Seamus Thomas Carroll wrote:
> Good point. I now understand how to read xml from a file but I cant
> figure out how to read xml from a char *. When a client recieves an
> xml document from the server it will read it into a char *buffer.
>
> Is it possible to then parse buffer using the proper
Is there some Italian guy here?
I live in Rome and I need some help with
FlightGear!!
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> Actually, in the English system the mass unit is slugs - not pounds (lbs):
Thanks, I stand corrected.
-Gerhard
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| voice: +43 (0)662 642934 *** web: http://www.cosy.sbg.ac.at/~gwesp/
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> differential equation sense). Fixing *this* by interpolating the
> force function over small velocities leads to a stable but
> non-physical solution that exhibits the "drift" problem that was
> talked about.
Ah, OK. So did I get this right, here's a tradeoff between the
``physically correct''
Hello,
I saw, there is no 3d-cockpit for dc3, so I´ve started to make a 3d-cocpkit, but I´m
newbie right now.
http://home.arcor.de/iljamod/fg/dc3.tar.gz
Please write feedback.
Thanks in advance,
Ilja
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Nick Coleman <[EMAIL PROTECTED]> writes:
> Interesting to see the shadows cast from the wings and elevons move
> over the fuselage body. Great showcase for FlightGear.
I did not know Flight Gear did shadow computation; I thought that, to
assure speed, it just did polygon shading.
--
Brandon Cr
Brandon Craig Rhodes wrote:
Nick Coleman <[EMAIL PROTECTED]> writes:
Interesting to see the shadows cast from the wings and elevons move
over the fuselage body. Great showcase for FlightGear.
I did not know Flight Gear did shadow computation; I thought that, to
assure speed, it just did polygo
[EMAIL PROTECTED] wrote:
Hello,
I saw, there is no 3d-cockpit for dc3, so I´ve started to make a 3d-cockpit, but I´m
newbie right now.
http://home.arcor.de/iljamod/fg/dc3.tar.gz
Please write feedback.
This looks very nice!
If David agrees we should add this to CVS.
Erik
Erik Hofman wrote:
http://home.arcor.de/iljamod/fg/dc3.tar.gz
This looks very nice!
If David agrees we should add this to CVS.
I haven't looked at it yet, but no objections anyway.
All the best,
David
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* David Megginson -- Wednesday 19 November 2003 16:47:
> I haven't looked at it yet, but no objections anyway.
I have, and I think it's a good start. The are two little
problems, though:
- the cockpit shines through the fuselage
- several files have DOS line endings (=> crashes my ppe :-)
m.
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
> It's large (19Mb) and quality is ok-fair. (I pointed my digital
> camera at the computer monitor.)
Did you know about this one ? It might work:
http://xvidcap.sourceforge.net/
Martin.
--
Unix _IS_ user friendly - it's just selective about who
There was much talk a while ago about taxiway editors (ISTR there were at
least a couple being worked on). How're these progressing, and where can I
find them? I'm working on a bunch of airfield buildings, and it'd be nice
to sort out the taxiways at the same time.
--
Jon Stockill
[EMAIL PROTECTE
It's that time again. More stuff:
http://www.plausible.org/andy/fg-nasal-1.1.tar.gz
As before, you'll find "source", "data", and "SimGear" directories
inside the tarball. They go exactly where you might think. Rebuild
SimGear, then FlightGear, and run it against a base package with the
stuff
We have permission to distribute this concorde with fgfs:
http://members.aon.at/mfranz/concorde.jpg (41 kB)
Unfortunately, it's modeled for Blender animation and, thus,
has an impressive poly count (42614 vertices :-) ...
http://members.lycos.co.uk/bogeys/Conc%20sunset.jpg (395 kB))
http
Lee Elliott writes:
> That's a nice looking model. Well done for getting permission to
> distribute it with FG.
Someone needs to whip up a quick flight dynamics model for it. :-)
Curt.
--
Curtis Olson HumanFIRST Program FlightGear Project
Twin Citiescurt 'at' me.umn.edu
On Wednesday 19 November 2003 21:32, Melchior FRANZ wrote:
> We have permission to distribute this concorde with fgfs:
>
> http://members.aon.at/mfranz/concorde.jpg (41 kB)
>
> Unfortunately, it's modeled for Blender animation and, thus,
> has an impressive poly count (42614 vertices :-) ...
>
Jon S Berndt writes:
> >Someone needs to whip up a quick flight dynamics model for it. :-)
> >
> >Curt.
>
> http://jsbsim.sourceforge.net/aeromatic.html
I don't see the concorde button (?!?)
:-)
Curt.
--
Curtis Olson HumanFIRST Program FlightGear Project
Twin Citiescurt 'at
On Wed, 19 Nov 2003 16:01:45 -0600
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
Someone needs to whip up a quick flight dynamics model for it. :-)
Curt.
http://jsbsim.sourceforge.net/aeromatic.html
:-)
Jon
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On Wednesday 19 November 2003 22:07, Jon S Berndt wrote:
> On Wed, 19 Nov 2003 16:01:45 -0600
> "Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
>
> >Someone needs to whip up a quick flight dynamics model for it. :-)
> >
> >Curt.
>
> http://jsbsim.sourceforge.net/aeromatic.html
>
> :-)
>
> Jon
W
On Thursday, 20 November 2003 00:11, Curtis L. Olson wrote:
> Jon S Berndt writes:
> > >Someone needs to whip up a quick flight dynamics model for it. :-)
> > >
> > >Curt.
> >
> > http://jsbsim.sourceforge.net/aeromatic.html
>
> I don't see the concorde button (?!?)
>
> :-)
>
> Curt.
Hahaha!
Curt,
* Melchior FRANZ -- Wednesday 19 November 2003 22:32:
> has an impressive poly count (42614 vertices :-) ...
Hey, I just removed 7231 doubled vertices. Only 35383 left ...
m. ;-)
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On Wed, 19 Nov 2003 16:07:45 -0600
"Jon S Berndt" <[EMAIL PROTECTED]> wrote:
On Wed, 19 Nov 2003 16:01:45 -0600
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
Someone needs to whip up a quick flight dynamics model for it. :-)
Curt.
http://jsbsim.sourceforge.net/aeromatic.html
:-)
Jon
Relevant
Seamus Thomas Carroll wrote:
Is it possible to then parse buffer using the property-tree code?
I am looking at void readProperties( istream &input,
SGPropertyNode *start_node, const string &base ) but i dont understand
what the base is for.
You could pass it an istringstream wrapped around the
On Thursday, 20 November 2003 00:32, Melchior FRANZ wrote:
> * Melchior FRANZ -- Wednesday 19 November 2003 22:32:
> > has an impressive poly count (42614 vertices :-) ...
>
> Hey, I just removed 7231 doubled vertices. Only 35383 left ...
>
> m. ;-)
Shucks, aren't there tools for doing this kind
On Wednesday 19 November 2003 22:44, Paul Surgeon wrote:
> On Thursday, 20 November 2003 00:32, Melchior FRANZ wrote:
> > * Melchior FRANZ -- Wednesday 19 November 2003 22:32:
> > > has an impressive poly count (42614 vertices :-) ...
> >
> > Hey, I just removed 7231 doubled vertices. Only 35383 le
On Wed, 19 Nov 2003 18:15:00 +
Jon Stockill <[EMAIL PROTECTED]> wrote:
> There was much talk a while ago about taxiway editors (ISTR there were at
> least a couple being worked on). How're these progressing, and where can I
> find them? I'm working on a bunch of airfield buildings, and it'd be
http://jsbsim.sourceforge.net/aeromatic.html
I don't see the concorde button (?!?)
:-)
Curt.
Luckily, of all aircraft, the Concorde ought to be very easily modeled
using DATCOM - which I have.
Jon
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h
> Hahaha!
>
> Aeromatic is *for* the end user. The next simplest thing would be to
> fly to wherever the user is and hold their hand as they type.
>
> Jon
LOL, I'm free this Sunday if you are, Jon
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* Lee Elliott -- Wednesday 19 November 2003 23:56:
> On Wednesday 19 November 2003 22:44, Paul Surgeon wrote:
> > Shucks, aren't there tools for doing this kind of work?
> > Removing vertices by hand is very error prone.
I'm not doing this by hand, man! :-]
The tool is called Blender/"Remove doub
On Wed, 19 Nov 2003 23:16:57 +
[EMAIL PROTECTED] wrote:
Hahaha!
Aeromatic is *for* the end user. The next simplest thing would be
to
fly to wherever the user is and hold their hand as they type.
Jon
LOL, I'm free this Sunday if you are, Jon
I'm booked for the rest of my life. My wife kee
On 11/19/03 at 6:15 PM Jon Stockill wrote:
>There was much talk a while ago about taxiway editors (ISTR there were at
>least a couple being worked on). How're these progressing, and where can I
>find them? I'm working on a bunch of airfield buildings, and it'd be nice
>to sort out the taxiways a
On 11/18/03 at 12:51 AM John Barrett wrote:
>
>Dont go too fast :)
No chance of that - busy decorating the kids room, real work is spilling
over into the evenings, and I've a sudden urge to hack at a taxiway editor!
>I'm working on my aiScript engine while I'm stuck in
>this hotel room house h
On Wednesday 19 November 2003 05:23, Norman Vine wrote:
> You can try upping the speed with set_hz()
> initialized in FlightGear\src\Network\jpg-httpd.cxx
Thanks. I tried that already, but it didn't work. Same transferrate. I'll
try Martin Spott's suggestion really soon and see if I can get a de
Melchior FRANZ <[EMAIL PROTECTED]> said:
> Exported ac3d file on request (still quite large: 5.8 MB!)
Melchior if you can send the ac file or a link i'll take a look at it. I've
done a few conversions down from big files.
Best,
Jim
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- Original Message -
From: "David Luff" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" <[EMAIL PROTECTED]>
Sent: Wednesday, November 19, 2003 6:00 PM
Subject: Re: [Flightgear-devel] Re: AI merge
>
> On 11/18/03 at 12:51 AM John Barrett wrote:
>
> >
> >Dont go too fast :)
>
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