RE: [Flightgear-devel] Grass Runway Textures

2003-11-28 Thread Richard Bytheway
I don't know whether these are any use, but here:
http://www.sucs.org/~mocelet/fgfs/
are some pictures I took from a hot air balloon flight a while back. Some grass, some 
trees, one small north-east England town, and some livestock.

Feel free to use the images for anything FlightGear related.

Richard

> What sort of 'nice textures' are we looking for?  I know this 
> is an odd question to ask, but a lot of games and sims just 
> can't get grass right and these are by no means the worst 
> textures I've seen around for this sort of material.  If I 
> get some pointers to nicer textures I'll do my best to 
> produce similar versions for use under the GPL.
> 

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Grass Runway Textures

2003-11-28 Thread Erik Hofman
Richard Bytheway wrote:
I don't know whether these are any use, but here:
http://www.sucs.org/~mocelet/fgfs/
are some pictures I took from a hot air balloon flight a while back. Some grass, some 
trees, one small north-east England town, and some livestock.


One of the problems with these type of photographs is the fact that they 
cover a very small area. When using these for textures you would end up 
with a hight degree of very annoying repetitiveness.

Another problem is the fact that they aren't shot straight down, making 
the textures look weird when used for textures.

But they are always very useful for comparing textures with the real 
world to see if it looks at least a bit like expected.

Erik

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Latest cvs build error ??

2003-11-28 Thread Erik Hofman
John Barrett wrote:
just tried building latest cvs and got the following error:

make[3]: Entering directory `/cygdrive/c/Documents and
Settings/jbarrett/Desktop/FlightSim/Devel/cvsroot/source/src/Cockpit'
if
++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src  -I/usr/X
11R6/include  -g -O2 -MT radiostack.o -MD -MP -MF ".deps/radiostack.Tpo" \
  -c -o radiostack.o `test -f 'radiostack.cxx' || echo './'`radiostack.cxx;
\
then mv -f ".deps/radiostack.Tpo" ".deps/radiostack.Po"; \
else rm -f ".deps/radiostack.Tpo"; exit 1; \
fi
radiostack.cxx: In member function `virtual void FGRadioStack::init()':
radiostack.cxx:81: error: `addTask' undeclared (first use this function)
anyone else getting this one ??
No problem here. Maybe this is a classic case of mixed version?

Erik

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Microsoft SideWinder 3D Pro, and thoughts on XML vs scripts

2003-11-28 Thread Erik Hofman
Brandon Craig Rhodes wrote:
My Microsoft SideWinder 3D Pro joystick was not recognized by
FlightGear, so I wrote the following joystick configuration file -
which I hereby contribute, and request that it be added to CVS.
I's included in the base package now.


 (2) I have mapped the joystick hat to view control, to match all of
 the other joystick configurations I read; and then I wanted to
 make the narrow button just below the hat center the view.  What
 it actually does is set the view heading and pitch to zero -
 which for most 3D cockpits seems *not* to be the designer's idea
 of "straight ahead", since they often want the eyes cast down
 somewhat to see the instrument panel.  What I want therefore is
 not a static definition of what the button does, but a dynamic
 one that returns to whatever angle the current aircraft's
 designer chose as "straight ahead".
The common feature of both of these problems is that XML is static.
I don't that's the problem in this case. Because the XML configuration 
uses dynamic properties the XML configuration can actually be called 
dynamic already (see for example the model animations).

Of course we could hack XML to include more complicated descriptions
of actions (and maybe it is already complicated enough, without my
knowing it, to set the view angles to the default for the current 3D
cockpit); but what one really wants is for configuration files to be
specified through a scripting language. 
No, that's not what one want's It makes the configuration files terribly 
ugly and even less understandable. What one wants is adding static 
*actions* to the XML file but unpredictable dynamic *actions* to an 
included or referenced script.

As an example, the model animations are far better defined in XML 
configuration files because (a) it doesn't require every modeler to 
reinvent the wheel with regards to the animation types ("how on earth am 
I supposed to rotate this surface in this scripting language"), not to 
mention it is far less CPU intensive, and it requires one to actually 
think about how the animations should line up (rotations along the X, Y 
and Z axis). I know this is pain seeking, but at least one would get the 
proper result.

Scripting language are better for adding an arriving and departing ferry 
in the San Fransisco bay.

Erik



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Re: Time to Refactor (was Re: Nasal > integration docs)

2003-11-28 Thread Melchior FRANZ
* Nick Coleman -- Thursday 27 November 2003 01:34:
> You know, I've only just started using kate due to needing to edit xml 
> files for FlightGear.  The more I use it the more I'm quite impressed 
> with it.  Add the plugins, the regular expression editing, etc, it's 
> pretty powerful.

FWIW: I've just started a kate syntax file.

m.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Latest cvs build error ??

2003-11-28 Thread [EMAIL PROTECTED]
On Friday 28 November 2003 10:13, Erik Hofman wrote:
> John Barrett wrote:
> > just tried building latest cvs and got the following error:
> >
> > make[3]: Entering directory `/cygdrive/c/Documents and
> > Settings/jbarrett/Desktop/FlightSim/Devel/cvsroot/source/src/Cockpit'
> > if
> > ++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src 
> > -I/usr/X 11R6/include  -g -O2 -MT radiostack.o -MD -MP -MF
> > ".deps/radiostack.Tpo" \ -c -o radiostack.o `test -f 'radiostack.cxx' ||
> > echo './'`radiostack.cxx; \
> > then mv -f ".deps/radiostack.Tpo" ".deps/radiostack.Po"; \
> > else rm -f ".deps/radiostack.Tpo"; exit 1; \
> > fi
> > radiostack.cxx: In member function `virtual void FGRadioStack::init()':
> > radiostack.cxx:81: error: `addTask' undeclared (first use this function)
> >
> >
> > anyone else getting this one ??
>
> No problem here. Maybe this is a classic case of mixed version?
>
> Erik

Doesn't "make" and "cvs" solve that automatically?

Or in another words, what is the best way to upgrade your personal cvs 
directory with the new one and recompile it?

Why is 
$ cvs update
$ make
not enough?


Best Regards, 
 Oliver C.



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Latest cvs build error ??

2003-11-28 Thread Erik Hofman
[EMAIL PROTECTED] wrote:

anyone else getting this one ??
No problem here. Maybe this is a classic case of mixed version?

Erik


Doesn't "make" and "cvs" solve that automatically?

Or in another words, what is the best way to upgrade your personal cvs 
directory with the new one and recompile it?

Why is 
$ cvs update
$ make
not enough?
It is. Except in this case (it turns out this adTask is a SimGear 
function so you need to update and install SimGear also).

Erik

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Latest cvs build error ??

2003-11-28 Thread [EMAIL PROTECTED]
On Friday 28 November 2003 15:22, Erik Hofman wrote:
>
> It is. Except in this case (it turns out this adTask is a SimGear
> function so you need to update and install SimGear also).
>
> Erik
>

Thanks for answering.

BTW is there a way to know when i need (or don't need) to upgrade
SimGear or Plib when i just want to upgrade flightgear?

Best Regards,
 Oliver C.



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Latest cvs build error ??

2003-11-28 Thread Frederic BOUVIER
[EMAIL PROTECTED] wrote:
> > No problem here. Maybe this is a classic case of mixed version?
> >
> > Erik
> 
> Doesn't "make" and "cvs" solve that automatically?
> 
> Or in another words, what is the best way to upgrade your personal cvs 
> directory with the new one and recompile it?
> 
> Why is 
> $ cvs update
> $ make
> not enough?

It is not enough. You have to do at least :

$ cd /usr/src/Simgear # or whatever
$ cvs update -Pd
$ ./autogen.sh
$ ./configure
$ make
$ make install
$ cd /usr/src/FlightGear # or whatever
$ cvs update -Pd
$ ./autogen.sh
$ ./configure
$ make
$ make install
$ cd /usr/src/fgfsbase # or whatever
$ cvs update -Pd

If you don't do this in a row, you are likely to encounter problems.

-Fred


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Grass Runway Textures

2003-11-28 Thread Matthew Law
> One of the problems with these type of photographs is the fact that they 
> cover a very small area. When using these for textures you would end up 
> with a hight degree of very annoying repetitiveness.
> 
> Another problem is the fact that they aren't shot straight down, making 
> the textures look weird when used for textures.
> 
> But they are always very useful for comparing textures with the real 
> world to see if it looks at least a bit like expected.

Speaking of which, would it be possible to change the texture above a
certain height AGL?  We could have a texture with more detail for low
altitudes and a shinier, more gaussian texture for higher altitudes...
Just like real grass and short crops.


All the best,

Matt.





___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Latest cvs build error ??

2003-11-28 Thread Curtis L. Olson
John Barrett writes:
> just tried building latest cvs and got the following error:
> 
> make[3]: Entering directory `/cygdrive/c/Documents and
> Settings/jbarrett/Desktop/FlightSim/Devel/cvsroot/source/src/Cockpit'
> if
> ++ -DHAVE_CONFIG_H -I. -I. -I../../src/Include -I../.. -I../../src  -I/usr/X
> 11R6/include  -g -O2 -MT radiostack.o -MD -MP -MF ".deps/radiostack.Tpo" \
>   -c -o radiostack.o `test -f 'radiostack.cxx' || echo './'`radiostack.cxx;
> \
> then mv -f ".deps/radiostack.Tpo" ".deps/radiostack.Po"; \
> else rm -f ".deps/radiostack.Tpo"; exit 1; \
> fi
> radiostack.cxx: In member function `virtual void FGRadioStack::init()':
> radiostack.cxx:81: error: `addTask' undeclared (first use this function)

There were some recent simgear changes made as well, so make sure
you've fetched, compiled, and installed the latest simgear cvs source.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] latest AI tricks

2003-11-28 Thread David Culp
Here's a screenshot of the latest AI trick.

http://home.comcast.net/~davidculp2/formation.jpg

Obviously a setGearUp() method is needed :)


I've handed this over to the professionals (Erik), as I've run out of clues.  
The AI also includes ships and ballistic objects.


Dave
-- 

David Culp
davidculp2[at]comcast.net


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread Erik Hofman
David Culp wrote:

I've handed this over to the professionals (Erik), as I've run out of clues.  
The AI also includes ships and ballistic objects.
I've put the current code, slightly modified on one or two places, into 
CVS. The next step would be adding support for NASAL scripts to controll 
the vehicles and after that we need some code the add dynamic objects to 
scenery locations to make it possible for ferries to cross the channel 
(or something like that).

Erik

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Grass Runway Textures

2003-11-28 Thread Julian Foad
Matthew Law wrote:
Speaking of which, would it be possible to change the texture above a
certain height AGL?  We could have a texture with more detail for low
altitudes and a shinier, more gaussian texture for higher altitudes...
Just like real grass and short crops.
Grass rarely reaches more than one meter AGL :-)  Different textures for grass growing at different altitudes AMSL would make some sense, but I think you are talking about changing the material properties of the ground cover according to the aircraft's height AGL ...  but that shouldn't make a difference to the shininess or the sharpness of the specular reflection (which is what I am guessing you mean by "more gaussian"; do I misunderstand?).

- Julian

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Microsoft SideWinder 3D Pro, and thoughts on XML vs scripts

2003-11-28 Thread Andy Ross
Brandon Craig Rhodes wrote:
> (1) Joystick file authors have to decide how many engines the
> throttle will control.  Most authors seem to have chosen eight,
> which will break once ten-engine planes start appearing in
> FlightGear; the author of the default four-axis-joystick.xml file
> seems to have chosen two instead, which sent my B-52 off the
> runway sideways if I remember correctly. :-)

Hark! :)
Use this as your binding:

  
   nasal
   
 controls.setAllThrottles(value);
   
  

And include this Nasal code in a controls.nas file:

  #
  # Utility.  Returns the specified engine property tree name.
  #
  engprop = func { "/controls/engines/engine[" ~ arg[0] ~ "]" }
 
  #
  # Set all existing throttle properties to the same value.
  # This is a mild hack.  Ideally, we'd be able to query for the
  # number of children of a property node rather than checking by hand
  # whether they have a value or not.  Andy's working on that part.
  #
  setAllThrottles = func {
  i = 0;
  prop = engprop(i);
  while(getprop(prop, "throttle") != nil) {
  setprop(prop, "throttle", arg[0]);
  i = i + 1;
  prop = engprop(i);
  }
  }

I haven't tested this yet, but the basic idea is sound.  One worry is
that the throttle values might not actually be defined by any other
configuration, in which case they'll need to have initial value set in
the aircraft "-set.xml" file.

And as the comments indicate, the practice of testing all the throttle
to see if they are defined is a little hackish.  I'm putting together
a more complete SGPropertyNode interface for Nasal right now.

Andy



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Latest cvs build error ??

2003-11-28 Thread Andy Ross
John Barrett wrote:
> radiostack.cxx: In member function `virtual void FGRadioStack::init()':
> radiostack.cxx:81: error: `addTask' undeclared (first use this function)

You need to update your SimGear.  The SGEventManager API changed a
little bit recently, and radiostack.cxx was updated along with it.

Andy



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Abwesenheits-Nachricht

2003-11-28 Thread Tim Kober
Abwesenheits-Nachricht

Herzlichen Dank für Ihre Nachricht, die mich leider nicht erreicht hat. Ich habe erst 
ab dem 8. Dezember 2003 wieder Gelegenheit, meine Emails abzurufen. Bis dahin bleibt 
Ihre Nachricht auf unserem Server gespeichert. In dringlicheren Fällen senden Sie 
bitte eine Nachricht an meine Kollegen, die Ihnen gerne weiterhelfen werden:

Kober-Kümmerly+Frey Media AG
Telefon: 0211 / 999 70 7-0
Telefax: 0211 / 999 70 7-21
[EMAIL PROTECTED]

Mit freundlichen Grüßen
Tim Kober
Kober-Kümmerly+Frey Media AG


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Abwesenheits-Nachricht

2003-11-28 Thread Tim Kober
Abwesenheits-Nachricht

Herzlichen Dank für Ihre Nachricht, die mich leider nicht erreicht hat. Ich habe erst 
ab dem 8. Dezember 2003 wieder Gelegenheit, meine Emails abzurufen. Bis dahin bleibt 
Ihre Nachricht auf unserem Server gespeichert. In dringlicheren Fällen senden Sie 
bitte eine Nachricht an meine Kollegen, die Ihnen gerne weiterhelfen werden:

Kober-Kümmerly+Frey Media AG
Telefon: 0211 / 999 70 7-0
Telefax: 0211 / 999 70 7-21
[EMAIL PROTECTED]

Mit freundlichen Grüßen
Tim Kober
Kober-Kümmerly+Frey Media AG


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread Andy Ross
Erik Hofman wrote:
> I've put the current code, slightly modified on one or two places,
> into CVS. The next step would be adding support for NASAL scripts to
> controll the vehicles and after that we need some code the add dynamic
> objects to scenery locations to make it possible for ferries to cross
> the channel (or something like that).

I'd love to play with the AI stuff and see now Nasal fits in.  But
I've been kinda ignoring it so far. :) Is there a quickie tutorial or
something (or even a mailing list message that I missed) that you can
point me to?

Andy



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Abwesenheits-Nachricht

2003-11-28 Thread Tim Kober
Abwesenheits-Nachricht

Herzlichen Dank für Ihre Nachricht, die mich leider nicht erreicht hat. Ich habe erst 
ab dem 8. Dezember 2003 wieder Gelegenheit, meine Emails abzurufen. Bis dahin bleibt 
Ihre Nachricht auf unserem Server gespeichert. In dringlicheren Fällen senden Sie 
bitte eine Nachricht an meine Kollegen, die Ihnen gerne weiterhelfen werden:

Kober-Kümmerly+Frey Media AG
Telefon: 0211 / 999 70 7-0
Telefax: 0211 / 999 70 7-21
[EMAIL PROTECTED]

Mit freundlichen Grüßen
Tim Kober
Kober-Kümmerly+Frey Media AG


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Abwesenheits-Nachricht

2003-11-28 Thread Paul Surgeon
Is this an auto-responder?

Google translation :

Cordial thanks for your message, which did not reach me unfortunately.  I have 
only starting from 8 December 2003 again opportunity to call my enamels up.  
Up to then your message on our server remains stored.  In more urgent cases 
you send please a message to my colleagues, who will gladly help you.



On Friday, 28 November 2003 20:06, Tim Kober wrote:
> Abwesenheits-Nachricht
>
> Herzlichen Dank für Ihre Nachricht, die mich leider nicht erreicht hat. Ich
> habe erst ab dem 8. Dezember 2003 wieder Gelegenheit, meine Emails
> abzurufen. Bis dahin bleibt Ihre Nachricht auf unserem Server gespeichert.
> In dringlicheren Fällen senden Sie bitte eine Nachricht an meine Kollegen,
> die Ihnen gerne weiterhelfen werden:
>
> Kober-Kümmerly+Frey Media AG
> Telefon: 0211 / 999 70 7-0
> Telefax: 0211 / 999 70 7-21
> [EMAIL PROTECTED]
>
> Mit freundlichen Grüßen
> Tim Kober
> Kober-Kümmerly+Frey Media AG


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Abwesenheits-Nachricht

2003-11-28 Thread Tim Kober
Abwesenheits-Nachricht

Herzlichen Dank für Ihre Nachricht, die mich leider nicht erreicht hat. Ich habe erst 
ab dem 8. Dezember 2003 wieder Gelegenheit, meine Emails abzurufen. Bis dahin bleibt 
Ihre Nachricht auf unserem Server gespeichert. In dringlicheren Fällen senden Sie 
bitte eine Nachricht an meine Kollegen, die Ihnen gerne weiterhelfen werden:

Kober-Kümmerly+Frey Media AG
Telefon: 0211 / 999 70 7-0
Telefax: 0211 / 999 70 7-21
[EMAIL PROTECTED]

Mit freundlichen Grüßen
Tim Kober
Kober-Kümmerly+Frey Media AG


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread Erik Hofman
Andy Ross wrote:
Erik Hofman wrote:

I've put the current code, slightly modified on one or two places,
into CVS. The next step would be adding support for NASAL scripts to
controll the vehicles and after that we need some code the add dynamic
objects to scenery locations to make it possible for ferries to cross
the channel (or something like that).


I'd love to play with the AI stuff and see now Nasal fits in.  But
I've been kinda ignoring it so far. :) Is there a quickie tutorial or
something (or even a mailing list message that I missed) that you can
point me to?
Right now models are added by adding an  section to the  
section in preferences.xml like:

  
   true
   
ship
Models/Geometry/saratoga.xml
30.0
0.0
-122.3
37.61667
20.0
   
  
This will add a moving saratoga carrier in the bay area.
There are a number of functions to influence the behavior of the model 
(see AIBase.hxx in FlightGear/src/AIModel):

void setSpeed( double speed_KTAS );
void setAltitude( double altitude_ft );
void setLongitude( double longitude );
void setLatitude( double latitude );
void setHeading( double heading );
And for aircraft models the following functions are alos available (see 
AIAircraft.hxx):

void SetPerformance(PERF_STRUCT ps);
void AccelTo(double speed);
void PitchTo(double angle);
void RollTo(double angle);
void YawTo(double angle);
void ClimbTo(double altitude);
void TurnTo(double heading);
There are also special functions for ships (see AIShip.hxx) and balistic 
objects (see AIBallistic.hxx).

We might need another function to dynamically add new AI driver models.

Erik



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Abwesenheits-Nachricht

2003-11-28 Thread Tim Kober
Abwesenheits-Nachricht

Herzlichen Dank für Ihre Nachricht, die mich leider nicht erreicht hat. Ich habe erst 
ab dem 8. Dezember 2003 wieder Gelegenheit, meine Emails abzurufen. Bis dahin bleibt 
Ihre Nachricht auf unserem Server gespeichert. In dringlicheren Fällen senden Sie 
bitte eine Nachricht an meine Kollegen, die Ihnen gerne weiterhelfen werden:

Kober-Kümmerly+Frey Media AG
Telefon: 0211 / 999 70 7-0
Telefax: 0211 / 999 70 7-21
[EMAIL PROTECTED]

Mit freundlichen Grüßen
Tim Kober
Kober-Kümmerly+Frey Media AG


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Abwesenheits-Nachricht

2003-11-28 Thread Erik Hofman
Paul Surgeon wrote:
Is this an auto-responder?
Yes.

Actual translation:

Thank you for your message, which unfortunately didn't reach me. After 
December 8th I will have the opportunity to read my email again. Until 
then your message will remain on out server. For important messages 
please sent your message to my colleagues who will help you any further.

Erik

Google translation :

Cordial thanks for your message, which did not reach me unfortunately.  I have 
only starting from 8 December 2003 again opportunity to call my enamels up.  
Up to then your message on our server remains stored.  In more urgent cases 
you send please a message to my colleagues, who will gladly help you.



On Friday, 28 November 2003 20:06, Tim Kober wrote:

Abwesenheits-Nachricht

Herzlichen Dank für Ihre Nachricht, die mich leider nicht erreicht hat. Ich
habe erst ab dem 8. Dezember 2003 wieder Gelegenheit, meine Emails
abzurufen. Bis dahin bleibt Ihre Nachricht auf unserem Server gespeichert.
In dringlicheren Fällen senden Sie bitte eine Nachricht an meine Kollegen,
die Ihnen gerne weiterhelfen werden:
Kober-Kümmerly+Frey Media AG
Telefon: 0211 / 999 70 7-0
Telefax: 0211 / 999 70 7-21
[EMAIL PROTECTED]
Mit freundlichen Grüßen
Tim Kober
Kober-Kümmerly+Frey Media AG


___
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] Abwesenheits-Nachricht

2003-11-28 Thread Tim Kober
Abwesenheits-Nachricht

Herzlichen Dank für Ihre Nachricht, die mich leider nicht erreicht hat. Ich habe erst 
ab dem 8. Dezember 2003 wieder Gelegenheit, meine Emails abzurufen. Bis dahin bleibt 
Ihre Nachricht auf unserem Server gespeichert. In dringlicheren Fällen senden Sie 
bitte eine Nachricht an meine Kollegen, die Ihnen gerne weiterhelfen werden:

Kober-Kümmerly+Frey Media AG
Telefon: 0211 / 999 70 7-0
Telefax: 0211 / 999 70 7-21
[EMAIL PROTECTED]

Mit freundlichen Grüßen
Tim Kober
Kober-Kümmerly+Frey Media AG


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Latest cvs build error ??

2003-11-28 Thread John Barrett

- Original Message - 
From: "Andy Ross" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Friday, November 28, 2003 12:09 PM
Subject: Re: [Flightgear-devel] Latest cvs build error ??


> John Barrett wrote:
> > radiostack.cxx: In member function `virtual void FGRadioStack::init()':
> > radiostack.cxx:81: error: `addTask' undeclared (first use this function)
>
> You need to update your SimGear.  The SGEventManager API changed a
> little bit recently, and radiostack.cxx was updated along with it.
>

That got it. Thanks !!


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Abwesenheits-Nachricht

2003-11-28 Thread Tim Kober
Abwesenheits-Nachricht

Herzlichen Dank für Ihre Nachricht, die mich leider nicht erreicht hat. Ich habe erst 
ab dem 8. Dezember 2003 wieder Gelegenheit, meine Emails abzurufen. Bis dahin bleibt 
Ihre Nachricht auf unserem Server gespeichert. In dringlicheren Fällen senden Sie 
bitte eine Nachricht an meine Kollegen, die Ihnen gerne weiterhelfen werden:

Kober-Kümmerly+Frey Media AG
Telefon: 0211 / 999 70 7-0
Telefax: 0211 / 999 70 7-21
[EMAIL PROTECTED]

Mit freundlichen Grüßen
Tim Kober
Kober-Kümmerly+Frey Media AG


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Abwesenheits-Nachricht

2003-11-28 Thread Curtis L. Olson
Tim Kober writes:
> Abwesenheits-Nachricht
> 
> Herzlichen Dank für Ihre Nachricht, die mich leider nicht
> erreicht hat. Ich habe erst ab dem 8. Dezember 2003 wieder
> Gelegenheit, meine Emails abzurufen. Bis dahin bleibt Ihre Nachricht
> auf unserem Server gespeichert. In dringlicheren Fällen senden
> Sie bitte eine Nachricht an meine Kollegen, die Ihnen gerne
> weiterhelfen werden: 

I will disable mail delivery to this account, Tim's autoresponder
doesn't appear to be configured "optimally."

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Sunken Runways (was TaxiDraw-0.0.5 available)

2003-11-28 Thread Paul Surgeon
On Friday, 28 November 2003 02:46, Jon Stockill wrote:
> On Thu, 27 Nov 2003, Jonathan Richards wrote:
> > I noticed this at Cardiff a little while ago:
> > http://www.jnorichards.pwp.blueyonder.co.uk/images/EGFF.jpg
> >
> > I downloaded the scenery tile again, and it went away, so I assumed I had
> > got a mismatch between the airport data and the scenery somehow.
>
> There are definitely issues with airfield elevations. It could be the
> airfield data, or the terrain data, but originated when the scenery
> generation code was changed to limit the variations in elevation within
> the airport boundary. I've not noticed it as much on scenery generated
> with SRTM3 data though, so more than likely it was just due to the
> inaccuracy of the 30 arcsec terrain data.

It's a pity there is not an easy fix for this problem but I would be happy 
with less accurate terrain elevation around the airports if it means I don't 
have to land in canyons or mountain tops anymore.
There must be a better way of merging airport and terrain data.

One of my favorite airports is about 120 feet higher than the surrounding 
terrain. The runway looks like an artificial mountain range.

Paul


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread David Culp
> Is there a quickie tutorial ...


The AIManager subsystem reads the preferences.xml file at startup and 
instantiates an AI object for every occurrance of  in the sim/ai node.
Presently there are three object "types" available, "aircraft", "ship" and 
"ballistic".  The aircraft are available in four "classes", called "light", 
"jet_transport", "ww2_fighter" and "jet_fighter".  The class is used to 
establish the airplane's performance capabilities.

The "aircraft" object can have the following attributes:
"class", "heading", "speed-KTAS", "path", "altitude-ft", "longitude" and 
"latitude".  These values are the starting point for the object. The "path" 
refers to the path to the exterior model.

The "ship" object can have the following attributes:
"heading", "speed-KTAS", "path", "altitude-ft", "longitude" and "latitude".

The "ballistic" object can have the following attributes:
"azimuth", "elevation", "speed-fps", "path", "altitude-ft", "longitude" and 
"latitude".


Much of the FDM's are untested, awaiting scripting to call the TurnTo(), 
ClimbTo() and AccelTo() methods.

For a good demo of each type:

* Aircraft  
This sets up a fly-by of 3 F16s.  Take off form KSFO rwy 28R and climb at 250 
kts straight ahead.  The formation of F-16s will pass you.

  
   true

   
aircraft
jet_fighter
Aircraft/f16/Models/f16.xml
300.0
1000
-122.321
37.5972446
298.0
   

   
aircraft
jet_fighter
Aircraft/f16/Models/f16.xml
300.0
1000
-122.321
37.5969666
298.0
   

   
aircraft
jet_fighter
Aircraft/f16/Models/f16.xml
300.0
1000
-122.321
37.5975226
298.0
   


  


* Ship ***

This puts the Saratoga a couple miles east of KSFO, doing 30 knots, heading 
020.

  
   true

   
ship
Models/Geometry/saratoga.xml
30.0
0.0
-122.3
37.61667
20.0
   

  


* Ballistic **

This will launch an unpowered rocket from the terminal at KSFO.  The rocket 
model is already in the base package, but it needs to be reoriented using the 
rocket.xml file below.

  
   true
   
ballistic
Models/Geometry/rocket.xml
500.0
13
-122.3858
37.616
90.0
45.0
   
  


* rocket.xml  (a file to reorient the rocket.ac model) **







 rocket.ac

 
   -90.0
   




Dave
-- 

David Culp
davidculp2[at]comcast.net


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Re: 0.9.3 Mac OS X Build (optimisation)

2003-11-28 Thread Olivier A .
Darrell Walisser wrote :

After being prodded by several people (and I thank you all ;-) I did a
quick and dirty compile of the latest plib/SimGear/FlightGear. This
contains an updated version of my plib optimization that results in a
similar boost in frame rate, on Mac OS X in particular. I haven't done
any testing to prove it, but fgfs appears to be working OK and doing
what it is supposed to do.
  With your plib optimisations fgfs is much faster on Mac OS X !
  On a imac (G3 500 MHz, 384 Mb RAM) with an ATI Rage pro (16 Mb VRAM):
with plib optim.:   
without:
at KFSO, daylight:  13 fps  6 fps
at KFSO, night:  9 fps  not tested
over the SF area:8 fps  2-3 fps  
(during the day)

As far as compiling,  The second
one is required because the default stack limit in Mac OS X is 256K.
The "unlimit" command is the other option, but I don't feel anyone
should be forced to use it just to get fgfs to run.
	I don't think that it is a stack limit problem: matlib.cx compiles 
very well on my imac with Xcode, but in order to have a working 
executable, one must turn optimization off with gcc 3.3 (ie -O0). This 
known bug of gcc 3.3 has been reported with a function very similar to 
gen_vasi_light_map().

I also applied the old ssgVtxTable optimization to plib, which keeps
OpenGL from going down a very slow path and substantially boosts frame
rates. This patch is different from the original immediate-mode hack
but shows similar results and still uses drawarrays. At some point (now
a long time ago) I concluded that the
glPushClientAttrib()/glPopClientAttrib() calls and their consequences
were the real killer so I've eliminated them in this patch.
  Thanks a lot for this hint! It is really, really faster!

Olivier A.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Re: 0.9.3 Mac OS X Build (optimisation)

2003-11-28 Thread Olivier A .
Darrell Walisser wrote :

After being prodded by several people (and I thank you all ;-) I did a
quick and dirty compile of the latest plib/SimGear/FlightGear. This
contains an updated version of my plib optimization that results in a
similar boost in frame rate, on Mac OS X in particular. I haven't done
any testing to prove it, but fgfs appears to be working OK and doing
what it is supposed to do.
  With your plib optimisations fgfs is much faster on Mac OS X !
  On a imac (G3 500 MHz, 384 Mb RAM) with an ATI Rage pro (16 Mb VRAM):
with plib optim.:   
without:
at KFSO, daylight:  13 fps  6 fps
at KFSO, night:  9 fps  not tested
over the SF area:8 fps  2-3 fps  
(during the day)

As far as compiling,  The second
one is required because the default stack limit in Mac OS X is 256K.
The "unlimit" command is the other option, but I don't feel anyone
should be forced to use it just to get fgfs to run.
	I don't think that it is a stack limit problem: matlib.cx compiles 
very well on my imac with Xcode, but in order to have a working 
executable, one must turn optimization off with gcc 3.3 (ie -O0). This 
known bug of gcc 3.3 has been reported with a function very similar to 
gen_vasi_light_map().

I also applied the old ssgVtxTable optimization to plib, which keeps
OpenGL from going down a very slow path and substantially boosts frame
rates. This patch is different from the original immediate-mode hack
but shows similar results and still uses drawarrays. At some point (now
a long time ago) I concluded that the
glPushClientAttrib()/glPopClientAttrib() calls and their consequences
were the real killer so I've eliminated them in this patch.
  Thanks a lot for this hint! It is really, really faster!

Olivier A.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Latest stupid helicopter trick

2003-11-28 Thread Rick Ansell
On Thu, 27 Nov 2003 16:26:45 +0100, Maik Justus
<[EMAIL PROTECTED]> wrote:

>Hi,
>
>the Westland Lynx has nearly the same rotor than the bo (they both were 
>developed in the same project at boelkow).
>
>Maik

Maybe originally but current versions use the BERP (British
Experimental Rotor Program) blade.

http://www.enae.umd.edu/AGRC/Aero/berp.html

http://halfdome.arc.nasa.gov/publications/abstracts/abs6.html
http://home.online.no/~dagrs/lynxmk.htm


The team you saw displaying were the Blue Eagles

http://www.deltaweb.co.uk/eagles/bluehome.htm

The Sharks flew only Gazelles


Rotorheads:

http://www.b-domke.de/AviationImages/Rotorhead.html

Rick
-- 

Help the Waterway Recovery Group to help restore the Uks canal network
Make a donation to the 'Right Tool' Appeal
http://www.wrg.org.uk/cgi-bin/fmaker.pl?appeal.htm

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] read not excepting more than one client

2003-11-28 Thread Seamus Thomas Carroll
Hi,

I have created  a server which has one SGSocket object listening for
clients that want to connect.  The problem I am having is when a second
client sends its connect info to the server the server never gets the
message.  Note that the server is listening using readline and that the
connection is tcp.  I have tried two different clients and they both work
if they are the first one to connect.

Are there any restrictions on a SG_IO_IN socket that I should be aware
of?  Any other suggestions?

This problem could be with my code but I want to ask the
question before I spend a lot of time on looking for the problem.
Thanks-you,

Seamus

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] FG logo Slovenian flag

2003-11-28 Thread Cameron Moore
* [EMAIL PROTECTED] (Jon S Berndt) [2003.11.27 20:37]:
> On Thu, 27 Nov 2003 10:11:26 +
>   Matthew Law <[EMAIL PROTECTED]> wrote:
> >On 10:47 Thu 27 Nov , Erik Hofman wrote:
> >> Yeah, but then you'd get a fight over which flag is put in first and 
> >> which flag is shows just for 0.1 usec (e.g. the last flag) ...
> >> 
> >> Erik
> >
> >Maybe randomise the order ?
> 
> I'll work on a modified version after the holiday.

Might want to start from here:

  http://unbeatenpath.net/software/fgfs/Developers/Developers.html

I don't have Slovenia yet, though.
-- 
Cameron Moore
/(bb|[^b]{2})/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] latest AI tricks

2003-11-28 Thread Cameron Moore
* [EMAIL PROTECTED] (Andy Ross) [2003.11.28 12:15]:
> Erik Hofman wrote:
> > I've put the current code, slightly modified on one or two places,
> > into CVS. The next step would be adding support for NASAL scripts to
> > controll the vehicles and after that we need some code the add dynamic
> > objects to scenery locations to make it possible for ferries to cross
> > the channel (or something like that).
> 
> I'd love to play with the AI stuff and see now Nasal fits in.  But
> I've been kinda ignoring it so far. :) Is there a quickie tutorial or
> something (or even a mailing list message that I missed) that you can
> point me to?

Can't wait for you guys to add the AI for a Blue Angels routine.  :-)
-- 
Cameron Moore
-rw-r--r--1 cameron  users   8 Oct  4 19:41 .signature

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] FG logo Slovenian flag

2003-11-28 Thread Jon S Berndt
On Fri, 28 Nov 2003 23:56:34 -0600
 Cameron Moore <[EMAIL PROTECTED]> wrote:
* [EMAIL PROTECTED] (Jon S Berndt) [2003.11.27 20:37]:
On Thu, 27 Nov 2003 10:11:26 +
  Matthew Law <[EMAIL PROTECTED]> wrote:
>On 10:47 Thu 27 Nov , Erik Hofman wrote:
>> Yeah, but then you'd get a fight over which flag is put in first 
and 
>> which flag is shows just for 0.1 usec (e.g. the last flag) ...
>> 
>> Erik
>
>Maybe randomise the order ?

I'll work on a modified version after the holiday.
Might want to start from here:

  http://unbeatenpath.net/software/fgfs/Developers/Developers.html

I don't have Slovenia yet, though.


Excellent. Thanks.  Can anyone point out a flag for Slovenia?

Jon

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel