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
>
>
>
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.).
__
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
- 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
- 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
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
> 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
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
> 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
> 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
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
> 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. :-)
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
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
>
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
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
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
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
>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
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.
>
>+
>.\
>
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
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
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
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
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
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
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
_
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
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
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
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
> >
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
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
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
> >
> > > 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
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
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
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
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
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.
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
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
> 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
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
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
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
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
* [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
> * 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
> > > 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
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
> 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
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'
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
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
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
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
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
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
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
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
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?
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
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
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
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
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
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?
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
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
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:
>> > --
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
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
"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
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'
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
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]
_
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,
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
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
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
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
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
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
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).
>> >
>>
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
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
* [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: *(
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
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
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
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
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
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
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
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.
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
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
<>
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
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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