Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet
Dave Martin wrote: On Friday 29 July 2005 14:18, Arnt Karlsen wrote: ..and, this latter bit can get us some seriously fat funding: "FlightGear helps war game authors teach soldiers how to prevent war crimes." Or even just "helps Fight Pilots avoid Friendly-Fire incidents ;) Better yet, "Helps Fighter Pilots from becoming Fighter Pile-Its." :) g. -- -- "I'm not crazy, I'm plausibly off-nominal!" Proud owner of 80-0007 http://www.f15sim.com - The only one of its kind. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Free simulator of the Frecce
Martin Spott wrote: Arnt Karlsen wrote: ..since we do have guns now in FG, and since Slobodan's shills didn't dare challenge my "rulings" ;o) on Geneva Convention "disputes" in soc.culture.yugoslavia, alt.war.yugoslavia etc a decade ago, I believe we can code both a kill score AI "engine", and a war crime "score" AI, basing the latter on the full 4 Geneva Conventions. I heavily object because this lets FlightGear definitely cross the line between serious simulation and war games, *rolls eyes* g. -- -- "I'm not crazy, I'm plausibly off-nominal!" Proud owner of 80-0007 http://www.f15sim.com - The only one of its kind. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Start up questions
Craig Martin wrote: Jim, when I open a dos window, and type fgfs, then hit enter, this is what I get; Base package check failed...Found version [none] at :\FlightGear Please updrage to version: 0.9.8 Hit a key to continue. I think the flightgear directory has to be at the root levelI'll try it. But if it is something else, please let me know. H...remembering DOS, I think there is a PATH command I could use also... Please advise. Thanks in advance, Craig Add the --fg-root param in your command line, for example : fgfs --fg-root=\FlightGear\data Harald. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Start up questions
Jim, when I open a dos window, and type fgfs, then hit enter, this is what I get; Base package check failed...Found version [none] at :\FlightGear Please updrage to version: 0.9.8 Hit a key to continue. I think the flightgear directory has to be at the root levelI'll try it. But if it is something else, please let me know. H...remembering DOS, I think there is a PATH command I could use also... Please advise. Thanks in advance, CraigJim Wilson <[EMAIL PROTECTED]> wrote: > From: Craig Martin> > OK, I found the \data\preferences and the \data\options xml files. I understand the settings in the preferences file, but I am not quite sure about the setup / format / function of the options file.> What I am trying to do is to set a default "situation" which FG boots to, without having to go through all of the wizard selections. So basically from boot to runway.nothing else. So, how do I disable the startup selection wizards, and force FGFS to use the data in the preferences file?It sounds like you are using the fgrun. That is just a front end that runs fgfs. Try running fgfs directly instead. From a command window enter fgfs --help or fgfs --help --verbose. This will give you lists of the command line options. Under windows you could then just create a shortcut with the parameters you want specified.Or you can use an .fgfsrc file (fgrun used to create one of these, not sure if it still does). IIRC it is called system.fgfsrc under windows. It can be used as a handy predefined configuration file that has a list of settings (see example below). Any of the options listed under fgfs --help --verbose can be put into the .fgfsrc file.example .fgfsrc file:--geometry=1024x768--airport-id=KBGR--aircraft=747And of course you can set anything that is available in preferences.xml and those settings will be used if you just type fgfs with no parameters.Best,Jim___Flightgear-devel mailing listFlightgear-devel@flightgear.orghttp://mail.flightgear.org/mailman/listinfo/flightgear-devel2f585eeea02e2c79d7b1d8c4963bae2d___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Preferences selections
> From: Craig Martin <[EMAIL PROTECTED]> > > Is there any documentation of the possible values for the different > selections in the preferences.xml file. Or, is there any documentation of the > file structure of that file. There is not. Some of the preferences are covered in the individual configuration documentation. For the most part things you'll want to use are already listed in preferences.xml. Best, Jim ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Start up questions
> From: Craig Martin > > OK, I found the \data\preferences and the \data\options xml files. I > understand the settings in the preferences file, but I am not quite sure > about the setup / format / function of the options file. > What I am trying to do is to set a default "situation" which FG boots to, > without having to go through all of the wizard selections. So basically from > boot to runway.nothing else. So, how do I disable the startup selection > wizards, and force FGFS to use the data in the preferences file? It sounds like you are using the fgrun. That is just a front end that runs fgfs. Try running fgfs directly instead. From a command window enter fgfs --help or fgfs --help --verbose. This will give you lists of the command line options. Under windows you could then just create a shortcut with the parameters you want specified. Or you can use an .fgfsrc file (fgrun used to create one of these, not sure if it still does). IIRC it is called system.fgfsrc under windows. It can be used as a handy predefined configuration file that has a list of settings (see example below). Any of the options listed under fgfs --help --verbose can be put into the .fgfsrc file. example .fgfsrc file: --geometry=1024x768 --airport-id=KBGR --aircraft=747 And of course you can set anything that is available in preferences.xml and those settings will be used if you just type fgfs with no parameters. Best, Jim ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Free simulator of the Frecce
Martin Spott wrote: I heavily object because this lets FlightGear definitely cross the line between serious simulation and war games, I think what we have to come to grips with is that just about any tool ... software or hardware can be used to benefit humanity (or our enviroment or whatever else might be higher on your priority list) or harm it ... and if not directly, it certainly can be used indirectly. Go watch "The God's Must Be Crazy" and see what kind of craziness ensues from a simple coke bottle. (Curt gives the movie 5 out of 5 thumbs up.) As we move forward, there is going to be pressure to be able to drop items or fire items from a moving airplane ... forest fire water bombers will want to drop "retardant/water", we may want to simulate a rocket launch from 35,000' to deploy a civilian communication satellite, maybe we want to drop the X-15 from a B-52, maybe we want to drop a dozen realistic parachuters and the practice landing without flying into any of them, maybe someone would want to air drop humanitarian items to needy people. And it makes sense to add these to a simulation so you don't accidently drop a ton of rice on the people you are trying to feed, or drop it on their one remaining goat. But by adding these features, we open the door to all the logical extensions that might move us towards more direct shoot 'em up style games. I honestly don't think it's possible to prevent that, and I'm not sure it's worth shooting ourselves in the foot (so to speak) just trying to lock out the FPS gamer crowd. Curt. -- Curtis Olsonhttp://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text:2f585eeea02e2c79d7b1d8c4963bae2d ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Preferences selections
Is there any documentation of the possible values for the different selections in the preferences.xml file. Or, is there any documentation of the file structure of that file. Thanks Craig___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Start up questions
OK, I found the \data\preferences and the \data\options xml files. I understand the settings in the preferences file, but I am not quite sure about the setup / format / function of the options file. What I am trying to do is to set a default "situation" which FG boots to, without having to go through all of the wizard selections. So basically from boot to runway.nothing else. So, how do I disable the startup selection wizards, and force FGFS to use the data in the preferences file? Thanks, Craig___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Overhauling the networking code(was:Multiplayercrashes with unknown aircrafts, any solution?)
On Donnerstag 28 Juli 2005 18:32, Andy Ross wrote: > Oliver Schroeder wrote: > > Andy is, of course, right. We should not send binary data over the > > wire and I think that using XDR for transmission > > Binary is fine. Uncooked memory is not. :) And FWIW, XDR seems > awfully heavyweight to me. It involves a comparatively large amount > of code for things that are really pretty easy, while at the same time > making hand optimization of the packet format more difficult. > > Note that this hand tuning can be really beneficial, especially if the > server is on a low bandwidth link. The multiplayer protocol I was > thinking of (which these days is, I guess, mostly an idea box for the > working version) managed to pack a full precision* position, velocity, > acceleration, orientation and rotation rate into a block of 26 bytes. > > * Positions to within 1mm, orientations to within a degree over a > typical inter-packet delay. > > That's about 3x smaller than a naive implementations based on floats > and doubles, which means that you can transmit data on 3x as many > aircraft/objects over the same link. Well, I was looking for an existing implementation of a non ascii format which will just work. Looking at that stuff I have found is not that heavyweight. That is just a kind of iostream like implementation to build up that network packets in a defined byte order and alignment. That would be just handy to use ... But if you have a better solution ... Greetings Mathias -- Mathias Fröhlich, email: [EMAIL PROTECTED] ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: another compass question
Alex Perry wrote: > As an aside, if the compass is regularly oscillating like that for > you ... you need to practice smooth flight. The blockage only > happens for situations that would routinely have your passengers > abandoning their lunch all over your instrument panel. FYI. > No, I am pretty good at coordinating my turns. > There _is_ a weakness in the current FGFS systems, namely that the > rendering of the wet compass (on the 2D or 3D instrument panel) > does not show the gimballing happening. This is wrong, of course. > In practice, the mechanics and optics of the instruments are > designed so that the translational motion of the compass interior > is not distracting to the user ... so this omission is not obvious. > > If one of the instrument modellers would like to add the additional > rotation axis (2D, around the center top of the card area) or > axes (3D, tilt laterally and longitudinally about the center top)... > I'll be happy to write up what calculation has to go behind it. > This is what I was getting at. Looking at photos it seems that WWII era compasses did not hide the tilting of the card as much as modern ones do. I was actually trying to figure out if and how I should animate that for the B29s magnetic compass. If you would be happy to provide some properties for the tilting I would be happy to use them. I can also add it to the common 3D magnetic compass as well. Josh ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Free simulator of the Frecce
On Fri, 29 Jul 2005 15:02:04 + (UTC), Martin wrote in message <[EMAIL PROTECTED]>: > Arnt Karlsen wrote: > > > ..since we do have guns now in FG, and since Slobodan's shills > > didn't dare challenge my "rulings" ;o) on Geneva Convention > > "disputes" in soc.culture.yugoslavia, alt.war.yugoslavia etc a > > decade ago, I believe we can code both a kill score AI "engine", and > > a war crime "score" AI, basing the latter on the full 4 Geneva > > Conventions. > > I heavily object because this lets FlightGear definitely cross the > line between serious simulation and war games, > > Martin. ..overruled or sustained by any new code in cvs. ;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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Scenery
Craig Martin wrote: Is this the proper list for FGFS scenery questions? Yes, see http://www.terragear.org Erik ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Scenery
Is this the proper list for FGFS scenery questions? Craig___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Free simulator of the Frecce
Arnt Karlsen wrote: > ..since we do have guns now in FG, and since Slobodan's shills didn't > dare challenge my "rulings" ;o) on Geneva Convention "disputes" in > soc.culture.yugoslavia, alt.war.yugoslavia etc a decade ago, I believe > we can code both a kill score AI "engine", and a war crime "score" AI, > basing the latter on the full 4 Geneva Conventions. I heavily object because this lets FlightGear definitely cross the line between serious simulation and war games, Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Startup / environment scripts
On Friday 29 July 2005 15:35, Craig Martin wrote: > Is there a script or a batch file that sets the following start-up > parameters for FGFS; > Environment conditions, Aircraft, View, Systems Statuses (engine, etc.), > Scenery active... At least some of those can be set in data/preferences.xml AJ ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] xml panels (2d)
> directory. How common is the KRA10? Well - you usually don't find it in the small trainers like 150's or 172's, but in the "upperclass" like the mooney or beech or lite twins, it can be seen. So I declare this one as "common" and I put the files under Aircraft/Instruments and Aircraft/Instruments/Textures. I solved the problem with the lowpass filter by using the tag which is very easy to use. I put a downloadable version of my radar altimeter here: http://www.t3r.de/fg/ and whould be happy if anybody likes to integrate it to their panels. Torsten ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Startup / environment scripts
Group, Is there a script or a batch file that sets the following start-up parameters for FGFS; Environment conditions, Aircraft, View, Systems Statuses (engine, etc.), Scenery active... Thanks. Craig___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] Re: another compass question
From: Josh Babcock <[EMAIL PROTECTED]> > I know that the fg magnetic compass code models errors due to tilt > pretty well, but it occurs to me that a lot of these compasses are > gimbaled and remain flat for a few degrees as the plane tilts. Is this > aspect modeled? I believe you misunderstand the purpose of gimballing. It eliminates any dependency of the compass indication on aircraft speed (since the pitch and angle of attack do not affect it) and also avoids any dependency on yaw management (such as slips or uncoordinated turns). In most civil aviation flight operations, the readout of a gimballed and an ungimballed compass is similar. This is unlike (eg) a boat. Dave's code is based on mine so, unless an error has crept in, it already uses the local acceleration vector and not vehicle attitude. Consequently, the calculation of the indicated value is inherently for a gimballed compass. I did that because most aero compasses are gimballed. It is possible to turn the sim gimbal off, if desired; I'm not aware of any aircraft design that uses such an instrument. My code had the gimballing explicit; I don't recall whether David kept that aspect. If you exceeded the gimbal's range of motion, the card would block and cease to move until your attitude became coordinated. Carefully flying an uncoordinated 180 degree turn, for example, could get the compass to keep showing the original heading until you roll out level ... at which point the thing would oscillate madly down. As an aside, if the compass is regularly oscillating like that for you ... you need to practice smooth flight. The blockage only happens for situations that would routinely have your passengers abandoning their lunch all over your instrument panel. FYI. There _is_ a weakness in the current FGFS systems, namely that the rendering of the wet compass (on the 2D or 3D instrument panel) does not show the gimballing happening. This is wrong, of course. In practice, the mechanics and optics of the instruments are designed so that the translational motion of the compass interior is not distracting to the user ... so this omission is not obvious. If one of the instrument modellers would like to add the additional rotation axis (2D, around the center top of the card area) or axes (3D, tilt laterally and longitudinally about the center top)... I'll be happy to write up what calculation has to go behind it. From: Erik Hofman <[EMAIL PROTECTED]> > I wouldn't know, It is modeled by David Megginson. You might want to > test it yourself. Seconded. When David converted my special case code into his neater and generic instrument layer, most of the math was necessarily rewritten. A bug could easily have crept in that neither of us noticed at the time. And my original code could've had a bug too. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet
On Friday 29 July 2005 14:18, Arnt Karlsen wrote: > ..and, this latter bit can get us some seriously fat funding: > "FlightGear helps war game authors teach soldiers how > to prevent war crimes." Or even just "helps Fight Pilots avoid Friendly-Fire incidents ;) Dave Martin. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet
Le vendredi 29 juillet 2005 à 15:18 +0200, Arnt Karlsen a écrit : > On Fri, 29 Jul 2005 14:11:40 +0200, Gerard wrote in message > <[EMAIL PROTECTED]>: > > > > ..._sexy_ way to sneak in war game features: we need to model > > > anti-aircraft lava ammo 'n turbine blade ash etc damage. ;o) > > > > > > > We don't need it, only watch the TV, and wait for Iraki News. :=( > > ...bull, I see no reason any of Sissy Boy George's idiot stunts should > stop any new FlightGear development. > > ...since we do have guns now in FG, and since Slobodan's shills didn't > dare challenge my "rulings" ;o) on Geneva Convention "disputes" in > soc.culture.yugoslavia, alt.war.yugoslavia etc a decade ago, I believe > we can code both a kill score AI "engine", and a war crime "score" AI, > basing the latter on the full 4 Geneva Conventions. > > ...and, this latter bit can get us some seriously fat funding: > "FlightGear helps war game authors teach soldiers how > to prevent war crimes." No comment, you convicted me. Let's go for startup fat funding. -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet
On Fri, 29 Jul 2005 14:11:40 +0200, Gerard wrote in message <[EMAIL PROTECTED]>: > > ..._sexy_ way to sneak in war game features: we need to model > > anti-aircraft lava ammo 'n turbine blade ash etc damage. ;o) > > > > We don't need it, only watch the TV, and wait for Iraki News. :=( ..bull, I see no reason any of Sissy Boy George's idiot stunts should stop any new FlightGear development. ..since we do have guns now in FG, and since Slobodan's shills didn't dare challenge my "rulings" ;o) on Geneva Convention "disputes" in soc.culture.yugoslavia, alt.war.yugoslavia etc a decade ago, I believe we can code both a kill score AI "engine", and a war crime "score" AI, basing the latter on the full 4 Geneva Conventions. ..and, this latter bit can get us some seriously fat funding: "FlightGear helps war game authors teach soldiers how to prevent war crimes." -- ..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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet
> ..._sexy_ way to sneak in war game features: we need to model > anti-aircraft lava ammo 'n turbine blade ash etc damage. ;o) > We don't need it, only watch the TV, and wait for Iraki News. :=( -- Gerard ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Free simulator of the Frecce Tricoloriaerobatic jet
On Thu, 28 Jul 2005 23:01:28 +0100, Lee wrote in message <[EMAIL PROTECTED]>: > On Thursday 28 Jul 2005 15:15, Vivian Meazza wrote: > > Dave Culp > > > > ... snip ... > > > > > The present system makes smoke/contrails by releasing AI > > > objects rapidly. There are three problems with it now: > > > > > > 1) Orienting the objects properly. Only applies for long > > > (i.e. cylindrical, > > > rectangular) models. > > > > > > 2) Matching the release rate to the airplane's speed. > > > > > > 3) Making a smoke model that merges well with the others. > > > I've heard (on this list) that this may be a plib > > > limitation. It may require the use of a > > > different visual model, like billboards or particle fields. > > > > > > > > > On the other hand, maybe a whole new tactic is needed. > > > > I think Harald is working on this as an offshoot of his 3d > > clouds. I'm quite sure we can't do better with the AI > > ballistic approach as it stands. > > > > Vivian > > I've been wondering if Harald's clouds could be adapted for > smoke, contrails, gun-puffs and touch-down smoke... > > It started me thinking when I saw a 'tower' of 3d clouds over > some high ground and it looked like a pretty good volcano plume, > and it occurred to me that it could be possible to add pretty > good volcano hazards to FG. .._sexy_ way to sneak in war game features: we need to model anti-aircraft lava ammo 'n turbine blade ash etc damage. ;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. ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Overhauling the networking code(was:Multiplayercrashes with unknown aircrafts, any solution?)
Oliver Schroeder wrote : Andy is, of course, right. We should not send binary data over the wire and I think that using XDR for transmission is the way to go, as it will fix problems with endianess and platforms not using IEEE-format for floats/doubles. That way multiplayer mode will even work on a VAX ;) I will look into it next week. There is no native xdr implementation with MSVC. We should provide our own implementation if it is the way we want to go. -Fred ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] another compass question
Josh Babcock wrote: I know that the fg magnetic compass code models errors due to tilt pretty well, but it occurs to me that a lot of these compasses are gimbaled and remain flat for a few degrees as the plane tilts. Is this aspect modeled? I wouldn't know, It is modeled by David Megginson. You might want to test it yourself. Erik ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] xml panels (2d)
Torsten Dreyer wrote: Work in progress is the radar altimeter and here comes my first question: The needle is bound to the /position/altitude-agl-ft property with a rotation transformation and a interpolation table which works pretty good. Is it possible to feed the result of the tranformations thru a lowpass? The reason It should be possible, once a lowpass filter is implemented for FlightGear. I'm not aware of any ... wait a minute, there seems to be a lowpass filter in Main/util.cxx. Hmm, it should be adapted to make it a command to be useful for animators. is: if the height above ground is less than 20 feet, the needle moves clockwise out of sight (behind the 2500 feet mark) and if I implement this with the interpolation table, the needles just disappeares instead of moving more or less quickly out of view. How should the files be organized? All xml files in Aircraft/Instruments and all textures in Aircraft/Instruments/Textures or whould it be better to sort the files e.g. all files related to the KRA-10A go into Aircraft/Instruments/KRA10 (which I prefer)? The idea is to have reasonably common instruments available in the Aircraft/Instruments directory and put everything else in the aircraft directory. How common is the KRA10? Erik ___ Flightgear-devel mailing list Flightgear-devel@flightgear.org http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d