Re: [Flightgear-devel] Changes in raw_ctrls.hxx

2002-03-08 Thread jacco

So Andy Ross says:
 John Wojnaroski wrote:
   Bottom line: trying to run fgfs and opengc across the network with
   different platforms (in this case linux and cygwin) results in each
   side having a different value for the class in raw_ctrls.hxx and
   the socket read operations fail.
  
   I think the problem is especially troublesome when ints, bools, and
   floats are inside variables bounded by double types. It looks like
   it really gets messy trying to line up the various types so both
   sides see the same data boundaries.
 
 What you're trying to do won't work.  It might work, if the
 architectures and compilers on both sides of the wire happen to agree.
 But in the general case, it just won't work.  Even if the sizes and
 layouts happen to agree, the byte ordering might not.  You can't do
 network I/O by dumping memory to a socket; it won't work. :)
 
 Write up a wire protocol specification as your basis, and implement
 that portably.  It's really your only choice.  And it's not very hard,
 just a little tedious.

XDR is a well-established protocol that does just that:

http://stommel.tamu.edu/~baum/programming.html#XDR

If you're on a UNIX box you should also be able to do man rpcgen.

Don't let the references to RPC (Remote Procedure Calls) confuse you,
XDR was created to support RPC but can also be used stand-alone.

Groeten,- Jacco

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re: [Flightgear-devel] Changes in raw_ctrls.hxx

2002-03-08 Thread David Megginson

John Wojnaroski writes:

  Just updated local CVS. Note that some changes where made to
  raw_ctrls.hxx.  There is a problem trying to get the various
  platforms to agree on how sizeof() computes the number of bytes in
  a data structure.

I think this is a good argument for using an ASCII protocol rather
than a binary one.  Unless you're moving a lot of data (i.e. vertices
for scenery or a 3D model), the extra overhead probably isn't
noticable, and all big/little-endian and other problems disappear.
For controls, all of the data should still fit in a single packet in
ASCII.


All the best,


David

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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Cameron Moore

* [EMAIL PROTECTED] (Curtis L. Olson) [2002.03.08 00:43]:
 I know for the general case an external graphing tool would be most
 useful (and I think Jon B. has stuff to do this already.)
 
 But, I was just thinking today that it might be cool to have a built
 in grapher for simple / quick graphing needs.
 
 With the property system it would be trivial to pick an arbitrary
 property from the property tree and graph it over time -- superimposed
 on top of everything else.
 
 Things get a bit trickier if you want to control scaling, how much
 time history get's graphed, multiple values, etc., but even graphing a
 single value (or maybe just two values) over time could be of some
 use.

I would think that setting this up around our networking scheme would be
ideal.  We could just export what we want and have an external program
graph the data that comes across the socket.  Then we wouldn't have to
embed a grapher into FG.

Anyway, my 2 cents...
-- 
Cameron Moore
[ How's my programming?  Call 1-800-DEV-NULL ]

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RE: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Boslough, Mark B

I wrote a little routine that allows flightgear
to read in the csv data from a previous flight
(or from a standalone JSBSim flight) and replay
it as a flight.  I can use the joystick to adjust
the speed and I can play it forward or reverse.  
Would that be useful to anyone else?

Mark

 -Original Message-
 From: Jon S Berndt [mailto:[EMAIL PROTECTED]]
 Sent: Friday, March 08, 2002 9:30 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] idea ... (?)
 
 
 On Fri, 8 Mar 2002 10:00:54 -0600 (CST)
   Curtis L. Olson [EMAIL PROTECTED] wrote:
 I know for the general case an external graphing tool 
 would be most useful (and I think Jon B. has stuff to do 
 this already.)
 
 Yes, it's a very useful command line tool that plots files 
 of CSV format (comma delimited value format) data, where 
 the first line contains descriptions of the data. It can 
 plot interactively or it can plot a standard set of graphs 
 (producing .png image files) that are linked to via 
 descriptive links from a main html web page. It is very 
 slick. Unfortunately it uses a closed source library - the 
 library is freely available for most platforms, but some 
 people here don't like anything that is not completely 
 open source. So, a nice alternative (in my mind) would be 
 for someone to write a post-processor for the CSV files to 
 plot (either interactively or via .XML input directive 
 file, as I have now for simplot) the data using pgplot, 
 or some other open source plotting program.
 
 In the near term, one of the quickie projects I want to do 
 is to write a small routine that will produce color 
 postscript reports as directed by a directives file. I've 
 written several post-processing tools over the years 
 (including one that used SGI GL to render 3D views of the 
 Space Shuttle Orbiter separating from the External Tank in 
 an abort study for NASA). Fun stuff. Anyhow, postscript is 
 nice and simple, and GhostScript has some nice utilities 
 for viewing them. Might be able to also convert them 
 quickly to PDF format with pstopdf. There are lots of 
 possibilities, but for me the important thing is to keep 
 it simple, automated, and quick. 
 
 Another nice thing to have would be a stripchart data 
 display that could be run on a remote machine. If I only 
 had a few more hours a week ...
 
 But, I was just thinking today that it might be cool to 
 have a built in grapher for simple / quick graphing needs.
 
 With the property system it would be trivial to pick an 
 arbitrary property from the property tree and graph it over time -- 
 superimposed on top of everything else.
 
 I wonder if a remote (or even local) stripchart display 
 program would be better?
 
 Things get a bit trickier if you want to control scaling, 
 how much time history get's graphed, multiple values, etc., but 
 even graphing a single value (or maybe just two values) over 
 time could 
 be of some use.
 
 You might want to do this via autoscaling, but with 
 initial values suggested in a directives file.
 
 Jon
 
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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Jon S Berndt

On Fri, 8 Mar 2002 10:27:16 -0800
  John Wojnaroski [EMAIL PROTECTED] wrote:

 There are pilots who have both solid engineering 
 backgrounds and advanced degrees and experience.

Such as test pilots. We could use a few on-staff! :-)

Jon

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re: [Flightgear-devel] UIUC planes below runway

2002-03-08 Thread David Megginson

John Check writes:

  I noticed that the UIUC planes are buried under the runway
  at startup. Is anybody else seeing this? Console output looks like
  this:
  FGLaRCsim::set_Altitude: 1.14496
  (*) Current Altitude = -1.87  -1.85 forcing to 1.15
  FGLaRCsim::set_Altitude: 1.14503
  (*) Current Altitude = -2.09  -1.85 forcing to 1.15
  FGLaRCsim::set_Altitude: 1.14519
  
  Any Ideas?

It probably has something to do with the UIUC gear code.


All the best,


David

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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Curtis L. Olson

Alex Perry writes:
  Yes, this would be no substitute for data logging and post processing,
  but if you know what you are looking for, I do think it could be
  useful.
 
 I've been playing with xoscope but it seems to be linux-only and limited.
 I've been thinking it might be worth porting its user interface to plib,
 to transparently address all FGFS targets, and give it a property input.

Ok, sounds like a good enough excuse to me. :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Alex Perry

 There are pilots who have both solid engineering backgrounds and advanced
 degrees and experience.

Yeah, but they're the ones who're selective about interpreting their
flying impressions in terms of how they think it is supposed to work.

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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Wg Cdr BB Misra, VSM (Retd)

Dear Friends,
Are we getting to a war?
Flying experience and skill are grossly acquired..that is why
hugecountries are spending great dough on that. Let us keep the
distinctions apart,..and the disciplines united.
- Misra
MD, RealiSim Technologies
Retd Fighter Pilot, Qualified Flying Instructor, Experimental Test Pilot,
Scientist 'F'
Present Managing Director
Regards

- Original Message -
From: Tony Peden [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: 09 March 2002 00:44
Subject: Re: [Flightgear-devel] idea ... (?)



 --- John Wojnaroski [EMAIL PROTECTED] wrote:
  Hi,
  
   I also think that I know *too much* about the
  details
   of the aero and that pilots who don't have an
  in-depth
   understanding of aero engineering can oftentimes
  give
   better feedback than those who do.
  
  Careful there, are you saying pilots who don't have
  aero engineering
  backgrounds can give better feedback than pilots who
  have aero backgrounds?? Or pilots don't have a
  in-depth understanding of
  aero??

 Yes, that's exactly what I'm saying.

 
  There are pilots who have both solid engineering
  backgrounds and advanced
  degrees and experience.

 Yes, indeed.

 
  Regards
  JW
 
 
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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Jim Wilson

Sounds like it'd be useful for debugging aircraft and autopilot configs too.

Best,

Jim

Curtis L. Olson [EMAIL PROTECTED] said:

 Tony Peden writes:
  In my day job, my own experience has been that
  real-time plotting is useful when you know exactly
  what you are looking for and you only need to see a
  limited number of parameters.  The rest of the time,
  recording the data and plotting after the fact works
  out to be better.
  
  That said, it *would* be a very cool thing to be able
  to do.   
 
 Yes, this would be no substitute for data logging and post processing,
 but if you know what you are looking for, I do think it could be
 useful.
 
 The immediate thing that comes to my mind is this:
 
 As a side project I'm working on integrating a 'commercial' fdm with
 FlightGear via a network interface.  One of the things this code
 supports is control loading.  The hardware guys are chomping on the
 bit wanting to know what range of values the software is going to kick
 out.
 
 Something like a quick and dirty embedded graphing program would be
 pretty nifty.
 
 cout probably works just as well, but it's not as pretty. :-)  And
 once you had the basic graphing mechanism in place, it would be
 trivial to let the user specify which property(ies) to graph.
 
 Maybe we could even hook up the GUI prop-picker to specify which
 values we want rather than forcing the user to type them all in.
 
 FWIW, I think it's important for the FDM guys to frequenty fly their
 code in real time.  In real time with visuals attached, various
 incorrect effects and behaviors can really jump out at you ... stuff
 that you'd never notice when looking through tabular data, or even a
 graph.  Sometimes the trend is correct, but the scale or the sign is
 way off.
 
 I would think that being able to fly in real time, and see some
 key graphical data output would be an immensly useful debugging tool.
 
 For instance, nosing over the c310 causes it to go into an infinite
 acceleration cycle.  Hmmm I wonder of that is drag related?  Ok, pop
 up a live graph of thrust, nose over, watch the graph with everything
 else going on.  Nope, drag looks good.  I wonder if it's thrust
 related.  Oooo, look at that thrust go off the chart ... ok now let's
 graph some individual propellor/engine parameters ... etc. etc.
 
 That's how my mind works anyway ... :-)
 
 Curt.
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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Curtis L. Olson

Sure, you could use it to graph the value of any flight gear property
over time ... not just FDM values.  This could be useful for all sorts
of stuff ... debugging panel actions, 3d model animations, environment
modeling, etc.

Curt.


Jim Wilson writes:
 Sounds like it'd be useful for debugging aircraft and autopilot configs too.
 
 Best,
 
 Jim
 
 Curtis L. Olson [EMAIL PROTECTED] said:
 
  Tony Peden writes:
   In my day job, my own experience has been that
   real-time plotting is useful when you know exactly
   what you are looking for and you only need to see a
   limited number of parameters.  The rest of the time,
   recording the data and plotting after the fact works
   out to be better.
   
   That said, it *would* be a very cool thing to be able
   to do.   
  
  Yes, this would be no substitute for data logging and post processing,
  but if you know what you are looking for, I do think it could be
  useful.
  
  The immediate thing that comes to my mind is this:
  
  As a side project I'm working on integrating a 'commercial' fdm with
  FlightGear via a network interface.  One of the things this code
  supports is control loading.  The hardware guys are chomping on the
  bit wanting to know what range of values the software is going to kick
  out.
  
  Something like a quick and dirty embedded graphing program would be
  pretty nifty.
  
  cout probably works just as well, but it's not as pretty. :-)  And
  once you had the basic graphing mechanism in place, it would be
  trivial to let the user specify which property(ies) to graph.
  
  Maybe we could even hook up the GUI prop-picker to specify which
  values we want rather than forcing the user to type them all in.
  
  FWIW, I think it's important for the FDM guys to frequenty fly their
  code in real time.  In real time with visuals attached, various
  incorrect effects and behaviors can really jump out at you ... stuff
  that you'd never notice when looking through tabular data, or even a
  graph.  Sometimes the trend is correct, but the scale or the sign is
  way off.
  
  I would think that being able to fly in real time, and see some
  key graphical data output would be an immensly useful debugging tool.
  
  For instance, nosing over the c310 causes it to go into an infinite
  acceleration cycle.  Hmmm I wonder of that is drag related?  Ok, pop
  up a live graph of thrust, nose over, watch the graph with everything
  else going on.  Nope, drag looks good.  I wonder if it's thrust
  related.  Oooo, look at that thrust go off the chart ... ok now let's
  graph some individual propellor/engine parameters ... etc. etc.
  
  That's how my mind works anyway ... :-)
  
  Curt.
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[Flightgear-devel] Virtual cockpit notes

2002-03-08 Thread Jim Wilson

FWIW thought I'd make a few comments on the new 3D view stuff, realizing that
it is still being worked on.

While the commercial sims give a 3D feel to the cockpit they aren't always
attempting to be true models.

In this screenshot from fs2k, note that while the perspective (eye to panel)
is ok, the left piller is missing to give better viewing with 3D mapped to 2D
display...where the pilot cannot move their head to change the view.  It looks
like there are a lot of photo textures being used. It also appears that the
perspective is not consistant with the exterior view angle.  In some cases it
makes sense to do this so that you can see the panel pretty much straight on
(necessary to read the gauges) and be able to see the runway well.  The yoke
must get in the way though (you can't lift your chin and look down over to see
a gauge):
http://web.ukonline.co.uk/members/dmarch/images/fs2k.jpg

This screenshot of a 747? panel shows little concern for 3D realism, but is 
a highly functional and usable panel. There's only so much you can do with 
guages anyway. The view perspective gives the computer pilot a straight on
view of the panel:
http://www.simaviator.com/screen/iam/30.jpg

These are in Fly!.  And I have to say that the Fly! panels are the ones I like 
the best.  It isn't just the graphics and 3D modeling,  but the fact that the 
panels are unrealistically close to the (in 3D world) pilot's nose and the
perspective is always straight on (the same plane).  What is rightly
sacrificed in realism makes them look sharp, and of course readable.  The
panels scroll very much like the current 2D FlightGear panels:
http://www.intelligamer.com/features/qa/fly/fly03.jpg
http://www.avsim.com/pages/1299/fly/capt1pnl.jpg

Note that when you change the 3D cockpit view angle in Fly!, the panel in
effect becomes disabled and as far as I can tell is just a static texture on
the front wall of the aircraft model interior.  The knobs and controls are
hard enough to see and control using a mouse with a straight on view, let
alone when 3D perspective angles are mapped to 2D.

Anyway, just thought I'd bring these ideas to the discussion in case they are
of any value.

Best,

Jim

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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-08 Thread David Findlay

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On Sat, 9 Mar 2002 09:48, you wrote:
 FWIW thought I'd make a few comments on the new 3D view stuff, realizing
 that it is still being worked on.

 Note that when you change the 3D cockpit view angle in Fly!, the panel in
 effect becomes disabled and as far as I can tell is just a static texture
 on the front wall of the aircraft model interior.  The knobs and controls
 are hard enough to see and control using a mouse with a straight on view,
 let alone when 3D perspective angles are mapped to 2D.

I think we should be closest to Fly than to MSFS in this regard. The cockpit 
should be exactly the way it is in the real thing, minus the yokes because 
they get in the way. This will make FlightGear a usual tool for cockpit 
familiarisation. Fly's implementation of a 3d cockpit is a little lacking in 
a key area. It isn't really 3d. FGFS's is and should be a real 3d cockpit 
that is totally mouse scrollable. It can still have number keys locked to 
bookmark view positions, but it should be free scrolling. It should also 
have every single button doing exactly what it does in the real thing. 

That's my opinion anyway, FWIW. Thanks,

David
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