"Yurik V. Nikiforoff" wrote:
> I write tutorial like A-10. If my description of procedures not correct,=20
> please, set right my English...
>
> and there is small fdm patch for tune gear appearance. So, tires has pumped=
> :)
Both are applied. Unfortunately the mouse currently does not work for
В сообщении от 18 Май 2007 00:19 Martin Spott написал(a):
> > Or even better, follow in the footsteps of the Lightning and A-10 and
> > make use of the superb improved tutorial system ;-)
>
> I thought about that one, too, but I guess it's quite a huge task to
> add such an animated tutorial
В сообщении от 17 Май 2007 21:39 Martin Spott написал(a):
> Yurik: Would you mind me placing the description of the engine startup
> procedure in 'an2.html' right underneath the screenshot of the 3D
> cockpit - or, as an alternative, put the screenshot between the
> explanation of the different ins
On Thursday 17 May 2007 18:19, Martin Spott wrote:
> > Or even better, follow in the footsteps of the Lightning and A-10 and
> > make use of the superb improved tutorial system ;-)
> I thought about that one, too, but I guess it's quite a huge task to
> add such an animated tutorial
Actually
В сообщении от 18 Май 2007 00:40 K. Hoercher написал(a):
> out, that the numbering of the flap gauge in the two pictures (2d, 3d)
> included in the an2.html is inconsistent. While it is listed as #20
> and that number depicts the rightmost gauge in a group of 3 in the 2d
> jpg, the same number is
В сообщении от 17 Май 2007 21:39 Martin Spott написал(a):
> Yurik: Would you mind me placing the description of the engine startup
> procedure in 'an2.html' right underneath the screenshot of the 3D
> cockpit - or, as an alternative, put the screenshot between the
> explanation of the different ins
Hi,
On 5/17/07, AJ MacLeod <[EMAIL PROTECTED]> wrote:
> On Thursday 17 May 2007 15:39, Martin Spott wrote:
> > I'm not sure if the engine startup procedure of what is now in CVS
> > works correctly, could someone please verify ?
> Yes, it starts fine here with CVS (plib branch). Thanks for commit
AJ MacLeod wrote:
> On Thursday 17 May 2007 15:39, Martin Spott wrote:
> > Yurik: Would you mind me placing the description of the engine startup
> > procedure in 'an2.html' right underneath the screenshot of the 3D
> > cockpit - or, as an alternative, put the screenshot between the
> > explanatio
On Thursday 17 May 2007 15:39, Martin Spott wrote:
> I'm not sure if the engine startup procedure of what is now in CVS
> works correctly, could someone please verify ?
Yes, it starts fine here with CVS (plib branch). Thanks for committing, this
is a very nice addition for the new release.
> Yur
"Yurik V. Nikiforoff" wrote:
> I get some messages about bugs. I fix it, and rewrite propeller pitch &
> mixture controls.
Everything's applied, the model now loads correctly for me without
crashing FlightGear (with latest OpenSceneGraph).
I'm not sure if the engine startup procedure of what i
I get some messages about bugs. I fix it, and rewrite propeller pitch &
mixture controls.
Apply this patches, pls.
Thanks all for you comments.
--
Wbr, Yurik
an2-0.2.patch.tar.gz
Description: application/tgz
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This SF.
В сообщении от 15 Май 2007 22:52 AJ MacLeod написал(a):
> This one works fine for me on both OSG and PLIB (with the modified splash
> screen as discussed here.)
I rewrite handlers for pitch & mixt controls, as discussed here some times
ago. I'll put small patch here for this week.
--
Wbr, Y
On Tuesday 15 May 2007 16:46, Martin Spott wrote:
> I still have this huge thread sitting in my inbox. Would someone
> consider taking on this - someone who's running a version of FlightGear
> that is capable of loading this aircraft ?
Yes, please - It's a must-have 0.9.11 feature IMO :-)
This on
"Yurik V. Nikiforoff" wrote:
> Now, AN-2 is not "devel only" aircraft. I don't use new feature like "pick"
> animation, so you can use it with FlightGear release 0.9.10.
[...]
> ftp://ftp.megasignal.com/pub/FlightGear/an2-0.2.tar.gz
I still have this huge thread sitting in my inbox. Would someon
* Martin Spott -- Thursday 26 April 2007:
> The splash-screen displays fine, but when it comes to display the
> 3D scene, the whole sim crashes with a core dump.
Chances for a fix are probably higher when the files are committed.
More eyes looking at the core dump. And we can poke Mathias until
he
* Melchior FRANZ -- Saturday 28 April 2007:
> splash textures can now also be greyscale and greyscale/alpha,
> and they also respect an alpha layer. That way one can use
> countours (squadron emblems, etc.) together with varying background
> colors (--prop:/sim/gui/style/colors/splash-screen/red=0.
* Erik Hofman -- Sunday 15 April 2007:
> So it's indeed required not to use the aggressive RLE option for the
> splash screen images [...]
Nope. But GIMP apparently generates corrupted files where compressed
scanlines aren't properly closed. (This is probably the reason why
they falsely claim tha
Hi Melchior,
Melchior FRANZ wrote:
> * Stewart Andreason -- Friday 27 April 2007:
>> Red: 8-bit
>> Green: 8-bit
>> Blue: 8-bit
>> Alpha: 8-bitAlpha: 1-bit in danube, and 0 bits in bo105
>
> I checked an arbitrary file for which "identify" reports 8/8/8/1,
> but after c
* Stewart Andreason -- Friday 27 April 2007:
> Red: 8-bit
> Green: 8-bit
> Blue: 8-bit
> Alpha: 8-bitAlpha: 1-bit in danube, and 0 bits in bo105
I checked an arbitrary file for which "identify" reports 8/8/8/1,
but after checking the header values it turned out that is
You've got me interested.
I (finally) took a look at the splash.rgb file...
I don't have kde, but I do have imagemagick installed, and using
# identify -verbose
I get a long list of technical specs, that only differ from bo105-splash.rgb
or danube-splash.rgb in a couple areas:
Image: an2-splash1.
* Erik Hofman -- Sunday 15 April 2007:
> So it's indeed required not to use the aggressive RLE option for the
> splash screen images [...]
Umm ... but $FG_ROOT/Aircraft/bo105/splash.rgb *is* "aggressively"
compressed. Does it crash fgfs for anyone? I also tried other such
textures -- no crashes.
В сообщении от 27 Апрель 2007 02:53 Martin Spott написал(a):
> I don't claim this to be your fault, I just notice that your model
> appears to trigger a bug somewhere in FlightGear which crashes the sim
> for me so I can't test it.
I write model for PLIB-devel & 0.9.10 release, and have not OSG ve
Hi Yurik,
[EMAIL PROTECTED] wrote:
> On Fri, 20 Apr 2007 22:10:42 + (UTC), Martin Spott wrote
> > I tried to start it, but on the PeeCee I took to test the new AN-2 it
> > crashed the whole FlightGear instance.
>
> splash-screen format?
No, unfortunately this appears not to be an easy
* Melchior FRANZ -- Thursday 26 April 2007:
> * Erik Hofman -- Sunday 15 April 2007:
> > The rbg loader for the splash screen is a different than the one for
> > the models, [...]
> It's not a big deal, but the splash texture loader is then simply
> broken and needs to be fixed.
But then again: t
* Erik Hofman -- Sunday 15 April 2007:
> The rbg loader for the splash screen is a different than the one for
> the models, [...]
> So it's indeed required not to use the aggressive RLE option for the
> splash screen images which isn't such a big deal [...]
It's not a big deal, but the splash tex
On Fri, 20 Apr 2007 22:10:42 + (UTC), Martin Spott wrote
> I tried to start it, but on the PeeCee I took to test the new AN-2 it
> crashed the whole FlightGear instance.
splash-screen format?
I create another version (without aggressive RLE encoding) of splash.rgb
and put it into ftp
On Fri, 20 Apr 2007 18:28:30 +0700, Yurik V. Nikiforoff wrote
> I comment minpitch/maxpitch (as recomended here), so it's not two
> controls for one parameter.
Sorry, minrpm/maxrpm.
--
Wbr, Yurik
-
This SF.net em
"Yurik V. Nikiforoff" wrote:
> Is anybody has tested model?
[...]
> Is anybody may commit it into CVS?
I tried to start it, but on the PeeCee I took to test the new AN-2 it
crashed the whole FlightGear instance. This is why I didn't commit the
new version in the meantime. Sorry, I didn't have th
В сообщении от 20 Апрель 2007 18:06 Jon S. Berndt написал(a):
> Interesting. What does the "automatic pitch subsystem" do? I wonder if it
> is similar to a capability that is already in the JSBSim propeller model?
> I'd be concerned that the two approaches could result in an instability.
I commen
В сообщении от 20 Апрель 2007 18:01 gh.robin написал(a):
> Anyhow if one, who develop a model within JSBSim and want a manual pitch
> propeller, there is a trick
> just comment out the lines which contains
>
>
> into Propeller .xml file
>
> And you will be able to tune manualy the pitch
> Please, no.
> controls.adjPropeller will change value
> of /controls/engines/engine/propeller-pitch, but it property has
controlled
> by automatic pitch subsystem (see prop_handler() from an2.nas).
Interesting. What does the "automatic pitch subsystem" do? I wonder if it is
similar to a capabili
On Fri 20 April 2007 12:29, Anders Gidenstam wrote:
> On Fri, 20 Apr 2007, Yurik V. Nikiforoff wrote:
> > Please, no.
> > controls.adjPropeller will change value
> > of /controls/engines/engine/propeller-pitch, but it property has
> > controlled
> > by automatic pitch subsystem (see prop_handler()
В сообщении от 20 Апрель 2007 17:29 Anders Gidenstam написал(a):
> I think you can (and are strongly encouraged to) override/redefine
> controls.adjPropeller to do the appropriate thing for your aircraft.
ok. I'll try it this weekend.
--
Wbr, Yurik
--
On Fri, 20 Apr 2007, Yurik V. Nikiforoff wrote:
> Please, no.
> controls.adjPropeller will change value
> of /controls/engines/engine/propeller-pitch, but it property has
> controlled
> by automatic pitch subsystem (see prop_handler() from an2.nas).
I think you can (and are strongly encouraged
В сообщении от 20 Апрель 2007 16:38 Tim Moore написал(a):
> Would it be possible to use controls.adjPropeller instead of
> an2.propeller_pitch_control? Then you wouldn't need a custom joystick
> xml file because controls.adjPropeller is already mapped in the existing
> joystick files.
Please, no.
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Hash: SHA1
Anders Gidenstam wrote:
> On Fri, 20 Apr 2007, Yurik V. Nikiforoff wrote:
>
>> Sorry, but
>>
>> Is anybody has tested model?
>
> Hi Yurik!
>
> I have made some short test flights and didn't notice anything strange.
> It is a nicely flying aircraft w
On Fri, 20 Apr 2007, Yurik V. Nikiforoff wrote:
>
> Sorry, but
>
> Is anybody has tested model?
Hi Yurik!
I have made some short test flights and didn't notice anything strange.
It is a nicely flying aircraft with a great looking cockpit!
One improvement I'd like is to map the propeller pitch a
Sorry, but
Is anybody has tested model?
splash-screen format is fixed...
and I wait reports about another bugs - I don't believe, whey where are not :)
Is anybody may commit it into CVS?
--
Wbr, Yurik
-
This SF.net em
Syd & Sandy wrote:
> Hello all,
> I have used aggressive compression for splash screens in past, and
> always crashes Flightgear on my system. Doesnt seem to be a problem for
> model textures , though.
Ah, yes, now that you mention it:
The rbg loader for the splash screen is a different than t
On Fri, 13 Apr 2007 23:25:22 +0200, gh.robin wrote
> I forgot to congratulate you for that nice, new version, the
> cockpit 3D is great.
>
thanks!
What about flight dynamic, controls, etc?
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On Fri, 13 Apr 2007 18:29:27 -0500, Jon S. Berndt wrote
>
> Screen shots?
There is one:
ftp://ftp.megasignal.com/pub/FlightGear/Docs/an2.html
--
Wbr, Yurik
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> I forgot to congratulate you for that nice, new version, the
> cockpit 3D is great.
>
> --
> Gérard
Screen shots?
Jon
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On Fri 13 April 2007 18:12, [EMAIL PROTECTED] wrote:
> On Fri, 13 Apr 2007 17:40:12 +0200, gh.robin wrote
>
> > I did used RLE compress. (load and save)
> >
> > The best could be for you to get the resulting splash.rgb file
> > working for me
>
> Well, I understand.
>
> Gimp have "agressive" RLE c
In the wiki flightgear-fileFormat page, I read directions that said to save in
.sgi format with agressive RLE compression. Then rename splash.sgi to
splash.rgb
Stewart
[EMAIL PROTECTED] wrote:
> On Fri, 13 Apr 2007 14:43:49 +0200, gh.robin wrote
>> And if i take the splash.rgb file with Gimp
[EMAIL PROTECTED] wrote:
> On Fri, 13 Apr 2007 17:40:12 +0200, gh.robin wrote
>
>>
>> I did used RLE compress. (load and save)
>>
>> The best could be for you to get the resulting splash.rgb file
>> working for me
>>
>>
>
> Well, I understand.
>
> Gimp have "agressive" RLE
On Fri, 13 Apr 2007 17:40:12 +0200, gh.robin wrote
>
> I did used RLE compress. (load and save)
>
> The best could be for you to get the resulting splash.rgb file
> working for me
>
Well, I understand.
Gimp have "agressive" RLE compression. I use it, and it work for my...
I wil
On Fri 13 April 2007 17:14, [EMAIL PROTECTED] wrote:
> On Fri, 13 Apr 2007 14:43:49 +0200, gh.robin wrote
>
> > And if i take the splash.rgb file with Gimp load and save, i get a
> > working an2 loaded with that new splash file.
>
> It seems I set not correct rgb options when save file. But I use g
On Fri, 13 Apr 2007 14:43:49 +0200, gh.robin wrote
> And if i take the splash.rgb file with Gimp load and save, i get a
> working an2 loaded with that new splash file.
It seems I set not correct rgb options when save file. But I use gimp too
and verify splash-screen under PLIB devel & 0.9.10
On Fri 13 April 2007 14:34, gh.robin wrote:
> On Fri 13 April 2007 13:12, Yurik V. Nikiforoff wrote:
> > В сообщении от 13 Апрель 2007 17:51 gh.robin написал(a):
> > > When loading an2, the splash.rgb file makes segmentation error, if i
> > > remove it everything is right.
> >
> > sim version pls
On Fri 13 April 2007 13:12, Yurik V. Nikiforoff wrote:
> В сообщении от 13 Апрель 2007 17:51 gh.robin написал(a):
> > When loading an2, the splash.rgb file makes segmentation error, if i
> > remove it everything is right.
>
> sim version pls...
>
> windows? OSG or PLIB?
Both OSG and PLIB last cv
В сообщении от 13 Апрель 2007 17:51 gh.robin написал(a):
>
> When loading an2, the splash.rgb file makes segmentation error, if i
> remove it everything is right.
sim version pls...
windows? OSG or PLIB?
--
Wbr, Yurik
-
On Fri 13 April 2007 05:54, Yurik V. Nikiforoff wrote:
> Apr, Friday, 13 :)
>
> 3D cockpit. 80 animated/controlled items on panels!
> Engine & prop has rewritten;
> New animation for gear;
> Automatic mixture correction (like real aircraft);
> New ADF control gauge;
> Automatic slats with real aero
Apr, Friday, 13 :)
3D cockpit. 80 animated/controlled items on panels!
Engine & prop has rewritten;
New animation for gear;
Automatic mixture correction (like real aircraft);
New ADF control gauge;
Automatic slats with real aerodynamic data;
Second pilot view point;
A lots of bugfixes;
New textur
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