Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-29 Thread Andy Ross
Christian Mayer wrote: For our case that compressor must not rely on special optical tricks (because these get destroyed when they are used as an texture). All lossy compressors rely on special optical tricks, that's the point. If all the data was equally important, you couldn't lose any of

Re: [Flightgear-devel] Runway lighting - What happened to the new terrain engine?

2005-01-28 Thread Andy Ross
Curtis L. Olson wrote: If he has all these things, then that's wonderful, he has done an impressive piece of work. I'm not trying to be critical here, I'm just pointing out that this is *very* difficult stuff. It's one thing to do a nice little demo, it's something else entirely to tackle

Re: [Flightgear-devel] ..Groklawyers warns GPL developers against Sun's

2005-01-27 Thread Andy Ross
Arnt Karlsen wrote: ..riiight, we all can agree on that, now try keeep in mind _none_ of us are IBM, and The SCO Group is still running its 2 yr old 419 scam in the 9'th Circuit Court before Judge Kimball in SLC, Utah. Relax. Under no circumstances will we be any more exposed than if we

Re: [Flightgear-devel] YASim prop thrust

2005-01-26 Thread Andy Ross
Jim Wilson wrote: Speaking of which, in the prop config, what exactly do the cruise numbers do? If I'm not getting enough thrust still out of the prop, what should I mess with first? This is the black magic part, and could really use a redesign. The cruise pitch (the RPM and an airspeed)

Re: [Flightgear-devel] can 'dynamic' textures be disabled ???

2005-01-26 Thread Andy Ross
D Wysong wrote: I'm using a custom texture that I created using OpenGL directly (instead of via plib) and I'm getting HOSED when FG decides to go load new textures Are you sure you aren't picking texture names that collide with the SSG loader? If you use glGenTextures(), you should be safe.

Re: [Flightgear-devel] YASim prop thrust

2005-01-26 Thread Andy Ross
Jim Wilson wrote: What should I look for then when mucking with the cruise numbers from the prop definition? Or is there some way to just remove them? One thing to try would be to remove the variable pitch settings entirely and nail the prop down at your specified cruise setting (which should

Re: [Flightgear-devel] YASim prop thrust

2005-01-25 Thread Andy Ross
Jim Wilson wrote: The min/max range, does that refer to engine RPM or propellor? Propeller. It's a setting for the governor. With the newer syntax, the engine and propeller are separate XML tags, so hopefully it should be clearer which is which. If an attribute on the propeller tag takes

Re: [Flightgear-devel] How to convert from WGS84 coordinates?

2005-01-25 Thread Andy Ross
You're right, the picture shows a Projection field too. Complete infos are: Datum: WGS84 Projection: NUTM33 Coordinate top left x: 353620.2 y: 4225543.6 Coordinate bottom right x: 354212.2 y: 4225976.1 Those are odd looking numbers. The WGS84 standard specifies a datum, which is a

Re: [Flightgear-devel] YASim prop thrust

2005-01-25 Thread Andy Ross
Jim Wilson wrote: But those numbers you gave me seem to be engine RPM numbers. Sorry for the confusion. The gear ratio is 0.479 and the merlin max rpm is 3000 rpm. Ah, I get it. Sorry for the confusion. :) I guess the gauge in the cockpit shows engine speed, but the YASim file wants

Re: [Flightgear-devel] YASim prop thrust

2005-01-25 Thread Andy Ross
Vivian Meazza wrote: Yes - perhaps Andy will recall our long discussion of a year ago? Only vaguely, and I currently lack the time to crawl through the archives. You keep hinting that you want something done. Can you be more specific? Andy ___

Re: [Flightgear-devel] YASim prop thrust

2005-01-25 Thread Andy Ross
Jim Wilson wrote: Now I'm finding that we're seeking the engine rpm instead of the prop-rpm. Andy Ross wrote: If an attribute on the propeller tag takes engine RPM, then that would be a bug. See? I was exactly right. :) Can you try the following fix to PropEngine.cpp? That should fix

Re: [Flightgear-devel] YASim prop thrust

2005-01-24 Thread Andy Ross
Jim Wilson wrote: Here is my local config for the p51d yasim propeller. Most of these values are pretty much on target according to actual specifications. The problem is that it appears to not produce sufficient thrust. I did actually get started on this at one point. :) The first problem I

Re: [Flightgear-devel] YASim prop thrust

2005-01-24 Thread Andy Ross
Jim Wilson wrote: So, let's assume you got a good manual. How does this RPM governor control work? And how can I implement that in YASim? Just set min-rpm and max-rpm properties to the RPMs in the handbook, basically. The propeller will automatically modify its pitch to seek to those values.

Re: [Flightgear-devel] YASim prop thrust

2005-01-24 Thread Andy Ross
Jim Wilson wrote: If you look at that manual the diagram in Section I that shows the control box, indicates at #12 Prop Control (I've only got about 6 pages from that manual). That's the blue knob with the P on it in the model. The control box indicates Max RPM with the blue knob all the way

Re: [Flightgear-devel] B1900D

2005-01-19 Thread Andy Ross
Dave Martin wrote: Something I noticed early on is that the mass needed distributing for things like Engine+Gearbox sets and Maingear etc as Yasim just evenly places the dry mass otherwise. Yeah. Evenly placing the mass is a great way to get the overall mass distribution (the inertia tensor,

Re: [Flightgear-devel] Antonov AN-225.

2005-01-17 Thread Andy Ross
Curtis L. Olson wrote: Bear in mind that one thing that is commonly done on many aircraft is to pop up a spoiler on the wing that should drop. This can be a lot more effective than just deflecting airflow with the aileron. To my knowledge, YAsim doesn't model this directly [...] Actually,

Re: [Flightgear-devel] C++ question

2005-01-15 Thread Andy Ross
Christian Mayer wrote: But I only want class A to be an interface that tells everybody what to expect from it's derivated classes. And one of these things is, that every child must have a member that is called foo and has one parameter of the type of the child itself. How do I achieve that?

Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-14 Thread Andy Ross
Arnt Karlsen wrote: ..well, all good jokes can't come up with a potential like the http://gpgpu.org; your average recent GPU chews code 6 times faster than your average CPU. So, we can use part of the GPU to show pretty pictures, and the remainder, say half, to say, triple FG framerates?

Re: [Flightgear-devel] plib-1.8.4_RC

2005-01-14 Thread Andy Ross
Martin Spott wrote: I wonder how you ever managed to make them accept patches of obvious necessity. If I were you I'd already have lost my countenance They're a little slow sometimes, but things get done eventually. I checked to see that my set of GUI rendering fixes from last May made it

Re: [Flightgear-devel] Is this usefull for flightgear/jsbsim?

2005-01-13 Thread Andy Ross
Wolfram Kuss wrote: However, CFD programs need a watertight geometry. I would guess that far in excess of 90% of models are not. For example, each edge needs to have two neighbour faces. It's even worse than that. Real world aircraft performance is sensitive to all sorts of details that are

Re: [Flightgear-devel] Google adwords?

2005-01-13 Thread Andy Ross
Curtis L. Olson wrote: Dumb question: do we want to investigate the possibility of adding google adds to the FlightGear site? FWIW, it's fine with me. If the worst thing FlightGear does in this world is make Curt rich, I suspect I'll still be able to sleep at night. :) Seriously, having some

Re: [Flightgear-devel] May I help with scenery?

2005-01-11 Thread Andy Ross
Martin Spott wrote: Does anyone have experiences with portable GPS recievers ? Do they tend to increase the precision of their coordinate output if you remain at a location for several minutes ? My wife have gotten into geocachine (www.geocaching.com) over the last two years, so we've played

[Flightgear-devel] Re: [Flightgear-users] Speaking of always turning...

2005-01-10 Thread Andy Ross
[bouncing replies to flightgear-devel] David Megginson wrote: I don't know if we're modelling this or not, but with full power you often need a lot of rudder to keep a plane straight during the takeoff roll even when there is no crosswind. During the landing roll, with no power, it is a lot

Re: [Flightgear-devel] includes in brackets ?

2004-12-29 Thread Andy Ross
Martin Spott wrote: While I'm digging through the sources in the hope to find the cause for some mislead header includes I wondered about notation of several include statements. To my knowledge system includes should be bordered by brackets: It's not really well specified. Usually: using

Re: [Flightgear-devel] Parametric Tool

2004-12-09 Thread Andy Ross
Ed Baker wrote: Does anyone know if there is a parametric plane generator for FlightGear. I'd like to be able to play out what if simulations with a tool like this. The YASim solver is a parametric plane generator, but probably not in the sense you want. You seem to want a tool where you can

[Flightgear-devel] New nasal features coming

2004-12-07 Thread Andy Ross
Some people may notice that I just announced a new Nasal version on Freshmeat.net today. This release includes support for the oft-requested recursive contexts feature. It uses it internally to implement call() (a functional programming gadget that most people don't care about) and eval()

Re: [Flightgear-devel] New nasal features coming

2004-12-07 Thread Andy Ross
Curtis L. Olson wrote: Finally, I get to realize my dream of re-implimenting all FG algorithms using recursion. Not to ruin the joke, but you could do that already. Nasal has always been a fully functional language, with recursion, lexical closures and anonymous lambda expressions. :) This

Re: [Flightgear-devel] FGNetFDM etc.

2004-12-03 Thread Andy Ross
Gerhard Wesp wrote: 1. GNU C++ structure layout may _differ_ between different compiler _minor_ versions. E.g., one sizeof() was 504 bytes on Linux with g++ 3.3.3 and 520 bytes on Cygwin with g++ 3.3.1. Both on x86. Are you sure? Starting with the 3.2.x releases, g++ is supposed to have

Re: [Flightgear-devel] Solaris/GPU recommendations sought!

2004-12-03 Thread Andy Ross
Gerhard Wesp wrote: I thought about Solaris. Seems to be absolutely straightforward to install. But I don't know anything about OpenGL and GPU support. Linux: X11 installation (especially GPU drivers) were a pain last time I checked (requires kernel compile!). Has this changed in the

Re: [Flightgear-devel] When can we have roads like this

2004-11-16 Thread Andy Ross
Lee Elliott wrote: Just a thought... An alternative approach might be to make the textures dynamic so that the roads could be overdrawn on them before they're rendered. Way back in the day (maybe 3-4 years ago, when I was at NextBus) I wrote a parser for the TIGER database format, an

Re: [Flightgear-devel] nasal?

2004-11-16 Thread Andy Ross
Curtis L. Olson wrote: Is there any documentation that explains how the nasal scripting system is integrated into FlightGear? I looked a bit, and can't find anything. Sure: http://plausible.org/nasal/flightgear.html This should probably move to the FlightGear site, I suppose. If I

Re: [Flightgear-devel] AI carrier

2004-10-28 Thread Andy Ross
Matthias Froelich wrote: This case kind of works for the arrester wires. The braking force is just hacked into the gear code. But this is just to be able to test. What would probably be a better idea (at least for YASim) would be to model the braking force as a *distance* over which the

Re: [Flightgear-devel] [BUG][RFC] YASim + Bo105 + Rotation aroud origin (rather than CG)

2004-10-07 Thread Andy Ross
Melchior FRANZ wrote: As you can see, Integrator::l2gVector() does not access its parameter orient, but the object variable _s.orient! Andy says that the code is correct. Andy was wrong. :) I misinterpreted the diff you posted in chat to indicate that the original code should use the

Re: [Flightgear-devel] FG plane data in cartesian coordinates

2004-09-28 Thread Andy Ross
David Garcia Moreno wrote: I´m trying to communicate the Flight Gear with a 2D-map display, which works with cartesian coordinates instead of geodetics as the Flight Gear works. What i was able to get only was the position in cartesians (absolute_view_pos). The only true cartesian coordinate

Re: [Flightgear-devel] Nasal'ing ...

2004-09-21 Thread Andy Ross
[Sorry I've been so long getting back to this; I had to go to Japan on short notice and this is the first chance I've had in the hotel room to catch up on personal stuff without jet-lag. :)] Boris Koenig wrote: I don't seem to be able to access a method like gui.Widget.new() from an object

Re: [Flightgear-devel] Nasal'ing ...

2004-09-15 Thread Andy Ross
Boris Koenig wrote: Thanks for the answers so far, I was already playing around with the gui.nas file, will have to look into it in more detail in order to see how to get the positioning part done, though. Essentially, you can just set x and y properties on the top level gui object. There is

Re: [Flightgear-devel] Nasal'ing ...

2004-09-13 Thread Andy Ross
Boris Koenig wrote: 1)I would like to be able to display a simple text string at runtime in the upper left corner of the screen using Nasal (in order to display simple in-flight information). Check out gui.popupTip() to see if that does what you want. If not, you can look at the

Re: [Flightgear-devel] Linux Question

2004-09-08 Thread Andy Ross
Matthew Churchill wrote: Linked to my other post could anyone tell me if it is possible in linux to share a stream of nmea data. On my Zaurus I've got a cf card GPS sending NMEA data on /dev/ttyS3. What I'm trying to do is simultaneously cat this to a file yet also have it available for use

Re: [Flightgear-devel] VC jitter

2004-09-07 Thread Andy Ross
Lee Elliott wrote: In a/c that have one or more VC views there's a visible 'jitter' when looking at parts of the a/c, most notably in my experience, with the windshield/canopy frames. This is a bug, not an intentional feature. :) It's a precision problem with the view code. The current

Re: [Flightgear-devel] 3-space coordinate transformations

2004-08-24 Thread Andy Ross
David Culp wrote: Does anyone know of where in the FG code base I can find a function that takes a position in 3-space and gives the resulting position after a pitch/roll/yaw set of rotations? I assume this function already exists somewhere, either in SimGear or in an FDM. From what I've

Re: [Flightgear-devel] Spitfire - new release

2004-08-12 Thread Andy Ross
Vivian Meazza wrote: This is, I believe, due to a bug at line 67 of the script ~/data/nasal/fuel.nas which improperly sets the tank property kill-when-empty. Haven't we already been here and thrown out this explanation? Here is line 67: if(t.getBoolValue(kill-when-empty)) { outOfFuel = 1;

Re: [Flightgear-devel] Re: Spitfire - new release

2004-08-12 Thread Andy Ross
Melchior FRANZ wrote: Yes, I've seen these annoying bugs in both the Spitfire and the p51d. Vivian's changes to fuel.nas fix them. I haven't seen any negative side effects. Could someone please replace fuel.nas? Could someone *PLEASE* explain, from scratch, exactly what is wrong with the

Re: [Flightgear-devel] Spitfire - new release

2004-08-12 Thread Andy Ross
OK, Melchior helped to debug this via chat while I was working on cell phone UI bugs at work. :) It turns out to have been a pair of typos in fuel.nas that were causing all the problems. What I *read* wasn't what the code was actually doing, which explains all the confusion. This one, though,

Re: [Flightgear-devel] fgfs aborted with the dc3

2004-07-29 Thread Andy Ross
Dave Perry wrote: End common FDM init Aborted Here is how I launched it. XML parse errors in YASim files become aborts. I'd look very carefully at your dc3.xml file and make sure it doesn't contain extraneous information (cvs collision warnings, etc...) Andy

Re: [Flightgear-devel] Yasim strangeness [was Taildragger takeoff and landing]

2004-07-28 Thread Andy Ross
Matthew Law wrote: David Megginson wrote: Matthew Law wrote: It seems much, much better to me. However, I can sit at minimum power with the brakes on in nil wind and rock from one main wheel to the other using the ailerons. I can also lift the tail off the ground at minimum power.

Re: [Flightgear-devel] Tried the Spitfire

2004-07-27 Thread Andy Ross
Vivian Meazza wrote: Slightly higher would be the suggestion that out-of-fuel should not be terminal though, since pilot error can end up with a full tank not connected to the engine. In real life - reconnect - problem solved (or nearly). So far as I can see that is not an option in our sim.

Re: [Flightgear-devel] Tried the Spitfire

2004-07-27 Thread Andy Ross
Vivian Meazza wrote: David Megginson wrote: Vivian Meazza wrote: Slightly higher would be the suggestion that out-of-fuel should not be terminal though That's not an uncommon occurrence on low-wing planes, from what I hear: when Cessna pilots rent low-wing planes, you sometimes get

Re: [Flightgear-devel] Tried the Spitfire

2004-07-27 Thread Andy Ross
David Megginson wrote: OK, try this: I'm flying on the left tank in my Warrior and not switching. The tank goes dry and the engine stops. I switch to the right tank, and as long as the prop is still windmilling, the engine springs to life again in a few seconds. Is that the way things will

Re: [Flightgear-devel] Stabilizer Trim

2004-07-27 Thread Andy Ross
Innis Cunningham wrote: As far as I can tell there is no property to simulate a stabilizer trim system in flightgear. If this is not the case then maybe some kind soul could point me to the said property. What's wrong with /controls/flight/elevator-trim? Stabilizer trim is an FDM

Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-27 Thread Andy Ross
Jim Wilson wrote: Have I had this backwards all along? I knew of the incidence angle on the hstab, but always thought that positive values meant the leading edge was higher than with a negative incidence angle The number is a (conventional, right handed) rotation about the Y axis, which in

Re: [Flightgear-devel] Stabilizer Trim

2004-07-27 Thread Andy Ross
Innis Cunningham wrote: Andy Ross wrote: What's wrong with /controls/flight/elevator-trim? Because stab trim and elevator trim are not the same. It is like saying a piston engine and a jet engine are the same. They are in the fact that they both provide thrust to the aircraft.It is how

Re: [Flightgear-devel] Tried the Spitfire

2004-07-26 Thread Andy Ross
Vivian Meazza wrote: The gotcha is that the engine stops when either tank is empty, rather than when there is no fuel in any tank. I can't see a way around that without tinkering with the logic of fuel.nas. No, there's actually a feature for exactly this situation: That said, the logic of

Re: [Flightgear-devel] Tried the Spitfire

2004-07-26 Thread Andy Ross
Vivian Meazza wrote: I was thrown at first by the comment, but on further analysis the logic is fine, but the code doesn't seem to work correctly. When the top tank is empty the logic requires that, if kill-when-empty is not set, for it to be simply deselected. This isn't working: the

Re: [Flightgear-devel] Tried the Spitfire

2004-07-25 Thread Andy Ross
Vivian Meazza wrote: I'm just working on the fuel gauge for the Spitfire, when I ralised that I haven't modeled the fuel system correctly. At present both tanks feed into the engine. What should happen is that the upper tank feeds the lower tank which feeds the engine. Is there any built-in

Re: [Flightgear-devel] Bug in newgui code

2004-07-22 Thread Andy Ross
Jim Wilson wrote: On my system (CVS), the xml dialogs keep shrinking, just like Mike Teevee. Confirmed. Unfortunately my analysis has been delayed by the need to google the Mike Teevee reference. :) Seriously, I'm really busy right now at work, so I'm hoping someone else can hack at this for

Re: [Flightgear-devel] create craters and smoke effect

2004-07-22 Thread Andy Ross
CHANDRASEKHAR ACHALLA wrote: I am doing a project for Boeing where I am trying to incorporate a few additional features they want into Flightgear. Initially I need to create a crater (hole) if a plane crashes (or a missile ). Boing wants craters? :) This is actually kind of hard. The

Re: [Flightgear-devel] I just crashed FlightGear using a dialog definition file / Nasal

2004-07-18 Thread Andy Ross
Boris Koenig wrote: There seem to be some issues regarding the XML file processing and FlightGear's stability: #Nasal parse error: empty subexpression in command, line 3 #Failed to execute command nasal #Segmentation fault The XML you posted contains no Nasal script, so I'm at a

Re: [Flightgear-devel] FliteTuror (Was: Adding external nasal bindings fgcommands)

2004-07-15 Thread Andy Ross
Erik Hofman wrote: * The ability to load a set of sheets, one after each other. * Be able to add the following to these sheets: - Dynamic text at a static location (*) - Static images (*) - Animated instruments that react to actions of the user(*) Most of this sounds like the

Re: [Flightgear-devel] Adding external nasal bindings fgcommands to FlightGear by using Plugins ?

2004-07-15 Thread Andy Ross
Boris Koenig wrote: Erik Hofman wrote: I'm still not convinced that a plugin system would be such a great idea for FlightGear. Well, I am just making suggestion :-) I think most of the criticism centers on the idea that, even if you had a nice plugin system available, it really isn't

Re: [Flightgear-devel] How FlightGear handles 3ds

2004-07-08 Thread Andy Ross
Ampere K. Hardraade wrote: Can someone please look through the code and tell me how FlightGear handles ambient, diffuse, illumination, glossness, and specular for 3ds files? Not to pass the buck, but this is really a plib question. I don't know who wroat the 3ds loader for ssg, but they're

Re: [Flightgear-devel] Spitfire

2004-07-08 Thread Andy Ross
David Megginson wrote: Can anyone actually fly the Spitfire model in CVS? I wonder if there's something wrong in the YASim config file. I know Vivian has had trouble getting it working with the gear ratio stuff on the engine. This (along with tuning the p51d) has been on my list for

Re: [Flightgear-devel] status of aircraft carrier

2004-07-07 Thread Andy Ross
Mathias Fröhlich wrote: Which ssgBranch contains objects like an aircraft carrier? Special-casing aircraft carrier is almost certainly the wrong way to do this. There is no reason we can't do correct 3D intersection against the whole scene graph, and the code will be cleaner and simpler. The

Re: [Flightgear-devel] status of aircraft carrier

2004-07-07 Thread Andy Ross
David Megginson wrote: Once we support ground reactions with a moving surface (like the deck of a ship), why not just model the catapult as a faster moving surface? Because the gear don't simply rest on the catapult to be pulled along via friction, they're actually bolted to it during the

Re: [Flightgear-devel] status of aircraft carrier

2004-07-07 Thread Andy Ross
Jon S. Berndt wrote: I thought initially that a spring was not the way to go, but I think you are picturing a spring that (figuratively) goes from the bow of the ship to the nose gear, no? Actually, I was thinking about a spring centered on the point where the cat harness would be based on a

Re: [Flightgear-devel] Does changing paintjob/livery require a duplicate aircraft?

2004-07-02 Thread Andy Ross
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

Re: [Flightgear-devel] two sided polys in blender

2004-06-28 Thread Andy Ross
Josh Babcock wrote: Does anyone here know a better way to get ac3d_export.py to recognize two sided polys in blender other than going into face mode and individually selecting each one and setting it to twoside in the texture face menu? Is there a reason you absolutely need it? Using

Re: [Flightgear-devel] problem with SGLookupFunction (patch included)

2004-06-28 Thread Andy Ross
Erik Hofman wrote: Andy Ross wrote: Seriously: consider the case where this symbol came out of a library that we *don't* link to statically. Why would I? Then this would undeniably be a bug, because the library would be unmapped before the function could be called. Honestly

Re: [Flightgear-devel] problem with SGLookupFunction (patch included)

2004-06-26 Thread Andy Ross
Erik Hofman wrote: Since FlightGear is linked to libGL at link time, the number of dlclose calls would always be one less than the number of dlopen calls. In which case the dlclose() is 100% guaranteed to be a noop anyway and can be safely removed. :) Seriously: consider the case where this

Re: [Flightgear-devel] Important: input properties

2004-06-25 Thread Andy Ross
David Megginson wrote: Some of these are using the bindings solely to set flap detents we should find a better system than that. We already do, actually. Take a look at the 747 configuration, you basically just drop in a /sim/flaps section that looks like: flaps setting0.000/setting

Re: [Flightgear-devel] problem with SGLookupFunction (patch included)

2004-06-25 Thread Andy Ross
Erik Hofman wrote: Unfortunately RTLD_DEFAULT isn't supported on all platforms (it isn't supported in IRIX anyhow). I think that if what you describe is the problem this really is a bug at your side. What happens is that the function pointer is copied to ftpr. So dlcose() should never be able

Re: [Flightgear-devel] Important: input properties

2004-06-24 Thread Andy Ross
David Megginson wrote: Does anyone have code that depends on having bindings for the keyboard, mouse, and joystick(s) visibile in the main property tree? Some of the joysticks (at least the X45, maybe others) use a mode property under /input/joysticks/js[0] to track switch positions. But this

Re: [Flightgear-devel] Flaps settings: Keyboard vs. Joystick

2004-06-18 Thread Andy Ross
Durk Talsma wrote: I just noticed that there seems to be a discrepancy between the way the flap settings are handled by the keyboard vs. the joystick. Some joysticks are still using the old bindings. When I did the Nasal control stuff, I only changed the joysticks I could test and/or felt

Re: [Flightgear-devel] Nasal - Question

2004-06-17 Thread Andy Ross
Vivian Meazza wrote: Curtis L. Olson wrote: Right, but the aircraft I have seen have just one *switch* ... off, both, left, right (and sometimes starter power is rolled in too.) If the physical aircraft has a separate switch for each magneto, then the underlying logic should just change

Re: [Flightgear-devel] Nasal - Question

2004-06-17 Thread Andy Ross
Vivian Meazza wrote: This works: setprop(controls/engines/engine/magneto-switch[0],1); But this doesn't: setprop(controls/engines/engine/magneto-switch[1],1); I can work around it no problem, but I think that it should work. I can see, but can't access ../magneto-switch[1] in the Browse

Re: [Flightgear-devel] Re: 64 bit compile speed

2004-06-16 Thread Andy Ross
Erik Hofman wrote: No, 64-bit is by default a bit slower. It's on very special occasions that 64-bit outperforms 32-bit (due to data transfer rate...) That's true in the general case, because the larger pointer size effectively reduces the size of the L1 cache. But for this particular

Re: [Flightgear-devel] Dedicated visual channels

2004-06-14 Thread Andy Ross
Curtis L. Olson wrote: Is there any functionality currently built into FG to request that the mouse pointer be turned off or hidden. This would be useful for things like a dedicated visual channel. This is soft-coded these days. In mice.xml, you can define a cursor image for each mode. You

Re: [Flightgear-devel] Re: CVS - broken?

2004-06-14 Thread Andy Ross
Vivian Meazza wrote: It's sort of usable right now under -0.9.4 with an ungeared propeller, but I would not be happy for that to be released. And I can't fix it until I get something to test against, so we're at an impass. :) Seriously: I'd say just commit the FDM as-is, and we can play with

Re: [Flightgear-devel] Bones and IK

2004-06-14 Thread Andy Ross
Ampere K. Hardraade wrote: Does FlightGear support bones and inverse kinematics? For... airplanes? No. :) Those buzzwords refer to techniques for character animation. With very few exceptions, the things we need to animate with are rigid and don't require such treatment. Andy

Re: [Flightgear-devel] Bones and IK

2004-06-14 Thread Andy Ross
Ampere K. Hardraade wrote: Shame... they are perfect for landing gear animations. Honestly, no, they're not. Typically, you use bones to provide a framework for mesh deformation of an articulated object like an elbow or knee. Landing gear parts are rigid, they don't deform smoothly and thus

Re: [Flightgear-devel] A question regarding performance

2004-06-13 Thread Andy Ross
Ampere K. Hardraade wrote: If I apply a single texture and a single UVW map across three objects, would the resulting performance be the same as splitting the texture into three parts and applying three UVW maps to each object? I'm not sure exactly what the question is. If you are asking

Re: [Flightgear-devel] Re: New Scenery - a few notes

2004-06-10 Thread Andy Ross
Erik Hofman wrote: The radar display is currently limited to three (or four, I can't remember) aircraft hard coded in the configuration file. Changing that requires Nasal to be able to position a textured quad somewhere in screen space or additional C++ code to handle all situations. Trust me,

Re: [Flightgear-devel] Re: New Scenery - a few notes

2004-06-10 Thread Andy Ross
Josh Babcock wrote: What about putting a node in the model xml defining what type of radar return the object would produce (cross section size and transponder y/n) and then having whatever code positions the object in the scene graph also register the radar data in the property tree? That

Re: [Flightgear-devel] Aircraft perturbed by visibility controls.

2004-06-09 Thread Andy Ross
David Culp wrote: There have been reports of rudder kick when climbing through atmosphere layers, which might be the same problem you're seeing. I don't think it was ever resolved though. I didn't think it was a bug. That's just wind shear, isn't it? Andy

Re: [Flightgear-devel] Question re: bug reporting/tracking/etc.

2004-06-08 Thread Andy Ross
Chris Metzler wrote: Sometimes I run into issues with FlightGear -- fgfs, data, scenery, whatever -- that I'm reluctant to report because I'm concerned that the developers already know about them; Indeed, that's a good idea. We've been known to kill and eat reporters of known bugs. :) As for

Re: [Flightgear-devel] Re: bump map clouds

2004-06-07 Thread Andy Ross
Frederic Bouvier wrote: I am surprised --prop:/sim/rendering/bump-mapping=false don't work for you. I am also able to turn it on and off with the property browser during flight. Someone should put this into the rendering options dialog before we forget. It's really easy, try it. :) Andy

Re: [Flightgear-devel] New dialogs

2004-06-07 Thread Andy Ross
Richard Bytheway wrote: I have noticed that if I open and close the autopilot setting dialog repeatedly, the grey panel behind the widgets gets a little smaller each time, eventually disappearing. There was a similar bug with the layout code that got fixed a few weeks back. Are you on current

Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-07 Thread Andy Ross
Roy Vegard Ovesen wrote: I've also thought about using a textured needle instead of an object colored one. The textured one might look a lot better with variable alpha creating an anti-alias effect, but I'm concerned about performance. Alpha blending is almost free on modern hardware, so I

Re: [Flightgear-devel] Spoiler control

2004-05-31 Thread Andy Ross
Lee Elliott wrote: The problem with using spoilers for roll control in YASim is that because the spoiler range is clamped to 0 to +1, when you 'split' the input for differential control it only works on one side of the a/c - through the 0 to +1 range - to get it to work on the other side it

Re: [Flightgear-devel] Localizer alignment

2004-05-28 Thread Andy Ross
David Megginson wrote: Curtis L. Olson wrote: So I have made this configurable for those that trust the data more than I do. Just set /sim/navdb/auto-align-localizers to true/false in the preferences file to turn this feature on or off in the code. I'd be more comfortable fixing the

Re: [Flightgear-devel] VBO patch

2004-05-27 Thread Andy Ross
Roman Grigoriev wrote: Here is my new VBO code but it's so strange that it doesn't work with flightgear give me segfault also notice that it doesn't work with ptherads (I don't know why too) So I move all vertex,tex,norm,color to constructor from draw method plib applications work fine but

Re: [Flightgear-devel] keyboard mapping

2004-05-27 Thread Andy Ross
Josh Babcock wrote: So maybe airplanes shouldn't be in the interface business. Maybe we should spend our energy agreeing on property conventions and Nasal scripts. Even better would be to take a big audit of all the existing bindings and re-assign them from scratch. We've accumulated all

Re: [Flightgear-devel] Re: making instrument scales with MetaPost

2004-05-20 Thread Andy Ross
Melchior FRANZ wrote: hh ... now that makes sense. I couldn't read the word PERCENT. I guess one needs to be native English speaker to be able to decipher that. OK, I'll do this instrument now -- only the rotor hand, though, because there's no turbine RPM in YASim (?). Maybe I'll make the

Re: [Flightgear-devel] WARNING: Flightgear spam attack

2004-05-20 Thread Andy Ross
David Megginson wrote: The worst b*ds in this whole mess are [...] the enterprise anti-virus software vendors, who sell systems that automatically send useless virus warnings every time a message like this comes. Either (a) they're complete idiots who couldn't be trusted with the

Re: [Flightgear-devel] YASim prop changes

2004-05-19 Thread Andy Ross
Vivian Meazza wrote: Performance: max = 437mph at combat emergency power at 25000ft, 413mph at 15000ft, 395mph at 5000ft, cruising speed 362mph, climb rate 3475 ft/min. Service ceiling 41,900ft. How much is combat emergency power? The trick is getting the actual numbers right, is it possible

Re: [Flightgear-devel] YASim prop changes

2004-05-19 Thread Andy Ross
Jon S. Berndt wrote: Please do. It will be interesting to see what kind of relationship there is between F-15D numbers and P-51D numbers, and how you relate the two ... Heh, oops. :) For folks who didn't get the joke in my typo: the manual I ordered is a post-war one for the North American

Re: [Flightgear-devel] YASim prop changes

2004-05-18 Thread Andy Ross
Jim Wilson wrote: It'd be great if someone else could look at the P51D fdm. I'm lost. Flight dynamics is neither my area of expertise or interest. The only reason I did it in the first place is I had a 3D model that Jon supposedly had a JSBsim config for that never materialized. In

Re: [Flightgear-devel] wing icing

2004-05-18 Thread Andy Ross
Curtis L. Olson wrote: I don't want to over engineer an ultimate solution right now, I just want a flag specifying wing icing or not. You might want to make that a number, specifying a normalized thickness in millimeters or whatnot. Ice is a progressive effect. I suppose one could argue

Re: [Flightgear-devel] YASim prop changes

2004-05-18 Thread Andy Ross
Lee Elliott wrote: Production Typhoons could exceed 530 mph in dives, with bombs/RPs, and Tempests could overhaul V1s. I thought the Sea Fury was even faster, but I don't have a figure off-hand. The key words being in dives. The solver values are specified in level flight. And dives can

Re: [Flightgear-devel] pitch/yaw/roll to stdout or unix pipe

2004-05-16 Thread Andy Ross
Bo Shi wrote: I need to stream information to some custom software (pitch/yaw/roll) at frequencies on the order of 10 Hz -- what's the best way to do this? I originally added some code in the main game loop to dump this but that solution was an ugly hack at best. There are lots of options.

[Flightgear-devel] Payload management GUI

2004-05-15 Thread Andy Ross
One of the really cool features of the layout management code is that it opens up the possibility of automatically generating GUIs according to dynamic configuration. This hack turned out just too well: do a rebuild (you'll need a bugfix in dialog.cxx), update your base package and load up the

<    1   2   3   4   5   6   7   8   9   10   >