Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread David Luff
snip a lot of good reasons for using an fdm/autopilot combination for AI traffic from David Megginson and Alex Perry (Following an OS re-install I can reply now!) OK, I can see the point of wanting a proper simulation when within reasonably close visual distance of the target. My concern was

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Luff
On 10/7/02 at 5:50 AM ace project wrote: I want to know how you guys want the property list to be organised. Do we use something like: /network/pilot[n]/callsign /network/pilot[n]/position/ (lat,alt, etc) /network/pilot[n]/[network-module-name]/ (module specific stuff) I will need this soon(3

[Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread David Luff
I'm sure someone on this list has mentioned that they're developing an interactive scenery editor, but I can't find a link to it either on the Flightgear site or Google. Could someone post a link if they know it please. I'm basically looking for the easiest way to position a cursor over part of

Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread David Megginson
David Luff writes: OK, I can see the point of wanting a proper simulation when within reasonably close visual distance of the target. My concern was that if there were a lot of traffic being simulated, a lot of it known to the pilot only through the radio communication, then using an

Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread Christian Mayer
David Luff wrote: I'm sure someone on this list has mentioned that they're developing an interactive scenery editor, but I can't find a link to it either on the Flightgear site or Google. Could someone post a link if they know it please. I'm basically looking for the easiest way to

Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread Norman Vine
David Megginson writes: That's a good point. The other option would be to cut down the Hz for the AIs -- how low could we make it before the autopilot lost control -- 10Hz? 2Hz? you can easily experiment for yourself by playing with the /sim/model-hz value good luck ! Norman

re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread Curtis L. Olson
David Megginson writes: David Luff writes: I'm sure someone on this list has mentioned that they're developing an interactive scenery editor, but I can't find a link to it either on the Flightgear site or Google. Could someone post a link if they know it please. I'm basically

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Alex Perry
On 10/7/02 at 5:50 AM ace project wrote: /network/pilot[n]/callsign /network/pilot[n]/position/ (lat,alt, etc) /network/pilot[n]/[network-module-name]/ (module specific stuff) I think that is fine, but ... * I recommend you explicitly state that the 'n' for the same callsign is likely to

Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread Curtis L. Olson
Norman Vine writes: David Megginson writes: That's a good point. The other option would be to cut down the Hz for the AIs -- how low could we make it before the autopilot lost control -- 10Hz? 2Hz? you can easily experiment for yourself by playing with the /sim/model-hz value

Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread Norman Vine
David Megginson David Luff writes: I'm sure someone on this list has mentioned that they're developing an interactive scenery editor, but I can't find a link to it either on the Flightgear site or Google. Could someone post a link if they know it please. I'm basically looking for

Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread Alex Perry
Still, regardless of how much get ripped out and rewritten eventually, its still progress for now... Definitely. If one of the computers taking part in the multiplayer network has generated a bunch of AI aircraft, will they all be propagated to the rest of the multiplayer members ? If so,

Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread Norman Vine
Curtis L. Olson writes: David Megginson writes: David Luff writes: I'm sure someone on this list has mentioned that they're developing an interactive scenery editor, but I can't find a link to it either on the Flightgear site or Google. Could someone post a link if they know it

Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread Curtis L. Olson
Norman Vine writes: David Megginson David Luff writes: I'm sure someone on this list has mentioned that they're developing an interactive scenery editor, but I can't find a link to it either on the Flightgear site or Google. Could someone post a link if they know it

[Flightgear-devel] Re: Flightgear scenery editor?

2002-10-10 Thread Melchior FRANZ
* Norman Vine -- Thursday 10 October 2002 17:36: --fdm=ufo Its nice to have reverse Both the ufo and the carpet have reverse mode. :-) m. ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Jon Stockill
On Thu, 10 Oct 2002, David Luff wrote: Once you get this working we all ought to have a communal virtual fly-in at David M or Alex's local airports sometime :-) Now *THAT* would be truly impressive. (No laughing when I bounce the landing!) -- Jon Stockill [EMAIL PROTECTED]

re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread David Megginson
Curtis L. Olson writes: There was a time when if you paused the sim, it would dump the local lon, lat, elev to the console so you could copy/paste that into some other file you were working on, but I don't think that feature has survived the peer review process. You can get that now by

re: [Flightgear-devel] FWIW

2002-10-10 Thread David Megginson
Curtis L. Olson writes: For what it's worth, I will be out of town Friday through Monday, likely with minimal net access (if any.) So, please don't panic if you email me and don't get a reponse back before next week. :-) In Canada, this is Thanksgiving weekend coming up. All the best,

[Flightgear-devel] Airport Database Model

2002-10-10 Thread David Megginson
I've been pulling information out of the DAFIF in different shapes and trying to decide how we should model our own airport database. For the external representation, we want something flexible enough that we can add new types of data easily -- fixed-length records with fixed-width fields just

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson
Jon Stockill writes: (No laughing when I bounce the landing!) Why not? People laugh at me when I do it, so it's quite realistic. It's even worse nowadays since the smokers have to go outside even when it's not sunny and warm. All the best, David (who hasn't bounced for a few weeks now)

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Alex Perry
David (who hasn't bounced for a few weeks now) Don't say that. You know what'll happen _now_ when you next fly ... Also, although I've said it before, don't forget to practice a bit, before flying to an airshow or other event with _many_ spectators !

Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread Alex Perry
Why can't we stick it into the scenery directories, but one directory up from the tiles, so we have one file per 10degx10deg of planet. That should ensure that FGFS doesn't need to load all that many files, and just having the one file in the base package will allow initial use. I've been

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Curtis L. Olson
Alex Perry writes: David (who hasn't bounced for a few weeks now) Don't say that. You know what'll happen _now_ when you next fly ... Also, although I've said it before, don't forget to practice a bit, before flying to an airshow or other event with _many_ spectators ! Would you like to

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread David Megginson
Alex Perry writes: Ok, I found the problem. You're computing the dynamic pressure in psf and adding it to the static pressure in inHg to form the total pressure. The attached patch is the simple fix to the source. That's nasty, because the resulting airspeed is still correct under

Re: [Flightgear-devel] defaults

2002-10-10 Thread David Megginson
Norman Vine writes: Hmm... maybe this would help untested - but it 'looks' like this will fix 'this' problem, don't thin it will cause any new ones It won't work because the properties in the *-set file will override anything specified on the command line. I'm going to go in today and

[Flightgear-devel] Re: Airport Database Model

2002-10-10 Thread Melchior FRANZ
* Alex Perry -- Thursday 10 October 2002 20:10: Why can't we stick it into the scenery directories, but one directory up from the tiles, so we have one file per 10degx10deg of planet. That should ensure that FGFS doesn't need to load all that many files, and just having the one file in the

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson
Alex Perry writes: David (who hasn't bounced for a few weeks now) Don't say that. You know what'll happen _now_ when you next fly ... Also, although I've said it before, don't forget to practice a bit, before flying to an airshow or other event with _many_ spectators ! Actually, I

Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread David Megginson
Alex Perry writes: Why can't we stick it into the scenery directories, but one directory up from the tiles, so we have one file per 10degx10deg of planet. That should ensure that FGFS doesn't need to load all that many files, and just having the one file in the base package will allow

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Curtis L. Olson
David Megginson writes: Alex Perry writes: Ok, I found the problem. You're computing the dynamic pressure in psf and adding it to the static pressure in inHg to form the total pressure. The attached patch is the simple fix to the source. That's nasty, because the resulting

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Christian Mayer
Alex Perry writes: Ok, I found the problem. You're computing the dynamic pressure in psf and adding it to the static pressure in inHg to form the total pressure. The attached patch is the simple fix to the source. Once again: This wouldn't have happend if we'd use real units like

Re: [Flightgear-devel] Init-order problem fixed for *-set.xml files

2002-10-10 Thread Curtis L. Olson
David Megginson writes: I just checked in changed to fix the init-order problem for *-set.xml files. My solution was blunt but effective. I simply parse all of the system.fgfsrc, $HOME/.fgfsrc, and command-line options twice -- once before loading the *-set.xml file, to make sure the

Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread Andy Ross
David Megginson wrote: Alex Perry writes: Why can't we stick it into the scenery directories, but one directory up from the tiles, so we have one file per 10degx10deg of planet. That should ensure that FGFS doesn't need to load all that many files, and just having the one file in the

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread David Luff
On 10/10/02 at 12:02 PM Alex Perry wrote: I wonder if the casual users appreciate all the work we're doing to make the instruments less reliable. Don't you remember the massive amount of whingeing (a couple of years ago) when I stuck all the compass turning errors onto the DG instrument ? The

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread David Megginson
Curtis L. Olson writes: There is a *lot* of subtle things built into FlightGear that most users probably don't realize. It might be interesting to make some sort of tour of the flightgear sim which would highlight or point out many of the more subtle features. Why not post a version of

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Curtis L. Olson
David Megginson writes: Curtis L. Olson writes: There is a *lot* of subtle things built into FlightGear that most users probably don't realize. It might be interesting to make some sort of tour of the flightgear sim which would highlight or point out many of the more subtle

Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread Christian Mayer
David Luff wrote: On 10/10/02 at 10:42 AM Curtis L. Olson wrote: Yes, and everyone knows that there is no such thing as magic carpets, so running with the ufo FDM is a lot more realistic since the ufo is based on real world data and uses actual real life sound samples. Yes, and

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread David Megginson
Christian Mayer writes: Once again: This wouldn't have happend if we'd use real units like SI... I live in a (mostly) SI country and went through school learning SI units -- I have to convert Fahrenheit to Celsius to know how cold it is, for example. Still, converting to new units has its

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread David Megginson
Alex Perry writes: That's true, but now I wonder ... When we are in multiplayer mode, and I fly up behind some unsuspecting pilot who is plugging along on autopilot, slightly above and at his five o-clock position, can I pick up a pair of electronic binoculars (what used to be the Z

Re: [Flightgear-devel] Init-order problem fixed for *-set.xml files

2002-10-10 Thread Norman Vine
Curtis L. Olson writes: David Megginson writes: I just checked in changed to fix the init-order problem for *-set.xml files. My solution was blunt but effective. I simply parse all of the system.fgfsrc, $HOME/.fgfsrc, and command-line options twice -- once before loading the *-set.xml

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Norman Vine
Alex Perry writes: David writes: I wonder if the casual users appreciate all the work we're doing to make the instruments less reliable. Don't you remember the massive amount of whingeing (a couple of years ago) when I stuck all the compass turning errors onto the DG instrument ? The

Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread Norman Vine
Andy Ross Curtis L. Olson wrote: Just a couple thoughts to consider. We are looking at 16-20,000 airports so we couldn't stuff them all in a single directory. Even splitting them into subdirectories by first letter probably isn't enough. There are 17073 airports in the current

Re: [Flightgear-devel] Init-order problem fixed for *-set.xml files

2002-10-10 Thread Curtis L. Olson
Norman Vine writes: Curtis L. Olson writes: David Megginson writes: I just checked in changed to fix the init-order problem for *-set.xml files. My solution was blunt but effective. I simply parse all of the system.fgfsrc, $HOME/.fgfsrc, and command-line options twice -- once

Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread Jon Stockill
On Thu, 10 Oct 2002, David Luff wrote: Possibly true. Still, however the ai aircraft eventually end up getting stored in the property tree and rendered, the actual logic of when to appear, where to fly and how to communicate and interact with other traffic will still be needed and won't be

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Alex Perry
I will still argue that the method used was and still is poor There are those who want 'steam' and those who don't I have advocated, all along, that both the correct and the cooked values should be available through the property system. I also think that all panel instruments, and panel

Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread Jon Stockill
On Thu, 10 Oct 2002, Andy Ross wrote: And remember, we can split on the first two bytes (K/S/KSFO.xml) without any more difficulty (one extra line of code) and the whole problem goes away. From a processing point of view this makes sense - you don't need to store extra information about the

Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread Andy Ross
Norman wrote: [ ... indexing scheme involving spacial partitions and trees ... ] With such a scheme we should be able to access any airport and determine which airports are within some sane distance in much less then a few tenths of a second order of manitude less at least True, but

RE: [Flightgear-devel] FWIW

2002-10-10 Thread Ryan Larson
Doh, and I am flying to Minneapolis again this weekend! Not sure if I am going to ANE or MIC yet. Need to get the charts tomorrow. Ryan -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of Curtis L. Olson Sent: Thursday, October 10, 2002 10:45 AM To:

Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread Norman Vine
Andy Ross writes: Norman wrote: [ ... indexing scheme involving spacial partitions and trees ... ] With such a scheme we should be able to access any airport and determine which airports are within some sane distance in much less then a few tenths of a second order of manitude less

Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread David Megginson
Andy Ross writes: [* Geeky aside: reiserfs doesn't. It has a unique tail folding feature where the last sub-block of files gets folded into a single block with the tails of other files, so small files take space proportional to their actual size. Very cool, although apparently

Re: [Flightgear-devel] Init-order problem fixed for *-set.xml files

2002-10-10 Thread David Megginson
Norman Vine writes: I think preferences.xml and the aircraft-set.xml files pretty much cover any functionality that was intended to handle. PLEASE DO NOT REMOVE the .fgfsrc option until such time has we have a 'options editor' I have not suggested doing so; I'm suggesting only

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Tony Peden
On Thu, 2002-10-10 at 11:54, David Megginson wrote: Curtis L. Olson writes: Don't say that. You know what'll happen _now_ when you next fly ... Also, although I've said it before, don't forget to practice a bit, before flying to an airshow or other event with _many_ spectators !

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread David Megginson
Norman Vine writes: I will still argue that the method used was and still is poor There are those who want 'steam' and those who don't Sure, and we make both available through the property tree. If you want to know the exact true heading, look at /orientation/heading-deg; if you want to

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Tony Peden
On Thu, 2002-10-10 at 12:02, Alex Perry wrote: David writes: I wonder if the casual users appreciate all the work we're doing to make the instruments less reliable. Don't you remember the massive amount of whingeing (a couple of years ago) when I stuck all the compass turning errors

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Tony Peden
On Thu, 2002-10-10 at 11:59, Christian Mayer wrote: Alex Perry writes: Ok, I found the problem. You're computing the dynamic pressure in psf and adding it to the static pressure in inHg to form the total pressure. The attached patch is the simple fix to the source. Once

Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread David Megginson
Jon Stockill writes: Is there any sort of master database from which all this can be generated? Or should we create one? No and yes. Note that I'm discussing only the external format, not the internal format someone might use in a SQL master repository (or whatever). That said, these are

Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread David Megginson
Jon Stockill writes: From a processing point of view this makes sense - you don't need to store extra information about the location of the airfields, wher if as was suggested before it's broken down by state, then presumably you need to store the state for each and every airfield too,

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson
Tony Peden writes: In real life, it's also much harder to do a tail strike than it is with the JSBSim 172 -- it's quite safe to pull all the way back on the yoke to keep the weight off the nosewheel. Hmm, downwash (or, more precisely, the lack thereof) I cannot say. One thing

RE: [Flightgear-devel] FWIW

2002-10-10 Thread Curtis L. Olson
Ryan Larson writes: Doh, and I am flying to Minneapolis again this weekend! Not sure if I am going to ANE or MIC yet. Need to get the charts tomorrow. Well if you go to KANE and happen to be about 3 miles east of the airport, and happen to look down and see a big high school complex with a

Re: [Flightgear-devel] Init-order problem fixed for *-set.xml files

2002-10-10 Thread Norman Vine
David Megginson Norman Vine writes: I think preferences.xml and the aircraft-set.xml files pretty much cover any functionality that was intended to handle. PLEASE DO NOT REMOVE the .fgfsrc option until such time has we have a 'options editor' I have not suggested doing

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Norman Vine
David Megginson writes: Norman Vine wrote: To sum up I think that the work that has been done to make the 'instruments' act like a C172 is fantastic but it SHOULD be an option and not 'the way' It should be not just an option but the default option, at least when we're simulating

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Andy Ross
David Megginson wrote: I cannot say. One thing we're not modelling yet is nosewheel shimmy: Does this really have to be modeled, per se? Until we get support for force-feedback rudder pedals and seat cushions, the only thing we can reasonably do is play a sound. That can be done already

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Curtis L. Olson
Andy Ross writes: Does this really have to be modeled, per se? Until we get support for force-feedback rudder pedals and seat cushions, the only thing we can reasonably do is play a sound. That can be done already with some fancy thresholding (gating with /gear[0]/wow and groundspeed) using

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Norman Vine
David Megginson Norman Vine writes: I will still argue that the method used was and still is poor There are those who want 'steam' and those who don't Sure, and we make both available through the property tree. If you want to know the exact true heading, look at

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread David Megginson
Norman Vine writes: Yes thank you for finally making doable but it did take a lot of simulated aluminium just _raining_ out of the sky ... and a lot of rewriting code that just plainly ignored the the 'true' values that were there I'm pretty sure that the true values were accessible

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson
Andy Ross writes: I have limited experience here, but the nosewheel shimmy I noticed in a friend's PA-180 was only a rumble. It didn't seem to effect the orientation or handling of the aircraft. If it's bad enough, the whole plane shakes (we've had trouble with the nose strut on C-GPMR

[Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread Curtis L. Olson
I'm not sure what changed, but I can no longer start the c310u3a-3d engines. They will fire and turn over, but as soon as I disengage the starter, they spin back down and refuse to run. Also, they no longer come up running by default. Regards, Curt. -- Curtis Olson IVLab / HumanFIRST

Re: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread John Check
On Thursday 10 October 2002 10:49 pm, Curtis L. Olson wrote: I'm not sure what changed, but I can no longer start the c310u3a-3d engines. They will fire and turn over, but as soon as I disengage the starter, they spin back down and refuse to run. Also, they no longer come up running by

Re: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread John Check
On Thursday 10 October 2002 10:49 pm, Curtis L. Olson wrote: I'm not sure what changed, but I can no longer start the c310u3a-3d engines. They will fire and turn over, but as soon as I disengage the starter, they spin back down and refuse to run. Also, they no longer come up running by

Re: [Flightgear-devel] FWIW

2002-10-10 Thread Curtis L. Olson
Cameron Moore writes: Dang. I was going to have you man the list admin duties. :-) I will be away Friday and Saturday, so Sunday you guys may see some delayed posts if I have to approve any. Also while I'm here, I wanted to mention that I get around 3 spams per day to the flightgear

RE: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread Jon Berndt
Who emptied the fuel tanks? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of John Check Sent: Thursday, October 10, 2002 10:43 PM To: [EMAIL PROTECTED] Subject: Re: [Flightgear-devel] starting the c310u3a-3d On Thursday 10 October 2002 10:49 pm, Curtis

Re: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread John Check
On Friday 11 October 2002 12:05 am, Jon Berndt wrote: Who emptied the fuel tanks? Dunno. I checked a few revisions back and didn't see anything. I'm committing wet tanks shortly. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of John Check Sent:

Re: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread John Check
On Friday 11 October 2002 12:08 am, John Check wrote: On Friday 11 October 2002 12:05 am, Jon Berndt wrote: Who emptied the fuel tanks? Dunno. I checked a few revisions back and didn't see anything. I'm committing wet tanks shortly. I forgot to put it in the log message, but I also moved

RE: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread Curtis L. Olson
Is this a side effect of no longer getting the C172 defaults? Jon Berndt writes: Who emptied the fuel tanks? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On Behalf Of John Check Sent: Thursday, October 10, 2002 10:43 PM To: [EMAIL PROTECTED] Subject: Re:

Re: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread John Check
On Friday 11 October 2002 12:15 am, Curtis L. Olson wrote: Is this a side effect of no longer getting the C172 defaults? That sounds like a reasonable deduction. I'm checking the rest of the planes to see if we need to gas up. I noticed the yasim planes have thier own definition for fuel

Re: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread Curtis L. Olson
John Check writes: Also, what happened to the runway lighting? I'm a little out of touch since I've spent the last week (at least) installing Gentoo It should still be there, isn't it? I have been working on building more infrastructure for doing runway/approach lighting and working on using

RE: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread Jon Berndt
On Friday 11 October 2002 12:15 am, Curtis L. Olson wrote: Is this a side effect of no longer getting the C172 defaults? That sounds like a reasonable deduction. I'm checking the rest of the planes to see if we need to gas up. I noticed the yasim planes have thier own definition for fuel inside

RE: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread Jon Berndt
Whats the deal with the x24b fuel wise? That's missing a consumables section as are the shuttle and x15 ?? The JSBSim config files have fuel loaded for the X15, the X24B, the C310, the C172, etc. But NOT the shuttle (we just use it as a glider). I don't know what this consumables thing it,

[Flightgear-devel] spot landings

2002-10-10 Thread Alex Perry
This coming Saturday is the annual safety competition for San Diego and, as one of the organizers, I've been thinking about the spot landings task. It occurs to me that FGFS should be able to do that really well, except the touchdown report is minimal. How much hassle would it be, to have the

[Flightgear-devel] c172-larcsim -why?

2002-10-10 Thread John Check
I was going through the c172 variants and adding the electrical system and I fired up the c172-larcsim. It's got a major problem. It just sits on the runway no matter how much throttle you give it. I took a quick look at the xml file in case it was something obvious. I gave comparative analysis

Re: [Flightgear-devel] c172-larcsim -why?

2002-10-10 Thread Christian Mayer
John Check wrote: I was going through the c172 variants and adding the electrical system and I fired up the c172-larcsim. It's got a major problem. It just sits on the runway no matter how much throttle you give it. I took a quick look at the xml file in case it was something obvious. I

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson
Curtis L. Olson writes: Don't say that. You know what'll happen _now_ when you next fly ... Also, although I've said it before, don't forget to practice a bit, before flying to an airshow or other event with _many_ spectators ! Would you like to buy a pair of slightly used C172

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Alex Perry
David writes: I wonder if the casual users appreciate all the work we're doing to make the instruments less reliable. Don't you remember the massive amount of whingeing (a couple of years ago) when I stuck all the compass turning errors onto the DG instrument ? The simulated aluminium was just

Re: [Flightgear-devel] Re: Airport Database Model

2002-10-10 Thread Curtis L. Olson
Alex Perry writes: * Alex Perry -- Thursday 10 October 2002 20:10: Why can't we stick it into the scenery directories, but one directory up from the tiles, so we have one file per 10degx10deg of planet. That should ensure that FGFS doesn't need to load all that many files, and just

Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread David Luff
On 10/10/02 at 5:42 PM Frederic BOUVIER wrote: David Luff [EMAIL PROTECTED] wrote : I'm sure someone on this list has mentioned that they're developing an interactive scenery editor, but I can't find a link to it either on the There is fgsd ( for FlightGear Scenery Designer ) at

Re: [Flightgear-devel] Re: Airport Database Model

2002-10-10 Thread Alex Perry
1. I'm assuming we keep the airport database (but maybe omit runways etc) Then someone will want to teleport to a specific runway at a specific airport. :-) Yeah, but the runway-based user request is precisely why I stated that the file is priority loaded ... so we get the runway

Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Christian Mayer
Curtis L. Olson wrote: There is a ton of internal infrastructure stuff that is useful in the geek sense ... property system, interfacing to external programs. The ability to build instrument panels, electrical systems, 3d models, animation, with absolutely no coding or plugins. Many

Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread David Luff
On 10/10/02 at 8:38 AM Alex Perry wrote: Definitely. If one of the computers taking part in the multiplayer network has generated a bunch of AI aircraft, will they all be propagated to the rest of the multiplayer members ? Now theres a scary thought! What happens if one multiplayer has

Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Alex Perry
In real life, it's also much harder to do a tail strike than it is with the JSBSim 172 -- it's quite safe to pull all the way back on the yoke to keep the weight off the nosewheel. Try playing with your CG in JSBsim; I routinely see aircraft with their tail tiedown heavily abraded due to

Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread David Luff
On 10/10/02 at 10:42 AM Curtis L. Olson wrote: Yes, and everyone knows that there is no such thing as magic carpets, so running with the ufo FDM is a lot more realistic since the ufo is based on real world data and uses actual real life sound samples. Yes, and non-Americans know that there's no

Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread David Luff
On 10/10/02 at 6:13 PM Jon Stockill wrote: Indeed - it'll be nice to have a quick and easy way of getting other aircraft in the sky, however, I think from a long term point of view automated traffic would be best managed by simply being a task which appears as another remote user (yes, I know the