Cedric Sodhi wrote:
You will have to clone
every aircraft which you would like to have as a git repository. And you
should clone them into a different directory than fgdata (strongly
recommented).
Is there any recommended way to reference instruments outside the
aircraft's directory?
James Turner wrote:
Is there any recommended way to reference instruments outside the
aircraft's directory?
Currently I am using
path../../../Instruments-3d/alt-2/alt2.ac/path
and
texture../../../Generic/Effects/smoke.png/texture
etc.
Please use:
Hal V. Engel wrote:
The model I am looking at only has one mesh [...clip...] drapped over
a set of armatures (bones) [...clip...] AC3D has no support for
armatures as far as I can tell so this imformation is lost on export
If it is only one mesh, then that says it all.
Correct. That
Hi Hal,
Oh yes, it is possible. But not easy.
Hal V. Engel wrote:
I have been able to get a AC3D export but of course all of the
armature stuff is gone and all I have at that point is a static model
that can not be animated.
The export process from Blender may not be the problem. _If_
Hi Peter,
Absolutely.
Look at the bluebird, the inside colors change with lighting and
door-open-close, besides the usual livery choices. It is done with
nasal, which changes properties that the model material tags point to.
Stewart
Peter Völk wrote:
Hi there,
is there a way to change
Hi John,
John Denker wrote:
I ran into the same problem with using generic instruments when
developing the bluebird over 2 years ago. Some instruments rely on
properties that are only updated by the FDM, and the ufo doesn't.
That's valuable information. Can you be more specific?
Hi John,
I ran into the same problem with using generic instruments when
developing the bluebird over 2 years ago. Some instruments rely on
properties that are only updated by the FDM, and the ufo doesn't.
So I wrote my own nasal to fill in those gaps, and/or I made my own
instruments by
Curtis Olson wrote:
I have no idea why the scenery would show up different in this view
for John ... maybe more issues of our code not being 100% compatible
with ATI hardware (or visa versa?)
It is not just the model view. All views _afterward_ are also missing
the nearby scenery, and I can
Hi Tim,
I never got any response, so I guess my email got lost.
I am see a new error message with yesterday's cvs, so here is a new
report with OSG_NOTIFY_LEVEL stepped up to DEBUG
http://seahorseCorral.org/bugreport/fgfs-results.C172.KSFO.gz
search for error yields 40 results:
(25) : error
Durk Talsma wrote:
Secondly, because the new splash screen was so distinctly different, it seems
a good idea to me to update the splash screens for all our default aircraft.
After all, these screens are going to be the first visual impression of the
new version. Preferably somebody with
Hi Erik,
Erik Hofman wrote:
Ok, I've committed a work around that silently catches any error prior
to calling alutLoadWAVFile(). Should be good enough for the next release.
That is better. No alut/ALC errors remain.
Thank you,
Stewart
Hi Erik,
This morning's cvs for simgear is now giving me a segfault:
Fatal error: Failed to load wav file: There was already an ALC error on
entry to an ALUT function
The reported wav file is different for each aircraft, but is always the
first sound played.
gdb bt with debug disabled:
#0
Erik Hofman wrote:
I did change the code today to prevent this from happening, are you sure
you are running the latest code?
I am positive.
I see this file updated this morning:
-rw-r--r--1 sandreas20185 Jan 20 07:35
SimGear/simgear/sound/soundmgr_openal.cxx
// $Id:
Tim Moore wrote:
But I am not running Ubuntu, and the sound is working, although it
gets
interrupted often, like when a forked process takes extra time and
lowers the fps.
What are you running?
Nothing in the background to cause outside interruptions, if that's what
you
Hi Erik,
I have been getting this error since the last week of December, when the
first sound plays, gear-lock in my case. (Playing that sound is new
behavior I wonder how to stop.)
ALC Error (sound manager): ALC_INVALID_DEVICE at load file
But I am not running Ubuntu, and the sound is
Stuart Buchanan wrote:
The wing leveler and heading autopilot that are part of the KAP140 work
well for the c172p. However, using the generic autopilot instead is not
something that I would expect to work, so they should be disabled
for the c172p.
Agreed.
And the help keys removed from the
James Turner wrote:
Okay, so that's where the bug has come from, I need to fix the logic to only
drive this property when GPS 'leg' mode is active.
Yes, and it works now. Thank you very much!
Stewart
--
This
Hi,
Why is the autopilot broken?
Specifically on my models like bluebird (or ufo if you prefer), I
started to implement a requested feature, but found it does not work
like it used to.
The property:
/autopilot/settings/true-heading-deg
acts like it is being set by something else that
Hi James,
There were major changes on the GPS and Route-Manager since August (3 Months
ago already!)
I had not noticed because I have not tried using the autopilot
for many months.
written flightdirector like Syds Aircrafts (Citation Bravo works perfect) or
with own
yes, Citation
Erik Hofman wrote:
Hey,
could we all agree it's not my fault? :)
Sorry Erik,
You are only guilty of submitting the most number of files in that 36
hour period. :)
I guessed wrong.
Stewart
--
This SF.Net email
Hi,
Have you looked at the Walker in bluebird?
Each limb can be moved independently, and orchestrated into an animation
of walking, etc.
You could study the rotation points used there, if nothing else.
Curtis Olson wrote:
Hi,
I'm looking for a developer who can help me get over the hump
Jacob Burbach wrote:
Traditionally it is MAJOR.MINOR.PATCHLEVEL, definately more than a
patchlevel thing, and way more than minor, so either 1.10.x or 2.x.x
if your following that standard. 1.10 feels weird,
Maybe it is wierd.
1.9 is mathematically the same as 1.90
1.10 is less than 1.90 by
Hi,
Maybe it is the video card and driver that is producing the higher quality?
May I point out the starboard navigation light seems to be on the port
wing? etc.
;P
Otherwise, very nice.
Stewart
Victhor Foster wrote:
Are those pics 'shopped? They have such good contrast and stuff, I
Curtis Olson wrote:
Has anyone developed a more detailed model of a sky diver? I'm
especially interested in the free fall phase. (My brother is up to
his 38th jump now I think.)
I most certainly have!
Have you looked at bluebird or my other shuttlecraft?? (which for the
moment are more up
Curtis Olson wrote:
An accurate FDM would be immensely complex considering all the
possible poses a human can achieve. But perhaps something simplistic
could be worked up using the arms and legs as control surfaces. My
focus right now is not so much getting accurate free fall dynamics,
Josef Duschl wrote:
Why not start by look for skydiving gps tracks on the net to come up
with a model?
Hi Josef,
I didn't think gps was meant to be as accurate on the z-axis.
It is all physics anyways. I can draw a smooth curve with the right formula.
Here is a link to one of the better
Curtis Olson wrote:
Hey, that's pretty neat (the bluebird is part of CVS if anyone else
wants to play.) Question, is there a way to turn the walker? I found
forward/back and left/right but he always faces the same direction.
Hi Curtis,
When in Walk View, mouse mode 2 (view direction),
Detlef Faber wrote:
Am Dienstag, den 19.05.2009, 21:56 +0200 schrieb Melchior FRANZ:
* Detlef Faber -- Tuesday 19 May 2009:
This means while trying to pass beneath a bridge, geo.elevation returns
the heigth of thebridge which will obviously stop the walker from moving
ahead.
syd adams wrote:
That looks much better . I probably did oversaturate the textures to
try and bring out the color ... they were always a little too dark here.
Hi Syd,
I think the saturation is perfect, given a sunny day and spring growth.
The conifer trees could be brighter, even our spruce
Erik Hofman wrote:
This should now be fixed in simgear/scene/sky/oursun.cxx
Thank you!
It is fixed.
The only remaining problem with space is, it is not black above 300,000
ft. But I understand that is not really a bug, but is a lack of definition.
Vivian Meazza wrote:
I think it's as right as we are going to get it, given all the unknowns
about the objects and the scattering particles in the environment at any
time or place.
One more thing, the trees are still very dark, especially noticeable in
daylight and sunny skies.
looking
Vivian Meazza wrote:
The thunmbnail inks don't work here.
Oops.
Fixed.
This is very interesting. Do the new ambient adjustments as of yesterday
give the same results?
This is as of CVS on 2009.Apr.05
and today's checkout has no changes to source.
Stewart
Hi Vivian,
Why wait for a NASA Shuttle? There already exist several models to see
the /interesting/ effects at altitude, some which have changed with the
new ambient values.
One of said aircraft _is_ in CVS.
I am getting requests to make spaceships for Flightgear, faster than I
can possibly
Vivian Meazza wrote:
Melchior FRANZ wrote:
Alright I've updated the ambient table (multiplied all values by 2.5)
Let me know what you all think with the CVS version of src/Time/light.cxx
Looks nice here, I hope others will agree.
I agree. Looks _very_ good now.
Is there
Erik Hofman wrote:
Why wait for a NASA Shuttle? There already exist several models to see
the /interesting/ effects at altitude, some which have changed with the
new ambient values.
For good or for bad?
(and if for bad what exactly, or as precise as possible).
Bad, of course.
Oh
Hi Mathias or Tim,
Why does geo.elevation return values that jump up and down as much as
1.6 ft.?
Especially on the runway, which geo.info returns zero for bumpiness.
Look at this:
http://seahorsecorral.org/images/fgfs/walker-geognd.png
Hi Nav and Vivian,
I have the answer to your question, (why are some pick outlines grey
instead of yellow?)
If an object has a _material_ animation, specifically, emissions, then
it will not be the thick yellow line, but instead a thin line the _same_
color as the emission value.
So for
Hi Ralf,
Are you still looking for 1x1 tiles with ocean showing as land?
Stewart
Ralf Gerlich wrote:
It would be great if you could send me an exact position which is
_inside_ the faulty tile. But I at least need general instructions on
how to find the place. Maybe there's a pattern in these
Ralf Gerlich wrote:
[SNIP - Loads of sightings]
OK, I originally intended to do partial rebuilds for the buggy tiles,
but if there's so many of them (wonder why I didn't see any of them when
checking the scenery myself) that warrants a full rebuild.
Thanks!
Hi Ralf,
You're welcome.
For Martin and Ralf,
I have found some problems in the following tile of size and date:
121906776 Mar 8 18:26 w120n40.tgz
and have sorted these in decreasing importance:
missing 1 vertices, causing a triangular gap in groundcover:
$ fgfs --aircraft=ufo --lat=47.998027 --lon=-119.874858
I have installed OSG, and in attempting to compile FlightGear cvs, I am
getting some errors:
This doesn't happen if I go back to SimGear and configure --with-jpeg-factory
make[2]: Entering directory `/usr/src/FlightGear-1.0-OSG/src/Network'
jpg-httpd.cxx: In member function `virtual void
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