On Mon, 13 Jun 2005 01:50:21 +0200, Gerard wrote in message <[EMAIL PROTECTED]>:
> Le lundi 13 juin 2005 à 01:13 +0200, Gerard Robin a écrit : > > Le dimanche 12 juin 2005 à 22:07 +0200, Arnt Karlsen a écrit : > > > On Sun, 12 Jun 2005 10:43:44 +0200, Paul wrote in message > > > <[EMAIL PROTECTED]>: > > > > > > > On Sunday, 12 June 2005 09:22, Erik Hofman wrote: > > > > > Ampere K. Hardraade wrote: > > > > > > I like that idea. It would be nice to fly along the coast > > > > > > of a tropical island, look down and be able to see the white > > > > > > sand under the water... or flying above a coral reef and see > > > > > > the corals on the sea floor. =) > > > > > > > > > > > > Seperating land and water will also allow tidal effects to > > > > > > be modelled. As for underwater exploration, I for one > > > > > > wouldn't mind taking the UFO down and see some underwater > > > > > > landmarks such as the Titanic. hehe. > > > > > > > > > > I think we're all getting carried away a bit. We are aiming at > > > > > a professional *flightsimulator* to be used as a training aid, > > > > > not for Hollywood film making. > > > > > > ...the funny thing is, FG _is_ useable for film making, and > > > wasting some time on making an "Hollywood film" could easily land > > > us some serious funding to do the things we wanna do. > > > > > > > > Erik > > > > > > > > Personally I don't care much for submarines and sealife in a > > > > flight sim. What Flight Unlimited did was when you crashed in > > > > water the screen went a murky water color and your altitude > > > > starts heading for negative figures. No fish, no sharks and no > > > > coral but you get the point that you just crashed into water > > > > and that should be sufficient in my opinion. > > > > > > ...true, but landing a sea plane in any significant weather, means > > > we should model sea states, waves behave differently depending on > > > things like currents, depth, wind etc, also on lakes and rivers. > > > > > > If someone wants to make a submarine simulator then they are > > > > welcome to make a fork of FlightGear and name it SubGear but > > > > I'm interested in aerodynamics and not aquadynamics. > > > > > > ...then we have the waves made by the aircraft floats. ;o) > > > > You are right and today we have to search for the best effect with > > an object animated like the aircraft shadow. I have tried to do it > > http://ghours.club.fr/Walrus-Villefranche1.jpg ..neat plane, but your sparkling waveless "spray" demos my point nicely, dunk a Walrus into 5 thru 25ft seas, and you'll find that the one ton big toothed seal can spank you mildly thru _roundly_, just like the water the plane lands or dunks into. ;o) > > May be with Sparkle we could get a better aspect > > And I forgot: Plib include some functions in _SSG Auxiliary Libraries_ > which are very useful. ..useful to model physical forces? Or just to hit the degauss button remotely to simulate a nose punch? ;o) ..don't read me as "we have enough fancy eyecandy", we need more of that too, but we also need "running water" here. ;o) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;o) ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. _______________________________________________ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d