Re: [Flightgear-devel] Re: Multiplayer Server RFC -- Current Status
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? Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://mail.messenger.yahoo.co.uk ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer Server RFC
Hi John, A while ago I proposed (and been working on conceptial designs) for a scenario and multiplayer server (called Cumulas). Between my hectic work schedules (I am a Full Flight Simulator Software Engineer by trade) I have been putting together some basic design foundations, maybe we could lias and work together on the project to speed it along ? Paul - Original Message - From: John Barrett [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, November 05, 2003 7:42 AM Subject: [Flightgear-devel] Multiplayer Server RFC I've just gotten FG cvs to build clean on my system and I would like to work on a basic multiplayer server and enhancements to FG to support the server that I have in mind. Features: 1. based on the current multiplayer code with an enhanced message set 2. optional authentication token to restrict access to the server 3. server able to force the FG client to start at an arbitrary location i.e. on taxiway behind the last player that connected to the server 4. multiple client type support (FGFS, ATC, etc) which will control what types of data get sent to the client based on XML client profiles 5. protocol version validation to prevent outdated clients from connecting 6. built in web interface to configure server and display status with security 7. optional posting of configuration summary/status to a remote webserver -- allows simple community servers to be created that list active FG servers 8. GUI launcher app which will interface with community servers and start FGFS with the correct settings to connect to an active FG server. Previously I have worked with the WorldForge MMORPG project on server design, and created client/server games for the IPlay.Net online games service. My sourceforge id is johnrbarrett. Any other ideas that I should include in this project ?? ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://mail.messenger.yahoo.co.uk ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer Server RFC
Hehe I remember that game, I play a couple of online flightsims myself, although its not as fun as writing your own ;) Paul - Original Message - From: David Culp [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Wednesday, November 05, 2003 7:04 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC I hope it doesn't turn out to be as fun as Air Warrior III. That stupid game took over my life for a couple years :) Dave -- David Culp davidculp2[at]comcast.net ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://mail.messenger.yahoo.co.uk ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer Server RFC
My principle skills include networking, I have been involved heavily with DIS and HLA (which are flight simulation network protocols) and interfacing to them. I have a lot of MySQL/SQL and web background which I think would be a really nice touch for the application. My initial design started on what will be passed across and how we represent it (I have to be very careful how I preceed - I don't want to reimplement what we have at work as it could upset them!).. Since your background is more lower level then me, what about if I worked on the internals of the server, such as player objects etc and you can worry about networking and the rest. Additionally in my design I plan to have 'scenarios' which are created through a web interface. If the multiplayer server is written in the right way it should be possible for many people to interact across the internet, BUT also it should be possible for 2 or more people to setup a server and have 'private' games. Paul - Original Message - From: John Barrett [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, November 05, 2003 6:43 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC - Original Message - From: Paul Morriss [EMAIL PROTECTED] To: [EMAIL PROTECTED] Cc: [EMAIL PROTECTED] Sent: Wednesday, November 05, 2003 12:46 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC Hi John, A while ago I proposed (and been working on conceptial designs) for a scenario and multiplayer server (called Cumulas). Between my hectic work schedules (I am a Full Flight Simulator Software Engineer by trade) I have been putting together some basic design foundations, maybe we could lias and work together on the project to speed it along ? I'd be very interested, since thats exactly where I'm going -- eventually to add combat capabilities once the core multiplayer system is online -- my strengths are multiplayer server design and implementation, which is why I was looking for a good client off the shelf so I wouldnt have to do all the 3D and UI code, just add on what is needed :) Paul - Original Message - From: John Barrett [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, November 05, 2003 7:42 AM Subject: [Flightgear-devel] Multiplayer Server RFC I've just gotten FG cvs to build clean on my system and I would like to work on a basic multiplayer server and enhancements to FG to support the server that I have in mind. Features: 1. based on the current multiplayer code with an enhanced message set 2. optional authentication token to restrict access to the server 3. server able to force the FG client to start at an arbitrary location i.e. on taxiway behind the last player that connected to the server 4. multiple client type support (FGFS, ATC, etc) which will control what types of data get sent to the client based on XML client profiles 5. protocol version validation to prevent outdated clients from connecting 6. built in web interface to configure server and display status with security 7. optional posting of configuration summary/status to a remote webserver -- allows simple community servers to be created that list active FG servers 8. GUI launcher app which will interface with community servers and start FGFS with the correct settings to connect to an active FG server. Previously I have worked with the WorldForge MMORPG project on server design, and created client/server games for the IPlay.Net online games service. My sourceforge id is johnrbarrett. Any other ideas that I should include in this project ?? ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://mail.messenger.yahoo.co.uk ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://mail.messenger.yahoo.co.uk ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer Server RFC
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: 1) I have a fairly extensive PhP knowledge, which will come in handy. 2) I agree it would be a good idea for you to design the protocol, I would recommend reviewing the DIS and HLA protocols to see how they work, HLA especially is actually powerful. 3) Thinking about the interface, I would like to see the main scenario server application run/configured through a web interface, I also like the suggestion that you download a scenario onto the server. A graphical scenario editor could be a nice tool to eventually build? 4) An SQL database is needed to store information (My preference is Mysql++) 5) I did not mean to imply I would be doing all the internals, sorry if it came across like that, I would like to get involved more into the really nitty gritty scenario management side (including interpolating and dead reconing) since I have an interest in that. 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? Paul - Original Message - From: John Barrett [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Wednesday, November 05, 2003 7:44 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC - Original Message - From: Paul Morriss [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Wednesday, November 05, 2003 2:12 PM Subject: Re: [Flightgear-devel] Multiplayer Server RFC My principle skills include networking, I have been involved heavily with DIS and HLA (which are flight simulation network protocols) and interfacing to them. I have a lot of MySQL/SQL and web background which I think would be a really nice touch for the application. Same here :) I prefer PHP but am equally at home in Perl. Have also done a lot of C++ mysql -- any problems making Mysql++ a dependency to build the server ?? (You'll see how this fits in with other ideas later in this post) My initial design started on what will be passed across and how we represent it (I have to be very careful how I preceed - I don't want to reimplement what we have at work as it could upset them!).. Easily solved if I design the wire protocol Since your background is more lower level then me, what about if I worked on the internals of the server, such as player objects etc and you can worry about networking and the rest. I'm not gonna let you do all the internals :) protocol design and implementation wont take very long Additionally in my design I plan to have 'scenarios' which are created through a web interface. I'm planning a web interface for general control and stats integrated in the server, but dont believe that a complete scenario creator would be appropriate in the server code. I suggest having the scenario builder as php/perl running on a normal webserver, and using either mysql to store the scenarios for access by the server code, or having specialized urls on the server web interface that will allow the php/perl code to install a scenario on a running fg server. Also, it would be interesting to be able to download the scenario to a file for use with a local server, or for upload to a remote server via the web interface. If the multiplayer server is written in the right way it should be possible for many people to interact across the internet, BUT also it should be possible for 2 or more people to setup a server and have 'private' games. I want the server to be part of the base distribution, with a number of prebuilt scenarios, and the ability to load scenarios saved from the web scenario builder mentioned above, from disk, and possibly from database. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://mail.messenger.yahoo.co.uk ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer Network Server
I got the acronym like this: *M*ultipl*AY*er *S*erver I prefer the acronym of MAPS. If people are intrested in the idea then I will start to work on some specs. My original idea was to have two seperate server, one for scenario and one for multiplayer, but I think that a single multi-purpose scenario and player server would be better. Thoughts? Paul - Original Message - From: Jon S Berndt [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Tuesday, August 05, 2003 7:58 PM Subject: Re: [Flightgear-devel] Multiplayer Network Server On Tue, 5 Aug 2003 19:36:15 +0100 (BST) Paul Morriss [EMAIL PROTECTED] wrote: * Mass Multiplayer Server (MAYS) - Instead of a single How do you get MAYS from Mass MultiPlayer Server? Should it not be MMS, or MMPS? This is serious. The correct acronym is critical in getting project support! ;-) Jon ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://uk.messenger.yahoo.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] cumulas Interface
Hi all, I have made a start thinking about the multiplayer server, I have been considering the best method of developing them. I have had an idea regarding the ethernet 'interface', on a prior project I developed a web based interface generation system that allowed people to modify and add 'packets' and then auto-generate the code. I can host the php and web interface on my company server, but before I make any attempts to port it to it to flightgear I wanted to get gauge peoples thoughts on it? I have used auto-generated interfaces in several projects and they have the advantage of allowing modification of the interface without manual changes. Paul Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://uk.messenger.yahoo.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] cumulas development
I have laid down the directory structure and decided on a plan of action, is it worth me dumping the structure and semi-blank files into CVS (this is what we call call the 'cornerstone release' - 0.0.1)? Once I have had some feedback regarding the auto-generated code I can make an bigger effort to make it live. Regards Paul Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://uk.messenger.yahoo.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Network Server
On a side note to this, I think the server should called be terminus :) Paul Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://uk.messenger.yahoo.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Network servers
I agree that there should be a primative gaming system, I sometimes play sturmovik which is me and a mate alone. Maybe a mini/cutdown version of the server at a later date which allows private gaming? In my opinion I would go for a set of official servers that are centrally managed and people connect to create a 'world' and then private run servers for personal use. As for the monitor, what I was considering was a tool that connects to a network port on the server which dumps data to allow you to see network traffic, maybe call it trafmon? I am now getting really into this and looking forward to seeing it come to fuition. Paul - Original Message - From: Matevz Jekovec [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Tuesday, August 05, 2003 10:13 PM Subject: Re: [Flightgear-devel] Multiplayer Network Server * Mass Multiplayer Server (MAYS) - Instead of a single p2p connection, I would consider a large scale server where multiple connections can be made, you can fly with other people. I would ALSO weather and other features to the server so it would not just be a server for connections, but also a scenario server including weather and possibly traffic. That's a very good idea. However, what if there are two sunday pilots who want to fly a mission for an hour or so together via internet? And if one make a scenario (for e.g. place some SAMs and AAAs:)), how will they be able to play this scenario then? Will one be able (enough CPU, RAM, swap...) to run the server + fgfs on his machine, so the second one could connect to him? I think we should still be able to have a primitive multiplayer code built in fgfs game or the better idea, to optimize the server as most as possible, to be able to run with fgfs smoothly. btw. We could also implement into a server program you to be able to view the current status of aircrafts/units in the air (pure text mode, dumping into a file/screen), so you could be able to look at the current status with some external programs. This would be very useful for seeing the stuff over the net (in case of any competitions or LAN meetings!). ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://uk.messenger.yahoo.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Multiplayer Network Server
Hi all, I have been contemplating the multiplayer side of FlightGear, I am intrested in proposing a multiplayer server for the Flightgear: * Mass Multiplayer Server (MAYS) - Instead of a single p2p connection, I would consider a large scale server where multiple connections can be made, you can fly with other people. I would ALSO weather and other features to the server so it would not just be a server for connections, but also a scenario server including weather and possibly traffic. I am intrested to find out if people are intrested in it and if its appropriate for the project. Regards Paul Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://uk.messenger.yahoo.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Multiplayer Network Server Ideas
Curtis, I have worked with DIS in my line of work, I would be very intrested to work on the idea, I agree we need a simple little server that communicates with clients (flightgear). I think some the algorithms for dead reconing and predictive paths would work a treat. I have some ideas for line of sight and various gaming areas. I believe it would be possible to hand over to another server, in a distributed networking system I wrote I maanged to get a connection to hand over to a different server if the primary one failed. I will start building a basic server, I am unfamiliar with CVS so if someone can e-mail instructions on howto add folders\files and modify them it would be appreciated. Paul M - Original Message - From: Curtis L. Olson [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Tuesday, August 05, 2003 9:47 PM Subject: Re: [Flightgear-devel] Multiplayer Network Server Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://uk.messenger.yahoo.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Network servers
To: [EMAIL PROTECTED] MIME-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: 8bit Please can you e-mail me the code and e-mail, I would be intrested. Are there any formal documents describing the interface to flightgear? The proposed ideas for the interface would be something like the DIS system, they use a fixed packet (PDU) which contains lots of bit of info, it's not too bad at doing it's job. There is also the HLA system to consider. Paul M Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://uk.messenger.yahoo.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Networking
Hi all, Does flightgear use UDP (connection-less) or connect oriented in the networking code? Also do you feel that UDP is good enough for network gaming. Thanks Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://uk.messenger.yahoo.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Networking
I was think considering the choice of network protocol for a scenario server I am considering (see old posts for more details), I am not sure if fire it and hope for the best is the best system for a scenario server. I would have suggested broadcasting but I found a higher probability of network storms in prior implementations. Thoughts? - Original Message - From: Jonathan Polley [EMAIL PROTECTED] To: FlightGear developers discussions [EMAIL PROTECTED] Sent: Sunday, August 03, 2003 10:09 PM Subject: Re: [Flightgear-devel] Networking Paul, I have used the UDP interface for the remote display, but I believe that it can use either. I realy prefer UDP since it has let network overhead, and if a packet gets lost you won't be held up waiting for the retransmission. That said, if you are on a noisy network you may have to use TCP. Jonathan Polley On Sunday, August 03, 2003, at 04:06PM, Paul Morriss [EMAIL PROTECTED] wrote: Hi all, Does flightgear use UDP (connection-less) or connect oriented in the networking code? Also do you feel that UDP is good enough for network gaming. Thanks Of COURSE they can do that. They're engineers! ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel Want to chat instantly with your online friends? Get the FREE Yahoo! Messenger http://uk.messenger.yahoo.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Fwd: Re: [Flightgear-devel] Dynamic Scenarios
I have created a portable ethernet library that supports both Linux and Windows, this would give us total portability, although you would have to watch out for big-endian conversion between Linux and Window. The second reason I am in support of an external server is that ai can start to eat processing time, specially if you have lots of stuff going on, where as if you are just sending an update message across the network you are keeping the logic out of the main code base. Also as Martin pointed out, this would also aid multi player support, as several flight-gear users can talk to the same scenario, thus they can fly around in unison. Ohh and I am in total support of well defined interface ;) Paul This would support the idea of a general interface abstaction between FDM on one and the whole I/O stuff (keyboard, mouse, joystick, sound, screen) on the other end. This might fit for different purposes: 1.) Exchangeable FDM on local machine 2.) remote FDM with 'stupid' front-end 3.) multiplayer-server 4.) AI ... Paul's idea resembles me of the way X clients communicate with the server. Local clients prefer shared memory (at least on several commercial Unices, I believe it's the same on XFree86), remote clients use TCP/IP. I don't know how portable this could be ? Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! __ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com __ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Dynamic Scenarios
I have created a portable ethernet library that supports both Linux and Windows, this would give us total portability. The second reason I am in support of an external server is that ai can start to eat processing time, specially if you have lots of stuff going on, where as if you are just sending an update message across the network you are keeping the logic out of the main code base. Also as Martin pointed out, this would also aid multi-player support, as several flight-gear users can talk to the same scenario, thus they can fly around in unison. Ohh and I am in total support of well defined interface ;) Paul This would support the idea of a general interface abstaction between FDM on one and the whole I/O stuff (keyboard, mouse, joystick, sound, screen) on the other end. This might fit for different purposes: 1.) Exchangeable FDM on local machine 2.) remote FDM with 'stupid' front-end 3.) multiplayer-server 4.) AI ... Paul's idea resembles me of the way X clients communicate with the server. Local clients prefer shared memory (at least on several commercial Unices, I believe it's the same on XFree86), remote clients use TCP/IP. I don't know how portable this could be ? Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! __ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Dynamic Scenario's
Hi David, I have been reviewing the current situation, I am not here to try to take over and start redoing stuff, BUT what I am proposing is a radical change to what is men't by Dynamic Scenario. As said when I first joined in, I work for a very large flight simulation company, where we have a dynamic flight simulation server. I know there are two concerns with having a server: 1) Communicating with the main system (latency) 2) Some peopele don't have ethernet connections thus how will it work on a stand-alone machine (like a laptop). My proposal solution to the above questions are that we use shared memory or ethernet communications (user selectable), the main flight-gear app will not really contain the AI code, it will be done by the server, which updates lat, long, altitude, heading etc, this is sent to flight-gear that then does the displaying, sounds etc. The server (dynamic scenario) could then be used to manage plane routes, knowledge bases for the flight dynamics etc. comments? Paul - Original Message - From: David Luff [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Monday, February 10, 2003 11:46 AM Subject: Re: [Flightgear-devel] Dynamic Scenario's Hi Paul, As others have pointed out, there has been a small amount of AI traffic development going on, and as the guilty party I'd better pipe up sooner rather than later :-) I'll describe what I've been doing and leave it up to you whether you want to join in with that or start afresh. I've started from the premise that if there's going to be a number of planes in the sky at once, then they should take up as few CPU cycles each as possible. Hence my vision is for very simplified mechanics of flying - basically known ranges of speed, bank, climb etc for a given flight condition, and a bit of smoothing of transitions in between. Also only very near AI planes to the viewer to be updated every frame, the rest to be updated 1 per frame, and hence robust to variable times between updating. I'm pretty sure that not everyone agrees with that, and that some would go for coupled autopilot/fdms flying the planes as if they were another user-fidelity flight-model, but the simplified route is the one I started down. Then my basic structure is that an AI manager iterates through a list of AIEntity classes, and updates one per frame. The AIEntity has the minimum logic necessary to be drawn on the screen, and progressivly more complex classes are derived from it - for instance a plane that can taxi, then a light plane that can fly circuits could be derived from that and would already know how to taxi, and then a light plane that flys from one airport to another could be derived from that and would already know how to fly circuits and taxi. Having said all that, I've basically hardly started! I've got one hardwired AI plane in so far, that can be seen by starting FlightGear with: fgfs --airport-id=KEMT --prop:/sim/ai-traffic/enabled=true --prop:/radios/comm/frequencies/selected-mhz[0]=121.2 --heading=10 You do need to download the w120n30 scenery block as well. This will start you at El Monte behind a light single (no, NOT cheese!!!) that takes off, flys a circuit, and then taxis back to a parking spot. It's great fun to try following it round. You can make it fly touch and go's by changing line 54 in AIMgr.cxx: local_traffic-FlyCircuits(1, true); to a larger value than 1. The limit of my ambition at the moment is to get light planes taxiing in and out of and flying circuits around GA airports at the moment. This is a huge amount of work in itself - particularly the taxiing part, which also involves writing an infrastructure to describe logical taxiway and parking networks at airports, and tools to allow users to create/modify them. There's absolutely no way I'm going to get time to do any planes that fly from one airport to another in the next year or so. Anyway, the nub of the matter is that you can either join in with what's started, where the best separation of work is probably to go for planes that fly from one airport to another, or start afresh if you think I'm on the wrong track. If you start afresh bear in mind you'll need some communication with the ATC system - both to send and recieve messages. Interactive communication with tower control (You are number 2, extend downwind for traffic on straight in / go-around I repeat go-around / cleared to land etc) should be comming quite soon and you'll need to respond to those. If you do you're own taxiing system then communication with ground control (in a programming logic sort of way rather than spoken transmission) is a right can of worms since we need to communicate a logical representation of a path to follow to and from tower and plane. James Turner has started some impressive work on implementing Flightplans in Flightgear, and an interface to the DAFIF data which includes loads of stuff such as
Re: [Flightgear-devel] Dynamic Scenario's
Hi, Is there any procedure for software documents etc? I have an outline of how I intend to write the software, I will start with other planes in the sky for now. Paul - Original Message - From: Jim Wilson [EMAIL PROTECTED] To: [EMAIL PROTECTED] Sent: Saturday, February 08, 2003 4:29 PM Subject: Re: [Flightgear-devel] Dynamic Scenario's Paul Morriss [EMAIL PROTECTED] said: Hi all, I am new to Flight Gear, but not to flight simulation, thats my line of business ;) Anyway I would like to propose (and develop) a server or system that can be used to manage the environment. What I mean is that the scenario system manages: * Other plans in the air, these can add the reality of busy airspace near large airports. * Weather system controlled through scenarios, this would include clouds, rain etc... * Ground vehicles movement (aircraft ready to taxi for takeoff etc. Sounds great. Actually I was recently thinking that this might be the best way to do traffic. You should be able build a property tree under /sim/traffic (or whereever) with multiple entries for the position and orientation. See the current /position and /orientation property paths for example. The setup xml configuration files for the models you want to include, specifing the paths to the property for each position and orientation data item (e.g. latitude-deg-prop, longitude-deg-prop, altitude-ft-prop, etc). Then all that is left is to set the position and orientation values via the network interface and the models will move accordingly. Of course the work will be in developing whatever technique you want to use to move these around. Best, Jim ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel __ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] Dynamic Scenario's
Hi all, I am new to Flight Gear, but not to flight simulation, thats my line of business ;) Anyway I would like to propose (and develop) a server or system that can be used to manage the environment. What I mean is that the scenario system manages: * Other plans in the air, these can add the reality of busy airspace near large airports. * Weather system controlled through scenarios, this would include clouds, rain etc... * Ground vehicles movement (aircraft ready to taxi for takeoff etc. I would be really intrested in your comments Paul __ Do You Yahoo!? Everything you'll ever need on one web page from News and Sport to Email and Music Charts http://uk.my.yahoo.com ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel