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Author SHA1 Message Date
mfranz
7b41268068 joysticks.xml isn't needed any more; all js config files in
$FG_ROOT/Input/Joysticks are automatcally read in
2005-06-11 14:29:44 +00:00
mfranz
e269ac696f The default joystick is now identified by name "default". It's very, very
unlikely, that some js producer uses this as product id.
2005-06-11 14:18:40 +00:00
ehofman
92be46b73a don't reset the simulator when the aircraft hits the ground 2005-06-11 08:22:31 +00:00
mfranz
7bd6854b9b describe new "material"/transparency syntax 2005-05-24 12:12:33 +00:00
mfranz
b2348ece53 consider changed "material" animation syntax, ignoring the transparency's
new factor/offset properties for now
2005-05-24 12:11:31 +00:00
ehofman
46be525dab David Culp:
1)  The AIStorm sets the properties:
         /environment/turbulence/magnitude-norm
         /environment/turbulence/rate-hz

    The actual turbulence effects are handled by the FDM.
    If the effects are deemed unrealistic, then that will
    have to be fixed in the FDM(s).


2)  The zone of turbulence is cylindrical, and is centered
    at the AIStorm's lat/lon.  The diameter is set with
    <diameter-ft>, the top with <height-msl>, the bottom is
    assumed to be at <altitude> minus 1000 feet.

3)  Note that the zone of turbulence may not match well with
    the visual model of the storm.  In this case I had to
    x-offset the storm model by 4700 meters to match the zone
    of turbulence. (i.e. the storm model is 4700m off center).

4)  While I was in there I also increased the speed of the
    lightning flashes to look more realistic.
2005-05-16 09:47:31 +00:00
mfranz
336969e3f0 spelling fixes (thanks to Vivian) 2005-05-15 16:34:00 +00:00
ehofman
fec33019cb Harald JOHNSEN:
This is another update for the cloud code, a lot of lines but this time I have started to add the doxygen doc.

Misc
====

- corrected a bug when RTT is not available, the current rendering context was
  altered
- if RTT is not available then 3d clouds are not drawn at all
- impostors lighting is now recomputed when the sun changes position
- distant objects are no more seen in front of clouds
- blending of distant clouds is a bit better now
- litle optimization of code (uses a less cpu time)
- use layer wind speed and direction (no more hardcoded wind)
- fov is no more hardcoded

Changes
=======

- clouds (cu only) are dissipating/reforming (experimental)
- compute a turbulence factor that depends on surrounding clouds and type of
  clouds (experimental)
- clouds shapes are defined in cloudlayers.xml
- type of clouds present in a layer is also defined in cloudlayers.xml
- cloud layers are generated from metar and other misc. data (in progress)
- added a rain effect around the viewer (enabled in the rendering dialog and
  when the metar property says so)
- added a lightning effect (enabled in the rendering dialog) : cb clouds spawn
  new lightnings
- added a dialog to select from different weather source : metar/property,
  a 'fair weather' environment and a 'thunderstorm' environment.
2005-05-15 09:25:17 +00:00
mfranz
019cc557a6 currently "tailwheel-lock=true" means 'unlocked', which is
confusing and inconsistent with brake properties (where 1.0
means (b)locked) ==> reverse tailwheel-lock meaning
2005-05-10 10:58:28 +00:00
mfranz
3640023300 don't use /sim/ATC/ and /sim/atc/ wildly mixed together; it's lower case
everywhere, just as in every other property name
2005-05-10 09:41:19 +00:00
ehofman
1846713b30 Clean up the appearance a bit. 2005-05-06 14:01:46 +00:00
ehofman
b3f899aa3f Add support for altering the border thickness of objects and add a 'frame' object as a visual representation of a group. 2005-05-06 11:47:58 +00:00
mfranz
67f6867955 prepare for progress information line 2005-05-06 08:16:23 +00:00
mfranz
4d185f250c - add gui.Widget.setFont(name, size=13, slant=0) method, and use it in
material.nas (fly the bo105 and press Ctrl-c to see font & color changes)
- use new Nasal feature:  i=i+1 --> i+=1
2005-05-03 13:45:33 +00:00
ehofman
c40d8da9fb Describe the font tag 2005-05-03 12:50:51 +00:00
mfranz
c1be4e53b2 add gui.Widget.setColor() method: takes red/green/blue as mandatory, and
alpha value as optional argument (default: 1)
2005-05-02 16:00:13 +00:00
ehofman
c9f30cd6fb Add a bigstorm scenario from David Culp 2005-05-02 12:28:44 +00:00
ehofman
ef0e9dd8ef Make it optional whether a dialog can be dragged or not. 2005-05-02 12:16:15 +00:00
ehofman
78e3dd6b12 Move the thunderstorm model to the Weather directory. 2005-04-30 08:37:47 +00:00
ehofman
36f975a91b David Culp:
I was going through the Ai scenarios and see that some of them are not
necessary.

Also, I've added some documentation to the other scenarios.  And I moved the
thunderstorm over San Francisco, so you don't have to take off to see it.
The files are attached.
2005-04-29 07:57:24 +00:00
ehofman
ba579498ae Harald Johnsen: Add a texture resolution option. 2005-04-26 20:15:48 +00:00
mfranz
3853443009 the frame rate display setting shouldn't be between two cloud settings 2005-04-24 16:37:01 +00:00
mfranz
58e9c01b70 - better apply each of the changes immediately, so that users can decide if
they want the feature or not, based on what they see. Having to click on
  "Apply" every time is cumbersome.
- show the slider values
- remove the now obsolete buttons (KISS)
- added "my" title bar, albeit without close button (I was *very* tempted :-)
2005-04-24 16:31:05 +00:00
ehofman
f6107604d2 Remove DOS line endings. 2005-04-24 14:19:49 +00:00
ehofman
8c641c44e3 Harald Johnson:
- new and updated sources for the new volumetric clouds
- 2 new textures for the clouds
- an update to the render dialog to enable/disable and change a few parameters
  for the new clouds
2005-04-24 11:18:27 +00:00
mfranz
7cecba5024 add 'condition' setter, analogous to 'mixture' etc. 2005-04-21 14:39:00 +00:00
mfranz
da9b28ea6e consider new keys: w/W is now +/- warp, while m/M is richer/leaner mixture 2005-04-20 12:19:27 +00:00
mfranz
1b035acb09 - remove W ("3dfx fullscreen-toggle")
- move m/M ("increase/decrease warp) to w/W
- make m/M "mixture richer/leaner"
2005-04-20 12:12:58 +00:00
ehofman
ec8742bd65 Melchior FRANZ:
Implement simple help system with global and aircraft specific dialogs:

The gui.nas changes have been discussed with Andy. All ac have a help dialog,
but some are empty. (This wouldn't have been necessary, as the system falls
back to the "Common Aircraft Keys" if an aircraft has no help defined, but an
empty dialog is less confusing and encourages to be filled with interesting
information.   :-)    I scanned all aircraft files for interesting performance
data and added some to the dialogs (stall speed, etc.) The Concorde and the
p51d have (over?)complete dialogs and can serve as examples. The format is
documented in $FG_ROOT/Nasa/gui.nas.

There is also a couple of other, minor fixes.

The following files have ugly MSDOS line endings:

  $FG_ROOT/Aircraft/Hunter/hunter{-2tanks,}-set.xml
  $FG_ROOT/Aircraft/A380/A380-set.xml


The Concorde-jsbsim.nas file is a useless copy of the real */nas file, which is
in Nasal/. I'was debugging the Concorde and wondered why changes to this file
had no effect ...
(Fixed Concorde in the help-ac.diff patch: don't use "interpol" keyword as
variable.)
2005-04-19 13:43:44 +00:00
ehofman
6e94786ea5 Melchior FRANZ:
Implement simple help system with global and aircraft specific dialogs:

The gui.nas changes have been discussed with Andy. All ac have a help dialog,
but some are empty. (This wouldn't have been necessary, as the system falls
back to the "Common Aircraft Keys" if an aircraft has no help defined, but an
empty dialog is less confusing and encourages to be filled with interesting
information.  :-)   I scanned all aircraft files for interesting performance
data and added some to the dialogs (stall speed, etc.) The Concorde and the
p51d have (over?)complete dialogs and can serve as examples. The format is
documented in $FG_ROOT/Nasa/gui.nas.

There is also a couple of other, minor fixes.

The following files have ugly MSDOS line endings:

  $FG_ROOT/Aircraft/Hunter/hunter{-2tanks,}-set.xml
  $FG_ROOT/Aircraft/A380/A380-set.xml


The Concorde-jsbsim.nas file is a useless copy of the real */nas file, which is
in Nasal/. I'was debugging the Concorde and wondered why changes to this file
had no effect ...
(Fixed Concorde in the help-ac.diff patch: don't use "interpol" keyword as
variable.)
2005-04-19 13:38:44 +00:00
ehofman
3f425b2dd3 Melchior: Make line wrapping in textboxes configurable, and enable it by default 2005-04-19 13:15:31 +00:00
ehofman
b5a534d91f Melchior FRANZ:
The one hat axis should be 4 for Unix/Linux and 6 for windows (according
to someone on IRC), while the other hat axis is apparently 7 for all
systems. Changed the throttle to Nasal, too.

I didn't nasalify the rest, because that's error-prone and I wouldn't
be able to test it.
2005-04-19 12:39:02 +00:00
ehofman
cd613bed74 Add the color description. 2005-04-13 11:43:06 +00:00
ehofman
ca224d0ea3 Melchior FRANZ:
- lights are by default off (what was I thinking?!?)
- setters return "me" reference by default, for easier code obfuscation:
  foo = aircraft.light.new("/foo").prop().switch(1);    :-)
- a few mebmers renamed; light.set() -> light.switch(); nodes are named *N
  to avoid collisions and to show relations (switch() <-> switchN)
- yet more (too much?) documentation
2005-04-06 08:18:06 +00:00
curt
b2efcab662 Take advantage of a recent nasal change to simplify a boolean condition. 2005-03-30 19:04:53 +00:00
curt
b0862aa5db A small fix to track latest nasal changes. 2005-03-30 17:00:50 +00:00
ehofman
a978a79d16 Melchior FRANZ:
- light class added (for lights and other pulsing/blinking objects)
- fixed and improved documentation
- all property args may be path strings or nodes
- existing nodes aren't overwritten any more
- better naming of class vars (for outside access)

Tested with the bo105 (which I fully ported to use aircraft.nas) and
the fokker70 (which are the only aircraft using the new classes  :-)
2005-03-30 09:53:00 +00:00
andy
64d9710a12 Add a section for camber. 2005-03-29 19:05:47 +00:00
ehofman
39c82918cd Melchior has already a nice collection of animation type nasal classes. These will be converted in a Nasal toolbox so everybody can use them without reinventing the wheel. 2005-03-29 11:26:49 +00:00
ehofman
d0f032bf73 Melchior FRANZ:
Re-organisation: <diffuse>, <ambient>, <emission>, <specular> are
now groups with members <red>, <green>, <blue>, <factor>, <offset>,
and their <*-prop> forms. Additionally, there's an option <property-base>
that can be used to set a path that is prepended to all <*-prop> paths.
It defaults to an empty string. Rationale: see model-howto.html.
2005-03-28 09:15:07 +00:00
andy
4718f2f8f0 Fix broken getPath() method 2005-03-27 17:30:51 +00:00
andy
ca0fa1c427 Changes from Melchior to make use of the spiffy new format feature in
the text widget; and a props.getPath() method.
2005-03-26 22:15:26 +00:00
ehofman
7eb3327565 Melchior FRANZ:
Changes:

o new skids (yet again)
o sun shield for the panel
o beautified exhausts
o new door handling:
  "d"      ... toggle selected door (default: pilot door)
  "D"      ... select next door (indicated with popup)
  "Ctrl-d" ... remove selected door if opened (all bo105 doors can easily
               get removed in RL; it is even flown without doors!)
o dropped shadow boxes (once necessary workaround for the disappearing
  shadow problem, and the reason why the bo105 was so tiny in fgrun)
o automatically selects the emblem of the national Red Cross/Red Crescent
  society on startup
o 5 variants, that can be switched at runtime, with different emblems,
  colors(!), and extra equipment:
  "c"      ... switch to next variant
  "C"      ... pop-up material dialog, as a demonstration of the new
               "material" animation, well ... and for entertainment
               purposes  :-)


The bo105 was and is a testbed for the "material" animation. It uses one to
change a texture at runtime. This has the advantage, that only the currently
selected texture uses up memory (unlike the textranslate method), and it
saves a lot of disk space because it doesn't duplicate all textures (unlike
the current <texture-path> method. You can change the texture in the browser:

  http://localhost:5501/sim/model/bo105/material/emblem/texture
  (choose one of: emblems/{red-cross,red-crescent-[lr],star-of-life}.rgb

(the built-in property browser doesn't grok it, because I used quite long
path names. Needs to be fixed in the GUI.)

I suggest to add the material.nas file to the global Nasal/ dir, not only
because the bo105 update expects it. The Nasal module creates a dialog for
material editing, which is quite useful for development purposes, for gaining
better understanding of the OpenGL color properties, and finally: it's fun.

   http://members.aon.at/mfranz/material.jpg  [45 kB]

The dialog needs to be initialized with a property dir where material
redirects are placed. It isn't available from the menu, but may be useful
for other aircraft. Also, it's quite small and doesn't get in the way.
If people want it removed, I can still move its contents into bo105.nas.
The bo keyboard binding says:

   material.showDialog("/sim/model/bo105/material/fuselage/", "Bo105");

This is documented on top of the *.nas file.
2005-03-22 13:16:59 +00:00
ehofman
3ca20ad9ef Melchior FRANZ:
here is the promised material animation. It looks a bit longish, but that
wasn't avoidable -- there are simply too many parameters to consider. I tried
hard, though, to make the animation fast by only doing the necessary stuff.
It doesn't affect the frame rate here with my test model. The animation is
heavily based on Jim's "material-emission" animation.

* implementation of the "material" animation (this required to make the
  texture path available) + documentation update ($FG_ROOT/Docs/)
* fix some more return values (texture animations, and select) for the
  shadow problem (and some in anticipation of other problems  :-)
* fix compiler warning
2005-03-22 13:13:42 +00:00
ehofman
6b32b71eda Remove a duplicate name, assume it is not the Pro version after all. 2005-03-19 10:22:00 +00:00
ehofman
1fc12ea872 Mathias Fröhlich:
I have done some cleanup where I moved some values out of classes where they
do not belong and such stuff.
Also the fols offsets are now named in the carrier xml file with a more
verbose name (flols-pos/offset-*) than before (only offset-*).
There is a little preparation for definitions of parking positions on the
carrier which should later be used for starting flightgear directly on the
2005-03-19 09:56:35 +00:00
curt
742ca69a85 Add a default aspect ratio multiplier of 1.0. 2005-02-25 22:29:15 +00:00
curt
f829b31b42 Change argument description. 2005-02-25 21:47:30 +00:00
curt
37850c1a54 Add a --aspect-ratio-multiplier=x.xx option. 2005-02-25 21:22:51 +00:00
ehofman
ef2312a9fb Vivian Meazza:
I attach the long-promised improved version of the USS Nimitz.

It includes an improved version of the FLOLS, which requires the attached
diff to be applied to AICarrier.cxx and AICArrier.hxx.

I've made lots of eye-candy in the form or the flightdeck crew.
Unfortunately, it about doubles the size of the tarball. I'll send it to you
later; when I've figured out some way of only loading on request (any advice
would be very welcome).

I could provide a \u2018bare\u2019 version to cut down on the vertex count for
less capable systems however, the count isn\u2019t huge in the first place.
I've cut the textures down as far as I can without losing definition.
2005-02-24 15:19:34 +00:00