Re: [Flightgear-devel] cesna autopilot seems messed up

2004-05-06 Thread Roy Vegard Ovesen
On Thursday 06 May 2004 04:11, Seamus Thomas Carroll wrote:
 Are there plans to add a route manager to the KAP140?

I guess that a reasonable setup for a light aircraft like the C172 would be to 
have a GPS as the route manager. Currently, the FlightGear GPS module only 
handles two waypoints to calclulate a leg between the two. You would have to 
manually change the waypoints, or maybe use a Nasal script to change them 
automatically.

The KAP140 (and I guess most autopilots) have no notion of route or waypoint. 
It only tries to fly the aircraft based on turn rate, heading bug, course 
deviation indicator, static pressure (altitude), pressure change rate 
(vertical speed) and glideslope deviation indicator. Of course the deviations 
could come from the GPS module instead of from the nav radio module to get 
the aircraft to fly to the GPS waypoint(s). That would require a change in 
the autopilot config file to make the controllers get input from the GPS.

  If not what
 property do I change to use the generic autopilot?  I have tried different
 changing values in different xml files but with no success.

To change autopilot config file of any aircraft look in the *-set.xml file for 
the aircraft. The entry for the C172 is around line 40:

systems
autopilot
  pathAircraft/c172p/Systems/KAP140.xml/path
/autopilot
  ***
  /systems

I guess you have to restart FlightGear for the change to take effect.

-- 
Roy Vegard Ovesen


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[Flightgear-devel] Ideas for a gear model

2004-05-06 Thread Richard Bytheway
A thought occurred to me last night on the modelling of gear reactions, and a possible 
way to solve some or all of the related problems that have been discussed on the list 
over the past few months. 
I wasn't even trying to think about the problem so if anyone else had the same ideas 
at about 10:30pm UK time, I apologise for telepathic theft of your ideas.

1) For each wheel (or group of wheels), we keep a coefficient of friction in the 
rolling direction and a coefficient of friction perpendicular to this.

2) The vertical force on the wheel is multiplied by the two coefficients to get a 
maximum force in each direction that the wheel will absorb before it starts to move, 
that is the drag.

3) The horizontal force on the wheel is resolved into two components, one parallel to 
the rolling direction and one perpendicular to it.

4) Each horizontal force component is modified according to the following rules:
If it is less than or equal to the drag in the same direction calculated in 
step 2 then it is set to 0.
If it is greater than the drag calculated in step 2, then it is reduced by the 
drag.

5) The modified horizontal forces are recombined to get a force which can be used to 
accelerate the aircraft.

I suggest that the coefficients of friction stored are for a tyre at correct pressure 
on dry tarmac, and then the could be modified according to ground type and tyre 
condition automatically. For instance grass will increase the rolling coefficient, but 
decrease the perpendicular coefficient. Additionally, we may want to include a 
mechanism to store coefficients for different ground types.

Unfortunately I don't have the skill or time to implement this at the moment, but I 
think that some others are working on the problem, so I offer the ideas to the group 
as brain fodder.

Richard

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Re: [Flightgear-devel] MD-11

2004-05-06 Thread Erik Hofman
Lee Elliott wrote:
Hello Ampere,

I think the only practical way you could have several different 
liveries/colour schemes would be to include individual models, each one 
textured differently.
I think there is a way ...

1. Create separate Model directories for each livery.
2. Copy the animation configuration file to each directory.
3. Use the full path to the aircraft geometry file
   i.e. Aircraft/MD-11/Models/md11.ac
4. Put different textures in the different Model directories.
I think this should work.

Erik

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Re: [Flightgear-devel] MD-11

2004-05-06 Thread Erik Hofman
Ampere,

Looking a the pictures it looks to me like you are still using two sided 
polygons (that's why the ailerons and such are a lot brighter than the 
rest, you've got the normals inverted).

To render a model really fast in FlightGear it would be best to use only 
one sided polygons (although is rare circumstances I myself do use two 
sided polygons, but I always keep it at a minimum).

Here is an update:
Current polycount ~4400:
http://www.cs.yorku.ca/~cs233144/2004050601.jpg
http://www.cs.yorku.ca/~cs233144/2004050602.jpg
2 Ailerons, 4 flaps, and 5 spoilers:
http://www.cs.yorku.ca/~cs233144/2004050603.jpg
40 blades for each fan:
http://www.cs.yorku.ca/~cs233144/2004050604.jpg
Ouch, I would set a *very* close LOD range to this (30 meters or so) and 
then switch to a textures disk ..

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

The cockpit, landing gear wells and the textures will take a while to do; plus 
the fact that this is my first time doing model for FlightGear, it will 
probably be a good idea to put this model in game for now so we can sort out 
any problems that may arise.  We can worry about eye candy later.
Well, so far it looks really nice.

Erik

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[Flightgear-devel] Re: MD-11

2004-05-06 Thread Melchior FRANZ
* Erik Hofman -- Thursday 06 May 2004 10:35:
 1. Create separate Model directories for each livery.
 2. Copy the animation configuration file to each directory.
 3. Use the full path to the aircraft geometry file
 i.e. Aircraft/MD-11/Models/md11.ac
 4. Put different textures in the different Model directories.

If only parts have to be exchanged (such as tail logo, national emblems, numbers),
then the texture may contain all of them, and a textranslate animation can select
on of them. This would even work for the whole aircraft but would have to be done
in a clever way so as not to waste too much texture space. For example, the hunter
maps most faces to very small texture areas and doesn't have any structures (nits,
doors, etc.), so it could easily change its color by simply setting a property.
A fighter could automatically choose US or German emblems etc., depending on the
airport-id.  :-)

m.

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Re: [Flightgear-devel] Re: MD-11

2004-05-06 Thread Erik Hofman
Melchior FRANZ wrote:
* Erik Hofman -- Thursday 06 May 2004 10:35:

1. Create separate Model directories for each livery.
2. Copy the animation configuration file to each directory.
3. Use the full path to the aircraft geometry file
   i.e. Aircraft/MD-11/Models/md11.ac
4. Put different textures in the different Model directories.


If only parts have to be exchanged (such as tail logo, national emblems, numbers),
then the texture may contain all of them, and a textranslate animation can select
on of them. This would even work for the whole aircraft but would have to be done
in a clever way so as not to waste too much texture space. For example, the hunter
maps most faces to very small texture areas and doesn't have any structures (nits,
doors, etc.), so it could easily change its color by simply setting a property.
A fighter could automatically choose US or German emblems etc., depending on the
airport-id.  :-)


Especially nice to see when in flight ...
:-D
Erik

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Re: [Flightgear-devel] MD-11

2004-05-06 Thread Jim Wilson
Erik Hofman said:

 Lee Elliott wrote:
  Hello Ampere,
  
  I think the only practical way you could have several different 
  liveries/colour schemes would be to include individual models, each one 
  textured differently.
 
 I think there is a way ...
 
 1. Create separate Model directories for each livery.
 2. Copy the animation configuration file to each directory.
 3. Use the full path to the aircraft geometry file
 i.e. Aircraft/MD-11/Models/md11.ac
 4. Put different textures in the different Model directories.
 
 I think this should work.
 

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

Best,

Jim


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[Flightgear-devel] OpenGL/DirectX wrapper

2004-05-06 Thread Erik Hofman


Hi,

I found a wrapper that lets OpenGL programs use the DirectX API without 
any change. It's using Mesa (it's even included in Mesa 3.1 and later) 
and hence is Freeware:

http://www.altsoftware.com/products/opengl-directx.html

It might be a good idea to put a link on the FlightGear page.

Erik

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Re: [Flightgear-devel] OpenGL/DirectX wrapper

2004-05-06 Thread Curtis L. Olson
Erik Hofman wrote:

I found a wrapper that lets OpenGL programs use the DirectX API 
without any change. It's using Mesa (it's even included in Mesa 3.1 
and later) and hence is Freeware:

http://www.altsoftware.com/products/opengl-directx.html

It might be a good idea to put a link on the FlightGear page.


Are there modern cards with enough power to run FlightGear that don't 
have OpenGL drivers for them?

Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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Re: [Flightgear-devel] OpenGL/DirectX wrapper

2004-05-06 Thread Erik Hofman
Curtis L. Olson wrote:
Erik Hofman wrote:

I found a wrapper that lets OpenGL programs use the DirectX API 
without any change. It's using Mesa (it's even included in Mesa 3.1 
and later) and hence is Freeware:

http://www.altsoftware.com/products/opengl-directx.html

It might be a good idea to put a link on the FlightGear page.
Are there modern cards with enough power to run FlightGear that don't 
have OpenGL drivers for them?
I wouldn't know. I'm using IRIX and Linux.
Matrox cards maybe?
Erik

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RE: [Flightgear-devel] OpenGL/DirectX wrapper

2004-05-06 Thread Giles Robertson
Just because cards have OpenGL drivers doesn't mean that they have
*good* OpenGL drivers, and several laptop cards (Trident etc), don't.

Not but what, interpreting to an API wouldn't be too great either.

Giles Robertson

 -Original Message-
 From: Erik Hofman [mailto:[EMAIL PROTECTED]
 Sent: 06 May 2004 13:42
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] OpenGL/DirectX wrapper
 
 Curtis L. Olson wrote:
  Erik Hofman wrote:
 
  I found a wrapper that lets OpenGL programs use the DirectX API
  without any change. It's using Mesa (it's even included in Mesa 3.1
  and later) and hence is Freeware:
 
  http://www.altsoftware.com/products/opengl-directx.html
 
  It might be a good idea to put a link on the FlightGear page.
 
  Are there modern cards with enough power to run FlightGear that
don't
  have OpenGL drivers for them?
 
 I wouldn't know. I'm using IRIX and Linux.
 Matrox cards maybe?
 
 Erik
 
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RE: [Flightgear-devel] Re: MD-11

2004-05-06 Thread Vivian Meazza


Melchior FRANZ wrote
 Sent: 06 May 2004 09:50
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] Re: MD-11
 
 
 * Erik Hofman -- Thursday 06 May 2004 10:35:
  1. Create separate Model directories for each livery.
  2. Copy the animation configuration file to each directory. 
 3. Use the 
  full path to the aircraft geometry file
  i.e. Aircraft/MD-11/Models/md11.ac
  4. Put different textures in the different Model directories.
 
 If only parts have to be exchanged (such as tail logo, 
 national emblems, numbers), then the texture may contain all 
 of them, and a textranslate animation can select on of 
 them. This would even work for the whole aircraft but would 
 have to be done in a clever way so as not to waste too much 
 texture space. For example, the hunter maps most faces to 
 very small texture areas and doesn't have any structures 
 (nits, doors, etc.), so it could easily change its color by 
 simply setting a property. A fighter could automatically 
 choose US or German emblems etc., depending on the airport-id.  :-)
 
 m.
 

No nits on my Hunter, mate. :-)

Regards

Vivian



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Re: [Flightgear-devel] OpenGL/DirectX wrapper

2004-05-06 Thread Arnt Karlsen
On Thu, 06 May 2004 14:57:57 +0200, Erik wrote in message 
[EMAIL PROTECTED]:
 
 Hi,
 
 I found a wrapper that lets OpenGL programs use the DirectX API
 without any change. It's using Mesa (it's even included in Mesa 3.1
 and later) and hence is Freeware:
 
 http://www.altsoftware.com/products/opengl-directx.html
 
 It might be a good idea to put a link on the FlightGear page.

..I can only see legal problems, Microsoft I.P. etc litigation,
I mean, they _can_ pull another SCOeme on us, say for 
threatening their flight sim biz or for infringing on their API,
just check http://groklaw.net/ .

.._everything_ else can be fixed.  And, their stereoscopic 3d 
and graphics kits looks cool.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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RE: [Flightgear-devel] OpenGL/DirectX wrapper

2004-05-06 Thread Giles Robertson
The other problem is that it doesn't work. I got a friend with a trident
card sans GL drivers to download and install FGFS. It didn't work, but
unfortunately I didn't have the time before he deleted it to check what
call wasn't in the library. It didn't work with other GL games either
(Vietnam, Quake III engine)

Giles Robertson

 -Original Message-
 From: Arnt Karlsen [mailto:[EMAIL PROTECTED]
 Sent: 06 May 2004 19:54
 To: FlightGear developers discussions
 Cc: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] OpenGL/DirectX wrapper
 
 On Thu, 06 May 2004 14:57:57 +0200, Erik wrote in message
 [EMAIL PROTECTED]:
 
  Hi,
 
  I found a wrapper that lets OpenGL programs use the DirectX API
  without any change. It's using Mesa (it's even included in Mesa 3.1
  and later) and hence is Freeware:
 
  http://www.altsoftware.com/products/opengl-directx.html
 
  It might be a good idea to put a link on the FlightGear page.
 
 ..I can only see legal problems, Microsoft I.P. etc litigation,
 I mean, they _can_ pull another SCOeme on us, say for
 threatening their flight sim biz or for infringing on their API,
 just check http://groklaw.net/ .
 
 .._everything_ else can be fixed.  And, their stereoscopic 3d
 and graphics kits looks cool.  ;-)
 
 --
 ..med vennlig hilsen = with Kind Regards from Arnt... ;-)
 ...with a number of polar bear hunters in his ancestry...
   Scenarios always come in sets of three:
   best case, worst case, and just in case.
 
 
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Re: [Flightgear-devel] OpenGL/DirectX wrapper

2004-05-06 Thread Ethan Price

I think for the most part no, since even both ATi and Nvidia's cheapest cards support OpenGL (to my knowledge), and even they can muster only just enough powerto run it smoothly.
-Ethan 
From: "Curtis L. Olson" [EMAIL PROTECTED] 
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To: FlightGear developers discussions [EMAIL PROTECTED] 
Subject: Re: [Flightgear-devel] OpenGL/DirectX wrapper 
Date: Thu, 06 May 2004 08:21:04 -0500 
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X-OriginalArrivalTime: 06 May 2004 13:21:53.0587 (UTC) FILETIME=[18ED4030:01C4336D] 
 
Erik Hofman wrote: 
 
I found a wrapper that lets OpenGL programs use the DirectX API 
without any change. It's using Mesa (it's even included in Mesa 3.1 
and later) and hence is Freeware: 
 
http://www.altsoftware.com/products/opengl-directx.html 
 
It might be a good idea to put a link on the FlightGear page. 
 
 
Are there modern cards with enough power to run FlightGear that 
don't have OpenGL drivers for them? 
 
Curt. 
 
-- 
Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST 
Programhttp://www.humanfirst.umn.edu/ 
FlightGear Projecthttp://www.flightgear.org 
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d 
 
 
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[Flightgear-devel] Cygwin and OpenAL

2004-05-06 Thread Jon Berndt
Was the OpenAL/Cygwin issue ever cleared up? I can't update my FlightGear
codebase.

Jon


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Re: [Flightgear-devel] MD-11

2004-05-06 Thread Ampere K. Hardraade
I've uploaded the 3ds file to the server.  Here it is: 
http://www.cs.yorku.ca/~cs233144/MD-11.3ds

I am crossing my fingers now.  I hope it can be imported into the game without 
any problem.

Regards,
Ampere

On May 6, 2004 01:56 am, Durk Talsma wrote:
 On Thursday 06 May 2004 06:58, Ampere K. Hardraade wrote:
  The cockpit, landing gear wells and the textures will take a while to do;
  plus the fact that this is my first time doing model for FlightGear, it
  will probably be a good idea to put this model in game for now so we can
  sort out any problems that may arise.  We can worry about eye candy
  later.
 
  Regards,
  Ampere

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

 Cheers,
 Durk


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Re: [Flightgear-devel] MD-11

2004-05-06 Thread Ampere K. Hardraade
 Ampere,

 Looking a the pictures it looks to me like you are still using two sided
 polygons (that's why the ailerons and such are a lot brighter than the
 rest, you've got the normals inverted).

 To render a model really fast in FlightGear it would be best to use only
 one sided polygons (although is rare circumstances I myself do use two
 sided polygons, but I always keep it at a minimum).

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

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

LOL... =P

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


 Well, so far it looks really nice.

Thank you.  I just hope it will get imported into the game without any 
problem.  *Cross my fingers*

Regards,
Ampere

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