Re: [Flightgear-devel] Next world scenery build

2005-12-20 Thread Karsten Krispin
Am Dienstag, 20. Dezember 2005 22:05 schrieb Martin Spott:
just submit your
> airport and you'll see how it looks after the next scenery update.


Hi Martin,

but that's the point where Stefan and I and probably many other don't agree 
with. When I produce something, I want to see the result before pulluting the 
FGFS-Enviroment with broken stuff. Do you contribude C++-Code to CVS without 
testing it for functionality or even for syntac correctness, you don't, 
right?

And in particular this is the same with Taxiways:
I don't believe that what I see in TaxiDraw is exactly what I get in FGFS. To 
become clear: Taxiways without centerlines, because the taxiway is to big; 
wrong overlapping curve-tiles (immitating a curve with many small rects, you 
know..) and so on.

Karsten


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Re: [Flightgear-devel] Winter Textures

2005-10-21 Thread Karsten Krispin
Am Freitag, 21. Oktober 2005 14:52 schrieb Erik Hofman:
> Hi,

Hi!

> ftp://ftp.uni-duisburg.de/FlightGear/Misc_erh/winter.tar.bz2
> ftp://ftp.uni-duisburg.de/FlightGear/Misc_erh/wt-source.tar.bz2

I'am not able to open any of them. Winter.tar.bz2 seems to be empty, for 
wt-source I need a user/pass kombination...


Karsten

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Re: [Flightgear-devel] A little update to the A380 from me, as well as a little request.

2005-10-08 Thread Karsten Krispin
Am Samstag, 8. Oktober 2005 06:44 schrieb Ampere K. Hardraade:
> Yes, I meant the FBW system with all the flight envlope protection (the fun
> stuff).  However, I also have quite a few things on my mind as well (the
> boring stuff).

Is it possible that you have a manual of the Airbus, or from where do you get 
your ideas?

Because the Airbus-System are working intern more or less in the same way. 
Type-Rating issue on so on...

So, I thought we first write a core. That one could be extended on one hand to 
an A32X/330/340- and on the other hand to an A380 cockpit.

Here, a manual could be helpfull.


> As far as I know, the instruments that you see ARE the "XML-Instruments"
> that you referred to.  Unfortunately, I have absolutely no experience in
> this area.  Perhaps those who had experience with instruments can answer
> your question better.


I also got an answer from Steve Knoblock.

He said, as you assumed as well, that the XML-Instruments are the one 
displayed in an 3D-Cockpit.

Now there is still one point: When programming an FMC and the to this 
according Navigation Display, we need a possibility to spawn objects on 
runtime to place Waypoints in it and connect them and so on.

Is there a way like in HTML with JavaScripts DOM?


Karsten

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Re: [Flightgear-devel] A little update to the A380 from me, as well as a little request.

2005-10-07 Thread Karsten Krispin
Am Freitag, 7. Oktober 2005 00:25 schrieb Ampere K. Hardraade:
> Hello,
>
> As some of you may know, I have been working on the A380's cockpit for the
> past few months.  Since my work has been commited to the CVS, I decided to
> show you guys a screenshot of my progress so far:
> http://www.students.yorku.ca/~ampere/fgfs-screen-005.jpg

Great work so far! :)

> Since I have been quite busy lately, I want to concentrate my work on the
> scripting aspect of the A380.  Thus, it would be nice if people can
> volunteer to fill in the missing pieces.  AJ has already been working on
> the sidesticks, but it will be nice if there are a few more volunteers. =P

What exactly is beeing ment by scripting and sidestick?

If you mean to programm a more or less functional Airbus-Cockpit with its 
"Fly-By-Wire" capabilities (Yes.. I also mean that typical stuff around FBW, 
flight envelope protection  and so on..) and some basic FMC and FCU 
functions? - Luckily I also have had such an idea.
Unfortunately I did not have the time to become familiar with this stuff.

The first thing I have to deal with is the way, the XML-Instruments work.
Is it possible to use the XML-Instruments in a 3d-Cockpit or do you have to 
rewrite the whole stuff to animations?


Greetings,
Karsten

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Re: [Flightgear-devel] 2D-Panel for the 707

2005-09-28 Thread Karsten Krispin
Am Mittwoch, 28. September 2005 08:46 schrieb roy.vegard.ovesen:
> Those icons at the top, just right of the menu bar. I'm pretty sure that
> they come from MSFS, and thus are probably under a license uncompatible
> with GPL. I suggest that Hans-Georg simply remove them, there probably are
> no such buttons in a real 707 anyway.

Yes, that are MSFS icons and it's true that the 707 does not have such icons, 
but: your screen never will have the dimensions to show up a whole cockpit at 
once.

So replacing the icons with some self-made ones would be rather a good idea.


Greetings,
Karsten

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Re: [Flightgear-devel] FlightGear on LinuxPPC

2005-07-30 Thread Karsten Krispin
Am Sonntag 31 Juli 2005 00:50 schrieb Martin Spott:
> I just built the current CVS version of FlightGear on a LinuxPPC
> machine I have access to. Unfortunately I don't have a chance to
> actually run the binary and see if it works.
> If I post a simple binary package, would anyone test-run FG for me ?
>
>  
> ftp://ftp.ihg.uni-duisburg.de/FlightGear/Devel/fgfs-20050730-LinuxPPC.tar.g
>z
>
> Martin.

Good evening.. or good morning, as you like! ;)

Actually I could test it on my PowerBook, but I have Kubuntu as my Linux 
distribution installed. Hence, I have libc 2.3.2. When I want to start fgfs, 
it exits, with the information, that I need 2.3.4 - clear so far.

If you are able to turn something, that fgfs get compiled with 2.3.2, the 
chances are probably better to provide a working binary! - I also can bake my 
own fgfs. But that wasn't your intention, I assume.

Greetings,
Karsten

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

2005-05-11 Thread Karsten Krispin
Am Mittwoch 11 Mai 2005 09:18 schrieb Martin Spott:
> Dave Culp wrote:

> I don't believe that cutting holes into the scenery at runtime meets
> the performance expectations of FlightGear users. Therefore we already
> have an airport database where everyone can submit their favourite
> airport definitions they make with TaxiDraw.
>
> On the other hand I'd be willing to maintain a PostGIS database where
> we could store hand-tuned scenery shapes that don't fall into the
> regime of TaxiDraw. Maybe this could somehow be coupled with the
> FlightGear Scenery Designer for input if someone adds the required bits
> to let TerraGear read the output.
>
> Unfortunately we can't store elevations in such a database but Norman
> promised to be he would give us an update as soon as progress is made
> in this area  ;-);-)


Well I would say that rather the half of all have a more or less high-end 
machine avaible.

And those whoose machine isn't able to render the scene  properly arent forced 
to use this feature at all. If they don't load a custom mesh-file, they never 
will have to deal with that.

But were you are right is the fact of recompiling the whole at runtime. (even 
for the more faster machines.)
Probably a good idea would be to compile your own Mesh as a btg-file for 
example or something other equal. So that you already have calculated the 
vectors of the border. If you keep them quite straight you shouldn't feel 
such a great perfomance loss - This all just happens when intializing the 
object - Not every frame.


The idea with a PostGIS Database is a quite good idea indeed. would be cool in 
addition to the real custom objects ;)

But this data also needs to get involved into the FlightGear Scenery - Not 
just to every local one compiling at your own.

Greetings,
Karsten

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[Flightgear-devel] Terrain Replacments trough other sources

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

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

But there would be a better way: 

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

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

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

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


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

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

Greetings,
Karsten

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Re: [Flightgear-devel] Re: SimGear as shared lib

2005-05-08 Thread Karsten Krispin
Am Sonntag 08 Mai 2005 19:33 schrieb Martin Spott:
> Alex Romosan wrote:
> > that was exactly the original problem: changes in simgear would involve a
> > full recompilation of flightgear if you use static libraries.
>
> Well, if you do substantial changes to SimGear that affects the
> headers, then you have to recompile the relating parts of FlightGear
> anyway. Otherwise relinking should be sufficient,
>
> Martin.

Yes thats right. But: I as a person  who really nothing knows about 
3d-programming  needs to understands whats going on there, wants to comment 
out something to see the result instead of recompiling FGFS in a whole.
But even if you make some heavy changes to the simgear-lib you don't have to 
change the header in every way. So simgear as a shared lib is a good 
improovement :)

Karsten Krispin

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Re: [Flightgear-devel] Re: SimGear as shared lib

2005-05-07 Thread Karsten Krispin
Am Sonntag 08 Mai 2005 04:26 schrieben Sie:
> Am Sonntag 08 Mai 2005 03:22 schrieb Alex Romosan:
> > Karsten Krispin <[EMAIL PROTECTED]> writes:
> > > just a small question: is it hard to include simgear as shared libs?
> > > When you want to change something in simgear you have to recompile
> > > fgfs. that needs pretty too long.
> >
> > i can send you a patch (i've been building simgear as shared libs for
> > the longest time) or you can take a look at the debian simgear source
> > package and fashion a patch from that.
> >
> > --alex--

 yes. would be cool if you send me a patch.

 What's about the lifetime of the patch, where is it applied?
 How far is it affected trough the cvs?


 Karsten

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[Flightgear-devel] SimGear as shared lib

2005-05-07 Thread Karsten Krispin
Hi

just a small question: is it hard to include simgear as shared libs?
When you want to change something in simgear you have to recompile fgfs. that 
needs pretty too long.

Or is there a trick?


Karsten Krispin

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Re: [Flightgear-devel] new 3d clouds - strange movement

2005-05-07 Thread Karsten Krispin
Am Samstag 07 Mai 2005 11:04 schrieb Harald JOHNSEN:
> You are right there is a strange movement. It's perhaps the rotation
> axes of the clouds that are a bit off.
>

> I think that you have that effect if you fly to the border of a cloud.
> The quads are rotated to face the camera and when the quads are very
> near on the left or the right the rotation is too big and the quad go
> out of sight. This will be corrected.
>
>
> Harald.

Well, I'am not envolved in 3d-programming. But what would happen if you 
suppress the rotating in whole.

If i look sideward out the the cockpit I see a couple of clouds rotating - 
other not. This looks ugly ;)

The other thing is the lightning which also changes when the cloud rotates. 
When it was darker befor, then it is brighter, even white -  depending of 
where the sun is - sure.

When you apply the patch, do you just query whether the plane is too near to 
the cloud or is it something more complex? If so, I would try a always-false 
condition to the query to see what's the result if rotating is turned off.

Karsten

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[Flightgear-devel] new 3d clouds - strange movement

2005-05-06 Thread Karsten Krispin

Hi!

I've tried FG from CVS (05.05.05 haha...). Great work with the 3d-clouds.
But there are two things to mention:

If you bank your plane the clouds will move in the opposite direction as you 
turn
to - They move  to the right or to the left depending whether you turn
left or right. (And I'am not talking about the movements through the
wind ;)). It is strange to discribe this - The easiest way would be you try
it your self :) - You'll immediatly recognize what I mean. - Just do some hard 
and fast turns. Also it looks like if they get zoomed in or zoomed out...

Second thing: please make a switch for both cloud types. Flying with plain
3d-clouds  looks truly great, but not really realistic if there are more than
one layer or even there is just one, but it should be overcast.

Greetings,
Karsten


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