RE: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-06 Thread Norman Vine
John Barrett writes:
 
 primary goal: blow them outa the sky !!

FWIW Historicaly FlightGear has resisted being a Military SIM.
 actually resisted is not a strong enough word 

I realize project goals evolve but . IMO this is an admirable
feature 

Norman

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Re: [Flightgear-devel] Multiplayer Server RFC

2003-11-06 Thread Erik Hofman
Paul Morriss wrote:
Hiya, since the inclusion of prior e-mails is starting
to make for a long message, I will make my points
about the previous message in bullet points:

6) Al West has started to put a website together for
cumulas (http://www.aurora-solutions.co.uk/~cumulas/),
which is where I was going to put design notes etc, if
people agree?
Good to see something is finally gaining speed.
For one thing, you might have misunderstood me in my previous post.
What I meant to say is that the server program could be a separate 
project (eventually to be included in the binary releases like fgrun is 
now), but that changes to the protocol code of FlightGear can be sent 
for inclusion in CVS. This looks the best available option (to me at 
least, others might disagree).

Erik

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Re: [Flightgear-devel] Re: Compliation of CVS -Source Error BEHOLD etc

2003-11-06 Thread David Luff

On 11/5/03 at 1:54 PM Andy Ross wrote:

# Download and build SimGear:
#
# (This presumes you already have a working Metakit installation.  I
#  don't install metakit globally on my machine either, but that's
#  because I'm paranoid; it's always been very stable across FlightGear
#  releases.)
#
cvs -d :pserver:[EMAIL PROTECTED]:/var/cvs/SimGear-0.2 login
cvs -d :pserver:[EMAIL PROTECTED]:/var/cvs/SimGear-0.2 co SimGear
cd SimGear
./autogen.sh
./configure --prefix=/home/andy/fg
make
make install
cd ..

Umm, shouldn't that be SimGear-0.3 to go with the dev branch of FG?

Cheers - Dave


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Re: [Flightgear-devel] Re: Compliation of CVS -Source Error BEHOLD etc

2003-11-06 Thread David Luff
On 11/5/03 at 10:51 PM Richard Hornby wrote:

I understand this - I've done it more than once.  The problem persists.

Tks, R


Just to check, you are checking out SimGear-0.3 and FlightGear-0.9, yes?

Cheers - Dave


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-06 Thread David Luff
On 11/6/03 at 1:36 AM John Barrett wrote:
3. Initial Radio Message set definition
a. Tower ATC messages
b. Regional ATC messages
c. Ground Traffic Control


There is current ongoing progress in this area within FlightGear.  I
haven't quite got my head round what the multiplayer server actually is
yet, but at a guess I imagine you'd want the ability to replace arbitrary
FG ATC services with real life humans, and for others with more than one
multiplayer plane at them to be consistent in what they output to each
user?

Cheers - Dave



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Re: [Flightgear-devel] Multiplayer Server RFC

2003-11-06 Thread David Luff
On 11/5/03 at 2:42 AM John Barrett wrote:

Any other ideas that I should include in this project ??


It would be nice if current MSFS clients could also connect and
participate.  I realise this could be a bit of a pipe dream though given
the amount of work it'll probably take to get off the ground full stop.

Cheers - Dave


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[Flightgear-devel] problems compiling simgear

2003-11-06 Thread massimo casanova



hi, 
I'm trying to compile last flightgear version, 
under windows 2000/xp:
FlightGear-0.9.3
SimGear-0.3.4
plib-1.6.0.tar

I compiled everything succesfully under cygwin, BUT 
I'm not able to do the same on MSVC7 (.NET:Microsoft Visual C++ .NET 
69586-335-007-18264).I'd like to compile FG also on this compiler only 
for sake of completness...

I followed an how-to written by Fabricio Guzman and 
published on the mailing list (now it is no more available), trying also to 
compile previous versions, as described in the paper.

My main problem is compiling SimGear:
I'vean huge lot of errors arising from 
typedefs of instanciated templates (asin SkyBVTree.h etc)

Can anybody help me?
thanks in advance

Massimo Casanova


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[Flightgear-devel] Re: Multiplayer Server RFC -- Current Status

2003-11-06 Thread Melchior FRANZ
* Norman Vine -- Thursday 06 November 2003 10:10:
 John Barrett writes:
  
  primary goal: blow them outa the sky !!
 
 FWIW Historicaly FlightGear has resisted being a Military SIM.
 (actually resisted is not a strong enough word)

From the FAQ (http://www.flightgear.org/Docs/FAQ.shtml#7.4):
| 7.4 - Is there support for any military scenarios like dog
|   fighting or bomb dropping? 
| 
| No, we do not currently support combat. Most of our developers
| are primarily focused on civilian aviation. We aren't explicitly
| excluding these features -- we just haven't had anyone who seriously
| wanted to develop these areas.
| 
| However, FlightGear does contain several military aircraft, albeit
| without munitions.

Doesn't sound like such a strong resistance.  :-

m.

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-06 Thread Jonathan Richards
On Thursday 06 Nov 2003 9:10 am, Norman Vine wrote:
 John Barrett writes:
  primary goal: blow them outa the sky !!

 FWIW Historicaly FlightGear has resisted being a Military SIM.
  actually resisted is not a strong enough word 

What I value about FlightGear is that it attempts to *simulate* the real world 
and aviation in it.  The landscapes and the airports are realistic, the 
weather is (can be made) realistic, the celestial objects are realistic, the 
flight dynamics themselves are realistic, and there is superb work done on 
making the objects (scenery and planes) look good.
I agree, though, that what is missing is other inhabitants of the simulated 
planet :)  The biggest mismatch with reality is the absence of other air 
traffic, or even ground movement, and I know that people have started to 
address these.  In the real world, though (modulo conflict zones) there is no 
air combat.  I'd welcome other flyers in the FlightGear VR, but should the 
primary goal for a first interaction with them be to 'blow them outa the 
sky'?  The spirit of simulation would rather suggest building in flight 
planning, ground- and air-traffic control, and generally relieving the 
loneliness.  If I thought I could do it (and I might...) I'd begin to see if 
we can have FlightGear generate situation-relevant ATC radio messages by 
doing text-to-speech translation with Festival.  Even if it only warns me 
about other traffic that I fail to see (so no change there :¬)
I don't want you to get the idea that I have some moral objection to simulated 
violence, I've bought, played and enjoyed many combat sims, and I've rambled 
enough, so I'll just throw out some questions... where does the real-world 
information come from to =simulate= classified weapon  and weapon platform 
performance?  How will combat damage be modelled?  Will the sim assess the 
location of e.g. cannon shell impacts and adjust the flight model, or put 
equipment out of commission?
Multiplayer?  Great idea, and I'd support it.  Combat?  Not yet... and please 
not in the core distribution (see Erik's earlier message).




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RE: [Flightgear-devel] Re: Multiplayer Server RFC -- Current Status

2003-11-06 Thread Norman Vine
Melchior FRANZ writes:
 
 * Norman Vine -- Thursday 06 November 2003 10:10:
  John Barrett writes:
   
   primary goal: blow them outa the sky !!
  
  FWIW Historicaly FlightGear has resisted being a Military SIM.
  (actually resisted is not a strong enough word)
 
 From the FAQ (http://www.flightgear.org/Docs/FAQ.shtml#7.4):
 | 7.4 - Is there support for any military scenarios like dog
 |   fighting or bomb dropping? 
 | 
 | No, we do not currently support combat. Most of our developers
 | are primarily focused on civilian aviation. We aren't explicitly
 | excluding these features -- we just haven't had anyone who seriously
 | wanted to develop these areas.
 | 
 | However, FlightGear does contain several military aircraft, albeit
 | without munitions.
 
 Doesn't sound like such a strong resistance.  :-

There is a *huge* differeance between having military aircraft
in a 'flight' simulator and a 'combat' simulator.

If you want to simulate combat please make it a separate project
Nothing wrong with building atop of FGFS, and in fact FGFS
tries to be accomodating in that respect.

Norman

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[Flightgear-devel] Re: Multiplayer Server RFC -- Current Status

2003-11-06 Thread Melchior FRANZ
* Norman Vine -- Thursday 06 November 2003 12:56:
 Melchior FRANZ writes:
  * Norman Vine -- Thursday 06 November 2003 10:10:
   FWIW Historicaly FlightGear has resisted being a Military SIM.
   (actually resisted is not a strong enough word)
  
  From the FAQ (http://www.flightgear.org/Docs/FAQ.shtml#7.4):
  | 7.4 - Is there support for any military scenarios like dog
  |   fighting or bomb dropping? 
  | 
  | No, we do not currently support combat. Most of our developers
  | are primarily focused on civilian aviation. We aren't explicitly
  | excluding these features -- we just haven't had anyone who seriously
  | wanted to develop these areas.

  Doesn't sound like such a strong resistance.  :-
 
 There is a *huge* differeance between having military aircraft
 in a 'flight' simulator and a 'combat' simulator.

Really?  ;-)



 If you want to simulate combat please make it a separate project [...]

You? =I= don't want to simulate combat (although I wouldn't care,
I'd even use it). I just wanted to point out that your statement
(resisted is not a strong enough word) does not match the
FAQ entry. Either must be wrong. And the FAQ does explicitly
refer to dog fighting or bomb dropping as an option that
is =not= excluded. Of course, we can change the FAQ.

I'm worried, though, that fighting capabilities could mean
tradeoffs for the civilian simulation, which would certainly
not be acceptable. As long as the whole thing would be a
separate module (like WeatherCM) that can be compiled in
or not, I'd not see much of a problem.

m.



PS: replacing the 'MATERIAL hubschrauber' line in bo105.ac by this
MATERIAL RAL7013 rgb 0.25 0.25 0.21 amb 0.4 0.4 0.4 emis 0 0 0 spec 0 0 0 shi 0 
trans 0
makes a nice military helicopter.   :-P

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[Flightgear-devel] MSVC Build Problems

2003-11-06 Thread massimo casanova



hello, Frederic

I'm trying to compile FG under MSVC7 but I've 
almost the same problems I found on MSVC6
problems with templates and typedefs.
I use 

FlightGear-0.9.3
SimGear-0.3.4
plib-1.6.0.tar

can you tell me what
- compiler version (any patch?) do you 
use
- FG version (FG+Simgear+plib) have you 
compiled

I've, moreover, problems to configure a correct 
build project for Simgear, since in 0.3.4 there's no MSVC project.

thanks 
Massimo





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Re: [Flightgear-devel] Multiplayer Server RFC

2003-11-06 Thread David Luff
On 11/5/03 at 1:38 PM John Barrett wrote:


I'm aware of the basic raw multiplayer and the OLK code (which I peeked at
and am still trying to figure out the details)

and what is the 3rd one ?? Dont see anything in CVS for it..

I think that was probably the Ace project.  It never went into CVS as far
as I know - I think it might have been a student project.

Does anyone know if either the 'raw' multiplayer or the OLK code actually
work at the moment - is it currently possible for 2 FG users to fly
together in any shape or form or not?

Cheers - Dave



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Re: [Flightgear-devel] Re: Multiplayer Server RFC -- Current Status

2003-11-06 Thread Erik Hofman
Melchior FRANZ wrote:
* Norman Vine -- Thursday 06 November 2003 12:56:

If you want to simulate combat please make it a separate project [...]

I'm worried, though, that fighting capabilities could mean
tradeoffs for the civilian simulation, which would certainly
not be acceptable. As long as the whole thing would be a
separate module (like WeatherCM) that can be compiled in
or not, I'd not see much of a problem.
Good thinking.

Erik

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Re: [Flightgear-devel] Multiplayer Server RFC

2003-11-06 Thread Erik Hofman
David Luff wrote:

Does anyone know if either the 'raw' multiplayer or the OLK code actually
work at the moment - is it currently possible for 2 FG users to fly
together in any shape or form or not?
The multiplayer code *is* working, I'm not so sure about NetworkOLK.
There is however a reported problem with the default (3d) Cessna 172 in 
that it can't load  some sort of object of the model.

I'm not sure that was addressed already.

Erik

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-06 Thread David Luff
On 11/6/03 at 11:32 AM Jonathan Richards wrote:
sky'?  The spirit of simulation would rather suggest building in flight
planning, ground- and air-traffic control, and generally relieving the
loneliness.  If I thought I could do it (and I might...) I'd begin to see
if
we can have FlightGear generate situation-relevant ATC radio messages by
doing text-to-speech translation with Festival.  Even if it only warns me
about other traffic that I fail to see (so no change there :¬)

Hi Jonathon,

I've had a play with Festival in the past, and didn't really like the
output - it sounded a bit un-natural.  Might be just the job for AWOS /
ASOS though, and apparently ATIS is moving over to synthetic voices in real
life in some locations.

The infrastructure exists in FG to use canned voice files for AI and ATC in
a similar manner to the ATIS.  If you'd like information on how to create
one yourself then just shout and I'll write a quick description, and a
summary of the current phraseology needed.

The very very latest CVS (not the 0.9.3 release) can generate some
situation-relevant messages from the tower to the user - if you'd like to
participate in the ATC development then just shout, there's plenty to do!

There's a similar project to Festival concerned with speech recognition.
What would be *really* cool would be to get that working providing input to
the ATC system, possibly via a second PC decoding the voice and sending the
message over to FG.  Cutting out messing about with menus and listening to
one's own transmission would make it a lot more natural (I almost wrote as
real as it gets there - can't think why ;-)).

Cheers - Dave



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Re: [Flightgear-devel] Re: Multiplayer Server RFC -- Current Status

2003-11-06 Thread Martin Spott
Melchior FRANZ [EMAIL PROTECTED] wrote:

 From the FAQ (http://www.flightgear.org/Docs/FAQ.shtml#7.4):
 | 7.4 - Is there support for any military scenarios like dog
 |   fighting or bomb dropping? 
[...]
 Doesn't sound like such a strong resistance.  :-

We could always add some more detail to that phrase  :-)

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Multiplayer Server RFC

2003-11-06 Thread Martin Spott
David Luff [EMAIL PROTECTED] wrote:
 On 11/5/03 at 2:42 AM John Barrett wrote:

Any other ideas that I should include in this project ??


 It would be nice if current MSFS clients could also connect and
 participate.

VATSIM ?

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-06 Thread Martin Spott
Norman Vine [EMAIL PROTECTED] wrote:

 FWIW Historicaly FlightGear has resisted being a Military SIM.
  actually resisted is not a strong enough word 
 
 I realize project goals evolve but . IMO this is an admirable
 feature 

I second that,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-06 Thread Jonathan Richards
On Thursday 06 Nov 2003 1:05 pm, David Luff wrote:

 The very very latest CVS (not the 0.9.3 release) can generate some
 situation-relevant messages from the tower to the user - if you'd like to
 participate in the ATC development then just shout, there's plenty to do!

David - I was so enthused there, that I just started a checkout, having 
forgotten 'waiting for ehofman's lock'.  Sounds like something from the canal 
era :¬)
Maybe later...
I loaded up all the /ATC/*.cxx files into KDevelop this morning to see if I 
could understand how it all fits together, but rapidly got lost in the 
detail.  Have you got a paragraph or two to hand which describes the 
architecture, for want of a better word?
Regards
Jonathan

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-06 Thread John Barrett

- Original Message - 
From: David Luff [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Thursday, November 06, 2003 5:51 AM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


 On 11/6/03 at 1:36 AM John Barrett wrote:
 3. Initial Radio Message set definition
 a. Tower ATC messages
 b. Regional ATC messages
 c. Ground Traffic Control
 

 There is current ongoing progress in this area within FlightGear.  I
 haven't quite got my head round what the multiplayer server actually is
 yet, but at a guess I imagine you'd want the ability to replace arbitrary
 FG ATC services with real life humans, and for others with more than one
 multiplayer plane at them to be consistent in what they output to each
 user?


replace with humans for ATC simulators (human or AI pilots -- there was a
neet ATC game way back when on EGA PC that I really enjoyed -- you were the
tower at chicago mdw :)

or the other way around -- AI ATC for human or AI pilots

and yes -- consistency is important, if FG is connectect to a server, then
all AI functionality should be handled by the server, else it should be
handled locally (which is where the idea of having the server so tightly
integrated with the FG code comes into play)


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Re: [Flightgear-devel] Multiplayer Server RFC

2003-11-06 Thread Gene Buckle
 
 Any other ideas that I should include in this project ??
 

 It would be nice if current MSFS clients could also connect and
 participate.  I realise this could be a bit of a pipe dream though given
 the amount of work it'll probably take to get off the ground full stop.


It's actually not that far fetched of an idea.  It's technically possible
if you write a wedge with FSUIPC.  The same could be said for X-Plane if
you do the same thing with the X-Plane SDK.

g.



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Re: [Flightgear-devel] Multiplayer Server RFC

2003-11-06 Thread John Barrett

- Original Message - 
From: David Luff [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Thursday, November 06, 2003 5:53 AM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC


 On 11/5/03 at 2:42 AM John Barrett wrote:
 
 Any other ideas that I should include in this project ??
 
 
 It would be nice if current MSFS clients could also connect and
 participate.  I realise this could be a bit of a pipe dream though given
 the amount of work it'll probably take to get off the ground full stop.
 

Is there a published specification for the MS FS wire protocol ??

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-06 Thread John Barrett

- Original Message - 
From: Jonathan Richards [EMAIL PROTECTED]
 I agree, though, that what is missing is other inhabitants of the
simulated
 planet :)  The biggest mismatch with reality is the absence of other air
 traffic, or even ground movement, and I know that people have started to
 address these.  In the real world, though (modulo conflict zones) there is
no
 air combat.  I'd welcome other flyers in the FlightGear VR, but should the
 primary goal for a first interaction with them be to 'blow them outa the
 sky'?  The spirit of simulation would rather suggest building in flight
 planning, ground- and air-traffic control, and generally relieving the
 loneliness.  If I thought I could do it (and I might...) I'd begin to see
if
 we can have FlightGear generate situation-relevant ATC radio messages by
 doing text-to-speech translation with Festival.  Even if it only warns me
 about other traffic that I fail to see (so no change there :¬)
 I don't want you to get the idea that I have some moral objection to
simulated
 violence, I've bought, played and enjoyed many combat sims, and I've
rambled
 enough, so I'll just throw out some questions... where does the real-world
 information come from to =simulate= classified weapon  and weapon platform
 performance?  How will combat damage be modelled?  Will the sim assess the
 location of e.g. cannon shell impacts and adjust the flight model, or put
 equipment out of commission?
 Multiplayer?  Great idea, and I'd support it.  Combat?  Not yet... and
please
 not in the core distribution (see Erik's earlier message).

Full combat damage handling is a phase 3 effort, phase 1 is exactly what you
are asking for -- get people in the world together, and enhance the ATC
AI -- I would also love to see ground traffic simulation (up to and
including cars on the roads in cities if you decide to turn that level of
detail on !!)

Seriously -- I'm more interested in WWII dogfight style combat -- guns/wing
cannon, and dropped bombs only :) So we are really talking minimal changes
for that type of combat.

Guided weapons can wait :)


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Re: [Flightgear-devel] Multiplayer Server RFC

2003-11-06 Thread Gene Buckle
  It would be nice if current MSFS clients could also connect and
  participate.  I realise this could be a bit of a pipe dream though given
  the amount of work it'll probably take to get off the ground full stop.
 

 Is there a published specification for the MS FS wire protocol ??

No.

g.



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Re: [Flightgear-devel] Re: Multiplayer Server RFC -- Current Status

2003-11-06 Thread John Barrett

- Original Message - 
From: Melchior FRANZ [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Thursday, November 06, 2003 6:34 AM
Subject: [Flightgear-devel] Re: Multiplayer Server RFC -- Current Status


* Norman Vine -- Thursday 06 November 2003 10:10:
 John Barrett writes:
  
  primary goal: blow them outa the sky !!
 
 FWIW Historicaly FlightGear has resisted being a Military SIM.
 (actually resisted is not a strong enough word)

From the FAQ (http://www.flightgear.org/Docs/FAQ.shtml#7.4):
| 7.4 - Is there support for any military scenarios like dog
|   fighting or bomb dropping? 
| 
| No, we do not currently support combat. Most of our developers
| are primarily focused on civilian aviation. We aren't explicitly
| excluding these features -- we just haven't had anyone who seriously
| wanted to develop these areas.
| 
| However, FlightGear does contain several military aircraft, albeit
| without munitions.

Doesn't sound like such a strong resistance.  :-

And I''m getting serious !!

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Re: [Flightgear-devel] Re: Multiplayer Server RFC -- Current Status

2003-11-06 Thread John Barrett

- Original Message - 
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Thursday, November 06, 2003 7:35 AM
Subject: Re: [Flightgear-devel] Re: Multiplayer Server RFC -- Current Status


 Melchior FRANZ wrote:
  * Norman Vine -- Thursday 06 November 2003 12:56:

 If you want to simulate combat please make it a separate project [...]

  I'm worried, though, that fighting capabilities could mean
  tradeoffs for the civilian simulation, which would certainly
  not be acceptable. As long as the whole thing would be a
  separate module (like WeatherCM) that can be compiled in
  or not, I'd not see much of a problem.

 Good thinking.

 Erik


I see no problems here -- everything discussed so far impacts the current FG
code only if you are involved with a server, and having an additional config
option or three to control what gets compiled in is easy enough

Lets see if I can run down the areas of impact:

1. keyboard/joystick event bindings for weapons

2. FDM integration for disposable stores and expendables -- useful even for
civil aviation sims -- what happens if an engine falls off the pylon on a
747 ?? :)

3. HUD overlay for text messaging, GUI for radio messages -- needed in any
case for ATC simulations, adding text to speech would be a plus :)

4. client and server protocol modules (can be configured in or out
independently) -- in fact, totally possible to have the build process do two
binaries at output -- one with server code, one without

5. aircraft specification modifications for weapons stores and damage
effects (if you get hit in a specific location, what gets damage and how can
that effect plane performance)

6. balistics and incremental aircraft damage system (non-guided weapons...
wing cannon and bombs, falling aircraft parts [getting back to the 747 that
drops an engine :) ], falling aircraft :) )

did I miss anything ?? Some of it is relevant to any simulation, the rest
can be handled as optional modules, or is so low impact that its not worth
making it optional (event bindings for instance)


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-06 Thread Jon Stockill
On Thu, 6 Nov 2003, John Barrett wrote:

 Seriously -- I'm more interested in WWII dogfight style combat -- guns/wing
 cannon, and dropped bombs only :) So we are really talking minimal changes
 for that type of combat.

Plus it'd allow modelling of other interesting things - how about being
able to practice your fire fighting skills? (actually, a horrible thought
just occurred to me - imagine trying to model a helicopter with a water
tank swinging about under it :-)

How about being able to drop supplies from the back of a C130, or tow a
glider (h winch launch anyone?), or many many other things that could
be handled by the same code.

The additional items fitted in/on aircraft don't have to go bang when
they're released :-)

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-06 Thread Gene Buckle
 Plus it'd allow modelling of other interesting things - how about being
 able to practice your fire fighting skills? (actually, a horrible thought
 just occurred to me - imagine trying to model a helicopter with a water
 tank swinging about under it :-)


That would be pretty cool.  Just imagine the fun you could have with a 747
water bomber. :)

Something needs to be done about the terrain though - it's too clean.

g.



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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-06 Thread David Luff
Jonathan Richards writes:

 On Thursday 06 Nov 2003 1:05 pm, David Luff wrote:
 
  The very very latest CVS (not the 0.9.3 release) can generate some
  situation-relevant messages from the tower to the user - if you'd like to
  participate in the ATC development then just shout, there's plenty to do!
 
 David - I was so enthused there, that I just started a checkout, having 
 forgotten 'waiting for ehofman's lock'.  Sounds like something from the canal 
 era :¬)
 Maybe later...

I haven't touched the base since 0.9.3 - from an ATC standpoint you just need to 
checkout the source and use 0.9.3 base.  I think all the Flightgear source should be 
fine with 0.9.3 at the moment.

Once you have the most up to date code, the current capability of the ATC/AI system 
can best be assessed by:

1/ Start at KEMT with comm 1 and 2 tuned to 121.2 and 125.9 respectively.  Either stay 
where you are or fly LH circuits.  This gives a good idea of the current state of 
ATC/AI and AI/user interaction.

2/ Fly to within about 8 miles of a controlled airport, tune to the tower frequency (I 
start at Nottingham, EGBN, takeoff South, and tune East Midlands tower on 124.0), 
press ' to bring up the ATC dialog, follow the reporting instructions, and report 
runway vacated when you're off it.  Don't tune away from tower until you're done - 
it's not that robust!

3/ Contact East Midlands approach (119.65) from 10 - 20 miles out, and check out 
Alexander's initial stab at approach vectoring (bring up the dialog with ' again after 
tuning approach).

4/ Tune the ATIS in (just hit the standby - selected toggle on comm1 at the default 
startup) to hear the only audio currently available.

 I loaded up all the /ATC/*.cxx files into KDevelop this morning to see if I 
 could understand how it all fits together, but rapidly got lost in the 
 detail.  Have you got a paragraph or two to hand which describes the 
 architecture, for want of a better word?

Hmmm, that almost sounds like a subtle insult ;-)

Here goes a brief description - writing a proper description has been on my TODO list 
for a while, and would help me as well, so I'll try and come up with something more 
verbose in the next few weeks.

The ATC manager, FGATCMgr (ATCmgr.[ch]xx), is the glue that holds it all together.  
One global instance of this is called from the main FG program each loop.  The manager 
is responsible for deciding which ATC stations should be active based on user's 
position and tuned frequencies, calling the update functions of active ATC stations at 
a reasonable rate (it tries to spread the load and not call them all at once), 
reference counting voices, returning pointers to and frequencies of active ATC 
stations if reqd, and probably more that I can't think of.  You don't want to spend 
too much time in ATCmgr if you value your sanity!!

FGATCDisplay (ATCdisplay.[ch]xx) is a class for displaying ATC, AI and the user's 
radio transmissions if audio is not available or not desired.  Once again, one global 
instance of this is called from FG each loop.

FGVoice (ATCVoice.[ch]xx) is a class to encapsulate a canned voice for one ATC station 
and voice.  The only one available currently is the default ATIS voice.

FGATC (ATC.[ch]xx) is a base class for all the ATC stations.  Most functions are 
virtual so the manager can just call update etc without knowing what type of class is 
being called.  It also contains (or will contain) basic functionality to try to 
communicate at the right times, and to call the appropriate renderer for the output 
(Voice or text display).

Various ATC types are derived from this: currently ground, tower, ATIS and approach.  
I intend to derive FGVectoredATC from FGATC and derive all the stations that need to 
vector traffic between waypoints (approach, center and departure) from that.  The real 
messy nitty-gritty stuff is within these files.  Others I can think of in the future 
include UNICOM, AWOS and ASOS.

commlist.[ch]xx contains a class to hold details of the various ATC stations available 
(basically just a data store and lookup) - these are mapped by frequency and position 
(bucket) for quick lookup.

transmission.[ch]xx and transmissionlist.[ch]xx were written by Alexander Kappes, I 
can't really give a description of them off the top of my head although I have hacked 
about at them a bit!  They're to do with offloading the actual phraseology for various 
scenarios into config files that non-coders can modify, and which can potentially be 
varied according to country.

FGAIMgr is analogous to FGATCMgr for the AI stuff.

FGAIEntity and FGAIPlane are base and first derived class respectively for AI traffic.

FGAILocalTraffic is a class that can taxi in and out and fly the traffic pattern.  I 
intend to derive all AI VFR GA traffic from it so they can fly a pattern on arrival at 
an airport if necessary.

If you're still enthused after plowing through that description and trying to 
reconcile it with the 

Re: [Flightgear-devel] Re: Multiplayer Server RFC -- Current Status

2003-11-06 Thread Paul Morriss
I have an account with DMSO so access to HLA is not a
problem, distributing it probably is ;)  

Database interface, what I would love to see would be
a 'common' interface (base class maybe?) that the
server sees (so it will have the basic get, put etc
etc, the implementation of the actual db specific
interface is then derived from this (maybe a design
pattern would surfice?), this would allow any type of
DB to be used at your leisure.

I am not sure about combat, but what I would love to
see is the number of ground vehicles (taxing and on
the runway) change depending on the time of day

Does Flightgear have a plugin type system?  If not
would that make a nice feature to add?  Combat items
such as guns could be a plugin?




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Messenger http://mail.messenger.yahoo.co.uk

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Re: [Flightgear-devel] Re: [Plib-devel] Vertex Splitting, take two

2003-11-06 Thread Jim Wilson
Andy Ross [EMAIL PROTECTED] said:

 FWIW, I'd argue that exactly 45° is a very bad choice, since octagonal
 objects are going to be reasonably common in practice.  Setting the
 smooth angle at exactly their corner angle means that any amount of
 modelling slop or round-off errors in such an object would cause some
 of the edges to be rounded and others not.  I picked 46° hoping that
 this was enough to avoid such an effect.
 
 I think I originally had it at 52°, essentially playing the same game
 with 7-gons.  But some of the planes looked a little too sharp, so I
 tuned it down some.

I'd think that going from 46 to 52 would have the opposite effect, make the
planes smoother.  I might even go with 60 (6 sider).  

If the goal is to be 8 then even more slop than that might be good, just
_under_ the next level like 50 or 51 (in other words put the margin for error
just below the 7-gon rather than just above the 8-gon).
 
 Obviously there's no single value that will work for everything; I'd
 be happy to hear other opinions on good defaults.

Guess my vote would be 60 (or 59).
 
Best,

Jim


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-06 Thread John Barrett

- Original Message - 
From: Gene Buckle [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Thursday, November 06, 2003 1:08 PM
Subject: Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status


  Plus it'd allow modelling of other interesting things - how about being
  able to practice your fire fighting skills? (actually, a horrible
thought
  just occurred to me - imagine trying to model a helicopter with a water
  tank swinging about under it :-)
 

 That would be pretty cool.  Just imagine the fun you could have with a 747
 water bomber. :)

 Something needs to be done about the terrain though - it's too clean.

 g.


Call that phase 4: Extending terrain data for low level and ground level sim


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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-06 Thread Gene Buckle
 
  That would be pretty cool.  Just imagine the fun you could have with a 747
  water bomber. :)
 
  Something needs to be done about the terrain though - it's too clean.
 
  g.
 

 Call that phase 4: Extending terrain data for low level and ground level sim


Take a peek here for some great terrain modelling.  This is also very
low-poly stuff.

http://www5.playnet.com/bv/wwiiol/movies.jsp

g.



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Re: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-06 Thread Seamus Thomas Carroll
I now have cubes and cylinders of various colours moving around in the 
flightgear world.  Currently I specify a starting lon, lat and the roaming 
distance in meters in either the lon, lat direction.  I can have about 100 
vehicles being updated 3 times a second each before my p4 1.4ghz really 
begins to slow down (20fps).  Currently the vehicles move in a rondom 
direction at a randomly changing speed.  The min and max speed limit is 
expressed in km/h so accurate movement is not dependant on the number of 
frames per second.  I would like to say thanks to those that have helped 
me so far.

The next step is to have the vehicles move down the real road networks 
(stored in postgres using the postgis module) at 
the proper speed limits.  Before I do this I am trying to eek out better 
performance. Here is my question:

Is it possible to determine if a vehicle is in the viewing area of the 
plane using the lon, lat of the vehicle?  If this is so I will be able to 
eliminate large amounts of computation.

Seamus

On Tue, 4 Nov 2003, Seamus Thomas Carroll wrote:

 Sorry,
 
 I modified transform a bit and forgot to * pos.elev by SG_METER_TO_FEET.
 I added that bit and models started viewing correctly.  My comment was
 regards to flight gear using feet when meters (to me) should be the unit
 of choice internally.  The international standard unit of length is meters
 so I was caught off gaurd when feet showed itself.
 
 Seamus
 
 
 On Tue, 4 Nov 2003, David Luff wrote:
 
  On 11/3/03 at 7:39 PM Seamus Thomas Carroll wrote:
 
  I just found the bug.  DoGroundElev obtains a value in meters but the
  update in FGAIEntity expects a value in feet.  I fixed the units and now
  the models are viewing correctly.  Does anyone know why the code needs to
  feet and meters?
  
 
  Hi Seamus,
 
  I'm afraid I'm not at all sure what you mean!  The AI system uses meters
  internally, and FGAIEntity expects pos.elev() to be in meters.  It is
  converted to feet on the fly in FGAIEntity::Transform since that is what
  SGModelPlacement requires :-( but as far as I know is maintained
  consistently in meters internally:
 
  void FGAIEntity::Transform() {
  aip.setPosition(pos.lon(), pos.lat(), pos.elev() * SG_METER_TO_FEET);
  aip.setOrientation(roll, pitch, hdg);
  aip.update( globals-get_scenery()-get_center() );
  }
 
  where aip is an instance of SGModelPlacement.
 
  If you could post the code that you think is wrong and your fix then I'll
  have a look at it.
 
  Cheers - Dave
 
 
 
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Re: [Flightgear-devel] Re: Multiplayer Server RFC -- Current Status

2003-11-06 Thread Erik Hofman
John Barrett wrote:

I see no problems here -- everything discussed so far impacts the current FG
code only if you are involved with a server, and having an additional config
option or three to control what gets compiled in is easy enough
Lets see if I can run down the areas of impact:

1. keyboard/joystick event bindings for weapons

2. FDM integration for disposable stores and expendables -- useful even for
civil aviation sims -- what happens if an engine falls off the pylon on a
747 ?? :)
3. HUD overlay for text messaging, GUI for radio messages -- needed in any
case for ATC simulations, adding text to speech would be a plus :)
4. client and server protocol modules (can be configured in or out
independently) -- in fact, totally possible to have the build process do two
binaries at output -- one with server code, one without

5. aircraft specification modifications for weapons stores and damage
effects (if you get hit in a specific location, what gets damage and how can
that effect plane performance)
6. balistics and incremental aircraft damage system (non-guided weapons...
wing cannon and bombs, falling aircraft parts [getting back to the 747 that
drops an engine :) ], falling aircraft :) )
All of these could be implemented without them being exposed to the 
user. No configure option needed IMHO. The only thing that needs a 
configuration option is the actual armament release code.

Erik

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Re: [Flightgear-devel] Multiplayer Server RFC -- Current Status

2003-11-06 Thread Jonathan Richards
On Thursday 06 Nov 2003 8:13 pm, David Luff wrote:
 Jonathan Richards writes:

  I loaded up all the /ATC/*.cxx files into KDevelop this morning to see if
  I could understand how it all fits together, but rapidly got lost in the
  detail.  Have you got a paragraph or two to hand which describes the
  architecture, for want of a better word?

 Hmmm, that almost sounds like a subtle insult ;-)

Oh hell, no!  I didn't mean to imply any criticism of the code.  I'm not 
qualified to comment...[1]  I bought Teach Yourself C++ in 21 Days, but 
more than 21 days ago.  I still can't do much more than hazily understand 
other people's code :¬)  Your explanation of what does what is just the 
ticket.  I'll experiment.
Regards
Jonathan
[1] In the Real World (tm) my job title is Systems Architect, but it always 
sounded a bit portentous, and now that I've seen The Matrix: Revolutions I 
think I'll get it changed!

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[Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread Paul Surgeon
Hi guys

Intro
==
I've been watching the FlightGear project for the last 2-3 years and am 
interested in contributing to the project once I get a new video card. (TNT2 
is just not cutting it)

Flight Unlimited III is effectively dead and MSFS is continually dissapointing 
me because of the inability to get features added like proper support for 
vertical wind generation/modeling (themals, ridge, wave lift)

Then there is the fact that I prefer using Linux and have done some C++ and 
OpenGL coding (terrain rendering with satellite image overlays) which was 
fun.

I have several questions, suggestions and ideas so if you're in a hurry or the 
kids are screaming just hit delete.

I've tried to be as brief and concise as I can be so please forgive me if I 
take up some of your development time.  ;)

   Preface
==
I would like to see the sim become more friendly to casual users especially on 
the eye candy side of things.
This does not need to detract from the scientific/academic nature of 
FlightGear - you guys can carry on with the great work.
My reason for this is that a lot of people who play with sims can also develop 
addons but there needs to be an incentive to get them involved and 
screenshots say more than a thousand words can.

For instance there are several very talented guys on the Avsim Flight 
Unlimited III forum and some of them are looking at moving onto another sim.
They have mentioned FlightGear as a candidate simply for the reason that it 
can be modified and changed to do whatever we want it to do. No restrictions 
on functionality.
If we can at least get them interested using some showcase material then 
FlightGear development can get a major boost.
There are plenty such developers around in other places.


   Suggestions
==
Suggestion 1

The menu systems could do with some major enhancments.
A nice menu system for picking airports and aircraft, joystick configuration 
and key mappings would go down well.
Getting everything menu driven will help a lot. Most people hate playing in 
shells passing huge lists of arguments to get what they want.

Suggestion 2
---
We need at least one properly/accurately modeled aircraft that we can show 
off.
I'm talking nice visually (high poly count) and with an accurate flight model.
Most people using recent commercial flightsims are running  1.5 GHz PCs with 
at least 64MB GeForce 4's so poly counts can be fairly high.

BTW : I took the Cessna 172 for a flip and was dissapointed. The visual model 
is really rough - looks like it taxied into a brick wall to get into those 
funny shapes.
At full throttle and a 1500 fpm decent it wouldn't go over 140 knots. In real 
life it would hit VNE very quickly.

Suggestion 3
---
Some nice showcase scenery would also go down very well.
A nice area with lots of trees and buildings and good ground textures.

Suggestion 4
---
We need some nice development tools.
In particular a full blown scenery editor that one can use to lay down 3D 
objects (trees/buildings), taxiways, aprons, roads, rivers, etc.
If it's done in OpenGL then you can make it WYSIWYG.
One way to do this is to incorporate a scenery edit mode into FlightGear 
like the one in FLY2. You pause the game and go into edit mode and can lay 
down trees and objects. Then hit unpause and fly around your creation.
I personally think a seperate editor would be the answer since it won't 
interfere FlightGear development and one can add as many features as one 
likes.

  Questions
==
Question 1

Has there been any thought or development on auto generated scenery like that 
used in MSFS 2002/2004?
i.e. Automatically generate trees and buildings based on land use data.
The other alternative is to generate the 3D object positions when building the 
scenery packages.
Flying over forests makes a world of difference when it comes to realism.

Question 2

The site is a bit sparse with info about who is doing what.
Has anyone writen a scenery editor yet?

Question 3

What 3D formats and apps are used?
I find Blender very powerful and of course it's open source and free which is 
great.

Question 3

If I manage to get some nice high res DEM data available for a certain area  
how do I go about getting it built into the next release of FlightGear?


Conclusion
==

By now you probably think that I'm an ungrateful idiot with a huge wish list. 
Fortunately that is not the case.

Here is a list of 

Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread Bernie Bright
On Fri, 07 Nov 2003 02:22:54 +0200
Paul Surgeon [EMAIL PROTECTED] wrote:

 The menu systems could do with some major enhancments.
 A nice menu system for picking airports and aircraft, joystick configuration
 and key mappings would go down well.
 Getting everything menu driven will help a lot. Most people hate playing in 
 shells passing huge lists of arguments to get what they want.

FG Launch Control http://sourceforge.net/projects/fgrun/ is a standalone GUI
app that does some of what you describe.

 We need some nice development tools.
 In particular a full blown scenery editor that one can use to lay down 3D 
 objects (trees/buildings), taxiways, aprons, roads, rivers, etc.
 If it's done in OpenGL then you can make it WYSIWYG.
 One way to do this is to incorporate a scenery edit mode into FlightGear 
 like the one in FLY2. You pause the game and go into edit mode and can lay 
 down trees and objects. Then hit unpause and fly around your creation.
 I personally think a seperate editor would be the answer since it won't 
 interfere FlightGear development and one can add as many features as one 
 likes.

FG Scenery Designer http://sourceforge.net/projects/fgsd/ is another
standalone app that lets you modify scenery and place objects.

Cheers,
Bernie

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RE: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread Jon Berndt
 Suggestion 2
 ---
 We need at least one properly/accurately modeled aircraft that we
 can show off.
 I'm talking nice visually (high poly count) and with an accurate
 flight model.
 Most people using recent commercial flightsims are running  1.5
 GHz PCs with
 at least 64MB GeForce 4's so poly counts can be fairly high.

Well, I think the X-15 generally works pretty good, but I need to revisit it
and finish off the things I've always meant to finish up.

 BTW : I took the Cessna 172 for a flip and was dissapointed. The

 At full throttle and a 1500 fpm decent it wouldn't go over 140
 knots. In real life it would hit VNE very quickly.

Interesting.  Can you give more specifics of your test?  This is
theoretically one of our most detailed flight models.  Maybe you've found a
rough edge.  Can you give the command line you used to start this up, and
which version did you use?

Thanks (and welcome)!

Jon Berndt
Coordinator,
JSBSim Project (a Flight Dynamics Model used in FlightGear)
www.jsbsim.org


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RE: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-06 Thread Norman Vine
Seamus Thomas Carroll writes:
 
 Is it possible to determine if a vehicle is in the viewing area of the 
 plane using the lon, lat of the vehicle?  

No

FWIW
Using a Lat Lon representation of your position is horribly inefficient

So I recommend doing all your motion relative to a local plane
then use a slightly modified HitList::fgCurrentElevation()  to determine 
your actual contact point

It's not really not that tough but there are a few wrinkles that you
must internalize  i.e. current tile center based world 

Note that the hitlist structure saves a pointer to the actual PLib
Collection intersected and the index of the 'hit' triangle from which
you can determine your new position.

Cheers

Norman

 

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re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread David Megginson
Paul Surgeon writes:

  BTW : I took the Cessna 172 for a flip and was dissapointed. The
  visual model is really rough - looks like it taxied into a brick
  wall to get into those funny shapes.

What release is it?  The 172 changed a release or two ago.

  At full throttle and a 1500 fpm decent it wouldn't go over 140
  knots. In real life it would hit VNE very quickly.

Is that true?  I've never taken a 172 that fast in real life, but they
are very draggy.  In fact, when someone in a slick gets into a spiral,
one of the recommended emergency procedures is to drop the gear (which
will then have to be inspected before further flight).


All the best,


David

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RE: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread Jon Berndt
   At full throttle and a 1500 fpm decent it wouldn't go over 140
   knots. In real life it would hit VNE very quickly.

 Is that true?  I've never taken a 172 that fast in real life, but they
 are very draggy.  In fact, when someone in a slick gets into a spiral,
 one of the recommended emergency procedures is to drop the gear (which
 will then have to be inspected before further flight).

 David


I just tried the default Cessna 172-3D.  It climbed out at 2500 rpm (engine
rpm) and when I got to 1,500 feet I pushed the nose over to a 45 degree
downward pitch and accelerated quickly past the redline and was still
accelerating at 155 knots when I pulled up to avoid the obstacle in front of
me (a looming planet).

The recent release seems to work fine in the above-questioned regard.

Jon


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RE: [Flightgear-devel] [Repost] Simulating ground activity (fwd)

2003-11-06 Thread Seamus Thomas Carroll
Can you direct me to where i can find HitList::fgCurrentElevation()?  i 
have run grep on simgear and flightgear plus searched in google and 
I still cant find mention of this function.

Seamus

On Thu, 6 Nov 2003, Norman Vine wrote:

 Seamus Thomas Carroll writes:
  
  Is it possible to determine if a vehicle is in the viewing area of the 
  plane using the lon, lat of the vehicle?  
 
 No
 
 FWIW
 Using a Lat Lon representation of your position is horribly inefficient
 
 So I recommend doing all your motion relative to a local plane
 then use a slightly modified HitList::fgCurrentElevation()  to determine 
 your actual contact point
 
 It's not really not that tough but there are a few wrinkles that you
 must internalize  i.e. current tile center based world 
 
 Note that the hitlist structure saves a pointer to the actual PLib
 Collection intersected and the index of the 'hit' triangle from which
 you can determine your new position.
 
 Cheers
 
 Norman
 
  
 
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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread Paul Surgeon
On Friday, 7 November 2003 02:58, David Megginson wrote:
 What release is it?  The 172 changed a release or two ago.

0.9.3 - The one with the nice ready to run Windows installer.
It's the 172 with the 3D cockpit and nice yellow tints on the wings.  :)

I would run it under Linux except that last time I couldn't maximize the 
screen without the FPS dropping to 1.

Anyway it's not an issue - I haven't played around with all the models yet.

Paul


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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread David Megginson
Paul Surgeon writes:

  0.9.3 - The one with the nice ready to run Windows installer.  It's
  the 172 with the 3D cockpit and nice yellow tints on the wings.  :)

That's pretty ancient.  Our current 172 looks a fair bit better.


All the best,


David

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[Flightgear-devel] Multiplayer RFC -- wire protocol spec -- preliminary

2003-11-06 Thread John Barrett
Here is a quick and dirty 1st cut at a wire protocol definition, and some
requirements for the message handling classes that will implement the
protocolPreliminary FlightGear Server (FGS) wire protocol specification

0xFFEscape prefix for 0xF? bytes in the data
next byte is inverted, except for data type prefixes
0xFEBegin message, 8 bit message ID
0xFDBegin Message, 16 bit message ID

CodeTypeC/C++ equivalent
0xF0byteunsigned char
0xF1wordunsigned int
0xF2dword   unsigned long
0xF3qword   unsigned long long
0xF4signed byte char
0xF5signed word int
0xF6signed dwordlong
0xF7signed qwordlong long
0xF832bit float float
0xF964bit doubledouble
0xFAundefined
0xFBundefined
0xFCstring, next byte is length char*
unterminated binary data

Unless there are objections, byte order is little endian, and floats are intel FPU 
standard (ok -- i'm making it easy on the PCs that will likely be used to run display 
clients :)

Messages are constructed by sending a Begin Message byte, followed by the message ID, 
and then each data element.. clients/servers that dont understand a given message 
should be able to skip past to the next start of message marker.

the FGSMessage base class will define an array of type/pointer that identifies the 
type, and location to store each element of a message. Derived classes will load this 
array with the correct associations for the specific message being sent or recieved. 
Recieved messages must have the same types in the same order or the message is 
rejected as invalid. All platform specific data conversion will happen in the 
FGSMessage base class during packing/unpacking of the message.

Message objects derived from the FGSMessage base class will register with base class 
using static methods to establish a factory style instantiation mechanism such that an 
inbound message can be passed to a static method of FGSMessage, and the return value 
will be a pointer to an object of the correct message type.

FGSMessage::recieve will be equally able to handle UDP packets with multiple messages, 
or TCP packets with partial messages, buffering message fragments until the next time 
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re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread Nick Coleman
On Fri, 7 Nov 2003 11:46 am, [EMAIL PROTECTED] 
wrote:

Preface
 ==
 I would like to see the sim become more friendly to casual users
 especially on the eye candy side of things.
 This does not need to detract from the scientific/academic nature of
 FlightGear - you guys can carry on with the great work.
 My reason for this is that a lot of people who play with sims can
 also develop addons but there needs to be an incentive to get them
 involved and screenshots say more than a thousand words can.

As a counterpoint, I would like to request that this either not take 
priority, or that it be an option in the configure stage.  I want fast 
framerates as the priority.  For me, this is a _flight_ sim and I don't 
see the point of eyecandy. ( Personally, I was disappointed with FS2002 
and much preferred the playability of FS98.  FS2002 devoted too much to 
eyecandy and was so obtuse in actually getting to the point where you 
were in the air and flying that I stopped using it.  It took about five 
minutes of configuring various options before you could take off.)

 We need at least one properly/accurately modeled aircraft that we can 
show 
 off.
 I'm talking nice visually (high poly count) and with an accurate 
flight model.
 Most people using recent commercial flightsims are running  1.5 GHz 
PCs with 
 at least 64MB GeForce 4's so poly counts can be fairly high.
 
I disagree with this assessment.  I think lower spec machines should be 
able to run a _flight_ sim and shouldn't be excluded just for the sake 
of eyecandy.

I agree with the OP re terrain mapping.

 BTW : I took the Cessna 172 for a flip and was dissapointed. The 
visual model 
 is really rough - looks like it taxied into a brick wall to get into 
those 
 funny shapes.

I don't agree with this assessment.  I think it is modelled quite well.

 At full throttle and a 1500 fpm decent it wouldn't go over 140 knots. 
In real 
 life it would hit VNE very quickly.
 
I just tried this and it does go to VNE.  In my experience (a few 
hundred hours PPL, mainly C172 and C152), the C172 is modelled very 
accurately.  Did the OP chase the VSI?  It has a several-second lag, 
esp when changing attitude quickly (again, this is modelled 
accurately), which could account for him not hitting VNE.

I know this may be anathema to some people, but I rarely use the 
external view and don't really care what the plane looks like from the 
outside.My priorities are: 1) accurate flight model; 2) high 
framerate; 3) accurate panel (in the sense the instruments do what they 
should, and that they are all represented, not in the sense that the 
panel looks like the real plane's panel).  For example, there is a 
fault in the heading bug in some panels.  If the DI is not slaved to 
the compass, the main HSI heading bug does not rotate with the change 
in direction and consequently, the heading bug never reaches the top of 
the card.  It constantly rotates against the change in direction.  Try 
the seahawk for an example.

I'm not trying to rain on the OP's parade; I think he has some good 
ideas.  It's just that I would prefer to see development take priority 
in the fields I am interested in, naturally enough.

Nick, offering another viewpoint.


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