[Flightgear-devel] YASim Prop wash and the p51d
Hi Andy, Looking through the code I don't see anything that considers prop wash. That's still true correct? Assuming it is, I came across an old posting at http://www.mail-archive.com/flightgear-de...@flightgear.org/msg07479.html and while this looks interesting, I'm kind of wondering if there's a way we could just add a "prop-wash-diameter" value to hstab and use that (with prop pitch, rpm, and IAS) to plug in additional lift into the solver. Thanks, Jim -- Are you an open source citizen? Join us for the Open Source Bridge conference! Portland, OR, June 17-19. Two days of sessions, one day of unconference: $250. Need another reason to go? 24-hour hacker lounge. Register today! http://ad.doubleclick.net/clk;215844324;13503038;v?http://opensourcebridge.org ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] YASim Prop wash and the p51d.
Hi Andy, Looking through the code I don't see anything that considers prop wash. That's still true correct? Assuming it is, I came across an old posting at http://www.mail-archive.com/flightgear-de...@flightgear.org/msg07479.htmland while this looks interesting, I'm kind of wondering if there's a way we could just add a "prop-wash-diameter" value to hstab and use that (with prop pitch, rpm, and IAS) to plug in additional lift into the solver. Thanks, Jim -- Are you an open source citizen? Join us for the Open Source Bridge conference! Portland, OR, June 17-19. Two days of sessions, one day of unconference: $250. Need another reason to go? 24-hour hacker lounge. Register today! http://ad.doubleclick.net/clk;215844324;13503038;v?http://opensourcebridge.org___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Smoothing issues on some models
On Thu, Jun 11, 2009 at 2:39 PM, Gary Neely wrote: > On Thu, Jun 11, 2009 at 10:39 AM, Jim Wilson > wrote: > > > For those who are modeling and are not bothering with setting the crease > > value now (and letting it default to 30) I would strongly recommend > removing > > all the lines from the ac files that contain the word crease before > > committing them to CVS. I think you will really enjoy the improved > > appearance of your work. > > > > Best, > > > > Jim > > > I've used the crease setting to get a very passable rounded > appearances on surfaces like landing gear struts using surprisingly > low polygon counts. A tube with a cross section having only 8 vertices > can give very pleasing results after you play with the crease setting > a bit, to values like Vivian suggests. The application can have > considerable effect on polygon counts. I learned this trick from > examination of the A-10 model done by Lee Elliott I believe. > > -Gary, aka Buckaroo on MP > Yes, that's normal smooth shading. The purpose of crease is to actually cause a crease, not to prevent one. I just looked it up and if the setting, either an older ac3d file or bye deleting the lines from your ac file, the default being used is 61. That should be the default in your models unless you want a crease to show. Best, Jim -- Crystal Reports - New Free Runtime and 30 Day Trial Check out the new simplified licensing option that enables unlimited royalty-free distribution of the report engine for externally facing server and web deployment. http://p.sf.net/sfu/businessobjects___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] "Emission animation broken?"
When did this happen? I've got cvs from May 27 and it is working on the p51 panel. Jim On Wed, Jun 10, 2009 at 3:13 AM, Vic Marriott wrote: > Hi All,Is there any work being done to fix the lack of 'Emission > Animation'? > > Currently, to test any animated models which use "/sim/time/utc/second", I > have to resort to version 1.0.0. > > In view of the way things are being changed as FG progresses, it would be a > shame if this previously available asset were to be left behind. > > Best regards, > Vic > > > -- > Crystal Reports - New Free Runtime and 30 Day Trial > Check out the new simplified licensing option that enables unlimited > royalty-free distribution of the report engine for externally facing > server and web deployment. > http://p.sf.net/sfu/businessobjects > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > > -- Crystal Reports - New Free Runtime and 30 Day Trial Check out the new simplified licensing option that enables unlimited royalty-free distribution of the report engine for externally facing server and web deployment. http://p.sf.net/sfu/businessobjects___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Smoothing issues on some models
Several models have developed smoothing problems, including at least one that I originally did years ago. The current 747-400 looks fantastic, by the way, but it could look _a lot_ better with almost no effort. About 5 or 6 years ago the AC3D developer added a "crease" parameter to the ac3d file format. This crease parameter defaults to 30 degrees. This crease angle represents the angle between the normals of two adjacent polygons. For those who don't know, normals are lines that are perpendicular to the face of a polygon projected in the direction where the light is reflected (e.g. the non-transparent side). You don't see them but their coordinates are used during rendering. Our model loader splits the connecting vertices if the angle between adjacent normals is equal to or more than the crease setting (that defaults to 30). This creates the appearance of a sharp crease between the adjacent polygons (actually triangles) in OpenGL. This is helpful when you want a sharp edge. Previously it would be critical to split the vertices manually in ac3d if you wanted a crease to show. The default crease value in ac3d is a problem for fuselages in particular. The default crease of 30 degrees is quite shallow. Basically if you default to 30 then a smooth curve on a fuselage requires a minimum of 4 polygons separating surfaces that are 90 degrees apart. A lot of the models just don't have that many polygons. Even if they do have that many polygons the shape of the fuselage can still lead to adjacent polygons whose normals are over 29.99 degrees apart. The result is a crease shows up where it doesn't belong. The whole crease concept really falls apart (this is a jab at ac3d) with shapes like you'd have on a zeppelin or dh-82 where the creases go lengthwise but the polygons that represent the curves should smooth. The crease feature in AC3D is convenient but it ultimately reduces the flexibility some modelers think they have. You can always set the crease to 180 and split your vertices manually. We, in our loader, are defaulting the crease value to something like 60 degrees for the case where ac3d files do not contain crease data (most of the older ones do not). As these models are updated though, all the crease values are defaulted to 30 and suddenly creases start showing up where they never were before. The 747 for example, has a sharp line down the center of the fuselage top and bottom as well as several undesirable creases elsewhere. For those who are modeling and are not bothering with setting the crease value now (and letting it default to 30) I would strongly recommend removing all the lines from the ac files that contain the word crease before committing them to CVS. I think you will really enjoy the improved appearance of your work. Best, Jim -- Crystal Reports - New Free Runtime and 30 Day Trial Check out the new simplified licensing option that enables unlimited royalty-free distribution of the report engine for externally facing server and web deployment. http://p.sf.net/sfu/businessobjects___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Textranslate Step and Scroll
equencies in MHz ... but that would only need to > > be done in one place, not done N times for a N-digit readout. > > I was trying to avoid this, but it may prove neccessary in some cases. > > >C2) The idea is not the worst idea I've ever seen, but > > I see no evidence that it is necessary. AFAICT, all the > > existing broken instruments can be unbroken by choosing a > > suitable nonzero value. > > Probably true, but I am trying to avoid hard-coding a value. > > > D) It is important to have reasonable defaults. A zero scroll > > value is not a reasonable default. If you don't like my expedient > > of setting the default scroll value to a millionth of the > > size, another option would be to set it to 1e-6 in absolute units, > > in whatever units the is being measured in. Either of > > these options suffices to unbreak the currently-existing broken > > instruments. > > > > In the future, anybody who comes up with an exceptional instrument > > for which the default doesn't work is free to pass in a non-default > > value. > > Except in your algorithm '0' can never be used as a scroll value. > > Ron > > > > - > Using Tomcat but need to do more? Need to support web services, security? > Get stuff done quickly with pre-integrated technology to make your job easier. > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear Book
Techsay panel and you'll get the chance to share your > > opinions on IT & business topics through brief surveys - and earn cash > > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > > > > > > > > > > _______ > > Flightgear-devel mailing list > > Flightgear-devel@lists.sourceforge.net > > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > - > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- > -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Z-buffering issue in 2.5D panels
Hi Stuart, Sorry for the late response. The distance the instrument is from the "eye" is probably the reason for the difference. Zooming in is simply a matter of narrowing the fov making a smaller frustrum so that a particular component appears bigger on the screen. I'm talking about the actual distance the instrument is from the eye point. Z-fighting would be more likely as the instrument moves farther away. Best, Jim > -Original Message- > From: Stuart Buchanan <[EMAIL PROTECTED]> > Sent: Saturday, 6. Jan 2007 7:23 -0500 > To: FlightGear Dev > Subject: [Flightgear-devel] Z-buffering issue in 2.5D panels > > Hi All, > > I've noticed an issue in some of the 2-D panels that are used as 3-D > panels on some of the aircraft. > > Specifically, the c310 and pc7 3-D panels have very bad flicker on some of > the textures. Strangely, the c182 (which uses the same technique for the > panel) does not have this problem. > > I've tried moving the panels forward and back in case it was a collision > with the 3-D firewall, but it doesn't appear to be the cause. As far as I > can tell, the problem seems to be associated with layered textures in > instruments, but it is suspicious that the same instrument on the c182 > doesn't display the same problem. > > I've uploaded a gif showing the effect here: > > http://www.nanjika.co.uk/flightgear/panel.gif > > Note that within FG, the interference "flickers" constantly. > > For reference, my platform is as follows: > - WinXP > - NVIDIA GeForce 7600 GS graphics card with fairly recent drivers > (22/10/2006) > - Up-to-date FG source and data trees. > > -Stuart > > Send instant messages to your online friends http://uk.messenger.yahoo.com > > - > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ? cockpit lighting ?
A while back I added material animation for changing OpenGL emissive material properties on the fly, so that a dimmer could be added to the P51D Cockpit. Subsequently it was rewritten by Melchior IIRC. Most of the aircraft doesn't actually have this configured, but if you are interested you could study the P51D configuration and perhaps add similar support to the cessnas. The property names won't have effect except for the aircraft that have been configured to modify emissive properties on certain cockpit objects depending on that property-name's value. Best, Jim > -Original Message- > From: John Denker <[EMAIL PROTECTED]> > Sent: Sunday, 7. Jan 2007 20:11 -0500 > To: FlightGear developers discussions > Subject: [Flightgear-devel] ? cockpit lighting ? > > I have been unable to find any way to turn on cockpit area lighting. > > I found nothing on the subject in the documentation. > > I tried looking around in the c172 and c182 aircraft models and > didn't find anything. > > I tried fiddling with some of the suggestively-named variables > without success. > > Is it possible that the aircraft models do not (yet) implement > this feature? > > It is kinda hard to fly the aircraft properly with no lighting. > For example, good pilot procedure calls for checking the position > of the flaps on occasion ... and you can't do that if it's too > dark to see the knobs and indicators. > > So ... what's the status? Where do we go from here? > > > - > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > ___________ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Airfoil bending and geometry animation
It hasn't been mentioned in this particular thread, but there is a function in plib called the tween controller that does morphs. I looked at it a bit when doing the Wright Flyer. IIRC there was an issue regarding the way the callbacks were done that made it a problem defining the multiple branches that were required establish the banks of vertices to morp between. But probably I just didn't spend enough time on it. Anyway, the logic of morphing vertices would only require that all the branches in the model that defined the various positions to be morphed between would have the same vertex count and order. You'd need a way to define the values (interpolation points) that each branch represented, then go from there. In the simplest form you would have two sets of wings in the model (each wing version being a sg branch). For each side of the aircraft the "wing version" that is bent all the way up would be assigned to 1.0 and the "wing version" that is bent all the way down would be assinged to -1.0, thus representing the extremes of the range of motion. For more complex flapping, you could have multiple "sets" of wings and each could be assigned to interpolation points within the full range. It might be worth looking at the plib code and seeing how this approach could be applied in OSG. Best, Jim > -Original Message- > From: Roberto Inzerillo <[EMAIL PROTECTED]> > Sent: Saturday, 2. Dec 2006 11:57 -0500 > To: FlightGear developers discussions > Subject: [Flightgear-devel] Airfoil bending and geometry animation > > Hi, > I wonder if someone is working on simulating wings geometry bending > into FGFS. > > As much as I know geometry deformation animations have not been > implemented in any other simulator. Of course, that needs a way to morph > the geometry of 3d objects which is currently not available inside FGFS, > will that be possible in the near future? > > Roberto -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Forums?
> From: "Curtis Olson" > > Now that I am hosting the FlightGear web site with a commercial hosting > service, it becomes quite easy to setup online "forums" using phpBB2. > > I know our development culture is built around mailing lists. I'm sure the > FlightGear community will be decisively split between forums versus mailing > lists if I ask people's preferences ... so I'm not expecting a consensus > here. Is this anything that is worth exploring? Is it worth having both > options available? Would end user support benefit from forums? Would forums > be useful for those that have trouble with sourceforge's spam blockers? A > backup communication mechanism for when the sourceforge email lists > experience their inevitable down time? > > Thoughts? > > Curt. Ummm...this email makes it sound like we are doing forums just because we can. I think it's already been said, why this isn't such a great idea. My vote would be to just ditch the three development categories. To be honest, I'd sort of expect to see the forum format with third party groups and not the core project. Keeping track of all these channels of dialog is just something I won't be able to do. That said... I do have a fairly complete archive of mail in unix format going back 5 or 6 years (only for the -devel, -model, and -cvs lists). This data could be used to build an archive on flightgear.org. Is this idea of interest to anyone? Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] GPL Violation?
> From: "Curtis Olson" > > But here they are not selling anything. Can we call what they are selling a > distribution? The rights to download something that is already available for > free download? > > So my questions: > > 1. Am I right to be concerned about this? > > 2. Is there any outright GPL violation going on here? > > 3. If there is a GPL violation, how should we go about addressing it (and > legitimate, legal methods only please.) > Hi Curt, Andy's suggestion that this is ok because of the publicity value doesn't detract from the fraud aspect. Has anyone asked for a copy of the license the seller is offering "on request"? Copyright violations always come down to a matter of judicial opinion. Rarely is it cut and dry. In other words you can make a request to the seller to cease his operation, or you can notify ebay of a violation without having to prove violation. I am reasonably sure that Ebay will respect the wishes of anyone who can prove simply that they hold the copyright, regardless of the content or wording of the license. They do not expect you to be a lawyer, and they will delist almost anything that is contested. There is a slight possibility that Ebay has a special policy for GPL license claims, but I would doubt that. The only question is then, do you want this seller's auction removed? If you want to opinion of project members on this, the my vote would be yes, remove it. Best, Jim P.S. Maybe if there was just something really obvious on flightgear.org that this software was free to download, these ebayers would be out of business one way or another. I'm not sure there is anywhere on flightgear.org that the word "Free" appears, so it might be a while even before a ebay buyer realizes they got stiffed. -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Mac OS X universal binary package for 0.9.10
> From: Tatsuhiro Nishioka > > >> So here's the question. > >> Any suggestion about the place I can post it? > >> Should or Could I join the FG Mac OS X project? > > > > Is it just about storing a single file ? > > > > I also need (and want) to release the patches and Xcode project files > for this because I really want to keep Arthur's effort alive. > But It takes a bit because I don't have enough time right now. > So at this moment, I need somewhere to put this one big file. > Can you just do a cvs diff -u and post it along with the project files? Rather than the big file? Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Mac OS X build for cvs-head - some weird behaviors
> From: Tatsuhiro Nishioka > > Hi, > > I'm catching up with you guys in Mac OS X build for cvs-head / OSG, > and built it successfully. > I did a test fly and I recognized some issues that are shown at wiki > page (2x slower, no 3d clouds - even noisy clouds), > which I guess it seems OK at this moment. > Hi Tat, Any chance of getting a current (as in tiger+) howto on building cvs under osX? Or even better, a wiki entry? Thanks, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] X-15
> From: "flying.toaster" <[EMAIL PROTECTED]> > > Two in-game screenshots and a render under blender. > > Not all textures are there yet > > http://forums.avsim.net/dcboard.php?az=show_topic&forum=198&topic_id=2146&mesg_id=2146&page= > Excellent work. Is there some issue with shininess material property in the blender->ac3d conversion? The tires look quite a bit different on the ingame renderings. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] reviews etc.
> From: Andy Ross <[EMAIL PROTECTED]> > > There's actually nothing wrong with selling free software for money, > so he's basically fine. It's just slightly misleading to do so > without explaining that it is also freely available. > The first statement there is not exactly true. Take another look at the GPL. At the prices he is charging for "shipping and handling" it'd be fair to call that a legitimate distribution fee. But for the bid price, there is no statement by the seller offering a period of support, so it is fair to say that he is in fact violating the letter and spirit of GPL. Apparently the ad is a little misleading in several ways. It is sad to see everyone's work, especially my own (as insignificant as it may be in the scheme of things), exploited by someone who is obviously trying to use little white lies to over represent the product to his or her customers. I guess you can call me naive, but this reseller sucks big time in my book. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Linux development...
> -Original Message- > From: Syd > > Hi guys, I have another question then I promise I wont pester > anyone again for at least a few days > What is the IDE of choice for the Linux developers for this project? > I use Anjuta, it seems pretty good , Im trying to set up a project to > add ALL the flightgear source files so hopefully I can trace the > program a little better . My attempt at 2d instrument clipping works > great for 2d panels , but I haven't quite figured out yet how the 3d > panel implements them. > Thanks, > Syd Hi Syd, It seems that others have already said that a lot of people don't use an "IDE" per se when developing C++ in Linux. Just what is meant by an "ide" vs "tool" vs "gui tools" vs "gui designer" isn't always clear. There are the basic "tools" already mentioned. As far as text editors there are many that support development in some helpful ways, especially emacs. Even vim has some cool editing features. DDD is a pretty good gui interface to the gnu debugger if you want to get up to speed with all the gdb features. It displays the gdb dialog down in the bottom window, which means you can learn while using it. It also means you'll probably end up using gdb directly from the command line for simple debugging tasks before long. One package I've used very little myself, but have actually installed and set up for other programmers and heard great things about is Eclipse. In constrast to what some of the other folks have said about Unix programmers, I think a well designed IDE can be very helpful. This one appears to be well thought out and has a certain Unix sensibility to it. It is open source and you can interface all kinds of cool and free stuff. It originally was designed for java, but I use Netbeans for that. The people I've set it up for are doing php with it, but I have thought seriously about trying it for C++ work myself. Here's a web page on using it with C++ http://www-128.ibm.com/developerworks/opensource/library/os-ecc/ Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OT: Blueprint for Disaster: Enschede 13 mei 2000
Wow. I have seen a couple of fireworks barge explosions...one fairly big. But I have never heard of anything even remotely close to that. It is somewhat surprising that so many were so close to get hurt, but then again I can see something like that could attract curious spectators prior to the big explosion. A couple of links: http://en.wikipedia.org/wiki/Vuurwerkramp http://video.google.com/videoplay?docid=-6126121898177679789 Could you translate what the narrator says at the end of the video? Thanks, Jim > -Original Message- > From: Erik Hofman > > Erik Hofman wrote: > > Hi, > > > > Most of you probably still remember that I had to evacuate my home in > > May 2000 because of a fireworks depot exploding near the center of my > > City (about 300 meters from my home). > > Oops, wrong title in the subject, it should be: > Blueprint for Disaster: Enschede 13 mei 2000 > > Erik > -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Net FDM and Hit Detection
> From: "Curtis L. Olson" > > > With this mechanism, your own flight dynamics code can do the check for > ground collision, your gear modeling code will know the local ground > elevation (which can change as you taxi) and you can test yourself for a > crash condition. > This is the way it is done, but I was just wondering if it wouldn't be better to do it on the graphics side. Maybe it would be good idea to test 3 (or more) axes parallel to the aircraft trajectory for intersections with non-model polys. Isn't there code that does something like that, at least for the perpendicular to ground axis? Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] YASim Lockup
> From: AJ MacLeod > > On Wednesday 09 August 2006 14:16, Jim Wilson wrote: > > Using the configuration as in CVS the p51d seems to be hanging on startup. > > The solver seems to succeed (after 2500+ iterations). Any suggestions on > > where to start? > > It seems to work fine here - and the standalone yasim solver seems to > reliably > succeed after 2452 iterations every time. > > Out of interest, I notice the help mentions setting the prop pitch - but > doesn't mention a key for that. Or did I miss something? > > Cheers, > > AJ Current CVS? Do you mind letting me know which platform you are building on, and, if linux, what your config.log shows for configure options? It has been so long that I've been using that stick with all the knobs (Saitek) that I might have overlooked manual prop pitch key bindings. Let me check and get back to you. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FGFS errors from Flight Plan and Electrical subsystems
The following are showing up as "error" messages running fgfs at the command line. I couldn't grep the location of the Target messages but my guess is it's in the Flight Plan code and someone knows exactly where to find them :-) These look like they should be changed to SG_INFO: Reading xml electrical system model from fgfsbase/Aircraft/j3cub/cub-electrical.xml Target Lead script loading ... Target Tracking script loading ... Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] YASim Lockup
Using the configuration as in CVS the p51d seems to be hanging on startup. The solver seems to succeed (after 2500+ iterations). Any suggestions on where to start? Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Light inside the cockpit
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 ] > > > > ___ > Flightgear-devel mailing list > Flightgear-devel@lists.sourceforge.net > https://lists.sourceforge.net/lists/listinfo/flightgear-devel > -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGLive 0.1 alpha available for testing
> From: Stefan Seifert > > That may be a problem, that could affect FGLive, too: > http://trends.newsforge.com/article.pl?sid=06/05/15/1451229&from=rss > > Nine > Technically you could include the vendor's files and just script the build, but I wouldn't even bother with that until you get a complaint from Linus. I think the spirit of this project could not be compared directly to nVidia and ATI distributing linked code themselves. Of course we cannot tell, but it would not surprise me if the notice was composed by someone who doesn't have the authority or right to pursue the issue. If someone were to sell FGLive discs then trouble might arrive. Licenses are fine, but copyright law is really about money and demonstrating a quantifiable financial loss is key to any claim. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Re: OT: Crash Tenders
> From: Melchior FRANZ > > * Erik Hofman -- Thursday 11 May 2006 16:35: > > I thought I had to share this, it's almost as futuristic as an modern > > jet fighter. > > This shouldn't be a "mine is bigger than yours", but Austrian "Rosenbauer" > has built such thingies since around 20 years. Nice to see that others > are slowly catching up. :-} > > http://www.rosenbauer.com/ > > http://www.rosenbauer.com/tools/image.php?i=%2Ftools%2Fcms_media.php%3Fmid%3D6114%26size%3Dhuge > Ah, not so quick. Despite the Bush administration efforts to cut essential services in favor of spending money on the War(s), we will now have these hi-tech vehicles available in the United States: http://www.defrance.org/artman/publish/printer_1430.shtml Did someone mention these are...ahem...cheaper than deploying full EMS vehicles at more locations in the airport? Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Frames of Reference in jsbsim
> From: Erik Hofman > > Steve Hosgood wrote: > > I just *know* I'm going to get totally flamed for this, but can someone > > please tell me how the CG, Eyepoint, AERORP and VRP are interconnected? > > Yeah, I know - RTFM. > > It basically comes down to this, *you* decide where (0,0,0) is > referenced and you will have to define all other locations relative to > (0,0,0) > Also there have been discussions historically about situations when, if the nose tip, single engine prop cone tip or whatever forward most centered point on the aircraft can be identified that would it be 0,0,0 as a convention. This just a convenience for syncing FDM designers and 3D Model authors, especially noticable when you have multiple FDM's for a single 3D model or multiple 3D Models for a single FDM model. Technically, what Erik is saying is correct. Also related to "eyepoint", the location being reported now (AFAIK) by the FDM's (as lon,lat,alt) is always considered the origin by the viewer. This means that when you are following a plane in an "Look At" view (e.g. chase view, tower view) the point being followed is this origin (0,0,0). For various reasons that have been explained here before (involving how 3D graphics work) the aircraft will "appear" to pitch about the nose if the nose is the origin. Several aircraft including the P51D have an offset defined as "trarget-z-offset-m" that moves the point that the 3D camera is pointing to back to where the wing is thus making aircraft movements appear more natural. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Backwards compatibility issues (was Re: [RFC] new waypoint dialog)
> -Original Message- > From: Melchior FRANZ > > * Norman Vine -- Tuesday 09 May 2006 17:37: > > (this is not aimed at anyone) [...] one shouldn't forget > > that someone else wrote that code most likely for the same reason one > > wants to change it. i.e it fit their 'vision' > > Sure. That's why you need to stay around and defend your code, or it > goes down the drain.Most of the time, though, visions just grow > old and can't be kept alive, no matter how hard you try. A lot of > code in fgfs was written before the new gui, nasal, subsystems, > properties(!) etc. were added. Nobody can expect that the underlying > visions survive that. In other cases, visions were never documented and > aren't "maintained". They die through the carelessness of their creator. > > I for one unually ask for comments if I want to make some major changes. > And usually I don't get much feedback. > That is a pretty good description of how it works. It seems like FlightGear is well on its way to becoming one of the important open source projects (it already is for most of us). Maybe that comes with a different set of responsiblities. As a "framework" project shouldn't we be maintaining backwards compatibility by default? If there is code we need to remove, perhaps it is the base package version check! It seems to have become a bit of a crutch. Would it not make sense to always keep things working as they were and pick major release intervals every 2 or 3 years to dump a bunch old stuff at once? Best, Jim Wilson -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Re: [RFC] new waypoint dialog
> From: Melchior FRANZ > > Was it common practice to use the commands via telnet? (which > can, of course, still be done, but it's a little more verbose: > "set /autopilot/route-manager/input [EMAIL PROTECTED]" etc. See other > mails in the thread.) > Hmmm...it doesn't seem like it is common practice to do that. Maybe some folks are. Of course it is possible to leave old code ifdef'd out for a time so that it can still be built back in using a compiler flag (not sure what would be involved in this case). In any case it sounds like making those commands work with the new code is not a good idea. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Re: [RFC] new waypoint dialog
> From: Melchior FRANZ > > But these points wouldn't explain why the old commands would have had to go. > I made clear at several occasions (twice in the thread, once in the cvs log) > that I would be willing to add the three commands (not the depreciated ones) > again if people think they should remain available. If there are good > reasons, that is. You didn't bother to mention a single one. Nostalgia > doesn't count. FlightGear shouldn't become a museum -- a collection of dead > code. That's what the Attic/ is for. Now my question is: > > Does the old code have to be kept? > > I'm not pissed if I'm asked to add new commands again. But it shouldn't > be a waste of time if possible. > It is time consuming and maybe not necessary (ie waste of time), but maybe someone cares even if they are not reading the discussion. The second most neglected item (after documentation) in the OSS world is backwards compatibility. Please understand that by mentioning this I do not wish to imply that you are doing anything wrong or different than anyone else. Thanks for the reply! Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Re: [RFC] new waypoint dialog
> From: Melchior FRANZ > > FYI: these fgcommands have been removed: > > AddWayPoint > PopWayPoint > ClearRoute > old-ap-add-waypoint-dialog > old-ap-pop-waypoint-dialog > old-ap-clear-route-dialog > Why? Does the old code have to be removed? Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Better way to edit XML files
> From: "Curtis L. Olson" > > And of course, every experienced unix professional knows the original > "vi" was already perfect. Not every. Some switched to emacs and thereafter would install emacs first before doing anything with a new machine. :-) > These so called "improvements" in vim are > simply a bunch of dumb bandaids and cruches to help out those lazy > people who don't have 6 months to learn *real* vi and who think every > editor ought to work like notepad in windows. For those who don't know...vim works NOTHING like notepad. ;-) > So what happens if you > have to access a system remotely and the terminal emulation is broken so > you can't do a full screen visual edit of a file. You better be able to > find your way around in ed ... at least well enough to reconstruct an > ascii terminfo file by hand from scratch! > >From any laptop with terminal emulation: cat >ansi and then paste into the >emulator. Better yet, these days it is almost (not completely) reasonable to refuse to work with equipment lacking either an ethernet port or a command line ftp/httpd client. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] MacOS version of v0.9.10 ?
> From: James Turner <[EMAIL PROTECTED]> > > On 22 Apr 2006, at 00:14, Curtis L. Olson wrote: > > > Arthur emailed me that he would try to get a v0.9.10 build out the > > door, but I don't have any current status or ETA. I think the > > lesson here is that we really could use a more active and larger > > Mac developer contribution to the FlightGear project. I'm not sure > > why there hasn't been very many Mac developers latching on to our > > project? Maybe there just aren't that many mac developers out > > there relative to other platforms? > > It certainly feels like that - saying 'I use a Mac' around any open- > source project is a sure-fire way to increase one's workload. That might change...eventually...a bit. The problem is OSX isn't OSS, so that alone dramatically decreases the numbers. Note that ratio of linux to windows OSS developers is much different than the ratio of Linux vs Windows desktop installations out there. My owning a ibook has more to do with my being a long time fan of Unix related software, although open source is a big deal for me as well. > There > are a couple of FG specific things that affect the Mac - one, the > performance is only just about adequate on a three-year-old Mac > (whereas the equivalent windows or linux box runs FG fine, I'm pretty > sure), and the lack of a proper, integrated GUI hurts Mac take up > even more (Mac users regard command lines as an affront to their > dignity) > As well they probably should...given the mac's reputation. I mean if you can't use your Mac then you aren't even as savvy as "the rest of us". My Mac user friends are always impressed when I open up Terminal, but unlike Windows users, none of them ever want to know what I'm doing. Actually, in my opinion, the Mac desktop really isn't all that great, but I wouldn't dare try to debate that with a dedicated Mac user. Best regards, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Subsystem run-levels
> From: James Turner > > I'm plotting to add support for startup GUIs in FlightGear itself, > spurred on by recent issues with Mac GUI. My approach is to twiddle > the order of initialisation so that at a critical point during the > idle_state progression, the NewGUI subsystem is up, config options > have been parsed, and the nav data has been read, but everything else > is still 'off'. With the exclusion of nav-data, this point is reached > very quickly, and I believe other work can improve the 10-20 seconds > it takes to read the nav data. > > Happily enough, the current idle_state '4' almost corresponds to > this; in my test code, at this point, I jump to a new, special > idle_state, with the expectation of sitting there, showing some PUI > dialogs driven by XML, filling in the property tree with settings for > the current aircraft, airport, and so on, and then eventually > resuming the idle_state progression. > > The only catch is, subsystems are initialised late, but I need a > handful to be up before I can use the GUI dialogs; obviously the GUI > subsystem itself, but also Nasal and a few others. (There are some > issues with initialising nasal early, it is currently deliberately > being done very late, but more on that later...) > > What would simplify this greatly is if subsystem registration was > totally separated out from (re-)initialisation, and if sub-systems > had run-level or priority associated with them. All the subsystems > could be registered via add_subsystem, and then during > fgInitSubsystems, the runlevel would gradually advance to the final > value. This also means the dependencies between subsystems can be > expressed (higher numbers depend on lower numbers), and might make > things like reset more simple (lower the run-level back to some > determined value, and the bring it back up again). > > As an additional enhancement, subsystems could be notified of all run- > level changes above their threshold. This would solve the Nasal > issue; starting up the interpreter (the first part of > FGNasalSys::init) can be done very early (and quickly), and the > subsytem would then wait for a relatively high-valued 'init' call > before running scripts (the part that needs all other properties to > be defined). > > In the even longer run, we'd actually want to associate the Nasal > scripts with run-levels (/etc/rc.d, anyone?), since the frontend GUI > might want a few scripts loaded, while I assume most are only > relevant when actually flying. Such a change also makes postinit() > unnecessary, I think - since the effect can always be achieved by > having init() watch for a higher run-level. > > What do people think? I can have a patch for SimGear that adds > support, and one for fg_init that establishes the existing behaviour, > done in an hour or two. > What if instead of struggling with externally defined levels, subsystems were encapsulated to the extent that they were able to determine when the data they needed (dependencies) were satisfied. Init() functions would be simple, and update() would check for data items it needed and only perform what it could each cycle until everything was up and running. If each subsystem could keep track of its own requirements then it would be possible to make it not matter which order subsystems were loaded. The subsystem superclass could have a "running" flag in order to reduce the code branches in update to a single check once the subsystem knew it had all it needed. I'm not sure how the nasal scripts fit into all of this. While nasal is extremely useful, I can see where these growing bits of code reading and updating on a global property tree could create quite a mess for a project as complex as FlightGear. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] MacOS build of FlightGear
> From: James Turner > > > It's working well on my g4 notebook. What is the issue with > > Arthur's wx > > interface? Is there anything I can do to help with getting that back > > into the package? > > The issue would be, I don't like wxWindows > > I have a cunning plan for achieving the same GUI inside FlightGear > using Melchior's nasal GUI work, but I need to check if the necessary > magic can be done easily or not. I think it should be > straightforward, and far more useful for the rest of FG in the long > run than building yet-another limited frontend GUI. > > Each Mac user who complains can be considered some more motivation to > get me to do this > > H&H > James > > On 16 Apr 2006, at 15:54, Jim Wilson wrote: > It's working well on my g4 notebook. What is the issue with Arthur's wx > interface? Is there anything I can do to help with getting that back > into the package? > > The issue would be, I don't like wxWindows :)I have a cunning plan for > achieving the same GUI inside FlightGear using Melchior's nasal GUI work, but > I need to check if the necessary magic can be done easily or not. I think it > should be straightforward, and far more useful for the rest of FG in the long > run than building yet-another limited frontend GUI.Each Mac user who > complains can be considered some more motivation to get me to do this > :)H&HJames > > Fair enough. I do think a very nice advancement would be the ability to unload and load flight models from FlightGear. Is that what you are talking about? In the meanwhile though, it might not be a bad idea to build the existing loader. I'm willing to do it, but it would happen quicker if there was a known way to distribute it, since for my own use linux is prefered, this would be more of a selfless/curiosity motivated contribution to the project. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] MacOS build of FlightGear
> From: James Turner > Sent: Sunday, 16. Apr 2006 10:30 -0400 > To: flightgear-devel@lists.sourceforge.net > Subject: Re: [Flightgear-devel] MacOS build of FlightGear > > On 16 Apr 2006, at 13:31, Jim Wilson wrote: > > > It is downloading now to try it. Can we put the file on sf.net? > > I'm willing > > upload the file if that helps. My sf login is spiderbarker. > > If uploading to SF was the issue, I could do it myself; but it needs > an admin on the FG project to push it up. If such an admin (maybe > only Curt?) gets in touch, I will happily push the file up, but I > don't want to leave it sitting in the SF upload dir for an extended > period of time. > It is Arthur Weibe. Arthur, are you reading this? Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] MacOS build of FlightGear
> From: James Turner > > On 15 Apr 2006, at 00:43, James Turner wrote: > > > I'll do the 0.9.10 build tomorrow, first thing (promise!) As for it > > being official, well, now I have the X-Code projects sorted, > > actually doing the build is straight-forward, almost automatic. If > > I had an account on an 'always on' Mac, it would be easy to do a > > scripted nightly build, for example. > > Ok, the binary is here: > > teal.worldforge.org/~jmt/fgfs-0.9.10-macosx.dmg > > This is sitting on my cable connection (in the UK), so transfer rate > will not be awesome; I assume Curt will pull it and mirror as soon as > he has time, but if you want to try in the meantime, and let me know > if I've screwed anything up, feel free - I don't have a bandwidth > cap, it'll just be slow! > > I have a script that pulls and builds a release bundle now, it needs > some tweaking (property list isn't set, no icon), but it's pretty > straightforward. > It's working well on my g4 notebook. What is the issue with Arthur's wx interface? Is there anything I can do to help with getting that back into the package? Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] MacOS build of FlightGear
> From: James Turner > > On 15 Apr 2006, at 00:43, James Turner wrote: > > > I'll do the 0.9.10 build tomorrow, first thing (promise!) As for it > > being official, well, now I have the X-Code projects sorted, > > actually doing the build is straight-forward, almost automatic. If > > I had an account on an 'always on' Mac, it would be easy to do a > > scripted nightly build, for example. > > Ok, the binary is here: > > teal.worldforge.org/~jmt/fgfs-0.9.10-macosx.dmg > > This is sitting on my cable connection (in the UK), so transfer rate > will not be awesome; I assume Curt will pull it and mirror as soon as > he has time, but if you want to try in the meantime, and let me know > if I've screwed anything up, feel free - I don't have a bandwidth > cap, it'll just be slow! It is downloading now to try it. Can we put the file on sf.net? I'm willing upload the file if that helps. My sf login is spiderbarker. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer views
> From: simon > > Jim Wilson wrote: > > On your earlier email, you might want to, as I mentioned earlier, create > > separate views for the MP aircraft and swap those > properties around instead. You could always identify those by adding a > property to the viewer class which would flag them as MP > (or a generic group property) if you wanted to be able to cyle through just > the MP views. It'd be better IMO to create the > addional views and focus the changes on ways of manipulating the viewer class > instances as whole objects rather than trying to go > in and shuffle the location properties inside the viewer class. > > > > Best, > > > > Jim > > > > I don't think adding more views is the way to go long term. Would you > add multiple views (cockpit/helicopter/chase) for each multiplayer > aircraft? For each AI aircraft? For each carrier? For each X model? > That's a lot of views to scroll through to get the one you want, not to > mention the redundancy overhead. A couple of emails back I wasn't sure exactly what was wanted so I suggested two different approachs. This was one of them. > To me, a view is really just a set of position and orientation sources > and targets, position and orientation offsets, fov and a few other > configuration settings. My goal is to be able to switch from-model > type, index, and offset, at-model type and index for any given view. > Not only would it be nice to be able to switch the model you're viewing > from (multiplayer,tower,carrier), it would be nice to switch the model > you are looking at, if any. Basically, a more open viewing system that > would allow fly-by views using nasal (my original goal), bomb - uh, I > mean drop tank - view all the way to the ground, switching models by > type, and anything else you can dream up in nasal. > Right. It is pretty open already. What you say in the first sentence of this paragraph is true. That's pretty much all a view is. For this reason I was suggesting (in my second option in the earlier e-mail) that you could create 2 or 3 (or how many you wanted) views that are expressly designed for MP Aircraft. Then the nasal script (or C++ code) could simply copy the position/orientation data from the "current" MP aircraft specific property tree location, to the property tree location that is referenced in the xml configuration for these special MP views. Make them special views and you won't have to worry about confusing the use of view configurations with too many levels of indirection...or dealing with some other special view configuration in the future. Remember your nasal script doesn't have to force the user to scroll through all 5 (or 6?) of the current FlightGear views plus the MP views. With the script you can scroll through whatever views you want to in wha! tever order you want. > > I've actually worked on this a bit: > > I've moved all the redundant property copying from viewmgr into tied > properties in viewer. I've created properties for from-model-type > (default,carrier,multiplayer,tower,etc..), from-model-idx, > from-model-offset (pilot,copilot,bomb door,etc..), at-model-type, > at-model-idx. The position/ and orientation/ properties have become an > interface of sorts to each model. Instead of using SGLocation directly, > I copy directly from a $prefix/position/* and $prefix/orientation/* > into the viewer's SGLocation. The $prefix is generated by type and > index and types and paths are defined in preferences.xml. I'm having > issues switching between look from/look at dynamically. That part may > have to wait. > > I hadn't planned on this being brought up again pre 1.0, so it's not > even close to being ready to look at. I'm not even sure if it's desired > or the right way to do it. However, while I can see having a view > defined for everything could work with a good bit of hackery, it just > doesn't seem like the right way to do this. > See above. I forget now...isn't there some savings to sharing an instance of SGLocation between classes? Is the shifting of functionality as you describe here making the view more or less flexible and how? It isn't clear yet. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Re: request for new screen shots
> -Original Message- > From: Pigeon > > http://pigeond.net/photos/flightgear/south-germany/ > > Some screenshots of the custom-scenery.org project. They look > incredible! Wow. They sure do. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer views
> From: Frank Olaf Sem-Jacobsen > > > > It sounds like what you are doing might be more complicated than necessary. > > How about adding a viewer instance onto the > stack of viewers for each MP aircraft (as the MP aircraft are instantiated)? > Essentially I would suggest that you use the > existing viewer class as a building block rather than making it more complex. > You could always add multiple views for each MP > aircraft if you want, and you can do things like add a property to the viewer > class that identifies MP related viewer objects in > order for your script to be able to cycle through just those. In any case > the only information you would need for this approach > would be the "current view" property that already exists. Adding new > viewers on the fly might be something that needs > to be added to the viewmgr for this approach. > > > From my (limited) viewpoint it seems that the approaches you describe > are not exactly what I'm looking for. The easiest thing to do would be > to allow the already defined views to be available for any object you > are currently looking at, be it your own aircraft, a multiplayer > aircraft, or even another AI aircraft. I'm not sure if this can be > achieved by adding additional use to the list in the view manager. > > Anyway, I have for the time being got things working using my own > "hacking" approach, adding 5 lines to viewer.cxx in > FGViewer::recalcLookAt () and doing the rest in Nasal, and I am now able > to apply the different views to the different multiplayer aircraft, > using 'v' to cycle views and 'V' to cycle aircraft. > > During this I noticed two interesting points. First, the altitude of the > multiplayer aircraft was not exported to the proper tree, even though > the latitude and longitude was. I had to fix this in my local copy to > get things to work. Second, when using a viewpoint that is relative to > any other aircraft than your own, even by defining a static view in > preferences.xml of an AI aircraft, the movement of the viewpoint St to > be unsynchronised with the object you are looking at. This results in a > view where the aircraft seems to jump around, even when it is standing > completely still. I haven't figured out yet what is the cause, perhaps > it could be some rounding error? > Possibly, or maybe something out of sync. You want to make sure that the data being used for the model is identical to the location data being used for the view position (and not one frame apart because the MP position is updated in between). It sounds like you realize that unless you've been following on the ground and seen the ac jumping off the runway, it could easily be the viewer that is jumping. On your earlier email, you might want to, as I mentioned earlier, create separate views for the MP aircraft and swap those properties around instead. You could always identify those by adding a property to the viewer class which would flag them as MP (or a generic group property) if you wanted to be able to cyle through just the MP views. It'd be better IMO to create the addional views and focus the changes on ways of manipulating the viewer class instances as whole objects rather than trying to go in and shuffle the location properties inside the viewer class. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer views
> From: Frank Olaf Sem-Jacobsen > > I have finally had the time to try to start messing around with > flightgear source code, and I thought it would be neat to be able to > look at the different multiplayer aircrafts when playing online. Since > it doesn't seem to support looking at any other aircrafts than your own, > I have started messing around in viewmgr and viewer to add that > functionality. I am now able to look at a multiplayer aircraft, but I'm > having trouble doing this dynamically from nasal. My first obstacle is > how do I create a property node to hold the currently selected > multiplayer aircraft? > It sounds like what you are doing might be more complicated than necessary. How about adding a viewer instance onto the stack of viewers for each MP aircraft (as the MP aircraft are instantiated)? Essentially I would suggest that you use the existing viewer class as a building block rather than making it more complex. You could always add multiple views for each MP aircraft if you want, and you can do things like add a property to the viewer class that identifies MP related viewer objects in order for your script to be able to cycle through just those. In any case the only information you would need for this approach would be the "current view" property that already exists. Adding new viewers on the fly might be something that needs to be added to the viewmgr for this approach. If this doesn't sound like what you are looking for, then perhaps you would want to do something like create a class that is part of the MP system that essentially keeps track of the location data for all the MP aircraft and ties the "currently watcheed" MP aircraft's location to a common property tree location. This class's only job would be to keep track of which is the currently watched MP aircraft, and then for each cycle, copy the location data for that aircraft to that common property location for which a view (or collection of views) is defined. I've been saying "class" but I'm sure you could implement the whole thing in a nasal script. Either way, this approach should work fine without any modification to the viewer or viewmgr classes. Adding this (as I described here) as extended functionality to the viewer or viewmgr class is probably not a good design option. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] request for new screen shots
> From: "Ampere K. Hardraade" > > On Wednesday 12 April 2006 00:38, Curtis L. Olson wrote: > > I am interested in getting a few more high quality screen shots for the > > v0.9.10 release. > > > > Thanks, > > > > Curt. > > Who needs screenshots where there are movies?! :P > > http://pigeond.net/photos/flightgear/videos/ > Those are fun, but perhaps even nicer would be an all cockpit view video of a properly executed IFR approach and landing in one of the more complete and properly equipped GA models like the Cessna 172P. Of course it should include a pilot model, with animated hands adjusting the throttle and tuning the radio, etc. :-) Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Possible bugs in v0.9.9 (Airbus A380 and p51d) ?
> From: Mike Rawlins > > I checked out and compiled a copy of v0.9.9 (source > and base) from CVS on February 17. I always assume > that checking out a copy of a given version from CVS > shortly after a release will be relatively bug free. Maybe! A lot of software projects it is exactly the opposite. All the new stuff that's been waiting during the feature freeze goes in :-) > I also enjoy helping to find bugs, hence my post. > > I'll give 0.9.10 a try. > Since you are using CVS you could (for a quick check) just go in and grab this one file... http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/data/Aircraft/p51d/p51d.xml?cvsroot=FlightGear-0.9 ...and your solution failure problem should be gone. In any case you'll want to download the new version sooner or later just for all the other improvements. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] MacOS version of v0.9.10 ?
> From: James Turner <[EMAIL PROTECTED]> > Sent: Tuesday, 11. Apr 2006 19:21 -0400 > To: flightgear-devel@lists.sourceforge.net > Subject: Re: [Flightgear-devel] MacOS version of v0.9.10 ? > > On 11 Apr 2006, at 21:56, Curtis L. Olson wrote: > > > Has any one produced a MacOS package of FlightGear-v0.9.10? > > I produced a 'pre' binary which seemed to work ok for those who tried > it, and worked for me on both 10.3.9 and 10.4.x. It has no GUI, > unlike Arthur's 0.9.9 release, because I don't really want to go down > that path. > That's too bad. It was a nice package for mac users. Has Arthur given it up? Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Possible bugs in v0.9.9 (Airbus A380 and p51d) ?
> From: Mike Rawlins > > When starting with: > > --aircraft=p51d > > I get system crash (no splash screen) with message > > Reading xml electrical system model from > /usr/local/FlightGear-0.9/data/Aircraft/Generic/generic-electrical.xml > Initialising callsign using > 'Aircraft/p51d/Models/p51d-jw.xml' > YASim SOLUTION FAILURE: > Insufficient elevator to trim for approach > At some point in the distant past we started checking version numbers in the base package because everything was changing rapidly and there were fewer developers. Now the base "version check" seems to be just an excuse for poor programming technique (i.e. complete disregard for xml interface modification impact). My guess is you might have a mixture of program and aircraft versions. To use v0.9.9 FlightGear then you should have the aircraft for v0.9.9. Using v0.9.10 aircraft with FlightGear v0.9.9 will cause solution failures. Now if you are sure you are using v0.9.9 for both, all I can say is I did not notice an issue with the p51d solution at that point. During developement of v0.9.10 some changes were made that did break most of the YASim based aircraft models, but the released versions should at least be solving (e.g. no SOULTION FAILURE). So, basically I'm saying you should probably update everything to v0.9.10. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] JSBSim and Nasal
> -Original Message- > From: "Jon S. Berndt" > > While debugging the 737 I discovered something that I find unsettling. For > the 737-300 model (using a JSBSim flight model) there is a nasal script > called air-ground.nas. This apparently adds some automatic control of the > spoilers while on the ground. Now, understand up front that the discussion > that follows is not about nasal (which is a great feature and a great part > of flightgear) but about compatibility, convention, and communication. > > JSBSim has a powerful flight control capability that is specifically > designed for purposes such as that which the mentioned nasal script > addresses. I'd much prefer that such code be done using that capability, and > for several good reasons. Among them: > > 1) It is desirable for debugging and development purposes that the flight > model operates as closely as possible to the same whether run from > FlightGear or from a standalone version of JSBSim. JSBSim code does not > incorporate nasal in its standalone executable. > 2) Similarly, uses of the flight models by other simulators which use JSBSim > may not incorporate nasal, and thus behavior will differ. > 3) Without knowing about such scripts (which I did not until recently), > similar capabilities may be added to the existing flight control > specification already in JSBSim and may result in a "force fight" or > controls confusion. FlightGear has an autopilot model, now there are nasal > scripts that may perform flight control related tasks, and there is the > flight control specification in JSBSim aircraft. Ideally, some emerging > JSBSim aircraft will model their own autopilot within the JSBSim flight > control model (which has been conceived and designed with an aim towards GNC > analysis from the start). So, there needs to be good communication among > several parties when it comes to adding capabilities to a flight model. > > Jon Those are valid points from a JSBSim centric perspective, but from FlightGear we have other FDMs that don't support the same features so that fgfs has its own control methods independant of specific FDMs. An argument could be made for having a single control script for flying the same aircraft type developed using JSBSim, YASim and UIUC models. Perhaps the answer in the long run is to detach the JSBSim flight control from JSBSim FDM so that they are configured independantly and communicate to each other through the same type of interface that FlightGear currently uses. Then users can choose that as one available method for flight control. FlightGear is still about creating a set of building blocks, isn't it? Such an approach would probably be valuable to folks wanting to use JSBSim in other projects as well. That said, it is good you brought this up, because obviously there are some folks that don't realize this exists in JSBSim. I just happened to know of the feature because you mentioned it to me and also on the mailing list quite some time ago. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] instrument panels on views from outside the aircraft
> From: John Kluza > > Hi Curt, > That cessna mini overlay is a good starting point. I used it to build my own > custom vertical transparent panel that serves the purpose well. Right now I > can only make it visible from views that an equivalent to the pilot's eye > view from the cockpit. It seems like the view shown on that picture is a > cockpit view, however, maybe canted off downward a bit (which would also be > interesting to know how to do - is there doc that talks about customizing the > perspectives?). > > My real question though is can I make a panel visible from one of the other > perspectives in which the observer views the aircraft from outside? In this > way, it would be like watching the uav fly around but seeing the instruments > at the same time. > > Thanks a lot! > John > That mini panel or something like it was my first contribution to flightgear and was really the result of a screw up that looked cool. By itself it won't do exactly what you want. The reasohn is that the aircraft model is hidden in the pilot view when the 2D cockpit mode is used (i.e. when 3D virtual cockpit is turned off in the config). Take a look at the c172 with the 3D cockpit (or any of the aircraft with a 2D panel placed in a 3D cockpit). You will find in the model configuration where the panel position is set. That position is relative to the aircraft and can be placed anywhere in relation to the aircraft including outside. Configured offsets can be applied to the pilot eye point to move it anwhere in relation to the aircraft. The panel itself can be animated as a whole with rotations from any angle applied (to make it appear fixed to the camera). If you want the panel available for a fixed observer on the ground you can probably do that with a combination of the scenery object placement technique and something like the standard "tower look-at" view to set up your view (aka camera, eye point). Use a transparent (or not) model with a 2D panel mapped to it just like the c172 aircraft. Place it on the ground and use animations to make it pan around with the view. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FG-0.9.10-pre3 - my experiences
> From: Durk Talsma > > On Wednesday 29 March 2006 14:43, Michal Fabik wrote: > > > > - I get the following console messages whenever I > > start FG: > > > > Object Vehicles not found > > Error reading AI flight plan: > > /usr/local/share/FlightGear/data/AI/FlightPlans/KSFO-KSAN.xml > > Error reading AI flight plan: > > /usr/local/share/FlightGear/data/AI/FlightPlans/KSFO-KSEA.xml > > Error reading AI flight plan: > > /usr/local/share/FlightGear/data/AI/FlightPlans/KSFO-KSEA.xml > > > > Hi Michal, > > > The Error reading AI flightplan warning is quite innocent actually. Then it should be logging at SG_WARN level. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Few 3d Modeling questions
> From: info > > Are the planes with status unknown no longer updated by their original > authors? Not really. The status is pretty meaningless as there is no agreed upon standard for what it defines. I think most of mine say "unknown". In my opinion "Status" should be removed from the web page except in cases where the aircraft is known to be "un-flyable" or grossly inaccurate. Since the modeling capabilities and standards in FlightGear continue to change fairly quickly it is fair to say that none of the aircraft are "complete" yet. So as David mentioned, work on anything you find interesting. Note that cockpit work (3D cockpits especially) is always needed. Almost all are incomplete in some way. Many aircraft are still using 2D panels (some are very good ones, but still 2D). The bottom line is, if you see something you like and you can improve, go for it! Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Bug in loading saved flights (was CONCLUSION: My problems with saving/loading flights solved)
Sorry for the top-post but I'm re-sending this entire message with a new subject line. Has this already been fixed in CVS? Anyway, the following looks like a very good description of a nasty bug that shouldn't be too hard to fix. If we can't fix it for the release then shouldn't we disable load/save menu options until it is? Best regards, Jim > -Original Message- > From: <[EMAIL PROTECTED]> > Sent: Wednesday, 29. Mar 2006 9:06 -0500 > To: flightgear-devel@lists.sourceforge.net, > flightgear-users@lists.sourceforge.net > Subject: [Flightgear-devel] CONCLUSION: My problems with saving/loading > flights solved > > Hi everyone, > > Since I made some inquiries and replied myself on both user and devel lists, > I feel I owe you guys a report. > > Good news first: saving, and then loading and continiuing flights works well. > > The success of this though, seems to depend on starting the load/continue > session at the same (in some cases a close by) airport. > > When I had problems, I was trying to load/continue flights that I saved > around New York, Ottawa, Lake Erie (all in w080n40). I > started FG with bare command "fgfs". Of course this put me at KSFO. Then > I loaded one of the above mentioned > flights, and kaboom!, really nasty stuff happened (plane taking wild flips > and turns and eventually plunging into the earth/water > being totally uncontrolable throughout). > > After it finally occured to me that I was ending up in KSFO skies, I decided > to try starting from the original airport of the > saved flight. Everything worked like a charm. Then I tried starting in a > Toronto airport to continue the saved Ottawa flight, that > worked fine too. > > I thought I would share this. May be, it'll save some starter from the agony > in the future. > > Happy virtual flights... > > Yavuz Onder -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Pilot models
> -Original Message- > From: "David Megginson" > > flies them), but when I do use external views, I find it very > disconcerting if nobody's flying the plane, especially the small ones > like the Cub. I like it: http://www.spiderbark.com/fgfs/p51pilot.jpg Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear Make Process: Amazing
> From: "David Megginson" > > On 27/02/06, Curtis L. Olson <[EMAIL PROTECTED]> wrote: > > > If you dig up a utility called "sloc" (source lines of code) it suggests > > that we are sitting on a body of code that would have cost 10's of > > millions of dollars to produce had we done it in a traditional > > commercial environment. It makes some "wild" estimates on how many > > lines of code an engineer can produce in a day, and how much an engineer > > might cost. But even with conservative estimates we have a pretty > > impressive little chunk of code here. > > Add a zero, Curt, at least from my experience. As a consultant, I've > seen more than one $100M+ system that sets out to do a lot less than > FlightGear and fails even at that. > I knew it! Time for another rate increase. Tell me the price of those projects at least included some test hardware, documentation and deployment. Oh...and just to clarify, these were existing projects you were called in late to fix, right? ;-) Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] min and max in annimation?
> From: Dave Perry > > I asked David Megginson off list this question and he suggests I ask the > developers. > > I tried to use and > in the Instruments-3d/vor.xml file and it has no affect. I > followed the syntax from the Model-How-To file; also the same as the > syntax used in ai.xml. Here is the relevant chunk of the new vor.xml file. > > > > > GlidescopeNeedleTransform > > rotate > > GlidescopeNeedle > > /instrumentation/nav[0]/gs-needle-deflection > > -3.2 > > -32 > > 32 > > > >0 > >-0.03 > >0 > > > > > >-1 > >0 > >0 > > > > > > > > > What am I doing wrong? > > The property goes thru several revolutions and the needle follows all of > them. Only the values near zero are the actual glide > slope indications. I could limit the display of the gs needle to an interval > via conditions, but I thought that min and max would > do this also. > Dave, I have not studied this carefully to fully answer your question, however you should start by using "min-deg" and "max-deg" since with "rotate" callbacks the units being output are not arbitrary, rather they are in fact degrees. For some time now, it is the standard in FlightGear/SimGear to try and include the type of units in the property names when they are known (e.g. -ft, -m, -deg). It is easy to forget though, when playing with animations. Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=110944&bid=241720&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
RE: [Flightgear-devel] Resigning as patch committer.
> From: "Vivian Meazza" > > > From: [EMAIL PROTECTED] [mailto:flightgear- > > [EMAIL PROTECTED] On Behalf Of Erik Hofman > > > > > > Hi, > > > > I have finally made the decision not to commit any patches from others > > anymore. I think I've done my time over the last few years but this > > accident this morning alone has cost me more than half a day. > > > > I need to spent my time on more important work. > > I'm sure we all sympathise with your decision. I would like to say a > personal thank you for your help and understanding over the last years in > getting my stuff in FG. And particularly in correcting the all too frequent > errors! > Let me second this! You have done an exemplary job, Erik. Many thanks, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=103432&bid=230486&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] runway lights (non-enhanced version)
> > Did something change recently with the non-enhanced runway lights? They > seem dimmer now and seem to zbuffer fight with the runway a lot more > than they have previously? Has anyone else noticed this with the most > recent CVS or is it just me? > > Curt. Back when those lights were done, I seem to remember adding a patch that raised the runway lights up off the terrain depending on viewpoint distance. Maybe that bit of code has been removed? Best, Jim -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=103432&bid=230486&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (Real) SR22-GTS Demo Flight
> > I had a chance to take a demo flight in a (real) Cirrus SR22-GTS > today. I posted my comments on my weblog: > > http://www.megginson.com/blogs/lahso/archives/2006/02/08/cirrus-sr22-demo-flight-initial-impressions/ > > It will be a lot of work to model the Avidyne glass cockpit in FlightGear. > > Hi David, Welcome back! Interesting blog entry. I'm very glad to hear that you did not get to try out the CAPS. Have there been reports of successes with the system? For some reason I just imagine a pilot trying to avoid deploying (on engine failure for example) until it was too late. And it seems a lot of the other scenarios wouldn't be helped by a chute anyway. In any case that would be an interesting feature to model :-). As for GC panel modeling I'd think just doing something basic, with enough functionality to fly the aircraft wouldn't be all that hard. As with our current GC instruments, alternate views/modes could be added with time. On the other hand it would be great to see work that extended the 3D modeling of GC displays (capabilities) further than what was done for the 747 PFD. The two biggies would be a text "animation" and image generation (maps, radar). Best, Jim Wilson -- Jim Wilson Kelco Industries PO Box 160 Milbridge, ME 04658 207-546-7989 --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnk&kid=103432&bid=230486&dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] A-10 3D cockpit
I am resending this message from a couple days ago (see below). Not sure what happened, but it fell into some sort of black hole. - Jim > From: alexis bory > > Martin Spott a écrit : > > > alexis bory wrote: > > > >> Before going farther I'd like to know if any body else allready do > >> the same work. > > > > > > Lee Elliott did the A-10, you'd probably ask him to coordinate the > > effort. I'd love to see a nice copckpit for the A-10 because I find > > it's much fun to fly that aircraft, > > > > Martin. > > > I just can't wait to show a screenshot: > http://croo.murgl.org/img/very-begining.jpg > > It's the very begining of the work, I hope it will be usable by most people. > > Did anybody asked about a way to keep the hud's marks inside the hud > screen ? > Alexis, this looks very promising. You probably do not want to try and use the current HUD for this purpose. Your best bet is to develop a 3D model of a HUD and manipulate the markings and text in much the same way as the 747-400 primary flight display (which is a 3D model). Curt and Andy I think mentioned rewriting the HUD code. Without knowing all that involves, I suspect that we'd be much better off adding whatever is required to the model animation code to make our 3D HUD models. Best, Jim --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnk&kid3432&bid#0486&dat1642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [PATCH] configure.ac patch
Here's the same patch without affecting Erik's include path correction. This patch fixes configure.ac so that when an alternate prefix location for simgear is specified, configure tests for the header file jpegfactory.hxx in that specific location only. Best, Jim configure_patch2_diff.gz Description: Binary data
Re: [Flightgear-devel] [PATCH] issue with configure finding specified copy of simgear
> From: Erik Hofman > > Jim Wilson wrote: > > > Umm...not so fast. Read my problem description again. I think you can > > still pickup the wrong plib or simgear. > > Did you actually try the latest version. It _should_ prevent this > problem. If not I till have your fix to commit. > > Erik Sorry, I left town for a couple days after that last message. No, I didn't test it, but I just did and it did not work. The script tests the existance for a header in SimGear that is NOT present unless a particular option was compiled in (i.e. where looking for an absence). It can get a hit in that path regardless of how it is ordered which is why I went with the more specific test. Chances are my solution isn't the best approach, and I'm not sure it'll work for everyone, but it did work on my system. Best, Jim --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [PATCH] issue with configure finding specified copy of simgear
> From: Erik Hofman > > Jim Wilson wrote: > > This patch builds a configure script that will check in the proper location > > for simgear headers if a > "with-simgear" prefix is specified. Without this patch jpegfactory support > is not recognized in FlightGear when the > simgear libraries are in a non-standard location. Also, in the case of > developers with multiple copies of simgear on disk, it is > possible that no error is issued by configure if the path specified in > --with-simgear is incorrect. > > > > It looks like there are similar issues using "with-plib", but for now I'd > > like to submit this patch for cvs so > that it can be further tested and commented on. I am not an autoconf expert. > > I've reorganized the script a bit which should have the same effect. > Umm...not so fast. Read my problem description again. I think you can still pickup the wrong plib or simgear. Best, Jim --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [PATCH] issue with configure finding specified copy of simgear
This patch builds a configure script that will check in the proper location for simgear headers if a "with-simgear" prefix is specified. Without this patch jpegfactory support is not recognized in FlightGear when the simgear libraries are in a non-standard location. Also, in the case of developers with multiple copies of simgear on disk, it is possible that no error is issued by configure if the path specified in --with-simgear is incorrect. It looks like there are similar issues using "with-plib", but for now I'd like to submit this patch for cvs so that it can be further tested and commented on. I am not an autoconf expert. Best, Jim Wilson configure_patch.diff.gz Description: Binary data
Re: [Flightgear-devel] Autoconf and FG_JPEG_SERVER
> From: Jim Wilson > > It looks like I've run into a problem with FG_JPEG_SERVER getting set in > config.h now. Or possibly something has change to make > this a problem. Simgear is built without it, the header file for Simgear's > jpegfactory isn't being installed, but the flag in > FlightGear is being (I think erroneously) set. > > Also I'm a little confused. There is the FG_JPEG_SERVER flag, but also a > pair of ENABLE_JPEG_SERVER_TRUE|FALSE flags. The code > in FlightGear that is failing to link is wrapped in the FG_JPEG_SERVER flag > though. > > Anyone have an idea as to what the confusion is here? > OK I've found the problem. We aren't using the --with-simgear prefix when testing for the jpegfactory header. So it happens to find it in other locations. Best, Jim --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Autoconf and FG_JPEG_SERVER
It looks like I've run into a problem with FG_JPEG_SERVER getting set in config.h now. Or possibly something has change to make this a problem. Simgear is built without it, the header file for Simgear's jpegfactory isn't being installed, but the flag in FlightGear is being (I think erroneously) set. Also I'm a little confused. There is the FG_JPEG_SERVER flag, but also a pair of ENABLE_JPEG_SERVER_TRUE|FALSE flags. The code in FlightGear that is failing to link is wrapped in the FG_JPEG_SERVER flag though. Anyone have an idea as to what the confusion is here? Best, Jim --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Help creating textures in gimp
> -Original Message- > From: Dave Perry > > > No matter what I try, the bucket tool does not work for me. The dancing > ants are there for the selections, but no fill color. I have read the > gimp help file sections that I think apply. I have tried doing the > background in one layer, the N-numbers in another layer (N-numbers work > as does the brush), and the trim in a new layer. In order to "see" the > part outlines, these layers have all been added as transparent. I > suspect that may be my problem but don't know . > > Many of you do this all the time. Is the above outline at all > reasonable? Help much appreciated. The Comanche flies great and looks > good even without the textures . A vintage high-performance single > would be a nice addition to fgfs. > This sounds reasonable. You might even want a larger texture. Any chance you are getting confused about what layer you are on? Probably not... Anyway, see if you can do the following: Create a new image in gimp with transparent background. Draw some sort of selection (e.g. using rectangle or circle). Can you fill that? If not check to make sure your opacity isn't zero, or your select feathering isn't on and a huge value, or something silly like that. Beyond that you may want to post a question on a gimp list. Best, Jim --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New FlightGear mousepad
> From: Erik Hofman > Sent: Thursday, 5. Jan 2006 10:45 -0500 > To: flightgear-devel@lists.sourceforge.net > Subject: Re: [Flightgear-devel] New FlightGear mousepad > > Erik Hofman wrote: > >> Maybe I can make another one with a different background image, so > >> everybody would be free to choose. > > > > http://www.a1.nl/~ehofman/fgfs/gallery/fgfs-mousepad2006.jpg > > http://www.a1.nl/~ehofman/fgfs/gallery/fgfs-mousepad2006c.jpg > http://www.a1.nl/~ehofman/fgfs/gallery/fgfs-mousepad2006c1.jpg > Cool! I'm feeling a little sheepish now...hehe. Those ALL look great. And the lightning too...so much has been happening with FlightGear it really is hard to encapsulate it all in a few pictures. On the last two, I might give a slight preference to the Beechcraft just because the Citation seems to be showing a little shading problem in that screenshot. Best, Jim --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Model this?
-Original Message- > From: "Ampere K. Hardraade" > > On January 4, 2006 09:31 pm, Curtis L. Olson wrote: > > The other small point that I would make is that this individual did > > contribute an aircraft to FG, but later asked to have it removed from > > CVS in protest that certain bugs weren't getting addressed to his > > > This question has been rolling in my mind for a while: how can a person > uncontribute something from an opensource project? > > If I understand this correctly, anyone is free to do anything with works that > are GPL'ed, as long as the said person doesn't violate the GPL. Doesn't this > imply that you are free to ignore his request to have his works removed from > the CVS? > > Ampere > Hi Apmere, Technically, you are right, but I think this situation was handled in a respectful and proper manner. Perhaps the author will reconsider once he realizes that we are all volunteers here doing our best to understand and communicate across many cultures, not to mention develop software. Best regards, Jim --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New FlightGear mousepad
> From: "Ampere K. Hardraade" > > On January 2, 2006 03:42 pm, Erik Hofman wrote: > > Any reason for that? Personally I found this setup the most appealing. > > > > Erik > > Yes. When I look at the current arrangment, I get a sense that it is trying > to emphasize that FlightGear is a combat sim -- with the aircraft carrier and > the Spitfire taking focus. The aircraft carrier is just a feature, not the > center piece of FlightGear. > Let me just add an "aye" to Ampere's suggestion. Even after building the P51D I'll admit to a preference for civil-ian aviation focus. Although, you know, technically the "Gunfighter" never actually saw any combat :-). There has also been some pretty impressive cockpit work done over the last two years. That said, I think Erik's pad looks pretty cool. I just think he should do two of them ;-) Best, Jim --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Creating a PA34-Seneca (which FDM to choose?)
> From: Torsten Dreyer > > > Long intro for my question: > What is the best FDM to use, when I have the airplane manual with its > dimensions, performance data, mass-and-balance section and with the ability > to actually fly the plane and get the real data like "what indicated speed at > what pitch with which power setting at altitude 8000ft with ISA?" > How do I convert these real-life data into a FDM config-file? > > If you like, here is the original after which I try to build the model: > http://www.littlewing-air.de/fotoshow/index_fotoshow.html > Hi Torsten, Nice model and great project. On your description I would suggest YASim as it was designed to work with the kind of data you are describing. Since this sort of question comes up so often you might want to check the archives and put what you find in the FlightGear wiki. I did a little googling, and found it isn't that easy to get the right discussions, but I know that very detailed and explicit comparisions of the flight model systems are there in the discussions. Best regards. Jim --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Re: PA24-250 model under development
> -Original Message- > From: Melchior FRANZ > > * Vivian Meazza -- Thursday 22 December 2005 10:13: > > Blender is clever, but almost impossible to use. > > > > > To get going quickly, while getting acceptable results I would recommend > > AC3D. The $40 or so it costs is money well spent I reckon. > > Could be. But didn't the ac3d author already screw some paying customers > over? I remember the discussion here on the devel list. > Yes this is true. I'm one of the people who bought AC3D back when Coleburn was telling customers that all future upgrades would be free of charge. Later he modified that statement somewhat, but I have a copy of the web page that was there when I bought the software originally and there is no doubt he screwed some people. > I don't really care who uses what, as long as I can use Blender. AC3D > may be a nice application and is certainly good enough for FlightGear > modeling, but Blender is far from "almost impossible to use". > If I were facing a choice between the two programs right now it would easily be Blender. There are a number of things that are more efficient in Blender once you get the hang of it. I speak as someone who has spent countless hours performing tedious tasks in AC3D. In fact I often find myself switching to a text editor for tasks because the AC3D interface is so cumbersome. Don't let the initial ease fool you. A great project if someone wants to take it on would be to enhance VRML support in plib so that a wider range of options would be available. This is something that was brought up by David Megginson several times and I think he is right. It would really open up the options. Perhaps we could actually get to a place were the ac3d format would be largely if not entirely replaced in flightgear with something open and human readable. Best regards, Jim --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637&alloc_id=16865&op=click ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel