Re: [Flightgear-devel] Re: Options saving patches

2005-12-17 Thread AJ MacLeod
On Saturday 17 December 2005 11:40, Erik Hofman wrote:
> Lighten up, I just started looking at this patch since Fred promised to
> fill in the missing gaps.

I was delighted to see a form of the options saving patches going into CVS, 
since I've been using the earlier versions with no troubles at all for some 
time now.

I was less delighted to find that SG no longer builds...

sg_path.cxx: In member function `void SGPath::create_dir(mode_t)':
sg_path.cxx:203: error: `subdir' undeclared (first use this function)
sg_path.cxx:203: error: (Each undeclared identifier is reported only once for 
each function it appears in.)
make[3]: *** [sg_path.o] Error 1

I really hope this is made to work at least as well as the earlier patches 
because I think it's a _great_ feature and one that makes life with FG that 
little bit more pleasant...

Cheers,

AJ

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Re: [Flightgear-devel] Problems in the latest CVS version

2005-12-14 Thread AJ MacLeod
On Tuesday 15 November 2005 16:17, Vivian Meazza wrote:
> Hunter starts with the brakes on by default. It works here with cvs as of
> this morning.

OK, I can confirm Dai's problem.

Using GCC-4.0.2 (as standard on the latest Ubuntu) there are no initially 
apparent problems compiling or running today's CVS, but starting on the 
carrier the hunter immediately starts "slipping" back along the deck despite 
the brakes being on.

Machine is an AMD64 running the latest 32bit Ubuntu distro.
This apparently does not happen on a similar setup running the 64bit version 
of the same distro, although I can't personally confirm that.

It doesn't happen on my own 32bit AthlonXP Gentoo box either (with an older 
GCC - 3.4.4).

Hope that narrows down the likely culprit a bit for someone...

Cheers,

AJ

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Re: [Flightgear-devel] Segfaults with recent and latest CVS

2005-12-12 Thread AJ MacLeod
On Friday 02 December 2005 06:16, Mathias Fröhlich wrote:
> Sorry that I did not respond to that thread earlier ...

Just a confirmation that whatever you did (My brain does not have the capacity 
to follow the terrain stuff in any detail :-) obviously worked as the problem 
no longer exists as far as I can tell.

Cheers,

AJ

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[Flightgear-devel] Segfaults with recent and latest CVS

2005-12-01 Thread AJ MacLeod
Last night (using completely up-to-date CVS) I noticed that fgfs segfaults 
reliably if one relocates the a/c to KOAK using the "position a/c on ground" 
menu.

After a bit more investigation, it appears that this is caused by a nan in the 
yasim turbulence stuff, because it's being fed garbage.  Using a JSBSim a/c, 
one is unceremoniously dumped into the sea.

Starting the sim at KOAK does not display the problem, one must start 
somewhere else (anywhere, as far as I can tell) and relocate for the problem 
to show.

AJ

GDB shows;

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1225333040 (LWP 32321)]
yasim::Turbulence::getTurbulence (this=0xfc39620, loc=0xa1e0c008,
alt=nan(0x40), up=0xbfc60cc0, turbOut=0xbfc60d10) at 
Turbulence.cpp:100
100 static inline float c2fu(unsigned char c) { return 
(c+0.5)*(1.0/256); }
(gdb) bt
#0  yasim::Turbulence::getTurbulence (this=0xfc39620, loc=0xa1e0c008,
alt=nan(0x40), up=0xbfc60cc0, turbOut=0xbfc60d10) at 
Turbulence.cpp:100
#1  0x081d2843 in yasim::Model::localWind (this=0xfc31bac, pos=0xbfc60df0,
s=0xbfc60f10, out=0xbfc60e00, alt=-1.52296607e-18) at Model.cpp:537
#2  0x081d2113 in yasim::Model::calcForces (this=0xfc31bac, s=0xbfc60f10)
at Model.cpp:399
#3  0x081cf70c in yasim::Integrator::calcNewInterval (this=0xfc31bb0)
at Integrator.cpp:176
#4  0x081c79d4 in yasim::FGFDM::iterate (this=0xfc31ba8, dt=0.0083377)
at FGFDM.cpp:91
#5  0x081c1b70 in YASim::update (this=0xbc03698, dt=0.22352000276247658)
at YASim.cxx:213
#6  0x08051b45 in fgUpdateTimeDepCalcs () at main.cxx:168
#7  0x08052714 in fgMainLoop () at main.cxx:476
#8  0x08089ac9 in fgOSMainLoop () at fg_os_sdl.cxx:232
#9  0x080551b0 in fgMainInit (argc=2, argv=0xbfc61824) at main.cxx:1007
#10 0x080515da in main (argc=-1579106296, argv=0xa1e0c008) at 
bootstrap.cxx:193
(gdb)

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Re: [Flightgear-devel] Autopilot

2005-12-01 Thread AJ MacLeod
On Thursday 01 December 2005 09:48, Steve Hosgood wrote:
> I knew there was an autopilot on the cockpit display, but on my monitor
> at home (1024x768) it was a bit difficult to read. 

This is a "problem" for many instruments in many a/c - on higher resolution 
screens too.  The "solution" is to make frequent use of the FOV keys and the 
mouse controlled view direction - in other words, "look at" the relevant 
instrument with the mouse and "zoom in" a little with the x key.

Usually, you can find a balance between keeping some kind of visual reference 
to what the a/c is doing and being able to see the particular instrument or 
device clearly enough to use.

With a little practice, this becomes almost automatic.  Outside of a clever 
head and eye tracking system, I doubt there's a much better way of 
replicating what your eyes and visual processing systems do so effortlessly 
IRL.

Cheers,

AJ

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Re: [Flightgear-devel] Displaying Multiple Views/Using cockpit controls

2005-11-29 Thread AJ MacLeod
On Tuesday 29 November 2005 22:32, Buchanan, Stuart wrote:
> Absolutely - I just had a look at the Carrier HowTo on the Wiki and it
> looks like exactly what is required. I assume no-one will mind.

Yes, no-one is fine with that ;-)  I don't think Vivian is likely to sue you 
for breach of copyright over his additions either...

> Of course, any changes to the Getting Started Guide will only be present
> in the next release for most users, so we'll have a fair few questions
> until then...

Of course - which is where the Wiki comes in as I see it.  Up to date 
information that's very easily kept that way... Not a replacement for the 
conventional docs, but I do feel the link on the FG website could be slightly 
more prominent - even folk who were actively looking for it have failed to 
find it.

Cheers,

AJ

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Re: [Flightgear-devel] Displaying Multiple Views/Using cockpit controls

2005-11-29 Thread AJ MacLeod
On Tuesday 29 November 2005 21:41, Buchanan, Stuart wrote:
> Hint taken ;). I was thinking of writing a section on various features
> such as the Nimitz, multiplayer and multiple displays anyway.
>
> Unfortunately I only have a single PC, so I'll be writing blind. Would you
> be able to review my text for me?

Rather than re-inventing the wheel, why not take the carrier-howto and 
multiplayer howto from the wiki and include them (editing as you see fit for 
style etc)?

You don't need more than one PC to experience multiplayer of course, but I'm 
sure you knew that.

A section on multiple displays would be of interest to quite a few people I 
think - it comes up now and again on the IRC channel and isn't something I 
have experience of with FGFS.

AJ

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Re: [Flightgear-devel] Aircraft Download/Install App

2005-11-26 Thread AJ MacLeod
On Saturday 26 November 2005 14:25, Arthur Wiebe wrote:

> The idea is for an aircraft application. This application would
> download (preferrably an XML file) from a server, parse, and through a
> GUI have the ability to select aircraft, see details including
> previews, press a button to download and install.
> The application would guess the most likely places for where to
> install. But let the user change it of course.
> The application would be written in C++ using the wxWidgets framework
> so that it will look and work right on all platforms.

This hypothetical application sounds very much to me like an extension to the 
existing fgrun...

> But there's no way I'm going to take it on myself. /me sick of that.
> So any takers? Or is it a rotten idea I should never have posted
> about? Or perhaps even something already discussed.

Personally, I think it's a good idea, particularly for a certain class of 
users who often seem to have absolutely no concept of what goes on behind 
those mesmerising icons.  At the moment, they either flood the users list 
with the same old repetitive emails (which is part of what it's there for, of 
course), or much worse, just give up on FG as being "over their heads".

Apps with similar facilities are not uncommon; I'm sure it could be done 
fairly easily.

But again, not by me since I'm not a C/C++ programmer and have enough to work 
on as it is, even with fgfs related things...

It maybe sounds about right for a project idea for undergraduate students, as 
has been requested here recently...

Cheers,

AJ

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Re: [Flightgear-devel] Gear animation tutorial

2005-11-26 Thread AJ MacLeod
On Saturday 26 November 2005 03:09, Josh Babcock wrote:
> I just made up a tutorial about making gear retraction animations run
> smoothly with complicated landing gears. It's still missing the final
> animation code, but I thought I'd throw it up to see what everybody
> thinks. 

You have no idea how good your timing is on this one :-)  I've been putting 
off doing the gear animation on my Lightning for a while now, but with this 
sort of insight I'm certain the job will be much quicker.

Like so many other things in the modelling process, a step by step example can 
save so many hours of slaving away learning the hard way.

> It's got lots of in-line images, so be warned. I'm considering
> changing this to in-line thumbnails hotlinked to the full sized images.

I like it just as it is, myself - I find that having to open bigger pictures 
from in-line thumbnails is just a nuisance when trying to juggle several open 
windows or browser tabs, even with a sane window management setup.  Of 
course, having had broadband available here for less than a year I remember 
well the plight of the dial-up user; but even then, for tutorials I just 
downloaded the whole lot and _then_ read them; saved time and bandwidth in 
the long run.  The full-size in-line pictures probably make that process even 
simpler, if anything.

> Please give feedback.
OK, it's great - thanks!

Obviously the final animation code will be nice to finish it off, but as it 
stands it looks excellent.  I'll let you know if I get baffled at any point 
once I start working through it.

Cheers,

AJ

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Re: [Flightgear-devel] Realistic daytime skycolor

2005-11-22 Thread AJ MacLeod
On Tuesday 22 November 2005 15:41, Erik Hofman wrote:
> The skylight model we are using is also based on physical properties and
>   isn't far off from the model you describe. That model however doesn't
> allow for some of the cloud colorings features we are doing.

Like in the dawn screenshot where I tried to show that off; 

http://www.adeptopensource.co.uk/personal/fg/747-Heathrow-dawn_moon.jpg

> In fact our model still has a lot of potential left.
> I wouldn't want to trade it for another approach.

I don't know anything about the theory of it all, but I do know that the sky 
in FG looks truly amazing at dawn and dusk in particular (colours, moon 
phases, star positions etc) - and I think we are _really_ underselling FG by 
not having a few screenshots illustrating that on the website.

I'm sure others can come up with much nicer ones than I have... they're all 
going to offend the "darkness police" whatever :-)

Cheers,

AJ

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Re: [Flightgear-devel] .tgz extractors for windows

2005-11-21 Thread AJ MacLeod
On Monday 21 November 2005 15:52, Curtis L. Olson wrote:
> Can someone post a link to a good, free, unencumbered windows
> uncompresser that handles the .tgz format?  I'd like to post a link on
> the aircraft downloads page to assist those windows users who aren't
> familiar with this format and don't happen to have a working extractor
> already installed on their systems.
I use this if I'm working on someone else's windows box...

http://www.7-zip.org/

AJ

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Re: [Flightgear-devel] 0.9.9 Bug

2005-11-18 Thread AJ MacLeod
On Friday 18 November 2005 22:16, Arthur Wiebe wrote:
> > Yes, that is correct.  But, if I enable sound, the bug still shows
> > up.  In other words, if I start with --enable-sound then it starts
> > with sound, as it should, but the dialog box does not allow me to
> > turn it off.
> I noticed that too but never thought anything of it. So I can confirm it.
Must be platform specific - it works perfectly on Linux/x86.

AJ

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Re: [Flightgear-devel] [0.9.9] screenshots for flightgear.org

2005-11-18 Thread AJ MacLeod
On Thursday 17 November 2005 23:29, Ampere K. Hardraade wrote:
> Other than the one taken during daytime, I think the rest should be kept
> away from being presented.  They are simply too dark.

Erm.. it's called atmosphere.  FG looks very impressive around dawn and dusk, 
and some of the rougher edges in the scenery are hidden.

AJ

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Re: [Flightgear-devel] [0.9.9] screenshots for flightgear.org

2005-11-17 Thread AJ MacLeod
On Thursday 17 November 2005 15:45, Melchior FRANZ wrote:
> I don't mind if you (Curt) don't use them. But we should *really* put new
> ones up before 0.9.9 is released. All people who see the release note
> will check the HP and would be disappointed to see only old screenshots.
> That leaves a bad taste before they even tried fgfs. Even worse:
> reviewers will have the same experience!

I agree that new screenshots are probably the first thing some folk will look 
for before deciding to bother downloading...  So here are a couple of 
airliners in case they're wanted - no idea why I have so many screenshots of 
the things when I almost never fly them!

http://www.adeptopensource.co.uk/personal/fg/747-Heathrow-dawn_moon.jpg
http://www.adeptopensource.co.uk/personal/fg/737-Inverness-ground-dawn.jpg
http://www.adeptopensource.co.uk/personal/fg/747-Heathrow-daytime.jpg

AJ

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Re: [Flightgear-devel] Problems in the latest CVS version

2005-11-15 Thread AJ MacLeod
On Tuesday 15 November 2005 15:02, Dai Qiang wrote:
> I actually did nothing but started with the following
> commmand: fgfs
> --fg-root=/home/azuron/Project/CVS/FG/data
> --aircraft=hunter --carrier=Nimitz
> The situation was like what I just decribed from the
> beginning.

I just tried that myself - SG and FG from late last night; the Hunter seemed 
to stay in the one place as it should with the brakes on...  

> I have tried Shift + b and it was the same. It's
> especially weired that when I pressed P to pause the
> simulation, Hunter started to move forward according
> to the carrier. I am really confused. :-/

I do know that the carrier is not really compatible with pausing the sim (at 
least that was the case a month or two ago; I've been working on other stuff 
recently and not testing the carrier much.

I'd be suspicious that you haven't got a clean cvs tree there and still have 
some old stuff hanging around.  You did remember to "make install" didn't 
you?  I know I've forgotten at times in the past...

Cheers,

AJ

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Re: [Flightgear-devel] Problems in the latest CVS version

2005-11-15 Thread AJ MacLeod
On Tuesday 15 November 2005 13:18, Dai Qiang wrote:
> I am using the latest CVS version of SimGear,
> FlightGear data and source. After I enabled the Nimitz
> demo, I found the Hunter plane moved backward slowly
> when it's landed on the Nimitz, because Nimitz was
> moving forward, and Hunter remained at its original
> position. 

Just checking the obvious - you have engaged the parking brake, haven't you? 
(Shift - b)

Likewise, on land, if the 747 is sitting on a sloping runway without the 
brakes on, it will naturally roll downhill.

Cheers,

AJ

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Re: [Flightgear-devel] Re: freeglut on SuSE 10

2005-11-15 Thread AJ MacLeod
On Tuesday 15 November 2005 03:13, Steve Knoblock wrote:
> I've got Flight Gear 0.9.8 running. I will try installing the CVS
> version soon or the prerelease.

Good stuff - as far as I can think, you ought to have a fairly straightforward 
time building either now that you have the glut problem sorted out.

> I may show up on IRC in time.
I don't frequent any other IRC channels, but #flightgear is generally quite a 
pleasant place, and great for getting quick answers to wee questions that you 
might not want to bother a mailing list with...

Cheers,

AJ

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Re: [Flightgear-devel] Re: freeglut on SuSE 10

2005-11-14 Thread AJ MacLeod
On Sunday 13 November 2005 20:15, Steve Knoblock wrote:
> I installed the downgrade of freeglut, but I still get a missing
> header error. I think this header is in the freeglut-devel but did not
> download that module. I cannot seem to access the 9.3 RPMs in the Yast
> repositories. Can someone point me in the right direction where to get
> these files? 

If you are building software with a compile-time dependency on a package, you 
will need the -devel RPM too.

I'm astonished you haven't yet come across RPMFind.net...

http://www.rpmfind.net/linux/rpm2html/search.php?query=freeglut-devel&submit=Search+...&system=suse&arch=

> This is getting tiresome.
Of course we'd all rather this problem hadn't been introduced in freeglut; but 
at the same time, it shouldn't be difficult to work around.  In your case, 
manually install the two freeglut-2.2 RPMs, or just compile FG with 
--enable-sdl (assuming you have libsdl and associated headers installed).

Let us know how you get on, or better, if you're still stuck, ask for 
real-time help on the IRC channel.  There has been a steady stream of such, I 
dare say another one wouldn't hurt...

Cheers,

AJ

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Re: [Flightgear-devel] FlightGear v0.9.9-pre2

2005-11-10 Thread AJ MacLeod
On Thursday 10 November 2005 17:02, Steve Hosgood wrote:

> The latter few lines of "strace fgfs" look like this:
> open("/usr/share/FlightGear/data/cloudlayers.xml", O_RDONLY) =
> -1 ENOENT (No such file or directory)

I'm sure I saw an hour or so ago on this list that this file was mistakenly 
omitted from the release?  If it's not there, grabbing it from CVS and trying 
to run fgfs again would be my first step.

AJ

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Re: [Flightgear-devel] Joystick issues with throttleAxis()

2005-11-09 Thread AJ MacLeod
On Wednesday 09 November 2005 20:56, Buchanan, Stuart wrote:
> Mine does, but then since I sent in the patch I probably don't count...
You certainly do, because the new config does nothing except implement normal 
behaviour...

> I wonder if it is OS or USB specific? I've got a USB version and run under
> WinXP.

Might be... My understanding is that all these sticks are USB but could 
operate through some sort of optional adapter for gameport use.  Certainly 
I'm using mine just plugged into a USB port.

I'm on Linux (2.6) here - don't have a windows box to compare with.  Ralf, do 
you?  Any other Force-3D users out there?

AJ

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Re: [Flightgear-devel] Which aircraft to include in v0.9.9?

2005-11-09 Thread AJ MacLeod
On Wednesday 09 November 2005 19:31, Curtis L. Olson wrote:
> Just glancing through the list very quickly, potential candidates for
> inclusion might be the b1900d, Citation Bravo, Concorde, dhc2, F-8E,
> Hurricane, Marchetti, MiG-15, seahawk, Spitfire, tu154 ... (?)

> Any opinions?  Note that if you propose adding an airplane, you also
> have to say which one we remove from the existing list ...

I think, especially in view of the spate of posts a short while ago, it would 
be wise to only include (by default) aircraft which are quite complete - i.e. 
with populated cockpits etc.  People who know what they want and what they're 
doing can easily download the others.

My vote would probably go for the Spitfire - that way you actually get two 
planes for the price of one, and one of those is carrier capable - I think we 
should make sure we have at least one or two carrier capable planes 
distributed by default.

To remove... probably the one of the Cessnas (purely personal tastes!) or the 
Wright Flyer (which I'd say is kind of "special interest" and not that useful 
for general flying).  Anyway, like you say anything removed would still be 
there for download...

AJ

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Re: [Flightgear-devel] Joystick issues with throttleAxis()

2005-11-09 Thread AJ MacLeod
On Wednesday 09 November 2005 19:04, Dave Culp wrote:
> That configuration file applies an offset of -0.3 prior to the scale.  That
> shouldn't be allowed, and I guess someone's personal configuration snuck in
> by accident?

I don't think so in this case.  That offset apparently worked for most people 
with this stick - I know my throttle's been "broken" since using the new 
nasal based config, in that I can never get the throttle input less than 
0.24.  

If an offset fixes a problem for everyone with this stick, I can't see any 
valid argument against it.  If the offset required is completely 
unpredictable of course, it's not an acceptable solution.

I would be interested to know if anyone has a Wingman Force 3d which gives the 
correct full range of throttle values with the new config...

Cheers,

AJ

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Re: [Flightgear-devel] CVS "make" error (Cygwin)

2005-11-07 Thread AJ MacLeod
On Monday 07 November 2005 15:02, Kevin Jones wrote:
> CVS FG source at 2:30pm (UK time) Monday 7th November fails to "make"
> on Cygwin with the following error:
> make[2]: Entering directory /source/src/MultiPlayer
> make[2]: *** No rule to make target `tiny_xdr.cpp', needed by
> `tiny_xdr.o'.  Stop.

Not just on cygwin, lots of people (including me) will have been finding that.  
Try "make distclean" first.

Cheers,

AJ

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Re: [Flightgear-devel] LibGL error

2005-11-07 Thread AJ MacLeod
On Monday 07 November 2005 12:05, Martin Spott wrote:
> You should have a closer look at the upcoming XOrg-6.9/7.0 that'll
> contain OpenSource drivers for the ATI Radeon X8x0 series.
Good news indeed - I knew there were OS drivers for ATI cards in exisistance, 
but hadn't heard too much about their usability yet...

> This is why I typically buy ATI: There _is_ a chance that OpenSource
> drivers appear after some time while you still have closed binary
> drivers to fill the gap. With nVidia you can be certain that you'll
> _never_ see OpenSource drivers. I think this makes an essential
> difference.

I agree with you, of course; only if one is working on a project which needs 
solid graphics support _now_ then one doesn't have quite the same 
flexibility.  From what I see, the ATI binary drivers are a good bit behind 
nvidia in the "fit and forget" hassle-free stakes.

For my own (FG!) use, though, I'll be watching the progress of those open 
source drivers closely because my own nvidia card is nearing retirement age 
and I have an aversion to running any non-open source drivers.

Cheers,

AJ

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Re: [Flightgear-devel] LibGL error

2005-11-07 Thread AJ MacLeod
On Sunday 06 November 2005 14:47, Mathias Fröhlich wrote:

> But looking at those problems with ATIs closed source drivers, I must say
> that NVidia seems to work better.
Certainly I've stuck with nvidia for all jobs involving graphics ever since 
Matrox fell behind, and I've not had reason to regret it so far...

> On the other hand, many people see massive performance hits with current
> NVidia drivers in presence of OpenGL points (all our lights are such
> points ...). The NVidia card at work does not show any problem with FG at
> night, but that one is a extremely expensive Quadro card certified for
> professional CAD use (often many points/lines).
AFAIK this bug disappeared a while ago - it only affected a particular driver 
release (or releases, I'm not certain).

Certainly I upgraded the nvidia drivers on an affected machine last week and 
framerates were back to normal.

> All together no 'better choice' ...
I really don't like closed source anything, and device drivers in particular, 
but IME nvidia's offerings are about as good as could be hoped for in the 
circumstances (although obviously not perfect.)

I'd switch allegiance in a flash if well performing, stable, open source 
drivers were available for some other reasonably priced cards though.

Cheers,

AJ

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Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread AJ MacLeod
On Friday 04 November 2005 12:36, Buchanan, Stuart wrote:
> I may take another look then. I've been using AC3D for buildings are
> aircraft, but it isn't particularly easy for some tasks - like modifying
> the cockpit.

I think that's more a reflection on the relative complexity of the two 
tasks... if you think modifying a cockpit isn't easy in AC3D, which you're 
obviously used to, I will be amazed if you find it easier in Blender :-)

I find it helps to hide as much of the aircraft as possible and make good use 
of the "lock" facility in AC3D when working on the more intricate parts of 
the cockpit.

Oh and thanks for adding the Forth bridges - I never twigged at all that the 
rail bridge was just a repainted Golden Gate!

Cheers,

AJ

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Re: [Flightgear-devel] Instrument Making

2005-11-02 Thread AJ MacLeod
On Wednesday 02 November 2005 01:53, Innis Cunningham wrote:
> Now that I have been converted to 3D instrument making
> I am wundering if we should start an instrument repository
> like we have for the Aircraft and Scenery.
I do quite like the idea in some respects, but to be honest I don't think it's 
really necessary...

> For this to work each instrument would have to be totally
> self contained like the instruments in the 747 and hunter
> and a few others that don't come to mind.

And that's why I don't think it's necessary - for my Lightning cockpit, I've 
been able to make use of the Hunter instruments (which I'm guessing have 
family ties with the p51 instruments?) to get me started.  Because I have a 
strange attraction to dials and gauges, and a plentiful supply of cockpit 
photos I took for the purpose, I've made a fairly complete set of my own, but 
I could equally just have borrowed any or all of the Hunter ones.

Although Syd's work on the b1900, citiation and beaver cockpits is exemplary 
(and I'm never likely to equal it) I do think it's a good idea for people to 
make instruments self contained if they don't mind working that way for the 
reasons you suggest.

> Anyway thems is my thoughts what do you think
I don't think there's really a need to maintain a special repository as such - 
since they're all GPL'd one can easily just use any suitable instrument from 
an existing FG aircraft.

Having said that, if someone did go ahead with the idea, I'd be very happy to 
submit all the ones I've done.

Cheers,

AJ

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Re: [Flightgear-devel] freeglut cursor problem

2005-10-31 Thread AJ MacLeod
On Monday 31 October 2005 14:05, Bram Stolk wrote:
> I get this from a fresh flightgear/simgear from cvs:
> freeglut (fgfs): Failed to create cursor

As the archives will quickly tell you... there have been loads of people 
finding that freeglut 2.4 contains a bug which should be fixed in their 
latest CVS - if you don't want to upgrade that, you can downgrade to freeglut 
2.2, or recompile SG and FG using SDL instead.

If you _are_ using recent freeglut CVS, I'm stuck :-)

Cheers,

AJ

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Re: [Flightgear-devel] New joystick bindings XML file for WIngman Force 3D USB

2005-10-24 Thread AJ MacLeod
On Sunday 23 October 2005 09:14, Buchanan, Stuart wrote:
> I've created a new XML binding file for the USB
> version of the Wingman Force 3D joystick.

I've been using a USB Wingman Force3D stick with FG (under Linux) for quite a 
few months now using the current config (OK, a hacked version for my own 
setup).  Which axes did you have trouble with?

Never mind, the config file was ripe for updating, so thanks for bringing it 
under scrutiny :-)

> Annoyingly the axes assignments are different from the
> Wingman Force 3D (assuming that file is correct), so
> it isn't just a case of adding a new name field to
> wingman-force-3d.xml.

I think we've determined now that one file is all that that's necessary for 
this stick and your problem was due to windows assigning the order of the 
axes differently to linux?

Following on,

On Sunday 23 October 2005 09:43, Melchior FRANZ wrote:
> BTW, this looks fishy, too:
>
>/controls/engines/engine[0]/throttle
>-.3
>-1.0
>
> Did you write this for an uncalibrated joystick? Really -0.3?

I think has come about because the throttle (on my stick at least, but going 
from that entry, probably on others too) does not map nicely from 0 to 1, but 
from about 0.25 to 1.  Calibration shouldn't be necessary on this stick, and 
it always gives the same values for min and max positions, unlike an 
uncalibrated analogue stick that generally gives different numbers each time 
it's plugged in until calibrated.

Unfortunately, I've never got round to tweaking the config so that it moves 
the throttle value from min right through to max, but I might have a play 
with it if I find the time.

Anyway, and most importantly, this _is_ as far as I can tell, a straight 
replacement for the current wingman-force-3d.xml, so can we please ensure 
that it has the current two  tags added to it before it's committed?

As always, I'm ready to be corrected if someone out there has a wingman force 
3d stick that doesn't work properly under the new config - mine appears to 
after adding the correct  tag although I've not tested the rudder part 
as I have pedals on a different interface.

As an aside, I much prefer the two big buttons on the base for gear up and 
gear down, the left hand set of stick-top buttons for flaps and the RHS ones 
for elevator trim, but each to their own and all that - I'm perfectly happy 
modifying my own config to do what I want.

Cheers,

AJ

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Re: [Flightgear-devel] Winter Textures

2005-10-21 Thread AJ MacLeod
On Friday 21 October 2005 17:09, Erik Hofman wrote:
> I've downloaded the winter.tar.bz2 file again and it's working fine for me.

It might well be, but it's not for the rest of us :-)

Error 550 here ("Not a directory") for both those files.

I'm looking forward to having some variation in the FG scenery especially with 
winter now approaching again..,

Cheers,

AJ

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Re: [Flightgear-devel] a question on Sound/fg_fx.cxx /sim/sound/pause

2005-10-13 Thread AJ MacLeod
On Thursday 13 October 2005 18:11, Curtis L. Olson wrote:
> Back to serioiusness, I think since most FlightGear participants are not
> active licensed pilots, there would be some need for flexibility and
> education on the proper procedures ... just like in real life, but
> obviously without real lives directly at stake so we can afford to allow
> more mistakes and more active learning.

Phew, a sense of proportion, and much more coherent than my intended reply :-)

Like you say, most FG users are not pilots IRL, and speaking personally, the 
new MP capability has increased my knowledge and understanding of basic 
airfield operations in a way that just reading a book could not.  I currently 
know practically _nothing_ about ATC procedures, but if the facility was in 
place in conjunction with the MP servers, I (and plenty others) would 
obviously have the chance to learn and practice the basics...

Cheers,

AJ

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Re: [Flightgear-devel] a question on Sound/fg_fx.cxx /sim/sound/pause processing

2005-10-13 Thread AJ MacLeod
On Thursday 13 October 2005 14:42, Oliver Schroeder wrote:
> Which reminds me of another thing. Is it possible to use /dev/dsp in a
> non-blocking mode? I want to start a second application which uses /dev/dsp
> while flightgear is running.

Not as far as I'm aware - with ALSA, one should use /dev/adsp which is 
nonblocking IIRC, but of course ALSA is only on Linux.  No idea what the 
options are for a cross-platform solution..

> I was investigating several applications which can serve as a "radio" for
> multiplayermode and noticed that it is not possible.

I think something like this is badly needed - trying to fly with any degree of 
coordination with other people is practically impossible using any system 
which involves typing.

Cheers,

AJ

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Re: [Flightgear-devel] Re: [PATCH] mice.xml: fix the view recentering

2005-10-13 Thread AJ MacLeod
On Thursday 13 October 2005 12:12, Richard Bytheway wrote:
> Can the patch be modified so that clicking the middle and left buttons
> simultaneously recentres the offset?

Might make things a bit tricky for those of us whose "middle button" is 
actually a mini-joystick or other non-clickable scrolling device (or simply 
have a two-button mouse) and therefore must emulate the middle click with the 
other two buttons...

I must admit I don't use the view offset adjustment myself, only the direction 
mode...

AJ

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Re: [Flightgear-devel] [PATCH] README.multiplayer update

2005-10-12 Thread AJ MacLeod
On Wednesday 12 October 2005 16:30, Vassilii Khachaturov wrote:

> Quoting the Wiki multiplayer docs at
> http://www.seedwiki.com/wiki/flight_gear/flightgear_multiplayer_documentati
>on.cfm?wpid=203209 "This document can be found at
> http://www.o-schroeder.de/fg_server/ Please check there for later
> versions."
As far as I know that comment's wrong - I wrote the Howto that's on the wiki 
and it isn't on OS' site as far as I can see (his site points to the wiki 
entry).

I'll remove the comment from the Wiki for the sake of clarity unless anyone 
has reason to object?

> I did point to the latter URL though. Do you think I should
> point to the Wiki from the README.multiplayer as well nevertheless?

Definitely - the howto covers quite a few things that have been tripping up an 
awful lot of people without requiring a very great deal of knowledge of 
networking issues, etc - which is why I wrote it :-)

Cheers,

AJ

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Re: [Flightgear-devel] [PATCH] README.multiplayer update

2005-10-12 Thread AJ MacLeod
On Wednesday 12 October 2005 01:27, Vassilii Khachaturov wrote:
> I've updated README.multiplayer to reflect the recent changes.
> I'm not addressing the released/cvs incompatibility issue in there,
> hopefully this is fine.

You might also note that there's an up-to-date multiplayer howto on the Wiki 
which should provide a little more help for those who need it... save us 
trotting out the same old routine on the IRC channel...

Cheers,

AJ

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Re: [Flightgear-devel] Never ending story: Building SimGear CVS under Cygwin

2005-10-01 Thread AJ MacLeod
On Saturday 01 October 2005 17:29, Georg Vollnhals wrote:
> It is strange, it seems for me that these make-errors are due to errors
> in code - if so, why
> do *I* get the problems with make and not all other who compile the CVS
> stuff?

The errors you've found so far were all experienced by others too, don't feel 
like you're being picked on :-)  In fact, I was about to reply to your last 
email with the necessary fixes, when Erik committed them...

As to your latest errors... all I can say (knowing very little German) is that 
if it's any encouragement I have checked out and successfully built today's 
CVS SG and FG under cygwin, using GCC-3.3(.3 IIRC).  I suppose you've already 
done a "make clean" in the SG tree before trying again to build it?

If you do make it past this stage, I give you warning that the FlightGear 
build will probably fail in the GPSsmooth part of Utils - I just removed the 
"utils" directory from the makefile as a temporary work-around since I didn't 
want anything in that directory anyway.  The error was in MIDG-II.cxx, but I 
don't have access to that machine now to post it; I can do so another day if 
required.

Keep at it, you'll get there eventually!

Cheers,

AJ

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Re: [Flightgear-devel] new multiplayer patch

2005-09-22 Thread AJ MacLeod
On Wednesday 21 September 2005 19:54, Oliver Schroeder wrote:
> The problem lies in XDR_encode_double() and XDR_decode_double(). Making all
> arguments "const &" did the trick. You can find my updated version here:
> http://www.o-schroeder.de/fg_server/tinyxdr.tgz
> please test it.

I can confirm that it works perfectly here, thanks.

AJ

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Re: [Flightgear-devel] SimGear and OpenAL files/Cygwin

2005-09-21 Thread AJ MacLeod
On Wednesday 21 September 2005 23:17, Georg Vollnhals wrote:
> I would be very glad if someone could help me. Building FlightGear 0.9.8
> from source would be the first step to building it
> from CVS.

I just used Norman's pre-compiled version from here;

http://www.vso.cape.com/~nhv/files/cygwin/cyg_openAL.tgz

Which worked perfectly with CVS from Saturday past, IIRC.

Cheers,

AJ

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Re: [Flightgear-devel] new multiplayer patch

2005-09-21 Thread AJ MacLeod
Sorry about that - I was too quick to test and didn't read the cvs log 
carefully enough :-)

Here's the output of your swap test

UI32: (normal) 1234567
UI32: (swapped) 67452301

UI64: (normal) 123456789abcdef
UI64: (swapped) efcdab8967452301

AJ

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Re: [Flightgear-devel] new multiplayer patch

2005-09-21 Thread AJ MacLeod
On Wednesday 21 September 2005 10:46, Erik Hofman wrote:
> > That's odd. This *should* indicate that it still would work with our own
> > definition of these functions ??!?
I should note here that I'm a really only a simple sysadmin and not a 
programmer, so I'm saying nothing as to what should work or shouldn't - I can 
only say what does or doesn't :-)

> I've updated the code slightly to swap two 32-bit bytes on 32-bit
> hardware. Could you test it again?
Certainly...  Unfortunately it appears that the problem (for whatever reason) 
is still there...

http://www.adeptopensource.co.uk/personal/fg/server_map_screenshot.png

Sorry I can't suggest a solution, but if there are any tests you would like 
run I'm happy to do so...

Cheers,

AJ

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Re: [Flightgear-devel] new multiplayer patch

2005-09-20 Thread AJ MacLeod
On Tuesday 20 September 2005 14:57, Erik Hofman wrote:
> Hmm, that should be correct.
> What does the utility output if you include byteswap.h instead off our
> own functions?

Swapping #include  instead of "tiny_xdr.hpp" I get exactly the 
same result here..

AJ

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Re: [Flightgear-devel] new multiplayer patch

2005-09-20 Thread AJ MacLeod
On Tuesday 20 September 2005 10:36, Erik Hofman wrote:
> I've added a byte swap test utility in the MultiPlayer directory so you
> can easily test if it really makes a difference. On my machine all
> (should) work(s) fine.

Are you sure?  It doesn't here since yesterday (Linux x86. ) FG runs OK, and 
connects to the server, but the position values are all messed up.

The byte swap test utility you added today gives this;

UI32: (normal) ffaaccee
UI32: (swapped) eeccaaff

UI64: (normal) bbaaddffaaccee
UI64: (swapped) eeccaaffddaabb00

Cheers,
AJ

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Re: [Flightgear-devel] Segfaults with real weather fetch

2005-09-15 Thread AJ MacLeod
On Thursday 15 September 2005 18:12, Lee Elliott wrote:
> since updating from cvs yesterday I now seem to get segfaults
> whenever I try to use real-weather-fetch.

This has been happening with yasim A/C since some of Harald's changes a few 
weeks ago.  Using a JSBSim a/c you will find (if this is the same bug) that 
FG runs, but visibility is set to 0 - selecting Metar from the appropriate 
dialogue box will set things correctly.

Harald knows where the problem lies, I think, and has reproduced it on his own 
setup.

Or have you found another bug?  I must confess I've not updated from CVS for 
about a week now...

AJ

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Re: [Flightgear-devel] Question: Online forums?

2005-09-14 Thread AJ MacLeod
On Wednesday 14 September 2005 18:03, Curtis L. Olson wrote:
> What would people think of abandoning our mailing lists and converting
> over to online/web-based forums?

Personally, I very much prefer mailing lists.  I can quite see the advantages 
of web-based forums, but I'm not convinced they outweigh the disadvantages.  

For one thing, it's much easier to keep up with the mailing lists, as I 
monitor my email through most of the day for real work purposes anyway.  In 
contrast, although I do visit some web-based forums now and again, it's very 
infrequently, and you have to keep revisiting to see whether anything's been 
posted or not - automatic emails to say something's been posted would 
obviously be very annoying.

The spam issue I'm not certain I've grasped properly - if you mean that 
"moderators" of these lists are getting bombarded with spam that's destined 
for the mailing lists, can't this just be automatically dumped?

AJ

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Re: [Flightgear-devel] MSVC problems with 0.9.8 tarball

2005-09-14 Thread AJ MacLeod
On Wednesday 14 September 2005 14:36, Mike Rawlins wrote:
> v0.9.8 comes with scenery for the 10x10 degree block
> with corner 130W, 30N.  Did you start the sim at KSFO?
>  If you started it in a region outside of central
> California no scenery will show.

You're right, of course - but you should always see water if there's no 
scenery installed for your start location.  Patrick isn't seeing _anything_ 
other than the hud and menus

AJ

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Re: [Flightgear-devel] Automated builds on Linux

2005-09-13 Thread AJ MacLeod
On Tuesday 13 September 2005 11:35, Richard Bytheway wrote:
> I have a nice tidy script to build and install all of plib, SimGear,
> FlightGear and Atlas, which works beautifully on Cygwin, but it fails on
> Linux because it, understandably, needs root privs for the "make install"
> sections.
> How does everyone else here manage this problem? I can't believe everyone
> rebuilds everything manually, and I know that you don't _have_ to install
> the packages, but I would like to.

I rebuild "everything" manually, but more importantly, for my CVS builds of 
FG&SG I build and install both under my home directory. This allows me to 
also keep, system-wide, the latest release for testing/comparison purposes.

Considering that I use the latest _release_ for plib, and that most FG code 
changes occur in FG rather than SG, and also that these changes mostly only 
require a very quick partial rebuild of FG, you can see that it's not really 
very much work at all.  No more than checking out the latest code and doing 
the usual make&&make install in fact...

If you are just building the latest _releases_ of Flightgear et al, I'd 
suggest a distro like Gentoo might be better suited than FC - the portage 
system handles the entire process; a simple "emerge flightgear" grabs, 
compiles and installs all the dependencies and FlightGear itself.

Cheers,

AJ

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Re: [Flightgear-devel] CVS - Cywin Problems

2005-08-30 Thread AJ MacLeod
On Tuesday 30 August 2005 20:21, Vivian Meazza wrote:
> This behaviour has been confirmed by AJ on a similarly specified machine.

I would maybe also just add that I was working with a different version of GCC 
(3.3.3) but obtained identical symptoms to what Vivian has already described.

AJ

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Re: [Flightgear-devel] Re: very long startup time

2005-08-26 Thread AJ MacLeod
On Friday 26 August 2005 07:34, Ampere K. Hardraade wrote:
> I think that problem is due to metar data being too old.

I don't know;  however, 0.9.8 seems perfectly happy with the same data.  Also, 
I've not once managed to get yesterdays' CVS to start with METAR enabled - 
surely the data would be unlikely to be "out of date" for every station (in 
several countries) I've tried over almost 24 hours?

I've just noticed that starting 0.9.8 at KSFO I get the following output in 
the terminal

Altitude = 13
Temp at alt (C) = 12
Temp sea level (C) = 12.0251
Altitude = 13
Dewpoint at alt (C) = 11
Dewpoint at sea level (C) = 11.0026

And seconds later, starting yesterdays CVS I get

Altitude = 13
Temp at alt (C) = 0
Temp sea level (C) = 0.0240539
Altitude = 13
Dewpoint at alt (C) = 0
Dewpoint at sea level (C) = 0.0026

So something's messed up there somewhere; does FG just set the variables it 
thinks are out of date to "zero"?  No proxies of any sort involved here I 
should add.

Anyway, since it's probably outside my capabilities to fix it, I'm sticking to 
testing and reporting.  Would be happy to try any tests or patches required 
to get to the bottom of it though.

AJ

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Re: [Flightgear-devel] Re: very long startup time

2005-08-25 Thread AJ MacLeod
On Thursday 25 August 2005 18:12, Erik Hofman wrote:
> I noticed this too. You will need to set the weather scenario to a
> different value than "none".

I don't know if this is exactly what you noticed, but I've just found that 
with today's CVS, if you have "real-weather-fetch" true in preferences.xml, 
FG won't start properly at all, but "hangs" immediately after startup in a 
manner almost identical to the current cygwin problem.

AJ

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Re: [Flightgear-devel] 3D Cockpit view, L410 Turbolet

2005-08-11 Thread AJ MacLeod
On Thursday 11 August 2005 00:51, Jon Berndt wrote:
> Those of you who have read the newsletter have probably seen (and drooled
> over) the wonderful 3D model of the L410 Turbolet created by Jiri and Jiri
> Javurek.

I have, and would love to see it added to the FG collection - it appears to be 
a thoroughly thought-out model.  However, it's just too much trouble for me 
to keep a third copy of FG for the sake of one model.  

What is the general opinion of the modifications done to the FG source in 
particular - are they likely to be introduced into CVS any time soon?  It 
seems a pity for such an amount of work to miss wider exposure.

Does the new JSBSim version do what their model requires?

AJ

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Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-08-02 Thread AJ MacLeod
On Tuesday 02 August 2005 18:30, Andy Ross wrote:
> You might not have the NVIDIA headers installed.  Check
> /usr/include/GL/gl.h to see if it has an NVIDIA copyright at the top
> or an x.org one.  I think some of the non-NVIDIA binary distributions
> of the driver include only the libraries and X server extension, and
> not the development stuff.

I'm using nvidia's headers all right...

From /usr/include/GL/gl.h

/*
** Copyright 1998-2002, NVIDIA Corporation.
** All Rights Reserved.
**

> FWIW, I think this is silly.  The driver release is for users, who
> don't care about header versions.

I dare say... the fact the drivers are closed source is the bit that I really 
take issue with :-)

Cheers,

AJ

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Re: [Flightgear-devel] SimGear RenderTexture changes causing compile problems

2005-08-02 Thread AJ MacLeod
On Sunday 31 July 2005 11:12, Paul Surgeon wrote:
> SimGear WILL NOT compile with nVidia 6629 headers (like it used to).
> I updated to 7667 OpenGL headers and it compiles now.

I should perhaps mention here for those not keen on updating to the newer 
nvidia drivers yet that SimGear CVS (on 1st August 2005) _does_ compile here 
on nVidia 6629 and runs fine, so it's worth trying...

AJ

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Re: [Flightgear-devel] Wolfram's hangar for FlightGear Flight Simulator

2005-08-02 Thread AJ MacLeod
On Tuesday 02 August 2005 16:03, Corrubia, Stacie K wrote:
> I used to be able to get to Wolfram's hangar for FlightGear Flight
> Simulator models through the link but now all I get is a T-mobile web
> page.  Is his site still out there in the ether somewhere?

I don't know of a current host, but you can get some of the old site and 
models at www.archive.org

Cheers,

AJ

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Re: [Flightgear-devel] Startup / environment scripts

2005-07-29 Thread AJ MacLeod
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

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Re: [Flightgear-devel]

2005-07-09 Thread AJ MacLeod (email lists)
On Saturday 09 Jul 2005 11:10, Martin Spott wrote:
> Oh, sorry   this was intended to be a private EMail,

Well, if my comprehension of it was any indication, it pretty much was :-)

AJ

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Re: [Flightgear-devel] Code Typo?

2005-07-06 Thread AJ MacLeod (email lists)
On Wednesday 06 Jul 2005 20:50, Patrick Quirk wrote:
> In file Main/viewer.cxx, in function MakeVIEW_OFFSET(...), on line ~118
> where the third matrix is being made, there is the following line:
> tmp = t * axis2[1];

It's still in there...  You don't have to do a cvs checkout to view the 
current state of any file, by the way,  there's an interactive browser at
 
http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/FlightGear/?cvsroot=FlightGear-0.9

Cheers,

AJ

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Re: [Flightgear-devel] clickable panel button release event

2005-06-30 Thread AJ MacLeod (email lists)
On Thursday 30 Jun 2005 23:20, Josh Babcock wrote:
> Is there a way to get button-release events from the clickable panels,
> or do they just sense a button-press and touch off the command then? I
> want to make some instantaneous switches for the B-29. 

Like the fuel gauge in the Spitfire?

AJ

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Re: [Flightgear-devel] Opengl rendering

2005-06-16 Thread AJ MacLeod (email lists)
On Thursday 16 Jun 2005 19:34, Harald JOHNSEN wrote:
> I was thinking of using some pixel shader for one or two effects.
> But before starting anything like that I first want to know if :
> 1) people have program shader capable cards (ie FX5200+ or ati9500+)

Personally speaking, no, I don't; I've a lowly MX420 which has been perfectly 
adequate for my use so far.  However

> 2) you think it's a good idea to enhance a bit some visual aspect of
> Flightgear or you think that only simulation count
> and all the rest is useless eye candy ;)

That's not to say that if the eye candy was available in FG I wouldn't upgrade 
to take advantage of it!

I don't think there's any doubt that the "physics" and avionics simulation is 
the most important thing in this particular project.  At the same time, the 
visual aspects are not unimportant, as they are also a big part of the 
overall "feel".

So long as the eye candy is easily disabled by those with creaking hardware, 
it can only be an improvement in my view.

AJ

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Re: [Flightgear-devel] Hurricane

2005-06-15 Thread AJ MacLeod (email lists)
On Wednesday 15 Jun 2005 17:18, Josh Babcock wrote:
> I have found that 3-views are good for laying out the basic shapes, but
> to really get a model right you need lots of reference photos. The
> quality of these photos makes a big difference too. I would recommend
> starting the model, then once you know what parts are confusing go take
> your own photos. 

I'm beginning to find that you're right; to get the lightning wings looking 
even reasonable, I've been using a plethora of photos, mostly from 
airliners.net.  The 3-views are just completely muddled on an item like that.

It's quite addictive this 3d stuff... I've done simple modelling for CFD work 
in the past, but producing something you're actually interested in and can 
fly at the end of it (if one ever reaches that stage) is much more fun!

AJ

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Re: [Flightgear-devel] Hurricane

2005-06-15 Thread AJ MacLeod (email lists)
On Wednesday 15 Jun 2005 08:47, Vivian Meazza wrote:
> > Still not tempted by a Bucc? ;-)  Oh well, one mustn't be greedy!
> Yes - I went as far as to look at a cockpit section at the Manston Museum
> last year. Daunting! 

Certainly... It didn't take me long to decide that I certainly wasn't going to 
manage a Bucc as a first attempt!  They're not short of difficult-looking 
curves.

> I was also put off by the arrangements of BLC, blown 
> flaps etc. I haven't abandoned the idea yet, but lack of technical data is
> holding me back.

There is a bit more stuff available on the web now than there was about a year 
ago when I last looked, but I don't know of the pilot's notes being around 
anywhere.  I really struggled to find 3-views of any worth on the web too, 
but found pretty reasonable ones at http://www.airwar.ru/other/drawe.html - 
it seems like a pretty good resource (and has a couple of Sea Vixen drawings 
too).  Apologies if everyone else already knows about it!

> I'm researching the Sea Vixen right now. 14 (yes 14!) fuel 
> tanks, and a tail which is linked to the flaps (as was the Buccaneer's).
> All very complex. So far I've only modelled aircraft for which I've had
> access to the pilot's notes, and, in the case of the Seahawk and Hunter, a
> pilot.

It is a pretty interesting plane, I've a few clips from the British Pathe site 
which feature the Sea Vixen.  I don't directly know any Buccaneer pilots, 
although I do slightly know the father of one.  There must be plenty of them 
still about though, since it's only been out of service ten years!

> I use AC3D - I dislike Blender with a passion - too complex and
> non-intuitive. I gave up in frustration. The latest AC3D has some nice
> features. Others can do great things with Blender - Melchior can make it
> sit up and beg.
Funnily enough, I surprised myself by what I was able to produce "by sight" in 
Blender, random household objects etc.  Producing something reasonably exact 
from 3-views has proved a completely different story though...

> Have you seen the recent Aeroplane magazine? It has comprehensive series of
> articles on the Lightning: excellent source data.
I haven't, no.  Will look out for it though, thanks.

> Keep at it - it just takes time - you can hijack most of the Hunter
> instruments for the interior.
If I ever reach that stage, I will!

 
> > I must confess I didn't, but if I get a chance tomorrow, I'll give it a
> > go.

Well, I've tried it and the sky hasn't fallen on my head yet, seems to work as 
advertised.  Will continue to test it, but no ill effects noticed yet...

AJ

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Re: [Flightgear-devel] Hurricane

2005-06-14 Thread AJ MacLeod (email lists)
On Tuesday 14 Jun 2005 22:57, Vivian Meazza wrote:
> Is this in roll only? The ailerons are much more powerful, but also damped.
> There shouldn't be any rapid movement in the ailerons, but the stick
> reflects the input. Look at the ailerons in an external view - are they
> jumping around too?

Yes to both - it's in roll only (although once the plane is bucking around 
like that, pitch starts to become involved as well!)  I was wondering if the 
wind moving ailerons, e.g. at rest on the ground (is that even modelled?) 
moved the stick but obviously if the stick represents what my joystick input 
is, then that's the problem.

> There is the gyro effect of the prop, and the tail is offset to compensate,
> but it shouldn't be too difficult. Try the rudder trim.

Yes, I was assuming that those effects should be controllable fairly easily; 
although I've certainly not flown a Hurricane or Spit (or anything other than 
a Bocian, for that matter!) the amplitude of this effect feels entirely out 
of proportion with "reality" even as modelled in the rest of the sim.

> What joystick are you using? I have to say that I suspect a hardware
> problem by your description.

So do I, which is why I was tentatively checking that I'm not just a 
completely useless pilot (although that's probably still true :-)
It's a cheap (and fairly nasty) analogue stick made by InterAct.  And it's 
almost nine years old.  Looks like it's time to spend a few quid then!  I 
normally fly the Hunter though and it doesn't show any misbehaviour unless 
I've forgotten to calibrate the stick first, which is why I've not 
investigated further before.

> Sea Hurricane next, when I've done with this one. Then back to re-work the
> Spitfire and Hunter. Probably a year's work!

Still not tempted by a Bucc? ;-)  Oh well, one mustn't be greedy!  I'm 
currently attempting a Lightning, using AC3D rather than Blender this time, 
with tips from the (pretty good) series of tutorials posted here a short time 
ago.  So far I've got a fuselage, tail and 80% of the wing done and looking 
almost reasonable, which is a whole lot more than I've managed before...  
whether or not it turns out to be remotely near releasable quality remains to 
be seen!  Are most you (or most people here) using AC3D or something else?

> Did you try the yasim.diff yet (posted to the list earlier) - if you
> haven't I would be grateful for any feedback - it shouldn't break anything,
> and enables several other features such as the boost gauge and the Boost
> Control Cutout. The modified supercharger output should make landing much
> easier too.

I must confess I didn't, but if I get a chance tomorrow, I'll give it a go.

Cheers,

AJ

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Re: [Flightgear-devel] Hurricane

2005-06-14 Thread AJ MacLeod (email lists)
On Monday 13 Jun 2005 15:14, Vivian Meazza wrote:
> There remains some more eye-candy to do: nav lights, beam approach marker
> lamps, realistic rad and oil temperature readings etc. In the meantime I
> would be grateful for any comments, not least that it all downloads and
> installs correctly!

Installed the version from today's CVS and it seems to run fine here 
(Linux-x86 & Nvidia).  I have to say I had high expectations after the Hunter 
and Spit, and you haven't disappointed!  There are so many nice touches that 
I've noticed already.

One thing (not necessarily a bug) that I've sometimes found with the both Spit 
and the Hurricane is that they can be incredibly "over-twitchy"; this might 
well be directly related to my rather rubbish joystick.  It seems that fairly 
often the stick is flicking about wildly in the cockpit, usually to one side 
in particular, and no amount of leaning on it is enough to resist that pull.

Is this by design (crosswinds/prop wash, + nervous handling) or is it just 
that my stick is rubbish (it does give constantly "flickering" values, even 
when calibrated correctly) and that the sensitivity is set higher than usual 
for these planes?  I haven't noticed any trouble with the hunter/seahawk etc, 
I can manage things like carrier landings with these OK.

I'm Looking forward to the next plane already!

Cheers,

AJ

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[Flightgear-devel] Re: [Jsbsim-devel] crash]

2005-06-11 Thread AJ MacLeod (email lists)
On Saturday 11 Jun 2005 21:28, Gerard Robin wrote:
> Sorry ,I probably, missed something but i have no access  to CVS respective 
> changelog entry,

You can subscribe to the flightgear-cvslogs mailing list or check the archive 
here;

http://baron.flightgear.org/pipermail/flightgear-cvslogs/

Cheers,

AJ

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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] Colditz Glider

2005-06-06 Thread AJ MacLeod (email lists)
On Sunday 05 Jun 2005 16:41, Josh Babcock wrote:
> Smarter "instrument"
> Shadow
> .ac tweaks

That's a really nice model - the textures are great, as is the animated 
yaw-string.  Makes me wish I had the ability to produce these things - I do 
regularly try, but always give up in disgust quite quickly!  I might manage a 
building or two one of these days though.

Cheers,

AJ

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Re: [Flightgear-devel] [ANN] Blender 2.37

2005-06-02 Thread AJ MacLeod (email lists)
On Thursday 02 Jun 2005 23:30, Sam Heyman wrote:

> Can one create a new texture 
> using Blender? I would like to paint my aircraft (RC UAV) white and have 2
> blue stripes on the wings, the trouble is I have no idea where to start...

I am just the opposite of an expert on these matters, but I think the general 
idea is that you actually create the textures in something like the GIMP and 
you can apply them using Blender.  Which I've just figured out how to do 
myself...

A basic guide on how to produce textured ground objects (say a building) for 
flightgear preferably using Blender and Gimp since they're cross-platform and 
free would be very useful indeed.  The general ideas can be learned from the 
wealth of blender tutorials out there, but something specific would be great.  
I'm just feeling my way around myself at the moment, and not qualified to 
write it!

Cheers,

AJ

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Re: [Flightgear-devel] Anyone likes helping with italian scenery?

2005-05-27 Thread AJ MacLeod (email lists)
On Friday 27 May 2005 21:01, Oliver C. wrote:

> First, installing CGAL systemwide is a nightmare, so i decided against it
> to do that.
Probably wisely.  At least, I did the same...

> After that i went back to compile fgsd.
> But now i get the following compiler error:
> The used gcc version is  3.3.4.

If you'd read the README you'd have seen a note to that effect; apparently 3.2 
and 3.4 are OK, but 3.3 produce this error.

No, I didn't read the README either, until after I'd found this out the hard 
way!

Cheers,

AJ

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Re: [Flightgear-devel] Anyone likes helping with italian scenery?

2005-05-26 Thread AJ MacLeod (email lists)
On Thursday 26 May 2005 19:56, Martin Spott wrote:

> Aaah, don't bet on that. I managed to built all prerequisites but now I
> get an "internal compiler error" when compiling FGSD sources - and I
> don't have a different platform/compiler available  :-/

This stopped me too.  After fiddling with it for ages, I finally gave in and 
read the README.  Quoted directly...

"First, the bad news : g++ v3.3.x is unable to compile fgsd correctly. It 
produces internal Compiler Errors"

Bah.  Whoever reads these things first, anyway? :-)

I also tried the win32 version under WINE which works without crashing, but is 
unusable due to some problem with the "ordering" of layers in the interface, 
the green background covers everything.

AJ

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