Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Melchior FRANZ
* Mathias Fröhlich -- Saturday 01 July 2006 10:48:
 On Saturday 01 July 2006 10:44, Melchior FRANZ wrote:
  But it's not finished, and I'm not sure if I want to waste more time.
 Why 'waste time'?
 What do you have and what do you still need to do in your opinion?

You apparently missed that I had started to work on a new HUD implementation
in src/Instrumentation/HUD/. It is based on the old HUD, but heavily changed,
cleaned up, extended. I spent at least 20 hours work on that, and you didn't
bother to tell me sooner what your plans were, although I talked about
this effort in several emails during the last weeks. This was the poorest
timing that one could have thought of.

This new code still requires several more hours of work. Tapes don't currently
work for the F16, everything needs more cleanup etc. A few FIXMEs to fix,
some TODOs to do. But now that I know that you are working on yet another
implementation, I consider every minute spent on mine a waste of time.
I don't like to work for the waste bin. 

m.

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Erik Hofman
Melchior FRANZ wrote:

 This new code still requires several more hours of work. Tapes don't currently
 work for the F16, everything needs more cleanup etc. A few FIXMEs to fix,
 some TODOs to do. But now that I know that you are working on yet another
 implementation, I consider every minute spent on mine a waste of time.
 I don't like to work for the waste bin. 

I didn't have the impression that Mathias has been working on another 
implementation at all. He just seemed to have looked over the code and 
*did* try some workarounds for the HUD symbols to end up in the 
scenegraph. Which doesn't sound like mutual exclusive work to me.

Erik


-- 
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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Melchior FRANZ
* Erik Hofman -- Monday 03 July 2006 08:58: 
 I didn't have the impression that Mathias has been working on another 
 implementation at all. He just seemed to have looked over the code and 
 *did* try some workarounds for the HUD symbols to end up in the 
 scenegraph. Which doesn't sound like mutual exclusive work to me.

OK, but how should I go on with the broken F16 tape?! Mathias will probably
change that anyway, so is it worth spending time to fix it now?

To make that clear: I very much agree with Mathias plans, at least so
far as I know them. Putting the HUD elements into the scenegraph is
certainly a good thing. But I don't know how HUD items shall be drawn
after that. Not directly with gl* drawing commands, but how else? By
moving textures around? This will never allow the flexibility that we
currently have. Or by just using line drawing wrappers that can easily
be switched from plib to osg or anything else, but basically do the
same that they did before? In the latter case fixing the tape would be
worthwhile, in the former not.

m.

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Melchior FRANZ
* Melchior FRANZ -- Monday 03 July 2006 08:23:
 Tapes don't currently work for the F16 [...]

BTW: the reason for this is that the F16 altitude tape uses this
setting:

   input
   property/position/altitude-ft/property
   factor0.001/factor
   max100/max
   min-100/min
   /input
   major-divs1/major-divs
   minor-divs0.1/minor-divs


That is, as opposed to before, the tape doesn't see the real
altitude at all anymore. It gets altitude values already pre-digested
by the input channel (unit == 1000 ft). Because of that, minor-divs
are no longer 100, but 0.1 input channel units. And the old tape
can't work with that yet.

m.

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Erik Hofman
Melchior FRANZ wrote:

 BTW: the reason for this is that the F16 altitude tape uses this
 setting:
 
input
property/position/altitude-ft/property
factor0.001/factor
max100/max
min-100/min
/input
major-divs1/major-divs
minor-divs0.1/minor-divs
 
 
 That is, as opposed to before, the tape doesn't see the real
 altitude at all anymore. It gets altitude values already pre-digested
 by the input channel (unit == 1000 ft). Because of that, minor-divs
 are no longer 100, but 0.1 input channel units. And the old tape
 can't work with that yet.

I *think* I see what you mean.
What you could do right now is committing the new HUD code and activate 
it in the f16at-set.xml only (if that's possible) then more developers 
can look at it and try to figure out the problem.

Erik

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Melchior FRANZ
* Erik Hofman -- Monday 03 July 2006 13:45:
 I *think* I see what you mean.
 What you could do right now is committing the new HUD code and activate 
 it in the f16at-set.xml only (if that's possible) then more developers 
 can look at it and try to figure out the problem.

No, no. You misunderstand. I know, of course, what the problem is.
The old tape scales were only done in the integer domain, and the
tick mark positions were found with the modulo operator. This doesn't
work with floats. I do now either have to scale that back into the
integer domain, or use a different mechanism. I know well how to do
that. I just don't know if it's worth at all. Depends on what Mathias
wants to do exactly. Until now this was a bit too vague for me.

m.

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Erik Hofman
Melchior FRANZ wrote:
 * Erik Hofman -- Monday 03 July 2006 13:45:
 What you could do right now is committing the new HUD code [...]
 
 ... but I should probably do that anyway, just so we have concrete
 code to discuss, and maye even to work on. It should just be noted

Agreed.

 that this is still unfinished, and should be treated with caution.
 There are many things that I had considered too ugly to commit, and
 there are a number of modifications to be expected.

That's fine, you've already made sure none of the existing models will 
be affected.

Erik


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Re: [Flightgear-devel] ..~/.cvspass???

2006-07-03 Thread Arnt Karlsen
On Mon, 03 Jul 2006 00:28:06 -0400, Josh wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
  
  ..this works, thanks, but I _should_ be able to use Ralf's Makefile
  too. The idea is make this useable off a Live CD too.
 
 Oh, I see. Yes, it should come with a valid .cvspass for an anonymous
 user.
 
 Josh

..is this a posh suggestion I should drop doing the FGLiveCD4KOSH?
Or can anyone show me a valid .cvspass so I can fix my CD .cvspass?

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] ..~/.cvspass???

2006-07-03 Thread Vivian Meazza
Arnt Karlsen

 
 On Mon, 03 Jul 2006 00:28:06 -0400, Josh wrote in message
 [EMAIL PROTECTED]:
 
  Arnt Karlsen wrote:
 
  
   ..this works, thanks, but I _should_ be able to use Ralf's Makefile
   too. The idea is make this useable off a Live CD too.
 
  Oh, I see. Yes, it should come with a valid .cvspass for an anonymous
  user.
 
  Josh
 
 ..is this a posh suggestion I should drop doing the FGLiveCD4KOSH?
 Or can anyone show me a valid .cvspass so I can fix my CD .cvspass?
 

Hmm - paranoiac or what? Your .cvspass file should look something like:

/1 :pserver:[EMAIL PROTECTED]:2401/var/cvs/FlightGear-0.9 4IedZ

Vivian 


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Re: [Flightgear-devel] YASim vstab question

2006-07-03 Thread Joacim Persson
On Sun, 2 Jul 2006, Maik Justus wrote:
 src/FDM/YASim/airplane.cpp in function void Airplane::solveHelicopter()
 from
applyDragFactor(Math::pow(15.7/1000, 1/SOLVE_TWEAK));
applyLiftRatio(Math::pow(104, 1/SOLVE_TWEAK));
 to
applyDragFactor(Math::pow(1, 1/SOLVE_TWEAK));
applyLiftRatio(Math::pow(1, 1/SOLVE_TWEAK));

Actually, that won't work. :P

The idea is that the solver shall determine Cd (and other parameters)
for surfaces by /iteration/. We can't set the value directly like
that because we simply don't know it, and neither does the fuselage or even
the surface compiler. There is a start value, but it can be up to 1
iterations (or more! ;) from a sane value.

To do it the yasim way we would need a similar iterative solver
for helicopters like for winged aircrafts, based on cruiseapproach data or
whatever can be available. (possibly incorporated in ::solver())

We could on the other hand let the model designer set and tweak the
fuselage Cd manually in the config file.

(and one raised to the power of any real number is still one ;)

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Re: [Flightgear-devel] YASim vstab question

2006-07-03 Thread Andy Ross
Josh Babcock wrote:
 The ch-53e has a pretty odd empenage, so I need to make sure I
 know what I am doing here. If I define a vstab with a dihedral
 of 110, ahich side will it be on? Can I control which side it
 is on?

The vstab is a left wing with a dihedral of 90 degrees.  Making
it 110 degrees will tilt it 30 degrees to the right of vertical,
but (and this is important) the up/down sense of its flap
surfaces will be reversed.

Andy

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[Flightgear-devel] ..fixed, was:..~/.cvspass???

2006-07-03 Thread Arnt Karlsen
On Mon, 3 Jul 2006 15:10:03 +0100, Vivian wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen
 
  
  On Mon, 03 Jul 2006 00:28:06 -0400, Josh wrote in message
  [EMAIL PROTECTED]:
  
   Arnt Karlsen wrote:
  
   
..this works, thanks, but I _should_ be able to use Ralf's
Makefile too. The idea is make this useable off a Live CD too.
  
   Oh, I see. Yes, it should come with a valid .cvspass for an
   anonymous user.
  
   Josh
  
  ..is this a posh suggestion I should drop doing the FGLiveCD4KOSH?
  Or can anyone show me a valid .cvspass so I can fix my CD .cvspass?
  
 
 Hmm - paranoiac or what? 

..naaa, just _royally_ fed up with junk that fails me all over the
damned place, including ParallelKnoppix and this time it hit Josh,
Josh, I apologise, and yes, I'll toss in a valid .cvspass.

 Your .cvspass file should look something like:
 
 /1 :pserver:[EMAIL PROTECTED]:2401/var/cvs/FlightGear-0.9
 4IedZ

../1  is line number?  _Huh???!!!_  Thanks a _lot_, Josh, looks like
your suggestion had cvs append the correct entries into .cvspass.  :o)  
And AIbdZ here is guest flipped over etc like a burger.
Tech comfort zone is where people _know_ how to fix stuff.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] ..fixed, was:..~/.cvspass???

2006-07-03 Thread Vivian Meazza


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:flightgear-
 [EMAIL PROTECTED] On Behalf Of Arnt Karlsen
 Sent: 03 July 2006 17:08
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] ..fixed, was:..~/.cvspass???
 
 On Mon, 3 Jul 2006 15:10:03 +0100, Vivian wrote in message
 [EMAIL PROTECTED]:
 
  Arnt Karlsen
 
  
   On Mon, 03 Jul 2006 00:28:06 -0400, Josh wrote in message
   [EMAIL PROTECTED]:
  
Arnt Karlsen wrote:
   

 ..this works, thanks, but I _should_ be able to use Ralf's
 Makefile too. The idea is make this useable off a Live CD too.
   
Oh, I see. Yes, it should come with a valid .cvspass for an
anonymous user.
   
Josh
  
   ..is this a posh suggestion I should drop doing the FGLiveCD4KOSH?
   Or can anyone show me a valid .cvspass so I can fix my CD .cvspass?
  
 
  Hmm - paranoiac or what?
 
 ..naaa, just _royally_ fed up with junk that fails me all over the
 damned place, including ParallelKnoppix and this time it hit Josh,
 Josh, I apologise, and yes, I'll toss in a valid .cvspass.
 
  Your .cvspass file should look something like:
 
  /1 :pserver:[EMAIL PROTECTED]:2401/var/cvs/FlightGear-0.9
  4IedZ
 
 ../1  is line number?  _Huh???!!!_  Thanks a _lot_, Josh, looks like
 your suggestion had cvs append the correct entries into .cvspass.  :o)
 And AIbdZ here is guest flipped over etc like a burger.
 Tech comfort zone is where people _know_ how to fix stuff.  ;o)
 

/1 precedes each line, not a line number

If you can get guest out of that one you are a better man than I, Gunga
Din. I made that hash value up.

Vivian


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Re: [Flightgear-devel] YASim vstab question

2006-07-03 Thread Maik Justus
Hi,

Joacim Persson schrieb:
 On Sun, 2 Jul 2006, Maik Justus wrote:
   
 src/FDM/YASim/airplane.cpp in function void Airplane::solveHelicopter()
 from
applyDragFactor(Math::pow(15.7/1000, 1/SOLVE_TWEAK));
applyLiftRatio(Math::pow(104, 1/SOLVE_TWEAK));
 to
applyDragFactor(Math::pow(1, 1/SOLVE_TWEAK));
applyLiftRatio(Math::pow(1, 1/SOLVE_TWEAK));
 

 Actually, that won't work. :P

 The idea is that the solver shall determine Cd (and other parameters)
 for surfaces by /iteration/. We can't set the value directly like
 that because we simply don't know it, and neither does the fuselage or even
 the surface compiler. There is a start value, but it can be up to 1
 iterations (or more! ;) from a sane value.

   
Yes, it's only a workaround. It now uses the result of the J3.
 To do it the yasim way we would need a similar iterative solver
 for helicopters like for winged aircrafts, based on cruiseapproach data or
 whatever can be available. (possibly incorporated in ::solver())
   
Probably we have to go this way. But it would be rather complicate (e.g. 
the elevator-control of the ch47 is different from other helicopters).
 We could on the other hand let the model designer set and tweak the
 fuselage Cd manually in the config file.
   
That would be the easier way. Maybe it make sense to look, which results 
the solver get for different airplanes.
 (and one raised to the power of any real number is still one ;)

   
Yes, you are right. But if you use the old

applyDragFactor(Math::pow(15.7/1000, 1/SOLVE_TWEAK));
applyLiftRatio(Math::pow(104, 1/SOLVE_TWEAK));

Yasim tells you

Solution results:   Iterations: 0
  Drag Coefficient: 15.70
  Lift Ratio: 104.00
  .
  .
  .
That is why I did not delete the pow calculation.

Maik

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Re: [Flightgear-devel] yasim heli solver, CG for Z-axis

2006-07-03 Thread Maik Justus
Joacim Persson schrieb:
 On Sun, 2 Jul 2006, Maik Justus wrote:

   
 the helicopter simulation as it is in cvs has the bug, that any kind of
 surfaces, stabs, fuselages have no aerodynamical effect.
 

 That bugfix had a huge impact on the chinook. I still get a negative yaw
 moment from the both rotors (most of the time), but I guess you have more
 stuff coming in due time. (I simply turned off torque calculations.
 Doesn't matter on that model anyway.)
   
If you put the stick forward or backward there should be a yaw effect. 
With the bugfix you have to cancel the  torque generated by fuselage and 
airspeed by putting the stick backward. This could be the cause for the 
yaw. (Or dou you get the yaw moment with torque off?)
 But I noticed something else now. Maybe it's been there all the time and I
 just never saw it:

 Solution results:   Iterations: 0
   
 CG: -8.331, -0.003, 3.088
  ^
 (Datum used has the Z- and Y-axii along the mid of the fuselage.)

 The solver places the CG 3 meters up! (I've only been using a small
 ballast-statement at the stern to trim the longitudal CG right, plus the
 two engines.) This lands somewhere at the height of the rotors (fwd Z: 2.6,
 aft: 3.99). (They're not THAT heavy ;) This of course creates some
 interesting stability problems when not flying perfectly coordinated...
 Imagine a sailboat with the whole ballast at the top of the mast. =)

   
Yes, the high CG would intensify the effect.
Maik

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Re: [Flightgear-devel] ..fixed, was:..~/.cvspass???

2006-07-03 Thread Arnt Karlsen
On Mon, 3 Jul 2006 18:07:57 +0100, Vivian wrote in message 
[EMAIL PROTECTED]:
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:flightgear- [EMAIL PROTECTED] On Behalf
  Of Arnt Karlsen Sent: 03 July 2006 17:08
  To: FlightGear developers discussions
  Subject: [Flightgear-devel] ..fixed, was:..~/.cvspass???
  
  On Mon, 3 Jul 2006 15:10:03 +0100, Vivian wrote in message
  [EMAIL PROTECTED]:
  
   Arnt Karlsen
  
On Mon, 03 Jul 2006 00:28:06 -0400, Josh wrote in message
[EMAIL PROTECTED]:
   
 Arnt Karlsen wrote:

  ..this works, thanks, but I _should_ be able to use Ralf's
  Makefile too. The idea is make this useable off a Live CD
  too.

 Oh, I see. Yes, it should come with a valid .cvspass for an
 anonymous user.

 Josh
   
..is this a posh suggestion I should drop doing the
FGLiveCD4KOSH? Or can anyone show me a valid .cvspass so I can
fix my CD .cvspass?
  
   Hmm - paranoiac or what?
  
  ..naaa, just _royally_ fed up with junk that fails me all over the
  damned place, including ParallelKnoppix and this time it hit Josh,
  Josh, I apologise, and yes, I'll toss in a valid .cvspass.
  
   Your .cvspass file should look something like:
  
   /1
   :pserver:[EMAIL PROTECTED]:2401/var/cvs/FlightGear-0.9
   4IedZ
  
  ../1  is line number?  _Huh???!!!_  Thanks a _lot_, Josh, looks
  like your suggestion had cvs append the correct entries into
  .cvspass.  :o) And AIbdZ here is guest flipped over etc like a
  burger. Tech comfort zone is where people _know_ how to fix stuff. 
  ;o)
 
 /1 precedes each line, not a line number
 
 If you can get guest out of that one you are a better man than I,
 Gunga Din. I made that hash value up.
 
 Vivian

..creative.  I just read what I googled, and counting the password
characters made sense, and then fellow Asian Ima told me another 
dirty trick involving your /1:  ;o)
 running make CVSLOGIN=1 getall on my makefile to force  
 cvs logins INSTEAD of using .cvspass

..Ima, if you don't hear from me, it's my isp's wintendo  mailserver
or wintendo name server that got had by some scriptkiddie again.

..and I need less noisy fans.  ;o)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Mathias Fröhlich
On Monday 03 July 2006 08:23, Melchior FRANZ wrote:
 You apparently missed that I had started to work on a new HUD
 implementation in src/Instrumentation/HUD/. It is based on the old HUD, but
 heavily changed, cleaned up, extended. I spent at least 20 hours work on
 that, and you didn't bother to tell me sooner what your plans were,
 although I talked about this effort in several emails during the last
 weeks. This was the poorest timing that one could have thought of.

 This new code still requires several more hours of work. Tapes don't
 currently work for the F16, everything needs more cleanup etc. A few FIXMEs
 to fix, some TODOs to do. But now that I know that you are working on yet
 another implementation, I consider every minute spent on mine a waste of
 time. I don't like to work for the waste bin.
No, I am not working on an other implementation.

I have expressed that it would be very nice if the direct OpenGL calls could 
be put into the scenegraph. There is not wasted work here. The old code needs 
to be cleaned up anyway. I doubt that this should be implemented from scratch 
in one pass. I would more favour an incremental change, may be on top of what 
you have now.

I have also told you that relying *entirely* on RenderTexture is not a good 
idea. Just because it does not work on *many* OpenGL cards.

If you have either some code that prerenders the hud there is no big 
conceptiual difference if you either render that to a texture and pin that 
texture onto a surface. Or if you set up some clipping planes and an 
aprioriate transformation matrix and render the lines directly into the 
framebuffer.

Melchior, calm down a bit ...

Greetings

  Mathias

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Re: [Flightgear-devel] YASim vstab question

2006-07-03 Thread Joacim Persson
On Mon, 3 Jul 2006, Maik Justus wrote:

 We could on the other hand let the model designer set and tweak the
 fuselage Cd manually in the config file.

 That would be the easier way. Maybe it make sense to look, which results
 the solver get for different airplanes.

...faking a wing from rotor data and let ::solver() chew on it perhaps?

(I have a rough idea of what drag the chinook fuselage has; this can be
derived from cruise pitch and the algorithm for the LCT. But that's not
the general solution.)

Or translate the rotor equations to jsbsim -- ?

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Re: [Flightgear-devel] YASim vstab question

2006-07-03 Thread Josh Babcock
Andy Ross wrote:
 Josh Babcock wrote:
 The ch-53e has a pretty odd empenage, so I need to make sure I
 know what I am doing here. If I define a vstab with a dihedral
 of 110, ahich side will it be on? Can I control which side it
 is on?
 
 The vstab is a left wing with a dihedral of 90 degrees.  Making
 it 110 degrees will tilt it 30 degrees to the right of vertical,
 but (and this is important) the up/down sense of its flap
 surfaces will be reversed.
 
 Andy
 


OK, there are no flap surfaces, but it is an asymmetric airfoil. The
upper part of the airfoil faces left and a little down, producing
right yaw and a little pitch up in forward flight. I think it also has
some incidence. I should be able to make this work, starting by making
the dihedral 70 deg. It's all academic at this point though, since wings
are ignored on helos ATM.

Josh

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Mathias Fröhlich
On Monday 03 July 2006 09:08, Melchior FRANZ wrote:
 OK, but how should I go on with the broken F16 tape?! Mathias will probably
 change that anyway, so is it worth spending time to fix it now?

 To make that clear: I very much agree with Mathias plans, at least so
 far as I know them. Putting the HUD elements into the scenegraph is
 certainly a good thing. But I don't know how HUD items shall be drawn
 after that. Not directly with gl* drawing commands, but how else? By
 moving textures around? This will never allow the flexibility that we
 currently have. Or by just using line drawing wrappers that can easily
 be switched from plib to osg or anything else, but basically do the
 same that they did before? In the latter case fixing the tape would be
 worthwhile, in the former not.
I am not sure about that.
That depends on what they really do.
And I doubt that I will be really sure about that without a cleaned up 
codebase.

The velocity vector for example is something that can easily go directly into 
a leaf node that is just transformed by some properties that may not yet 
exist.
Some text elements that can be reused for several things can be implemented 
with some leaf nodes.
Some ladders can be implemented with a fixed part and a movable arrow part.

A scenegraph can be looked at in an other way to factor out some commonly used 
elements.
As a first step to factor out something I tend to clean up things. That is at 
least my way of doing this.

Anyway, the more parts we can sensilbly factor out into small modular chunks, 
the fewer parts must be reimplemented when we put an other scenegraph below 
that code.

Greetings

  Mathias

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Re: [Flightgear-devel] YASim vstab question

2006-07-03 Thread Josh Babcock
Joacim Persson wrote:

 Or translate the rotor equations to jsbsim -- ?

It always seemed odd that YASim should be the one to have rotary
support. The whole solver idea just doesn't seem to fit at all. Lookup
tables however work great for helos, you just have to calculate each
blade separately and add it all up. Of course, I don't understand how
anything in YASim really works anyway, so I could be missing something :)

Josh

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Mathias Fröhlich
On Monday 03 July 2006 14:09, Erik Hofman wrote:
 Melchior FRANZ wrote:
  * Erik Hofman -- Monday 03 July 2006 13:45:
  What you could do right now is committing the new HUD code [...]
 
  ... but I should probably do that anyway, just so we have concrete
  code to discuss, and maye even to work on. It should just be noted

 Agreed.

  that this is still unfinished, and should be treated with caution.
  There are many things that I had considered too ugly to commit, and
  there are a number of modifications to be expected.

 That's fine, you've already made sure none of the existing models will
 be affected.
That's how I thought about it.
Either by submitting patches between us or by using cvs for that task.

   Greetings

  Mathias

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Re: [Flightgear-devel] yasim heli solver, CG for Z-axis

2006-07-03 Thread Joacim Persson
On Mon, 3 Jul 2006, Maik Justus wrote:

 If you put the stick forward or backward there should be a yaw effect.
 With the bugfix you have to cancel the  torque generated by fuselage and
 airspeed by putting the stick backward. This could be the cause for the
 yaw. (Or dou you get the yaw moment with torque off?)

No not with notorque=1 on the rotors.
But from time to time I've experienced the following:
*start fgfs
*start the rotors
*when rotor rpm is stable and I try to take off, the aircraft starts
spinning left, impossible to control.
*quit
*restart and (sometimes, sometimes not) the problem is gone, without
modifying the config file.

I've noticed that sometimes both rotors has yaw=-0.3 or so, when
parked on the ground, as if the sign on the torque is wrong on one rotor.
(probably the aft) But I'm sure there are many mysteries with helicopters
which yet haven't been revealed to me. =)

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Melchior FRANZ
* Mathias Fröhlich -- Monday 03 July 2006 21:32:
 Either by submitting patches between us or by using cvs for that task.

But before that we should really have a plan. I for one am against
using animations and textures for HUD symbols, and also against a
mixture of two techniques. An inhomogenous solution will cause nothing
but problems, starting with different color/brightness. And textures
are IMHO unsuitable for drawing tapes. The question would then only
be, how to draw lines if not with gl* commands, and how to transfer
that into the scenegraph?!

m.

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Re: [Flightgear-devel] mp and animations

2006-07-03 Thread Mathias Fröhlich
On Saturday 01 July 2006 18:05, Josh Babcock wrote:
 Is there some property that plane modelers can use to do LOD and turn
 off certain animations on aircraft that are being flown remotely? Planes
 like the bo105 with complex animations look pretty funny when they are
 not being flown locally, with doors missing, rotor blades all in one
 spot etc. It would be nice to have some property to key on and just
 present a low-LOD version of a plane when it is being viewed as a remote
 mp aircraft.
I hoped that the bo105 will look correct with the current release?

The network packets include as much additional properties as fit into the one 
udp packet. They just need to have a unique number assigned in 
FGMultiplayMgr::sIdPropertyList.

For the LOD as such, that is a problem where we can stand help from the 
scenegraph. Did I already note that osg has built in support for Imposters?

   Greetings

  Mathias

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Frederic Bouvier
Melchior FRANZ a écrit :
 The question would then only
 be, how to draw lines if not with gl* commands, and how to transfer
 that into the scenegraph?!
   


You can make a new ssgVtxTable with GL_LINES type :

ssgLeaf *leaf = new ssgVtxTable( GL_LINES, vertexList, normalList,
texCoordList, colorList ) ;

and add leaf to the scenegraph


-Fred

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Re: [Flightgear-devel] yasim heli solver, CG for Z-axis

2006-07-03 Thread Maik Justus
Hi
Joacim Persson schrieb:
 On Mon, 3 Jul 2006, Maik Justus wrote:

   
 If you put the stick forward or backward there should be a yaw effect.
 With the bugfix you have to cancel the  torque generated by fuselage and
 airspeed by putting the stick backward. This could be the cause for the
 yaw. (Or dou you get the yaw moment with torque off?)
 

 No not with notorque=1 on the rotors.
 But from time to time I've experienced the following:
 *start fgfs
 *start the rotors
 *when rotor rpm is stable and I try to take off, the aircraft starts
 spinning left, impossible to control.
 *quit
 *restart and (sometimes, sometimes not) the problem is gone, without
 modifying the config file.

   
yes, there is an uninitialized variable in the source. (Therefore the 
rotors will not generate torque, and if this happens to only one rotor 
of the ch47. On the bo the effect is smaller; you just need anther 
position of the pedals...) Will be fixed in the next version
 I've noticed that sometimes both rotors has yaw=-0.3 or so, when
 parked on the ground, as if the sign on the torque is wrong on one rotor.
 (probably the aft) But I'm sure there are many mysteries with helicopters
 which yet haven't been revealed to me. =)
   
All effects I have only tested with the bo. But I will check everything 
with the ch47 after finishing the coding. Please send me your ch47 
config (or is it in cvs?). Probably there are some wrong signs for 
clockwise rotating rotors. But the sign of the torque seems to be 
correct; if not the ch47 would not be flyable.

Maik

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Mathias Fröhlich
On Monday 03 July 2006 21:37, Melchior FRANZ wrote:
 But before that we should really have a plan. I for one am against
 using animations and textures for HUD symbols, and also against a
 mixture of two techniques. An inhomogenous solution will cause nothing
 but problems, starting with different color/brightness. And textures
 are IMHO unsuitable for drawing tapes. The question would then only
 be, how to draw lines if not with gl* commands, and how to transfer
 that into the scenegraph?!

Fred already told you how you can put that into the scenegraph.

But one thing to think about is what I already noted in a prevous mail:

May be we can implement a special leaf node that provides some vector drawing 
primitives like lines or something like that. Something similar is already in 
render_area_2d.cpp.

On top of that base implementation, a library of hud primitives can be 
provided. I believe that many parts that are useful for a hud can be reused 
for mfd's.
The key is that the base implementation might move into a scenegraph dependent 
simgear directory. The hud parts just use them.

I can think of a thin layer around the opengl calls to paint lines, line 
strips, triangles, quads and such. That wrapper should also manage how state 
changes need to be done so that there is a minimal set of state changes and 
that the scenegraph is aware of them.

Does anybody have directx experience how such simple primitives are rendered 
in immidiate mode?

To see if this path is worthwhile, it would be good to see the cleaned up 
code ...

   Greetings

  Mathias

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Re: [Flightgear-devel] YASim vstab question

2006-07-03 Thread Joacim Persson
On Mon, 3 Jul 2006, Josh Babcock wrote:

 Joacim Persson wrote:

 Or translate the rotor equations to jsbsim -- ?

 It always seemed odd that YASim should be the one to have rotary
 support. The whole solver idea just doesn't seem to fit at all. Lookup
 tables however work great for helos, you just have to calculate each
 blade separately and add it all up.

..how about Fourier first? (have phase shifts in the tables rather than
angular position of each blade)

But it would take a separate app to get the data from rotor specifications,
or maybe that could be calculated at start-up. Something like Datcom for
rotors.

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Melchior FRANZ
* Mathias Fröhlich -- Monday 03 July 2006 22:10:
 May be we can implement a special leaf node that provides some vector drawing 
 primitives like lines or something like that. [...]

sounds good



 To see if this path is worthwhile, it would be good to see the cleaned up 
 code ...

I hope I can commit tomorrow. But the drawing code didn't change much
at all. My changes are mostly about cleaning up the classes, removing
redundant code, replacing the hard-coded getters with input channels
from the property system, new XML file layout and file loading, and such
things. I only started to think about rewriting the tape code. That's
when I searched for the mil-std. But changing the line drawing parts
with ssgVtxTable and mounting all together to a branch of the scenegraph
shouldn't be that hard.

m.

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Re: [Flightgear-devel] MIL-STD-1878B -- Aircraft Display Symbology

2006-07-03 Thread Mathias Fröhlich
On Monday 03 July 2006 22:18, Melchior FRANZ wrote:
  To see if this path is worthwhile, it would be good to see the cleaned up
  code ...

 I hope I can commit tomorrow. But the drawing code didn't change much
 at all. My changes are mostly about cleaning up the classes, removing
 redundant code, replacing the hard-coded getters with input channels

 from the property system, new XML file layout and file loading, and such

 things. I only started to think about rewriting the tape code. That's
 when I searched for the mil-std. But changing the line drawing parts
 with ssgVtxTable and mounting all together to a branch of the scenegraph
 shouldn't be that hard.
True ...

Mathias

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Re: [Flightgear-devel] Autopilot passive mode

2006-07-03 Thread syd sandy
Hi all , I have another silly question how does one enable autopilot 
passive mode ?
Im rewriting my flightdirector routines because I thought that having 
the autopilot in passive mode would give me  readouts  of  target roll 
and pitch properties without the autopilot controlling the plane ... I 
set /autopilot/settings/passive-mode to true but it appears thats not 
enough ...
Thanks in advance , if anyone knows the answer.  

Cheers,
Syd

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Re: [Flightgear-devel] Autopilot passive mode

2006-07-03 Thread Curtis L. Olson

syd  sandy wrote:
Hi all , I have another silly question how does one enable autopilot 
passive mode ?
Im rewriting my flightdirector routines because I thought that having 
the autopilot in passive mode would give me  readouts  of  target roll 
and pitch properties without the autopilot controlling the plane ... I 
set /autopilot/settings/passive-mode to true but it appears thats not 
enough ...
Thanks in advance , if anyone knows the answer.  
I won't say this is the best way I could have implemented this feature, 
but here's the logic.  For controlling a flight director you want 
something analogous to a running autopilot that is not driving the 
servos.  This is similar to a cascading controller where the final stage 
is disabled.


For instance an altitude hold mode could be implemented in 3 stages.  
Stage 1 sets a target climb rate based on your altitude error.  Stage 2 
sets a target pitch angle to achieve the stage 1 climb rate.  Stage 3 
drives the elevator trim to achieve the the stage 2 pitch angle.


In this example you want to run the first two stage and disable the 
3rd/final stage which actually manipulates the elevator.


To achieve this you need to add a tag to the enable block in a stage 
definition in the autopilot xml.  This will look something like:


 enable
   prop/autopilot/locks/heading/prop
   valuedg-heading-hold/value
   honor-passivetrue/honor-passive
 /enable

What this says is that when passive mode is enabled, this stage will be 
ignored.  Any stage that doesn't have the honor-passive tag in it will 
always run as per usual.


Syd, I can send you my personal testing autopilot config for the Bravo 
if you like.  Or, why don't I just waste some bandwidth and attach it 
here.  The nice thing about this approach is that you get nice target 
pitch suggestions for the flight director.


I also have a perl-tk test control head with the KFC-200 buttons and 
annunciators if you are interested in that at all.


Regards,

Curt.

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Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

?xml version=1.0?
!-- Autopilot Version 4 Configuration for the Citation-Bravo or --
!-- Citation Based on 737-AutopilotV4.XML  --

!-- This is still in development, so not all of the controllers are --
!-- currently used, or work properly. --


PropertyList

!-- === --
!-- ==  Roll Axis Modes  == --
!-- === --

!-- Wing leveler --
pid-controller
  nameWing Leveler (Turn Coordinator based)/name
  debugfalse/debug
  enable
prop/autopilot/locks/heading/prop
valuewing-leveler/value
honor-passivetrue/honor-passive
  /enable
  input
prop/orientation/roll-deg/prop
  /input
  reference
value0.0/value
  /reference
  output
prop/controls/flight/aileron/prop
  /output
  config
Kp0.5/Kp   !-- proportional gain --
beta1.0/beta!-- input value weighing factor --
alpha0.1/alpha  !-- low pass filter weighing factor --
gamma0.0/gamma  !-- input value weighing factor for unfiltered --
!-- derivative error --
Ti10.0/Ti   !-- integrator time --
Td0.01/Td!-- derivator time --
u_min-1.0/u_min !-- minimum output clamp --
u_max1.0/u_max  !-- maximum output clamp --
  /config
/pid-controller


!-- Heading Bug Hold.  2 stage cascade controller. --

!-- Stage #1 sets target roll based on diff between current heading --
!-- and heading bug. --
pi-simple-controller
  nameHeading Bug Hold (DG based) Stage 1/name
  debugfalse/debug
  enable
prop/autopilot/locks/heading/prop
valuedg-heading-hold/value
  /enable
  input
prop/autopilot/internal/fdm-heading-bug-error-deg/prop
  /input
  reference
value0.0/value
  /reference
  output
prop/autopilot/internal/target-roll-deg/prop
  /output
  config
Kp-2.0/Kp!-- proportional gain --
Ki0.0/Ki !-- integral gain --
u_min-30.0/u_min !-- minimum output clamp --
u_max30.0/u_max  !-- maximum output clamp --
  /config
/pi-simple-controller

!-- Stage #2 drives the ailerons to achieve the desired roll deg. --
pid-controller
  nameHeading Bug Hold (DG based) Stage 2/name
  debugfalse/debug
  enable
prop/autopilot/locks/heading/prop
valuedg-heading-hold/value
honor-passivetrue/honor-passive
  /enable
  input
prop/orientation/roll-deg/prop
  /input
  reference
prop/autopilot/internal/target-roll-deg/prop
  /reference
  output
prop/controls/flight/aileron/prop
  /output
  config
Kp0.5/Kp!-- proportional gain --
beta1.0/beta!-- input value weighing factor --
alpha0.1/alpha  !-- low pass filter weighing factor --
gamma0.0/gamma  !-- input value weighing factor for --
!-- unfiltered derivative error --
Ti10.0/Ti   !-- integrator time --
Td0.01/Td   !-- 

[Flightgear-devel] Weekly CVS Changelog Summary: SimGear

2006-07-03 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2006-07-01_15:06:05 (mfranz)
/var/cvs/SimGear-0.3/source/simgear/scene/model/shadanim.cxx

actually query the condition that is already set up in SGShaderAnimation


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2006-07-03_00:13:27 (andy)
/var/cvs/SimGear-0.3/source/simgear/nasal/code.c
/var/cvs/SimGear-0.3/source/simgear/nasal/code.h
/var/cvs/SimGear-0.3/source/simgear/nasal/codegen.c
/var/cvs/SimGear-0.3/source/simgear/nasal/gc.c
/var/cvs/SimGear-0.3/source/simgear/nasal/lib.c
/var/cvs/SimGear-0.3/source/simgear/nasal/vector.c

Been hacking at Nasal recently:

Fix bug with break/continue inside of a foreach or forindex: Don't pop
the vector/index inside OP_EACH, do it at the end of the loop.

In the process, discovered and fixed a scary corruption issue with
continue; it never really worked right, although simple usage was
likely to get away without crashing.  Both the continue's OP_BREAK and
the cleanup code at the end of a loop would pop the mark stack,
leading to an underflow.  Introduced an OP_CONTINUE which adjusts
stack but doesn't change markTop

Re-inline the PUSH macro.  This thing is called all over the place
from the inner loop.  If the problem is intra-expression side effects,
then just use another expression in the macro.

Return an empty vector when requesting zero-length subvec, not nil

Have call() return the call stack in the error vector; see docs on
plausible.org/nasal or ask Andy about this feature.

Default closure()'s level argument to zero, not nil

Add an optional file name argument to compile()


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[Flightgear-devel] Weekly CVS Changelog Summary: FlightGear source

2006-07-03 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2006-07-01_11:00:27 (mfranz)
/var/cvs/FlightGear-0.9/source/src/Main/fg_init.cxx

make clear that Failed to find runway ... doesn't have fatal consequences


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[Flightgear-devel] Weekly CVS Changelog Summary: FlightGear data

2006-07-03 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2006-06-27_16:09:01 (mfranz)
/var/cvs/FlightGear-0.9/data/Models/Geometry/parachuter.ac
/var/cvs/FlightGear-0.9/data/Models/Geometry/parachuter.xml

Dave CULP: parachutera.k.a. Asparagus Man[TM]


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2006-06-28_19:52:51 (curt)
/var/cvs/FlightGear-0.9/data/Nasal/track-target.nas

Initial revision of target tracking script, see script code for operating
instructions.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2006-07-01_01:02:31 (mfranz)
/var/cvs/FlightGear-0.9/data/Aircraft/ufo/ufo.nas

don't show status line by default


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2006-07-02_16:26:11 (mfranz)
/var/cvs/FlightGear-0.9/data/Aircraft/bo105/Models/bo105.xml

remove hud experiment


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2006-07-02_16:41:36 (mfranz)
/var/cvs/FlightGear-0.9/data/Aircraft/bo105/Models/bo105.xml

fix blade incidence


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2006-07-03_00:59:24 (mfranz)
/var/cvs/FlightGear-0.9/data/Nasal/gui.nas

remove workaround for broken continue


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2006-07-03_04:48:41 (vmmeazza)
/var/cvs/FlightGear-0.9/data/Aircraft/KC135/KC135-set.xml

Add a boomer's view - but don't expect to see anything really exciting unless 
the refuelling ac is in front of you!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2006-07-03_04:50:09 (vmmeazza)
/var/cvs/FlightGear-0.9/data/Aircraft/KC135/Systems/autopilot.xml
/var/cvs/FlightGear-0.9/data/Aircraft/KC135/Systems/electrical.xml
/var/cvs/FlightGear-0.9/data/Aircraft/KC135/Systems/instrumentation.xml

Use the new fluxgate compass and change the ap and electrical sytems accordingly


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2006-07-03_04:51:34 (vmmeazza)
/var/cvs/FlightGear-0.9/data/Aircraft/KC135/Models/KC135.ac

Add boomer window, more accurate livery, correct a number of minor errors,


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2006-07-03_04:51:35 (vmmeazza)
/var/cvs/FlightGear-0.9/data/Aircraft/KC135/Models/KC135.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/KC135/Models/KC135.xml

Add boomer window, more accurate livery, correct a number of minor errors,


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2006-07-03_04:52:37 (vmmeazza)
/var/cvs/FlightGear-0.9/data/Aircraft/KC135/Instruments/pfd1.xml

Use the new fluxgate compass and change the ap etc. accordingly.


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Re: [Flightgear-devel] A couple quick movies

2006-07-03 Thread Jon S. Berndt
 I've been playing around with some scripts to leverage the autopilot to
 chase ai/multiplayer aircraft and also some script to control the lead
 ai aircraft in various ways.  In the process I snapped a couple short
 movies with my digital camera which I thought turned out pretty cool, so
 I've posted them on the FG web site to share.  These are all of a target
 AI aircraft being chased by a piloted aircraft (possibly under
 autopilot control.)

1) How did you set up the camera viewpoint, and 2) how do you publish the
location of the AI aircraft?

Jon


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Re: [Flightgear-devel] A couple quick movies

2006-07-03 Thread Curtis L. Olson
Jon S. Berndt wrote:
 I've been playing around with some scripts to leverage the autopilot to
 chase ai/multiplayer aircraft and also some script to control the lead
 ai aircraft in various ways.  In the process I snapped a couple short
 movies with my digital camera which I thought turned out pretty cool, so
 I've posted them on the FG web site to share.  These are all of a target
 AI aircraft being chased by a piloted aircraft (possibly under
 autopilot control.)
 

 1) How did you set up the camera viewpoint, and 2) how do you publish the
 location of the AI aircraft?
   

1) This is just a standard/default viewpoint.  Press v/V to cycle 
through the different views, for each view you can move the vantage 
point (or view direction) around with the mouse.

2) The location (and much more) of all the AI and most (many) [1] of the 
multiplayer aircraft can be found in /ai/models/aircraft[n] and 
/ai/models/multiplayer[n]

I added a flag (cvs) to allow you to force radar computations on all the 
time so you can always have range and heading/pitch offset to each 
target.  You can also get speed, orientation, position, etc.  For ai 
aircraft without a flight plan, you and direct their target speed, 
altitude, roll, heading, etc. through the property system.  The ai 
system has a very simplistic/minimalistic dynamics model for aircraft, 
but it's just enough to make them behave plausibly when viewed from a 
short distance away ... in other words, they all look like they are 
flying, even if the full physics model isn't being computed for them.

[1] I think their may be a bug in the multiplayer system where nearby 
aircraft aren't always registered in the property system.

Curt.

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