[Flightgear-devel] UAV Landing on USS George H W Bush
http://now.msn.com/unmanned-navy-drone-x-47b-performs-arrested-landing-on-aircraft-carrier Impressive - though I wouldn't want to be standing on the deck for its first few landings. We shouldn't forget though that Curt had this nailed over a year ago - the only difference is the available budget: https://www.youtube.com/watch?v=FWghkjE8HMY -- Jon Stockill li...@stockill.net -- See everything from the browser to the database with AppDynamics Get end-to-end visibility with application monitoring from AppDynamics Isolate bottlenecks and diagnose root cause in seconds. Start your free trial of AppDynamics Pro today! http://pubads.g.doubleclick.net/gampad/clk?id=48808831iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Fwd: [Flightgear-commitlogs] FlightGear branch, next, updated. fe1222a90dd809560e787ce09391d5cf97bbe6fe
commit fe1222a90dd809560e787ce09391d5cf97bbe6fe Author: Thomas Geymayer Date: Thu Nov 15 11:55:25 2012 +0100 Optional profiling commands using gperftools This appears not to be so optional: [ 22%] Building CXX object src/Main/CMakeFiles/fgfs.dir/fg_commands.cxx.o /export/flightgear/FlightGear-GIT/src/Main/fg_commands.cxx:57:30: fatal error: google/profiler.h: No such file or directory compilation terminated. make[3]: *** [src/Main/CMakeFiles/fgfs.dir/fg_commands.cxx.o] Error 1 make[3]: Leaving directory `/export/flightgear/FlightGear-GIT' make[2]: *** [src/Main/CMakeFiles/fgfs.dir/all] Error 2 make[2]: Leaving directory `/export/flightgear/FlightGear-GIT' make[1]: *** [all] Error 2 make[1]: Leaving directory `/export/flightgear/FlightGear-GIT' make: *** [build-flightgear] Error 2 -- Jon Stockill li...@stockill.net -- Monitor your physical, virtual and cloud infrastructure from a single web console. Get in-depth insight into apps, servers, databases, vmware, SAP, cloud infrastructure, etc. Download 30-day Free Trial. Pricing starts from $795 for 25 servers or applications! http://p.sf.net/sfu/zoho_dev2dev_nov ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Random buildings improvements - phase 2
On Wed, 2 May 2012 07:17:45 -0700 (PDT), Gene Buckle wrote: On Tue, 1 May 2012, Stuart Buchanan wrote: Hi All, I've just committed a change that adds emissive lighting to the random buildings: http://www.nanjika.co.uk/flightgear/buildings-evening.jpg That looks fantastic Stuart! It'll be cool when you can fly over and catch someone playing Tetris on the side of one of those buildings. :D Damnit, now I need to find time to model the green building at MIT and write tetris in nasal! -- Jon Stockill li...@stockill.net -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Next Meeting #fg_scenery
On Sun, 25 Mar 2012 00:15:11 +0100, Christian Schmitt wrote: Hi, the next meeting is planned for Monday, 26.3. at 16:00 UTC or 4 PM UTC. Don't forget about the DST starting tonight in many countries :) Hope to see many of you. I'm afraid I'll still be at work. -- Jon Stockill li...@stockill.net -- This SF email is sponsosred by: Try Windows Azure free for 90 days Click Here http://p.sf.net/sfu/sfd2d-msazure ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] scenery loading cleanup
On Thu, 8 Mar 2012 23:13:56 +0100, Clement de l'Hamaide wrote: I've encountered a problem about this change but I fixed it. Some explanation : I use 5 sceneries folders and some of them add some data to the precedent scenery folder. I use this argument : --fg-scenery=/home/clement/Scenery_test:/home/clement/fgdata_paf/Scenery:/home/clement/Scenery_elmaxo:/home/clement/Scenery_papillon81/Scenery:/home/clement/Scenery_italy:/home/clement/Scenery In order to fly at LFHU (France) I use these data: ~/fgdata_paf/Scenery/Object/e000n40/e006n45/3056064.stg ~/Scenery_elmaxo/Terrain/e000n40/e006n45/3056064.stg ~/Scenery_elmaxo/Terrain/e000n40/e006n45/3056064.btg.gz ~/Scenery_elmaxo/Terrain/e000n40/e006n45/LFHU.btg.gz Since you have changed I need to move associated Terrain in the same Scenery folder of Object folder. So I copied/pasted Terrain data in the same Scenery folder contains Objects and now I use these data: ~/fgdata_paf/Scenery/Object/e000n40/e006n45/3056064.stg ~/fgdata_paf/Scenery/Terrain/e000n40/e006n45/3056064.stg ~/fgdata_paf/Scenery/Terrain/e000n40/e006n45/3056064.btg.gz ~/fgdata_paf/Scenery/Terrain/e000n40/e006n45/LFHU.btg.gz I have something similar in that my scenery path has /export/LocalScenery:/export/Scenery The LocalScenery directory contains only an objects directory which adds extra objects that I'm currently working on. Previously these objects would be displayed along with the objects and terrain from the /export/Scenery directory but now I just get the objects and no terrain. Removing the first directory from the search path brings the terrain back again. Can you explain exactly how the loading now works, and if it's still possible to use extra local objects trees in the way I describe? -- Jon Stockill li...@stockill.net -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re : Windturbines facing in wrong wind direction
On 29/02/12 17:06, Gijs de Rooy wrote: Whatever you do to fix it, please note that there is more than one windturbine model ;) E.g. this one I created recently: http://scenemodels.flightgear.org/modeledit.php?id=2418 IIRC it has the same animation setup, just different numbers. It seems there was some weirdness in the db: landcover= select count(*),ob_heading from fgs_objects where ob_model=33 group by ob_heading; count | ob_heading ---+ 1 | 200.00 2 | 210.00 1 | 230.00 1 | 240.00 789 | 180.00 24262 | 0.00 (6 rows) So I've updated it, and we now have: landcover= select count(*),ob_heading from fgs_objects where ob_model=33 group by ob_heading; count | ob_heading ---+ 25056 | 0.00 (1 row) I'll do the same for model 2418 - then once everything is consistent we can see if any changes need to be made (they certainly used to work properly). -- Jon Stockill li...@stockill.net -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re : Windturbines facing in wrong wind direction
On Mon, 27 Feb 2012 09:54:40 -0600, Curtis Olson wrote: Hi Martin and Olivier, I thought that windturbine orientation was correct in the past -- so please use due diligence to identify if the problem is just a misorientaiton of the base model, or if one of the components of the wind vector was reversed (or the code that takes the wind(east) and wind(north) components and derives the heading is correct.) If only east/west component is reversed, I dont think changing the base model orientation will actually fix the problem for all wind directions. It may be from people submitting positions with an incorrect heading set. Since the model obviously turns into wind the heading should be 0 in the database, though this appears as 180 in the stg file. If someone's submitted a hand crafted stg file with all the headings set to 0 by mistake then it could explain the problem. I'll have a look when I get home from work. -- Jon Stockill li...@stockill.net -- Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re : Scenery web and scene models
On Mon, 13 Feb 2012 19:43:17 + (UTC), Martin Spott wrote: To be honest, there's a lot of ugly cruft in some of the web site code and the plan was to cast this into a nicer shape before making it public. Unfortunately the plan was never pursued. Actually it's *mostly* ugly cruft. I had intended splitting the logic from the page layout (my design skills are even worse than my code ;-) but that's been on my todo list for way too long. -- Jon Stockill li...@stockill.net -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Cmake equivalent to --with-osg=/some/path
I'm currently updating some jenkins build scripts for cmake rather than autoconf, and I'm having problems getting the build to link against local copies of all the dependencies. Is there a simple way of specifying where to look for these rather than having to specify the path to each individual library file (which from the cmake output seems like it might be the only way). -- Jon Stockill li...@stockill.net -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Docs installation with cmake
I've just noticed that the README files are being installed to /usr/doc since the switch to cmake. This should be /usr/doc/flightgear -- Jon Stockill li...@stockill.net -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-novd2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] cmake
I've converted my build script over to cmake (I'll be updating my jenkins server once a few niggles have been ironed out) - these are: Simgear: Simgear doesn't seem to install to the correct directory on 64 bit systems any more - there doesn't seem to be any way to tell it to use /usr/lib64 instead of /usr/lib FlightGear: Have we changed the default data directory again? cmake outputs this: -- Using default data-dir: /usr/lib/FlightGear There doesn't appear to be any way to set it within ccmake or from te commandline. There's doesn't seem to be any way to enable the jpg-httpd server. (Under autoconf it was enabled by default if Simgear was built with jpeg factory support). make install no longer installs the manpages. -- Jon Stockill li...@stockill.net -- RSA(R) Conference 2012 Save $700 by Nov 18 Register now http://p.sf.net/sfu/rsa-sfdev2dev1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] cmake
On 04/11/11 00:00, Martin Spott wrote: Jon Stockill wrote: Simgear doesn't seem to install to the correct directory on 64 bit systems any more - there doesn't seem to be any way to tell it to use /usr/lib64 instead of /usr/lib That's in LIB_POSTFIX. Try: # ~ cmake -D CMAKE_INSTALL_PREFIX=/usr -D LIB_POSTFIX=64 [...] OK, just tried that (after a make clean first just to be sure), it still installs to /usr/lib (and neither ccmake nor cmake -LH make any mention of that option). -- Jon Stockill li...@stockill.net -- RSA(R) Conference 2012 Save $700 by Nov 18 Register now http://p.sf.net/sfu/rsa-sfdev2dev1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] cmake
On 04/11/11 00:08, Adrian Musceac wrote: On Friday, November 04, 2011 01:05:25 Jon Stockill wrote: Have we changed the default data directory again? cmake outputs this: -- Using default data-dir: /usr/lib/FlightGear There doesn't appear to be any way to set it within ccmake or from te commandline. I believe it's FG_DATA_DIR, as observed here: https://gitorious.org/fg/flightgear/commit/4b8ef9c3cf4f4f3565de3678cd733ad8067be6d9 Thanks - that worked (well, it returns the correct details when you run cmake with that option, I've yet to test the resulting binary). It's not mentioned anywhere in ccmake though. -- Jon Stockill li...@stockill.net -- RSA(R) Conference 2012 Save $700 by Nov 18 Register now http://p.sf.net/sfu/rsa-sfdev2dev1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Scenery models
(Posted to both -users and -devel as scenery developers don't seem to be pinned down to one particular list). I've recently hacked together a script to run some checks over the models in the scenery database looking for common problems. So far it's looking for missing textures, and textures with the wrong dimensions. The output can be found here: http://scenemodels.flightgear.org/sceneryfaults.log If you spot any of your models on the list then it'd be great if you could resubmit a corrected version preferably in the same format as you get by downloading the model from its page on the scenery db - it makes replacing them a lot easier). I suspect the vast majority of textures reported as missing simply need the leading path stripping from the model code, the ones showing incorrect image sizes may need more work. Fixing these errors should result in a lot less noise being generated by the scenery loader. -- Jon Stockill fgf...@stockill.net -- Magic Quadrant for Content-Aware Data Loss Prevention Research study explores the data loss prevention market. Includes in-depth analysis on the changes within the DLP market, and the criteria used to evaluate the strengths and weaknesses of these DLP solutions. http://www.accelacomm.com/jaw/sfnl/114/51385063/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] KX165 - serially feeding data to increment a property value. How?
On 31/03/11 21:28, Roberto Inzerillo wrote: Hallo everybody, I purchased a few rotary encoder and a bunch of 7segment displays to build a physical replacement of the Bendix KX165. I'm using Arduino which feeds data to FGFS on a serial connection. I'd like to update instrumentation/comm[0]/frequencies/standby-mhz property using the rotary encoder, I wonder what's the best strategy. I'm working on something similar too: http://leeds.hackspace.org.uk/wiki/index.php/Projects/FlightSimHardware The simplest solution seems to be to simply send the active and standby frequencies whenever there's a change (up/down of the standby frequency, or swap of active/standby), and define a protocol that expects the two frequencies, comma separated from the serial port. It doesn't appear to matter that there's not a continuous data stream - the last received value is used if there's no new data. I run the incoming protocol at 10Hz, which seems to give a quick enough response for the on screen version of the display. I'd like to be able to send values from flightgear back to the panel, so that updates to the properties are reflected on the radio panel hardware, but it appears I've got some bugs in my code at the moment (seems like a race condition or memory leak) that cause things to lock up or randomly reset. I need to get it hooked up to a JTAGICE to debug it. Jon -- Create and publish websites with WebMatrix Use the most popular FREE web apps or write code yourself; WebMatrix provides all the features you need to develop and publish your website. http://p.sf.net/sfu/ms-webmatrix-sf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] KX165 - serially feeding data to increment a property value. How?
On 03/04/11 15:04, Roberto Inzerillo wrote: Good to know Jon, I'll be glad to talk about that with you. I like your hardware approach, getting your hands dirty on a naked ATMega16 should be fun too :-) It's interesting, and results in *much* smaller code than you'd get using the arduino libraries, and I was reasonably happy with gcc anyway which reduced the learning curve. It's nice to be able to just type make and have the code compiled and blasted onto the chip via an AVRISP2. I sort of went about this in the opposite direction to most people - I started out with the bare AVR stuff, and got an arduino at a later stage just for hacking quick projects with, though it's currently stuck in a fairly long term project: http://leeds.hackspace.org.uk/wiki/index.php/Projects/Nav_Bot_I I've settled down on sending the standby-mhz only cause I will send the swap freq- button state too, that will swap the frequencies inside fgfs property tree itself, without the need to send the active freq too. Still I think it's better to make the external hardware send only the rotary encoder's rotations from a design perspective, and not the frequencies at all; I know that's debatable. I'm sending freq now for easy of development only. I agree sending only changing values should be more desirable but serially sent data should be sent all together, there's no way to send an input chunk and leaving the others as-is; since my approach aims at integrating several (not thousands but quite a few anyway!) physical input/output devices, I think for simplicity everything should be sent at a constant frequency. And no, I find 10hz is way too low for some other devices (maybe frequency settings updates can tolerate a 10th of a second delay, but it's still noticeable). I'm still wondering if you too have noticed that FGFS updates it's property tree with not exact standby-mhz values when using such input devices. Can you confirm? Did you solved this issue? I've also noticed you useformat%03.3f/format in an input chunk ... I did try that too, I hoped that would get me a 3.3 digit format but nothing! It's ignored. How's that at your side? Actually I wrote that with reference to the protocol documentation, because I didn't have the exact file handy - there may be slight differences between that and what I actually got working. I'll update it when I remember to grab a copy of the original file. I did get my prototype working though, so it's definitely possible to format the numbers properly. I need to sort out a git server too so other people can play with the code, currently the only access to my git repository is through ssh. Jon -- Create and publish websites with WebMatrix Use the most popular FREE web apps or write code yourself; WebMatrix provides all the features you need to develop and publish your website. http://p.sf.net/sfu/ms-webmatrix-sf ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Logos and licensing
On 06/03/11 23:42, Vivian Meazza wrote: One final thought. We have been using logos in FG ever since I've been involved - 2004 and probably longer. In that time we have not had a problem. Are we saying that no rights holder has ever noticed it anywhere? I find that a bit improbable; perhaps they aren’t looking or aren't bothered. Of course, I'm inviting disaster to strike us Monday morning. While we're on the subject of branding I've got some generic billboard models which are in need of some posters to go on them - so if anyone wants to design them (I thought it might be nice to have some flightgear themed ads on them) then feel free to drop me an email and I'll let you know the dimensions. It's tempting to do one that flips over to show different ads too. Jon -- What You Don't Know About Data Connectivity CAN Hurt You This paper provides an overview of data connectivity, details its effect on application quality, and explores various alternative solutions. http://p.sf.net/sfu/progress-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scenemodels ground elevation update
On 10/01/11 15:26, Curtis Olson wrote: Hi Martin, I skimmed the contribute.php link for info on specifying object elevation and had one question. Your approach seems focus on landmarks and buildings that need to sit on top of the ground. But often, important tall objects have a known absolute height ... like a radio tower in an FAA database. For these objects it would be better to keep them at a fixed absolute height rather than float them up or down with different revisions of the terrain. Those things are marked as obstructions in the database, their elevation is fixed. (In this case we know the published height of the top, and the height of the model, and can place the base accordingly - this is done for all the FAA and FCC sourced models that we placed). Jon -- Gaining the trust of online customers is vital for the success of any company that requires sensitive data to be transmitted over the Web. Learn how to best implement a security strategy that keeps consumers' information secure and instills the confidence they need to proceed with transactions. http://p.sf.net/sfu/oracle-sfdevnl ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Enable headtracking in FlightGear?
George Patterson wrote: On Thu, Apr 22, 2010 at 8:41 PM, wjp.vri...@quicknet.nl wrote: You're probably right, they phrase is differently: the non-commercial API may only be used in 'open source' projects... I don't know why, but it does not matter to me: I like 'open source' ! It's bigger than just open versus non-commercial? The FaceAPI is not GPL compatible. The GPL allows you to download the source and commercialise the code as long as the same rights are granted to the end users. As I see it, this means that this extension would need to be left out of the FlightGear source tree. This is also something that Melchior is already working on using OpenCV and ehci - all open source. Jon -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] News from FlightProSim!
Curtis Olson wrote: On Mon, Mar 15, 2010 at 12:56 PM, Frederic Bouvier fredfgf...@free.fr mailto:fredfgf...@free.fr wrote: What will happen if this guy creates a flightgear.flightprosim.com http://flightgear.flightprosim.com page ? We could only hope ... !!! Can we get in trouble ourselves for using his name? Possibly - he claims it's a trademark. One from the screenshots page that contains yet more non-gpl content. If he's including that scenery then that could be a problem. Jon -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shortcut to flaps down
Atadjanov Daniyar wrote: Hi! For a long time flaps down shortcut ( ] ) is not working on my fgfs-devel. It's not a problem for me, because i'm using joystick's button to extract flaps, but i think we must check this function before releasing 2.0. I'm on Ubuntu Linux + FGFS from CVS. This was caused by a bug in OSG - I'd suggest upgrading to the 2.9.6 developer release. Jon -- SOLARIS 10 is the OS for Data Centers - provides features such as DTrace, Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW http://p.sf.net/sfu/solaris-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] rotated screen
Harry Campigli wrote: Possibly I can just rotate the view in osg where the camera is defined and just position the instruments as required on the rotated panel in the normal maner (os is linux, multi screen video cards) Any suggestions on the way to approach this or where ita already been done would be most welcome. You should be able to rotate the screen with driver settings, leaving you with a 768x1024 rather than 1024x768 display (for example) to display a normal OSG camera view on. Jon -- SOLARIS 10 is the OS for Data Centers - provides features such as DTrace, Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW http://p.sf.net/sfu/solaris-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] http://wiki.flightgear.org/robots.txt
John Denker wrote: Really? A collective, open-source project that doesn't allow anybody other than google to index the documentation? Is there a reason for this? Presumably because there are some truly awful bots out there, and google at least is known to be well behaved. Jon -- Download Intelreg; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Shift key stuck once pressed
Curtis Olson wrote: For what it's worth, the [ ] key bug is also in OSG-2.9.5 (the latest developer release last I checked.) Bummer to have to open up the property browser to change flap settings on takeoff and landing. I was hoping this would get fixed quickly because OSG seemed to make frequent releases, but it's been quite some time now since they've rolled up a new release. It's fixed in 2.9.6, which was released 10th Dec. Jon -- SOLARIS 10 is the OS for Data Centers - provides features such as DTrace, Predictive Self Healing and Award Winning ZFS. Get Solaris 10 NOW http://p.sf.net/sfu/solaris-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] scenery bug: KSQL stray building
George Patterson wrote: On Tue, Feb 9, 2010 at 8:48 AM, John Denker j...@av8n.com wrote: At KSQL there is reproducibly a building sitting partially on a taxiway and even extending onto the runway a little bit. http://www.av8n.com/fly/fgfs/img48/ksql-building-on-rwy.png I have also been experiencing this issue so it's in the scenery somewhere. It's in the scenery because the FAA say it's there, and a quick look on google earth confirms that. We just need a more specific model to replace the generic one. Jon -- The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Outerra
Heiko Schulz wrote: Hi, Just for those who wants to know what's going on in the flight sim world: Outerra is a new 3d-engine for seamless planet rendering. They included JSBSim, so it can be used as Flight Sim. It is still in developement, but they hope it will be used in any games and sims in near future. There is a demo planned for the next few weeks. I wonder if we can use this with FGFS as well ;-) But it seems that the new technics used shows the future of flight sims graphics and abilities Very impressive. I wonder how well it handles more urban environments. The screenshots of the road rendering are very nice. Jon -- The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] configuration snafu
Curtis Olson wrote: I don't doubt that there could be some lib vs. lib64 inconsistencies, but FilghtGear builds right out of the box for me on 64bit Fedora 12 ... no hitches at all that I recall and it has done so for quite some time. Same for me on slackware64. Jon -- The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] memory hemorrhage
Tim Moore wrote: By the way, the new hotness in terrain visualization seems to be creating buildings from shape files that encode the height of each building, with a big texture (extracted from a bigger image) that has an image of each roof. If you assume that buildings are prisms, an efficient representation of the building polygons can be created at load time. Any thoughts on that approach? Not done at runtime, and untextured but: http://gallery.flightgear.org.uk/c1702623.html Ok for basic buildings, but our modellers can do much better. Its a handy technique for filling in buildings, but you have to be careful just how many you create - those examples resulted in 1fps. Jon -- The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] memory hemorrhage
Heiko Schulz wrote: Hi That's the correct definition. I meant that the frame rate was clobbered. Perhaps clobbered is a bit strong. Tim This gives far more sense then. For KSFO it would maybe help to change the power pylons. Currently it is one sized .ac-model but which is changed in size per scale-animation in .xml. As we already know every used .xml will slow down, so a big amount of .xml in a scenery can be deadly (like Paris-scenery) Problem: I don't think to replace all power pylons is an easy task Actually, it's a very easy task :-) Jon -- The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] TerraGear terrafit python script
Andrew Gillanders wrote: Hi all, Does someone have a working copy of the terrafit.py script? I have the one from the TerraGear 0.9.8 tar ball at terragear.org, but it isn't working on my system (Mac OS 10.4, using Unix command line, Python version 3.0.1). Python is not my language, so trying to get it working is getting a bit tedious. Could it be time to update the TerraGear source code to make it more readily buildable? Have you tried with python 2.x? Jon -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Laptop Recommentations
Stuart Buchanan wrote: Hi All, The graphics card on my FG PC has just died, and as the PC is now quite old and was already on it's second graphics card, I'm looking to buy a laptop to replace it with. Does anyone have a recommendation for laptops, or particular things I should look out for. So far, my requirements list is as follows: * 17 screen * NVidia graphics card (non-integrated) * Ubuntu support * Plenty of USB sockets for joystick/pedals. The HP Pavillion range is probably worth looking at - a lot of them appear to have nvidia 100 and 200 series graphics now. Jon -- This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cliffs
cullam Bruce-Lockhart wrote: Terribly sorry to send this out again, but I never got any response to my previous query. I'm planning on developing procedures that automatically assign cliff textures to any scenery beyond a certain slope. From reading through the flightgear devel archives, this idea has come up before. Does anybody know if any work was actually done with it? And if so, anyone know where I can find it, or who I can talk to about it? I just want to make sure I'm not doing work that's redundant. I suspect that's something already handled by the terrain shaders. ISTR they give a more rocky look to steeper surfaces. Jon -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Ignoring MP pilots
Pete Morgan wrote: Tom P wrote: Hi Torsten That's an interesting concept, I was thinking about groups as well. But instead of writing extra code on top of the current client and server, could we use different ports on the server? Let me explain: if I understand correctly, the server already allows connection to port 5002 for testing., What if we extend the concept to multiple ports and maybe assign a name to the port to make things clear. As you said, some of the predefined groups could be: - Beginner = port 5000 - Adheres to/provides ATC = port 5001 - Combat/Fighter on a mission = port 5002 - Airliner = port 5003 (I'd group Adheres to/provides ATC and Airliner together for now). Obviously the server will need to do a bit more work, but at least the demultiplexing between groups is done by the TCP/IP stack, which is quite optimal. The only drawback is that groups are *really* separate, it would not be easy to see traffic from other groups. Just an idea, Tom I like this idea a lot :-) I would suggest that this is a bad idea - ever increasing port requirements are simply going to annoy the people running the servers. It's really not the right way to solve the problem. Jon -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Sound problems (Was: Improved 3D clouds performance?)
Erik Hofman wrote: What version of OpenAL is this and does explicitly adding --prop:/sim/sound/enabled=true make any difference? I'm using openal-soft-1.9.563 - setting that property on startup does seem to solve the problem, though changing it after startup doesn't appear to enable it (presumably because some initialisation has already been missed). Jon -- Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Things that cause fgfs-construct to be killed?
cullam Bruce-Lockhart wrote: Hi gang. My last few builds of scenery have been killed in the exact same manor, and produced hilarious results to view from the air. Anyway, I was wondering if anyone knew off the top of their head the full list of things that cause fgfs-construct to be killed? I've bumped up the time limit, but it isn't reaching that limit. I've cut each build into the smallest allowable chunk, 0.0625 by 0.125 degrees. I'm not where to set TG_MAX_NODES, but I even tried changing the line in Build/Main/main.cxx c.set_max_nodes(TG_MAX_NODES * 0.8); to c.set_max_nodes(TG_MAX_NODES * 3); Obviously, that's a bit of a hack, but I figured I'd try it to see if it made a difference. Nothing. I'm trying to work with the absolute bleeding edge of what terragear can handle here, with 0.75 arc-sec DEMs, using a 3 meter error threshold, and 50,000:1 shapefile data. So I'd like to slacken any restrictions that Terragear imposes. My experience so far has been that better scenery can take MUCH longer to build, but has a minimal effect on Flightgear's framerate, Any suggestions of what else I could change to let it do crazy builds? One of my CPU cores runs at 100% while building, but my memory usages is still less than 10%, so I shouldn't have hit the limits of my hardware yet! Thanks folks. Just completely remove any call to setrlimit. You'll then be limited by the system itself, so if you run out of ram and swap it'll die anyway - there's not really much you can do about that other than using a better machine. Jon -- Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [patch] Improved 3D clouds performance?
syd adams wrote: Tried the patch and see a slight improvement ... At the moment I have other problems ...no sound , extremely slow loading times , etc... so I'll keep testing in between audio debugging :) Ah, I'm glad it's not just me with sound problems - I've just upgraded a machine to prepare for building packages, so I've built everything from scratch and spent ages tearing my hair out trying to work out why I was getting no sound. Obviously with new builds of everything it's difficult to tell what was the source of the problem because *everything* is new. Jon -- Come build with us! The BlackBerry(R) Developer Conference in SF, CA is the only developer event you need to attend this year. Jumpstart your developing skills, take BlackBerry mobile applications to market and stay ahead of the curve. Join us from November 9 - 12, 2009. Register now! http://p.sf.net/sfu/devconference ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Using shapefiles other than VMAP
cullam Bruce-Lockhart wrote: Hey gang. I'm not sure if the answer to this will turn out to be retardedly simple, or ludicrously complex, but here goes. I've build scenery for the island of Newfoundland with very high resolution for the elevation. But now the low-res, VMAP0 looks awful. In many cases, it cuts canyons and builds wall through an otherwise rugged landscape. I can't find VMAP1 for Canada, but I found a set of vector data in some sort of shapefile format that is at 50,000:1 as opposed to VMAP0's 1,000,000. It's called CanVec. I've got a descriptive html file for one section of land attached to this e-mail. The question is, how do I format this data, or modify my build commands to use it? For one section of the smallest size the data is cut into, I have a file with a name of the format 001n10_2_0_BS_1250009_1 where: - 001n10 is the land area described in this file (this is the same numbering system that the elevation data I'm using used) - 2_0 is the same for every one I've got, I'm not sure what the significance is. - BS is a two letter code that varies from file to file. It might refer to the coverage described by the given shapefile. The others are EN, FO, HD, IC, LX, SS, TO, TR, and VE. Every section has some of each of these. - 1250009 is changes for each file name. But ALL file names end in 0009. So the 125, versus 176 or any other number is the distinctive thing in the file name. - some of the filenames have two or three copies, where the only difference is this last number. It's varries between 0, 1 and 2. - for EVERY file name, I have a .dbf, .prj, .shp, and .shx file. Every section is in it's own folder, so all the 001n10s are grouped together. In each group, is an html file like the one attached, which might tell you far more than I just have. If somebody could give me some tips, or point to some documentation as to how I could use this data to build my scenery in Terragear, it would be really helpful! Up till now, I've been using tgvpf, but that works directly on the VMAP0 stuff, so I'm guessing it won't work without some modification to structures, commands or parameters here. Thanks a lot guys! -cullam shapedecode or ogrdecode should process those files for you - you just need to ensure the coordinates are wgs84 and not some other projection (if they are then they can be converted with the ogr2ogr tool from gdal/ogr) Jon -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New FDM: Vamos automotive simulation in flightgear
Thorsten Hackbarth wrote: Am Mittwoch, den 29.07.2009, 18:35 +0100 schrieb Jon Stockill: Does this mean we'd be able to have real gearboxes in the vehicles we already have, along with drive based on ground reaction rather than faked with a jet engine? Yes, real engine and gearbox and clutch,... you can download a patch against sundays cvs at http://www.gupl.org/flightgear/source.tar.bz2 and a car at http://www.gupl.org/flightgear/porsche356.tar.gz It still is in a very early stage, but you should be able to drive all over the world (is there any other automotive sim which can do that?). Patched and working no problem here. It seems quite slippery once you get it up to a reasonable speed, even on a dry runway (I guess tyre design has come a long way since the late 1940s). I couldn't find any controls mapping anywhere - can you tell me how to operate more than just the steering, throttle, and brakes (found by waggling everything on the stick and throttle until it did something :-) For those interested here's a couple of pics from a quick spin around EGXG: http://courgette.jml.net/~jon/porsche-1.jpg http://courgette.jml.net/~jon/porsche-2.jpg Jon -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear Newsletter August 2009
Maxime Guillaud wrote: ok. Meanwhile, my understanding is that I can distribute my OSM-based scenery under the Attribution-Share Alike Creative Commons license without problems. Correct ? If it's data you submitted to OSM yourself then you can use any license you like, since you still retain ownership of your data. If you're using OSM data submitted by others then you'll need to distribute it under CC-by-SA. Once the new OSM license is sorted then AIUI flightgear scenery will constitute a produced work (there's no easy way to convert it back to the source data), in which case we'll be able to make use of it for the scenery. Jon -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New FDM: Vamos automotive simulation in flightgear
Thorsten Hackbarth wrote: Hi, I created a new FDM based on Sam Varner's automotive simulation framework Vamos http://vamos.sourceforge.net and some yasim code. Is there a chance to get it into svn? Does this mean we'd be able to have real gearboxes in the vehicles we already have, along with drive based on ground reaction rather than faked with a jet engine? That'd certainly be extremely useful for airfield vehicles. Jon -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] view manager look at mode
Gene Buckle wrote: Would it be possible to place the new view into a window instead of having a dedicated view? That would allow you to have an instrument panel with a blank cut-out that could hold this newscam/FLIR window. AFAIK we're currently limited to 1 camera, which would mean you'd need 2 instances of FlightGear in order to get the 2 different views. Jon -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] view manager look at mode
Martin Spott wrote: Jon Stockill wrote: AFAIK we're currently limited to 1 camera, which would mean you'd need 2 instances of FlightGear in order to get the 2 different views. The file FlightGear/docs-mini/README.multiscreen explains how to add additional cameras, That allows you to extend your display, but doesn't give you an independent camera showing a view from a different POV. README.multiscreen was exactly what I was working from when trying to build something which would composite something like tower/flyby/cockpit views on a single screen. Jon -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Flightgear-cvslogs]
Martin Spott wrote: Isn't that a duplicate of this one: http://scenemodels.flightgear.org/modeledit.php?id=918 which had been in CVS for several months ? Two models with the same type name - is there any difference ? Yes - the new one actually works as an arrester system, rather than just being inactive scenery. I'll update any instances of the old one to use the new model, and then remove the old version. Jon -- Enter the BlackBerry Developer Challenge This is your chance to win up to $100,000 in prizes! For a limited time, vendors submitting new applications to BlackBerry App World(TM) will have the opportunity to enter the BlackBerry Developer Challenge. See full prize details at: http://p.sf.net/sfu/Challenge ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] heads up - effects
syd adams wrote: I get the same error on Linux The OSG 2.9.5 dev release will solve the problem if you want to try out the changes immediately. Jon -- Enter the BlackBerry Developer Challenge This is your chance to win up to $100,000 in prizes! For a limited time, vendors submitting new applications to BlackBerry App World(TM) will have the opportunity to enter the BlackBerry Developer Challenge. See full prize details at: http://p.sf.net/sfu/Challenge ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data/Models/Airport BAK-12-0.ac, NONE,
Martin Spott wrote: Vivian Meazza wrote: Update of /var/cvs/FlightGear-0.9/data/Models/Airport In directory baron.flightgear.org:/tmp/cvs-serv26998 Added Files: BAK-12-0.ac BAK12.xml Log Message: Add runway arrester gear type BAK-12. Based on Dave Culp's original work Just as a reminder, as written in the 00README.CONTRIBUTE file: It's already there :-) Jon -- Enter the BlackBerry Developer Challenge This is your chance to win up to $100,000 in prizes! For a limited time, vendors submitting new applications to BlackBerry App World(TM) will have the opportunity to enter the BlackBerry Developer Challenge. See full prize details at: http://p.sf.net/sfu/Challenge ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] X-Plane 850 file format support committed
Curtis Olson wrote: I wonder what tricks and approaches the gaming community uses for drawing clear and realistic roads? The problem with cutting the lines into the surface as polygons is that (1) you explode the polygon count and (2) you have hard aliased edges which can become distracting in the distance. Cooking the lines into the surface texture gets rid of the aliasing problem, but then you explode your texture memory requirements and need to do a lot of work to generate those textures on the fly You also lose the polygon material mapping if you're just going to have a surface (presumably generated from just SRTM data) with the generated texture draped over it. IMHO this is a huge benefit of what we have already, since that's what allows us to have things like amphibious aircraft, operate aircraft from roads (I'm thinking of the harrier, jaguar, air ambulance operations etc etc) and generally ensure a nice bumpy landing when you have to choose a field for your glider because you ran out of altitude before you made it back home. AFAIK this is something pretty unique to FlightGear - we should think very carefully before dropping it. Jon -- Crystal Reports - New Free Runtime and 30 Day Trial Check out the new simplified licensing option that enables unlimited royalty-free distribution of the report engine for externally facing server and web deployment. http://p.sf.net/sfu/businessobjects ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Sky dome coloring
Erik Hofman wrote: Hi, After a request in the forum for a nice pink sunset I decided to update the sky coloring a bit. The fog color now transitions into the sky dome which gives a way better result (imho). (changes are both in SimGear and FlightGear). Let me know what you all think. Sunsets look very nice, but this looks a bit odd, I've not noticed it before, so I'm not sure if it was introduced with this change, or an earlier one, the top of the skydome seems to have some rather odd shading: http://courgette.jml.net/~jon/fgfs-sky-001.jpg http://courgette.jml.net/~jon/fgfs-sky-002.jpg http://courgette.jml.net/~jon/fgfs-sky-003.jpg Jon -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] genapts, demchop, and data from geobase.ca
cullam Bruce-Lockhart wrote: Hi all. I have a set of Canadian data from geobase.ca. This is fairly high resolution data that is downloaded as .dem files. There are already formatted in ascii, and deminfo claims they are good to go. demchop runs on them just fine, and completes successfully, as does terrafit. And then we come to genapts. It loops over and over and over, opening the first pair of .arr.gz/.fit.gz it finds. It's not a problem with that particular pair, as deleting them just makes it loop opening the next pair. This happens regardless of whether I put them in DEM-USGS-3 or SRTM2-North_America-3. Any idea what could be going wrong here? Is it possible that demchop is handling them as if they were 30 arc-sec data? The resolution on these is about 25-30 m, and I'm not sure exactly what that translates to in arc-sec, but it's 3 or less. I've heard someone say that this data set is .75 arc-sec, actually, but I'm not quite sure if that's right or not. ~30m is 1 arcsec - if you didn't process the data as 1arcsec then you probably need to go re-run demchop with the correct parameters. Jon -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Problems with terragear and building Australian scenery
Jason Cox wrote: Geoff, sorry for the double post, but I thought I had issues with my old and new email address. Anyway,the original hgt source was from e0srp01u.ecs.nasa.gov/srtm/version2/Australia This was 'wget' from the site back '06 and unfortunatly not available now. I am cutting up the hgt file with 'gtchop 1 HGT/S38E150.hgt SRTM2-Australia-3/' and it shows no errors. There's your problem - the data is 3 arcsec, not 1, so effectively you've shrunk it to 1/3 of its original size. Re-run hgtchop with 3 instead of 1. Jon -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Elevation trouble with Scenery
cullam Bruce-Lockhart wrote: I've been mucking around trying to build my own scenery for the last couple weeks, with a VAST amount of help from Geoff McLane. I've got it all working, and have been able to generate my own scenery. However, the elevation is coming out all messed up. Geoff has some photos of how it has come out available on his site: http://geoffair.net/tmp/cullam-01.htm Almost all the land data is appearing completely flat, at -m. There are a few pieces of land that appear at sea level. All airports are at sea level. I'm working on the scenery for the island of Newfoundland. I'm using the DEM data available from http://geobase.ca/geobase/en/data/cded/index.html\, which has a resolution of about 30m. According to the Terragear tools, this data is in the correct ASCII format, and is good to go for demchop. After running demchop on about 380 of these files, the folder containing the chopped elevation data is 131.1 MB. I then run genapts on my apt.dat file which was modified to include airports that aren't in the official apt.dat, and to correct their layouts. Again, there don't appear to be any problems. If your airports are at sea level then there's a very good chance your processed DEM data is in the wrong directory. If you run genapts without any parameters ISTR you'll get a list of the directories it will search. Jon -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Building TerraGear
Geoff McLane wrote: So, no idea why fgfs-tools-client crashes, but it is NOT used to generate a small region of scenery. Not true. There's absolutely no reason why you shouldn't use it, especially if you have more than one machine available to build your scenery (the server then hands out tiles to build to clients ensuring they're built in a sensible order, with no duplication). fgfs-tools-client then calls the construct binary with the appropriate parameters. Jon -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenStreetMap Open Database License
Tim Moore wrote: Obviously you've been following this more closely than I, but doesn't the proposed license specifically allow the use of OSM data in applications like flight simulators, with a fairly liberal license? I originally added the use case - it's been tweaked slightly since then, and is currently awaiting a response from the lawyer. Not really much to do until that decision materialises. Jon -- Apps built with the Adobe(R) Flex(R) framework and Flex Builder(TM) are powering Web 2.0 with engaging, cross-platform capabilities. Quickly and easily build your RIAs with Flex Builder, the Eclipse(TM)based development software that enables intelligent coding and step-through debugging. Download the free 60 day trial. http://p.sf.net/sfu/www-adobe-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenStreetMap Open Database License
Martin Spott wrote: OSM are currently discussing a draft of their to be expected future license for their road database. If you're interesed in having OSM roads show up one day in some future releases of the FlightGear World Scenery, then feel free to reserve some time, start at: http://wiki.openstreetmap.org/wiki/Open_Database_License and to read through their legal stuff. Don't miss the Use Cases. In particular 8. Using OSM data in a computer game together with other commercial data Which is the most relevant to us - I think it got extended from my original question about use with other free data. Jon -- Open Source Business Conference (OSBC), March 24-25, 2009, San Francisco, CA -OSBC tackles the biggest issue in open source: Open Sourcing the Enterprise -Strategies to boost innovation and cut costs with open source participation -Receive a $600 discount off the registration fee with the source code: SFAD http://p.sf.net/sfu/XcvMzF8H ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Preferred development os
Harry Campigli wrote: I have used SUSE for years, currently using 10.3. but feel it has gone off since version 9. However I have always managed to build FG from source on it with a bit off mucking around but never Terragear. For along time I have wondered about Debian. I get the impression a lot of FG developers use it. Thus I have installed the etch verion. Everything from the install worked of the mark. Unlike SUSE. I managed to get FG installed with some small bug in the sound, and still fiddling about with terragear compiling. However its early days. Therefore could I float the question amongst FG developers as which OS is most commonly used or preferred as a Flightgear/Terragear development system. I use slackware linux for both flightgear and terragear. Slackware 11.0 has been my main development system for a very long time, and I had no problems. I've recently set up partitions with 12.0, 12.1 and 12.2 on for building packages, and encountered no problems with a flightgear build on those (the only change I needed was to use openal-soft rather than the old openal-0.0.8 code as 0.0.8 didn't seem to be liked by the new compiler). Building on slamd64 12.1 was also a pain free experience. Unfortunately building terragear on slackware 12.2 is something of a problem, since the compiler *really* doesn't like the newmat library, and there doesn't appear to be a newer version available - I suspect this will also be the case on other distros using the latest gcc. Jon -- Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM) software. With Adobe AIR, Ajax developers can use existing skills and code to build responsive, highly engaging applications that combine the power of local resources and data with the reach of the web. Download the Adobe AIR SDK and Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] The use of models from other formats
Vivian Meazza wrote: Ian, Those boxes import nicely into AC3D here. How about a real challenge? No problem getting them into blender either. Jon -- Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM) software. With Adobe AIR, Ajax developers can use existing skills and code to build responsive, highly engaging applications that combine the power of local resources and data with the reach of the web. Download the Adobe AIR SDK and Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] The use of models from other formats
Tim Moore wrote: I don't know what to say about AC3D, but Blender has such a large community that I doubt you need to be suffering in isolation this way. Surely this is a known problem with a workaround? Before people spend too much time on that if you have a small sample model that you could upload somewhere I'd be happy to try and work through the conversion process in blender to determine what's required to get acceptable results - once you're happy it *can* be converted properly we can worry about how to achieve that on your platform. Jon -- Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM) software. With Adobe AIR, Ajax developers can use existing skills and code to build responsive, highly engaging applications that combine the power of local resources and data with the reach of the web. Download the Adobe AIR SDK and Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [BUG] division by zero in YASim/Airplane.cpp (possibly caused by bad 787 model)
LeeE wrote: Oh yeah, and if the model is using the standard FG VRP (Visual Reference Point) to align the 3D model and FDM config, ax ay (and nearly always az) should all be 0.0. az might be different in some aircraft, like the Nimrod MR for example, because the nose has a large offset in the YASim z axis. Were you just using the Nimrod as an example, or do we actually have a Nimrod model somewhere? Jon -- Check out the new SourceForge.net Marketplace. It is the best place to buy or sell services for just about anything Open Source. http://p.sf.net/sfu/Xq1LFB ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] VOR shack : scenery model upgrade opportunity
John Denker wrote: Hi Folks FG puts a model of a VOR shack into the scenery in places where there is supposed to be a VOR shack. So far so good. The problem is, the model seems awfully small. It looks like it is about 5 meters in diameter. I've never seen one in RL that is that small. I've seen them sometimes with twice that diameter and more often with three times that diameter. If you want more data on this, measure some of them using Google maps / satellite view. These things are rather important if you want realism. In the vicinity of a VOR shack, in VFR conditions, pilots really should not be looking at the CDI needle; they should be looking out the window so they don't run into the idiot who *is* only looking at the CDI needle. Having an easily-visible VOR shack model helps with this. There are other useful uses for VOR shacks. Would somebody be kind enough to make a bigger model, or at least in the interim triple the diameter of the existing model? Send me a model, I'll update the database. AFAIK though ther eare currently 2 models in the db, and one at least was modeled on a real VOR. Jon -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] VOR shack : scenery model upgrade opportunity
Alex Perry wrote: Here is a derivative idea. There are several classes of VOR (irrespective of the other radio services that might be colocated) which determine what the receivable range is ... and whether they're usable for jet routes. That change in transmitter power may be a defining factor for how big the shack is. If we have range data available then we can use that to select an appropriate model too. Jon -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] 1.9.0 packages for Slackware
The Slackware packages for the latest release are now available in the usual place: http://flightgear.stockill.org.uk Jon -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear-1.99.5-RC2
Curtis Olson wrote: There's no reason the chooser can't be made to run on any of our supported platforms. It's written in fltk I believe and I've had it running in Linux in the past. The only reason it might seem like it's a win32 only app is that Frederic is really the only one who has taken the time to bundle it with his binary build. Not quite true - it's been included in the Slackware Linux packages too. Jon -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear-1.99.5-RC2
Durk Talsma wrote: Just to make a blunt suggestion, although not completely of my own imagination: would it be an idea to release this version as 2.0?. Initially, we wanted to do a 1.9.0 release, because we felt that the OSG transition wasn't quite there yet. Since then, enormous progress has been made, in particular in the 3D clouds departments. So given this unexpected progress, would labeling this release as 2.0 be a viable option? I know that Curt's been in favor of calling this release 2.0. I initially was a bit more reluctant, but given the enormous progress, I have to say I'd be open to the suggestion. I agree with Tat that we need to think of a good versioning system for future releases. There are still problems with the clouds (the draw order problem with particles), and Tim has already mentioned his intention to start committing the code required for shadows after this release. I believe that code also makes landing lights a possibility. I'd be tempted to make the first release including both of those features 2.0 Jon -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] New Traffic Files
When importing the recently committed traffic files into the traffic database I've noticed that there is some duplication, for example: EC-HDT is defined for both CLI and IBE with different liveries. Jon -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Traffic Files
Jon Stockill wrote: When importing the recently committed traffic files into the traffic database I've noticed that there is some duplication, for example: EC-HDT is defined for both CLI and IBE with different liveries. Some problems with flights too, looks like KLM0757 departs at 10:20 on wednesdays to MPTO, and again at 10:45 to VOHS. Jon -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Traffic Files
Durk Talsma wrote: Is it hard for you to compile a list of errors, so we can have a look? We edited most by hand, so it is quite likely some typo's etc. slipped in. I've mailed you a list. Jon -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D Clouds Check Board
Stuart Buchanan wrote: gerard robin wrote: Hello, I recently succeeded to build FG CVS with osg 2.7.5 and boost ( ouf , but on only one computer) . I get that strange 3D clouds mapping , is it just me ? http://pagesperso-orange.fr/GRTux/checkboard.jpg No, it's not just you. It is a (rather poor) attempt by the code to handle cloud coverage. I have a fix for this, along with some further performance tweaks I expect to have them available shortly. I updated this morning, and the clouds are looking very nice: http://flightgear.stockill.org.uk/testing/EGXGsnow.jpg http://flightgear.stockill.org.uk/testing/EGXGrain.jpg http://flightgear.stockill.org.uk/testing/sherburn.jpg There does seem to still be some interaction with the 2d cloud layers though (pics taken at 500ft intervals): http://flightgear.stockill.org.uk/testing/error1.jpg http://flightgear.stockill.org.uk/testing/error2.jpg http://flightgear.stockill.org.uk/testing/error3.jpg I'm not sure if it's a transparency issue, or a draw order problem. Jon -- SF.Net email is Sponsored by MIX09, March 18-20, 2009 in Las Vegas, Nevada. The future of the web can't happen without you. Join us at MIX09 to help pave the way to the Next Web now. Learn more and register at http://ad.doubleclick.net/clk;208669438;13503038;i?http://2009.visitmix.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Problems with 1.99.5
Anyone else having issues building this? I'm getting: config.status: error: cannot find input file: utils/propmerge/Makefile.in When trying to build a clean extract of the source tarball. 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] Problems with 1.99.5
Curtis Olson wrote: I think this is fixed now in cvs, but nothing will happen until a new tarball is generated (using make dist) I haven't seen any problems with CVS recently, but I was just updating my build script ready for a release and so was running it against the RC tarballs. Just out of interest which version of OSG are people planning to link the release against? Are we going to wait for a 2.8 release, or go with one of the 2.7 developer releases? 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] Problems with 1.99.5
Curtis Olson wrote: I have a problem building a dependency against some development version of a library which is only available from cvs (note the mess that openal can often be on many platforms) OSG is a little bit better in that there is a real tarball with a real version we can download and build against ... even if it's not an official stable release. That's why I suggested the developer release rather than cvs/svn/whatever else they may use. I think there *are* now issues with building against a 2.6.x release. 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] Fwd: Astrasim Expo Flight Simulation Shows 2009
Stuart Buchanan wrote: I suspect they may be expecting us to pay for space - the Sherburn event is free to attend, and they've got to make money somehow. Unfortunately these are both probably a bit too far for me to travel. However, if they were to run one in Scotland ;) I've requested an exhibitor pack - will pass on the details when it arrives. 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] Fwd: Astrasim Expo Flight Simulation Shows 2009
Curtis Olson wrote: I received this email today and am forwarding it to our devel list so all our UK based developers can see. Count me in. A brief look at their website shows an event at Sherburn aero club the month before too - and that's just up the road from here, so I'd be interested in doing that one too. Linux expo a lot of years ago when the royal navy museum lent us a helicopter was an absolute blast, and it's always nice to put faces to names. Who else is interested in either Cosford, Sherburn, or both? 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] Fwd: Astrasim Expo Flight Simulation Shows 2009
Curtis Olson wrote: I received this email today and am forwarding it to our devel list so all our UK based developers can see. -- Forwarded message -- From: *John Marshall* [EMAIL PROTECTED] If interested in attending, I do have presentation pack's available for exhibitors, I can get one despatched out to you. Since it seems I'm not the only person interested before we bombard them with requests we should probably be a bit more organised :-) Who's gonna get the info pack? I'm happy to request it and scan it so it can be made available for anyone else wanting to attend. 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] Fwd: Astrasim Expo Flight Simulation Shows 2009
Vivian Meazza wrote: Since this is your backyard, I suggest you lead on this one. Sherburn is (it's about 20 miles - were I to find myself with enough cash to learn to fly then that's where it'd be). Cosford is about 120 miles away. Sherburn is only a small flying club - TBH I can't see it being a *huge* event there (but I'm willing to be proven wrong). If people are planning on travelling any distance to attend one of the events then I'd highly recommend the one at Cosford - the museum there is fantastic and well worth a visit on its own. 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] 3d-clouds- Texture updates
Heiko Schulz wrote: -I still need to shape the clouds- If I had knowledge about using Phython I would make a script for Blender There's already a cloud generation script for blender (possibly more than one). A quick search found this one: http://wiki.blender.org/index.php/Scripts/Manual/Wizards/Cloud_Generator Maybe it could be modified to output the data we need. 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] Another person selling FlightGear under dubious pretenses
KcKpers Ltd wrote: Hi all, Thanks for the comments so far. I have been looking over the use of images. I will remove any images if you notify me that you wish them to be removed. However I do have something I wish to find out for future reference. If flight gear is under a GPL license, does this not mean work created with the use of flight gear is also under this license if it an output of this software If say a screenshot is taken of this software, does this also not mean this screenshot is licensed automatically under the GPL as it displays in graphical form, the code that was used to create this software. If this is the case then can they not be freely used and not copyrighted individually by the owner. If this is the case, people saying that these images they created are copyrighted goes against and breaches the GPL License I am unsure if this is the case, but it makes sense perhaps. If you use mysql to store your customer database does this make your customer list GPL? If you use gnumeric to prepare your accounts can we all have a copy? 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] How often to poll positions frm MP server via port 5001?
Holger Wirtz wrote: Csaba, Csaba Halász wrote: On Thu, Nov 13, 2008 at 2:50 PM, Holger Wirtz [EMAIL PROTECTED] wrote: This is an intance problem, too. Asterisk will start for every call to a virtual frequency one coneference application. THis application has a thread which polls the data from the MP server to calculate the distances between the clients. To put this function one stage above the conference module means to patch Asterisk itself. That is not really portable and I think very difficult... Or just use a common cache file. Btw, I remember you experimented with sending the position data through the asterisk connection, didn't that work? You wouldn't need polling then. Yes, but it is difficult to implement in the conference application. Because every member has his own thread you have much to lock and unlock while putting data in a global structure - and than you have to calculate the distances every few seconds and so on... it seems to be easier to poll the information from the MP server. A streaming connection with a configurable frequency (like the FG protocls) would be better... Also you will have to be a real FG client on the FGMP with the same name on the iaxchannel as your callsign to start up working connections with fgcom3. That is a big advante because all the trolls have start at least a FG multiplyer simulator to chat with fgcom and the Asterisk server admin can tell his users to use realistic calls signs (no relistic call sign (and every time the same!) - no iax account - no fgcom3. But this is in the hand of the Asterisk server admin. The simplest way would be to run a multiplayer server on the same machine as asterisk - that way you could query it as fast as you liked without any hit on the main MP servers. 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] How to lower how much scenery gets cached:
Robert Jacobs wrote: A quick question for any of you. Can Flight Gear be used as a database for ground elevation? Could I query it with earth coordinates and ask it to return the local elevation of the ground with respect to sea level? Would this be difficult to implement? Yes, it can, though whether it's sensible to do so would depend on what you wanted to use the information for. You can use the properties interface (either by telnet or http) to set a position, then read back the ground elevation - the null fdm is ideal for this. We also have a tool which can load scenery tiles and return elevations - it's far more efficient for doing this in bulk. The values you get are of cource the elevation of the scenery, which may vary from real world values - if that's what you want then you're probably better off reading values directly from SRTM or a similar source. 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] FSWeekend impressions
Martin Spott wrote: James Turner wrote: Some points to keep in mind for LinuxTag booth planning, assuming people are going? I'm pretty certain that we're going to keep our schedule and to be present on LinuxTag next year - although we yet have to find a small aircraft to place onto the booth :-) That always works - we got more people than the IBM stand at LUDEx in London in 2001 - mainly thanks to this: http://photos.stockill.org.uk/p4000506.html IBM had paid for the shipping though, and I'm still using up the enormous box of pens they chucked at me as they were packing up They wouldn't let us steal their 10ft wide plasma screen though. 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
[Flightgear-devel] Missing AI model
AI/Aircraft/KA6-D/Models/ is empty, making it *really* difficult to find the little blue yellow glider when you're trying to refuel. Anyone know where it went? 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] Multiplayer Chat Frequencies?
DrC wrote: On Tue, 2008-10-07 at 04:06 +0200, Csaba Halász wrote: * property to select active radio for transmission (maybe be per-radio flag?) The intercom panels on the aircraft I fly have: An On-Off switch for each receiver (comms and nav - vors, adf, dme .. ) to listen to comms traffic and nav ident signals. All selected sound sources are mixed into the headset - but one rarely selects more than active comms plus one nav ident at a time. A rotary switch to select Comm1 or Comm2 for the ptt transmit switch. All this is part of the aircraft intercom panel wiring. The comms transmit channel is not selected at either radio. Hope this helps - if not, disregard. The KMA26 audio panel in the grob 115 is mostly functional. That has a rotary switch which allows you to select the com radio to transmit on, including an emergency setting which bypasses the audio panel and connects the mic direct to com1, then a number of pushbuttons which illuminate to indicate the selected audio sources (the tx radio is auto selected, and the other radios can be toggled on/off by pressing the button). If you need more info you can download the manual from the bendix/king website. 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] Aeronaval aircraft development
gerard robin wrote: The Aircraft are: Lancaster Do you need any information on the Lancaster? This is a model I'd love to see finished, and I have a copy of the pilots notes. Please let me know if any information they contain would be useful to you. 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] Call for aircraft nominations
Martin Spott wrote: Durk Talsma wrote: So, with these criteria in mind, what would be your current top 10 of aircraft? I'd be very happy to see Heiko's overhauled C172 model included in the release. The outer hull is waaay better than the old one, yet the inners still need a little bit more touch, If we're aiming for a release around Christmas then I could probably get a set of full 3d instruments done before then. (I can probably cheat and steal most of them from the Grob 115 and just update the instrument face textures). 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] Call for aircraft nominations
Matthew Tippett wrote: Yes. Terrasync. With the intent being the terrasync thread can point to multiple repositories for data - low/medium/high resolution. Possibly using a bittorrent style sharing mechanism to share the bandwidth load :). Bittorrent is ok for downloading huge chunks of scenery, but no good for terrasync where you can't be left waiting for that one last block, without which your entire tile is useless. 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] [BUG] warning: picked up error... with OSG hotspots and mouse-view
gerard robin wrote: I didn't understood that feature. How can we turn a knob, increase or decrease a value , since it is the same object. You can create invisible objects - so you can have one to increase and one to decrease. Have a look at the Grob 115 cockpit for some examples. 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] [Simgear-cvslogs] CVS: source/simgear compiler.h, 1.29, 1.30
Ralf Gerlich wrote: Hi James, the CustomScenery-Version of TerraGear was already upgrade to cope with these changes. Excellent - does that already include the point in polygon fix too? I'm thinking of trying some more horribly detailed scenery and it'd be interesting to see how things have progressed. 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
[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
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] [Flightgear-users] Traffic Manager II
Martin Spott wrote: Greg Hawkes wrote: One solution to this problem is to create a shared database of every (well, every /regularly scheduled/) flight everywhere in the world. This idea is similar to FlightGear's world scenery database. That project claims to aim for world domination, so why not have the same aim for the AI traffic database? Of course, problems with this idea are that 1) maintaining the database is a huge job, [...] I certainly don't want to cross Durk's plans. Nevertheless, given the case that Durk _does_ come to the conclusion, that having such a shared database of AI flight plans is a solution, then I think we should manage to co-locate such a DB at the given infrastructure and share the workload of maintenance among the involved people Your name is noted ;-) I'd started work on a db based on the current traffic manager requirements, and it was all getting rather complex. The changes you've mentioned would appear to simplify the database requirements somewhat, so I'd be happy to add something onto the scenery db system to support it. I doubt I have the time to maintain it though, so if someone wants to volunteer to keep an eye on things and prod me when changes to the db structure or front end are required then it'll make best use of the time I have available. 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] EGCF taxiways (at last)
Martin Fenelon wrote: Hello, I have finally got my head round the basics of taxidraw and added some simple taxiways to the local aerodrome, EGCF. Nothing much to see, but it's a start. A copy has been sent to Robin Peel. http://www.awaywiththepixies.org.uk/pub/FlightGear/EGCF-198.dat Next in the list are Wickenby (EGNW), Sherburn in Elmet (EGCJ), Sturgate (EGCS) and possibly Waddo (EGXW) which looks a bit bare. Sherburn (along with the old blackburn factory runway nextdoor - used as a vehicle test track now, but has been used for some aircraft attending their air display in the past, which is why I included it) is done, I can't remember if I modelled it before or after they got their new runway though. I'll see what info I can dig up on Sturgate for you. 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] Aerodrome taxiways/aprons and terragear
Martin Fenelon wrote: Hello, I'm just getting to grips with basic taxidraw operations and have one question (many more to follow). If I have a small space surrounded by taxiways, do I need to place grass/turf in the middle of it or will terragear fill in the blank bits with green stuff? Any area you don't define defaults to grass. Jon - Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aerodrome aprons/taxiways
Martin Fenelon wrote: Hello, Is there maintained a list of aerodromes currently being worked on? Not that I'm aware of. I'd suggest dropping a mail to the list cover what you're wanting to work on, and see what sort of response it gets. I've worked on a number of RAF airfields in the past, and will probably pick that up again when things are quiet with the scenery db unless someone else jumps in. Jon - Sponsored by: SourceForge.net Community Choice Awards: VOTE NOW! Studies have shown that voting for your favorite open source project, along with a healthy diet, reduces your potential for chronic lameness and boredom. Vote Now at http://www.sourceforge.net/community/cca08 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Open Street Maps Licence caution
Rob Oates wrote: Hi Georg, I think you are being overly strict in the interpretation. The Flightgear project currently distributes maps generated from Public Domain data as GPL. Why should this be any different for OSM? It to uses Public Domain data to generate it's maps, so you are free to do what you want with the data. Any modifications you do to the data is you own derived work which you can distribute as you like. It's not public domain. But if you feel that there is a conflict between the Creative Commons license and the GPL, then you should consider distributing the OSM based scenery as Creative Commons. Well since the tools aren't really up to the job of building scenery without flaws yet it's not really an issue. The license is likely to be changing in the near future anyway, so it's pointless worrying about this sort of thing until the new license is available anyway, and having spoken to Steve Coast about FlightGear he thought the resulting scenery was pretty cool, and it's not the sort of thing he'd want to prevent - FlightGear is actually the first entry on the Neat Stuff page on the OSM wiki: http://wiki.openstreetmap.org/index.php/Neat_Stuff Jon (Who has mapped most of Wakefield) - Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Open Street Maps Licence caution
Georg Vollnhals wrote: Hi Rob and Jon, thank you for your answers which inspire myself with confidence that not all is lost :-) - I got a private mail with the same tenor, too. Selected OSM data from Europe (as other parts of the world are behind) for the common FlightGear scenery could improve the VFR flight training environment a lot (even at times of GPS a cross-checking the old VFR chart is not that bad idea - especially not when the electronic wizard fails surprisingly - this is garanteed not theoretical!). Ok, so hopefully OSM data collectors are busy and FlightGear scenery Well I know I've been busy - as you can see here: http://www.wf1.net/map.php?zoom=13lat=53.683lon=-1.5layers=B0T generation can handle the selection process sometime .. Yes, the tools are being worked on - it's just a slow process - most people seem to be scared of terragear :-) Jon - Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Stefan clock=hpet - was: Spiele Bild promotes FlightGear
Georg Vollnhals wrote: Hi Stefan, Stefan Seifert schrieb: Maybe your system simply doesn't have a hpet clocksource. For example my system at home only has: acpi_pm jiffies tsc You can get the available clocksources by issuing: cat /sys/devices/system/clocksource/clocksource0/available_clocksource In my case I'd try acpi_pm first and then jiffies. Any way, jiffies should be the last, since it's only a simple CPU-cycle counter. But it may still work well if you use ntpd for network time synchronization. this helped! You are right, no hpet clocksource available on my system. I followed your advice and selected acpi_pm. dhcppc2:/home/georg # cat /sys/devices/system/clocksource/clocksource0/available_clocksource tsc acpi_pm jiffies dhcppc2:/home/georg # cat /sys/devices/system/clocksource/clocksource0/current_clocksource acpi_pm Ok, now I'll wait and see how the behaviour of the clock is now :-) May be my OpenSUSE is lacking something? Ok, at least it was worth trying and I learned something new. Don't give up too early :) Regards, Stefan No,never! I am just no give me 2 seconds man, more a ruminant with small pieces of unknown stuff, spitting out the result 2 months later. Once again, thank you very much for your help!!! Assuming the machine has an internet connection - if you install ntp and set it to sync from pool.ntp.org you'll never need to worry about such problems again - it'll sync from an internet clock source within a few minutes of starting up, and then stay in sync. Jon - This SF.net email is sponsored by the 2008 JavaOne(SM) Conference Don't miss this year's exciting event. There's still time to save $100. Use priority code J8TL2D2. http://ad.doubleclick.net/clk;198757673;13503038;p?http://java.sun.com/javaone ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] New models
Given the current enthusiasm for sea-going models I've just created: Models/Maritime/Misc Models/Maritime/Civilian Models/Maritime/Military They've been populated with a bunch of models converted from the Naval Postgrad School's SAVAGE archive. The models are currently untextured, although some of them do have materials set to give them some colour. If anyone wants to improve on these, or has requests for other models they'd like to see converted (some are better than others, and the conversion script is currently only in the very early stages, so I can't promise I'll be able to convert any particular model) then you can find the archive here: https://savage.nps.edu/Savage/ Jon - Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://ad.doubleclick.net/clk;164216239;13503038;w?http://sf.net/marketplace ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed
Tim Moore wrote: Is it practical to use the Landsat classification stuff you guys have demoed on your web pages to generate our own coastline data? It has already been done. The result is PGS (sorry for the horrid url): http://www.nga.mil/portal/site/nga01/index.jsp?epi-content=GENERICitemID=9328fbd8dcc4a010VgnVCMServer3c02010aRCRDbeanID=1629630080viewID=Article It still has some breaks in it where the coastline was obscured by cloud in the source data, but it does seem to be far more accurate than other sources. It has been imported into OpenStreetMap and tweaked to fill in the gaps/correct any errors (there are plenty of people editing, so no manpower worries) - it's probably not usable *yet* but provides the best freely available source, and should probably be considered for a scenery builds at some point in the future. Jon - 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] Scenery 1.0.0 coastline is not processed
gerard robin wrote: I can only say that, the right coastline is given by the tiles extracted from Scenery FG0.9.8. I suspect this is a GSHHS versus VMAP0 issue - I'm not sure which coastline was used for the 1.0.0 scenery though. Jon - 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] Red Bull Air Race for FlightGear
Torsten Dreyer wrote: *** update *** I am currently working on the slalom-gate code so it can be used for the 2007 series, too. I have the racetracks for San Diego and San Francisco ready and they will be released in a few days together with the new software. To have a nice aircraft to fly the racetrack, I am also working on a Zivko EDGE 540 aerobatic plane. Check out the screenshots at http://www.t3r.de/fg/fgfs-rbar.html I'd like to put a smoke system into this - has anybody already implemented something like this? How could a smoke system be done? - submodels? I have tried to use submodels, but it looks like the aircraft is producing soap-bubbles, not smoke. - particles? Never tried this and I have no idea how the particle system works. Tiago's particle system is working quite well - it's not in CVS yet, but should be there soon. There are a few pics here: http://gallery.flightgear.org.uk/c1450045.html I can send you a copy of the particle system I was testing on the grob if you'd like, although Tiago is currently working on connected particles which should look much better for things like aircraft smoke. I'm glad someone's made use of my redbull gate models - I've been trying to get details of the san francisco course for a while (it'd be great to have one set up in our default scenery area) but the best reference I could find was some video of the event on youtube - and reverse engineering the gate positions from that isn't exactly easy :-) Jon - 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] Red Bull Air Race for FlightGear
Torsten Dreyer wrote: Unfortunately our scenery in the San Francisco marina area is not very accurate and the cost line looks like it has been made by a zigzag cutter. So the racetrack doesnt look half as cool as it could. Sigh. Has there been a recent SFO race? I was trying to find details of the 2006 course - there were only KML files for the 2007 races on the site when I was trying to find details (you'll find the courses laid out in the scenery - will this clash with your implementation?) Better to have the gates in the right place though than try to fit them into the scenery - the scenery will improve. Jon - 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