Re: [Flightgear-devel] shaders for flightgear

2004-08-28 Thread Erik Hofman
Arnt Karlsen wrote:
..in sim's, it's legal to buzz town, no?  ;-)
No, FAA and JAA regulations for simulators forbid that ...
Erik
(;-))
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[Flightgear-devel] Radio Hardware.

2004-08-28 Thread martin pardee
folks:

i''d like to offer my (bleated) thanks to curtis olson, john wojnaroski and
manuel bessler for taking the time to respond to yet another newbie.  

i've received some good pointers from you all.

it looks as if there are several approaches i could take to interfacing a stack
of simulated radios to the FG sim.  i guess i'm going to have to roll up my
sleeves and dive into the code base.

one additional approach has occurred to me though, and i wonder if you all can
offer an opinion.

it's been said that there are two approcahes to my problem:

1) write a module that will run once per frame and handle control inputs and
display outputs on my hardware.

2) write a network client that is telnet based and send packets over the net.

it occurrs to me that if FG supports telnet, that there must be a class
somewhere that handles socket based communication. since sockets also make a
fairly elegant for of IPC on a unix system, i was thinking that developing a
class (or subclass) for this purpose might work out well with minimum impact to
the existing code.

could anyone commenton this idea please?


in closing, i'd also like to ask if there is any sort of technical reference
dosumentation that would allow a new coder to begin exploring the project.

thanks to all, and best regards,

martin pardee








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[Flightgear-devel] contrails

2004-08-28 Thread David Culp
From sky-writing it's a short step to contrails.  Here's a screenshot of a 
first stab at contrails.  Of course it will look better with something 
besides my white boxes!

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


This contrail contains a bunch of submodels that have a life-span of four 
seconds, so the trail terminates itself at a distance of four seconds 
behind the airplane.

The submodels, which use the puff.ac visual model, are released at 0.01 second 
intervals, however the real interval is limited to some larger amount due to 
frame rate.  The contrail visual model will have to be tubular to avoid gaps 
between submodels.

This isn't in the code base yet, but I'll send on later today.

Next step is to define a contrail-level item for the environment system 
(with a default value of 3 ?) to set the contrail level, and then have 
the environment system set a boolean property, like /environment/contrails, 
to true when the user is above the contrail level.  The submodel can then 
use /environment/contrails as a trigger.


Dave
-- 

David Culp
[EMAIL PROTECTED]


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Re: [Flightgear-devel] Radio Hardware.

2004-08-28 Thread Harald JOHNSEN
martin pardee wrote:
folks:
i''d like to offer my (bleated) thanks to curtis olson, john wojnaroski and
manuel bessler for taking the time to respond to yet another newbie.  

i've received some good pointers from you all.
it looks as if there are several approaches i could take to interfacing a stack
of simulated radios to the FG sim.  i guess i'm going to have to roll up my
sleeves and dive into the code base.
one additional approach has occurred to me though, and i wonder if you all can
offer an opinion.
it's been said that there are two approcahes to my problem:
1) write a module that will run once per frame and handle control inputs and
display outputs on my hardware.
 

I don't think it is possible to have a reliable data flow, and doing 
things every frame will slow the whole thing.

2) write a network client that is telnet based and send packets over the net.
it occurrs to me that if FG supports telnet, that there must be a class
somewhere that handles socket based communication. since sockets also make a
fairly elegant for of IPC on a unix system, i was thinking that developing a
class (or subclass) for this purpose might work out well with minimum impact to
the existing code.
 

Well, if you use the telnet protocol there is no impact on FG code and 
it can work today.

could anyone commenton this idea please?
in closing, i'd also like to ask if there is any sort of technical reference
dosumentation that would allow a new coder to begin exploring the project.
 

You should have a look at fgfsclient.cxx in the FG/script/exmaple 
subtree (on the cvs). The script/python subtree has also good examples
of what can be done using the telnet protocol.
The server side of the telnet protocol can be found in the 
src/Natwork/props.* files.
Also FG must be lauched with --props=5501 to activate the server side.
Now you juste have to find the properties that you need and the property 
browser is handy for that.

thanks to all, and best regards,
martin pardee




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Re: [Flightgear-devel] Radio Hardware.

2004-08-28 Thread Manuel Bessler
On Sat, Aug 28, 2004 at 07:25:29AM -0700, martin pardee wrote:
 it occurrs to me that if FG supports telnet, that there must be a class
 somewhere that handles socket based communication. since sockets also make a
 fairly elegant for of IPC on a unix system, i was thinking that developing a
 class (or subclass) for this purpose might work out well with minimum impact to
 the existing code.

Not sure if the existing code can do it, but it shouldn't be too hard to
add support for unix sockets/fifos. 

the README.IO in the source distribution under docs-mini says (in mine
anyways, my CVS is several months old):
  medium = { serial, socket, file, etc. }

... it should be possible to add if its not there yet.

The only problem could be that file-based sockets/fifos might not be
portable across all OSs.


 in closing, i'd also like to ask if there is any sort of technical reference
 dosumentation that would allow a new coder to begin exploring the project.

I'm primarily interested in the hardware side of your project...
Are you building the radio stack yourself or are you buying some ?



Regards,
Manuel

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Re: [Flightgear-devel] contrails

2004-08-28 Thread Matevz Jekovec
We could also simulate the condense effect by this (when in right 
combination of temerature and rel. humidity, water drops appear behind 
the engine). Texture for this puff should be a bit more transparent, but 
should vary as well. It should last for more than 4 seconds as well and 
should slowly scale up (like the real condense lines when you look at 
them from the ground).

- Matevz
David Culp wrote:
From sky-writing it's a short step to contrails.  Here's a screenshot of a 
first stab at contrails.  Of course it will look better with something 
besides my white boxes!

http://home.comcast.net/~davidculp2/contrail.jpg
This contrail contains a bunch of submodels that have a life-span of four 
seconds, so the trail terminates itself at a distance of four seconds 
behind the airplane.

The submodels, which use the puff.ac visual model, are released at 0.01 second 
intervals, however the real interval is limited to some larger amount due to 
frame rate.  The contrail visual model will have to be tubular to avoid gaps 
between submodels.

This isn't in the code base yet, but I'll send on later today.
Next step is to define a contrail-level item for the environment system 
(with a default value of 3 ?) to set the contrail level, and then have 
the environment system set a boolean property, like /environment/contrails, 
to true when the user is above the contrail level.  The submodel can then 
use /environment/contrails as a trigger.

Dave
 

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Re: [Flightgear-devel] contrails

2004-08-28 Thread David Culp
 We could also simulate the condense effect by this (when in right
 combination of temerature and rel. humidity, water drops appear behind
 the engine).

That would be nice.  In the interim I'll have the contrail level default to 
3 feet, and make it user-settable in the startup configs.


 Texture for this puff should be a bit more transparent, but 
 should vary as well. 


The trouble with transparent puffs is that they change transparency when they 
overlap.  Textured might work out better.  Here's a nice reference photo:

http://www.airliners.net/open.file/638942/M/


 It should last for more than 4 seconds as well and 
 should slowly scale up (like the real condense lines when you look at
 them from the ground).

A 4-second trail looks like it has about 50 puffs in it (I'm guessing).  At 
some point there is a limit to how many AI objects you want at one time, but 
I don't know where that point is.  An 8 mile long contrail will take an 
airliner one minute to make, and that will require 750 puffs to build.
I think we'll need a different system to build long contrails.

As for the scaling, I don't know if that's possible.  Does Plib support 
scaling an object over time?


Dave
-- 

David Culp
[EMAIL PROTECTED]


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Re: [Flightgear-devel] contrails

2004-08-28 Thread Arnt Karlsen
On Sat, 28 Aug 2004 17:34:47 -0500, David wrote in message 
[EMAIL PROTECTED]:

  We could also simulate the condense effect by this (when in right
  combination of temerature and rel. humidity, water drops appear
  behind the engine).
 
 That would be nice.  In the interim I'll have the contrail level
 default to 3 feet, and make it user-settable in the startup
 configs.
 
 
  Texture for this puff should be a bit more transparent, but 
  should vary as well. 
 
 
 The trouble with transparent puffs is that they change transparency
 when they overlap.  Textured might work out better.  Here's a nice
 reference photo:
 
 http://www.airliners.net/open.file/638942/M/

..both can be done, textured in the normal case, and transplarant 
in the still rather rare case of FG formation flight.  ;-) 

  It should last for more than 4 seconds as well and 
  should slowly scale up (like the real condense lines when you look
  at them from the ground).
 
 A 4-second trail looks like it has about 50 puffs in it (I'm
 guessing).  At some point there is a limit to how many AI objects you
 want at one time, but I don't know where that point is.  An 8 mile
 long contrail will take an airliner one minute to make, and that will
 require 750 puffs to build. I think we'll need a different system to
 build long contrails.
 
 As for the scaling, I don't know if that's possible.  Does Plib
 support scaling an object over time?

..a wild stab in the darkness: Does the clouds change in FG?

..a contrail is a cloud make by an engine (or more).  If it's damp
enough up there, contrails will grow into an overcast.  If it's dry,
contrails fade away, sometimes quickly, I've seen them form one 
plane length behind an airliner and gone in the next plane length.

-- 
..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] contrails

2004-08-28 Thread Lee Elliott
On Saturday 28 August 2004 23:34, David Culp wrote:
  We could also simulate the condense effect by this (when in right
  combination of temerature and rel. humidity, water drops appear behind
  the engine).

 That would be nice.  In the interim I'll have the contrail level default to
 3 feet, and make it user-settable in the startup configs.

  Texture for this puff should be a bit more transparent, but
  should vary as well.

 The trouble with transparent puffs is that they change transparency when
 they overlap.  Textured might work out better.  Here's a nice reference
 photo:

 http://www.airliners.net/open.file/638942/M/

  It should last for more than 4 seconds as well and
  should slowly scale up (like the real condense lines when you look at
  them from the ground).

 A 4-second trail looks like it has about 50 puffs in it (I'm guessing).  At
 some point there is a limit to how many AI objects you want at one time,
 but I don't know where that point is.  An 8 mile long contrail will take an
 airliner one minute to make, and that will require 750 puffs to build. I
 think we'll need a different system to build long contrails.

 As for the scaling, I don't know if that's possible.  Does Plib support
 scaling an object over time?


 Dave

Something that sprung to mind:  make the puffs quite a bit longer so that they 
overlap (possibly tapered or bulged a bit in the middle too) and use an alpha 
gradient on the texture.  Make several different textures, with slightly 
different patterning and pump them out in sequences, making them slowly 
(counter?)rotate around their long axis.  Finally use the texture blend anim 
function to fade them out just before they're deleted.

Just a thought...

I'm a bit busy atm, otherwise I'd try it.

LeeE

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Re: [Flightgear-devel] contrails

2004-08-28 Thread Lee Elliott
On Saturday 28 August 2004 23:34, David Culp wrote:
  We could also simulate the condense effect by this (when in right
  combination of temerature and rel. humidity, water drops appear behind
  the engine).

 That would be nice.  In the interim I'll have the contrail level default to
 3 feet, and make it user-settable in the startup configs.

  Texture for this puff should be a bit more transparent, but
  should vary as well.

 The trouble with transparent puffs is that they change transparency when
 they overlap.  Textured might work out better.  Here's a nice reference
 photo:

 http://www.airliners.net/open.file/638942/M/

  It should last for more than 4 seconds as well and
  should slowly scale up (like the real condense lines when you look at
  them from the ground).

 A 4-second trail looks like it has about 50 puffs in it (I'm guessing).  At
 some point there is a limit to how many AI objects you want at one time,
 but I don't know where that point is.  An 8 mile long contrail will take an
 airliner one minute to make, and that will require 750 puffs to build. I
 think we'll need a different system to build long contrails.

 As for the scaling, I don't know if that's possible.  Does Plib support
 scaling an object over time?


 Dave

Oops - forgot.  There is a scaling anim function already in FG and objects can 
certainly be scaled based on values in the property tree, so it should be 
possible to do it with Nasal.

LeeE

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RE: [Flightgear-devel] Taildragger takeoff and landing

2004-08-28 Thread Jon Berndt

  Sent: Tuesday, June 28, 2005 1:20 PM

You might want to change the date on your PC.

Jon



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