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 the max 
file (max file is the actual file that I work with -- a source, so to speak).  
One look at the object list and I know why we have this missing H problem -- 
3ds only allows a name of ten characters, and "Elevator01H" has eleven 
characters.

Sorry for the inconvience.

Regards,
Ampere

On May 24, 2004 09:05 pm, Ampere K. Hardraade wrote:
> 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 litte bit. I found that the objects
> > named Elevator01H through Elevator06H didn't exist in the 3ds file I
> > downloaded. So I changed the object name in the md11.xml file to remove
> > the trailing 'H' and now elevator animation also works on my side. :-)
> > So, you might want to check the names of the elevator objects in your
> > model file. Remember, since I don't have 3d studio on my computer, the
> > only way to examine these files is by dumping them to a console and make
> > use to the standard unix tools (grep, cat, less) to make sense out of
> > them. :-)
> >
> > Well, I hope this gives you a hint at the problem.
>
> Strange.  I thought they are named Elevator01H, Elevator02H, etc.  I will
> have a check again.  Thanks.

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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 litte bit. I found that the objects named
> Elevator01H through Elevator06H didn't exist in the 3ds file I downloaded.
> So I changed the object name in the md11.xml file to remove the trailing
> 'H' and now elevator animation also works on my side. :-) So, you might
> want to check the names of the elevator objects in your model file.
> Remember, since I don't have 3d studio on my computer, the only way to
> examine these files is by dumping them to a console and make use to the
> standard unix tools (grep, cat, less) to make sense out of them. :-)
>
> Well, I hope this gives you a hint at the problem.

Strange.  I thought they are named Elevator01H, Elevator02H, etc.  I will have 
a check again.  Thanks.

> B.t.w. by "trimming", do you refer to the JSBSim ground trimming procedure?
> That's fixed on my system now, and should traverse its way into flightgear
> soon.
The trimming I used in the last E-mail was referring to the elevator trimming.

By the way, how come the spoilers-position-norm and speedbrake-position-norm 
properties aren't used?  What is the difference between the two anyway?

Regards,
Ampere

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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 Elevator01H 
through Elevator06H didn't exist in the 3ds file I downloaded. So I changed 
the object name in the md11.xml file to remove the trailing 'H' and now 
elevator animation also works on my side. :-) So, you might want to check the 
names of the elevator objects in your model file. Remember, since I don't 
have 3d studio on my computer, the only way to examine these files is by 
dumping them to a console and make use to the standard unix tools (grep, cat, 
less) to make sense out of them. :-)

Well, I hope this gives you a hint at the problem. 

B.t.w. by "trimming", do you refer to the JSBSim ground trimming procedure? 
That's fixed on my system now, and should traverse its way into flightgear 
soon. 

Cheers,
Durk


 rotate
 Elevator01
 Elevator02
 surface-positions/elevator-pos-norm
 18
 
  57.70729
  -8.7
  1.96712
 
 
  -2.24377
  4.65299
  -0.63319
 



 rotate
 Elevator05
 Elevator06
 surface-positions/elevator-pos-norm
 18
 
  55.46352
  4.12478
  1.33393
 
 
  2.24377
  4.65299
  0.63319
 




On Monday 24 May 2004 21:58, Ampere K. Hardraade wrote:
> 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 surfaces
> > > that aren't working are the elevators and I can use some help with
> > > them.  I have put off doing the rudders until the textures are done.
> >
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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 surfaces that
> > aren't working are the elevators and I can use some help with them.  I
> > have put off doing the rudders until the textures are done.
>
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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 rudders until the textures are done.


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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 model... raise your hand :-)
> >The jsbsim aero file should be quite flyable.
> >
> >so... any takers for the 3D model ? Its in Blender format.

> You can send it to me but I doubt I would get to it for a
> month or so till I am finished what I am currently working on.
> If you send it could you send it in AC3D(prefered) or DXF.

Its available here:
http://cockpit.varxec.de/fgfs/fgfs_717-200_71.blend.gz   
(just the blenderfile, gzipped)

http://cockpit.varxec.de/fgfs/fgfs_717-200.tar.bz2
(fdm, engine config, and 3d model in .ac format)

Note that I haven't touched the model since September... so the JSBSim
configs will have to be converted to the new format. The directory
layout may also have to be changed. 

I currently don't have a recent flightgear checkout (my computer needs
updating in the hardware area as well to allow me to enjoy flightgear
again), so I can't do much right now.

Most of my free time is currently going into PHCC, my home cockpit
interface project for flightgear: http://cockpit.varxec.de/PHCC.html
(If you are more interested in this project, join the sim-hardware list:
http://m18s17.vlinux.de/cgi-bin/mailman/listinfo/sim-hardware )


Innis and Ampere,
thanks for taking a look at my model...

Manuel

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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 practically everyday!

With the DXF files, I can do some shape merging in 3D Studio and get a 100% 
accurate model!

> 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 should be quite flyable.
>
> so... any takers for the 3D model ? Its in Blender format.
>
I wouldn't mind taking a look at it, although I will have to finish the MD-11 
first.  That may take a while.

Thanks,
Ampere

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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 should be quite flyable.
so... any takers for the 3D model ? Its in Blender format.
You can send it to me but I doubt I would get to it for a
month or so till I am finished what I am currently working on.
If you send it could you send it in AC3D(prefered) or DXF.

Regards,
Manuel
Cheers
Innis
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http://ringtones.com.au/ninemsn/control?page=/ninemsn/main.jsp

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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 
> well as my university's library.  So far, I have no luck.

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)

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 should be quite flyable. 

so... any takers for the 3D model ? Its in Blender format.


Regards,
Manuel

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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
> Google "Images" search, I got some panel images that way; to whit,
>
> http://agrosz.com/md11/gallery/cockpit1large.jpg
> http://agrosz.com/md11/gallery/cockpit2large.jpg
> http://agrosz.com/md11/gallery/cockpit3large.jpg
> http://agrosz.com/md11/gallery/cockpit4large.jpg
>
> Also, going here:
>
> http://airliners.net/search/
>
> and doing a search on "McDonnell Douglass MD-11" as the Aircraft Type,
> and "Flight Decks (Cockpits)" as the Category, got me 127 different MD-11
> cockpit photos, including close-ups of various parts of the hardware.
>
I think I must have used the word "layout" incorrectly.  I mean layout, as in 
2D overhead drawings of the cockpit, like schematics.

I have seen all the photos on airliners.net, as well as those on 
jetphotots.net.  They give me an idea of what the cockpit of a MD-11 should 
look like, but they aren't helpful in modelling.  Thanks anyway though.

> Here's an (unfortunately fairly small) diagram of the captain's
> panel:
>
> http://www.si-properties.com/sat98/images/news_16-10-98_cockpit.jpg
>
That's one of the things that I have been looking for since this morning.  
Thanks! =)

Funny that when you don't need something (yet), they keep showing up.  When 
you actually look them up, they don't seem to exist.


Thanks,
Ampere

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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
> local library, as well as my university's library.  So far, I have no
> luck.
> 
> I was wondering if anyone knows where I can find the above information.

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
Google "Images" search, I got some panel images that way; to whit,

http://agrosz.com/md11/gallery/cockpit1large.jpg
http://agrosz.com/md11/gallery/cockpit2large.jpg
http://agrosz.com/md11/gallery/cockpit3large.jpg
http://agrosz.com/md11/gallery/cockpit4large.jpg

Also, going here:

http://airliners.net/search/

and doing a search on "McDonnell Douglass MD-11" as the Aircraft Type,
and "Flight Decks (Cockpits)" as the Category, got me 127 different MD-11
cockpit photos, including close-ups of various parts of the hardware.

Here's an (unfortunately fairly small) diagram of the captain's
panel:

http://www.si-properties.com/sat98/images/news_16-10-98_cockpit.jpg

Here are some other photos that maybe useful:

tttp://www.thaiops.com/images/tcas1.jpg
http://www.thaiops.com/images/tcas2.jpg
http://www.tsb.gc.ca/en/media/photo_database/A98H0003/md_11/md11_5.asp
http://www.lindauer-fly.ch/ck_swiss_md11.htm

These people, for $25, seem to sell a poster that reproduces the
cockpit instrumentation layout in detail:

http://www.avsoft.net/md%2011%20stuff.htm

I hope some of this is helpful.

-c


-- 
Chris Metzler   [EMAIL PROTECTED]
(remove "snip-me." to email)

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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 the latest 
version of the mesh at http://www.cs.yorku.ca/~cs233144/MD-11.3ds first.

It will be a good idea for you guys to send me whatever you have so far.  It 
will be easier for me to refine the animations this way.

Regards,
Ampere

UFlap01, LFlap01
pass through:
[38.988666,16.250,-2.16]
[36.902069,12.0,-2.42]
displacement in vector:
[-2.086597,-4.25,-0.26]

UFlap02, LFlap02
pass through:
[34.325,6.50,-3.12]
[33.433798,2.276997,-4.039153]
displacement in vector:
[-0.891202,-4.223003,-0.919153]

UFlap03, LFlap03
pass through:
[33.433798,2.276997,-4.039153]
[34.325,-6.50,-3.12]
displacement in vector:
[0.891202,4.223003,0.919153]

UFlap04, LFlap04
pass through:
[36.902069,-12.0,-2.42]
[38.988666,-16.250,-2.16]
displacement in vector:
[2.086597,4.25,0.26]

Spoiler01, Spoiler02, Spoiler03, Spoiler04
pass through:
[39.43583,17.90,-0.648207]
[35.511719,9.873492,-0.898592]
diplacement in vector:
[-3.924111,-8.026508,-0.250385]

Spoiler05
passes through:
[34.294122,7.233,-1.149238]
[33.402924,3.01,-1.903888]
displacement in vector:
[-0.891198,-4.223,-0.75465]

Spoiler06
passes through:
[-33.402924,-3.01,-1.903888]
[-34.294122,-7.233,-1.149238]
displacement in vector:
[0.891198,4.223,0.75465]

Spoiler07, Spoiler08, Spoiler09, Spoiler10
pass through:
[35.511719,-9.873492,-0.898592]
[39.43583,-17.90,-0.648207]
diplacement in vector:
[3.924111,8.026508,0.250385]

Elevator01, Elevator02
pass through:
[57.523126,8.8182,2.120778]
[53.016528,0,0.81]
displacement in vector:
[-4.506598,-8.8182,-1.310778]

Elevator03, Elevator04
pass through:
[53.016528,0,0.81]
[57.523126,-8.8182,2.120778]
displacement in vector:
[4.506598,8.8182,1.310778]

Aileron01
passes through:
[42.583707,23.00,-0.628797]
[39.943802,18.10,-0.793894]
displacement in vector:
[-2.639905,-4.9,-0.165097]

Aileron02
passes through:
[35.295001,9.10,-1.094963]
[34.9.00995,7.233,-1.455891]
displacement in vector:
[-0.395001,-1.867,-0.360928]

Aileron03
passes through:
[34.9.00995,-7.233,-1.455891]
[35.295001,-9.10,-1.094963]
displacement in vector:
[0.395001,1.867,0.360928]

Aileron04
passes through:
[-39.943802,-18.10,-0.793894]
[-42.583707,-23.00,-0.628797]
displacement in vector:
[2.639905,4.9,0.165097]

Fan01
passes through:
[26.981256,8.20,-2.89]
displacement in vector:
[1,0,0]

Fan02
passes through:
[61.6,0,3.680]
[55.3745,0,4.066549]
displacement in vector:
[-6.2255,0,0.386549]

Fan03
passes through:
[26.981256,-8.20,-2.89]
displacement in vector:
[1,0,0]

Slat01
passes through:
[41.135202,24.254921,-3.827834]
[29.322235,8.45,-4.019306]
displacement in vector:
[-11.812967,-15.804921,-0.191472]

Slat 02
passes through:
[28.937213,79.50,-4.026289]
displacement in vector:
[0,1,0]

Slat 03
passes through:
[28.937213,-79.50,-4.026289]
displacement in vector:
[0,1,0]

Slat04
passes through:
[41.135202,-24.254921,-3.827834]
[29.322235,-8.45,-4.019306]
displacement in vector:
[11.812967,15.804921,0.191472]

URudder, LRudder
pass through:
[54.3,0,6.25]
[58.3,0,12.24]
displacement in vector:
[4,0,5.99]



*





 rotate
 Aileron01H
 controls/flight/aileron
 18
 
  42.584
  23.0
  -0.629
 
 
  -2.640
  -4.90
  -0.165
 



 rotate
 Aileron02H
 controls/flight/aileron
 18
 
  35.295
  9.10
  -1.095
 
 
  -0.395
  -1.867
  -0.361
 



 rotate
 Aileron03H
 controls/flight/aileron
 18
 
  -34.901
  -7.233
  -1.456
 
 
  0.395
  1.867
  0.361
 



 rotate
 Aileron04H
 controls/flight/aileron
 18
 
  -39.944
  -18.10
  -0.794
 
 
  2.640
  4.90
  0.165
 



 rotate
 Elevator01H
 Elevator02H
 controls/flight/elevator
 18
 
  57.523
  8.818
  2.121
 
 
  -4.507
  -8.818
  -1.311
 



 rotate
 Elevator03H
 Elevator04H
 controls/flight/elevator
 18
 
  53.017
  0.0
  0.81
 
 
  4.507
  8.818
  1.311
 



 rotate
 URudderH
 LRudderH
 controls/flight/rudder
 18
 
  54.30
  0.0
  6.25
 
 
  4.0
  0.0
  5.99
 





 rotate
 UFlap01H
 controls/flight/flaps
 -30
 
  38.989
  16.250
  -2.16
 
 
  -2.087
  -4.25
  -0.26
 



 rotate
 LFlap01H
 controls/flight/flaps
 -60
 
  38.989
  16.250
  -2.16
 
 
  -2.087
  -4.25
  -0.26
 



 rotate
 UFlap02H
 controls/flight/flaps
 -30
 
  34.325
  6.50
  -3.12
 
 
  -0.891
  -4.223
  -0.919
 



 rotate
 LFlap02H
 controls/flight/flaps
 -60
 
  34.325
  6.50
  -3.12
 
 
  0.891
  4.223
  0.919
 



 rotate
 UFlap03H
 controls/flight/flaps
 -30
 
  33.434
  2.277
  -4.039
 
 
  0.891
  4.223
  0.919
 



 rotate
 LFlap03H
 controls/flight/flaps
 -60
 
  33.434
  2.277
  -4.039
 
 
  -0.891
  -4.223
  -0.919
 



 rotate
 UFlap04H
 controls/flight/flaps
 -30
 
  36.902
  -12.0
  -2.42
 
 
  2.087
  4.25
  0.26
 



 rotate
 LFlap04H
 controls/flight/flaps
 -60
 
  36.902
  -12.0
  -2.42
 
 
  2.087
  4

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 into the animation file and it
> seems to work fine if that is any help to you.
> As you seem to have it well under control I will leave it
> in your capable hands.
>
> Cheers
> Innis

I see.

I think I will need help when I get around to do the cockpit.  I have been 
reading the read-me file in the mini-doc directory as well as some actual 
code.  So far, the process of creating the cockpit seem to be very 
complicated, not to mention confusing.

Speaking of the cockpit, is it possible to create a stand alone mesh file for 
the cockpit, or must I integrate the cockpit model into the aircraft's mesh 
file?

> > 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

Oh, alright.  I was just wondering.

> > 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

I thought y-axis should be the one that goes length-wise.  If x-axis running 
length-wise is the standard in engineering, then I will have to follow 
convention. =)

> 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 ideas. I consulted David Culp's 737 config file
> to find out why the MD11 animation didn't work initially, and I didn't even
> spot the difference in leading slash between his configuration file and the
> animation section I had just I copied from Ampere's email until Erik's
> message.
>
> Cheers,
> Durk

Actually, I copy that particular code directly from 
http://flightgear.org/Docs/fgfs-model-howto.html .  All I did was changing 
the values for the x, y, and z coordinates.  May be someone should go and fix 
the tutorial as soon as possible.

Regards,
Ampere

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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 Frolich. His proposed solution is currently under 
> investigation by Tony Peden and will hopefully traverse it's way from JSBSim 
> cvs to FlightGear cvs wthin the next few days/weeks.

It's in JSBSim CVS now, just needs to get into FG.

> 
> Cheers,
> Durk
> 
> 
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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 mucking up the established system too much?

Or perhaps, /property/value should reference to the aircraft currently under user control, which would extend compatibility if we ever implement a 'switch which aircraft you are flying in mid-air' feature.
The problem is that this is only required for certain parts of the 
property tree (animation and maybe sound related), but other parts of 
the property tree should be accessible globally (time, sun positions, etc).

Erik

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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 ideas. I consulted David Culp's 737 config file to 
find out why the MD11 animation didn't work initially, and I didn't even spot 
the difference in leading slash between his configuration file and the 
animation section I had just I copied from Ampere's email until Erik's 
message. 

Cheers,
Durk


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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


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

2004-05-12 Thread Giles Robertson
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 mucking up the established system too much?

Or perhaps, /property/value should reference to the aircraft currently under user 
control, which would extend compatibility if we ever implement a 'switch which 
aircraft you are flying in mid-air' feature.

Giles Robertson

> -Original Message-
> 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
> > model animation HOWTO?
> 
> Or even generate a runtime warning during parsing.  This is a really
> easy typo to make.
> 
> Andy
> 
> 
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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

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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 model based on the property
system for the particular AIModel rather than for the main aircraft
(controlled by the user).
Since the AIModel code will probably be used for ATC models and by the
multiplayer code in the future this will give a much nicer view.
For one thing that would mean that if the users extends the gear, all
the AIModel will continue with gear up, instead of lowering the gear at
the same time!
May be this 'do not use a leading slach' should also show up in that model 
animation HOWTO?
Yes, that would be a good idea.

Erik

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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 the property
> system for the particular AIModel rather than for the main aircraft
> (controlled by the user).
>
> Since the AIModel code will probably be used for ATC models and by the
> multiplayer code in the future this will give a much nicer view.
>
> For one thing that would mean that if the users extends the gear, all
> the AIModel will continue with gear up, instead of lowering the gear at
> the same time!
May be this 'do not use a leading slach' should also show up in that model 
animation HOWTO?

Greetings

Mathias

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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 (/controls/flight/rudder) but
use relative paths instead (controls/flight/rudder)
This allows the AIModel code to animate the model based on the property 
system for the particular AIModel rather than for the main aircraft 
(controlled by the user).

Since the AIModel code will probably be used for ATC models and by the 
multiplayer code in the future this will give a much nicer view.

For one thing that would mean that if the users extends the gear, all 
the AIModel will continue with gear up, instead of lowering the gear at 
the same time!

Erik

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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
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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 by Tony Peden and will hopefully traverse it's way from JSBSim 
cvs to FlightGear cvs wthin the next few days/weeks.

Cheers,
Durk


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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 help to you.
As you seem to have it well under control I will leave it
in your capable hands.
Cheers
Innis
"Ampere K. Hardraade" writes
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
  5.99
 


 rotate
 LRudder
 /controls/rudder
 18
 
  54.30
  0.0
  6.25
 
 
  4.0
  0.0
  5.99
 

Weird how the X-axis runs lengthwise in FlightGear, while the Y-axis runs
sideway.
Regards,
Ampere

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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 know problem  of the plib 3ds model read function. We could 
have rotated the 3ds model by 90 degs in FlightGear's md11.xml file, so that 
the model would still have used the X-axis is front to back convention. 

Cheers,
Durk


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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
  5.99
 



 rotate
 LRudder
 /controls/rudder
 18
 
  54.30
  0.0
  6.25
 
 
  4.0
  0.0
  5.99
 


Weird how the X-axis runs lengthwise in FlightGear, while the Y-axis runs 
sideway.

Regards,
Ampere


On May 11, 2004 06:11 pm, Ampere K. Hardraade wrote:
> 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
> position in meters, using the aircraft's coordinate system. "
>
> The section shows how one can specify a point and a vector as an axis for a
> specific control surface.  I will post the information regarding the axis
> later on.
>
> Regards,
> Ampere
>
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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 
position in meters, using the aircraft's coordinate system. "

The section shows how one can specify a point and a vector as an axis for a 
specific control surface.  I will post the information regarding the axis 
later on.

Regards,
Ampere

On May 11, 2004 02:31 am, 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
> ok.So what you need to do is work out the pivot
> system in 3DS and there should be no problem.
>
> Cheers
> Innis
>
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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
> ok.So what you need to do is work out the pivot
> system in 3DS and there should be no problem.
>
> Cheers
> Innis

I can confirm that .3DS models can be animated in FG, in fact I mentioned it 
in this thread just over a week ago.  Mind you, the .3DS models I originally 
did were created in Realsoft3D and then exported in .3DS format, and that 
might be why I never had any of the displacement/mirroring/pivot problems.

The object names I specified in RS3D were preserved when I exported the models 
in .3DS format and were no trouble to animate once I'd figured out the 
correct axis.

The a-10 models currently in cvs are animated and still in .3DS format - 
having a look at them might help.

LeeE

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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 location.  Hence you see things like flaps and engines
get dislocated.  It would also seem that the code doesn't support the
"mirror" function.  So instead of being able to just flip one side to the
other and call it a day, I have attach everything together, and detach
everything again.
As far as I know with AC3D the objects pivot point is what FG acts on if
there is some kind of offset then maybe it won't work.
Have you tried animating your own copy Ampere.I will have a look at my copy
and see if I can get anything to work.
> >
> So, the two things I don't know yet are:
> 1). Can we animate a 3ds model?
I am about to find out
> 2). If we need to convert to ac3d format, is there a way to retain the
> original names given to each surface or do we need to manually reinsert
> them?
Probably not.Not only do you lose the names but also the grouping.So I would
think you would need to rename and regroup everything.But I could be wrong
Cheers
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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 the position of the objects relative to their pivot instead 
of the object's true location.  Hence you see things like flaps and engines 
get dislocated.  It would also seem that the code doesn't support the 
"mirror" function.  So instead of being able to just flip one side to the 
other and call it a day, I have attach everything together, and detach 
everything again.

> I take it that you have 
> not modelled the landing gears yet?
No, not yet.

> About the control surfaces. I'm not exactly sure what the best approach
> will be. I'm pretty much a novice when it comes to aircraft modelling, so I
> have to find out a lot by trial and error.
>
> I know that some of the other aircraft use ac3d models, which contain named
> surfaces that can be animated by binding these names to internal
> properties. I tried converting your 3ds model to ac3d format. After the
> conversion I only saw name "NoName" tags, which probably indicates that the
> names of each surface is lost in the conversion, because I did see some
> names pop up in your binary 3ds file.
>
> So, the two things I don't know yet are:
> 1). Can we animate a 3ds model?
> 2). If we need to convert to ac3d format, is there a way to retain the
> original names given to each surface or do we need to manually reinsert
> them?
I don't know the answer to these questions myself, as I am also a novice when 
it comes to modding FlightGear.

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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 novice when it comes to aircraft modelling, so I have 
to find out a lot by trial and error. 

I know that some of the other aircraft use ac3d models, which contain named  
surfaces that can be animated by binding these names to internal properties. 
I tried converting your 3ds model to ac3d format. After the conversion I only 
saw name "NoName" tags, which probably indicates that the names of each 
surface is lost in the conversion, because I did see some names pop up in 
your binary 3ds file. 

So, the two things I don't know yet are:
1). Can we animate a 3ds model?
2). If we need to convert to ac3d format, is there a way to retain the  
original names given to each surface or do we need to manually reinsert them?

Is there somebody on the list who can enlighten us? I tries searching for 
documentation on the FlightGear web pages and at seedwiki.com, but to no 
avail.

Cheers,
Durk

On Saturday 08 May 2004 22:13, Ampere K. Hardraade wrote:
> 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
>


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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.
>
> 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
>
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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
>


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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:
> > 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:
> > > 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
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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 powers of two, but that's often not what you want if you are 
trying to control image quality.

Curt.

--
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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.

-Fred



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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 airlines can be
found on Google. =P
Probably better with something like Airliners.net.
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?
I used to be power of 2 but I can't remember if plib has been moded to 
handle other
sizes.
Thanks in Advance,
Ampere


Cheers
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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 
explain why the file is huge after conversion.

> 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 airlines can be 
found on Google. =P

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?

Thanks in Advance,
Ampere

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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
> notably the wing flaps and some parts of the tail engine.
>
> Cheers,
> Durk
>
> On Friday 07 May 2004 23:29, Ampere K. Hardraade wrote:
> > 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
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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
intend converting it to texture it??.
Cheers
Innis
Durk Talsma writes
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
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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:
> 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
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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
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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 rider midair?  ;-)

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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 and CoG 
forward 
to 850 units or less. We have a version in cvs now which still shows 
the 
problem.  I made the original version using aeromatic. 

Please let me know whether I need to resend you the files. I can't do 
it today 
anymore though.
Yes, I suppose I can get it from the base package CVS, but it would be 
easier if you had a moment if you could send me the latest aircraft 
and engine files (unless the engine has not changed).

Jon

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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 still shows the 
problem.  I made the original version using aeromatic. 

Please let me know whether I need to resend you the files. I can't do it today 
anymore though.

Cheers,
Durk

On Friday 07 May 2004 19:28, Jon S Berndt wrote:
> 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 have that witrh me at the moment, and I also don't remember who
> sent it. Who was that, and where does that stand? Do you still need
> some more help?
>
> Jon
>
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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 have that witrh me at the moment, and I also don't remember who 
sent it. Who was that, and where does that stand? Do you still need 
some more help?

Jon

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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 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 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 sure I
> > have seen 3DS models in FG before with no problems.
> >
> > Cheers
> > Innis
> >
> > Durk Talsma writes
> >
> > >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 mine...
> > >http://members.ams.chello.nl/d.talsma/md11-model.jpg
> > >
> > >It's my impression that some transformation paramters are not properly
> > >recognized in FlightGear/plib, or perhaps done in the wrong order.
> > >
> > >Cheers,
> > >Durk
> > >
> > >
> > >
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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 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 sure I
> have seen 3DS models in FG before with no problems.
>
> Cheers
> Innis
>
> Durk Talsma writes
>
> >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 mine...
> >http://members.ams.chello.nl/d.talsma/md11-model.jpg
> >
> >It's my impression that some transformation paramters are not properly
> >recognized in FlightGear/plib, or perhaps done in the wrong order.
> >
> >Cheers,
> >Durk
> >
> >
> >
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Re: [Flightgear-devel] MD-11

2004-05-07 Thread Durk Talsma
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?? :-)

Cheers,
Durk

On Friday 07 May 2004 09:07, Richard Bytheway wrote:
> > 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.
> > > 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 mine...
> > http://members.ams.chello.nl/d.talsma/md11-model.jpg
> >
> > It's my impression that some transformation paramters are not
> > properly
> > recognized in FlightGear/plib, or perhaps done in the wrong order.
> >
> > Cheers,
> > Durk
>
> No, I think you two just crashed it :-)
>
> Richard
>
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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 Swissair crash a few years ago, due 
to an electrical fire.

All the best,

David

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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-functioning 
loaders (including textures) are AC3D and the MSFS one.

All the best,

David

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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

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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?

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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 sure I
have seen 3DS models in FG before with no problems.
Cheers
Innis
Durk Talsma writes
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 mine...
http://members.ams.chello.nl/d.talsma/md11-model.jpg
It's my impression that some transformation paramters are not properly
recognized in FlightGear/plib, or perhaps done in the wrong order.
Cheers,
Durk


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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.
> > 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 mine...
> http://members.ams.chello.nl/d.talsma/md11-model.jpg
> 
> It's my impression that some transformation paramters are not 
> properly 
> recognized in FlightGear/plib, or perhaps done in the wrong order.
> 
> Cheers,
> Durk
> 

No, I think you two just crashed it :-)

Richard

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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 mine...
http://members.ams.chello.nl/d.talsma/md11-model.jpg

It's my impression that some transformation paramters are not properly 
recognized in FlightGear/plib, or perhaps done in the wrong order.

Cheers,
Durk



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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
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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 (although is rare circumstances I myself do use two
> sided polygons, but I always keep it at a minimum).

The reason for the contrast between the wing and the control surfaces is that 
the RGB value for the control surfaces is 255,255,255, while the RGB value 
for the wings is 100,100,100.  I created those control surfaces poly-by-poly, 
so I am positive that they are not double-sided polygons.

> Ouch, I would set a *very* close LOD range to this (30 meters or so) and
> then switch to a textures disk ..

LOL... =P

If the camera is far enough for a lower LOD to be used, I wouldn't use any 
textures -- the texture can't be seen anyway so there is no point for it.

>
> Well, so far it looks really nice.
>
Thank you.  I just hope it will get imported into the game without any 
problem.  *Cross my fingers*

Regards,
Ampere

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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. 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 problems that may arise.  We can worry about eye candy
> > later.
> >
> > Regards,
> > Ampere
>
> Sounds good, it's quite normal actually for features, be it 3D models or
> program code to be added and improved upon incrementally. I'll probably
> throw in the 737 2D cockpit, until we have a dedicated MD11 (3D) cockpit.
>
> Cheers,
> Durk
>
>
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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 directories for each livery.
> 2. Copy the animation configuration file to each directory.
> 3. Use the "full" path to the aircraft geometry file
> i.e. "Aircraft/MD-11/Models/md11.ac"
> 4. Put different textures in the different Model directories.
> 
> I think this should work.
> 

It should, or if it doesn't, it would probably be just a minor adjustment to
the loader in plib.

Best,

Jim


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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 is rare circumstances I myself do use two 
sided polygons, but I always keep it at a minimum).

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
Ouch, I would set a *very* close LOD range to this (30 meters or so) and 
then switch to a textures disk ..

The exterior is basically done.  All there left to do are the winglets, then I 
will upload it to my server.  You can probably get it by tomorrow night.

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 problems that may arise.  We can worry about eye candy later.
Well, so far it looks really nice.

Erik

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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 configuration file to each directory.
3. Use the "full" path to the aircraft geometry file
   i.e. "Aircraft/MD-11/Models/md11.ac"
4. Put different textures in the different Model directories.
I think this should work.

Erik

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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 player
> > wants to fly Swiss, then the command line can be --aircraft=MD-11-Swiss. 
> > Can this be done?
>
> It could, but not easily or at least not easily enough that someone has
> exceeded the "interested enough to code it" threshold.  It won't be on my
> list.
>
As far as I can tell, the only possible way to do this right now would be to 
duplicate the entire set of .xml aircraft configuration files. It's probably 
not as much work as it seems, because the only parts that need to be changed 
are the texture files, and the references to the texture files. Currently the 
"interested enough to code it" level probably isn't high enough (including 
for myself), but I can see a need for multiple livery support coming in the 
forseeable future. David Luff, David Culp, Erik Hofman, and me have been 
discussing some issues related to AI traffic offlist. Yesterday I managed to 
impliment a first rough prototype top level flightplan manager, which listst 
the current status of any aircraft listed in the database, as either enroute 
between  and , or parked at airport . I'm using data from 
projectai (http://www.projectai.com) to test the algorithms, but we could 
also throw in our own data. I'm still a long way away from a fully 
implimented AI manager, but it was quite satsisfying to see that I got this 
part already working within a day of coding. 

I'll try and write some more about AI traffic, in a dedicated thread,

Cheers,
Durk



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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 problems that may arise.  We can worry about eye candy later.
>
> Regards,
> Ampere
>

Sounds good, it's quite normal actually for features, be it 3D models or 
program code to be added and improved upon incrementally. I'll probably throw 
in the 737 2D cockpit, until we have a dedicated MD11 (3D) cockpit. 

Cheers,
Durk


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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

The exterior is basically done.  All there left to do are the winglets, then I 
will upload it to my server.  You can probably get it by tomorrow night.

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 problems that may arise.  We can worry about eye candy later.

Regards,
Ampere

> On May 5, 2004 08:05 pm, Durk Talsma wrote:

> > Yes, I second that. Looks really nice!. Do you already have a
> > texture/livery in mind? If not, what about KLM for this one? After all,
> > they're one of the major passenger MD-11 operators. :-)
> >
> > So, is it possible to animate 3DS models from within flightgear, or do we
> > need to convert the model to AC3D for that?
> >
> > B.t.w., Ampere, feel free to sent me a copy of the model when you think
> > you have something ready, than I'll try and integrate the model with the
> > MD11 FDM configuration files.
> >
> >
> > Cheers,
> > Durk

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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 be --aircraft=MD-11-Swiss.  Can this be done?

It could, but not easily or at least not easily enough that someone has
exceeded the "interested enough to code it" threshold.  It won't be on my list.

> I also have some questions regarding how FlightGear handles models.
> 1.  How should the model be positioned in the 3D program: should the center of 
> gravity locate at [0,0,0], or should the very left side of the aircraft be 
> [0,y,z], the bow be [x,0,z], and the landing gear rest of [x,y,0]?

Probably you'll want to position the 3D model at an identifiable nose location
at 0,0,0 with most aircraft.  The FDM configs can be built around that assumption.

> 2.  Currently, I am using 1 unit = 10 centimeters as the scale in the 3D 
> program that I am using.  What should the actual value be?  1 unit = 1 meter?  

Yes.

> 3.  How does the LOD system in FlightGear works?  Is it capable of assigning 
> different parts of the aircraft with different LOD?  Meaning, can the LOD of 
> the engines change while that of the fuselage remains the same?

Use "range" animation type. See the 3D Aircraft Model Mini-HOWTO document at:
http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/*checkout*/docs/Model/fgfs-model-howto.html?rev=1.8&cvsroot=FlightGear-0.9

> 4.  Must the under carriages be included or does FlightGear allow parts 
> sharing between models?

You can combine model files and animate them seperately or as a group.  See
the p51-d,  pa28-161, j3cub, 747 3D instrument models as examples.

> 5.  Must there be textures?  If I want to leave some parts blank, will that 
> create any problem?

Not at all.

Best,

Jim


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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 specific textures you wanted  
over the 'default' texture for the model.  But it doesn't, afaik, so you 
can't.

1.  The FG 'standard' is to locate the tip of the nose, excluding any probes, 
at the 0,0,0 origin.  This will mean that you will have to offset some of the 
camera views so they aim at the approx cg location for the apparent motion to 
look right.

2.  1 unit = 1 metre is probably the best thing to do, and works with .AC 
format models.  However, the first few models I did were in untextured .3DS 
format and iirc, I had to scale them down by 100x and rotate the model by 90 
deg about the length axis - i.e. the side view became a top view.

3.  Can't help you here - not tried using it yet.

4.  If another model had the U/C as a separate file, rather like the 3d 
instruments, you probably could share parts.  I'm assuming you're thinking 
about this to reduce the overhead of having to include an individual model 
for each colour scheme, as opposed to using the U/C from a completely 
different a/c.

Actually, this approach could work quite well, especially if there isn't a lot 
of art work on the wings - you could break the wings down too and call them 
in for each different colour scheme, so you would just need different 
fuselages and marked wing sections for each model.

5.  You don't need to use textures - depending on the model format, you should 
be able to colour specific polygons.  You get better anti-aliasing with 
textures though.

I can't help you with any MD-11 details - you'll have to research that 
yourself.  If they're in use somewhere near, go and watch them.  If not, 
you'll have to look at lots of photos and videos (from the web), and figure 
it out yourself.

LeeE


On Thursday 06 May 2004 02:32, Ampere K. Hardraade wrote:
> 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
> be done?
>
> I also have some questions regarding how FlightGear handles models.
> 1.  How should the model be positioned in the 3D program: should the center
> of gravity locate at [0,0,0], or should the very left side of the aircraft
> be [0,y,z], the bow be [x,0,z], and the landing gear rest of [x,y,0]? 2. 
> Currently, I am using 1 unit = 10 centimeters as the scale in the 3D
> program that I am using.  What should the actual value be?  1 unit = 1
> meter? 3.  How does the LOD system in FlightGear works?  Is it capable of
> assigning different parts of the aircraft with different LOD?  Meaning, can
> the LOD of the engines change while that of the fuselage remains the same?
> 4.  Must the under carriages be included or does FlightGear allow parts
> sharing between models?
> 5.  Must there be textures?  If I want to leave some parts blank, will that
> create any problem?
>
> I also have some questions regarding the MD-11 itself:
> 1.  What is the size of the cockpit?
> 2.  What are the sizes of the undercarriage doors?
> 3.  In what way do the under carriages extend and retract?
>
> Thanks in advance,
> Ampere
>
> On May 5, 2004 08:05 pm, Durk Talsma wrote:
> > 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/~cs233144/2004050101.jpg
> > > > http://www.cs.yorku.ca/~cs233144/2004050102.jpg
> > > >
> > > > 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
> > > the converter included with FlightGear (see /util/3dconvert) to create
> > > ac3d files from the 3DS.
> >
> > Yes, I second that. Looks really nice!. Do you already have a
> > texture/livery in mind? If not, what about KLM for this one? After all,
> > they're one of the major passenger MD-11 operators. :-)
> >
> > So, is it possible to animate 3DS models from within flightgear, or do we
> > need to convert the model to AC3D for that?
> >
> > B.t.w., Ampere, feel free to sent me a copy of the model when you think
> > you have something ready, than I'll try and integrate the model with the
> > MD11 FDM configuration files.
> >
> >
> > Cheers,
> > Durk
>
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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 be done?

I also have some questions regarding how FlightGear handles models.
1.  How should the model be positioned in the 3D program: should the center of 
gravity locate at [0,0,0], or should the very left side of the aircraft be 
[0,y,z], the bow be [x,0,z], and the landing gear rest of [x,y,0]?
2.  Currently, I am using 1 unit = 10 centimeters as the scale in the 3D 
program that I am using.  What should the actual value be?  1 unit = 1 meter?  
3.  How does the LOD system in FlightGear works?  Is it capable of assigning 
different parts of the aircraft with different LOD?  Meaning, can the LOD of 
the engines change while that of the fuselage remains the same?
4.  Must the under carriages be included or does FlightGear allow parts 
sharing between models?
5.  Must there be textures?  If I want to leave some parts blank, will that 
create any problem?

I also have some questions regarding the MD-11 itself:
1.  What is the size of the cockpit?
2.  What are the sizes of the undercarriage doors?
3.  In what way do the under carriages extend and retract?

Thanks in advance,
Ampere


On May 5, 2004 08:05 pm, Durk Talsma wrote:
> 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/~cs233144/2004050101.jpg
> > > http://www.cs.yorku.ca/~cs233144/2004050102.jpg
> > >
> > > 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 the
> > converter included with FlightGear (see /util/3dconvert) to create ac3d
> > files from the 3DS.
>
> Yes, I second that. Looks really nice!. Do you already have a
> texture/livery in mind? If not, what about KLM for this one? After all,
> they're one of the major passenger MD-11 operators. :-)
>
> So, is it possible to animate 3DS models from within flightgear, or do we
> need to convert the model to AC3D for that?
>
> B.t.w., Ampere, feel free to sent me a copy of the model when you think you
> have something ready, than I'll try and integrate the model with the MD11
> FDM configuration files.
>
>
> Cheers,
> Durk

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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/~cs233144/2004050101.jpg
> > http://www.cs.yorku.ca/~cs233144/2004050102.jpg
> >
> > 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 the
> converter included with FlightGear (see /util/3dconvert) to create ac3d
> files from the 3DS.
>
Yes, I second that. Looks really nice!. Do you already have a texture/livery 
in mind? If not, what about KLM for this one? After all, they're one of the 
major passenger MD-11 operators. :-)

So, is it possible to animate 3DS models from within flightgear, or do we need 
to convert the model to AC3D for that?

B.t.w., Ampere, feel free to sent me a copy of the model when you think you 
have something ready, than I'll try and integrate the model with the MD11 FDM 
configuration files.


Cheers,
Durk


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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/~cs233144/2004050101.jpg
> > http://www.cs.yorku.ca/~cs233144/2004050102.jpg
> >
> > 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 the
> converter included with FlightGear (see /util/3dconvert) to create ac3d
> files from the 3DS.
>
> Best,
>
> Jim

I never hit any problems with animating .3ds models but I couldn't find a way 
to texture them.  However, I wasn't using 3D Studio or Max to make them and I 
could only export the geometry so it's possible that textured .3ds models 
made using 3D Studio or Max will be fine.

IIRC, plib does not have full support for all the formats it handles but I 
don't know what the specific limitations are - perhaps there may be something 
in the plib docs that clarify this.

LeeE

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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 the
converter included with FlightGear (see /util/3dconvert) to create ac3d files
from the 3DS.
Actually it moved to /utils/Modeller/threedconvert
(don't ask ...)
Erik

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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
> 
> 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 the
converter included with FlightGear (see /util/3dconvert) to create ac3d files
from the 3DS.

Best,

Jim


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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,
Ampere

On April 26, 2004 02:51 pm, Durk Talsma wrote:
> 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 be absolutely welcome. Let me (us) know
> if you have any questions.
>
> Thanks,
> Durk
>
>
>
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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 be absolutely welcome. Let me (us) know if 
you have any questions.

Thanks,
Durk



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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 solved the 
initialization problem for me. :-)

Now, does moving the CoG forward impact anything at all? I can imagine that it 
doesn't when we move everthing else forward too, by the same number of units, 
but I'm still unfamiliar enough to be completely wrong here. Moving just the 
CoG and the main gears didn't really seem to impact the feel of the flight 
model though. 

Just out of curiousity: Did you also use aeromatic to generate your MD-11 
config file, or did you build it manually. I saw similar, but slightly 
different values in your config file, compared to the ones I got from 
aeromatic. 

Speaking of a 3D model, yeah, it would be cool to stitch in a FS98 model until 
we have a decent native GPL'ed model. I've never done this though, so some 
useful tips would be more than welcome. :-)

Cheers,
Durk

On Sunday 25 April 2004 13:05, Innis Cunningham wrote:
> 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 does not sit correctly.
> See below for extracts from both my config files
>

> I don't know if you are interested but I grabed a MD11 from
> FS 98  from Simviation just so at least the model looked like a
> MD11.
> If you are not familiar with using FS98 models give me a yell.
>
>
>
>
> Durk Talsma writes
>
> >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 actually reminds me that during one of my tweaks I noticed that I found
> >the
> >aircraft to flip-over sideways, while I was only moving either gears or
> > CoG forward or backward. I didn't give it much thougth then, and
> > therefore don't
> >remember the exact parameters that made this happen. But, would it be
> >possible than that specifically in the JSB trimming routine somehow.
> >
> >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?
> >
> >Cheers,
> >Durk
>
> Cheers
> Innis
>
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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/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 does not sit correctly.
> See below for extracts from both my config files
>
> 747
> AC_EMPTYWT   398500
>AC_CGLOC 850.3  0.0  -69.6
>AC_AERORP850.3  0.0  30.0
>AC_EYEPTLOC  194.8 -32.0 100.0
>AC_VRP   850.3 0 -50
> 
> 
>   AC_GEAR NOSE_LG   361.7  0.0 -180.9 262546.0 87515.3  0.5  0.8  0.02
> STEERABLE NONE  5.0 RETRACT
>   AC_GEAR LEFT_MLG  870.5 -228.3 -180.9 875153.5 175030.7  0.5  0.8  0.02
> FIXED LEFT  0 RETRACT
>   AC_GEAR RIGHT_MLG 870.5 228.3 -180.9 875153.5 175030.7  0.5  0.8  0.02
> FIXED RIGHT 0 RETRACT
> 
>
> MD11
> AC_EMPTYWT   378363
>AC_CGLOC 800.5  0.0 -60.2
>AC_AERORP800.5  0.0  0.0
>AC_EYEPTLOC  168.7 -30.0 75.0
>AC_VRP   0 0 0
> 
> 
>   AC_GEAR NOSE_LG   313.3  0.0 -170.2 189181.7 63060.6  0.5  0.8  0.02
> STEERABLE NONE  5.0 RETRACT
>   AC_GEAR LEFT_MLG  850.5 -183.1 -170.2 630605.7 126121.1  0.5  0.8  0.02
> FIXED LEFT  0 RETRACT
>   AC_GEAR RIGHT_MLG 850.5 183.1 -170.2 630605.7 126121.1  0.5  0.8  0.02
> FIXED RIGHT 0 RETRACT
> 
> Why this happens I don't know I will send an email to David Culp and
> see if he has any ideas.
> I don't know if you are interested but I grabed a MD11 from
> FS 98  from Simviation just so at least the model looked like a
> MD11.
> If you are not familiar with using FS98 models give me a yell.
>
>
>
>
> Durk Talsma writes
>
> >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 actually reminds me that during one of my tweaks I noticed that I found
> >the
> >aircraft to flip-over sideways, while I was only moving either gears or
> > CoG forward or backward. I didn't give it much thougth then, and
> > therefore don't
> >remember the exact parameters that made this happen. But, would it be
> >possible than that specifically in the JSB trimming routine somehow.
> >
> >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?
> >
> >Cheers,
> >Durk
>
> Cheers
> Innis
>
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> Personalise your phone with chart ringtones and polyphonics. Go to
> http://ringtones.com.au/ninemsn/control?page=/ninemsn/main.jsp
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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 does not sit correctly.
See below for extracts from both my config files
747
AC_EMPTYWT   398500
  AC_CGLOC 850.3  0.0  -69.6
  AC_AERORP850.3  0.0  30.0
  AC_EYEPTLOC  194.8 -32.0 100.0
  AC_VRP   850.3 0 -50


 AC_GEAR NOSE_LG   361.7  0.0 -180.9 262546.0 87515.3  0.5  0.8  0.02 
STEERABLE NONE  5.0 RETRACT
 AC_GEAR LEFT_MLG  870.5 -228.3 -180.9 875153.5 175030.7  0.5  0.8  0.02 
FIXED LEFT  0 RETRACT
 AC_GEAR RIGHT_MLG 870.5 228.3 -180.9 875153.5 175030.7  0.5  0.8  0.02 
FIXED RIGHT 0 RETRACT


MD11
AC_EMPTYWT   378363
  AC_CGLOC 800.5  0.0 -60.2
  AC_AERORP800.5  0.0  0.0
  AC_EYEPTLOC  168.7 -30.0 75.0
  AC_VRP   0 0 0


 AC_GEAR NOSE_LG   313.3  0.0 -170.2 189181.7 63060.6  0.5  0.8  0.02 
STEERABLE NONE  5.0 RETRACT
 AC_GEAR LEFT_MLG  850.5 -183.1 -170.2 630605.7 126121.1  0.5  0.8  0.02 
FIXED LEFT  0 RETRACT
 AC_GEAR RIGHT_MLG 850.5 183.1 -170.2 630605.7 126121.1  0.5  0.8  0.02 
FIXED RIGHT 0 RETRACT

Why this happens I don't know I will send an email to David Culp and
see if he has any ideas.
I don't know if you are interested but I grabed a MD11 from
FS 98  from Simviation just so at least the model looked like a
MD11.
If you are not familiar with using FS98 models give me a yell.



Durk Talsma writes
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 actually reminds me that during one of my tweaks I noticed that I found 
the
aircraft to flip-over sideways, while I was only moving either gears or CoG
forward or backward. I didn't give it much thougth then, and therefore 
don't
remember the exact parameters that made this happen. But, would it be
possible than that specifically in the JSB trimming routine somehow.

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?

Cheers,
Durk
Cheers
Innis
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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

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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 actually reminds me that during one of my tweaks I noticed that I found the 
aircraft to flip-over sideways, while I was only moving either gears or CoG 
forward or backward. I didn't give it much thougth then, and therefore don't 
remember the exact parameters that made this happen. But, would it be 
possible than that specifically in the JSB trimming routine somehow.

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?

Cheers,
Durk


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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 were Aeromatic thinks
it should go based on the size of the A/C and that it is a tricycle 
undercarrage.
But after more testing tonight I find if you keep the CG and MLG items in 
jbsim
below 850 X units the A/C inializes normally. Move either of the  items past 
870 X
units and the A/C won't inialize correctly.
Why ?. I don't know.
The only thing now is the 747 seems to fly 8-10deg right wing low I guess 
with
all the hacking I have done something is not in the right spot.
Erik

Cheers
Innis
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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

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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
was moved anymore than 10 units further back than the MLG position I got a
page fault on windows 98 and the program crashed.
Some of the other things that happened was by moving the CofG forward of the 
MLG
position by a large amount the A/C would start on its back under the runway.
Also the further back you put the CofG the higher off the ground the A/C 
seems
to start.
I dont know if any of this helps or makes sense but there it is.
I will email David Culp about Aeromatic and see if I can understand it more

Cheers
Innis
Durk Talsma writes>
> 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 difference, because the other JSBsim aircraft (the ones I've tested)
initialize just fine on the same runway.

I'll send you the config files (both original aeromatic output and tweaked
versions) by private email in a few moments.
Thanks,
Durk
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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 difference, because the other JSBsim aircraft (the ones I've tested) 
initialize just fine on the same runway.

I'll send you the config files (both original aeromatic output and tweaked 
versions) by private email in a few moments. 

Thanks,
Durk


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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 the 
runway. Do 
you have any recommentations about what strategy to follow?
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?

Jon

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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 to fix it by going over the config file and
> tweaking the values for MOI's, CG, AC, gear, and engines until I get
> something that will trim.  Very time consuming.
>
> It's going to take a long time to figure out where aeromatic is failing, as
> the values look plausible.
>
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 the runway. Do 
you have any recommentations about what strategy to follow?

Cheers,
Durk


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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, and
Hmm.  I think this would be the first thing to address.  I don't know
why the aircraft would start up above the ground like that ...
Yeah, that's what I thought as well. my guess is that this is somehow related 
to the initial trimming procedure. 
I think you're right. I noticed that just after start (or reset) the AOA 
is quite high (probably 90 degrees) until you start to move. I noticed 
this after adding the propeller sound due to angle of attack.

Erik

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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 large airplanes that will trim properly.  I've 
only been able to fix it by going over the config file and tweaking the 
values for MOI's, CG, AC, gear, and engines until I get something that will 
trim.  Very time consuming.

It's going to take a long time to figure out where aeromatic is failing, as 
the values look plausible.


Dave
-- 

David Culp
davidculp2[at]comcast.net


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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
>
> Hmm.  I think this would be the first thing to address.  I don't know
> why the aircraft would start up above the ground like that ...
>
Yeah, that's what I thought as well. my guess is that this is somehow related 
to the initial trimming procedure. I've attached the output from flightgear. 
If you're interested, I can send you the output from aeromatic, and my 
aircraft-set.xml file.
--
This aircraft model is an ALPHA release!!!

This aircraft model may not even properly load, and probably will not fly as 
expected.

Use this model for development purposes ONLY!!!

  Trim Results:
  Altitude AGL:  15.00  wdot: -2.28e+01 Tolerance: 1e-03
   Pitch Angle:  -1.55  qdot: -5.92e+00 Tolerance: 1e-04

  Trim Statistics:
Total Iterations: 61
Sub-iterations:
wdot:   0 average:  0.00  successful:   0  stability:  2.00
qdot:   0 average:  0.00  successful:   0  stability:  2.00
Run Count: 736
[EMAIL PROTECTED]:~>
-

Cheers,
Durk


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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 know 
why the aircraft would start up above the ground like that ...

Jon

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