[Flightgear-devel] lock-on
Unbelievable. Where have we come to? http://www.lockon.ru/movies/Collisions%201%20thumbnail.wmv http://www.lockon.ru/movies/Virtual%20stunt%201%20thumbnail.wmv Shots taken from Lock-On: Modern Air Combat simulator. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Re: [PATCH] crease for ac3d files and speedup
Mathias Fröhlich wrote: On Samstag 09 Oktober 2004 10:19, Melchior FRANZ wrote: * Mathias Fröhlich -- Friday 08 October 2004 19:25: Bug with display lists or bug with my patch? The crease patch causes another small problem: The 737 is completely "unsmoothed". Yes, the A320 too. That patch honours the flat shaded/smooth shaded flag from the ac3d files. So, make the model smooth shaded, then it will be displayed smooth shaded. Make it flat shaded an it will be flat shaded. :) Great! That's what I really needed for j22, when the smoothing model patch came out a year ago or so. Great work and thanks again. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] next release - ac that don't work
Melchior FRANZ wrote: On Sat, Sep 11, 2004 at 08:28:13PM -0600, Dave Perry wrote: 1. bo105 - no power. I did not look for the reason. Shift-]-> start turbines wait 30 seconds Shift-] again -> clutch rotor m. Does fgfs use direct key addressing or is it important which keymap do you use? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] Another submodel question
now I see flares when I hit ctrl-f but all 40 are released in a row. The property systems/submodels/submodel[0]/flare-release stay true after releasing the key. That is a bit how flare releases are in combat aircraft. There is really no time to do every release by hand. Although normally you will have to set the number of releases beforehand. Yeah, you can set the numbers in the real cockpit. Usually, one button is used to trigger 5 chaffs and 3 flares simultaniously. You oftenly don't know (or you don't have time to think) if you have a radar seeking or a heat seeking missile behind you (ok, RWR is beeping crazy if there's a radar activity though). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] contrails
Oops - forgot. There is a scaling anim function already in FG and objects can certainly be scaled based on values in the property tree, so it should be possible to do it with Nasal. Looking at ufo aircraft, there should be transparency animation implemented as well (depends on speed in ufo object). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] contrails
We could also simulate the condense effect by this (when in right combination of temerature and rel. humidity, water drops appear behind the engine). Texture for this puff should be a bit more transparent, but should vary as well. It should last for more than 4 seconds as well and should slowly scale up (like the real condense lines when you look at them from the ground). - Matevz David Culp wrote: From sky-writing it's a short step to contrails. Here's a screenshot of a first stab at contrails. Of course it will look better with something besides my white boxes! http://home.comcast.net/~davidculp2/contrail.jpg This contrail contains a bunch of submodels that have a life-span of four seconds, so the trail terminates itself at a "distance" of four seconds behind the airplane. The submodels, which use the puff.ac visual model, are released at 0.01 second intervals, however the real interval is limited to some larger amount due to frame rate. The contrail visual model will have to be tubular to avoid gaps between submodels. This isn't in the code base yet, but I'll send on later today. Next step is to define a item for the environment system (with a default value of 3 ?) to set the contrail level, and then have the environment system set a boolean property, like /environment/contrails, to true when the user is above the contrail level. The submodel can then use /environment/contrails as a trigger. Dave ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] shaders for flightgear
And what happens if you have Geforce 2 or Geforce 4 MX? It doesn't work at all or it works, but are those features disabled. I'm interested in benchmarks between the current engine and with shaders included. Having 30 fps on KSFO airport on Gf5950 ultra sounds like Doom 3 to me... - Matevz Roman Grigoriev wrote: on ATI it works fine but you have to have at least geforce fx or ATI 9xxx card on other cards it doesn't work The question is: do you need this? ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] shaders for flightgear
Roman Grigoriev wrote: Sorry for many messages but I have some problem with my e-mail and fgfs-devel mailing list :-) Hi guys! OpenGL 2.0 formally announced and GLSL will be a part of it. so I'm thinking about translating my NVIDIA vertex and fragment programs that works with flightgear to GLSL. What do you think abput it? Now I have aerial perspective scattering light lobes trail smokes rain snow runway and town lights and VBO that works with flightgear. But here there is one main problem if you haven't FX class hardware you can't see this ))). I have 5950 so there is no problem here ;-) Feel free to e-mail me Thanx in advance Bye What's the compatibility and fps hit for non-nvidia and older nvidia graphics cards if GLSL is implemented? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] terrasync & realtime scenery loading
Terrasync started out as a one-evening hack/demonstration so it was never intended to be a full fledged solution and cover every angle and possibility. Yeah, but found itself a very useful tool among fgfs users. Maybe even a start of multiplayer gaming, which includes terrain downloading from the computer hosting the game. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] terrasync & realtime scenery loading
Just a thought : on windows, there is a system call that enable a program to receive events when a files in a subtree changes. I don't know for Linux and other unix though. I already heard about something called FAM but I don't know if it is built in the kernel now. And I have no idea about the MAC situation. This could allow automatic scenery update while running and avoid to have ocean tiles when we travel too rapidly. -Fred Yes, there is FAM (File Alteration Monitor) on Linux, but it's not part of the kernel but a separate daemon (famd), so we can't really rely much on that. I don't know if there's another way, but I'm pretty sure there should be. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] terrasync & realtime scenery loading
There were already few discussions about this a couple of months ago when terrasync was launched. My question is when I run terrasync and fgfs and fly where there's no terrain available yet, do I need to restart fgfs session for the new terrain to take effect, or are fgfs and terrasync already synchronized now and is the new terrain showing up as soon as it becomes available? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] FlightGear 0.9.5-1
Erik Hofman wrote: Kalle Valo wrote: Erik Hofman <[EMAIL PROTECTED]> writes: I was wondering, do others feel that the changes in the last week or so justify a new release (0.9.5-1)? If you are going to make a new release, just don't name it 0.9.5-1, please. That would create lots of confusion for both users and distribution packagers. Good point, I realized that after posting the message. I don't think 0.9.6 would be a good idea, but 0.9.5b could be used (as this scheme is already in use for the Windows binary). Why not simply name it 0.9.5.1 (latest kernel is 2.6.8.1 as well as they found a tiny bug in 2.6.8 version). Letters behind a version could mess with things like a for Alpha, b for Beta, RC for Release Candidate and so on. I think 0.9.5.1 is the only logical explenation to what happened to us and why are we releasing a new version. my 2 cents:) - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
Re: [Flightgear-devel] terrasync and terrain/scenery
Erik Hofman wrote: Matevz Jekovec wrote: Does terrasync download terrain only or scenery objects as well. Because the current terrasync repository still has the old structure IMO. (I set the terrasync root dir to fgfs/data/Scenery/Terrain to get it work, but this doesn't include objects download, as they are in fgfs/data/Scenery/Objects, right?). You will only get windsocks and radio towers (in the US only) simply because there are no objects for the rest of the world (yet). Erik Hm..., what about the Eiffel tower, Big Ben, English Parlament, cathedrals, islam churches (sorry, I forgot how they are called :-( )? Weren't they modeled yet? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] terrasync and terrain/scenery
Does terrasync download terrain only or scenery objects as well. Because the current terrasync repository still has the old structure IMO. (I set the terrasync root dir to fgfs/data/Scenery/Terrain to get it work, but this doesn't include objects download, as they are in fgfs/data/Scenery/Objects, right?). - MatevÅ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel 2f585eeea02e2c79d7b1d8c4963bae2d
[Flightgear-devel] fgfs: freeglut_window.c:657: glutGetWindow: Assertion `fgState.Initialised' failed.
I downloaded the latest CVS SimGear/source/data and compiled it with --enable-sdl and --with-jpeg-factory parameters. When I run fgfs, I get this (haven't seen this problem yet and I did play wih SDL support before): zverina-ii:~/fgfs$ fgfs fgfs: freeglut_window.c:657: glutGetWindow: Assertion `fgState.Initialised' failed. Aborted zverina-ii:~/fgfs$ - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Some sound problems under Alsa
Is it anything vital which need re-compiling when running kernel 2.6.x on a regular basis? I use a tuner card as a PVR by a cronjob and those modules wouldn't come up as usual. Slackware uses a script in /etc/rc.d to load sound modules and it's such a dog to switch between the kernels. If the right man used to Slackware could give a hint... From my experience, tuner modules are more or less the same, at least they worked very fine (a bit faster, better and neater:)) out of the box when I upgraded from 2.4.21. What really bothered me was that USB Scanner modules aren't present in 2.6 kernels anymore (scanner.o). There is libusb library for scanners instead and sane/xsane already supports it. You just have to load usb_uhci, hcd and other usb modules, change the newely created device (/proc/input/usb/something) premissions and that's it. Another big change in 2.6 is that ide-scsi module isn't needed anymore. k3b already supports new 2.6 kernel atapi devices addresses. These are my encountered 2 cents of 2.6 kernel. In my opinion, 2.6 kernel is really sweet. :) - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] ALSA sound problems gone
I installed the new debian Linux Kernel 2.6.3 package over my old 2.4.21. It includes ALSA drivers verision 1.0.2c and the sound problems with FlightGear were gone. Both F-16 and my J-22 sounds are working great *all the time*. Looks like we'll never know what the real problem was... - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Baby
Curtis L. Olson wrote: Hi, quick announcement ... baby! Amelia Esther, 8lbs 1oz, born 6:12am this morning, less than 1 hour from first contraction to delivery. 12 minutes from arrival at the hospital to delivery. Everyone is doing good. I'll be pretty much offline for a couple days. If I have any pending business, patches, etc. (Fred, Jim, etc.) I will have to get back to it this weekend. Regards, Curt. Well, what can I say, congratulations! You know, European natality is falling :). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] ATC voice howto
Erik Hofman wrote: Matevz Jekovec wrote: Does anyone know, does Plib include realtime sound mixing, downsampling and volume control (the sound should be downsampled to match the real aircraft comms, it should be more soft when you're further away from the transmitter and we should mix some noise sounds with a speech to sound everything more like in real life). Yes, we use that already. At least, if you mean by down sampling pitch controll. Erik No, I meant downsampling the quality of sound from 44 kHZ to 8 kHz or something in real time. But when thinking further, I don't think we really need this. It is probably a very CPU hungry process anyway and we could already have the prepared 8 kHz sounds. The only thing is that if you sat in front of the control tower, outside of the cocpkit, and taking a lunch break, you would still hear the bad sound quality of controllers, although you are right beside them :). But we're making a flight sim anyway and not a FPS:). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] ATC voice howto
Jonathan Richards wrote: On Thursday 12 Feb 2004 5:31 pm, David Luff wrote: OK, here's some instructions on how to generate new ATC voices for FlightGear. Hopefully this will make some sense to somebody, ask if it's unclear. Two files are required for each voice - a wave file containing the actual sounds, and an index file that basically describes where in the wave file buffer to find each word or phrase. The current voices for the ATIS can be found in $FG_ROOT/data/ATC and are called default.wav and default.vce for the wave and index file respectively. Note that one important change will be made in default.vce - currently it is indexed by byte position into the sound buffer, but I've decided it would be better to index by time into the buffer, since that is more robust to changing the recording quality, and in the future possiby using encoding such as Ogg Vorbis. Also, the first line currently contains the number of subsequent lines, but I think that can be ditched! David In what units shall the time index be specified? The sampling rate sets a resolution limit on the timing, so for 8kHz we only need 1/8000 sec = 125 microseconds precision, but if we have an ambition for higher rates, we need more. [1] In reality, radio comms are not HiFi standard. Does anyone know what the typical bandwidth is? Or should we simulate by taking a beautiful 22kHz recording and filtering it to sound like the real thing? Perhaps as an option, so one can do radio practice with bell-like clarity at first, and graduate to crackly reception of foreign languages and accents later! Regards Jonathan [1] It occurs to me that for chunked formats like WAV, there is a mathematical relationship between the byte position and the time offset which could be used for conversion, no? Does anyone know, does Plib include realtime sound mixing, downsampling and volume control (the sound should be downsampled to match the real aircraft comms, it should be more soft when you're further away from the transmitter and we should mix some noise sounds with a speech to sound everything more like in real life). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Eye candy
Andy Ross wrote: Lee Elliott wrote: I think drop tanks would be feasible but it would need some thinking about:) The fun bit will be counteracting the a/c manuevours after the tank has dropped so it falls straight even though the a/c may be climbing and banking. This is more of a code architecture issue. Once something has left the aircraft, it ought be be handed to a simple "ballistics FDM" or somesuch. Making it "disappear" from the aircraft model is as simple as adding a select animation and can be done right now. And you can set the weight tag to zero to get the FDM behavior correct. Running it under a separate "FDM" handler is something that the C++ code just doesn't support yet, though. It's probably not hugely difficult to make work, though. Andy The same option should then be used for all the weapons as well; let it be dumb bombs, rockets or missles. They will all start with certain vector of speed and some point in space and will then change it through time (effect of force of gravity and weapon's propulsion). The tankers should be treated like normal dumb bombs. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D aircraft model
Vivian Meazza wrote: I've been amusing myself for the last couple of months creating a 3d model of the Hawker Hunter. It's as accurate as I can make it, with a few minor fudges for YASIM. Some views are at: http://myweb.tiscali.co.uk/vmeazza/FlightGear/fgfs-screen-004.jpg http://myweb.tiscali.co.uk/vmeazza/FlightGear/fgfs-screen-002.jpg http://myweb.tiscali.co.uk/vmeazza/FlightGear/fgfs-screen-003.jpg http://myweb.tiscali.co.uk/vmeazza/FlightGear/fgfs-screen-008.jpg http://myweb.tiscali.co.uk/vmeazza/FlightGear/pilots-notes.pdf Don't know if it is of any interest to you guys. It flies easily using YASIM, but it's 7,500 vertices flying in close formation, so it makes my Pentium III 866 creak a bit, especially around the Bay area. Of course, it lacks a decent electrical, hydraulic, engine control system... might get around to those sometime soon. The instruments are very similar to those used in the Seahawk with which it was a near contemporary, so it wouldn't be a major effort to produce a 3d cockpit for that model, with Lee's permission... I have access to the Pilot's Notes for that aircraft, so I might be able to come up with something pretty accurate. Looks great! I'll love flying it! - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Internationalization of Live-CD
Ronny Standtke wrote: Hi, I am in the process of i18n of the Live-CD. I need your assistance here. I only speek German and my own version of English. I need the sentence "For starting in please type:" in all the languages you speak. (Please correct my English version too, if necessary.) Greetings Ronny In Slovenian: "Za zaÄetek v slovenÅÄini vpiÅite:" - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear mouse pad
Might want to add some flags to the FG logo before doing the press. (Slovene?) - Matevz Jon Berndt wrote: cafepress.com -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Erik Hofman Sent: Sunday, January 11, 2004 5:12 PM To: FlightGear developers discussions Subject: [Flightgear-devel] FlightGear mouse pad Hi, Does anybody know a good place to print a mouse pad: http://www.a1.nl/~ehofman/fgfs/gallery/fgfs-mousepad.png Erik ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] joystick hat sensitivity doesn't work
Andy Ross wrote: Matevz Jekovec wrote: Last times (might be nasal's fault maybe?) when editing the $fgfs/data/Input/Joysticks/Default/joystick.xml and setting the View elevation property to 7.0 (in order to increase the hat speed), there is no difference. The hat doesn't behave different anymore. The "step" value doesn't exist any more. Property "slew" events now happen at the same (realtime) speed regardless of frame rate, so you can't set them in terms of a single value. Instead, there is currently a VIEW_PAN_RATE variable defined in view.nas that you can change. The units are in degrees per second. Ideally, this should be a property, not a Nasal variable. I didn't know what to call it, so I chose the easy route. Andy Yeah, I played more that evening and found out that this wasn't the case. Somehow, FlightGear started to read data/Input/Joysticks/Microsoft/sidewinder-precision-pro.xml file instead of the default one. I'm not sure why, because I didn't change any configuration files (actually, I don't even know where to set what kind of joystick I'm using in FG). Ok, and then I changed the step value to +-7 and it works now fine. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] joystick hat sensitivity doesn't work
Last times (might be nasal's fault maybe?) when editing the $fgfs/data/Input/Joysticks/Default/joystick.xml and setting the View elevation property to 7.0 (in order to increase the hat speed), there is no difference. The hat doesn't behave different anymore. I have MS Sidewinder Precision pro and have copied the ../Microsoft/sidewinder.xml to ../Default/joystick.xml (which always worked for me afaik). Anything changed in last 6 months? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] ATC Talk
Ivo wrote: On Monday 29 December 2003 00:48, [EMAIL PROTECTED] wrote: One question, do we allready have an ATC text file with all the necessary ATC talk sentences and airport names so that someone who can speak english quite well can record them to *.wav files? Or we could have multiple people around the world recording the sentences, so we'll hear the right accent when approaching for example New Delhi or Mexico City or Frankfurt. Maybe even bilingual, though I don't know if they use their native language (for example for domestic flights) or that they use English worldwide. I can record all the sound files needed for Slovenia (eg. Flight 1453, Ljubljana Approach, you are number 5 to land, descend to 2000, maintain 220 knots, turn right heading 250, vector's to final...) as I know how to pronounce the names. Just give me the list of needed chunks and I can record/mix/edit them up as well (I'm using Audacity). I only need some detailed info (pauses between chunks, quality, where to send them then etc.). I've done the recordings for Falcon for Balkans theatre two years ago and it went fine, so I got some experience... Heh, besides, you'll have English with Slovenian accent when entering Slovenian airspace, is that cool or what! :). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] 18th Century city texture
Erik Hofman wrote: Hi, Although a step ahead of the source code, and because I didn't know where else to store it: I've added a texture for 18th century cities like Hanover, Paris, London or Amsterdam. To use this texture instead of the default replace "Terrain/builtup.rgb" by "Terrain/18th_century_city.rgb" in the "BuiltUpCover" of the materials file which is located in the root of the base package. Hm... as mentioned before if I recall correctly, it would be cool to add a time interval property for terrain objects (eg. WTC twin towers from 1979 to 2001) and terrian itself (mesh (evolution of the Earth maybe?) + textures (18th century pack)). When starting fgfs, you would be able to set the current date ten (not only time as now). It would probably be lots of work, but this way, we could easily enable 18th century textures for interval ranging from let's say 1700 to 1800. And we would be the only flight sim supporting that too :). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Random 3d Models and buildings
David Megginson wrote: Matevz Jekovec wrote: Yes, I agree with that. Water towers are awfully wierd for Europe:). A good example of non-appropriate buildings are catholic churches in the Middle east, high concentration of block of flats and skyscrapers, but no suberbs in India and China etc. In my opinion, we should have all that models placed in /data/Models/Buildings directory, but should set in fgsd which building you want to include/exclude in each segment of the terrain. We should even group some etc. The solution is much simpler than that: we simply need to use the materials.xml file to assign different materials (and automatic objects) to different areas. I've been planning that for a long time, but have not got around to it yet. But we still have to make new materials for eg. China buildings and have to assign that certain material to the terrain then, right? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Random 3d Models and buildings
[EMAIL PROTECTED] wrote: I just browsed the Flightgear /data/Models/Buildings directory and noticed that putting all building models in the same directory is not enough or not the best solution. Here's the reason why. We have on every continent and country different kinds of buildings that's why we should divide the buildings directory finer grained into subdirectorys. So that we have one subdirectoy for every kind of area oriented building type that represents its own culture. For example normally when you flight around in Flightgear you see everywhere a water tower, but for example in Germany there is no water tower. In whole Germay we nearly don't have/use water towers at least they don't look like this american stylish water towers we have in Flightgear now, so placing water towers in an european location is appearing strange, we should consider that every country or at least contintent has its own style of buildings. Every culture has its own buildings, that's why we could need buildings for North America that have an american style, buildings that have a central European style, buildings that have a Mediterranean style for south Europe, buildings that have an Asian style for countrys like China and buildings that have an African style etc. What is your opinion about that? Best Regards, Oliver C. Yes, I agree with that. Water towers are awfully wierd for Europe:). A good example of non-appropriate buildings are catholic churches in the Middle east, high concentration of block of flats and skyscrapers, but no suberbs in India and China etc. In my opinion, we should have all that models placed in /data/Models/Buildings directory, but should set in fgsd which building you want to include/exclude in each segment of the terrain. We should even group some etc. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrasync not working correctly?
Curtis L. Olson wrote: Matevz Jekovec writes: Ok, I run fgfs with the following arguments: --fg-root=/home/matevz/fgfs/data --atlas=socket,out,1,localhost,5500,udp --fg-scenery=/home/matevz/fgfs/data/Scenery --airport=LJLJ and I run nice terrasync -p 5500 -d /home/matevz/fgfs/data/Scenery And I found myself in the ocean. Terrasync outputs: pos = 0,0 lat = 0 lon = 0 lat_dir = 0 lon_dir = 0 mkdir -p /home/matevz/fgfs/data/Scenery/e000n00 rsync --verbose --archive --delete --perms --owner --group scenery.flightgear.org::scenery-0.9.2/e000n00/e000n00/ /home/matevz/fgfs/data/Scenery/e000n00/e000n00 And that's it. Emm... advice? Looks like fgfs isn't reporting to terrasync the right coordinates to download? (LJLJ is in e010n040 world chunk) It might be possible that FlightGear is sending data out port 5500 before the FDM is fully initialized. I'd suggest letting it run until it looks like it has stopped rsyncing. And don't forget there is a chicken and egg problem where if you start up in a brand new area, FlightGear will initialize, not find scenery, and generate ocean tiles before terrasync has a chance to download the tiles. For now I suggest starting up flightgear, letting terrasync kick off it's downloading, then quite and restart FlightGear adn you should now pick up the newly downloaded tiles. We used to have a way to flush the tile cache, and reload it from scratch, but I think that got lost along the way during a code refactoring. Ok, I let it wait this time and terrasync returned a weird error: pos = 0,0 lat = 0 lon = 0 lat_dir = 0 lon_dir = 0 mkdir -p /home/matevz/fgfs/data/Scenery/e000n00 rsync --verbose --archive --delete --perms --owner --group scenery.flightgear.org::scenery-0.9.2/e000n00/e000n00/ /home/matevz/fgfs/data/Scenery/e000n00/e000n00 rsync: failed to connect to scenery.flightgear.org: Connection timed out rsync error: error in socket IO (code 10) at clientserver.c(83) mkdir -p /home/matevz/fgfs/data/Scenery/w010s10 rsync --verbose --archive --delete --perms --owner --group scenery.flightgear.org::scenery-0.9.2/w010s10/w001s01/ /home/matevz/fgfs/data/Scenery/w010s10/w001s01 rsync: failed to connect to scenery.flightgear.org: Connection timed out rsync error: error in socket IO (code 10) at clientserver.c(83) mkdir -p /home/matevz/fgfs/data/Scenery/e000s10 rsync --verbose --archive --delete --perms --owner --group scenery.flightgear.org::scenery-0.9.2/e000s10/e000s01/ /home/matevz/fgfs/data/Scenery/e000s10/e000s01 Now maybe there's a problem on my side because of the router, but I doubt it. I'll take a look later today. Is rsync server running fine on scenery.flightgear.org? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Terrasync not working correctly?
Ok, I run fgfs with the following arguments: --fg-root=/home/matevz/fgfs/data --atlas=socket,out,1,localhost,5500,udp --fg-scenery=/home/matevz/fgfs/data/Scenery --airport=LJLJ and I run nice terrasync -p 5500 -d /home/matevz/fgfs/data/Scenery And I found myself in the ocean. Terrasync outputs: pos = 0,0 lat = 0 lon = 0 lat_dir = 0 lon_dir = 0 mkdir -p /home/matevz/fgfs/data/Scenery/e000n00 rsync --verbose --archive --delete --perms --owner --group scenery.flightgear.org::scenery-0.9.2/e000n00/e000n00/ /home/matevz/fgfs/data/Scenery/e000n00/e000n00 And that's it. Emm... advice? Looks like fgfs isn't reporting to terrasync the right coordinates to download? (LJLJ is in e010n040 world chunk) - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] RE: [Jsbsim-devel] FlightGear on O'Reilly Network, December 11
Paul Surgeon wrote: On Sunday, 14 December 2003 12:03, Erik Hofman wrote: Most (if not all) of your needs should be implemented right now. You can change pitch and volume based on 5 different properties. You can define an offset and a multiplication factor per section and you can also specify whether a property should be handled linear, inverted, absolute logarithmic, squared or powered to 10 (log10). Woah! That's probably more than anyone would need to model realistic aircraft sounds. I was assuming that the sound support wasn't too good based on what I've heard when I fly the current aircraft in FG. I'm glad I was wrong. When we talk about sounds, has anyone thought of maybe implementing the doppler effect, realistic volume and latency of the sound. I had a research project at school a year ago or so on that theme at physics and I wanted to make a computer simulation of this, but ran out of time then. We don't support a 3d-like 2d cockpit. Instead we went straight to a full 3d cockpit (with clickable areas). Which is great except that the resolution/quality is not as good as 2D. Sometimes readouts in the 3D cockpit are hard to read. Maybe it's because I need to run at a higher resolution like 1600x1280. What screen resolution do most people ran FG in? I run it in 1024x768 on the old one and 1280x1024 on the new machine. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] TaxiDraw-0.1.0 available.
David Luff wrote: TaxiDraw-0.1.0 is now available from: http://www.nottingham.ac.uk/~eazdluf/TaxiDraw-0p1p0-w32bin.zip Windows binary [375K] and http://www.nottingham.ac.uk/~eazdluf/TaxiDraw-0p1p0-src.tar.gz Source [74K], requires wxWindows to compile (wxGTK-dev on Linux). *** Summary of changes from 0.0.8 to 0.1.0: Added support for displaying a background image to guide taxiway position. Fixed the bug where accelerater keys (Ctrl+...) wouldn't work under GTK if the same key was used for a non-Ctrl shortcut. Added surface type to rwy properties dialog (display only - can't be edited currently). Added a lurid-colour option to make the taxiways and runways show up better against photographic backgrounds - off by default. Added an option to disable solid-shading and display the taxiway/runways as outline only - off by default. Probably more stuff I can't think of! *** A series of screenshots showing the background display in action are at: http://www.nottingham.ac.uk/~eazdluf/TaxiDraw0.jpg http://www.nottingham.ac.uk/~eazdluf/TaxiDraw1.jpg http://www.nottingham.ac.uk/~eazdluf/TaxiDraw2.jpg http://www.nottingham.ac.uk/~eazdluf/TaxiDraw3.jpg http://www.nottingham.ac.uk/~eazdluf/TaxiDraw4.jpg The first shows the current FG runways for DuPage (KDPA) overlaid on USGS 1m/pixel photography. The second shows some taxiways added. The third is a close up of the taxiways. The forth shows the outline shading option. The fifth shows that one of the FG runways extends beyond the runway in the photo. Either the FG data for this runway is wrong, or it's been extended since the photo was taken. Can anyone who knows KDPA tell me which is currently correct? How to use the Background Image function. ___ First you need an image, obviously! Public domain images from the USGS at 1m/pixel are available for the entire USA from terraserver-usa.com as far as I can see. Note the '-usa' in the url - the similarly named terraserver.com has nothing better than 8m/pixel for free. For other countries, the only ortho images available are likely to be non-redistributable. I am not a copyright lawyer (in fact I'm not a lawyer full stop :-)), and have absolutely no idea whereabouts using a copyrighted, non-redistributable image to guide creation of an entirely different and separate redistributable image falls between legitimate use of reference material to create an original work and non-legitimate creation of a derivative work from copyrighted material. Obviously each user will have to make their own call on this, but it might be considered prudent to avoid displaying screenshots of taxiways overlaid over copyrighted images. At the moment, the calibration function only calibrates position from one point and requires manual entry of the scale, so you need an image in one of the supported projections, and need to know the scale in meters per pixel. Currently supported projections are UTM (hardwired to NAD83) which is what the USGS photography is in, and OSGB36 (UK grid) which is what most (all?) UK ortho-photography is likely to be in. Some available photography is therefore currently unusable, such as the Massachusetts GIS photography, which is in the Mass State Plane coordinate system. I plan to add the ability to calibrate rotation and scale from two points in the future, to allow any ortho-photography to be used. So... load an image using the load image function. Only jpegs are currently supported. Load an airport. Set the projection as appropriate. Click 'calibrate image' from the 'Background' menu. You will be prompted for the scale in meters/pixel. Then you will be prompted to click one point on the FlightGear airport, followed by the corresponding point on the background. Before the first calibration the image can't be moved or scaled, so you probably can't get the same point, but calibration can be performed as many times as desired, and the image can be scaled and panned on subsequent calibrations. The scale prompt is not-rerun, so if you get it wrong you need to reload the image, which resets the state to uncalibrated. When happy, the calibration can be saved, and then reloaded on a subsequent session. Acknowledgements The UTM implementation came from Fred Bouvier, who says he got it from Norman Vine, and was apparently written by one Fred M. Erickson, so thanks to all of those! Disclaimer There will be bugs!!! I know about the one where the grid can spew random lines across the screen when the right hand line slants of the edge of the screen, which it can do now the extra projections have been added - as a temporary workaround this can be eliminated by resizing the window. I distinctly remember when I wrote it thinking 'this will break if the line ever slants off the edge of the screen' but I can't now remember why! Doh! Now I know why my wife bought me Homer Simpson socks last Christmas! Have fun! Cheers - Dave Great work, really
Re: [Flightgear-devel] A tiny request
Frederic Bouvier wrote: Paul Surgeon wrote: On Saturday, 6 December 2003 12:44, Matevz Jekovec wrote: Is there a way the joystick hat for looking around would work when the game is paused as well? - Matevz I second that idea. I was trying to do some screen grabs last week and it's REALLY hard to keep the aircraft at the right attitude, get the scenery in the right position and do the grab all at the same time. It's especially hard when you are flying in a mountainous area trying to do a screen grab from a chase plane view looking backwards. I use the mouse ( arrow cursor ) to orient the view when paused -Fred Yes, but your hands are usually on the stick and keyboard, so mouse is a bit out of the hand, don't you think? I really use mouse panning only when it's a must (like in pause mode) and I'm sure I'm not the only one. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] A tiny request
Is there a way the joystick hat for looking around would work when the game is paused as well? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Latest stupid helicopter trick
[EMAIL PROTECTED] wrote: On Sunday 30 November 2003 20:50, Jim Wilson wrote: "[EMAIL PROTECTED]" <[EMAIL PROTECTED]> said: On Sunday 30 November 2003 19:45, Jim Wilson wrote: http://www.spiderbark.com/fgfs/penthouseview.png Very nice landing. ;) Thanks. It was a crash the first try. First I got into a lot of circling around trying to figure where to land and how to approach it. This resulted in quite a few near misses with the buildings. Then once I decided the approach, I came down too fast and went around to the east (big mistake) where there were a bunch of buildings and flew right in to one. I'm almost there as far as getting it...hovering in slowly is a lot like balancing a pole or stick vertically in the palm of your hand (or maybe even more like spinning a plate on a stick which I've never tried). It involves a constant flow of miniscule adjustments... probably hundreds per minute. I agree, i just tried two minutes ago to land with the helicopter between the two pillars of this skyscraper you can see on this screenshot: http://www.8ung.at/mars/images/pillars.jpg But i allways crashed. :( The helicopter gets quite unstable when trying to fly with less than 20 mph. How does FlightGear calculates hitboxes for objects anyway? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Screenshots with changed sky color
Frederic Bouvier wrote: Jonathan Richards wrote: On Sunday 30 Nov 2003 9:43 am, Frederic Bouvier wrote: I don't know where on earth you can see sky so blue without colour enhancer on your camera (polarizer or blue filter), especially when looking at the sun. EGTP = Perranporth 50.331585 deg N 5.177602 deg W! http://www.jnorichards.pwp.blueyonder.co.uk/images/p7120040.jpg This is not a filtered or post-processed image, except for size reduction. ... Your shot looks more like this (current shading) : http://www.8ung.at/mars/images/sky/fgfs-screen-002-old-sky.jpg than like this (modified shading) : http://www.8ung.at/mars/images/sky/fgfs-screen-003-new-sky.jpg And you are not shooting the horizon. http://www.jnorichards.pwp.blueyonder.co.uk/images/p7120018.jpg Your other shot is more blue at the horizon but still not far from current FG. -Fred I think the mixture of both shadings would look like the most real thing for now. On the other side, what about making possible to appear both because we see that both skies are very possible to appear in RL. So we should have more variables needed to calculate the real sky color (air humidity, temperature, height, geographic position, sun angle, time of year etc.). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] FG logo Slovenian flag
Norman Vine wrote: Jon S Berndt writes: Can anyone point out a flag for Slovenia? [...] Yeah, that's our flag! - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] FG logo Slovenian flag
I was just thinking (actually would be proud:)) if someone could add our Slovenian flag to the FlightGear logo (Slovenia terrain in FG is becoming more and more closer to the RL and I am planning to do some extensive airport fixes to match the real ones as well). I also modeled the J-22 Orao, which was a Yugoslavian fighter though, but Slovenia was meant to have them too if Yugoslavia wouldn't have fallen apart first. So many connections between Slovenia and FG... hence, I'm from Slovenia! :) Here's a simple flag IMO big enough for the logo: http://en.wikipedia.org/upload/9/96/Slovenia_flag_medium.png - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AI aircraft carrier
David Culp wrote: Ok, I got the Saratoga moving across San Fransisco bay at 30 knots. http://home.comcast.net/~davidculp2/saratoga_SFO_bay.jpg It can't be landed on because the deck is not solid (however you can fly inside and grab lunch). Is there a way to solidify the deck? Dave Wowww, nice! Hornet 12, inbound for landing. - Hornet 12, Saratoga tower, contact in 2 miles out. Roger that - Good morning Hornet 12, you are number 1 to land, deck is clear for landing Gears down, hook down, flaps set - Left, left... you're low... faster steady you're low slower steady higher... steady... call the ball... steady... CONTACT! [afterburners to full, trying to pull up] [the hook has grabbed] - Hornet 12, nice landing! Roger that, thanks Saratoga tower. :) - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Combat anti-flame
Hopefully will not be another shoot'em up, actually doubt anyone would let that happen right? Realism is the name of the game? Why cannot both co-exist? Anyone think of any Flight sim on any platform that is a great Civilian flightsim and also has very accurate warplanes Yeah, I thought on that too. FlightGear has an excellent flight model, dynamics, physics, is very opened, very easy mod-able etc. Really realistic! I thought we would implement weapon systems some day. But I don't mean like shoot-em-up style, but a very realistic one. I'm talking here about a very precise physical/logical models for missles/bombs (let it be heat-seeking, radar, laser/satelite guided), damage (we already have very detailed subsystems, but are mostly not so noticible. If we model a realistic damage when you take a hit, they will be revealed in all their glory!), AI (that includes smart and useful wingmen/other aircrafts, some real capable ATC, inteligent ground battle) and dynamic campaign (think about it! We could model the whole war going on, with auto-generating missions for aircrafts/ground/naval units etc.). Multiplayer would be our giant and a very important step as it will probably not just represent 5 players playing a campaign via 1 server, but could have aircraft controls plugged over net, would export the current situation on all possible ways (like realtime java script generated pages, for viewing stuff ove the net) and would be very capable (ie. one player could be a pilot, the other one a co-pilot in the aircraft to help him finding targets etc.) Anyway, I'm just sharing my brainstorm ideas because I was once a member of Falcon community, so no offense please:) ! However, Project Phoenix (www.phoenix-project.org) is aimed to be an OpenFalcon style of the game and they are observing our FG work very closely as they will probably take it for the base. They are planning to implement a new 3d heart though (OGRE running on SDL is a most probable choice). ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Some thoughts and ideas (LONG)
Paul Surgeon wrote: On Saturday, 8 November 2003 01:05, Nick Coleman wrote: totally agree that eyecandy should be able to be included, as long as it is a configurable option for those who don't want it,either in the make stage or in the startup stage. What about in the menu system? Switch it off and it stays off for good without having to complicate build procedures or always having to launch with a string of "I don't want that or that or that ..." parameters. Paul Yes, that would be perfect. But IMO you should also be able to access *all* the possible options in menu via command line parameters as well. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Some thoughts and ideas (LONG)
Nick Coleman wrote: On Fri, 7 Nov 2003 11:46 am, [EMAIL PROTECTED] wrote: Preface == I would like to see the sim become more friendly to casual users especially on the eye candy side of things. This does not need to detract from the scientific/academic nature of FlightGear - you guys can carry on with the great work. My reason for this is that a lot of people who play with sims can also develop addons but there needs to be an incentive to get them involved and screenshots say more than a thousand words can. As a counterpoint, I would like to request that this either not take priority, or that it be an option in the configure stage. I want fast framerates as the priority. For me, this is a _flight_ sim and I don't see the point of eyecandy. ( Personally, I was disappointed with FS2002 and much preferred the playability of FS98. FS2002 devoted too much to eyecandy and was so obtuse in actually getting to the point where you were in the air and flying that I stopped using it. It took about five minutes of configuring various options before you could take off.) Yes, I agree as well! IMO we should make FG as CPU friendly as possible and should maintain the ultra-realism as a primary goal. Ground trees, super detailed objects and 3d clouds should always be optional if they eat more than 20% FPS altogether. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] J-22 shots
I've tested new vertex split code on my J-22 Orao model. Screenshots can be found here: http://www2.arnes.si/~mjekov/fgfs I noticed a big difference in ailerons, rudder, elevators and flaps part. Even some stabilizators (on wings) are differently shaded. The difference can be seen in a pilot body as well (it's more flat than before). However, an overall feeling is *way* better (as can be seen on shot 3). I am only conserned about the fps (I didn't encountered much of the diff though)... Good work. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: Problems with AC3D 4.0
Melchior FRANZ wrote: * Matevz Jekovec -- Thursday 30 October 2003 10:21: Can anyone please tell me where to put those cxxs, hxx and makefile files to compile successfully? Put them into $PLIB/src/ssg/, then configure and compile plib. You have to relink fgfs to see any effect. ("touch src/Main/main.o && make") m. Ah, thanks. I'll post some of J-22 before/after shots. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Problems with AC3D 4.0
Jim Wilson wrote: Andy Ross <[EMAIL PROTECTED]> said: Some "before & after" FlightGear screenshots are available at: http://www.plausible.org/vertsplit [Be patient if things seem slow; there is 400k of images on that page and my DSL line has a 128kbps upload rate. If you don't want to wait, download the code instead and try it for yourself. :)] This looks great. Actually on my local copy of the 747 I've split the objects so that the flap surfaces look like that now. In addition to this change, it'd still be good IMHO to eliminate the merging of vertices (so that the modeler can decide where the splits are in AC3D and have it then rendered correctly in plib). How does the performance look (I'll take a look at your code tomorrow)? When I got into this a couple weeks ago, flightgear seemed to really drag for a while (longer) loading the KSFO area after I added the angle tests. BTW, I was also using the j3cub as a test case. The change really makes it look good! One maybe nit...is there an unintended split occuring down the center of the 747 fuselage? It seems like a sharp shade transition there (after pic). Can anyone please tell me where to put those cxxs, hxx and makefile files to compile successfully? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Version 0.9.3
Erik Hofman wrote: Curtis L. Olson wrote: It seems like the 0.9.3-pre1 version has been working out pretty well for people. There have been some subsequent tweaks. Any objections to finalizing the 0.9.3 release? I realize this doesn't give enough time to do a proper job with the documentation. However, I am going to out of town Nov 3-7 and if I don't get the release done before then it will realistically take me 1-2 weeks to get caught up from being gone, and then another week to get the release out and if something unanticipated comes up in the mean time we could be looking at 2004 before I could get the release out, at which point there will be a pile of new changes and we'll have to start the process all over again in order to let the new additions settle out and stabalize. Ok? I'd say: go ahead. Erik Yeah, we should go ahead. We still have tons of stuff to fix before 0.9.4 :). ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Lee's TSR2
Jon S Berndt wrote: On Tue, 21 Oct 2003 18:36:58 +0200 Matevz Jekovec <[EMAIL PROTECTED]> wrote: Yes, nVidia graphic cards have drivers capable of twin-view in Linux. You just have to edit your XF86Config file, to match your configuration. Detonator README covers all questions btw. I've used the GeForce card I have (which has twin-view and TV-out) in both capacities and it works well. I could theoretically capture video on the fly, but then it would have to be imported tot he computer again to convert to a .avi or whatever. I have access to equipment to do that, too, but little time. I have been thinking of making a demo video for some time now, though. Jon Linking two computers - one running fgfs session with tv-out enabled with the one capturing the video via TV-tuner card (using SVHS cable). This could be easily done in both Linux and Windoz. This would be useful because it encodes the video on the fly to a digital form. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Lee's TSR2
Martin Spott wrote: "Al West" <[EMAIL PROTECTED]> wrote: I tried to capture some video on my digital camera, but it wasn't worth sharing. I need to come up with a better way to make web videos of a live running application (under Linux.) :-) PC into a scan convertor or use TV out and record direct to DV tape then edit and compress afterwards. Don't the NVidia boards have a TV-out ? The modern Radeon's do so and it even might be possible to activate that output under Linux (I'm currently investigating that), Yes, nVidia graphic cards have drivers capable of twin-view in Linux. You just have to edit your XF86Config file, to match your configuration. Detonator README covers all questions btw. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [flightgear] Re: [Flightgear-devel] J22
Frederic Bouvier wrote: Matevz Jekovec wrote: Frederic Bouvier wrote: Matevz Jekovec wrote: Frederic Bouvier wrote: Just discovering it. It also looks nice. Just a nit : do you noticed the rudder animation is inverted ? Really? I probably didn't. Do you mean the back rudder on the vstab or a nose gear? Both. When I turn left, the plane goes left but the nose gear and the rudder goes right. hm... that shouldn't suppose to happen. I'll test and fix it as soon as I get home. This one seems to have been forgotten. Anyway, here is a patch that correct nose gear and rudder animations. Cheers, -Fred D:\FlightGear\cvs\fgfsbase\Aircraft\j22\Models>cvs -z3 diff -u j22.xml Index: j22.xml === RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/j22/Models/j22.xml,v retrieving revision 1.1 diff -u -r1.1 j22.xml --- j22.xml 25 Aug 2003 16:50:34 - 1.1 +++ j22.xml 17 Oct 2003 20:08:35 - @@ -117,7 +117,7 @@ rotate Rudder /surface-positions/rudder-pos-norm - 18 + -18 5.047 0.0 @@ -138,7 +138,7 @@ Nosegear.struct Reflector01 /surface-positions/rudder-pos-norm - -25 + 25 -5.441 0.0 Yeah, that's what I had in mind, thanks. I'm playing with HUD and reflections a bit for my J-22. I want to make a half-transparent .rgba texture for the inside glass cockpit, meant for reflection. I already got the .gif image of that reflection. Currently the more black the color is on the texture, the more transparent it is. Now I'm trying to convert this .gif reflction to the .rgba format, readable by Blender/pLib, using GIMP. Any tips (I'm currently reading the transparent tutorials on the GIMP homepage. But doesn't look much promising :() anyone?? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Making a 3D Sea Harrier FRS.1
So far I have started by looking for a plan that I can follow, but have only found a 3 view plan for the FA2 (upgraded version with HOTASS and new radar), anyone happen to know a 3 view plan of the FRS.1 version is hiding? Failing ever finding one, what options are open? I use this site for the modeling plans: http://www.1999.co.jp/eng/plamo/ It's a page containing scanned back covers of the models aircrafts (Italeri, Revell). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] RFD: Proposed Changes to Airport Data Files
Jon Stockill wrote: On Tue, 14 Oct 2003, Matevz Jekovec wrote: IMO, we should include all these data in seperated .xml file for each airport. In airports.tgz there should only be an international code of the airport, lat/longitude and a reffering xml file for that airport. That xml file should include all the data about buildings surrounding it, taxiways positions, parking spaces, windsocks, ATC stuff etc. FG should read the airports.tgz file completely, but seperated xml files on demand. If you do that then when you try to display a list of airports in the local area then you need to: 1. Calculate which airports *are* in the local area (because they're not already classicied into continents/countries/whatever). 2. Read the xml file for each one, because we don't have the name in the airport directory. This would be SLOW. There needs to be just enough info in the airports file to be able to quickly provide an index. The the rest of the details can be read from a seperate file once an airport is selected. Yes, I thought about it more and you are correct. IOW the list of airports file should include all the coords and search criteria in it as well. The file can grow up quite a bit though, but we can trash these data when in cockpit to free ram, right? What about other flight sims? How did they solve this problem? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] F-16 simulator
Erik Hofman wrote: Hi, Today I had the chance to see the new "real" F-16 simulator of the Dutch Airforce. I can assure everybody, FlightGear really comes close the the Eves and Sunderland visuals (except for a few minor issues). The cockpit is almost a mock-up of the real one. While every instrument is in place it really doesn't have the feeling of the real plane (compared to the old simulator where a real F-16 cockpit was used). I will see if I can get some pictures and maybe even one or two movies on-line for every body to see it in action. I must admit, it was fun to sit in a wide screen (165 degree) cockpit setup to do some test flying. I also had the chance to take a close look at a Dutch MLU F-16 for 3d model comparison. (I had to change some things eventually ...) Erik Hi Erik. Could you please tell me what is the real simulator flight model like in comparison to FlightGear? I used to play Falcon 4.0 for five years and thought it was Alpha&Omega in flightsim, but when I switched to FG, my flight experience of F16 became *completely* different. I am interested in how high the turn rate really is (for eg. if you have 700 knots in and you hardly turn, the turn rate is for... say 20 Gs in FG?) and how good are the stalls implemented in FG. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] RFD: Proposed Changes to Airport Data Files
Julian Foad wrote: David Megginson wrote: I'd like to propose the following changes to our current airport data formats: 1. In $FG_ROOT/Airports/basic.dat.gz (the airport-level data file), add two fields containing the ISO 3166 country code and a country-specific region code. Either can be represented by 'U' if unknown. For example, here is the current entry for KSFO: A KSFO 37.618763 -122.374926 13 CYN San Francisco Intl Here is a revised entry with the new fields: A KSFO 37.618763 -122.374926 13 US CA CYN San Francisco Intl It seems *awfully* redundant given that there is already the Id *and* the geographical location. I have difficulty imagining that a high enough proportion of these will be determined and maintained to make it worthwhile. I do see why you want it though, and agree it would be nice to be able to get a list of airports in "my" region, by name of region rather than by lat/lon. IMO, we should include all these data in seperated .xml file for each airport. In airports.tgz there should only be an international code of the airport, lat/longitude and a reffering xml file for that airport. That xml file should include all the data about buildings surrounding it, taxiways positions, parking spaces, windsocks, ATC stuff etc. FG should read the airports.tgz file completely, but seperated xml files on demand. My 5 cents:). ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] HUD visibility
Norman Vine wrote: Matevz Jekovec writes: I am trying to make HUD visible only in 0 view. If I use and type of sentences in my J22 hud.xml file, FG tells me it is not able to parse few lines from that file and ignores my condition. Is there any other way to turn off HUD when not in 0 view? Just cycle the colors < h > or < H > keys HTH Norman I was thinking on a HUD being *always* invisible in outside view and always visible in inside views (you'll set the conditions in HUD xml file). Even better, it would be cool, to simply assign the surface (a 3d object, or pure coordinates of the model) where the HUD should be rendered to. Of course you could turn off/on the hud with 'h' key, but IMO that should be like pressing or rolling the HUD knob in the cockpit (flight electronics job). btw. Do we have any HMD (helmet mounted display) in newer aircrafts (Su33, F22/23) implemented? If not, the code should be the same as for HUD, but should always be rendered to the center of the screen no matter where you look to inside the aircraft. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] HUD visibility
I am trying to make HUD visible only in 0 view. If I use and type of sentences in my J22 hud.xml file, FG tells me it is not able to parse few lines from that file and ignores my condition. Is there any other way to turn off HUD when not in 0 view? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [flightgear] Re: [Flightgear-devel] J22
Frederic Bouvier wrote: Matevz Jekovec wrote: Frederic Bouvier wrote: Matevz Jekovec wrote: My J-22 has only 2500 vertices and looks nice besides ;). Just discovering it. It also looks nice. Just a nit : do you noticed the rudder animation is inverted ? Really? I probably didn't. Do you mean the back rudder on the vstab or a nose gear? Both. When I turn left, the plane goes left but the nose gear and the rudder goes right. -Fred hm... that shouldn't suppose to happen. I'll test and fix it as soon as I get home. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] J22
Frederic Bouvier wrote: Matevz Jekovec wrote: What I'm hoping is there will be a bunch of good quality low polygons aircraft available also (for people like myself using less than optimal hardware). My J-22 has only 2500 vertices and looks nice besides ;). Just discovering it. It also looks nice. Just a nit : do you noticed the rudder animation is inverted ? -Fred Really? I probably didn't. Do you mean the back rudder on the vstab or a nose gear? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] AN225
What I'm hoping is there will be a bunch of good quality low polygons aircraft available also (for people like myself using less than optimal hardware). My J-22 has only 2500 vertices and looks nice besides ;). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] web site updates
Curtis L. Olson wrote: Hi, Andrei Barbu has revamped the flightgear web site layout and made quite a few improvements. I have placed the proposed changes here: http://www.flightgear.org/www.andrei/ There are a few things I'd like to tweak (mostly because they should have been tweaked in the original site long ago) but if people generally like the changes, I will make them official and we can go from there. Let me know ... Thanks, Curt. It looks fantastic! I think we should publish some more screenshots of FGFS though. Should I make a pack of screenshots of my J-22? I am also searching for some places filled with eye candies (you know, show the game as attractive to the newbies), that is filled with high mountains, hazardous valleys, great airports or vast cities etc. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Canopy cues?
Jim Wilson wrote: "Curtis L. Olson" <[EMAIL PROTECTED]> said: Matevz Jekovec writes: Has anyone already tried to make the inside canopy reflections in the cockpit? I had in mind an effect similar to Falcon 4 - an image with a reserved colour or an alpha channel for transperency as a texture for the glass, when looking from inside. This should also include proper light effects at night etc. A nice screenshot can be seen here: http://www.f4community.com/images/images/screen/ea66c37e88384cad160ef79d39a62205.jpg Something like that could be be done as part of the 3d model with a bit of effort. If you wanted to reflection to be "live" and reflect the changing state of the 3d cockpit objects (instruments, control stick, etc.) then that would probably take some more "doing". :-) Is that reflection in Falcon 4 fixed? There's not much of the cockpit showing, but it still seems that the reflection doesn't match the cockpit all that well. Nah, that reflection was the old one (probably, the original Microprose one) and the 3d cockpit was a bit newer, so there are differences noticable. The screenshot is also 3 years old, so many has probably changed since then. But Falcon was a closed source project, killed by Infogrammes/Hasbro. As we didn't have any rights to continue the developement on the leaked exe, we had do abandon the project ;(. That screenshot doesn't look all that good to me. How does it seem when you are flying as compared to our p51d that does have colored glass? I'll take a look. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Canopy cues?
Curtis L. Olson wrote: Matevz Jekovec writes: Has anyone already tried to make the inside canopy reflections in the cockpit? I had in mind an effect similar to Falcon 4 - an image with a reserved colour or an alpha channel for transperency as a texture for the glass, when looking from inside. This should also include proper light effects at night etc. A nice screenshot can be seen here: http://www.f4community.com/images/images/screen/ea66c37e88384cad160ef79d39a62205.jpg Something like that could be be done as part of the 3d model with a bit of effort. If you wanted to reflection to be "live" and reflect the changing state of the 3d cockpit objects (instruments, control stick, etc.) then that would probably take some more "doing". :-) Well, I haven't looked to cockpit xml structure and code yet, but I think for 2d cockpit, there shouldn't be much of the trouble: most of the buttons which reflect to canopy are on the edge of the cockpit panel, so what you should do is to make a bitmap large enough to contain the glass part of the canopy in it as well (change the colour when button lights). But for the 3d cockpit it's the whole other story. Is there a way to add another light to the cockpit when a button is pressed (that way, the inner cockpit will be iluminated in the button colour). But for the glass, I really don't know how to add a reflection (switching the whole canopy texture is too big). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Canopy cues?
Has anyone already tried to make the inside canopy reflections in the cockpit? I had in mind an effect similar to Falcon 4 - an image with a reserved colour or an alpha channel for transperency as a texture for the glass, when looking from inside. This should also include proper light effects at night etc. A nice screenshot can be seen here: http://www.f4community.com/images/images/screen/ea66c37e88384cad160ef79d39a62205.jpg - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] key bindings - English
I posted the table because I was hoping the "keyboard guru" would identify himself. If there is no such guru, then we can build a knowledge base starting with collecting similar tables for every language. When "enough" tables are completed we can put them all together in an HTML table. My 2 cents: Isn't there any way to link key bindings directly to key numbers, not their key table? Then, we should make a drawing of a keyboard and have key bindings drawn to every button, with different colours for alt/ctrl/shift combinations. This is the drawing we should publish it to the net, pdf, main 0.9.3 install etc. The main keyboard model used should be the default US keyboard layout. (I think it is the most common one, the most known one if nothing else). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] next release ...
3.) fix several aircrafts: For example thos who are supposed to have a speed brake should really have a working one. Yeah, my J-22 has speed brakes (modeled and animated correctly), but shift+b doesn't do anything? This should really be fixed... - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Sound problems investigation
I flew today with the latest CVS SG, FG and data. And I got sound working perfectly with f104, ufo and wrightmodel1903. Everything worked as it should. I wasn't able to hear any sounds from c172, j22, a4 and 747. Anyone sees any connections? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: What is Everybody Doing
Christopher S Horler wrote: Spitfire, I also have managed to obtain about 30 'profile publications' on various wartime aircraft. I haven't made a list of these or which I plan to do. These mainly have very good pictures, and not much technical data. Unfortunately Spitfire still isn't in a working state. I'm even considering starting it again. My main problem is always texturing. I seem to manage to texture simple objects, but as soon as there is a seam to join and line up camouflage I fail. I plan to write something at some stage to improve texturing using blender and the gimp. My current and still alive project is J-22. I already modeled, textured, animated it as you can see, but it isn't perfect yet. I have to finetune the yasim flight model, I have to get some sounds, I have to make a panel/3d cockpit, I have to finally create a perfectly working HUD etc. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] heads up - aircraft reorg
Jorge Van Hemelryck wrote: On Sat, 20 Sep 2003 11:29:48 +0200 Matevz Jekovec <[EMAIL PROTECTED]> wrote: For modern military aircrafts, I would make the following hierarchy: - Fighter (most of F-xx, Rafale, MiG-s, Sukhoi-s) - Attack (A-10, Harrier, Tornado, Mirage 2000, my J-22, Su-25) - Bomber (F-117, B-1, B-2, B-52, Iljusin-s) - Transport-Support (Hercules, Galaxy, KC-10, KC-135, Antonov-s) - EWS (EC-3? AWACS, Prowler) - Recon (light, fast, reconaissance aircrafts) - Trainee (light military aircrafts developed specially for teaching) hum... The Mirage 2000C is definitely a fighter, whereas the Mirage 2000D would be a fighter-bomber (is that what you call attack aircraft?), as it does have air-to-air capacity. The Mirage F1C was a fighter (no longer in service in France), the F1CT is an attack aircraft, and the F1CR a reconnaissance aircraft. All of them can act as fighters as well. And the Rafale was designed to be a multirole aircraft as well. Maybe you could make some distinctions among MiG and Sukhoi aircraft... For instance, the Su-27 was mainly a fighter, until more recent versions gained air-to-ground capacity, whereas the Su-25 is just an attack aircraft. I'm not really criticizing, but I'm saying it's going to be more and more difficult to sort all these modern aircraft in categories. Yes, of course. I was just giving examples of generaly, which aircrafts to put it to folders (why they are there). I think overall it's not hard to categorize aircrafts, but I is no doubtly a must, cause the available aircrafts number is drasticly growing. My J-22 A is a version which is most widely spread - Fighter-Bomber role aircraft (therefore let's say J-22 is an attack aircraft), although variant B is a double seater (trainee or a better close air support) and an R variant for recon. Anyway, every aircaft does a description of it, usually commented in xml wrapper files (what type, how old, development, who uses it, history, armement etc.), which should some day be showed in game too (I had in mind a "technical library" accessible from the game menu, which will show a 3D model of an aircraft, a tree structure data, a description, radar symbols etc.) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] heads up - aircraft reorg
We might also want to start thinking of an official organization hierarchy such as: Aircraft/ LightSingles/ JetFighters/ CommercialJets/ CommercialTurboProps/ Bombers/ WWI/ WWII/ SailPlanes/ Experimental/ For modern military aircrafts, I would make the following hierarchy: - Fighter (most of F-xx, Rafale, MiG-s, Sukhoi-s) - Attack (A-10, Harrier, Tornado, Mirage 2000, my J-22, Su-25) - Bomber (F-117, B-1, B-2, B-52, Iljusin-s) - Transport-Support (Hercules, Galaxy, KC-10, KC-135, Antonov-s) - EWS (EC-3? AWACS, Prowler) - Recon (light, fast, reconaissance aircrafts) - Trainee (light military aircrafts developed specially for teaching) - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Boeing 717-200 progress
Manuel Bessler wrote: Now, if we could use the blender built-in animation tools for creating the fgfs model/animation .xml files, that would be very cool. ;-) Yeah, that would be cool (although I never actually worked with Blender animation tools...). However, many things can change in future in .xml animation/wrapper FG model file and not all the users use Blender for modeling, so the work on such a script could become worthless in a few years. Thanks. But there are a lot of things not right yet. I'll probably redo the fuselage and the esp. the wings. I've started off with a lot of detail, so my model has probably serveral times as much vertices than the 747. I very doubt that. However, if you do encounter large vertex count, try to reduce them somehow. (I have less than 3000 faces in my J-22 and I don't think it look so terrible). How did you do the movable surfaces, eg ailerons or elevators. I made the whole wing as one mesh and plan to try to use boolean ops to split/cut out the movable parts. I'm interested how you did it. Well, I moved that red circled cursor (left click mouse button) in Blender to a desired center of roration position and found out its coordinates. Now you can fit this cursor to vertices also etc. (and personally, I found out the coordinates of this cursor by creating a box and editing her coords then:)). After that, I needed some brain time, to figure out how the objects move (in which direction and how much). That's it. For the gears, I did use 2 hours to calculate mathematilcy the axis around which the strut and tyres will close, but that just didn't work (obviously I mistaked somewhere;(), so I just modeled that on eye (that's why there are slight offsets still visible, like tyre looking through the gear door just when it closes/opens). Oh yes, and I used Kate and vi as text editors in Linux. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Sound probs
Bernie Bright wrote: On Mon, 15 Sep 2003 19:06:10 +0200 Arnt Karlsen <[EMAIL PROTECTED]> wrote: Are we still interested in migration to LibSDL? (cause I am ;)) ..shoot! Whoever codes it gets the credit for it. ;-) I've got an version sort of working using SDL_mixer. Unfortunately neither SDL nor SDL_mixer have a "pitch envelope" function so I'll have to code something myself. Initial tests are promising, at least I can hear the engine and gear noises. Cheers, Bernie That's great! I'm not sure about the SDL_mixer pitch envelope. Are you sure that it isn't there already somewhere? (latest CVS, FAQs, forums, documentation etc.) - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Boeing 717-200 progress
The 3D model is not that far yet. I'm not very good when it comes to modelling. Its completely made in blender (2.27). No movable parts yet. I realized that the ac-export python script does not use the names for the meshes that are given in blender. Is anyone else using only blender to create the aircraft models for flightgear ? (ie. without ppe or AC3D) I modeled my J-22 completely in Blender (you can try it by running fgfs --aircraft=j22). I used v2.28 and exported it to .ac file format with the python script found on this page (FG wiki): http://www.seedwiki.com/page.cfm?doc=ModelerAndSceneryBuilderDocumentation&wikiid=2418&wpid=0 AFAIK *everything* work/worked as far as object names are conserned, animation connection, flight model etc. I had actually no problems and issues with bugs or anything else that wasn't my fault when modeling and implementing the model. btw. Your model looks good! Keep up the good work! :) - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Aircraft configuration files
Curtis L. Olson wrote: Erik Hofman writes: I've made a first step towards the possibility to place all aircraft related files into it's own subdirectory. It is now possible to put the -set.xml file inside the directory. This works for loading the aircraft and for the --show-aircraft option. Excellent, this will be a big step towards making aircraft more manageable and distributable. This could also help reduce the size of the base package if we only include a few of the better or more finished aircraft. We could still have a separate flightgear.org CVS repository for aircraft under development if developers find that helpful ... Regards, Curt. Hm, does this mean, we can include UIUC/Yasim flight model now in the aircraft own directory too, or still need to be placed in /yasim and /uiuc directory separately? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Sound probs
..meanwhile, the stop gap measure, does the OSS sound work? Actually, I haven't tried it for a quite a while. How can I re-enable it anyway? (I'm a bit short on time) I should disable the alsa startup, that's ok, but how is OSS loaded into kernel then (I forgot:( ). A module? Named... - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Sound probs
Arnt Karlsen wrote: On Sun, 14 Sep 2003 21:44:55 +0100, Lee Elliott <[EMAIL PROTECTED]> wrote in message <[EMAIL PROTECTED]>: On Sunday 14 September 2003 20:13, Frederic Bouvier wrote: Matevz Jekovec wrote: But I'm having this strange feeling why are we the very few which have this Alsa problems. What about the others, Erik, Curtis, Norman, Frederic, Jim, LeeE?? Which driver/card are you using and does sound work for you normally? Try windows ? -Fred My sound card is an ES1371. Under Gnome I was using esd and this worked fine with FG. KDE3 seems to rely upon the arts sound system and this doesn't work with FG here atm. I run a simple sawfish session when I do any flying and that's fine with FG as it doesn't start a sound server. Well, I have sound problems myself. (I have SBLive! on PCI and SB Value on ISA, running ALSA) $ cat /etc/debian_version ; uname -a ; cat /proc/pci |grep -B1 -A3 audio ; /sbin/lsmod |grep emu ; cat /proc/asound/version testing/unstable Linux zverina-ii 2.4.21-1-686 #2 Mon Jun 16 22:13:09 EST 2003 i686 GNU/Linux Bus 0, device 9, function 0: Multimedia audio controller: Creative Labs SB Live! EMU10k1 (rev 10). IRQ 11. Master Capable. Latency=64. Min Gnt=2.Max Lat=20. I/O at 0x6500 [0x651f]. snd-emu8000-synth 10452 0 (autoclean) snd-sbawe 21696 0 [snd-emu8000-synth] snd-emu10k1-synth 4636 0 snd-emux-synth 28220 0 [snd-emu8000-synth snd-emu10k1-synth] snd-seq-midi-emul 5200 0 [snd-opl3-synth snd-emux-synth] snd-seq-virmidi 3320 0 [snd-emux-synth] snd-seq 36976 2 [snd-opl3-synth snd-seq-instr snd-seq-midi snd-seq-oss snd-emux-synth snd-seq-midi-emul snd-seq-virmidi snd-seq-midi-event] snd-emu10k1 72356 0 [snd-emu10k1-synth] snd-pcm 62660 0 [snd-pcm-oss snd-emu8000-synth snd-sb16-dsp snd-emu10k1] snd-page-alloc 6612 0 [snd-emu10k1 snd-pcm] snd-util-mem 1392 0 [snd-emu8000-synth snd-emux-synth snd-emu10k1] snd-rawmidi 13856 0 [snd-seq-midi snd-mpu401-uart snd-seq-virmidi snd-emu10k1] snd-seq-device 4272 0 [snd-emu8000-synth snd-opl3-synth snd-seq-midi snd-seq-oss snd-sbawe snd-opl3-lib snd-emu10k1-synth snd-emux-synth snd-seq snd-emu10k1 snd-rawmidi] snd-ac97-codec 41112 0 [snd-emu10k1] snd-hwdep 5120 0 [snd-opl3-lib snd-sb16-csp snd-emu10k1] snd 31332 0 [snd-pcm-oss snd-emu8000-synth snd-opl3-synth snd-seq-instr snd-seq-midi snd-seq-oss snd-mixer-oss snd-sbawe snd-opl3-lib snd-sb16-dsp snd-sb16-csp snd-sb-common snd-mpu401-uart snd-emux-synth snd-seq-virmidi snd-seq-midi-event snd-seq snd-emu10k1 snd-pcm snd-timer snd-util-mem snd-rawmidi snd-seq-device snd-ac97-codec snd-hwdep] Advanced Linux Sound Architecture Driver Version 0.9.6. Compiled on Jul 30 2003 for kernel 2.4.21-1-686 with versioned symbols. Are we still interested in migration to LibSDL? (cause I am ;)) - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Sound probs
Frederic Bouvier wrote: Matevz Jekovec wrote: But I'm having this strange feeling why are we the very few which have this Alsa problems. What about the others, Erik, Curtis, Norman, Frederic, Jim, LeeE?? Which driver/card are you using and does sound work for you normally? Try windows ? -Fred lol ;) Better, try MSFS, maybe the sound will work :). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Sound probs
Over the past couple of weeks, I've been having problems with the sound in FG. I get this message: slDSP: getBufferInfo: Broken pipe on the terminal and lose the sound altogether. My audio apps and tuxracer work fine, so I suspect an FG or plib issue. This is from yesterday's CVS of FG, SG, and plib. Any ideas? I have the same problem and I'm playing without sound the last few *months* :(. I have SB Live! and ALSA. Do you use ALSA too? Yes, I'm using 0.9.6 and my sound card is a C-Media CM8738. Have you tried any other plib-based programs? Well, it appears to be something about the way FG is doing sound. tux_aqfh works just fine against cvs plib (you have to add -lplibjs to the makefile, though) Yes, it's only Alsa-FG issue then. Other plib programs work fine for me too. Did you try echo "fgfs 0 0 direct" > /proc/asound/card0/pcm0p/oss echo "fgfs 0 0 disable" > /proc/asound/card0/pcm0c/oss where card0 is your sound card which fgfs use? I tried it, but had no joy... But I'm having this strange feeling why are we the very few which have this Alsa problems. What about the others, Erik, Curtis, Norman, Frederic, Jim, LeeE?? Which driver/card are you using and does sound work for you normally? ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Fog problems back!
Using the latest cvs, I'm experiencing fog dissappear again when facing the sun. I was flying in t6texan2 aircraft from LJLJ. I have Gf2mx w/ 32MB, latest 44.96 nVidia drivers and Debian Sid. Running fgfs in 16 bpp. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Sound probs
Tony Peden wrote: Over the past couple of weeks, I've been having problems with the sound in FG. I get this message: slDSP: getBufferInfo: Broken pipe on the terminal and lose the sound altogether. My audio apps and tuxracer work fine, so I suspect an FG or plib issue. This is from yesterday's CVS of FG, SG, and plib. Any ideas? I have the same problem and I'm playing without sound the last few *months* :(. I have SB Live! and ALSA. Do you use ALSA too? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Flightgear mirror needed?
Martin Spott wrote: [EMAIL PROTECTED] wrote: We could use the edonky network for sharing the scenery and other flightgear relevant files. This would reduce the traffic of the official ftp mirror servers because users could download those files from each other via the edonkey network. Currently I'm okay with the load - I have the impression that FG users don't like mirrors: FG related traffic is only a few percent of the overall traffic on my server. Perhaps this would change if there was a download map for the Scenery or a round robin scheduler on the main FG site (I kept the FTP layout identical to the main site). I don't know anything about edonkey so I'd need advice for that. BTW I started taking lessons for the PPL so I'd like to avoid diving into too many new areas on my own Martin. hm, I use xMule in Linux and didn't have much success (although I managed to download some films and cd albums). The problem was mainly because I had LOWID (I still claim to have 4661/4662 ports opened on both UDP/TCP though, but Donkey obviously doesn't) and therefore everything moved so damn slowly. Secondly, xMule ate a lot of my CPU (so does Kazaa, eDonkey, Morpheus in Windows). Thirdly, many chunks got lost in my cases, saying bad hash and then needed to be redownloaded again, which again, ate some bandwith. In my opinion, ordanary wget on number of mirrors is still the best option. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] 60 seconds of flightgear
It seems to me I remember reading about a windows program that will make a movie of any 3D app while it runs. Can't remember the name of it but IIRC the results were impressive. One of these are HyperCAM (video) and HyperSnap (snapshots). I managed to record some movies with HyperCAM of Falcon. Beside normal 2D windows snapping, it supports D3D and OGL 3d libraries too AFAIK. The movie editor for Linux is Cinellera, which is damn good IMO. Although it eats a lot of CPU. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] objects lifetime
I was thinking of the way we could ommit lifetime for our terrain and scenery objects. For e.g. if we get a WTC towers models or some other historical buildings one day, we cannot place them into year 2003. What if every object has a timestamp - an interval from when to when certain object lies in time. For WTC twin towers should be from 1972/1974 to 2001 then. For e.g. our house, from 2000 and on etc. We could also place these timestamps to the terrain vertices, roads, rivers if they have changed over time and even textures for them (this way, the cities in 1800 wouldn't be large as nowadays). e.g. highways in our country have changed the terrain drasticly in last 10 years! Cause another e.g. if we implement a dynamic campaign (war) some day, we could really make a simulation of a historic battle in 1945, using certain units hiding behind certain buildings standing in that time etc. For modelers I don't think this should pose a large problem as they probably know enough about the building they are modeling and their timestamp. For the terrain, this is a bit more complicated though. In practice, when you'd run fgfs only, you would be placed in present, but if you run fgfs --date=19990815, you would be placed in August 1999. Just a brainstorm idea, but what do you think? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] National Air Tour
Curtis L. Olson wrote: It turns out that the National Air Tour (http://nationalairtour.org/) stopped at my local airport today. I burned a half day of vacation to go out and watch the airplanes arrive and park. I took my camera and was able to get some picts: http://www.menet.umn.edu/~curt/Photos/Canon-20030910/ Almost makes me want to switch my career and be a vintage aeroplane gypsie. Curt. Hehe, these images could be great for our UI menu background some day! I most prefer this one http://www.menet.umn.edu/~curt/Photos/Canon-20030910/Large/IMG_0349.JPG FlightGear, race free! :) - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] By god, we're good!
The default C172 is 3d clickable, so is the P51d and the cub? Also I think the C310 is too??? Wow, hold on now. Are you telling me I can click the buttons and roll knobs in 3d view (not the panel, but the 3d cockpit itself) in Cessna 172 already?? Have to try it! - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] By god, we're good!
simulators and are hot on the tail of the more recent. More cockpit detail is needed on many of the other aircraft, which is on my short Speaking of cockpits, do we have any 3D clickable cockpits planned? I'm not aware of any sim supporting that (at least not Falcon 4, Flanker 2.x, LO-MAC, F/A-18). This feature would be no doubtly cool. The only question is how big will be the FPS hit. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] EAA Sport Aviation - article
I don't recall seeing this go past previously; if it has, my apologies. I've just been reading the April 2003 issue of EAA's Sport Aviation magazine and pages 50 through 58 are a nice article titled "Virtual Building" about"Flight simulation for the homebuilder" by Chuck Bodeen. It includes a discussion comparing the benefits of FlightGear, X-plane-0.66 and MSFS2002. Good grief, A comparison between FlightGear *and* MSFS *and* X-plane. This and David's post give me the feeling we're on the right track! Any conclusion on FlightGear? ..a "con" is Microsoft is sponsoring EAA, so we "have" to beat MSFS where it hurts the most, on merits. ;-) If we implement multiplayer, AI, dynamic campaign and weapon systems like in Falcon, Flanker/LO-MAC and Janes F/A-18 together, then we get no doubtly the best flying sim ever. Oh, did I mention we're making opensourced cross-platform simulation :). What else could anyone ever wanted??? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Airports/runways.mk4 ?
Erik Hofman wrote: Matevz Jekovec wrote: Using the latest CVS SG, FG and data, I get an error messge when starting fgfs without parameters (FG_ROOT is set correctly). Cannot open file: /home/matevz/fgfs/data/Airports/runways.mk4 zverina-ii:~$ Now, if I look at Airports folder, there is only basic.dat.gz and runways.dat.gz. runways.mk4 doesn't exist. A known issue? Although you say you have the latest version of SimGear and FlightGear you don't seem to have an up to date version of (at least) FlightGear. There has been code added (and removed) to support text files instead of MetaKit. If everything is installed correctly you woul be able to remove libmk4.* and the mk4* header files. Erik Yeah, I completely rechecked the CVSs and recompiled everything from scratch and it works now. Thanks. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] OT: Linux environments
It gets better all the time, but so far I've found that it's a bit slow. The Oops, obviously I kind of got used to my slow machine then :). I have animations, fadings and other annoying stuff all disabled and all the previews in Konqueror turned off. I have a simple blue background color and a blue scheme, similar to Mozilla. But I just couldn't resist the transparent menus :) A small preview: http://www2.arnes.si/~mjekov/tmp/snapshot1.jpg - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] 3DS blender import
I know this is a bit off topic, but I'm looking for a way to import 3DS file formats to Blender. Anyone has any python scripts or ideas? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] OT: Linux environments
Lee Elliott wrote: I've been using Gnome for years but I'm finding it increasingly idiotified and un-controlable, not to mention less reliable. What are the major cons that folk have found with running kde? TIA LeeE I'm using KDE from the very beginning. I've always kind of liked it and I still do. I've only thrown an eye on other WMs though and haven't seriously used them (except for IceWM and LFWM), but I don't think I missed much (tabs in FluxBox are cool though:)). I don't see any major cons for KDE. It's very flexible and still fast, which I personally very prefer. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Airports/runways.mk4 ?
Using the latest CVS SG, FG and data, I get an error messge when starting fgfs without parameters (FG_ROOT is set correctly). zverina-ii:~$ fgfs FlightGear: Version 0.9.2 Built with GNU C++ version 3.3 Scanning command line for: --fg-root= Scanning /home/matevz/.fgfsrc for: --fg-root= fg_root = /home/matevz/fgfs/data Reading global preferences Finished Reading global preferences Unable to detect the language Selecting language: C Reading localized strings from /home/matevz/fgfs/data/Translations/strings-default.xml Scanning command line for: --aircraft= Scanning /home/matevz/.fgfsrc for: --aircraft= No user specified aircraft, using default Reading default aircraft: c172-3d from /home/matevz/fgfs/data/Aircraft/c172-3d-set.xml Processing config file: /home/matevz/.fgfsrc Processing command line arguments Finished command line arguments Opening a window: 800x600 GeForce2 MX/PCI Max texture size = 2048 Depth buffer bits = 16 Loading Navaids VOR/NDB ILS and Marker Beacons Fixes Cannot open file: /home/matevz/fgfs/data/Airports/runways.mk4 zverina-ii:~$ Now, if I look at Airports folder, there is only basic.dat.gz and runways.dat.gz. runways.mk4 doesn't exist. A known issue? - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] move in/out
Do we have any move in/out option in FlightGear (in contrast to zoom in/out). If not, is it hard to... :) - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Old problem returns?
A left click will automagically return you to the 'forward view' In Falcon, we always had face turned forward in inside view when coming back from the outside one. When switching from inside to outside one, the outside was left alone though. I think this is very reasonable because in 99% you use the outside view to take a look at something and an inside view for the real flying. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: ..OT: blue paint bucket toss, was: [Flightgear-devel] [OT] Angryrant: the end of david@megginson.com
Not at all. Things go wrong in airliners flown by scheduled carriers all the time, and usually no one suffers anything more than stress from a delay or rerouting. Injuries and fatalities are very rare in scheduled airline incidents or accidents. Didn't you watch Die Hard 2 (the Christmas one) and the "flying" everywhere present Bruce??? :) - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] [OT] Angry rant: the end of david@megginson.com
But wait a second ... this is a scary thought because *we* develop software. Do we want to be held to those same standards as we might propose for microsoft? If someone exploits a bug or oversight in flightgear to do damage, do we want to be held liable? We could just exempt ourselves from blame in our licensing terms as we do now, but if we can do that, why can't microsoft. You're missing one big point: Microsoft is a profit organization, selling their products. We develop for free. Now, if I found a bug in FG, that's ok, it isn't even final release yet, it is also free of cost, so what to expect anyway. If I found a bug in Win98 showing me blue screen and even shutting down my whole system because I ejected my CD accidentely (note how long the *nix systems need to shut down. Windows just whop, and the computer reboots by himself in a flash :)) I feel no mercy at all for blaming M$ for the system fault. I bought their system and I require perfection. That's why I payed for it (no matter how much or which version). Obviously, the product wasn't designed well or wasn't mature enough for the end-user usage or something. - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Packaging data files
- We would move each of the -set.xml to also live in the individual aircraft tree. - Then to install an aircraft you need to drop the aircraft's directory somewhere inside the top level Aircraft directory. We could have abitrary subdirectories to organize by aircraft type or livery or era or whatever we felt like. That's ok. So FlightGear should read all the subdirectories from /Aircraft on and find every -set.xml file in a directory or an archive? If that is so, that's a great idea, but I'm only conserned about the speed of the process (if we have 1000 aircrafts, 900 vehicles and 200 ships some day I would prefer a config file describing the packages, but that's not a big deal) Also, if two units are sharing the same name, one in archive and one in a directory, one in the directory should have priority unless --aircraft=.tgz is given. The only thing I'm proposing is, how far are we going to seperate these -set.xml files for aircraft variants. I've had something like this in my mind for an F-16 aircraft: When we'll have F-16 A, B, C and D variants available, including block 30/32, 40/48 and 50/52 for each one, we should have *seperated* -set.xml file for every one, right? (the electronics, engines, some minor aerodynamic fixes... actually, completely different aircrafts). It complicates when we'll have multiple skins some day for the aircrafts: e.g. standard gray, green-brown cammo and arctic skin for F-16 C block 50/52. Now I don't think we should seperate the set file for this f16 aircraft for every skin, but should only include all the textures in Models directory and mention them in the model wrapper file. I'll think about it some more and will post a seperated message conserning the skins, skinspacks and even new model type maybe... My 2 EUR! :)). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] J-22 completed
Ok, I made my first public version of J-22 (some minor issues though, but nothing show-stopping). Can someone please put it to CVS. A screenshot: http://www2.arnes.si/~mjekov/tmp/j22.jpg J-22 set, yasim fdm, hud, model + textures, model wrapper: http://www2.arnes.si/~mjekov/tmp/j22.tar.gz - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] [OT] Angry rant: the end of david@megginson.com
Mally wrote: Oh lord. And they are going to ditch Outlook Express in favor of Outlook. Will they ever learn? I wasn't aware of that. Is there an announcement somewhere? Mally A month ago or so MS announced that he will drop the development of IE branch. New versions will only be available in combination with new system/service pack. Seperate program upgrade is "too risky" in their opinion as it is built in the system and becomes a part of it. The same announcement MS expressed few weeks ago, telling that he will drop Outlook Express for the same reasons. BUT, not only that, Billy also said that there will *probably* be no Outlook Express by default in any new system. So, the user will be forced to use MS Office and normal Outlook in the future. Heh, I'm lucky I got rid of the Microsh*t system quite a while ago. (in other words, *nix rules! ;)). - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] J-22 completed
Ok, I made my first public version of J-22 (some minor issues though, but nothing show-stopping). Can someone please put it to CVS. A screenshot: http://www2.arnes.si/~mjekov/tmp/j22.jpg J-22 set, yasim fdm, hud, model + textures, model wrapper: http://www2.arnes.si/~mjekov/tmp/j22.tar.gz - Matevz ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel