Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-11-27 Thread Stefan Seifert
On Tuesday 27 November 2012 07:56:02 Renk Thorsten wrote:
  Binary releases on Linux are /possible/ but a pain - working with each
  distro's packaging system is definitely the way to go, in my opinion.
 That basically seems to require that everyone who wants most recent FG needs
 to update to most recent Linux.

No it doesn't. There's nothing preventing us from providing packages for older 
distribution versions. On the openSUSE Build Service it's usually just 
selecting the versions and packages will get built automatically.

Stefan

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Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-11-27 Thread James Turner

On 27 Nov 2012, at 08:01, Stefan Seifert n...@detonation.org wrote:

 That basically seems to require that everyone who wants most recent FG needs
 to update to most recent Linux.
 
 No it doesn't. There's nothing preventing us from providing packages for 
 older 
 distribution versions. On the openSUSE Build Service it's usually just 
 selecting the versions and packages will get built automatically.

Right - you can supply packages for Ubuntu 9.04 if you like - (and we probably 
should, for the current Ubuntu LTS release) - and the same for Fedora.

As I said, I think the *only* thing missing is motivated Fedora and Ubuntu 
users with sufficient knowledge of SRPMs/debs/scripting - keeping in mind we 
already have official packages for those distros, created by people 'outside' 
FG, *and* various developers here have worked hard to ensure the code builds 
cleanly - that was the reason for support a shared-library mode in SimGear.

And I will gladly assist/review *any* code change that helps / simplifies / 
reduces patches to make the above work - I really do want to see it happen - 
I'm just clueless about Linux packaging!

James
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Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-11-27 Thread Renk Thorsten
 No it doesn't. There's nothing preventing us from providing packages for 
 older 
 distribution versions.

This sounds very neat, and if this works in practice, then I take my comment 
back - being able to get an rpm for any major Linux distribution would be 
equivalent to the Windows installer in terms of usability.

* Thorsten
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Re: [Flightgear-devel] Navaids radio propagation code almost production ready

2012-11-27 Thread Adrian Musceac

Update: I've added new signal calculation for DME stations too. As explained 
detailed in the wiki, DME uses a very high frequency range, thus it is 
possible sometimes in reality to receive the VOR signal but not the DME 
signal. Screenshots provided in the wiki article.

Also, TACAN reception is modelled now like the DME, since it uses basically 
the same frequency range. Unlike DME, I have not tested this yet, but should 
also work for AI/multiplayer tankers.
All this disabled by default, of course.

I have not updated the merge request with these features yet, waiting for the 
new radio to make it into 'next' since it's enough code there already.
I have also added a Request for info chapter in the wiki page, asking 
anybody with deep knowledge of air navigation systems to contribute info on 
the discussion page.

Cheers,
Adrian

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Re: [Flightgear-devel] Navaids radio propagation code almost production ready

2012-11-27 Thread James Turner

On 27 Nov 2012, at 12:44, Adrian Musceac kanto...@gmail.com wrote:

 I have not updated the merge request with these features yet, waiting for the 
 new radio to make it into 'next' since it's enough code there already.
 I have also added a Request for info chapter in the wiki page, asking 
 anybody with deep knowledge of air navigation systems to contribute info on 
 the discussion page.

Gitorious was down this morning, or I would have already given some review 
comments. However I see quite a few new versions of the patch, it would be good 
to know it's 'ready' from your perspective, before reviewing. I too would 
prefer to merge smaller patches - I didn't yet see how big the current one is, 
since Gitorious is still being silly.

James
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Re: [Flightgear-devel] Navaids radio propagation code almost production ready

2012-11-27 Thread Adrian Musceac
On Tuesday, November 27, 2012 14:53:07 James Turner wrote:

 
 Gitorious was down this morning, or I would have already given some review
 comments. However I see quite a few new versions of the patch, it would be
 good to know it's 'ready' from your perspective, before reviewing. I too
 would prefer to merge smaller patches - I didn't yet see how big the
 current one is, since Gitorious is still being silly.
 
 James

Hi James,
Thanks for reviewing the code. Gitorious is back for me now. The code is 
production ready and tested, I've just added some little fixes and 
improvements in the new versions, which don't affect stability on my system.
I think it would be best to review and merge as disabled by default, and then 
allow users to test and find bugs. I can't do that properly alone.

Cheers,
Adrian

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[Flightgear-devel] Implementing realistic radar inside the Flightgear engine

2012-11-27 Thread Adrian Musceac
Hi,

I've seen a couple of external radar clients for Flightgear being developed 
right now.
I think that these days, with the advent of Canvas and other improvements, it 
should be possible and desirable to have a realistic radar station inside 
Flightgear.

At the moment, I'm only concerned about radar ranges and interference of 
terrain obstructions, weather, ground clutter.
For this purpose, I propose a template implementation of radar transceivers 
and transponders:
It is not possible to provide a detailed terrain picture on every antenna 
rotation. Sampling all terrrain 360 degrees around the station would cripple 
performance. Thus, I would just take all positions of aircraft inside the 
nominal range and perform radio calculations on them, using larger sampling 
distances and simpler routines for aircraft above a treshhold flightlevel.
If terrain around the antenna is obstructing the signal, or weather affects 
it, we can simulate that correctly.

Transponder responses are also a candidate for the new radio code. Like in 
reality, it is possible to have radar contact but lose transponder id because 
of radio issues.

Awaiting comments,
Adrian

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Re: [Flightgear-devel] Implementing realistic radar inside the Flightgear engine

2012-11-27 Thread Stuart Buchanan
On Tue, Nov 27, 2012 at 1:03 PM, Adrian Musceac wrote:

 Hi,

 I've seen a couple of external radar clients for Flightgear being developed
 right now.
 I think that these days, with the advent of Canvas and other improvements,
 it
 should be possible and desirable to have a realistic radar station inside
 Flightgear.


I recently implemented a vertical terrain clearance radar for the Douglas
A4F Skyhawkd (a4f) using a combination of Canvas and Nasal terrain
lookups.  The code is checked into git if you are interested.

My main concern when writing it was minimizing the number of terrain
lookups per radar sweep.  For the vertical mode this is quite
straightforward as I've simplified the sampling to getting the elevation of
points every 1nm ahead.

I've still to look at the horizontal modes, but I suspect it would need a
Nasal enhancement to perform terrain intersection tests based on a
lat/lon/heading/pitch combination. I haven't looked into how much effort it
would be to add that yet, though I suspect it should be fairly
straightforward given that we already have similar function handling
mouse-clicks for the ufo.

-Stuart
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Re: [Flightgear-devel] Implementing realistic radar inside the Flightgear engine

2012-11-27 Thread Adrian Musceac
On Tuesday, November 27, 2012 15:23:13 Stuart Buchanan wrote:
 
 I recently implemented a vertical terrain clearance radar for the Douglas
 A4F Skyhawkd (a4f) using a combination of Canvas and Nasal terrain
 lookups.  The code is checked into git if you are interested.
 
 My main concern when writing it was minimizing the number of terrain
 lookups per radar sweep.  For the vertical mode this is quite
 straightforward as I've simplified the sampling to getting the elevation of
 points every 1nm ahead.
 
 I've still to look at the horizontal modes, but I suspect it would need a
 Nasal enhancement to perform terrain intersection tests based on a
 lat/lon/heading/pitch combination. I haven't looked into how much effort it
 would be to add that yet, though I suspect it should be fairly
 straightforward given that we already have similar function handling
 mouse-clicks for the ufo.
 
 -Stuart

Hi Stuart,
I'm fairly aware of how AG radar modes work, from f16 detailed documentation, 
but know next to nothing about terrain clearance radar.
I will check this out and provide feedback if I can. I have no idea though 
about Nasal terrain sampling performance. I need to read more about this. I 
know the advanced weather system uses a C++ random area terrain sampler 
written by Torsten Dreyer.

However, I should have made it clear in my previous message that I was 
referring to ground-to-air radar, hardcoded as a subsystem, with only the 
visual interface written with Canvas/Nasal.

Cheers,
Adrian

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Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-11-27 Thread Arnt Karlsen
On Tue, 27 Nov 2012 09:39:42 +, Renk wrote in message 
e495a106ff5f31448739e79d34138c191e169...@mbs1.ad.jyu.fi:

  No it doesn't. There's nothing preventing us from providing
  packages for older distribution versions.
 
 This sounds very neat, and if this works in practice, then I take my
 comment back - being able to get an rpm for any major Linux
 distribution would be equivalent to the Windows installer in terms of
 usability.

..the best way to get there, is build upon scripts like:
http://wiki.flightgear.org/Scripted_Compilation_on_Linux_Debian/Ubuntu
and http://geoffair.net/fg/ ...

...like http://wiki.flightgear.org/CentOS does, and build deb, rpm etc
distro packages, rather than just build binaries out of the sources.

..in the Debian, Ubuntu etc world, .deb packages can be built like:
http://www.linuxjournal.com/content/using-checkinstall-build-packages-source
or http://www.debian.org/doc/manuals/maint-guide/build.en.html 
from http://www.debian.org/doc/manuals/maint-guide/index.en.html


..for rpm, I recommend reading the output of 'man rpmbuild'.

.._sometimes_, deb, rpm etc packages can be converted to other distro
packaging formats with /usr/bin/alien, details in 'man alien', this 
approach may fail on e.g. Ubuntu developers disagreeing with Debian
.deb packaging policy, or a rpm database not seeing conflicts coming
with a .deb binary, checkinstall may help you solve those conflicts.

..some guys are just plain lucky, e.g.
http://wiki.flightgear.org/Building_Flightgear_-_Gentoo


..these build scripts can also be packaged as e.g. deb, rpm etc
meta-packages that can be used to e.g. set up a build server.

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Re: [Flightgear-devel] Implementing realistic radar inside the Flightgear engine

2012-11-27 Thread Vivian Meazza
Stuart,

 

The Buccaneer in fgdata has had a terrain clearance radar for many years
now, using just the technique you describe. It's written in C++. It has a
horizontal mode - but I never got it to work satisfactorily at a frame rate
I liked.

 

Vivian 

 

From: Stuart Buchanan [mailto:stuar...@gmail.com] 
Sent: 27 November 2012 13:23
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Implementing realistic radar inside the
Flightgear engine

 

On Tue, Nov 27, 2012 at 1:03 PM, Adrian Musceac wrote:

Hi,

I've seen a couple of external radar clients for Flightgear being developed
right now.
I think that these days, with the advent of Canvas and other improvements,
it
should be possible and desirable to have a realistic radar station inside
Flightgear.

 

I recently implemented a vertical terrain clearance radar for the Douglas
A4F Skyhawkd (a4f) using a combination of Canvas and Nasal terrain lookups.
The code is checked into git if you are interested.

My main concern when writing it was minimizing the number of terrain lookups
per radar sweep.  For the vertical mode this is quite straightforward as
I've simplified the sampling to getting the elevation of points every 1nm
ahead.

I've still to look at the horizontal modes, but I suspect it would need a
Nasal enhancement to perform terrain intersection tests based on a
lat/lon/heading/pitch combination. I haven't looked into how much effort it
would be to add that yet, though I suspect it should be fairly
straightforward given that we already have similar function handling
mouse-clicks for the ufo.

-Stuart



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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-27 Thread Stuart Buchanan
On Mon, Nov 19, 2012 at 10:04 AM, Stuart Buchanan wrote:

 On Sun, Nov 18, 2012 at 9:48 AM, Thorsten Renk wrote:- rain bug

 - that still persists, rain is broken in Advanced Weather since
 currently setting the rain norm doesn't necessarily generate rain as the
 underlying system tries to be smart and parses the cloud layer altitude of
 Basic Weather - which is zero in Advanced Weather. Can anyone help here? I
 think this can be fixed before the release.


 I'll take a look at this - it's been on my TODO list for a while.


This is now done.  You can now set
/environment/params/use-external-precipitation-level=true to disable the
previous behaviour of only showing rain under the heaviest cloud layer, and
set /environment/params/external-precipitation-level-m to set the maximum
altitude at which precipitation will occur.  0 means it will occur at all
levels.

-Stuart
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[Flightgear-devel] JSBsim latest release

2012-11-27 Thread kunai090

Hi - I'd like to use the latest JSBsim release with FG.  I've already downloaded
the latest JSBsim, what needs to be set in order to run FG with it ?

kunai090
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Re: [Flightgear-devel] Implementing realistic radar inside the Flightgear engine

2012-11-27 Thread Renk Thorsten

 I have no idea  
 though about Nasal terrain sampling performance.

Pretty good these days - whenever a convective weather system is set up, we use 
about O(1000-2000) terrain elevation sampling points to generate the 
cloud-terrain interaction, they're done at a rate of 20 per frame. On my old 
computer, this is visible in the framerate indicator as a temporary reduction, 
on my new computer it doesn't even show. 

If you evaluate 1-5 rays per frame, you're certainy not causing massive 
performance drain.

 I know the advanced weather system uses a C++ random area terrain sampler
 written by Torsten Dreyer.

Yes - but the way this is currently set up it wouldn't help you - it just 
samples various averages and variances of the elevation, it can't be used to 
give you a profile of the terrain.

* Thorsten
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