I'm working on adding an Intersense head tracker to control the viewpoint.
Can anyone suggest a starting place in the code for where this should be
added. Specifically for control of the viewpoint in first person mode.
Thanks,
-Noah
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What is the status of the socket output in FGOutput.cpp? It is labeled as
'Do Not Use'. I need to output some aircraft properties to UDP. Does this
method work yet, is there another logging approach I can use?
Thanks,
-N
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You mentioned outputing data to a socket. Can you give me an outline of how
to set that up? Doing everything is JSBSim is fine for now. I think I just
need aircraft orientation and g-forces on the pilot.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jon
I'm going to be connecting flightgear to a motion platform, propably through
UDP. I'll need at a minimum yaw, pitch, roll for the aircraft and g-forces
that the pilot is subject to. If this could be done in a FDM-independent
manner that would be nice but isn't necessary. I don't know how the motion
I'm attempting to assemble a list of basic aircraft state values, like yaw,
pitch, roll, and velocity and acceleration vectors. I'll probably be using
the JSBSim FDM. Is there a place where this information can be easily
extracted from the program? The FGState::ReportState function seems to
assembl
I am looking for a method for adding a graphical overlay channel to
Flightgear. This overlay would consist of a dynamic texture that can be
modified in real time. I've used other OpenGL based systems with this
feature but don't know where to start with implementing it in Flightgear. If
anyone co
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