Re: [Flightgear-devel] Blackout/Redout

2008-08-21 Thread Erik Hofman
gerard robin wrote:

 I mainly wonder if the basic calculation for the g-load is right. I have 
 copied from the F16  (by Eric) the g load corrected which is
 
 summer name=g load corrected
 inputaccelerations/n-pilot-z-norm/input
 input-fcs/n-pilot-z-correction/input
 /summer

It si both right and wrong. I reality when standing on a runway the 
pilot encounters 1G positive due to gravity. This is (probably) what is 
required for red-out and black-out situations.

The corrected g-load is to compensate for gravity within the flight 
computer. Without the correction it will pitch down when trying to 
fulfill the pilots commanded 0G (or level flight). So the correction is 
purely for fly-by-wire systems and should not be used for black-outs.

Erik

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Re: [Flightgear-devel] GIT / SVN

2008-08-21 Thread Richard Bytheway
 From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
James Turner
 
 snip
 
   - git works great on the Mac, or any Unix, but I believe it's never
going to fly (if you'll pardon the expression) on Windows, due to
technical limitations there
 
 snip

FWIW, Cygwin provides git (V1.5.3.5) for Windows systems. I know that
the majority of development on Windows is now done with MSVC, but isn't
Cygwin still required at the moment for something? Terrasync perhaps?

Richard 

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Re: [Flightgear-devel] Blackout/Redout

2008-08-21 Thread gerard robin
On jeu 21 août 2008, Erik Hofman wrote:
 gerard robin wrote:
  I mainly wonder if the basic calculation for the g-load is right. I have
  copied from the F16  (by Eric) the g load corrected which is
 
  summer name=g load corrected
  inputaccelerations/n-pilot-z-norm/input
  input-fcs/n-pilot-z-correction/input
  /summer

 It si both right and wrong. I reality when standing on a runway the
 pilot encounters 1G positive due to gravity. This is (probably) what is
 required for red-out and black-out situations.

 The corrected g-load is to compensate for gravity within the flight
 computer. Without the correction it will pitch down when trying to
 fulfill the pilots commanded 0G (or level flight). So the correction is
 purely for fly-by-wire systems and should not be used for black-outs.

 Erik


Eric,
Thanks,
I was not sure about it.
That is the opportunity   to say that your new F16 is, to me, a great 
pleasure to fly.

Cheers


-- 
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http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
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[Flightgear-devel] Sound positioning and orientation

2008-08-21 Thread Erik Hofman

Hi,

I'm working on proper Listener positioning for sound playback in 
FlightGear and encountered a difference between the coordinate system 
described in README.xmlsound (which describes a right handed system that 
doesn't exists, it describes a left handed system instead) and the 
actual coordinate system of OpenAL (which is directly used, without any 
conversions, at the moment).

There are two options, modify the code to reflect what is described in 
README.xmlsound or modify the README file.

I think I already know the answer, but which of the two is preferred by 
others?

If no one cares that much I'll modify the SimGear code to reflect what 
is described in the README file to prevent the need to modify too many 
configuration files.


Erik

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Re: [Flightgear-devel] Sound positioning and orientation

2008-08-21 Thread James Turner

On 21 Aug 2008, at 13:25, Erik Hofman wrote:

 I'm working on proper Listener positioning for sound playback in
 FlightGear and encountered a difference between the coordinate system
 described in README.xmlsound (which describes a right handed system  
 that
 doesn't exists, it describes a left handed system instead) and the
 actual coordinate system of OpenAL (which is directly used, without  
 any
 conversions, at the moment).

Wow, great that you're working on this, it was something on my medium  
term list of things to consider.

While you're at it, can you make the sounds code be a proper  
subsystem, and also remove the dependency on the viewer classes by  
getting the listener information from the property tree? I.e migrate  
the ugly code out of the main loop in main.cxx.

James



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Re: [Flightgear-devel] Sound positioning and orientation

2008-08-21 Thread Erik Hofman
James Turner wrote:
 On 21 Aug 2008, at 13:25, Erik Hofman wrote:
 
 I'm working on proper Listener positioning for sound playback in
 FlightGear and encountered a difference between the coordinate system
 described in README.xmlsound (which describes a right handed system  
 that
 doesn't exists, it describes a left handed system instead) and the
 actual coordinate system of OpenAL (which is directly used, without  
 any
 conversions, at the moment).
 
 Wow, great that you're working on this, it was something on my medium  
 term list of things to consider.
 
 While you're at it, can you make the sounds code be a proper  
 subsystem, and also remove the dependency on the viewer classes by  
 getting the listener information from the property tree? I.e migrate  
 the ugly code out of the main loop in main.cxx.

I knew it! :)
Ok, I' l take a look at that, good idea.

Erik

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[Flightgear-devel] osgDB ac3d reader: detected surface with less than 3 vertices!

2008-08-21 Thread gerard robin


Hello,

Does anybody, here,  knows,  how to know,  which .ac model/object  gives the 
following warning message, during FG loading ?
osgDB ac3d reader: detected surface with less than 3 vertices!
Which model/object name is involved?

It is rather easy when the AC is made of a very   little quantity of objects , 
and easy to solve.
But, very,  very  difficult to find when that AC is made of more than 50 
objects :(.   

Cheers


-- 
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J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire 


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Re: [Flightgear-devel] Sound positioning and orientation

2008-08-21 Thread James Turner

On 21 Aug 2008, at 13:33, Erik Hofman wrote:

 I knew it! :)
 Ok, I' l take a look at that, good idea.

One of the things on my medium-term list is to carry on the subsystem- 
ification work. To reach the ultimate goal (mainloop just does  
'update' on the subsystemgr) will take a long time, but there's a lot  
of low-hanging fruit, and it all gets code out of Main/, which can  
only be a good thing.

James

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Re: [Flightgear-devel] osgDB ac3d reader: detected surface with less than 3 vertices!

2008-08-21 Thread Erik Hofman
gerard robin wrote:
 
 Hello,
 
 Does anybody, here,  knows,  how to know,  which .ac model/object  gives the 
 following warning message, during FG loading ?
 osgDB ac3d reader: detected surface with less than 3 vertices!
 Which model/object name is involved?
 
 It is rather easy when the AC is made of a very   little quantity of objects 
 , 
 and easy to solve.
 But, very,  very  difficult to find when that AC is made of more than 50 
 objects :(.   

I had to make sure I had to run 'optimize vertices' and 'optimize 
surfaces' on all objects to get rid of these warnings. It's a good thing 
though that there is a warning for it.

Erik

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Re: [Flightgear-devel] osgDB ac3d reader: detected surface with less than 3 vertices!

2008-08-21 Thread gerard robin
On jeu 21 août 2008, Erik Hofman wrote:
 gerard robin wrote:
  Hello,
 
  Does anybody, here,  knows,  how to know,  which .ac model/object  gives
  the following warning message, during FG loading ?
  osgDB ac3d reader: detected surface with less than 3 vertices!
  Which model/object name is involved?
 
  It is rather easy when the AC is made of a very   little quantity of
  objects , and easy to solve.
  But, very,  very  difficult to find when that AC is made of more than 50
  objects :(.

 I had to make sure I had to run 'optimize vertices' and 'optimize
 surfaces' on all objects to get rid of these warnings. It's a good thing
 though that there is a warning for it.

 Erik

That is exactly the problem, because, in spite of the optimize 
vertices/surfaces  some vertices could remain.

This don't remove  the dead vertices.  :(

However, to remove them , we must first to know which .ac  model is involved

Cheers




-- 
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J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire 


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Re: [Flightgear-devel] Sound positioning and orientation

2008-08-21 Thread Erik Hofman
James Turner wrote:
 On 21 Aug 2008, at 13:33, Erik Hofman wrote:
 
 I knew it! :)
 Ok, I' l take a look at that, good idea.
 
 One of the things on my medium-term list is to carry on the subsystem- 
 ification work. To reach the ultimate goal (mainloop just does  
 'update' on the subsystemgr) will take a long time, but there's a lot  
 of low-hanging fruit, and it all gets code out of Main/, which can  
 only be a good thing.

This is now committed for the SGSoundMgr code, it has been moved tot FGFX.

Erik

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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: source/src/Sound fg_fx.cxx, 1.26, 1.27 fg_fx.hxx, 1.17, 1.18

2008-08-21 Thread James Turner

On 21 Aug 2008, at 15:26, Erik Hofman wrote:

 + FGViewer *current_view = globals-get_current_view();
 +
 + // get the orientation
 + const SGQuatd view_or = current_view-getViewOrientation();
 + SGQuatd surf_or = SGQuatd::fromLonLatDeg(
 + current_view-getLongitude_deg(), current_view- 
 getLatitude_deg());
 + SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
 + globals-get_aircraft_model()-get3DModel()- 
 getHeadingDeg(),
 + globals-get_aircraft_model()-get3DModel()-getPitchDeg(),
 + globals-get_aircraft_model()-get3DModel()-getRollDeg());

Ah, what I was really hoping to do, was to break the dependency on the  
FGViewer, and globals-get_aircraft_model(), by getting the equivalent  
position and orientation from the property tree. I haven't checked how  
straightforward that is, but having the sound code so intimately  
hooked up to the view code like this isn't ideal.

Not to sound negative, I realise it's a case of improving one thing at  
a time.

James

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Re: [Flightgear-devel] GIT / SVN

2008-08-21 Thread Vivian Meazza
Richard Bytheway wrote

 
  From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 James Turner
 
  snip
 
- git works great on the Mac, or any Unix, but I believe it's never
 going to fly (if you'll pardon the expression) on Windows, due to
 technical limitations there
 
  snip
 
 FWIW, Cygwin provides git (V1.5.3.5) for Windows systems. I know that
 the majority of development on Windows is now done with MSVC, but isn't
 Cygwin still required at the moment for something? Terrasync perhaps?
 
 Richard
 

Yes, Cygwin is still required for Terrasync, and for patching as well. Its
Git utility isn't exactly user-friendly, but if you are used to CVS with
Cygwin, the transition to Git isn't difficult. I would guess for most
Windows user this is all too much hassle though

There is a Windows client for Git: Git-gui, but I can't locate a download
site for it atm. I've been using it for a while. It's not brilliant.
Tortoise CVS/SVN is much easier. Frankly WinCVS is better than Git-gui, and
in some ways better then Tortoise CVS or SVN. I use whichever is more
convenient at the time.

Vivian






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[Flightgear-devel] Tool available to build an aircraft

2008-08-21 Thread sbwong
Hi,

I am wondering if there is a tool available for a person that has no experience 
to create an aircraft in flightgear to use. 

Thank's for your help.

Sophia 

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Re: [Flightgear-devel] Sound positioning and orientation

2008-08-21 Thread James Turner

On 21 Aug 2008, at 15:31, Erik Hofman wrote:

 This is now committed for the SGSoundMgr code, it has been moved tot  
 FGFX.

Just in case you care, my longer term plan for the sound code was to  
create an SGSoundSource (in the simgear code), which would basically  
be a wrapper around an OpenAL source. This could then be hung off an  
AIModel, and potentially, we could add a new kind of multiplayer  
message to trigger a sound remotely.

something like (incomplete!):

class SGSoundSource
{
public:
void setVelocity(SGVec3d)
void setOrientation(SGQuatd)

void setPosition(); // either cart or geod, whichever makes more sense

void playOnce(... sound id , ampltidue  );
void playLooped(  same as above , loopCount or -1);
}

That's me guessing wildly, but feels about right - and very easy to  
hook into the AI / MP code. Probably want a Nasal interface for it as  
well.

Quite far down my current ToDo list, though.

James


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Re: [Flightgear-devel] Sound positioning and orientation

2008-08-21 Thread Anders Gidenstam
On Thu, 21 Aug 2008, James Turner wrote:


 On 21 Aug 2008, at 15:31, Erik Hofman wrote:

 This is now committed for the SGSoundMgr code, it has been moved tot
 FGFX.

 Just in case you care, my longer term plan for the sound code was to
 create an SGSoundSource (in the simgear code), which would basically
 be a wrapper around an OpenAL source. This could then be hung off an
 AIModel, and potentially, we could add a new kind of multiplayer
 message to trigger a sound remotely.

Why not trigger multiplayer sounds via property changes (in the same way 
as most of the other sounds are handled)?

Switching to only sending properties when they change would make it 
feasible to have a bunch of MP enabled properties for the sounds.

Cheers,

Anders
-- 
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WWW: http://www.gidenstam.org/FlightGear/

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Re: [Flightgear-devel] GIT

2008-08-21 Thread Curtis Olson
Here's another for what it's worth ...

I was able to find a set of options to the cvs2svn tool that worked for our
repository.  The FlightGear repository takes about an hour and 45 minutes to
convert.  So that part works well.  I also really like how svn handles group
and  user authentication ... it does it outside of the unix account system
which makes the system much easier to manage.  But I am headed out of town
here in a few minutes so I didn't want to rush to set up a server daemon and
then overlook something from a security standpoint.

From the standpoint of taking small steps, I think it makes sense to migrate
towards svn, and then we can still keep the git discussion open as a
separate issue.

Regards,

Curt.
-- 
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Re: [Flightgear-devel] Sound positioning and orientation

2008-08-21 Thread James Turner

On 21 Aug 2008, at 17:02, Anders Gidenstam wrote:

 Why not trigger multiplayer sounds via property changes (in the same  
 way
 as most of the other sounds are handled)?

 Switching to only sending properties when they change would make it
 feasible to have a bunch of MP enabled properties for the sounds.

I'm not familiar enough with how 'other' sounds are handled to be  
sure, but my issue is that currently all 'positioned' sounds originate  
from the aircraft - there needs to be some additional data/struct/ 
class exposed at the C++ level to specify a bit more information about  
sources. Of course it can have a Nasal interface, but I have the  
impression you're talking about something a bit different.

Changing MP to only send properties when the change is a separate, but  
worthwhile improvement, I guess, but I don't (again) know enough to  
comment for sure. And equally, there's plenty of scope to add new MP  
messages types, the same way chat is currently handled. For 'event'y  
thing like playing a one-off sounds, using property changes doesn't  
seem exactly elegant to me, though I know it's a common idiom.

James

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Re: [Flightgear-devel] Sound positioning and orientation

2008-08-21 Thread Anders Gidenstam
On Thu, 21 Aug 2008, James Turner wrote:

 I'm not familiar enough with how 'other' sounds are handled to be
 sure, but my issue is that currently all 'positioned' sounds originate
 from the aircraft - there needs to be some additional data/struct/
 class exposed at the C++ level to specify a bit more information about
 sources. Of course it can have a Nasal interface, but I have the
 impression you're talking about something a bit different.

My comment was on the talk about adding extra MP message types for sound.

I'm not familiar with the sound internals, but sounds created by a MP/AI 
model should of course be positioned relative to that model. So adding 
that possibility would be great.

 Changing MP to only send properties when the change is a separate, but
 worthwhile improvement, I guess, but I don't (again) know enough to
 comment for sure. And equally, there's plenty of scope to add new MP
 messages types, the same way chat is currently handled. For 'event'y
 thing like playing a one-off sounds, using property changes doesn't
 seem exactly elegant to me, though I know it's a common idiom.

Using properties would match nicely with the XML sound configs and be 
analogous to the way animation of MP/AI 3d models are handled.

Btw, if you mean the in-program chat I'm fairly sure it is done using a 
MP enable string property.

Cheers,

Anders
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Re: [Flightgear-devel] GIT

2008-08-21 Thread James Turner

On 21 Aug 2008, at 16:46, Curtis Olson wrote:

 I was able to find a set of options to the cvs2svn tool that worked  
 for our repository.  The FlightGear repository takes about an hour  
 and 45 minutes to convert.  So that part works well.

Yep, that's really great news - I have heard some horror stories from  
the early days of SVN, but it seems to be a straightforward process  
these days

 I also really like how svn handles group and  user  
 authentication ... it does it outside of the unix account system  
 which makes the system much easier to manage.  But I am headed out  
 of town here in a few minutes so I didn't want to rush to set up a  
 server daemon and then overlook something from a security standpoint.

Can't comment much there - I've used the HTTPS interface, where  
authentication was done by Apache, but of course there's multiple  
Apach mod_auth_ solutions.

 From the standpoint of taking small steps, I think it makes sense to  
 migrate towards svn, and then we can still keep the git discussion  
 open as a separate issue.

Yep, absolutely, especially since I am very unsure how git deals with  
binary files, and the Windows situation seems 'complicated'.

James

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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: source/src/Sound fg_fx.cxx, 1.26, 1.27 fg_fx.hxx, 1.17, 1.18

2008-08-21 Thread Erik Hofman
James Turner wrote:

 Ah, what I was really hoping to do, was to break the dependency on the  
 FGViewer, and globals-get_aircraft_model(), by getting the equivalent  
 position and orientation from the property tree. I haven't checked how  
 straightforward that is, but having the sound code so intimately  
 hooked up to the view code like this isn't ideal.

I did understand that but I have to look better to see if that is indeed 
a better solution, C++ structures still do have their use once in a 
while and properties aren't always the best solution when dealing with 
settings in the program itself.

But .. it might well be in this case.

Anyhow, cleaning up the main loop was the first priority for me.

Erik

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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: source/src/Sound fg_fx.cxx, 1.26, 1.27 fg_fx.hxx, 1.17, 1.18

2008-08-21 Thread James Turner

On 21 Aug 2008, at 17:50, Erik Hofman wrote:

 But .. it might well be in this case.

No, I'm not sure either, it was just a gut feeling that depending on  
FGViewer was a bit weird, for sound code.

 Anyhow, cleaning up the main loop was the first priority for me.

Yep, agreed.



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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: source/src/Sound fg_fx.cxx, 1.26, 1.27 fg_fx.hxx, 1.17, 1.18

2008-08-21 Thread Erik Hofman
James Turner wrote:
 On 21 Aug 2008, at 17:50, Erik Hofman wrote:
 
 But .. it might well be in this case.
 
 No, I'm not sure either, it was just a gut feeling that depending on  
 FGViewer was a bit weird, for sound code.

Well, it's called a Listener for OpenAL, but they are both located at 
the same location an are both 'looking' at the same direction. It's 
really not that weird.

Erik

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[Flightgear-devel] AirportList.cxx does not include config.h

2008-08-21 Thread Csaba Halász
Somebody please add config.h to AirportList.cxx, because the #include
plib/puAux.h (in AirportList.hxx) needs the PU_USE_NONE define.

Thanks.

-- 
Csaba/Jester

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Re: [Flightgear-devel] AirportList.cxx does not include config.h

2008-08-21 Thread Durk Talsma
Hi Czaba,

Done!.  Out of Curiosity: On which system did you see the error? I'm working 
on Suse Linux 11.0 (64 bit), and everything compiled just fine.

Cheers,
Durk

On Thursday 21 August 2008 21:52:05 Csaba Halász wrote:
 Somebody please add config.h to AirportList.cxx, because the #include
 plib/puAux.h (in AirportList.hxx) needs the PU_USE_NONE define.



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Re: [Flightgear-devel] AirportList.cxx does not include config.h

2008-08-21 Thread Csaba Halász
On Thu, Aug 21, 2008 at 10:16 PM, Durk Talsma [EMAIL PROTECTED] wrote:

 Done!.  Out of Curiosity: On which system did you see the error? I'm working
 on Suse Linux 11.0 (64 bit), and everything compiled just fine.

Thanks!
Plib defaults to glut if it isn't told otherwise. So as long as you
have glut installed (which I don't) it should compile ok. Not sure if
having this part of the code compiled for glut and the rest for
osgviewer has any run-time effects.

-- 
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Re: [Flightgear-devel] Traffic Manager II

2008-08-21 Thread Durk Talsma
On Thursday 31 July 2008 21:22, Durk Talsma wrote:
 For the adventurous, I've also posted a snapshot of the current code
 (source only). Feedback is appreciated.


For those interested, here's another snapshot of the current in development 
code of the traffic manager:

http://durktalsma.xs4all.nl/FlightGear/FlightGear-1.0.0-new-traffic-manager-prev2.tar.gz

The main improvement of the current code is that I've switched to a more 
efficient search mechanism to link Aircraft and Flights. There are still a 
few things left to do before the code is ready for CVS:

- Switch the file format back to xml
- Ensure backward compatibiliy (it's actually fairly easy to do)
- More cleanup.

There is also the accompanying data file. This file contains a broad selection 
of Flights to and from EHAM, based on the August 2008 time table. All 
required AI aircraft should be in the CVS data package now. 

http://durktalsma.xs4all.nl/FlightGear/new-traffic-data-prev2.zip

Finally, the new code works extremely well in combination with the new EHAM 
terminal buildings that Gijs is working on. Reason to add a few more 
screenshots to my FlightGear AI  in development webpage:

http://durktalsma.xs4all.nl/FlightGear/web/75.html

Enjoy!
Durk

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Re: [Flightgear-devel] GIT

2008-08-21 Thread Martin Spott
John Denker wrote:
 On 08/20/2008 02:32 PM, Curtis Olson wrote:

  Perhaps I misunderstand the scope and capabilities of git 

  And at the end of the day, no matter what source code version control system
  we use, and no matter what useful tools it provides for branching and
  merging, we still need a human in the loop to act as a sanity check to
  evaluate and approve changes that go into the master repository. (I
  understand this is a philosophical choice on my part.  Another approach
  would be to let any and all changes from just about anyone to be committed
  to the master repository and let the review step happen when things break or
  crash or stop functioning optimally ... I just do not like that particular
  approach.)

 Why are we even discussing such wildly unprofessional approaches?

Nobody does, I guess. Curt just seems to be a bit desperate about
defending his refusal of an 'official' GIT mirror here. Maybe he simply
ran out of arguments, so he finally decided to draw a black-and-white
picture and sort of imply that those, who don't share his (Curt's)
view, would be in favour of what we all consider to be the worst case.
In fact, the scenario that Curt is describing here has nothing to do
with the facual topic of the whole discussion.
Personally I count the cited paragraph as a regrettable mistake.

Sorry, I know that these remarks sound a bit merciless and are likely
to lower the chances to get an official blessing for 'my' GIT repo. Yet
I prefer to play honest and with open cards instead to chum up with
someone just for the purpose of becoming FlightGear's first 'official'
GIT maintainer 

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

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Re: [Flightgear-devel] GIT

2008-08-21 Thread Tim Moore
Curtis Olson wrote:
 Here's another for what it's worth ...
 
 I was able to find a set of options to the cvs2svn tool that worked for 
 our repository.  The FlightGear repository takes about an hour and 45 
 minutes to convert.  So that part works well.  I also really like how 
 svn handles group and  user authentication ... it does it outside of the 
 unix account system which makes the system much easier to manage.  But I 
 am headed out of town here in a few minutes so I didn't want to rush to 
 set up a server daemon and then overlook something from a security 
 standpoint.
 
  From the standpoint of taking small steps, I think it makes sense to 
 migrate towards svn, and then we can still keep the git discussion open 
 as a separate issue.
 
I think this is a reasonable compromise. While I think that git is great and 
that the Windows client issues will be non-issues soon, there is good support 
in 
git for interacting (bi-directionally) with SVN repositories. I believe that 
git-svn will, given the same command line options, always generate the same 
sha1 
hash for an SVN commit, so people who want to pull patches from other 
developers' git repositories should be able to do that without too much trouble.

Tim

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Re: [Flightgear-devel] Sound positioning and orientation

2008-08-21 Thread Maik Justus
Hi Erik,
Erik Hofman schrieb am 21.08.2008 14:25:
 Hi,
 ...
 There are two options, modify the code to reflect what is described in 
 README.xmlsound or modify the README file.

   
I would prefer to modify the README file. I made some asymmetric sound 
for helicopters (S58, bo105) and adjusted them, that the result give the 
correct sound. But if there are other aircrafts with asymmetric sound 
(e. g. multi engine aircrafts), which have wrong sound now... Does 
anyone know of an aircraft, with wrong sound?
 I think I already know the answer, but which of the two is preferred by 
 others?

 If no one cares that much I'll modify the SimGear code to reflect what 
 is described in the README file to prevent the need to modify too many 
 configuration files.

   
I am not sure, if there is any need to modify configuration files if 
only the documentation is corrected.
 Erik
   
Maik

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Re: [Flightgear-devel] GIT

2008-08-21 Thread Tim Moore
Martin Spott wrote:
 John Denker wrote:
 On 08/20/2008 02:32 PM, Curtis Olson wrote:
 
 Perhaps I misunderstand the scope and capabilities of git 
 
 And at the end of the day, no matter what source code version control system
 we use, and no matter what useful tools it provides for branching and
 merging, we still need a human in the loop to act as a sanity check to
 evaluate and approve changes that go into the master repository. (I
 understand this is a philosophical choice on my part.  Another approach
 would be to let any and all changes from just about anyone to be committed
 to the master repository and let the review step happen when things break or
 crash or stop functioning optimally ... I just do not like that particular
 approach.)
 
 Why are we even discussing such wildly unprofessional approaches?
 
 Nobody does, I guess. Curt just seems to be a bit desperate about
Some projects do support a mob branch in git where anyone can commit 
anything. 
Hell, why not? :)

 defending his refusal of an 'official' GIT mirror here. Maybe he simply
 ran out of arguments, so he finally decided to draw a black-and-white
 picture and sort of imply that those, who don't share his (Curt's)
 view, would be in favour of what we all consider to be the worst case.
 In fact, the scenario that Curt is describing here has nothing to do
 with the facual topic of the whole discussion.
 Personally I count the cited paragraph as a regrettable mistake.

In fairness Linus does talk up git's extreme support for forking, and there are 
many Linux trees to choose from; the reality is that you know where to go for 
something reliable.

Tim

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[Flightgear-devel] AI Carrier and solid Objects

2008-08-21 Thread gerard robin
Hello,

AI Carrier wants the solid/solid  definition 
That definition gives to  the  Aircraft  the  solid material which is 
necessary to  land, to taxis and to take off (mainly  the deck and hangar).
That definition is useful too,  to define  the main obstacles (mainly island, 
and hull )

With FG PLIB we could define solid/solid  
 being  a group name or an  object name.
It was very useful to be able to define it with group name, (spare time to 
make it and easier to maintain it)

With FG OSG only object name is working, any group name which is given don't 
work. 
You may notice that,  Foch carrier which has group name, was right with FG 
PLIB,   is not usable like it is into CVS with FG CVS.

I wonder why we don't we have with OSG the same feature, as we had with PLIB

Regards


-- 
Gérard
http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire 


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