[Flightgear-devel] [PATCH] Concorde VOR and fuel problems

2009-08-22 Thread Csaba Halász
Hi!

In case the mysterious developer of the Concorde is reading the list,
here are 2 little patches to fix the following problems:

1) The VOR needles are off by the magnetic variation (should use true
heading in the animation, because the /instrumentation/nav/heading-deg
is also true heading)
2) the fuel xml parser is looking for "connection" tags, but the xml
has "connect" tags. Patch changes the parser, because it is just a
single replace there.  This bug caused eg. engine cross-feed to fail
(had to land on 2 engines, lol)

Cheers,
Csaba/Jester
Index: Panels/Instruments/concorde-compass-vor.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/Concorde/Panels/Instruments/concorde-compass-vor.xml,v
retrieving revision 1.6
diff -u -r1.6 concorde-compass-vor.xml
--- Panels/Instruments/concorde-compass-vor.xml	15 Jan 2007 16:57:58 -	1.6
+++ Panels/Instruments/concorde-compass-vor.xml	21 Aug 2009 22:20:19 -
@@ -283,7 +283,7 @@
  
  
   rotation
-  /orientation/heading-magnetic-deg
+  /orientation/heading-deg
   0.0
   360.0
   -1.0
@@ -362,7 +362,7 @@
  
  
   rotation
-  /orientation/heading-magnetic-deg
+  /orientation/heading-deg
   0.0
   360.0
   -1.0
@@ -441,7 +441,7 @@
  
  
   rotation
-  /orientation/heading-magnetic-deg
+  /orientation/heading-deg
   0.0
   360.0
   -1.0
Index: Nasal/Concorde-fuelXML.nas
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/Concorde/Nasal/Concorde-fuelXML.nas,v
retrieving revision 1.3
diff -u -r1.3 Concorde-fuelXML.nas
--- Nasal/Concorde-fuelXML.nas	12 Feb 2009 03:37:57 -	1.3
+++ Nasal/Concorde-fuelXML.nas	21 Aug 2009 22:20:18 -
@@ -54,7 +54,7 @@
 me.components.add_circuit( children[i] );
}
 
-   children = me.config.getChildren("connection");
+   children = me.config.getChildren("connect");
nb_children = size( children );
for( i = 0; i < nb_children; i = i+1 ) {
 me.connections.add_connect( children[i] );
--
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Re: [Flightgear-devel] New feature for generic input devices

2009-08-22 Thread Heiko Schulz
Hi Torsten!

That's a really great feature as it makes it much, much easier to build own 
flightcontrolls!
Unfortunately this feature isn't supported for win-users- could that be 
possible soon?
Regards
HHS
 still in work: http://www.hoerbird.net/galerie.html
But already done: http://www..hoerbird.net/reisen.html



- Ursprüngliche Mail 
Von: Torsten Dreyer 
An: flightgear-devel@lists.sourceforge.net
Gesendet: Samstag, den 22. August 2009, 16:07:25 Uhr
Betreff: [Flightgear-devel] New feature for generic input devices

Hi

the generic/event driven input device now has the new feature to "grab" the 
device. Setting this flag to 'true' stops the associated driver from 
distributing the events to other listeners.

Do explain what this means, here is an example:
Get yourself a USB mouse and attach it as a second mouse to your computer. You 
now have two mice controlling your desktop simultaneously. The same for 
FlightGear: both mice do exactly the same thing - quite useless.

Now add a file to your data/Input/Event directory with this content:

Logitech Logitech USB Optical Mouse
false
true

Y-Axis
rel-y-translate

property-adjust
/controls/flight/elevator
-.002
-1.0
1.0
false



X-Axis
rel-x-translate

property-adjust
/controls/flight/aileron
.002
-1.0
1.0
false




(You might need to adapt the  entry to the name of you mouse)

This tells FlightGear to use the specified mouse exclusively and to be the 
only application receiving these events from the USB mouse.
You now have one mouse acting as your regular mouse, doing whatever you expect 
it to do. Your USB mouse acts as a yoke. Two mice - two different usages.
Perfect for the 5 minute yoke: 
http://flightgear.org/forums/viewtopic.php?f=3&t=1956

Torsten

Restriction: Only on linux and FlightGear CVS configured 
with --with-eventinput

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[Flightgear-devel] New feature for generic input devices

2009-08-22 Thread Torsten Dreyer
Hi

the generic/event driven input device now has the new feature to "grab" the 
device. Setting this flag to 'true' stops the associated driver from 
distributing the events to other listeners.

Do explain what this means, here is an example:
Get yourself a USB mouse and attach it as a second mouse to your computer. You 
now have two mice controlling your desktop simultaneously. The same for 
FlightGear: both mice do exactly the same thing - quite useless.

Now add a file to your data/Input/Event directory with this content:

  Logitech Logitech USB Optical Mouse
  false
  true
  
Y-Axis
rel-y-translate

 property-adjust
 /controls/flight/elevator
 -.002
 -1.0
 1.0
 false

  
  
X-Axis
rel-x-translate

 property-adjust
 /controls/flight/aileron
 .002
 -1.0
 1.0
 false

  


(You might need to adapt the  entry to the name of you mouse)

This tells FlightGear to use the specified mouse exclusively and to be the 
only application receiving these events from the USB mouse.
You now have one mouse acting as your regular mouse, doing whatever you expect 
it to do. Your USB mouse acts as a yoke. Two mice - two different usages.
Perfect for the 5 minute yoke: 
http://flightgear.org/forums/viewtopic.php?f=3&t=1956

Torsten

Restriction: Only on linux and FlightGear CVS configured 
with --with-eventinput

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-22 Thread Erik Hofman

Tim Moore wrote:
> Till went on vacation right around the time I checked his work in; I'm sure 
> he'll
> have comments when he gets back. On the other hand, feel free to check in
> improvements.

Ok, thanks. I'll do.

Erik

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-22 Thread Tim Moore
Erik Hofman wrote:
> Tim Moore wrote:
>> I've committed a version of Till Busch's terrain effects, as seen at 
>> LinuxTag.
>> I know that he hasn't finished tuning them, and I've changed his landmass 
>> effect
>> to use the base terrain texture, which he's not entirely in agreement with :)
>> Nevertheless, they are great examples of using the new effects framework. You
>> can enable these effects with the property 
>> /sim/rendering/shader-experimental.
>> Also, I've added checkboxes to the rendering dialog to access these effects,
>> and shaders in general. Also, thanks to Till for cleaning up the effects file
>> syntax.
> 
> I was wondering if it would be a good idea to try to improve the current 
> shaders since you state "I know that he hasn't finished tuning them". 
> Also I can't remember seeing any comments from him on this list which 
> makes it hard to track down if any updates can be expected and if he 
> actually appreciate updates to the current code.
> 
> One thing I would like to do for instance is to clean up the code quite 
> a bit to see what's actually going on.

Till went on vacation right around the time I checked his work in; I'm sure 
he'll
have comments when he gets back. On the other hand, feel free to check in
improvements.

Tim

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Re: [Flightgear-devel] Will texture animation be restored for the next release?

2009-08-22 Thread Gijs de Rooy

Hi Fred,

 



> Date: Fri, 21 Aug 2009 23:59:41 +0200
> From: fredfgf...@free.fr
> 
> http://frbouvi.free.fr/flightsim/fgfs-paris-cvs-20090821.png
> 
> -Fred

 

That is excactly how it look before (with FG 1.0). Now it looks like

this:

 

http://img193.imageshack.us/img193/2503/parisday.png

http://img193.imageshack.us/img193/804/parisnight.png

 

You can see that the buildings that are lit (and have the night texture)

during day are the ones that are visible during night. However, only 50%

of the building is. Some are normal (as they should) during day, but those

are invisible during night!

 

This should explain the problem of the animation not changing emmission 

and texture during run-time...

 

Gijs

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-22 Thread Erik Hofman

Tim Moore wrote:
> I've committed a version of Till Busch's terrain effects, as seen at LinuxTag.
> I know that he hasn't finished tuning them, and I've changed his landmass 
> effect
> to use the base terrain texture, which he's not entirely in agreement with :)
> Nevertheless, they are great examples of using the new effects framework. You
> can enable these effects with the property /sim/rendering/shader-experimental.
> Also, I've added checkboxes to the rendering dialog to access these effects,
> and shaders in general. Also, thanks to Till for cleaning up the effects file
> syntax.

I was wondering if it would be a good idea to try to improve the current 
shaders since you state "I know that he hasn't finished tuning them". 
Also I can't remember seeing any comments from him on this list which 
makes it hard to track down if any updates can be expected and if he 
actually appreciate updates to the current code.

One thing I would like to do for instance is to clean up the code quite 
a bit to see what's actually going on.

Erik

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