Re: [Flightgear-devel] Autopilot and violent roll

2009-10-11 Thread leee
On Saturday 10 Oct 2009, Pete Morgan wrote:
 Roy Vegard Ovesen wrote:
  On Saturday 10 October 2009 22:33:01 Curtis Olson wrote:
  Really, this is all in how the autopilot is tuned and
  configured.
 
  FlightGear doesn't model realistic control surface deflection
  rates so it's possible to command an instantaneous deflection
  of the control surfaces. Control surface deflection rate can
  be limited by inserting a low-pass filter between the output
  of the final PID-controller and the control surface. THis is
  done in the autopilot config file.

 I expected FlightGear to crete the realistic mdel.. and
 deflection rate..

 So your response cofirmas a few facts...

 ie if u stick in a new value to the FDM then it will react.. That
 sucks in my oioiion.. I how have to create my own craqo to make
 the model. that sucks to me..

 pete

You really need to chill a bit.  Just moaning about things isn't the 
best way to go about getting stuff fixed.

Anyway, in short, this 'problem' such as it is, is largely due to 
the rates at which the autopilots are run within FG.  In real life, 
autopilot controllers, and the sensors that feed them the data they 
need to work with, run at much higher frequencies than are possible 
within the FG framework.  Ideally, you want to be able to run the 
autopilots at several to many kHz but in FG, although you can 
specify very high rates in the autopilot config, you are 
effectively limited by the frame rate, so not only do they run much 
more slowly than is desirable but they also run at varying rates as 
the frame rate changes.

This isn't ideal, of course, but running an entire flight simulator 
on a single PC is always going lead to compromises.  Having said 
that though, there are a number ways of working around most of the 
problems.

There isn't really a problem with the autopilot code or the FDMs in 
flight gear, but that doesn't mean that individual FDMs and 
autopilots are always optimally configured.

As Jon said, JSBSim incorporates actuator simulation, and I know 
that YASim allows you to set control surface deflection rate 
limits.  These should really be set up in the aircraft FDM config 
and it is down to the developer to do this.  However, few of the 
people developing aircraft for FG could be described as 
professionals in this field so you shouldn't expect everything to 
be absolutely perfect.

So first of all, have a look at the FDM configs for the aircraft 
you're using and, depending on which FDM is being used, find out 
whether the actuators or rate limits have been set up correctly.

The next thing to do is to look at the autopilot config.

When the 'new' PID/PI autopilot was introduced, Roy set up a 
basic 'example' autopilot configuration to show how the new 
controllers could be used and this has formed the basis for most of 
the autopilots since then.

The basic autopilot that Roy set up used two-stage controller 
cascades, where the output from the first stage controller was fed 
into the second stage.  For example, in the true-heading-hold mode, 
the first stage controller would look at the true-heading-error-deg 
property and generate a desired roll setting to turn the aircraft 
and reduce the true-heading-error-deg to zero.  The second stage 
would then take the desired roll setting and generate an aileron 
deflection to achieve the required roll.  As the aircraft turns and  
true-heading-error-deg starts to approach zero, the controller will 
detect this and command a reduced degree of roll.  Similarly, the 
second stage controller will look at the current degree of roll and 
compare it with the required degree of roll and if the two are very 
different the second stage controller will command a large 
deflection (this is where the jerkiness come from).  Then, as the 
difference between the current roll and required roll reduces, the 
controller will command less deflection.

The jerkiness then, can occur when the first stage controller sees a 
large difference between its current state and the state required, 
and quite reasonably commands the maximum change it is allowed.  
For example, if you're flying level and then tell the autopilot 
that you want to fly in the opposite direction it will quickly 
decide that it needs to command maximum roll.  Now the second stage 
controller, which controls the ailerons to achieve the desired rate 
of roll, has to be quite aggressive in the way that it works if it 
is to tightly control roll, both because it has to operate over a 
much shorter time span than the first stage controller (to turn an 
aircraft through 180 degrees may take several minutes but to 
achieve 40 deg of roll may only take a few seconds) and also to 
prevent the aircraft from 'over-rolling' and then see-sawing as it 
then corrects itself, but this means that when it is told to change 
the current roll from zero to, 40 degrees say, it sees a very large 
error, just as the first stage controller has seen, and command its 
maxmum 

Re: [Flightgear-devel] Autopilot and violent roll

2009-10-11 Thread Alan Teeder


 -Original Message-
 From: leee [mailto:l...@spatial.plus.com]
 
  ie if u stick in a new value to the FDM then it will react.. That
  sucks in my oioiion.. I how have to create my own craqo to make
  the model. that sucks to me..
 
  pete
 
 You really need to chill a bit.  Just moaning about things isn't the
 best way to go about getting stuff fixed.
 
 Anyway, in short, this 'problem' such as it is, is largely due to
 the rates at which the autopilots are run within FG.  In real life,
 autopilot controllers, and the sensors that feed them the data they
 need to work with, run at much higher frequencies than are possible
 within the FG framework.  Ideally, you want to be able to run the
 autopilots at several to many kHz but in FG, although you can
 specify very high rates in the autopilot config, you are
 effectively limited by the frame rate, so not only do they run much
 more slowly than is desirable but they also run at varying rates as
 the frame rate changes.
 
Lee

First, thanks for the quick into to Flightgear´s autopilot.

I think that your premise that autopilots need to run at very high frame
rates is not realistic.

When I first got into autopilots and simulation, back in the 60´s, all of
our models had as the final element a 0.1 second low pass filter which
simulated the control surface actuator. This turns out to be a reasonable
approximation for most actuators and is very simple to implement both in a
analogue computer (which is all we had then) and in digital ones.

As there is such a filter in the inner loop means that there is no need to
simulate anything which has a faster response time than this. Therefore
there is no need to run the autopilot at high frame rates. 10 or 20 per
second is perfectly adequate.

Many of the outer loops (e.g. the heading mode) of the autopilot can in
practice be run at much slower frame rates as the response of the aircraft
is quite slow.

Alan


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Re: [Flightgear-devel] New Sound system committed

2009-10-11 Thread Vivian Meazza
Alan Teeder wrote:

 
 Sorry to be the messenger, but compilation of soundmgr_openal.cxx and all
 flightgear files using soundmgr_openal.hxx fails under VC90.
 
 See attached build log.
 
 I am using the 3rd part libraries as per
 flightgear/source/projects/VC90/README.msvc.
  i.e.
 (Precompiled librairies and headers for compiling Win32 executables with
 VS2008 :
 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/fgfs-win32-VS90-
 3rdParty
 +OSG-20090628.zip)
 
 Same error with more recent fgfs-win32-VS90-3rdParty+OSG-20090820.
 
 Do I need a more recent version of OpenAL?
 
 Alan
 
 -Original Message-
 From: Erik Hofman [mailto:e...@ehofman.com]
 Sent: 05 October 2009 08:45
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] New Sound system committed
 
 
 Curtis Olson wrote:
 
  Hi Erik,
 
  One quick question: will the sound configuration xml files need to
  change to match the new system or will there be backwards compatibility?
 
 It's backwards compatible. I do plan a new format change to be able to
 position the sounds in 3d-model space instead of OpenAL/OpenGL space.
 That will require adding a a new version/ xml tag but the omission of
 it will still mean the previous format.
 

I finally got around to updating FG/SG to Head. As we know - it fails under
MSVC9. Here's how I fixed it:

Downloaded and installed OpenAL 1.1 Core SDK from Creative Labs.

Downloaded freealut-1.1.0 from Creative Labs. Compiled it by converting the
MSVC 7 project files supplied to MSVC9, and including OpenAL 1.1 Core SDK.
Put the generated alut.dll in the active path.

Patched soundmgr_openal.cxx/hxx and sample_group.hxx with 

+#elif defined(_WIN32)
+# include al.h

or

+#elif defined(_WIN32)
+# include al.h
+# include alc.h
+# include AL/alut.h

as appropriate.

Built FG/SG with \freealut-1.1.0\include and \OpenAL 1.1 Core SDK\include.

Linked FG to \freealut-1.1.0\admin\VisualStudioDotNET\alut\Release and
OpenAL 1.1 Core SDK\libs\Win32.

As they say here in the UK simples. Does it work - yes, except FG now
crashes on exit. I can now hear excellent sound, and nice new 3D clouds,
with almost no impact on framerate.

I expect Fred can come up with a better, easier way.

Vivian




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Re: [Flightgear-devel] Autopilot and violent roll

2009-10-11 Thread Curtis Olson
On Sun, Oct 11, 2009 at 3:39 AM, Alan Teeder wrote:

 First, thanks for the quick into to Flightgear´s autopilot.

 I think that your premise that autopilots need to run at very high frame
 rates is not realistic.

 When I first got into autopilots and simulation, back in the 60´s, all of
 our models had as the final element a 0.1 second low pass filter which
 simulated the control surface actuator. This turns out to be a reasonable
 approximation for most actuators and is very simple to implement both in a
 analogue computer (which is all we had then) and in digital ones.

 As there is such a filter in the inner loop means that there is no need to
 simulate anything which has a faster response time than this. Therefore
 there is no need to run the autopilot at high frame rates. 10 or 20 per
 second is perfectly adequate.

 Many of the outer loops (e.g. the heading mode) of the autopilot can in
 practice be run at much slower frame rates as the response of the aircraft
 is quite slow.


I think what Lee(e) may be observing is that when you tune an autopilot to
behave well when the update rate is 60hz, and then fly into an area of
complex scenery + effects the frame rate in FlightGear can drop
substantially.  In this situation, the autopilot (which is running at the
same update rate as the graphics) can go unstable, leading to wild
oscillations.  Presumably this is an entirely different issue than what Pete
is dealing with, and neither of these contradict anything you have said.

Regards,

Curt.
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Re: [Flightgear-devel] [PATCH] multiplayer.nas - About the pilot list and other multiplayer problems.

2009-10-11 Thread Torsten Dreyer
 Testing the patch works here . Pilot list matches multiplayer list , and no
 more looking at empty spaces where the player vacated in model view.


Committed, thanks for the patch and for testing.

Torsten

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Re: [Flightgear-devel] Autopilot and violent roll

2009-10-11 Thread Kishore
On Sunday 11 Oct 2009 4:30:08 pm Curtis Olson wrote:
  I think that your premise that autopilots need to run at very high frame
  rates is not realistic.
 
  When I first got into autopilots and simulation, back in the 60´s, all of
  our models had as the final element a 0.1 second low pass filter which
  simulated the control surface actuator. This turns out to be a reasonable
  approximation for most actuators and is very simple to implement both in
  a analogue computer (which is all we had then) and in digital ones.
 
  As there is such a filter in the inner loop means that there is no need
  to simulate anything which has a faster response time than this.
  Therefore there is no need to run the autopilot at high frame rates. 10
  or 20 per second is perfectly adequate.
 
  Many of the outer loops (e.g. the heading mode) of the autopilot can in
  practice be run at much slower frame rates as the response of the
  aircraft is quite slow.
 
 I think what Lee(e) may be observing is that when you tune an autopilot to
 behave well when the update rate is 60hz, and then fly into an area of
 complex scenery + effects the frame rate in FlightGear can drop
 substantially.  In this situation, the autopilot (which is running at the
 same update rate as the graphics) can go unstable, leading to wild
 oscillations.  Presumably this is an entirely different issue than what
  Pete is dealing with, and neither of these contradict anything you have
  said.

Interesting. I would have imagined that the autopilot logic were synchronized 
with the FDM and hence slow downs should not cause an issue as they would both 
slow down together. But it seems that the autopilot logic is synchronized with 
GUI frame paining code.  Is there any literature that lists out the sequence? 
I'm curious to know how the network IO is synchronized.

Not having a common time base reference for the various subsystems can lead to 
varying performance based on the underlying hardware on which flightgear is 
run. The PID/Autopilot tuning for a given model should not vary based on the 
hardware on which flightgear is run.  Should it? Or did I get this all wrong?
-- 
Cheers!
Kishore

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Re: [Flightgear-devel] [patch] Selectable ignore for MP chat

2009-10-11 Thread Anders Gidenstam
On Fri, 28 Aug 2009, Anders Gidenstam wrote:


 Hi all,

 I'm not that frequently on the multiplayer network but I heard this
 feature request on IRC. This patch to Nasal/multiplayer.nas adds an
 ignore checkbox to each player entry in the pilot list. Once checked MP
 chat messages from that callsign will be ignored until unchecked or to
 the end of the session, whichever comes first.

Hi all,

Here is a new diff for the MP-chat ignore feature since multiplayer.nas 
has been updated:

http://www.gidenstam.org/FlightGear/misc/tmp/add_MPchat_ignore-20091011.diff

Cheers,

Anders
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Re: [Flightgear-devel] New Sound system committed

2009-10-11 Thread Erik Hofman

Hi Vivian,

Vivian Meazza wrote:
 Patched soundmgr_openal.cxx/hxx and sample_group.hxx with 
 
 +#elif defined(_WIN32)
 +# include al.h
 
 or
 
 +#elif defined(_WIN32)
 +# include al.h
 +# include alc.h
 +# include AL/alut.h

I've added these to the latest commit.
Here is a status update of the new Sound System:

All positions, orientations and velocity vectors are checked and correct 
now. While the orientation of the aircraft is correct the direction of 
the sounds is not. All sounds now face forward from the aircraft without 
honoring the direction tags in the configuration file. I could need some 
help here; I can't seem to orientate the sound-direction vector with the 
aircraft orientation properly.

Also, Anders was right; the sounds that are tied to the listener still 
have the Doppler effect. So I'll have to look at that.

Erik

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Re: [Flightgear-devel] New Sound system committed

2009-10-11 Thread Geoff McLane
On Sun, 2009-10-11 at 15:49 +0200, Erik Hofman wrote:
 Geoff McLane wrote:
  I hope this makes it into CVS sometime soon...
 
 Was his soon enough? ;-)
 
 Erik

So slick and quick... thanks...

Geoff.



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Re: [Flightgear-devel] [patch] Selectable ignore for MP chat

2009-10-11 Thread Torsten Dreyer
 Here is a new diff for the MP-chat ignore feature since multiplayer.nas
 has been updated:
Committed, thanks.

Torsten

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Re: [Flightgear-devel] [patch] Selectable ignore for MP chat

2009-10-11 Thread Nicolas Quijano
Hi Anders, thank you very much !! ( I knew I was forgetting someone for
T-shirt award suggestions)
This is a feature I've grown to love and live by, as I like to fly near KSFO
:)
Many thanks,
Cheers,
Nic


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[Flightgear-devel] Towards release 1.9.2

2009-10-11 Thread Durk Talsma
Hi Folks,

Just wondering: Suppose we're aiming for another release by the end of the 
year, would it be feasible to go ahead with our original plan and release a 
1.9.2-beta version just before FSWeekend? We've seen are few relatively major 
code overhauls in the recent past, so if we do continue with planning a new 
release, would it be an idea to call for a feature freeze by say mid-October  
(that would be, ahem, next weekend).

FWIW, I would like to build a minimum base package this time, which only 
consists of one aircraft, no AI, and a minimal set of shared models. AI and 
other aircraft can be released as a separate ADDON packages, or via CVS. 
Likewise, shared models are now maintained via terrasync/SVN, so that is also 
taken care of.

Thoughts, Ideas,

Cheers,
Durk

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Re: [Flightgear-devel] Towards release 1.9.2

2009-10-11 Thread Erik Hofman
Durk Talsma wrote:
 Hi Folks,
 
 Just wondering: Suppose we're aiming for another release by the end of the 
 year, would it be feasible to go ahead with our original plan and release a 
 1.9.2-beta version just before FSWeekend? We've seen are few relatively major 
 code overhauls in the recent past, so if we do continue with planning a new 
 release, would it be an idea to call for a feature freeze by say mid-October  
 (that would be, ahem, next weekend).

Sounds good, but this requires the audio direction code to be 
functional. I'll try to get it working this week.

Erik

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Re: [Flightgear-devel] Towards release 1.9.2

2009-10-11 Thread Anders Gidenstam
On Sun, 11 Oct 2009, Erik Hofman wrote:

 Sounds good, but this requires the audio direction code to be
 functional. I'll try to get it working this week.

Hi Erik,

Sorry to put more work on you, but it would be good if JSBSim could be 
updated to JSBSim/CVS too. Some piston engine configurations are 
misbehaving with the version currently in FlightGear/CVS but should behave 
better with the code in JSBSim/CVS.

Cheers,

Anders
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Re: [Flightgear-devel] Towards release 1.9.2

2009-10-11 Thread Erik Hofman
Ron Jensen wrote:
 On Sun, 2009-10-11 at 20:56 +0200, Durk Talsma wrote:
 Hi Folks,

 call for a feature freeze by say mid-October  
 (that would be, ahem, next weekend).
 
 I would love to see JSBSim synced before the feature freeze...  There
 are some tweaks to the piston code; ram-air, better throttle control and
 better boost handling, and the gear code now allows gears to be aligned
 in arbitrary directions.

I'll test and commit it first thing tomorrow.

Erik

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Re: [Flightgear-devel] Towards release 1.9.2

2009-10-11 Thread Martin Spott
Hi Durk,

Durk Talsma wrote:

 FWIW, I would like to build a minimum base package this time, which only 
 consists of one aircraft, no AI, and a minimal set of shared models. AI and 
 other aircraft can be released as a separate ADDON packages, or via CVS. 
 Likewise, shared models are now maintained via terrasync/SVN, so that is also 
 taken care of.

The current state of Base Package Scenery (w12[2,3]n37) is referencing
just 38 Shared Models only. I'll try to provide a daily list of files
to include (I'll have to check which files are being referenced from
outside the Scenery),

Martin.
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Re: [Flightgear-devel] New route manager?

2009-10-11 Thread James Turner

On 9 Oct 2009, at 01:06, Curtis Olson wrote:

 Is there still a missing connection in the code, or is the missing  
 connection in my head? :-)

Given that there is probably a beta coming up, I've just committed a  
'fix' (more like a hack, but it's all about your point of view) that  
restores the critical connection from the route-manager to the AP. It  
should even work for altitudes (un-tested!). The behaviour can be  
disabled via a new config-flag, so realistic systems can stop the  
route-manager upsetting them, but the default value is 'on', for  
minimal surprise to existing users.

Note I haven't (yet) fixed the filtering, so starting at KLAX one does  
still get the heliport, I'll fix that in the next day or two. Since  
the dialog updating bug is fixed, you can now enter KLAX-KPHX, hit  
'activate', and use true-heading-hold in the generic AP as before.  
(Note the route-manager doesn't calculate some values until you are  
airborne, at present, to avoid numerical weirdness when speed and  
heading are unclear).

I may also make the GPS fully generic, and then add a similar config  
flag (or more likely, share it) so that any aircraft can use the  
functionality - again, this will take a couple of days for me to  
convince myself about the ramifications for modelling realistic devices.

Regards,
James


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Re: [Flightgear-devel] Towards release 1.9.2

2009-10-11 Thread Tim Moore
On 10/11/2009 08:56 PM, Durk Talsma wrote:
 Hi Folks,
 
 Just wondering: Suppose we're aiming for another release by the end of the 
 year, would it be feasible to go ahead with our original plan and release a 
 1.9.2-beta version just before FSWeekend? We've seen are few relatively major 
 code overhauls in the recent past, so if we do continue with planning a new 
 release, would it be an idea to call for a feature freeze by say mid-October  
 (that would be, ahem, next weekend).
 
 FWIW, I would like to build a minimum base package this time, which only 
 consists of one aircraft, no AI, and a minimal set of shared models. AI and 
 other aircraft can be released as a separate ADDON packages, or via CVS. 
 Likewise, shared models are now maintained via terrasync/SVN, so that is also 
 taken care of.
 
 Thoughts, Ideas,
 

I think this is a good idea. My major work in the pipe -- effects for models --
will be checked in by next weekend.

I strongly recommend that we make the code portion of the beta and release from
the master branch on gitorious.

Tim

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Re: [Flightgear-devel] New route manager?

2009-10-11 Thread Curtis Olson
On Sun, Oct 11, 2009 at 4:53 PM, James Turner zakal...@mac.com wrote:


 On 9 Oct 2009, at 01:06, Curtis Olson wrote:

  Is there still a missing connection in the code, or is the missing
  connection in my head? :-)

 Given that there is probably a beta coming up, I've just committed a
 'fix' (more like a hack, but it's all about your point of view) that
 restores the critical connection from the route-manager to the AP. It
 should even work for altitudes (un-tested!). The behaviour can be
 disabled via a new config-flag, so realistic systems can stop the
 route-manager upsetting them, but the default value is 'on', for
 minimal surprise to existing users.

 Note I haven't (yet) fixed the filtering, so starting at KLAX one does
 still get the heliport, I'll fix that in the next day or two. Since
 the dialog updating bug is fixed, you can now enter KLAX-KPHX, hit
 'activate', and use true-heading-hold in the generic AP as before.
 (Note the route-manager doesn't calculate some values until you are
 airborne, at present, to avoid numerical weirdness when speed and
 heading are unclear).

 I may also make the GPS fully generic, and then add a similar config
 flag (or more likely, share it) so that any aircraft can use the
 functionality - again, this will take a couple of days for me to
 convince myself about the ramifications for modelling realistic devices.


Hi James,

Thanks for looking into this.  I'm going to be tied up with work and out of
town most of this coming week so I probably won't get a chance to test this
out until next weekend or the week following.

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] [patch] Selectable ignore for MP chat

2009-10-11 Thread Rob Shearman, Jr.
Oh, it has a select all then?  :) :) :)

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu





From: Nicolas Quijano nquij...@gmail.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Sun, October 11, 2009 2:45:33 PM
Subject: Re: [Flightgear-devel] [patch] Selectable ignore for MP chat

Hi Anders, thank you very much !! ( I knew I was forgetting someone for T-shirt 
award suggestions)
This is a feature I've grown to love and live by, as I like to fly near KSFO :)
Many thanks, 
Cheers, 
Nic


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Remember, everyone is fighting a hard battle.

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Re: [Flightgear-devel] [patch] Selectable ignore for MP chat

2009-10-11 Thread George Patterson
On Mon, Oct 12, 2009 at 3:13 PM, Rob Shearman, Jr. rmsj...@yahoo.com wrote:
 Oh, it has a select all then?  :) :) :)


I think someone is being anti-social. :-P :-P

Regards


George

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