Is there a generic grass runway texture?
I've looked in data/Textures.high/Runway and couldn't see anything immediately
obvious. EGNF has slightly worn grass runways which I'd like to have. Do I need to
create a global 'worn runway' texture to live in the above directory or should I
package th
[EMAIL PROTECTED] wrote:
Is there a generic grass runway texture?
I've looked in data/Textures.high/Runway and couldn't see anything immediately obvious. EGNF has slightly worn grass runways which I'd like to have. Do I need to create a global 'worn runway' texture to live in the above directory
Hi David
David Megginson wrote:
> Even as slow as 10 kt, the bo105 barely needs any input from the anti-torque
> pedals. How realistic is this? It certainly makes flying easy.
>
> All the best,
>
> David
It is very unrealistic. But you can change this very easiely. Just
remove the notorque="t
Hello Jim
Jim Wilson wrote:
> > One big gap right now is the lack of
> > autorotation.
>
> The ground effect needs to be modeled to do that correctly, doesn't it? It's not
> only the ground effect. The main thing is the power consumption of the rotor, which
> is up to now very simplified.
By
Hi,
Melchior FRANZ wrote:
> ... and I hope that we'll see Maik again on the list ... with
> a few patches. ;-)
>
> m.
Yesterday I found some time (while traveling in a train)...
Maik
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Maik Justus wrote:
Also the rolling tendency in translational lift is missing.
That is a very complicate thing. Allways if I think about I run into
confusion.
Is it just a gyroscopic effect?
All the best,
David
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On Tue, Nov 25, 2003 at 04:09:50PM +0100, Erik Hofman wrote:
> It is in FlightGear/data/Textures/Runway/ and is called grass_rwy.rgb
D'oh! I didn't look in there!
> This is supposed to be a mowed perfect grass strip, but it's stretched
> due to the inclusion of 75 and 75 in
> FlightGear/data/ma
I've just hit a milestone in eliminating unnecessary output from FlightGear.
I started a flight with the default airport and C172p, took off, climbed
to about 20 ft, landed, stopped, shut down the engine, and quit the program,
all without a single line of output on the console. Here's the be
I've put another new version up at:
www.nottingham.ac.uk/~eazdluf/TaxiDraw-0p0p5-preAlpha-w32bin.zip
- Windows Binary (statically linked) [303K]
www.nottingham.ac.uk/~eazdluf/TaxiDraw-0p0p5-preAlpha-src.tar.gz
- source and makefile for Linux [45K], requires wxGTK-dev.
Summary of changes from 0
Maik Justus wrote:
It is very unrealistic. But you can change this very easiely. Just
remove the notorque="true" tags in the bo105.xml file (or write
notorque="false"). You should also change the min- and maxcollective of
the tail rotor to be unsymmetric (I don't have the original values, I
can ju
[EMAIL PROTECTED] wrote:
On Tue, Nov 25, 2003 at 04:09:50PM +0100, Erik Hofman wrote:
It is in FlightGear/data/Textures/Runway/ and is called grass_rwy.rgb
This is supposed to be a mowed perfect grass strip, but it's stretched
due to the inclusion of 75 and 75 in
FlightGear/data/materials.xml
David Megginson wrote:
> Maik Justus wrote:
> > > Also the rolling tendency in translational lift is missing.
> >
> > That is a very complicate thing. Allways if I think about I run into
> > confusion.
>
> Is it just a gyroscopic effect?
If I'm not misunderstanding the terminology, this is the rol
David Megginson wrote:
> When you're all done ooing and awing at the elegant simplicity of the
> absence of console output, you can pitch in and help hunt down noise
> with other FDMs, aircraft, etc. My next target will be a simple YASim
> aircraft, and then a YASim helicopter.
Other than the sol
With mouse control added, and the ability to directly edit the taxiway
features I thought I'd have a try at something a bit more complex.
I think this proves that Taxidraw is an extremely useful bit of software:
http://flightgear.stockill.org.uk/scenery/
Thanks for all the hard work David!
btw,
Andy Ross wrote:
And since the rotor is spinning, it produces all sorts of
non-intuitive behavior like the 90° precession phase shift (try to
roll it left, it tilts forward, etc...). It's ugly. :)
This one happens with single-engine airplanes as well. If you yank the nose
up suddenly, you get a
Andy Ross wrote:
Other than the solution output, YASim doesn't generate any text at
runtime. The core files don't include anything from the FlightGear
tree at all, actually. There might be a stray printf or two,
though...
I tested YASim with the J3 Cub and it produced no console output at all.
Maik:
I just checked in modified versions of Rotor.cpp and RotorPart.cpp,
converting the printf debugging statements to SG_LOG.
All the best,
David
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David Megginson wrote:
> This one happens with single-engine airplanes as well. If you yank
> the nose up suddenly, you get a yaw to the left; if you push the nose
> down suddenly, you get a yaw to the right. I can imagine, though,
> that the effect is much more dramatic with that big gyro spinni
Maik Justus <[EMAIL PROTECTED]> said:
> Hello Jim
>
> Jim Wilson wrote:
> > > One big gap right now is the lack of
> > > autorotation.
> >
> > The ground effect needs to be modeled to do that correctly, doesn't it?
> It's not only the ground effect. The main thing is the power consumption of
>
Hi David,
David Megginson wrote:
>
>
> Yes, it is a bit more work flying with those changes. Do you mind if I
> check them in?
>
> All the best,
>
> David
For me it's ok, but remember, that you than need pedals (or another
analog controller for this axis) to fly helo.
By the way: With this
Maik Justus wrote:
> By the way: With this changes the heli is not anylonger parallel to
> ground (while hovering). It is tiltet to the left to compensate the
> tail rotor force.
That sounds wrong to me. The *rotor* should be tilted, but the
airframe is experiencing no net force and should be "ha
Maik Justus wrote:
Yes, it is a bit more work flying with those changes. Do you mind if I
check them in?
For me it's ok, but remember, that you than need pedals (or another
analog controller for this axis) to fly helo.
The mouse does fine as an analog controller for the rudder -- I use it often
Erik Hofman writes:
> Not really. It's something I an to get rid of a long time. What would be
> needed is a tileable (or seamless) texture covering the surface type,
> just like the rest of the textures.
>
> Now that I'm thinking about it, does anybody know if the
> dirt/grass/lakebed runway a
Hi Andy,
Andy Ross schrieb:
>
> Maik Justus wrote:
> > By the way: With this changes the heli is not anylonger parallel to
> > ground (while hovering). It is tiltet to the left to compensate the
> > tail rotor force.
>
> That sounds wrong to me. The *rotor* should be tilted, but the
> airframe
A good article on the National Geographic web site:
http://magma.nationalgeographic.com/ngm/0312/feature1/index.html
Jon
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Hi,
I try to explain my confusion:
Lets think the heli is in forward flying and the rotor is spinning
counter clock wise (seen from top, like the bo 105). Relative to air the
rotor blades at the left side are slower and on the right side are
faster. So they produce more force at the right side and
Thank you David. That did the trick.
Adam
--- David Luff <[EMAIL PROTECTED]> wrote:
> On 11/24/03 at 4:13 PM James Cataldo wrote:
>
> >Hi,
> >
> >I am having the same make error that Richard Hornby
> >reported in October. I am running Cygwin on XP,
> not
>
> ...
>
> >test-up.o -lsgmath -lsgd
Hello,
IMO it should be a good idea to replace some of the small screenshots
on the starting page of the flightgear website with some more up to date ones.
For example a screenshot of the San Fransico Bay area with the skyscrapers and
bridges in the background and one with the Bo105 helicopter an
Im not sure if I posted this question once before... well here it goes
again :-D
Using the --multiplay option I've tried having 2 planes fly closely in
formation. My version of flightgear has been changed so that at each
frame, a seperate controlling program (via socket connection) issues a
ne
On Tue, 25 Nov 2003, David Luff wrote:
> Eliminated the bloody annoying flickering.
I was going to ask if you could do anything about this - not good on the
eyes - particularly when zoomed in, and a large percentage of the screen
is flashing.
--
Jon Stockill
[EMAIL PROTECTED]
_
"[EMAIL PROTECTED]" <[EMAIL PROTECTED]> writes:
> IMO it should be a good idea to replace some of the small
> screenshots on the starting page of the flightgear website with some
> more up to date ones.
I will argue that the screen shots should reflect the features of the
current released version
David,
There's a sprintf in Rotor.cpp and compilation is failing with the stdio.h
include removed.
Best,
Jim
David Megginson <[EMAIL PROTECTED]> said:
> Index: Rotor.cpp
> ===
> RCS file: /var/cvs/FlightGear-0.9/source/src/FDM/YAS
On the main flightgear page there is a screen shot of our rendition of
the original 1903 Wright Flyer:
http://www.flightgear.org/images/flyer.jpg
I just ran across the following image of the real thing:
http://www.first-to-fly.com/History%20Images/1903_Flyer_in_SI.GIF
After careful stud
I promised Curt earlier today that I would write up some integration
documentation for Nasal. There is a draft available at:
http://www.plausible.org/andy/fg-nasal.html
This isn't documentation for the language itself. That requirement is
covered (albeit poorly) by some pages and sample code al
Am Sonntag, 19. Oktober 2003 05:10 schrieb Jim Wilson:
> Finally I've made some overdue updates to the model howto documentation.
> The new additions are the simplified animation axis property method and the
> texture animations. Also I noticed the interpolation tables were not
> included yet, so
"Curtis L. Olson" <[EMAIL PROTECTED]> said:
> On the main flightgear page there is a screen shot of our rendition of
> the original 1903 Wright Flyer:
>
> http://www.flightgear.org/images/flyer.jpg
>
> I just ran across the following image of the real thing:
>
> http://www.first-to-fly.
"[EMAIL PROTECTED]" <[EMAIL PROTECTED]> said:
> Am Sonntag, 19. Oktober 2003 05:10 schrieb Jim Wilson:
> > Finally I've made some overdue updates to the model howto documentation.
> > The new additions are the simplified animation axis property method and the
> > texture animations. Also I notic
> Thanks!
>
> Coincidently, earlier today I was actually thinking about
> revisiting the model
> to fix a couple things...learned a few tricks in the last year.
> Originally I
> started with an msfs model that was donated, but ended up
> replacing everything
> except maybe Orville's face text
David,
As for the STL headers, use these instead:
#include STL_IOSTREAM
#include STL_IOMANIP
There are actually many files that are not using these variables from
simgear/compiler.h. It looks like the ATC code and JSBSim are handling
this on their own instead of letting Simgear do it (though
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