Re: [Flightgear-devel] Little Ground Vehicle patch (for Vivian)
Nic, Thanks for this. The reason that models wander into the air is that the height test is finding the model itself. The solution I have been using is to add: animation enable-hot type=boolfalse/enable-hot /animation to the model .xml file. This means that the Ground Vehicles still see buildings, but of course are themselves not seen. Which is handy, but unrealistic when instantiating a load of them in the same place. Neither solution really addresses the basic issue, which is self-detection. Right now I'm adding tunnels to the code so that the models can go underground. It will also apply to bridges or underpasses. I'll revisit this issue after that problem has been fixed. Regards, Vivian -Original Message- From: Nicolas Quijano [mailto:nquij...@gmail.com] Sent: 10 September 2009 01:05 To: FlightGear developers discussions Subject: [Flightgear-devel] Little Ground Vehicle patch (for Vivian) Hi Vivian, testing your new groundvehicle class for AI scenarios in the context of a train of tanks and another of jeeps, I stumbled into their wandering in the air. The solution is two-fold : one, specify a starting altitude through the altitude tag in the groundvehicle's entry in the ai scenario, even though we're using a flightplan (maybe I could have just re-ordered things around to we don't do GetPitch et al. before popping the first waypoint, but this was simple ;)) This ensures we don't have zero as elevation in the initial calculations after applying my patch. What my patch does is to stop using an arbitrary 1m lookup for the geode checks, but rather use the current elevation in meter, to avoid finding anything else, including buildings, or other models, which was gradually building up to an error amounting to the whole train floating above ground. Been testing it in the very hilly terrain in between La Honda and the Stanford Accelerator center, at the upper edge of Palo Alto. They conform to the terrain way better after the patch, and setting an initial altitude. I'll leave it up to you to see if the patch has any applicability in your further work with the AIGroundVehicle class, but I wanted to point out the hovering higher and higher as time goes by behaviour and provide a solution :) Cheers, Nic -- Be Kind. Remember, everyone is fighting a hard battle. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Little Ground Vehicle patch (for Vivian)
Hi Vivian, testing your new groundvehicle class for AI scenarios in the context of a train of tanks and another of jeeps, I stumbled into their wandering in the air. The solution is two-fold : one, specify a starting altitude through the altitude tag in the groundvehicle's entry in the ai scenario, even though we're using a flightplan (maybe I could have just re-ordered things around to we don't do GetPitch et al. before popping the first waypoint, but this was simple ;)) This ensures we don't have zero as elevation in the initial calculations after applying my patch. What my patch does is to stop using an arbitrary 1m lookup for the geode checks, but rather use the current elevation in meter, to avoid finding anything else, including buildings, or other models, which was gradually building up to an error amounting to the whole train floating above ground. Been testing it in the very hilly terrain in between La Honda and the Stanford Accelerator center, at the upper edge of Palo Alto. They conform to the terrain way better after the patch, and setting an initial altitude. I'll leave it up to you to see if the patch has any applicability in your further work with the AIGroundVehicle class, but I wanted to point out the hovering higher and higher as time goes by behaviour and provide a solution :) Cheers, Nic -- Be Kind. Remember, everyone is fighting a hard battle. AIGroundVehicle.cxx.patch Description: Binary data -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Little Ground Vehicle patch (for Vivian)
Hmm, needs further work... Now, they've taken a liking to going under the terrain, damn Will get back with further findings once I've dug deeper (pun intended) Cheers, Nic On Wed, Sep 9, 2009 at 8:05 PM, Nicolas Quijano nquij...@gmail.com wrote: Hi Vivian, testing your new groundvehicle class for AI scenarios in the context of a train of tanks and another of jeeps, I stumbled into their wandering in the air. -- Be Kind. Remember, everyone is fighting a hard battle. -- Let Crystal Reports handle the reporting - Free Crystal Reports 2008 30-Day trial. Simplify your report design, integration and deployment - and focus on what you do best, core application coding. Discover what's new with Crystal Reports now. http://p.sf.net/sfu/bobj-july___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel