[Flightgear-devel] Re: [RFC] swap chase views

2005-05-10 Thread Melchior FRANZ
* Jim Wilson -- Wednesday 11 May 2005 03:38:
> > > Melchior FRANZ wrote:
> > > > Anyone preferring "Helicopter View"?
> > > 
> > > Yes, me.
> > > While the "Chase view" is a nice demonstration of the viewer code, I 
> > > think most people prefer the "Helicopter view" because it doesn't have 
> > > the problem of the view going out of sync with gravity.
> > 
> > Oh. This is very suprising, if not to say shocking. The "Helicopter View"
> > doesn't resemble *any* real-life view. Not even if you are sitting in the
> > last row of a 747 you'll get anything like that.
> 
> I tend to agree with Erik.  I don't use the helicopter or chase view for a
> more realistic experience. 

Huh? The more realistic is without any doubt the "Chase View", which I prefer.
Erik prefers the "Helicopter View" nevertheless. You prefer neither?

Anyway: I thought this was a no-brainer, and that the current setting was just
a left-over from past times. (And I assume Erik meant "most people who prefer
Helicopter, prefer it because ...", not that "most people prefer" that awkward
view.)

I'll just continue to apologize to every new user about this and won't bring
it up again. So much for usability ...  :-/

m.



PS: thanks for bothering to reply to all my RFCs! I guess I'm out of ideas
now.  :-) 

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[Flightgear-devel] Re: [RFC] /controls/gear/tailwheel-lock=true means ... unlocked?!

2005-05-10 Thread Melchior FRANZ
* Jim Wilson -- Wednesday 11 May 2005 03:29:
> The first sounds right (the confusing "lock").  I'm not sure exactly what the 
> second idea is about.

The meaning was reversed, which could be fixed by either reversing the value or
the name. The second possibility was to reverse the name, and thus match it
YASim's CASTERING property. But ... 



> The only thing I can add is if you make that sort of change  
> to the syntax please update all the yasim config files :-)  

... I decided for reversing the value, and yes, I changed all YASim files and
the joystick files that set the property. I only changed the *-set.xml files
that demanded "tailwheel-lock=false" (assuming that the authors knew that the
property was reversed), but not those who explicitly demanded 
tailwheel-lock=true
(assuming that the author did *not* know about the problem. :-)

m.

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[Flightgear-devel] Re: [RFC] swap chase views

2005-05-10 Thread Jim Wilson
> From: Melchior FRANZ
> 
> * Erik Hofman -- Tuesday 10 May 2005 13:24:
> > Melchior FRANZ wrote:
> > > Anyone preferring "Helicopter View"?
> > 
> > Yes, me.
> > While the "Chase view" is a nice demonstration of the viewer code, I 
> > think most people prefer the "Helicopter view" because it doesn't have 
> > the problem of the view going out of sync with gravity.
> 
> Oh. This is very suprising, if not to say shocking. The "Helicopter View"
> doesn't resemble *any* real-life view. Not even if you are sitting in the
> last row of a 747 you'll get anything like that.  
> 

I tend to agree with Erik.  I don't use the helicopter or chase view for a more 
realistic experience.

Best,

Jim



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Re: [Flightgear-devel] [RFC] /controls/gear/tailwheel-lock=true means ... unlocked?!

2005-05-10 Thread Jim Wilson
Hi Melchior,

The first sounds right (the confusing "lock").  I'm not sure exactly what the 
second idea is about.  The only thing I can add is if you make that sort of 
change to the syntax please update all the yasim config files :-)

Best,

Jim

> From: Melchior FRANZ
> 
> Currently enabling tailwheel-lock actually means to *unlock* it. The meaning 
> is
> reversed, which is a bit confusing.
> 
> Would it be a good idea to change the default for it in 
> FGControls::FGControls()
> and FGControls::reset_all() to "true", and make the FDM configs familiar with
> the new concept? (i.e. using YASim's src/dst tags to reverse the meaning, too,
> because YASim expects "CASTERING", not "lock".)
> 
> Or should we rename the property to "tailwheel-unlocked"? Or 
> "tailwheel-castering"?
> 
> Or should we persuade Andy to change the CASTERING keyword to NONCASTERING?
> 
> m.
> 



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Re: [Flightgear-devel] Aircraft Model: AC130-H

2005-05-10 Thread Innis Cunningham
Hi Harald
 Harald JOHNSEN writes
I'd like to work on a plane too in my spare time (model, animation or 
panel).
Do we know of some aircraft from cvs that need some work or is it better to 
start a new one ?
What type of aircraft are people using or would like to use ?
Of the two you mention above(you need animation for both)panel
design or more exactly instrument design is one area were FG could
use a boost.The advantage of instruments for people starting out is
they are small and not to complicated and not to many(well none)pesky
compound curves.
Harald.
Cheers
Innis

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RE: [Flightgear-devel] Aircraft Model: AC130-H

2005-05-10 Thread Innis Cunningham
Hi Ben
"Ben Morrison" writes
Sorry, I am not being very clear.  When I asked for a good example to start
with, I meant which aircraft is the most complete.  For example, which has
sounds, panels, landing gear and flap animations, etc.  For the 3d model I
think I will try to convert a model made for Microsoft's Flight Simulator.
Besides the small matter of getting permission from the original modeller to 
modify
and release under the GPL.Separating out all the objects and animating them 
can
be nearly as hard as building the model from scratch.MSFS use a different 
approach
for animation they build different objects for different positions of 
aircraft parts.
E.G the landing gear will have a separate model for gear up than gear down 
and
then they just hide the model they dont want to show.This did change when
they went to GMAX models but as far as I am aware PLIB can't handle those 
models.
I would say build your own you will look back in a years time and say what a 
load of
rubbish but the experience will be invaluble.One thing I would say is to 
make the
fuselage with plenty of sides because if and when you come back to improve 
it
you won't have to start from scratch as I have had to do.Currently I use no 
less
than 40 sided fuslages.
Ben
Cheers
Innis

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Re: [Flightgear-devel] Aircraft Model: AC130-H

2005-05-10 Thread Innis Cunningham

 "Ampere K. Hardraade" writes
On May 10, 2005 03:59 am, Erik Hofman wrote:
> To be clear, are you talking about a 3d model or about a flight dynamics
> model (which describes how the aircraft should handle)?
>
> In case of the latter, there is already a (beta) C130 configuration file
> for JSBSim available:
>
> http://cvs.sourceforge.net/viewcvs.py/jsbsim/JSBSim/aircraft/C130/
>
> Erik
Isn't Innis working on one as well?
It was on my list to start but I have done nothing yet so if someone else 
wants
to have a go at it by all means.The more the better

Ampere
Cheers
Innis

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Re: [Flightgear-devel] Re: Aircraft Model: AC130-H

2005-05-10 Thread Curtis L. Olson
Mostyn Gale wrote:
Hi Ben,
It is good to hear that you are planing to contribute.  I hope the AC-130
goes well.  My thoughts are that the AC-130 is a  bit  of a large project to
start of with.  I am in a similar situation to you, just starting off in
flightgear and the learning curve is pretty steep.
Perhaps you should start off simple, perhaps run through the cub or build a
simple plane.  Perhaps you could tart off with a simple AC-130 but design it
to be extensible.  In any case taking such a large project straight away is
a bit ambitious.
Goodluck with your AC-130, I hope it all goes well.
 

Hey, I'm in the middle of building a "large" non-flightgear based 
aircraft for a University project.  Kind of fun even though it's not 
directly FlightGear related ...

http://www.flightgear.org/~curt/Models/Construction/Rascal110/
I also have a home/hobby project in the works that is similar in a lot 
of ways (although much smaller/cheaper.)

http://www.flightgear.org/~curt/Models/Construction/EGN-1/Construction/
Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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[Flightgear-devel] Re: Aircraft Model: AC130-H

2005-05-10 Thread Mostyn Gale
Hi Ben,

It is good to hear that you are planing to contribute.  I hope the AC-130
goes well.  My thoughts are that the AC-130 is a  bit  of a large project to
start of with.  I am in a similar situation to you, just starting off in
flightgear and the learning curve is pretty steep.

Perhaps you should start off simple, perhaps run through the cub or build a
simple plane.  Perhaps you could tart off with a simple AC-130 but design it
to be extensible.  In any case taking such a large project straight away is
a bit ambitious.

Goodluck with your AC-130, I hope it all goes well.

Cheers,
Mostyn


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Re: [Flightgear-devel] Terrain Replacments trough other sources

2005-05-10 Thread Dave Culp
> After I asked a bit around, I came to (my) conclusion that making external
> changes trough custom data on the Scenery is a pain. No chance to get
> custom Sceneries (not just objects)  really good to run.

I'm glad you looked into it, because I was hoping to add Sembach Airbase, 
EDAS, to my local Germany terrain.  Looks like this may be more work than I 
thought.

Dave

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[Flightgear-devel] Re: FDM

2005-05-10 Thread Melchior FRANZ
* h_a_l_o r -- Tuesday 10 May 2005 22:43:
> how can we fly with the harrier. is it really capable of vertical take off 
> and landing.

Yes. As I said: what is the mixture control for other aircraft (m/M key, and
joystick hat left/right on some joysticks), controls the thrust vector on the
harrier. The Cyborg Gold 3D joystick driver even displays a popup that shows
the current position: -20% to +100% (where negative is forward thrust, i.e.
backward movement).

m.

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[Flightgear-devel] FDM

2005-05-10 Thread h_a_l_o r
how can we fly with the harrier. is it really capable of vertical take off 
and landing. by the way i read  about yasim and jsb fdm's but still not sure 
which one is accurate or  strong in realism. there are models like cessna 
modeled in both jsb and yasim but i am not a pilot so i cant say anything 
about which one is realist. ;-)
i know jsb based on coeff.numbers and  not a brand new aproach in fdm but  
dont know the current status and weak points and in yasim some says very 
accurate but weak in supersonic flights etC. flying in a jet which one do 
you suggest?

_
Yagmura yakalanmamak için sadece semsiyenize degil, MSN hava durumuna 
güvenin! http://www.msn.com.tr/havadurumu/

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Re: [Flightgear-devel] Re: Aircraft Model: AC130-H

2005-05-10 Thread Andy Ross
Melchior FRANZ wrote:
> One that desperately waits for a 3D model is the Harrier.

Yes, please. :)

Andy



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Re: [Flightgear-devel] Aircraft Model: AC130-H

2005-05-10 Thread Ampere K. Hardraade
On May 10, 2005 01:48 pm, Harald JOHNSEN wrote:
> I'd like to work on a plane too in my spare time (model, animation or
> panel).
> Do we know of some aircraft from cvs that need some work or is it better
> to start a new one ?
>
> Harald.

There are quite a few aircrafts in the cvs that need to be work on.  I think 
it will be better if those planes get comleted first before having more 
semi-finished aircrafts.

If your skill lies in programming, you might want to think about working on 
Nasal scripts for us modellers.  I for one, will welcome that. =)



Ampere

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Re: [Flightgear-devel] Terrain Replacments trough other sources

2005-05-10 Thread Josh Babcock
Karsten Krispin wrote:
> After I asked a bit around, I came to (my) conclusion that making external 
> changes trough custom data on the Scenery is a pain. No chance to get custom 
> Sceneries (not just objects)  really good to run.
> 
> Well. it is probably possible through changing the source-data of terragear - 
> extend this with own changes and all will be fine.
> 
> But there would be a better way: 
> 
> The holes which were now cutted by terragear could be cutted in runtime of 
> FGFS.
> 
> So that you are able to include a own mesh-file (for example a AC3D file).
> 
> I would suggest the same method to include the mesh into the scenery as 
> terragear does with airportfields.
> 
> The equal area which the new mesh uses get cutted out from the base-tiles (I 
> assume that is one big "tile" after they are loaded...) and the border of 
> both meshes get connected also with respect of the elevation. 
> 
> 
> This is of course a big piece of work. But this is something you need. To 
> build a quite good airport -  with Taxiwaycrossings and that stuff.
> With that you are even able to do some nice unleveled runways which are in 
> particular already possible but not happening very much due to the low 
> elevation-resolution.
> 
> IMHO this is something with a higher priority than 3d-clouds. Even If I also 
> think that they already should be implemented fully. ;);) (Now I don't want 
> to 
> tell that all the people should stop working on that, what they are 
> doing. :):)  )
> 
> Greetings,
> Karsten
> 
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This would certainly make it a lot easier to do large waterfalls and
other landmarks like the Matterhorn. Also big craters, distinctive
canyons (though modeling the Grand Canyon would take a wee bit more
horsepower than I have) and any number of other things.

I was also wondering last night if the 3d cloud technology could be
applied to forests. I think that would add a lot to low level flight.

Josh

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[Flightgear-devel] Terrain Replacments trough other sources

2005-05-10 Thread Karsten Krispin
After I asked a bit around, I came to (my) conclusion that making external 
changes trough custom data on the Scenery is a pain. No chance to get custom 
Sceneries (not just objects)  really good to run.

Well. it is probably possible through changing the source-data of terragear - 
extend this with own changes and all will be fine.

But there would be a better way: 

The holes which were now cutted by terragear could be cutted in runtime of 
FGFS.

So that you are able to include a own mesh-file (for example a AC3D file).

I would suggest the same method to include the mesh into the scenery as 
terragear does with airportfields.

The equal area which the new mesh uses get cutted out from the base-tiles (I 
assume that is one big "tile" after they are loaded...) and the border of 
both meshes get connected also with respect of the elevation. 


This is of course a big piece of work. But this is something you need. To 
build a quite good airport -  with Taxiwaycrossings and that stuff.
With that you are even able to do some nice unleveled runways which are in 
particular already possible but not happening very much due to the low 
elevation-resolution.

IMHO this is something with a higher priority than 3d-clouds. Even If I also 
think that they already should be implemented fully. ;);) (Now I don't want to 
tell that all the people should stop working on that, what they are 
doing. :):)  )

Greetings,
Karsten

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Re: [Flightgear-devel] Aircraft Model: AC130-H

2005-05-10 Thread Martin Spott
Harald JOHNSEN wrote:

> What type of aircraft are people using or would like to use ?

Well, you'd make a crazy guy happy if you add a C150 to FlightGear 
but I think you should better build one that you _personally_ like.
Creating an aircraft for FG is apparently a lot of work and you need a
certain amount of personal motivation/enthusiasm to finish the task,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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[Flightgear-devel] Re: Aircraft Model: AC130-H

2005-05-10 Thread Melchior FRANZ
* Harald JOHNSEN -- Tuesday 10 May 2005 19:48:
> I'd like to work on a plane too in my spare time (model, animation or 
> panel). Do we know of some aircraft from cvs that need some work or is
> it better to start a new one ? What type of aircraft are people using
> or would like to use ? 

One that desperately waits for a 3D model is the Harrier. Once you have
vertically started it in KSFO and landed on the carrier, you know it
deserves it! Hint: your mixture setting (ideally on the joystick) controls
the thrust vector.

m.



PS: it's on someone's TODO list, but who knows ...
http://www.geocities.com/flightgearproject/

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Re: [Flightgear-devel] Aircraft Model: AC130-H

2005-05-10 Thread Harald JOHNSEN
Curtis L. Olson wrote:
Ben Morrison wrote:
Sorry, I am not being very clear.  When I asked for a good example to 
start
with, I meant which aircraft is the most complete.  For example, 
which has
sounds, panels, landing gear and flap animations, etc.  For the 3d 
model I
think I will try to convert a model made for Microsoft's Flight 
Simulator.   

I'm not sure there is any single aircraft that has fully exploited all 
the facilities FlightGear provides.  Lee Elliott's aircraft seem to be 
especially nice in terms of the external 3d model and surface/gear 
animation.  Some of his gear retraction/compression animations are 
simply outstanding and amazing.  Other people have done some really 
great 3d cockpits ... the P51 was one of the first examples, there is 
also the spitfire and hunter.  The standard C172 has a pretty complete 
electrical system modeled ... down to the individual buses and circuit 
breakers which are all fully functional in the sense that you can pop 
a circuit breaker and everything down stream will go dark.  Some 
aircraft have really well tuned flight dynamics models such as the 
pa28-161.  The 3d model is fine, but nothing too fancy, and the 3d 
cockpit is not yet finished (i.e. no radio stack.)  The piper cub 
might be a nice example to start with.  It's pretty simple all around, 
but has animated control surfaces, a 3d cockpit, and all the other 
basic components.  It can be a *lot* of work to fully model all 
aspects of an aircraft, occasionally developers have teamed up to each 
work on their area of expertise and build a better aircraft than any 
of them could have done individually.

Regards,
Curt.
I'd like to work on a plane too in my spare time (model, animation or 
panel).
Do we know of some aircraft from cvs that need some work or is it better 
to start a new one ?
What type of aircraft are people using or would like to use ?

Harald.
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Re: [Flightgear-devel] Aircraft Model: AC130-H

2005-05-10 Thread Ampere K. Hardraade
On May 10, 2005 03:59 am, Erik Hofman wrote:
> To be clear, are you talking about a 3d model or about a flight dynamics
> model (which describes how the aircraft should handle)?
>
> In case of the latter, there is already a (beta) C130 configuration file
> for JSBSim available:
>
> http://cvs.sourceforge.net/viewcvs.py/jsbsim/JSBSim/aircraft/C130/
>
> Erik
Isn't Innis working on one as well?



Ampere

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Re: [Flightgear-devel] [RFC] swap chase views

2005-05-10 Thread Arnt Karlsen
On Tue, 10 May 2005 12:42:48 +0200, Melchior wrote in message 
<[EMAIL PROTECTED]>:
> 
> PS: or is it called "Helicopter View" because a helicopter exposes the
> silliness of this view most impressively?  :-}

..an idea to build upon, call it "Debug Heli View".  ;o)

..expose it with the other experimental stuff, hide it for standard
usage, whatever that is.  ;o)

> PPS: one person ever complained about the "Chase View", because it
> made him "dizzy", but I don't think that's representative. There's 
> medication available for such symptoms!   ;-)

..hush!  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...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] Aircraft Model: AC130-H

2005-05-10 Thread Arnt Karlsen
On Tue, 10 May 2005 14:35:47 +0100, Jon wrote in message 
<[EMAIL PROTECTED]>:

> Ben Morrison wrote:
> 
> > Sorry, I am not being very clear.  When I asked for a good example
> > to start with, I meant which aircraft is the most complete.  For
> > example, which has sounds, panels, landing gear and flap animations,
> > etc.  For the 3d model I think I will try to convert a model made
> > for Microsoft's Flight Simulator.  
> 
> If it's a model you want to redistribute then you'll need to be
> careful  about the licensing (obviously if it's a model you yourself
> made for  MSFS then this isn't a problem).

..to clarify, if you want it distributed as a FlightGear aircraft, 
you will either have to set up your own organization to do this, 
or, license your AC130-H under the GPL, so it can become 
a FlightGear aircraft.  
As the copyright holding author, you can actually do both.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...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] Aircraft Model: AC130-H

2005-05-10 Thread Curtis L. Olson
Ben Morrison wrote:
Sorry, I am not being very clear.  When I asked for a good example to start
with, I meant which aircraft is the most complete.  For example, which has
sounds, panels, landing gear and flap animations, etc.  For the 3d model I
think I will try to convert a model made for Microsoft's Flight Simulator.  
 

I'm not sure there is any single aircraft that has fully exploited all 
the facilities FlightGear provides.  Lee Elliott's aircraft seem to be 
especially nice in terms of the external 3d model and surface/gear 
animation.  Some of his gear retraction/compression animations are 
simply outstanding and amazing.  Other people have done some really 
great 3d cockpits ... the P51 was one of the first examples, there is 
also the spitfire and hunter.  The standard C172 has a pretty complete 
electrical system modeled ... down to the individual buses and circuit 
breakers which are all fully functional in the sense that you can pop a 
circuit breaker and everything down stream will go dark.  Some aircraft 
have really well tuned flight dynamics models such as the pa28-161.  The 
3d model is fine, but nothing too fancy, and the 3d cockpit is not yet 
finished (i.e. no radio stack.)  The piper cub might be a nice example 
to start with.  It's pretty simple all around, but has animated control 
surfaces, a 3d cockpit, and all the other basic components.  It can be a 
*lot* of work to fully model all aspects of an aircraft, occasionally 
developers have teamed up to each work on their area of expertise and 
build a better aircraft than any of them could have done individually.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Aircraft Model: AC130-H

2005-05-10 Thread Jon Stockill
Ben Morrison wrote:
Sorry, I am not being very clear.  When I asked for a good example to start
with, I meant which aircraft is the most complete.  For example, which has
sounds, panels, landing gear and flap animations, etc.  For the 3d model I
think I will try to convert a model made for Microsoft's Flight Simulator.  
If it's a model you want to redistribute then you'll need to be careful 
about the licensing (obviously if it's a model you yourself made for 
MSFS then this isn't a problem).

--
Jon Stockill
[EMAIL PROTECTED]
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RE: [Flightgear-devel] Aircraft Model: AC130-H

2005-05-10 Thread Ben Morrison

Ben Morrison wrote:
> I will be working on adding the AC130-H to flightgear but I haven't 
> worked with the aircraft models yet and only have a small grasp on how 
> it works.  I was wondering has anyone else worked with a similar 

To be clear, are you talking about a 3d model or about a flight dynamics 
model (which describes how the aircraft should handle)?

In case of the latter, there is already a (beta) C130 configuration file 
for JSBSim available:

http://cvs.sourceforge.net/viewcvs.py/jsbsim/JSBSim/aircraft/C130/

Erik


Sorry, I already have a fdm and I will be doing a 3d model.

Ben

Sorry, I am not being very clear.  When I asked for a good example to start
with, I meant which aircraft is the most complete.  For example, which has
sounds, panels, landing gear and flap animations, etc.  For the 3d model I
think I will try to convert a model made for Microsoft's Flight Simulator.  

Ben




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Re: Re : Re: Re : Re: [Flightgear-devel] Manipulating 3D objects

2005-05-10 Thread Jon Stockill
BONNEVILLE David wrote:
Ok I see, maybe my example was too selective ;)
Could you explain me how to scale a model ? Is it possible to scale it along the
three axis ?
thx
Yes - see model-howto.html in the docs directory. The scale animation 
will do this.

--
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Re : Re: Re : Re: [Flightgear-devel] Manipulating 3D objects

2005-05-10 Thread BONNEVILLE David

Ok I see, maybe my example was too selective ;)
Could you explain me how to scale a model ? Is it possible to scale it along the
three axis ?
thx

David

--- Message d'origine ---
> De : Erik Hofman <[EMAIL PROTECTED]>
> À : FlightGear developers discussions 
> Sujet : Re: Re : Re: [Flightgear-devel] Manipulating 3D objects
> Date : mar 10 mai 2005 12:02:47 CEST
> 
> BONNEVILLE David wrote:
> 
> > As I am creating objects on-the-fly i want to be able to adjust objects.
> Example
> > : I have a generic "dynamic" building. I want to place a small one and a
> long
> > one, or i want to scale it up to add floors...
> 
> Keep in mind then, that scaling a object doesn't affect the texture. SO 
> scaling down a building will also result in smaller floor heights so to 
> speak (the number of floors remains the same).
> 
> To overcome that problem we would need a texture-scale animation that 
> and scale exactly the opposite to scaling the 3d model.
> 
> Erik
> 
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RE: [Flightgear-devel] Aircraft Model: AC130-H

2005-05-10 Thread Ben Morrison

Ben Morrison wrote:
> I will be working on adding the AC130-H to flightgear but I haven't 
> worked with the aircraft models yet and only have a small grasp on how 
> it works.  I was wondering has anyone else worked with a similar 

To be clear, are you talking about a 3d model or about a flight dynamics 
model (which describes how the aircraft should handle)?

In case of the latter, there is already a (beta) C130 configuration file 
for JSBSim available:

http://cvs.sourceforge.net/viewcvs.py/jsbsim/JSBSim/aircraft/C130/

Erik


Sorry, I already have a fdm and I will be doing a 3d model.

Ben


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[Flightgear-devel] Re: [RFC] swap chase views

2005-05-10 Thread Melchior FRANZ
* Erik Hofman -- Tuesday 10 May 2005 13:24:
> Melchior FRANZ wrote:
> > Anyone preferring "Helicopter View"?
> 
> Yes, me.
> While the "Chase view" is a nice demonstration of the viewer code, I 
> think most people prefer the "Helicopter view" because it doesn't have 
> the problem of the view going out of sync with gravity.

Oh. This is very suprising, if not to say shocking. The "Helicopter View"
doesn't resemble *any* real-life view. Not even if you are sitting in the
last row of a 747 you'll get anything like that.  :-(

m.

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Re: [Flightgear-devel] [RFC] swap chase views

2005-05-10 Thread Erik Hofman
Melchior FRANZ wrote:
Anyone preferring "Helicopter View"?
Yes, me.
While the "Chase view" is a nice demonstration of the viewer code, I 
think most people prefer the "Helicopter view" because it doesn't have 
the problem of the view going out of sync with gravity.

Erik
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[Flightgear-devel] [RFC] swap chase views

2005-05-10 Thread Melchior FRANZ
Sorry for yet another RFC. But this is something that I have since a long
time in my personal copy, and I think it should be considered for CVS:

We have two chase views:

  view[1]: "Helicopter View"
  view[2]: "Chase View"

The so-called "Helicopter View" should actually be called "Cheesy View" or
"Camera on a long invisible stick mounted to the fuselage". If you apply
rudder/anti-torque the effect is that the aircraft stays fixed, but the
scenery swings left and right. I consider this view unusable except for some
very few cases, such as viewing taildraggers on ground or crashed aircraft.
In these cases the "Chase View" is unsuitable, because it tilts and doesn't
provide a natural view orientation. That's less than 0.01% of all cases
where I use outside view, though.

So the obvious fix for me was to swap view[1] and view[2], because I didn't
want to always press v and V twice so as to skip the silly "Helicopter View".
Consistency with obsolete fgfs versions and habits are IMHO no justification
for having the "exotic" chase view first.

Anyone preferring "Helicopter View"?

m.



PS: or is it called "Helicopter View" because a helicopter exposes the
silliness of this view most impressively?  :-}

PPS: one person ever complained about the "Chase View", because it made
 him "dizzy", but I don't think that's representative. There's
 medication available for such symptoms!   ;-)

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Re: Re : Re: [Flightgear-devel] Manipulating 3D objects

2005-05-10 Thread Jon Stockill
Erik Hofman wrote:
Keep in mind then, that scaling a object doesn't affect the texture. SO 
scaling down a building will also result in smaller floor heights so to 
speak (the number of floors remains the same).

To overcome that problem we would need a texture-scale animation that 
and scale exactly the opposite to scaling the 3d model.
Alternatively you design a building of the maximum height you want to 
represent, and simply sink it below the terrain to get the desired 
height. This is how the generic skyscrapers work in the scenery database.

--
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Re: Re : Re: [Flightgear-devel] Manipulating 3D objects

2005-05-10 Thread Erik Hofman
BONNEVILLE David wrote:
As I am creating objects on-the-fly i want to be able to adjust objects. Example
: I have a generic "dynamic" building. I want to place a small one and a long
one, or i want to scale it up to add floors...
Keep in mind then, that scaling a object doesn't affect the texture. SO 
scaling down a building will also result in smaller floor heights so to 
speak (the number of floors remains the same).

To overcome that problem we would need a texture-scale animation that 
and scale exactly the opposite to scaling the 3d model.

Erik
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Re : Re: [Flightgear-devel] Manipulating 3D objects

2005-05-10 Thread BONNEVILLE David

> BONNEVILLE David wrote:
> > Hi people,
> > 
> > could somebody explain me how I could manipulate a 3D model ?
> > Here is what I want to do : I want to load a 3D model (.ac or .3ds) and
> > customize it on-the-fly : scale, rotate, translate (maybe toggle its
> > visibility).
> > How things could be done ?
> 
> You want to scale a model??
> Now I'm starting to get curious, what are you modeling?

As I am creating objects on-the-fly i want to be able to adjust objects. Example
: I have a generic "dynamic" building. I want to place a small one and a long
one, or i want to scale it up to add floors...

David



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Re: [Flightgear-devel] Manipulating 3D objects

2005-05-10 Thread Erik Hofman
BONNEVILLE David wrote:
Hi people,
could somebody explain me how I could manipulate a 3D model ?
Here is what I want to do : I want to load a 3D model (.ac or .3ds) and
customize it on-the-fly : scale, rotate, translate (maybe toggle its
visibility).
How things could be done ?
You want to scale a model??
Now I'm starting to get curious, what are you modeling?
Anyway, here is the documentation for animating the model:
http://www.flightgear.org/Docs/fgfs-model-howto.html
Erik
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Re: [Flightgear-devel] Aircraft Model: AC130-H

2005-05-10 Thread Erik Hofman
Ben Morrison wrote:
I will be working on adding the AC130-H to flightgear but I haven’t 
worked with the aircraft models yet and only have a small grasp on how 
it works.  I was wondering has anyone else worked with a similar 
To be clear, are you talking about a 3d model or about a flight dynamics 
model (which describes how the aircraft should handle)?

In case of the latter, there is already a (beta) C130 configuration file 
for JSBSim available:

http://cvs.sourceforge.net/viewcvs.py/jsbsim/JSBSim/aircraft/C130/
Erik
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[Flightgear-devel] Manipulating 3D objects

2005-05-10 Thread BONNEVILLE David

Hi people,

could somebody explain me how I could manipulate a 3D model ?
Here is what I want to do : I want to load a 3D model (.ac or .3ds) and
customize it on-the-fly : scale, rotate, translate (maybe toggle its
visibility).
How things could be done ?

Thanks in advance.

David



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