RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza
Arnt Karlsen wrote: > > 7) Add pitching and rolling deck capability > > ..heave too. > Someone like to write a Ship Dynamic Model? :-) Regards Vivian ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listin

RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza
Mathias Froelich has also got some work underway, so we can add to the schedule > project schedule: > > 1) Derive a new AICarrier class (me, just did it) > 2) Refine the carrier visually (Vivian, doing it now) > 3) Make the decks solid. > 4) Improve FDM gear reactions to accomodate moving

Re: [Flightgear-devel] Quick report from AOPA

2004-10-28 Thread Erik Hofman
Paul Surgeon wrote: On Wednesday, 27 October 2004 02:26, Curtis Olson wrote: People were also impressed with the time of day modeling and day/night/dusk effects. You just reminded me of something I wanted to ask. Is the "enhanced lighting" in FG still under construction? It's based on an OpenGL ex

[Flightgear-devel] submodels proprty change

2004-10-28 Thread Erik Hofman
David Culp wrote: Hi Erik, I was wondering if the "enable" and "path" properties for the submodel system should be moved out of "/sim/systems/submodels" and into "/sim/submodels" instead. This will complete the migration out of the Systems code. Cvs is now updated to put the submodel code under

Re: [Flightgear-devel] Re: [Flightgear-users] [PATCH] classifying development status of aircraft & extending fgrun

2004-10-28 Thread Erik Hofman
Boris Koenig wrote: Well, everybody who wants to give it a try can now do so easily: I've made a quick stab at it this morning, because I was messing around with the corresponding files anyway. I've committed this patch in a slightly modified form: --min-status={alpha,beta,early-production,producti

RE: [Flightgear-devel] Re: [Flightgear-users] [PATCH] classifyingdevelopment status of aircraft & extending fgrun

2004-10-28 Thread Jon Berndt
JSBSim will report only (for config file format v2.0) "RELEASE" as: UNRELEASABLE ALPHA BETA RELEASE (or PRODUCTION) Jon > -Original Message- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] Behalf Of Erik Hofman > Sent: Thursday, October 28, 2004 4:38 AM > To: FlightGear developers

[Flightgear-devel] FG MAC OS 10.3 binary for 0.9.6 scenery?

2004-10-28 Thread Geoff McLane
Hi all, RE: FG MAC OS 10.3 binary Can anyone help with such a beast? Have tried the 0.9.3 (from Wally's World) and 0.9.4 binary (FlightGear-0.9.4.tgz) with the current 0.9.6 scenery base, thank you for these, but no go ... even when the 'version' file is altered to match! Says missing Navaids/defa

Re: [Flightgear-devel] Re: [Flightgear-users] [PATCH] classifyingdevelopment status of aircraft & extending fgrun

2004-10-28 Thread Erik Hofman
Jon Berndt wrote: JSBSim will report only (for config file format v2.0) "RELEASE" as: UNRELEASABLE ALPHA BETA RELEASE (or PRODUCTION) I think ALPHA and UNRELEASABLE are the same for FlightGear (unless you refer to unreleasable as non-GPL compliant, in which case I don't even want to see it :-) )

RE: [Flightgear-devel] Re: [Flightgear-users][PATCH] classifyingdevelopment status of aircraft & extending fgrun

2004-10-28 Thread Jon Berndt
> Jon Berndt wrote: > > JSBSim will report only (for config file format v2.0) "RELEASE" as: > > > > UNRELEASABLE > > ALPHA > > BETA > > RELEASE (or PRODUCTION) > > I think ALPHA and UNRELEASABLE are the same for FlightGear (unless you > refer to unreleasable as non-GPL compliant, in which case I do

Re: [Flightgear-devel] FG MAC OS 10.3 binary for 0.9.6 scenery?

2004-10-28 Thread James Turner
On 28 Oct 2004, at 11:57, Geoff McLane wrote: Can anyone help with such a beast? Have tried the 0.9.3 (from Wally's World) and 0.9.4 binary (FlightGear-0.9.4.tgz) with the current 0.9.6 scenery base, thank you for these, but no go ... even when the 'version' file is altered to match! I had this pr

RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza
> > project schedule: > > > > 1) Derive a new AICarrier class (me, just did it) > > 2) Refine the carrier visually (done, set to Erik for upload to cvs) > > 3) Make the decks solid. > > 4) Improve FDM gear reactions to accomodate moving "ground" (Mathias) > > 5) Improve FDM to include externa

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread David Culp
> 3) Make the decks solid. > 9) Make island solid Here's how I think we can solidify the decks and island. First we need to define some rectangles (2? 3? a variable list?). http://home.comcast.net/~davidculp2/decks.jpg Each rectangle is defined in the carrier config file, in carrier body

RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza
David Culp wrote: > > > 3) Make the decks solid. > > 9) Make island solid > > Here's how I think we can solidify the decks and island. First we need to > define some rectangles (2? 3? a variable list?). > > http://home.comcast.net/~davidculp2/decks.jpg Mathias Froelich ahs done some work

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Mittwoch 27 Oktober 2004 23:01, David Culp wrote: > > Yep. I guess this means that the "ground" position and velocity > > vectors will need to be passed in to the FDMs. I'd also recommend > > against passing in orientation and rotational velocity vectors at the > > moment - first do the steady l

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Mittwoch 27 Oktober 2004 22:18, David Culp wrote: > The current AI objects are not solid, so landing on the carrier is > impossible until we solidify the deck. One way to do this will be to > define the deck(s) as a set of rectangles; I think two should do it, but > maybe more. When the user a

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Donnerstag 28 Oktober 2004 00:59, Ampere K. Hardraade wrote: > On October 27, 2004 04:18 pm, David Culp wrote: > > One way to do this will be to define the deck(s) > > as a set of rectangles; I think two should do it, but maybe more.   > > user aircraft gets close to the deck (using radar range

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Donnerstag 28 Oktober 2004 15:36, David Culp wrote: > When the aircraft gets close (say 1 mile, <300 feet) the carrier will start > checking to see if the aircraft position is within any of the reactangles. > This will require a lot of coordinate transformation, and it would be good > to get the

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Mathias Fröhlich
On Donnerstag 28 Oktober 2004 18:36, Vivian Meazza wrote: > Mathias Froelich ahs done some work for areas on the ground, and if I > understand his code correctly (I'll send a copy to you) he uses triangles. > I would favour that solution anyway, because it is easy to divide the deck > into triangle

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Andy Ross
Matthias Froelich wrote: > This case kind of works for the arrester wires. The braking force is > just hacked into the gear code. But this is just to be able to test. What would probably be a better idea (at least for YASim) would be to model the braking force as a *distance* over which the aircra

Re: [Flightgear-devel] Nasal & multiple contexts (was: AI carrier)

2004-10-28 Thread Boris Koenig
Hi Andy ! Thanks for answering my Nasal inquiry several weeks ago, regardless of your "vacation" - Hope you've had a good time in Japan ;-) Andy Ross wrote: I'm honestly looking for something to get me back into FlightGear development. I can do the YASim integration if you guys have an interface r

RE: [Flightgear-devel] AI carrier

2004-10-28 Thread Vivian Meazza
Andy Ross wrote: > Matthias Froelich wrote: > > This case kind of works for the arrester wires. The braking force is > > just hacked into the gear code. But this is just to be able to test. > > What would probably be a better idea (at least for YASim) would be to > model the braking force as a *

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Ampere K. Hardraade
Using that method, it is going to be a pain modelling deck with more complex geometry. I can't imagine how much work it will take to create a ski jump. It will be easier in the long run to define an object in a model file as the solid deck. Ampere On October 28, 2004 09:36 am, David Culp wrot

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread David Culp
On Thursday 28 October 2004 07:17 pm, Ampere K. Hardraade wrote: > Using that method, it is going to be a pain modelling deck with more > complex geometry. I can't imagine how much work it will take to create a > ski jump. > > It will be easier in the long run to define an object in a model file a

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Ampere K. Hardraade
Can't. a) I'm not a programmer, so I will break things. b) I don't have FlightGear installed, as I am still trying to get direct rendering to work on my ATI 9200 in Linux. ;-) Ampere On October 28, 2004 08:34 pm, David Culp wrote: > Thanks for your input. Forward your code to Erik. > > > Dave