Re: [Flightgear-devel] Replacement fpr mpserver01.flightgear.org
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Issue with default starting scenario
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Replacement fpr mpserver01.flightgear.org
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Kyle Keevill kyle...@gmail.com -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Replacement fpr mpserver01.flightgear.org
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel Kyle Keevill kyle...@gmail.com -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Cheers, Mattt. SpotSafe - WiFi Hotspot solution - http://spotsafe.net There are only 10 kinds of people. Those who understand binary, and those that don't... -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Replacement fpr mpserver01.flightgear.org
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 ;) -- Csaba/Jester -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Replacement fpr mpserver01.flightgear.org
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 ;) -- Cheers, Mattt. SpotSafe - WiFi Hotspot solution - http://spotsafe.net There are only 10 kinds of people. Those who understand binary, and those that don't... -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug: landmass effects cause system crash in today's CVS FlightGear
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Replacement fpr mpserver01.flightgear.org
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. :( -- Csaba/Jester -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug: landmass effects cause system crash in today's CVS FlightGear
- 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 -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug: landmass effects cause system crash in today's CVS FlightGear
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 -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] AI-Balloons
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Issue with default starting scenario
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. -- ..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. -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] AI-Balloons
- 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 -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] New Reflection Shader- Very Nice but....
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 __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails. http://mail.yahoo.com -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] AI-Balloons
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Reflection Shader- Very Nice but....
- 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 -- Frédéric Bouvier http://my.fotolia.com/frfoto/ Photo gallery - album photo http://www.youtube.com/user/fgfred64 Videos -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Reflection Shader- Very Nice but....
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 __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails. http://mail.yahoo.com -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] AI-Balloons
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Reflection Shader- Very Nice but....
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 __ Do You Yahoo!? Sie sind Spam leid? Yahoo! Mail verfügt über einen herausragenden Schutz gegen Massenmails. http://mail.yahoo.com -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Reflection Shader- Very Nice but....
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Reflection Shader- Very Nice but....
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Reflection Shader- Very Nice but....
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Normal map shader example - c172p
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Trust
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Issue with default starting scenario
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] mpmap ILS data
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 -- Download Intel#174; Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel