Re: [Flightgear-devel] deprecated or antiquated header

2003-03-28 Thread WillyB
On Thursday 27 March 2003 23:43, Bernie Bright wrote:
 On Thu, 27 Mar 2003 21:24:39 -0700

 WillyB [EMAIL PROTECTED] wrote:
  Yes.. that was from TerraGear..
 
  there are/were others from FG... but no idea how to change it so they are
  not there.
 
  I ran into this today...
 
  In file included from /usr/include/c++/3.2/backward/strstream:51,
   from uiuc_2DdataFileReader.h:6,
   from uiuc_2DdataFileReader.cpp:76:
  /usr/include/c++/3.2/backward/backward_warning.h:32:2: warning: #warning
  This file includes at least one deprecated or antiquated header. Please
  consider using one of the 32 headers found in section 17.4.1.2 of the C++
  standard.

 StdC++ deprecates strstream in favor of sstream.  Unfortunately not all
 compilers support the newer ostringstream and istringstream classes so we
 have to live with the warnings for now.  On the other hand we could add a
 test for sstream to configure.  Some code changes would also be required.

 Cheers,
 Bernie


Ah .. I see... 
Thanks Bernie

WillyB

 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread Ron Freimuth

- Original Message -
From: Erik Hofman [EMAIL PROTECTED]
To: [EMAIL PROTECTED];
[EMAIL PROTECTED]
Sent: Wednesday, March 26, 2003 2:50 PM
Subject: [Jsbsim-devel] MSFS Aircrafts


 Hi,

 How come whenever I release an aircraft for JSBSim, a few weeks later
I
 see an anouncement on avsim.org that this type of aircraft will be
 available to MSFS with a realistic flight model?

Very few MSFS AC have 'realistic' flight models. ;)   Though AVSIM
reviewers and a bunch of desktop pilots often think they are.

 It happened with the F-16, it happened with the F-104 and it will
happen
 with the F-15 also!
 Oh well, maybe I'm just paranoid.
 Erik

FS2K+ can't use realistic values of Cm_q and Cn_r at Mach 0.7/30,000
ft or higher  I've had to increase those two by 50% or more to get
enough pitch and yaw stability so the crappy 'autopilot' in FS2K2 won't
make an AC porpoise or even lose ALT control.

In the jets,  MS defaults and 99% of FS 2'nd party  AC are set with
dampings  4 to 20X realistic values.   Assuming Cm_q = -20 is
ealistic.  -5.0 is more likely for the Fighters mentioned above.

Further, I found a 30 lb AC isn't stable in FS2K2 with nominal SD's.
Nor did scaling it to 80 lbs help.

Lighter FS2K2 AC may jitter on the runway unless Roll MoI is
increased above the real value.

Ron



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread Ron Freimuth

- Original Message -
From: David Megginson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Cc: [EMAIL PROTECTED]
Sent: Wednesday, March 26, 2003 4:08 PM
Subject: re: [Jsbsim-devel] MSFS Aircrafts


 Erik Hofman writes:

   How come whenever I release an aircraft for JSBSim, a few weeks
later I
   see an anouncement on avsim.org that this type of aircraft will be
   available to MSFS with a realistic flight model?

 At least one MSFS designer reads these lists and has been in touch
 with me about the 310 model (which I designed).  I don't consider that
 a problem -- the person I corresponded with, at least, wanted to share
 ideas and feed fixes back into our data.  In any case, it's worth
 remembering that we take many of our stability numbers from other
 people's work (like Roskam's).

I guess Roskam's SC Vol 1 has quite a few good SD listings.
However, some AC may have dropped out of the more recent editions.   I
accidentally ended up with SC Vol 2, which has some curves showing Mach
variations with and without aeroelasticity included.  The rest is on FB
control systems.

 I think that an application-independent public database of stability
 coefficients would be a worthwhile project in itself.  It would be
 useful for FlightGear, XPlane, and MSFS, and we'd end up with a much
 bigger pool of contributors.
 Hmm.  Maybe I'll start on that.

 David

I don't know how much can be explicitely set for X-Plane.  Which is
claimed to 'calculate everything panel by panel'.  FG and MSFS use
similar flight models, though one has to know how to convert when
non-linearities come into play.

  Further, MSFS appears to only model slower AC well.  Above 25,000
ft or so, especially at higher Mach numbers the code probably doesn't
step fast enough and some dampings have to be increased to keep an AC
stable. However, other SD's appear to apply quite well.

    Regardless, a general database of Stability Derivatives and
other details would be quite useful.  Powerplants also.   Even basic
formulas.   Also,  Spreadsheets and programs to calculate performance
from basic elements.  ***

One thing MS developers have is access to a lot of real pilots.  Who
can at least give some idea if an AC 'feels right'.  All the way to
747's.  Further, they are good at scanning Flight Manuals that might be
hard to obtain otherwise. ;)   We also have airline employees with
access for photographing cockpits etc.   By hook and crook I also
managed to obtain a couple of Boeing Performance Engineering Manuals on
jet transports.  One contains proprietary data on drags, lift, and
turbine matrices.

I'll point more of the engineers fooling with MSFS to
sci.aeronautics. One works for 'a big AC company'  and has copied
several aerodynamics books from their library.  Classics such as one by
Whittle on turbines.

Ron


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] [BUG] fgfs core-dumps with --airport=kemt

2003-03-28 Thread Melchior FRANZ
Just out of curiosity I've recently tried to request a few invalid
airports and noticed that lower case IDs crash fgfs. The reason is
the following: runways.cxx:314 searches for the kemt airport
(320) and kemt is indeed found, despite the lower case letters.
But then the loop (329) compares the requested runways (kemt) with
the ones from the database (all KEMT!), so the while loop is
instantly finished, FGRunways::search returns with neither a valid
runway, nor with NN. Consequence: crash when the invalid runway
is accessed in runways.cxx:196.

  How to reproduce:  fgfs --aircraft=ufo --airport=kemt

Now, this isn't exactly hard to fix. The ideal fix, however, would
IMHO be to normalize every input of runway and airport-id to upper
case letters. This would require to add a Listener to their
properties, but this looks a little bit over-engineered. So, should
I provide a patch for a suboptimal solution? Or do the Listener
thing instead?

m. 


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Control column behavior modelling

2003-03-28 Thread Bert Driehuis
On Fri, 28 Mar 2003, David Megginson wrote:

 A home-computer joystick or yoke
 might have a little spring in it, but in general, it's going to be far
 too easy for the computer user to create an elevator deflection, and
 the plane's going to feel unstable.

 There are two solutions to this problem (other than building a full,
 force-feedback console).  One is to exaggerate the coefficients to
 make the nose more stable than it should be, but that sort-of sucks.
 The better solution -- which I stole from Andy Ross -- is to square
 the joystick axes (preserving sign), so that small joystick movements
 are less sensitive than large ones:
[...]
 Now, the pilot will have to move the joystick 50% of the way just to
 get a 25% elevator deflection, and a 10% joystick deflection will
 result in only a 1% elevator deflection, so the plane will seem more
 stable.  This is still far from perfect, but it's better.

Or, modelling the control column as having substantial mechanical
staying power, and treating the joystick input as the force applied to
move it rather than as the control column position.

I must admit I haven't yet looked into the code, and besides I've never
flown a real airplane so I can't comment on how actual control columns
feel.

I think MSFS98 models the control column as having infinite mechanical
staying power in the absence of force applied to it by the pilot, and I
happen to like the feel of it (of course, it also makes me lazy in
applying trim :-)

I may be off my rocker here; I'm not a pilot; rarely boot into Windows;
and I'm still dicking with the FreeBSD joystick interface to plib more
often than I'm flying B747's into the SF Bay :-)

(the good news is that the FreeBSD USB joystick interface is coming
along and works well with the CH Flightsim yoke -- hope to clean up the
code and submit it to the plib folks this weekend).

Cheers,

-- Bert

-- 
Bert Driehuis -- [EMAIL PROTECTED] -- +31-20-3116119
If the only tool you've got is an axe, every problem looks like fun!


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread Ron Freimuth

- Original Message -
From: David Megginson [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Cc: [EMAIL PROTECTED]
Sent: Friday, March 28, 2003 8:22 AM
Subject: Re: [Jsbsim-devel] MSFS Aircrafts


 Ron Freimuth writes:

   One thing MS developers have is access to a lot of real pilots.
   Who can at least give some idea if an AC 'feels right'.  All the
   way to 747's.

 That's harder than you might think: how a plane feels to the pilot
 depends as much on control loading as on responsiveness ...

 A pilot familiar with that plane is almost certainly going to find it
 very unstable in the pitch axis, and complain that the nose bounces up
 and down too much.  In the real plane, the dynamic pressure from the
 relative wind tends to hold the control surfaces in one spot, and it
 takes a bit of effort to move them from where they want to be (a *lot*
 of effort for a big deflection).  A home-computer joystick or yoke
 might have a little spring in it, but in general, it's going to be far
 too easy for the computer user to create an elevator deflection, and
 the plane's going to feel unstable.

   I flew a Level C Falcon 20 a couple of years ago.  It used variable
rate springs on the yoke to give an indication of aerodynamic loading.
Same as the real FA-20.

Other than the fact that the real Yoke took more force than my MS
Sidewinder JS, I didn't find it hard to adapt to.  Nor did I feel my
non-FFB Sidewinder was far different.  I'm used to the small,
non-varying spring forces, use a light touch and have a horizon
indicator turned on so I can get attitiude dynamics visually and by
force.   My main problem is the backlash in my overused Sidewinder.

However, trying to control the FA-20 on the TO roll with the
steering knob, rather than the rudder pedals, was not easy. ;)

OTOH, WWII AC had manually linked control surfaces and required all
the pilot's strength to fully maneuver.  Some AC required pitch trim to
be set closely; the pilot couldn't get an AC off the ground otherwise.

No real pilots think FFB is realistic.  I bought a 'Wingman FFB' and
it gives the illusion of way too much sensitivity.  Even with a lot of
fake 'spring centering' set the forces were weak.  Moving the base to 45
degrees resulted in the stick moving and the AC pitching or rolling
also.  The forces were too weak for the first 50% deflection, then
increased more rapidly and I could feel cogging.  Not at all smooth.

Jerry Beckwidth's 1% SS sets the control moment vs q tables to
emulate the limits of the pilot's strength.  In combination with Cl_p,
etc. this generates CFS AC that roll and turn at the published rates.

 There are two solutions to this problem (other than building a full,
 force-feedback console).  One is to exaggerate the coefficients to
 make the nose more stable than it should be, but that sort-of sucks.
 The better solution -- which I stole from Andy Ross -- is to square
 the joystick axes (preserving sign), so that small joystick movements
 are less sensitive than large ones:

PS1, a good 747 simulator mentions 'exponential' response to JS
movements.

Fly! allowed one to change the exponential effect. Possibly it is
misnamed, x^n involves an exponent, perhaps it was 'n' that could be
varied.  MSFS2K appears to have changed to some intrinsic non-linear
mapping compared to FS98.

FS/CFS AIR files have 'gearing' tables that let one shape the
control moment sensitivity as desired.  I tend to set them at 0.80 at
neutral elevator deflection.

The problem with this is that the control surfaces drop in
moment/force as they increase in deflection (similar to flaps).  This is
in the opposite direction.  I've set the rudder 'gearing' something like
an inverted W; this reduces sensitiivty in the middle and at the
higher deflections.In the end, a flat 'gearing' curve may be a good
compromise in MSFS.  Especially since FS2K+ appears to have some
'exponential' effect added implicitly.

Fly!, and MS FS/CFS allow one to change 'null zone' and
'sensitivity' for the JS in the menu.  Lower sensitivity adds more low
pass filtering to the JS command, not less ultimate movement.   This
mainly affects AC with fast control actuation, such as aerobatic AC.  A
nominal setting adds a time constant of perhaps 0.1 second.  Which is
about what one might expect from hydraulic actuators on AC that use
them.

   -1.0 = -1.00
   -0.5 = -0.25
0.0 =  0.00
0.5 =  0.25
1.0 =  1.00

 Now, the pilot will have to move the joystick 50% of the way just to
 get a 25% elevator deflection, and a 10% joystick deflection will
 result in only a 1% elevator deflection, so the plane will seem more
 stable.  This is still far from perfect, but it's better.

I do rapid full forward, full back JS deflections and check that the
G level changes about the same amount + and -.  Say 1.0G (level) to
+3.5G full back, and -1.0G full forward.   Considering the different up
and down elevator limits the G force should change 

Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread Major A

  A pilot familiar with that plane is almost certainly going to find it
  very unstable in the pitch axis, and complain that the nose bounces up
  and down too much.  In the real plane, the dynamic pressure from the
  relative wind tends to hold the control surfaces in one spot, and it
  takes a bit of effort to move them from where they want to be (a *lot*
  of effort for a big deflection).  A home-computer joystick or yoke
  might have a little spring in it, but in general, it's going to be far
  too easy for the computer user to create an elevator deflection, and
  the plane's going to feel unstable.

Just an idea -- if someone were to build proper force-feedback
yoke/pedals/etc., would FlightGear be able to drive them
realistically? I.e., is force on the controls part of the FDM?

 Fly! allowed one to change the exponential effect. Possibly it is
 misnamed, x^n involves an exponent, perhaps it was 'n' that could be
 varied.  MSFS2K appears to have changed to some intrinsic non-linear
 mapping compared to FS98.

I don't know about Fly!, but exponential traditionally is a
misnomer. A lot of RC transmitters allow you to set it, but that
usually means that the response is proportional until you reach a
certain deflection, then makes a kink and the control starts reacting
with more authority, but still linearly. No such thing as an
exponential function, which is probably because exponentiation is
rather difficult to implement in analogue electronics.

 Fly!, and MS FS/CFS allow one to change 'null zone' and
 'sensitivity' for the JS in the menu.  Lower sensitivity adds more low

Is the null zone there in a real aircraft (backlash), or just a
feature of the sim to allow the pilot to go and grab a cup of coffee?

-1.0 = -1.00
-0.5 = -0.25
 0.0 =  0.00
 0.5 =  0.25
 1.0 =  1.00

This is a good response, but it also implies that at 0 deflection, the
control is totally nonresponsive (gradient is zero). Shouldn't we
simply add a linear term here? That would make the control linear
around the centre and transition into a square response at higher
deflections.

  Andras

===
Major Andras
e-mail: [EMAIL PROTECTED]
www:http://andras.webhop.org/
===

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread Tony Peden

--- Major A [EMAIL PROTECTED] wrote:
 
   A pilot familiar with that plane is almost certainly going to
 find it
   very unstable in the pitch axis, and complain that the nose
 bounces up
   and down too much.  In the real plane, the dynamic pressure from
 the
   relative wind tends to hold the control surfaces in one spot, and
 it
   takes a bit of effort to move them from where they want to be (a
 *lot*
   of effort for a big deflection).  A home-computer joystick or
 yoke
   might have a little spring in it, but in general, it's going to
 be far
   too easy for the computer user to create an elevator deflection,
 and
   the plane's going to feel unstable.
 
 Just an idea -- if someone were to build proper force-feedback
 yoke/pedals/etc., would FlightGear be able to drive them
 realistically? I.e., is force on the controls part of the FDM?

The flight control system in JSBSim will allow for it as it stands, but
work would have to be done to get that info to FG.  Also, none of our
models currently calculate the forces. 



 
  Fly! allowed one to change the exponential effect. Possibly it
 is
  misnamed, x^n involves an exponent, perhaps it was 'n' that could
 be
  varied.  MSFS2K appears to have changed to some intrinsic
 non-linear
  mapping compared to FS98.
 
 I don't know about Fly!, but exponential traditionally is a
 misnomer. A lot of RC transmitters allow you to set it, but that
 usually means that the response is proportional until you reach a
 certain deflection, then makes a kink and the control starts reacting
 with more authority, but still linearly. No such thing as an
 exponential function, which is probably because exponentiation is
 rather difficult to implement in analogue electronics.
 
  Fly!, and MS FS/CFS allow one to change 'null zone' and
  'sensitivity' for the JS in the menu.  Lower sensitivity adds more
 low
 
 Is the null zone there in a real aircraft (backlash), or just a
 feature of the sim to allow the pilot to go and grab a cup of coffee?
 
 -1.0 = -1.00
 -0.5 = -0.25
  0.0 =  0.00
  0.5 =  0.25
  1.0 =  1.00
 
 This is a good response, but it also implies that at 0 deflection,
 the
 control is totally nonresponsive (gradient is zero). Shouldn't we
 simply add a linear term here? That would make the control linear
 around the centre and transition into a square response at higher
 deflections.

Umm, I think that he's trying to reduce the response around the center.

 
   Andras
 

===
 Major Andras
 e-mail: [EMAIL PROTECTED]
 www:http://andras.webhop.org/

===
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 
 


__
Do you Yahoo!?
Yahoo! Platinum - Watch CBS' NCAA March Madness, live on your desktop!
http://platinum.yahoo.com

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread David Megginson
Major A writes:

  Is the null zone there in a real aircraft (backlash), or just a
  feature of the sim to allow the pilot to go and grab a cup of coffee?

I think it's a different attempt to compensate for the lack of control
loading.

  -1.0 = -1.00
  -0.5 = -0.25
   0.0 =  0.00
   0.5 =  0.25
   1.0 =  1.00
  
  This is a good response, but it also implies that at 0 deflection, the
  control is totally nonresponsive (gradient is zero). Shouldn't we
  simply add a linear term here? That would make the control linear
  around the centre and transition into a square response at higher
  deflections.

I'm not sure that I understand the problem.  As soon as you move the
control, it is no longer at zero and will get a gradually increasing
response.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread Major A

   This is a good response, but it also implies that at 0 deflection, the
   control is totally nonresponsive (gradient is zero). Shouldn't we
   simply add a linear term here? That would make the control linear
   around the centre and transition into a square response at higher
   deflections.
 
 I'm not sure that I understand the problem.  As soon as you move the
 control, it is no longer at zero and will get a gradually increasing
 response.

Yes, but wouldn't it be better to have at least a small amount of
control around the centre? I think it would make things more
natural. The best example I can think of now is aileron -- a linear
term would make it easier to keep the aircraft level.

  Andras

===
Major Andras
e-mail: [EMAIL PROTECTED]
www:http://andras.webhop.org/
===

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread David Megginson
Major A writes:

  Yes, but wouldn't it be better to have at least a small amount of
  control around the centre?

You do.  Unlike a dead zone, this approach has no location where
moving the joystick will not produce some kind of input.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Trouble compiling: undefined reference to ssgCullAndDraw(ssgRoot*) ???

2003-03-28 Thread Curtis L. Olson
John,

Have you compiled plib with the same compiler as the rest of the code?

Curt.


John A. Gallas writes:
 Hello all,
 
 I downloaded the cvs source tree for the first time
 yesterday and all the compiling went okay, but it
 won't link.  Here is the output:
 
 [EMAIL PROTECTED] Main]$ make
 g++ -DPKGLIBDIR=\/usr/local/lib/FlightGear\ -g -O2 
 -L/usr/X11R6/lib -o fgfs  
 main.o fg_commands.o fg_init.o fg_io.o fg_props.o
 fgfs.o globals.o logger.o opti
 ons.o splash.o util.o viewer.o viewmgr.o location.o
 ../../src/Aircraft/libAircra
 ft.a ../../src/ATC/libATC.a
 ../../src/Autopilot/libAutopilot.a ../../src/Cockpit
 /libCockpit.a ../../src/Cockpit/built_in/libBuilt_in.a
 ../../src/Controls/libCon
 trols.a ../../src/FDM/libFlight.a
 ../../src/FDM/Balloon/libBalloon.a ../../src/F
 DM/ExternalNet/libExternalNet.a
 ../../src/FDM/ExternalPipe/libExternalPipe.a ../
 ../src/FDM/JSBSim/libJSBSim.a
 ../../src/FDM/YASim/libYASim.a ../../src/FDM/JSBSi
 m/filtersjb/libfiltersjb.a
 ../../src/FDM/LaRCsim/libLaRCsim.a ../../src/FDM/UIUC
 Model/libUIUCModel.a ../../src/GUI/libGUI.a
 ../../src/Input/libInput.a ../../src
 /Instrumentation/libInstrumentation.a
 ../../src/Model/libModel.a ../../src/Netwo
 rk/libNetwork.a ../../src/Navaids/libNavaids.a
 ../../src/Scenery/libScenery.a ..
 /../src/Scripting/libScripting.a
 ../../src/Sound/libSound.a ../../src/Airports/l
 ibAirports.a ../../src/MultiPlayer/libMultiPlayer.a 
 ../../src/Objects/libObject
 s.a ../../src/Systems/libSystems.a
 ../../src/Time/libTime.a ../../src/Environmen
 t/libEnvironment.a -lsgroute -lsgsky -lsgephem
 -lsgtiming -lsgio -lsgscreen -lsg
 math -lsgbucket -lsgdebug -lsgmagvar -lsgmisc -lsgxml
 -lsgserial  -lplibpu -lpli
 bfnt -lplibjs -lplibnet -lplibssg -lplibsg -lplibul
 -lplibpsl -lmk4 -lz -lglut -
 lGLU -lGL -lXmu -lXt -lSM -lICE -lXi -lXext -lX11
 -lpthread -lm  -lplibsl -lplib
 sm -lm 
 main.o: In function `trRenderFrame()':
 /home/john/myfiles/FlightGear/src/Main/../../src/Scenery/scenery.hxx:323:
 undefined reference to `ssgCullAndDraw(ssgRoot*)'
 /home/john/myfiles/FlightGear/src/Main/../../src/Scenery/scenery.hxx:323:
 undefined reference to `ssgCullAndDraw(ssgRoot*)'
 /home/john/myfiles/FlightGear/src/Main/../../src/Scenery/scenery.hxx:323:
 undefined reference to `ssgCullAndDraw(ssgRoot*)'
 main.o: In function `fgRenderFrame()':
 /home/john/myfiles/FlightGear/src/Main/../../src/Scenery/scenery.hxx:323:
 undefined reference to `ssgCullAndDraw(ssgRoot*)'
 /home/john/myfiles/FlightGear/src/Main/../../src/Scenery/scenery.hxx:323:
 undefined reference to `ssgCullAndDraw(ssgRoot*)'
 main.o:/home/john/myfiles/FlightGear/src/Main/../../src/Scenery/scenery.hxx:323:
 more undefined references to
 `ssgCullAndDraw(ssgRoot*)' follow
 collect2: ld returned 1 exit status
 make: *** [fgfs] Error 1
 [EMAIL PROTECTED] Main]$ 
 
 
 Im using the current cvs versions of plib and
 SimGear, which compiled and installed without a
 problem.  Do I need to update something else?
 
 Thanks very much,
 
 John Gallas
 
 __
 Do you Yahoo!?
 Yahoo! Platinum - Watch CBS' NCAA March Madness, live on your desktop!
 http://platinum.yahoo.com
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread Curtis L. Olson
Major A writes:
 Just an idea -- if someone were to build proper force-feedback
 yoke/pedals/etc., would FlightGear be able to drive them
 realistically? I.e., is force on the controls part of the FDM?

You could build a software interface to your hardware that could read
the appropriate control position, apply some sort of control
algorithm, and drive your force feedback motor appropriately.

Regards,

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Re: [Jsbsim-devel] MSFS Aircrafts

2003-03-28 Thread Erik Hofman
Ron,

I must admid it, you have made my day.
:-)
Erik

Very few MSFS AC have 'realistic' flight models. ;)   Though AVSIM
reviewers and a bunch of desktop pilots often think they are.

FS2K+ can't use realistic values of Cm_q and Cn_r at Mach 0.7/30,000
ft or higher  I've had to increase those two by 50% or more to get
enough pitch and yaw stability so the crappy 'autopilot' in FS2K2 won't
make an AC porpoise or even lose ALT control.
In the jets,  MS defaults and 99% of FS 2'nd party  AC are set with
dampings  4 to 20X realistic values.   Assuming Cm_q = -20 is
ealistic.  -5.0 is more likely for the Fighters mentioned above.
Further, I found a 30 lb AC isn't stable in FS2K2 with nominal SD's.
Nor did scaling it to 80 lbs help.
Lighter FS2K2 AC may jitter on the runway unless Roll MoI is
increased above the real value.
Ron


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel