter.
>
> > The next problem I had was actually unwrapping some of the
> > meshs - sometimes the unwrap seemed ok, except it might be at
> > an arbitrary angle
>
> Then you unwrapped u->From Window. That's exactly what you should
> get then.  :-)

Curious - I hadn't altered the Window view - still from top-view - 
but it didn't happen with the .ac imported model:)
>
> > i.e. not aligned horizontally or vertically, but for some
> > objects the unwrap is badly distorted i.e. when unwrapping an
> > upper wing surface object the wing tips were about twice the
> > width of the root!
>
> Then you need to make seams: select some edges and SPACE->Edit->
> ->Edges->Mark seam.

The wing surface wasn't a 'closed' object i.e. enclosing a volume.  
It was literally just an upper wing surface and didn't include 
any 'caps'.  It's difficult to see where adding a seam would help.

>
> > On another sub-object, the unwrap actually overlapped two
> > widely unconnected parts of the mesh
>
> Using the "Unwrap (smart projections)" may help (formerly known
> as archimap). For that you'll probably need a newer version,
> though.

Got archimap but not smart projections.  Archimap doesn't produce 
the overlaps but breaks up the unwrap into several discrete pieces.  
I'll persevere a little more with it - possibly I can use seams to 
re-arrange how the unwrap is broken up to make them more useable.  
The annoying things was that this example was much like the wing 
example - essentially a flat, open surface with bumps on it.  The 
lower surface, which is the same outline but with different bumps 
unwraps ok without the corresponding overlaps - lol.

>
> > If anyone has any tutorials or references that address these
> > problems I'd really appreciate it.
>
> google  :-)  Or come to IRC for live-help. Though I can't say
> much about 2.42, as I'm using 2.46pre.
>
> m.

Thanks for your comments - I started by Googling for tutorials and 
found the Blender wikibooks stuff but hit the problems I 
mentioned - different panel buttons etc.

I guess that if you start learning 3D on Blender things make sense 
but if you've come from any other 3D package it seems impossible to 
get to grips with and very counter-intuitive.

LeeE

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Re: [Flightgear-devel] wiki mess (was: Re: livery handling (& MP updates))

2008-03-01 Thread Heiko Schulz

--- Melchior FRANZ <[EMAIL PROTECTED]> schrieb:

> 
> IOW: under these circumstances I'm not going to
> waste my time
> on the wiki.
> 
> m.
> 


That's why you SHOULD put it in the wiki - it will not
get better, if you resist! The wiki is one of the
strongest part of documentation of FlightGear Project-
though it isn't really looking like. 

HHS

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Re: [Flightgear-devel] wiki mess (was: Re: livery handling (& MP updates))

2008-03-01 Thread Gijs de Rooy
I'm bussy with editing the homepage.
I hope it's done within a few days.
Untill than, please don't change anything 
untill you're completely sure it's a good change.
Thanks,

Gijs

> From: [EMAIL PROTECTED]> To: flightgear-devel@lists.sourceforge.net> Date: 
> Sat, 1 Mar 2008 18:21:55 +0100> Subject: [Flightgear-devel] wiki mess (was: 
> Re: livery handling (& MP updates))> > * Melchior FRANZ -- Saturday 01 March 
> 2008:> > I'll put all this information on a wiki page, so please look there> 
> > for further changes.> > Argh ... wiki has turned into a huge mess with 1000 
> links on the> main page with dozens of bare links, links to pages with 
> almost> no, or no information at all -- with only section headings!> Pages 
> with no contents (and headings are no content!), are totally> useless.> > 
> IOW: under these circumstances I'm not going to waste my time> on the wiki.> 
> > m.> > 
> -> 
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Re: [Flightgear-devel] Request for Blender tutorials

2008-03-01 Thread Melchior FRANZ
* Melchior FRANZ -- Saturday 01 March 2008:
> Probably just a missing feature in the .obj importer. I don't think
> you can do much about it, other than fixing the importer.

Ahh, I forgot: use Jeff's(?) obj->ac converter. I think it does a 
very good job!

  http://www.static-lift.net/aero-club/downloads/downloads.html

m.

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Re: [Flightgear-devel] Request for Blender tutorials

2008-03-01 Thread Heiko Schulz

--- LeeE <[EMAIL PROTECTED]> schrieb:

> Hi,
> 
> I've been trying to use Blender for UV texturing but
> I've been 
> hitting a few problems.
> 
> The first problem is that when I import a .obj
> format model all of 
> the sub-object ordering and grouping is lost.  I
> seem to be getting 
> each sub-object in it's own group, the name of which
> gives no clue 
> to the sub-object name.  At the same time, the
> ordering of the 
> sub-objects is completely lost so the only way to
> find a particular 
> sub-object is to show them all in an outline window
> and then scroll 
> down the list until you manage to spot it.
> 
> Any links to a tutorial or reference that shows how
> to import 
> objects and subsequently re-order them would be
> useful.
> 
> The next problem I had was actually unwrapping some
> of the meshs - 
> sometimes the unwrap seemed ok, except it might be
> at an arbitrary 
> angle i.e. not aligned horizontally or vertically,
> but for some 
> objects the unwrap is badly distorted i.e. when
> unwrapping an upper 
> wing surface object the wing tips were about twice
> the width of the 
> root!  On another sub-object, the unwrap actually
> overlapped two 
> widely unconnected parts of the mesh (this was the
> top half of 
> something - the lower half, which was similar in
> outline but with 
> slightly different surface contours unwrapped ok,
> but was slewed by 
> approx 15 deg)
> 
> If anyone has any tutorials or references that
> address these 
> problems I'd really appreciate it.
> 
> Obviously, I've been trying the tutorial links from
> the blender.org 
> web-site but none of them seem to address these
> particular problems 
> (and some of them just plain didn't work or showed 
> panels/buttons/menu entries that don't seem to exist
> in the version 
> I'm using - 2.4.2)
> 
> I'm asking here because I know that quite a few of
> you use Blender 
> for texturing and I don't want to have to register
> on yet another 
> *!&* forum and then spend the first couple of days
> convincing 
> people that I do have some clue about 3D and that
> I'm not 
> interested in using Blender for modelling.
> 
> TIA
> 
> LeeE
> 
Search for wikibooks - this could help you!


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Re: [Flightgear-devel] Request for Blender tutorials

2008-03-01 Thread Heiko Schulz

--- LeeE <[EMAIL PROTECTED]> schrieb:

> Hi,
> 
> I've been trying to use Blender for UV texturing but
> I've been 
> hitting a few problems.
> 
> The first problem is that when I import a .obj
> format model all of 
> the sub-object ordering and grouping is lost.  I
> seem to be getting 
> each sub-object in it's own group, the name of which
> gives no clue 
> to the sub-object name.  At the same time, the
> ordering of the 
> sub-objects is completely lost so the only way to
> find a particular 
> sub-object is to show them all in an outline window
> and then scroll 
> down the list until you manage to spot it.
> 
> Any links to a tutorial or reference that shows how
> to import 
> objects and subsequently re-order them would be
> useful.
> 
> The next problem I had was actually unwrapping some
> of the meshs - 
> sometimes the unwrap seemed ok, except it might be
> at an arbitrary 
> angle i.e. not aligned horizontally or vertically,
> but for some 
> objects the unwrap is badly distorted i.e. when
> unwrapping an upper 
> wing surface object the wing tips were about twice
> the width of the 
> root!  On another sub-object, the unwrap actually
> overlapped two 
> widely unconnected parts of the mesh (this was the
> top half of 
> something - the lower half, which was similar in
> outline but with 
> slightly different surface contours unwrapped ok,
> but was slewed by 
> approx 15 deg)
> 
> If anyone has any tutorials or references that
> address these 
> problems I'd really appreciate it.
> 
> Obviously, I've been trying the tutorial links from
> the blender.org 
> web-site but none of them seem to address these
> particular problems 
> (and some of them just plain didn't work or showed 
> panels/buttons/menu entries that don't seem to exist
> in the version 
> I'm using - 2.4.2)
> 
> I'm asking here because I know that quite a few of
> you use Blender 
> for texturing and I don't want to have to register
> on yet another 
> *!&* forum and then spend the first couple of days
> convincing 
> people that I do have some clue about 3D and that
> I'm not 
> interested in using Blender for modelling.
> 
> TIA
> 
> LeeE
> 

Sorry, I wanted to write:
Search for Blender wikibook - this could help you!


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Re: [Flightgear-devel] Request for Blender tutorials

2008-03-01 Thread Melchior FRANZ
* LeeE -- Saturday 01 March 2008:
> The first problem is that when I import a .obj format model all of 
> the sub-object ordering and grouping is lost.

Probably just a missing feature in the .obj importer. I don't think
you can do much about it, other than fixing the importer.



> Any links to a tutorial or reference that shows how to import 
> objects and subsequently re-order them would be useful.

Just select all objects that shall become children, and finally
the one that should become parent, then Object->Parent->Make parent.
There are groups, too, but I think they aren't supported  by the
ac3d exporter.


 
> The next problem I had was actually unwrapping some of the meshs - 
> sometimes the unwrap seemed ok, except it might be at an arbitrary 
> angle

Then you unwrapped u->From Window. That's exactly what you should
get then.  :-)



> i.e. not aligned horizontally or vertically, but for some  
> objects the unwrap is badly distorted i.e. when unwrapping an upper 
> wing surface object the wing tips were about twice the width of the 
> root!

Then you need to make seams: select some edges and SPACE->Edit->
->Edges->Mark seam.



> On another sub-object, the unwrap actually overlapped two  
> widely unconnected parts of the mesh

Using the "Unwrap (smart projections)" may help (formerly known
as archimap). For that you'll probably need a newer version, though.



> If anyone has any tutorials or references that address these 
> problems I'd really appreciate it.

google  :-)  Or come to IRC for live-help. Though I can't say
much about 2.42, as I'm using 2.46pre.

m.

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[Flightgear-devel] Request for Blender tutorials

2008-03-01 Thread LeeE
Hi,

I've been trying to use Blender for UV texturing but I've been 
hitting a few problems.

The first problem is that when I import a .obj format model all of 
the sub-object ordering and grouping is lost.  I seem to be getting 
each sub-object in it's own group, the name of which gives no clue 
to the sub-object name.  At the same time, the ordering of the 
sub-objects is completely lost so the only way to find a particular 
sub-object is to show them all in an outline window and then scroll 
down the list until you manage to spot it.

Any links to a tutorial or reference that shows how to import 
objects and subsequently re-order them would be useful.

The next problem I had was actually unwrapping some of the meshs - 
sometimes the unwrap seemed ok, except it might be at an arbitrary 
angle i.e. not aligned horizontally or vertically, but for some 
objects the unwrap is badly distorted i.e. when unwrapping an upper 
wing surface object the wing tips were about twice the width of the 
root!  On another sub-object, the unwrap actually overlapped two 
widely unconnected parts of the mesh (this was the top half of 
something - the lower half, which was similar in outline but with 
slightly different surface contours unwrapped ok, but was slewed by 
approx 15 deg)

If anyone has any tutorials or references that address these 
problems I'd really appreciate it.

Obviously, I've been trying the tutorial links from the blender.org 
web-site but none of them seem to address these particular problems 
(and some of them just plain didn't work or showed 
panels/buttons/menu entries that don't seem to exist in the version 
I'm using - 2.4.2)

I'm asking here because I know that quite a few of you use Blender 
for texturing and I don't want to have to register on yet another 
*!&* forum and then spend the first couple of days convincing 
people that I do have some clue about 3D and that I'm not 
interested in using Blender for modelling.

TIA

LeeE

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Re: [Flightgear-devel] 350 Mb movie

2008-03-01 Thread Arnt Karlsen
On Sat, 01 Mar 2008 11:19:13 +0100, Maik wrote in message 
<[EMAIL PROTECTED]>:

> Hi,
> Georg Vollnhals schrieb am 01.03.2008 03:41:
> > Curtis Olson schrieb:
> >   
> >> I just posted a movie of one of the things I've been working on
> >> this week.  It's a light-twin flight simulator with full cockpit
> >> and 7 visual channels (LCD displays).  This movie shows an
> >> approach into 6WA8 (Ranger Creek) along with the touch down.  This
> >> movie is straight off my camera without any editing or compression
> >> so it weighs in at a whopping 345Mb.  But if you have the
> >> bandwidth to burn I think it's pretty cool.  The 7 visual channels
> >> combined with terrain, tree cover, full instrument panel, and
> >> cockpit enclosure really give you an immersive feel.
> >>
> >> http://baron.flightgear.org/~curt/tmp/MVI_0250.AVI
> >> 
> >> 
> > Thank you very much for sharing this. It is very impressing. Seems
> > you really do not need projection screens if you have this 7 LCD
> > displays arrangement. FlightGear combined with the right hardware
> > does a good job. Georg EDDW
> >
> >   
> great. I think the "Depth percepted cockpit" idea combined with the 7 
> LCD Displays could increase the realism further.

..that wing clipper tree off the right wing immediately before
touchdown, bug, or feature of the impact of these days costly
Homeland Security practices on good old fashion safety?  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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[Flightgear-devel] wiki mess (was: Re: livery handling (& MP updates))

2008-03-01 Thread Melchior FRANZ
* Melchior FRANZ -- Saturday 01 March 2008:
> I'll put all this information on a wiki page, so please look there
> for further changes.

Argh ... wiki has turned into a huge mess with 1000 links on the
main page with dozens of bare links, links to pages with almost
no, or no information at all -- with only section headings!
Pages with no contents (and headings are no content!), are totally
useless.

IOW: under these circumstances I'm not going to waste my time
on the wiki.

m.

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Re: [Flightgear-devel] 350 Mb movie

2008-03-01 Thread Maik Justus
Hi,
Georg Vollnhals schrieb am 01.03.2008 03:41:
> Curtis Olson schrieb:
>   
>> I just posted a movie of one of the things I've been working on this
>> week.  It's a light-twin flight simulator with full cockpit and 7
>> visual channels (LCD displays).  This movie shows an approach into
>> 6WA8 (Ranger Creek) along with the touch down.  This movie is straight
>> off my camera without any editing or compression so it weighs in at a
>> whopping 345Mb.  But if you have the bandwidth to burn I think it's
>> pretty cool.  The 7 visual channels combined with terrain, tree cover,
>> full instrument panel, and cockpit enclosure really give you an
>> immersive feel.
>>
>> http://baron.flightgear.org/~curt/tmp/MVI_0250.AVI
>> 
>>
>> Curt.
>> -- 
>> Curtis Olson: http://baron.flightgear.org/~curt/
>> 
>> 
>>
>>   
>> 
> Thank you very much for sharing this. It is very impressing. Seems you
> really do not need projection screens if you have this 7 LCD displays
> arrangement. FlightGear combined with the right hardware does a good job.
> Georg EDDW
>
>   
great. I think the "Depth percepted cockpit" idea combined with the 7 
LCD Displays could increase the realism further.

Maik


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Re: [Flightgear-devel] livery handling (& MP updates)

2008-03-01 Thread Melchior FRANZ
* Melchior FRANZ -- Friday 29 February 2008:
> (3) initialize the livery class somewhere in a Nasal context (but *not*
> embedded in the animation XML file!)
> 
>   aircraft.livery.init("Aircraft/foo/Models/Liveries");

BTW: you can attach a listener to /sim/model/livery/file if you want
to get noticed of livery changes. That way you can do some post-processing.
This will be used in the bo105 to update the weapon systems and to do
other variant-dependent stuff.



> (4) in the animaion XML file add a  block like so:
> 
>   
>   
>   var livery_update = 
> aircraft.livery.update("Aircraft/foo/Models/Liveries");
>   

This has been changed to

   var livery_update = 
aircraft.livery_update.new("Aircraft/foo/Models/Liveries");

that is: it's no longer part of the aircraft.livery class, but is a
separate class aircraft.livery_update. There's also a third, optional
argument: a callback function, to be used for post-processing after
livery switches. Will be used in the bo105 for exchanging the emblem,
which isn't static information and has to be transmitted in a separate
property (/multiplayer/generic/string[0]).


For testing just run two instances of FlightGear in your own local
single-computer multiplayer network:

  $ fgfs --aircraft=R22 --multiplay=out,10,localhost,5701 
--multiplay=in,10,localhost,5702

and in another terminal window the opposite port numbers:

  $ fgfs --aircraft=R22 --multiplay=out,10,localhost,5702 
--multiplay=in,10,localhost,5701



I'll put all this information on a wiki page, so please look there
for further changes.

m.

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Re: [Flightgear-devel] 350 Mb movie

2008-03-01 Thread Georg Vollnhals
Curtis Olson schrieb:
> I just posted a movie of one of the things I've been working on this
> week.  It's a light-twin flight simulator with full cockpit and 7
> visual channels (LCD displays).  This movie shows an approach into
> 6WA8 (Ranger Creek) along with the touch down.  This movie is straight
> off my camera without any editing or compression so it weighs in at a
> whopping 345Mb.  But if you have the bandwidth to burn I think it's
> pretty cool.  The 7 visual channels combined with terrain, tree cover,
> full instrument panel, and cockpit enclosure really give you an
> immersive feel.
>
> http://baron.flightgear.org/~curt/tmp/MVI_0250.AVI
> 
>
> Curt.
> -- 
> Curtis Olson: http://baron.flightgear.org/~curt/
> 
> 
>
>   
Thank you very much for sharing this. It is very impressing. Seems you
really do not need projection screens if you have this 7 LCD displays
arrangement. FlightGear combined with the right hardware does a good job.
Georg EDDW

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