Re: [Flightgear-devel] Global Weather

2010-09-12 Thread HB-GRAL
Am 13.09.10 00:25, schrieb Torsten Dreyer:
>> >  Should I really apply a patch from the forum before I use this menu?
>> >
>> >  Thanks, Yves
> Hi Yves,
>
> these messages come from the "Local Weather" nasal based implementation. The
> mentioned patch is not necessary to run the local weather but is for
> performance increase only.
> Are you sure you get this, when activating "_Global_  Weather" (not_Local_)?
>
> Torsten

Torsten, sorry, I get this anyway in the log, it’s just new here today. 
But I get a bus error when I try to use 'Global weather' in the GUI, 
'Local weather' seems to work. Do I need some special command line 
options to use 'global weather' from the menu?

-Yves




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Re: [Flightgear-devel] Global Weather

2010-09-12 Thread Torsten Dreyer
> Hi
> 
> This is what I get when I try to acitvate 'Global Weather' in the GUI:
> 
> Compatibility layer: Checking available Nasal APIs:
> (this may cause harmless error messages when hard-coded support is lacking)
> ##
> Warning: invalid line segment passed to
>  IntersectVisitor::addLineSegment(..) nan nan nan nan nan nan segment
>  ignored..
> geodinfo found
> 1
> Warning: invalid line segment passed to
>  IntersectVisitor::addLineSegment(..) nan nan nan nan nan nan segment
>  ignored..
> -geodinfo:Vector support unavailable
> ---> A patch is available at
> http://flightgear.org/forums/viewtopic.php?f=5&t=7358&st=0&sk=t&sd=a&start=
> 90#p82805 features.geodinfo_supports_vectors=0
> ##
> 
> FG fails complete with bus error.
> Should I really apply a patch from the forum before I use this menu?
> 
> Thanks, Yves
Hi Yves,

these messages come from the "Local Weather" nasal based implementation. The 
mentioned patch is not necessary to run the local weather but is for 
performance increase only. 
Are you sure you get this, when activating "_Global_ Weather" (not _Local_)?

Torsten

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[Flightgear-devel] Global Weather

2010-09-12 Thread HB-GRAL
Hi

This is what I get when I try to acitvate 'Global Weather' in the GUI:

Compatibility layer: Checking available Nasal APIs:
(this may cause harmless error messages when hard-coded support is lacking)
##
Warning: invalid line segment passed to IntersectVisitor::addLineSegment(..)
  nan nan nan nan nan nan segment ignored..
geodinfo found
1
Warning: invalid line segment passed to IntersectVisitor::addLineSegment(..)
  nan nan nan nan nan nan segment ignored..
-geodinfo:Vector support unavailable
---> A patch is available at 
http://flightgear.org/forums/viewtopic.php?f=5&t=7358&st=0&sk=t&sd=a&start=90#p82805
features.geodinfo_supports_vectors=0
##

FG fails complete with bus error.
Should I really apply a patch from the forum before I use this menu?

Thanks, Yves

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Re: [Flightgear-devel] NASA 3D Models

2010-09-12 Thread Jon S. Berndt
> Reading the NASA guidelines it seems to be compatible with GPL, so I
> put
> the VAB is in git in Models/Structures. Do you have any plans for it?
> 
> Vivian

Not for the VAB, so much, but to launch things from KSC the launch pad is
needed. :-)

And the Ares-1 vehicle would be nice, too. I'll try and look over my model
to make sure there is no sensitive stuff in there and I may place the model
in JSBSim CVS.

Jon



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Re: [Flightgear-devel] NASA 3D Models

2010-09-12 Thread Vivian Meazza
Jon S. Berndt wrote

> 
> Can these be converted to the format that FlightGear uses - particularly
> the
> crawler, the VAB, and the launch complex - as well as the launch vehicle
> models?
> 

Reading the NASA guidelines it seems to be compatible with GPL, so I put
the VAB is in git in Models/Structures. Do you have any plans for it?

The crawler is more difficult - I have converted it but at 141,000 vertices
I think it's too heavy. I'll see what can be done.

Vivian 




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Re: [Flightgear-devel] NASA 3D Models

2010-09-12 Thread Vivian Meazza
Jon S. Berndt wrote

> 
> Can these be converted to the format that FlightGear uses - particularly
> the
> crawler, the VAB, and the launch complex - as well as the launch vehicle
> models?
> 

Trivial task - about 30 secs work - here's one I did earlier in AC3D format

http://img408.imageshack.us/f/globalhawk1.jpg/

Rather too many vertices perhaps ... 

I'll do the crawler

Vivian



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Re: [Flightgear-devel] NASA 3D Models

2010-09-12 Thread Jon S. Berndt
How did I manage to forget to post the link!

 

:-\

 

JB

 

 

From: Leonardo Fabian Grodek [mailto:fabian.gro...@gmail.com] 
Sent: Sunday, September 12, 2010 9:41 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] NASA 3D Models

 

What a coincidence! I discovered those models just yesterday!

I managed to open the Shuttle model in Blender, so I guess it would be
possible to have them exported to Flightgear.

BTW, here's the link to the site:
http://www.nasa.gov/multimedia/3d_resources/models.html

Regards,
Fabián

On Sun, Sep 12, 2010 at 9:34 AM, Jon S. Berndt 
wrote:

Can these be converted to the format that FlightGear uses - particularly the
crawler, the VAB, and the launch complex - as well as the launch vehicle
models?

Jon




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Re: [Flightgear-devel] Arrivals

2010-09-12 Thread Prof. K.Venkata Rao

Dear Durk

Can I get a copy of your development code of the smooth landing process?
I was looking for the same since long.

Cheers

Prof. Rao

--- On Sun, 8/29/10, Durk Talsma  wrote:

> From: Durk Talsma 
> Subject: [Flightgear-devel] Arrivals
> To: "FlightGear developers discussions" 
> 
> Date: Sunday, August 29, 2010, 6:18 PM
> Hi All,
> 
> Thanks to the combination of vacation and a record amount
> of rainfall in the 
> last four days, I've been able to rework a major section of
> the AI traffic 
> code. One of the weakest aspects of the AI traffic system
> was that aircraft 
> never performed a reasonable approach, but basically just
> plummeted out of the 
> skies, only to pretend making a reasonable landing (and
> usually ending up 
> several miles short of the runway).
> 
> The new code generates a more realistic approach path, and
> ensures that 
> arrivals will start almost instantly after program start.
> The approach paths 
> are set up in such a way that aircraft will be lined up
> with 90 seconds of 
> flight time (or more) between them. This is done by using
> small changes in 
> length of the final approach path, combined with an
> approach controller / 
> pilot that commands small changes in descent speed, to
> ensure that each 
> aircraft will arrive at the final approach fix at the
> slotted time. 
> 
> Note that there are still a few issues remaining, but I'm
> planning to fix 
> those later (most notably, there's still a rather sharp
> drop onto the runway 
> at the end of the landing phase, but I'll work on that
> later. 
> 
> I'm planning to push this onto gitorious towards late
> afternoon / early 
> evening today. I'd like to let it run for a few more hours,
> and still need to 
> remove a couple of dozens of debug messages, but other than
> that, I think that 
> the code is ready for more general testing. 
> 
> Please let me know if you find any issues (once committed).
> I'm currently 
> having vacation, so I should be able to address any issues
> withing reasonable 
> time.
> 
> Cheers,
> Durk
> 
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Re: [Flightgear-devel] NASA 3D Models

2010-09-12 Thread Gijs de Rooy

I got the shuttle into FlightGear a "long" time ago: 
http://www.flightgear.org/forums/viewtopic.php?p=32000#p32000
FlightGear can read .3ds files directly IRC, so does Blender (then export to 
.ac). Blender also opens .obj, so the Crawler
shouldn't be a problem either.


Cheers,

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Re: [Flightgear-devel] NASA 3D Models

2010-09-12 Thread Leonardo Fabian Grodek
What a coincidence! I discovered those models just yesterday!

I managed to open the Shuttle model in Blender, so I guess it would be
possible to have them exported to Flightgear.

BTW, here's the link to the site:
http://www.nasa.gov/multimedia/3d_resources/models.html

Regards,
Fabián

On Sun, Sep 12, 2010 at 9:34 AM, Jon S. Berndt wrote:

> Can these be converted to the format that FlightGear uses - particularly
> the
> crawler, the VAB, and the launch complex - as well as the launch vehicle
> models?
>
> Jon
>
>
>
>
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[Flightgear-devel] NASA 3D Models

2010-09-12 Thread Jon S. Berndt
Can these be converted to the format that FlightGear uses - particularly the
crawler, the VAB, and the launch complex - as well as the launch vehicle
models?

Jon



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Re: [Flightgear-devel] Ambient light

2010-09-12 Thread thorsten . i . renk
> There is now support for a /rendering/scene/saturation property in git
> which if set to 1.0 (default) sets the colors as before and when set to
> 0.0 turns everything dark.

Thanks, much appreciated!

* Thorsten


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Re: [Flightgear-devel] Ambient light

2010-09-12 Thread Erik Hofman
On Thu, 2010-09-09 at 10:26 +0300, thorsten.i.r...@jyu.fi wrote:
> You misunderstood - I don't want to set the properties directly (far too
> complicated to recompute all that in Nasal), I would like to pass an
> argument to the existing code that modifies the way the light is created
> by desaturating and darkening it.

There is now support for a /rendering/scene/saturation property in git
which if set to 1.0 (default) sets the colors as before and when set to
0.0 turns everything dark.

Erik


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Re: [Flightgear-devel] Updating MSVC 100 project files by hand

2010-09-12 Thread Frederic Bouvier

- "James Turner" a écrit :

> On 11 Sep 2010, at 22:38, Frederic Bouvier wrote:
> 
> >  saw that you updated MSVC project files and that's nice of you, but
> it happens that for the MSVC100 (2010) files, things are a little bit
> more complicated than for MSVC90 (2008).
> > 
> > Basically, you added .hxx files in FlightGear.vcxproj file, with the
> clause :
> > 
> > 
> > 
> > Doing so, you asked MSVC to compile that header file, which led to
> numerous strange compile errors, because that files are not self
> complete, and depends on other header files that are not included.
> > 
> > The right clause is :
> 
> I think I made the same error recently - I've got into the habit of
> updating the project files, but didn't even look at the structure when
> I added some new files in. Thanks for the explanation, Fred.
> 
> If we try to hand-edit the files, and make a mistake, is that a hassle
> to fix? I.e, would you rather we *tried* to hand-edit the files, or
> just not bothered?

The problem is to spot a problem, because now we can compile files that do not 
appear in the solution tree, and it would be hard to remove or alter them then.
When the problem is identified (when you realize you shouldn't bother with the 
compile errors because that file shouldn't be compiled, and you realize you 
can't remove it because it is not in the tree ;-), it's just a matter of 
loading the vcxproj file in vi and fix it. But when there are no errors, the 
problem stay hidden.

Overall, it's less hassle to add the files by hand in the studio, so, don't 
bother.

Do you remember which file you added to the MSVC100 project ?

-Fred

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Re: [Flightgear-devel] Updating MSVC 100 project files by hand

2010-09-12 Thread James Turner

On 11 Sep 2010, at 22:38, Frederic Bouvier wrote:

>  saw that you updated MSVC project files and that's nice of you, but it 
> happens that for the MSVC100 (2010) files, things are a little bit more 
> complicated than for MSVC90 (2008).
> 
> Basically, you added .hxx files in FlightGear.vcxproj file, with the clause :
> 
> 
> 
> Doing so, you asked MSVC to compile that header file, which led to numerous 
> strange compile errors, because that files are not self complete, and depends 
> on other header files that are not included.
> 
> The right clause is :

I think I made the same error recently - I've got into the habit of updating 
the project files, but didn't even look at the structure when I added some new 
files in. Thanks for the explanation, Fred.

If we try to hand-edit the files, and make a mistake, is that a hassle to fix? 
I.e, would you rather we *tried* to hand-edit the files, or just not bothered?

James


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