Yes seems straightforward.
adding
--nmea=file,out,60,/home/mat/Flightgear/data/Protocol/recordednmea
to fgfsrc
created the recordednmea file OK
First few and last couple of lines from a climb to around 6000 feet
heading west looked like this:
Hi All
I have run into a bit of a problem using the transparency
mask.
Firstly I have an engine texure that when the mask is
not present the texure is quite smooth but when I
add the mask to the texture the side of the engine
looks like a series of planks laid side by side(probably
a bad
Innis Cunningham wrote
Hi All
I have run into a bit of a problem using the transparency
mask.
Firstly I have an engine texure that when the mask is
not present the texure is quite smooth but when I
add the mask to the texture the side of the engine
looks like a series of planks laid
Innis Cunningham wrote:
Hi All
I have run into a bit of a problem using the transparency
mask.
Firstly I have an engine texure that when the mask is
not present the texure is quite smooth but when I
add the mask to the texture the side of the engine
looks like a series of planks laid side
Thanks Fred and Vivian
What I have is a full fuselage object that has a texture
with a mask applied to add the transparent windows.
As the fuselage is all one object I cant move it up or
down.
What I will try is to fragment the fuselage and move the surfaces
that will be tranparent to the bottom
Martin Spott wrote:
Erik Hofman wrote:
I think these should still wok:
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/
[...]
Unfortunately we have some network outages from time to time because a
newly erected container crane traverses the directional radio link that
connects us to
Mat Churchill wrote:
From what I've observed on this list it would be no surprise if some of
the readers do understand the principles of Kalman filters. Maybe some
of the information is already being shared by amateur rocketry, R/C
helicopter enthusiasts etc ?
Look at the documents provided
Curtis L. Olson wrote:
Aaron Kahn (I don't know if that is quite the right name) was a guy on
the autopilot.sf.net list. He is the only person I've ever seen
personally who's produced a successful kahlman filter implimentation in
real computer code to run in real time on a real embeded
Are you trying to do the passenger cabin windows or the cockpit windows?
For the cockpit/flightdeck, you're really going to have to model the windows
and frames - this can be tricky work but it's really the only way to get a
decent VC environment.
For the passenger cabin windows, I think it's
Lee Elliott wrote:
Splitting the fuselage into left and right hand sides only works from one
side
- the order is wrong from the other side.
And the normals are not matching at the join so there is clearly a seam
and an illumination artefact between the two sides. This is pretty evident
on the
Hi again !
I am just about trying to add some test-hooks to FlightGear, but
wouldn't like to have to rebuild the whole FlightGear build tree each
time (~ 350 MB ), just for 2-3 added small test-functions, hence I
came up with the following idea:
How about adding a sub-directory lib to
On Wed, 14 Jul 2004 16:37:14 + (UTC), Martin wrote in message
[EMAIL PROTECTED]:
P.S.: For my dimploma 'thesis' I built a 2D-filter for thermal
..url?
analysis of cast-iron. Yes, this doesn't fulfill the needs for
3D-tracking of an aerial vehicle but
..could this be of any use for my
Thanks Lee
Lee Elliott writes
Are you trying to do the passenger cabin windows or the cockpit windows?
Both
For the cockpit/flightdeck, you're really going to have to model the
windows
and frames - this can be tricky work but it's really the only way to get a
decent VC environment.
What I have
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