Re: [Flightgear-devel] Particle Submodel OSG format versus ParticleXMLformat
Yes when looking at the existing particlesystem being used with other aircraft for instance ZivkoEdge i noticed that the smoke can seen through the fuse and wings. Hi, I noticed today that this bug is only with the particlesystem used by aircrafts. In Scenery there is no bug. Have a look at the coolingtower- it looks like it should look! So what is different in rendering between those? Regards HHS __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails. http://mail.yahoo.com - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] OpenAL and ALUT
I've just been setting up a new machine and I've been building all the flightgear prerequisites from freshly downloaded source, but ran into a problem when it came to tracking down ALUT, so I thought I'd save anyone else from repeating the same searching as I've been doing. OpenAL development is now being hosted by Creative, unfortunately in the migration from openal.org to http://connect.creativelabs.com/openal/ the tarball for alut was missed. As a result of this you'll need to get alut from svn until they can replace the tarball. It can be obtained from here: svn://connect.creativelabs.com/OpenAL/trunk/alut Jon - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenAL and ALUT
On Thu, Aug 14, 2008 at 9:50 AM, Jon Stockill wrote: I've just been setting up a new machine and I've been building all the flightgear prerequisites from freshly downloaded source, but ran into a problem when it came to tracking down ALUT, so I thought I'd save anyone else from repeating the same searching as I've been doing. OpenAL development is now being hosted by Creative, unfortunately in the migration from openal.org to http://connect.creativelabs.com/openal/ the tarball for alut was missed. As a result of this you'll need to get alut from svn until they can replace the tarball. It can be obtained from here: svn://connect.creativelabs.com/OpenAL/trunk/alut On Fedora 9 I've had really good luck with their prepackaged version: yum install alut alut-devel openal openal-devel I had been using and older source based version, but ran into compile problems on the newer distributions, and then ran into some other problem (I can't remember the details now) trying to build from source, and then tried the packaged version from my distro and that worked great. Regards, Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenAL and ALUT
On Thu, 14 Aug 2008, Curtis Olson wrote: On Fedora 9 I've had really good luck with their prepackaged version: yum install alut alut-devel openal openal-devel I had been using and older source based version, but ran into compile problems on the newer distributions, and then ran into some other problem (I can't remember the details now) trying to build from source, and then tried the packaged version from my distro and that worked great. Hi, I've noticed that Debian (unstable and testing) has begun to switch to an alternative OpenAL implementation: http://packages.debian.org/sv/sid/libopenal1 http://kcat.strangesoft.net/openal.html On my system I lost the doppler effect in fly-by view after I updated to that OpenAL. Has anyone else seen (or heard :) anything similar? Cheers, Anders -- --- Anders Gidenstam WWW: http://www.gidenstam.org/FlightGear/ - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenAL and ALUT
On 14 Aug 2008, at 15:50, Jon Stockill wrote: I've just been setting up a new machine and I've been building all the flightgear prerequisites from freshly downloaded source, but ran into a problem when it came to tracking down ALUT, so I thought I'd save anyone else from repeating the same searching as I've been doing. Just to add to the information, on Mac things are currently a bit messed up due to Apple being diligent about following the OpenAL 1.1 spec, but then not providing the matching ALUT 1.1. There's various solutions to this: the one I've gone with is to roll an ALUT.framework (similar to the GLUT framework) using the freealut-1.1 source tarball. If anyone wants a copy of this beastie, just shout (it's tiny, of course). Using it needs some SimGear patches which are not committed, but which are pretty trivial. Tatsuhiro has another solution I believe, which works equally well / badly I think. Regards, James - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenAL and ALUT
On 14 Aug 2008, at 16:20, Anders Gidenstam wrote: On my system I lost the doppler effect in fly-by view after I updated to that OpenAL. Has anyone else seen (or heard :) anything similar? Doppler support in the code was a bit fiddly when I looked at it - due to different implementation have missing or incomplete doppler support, and hence us falling back to a software routine instead of always letting OpenAL deal with Doppler :( So, it's entirely possible for an OpenAL implementation to not support doppler, sadly. Incidentally, one of the many, many things on my 'if I ever have time' list is to clean up the OpenAL driver code in the main loop to support multiple positioned sources - the current code assumes all positioned sounds originate from the main aircraft, which is obviously not ideal (though equally, a good tradeoff to get things going). The good test for this would be dog-fighting fly-bys in multi-player - as I understand it, right now, the doppler-shift on engine sounds from MP aircraft will be completely wrong. This is only based on encountering the code while reading the main loop code - perhaps I'm completely mistaken about this. James - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FGFS is at SigGraph
The ATI booth at SigGraph in Los Angeles this week is demonstrating a single Linux machine with two dual-head graphics cards running four monitors. They are running FlightGear on four monitors (center, left, right, above) with the F15 flying between KSFO and the golden gate bridge. Although the engineers who set it up for the show forgot to mention it on our mailing list, the chap at the demo station was happily telling everyone about how nice the simulator is and telling people about the website. If you're at the show, swing by and say Hi to him ... - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenAL and ALUT
Anders Gidenstam wrote: I've noticed that Debian (unstable and testing) has begun to switch to an alternative OpenAL implementation: http://packages.debian.org/sv/sid/libopenal1 http://kcat.strangesoft.net/openal.html That site is actually linked from the creative site when you start searching for details on anything remotely unixy. Jon - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenAL and ALUT
James Turner wrote: Incidentally, one of the many, many things on my 'if I ever have time' list is to clean up the OpenAL driver code in the main loop to support multiple positioned sources - the current code assumes all positioned sounds originate from the main aircraft, which is obviously not ideal (though equally, a good tradeoff to get things going). The good test for this would be dog-fighting fly-bys in multi-player - as I understand it, right now, the doppler-shift on engine sounds from MP aircraft will be completely wrong. This is only based on encountering the code while reading the main loop code - perhaps I'm completely mistaken about this. AFAIK we don't get any sound at all from MP aircraft right now. Jon - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGFS is at SigGraph
Alex Perry wrote: The ATI booth at SigGraph in Los Angeles this week is demonstrating a single Linux machine with two dual-head graphics cards running four monitors. They are running FlightGear on four monitors (center, left, right, above) with the F15 flying between KSFO and the golden gate bridge. Although the engineers who set it up for the show forgot to mention it on our mailing list, the chap at the demo station was happily telling everyone about how nice the simulator is and telling people about the website. If you're at the show, swing by and say Hi to him ... I can add a couple of details about the FlightGear configuration. This is the Open Scene Graph version, using OSG's multicamera support. There's only one instance of fg running on the machine. I don't think it's using the brand new camera configuration code; this hardware does use one screen per channel and they set up a video wall, so they were able to use the existing camera shear parameters. They are using the new feature that allows a generic protocol playback file to be played back in an infinite loop. Nice going! Tim - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGFS is at SigGraph
Tim Moore wrote: They are using the new feature that allows a generic protocol playback file to be played back in an infinite loop. Nice going! I think I've heard this announced a few weeks back .. ;-) Indeed, nice going. Both for ATI and for the FlightGear contributors. Erik - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] black out behavior
Hi, Ever since I switched to the CVS version of FlightGear I wondered whether the black-out behavior really is that realistic . Although I never experienced it I couldn't imagine this would happen in real life, at least not with an anti-g suit. In an excerpt from a nasa document describing a simulation involving black-outs I got the following piece of text: blackout simulation: The algorithm used a direct relationship between the algorithm of the load factor a(n) and the algorithm of the time to blackout; the simulation used 300 sec to blackout at 5g and 10 sec to blackout at 9g, with simulatoed tunel vision during the interim period. Maybe this will help to make it more realistic. Erik - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Submodel OSG format versusParticleXMLformat
gerard robin wrote On mer 13 août 2008, Curtis Olson wrote: On Wed, Aug 13, 2008 at 12:48 PM, Vivian Meazza [EMAIL PROTECTED]wrote: Hmm - well - you haven't specified a texture AFAIKS in the .xml file - so that's one problem. I don't know if the wing texture contains transparency, so there's another potential issue there. Beyond that, perhaps you are seeing the jittering that has been mentioned. With texture or without i get the same problem, and the wings texture has not any Alpha channel No connection with rain in the cockpit - that's a clipping issue. There is no reason to abandon the .osg method, if that's what you are happier with. However, IRC, the Frame of Reference stuff doesn't work correctly with that method. I did nor get any trouble with Frame of Reference, probably because when i define each object, i place it with a specific offset, and or i may want to define the reference frame with the matrix DataVariance DYNAMIC I'm running the OSG version here. Looking at the smoke trails left by the zlin aerobatic plane and some of the aircraft that trail exhaust (ME- 262) for instance ... it appears that there is an alpha sorting/z-fighting type issue with the particles. And there seems to be some positional jitter as well. As others have mentioned, this has looked much better in the past, so somewhere along the way something must have gotten broken? Regards, Curt Yes when looking at the existing particlesystem being used with other aircraft for instance ZivkoEdge i noticed that the smoke can seen through the fuse and wings. I was going to have a closer look at the PBY6 particles, but I can't get it (or the Noratlas) to start here. Anders reports that he can start it, but there is insufficient power to unstick from the water. Vivian - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] f16 speedbrakes
Ok, I think I have most of it figured out. I might even consider upgrading the status to 'production' the way it is now. Erik - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Submodel OSG format versusParticleXMLformat
On jeu 14 août 2008, Vivian Meazza wrote: gerard robin wrote On mer 13 août 2008, Curtis Olson wrote: On Wed, Aug 13, 2008 at 12:48 PM, Vivian Meazza [EMAIL PROTECTED]wrote: Hmm - well - you haven't specified a texture AFAIKS in the .xml file - so that's one problem. I don't know if the wing texture contains transparency, so there's another potential issue there. Beyond that, perhaps you are seeing the jittering that has been mentioned. With texture or without i get the same problem, and the wings texture has not any Alpha channel No connection with rain in the cockpit - that's a clipping issue. There is no reason to abandon the .osg method, if that's what you are happier with. However, IRC, the Frame of Reference stuff doesn't work correctly with that method. I did nor get any trouble with Frame of Reference, probably because when i define each object, i place it with a specific offset, and or i may want to define the reference frame with the matrix DataVariance DYNAMIC I'm running the OSG version here. Looking at the smoke trails left by the zlin aerobatic plane and some of the aircraft that trail exhaust (ME- 262) for instance ... it appears that there is an alpha sorting/z-fighting type issue with the particles. And there seems to be some positional jitter as well. As others have mentioned, this has looked much better in the past, so somewhere along the way something must have gotten broken? Regards, Curt Yes when looking at the existing particlesystem being used with other aircraft for instance ZivkoEdge i noticed that the smoke can seen through the fuse and wings. I was going to have a closer look at the PBY6 particles, but I can't get it (or the Noratlas) to start here. Anders reports that he can start it, but there is insufficient power to unstick from the water. Vivian The last CVS Noratlas and PBY6-Catalina are supposed to fly with CVS FG with the new JSBsim. However i did not test with the following last update: Update of /var/cvs/FlightGear-0.9/source/src/FDM/JSBSim/models/propulsion In directory baron.flightgear.org:/tmp/cvs-serv17217/models/propulsion Modified Files: FGPiston.cpp Log Message: Sync. with JSBSim CVS Index: FGPiston.cpp 14 Aug 2008 14:16:50 - 1.9 I must look at it. May be the engines will want a new update. However if you intend to look at the particle effect , only the Catalina has it , and , only with .osg files. I have not yet included any particlesystem .xml. Regards -- Gérard http://pagesperso-orange.fr/GRTux/ J'ai décidé d'être heureux parce que c'est bon pour la santé. Voltaire - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Runways
Durk's kindly committed my runway refactoring - just to say, this was a slightly far-reaching change, but a very beneficial one, I hope. There's a few 'interesting' changes to come - I (or Durk) will be taking advantage of the new 'getActiveRunway' accessor on FGAirport, and Durk's runway preferences code, to bring all the places that request the active runway into sync, and much smarter. This means the HUD code, ATIS, ATC, local traffic and Durk's traffic manager should all agree about the appropriate landing and departing runways. As part of this, I replaced about six almost-identical copies of the 'get metar for airport, use wind direction to find the best runway for heading' logic with one. Yay. One important thing is I've changed a 'return an empty runway if not found' logic to 'throw an sg_range_exception'. I've done (limited) testing (and so has Durk), and I've checked to identify the cases where we pass in an un-validated runway id to the lookup function, but I may have missed one. If code that previously worked now throws this exception (there's a log message as well), it's a one line fix, and it should be exceedingly obvious. Previous, lots of code used to call exit() if the returned runway was bogus, so I think this is a worthwhile change. We can now almost get rid of the taxiway information - it's used for two things: - the groundradar instrument, to render a 'plan' of the airport - in ATCDCL/tower.cxx to do a really strange 'on ground' check. The latter I reckon I can clean-up, and the former feels like a rather specialised use case, but I'm not going to worry about it in the short term. If someone could explain how I play with the groundradar, that'd be lovely. Regards, James - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] f16 speedbrakes
Erik Hofman writes: Ok, I think I have most of it figured out. I might even consider upgrading the status to 'production' the way it is now. hmm, i don't know how the real f-16 behaves but i still find the current behaviour a bit strange. level flight, ~350 knots extend the brakes the aircraft pitches up slightly and really starts to climb (no effect on the speed at all). push the nose down (quite a lot) to bring it back to level flight speed actually increases. not very useful if you are actually trying to slow down. --alex-- -- | I believe the moment is at hand when, by a paranoiac and active | | advance of the mind, it will be possible (simultaneously with | | automatism and other passive states) to systematize confusion | | and thus to help to discredit completely the world of reality. | - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Submodel OSG formatversusParticleXMLformat
gerard robin wrote On jeu 14 août 2008, Vivian Meazza wrote: gerard robin wrote On mer 13 août 2008, Curtis Olson wrote: On Wed, Aug 13, 2008 at 12:48 PM, Vivian Meazza [EMAIL PROTECTED]wrote: Hmm - well - you haven't specified a texture AFAIKS in the .xml file snip The last CVS Noratlas and PBY6-Catalina are supposed to fly with CVS FG with the new JSBsim. However i did not test with the following last update: Update of /var/cvs/FlightGear-0.9/source/src/FDM/JSBSim/models/propulsion In directory baron.flightgear.org:/tmp/cvs-serv17217/models/propulsion Modified Files: FGPiston.cpp Log Message: Sync. with JSBSim CVS Index: FGPiston.cpp 14 Aug 2008 14:16:50 - 1.9 I must look at it. May be the engines will want a new update. I'm on CVS-head. However if you intend to look at the particle effect , only the Catalina has it , and , only with .osg files. I have not yet included any particlesystem .xml. Hey, I'm ahead of you there, mine has :-) - I tidied up the .xml file that you attached to your earlier email, and was trying to test it. If only the engines would start. Other JSBSim ac seem to be fine. V. - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] f16 speedbrakes
Alex Romosan wrote: hmm, i don't know how the real f-16 behaves but i still find the current behaviour a bit strange. level flight, ~350 knots extend the brakes the aircraft pitches up slightly and really starts to climb (no effect on the speed at all). push the nose down (quite a lot) to bring it back to level flight speed actually increases. not very useful if you are actually trying to slow down. I have checked the data three times to see if I was doing something wrong, but unless someone mixed up the tables in the wind tunnel data report got this is how it should behave. I do know that it actually does reduce airspeed (albeit a little) with 7.5 degree pitch down at final approach, Which sounds about right to me. Erik - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FlightGear Tracker restart
Hi, Please restart FlightGear MP servers because tracker was down due to HW upgrade. Thank you, Gabor - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] f16 speedbrakes
Ok, tested it again. The only way I could reproduce your scenario is not to have the throttle near idle. As I did state earlier, the speeedbrakes of the F-16 are quite small and as it turns out the engine can easily produce enough thrust to overcome the increased drag. Erik - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] f16 speedbrakes
Erik Hofman writes: Ok, tested it again. The only way I could reproduce your scenario is not to have the throttle near idle. As I did state earlier, the speeedbrakes of the F-16 are quite small and as it turns out the engine can easily produce enough thrust to overcome the increased drag. yes, the throttle was nowhere near idle. thanks for the great work. --alex-- -- | I believe the moment is at hand when, by a paranoiac and active | | advance of the mind, it will be possible (simultaneously with | | automatism and other passive states) to systematize confusion | | and thus to help to discredit completely the world of reality. | - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Submodel OSG formatversusParticleXMLformat
On jeu 14 août 2008, Vivian Meazza wrote: gerard robin wrote On jeu 14 août 2008, Vivian Meazza wrote: gerard robin wrote On mer 13 août 2008, Curtis Olson wrote: On Wed, Aug 13, 2008 at 12:48 PM, Vivian Meazza [EMAIL PROTECTED]wrote: Hmm - well - you haven't specified a texture AFAIKS in the .xml file snip The last CVS Noratlas and PBY6-Catalina are supposed to fly with CVS FG with the new JSBsim. However i did not test with the following last update: Update of /var/cvs/FlightGear-0.9/source/src/FDM/JSBSim/models/propulsion In directory baron.flightgear.org:/tmp/cvs-serv17217/models/propulsion Modified Files: FGPiston.cpp Log Message: Sync. with JSBSim CVS Index: FGPiston.cpp 14 Aug 2008 14:16:50 - 1.9 I must look at it. May be the engines will want a new update. I'm on CVS-head. However if you intend to look at the particle effect , only the Catalina has it , and , only with .osg files. I have not yet included any particlesystem .xml. Hey, I'm ahead of you there, mine has :-) - I tidied up the .xml file that you attached to your earlier email, and was trying to test it. If only the engines would start. Other JSBSim ac seem to be fine. V. Hello Vivian, I have just tested Catalina with FG CVS now. To me it is right, we can take off on water at 70 knts If you are on water after loading FG (automatic mooring), before to take off don't forget: to have the gear up (if in the water it is calculated as a drag) and the rope off (you must release the park brake ) Without you never take off With Noratlas, the last piston update, has made some change, now i get less power, i must update the Engine spec However i can take off with it (slowly, and carefully) Cheers Cheers -- Gérard http://pagesperso-orange.fr/GRTux/ J'ai décidé d'être heureux parce que c'est bon pour la santé. Voltaire - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Submodel OSG format versusParticleXMLformat
On Thu, Aug 14, 2008 at 12:37 PM, Vivian Meazza wrote: I was going to have a closer look at the PBY6 particles, but I can't get it (or the Noratlas) to start here. Anders reports that he can start it, but there is insufficient power to unstick from the water. Are you aware that the Noratlas is not a seaplane? (Sorry, couldn't resist ...) :-) Curt. -- Curtis Olson: http://baron.flightgear.org/~curt/ - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Particle Submodel OSG format versusParticleXMLformat
On jeu 14 août 2008, Curtis Olson wrote: On Thu, Aug 14, 2008 at 12:37 PM, Vivian Meazza wrote: I was going to have a closer look at the PBY6 particles, but I can't get it (or the Noratlas) to start here. Anders reports that he can start it, but there is insufficient power to unstick from the water. Are you aware that the Noratlas is not a seaplane? (Sorry, couldn't resist ...) :-) Curt. Oh...are you sure :) :) Fortunately, in June i could admire it again, during an Airshow which was given not far from my village. It is the lonely one flying, Nord 2501 restored and maintained It is perfect. It is very popular here in France. Cheers -- Gérard http://pagesperso-orange.fr/GRTux/ J'ai décidé d'être heureux parce que c'est bon pour la santé. Voltaire - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Nord 2501; Was: Particle Submodel OSG format
gerard robin wrote: It is the lonely one flying, Nord 2501 restored and maintained Really ? I've seen one last year at Vichy, I just didn't know that it's soo unique, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Nord 2501; Was: Particle Submodel OSG format
On ven 15 août 2008, Martin Spott wrote: gerard robin wrote: It is the lonely one flying, Nord 2501 restored and maintained Really ? I've seen one last year at Vichy, I just didn't know that it's soo unique, Martin. Yes it was that one :) -- Gérard http://pagesperso-orange.fr/GRTux/ J'ai décidé d'être heureux parce que c'est bon pour la santé. Voltaire - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGFS is at SigGraph
On Thursday 14 August 2008, Alex Perry wrote: The ATI booth at SigGraph in Los Angeles this week is demonstrating a single Linux machine with two dual-head graphics cards running four monitors. They are running FlightGear on four monitors (center, left, right, above) with the F15 flying between KSFO and the golden gate bridge. Although the engineers who set it up for the show forgot to mention it on our mailing list, the chap at the demo station was happily telling everyone about how nice the simulator is and telling people about the website. If you're at the show, swing by and say Hi to him ... Great - ask them if they're ever going to release the working OpenGL drivers they're using. LeeE - This SF.Net email is sponsored by the Moblin Your Move Developer's challenge Build the coolest Linux based applications with Moblin SDK win great prizes Grand prize is a trip for two to an Open Source event anywhere in the world http://moblin-contest.org/redirect.php?banner_id=100url=/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel