Re: [Flightgear-devel] MD-11 Animations

2004-05-24 Thread Ampere K. Hardraade
I did a check in 3D Studio and it shows that the name of these objects does indeed end with an 'H'. I re-exported the model again but these particular control surfaces still don't move if I refer to them as whateverH in the XML file. So this prompt me to check the actual 3ds file rather than t

Re: [Flightgear-devel] MD-11 Animations

2004-05-24 Thread Ampere K. Hardraade
On May 24, 2004 04:54 pm, Durk Talsma wrote: > Hmm, actually, it's kinda funny. I was originally only confirming your > observation that ailerons, flaps and spoilers were animating correcty on a > different system. But your question triggered my curiosity, and I decided > to explore the 3ds file a

Re: [Flightgear-devel] MD-11 Animations

2004-05-24 Thread Durk Talsma
Hmm, actually, it's kinda funny. I was originally only confirming your observation that ailerons, flaps and spoilers were animating correcty on a different system. But your question triggered my curiosity, and I decided to explore the 3ds file a litte bit. I found that the objects named Elevator

Re: [Flightgear-devel] MD-11 Animations

2004-05-24 Thread Ampere K. Hardraade
Do the elevators and the trim works for you? Regards, Ampere On May 24, 2004 02:34 pm, Durk Talsma wrote: > Okay, these animations all work nicely now. > > > The attachment contains what I have done so far. Control surfaces that > > are working are the ailerons, flaps and spoilers. Control surf

Re: [Flightgear-devel] MD-11 Animations

2004-05-24 Thread Durk Talsma
Okay, these animations all work nicely now. > The attachment contains what I have done so far. Control surfaces that are > working are the ailerons, flaps and spoilers. Control surfaces that aren't > working are the elevators and I can use some help with them. I have put > off doing the rudder

Re: [Flightgear-devel] MD-11 cockpit

2004-05-18 Thread Manuel Bessler
Hi Innis, On Mon, 17 May 2004 10:13:25 +0800 Innis Cunningham wrote: > >When doing my B717, I used qcad to measure things from these > >drawings. Like engine placement, pilot viewpoint and also got me > >started with the 3D model (which isn't finished yet, so if someone > >wants to finish the 3D

Re: [Flightgear-devel] MD-11 cockpit

2004-05-16 Thread Ampere K. Hardraade
> Have you checked this page: > http://www.boeing.com/assocproducts/aircompat/3d_view.html > > It contains .dxf drawings of the different Boeings (and MD/DCs) A GOLD MINE! I searched high and low and I have never found stuff like that... and it is so close too! I visit the Boeing's website prac

Re: [Flightgear-devel] MD-11 cockpit

2004-05-16 Thread Innis Cunningham
Hi Manuel Manuel Bessler Writes When doing my B717, I used qcad to measure things from these drawings. Like engine placement, pilot viewpoint and also got me started with the 3D model (which isn't finished yet, so if someone wants to finish the 3D model... raise your hand :-) The jsbsim aero file s

Re: [Flightgear-devel] MD-11 cockpit

2004-05-16 Thread Manuel Bessler
On Sat, May 15, 2004 at 07:09:21PM -0400, Ampere K. Hardraade wrote: > I have been doing some hunting lately; namely, looking for information > regarding the MD-11's flightdeck: dimensions, layout, technical diagrams, > etc. I have tried many search keywords on the Internet, my local library, as

Re: [Flightgear-devel] MD-11 cockpit

2004-05-15 Thread Ampere K. Hardraade
> I can't help you with dimensions or technical diagrams or stuff like that. > But since you included layout, and said you've had no luck, did you try > a Google "Images" search? I know that images of the panel are not as > useful as detailed layout info; but hey, better than nothing. Through a >

Re: [Flightgear-devel] MD-11 cockpit

2004-05-15 Thread Chris Metzler
On Sat, 15 May 2004 19:09:21 -0400 "Ampere K. Hardraade" <[EMAIL PROTECTED]> wrote: > > I have been doing some hunting lately; namely, looking for information > regarding the MD-11's flightdeck: dimensions, layout, technical > diagrams, etc. I have tried many search keywords on the Internet, my >

Re: [Flightgear-devel] MD-11 Good News

2004-05-14 Thread Ampere K. Hardraade
Sorry for the delay. Some control surfaces don't look right since the beginning, so I had to redo them. Figuring out what to do took me one day; actually doing it and doing measurments took a day; doing the script took another. The script is in the lower half section of this E-mail. Download

Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Ampere K. Hardraade
On May 12, 2004 02:10 am, Innis Cunningham wrote: > Hi Ampere > If I gave the impression that I wanted to do some or all > of the animations that was not my intention. > I just ran a bit of animation code to see if FG had any > problems reading 3DS scripts and it did not. > I put the code below int

Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Tony Peden
On Tue, 2004-05-11 at 23:16, Durk Talsma wrote: > On Tuesday 11 May 2004 08:31, Innis Cunningham wrote: > > Well Ampere the good news is that FG is quite happy > > to animate using the 3DS file. > > Another piece of good news is that the ground trimming problems have been > solved by Mathias Frol

Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Erik Hofman
Giles Robertson wrote: How often do people need to specify the state of gear etc globally? I can't, offhand, think of a point at which you want all the aircraft in the world how drop the gear. Considering this, is the typo easy enough to make that we ought to change the behaviour? - or is this muck

Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Durk Talsma
On Wednesday 12 May 2004 16:20, Andy Ross wrote: > Mathias Fröhlich wrote: > > May be this 'do not use a leading slach' should also show up in that > > model animation HOWTO? > > Or even generate a runtime warning during parsing. This is a really > easy typo to make. > I guess both are excellent

Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Andy Ross
Mathias Fröhlich wrote: > May be this 'do not use a leading slach' should also show up in that > model animation HOWTO? Or even generate a runtime warning during parsing. This is a really easy typo to make. Andy ___ Flightgear-devel mailing list [EMA

RE: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Giles Robertson
> From: Andy Ross [mailto:[EMAIL PROTECTED] > Sent: 12 May 2004 14:21 > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] MD-11 Good News > > Mathias Fröhlich wrote: > > May be this 'do not use a leading slach' should also show up in that > &

Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Andy Ross
Ampere K. Hardraade wrote: > Weird how the X-axis runs lengthwise in FlightGear, while the Y-axis > runs sideway. What convention would you have chosen? :) Coordinate systems are like cuisines. There's no accounting for taste, and you can't fix things by mixing them together. Andy

Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Erik Hofman
Mathias Fröhlich wrote: On Mittwoch, 12. Mai 2004 09:56, Erik Hofman wrote: Just a heads up for every body again, Don't add the leading slash to the animation property (/controls/flight/rudder) but use relative paths instead (controls/flight/rudder) This allows the AIModel code to animate the mode

Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Mathias Fröhlich
On Mittwoch, 12. Mai 2004 09:56, Erik Hofman wrote: > Just a heads up for every body again, Don't add the leading slash to the > animation property (/controls/flight/rudder) but > use relative paths instead (controls/flight/rudder) > > This allows the AIModel code to animate the model based on th

Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Erik Hofman
Durk Talsma wrote: Hi Ampere, I just tried your animation file. All I had to change were the lines that read /controls/rudder to /controls/flight/rudder and then I saw a nicely animated rudder appearing. Just a heads up for every body again, Don't add the leading slash to the animation property (

Re: [Flightgear-devel] MD-11 Good News

2004-05-12 Thread Gerhard Wesp
On Tue, May 11, 2004 at 07:04:03PM -0400, Ampere K. Hardraade wrote: > Weird how the X-axis runs lengthwise in FlightGear, while the Y-axis runs > sideway. No, that's not weird, that's standard in aeronautical engineering! (with the z-axis pointing down, btw.) Cheers, -Gerhard -- Gerhard Wesp

Re: [Flightgear-devel] MD-11 Good News

2004-05-11 Thread Durk Talsma
On Tuesday 11 May 2004 08:31, Innis Cunningham wrote: > Well Ampere the good news is that FG is quite happy > to animate using the 3DS file. Another piece of good news is that the ground trimming problems have been solved by Mathias Frolich. His proposed solution is currently under investigation

Re: [Flightgear-devel] MD-11 Good News

2004-05-11 Thread Innis Cunningham
Hi Ampere If I gave the impression that I wanted to do some or all of the animations that was not my intention. I just ran a bit of animation code to see if FG had any problems reading 3DS scripts and it did not. I put the code below into the animation file and it seems to work fine if that is any

Re: [Flightgear-devel] MD-11 Good News

2004-05-11 Thread Durk Talsma
Hi Ampere, I just tried your animation file. All I had to change were the lines that read /controls/rudder to /controls/flight/rudder and then I saw a nicely animated rudder appearing. > > Weird how the X-axis runs lengthwise in FlightGear, while the Y-axis runs > sideway. > IIRC, this is a kn

Re: [Flightgear-devel] MD-11 Good News

2004-05-11 Thread Ampere K. Hardraade
Okay, let try something simple first. URudder and LRudder pass through the following coordinates: [54.3,0,6.25] [58.3,0,12.24] Displacement of the two points in vector is: [4,0,5.99] I believe the XML will be this: rotate URudder /controls/rudder 18 54.30 0.0 6.25 4.0 0.0 5

Re: [Flightgear-devel] MD-11 Good News

2004-05-11 Thread Ampere K. Hardraade
There is no need to reposition the pivots, and I would like to avoid doing that if possible. http://flightgear.org/Docs/fgfs-model-howto.html Search for the phrase "For the point through which the axis passes, you use the /center/x-m, /center/y-m, and /center/z-m properties to specify a positi

Re: [Flightgear-devel] MD-11 Good News

2004-05-11 Thread Lee Elliott
On Tuesday 11 May 2004 07:31, Innis Cunningham wrote: > Well Ampere the good news is that FG is quite happy > to animate using the 3DS file. > I just did a quick check using the elevator code out > of the 737 and what was animated moved just the > pivot point was all wrong but the surfaces moved >

Re: [Flightgear-devel] MD-11

2004-05-10 Thread Innis Cunningham
Hi Guys "Ampere K. Hardraade" writes >I went in to attach everything, then detach everything again so now all the object's pivot align at [0,0,-5.96]. It would seem that the code that reads 3ds files takes the position of the objects relative to their pivot instead of the object's true locatio

Re: [Flightgear-devel] MD-11

2004-05-10 Thread Ampere K. Hardraade
> I'm not sure what exactly you changed between your last two mails, but in > both cases the MD11 model looks pretty good now. I went in to attach everything, then detach everything again so now all the object's pivot align at [0,0,-5.96]. It would seem that the code that reads 3ds files takes

Re: [Flightgear-devel] MD-11

2004-05-10 Thread Durk Talsma
Hi Ampere, I'm not sure what exactly you changed between your last two mails, but in both cases the MD11 model looks pretty good now. I take it that you have not modelled the landing gears yet? About the control surfaces. I'm not exactly sure what the best approach will be. I'm pretty much a n

Re: [Flightgear-devel] MD-11

2004-05-08 Thread Ampere K. Hardraade
I have re-exported the model again. It should be *bug free* now. When do you like to have the axis information for the control surfaces? Regards, Ampere On May 8, 2004 03:20 pm, Durk Talsma wrote: > Yes, looks really nice now. I'll try and see if I can get the view offset > right tonight. > > C

Re: [Flightgear-devel] MD-11

2004-05-08 Thread Durk Talsma
Yes, looks really nice now. I'll try and see if I can get the view offset right tonight. Cheers, Durk On Saturday 08 May 2004 20:38, Ampere K. Hardraade wrote: > It really got fixed this time: http://www.cs.yorku.ca/~cs233144/MD-11.3ds > > Sorry for the inconvinence. > > Regards, > Ampere > __

Re: [Flightgear-devel] MD-11

2004-05-08 Thread Ampere K. Hardraade
It really got fixed this time: http://www.cs.yorku.ca/~cs233144/MD-11.3ds Sorry for the inconvinence. Regards, Ampere On May 7, 2004 09:13 pm, Ampere K. Hardraade wrote: > Try it now: http://www.cs.yorku.ca/~cs233144/MD-11.3ds > > Regards > Ampere > > On May 7, 2004 07:23 pm, Durk Talsma wrote:

Re: [Flightgear-devel] MD-11

2004-05-08 Thread Curtis L. Olson
Frederic Bouvier wrote: [texture dimensions] They can be rectangular but each dimension must be a power of 2. 16x16, 16x32 or even 1x128 are ok. Note that this is part of the opengl spec, and not a particular limitation of plib. Some scene graph libs will silently resize textures to be powe

Re: [Flightgear-devel] MD-11

2004-05-08 Thread Frederic Bouvier
Ampere K. Hardraade wrote: > Speaking of textures, what format does FlightGear support? Must the textures > size be on the power of 2 (2x2, 4X4, 16X16, 32X32...) or can it be of random > size? They can be rectangular but each dimension must be a power of 2. 16x16, 16x32 or even 1x128 are ok. -F

Re: [Flightgear-devel] MD-11

2004-05-08 Thread Innis Cunningham
Hi Ampere "Ampere K. Hardraade" writes> > > Did you > intend converting it to texture it??. I can apply the textures in 3D Studio. To be honest, I don't have much experience on doing textures. However, I don't think I will have much problems "creating" the textures since the logo for various air

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Ampere K. Hardraade
> I hope you can texture it from 3DS because when I > converted it to AC3D the file went from 120K to 1.2 meg > and wound not reduce in size.I dont know if this has to do > with any LOD structures you may have created. I think 3DS uses binary to store the data while AC3D uses ascii. That may expl

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Ampere K. Hardraade
Try it now: http://www.cs.yorku.ca/~cs233144/MD-11.3ds Regards Ampere On May 7, 2004 07:23 pm, Durk Talsma wrote: > Cool! This is a huge improvement already: > > http://members.chello.nl/d.talsma/md11-model-2.jpg > > I'm still seeing a bit of a displacement to the right on some parts. Most > nota

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Innis Cunningham
Hi Guys Yep beat me this time but then I have to sleep.LOL Great model Ampere. I hope you can texture it from 3DS because when I converted it to AC3D the file went from 120K to 1.2 meg and wound not reduce in size.I dont know if this has to do with any LOD structures you may have created.Did you in

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Durk Talsma
Cool! This is a huge improvement already: http://members.chello.nl/d.talsma/md11-model-2.jpg I'm still seeing a bit of a displacement to the right on some parts. Most notably the wing flaps and some parts of the tail engine. Cheers, Durk On Friday 07 May 2004 23:29, Ampere K. Hardraade wrote:

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Ampere K. Hardraade
It is fixed: http://www.cs.yorku.ca/~cs233144/MD-11.3ds Regards, Ampere On May 7, 2004 01:26 pm, Durk Talsma wrote: > Cool! Drop us a note, when you think you fixed it, and I'm sure Innis and I > are eager to compete for the next round of screenshots. :-) > > Cheers, > Durk >

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Arnt Karlsen
On Fri, 7 May 2004 18:45:56 +0200, Durk wrote in message <[EMAIL PROTECTED]>: > Yeah, isn't it cool how an Aussie and a Dutchman manage to crash crash > this bird on opposite sides of the planet simultaneously, and manage > to scatter the debris around in _exactly_ the same pattern?? :-) ..wave

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Jon S Berndt
On Fri, 7 May 2004 20:03:22 +0200 Durk Talsma <[EMAIL PROTECTED]> wrote: Hi Jon, That was me. The problem was that upon initialization the aircraft tumbles over and settles on the runway with a bang. Innis Cunningham discovered that we could solve the problem in part by moving the main gears

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Durk Talsma
Hi Jon, That was me. The problem was that upon initialization the aircraft tumbles over and settles on the runway with a bang. Innis Cunningham discovered that we could solve the problem in part by moving the main gears and CoG forward to 850 units or less. We have a version in cvs now which st

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Jon S Berndt
On Fri, 7 May 2004 19:26:22 +0200 Durk Talsma <[EMAIL PROTECTED]> wrote: Cool! Drop us a note, when you think you fixed it, and I'm sure Innis and I are eager to compete for the next round of screenshots. :-) Cheers, Durk Someone sent me an MD-11 FDM for JSBSim a couple of weeks ago. I don't h

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Durk Talsma
Cool! Drop us a note, when you think you fixed it, and I'm sure Innis and I are eager to compete for the next round of screenshots. :-) Cheers, Durk On Friday 07 May 2004 18:58, Ampere K. Hardraade wrote: > hmm everything is coming out of left handed... I think I know what > might be the pro

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Ampere K. Hardraade
hmm everything is coming out of left handed... I think I know what might be the problem. I think I may know a way to fix it. Regards, Ampere On May 7, 2004 03:14 am, Innis Cunningham wrote: > Hi Durk > I have converted it to AC3D to allow me to move it around. > It appears that for what eve

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Durk Talsma
Durk Talsma > > Sent: 07 May 2004 7:20 am > > To: FlightGear developers discussions > > Subject: Re: [Flightgear-devel] MD-11 > > > > On Friday 07 May 2004 07:56, Innis Cunningham wrote: > > > Hi Ampere > > > See JPG for how the MD11 appeared in

Re: [Flightgear-devel] MD-11

2004-05-07 Thread David Megginson
Chris Horler wrote: Is this the plane where the three hydraulics systems pass adjacent to each other next to the tail engine? It was its predecessor, the DC-10, that had the crash because of that; I'm not sure what changes they made in the MD-11. It is the plane that was involved in the Swissai

Re: [Flightgear-devel] MD-11

2004-05-07 Thread David Megginson
Innis Cunningham wrote: See JPG for how the MD11 appeared in FG9.2 and 9.4. Maybe someone on the list has a simple answer.I don't think it is anything at my end. Plib's 3DS loader tends to mess up the geometry -- I remember that from experiments a year or two ago. I think that our only fully-fun

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Erik Hofman
Innis Cunningham wrote: Hi Ampere See JPG for how the MD11 appeared in FG9.2 and 9.4. Maybe someone on the list has a simple answer.I don't think it is anything at my end. I got exactly the same when importing it in AC3D ... Erik ___ Flightgear-devel ma

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Chris Horler
> No, I think you two just crashed it :-) pipped at the post... Is this the plane where the three hydraulics systems pass adjacent to each other next to the tail engine? ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/ma

Re: [Flightgear-devel] MD-11

2004-05-07 Thread Innis Cunningham
Hi Durk I have converted it to AC3D to allow me to move it around. It appears that for what ever reason everything is coming out left handed,eg the wings horizontal and vertical stab are all showing as left hand pieces.My guess is it is something Ampere has or has not set at his end.Because I am su

RE: [Flightgear-devel] MD-11

2004-05-07 Thread Richard Bytheway
> From: Durk Talsma > Sent: 07 May 2004 7:20 am > To: FlightGear developers discussions > Subject: Re: [Flightgear-devel] MD-11 > > > On Friday 07 May 2004 07:56, Innis Cunningham wrote: > > Hi Ampere > > See JPG for how the MD11 appeared in FG9.2 and 9.4. &g

Re: [Flightgear-devel] MD-11

2004-05-06 Thread Durk Talsma
On Friday 07 May 2004 07:56, Innis Cunningham wrote: > Hi Ampere > See JPG for how the MD11 appeared in FG9.2 and 9.4. > Maybe someone on the list has a simple answer.I don't > think it is anything at my end. > Innis, You just beat me by about 30 seconds posting a screenshot. :-) Anyways, here's

Re: [Flightgear-devel] MD-11

2004-05-06 Thread Innis Cunningham
Hi Ampere See JPG for how the MD11 appeared in FG9.2 and 9.4. Maybe someone on the list has a simple answer.I don't think it is anything at my end. Cheers Innis _ Get Extra Storage in 10MB, 25MB, 50MB and 100MB options now! Go to htt

Re: [Flightgear-devel] MD-11

2004-05-06 Thread Ampere K. Hardraade
> Ampere, > > Looking a the pictures it looks to me like you are still using two sided > polygons (that's why the ailerons and such are a lot brighter than the > rest, you've got the normals inverted). > > To render a model really fast in FlightGear it would be best to use only > one sided polygons

Re: [Flightgear-devel] MD-11

2004-05-06 Thread Ampere K. Hardraade
I've uploaded the 3ds file to the server. Here it is: http://www.cs.yorku.ca/~cs233144/MD-11.3ds I am crossing my fingers now. I hope it can be imported into the game without any problem. Regards, Ampere On May 6, 2004 01:56 am, Durk Talsma wrote: > On Thursday 06 May 2004 06:58, Ampere K. H

Re: [Flightgear-devel] MD-11

2004-05-06 Thread Jim Wilson
Erik Hofman said: > Lee Elliott wrote: > > Hello Ampere, > > > > I think the only practical way you could have several different > > liveries/colour schemes would be to include individual models, each one > > textured differently. > > I think there is a way ... > > 1. Create separate Model di

Re: [Flightgear-devel] MD-11

2004-05-06 Thread Erik Hofman
Ampere, Looking a the pictures it looks to me like you are still using two sided polygons (that's why the ailerons and such are a lot brighter than the rest, you've got the normals inverted). To render a model really fast in FlightGear it would be best to use only one sided polygons (although

Re: [Flightgear-devel] MD-11

2004-05-06 Thread Erik Hofman
Lee Elliott wrote: Hello Ampere, I think the only practical way you could have several different liveries/colour schemes would be to include individual models, each one textured differently. I think there is a way ... 1. Create separate Model directories for each livery. 2. Copy the animation c

Re: [Flightgear-devel] MD-11

2004-05-05 Thread Durk Talsma
On Thursday 06 May 2004 04:43, Jim Wilson wrote: > "Ampere K. Hardraade" said: > > For the textures, I was wondering whether it will be possible to have a > > set of textures for every airline. For example, if the player wants to > > fly KLM, the command line can be --aircraft=MD-11-KLM; if the pl

Re: [Flightgear-devel] MD-11

2004-05-05 Thread Durk Talsma
On Thursday 06 May 2004 06:58, Ampere K. Hardraade wrote: > > The cockpit, landing gear wells and the textures will take a while to do; > plus the fact that this is my first time doing model for FlightGear, it > will probably be a good idea to put this model in game for now so we can > sort out any

Re: [Flightgear-devel] MD-11

2004-05-05 Thread Ampere K. Hardraade
Here is an update: Current polycount ~4400: http://www.cs.yorku.ca/~cs233144/2004050601.jpg http://www.cs.yorku.ca/~cs233144/2004050602.jpg 2 Ailerons, 4 flaps, and 5 spoilers: http://www.cs.yorku.ca/~cs233144/2004050603.jpg 40 blades for each fan: http://www.cs.yorku.ca/~cs233144/2004050604.jpg

Re: [Flightgear-devel] MD-11

2004-05-05 Thread Jim Wilson
"Ampere K. Hardraade" said: > For the textures, I was wondering whether it will be possible to have a set of > textures for every airline. For example, if the player wants to fly KLM, the > command line can be --aircraft=MD-11-KLM; if the player wants to fly Swiss, > then the command line can

Re: [Flightgear-devel] MD-11

2004-05-05 Thread Lee Elliott
Hello Ampere, I think the only practical way you could have several different liveries/colour schemes would be to include individual models, each one textured differently. If FlightGear had a 'pre-hook' whereby some code could be run before FG started, then that could be used to copy the speci

Re: [Flightgear-devel] MD-11

2004-05-05 Thread Ampere K. Hardraade
For the textures, I was wondering whether it will be possible to have a set of textures for every airline. For example, if the player wants to fly KLM, the command line can be --aircraft=MD-11-KLM; if the player wants to fly Swiss, then the command line can be --aircraft=MD-11-Swiss. Can this

Re: [Flightgear-devel] MD-11

2004-05-05 Thread Durk Talsma
On Saturday 01 May 2004 07:09, Jim Wilson wrote: > "Ampere K. Hardraade" said: > > Hi, > > > > Sorry for the late reply. I've just finished my exams earlier this week. > > Here is what I have so far: > > http://www.cs.yorku.ca/~cs233144/2004050100.jpg > > http://www.cs.yorku.ca/~cs233144/200405010

Re: [Flightgear-devel] MD-11

2004-05-01 Thread Lee Elliott
On Saturday 01 May 2004 06:09, Jim Wilson wrote: > "Ampere K. Hardraade" said: > > Hi, > > > > Sorry for the late reply. I've just finished my exams earlier this week. > > Here is what I have so far: > > http://www.cs.yorku.ca/~cs233144/2004050100.jpg > > http://www.cs.yorku.ca/~cs233144/200405010

Re: [Flightgear-devel] MD-11

2004-05-01 Thread Erik Hofman
Jim Wilson wrote: "Ampere K. Hardraade" said: Does FlightGear support 3DS format? Nice looking model! It does, because plib includes support for the 3DS format. I'm not sure what limitations there are as far as configuring animation is concerned. If there are issues there you can always use t

Re: [Flightgear-devel] MD-11

2004-04-30 Thread Jim Wilson
"Ampere K. Hardraade" said: > Hi, > > Sorry for the late reply. I've just finished my exams earlier this week. > Here is what I have so far: > http://www.cs.yorku.ca/~cs233144/2004050100.jpg > http://www.cs.yorku.ca/~cs233144/2004050101.jpg > http://www.cs.yorku.ca/~cs233144/2004050102.jpg >

Re: [Flightgear-devel] MD-11

2004-04-30 Thread Ampere K. Hardraade
Hi, Sorry for the late reply. I've just finished my exams earlier this week. Here is what I have so far: http://www.cs.yorku.ca/~cs233144/2004050100.jpg http://www.cs.yorku.ca/~cs233144/2004050101.jpg http://www.cs.yorku.ca/~cs233144/2004050102.jpg Does FlightGear support 3DS format? Regards,

Re: [Flightgear-devel] MD-11

2004-04-26 Thread Durk Talsma
On Sunday 25 April 2004 18:46, Ampere K. Hardraade wrote: > Hi, > > If you guys want a MD-11 specifically for FlightGear, I think I may be able > to make one. I have 3D Max Studio but I'm not sure whether FlightGear > supports 3DS files. > > Regards, > Ampere > Oh yes! A nice MD-11 3D model would

Re: [Flightgear-devel] MD-11

2004-04-26 Thread Durk Talsma
Hi Innis, I just sent my MD11 files to Erik, so hopefully they show up in CVS one of these days. I haven't done any _systematic_ testing yet, so I can't confirm whether or not the 850 units value is the absolute cut-off or not, but moving both CoG and Main gear forward to less than 850 unit so

Re: [Flightgear-devel] MD-11

2004-04-25 Thread Ampere K. Hardraade
Hi, If you guys want a MD-11 specifically for FlightGear, I think I may be able to make one. I have 3D Max Studio but I'm not sure whether FlightGear supports 3DS files. Regards, Ampere On April 25, 2004 07:05 am, Innis Cunningham wrote: > Hi Durk > I don't know if you have actually got the A

Re: [Flightgear-devel] MD-11

2004-04-25 Thread Innis Cunningham
Hi Durk I don't know if you have actually got the A/C to sit on the ground correctly yet.But I have got both the 747 and MD11 to sit correctly by making sure the CG figure is no further back than 850 X units and the MLG figures also no further back than 850 X units any further back and the model do

Re: [Flightgear-devel] MD-11

2004-04-25 Thread Erik Hofman
Durk Talsma wrote: I feel it's still a bit premature, but if anybody wants to play with the MD11 files, I could offer them for cvs inclusion. Who should I send them to? Curt? Erik? I think Curtis is buried under audio bits. You can sent it to me. Erik

Re: [Flightgear-devel] MD-11

2004-04-25 Thread Durk Talsma
On Saturday 24 April 2004 14:50, Erik Hofman wrote: > Innis Cunningham wrote: > > Also the further back you put the CofG the higher off the ground the A/C > > seems to start. > > This almost sounds like and axis mismatch. Is the gear located in the > structural frame or in the body frame? > It act

Re: [Flightgear-devel] MD-11

2004-04-24 Thread Innis Cunningham
Hi Erik Erik Hofman writes Innis Cunningham wrote: Also the further back you put the CofG the higher off the ground the A/C seems to start. This almost sounds like and axis mismatch. Is the gear located in the structural frame or in the body frame? I am not sure what you mean.The gear is placed

Re: [Flightgear-devel] MD-11

2004-04-24 Thread Erik Hofman
Innis Cunningham wrote: Also the further back you put the CofG the higher off the ground the A/C seems to start. This almost sounds like and axis mismatch. Is the gear located in the structural frame or in the body frame? Erik ___ Flightgear-devel ma

Re: [Flightgear-devel] MD-11

2004-04-24 Thread Innis Cunningham
Hi Guys I had a play with this last night by using the 737 FDM on the 747 and hacking it around to see what would happen and everything worked ok till the CofG got over 850 X units(what do the units represent inches feet ??), or the MLG was moved back past 850 X units.I also noticed if the CofG w

Re: [Flightgear-devel] MD-11

2004-04-23 Thread Durk Talsma
> Can you email me your config file and engine file? I can try running > it in the standalone JSBSim and make some quick plots and see what I > can see. > > Are you initializing on the runway? At altitude? > I'm initializing on the runway. Below sea level actually, but that shouldn't make a diff

Re: [Flightgear-devel] MD-11

2004-04-23 Thread Jon S Berndt
On Fri, 23 Apr 2004 19:03:15 +0200 Durk Talsma <[EMAIL PROTECTED]> wrote: Hmm, I just played a bit with the main gears' position, moving them backward by just a bit, and right now, I have the situation where upon initialization, the aircraft tumbles over once and than settles with a bang on th

Re: [Flightgear-devel] MD-11

2004-04-23 Thread Durk Talsma
On Friday 23 April 2004 04:47, David Culp wrote: > > When a JSBSim airplane begins in a bizarre position, or is tumbling, that > means that it failed the ground trimming routine. I've found that > aeromatic has a hard time generating large airplanes that will trim > properly. I've only been able

Re: [Flightgear-devel] MD-11

2004-04-23 Thread Erik Hofman
Durk Talsma wrote: On Thursday 22 April 2004 21:34, Jon S Berndt wrote: On Thu, 22 Apr 2004 20:49:25 +0200 Durk Talsma <[EMAIL PROTECTED]> wrote: Well, that's right. It happened in that order :-) When I first tried loading the MD11, it appeared to initialize a few hundred feet above the ground, a

Re: [Flightgear-devel] MD-11

2004-04-22 Thread David Culp
> > >When I first tried > > >loading the MD11, it appeared to initialize a few hundred feet above the > > >ground, and When a JSBSim airplane begins in a bizarre position, or is tumbling, that means that it failed the ground trimming routine. I've found that aeromatic has a hard time generating

Re: [Flightgear-devel] MD-11

2004-04-22 Thread Durk Talsma
On Thursday 22 April 2004 21:34, Jon S Berndt wrote: > On Thu, 22 Apr 2004 20:49:25 +0200 > > Durk Talsma <[EMAIL PROTECTED]> wrote: > >Well, that's right. It happened in that order :-) When I first tried > >loading the MD11, it appeared to initialize a few hundred feet above the > >ground, and

Re: [Flightgear-devel] MD-11

2004-04-22 Thread Jon S Berndt
On Thu, 22 Apr 2004 20:49:25 +0200 Durk Talsma <[EMAIL PROTECTED]> wrote: Well, that's right. It happened in that order :-) When I first tried loading the MD11, it appeared to initialize a few hundred feet above the ground, and Hmm. I think this would be the first thing to address. I don't k