Re: [Flightgear-devel] Replacement fpr mpserver01.flightgear.org

2010-04-07 Thread Oliver Schroeder

Bandwidth is not easy to measure. I did some testing this morning and came to 
these results:

~ 50 kbit/sec per directly connected client
~ 3 kbit/sec per idle relay server (same as direct connected clients for 
active servers)

With about 20 active users about ~ 650 kbit/sec over all with all known public 
servers as relays.

Maximum users I have seen was about 70 users.

So I think a 10 MBit line will provide sufficient bandwith for current usage. 
(DSL is not a good choice as the line will easily be filled).

CPU and memory usage is not significant at all.

I can not tell what bandwidth is needed for the mapserver, but it should be 
quit moderate as well.

regards,
Oliver

On Tuesday 06 April 2010 19:22:08 Pete Morgan wrote:
 Whats the bandwidth involved?  This is a pretty loaded server ?
 
 pete
 
 Oliver Schroeder wrote:
  Hello list.
 
  Unfortunatly my sponsor for mpserver01 will quit his contract for the 
  hardware. Thus I am in search for a replacement.
 
  If you are interrested in offering a unix host for hosting fgms (the 
server 
  software, which does not need root access), please drop me an email. I'm 
also 
  willing to continue to administer this server if you don't want to 
administer 
  it yourself.
 
  The same applies to mpmap01.flightgear.org which is currently hosted on 
the 
  same hardware.
 
  Any comments and especially offers are welcome
 
  Regards,
  Oliver
 
 
 --
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Re: [Flightgear-devel] Issue with default starting scenario

2010-04-07 Thread James Turner

On 7 Apr 2010, at 03:36, Ron Jensen wrote:

 I like the idea of using some standardized properties
 under /sim/realism/ and retrofitting all aircraft to respect start-dark
 or something similar.
 
 I am also firmly against turning on aircraft to aircraft collisions.

Aircraft-aircraft collisions should definitely be another realism flag, but I 
don't know where the OSG intersection 'knobs' for that are :)

I'll look into the /sim/realism/start-parked 'soon' (probably May or June), 
that gives plenty of time for people to debate the default parking position :) 
Any heuristic will have its problems, but since since the default is going to 
remain start-parked=false (i.e, start on the active runway as we currently do) 
hopefully it will be tolerable.

start-dark (or more likely, an 'autostart' property) is mostly out of my hands, 
I can define the property and a standard menu item, but then the acft need to 
be updated to use it. 

James


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Re: [Flightgear-devel] Replacement fpr mpserver01.flightgear.org

2010-04-07 Thread kyle keevill
I may be able to do this. Gotta rumage through my stuff here.

The floors still open for all.
On Apr 7, 2010, at 5:40 AM, Oliver Schroeder wrote:

 
 Bandwidth is not easy to measure. I did some testing this morning and came to 
 these results:
 
 ~ 50 kbit/sec per directly connected client
 ~ 3 kbit/sec per idle relay server (same as direct connected clients for 
 active servers)
 
 With about 20 active users about ~ 650 kbit/sec over all with all known 
 public 
 servers as relays.
 
 Maximum users I have seen was about 70 users.
 
 So I think a 10 MBit line will provide sufficient bandwith for current usage. 
 (DSL is not a good choice as the line will easily be filled).
 
 CPU and memory usage is not significant at all.
 
 I can not tell what bandwidth is needed for the mapserver, but it should be 
 quit moderate as well.
 
 regards,
 Oliver
 
 On Tuesday 06 April 2010 19:22:08 Pete Morgan wrote:
 Whats the bandwidth involved?  This is a pretty loaded server ?
 
 pete
 
 Oliver Schroeder wrote:
 Hello list.
 
 Unfortunatly my sponsor for mpserver01 will quit his contract for the 
 hardware. Thus I am in search for a replacement.
 
 If you are interrested in offering a unix host for hosting fgms (the 
 server 
 software, which does not need root access), please drop me an email. I'm 
 also 
 willing to continue to administer this server if you don't want to 
 administer 
 it yourself.
 
 The same applies to mpmap01.flightgear.org which is currently hosted on 
 the 
 same hardware.
 
 Any comments and especially offers are welcome
 
 Regards,
 Oliver
 
 
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Kyle Keevill
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Re: [Flightgear-devel] Replacement fpr mpserver01.flightgear.org

2010-04-07 Thread Mattt

Oliver,

 To assist with my ambition for laziness, can you give me a round 
figure for monthly bandwidth?


 I may be able to assist - note, however, that my host is in AU. It is 
on several redundant 100mb ethernet connections, though ;-)



kyle keevill wrote:

I may be able to do this. Gotta rumage through my stuff here.

The floors still open for all.
On Apr 7, 2010, at 5:40 AM, Oliver Schroeder wrote:

  
Bandwidth is not easy to measure. I did some testing this morning and came to 
these results:


~ 50 kbit/sec per directly connected client
~ 3 kbit/sec per idle relay server (same as direct connected clients for 
active servers)


With about 20 active users about ~ 650 kbit/sec over all with all known public 
servers as relays.


Maximum users I have seen was about 70 users.

So I think a 10 MBit line will provide sufficient bandwith for current usage. 
(DSL is not a good choice as the line will easily be filled).


CPU and memory usage is not significant at all.

I can not tell what bandwidth is needed for the mapserver, but it should be 
quit moderate as well.


regards,
Oliver

On Tuesday 06 April 2010 19:22:08 Pete Morgan wrote:


Whats the bandwidth involved?  This is a pretty loaded server ?

pete

Oliver Schroeder wrote:
  

Hello list.

Unfortunatly my sponsor for mpserver01 will quit his contract for the 
hardware. Thus I am in search for a replacement.


If you are interrested in offering a unix host for hosting fgms (the 

server 

software, which does not need root access), please drop me an email. I'm 

also 

willing to continue to administer this server if you don't want to 

administer 


it yourself.

The same applies to mpmap01.flightgear.org which is currently hosted on 

the 


same hardware.

Any comments and especially offers are welcome

Regards,
Oliver



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Re: [Flightgear-devel] Replacement fpr mpserver01.flightgear.org

2010-04-07 Thread Csaba Halász
On Wed, Apr 7, 2010 at 12:52 PM, Mattt ma...@mattts.net wrote:

   I may be able to assist - note, however, that my host is in AU. It is on
 several redundant 100mb ethernet connections, though ;-)

It would be *awesome* to have a server in AU! Named 02, of course ;)

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Re: [Flightgear-devel] Replacement fpr mpserver01.flightgear.org

2010-04-07 Thread Mattt


Certainly for AU users :p

Biggest problem is that we pay dearly for our bandwidth. I'm working 
with 60gb/mth presently, hence me worrying about the monthly spend. My 
work uses about 10gb of that and is, obviously, paramount :-)



Csaba Halász wrote:

On Wed, Apr 7, 2010 at 12:52 PM, Mattt ma...@mattts.net wrote:
  

  I may be able to assist - note, however, that my host is in AU. It is on
several redundant 100mb ethernet connections, though ;-)



It would be *awesome* to have a server in AU! Named 02, of course ;)

  


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Re: [Flightgear-devel] Bug: landmass effects cause system crash in today's CVS FlightGear

2010-04-07 Thread David Megginson
On Tue, Apr 6, 2010 at 4:19 AM, Frederic Bouvier fredfgf...@free.fr wrote:

 I presume it's the geometry shader support that is causing this. Try to 
 disable technique number 8 in landmass.eff
 regards,

That was it -- no crash after commenting it out.  Is it likely a
problem with my graphics card driver, or the FlightGear code?


Thanks,


David

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Re: [Flightgear-devel] Replacement fpr mpserver01.flightgear.org

2010-04-07 Thread Csaba Halász
On Wed, Apr 7, 2010 at 2:08 PM, Mattt ma...@mattts.net wrote:

 Certainly for AU users :p

Would be awesome for everybody if 02 could be replaced - it is causing
a *lot* of grief due to relay problems.

 Biggest problem is that we pay dearly for our bandwidth. I'm working with
 60gb/mth presently, hence me worrying about the monthly spend.

:(

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Re: [Flightgear-devel] Bug: landmass effects cause system crash in today's CVS FlightGear

2010-04-07 Thread Frederic Bouvier

- David Megginson a écrit :

 On Tue, Apr 6, 2010 at 4:19 AM, Frederic Bouvier wrote:
 
  I presume it's the geometry shader support that is causing this. Try
 to disable technique number 8 in landmass.eff
  regards,
 
 That was it -- no crash after commenting it out.  Is it likely a
 problem with my graphics card driver, or the FlightGear code?

Your card or driver advertise support of geometry shader but doesn't behave 
correctly with them. If the extension wasn't supported, the effect would have 
fallbacked to technique number 9 that doesn't use them.

I think there is an OSG environment variable (OSG_GL_EXTENSION_DISABLE iirc) to 
disable buggy extension, and fgrun allows to set environment variable before 
starting fgfs.

-Fred

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Re: [Flightgear-devel] Bug: landmass effects cause system crash in today's CVS FlightGear

2010-04-07 Thread Frederic Bouvier
  On Tue, Apr 6, 2010 at 4:19 AM, Frederic Bouvier wrote:
  
   I presume it's the geometry shader support that is causing this.
 Try
  to disable technique number 8 in landmass.eff
   regards,
  
  That was it -- no crash after commenting it out.  Is it likely a
  problem with my graphics card driver, or the FlightGear code?
 
 Your card or driver advertise support of geometry shader but doesn't
 behave correctly with them. If the extension wasn't supported, the
 effect would have fallbacked to technique number 9 that doesn't use
 them.
 
 I think there is an OSG environment variable (OSG_GL_EXTENSION_DISABLE
 iirc) to disable buggy extension, and fgrun allows to set environment
 variable before starting fgfs.

set OSG_GL_EXTENSION_DISABLE=GL_EXT_geometry_shader4
should work

-Fred
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[Flightgear-devel] AI-Balloons

2010-04-07 Thread Torsten Dreyer
Hi,

I have just commited the add-on from the forum user gooneybird to the CVS-
data. If you enable the balloon_demo scenario in your preferences.xml, you 
should see some balloons  ahead of you aircraft after starting FlightGear. 
They get takeoff clearance before you will within the next minute and they 
will leave the ground soon. The will climb to approx. 2000ft above ground and 
drift away with the wind.

Enjoy, Torsten

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Re: [Flightgear-devel] Issue with default starting scenario

2010-04-07 Thread Arnt Karlsen
On Tue, 6 Apr 2010 20:05:45 -0400, David wrote in message 
j2m75cb920c1004061705w741c4696k17ba1147ec6ba...@mail.gmail.com:

 On Tue, Apr 6, 2010 at 7:34 PM, Peter Brown
 smoothwater...@adelphia.net wrote:
 
  In terms of simplicity, I would like to offer a suggestion of using
  one (or more) of the parking positions at airports with (current)
  parking positions.  If the user spawns at an airport without any
  preset parking positions, a position of  :: 90 degrees to the
  runway and nose at runway edge ::  should work for _most_ airports,
  until that airport is improved and gets a parking position.
 
  James suggestion of a multiplier can work, but I would suggest no
  more then (width*1) from the runway.  Too many small airports would
  drop you in the woods at a greater multiplier.
 
 I realize I'm flogging a dead horse (and won't be offended if people
 tune out), but I just want to mention planes will very rarely be
 parked close to the runway, to avoid accidents if someone gets blown
 off the runway, ground-loops, etc.  A plane parked near the runway
 with fuel in its tanks could make a deadly fireball out of what would
 otherwise be a bit of gear damage, a few broken runway lights, or (at
 worse) a bent wing.

..in case nobody else suggested it; hold our _started_ bird 
as #2 holding behind an AI aircraft on the holding line on 
an appropriate taxiway, with an an AI aircraft cleared for 
take-off, and then taking off, makes it both realistic and 
intuitive, just follow the 2 leaders examples. 

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Re: [Flightgear-devel] AI-Balloons

2010-04-07 Thread Frederic Bouvier
- Curtis Olson a écrit : 
 On Wed, Apr 7, 2010 at 9:39 AM, Torsten Dreyer wrote: 
 
 

Hi, 
 
 I have just commited the add-on from the forum user gooneybird to the CVS- 
 data. If you enable the balloon_demo scenario in your preferences.xml, you 
 should see some balloons ahead of you aircraft after starting FlightGear. 
 They get takeoff clearance before you will within the next minute and they 
 will leave the ground soon. The will climb to approx. 2000ft above ground and 
 drift away with the wind. 
 

 Here's a dumb question, how hard would it be to create a gui that displays 
 all the possible ai scenarios and allows you to start one from inside the 
 sim (versus editing the preferences.xml)? 

This is not what you asked, but fgrun already displays all available scenarios. 

-Fred 


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[Flightgear-devel] New Reflection Shader- Very Nice but....

2010-04-07 Thread Heiko Schulz
Hi,

With Fred_s new binaries from yesterday I wanted to try the new 
reflection-shader.
Updated all datas- matching to the right date; updated all needed Textures; 
even updated the Nvidea Driver, so it is working now! :-)

Some (maybe) bugs I found together with some questions:

-objects with this shader are emissive when ambient- correction set higher than 
zero.

-fresneliness seems not to work- when setting less/equal than 1 I can see the 
fresnelookup.png on the object

-the same with rainbowiness, but I guess here it is whished (Nice for  cockpit 
windows on airliners! )

It is right, that refl_correction set to 1 makes the whole object totally 
reflective (without using the reflectionmap), while setting to -1 nonreflective?
And all values less than 1 seems to use the map again?

Would it be hard, if the alpha channel of the map will be included in the base 
color map instead an extra file, to make use of it instead?
(Would make Livery-select much more interesting) 


Nethertheless- it looks already really, really good and is a big improvement 
compared to the chrome shader!

It is (beside the mentioned things) exactly what I ever, ever whished for the 
EC135 and other aircrafts! 

I have to create now the next days the CubeMaps using FGFS and RealWorld.
I will also create some screenies with the EC130 for you to show and compare 
with a real one- you all will be astonished! :-)

Cheers
Heiko





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Re: [Flightgear-devel] AI-Balloons

2010-04-07 Thread Torsten Dreyer
 On Wed, Apr 7, 2010 at 9:39 AM, Torsten Dreyer wrote:
  Hi,
 
  I have just commited the add-on from the forum user gooneybird to the
  CVS- data. If you enable the balloon_demo scenario in your
  preferences.xml, you should see some balloons  ahead of you aircraft
  after starting FlightGear. They get takeoff clearance before you will
  within the next minute and they will leave the ground soon. The will
  climb to approx. 2000ft above ground and
  drift away with the wind.
 
 Here's a dumb question, how hard would it be to create a gui that displays
 all the possible ai scenarios and allows you to start one from inside the
 sim (versus editing the preferences.xml)?
After looking at the AIManager for some minutes, it should be doable without 
touching the C++ code.
- Create a dialog that lists the available scenarios
- On dialog-apply, write the checked items into /sim/ai/scenario[n]
- reinitialize the ai-model subsystem
This should do the trick. I'll see, if I can spare some time to do this. 
Beware - I am an awful GUI/dialog designer...

Torsten

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Re: [Flightgear-devel] New Reflection Shader- Very Nice but....

2010-04-07 Thread Frederic Bouvier

- Heiko Schulz a écrit :
 I have to create now the next days the CubeMaps using FGFS and
 RealWorld.

It would be nice if we could create the cube map texture as a screenshot from a 
position in flightgear

-Fred

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Re: [Flightgear-devel] New Reflection Shader- Very Nice but....

2010-04-07 Thread Heiko Schulz
Hello,


 It would be nice if we could create the cube map texture as
 a screenshot from a position in flightgear
 
 -Fred

And add it to Render-To-Texture;-)

While Crome, Silver, Gold are now easy to do; I experimented a bit with it to 
make coatings like we can see on modern aircrafts or cars.

This is the original Ec130 I aimed for:
http://www.helionline.net/302-137541-629446/picture/21115/big.jpg

And that's what I got so far with an not so excellent Cube Map done with FGFS:
www.hoerbird.net/EC130_shader.jpg
www.hoerbird.net/EC130_shader2.jpg

The appearences depends a lot to the Cube Map used, and a bit of the modelling. 
The shader is a nice tool to check if you modelled correctly! ;-)

Thanks again to Vivian Meaaza!

Cheers
Heiko



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Re: [Flightgear-devel] AI-Balloons

2010-04-07 Thread David Megginson
On Wed, Apr 7, 2010 at 10:39 AM, Torsten Dreyer tors...@t3r.de wrote:

 I have just commited the add-on from the forum user gooneybird to the CVS-
 data. If you enable the balloon_demo scenario in your preferences.xml, you
 should see some balloons  ahead of you aircraft after starting FlightGear.
 They get takeoff clearance before you will within the next minute and they
 will leave the ground soon. The will climb to approx. 2000ft above ground and
 drift away with the wind.

Sounds great!  And a quick reminder: balloons have right of way over
powered aircraft and gliders, just like sail over steam on the water.
:)


David

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Re: [Flightgear-devel] New Reflection Shader- Very Nice but....

2010-04-07 Thread Heiko Schulz
The last two screenshots for today- this time the Ec135:

www.hoerbird.net/EC135_shader.jpg
www.hoerbird.net/EC135_shader2.jpg

Thanks to all for the hard work on FGFS!
Cheers
Heiko

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Re: [Flightgear-devel] New Reflection Shader- Very Nice but....

2010-04-07 Thread Vivian Meazza

Heiko Schulz 
 
 With Fred_s new binaries from yesterday I wanted to try the new
 reflection-shader.
 Updated all datas- matching to the right date; updated all needed
 Textures; even updated the Nvidea Driver, so it is working now! :-)
 
 Some (maybe) bugs I found together with some questions:
 
 -objects with this shader are emissive when ambient- correction set higher
 than zero.

That is indeed a bug. I have a fix, but I'm having difficulty in balancing
out the blue in the ambient light. Hopefully I can upload it soon.

 
 -fresneliness seems not to work- when setting less/equal than 1 I can see
 the fresnelookup.png on the object

Er - yes - that's what the fresnel effect is meant to do, but fresneliness =
0 should turn it off. Seem to do what it says on the tin here.

 
 -the same with rainbowiness, but I guess here it is whished (Nice for
 cockpit windows on airliners! )

Yes - should have a little for aluminium, some more for glass. Rainbowiness
= 0 turns it off

If you also set noisiness = 0 you will get pure mirror effect. 

 It is right, that refl_correction set to 1 makes the whole object totally
 reflective (without using the reflectionmap), while setting to -1
 nonreflective?
 And all values less than 1 seems to use the map again?

Yes - refl_correction simply adds or subtracts from the overall
reflectiveness. You can saturate the map. Solution - don't do it :-)

 
 Would it be hard, if the alpha channel of the map will be included in the
 base color map instead an extra file, to make use of it instead?
 (Would make Livery-select much more interesting)
 

Possible to do, but then you couldn't use transparency in the texture is you
wanted to. At least that is my understanding. I think the correct solution
is to use a property to set the map path - on my todo list.


 Nethertheless- it looks already really, really good and is a big
 improvement compared to the chrome shader!
 
 It is (beside the mentioned things) exactly what I ever, ever whished for
 the EC135 and other aircrafts!
 
 I have to create now the next days the CubeMaps using FGFS and RealWorld.
 I will also create some screenies with the EC130 for you to show and
 compare with a real one- you all will be astonished! :-)
 

Pretty impressive screenshots, btw.

HTH

Vivian



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Re: [Flightgear-devel] New Reflection Shader- Very Nice but....

2010-04-07 Thread Vivian Meazza
 
 Heiko Schulz
 
  With Fred_s new binaries from yesterday I wanted to try the new
  reflection-shader.
  Updated all datas- matching to the right date; updated all needed
  Textures; even updated the Nvidea Driver, so it is working now! :-)
 
  Some (maybe) bugs I found together with some questions:
 
  -objects with this shader are emissive when ambient- correction set
 higher
  than zero.
 
 That is indeed a bug. I have a fix, but I'm having difficulty in balancing
 out the blue in the ambient light. Hopefully I can upload it soon.
 
 
  -fresneliness seems not to work- when setting less/equal than 1 I can
 see
  the fresnelookup.png on the object
 
 Er - yes - that's what the fresnel effect is meant to do, but fresneliness
 =
 0 should turn it off. Seem to do what it says on the tin here.
 
 
  -the same with rainbowiness, but I guess here it is whished (Nice for
  cockpit windows on airliners! )
 
 Yes - should have a little for aluminium, some more for glass.
 Rainbowiness
 = 0 turns it off
 
 If you also set noisiness = 0 you will get pure mirror effect.
 
  It is right, that refl_correction set to 1 makes the whole object
 totally
  reflective (without using the reflectionmap), while setting to -1
  nonreflective?
  And all values less than 1 seems to use the map again?
 
 Yes - refl_correction simply adds or subtracts from the overall
 reflectiveness. You can saturate the map. Solution - don't do it :-)
 
 
  Would it be hard, if the alpha channel of the map will be included in
 the
  base color map instead an extra file, to make use of it instead?
  (Would make Livery-select much more interesting)
 
 
 Possible to do, but then you couldn't use transparency in the texture is
 you
 wanted to. At least that is my understanding. I think the correct solution
 is to use a property to set the map path - on my todo list.
 
 
  Nethertheless- it looks already really, really good and is a big
  improvement compared to the chrome shader!
 
  It is (beside the mentioned things) exactly what I ever, ever whished
 for
  the EC135 and other aircrafts!
 
  I have to create now the next days the CubeMaps using FGFS and
 RealWorld.
  I will also create some screenies with the EC130 for you to show and
  compare with a real one- you all will be astonished! :-)
 
 
 Pretty impressive screenshots, btw.

Bugfix in cvs. The colour and light balance isn't exactly the same as
before, so you might need to fix up your offsets.

Vivian



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Re: [Flightgear-devel] New Reflection Shader- Very Nice but....

2010-04-07 Thread Vivian Meazza
Heiko Schulz

 -Original Message-
 
 The last two screenshots for today- this time the Ec135:
 
 www.hoerbird.net/EC135_shader.jpg
 www.hoerbird.net/EC135_shader2.jpg
 

And not wishing to be outdone here are 2 post bugfix:

ftp://ftp.abbeytheatre2.org.uk/fgfs/Shader/B29-closeup1.png
ftp://ftp.abbeytheatre2.org.uk/fgfs/Shader/B29-closeup2.png

using these settings:

rainbowiness type=float0.05/rainbowiness
fresneliness0.1/fresneliness
refl_correction0.0/refl_correction
ambient_correction0.4/ambient_correction

and default noisiness.

Vivian




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[Flightgear-devel] Normal map shader example - c172p

2010-04-07 Thread Stuart Buchanan
Hi All,

I've just updated the c172p to make use of the bumpspec Effect for a
bump-map. I've still to get the rivet separation right, but the effect
so far is rather pleasing:

http://www.nanjika.co.uk/flightgear/fgfs-screen-004.png

Like most of the other shader effects, this looks better in-sim than
in a screenshot. In particular the rivets on the cowling when viewed
from the cockpit are rather nice when turning.

I've also written a wiki article to help others interested in using
this shader: 
http://wiki.flightgear.org/index.php/Howto:_Use_The_Normal_Map_Effect_in_Aircraft

I'm interested in other people's performance experience with this
shader. The normal maps are rather large, though they compress down
very well.

-Stuart

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[Flightgear-devel] Trust

2010-04-07 Thread Pete Morgan
I want to raise this issue again if I may.

The FlightGear Trust as an entity, somehow.

In my head we need and should be planning a kinda trust, for trademark, 
copyright and other issues. Think FG_ROOT.2120.

The entity will achieve funds from various sources, and use them in the 
distribution of onlne services and marketing.

This is a very important area, as recent debacle with sco/ibm =!= novel, 
and an issue with proflightsim == copyright issue.

The one thing we can't step away from is the GPL, indeed the GPL3 might 
be better === patent's clause. I think we need to do GPL3 now, and hope 
to get sued, groklaw.net need some content ;-) and with cvs history as 
muppet in clown court.

We also need engagement with using liveries and logos etc, indeed maybe 
pursue for sponsorship.  Aaairlines etc will need some kinda valid address.

Lets get a bit more commercialsed.We may have to x-license a bit, 
after all there is no way that the GPL and CAA data go together. CAA own 
it period.We just need to work with that information in an efficeient way.

So whats involved?

Trustees is what we want.

So can the candidates step forward and reply.

 From this we will derive the discovery process of whats involved and 
actually start more enquiry..

I'm in UK
pete in wales
Willie in Glasgow
James ? u in jimmy land?

Curt ?
usa

Holland and dutch?
Gijs


hope u guys get the crosswind...
Pete

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[Flightgear-devel] Issue with default starting scenario

2010-04-07 Thread Jörg Emmerich
As a long-hour ATC I really got p. (sorry) mad about those planes
popping up on the active during heavy traffic - but it is also obvious
that this happens mostly because of just following the default - as
soon as they know how to do it better they do better (or go somewhere
else). So I suggest we should not overreact and try to enforce you
pilot must, you designer must, you.. must - how do you want to enforce
that anyhow?? No way for that in a free world!
  Also I am sure it is only a problem for APs with lots of traffic
(surely KSFO, EDDF, EHAM,  etc.) which are highly modeled and even have
parking/gate places. So:

 Why not just let the startup program check first in (ICAO.parking.xml)
is there a parking-position? and if yes: Take the first one. If not,
continue as is today.

My argument for it is:
1) For small APs with few traffic nobody cares, wherever however
somebody pops up - so why enforce anything?
2) For big ones with much traffic and no parking-lots yet, I am sure it
is no problem to get some positions into the xml (by someone liking that
AP!) - otherwise the serious pilots will stay away soon
3) Of course that may cause pileups at ParkingPos 1 - but that is a
problem of the ones in the pileup - and I am sure they learn fast how to
find other ways than just appear by default
4) Of course it only helps against people who do not want to or do not
know how to define a certain location. But I am sure they learn fast
when it hurts them most.
5) And there even may be some who want to crash purposely - but that you
cannot avoid anyhow with no enforcement at all. But my experience say:
They change there habit pretty fast after getting to hear/read from all
sides some things between please and stupid and ... .

And surely it would be nice for many pilots first trying to taxi prior
to fly!
jomo


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[Flightgear-devel] mpmap ILS data

2010-04-07 Thread Peter Brown
Perhaps this has been brought up before, but I see that the ILS beam data for 
each airport on the mpmap is derived from the runway alignment (as verified in 
taxidraw).  This doesn't allow for magnetic deviation, and therefore all the 
course headings are incorrect.  Makes it tough to line up with the ILS, unless 
you pull info from an outside source (airnav, flightaware, etc) for each 
arrival airport.

Example at KBTV, runway 15 -
mpmap ILS course 130.92 degrees
Flightaware ILS approach plate, 146 degrees.

KJFK, runway 31L -
mpmap ILS course; 301 degrees
Flightaware ILS approach plate; 315 degrees.

I have not looked at the 850 airport format, but is there a way in any of the 
apt.dat or nav data to specify ILS approach data accurately?  Or is this a 
question for Pigeon, to see about using a different data list?  Currently the 
heading data is misleading - it would be better to not have it shown than have 
it incorrect in my opinion.

Thanks!
Peter

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