Re: [Flightgear-devel] AI Models -what files?

2006-06-01 Thread Detlef Faber
Am Freitag, den 02.06.2006, 13:12 +1200 schrieb dene maxwell:
> Hi all,
> I'm trying to using various aicraft in an AI scenario... The J3 cub looks 
> good model-wise with a small animation problem (more on that below), but the 
> Spitfire looks terrible!!! I using 
> Aircraft/Spitfire/Models/spitfire_model.xml but part of the fuselage and 
> inboard wings are missing.
> 
> when using aircraft models in AI scenarios...what is the best file to use ( 
> some like Aircraft/Spitfire/spitfireIIa.xml actually stop FG from loading 
> (098a/win Me)
> 
> The other problem is the propellers aren't turning (in either the J3 cub or 
> spitfire) and I can't find the property (in the internal browser/property 
> tree) that would turn the engines on and presumably start the prop turning.
> 
The AI Models use the same properties your aircraft uses. If your gear
is out, the gear of the AI Aircraft is out too, and retracts if you
retract it. 

I helped myself by creating an extra "AI-Model"-xml file. Just a copy of
the original models xml file, but I commented out the 3d cockpit and
interiour models and set the properties for gear and prop to values that
are always matched (e.g. propdisk visible at rpm below 1).

That's just a quick fix but I've not yet discovered how to make it
properly.

Greetings

Detlef

http://www.sol2500.net/flightgear


> Regards
> Dene
> 
> _
> Become a fitness fanatic @  http://xtramsn.co.nz/health
> 
> 
> 
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Re: [Flightgear-devel] collision avoidance

2006-06-01 Thread Mathias Fröhlich
On Friday 02 June 2006 01:44, Mick - wrote:
> I'm trying to create a type of collision avoidance capability, and would
> need AGL data from in front of the aircraft.
> Could someone suggest where (in the code) I could get "projected elevation"
> information, for example, AGL data 10 meters in front. My understanding is
> that AGL is taken from the nose of the aircraft.
In C++ code src/Scenery/scenery.hxx one of:

FGScenery::get_elevation_m;
FGScenery::get_cart_elevation_m;

should do what you need.
Dependent on how often you need to compute that and how far away from the 
actual aircraft you need to know that the groundcache accessible from 
FGInterface might be faster.
That provides you with the same information in a small area around the 
aircraft (usually only the bonunding sphere of the aircraft model plus a few 
meters) in a more performant way.

   Greetings

   Mathias

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Re: [Flightgear-devel] fgmap navaids

2006-06-01 Thread Ron Jensen
On Fri, 2006-06-02 at 11:04 +1000, Pigeon wrote:
> > The only thing that I'm missing now is TACAN.  It 
> > would be really great (and a slight improvement on Atlas) if the TACAN 
> > channel for a suitably equipped airfield was shown.
> 
> I have just noticed I have sorta misinterpreted some of the nav data
> regarding TACAN, i.e. at the moment all the TACAN are missing on the
> map. I will look into this soon. And perhaps I shall ask you or Vivian
> on IRC later on about any specifics I needed to know.
> 

Can we get TACAN channel assignments fixed while you're at it?
Currently the TACAN system assigns random, bogus channels that don't
jive with the real world nav data.  I had a simple fix but Vivian
thought it was a 'hack'.

Thanks,

Ron




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[Flightgear-devel] Fwd: freeglut_window.c:300 error

2006-06-01 Thread Darko Tasovac
I found solution finally :)

As I mentioned before, I updated kernel, and nvidia driver. Therefore my color 
depth was setup to default 16bit. I changed it to 24bit and everything seems 
fine :)

Sincerely,
Darko T.

--  Forwarded Message  --

Subject: freeglut_window.c:300 error
Date: Friday 02 June 2006 03:11
From: Darko Tasovac <[EMAIL PROTECTED]>
To: flightgear-devel@lists.sourceforge.net

Hi,

I installed FlightGeat 0.9.10 one month ago, and everything was fine. I
updated my kernel las day. I tried to start FG and I am getting this message
now


fgfs: freeglut_window.c:300: fgOpenWindow: Assertion
`window->Window.VisualInfo != ((void *)0)' failed.

Does anyone has similar problem?
Should I compile freeglut again?

Thanx,
Darko T.

P.S. I have Suse 10.0 x86_64 (kernel 2.6.13-15.10)
Nvidia GeForce 6600
driver: NVIDIA-Linux-x86_64-1.0-8762

---


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[Flightgear-devel] freeglut_window.c:300 error

2006-06-01 Thread Darko Tasovac
Hi,

I installed FlightGeat 0.9.10 one month ago, and everything was fine. I 
updated my kernel las day. I tried to start FG and I am getting this message 
now


fgfs: freeglut_window.c:300: fgOpenWindow: Assertion 
`window->Window.VisualInfo != ((void *)0)' failed.

Does anyone has similar problem?
Should I compile freeglut again?

Thanx,
Darko T.

P.S. I have Suse 10.0 x86_64 (kernel 2.6.13-15.10)
Nvidia GeForce 6600
driver: NVIDIA-Linux-x86_64-1.0-8762


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[Flightgear-devel] AI Models -what files?

2006-06-01 Thread dene maxwell
Hi all,
I'm trying to using various aicraft in an AI scenario... The J3 cub looks 
good model-wise with a small animation problem (more on that below), but the 
Spitfire looks terrible!!! I using 
Aircraft/Spitfire/Models/spitfire_model.xml but part of the fuselage and 
inboard wings are missing.

when using aircraft models in AI scenarios...what is the best file to use ( 
some like Aircraft/Spitfire/spitfireIIa.xml actually stop FG from loading 
(098a/win Me)

The other problem is the propellers aren't turning (in either the J3 cub or 
spitfire) and I can't find the property (in the internal browser/property 
tree) that would turn the engines on and presumably start the prop turning.

Regards
Dene

_
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Re: [Flightgear-devel] fgmap navaids

2006-06-01 Thread Pigeon
> The only thing that I'm missing now is TACAN.  It 
> would be really great (and a slight improvement on Atlas) if the TACAN 
> channel for a suitably equipped airfield was shown.

I have just noticed I have sorta misinterpreted some of the nav data
regarding TACAN, i.e. at the moment all the TACAN are missing on the
map. I will look into this soon. And perhaps I shall ask you or Vivian
on IRC later on about any specifics I needed to know.


Pigeon.



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[Flightgear-devel] collision avoidance

2006-06-01 Thread Mick -
I'm trying to create a type of collision avoidance capability, and would 
need AGL data from in front of the aircraft.
Could someone suggest where (in the code) I could get "projected elevation" 
information, for example, AGL data 10 meters in front. My understanding is 
that AGL is taken from the nose of the aircraft.

thanks.




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Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)

2006-06-01 Thread Arnt Karlsen
On Thu, 1 Jun 2006 12:21:31 -0400, GWMobile wrote in message 
<[EMAIL PROTECTED]>:

> The water surface could then just be a specialized cloud layer.

..in a way, it is.  ;o)

..has anyone tried this idea by now?

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




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Re: [Flightgear-devel] Introduction to community and Autopilot Replacement

2006-06-01 Thread Curtis L. Olson
Jeff McBride wrote:

>I have done the same thing on a similar university project. Our
>solution has been to use the FGNetCtrls interface to FG and write a
>gateway application that would interface our UAV flight control
>computer (via serial port) to FG (via TCP). This allows us to do
>hardware-in-the-loop testing of the autopilot system. If preferable,
>you could also implement the flight control laws in a PC application
>and "fly" the FG model via a TCP connection.
>
>Actually, flightgear has proven to be a versatile tool for our
>project. It is also good as a visualization system (either live during
>flight or for post-mission replay). Once you figure it out,
>communication with FG is pretty easy. I've just created a C# class to
>handle all I/O to FG, and can drop it in where needed.
>

And if you are using FlightGear as a visualization system for your UAV 
(either live or replaying the data) you can turn on multiplayer mode and 
inject yourself into the multiplayer system.  I'm doing that right  
now.  If you want to see my university's uav in action, go to 
mpmap01.flightgear.org right now and click the check box next to the 
Rascal-1 call sign.  I'm looping the data and will probably continue 
looping it for the rest of the day.  We don't have a wireless internet 
connection that available at our flying field, but some day if we are 
able to rig something up, we'll be able to inject our live flight data 
into the multiplayer system which and others could come fly [virtually] 
with us.  That would be kind of a neat trick.

Curt.

-- 
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d



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Re: [Flightgear-devel] Light inside the cockpit

2006-06-01 Thread Jim Wilson
The P51D model has this.  There is a dimmer switch on the console panel just 
right of center.  In order to set up general lighting in the cockpit you simply 
need to group the objects that need to be lit together and apply a low level of 
"emissive" output via material animation".

This technique won't be precisely correct because it totally lacks shading,  
but the effect is reasonably accurate due to the low light level, and of course 
it makes it possible to see the inside of a cockpit at night.

Best,

Jim

> -Original Message-
> From: Gonzalo Aguilar Delgado <[EMAIL PROTECTED]>
> Sent: Thursday, 1. Jun 2006 13:30 -0400
> To: flightgear-devel@lists.sourceforge.net
> Subject: [Flightgear-devel] Light inside the cockpit
> 
> Hello all
> 
> I was fliying at night yesterday and found that is very dificult to see
> the controls inside de cockpit. I think that would be nice to have a
> inside cockpit light or somethig similar. Can we switch on/off position
> lights?
> 
> Another issue I was seeing is that on SMP computers, one of the
> processors is always idle. Are you using threads?
> 
> The latest version 0.9.10 crashes a lot on amd64, should I report gdb
> backtraces?
> 
> The simulator is great. I really love this. Great job.
> 
> 
> 
> -- 
> Gonzalo Aguilar Delgado - Ingeniero en Informática
> [ Seguridad & Medios de pago ]
> 
> 
> 
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-- 
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Kelco Industries
PO Box 160
Milbridge, ME 04658
207-546-7989




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Re: [Flightgear-devel] Introduction to community and Autopilot Replacement

2006-06-01 Thread Jeff McBride
On 6/1/06, Jimmy Coley <[EMAIL PROTECTED]> wrote:
>
> Hello, first let me introduce myself.  I am Jimmy Coley, a student at the
> University of West Florida (UWF).  I have been using simulators since MSFS98
> was first released, and Now I have migrated over to FG.  My outdated website
> about me can be found at www.students.uwf.edu/jrc27 (will be updated today
> or tomorrow) .
 [Snip...]
> My question to the community is this, Are there pros and cons to each method
> that I don't know about, and does anybody know of a different approach that
> might be better/easier?
>
>

I have done the same thing on a similar university project. Our
solution has been to use the FGNetCtrls interface to FG and write a
gateway application that would interface our UAV flight control
computer (via serial port) to FG (via TCP). This allows us to do
hardware-in-the-loop testing of the autopilot system. If preferable,
you could also implement the flight control laws in a PC application
and "fly" the FG model via a TCP connection.

Actually, flightgear has proven to be a versatile tool for our
project. It is also good as a visualization system (either live during
flight or for post-mission replay). Once you figure it out,
communication with FG is pretty easy. I've just created a C# class to
handle all I/O to FG, and can drop it in where needed.

-Jeff

Jeff McBride
Master's Student, Electrical and Computer Engineering
Virginia Commonwealth University


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Re: [Flightgear-devel] v0.9.10 fails with error message

2006-06-01 Thread Don Oliver


--- Jim A <[EMAIL PROTECTED]> wrote:

>  Don Oliver <[EMAIL PROTECTED]> wrote: 
> > Thanks for the suggestion. I tried it, but no
> change
> > here.
> > 
> > I did solve it by deleting the flightgear entry in
> > Documents and Settings,all flightgear folders and
> > re-installing.
> > 
> > So, the problem appears to have been the Documents
> and
> > Settings entry.
> > 
> > Don
> > 
> 
> Glad you're up and running, Don.
> 
> Here's an earlier reply from me that got rejected as
> spam for some reason.  (maybe spam assassin is
> smarter than I thought!)  :-D
> 
>
...
> > -Original Message- 
> > From: Ron Jensen [EMAIL PROTECTED] 
> > Sent: Wednesday, May 31, 2006 11:54 PM 
>  
> > > Now fails with only the following errors: 
> > > Error reading properties: 
> > > Failed to open file at C:/Documents and 
> > Settings/Don.ANTEC/Application 
> > > Data/flightgear.org/autosave.xml (reported by
> SimGear XML Parser) 
> > 
> > This is not a problem.  The file autosave.xml will
> be created 
> > for you the first time FGFS successfully exits. 
> It will 
> > update itself every time you quit FGFS. 
>  
> In theory, maybe :-) 
>  
> FWIW, my first try at 9.10 required me to have an
> "autosave.xml" file.  Else, 
> FGFS would immediately abort.  That may be fixed
> now.  If not, try creating an 
> autosave.xml file manually, put in one line " version="1.0"?>, and save the 
> file to the appropriate place (maybe an empty file
> would work, too?).  Also, 
> check any pre-exsiting fgrun.prefs file while you're
> there to make sure all the 
> paths are correct (this is for the FGRUN wizard, if
> you ever use that).  
> Finally, I  commented out the  section in
> the preferences.xml, because 
> I was getting aborts due to not having loaded
> scenery matching what was in 
> .  (I'm sure I could have also changed the
> values there, also). 
>  
> There may have been a fiew other tricks, too, to get
> started.  Once you get 
> through them all, you're all set. 
>  
> Jim 
> 
>
.
> ADDENDUM:  I tested today without an autosave.xml
> file, and no abortjust a warning. 
> 

Jim,
Thanks for your response. It appears that there are
several things that can trip up an installation, and
the uninstall program that comes with flightgear does
not deal with these.

The safest procedure seems to be to remove all
references to FlightGear. Well, maybe not *all* - I
found a lot of entries in the registry, and decided
not to try anything there. :-)

Don

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Re: [Flightgear-devel] Introduction to community and AutopilotReplacement

2006-06-01 Thread Berndt, Jon S



How did you design your autopilot? Do you have a block 
diagram of the signal flow?
 
Jon

  Hello, first let me 
  introduce myself.  I am Jimmy Coley, a student at the University of West 
  Florida (UWF).  I have been using simulators since MSFS98 was first 
  released, and Now I have migrated over to FG.  My outdated website about 
  me can be found at www.students.uwf.edu/jrc27 (will be updated today or 
  tomorrow) .
   
  As a self-appointed project, I have been looking into adapting FG to test 
  the UWF uav that the Electrical and Computer engineering department has been 
  working on, aka the Pheonix.  So far, I have identified two possible ways 
  of integrating the Pheonix's autopilot software to be tested on the FG 
  platform, but I feel that I don't have the experience to judge how this can be 
  done.  The autopilot is written in ANSI C. 
   
  First approach was to write a Nasal script in FG so that the code for the 
  Pheonix could be copy and pasted into FG and then setting up the autopilot 
  menu to allow for activating the copied code as the autopilot control 
  software. From how I see it, this might be the better choice.  
  
   
  The second approach is to write a driver so that FG will interact with 
  the computer as a "virtual hardware," and thus would allow for us to compile 
  the actual autopilot program and have it running on its own.  To get FG 
  to recieve the commands being generated by the program, another driver would 
  be written to recieve the commands. 
   
  My question to the community is this, Are there pros and cons to each 
  method that I don't know about, and does anybody know of a different approach 
  that might be better/easier?
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Re: [Flightgear-devel] Introduction to community and Autopilot Replacement

2006-06-01 Thread Stefan Seifert
Jimmy Coley wrote:
> My question to the community is this, Are there pros and cons to each 
> method
> that I don't know about, and does anybody know of a different approach 
> that
> might be better/easier?

FlightGear supports a few I/O protocols. Why not use them for 
communication of FG and your standalone auto pilot?

Nine


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[Flightgear-devel] Introduction to community and Autopilot Replacement

2006-06-01 Thread Jimmy Coley
Hello, first let me introduce myself.  I am Jimmy Coley, a student at the University of West Florida (UWF).  I have been using simulators since MSFS98 was first released, and Now I have migrated over to FG.  My outdated website about me can be found at 
www.students.uwf.edu/jrc27 (will be updated today or tomorrow) .
 
As a self-appointed project, I have been looking into adapting FG to test the UWF uav that the Electrical and Computer engineering department has been working on, aka the Pheonix.  So far, I have identified two possible ways of integrating the Pheonix's autopilot software to be tested on the FG platform, but I feel that I don't have the experience to judge how this can be done.  The autopilot is written in ANSI C. 

 
First approach was to write a Nasal script in FG so that the code for the Pheonix could be copy and pasted into FG and then setting up the autopilot menu to allow for activating the copied code as the autopilot control software. From how I see it, this might be the better choice.  

 
The second approach is to write a driver so that FG will interact with the computer as a "virtual hardware," and thus would allow for us to compile the actual autopilot program and have it running on its own.  To get FG to recieve the commands being generated by the program, another driver would be written to recieve the commands. 

 
My question to the community is this, Are there pros and cons to each method that I don't know about, and does anybody know of a different approach that might be better/easier?
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Re: [Flightgear-devel] Light inside the cockpit

2006-06-01 Thread Dave Culp
On Thursday 01 June 2006 12:30 pm, Gonzalo Aguilar Delgado wrote:
> I was fliying at night yesterday and found that is very dificult to see
> the controls inside de cockpit. I think that would be nice to have a
> inside cockpit light or somethig similar. Can we switch on/off position
> lights?

Some of the aircraft have instrument lighting.  I don't know if there are any 
flood lights though.


Dave


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[Flightgear-devel] Light inside the cockpit

2006-06-01 Thread Gonzalo Aguilar Delgado
Hello all

I was fliying at night yesterday and found that is very dificult to see
the controls inside de cockpit. I think that would be nice to have a
inside cockpit light or somethig similar. Can we switch on/off position
lights?

Another issue I was seeing is that on SMP computers, one of the
processors is always idle. Are you using threads?

The latest version 0.9.10 crashes a lot on amd64, should I report gdb
backtraces?

The simulator is great. I really love this. Great job.



-- 
Gonzalo Aguilar Delgado - Ingeniero en Informática
[ Seguridad & Medios de pago ]



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Re: [Flightgear-devel] v0.9.10 fails with error message

2006-06-01 Thread Jim A
 Don Oliver <[EMAIL PROTECTED]> wrote: 
> Thanks for the suggestion. I tried it, but no change
> here.
> 
> I did solve it by deleting the flightgear entry in
> Documents and Settings,all flightgear folders and
> re-installing.
> 
> So, the problem appears to have been the Documents and
> Settings entry.
> 
> Don
> 

Glad you're up and running, Don.

Here's an earlier reply from me that got rejected as spam for some reason.  
(maybe spam assassin is smarter than I thought!)  :-D

...
> -Original Message- 
> From: Ron Jensen [EMAIL PROTECTED] 
> Sent: Wednesday, May 31, 2006 11:54 PM 
 
> > Now fails with only the following errors: 
> > Error reading properties: 
> > Failed to open file at C:/Documents and 
> Settings/Don.ANTEC/Application 
> > Data/flightgear.org/autosave.xml (reported by SimGear XML Parser) 
> 
> This is not a problem.  The file autosave.xml will be created 
> for you the first time FGFS successfully exits.  It will 
> update itself every time you quit FGFS. 
 
In theory, maybe :-) 
 
FWIW, my first try at 9.10 required me to have an "autosave.xml" file.  Else, 
FGFS would immediately abort.  That may be fixed now.  If not, try creating an 
autosave.xml file manually, put in one line ", and save 
the 
file to the appropriate place (maybe an empty file would work, too?).  Also, 
check any pre-exsiting fgrun.prefs file while you're there to make sure all the 
paths are correct (this is for the FGRUN wizard, if you ever use that).  
Finally, I  commented out the  section in the preferences.xml, because 
I was getting aborts due to not having loaded scenery matching what was in 
.  (I'm sure I could have also changed the values there, also). 
 
There may have been a fiew other tricks, too, to get started.  Once you get 
through them all, you're all set. 
 
Jim 
 
.
ADDENDUM:  I tested today without an autosave.xml file, and no abortjust a 
warning. 


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Re: [Flightgear-devel] v0.9.10 fails with error message

2006-06-01 Thread Don Oliver


--- Ron Jensen <[EMAIL PROTECTED]> wrote:

> On Wed, 2006-05-31 at 20:13 -0700, Don Oliver wrote:
> > Hi All,
> [snip]
> > 
> > Now fails with only the following errors:
> > Error reading properties:
> > Failed to open file at C:/Documents and
> > Settings/Don.ANTEC/Application
> > Data/flightgear.org/autosave.xml
> > (reported by SimGear XML Parser)
> 
> This is not a problem.  The file autosave.xml will
> be created for you
> the first time FGFS successfully exits.  It will
> update itself every
> time you quit FGFS.
> 
> > unexpected tag 'fdm_config' found in YASim
> aircraft
> > description.
> > 
> > Using the default model Cessna 172P Skyhawk (1981
> > model), and the default airport KSFO
> 
> This is bizarre, since the Cessna 172P Skyhawk is
> not a YASim aircraft
> and fdm_config is a tag from JSBSim.  I can
> reproduce this using a
> command line of "fgfs --fdm=yasim"  
> 
> Try launching fgfs from a command line window, or
> make sure whichever
> frontend you are using is not trying to force an
> FDM.  Also make sure
> that you don't have an .fgfsrc file (what is the
> windows name for this)
> forcing an FDM choice.
> 
> Ron
> 
Ron,

Thanks for the suggestions. Because everything was
working with v0.9.9, I thought that it should run by
just installing v0.9.10.

I did solve it by deleting the flightgear entry in
Documents and Settings,all flightgear folders and
re-installing.

So, the problem appears to have been the Documents and
Settings entry.

Don

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Re: [Flightgear-devel] v0.9.10 fails with error message

2006-06-01 Thread Don Oliver
Thanks for the suggestion. I tried it, but no change
here.

I did solve it by deleting the flightgear entry in
Documents and Settings,all flightgear folders and
re-installing.

So, the problem appears to have been the Documents and
Settings entry.

Don

--- dene maxwell <[EMAIL PROTECTED]> wrote:

> Hi Don
> 
> I seem to remember there was a problem like this a
> few months ago(can't 
> remember if it was devel or user list), possibily a
> search will help. I 
> remember because I replied with a very simplistic
> suggestion of copying your 
> "prefences.xml" to the  C:/Documents and
> Settings/Don.ANTEC/Application 
> Data/flightgear.org folder but a much better
> suggestion was made by one of 
> the developers
> 
> I'm sure the other reply will be in the archives
> somewhere but try mine just 
> in case eh? ;-)
> 
> Cheers
> :-D ene
> 
> 
> >From: Don Oliver <[EMAIL PROTECTED]>
> >Reply-To: FlightGear developers discussions 
> >
> >To: flightgear-devel@lists.sourceforge.net
> >Subject: [Flightgear-devel] v0.9.10 fails with
> error message
> >Date: Wed, 31 May 2006 20:13:53 -0700 (PDT)
> >
> >Hi All,
> >
> >I uninstalled a working version 0.9.9, then used
> the
> >FlightGear uninstall before installing v0.9.10
> >
> >Failed with a list of errors.
> >
> >Again uninstalled, and found that the FlightGear
> >folders and files were still there, so deleted all,
> >and again installed v0.9.10
> >
> >Now fails with only the following errors:
> >Error reading properties:
> >Failed to open file at C:/Documents and
> >Settings/Don.ANTEC/Application
> >Data/flightgear.org/autosave.xml
> >(reported by SimGear XML Parser)
> >unexpected tag 'fdm_config' found in YASim aircraft
> >description.
> >
> >Using the default model Cessna 172P Skyhawk (1981
> >model), and the default airport KSFO
> >
> >OS Win Xp Pro sp2
> >CPU AMD Athlon XP
> >1 GB RAM
> >Display ATI Radeon 9800 Pro
> >
> >Thanks for any clues.
> >Don Oliver
> >
> >
> >__
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> >http://mail.yahoo.com
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> >
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Re: [Flightgear-devel] ..TerrorGear...

2006-06-01 Thread Arnt Karlsen
On Thu, 01 Jun 2006 16:03:04 +0200, Frederic wrote in message 
<[EMAIL PROTECTED]>:

> Quoting Arnt Karlsen <[EMAIL PROTECTED]>:
> 
> > ..to be specific:
> > [EMAIL PROTECTED]:/opt/src/gpc232# nl Makefile
> >  6  libgenpolyclip.a: gpc.o
> >  7  rm -f $@
> >  8  ar cr $@ $<
> >  9  ranlib $@
> >
> > [EMAIL PROTECTED]:/opt/src/gpc232# make clean
> > Makefile:9: *** missing separator.  Stop.
> > [EMAIL PROTECTED]:/opt/src/gpc232#
> 
> 
> There should be a tab after a colon (:), 

..there should be a colon in line 9?  Where??
Or a tab behind the colon in line 6???

> and lines that begin by space, should begin by tab.

..done, thanks Fred.  :o)
 
> -Fred



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Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)

2006-06-01 Thread GWMobile
What about changing the aerodynamic computation so they take place based 
on radius from the earth and at what would be sea level change the air 
density to that of water.
Then any object below sealevel "flys under those equations. It would 
allow for surface ships and submarines.

And load in the whole terrain map of the world including all 
bathespheric data

The water surface could then just be a specialized cloud layer.

That would give a great start.

On Thu, 1 Jun 2006 10:30 am, Steve Hosgood wrote:
> Martin Doege wrote:
>
>> Hi Steve!
>>
>> Naval simulations are great, but if integrating tides into the 
>> present-day ocean in FG is such a big technical challenge as it seems 
>> to be, I would not think that a "real" ocean with rolling waves, 
>> reefs, bathymetry, etc. is right around the corner. I think you would 
>> want to have something like in Virtual Sailor or Silent Hunter III and 
>> that is simply far removed from the blue plane that is currently the 
>> sea in FG.
>
> Hi Martin.
>
> I'm not sure the tides issue is likely to be a "big technical 
> challenge" actually. In the space of about 4 postings here, a workable 
> scheme was proposed of colouring certain triangles "sea" or "mud" 
> according to their datum heights as compared with a local simplified 
> tideheight generator.
>
> I can provide the maths for a tideheight generator, the only "problem" 
> is providing a suitable set of triangles (tagged with datum heights)  
> in a known tidal area. Also, on a tile-by-tile basis, a set of 
> (probably four) tidal vectors has to be given.
>
> The graphics engine needs to know how to do the colouring on-the-fly, 
> but compared with the magic that the 3D experts on this project have 
> already acheived, that'll be done in an evening as soon as someone sets 
> out to do it!
>
>> But in general naval simulations don't always need flashy graphics to 
>> be fun, so finding a good graphics engine is probably not so important 
>> at this point.
>
> I ws intimating that I don't have to find one - I've found it! Right 
> here. :-)
>
>> As with all simulations, what really makes them absorbing is the 
>> feeling of "being there", and while good graphics don't hurt, good 
>> gameplay matters more. For example, the submarine sim Red Storm Rising 
>> mostly had only tactical displays to look at that look about as boring 
>> as it gets, and yet it was an engaging game and the suspension of 
>> disbelief worked well.
>
> That's about what the current "surprise" program (windoze or linux) 
> has. It's really just a wrapper around the "FDM" to let the "FDM" be 
> used for something.
>
>> So instead of hoping for great seascapes from FG/SimGear in the near 
>> (or not so near) future, I would first improve your existing "FDM", 
>> add the ocean, include navigation aids, etc.
>
> Stars, sun and a stopwatch. That's all you get!
> Ok. Ok, I'm joking of course. That's all you get in the 18th century, 
> but if sailing ships worm their way into the FG world, they'll be 
> usable in any timeframe. After all, tall ships are still with us in the 
> 21st century.
>
>> Cannons and a damage model should also be added since you are 
>> mentioning Hornblower.
>
>> As in Sid Meier's Pirates!, the crew should also be simulated, [giant 
>> snip]
>
> Funny, you've just written almost exactly what I wrote to "The Admiral" 
> (Peter Davis) last year. His comments were that he never planned to 
> make a game of the sim - his sentiments in fact matched closely to 
> those we hear all the time here on the FlightGear discussions group. 
> It's to be an accurate sim first and foremost, but if people want to 
> add guns/missiles etc then that's up to them.
>
> I talked about crew, crew morale etc. (I've been a pen&paper RPG-er for 
> a long time.) Same sort of response - basically, he (Davis) is only 
> really interested in getting the sim to work well and would be 
> disappointed to see the project "degenerate" into "just a game".
>
> Of course, done well then there's no reason why any of the additions 
> you mention would degenerate the project - they should be seen as 
> enhancements.
>
>> Graphics could initially be fairly minimal, perhaps isometric view or 
>> 2D.
>
> Dovetailing into FG would allow 3D models from the start. I really 
> don't want to have to build a custom isometric or 2D graphics engine 
> just for "surprise".
>
>> This would also give you time to develop a good interface.
>
> All your points are very valid - especially this one. Unlike aircraft, 
> saling ships don't have a single "point of control". The nearest (in 
> 18th century parlance) is "the quarterdeck" where the master or captain 
> issues the orders, which then have to be relayed through several layers 
> of middlemen to the grunts who pull the ropes. There is of course a 
> "ship's wheel" but it's not a single point of control to compare with 
> (say) an aircraft control column.
>
> Try it with "suprise". The ship's wheel does precious little unl

Re: [Flightgear-devel] Request for recommendations on screenshots

2006-06-01 Thread David Miller
On Thursday 01 June 2006 14:32, Jon S. Berndt wrote:
 > I'd like to feature the best screenshots of
 > landscapes, aircraft, sky scenes, structures, etc. that showcase
 > FlightGear's current capabilities.
 > Suggestions?

There are a couple of multi-monitor screen shots (including
a stereoscopic monitor setup) in:

 http://www.inkdrop.net/dave/multimon.pdf



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[Flightgear-devel] Terrain 0.9.10

2006-06-01 Thread Sergio
Hi team,

Just a little word of congratulation and thank about the new terrain 0.9.10.
I just updated my country (Nancy, France) and saw that yet there is no any 
problem of inclination or deviation at the start (pa28), like with the older 
version.

Great, and perfect for a good training.

Cheers,

Sergio





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Re: [Flightgear-devel] Sailing Ships (was Re: Tides in FlightGear?)

2006-06-01 Thread Steve Hosgood




Martin Doege wrote:
Hi Steve!
  
Naval simulations are great, but if integrating tides into the
present-day ocean in FG is such a big technical challenge as it seems
to be, I would not think that a "real" ocean with rolling waves, reefs,
bathymetry, etc. is right around the corner. I think you would want to
have something like in Virtual Sailor or Silent Hunter III and that is
simply far removed from the blue plane that is currently the sea in FG.
  

Hi Martin.
I'm not sure the tides issue is likely to be a "big technical
challenge" actually. In the space of about 4 postings here, a workable
scheme was proposed of colouring certain triangles "sea" or "mud"
according to their datum heights as compared with a local simplified
tideheight generator.

I can provide the maths for a tideheight generator, the only "problem"
is providing a suitable set of triangles (tagged with datum heights) 
in a known tidal area. Also, on a tile-by-tile basis, a set of
(probably four) tidal vectors has to be given.

The graphics engine needs to know how to do the colouring on-the-fly,
but compared with the magic that the 3D experts on this project have
already acheived, that'll be done in an evening as soon as someone sets
out to do it!

But in general naval simulations don't always need flashy
graphics
to be fun, so finding a good graphics engine is probably not so
important at this point.
I ws intimating that I don't have to find one - I've found it! Right
here. :-)
 As with all simulations, what really makes
them absorbing is the feeling of "being there", and while good graphics
don't hurt, good gameplay matters more. For example, the submarine sim Red Storm Rising mostly had only tactical
displays to look at that look about as boring as it gets, and yet
it was an engaging game and the suspension of disbelief worked well. 
  

That's about what the current "surprise" program (windoze or linux)
has. It's really just a wrapper around the "FDM" to let the "FDM" be
used for something.

So instead of hoping for great seascapes from FG/SimGear
in the
near (or not so near) future, I would first improve your existing
"FDM", add the ocean, include navigation aids, etc.
Stars, sun and a stopwatch. That's all you get!
Ok. Ok, I'm joking of course. That's all you get in the 18th century,
but if sailing ships worm their way into the FG world, they'll be
usable in any timeframe. After all, tall ships are still with us in the
21st century.

 Cannons and a
damage model should also be added since you are mentioning Hornblower.
As in Sid Meier's
Pirates!,
the crew should also be simulated, [giant snip]
Funny, you've just written almost exactly what I wrote to "The Admiral"
(Peter Davis) last year. His comments were that he never planned to
make a game of the sim - his sentiments in fact matched closely to
those we hear all the time here on the FlightGear discussions group.
It's to be an accurate sim first and foremost, but if people want to
add guns/missiles etc then that's up to them.

I talked about crew, crew morale etc. (I've been a pen&paper RPG-er
for a long time.) Same sort of response - basically, he (Davis) is only
really interested in getting the sim to work well and would be
disappointed to see the project "degenerate" into "just a game".

Of course, done well then there's no reason why any of the additions
you mention would degenerate the project - they should be seen as
enhancements.

Graphics could initially be fairly minimal, perhaps
isometric
view or 2D.
Dovetailing into FG would allow 3D models from the start. I really
don't want to have to build a custom isometric or 2D graphics engine
just for "surprise". 

 This would also give you time to develop a good interface.
All your points are very valid - especially this one. Unlike aircraft,
saling ships don't have a single "point of control". The nearest (in
18th century parlance) is "the quarterdeck" where the master or captain
issues the orders, which then have to be relayed through several layers
of middlemen to the grunts who pull the ropes. There is of course a
"ship's wheel" but it's not a single point of control to compare with
(say) an aircraft control column.

Try it with "suprise". The ship's wheel does precious little unless the
ship is moving at quite a lick. It's the set of the sails (especially
the spanker) that really steers the thing.

I would also use a higher-level language for faster
development and
improved flexibility. Python comes to mind and has the advantage that
the existing BASIC code should be easily converted to it and that there
is Libglade and pyGlade. It is also nicely modular and its sane
implementation of object orientation as well as its use of generators
are definite boons for simulations. At a later point, 3D graphics could
be added if desired, e.g. via PyOpenGL or using code in C/C++.
  

The existing code isn't BASIC, it's 'C' that looks like BASIC :-)
As I stated before - Davis wrote the original in BASIC and ported it to
'C' many years

Re: [Flightgear-devel] ..TerrorGear...

2006-06-01 Thread Frederic Bouvier
Quoting Arnt Karlsen <[EMAIL PROTECTED]>:

> ..to be specific:
> [EMAIL PROTECTED]:/opt/src/gpc232# nl Makefile
>  6  libgenpolyclip.a: gpc.o
>  7  rm -f $@
>  8  ar cr $@ $<
>  9  ranlib $@
>
> [EMAIL PROTECTED]:/opt/src/gpc232# make clean
> Makefile:9: *** missing separator.  Stop.
> [EMAIL PROTECTED]:/opt/src/gpc232#


There should be a tab after a colon (:), and lines that begin by space, should
begin by tab.

-Fred

--
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http://frfoto.free.fr Photo gallery - album photo
http://www.fotolia.fr/p/2278  Other photo gallery
http://fgsd.sourceforge.net/  FlightGear Scenery Designer


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Re: [Flightgear-devel] Request for recommendations on screenshots

2006-06-01 Thread Frederic Bouvier
Quoting "Jon S. Berndt":

> I'm putting together a presentation to give my fellow workers about
> FlightGear and JSBSim. I'd like to feature the best screenshots of
> landscapes, aircraft, sky scenes, structures, etc. that showcase
> FlightGear's current capabilities.

Download and install http://fgfsdb.stockill.org/download/e000n40.tgz
and http://fgfsdb.stockill.org/download/w120n30.tgz

Then you will experience a nice fly over Paris ( start at LFPO )
and Los Angeles ( start at KLAX ) with specific scenery.

-Fred

--
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http://frfoto.free.fr Photo gallery - album photo
http://www.fotolia.fr/p/2278  Other photo gallery
http://fgsd.sourceforge.net/  FlightGear Scenery Designer


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Re: [Flightgear-devel] Request for recommendations on screenshots

2006-06-01 Thread AJ MacLeod
On Thursday 01 June 2006 14:32, Jon S. Berndt wrote:
> I'd like to feature the best screenshots of
> landscapes, aircraft, sky scenes, structures, etc. that showcase
> FlightGear's current capabilities.
> Suggestions?

For a start you could rummage around through the wealth of shots on 
http://fgfs.i-net.hu ; there are some fairly decent ones there to get you 
going.  Also, some of Fred B's "Paris at Night" shots would be essential... 
if only I could remember where they were :-?  A link was posted to the dev 
list recently (within the past fortnight?) IIRC.

Cheers,

AJ


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Re: [Flightgear-devel] ..TerrorGear...

2006-06-01 Thread Arnt Karlsen
On Thu, 1 Jun 2006 12:49:08 +0200, Arnt wrote in message 
<[EMAIL PROTECTED]>:

> On Thu, 1 Jun 2006 03:21:11 +0200, Arnt wrote in message 
> <[EMAIL PROTECTED]>:
> 
> > 
> >  > LAST MINUTE NOTE:
> >  >At this point I had completely forgotten that Arnt was trying
> >  >to build TerraGear and not FlightGear. I have never build
> >  >TerraGear but I still hope that the following is helpful for
> >  >someone.
> > 
> >  ..in progress.  ;o)
> 
> .."./configure now barfs on gpc.  Alan Murta's license effectively
> shoots down distributing a working TerraGear under the GPL, 
> say on a Live CD or as a .deb or whatever.   Can we either 
> convince Alan he should use the GPL, or is there something, 
> anything GPL we can use in its place?
> 
> ..to be clear, I am _not_ going to put TerraGear on the 
> FGLiveCD4KOSH until I can do it under the GPL.
> 
> 
> ..now tech: gpc-2.32 has #define GPG_EPSILON (DBL_EPSILON) 
> and of course #define GPC_VERSION "2.32" and still needs 
> #define GPG_EPSILON (0.01) adviced in README.gpc?
 
..appears to work, but http://80.239.32.252/gpc.make.fails 

..to be specific:
[EMAIL PROTECTED]:/opt/src/gpc232# nl Makefile
 6  libgenpolyclip.a: gpc.o
 7  rm -f $@
 8  ar cr $@ $<
 9  ranlib $@

[EMAIL PROTECTED]:/opt/src/gpc232# make clean
Makefile:9: *** missing separator.  Stop.
[EMAIL PROTECTED]:/opt/src/gpc232#

..yes, it is an idiot basic question to ask, man make 
has _nothing_ on "separators", according to wc -l, 
man -k make is not all that smart after all:  ;o)
[EMAIL PROTECTED]:~ $ man -k make |wc -l
298
[EMAIL PROTECTED]:~ $ man -k make separators |wc -l
299
[EMAIL PROTECTED]:~ $ man -k make separator |wc -l
307
[EMAIL PROTECTED]:~ $ man -k separator |wc -l
9
[EMAIL PROTECTED]:~ $ man -k separator   
Tcl_FSPathSeparator (3) [FileSystem] - procedures to interact with any
filesystem Tcl_FSPathSeparator (3) [FileSystem] - procedures to interact
with any filesystem d.colorlist (1grass) - Output a list of all
available display colors with a configurable separator (default is
comma). SoLocateHighlight (3iv) - special separator that performs locate
highlighting SoSeparator (3iv)- group node that saves and restores
traversal state SoSeparatorKit (3iv) - separator nodekit class
SoTransformSeparator (3iv) - group node that saves and restores
transformation state SoWWWAnchor (3iv)- separator group node with a
URL hyperlink Tcl_FSPathSeparator (3tcl) - procedures to interact with
any filesystem 
[EMAIL PROTECTED]:~ $ man -k separators
separators: nothing appropriate.
[EMAIL PROTECTED]:~ $ 

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



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[Flightgear-devel] Request for recommendations on screenshots

2006-06-01 Thread Jon S. Berndt
I'm putting together a presentation to give my fellow workers about
FlightGear and JSBSim. I'd like to feature the best screenshots of
landscapes, aircraft, sky scenes, structures, etc. that showcase
FlightGear's current capabilities.

Suggestions?

Jon



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Re: [Flightgear-devel] Seneca II updated

2006-06-01 Thread Melchior FRANZ
* Torsten Dreyer -- Thursday 01 June 2006 09:07:
> May I kindly ask for a volunteer "CVS janitor" to check it in?

Done, thanks! Very nice aircraft.  :-)

m.


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Re: [Flightgear-devel] A380 Development

2006-06-01 Thread Josh Babcock
Arnt Karlsen wrote:
> On Thu, 01 Jun 2006 08:20:59 +0200, Frederic wrote in message 
> <[EMAIL PROTECTED]>:
> 
> 
>>Selon "Ampere K. Hardraade" :
>>
>>
>>>I suspect it is FDM's issue.  Try using the Null FDM.
>>
>>Yes, that's why I am saying it shouldn't be finished.
>>It doesn't fly very well with the null fdm :
>>http://frbouvi.free.fr/flightsim/fgfs-a380.jpg
> 
> 
> ..river Seine flooding again?  ;o)
> 
The other FDMs put the wheels on the ground, magic carpet puts the
model's origin on the ground. It just needs a different offset in the
-set file while it's a UFO.
Josh


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Re: [Flightgear-devel] A380 Development

2006-06-01 Thread Arnt Karlsen
On Thu, 01 Jun 2006 08:20:59 +0200, Frederic wrote in message 
<[EMAIL PROTECTED]>:

> Selon "Ampere K. Hardraade" :
> 
> > I suspect it is FDM's issue.  Try using the Null FDM.
> 
> Yes, that's why I am saying it shouldn't be finished.
> It doesn't fly very well with the null fdm :
> http://frbouvi.free.fr/flightsim/fgfs-a380.jpg

..river Seine flooding again?  ;o)

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




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[Flightgear-devel] ..TerrorGear..., was: ..make -I/opt/include, was ..what did I miss here??? cvs Simgear (or terrorgear) in /opt

2006-06-01 Thread Arnt Karlsen
On Thu, 1 Jun 2006 03:21:11 +0200, Arnt wrote in message 
<[EMAIL PROTECTED]>:

> 
>  > LAST MINUTE NOTE:
>  >At this point I had completely forgotten that Arnt was trying to
>  >build TerraGear and not FlightGear. I have never build TerraGear
>  >but I still hope that the following is helpful for someone.
> 
>  ..in progress.  ;o)

.."./configure now barfs on gpc.  Alan Murta's license effectively
shoots down distributing a working TerraGear under the GPL, 
say on a Live CD or as a .deb or whatever.   Can we either 
convince Alan he should use the GPL, or is there something, 
anything GPL we can use in its place?

..to be clear, I am _not_ going to put TerraGear on the 
FGLiveCD4KOSH until I can do it under the GPL.


..now tech: gpc-2.32 has #define GPG_EPSILON (DBL_EPSILON) 
and of course #define GPC_VERSION "2.32" and still needs 
#define GPG_EPSILON (0.01) adviced in README.gpc?

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




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Re: [Flightgear-devel] fgmap navaids

2006-06-01 Thread AJ MacLeod
On Thursday 01 June 2006 01:29, Pigeon wrote:
> I have just put up the navaids stuff to the fgmap for people to
> test/play with a bit. It is at http://mpmap02.flightgear.org/
> or http://pigeond.net/flightgear/fg_server_map.html and there is now a
> new "nav" tab in the menu.
>Please let me know any feedbacks and bugs.

Great work Pigeon, as ever!  The only thing that I'm missing now is TACAN.  It 
would be really great (and a slight improvement on Atlas) if the TACAN 
channel for a suitably equipped airfield was shown.  But that's nitpicking, 
what you've done so far is fantastic...

Cheers,

AJ


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Re: [Flightgear-devel] Seneca II updated

2006-06-01 Thread Torsten Dreyer
> Keep up the good work - can we expect to see this in CVS soon? I'm lazy and
> much prefer "cvs up" to faffing about with tarballs...
I am not in the position to put this into CVS but I like the idea to have it 
there. 
May I kindly ask for a volunteer "CVS janitor" to check it in?

Thanks, Torsten


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