Re: [Flightgear-devel] Trouble compiling on IRIX
shreeganesh ramanan wrote: > If the -g option is removed, everything compiles ok. But when fgfs is run, > it remains silent for sometime and then core dumps with a Segfault. > > The IRIX we use is IRIX 6.5.12f on an O2 SGI machine > The compiler is GCC 2.95.3 > > Can anybody explain how this can be solved ? This is probably because of incompatibillities between gcc and libGLU. You should grab the OpenGL sample implementation ( http://oss.sgi.com/projects/ogl-sample/ ) and build libGLU using gcc. Then you must make sure FlightGear uses the gcc compiled library by setting LD_LIBRARY_PATH before running fgfs: export LD_LIBRARY_PATH=/usr/local/lib:/usr/lib32 Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Sounds
Sam Varner wrote: >>It's this line in the c172-sound.xml file: >> >> >> 5.0 > > > I don't seem to have a c172-sound.xml file. Also, a grep-find in the > FlightGear directory (from version 0.7.9) doesn't turn up any > tags. Ah, version 0.7.9 has these settings hardcoded in FlightGear/src/Sound/fg_fx.cxx Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Trouble compiling on IRIX
> This is probably because of incompatibillities between gcc and libGLU. To be more precise: GCC N32 binary output is - at least with GCC-2.x.x - incompatible with MIPSpro. GCC N64 is in tune with MIPSpro - this is the most obvious reason why I spend effort on getting this to work Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] RE: Using gmax models in FG
I've been meeting with increasing frustration trying to complete my C-208 model for *both* FGFS and FS2002. I decided to have a go at it in 3DS Max 3 since I have a few friends to help me with it (and Blender just scares me 8-{). Although I must point out that I'm a total beginner at modelling so that may have implications!!! I tried to export a simple model to VRML but that seemed to lose some of the model and I was beck to square one. Does anyone know what would be the best format to export the Max model to use it in FlightGear since I can't go directly to AC3D? Does it have to go into PPE to name the objects or will it use the 3DS assigned object names? Thanks in advance, Matt. PS: Is anyone interested in modelling a heli for FlightGear too? Maybe a Schweizer 300 or R22? I don't know how much work this would be in terms of the FDM/Sim side of things... 80) talk21 your FREE portable and private address on the net at http://www.talk21.com ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Presentation -- shuttle landing simulator
Hello everyone, Over the last academic year, I have been involved in working with FlightGear and JSBSIM to build a shuttle landing simulator for the Challenger Center at our University. Our project is funded by a grant from the Wolf Aviation Foundation (www.wolf-aviation.org). Jon asked that I send a link to the presentation I recently made to the IEEE Computer Society and the Graduate Council. You may view the presentation here: http://genesis.cs.utc.edu/~wolf/WolfProject%20Version%204.ppt (feel free to use it as you wish). It has some screen shots towards the end of our VR equipment, and the work we've done on the software. We are no where near complete and are hoping for further funding for next year. I had queried the developers list a few weeks ago about a problem we were having with the 3d i-glasses and the stereo buffer. I have resolved that issue. I found that it works as long as FlightGear is not run in "full screen mode". I have to say that being involved in such a project this year has tremendously enhanced my education. I have a new appreciation for open source software and I have learned a lot about the open source community as well. Thank you for all the help you've given me over the past year. Dawn Ellis ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] General issues
Jim Wilson writes: > Well I've setup a bare bones class for FGScene and have been > browsing through main.cxx. I'm not quite sure what you mean by > "all of the scene- and scenery-management code". I mean the initialization, setup (clip planes, etc.), and drawing of the main scene graph. It might not hurt to move more into there (i.e. lighting and sky), but one step at a time might not be a bad idea. My ultimate goal is for fgMainLoop to look something like this: void fgMainLoop () { long dt = globals->getElapsedTimeSomeHow(); for (int i = 0; i < globals->getSubsystemCount(); i++) globals->getSubsystem(i)->update(dt); } The main.cxx file should be only a couple of hundred lines long at most, and should give a good overview of the top-level control flow of the program. Next, most modules should be moved out of src/Main, leaving only truly main ones like options.[ch]xx, globals.[ch]xx, and fgfs.[ch]xx. All the best, David -- David Megginson [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
re: [Flightgear-devel] property viewer segfaulting
Cameron Moore writes: > With that latest CVS of FG and SG, I get a pretty critical segfault > when trying to use the property viewer to view the /sim/logging/ > node. The httpd interface seems to work fine. The problem is in PUI and/or the prop picker -- the font we're currently using does not seem to have a '|' character in it, and that must be throwing something off. Here's what gdb says: 0x082bceab in puFont::getStringWidth(char const*) const (this=0x72747434, str=0xb4a0 "classes = 'terrain|astro|flight|input|gl|view|cockpit|general|math|event|aircraft|autopilot|io|clipper|network' (string)") at puFont.cxx:64 64if ( glut_font_handle != (GlutFont) 0 ) All the best, David -- David Megginson [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] YASim compile warning
Bernie Bright writes: > Compiling YASim with the new Intel C++ V6 compiler gives the following > warning: > > ../../../../src/FDM/YASim/Model.cpp(260): warning #175: subscript out of > range > float dist = ground[4] - Math::dot3(ground, _wingCenter); This is definitely a typo/bug. ground[] is defined as a 4 element array right before, so should only be refering to grount[0] - ground[3]. Andy, did you mean to say ground[3] here? Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] RE: Using gmax models in FG
[EMAIL PROTECTED] writes: > I've been meeting with increasing frustration trying to complete my > C-208 model for *both* FGFS and FS2002. > I decided to have a go at it in 3DS Max 3 since I have a few friends > to help me with it (and Blender just scares me 8-{). Although I > must point out that I'm a total beginner at modelling so that may > have implications!!! > > I tried to export a simple model to VRML but that seemed to lose > some of the model and I was beck to square one. > Does anyone know what would be the best format to export the Max > model to use it in FlightGear since I can't go directly to AC3D? FlightGear should be able to load .3ds and .ase model formats (and any other format supported by plib.) David Megginson has actually built a couple models for flightgear and he did a final conversion to ac3d. I'm guessing that must have been because there were issues with the plib 3ds/ase loaders David can probably answer that better than I can. > Does it have to go into PPE to name the objects or will it use the > 3DS assigned object names? It *should* use 3ds assigned names, but again, I've never tried this myself. Regards, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] General issues
David Megginson writes: > Jim Wilson writes: > > > Well I've setup a bare bones class for FGScene and have been > > browsing through main.cxx. I'm not quite sure what you mean by > > "all of the scene- and scenery-management code". > > I mean the initialization, setup (clip planes, etc.), and drawing of > the main scene graph. It might not hurt to move more into there > (i.e. lighting and sky), but one step at a time might not be a bad > idea. > > My ultimate goal is for fgMainLoop to look something like this: > > void > fgMainLoop () > { > long dt = globals->getElapsedTimeSomeHow(); > for (int i = 0; i < globals->getSubsystemCount(); i++) > globals->getSubsystem(i)->update(dt); > } > > The main.cxx file should be only a couple of hundred lines long at > most, and should give a good overview of the top-level control flow of > the program. Next, most modules should be moved out of src/Main, > leaving only truly main ones like options.[ch]xx, globals.[ch]xx, and > fgfs.[ch]xx. My one *big* caution on this is to *think* about and pay *attention* to opengl state management issues. If you don't have a good handle on the subtleties involved, you could make a real mess of things or introduce subtle rendering bugs. Regards, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Re: property viewer segfaulting
* David Megginson -- Thursday 25 April 2002 15:59: > The problem is in PUI and/or the prop picker -- the font we're > currently using does not seem to have a '|' character in it, and that > must be throwing something off. Yes, and it also has no '_', which can be quite confusing to people who browse for variables and later try to set these in the XML files or via telnet etc. I brought this up already (8 Feb 2002) and suggested to select a new default font, such as plib's default font, but got no reply. m. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] RE: Using gmax models in FG
David Megginson writes: > Curtis L. Olson writes: > > > FlightGear should be able to load .3ds and .ase model formats (and any > > other format supported by plib.) David Megginson has actually built a > > couple models for flightgear and he did a final conversion to ac3d. > > I'm guessing that must have been because there were issues with the > > plib 3ds/ase loaders David can probably answer that better than I > > can. > > Every plib loader I've tried except AC3D and MDL (a) screws up the > geometry, (b) screws up the texture UV mappings [or omits the > texture], or (c) both of the above. In some cases, it might be > Blender's fault rather than plib's, but AC3D was the path of least > resistance. For a project here at work I have found a .3ds format bus model and have been able to load it into a plib application. There were some issues though that involved some "massaging" of the model: a) None of the textures that came with the model were powers of 2. Just use gimp/photoshop/xv/imagemagick/etc. to resize the textures to get around that problem. b) One of the textures was misspelled ... also easily fixed. c) Plib loaders typically expect the underlying surface to be "white" and then modulate the texture on top of that. However, many of the surfaces in this model were "black" so the texture came out black. What I did here was export the model as .ase and then popped it up in my favorite editor (in this case emacs) and manually edited the material properties since the ppe material property editor doesn't appear to be implimented. There was a bit of other massaging I had to do for my particular application, but nothing that was plib related. Regards, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] General issues
David Megginson writes: > Curtis L. Olson writes: > > > My one *big* caution on this is to *think* about and pay *attention* > > to opengl state management issues. If you don't have a good handle on > > the subtleties involved, you could make a real mess of things or > > introduce subtle rendering bugs. > > This should be much easier to handle if each piece (sky, lighting, > scenery, models) is rendered in its own subsystem -- each should set > up its own state completely rather than relying on what might or might > not be left over from the preceding one. This is good in theory, but too many un-needed state changes has a performance implication. And, one module cannot control what opengl states another module might change. So this means a module would have to set *every* possible opengl state (i.e. hundreds of them) back to the default/desired values before executing. This is clearly something we don't want to do. plib provides a state management mechanism, but it doesn't do everything we need. There are certain states we need to change that the plib state manager doesn't account for. No matter what we do, we have 'scaling' problems. As the program grows and adds new modules, these modules might set some state that we've never touched before in FlightGear, but having that state changed could cause rendering problems in other modules. This is a mess no matter how you slice it. Things work in flightgear now for several reasons. - A few people have put a ***lot*** of time hunting through code and identifying where various state changes are happening, trying to understand the interrelationships, and resetting various states as needed in the next module or at the end of the module that changed them. - We have tried to use plib's state management mechanism where ever possible. - A fair amount of "trial and error". - Probably some luck. This whole area of the application is "brittle" and there are no good ways at the moment to make it robust and efficient at the same time. *Much* care, caution, and thought is needed by anyone who is going to move code and restructure things in the render loop. > More generally, though, I'm not imagining that order will not matter > -- some subsystems will have to be initialized and updated before > others. Yes, there is a very carefully worked out drawing order between the various modules that do graphical output. All I'm saying is that a ***lot*** of time, effort, code analysis, hairpulling, manual reading, mailing list question asking, etc. has gone into making things work as they are now. I acknowledge that the structure has grown to be a bit of a mess, but anyone who is going to go in and work on cleaning things up needs to be keenly aware of the state management pitfalls. It really can be/is a very difficult problem and several of us have spent a very significant amount of time getting things to work together as they do now. I'd really rather not have to go through that process again after the code gets beautified because, say for instance the moon doesn't blend correctly into the sky anymore, or we can't figure out why the menus have a funny orange tint when the instrument panel is disabled, or the 3rd cloud layer won't draw translucent no matter what we do, or the moon draws correctly, but the terrain textures go berzerk whenever the moon is in the view. These might sound far fetched at first, but they are exactly the sorts of things you end up debugging when you get the state management fouled up. I'm guessing Norman can vouch for me on some of this, and I bet Durk remembers some of the fun we had getting the moon to draw correctly, and then once we got that working, we had issues with lighting and problems drawing other portions of the scene when the correctly drawn moon was in the view. I'm not saying this isn't an area that shouldn't be cleaned up, but I am saying that it needs to be done ***very*** carefully. Regards, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] RE: Using gmax models in FG
So what is the consensus on the best route to take getting a 3DS model into FGFS? IIRC, gMax will open .3DS files and I could save and export them to MDL with MakeMDL.exe. I'm not sure if 3DS Max 3 will save to native MDL format... Time permitting, I'll play around with a model this weekend and try out a few ideas. In the meantime, thanks for your help guys. Every plib loader I've tried except AC3D and MDL (a) screws up the geometry, (b) screws up the texture UV mappings [or omits the texture], or (c) both of the above. In some cases, it might be Blender's fault rather than plib's, but AC3D was the path of least resistance. talk21 your FREE portable and private address on the net at http://www.talk21.com ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] General issues
On Thu, 25 Apr 2002 10:23:18 -0500 (CDT) "Curtis L. Olson" <[EMAIL PROTECTED]> wrote: >I'm not saying this isn't an area that shouldn't be cleaned up, but I >am saying that it needs to be done ***very*** carefully. This shouts for a decent set of regression tests, to me - some carefully thought out cases that exercise all aspects even remotely affected by what is being changed. I know JSBSim needs this, too. We shouldn't be so timid that we are afraid to move on to something better! But I certainly agree that nothing should be committed until it's known to be good. testing testing testing Jon ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" Magic Carpet)
> (make sure you switch to external view), to see the result of 90 > seconds' work in Blender. Are you going to do an interior view ? ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" Magic Carpet)
Alex Perry writes: > > (make sure you switch to external view), to see the result of 90 > > seconds' work in Blender. > > Are you going to do an interior view ? David, Here after doing a full cvs update -d of the base package and the fgfs source, I'm seeing a C172 in the external view with --fdm=ufo Now we just need a bit of texture, some flashing lights, and then animate it so it spins around it's axis. Oh, and an appropriate 'engine' sound. :-) Fun little toy to fly. :-) Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" Magic Carpet)
Especially in multiplayer mode ... > Alex Perry writes: > > > (make sure you switch to external view), to see the result of 90 > > > seconds' work in Blender. > > > > Are you going to do an interior view ? > > David, > > Here after doing a full cvs update -d of the base package and the fgfs > source, I'm seeing a C172 in the external view with --fdm=ufo > > Now we just need a bit of texture, some flashing lights, and then > animate it so it spins around it's axis. Oh, and an appropriate > 'engine' sound. :-) > > Fun little toy to fly. :-) > > Curt. > -- > Curtis Olson IVLab / HumanFIRST Program FlightGear Project > Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] > Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org > > ___ > 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] UFO FDM is Running! (was: "Enhanced" Magic Carpet)
Alex Perry writes: > Especially in multiplayer mode ... > > > Alex Perry writes: > > > > (make sure you switch to external view), to see the result of 90 > > > > seconds' work in Blender. > > > > > > Are you going to do an interior view ? > > > > David, > > > > Here after doing a full cvs update -d of the base package and the fgfs > > source, I'm seeing a C172 in the external view with --fdm=ufo Skip this, I was doing --fdm=ufo and not --aircraft=ufo and I realized this before I sent the message, but forgot to delete the sentence. Sorry. > > > > Now we just need a bit of texture, some flashing lights, and then > > animate it so it spins around it's axis. Oh, and an appropriate > > 'engine' sound. :-) > > > > Fun little toy to fly. :-) > > > > Curt. > > -- > > Curtis Olson IVLab / HumanFIRST Program FlightGear Project > > Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] > > Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org > > > > ___ > > 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 -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" Magic Carpet)
Alex Perry writes: > Are you going to do an interior view ? Do flying saucers have windows? All the best, David -- David Megginson [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" Magic Carpet)
Curtis L. Olson writes: > Here after doing a full cvs update -d of the base package and the fgfs > source, I'm seeing a C172 in the external view with --fdm=ufo Try --aircraft=ufo All the best, David -- David Megginson [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" Magic Carpet)
David Megginson writes: > Alex Perry writes: > > > Are you going to do an interior view ? > > Do flying saucers have windows? Well, we know Mr. Gate's has a monopoly here on earth, but it's unclear if this monopoly extends significantly out into the surrounding universe. Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" MagicCarpet)
On Thu, 2002-04-25 at 12:17, David Megginson wrote: > Alex Perry writes: > > > Are you going to do an interior view ? > > Do flying saucers have windows? Word has it they use Linux, actually. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" Magic Carpet)
> Alex Perry writes: > > Are you going to do an interior view ? > Do flying saucers have windows? Most of the ones in films do. You might want to pick your favorite film and use that as the model, whatever it is. There's a good chance someone else has already done the 3D model for it in any case. 8-) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Presentation -- shuttle landing simulator
On Thu, 25 Apr 2002 09:24:15 -0400, "Dawn Ellis" <[EMAIL PROTECTED]> wrote in message <003501c1ec5c$7ef33920$635dfea9@Roach>: > Hello everyone, > > Over the last academic year, I have been involved in working with > FlightGear and JSBSIM to build a shuttle landing simulator for the > Challenger Center at our University. Our project is funded by a grant > from the Wolf Aviation Foundation (www.wolf-aviation.org). > > Jon asked that I send a link to the presentation I recently made to > the IEEE Computer Society and the Graduate Council. You may view the > presentation here: > http://genesis.cs.utc.edu/~wolf/WolfProject%20Version%204.ppt (feel > free to use it as you wish). > It has some screen shots towards the end of our VR equipment, and the > work we've done on the software. We are no where near complete and > are hoping for further funding for next year. > > I had queried the developers list a few weeks ago about a problem we > were having with the 3d i-glasses and the stereo buffer. I have > resolved that issue. I found that it works as long as FlightGear is > not run in "full screen mode". > > I have to say that being involved in such a project this year has > tremendously enhanced my education. I have a new appreciation for > open source software and I have learned a lot about the open source > community as well. > > Thank you for all the help you've given me over the past year. > > Dawn Ellis ..this, and similar announcements should, inho, be posted to '[EMAIL PROTECTED]'. Cc'ing, should do it. -- ..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] Presentation -- shuttle landing simulator
Dawn Ellis writes: > Hello everyone, > > Over the last academic year, I have been involved in working with FlightGear > and JSBSIM to build a shuttle landing simulator for the Challenger Center at > our University. Our project is funded by a grant from the Wolf Aviation > Foundation (www.wolf-aviation.org). > > Jon asked that I send a link to the presentation I recently made to the IEEE > Computer Society and the Graduate Council. You may view the presentation > here: > http://genesis.cs.utc.edu/~wolf/WolfProject%20Version%204.ppt (feel free to > use it as you wish). > It has some screen shots towards the end of our VR equipment, and the work > we've done on the software. We are no where near complete and are hoping > for further funding for next year. > > I had queried the developers list a few weeks ago about a problem we were > having with the 3d i-glasses and the stereo buffer. I have resolved that > issue. I found that it works as long as FlightGear is not run in "full > screen mode". > > I have to say that being involved in such a project this year has > tremendously enhanced my education. I have a new appreciation for open > source software and I have learned a lot about the open source community as > well. > > Thank you for all the help you've given me over the past year. Dawn, Thanks for sharing about your project. Not to sound picky, but I'm sure many people on the list either don't have access to power point, or do not have easy access to a machine that runs (or has a copy of) powerpoint. I fall into the second category myself. Can power point presentations be exported as html, pdf, postscript, or some other format that is more commonly accessible to people on non-windows platforms? If so, would someone be willing to do the conversion and post back a link? Thanks! Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Presentation -- shuttle landing simulator
On Thu, 25 Apr 2002 20:04:35 +0200 >On Thu, 25 Apr 2002 09:24:15 -0400, >"Dawn Ellis" <[EMAIL PROTECTED]> wrote in message >> Thank you for all the help you've given me over the past >>year. > Arnt Karlsen <[EMAIL PROTECTED]> wrote: >..this, and similar announcements should, inho, be posted to >'[EMAIL PROTECTED]'. Cc'ing, should do it. I asked her to post it here. Isn't the -announce list only accessible by Curt? Jon ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Presentation -- shuttle landing simulator
Jon S Berndt writes: > On Thu, 25 Apr 2002 20:04:35 +0200 > >On Thu, 25 Apr 2002 09:24:15 -0400, > >"Dawn Ellis" <[EMAIL PROTECTED]> wrote in message > >> Thank you for all the help you've given me over the past > >>year. > > > > Arnt Karlsen <[EMAIL PROTECTED]> wrote: > > >..this, and similar announcements should, inho, be posted to > >'[EMAIL PROTECTED]'. Cc'ing, should do it. > > I asked her to post it here. Isn't the -announce list only > accessible by Curt? Anyone can post to the announce list at any time. However, all postings are moderated by the list admin. Both Cameron Moore and I have the list admin password, although I usually let Cameron do the honors. So, if you have something that's appropriate for the (under utilized) annouce list, please feel free to post it there. If one of the list admins agrees it's appropriate, then we can approve it and let it go through. Regards, Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] General issues
"Curtis L. Olson" <[EMAIL PROTECTED]> said: > My one *big* caution on this is to *think* about and pay *attention* > to opengl state management issues. If you don't have a good handle on > the subtleties involved, you could make a real mess of things or > introduce subtle rendering bugs. > Got it. Generally I'm pretty good at figuring out what something is and how it impacts things before I change it...and shy away from the parts that I don't have the time or ability to figure out. That said, mistakes can happen, but I'll do my best keep this in order. Speaking of impact, one thing that has been on my mind is what to do with the location (aka position) data. Right now just about everything is either asking the viewer for information or directly accessing the hard coded path to the property tree ("/position/"). The immediate problem is the viewer doesn't always know the correct information to give. Currently it is faking it to placate the routines that are still asking the viewer for things like sea level vectors and "view position". By "faking it", I mean it is calculating and reporting a "view position" based on the location of the aircraft that might not actually be the "real" current view position. Well you might say, that it is ok for the "view position" to be reported by the viewer. In some cases I think the values aren't being used in an expected way. And keep in mind that the "actual" view position is no longer (as in Tower view) anywhere near the aircraft that is being driven by the FDM. These problems were evident during testing before I made the viewer fake the data: 1). Somehow the altitude in JSBSim was being increased to the height of the tower. Thus when you went back to the pilot view the plane was falling from the sky. 2). Depending on how the view positions are located, and where the tile boundries are, switch views will trigger tile loading code. Other problems: Even with the data that I am faking, there still seems to be a problem with the lights (both runway and "city" lighting). 1) It appears that when switching tiles the lights jump up. 2) From the tower view the runway lights are way to high. Solutions? Unless we want to maintain the tile cache for each view (ack!) then we should have one location that has nothing to do with "view" for developing the cache. The view positions, depending on how they are cofigured can either look at the tile cache or not. As some have noticed you get a big-pale-blue-nothing depending on how far away your tower is. This will be acceptable for the time being, or we should print some sort of message that the view isn't going to be displayed since it is too far away. As far as the FDM is concerned, nothing from the viewer should be going to the FDM, directly or indirectly. Perhaps what we need to do is setup an "fdm location" or "master location" that can be used as a reference for the construction of all the components in the scene. The reason I'm bringing this up here in this thread is perhaps it should be controlled in the FGScene class. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Presentation -- shuttle landing simulator
"Curtis L. Olson" wrote: > > Dawn, > > Thanks for sharing about your project. Not to sound picky, but I'm > sure many people on the list either don't have access to power point, > or do not have easy access to a machine that runs (or has a copy of) > powerpoint. I fall into the second category myself. Can power point > presentations be exported as html, pdf, postscript, or some other > format that is more commonly accessible to people on non-windows > platforms? If so, would someone be willing to do the conversion and > post back a link? Converting to PDF sould be easy. (And it's possible to do it for free by printing it into a file via a PostScript capable printer and running it through Ghostscript). As I don't have PowerPoint I can't do the job :( CU, Christian -- The idea is to die young as late as possible.-- Ashley Montague Whoever that is/was; (c) by Douglas Adams would have been better... ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" MagicCarpet)
It flies not unlike the helicopter in SearchAndRescue On Thursday 25 April 2002 1:09 pm, Alex Perry wrote: > Especially in multiplayer mode ... > > > Alex Perry writes: > > > > (make sure you switch to external view), to see the result of 90 > > > > seconds' work in Blender. > > > > > > Are you going to do an interior view ? > > > > David, > > > > Here after doing a full cvs update -d of the base package and the fgfs > > source, I'm seeing a C172 in the external view with --fdm=ufo > > > > Now we just need a bit of texture, some flashing lights, and then > > animate it so it spins around it's axis. Oh, and an appropriate > > 'engine' sound. :-) > > > > Fun little toy to fly. :-) > > > > Curt. > > -- > > Curtis Olson IVLab / HumanFIRST Program FlightGear Project > > Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] > > Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org > > > > ___ > > 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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" MagicCarpet)
On Thursday 25 April 2002 1:23 pm, Curtis L. Olson wrote: > David Megginson writes: > > Alex Perry writes: > > > Are you going to do an interior view ? > > > > Do flying saucers have windows? > > Well, we know Mr. Gate's has a monopoly here on earth, but it's > unclear if this monopoly extends significantly out into the > surrounding universe. > > Curt. Badoomboom ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Using gmax models in FG
Interesting link. Still, I tried the MakeMDl that comes with MSFS 2002 Pro some time ago without success. The *.MDL it writes is too different, it is a new version. You might have luck with middleman, which might enable you to "intercept" the *.x file that gmax gives to MakeMDL. I did not try that. Bye bye, Wolfram. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] RE: Using gmax models in FG
Try: a) export ASE or 3DS from 3DS Max 3 into flightgear (maybe look at it in PPE, if it looks good in that, it should look good in FlightGear as well). b) export 3DS from 3DS Max 3 and use the newest gmax (version 1.1), that should IIRC be able to read that. >Thanks in advance, > >Matt. > Bye bye, Wolfram. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" MagicCarpet)
John Check writes: > On Thursday 25 April 2002 1:23 pm, Curtis L. Olson wrote: > > David Megginson writes: > > > Alex Perry writes: > > > > Are you going to do an interior view ? > > > > > > Do flying saucers have windows? > > > > Well, we know Mr. Gate's has a monopoly here on earth, but it's > > unclear if this monopoly extends significantly out into the > > surrounding universe. > > > > Curt. > > Badoomboom Yes, periodically I take time out of my busy schedule to impress everyone with my verbal cleverness. The part of my response where I worked in the dual meaning of windows to see through vs. microsoft windows was especially brilliant. I'm sure no one's ever thought of that before. [Mental note: next time check where my reply is going to.] :-) Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] General issues
"Curtis L. Olson" <[EMAIL PROTECTED]> said: > I'm not saying this isn't an area that shouldn't be cleaned up, but I > am saying that it needs to be done ***very*** carefully. That's exactly what I'm planning to do Curt. I'm not interested in rewriting this code. What I'll be doing is moving it and cleaning up obvious things and pretty much leaving the opengl stuff alone. The idea is to get the scene stuff organized in one place so that it is out of the main loop and we can build an interface for configuring things like near planes, etc. After that's done we can pick away at cleaning up other things. >From what I've seen I don't think a rewrite is necessary anyway. The code seems to work well and isn't hard to follow. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" MagicCarpet)
On Thursday 25 April 2002 3:59 pm, Curtis L. Olson wrote: > John Check writes: > > On Thursday 25 April 2002 1:23 pm, Curtis L. Olson wrote: > > > David Megginson writes: > > > > Alex Perry writes: > > > > > Are you going to do an interior view ? > > > > > > > > Do flying saucers have windows? > > > > > > Well, we know Mr. Gate's has a monopoly here on earth, but it's > > > unclear if this monopoly extends significantly out into the > > > surrounding universe. > > > > > > Curt. > > > > Badoomboom > > Yes, periodically I take time out of my busy schedule to impress > everyone with my verbal cleverness. The part of my response where I > worked in the dual meaning of windows to see through vs. microsoft > windows was especially brilliant. I'm sure no one's ever thought of > that before. > Oh! Shit! I missed that! ;D > [Mental note: next time check where my reply is going to.] :-) > > Curt. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] 3d Cessna 310 u3a
I just took the latest 3D Cessna 310 u3a (in cvs) for a spin and wow! I hadn't looked at this for a while and it's really looking nice. Thanks to everyone who's pitched in to make this possible. Wonderful job. :-) Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d Cessna 310 u3a
On Thu, 25 Apr 2002 16:28:12 -0500 (CDT) "Curtis L. Olson" <[EMAIL PROTECTED]> wrote: >I just took the latest 3D Cessna 310 u3a (in cvs) for a >spin and wow! >I hadn't looked at this for a while and it's really >looking nice. Are you referring to the exterior or interior? Screen shot? Jon ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d Cessna 310 u3a
Jon S Berndt writes: > On Thu, 25 Apr 2002 16:28:12 -0500 (CDT) > "Curtis L. Olson" <[EMAIL PROTECTED]> wrote: > >I just took the latest 3D Cessna 310 u3a (in cvs) for a > >spin and wow! > >I hadn't looked at this for a while and it's really > >looking nice. > > Are you referring to the exterior or interior? Yes. Exterior, a few things cleaned up with translucent windows and prop disks. Interior all of the exterior stuff visible that should be through the windows, plus full 'working' panel with the exception that it's not 'clickable' quite yet. > Screen shot? I'll have to defer to others to dump some nice screen shots ... Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" Magic Carpet)
On 25 Apr 2002 12:29:10 -0500, Sydney Weidman <[EMAIL PROTECTED]> wrote in message <[EMAIL PROTECTED]>: > On Thu, 2002-04-25 at 12:17, David Megginson wrote: > > Alex Perry writes: > > > > > Are you going to do an interior view ? > > > > Do flying saucers have windows? > > Word has it they use Linux, actually. ..how about the one that came down in Roswell, NM? ;-) -- ..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] Presentation -- shuttle landing simulator
I can convert the file to HTML, but it winds up begin about 3.6 MB, and I use Powerpoint to do the conversion (. Jonathan Polley On Thursday, April 25, 2002, at 01:29 PM, Christian Mayer wrote: > "Curtis L. Olson" wrote: >> >> Dawn, >> >> Thanks for sharing about your project. Not to sound picky, but I'm >> sure many people on the list either don't have access to power point, >> or do not have easy access to a machine that runs (or has a copy of) >> powerpoint. I fall into the second category myself. Can power point >> presentations be exported as html, pdf, postscript, or some other >> format that is more commonly accessible to people on non-windows >> platforms? If so, would someone be willing to do the conversion and >> post back a link? > > Converting to PDF sould be easy. (And it's possible to do it for free by > printing it into a file via a PostScript capable printer and running it > through Ghostscript). > > As I don't have PowerPoint I can't do the job :( > > CU, > Christian > > -- > The idea is to die young as late as possible.-- Ashley Montague > > Whoever that is/was; (c) by Douglas Adams would have been better... > > ___ > 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] Presentation -- shuttle landing simulator
Jonathan Polley writes: > I can convert the file to HTML, but it winds up begin about 3.6 MB, and I > use Powerpoint to do the conversion (. That's not entirely unexpected, especially if there is a picture or two in there. Curt. -- Curtis Olson IVLab / HumanFIRST Program FlightGear Project Twin Cities[EMAIL PROTECTED] [EMAIL PROTECTED] Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" Magic Carpet)
On Thu, 25 Apr 2002 20:31:51 +0200 Arnt Karlsen <[EMAIL PROTECTED]> wrote: >> > Do flying saucers have windows? >> >> Word has it they use Linux, actually. > >..how about the one that came down in Roswell, NM? ;-) Where do you think Linus Torvalds came from ... C'mon! You *know* that's not a terrestrial name. :-P Jon ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] A map of functions.
Is there any map of functions of FGFS ? I mean a doc describing in wich module the function is been implemented. If not, wouldn't be fine to have that ? I think it would be very apreciated and usefull for any of new people joining on this project. In case this doc already exists please coul'd somebody point me the path to that ? -- Sergio Roth Linux user #226380 - SuSE 7.2 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" Magic Carpet)
On Thursday, April 25, 2002, at 05:56 PM, Jon S Berndt wrote: > On Thu, 25 Apr 2002 20:31:51 +0200 > Arnt Karlsen <[EMAIL PROTECTED]> wrote: > >>> > Do flying saucers have windows? >>> Word has it they use Linux, actually. >> >> ..how about the one that came down in Roswell, NM? ;-) > > > Where do you think Linus Torvalds came from ... > France? > C'mon! You *know* that's not a terrestrial name. :-P > > Jon > > ___ > 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] 3d Cessna 310 u3a
On Thursday 25 April 2002 5:57 pm, Curtis L. Olson wrote: > Jon S Berndt writes: > > On Thu, 25 Apr 2002 16:28:12 -0500 (CDT) > > > > "Curtis L. Olson" <[EMAIL PROTECTED]> wrote: > > >I just took the latest 3D Cessna 310 u3a (in cvs) for a > > >spin and wow! > > >I hadn't looked at this for a while and it's really > > >looking nice. > > > > Are you referring to the exterior or interior? > > Yes. > > Exterior, a few things cleaned up with translucent windows and prop > disks. > > Interior all of the exterior stuff visible that should be through the > windows, plus full 'working' panel with the exception that it's not > 'clickable' quite yet. > > > Screen shot? > > I'll have to defer to others to dump some nice screen shots ... > > Curt. Not to mention it has lights. This is all Jim W, AFAIK. The 310, being low wing, really shows how the 3D cockpit ratchets up the reality factor. Oh BTW "c" toggles between 2d/3d cockpit. TTYL J ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Presentation -- shuttle landing simulator
>Curt writes: > Thanks for sharing about your project. Not to sound picky, but I'm > sure many people on the list either don't have access to power point, > or do not have easy access to a machine that runs (or has a copy of) > powerpoint. I fall into the second category myself. Can power point > presentations be exported as html, pdf, postscript, or some other > format that is more commonly accessible to people on non-windows > platforms? If so, would someone be willing to do the conversion and > post back a link? > I'll post separate links to the images and will convert the rest to html. Where would you like me to send the links? The document will view in Internet Explorer. Dawn Dawn ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] re: [Flightgear-cvslogs] [PATCH] Re: CVS: FlightGear/src/Controls controls.cxx,1.18,1.19
[re: FGControls::parking_brake] Melchior FRANZ writes: > Yes, you are right. That should be 1.0! > David, could you change this, please? Sorry for the inconvenience. Actually, it doesn't matter -- when the property is bound, FGControls will pick up the default property value anyway. I will change controls.cxx to set a default parking brake value in the constructor, though, just for consistency. All the best, David -- David Megginson [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] UFO FDM is Running! (was: "Enhanced" Magic Carpet)
Arnt Karlsen writes: > ..how about the one that came down in Roswell, NM? ;-) That's in the Smithsonian now, isn't it? All the best, David -- David Megginson [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Presentation -- shuttle landing simulator
Dawn, I have converted the PPT presentation to HTML. It can be found at: http://homepage.mac.com/eq_fidget/WolfProject.htm I have verified it with Netscape, so I know it is not MS specific ;) Jonathan Polley On Thursday, April 25, 2002, at 06:36 PM, Dawn Ellis wrote: >> Curt writes: >> Thanks for sharing about your project. Not to sound picky, but I'm >> sure many people on the list either don't have access to power point, >> or do not have easy access to a machine that runs (or has a copy of) >> powerpoint. I fall into the second category myself. Can power point >> presentations be exported as html, pdf, postscript, or some other >> format that is more commonly accessible to people on non-windows >> platforms? If so, would someone be willing to do the conversion and >> post back a link? >> > > I'll post separate links to the images and will convert the rest to html. > Where would you like me to send the links? > > The document will view in Internet Explorer. > > Dawn > > Dawn > > > ___ > 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] UFO FDM is Running! (was: "Enhanced" MagicCarpet)
On Thursday 25 April 2002 7:19 pm, Jonathan Polley wrote: > On Thursday, April 25, 2002, at 05:56 PM, Jon S Berndt wrote: > > On Thu, 25 Apr 2002 20:31:51 +0200 > > > > Arnt Karlsen <[EMAIL PROTECTED]> wrote: > >>> > Do flying saucers have windows? > >>> > >>> Word has it they use Linux, actually. > >> > >> ..how about the one that came down in Roswell, NM? ;-) > > > > Where do you think Linus Torvalds came from ... > > > France? > > Mmmebs, mebs! > > C'mon! You *know* that's not a terrestrial name. :-P > > > > Jon > > > > ___ > > 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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Presentation -- shuttle landing simulator
Dawn Ellis <[EMAIL PROTECTED]> said: > >Curt writes: > > Thanks for sharing about your project. Not to sound picky, but I'm > > sure many people on the list either don't have access to power point, > > or do not have easy access to a machine that runs (or has a copy of) > > powerpoint. I fall into the second category myself. Can power point > > presentations be exported as html, pdf, postscript, or some other > > format that is more commonly accessible to people on non-windows > > platforms? If so, would someone be willing to do the conversion and > > post back a link? > > > > I'll post separate links to the images and will convert the rest to html. > Where would you like me to send the links? > > The document will view in Internet Explorer. > > Dawn > It looked very nice in OpenOffice, but if you don't have it it's a pretty big download to look at one file :-) The price is right though. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] View Oddity Between MagicCarpet and JSBSim
I have been seeing a strange difference between the view I get with the same AC mode and the JSBSim and MagicCarpet FDMs. The pilot view is correct with JSBSim, but under the magic carpet, the pilot is buried up to their eyeballs in the tarmac. There are pictures that show both situations, from the outside view. http://homepage.mac.com/eq_fidget/magic_ac.png is with the MagicCarpet FDM and http://homepage.mac.com/eq_fidget/JSBSim.png is with JSBSim Its been a problem for a while, it's just that I haven't been using anything other than the MagicCarpet and thought it was a more general problem. Thanks, Jonathan Polley ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d Cessna 310 u3a
"Curtis L. Olson" <[EMAIL PROTECTED]> said: > I just took the latest 3D Cessna 310 u3a (in cvs) for a spin and wow! > I hadn't looked at this for a while and it's really looking nice. > Thanks to everyone who's pitched in to make this possible. Wonderful > job. :-) > Thanks! I really struggled with the prop disk. David probably knows what I mean about that. Finally gave up and said "good enough". For screen shots - if you don't mind my showing off a bit ;-) Night time - http://www.spiderbark.com/fgfs/u3anight.png Cockpit. You can see under the dash a little bit, but that will be covered when I get to the higher detail cockpit stuff - http://www.spiderbark.com/fgfs/u3acockpit.png Climbing. When the 3d panel is done, I'll add switches to turn the lights off during the day - http://www.spiderbark.com/fgfs/u3aclimb.png Startup at KSFO showing new props and exterior detail - http://www.spiderbark.com/fgfs/u3anewprops.png View toward the left from inside - http://www.spiderbark.com/fgfs/u3aviewleft.png Most of the credit for the appearance of this model goes to Chris Lampard who did the original exterior model and all the painting except the prop. He donated it to the project a couple months ago. Everything has been done with ac3d so as you can see it is quite capable of doing aircraft models for Flight Gear and is very easy to learn. For the lights I had to edit the ac3d (.ac is a text file) file because I couldn't find the option on the menu. Note that subsequent work in ac3d, even on the tiles that reference this material did not affect my edits. To illuminate a poly with red light, I first selected "red" for a polygon in ac3d which generated a material record like this: MATERIAL "NoName" rgb 1 0 0 amb 1 0 0 emis 0 0 0 spec 1 1 1 shi 50 trans 0 After a change to the "emis" array it looked like this (note that you can change the name as the MATERIAL entries are referenced by the object using a number): MATERIAL "RedLights" rgb 1 0 0 amb 1 0 0 emis 1 0 0 spec 1 1 1 shi 50 trans 0 Note that the material arrays are values that range from 0 to 1 and can be fractions (to get other colors or effects). The three values coincide with R-G-B levels. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: property viewer segfaulting
Melchior FRANZ <[EMAIL PROTECTED]> said: > * David Megginson -- Thursday 25 April 2002 15:59: > > The problem is in PUI and/or the prop picker -- the font we're > > currently using does not seem to have a '|' character in it, and that > > must be throwing something off. > > Yes, and it also has no '_', which can be quite confusing to people who > browse for variables and later try to set these in the XML files or > via telnet etc. I brought this up already (8 Feb 2002) and suggested to > select a new default font, such as plib's default font, but got no reply. > Ah, sorry I missed that. That could be a good solution. I would prefer to keep the dialog the same as the rest if the gui, but might be able to use something different for the data. Thanks, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] 3d Cessna 310 u3a
Wow. This is lookin' good. I surmise the extra reference points close up will give a new perspective on flying the -310. > For screen shots - if you don't mind my showing off a bit ;-) Show off more. This is very inspiring. It's great PR, too. > Night time - http://www.spiderbark.com/fgfs/u3anight.png Jon smime.p7s Description: application/pkcs7-signature
RE: [Flightgear-devel] 3d Cessna 310 u3a
Do you think - just for grins - it might be worth making a post to the rec.aviation.simulation newsgroup (land of MSFS and X-Plane talk)? Jon > For screen shots - if you don't mind my showing off a bit ;-) > > Night time - http://www.spiderbark.com/fgfs/u3anight.png smime.p7s Description: application/pkcs7-signature
[Flightgear-devel] View Configuration Documentation
This is a mini-howto document describing the configuration of views using the new capabilities in the viewer code. Let me know if you see typos, etc. http://www.spiderbark.com/fgfs/fgfs-viewer-howto.html Curt, if this is ok do you want to put it on the website? Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
RE: [Flightgear-devel] 3d Cessna 310 u3a
Jon Berndt <[EMAIL PROTECTED]> said: > Do you think - just for grins - it might be worth making a post to the > rec.aviation.simulation newsgroup (land of MSFS and X-Plane talk)? > > Jon Hmm...don't know. I'm a little nervous about sending links to popular newsgroups with my little dsl line. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d Cessna 310 u3a
> For screen shots - if you don't mind my showing off a bit ;-) > Night time - http://www.spiderbark.com/fgfs/u3anight.png Wow ... what did you make the tires of ... Tritium ? 8-) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Funky tower view
I noticed a few oddities with the tower view after flying a bit. This is the first view: http://rockfish.net/fg/towerviewfunk.jpg You can see the runway lights and cloud layer are misplaced. In the next view, the cloud layer is scooting along. It looks way cool, but shouldn't be happening. TTYL J ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] 3d Cessna 310 u3a
Alex Perry <[EMAIL PROTECTED]> said: > > For screen shots - if you don't mind my showing off a bit ;-) > > Night time - http://www.spiderbark.com/fgfs/u3anight.png > > Wow ... what did you make the tires of ... Tritium ? > > 8-) Hehe...I was wondering if someone would notice that :-) Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Funky tower view
John Check <[EMAIL PROTECTED]> said: > I noticed a few oddities with the tower view after > flying a bit. > This is the first view: > > http://rockfish.net/fg/towerviewfunk.jpg > > You can see the runway lights and cloud layer are misplaced. > In the next view, the cloud layer is scooting along. It looks > way cool, but shouldn't be happening. > > TTYL > J Yeah, I sent posted a message in the "General Issues" thread earlier today about that very problem. I think I know what it is...just not sure how to cure it yet. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] View Oddity Between MagicCarpet and JSBSim
At 4/25/02, you wrote: >I have been seeing a strange difference between the view I get with the >same AC mode and the JSBSim and MagicCarpet FDMs. The pilot view is >correct with JSBSim, but under the magic carpet, the pilot is buried up to >their eyeballs in the tarmac. There are pictures that show both >situations, from the outside view. > >http://homepage.mac.com/eq_fidget/magic_ac.png > >is with the MagicCarpet FDM and > >http://homepage.mac.com/eq_fidget/JSBSim.png > >is with JSBSim > >Its been a problem for a while, it's just that I haven't been using >anything other than the MagicCarpet and thought it was a more general problem. I speculate that the new problem running w/ the MagicCarpet FDM (buried aircraft) is related to the same problem running w/ the LaRCsim/UIUC FDM that I have reported. All the while, this has not been a problem running w/ JSBSim FDM. The problem started around the time that work on the viewer code began. Here's my Beech 99 buried: http://amber.aae.uiuc.edu/~m-selig/tmp/beech.gif With this aircraft I used Dz_cg = 2.5 ft. This is a LaRCsim variable which we can set from our code. When I set Dz_cg = 0 ft, then the aircraft is above the ground. I don't like this solution because it means that I cannot move the cg relative to the aero reference point anymore (unless I want to watch the aircraft takeoff from underground). It also required me to change some of my configuration files (most were using Dz_cg = 0 by default). I have not tried to dig deeper. But it must relate to Dz_cg and w/ it d_cg_rp_body_v (see flight.hxx and ls_generic.h). Getting closer to the problem might involved this part of code in flight.hxx // This is based heavily on LaRCsim/ls_generic.h class FGInterface : public FGSubsystem { Much has changed here since 0.7.8 I would not have to speculate if I knew what I need to know about c++ ... ~~~ I wonder if you run JSBSim w/ Dz_cg not equal to zero, are the aircraft buried? Regards, Michael >Thanks, > >Jonathan Polley > > >___ >Flightgear-devel mailing list >[EMAIL PROTECTED] >http://mail.flightgear.org/mailman/listinfo/flightgear-devel ** Prof. Michael S. Selig Dept. of Aero/Astro Engineering University of Illinois at Urbana-Champaign 306 Talbot Laboratory 104 South Wright Street Urbana, IL 61801-2935 (217) 244-5757 (o), (509) 691-1373 (fax) mailto:[EMAIL PROTECTED] http://www.uiuc.edu/ph/www/m-selig http://www.uiuc.edu/ph/www/m-selig/faq.html (FAQ) ** ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] cg or reference point or other
With the external view, what point on the aircraft is positioned on the center of the screen (where the HUB target spot gets placed)? Is this the cg or reference point or other? Thanks, Michael ** Prof. Michael S. Selig Dept. of Aero/Astro Engineering University of Illinois at Urbana-Champaign 306 Talbot Laboratory 104 South Wright Street Urbana, IL 61801-2935 (217) 244-5757 (o), (509) 691-1373 (fax) mailto:[EMAIL PROTECTED] http://www.uiuc.edu/ph/www/m-selig http://www.uiuc.edu/ph/www/m-selig/faq.html (FAQ) ** ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Heading error in A/P mode
Hi, Have been thinking about that slight error (bias) while in the heading hold mode. seeing similar behaivor with the FMC in the opengc displays. Note that the ailerons are equal displaced up and down when changing the bank angle. Do the FDMs account for the fact that the down aileron creates more drag than the up aileron thereby creating a yawing moment about the z-axis? Regards JW