Re: [Flightgear-devel] GPS - merge request

2013-10-09 Thread syd adams
Not sure what went wrong but i get this error consistently now:

Nasal runtime error: props.setValue() with non-number
  at /media/FG/fgdata/Nasal/props.nas, line 29
  called from: __dlg:gps, line 20
  called from: __dlg:gps, line 134
Segmentation fault (core dumped)



On Fri, Oct 4, 2013 at 1:48 AM, Dirk Dittmann
dirk.dittmann@gmail.comwrote:

 Am Donnerstag, 3. Oktober 2013, 21:38:52 schrieb James Turner:
  On 3 Oct 2013, at 17:35, Dirk Dittmann dirk.dittmann@gmail.com
 wrote:
   The improved-issue1164 is ready.
 
  
 https://gitorious.org/fg/dirks-flightgear/source/778cc8c6a0abb88a1238850376ea2374358fd887
 :
  Thanks, looks good and pushed.
 thx
 
  Unfortunately I now need to fix the route-path code to subdivide long
 legs
  along the great-circle course, since currently the map shows a visible
  difference at the midpoint of legs. But, that's a bug I'm glad to have :)
 i dont want to force you ;-)
 
  Kind regards,
  James


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Re: [Flightgear-devel] GPS - merge request

2013-10-09 Thread syd adams
No , Im not sure what caused the segfault... but the error message appears
every time i try to use gps navigation ( with the b1900d).Another change in
behavior is the heading needle deflection is extremely sensitive now when
using nav1 slaved to gps. I could be wrong , i dont have the docs in front
of me , but i was sure the gps deflection range was 5 nm.
Syd


On Wed, Oct 9, 2013 at 4:21 AM, Dirk Dittmann
dirk.dittmann@gmail.comwrote:

 I will search for that. allways a segfault ? fg crash ?



 2013/10/9 syd adams adams@gmail.com

 Not sure what went wrong but i get this error consistently now:

 Nasal runtime error: props.setValue() with non-number
   at /media/FG/fgdata/Nasal/props.nas, line 29
   called from: __dlg:gps, line 20
   called from: __dlg:gps, line 134
 Segmentation fault (core dumped)



 On Fri, Oct 4, 2013 at 1:48 AM, Dirk Dittmann 
 dirk.dittmann@gmail.com wrote:

 Am Donnerstag, 3. Oktober 2013, 21:38:52 schrieb James Turner:
  On 3 Oct 2013, at 17:35, Dirk Dittmann dirk.dittmann@gmail.com
 wrote:
   The improved-issue1164 is ready.
 
  
 https://gitorious.org/fg/dirks-flightgear/source/778cc8c6a0abb88a1238850376ea2374358fd887
 :
  Thanks, looks good and pushed.
 thx
 
  Unfortunately I now need to fix the route-path code to subdivide long
 legs
  along the great-circle course, since currently the map shows a visible
  difference at the midpoint of legs. But, that's a bug I'm glad to have
 :)
 i dont want to force you ;-)
 
  Kind regards,
  James


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Re: [Flightgear-devel] GPS - merge request

2013-10-09 Thread syd adams
If its any help , the error message pops up the instant the gps dialog is
opened.The dialog seems to work regardless , so Im not sure what the
problem is.
Syd


On Wed, Oct 9, 2013 at 1:20 PM, syd adams adams@gmail.com wrote:

 No , Im not sure what caused the segfault... but the error message appears
 every time i try to use gps navigation ( with the b1900d).Another change in
 behavior is the heading needle deflection is extremely sensitive now when
 using nav1 slaved to gps. I could be wrong , i dont have the docs in front
 of me , but i was sure the gps deflection range was 5 nm.
 Syd


 On Wed, Oct 9, 2013 at 4:21 AM, Dirk Dittmann dirk.dittmann@gmail.com
  wrote:

 I will search for that. allways a segfault ? fg crash ?



 2013/10/9 syd adams adams@gmail.com

 Not sure what went wrong but i get this error consistently now:

 Nasal runtime error: props.setValue() with non-number
   at /media/FG/fgdata/Nasal/props.nas, line 29
   called from: __dlg:gps, line 20
   called from: __dlg:gps, line 134
 Segmentation fault (core dumped)



 On Fri, Oct 4, 2013 at 1:48 AM, Dirk Dittmann 
 dirk.dittmann@gmail.com wrote:

 Am Donnerstag, 3. Oktober 2013, 21:38:52 schrieb James Turner:
  On 3 Oct 2013, at 17:35, Dirk Dittmann dirk.dittmann@gmail.com
 wrote:
   The improved-issue1164 is ready.
 
  
 https://gitorious.org/fg/dirks-flightgear/source/778cc8c6a0abb88a1238850376ea2374358fd887
 :
  Thanks, looks good and pushed.
 thx
 
  Unfortunately I now need to fix the route-path code to subdivide long
 legs
  along the great-circle course, since currently the map shows a visible
  difference at the midpoint of legs. But, that's a bug I'm glad to
 have :)
 i dont want to force you ;-)
 
  Kind regards,
  James


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Re: [Flightgear-devel] Updated 707

2013-09-24 Thread syd adams
Tried this out myself . A work of art ! I agree this should be one of the
default aircraft.


On Sat, Sep 21, 2013 at 3:48 PM, James Turner zakal...@mac.com wrote:


 On 20 Sep 2013, at 22:16, Stuart Buchanan stuar...@gmail.com wrote:

 Possible candidate for default aircraft for V3.0?


 Just had a quick flight around the Bay Area with this, it's a fantastic
 piece of work, I'm amazed by how beautiful, but also legible, the cockpit
 it is, a real pleasure to work in.

 Kind regards,
 James




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[Flightgear-devel] trees

2013-06-18 Thread syd adams
No one else has mentioned this so maybe its time for a make clean , but
this is what Im seeing after the recent tree updates :

http://imagebin.org/261806
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-27 Thread syd adams

 Well then the problem cannot be as large as it looks like since ALS does
 not
 cause any of those.


Yes it does .My framerates drop to about 10 fps with ALS.But luckily no one
has yet said Oh this is pretty , lets enable it by default!.
I can still use Flightgear quite nicely on the legacy ATI laptop.I cant do
that with any other flightsim I've tried.



 So why are you with those who are driving Thorsten away if you feel so
 strongly about this point? If you don't want a shit storm why are you
 happily
 contributing to it and siding with people who call others racist just for
 refusing a huge feature commit during a feature freeze?

  I think your exaggerating just a bit here , I dont see anyone trying to
drive Thorsten away.He appears stubborn enough to stick around ;).I see
people expressing frustration
with the uncertain direction these features are taking.

OK said my piece , back to updating models (again).
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[Flightgear-devel] DDS textures

2013-04-21 Thread syd adams
Just thought I'd mention that README-textures-ng states that dds textures
can be enabled with :

 --prop:/sim/rendering/materials-file=materials-dds.xml.

The correct line is :
--prop:/sim/rendering/materials-file=/Materials/dds/materials.xml.

Syd
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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-18 Thread syd adams
Ive been thinking about this since since you posted, and now i'm curious to
see it.My initial fear was more framerate drop, but if it can be truly
disabled I think its worth a try.Currently I can disable shaders and get
decent performance , 30-40 fps , which makes a flight doable.I do keep
trees on , with minimal impact if I keep the slider at 1.0 or less.Water
reflection used to have nearly zero impact on my framerate , now its
unuseable over the ocean or large lake.Not sure why but the skydome shader
had very little effect on my framerate when it first appeared , now it
drops fps to 10 from 40 .
So I cringe every time someone mentions a fix,;).
 Syd


On Thu, Apr 18, 2013 at 5:03 AM, AJ MacLeod
aj-li...@adeptopensource.co.ukwrote:

 On Wed, 17 Apr 2013 06:35:19 +
 Renk Thorsten wrote:
  But okay, I asked for feedback and I got it - point taken, feature not
 considered interesting from the modeller side.

 My modelling activity is in extended limbo at the moment so I was
 reluctant to comment, but the lack of texturing on cockpit walls etc has
 always been something that jarred with me... on the Bocian (and Camel, come
 to think of it) I tried to ensure that every surface in the cockpit was
 textured.

 This was OK on a tiny aircraft like a glider, but on something bigger and
 more complex I think the shader idea has something going for it, for
 cockpit walls etc which are not modelled in the same detail as the
 individual panels alongside them - certainly well worth experimenting with
 I'd say.

 AJ

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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-16 Thread syd adams
I'd say no , its easy enough to do without yet another shader, since each
new shader 'improvement has me tweaking my aircraft
to get back the frame rates I lost.But thanks for offering.
Syd


On Tue, Apr 16, 2013 at 12:34 AM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:


 I have a question to aircraft/cockpit modellers: Would a shader effect
 with the equivalent of a grain texture be useful to you?

 For the terrain, the grain texture is a semi-transparent overlay pattern
 of grainy dots - which is superimposed on the normal texture at 25 times
 the nominal resolution (so while a usual pixel on the terrain might be 4x4
 m sized, a pixel of the grain pattern is 16cm x 16 cm. This gives the
 appearance of a texture resolution which is much higher than it actually is:

 http://www.flightgear.org/forums/viewtopic.php?f=47t=18628#p173410

 In cockpits, I often see many monochromatic surfaces. When I look at the
 panel of my card, the plastic is monochromatic but has a fake leather
 pattern imprinted. The roof of my car has a cloth structure. My computer
 has some rhombus pattern imprinted. Metal surfaces often have some brush
 stroke structure. All these things are literally screaming for an overlay
 texture, as they are artificial repeating patterns and there is in fact no
 tiling problem as in terrain shading - they can just be superimposed,
 creating sub-millimeter-sized resolution on cockpit details at the expense
 of a single texture lookup.

 Now, I would offer to code a slot for a grain texture into the
 high-quality model shader of Atmospheric Light Scattering, but since I am
 not a 3d modeller and I suspect there are some issues with the uv-mapping
 which are a bit different from the way terrain works, I would need someone
 from the model side who is interested in exploring this idea.

 Let me know if anyone is interested.

 * Thorsten

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Re: [Flightgear-devel] Improved Basic Weather integration with Atmospheric Light Scattering

2013-04-16 Thread syd adams
Feedback welcome as always, though I suspect almost everyone these
days is using Advanced Weather...

No ,Advanced weather forced 3d clouds on me even when i disable 3d clouds
so i don't use it.
Of course i could be doing something wrong , but Im not quite convinced yet
to get a new computer.
Looks like I'll have to pretty soon ;)
Syd



On Tue, Apr 16, 2013 at 3:13 PM, Stuart Buchanan stuar...@gmail.com wrote:

 Hi All,

 Having talked about it for months (years?)  I've finally written some
 property rules that improve the integration of Basic Weather with the
 Atmospheric shader.

 In particular the skydome properties are now calculated using formulae
 very similar to those of Advanced Weather so there's no need to set
 rayleigh/mie/density properties directly, and appropriate levels of
 ground haze are estimated based on the lowest cloud layer.

 Some of the integration is quite basic, and there's plenty of room for
 improvement in the Basic Weather METAR parsing to set up appropriate
 visibility settings in particular.

 Feedback welcome as always, though I suspect almost everyone these
 days is using Advanced Weather...

 This also removes another roadblock from possibly making the
 atmospheric shader on by (non-Rembrandt) default.  Ooohhh,
 controversial :)

 -Stuart


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Re: [Flightgear-devel] Improved usability

2013-04-13 Thread syd adams
Thanks .I've redone most of the b1900d flight deck and have a question
about the knob animation.Can the object rotation be skipped in some cases?
Im still looking through the code for answers and probably didn't see
it.Keep up the good work .
Syd


On Sat, Apr 13, 2013 at 7:42 AM, James Turner zakal...@mac.com wrote:


 On 13 Apr 2013, at 13:49, James Turner zakal...@mac.com wrote:

  I'll figure out a proper fix now. The easy fix is /not/ to group
 multiple object-names together, but it's at the expense of more
 intermediate notes in the scene, alas.

 I've pushed a fix now - it's correct but slightly suboptimal in some
 cases. I've tested the 747-400, b1900d, C172 and A4-F ands everything seems
 to be working as I'd expect, but of course please test.

 (Fix is SimGear only)

 Regards,
 James



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Re: [Flightgear-devel] Improved usability

2013-04-12 Thread syd adams
I've apparently missed something... I cant right-drag , how do i enable
that ? Knob actions work fine so I'm adding this feature
to the b1900d since I'm overhauling it anyway.I also get the same nasal
error that Stuart mentioned.
Oh , and tooltips don't appear for me .Ive got a few days off now , so I'm
looking forward to digging into this .
Syd


On Fri, Apr 12, 2013 at 2:12 AM, James Turner zakal...@mac.com wrote:


 On 11 Apr 2013, at 23:57, Saikrishna Arcot saiarcot...@gmail.com wrote:

  I haven't tried the latest Git, but just in my opinion, if using
  Flightgear on a laptop, holding-down right-click to pan around can be
  bit of a pain. I would personally rather have the click-move-click
  method.

 There's three answers to this:

  - the current method will stay as an option on right-click (but probably
 off by default)
  - the current method will stay available on Tab, especially for laptop
 users / Mac users who haven't found (or don't want) the option in System
 Preferences to enable right-clicking

  (best for last!)

  - at least on my MacBook Pro, with right-clicks enabled in System
 Preferences, I *can* right-drag. This was a complete surprise to me when
 testing the new code, but actually it works great; touches on the
 right-click area which become drags are interpreted as right-dragging and
 everything just works. Indeed, looking this way is almost /more/ natural
 than with the mouse, although the sensitivity needs to be tweaked.

 Of course I have no idea which other laptop trackpads / OSs support this -
 I assume all must support right clicking somehow since it's a bit more
 likely to be needed on Linux/Windows :)

  Then again, not that many people probably use Flightgear on a laptop,
  and I haven't tried the latest Git.

 I would urge you to when you have time, all feedback is good!

 Regards,
 James

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Re: [Flightgear-devel] Improved usability

2013-04-12 Thread syd adams
too tired to do proper testing right now but I'll try again later .Just
noticed that a lot of switches have vanished in the b1900d and the terminal
reports that the objects cant be found for animation , but that could be me
not doing this wrong.Do pick animations need visibletrue/visible now ?
After a good sleep I'll probably discover what I'm doing wrong :)
Syd


On Fri, Apr 12, 2013 at 8:47 AM, James Turner zakal...@mac.com wrote:


 On 12 Apr 2013, at 15:33, syd adams adams@gmail.com wrote:

  I've apparently missed something... I cant right-drag , how do i enable
 that ? Knob actions work fine so I'm adding this feature
  to the b1900d since I'm overhauling it anyway.I also get the same nasal
 error that Stuart mentioned.
  Oh , and tooltips don't appear for me .Ive got a few days off now , so
 I'm looking forward to digging into this .
 

 Debug menu - User Interface Options to enable tooltips and right-drag
 mode.

 Under what situations do you get the Nasal error? I've seen it when
 property values are nil / undefined until first initialised, but that's all.

 Regards,
 James



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Re: [Flightgear-devel] Improved usability

2013-04-12 Thread syd adams
If this is any help , it appears that one of the objects disappears if
there are multiple objects in the pick animation.
Will continue testing .
Syd


On Fri, Apr 12, 2013 at 3:17 PM, James Turner zakal...@mac.com wrote:



 On 12 Apr 2013, at 20:11, Stuart Buchanan stuar...@gmail.com wrote:

  On Fri, Apr 12, 2013 at 6:01 PM, James Turner wrote:
  On 12 Apr 2013, at 16:56, James Turner zakal...@mac.com wrote:
  No, visible handling should be the same as before, but I didn't test
 the b1900d - will take a look and ensure I haven't done anything silly.
 
  The change I have made (which did need some re-work, and may have
 caused the bug you're seeing) is *visible* pick animations can have
 invisible 'pick-proxy' elements, specified by 'proxy-name' in the XML. The
 C172P uses these so tiny switches (on the KMA-20 audio-panel) are easier to
 hit. (The C172p 3D model already had such polygons, the actual switches
 were not pickable - this didn't work so well in my new scheme, hence the
 support for pick-proxies to make things as usable as possible).
 
  Again, this is likely 'just a bug', I'll test / fix over the weekend.
 
  Based on a *very* quick look, the B1900d seems fine here - can you send
 me a screenshot of what is 'missing'? I also don't see any errors about bad
 object names either.
 
  I'm seeing a number of missing controls on the a4f as well with
  current git binaries.  They are present with a binary from about a
  month ago, so I'm fairly sure it's related to the recent changes.
 
  I get a bunch of console errors matching the missing instruments:
 
  Could not find at least one of the following objects for animation:
  'UHFFreqSelectManual'
  Could not find at least one of the following objects for animation:
  'UHFFreqSelectGoXMIT'
  Could not find at least one of the following objects for animation:
 'UHFOff'
  Could not find at least one of the following objects for animation:
 'UHFTR'
  Could not find at least one of the following objects for animation:
 'UHFADF'
  Could not find at least one of the following objects for animation:
  'TACANModeOFF'
  Could not find at least one of the following objects for animation:
  'TACANModeREC'
  Could not find at least one of the following objects for animation:
  'TACANModeAA'
  Could not find at least one of the following objects for animation:
  'RadarModeOFF'
  Could not find at least one of the following objects for animation:
  'RadarModeSTBY'
  Could not find at least one of the following objects for animation:
  'RadarModeSRCH'
  Could not find at least one of the following objects for animation:
  'RadarModeAG'
  Could not find at least one of the following objects for animation:
 'GunSwitch'
  Could not find at least one of the following objects for animation:
  'RadarRangeSwitchLong'
  Could not find at least one of the following objects for animation:
  'BHDIModeSwitchNAVCMPTR'
  Could not find at least one of the following objects for animation:
  'BHDIModeSwitchNAVPAC'
  Could not find at least one of the following objects for animation:
  'SpoilerSwitchArm'
  Could not find at least one of the following objects for animation:
  'SteeringSwitchOff'
  Could not find at least one of the following objects for animation:
  'APCSwitchOff'
 
  Most of these objects are animated in
  AIrcraft/a4/Models/Instruments/a4f-panel-xh.xml
 
  Screenshot highlighting the missing knobs:
  http://www.nanjika.co.uk/flightgear/missing.jpg

 Yep, I'm sure this is my flat, thanks for providing the info. Will take a
 look over the weekend.

 Regards,
 James

 
  -Stuart
 
 
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Re: [Flightgear-devel] Improved usability

2013-04-11 Thread syd adams
Sounds like a definite improvement! I'll try it out when i get off work.oh
,and im a mouse flyer,i dont find a joystick appropriate for the type of
aircraft i like to fly.one day i'll invest in a yoke,pedals and maybe even
a throttle setup.
On Apr 11, 2013 2:49 AM, James Turner zakal...@mac.com wrote:

 Hi,

 I've now pushed all the current pieces of my effort to improve our
usability and learnability experience.

 (For those unfamiliar, usability is how well experienced users can
efficiently a piece of software, learnability is how well new users can
figure out *how* to use the software without referring to external help
every 5 seconds).

 What I've done is the following (some of which are optional, and all of
which are at the 'beta', not final, stage):

 - made a 'right-drag to look' mouse mode, which I think should be
on by default (with the current behaviour available for people who prefer
it). Also there is now visual feedback when changing the mouse mode
'statefully', which is still available via the TAB key in addition to
right-clicking.

 Explanation: novice users accidentally right-click and get
trapped in the mode. If you have a joystick, you don't need 'mouse drives
flight controls' mode anyway, though of course novice users are the least
likely to have a joystick. For experienced users *with* a joystick, I
personally find right-drag navigating around 3D cockpits much faster than
right-clicking - move - right-click, but I would be interesting to have
people test and report that.

 (Right-drag mode currently lacks other head-movement options
which the regular mouse-look mode has, but these can be added - I'm trying
to keep things simple initially)

 - made dedicated animation components for knobs / sliders, with
unified handling of buttons / mouse wheel / dragging.

 Explanation: different cockpit developers have used different
(but similar) conventions for interaction with cockpit controls, and often
ones which are unfriendly for laptop (trackpad) or Mac (single-mouse
button) users. The new animations enforce a semantics (what it does) vs
syntactic (how you ask for it) split, so the user can globally control how
they want to interact with knobs and dials.

 Right now, *all* of the following are possible:
click-to-increase, middle-click-to-decrease (with press-and-hold to
repeat); mouse wheel up/down; left-dragging along a screen axis to modify.
Options like the mouse wheel direction and drag sensitivity can be
configured in one place, instead of panel XML files hard-coding button
indices.

 (Added bonus - there's no need to repeat the action bindings for
each knob four times in the panel files - the XML files are smaller and
more maintainable)
 (Usability will improve further when I figure out custom cursor
support for windows, and we can have 'spin' cursors on knobs)

 - added tooltips, and hover-feedback for pickable areas in
cockpits

 Explanation: tooltips give feedback of what something is, and its
state, in a readable (even localizable) way. This compensates for
lack-of-resolution / texture-detail / head-movement issues in our 3D
cockpits, and can give positive feedback which is lacking without touch or
sound cues. This was added to help new users particularly, but there is a
'tooltip on click' mode which personally I find very nice, since it gives
direct feedback to cockpit interactions. (AKA, 'is the C172's parking brake
on or off?')

 To experiment with all this, try the C172P in latest Git, with latest
fgdata, fg  sg. The C172P is about 75% converted to tooltip / knob
support, some of the radio stack elements remain. Use the Debug menu 'user
interface options' to enable tooltips-after-timeout or tooltips-on-click.
Options controlling the drag-sensitivity of knobs/sliders still need to
exposed. The throttle, mixture, elevator trim controls plus all the obvious
knobs on the main instrument panel are good candidates to experiment with
dragging. (Any interaction with a knob or slider can be shifted, hold down
the shift key; shifted by default is 10x the normal rate, but can do
'something else' to allow push/pull-able knobs)

 For more complex aircraft such as the Constellation, Concorde or 747,
adding tooltips will be a lot of work, but greatly assist in figuring out
what everything does.

 All feedback is welcome, keeping in mind this is an evolutionary process.
Especially, cosmetic issues are not my main concern right now; if people
like the concepts / XML structures, people with more graphical skills than
me can tweak the visual presentation easily. My preference would be to
enable all of the above options out of the box, with /some/ of the items in
the current debug dialog made permanently available so advanced users can
disable them if desired. (Tooltips especially, since they will presumably
irritate some advanced users once they have memorised the cockpit)

 Regards,
 James


Re: [Flightgear-devel] 2.10.1

2013-03-15 Thread syd adams
 Just for reference about how to test.
 Following advice in
 http://code.google.com/p/flightgear-bugs/issues/detail?id=284#c66
 , I launched process monitor from Microsoft, watched file access of
 fgrun when dhc2 was selected, and then I got following results:
 C:\Program
 Files\FlightGear\data\Aircraft\dhc2\Models\D:\Git_New\my_fgdata\Aircraft\dhc2\white.png
 NAME INVALID
 C:\Program
 Files\FlightGear\data\Aircraft\dhc2\Models\D:\Git_New\my_fgdata\Aircraft\dhc2
 NAME INVALID
 C:\Program
 Files\FlightGear\data\Aircraft\dhc2\Models\D:\Git_New\my_fgdata\Aircraft\dhc2\white.png
 NAME INVALID
 C:\Program
 Files\FlightGear\data\Aircraft\dhc2\Models\D:\Git_New\my_fgdata\Aircraft\dhc2\white.png
 NAME INVALID
 C:\Program
 Files\FlightGear\data\Aircraft\dhc2\Models\D:\Git_New\my_fgdata\Aircraft\dhc2
 NAME INVALID
 C:\Program
 Files\FlightGear\data\Aircraft\dhc2\Models\D:\Git_New\my_fgdata\Aircraft\dhc2\white.png
 NAME INVALID
 C:\Program Files\FlightGear\white.png   NAME NOT FOUND
 C:\Program Files\FlightGear\data\Aircraft\dhc2\Models\white.png

 Cheers,
 Toshi


Interesting. It appears 'someone' introduced this while making these
aircraft rembrandt compatible.I'll fix the dhc-2.
Syd

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Re: [Flightgear-devel] b1900d slip indication

2013-03-11 Thread syd adams
I will check that, thanks for the reminder
Syd

On Mar 11, 2013 8:40 AM, Nigel Mackay nmac...@iburst.co.za wrote:

 Syd, before you commit your changes, can you check why
 'orientation/side-slip-deg' (and -rad) don't budge from 0? At least,
 they don't with me, and they do with other aircraft.

 macnab



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Re: [Flightgear-devel] Patches for b1900d

2013-03-10 Thread syd adams
Thanks for the patches , but ive redesigned the cockpit and gauges so
these dont apply . I'll try to commit the changes soon.
Syd

On Sun, Mar 10, 2013 at 6:47 AM, Cristian Marchi cri.pe...@gmail.com wrote:
 I've collected some patches for the Beechcraft 1900d. I've also sent some to
 Syd Adams (the aircraft maintainer) about a month ago but he has not yet got
 back to me. So I attach the patches here in case someone wants to add them
 to fgdata.

 What patches do:
 - make instruments rembrandt compatible
 - make chrome effect compatible with atmospheric light scattering
 - make the callsign in the cockpit smaller


 Regards
 Cristian

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Re: [Flightgear-devel] Release candidates

2013-01-30 Thread syd adams
I cant use the shaders ,and prefer not to use that one anyway... so
please dont remove the snow textures.
The nicest thing about flightgear is I can turn off all the 'extras' ,
and get great framerates. Cant say that about my current install of
Xplane 10.


On Wed, Jan 30, 2013 at 6:14 PM, Arnt Karlsen a...@c2i.net wrote:
 On Wed, 30 Jan 2013 11:11:36 +0100, Erik wrote in message
 5108f1d8.3090...@ehofman.com:

 On 01/30/2013 08:10 AM, Renk Thorsten wrote:
  It does run on my Win 7 laptop with nvidia graphics hardware (and
  nvidia graphics drivers installed.)  I will get it uploading ...
  740Mb!  So much for the CD distribution. :-)  Didn't Bill Gates
  famously say 640Mb should be enough for anyone?
 
  Um... which reminds me - I had on my old computer a bunch of
  obsolete cloud models and textures flagged  and done long-term
  testing that they really aren't used - that's probably 20-30 MB
  worth of files that can go. In all the confusion migrating to a new
  machine I forgot about that - do you want me to look for that list?
  Doesn't really get us to CD size, but still...

 Are the Winter textures still needed?

 ..only we want to support realistic winter flying.  Once I
 have a flyable FG-git going, I'll advice on the realism.

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[Flightgear-devel] sound

2012-11-30 Thread syd adams
Hi guys, after an update yesterday I have no sound in
flightgear.Anyone else run into this ?
All other applications work fine . The sound configuration menu shows
my ALSA default , and the usual HW outputs , Sb and HDMI,
but none appear to work.
Cheers,
Syd

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Re: [Flightgear-devel] Att: Syd - Changes to gps-nav.xml for b1900d

2012-11-12 Thread syd adams
Thank you.Im currently upgrading the flightdeck and will add this fix.
Syd

On Mon, Nov 12, 2012 at 4:49 AM, Nigel Mackay nmac...@iburst.co.za wrote:
 I have made a few changes to the gps-nav tutorial for the b1900d. Mostly
 typos.

 Macnab

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Re: [Flightgear-devel] Nav-cache

2012-09-20 Thread syd adams
would any of these changes have affected the Equipment/map performance
? I get a lot of disc activity now while panning the map ... and it
takes 10 -15 seconds now before it refreshes , and thats with every
mouse drag.This only used to happen when zooming out , and the refresh
time was much shorter...
Syd

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Re: [Flightgear-devel] license

2012-09-05 Thread syd adams
.  If it was up to me, they'd
 be tightly wrapped in wet leather and left in the hot sun as an example to
 others considering similar things.


I'd be more than happy to assist you with that.
Syd

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Re: [Flightgear-devel] strange screen

2012-09-03 Thread syd adams
Im running Ubuntu , still get that problem.I've added the radar to my
intrumentation file in my affected aircraft , and the problem is
gone.Strange.
Syd

On Mon, Sep 3, 2012 at 2:23 AM, Alasdair ali...@btinternet.com wrote:
 On Mon, 2012-09-03 at 01:06 +0200, ThorstenB wrote:
  On Sun, Sep 2, 2012 at 11:31 AM, Alasdair ali...@btinternet.com wrote:
  After git pull (sg,fg,fgdata) a couple of days ago, I was presented with a
  strange screen which I had not seen before. My regular was shown as a
  sub-screen in the bottom-left corner. Clicking the maximise widget 
  restores
  full screen, but any click on a menu item returns me to this stupid 
  screen.
  Is this infuriating behaviour deliberate, or has my graphics driver gone
  walk-about?
 
  https://dl.dropbox.com/u/15936159/fg_quarter-screen.png

 Unfortunately a long standing issue. This affects ATI graphics cards
 when running newer drivers. It can be fixed by reverting to an older
 ATI driver (see link below). To me it looked like a genuine OSG or ATI
 driver bug (the size of the graphics view port doesn't properly resize
 to the size of the window), but it's likely triggered by something
 special we're doing in FG, since other applications don't seem to have
 this issue.

 Also, it's timing-/sequence dependant: it only affects certain aircraft
 (aircraft using wxradar, which changes/delays the OSG init sequence on
 startup, are less likely to have the issue) - and for some people it
 dis- and reappears with certain FG builds.

 It would be really good if someone seeing the issue locally could
 properly debug this - even if it means digging into OSG - since a larger
 number of people are affected. I tried remote debugging this a while
 ago, but gave up after being unable to narrow it down inside FG. Maybe
 someone else has better luck.

 For more see here:
 http://code.google.com/p/flightgear-bugs/issues/detail?id=385

 cheers,
 Thorsten

 Thanks very much for the link, Thorsten, it is a good start. But strange
 that this problem, should just appear without any driver change. But I
 am using Debian SID, and update my system daily, so it could be
 OS-related.
 I will install UBUNTU and try the same build under  that OS.

 regards,
 Alasdair


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Re: [Flightgear-devel] strange screen

2012-09-02 Thread syd adams
Ive had this same issue for months now , on a laptop with ATI Mobility
Radeon HD 4250.It only happens on some aircraft , but i havent really
tried to hunt the problem down. Im suspecting a shortage of video
memory . I also can get full screen by changing the window size , but
any dialog or text on the screen reduces it back to the bottom left
corner.Possibly related , Ive noticed that the aspect ratio isnt
updated when resizing the window. I hope someone else has an idea
where to start debugging this .
Syd

On Sun, Sep 2, 2012 at 11:31 AM, Alasdair ali...@btinternet.com wrote:
 After git pull (sg,fg,fgdata) a couple of days ago, I was presented with a 
 strange screen which I had not seen before. My regular was shown as a 
 sub-screen in the bottom-left corner. Clicking the maximise widget restores 
 full screen, but any click on a menu item returns me to this stupid screen. 
 Is this infuriating behaviour deliberate, or has my graphics driver gone 
 walk-about?


 https://dl.dropbox.com/u/15936159/fg_quarter-screen.png

 Kind regards, Alasdair




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Re: [Flightgear-devel] 2D panel display problem -- fixed? sort of

2012-06-23 Thread syd adams
. Indeed I would prefer to
 make it visible for all views (at the moment the panel is only visible in
 forward-view direction). I think such a behavior could be an advantage over
 the 3D panels.


 I think there's already a property (and if not I can trivially add one) to
 control this behaviour, and then someone can add a GUI checkbox for it in
 the views dialog (or similar).

 James

Back when i started the ATC 'aircraft' , Csaba added an autohide
feature to 2d panels . This keeps them on the display regardless of
view direction. autohide0/autohide needs to be added to the base
panel xml file. Aircraft/ATC/MP-ATC-panel.xml uses it.
Cheers

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Re: [Flightgear-devel] NVRM warnings and freeze issues since FG 2.6 on a GTX 260

2012-06-17 Thread syd adams
On Sun, Jun 17, 2012 at 6:22 AM, Kleo G. muadiba...@hotmail.com wrote:
 I found what's causing the freeze! It's the landmass shader. Disabling it in
 the rendering window I have no system freezes at all!
 I don't know if it's only my system or if there are other users experiencing
 this, yet if you need further info I'd be happy to provide them!

 Cheers

 /Kle

Its not just your system... touching that slider freezes FG solid here
, I then have to shut down FG by closing the terminal and restart FG.
Syd

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Re: [Flightgear-devel] rembrandt

2012-06-11 Thread syd adams
These are the errors I get with Rembrandt enabled :


FRAGMENT glCompileShader
/home/syd/FG/fgdata/Shaders/ubershader-gbuffer.frag FAILED
FRAGMENT Shader /home/syd/FG/fgdata/Shaders/ubershader-gbuffer.frag infolog:
Fragment shader failed to compile with the following errors:
ERROR: 0:79: error(#162) Wrong operand types no operation '+' exists
that takes a left-hand operand of type '3-component vector of float'
and a right operand of type 'uniform 4-component vector of float' (or
there is no acceptable conversion)
ERROR: error(#273) 1 compilation errors.  No code generated

glLinkProgram  FAILED
Program  infolog:
Fragment shader(s) were not successfully compiled before
glLinkProgram() was called.  Link failed.

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[Flightgear-devel] rembrandt

2012-06-11 Thread syd adams
Thought I'd show the state of rembrandt here .This is on an Acer
Aspire laptop with ATI Mobility Radeon HD4250 graphics...
and Ive heard that this current Ubuntu fglrx driver is buggy , but
haven't successfully installed the latest driver from AMD ...
maybe its time to go back to a desktop setup , and Nvidia :)


http://en.zimagez.com/zimage/screenshot-12-06-10-044654am.php

http://en.zimagez.com/zimage/screenshot-12-06-10-043606am.php

Switching on skydome shader  restores model color .
Switching off ALL shaders gets me closer to a flyable system.

Im just posting this to show my results here , I still think the card
buffering is messed up and things might improve
with an updated driver.

Syd

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[Flightgear-devel] reflectmap

2012-06-11 Thread syd adams
hi all.
I updated the Citation-II to use model-combined-deferred , but it
originally used reflect.eff.Try as i might i cant seem to get the
reflectmap section to work.Is this a bug? Ive tried greymaps and alpha
maps but see no effect . I get a constant environment reflection over
all.
Syd

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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-09 Thread syd adams
Sounds good , I hope someday to be able to see the results .
My list of aircraft is:
dhc2
dhc6
777 , though there are a number of other commiters now , but dont
think this will affect anything
a6m2
dc6-b
Sikorsky-76C
R22
b1900d
Citation-Bravo
Citation-II
Citation-X
Aerostar-700
P47

I should be able to figure out your fixes to apply to the as yet
uncommited ones.
Thanks for the help.
Syd

On Sat, Jun 9, 2012 at 1:39 PM, Stuart Buchanan stuar...@gmail.com wrote:
 On Fri, Jun 8, 2012 at 1:59 AM, syd adams wrote:
 I didn't think it harsh myself , but from my point of view , I'd
 rather not waste time on something I can't see or use... I get about 5
 fps and a brilliant green terrain , with a duplicate black aircraft ,
 not shadow , right beside the main aircraft.
 I think this is an ATI driver problem here since the view resizes
 every time a dialog or text pops up on the screen.

 I'm happy to mark the appropriate objects transparent to make your
 aircraft Rembrandt-compatible, if you'd like me to.  If you could give
 me a list of the aircraft you maintain I'll work my way through them.

 It's a 15 minute job per aircraft for me.

 -Stuart

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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-07 Thread syd adams
 Rembrandt has been around for quite a few months now,
 and the changes required to make an aircraft Rembrandt-compatible are
 pretty small, even if the changes to add proper lights are more involved.

 If I was being harsh I'd suggest that the aircraft maintainers should
 man up and do it.
 There's still plenty of time before the release...


I didn't think it harsh myself , but from my point of view , I'd
rather not waste time on something I can't see or use... I get about 5
fps and a brilliant green terrain , with a duplicate black aircraft ,
not shadow , right beside the main aircraft.
I think this is an ATI driver problem here since the view resizes
every time a dialog or
text pops up on the screen.
Syd

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Re: [Flightgear-devel] Nasal performance

2012-05-20 Thread syd adams

 So, just to get this out of the way, some benchmark tests. As you have 
 probably discovered by now, elseif isn't valid syntax and leads to a parse 
 error, so my 427 instances of using it are trivial to justify :-)

just a quick note to this interesting thread ...
its elsif in nasal , not elseif ... no e
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Re: [Flightgear-devel] model-combined-shader

2012-05-12 Thread syd adams
Oops , my mistake . I had commented out the effect for the dhc6.

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[Flightgear-devel] model-combined-shader

2012-05-11 Thread syd adams
Hi guys,
Is it just me or has the model-combined shader stopped reflecting ?
Moving the model slider seems to have no effect now .
Syd

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Re: [Flightgear-devel] GIT as of today unstable

2012-04-24 Thread syd adams
Im assuming my crash is related, but it only happens when i open the
route-manager dialog...
Syd

On Tue, Apr 24, 2012 at 10:24 AM, Curtis Olson curtol...@gmail.com wrote:
 On Tue, Apr 24, 2012 at 11:09 AM, James Turner  wrote:


 As far as the FGPositioned Octree is concerned (which is what findClosest
 uses internally), it's holding an owning ref and hence things can't be
 removed from it, for the moment.

 So what I guess is happening, is that I'm breaking the ref-counting scheme
 *somehow*, and hence the Octree is left holding a dead reference as you say.
 And somehow how I get away with this on Mac.

 But this feels a little implausible, since in other similar scenarios the
 Mac crashes quite happily!


 I've manage to have a run or two on Linux that didn't crash if that makes
 you feel any better. :-)  But I'll give you that it's much easier to fix a
 problem that you can observe versus one you can't observe.

 Perhaps the ref counting problem isn't getting triggered on your Mac for
 some other subtle reason?

 Curt.
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Re: [Flightgear-devel] [Flightgear-commitlogs] FlightGear Base Package branch, master, updated. b0fd1613629ccb89622e3e268588ee69498263dc

2012-04-22 Thread syd adams
On Sun, Apr 22, 2012 at 3:16 AM, James Turner zakal...@mac.com wrote:

 On 22 Apr 2012, at 03:14, Flightgear-commitlogs wrote:

    Bravo updates.changed map range select;property-cycle too buggy

 Something to be fixed here?

 (In a backwards compatible way...)

 James


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Probably , I haven't looked at the code itself, but changing direction
,  cycling up and then down through the list, doesn't appear to
continue from the current index... stepping up will work fine , then
stepping down seems to jump to the end or start of the list . (if that
explanation makes sense).I'll take a look and see if anything obvious
pops out at me.
Syd

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Re: [Flightgear-devel] another segfault

2012-04-20 Thread syd adams
OK , took awhile , but discovered this was a yasim error.
Trying to add several vstab objects caused it to fail for some reason
, though the only indication was the FGFS crash .
Syd


On Thu, Apr 12, 2012 at 11:56 AM, ThorstenB bre...@gmail.com wrote:
 Am 12.04.2012 16:50, schrieb syd adams:
   I've been updating the CitationX , and suddenly Im getting this error
 and the program segfaults.

 calc_bearing is not a finite number : Speed nanpos : nan, nanwaypoint
 43.8071, 11.2006
 waypoint name rotateSegmentation fault

 The segfault should be gone with latest Git. Just the result of the
 AIAircraft calling a hard exit - which isn't a good idea for a number
 of reasons. Now, you'll probably only get a bunch of error messages in
 the console (or another segfault somewhere else :) ).

 But the question for the root cause triggering the error message
 remains. Seems like some AI aircraft is missing a way point. Disabling
 AI traffic might avoid the issue. But if it really depends on some
 aircraft modification (like introducing the NavDisplay), then it could
 be the result of an ugly memory issue.

 If you can reproduce this, it's probably best if you provided your
 modified aircraft files (here or in the bug tracker) and someone starts
 digging with a debugger...

 cheers,
 Thorsten


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[Flightgear-devel] another segfault

2012-04-12 Thread syd adams
Hi folks,
 I've been updating the CitationX , and suddenly Im getting this error
and the program segfaults.

calc_bearing is not a finite number : Speed nanpos : nan, nanwaypoint
43.8071, 11.2006
waypoint name rotateSegmentation fault

I've been trying for days to figure out what I changed to cause this
but not even close yet.
I can start any other aircraft with no errors , only the CitationX.
I've been adding the NavDisplay , but I've also added this to the
Bravo with no errors .
Has anyone else seen this ?
The error message comes from /AIModel/AIAircraft.cxx , but that hasn't
helped me solve the problem .
Syd

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Re: [Flightgear-devel] sound questions

2012-03-29 Thread syd adams

 I've been on a short vacation for the first time in 10 years and have to
 catch up on everything, but I believe this was solved, wasn't it?

 Erik

Hope you had a good  vacation.
Its sort of solved ,but I still haven't managed to get some sounds to
smoothly fade to 0 , i can
still hear them cutting in/out in flyby and tower views.
Syd

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Re: [Flightgear-devel] sound questions

2012-03-24 Thread syd adams
Thanks for the explanation , that helped. I thought the volume was
reduced to half at reference-distance , but after more experiments
discovered that the volume IS cutting off at max-dist , but the
reference distances were excessive , so it turns out to be my
misunderstanding and old sound configurations.
Thanks !
Syd

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[Flightgear-devel] sound questions

2012-03-23 Thread syd adams
Hi guys,
I,ve noticed for awhile that sounds seem to cut off at the
reference-distance rather than max-dist.
Is there a new way to do the sound files that Ive missed or is this a bug ?
It is nice that sounds actually stop now , but I must be doing
something wrong .I've been attempting to fix all my sound files but
things aren't working as expected.
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Re: [Flightgear-devel] Missing texture files

2012-03-17 Thread syd adams
Looks like some i missed.I converted most of the textures to winter
versions long ago,and cant remember if I just missed those or they
didn't exist at the time.I see a sand.png, maybe it would make more
sense to change the material.xml file to use that one sand.png texture
for winter scenes. I can add a golf course winter version if everyone
agrees.
I still prefer the winter textures over that shader snow.
Cheers

On Sat, Mar 17, 2012 at 3:37 AM, ThorstenB bre...@gmail.com wrote:
 Hi,

 after adding some proper error messages in the texture loader, I do see
 a number of missing texture files being reported. And they don't seem to
 be in fgdata. Anyone knows what's wrong here? Missing files or broken
 models/effects referring to incorrect files?

 Cannot find texture Terrain.winter/sand1.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand2.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand3.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand4.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand5.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand6.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/golfcourse.png in Textures or 
 Textures.high folders.

 cheers,
 Thorsten

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Re: [Flightgear-devel] Missing texture files

2012-03-17 Thread syd adams
ah the golfcourse winter texture is there , just misnamed in the
material.xml file

On Sat, Mar 17, 2012 at 3:20 PM, syd adams adams@gmail.com wrote:
 Looks like some i missed.I converted most of the textures to winter
 versions long ago,and cant remember if I just missed those or they
 didn't exist at the time.I see a sand.png, maybe it would make more
 sense to change the material.xml file to use that one sand.png texture
 for winter scenes. I can add a golf course winter version if everyone
 agrees.
 I still prefer the winter textures over that shader snow.
 Cheers

 On Sat, Mar 17, 2012 at 3:37 AM, ThorstenB bre...@gmail.com wrote:
 Hi,

 after adding some proper error messages in the texture loader, I do see
 a number of missing texture files being reported. And they don't seem to
 be in fgdata. Anyone knows what's wrong here? Missing files or broken
 models/effects referring to incorrect files?

 Cannot find texture Terrain.winter/sand1.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand2.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand3.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand4.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand5.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/sand6.png in Textures or Textures.high 
 folders.
 Cannot find texture Terrain.winter/golfcourse.png in Textures or 
 Textures.high folders.

 cheers,
 Thorsten

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Re: [Flightgear-devel] auto-coordination

2012-03-12 Thread syd adams
haven't had your morning coffee yet ? ;)

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Re: [Flightgear-devel] auto-coordination

2012-03-10 Thread syd adams
Sounds good to me.Thanks for dealing with this.
Syd

On Sat, Mar 10, 2012 at 2:45 AM, Torsten Dreyer tors...@t3r.de wrote:
 This is in fact my preferred solution.
 - it does not break existing aircraft
 - it keeps existing --enable-auto-coordination behavior
 - it is configurable, even at runtime
 - minimal code change

 I have the patch ready and I'm about to commit it. While at it, I'd like
 to move the involved properties out of /sim/ to /controls.
 /sim is so very much unstructured and a melting pot for properties that
 never found an appropriate location. And I think /controls just fits
 better than don't know where, so put it in /sim. Objections?
 I'll take care of the wrightFlyer1903, the pa22, the waveXtreme150, the
 Saitek X52 and the bintest protocol in FGDATA and adjust the names
 accordingly.

 Torsten


 Am 09.03.2012 21:41, schrieb syd adams:
 Now that sounds like an even better idea.Less chance of breaking
 anything , but still adjustable.Thanks Torsten.

 On Fri, Mar 9, 2012 at 1:32 PM, Torsten Dreyertors...@t3r.de  wrote:
 Am 09.03.2012 20:44, schrieb syd adams:
 Ok I haven't entirely given up on the idea of removing the
 auto-coordination from the code.Wouldn't it be more appropriate to add
 that rudder control to controls.nas?
 Then it can be replaced if need be on a per aircraft basis , but not
 break anything
 otherwise.And maybe it could be slip/skid-ball driven ... my whole
 point is NOT to disable it but make it configurable.

 Currently the rudder is set to 0.5 * aileron if autocoordination is
 enabled. The value of 0.5 is hardcoded.
 An easy and portable way to implement your request might be to introduce
 a new property (e.g. /sim/auto-coordination-factor) with the default
 value of 0.5. and change the code
   if ( auto_coordination-getBoolValue() ) {
          set_rudder( aileron / 2.0 );
   }

 to

   if ( auto_coordination-getBoolValue()
       auto_coordination_factor-getDoubleValue()  0.0 ) {
     set_rudder( aileron * auto_coordination_factor-getDoubleValue() );
   }

 so that setting /sim/auto-coordination-factor to a value of zero or less
 disables the hardcoded auto-coordination but leaves the command-line
 argument and the enable-property usable.

 Torsten



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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread syd adams
OK ,I was just gathering opinions , and it appears it should stay.Now
I know how to proceed.
Thanks guys.
Syd

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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread syd adams
On Fri, Mar 9, 2012 at 4:28 AM, Martin Spott martin.sp...@mgras.net wrote:
 syd adams wrote:

 Actually I'd prefer the auto-coordination property to remain , and the
 options to enable it too , just that it be handled in an autopilot
 file rather than hard-coded.

 I'm not sure if I understood what you had in mind, therefore, beware, I
 might miss you point.  Anyhow from my perspective the auto-coordination
 is very much user specific and in no way aircraft specific.  Therefore
 I think it's not a clever idea to remove the global auto-coordination
 feature because those who don't have pedals will need it for _every_
 aircraft.

 Cheers,
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My thoughts were to keep the auto-coordination option , that is user specific,
but to have the autopilot files manage the controls rather than having
it hard-coded,which would allow it to be fine tuned per aircraft , but
the general opinion seems to be 'bad  idea' which is fine with me .
Syd

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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread syd adams
Ok I haven't entirely given up on the idea of removing the
auto-coordination from the code.Wouldn't it be more appropriate to add
that rudder control to controls.nas?
Then it can be replaced if need be on a per aircraft basis , but not
break anything
otherwise.And maybe it could be slip/skid-ball driven ... my whole
point is NOT to disable it but make it configurable.
Syd

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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread syd adams
On Fri, Mar 9, 2012 at 12:57 PM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
 Ok I haven't entirely given up on the idea of removing the
 auto-coordination from the code.

 Why?

because its hard-coded...

 Wouldn't it be more appropriate to add
 that rudder control to controls.nas?

 Nasal runs per graphical frame, FDMs may need to run faster at low 
 framerates. Nasal AP systems tend to become unstable below 15 fps or so (see 
 the F-14b).

that i know all too well ... I have been here awhile ;)

 Then it can be replaced if need be on a per aircraft basis , but not
 break anything otherwise.

 You can replace it now on a per aircraft basis at the simple expense of 
 setting a single property to false. If the aircraft is equipped with a better 
 system, then that system can do so. Why is that a problem?

no you cant, it's either on or off and overrides rudder control of
other systems...


 And maybe it could be slip/skid-ball driven ... my whole
 point is NOT to disable it but make it configurable.

 Yes, them make it configurable on any aircraft you like. But it should not be 
 absent from any aircraft you haven't touched.

That's why i suggested adding it to controls.nas, so it wouldn't be
absent from any aircraft ... I thought that was fairly clear.It would
if it were an autopilot only function...

 Cheers,

 * Thorsten
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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread syd adams
Now that sounds like an even better idea.Less chance of breaking
anything , but still adjustable.Thanks Torsten.

On Fri, Mar 9, 2012 at 1:32 PM, Torsten Dreyer tors...@t3r.de wrote:
 Am 09.03.2012 20:44, schrieb syd adams:
 Ok I haven't entirely given up on the idea of removing the
 auto-coordination from the code.Wouldn't it be more appropriate to add
 that rudder control to controls.nas?
 Then it can be replaced if need be on a per aircraft basis , but not
 break anything
 otherwise.And maybe it could be slip/skid-ball driven ... my whole
 point is NOT to disable it but make it configurable.

 Currently the rudder is set to 0.5 * aileron if autocoordination is
 enabled. The value of 0.5 is hardcoded.
 An easy and portable way to implement your request might be to introduce
 a new property (e.g. /sim/auto-coordination-factor) with the default
 value of 0.5. and change the code
  if ( auto_coordination-getBoolValue() ) {
         set_rudder( aileron / 2.0 );
  }

 to

  if ( auto_coordination-getBoolValue()
     auto_coordination_factor-getDoubleValue()  0.0 ) {
    set_rudder( aileron * auto_coordination_factor-getDoubleValue() );
  }

 so that setting /sim/auto-coordination-factor to a value of zero or less
 disables the hardcoded auto-coordination but leaves the command-line
 argument and the enable-property usable.

 Torsten



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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread syd adams
On Fri, Mar 9, 2012 at 1:19 PM, Gijs de Rooy gijsr...@hotmail.com wrote:
 Curt wrote:
 I am sure there are very few (if any?) real life aircraft rigged in such a
 way.

 There are also very vew (if any?) real life aircraft flown by mouse :-)

or flown looking through a monitor , using a keyboard :P


 Altough I tend to control rudder seperately (also when flying with a
 mouse!), I do
 agree that auto-coordination should remain available.

 Just in case people are unaware of the actual property that was mentioned
 before:
 /sim/auto-coordination it is

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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread syd adams
Hmmm another thought . Wouldn't setting that value to 0.0 still force
the rudder to center , still overriding other systems ?

On Fri, Mar 9, 2012 at 1:39 PM, Anders Gidenstam
anders-...@gidenstam.org wrote:
 On Fri, 9 Mar 2012, Torsten Dreyer wrote:

 Currently the rudder is set to 0.5 * aileron if autocoordination is
 enabled. The value of 0.5 is hardcoded.

 Perhaps this could be implemented with a property rule in preferences.xml
 instead of in C++ code - couldn't such a rule easily be replaced by an
 aircraft specific rule if needed?

 Cheers,

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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread syd adams
ah overlooked that , thanks

On Fri, Mar 9, 2012 at 2:07 PM, ThorstenB bre...@gmail.com wrote:
 Am 09.03.2012 21:46, schrieb syd adams:
 Hmmm another thought . Wouldn't setting that value to 0.0 still force
 the rudder to center , still overriding other systems ?

 No, since Torsten's suggested patch contained a condition

      auto_coordination_factor-getDoubleValue()  0.0 ) {

 so nothing changes at values = 0 ;-).

 cheers,
 Thorsten

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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread syd adams
 On the subject of novices, would it be a good idea to have an idiot-startup
 button or menu, which makes everything all systems go and ready to take off?

 Alan


Mine already have such a button , in the menu called autostart'.

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[Flightgear-devel] auto-coordination

2012-03-08 Thread syd adams
Hi folks,
Ran into a little problem just recently.
I was informed on IRC that auto-coordination broke autopilot behavior
and eventually it went out of control.
I admit I never thought about it before , I've never used it , even
with a mouse as my only controller .
I could add a check every time autopilot is engaged to disable it
while autopilot is active , but my real question is ,
can it be removed from the code ? It consists of three lines in
flightgear/src/Aircraft/controls.cxx , but it seems
that this should be handled by the autopilot system.
Any thoughts ?
Cheers

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Re: [Flightgear-devel] auto-coordination

2012-03-08 Thread syd adams
On Thu, Mar 8, 2012 at 10:19 PM, Curtis Olson curtol...@gmail.com wrote:
 Hi Syd,

 That was a hack from the very early days of the project, so if it went away,
 it wouldn't bother me.  Fred might have a check box in the window launcher,
 and there may be a command line option or property value to hunt down and
 remove.

 Curt


Thanks , Curt.
Actually I'd prefer the auto-coordination property to remain , and the
options to enable it too , just that it be handled in an autopilot
file rather than hard-coded.
I've added a sort of auto coordination to the R22  below a certain
airspeed, otherwise I cant get it off the ground no matter how fast I
tap those rudder keys , and enabling auto-coordination would be a
easier in these situations, i think.
At least for those of us without rudder pedals.
It would mean more work for aircraft designers , but a simple filter
should easily do what the code does.
Syd

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Re: [Flightgear-devel] a small set of minor aircraft model question...

2012-03-06 Thread syd adams

 Aerostar 700:
 * The airspeed indicator looks like to be a default one (With no colored
 bars for velocities). is this due to the fact that it is as in the real
 aircraft or just because nobody worked on it ?


Looks like an oversight on my part. The instruments for the Aerostar are in
its Models/Instruments folder , unless your using an extremely old version.


 Generic questions...
 * asi-300:
 how was the asi-300.rgb (under Aircraft/Instruments-3d/asi300 folder)
  made ? is it from some sort of svg ? if yes, where can I find it ?

  I do all my modelling and texture creation with Blender 2.49.2
Does this mean I can look forward to some improvements to the Aerostar ?
Cheers

P.S. I'm also against interior glass reflections ... they look pretty , yes
, but not at all realistic unless they are almost unnoticeable.
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Re: [Flightgear-devel] gpl scenery

2012-02-26 Thread syd adams
Thanks for the input , they reflect my own feeling ... I'm more
comfortable using the WMS data.
I did contact NAV CANADA long go about using the aerodrome charts.The
response seemed to be that they would happy to discuss licencing fees
, but i think i was misunderstood .
That ended the subject for me
Cheers

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[Flightgear-devel] gpl scenery

2012-02-25 Thread syd adams
This discussion about scenery reminded me of a few things , one of
them is me not understanding what Martin is working towards...I
probably should pay closer attention .Sorry Martin.
I've been very interested in seeing an improvement in scenery , but i
think covering it up with shaders is the wrong way to go , that's why
we have a texture database/landclasses/etc .Not meaning to discredit
anyone's work , i just think it's unnecessary and just one more step
in slowing FG down.
 One reason i gave up , (i havent seen a default canadian airport with
correct taxiways yet), is that I dont know what the FG community
considers GPL compliant.
I use Aerodrome charts for reference , and then modify the existing
scenery tiles by the measurements written on those charts. Ive used
Qgis with shapefiles from a canadian wms server as a background image
to  tweak the shapefiles from http://mapserver.flightgear.org/ .I
assumed these were non-gpl work habits so never bothered offering to
submit them.
I guess my question is what method is acceptable ? To my way of
thinking these methods are no different than modelling an aircraft by
studying many images of that aircraft 
Just looking for more clarification about how a scenery developer
SHOULD proceed.
My lofty goal once upon a time was to fix all the canadian airports ,
but it seemed that we are still continuing to use Robin's apt.dat file
rather than a custom FG file , and its a LOT of work to get good
results.
Im guessing there's a lot of well done custom scenery out there , but
I wont install it if its in some obscure 'hangar'.
If my assumptions are incorrect , my apologies , just shows how out of
touch i am with Scenery development :)
Cheers

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Re: [Flightgear-devel] gpl scenery

2012-02-25 Thread syd adams
My source of info is here.
http://www.navcanada.ca/NavCanada.asp?Language=enContent=ContentDefinitionFiles%5CPublications%5CAeronauticalInfoProducts%5CCanadianAirportCharts%5Cdefault.xml
I also own the Canadian Flight Supplimental book purchased during
flight training, which contains all the charts plus extras.
The site states that these charts may be reproduced for the sole
purpose of assisting pilots during aircraft ground movement
operations.I'm not reproducing them , Im looking at them for more
accurate measurments.
I agree with Vivian , if this is non-compliant then every aircraft
needs to be removed.
This was my wms  source ,
http://geogratis.cgdi.gc.ca/geogratis/en/service/toporama.html.
All this stuff is free to look at , but for me this is a grey area ,
and I preferred not to submit questionable material.
Just thought someone would have a better idea on the subject than i do.
Cheers

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Re: [Flightgear-devel] Fair practice autorisations

2012-02-16 Thread syd adams
For what its worth , I see several of my aircraft in this hangar and I
wasn't asked permission for that  so sounds like a ridiculous
argument from the start . This team should others as they wish to be
treated .Good place to end  the discussion.

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Re: [Flightgear-devel] Fair practice autorisations

2012-02-16 Thread syd adams
yes my mistake i misread a name. My point was that the whole argument
was about getting permission , and it seemed a little one-sided.
All the aircraft in that hangar are someone else original work.And I
dont have a problem with that,  just the basis of the argument.
Yes the 'its GPL so i can do what ever i like, so na na boo boo '
argument comes up over and over and over   we all know what GPL is
,
but i never hear , hey i'll help you maintain it !
Anyway , on a more positive note ,I'd be interested in getting any
aerostar-700 improvements into fgdata , if the team is interested.

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Re: [Flightgear-devel] The Douglas Dc 3 in GIT

2012-02-12 Thread syd adams
This is exaclty the kind of BS i was hoping we wouldnt see !

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Re: [Flightgear-devel] Fair practice autorisations

2012-02-11 Thread syd adams
Clément ,Not trying to start a flame war , but you modified someone
else's work , so this sounds a bit odd , but i do understand your
point .Ive seen a lot of things Ive modelled end up in other's
'original' work , but i've also borrowed nasal scripts and ideas from
others so I can't complain .I agree ,though, cooperation is usually a
better way to go :)
Just my thoughts...
Cheers

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Re: [Flightgear-devel] Aircraft issues: Cessna Citation-X

2012-01-03 Thread syd adams
no its a bug , Im still trying to tune that . GS hold is still pretty
unstable , but Im hoping to have it better soon , I just get pulled
off to other projects too easily.

On Tue, Jan 3, 2012 at 12:33 PM, Heiko Schulz aeitsch...@yahoo.de wrote:
 Hello,

 I updated my FGdata today, and wow- the Citation X has improved!
 Especially the Primus Display are great- the NAV map was a long missing 
 feature!

 I also could see that the Autopilot has been improved and works now like it 
 should: a real FLC-Mode!

 But I have problems with the locking on ILS. Whenever I engage the 
 Aproach-Mode in ILS/NAV-Mode the aircraft make a barrel roll and heads down 
 to ground.

 As an example: KSFO 28R
 NAV-Mode, heading-selected to intercept the LOC. Engage Aproach-Mode- when it 
 captures the ILS, it makes the roll down to the ground.

 Am I doing something wrong, or is it a bug?

 Beside this issue, it would be a candidate for the Base package for me!

 Cheers
 Heiko

 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html

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Re: [Flightgear-devel] Aircraft issues: Vostok-1, dc-3, dhc6, CRJ700, pa24-250-CIIB

2012-01-03 Thread syd adams

* dhc6: Nice to see more details in the cockpit. Just, how the hell do I
switch all the warning signs off? After starting the engines, the whole
warning panel lit up (which I know from some other aircraft as a test
mode), but the lights never went out. Plane was flying fine though.

 Look at the Overhead panel- there is a switch called caution lights- just 
 disengage.
 But I'm not sure if this switch is realistic simulated.

 Cheers
 Heiko

Im guessing there's a nasal error happening there ,since i cant
reproduce the problem , but i upgraded to Ubuntu 11.10 and have many
graphic card oddities now , so im in the process of trying to solve
that first.

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Re: [Flightgear-devel] Aircraft issues: Vostok-1, dc-3, dhc6, CRJ700, pa24-250-CIIB

2012-01-01 Thread syd adams
 * dhc6: Nice to see more details in the cockpit. Just, how the hell do I
 switch all the warning signs off? After starting the engines, the whole
 warning panel lit up (which I know from some other aircraft as a test
 mode), but the lights never went out. Plane was flying fine though.

I dont see that problem here, but it does have a warning light test
button , I'll take a look and see if i missed something in the commit.

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Re: [Flightgear-devel] Stereo sound files and affected aircraft

2011-12-09 Thread syd adams
I'd suggest converting the sound files  the s76c is fixed here ,
just not commited yet due to some other half finished changes. Most
files seem to just get copied from aircraft to aircraft , so the
problem will probably continue to grow.

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Re: [Flightgear-devel] Stereo sounds no longer supported?

2011-12-06 Thread syd adams
As stated in Docs/README.xmlsound ,
The volume calculation due to distance and orientation of the
sounds source ONLY work on mono samples!
I imagine that hasn't change over the years , and a stereo sound
originating from a point in 3d space
doesn't make much sense anyway . More care just needs to be taken when
adding new sounds.
I'm going through the Sounds directory right now to covert the the
stereo samples to mono ,
and I'll commit if no one objects , since I'm seeing the same messages now.
Cheers


On Tue, Dec 6, 2011 at 4:44 PM, Roland Häder r.hae...@gmx.de wrote:
 Hi,

 I came up with two ideas about no longer working stereo sounds. But
 first an example:

 -
 failed to load sound buffer:Warning: STEREO files are not supported for
 3D audio
 effects: /opt/fgdata/Aircraft/CRJ700-family/Sounds/touchdown.wav
 failed to load sound buffer:Warning: STEREO files are not supported for
 3D audio
 effects: /opt/fgdata/Aircraft/CRJ700-family/Sounds/touchdown.wav
 failed to load sound buffer:Warning: STEREO files are not supported for
 3D audio
 effects: /opt/fgdata/Aircraft/CRJ700-family/Sounds/touchdown.wav
 -

 These kind of messages are flooding heavily with latest GIT/master. So I
 have two ideas of it:

 1) Please make it as a non-fatal warning (how long was deprecation
 time?) so aircraft developers have to convert their sounds.

 2) Please do somthing against flooding of those messages. it slows down
 fgfs.

 Regards,
  Roland


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Re: [Flightgear-devel] Stereo sounds no longer supported?

2011-12-06 Thread syd adams
oops , another case of me opening mouth and inserting foot ... all the
sound clips in /fgdata/Sound are correct ... turns out to be my own
sounds causing the problem ;)



On Tue, Dec 6, 2011 at 5:46 PM, syd adams adams@gmail.com wrote:
 As stated in Docs/README.xmlsound ,
 The volume calculation due to distance and orientation of the
        sounds source ONLY work on mono samples!
 I imagine that hasn't change over the years , and a stereo sound
 originating from a point in 3d space
 doesn't make much sense anyway . More care just needs to be taken when
 adding new sounds.
 I'm going through the Sounds directory right now to covert the the
 stereo samples to mono ,
 and I'll commit if no one objects , since I'm seeing the same messages now.
 Cheers


 On Tue, Dec 6, 2011 at 4:44 PM, Roland Häder r.hae...@gmx.de wrote:
 Hi,

 I came up with two ideas about no longer working stereo sounds. But
 first an example:

 -
 failed to load sound buffer:Warning: STEREO files are not supported for
 3D audio
 effects: /opt/fgdata/Aircraft/CRJ700-family/Sounds/touchdown.wav
 failed to load sound buffer:Warning: STEREO files are not supported for
 3D audio
 effects: /opt/fgdata/Aircraft/CRJ700-family/Sounds/touchdown.wav
 failed to load sound buffer:Warning: STEREO files are not supported for
 3D audio
 effects: /opt/fgdata/Aircraft/CRJ700-family/Sounds/touchdown.wav
 -

 These kind of messages are flooding heavily with latest GIT/master. So I
 have two ideas of it:

 1) Please make it as a non-fatal warning (how long was deprecation
 time?) so aircraft developers have to convert their sounds.

 2) Please do somthing against flooding of those messages. it slows down
 fgfs.

 Regards,
  Roland


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Re: [Flightgear-devel] more cmake problems

2011-11-09 Thread syd adams
Im on linux , not windows . Im about to try again , and since i know
nothing about Cmake files i may be hand editing it wrong ... or
possibly putting the variables in the wrong place ... I'll post if Im
successful.
Cheers

On Wed, Nov 9, 2011 at 7:47 AM, James Turner zakal...@mac.com wrote:

 On 9 Nov 2011, at 08:33, Vivian Meazza wrote:

 You need ALL of the following:

 CMAKE_PREFIX_PATH - path/to/simgear e.g. D:/Cygwin/simgear
 SIMGEAR_INCLUDE_DIR - path/to/simgear/include e.g. D:/Cygwin/simgear/include
 SIMGEAR_LIBRARIES - SIMGEAR_LIBRARIES-NOTFOUND
 SIMGEAR_VERSION_OK - true

 Just for the benefit of anyone reading the archives in the future, there's 
 definitely a bug in the SimGear detection script right now, affecting 
 Windows, and the above works around the issue, but it's likely to cause other 
 problems down the line. Unfortunately the problem only seems to affect 
 certain installations / configurations, so right now more research is needed, 
 on an affected machine, as to why the automatic detection fails.

 The above variables short circuit the problematic detection, but is setting 
 some variables that are not intended to be set manually, and setting them 
 manually will lead to confusing behaviour when the bug is fixed - you will 
 need to ensure you remove the Cmake cache files or these options will 'stick'.

 Obviously the idea solution, would be for someone on Windows to dig into the 
 FindSimGear module, and pin down why the detection is screwing up!

 James

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Re: [Flightgear-devel] more cmake problems

2011-11-09 Thread syd adams
OK , success
I obviously messed it up myself here 

I started fresh , used cmake-gui. The first error that appeared was
the SIMGEAR_VERSION_OK , so i added that BOOL variable in the Add
Entry box , reconfigured , and everything built successfully. I guess
i messed it up by hand editing.Thanks for the tips guys.
Cheers


On Wed, Nov 9, 2011 at 2:44 PM, syd adams adams@gmail.com wrote:
 Im on linux , not windows . Im about to try again , and since i know
 nothing about Cmake files i may be hand editing it wrong ... or
 possibly putting the variables in the wrong place ... I'll post if Im
 successful.
 Cheers

 On Wed, Nov 9, 2011 at 7:47 AM, James Turner zakal...@mac.com wrote:

 On 9 Nov 2011, at 08:33, Vivian Meazza wrote:

 You need ALL of the following:

 CMAKE_PREFIX_PATH - path/to/simgear e.g. D:/Cygwin/simgear
 SIMGEAR_INCLUDE_DIR - path/to/simgear/include e.g. D:/Cygwin/simgear/include
 SIMGEAR_LIBRARIES - SIMGEAR_LIBRARIES-NOTFOUND
 SIMGEAR_VERSION_OK - true

 Just for the benefit of anyone reading the archives in the future, there's 
 definitely a bug in the SimGear detection script right now, affecting 
 Windows, and the above works around the issue, but it's likely to cause 
 other problems down the line. Unfortunately the problem only seems to affect 
 certain installations / configurations, so right now more research is 
 needed, on an affected machine, as to why the automatic detection fails.

 The above variables short circuit the problematic detection, but is setting 
 some variables that are not intended to be set manually, and setting them 
 manually will lead to confusing behaviour when the bug is fixed - you will 
 need to ensure you remove the Cmake cache files or these options will 
 'stick'.

 Obviously the idea solution, would be for someone on Windows to dig into the 
 FindSimGear module, and pin down why the detection is screwing up!

 James

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Re: [Flightgear-devel] more cmake problems

2011-11-09 Thread syd adams
Oops , spoke too soon :)

/home/syd/FG/flightgear/src/Scenery/tilemgr.cxx: In member function
‘virtual osg::Node* FGTileMgr::loadTileModel(const std::string,
bool)’:
/home/syd/FG/flightgear/src/Scenery/tilemgr.cxx:279:17: error:
‘loadDeferedModel’ is not a member of ‘simgear::SGModelLib’
make[2]: *** [src/Scenery/CMakeFiles/fgScenery.dir/tilemgr.cxx.o] Error 1
make[1]: *** [src/Scenery/CMakeFiles/fgScenery.dir/all] Error 2

Though it seems a different problem , more commits to go still i think
 i think I'll work on Citation X for awhile ;)
Cheers

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[Flightgear-devel] more cmake problems

2011-11-08 Thread syd adams
Hi
Ive been trying to build flightgear with ccmake , no luck yet.
The first error was SIMGEAR_VERSION_OK not found , but with some help on irc,
I managed to get past this by adding set(SIMGEAR_VERSION_OK 1) to the
CMakeLists.txt.
Now i get these error messages :

WARNING: Target fgfs requests linking to directory /home/syd/FG/lib.
 Targets may link only to libraries.  CMake is dropping the item.

 WARNING: Target metar requests linking to directory /home/syd/FG/lib.
 Targets may link only to libraries.  CMake is dropping the item.

 WARNING: Target fgviewer requests linking to directory /home/syd/FG/lib.
 Targets may link only to libraries.  CMake is dropping the item.

As you can see , i keep FG in my home folder.Simgear built and
installed without errors.
Any suggestions ?
Thanks

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[Flightgear-devel] Aircraft split

2011-10-25 Thread syd adams
Hi . Though it appears to have it's drawbacks , from a selfish point
of view ,the split makes work here much easier. Thanks again.
Just another (possibly useless) idea . What about adding a text/xml
file of all available aircraft , or even an aircraft.dat
file,somewhere in fgdata? I haven't thought it out too deeply , but
maybe in this format :

Aircraft: Citation-X
Author: Syd
Licence: GPL
URL: git clone or download url
Splash: path/url to thumbnail

It would be up to the aircraft developers to fill it in and maintain
it, and possibly a nice little GUI could be created to automate the
viewing and downloading.
Just a thought.

Cheers

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Re: [Flightgear-devel] Aircraft split

2011-10-25 Thread syd adams
Oh good. I figured someone would be way ahead of me :)
Cheers

On Tue, Oct 25, 2011 at 11:32 AM, James Turner zakal...@mac.com wrote:

 On 25 Oct 2011, at 14:30, syd adams wrote:

 I haven't thought it out too deeply , but
 maybe in this format :

 Aircraft: Citation-X
 Author: Syd
 Licence: GPL
 URL: git clone or download url
 Splash: path/url to thumbnail

 It would be up to the aircraft developers to fill it in and maintain
 it, and possibly a nice little GUI could be created to automate the
 viewing and downloading.
 Just a thought.

 I'm working on pretty much exactly this, only with a bit more intelligence - 
 version numbers, mirrors, other metadata. It will happen, but there's quite a 
 few parts to get working - including the GUIs as you mention.

 James


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Re: [Flightgear-devel] FlightGear aircraft repository

2011-10-19 Thread syd adams
Just to add my own 2 cents  while the central repository is a fine
idea , after the move to git , I lost any commit rights to my own
work, so after a time i gave up on the idea of maintaining them and
started my own repositories . I would have happily continued to
maintain/upgrade them , and I,m hoping this change might make things
easier ... but if Im now being told that my work can be changed
without any notice to me , that i have no say over my own
contributions, then I wont waste any more time here.
I do appreciate addons to my work , particularly stuff I dont/cant do
 but saying it's in the central repo so i can change it whether
you like or not does dampen the spirit of contribution .
Kind of reminds me of a contract or two Ive signed in the past , and I
really hope FG isn't coming to that.
Remember when we had common courtesy here ? And we all discussed
changes openly ?
P.S. After proofreading this have decided i need sleep :)
Cheers

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Re: [Flightgear-devel] FlightGear aircraft repository

2011-10-19 Thread syd adams
Im still not sleeping , so thanks for clearing things up. I for one
like the aircraft split , just awaiting the require permissions.Will
be nice to get my own work up to date without risking breaking
something elsewhere in fgdata .
Cheers

On Wed, Oct 19, 2011 at 5:42 AM, James Turner zakal...@mac.com wrote:

 On 19 Oct 2011, at 12:27, thorsten.i.r...@jyu.fi wrote:

 Most of us are adult people, and most of the time we are able to act like
 civilized people, i.e. we can work out things in a reasonable way without
 invoking the law and waving license around. There are some rules for
 emergency cases necessary though. So, I'm pretty sure no one will go ahead
 and modify your stuff without asking you first as long as you're around
 and participating. Hasn't ever happened to me (and the temptation must
 have been there...).

 +1 to all of this, thanks to Thorsten for expressing it very nicely!

 James


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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-07 Thread syd adams
Me too , with ATIMobility Radeon HD 4250

On Fri, Oct 7, 2011 at 11:55 AM,  emili...@gmail.com wrote:
 On Friday 07 October 2011 19:38:54 Durk Talsma wrote:

 On 07 Oct 2011, at 19:01, Frederic Bouvier wrote:

  Me too on the black clouds now ... nvidia graphics card + latest git.

 

  It's the same for me



 Me Too: (two Nvidia 9800GT cards + latest git).



 Me (1, 2, 3 , 4.. ok that's 5)... Me5

 Nvidia 8600 GT, linux, latest git



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Re: [Flightgear-devel] Question: FLCH-Mode or How to decouple Throttles from target-speed?

2011-10-06 Thread syd adams
Ok , i didnt realize autothrottle was taking over... and yes the
CitationX has no autothrottle .Im in the process of fixing these
issues.I probably borrowed an autopilot file to adapt for the Citation
and didnt clean it up. I dont think I understood how the FLC mode
worked at the time either , but hopefully I can solve these issues in
the next few days .
Cheers

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Re: [Flightgear-devel] Question: FLCH-Mode or How to decouple Throttles from target-speed?

2011-10-03 Thread syd adams
I did a DESCEND/CLIMB mode for the b1900d autopilot , and a few others
that i never did commit , but have to admit I'm not sure what you mean
by  decoupling the throttle ... is there a controller in the autopilot
file that's taking control of the throttle at the same time ?My
apologies if this sounds like a dumb question but i cant see your
autopilot file ;)
Cheers

On Mon, Oct 3, 2011 at 11:20 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
 Hello,

 I'm looking for a way to create a correct FLCH-Mode for autopilots like it is 
 used on the real Citation X or Dornier 328.

 Usually it works this way:
 Engaging this mode the AP will maintain the pitch to hold the current or 
 selected airspeed.

 Maintaining throttle by the pilot will maintain the climbrate.


 We have already in FGFS a Speed-Hold by Pitch-trim, but whenever increasing 
 throttle you also increases target-speed.

 Is there are way to decouple it?

 Thanks
 Kind Regards
 Heiko


 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html

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Re: [Flightgear-devel] [SPAM] Re: [SPAM] Re: Proposal: Move airplanes to an SVN repository

2011-08-12 Thread syd adams
Another plus is I can work on my projects without risking other parts
... I already have several repositories on the go , I can set up the
rest if that will help the process, but may need coaching if it means
I need to do some extra things to 'link' them to fgdata/Aircraft...
Thanks for tackling this , Tim.
Cheers

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Re: [Flightgear-devel] Having an issue with my mags

2011-08-11 Thread syd adams
     I have two questions for you. First one is what is the differance
 between the Yasim engine and what you have here? Like I said, only been
 diving into this a week and am still figuring things out, so a simple
 answer would be best. ;)

I'll have to look through the code again , but the helicopter uses a
rotor , there is no engine definition for them .
It's been a long time , someone else may be able to answer this better
than I can.


 Second question. Since the R22 has a bad tendency to move around when
 engine is at idle on the ground, do you think setting 'brakes' while
 there is weight on the skids would stop that. I might be able after a
 bit to figure out the code needed to apply 'brakes' while the skids are
 under deflection from weight, similar to what people do for figuring out
 the scissor deflection of struts in other aircraft. I ask so I don't go
 trying to figure it out if it won't work for this aircraft model.

 Rob

I spent several hours last night trying to fix this (again) , still no
luck. This has been a problem for a long time. In this case I think
it's due to the light weight of the aircraft. The approach speed has a
large impact on this problem , and reducing the approach speed to 25
helped a little.I've also had this problem with ultralights Ive
modelled , and applying brake made it worse. I,m still working on the
gear problem , if i find a solution , I'll commit an update and let
you know.
Cheers


 On 8/10/2011 8:05 PM, syd adams wrote:
 Hi ,
 It's been ages since i looked at this one again , I see it's in
 serious need of an update (still uses panel style hotspots)!
 and fuel management needs to be brought up to date  anyway ,

 Going back over the files , i see i used controls/electric/key to
 manage the magnetos / starter .
 I'm pretty sure magneto positions have no real effect,other than 0=off
 , 1,2,3 = on ,  since it doesn't use any yasim engine , just simulated
 effects using nasal.

 The R22.nas file watches the position of /controls/electric/key to set
 magnetos , engage starter 
 if this is vague , bug me some more , I have a day off tomorrow so i
 can dig a little deeper.
 Cheers

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Re: [Flightgear-devel] Having an issue with my mags

2011-08-10 Thread syd adams
Hi ,
It's been ages since i looked at this one again , I see it's in
serious need of an update (still uses panel style hotspots)!
and fuel management needs to be brought up to date  anyway ,

Going back over the files , i see i used controls/electric/key to
manage the magnetos / starter .
I'm pretty sure magneto positions have no real effect,other than 0=off
, 1,2,3 = on ,  since it doesn't use any yasim engine , just simulated
effects using nasal.

The R22.nas file watches the position of /controls/electric/key to set
magnetos , engage starter 
if this is vague , bug me some more , I have a day off tomorrow so i
can dig a little deeper.
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Re: [Flightgear-devel] fly-by view

2011-08-09 Thread syd adams
Oh good, then I didn't break it :)
Cheers

2011/8/8 Mathias Fröhlich mathias.froehl...@gmx.net:

 Hi,

 On Tuesday, August 09, 2011 02:30:18 syd adams wrote:
 After a git pull and recompile of fgdata , flightgear and simgear
 today , it seems that fly-by view is broken . Were there any recent
 changes to the nasal geo.* functions ? Just guessing here , I cant
 tell if the camera viewpoint is really high or low ... . Anyone else
 seeing this or did i break something?
 Should be already fixed.

 Mathias

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Re: [Flightgear-devel] How to turn off the 3D cockpit

2011-08-08 Thread syd adams
Its in the property tree , you can open the property browser and
change the value there , or you could add it to the -set.xml file like
i do:
sim

allow-toggle-cockpittrue/allow-toggle-cockpit


/sim

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[Flightgear-devel] fly-by view

2011-08-08 Thread syd adams
After a git pull and recompile of fgdata , flightgear and simgear
today , it seems that fly-by view is broken . Were there any recent
changes to the nasal geo.* functions ? Just guessing here , I cant
tell if the camera viewpoint is really high or low ... . Anyone else
seeing this or did i break something?
Cheers

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Re: [Flightgear-devel] How to turn off the 3D cockpit

2011-08-07 Thread syd adams
Set /sim/allow-toggle-cockpit to 'true' , then press 'c'

2011/8/7 金承德 jinchen...@gmail.com:
 Does Flightgear have any view like that? I have reference some one press c
 to turn off the panel, but it is not effect in default cessna

 -邮件原件-
 发件人: Martin Spott [mailto:martin.sp...@mgras.net]
 发送时间: 2011年8月8日 0:07
 收件人: flightgear-devel@lists.sourceforge.net
 主题: Re: [Flightgear-devel] How to turn off the 3D cockpit

 ? wrote:

 I am using the FG as simulator with HUD, but if I start the program like
 Cessna 172P, here is the view of 3D cockpit, how can I turn off the 3D
 cockpit when I use multi-screen?

 The 3D cockpit of our default Cessna is an integral part of the entire
 airframe 3D model.  In order to get rid of the panel you might consider
 creating a custom AC3D model with the panel deleted.

 Cheers,
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Re: [Flightgear-devel] Minor GUI layout improvements

2011-07-09 Thread syd adams
Sounds logical to me ...the double weather systems are a bit of
nuisance , would be nicer, in my opinion , if they could be combined
in a single dialog  but not sure if that's possible.I use real
world weather anyway , so i never use those settings.
Cheers

On Sat, Jul 9, 2011 at 12:57 PM, Stuart Buchanan stuar...@gmail.com wrote:
 Hi All,

 I've just done a pass over the GUI making minor changes to clean it up
 and make it consistent.

 There are a couple of slightly more significant layout changes I'd
 like to make, but want to discuss first.

 1) Currently there is a wireframe option on the Rendering menu. While
 it's of moderate interest to developers, I don't think it's really of
 any interest to the average user. I'd like to move this option to the
 Debug menu.

 2) As it stands, it's very difficult for a new user to understand the
 difference between Local Weather and Global Weather. let alone how
 they inter-relate.  Enabling the Local Weather package requires
 setting Enabled local weather module from the Local Weather Settings
 menu, yet the rest of the settings a user is likely to want are in the
 Local Weather dialog.  As a first step to sorting this out, I'd like
 to do the following:
 2a) Move the Enable local weather module checkbox to the Local Weather 
 dialog.
 2b) Move  Local Weather Settings to the Debug menu, on the
 assumption that more users will never need to modify the settings
 there (Thorsten R. - is this true?)

 3) Split the Jetway Settings, and move the Enable jetway editor,
 Debug mode and Open Editor buttons to a new dialog in the Debug
 menu. Again, on the basis that most normal users have no interest in
 these controls.

 Comments?

 -Stuart

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Re: [Flightgear-devel] Nasal: Creating a new node

2011-06-24 Thread syd adams
Try this:

var myTempNode = props.globals.initNode(/sim/temp/TempNode, 50,INT);

myTempNode.setValue(getprop(instrumentation[0]/altimeter/indicated-altitude-ft));





 The code i am using
 var myTempNode = props.globals.getNode(/sim/temp/TempNode, 1,);

remove comma at the end.

 myTempNode.setIntValue( 50 );
 setprop(/sim/temp/TempNode,getprop(instrumentation[0]/altimeter/indicated-altitude-ft));


 Could you please guide me on where i am going wrong please?


 Thank you

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Re: [Flightgear-devel] Clarification on YASIM input (actionpt)

2011-06-18 Thread syd adams
My more simple understanding was the actionpoint was the point where
thrust was applied relative to the engine mass , like the
documentation states.

an actionpt subelement
  to place the action point of the thrust at a different
  position than the mass of the engine.

Works for me.

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Re: [Flightgear-devel] Clarification on YASIM input (actionpt)

2011-06-18 Thread syd adams
 On the other hand, YASim does not take into the wing downwash
 or the propwash while computing the tail incidence (while they are
 first order contributors) so I would not use the word 'fidelity'.

Does jsbsim ? I've just begun to look into it , so I don't really know
jsbsim's capabilities.

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Re: [Flightgear-devel] Heads up: scenery download / built-in

2011-06-15 Thread syd adams
Interesting ideas , i personally like the fact that terrasync can be
enabled from the menu since i always run it from a separate terminal
anyway  but did i hear the words 'add it to a launcher ???
'shudder'   ok , iv'e been a linux user too long ;)

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Re: [Flightgear-devel] Airport Textures (Again)

2011-06-13 Thread syd adams
 Oh - and Syd, which crop texture is offending you in particular?

 Vivian

not the crop textures ... the forest1a , b and c . I dont remember who
did the previous terrain textures , but he/they did a great job ...
especially the look of irregular terrain type as it faded in the
distance. Now we get a fuzzy carpet look :). I vaguely recall there
was a reason for this new one ... maybe to do with more wasteful
shaders ;) .
I guess my biggest beef is the lack of any kind of
control/organization , and the fact that after a few requests , I
still can't update my own git aircraft  (and now not interested
anymore).
But thanks for asking :)
Cheers

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Re: [Flightgear-devel] Airport Textures (Again)

2011-06-13 Thread syd adams
Wasn't 'blaming' your work , I just don't like the current texture, it
doesn't seem to fit the rest of the terrain textures at all. But that
IS just my point of view , others may like it.

As for the terrain bump mapping , i think it would look much better if
the surface was roughed up a bit on a broader scale and not at a
treetop level , but again that's just my opinion , and i certainly
don't know enough about shaders to do anything about it.
I don't mean to discourage anyone , I'm sure the effects will
ultimately get better.
Cheers

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Re: [Flightgear-devel] Airport Textures (Again)

2011-06-12 Thread syd adams
I'll have to agree here . There's also some pretty gaudy terrain
textures too , whatever happened to a general vote on commits ?


On Sun, Jun 12, 2011 at 11:39 AM, Vivian Meazza
vivian.mea...@lineone.net wrote:
 Can we please have the old airport textures back: the new ones wreck some
 very fine airports. Here's a small sample of Gatwick/EGKK. It's like this
 all over and it's spoiling someone's very good work:

 ftp://abbeytheatre2.org.uk:2121/flightgear/Terrain/EGKK-texture.jpg

 Yes - of course, I can do that locally, but can we really have this ugliness
 in our flightsim?

 Vivian




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Re: [Flightgear-devel] Global weather clouds

2011-05-14 Thread syd adams
Great photos , thanks for sharing !

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Re: [Flightgear-devel] Future repository for non-GPL aircraft

2011-04-21 Thread syd adams
Not sure if its possible to do easily , but it would be nicer to be
able to link an aircraft from a personal hangar directly to FG's
aircraft download page...

On Thu, Apr 21, 2011 at 3:18 AM, Scott scott.hamil...@popplanet.biz wrote:

  Just thinking out load,what would be nice, is it can be integrated into FG,
 so that aircraft are checked against the remote hangar and
 downloaded/updated if not under the local aircraft directory, or out of date
 (a pre-generated MD5 checksum should suffice)

  Users could configure the address of an XML/HTTP service for each hangar
 they can then decided to add new hangars or stick with the official GPL
 hangars.

   So this requires work within FG, and work on a hangar server, but that
 could simply be a XML file served of a static web site, such as;

 hangar name=My Special Hangar
  ownerscotth1/owner
  aircraft model=C172 name=Cessna 172
     download-uri/aircraft/c172.zip/download-uri
     download-url/aircraft/c172.tar.bz2/download-uri
     checksumxxx/checksum
     last-updated2011-04-21 09:13Z/last-updated
     licenseGPL_v2/license
  /aircraft
 /hangar

   Just a few thoughts


  S.



 On Thursday 21 Apr 2011 18:11:46 Vivian Meazza wrote:
 Ryan M wrote

  Something I've always thought about is an official aircraft repository
  that contained non-GPL2 aircraft- straight from the authors, of course.
  There are many aircraft for FlightGear that are not GPL-licensed (some
  of them very well-developed, like the Tu-154b and the MD-81), and I
  think it'd be best if we had an official repository for them. Currently,
  they are hosted on a number of unofficial hangars, decreasing their
  visibility and their accessibility to the end-user.
 
  This discussion has been raised before on the forums; just thought I'd
  mention it here. Sorry if there's been a previous conversation about
  this and I've resurrected a dead topic.

 I don't think this has been raised for a while, if at all. It could be a
 good idea, if there really is a demand for it. Conceptually it is another
 external hangar, but with official status. It would need some people to
 maintain it, but I guess you would volunteer yourself, and to organize
 others to help?

 I can't think of any downside right now.

 Vivian



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Re: [Flightgear-devel] YASim issues

2011-04-15 Thread syd adams
 Syd, about the fuselage contact points: they are internally
 represented as a gear object, only without the compression stuff
 and with hardcoded values for static and dynamic friction. I think
 using fake gears directly would give a little better tweaking
 precision, wouldn't it?

 Cheers,
 Adrian

Possibly , I think you've probably looked deeper into the code than i
have there . Thought I'd bring up the idea in case it hadn't been
tried .
I,ve also tried to trigger that gear up crash but haven't been able
too , (with my aerostar) , it does a belly landing and the crash
property remains unset
Cheers

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