Re: Wheel skid sounds - Was: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-23 Thread Erik Hofman

Josh Babcock wrote:


No, I was responding based entirely on the e-mails. I did just take a
peek, and it seems like a neat way of making the touchdown squeal if I
am reading it right. What is the dt_stop section about though?


dt_stop is the time in seconds after the sound has stopped, this is to 
prevent the skidsound to play again while the wheel is still spinning.



If you can make squeals for over braking (locking the wheels) and ground
loops without any modifications to the code, I will be interested in
seeing it, and will definitely use it. This might be a good bit to
include in the generic sound.xml file.


First things first, there are a lot of things to do before I get to do 
this. Not to mention non FlightGear activities.



Out of curiosity, do blowouts produce a squealing sound? I would think
not, but I have never experienced one in a plane :)


I don't think you really hear that much. I once saw a blowout during an 
airshow where the plane suddenly made a right turn into the grass after 
a blowout. I don't remember hearing anything at that time.


Erik

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Re: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-22 Thread Erik Hofman

Josh Babcock wrote:


Won't the FDM have to tell the sound system when the wheels are
skidding? You can figure out touchdown pretty easily, but not say,
skidding from braking.


The FDM already reveals when the brakes are applied in the property 
tree. One thing that still is missing (and I have a solution for the 
next JSBSim release) is a ground-speed property.


Erik

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Re: Wheel skid sounds - Was: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-22 Thread Josh Babcock
Erik Hofman wrote:

 
 The FDM already reveals when the brakes are applied in the property
 tree. One thing that still is missing (and I have a solution for the
 next JSBSim release) is a ground-speed property.

Yeah, but just putting them on doesn't make them skid (I hope). Hearing
screeching wheels when you tap your brakes during a slow speed taxi
would be a bit silly. You would need to know at least the force from the
wheels and the coefficient of friction for the current conditions. The
latter I suppose you could make a good educated guess at based on the
weather.

Ground speed is a very useful thing to have, especially on a by-wheel
basis. It allows for very good looking wheel rolling animations during
taxi turns. Andy put this into YASim a while back, and it makes the B29
wheels look just plain hot. (my only small complaint is that they don't
spin down after takeoff, so if you forget to tap your brakes after
takeoff, the wheels will still be spinning when you lower you gear for
landing!)

If the ground speed where to reflect the wheels locking up that would be
even cooler, but it still won't tell you when the wheels are skidding
sideways enough to cause a screech. This is something that you probably
want if you are ever planning on doing a ground loop, and I tend to do a
lot of those in FG ;)

Josh

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Re: Wheel skid sounds - Was: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-22 Thread Erik Hofman

Josh Babcock wrote:

Erik Hofman wrote:


The FDM already reveals when the brakes are applied in the property
tree. One thing that still is missing (and I have a solution for the
next JSBSim release) is a ground-speed property.


Yeah, but just putting them on doesn't make them skid (I hope). Hearing
screeching wheels when you tap your brakes during a slow speed taxi
would be a bit silly. You would need to know at least the force from the
wheels and the coefficient of friction for the current conditions. The
latter I suppose you could make a good educated guess at based on the
weather.


So far I've done pretty well for touchdown skis sounds, I don't think 
ground loop squeels would be much more difficult.

Did you take a look at the c172p-sound.xml configuration file already?

Erik


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Re: Wheel skid sounds - Was: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-22 Thread Josh Babcock
Erik Hofman wrote:

 
 So far I've done pretty well for touchdown skis sounds, I don't think
 ground loop squeels would be much more difficult.
 Did you take a look at the c172p-sound.xml configuration file already?
 
 Erik
 

Erik,

No, I was responding based entirely on the e-mails. I did just take a
peek, and it seems like a neat way of making the touchdown squeal if I
am reading it right. What is the dt_stop section about though?

If you can make squeals for over braking (locking the wheels) and ground
loops without any modifications to the code, I will be interested in
seeing it, and will definitely use it. This might be a good bit to
include in the generic sound.xml file.

Out of curiosity, do blowouts produce a squealing sound? I would think
not, but I have never experienced one in a plane :)

Josh

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[Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-20 Thread Melchior FRANZ
* Melchior FRANZ -- Saturday 19 November 2005 14:11:
 One new feature *must* go in. Otherwise the 1.0.0 release number is
 IMHO not justified:
 
 * landing lights

... to make fgfs actually usable at night

 * aircraft switchable at runtime


And here's another one:

  * save gui configuration: sound, shadows, etc. should all be saved
into a configuration file that is loaded at each startup; Telling
users to find(!) and edit XML stuff is very pre-1.0. (Could be
done in gui.nas for now, where it's unlikely to cause stability
problems.)

m.

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[Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-19 Thread Melchior FRANZ
* Erik Hofman -- Friday 18 November 2005 18:36:
 After this release we'll only accept bug-fixes to the code, except for 
 the new JSBSim version. Any major code changes that are not intended to 
 fix one or more bugs will have to wait.

One new feature *must* go in. Otherwise the 1.0.0 release number is
IMHO not justified:

* landing lights

Otherwise we'd have to admit that FlightGear 1.0.0 is a daylight-only
simulator. A patch for landing lights is floating around on IRC.
(Haven't tested it yet.)

One new feature that I always thought should be possible in 1.0.0:

* aircraft switchable at runtime

This isn't something that we need, but something that every
other simulator is capable of, and users expect it. Also it
would be a good sign for clean subsystem design.


And finally, this is my TODO list:

* try to get rid of a few more hardcoded dialogs, or at least
  make them accept gui colors


And if none of this is possible, then I'm afraid I don't have a
TODO list and this will be the most boring release cycle ever.

m.

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RE: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-19 Thread Jon Berndt
 And if none of this is possible, then I'm afraid I don't have a
 TODO list and this will be the most boring release cycle ever.

 m.

Heh. Maybe. Maybe not. I hope that from your point of view it turns out to be a 
boring
release cycle. In one respect, it should not be very noticeable to users what 
has
happened, apart from the fact that none of the existing JSBSim aircraft, 
engines, or
thrusters will work in their current form. They will have to be converted to 
the new
JSBSim config file format. A conversion helper tool is available.

For over a year myself and others have discussed refining the JSBSim config 
file format to
a more well-formed design. I have also tried to consider what was done by the 
guys working
on the AIAA standard for aircraft simulation model exchange, to be called 
AEROML (formerly
known as DAVEML, see daveml.nasa.gov).

As part of the config file format change, new capabilities were added. The 
version of
JSBSim to be added to FlightGear developer CVS in the coming weeks will be a 
major change.
I'll describe the new features in the JSBSim developer list soon.

I'm also fixing up the comments in the code to reflect the new changes, and 
will be
publishing a document on the new config file format, as well.

Jon


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[Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-19 Thread Melchior FRANZ
I also hoped that a few Nasal improvements could be committed,
such as file I/O. That's hardly dangerous for overall fgfs
stability, and would allow to implement some nice features
in Nasal scripts. (Not that this had to be in 1.0.0, but I
wouldn't like to wait some months for it. :-)

m.

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Re: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-19 Thread Stefan Seifert

Melchior FRANZ wrote:

* Erik Hofman -- Friday 18 November 2005 18:36:
  
After this release we'll only accept bug-fixes to the code, except for 
the new JSBSim version. Any major code changes that are not intended to 
fix one or more bugs will have to wait.



One new feature *must* go in. Otherwise the 1.0.0 release number is
IMHO not justified:
  


Another thing that's really missing (and was mentioned in the 
linux-user.de review) is handling of any cases other than normal flight.
Redout and Blackout are a good start, but everything from structural 
failures to things like skid sounds if you turn too quick on ground is 
missing and makes FlightGear just feel unrealistic. You can just do what 
you want and the plane survives.


Nine

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Re: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-19 Thread Erik Hofman

Melchior FRANZ wrote:


And finally, this is my TODO list:

* try to get rid of a few more hardcoded dialogs, or at least
  make them accept gui colors


Not that I explicitly stated no major updates to the *source* *code*. 
Removing code would be no problem (and neither would be putting an 
equivalent in the base package).


Erik

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Re: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-19 Thread Erik Hofman

Stefan Seifert wrote:

Another thing that's really missing (and was mentioned in the 
linux-user.de review) is handling of any cases other than normal flight.
Redout and Blackout are a good start, but everything from structural 
failures to things like skid sounds if you turn too quick on ground is 
missing and makes FlightGear just feel unrealistic. You can just do what 
you want and the plane survives.


Skid sounds it just a sound configuration file update. Patches are welcome.

I disagree with the rest, that would require updates in many places in 
the code which isn't desirable at this point. It might be a good 
addition for 1.1 or 1.2 though.


Erik

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Re: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-19 Thread Oliver C.
On Saturday 19 November 2005 15:30, Erik Hofman wrote:
 Melchior FRANZ wrote:
  And finally, this is my TODO list:
 
  * try to get rid of a few more hardcoded dialogs, or at least
make them accept gui colors

 Not that I explicitly stated no major updates to the *source* *code*.
 Removing code would be no problem (and neither would be putting an
 equivalent in the base package).

 Erik


I agree with Franz Melchior.
And my question is, why it is so essential to call the next version release 
1.0?
What's wrong with version numbers like 0.9.10, 0.9.11, 0.9.12 etc. until the 
above issues are fixed?
I mean this is an Open Source Project, there's no need to meet a deadline
and it's very unlikely that flightgear developers will loose there job when 
version 1.0 is not released in 1. quarter 2006.

Best Regards,
 Oliver C.







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RE: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-19 Thread Jon Berndt
 I agree with Franz Melchior.
 And my question is, why it is so essential to call the next version release
 1.0?
 What's wrong with version numbers like 0.9.10, 0.9.11, 0.9.12 etc. until the
 above issues are fixed?

That's what's been getting done for years. The question now is, why not? Curt's 
been
working on FlightGear for ... what ... about ten years, now?

To turn the argument around, there's nothing to fear from calling it 1.0, 
either. The next
release would be a fitting v1.0, IMHO.

Jon


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Re: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-19 Thread Oliver C.
On Saturday 19 November 2005 16:35, Jon Berndt wrote:

 To turn the argument around, there's nothing to fear from calling it 1.0,
 either.

I don't think so, in my opinion the status of version 1.0 will decide how many 
new contributers and public interest this project will get.
In other words, my estimation is (when i look into my crystal ball :) ), that 
we will get more people that start contributing to FlighGear with things like 
creating 3d models and aircrafts when it's possible to switch aircrafts 
during runtime. 
When this isn't the case, people might think/say:
OK, this looks nice, but i will wait with contribution until this issue is 
fixed,.
or:
Hm, i think i will give the project a next try when version 2.0 is out.

On the other side we will get more attention even in none computer specific 
newspapers when the issues are fixed and people start to say:
Wow, this is so perfect, this looks so great, what a wonderfull simulator...

That's why we should be carefull about which version we call 1.0
In my opinion version 1.0 is an important release, it's not just a number.

Best Regards,
 Oliver C.



  

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Re: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-19 Thread Curtis L. Olson

Oliver C. wrote:

I don't think so, in my opinion the status of version 1.0 will decide how many 
new contributers and public interest this project will get.
In other words, my estimation is (when i look into my crystal ball :) ), that 
we will get more people that start contributing to FlighGear with things like 
creating 3d models and aircrafts when it's possible to switch aircrafts 
during runtime. 
When this isn't the case, people might think/say:
OK, this looks nice, but i will wait with contribution until this issue is 
fixed,.

or:
Hm, i think i will give the project a next try when version 2.0 is out.

On the other side we will get more attention even in none computer specific 
newspapers when the issues are fixed and people start to say:

Wow, this is so perfect, this looks so great, what a wonderfull simulator...

That's why we should be carefull about which version we call 1.0
In my opinion version 1.0 is an important release, it's not just a number.
 



I am *very* adverse to 'marketing' via version numbers because it is all 
so meaningless, so I'm not even sure why I'm participating in this 
thread, but the flip side of this is if we stay at 0.9.x too long, all 
these same people are going to look at FG and say ... ohh, they've been 
diddling around with 0.9.x versions for ever,  they must not be doing 
anything serious over there.  I think the issue can be argued both 
ways, but time (and version numbers) marches on.


Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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