Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: source/src/Instrumentation instrument_mgr.cxx, 1.40, 1.41 instrument_mgr.hxx, 1.6, 1.7

2009-10-15 Thread James Turner

On 14 Oct 2009, at 21:37, Roy Vegard Ovesen wrote:

 What if I really, really, really don't want a GPS? :-)

 But seriously, why must every aircraft have a GPS?

The problem here is the name. Don't think of it as 'GPS', think of it  
as 'lazy default navigation aid for people who are not concerned with  
realism'.

The route manager used to fit the above description, but that makes my  
'realistic' GPS work a pain. So what I've done is make the generic GPS  
mandatory at the C++ level. If you don't want GPS, you won't even  
notice - unless you look at the properties in the inspector, or open  
up the GPS dialog in the Equipment menu.

(I might also change the code to *not* create the GPS if /sim/realism/ 
simple-gps is false - but with a beta release coming up, I want to do  
the least surprising thing - and people have already complained about  
not being able to navigate arbitrary aircraft using the Route Manager  
or GPS)

Regards,
James


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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: source/src/Instrumentation instrument_mgr.cxx, 1.40, 1.41 instrument_mgr.hxx, 1.6, 1.7

2009-10-15 Thread James Turner

On 14 Oct 2009, at 22:37, Pete Morgan wrote:

 I cannot see tcan on a civil aircraft, however its there on the nav
 display F12 with no purpose ?? confusing ??

I just realised, with my GUI-dialogs-selective-widget-visiblity fix of  
a few weeks back, I can update the default radios dialog to hide  
sections relating to instruments that aren't defined. So if there's no  
TACAN in the aircraft, that section won't appear.

I'll knock that up when I have a spare moment, and see how well /  
badly it works.

Regards,
James


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Re: [Flightgear-devel] [patch] Improved 3D clouds performance?

2009-10-15 Thread Stuart Buchanan
syd adams wrote:
Tried the patch and see a slight improvement ...
At the moment I have other problems ...no sound , extremely slow loading times 
, etc... so I'll 
keep testing in between audio debugging :)
I noticed the cloud density slider seems to have no effect  , (which reminded 
me to fix 
 those dialogs to the method you suggested ).

I think you need to disable and then re-enable the clouds to see a difference 
in density.

-Stuart



  

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Re: [Flightgear-devel] [patch] Improved 3D clouds performance?

2009-10-15 Thread Jon Stockill
syd adams wrote:
 Tried the patch and see a slight improvement ...
 At the moment I have other problems ...no sound , extremely slow loading 
 times , etc... so I'll keep testing in between audio debugging :)

Ah, I'm glad it's not just me with sound problems - I've just upgraded a 
machine to prepare for building packages, so I've built everything from 
scratch and spent ages tearing my hair out trying to work out why I was 
getting no sound. Obviously with new builds of everything it's difficult 
to tell what was the source of the problem because *everything* is new.

Jon


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Re: [Flightgear-devel] Auto Pilot Reviwed

2009-10-15 Thread leee
On Thursday 15 Oct 2009, Johnathan Van Why wrote:
  It cousnt work like that in the sim. If I want to roll from 180
  to 27o it turns gently.. in the sim it violently turns the
  first few degrees..

 You mean it immediately slams the ailerons to full deflection?
 I'm sure you could somehow limit that. The simplest method that's
 more advanced than limiting throw is limiting the rate the
 aircraft is commanded to roll. For reference, here's the code
 from the autopilot file: (787-autopilot.xml)

   !-- Heading Bug Hold.  2 stage cascade controller. --

   !-- Stage #1 sets target roll based on diff between current
 heading -- !-- and heading bug. --
   pid-controller
 nameHeading Bug Hold (FDM mag heading based) Stage 1/name
 debugfalse/debug
 enable
   prop/autopilot/locks/heading/prop
   valuedg-heading-hold/value
 /enable
 input
   prop/autopilot/internal/fdm-heading-bug-error-deg/prop
 /input
 reference
   value0.0/value
 /reference
 output
   prop/autopilot/internal/target-roll-deg/prop
 /output
 config
   Kp-5.0/Kp!-- proportional gain --
   beta1.0/beta !-- input value weighing factor --
   alpha0.1/alpha   !-- low pass filter weighing factor
 -- gamma0.0/gamma   !-- input value weighing factor for --
 !-- unfiltered derivative error -- Ti10.0/Ti!--
 integrator time --
   Td0.1/Td !-- derivator time --
   u_min-30.0/u_min !-- minimum output clamp --
   u_max30.0/u_max  !-- maximum output clamp --
 /config
   /pid-controller

   !-- Stage #2 drives the ailerons to achieve the desired roll
 deg. -- pid-controller
 nameHeading Bug Hold (DG based) Stage 2/name
 debugfalse/debug
 enable
   prop/autopilot/locks/heading/prop
   valuedg-heading-hold/value
 /enable
 input
   prop/orientation/roll-deg/prop
 /input
 reference
   prop/autopilot/internal/target-roll-deg/prop
 /reference
 output
   prop/controls/flight/aileron/prop
 /output
 config
   Kp0.1/Kp!-- proportional gain --
   beta1.0/beta!-- input value weighing factor --
   alpha0.1/alpha  !-- low pass filter weighing factor
 -- gamma0.0/gamma  !-- input value weighing factor for --
 !-- unfiltered derivative error -- Ti10.0/Ti   !--
 integrator time --
   Td0.1/Td!-- derivator time --
   u_min-1.0/u_min !-- minimum output clamp --
   u_max1.0/u_max  !-- maximum output clamp --
 /config
   /pid-controller

 You could change the second reference line to:
 prop/autopilot/internal/target-limited-roll-deg/prop
 then make a simple nasal file that takes the delta time (using
 /sim/time/elapsed-sec) and rate-limits the autopilot command like
 so (I can't test this, as my FlightGear doesn't work)

 var ratelimit = 10;# degrees per second
 var dtime = 0;
 var time = 0;
 var chg = 0;
 limitroll = func {
 settimer(limitroll, 0);
 dtime = getprop(/sim/time/elapsed-sec) - time;
 time += dtime;
 chg = getprop(/autopilot/internal/target-roll-deg) -
 getprop(/autopilot/internal/target-limited-roll-deg);
 if (chg  ratelimit * dtime) chg = ratelimit * dtime;
 if (chg  -ratelimit * dtime) chg = -ratelimit * dtime;
 setprop(/autopilot/internal/target-limited-roll-deg,
 getprop(/autopilot/internal/target-limited-roll-deg) + chg);
 }
 settimer(limitroll, 0);

 This method should work (in theory,) although (as I said before,)
 my FlightGear is not currently working, so I can't test this. It
 may need to be modified.

  The issue is from my point of view is that I can turn into a
  new heading, violently as a pilot and it will take time to
  react. The autopilot heading bug does not.. it turn there
  immedeadetly almost..

 The autopilot should simply drive the
 ailerons/elevator/trim/thrust just as a pilot would. The limits
 are the same, although the maximum rate of roll does seem high. I
 believe this is because it is sudden and holds the ailerons in
 their maximum position. Limiting the roll rate like above or
 limiting the aileron throw (the u_min and u_max tags) should
 fix the problem.

  Precisely the the problem. I think we need to document it as
  well..

 I know there's a document available, at
 http://www.flightgear.org/Docs/XMLAutopilot/. That has
 information about the autopilot's algorithm and tuning. However,
 the most can be learned by combining it and reading through an
 existing autopilot configuration.

 I hope this helps.

Rather than use Nasal to limit the roll rate here, I would use a 
noise-spike filter instead.  To do this...

...add the filter, specifying a suitable max-rate-of-change...

  filter
nameRoll rate limiter Filter/name
debugfalse/debug
typenoise-spike/type
input/autopilot/internal/target-roll-deg/input
output/autopilot/internal/target-roll-deg-filtered/output
max-rate-of-change4.0/max-rate-of-change
  /filter

(This is 

[Flightgear-devel] Sound problems (Was: Improved 3D clouds performance?)

2009-10-15 Thread Erik Hofman
Jon Stockill wrote:
 syd adams wrote:
 Tried the patch and see a slight improvement ...
 At the moment I have other problems ...no sound , extremely slow loading 
 times , etc... so I'll keep testing in between audio debugging :)
 
 Ah, I'm glad it's not just me with sound problems - I've just upgraded a 
 machine to prepare for building packages, so I've built everything from 
 scratch and spent ages tearing my hair out trying to work out why I was 
 getting no sound. Obviously with new builds of everything it's difficult 
 to tell what was the source of the problem because *everything* is new.

What version of OpenAL is this and does explicitly adding 
--prop:/sim/sound/enabled=true make any difference?

Erik

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[Flightgear-devel] SimGear compile error: ‘cl ass SGSoundSample’ has no member named ‘set_b ase_position'

2009-10-15 Thread Torsten Dreyer
Hi,

todays SimGear cvs doesn't compile for me:

visual_enviro.cxx: In member function ‘void SGEnviro::drawLightning()’:
visual_enviro.cxx:759: error: ‘class SGSoundSample’ has no member 
named ‘set_base_position’

Torsten

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Re: [Flightgear-devel] New Sound system committed

2009-10-15 Thread Alasdair Campbell
Today's CVS changes break Simgear compile:

make[2]: Entering directory
`/home/alasdair/FlightGear_cvs/Simgear_build/simgear/environment'
g++ -DHAVE_CONFIG_H -I. -I../../simgear -I../..
-I/home/alasdair/include  -g -O2 -D_REENTRANT -MT visual_enviro.o -MD
-MP -MF .deps/visual_enviro.Tpo -c -o visual_enviro.o visual_enviro.cxx
visual_enviro.cxx: In member function ‘void SGEnviro::drawLightning()’:
visual_enviro.cxx:759: error: ‘class SGSoundSample’ has no member named
‘set_base_position’
make[2]: *** [visual_enviro.o] Error 1
make[2]: Leaving directory
`/home/alasdair/FlightGear_cvs/Simgear_build/simgear/environment'
make[1]: *** [install-recursive] Error 1
make[1]: Leaving directory
`/home/alasdair/FlightGear_cvs/Simgear_build/simgear'
make: *** [install-recursive] Error 1

Kind regards

Alasdair


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Re: [Flightgear-devel] SimGear compile error: ‘cl ass SGSoundSample’ has no member named ‘set_b ase_position'

2009-10-15 Thread Erik Hofman
Torsten Dreyer wrote:
 Hi,
 
 todays SimGear cvs doesn't compile for me:
 
 visual_enviro.cxx: In member function ‘void SGEnviro::drawLightning()’:
 visual_enviro.cxx:759: error: ‘class SGSoundSample’ has no member 
 named ‘set_base_position’

sorry, I had to commit another change. it's fixed now.

Erik

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Re: [Flightgear-devel] SimGear compile error: ‘cl ass SGSoundSample’ has no member named ‘set_b ase_position'

2009-10-15 Thread Alasdair Campbell
On Thu, 2009-10-15 at 13:52 +0200, Torsten Dreyer wrote: 
 Hi,
 
 todays SimGear cvs doesn't compile for me:
 
 visual_enviro.cxx: In member function ‘void SGEnviro::drawLightning()’:
 visual_enviro.cxx:759: error: ‘class SGSoundSample’ has no member 
 named ‘set_base_position’
 
 Torsten
 

Sorry Torsten,

Our posts seem to have overlapped

Alasdair 
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Re: [Flightgear-devel] Auto Pilot Reviwed

2009-10-15 Thread Martin Spott
Pete Morgan wrote:

 Glad you picked the 787, this is broken in CVS with all sorts of 
 errors.. thats why We need an aircraft fault list...

I would not call it broken, instead, call it incomplete. To my
opinion we're never going to have any aircraft in FlightGear complying
with the term finished, there will always be features missing, simply
because it's just a simulation.

Having different levels of completeness is the nature of Open
development and I'm pretty much convinced that the respective authors
are well aware of the deficiencies, as they already did a lot of
research on the respective type of aircraft.
If you think that a fault list is going to motivate more developers
to jump into improving the fleet, then please go ahead and start
compiling such list, including detailed or at least reasonable reports
about what's missing - all sorts of errors is insufficient - and, at
best, how it should be improved.

Cheers,
Martin.
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Re: [Flightgear-devel] SimGear compile error: ‘cl ass SGSoundSample’ has no member named ‘set_b ase_position'

2009-10-15 Thread Torsten Dreyer
 sorry, I had to commit another change. it's fixed now.
Never mind - thanks for the fast response and the fix.
Next time, I'll count up to 10 before complaining ;-)

Torsten

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Re: [Flightgear-devel] SimGear compile error: ‘cl ass SGSoundSample’ has no member named ‘set_b ase_position'

2009-10-15 Thread Scott Hamilton
On Thu, 2009-10-15 at 14:01 +0200, Erik Hofman wrote:

 Torsten Dreyer wrote:
  Hi,
  
  todays SimGear cvs doesn't compile for me:
  
  visual_enviro.cxx: In member function ‘void SGEnviro::drawLightning()’:
  visual_enviro.cxx:759: error: ‘class SGSoundSample’ has no member 
  named ‘set_base_position’
 
 sorry, I had to commit another change. it's fixed now.


This seems to have returned the ATC chatter, and some of the once xml
sounds, such as flaps moving.

But engine sound is missing and the click once sounds when switches
are flicked. I don't know what to
look at, I turned up the log level and it seems like things are being
played, just not heard??? But I can't
say for sure the looped engines sounds as defined in xml sound are
really being played.

If it helps this is the output of al-info

AL_VENDOR = OpenAL Community
AL_RENDERER = OpenAL Soft
AL_VERSION = 1.1
AL_EXTENSIONS = AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4
AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_OFFSET
AL_LOKI_quadriphonic

ALC_DEVICE_SPECIFIER = ALSA Software on default
ALC_MAJOR_VERSION = 1
ALC_MINOR_VERSION = 1
ALC_EXTENSIONS = ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT
ALC_EXT_CAPTURE ALC_EXT_EFX
ALC_DEFAULT_DEVICE_SPECIFIER = ALSA Software on default



S.






 
 Erik
 
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Re: [Flightgear-devel] Auto Pilot Reviwed

2009-10-15 Thread leee
On Thursday 15 Oct 2009, Martin Spott wrote:
 Pete Morgan wrote:
  Glad you picked the 787, this is broken in CVS with all sorts
  of errors.. thats why We need an aircraft fault list...

 I would not call it broken, instead, call it incomplete. To
 my opinion we're never going to have any aircraft in FlightGear
 complying with the term finished, there will always be features
 missing, simply because it's just a simulation.

 Having different levels of completeness is the nature of Open
 development and I'm pretty much convinced that the respective
 authors are well aware of the deficiencies, as they already did a
 lot of research on the respective type of aircraft.
 If you think that a fault list is going to motivate more
 developers to jump into improving the fleet, then please go ahead
 and start compiling such list, including detailed or at least
 reasonable reports about what's missing - all sorts of errors
 is insufficient - and, at best, how it should be improved.

 Cheers,
   Martin.


I think you need to accept that many aircraft are indeed broken, and 
most have been broken by software changes made since the aircraft 
was released.  It is not just a case of aircraft being incomplete 
or incorrectly configured in the first place.

Sadly, while no consideration is given to backwards compatibility 
i.e. by allowing different versions of sub-systems to be used by 
specifying a version in the appropriate config file, broken 
aircraft will remain a feature of FG.

LeeE

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Re: [Flightgear-devel] New Sound system committed

2009-10-15 Thread Nicolas Quijano
(Most of this written last night before bed)
Hi all, commenting out code in the destructor won't help, as the problem is
being set-up much earlier, while FGFS is still in the initialization stages
(dt == 0) : in debug, there is a fatal assert on SGSoundSample::freedata,
being called by SGSoundMgr::requestBuffer, line 429), itself being called
from SGSampleGroup::update (line 104), rumble.wav, ultimately going back up
the call chain to fgOSMainLoop.
I suspect the exit bug in Release is when it starts freeing stuff that's not
there to be freed. I say suspect 'cause I can't get there in Debug, as it
fails before finishing complete initialization.

the alutinit++ stuff is wrong : alutinit is at 2 at the time the destructor
checks it, thus never calling alutExit (not that it matters, alutInit does
nothing but set a flag variable in the variant we use)
there is one incrementation too much in there, and since it can only be
initialized once, why track a number ?

I believe SoundManager::load might be where it's all happening, or starting
to happen.

You do use a weird param setup, assigning unitialized values from pointers
to stack variables then passing the address of the stack variables as
params, only to write them back in the pointers at the end :)

It returns garbage on trying to load the ATC voice, maybe because there is
no valid AL context as the (internal) message error says, before the catch
code gets rid of it. Doesn't assert there 'though, churns on until it gets
to rumble.wav.

Why is SoundManager::load a static member function ? it's never called that
way, and always as a member function, so why ? (not major, but bad form)

Also, if (_data != NULL) { delete[] _data; _data = NULL; } in free_data() in
sample_openal.hxx is the offending party (in debug). I believe delete[] is
the problem, _data not explicitly being an array (and not using new in any
shape or form)


Will look more into it, but if more people, not just on windows, could take
some time to run the new sound system in debug, we might root out a few bugs
in it while we're at it.

Could you guys build in debug and run it through and see what you come up
with ?
I'm sure Erik could use the help.

Hope this helps, will investigate further,
Cheers,
Nic




On Tue, Oct 13, 2009 at 4:05 AM, Erik Hofman e...@ehofman.com wrote:

 Vivian Meazza wrote:

  Nope, that doesn't fix it - still get crash on exit. But I no longer get
  sound stopping when I change window size at runtime.

 You might want to comment out some code in SGSoundMgr::~SGSoundMGr to
 see what exactly might cause it.

 Erik


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Re: [Flightgear-devel] New Sound system committed

2009-10-15 Thread Erik Hofman
Hi Nicolas,

Nicolas Quijano wrote:
 (Most of this written last night before bed)
 Hi all, commenting out code in the destructor won't help, as the problem 
 is being set-up much earlier, while FGFS is still in the initialization 
 stages (dt == 0) : in debug, there is a fatal assert on 
 SGSoundSample::freedata, being called by SGSoundMgr::requestBuffer, line 
 429), itself being called from SGSampleGroup::update (line 104), 
 rumble.wav, ultimately going back up the call chain to fgOSMainLoop.
 I suspect the exit bug in Release is when it starts freeing stuff that's 
 not there to be freed. I say suspect 'cause I can't get there in Debug, 
 as it fails before finishing complete initialization.

Thanks for the hint. I believe I've found the cause of it after reading 
this section. Let me know if it helps.

 the alutinit++ stuff is wrong : alutinit is at 2 at the time the 
 destructor checks it, thus never calling alutExit (not that it matters, 
 alutInit does nothing but set a flag variable in the variant we use)
 there is one incrementation too much in there, and since it can only be 
 initialized once, why track a number ?

Hm that was a left over from a previous version. I thought I'd removed 
the line. Anyhow, Although FlightGear doesn't use the soundmanager class 
twice anymore I did use it to load sample while the 'real' soundmanager 
was not yet active (and nothing is preventing you from doing so). So 
I'll leave the code there, just in case.

 Why is SoundManager::load a static member function ? it's never called 
 that way, and always as a member function, so why ? (not major, but bad 
 form)

This is from the time when it was called from the soundgroup class, but 
you are right, it's not needed anymore.

 Could you guys build in debug and run it through and see what you come 
 up with ?
 I'm sure Erik could use the help.

Actually I've asked for help several times, so yeas please report 
anything that might be wrong.

Erik

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Re: [Flightgear-devel] Auto Pilot Reviwed

2009-10-15 Thread Alexis Bory - xiii
Pete Morgan a écrit :

  Glad you picked the 787, this is broken in CVS with all sorts of
  errors.. thats why We need an aircraft fault list...

Hi Pete, there is also the wiki for that, look here:
http://wiki.flightgear.org/index.php/Category:Aircraft_TODO

and here you can start a list of errors and uncomplet features:
http://wiki.flightgear.org/index.php/Boeing_787

Greetings,
Alexis



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[Flightgear-devel] Patch: New Sound System on Windows

2009-10-15 Thread Olaf Flebbe

Hi Erik,

I need attached patch to compile the new sound system on Windows.

I use alut/openal headers and libs from Frederic:

ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/fgfs-win32-VS90-3rdParty+OSG-20090820.zip

Cheers,
   Olaf

BTW: If you are doing commits: Please remove my MSVC80 project files 
from the flightgear repository. project/VC80. I will not update them any 
more.
From 306a7affdf40ebc28fe3be32d5fa88652a3d522e Mon Sep 17 00:00:00 2001
From: Olaf Flebbe o...@oflebbe.de
Date: Thu, 15 Oct 2009 22:33:55 +0200
Subject: [PATCH 09/10] Use openal headers according to freds file system layout,
 aluterror issue

---
 simgear/sound/sample_group.hxx|2 --
 simgear/sound/soundmgr_openal.cxx |2 ++
 simgear/sound/soundmgr_openal.hxx |4 
 3 files changed, 2 insertions(+), 6 deletions(-)

diff --git a/simgear/sound/sample_group.hxx b/simgear/sound/sample_group.hxx
index 70b844c..f5b8c5f 100644
--- a/simgear/sound/sample_group.hxx
+++ b/simgear/sound/sample_group.hxx
@@ -35,8 +35,6 @@
 
 #if defined(__APPLE__)
 # include OpenAL/al.h
-#elif defined(_WIN32)
-# include al.h
 #else
 # include AL/al.h
 #endif
diff --git a/simgear/sound/soundmgr_openal.cxx 
b/simgear/sound/soundmgr_openal.cxx
index c8bd635..7fa3a1f 100644
--- a/simgear/sound/soundmgr_openal.cxx
+++ b/simgear/sound/soundmgr_openal.cxx
@@ -502,6 +502,7 @@ bool SGSoundMgr::load(string samplepath, void **dbuf, int 
*fmt,
 ALboolean loop;
 alutLoadWAVFile( fname, format, data, size, freq, loop );
 # endif
+#if defined(ALUT_API_MAJOR_VERSION)  ALUT_API_MAJOR_VERSION = 1
 ALenum error =  alutGetError();
 if ( error != ALUT_ERROR_NO_ERROR ) {
 string msg = Failed to load wav file: ;
@@ -510,6 +511,7 @@ bool SGSoundMgr::load(string samplepath, void **dbuf, int 
*fmt,
 return false;
 }
 #endif
+#endif
 
 *dbuf = (void *)data;
 *fmt = (int)format;
diff --git a/simgear/sound/soundmgr_openal.hxx 
b/simgear/sound/soundmgr_openal.hxx
index e2e2be4..e6669a1 100644
--- a/simgear/sound/soundmgr_openal.hxx
+++ b/simgear/sound/soundmgr_openal.hxx
@@ -47,10 +47,6 @@
 # include OpenAL/al.h
 # include OpenAL/alc.h
 # include OpenAL/alut.h
-#elif defined(_WIN32)
-# include al.h
-# include alc.h
-# include AL/alut.h
 #else
 # include AL/al.h
 # include AL/alc.h
-- 
1.6.4.msysgit.0

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Re: [Flightgear-devel] Patch: New Sound System on Windows

2009-10-15 Thread Tom P

Hi Erik

If you plan on doing the commit Olaf asked, could you also move the 
top-level FlightGear.dsp and .dsw into a

directory named projects/VC60/

Those files are old, and just plain confusing if they are left at the 
top level.


 Tom


Olaf Flebbe wrote:

Hi Erik,

I need attached patch to compile the new sound system on Windows.

I use alut/openal headers and libs from Frederic:

ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/fgfs-win32-VS90-3rdParty+OSG-20090820.zip 



Cheers,
   Olaf

BTW: If you are doing commits: Please remove my MSVC80 project files 
from the flightgear repository. project/VC80. I will not update them 
any more.



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Re: [Flightgear-devel] Auto Pilot Reviwed

2009-10-15 Thread Pete Morgan

leee wrote:
 On Thursday 15 Oct 2009, Martin Spott wrote:
   
 Pete Morgan wrote:
 
 Glad you picked the 787, this is broken in CVS with all sorts
 of errors.. thats why We need an aircraft fault list...
   
 I would not call it broken, instead, call it incomplete. To
 my opinion we're never going to have any aircraft in FlightGear
 complying with the term finished, there will always be features
 missing, simply because it's just a simulation.
 
Maybe we need a certification, so all featured are checked, then 
rechecked. (this could be automated)
Ie a list that goes down and what is complete and not complete atmo. 
simply because of change in base code, whatever that is..


 Having different levels of completeness is the nature of Open
 development and I'm pretty much convinced that the respective
 authors are well aware of the deficiencies, as they already did a
 lot of research on the respective type of aircraft.
 If you think that a fault list is going to motivate more
 developers to jump into improving the fleet, then please go ahead
 and start compiling such list, including detailed or at least
 reasonable reports about what's missing - all sorts of errors
 is insufficient - and, at best, how it should be improved.

 Cheers,
  Martin.
 
Cool, Martin, and kinda agree. Indeed I am checking that process. At 
least a Brute force attack the problem, might mean actually freezing 
the whole fleet in autopilot, then fixing them all easily, eg from prop/tree



 I think you need to accept that many aircraft are indeed broken, and 
 most have been broken by software changes made since the aircraft 
 was released.  It is not just a case of aircraft being incomplete 
 or incorrectly configured in the first place.
   
Indeed having an unmainted list, and a needs help list might be 
useful. (that ia another issues, however I might be an autopilot expert 
soon, maybe)

If thats a problem, then that is a challenge I'm prepared to address and 
identify. So at least I can replicate some simple AP functions on my 
virtual generic flight deck. Ie in my instance I need to select some 
aicraft, mainly modern and glassish, where autoilot and nav (another 
issue) works..

So what I'd like to do analyse and identify the problems, then fix them. 
If this means writing a wriggling python script and checking values by 
snaking each aircraft automatically somehow. eg Some aircraft cant have 
autopilot, or limited X capabilites..

Can I suggest a wiki page or indeed could be a fg-autopilot.google-code 
just for its issues list for now so me can solve le problema..? Indeed 
I'm trying to create a document which is a synopsis of it all. At its 
various levels from code, to comments on the mailing list, and a muppet 
like me as a junior pilot.

I'm up for it, because I need it :-))

ie identify the autopilot problems.

Pete



 Sadly, while no consideration is given to backwards compatibility 
 i.e. by allowing different versions of sub-systems to be used by 
 specifying a version in the appropriate config file, broken 
 aircraft will remain a feature of FG.

 LeeE
   
We can only go forward..
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[Flightgear-devel] FG Bug tracking

2009-10-15 Thread Pete Morgan
Right, I'm a web developer and been thinking a lot about the bug 
tracking (in my case across projects/ventures/etc), and applying that to 
FG. Thats my frustration ladies and gentlemen, and I apologize for my 
harshness sometimes; this comes from frustration ;-)

Indeed as a day job, its working sometimes with users who think they 
made a mistake, and indeed a bug.. ie proven twice, so ball back in my 
court - we'll trained users. oops...ish and fixed, with svn up + python 
onto a wind.

So I checked out a few bug tracking systems for curiosity for the 
purposes of FG,. I can report with confidence that  none of them would 
meet the criteria that would be useful within the scope of FlightGear, 
as its bigger. Unless be break down the bugs into seperate components. 
But then that is not the whole..

* (the list is long of candidates rejected and not repeated here, but 
included bugzilla and flyspray as top2, indeed RT perl was almost at the 
top)

* Google code issues.. was top.. really, but cannot go across projects..

*  however as what would be the needs of flightgear.  Then maybe none of 
them meet the criteria. Even as a FG newbie pilot.

This is why I think we need to write our own bug track system. I'm up 
for that and full onto it. So I can report a bug in my area of interest.

We just need to decide what the top ten bugs areas are, write them on 
paper,  then constantly nibble away at the paper. a few wheels later.. 
maybe ;-)

Pete





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Re: [Flightgear-devel] FG Bug tracking

2009-10-15 Thread Tom P
Hi Pete

As a web developer, how familiar are you with PHP?

I'm asking because I've seen this MediaWiki extension which basically 
allows you to create issue trackers in the Wiki, with all entries stored 
in the same mediawiki database:
  http://www.mediawiki.org/wiki/Extension:IssueTracker

It could be interesting to have wiki documentation and issues together.
For example, each page dedicated to a plane would have its own issue 
tracker, listing issues and feature requests for that plane.
A top-level page would then contain an issue tracker to list the entire 
set of issues and feature requests.

Me thinks, having an entire wiki page to describe an issue, with inline 
pictures and text markup and versioning of changes (all free with the 
wiki) would be such an improvement over traditional bug tracking systems.

Just an idea,

  Tom


Pete Morgan wrote:
 Right, I'm a web developer and been thinking a lot about the bug 
 tracking (in my case across projects/ventures/etc), and applying that to 
 FG. Thats my frustration ladies and gentlemen, and I apologize for my 
 harshness sometimes; this comes from frustration ;-)

 Indeed as a day job, its working sometimes with users who think they 
 made a mistake, and indeed a bug.. ie proven twice, so ball back in my 
 court - we'll trained users. oops...ish and fixed, with svn up + python 
 onto a wind.

 So I checked out a few bug tracking systems for curiosity for the 
 purposes of FG,. I can report with confidence that  none of them would 
 meet the criteria that would be useful within the scope of FlightGear, 
 as its bigger. Unless be break down the bugs into seperate components. 
 But then that is not the whole..

 * (the list is long of candidates rejected and not repeated here, but 
 included bugzilla and flyspray as top2, indeed RT perl was almost at the 
 top)

 * Google code issues.. was top.. really, but cannot go across projects..

 *  however as what would be the needs of flightgear.  Then maybe none of 
 them meet the criteria. Even as a FG newbie pilot.

 This is why I think we need to write our own bug track system. I'm up 
 for that and full onto it. So I can report a bug in my area of interest.

 We just need to decide what the top ten bugs areas are, write them on 
 paper,  then constantly nibble away at the paper. a few wheels later.. 
 maybe ;-)

 Pete





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Re: [Flightgear-devel] FG Bug tracking

2009-10-15 Thread Ron Jensen
On Fri, 2009-10-16 at 02:25 +0100, Pete Morgan wrote:
 Right, I'm a web developer and been thinking a lot about the bug 
 tracking (in my case across projects/ventures/etc), and applying that to 
 FG. Thats my frustration ladies and gentlemen, and I apologize for my 
 harshness sometimes; this comes from frustration ;-)
 
 Indeed as a day job, its working sometimes with users who think they 
 made a mistake, and indeed a bug.. ie proven twice, so ball back in my 
 court - we'll trained users. oops...ish and fixed, with svn up + python 
 onto a wind.
 
 So I checked out a few bug tracking systems for curiosity for the 
 purposes of FG,. I can report with confidence that  none of them would 
 meet the criteria that would be useful within the scope of FlightGear, 
 as its bigger. Unless be break down the bugs into seperate components. 
 But then that is not the whole..
 
 * (the list is long of candidates rejected and not repeated here, but 
 included bugzilla and flyspray as top2, indeed RT perl was almost at the 
 top)
 
 * Google code issues.. was top.. really, but cannot go across projects..
 
 *  however as what would be the needs of flightgear.  Then maybe none of 
 them meet the criteria. Even as a FG newbie pilot.
 
 This is why I think we need to write our own bug track system. I'm up 
 for that and full onto it. So I can report a bug in my area of interest.
 
 We just need to decide what the top ten bugs areas are, write them on 
 paper,  then constantly nibble away at the paper. a few wheels later.. 
 maybe ;-)
 
 Pete

If I can use an analogy, FGFS is like a web-browser that will show
content from a variety of sources: FDMs, audio, 3d animations... etc.

Most of the bug report attempts I've seen so far are of the your
web-page has a spelling error or your missing a graphic on your web
page level.  

You wouldn't open a bug against firefox because a web designer's content
isn't correct or complete, and you shouldn't open a bug against fgfs
because a single instance, or even multiple instances, of aircraft are
misconfigured, missing instruments or incomplete.  

We need a VERY strong method to rapidly sort content errors (chaff) from
true code bugs (wheat).

However, I'm afraid you probably are as or more interested in the
content errors than the true bugs.

Thanks for reading,
Ron





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Re: [Flightgear-devel] Sound problems (Was: Improved 3D clouds performance?)

2009-10-15 Thread syd adams
Hello Erik ,
Sorry for the late response.I use Openal-soft 1.9.563, and using
--prop:/sim/sound/enabled=true doesn't make a difference. I've been tweaking
the config
file to see if I have a sound config problem here , but everything seems ok
, although I haven't tried another app that uses openal yet.
I did get sound with the s76c , but only the turbine spool up sound, and
nothing else.
I get these errors fairly regularly in the terminal...
[AL Error (sound manager): Invalid Operation at release buffer]
Should I compile and try the older Openal ?
Cheers


 What version of OpenAL is this and does explicitly adding
 --prop:/sim/sound/enabled=true make any difference?

 Erik

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Re: [Flightgear-devel] Patch: New Sound System on Windows

2009-10-15 Thread Olaf Flebbe
Hi,

 
 If you plan on doing the commit Olaf asked, could you also move the 
 top-level FlightGear.dsp and .dsw into a
 directory named projects/VC60/
 
 Those files are old, and just plain confusing if they are left at the 
 top level.

And btw, they do not work at all

Olaf

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[Flightgear-devel] Racal FDM

2009-10-15 Thread Ron Jensen
While searching the web on an unrelated topic, I came across a 2006
thesis paper on the Rascal RC aircraft:

handle.dtic.mil/100.2/ADA451288

It has a lot of potentially good data on the Rascal to allow us to
fine-tune the FDM.  Is there any interest in this model?

Ron



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