Thank you all for your help and comments :)
I think i can keep the triangles around 8000 for this second version, since the
first version of the model had a lot of redundant triangles, and I forgot to
take that in acount when i said 1!
The editor used was Milkshape, so i will be using .3DS
On Friday 02 July 2004 13:54, [EMAIL PROTECTED] wrote:
Is it ok to exchange files here, or should I learn to use CVS?
Probably not a good idea to send the file to list.
I'm sure one of the guys who has CVS access will ask you to email them the
files soon, so they can put it into CVS. Look
On July 1, 2004 10:14 pm, [EMAIL PROTECTED] wrote:
Hi
I am almost finishing a L1011-500 TriStar 3D model, and i'd like to
contribute it to FlightGear.
History is repeating itself: two different tri-jets are introduced at the
sametime. ;-)
The editor used was Milkshape, so i will be using
On Friday 02 July 2004 21:02, Ampere K. Hardraade wrote:
By the way, what type of engines do the tristar uses?
This is a useful website for aircraft data. Unfortunately, it only list data
for the L1011-100 and not the -500 series.
Very nice model indeed. Looks like a nice addition to FlightGear's small but
continously growing fleet of 3-engined wide-body jetliners. :-)
For the FDM, for now i'll stick with JSBSim, since it seems to be the
easiest.
I have good experiences creating a basic FDM for the MD11 using
Hi. I'd like folks' opinion about this.
Right now, Robin Peel's apt.dat, which contains the runway and taxiway
data, comes with xxx in the runway designator field if it's not a runway
(i.e., is a taxiway, an apron, etc.). FlightGear's runways.dat, derived
from same, also lists things this way.
Have pity on me; I'm new to this stuff.
As I get it now, the textures applied to 3D models are specified in the
.ac file (or .3ds file or whatever). This, in turn, means that if you
want a different paint job for the Cessna, or different airline's
livery for the 737, you need a different .ac
On Friday 02 July 2004 23:07, Chris Metzler wrote:
Have pity on me; I'm new to this stuff.
As I get it now, the textures applied to 3D models are specified in the
.ac file (or .3ds file or whatever). This, in turn, means that if you
want a different paint job for the Cessna, or different
Chris Metzler wrote:
Have pity on me; I'm new to this stuff.
As I get it now, the textures applied to 3D models are specified in the
.ac file (or .3ds file or whatever). This, in turn, means that if you
want a different paint job for the Cessna, or different airline's
livery for the 737, you need
Chris Metzler wrote:
[...] a different paint job/livery effectively means a new aircraft.
Is this right?
Pretty much. Although this wouldn't really be hard to fix, if anyone
wants to give it a shot. One way to go about it would be to provide a
mapping somehwere in the aircraft properties
Chris Metzler wrote:
Have pity on me; I'm new to this stuff.
As I get it now, the textures applied to 3D models are specified in the
.ac file (or .3ds file or whatever). This, in turn, means that if you
want a different paint job for the Cessna, or different airline's
livery for the 737, you need
History is repeating itself: two different tri-jets are introduced at the
sametime. ;-)
Indeed!
The MD-11 too is a very nice tri-jet, i'm looking forward to see it in action :)
The editor used was Milkshape, so i will be using .3DS
Make sure the extension is in lower case: .3ds
The
On Fri, 2 Jul 2004 22:46:14 +0100
[EMAIL PROTECTED] wrote:
The L1011-500 uses the Rolls-Royce RB211-524B
take a look here for details:
http://www.aircraftenginedesign.com/TableB3.html
I have committed to JSBSim CVS an RR RB211-524 engine.
Jon
___
Here is an idea:
Right now, if we want to include an external model, we can do something like:
model
pathdirectory/*.xml/path
/model
What we can do is add a new type of tags called textures. It will be
something like this:
texture
pathdirectory/*.xml/path
/texture
By using these texture
On Saturday 03 July 2004 00:00, Ampere K. Hardraade wrote:
Here is an idea:
Right now, if we want to include an external model, we can do something
like: model
pathdirectory/*.xml/path
/model
What we can do is add a new type of tags called textures. It will be
something like this:
Hi Chris
From: Chris Metzler writes
Have pity on me; I'm new to this stuff.
As I get it now, the textures applied to 3D models are specified in the
.ac file (or .3ds file or whatever). This, in turn, means that if you
want a different paint job for the Cessna, or different airline's
livery for
On Fri, 2 Jul 2004 23:23:29 +0200
Durk Talsma [EMAIL PROTECTED] wrote:
When more AI traffic will be added later on, I can see a need to make
this more flexible.
Yeah, that was one of the reasons I asked -- I remember seeing livery
tags in the XML file you demonstrated for scheduled AI flight
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