Re: [Flightgear-devel] Colditz Glider

2005-06-07 Thread Steve Hosgood
On Mon, 2005-06-06 at 19:44, Josh Babcock wrote:
 Well, take a look at what I put in, no wires, though I could do that
 with about zero trouble if people think it would add to the model.
 Personally I don't think it would add much though.

Agreed.

  Also I think the bar
 I put in there is pretty sensible.

I'll 'fess up to not having looked yet. Maybe I'll get a chance
lunchtime.

 Now who's going to do the castle :)
 

I've asked a few times if anyone from Colditz itself (or Chemnitz or
Dresden) might volunteer for the challenge, but no replies yet.

Steve.


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Re: [Flightgear-devel] RE: R22 alpha version

2005-06-07 Thread Arnt Karlsen
On Tue, 7 Jun 2005 11:54:20 +1000, Mostyn wrote in message 
[EMAIL PROTECTED]:

 * Melchior FRANZ -- Monday 06 June 2005 09:16:
 
 I *HATE* competition! Please, make it go away! ... Fortunately, one
 could almost say that I have a *tiny* head start. So, don't panic
 ... panic? Whaahh ...
 
 Okay, crunchy! After consulting my therapist, I can only say: See you
 at Saturday, high noon in LOXL! 
 http://members.aon.at/mfranz/duel.jpg
  [55 kB]
 Unless you pay me *one* *billion* *dollars*!
 
 Ha ha ha ha ... HA HA HA ...
 
 If you really want to take me on I can have my UH-1D Bushranger, or my
 AH-1G Cobra, or my Eurocopter Tigre converted within a fortnight.  

..he said Saturday, high noon.  ;o)

 Or I could just push your tiny toy helicopter into my Mi-26 Halo and
 fly off with it.  I could even convert my Chinook or Skycrane and
 sling you off with that.  At least when people get injured my H-13
 will be able to fly in and evacuate the casualties to the nearest
 M*A*S*H unit. :)
 
 Cheers,
 Mostyn
 
 
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-- 
..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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[Flightgear-devel] After crash , Restart ?

2005-06-07 Thread Gerard ROBIN
I have just rebuild the last cvs release, and, may be i am wrong

after crash, the aircraft is again in normal startup situation, we have
not time to see place and position of crash.
Is it new?  if yes how can we disable that new function.  
-- 
Gerard


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Re: [Flightgear-devel] After crash , Restart ?

2005-06-07 Thread Martin Spott
Gerard ROBIN wrote:

 after crash, the aircraft is again in normal startup situation, we have
 not time to see place and position of crash.
 Is it new?  if yes how can we disable that new function.  

I saw the same effect last week, although I was under the impression
that this depends on the aircraft you choose. Please try a different
one (preferrably with a different FDM) and report if the effect is
still the same.

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

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Re: [Flightgear-devel] After crash , Restart ?

2005-06-07 Thread Gerard ROBIN
Le mardi 07 juin 2005  13:39 +0200, Gerard ROBIN a crit :
 I have just rebuild the last cvs release, and, may be i am wrong
 
 after crash, the aircraft is again in normal startup situation, we have
 not time to see place and position of crash.
 Is it new?  if yes how can we disable that new function.  
I am probably wrong,
because that happen in specifics situations, i am trying to find which. 



Gerard


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RE: [Flightgear-devel] After crash , Restart ?

2005-06-07 Thread Jon Berndt
I believe you are seeing the results of a new capability that Dave Culp added 
to JSBSim
recently.

Jon

 Gerard ROBIN wrote:

  after crash, the aircraft is again in normal startup situation, we have
  not time to see place and position of crash.
  Is it new?  if yes how can we disable that new function.

 I saw the same effect last week, although I was under the impression
 that this depends on the aircraft you choose. Please try a different
 one (preferrably with a different FDM) and report if the effect is
 still the same.

   Martin.


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RE: [Flightgear-devel] After crash , Restart ?

2005-06-07 Thread Gerard ROBIN
Le mardi 07 juin 2005  07:11 -0500, Jon Berndt a crit :
 I believe you are seeing the results of a new capability that Dave Culp added 
 to JSBSim
 recently.
 
 Jon
 
  Gerard ROBIN wrote:
 
   after crash, the aircraft is again in normal startup situation, we have
   not time to see place and position of crash.
   Is it new?  if yes how can we disable that new function.
 
  I saw the same effect last week, although I was under the impression
  that this depends on the aircraft you choose. Please try a different
  one (preferrably with a different FDM) and report if the effect is
  still the same.
 
  Martin.
 
 

Yes it is with JSB aircraft, I don't like that, may i disable it?



 
-- 
Gerard


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[Flightgear-devel] Reset with JSBSim== JSBSim duplicated

2005-06-07 Thread Gerard ROBIN

After RESET, and if using FDM JSBSim:

FG duplicate a new FDM JSBSim, 
we can see it in Browser Property , /fdm/jsbsim (origine), /fdm/jsbsim1
(new 1 first reset), /fdm/jsbsim2  (new 2 second reset)  and so on.

We had the same error in FG-9.8

The consequence is, after reset we cannot use JSB specific properties. 
-- 
Gerard


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Re: [Flightgear-devel] After crash , Restart ?

2005-06-07 Thread Martin Spott
Jon Berndt wrote:
 Gerard ROBIN wrote:

  after crash, the aircraft is again in normal startup situation, we have
  not time to see place and position of crash.
  Is it new?  if yes how can we disable that new function.

 I saw the same effect last week, although I was under the impression
 that this depends on the aircraft you choose. Please try a different
 one (preferrably with a different FDM) and report if the effect is
 still the same.
 
 I believe you are seeing the results of a new capability that Dave Culp added 
 to JSBSim
 recently.

Aaah, I sense something: This might be a means to automagically
re-incarnate crashed AI aircraft  :-)

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

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Re: [Flightgear-devel] After crash , Restart ?

2005-06-07 Thread Gerard ROBIN
Le mardi 07 juin 2005  12:50 +, Martin Spott a crit : 
 Jon Berndt wrote:
  Gerard ROBIN wrote:
 
   after crash, the aircraft is again in normal startup situation, we have
   not time to see place and position of crash.
   Is it new?  if yes how can we disable that new function.
 
  I saw the same effect last week, although I was under the impression
  that this depends on the aircraft you choose. Please try a different
  one (preferrably with a different FDM) and report if the effect is
  still the same.
  
  I believe you are seeing the results of a new capability that Dave Culp 
  added to JSBSim
  recently.
 
 Aaah, I sense something: This might be a means to automagically
 re-incarnate crashed AI aircraft  :-)
 
 Martin.

Oh but the best could be to modify FG in order to make Aircrafts:
 never crash, land and take off nicely, ... brave new world  :-))


-- 
Gerard


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Re: [Flightgear-devel] Terrain height below aircraft

2005-06-07 Thread Andy Ross
Drew wrote:
 Is there a reliable way to determine the terrain height below the
 aircraft that is independent of the view being used?

Subtract the AGL altitude from the MSL altitude?  I'm pretty sure both
of these are available in the property tree.

Andy

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[Flightgear-devel] Main Airports Conflict with Graphic Card 6600GT !!!

2005-06-07 Thread Gerard ROBIN

I will tell you the most FGFS incredible history:

I have discovered a conflict between main Airports and the Nvidia
graphic card 6600GT. I cannot explain what and why.

Does anybody can help me to understand ?

With the last Nvidia driver (7664) that graphic card perform fgfs at a
70 fps speed and decrease to suddenly 2 fps.

That low performance appears when we look toward a MAIN  Airport or if
the Aircraft is on a such  Airport (it does not happen near a secondary
Airport) 
 -ie: KSFO runway 28 ,running for take off == first 2 fps during about
100 meters and == suddenly 60 fps continuously

In order to prove it i deleted some suspects Airports  from the scenery
directory  SOME.btg.gz taking off from a little airport.
The result was good: the aircraft can fly with a very valuable fps over
and toward the same places without difficulties (more than 60 fps).

What differences between a main Airport and a little one could explain
that very curious effect ? ( Equipments: NAV ?, RADIO ?, LIGHT?,...)

I have tested, after deleting airports objects (tower, beacon,
windsock,..) and after deleting textures, no change. Theses are not the
explanation, what else ?


Before coming back to my dusty 5200.

Thanks


-- 
Gerard


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Re: [Flightgear-devel] Terrain height below aircraft

2005-06-07 Thread Drew
Thanks for the suggestion...I just tried it, but the
/position/altitude-agl-ft property doesn't seem to be working.  It's
always zero.

Perhaps the FDM needs to set this, in which case, how would the FDM
model know what the terrain height is?

On 6/7/05, Andy Ross [EMAIL PROTECTED] wrote:
 Drew wrote:
  Is there a reliable way to determine the terrain height below the
  aircraft that is independent of the view being used?
 
 Subtract the AGL altitude from the MSL altitude?  I'm pretty sure both
 of these are available in the property tree.
 
 Andy
 
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Re: [Flightgear-devel] Terrain height below aircraft

2005-06-07 Thread Andy Ross
Drew wrote:
 Perhaps the FDM needs to set this, in which case, how would the FDM
 model know what the terrain height is?

Yes, the FDM needs to set this, and it knows it because it needs it to
compute the gear forces.  I know support is there in YASim; if you are
using a YASim model and this isn't working, it's a bug.

Andy


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Re: [Flightgear-devel] Main Airports Conflict with Graphic Card 6600GT !!!

2005-06-07 Thread Erik Hofman

Gerard ROBIN wrote:


I have tested, after deleting airports objects (tower, beacon,
windsock,..) and after deleting textures, no change. Theses are not the
explanation, what else ?


Probably the runway and approach lighting. You might want to run with 
--disable-enhanced-lighting


Erik

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Re: [Flightgear-devel] Main Airports Conflict with Graphic Card 6600GT !!!

2005-06-07 Thread Geoff Reidy

Gerard ROBIN wrote:

I will tell you the most FGFS incredible history:

I have discovered a conflict between main Airports and the Nvidia
graphic card 6600GT. I cannot explain what and why.

Does anybody can help me to understand ?

With the last Nvidia driver (7664) that graphic card perform fgfs at a
70 fps speed and decrease to suddenly 2 fps.



Gerard,

A few of us have had that problem. One solution, as pointed out by 
Melchior is to go back to 6629 drivers. If you're running 2.6.11 kernel 
you will have to patch them as per the instructions at:


http://www.nvnews.net/vbulletin/showthread.php?t=46676

Though I didn't try the other solution suggested to turn off enhanced 
runway lighting, which would certainly be easier.


The 6629 drivers also give better performance with the torcs driving sim 
so I'll stick with them for now.


Geoff

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Re: [Flightgear-devel] Main Airports Conflict with Graphic Card 6600GT !!!

2005-06-07 Thread Gerard ROBIN
Le mercredi 08 juin 2005  06:06 +1000, Geoff Reidy a crit :
 Gerard ROBIN wrote:
  I will tell you the most FGFS incredible history:
  
  I have discovered a conflict between main Airports and the Nvidia
  graphic card 6600GT. I cannot explain what and why.
  
  Does anybody can help me to understand ?
  
  With the last Nvidia driver (7664) that graphic card perform fgfs at a
  70 fps speed and decrease to suddenly 2 fps.
  
 
 Gerard,
 
 A few of us have had that problem. One solution, as pointed out by 
 Melchior is to go back to 6629 drivers. If you're running 2.6.11 kernel 
 you will have to patch them as per the instructions at:
 
 http://www.nvnews.net/vbulletin/showthread.php?t=46676
 
 Though I didn't try the other solution suggested to turn off enhanced 
 runway lighting, which would certainly be easier.
 
 The 6629 drivers also give better performance with the torcs driving sim 
 so I'll stick with them for now.
 
 Geoff
 
  You are all right  it is coming from the runway ligh, unfortunately no
change when acting on theses properties. 
It seem coming, only, from the red lights which are on the left side at
the beginning of the runway, when running on, as soon as passed the
lights  the fps is good.

Can i deactivate theses lights, to test it ?



About  6629 with patch I have been working with it, it could be ok but
on my side the fps is not better than my old overclocked 5200.


And 6629 + 6600 GT does not give good performances with Celestia (an
other Star history)  

 
-- 
Gerard
-- 
Gerard


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Re: [Flightgear-devel] Terrain height below aircraft

2005-06-07 Thread Drew
I'm not using a YASim model...it's a net-fdm interface...I'm only
using FlightGear as a scenery generator.  Anyway, I just looked at the
YASim code, and it uses environment/ground-elev-m to derive the
height above terrain, which means it will also fail  using tower view.

On 6/7/05, Andy Ross [EMAIL PROTECTED] wrote:
 Drew wrote:
  Perhaps the FDM needs to set this, in which case, how would the FDM
  model know what the terrain height is?
 
 Yes, the FDM needs to set this, and it knows it because it needs it to
 compute the gear forces.  I know support is there in YASim; if you are
 using a YASim model and this isn't working, it's a bug.
 
 Andy
 
 
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Re: [Flightgear-devel] Main Airports Conflict with Graphic Card6600GT !!!

2005-06-07 Thread theoreticle
I also have an nvidia card, though an older one, and when I go from Enhanced 
Runway Lights (as low as 3 fps) to no Enhanced Runway Lights, it jumps to 40 
fps.  Any connection?


- Original Message - 
From: Gerard ROBIN [EMAIL PROTECTED]

To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Tuesday, June 07, 2005 4:34 PM
Subject: Re: [Flightgear-devel] Main Airports Conflict with Graphic 
Card6600GT !!!



Le mercredi 08 juin 2005  06:06 +1000, Geoff Reidy a crit :

Gerard ROBIN wrote:
 I will tell you the most FGFS incredible history:

 I have discovered a conflict between main Airports and the Nvidia
 graphic card 6600GT. I cannot explain what and why.

 Does anybody can help me to understand ?

 With the last Nvidia driver (7664) that graphic card perform fgfs at a
 70 fps speed and decrease to suddenly 2 fps.


Gerard,

A few of us have had that problem. One solution, as pointed out by
Melchior is to go back to 6629 drivers. If you're running 2.6.11 kernel
you will have to patch them as per the instructions at:

http://www.nvnews.net/vbulletin/showthread.php?t=46676

Though I didn't try the other solution suggested to turn off enhanced
runway lighting, which would certainly be easier.

The 6629 drivers also give better performance with the torcs driving sim
so I'll stick with them for now.

Geoff


 You are all right  it is coming from the runway ligh, unfortunately no
change when acting on theses properties.
It seem coming, only, from the red lights which are on the left side at
the beginning of the runway, when running on, as soon as passed the
lights  the fps is good.

Can i deactivate theses lights, to test it ?



About  6629 with patch I have been working with it, it could be ok but
on my side the fps is not better than my old overclocked 5200.


And 6629 + 6600 GT does not give good performances with Celestia (an
other Star history)




--
Gerard
--
Gerard


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Re: [Flightgear-devel] Main Airports Conflict with Graphic Card 6600GT !!!

2005-06-07 Thread Gerard ROBIN
Le mardi 07 juin 2005  22:34 +0200, Gerard ROBIN a crit :
 Le mercredi 08 juin 2005  06:06 +1000, Geoff Reidy a crit :
  Gerard ROBIN wrote:
   I will tell you the most FGFS incredible history:
   
   I have discovered a conflict between main Airports and the Nvidia
   graphic card 6600GT. I cannot explain what and why.
   
   Does anybody can help me to understand ?
   
   With the last Nvidia driver (7664) that graphic card perform fgfs at a
   70 fps speed and decrease to suddenly 2 fps.
   
  
  Gerard,
  
  A few of us have had that problem. One solution, as pointed out by 
  Melchior is to go back to 6629 drivers. If you're running 2.6.11 kernel 
  you will have to patch them as per the instructions at:
  
  http://www.nvnews.net/vbulletin/showthread.php?t=46676
  
  Though I didn't try the other solution suggested to turn off enhanced 
  runway lighting, which would certainly be easier.
  
  The 6629 drivers also give better performance with the torcs driving sim 
  so I'll stick with them for now.
  
  Geoff
  
   You are all right  it is coming from the runway ligh, unfortunately no
 change when acting on theses properties. 
 It seem coming, only, from the red lights which are on the left side at
 the beginning of the runway, when running on, as soon as passed the
 lights  the fps is good.
 
 Can i deactivate theses lights, to test it ?
 
 
 
 About  6629 with patch I have been working with it, it could be ok but
 on my side the fps is not better than my old overclocked 5200.
 
 
 And 6629 + 6600 GT does not give good performances with Celestia (an
 other Star history)  
 
  
 -- 
 Gerard


could you check if theses properties working.
It has not any effect on my side 
I continu to get light.


controls
  lighting
   taxi-light type=boolfalse/taxi-light
   landing-lights type=boolfalse/landing-lights
   nav-lights type=boolfalse/nav-lights
   beacon type=boolfalse/beacon
   strobe type=boolfalse/strobe
  /lighting
/controls





-- 
Gerard


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Re: [Flightgear-devel] Main Airports Conflict with Graphic Card 6600GT !!!

2005-06-07 Thread Erik Hofman

Gerard ROBIN wrote:


could you check if theses properties working.
It has not any effect on my side 
I continu to get light.



controls
  lighting
   taxi-light type=boolfalse/taxi-light
   landing-lights type=boolfalse/landing-lights
   nav-lights type=boolfalse/nav-lights
   beacon type=boolfalse/beacon
   strobe type=boolfalse/strobe
  /lighting
/controls


These are aircraft light controlls for use by the antimation code.

Erik

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[Flightgear-devel] Airports Data + Zoom + SHIPs

2005-06-07 Thread flight . safety
Hi,

I have been playing with flight gear and right now I noticed that we are at
version 0.9.8 

1) I am using FGFS Version  0.9.4, I noticed that the Airport Data file
extensions changed to tgz, does the data can be used on the version 0.9.4.

2) I am looking for the module that takes care of the ZOOM, is there any
documentation that shows simulator structure in blocks and all the modules with
 interation rates.

3) Is there others boats, or just the sail boat?

Thanks in advance,

carlos

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Re: [Flightgear-devel] Airports Data + Zoom + SHIPs

2005-06-07 Thread AJ MacLeod (email lists)
On Tuesday 07 Jun 2005 23:16, [EMAIL PROTECTED] wrote:
 1) I am using FGFS Version  0.9.4, I noticed that the Airport Data file
 extensions changed to tgz, does the data can be used on the version 0.9.4.

Have you any reason not to upgrade?  There's been a fair amount of improvement 
since 0.9.4 really.

 3) Is there others boats, or just the sail boat?

There's a working aircraft carrier! (it's working in CVS at least, I'm not 
certain about the last release.)  It's great, by the way, those of you who 
worked on it - really impressive.  Yet another way to have fun with the 
excellent Hunter and Seahawk!  The way it travels through land is a bit 
disconcerting, mind you ;-)

AJ

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Re: [Flightgear-devel] Terrain height below aircraft

2005-06-07 Thread Andy Ross
Drew wrote:
 I'm not using a YASim model...it's a net-fdm interface...I'm only
 using FlightGear as a scenery generator.  Anyway, I just looked at
 the YASim code, and it uses environment/ground-elev-m to derive
 the height above terrain, which means it will also fail using tower
 view.

Er, no.  It uses the lowest landing gear AGL distance, which these
days comes from the new groundcache code.  I assure you it's not using
the view location for AGL altitude, as evidenced by the fact that the
aircraft doesn't fall through the terrain when you switch views. :)

As far as the net-fdm issue goes: you may be stuck.  The FDM is the
piece of code responsible for deciding on terrain interaction under
the FlightGear architecture (it has to be, if you think about it --
otherwise no one is in charge of gear force).  How does your external
FDM make its own decisions about ground interaction?  If you can't get
the answer there, you may have to write some C++ code to query the
ground cache on your own.

Andy


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Re: [Flightgear-devel] Terrain height below aircraft

2005-06-07 Thread Arnt Karlsen
On Tue, 7 Jun 2005 11:19:02 -0700, Drew wrote in message 
[EMAIL PROTECTED]:

 Is there a reliable way to determine the terrain height below the
 aircraft that is independent of the view being used?  I've tried the
 property /environment/ground-elevation-m, but when I use tower view,
 it returns the elevation at the view origin.
  
 I'm trying to develop an RC-type application, so knowing the height
 from the controller's position is worthless.  How can I get the
 terrain height below the aircraft?  It would be helpful if I could
 determine the height of any arbitrary lat/lon position, as well, if
 that's possible.

..think gun elevation, as in aim at it.  I view your terrain height
angle a detour, you fly either above _or_ in front of terrain, and
orient your plane relative to yourself and vice versa, looking at it.

-- 
..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] Main Airports Conflict with Graphic Card6600GT !!!

2005-06-07 Thread Gerard ROBIN
Le mardi 07 juin 2005  17:07 -0400, [EMAIL PROTECTED] a crit :
 I also have an nvidia card, though an older one, and when I go from Enhanced 
 Runway Lights (as low as 3 fps) to no Enhanced Runway Lights, it jumps to 40 
 fps.  Any connection?
 
As far as i understand the preference.xml content,
We do have that property

enhanced-lighting type=boolfalse/enhanced-lighting

AND
 
In the fg menu i did not indicate Enhanced Runway Lighting.


-- 
Gerard


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Re: [Flightgear-devel] Airports Data + Zoom + SHIPs

2005-06-07 Thread Arnt Karlsen
On Tue, 7 Jun 2005 23:55:33 +0100, AJ wrote in message 
[EMAIL PROTECTED]:

 On Tuesday 07 Jun 2005 23:16, [EMAIL PROTECTED] wrote:
  1) I am using FGFS Version  0.9.4, I noticed that the Airport Data
  file extensions changed to tgz, does the data can be used on the
  version 0.9.4.
 
 Have you any reason not to upgrade?  There's been a fair amount of
 improvement  since 0.9.4 really.
 
  3) Is there others boats, or just the sail boat?
 
 There's a working aircraft carrier! (it's working in CVS at least, I'm
 not  certain about the last release.)  It's great, by the way, those
 of you who  worked on it - really impressive.  Yet another way to have
 fun with the  excellent Hunter and Seahawk!  The way it travels
 through land is a bit  disconcerting, mind you ;-)

..what, the US Navy sank the Canadian lighthouse???  ;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] Main Airports Conflict with Graphic Card6600GT !!!

2005-06-07 Thread Gerard ROBIN
Le mercredi 08 juin 2005  01:45 +0200, Gerard ROBIN a crit :
 Le mardi 07 juin 2005  17:07 -0400, [EMAIL PROTECTED] a crit :
  I also have an nvidia card, though an older one, and when I go from 
  Enhanced 
  Runway Lights (as low as 3 fps) to no Enhanced Runway Lights, it jumps to 
  40 
  fps.  Any connection?
  
 As far as i understand the preference.xml content,
 We do have that property
 
 enhanced-lighting type=boolfalse/enhanced-lighting
 
 AND
  
 In the fg menu i did not indicate Enhanced Runway Lighting.
 

To conclude about that problem, and before i come back to my old NVIDIA 5200

Does anybody can tell me, how may i deactivate the runway landing
lights ?

thanks
-- 
Gerard


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Re: [Flightgear-devel] Airports Data + Zoom + SHIPs

2005-06-07 Thread Gerard ROBIN
Le mardi 07 juin 2005  23:55 +0100, AJ MacLeod (email lists) a crit :
 On Tuesday 07 Jun 2005 23:16, [EMAIL PROTECTED] wrote:
  1) I am using FGFS Version  0.9.4, I noticed that the Airport Data file
  extensions changed to tgz, does the data can be used on the version 0.9.4.
 
 Have you any reason not to upgrade?  There's been a fair amount of 
 improvement 
 since 0.9.4 really.
 
  3) Is there others boats, or just the sail boat?
 
 There's a working aircraft carrier! (it's working in CVS at least, I'm not 
 certain about the last release.)  It's great, by the way, those of you who 
 worked on it - really impressive.  Yet another way to have fun with the 
 excellent Hunter and Seahawk!  The way it travels through land is a bit 
 disconcerting, mind you ;-)
 
 AJ
 
If you accept to come to 9.8 , the carrier can be fully operational with
a patch for landing and take off.
I use it, it is great.
I did only a little modification == carrier heading in order to keep it
of going through land.
-- 
Gerard


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[Flightgear-devel] NASAL update YASim parameters

2005-06-07 Thread Josh Babcock
Is there a way to tell YASim to add or subtract some drag? I want to add
some drag to the superfort when the bomb doors open. They were supposed
to really wreck the airflow, though not as bad as the lg which doubled
the drag!

Josh

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Re: [Flightgear-devel] NASAL update YASim parameters

2005-06-07 Thread Andy Ross
Josh Babcock wrote:
 Is there a way to tell YASim to add or subtract some drag? I
 want to add some drag to the superfort when the bomb doors
 open. They were supposed to really wreck the airflow, though
 not as bad as the lg which doubled the drag!

Well, right now you could model them as landing gear, which act
like flat plate drag objects with the size of their length (just
put the gear contact points somewhere where they can't actually
touch the ground).

Having a speedbrake subobject was something that was really
supposed to have been in the code from the beginning.  It's
really easy, but I just never got around to it.  Give me a bit
to, er, remember how the code works and maybe I can get it added.
Other aircraft could use it too.

Andy

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[Flightgear-devel] b29 CVS

2005-06-07 Thread Josh Babcock
If I start putting weekly updates to the superfort on my website, will
someone volunteer to commit them? I'm planning on just uploading it from
a cron job which can send the lucky contestant e-mail reminders if desired.

Josh

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Re: [Flightgear-devel] NASAL update YASim parameters

2005-06-07 Thread Andy Ross
Josh Babcock wrote:
 I don't think the LG thing will work, they have to be extended
 independently of the LG.

Just tie a different property to the EXTEND input on the gear.
Nothing in YASim is hardcoded; all user inputs are configurable.

 Speedbrakes would be great, though I would request that there be
 capacity for multiple independent ones, just on the general
 principal of flexibility.

Mais Oui.  Just like the gear. :)

Andy

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Re: [Flightgear-devel] After crash , Restart ?

2005-06-07 Thread Dave Culp
  I believe you are seeing the results of a new capability that Dave Culp
  added to JSBSim recently.

 Aaah, I sense something: This might be a means to automagically
 re-incarnate crashed AI aircraft  :-)

Actually I added the reset-after-crash to my OV-10 sim because it will be used 
by the public, and they will crash often and not know why the crashed 
airplane is floating under the surface of the earth.  I added it to JSBSim, 
thinking that nobody else wanted subterranean floating airplanes.  Here's the 
code location so you can remove it:

See source/src/FDM/JSBSim/JSBSim.cxx  in the function named  
copy_from_JSBSim(), at about line 848:

// force a sim reset if crashed (altitude AGL  0)
if (get_Altitude_AGL()  0.0) {
 SGPropertyNode* node = fgGetNode(/sim/presets, true);
 globals-get_commands()-execute(old-reinit-dialog, node);
}


It uses some pre-existing reset code that I found bound to a key in 
keyboard.xml.   It seems to work well here, although the report of 
the /fdm/jsbsim property node being cloned after every reset is a problem.

You can comment out the code completely, or if you need lat/lon for the crash 
site you can add that as console output in the above block of code.

I'll look into the node cloning today if I get a chance.


Dave

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Re: [Flightgear-devel] After crash , Restart ?

2005-06-07 Thread Josh Babcock
Dave Culp wrote:
I believe you are seeing the results of a new capability that Dave Culp
added to JSBSim recently.

Aaah, I sense something: This might be a means to automagically
re-incarnate crashed AI aircraft  :-)
 
 
 Actually I added the reset-after-crash to my OV-10 sim because it will be 
 used 
 by the public, and they will crash often and not know why the crashed 
 airplane is floating under the surface of the earth.  I added it to JSBSim, 
 thinking that nobody else wanted subterranean floating airplanes.  Here's the 
 code location so you can remove it:
 
 See source/src/FDM/JSBSim/JSBSim.cxx  in the function named  
 copy_from_JSBSim(), at about line 848:
 
 // force a sim reset if crashed (altitude AGL  0)
 if (get_Altitude_AGL()  0.0) {
  SGPropertyNode* node = fgGetNode(/sim/presets, true);
  globals-get_commands()-execute(old-reinit-dialog, node);
 }
 
 
 It uses some pre-existing reset code that I found bound to a key in 
 keyboard.xml.   It seems to work well here, although the report of 
 the /fdm/jsbsim property node being cloned after every reset is a problem.
 
 You can comment out the code completely, or if you need lat/lon for the crash 
 site you can add that as console output in the above block of code.
 
 I'll look into the node cloning today if I get a chance.
 
 
 Dave
 
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It could easily check another property and then decide whether to use
the old behavior or automatically reset. That property could have a
user-friendly setting in preferences.xml, and everyone else could change
it locally.

Josh


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Re: [Flightgear-devel] After crash , Restart ?

2005-06-07 Thread Dave Culp
 It could easily check another property and then decide whether to use
 the old behavior or automatically reset. That property could have a
 user-friendly setting in preferences.xml, and everyone else could change
 it locally.

Yep, that would be best solution.  I'll see if I can get to that today.


Dave

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