Re: [Flightgear-devel] OSG/PLIB ?

2007-12-29 Thread JOSHUA WILSON
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-
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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  

-- 
SydSandy [EMAIL PROTECTED]

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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-09 Thread Detlef Faber
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
 
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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-09 Thread syd
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

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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-09 Thread Maik Justus
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


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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread 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 ...

  Greetings

Mathias

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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread 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!

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
 

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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread Torsten Dreyer
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!


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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread Heiko Schulz
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!
 
 

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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread Josh Babcock
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

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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread 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.

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

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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread Detlef Faber
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

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[Flightgear-devel] osg/plib, difference in collision detection

2006-12-07 Thread Maik Justus
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

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