Re: [Flightgear-devel] OSG/PLIB ?
Syd Adams wrote: 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 -- SydSandy This problem may have to do with the xml files in AI/Aircraft/787/Models. The files are missing and /and in a few locations. and should appear in lines 186, 208, 5588, and 7327. /and should appear in lines 195, 217, 5597, 7336, 7628, and 7642. I hope this helps. Josh- This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] OSG/PLIB ?
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 -- SydSandy [EMAIL PROTECTED] - This SF.net email is sponsored by: Microsoft Defy all challenges. Microsoft(R) Visual Studio 2005. http://clk.atdmt.com/MRT/go/vse012070mrt/direct/01/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] osg/plib, difference in collision detection
Am Freitag, den 08.12.2006, 11:26 +0100 schrieb Mathias Fröhlich: Hi, On Thursday 07 December 2006 22:24, Maik Justus wrote: is this a bug or a feature? While plib-fg does not detect collisions with cows and multiplayer aircrafts, osg-fg does detect. If another player starts in multiplayer on the same position, e.g. where I am spinning up the rotor of a heli), my heli crashes. Bug. Noted ... This works quite well. I've had a wing collision with an ai aircraft and the wing of my aircraft was lifted, slid over the ai Aircraft wing and dropped to the ground again. Some screens of the incident: http://sol2500.net/flightgear/ai-collision1.jpg http://sol2500.net/flightgear/ai-collision2.jpg It's reproducable and the sim continues as normal. I like it this way. Greetings Mathias - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] osg/plib, difference in collision detection
Hi, I see the collision as a feature , whats wrong with being realistic... ? Another feature that would be nice would be a scenery texture detection system Land on forested area, city,etc, should cause a crash ... Water and ocean should cause a crash unless your flying an amphibian... Farms , grass ,tundra should be safe As it is now , I get careless because I know if I miss a runway or runout of fuel, I can just taxi back to it (through the forest)... Fuel system , that another one .Im attempting to change the fuel system at my end so I can only fuel up when parked none of this changing fuel level during flight (though the current system is good for weight /balance testing) if I knew landing in unsafe areas could be hazardous , I would be paying a lot more attention! This isn't a game to me , so the more realism the better Cheers, Syd - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] osg/plib, difference in collision detection
Hi syd, syd schrieb am 09.12.2006 22:41: Hi, I see the collision as a feature , whats wrong with being realistic... ? same for me. But first we need to get rid of the runway cows and need a solution for multiplayer. As multiplayer gets more and more popular, the probability to crash directly after starting with default location increases dramatically. (I had this several times, and the number of users online was always 10) Another feature that would be nice would be a scenery texture detection system Land on forested area, city,etc, should cause a crash ... Why directly a crash? Different consistence would be ok. I would place a veto if the heli crashes when landed in a city. And the AN-2 is capable to land on normally unsafe ground. Water and ocean should cause a crash unless your flying an amphibian... Farms , grass ,tundra should be safe Farms should cause much higher friction. As it is now , I get careless because I know if I miss a runway or runout of fuel, I can just taxi back to it (through the forest)... Fuel system , that another one .Im attempting to change the fuel system at my end so I can only fuel up when parked none of this changing fuel level during flight (though the current system is good for weight /balance testing) if I knew landing in unsafe areas could be hazardous , I would be paying a lot more attention! This isn't a game to me , so the more realism the better Cheers, Syd Maik - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] osg/plib, difference in collision detection
Hi, On Thursday 07 December 2006 22:24, Maik Justus wrote: is this a bug or a feature? While plib-fg does not detect collisions with cows and multiplayer aircrafts, osg-fg does detect. If another player starts in multiplayer on the same position, e.g. where I am spinning up the rotor of a heli), my heli crashes. Bug. Noted ... Greetings Mathias - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] osg/plib, difference in collision detection
Ähm... Well - that's someting I missed. Sorry, maybe it's an bug, but I see this as a feature! That's like in Real! I would like to see something in the release! Greetings HHS --- Mathias Fröhlich [EMAIL PROTECTED] schrieb: Hi, On Thursday 07 December 2006 22:24, Maik Justus wrote: is this a bug or a feature? While plib-fg does not detect collisions with cows and multiplayer aircrafts, osg-fg does detect. If another player starts in multiplayer on the same position, e.g. where I am spinning up the rotor of a heli), my heli crashes. Bug. Noted ... Greetings Mathias - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel ___ Der frühe Vogel fängt den Wurm. Hier gelangen Sie zum neuen Yahoo! Mail: http://mail.yahoo.de - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] osg/plib, difference in collision detection
You know how it is to crash into a cow? Am Freitag, 8. Dezember 2006 11:31 schrieb Heiko Schulz: Ähm... Well - that's someting I missed. Sorry, maybe it's an bug, but I see this as a feature! That's like in Real! - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] osg/plib, difference in collision detection
O.k I understand what you mean - well you can see it from both sides: a better collision detects ( and I don't mean the cows) in opposite to something that has in the real world a bad aftermath. But If Flightgear want to be realistic, and we want aircrafts showing us what happen when you do something wrong you can't close your eyes about this. Greetings HHS --- Torsten Dreyer [EMAIL PROTECTED] schrieb: You know how it is to crash into a cow? Am Freitag, 8. Dezember 2006 11:31 schrieb Heiko Schulz: Ähm... Well - that's someting I missed. Sorry, maybe it's an bug, but I see this as a feature! That's like in Real! - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel ___ Der frühe Vogel fängt den Wurm. Hier gelangen Sie zum neuen Yahoo! Mail: http://mail.yahoo.de - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] osg/plib, difference in collision detection
Heiko Schulz wrote: O.k I understand what you mean - well you can see it from both sides: a better collision detects ( and I don't mean the cows) in opposite to something that has in the real world a bad aftermath. But If Flightgear want to be realistic, and we want aircrafts showing us what happen when you do something wrong you can't close your eyes about this. There are a lot of objects that are explicitly excluded from collisions in the Plib version, and for good reason. For instance, do you want to crash when a light halo from one of your nav lights intersects with the ground? Josh - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] osg/plib, difference in collision detection
On 12/8/06, Heiko Schulz [EMAIL PROTECTED] wrote: But If Flightgear want to be realistic, and we want aircrafts showing us what happen when you do something wrong you can't close your eyes about this. i see this conversation flare up on the x-plane lists from time to time. collision detection with cows, or other planes, or buildings etc, is quite arguably pointless as a tool for learning. it's candy for people who like to run into stuff. if you collide with a big solid object in a plane in real life, you will crash. no confirmation from the simulator is really required. having said that, i think good collision detection modeling between the aircraft and the ground _is_ important, as is failure modeling. again, my $0.02. Tony - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] osg/plib, difference in collision detection
Am Freitag, den 08.12.2006, 10:27 -0500 schrieb Tony Pelton: On 12/8/06, Heiko Schulz [EMAIL PROTECTED] wrote: But If Flightgear want to be realistic, and we want aircrafts showing us what happen when you do something wrong you can't close your eyes about this. i see this conversation flare up on the x-plane lists from time to time. collision detection with cows, or other planes, or buildings etc, is quite arguably pointless as a tool for learning. except you are practicing emergency landings it's candy for people who like to run into stuff. I don't like to, but when I do, I wish to notice it to make it better next time. if you collide with a big solid object in a plane in real life, you will crash. no confirmation from the simulator is really required. if I use a helicopter or STOL Aircraft I might want to land on it having said that, i think good collision detection modeling between the aircraft and the ground _is_ important, as is failure modeling. again, my $0.02. Tony Greetings Detlef - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] osg/plib, difference in collision detection
Hi, is this a bug or a feature? While plib-fg does not detect collisions with cows and multiplayer aircrafts, osg-fg does detect. If another player starts in multiplayer on the same position, e.g. where I am spinning up the rotor of a heli), my heli crashes. Maik - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel