Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-09 Thread Maik Justus
Hi syd,

syd schrieb am 09.12.2006 22:41:
> Hi,
> I see the collision as a feature , whats wrong with being
> realistic... ? 
>   
same for me. But first we need to get rid of the runway cows and need a 
solution for multiplayer. As multiplayer gets more and more popular, the 
probability to crash directly after starting with default location 
increases dramatically. (I had this several times, and the number of 
users online was always < 10)
> Another feature that would be nice would be a scenery texture
> detection system 
> Land on forested area, city,etc,  should cause a crash ...
>   
Why directly a crash? Different consistence would be ok. I would place a 
veto if the heli crashes when landed in a city. And the AN-2 is capable 
to land on "normally unsafe" ground.
> Water and ocean should cause a crash unless your flying an amphibian...
> Farms , grass ,tundra should be safe 
>   
Farms should cause much higher friction.
> As it is now , I get careless because I know if I miss a runway or
> runout of fuel, I can just taxi back to it (through the forest)...
> Fuel system , that another one .Im attempting to change the fuel system
> at my end so I can only fuel up when parked  none of this changing
> fuel level during flight (though the current system is good
> for weight /balance testing)
> if I knew landing in unsafe areas could be hazardous , I would
> be paying a lot more attention! This isn't a game to me , so the more
> realism the better
> Cheers,
> Syd
>
>   
Maik


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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-09 Thread syd
Hi,
I see the collision as a feature , whats wrong with being
realistic... ? 
Another feature that would be nice would be a scenery texture
detection system 
Land on forested area, city,etc,  should cause a crash ...
Water and ocean should cause a crash unless your flying an amphibian...
Farms , grass ,tundra should be safe 
As it is now , I get careless because I know if I miss a runway or
runout of fuel, I can just taxi back to it (through the forest)...
Fuel system , that another one .Im attempting to change the fuel system
at my end so I can only fuel up when parked  none of this changing
fuel level during flight (though the current system is good
for weight /balance testing)
if I knew landing in unsafe areas could be hazardous , I would
be paying a lot more attention! This isn't a game to me , so the more
realism the better
Cheers,
Syd

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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-09 Thread Detlef Faber
Am Freitag, den 08.12.2006, 11:26 +0100 schrieb Mathias Fröhlich:
> Hi,
> 
> On Thursday 07 December 2006 22:24, Maik Justus wrote:
> > is this a bug or a feature?
> >
> > While plib-fg does not detect collisions with cows and multiplayer
> > aircrafts, osg-fg does detect.
> > If another player starts in multiplayer on the same position, e.g. where
> > I am spinning up the rotor of a heli), my heli crashes.
> Bug.
> Noted ...
> 
This works quite well. I've had a wing collision with an ai aircraft and
the wing  of my aircraft was lifted, slid over the ai Aircraft wing and
dropped to the ground again. 

Some screens of the incident:

http://sol2500.net/flightgear/ai-collision1.jpg 
http://sol2500.net/flightgear/ai-collision2.jpg 

It's reproducable and the sim continues as normal. I like it this way.  


>   Greetings
> 
> Mathias
> 
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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread Detlef Faber
Am Freitag, den 08.12.2006, 10:27 -0500 schrieb Tony Pelton:
> On 12/8/06, Heiko Schulz <[EMAIL PROTECTED]> wrote:
> >
> > But If Flightgear want to be realistic, and we want
> > aircrafts showing us what happen when you do something
> > wrong you can't close your eyes about this.
> >
> 
> i see this conversation flare up on the x-plane lists from time to time.
> 
> collision detection with cows, or other planes, or buildings etc, is
> quite arguably pointless as a tool for "learning".
> 
except you are practicing emergency landings

> it's candy for people who like to run into stuff.
> 
I don't like to, but when I do, I wish to notice it to make it better
next time.


> if you collide with a big solid object in a plane in real life, you will 
> crash.
> 
> no confirmation from the simulator is really required.
> 
if I use a helicopter or STOL Aircraft I might want to land on it 

> having said that, i think good collision detection modeling between
> the aircraft and the ground _is_ important, as is failure modeling.
> 
> again, my $0.02.
> 
> Tony
> 
Greetings

Detlef

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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread Detlef Faber
Am Freitag, den 08.12.2006, 11:59 +0100 schrieb Torsten Dreyer:
> You know how it is to crash into a cow?
> 
I don't think it is an enjoyable expierience, so it should be avoided.
Avoiding ground objects on off runway landings is essential in real life
and I think this should be in flightgear too. Sliding like a ghost
through trees, cows and buildings cannot be called a realistic feedback
on an emergency landing.
The Aircraft/Ground (or water) interaction could use some improvement.
It would allow us to practise wheels up landings or sea ditches. Not
really desirable situations, but they belong to the education of pilots
like the pattern.

Greetings

Detlef 

> Am Freitag, 8. Dezember 2006 11:31 schrieb Heiko Schulz:
> > Ähm...
> >
> > Well - that's someting I missed. Sorry, maybe it's an
> > bug, but I see this as a feature!
> > That's like in Real!
> >
> 
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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread Tony Pelton
On 12/8/06, Heiko Schulz <[EMAIL PROTECTED]> wrote:
>
> But If Flightgear want to be realistic, and we want
> aircrafts showing us what happen when you do something
> wrong you can't close your eyes about this.
>

i see this conversation flare up on the x-plane lists from time to time.

collision detection with cows, or other planes, or buildings etc, is
quite arguably pointless as a tool for "learning".

it's candy for people who like to run into stuff.

if you collide with a big solid object in a plane in real life, you will crash.

no confirmation from the simulator is really required.

having said that, i think good collision detection modeling between
the aircraft and the ground _is_ important, as is failure modeling.

again, my $0.02.

Tony

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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread Josh Babcock
Heiko Schulz wrote:
> O.k
> 
> I understand what you mean - well you can see it from
> both sides: a better collision detects ( and I don't
> mean the cows) in opposite to something that has in
> the real world a bad aftermath.
> 
> But If Flightgear want to be realistic, and we want
> aircrafts showing us what happen when you do something
> wrong you can't close your eyes about this.
> 

There are a lot of objects that are explicitly excluded from collisions
in the Plib version, and for good reason. For instance, do you want to
crash when a light halo from one of your nav lights intersects with the
ground?

Josh

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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread Heiko Schulz
O.k

I understand what you mean - well you can see it from
both sides: a better collision detects ( and I don't
mean the cows) in opposite to something that has in
the real world a bad aftermath.

But If Flightgear want to be realistic, and we want
aircrafts showing us what happen when you do something
wrong you can't close your eyes about this.

Greetings
HHS
--- Torsten Dreyer <[EMAIL PROTECTED]> schrieb:

> You know how it is to crash into a cow?
> 
> Am Freitag, 8. Dezember 2006 11:31 schrieb Heiko
> Schulz:
> > Ähm...
> >
> > Well - that's someting I missed. Sorry, maybe it's
> an
> > bug, but I see this as a feature!
> > That's like in Real!
> >
> 
>
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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread Torsten Dreyer
You know how it is to crash into a cow?

Am Freitag, 8. Dezember 2006 11:31 schrieb Heiko Schulz:
> Ähm...
>
> Well - that's someting I missed. Sorry, maybe it's an
> bug, but I see this as a feature!
> That's like in Real!
>

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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread Heiko Schulz
Ähm...

Well - that's someting I missed. Sorry, maybe it's an
bug, but I see this as a feature!
That's like in Real!

I would like to see something in the release!

Greetings
HHS
--- Mathias Fröhlich <[EMAIL PROTECTED]>
schrieb:

> 
> Hi,
> 
> On Thursday 07 December 2006 22:24, Maik Justus
> wrote:
> > is this a bug or a feature?
> >
> > While plib-fg does not detect collisions with cows
> and multiplayer
> > aircrafts, osg-fg does detect.
> > If another player starts in multiplayer on the
> same position, e.g. where
> > I am spinning up the rotor of a heli), my heli
> crashes.
> Bug.
> Noted ...
> 
>   Greetings
> 
> Mathias
> 
>
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Re: [Flightgear-devel] osg/plib, difference in collision detection

2006-12-08 Thread Mathias Fröhlich

Hi,

On Thursday 07 December 2006 22:24, Maik Justus wrote:
> is this a bug or a feature?
>
> While plib-fg does not detect collisions with cows and multiplayer
> aircrafts, osg-fg does detect.
> If another player starts in multiplayer on the same position, e.g. where
> I am spinning up the rotor of a heli), my heli crashes.
Bug.
Noted ...

  Greetings

Mathias

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[Flightgear-devel] osg/plib, difference in collision detection

2006-12-07 Thread Maik Justus
Hi,

is this a bug or a feature?

While plib-fg does not detect collisions with cows and multiplayer 
aircrafts, osg-fg does detect.
If another player starts in multiplayer on the same position, e.g. where 
I am spinning up the rotor of a heli), my heli crashes.

Maik

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