Re: [Flightgear-devel] FGCOM gets a discussion page on the wiki

2007-11-26 Thread Holger Wirtz
Willie,

On Sun, Nov 25, 2007 at 12:14:28PM +, Willie Fleming wrote:
 http://wiki.flightgear.org/flightgear_wiki/index.php?title=Talk:FGCOM
 
 Ive kicked this off with a request for _simplex_ comms and a wee moan about 
 voice quality.
 
 I used squawkBox once a couple of years back - I cant honestly remeber how 
 the 

Ok, but I see many things that should be solved at the same time. We
should create a list og topics to be done and we should try to give them
priorities and perhaps name who try to solve these topics. But where to
place this list? FG-Wiki? My own Wiki?

 voice quality sounded. Can anyoine enlighten me? How realistic does it sound?
 The ATC chatter we have is pretty realistic - obviously recorded by someone 
 with a newish scanner somewhere near Heathrow EGLL - in terms of volume 
 quality and random spurious noises and clicks -  note the variations in 
 perceived volume of the different calling stations.  These aircraft however 
 are all commercial operations, the radios found in GA aircraft will in some 
 cases sound a bit rougher.

I see the following realism problems:

1.) absence of random white noise
2.) the voice channels should be limited with a high cut (at 4 kHz) (or an band
pass between 300 Hz and 4 KHz)
3.) as in real life there should be a mechanism for realising
crosstalking (e.g. the sender with the maximum of output pushes other
senders in the background)
4.) real com radios have an automatic noise limiter (squelch) which
makes a little noise after releasing the PTT key.
5.) pilots have engine sounds in the background

Here are my ideas:
1.) A daemon in the background ca radomly place short samples of white
noise and/or athmospherical noise an used channels. The problem is that
crosstalking cannot be recognized from such a daemon (see 4).
2.) Perhaps an EQ in the sound chain. The best place would be iaxclient.
But also ALSA would be working - but this is not real protable.
3.) That's a real problem. If this should work something like a complete
new conference module for asterisk must be developed __AND___ a
mechanism (schedular) for the voice clients (perhaps a simple FIFO). Not
as easy as it sounds...
4.) Why not sending a simple short noise sample after muting the mic?
This could be placed inside iaxclient.
5.) Again: mixing engine sound inside the mic stream... perhaps also at
iaxclient?

What I see: Everything is more a sound/VoIP problem rather than a FG
problem... 

 Please note -- Im used to hearing ATC chatter in the UK --probably a LOT 
 different in the rest of Europe and the US. I don't know how the ATC chatter 
 we have sounds to the rest of you guys both in terms of content and quality.

I tried to follow some web ATC streams and I udnerstand nearly nothing -
especially the pilots are very difficult to understand.
:-)

Regards, Holger

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Re: [Flightgear-devel] FGCOM gets a discussion page on the wiki

2007-11-26 Thread Ralf Gerlich
Hello Holger!

Holger Wirtz wrote:
 3.) as in real life there should be a mechanism for realising
 crosstalking (e.g. the sender with the maximum of output pushes other
 senders in the background)

crosstalking in real-life more often happens to create interference
which punishes those listening for wearing headsets (people tell me
these things are there for protecting your ears ;-)

 Please note -- Im used to hearing ATC chatter in the UK --probably a LOT 
 different in the rest of Europe and the US. I don't know how the ATC chatter 
 we have sounds to the rest of you guys both in terms of content and quality.
 
 I tried to follow some web ATC streams and I udnerstand nearly nothing -
 especially the pilots are very difficult to understand.
 :-)

As a VFR pilot I'm mostly used to German and English VFR chatter and
don't typically hang out on radar frequencies or the likes. The
FlightGear ATC chatter is almost incomprehensible to me, mainly due to
the speed...

After all, VFR is typically the domain of leasure time pilots, and most
of them don't generally practice their speed or even the coherence of
their radio skills daily. For some of them, FGCOM might change this... ;-)

Cheers,
Ralf

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Re: [Flightgear-devel] FGCOM gets a discussion page on the wiki

2007-11-26 Thread Willie Fleming
On Monday 26 November 2007 09:53:16 Holger Wirtz wrote:

 Ok, but I see many things that should be solved at the same time. We
 should create a list og topics to be done and we should try to give them
 priorities and perhaps name who try to solve these topics. But where to
 place this list? FG-Wiki? My own Wiki?

I suggest FG-wiki with a link to your own wiki for now.


 I see the following realism problems:

 1.) absence of random white noise
 2.) the voice channels should be limited with a high cut (at 4 kHz) (or an
 band pass between 300 Hz and 4 KHz)
 3.) as in real life there should be a mechanism for realising
 crosstalking (e.g. the sender with the maximum of output pushes other
 senders in the background)
 4.) real com radios have an automatic noise limiter (squelch) which
 makes a little noise after releasing the PTT key.
 5.) pilots have engine sounds in the background

I think we need to go for _some_ more realism but not at the expense of too 
much extra complication which may gain us very little in the end.

With headphones at both ends, Jester and I did a good test with his latest 
patched code. I need to get a better headset mic-- For now I only have 
headphones and an old omnidirectional mic -- not realistic at all. I think we 
will see very good results with Jesters latest patch and properly positioned 
mics and headsets

 Here are my ideas:
 1.) A daemon in the background ca radomly place short samples of white
 noise and/or athmospherical noise an used channels. The problem is that
 crosstalking cannot be recognized from such a daemon (see 4).
 2.) Perhaps an EQ in the sound chain. The best place would be iaxclient.
 But also ALSA would be working - but this is not real protable.
 3.) That's a real problem. If this should work something like a complete
 new conference module for asterisk must be developed __AND___ a
 mechanism (schedular) for the voice clients (perhaps a simple FIFO). Not
 as easy as it sounds...
Lets leave that to one side for the moment - sounds overly complex . I should 
be careful what I wish for...

 4.) Why not sending a simple short noise sample after muting the mic?
 This could be placed inside iaxclient.
 5.) Again: mixing engine sound inside the mic stream... perhaps also at
 iaxclient?

 What I see: Everything is more a sound/VoIP problem rather than a FG
 problem...
Indeed

Im with Jester on this  - lets get good clean sound and then add a (possibly 
optional) realism layer on top which would include a bandpass filter, white 
noise and PTT clicks etc.
 Engine noise is more complex. To be right it would have to be different for 
each type. The background cockpit noise in a Pitts is not what we'd expect in 
the 777. My vote is to give this a low priority for now.
  Please note -- Im used to hearing ATC chatter in the UK --probably a LOT
  different in the rest of Europe and the US. I don't know how the ATC
  chatter we have sounds to the rest of you guys both in terms of content
  and quality.

 I tried to follow some web ATC streams and I udnerstand nearly nothing -
 especially the pilots are very difficult to understand.
Its gibberish until you understand a little about what information is being 
tranferred and the idioms involved.

Downwind for full stop, Golf Oscar Mike  means little in isolation..
in context, Ive just told EGPK tower that Im about 1.5km to the SW of the end 
of runway 31 on an approx heading of 130 deg at 1000feet and I want to land 
and taxi back to the clubhouse, if thats OK with him...

Its actually fairly easy once you know some background  :-)

 How did you feel the first time you saw a 10 line shell script?

Scared me silly..


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Re: [Flightgear-devel] FlightGear prerelease

2007-11-26 Thread Tatsuhiro Nishioka

Durk,

Okay, I'll write on this issue a bit before I leave here.

This bug actually has occurred since 0.9.10.
When I found this bug, I sent a similar report as Hans did, and the  
answer was almost
exactly the same as you said. So I checked if rgb file for halo was  
properly loaded.

Then I found that somehow it was not loaded properly on Mac OS X.
I was trying to find the cause of this problem by tracing around  
SimGear's oursun.cxx,
but I only found a workaround (changing the order of adding texture  
paths (i.e. the order of loading rgb files).
This allows Mac OS X properly load rgb file for halo... I don't know  
why such
thing happens yet, but it works anyway. This is why I changed the  
order of

adding texture paths in the patch that I posted yesterday.

I didn't post the patch since I was not sure if this patch affects  
other platforms.
Maybe this is a proper timing to apply the patch only if it doesn't  
affect other platforms.


By the way, I forgot to mention that there is another bug (also since  
0.9.10) that shadows are not rendered on Mac OS X.

At the time SGShadowVolume::setupShadows is called for the first time,
OpenGL extentions and AlphaBits/StencilBits are not properly  
recognized on Macs,
so SGShadowVolume::init() should be (re)invoked when setupShadows() is  
called for the first time.


Enclosed is the patch for SimGear to solve this problem.
This patch doesn't affect any other platform since it is in #ifdef  
__APPLE__ #endif closure.


Please apply this patch if you still have time before the official  
0.9.11-pre2 release.

Otherwise, apply this on the next release.

I can help on this again when I come back (about a week later).
Hans, could you help on this instead of me while I'm away?

Thanks in advance,

Tat


On Nov 25, 2007, at 5:37 PM, Durk Talsma wrote:


On Saturday 24 November 2007 22:06, Hans Fugal wrote:

On OSX, for some unknown reason the sun is displayed as a square (or
diamond, if you like) instead of as a circle. Unknown to me,  
anyway; I

think the MacFlightGear folks have a patch. Here's a screenshot:
http://hans.fugal.net/tmp/fg/square-sun.png

In your earlier mail, you mentioned that this problem showed up  
relatively
recently. It seems like a particular type of texture blending isn't  
working
anymore (The sun basically consists of two textures with radially  
increasing
alpha values that blend into to the sky, thus creating an inner and  
an outer
halo). If you have an idea around what time this problem occurred,  
could you
try to revert to an older revision, and try to pin point the date  
when this

problem occurred? Also, could it be related to a video driver?

I'm not seeing this problem here, so I'm a afraid I'm not much use  
in trying

to help debugging this problem.

Cheers,
Durk

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SimGear-0.3.10-shadow-MacOSX.diff
Description: Binary data


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[Flightgear-devel] Default menus/dialog style

2007-11-26 Thread Thomas
In Plib branch (including pre2) on Windows XP/Vista with an NVidia
GeForce 6150 LE, I've noticed that when I use the default menus 
dialog boxes the sky graphics are distorted as illustrated in this
screencap: http://www.rato.us/flightgear/fgpre2triangles.jpg  When I
switch (Shift-F10) to what I'm told is the Anthrax menu/dialog
style, the problem goes away:
http://www.rato.us/flightgear/fgpre2notriangles.jpg

I brought this up in IRC and it was mentioned that this may be an
NVidia. I followed AnMaster's recommendation that I enable NVidia's
anti-aliasing and anisotropic filtering for all apps and that does
seem to have solved the issue. The default settings for these was
Application Controlled.

While this worked for me, another suggestion was made that FG's
default menu/dialog style should be changed to Anthrax. It appears
to be the most liked style (by impromptu and totally unscientific poll
on IRC ;) and seems less likely to make the average FlightGear newbie
think there's a nasty graphics bug in the sim (for all I know, there
is). Are there any strong opinions for or against this change?

-Reagan THOMAS

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Re: [Flightgear-devel] FlightGear prerelease

2007-11-26 Thread Tatsuhiro Nishioka
Hans,

one more report before I leave ;-)

Actually, I don't see the weather problems that you have. (I tested on  
my MacBook Pro)
I chose Thunderstorm from the Weather Scenario dialog and closed it.
When I opened it again, it still says Thunderstorm. even with -- 
enable-real-weather-fetch option.

When I added --enable-real-weather-fetch option, the dialog says  
none as you mentioned.
but when I choose METAR, then the weather changes to METER mode.
Plus, when I manually  adjust  the weather conditions in METER mode,
the numbers that I adjusted were still there when I open the weather  
condition dialog again.

When I select METAR manually after I selected thunderstorm,
the weather is still thunderstorm even the dialog shows METAR.
In this case, I didn't add --enable-real-weather-fetch,  so this  
could be normal behavior.

This is what I got.  Is this what you expect or not?
I also want to know the weather related behavior on other platforms.

If you don't see the same thing on your Mac, please try all the  
patches that I have. these can be obtained from:
http://macflightgear.svn.sourceforge.net/viewvc/macflightgear/branches/0.9.11/patches/

FlightGear-0.9.10-MacOSX.diff is the patch for the sun gets rendered  
properly as I posted before.

SimGear-0.3.10-MacOSX.diff includes the patch that I posted on the  
last email on the list.
This also contains the patch for missing OpenAL on Macs. so you can  
apply the patch that I enclosed on my last post instead of this
if you already have your own version of OpenAL patch.

SimGear-0.3.10-MacOSX-Splash.diff is only for PPC Macs to avoid  
getting broken splash screen so you don't probably need that.
This is due to (I guess) a bug in gzlib on PPC Macs since this bug  
doesn't occur on Intel Macs.

I'm very happy If you give me any feedbacks on these patches.
I'll reply when I'm back.

Hope it helps,

Tat

On Nov 26, 2007, at 12:50 PM, Hans Fugal wrote:

 Hi Tat, thanks. That's the same patch that I mentioned elsewhere in
 this thread. I can test on linux tomorrow but not windows.

 As for the weather, I haven't tested it explicitly in linux the last
 day or so, but IIRC it is not OS X specific.

 On Nov 25, 2007 7:09 PM, Tatsuhiro Nishioka [EMAIL PROTECTED]  
 wrote:
 Hans,

 Why don't you try this patch for the sun problem.
 This is for 0.9.10 but should work on 0.9.11-pre2.

 The cause of this problem is the order of adding texture path.
 Thus I changed its order so the sun gets rendered properly.

 Durk, (and more developers), could you test this patch so it can run
 on linux and windows properly?
 If so, please apply this patch. Otherwise, I'm gonna make a new patch
 with #ifdef __APPLE__ #endif closure
 not to affect other platforms.

 About the  weather problem, let me check it later.
 I'm gonna be out for a while for a business trip so I'll check that
 later.

 Best,

 Tat


 --- org/FlightGear-0.9.10/src/Main/main.cxx 2006-03-21
 10:52:29.0 -0800
 +++ flightgear/FlightGear/src/Main/main.cxx 2006-11-20
 16:06:35.0 -0800
 @@ -787,13 +787,6 @@

  // TODO: move to environment mgr
  thesky = new SGSky;
 -SGPath texture_path(globals-get_fg_root());
 -texture_path.append(Textures);
 -texture_path.append(Sky);
 -for (int i = 0; i  FGEnvironmentMgr::MAX_CLOUD_LAYERS; i+ 
 +) {
 -SGCloudLayer * layer = new
 SGCloudLayer(texture_path.str());
 -thesky-add_cloud_layer(layer);
 -}

  SGPath sky_tex_path( globals-get_fg_root() );
  sky_tex_path.append( Textures );
 @@ -812,6 +805,15 @@
 globals-get_ephem()-getNumStars(),
 globals-get_ephem()-getStars() );

 +
 +SGPath texture_path(globals-get_fg_root());
 +texture_path.append(Textures);
 +texture_path.append(Sky);
 +for (int i = 0; i  FGEnvironmentMgr::MAX_CLOUD_LAYERS; i+ 
 +) {
 +SGCloudLayer * layer = new
 SGCloudLayer(texture_path.str());
 +thesky-add_cloud_layer(layer);
 +}
 +
  // Initialize MagVar model
  SGMagVar *magvar = new SGMagVar();
  globals-set_mag( magvar );





 On Nov 25, 2007, at 6:06 AM, Hans Fugal wrote:

 I verified that these two do still exist. Allow me to elaborate,
 though they have been reported before.

 On OSX, for some unknown reason the sun is displayed as a square (or
 diamond, if you like) instead of as a circle. Unknown to me,  
 anyway; I
 think the MacFlightGear folks have a patch. Here's a screenshot:
 http://hans.fugal.net/tmp/fg/square-sun.png

 The weather bug is in two pieces, actually. First, when you go into
 the Weather Scenario dialog, None is always selected, regardless  
 of
 what weather is actually being used. If one is using real weather
 fetch as I am, it should say METAR.

 When real weather fetch is enabled, no matter what Weather Scenario
 (thunderstorm, none, fair) or what conditions or clouds I set
 

Re: [Flightgear-devel] Default menus/dialog style

2007-11-26 Thread Melchior FRANZ
* Thomas -- Monday 26 November 2007:
 While this worked for me, another suggestion was made that FG's
 default menu/dialog style should be changed to Anthrax. [...]
 Are there any strong opinions for or against this change?

No. There are only two things to consider:

- anthrax'[1] bitmap fonts are a bit slower to render than classic's
  texture fonts. But dialogs aren't usually open at flight. (Except
  maybe the frame rate counter dialog.)

- plib 1.9.4 has several GUI bugs, which causes some widgets to
  be displayed wrongly, as you can see in the property browser on
  the left side in this wiki screenshot [46 kB]: 

  http://wiki.flightgear.org/flightgear_wiki/images/0/01/Nasal_console.jpg

  The font should really be white in the listbox, not black.
  Another bug with 1.9.4 is that some text fields are pink, while
  all of them should be yellow. That's fixed in 1.9.5. So, at least
  distributors should link their binaries against 1.9.5pre.

- some people miss the transparency. I don't.


On the positive side:

+ anthrax is better for flights in the dark, where the bright classic
  dialog boxes destroy your dark adaptation

+ it makes the menu and dialog boxes smaller, thanks to the smaller
  font (and, yes, that's a good thing :-)

m.



[1] the name is a bit cheesy. The style was meant to refer to
anthracite, but anthrax was the buzzword of that time, so ... ;-)
I wouldn't mind to rename it.

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[Flightgear-devel] Scale6X

2007-11-26 Thread John Wojnaroski
Hi,

Flightgear at Scale this year will be either the OSG version or 0.9.11.  
We're trying to negotiate for a bit more space and power to set up three 
large scale screens.

Curt posted a notice to the upcoming events regards the show.

Joysticks?  We don't need no stickin' joysticks ;-)  The show this year 
will feature a full set of flight controls with control loading and 
fully trimmable axes .  Pics are on the project page.  Control inputs 
will be with high precision multi-turn pots that feed an analog signal 
to an A/D board that provides a 12 bit precision digital value with a 
sampling rate of 100kHz.  Based on estimated control travel limits, pot 
precision, and scaling colum and yoke movements on the order of 0.02 
degrees in pitch and roll can be sensed.  This also required some large 
gearing ratios to achieve sufficient pot travel. (See pic on project page)

 For control loading we use Q and g to stiffen the controls in pitch, 
ailerons will be a fixed force.  Making the system portable and keeping 
costs down was a real challenge.  I'll be sending Curt some pics on the 
progress of the effort that we'll throw up on the 747 project page.

As a side note, we'll have an internet connection for MP access. 
Unfortunately, the show hours, based on PST, are not the best for all of 
you located across the Atlantic.  But if there are a few brave night 
owls or early risers, come and join us at LAX and or KSFO.

Regards
John


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Re: [Flightgear-devel] MP-Chat-Bug

2007-11-26 Thread Maik Justus
Hi Stuart,
Stuart Buchanan schrieb am 25.11.2007 23:14:
 I've uploaded a new version now
 which works fine for me.

 BTW: the URL above it wrong, should be:

 http://www.nanjika.co.uk/flightgear/multiplayer.nas

 -Stuart
   
I have used your new version this evening and got no MP-Chat-Bug.


Thank you and best regards,
Maik

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Re: [Flightgear-devel] Default menus/dialog style

2007-11-26 Thread SydSandy
On Mon, 26 Nov 2007 21:32:12 +0100
Melchior FRANZ [EMAIL PROTECTED] wrote:

 - some people miss the transparency. I don't.

I dont either , and I think that's the cause of the problem anyway ;).Just my 2 
cents  
-- 
SydSandy [EMAIL PROTECTED]

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[Flightgear-devel] View questions

2007-11-26 Thread SydSandy
Hi , 
Just wondering if the view name will be eventually set in 
/sim/current-view ?
It could be done with nasal , I know...   
It seems a safer way (and I do vaguely remember something like this being 
discussed before) than view-number , since that isn't reliable with added on 
views ... ie , I add a view 100 and 101 , which show up in the property tree as 
view 7 and 8 ...
I've also noticed that if an extra view ISN'T defined , I get a strange 
sea-level view with two lines running toward and meeting at the horizon .
Is this an error at my end ? I haven't recompiled in a week or two.
Thanks,
 

-- 
SydSandy [EMAIL PROTECTED]

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Re: [Flightgear-devel] View questions

2007-11-26 Thread Melchior FRANZ
* SydSandy -- Tuesday 27 November 2007:
 Just wondering if the view name will be eventually set in
 /sim/current-view ? 

Use /sim/current-view/name.



 It seems a safer way (and I do vaguely remember something like
 this being discussed before) than view-number , since that isn't
 reliable with added on views ... ie , I add a view 100 and 101 ,
 which show up in the property tree as view 7 and 8 ... 

Use  view.indexof(Foo View)  to get the internal index. You
can also set  /sim/current-view/view-number=-101. That is,
set the negative property index to automatically get view 8
in your example.


 
 I've also noticed that if an extra view ISN'T defined , I get a
 strange sea-level view with two lines running toward and meeting
 at the horizon .  

Extra view that isn't defined? Sounds esoteric. Either it's there
or it isn't. But *if* it's there, then it will be used, even if
it's just an empty /sim/view[123]. In that case fgfs will use
default values. Just don't define not-defined views.  ;-)

m.

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