Re: [Flightgear-devel] AI objects with hardened surface not possible? Dave Culp?

2006-03-11 Thread Mathias Fröhlich
On Saturday 11 March 2006 01:44, Georg Vollnhals wrote:
 Of course the ship-model is hardened when put into the scenery as a
 static object. It also works when I make a moving ship-object with fixed
 direction (see listed XML-file at the bottom of this message).
 Also creating a flight-plan and let the ship fly at ground-level works
 very fine and impressive.
 But I cannot get a hardened and landable surface.

 May be anyone (Dave Culp?) can answer whether it is possible to create
 flightplan-models with hardened surface?
I hope I am allowed to answer too :)

Well flightplans are ignored by the AICarrier that is true.
Also AIAircraft do not contribute to the ground computaitions.

Carriers have their own 'flightplan'. Vivian has coded the typical 'stay in an 
operation box' 'flightplan' for the carrier. So it is not easy to make that 
work with flightplans.

I believe that AIModels will need a SGSubsystem which could either be 
something interpreting usual flightplans or that carrier box thing or may be 
a nasal subsystem, so that every AIModel can behave like the author scripted 
in nasal without hardcoding that in c++.

For the solidness we will need IMO a hierarchical bounding box collider which 
is updated instead of rebuilt at each update(). The presence of movable 
objects like the carrier and the need to keep aircraft on the deck even if 
the carrier turns, this must be done with special care for these movements.
Any yes I know that this does not yet work right, but this is not due to the 
way the FDM 'see' the carrier surface move rather than a usual problem of 
viscosous friction models in all our FDM's.

For this current short term problem.
I believe that it would be possible to make ship's surfaces solid and make 
ships but not carriers follow flightplans.
An other alternative would be to move that solid tag into AIBase ...
Let's see ...

... but not in this current release cycle.
Please remeind me past the pending release ...

Greetings

Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]


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RE: [Flightgear-devel] AI objects with hardened surface not possible? Dave Culp?

2006-03-11 Thread Vivian Meazza
Mathias Fröhlich

 
 On Saturday 11 March 2006 01:44, Georg Vollnhals wrote:
  Of course the ship-model is hardened when put into the scenery as a
  static object. It also works when I make a moving ship-object with fixed
  direction (see listed XML-file at the bottom of this message).
  Also creating a flight-plan and let the ship fly at ground-level works
  very fine and impressive.
  But I cannot get a hardened and landable surface.
 
  May be anyone (Dave Culp?) can answer whether it is possible to create
  flightplan-models with hardened surface?
 I hope I am allowed to answer too :)
 
 Well flightplans are ignored by the AICarrier that is true.
 Also AIAircraft do not contribute to the ground computaitions.
 
 Carriers have their own 'flightplan'. Vivian has coded the typical 'stay
 in an
 operation box' 'flightplan' for the carrier. So it is not easy to make
 that
 work with flightplans.
 
 I believe that AIModels will need a SGSubsystem which could either be
 something interpreting usual flightplans or that carrier box thing or may
 be
 a nasal subsystem, so that every AIModel can behave like the author
 scripted
 in nasal without hardcoding that in c++.
 
 For the solidness we will need IMO a hierarchical bounding box collider
 which
 is updated instead of rebuilt at each update(). The presence of movable
 objects like the carrier and the need to keep aircraft on the deck even if
 the carrier turns, this must be done with special care for these
 movements.
 Any yes I know that this does not yet work right, but this is not due to
 the
 way the FDM 'see' the carrier surface move rather than a usual problem of
 viscosous friction models in all our FDM's.
 
 For this current short term problem.
 I believe that it would be possible to make ship's surfaces solid and make
 ships but not carriers follow flightplans.
 An other alternative would be to move that solid tag into AIBase ...
 Let's see ...
 

Just to add a little to that - stay-in-a-box mode is selectable on/off from
the nimitz-demo file, and the limits of the box are selectable.

If you want a ship which has solid decks, add it to the nimitz-demo file as
another carrier, and make the path to the 3d model whatever you want it to
be. You might be able to constrain the operations box enough for your needs,
otherwise it's only a straight course and fixed speed atm, I'm afraid.

HTH

Vivian



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[Flightgear-devel] Re: Curtis - small change of UFO.cxx possible?

2006-03-11 Thread Melchior FRANZ
* Georg Vollnhals -- Saturday 11 March 2006 01:44:
 My problem was that one cannot fly at very low speed with the UFO 

Use:

  flaps down - decrease max speed
  flaps up   - increase max speed

I have heard that some types of UFOs do indeed have flaps!

m.


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[Flightgear-devel] Re: CVS - Compile Error

2006-03-11 Thread Melchior FRANZ
* Vivian Meazza -- Saturday 11 March 2006 10:54:
 modelmgr.cxx:60: error: `FGNasalModelData' has not been declared
 make[2]: *** [modelmgr.o] Error 1

 I've done a clean download of both SG and FG (cvs up -DPAC), SG compiles
 without error. 

Not clean enough it seems: this class is defined in src/Scripting/NasalSys.hxx,
revision 1.21. and the header is #included by src/Model/modelmgr.cxx
revision 1.13.

m.


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Re: [Flightgear-devel] 737-300 development (was: 737-300 electrical systems)

2006-03-11 Thread Markus Barenhoff

Justin Smithies wrote:

Just a quick question.

I am currently building a diy 737-300 cockpit , and i am going to link all the 
real switches / lights etc to a pc that will read / write directly from the 
FG prop tree based on values there.
So i take it the way this project is going that there will be switches and 
inditcators + various variables in the FG prop tree eventually for every 
instrument / electrical system.




Yes. This is the way... currently i put and read all values from

/controls/electric/[panel]/[switch,gauge]

for example:

/controls/electric/genbuspanel/genoffbus0 (boolean / light)
/controls/electric/genbuspanel/acamps0(double  / analog cur. meter)
/controls/electric/genbuspanel/gen0   (boolean / switch)


all values are precalculated so you don't have to do any calculation 
or decission making in the panel and simply have to concat the switches, 
lights and meters with the panel.



cu markus



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Re: [Flightgear-devel] 737-300 cvs

2006-03-11 Thread Markus Barenhoff

Justin Smithies wrote:

Dont know if anyone else would agree but here goes

Wouldnt it be better for everyone involved in the 737 project to start 
uploading their code / gfx etc into the cvs ?
Even if say Marcus's electrical system is not finished it doesnt have to be 
activated on the model until its ready .
I.E. It can keep the generic electrical system but the nasal code can still be 
incorporated and updated it just wont run unless your a developer wishing to 
test these features in which case you'll know what to do.
This would ensure other developers can keep track as to whats going on and 
what still needs to be done etc.


Any comments ?



Yes, i think this is a good idea. My system is currently wotking 
completly independent (only N1 from the engines is read for the 
generators) and has no side effects on the old system.


cu markus


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Re: [Flightgear-devel] AI objects with hardened surface not possible? Dave Culp?

2006-03-11 Thread Georg Vollnhals

Vivian Meazza schrieb:

Mathias Fröhlich




For the solidness we will need IMO a hierarchical bounding box collider
which
is updated instead of rebuilt at each update(). The presence of movable
objects like the carrier and the need to keep aircraft on the deck even if
the carrier turns, this must be done with special care for these
movements.
Any yes I know that this does not yet work right, but this is not due to
the
way the FDM 'see' the carrier surface move rather than a usual problem of
viscosous friction models in all our FDM's.

For this current short term problem.
I believe that it would be possible to make ship's surfaces solid and make
ships but not carriers follow flightplans.
An other alternative would be to move that solid tag into AIBase ...
Let's see ...



**Hi Mathias,*
thank you for your explanation!
now I understand why it works with a fixed course (no turnings) but not 
with a flightplan - yet!

Let's see is always promising for the future :-)
Regards
Georg
**



Just to add a little to that - stay-in-a-box mode is selectable on/off from
the nimitz-demo file, and the limits of the box are selectable.

If you want a ship which has solid decks, add it to the nimitz-demo file as
another carrier, and make the path to the 3d model whatever you want it to
be. You might be able to constrain the operations box enough for your needs,
otherwise it's only a straight course and fixed speed atm, I'm afraid.

HTH

Vivian


***Hi Vivian,**
I'll have a look into that this evening and try to change the 
operations box limits. If it works with flightplans I'll give feedback.

Thank you for the answer anyway, it is a chance!

As for a fixed course the solution is quite easier as I found out by 
experiments. I used a modified version of Eric's freighter and gave it 
the type carrier and some solid parameter like the carrier has.

This works (for a fixed course).

Regards
Georg


?xml version=1.0?
PropertyList
 scenario
  entry
   typecarrier/type
   modelModels/Work/gen-freighter01.ac/model
   solidcabin/solid
   solidchull/solid
   solidwavefront/solid
   latitude53.12707079/latitude
   longitude8.679790884/longitude
   speed6.0/speed
   rudder3.0/rudder
  /entry
 /scenario
/PropertyList



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[Flightgear-devel] JSBSim FAQ

2006-03-11 Thread Jon S. Berndt
I've updated the FAQ for JSBSim considerably. You can get there by visiting
the JSBSim web site and clicking at the FAQ link at the top of the page, or
by going directly here:

http://www.jsbsim.org/FAQ.html

I've also added a listing of all articles in the JSBSim newsletter on the
documents page. Go the home page at www.jsbsim.org and click on the
Documents link, or go directly here:

http://www.jsbsim.org/fsdocuments.html

New questions are welcome, as is feedback on the answers already there.

Jon



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Re: [Flightgear-devel] 737-300 electrical systems

2006-03-11 Thread Paul Surgeon
On Friday 10 March 2006 00:36, Markus Barenhoff wrote:
 Paul Surgeon wrote:
  On Thursday 09 March 2006 04:37, Markus Barenhoff wrote:
  i am currently writting a simulation of the 737-300 electrical system
  for flightgear. it' s still work in progress.
  now to my question: is there someone who would like do design the
  pannels? :) it would be great to have them, for testing purposes,
  beacuse doing it the property tree is not much fun. :)
 
  2D or 3D panels?

 3D would be great, (because its all in the overhead panel), but 2D would
 also be nice. If also mailed with Justin Smithies, who is also working
 on the panels i think, maybe you should also communicate with him, so
 that you both do not the same work.

 cu markus

Any idea about the size of those panels or maybe the diameter of the gauges?
Getting the scale right the first time makes life easier otherwise you have to 
rescale, calculate new needle centers, redo the hot spots, etc.

Paul



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[Flightgear-devel] Re: Curtis - small change of UFO.cxx possible?

2006-03-11 Thread Geoff Air

What an excellent idea ... it allows UFO speed
adjustments with g/G keys ...

Here is a tiny tested patch -
--- c:\FGCVS\FlightGear\source\src\FDM\ufo.cxx  Thu Mar 02 12:18:14 2006
+++ source\src\FDM\ufo.cxx  Sat Mar 11 13:20:40 2006
@@ -94,6 +94,9 @@

// the velocity of the aircraft
double velocity = Throttle * 2000; // meters/sec
+if (globals-get_controls()-get_gear_down()) {
+   velocity = Throttle * 10;
+}

double old_pitch = get_Theta();
double pitch_rate = SGD_PI_4; // assume I will be pitching up

Just 3 lines ...

It also overcomes another bothersome minor 'problem' ...
frequently, when I start FG with the UFO, by the
time I 'see' the scene graph, the UFO is miles
away from KSFO ... even when my joystick throttle
slider is on ZERO ...

It seems some residual value is in 'throttle' ...
I can clear it, if I remember to 'blip' the throttle
late in the FG load, but this patch make this
less of a problem ...

re: GNU utilities for Win32

This patch is done with the 'diff.exe', with the
option -u ... you can obtain the zip file from -

http://unxutils.sourceforge.net/

It contains a great list of ported to WIN32
GNU utilities, and does not require any
special DLL, like cygwin ...

I hope this small patch can be added to
ufo.cxx cvs ...

I think Gear down/up is better than
flaps ... I've heard ALL UFO's have 'gear',
but do not need 'flaps' ;=)) but either would
do ...

I know, the UFO probably does not have
'gear' either, since it also 'flies'
underground ;=)) good for checking for mineral
deposits below mountains ...

Regards,

Geoff.

EOF - fg-37.doc

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[Fwd: Re: [Flightgear-devel] Re: Curtis - small change of UFO.cxx possible?]

2006-03-11 Thread Georg Vollnhals



 Original-Nachricht 
Betreff: Re: [Flightgear-devel] Re: Curtis - small change of UFO.cxx 
possible?

Datum: Sat, 11 Mar 2006 17:58:18 +0100
Von: Georg Vollnhals [EMAIL PROTECTED]
An: flightgear-devel@lists.sourceforge.net
Referenzen: [EMAIL PROTECTED]

Hi Geoff,

Geoff Air schrieb:


Here is a tiny tested patch -
--- c:\FGCVS\FlightGear\source\src\FDM\ufo.cxxThu Mar 02 12:18:14 2006

...
Thank you for making this patch, I couldn'd do it until now ...



It also overcomes another bothersome minor 'problem' ...
frequently, when I start FG with the UFO, by the
time I 'see' the scene graph, the UFO is miles
away from KSFO ... even when my joystick throttle
slider is on ZERO ...
It seems some residual value is in 'throttle' ...


Yes, here too. In the lower speed area the UFO was much to sensible
until now ...


re: GNU utilities for Win32

This patch is done with the 'diff.exe', with the
option -u ... you can obtain the zip file from -



Another thanks! I'll try it this evening when I am back at my
FlightGear-PC.


I hope this small patch can be added to
ufo.cxx cvs ...


Melchior did a lot of work to improve the behaviour of the UFO and make
the speed-band scalable. I could not test it until now as I am
actually not at the PC with FlightGear CVS but will do it this evening.
I suppose there were some reasons not to use the simple solution and
Melchior is always doing a superior job with FlightGear.
My aim was low UFO speed for scenery design purposes and this can be
reached with either of the two ways.
As we two are compiling CVS we can decide ourselves which solution to use.

Georg




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[Flightgear-devel] Re: [Fwd: Re: Curtis - small change of UFO.cxx possible?]

2006-03-11 Thread Melchior FRANZ
* Georg Vollnhals -- Saturday 11 March 2006 18:00:
 I suppose there were some reasons not to use the simple solution [...]

That's easy:

Your problem was that the hard-coded value didn't suit you for all
purposes. Throwing in yet another hard-coded value to solve this
is a bad idea. Next time someone comes along and says that both are
still too fast, or not fast enough, or he needs something in-between.
The question should rather be: Is there a good reason *not* to make
it configurable via property system? [Answer: no]

Taking into account that some people don't calibrate their joysticks
is yet another bad idea. What's wrong with just calibrating? Or at
least adapting your personal js driver for this broken stick?

Had I known that this is supposed to be a line count contest,
then I would have squeezed it all into just two lines!   :-}

m.


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[Fwd: Re: [Flightgear-devel] Re: [Fwd: Re: Curtis - small change of UFO.cxx possible?]]

2006-03-11 Thread Georg Vollnhals



 Original-Nachricht 
Betreff: Re: [Flightgear-devel] Re: [Fwd: Re: Curtis - small change of 
UFO.cxx possible?]

Datum: Sat, 11 Mar 2006 18:49:22 +0100
Von: Georg Vollnhals [EMAIL PROTECTED]
An: flightgear-devel@lists.sourceforge.net
Referenzen: [EMAIL PROTECTED] [EMAIL PROTECTED] 
[EMAIL PROTECTED]


Melchior FRANZ schrieb:

* Melchior FRANZ -- Saturday 11 March 2006 18:09:

Taking into account that some people don't calibrate their joysticks
is yet another bad idea.


OTOH, we could ignore throttle values  0.05 or something. Even after
calibrating the lowest throttle value may not always be 0 in the end
position.   (?)

m.




Hi Melchior,

my answer to Geoff was *not* meant in a bad way. I even could not test
your solution until now :-). The only theoretical advantage of the
gear-down/up version could be a faster switching from high to low
speed, therefore I wrote that a self-compiler can choose the preferred
version himself. But I agree that a general solution is much better for
the long run and the different necessaries.

I am very lucky about the general improvement and have already fixed
this in my manual for the upcoming FGTools version 1.4 what I am writing
now. And that you did it so fast that it will be in version 0.9.10!!!

Beside that, I know you C++ coders can squeeze a whole program into one
line :-)

Thank you once again
Georg






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Re: [Flightgear-devel] Re: Curtis - small change of UFO.cxx possible?

2006-03-11 Thread Georg Vollnhals

Hi Geoff,

Geoff Air schrieb:


Here is a tiny tested patch -
--- c:\FGCVS\FlightGear\source\src\FDM\ufo.cxxThu Mar 02 12:18:14 2006

...
Thank you for making this patch, I couldn'd do it until now ...



It also overcomes another bothersome minor 'problem' ...
frequently, when I start FG with the UFO, by the
time I 'see' the scene graph, the UFO is miles
away from KSFO ... even when my joystick throttle
slider is on ZERO ...
It seems some residual value is in 'throttle' ...


Yes, here too. In the lower speed area the UFO was much to sensible 
until now ...



re: GNU utilities for Win32

This patch is done with the 'diff.exe', with the
option -u ... you can obtain the zip file from -



Another thanks! I'll try it this evening when I am back at my 
FlightGear-PC.



I hope this small patch can be added to
ufo.cxx cvs ...


Melchior did a lot of work to improve the behaviour of the UFO and make 
the speed-band scalable. I could not test it until now as I am 
actually not at the PC with FlightGear CVS but will do it this evening.
I suppose there were some reasons not to use the simple solution and 
Melchior is always doing a superior job with FlightGear.
My aim was low UFO speed for scenery design purposes and this can be 
reached with either of the two ways.

As we two are compiling CVS we can decide ourselves which solution to use.

Georg



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Re: [Flightgear-devel] Re: Curtis - small change of UFO.cxx possible?

2006-03-11 Thread Georg Vollnhals

Melchior FRANZ schrieb:



Yes. But I wouldn't even edit that if it isn't necessary. Just create a
file $FG_ROOT/Nasal/local.nas where you collect all local modifications.

...


m.


Thanx, this is for my nightshift (at home), best time for me to do such 
work :-)

Georg


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[Flightgear-devel] Bug in starting runway selection @ KCGS.

2006-03-11 Thread Chris Metzler

KCGS has a single runway, 15/33.

Starting FG with --runway=15 or with --runway=33 works just fine.

Starting FG with no runway specified at all, OTOH, produces a message
of Failed to find a good runway for KCGS, after which the plane is
placed at KSFO.

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
(remove snip-me. to email)

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have become civilized. - Chief Luther Standing Bear


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Re: [Flightgear-devel] Bug in starting runway selection @ KCGS.

2006-03-11 Thread David Luff
Chris Metzler writes:

 
 KCGS has a single runway, 15/33.
 
 Starting FG with --runway=15 or with --runway=33 works just fine.
 
 Starting FG with no runway specified at all, OTOH, produces a message
 of Failed to find a good runway for KCGS, after which the plane is
 placed at KSFO.
 

How bizarre!  I've never come across this at any other airport, but I can 
reproduce it at KCGS.  I'll take a look...

Cheers - Dave


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Re: [Flightgear-devel] Bug in starting runway selection @ KCGS.

2006-03-11 Thread Chris Metzler
On Sun, 12 Mar 2006 00:02:52 +
David Luff wrote:
David Luff writes:
 Chris Metzler writes:
 
 KCGS has a single runway, 15/33.
 
 Starting FG with --runway=15 or with --runway=33 works just fine.
 
 Starting FG with no runway specified at all, OTOH, produces a
 message of Failed to find a good runway for KCGS, after which the
 plane is placed at KSFO.
 
 
 How bizarre!  I've never come across this at any other airport, but I
 can reproduce it at KCGS.  I'll take a look...
 
 
 KCGS has both a normal runway (15/33) and a helipad (H1x).  I suspect
 that the helipad is causing the problems - we really ought to be robust
 to that.

It's not universal to that situation -- I just started going through
apt.dat airports with both a normal (non-water) runway and a helipad,
and (in order in apt.dat) 8L3, LA77, 97WA, and 1LA4 all loaded OK;
but then 7X8 produced exactly the same behavior as KCGS.  ID19, KCCA,
21OI, 9IL7, WA13, 3AK5, 56TS all worked OK; but then EGTF failed this
way.  And so on.

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
(remove snip-me. to email)

As a child I understood how to give; I have forgotten this grace since I
have become civilized. - Chief Luther Standing Bear


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[Flightgear-devel] Are the sourceforge lists not working?

2006-03-11 Thread Dave Perry

Hi David,

Are you able to access any of the March activity on the flightgear 
list.sourceforge.net site?  I see no posts after 2/27 at sourceforge.


By the way, Melchior FRANZ sent me a note off-list objecting to my 
binding [ and ] and my hotspot to  FlapsDown in a local 
controls.nas instead of a local flapsDown.  He did not understand my two 
objectives and I sent him two notes to explain.  Both the local 
flapsDown and FlapsDown check for bus voltage.  But flapsDown moves the 
flaps in three equal steps (joysticks have repeats false).  FlapsDown 
moves the flaps one degree per call and takes advantage of repeats in my 
local bindings to the flap switch hotspots and keyboard bindings to 
achieve smooth continuous motion as long as the switch is closed (like 
the real AC).  Since both affect only the pa24-250 and this is open 
source, I don't understand his concern.  My response was also off-list; 
perhaps I should have copied you.  If he is satisfied with my 
explanation(s), no need.


Thanks again,
Dave Perry


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RE: [Flightgear-devel] Are the sourceforge lists not working?

2006-03-11 Thread Innis Cunningham


Dave Perry writes


Hi David,

Are you able to access any of the March activity on the flightgear 
list.sourceforge.net site?  I see no posts after 2/27 at sourceforge.


I also have nothing after 2/27 also.

Cheers
Innis




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Re: [Flightgear-devel] Are the sourceforge lists not working?

2006-03-11 Thread Vassilii Khachaturov
On Sat, 11 Mar 2006, Dave Perry wrote:

 Are you able to access any of the March activity on the flightgear
 list.sourceforge.net site?  I see no posts after 2/27 at sourceforge.

This is a known issue. I've pinged the sf.net team at
http://sourceforge.net/tracker/index.php?func=detailaid=1446638group_id=1atid=21
and they answered with a canned response that this is already on their
status page, and being worked on. The question remains whether the posts
since Feb 27 are still accumulated somewhere at sourceforge, or not,
i.e., whether the messages posted meanwhile will eventually all get
archived, or get lost.

V.



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