Re: [Flightgear-devel] Cockpit displays (rendering, modelling)

2008-08-03 Thread SydSandy
On Sun, 03 Aug 2008 14:40:57 +0100
James Turner [EMAIL PROTECTED] wrote:

I look forward to a better glass cockpit system. I did the Primus 1000 glass 
cockpits for the Citation's and 777-200 .
I am experimenting with the G1000 with moving map (with pre-rendered Atlas 
images),but with nasal code.
 Ive tried different combinations of texturing and 2d panel text , but haven't 
been happy with any of the results.
I've had visions of making a configurable glass cockpit where you could specify 
2d coordinates of each item (compass rose , ai , speed tape, etc), and have 
them drawn in the code to a texture , but I lack the coding skill to do it.
 So I'm happy that someone is going to tackle this problem :)
Cheers

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Re: [Flightgear-devel] Syd - Citation Bravo ADF

2008-07-19 Thread SydSandy
On Sun, 20 Jul 2008 01:56:52 +0200
Georg Vollnhals [EMAIL PROTECTED] wrote:

 
 
 
 Hi Syd,
 
 Citation Bravo ADF:
 
 just one question - when I am clicking the hotspots on the ADF 
 radiopanel the property  instrumentation/adf/frequencies/standby-khz 
 changes as intended, but the indicated frequency does not change.
 
 Is this a bug or is there any other reason I don't understand?
 
 Thank you for checking this.
 
 Regards
 Georg EDDW
 
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Does the swap button not tranfer frequencies? Ive done a fair bit of updating 
(OSG) , but not ready for a commit just yet, so Im not sure how different my 
local version is ...
Normally you set the standby frequency and swap it to the active frequency...
I'll commit an update asap , kids are visiting this week so I haven't done much 
FG work lately.
Cheers

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Re: [Flightgear-devel] OT: Large movie

2008-07-11 Thread SydSandy
On Thu, 10 Jul 2008 23:18:27 -0500
Curtis Olson [EMAIL PROTECTED] wrote:

 I just posted a 60+ Mb movie to my web page.  As with most of my movie
 posts, it might not be completely worth the time to download. :-)
 
 http://baron.flightgear.org/~curt/tmp/20080710.AVI
 
 This isn't directly FlightGear related, but it does tie in a couple ways.
 The flying wing UAS is running several code modules straight out of the
 FlightGear/SimGear project ... (1) our xml parser (2) our property system
 (3) the FlightGear autopilot system (4) an adaption of the FlightGear route
 following system.  This code has been ported to a small gumstix embedded
 computer which runs Linux, and the *gear code is pretty much verbatim except
 for a few small tweaks to remove unneeded dependencies.  In order to
 highlight it's heritage, the code running on the UAS is called MicroGear.
 It is very nice to be able to load and parse xml configurations files.  The
 property system is very convenient for exchanging data between modules and
 for referencing configuration data parsed out of the xml files.  And the
 coolest thing (I think) is that the UAS is running a direct port of the
 FlightGear autopilot system ... and it works quite well in the real world.
 In fact, if you have a decent flightgear model of your aircraft you can do a
 lot of gain tuning in the simulator and then just copy your autopilot.xml
 file over to the UAS and it just might work out of the box ... I'm 1 for 2
 on that.
 
 The display in the movie is developed by John Wojnarowski (of LFS
 Technologies and a contributor to the FlightGear project --
 http://www.lfstech.com)  You can probably figure this out, but there is a
 live com link between the UAS and the ground station.  The UAS is
 continually blasting flight data, autopilot data, and other status and
 health data down to the ground station, and the ground station can reply
 with commands (i.e. to change the route, fly at a different altitude, come
 home, etc.)  The com link is a wireless serial connection (900mhz) so it
 doesn't have enough bandwidth to send all the data at full rate.  Thus you
 can see the live display is not perfectly smooth.  But the data is captured
 at full rates onboard, so all this data can be replayed nice and smoothly
 later, back at the shop.
 
 I don't have time to write a book about the LFS glass display tonight, but
 it's been a tremendously useful tool for tuning the autopilot, monitoring
 live flights, and analyzing flight performance.  For instance, the altitude
 hold module is comprised of three stages ... Stage 1 outputs a target rate
 of climb based on altitude error.  Stage 2 outputs a target pitch angle
 based on the rate of climb error.  Stage 3 outputs an elevator deflection
 based on the pitch angle error.  So in the LFS glass display, you can see
 current altitude, target altitude (drawn as a bug), current rate of climb,
 target rate of climb (drawn as a bug), the PFD shows your pitch angle, and
 an area on the right side shows all the control surface deflections.  The
 coolest part (I think) is the flight director vbars that show target pitch
 angle (and also target roll.)  So if the autopilot is doing it's job, the
 yellow bird should sit right inside the green vbars.  It's fun to watch
 all the different components interact.  The bird is always chasing the vbars
 at least a little bit ... especially on turbulent days.  So being able to
 see a nice real time graphical representation of the key inputs and outputs
 for each stage of the autopilot is tremendously helpful for isolating which
 stage might still need some tuning and with a little experience you can know
 which parameter to tune and in what direction.
 
 This has been a fun project ... a few cool toys have landed on my desk to
 play with, this spring I ended up on a NOAA research ship 1000nm from the
 nearest point of land to do test flights of this UAS.  And it's really neat
 to see how code that has been developed and tuned and refined in a pure
 simulation environment can be moved over to an embedded computer on a real
 aircraft and it works just as well over there too.
 
 Curt.
 -- 
 Curtis Olson: http://baron.flightgear.org/~curt/
 

The display is really interesting , looks like the Garmin G1000 Ive been 
working on ,
 http://www3.telus.net/sydadams/
 (stalled due to difficulty with GPS moving map).
How do we convince John to get this into Flightgear ?
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[Flightgear-devel] autopilot menu

2008-05-21 Thread SydSandy
Hi guys ,
 Had an idea with the autopilot menu , but before I dive in , thought I'd 
better ask if this would even be desirable...
I'd like to add , in an aircraft set file some options like this:

autopilot
config
heading
label n=0 type=stringHeading Hold label
action n=0 type=stringdg-heading-holdaction
label n=1 type=stringTrue Heading Hold label
action n=1 type=stringtrue-heading-holdaction
/heading
altitude
label n=0 type=string label
action n=0 type=stringaction
/altitude
/config
/autopilot

and have the autopilot dialogue intitialized with these properties , if 
config exists..., otherwise default to the normal layout.

This way the dialogue could match specific aircraft , instead of having to be 
disabled to prevent problems .

This is just an idea at the moment , and I'm not even sure it's possible yet 
... just looking for feedback so I don't waste time if it's not a popular idea 
. ;)
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[Flightgear-devel] wxradar text

2008-05-16 Thread SydSandy
Updated the font properties : 
font properties are now under instrumentation/radar/font 

can be initialized in the set file like so ...

instrumentation
radar
font
namehelvetica_bold.txf/name
red type=float0/red
green type=float0.8/green
blue type=float0/blue
alpha type=float1/alpha
size type=float8/size
/font
/radar
/instrumentation

Csaba's update for groundradar is included in the patch...
If someone could commit this , I'll hunt down other aircraft that might be 
affected ... Ive updated the ATC , 777-200ER  here ,but no point in going any 
further yet ...
Thanks. 
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Re: [Flightgear-devel] wxradar text

2008-05-16 Thread SydSandy
On Fri, 16 May 2008 22:24:45 -0700
SydSandy [EMAIL PROTECTED] wrote:
 SydSandy [EMAIL PROTECTED]
 
I forgot to mention that with Csaba's update , you can add :

groundradar
namegroundradar/name
airport-id-sourceinstrumentation/groundradar/id/airport-id-source
range-sourceinstrumentation/groundradar/range/range-source
/groundradar

to an instrumentation.xml file ,
and the groundradar uses these properties to draw the airport diagram,
otherwise it defaults to the sim/tower/airport-id.
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[Flightgear-devel] radar updates ...

2008-05-11 Thread SydSandy
Hello,
Had a small error with the groundradar patch , fixed it , and combined 
the updated into one patch. The updates include:
red,green,blue,alpha and text size properties to modifly radar text
 , and Csaba's groundradar patch adds the abililty to set an airport id source 
and range property...
Could someone please commit this ?
I,ve been testing the change's and everything work as expected .
Thanks . 

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[Flightgear-devel] radar updates ...

2008-05-10 Thread SydSandy
Hi guys , 
I've added a red , green , blue,alpha and font size to the radar 
properties ... font properties can be changed now from the property tree or set 
file...
Also attaching a patch from Csaba for the ground radar to enable selecting an 
airport for mapping , and a radar range fix. Could someone please commit these 
? 
Thanks.
P.S. I've noticed that generating a diff file with cervisia add an extra space 
, I didn't add it :)   
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Re: [Flightgear-devel] B1900d: Failed to open file at FG_ROOT/Aircraft/b1900d/Panel/AP-hotspots.xml

2008-05-06 Thread SydSandy
On Tue, 6 May 2008 23:40:51 +1000
George Patterson [EMAIL PROTECTED] wrote:

 Hi All,
 
 I just resync my cvs data and have found that for the B1900d  there is
 either a missing file or the path is set incorrectly.
 
 The file Aircraft/b1900d/Panel/b1900d-pedestal.xml contains a
 reference to AP-hotspots.xml but that file ether doesn't exist in CVS
 or is supposed to be
 
 # fgfs --aircraft=b1900d --airport=KSFO
 Error reading panel:
 Failed to open file
  at /usr/local/share/FlightGear/Aircraft/b1900d/Panel/AP-hotspots.xml
  (reported by SimGear XML Parser)
 Failed to load model: Failed to load panel
 Aircraft/b1900d/Panel/b1900d-pedestal.xml
 Segmentation fault (core dumped)
 
 
 
 As a workaround I have symlinked  the primus-1000 version to where the
 xml parser expects to see find it.
 ln -s $FG_ROOT/Aircraft/Instruments-3d/primus-1000/AP-hotspots.xml
 $FG_ROOT/FlightGear/Aircraft/b1900d/Panel/AP-hotspots.xml
 
 Obviously this is not a great solution but gets the plane back in the air.
 
 I am happy to supply a backtrace if required but probably not
 necessary at this stage.
 
 Regards
 
 
 George
 
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Hi George , I,m on a lunch break , dont have time to look at it now , but 
should be able to fix it tonight.
Cheers
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Re: [Flightgear-devel] simgear error

2008-03-23 Thread SydSandy
On Sun, 23 Mar 2008 16:48:43 +0100
Volker Lukas [EMAIL PROTECTED] wrote:

 
 Hi,
 
 On Sunday 23 March 2008, SydSandy wrote:
  On Sat, 22 Mar 2008 17:02:58 -0700
 
  SydSandy [EMAIL PROTECTED] wrote:
   Thanks guys ...
   It appears that the strutils.cxx hasn't been modified in a while , but
   there was an update to gcc, so I'm wiping out and reinstalling Arch from
   scratch (wanted to change my partitions anyway ), Cheers
  
 
  Or maybe its time to experiment with a new distro ... any suggestions ?
 The GCC update you report was probably to a 4.3 version. In this version the 
 headers which get installed are leaner than in previous releases. This means 
 programmers have to explicitly include a header which is specified to contain 
 a particular declaration/definition etc... under more circumstances than 
 previously. This is not a GCC bug, rather the latitude provided by the C++ 
 specification is exploited to speed up compilation of programs (lesser 
 implicitly included features means lesser work for the compiler).
 
 So as far as I can see, Csaba Halász is correct in suggesting that include 
 directives are missing in the Simgear/Flightgear sources.
 
 From your older Message:
  did a system update this morning , a cvs update on FG and SG , and plib ,
  and get these errors trying to compile simgear  
 The following is a list of source files and the headers which have to be 
 included additionally in that source file because the file uses functions 
 like strlen, atoi, memcmp... declared in one of the headers:
 
 Simgear:
 simgear/io/sg_file.cxx - string.h
 simgear/io/sg_serial.cxx - stdlib.h string.h
 simgear/misc/strutils.cxx - string.h
 simgear/misc/tabbed_values.cxx - stdlib.h
 simgear/screen/RenderTexture.cpp - string.h
 simgear/screen/shader.cpp - stdlib.h string.h
 simgear/screen/TestRenderTexture.cpp - stdlib.h
 
 Flightgear:
 src/Airports/dynamicloader.cxx - stdlib.h
 src/Airports/runwayprefloader.cxx - stdlib.h string.h
 src/Airports/runways.cxx - stdlib.h
 src/FDM/JSBSim/input_output/FGfdmSocket.cpp - string.h
 src/FDM/YASim/yasim-test.cpp - stdlib.h string.h
 src/Main/util.cxx - stdlib.h
 
 There is also one change to the Simgear CVS sources necessary which is not 
 related to missing include directives. Namely, in file 
 simgear/structure/SGExpression.cpp at line 51 the keyword static has to be 
 removed. Here, a function template is explicitly specialized. Specifying an 
 explicit specialization as static is not allowed by C++. For reference, 
 here is a short explanation of the issue:
 http://www.open-std.org/jtc1/sc22/wg21/docs/cwg_defects.html#69
 
 I hope that helps.
 
 With best Regards,
 Volker Lukas
 
 
 
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Yes that helps a lot .Thank you .
Wonder why no one else has seen this , I thought I had a local problem
Cheers

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[Flightgear-devel] include file patches

2008-03-23 Thread SydSandy
Thanks Csaba and Volker,
Everything compiled fine after adding your suggested changes.
I'm attaching a patch that adds the missing include files needed by gcc 
4.3...and removes that static keyword from SGExpression.cpp.
 Volker did the work of hunting down the required changes...
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[Flightgear-devel] simgear error

2008-03-22 Thread SydSandy
Hi all,
I did a system update this morning , a cvs update on FG and SG , and plib , and 
get these errors trying to compile simgear 

Making all in misc
make[3]: Entering directory `/home/syd/FGFS/SG/source/simgear/misc'
g++ -DHAVE_CONFIG_H -I. -I../../simgear -I../..-g -O2 -D_REENTRANT -MT 
strutils.o -MD -MP -MF .deps/strutils.Tpo -c -o strutils.o strutils.cxx
strutils.cxx: In function ‘std::vectorstd::basic_stringchar, 
std::char_traitschar, std::allocatorchar , 
std::allocatorstd::basic_stringchar, std::char_traitschar, 
std::allocatorcharsimgear::strutils::split(const std::string, const 
char*, int)’:
strutils.cxx:85: error: ‘strlen’ was not declared in this scope
strutils.cxx:99: error: ‘memcmp’ was not declared in this scope
make[3]: *** [strutils.o] Error 1
make[3]: Leaving directory `/home/syd/FGFS/SG/source/simgear/misc'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory `/home/syd/FGFS/SG/source/simgear'
make[1]: *** [all] Error 2
make[1]: Leaving directory `/home/syd/FGFS/SG/source/simgear'
make: *** [all-recursive] Error 1

any tips ?
I'm just not sure if it's simgear or a problem with my ArchLinux update...
Thanks  



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Re: [Flightgear-devel] simgear error

2008-03-22 Thread SydSandy
On Sun, 23 Mar 2008 00:15:33 +0100
Csaba Halász [EMAIL PROTECTED] wrote:

 
 On Sat, Mar 22, 2008 at 9:26 PM, SydSandy [EMAIL PROTECTED] wrote:
 
   strutils.cxx:85: error: 'strlen' was not declared in this scope
   strutils.cxx:99: error: 'memcmp' was not declared in this scope
 
 Looks like a missing #include cstring or similar at the top of strutils.cxx.
 
 -- 
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Thanks guys ...
It appears that the strutils.cxx hasn't been modified in a while , but there 
was an update to gcc,
so I'm wiping out and reinstalling Arch from scratch (wanted to change my 
partitions anyway ), 
Cheers 

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Re: [Flightgear-devel] simgear error

2008-03-22 Thread SydSandy
On Sat, 22 Mar 2008 17:02:58 -0700
SydSandy [EMAIL PROTECTED] wrote:

 Thanks guys ...
 It appears that the strutils.cxx hasn't been modified in a while , but there 
 was an update to gcc,
 so I'm wiping out and reinstalling Arch from scratch (wanted to change my 
 partitions anyway ), 
 Cheers 
 
 -- 
 SydSandy [EMAIL PROTECTED]
 

Or maybe its time to experiment with a new distro ... any suggestions ? 
Ive tried Mandrake(my first linux attempt) , Gentoo(2nd one I tried , took a 
week to get a working system :)) ,redhet , knoppix , ubuntu  and varieties, 
fedora ,freespire (horribly slow boot up), and forget the other ones Ive tried 
... Arch's packages stay very current , but thats not always good :)
Cheers
SydSandy [EMAIL PROTECTED]

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Re: [Flightgear-devel] autopilot u_min and u_max...

2008-03-16 Thread SydSandy
On Sat, 15 Mar 2008 20:51:08 -0700
SydSandy [EMAIL PROTECTED] wrote:

 Hi all , 
   I've been trying to change the xmlautopilot to use prop and value 
 for the u_min and u_max properties , and currently have quite a mess on my 
 hands right now :)
 The idea is to have a min and max property to control bank-limit / pitch with 
 a panel knob ...
 setting the u_min and u_max from a property seems to be working , but I get 
 some strange things happening . The pi-simple controller isnt clamped anymore 
 (so i removed the clamp check )... and the output goes immediately to the 
 u_min value...although u_min and u_max are checked every update... 
 Has anyone else attempted this , with good results ? Or , hopefully , already 
 implemented this ?
 Anyway , I'll keep plugging away at it, the answer is probably staring me in 
 the face and I can't see it.
 Is this something that should be implemented anyway ?
  Cheers 
 
 -- 
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OK it seems the errors were caused by my autopilot config file, u_min and u_max 
work with  prop and value  as expected , but I need to test further , just 
in case ...
Cheers 
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Re: [Flightgear-devel] autopilot u_min and u_max...

2008-03-16 Thread SydSandy
On Sun, 16 Mar 2008 21:59:18 +
LeeE [EMAIL PROTECTED] wrote:

 On Sunday 16 March 2008 21:52, LeeE wrote:
  On Sunday 16 March 2008 03:51, SydSandy wrote:
   Hi all ,
 I've been trying to change the xmlautopilot to use prop and
   value for the u_min and u_max properties , and currently have
   quite a mess on my hands right now :) The idea is to have a min
   and max property to control bank-limit / pitch with a panel
   knob ... setting the u_min and u_max from a property seems to
   be working , but I get some strange things happening . The
   pi-simple controller isnt clamped anymore (so i removed the
   clamp check )... and the output goes immediately to the u_min
   value...although u_min and u_max are checked every update...
   Has anyone else attempted this , with good results ? Or ,
   hopefully , already implemented this ? Anyway , I'll keep
   plugging away at it, the answer is probably staring me in the
   face and I can't see it. Is this something that should be
   implemented anyway ? Cheers
 
  Hi Syd,
 
  one way you could do this with the current autopilot controllers
  is to feed the output from your controller through a gain filter
  to get the range you want.
 
  For example, if you've set u_min/u_max to +/- 40 in your
 
 Oops - that should have said u_max/u_min to +/- 40
 
  controller but want to reduce it to +/- 20, you'd set the gain
  value on the gain filter to 0.5.
 
  If you don't mind re-tuning your controller, it would probably
  make more sense to set u_min  u_max to +/- 1.0, then the gain
 
 and again above - u_max  u_min to +/- 1.0
 
  factor would be the required bank or pitch angle limit i.e. for
  +/- 30 limits you'd use a gain of 30.
 
  Changing the output clamps does change the overall behaviour of
  the controller, however.  I found that I got more desirable
  behaviour from a pitch controller (output is a hstab deflection)
  when I set the u_min  u_max limits to +/- 0.25 and then passed
 
 Sigh...  u_max  u_min to +/- 0.25
 
  it through a gain filter with a factor of 4 to restore the
  required +/- 1.0 range, as opposed to setting the clamps directly
  to +/- 1.0.
 
  Heh - I'm still not entirely sure why this is, actually having
  fiddled with the code myself, but it came about through an
  experiment where I was trying to increase the effective bandwidth
  through parallelism.  I started off with four identical
  controllers running in parallel, the outputs of which were summed
  but then I realised that I could get the same effect with a
  single controller using the gain filter technique.
 
  LeeE
 
 Doh!
 
 LeeE
 

Hi LeeE,
Thanks for the tips.
Still I think it would be a good idea to make these two settings modifiable 
with a property , don't know if any one else agrees . It turns out that the 
problems I was having was my autopilot config file , it's been working fine so 
far   it simply checks for value or prop like the recent Kp update, and 
uses the u_min and u_max value if no prop or value tag is present ...
now, the fun part, to try to create an lnav /vnav flight profile  :)

Cheers

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[Flightgear-devel] autopilot u_min and u_max...

2008-03-15 Thread SydSandy
Hi all , 
I've been trying to change the xmlautopilot to use prop and value 
for the u_min and u_max properties , and currently have quite a mess on my 
hands right now :)
The idea is to have a min and max property to control bank-limit / pitch with a 
panel knob ...
setting the u_min and u_max from a property seems to be working , but I get 
some strange things happening . The pi-simple controller isnt clamped anymore 
(so i removed the clamp check )... and the output goes immediately to the u_min 
value...although u_min and u_max are checked every update... 
Has anyone else attempted this , with good results ? Or , hopefully , already 
implemented this ?
Anyway , I'll keep plugging away at it, the answer is probably staring me in 
the face and I can't see it.
Is this something that should be implemented anyway ?
 Cheers 

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Re: [Flightgear-devel] tree problems ...

2008-03-02 Thread SydSandy
On Sun, 2 Mar 2008 18:00:46 + (GMT)
Stuart Buchanan [EMAIL PROTECTED] wrote:

 --- SydSandy wrote:
  I know the differences between tree species , LeeE ,thats not the problem 
  ...
   if I set a certain tree texture for a terrain type ... for example , I 
  have  2
  meter high shrub trees for the ShrubCover/ShrubGrassCover/ScrubCover. 
  When I
  fly over the area , it is covered by mixed forest...  I few south 
  and there are shrub cover trees on a DeciduousNeedleCover material patch. 
  The
  ground texture changes accordingly , just not the tree textures ... and yet 
  I
  see tree sizes change correctly at the material boundaries  
  
  I hadn't reaaly noticed this effect until I started flying around and 
  checking
  terrain using geod.info 
  so didn't expect it to jump out at anyone else 
 
 Sorry for the delay in replying, I've been away ski-touring all week, so 
 haven't
 been on email.
 
 Though I've still to look at the code in detail, I'm almost certain that this
 will be a bug in my tree shader code. I suspect that the same tree texture 
 strip
 is being used for all the trees on a tile/quad.
 
 Could you give me a starting lon/lat and a flightplan that shows the problem?
 
 -Stuart


Hi Stuart,
  The most noticeable strange behaviour is south of KSFO , along the coast ... 
you can see changes in tree size and density at material borders , so that 
seems to work properly , but the selected tree texture seems wrong in places ...
Cheers 

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Re: [Flightgear-devel] electrical updates to kt70.xml break it

2008-03-02 Thread SydSandy
On Sun, 02 Mar 2008 15:04:45 -0700
Ron Jensen [EMAIL PROTECTED] wrote:

 
 On Sun, 2008-03-02 at 14:01 -0700, dave perry wrote:
  Ron Jensen wrote:
   On Sat, 2008-03-01 at 20:37 -0700, dave perry wrote:
   
  By normalizing the /system/electrical/output/... property, the battery 
  discharge is no longer  going to dim the instrument lights.


I have no problem dimming the instrument-lights , based on percent of max 
voltage * dimmer factor ...  I use :
setprop(outPut~instrument-lights,((bus_volts * bus_norm) * INSTR_DIMMER) * 
srvc); 
works fine for me ...


 
 That is not correct.  In my formula above, and your instruments
 using /sim/model/instruments/factor, the properties are normalized.
  
  What do the rest of the team think?  Am I just being pedantic?
  
  - Dave
 
 Perhaps we could settle on 
 /system/electrical/outputs/instrument-lights-norm?
 
 Ron

I personally dont see why you need to know the exact voltage for light 
intensity ... but I'll go with instrument-lights-norm if it makes everyone 
happy.And it makes a lot more sense to make it a part of the electrical system 
than a separate /sim/model/property for every dimmer switch ...
Cheers 
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Re: [Flightgear-devel] electrical updates to kt70.xml break it

2008-03-01 Thread SydSandy
On Sat, 01 Mar 2008 20:37:15 -0700
dave perry [EMAIL PROTECTED] wrote:

 I just noticed that the recent electrical updates to the kt170.xml 
 submitted by Ron Jenson make the kt70 bright white if the instrument 
 light are turned on in the pa24-250 and the pa28-161.  This is because 
 the material animation factor should be between 0 and 1 and this change 
 makes it equal to the output voltage from the buss (usually either 14 or 
 28 volts in most light AC). 
 factor-propsystems/electrical/outputs/instrument-lights/factor-prop
 This saturates the material red, green, blue values.
 
 Several of the aircraft are expecting this to be controlled by
 factor-propsystems/electrical/outputs/instrument-lights/factor-prop
 since they are assuming a rotating dimmer controls the intensity, not 
 the bus voltage turned on by the switch.
 
 Many other objects in Instruments-3d have a material animation tied to
 factor-propsystems/electrical/outputs/instrument-lights/factor-prop
 to simulate variable instrument light intensity.
 
 Ron, is there a reason this needed to be changed for the kt70?
 

Im having some difficulty myself trying to come up with a standard method of 
setting instrument light dimming, that everyone would be happy with ... I 
prefer normalizing the instrument-light voltage to 1 in 
systems/electrical/outputs  so that different voltage systems dont affect the 
light intensity ...just my 2 cents worth ...
Cheers  

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Re: [Flightgear-devel] tree problems ...

2008-02-24 Thread SydSandy
On Sun, 24 Feb 2008 15:55:22 +
LeeE [EMAIL PROTECTED] wrote:

 On Saturday 23 February 2008 20:36, SydSandy wrote:
  Well I,ve converted all terrain textures to PNG (except the
  random ac models), no problems here. But , I've run into a
  problem with the wrong tree sets drawn for material type. Ive
  checked the materials.xml file (found one error that was my
  fault), but I'm getting for example , conifer for  for Evergreen
  , Bog   mixed forest for shrub ...  no trees in some patches 
  were the material is consistent over a large area  The
  material.xml condition statement seems to work fine ,as the
  winter sets are picked when /sim/startup/season = winter , just
  the wrong tree textures are drawn per terrain type ... and they
  occasionally change on the same type of material... Any ideas
  where I might look to fix this?
  Cheers
 
 Most evergreens _are_ conifers.  There are types of evergreen that 
 aren't but you'll only find them in tropical rainforests or in a 
 warm climate that doesn't vary much through the seasons.
 
 Rainforest tree are generally broad leaf species, so if there's a 
 rainforest cover type you might want to use deciduous tree patterns 
 for those regions.  In warm climates the trees tend to be few and 
 scattered, apart from the rainforests, of course:)
 
 LeeE
 

I know the differences between tree species , LeeE ,thats not the problem ...
 if I set a certain tree texture for a terrain type ... for example , I have  2 
meter high shrub trees for the ShrubCover/ShrubGrassCover/ScrubCover. When I 
fly over the area , it is covered by mixed forest...  I few south 
and there are shrub cover trees on a DeciduousNeedleCover material patch. The 
ground texture changes accordingly , just not the tree textures ... and yet I 
see tree sizes change correctly at the material boundaries  

I hadn't reaaly noticed this effect until I started flying around and checking 
terrain using geod.info 
so didn't expect it to jump out at anyone else 
Cheers 




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[Flightgear-devel] tree problems ...

2008-02-23 Thread SydSandy
Well I,ve converted all terrain textures to PNG (except the random ac models), 
no problems here.
But , I've run into a problem with the wrong tree sets drawn for material type. 
Ive checked the materials.xml file (found one error that was my fault), but I'm 
getting for example , conifer for  for Evergreen , Bog   mixed forest for 
shrub ...  no trees in some patches  were the material is consistent over a 
large area 
The material.xml condition statement seems to work fine ,as the winter sets are 
picked when /sim/startup/season = winter , just the wrong tree textures are 
drawn per terrain type ... and they occasionally change on the same type of 
material...
Any ideas where I might look to fix this?
Cheers   


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Re: [Flightgear-devel] Patch v3 - Rain Snow

2008-02-20 Thread SydSandy
On Wed, 20 Feb 2008 16:16:58 +0100
Nicolas [EMAIL PROTECTED] wrote:

 
 Patch v4 following the Tim'advices.
 
 To win FPS.
 
 Regards,
 
 -- 
 Nicolas
 
 

It would be nice to have this in CVS , I avoid patches as much as possible , or 
until curiosity gets the better of me :)
Cheers

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Re: [Flightgear-devel] PNG textures in CVS

2008-02-19 Thread SydSandy
On Mon, 18 Feb 2008 21:06:32 +
AJ MacLeod [EMAIL PROTECTED] wrote:

 Hi all,
 
 Now that our data has been properly branched, I would like to move to using 
 PNG (or, where suitable, JPEG) textures in my models.  I've seen no drawbacks 
 in my testing so far, only considerable benefits...
 
 In disk space:
 2.5M 2008-02-18 20:50 throttle_panel.rgb
 981K 2008-02-18 20:50 throttle_panel.png
 

I've converted the Textures/Terrain rgb files to png here, just playing around 
, and it reduces that folder from 19m to 12m . Haven't noticed any bad effects 
yet ... 
Cheers

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Re: [Flightgear-devel] PNG textures in CVS

2008-02-18 Thread SydSandy
On Mon, 18 Feb 2008 21:28:11 -
Vivian Meazza [EMAIL PROTECTED] wrote:

 AJ
 
  Subject: [Flightgear-devel] PNG textures in CVS
  
  
  Hi all,
  
  Now that our data has been properly branched, I would like 
  to move to using 
  PNG (or, where suitable, JPEG) textures in my models.  I've 
  seen no drawbacks 
  in my testing so far, only considerable benefits...
  
  In disk space:
  2.5M 2008-02-18 20:50 throttle_panel.rgb
  981K 2008-02-18 20:50 throttle_panel.png
  
  ...and even more importantly (to me) in simplifying workflow.
  
  I can compose a texture in inkscape, export it to PNG with a 
  keystroke or two 
  and see the results in AC3D virtually instantly.  Using RGB 
  means converting 
  the png output from inkscape to rgb before reloading in ac3d 
  - one extra 
  step, but when you repeat the above process literally 
  hundreds of times the 
  extra hassle is very significant.
  
  I'm not suggesting we convert all our existing textures to 
  PNG or JPEG, only 
  asking if there is any objection to my using such textures in 
  models destined 
  for CVS from now on.
  
  Anyone?
  
  Cheers,
  
 
 I can't see why we shouldn't do this. I can't see any downside, and there
 are several advantages as pointed out. And should I be wrong and we find
 there is a snag that we haven't foreseen, then reversion to RGBA is easy.
 
 I support this proposal.
 
 Vivian 
 

It gets my vote too, it seems not many image viewers support rgb , at least 
none that I have found , and loading Gimp just to look at the texture is a bit 
annoying :)
Cheers
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Re: [Flightgear-devel] FG seasons

2008-02-16 Thread SydSandy
On Sat, 16 Feb 2008 19:40:21 +0100
Georg Vollnhals [EMAIL PROTECTED] wrote:

 SydSandy schrieb:
  Hi everyone ,
  Since I've been working on trees and seasonal textures , I'd like to 
  propose some ideas 
  1: Could we have Jester's materials.xml condition patch put in CVS ?
  2: Remove the .winter that is appended to the texture path in the source 
  code?
  3: Add /sim/startup/season = summer as default to the preferences.xml , 
  since it doesn't exist unless you use the command line option ? 
  4: Have a Textures.high/Trees with 128 pixel high images for the systems 
  that can handle it ? (which I've already created ) 
  5: I better stop there ;)
 
  Cheers
 

 Hi Syd,
 
 this is just a feedback as I reported some problems with lacking ground
 textures in the winter-season. I found out what the problem was - as
 always very simple but time-consuming to get there:
 
 1.
 I identified 2 problems where the materials.xml has set the texture-path
 to Terrain.winter/..
 When you change it to just Terrain/.. the WINTER groundtextures are
 displayed in FG.
 
 SAMPLES:
 
 nameEvergreenBroadCover/name
 ...
 !-- was 080216 textureTerrain.winter/forest1.rgb/texture --
  textureTerrain/forest1.rgb/texture
 
 
  nameDeciduousBroadCover/name
 ...
  !--changed from textureTerrain.winter/forest1.rgb/texture --
  textureTerrain/forest1c.rgb/texture
  
 There are 3 further pathes set in the material.xml to Terrain.winter.
 Should I change them to just Terrain either?
 
 2. Lacking City-textures
 I just placed city1.rgb .. city3.rgb summer-textures into
 /Textures.high/Terrain.winter and they are now displayed. Better
 summer-textures than no textures at all :-). I think this is easy to
 change and if there is no GIMP specialist who can do this very fast I
 will have a look at GIMP how to convert green to white. This should do
 for the first until we get some better city textures.
 
 Georg EDDW
 
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Yes I thought I mentioned changing the Terrain.winter to Terrain...
We still need to remove the appended .winter in the source code , but I can't 
do that ...
Then the materials.xml can pick its own textures from whichever folderit 
desires and not be forced into the Terrain.winter folder...
Cheers

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Re: [Flightgear-devel] b1900d asi suggestion

2008-02-16 Thread SydSandy
On Sat, 16 Feb 2008 10:28:24 +0100
K. Hoercher [EMAIL PROTECTED] wrote:

 Hi!
 
 According to 
 http://www.pprune.org/forums/archive/index.php/t-166572.html
 http://www.airweb.faa.gov/Regulatory_and_Guidance_Library/rgMakeModel.nsf/0/4bd70d173cbc5f4586256fb80048f054/$FILE/A24CE.pdf
 and others at google's discretion the b1900d is restricted to a
 Vmo=248KIAS and a Mmo of 0.48 at an, allegedly, pressure altitude of
 13200ft or above. That restriction is somehow displayed by the barber
 pole in the airspeed indicator. Short of knowing (despite some search)
 how the asi works to that effect I suggest something like the patch
 attached.
 
 The change in the asi300gauge.ac would reset the barber pole to start
 from a position where its lower edge meets the upper one of the airspeed
 needle. That allows for it to be driven through the illinear scaling of 
 the modelled asi mimicking the airspeed needle animation.
 
 I have cutoff its movement at an arbitrary 178(KIAS), as that would be
 way beyond any specified operating limits.
 
 The calculation itself is a bit messy. I think the changeover point is
 a made up reference to essentially construe a meaning of
 limit=min(Vmo,Mmo). Apparently the equality would be at that pressure 
 altitude in ISA standard day conditions, but could shift somewhat as the
 speed of sound isn't dependent on the pressure itself alone. I decided
 to stick to that published pressure alt restriction until I know 
 positively otherwise.
 
 As the indicated-speed-kt property is calculated from the density of
 the air (thus including temperature), side-slip, pressure etc. which I
 think would also define the mach number to compare against, I avoided the
 real calculation steps and just took it as a reference to somehow
 arrive at a value for representing the Mach 0.48 in the KIAS scale. Any
 noise at low speeds/altitudes can be written off following the sticking
 to the mentioned changeover criterium. That should also minimize the
 computing effort needed every frame.
 
 The same is perhaps true for not overwriting the property with the Vmo
 every frame. Yeah I know, don't speculatively optimize without
 profiling. I plead guilty on infringing that one; please change as you
 see fit.
 
 HTH
 K. Hoercher
 

I,ve added your improvements , it's now in cvs .Thanks .
Cheers

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[Flightgear-devel] season patch

2008-02-16 Thread SydSandy
Here's a patch to remove the .winter that is appended to the Terrain texture 
path...
I will upload a new materials.xml.test file with the required changes ...
Cheers 

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mat.diff
Description: Binary data
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Re: [Flightgear-devel] FG seasons

2008-02-15 Thread SydSandy
On Fri, 15 Feb 2008 19:04:35 +0100
Melchior FRANZ [EMAIL PROTECTED] wrote:

 
 * SydSandy -- Thursday 14 February 2008:
  1: Could we have Jester's materials.xml condition patch put in CVS ?
 
 Done. I haven't committed the materials.xml part, as you apparently
 have your own test version committed already. If you copy that over
 the current materials.xml, then please make sure that:
 
  1. you integrate the changes that were meanwhile done to materials.xml
 (sign glyphs)
 
  2. you indent added stuff appropriately. Properties nested in another
 property *have* to be indented.
 
 WRONG:
 
 material
  nameWoodedTundraCover/name
  condition
  equals
  propertysim/startup/season/property
  valuesummer/value
  /equals
  /condition
 
   
 (ALMOST) RIGHT:
 
 material
  nameWoodedTundraCover/name
  condition
   equals
propertysim/startup/season/property
valuesummer/value
   /equals
  /condition
 
 Almost, because 1 space-indentation is as close to spaghetti code
 as you can get. BTW: 2 spaces are almost as bad.  :-P
 
 m.

Thank you for the inclusion , my mail didnt come back , so I thought it got 
lost somewhere  
The materials.xml.test IS currently still a test until I make sure I'm not 
damaging anything else  , but I'll keep note of your suggestions.(I was just 
following the original file's indentation style, like I thought I was supposed 
to ,but I AM used to 4 space indentation now :) )...
Thanks again , m .
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[Flightgear-devel] FG seasons

2008-02-13 Thread SydSandy
Hi everyone ,
Since I've been working on trees and seasonal textures , I'd like to propose 
some ideas 
1: Could we have Jester's materials.xml condition patch put in CVS ?
2: Remove the .winter that is appended to the texture path in the source code?
3: Add /sim/startup/season = summer as default to the preferences.xml , since 
it doesn't exist unless you use the command line option ? 
4: Have a Textures.high/Trees with 128 pixel high images for the systems that 
can handle it ? (which I've already created ) 
5: I better stop there ;)

Cheers

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Re: [Flightgear-devel] tree textures

2008-02-12 Thread SydSandy
On Tue, 12 Feb 2008 16:34:47 -0500
Will Harrison [EMAIL PROTECTED] wrote:

  FRAGMENT glCompileShader

I'm no expert in that area , but the error statement seems to indicate that. 
Maybe someone with more knowledge can answer better ...
Cheers

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Re: [Flightgear-devel] fg homepage issues

2008-02-12 Thread SydSandy
On Tue, 12 Feb 2008 13:58:18 -0600
Curtis Olson [EMAIL PROTECTED] wrote:

 On Feb 12, 2008 1:49 PM, Gijs de Rooy wrote:
 
   The 787 should have been included on the page.  I'm not sure why it's not
  there.  I'm trying to do some debugging this afternoon.  What other aircraft
  are missing that you think should be on the download page?
 
 
  The 777 as I said before...
 
 
 I do a cvs update -d in the data/Aircraft and I don't get any 777, are you
 sure that has been committed to cvs?
 
 Regards,
 
 Curt.
 -- 
 Curtis Olson: http://baron.flightgear.org/~curt/
 

No , this one is on Justin Smithies server ...

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Re: [Flightgear-devel] fg homepage issues

2008-02-12 Thread SydSandy
On Tue, 12 Feb 2008 22:17:45 +0100
Gijs de Rooy [EMAIL PROTECTED] wrote:

 Ok, that's oké. But why is the 777 not in CVS? It's one of the better 
 commercial jets...
 
 
 Date: Tue, 12 Feb 2008 15:10:43 -0600From: [EMAIL PROTECTED]: [EMAIL 
 PROTECTED]: Re: [Flightgear-devel] fg homepage issuesThe flightgear aircraft 
 download web page is setup to show all those aircraft that are in CVS.  I 
 have some automated scripts setup and they examine the CVS tree to create the 
 web pages and matching ftp downloads.Regards,Curt.
 On Feb 12, 2008 2:05 PM, Gijs de Rooy [EMAIL PROTECTED] wrote:
 
 
 
 
 
  I do a cvs update -d in the data/Aircraft and I don't get any 777, are you 
  sure that has been committed to cvs? Regards, Curt.I don't know for sure, 
  but look at this topic: http://www.flightgear.org/forums/viewtopic.php?t=968
 
  
 Gijs
 

As I said , it belongs to Justin Smithies , it's not in CVS . I helped him work 
on it , but it's his decision to include it.  I haven't been in contact with 
him in quite some time ...
I'm digging but haven't found the link... hopefully he still reads this mailing 
list
Cheers
 

 
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Re: [Flightgear-devel] tree textures

2008-02-12 Thread SydSandy
On Wed, 13 Feb 2008 02:36:30 +0100
Csaba Halász [EMAIL PROTECTED] wrote:

 On Feb 13, 2008 2:13 AM, SydSandy [EMAIL PROTECTED] wrote:
 
  If there is a property to show the Terrain type below , I haven't found it 
  ... it would make things easier 
 
 A little nasal combining geo.click_position and geodinfo should do the trick.
 
 -- 
 Csaba/Jester
 

Thanks , Jester , I've never poked around in there , didn't know it could be 
done :)
Cheers


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Re: [Flightgear-devel] tree textures

2008-02-12 Thread SydSandy
On Tue, 12 Feb 2008 16:43:58 +0100
Georg Vollnhals [EMAIL PROTECTED] wrote:

 LeeE schrieb:
  The next one:
  Did you see these tree areas, seems to be something like an
  ongoing ecological desaster in FlightGear:
 
  http://home.arcor.de/vollnhals-bremen/EcologicalDesaster/
 
  Any ideas?
 
  Regards
  Georg
  
 
  Brings to mind the Tunguska event - 
 
  http://physics.uoregon.edu/~jimbrau/BrauImNew/Chap14/FG14_24.jpg
 
  and the tree die-off around Mammoth Mountain in the Long Valley 
  caldera area due to volcanic CO2 - 
 
  http://quake.usgs.gov/prepare/factsheets/CO2/index.html
 
  LeeE

 Yes, and for me some areas in Germany due to acid rain - might be not so
 large areas and could be stopped a little by chalking the ground (mostly
 done by helicopters).
 Anyway, for our FlightGear world Syd has some recipes up his sleeve  :-)
 Georg
 

Hi Georg,
The winter textures are in cvs now, I'm working on those ugly trees next 
and a higher resolution set to put in Textures.high .
If you spot a texture I might have missed , let me know ...
Cheers


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Re: [Flightgear-devel] tree textures

2008-02-12 Thread SydSandy
On Tue, 12 Feb 2008 23:27:08 +0100
Georg Vollnhals [EMAIL PROTECTED] wrote:

 
  
 
  Hi Georg,
  The winter textures are in cvs now, I'm working on those ugly trees 
  next and a higher resolution set to put in Textures.high .
  If you spot a texture I might have missed , let me know ...
  Cheers
 
 

 
 Hi Syd,
 
 after updating CVS and testing I found the city textures of this area
 still missing (city1 .. city3).
 Although these don't fit really well for European cities - but this is
 another question.
 
 And some coniferous-tree convered areas where I don't know what the
 underlying material name is  (what  I mean, ie.  
 nameDeciduousNeedleCover/name).
 Is there any property which indicates this name when I am flying over
 the terrain?
 Otherwise I'll try to identify tomorrow by view which summer-texture is
 at those places still uncovered with winter textures.
 
 Regards
 Georg

If there is a property to show the Terrain type below , I haven't found it ... 
it would make things easier  I'll double check , I get city textures here , 
but I've removed the  textureTerrain.winter/***.rgb/texture  back to 
textureTerrain/***.rgb/texture , since it looks in the winter folder anyway 
if you specify --season=winter. But the condition option now enables solid 
(frozen ), slippery lakes , which I,ve added to my materials.xml file ...  that 
might be causing a problem there ...
Cheers

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Re: [Flightgear-devel] OT: When I'm not working on FG...

2008-02-11 Thread SydSandy
On Mon, 11 Feb 2008 13:48:48 +
LeeE [EMAIL PROTECTED] wrote:

 ...I sometimes work on 3D 'art' pictures.
 
 http://www.spatial.plus.com/V5/im_WoodenDream-001-006.jpg
 
 Is my latest effort.
 
 There are a few aspects of it that I'd like to improve and I might 
 come back to it at some point, but it'll do for now.
 
 This image took ~9 hours to render (including post-processing global 
 illumination) using a six node (7 cpu) heterogenous 
 render 'smallholding' (it's not big or powerful enough to be called 
 a farm;)  All Linux - CPU speeds between 350-1700 MHz.
 
 LeeE
 

Nice . I like this kind of art ... I usually do planetrise style images ...
Hope you don't mind , it's now in my wallpaper folder :)
Cheers

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Re: [Flightgear-devel] tree textures

2008-02-11 Thread SydSandy
On Mon, 11 Feb 2008 17:20:24 +0100
Georg Vollnhals [EMAIL PROTECTED] wrote:

 Hi Syd,
 
 you know that I am not complaining? I am just feeling like a Beta-Tester
 doing some helping work to improve the stuff.
 If you agree with me, there are a lot of things to discuss - but I just
 want to do it step for step.

Oh i didn't consider it complaining :)
 
 The next one:
 Did you see these tree areas, seems to be something like an ongoing
 ecological desaster in FlightGear:
 
 http://home.arcor.de/vollnhals-bremen/EcologicalDesaster/
 
 Any ideas?

Yeah I get that too. The blank ground area is because when the new , better 
terrain textures were added , the equivalant winter textures weren't created 
... I'm in the process of adding the missing winter textures  
The dead (leafless) trees are caused by scaling the tree texture down to 64 
pixels in height , so the small, bare branches disappear , I'll have to redo 
those ones ...
If  you spot anything else  let me know .
Cheers 

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Re: [Flightgear-devel] ParticleEffects : Rain Snow

2008-02-10 Thread SydSandy
On Sun, 10 Feb 2008 19:22:08 +0100 (CET)
Heiko Schulz [EMAIL PROTECTED] wrote:

 Hi,
 
 this is looking great - did you add this to the
 Aircraft or is this hardcoded?
 
 Now the working wipers on the DHC6 makes sense! ;-)
 

I don't know about yours, but my car wipers work even when it's not raining :)
 
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Re: [Flightgear-devel] ParticleEffects : Rain Snow

2008-02-10 Thread SydSandy
On Sun, 10 Feb 2008 20:13:31 +0100 (CET)
Heiko Schulz [EMAIL PROTECTED] wrote:

 
 
 --- SydSandy [EMAIL PROTECTED] schrieb:
 
  On Sun, 10 Feb 2008 19:22:08 +0100 (CET)
  Heiko Schulz [EMAIL PROTECTED] wrote:
  
   Hi,
   
   this is looking great - did you add this to the
   Aircraft or is this hardcoded?
   
   Now the working wipers on the DHC6 makes sense!
  ;-)
   
  
  I don't know about yours, but my car wipers work
  even when it's not raining :)
   
  SydSandy [EMAIL PROTECTED]
  
 He he- of course they are working! But iin FGFS it
 makes no sense without rain ( and flys!)
 

Well it doesn't hurt to be prepared  :)
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Re: [Flightgear-devel] tree textures

2008-02-10 Thread SydSandy
On Mon, 11 Feb 2008 00:41:31 +0100 (CET)
Heiko Schulz [EMAIL PROTECTED] wrote:

 
 --- Csaba Halász [EMAIL PROTECTED] schrieb:
 
  On Feb 10, 2008 11:22 PM, Heiko Schulz
  [EMAIL PROTECTED] wrote:
  
   Did I read right? That meand the thae lakes,
  Rivers
   etc. will be frozen ( solid!) if it is winter in
  FGFS?
  
   We discussed this on IRC- but it seemed not really
   possible ( to me)
  
 
 http://picasaweb.google.com/Csaba.Halasz/MiscFlightgear/photo#5165494507393805650
  
  Certainly looks possible :)
  
  -- 
  Csaba/Jester
 
  Flightgear-devel@lists.sourceforge.net
 
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel
  
 You are genious! Can we add this feature to the
 runways too? Means that the runway is more slippery?
 

Im testing now , but yes you can change solid , bumpiness , friction , etc , so 
it should be possible
Cheers


 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html
 
 
   Lesen Sie Ihre E-Mails auf dem Handy.
 www.yahoo.de/go
 
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Re: [Flightgear-devel] tree textures

2008-02-10 Thread SydSandy
On Mon, 11 Feb 2008 03:47:26 +0100
Georg Vollnhals [EMAIL PROTECTED] wrote:

 Csaba Halász schrieb:
  On Feb 11, 2008 2:09 AM, Georg Vollnhals [EMAIL PROTECTED] wrote:

  Apart from this, the improvement of the seasonal effects is enhancing
  the FlightGear world one more step. Thank you for this work.
  
 
  I just did the condifion part, you should thank Stuart, Syd and Tim ...
 

 I really hope Stuart, Syd and Tim already know how thankful I am for
 their work :-)
 It is really thrilling for me how many of my secret wishes now are
 getting reality - landing lights, populated landscape (better autogen,
 trees, seasonal effects), rain (and snow???), particle effects, etc.
 
 But now back to your patches and my problems. Although it is in the
 middle of the night I could not but do some further tests (.. and
 because I do not have to work today :-) ).
 
 When I start FG with no season argument, there is a strange display and
 I cannot see any tree:
 
 http://home.arcor.de/vollnhals-bremen/NoSeason/
 
 Trying with --season=summer als seems to be ok, the surface textures are
 normal and the trees look not only normal but very nice:
 
 http://home.arcor.de/vollnhals-bremen/SummerTrees/
 
 So my conclusion is after applying your patches:
 
 -- you have to start FG with the --season=summer argument to have a
 normal summer display
 -- if you start FG without a --season=... argument there is a
 partially strange display regarding the ground textures and with no
 trees visible
 -- starting FG with --season=winter shows corrupted trees (see my
 earlier eMail).
 
 Is there anyone out there who also has tested Csaba's work and can
 confirm / not confirm my observations?
 
 Regards
 Georg
 

Hi Georg , the tree problem is because I created a set of 8 instead of 4 trees 
per texture for the 
coniferous trees , and the originally commented out parts of the material.xml 
file probably still have 
tree-varieties4/tree-varieties
If you change that to tree-varieties8/tree-varieties everything should be 
fine ... I'm also adding winter textures that were missing from the 
Terrain.winter folder but that's a bit more work , so it will take a while ...
I'm still getting a few strange things here but still testing ... 
Cheers
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[Flightgear-devel] tree textures

2008-02-08 Thread SydSandy
I tried to commit my tree texture sets (summer, fall,winter), but it appears I 
can't write to the Trees folder , so this might be a waste of time, but does 
the condition work for the material.xml file ?
What I,m trying to do is select a tree texture based on the sim/startup/season 
property , (and to get rid of that ugly gray snow, freeze and solidify the 
lakes and rivers), but I've had no luck yet ...  
Cheers
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[Flightgear-devel] tree textures

2008-02-07 Thread SydSandy
First email stopped , too big :)

I've created some tree textures with Blender , I'll attach them if anyone wants 
to test them ...
Are there supposed to be 8 coniferous trees instead of 4 ?
Cheers  

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coniferous-tree-strip4.rgb
Description: Binary data
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[Flightgear-devel] tree textures ...again !

2008-02-07 Thread SydSandy
I created some new tree textures , but can't attach them here for testing 
because they are over 40 kb.I can commit them if Curt could suggest a safe 
place to store them  I would prefer feedback before sticking them in the 
Textures/Trees directory.

Cheers

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Re: [Flightgear-devel] condition/mixture control

2008-01-28 Thread SydSandy
On Mon, 28 Jan 2008 09:39:46 +0100
Melchior FRANZ [EMAIL PROTECTED] wrote:

 * SydSandy -- Monday 28 January 2008:
  Does anyone have any objection to binding the mixture  M/m
  control to the Condition control , since they both are fuel
  controls on different engines ?  
 
 I object.
 
 The functions controls.mixtureAxis() and controls.adjMixture()
 should only do what their name says.
 
 If you want to use the mixture property for condition, then
 either just redefine the wrappers (whereby the conditionAxis()
 function would yet have to be defined)
 
   controls.adjMixture = controls.adjCondition;
   controls.mixtureAxis = controls.conditionAxis;
 
 or use the mixture property in the FDM config file instead of
 the condition property (with a comment explaining it):
 
   - control-setting axis=/controls/engines/engine[0]/condition 
 value=1.0/
   + control-setting axis=/controls/engines/engine[0]/mixture value=1.0/
 
 m.

OK.
Nothing serious , just thought i'd ask ...
Cheers

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Re: [Flightgear-devel] condition/mixture control

2008-01-27 Thread SydSandy
On Sun, 27 Jan 2008 18:37:19 -0800
SydSandy [EMAIL PROTECTED] wrote:

 Does anyone have any objection to binding the mixture  M/m control to the 
 Condition control , since they both are fuel controls on different engines ?
 Here I have just set this in the controls.nas file ...
 
 var mixtureAxis = func {
 var val = cmdarg().getNode(setting).getValue();
 if(size(arg)  0) { val = -val; }
 props.setAll(/controls/engines/engine, mixture, (1 - val)/2);
 props.setAll(/controls/engines/engine, condition, (1 - val)/2);
 }
 
 -- 

and this in keyboard.xml , of course...

 key n=77
  nameM/name
  descMixture leaner./desc
  repeatable type=booltrue/repeatable
  binding
   commandnasal/command
   script
   controls.adjMixture(-1)
   controls.adjCondition(-1)
   /script
  /binding
 /key

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[Flightgear-devel] condition/mixture control

2008-01-27 Thread SydSandy
Does anyone have any objection to binding the mixture  M/m control to the 
Condition control , since they both are fuel controls on different engines ?
Here I have just set this in the controls.nas file ...

var mixtureAxis = func {
var val = cmdarg().getNode(setting).getValue();
if(size(arg)  0) { val = -val; }
props.setAll(/controls/engines/engine, mixture, (1 - val)/2);
props.setAll(/controls/engines/engine, condition, (1 - val)/2);
}

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Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread SydSandy
On Tue, 22 Jan 2008 20:04:07 -0600
Curtis Olson [EMAIL PROTECTED] wrote:

 On Jan 22, 2008 7:52 PM, SydSandy wrote:
 
  looks pretty impressive !
  The first try with the un-billboarded trees killed my framerate  (30 to 8
  ) unfortunately. Im trying the patch but now get an error , so maybe
  something here is out of date ...
 
  In file included from mat.hxx:48,
  from mat.cxx:53:
  matmodel.hxx:128: error: extra qualification 'SGMatModel::' on member
  'get_randomized_range_m'
  make[4]: *** [mat.o] Error 1
  make[4]: Leaving directory
  `/home/syd/FGFS/SG/source/simgear/scene/material'
  make[3]: *** [all-recursive] Error 1
  make[3]: Leaving directory `/home/syd/FGFS/SG/source/simgear/scene'
  make[2]: *** [all-recursive] Error 1
  make[2]: Leaving directory `/home/syd/FGFS/SG/source/simgear'
  make[1]: *** [all] Error 2
  make[1]: Leaving directory `/home/syd/FGFS/SG/source/simgear'
  make: *** [all-recursive] Error 1
 
  I'll try a fresh checkout and try again , really want to see those trees
  :)
 
 
 Just look at line #128 in matmodel.hxx (as per the error message) and you
 should be able to clearly see the extra qualifier that needs to be removed.
 
 Regards,
 
 Curt.
 -- 
 Curtis Olson: http://baron.flightgear.org/~curt/
 

Thanks Curt,
Was just about to , but thought I'd better make sure I had everything up to 
date first...

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Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread SydSandy
On Tue, 22 Jan 2008 22:04:31 + (GMT)
Stuart Buchanan [EMAIL PROTECTED] wrote:

 Hi All,
 
 I've been working on a shader-based approach to creating random trees with 
 help
 from Tim Moore.
 
 Here's a screenshot of what I've managed to achieve so far:
 
 http://www.nanjika.co.uk/flightgear/forest.jpg
 
 A patch which includes both the shader trees and improvements to the random
 object placement is available from 
 
 http://www.nanjika.co.uk/flightgear/trees.tar.gz
 
 This isn't yet ready for inclusion in CVS, but worth having a play about with.
 
 Notes:
 - Currently all the trees of a given type on a tile will be the same size, 
 shape
 and texture.
 - It's highly likely that this code leaks memory like a sieve.
 - The shader currently doesn't perform any diffuse lighting calculations. For
 some reason including the diffuse lighting causes a flickering effect, 
 possibly
 due to the light source being so far away.
 
 Comments are of course welcome.
 
 -Stuart
 

Just gave the patch a try , amazing ! And this time it has hardly any effect on 
my framerate ... 
Cheers

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Re: [Flightgear-devel] Shader based random trees and improved random objects

2008-01-22 Thread SydSandy
On Tue, 22 Jan 2008 21:45:32 -0600
Curtis Olson [EMAIL PROTECTED] wrote:

 On Jan 22, 2008 9:36 PM, SydSandy wrote:
 
  Just gave the patch a try , amazing ! And this time it has hardly any
  effect on my framerate ...
  Cheers
 
 
 It would be very tempting to commit it to cvs ...
 
 Curt.
 -- 
 Curtis Olson: http://baron.flightgear.org/~curt/
 

Oops , now I see a lot of ...

Warning:detected OpenGL error 'invalid operation' after RenderBin::draw(,) in 
the teminal 
but otherwise it seems to go smoothly ...
Cheers

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Re: [Flightgear-devel] vsi-6 / Aerostar changes

2008-01-17 Thread SydSandy
On Thu, 17 Jan 2008 12:06:54 +0100
Melchior FRANZ [EMAIL PROTECTED] wrote:

 
 * SydSandy -- Thursday 17 January 2008:
  Charming , as always :)
 
 :-P
 
 Note that it didn't disturb me at all that you broke something --
 that happens to everyone. The more you do, the more you break
 occasionally. So the rate of breakage is really a good sign, not
 a bad one.  :-)
 
 Only the explanation no time to check was disturbing. I wouldn't
 have bothered to respond, had you just written I forgot to check.
 
 
 OK, to be honest: the change disturbed me as well:
 
   /instrumentation/vertical-speed-indicator/indicated-speed-fpm
 
 to
 
   /instrumentation/inst-vertical-speed-indicator/indicated-speed-fpm
^
 
 What should the inst- prefix stand for? A redundant instrument?
 instance? installed? Didn't look like an improvement to me.  :-}
 
 m.
 
It was using an instrument already in the source code  so your guess is as 
good as mine ...



 
 PS: to Curt: it's easy to shorten a command line by letting parts
 away and adding them in the description instead:  (if you start
 in the aircraft directory) ... and I can't stand the -exec
 abomination ...
 
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Re: [Flightgear-devel] vsi-6 / Aerostar changes

2008-01-17 Thread SydSandy
On Thu, 17 Jan 2008 16:02:53 + (GMT)
Stuart Buchanan [EMAIL PROTECTED] wrote:

 
 --- SydSandy wrote:
  On Thu, 17 Jan 2008 12:06:54 +0100
  Melchior FRANZ wrote:
   OK, to be honest: the change disturbed me as well:
   
 /instrumentation/vertical-speed-indicator/indicated-speed-fpm
   to
 /instrumentation/inst-vertical-speed-indicator/indicated-speed-fpm
  ^
   What should the inst- prefix stand for? A redundant instrument?
   instance? installed? Didn't look like an improvement to me.  :-}
   
   m.
   
  It was using an instrument already in the source code  so your guess is 
  as
  good as mine ...
 
 My guess would be instantaneous.
 
 -Stuart
 

yes , it is,just poking back  :).The B1900D uses an instantaneous vsi ,but I 
don't know for sure what other aircraft use it.
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Re: [Flightgear-devel] vsi-6 / Aerostar changes

2008-01-16 Thread SydSandy
On Wed, 16 Jan 2008 21:19:32 +0100
Melchior FRANZ [EMAIL PROTECTED] wrote:

 * SydSandy -- Wednesday 16 January 2008:
  I rarely get time to check other's work , so I never know who
  else is using the gauges ... 
 
 Sorry, but that's absurd. It takes almost no time to check ...
 
   $ find $FG_ROOT/Aircraft -name \*.xml|while read i; do grep -l vsi-3d.xml 
 $i; done
   /usr/local/share/FlightGear/Aircraft/harrier/Panel/harrier-panel.xml
   /usr/local/share/FlightGear/Aircraft/pittss1c/Models/pittss1c.xml
   /usr/local/share/FlightGear/Aircraft/Aerostar-700/Models/aerostar.xml
   /usr/local/share/FlightGear/Aircraft/B-1B/Models/B-1B.xml
 
 ... and given that the Aircraft/Instruments{-3d} dirs *are*
 about sharing there's an obligation to check if one breaks
 something after making incompatible changes.
 
 Of course, you can always miss something even if you check,
 and it's not a tragedy if it happens. I just don't accept
 the cheap excuse.  :-}
 
 m.
 

Charming , as always :)
Your right , I'll MAKE time to check , as soon as I decipher that line above :)
Cheers

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Re: [Flightgear-devel] vsi-6 / Aerostar changes

2008-01-16 Thread SydSandy
On Wed, 16 Jan 2008 21:46:05 -0600
Curtis Olson [EMAIL PROTECTED] wrote:

 On Jan 16, 2008 7:23 PM, SydSandy wrote:
 
  On Wed, 16 Jan 2008 21:19:32 +0100
  Melchior FRANZ wrote:
 
   * SydSandy -- Wednesday 16 January 2008:
I rarely get time to check other's work , so I never know who
else is using the gauges ...
  
   Sorry, but that's absurd. It takes almost no time to check ...
  
 $ find $FG_ROOT/Aircraft -name \*.xml|while read i; do grep -l
  vsi-3d.xml $i; done
 /usr/local/share/FlightGear/Aircraft/harrier/Panel/harrier-panel.xml
 /usr/local/share/FlightGear/Aircraft/pittss1c/Models/pittss1c.xml
 /usr/local/share/FlightGear/Aircraft/Aerostar-700/Models/aerostar.xml
 /usr/local/share/FlightGear/Aircraft/B-1B/Models/B-1B.xml
  
   ... and given that the Aircraft/Instruments{-3d} dirs *are*
   about sharing there's an obligation to check if one breaks
   something after making incompatible changes.
  
   Of course, you can always miss something even if you check,
   and it's not a tragedy if it happens. I just don't accept
   the cheap excuse.  :-}
  
   m.
  
 
  Charming , as always :)
  Your right , I'll MAKE time to check , as soon as I decipher that line
  above :)
  Cheers
 
 
 Syd,
 
 Don't bother listening to Melchior, he's busy coming up with absurdly long
 strings of obscure unix commands that are just a huge waste of time to
 type.  You can do the same check with this much simpler command and save 26
 key strokes (if you start in the aircraft directory):
 
 find . -name \*.xml -exec grep -l vsi-3d {} \;
 
 :-)
 
 If you are running gnu-find you can skip the path portion . or
 $FG_ROOT/Aircraft entirely and it will assume the current directory (i.e.
 .)
 
 Curt.
 -- 
 Curtis Olson: http://baron.flightgear.org/~curt/
 

Ah that's easier to understand :)
I generally just do a ( grep -R some word * ) from the Aircraft directory... 
I don't know all the Linux commands , but that works for me .
Cheers 

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Re: [Flightgear-devel] view options

2008-01-04 Thread SydSandy
On Fri, 04 Jan 2008 21:01:15 +0100
Maik Justus [EMAIL PROTECTED] wrote:

 Hi,
 Maik Justus schrieb am 26.12.2007 20:38:
  Hi Syd,
 
  what's about an algorithm, which checks the ratio of the screen and sets 
  fow to 55 for 4:3 screens and 70 for 16:9 screens? (55 / 70 =  (4/3) / 
  (16/9) )
 
  Maik
  P.S.:
  for non-physicists:
  (55 / 73,333 =  (4/3) / (16/9) )
 

 Meanwhile I have a new computer wit 16:9 screen and the same problem. 
 I've modified the calculation in viewer.cxx as mentioned above. Syd, 
 please check, if this would work for you. Then we can think about, how 
 to implement that in a clean way (maybe we need an FG_SCALING_HEIGHT 
 case?). The patch is for the osg-branch, but it works with the plib 
 branch, too (maybe some lines offset).
 
 Maik
 

Hi Maik , I'll try it out after work ...
Currently I've added --prop:/sim/current-view/field-of-view=70 to my fgfsrc 
file , and that works great  but Ive noticed  that the fov height changes 
when going from windowed to maximized window ... so yeah it would be nice to at 
least keep that the same 
But I better stay out of this , I tend to jinx things ;)
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Re: [Flightgear-devel] OSG: textranslate animations are broken

2008-01-01 Thread SydSandy
On Tue, 01 Jan 2008 14:20:17 -0700
Ron Jensen [EMAIL PROTECTED] wrote:

 On Sun, 2007-12-30 at 17:32 +0100, alexis bory wrote:
  alexis bory wrote:
 
 
  When sliding the texture I haven't the expected result.
  ie: for a 10 figures (from 0 to 9) texture strip, when I would expect 
  number 0,
  I get number 1. This is probably due to the offset not being taken in 
  account
  anymore.
  
  Hope you'll can find what's wrong about that,
  
  Alexis
  
 
 As Alexis says, the result is no longer correct from the textranslate,
 see the TACAN indicator in the A10 for example...  I would try to offer
 suggestions, but since the Make use of the expression stuff change to
 scene/model/animation.cxx I haven't a clue about what is going on
 anymore.
 
 Ron
 

it works for me again , except factor seems to be ignored , but I can work 
around that ...

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[Flightgear-devel] texture animation ....

2007-12-31 Thread SydSandy
Just a note to say that after an FG and SG update today the texmultiple , 
textranslate and texrotate quit working here in the OSG version. alexis bory 
reported the same problem . Ive tried the hack , but no luck here , still 
broken  but I'm giving up for tonight ... it's 4:10 am :)
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Re: [Flightgear-devel] texture animation ....

2007-12-31 Thread SydSandy
On Mon, 31 Dec 2007 09:56:04 -0500
Chris Metzler [EMAIL PROTECTED] wrote:

 On Mon, 31 Dec 2007 14:49:22 +0100
 Mathias Fröhlich wrote:
 
  Can you tell mie which model does not work?
  Then I will look into that.
 
 From the post about it this past Friday:
 
 alexis bory writes:
 }
 } I decided this afternoon (1700 CET) to switch from PLIB to OSG, so:
 } - I checked out a brand new OSG from SVN /trunk
 } - I checked out a brand new SG from CVS /head
 } - I checked out a brand new FG from CVS /head
 }
 } Everything went fine and I enjoyed a realy nice fpm :=)
 }
 } But... all the 3D gauges using  a textranslate animation were  broken.
 } (A-10, A-6E, Lightning)
 } No animation on the altimeter drum, on the fuel counter drum, on the
 } TACAN chanel display drum... etc..
 }
 } I tried to recompile fg with --enable-osgviewer, same problem.
 }
 } I reverted to 3 days ago, same problem.
 } ( [EMAIL PROTECTED]:~/CVS/FG-OSG/source$ cvs up -D 3days ago )
 }
 }
 } I really don't know were to look for this issue, and didn't find anything
 } relevant with --log-level=debug.
 
 -- 
 Chris Metzler [EMAIL PROTECTED]
   (remove snip-me. to email)
 
 As a child I understood how to give; I have forgotten this grace since I
 have become civilized. - Chief Luther Standing Bear
 

After an update this morning , the texture animations work again . Thanks 
Cheers
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Re: [Flightgear-devel] 3D trees

2007-12-30 Thread SydSandy
On Sun, 30 Dec 2007 10:47:39 +0100
Detlef Faber [EMAIL PROTECTED] wrote:

 Hello,
 
 I've been experimenting with 3D Trees to replace the Billboard trees.
 Here are some screenshots:
 
 http://www.sol2500.net/flightgear/forest1.jpg
 http://www.sol2500.net/flightgear/forest2.jpg
 http://www.sol2500.net/flightgear/forest3.jpg
 
 The pictures were taken with V1.0, using a tree density 50 times higher
 than default. This makes NOE flying really interesting :-)
 
 There is an archive with the Models here:
 
 http://www.sol2500.net/flightgear/trees.zip
 
 It replaces the coniferous-tree and coniferous-tree3 models
 in /data/Models/Trees. Also included is a materials.xml with the higher
 density and without billboarding.
 
 Comments and suggestions are welcome.
 
 
 Greetings
 
 Detlef Faber
 
 
 http://sol2500.net/flightgear
 
 
 
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Wow ...looks promising !
How do quad trees perform ?
 I know here the osgforest runs slightly faster with quad trees than 
billboarded trees ...

Cheers 

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Re: [Flightgear-devel] [PATCH] fix ATC chat

2007-12-30 Thread SydSandy
On Sun, 30 Dec 2007 19:39:52 -0600
Curtis Olson [EMAIL PROTECTED] wrote:

 On Dec 30, 2007 7:33 PM, Csaba Halász [EMAIL PROTECTED] wrote:
 
  Yes, I noticed that too. Nothing to do with the ATC tower though,
  that is a generic mp chat issue.
  But good thing you brought up the topic.
 
  Also, we had a pilot online yesterday (Gray IIRC) who behaved pretty
  ugly, like calling others practicing proper radio communications
  idiots and telling them to go offline because they distracted him,
  and such things.
 
  I hope we won't need some ignore functionality in fg...
 

Unfortunately , that player was gone when i connected with ATC-tower.
I was ready to scramble the fighters  we have plenty of those :)
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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data/Aircraft/Aerostar-700/Nasal systems.nas, 1.18, 1.19

2007-12-29 Thread SydSandy
On Sat, 29 Dec 2007 17:40:09 +0100
Melchior FRANZ [EMAIL PROTECTED] wrote:

 
 First of all, sorry for my -- once again -- harsh posting. I was just
 a bit overwhelmed by an AARGH feeling.  ;-)
 

No problem , Ive been around long enough  ;) 
 
 
 And yet another problem was, that the code was wrong. It doesn't save the
 view index, but the index of the view in the getChildren() vector:
 
 ! var view = props.globals.getNode(/sim).getChildren(view);
 ! for(var i=0; isize(view); i+=1){
 ! 
 append(view_list,sim/view[~i~]/config/default-field-of-view-deg);
 ! }
 
 You should have written something like:
 
   foreach (var v; view.views)# it's safe to grab the vector from view.nas 
   aircraft.data.add(v.getNode(config/default-field-of-view-deg));
 
 or at least use v.getIndex() rather than the counter i. The difference is
 that i will be 7 for view n=100. Or 8 after adding a new system view,
 or 9 etc. v.getIndex(), on the other hand, should always be 100, unless
 you change that in your *-set.xml file, of course.
 

I did use getIndex after I realized my mistake (second commit )...
 
 
 
  If a user wants to change the default FOV for their system, i have no 
  problem
  with making that easy to do, and no problem with saving that out somewhere,
  but just not in aircraft specific save files please.
 
 Agreed. I don't know how well Maik's suggestion works (calculating FOV from
 height/width), but some widget in the View Options dialog and a 
 userarchive
 flag for the property would be fine with me. But I think this should only be
 done for the cockpit view. If a slider isn't precise enought, then make
 an input-field *and* [+] and [-] button or something. We can still improve
 that later if necessary.
 
 m.

Well Ive removed the save function , and yes , the cockpit view was really the 
only view I actually need set every time .Im using Stuart's add-on , but 
actually all I really need/have is a button that writes the current-view's FOV 
to the appropriate sim/view/config/... the rest can be done with the X key. 
I've also added fov changes to my .fgfsrc , but that appears to be overridden 
anyway. Not a big problem , I was aiming for convenience ...

The frustrating part for me is I got a few good idea replies and when I 
commit something , well, this happens ...
The reason I don't want to modify the set files is because I know I'll commit 
some aircraft updates and forget about it , and cause problems for users 
But I still think the user should be able to save the fov somewhere ...

Cheers


 
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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data/Aircraft/Aerostar-700/Nasal systems.nas, 1.18, 1.19

2007-12-29 Thread SydSandy
On Sat, 29 Dec 2007 15:24:06 -0600
Curtis Olson [EMAIL PROTECTED] wrote:

 On Dec 29, 2007 1:09 PM, SydSandy [EMAIL PROTECTED] wrote:
 
  Well Ive removed the save function , and yes , the cockpit view was really
  the only view I actually need set every time .Im using Stuart's add-on , but
  actually all I really need/have is a button that writes the current-view's
  FOV to the appropriate sim/view/config/... the rest can be done with the X
  key. I've also added fov changes to my .fgfsrc , but that appears to be
  overridden anyway. Not a big problem , I was aiming for convenience ...
 
  The frustrating part for me is I got a few good idea replies and when I
  commit something , well, this happens ...
  The reason I don't want to modify the set files is because I know I'll
  commit some aircraft updates and forget about it , and cause problems for
  users 
  But I still think the user should be able to save the fov somewhere ...
 
 
 I've never had a problem with the --fov=xx option.  Are you saying that is
 now broke?  Crap, you are right, at least in the OSG version.  sigh time
 to go waste my afternoon trying to track this down ... /sigh
 
 Curt.
 -- 
 Curtis Olson: http://baron.flightgear.org/~curt/
 Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
 

Well i did find this in options.cxx 
{fov,  true,  OPTION_FUNC,   , false, , fgOptFov 
},

the rest in the list are BOOLs followed by a property 
Doesn't make sense to me ... yet :) 

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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data/Aircraft/Aerostar-700/Nasal systems.nas, 1.18, 1.19

2007-12-29 Thread SydSandy
On Sat, 29 Dec 2007 13:34:01 -0800
SydSandy [EMAIL PROTECTED] wrote:

 On Sat, 29 Dec 2007 15:24:06 -0600
 Curtis Olson [EMAIL PROTECTED] wrote:
 
  On Dec 29, 2007 1:09 PM, SydSandy [EMAIL PROTECTED] wrote:
  
   Well Ive removed the save function , and yes , the cockpit view was really
   the only view I actually need set every time .Im using Stuart's add-on , 
   but
   actually all I really need/have is a button that writes the current-view's
   FOV to the appropriate sim/view/config/... the rest can be done with the X
   key. I've also added fov changes to my .fgfsrc , but that appears to be
   overridden anyway. Not a big problem , I was aiming for convenience ...
  
   The frustrating part for me is I got a few good idea replies and when I
   commit something , well, this happens ...
   The reason I don't want to modify the set files is because I know I'll
   commit some aircraft updates and forget about it , and cause problems for
   users 
   But I still think the user should be able to save the fov somewhere ...
  
  
  I've never had a problem with the --fov=xx option.  Are you saying that is
  now broke?  Crap, you are right, at least in the OSG version.  sigh time
  to go waste my afternoon trying to track this down ... /sigh
  
  Curt.
  -- 
  Curtis Olson: http://baron.flightgear.org/~curt/
  Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
  
 
 Well i did find this in options.cxx 
 {fov,  true,  OPTION_FUNC,   , false, , 
 fgOptFov },
 
 the rest in the list are BOOLs followed by a property 
 Doesn't make sense to me ... yet :) 
 
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oops , never mind , I'm way off base :)

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Re: [Flightgear-devel] view options : new idea

2007-12-28 Thread SydSandy
On Fri, 28 Dec 2007 08:11:05 -0500
Barry Fawthrop [EMAIL PROTECTED] wrote:

 
 I Don't know if it my changes
 I simply applies Stuarts and Syd
 When I adjust Up/Down
 The dial rotates but the value always stays the same 1.84m  (using 737-300) ??
 
 Thanks
 Barry
 
 Barry Fawthrop wrote:
  Hi All
  
  I love the new changes Stuart did, the reset button is great.
  Is there still anyway to add a text field?
  EG  When I try to adjust fwd/back.
  Move the slider 1/2 a degree and you move 1m is distance.
  Anyway to fine tune that. Where you can enter the value
  1.005m instead of 1.004m ???
  
  Thanks guys
  
  Barry
  

Hi Barry , 
You can enter a value by hand in the property browser ... the property is 
sim/current-view/field-of-view...
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Re: [Flightgear-devel] Preaching to the Bishop

2007-12-28 Thread SydSandy
/
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 -- 
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 Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
 

I was a bit surprised myself ... I search through my email  to find the source 
of the problem, but didn't find anything ...
Sorry to hear your giving up ,Shad...
Cheers  

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[Flightgear-devel] OSG/PLIB ?

2007-12-28 Thread SydSandy
Wasn't sure what to title this one :)
Now that the PLIB version is out ... what steps should we take with the 
aircraft?
It's a nuisance trying to make a model work with both versions , and I'd prefer 
to go forward with making them OSG compatible... 
Are cvs updates since the release available on the aircraft download page ?
If not , it would seem safe to start converting to pick animations,etc  ...

And to bring up another subject  the 787 seems to cause problems on MP , 
although looking through the files I don't see why it would ... with me it 
causes 10-20 second pauses when someone connects ...
Cheers  

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Re: [Flightgear-devel] view options

2007-12-26 Thread SydSandy
On Wed, 26 Dec 2007 18:50:26 +0100
alexis bory [EMAIL PROTECTED] wrote:

 gerard robin wrote:
 
   We have the x  and X key to tune it
 
 Yes, but I (and probably others) use often view.resetView(), which is 
 triggered by a button on my joystick, to recenter the view and in this 
 case using x/X to change the FoV is not sufficient.
 
 Also, I'd like to add a question: should a slider in the View Options 
 change the FoV of all  views ?
 
 Alexis...
 
 and Merry Christmas !
 

yes the reset view is  the problem , why I suggested it ... 
but i was thinking of a slider for each view , or maybe a toggle button to step 
it a certain amount each click ...
Just another one of my half baked ideas :)
Cheers

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Re: [Flightgear-devel] view options

2007-12-26 Thread SydSandy
On Wed, 26 Dec 2007 20:38:22 +0100
Maik Justus [EMAIL PROTECTED] wrote:

 Hi Syd,
 
 what's about an algorithm, which checks the ratio of the screen and sets 
 fow to 55 for 4:3 screens and 70 for 16:9 screens? (55 / 70 =  (4/3) / 
 (16/9) )
 
 Maik
 P.S.:
 for non-physicists:
 (55 / 73,333 =  (4/3) / (16/9) )

Hi Maik , sounds like an idea ...
I feel like that would take away from user control , though, unless I'm 
misunderstanding..
but I also agree with Barry that sliders are too clumsy , hard to set 
accurately ( like the fuel sliders )
...
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[Flightgear-devel] view options : new idea

2007-12-26 Thread SydSandy
Hi all...
Just had another thought ...
Maybe a simpler idea would be to have the sim/view/config/field-of-view 
property added to the autosave function ?
This way it could be set per aircraft  
but that still means editing the properties in the property browser ...
just thinking out loud :)
Cheers


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Re: [Flightgear-devel] view options : new idea

2007-12-26 Thread SydSandy
On Wed, 26 Dec 2007 21:19:30 +0100
gerard robin [EMAIL PROTECTED] wrote:

 
 On mer 26 décembre 2007, SydSandy wrote:
  Hi all...
  Just had another thought ...
  Maybe a simpler idea would be to have the sim/view/config/field-of-view
  property added to the autosave function ? This way it could be set per
  aircraft 
  but that still means editing the properties in the property browser ...
  just thinking out loud :)
  Cheers
 
 Would be good, because we have more or less that customized per Aircraft, 
 with the value of the field of view  within -set.xml file
 
 for instance i have 
 ===an aircraft (noratlas)  with 
 view
 internal archive=ytrue/internal
 config
   the -set.xml
 default-field-of-view-deg type=double72.0/default-field-of-view-deg
 
 
 and 
   current-view
 field-of-view type=double72.0/field-of-view
 /current-view
 
 OR an other (blackbird)
 
 view
 internal archive=ytrue/internal
 config
 
 
 default-field-of-view-degtype=double64.0/default-field-of-view-deg
 
 
 
 
 
 -- 
 Gérard
 http://pagesperso-orange.fr/GRTux/



I see in view.nas there IS this...

# Saves/restores/moves the view point (position, orientation, field-of-view).
# Moves are interpolated with sinusoidal characteristic. There's only one
# instance of this class, available as view.point.
#
# Usage:
#view.point.save();... save current view and return reference to
#  saved values in the form of a props.Node
#
#view.point.restore(); ... restore saved view parameters
#
#view.point.move(prop [, time]);
#  ... set view parameters from a props.Node with
#  optional move time in seconds. prop may be
#  nil, in which case nothing happens.
#
# A parameter set as expected by set() and returned by save() is a props.Node
# object containing any (or none) of these children:
#
 


..so , as usual , Melchoir seems to have already added this option ... now I 
just have to figure out how to use it  :) 


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Re: [Flightgear-devel] view options : new idea

2007-12-26 Thread SydSandy
On Wed, 26 Dec 2007 21:49:19 + (GMT)
Stuart Buchanan [EMAIL PROTECTED] wrote:

 
 --- SydSandy [EMAIL PROTECTED] wrote:
   On mer 26 décembre 2007, SydSandy wrote:
Hi all...
Just had another thought ...
Maybe a simpler idea would be to have the sim/view/config/field-of-view
property added to the autosave function ? This way it could be set per
aircraft 
but that still means editing the properties in the property browser ...
just thinking out loud :)
Cheers
  I see in view.nas there IS this...
  
  # Saves/restores/moves the view point (position, orientation, 
  field-of-view).
  # Moves are interpolated with sinusoidal characteristic. There's only one
  # instance of this class, available as view.point.
  #
  # Usage:
  #view.point.save();... save current view and return reference to
  #  saved values in the form of a props.Node
  #
  #view.point.restore(); ... restore saved view parameters
  #
  #view.point.move(prop [, time]);
  #  ... set view parameters from a props.Node 
  with
  #  optional move time in seconds. prop 
  may be
  #  nil, in which case nothing happens.
  #
  # A parameter set as expected by set() and returned by save() is a 
  props.Node
  # object containing any (or none) of these children:
  #
  
  ..so , as usual , Melchoir seems to have already added this option ... now I
  just have to figure out how to use it  :) 
 
 Well, to save you some time, try the patch included below.. It adds the FoV to
 the Adjust View Distance dialog, and adds a Reset button for when you've 
 messed
 up.
 
 Melchior/other committers - if you're happy with it, I'll commit it.
 
 -Stuart
 
 Index: pilot_offset.xml
 ===
 RCS file: /var/cvs/FlightGear-0.9/data/gui/dialogs/pilot_offset.xml,v
 retrieving revision 1.4
 diff -u -r1.4 pilot_offset.xml
 --- pilot_offset.xml  5 Nov 2005 18:42:29 -   1.4
 +++ pilot_offset.xml  26 Dec 2007 21:44:50 -
 @@ -69,6 +69,27 @@
  property/sim/current-view/z-offset-m/property
 /text
/group
 +  
 +  group
 +   layoutvbox/layout
 +
 +   textlabelFoV/label/text
 +   dial
 +wrapfalse/wrap
 +min1/min
 +max120/max
 +stretchtrue/stretch
 +property/sim/current-view/field-of-view/property
 +bindingcommanddialog-apply/command/binding
 +   /dial
 +
 +   text
 +label100.00 deg/label
 +format%-0.2f deg/format
 +livetrue/live
 +property/sim/current-view/field-of-view/property
 +   /text
 +  /group
   /group
  
   group
 @@ -79,9 +100,19 @@
   equaltrue/equal
   defaulttrue/default
   keyEsc/key
 - bindingcommanddialog-apply/command/binding
   bindingcommanddialog-close/command/binding
 /button
 +   button
 + legendReset/legend
 + binding
 +   commandnasal/command
 +   script
 + view.resetFOV();
 + view.resetViewPos();
 +   /script
 +/binding
 +bindingcommanddialog-update/command/binding
 +   /button
 emptystretchtrue/stretch/empty
   /group
  /PropertyList

Thanks Stuart , I'll try it ...
I haven't had any luck yet adding it to veiw.nas yet :) 


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Re: [Flightgear-devel] view options : new idea

2007-12-26 Thread SydSandy
On Wed, 26 Dec 2007 21:49:19 + (GMT)
Stuart Buchanan [EMAIL PROTECTED] wrote:

 
 --- SydSandy [EMAIL PROTECTED] wrote:
   On mer 26 décembre 2007, SydSandy wrote:
Hi all...
Just had another thought ...
Maybe a simpler idea would be to have the sim/view/config/field-of-view
property added to the autosave function ? This way it could be set per
aircraft 
but that still means editing the properties in the property browser ...
just thinking out loud :)
Cheers
  I see in view.nas there IS this...
  
  # Saves/restores/moves the view point (position, orientation, 
  field-of-view).
  # Moves are interpolated with sinusoidal characteristic. There's only one
  # instance of this class, available as view.point.
  #
  # Usage:
  #view.point.save();... save current view and return reference to
  #  saved values in the form of a props.Node
  #
  #view.point.restore(); ... restore saved view parameters
  #
  #view.point.move(prop [, time]);
  #  ... set view parameters from a props.Node 
  with
  #  optional move time in seconds. prop 
  may be
  #  nil, in which case nothing happens.
  #
  # A parameter set as expected by set() and returned by save() is a 
  props.Node
  # object containing any (or none) of these children:
  #
  
  ..so , as usual , Melchoir seems to have already added this option ... now I
  just have to figure out how to use it  :) 
 
 Well, to save you some time, try the patch included below.. It adds the FoV to
 the Adjust View Distance dialog, and adds a Reset button for when you've 
 messed
 up.
 
 Melchior/other committers - if you're happy with it, I'll commit it.
 
 -Stuart
 
 Index: pilot_offset.xml
 ===
 RCS file: /var/cvs/FlightGear-0.9/data/gui/dialogs/pilot_offset.xml,v
 retrieving revision 1.4
 diff -u -r1.4 pilot_offset.xml
 --- pilot_offset.xml  5 Nov 2005 18:42:29 -   1.4
 +++ pilot_offset.xml  26 Dec 2007 21:44:50 -
 @@ -69,6 +69,27 @@
  property/sim/current-view/z-offset-m/property
 /text
/group
 +  
 +  group
 +   layoutvbox/layout
 +
 +   textlabelFoV/label/text
 +   dial
 +wrapfalse/wrap
 +min1/min
 +max120/max
 +stretchtrue/stretch
 +property/sim/current-view/field-of-view/property
 +bindingcommanddialog-apply/command/binding
 +   /dial
 +
 +   text
 +label100.00 deg/label
 +format%-0.2f deg/format
 +livetrue/live
 +property/sim/current-view/field-of-view/property
 +   /text
 +  /group
   /group
  
   group
 @@ -79,9 +100,19 @@
   equaltrue/equal
   defaulttrue/default
   keyEsc/key
 - bindingcommanddialog-apply/command/binding
   bindingcommanddialog-close/command/binding
 /button
 +   button
 + legendReset/legend
 + binding
 +   commandnasal/command
 +   script
 + view.resetFOV();
 + view.resetViewPos();
 +   /script
 +/binding
 +bindingcommanddialog-update/command/binding
 +   /button
 emptystretchtrue/stretch/empty
   /group
  /PropertyList
 
 

Hi Stuart , kind of what I had in mind , now all we need is a SAVE button to 
copy sim/current-view/field-of view to 
sim/view[number]/config/default-field-of-view-deg once the user is happy with 
it :)
Cheers

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Re: [Flightgear-devel] view options : new idea

2007-12-26 Thread SydSandy
On Wed, 26 Dec 2007 15:29:15 -0800
SydSandy [EMAIL PROTECTED] wrote:

 On Wed, 26 Dec 2007 21:49:19 + (GMT)
 Stuart Buchanan [EMAIL PROTECTED] wrote:
 
  
  --- SydSandy [EMAIL PROTECTED] wrote:
On mer 26 décembre 2007, SydSandy wrote:
 Hi all...
 Just had another thought ...
 Maybe a simpler idea would be to have the 
 sim/view/config/field-of-view
 property added to the autosave function ? This way it could be set per
 aircraft 
 but that still means editing the properties in the property browser 
 ...
 just thinking out loud :)
 Cheers
   I see in view.nas there IS this...
   
   # Saves/restores/moves the view point (position, orientation, 
   field-of-view).
   # Moves are interpolated with sinusoidal characteristic. There's only one
   # instance of this class, available as view.point.
   #
   # Usage:
   #view.point.save();... save current view and return reference 
   to
   #  saved values in the form of a 
   props.Node
   #
   #view.point.restore(); ... restore saved view parameters
   #
   #view.point.move(prop [, time]);
   #  ... set view parameters from a props.Node 
   with
   #  optional move time in seconds. prop 
   may be
   #  nil, in which case nothing happens.
   #
   # A parameter set as expected by set() and returned by save() is a 
   props.Node
   # object containing any (or none) of these children:
   #
   
   ..so , as usual , Melchoir seems to have already added this option ... 
   now I
   just have to figure out how to use it  :) 
  
  Well, to save you some time, try the patch included below.. It adds the FoV 
  to
  the Adjust View Distance dialog, and adds a Reset button for when you've 
  messed
  up.
  
  Melchior/other committers - if you're happy with it, I'll commit it.
  
  -Stuart
  
  Index: pilot_offset.xml
  ===
  RCS file: /var/cvs/FlightGear-0.9/data/gui/dialogs/pilot_offset.xml,v
  retrieving revision 1.4
  diff -u -r1.4 pilot_offset.xml
  --- pilot_offset.xml5 Nov 2005 18:42:29 -   1.4
  +++ pilot_offset.xml26 Dec 2007 21:44:50 -
  @@ -69,6 +69,27 @@
   property/sim/current-view/z-offset-m/property
  /text
 /group
  +  
  +  group
  +   layoutvbox/layout
  +
  +   textlabelFoV/label/text
  +   dial
  +wrapfalse/wrap
  +min1/min
  +max120/max
  +stretchtrue/stretch
  +property/sim/current-view/field-of-view/property
  +bindingcommanddialog-apply/command/binding
  +   /dial
  +
  +   text
  +label100.00 deg/label
  +format%-0.2f deg/format
  +livetrue/live
  +property/sim/current-view/field-of-view/property
  +   /text
  +  /group
/group
   
group
  @@ -79,9 +100,19 @@
equaltrue/equal
defaulttrue/default
keyEsc/key
  - bindingcommanddialog-apply/command/binding
bindingcommanddialog-close/command/binding
  /button
  +   button
  + legendReset/legend
  + binding
  +   commandnasal/command
  +   script
  + view.resetFOV();
  + view.resetViewPos();
  +   /script
  +/binding
  +bindingcommanddialog-update/command/binding
  +   /button
  emptystretchtrue/stretch/empty
/group
   /PropertyList
  
  
 
 Hi Stuart , kind of what I had in mind , now all we need is a SAVE button to 
 copy sim/current-view/field-of view to 
 sim/view[number]/config/default-field-of-view-deg once the user is happy with 
 it :)
 Cheers
 
 -- 
 SydSandy [EMAIL PROTECTED]


Ive added a SAVE button for testing ... and to show what I meant ...
Cheers

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pilot_offset.xml
Description: Binary data
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Re: [Flightgear-devel] view options : new idea

2007-12-26 Thread SydSandy
On Wed, 26 Dec 2007 21:49:19 + (GMT)
Stuart Buchanan [EMAIL PROTECTED] wrote:

 
 --- SydSandy [EMAIL PROTECTED] wrote:
   On mer 26 décembre 2007, SydSandy wrote:
Hi all...
Just had another thought ...
Maybe a simpler idea would be to have the sim/view/config/field-of-view
property added to the autosave function ? This way it could be set per
aircraft 
but that still means editing the properties in the property browser ...
just thinking out loud :)
Cheers
  I see in view.nas there IS this...
  
  # Saves/restores/moves the view point (position, orientation, 
  field-of-view).
  # Moves are interpolated with sinusoidal characteristic. There's only one
  # instance of this class, available as view.point.
  #
  # Usage:
  #view.point.save();... save current view and return reference to
  #  saved values in the form of a props.Node
  #
  #view.point.restore(); ... restore saved view parameters
  #
  #view.point.move(prop [, time]);
  #  ... set view parameters from a props.Node 
  with
  #  optional move time in seconds. prop 
  may be
  #  nil, in which case nothing happens.
  #
  # A parameter set as expected by set() and returned by save() is a 
  props.Node
  # object containing any (or none) of these children:
  #
  
  ..so , as usual , Melchoir seems to have already added this option ... now I
  just have to figure out how to use it  :) 
 
 Well, to save you some time, try the patch included below.. It adds the FoV to
 the Adjust View Distance dialog, and adds a Reset button for when you've 
 messed
 up.
 
 Melchior/other committers - if you're happy with it, I'll commit it.
 
 -Stuart
 
 Index: pilot_offset.xml
 ===
 RCS file: /var/cvs/FlightGear-0.9/data/gui/dialogs/pilot_offset.xml,v
 retrieving revision 1.4
 diff -u -r1.4 pilot_offset.xml
 --- pilot_offset.xml  5 Nov 2005 18:42:29 -   1.4
 +++ pilot_offset.xml  26 Dec 2007 21:44:50 -
 @@ -69,6 +69,27 @@
  property/sim/current-view/z-offset-m/property
 /text
/group
 +  
 +  group
 +   layoutvbox/layout
 +
 +   textlabelFoV/label/text
 +   dial
 +wrapfalse/wrap
 +min1/min
 +max120/max
 +stretchtrue/stretch
 +property/sim/current-view/field-of-view/property
 +bindingcommanddialog-apply/command/binding
 +   /dial
 +
 +   text
 +label100.00 deg/label
 +format%-0.2f deg/format
 +livetrue/live
 +property/sim/current-view/field-of-view/property
 +   /text
 +  /group
   /group
  
   group
 @@ -79,9 +100,19 @@
   equaltrue/equal
   defaulttrue/default
   keyEsc/key
 - bindingcommanddialog-apply/command/binding
   bindingcommanddialog-close/command/binding
 /button
 +   button
 + legendReset/legend
 + binding
 +   commandnasal/command
 +   script
 + view.resetFOV();
 + view.resetViewPos();
 +   /script
 +/binding
 +bindingcommanddialog-update/command/binding
 +   /button
 emptystretchtrue/stretch/empty
   /group
  /PropertyList
 
 
 
 
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Hi Stuart , Im using your FOV dial now  as far as I'm concerned , it should 
be commited .
Cheers

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[Flightgear-devel] view options

2007-12-25 Thread SydSandy
Hi everyone , and merry christmas...
I'm busy playing with my new 1440x900 flat - panel monitor ...wow what a 
difference in FG ! 
Which gave me an idea maybe others would appreciate too 
Before this , a default field 0f view of 55 was about right ... now I need to 
set it to 70 for a good view .
Rather than modifying my set files and possibly ruining someone else's setup 
... maybe a field-of-view slider in the view options would be an idea ? 
Im poking around in view.xml now but might take a bit to figure it out :)
Cheers  

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Re: [Flightgear-devel] controlsbla bla bla/controls init with .set xml file does not work

2007-12-24 Thread SydSandy
On Mon, 24 Dec 2007 16:31:40 +0100
gerard robin [EMAIL PROTECTED] wrote:

 
 
 Hello,
 
 I, again come back to the init with   .set xml feature.
 I can't get any int defined with the controls  on the .set.xml files, i 
 told 
 that problem with the helicopter 
 engines
 engine n=0
 magnetos0/magnetos
 throttle type=double1/throttle
 /engine
 
 which was not taken in account, i get  throttle=0 after loading.
 Only an init coming from Nasal script works.
 
 Regards
 -- 
 Gérard
 http://pagesperso-orange.fr/GRTux/
 
 

the only work around I can think of would be to map the COLLECTIVE to a new 
property...
It would also be a nice feature to set the gear up or down at startup so you 
dont get that annoying gear extending noise :)
Cheers
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Re: [Flightgear-devel] b1900d FDM broken sometime in the last two weeks

2007-12-23 Thread SydSandy
On Sun, 23 Dec 2007 02:16:00 -0500
Chris Metzler [EMAIL PROTECTED] wrote:

 
 Something bad happened to the b1900d FDM in CVS sometime in the last two
 weeks (since my previous update from CVS).  With the flaps fully extended
 and the gear down, it's impossible to fly above stall speed unless the
 aircraft is in a  20 degree nose down attitude.
 
 -c
 

Yes Ive tried to correct the FDM a bit and should have left it alone.
I dont do much with it anymore since many others have been modifying it.
Some parts are difficult to model since the turboprop engines aren't complete...
There is no prop drag , reverse , and the feathering doesn't seem to work...
Also the specs show a wing twist of about 5 degrees ... but seems to also 
create too much drag...
If you want to attempt to adjust it and send me the file , I'd be happy to test 
it and update ...
I should mention too that takeoff/approach flap setting is 17 degrees ... about 
halfway...
Cheers and merry Xmas 

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Re: [Flightgear-devel] CVS server problems

2007-12-23 Thread SydSandy
On Sun, 23 Dec 2007 21:53:12 +0100
AnMaster [EMAIL PROTECTED] wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512
 
 Currently I'm unable to reach the cvs server and some other people on IRC 
 confirmed this.
 
 It seems like both cvs and terrasync/scenery server is down (apart from my 
 terrasync mirror, it is up).
 
 Regards,
 
 Arvid Norlander
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v2.0.7 (GNU/Linux)
 
 iD8DBQFHbsq2WmK6ng/aMNkRCshzAKCo2kOmYU641X6dJcJBhd/WrJL4xACfeEwZ
 NzulwSjn3k7teqPR0LBc/rU=
 =seOK
 -END PGP SIGNATURE-
 
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Im commiting AI updates at the moment ... no problems here ...
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[Flightgear-devel] segfaults...

2007-12-16 Thread SydSandy
Hi all , 
Just a note to say I'm getting a lot of segfaults in the last few days ...
Maybe the Bravo is getting to big , but I get it randomly with other aircraft 
too. 
Im recompiling the PLIB version to test again ,it's probably my fault.
Just wondering if anyone else is having this problem .
Cheers

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Re: [Flightgear-devel] segfaults...

2007-12-16 Thread SydSandy
On Sun, 16 Dec 2007 21:54:41 +0100
Melchior FRANZ [EMAIL PROTECTED] wrote:

 * Melchior FRANZ -- Sunday 16 December 2007:
  No segfaults here. But PLIB has some hard-coded limits: 
 
 Yeah, yeah ... hard coded limits. Of course, it's only badly
 chosen data types, which are now kept for compatibility reasons.
 (And because Steve says that ought to be enough for anybody. :-)
 
 m.
 
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Well a recompile didn't work  but the Bravo also loads a bunch of models 
from the Instruments-3d/primus folder , so I might have pushed it to the limit 

Another case for having all aircraft specific instruments in thier own folder ? 
:) .
Cheers 
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Re: [Flightgear-devel] segfaults...

2007-12-16 Thread SydSandy
On Sun, 16 Dec 2007 22:24:41 +0100
Melchior FRANZ [EMAIL PROTECTED] wrote:

 * SydSandy -- Sunday 16 December 2007:
  [...] the Bravo also loads a bunch of models from the
  Instruments-3d/primus folder , so I might have pushed it to the limit  
 
 PLIB doesn't have problems with lots of vertices/faces etc., but
 only with too many per object, so this could only be triggered if
 you loaded a submodel with that many vertices, not many submodels.
 (And that was really Stevel's argument: that one should have deeper
 structures, anyway.  :-)
 
 How does the backtrace look like, and the exact command line?
 
 m.
 

Well , running this :
fgfd --Aircraft=Bravo --log-level=debug 

produces this :



trigger listener #4
trigger listener #18
setting listener #18 in /opt/FGFS/data/Nasal/debug.nas, line 379
trigger listener #5
metar-rwy: setting new target heading 210
Failed to untie property /position/latitude-deg
Failed to untie property /position/longitude-deg
Failed to untie property /position/altitude-ft
Failed to untie property /position/altitude-agl-ft
Failed to untie property /position/ground-elev-ft
Failed to untie property /position/ground-elev-m
Failed to untie property /environment/ground-elevation-m
Failed to untie property /position/sea-level-radius-ft
Failed to untie property /orientation/roll-deg
Failed to untie property /orientation/pitch-deg
Failed to untie property /orientation/heading-deg
Failed to untie property /orientation/roll-rate-degps
Failed to untie property /orientation/pitch-rate-degps
Failed to untie property /orientation/yaw-rate-degps
Failed to untie property /orientation/side-slip-rad
Failed to untie property /orientation/side-slip-deg
Failed to untie property /orientation/alpha-deg
Failed to untie property /velocities/airspeed-kt
Failed to untie property /velocities/groundspeed-kt
Failed to untie property /velocities/mach
Failed to untie property /velocities/speed-north-fps
Failed to untie property /velocities/speed-east-fps
Failed to untie property /velocities/speed-down-fps
Failed to untie property /velocities/uBody-fps
Failed to untie property /velocities/vBody-fps
Failed to untie property /velocities/wBody-fps
Failed to untie property /velocities/vertical-speed-fps
Failed to untie property /velocities/glideslope
Failed to untie property /accelerations/nlf
Failed to untie property /accelerations/pilot/x-accel-fps_sec
Failed to untie property /accelerations/pilot/y-accel-fps_sec
Failed to untie property /accelerations/pilot/z-accel-fps_sec
Failed to untie property /accelerations/ned/north-accel-fps_sec
Failed to untie property /accelerations/ned/east-accel-fps_sec
Failed to untie property /accelerations/ned/down-accel-fps_sec
Attempting to set starting position from airport code KSFO heading 210
runway =  -122.374, 37.6173 length = 2636.52 heading = 27.71
Position for KSFO is (-122.367, 37.6278) new heading is 207.71
fgReInitSubsystems(): /position/altitude = -
trigger listener #17
Initializing Aircraft structure
updateLocal(-2.1357, 0.656729, /opt/FGFS/data/Timezone)
Updating time
  Current Unix calendar time = 1197840816  warp = 0
  Current GMT = 12/16/2007 21:33:36
  Current Unix calendar time = 1197840816  warp = 0
  Current GMT = 12/16/2007 21:33:36
  Current Julian Date = 2.45445e+06
  COURSE: GMT = 11/16/107 21:33:36
  March 21 noon (GMT) = 1174478400
  Time since 3/21/107 GMT = 270.398
  days = 270  hours = 21.56  lon = 0  lst = 27.56
  COURSE: GMT = 11/16/107 21:33:36
  March 21 noon (GMT) = 1174478400
  Time since 3/21/107 GMT = 270.398
  days = 270  hours = 21.56  lon = 122.367  lst = 19.4022
  Current lon=0.00 Sidereal Time = 3.23628
  gst = 219.236
  Current LOCAL Sidereal Time = -4.9215 (19.0785) (diff = -24.3237)
After fgInitTimeOffset(): warp = 0
FGTileMgr::update()
State == Running
FGTileMgr::update()
scheduling needed tiles for -122.367 37.6278

Uncaught Exception: you should see a meaningful error message
here, but your GLUT (or SDL) library was apparently compiled
and/or linked without exception support. Please complain to
its provider!

Everything was fine until I did a CVS update about 10:00 am today...

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Re: [Flightgear-devel] segfaults...

2007-12-16 Thread SydSandy
On Sun, 16 Dec 2007 23:01:01 +0100
Melchior FRANZ [EMAIL PROTECTED] wrote:

 * SydSandy -- Sunday 16 December 2007:
  fgfd --Aircraft=Bravo --log-level=debug 
 
 Works here. No segfault. (Just dead slow. :-)
 
 
 
  Uncaught Exception: you should see a meaningful error message
 
 Try this:
 
   $ gdb --args fgfs --aircraft=Bravo --log-level=debug
   (gdb) break main
   (gdb) run
   (gdb) catch throw
   (gdb) cont
 
 ... then wait until it stops at the guilty throw, do a
 
   (gdb) bt
 
 and post the interesting part of it, that is the first ~10 frames
 or something. You need to have debug symbols compiled in, which
 every developer here hopefully has.  :-)
 
 m.

Hi  again ...this is what i got...

#0  0xb7b49b25 in __cxa_throw () from /usr/lib/libstdc++.so.6
#1  0x084a5126 in FGTileLoader::add (this=0xadde67c, tile=0x117c4878)
at FGTileLoader.cxx:98
#2  0x084a01b9 in FGTileMgr::sched_tile (this=0xadde5e8, [EMAIL PROTECTED],
is_inner_ring=true) at tilemgr.cxx:145
#3  0x084a1d13 in FGTileMgr::schedule_needed (this=0xadde5e8, vis=32000,
[EMAIL PROTECTED]) at tilemgr.cxx:203
#4  0x084a279f in FGTileMgr::update (this=0xadde5e8, location=0xaddedc8,
visibility_meters=32000) at tilemgr.cxx:429
#5  0x084a2c8a in FGTileMgr::update (this=0xadde5e8, visibility_meters=32000)
at tilemgr.cxx:394
#6  0x0805a950 in do_presets_commit (arg=0x1175e350) at fg_commands.cxx:1191
#7  0x0861a4d6 in SGCommandMgr::execute (this=0x8a9dc80, [EMAIL PROTECTED],
arg=0x1175e350) at commands.cxx:61
#8  0x084b56f0 in f_fgcommand (c=0x116d6778, me=
{num = nan(0x56789), ref = {ptr = {obj = 0x0, str = 0x0, vec = 
0x0, hash = 0x0, code = 0x0, func = 0x0, ccode = 0x0, ghost = 0x0}, reftag = 
2146789257}}, argc=value optimized out, args=0x116d7384) at NasalSys.cxx:273
#9  0x085f8bf6 in setupFuncall (ctx=0x116d6778, nargs=2, mcall=0) at code.c:301
#10 0x085f9a3c in run (ctx=0x116d6778) at code.c:639
#11 0x085fafed in naCall (ctx=0x116d6778, func=
{num = nan(0x567891171cb5c), ref = {ptr = {obj = 0x1171cb5c, str = 
0x1171cb5c, vec = 0x1171cb5c, hash = 0x1171cb5c, code = 0x1171cb5c, func = 
0x1171cb5c---Type return to continue, or q return to quit---

Hope it makes more sense to someone than it does for me :)
Cheers
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Re: [Flightgear-devel] segfaults...

2007-12-16 Thread SydSandy
On Sun, 16 Dec 2007 17:38:42 -0600
Curtis Olson [EMAIL PROTECTED] wrote:

 On the surface, it looks like the problem involves the scenery loader so it
 may also help to know your location when the segfault happens.
 
 On the other hand, line #98 of FGTileLoader.cxx is this:
 
 throw sg_throwable(string(No valid scenery path defined!));
 
 So you may want to double check your scenery path to make sure that is
 defined and defined correctly.
 
 Regards,
 
 Curt.
 

Hi Curt,
I did remove the scenery path to test , and it loaded that time  in the 
water of course, Im just checking to make sure I didn't re add it to 
--fg-scenery incorrectly...
I tried CYVR and KSFO with the same result  but im beginnig to think I 
should do a make clean  and try again ... I still think its a screw up on my end
Thanks for the help , if I figure out the problem I'll post the result , if 
it's not too embarrasing ;)
Cheers
 
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Re: [Flightgear-devel] segfaults...

2007-12-16 Thread SydSandy
On Mon, 17 Dec 2007 00:40:58 +0100
Melchior FRANZ [EMAIL PROTECTED] wrote:

 m.
 

probably the latter , I disabled it to see if the Bravo would load , and it did 
in the water , but I must have reset it wrong ...
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Re: [Flightgear-devel] segfaults...

2007-12-16 Thread SydSandy
On Sun, 16 Dec 2007 15:50:06 -0800
SydSandy [EMAIL PROTECTED] wrote:

 On Mon, 17 Dec 2007 00:40:58 +0100
 Melchior FRANZ [EMAIL PROTECTED] wrote:
 
  m.
  
 
 probably the latter , I disabled it to see if the Bravo would load , and it 
 did in the water , but I must have reset it wrong ...
 -- 
 SydSandy [EMAIL PROTECTED]

Ok , fixed that problem  

Now I get this 

#0  SGPropertyNode::getDoubleValue (this=0x0) at props.cxx:1180
#1  0x085980ce in SGTexMultipleAnimation::update (this=0xbc785c0)
at animation.cxx:1095
#2  0x08648db0 in ssgEntity::preTravTests ()
#3  0x086598e9 in ssgTexTrans::cull ()
#4  0x08645430 in ssgBranch::cull ()
#5  0x0865ac62 in ssgTransform::cull ()
#6  0x08645430 in ssgBranch::cull ()
#7  0x0865ac62 in ssgTransform::cull ()
#8  0x0865ac62 in ssgTransform::cull ()
#9  0x086527f0 in ssgSelector::cull ()
#10 0x08645430 in ssgBranch::cull ()
#11 0x0864705b in ssgContext::cull ()
#12 0x08642bf4 in ssgCullAndDraw ()
#13 0x0844ba34 in FGAircraftModel::draw (this=0xadde2e8) at acmodel.cxx:177
#14 0x080591b2 in FGRenderer::update (refresh_camera_settings=true)
at renderer.cxx:721
#15 0x08057702 in FGRenderer::update () at renderer.hxx:35
#16 0x0808c1ab in fgOSMainLoop () at fg_os_sdl.cxx:251
#17 0x0805516f in fgMainInit (argc=3, argv=0xbfb09494) at main.cxx:1119
#18 0x080516e4 in main (argc=Cannot access memory at address 0x1
) at bootstrap.cxx:215
(gdb)

To me it looks like Ive got an incorrect animation  
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Re: [Flightgear-devel] segfaults...

2007-12-16 Thread SydSandy
On Sun, 16 Dec 2007 16:02:02 -0800
SydSandy [EMAIL PROTECTED] wrote:

 On Sun, 16 Dec 2007 15:50:06 -0800
 SydSandy [EMAIL PROTECTED] wrote:
 
  On Mon, 17 Dec 2007 00:40:58 +0100
  Melchior FRANZ [EMAIL PROTECTED] wrote:
  
   m.
   
  
  probably the latter , I disabled it to see if the Bravo would load , and it 
  did in the water , but I must have reset it wrong ...


Ok problem solved .
I had 2 separate data folders , one for cvs updating and the main one in my 
/opt/Flightgear folder with symlinks from there to the most often updated 
folders in the cvs  
I copied the entire data  directory to /opt/Flightgear and everything works 
fine ... so the short story is ... my screw up :)
But thanks for the help guys ...
Cheers 
P.S. 9 more sleeps ... :)

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Re: [Flightgear-devel] segfaults...

2007-12-16 Thread SydSandy
On Sun, 16 Dec 2007 17:19:18 -0800
SydSandy [EMAIL PROTECTED] wrote:

 On Sun, 16 Dec 2007 16:02:02 -0800
 SydSandy [EMAIL PROTECTED] wrote:
 
  On Sun, 16 Dec 2007 15:50:06 -0800
  SydSandy [EMAIL PROTECTED] wrote:
  
   On Mon, 17 Dec 2007 00:40:58 +0100
   Melchior FRANZ [EMAIL PROTECTED] wrote:
   
m.

   
   probably the latter , I disabled it to see if the Bravo would load , and 
   it did in the water , but I must have reset it wrong ...
 
 
 Ok problem solved .
 I had 2 separate data folders , one for cvs updating and the main one in my 
 /opt/Flightgear folder with symlinks from there to the most often updated 
 folders in the cvs  
 I copied the entire data  directory to /opt/Flightgear and everything works 
 fine ... so the short story is ... my screw up :)
 But thanks for the help guys ...
 Cheers 
 P.S. 9 more sleeps ... :)
 
 -- 
 SydSandy [EMAIL PROTECTED]

Well I spoke too soon...
It will start occasionally , but crashes if I pan the view in an outside camera 
...

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Re: [Flightgear-devel] segfaults...

2007-12-16 Thread SydSandy
On Mon, 17 Dec 2007 07:10:35 +0100
Tim Moore [EMAIL PROTECTED] wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Georg Vollnhals wrote:
 
  
  the NEW problem I have here is that I start under the terrain level with
  some a/c since a recent new CVS update (OSG and data).
  Sometimes FlightGear just goes into an endless loop and hangs, sometimes
  a FlightGear RESET brings my aircraft up on earth again.
  
  I just mention this as your problem came up with a CVS update ...
  Any correlation?
  
  Georg EDDW
  
 
 Since we're talking about OSG now... this may be related to the pager changes 
 I checked
 in over the weekend. Could you post some details on this problem of yours?
 
 Thanks,
 Tim

My problem is PLIB ... I haven't had a problem running with OSG, myself 
Cheers 

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[Flightgear-devel] Bravo segfault solved ...

2007-12-16 Thread SydSandy
Hi guys , 
This time I found the problem , and once again it was my doing ...
I had a texmultiple animation  with an empty subtype/subtype ...
probably caused by using Blender's irritating text editor ...

Thanks for gdb lesson Melchior , I'd still be scratching my head if it wasn't 
for the clues it gave me :)
Cheers 

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Re: [Flightgear-devel] Release in progress

2007-12-15 Thread SydSandy
On Sat, 15 Dec 2007 20:30:00 +0100
AnMaster [EMAIL PROTECTED] wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512
 
 IIRC the Beaver was included. But as I mentioned before ([Flightgear-devel]
 Missing file in cvs for dhc2F) it is broken. My mail seems to have been 
 ignored.
 
 Regards,
 
 Arvid Norlander
 
No it wasn't igrored ... I'm in a diiferent time zone , and just read my mail :)
Its commited now 
 
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Re: [Flightgear-devel] Release in progress

2007-12-15 Thread SydSandy
On Sat, 15 Dec 2007 21:06:55 +0100
Durk Talsma [EMAIL PROTECTED] wrote:

 On Saturday 15 December 2007 20:46, Melchior FRANZ wrote:
  * AnMaster -- Saturday 15 December 2007:
   Yes but tar ball have been made [...]
 
  But they aren't released. Can still be fixed.
 
 
 Agreed. The missing file has already been committed by Syd Adams. Now I'm 
 getting the following: 
 
 WARNING: ssgSGIHeader::: Failed to 
 open '/home/durk/src/FlightGear-0.9/data/Aircraft/dhc2/Models/chrome1.rgb' 
 for reading.
 Object RLHFdoor.glass not found
 
 Doesn't seem to be a major problem, because I don't see anything obviously 
 wrong with the model. Might be good if Syd could check.
 
 Assuming that the error above points to only a very minor problem, I guess 
 the 
 only issue is one missing file on the seahawk. 
 
 Cheers,
 Durk

Im in the process of looking for that problem , but feel free to exclude it if 
there is a better ,bug free aircraft waiting in line :)
Cheers 
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Re: [Flightgear-devel] Bravo VOR2

2007-12-11 Thread SydSandy
On Tue, 11 Dec 2007 16:41:55 -0700
Hans Fugal [EMAIL PROTECTED] wrote:

 Hi, this bug is probably simple to fix though I don't know where to go
 to fix it.
 
 When you turn the second knob to VOR2 (corresponding to the white
 pointer), it tracks VOR1. This is easy to verify by tuning NAV1
 between two VOR stations and watching both the blue and white needles
 jump together. Naturally, the white needle should be tracking NAV2.
 The other modes seem to work fine.
 
 Cheers
 
 -- 
 Hans Fugal
 

Hello , 
 Yes they both track Nav1  at the moment , Ive been doing some rush updates in 
case it was included in the release , but I can relax now and sort out my 
mistakes ...
Im still working on the flightdirector / autopilot , and Primus 1000 , so I'll 
try to remember to add that to my todo list .
Thanks for the tip :)
Cheers



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[Flightgear-devel] b1900d startup

2007-12-10 Thread SydSandy
I think I finally found out why the b1900d is still running at startup...
The condition lever is set to 1 in the TurbineEngine.cpp file , so it appears 
to override anything in the set file. Ive forced it to 0 in the system.nas file 
during fdm initialization , but then you hear the engines shutting down
Anyone know of a way to override the engine condition property ? 
And while I'm on the subject of YASim , is there a way to increase reverse 
thrust effectiveness ?
Cheers

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Re: [Flightgear-devel] b1900d startup

2007-12-10 Thread SydSandy
On Mon, 10 Dec 2007 23:01:39 -0600
Robert Black [EMAIL PROTECTED] wrote:

 On Monday 10 December 2007 07:44:27 pm SydSandy wrote:
  I think I finally found out why the b1900d is still running at startup...
  The condition lever is set to 1 in the TurbineEngine.cpp file , so it
  appears to override anything in the set file. Ive forced it to 0 in the
  system.nas file during fdm initialization , but then you hear the engines
  shutting down Anyone know of a way to override the engine condition
  property ?
  And while I'm on the subject of YASim , is there a way to increase reverse
  thrust effectiveness ? Cheers
 
 I was flying a jet and trying to find the reverse thruster key combo's by 
 looking through the docs and never did find it. It might be a good idea for 
 that to be in the aircraft help file of all the planes that have thrust 
 reversers.  

The only aircraft I did that have reversers are the Cessna Citations , and I 
use the Delete key to toggle reverse thrust ... I'm not sure what other 
aircraft use ..
Cheers
  

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Re: [Flightgear-devel] B1900d engine sounds

2007-12-09 Thread SydSandy
On Sun, 09 Dec 2007 12:02:45 +0100
AnMaster [EMAIL PROTECTED] wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512
 
 Will Harrison wrote:
  I had noticed the problem with the engine sounds a couple weeks ago, but now
  I have all the sounds again after a cvs update. I haven't noticed any issues
  with the avionics. You have to flip a switch to turn them on, maybe you just
  didn't notice it?
 
 At least earlier it was a problem related to an empty directory that cvs
 removed. It was needed by the b1900d. The empty directory in question is
 Liveries, I placed a placeholder file in it locally. Probably some files
 should actually go into it or it shouldn't be needed.
 

No, the liveries are now in Models/Liveries , to stay consistant with other 
models .But for some reason I can't remove empty folders from CVS ...
 Cheers
SydSandy [EMAIL PROTECTED]

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Re: [Flightgear-devel] B1900d engine sounds

2007-12-09 Thread SydSandy
On Sun, 09 Dec 2007 20:05:12 +0100
AnMaster [EMAIL PROTECTED] wrote:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512
 
 SydSandy wrote:
  On Sun, 09 Dec 2007 12:02:45 +0100
  AnMaster [EMAIL PROTECTED] wrote:
  
  -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA512
 
  Will Harrison wrote:
  I had noticed the problem with the engine sounds a couple weeks ago, but 
  now
  I have all the sounds again after a cvs update. I haven't noticed any 
  issues
  with the avionics. You have to flip a switch to turn them on, maybe you 
  just
  didn't notice it?
  At least earlier it was a problem related to an empty directory that cvs
  removed. It was needed by the b1900d. The empty directory in question is
  Liveries, I placed a placeholder file in it locally. Probably some files
  should actually go into it or it shouldn't be needed.
 
  
  No, the liveries are now in Models/Liveries , to stay consistant with other 
  models .But for some reason I can't remove empty folders from CVS ...
   Cheers
  SydSandy [EMAIL PROTECTED]
  
 Still removing that emtpy folder cause engines sounds to get lost here.

Not sure why that is causing a problem with sound ... it only holds files for 
the livery select dialog ... it has nothing to do with sound 
I removed that folder locally and havent had that problem.
I'll check and see if i missed something with my last commit.

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Re: [Flightgear-devel] control trim reset

2007-12-08 Thread SydSandy
On Sat, 8 Dec 2007 23:17:13 +0900
Tatsuhiro Nishioka [EMAIL PROTECTED] wrote:

 Oops, my bad explanation.
 
 On Dec 8, 2007, at 11:00 PM, Tatsuhiro Nishioka wrote:
 
  Hi,
 
  One comment on this.
 
  J7W has Flap-driven Elevator-Trim Controller. it automatically adjusts
  elevator trim
  when flap is applied to avoid pushing up its tail.
 
 When flap is applied, J7W automatically adjusts its elevator trim to  
 avoid pushing up its tail.
 
 Though I'm not sure I want to use 5 key to reset all controls on J7W,  
 since such sudden control
 may crash this cute canard.
 
 Anyway, it's a really good discussion.
 I like this kinda topic since I can learn a bit more about using trims.
 
 Thanks guys
 
 Tat
 

HI Tat .
Don't worry , I was thinking of it as a reset function . And now I agree it 
shouldn't be added :) 
I just need to find out how the real Bravo autopilot handles trim when the 
autopilot disengages because of excessive roll or pitch ...
 
Cheers 
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Re: [Flightgear-devel] Pre-final aircraft selection

2007-12-08 Thread SydSandy
On Sat, 8 Dec 2007 17:25:26 +0100
Durk Talsma [EMAIL PROTECTED] wrote:

 Hi there,
 
 Based on all the input sofar, I'd like to propose the following list of 
 aircraft for inclusion in the next release:
 
 787
 A-10
 bf109
 bo105
 c172
 c172p
 SenecaII
 Beaver
 B1900d
 Lightning
 j3cub
 seahawk
 p51d
 pa28-161
 Bocian
 choice of (T38, or Catalina, or Blackbird)
 ufo
 bleriot-XI-yasim 
 
 In response to the previous discussions, please note the following:
 
 - After some testing this afternoon, I'd decided I prefer to keep the bf109. 
 Yes, it's pretty hard to get off the ground, but after testing I did not have 
 the impression that new users will blame this on bad programming.
 
 - I prefer the bochian over the schweizer for exactly the same reason why we 
 want to swap the 737 for the 787: The schweizer only has a 2d cockpit, and 
 and panning the view makes you feel lost. Also, the bochian has very easy 
 acces to the aerotow features. (Although the schweizer might, didn't really 
 check that).
 
 - I'm still undecided regarding the T38. As I wrote earlier, I feel that 
 the small powerful jet category is a bit overrepresented. Therefore, I'd 
 like to swap that with an altogether different category. After browsing the 
 repository, and some random sampling, I found two aircraft that seemed quite 
 advanced enough for inclusion, each representing a category of it's own: The 
 Blackbird, and the Catalina. 
 
 I did not a few problems with the latter two aircraft, however:
 - Blackbird: Couldn't get the engines started (somehow, the 's' key didn't 
 seem to respond. 
 - Catalina: Doesn't always seem to recognize ground contact points (e.g. at 
 EHAM it fell through the runway, and acted as a float plane).
 
 
 I'm trying to finalize the list today or tomorrow, so I'd strongly prefer not 
 to make big changes. However, there is possibly still room for improvement, 
 so please let me know if you have suggestions for change.
 
 Cheers,
 Durk
 

Looks good to me , too
Cheers

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[Flightgear-devel] 3d instruments

2007-12-08 Thread SydSandy
Hi everyone ,
I ran into another issue , just wondering what everyone else's opinion 
is on the matter.
I,ve been updating the Bravo , and the Primus 1000 instruments and controllers 
are in the Aircraft/Instruments-3d folder. I assumed that this is the place all 
3d instruments should go ... preventing unneccesary duplication , but if the 
aircraft is a separate download , this could be a problem . Unless of course , 
those instruments are added to the download package . 
I guess my question is ,  should the 3d instruments stay in each Aircraft 
folder , or the Instruments_3d folder. I have done it both ways , but I think 
if we get enough accurate 3d instruments in the Instruments_3d folder , 
assembling a 3d panel should become  easier as time goes by ...
Cheers


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