[Flightgear-devel] B-1B easter update

2010-03-29 Thread Markus Zojer
Hi all!

Thanks very much for updating last time, I really appreciate that. Now 
could someone please update the B-1B to the more recent version:

http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B.tar.gz

News/updates: Major update

- terrain following script rewritten
- guided ordonance system rewritten
- exterior model texture improvements
- new instruments(IKB + MFD) for WSO position
- cdu-900 prototype for nav/com input/display
- radar now sorts for distance, displays closest

Thanks,
Markus

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[Flightgear-devel] B-1B update

2010-01-22 Thread Markus Zojer
Hi all!

Could someone please update the B-1B to the more actual version (for fg 
2.0) below:

http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B.tar.gz

Changes/News:

- FDM adjustments
- compatibility with upcoming 2.0 release
- cockpit improvements
- free falling ordonance removed

Thanks in advance,
Markus

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[Flightgear-devel] B-1B update

2008-12-10 Thread Markus Zojer
Hi all!

Could someone please apply the new version of the bone:

http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B.tar.gz

Changes/News:

- weapon dialogs introduced
- textures added
- target display added
- guided weapons system introduced
- automated launch system
- sniper pod added (can be turned using left/middle mouse buttons on its 
hull)
- landing lights added
- some bugs fixed

Thanks in advance,
Markus

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Re: [Flightgear-devel] Further 3D Clouds updates

2008-11-26 Thread Markus Zojer
Well, just tested, very nice, I withnessed an improvement in performance.

My specs: Athlon XP2000, 768MB ram, NVidia FX 5900 @ 1680x1050 (system: 
linux with nvidia drivers), no AA

Using: sg + fg cvs, OSG 2.7.5; everything enabled, custom settings, 
using metar, no ai/mp planes around


Startup:  30fps 2D/ 20fps 3D (clouds at 6000ft, scattered, thickness 600ft)

Flying 400ft/440knots: 26fps 2D/ 19fps 3D (clouds at 6000ft, scattered, 
thickness 600ft)

Flying 6300ft/440knots: 35fps 2d/ 11-22fps (clouds at 6000ft, scattered, 
thickness 600ft)
Note: Flying within the clouds resulted in 22fps, getting very close or 
through clouds 11fps


Changing conditions:

Low vis (7000m), clouds at 8000ft(broken) and 4000ft(broken), thickness 
600ft

Flying @ 8000ft/440knots: 14fps 2D/ 6fps 3D

 Low vis being also a frame rate killer?


Changing conditions:

Vis (25000m), clouds at 5500ft(broken), thickness 600ft

Flying @ 8000ft/440knots: 25fps 2D/ 16fps 3D

Flying @ 6000ft/440knots: 20fps 2D/ 12fps 3D

Hope this helps a bit,
Markus


Stuart Buchanan wrote:
 Stuart Buchanan wrote:
   
 Vivian Meazza wrote:

 
 And I have yet to see any 3d clouds. Any clues on where I should be looking
 (yes the box is checked :-))
   
 Something has changed in the environment manager which means that clouds 
 generateion is now inconsistent. I'm still tracking it down, as my recent 
 changes shouldn't have affected this. 
 

 Well, the cause was a bug in my code, but it didn't expose itself until we 
 moved
 to multiple cameras. The attached patch fixes the problem.

 I've also put in a new heuristic to improve the frame-rate. Clouds that are 
 already sorted
 are likely to still be sorted in subsequent frames. Therefore I've put in a 
 back-off
 mechanism for the bubble-sort pass. This should mean that if you stay 
 completely 
 stationary, once the clouds become sorted they will eventually only perform a
 bubble sort pass every 128 frames.

 It would be good to get a feel for how bad performance is with 3D clouds. At 
 the moment
 I don't have a handle on whether performance is almost good enough, or 
 completely 
 unacceptable. I'd appreciate it if people would post their observations, 
 providing 
 details of their machine spec, graphics options and the frame-rate with and 
 without 3D clouds - ideally with a description of the general load on the 
 machine.

 Thanks,

 -Stuart


   
 

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[Flightgear-devel] bugs on current fg cvs/osg

2008-11-25 Thread Markus Zojer
Hi all!

I don't know if you are aware of the 2 described bugs so I drop a short 
note.

I am using latest sg/fg cvs with OSG 2.7.5(svn) and boost 1.34.1.

1.) Mouseclicks  on terrain only register in the vicinity of the 
aircraft (lets say 30ft), this narrows eg. the object placement 
capabilities of the ufo. (sim/input/clicks only gets updated within that 
limited range)

2.)Using the YASim FDM, the prop consumables/fuel/total-fuel-lbs and 
total-fuel-gals show about twice the fuel you have onboard.

Thanks,
Markus

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Re: [Flightgear-devel] heads up: Boost dependency

2008-11-19 Thread Markus Zojer
Martin Spott wrote:
 Alex Romosan wrote:
   
 Tim Moore writes:
 

   
 FlightGear now has a dependency on the Boost library header files.
 See boost.org or your favorite distribution. I built against version
 1.34, but the latest (1.37) should be fine too.
   

   
 something broke with this update, the heads up display shows up in a
 corner and the mouse is off the center when i use it to fly the plane.
 my display resolution is set to 1600x1200 and it renders fine but it
 look like at least some of the subsystems believe the resolution is
 800x600.
 

 Confirmed, this does not only count for the readily running simulation,
 also the splash screen is being scaled into the lower, left corner. The
 FPS display, properly placed in the lower right corner, looks like all
 available numbers [0-9] are being drawn onto the same position at the
 same time.

 Cheers,
   Martin.
   
Hmm, just built fg+sg cvs with OSG 2.7.5(svn) and display works fine 
here, but mouse clicks under sim/input/clicks would not register if too 
far away.

Fly on,
Markus

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[Flightgear-devel] B-1B update

2008-08-24 Thread Markus Zojer
Hi all!
Would someone please be so kind and apply the snapshot below?
Thanks in advance.

http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B.tar.gz

In folder B-1B/Models please delete the following files:
bone.rgb
cp.rgb

Updates are:

- Cockpit/WSO cabin improvements (pilots and seats captured from f-14;))
- Cockpit access ladder
- Fire warning/extinguish system
- Rear landing gear doors / gear with animation
- Forward and Intermediate and Aft Weapon Bay
- Refuel system serviceable
- Engine start sequence available
- OSO panel and display
- Functional weapon system (only unguided GBU31 at the moment)
- Impact model relies on the vulcan-b2 installed
- Tank locations updated
- NUC panel in cockpit now shows time/nm to waypoint

Thanks,
Markus


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Re: [Flightgear-devel] B-1B update

2008-08-24 Thread Markus Zojer
Ah sorry, forgot them when copying the files over from the f-14.

Now they are included within the downloadable file or get them at:
Aircraft/F-14/f-14b/Models/Cockpit

Thanks for your work,
Markus

Martin Spott wrote:
 Hi Markus,

 Markus Zojer wrote:

   
 http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B.tar.gz
 

 Nice - but two texture files are missing  :-)

 The 'Models/pilot_b1b.ac' requires 'white-black-gradient-stripes.rgb'
 and 'Models/seat.ac' requires 'grey-blue-flood.rgb' - would you add
 these two files ?

 Cheers,
   Martin.
   


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Re: [Flightgear-devel] startup position

2008-05-02 Thread Markus Zojer

 The simplest solution would be to allow defining an offset that's
 by default 0, and let fgfs add that to the reference point for
 positioning.

 m.
Since the existing preset/offset seems not to be designed for that, I 
strongly suggest to follow syds proposal to change the value to -30 as 
it helps to solve the existing inconsistency.
As said an offset for fine tuning the startup position would then be 
nice, but it is much better to be on the runway then off ;)

Markus

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Re: [Flightgear-devel] startup position

2008-05-02 Thread Markus Zojer

 I wouldn't want a helicopter placed
 30 m away from the edge of a helipad.

   
Ah, I forgot about the helipads, how could I ;)

 What's wrong with using a property that defaults to 5, and that
 aircraft developers can set to whatever they feel like?

   

I guess nothing, that sounds good to me.

:),
Markus
   s|5.0|fgGetDouble(/sim/airport/runways/start-offset-m, 5.0)|

 m.

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Re: [Flightgear-devel] Aircraft start up postion issue.

2008-05-01 Thread Markus Zojer
Just discovered that this can also be solved individually for every 
aircraft.

Inject within the sim/sim tags of the -set.xml file:
presets
  offset-distance type=float-0.024/offset-distance
/presets

The unit for offset distance is nm and a negative number moves the 
aircraft to the runway.
This can be applied individually for every aircraft, depending on their 
datum placement.

Fly on,
Markus

Syd wrote:
 While not the best solution , Ive set the set the start position to 30 
 meters  from end of runway instead of 5 , much better results ...
 Syd

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Re: [Flightgear-devel] Aircraft start up postion issue.

2008-04-30 Thread Markus Zojer
Taken from README.yasim:

The origin can be placed anywhere, so long as you are consistent.  I use
the nose of the aircraft.

According to this note all aircraft starting off the runway are designed 
properly :)
However we should decide where to put the reference point of the FDM, or 
recalculate the startup position (maybe by adding the aircraft length as 
an offset for the startup position).

The good news for changing the coordinate system is that only the 
aircraft-yasim.xml file is affected, the model file measurements are 
taken from the .ac file, and placed via offset (once).

Any other suggestions?

Fly on,
Markus

LeeE wrote:
 I guess we should just move the vrp from the nose to the tail of the 
 aircraft.  It doesn't matter where the vrp actually is, as long as 
 it aligns with the FDM reference point.  It's a pity that this 
 didn't occur to anyone when we were discussing the vrp issue, but 
 then no one's perfect.

 Adjusting the vrp is really quite trivial to do but can be very time 
 consuming if there are lots of animations to change - the AN-225 
 model file is 4000+ lines and the SU-37 model file has 3800+ 
 lines :(

 LeeE

 On Tuesday 29 April 2008 10:46, Markus Zojer wrote:
   
 Hi all!

 This issue still exists. The YASim FDM places the datum of the
 aircraft at the end of the runway as startup position, which
 means that all aircraft with datum=nose start behind the runway.
 Maybe we should use the CG of the aircraft as reference point or
 calculate some offset to the existing solution, as  some airports
 are unusable.

 Thanks,
 Markus

 Bohnert Paul wrote:
 
 Hi All,

 I'm not sure when this became an issue. I am running CVS form
 this week. I noticed it when trying out the recently improved
 B-1.

 Aircraft start up at the very end of the runway.  Depending on
 datum point of the aircraft some aircraft are positioned beyond
 the end of the runway.

 At KSFO 28R, no problem, it has an apron.  28L does not.  The
 tail of the B-1 ends up in the water when stated on 28L.

 See the following screen capture.

 http://pics.ww.com/v/coulee182/fgfs-screen-008.ppm.html?g2_GALL
 ERYSID=0f38489b61c67a0dabbf9c34a8f124f5

 Best Regards,
 Paul B

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Re: [Flightgear-devel] Aircraft start up postion issue.

2008-04-29 Thread Markus Zojer
Hi all!

This issue still exists. The YASim FDM places the datum of the aircraft 
at the end of the runway as startup position, which means that all 
aircraft with datum=nose start behind the runway. Maybe we should use 
the CG of the aircraft as reference point or calculate some offset to 
the existing solution, as  some airports are unusable.

Thanks,
Markus

Bohnert Paul wrote:
 Hi All,

 I'm not sure when this became an issue. I am running CVS form this 
 week. I noticed it when trying out the recently improved B-1.

 Aircraft start up at the very end of the runway.  Depending on datum 
 point of the aircraft some aircraft are positioned beyond the end of 
 the runway.

 At KSFO 28R, no problem, it has an apron.  28L does not.  The tail of 
 the B-1 ends up in the water when stated on 28L.

 See the following screen capture. 

 http://pics.ww.com/v/coulee182/fgfs-screen-008.ppm.html?g2_GALLERYSID=0f38489b61c67a0dabbf9c34a8f124f5

 Best Regards,
 Paul B

 
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Re: [Flightgear-devel] B-1B update

2008-04-25 Thread Markus Zojer
Hello there!

Could someone apply that?

Thanks in advance,
Markus

Markus Zojer wrote:
 Hi Curt!

 Some updates to the bone, would you be so kind to apply it?

 http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B0013.tar.gz

 Thanks in advance,

 Markus

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[Flightgear-devel] B-1B update

2008-04-17 Thread Markus Zojer
Hi Curt!

Some updates to the bone, would you be so kind to apply it?

http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B0013.tar.gz

Thanks in advance,

Markus

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[Flightgear-devel] B-1B update

2008-03-04 Thread Markus Zojer
Hi all!

Some improvements:
-- first off: Thanks to pauljs75 we have a decent exterior model nowSmile
remodeled the nose/cockpit section a bit, and textured some parts

-- improved radar, now MP planes within +/-1000ft appear orange; below 
green, above blue

-- rewritten terrain following system again

-- and so on ...

Please update cvs from the link below:
http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B0012.tar.gz

Thanks in advance,
Markus

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Re: [Flightgear-devel] Object avoidance

2008-02-17 Thread Markus Zojer
LeeE wrote:
 On Friday 15 February 2008 17:08, Melchior FRANZ wrote:
   
 * R. van Steenbergen -- Friday 15 February 2008:
 
 Melchior FRANZ wrote:
   
 ...you could abuse that by
 launching an invisible, lightweight, and very fast submodel,
 and check where and at which altitude it lands.
 
 Don't they call that 'radar' in real life? :) (The very fast,
 lightweight submodels being microwave photons in that case)
   
 Hehe, yes. Except that ours don't come back. And I'm not sure
 if they collide with static/random buildings. They hardly do
 with trees. Hmm ... cows?

 m.
 

 Markus Zojer has used this technique for the TFA functions in the 
 B-1B.  I had a look at it and experimented with it when I wanted to 
 add TFA to a couple of aircraft I've done - it's a very appealing 
 approach because it's almost like simulating a real radar.

 I had a play with the technique but hit some problems with it, 
 mainly because the trajectory of the submodels is fixed to the 
 pitch of the aircraft.  I found it fine while the aircraft was in 
 level flight but I hit some issues when the aircraft was pitched up 
 or down to any significant degree and in the end I decided to use 
 the Nasal geo functions instead.

   
I am still working on the terrain following function, rewriting it 
completely for the 3rd time and again used the real radar approach, as 
you are not dependent in the scanning resolution of the geo properties.
The fixed radar beam (submodels) could be refined if we would add the 
property absolute to the pitch angle of the submodel  (so the submodel 
leaves the plane at always the same pitch angle).

Due to the ongoing environment development in OSG, now low level flying 
is really flashing :)

Expect the new version included in the next release (coming  hopefully 
within the next 10 days).

Fly on,
Markus
 As I mentioned previously, the geo functions do interact with static 
 buildings and structures, as long as the scanning scheme has a high 
 enough resolution to ensure sampling them - I haven't tried with 
 random objects though - still on OSG 2.2 here and the performance 
 hit when using OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too 
 great here.

 I have noticed that pylons are not detected and I would doubt that 
 trees are detected either, presumably because they have no area.  
 The pylons are made with line objects that have no width and the 
 trees, at least in plan, also have no width, so it'll be very 
 unlikely to hit the exact point where they are in any scanning 
 scheme.  Adding a transparent horizontal plane poly to the top of 
 these objects probably would make it work, but not only would it 
 increase the render load but also probably introduce more 
 transparency render artifacts and ordering issues.

 LeeE

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Re: [Flightgear-devel] Object avoidance

2008-02-17 Thread Markus Zojer
Thanks for stabilized submodels, makes them more versatile.

Using 2 beams of each 5 submodels per second (max 10 submodels at a time 
together, norm 4 -8) I could not monitor a frame rate drop (ok, maybe in 
the 1-3fps scale, but that is hardly monitorable as you never know where 
it is coming from), maybe because no visible model is attached.

Fly on,
Markus

Vivian Meazza wrote:
 Markus

   
 Subject: Re: [Flightgear-devel] Object avoidance


 LeeE wrote:
 
 On Friday 15 February 2008 17:08, Melchior FRANZ wrote:
   
   
 * R. van Steenbergen -- Friday 15 February 2008:
 
 
 Melchior FRANZ wrote:
   
   
 ...you could abuse that by
 launching an invisible, lightweight, and very fast submodel, and 
 check where and at which altitude it lands.
 
 
 Don't they call that 'radar' in real life? :) (The very fast, 
 lightweight submodels being microwave photons in that case)
   
   
 Hehe, yes. Except that ours don't come back. And I'm not 
 
 sure if they 
 
 collide with static/random buildings. They hardly do with 
 
 trees. Hmm 
 
 ... cows?

 m.
 
 
 Markus Zojer has used this technique for the TFA functions in the
 B-1B.  I had a look at it and experimented with it when I wanted to 
 add TFA to a couple of aircraft I've done - it's a very appealing 
 approach because it's almost like simulating a real radar.

 I had a play with the technique but hit some problems with it,
 mainly because the trajectory of the submodels is fixed to the 
 pitch of the aircraft.  I found it fine while the aircraft was in 
 level flight but I hit some issues when the aircraft was pitched up 
 or down to any significant degree and in the end I decided to use 
 the Nasal geo functions instead.

   
   
 I am still working on the terrain following function, rewriting it 
 completely for the 3rd time and again used the real radar 
 approach, as 
 you are not dependent in the scanning resolution of the geo 
 properties. The fixed radar beam (submodels) could be refined 
 if we would add the 
 property absolute to the pitch angle of the submodel  (so the 
 submodel 
 leaves the plane at always the same pitch angle).

 Due to the ongoing environment development in OSG, now low 
 level flying 
 is really flashing :)

 Expect the new version included in the next release (coming  
 hopefully 
 within the next 10 days).

 Fly on,
 Markus
 
 As I mentioned previously, the geo functions do interact with static
 buildings and structures, as long as the scanning scheme has a high 
 enough resolution to ensure sampling them - I haven't tried with 
 random objects though - still on OSG 2.2 here and the performance 
 hit when using OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too 
 great here.

 I have noticed that pylons are not detected and I would doubt that
 trees are detected either, presumably because they have no area.  
 The pylons are made with line objects that have no width and the 
 trees, at least in plan, also have no width, so it'll be very 
 unlikely to hit the exact point where they are in any scanning 
 scheme.  Adding a transparent horizontal plane poly to the top of 
 these objects probably would make it work, but not only would it 
 increase the render load but also probably introduce more 
 transparency render artifacts and ordering issues.

   

 OK I can give you submodels which are stabilised in pitch within a few days,
 if this is really a good approach - submodels are a big frame rate hit.

 Would an alternative be to duplicate the code which calculates the ground
 intersection for submodels, without the cost of flying the submodel? This
 approach would take more coding, but might be less frame rate intensive.
 However, the methods which are used are some of the most frame rate heavy
 around so perhaps in practice not too different. 

 Vivian 



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[Flightgear-devel] fg homepage issues

2008-02-12 Thread Markus Zojer
Hi all!

It is currently not possible to download aircraft from the fg website, 
as download main program links to download aircraft.

and onother issue:
also the aircraft images on www.flightgear.org/Downloads/ are broken. 
Images are linked to http://www.flightgear.org/Downloads/737-300.jpg bit 
should probably be http://www.flightgear.org/Downloads/aircraft/737-300.jpg

g,
markus

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[Flightgear-devel] rain sound

2008-02-07 Thread Markus Zojer
Hi all!

Since I found none, here some rain sound (to be put in /Sounds):
http://homepage.univie.ac.at/markus.zojer/fgfs/rain_canopy.wav

and the corresponding code for the sound.xml:
rain
  namerain/name
  modelooped/mode
  pathSounds/rain_canopy.wav/path
  condition
greater-than
property/environment/metar/rain-norm/property
value0.2/value
   /greater-than
/condition
volume
property/environment/metar/rain-norm/property
factor1.00/factor
offset0.00/offset
min0.4/min
max0.9/max
/volume
  pitch
property/velocities/airspeed-kt/property
factor0.001/factor
offset1.0/offset
  /pitch
/rain

Can somebody integrate this?

Thanks,
markus

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[Flightgear-devel] memory leak head branch

2008-01-16 Thread Markus Zojer
Hi everyone,

A memory leak ran over me with fg + sg cvs/OSG 2.3.1 using SDL/osgviewer.

It accumulates about 200mb/ 10 min, until your memory and swap is full, 
despite the 15mb/10min of the unleaked version.

I narrowed the search: with fg + sg cvs from 5th of jan. there is no 
leak, while it is present in the cvs of the 7th, so I suspect the faulty 
code could have been added on the 6th, possibly in simgear cvs.

Any clues?

markus

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[Flightgear-devel] rain view

2007-12-04 Thread Markus Zojer
Hallo all!

I have created some sample rain/snow usable with flightgear osg, 
viewable only from cockpit view.
Currently it is linked with the B-1B, but I would like to bind it to 
view 0, in order to be usable with any aircraft.
Here I ran into some problem: Models are added at model.ac datum while I 
wanted to add them at virtual aircraft datum, at view 0 (like the hud) 
actually. As the datums differ, I could not use the view 0 offset, which 
was the only distance reference I could find in the property tree.
Now my question: How can that be done and/or is there a similar nasal 
code to the geo.put_model that adds models to an existing one.

For the curious(howto included):
http://homepage.univie.ac.at/markus.zojer/fgfs/Models.tar.gz

Thanks,
Markus

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Re: [Flightgear-devel] rain view

2007-12-04 Thread Markus Zojer
Rain and snow should work in all views in my opinion.

Thats true. But right now I am working on cockpit view, the others will follow 
or maybe the build in precipitation effect can be used here.

g,
markus






AnMaster wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512

 Do you mean that rain and snow would not work in external view, or co-pilot 
 view
 and so on? Rain and snow should work in all views in my opinion.

 Markus Zojer wrote:
   
 Hallo all!

 I have created some sample rain/snow usable with flightgear osg, 
 viewable only from cockpit view.
 Currently it is linked with the B-1B, but I would like to bind it to 
 view 0, in order to be usable with any aircraft.
 Here I ran into some problem: Models are added at model.ac datum while I 
 wanted to add them at virtual aircraft datum, at view 0 (like the hud) 
 actually. As the datums differ, I could not use the view 0 offset, which 
 was the only distance reference I could find in the property tree.
 Now my question: How can that be done and/or is there a similar nasal 
 code to the geo.put_model that adds models to an existing one.

 For the curious(howto included):
 http://homepage.univie.ac.at/markus.zojer/fgfs/Models.tar.gz

 Thanks,
 Markus
 
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.7 (GNU/Linux)

 iD8DBQFHVT3yWmK6ng/aMNkRCropAJ0S1M8hY3/4kRgGM+iGENSlVV7q4gCfWVtt
 PiWNZ2AD3yJjUST0toHz6ZI=
 =ryKo
 -END PGP SIGNATURE-

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[Flightgear-devel] B-1B update

2007-11-28 Thread Markus Zojer
Hi all!

Major B-1B update, please apply the whole folder since almost all files 
are updated.
B-1B file is located in subfolder;
http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B0011.tar.gz

Thanks,
markus


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Re: [Flightgear-devel] B-1B update

2007-11-28 Thread Markus Zojer
SydSandy wrote:
 On Wed, 28 Nov 2007 19:07:13 +0100
 gerard robin [EMAIL PROTECTED] wrote:

   
 On mer 28 novembre 2007, Markus Zojer wrote:
 
 Hi all!

 Major B-1B update, please apply the whole folder since almost all files
 are updated.
 B-1B file is located in subfolder;
 http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B0011.tar.gz

 Thanks,
 markus

   
 Hello, Markus


 With only few free time available to test your last B-1B, i could notice 
 that 
 your OSG effects are wonderful, i do love the Afterburner and Engine   blast 

 Thanks

 Regards

 

 I haven't tested it myself , but Ive noticed that FGrun cant load .osg model 
 , (on Linux) , I don't know if this will be an issue with windows users...
 Cheers


   
Thanks gerard! Check out also the breaking smoke(120 kts) and flares 
(ctrl d)!

Thanks for reporting that issue with FGrun, since .osg will get more 
popular in the future maybe it would be a good feature to integrate the 
.osg format into FGrun.
Appart from the .osg not being loaded, are the rest of the models loaded?

fly on,
markus

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Re: [Flightgear-devel] Nimitz operation menu items

2007-11-21 Thread Markus Zojer
Very nice! I am waiting for the mp-nimitz badly ;-)

Just one idea: is it possible to add some knots of headwind to the scene 
while overwriting the current metar info, I think that would add some 
realism to the scene.

fly on,
markus

Bohnert Paul wrote:
 Hi all,

 I propose adding two items to the ATC/AI Options menu.

 The first one will enable users to set the speed of carrier Nimitz.

 The second will set Nimitz speed to 0 and place it at the it's start 
 up location. This will allow MP players to place Nimitz at the same 
 location without editing configuration files.

 See here for a screen capture.

 http://pics.ww.com/v/coulee182/fgfs-screen-073.jpg.html


 Best Regards,
 Paul B


 If there is no objection please add following to; 
 data/gui/dialogs/atc.xml.

   input
halignleft/halign
labelSet Nimitz Speed/label
namenimitz-speed/name
width10/width
height25/height

 property/ai[0]/models[0]/carrier[0]/controls/base-speed-kts/property
   /input

binding
 commanddialog-apply/command
 object-namenimitz-speed/object-name
/binding

 button
   legendSet Nimitz Speed 0, Default Location/legend
   defaulttrue/default
   equaltrue/equal
   binding
 commanddialog-apply/command
   /binding
   binding
 commandnasal/command
  script
   
 setprop(/ai[0]/models[0]/carrier[0]/controls/base-speed-kts, 0.0);
   setprop(/ai[0]/models[0]/carrier[0]/velocities/speed-kts, 
 0.0);
   
 setprop(/ai[0]/models[0]/carrier[0]/controls/tgt-heading-degs, 200.0);
   
 setprop(/ai[0]/models[0]/carrier[0]/orientation/true-heading-deg, 
 200.0);
   setprop(/ai[0]/models[0]/carrier[0]/orientation/pitch-deg, 
 0.0);
   setprop(/ai[0]/models[0]/carrier[0]/orientation/roll-deg, 
 0.0);
   setprop(/ai[0]/models[0]/carrier[0]/position/latitude-deg, 
 37.80);
   
 setprop(/ai[0]/models[0]/carrier[0]/position/longitude-deg, -122.60);
  /script
   /binding
   binding
 commanddialog-close/command
   /binding
 /button

 
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Re: [Flightgear-devel] OSG spotlights

2007-11-20 Thread Markus Zojer
Thanks for the info Yurik!

Regarding performance, using 1 additional spotlight, I could not obtain any 
major differences (maybe an increase of about 2% cpu usage, but since recent 
cvs/osg2.2 uses about 85-90% on my cpu (amd xp2000) constantly it is hard to 
tell).

The second problem of not lightened surfaced exists, but can be optimized a bit 
by adjusting spot cutoff and light distance attenuation.

However it seems that we are going for shaders/multitexturing here, 
unfortunatly I am not familiar with shaders.

g,
markus



Yurik V. Nikiforoff wrote:
 В сообщении от 18 ноября 2007 Markus Zojer написал(a):
   
 Hi there!

 Maybe I missed something, but under OSG/opengl it should be able to
 create up to 8 light sources.
 

 Please, read this first:
 http://sourceforge.net/mailarchive/message.php?msg_id=200610270754.15858.Mathias.Froehlich%40gmx.net


   


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[Flightgear-devel] OSG spotlights

2007-11-18 Thread Markus Zojer
Hi there!

Maybe I missed something, but under OSG/opengl it should be able to 
create up to 8 light sources.

I used some simple osg code to generate a spotlight but it works only if 
I define it as light_num 0, which corresponds the GL_LIGHT0 of opengl I 
suppose, and this setting causes generic lightning to dissappear.

Now some questions to someone with more insight into OSG:
Is it possible to add lights when modifying the code below or is there a 
current limitation in flightgear that prevent lights from being added?
I had a quick look into renderer.cxx and it seems that our global 
lighting is linked with osg there, but I am no programmer and I don't 
know how our lighting system actually works.

Here the code I used (when GL_LIGHT1 and light_num 1 were used,nothing 
appeared):
  LightSource {
  UniqueID LightSource_2
  DataVariance STATIC
  nodeMask 0xff
  cullingActive FALSE
  StateSet {
DataVariance STATIC
rendering_hint DEFAULT_BIN
renderBinMode INHERIT
GL_LIGHTING ON
GL_LIGHT0 ON
GL_DEPTH_TEST ON
  }
  referenceFrame RELATIVE
  Light {
UniqueID LightSource_3
DataVariance STATIC
light_num 0 //0 works but global light turned off
ambient 0.2 0.2 0.2 1
diffuse 1 1 1 1
specular 0 0 0 0
position 0 0 0 1
direction -1 0 0
constant_attenuation 1
linear_attenuation 0
quadratic_attenuation 0
spot_exponent 2
spot_cutoff 15
  }
  num_children 0
}

fly on,
markus

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Re: [Flightgear-devel] OSG spotlights

2007-11-18 Thread Markus Zojer
Ok, I somehow got it to work:

added the following lines to /src/main/renderer.cxx (somewhere in the 
class SGPuDrawable block)

stateSet-setMode(GL_LIGHTING, osg::StateAttribute::ON);
stateSet-setMode(GL_LIGHT0, osg::StateAttribute::ON);
stateSet-setMode(GL_LIGHT1, osg::StateAttribute::ON);
stateSet-setMode(GL_LIGHT2, osg::StateAttribute::ON);
stateSet-setMode(GL_LIGHT3, osg::StateAttribute::ON);
stateSet-setMode(GL_LIGHT4, osg::StateAttribute::ON);

recompiled flightgear and changed the parameters in the lighting file to 
GL_LIGHT4 and light_num 4, and it works: I have ambient light and some 
sort of spotlight (wich I had to adjust a bit) now.
Not sure if it breaks anything, was just a quick shot ;-)

fly on,
markus

Markus Zojer wrote:
 Hi there!

 Maybe I missed something, but under OSG/opengl it should be able to 
 create up to 8 light sources.

 I used some simple osg code to generate a spotlight but it works only if 
 I define it as light_num 0, which corresponds the GL_LIGHT0 of opengl I 
 suppose, and this setting causes generic lightning to dissappear.

 Now some questions to someone with more insight into OSG:
 Is it possible to add lights when modifying the code below or is there a 
 current limitation in flightgear that prevent lights from being added?
 I had a quick look into renderer.cxx and it seems that our global 
 lighting is linked with osg there, but I am no programmer and I don't 
 know how our lighting system actually works.

 Here the code I used (when GL_LIGHT1 and light_num 1 were used,nothing 
 appeared):
   LightSource {
   UniqueID LightSource_2
   DataVariance STATIC
   nodeMask 0xff
   cullingActive FALSE
   StateSet {
 DataVariance STATIC
 rendering_hint DEFAULT_BIN
 renderBinMode INHERIT
 GL_LIGHTING ON
 GL_LIGHT0 ON
 GL_DEPTH_TEST ON
   }
   referenceFrame RELATIVE
   Light {
 UniqueID LightSource_3
 DataVariance STATIC
 light_num 0 //0 works but global light turned off
 ambient 0.2 0.2 0.2 1
 diffuse 1 1 1 1
 specular 0 0 0 0
 position 0 0 0 1
 direction -1 0 0
 constant_attenuation 1
 linear_attenuation 0
 quadratic_attenuation 0
 spot_exponent 2
 spot_cutoff 15
   }
   num_children 0
 }

 fly on,
 markus

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Re: [Flightgear-devel] B-1B update

2007-11-15 Thread Markus Zojer

Hallo curtis!

Due to compatibility issues with current cvs I had to update the 
following files:


- readme-bone.txt
- B-1B-set.xml
- Nasal/b1b.nas
- Models/Instruments-3d/apmode.xml

please apply the attached files,

many thanks,
markus
?xml version=1.0?
!--

B-1B set file.

2007-5-10 Markus Zojer

--

PropertyList
  sim

startup
  splash-textureAircraft/B-1B/bone.rgb/splash-texture
/startup

flight-modelyasim/flight-model
statusalpha/status
authorMarkus Zojer/author
aeroB-1B-yasim/aero
fuel-fraction1.0/fuel-fraction

descriptionRockwell B-1B Lancer/description

number-views type=int archive=y6/number-views

chase-distance-m type=double archive=y-65.0/chase-distance-m

view n=0
  internal archive=ytrue/internal
  config
x-offset-m archive=y-0.67/x-offset-m!-- left-/right+ --
y-offset-m archive=y1.70/y-offset-m!-- up+/down- --
z-offset-m archive=y7.53/z-offset-m!-- back+ --
pitch-offset-deg0/pitch-offset-deg
default-field-of-view-deg60/default-field-of-view-deg
  /config
/view



!-- Shift the camera target point back --
view n=1
  config
target-z-offset-m archive=y type=double20.0/target-z-offset-m
  /config
/view

view n=2
  config
x-offset-m archive=y type=double8.0/x-offset-m
z-offset-m archive=y-19.7/z-offset-m
target-z-offset-m archive=y type=double20.0/target-z-offset-m
  /config
/view

view n=3
  config
target-z-offset-m archive=y type=double20.0/target-z-offset-m
  /config
/view

view n=5
  config
target-z-offset-m archive=y type=double2.0/target-z-offset-m
  /config
/view

sound
  audibletrue/audible
  pathAircraft/B-1B/Sounds/b-1b-sound.xml/path
/sound

submodels
	serviceable type=booltrue/serviceable
	pathAircraft/B-1B/Submodels/sub_lancer.xml/path
/submodels

!--  panel
  pathAircraft/B-1B/Panels/there_is_no_spoon.747/path
/panel--


!--hud
  pathAircraft/B-1B/Huds/B-52F-hud1.xml/path
  visibilitytrue/visibility
/hud--

model
  pathAircraft/B-1B/Models/B-1B.xml/path
 !-- doors
		 fuelhatch/
		 hatch/
	/doors--
	!--B-1B

/B-1B--

/model

systems
	autopilot
pathAircraft/B-1B/Systems/b1b-autopilot.xml/path
	/autopilot
  !--electrical
pathAircraft/B-1B/Systems/b1b-electrical.xml/path
  /electrical--
/systems

wing-sweep
  setting0.00/setting
  setting0.23/setting
  setting0.42/setting
  setting0.80/setting
  setting1.00/setting
/wing-sweep

flaps
  setting0.0/setting
  setting0.5/setting
  setting1.0/setting
/flaps

spoilers
  setting0.0/setting
  setting0.5/setting
  setting1.0/setting
/spoilers

!-- AoA Indexer target 1.0 deg --
 aoa-indexer
   too-slow-deg2.5/too-slow-deg  !-- target +1.5 deg --
   slow-deg1.5/slow-deg  !-- target +0.5 deg -- 
   fast-deg0.5/fast-deg  !-- target -0.5 deg -- 
   too-fast-deg-0.5/too-fast-deg  !-- target -1.5 deg -- 
 /aoa-indexer

help
  titleB-1B Lancer/title
  key
namej/k/name
descdecrease/increase spoilers/desc
  /key
  key
	  nameo/name
	  descafterburner on/desc
  /key
  key
	  nameO/name
	  descafterburner off/desc
  /key
  key
	  named/name
	  descsweep wing back/desc
  /key
  key
	  nameD/name
	  descsweep wing fwd/desc
  /key
  !-- key
	  nameCTRL B/name
	  desctoggle airbrakes/desc
  /key--
  lineAfterburner(ab) used for TakeOff/Climb/line
  lineFor takeoff apply 1/2 flaps, full ab/line
  lineRotate at 160kts/takeoff at 170/180kts/line
  line---/line
  lineIt's OSG baby!/line
  lineTerrain Following/Avoidance Systems:/line
  line1. Adjust clearance (SET CLEAR or CLR PLN)/line
  line2. Toggle master switch(es) on/line
  line3a. For TFS: switch PRTY to TERRAIN FOLLOW/line
  line3b. For TFS: over water switch PRTY to MAP/line
  key
	  nameCtrl D/name
	  descFlare out/desc
  /key
  lineGood Luck!/line
/help

   !--ai
	enabled type=booltrue/enabled
	scenariorefueling_demo/scenario
/ai--

  /sim



  autopilot
settings
  target-agl-ft type=float1000/target-agl-ft
  target-altitude-ft type=float8000/target-altitude-ft
  target-pitch-deg type=float0/target-pitch-deg
  target-vfps type=float0/target-vfps
  take-off-pitch-deg type=float2.0/take-off-pitch-deg
  target-speed-kt type=float290.0/target-speed-kt
  climb-out-initial-pitch-deg type=float6.0/climb-out-initial-pitch-deg
  climb-out-final-pitch-deg type=float3.0/climb-out-final

[Flightgear-devel] B-1B update

2007-11-13 Thread Markus Zojer
Hi all!

Please update the B-1B in CVS with the one found at that link:
(just update the whole folder)

http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B.tar.gz

New improvements (OSG only)
- Terrain following system
- Terrain avoidance system
- New/updated panels
- Some experimental eyecandy added

Thanks in advance,
markus

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Re: [Flightgear-devel] B-1B update

2007-11-13 Thread Markus Zojer
Ok, now the following files need to be updated/added:

B-1B/readme-bone.txt
B-1B/B-1B-set.xml
B-1B/Nasal/b1b.nas
+B-1B/Nasal/flightcontrols.nas
B-1B/Systems/b1b-autopilot.xml
B-1B/Submodels/sub_lancer.xml

On first sight the rest seemed to be updated correctly.

Thanks,
markus

Curtis Olson wrote:
 On Nov 13, 2007 10:52 AM, Markus Zojer [EMAIL PROTECTED] 
 mailto:[EMAIL PROTECTED] wrote:

 Sorry for the noise, but it seems that the old files were not updated,
 only new ones added.
 I have no idea how the update system works, but u could just
 delete the
 old folder and create a new one ;-)


 It's difficult to delete the old folder and restart because of the way 
 cvs works internally.  If you can give me a list of files that are no 
 longer needed, I can remove them.

 Regards,

 Curt.
 -- 
 Curtis Olson: http://baron.flightgear.org/~curt/ 
 http://baron.flightgear.org/%7Ecurt/
 Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d 


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Re: [Flightgear-devel] B-1B update

2007-11-13 Thread Markus Zojer
Excellent, thanks again,

Markus

Curtis Olson wrote:
 Ok, I see what I did ... my mistake ... I inadvertently ran the commit 
 from the Models directory, not the top level.  Sorry about that.  
 These files should be there now.

 Regards,

 Curt.


 On Nov 13, 2007 12:03 PM, Markus Zojer [EMAIL PROTECTED] 
 mailto:[EMAIL PROTECTED] wrote:

 Ok, now the following files need to be updated/added:

 B-1B/readme-bone.txt
 B-1B/B-1B-set.xml
 B-1B/Nasal/b1b.nas
 +B-1B/Nasal/flightcontrols.nas
 B-1B/Systems/b1b-autopilot.xml
 B-1B/Submodels/sub_lancer.xml

 On first sight the rest seemed to be updated correctly.

 Thanks,
 markus

 Curtis Olson wrote:
  On Nov 13, 2007 10:52 AM, Markus Zojer  [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED]
  mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote:
 
  Sorry for the noise, but it seems that the old files were
 not updated,
  only new ones added.
  I have no idea how the update system works, but u could just
  delete the
  old folder and create a new one ;-)
 
 
  It's difficult to delete the old folder and restart because of
 the way
  cvs works internally.  If you can give me a list of files that
 are no
  longer needed, I can remove them.
 
  Regards,
 
  Curt.
  --
  Curtis Olson: http://baron.flightgear.org/~curt/
 http://baron.flightgear.org/%7Ecurt/
  http://baron.flightgear.org/%7Ecurt/
  Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d


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 http://baron.flightgear.org/%7Ecurt/
 Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
 

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[Flightgear-devel] subsystem timing alert

2007-11-13 Thread Markus Zojer
Hi everyone!

Updated flightgear/simgear cvs today (with use of an about 2 months old 
OSG installation) and when using the B-1B I get:

Subsystem Timing Alert : 11438 ai_model
Subsystem Timing Alert : 16946 replay
Subsystem Timing Alert : 12484 replay
Subsystem Timing Alert : 153750 replay
Subsystem Timing Alert : 12526 ai_model
Subsystem Timing Alert : 12248 fx
Subsystem Timing Alert : 16093 ai_model
Subsystem Timing Alert : 48082 replay
Subsystem Timing Alert : 12039 ai_model
Subsystem Timing Alert : 27045 controller
Subsystem Timing Alert : 106387 environment
Subsystem Timing Alert : 705687 submodel_mgr
Subsystem Timing Alert : 41473 ai_model
Subsystem Timing Alert : 83159 submodel_mgr
Subsystem Timing Alert : 177391 ai_model
Subsystem Timing Alert : 18234 ai_model
Subsystem Timing Alert : 191863 electrical0
Subsystem Timing Alert : 194192 systems

Where do those alerts come from and what do they mean?

greetings,
markus

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Re: [Flightgear-devel] B-1b update nr2 patch

2007-08-02 Thread Markus Zojer

Can someone please apply the little -diff file attached?
It should target the bugs reported.

Many thanks,
Markus
? -d.diff
Index: B-1B-set.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/B-1B/B-1B-set.xml,v
retrieving revision 1.3
diff -u -p -r1.3 B-1B-set.xml
--- B-1B-set.xml	1 Aug 2007 16:22:48 -	1.3
+++ B-1B-set.xml	2 Aug 2007 08:51:12 -
@@ -457,7 +457,6 @@ B-1B set file.
 nasal
 	b1b
 		fileAircraft/B-1B/Nasal/b1b.nas/file
-		scriptinit_b1b();/script
 	/b1b
 	b1b-fuel
 		modulefuel-aar/module
Index: Nasal/b1b.nas
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/B-1B/Nasal/b1b.nas,v
retrieving revision 1.3
diff -u -p -r1.3 b1b.nas
--- Nasal/b1b.nas	1 Aug 2007 16:22:48 -	1.3
+++ Nasal/b1b.nas	2 Aug 2007 08:51:12 -
@@ -1,16 +1,14 @@
+setlistener(/sim/signals/fdm-initialized, func {
+	init_b1b();
+});
+
 init_b1b = func {
 setprop(/sim/current-view/field-of-view, 60);
 setprop(/autopilot/settings/target-pitch-deg, 2);
 setprop(controls/switches/terra-report, 0);
-#setprop(/sim/panel-hotspots, 1);
-#setprop(/engines/engine[0]/running, 0);
-#setprop(/engines/engine[1]/running, 0);
-setprop(sim/multiplay/chat_display, 1);
-setprop(sim/user/callsign, 'B-ONE');
-#setprop(/consumables/fuel/tank[4]/level-gal_us, 1000);
+setprop(/sim/panel-hotspots, 1);
 #fuel_syst();
-settimer(eng_state, 1);
-
+settimer(eng_state, 3);
 print (B-1B warming up!);
 }
 
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[Flightgear-devel] B-1b update nr2

2007-08-01 Thread Markus Zojer
Sorry for the short interval, but I recognized not all files being 
updated correctly.


- please apply  -diff file (in attached folder)
- copy sub_lancer.xml (also in attached folder) to folder Submodels
- delete folder hsi in Models/Instruments-3d
- delete smoke_puff.xml in folder Submodels

That should be all, hopefully everything works now.

Many thanks,
Markus


B-1B_010807.tar.gz
Description: GNU Zip compressed data
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Re: [Flightgear-devel] B-1b update nr2

2007-08-01 Thread Markus Zojer
Melchior FRANZ wrote:
 * Markus Zojer -- Wednesday 01 August 2007:
   
 That should be all, hopefully everything works now.
 

 No, doesn't:

   Nasal runtime error: setprop() value is not string or number
 at $FG_ROOT/Aircraft/B-1B/Nasal/b1b.nas, line 359

 That's because init_b1b() is called with settimer(..., 0) and not
 with setlistener(/sim/signals/fdm-initialized, ...);
   
Thats not beautiful, I agree but worked for me .. will you fix it or 
should I?

 And then there's this bug:

   setprop(sim/user/callsign, 'B-ONE');

 The callsign is something that the *user* chooses, and not something
 that the aircraft may set, let alone: override! Unless you want to
 make sure that nobody uses the B-1B on multiplayer, of course ... :-}
   
Thats strange, it works flawlessly on my machine (on multiplayer), 
although the

sim/user/callsign

doesn't change your multiplayer callsign but the callsign ATC addresses 
to you, normally Golf Foxtrot Sierra.

M.
 m.

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Re: [Flightgear-devel] B-1b update nr2

2007-08-01 Thread Markus Zojer
Melchior FRANZ wrote:

 OK, whatever it changes: it's a bug. The property dir is called /sim/*USER*/
 for a reason. It's user stuff, not aircraft stuff. I for one have this
 call sign set in my $FG_HOME/preferences.xml, and I don't see why any
 aircraft should override my personal choice.
   
Ok, you got a point there, it just annoyed me to read that GFS again and 
again, maybe we should encourage the users to alter it.

 This looks like a bug, too:  setprop(sim/multiplay/chat_display, 1);
 (although I haven't seen any effect). No aircraft should mess with *my*
 chat features. That's overstepping its competence. It's an aircraft.
 Nothing more, nothing less.

 m.

   
Hmm, ok I get that, the problem is that chat was disabled by default and 
a lot of users weren't aware of that, so when there is human ATC on 
multiplayer, you have some chaos by some following orders and others 
don't because they can't read the massages. You can call that realism, 
and you are not wrong here ;-)

Oh yes and Curtis thanks for adding, was my first diff file - I prefer 
normal files too  :-)

g,
Markus
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[Flightgear-devel] B-1B update

2007-07-30 Thread Markus Zojer
Hello World :-)

Please commit the next version of the B-1, available for download here ( 
many files updated):
http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B.tar.gz

+ Features a very basic and alpha terrain avoidance system, usable with 
terrain follow or alt hold:

- switch on TER AVD
- select range (currently working 2.5, selected when flying below 
=1000ft and 5nm selected when flying =1000ft)
- select clearance in ft, available 0=off, 100, 300, 500, 1000ft for low 
flying; always use the next smaller increment then your agl hold 
altitude eg:
agl hold 1000ft -- use 500 clearance, at 1000 you will get a very bumpy 
ride;

+ New panels and OSG only switches
+ Many updates and fixes

Thanks,
Markus

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[Flightgear-devel] Fuel Management

2007-07-30 Thread Markus Zojer
Hello everyone!

Just a short question regarding fuel management:

Are the following properties working: ??

controls/engines/engine/feed_tank
controls/fuel/tank/to_engine
controls/fuel/tank/to_tank

Since I tried them with different values (int -1,0,1..) and got no results.

Thanks,
Markus

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Re: [Flightgear-devel] B-1B Lancer goes cvs

2007-07-11 Thread Markus Zojer
Thanx for the reply AnMaster!

Since I am using only osg for my development, there could of course be 
some incompatabilities for the plib libraries. I experienced also 
changes in appearance when updating osg one week ago but I will 
investigate further.
This rather raw model however is just a replacement for a more accurate 
one in work now.

Fly on,
Markus

AnMaster wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512

 I copied the missing files from the original tarball but I notice some
 problems with the model:
 I can see the ground through the engine outlets and the windows in external
 view, seems like the aircraft got no inside. If I use fg/osg I can no longer
 see ground through the engine outlets but still through the windows:
 http://pics.ww.com/d/65568-1/B-1B.png

 Btw, on the right on the screenshot are some odd lines, the right half always
 got artifacts like that on screenshots with fg/osg but never with fg/plib for
 me. Someone should probably investigate that bug.

 Regards
 AnMaster

 AnMaster wrote:
   
 Using fg/plib I get this:

 WARNING: ssgSGIHeader::: Failed to open
 /home/anmaster/src/flightgear/data/Aircraft/B-1B/Models/Instruments-3d/knob.rgb'
 for reading.
 Failed to load submodel: Failed to open file
  at
 /home/anmaster/src/flightgear/data/Aircraft/B-1B/Models/Instruments-3d/hsi/hsi.xml
 Failed to load aircraft from Aircraft/B-1B/Models/B-1B.xml
 (Falling back to glider.ac.)


 I tried to check it out again but that didn't help.

 Regards,
 AnMaster

 Melchior FRANZ wrote:
 
 * Markus Zojer -- Tuesday 10 July 2007:
   
 http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B.tar.gz

 start with --aircraft=B-1B
 
 Thanks, committed. I changed the line endings in one file from
 DOS to UNIX, made absolute paths in the animation file relative,
 and I had to crop the thumbnail. Requested size is 171x128 (as per
 Curt's order). You may want to submit another one which doesn't
 cut off the nose.   ;-)
   
 FYI: There are some ugly transparency artifacts under fgfs 0.9.11.
   
 m.
   
 
 PS: files are under GPL, as confirmed by Markus
   
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Re: [Flightgear-devel] B-1B Lancer goes cvs

2007-07-11 Thread Markus Zojer
Thanx for the reply!

The sound system is on the todo list for the next patch, didn't have 
time to review it yet. I have to dig in sounds much deeper since they 
are a key component to realism.

Fly on,
Markus

Maik Justus wrote:
 Hi Markus,

 thanks for the new aircraft.
 I found a small problem in b-1b-sound.xml.
 There was a bug in the directional sound in Flightgear, which made the 
 directional sound not work. Due to this, nobody recognized some mistakes 
 in the README.xmlsound. (It's all fixed now). The direction need not to 
 be given as a set of angles, but as a vector pointing forward. And 
 instead of inner/outer-cone it should be inner/outer-angle.

 Maik

 Markus Zojer schrieb am 10.07.2007 16:29:
   
 Hello all!

 As promised a preview version of the bone for cvs.
 Can be downloaded here:
 http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B.tar.gz

 start with --aircraft=B-1B

 Some feedback about the FDM would be nice, since I never flew the bone :-)

 Fly on,
 Markus

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[Flightgear-devel] B-1B Lancer goes cvs

2007-07-10 Thread Markus Zojer
Hello all!

As promised a preview version of the bone for cvs.
Can be downloaded here:
http://homepage.univie.ac.at/markus.zojer/fgfs/B-1B.tar.gz

start with --aircraft=B-1B

Some feedback about the FDM would be nice, since I never flew the bone :-)

Fly on,
Markus

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[Flightgear-devel] c130

2007-05-09 Thread Markus Zojer

Hello to the makers of the c130!

I really enjoy the flight with this plane, especially the 110kts 
landings :-)


I noticed, that the sim model is not in sync with the 3d model, so I 
changed Models/c130.xml to


pathc130.ac/path
offsets
  x-m  17.0 /x-m (was 0)
  y-m  0.0 /y-m
  z-m -2.8 /z-m
/offsets

of course the views have to be adjusted (see attached set file).

Maybe some finetuning is needed, keep up the work.

fly on,
markus



?xml version=1.0?

!-- Lockheed C130 Hercules. --

PropertyList

 sim

  descriptionC130/description
  statusBARANGER/status
  aircraft-version0.1/aircraft-version

  startup
   splash-textureAircraft/C130/c130-splash.rgb/splash-texture
  /startup

  flight-modeljsb/flight-model
  aeroc130/aero

  systems
   electrical
pathAircraft/Generic/generic-electrical.xml/path
   /electrical
  /systems 

  sound
   audibletrue/audible
   pathAircraft/C130/Sounds/c130-sound.xml/path
  /sound

  model
   pathAircraft/C130/Models/c130.xml/path
  /model 

  submodels
serviceable type=booltrue/serviceable
pathAircraft/C130/Submodels/submodels.xml/path
  /submodels
  
  virtual-cockpit archive=ytrue/virtual-cockpit
  allow-toggle-cockpit archive=ytrue/allow-toggle-cockpit
  
  view
internal archive=ytrue/internal
config
  !-- X/Y/Z == right/up/back --
  x-offset-m archive=y  -0.598 /x-offset-m
  y-offset-m archive=y   0.205 /y-offset-m !-- 3.005 - 2.8 --
  z-offset-m archive=y 6.533 /z-offset-m!-- -changed- --
  pitch-offset-deg 0.0 /pitch-offset-deg
  default-field-of-view-deg type=double 60.0 /default-field-of-view-deg
/config
  /view
  
  !-- Shift the camera target point back -changed=inserted view 1-3- --
  view n=1
	  config
		  target-z-offset-m archive=y type=double16.0/target-z-offset-m
	  /config
  /view
  
  view n=2
	  config
		  target-z-offset-m archive=y type=double16.0/target-z-offset-m
	  /config
  /view
  
  view n=3
	  config
		  target-z-offset-m archive=y type=double16.0/target-z-offset-m
	  /config
/view
  
  chase-distance-m type=double archive=y-45.00/chase-distance-m
  
  help
key
  nameD/name
  descOpen/Close backdoor/desc
/key
key
  named/name
  descOpen/Close crew door/desc
/key
key
  nameS/name
  descStart engine smoke/desc
/key
key
  names/name
  descStop engine smoke/desc
/key
key
  namej/name
  descParachutist/desc
/key
  /help

 /sim
 
!-- engines on, low pitch (parking) --
 controls
  engines
   engine n=0
magnetos archive=y3/magnetos
propeller-pitch0.0/propeller-pitch
   /engine
   engine n=1
magnetos archive=y3/magnetos
propeller-pitch0.0/propeller-pitch
   /engine
   engine n=2
magnetos archive=y3/magnetos
propeller-pitch0.0/propeller-pitch
   /engine
   engine n=3
magnetos archive=y3/magnetos
propeller-pitch0.0/propeller-pitch
   /engine
  /engines
  smoke type=booltrue/smoke
  signal type=booltrue/signal
  paratroopers type=booltrue/paratroopers
  jump-signal type=boolfalse/jump-signal
  negGtime type=int0/negGtime
  gmeter
reset type=int1/reset
  /gmeter
  flight
elevator-trim type=double0.1/elevator-trim
  /flight
 /controls

!-- above 700 RPM avoids the stop -- 
  engines
  engine n=0
   rpm archive=y100/rpm
  /engine
  engine n=1
   rpm archive=y100/rpm
  /engine
  engine n=2
   rpm archive=y100/rpm
  /engine
  engine n=3
   rpm archive=y100/rpm
  /engine
 /engines
 
 ai
   submodels
 trigger type=boolfalse/trigger
   /submodels
 /ai

!-- autopilot --
 autopilot
  settings
   target-speed-kt330/target-speed-kt
  /settings
 /autopilot

 consumables
   fuel
 tank n=9
   level-gal_us archive=y200/level-gal_us
 /tank
   /fuel
 /consumables

 input
   keyboard include=Nasal/c130-keyboard.xml
   /keyboard
 /input

 nasal
   c130
 fileAircraft/C130/Nasal/doors.nas/file
   /c130
   G-Meter
 fileAircraft/C130/Nasal/gmeter.nas/file
   /G-Meter
   Jumpers
 fileAircraft/C130/Nasal/paratroopers.nas/file
   /Jumpers
 /nasal

/PropertyList

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[Flightgear-devel] limited flap usage

2007-05-04 Thread Markus Zojer
Hi everyone!

Just discovered that flaps seem to be usable just for 1 time, it's 
possible to extend and to retract but then they refuse any further 
commands via keyboard. Can anyone verify this?
I am using a 2 week old OSG/cvs build of flightgear and tested 
jsbsim(c130) and yasim(b-52) aircraft.

c u,
markus


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[Flightgear-devel] Generic aar.nas/AI properties

2007-03-29 Thread Markus Zojer
Hello all!

First off, when linking the B-2(yasim) to the generic aar.nas I 
experienced a constant switching of the engines/out-of-fuel property 
which unsurprisingly results in low thrust. Could this be related to the 
broken fuel-consumed-lbs property (of yasim?) that is jumping around 
close to zero?

Secondly, is live manipulating of AI model properties possible at the 
moment?

In the flightgear property browser I found orientation/true-heading-deg 
and some radar properties but I think it would come in handy to be able 
to manipulate speed, altitude and waypoints (and maybe more Wink) for an 
AI model. So it would be possible to spawn an AI tanker at a desired 
location or be able to launch testbeds or rockets from a plane and 
direct it to a desired location.

I am using an end feb build of osg/fg.

Maybe I missed something, thanks in advance,
markus

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Re: [Flightgear-devel] no more AAR.nas, please!

2007-02-28 Thread Markus Zojer
Melchior FRANZ wrote:
 * alexis bory -- Tuesday 27 February 2007:
   
 Ok, I promise to sort out the A-10's specifics function from
 aar.nas :)
 

 Excellent. Let's work together on one copy (Aircraft/Generic/aar.nas)
 and make it the best possible. BTW: I think about moving the whole
 functionality into Nasa/fuel.nas. IIRC, Andy didn't like the idea, as
 air-to-air-refueling was too special, but if this is written such
 that it doesn't only support AAR, but every form of tanking, then
 it certainly makes sense. And it can surely be done in a way that
 doesn't needlessly cost cycles for the generic case.




   
 Melchior, just wait and let me have a little rest from the A-10
 and nasal, I'm relaxing a bit while modeling the A-6 Intruder.
 

 Cool. No problem. I wasn't yet in berserk mode. I just wanted
 to stop the process of new aar.nas being added. But we should indeed
 start to check why several aircraft still have their own copy,
 if some functionality is missing from the generic version and should
 be added there, and which aircraft can be migrated.

 These are currently in CVS (only searched by name; not looked into them):

   ./T38/aar.nas
   ./KC135/aar.nas
   ./a4/Models/fuel-aar.nas   (doesn't it use the generic one already?)
   ./A-10/Nasal/aar.nas
   ./B-52F/Nasal/AAR.nas
   ./E3B/Nasal/aar.nas
   ./harrier/harrierAAR.nas
   ./B-2/Nasal/AAR.nas\ two?!   :-}
   ./B-2/Nasal/fuel-aar.nas   /

 m.

   
Hallo Melchior!

Regarding the B-2 you can delete both of the aar.nas files as they are 
not in use. They were placed there in an attempt to provide refueling in 
0.9.10 (which has no generic aar.nas) and are just there to play with, 
but as I can see a new release emerging I like the idea of simplifying 
things for the future.

g,
markus

ps: Aar, aAr, aaR ;-)

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[Flightgear-devel] B-2 update

2007-02-26 Thread Markus Zojer
Please update the B-2 folder to the new version, as almost all files 
have been updated.
We have now flymodes, new instruments and more.
Download here: http://homepage.univie.ac.at/markus.zojer/fgfs/B-2.tar.gz

Thanks,
Markus

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[Flightgear-devel] B-2 Spirit

2007-02-06 Thread Markus Zojer

Hello everyone!

I was in the mood to create a beast, the B-2, consisting of 3D model, 
FDM and some stolen cockpit panels. Some autopilot functions are 
misused for stabilizing the bird if you want to prevent your controls 
from overstress. Since it is a bit annoying not to see other aircraft in 
multiplayer when the aircraft model is not installed, feel free to add 
this plane to the flightgear project.
Some pictures are posted in the official flightgear forum, grab the 
plane there or here:

B-2.tar.gz http://homepage.univie.ac.at/markus.zojer/fgfs/B-2.tar.gz
Beeing a work in progress any feedback is welcome!

Have a nice day,
Markus
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