Re: [Flightgear-devel] cesna autopilot seems messed up
On Thursday 06 May 2004 04:11, Seamus Thomas Carroll wrote: Are there plans to add a route manager to the KAP140? I guess that a reasonable setup for a light aircraft like the C172 would be to have a GPS as the route manager. Currently, the FlightGear GPS module only handles two waypoints to calclulate a leg between the two. You would have to manually change the waypoints, or maybe use a Nasal script to change them automatically. The KAP140 (and I guess most autopilots) have no notion of route or waypoint. It only tries to fly the aircraft based on turn rate, heading bug, course deviation indicator, static pressure (altitude), pressure change rate (vertical speed) and glideslope deviation indicator. Of course the deviations could come from the GPS module instead of from the nav radio module to get the aircraft to fly to the GPS waypoint(s). That would require a change in the autopilot config file to make the controllers get input from the GPS. If not what property do I change to use the generic autopilot? I have tried different changing values in different xml files but with no success. To change autopilot config file of any aircraft look in the *-set.xml file for the aircraft. The entry for the C172 is around line 40: systems autopilot pathAircraft/c172p/Systems/KAP140.xml/path /autopilot *** /systems I guess you have to restart FlightGear for the change to take effect. -- Roy Vegard Ovesen ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Ideas for a gear model
A thought occurred to me last night on the modelling of gear reactions, and a possible way to solve some or all of the related problems that have been discussed on the list over the past few months. I wasn't even trying to think about the problem so if anyone else had the same ideas at about 10:30pm UK time, I apologise for telepathic theft of your ideas. 1) For each wheel (or group of wheels), we keep a coefficient of friction in the rolling direction and a coefficient of friction perpendicular to this. 2) The vertical force on the wheel is multiplied by the two coefficients to get a maximum force in each direction that the wheel will absorb before it starts to move, that is the drag. 3) The horizontal force on the wheel is resolved into two components, one parallel to the rolling direction and one perpendicular to it. 4) Each horizontal force component is modified according to the following rules: If it is less than or equal to the drag in the same direction calculated in step 2 then it is set to 0. If it is greater than the drag calculated in step 2, then it is reduced by the drag. 5) The modified horizontal forces are recombined to get a force which can be used to accelerate the aircraft. I suggest that the coefficients of friction stored are for a tyre at correct pressure on dry tarmac, and then the could be modified according to ground type and tyre condition automatically. For instance grass will increase the rolling coefficient, but decrease the perpendicular coefficient. Additionally, we may want to include a mechanism to store coefficients for different ground types. Unfortunately I don't have the skill or time to implement this at the moment, but I think that some others are working on the problem, so I offer the ideas to the group as brain fodder. Richard ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] MD-11
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] MD-11
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Re: MD-11
* Erik Hofman -- Thursday 06 May 2004 10:35: 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. If only parts have to be exchanged (such as tail logo, national emblems, numbers), then the texture may contain all of them, and a textranslate animation can select on of them. This would even work for the whole aircraft but would have to be done in a clever way so as not to waste too much texture space. For example, the hunter maps most faces to very small texture areas and doesn't have any structures (nits, doors, etc.), so it could easily change its color by simply setting a property. A fighter could automatically choose US or German emblems etc., depending on the airport-id. :-) m. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: MD-11
Melchior FRANZ wrote: * Erik Hofman -- Thursday 06 May 2004 10:35: 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. If only parts have to be exchanged (such as tail logo, national emblems, numbers), then the texture may contain all of them, and a textranslate animation can select on of them. This would even work for the whole aircraft but would have to be done in a clever way so as not to waste too much texture space. For example, the hunter maps most faces to very small texture areas and doesn't have any structures (nits, doors, etc.), so it could easily change its color by simply setting a property. A fighter could automatically choose US or German emblems etc., depending on the airport-id. :-) Especially nice to see when in flight ... :-D Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] MD-11
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] OpenGL/DirectX wrapper
Hi, I found a wrapper that lets OpenGL programs use the DirectX API without any change. It's using Mesa (it's even included in Mesa 3.1 and later) and hence is Freeware: http://www.altsoftware.com/products/opengl-directx.html It might be a good idea to put a link on the FlightGear page. Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenGL/DirectX wrapper
Erik Hofman wrote: I found a wrapper that lets OpenGL programs use the DirectX API without any change. It's using Mesa (it's even included in Mesa 3.1 and later) and hence is Freeware: http://www.altsoftware.com/products/opengl-directx.html It might be a good idea to put a link on the FlightGear page. Are there modern cards with enough power to run FlightGear that don't have OpenGL drivers for them? Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenGL/DirectX wrapper
Curtis L. Olson wrote: Erik Hofman wrote: I found a wrapper that lets OpenGL programs use the DirectX API without any change. It's using Mesa (it's even included in Mesa 3.1 and later) and hence is Freeware: http://www.altsoftware.com/products/opengl-directx.html It might be a good idea to put a link on the FlightGear page. Are there modern cards with enough power to run FlightGear that don't have OpenGL drivers for them? I wouldn't know. I'm using IRIX and Linux. Matrox cards maybe? Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] OpenGL/DirectX wrapper
Just because cards have OpenGL drivers doesn't mean that they have *good* OpenGL drivers, and several laptop cards (Trident etc), don't. Not but what, interpreting to an API wouldn't be too great either. Giles Robertson -Original Message- From: Erik Hofman [mailto:[EMAIL PROTECTED] Sent: 06 May 2004 13:42 To: FlightGear developers discussions Subject: Re: [Flightgear-devel] OpenGL/DirectX wrapper Curtis L. Olson wrote: Erik Hofman wrote: I found a wrapper that lets OpenGL programs use the DirectX API without any change. It's using Mesa (it's even included in Mesa 3.1 and later) and hence is Freeware: http://www.altsoftware.com/products/opengl-directx.html It might be a good idea to put a link on the FlightGear page. Are there modern cards with enough power to run FlightGear that don't have OpenGL drivers for them? I wouldn't know. I'm using IRIX and Linux. Matrox cards maybe? Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] Re: MD-11
Melchior FRANZ wrote Sent: 06 May 2004 09:50 To: [EMAIL PROTECTED] Subject: [Flightgear-devel] Re: MD-11 * Erik Hofman -- Thursday 06 May 2004 10:35: 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. If only parts have to be exchanged (such as tail logo, national emblems, numbers), then the texture may contain all of them, and a textranslate animation can select on of them. This would even work for the whole aircraft but would have to be done in a clever way so as not to waste too much texture space. For example, the hunter maps most faces to very small texture areas and doesn't have any structures (nits, doors, etc.), so it could easily change its color by simply setting a property. A fighter could automatically choose US or German emblems etc., depending on the airport-id. :-) m. No nits on my Hunter, mate. :-) Regards Vivian ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenGL/DirectX wrapper
On Thu, 06 May 2004 14:57:57 +0200, Erik wrote in message [EMAIL PROTECTED]: Hi, I found a wrapper that lets OpenGL programs use the DirectX API without any change. It's using Mesa (it's even included in Mesa 3.1 and later) and hence is Freeware: http://www.altsoftware.com/products/opengl-directx.html It might be a good idea to put a link on the FlightGear page. ..I can only see legal problems, Microsoft I.P. etc litigation, I mean, they _can_ pull another SCOeme on us, say for threatening their flight sim biz or for infringing on their API, just check http://groklaw.net/ . .._everything_ else can be fixed. And, their stereoscopic 3d and graphics kits looks cool. ;-) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...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 [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] OpenGL/DirectX wrapper
The other problem is that it doesn't work. I got a friend with a trident card sans GL drivers to download and install FGFS. It didn't work, but unfortunately I didn't have the time before he deleted it to check what call wasn't in the library. It didn't work with other GL games either (Vietnam, Quake III engine) Giles Robertson -Original Message- From: Arnt Karlsen [mailto:[EMAIL PROTECTED] Sent: 06 May 2004 19:54 To: FlightGear developers discussions Cc: [EMAIL PROTECTED] Subject: Re: [Flightgear-devel] OpenGL/DirectX wrapper On Thu, 06 May 2004 14:57:57 +0200, Erik wrote in message [EMAIL PROTECTED]: Hi, I found a wrapper that lets OpenGL programs use the DirectX API without any change. It's using Mesa (it's even included in Mesa 3.1 and later) and hence is Freeware: http://www.altsoftware.com/products/opengl-directx.html It might be a good idea to put a link on the FlightGear page. ..I can only see legal problems, Microsoft I.P. etc litigation, I mean, they _can_ pull another SCOeme on us, say for threatening their flight sim biz or for infringing on their API, just check http://groklaw.net/ . .._everything_ else can be fixed. And, their stereoscopic 3d and graphics kits looks cool. ;-) -- ..med vennlig hilsen = with Kind Regards from Arnt... ;-) ...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 [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenGL/DirectX wrapper
I think for the most part no, since even both ATi and Nvidia's cheapest cards support OpenGL (to my knowledge), and even they can muster only just enough powerto run it smoothly. -Ethan From: "Curtis L. Olson" [EMAIL PROTECTED] Reply-To: FlightGear developers discussions [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Subject: Re: [Flightgear-devel] OpenGL/DirectX wrapper Date: Thu, 06 May 2004 08:21:04 -0500 MIME-Version: 1.0 Received: from baron.me.umn.edu ([128.101.142.119]) by mc6-f2.hotmail.com with Microsoft SMTPSVC(5.0.2195.6713); Thu, 6 May 2004 06:21:50 -0700 Received: from localhost ([127.0.0.1] helo=baron.me.umn.edu)by baron.me.umn.edu with esmtp (Exim 3.36 #1 (Debian))id 1BLios-0002za-00; Thu, 06 May 2004 08:21:46 -0500 Received: from stinson.me.umn.edu([128.101.142.115] helo=flightgear.org ident=curt)by baron.me.umn.edu with esmtp (Exim 3.36 #1 (Debian))id 1BLioC-0002zT-00for [EMAIL PROTECTED]; Thu, 06 May 2004 08:21:04 -0500 X-Message-Info: QIy1oIULmHc0D/CmrwfTF2vTX5t6koHS Message-ID: [EMAIL PROTECTED] User-Agent: Mozilla/5.0 (X11; U; Linux i686; en-US;rv:1.6) Gecko/20040413 Debian/1.6-5 X-Accept-Language: en References: [EMAIL PROTECTED] In-Reply-To: [EMAIL PROTECTED] X-BeenThere: [EMAIL PROTECTED] X-Mailman-Version: 2.1.4 Precedence: list List-Id: FlightGear developers discussions flightgear-devel.flightgear.org List-Unsubscribe: http://mail.flightgear.org/mailman/listinfo/flightgear-devel, mailto:[EMAIL PROTECTED] List-Archive: http://mail.flightgear.org/pipermail/flightgear-devel List-Post: mailto:[EMAIL PROTECTED] List-Help: mailto:[EMAIL PROTECTED] List-Subscribe: http://mail.flightgear.org/mailman/listinfo/flightgear-devel, mailto:[EMAIL PROTECTED] Errors-To: [EMAIL PROTECTED] Return-Path: [EMAIL PROTECTED] X-OriginalArrivalTime: 06 May 2004 13:21:53.0587 (UTC) FILETIME=[18ED4030:01C4336D] Erik Hofman wrote: I found a wrapper that lets OpenGL programs use the DirectX API without any change. It's using Mesa (it's even included in Mesa 3.1 and later) and hence is Freeware: http://www.altsoftware.com/products/opengl-directx.html It might be a good idea to put a link on the FlightGear page. Are there modern cards with enough power to run FlightGear that don't have OpenGL drivers for them? Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Programhttp://www.humanfirst.umn.edu/ FlightGear Projecthttp://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel Express yourself with the new version of MSN Messenger! Download today - it's FREE! ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Cygwin and OpenAL
Was the OpenAL/Cygwin issue ever cleared up? I can't update my FlightGear codebase. Jon ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] MD-11
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] MD-11
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel