Hi
Pretty much done messing with the hsi, but also moved the rmi to the adf
position on the c310 2d panel. Makes the adf approaches much easier and
is what the original hsi designer probably had in mind. The c172
instrument panel is perfect the way it is for ifr work, but for ifr in
the c310
Title: Message
Hey
guys,
I so desperately
want to help you guys, but it's one of those time issues.
One of the projects
I help with, is a site full of Opengl tutorials. Go to www.sulaco.co.za . If you guys
ever need any help with any Opengl issues, feel free to contact me directly
..
- Original Message -
From: "Andy Ross" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Tuesday, November 05, 2002 9:07 PM
Subject: Re: [Flightgear-devel] multitex investigation
> Roman Grigoriev wrote:
> > ok it's done at startup but if we want to have landing lights moves
> > we have
Manuel Bessler wrote:
> BTW: What is the difference between Speedbrakes and Spoilers?
Typically "spoilers" refer only to flaps on the top of a wing. They
spoil the lift generated and allow the plane to fly at a higher angle
of attack for the same lift, and thus descend more steeply (or remain
on
On Mon, Nov 04, 2002 at 09:24:43AM -0800, Andy Ross wrote:
> Cool, someone's playing with the 747. This model hasn't had a lot of
> tweaking yet beyond the engine thrust bugs that Jim Wilson dealt with
> a few months back.
Hey, the 747 is the queen of the sky :-)
> > Does it model the thrust re
Hi all:
I have been working (a little) on trying to make the hsi look like a
real one, here is a link to a screen shot of it. I still need to add
the index marks on the bezel.
http://members.verizon.net/~vze3b42n/fgfs-screen-001.jpeg
Paul
___
Flig
Jim Wilson writes:
> One advantage of switching to the tail would be that just about any
> aircraft would position reasonably on the runway without special
> configuration. Don't know if there are any disadvantages.
I think that's the wrong reason to make the choice -- it's a permanent
kludge
Andy Ross <[EMAIL PROTECTED]> said:
> I agree, we need a per-aircraft runway startup offset (which would
> basically be the length of the fuselage). Alternatively, we could
> pick the *tail* of the aircraft as the coordinate origin. That would
> behave correctly under these conditions.
>
One a
burrito <[EMAIL PROTECTED]> said:
> Is fuel consumption modeled in yasim, or will it ever be? Lots of fuel in
> the tanks could also
> cause problems with landing right? I have tried landing several times but
> always bounce off
> the runway.
>
It should be possible to land even with "ack!" full t
Michael Basler wrote:
> Andy Ross wrote:
> > Try the attached patch, which predicates the boxes on the
> > /sim/panel-hotspots property. I mapped a toggle event on this to a
> > spare joystick button, and had fun. :)
>
> Up until we'll have that pretty menu system soon ;-) would it be hard to
> bi
Andy,
> Try the attached patch, which predicates the boxes on the
> /sim/panel-hotspots property. I mapped a toggle event on this to a
> spare joystick button, and had fun. :)
Up until we'll have that pretty menu system soon ;-) would it be hard to
bind a spare key to this by default?
Sincerely
I wrote:
> Jim Wilson wrote:
> > How hard would it be to have a property that toggles hotspot
> > visibility? It'd be nice to be able to turn it on and have yellow
> > rectangles show up on the hotspots...
>
> That's not a bad idea.
It's actually an astoundingly good idea, and implementable over
Burrito Jack wrote:
> Is fuel consumption modeled in yasim, or will it ever be?
Someday. :) Right now, you can use --prop:/sim/fuel-fraction=0.2 to
get an appropriate landing weight. Really, this would be very simple.
Like I've said, I'm lazy.
To be honest, I don't usually fly cross country in F
I have been flying with the 747-yasim for short while now, and I also have a
few questions.
Is fuel consumption modeled in yasim, or will it ever be? Lots of fuel in
the tanks could also
cause problems with landing right? I have tried landing several times but
always bounce off
the runway.
Also,
Jim Wilson wrote:
> When the 3D model origin is set at the nose or cockpit, the aircraft
> is too far back on the runway at startup. So far back that the main
> gear is not on the pavement. It looks stupid.
Ah, now I think I understand what you mean. I agree, the model
placement looks dumb. Bu
On Tuesday 05 November 2002 3:14 pm, Jim Wilson wrote:
>
> When the 3D model origin is set at the nose or cockpit, the aircraft is too
> far back on the runway at startup. So far back that the main gear is not
> on the pavement. It looks stupid. Even as it is currently, it sits too
> far back.
> In this case, the simplest solution is to bring up the 747 model in a
> (registered) copy of AC3D, drag it around so the nose tip lies exactly
> on the origin, and save it. I can do all but the last step. :)
I could do nthing - but the last step. AC3D on SGI IRIX is "free and
unsupported" - it
Andy Ross <[EMAIL PROTECTED]> said:
> In this case, the simplest solution is to bring up the 747 model in a
> (registered) copy of AC3D, drag it around so the nose tip lies exactly
> on the origin, and save it. I can do all but the last step. :)
Also, don't forget adjusting the animation xml.
Th
--- Andy Ross <[EMAIL PROTECTED]> wrote:
> Tony Peden wrote:
> > BTW, you will rarely see the c.g. used as a reference point for
> > dimensions on aircraft. First of all, it moves in flight. Second
> of
> > all, it's very difficult to actually point to its location.
>
> That's my intuition too.
Tony Peden wrote:
> BTW, you will rarely see the c.g. used as a reference point for
> dimensions on aircraft. First of all, it moves in flight. Second of
> all, it's very difficult to actually point to its location.
That's my intuition too. David is correct, though, that most
lightplane POH's u
Roman Grigoriev wrote:
> ok it's done at startup but if we want to have landing lights moves
> we have generate second texture coordinates in realtime please give
> me hint where in flightgear it can be done? in tileentry?
I'm not the right person to answer questions about the scenery tile
subsyst
ace project writes:
> Is the class FGModelPlacement a good class to inherit
> to be used for drawing other multiplyer planes ?
You probably don't need all of that -- just place it like any other 3D
model using FGModelMgr.
All the best,
David
--
David Megginson, [EMAIL PROTECTED], http://w
Jim Wilson writes:
> Ok, yes as long as the origin is in sync, and the fdm rotates
> correctly. Just the same if the FDM origin was at the
> c.g. (geometry or gravity?) instead of the cockpit there would be a
> better chance of actually having the thing on the runway.
The CG moves around qui
--- Jim Wilson <[EMAIL PROTECTED]> wrote:
> Andy Ross <[EMAIL PROTECTED]> said:
>
> > Jim Wilson wrote:
> > > It isn't tedious at all, we can offset the origin to where we
> want
> > > without messing with the ac file *and* it won't affect the
> > > animation.
> >
> > Cool. Uh, how? :)
> See
Roman Grigoriev writes:
> Guys Have some troubles with multitex maybe you gime me how-tos Ok
> I can use second texture and second texture coordinates but we load
> tiles using genleaf function in obj.cxx ok it's done at startup but
> if we want to have landing lights moves we have generate se
Is the class FGModelPlacement a good class to inherit
to be used for drawing other multiplyer planes ?
And does it work correctly yet ?
Thank you for any response.
Leon
=
My Flight Gear Multiplayer Stuff (work-in-progress):
http://www.kbs.twi.tudelft.nl/People/Students/L.Otte/
OK, I admit
Guys Have some troubles with multitex
maybe you gime me how-tos
Ok I can use second texture and second texture coordinates
but we load tiles using genleaf function in obj.cxx
ok it's done at startup but if we want to have landing lights moves we have
generate second texture coordinates in realtime
27 matches
Mail list logo