Re: [Flightgear-devel] Aircraft

2002-02-13 Thread John Check

On Tuesday 12 February 2002 09:31 pm, you wrote:
> Can we try to make a decision of what aircraft are going to be in the 0.7.9
> release, and then get them ready with panels, sounds and models? This way
> everything it ships with will be good. Thanks,
>
> David
>
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David,
As always, licensing is an issue for 3d models. As a compromise
I've been including all the markup in the set files so that users
only need download models from Wolframs site, unzip them and drop
'em in. 
TTYL
John


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Re: [Flightgear-devel] Aircraft

2002-02-13 Thread David Findlay

> As always, licensing is an issue for 3d models. As a compromise
> I've been including all the markup in the set files so that users
> only need download models from Wolframs site, unzip them and drop
> 'em in.

That's why we need to create models for each of the aircraft before we ship 
0.8.

David

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Re: [Flightgear-devel] Aircraft

2002-06-01 Thread Jim Wilson

David Findlay <[EMAIL PROTECTED]> said:

> I believe it may be time for us to make a decision on what aircraft are going 
> to be in FGFS stable 1.0. At the moment there is lot's of work on lots of 
> different aircraft, but it will take a long time to get them perfect. Maybe 
> it would be a good idea to make a decision on what's going in 1.0, and 
> getting them perfect in terms of panels, models, and dynamics in plenty of 
> time for 1.0. For some aircraft this would require new features in view of 
> getting them ready.
This is a good point,  but one of the attractions of open development is
having the opportunity to decided exactly on what you want to work on, without
the usual concerns that go with work for income.  That said I think that four
or five excellent models would be a great showing for a 1.0 release.
 
> My choice would be two heavy airliners, four light aircraft training 
> planes(cessnas, pipers, small twins). A few nostalga aircraft(like spitfires 
> or whatever), a couple of transport aircraft, and a couple of 
> experimentals(X-15 and shuttle maybe).
Excellent suggestions.  Tackling such a range is good for improving the FDM's,
laying the ground work for more contributions.  A small jet would be good as
well, like an embrier business class jet (a very cool looking plane imo) or
even something smaller like a citation.  Having a modler (based on ppe or
something else) desinged for doing buildings and aircraft well would be a good
thing to include and would probably generate a strong user/development base.

BTW I have the X15 with all the parts labeled.  If someone is interested in
doing the xml for animations I'll put it in cvs (it's based on the gear down
version).

Best,

Jim

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Re: [Flightgear-devel] Aircraft

2002-06-01 Thread Derrell . Lipman

"Jim Wilson" <[EMAIL PROTECTED]> writes:

> Excellent suggestions.  Tackling such a range is good for improving the
> FDM's, laying the ground work for more contributions.  A small jet would be
> good as well...
>
> BTW I have the X15 with all the parts labeled...


Due to the upcoming anniversary, it'd be REALLY nice to release the stable
Version 1.0 with the Wright Flyer as well, if that can be done (and get it out
before Micro$oft. :-)

Derrell

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Re: [Flightgear-devel] Aircraft

2002-06-01 Thread David Findlay

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On Sun, 2 Jun 2002 13:32, you wrote:
> David Findlay <[EMAIL PROTECTED]> said:
> > I believe it may be time for us to make a decision on what aircraft are
> > going to be in FGFS stable 1.0. At the moment there is lot's of work on
> > lots of different aircraft, but it will take a long time to get them
> > perfect. Maybe it would be a good idea to make a decision on what's going
> > in 1.0, and getting them perfect in terms of panels, models, and dynamics
> > in plenty of time for 1.0. For some aircraft this would require new
> > features in view of getting them ready.
>
> This is a good point,  but one of the attractions of open development is
> having the opportunity to decided exactly on what you want to work on,
> without the usual concerns that go with work for income.  That said I think
> that four or five excellent models would be a great showing for a 1.0
> release.

You can. But it just won't be part of the official distrobution, unless 
decided by the rest of the team. You look at MSFS. They release a dozen good 
quality aircraft that demonstrate the capabilities, then anyone else can 
release whatever they want as addons. There's no reason we can't catelogue 
addon aircraft of flightgear.org, but there would be no "guarantee" that they 
are good. The official aircraft would have to be good, and validated. Thanks,

David
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Re: [Flightgear-devel] Aircraft

2002-06-02 Thread Arnt Karlsen

On Sat, 01 Jun 2002 23:36:52 -0400, 
[EMAIL PROTECTED] wrote in message 
<[EMAIL PROTECTED]>:

> "Jim Wilson" <[EMAIL PROTECTED]> writes:
> 
> > Excellent suggestions.  Tackling such a range is good for improving
> > the FDM's, laying the ground work for more contributions.  A small
> > jet would be good as well...
> >
> > BTW I have the X15 with all the parts labeled...
> 

..hear, hear!  ;-)
 
> Due to the upcoming anniversary, it'd be REALLY nice to release the
> stable Version 1.0 with the Wright Flyer as well, if that can be done
> (and get it out before Micro$oft. :-)

.. ;-)

..also, how about a _generic_ Mooney Bonanza?  About 300 of 
these fly in _formations_ into Oshkosh, Wi, every EAA Convention,
I proposed a few years to these guys, that WWII style 'combat box' 
formations would be more fun to watch and to fly, as it packs more
planes into the air, than one hundred 3-plane vee's.  Adding to the 
show, could be having some chuck out "flak" firecrackers, and some 
other people trail smoke "after taking flak hits".  

..crowds loves such shows, however wise aviators needs to learn 
this can be done safely, and I believe a few hundred networked 
FG flying generic Bonanza's with detailed performance data "read 
off FAA N-number records", might help decide whether or not to do 
it in RL.  ;-)

..but _after_ the Wright Flyer, please.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Aircraft

2002-06-02 Thread Gene Buckle

> ..also, how about a _generic_ Mooney Bonanza?  About 300 of

Mooney didn't build the Bonanza, Beechcraft did.  I have to admit though,
a huge formation of forked-tail doctor killers would be a cool thing to
see. :)

g.



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Re: [Flightgear-devel] Aircraft

2002-06-02 Thread John Check

On Saturday 01 June 2002 11:32 pm, Jim Wilson wrote:
> BTW I have the X15 with all the parts labeled.  If someone is interested in
> doing the xml for animations I'll put it in cvs (it's based on the gear
> down version).
>


I beleive I committed that model. I could be wrong

J

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Re: [Flightgear-devel] Aircraft

2002-06-02 Thread John Check

On Sunday 02 June 2002 5:16 pm, Gene Buckle wrote:
> > ..also, how about a _generic_ Mooney Bonanza?  About 300 of
>
> Mooney didn't build the Bonanza, Beechcraft did.  I have to admit though,
> a huge formation of forked-tail doctor killers would be a cool thing to
> see. :)
>
> g.
>
>

"forked-tail doctor killers" That's a good one.



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Re: [Flightgear-devel] Aircraft

2002-06-02 Thread Arnt Karlsen

On Sun, 02 Jun 2002 19:15:32 -0400, 
John Check <[EMAIL PROTECTED]> wrote in message 
<[EMAIL PROTECTED]>:

> On Sunday 02 June 2002 5:16 pm, Gene Buckle wrote:
> > > ..also, how about a _generic_ Mooney Bonanza?  About 300 of
> >
> > Mooney didn't build the Bonanza, Beechcraft did.  I have to admit
> > though, a huge formation of forked-tail doctor killers would be a
> > cool thing to see. :)
> 
> "forked-tail doctor killers" That's a good one.

.. ;-)

..I'm abit confused; these Bonanza's? range in size from 1 seat 
upwards, Mooney Mite?  Could it be Beechcraft took over Mooney?
These planes are singles, nosewheel, dates back from the late 
50 - early 60 thru I believe mid 80, sports both V-tails and 
conventional tails, was used for initial training in both the 
USAF (and USN? and/or US Marines), T-34?  Also seen V-35 as 
type ID's for some these planes.  Sleep first then check.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Aircraft

2002-06-02 Thread C. Hotchkiss

Arnt Karlsen wrote:

> On Sun, 02 Jun 2002 19:15:32 -0400,
> John Check <[EMAIL PROTECTED]> wrote in message
> <[EMAIL PROTECTED]>:
>
> > On Sunday 02 June 2002 5:16 pm, Gene Buckle wrote:
> > > > ..also, how about a _generic_ Mooney Bonanza?  About 300 of
> > >
> > > Mooney didn't build the Bonanza, Beechcraft did.  I have to admit
> > > though, a huge formation of forked-tail doctor killers would be a
> > > cool thing to see. :)
> >
> > "forked-tail doctor killers" That's a good one.
>
> .. ;-)
>
> ..I'm abit confused; these Bonanza's? range in size from 1 seat
> upwards, Mooney Mite?  Could it be Beechcraft took over Mooney?

Don't think so. No mention in news reports that I have seen mention
Beechcraft. They have had a very interesting history that doesn't appear
on their web site:

1929: (Albert & Arthur) Mooney Aircraft Corp, Bridgeport Machine Co, 600
 E 35 St, Wichita KS. 1946: Mooney Aircraft Inc,
Kerrville TX. 1947:
 Mooney Aircraft Corp. 1955: Mooney Bros quit their
interest to go with
 Lockheed design dept, but name continued with
acquired rights. 1965:
 Mooney-Mitsubishi Aircraft Inc. 1967: Acquired
production rights to
 Ercoupe from Alon Aircraft Co. Early 1969:
Bankruptcy and sale to
 American Electronics Labs, with no production. Late
1969: Acquired by
 Butler Aviation, who ended operations in June 1971
with no aircraft
 production. 1970: Renamed Aerostar Aircraft Corp.
1974: Mooney Aircraft
 Div, Republic Steel Corp, acquisition of rights and
tooling. Resumed
 production Jan 1, 1975. 1978: Mooney Mite Aircraft
Corp (kits and plans
 only), Charlottesville VA. 1984: Merged with French
distribution firm
 (Alexander Couvelaire). July 2001: Bankrupcy filed.
Mar 2002: Acquired by
 AASI as Mooney Aircraft Co Inc div of Mooney
Aerospace Group Ltd.

No mention of Beech anywhere.

Regards,

Charlie H.
--
"C makes it easy to shoot yourself in the foot;
C++ makes it harder, but when you do, it blows
away your whole leg." - Bjarne Stroustrup



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Re: [Flightgear-devel] Aircraft

2002-06-02 Thread jsb

> No mention of Beech anywhere.

Beech is now a division of
Raytheon.


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Re: [Flightgear-devel] Aircraft

2002-06-03 Thread Derrell . Lipman

All this talk of some *past* combination of Bonanza / Mooney is interesting in
light of *today's* news (from the current issue of AvWeb -- www.avweb.com):

OUR INCESTUOUS INDUSTRY: MOONEY EYES BARON, BONANZA...
Mooney Aerospace Group (MAG), of Kerrville, Texas, has confirmed it's
looking at buying Raytheon's piston-engine division, which builds
Bonanzas and Barons at a plant in Wichita, Kan.  MAG was recently
acquired (and so named) by Advanced Aerodynamics and Structures Inc.,
which secured its initial investor capital from the yet-to-be-produced
JetCruzer.  The MAG / Raytheon discussions are preliminary in nature
but Mooney spokesman Nelson Happy told the Wichita Eagle the Beech
products would be a "natural fit" with Mooney's.


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Re: [Flightgear-devel] Aircraft

2002-06-03 Thread Gene Buckle

> On Sunday 02 June 2002 5:16 pm, Gene Buckle wrote:
> > > ..also, how about a _generic_ Mooney Bonanza?  About 300 of
> >
> > Mooney didn't build the Bonanza, Beechcraft did.  I have to admit though,
> > a huge formation of forked-tail doctor killers would be a cool thing to
> > see. :)
> >
> > g.
> >
> >
>
> "forked-tail doctor killers" That's a good one.

That's the name given to the V tail Bonanza.  Another fun one is the Piper
"Traumahawk" which is officially the "Tomahawk".  Its nightmarish spin
characteristics earned that moniker.  (from the pilots that survived to
name it anyway)

g.



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Re: [Flightgear-devel] Aircraft

2002-06-03 Thread Gene Buckle

> ..I'm abit confused; these Bonanza's? range in size from 1 seat
> upwards, Mooney Mite?  Could it be Beechcraft took over Mooney?
> These planes are singles, nosewheel, dates back from the late
> 50 - early 60 thru I believe mid 80, sports both V-tails and
> conventional tails, was used for initial training in both the
> USAF (and USN? and/or US Marines), T-34?  Also seen V-35 as
> type ID's for some these planes.  Sleep first then check.
>

Mooney and Beechcraft are totally different companies.  V35 is the "V"
tail Bonanza (AFAIK) and the A35/36 is the "standard" Bonanza.  As far as
I know, all versions of the Bonanza are retractable trike-gear airplanes.

g.



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Re: [Flightgear-devel] Aircraft

2002-06-03 Thread David Megginson

Gene Buckle writes:

 > > "forked-tail doctor killers" That's a good one.
 > 
 > That's the name given to the V tail Bonanza.

That's funny -- I remembered reading a piece on a Bonanza crash, with
reference to doctor/pilots.  I found it again with Google:

  http://stoenworks.com/Flight%20of%20the%20V-Tail.html


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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Re: [Flightgear-devel] Aircraft

2002-06-03 Thread Jon S Berndt

On Mon, 3 Jun 2002 13:05:01 -0400
  David Megginson <[EMAIL PROTECTED]> wrote:
>Gene Buckle writes:
>
>  > > "forked-tail doctor killers" That's a good one.
>  > 
>  > That's the name given to the V tail Bonanza.
>


My boss (at the time) and I flew into Oshkosh one year in 
the early 80's in a V-tail, flying from Flying Cloud in 
Minnesota. When we got in close to Oshkosh (there is a 
holding patter around some lake nearby, IIRC) my boss told 
me to keep an eye open for other aircraft. I looked out 
the  right window and there was a Mooney about 200-300 
feet off. I looked around more. It was crowded. A very 
memorable time.

Jon

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Re: [Flightgear-devel] Aircraft

2002-06-03 Thread Curtis L. Olson

Jon S Berndt writes:
> On Mon, 3 Jun 2002 13:05:01 -0400
>   David Megginson <[EMAIL PROTECTED]> wrote:
> >Gene Buckle writes:
> >
> >  > > "forked-tail doctor killers" That's a good one.
> >  > 
> >  > That's the name given to the V tail Bonanza.
> >
> 
> 
> My boss (at the time) and I flew into Oshkosh one year in 
> the early 80's in a V-tail, flying from Flying Cloud in 
> Minnesota. When we got in close to Oshkosh (there is a 
> holding patter around some lake nearby, IIRC) my boss told 
> me to keep an eye open for other aircraft. I looked out 
> the  right window and there was a Mooney about 200-300 
> feet off. I looked around more. It was crowded. A very 
> memorable time.

Hal has quite a few of his more interesting flying stories posted to
his web page (including the one about the bonanza crash.)

http://stoenworks.com/Aviation%20home%20page.html

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Aircraft

2002-06-03 Thread Jon S Berndt

On Mon, 3 Jun 2002 12:56:42 -0500 (CDT)
  "Curtis L. Olson" <[EMAIL PROTECTED]> wrote:

>Hal has quite a few of his more interesting flying 
>stories posted to
>his web page (including the one about the bonanza crash.)
>
> http://stoenworks.com/Aviation%20home%20page.html

Stoenworks aviation is in St. Louis Park. That's where I 
used to lie. Interesting. As was the Bonanza crash story. 
"I learned about flying from that ..." :-)


Jon

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Re: [Flightgear-devel] Aircraft

2002-06-04 Thread jsb

> Stoenworks aviation is in St. Louis Park. That's where I 
> used to lie.
> 
> Jon

Not that it matters, but I meant "that's where I used to *live* ".

Jon



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Re: [Flightgear-devel] Aircraft

2002-06-04 Thread Erik Hofman

[EMAIL PROTECTED] wrote:
>>Stoenworks aviation is in St. Louis Park. That's where I 
>>used to lie.
>>
>>Jon
> 
> 
> Not that it matters, but I meant "that's where I used to *live* ".

I hope there is a difference?

Erik




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Re: [Flightgear-devel] AIRCRAFT DESIGN

2004-03-15 Thread Erik Hofman
[EMAIL PROTECTED] wrote:
Curts,

I am trying to undestand the aircraft development.

I started reading the UFO design, I read ufo.cxx and I would like to know if 
there is a tool to change the UFO model.
To be honest, the UFO is the worst model to look at when you want to add 
an aircraft because it has it's own (very simple) FDM written in C++.

You would be better of looking at YASim 
(FlightGear/data/Aircraft-yasim/README.yasim) or JSBSim 
(http://www.jsbsim.org)

Erik

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Re: [Flightgear-devel] AIRCRAFT DESIGN

2004-03-15 Thread Curtis L. Olson
[EMAIL PROTECTED] wrote:
Curts,

I am trying to undestand the aircraft development.

I started reading the UFO design, I read ufo.cxx and I would like to know if 
there is a tool to change the UFO model.
Hi Carlos,

If you are you trying to create a new aircraft, then for most normal cases 
you shouldn't need to do anything with the code.

I've never personally created an aircraft, but in general you need to:

1. Configure the flight dynamics model.  Typically you would pick JSBSim if 
you have a lot of detailed flight information and need/want to match the 
original plane very closely.  Otherwise, if you have sketchy flight 
information or want something that flies reasonably well, and want to get 
going quickly, YASim is a good choice.  Both involve creating an ascii 
config file with the proper parameters.

2. Make a 3d model.  If you want a pretty picture from an outside view you 
can create a 3d model and texture it.  You can set up gear and control 
surfaces and do a variety of complex and cool animations.  Check out the 
gear on the yf23 or seahawk which includes animated suspention.

3. Create an instrument panel.  You can build a fully interactive 3d 
cockpit if you like.  People have put in pilots with animated arms and legs 
and done other crazy stuff.  3d cockpits can be fully "clickable" and 
interactive if you set them up that way.

4. Take care of some of the details like creating a custom sound 
configuration if you want, creating a detailed electrical model if you 
like, and setting up the various autopilot modes and tweaking the gains for 
your aircraft.

None of these require any programming or compiling.  You can do all of it, 
including building custom instruments by editing text files and creating 
objects in your favorite 3d modeling package.

The J3 Cub might be a reasonably simple example to look at for just 
starting out.

Regards,

Curt.
--
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org
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Re: [Flightgear-devel] AIRCRAFT DESIGN

2004-03-15 Thread Josh Babcock
[EMAIL PROTECTED] wrote:
Curts,

I am trying to undestand the aircraft development.

I started reading the UFO design, I read ufo.cxx and I would like to know if 
there is a tool to change the UFO model.

Regards,

Carlos Renato
I always wondered why LOD is generally calculated based on distance in 
sims, and not on the number of polys rendered.  Distance is pretty 
meaningless when you have a a variable FOV, which lots of 3d sims and 
games do.  Is there some reason I don't know about other than habit?

Josh

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Re: [Flightgear-devel] AIRCRAFT DESIGN

2004-03-15 Thread Curtis L. Olson
Josh Babcock wrote:
I always wondered why LOD is generally calculated based on distance in 
sims, and not on the number of polys rendered.  Distance is pretty 
meaningless when you have a a variable FOV, which lots of 3d sims and 
games do.  Is there some reason I don't know about other than habit?
Distance is something that is easy and simple and inexpensive to calculate 
which is important if you are drawing hundreds of models.

Curt.
--
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org
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Re: [Flightgear-devel] Aircraft modelling

2002-02-11 Thread David Megginson

John Check writes:

 > Kind of OT: On the matter of blender  I was going to take a
 > shot at painting the DC3 model (which was AFAIK done in blender and
 > exported as VRML). Something gets lost in the translation, parts
 > are rotated, sized wrong, etc. Anyway blender does work as a
 > modeling tool, just make sure you save in native format and export
 > VRML for fgfs.

I'm making some progress on texturing the DC-3 now that I understand
Blender's UV editor, but unfortunately, PLIB does not import textured
VRML 1 models, so I'm going to have to figure out a different
conversion.  AC3D seems to be best supported, but I'm having trouble
getting the AC3D export script working from Blender.


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]


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Re: [Flightgear-devel] Aircraft carrier

2004-11-15 Thread Martin Spott
Mathias Fr??hlich wrote:

> ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/carrier
> 
> (Many thanks to Martin Spott for the webspace!)

This is not _my_ webspace, I'm simply the guy who is being left alone
with the job to maintain the university FTP-Server  ;-)
Finally this leaves the decision up to me what to put there 

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

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Re: [Flightgear-devel] Aircraft downloads

2005-01-18 Thread Oliver C.
On Tuesday 18 January 2005 22:05, Christian Mayer wrote:
> Hi,
>
> the web page is comming along nicely!
>
> There's one thing that could be added: when you click on the thumbnail a
> normal sized picture should open.
>
> It also would be great if there'd be a thumbnail of the cockpit for that
> plane as well.
>
> CU,
> Christian

And some information data and text about the aircraft itself.
This could be also usefull later for a in game menu.

Best Regards,
 Oliver C.
 

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Re: [Flightgear-devel] Aircraft downloads

2005-01-18 Thread Curtis L. Olson
Christian Mayer wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi,
the web page is comming along nicely!
There's one thing that could be added: when you click on the thumbnail a
normal sized picture should open.
It also would be great if there'd be a thumbnail of the cockpit for that
plane as well.
 

Maybe for the *next* release!
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Aircraft downloads

2005-01-18 Thread Oliver C.
On Tuesday 18 January 2005 22:05, Christian Mayer wrote:
> Hi,
>
> the web page is comming along nicely!
>
> There's one thing that could be added: when you click on the thumbnail a
> normal sized picture should open.
>
> It also would be great if there'd be a thumbnail of the cockpit for that
> plane as well.
>
> CU,
> Christian
>

One thing more, that i have forgotten in my last message.

A way to filter the aircrafts on the webpage by their status, fdm
and aircraft type.

Best Regards,
 Oliver C.


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Re: [Flightgear-devel] Aircraft downloads

2005-01-18 Thread Durk Talsma
On Tuesday 18 January 2005 22:05, Christian Mayer wrote:
> Hi,
>
> the web page is comming along nicely!
>
> There's one thing that could be added: when you click on the thumbnail a
> normal sized picture should open.
>
> It also would be great if there'd be a thumbnail of the cockpit for that
> plane as well.
>

Another thought: There are some other hangar pages out there like the ones 
made by David Culp and Wolfram Kuss. Would it be an idea to add a link to 
these pages at the bottom of the aircraft download page?

Presumably we can't merge these pages due to licence incompatibilities...

Cheers,
Durk


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Re: [Flightgear-devel] Aircraft downloads

2005-01-19 Thread Jim Wilson
"Curtis L. Olson" said:

> Christian Mayer wrote:
> 
> >-BEGIN PGP SIGNED MESSAGE-
> >Hash: SHA1
> >
> >Hi,
> >
> >the web page is comming along nicely!
> >
> >There's one thing that could be added: when you click on the thumbnail a
> >normal sized picture should open.
> >
> >It also would be great if there'd be a thumbnail of the cockpit for that
> >plane as well.
> >  
> >
> 
> Maybe for the *next* release!
> 

Oh yeah... but maybe make clicking on the picture do nothing for now.  Instead
add a hyperlink below with the word "download" in it.   The intuitive thing on
the web is to click thumbs for a bigger view, so the current setup would be
tripping up most visitors.

Best,

Jim


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Re: [Flightgear-devel] Aircraft downloads

2005-01-19 Thread Curtis L. Olson
Durk Talsma wrote:
Another thought: There are some other hangar pages out there like the ones 
made by David Culp and Wolfram Kuss. Would it be an idea to add a link to 
these pages at the bottom of the aircraft download page?

Presumably we can't merge these pages due to licence incompatibilities...
 

Sure, if someone can send me current links and if those pages are 
currently maintained, I'll definitely link to them from the aircraft 
download page.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Aircraft downloads

2005-01-19 Thread Oliver C.
On Wednesday 19 January 2005 17:25, Curtis L. Olson wrote:
> Durk Talsma wrote:
> >Another thought: There are some other hangar pages out there like the ones
> >made by David Culp and Wolfram Kuss. Would it be an idea to add a link to
> >these pages at the bottom of the aircraft download page?
> >
> >Presumably we can't merge these pages due to licence incompatibilities...
>
> Sure, if someone can send me current links and if those pages are
> currently maintained, I'll definitely link to them from the aircraft
> download page.
>
> Curt.

Personally i think that it is not a good idea to advertise aircrafts for 
FlightGear that are not free.

Here's the reason why:
Advertising none free aircrafts or scenery addons on the flightgear website 
could lead to  a common behaviour that people tend to not release their 
aircrafts or addons  under the GPL license when other more restrictive ways 
like simple Freeware licenses are possible and accepted.

This has also many other disadvantages like:

- you can't modify or correct the aircrafts, scenery addons etc.
- aircrafts and scenery addons might get outdated or incompatible to newer 
versions of FlightGear
- users are forced to collect their aircrafts and scenery addons from 
different places, which is a bad thing, because it is extremly cumbersomely 
and annoying.  MS Flight Simulator people know what i am talking about.
FlightGear should make use of the fact that it is open source, it allows users
to get everything in one piece without the hassle to visit hundreds of 
different websites.
- the amount of GPL'd flightgear data like aircrafts and scenery would grow 
slower when simple freeware addons are okay and linked to on the flightgear 
website.


That's why i think we should refuse to advertise none GPL'd aircrafts and 
scenery addons for flightgear on the flightgear website.


BTW: 
I saw that there is a GPL'd Boeing 707 and Raytheon T-6A Texan II
on Dave's hangar website, could these two aircrafts be added to the main 
flightgear website and ftp servers?
http://home.comcast.net/~davidculp2/hangar/hangar.html


Best Regards,
 Oliver C.



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Re: [Flightgear-devel] Aircraft downloads

2005-01-19 Thread Arnt Karlsen
On Wed, 19 Jan 2005 18:21:39 +0100, Oliver wrote in message 
<[EMAIL PROTECTED]>:
> 
> That's why i think we should refuse to advertise none GPL'd aircrafts
> and  scenery addons for flightgear on the flightgear website.

..amen!
 
-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Aircraft downloads

2005-01-19 Thread Lee Elliott
On Wednesday 19 January 2005 17:21, Oliver C. wrote:
> On Wednesday 19 January 2005 17:25, Curtis L. Olson wrote:
> > Durk Talsma wrote:
> > >Another thought: There are some other hangar pages out
> > > there like the ones made by David Culp and Wolfram Kuss.
> > > Would it be an idea to add a link to these pages at the
> > > bottom of the aircraft download page?
> > >
> > >Presumably we can't merge these pages due to licence
> > > incompatibilities...
> >
> > Sure, if someone can send me current links and if those
> > pages are currently maintained, I'll definitely link to them
> > from the aircraft download page.
> >
> > Curt.
>
> Personally i think that it is not a good idea to advertise
> aircrafts for FlightGear that are not free.
>
> Here's the reason why:
> Advertising none free aircrafts or scenery addons on the
> flightgear website could lead to  a common behaviour that
> people tend to not release their aircrafts or addons  under
> the GPL license when other more restrictive ways like simple
> Freeware licenses are possible and accepted.
>
> This has also many other disadvantages like:
>
> - you can't modify or correct the aircrafts, scenery addons
> etc. - aircrafts and scenery addons might get outdated or
> incompatible to newer versions of FlightGear
> - users are forced to collect their aircrafts and scenery
> addons from different places, which is a bad thing, because it
> is extremly cumbersomely and annoying.  MS Flight Simulator
> people know what i am talking about. FlightGear should make
> use of the fact that it is open source, it allows users to get
> everything in one piece without the hassle to visit hundreds
> of different websites.
> - the amount of GPL'd flightgear data like aircrafts and
> scenery would grow slower when simple freeware addons are okay
> and linked to on the flightgear website.
>
>
> That's why i think we should refuse to advertise none GPL'd
> aircrafts and scenery addons for flightgear on the flightgear
> website.
>
>
> BTW:
> I saw that there is a GPL'd Boeing 707 and Raytheon T-6A Texan
> II on Dave's hangar website, could these two aircrafts be
> added to the main flightgear website and ftp servers?
> http://home.comcast.net/~davidculp2/hangar/hangar.html
>
>
> Best Regards,
>  Oliver C.

I've got to disagree with you regarding linking to non-GPL'd 
aircraft.  The best a/c I've seen for M$FS have been done by 
people who want to ensure that their work remains free (as in 
free beer) but also want to make sure that their work isn't 
exploited by commercial organisations.  Some people also like to 
include non-violence conditions.

Personally, while I'm happy with the protection that the GPL 
gives me with regard to credit for the work and the lack of 
control over the work once released under the license, I can't 
criticise the people who don't want to give up that control.

Just for the record, I wouldn't have any problems about linking 
to pay-ware either.  No one is forcing anyone to buy anything, 
so it's take it or leave it.

I think the GPL is great for many things but if applied to 
everything exclusively it becomes a tool of force and people can 
no longer do what they want.

LeeE

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Re: [Flightgear-devel] Aircraft downloads

2005-01-19 Thread Arnt Karlsen
On Wed, 19 Jan 2005 19:26:57 +, Lee wrote in message 
<[EMAIL PROTECTED]>:
> 
> I've got to disagree with you regarding linking to non-GPL'd 
> aircraft.  The best a/c I've seen for M$FS have been done by 
> people who want to ensure that their work remains free (as in 
> free beer) but also want to make sure that their work isn't 
> exploited by commercial organisations.  Some people also like to 
> include non-violence conditions.

..these issues has been and is discussed thoroughly in the fsf.org 
and opensource.org and Groklaw.net and many other places, I still 
don't see how any other open or free source code license gives the
author more control over his code, also for commercial or military use.

..and, those a/c authors who wants it both ways, are free to use more
licenses, like Mysql AB with Mysql or Trolltech with Qt.

> Personally, while I'm happy with the protection that the GPL 
> gives me with regard to credit for the work and the lack of 
> control over the work once released under the license, I can't 

..you control your own work, and not anyone elses, under the GPL.

> criticise the people who don't want to give up that control.
> 
> Just for the record, I wouldn't have any problems about linking 
> to pay-ware either.  No one is forcing anyone to buy anything, 
> so it's take it or leave it.

..not a problem with GPL payware, _maybe_ under other payware 
licenses, this depends on the license's "small print" language.

> I think the GPL is great for many things but if applied to 
> everything exclusively it becomes a tool of force and people can 
> no longer do what they want.

..the only problem with the GPL in that regard is when you wanna deny
other people the rights you yourself has been given by the original
authors, "before you jumped in."  Your own code is and remains your own,
and you license it as you damned well pleases.  Other peoples code can
be thrown in legally too, _if_ they give you a license to do so, and
wise people will tell you "Riiight, I'll consider it if you can 
convince RMS and Eben Moglen to get that into GPLv3."  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Aircraft downloads

2005-01-19 Thread Chris Metzler
On Wed, 19 Jan 2005 18:21:39 +0100
Oliver C. wrote:
>
> Personally i think that it is not a good idea to advertise aircrafts for
> FlightGear that are not free.
> 
> Here's the reason why:
> Advertising none free aircrafts or scenery addons on the flightgear
> website could lead to  a common behaviour that people tend to not
> release their aircrafts or addons  under the GPL license when other more
> restrictive ways like simple Freeware licenses are possible and
> accepted.

I think this is true.  I differ with you in how awful I think this
would be.  I would absolutely *prefer* that people use the GPL.
Everything I do is licensed that way.  But if someone who has
put a lot of effort into creating something decides they want to
make it available to the community, but do not want other people
to be able to make money off of it without the original author
getting any credit, I'm not going to tell them that they're bad
people for wanting that.

The more people creating add-ons for FlightGear, the more
attractive it will look.  The more attractive it looks, the
more users it will have.  The more users it has, the more
people will create add-ons for it, *some* of which will
doubtless be licensed under the GPL.  Those are GPL'd
add-ons that those new contributors would not have created
otherwise, because they never would have tried FlightGear
in the first place.


> This has also many other disadvantages like:
> 
> - you can't modify or correct the aircrafts, scenery addons etc.

This depends on what non-GPL license is used; it's not universally
true.


> - aircrafts and scenery addons might get outdated or incompatible to
> newer versions of FlightGear

This is true anyway, even with GPL'd stuff.  You might be saying
that license restrictions might make it difficult for third parties
to fix such future incompatibilities, in which case my answer is
as above:  it depends on the license.  It's not universally true.


> - users are forced to collect their aircrafts and scenery addons from 
> different places, which is a bad thing, because it is extremly
> cumbersomely and annoying.  MS Flight Simulator people know what i am
> talking about. FlightGear should make use of the fact that it is open
> source, it allows users to get everything in one piece without the
> hassle to visit hundreds of different websites.

This is going to be true no matter what.  People are always free to
create add-ons for FlightGear, and they're always free to put whatever
licenses they want on it and/or make them available in other places.
The only way to prevent the scenario you describe would be to somehow
make it impossible for anyone creating add-ons to license them under
anything other than the GPL.  I don't know how you'd do that, but I
definitely wouldn't support it.


> - the amount of GPL'd flightgear data like aircrafts and scenery would
> grow slower when simple freeware addons are okay and linked to on the
> flightgear website.

I'm not sure this is true.  Your thinking is presumably that an
add-on licensed under a typical "freeware" license is an add-on
that could have been licensed under the GPL, but wasn't.  However,
it's not a zero-sum exercise.  One of the reasons there are so many
add-ons for MSFS is because there are so many people using it,
and one of the reasons there are so many people using it is because
there are so many add-ons for it.  If the availability of "freeware"
-licensed add-ons causes the FlightGear community to increase in
size, and thus the number of people creating scenery and aircraft
increases, then it's quite possible that the amount of GPL'd add-ons
would increase also.

I think we should always *encourage* people making stuff for FlightGear
to license stuff under the GPL.  But I don't think we should ostracize
enthusiastic users who opt for other licenses for the things they
create for the community to use.

-c


-- 
Chris Metzler   [EMAIL PROTECTED]
(remove "snip-me." to email)

"As a child I understood how to give; I have forgotten this grace since I
have become civilized." - Chief Luther Standing Bear


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Re: [Flightgear-devel] Aircraft downloads

2005-01-19 Thread Lee Elliott
On Wednesday 19 January 2005 20:23, Arnt Karlsen wrote:
> On Wed, 19 Jan 2005 19:26:57 +, Lee wrote in message
>
> <[EMAIL PROTECTED]>:
> > I've got to disagree with you regarding linking to non-GPL'd
> > aircraft.  The best a/c I've seen for M$FS have been done by
> > people who want to ensure that their work remains free (as
> > in free beer) but also want to make sure that their work
> > isn't exploited by commercial organisations.  Some people
> > also like to include non-violence conditions.
>
> ..these issues has been and is discussed thoroughly in the
> fsf.org and opensource.org and Groklaw.net and many other
> places, I still don't see how any other open or free source
> code license gives the author more control over his code, also
> for commercial or military use.
>
> ..and, those a/c authors who wants it both ways, are free to
> use more licenses, like Mysql AB with Mysql or Trolltech with
> Qt.

You're thinking too narrowly perhaps;)  Licences are not always 
wanted by many people - they can have a nasty habit for biting 
you on the back-side when you least expect it (not that I ever 
actually find myself expecting to be bitten on the bum).

If a work is created by someone there is no intrinsic need for a 
licence to allow other people to benefit from the work (except 
of course, where safety is likely to be an issue).  I could make 
a paper aeroplane and give it to you for you to fly - you won't 
need a licence.  All you will need is for me to give it to you.  
But if I think that you will stick it up my sleeve and set fire 
to it, I won't give it to you.

I can see why some people like that way of operating, even though 
I'm personally happy with the GPL.

>
> > Personally, while I'm happy with the protection that the GPL
> > gives me with regard to credit for the work and the lack of
> > control over the work once released under the license, I
> > can't
>
> ..you control your own work, and not anyone elses, under the
> GPL.

I control what I'm doing and what I've done but I have no control 
over what anyone else does with what I've released under the 
GPL.

>
> > criticise the people who don't want to give up that control.
> >
> > Just for the record, I wouldn't have any problems about
> > linking to pay-ware either.  No one is forcing anyone to buy
> > anything, so it's take it or leave it.
>
> ..not a problem with GPL payware, _maybe_ under other payware
> licenses, this depends on the license's "small print"
> language.
>
> > I think the GPL is great for many things but if applied to
> > everything exclusively it becomes a tool of force and people
> > can no longer do what they want.
>
> ..the only problem with the GPL in that regard is when you
> wanna deny other people the rights you yourself has been given
> by the original authors, "before you jumped in."  Your own
> code is and remains your own, and you license it as you damned
> well pleases.  Other peoples code can be thrown in legally
> too, _if_ they give you a license to do so, and wise people
> will tell you "Riiight, I'll consider it if you can
> convince RMS and Eben Moglen to get that into GPLv3."  ;-)

The problem I see with it is when people say that something 
_should_ be licenced under the GPL, or whatever licence one 
fancies.  If someone decides to release it under an 'open' or 
'free' licence, then all well and good - everyone benefits - but 
if you start saying that it _should_ be so licenced then the 
person actually doing it has no choice and you've entered the 
realm of compulsion.

LeeE

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Re: [Flightgear-devel] Aircraft downloads

2005-01-19 Thread Enrique Vaamonde
I have a few suggestions to improve the current aircraft download page:
It would be nice to sort the aircrafts by categories in the main a/c 
download page, for example airliners, military/jet, commuters, gliders etc.
It will have to be done eventually when more a/c are designed, imho.

The other suggestion is that to make it easier for people to grab every 
aircraft available for download, an additional tarball could be created, 
which would include all the aircrafts for the current release.

That would allow the base package to be clear of all aircrafts but the 
172, while speeding things up for those who still want every a/c.

Last suggestion would be to figure out a way to download aircrafts on 
demand from inside fg, kind of like the script that does the same for 
the scenery files.

cheers,
-E
Curtis L. Olson wrote:
Durk Talsma wrote:
Another thought: There are some other hangar pages out there like the 
ones made by David Culp and Wolfram Kuss. Would it be an idea to add a 
link to these pages at the bottom of the aircraft download page?

Presumably we can't merge these pages due to licence incompatibilities...
 

Sure, if someone can send me current links and if those pages are 
currently maintained, I'll definitely link to them from the aircraft 
download page.

Curt.

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Re: [Flightgear-devel] Aircraft downloads

2005-01-19 Thread Ampere K. Hardraade
On January 19, 2005 06:00 pm, Enrique Vaamonde wrote:
> It would be nice to sort the aircrafts by categories in the main a/c
> download page, for example airliners, military/jet, commuters, gliders etc.
> It will have to be done eventually when more a/c are designed, imho.

May be we should just use their layout and options when displaying downloads:
http://www.airliners.net

Ampere

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Re: [Flightgear-devel] Aircraft downloads

2005-01-20 Thread Arnt Karlsen
On Wed, 19 Jan 2005 20:54:42 +, Lee wrote in message 
<[EMAIL PROTECTED]>:

> On Wednesday 19 January 2005 20:23, Arnt Karlsen wrote:
> > On Wed, 19 Jan 2005 19:26:57 +, Lee wrote in message
> >
> > <[EMAIL PROTECTED]>:
> > > I've got to disagree with you regarding linking to non-GPL'd
> > > aircraft.  The best a/c I've seen for M$FS have been done by
> > > people who want to ensure that their work remains free (as
> > > in free beer) but also want to make sure that their work
> > > isn't exploited by commercial organisations.  Some people
> > > also like to include non-violence conditions.
> >
> > ..these issues has been and is discussed thoroughly in the
> > fsf.org and opensource.org and Groklaw.net and many other
> > places, I still don't see how any other open or free source
> > code license gives the author more control over his code, also
> > for commercial or military use.
> >
> > ..and, those a/c authors who wants it both ways, are free to
> > use more licenses, like Mysql AB with Mysql or Trolltech with
> > Qt.
> 
> You're thinking too narrowly perhaps;)  Licences are not always 
> wanted by many people - they can have a nasty habit for biting 
> you on the back-side when you least expect it (not that I ever 
> actually find myself expecting to be bitten on the bum).

.. ;o)   FUD-meisters like to make that impression

> If a work is created by someone there is no intrinsic need for a 
> licence to allow other people to benefit from the work (except 
> of course, where safety is likely to be an issue).  I could make 
> a paper aeroplane and give it to you for you to fly - you won't 
> need a licence.  All you will need is for me to give it to you.  

..an unlimited license, ok.  Who's paper you did fold? ;o)

> But if I think that you will stick it up my sleeve and set fire 
> to it, I won't give it to you.

..here we move towards Contract-land.  If you print your license on my
paper plane, does my acceptance or not on it, have _any_ ramification 
on my receipt and use of that paper plane?  Also, given my acceptance
of your "license", I can circumvent it by dipping it in turpentine,
stick it up your ass and light it up for such scientific purposes as
recording your rotation speed, climb-out angle, and ceiling.  ;o)

> I can see why some people like that way of operating, even though 
> I'm personally happy with the GPL.
> 
> > > Personally, while I'm happy with the protection that the GPL
> > > gives me with regard to credit for the work and the lack of
> > > control over the work once released under the license, I
> > > can't
> >
> > ..you control your own work, and not anyone elses, under the
> > GPL.
> 
> I control what I'm doing and what I've done but I have no control 
> over what anyone else does with what I've released under the 
> GPL.

..precisely, because their changes to your code is _their_ work.

> >
> > > criticise the people who don't want to give up that control.
> > >
> > > Just for the record, I wouldn't have any problems about
> > > linking to pay-ware either.  No one is forcing anyone to buy
> > > anything, so it's take it or leave it.
> >
> > ..not a problem with GPL payware, _maybe_ under other payware
> > licenses, this depends on the license's "small print"
> > language.
> >
> > > I think the GPL is great for many things but if applied to
> > > everything exclusively it becomes a tool of force and people
> > > can no longer do what they want.
> >
> > ..the only problem with the GPL in that regard is when you
> > wanna deny other people the rights you yourself has been given
> > by the original authors, "before you jumped in."  Your own
> > code is and remains your own, and you license it as you damned
> > well pleases.  Other peoples code can be thrown in legally
> > too, _if_ they give you a license to do so, and wise people
> > will tell you "Riiight, I'll consider it if you can
> > convince RMS and Eben Moglen to get that into GPLv3."  ;-)
> 
> The problem I see with it is when people say that something 
> _should_ be licenced under the GPL, or whatever licence one 
> fancies.  If someone decides to release it under an 'open' or 
> 'free' licence, then all well and good - everyone benefits - but 
> if you start saying that it _should_ be so licenced then the 
> person actually doing it has no choice and you've entered the 
> realm of compulsion.

..ah, but for example the BSD type licenses _allows_ bad people to skim
off the good stuff _and_ change author credits _and_ hide it as closed
source _and_ charge for it.  

..with the GPL, everything is in the open, that's why I say "should GPL"
and is happy to chew out etc anyone to make it happen.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Aircraft downloads

2005-01-20 Thread Lee Elliott
On Thursday 20 January 2005 16:13, Arnt Karlsen wrote:
> On Wed, 19 Jan 2005 20:54:42 +, Lee wrote in message
>
> <[EMAIL PROTECTED]>:
> > On Wednesday 19 January 2005 20:23, Arnt Karlsen wrote:
> > > On Wed, 19 Jan 2005 19:26:57 +, Lee wrote in message
> > >
> > > <[EMAIL PROTECTED]>:
> > > > I've got to disagree with you regarding linking to
> > > > non-GPL'd aircraft.  The best a/c I've seen for M$FS
> > > > have been done by people who want to ensure that their
> > > > work remains free (as in free beer) but also want to
> > > > make sure that their work isn't exploited by commercial
> > > > organisations.  Some people also like to include
> > > > non-violence conditions.
> > >
> > > ..these issues has been and is discussed thoroughly in the
> > > fsf.org and opensource.org and Groklaw.net and many other
> > > places, I still don't see how any other open or free
> > > source code license gives the author more control over his
> > > code, also for commercial or military use.
> > >
> > > ..and, those a/c authors who wants it both ways, are free
> > > to use more licenses, like Mysql AB with Mysql or
> > > Trolltech with Qt.
> >
> > You're thinking too narrowly perhaps;)  Licences are not
> > always wanted by many people - they can have a nasty habit
> > for biting you on the back-side when you least expect it
> > (not that I ever actually find myself expecting to be bitten
> > on the bum).
>
> .. ;o)   FUD-meisters like to make that impression

It's not just FUD.  If you fail to foresee all the possible ways 
that the work may be used the licence, by failure of omission, 
can specifically permit something that you don't want.

It's also a lot harder to change your mind once people have 
accepted conditions in a licence.

I do want to make it clear that I'm not advocating the 
abandonment of licences, just that some people will see these 
issues as potential problems with using a clear and specific 
licence.

>
> > If a work is created by someone there is no intrinsic need
> > for a licence to allow other people to benefit from the work
> > (except of course, where safety is likely to be an issue). 
> > I could make a paper aeroplane and give it to you for you to
> > fly - you won't need a licence.  All you will need is for me
> > to give it to you.
>
> ..an unlimited license, ok.  Who's paper you did fold? ;o)

I'm reminded of Bruce Lee's 'no-style' style of martial arts:)

But I didn't mean an unlimited licence, or any kind of licence at 
all.  It's just a permission to use.

>
> > But if I think that you will stick it up my sleeve and set
> > fire to it, I won't give it to you.
>
> ..here we move towards Contract-land.  If you print your
> license on my paper plane, does my acceptance or not on it,
> have _any_ ramification on my receipt and use of that paper
> plane?  Also, given my acceptance of your "license", I can
> circumvent it by dipping it in turpentine, stick it up your
> ass and light it up for such scientific purposes as recording
> your rotation speed, climb-out angle, and ceiling.  ;o)

:)

One day you need to drive somewhere but there's a problem with 
your automobile.  If a friend offers to let you use their 
automobile do you demand a licence before accepting?  Would you 
then expect further use of the auto, depending upon how you 
manage to interpret the licence you demanded?

>
> > I can see why some people like that way of operating, even
> > though I'm personally happy with the GPL.
> >
> > > > Personally, while I'm happy with the protection that the
> > > > GPL gives me with regard to credit for the work and the
> > > > lack of control over the work once released under the
> > > > license, I can't
> > >
> > > ..you control your own work, and not anyone elses, under
> > > the GPL.
> >
> > I control what I'm doing and what I've done but I have no
> > control over what anyone else does with what I've released
> > under the GPL.
>
> ..precisely, because their changes to your code is _their_
> work.

Yep.

>
> > > > criticise the people who don't want to give up that
> > > > control.
> > > >
> > > > Just for the record, I wouldn't have any problems about
> > > > linking to pay-ware either.  No one is forcing anyone to
> > > > buy anything, so it's take it or leave it.
> > >
> > > ..not a problem with GPL payware, _maybe_ under other
> > > payware licenses, this depends on the license's "small
> > > print" language.
> > >
> > > > I think the GPL is great for many things but if applied
> > > > to everything exclusively it becomes a tool of force and
> > > > people can no longer do what they want.
> > >
> > > ..the only problem with the GPL in that regard is when you
> > > wanna deny other people the rights you yourself has been
> > > given by the original authors, "before you jumped in." 
> > > Your own code is and remains your own, and you license it
> > > as you damned well pleases.  Other peoples code can be
> > > thrown in legally too, _if_ they give you a license to do
> > >

Re: [Flightgear-devel] Aircraft downloads

2005-01-21 Thread Arnt Karlsen
On Thu, 20 Jan 2005 19:27:42 +, Lee wrote in message 
<[EMAIL PROTECTED]>:

..this looong post with unsnipped quotes is a FG licensing FAQ
candidate, so I don't snip this time.

> On Thursday 20 January 2005 16:13, Arnt Karlsen wrote:
> > On Wed, 19 Jan 2005 20:54:42 +, Lee wrote in message
> >
> > <[EMAIL PROTECTED]>:
> > > On Wednesday 19 January 2005 20:23, Arnt Karlsen wrote:
> > > > On Wed, 19 Jan 2005 19:26:57 +, Lee wrote in message
> > > >
> > > > <[EMAIL PROTECTED]>:
> > > > > I've got to disagree with you regarding linking to
> > > > > non-GPL'd aircraft.  The best a/c I've seen for M$FS
> > > > > have been done by people who want to ensure that their
> > > > > work remains free (as in free beer) but also want to
> > > > > make sure that their work isn't exploited by commercial
> > > > > organisations.  Some people also like to include
> > > > > non-violence conditions.
> > > >
> > > > ..these issues has been and is discussed thoroughly in the
> > > > fsf.org and opensource.org and Groklaw.net and many other
> > > > places, I still don't see how any other open or free
> > > > source code license gives the author more control over his
> > > > code, also for commercial or military use.
> > > >
> > > > ..and, those a/c authors who wants it both ways, are free
> > > > to use more licenses, like Mysql AB with Mysql or
> > > > Trolltech with Qt.
> > >
> > > You're thinking too narrowly perhaps;)  Licences are not
> > > always wanted by many people - they can have a nasty habit
> > > for biting you on the back-side when you least expect it
> > > (not that I ever actually find myself expecting to be bitten
> > > on the bum).
> >
> > .. ;o)   FUD-meisters like to make that impression
> 
> It's not just FUD.  If you fail to foresee all the possible ways 
> that the work may be used the licence, by failure of omission, 
> can specifically permit something that you don't want.

..such as?

> It's also a lot harder to change your mind once people have 
> accepted conditions in a licence.

..ah, a feature.  ;o)

> I do want to make it clear that I'm not advocating the 
> abandonment of licences, just that some people will see these 
> issues as potential problems with using a clear and specific 
> licence.

..

> > > If a work is created by someone there is no intrinsic need
> > > for a licence to allow other people to benefit from the work
> > > (except of course, where safety is likely to be an issue). 
> > > I could make a paper aeroplane and give it to you for you to
> > > fly - you won't need a licence.  All you will need is for me
> > > to give it to you.
> >
> > ..an unlimited license, ok.  Who's paper you did fold? ;o)
> 
> I'm reminded of Bruce Lee's 'no-style' style of martial arts:)
> 
> But I didn't mean an unlimited licence, or any kind of licence at 
> all.  It's just a permission to use.

..precisely that permission, is a license.  Licenses does not have to be
unlimited, and may even be conditional.  They cease being licenses and
become contracts as you require your contractual "licensee" to say or do
a certain act, such as click "ok" to enter into said contract.

..all Microsofts End User License Agreement's are contracts.

> >
> > > But if I think that you will stick it up my sleeve and set
> > > fire to it, I won't give it to you.
> >
> > ..here we move towards Contract-land.  If you print your
> > license on my paper plane, does my acceptance or not on it,
> > have _any_ ramification on my receipt and use of that paper
> > plane?  Also, given my acceptance of your "license", I can
> > circumvent it by dipping it in turpentine, stick it up your
> > ass and light it up for such scientific purposes as recording
> > your rotation speed, climb-out angle, and ceiling.  ;o)
> 
> :)
> 
> One day you need to drive somewhere but there's a problem with 
> your automobile.  If a friend offers to let you use their 
> automobile do you demand a licence before accepting?  

..that offer of a permission is an offer of a license.

> Would you then expect further use of the auto, depending upon how you 
> manage to interpret the licence you demanded?

..you confuse licenses with contracts.  Very common, and what
FUDmeisters want happening.

> >
> > > I can see why some people like that way of operating, even
> > > though I'm personally happy with the GPL.
> > >
> > > > > Personally, while I'm happy with the protection that the
> > > > > GPL gives me with regard to credit for the work and the
> > > > > lack of control over the work once released under the
> > > > > license, I can't
> > > >
> > > > ..you control your own work, and not anyone elses, under
> > > > the GPL.
> > >
> > > I control what I'm doing and what I've done but I have no
> > > control over what anyone else does with what I've released
> > > under the GPL.
> >
> > ..precisely, because their changes to your code is _their_
> > work.
> 
> Yep.
> 
> >
> > > > > criticise the people who don't want to give up that
> > > > > control.
> >

Re: [Flightgear-devel] Aircraft models

2005-06-03 Thread Gerard ROBIN
Le vendredi 03 juin 2005 à 07:33 -0500, Jon Berndt a écrit :
> I'm interested in tallying up the existing JSBSim aircraft flight models. I'd 
> be
> interested to know (either by posting here or sending me a personal email) 
> which aircraft
> you have modeled. It seems there are a lot of models floating around that are 
> not really
> known about (albeit in various states of fidelity) - and perhaps not for 
> release, but I'd
> still like to know about them.
> 
> Jon
> jsb*at*hal-pc*dot*org
> 
> 
OK: on my side, 
i will look at, if in my "Zoo Aircrafts" i have some which are standard
usable (without garantie)
> 
-- 
Gerard


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Re: [Flightgear-devel] Aircraft models

2005-06-03 Thread Ampere K. Hardraade
On June 3, 2005 12:33 pm, Jon Berndt wrote:
> I'm interested in tallying up the existing JSBSim aircraft flight models.
> I'd be interested to know (either by posting here or sending me a personal
> email) which aircraft you have modeled. It seems there are a lot of models
> floating around that are not really known about (albeit in various states
> of fidelity) - and perhaps not for release, but I'd still like to know
> about them.
Both the MD11 and the A380 use JSBSim.



Ampere

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RE: [Flightgear-devel] Aircraft models

2005-06-03 Thread Innis Cunningham

Hi Jon

 "Jon Berndt" writes


I'm interested in tallying up the existing JSBSim aircraft flight models. 
I'd be
interested to know (either by posting here or sending me a personal email) 
which aircraft
you have modeled. It seems there are a lot of models floating around that 
are not really
known about (albeit in various states of fidelity) - and perhaps not for 
release, but I'd

still like to know about them.


Boeing 707-300 & 737-300


Jon


Cheers
Innis



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Re: [Flightgear-devel] aircraft TODO list

2003-12-12 Thread David Megginson
[EMAIL PROTECTED] wrote:

The result is this aircraft TODO list, i suggest adding this file to cvs
in the data/Aircraft directory, so that new entrys or old entrys can easily
be removed in this file when an aircraft gets upgraded.
Thank you, but instead of adding this to the CVS (so that you always need 
another person to check in your changes), why not just add it to the 
FlightGear Wiki?

  http://www.seedwiki.com/page.cfm?wikiid=2418&doc=FlightGear

Like most Wikis, this is absolutely open -- anyone can add or change 
anything they want at any time.

All the best,

David

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Re: [Flightgear-devel] aircraft TODO list

2003-12-12 Thread Andy Ross
Oliver C. wrote:
> today i tested all 45 aircrafts that are available in flightgear and
> wrote down all things i noticed that were missing, wrong or not
> functional for each aircraft.

Wow, good work.  I honestly had no idea we had so many; it's been a
while since I counted. :)

> harrier
>   - how can i detract the jet stream to lift off vertically?

This is bound to the mixture axis.  Full mixture (the default) equates
to full forward jets.  Actually hovering without having a real
joystick axis for it, though, is very hard.  If someone with modelling
skills wanted to work on this one, I'd be willing to help out with
some saner aircraft-specific keyboard bindings.

Right now, the Harrier is basically a flight model only.  I still
think it's more fun than most of the other planes we have.
Helicopters, bah.  Land *this* one on a water tower; I dare you. :)
I've gotten to the point where I can put it down on the carrier
semi-reliably.  It's a pity that the screenshots will only show the
glider.

Andy


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Re: [Flightgear-devel] aircraft TODO list

2003-12-12 Thread Lee Elliott
On Friday 12 December 2003 21:30, [EMAIL PROTECTED] wrote:
> Hello,
> 
> today i tested all 45 aircrafts that are available in flightgear
> and wrote down all things i noticed that were missing, wrong or not 
functional 
> for each aircraft.
> 
> The result is this aircraft TODO list, i suggest adding this file to cvs
> in the data/Aircraft directory, so that new entrys or old entrys can 
easily
> be removed in this file when an aircraft gets upgraded.
> 
> I also want to mention that i didn't added entrys for the FDM of the 
aircrafts 
> because i don't know how they behave  in reality so if you flew such an 
> aircraft and know that the flight behaviour of that aircraft in 
flightgear is 
> wrong then just add an entry to this aircraft todo list or solve the 
problem
> by tweaking the aircraft's xml files.
> 
> I hope you can need this TODO list.
> 
> Best Regards,
>  Oliver C.

About the two cockpits in the TSR-2 - there were two cockpits in the 
TSR-2.  When in the second one, try looking sideways.  ;)

LeeE



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Re: [Flightgear-devel] aircraft TODO list

2003-12-14 Thread [EMAIL PROTECTED]
On Friday 12 December 2003 22:52, David Megginson wrote:
> [EMAIL PROTECTED] wrote:
> > The result is this aircraft TODO list, i suggest adding this file to cvs
> > in the data/Aircraft directory, so that new entrys or old entrys can
> > easily be removed in this file when an aircraft gets upgraded.
>
> Thank you, but instead of adding this to the CVS (so that you always need
> another person to check in your changes), why not just add it to the
> FlightGear Wiki?
>
>http://www.seedwiki.com/page.cfm?wikiid=2418&doc=FlightGear
>
> Like most Wikis, this is absolutely open -- anyone can add or change
> anything they want at any time.
>

I didn't thought about Wikis, but feel free to use the aircraft  todo list on 
the Wiki.

Best Regards,
 Oliver C.








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Re: [Flightgear-devel] aircraft TODO list

2003-12-14 Thread [EMAIL PROTECTED]
On Friday 12 December 2003 23:14, Andy Ross wrote:
> > harrier
> >   - how can i detract the jet stream to lift off vertically?
>
> This is bound to the mixture axis.  Full mixture (the default) equates
> to full forward jets.  Actually hovering without having a real
> joystick axis for it, though, is very hard.  If someone with modelling
> skills wanted to work on this one, I'd be willing to help out with
> some saner aircraft-specific keyboard bindings.

Thanks you, i didn't knew that.
But could you tell me what key bindings i have to use
to change the mixture, i didn't found it on the keyboard control reference 
table?


>
> Right now, the Harrier is basically a flight model only.  I still
> think it's more fun than most of the other planes we have.
> Helicopters, bah.  Land *this* one on a water tower; I dare you. :)
> I've gotten to the point where I can put it down on the carrier
> semi-reliably.  

I will try that. ;)


Best Regards,
 Oliver C.


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Re: [Flightgear-devel] aircraft TODO list

2003-12-14 Thread [EMAIL PROTECTED]
On Saturday 13 December 2003 01:45, Lee Elliott wrote:

> About the two cockpits in the TSR-2 - there were two cockpits in the
> TSR-2.  When in the second one, try looking sideways.  ;)
>
> LeeE

You mean some sort of CoPilot?

I didn't knew that, thanks.

Best Regards,
 Oliver C.



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Re: [Flightgear-devel] aircraft TODO list

2003-12-14 Thread Lee Elliott
On Sunday 14 December 2003 23:43, [EMAIL PROTECTED] wrote:
> On Saturday 13 December 2003 01:45, Lee Elliott wrote:
> 
> > About the two cockpits in the TSR-2 - there were two cockpits in the
> > TSR-2.  When in the second one, try looking sideways.  ;)
> >
> > LeeE
> 
> You mean some sort of CoPilot?
> 
> I didn't knew that, thanks.
> 
> Best Regards,
>  Oliver C.

Navigation/weapons officer position.

LeeE


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Re: [Flightgear-devel] aircraft TODO list

2003-12-14 Thread Jon Stockill
On Mon, 15 Dec 2003, [EMAIL PROTECTED] wrote:

> On Saturday 13 December 2003 01:45, Lee Elliott wrote:
>
> > About the two cockpits in the TSR-2 - there were two cockpits in the
> > TSR-2.  When in the second one, try looking sideways.  ;)
> >
> > LeeE
>
> You mean some sort of CoPilot?

It's the guy in the back seat with all the toys :-)

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Aircraft Lighting Idea

2004-01-26 Thread Erik Hofman
Ilja Moderau wrote:
Hi,
I painted the windows of 747 and a320 transparent, then I put a simple rectangle 
behind the windows. This object got an emissive white color.
http://home.arcor.de/iljamod/747.jpg
http://home.arcor.de/iljamod/a320.jpg
Just imagine, when you add the "select" animation depending on time or sun, you´ll see lights in 
the cabin when it is dark. Normally you´ll see the windows that are animated by "select" too.
We can even add such lights to buildings etc.
Nice idea!
It adds a bit of overhead due to transparency, but the results look 
quite nice.

Erik

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Re: [Flightgear-devel] Aircraft Lighting Idea

2004-01-27 Thread Lee Elliott
On Monday 26 January 2004 13:00, Ilja Moderau wrote:
> Hi,
> I painted the windows of 747 and a320 transparent, then I put a simple
> rectangle behind the windows. This object got an emissive white color.
> http://home.arcor.de/iljamod/747.jpg
> http://home.arcor.de/iljamod/a320.jpg
>
> Just imagine, when you add the "select" animation depending on time or sun,
> you´ll see lights in the cabin when it is dark. Normally you´ll see the
> windows that are animated by "select" too. We can even add such lights to
> buildings etc.
>
> All the best
> Ilja

Sounds like a neat trick, with quite a bit of potential.

Nice one:)

LeeE


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Re: [Flightgear-devel] Aircraft README files

2004-03-17 Thread Jon S Berndt
On Wed, 17 Mar 2004 11:19:36 -0500
 Josh Babcock <[EMAIL PROTECTED]> wrote:

What I want to know is: where is the NCC-1701D !?

:-)

Jon

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Re: [Flightgear-devel] Aircraft README files

2004-03-17 Thread Josh Babcock
Jon Berndt wrote:
For JSBSim some of us are thinking of release notes for each aircraft flight
model we have available. This would describe notes on the flight model,
sources, mention the 3D model (or lack of one), and flight hints, etc.
(P-Factor, what's modeled, what's not).
I think that generally release notes for a specific aircraft are an
attractive concept, thought I don't know where they would be stored. I think
it is potentially another reason why the hangar concept is starting to look
appealing.
Jon

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Perhaps we should invent a new tag for this information.  That way you 
could put a lot more info in the definition file and organize it.  In 
fact, you could cram a whole POH in there if you wanted to. Then it 
would be available for a neat little nasal pop-up in flight, as well as 
any browsers, loaders and wrappers.  I'd love to have my V speeds and 
checklists at a keystroke. It wouldn't be super human readable, but a 
short perl script or something like that would extract it nicely, and 
xml is human readable to someone who's never seen it before, especially 
if you did this:


 
  The Enterprise
  
  
 

and then put all the good stuff in ncc1701d-poh.xml.  If this sounds 
like a good idea, we can easily settle on what useful information to put 
in there, as much as we want.

Josh



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Re: [Flightgear-devel] Aircraft README files

2004-03-17 Thread Josh Babcock
Jon S Berndt wrote:
On Wed, 17 Mar 2004 11:19:36 -0500
 Josh Babcock <[EMAIL PROTECTED]> wrote:



What I want to know is: where is the NCC-1701D !?

:-)

Jon

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Oh, they're out seeking new life forms.  They'll be back in about five 
years.  Now JSBSim *does* support warp core engines, right?

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Re: [Flightgear-devel] Aircraft README files

2004-03-17 Thread Jon S Berndt
On Wed, 17 Mar 2004 11:43:28 -0500
 Josh Babcock <[EMAIL PROTECTED]> wrote:
Oh, they're out seeking new life forms.  They'll be back in about 
five years.  Now JSBSim *does* support warp core engines, right?


I'm workin' on it!  ;-)

Jon

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Re: [Flightgear-devel] Aircraft README files

2004-03-17 Thread Lee Elliott
On Wednesday 17 March 2004 13:35, Jon Berndt wrote:
> For JSBSim some of us are thinking of release notes for each aircraft
> flight model we have available. This would describe notes on the flight
> model, sources, mention the 3D model (or lack of one), and flight hints,
> etc. (P-Factor, what's modeled, what's not).
>
> I think that generally release notes for a specific aircraft are an
> attractive concept, thought I don't know where they would be stored. I
> think it is potentially another reason why the hangar concept is starting
> to look appealing.
>
> Jon

Funnily enough, I've been thinking about readmes recently, with a view to 
identifying what should be addressed in it and how it should be organised 
i.e. suitable headings.

As well as notes (disclaimers;) about the fdm, other categories I've thought 
of are: History of the a/c, 3D Model, Panels, Instruments & Flying notes.

LeeE

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RE: [Flightgear-devel] Aircraft Todo List

2004-04-11 Thread Vivian Meazza


Erik Hofman wrote
 
> Hi,
> 
> I just noticed the just updated  Aircraft Todo List at: 
> http://www.seedwiki.com/page.cfm?doc=Aircraft%20Todo%20List&wi
> kiid=2418&wpid=142747
> 
> There are a couple of issues for the F-16 which I want to 
> address here:
> 
> > 
> ++
> +++
> > f16 General Dynamics F-16
> > f16-3d General Dynamics F-16 w. 3d cockpit
> > 
> ++
> +++
> > Outside:
> > - flaps are in wrong position by default after starting flightgear
> > - flaps can't be triggered
> 
> This is because flaps are flight computer controlled for the F-16. I 
> suspect that about every (military) aircraft designed after the F-16 
> does have the same behavior.
> 
> > - strobe and landing lights are not available
> 
> They are and they are bound to the right properties, but the 
> properties 
> are not triggered by any key stroke.
> 
> > - there are no flaps when using reverse thrust
> 
> There is no reverse thrust available.
> 
> > 3d Cockpit:
> > - no cockpit light at night available
> > - rudder/stick control is available but not animated
> 
> The stick in the F-16 really doesn't move at all (well it does move 
> about 1 mm because pilots couldn't adjust to a non moving 
> stick), but it 
> is driven by the pressure pushed on the stick, not the 
> movement itself.
> 
> > - switches and levers available but can't be triggered with 
> the mouse
> 
> Don't expect that I will add the functions for all switches any time 
> soon, there are just too many, and many of them have no use for a 
> civilian flight simulator anyhow.
> 
> > - no cockpit instruments available
> > - cockpit is only barely textured
> 
> I'm not sure there will be much texturing since using 
> different colors 
> is often enough for cockpits and it saves on texture usage.
> 
> > - no pilot present in 3d cockpit
> 
> I'm still in doubt I like the idea of having a pilot in the 
> cockpit. If 
> there is one you want it animated (rudder, throttle and 
> stick) like the 
> Hunter (which is btw a very nice job), but when it's animated 
> it isn't 
> realistic anymore because then you would see the gear handle move 
> without the pilot getting his hands from the throttle.
> 
> In general I don't like there to be a pilot in the seat, except maybe 
> (just maybe) when viewed from outside.
> 
> > General:
> > - engine sound in cockpit does not differ from outside engine sound
> > - engines can't be turned off
> > - hud can't be turned off
> 
> Yes it can. Did you test using the new SDL code, that might 
> cause this 
> problem.
> 
> > - aircraft is not set on the correct elevation when starting 
> > flightsgear, lowest part of the aircraft is approximately 
> 0.20 m below 
> > the ground
> 
> Note, this is not to complain about this list, just to clarify some 
> things and show that it's often not as simple as you would expect.
> 


Thanks for drawing our attention to this todo list. I've added a few
comments to the entries for the Hunter and Seahawk.

Regards

Vivian Meazza 



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Re: [Flightgear-devel] Aircraft Todo List

2004-04-11 Thread Oliver C.
On Sunday 11 April 2004 08:33, Erik Hofman wrote:
> Hi,
>
> I just noticed the just updated  Aircraft Todo List at:
> http://www.seedwiki.com/page.cfm?doc=Aircraft%20Todo%20List&wikiid=2418&wpi
>d=142747
>

Thanks, for having a look on the todo-list.
I also sent this todo-list to the flightgear-mailinglist when i put it on the 
wiki page, but the mail was too big so i needed to wait for mailinglist 
moderator approval.

Because keeping this todo-list up to date is a lot of work
and because i can't know every thing about every aircraft
everyone is welcome to correct or add entries to this aircraft-todo-list.




> There are a couple of issues for the F-16 which I want to address here:
> > +
> > f16 General Dynamics F-16
> > f16-3d General Dynamics F-16 w. 3d cockpit
> > +
> > Outside:
> > - flaps are in wrong position by default after starting flightgear
> > - flaps can't be triggered
>
> This is because flaps are flight computer controlled for the F-16. I
> suspect that about every (military) aircraft designed after the F-16
> does have the same behavior.

Thanks, i will correct that entry.

>
> > - strobe and landing lights are not available
>
> They are and they are bound to the right properties, but the properties
> are not triggered by any key stroke.
>

Ok.

> > - there are no flaps when using reverse thrust
>
> There is no reverse thrust available.

Thanks for the info, i allready thought about that issue but i  wasn't sure
if fighters do have such a thing. (The big airliners do have that) 
But what is with braking parachutes? Does a f16 have braking parachutes?


>
> > 3d Cockpit:
> > - no cockpit light at night available
> > - rudder/stick control is available but not animated
>
> The stick in the F-16 really doesn't move at all (well it does move
> about 1 mm because pilots couldn't adjust to a non moving stick), but it
> is driven by the pressure pushed on the stick, not the movement itself.

Thanks, i didn't knew that, i will correct this entry in the todo-list.


>
> > - switches and levers available but can't be triggered with the mouse
>
> Don't expect that I will add the functions for all switches any time
> soon, there are just too many, and many of them have no use for a
> civilian flight simulator anyhow.

Don't worry, some entries (like missing windscreen wipers etc.)
are added to make sure that this issue is known for later fix in the near 
future. I think it is better to write every down, even if it is a very small
problem or error.
That will make sure that we don't froget it later.


>
> > - no cockpit instruments available
> > - cockpit is only barely textured
>
> I'm not sure there will be much texturing since using different colors
> is often enough for cockpits and it saves on texture usage.

I don't think so, video Ram gets larger every year and someday flightgear 
users will want also have some eye candy and photo realistic cockpits and 
aircrafts.


>
> > - no pilot present in 3d cockpit
>
> I'm still in doubt I like the idea of having a pilot in the cockpit. If
> there is one you want it animated (rudder, throttle and stick) like the
> Hunter (which is btw a very nice job), but when it's animated it isn't
> realistic anymore because then you would see the gear handle move
> without the pilot getting his hands from the throttle.

Perhaps we will have someday some kind of skeletal animation system
in flightgear for the pilot that makes such things, even triggering the gear 
handle  easier to do.


>
>
> > General:
> > - engine sound in cockpit does not differ from outside engine sound
> > - engines can't be turned off
> > - hud can't be turned off
>
> Yes it can. Did you test using the new SDL code, that might cause this
> problem.

For the source code, i used the cvs version before 1. April because
i needed a working version and there were so many issues with the source code
in the last view days so i abandoned using the newer source code. So this was 
not a version with SDL code.
But the data directory with the aircrafts was up to date, i updated it on 9. 
April.



> > - aircraft is not set on the correct elevation when starting flightsgear,
> > lowest part of the aircraft is approximately 0.20 m below the ground
>
> Note, this is not to complain about this list, just to clarify some
> things and show that it's often not as simple as you would expect.

Yes, i know, the same applies for the todo-list it should NOT be seen as
a list of complains.
It is just to make things easier like discovering things that wasn't thought 
about before when the aircraft was created or just to write
down errors that where discovered by the users etc.
I hope that list will help improving fligthgear and its aircrafts.


Best Regards,
 Oliver C.



 

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htt

Re: [Flightgear-devel] Aircraft Todo List

2004-04-11 Thread Oliver C.
On Sunday 11 April 2004 09:52, Vivian Meazza wrote:
> I've added a few
> comments to the entries for the Hunter and Seahawk.

Thanks a lot.

Best Regards,
 Oliver C.



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RE: [Flightgear-devel] Aircraft Todo List

2004-04-11 Thread Gene Buckle
> > +++
> > > Outside:
> > > - flaps are in wrong position by default after starting flightgear
> > > - flaps can't be triggered
> >
> > This is because flaps are flight computer controlled for the F-16. I
> > suspect that about every (military) aircraft designed after the F-16
> > does have the same behavior.
> >

I have a hard time with the computer controlled flap thing. :)  I know
that with every jet I've studied, you can manually select the trailing
edge flap position.  This does not hold true for the leading edge flap
though (on those jets that have them).

g.



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Re: [Flightgear-devel] Aircraft Todo List

2004-04-11 Thread Erik Hofman
Gene Buckle wrote:

I have a hard time with the computer controlled flap thing. :)  I know
that with every jet I've studied, you can manually select the trailing
edge flap position.  This does not hold true for the leading edge flap
though (on those jets that have them).


The FC adjusts the flap settings to optimal performance under _all_ 
circumstances. I have yet to read somewhere there is a flap override for 
the F-16.

Erik

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Re: [Flightgear-devel] Aircraft Todo List

2004-04-11 Thread Gene Buckle
> Gene Buckle wrote:
>
> > I have a hard time with the computer controlled flap thing. :)  I know
> > that with every jet I've studied, you can manually select the trailing
> > edge flap position.  This does not hold true for the leading edge flap
> > though (on those jets that have them).
>
>
> The FC adjusts the flap settings to optimal performance under _all_
> circumstances. I have yet to read somewhere there is a flap override for
> the F-16.
>

Hmmm.  I knew there was a reason I didn't like that airplane. :)

g.



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RE: [Flightgear-devel] Aircraft Todo List

2004-04-11 Thread Jon Berndt
> > The FC adjusts the flap settings to optimal performance under _all_
> > circumstances. I have yet to read somewhere there is a flap override for
> > the F-16.
> >
>
> Hmmm.  I knew there was a reason I didn't like that airplane. :)

You can see the leading edge slats responding to the FCS trying to fulfill
the pilot's wish here:

http://www.avweb.com/newspics/DavisTbirdEject.jpg

You can't really tell here what the flaps are doing. I suspect this is the
highest lift configuration the F-16 has in this situation. It still wasn't
enough.

Jon


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Re: [Flightgear-devel] Aircraft Todo List

2004-04-12 Thread Erik Hofman
Jon Berndt wrote:
The FC adjusts the flap settings to optimal performance under _all_
circumstances. I have yet to read somewhere there is a flap override for
the F-16.
Hmmm.  I knew there was a reason I didn't like that airplane. :)

You can see the leading edge slats responding to the FCS trying to fulfill
the pilot's wish here:
http://www.avweb.com/newspics/DavisTbirdEject.jpg

You can't really tell here what the flaps are doing. I suspect this is the
highest lift configuration the F-16 has in this situation. It still wasn't
enough.
Yes it is (for high angle of attack). But I think the main problem here 
was the g-limiter ...

Erik

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RE: [Flightgear-devel] Aircraft Todo List

2004-04-12 Thread Jon Berndt
> > You can see the leading edge slats responding to the FCS trying
> to fulfill
> > the pilot's wish here:
> >
> > http://www.avweb.com/newspics/DavisTbirdEject.jpg
> >
> > You can't really tell here what the flaps are doing. I suspect this is
the
> > highest lift configuration the F-16 has in this situation. It still
wasn't
> > enough.
>
> Yes it is (for high angle of attack). But I think the main problem here
> was the g-limiter ...
>
> Erik

No, it was the pilot. :-(

Jon


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Re: [Flightgear-devel] Aircraft Todo List

2004-04-12 Thread Erik Hofman
Jon Berndt wrote:

Yes it is (for high angle of attack). But I think the main problem here
was the g-limiter ...
No, it was the pilot. :-(
Eh, yes, you're right.

Erik

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RE: [Flightgear-devel] Aircraft Todo List

2004-04-12 Thread Gene Buckle
> > > The FC adjusts the flap settings to optimal performance under _all_
> > > circumstances. I have yet to read somewhere there is a flap override for
> > > the F-16.
> > >
> >
> > Hmmm.  I knew there was a reason I didn't like that airplane. :)
>
> You can see the leading edge slats responding to the FCS trying to fulfill
> the pilot's wish here:
>
> http://www.avweb.com/newspics/DavisTbirdEject.jpg
>
> You can't really tell here what the flaps are doing. I suspect this is the
> highest lift configuration the F-16 has in this situation. It still wasn't
> enough.
>

I know that the leading edge slats were automatic, but not the flaps.
There's just something wrong with not being able to manual command a flap
extension or retraction. :)

g.



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Re: [Flightgear-devel] Aircraft Todo List

2004-04-12 Thread Andy Ross
Ilja Moderau wrote:
> - engine sound in cockpit does not differ from outside engine sound
> - no cockpit light at night visible

These two are relatively easy.  The "outside" sound handling will
probably require some code, but nothing difficult.

> - no jetstream visible

I assume this means contrails?  (The "jet stream" normally refers
to the strong west winds above the tropopause in the middle
latitudes of the northern hemisphere).

Rendering contrails would require that someone write a module
that builds and caches an appropriate ssg node, updating it as
necessary to reflect the engines' paths.  Probably not trivial,
but it would be cool.

There was an otherwise forgettable "Strike Fighters" game
released about a year ago that did contrails really well.  You
could finish a dogfight and look up to see bright, looping
contrail traces of the fight in the sky.

> - engines can't be turned off

This is a limitation of the YASim jet model.  It wouldn't be hard
to throw something together so you could shut it off.  The
problem is that stopping and starting a *real* turbine engine is
a complicated process, which differs widely between specific
engine models.

So I guess I don't really see the point: the only purpose to
shutting an engine down is to practice starting it, which isn't
going to be realistic without a *lot* of work.  But I'm not firm
on this.  If enough people shout about it, I can hack up an
engine start for YASim. :)

Andy

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Re: [Flightgear-devel] Aircraft Todo List

2004-04-12 Thread David Megginson
Andy Ross wrote:

- no jetstream visible
I assume this means contrails?  (The "jet stream" normally refers
to the strong west winds above the tropopause in the middle
latitudes of the northern hemisphere).
... which is often, roughly, the boundary between cold air from the pole and 
warm air from the equator.

SSG already has support for smoke, etc., with drift, though I don't remember 
the name of the class.

All the best,

David

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Re: [Flightgear-devel] Aircraft Todo List

2004-04-12 Thread Gene Buckle
> There was an otherwise forgettable "Strike Fighters" game
> released about a year ago that did contrails really well.  You
> could finish a dogfight and look up to see bright, looping
> contrail traces of the fight in the sky.
>
I don't know why you'd call it forgettable.  There's a huge following
that's been making new aircraft and other things for it.

g.




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Re: [Flightgear-devel] Aircraft Todo List

2004-04-12 Thread Andy Ross
Gene Buckle wrote:
> Andy Ross wrote:
> > [...] otherwise forgettable "Strike Fighters" game [...]
>
> I don't know why you'd call it forgettable.  There's a huge
> following that's been making new aircraft and other things for
> it.

It's all eye candy, no meat.  Pretty aircraft, beutiful cockpits,
nice sounds.  Awful terrain, laughable flight model.  I
distinctly remember being very impressed by their 6DOF attitude
gyro in the A-4 (something I worked hard at for our version),
until I noticed it was turning the WRONG WAY.  Ugh.

Andy

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Re: [Flightgear-devel] Aircraft Todo List

2004-04-12 Thread Gene Buckle
> Gene Buckle wrote:
> > Andy Ross wrote:
> > > [...] otherwise forgettable "Strike Fighters" game [...]
> >
> > I don't know why you'd call it forgettable.  There's a huge
> > following that's been making new aircraft and other things for
> > it.
>
> It's all eye candy, no meat.  Pretty aircraft, beutiful cockpits,
> nice sounds.  Awful terrain, laughable flight model.  I
> distinctly remember being very impressed by their 6DOF attitude
> gyro in the A-4 (something I worked hard at for our version),
> until I noticed it was turning the WRONG WAY.  Ugh.
>

A lot of work has gone into fixing it and people are even making new
terrain for it.  Since it's classed as a "survey" sim, it's not going to
have high quality flight models like FlightGear does. :)

An effect I'd like to see is heat blur at the exhaust end of jet engines
along the lines that Lock On: Modern Air Combat has.

g.



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Re: [Flightgear-devel] Aircraft Todo List

2004-04-12 Thread Wolfram Kuss
BTW, I had a look for a X15 3D model a short while ago. There is a new
MSFS/CFS model, but it is not much better than the old one, so I don't
think it is worth it.

Bye bye,
Wolfram.


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Re: [Flightgear-devel] Aircraft Todo List

2004-04-12 Thread Jon S Berndt
On Mon, 12 Apr 2004 19:06:27 +0200
 [EMAIL PROTECTED] (Wolfram Kuss) wrote:
BTW, I had a look for a X15 3D model a short while ago. There is a 
new
MSFS/CFS model, but it is not much better than the old one, so I 
don't think it is worth it.
The one we have now doesn't seem too bad, but the skins need some 
detail work, I think.  If I had a little more time I'd almost think of 
giving that a try, but FDM (and tax preparations) are sucking up all 
my time.

Jon

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Re: [Flightgear-devel] Aircraft Todo List

2004-04-12 Thread Jim Wilson
Andy Ross said:

> Gene Buckle wrote:
> > Andy Ross wrote:
> > > [...] otherwise forgettable "Strike Fighters" game [...]
> >
> > I don't know why you'd call it forgettable.  There's a huge
> > following that's been making new aircraft and other things for
> > it.
> 
> It's all eye candy, no meat.  Pretty aircraft, beutiful cockpits,
> nice sounds.  Awful terrain, laughable flight model.  I
> distinctly remember being very impressed by their 6DOF attitude
> gyro in the A-4 (something I worked hard at for our version),
> until I noticed it was turning the WRONG WAY.  Ugh.

The animation on our A-4 ai is very simplistic, only mapping to uncooked FDM
outputs,  but it does go the right direction.  I don't know much about how
they really work.  Maybe the super-accurate readout and instantanious response
is correct.

Best,

Jim


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Re: [Flightgear-devel] Aircraft Todo List

2004-04-12 Thread Richard Keech
On Tue, 2004-04-13 at 02:30, Gene Buckle wrote:

> An effect I'd like to see is heat blur at the exhaust end of jet engines
> along the lines that Lock On: Modern Air Combat has.

The Hunter in FlightGear does a passable version of heat blur.
However, it terminates suddenly a couple of aircraft lengths from
the tailpipe.  I also get a strange artifact if clouds are behind the 
exhaust plume; the clouds are absent immediately behind the exhaust
plume.






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RE: [Flightgear-devel] Aircraft Todo List

2004-04-13 Thread Vivian Meazza


 Richard Keech
> 
> On Tue, 2004-04-13 at 02:30, Gene Buckle wrote:
> 
> > An effect I'd like to see is heat blur at the exhaust end of jet 
> > engines along the lines that Lock On: Modern Air Combat has.
> 
> The Hunter in FlightGear does a passable version of heat 
> blur. However, it terminates suddenly a couple of aircraft 
> lengths from the tailpipe.  I also get a strange artifact if 
> clouds are behind the 
> exhaust plume; the clouds are absent immediately behind the 
> exhaust plume.
> 

That was a first try on the heat plumes within the existing capabilities of
FGFS. I intend to do a little more work on it in due course. I'm not giving
it a high priority, since it is really only eye candy. Fred Bouvier has been
doing some work on the interaction with clouds. BTW, transparent cockpit
canopies also make clouds disappear.

Regards

Vivian Meazza

 



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Re: [Flightgear-devel] Aircraft Todo List

2004-04-13 Thread Arnt Karlsen
On Tue, 13 Apr 2004 09:19:13 +0100, Vivian wrote in message 
<[EMAIL PROTECTED]>:

> 
> 
>  Richard Keech
> > 
> > On Tue, 2004-04-13 at 02:30, Gene Buckle wrote:
> > 
> > > An effect I'd like to see is heat blur at the exhaust end of jet 
> > > engines along the lines that Lock On: Modern Air Combat has.
> > 
> > The Hunter in FlightGear does a passable version of heat 
> > blur. However, it terminates suddenly a couple of aircraft 
> > lengths from the tailpipe.  I also get a strange artifact if 
> > clouds are behind the 
> > exhaust plume; the clouds are absent immediately behind the 
> > exhaust plume.
> > 
> 
> That was a first try on the heat plumes within the existing
> capabilities of FGFS. I intend to do a little more work on it in due
> course. I'm not giving it a high priority, since it is really only eye
> candy. 

..I would be more hesitant in dismissing this as "only eye candy",
as exhaust heat has a considerable effect on the downwash, as like 
in how far it drops, that should be felt on entering etc such flow
fields in at least formation flight and air-to-air tanking.  I agree
making contrails is making eye candy, though.  ;-)

> Fred Bouvier has been doing some work on the interaction with
> clouds. BTW, transparent cockpit canopies also make clouds disappear.


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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RE: [Flightgear-devel] Aircraft Todo List

2004-04-13 Thread Vivian Meazza


 Arnt Karlsen said
> > 
> > 
> >  Richard Keech
> > > 
> > > On Tue, 2004-04-13 at 02:30, Gene Buckle wrote:
> > > 
> > > > An effect I'd like to see is heat blur at the exhaust end of jet
> > > > engines along the lines that Lock On: Modern Air Combat has.
> > > 
> > > The Hunter in FlightGear does a passable version of heat
> > > blur. However, it terminates suddenly a couple of aircraft 
> > > lengths from the tailpipe.  I also get a strange artifact if 
> > > clouds are behind the 
> > > exhaust plume; the clouds are absent immediately behind the 
> > > exhaust plume.
> > > 
> > 
> > That was a first try on the heat plumes within the existing 
> > capabilities of FGFS. I intend to do a little more work on 
> it in due 
> > course. I'm not giving it a high priority, since it is 
> really only eye 
> > candy.
> 
> ..I would be more hesitant in dismissing this as "only eye 
> candy", as exhaust heat has a considerable effect on the 
> downwash, as like 
> in how far it drops, that should be felt on entering etc such 
> flow fields in at least formation flight and air-to-air 
> tanking.  I agree making contrails is making eye candy, though.  ;-)
> 
> > Fred Bouvier has been doing some work on the interaction 
> with clouds. 
> > BTW, transparent cockpit canopies also make clouds disappear.
> 

Let me re-phrase that. At the moment the jet heat plumes are only eye candy.
There is no underlying physics. If or when we get around to the
thermodynamics etc., we can model heat plumes properly. It would be nice: we
could take into account exhaust re-ingestion for the Harrier and for helos.

Regards

Vivian Meazza



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Re: [Flightgear-devel] Aircraft Todo List

2004-04-13 Thread Arnt Karlsen
On Tue, 13 Apr 2004 17:32:37 +0100, Vivian wrote in message 
<[EMAIL PROTECTED]>:

> Let me re-phrase that. At the moment the jet heat plumes are only eye
> candy. There is no underlying physics. If or when we get around to the

..I like the when.  ;-) 

> thermodynamics etc., we can model heat plumes properly. It would be
> nice: we could take into account exhaust re-ingestion for the Harrier
> and for helos.

..again, I thank you all for FlightGear.  :-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Aircraft Walk Arounds

2004-04-19 Thread Lee Elliott
On Monday 19 April 2004 14:52, Erik Hofman wrote:
> Hi,
>
> For everyone interested in photos revealing a lot of detail of various
> aircraft, please take a look at:
> http://s96920072.onlinehome.us/walk.htm
>
> For Lee Elliot, it also contains 13 sections for the A-10.
>
> Erik
>

Excellent source of data - just means I have to start all over again;)

LeeE

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Re: [Flightgear-devel] Aircraft Walk Arounds

2004-04-19 Thread Ampere K. Hardraade
Lee,

Just curious: what program do you use to model the aircrafts.

Regards,
Ampere

On April 19, 2004 08:02 pm, Lee Elliott wrote:
> On Monday 19 April 2004 14:52, Erik Hofman wrote:
> > Hi,
> >
> > For everyone interested in photos revealing a lot of detail of various
> > aircraft, please take a look at:
> > http://s96920072.onlinehome.us/walk.htm
> >
> > For Lee Elliot, it also contains 13 sections for the A-10.
> >
> > Erik
>
> Excellent source of data - just means I have to start all over again;)
>
> LeeE
>
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Re: [Flightgear-devel] Aircraft Walk Arounds

2004-04-19 Thread Lee Elliott
Realsoft3D V4.5 (Linux beta)  A lot of people think that it has a steep 
learning curve but personally I find it both logical and consistent.

http://www.realsoft.com

I then export the geometry in .OBJ format (using a free plug-in) for import 
into AC3D for texturing (textures are done in the Gimp).

RS have, in the recent past,  released a number of render resolution limited 
versions of RS3D V4.n for magazine cover discs/DVDs but that's not an issue 
just as far as modelling for FG is concerned.

LeeE


On Tuesday 20 April 2004 01:53, Ampere K. Hardraade wrote:
> Lee,
>
> Just curious: what program do you use to model the aircrafts.
>
> Regards,
> Ampere
>
> On April 19, 2004 08:02 pm, Lee Elliott wrote:
> > On Monday 19 April 2004 14:52, Erik Hofman wrote:
> > > Hi,
> > >
> > > For everyone interested in photos revealing a lot of detail of various
> > > aircraft, please take a look at:
> > > http://s96920072.onlinehome.us/walk.htm
> > >
> > > For Lee Elliot, it also contains 13 sections for the A-10.
> > >
> > > Erik
> >
> > Excellent source of data - just means I have to start all over again;)
> >
> > LeeE
> >
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Re: [Flightgear-devel] Aircraft Walk Arounds

2004-04-20 Thread Erik Hofman
Lee Elliott wrote:
On Monday 19 April 2004 14:52, Erik Hofman wrote:

Hi,

For everyone interested in photos revealing a lot of detail of various
aircraft, please take a look at:
http://s96920072.onlinehome.us/walk.htm
For Lee Elliot, it also contains 13 sections for the A-10.


Excellent source of data - just means I have to start all over again;)


Hehe, you're welcome :)

Erik

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re: [Flightgear-devel] Aircraft modelling questions

2002-04-09 Thread David Megginson

[EMAIL PROTECTED] writes:

 > I'm wondering how to produce a 3D cockpit.  Does this need to be a
 > seperate model to be placed in the aircraft's directory or should
 > it be one large model? (I'm assuming it should be seperate...).

In the end, things will be set up so that you can model it either
way.  For now, I've been keeping the 3D cockpit in the same model
as the external.

Note that you'll also need to make an aero model for the Caravan.  If
you have good data, you can do it with JSBSim; otherwise, you can fake
a fairly reasonable aero model in YASim using only geometry and
published performance numbers.

 > I appreciate that this might upset the purists!

You won't be able to do that with the aero model, but you should be
able to manage with the 3D model.  

I doubt many purists will be upset; after all, FlightGear itself runs
under Microsoft Windows, and initially, we used 3D models that were
created by third-parties for MSFS.  The idea of Open Source is that it
can be used anywhere, modified, and even sold for large amounts of
money, as long as it stays free-as-in-speech.


All the best,


David

-- 
David Megginson
[EMAIL PROTECTED]


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Re: [Flightgear-devel] Aircraft modelling questions

2002-04-09 Thread Jim Wilson

[EMAIL PROTECTED] said:

> In an ideal world I'd like to make one model that would , with a minimum of
kludging, work in FGFS and FS2002 since I regularly use both.  I appreciate
that this might upset the purists!
> 
To the contrary, it's kind of iteresting having a fgfs model converted for use
in msfs.  After so long the other way :-)

Best,

Jim


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Re: [Flightgear-devel] Aircraft directory structure

2004-11-22 Thread Jon S Berndt
On Mon, 22 Nov 2004 15:02:09 -0600
 "Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
How hard would it be to allow aircraft to live in an arbitrary 
structure underneath data/Aircraft?
From a JSBSim FDM point of view, I've been giving this some thought 
with respect to standalone JSBSim, as well. There ought to be more 
flexibility in this system. We have aircraft, engines, control 
systems, etc. files. Some of them we might tend to want to be 
interchangeable - that is, allow use of an engine with several 
aircraft. The idea is to preclude the need to have an engine defined 
in each aircraft subdirectory and just have one engine "corral" (sorry 
- remember, I'm from Texas ;-)  However, I am beginning to warm to the 
idea of having one location where an aircraft could be found, and 
under that - or even inside that directory - the engine itself could 
be found, as well as other required files. The engine files 
specifically are small enough so they could be duplicated with hardly 
a storage impact at all.

Ideally, the "controlling program" (either the JSBSim.cpp wrapper for 
standalone operation, the Flightgear FDM interface class in the case 
of integrated operation, etc...) would pass along or specify the 
directory to search and the aircraft file name. We really don't care 
where we get the aircraft file name from - we just need the file name 
(and path). Right now, I think we are trying to be too rigid in 
specifying where files are to be found.

Jon
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Re: [Flightgear-devel] Aircraft directory structure

2004-11-22 Thread Curtis L. Olson
Jon S Berndt wrote:
From a JSBSim FDM point of view, I've been giving this some thought 
with respect to standalone JSBSim, as well. There ought to be more 
flexibility in this system. We have aircraft, engines, control 
systems, etc. files. Some of them we might tend to want to be 
interchangeable - that is, allow use of an engine with several 
aircraft. The idea is to preclude the need to have an engine defined 
in each aircraft subdirectory and just have one engine "corral" (sorry 
- remember, I'm from Texas ;-)  However, I am beginning to warm to the 
idea of having one location where an aircraft could be found, and 
under that - or even inside that directory - the engine itself could 
be found, as well as other required files. The engine files 
specifically are small enough so they could be duplicated with hardly 
a storage impact at all.

Ideally, the "controlling program" (either the JSBSim.cpp wrapper for 
standalone operation, the Flightgear FDM interface class in the case 
of integrated operation, etc...) would pass along or specify the 
directory to search and the aircraft file name. We really don't care 
where we get the aircraft file name from - we just need the file name 
(and path). Right now, I think we are trying to be too rigid in 
specifying where files are to be found.

I don't think we need to kill ourselves trying to be overly flexible.  I 
think it's worth having a central repository of commonly used items 
(engines, instruments, etc.)  An aircraft could refer to a standard 
item, or could refer to a specific item in it's own directory.  I don't 
think we would need to go overboard on recursive directory searches to 
hunt for stuff.

However, as things stand right now.  We have oodles of references to 
stuff as "../../../Instruments/hsi.xml" etc.  If we move an aircraft one 
directory level deeper (or more) all those relative references break. :-(

I'm calling for someone to take on the task of making aircraft more 
relocatable.  If someone wants to make a family of aircraft varients and 
share parts ... I think it's ok to make them all live as siblings to a 
single parent directory, but right now everything is hardwired so every 
aircraft must be a child of the Aircraft subdirectory.  We can't make up 
organization aircraft directories (i.e. Single-Engine, WWII, Boeing, 
Cargo, Biz-jet, etc.)

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Aircraft directory structure

2004-11-22 Thread Boris Koenig
Curtis L. Olson wrote:
However, as things stand right now.  We have oodles of references to 
stuff as "../../../Instruments/hsi.xml" etc.  If we move an aircraft one 
directory level deeper (or more) all those relative references break. :-(
Well, this is then about relative paths, it could probably already be
solved if one added support for standard paths such as $FG_ROOT.
Which could mean that the path becomes:
$FG_ROOT/Aircraft/Instruments/hsi.xml
I think it would take 5 minutes to add support for -automatically 
defined- environment variables such as:

- $FG_AIRCRAFT
- $FG_INSTRUMENTS
These could all be based on a properly set $FG_ROOT, that way one could
simply refer to:
"$FG_AIRCRAFTS/c172/c172-set.xml"
or
"$FG_INSTRUMENTS/hsi.xml"
Dealing with such path specifications would mainly come down to looking
for an initial '$' sign and stripping of everything behind the first
slash in order to determine the real path.

I'm calling for someone to take on the task of making aircraft more 
relocatable.
If you are mainly thinking about the above problem and my suggestion
for a solution is already sufficient, I wouldn't mind to send Erik
a corresponding patch.
-
Boris
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Re: [Flightgear-devel] Aircraft directory structure

2004-11-22 Thread Jon S Berndt
On Mon, 22 Nov 2004 15:29:36 -0600
 "Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
Jon S Berndt wrote:
I don't think we need to kill ourselves trying to be overly 
flexible.  I think it's worth having a central repository of commonly 
used items (engines, instruments, etc.)  An aircraft could refer to a 
standard item, or could refer to a specific item in it's own 
directory.  I don't think we would need to go overboard on recursive 
directory searches to hunt for stuff.
I agree - I sure wasn't suggesting that. My point was that the 
controlling application can have all the smarts as far as directory 
searches are concerned. It ought not to matter to the FDM where the 
files are stored - right now, JSBSim cares, at least for standalone 
operation. It is sort of a forced directory structure. I don't like 
that any more.

I'm calling for someone to take on the task of making aircraft more 
relocatable.  If someone wants to make a family of aircraft varients 
and share parts ... I think it's ok to make them all live as siblings 
to a single parent directory, but right now everything is hardwired 
so every aircraft must be a child of the Aircraft subdirectory.  We 
can't make up organization aircraft directories (i.e. Single-Engine, 
WWII, Boeing, Cargo, Biz-jet, etc.)
This makes a lot of sense. Dave Culp prodded us to support placing the 
engine directory under the specific aircraft directory as a first step 
for JSBSim. I'd like to see that changed so we (JSBSim) can simply 
accept a directory path and name for the aircraft being modeled.

That does raise some issues for us, though. Within the aircraft config 
file, we specify various filenames for engine, thruster, and perhaps 
control system, etc.  By default now there is a series of directories 
taht are searched for engines (the engine filename only is given in 
the main aircraft config file - not the entire path). So, there is 
really a series of acceptable paths. I don't like that. I'd like there 
to be a single way to do this - such as specifying that all 
FDM-relevant config files (aircraft, engine, controls, etc.) should 
all be in the same directory. The path to said FDM directory ought to 
be passed in by the controlling program and then we're all set. I'd 
actually prefer (now) to NOT have separate directories for engines and 
aircraft.

Jon
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RE: [Flightgear-devel] Aircraft directory structure

2004-11-22 Thread Giles Robertson
Two points:
1) Relative vs. Absolute links. Relative links makes it tricky, to say
the least, to shift a/c around (though I think I have a relative -->
absolute python function kicking around somewhere; it's not hard). I can
recall some dislike of absolute links. In some ways, a
resource-identifier system might be a good idea (and this kind of fits
with the XML philosophy), along with a central table (also in XML) that
looked something like this:
Resource ID Filename
yazzascope-3d   \instruments\yazzascope-3d-set.xml

2) Organising aircraft
The categories you describe aren't exclusive - without some seriously
weird symlinking, an a/c can't be a member of Boeing, and of 2-engines,
and of Bizjet. (And if you symlinked for this result, Windows users
might have difficulties)

On a slightly more theoretical note, I would have thought that these
non-exclusive categories don't need to be the subject of directories. As
a developer, one pokes about the \Aircraft directory a lot. As a user,
one very rarely does. What the user wants is to be able to say "gimme a
list of a/c that are 2-engined Boeing passenger jets", and it produces
it. That could also be the subject of a table/database - and keeping all
a/c immediately under \Aircraft should make addition and removal of
aircraft easier (what happens in a simple untar system, for instance, if
we change the classification of, say, the 737 from Boeing to 2-engined,
and the user untars an update - bingo, he has two versions of the 737
--- keeping track of this over time could be difficult)

It's your two cents now.

Giles Robertson

-Original Message-
From: Curtis L. Olson [mailto:[EMAIL PROTECTED] 
Sent: 22 November 2004 21:30
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Aircraft directory structure

Jon S Berndt wrote:

> From a JSBSim FDM point of view, I've been giving this some thought 
> with respect to standalone JSBSim, as well. There ought to be more 
> flexibility in this system. We have aircraft, engines, control 
> systems, etc. files. Some of them we might tend to want to be 
> interchangeable - that is, allow use of an engine with several 
> aircraft. The idea is to preclude the need to have an engine defined 
> in each aircraft subdirectory and just have one engine "corral" (sorry

> - remember, I'm from Texas ;-)  However, I am beginning to warm to the

> idea of having one location where an aircraft could be found, and 
> under that - or even inside that directory - the engine itself could 
> be found, as well as other required files. The engine files 
> specifically are small enough so they could be duplicated with hardly 
> a storage impact at all.
>
> Ideally, the "controlling program" (either the JSBSim.cpp wrapper for 
> standalone operation, the Flightgear FDM interface class in the case 
> of integrated operation, etc...) would pass along or specify the 
> directory to search and the aircraft file name. We really don't care 
> where we get the aircraft file name from - we just need the file name 
> (and path). Right now, I think we are trying to be too rigid in 
> specifying where files are to be found.


I don't think we need to kill ourselves trying to be overly flexible.  I

think it's worth having a central repository of commonly used items 
(engines, instruments, etc.)  An aircraft could refer to a standard 
item, or could refer to a specific item in it's own directory.  I don't 
think we would need to go overboard on recursive directory searches to 
hunt for stuff.

However, as things stand right now.  We have oodles of references to 
stuff as "../../../Instruments/hsi.xml" etc.  If we move an aircraft one

directory level deeper (or more) all those relative references break.
:-(

I'm calling for someone to take on the task of making aircraft more 
relocatable.  If someone wants to make a family of aircraft varients and

share parts ... I think it's ok to make them all live as siblings to a 
single parent directory, but right now everything is hardwired so every 
aircraft must be a child of the Aircraft subdirectory.  We can't make up

organization aircraft directories (i.e. Single-Engine, WWII, Boeing, 
Cargo, Biz-jet, etc.)

Regards,

Curt.

-- 
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Aircraft directory structure

2004-11-22 Thread Curtis L. Olson
Giles Robertson wrote:
Two points:
1) Relative vs. Absolute links. Relative links makes it tricky, to say
the least, to shift a/c around (though I think I have a relative -->
absolute python function kicking around somewhere; it's not hard). I can
recall some dislike of absolute links. In some ways, a
resource-identifier system might be a good idea (and this kind of fits
with the XML philosophy), along with a central table (also in XML) that
looked something like this:
Resource ID Filename
yazzascope-3d   \instruments\yazzascope-3d-set.xml
2) Organising aircraft
The categories you describe aren't exclusive - without some seriously
weird symlinking, an a/c can't be a member of Boeing, and of 2-engines,
and of Bizjet. (And if you symlinked for this result, Windows users
might have difficulties)
On a slightly more theoretical note, I would have thought that these
non-exclusive categories don't need to be the subject of directories. As
a developer, one pokes about the \Aircraft directory a lot. As a user,
one very rarely does. What the user wants is to be able to say "gimme a
list of a/c that are 2-engined Boeing passenger jets", and it produces
it. That could also be the subject of a table/database - and keeping all
a/c immediately under \Aircraft should make addition and removal of
aircraft easier (what happens in a simple untar system, for instance, if
we change the classification of, say, the 737 from Boeing to 2-engined,
and the user untars an update - bingo, he has two versions of the 737
--- keeping track of this over time could be difficult)
 

A couple points in response.
1. I think ultimately, we could have hundreds our thousands of aircraft 
and it would be very difficult to maintain all of these in a single 
Aircraft folder.

2. If I understand your point #2, you are suggesting each aircraft could 
have a list of categories it fits in.  That is a good idea, I like it a 
lot.  However, I don't want it to side track from the original need to 
make aircraft arbitrarily relocatable within sub[sub[sub]]folders of the 
Aircraft folder.

3. I don't want to get caught up so over-engineering a solution to the 
problem that we never actually get to the point of implimenting anything.

I think step #1 needs to be making aircraft relocatable.
Then step #2 and beyond could be coming up with an a useful/interseting 
categorization, organization, and filtering scheme.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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RE: [Flightgear-devel] Aircraft directory structure

2004-11-22 Thread Giles Robertson
That's much neater than what I suggested. How many of these variables do
we need so that the directory for the a/c does not have to be a
subdirectory of $FG_ROOT?

Giles Robertson

-Original Message-
From: Boris Koenig [mailto:[EMAIL PROTECTED] 
Sent: 22 November 2004 21:50
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Aircraft directory structure

Curtis L. Olson wrote:
> However, as things stand right now.  We have oodles of references to 
> stuff as "../../../Instruments/hsi.xml" etc.  If we move an aircraft
one 
> directory level deeper (or more) all those relative references break.
:-(

Well, this is then about relative paths, it could probably already be
solved if one added support for standard paths such as $FG_ROOT.

Which could mean that the path becomes:

$FG_ROOT/Aircraft/Instruments/hsi.xml

I think it would take 5 minutes to add support for -automatically 
defined- environment variables such as:

- $FG_AIRCRAFT
- $FG_INSTRUMENTS

These could all be based on a properly set $FG_ROOT, that way one could
simply refer to:

"$FG_AIRCRAFTS/c172/c172-set.xml"

or

"$FG_INSTRUMENTS/hsi.xml"

Dealing with such path specifications would mainly come down to looking
for an initial '$' sign and stripping of everything behind the first
slash in order to determine the real path.


> I'm calling for someone to take on the task of making aircraft more 
> relocatable.

If you are mainly thinking about the above problem and my suggestion
for a solution is already sufficient, I wouldn't mind to send Erik
a corresponding patch.


-
Boris

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Re: [Flightgear-devel] Aircraft directory structure

2004-11-22 Thread Boris Koenig
Curtis L. Olson wrote:
I think step #1 needs to be making aircraft relocatable.
If I did get everything right, the major problem is that aircraft
rely on instruments and other devices that reside in abitrary locations
within the $FG_ROOT directory structure.
As a workaround it might really be already sufficient to simply
use a bunch of variables that simply refer to $FG_ROOT - that way
there wouldn't be any messing around with relative paths - rather,
FlightGear itself would simply look for a supported environment
variable such as $FG_INSTRUMENTS or $FG_AIRCRAFT and would automatically
return a corresponding such as $FG_ROOT/data/Instruments
or $FG_ROOT/data/Aircraft.
This is really no big deal and would essentially allow Aircraft to
reside anywhere - right ?
Alternatively, one could also decide to use the Property Tree to
store the absolute paths, so that these can be dynamically modified
at runtime - if necessary.
Then step #2 and beyond could be coming up with an a useful/interseting 
categorization, organization, and filtering scheme.
I think this would be mainly about providing additional tags that
support specification of the  of aircraft, number of ,
the , possibly using also data such as weight, pax etc.


Boris
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