RE: [Flightgear-devel] new_hitlist

2002-03-15 Thread Norman Vine
Curtis L. Olson writes: > >Norman Vine writes: >> tarball for new hitlist code >> http://www.vso.cape.com/~nhv/files/fgfs/new_hitlist.tgz >> >> For those of you not using the CVS version of PLib >> you will need a copy of sgdPointInTriangle() >> from the older hitlist.cxx this one replaces > > >

[Flightgear-devel] Re : DC-3 Info

2002-03-15 Thread Danie Heath
Hi All FWIW, I'm leaving for the base now. I'll definitely see the groundcrew today as we're expecting an aircraft to arrive this afternoon. Will try to get the info, or at least make an appointment for a weekday (Thursday's a public holiday in SA.). __

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread C. Hotchkiss
Andy Ross wrote: > I wrote: > > This is the YASim XML parser. You hit this line when an > > unrecognized tag is found in the XML file. > > In an attempt to keep blood pressures in a healthy range ... Good. Hate to loose a contributor to cerebral hemorrhage. Very messy. Not fun. ;-) > > It's

Re: [Flightgear-devel] black and white flightgear

2002-03-15 Thread Roman Grigoriev
- Original Message - From: "Andy Ross" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, March 15, 2002 8:51 PM Subject: Re: [Flightgear-devel] black and white flightgear > Roman Grigoriev wrote: > > Hi guys I implemented rendering Flightgear in black and white mode > > using

Re: [Flightgear-devel] black and white flightgear

2002-03-15 Thread Roman Grigoriev
- Original Message - From: "Jon S Berndt" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Friday, March 15, 2002 6:40 PM Subject: Re: [Flightgear-devel] black and white flightgear > On Fri, 15 Mar 2002 17:47:37 +0300 > "Roman Grigoriev" <[EMAIL PROTECTED]> wrote: > >Hi guys I implem

Re: [Flightgear-devel] new_hitlist

2002-03-15 Thread Curtis L. Olson
Norman Vine writes: > tarball for new hitlist code > http://www.vso.cape.com/~nhv/files/fgfs/new_hitlist.tgz > > For those of you not using the CVS version of PLib > you will need a copy of sgdPointInTriangle() > from the older hitlist.cxx this one replaces Norman, Thanks for your continued wo

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon Berndt
> You have a chicken-and-egg bug here: The tire contact point is > *defined* as the intersection of the gear compression vector with the > ground. You can't possibly ask for the elevation beneath it until you > know it. Going back to the same diagram, the point of the wheel is > the "result" of

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Arnt Karlsen
On Fri, 15 Mar 2002 10:02:38 -0800, Andy Ross <[EMAIL PROTECTED]> wrote in message <[EMAIL PROTECTED]>: > I wrote: > > This is the YASim XML parser. You hit this line when an > > unrecognized tag is found in the XML file. > > In an attempt to keep blood pressures in a healthy range this mor

Re: [Flightgear-devel] Flightgear, FS2K2 and GMAX

2002-03-15 Thread Marcio Shimoda
> Fortunately, that doesn't matter. We specify animations externally > using an XML config file; see > > http://www.flightgear.org/Docs/fgfs-model-howto.html > > for details. As long as ssgLoadMDL preserves object names inside the > model, we should be able to animate it. > Does anybody ha

RE: [Flightgear-devel] A modest request

2002-03-15 Thread Jon Berndt
> You know, the code to do both what you want and what Andy wants is > already done and like Norman said, has been in place for about a year > now. Holy! ... Man, you guys are *fast*. I guess I missed that somewhere along the way in months past. Or, it could be that we got the gear to be "good

RE: [Flightgear-devel] A modest request

2002-03-15 Thread Curtis L. Olson
Jon Berndt writes: > Thank you for playing nice. :-) I have no qualms at all about what you are > asking for. It's the people that are coding it that have to answer to that. > I think it's great if you can come up with a much better, versatile, > "correct" and robust model than we have, now. If yo

RE: [Flightgear-devel] A modest request

2002-03-15 Thread Jon Berndt
> Forget anything else you might think I want. I don't want that. I > want the above interface. That is all I want. I no longer claim > (publically) that this interface is better. I no longer claim that > any other interfaces are wrong. I just want them, OK? Thank you for playing nice. :-)

Re: [Flightgear-devel] A modest request

2002-03-15 Thread Curtis L. Olson
Andy Ross writes: > This gear collision stuff is going in horrific circles, and I've > clearly done a piss poor job of explaining it. Here is what I want, > from the top: > >I want a gear interface where I specify the following two (2) points >in 3D space: One is the point of gear minimu

Re: [Flightgear-devel] A modest request

2002-03-15 Thread Tony Peden
Happy coding! On Fri, 2002-03-15 at 17:59, Andy Ross wrote: > This gear collision stuff is going in horrific circles, and I've > clearly done a piss poor job of explaining it. Here is what I want, > from the top: > >I want a gear interface where I specify the following two (2) points >

[Flightgear-devel] A modest request

2002-03-15 Thread Andy Ross
This gear collision stuff is going in horrific circles, and I've clearly done a piss poor job of explaining it. Here is what I want, from the top: I want a gear interface where I specify the following two (2) points in 3D space: One is the point of gear minimum compression, the other is

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: > We, of course, track the local frame position of the contact point of > the tire. We are not measuring elevation using the CG, nor the attach > point of the strut to the body. I keep repeating myself here, but when > I ask for elevation, I am asking for it at the point D

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Jim Wilson
Jon S Berndt <[EMAIL PROTECTED]> said: > Don't laugh, yourself! ;-) I've used C++Builder since > v1.0 and it's an awesome tool. It is waaay RAD. I'm > excited that they ported Delphi to Linux, and the C++ > version is due soon. In a former job we used it for > developing a *major* gas measu

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 15:29, Andy Ross wrote: > Tony Peden wrote: > > Andy Ross wrote: > > > Tony Peden wrote: > > > > Only the gear model can and should "know" the path that the wheel > > > > follows as it compresses. > > > > > > I don't necessarily disagree, > > > > But by asking the sce

Re: Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Dirty Bear
>On Fri, 15 Mar 2002 14:20:49 -0500 > >>Michael Selig writes: > >> > If we do add the myriad properties for many aircraft configuration >> > types to LaRCsim.cxx it means adding lots of code I think. >> >> > [3] The properties structure is pretty general. It seems like it >> > would be pretty

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 16:40:38 -0800 Andy Ross <[EMAIL PROTECTED]> wrote: >Here's another ASCII diagram (please don't mock this one) >to try to explain: This is actually pretty good for an ascii diagram and it shows where the misunderstanding is coming onto play. > >+ >.\ >

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: > Given a *NON-FLAT* polygon, how do we place the aircraft on it > properly so the gear doesn't sink in on one side and sit above it on > the other? The answer is that you give each gear the blasted elevation > at that gear. How can I make it any plainer? Jon, I'm running

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 15:29:05 -0800 Andy Ross <[EMAIL PROTECTED]> wrote: >We either have to have scenery code that understands funny gear >trajectories or gear code that understands 3D collision >detection. We can be fairly simple. If you want to do articulated F-18 gear, be my guest. All I wa

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 14:51:33 -0800 Andy Ross <[EMAIL PROTECTED]> wrote: >I'm not quite sure what you mean by the 3D model. Assuming vertical >gear compression is no closer to rendered reality than what we are >doing now. You'll get a tilt, but not a physically correct one. It will be better

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 14:42:27 -0800 Andy Ross <[EMAIL PROTECTED]> wrote: >Sigh... grab a calculator. Type "2", then "0", then "sin". :) >The answer to this question: > > How far from the original position is the tip of a gear strut at 20 > degrees of AoA (or bank, or whatever)? >...is "34% of

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 23:01:59 - "Jim Wilson" <[EMAIL PROTECTED]> wrote: >Heh don't laugh. At LWCE Borland was giving away Kylix >which is basically >delphi ported to linux...and if i'm not mistaken that >uses something like >turbo pascal as its "language". It's what they call a >RAD to

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Andy Ross writes: > >I guess I'm just a little flummoxed at the resistance to doing things >"right" here. I mean, it doesn't take any more CPU time; it doesn't >make the FDM's job any more complicated, and it's reasonably >well-supported by the scenery code as-is. All that's needed is an >interf

RE: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Norman Vine
Gene Buckle writes: >> >If you're going to insist on cross-platform portability, then it should >obviously be Python. Shhh... a Python FGFS is probably closer to being unleashed then most have any inkling of, so let's not scare it away :-) Norman _

Re: [Flightgear-devel] black and white flightgear

2002-03-15 Thread Jonathan Polley
On Friday, March 15, 2002, at 11:51 AM, Andy Ross wrote: > Roman Grigoriev wrote: > > Hi guys I implemented rendering Flightgear in black and white mode > > using Geforce rendering combiners here is a sample jpeg If some one > > intrested in doing this I can describe technique It's extremly usefu

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Tony Peden wrote: > Andy Ross wrote: > > Tony Peden wrote: > > > Only the gear model can and should "know" the path that the wheel > > > follows as it compresses. > > > > I don't necessarily disagree, > > But by asking the scenery code to do the intersection for you, that's > exaclty what

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Andy Ross
Jim Wilson wrote: > Heh don't laugh. At LWCE Borland was giving away Kylix which is > basically delphi ported to linux...and if i'm not mistaken that uses > something like turbo pascal as its "language". It's what they call a > RAD tool. Or is it a RAG (rapid atrocity generation) tool? Tha

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 14:51, Andy Ross wrote: > Tony Peden wrote: > > Andy Ross wrote: > > > You give the scenery the position of the gear min/max comprssion > > > points, and it tells you where the tip really is. > > > > That is, IMO, precisely the job of the gear model. Only the gear > >

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Jim Wilson
David Megginson <[EMAIL PROTECTED]> said: > Curtis L. Olson writes: > > > I'm just about to commit a massive series of changes that converts all > > the .xml files to more standard .ini files. Oh, shoot, I meant to > > save that announcement for 4/1/2002. :-) > > We have to coordinate bette

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Tony Peden wrote: > Andy Ross wrote: > > You give the scenery the position of the gear min/max comprssion > > points, and it tells you where the tip really is. > > That is, IMO, precisely the job of the gear model. Only the gear > model can and should "know" the path that the wheel follows

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: > Andy Ross wrote: > > What part of "assuming a flat ground" is not getting across? :) > > I was trying to figure out where you got that 34% error from. Sigh... grab a calculator. Type "2", then "0", then "sin". :) The answer to this question: How far from the origin

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Gene Buckle
> > > > > I'm just about to commit a massive series of changes that converts all > > > the .xml files to more standard .ini files. Oh, shoot, I meant to > > > save that announcement for 4/1/2002. :-) > > > > We have to coordinate better -- I'm just finishing switching them all > > to TeX. F

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 13:55:49 -0800 Andy Ross <[EMAIL PROTECTED]> wrote: >What part of "assuming a flat ground" is not getting across? :) I was trying to figure out where you got that 34% error from. >If you are willing to assume a flat ground, then you already *have* a >valid and workable mo

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Christian Mayer
David Megginson wrote: > > Curtis L. Olson writes: > > > I'm just about to commit a massive series of changes that converts all > > the .xml files to more standard .ini files. Oh, shoot, I meant to > > save that announcement for 4/1/2002. :-) > > We have to coordinate better -- I'm just fin

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote (or, strictly, didn't write): > Andy Ross writes: > // If the line segment intersects > // the scenery more than once, > > !?!? /\ p1--+--+---p2 /\ /ground\ -- Andrew J. RossNextBus Information Systems Senior Software Engineer Eme

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: > Try using a cosine if you are talking about spring compression. An > aircraft with a straight strut extending straight down from the wing, > with the aircraft at twenty degrees alpha would compress the strut > about 4.25 inches instead of 4 inches > > (when using pure

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread David Megginson
Tony Peden writes: > > And think carefully about the simplification you propose. Yes, it > > works in most case. But the existing code already works in most cases > > -- all of the situations where we can get away with a simplified > > per-gear model are *also* fine with the existing code.

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread David Megginson
Jon S Berndt writes: > I wonder if modeling this as a pure aural cue would be > enough? Until Linux and PLIB support force-feedback controllers, it might be. For many surfaces, though, we will want the plane to bounce around visibly. All the best, David -- David Megginson [EMAIL PROTECT

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 13:03, Andy Ross wrote: > Jon S. Berndt wrote: > > Andy Ross wrote: > > > Ski jumps are an immediate counter example. > > > > Modeling ski jumps are the one example I can think of - the single > > special case - where this is important. [How many terrain polygons > > wi

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Gene Buckle
> On Friday 15 March 2002 05:15 pm, you wrote: > > > > > The best solution would be for the UIUC guys to bite the > > > > > bullet and port their work to use JSBSim. :-) :-) :-) > > > > > > > > Hmm -- today seems to be a big day for trolls. I wonder if any of > > > > Jon's NASA contacts are s

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 14:45:35 -0800 (PST) Gene Buckle <[EMAIL PROTECTED]> wrote: >Well from a strict user standpoint, this would be neat to have, especially >the "thump" you get when crossing expansion joints on concrete runways. :) I wonder if modeling this as a pure aural cue would be enough

Re: [Flightgear-devel] Another angle on gear

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 16:24:44 -0500 David Megginson <[EMAIL PROTECTED]> wrote: >If the FDM guys would like it, it would be very easy to add some extra >fields to $FG_ROOT/materials.xml and make them available through the >scenery code. For example, we could provide parameters for magnitude >and

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 12:50:08 -0800 Andy Ross <[EMAIL PROTECTED]> wrote: >And even so, it's not the *position* of the gear tip that is the >problem, it is the *direction* of the compression vector. An 20 >degree difference from vertical (not a terribly uncommon AoA for a jet >touchdown, or bank

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: > Andy Ross wrote: > > Ski jumps are an immediate counter example. > > Modeling ski jumps are the one example I can think of - the single > special case - where this is important. [How many terrain polygons > will it take to accurately model a ski jump, anyhow?] I'm not

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Cameron Moore
* [EMAIL PROTECTED] (Norman Vine) [2002.03.16 14:42]: > Curtis L. Olson writes: > >This is true in extreme cases, but even at angles where the gear would > >hit first (maybe more so for certain aircraft configurations), the > >gear extension angle and extension amount will move the lon/lat of the

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Gene Buckle
> * YASim can use the flat earth to compute a consistently flat runway >for the gear to press against, for example. With a per-gear >elevation like this, there would be no way to prevent the airplane >from seeing a "stair-step" (really, escalator) configuration >instead, which doe

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Gene Buckle
> > > The best solution would be for the UIUC guys to bite the > > > bullet and port their work to use JSBSim. :-) :-) :-) > > > > Hmm -- today seems to be a big day for trolls. I wonder if any of > > Jon's NASA contacts are still waiting for him to bite the bullet and > > port JSBSim to FOR

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread John Check
On Friday 15 March 2002 02:20 pm, you wrote: > Michael Selig writes: > > Thanks for all the input on this. It helped get us going. The > > properties structure is pretty neat! > > Thanks. > > > If few questions (probably too many): > > > > [1] Does it sense to define and set our properties

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Gene Buckle
> I guess we could try to model running over 'curbs and 'potholes' ' but > Would it be that difficult to do? It certainly would add some fidelity to the ground-handling. Is this the kind of thing that's required handling in the Level D sims? g. -- "I'm not crazy, I'm plausibly off-nomi

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Andy Ross writes: > >Norman Vine wrote: > > Who better then the FDM to know the offsets of the points to test > > for contact. It certainly shouldn't be anything in the Scenery > > Module !! > >Of course not. You would be told the points to test by the FDM. > >The problem is that the gear aren'

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Norman Vine wrote: > Unless runways aren't anywhere near as flat in reality as I was > trained to build them when I was in the Corp of Engineers I wouldn't > expect a difference of 1-2 meters in a horizontal direction to be more > then a couple of centimeters in the vertical. < ie dy/dx usual

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 12:11:59 -0800 Andy Ross <[EMAIL PROTECTED]> wrote: >Ski jumps are an immediate counter example. Modeling ski jumps are the one example I can think of - the single special case - where this is important. [How many terrain polygons will it take to accurately model a ski j

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread David Megginson
Curtis L. Olson writes: > I'm just about to commit a massive series of changes that converts all > the .xml files to more standard .ini files. Oh, shoot, I meant to > save that announcement for 4/1/2002. :-) We have to coordinate better -- I'm just finishing switching them all to TeX. Fligh

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Christian Mayer
David Megginson wrote: > > Jon S Berndt writes: > > > The best solution would be for the UIUC guys to bite the > > bullet and port their work to use JSBSim. :-) :-) :-) > > Hmm -- today seems to be a big day for trolls. I wonder if any of > Jon's NASA contacts are still waiting for him to

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Curtis L. Olson wrote: > Andy Ross wrote: > > Actually, there needs to be a way to disambiguate the case where p1 > > is actually below ground, too. > > It shouldn't be too hard to test that the resulting contact point is > between p1 and p2 ... Yeah, that's one way to do it. But, as I spe

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Curtis L. Olson writes: >> >This is true in extreme cases, but even at angles where the gear would >hit first (maybe more so for certain aircraft configurations), the >gear extension angle and extension amount will move the lon/lat of the >contact point. Perhaps the differences won't be significa

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Curtis L. Olson
David Megginson writes: > Jon S Berndt writes: > > > The best solution would be for the UIUC guys to bite the > > bullet and port their work to use JSBSim. :-) :-) :-) > > Hmm -- today seems to be a big day for trolls. I wonder if any of > Jon's NASA contacts are still waiting for him to b

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread David Megginson
Jon S Berndt writes: > The best solution would be for the UIUC guys to bite the > bullet and port their work to use JSBSim. :-) :-) :-) Hmm -- today seems to be a big day for trolls. I wonder if any of Jon's NASA contacts are still waiting for him to bite the bullet and port JSBSim to FORT

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 13:55:10 -0600 (CST) "Curtis L. Olson" <[EMAIL PROTECTED]> wrote: > ... the gear extension angle and extension amount will move the >lon/lat of the contact point. Perhaps the differences won't be >significant enough to significantly change the resulting ground > elevation?

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Jon S. Berndt wrote: > If the aircraft is not aligned vertically (or nearly so), the wingtips > (or other contact points) will scrape and gear location will be > irrelevant. Indeed, at extreme angles the gear will either be > inaccessible or will be treated as a hard contact point. We can get

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Curtis L. Olson
Andy Ross writes: > Of course not. You would be told the points to test by the FDM. > > The problem is that the gear aren't simple points; they can compress, > and thus are geometrically line segments. And occasionally they are a more complex linkage and can follow funky curves (or in the case

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Norman Vine wrote: > Who better then the FDM to know the offsets of the points to test > for contact. It certainly shouldn't be anything in the Scenery > Module !! Of course not. You would be told the points to test by the FDM. The problem is that the gear aren't simple points; they can com

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Curtis L. Olson
Jon S Berndt writes: > If the aircraft is not aligned vertically (or nearly so), > the wingtips (or other contact points) will scrape and > gear location will be irrelevant. Indeed, at extreme > angles the gear will either be inaccessible or will be > treated as a hard contact point. We can ge

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Jon S Berndt writes: >. We can get complicated at >some point in the future. Right now all we want is to be >able to determine the elevation at a given lat/lon. Jon I URGE you and everyone else to think in terms of 'direction cosine' XYZ's instead of lat/lons and where possible to use the pre

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread John Check
On Friday 15 March 2002 01:57 pm, you wrote: > At 3/15/02, you wrote: > > [2] Where should we put the sound files. Right now the files are in > ~fbfsbase/Sounds. But different aircraft will have different > sounds. Should these sound files go in the respective ~fgfsbase/Aircraft > directories?

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Curtis L. Olson
Jon S Berndt writes: > On Fri, 15 Mar 2002 13:15:04 -0500 > "Norman Vine" <[EMAIL PROTECTED]> wrote: > > >Who better then the FDM to know the offsets of the points to test for > >contact. It certainly shouldn't be anything in the Scenery Module !! > > > >Norman > > > Yep. I think all we (FDM

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Andy Ross writes: > >Norman Vine wrote: > > Jon S Berndt wrote: > > > David Megginson wrote: > > > > That's good news -- I'd like to encourge the FDM writers to query > > > > separately for each gear now, at least for the wheels and skids (crash > > > > points aren't as serious). > > > > > > So, w

Re: [Flightgear-devel] engine sounds with UIUC models

2002-03-15 Thread Michael Selig
At 3/15/02, you wrote: >David Megginson wrote: >>Erik Hofman writes: >> > To get it working the UIUC code should populate the property tree >> with > at least the following properties (for a piston engine driven >> aeroplane): >> > > > starting/stoping the sounds: >> > --

[Flightgear-devel] new_hitlist

2002-03-15 Thread Norman Vine
tarball for new hitlist code http://www.vso.cape.com/~nhv/files/fgfs/new_hitlist.tgz For those of you not using the CVS version of PLib you will need a copy of sgdPointInTriangle() from the older hitlist.cxx this one replaces Enjoy Norman ___ Fligh

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 13:15:04 -0500 "Norman Vine" <[EMAIL PROTECTED]> wrote: >Who better then the FDM to know the offsets of the points to test for >contact. It certainly shouldn't be anything in the Scenery Module !! > >Norman Yep. I think all we (FDM) need is a function that returns the te

Re: [Flightgear-devel] reduce log output

2002-03-15 Thread Christian Mayer
"Curtis L. Olson" wrote: > > Just run ./configure --without-logging With MSVC? Nope. But if you can tell me what --without-logging changes (e.g. defining something or so) I can change my workspace accordingly. CU, Christian -- The idea is to die young as late as possible.-- Ashley Mon

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 09:47, Andy Ross wrote: > Norman Vine wrote: > > Jon S Berndt wrote: > > > David Megginson wrote: > > > > That's good news -- I'd like to encourge the FDM writers to query > > > > separately for each gear now, at least for the wheels and skids (crash > > > > points aren'

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
I wrote: > This is the YASim XML parser. You hit this line when an > unrecognized tag is found in the XML file. In an attempt to keep blood pressures in a healthy range this morning, I've modified the YASim parser to print messages and exit on parse errors, rather than crash. It's still no mo

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread David Megginson
Tony Peden writes: > So then, we'd need to convert from our body coordinates to FG's global > cartesian? You already have the absolute position, so you need only to add in the body coordinates rotated to the body axes, I think. All the best, David -- David Megginson [EMAIL PROTECTED] _

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread David Megginson
Jon S Berndt writes: > So, when querying, would we supply the lat/lon/radius of > each bogey of interest, then get the height above ground? I think so. We might want to rewrite the interface so that you can supply offsets in meters, but that would require a bit of thought. All the best,

Re: [Flightgear-devel] reduce log output

2002-03-15 Thread Curtis L. Olson
Christian Mayer writes: > "Curtis L. Olson" wrote: > > > > Just run ./configure --without-logging > > With MSVC? Nope. > > But if you can tell me what --without-logging changes (e.g. defining > something or so) I can change my workspace accordingly. Let's see, peering into the configure.in fil

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Curtis L. Olson
Andy Ross writes: > This is correct only so long as the gear struts are pointing straight > down, with many aircraft (even at their touchdown attitude) this isn't > the case. How much harder would it be to give you a gear location and > an extension vector, and get the intersection of that vector

Re: [Flightgear-devel] black and white flightgear

2002-03-15 Thread Andy Ross
Roman Grigoriev wrote: > Hi guys I implemented rendering Flightgear in black and white mode > using Geforce rendering combiners here is a sample jpeg If some one > intrested in doing this I can describe technique It's extremly usefull > for simulating missile and bomb camera views or for helic

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Norman Vine wrote: > Jon S Berndt wrote: > > David Megginson wrote: > > > That's good news -- I'd like to encourge the FDM writers to query > > > separately for each gear now, at least for the wheels and skids (crash > > > points aren't as serious). > > > > So, when querying, would we suppl

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Andy Ross
Norman Vine wrote: > ARRRG > > I just discovered this piece of code in the CVS > > } else { > *(int*)0=0; // unexpected tag, boom > } > > I will leave the name calling and expletives out but > > THIS IS RUDE ARROGANT AMATURISH PROGRAMMING > TO THE MAX and completely UNACCEPTABL

Re: [Flightgear-devel] reduce log output

2002-03-15 Thread Curtis L. Olson
Just run ./configure --without-logging Regards, Curt. Christian Mayer writes: > Hi, > > when I run a self compiled FGFS I get many of output (keybinding and > other stuff). > But when I run a version that has been compiled with CygWin it's much > less. > > Is there a #define so so that I can

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Tony Peden writes: > Norman Vine wrote: >> Jon S Berndt >> > David Megginson <[EMAIL PROTECTED]> wrote: >> > >> >>That's good news -- I'd like to encourge the FDM writers to query >> >>separately for each gear now, at least for the wheels and skids (crash >> >>points aren't as serious). >> > >>

[Flightgear-devel] reduce log output

2002-03-15 Thread Christian Mayer
Hi, when I run a self compiled FGFS I get many of output (keybinding and other stuff). But when I run a version that has been compiled with CygWin it's much less. Is there a #define so so that I can set to reduce the amount of data? CU, Christian -- The idea is to die young as late as possible

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Tony Peden
On Fri, 2002-03-15 at 08:47, Norman Vine wrote: > Jon S Berndt > > >On Fri, 15 Mar 2002 10:00:28 -0500 > > David Megginson <[EMAIL PROTECTED]> wrote: > > > >>That's good news -- I'd like to encourge the FDM writers to query > >>separately for each gear now, at least for the wheels and skids (cr

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Cameron Moore
* [EMAIL PROTECTED] (Jon S Berndt) [2002.03.16 09:40]: > On Fri, 15 Mar 2002 09:44:07 -0500 > >1) CHANGE THIS ASAP to at least print an error message > > or > >2) defend this hack publicly > > Where is the code located? $ find . -type f | xargs grep "(int\*)0=0" ./src/FDM/YASim/FGFDM.cpp: *(

RE: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
Jon S Berndt >On Fri, 15 Mar 2002 10:00:28 -0500 > David Megginson <[EMAIL PROTECTED]> wrote: > >>That's good news -- I'd like to encourge the FDM writers to query >>separately for each gear now, at least for the wheels and skids (crash >>points aren't as serious). > >So, when querying, would w

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Erik Hofman
Jon S Berndt wrote: > On Fri, 15 Mar 2002 09:44:07 -0500 > >> 1) CHANGE THIS ASAP to at least print an error message >> or 2) defend this hack publicly > > > Where is the code located? Hehe, relax it's not JSBSim ... Erik ___ Flightgear-devel m

Re: [Flightgear-devel] Engine sound problem?

2002-03-15 Thread Erik Hofman
Christian Mayer wrote: > Erik Hofman wrote: > >>Hi, >> >>Does anybody else have problems with the engine sound (it doesn't start >>playing)? >> >>I have a very weird problem over here and was wondering if I am the only >>one. >> > > I've got exactly the same problem under W2k/MSVC. Hmm, back to

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Erik Hofman
Norman Vine wrote: > ARRRG > There is some good news however > > After discovering that the above was responsible for > unexplained crashing at startup with some configurations > I can announce that I have a new Height above Ground algorithm > that is MUCH faster < read order of magnitude

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 10:00:28 -0500 David Megginson <[EMAIL PROTECTED]> wrote: >That's good news -- I'd like to encourge the FDM writers to query >separately for each gear now, at least for the wheels and skids (crash >points aren't as serious). So, when querying, would we supply the lat/lon/ra

Re: [Flightgear-devel] black and white flightgear

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 17:47:37 +0300 "Roman Grigoriev" <[EMAIL PROTECTED]> wrote: >Hi guys I implemented rendering Flightgear in black and white mode using >Geforce rendering combiners here is a sample jpeg > >It's extremly usefull for simulating missile and bomb >camera views or for helicopter s

Re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread Jon S Berndt
On Fri, 15 Mar 2002 09:44:07 -0500 >1) CHANGE THIS ASAP to at least print an error message > or >2) defend this hack publicly Where is the code located? >= > >There is some good news however > >After discovering that the above was responsible for >unexplained crashing at star

[Flightgear-devel] FGSubsytem

2002-03-15 Thread Christian Mayer
Hi, is there a reason why FGSubsystem uses an int as "dt"? Shouldn't this be a float? And what unit does it have? Seconds or milliseconds? CU, Christian -- The idea is to die young as late as possible.-- Ashley Montague Whoever that is/was; (c) by Douglas Adams would have been better.

re: [Flightgear-devel] ARGGHHH !

2002-03-15 Thread David Megginson
Norman Vine writes: > Note for the FDM writers This means that queries for multiple < 3 > or 4 > gear locations should be quicker then just the single query > was before That's good news -- I'd like to encourge the FDM writers to query separately for each gear now, at least for the wheels and

[Flightgear-devel] black and white flightgear

2002-03-15 Thread Roman Grigoriev
Hi guys I implemented rendering Flightgear in black and white mode using Geforce rendering combiners here is a sample jpeg If some one intrested in doing this I can describe technique It's extremly usefull for simulating missile and bomb camera views or for helicopter simulation <>

[Flightgear-devel] ARGGHHH !

2002-03-15 Thread Norman Vine
ARRRG I just discovered this piece of code in the CVS } else { *(int*)0=0; // unexpected tag, boom } } I will leave the name calling and expletives out but THIS IS RUDE ARROGANT AMATURISH PROGRAMMING TO THE MAX and completely UNACCEPTABLE in a complex project like FlightGear where

Re: [Flightgear-devel] Engine sound problem?

2002-03-15 Thread Christian Mayer
Erik Hofman wrote: > > Hi, > > Does anybody else have problems with the engine sound (it doesn't start > playing)? > > I have a very weird problem over here and was wondering if I am the only > one. I've got exactly the same problem under W2k/MSVC. CU, Christian -- The idea is to die young a

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