Re: [Flightgear-devel] 3D trees

2007-12-30 Thread Ampere K. Hardraade
On Sunday 30 December 2007 12:09:28 LeeE wrote:
 It's Interesting to see that they have less impact than billboards
 but I wonder if this means that there's a problem FG's billboards
 implementation - after all, a billboards are just single (split)
 poly objects, albeit ones that rotate to face the viewer.  

I think it's the transparency in the texture that is the problem.

On a related note, the visual realism of Flightgear can be increased if 
Bi-directional Reflectance Distribution Function (BRDF) can be incoporated 
when applying textures to vegetation area, especially for area that are at 
considerable distance from the camera.  Basically, this is to simulate the 
reflectance and transmittance of a canopy when view at different angle, and 
could give similar results to using million of tree models, without actually 
using million of tree models.



Just an idea,
Ampere

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Re: [Flightgear-devel] Microsoft patent on scenery rendering

2007-12-23 Thread Ampere K. Hardraade
On Sunday 23 December 2007 13:12:17 Robert Black wrote:
 I was doing a search and ran across this
 http://www.freepatentsonline.com/7158135.html
 It came up because it referenced terragear docs. Thought some might be
 interested.  

Not that I care about software patents in the first place, but it looks like 
they are patenting ideas that are in public domain already.  Since when has 
that become possible?



Ampere

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Re: [Flightgear-devel] Microsoft patent on scenery rendering

2007-12-23 Thread Ampere K. Hardraade
On Sunday 23 December 2007 13:44:15 Shad Young wrote:
 Ampere K. Hardraade wrote:
  On Sunday 23 December 2007 13:12:17 Robert Black wrote:
  I was doing a search and ran across this
  http://www.freepatentsonline.com/7158135.html
  It came up because it referenced terragear docs. Thought some might be
  interested.
 
  Not that I care about software patents in the first place, but it looks
  like they are patenting ideas that are in public domain already.  Since
  when has that become possible?

 For a very long time, and is why some of us have been actively fighting
 software patents and other forms of Intellectual Property laws which do
 nothing to protect authors and are in place to protect the profits of
 large corporations and stifle innovation and competition.

Just to elaborate: I am against software patent.  But when someone can patent 
ideas that are in public domain, then it doesn't just concern software 
patents anymore.  It means the entire patenting system is broken.



Ampere

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Re: [Flightgear-devel] Demeter (was Re: FlightGear terrain engine)

2007-11-01 Thread Ampere K. Hardraade
On Thursday 01 November 2007 09:32, Curtis Olson wrote:
 Certainly we could and should take a look at cleaning up the
 scenery render engine API within FlightGear.
I think the problem here is about sceney _data_ generation as much as about 
the scenery engine itself.  The sceney generation process is overly complex, 
many people who tried didn't get far for one reason or another.  Then, we 
have experts who know how everything ties together but simply don't have the 
time to maintain the code.  Finally, when scenery actually gets generated, it 
either lost a lot of details or worst, has a lot of errors.

There are a few opensource libraries that are dedicated to the features that 
you have mentioned.  GTS, for example, can do continious LODs as well as CSG.  
The great thing about using existing libraries is that these libraries are 
purposely designed, dedicated to what they do, and are maintained by experts, 
instead of being hacks that are written once and hardly get looked at 
afterwards.  So, not only will we able to cut holes into the terrain for 
runways, we will also be able to do so better and much more efficiently.



Ampere

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Re: [Flightgear-devel] Positioning Point of View and controlling direction I look

2007-10-23 Thread Ampere K. Hardraade
On Tuesday 23 October 2007 14:47, Mike Yukish wrote:
 So how do I change the direction in which I am viewing and the position
 that I am viewing from? I did not see them in the list of properties, which
 seemed like a good guess on where they'd be. The camera balls on aircraft
 typically are hanging below the fuselage.

Try:
/sim/view/x-offset-m
/sim/view/y-offset-m
/sim/view/z-offset-m


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Re: [Flightgear-devel] Serious simmer

2007-09-20 Thread Ampere K. Hardraade
On Wednesday 19 September 2007 22:45, Jon S. Berndt wrote:
 Check this out. Serious simmer:

 http://mysite.verizon.net/antonioe/index.html

 Jon

I have seen far more serious simmers. :P

Ampere

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Re: [Flightgear-devel] Several , identical Aircraft from various authors in FlightGears

2007-09-18 Thread Ampere K. Hardraade
On Tuesday 18 September 2007 17:51, gh.robin wrote:
 I was talking about a usual past policy (as far i remember) within the
 FlightGear community which avoid to have several identical Aircraft.
 I mean, to avoid that the same original real Aircraft would be modeled by
 various  FG models developers each one making and committing the models.

 The answer from Emmanuel Baranger, (he has the cvs access) , is:

 On FS there is tens of versions of the same Aircraft which are made by
 various Authors and this does not shock anybody.
 But you, this should not shock anybody within the FlightGear community.
 You have a way of closed mind thinking, which does not allow any progress

There are ten versions of a single aircraft for MSFS due to close nature of 
those projects -- no one can edit and redistribute someone else's aircraft, 
but everyone has his/her own idea on how an aircraft model should be made.  
Such barriers do not exist in FG, so there is not many reasons why two or 
more persons can't cooperate on a single aircraft.



Ampere

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Re: [Flightgear-devel] New screen streamer and mpcam

2007-08-23 Thread Ampere K. Hardraade
On August 23, 2007 06:18:03 am Pigeon wrote:
     Yes. I definitely haven't got all sceneries for that FG. I do now
 have terrasync running. But FG currently doesn't load the newly
 downloaded scenery until the next run.  Maybe worthwhile making FG to be
 able to reload scenery or something (either manually requested by user,
 or check file mtime maybe?).

I definately remember FG loaded sceneries on the fly as they come in via 
Terrasync.  Perhaps your current setup fools FG into thinking it is not where 
it is supposed to be, thus not updating the sceneries?



Ampere

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Re: [Flightgear-devel] [Announce]: 3D-cockpit for the 737-300

2007-08-23 Thread Ampere K. Hardraade
On August 23, 2007 05:30:30 pm Heiko Schulz wrote:
 Hi,

 After a lazy sunday I got enough of the 2d-Panel of
 the Boeing 737-300. With a little help of google, I
 found  wonderfull panelshots, so I started to make a
 3D-cockpit for the Bobby.

 Here a first screenshot:
 http://www.hoerbird.net/fgfs-screen-410.jpg

Wow!  That's quick.  It would take me at least a week or two to reach that 
kind of progress. :)

 I announce this hopefully that there is no other one
 making the same work ;-)
 There is still a plenty of work, but I hope to get
 this to CVS about in 1-2 weeks.

Need a MCDU by any chance? :P
http://www.students.yorku.ca/~ampere/mcdu.png

 Is there anyone maybe providing a eletrical sytem for
 the 737?

 Greetings
 HHS

Ampere

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Re: [Flightgear-devel] [Announce]: 3D-cockpit for the 737-300

2007-08-23 Thread Ampere K. Hardraade
On August 23, 2007 05:30:30 pm Heiko Schulz wrote:
 I announce this hopefully that there is no other one
 making the same work ;-)
 There is still a plenty of work, but I hope to get
 this to CVS about in 1-2 weeks.

Come to think of it, that was a half-finsihed 737 cockpit floating around off 
CVS, made by Julien Pierru, David Culp, and several others.  I think I have 
its tarball.  If you want it, I can send it to you, but it is 9.3MB.



Ampere

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Re: [Flightgear-devel] New screen streamer and mpcam

2007-08-21 Thread Ampere K. Hardraade
On August 21, 2007 06:08:11 am Pigeon wrote:
     Just goto:

     http://mpserver02.flightgear.org/?mpcam

     Then click on the video icon near the top right. You'll need flash
 support in your web browser. The map will automatically follow whoever
 the mpcam is targeting.

That's simply amazing!  Now people can see what FlightGear is like before 
downloading. :D



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Re: [Flightgear-devel] Gas turbine engines modeling

2007-08-10 Thread Ampere K. Hardraade
On July 17, 2007 06:23:05 am Ulrik Hjort wrote:
 Hi,
 On the goal/wish list gas turbine engine modeling is mentioned. Anyone who
 know the status on this project ? I'm interested in this topic but will not
 jump into it before I know what the status is. Anyone already started on it
 ?

 /Ulrik

If I remember correctly, FlyingToaster said he was working on one.  I have no 
idea how that turns out though.

Ampere

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Re: [Flightgear-devel] Weather interpolation patch

2007-07-15 Thread Ampere K. Hardraade
On July 15, 2007 07:27:48 pm Hans Fugal wrote:
 I once went from reasonable headwind to strong crosswind during short
 final. It was quite exciting.

It is quite annoying.  It pretty much defeats the purpose of following 
glideslope and locolizer.

 I am in favor of interpolating weather changes, rather than the wall of
 weather.

This problem has been known for years and still haven't been fixed.



Ampere

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Re: [Flightgear-devel] [off list] patch for control locking byautopilot

2007-06-29 Thread Ampere K. Hardraade
On June 28, 2007 09:44:54 am Roy Vegard Ovesen wrote:
 On Wednesday 27 June 2007 23:05, woodyst wrote:
The diffs are at
http://www.eurogaran.com/fgfs/fgfs_ap_joy_locking.diff and
http://www.eurogaran.com/fgfs/kap140_locking_controls_capable.diff

 AFAIK real life autopilots can be overpowered by the pilot. Wheter this is
 done by brute force or if the servos can sense that they are being
 overpowered and then let go, I don't know. Since we don't have any force
 feedback support in Flightgear, we'll have to make the autopilot sense that
 it is being overpowered.

 The hard part will be how to decide that the pilot is trying to overpower
 the autopilot. One possibility is to press a button to tell that you are
 overpowering.

My guess is that it probably monitors the integrated term in a PID controller, 
and disengages when the value reaches a certain threshold.



Ampere

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Re: [Flightgear-devel] Aircraft design idea: Cirrus Jet

2007-06-29 Thread Ampere K. Hardraade
On June 29, 2007 01:44:27 pm Curtis Olson wrote:
 I got to see it a day earlier, even before the folks that have
 plunked down $100k to get on the waiting list got to see it ... but all the
 employees got to see it before me.

I'm more interested in those guys who plunked down $100k just to see it than 
the actual plane itself. :P



Ampere

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-21 Thread Ampere K. Hardraade
On June 21, 2007 02:54:26 am Martin Spott wrote:
 So, what's your proposal for a working solution that can be achieved
 with the available resources ? If your comment was meant as a joke,
 then please mark it as such for example by using a smilie,

 Martin.

I simply don't see vehicle simulation as a possible venture.  As an example:

In a vehicle simulation, you need smooth terrain, meaning high resolution 
terrain.  In a flight simulation, you want low resolution terrain because you 
are seeing so much terrain at a time.  The two requirements go against each 
other.

So, I would suggest focusing resources on improving the flight aspect of the 
simulator instead.



Ampere

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Re: [Flightgear-devel] Hornet, the first autogyro for flightgear

2007-06-21 Thread Ampere K. Hardraade
On June 21, 2007 03:04:40 pm Maik Justus wrote:
 We are very
 pleasured, that Don gave us any detailed information about the hornet we
 asked for and exported his SolidWorks model for fligthgear (!!!).  

What steps did he take when exporting the model.



Ampere

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Ampere K. Hardraade
On June 19, 2007 05:25:24 pm Martin Spott wrote:
 While you are at it, don't forget simulating railway trains - their
 timetables are publicly available  :-)

   Martin.

_If_ they ever reach their station.  Most likely they would derail at the next 
immediate bend... uh, I mean corner.



Ampere


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Re: [Flightgear-devel] Nasal Error - For the - Author of Concorde - Continued

2007-06-07 Thread Ampere K. Hardraade
On Thursday 07 June 2007 20:51, Forums Virgin Net wrote:
 Nasal runtime error: nil used in numeric context
 at C:/Program
 Files/FlightGear/data/Aircraft/Concorde/Nasal/Concorde-instrument.nas, line
 304 called from: C:/Program
 Files/FlightGear/data/Aircraft/Concorde/Nasal/Concorde-jbsim.nas, line 71

 Aerotro / Michelle

Check whether such property exist:
/instrumentation/cg/sensor-in



Ampere

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Re: [Flightgear-devel] groundspeed

2007-05-30 Thread Ampere K. Hardraade
On Wednesday 30 May 2007 21:53, syd  sandy wrote:
 Hi Jon , thanks for the reply , I'm not sure I know WHAT I'm doing anymore
 :) I wanted to output groundspeed to a property in /velocities/, in knots,
 so that it would be available for instruments... rather than having it
 redone in Nasal ... but nasal is beginning to look more inviting at the
 moment ...

 and I just discovered I cant return gspd 
 Its probably a simple matter for the gurus , which I'm definately not !

 cheers,
 Syd

Hello Syd,

If I were to build an instrument on an actual aircraft for measuring ground 
speed, I would use an accelerometer and integrate its output.

So, following this concept, you could implement this in Nasal by using the 
following algorithm:
1) implement a data type for holding the velocity and simulation-time for the 
current frame.  Then, push the instance of the data type into a queue every 
frame.  (The queue can be found here 
http://cvs.flightgear.org/cgi-bin/viewvc/viewvc.cgi/data/Aircraft/A380/Systems/FDX/Switch/queue.nas?revision=1.1view=markup)

2) Go through the queue and dequeue instances that are X seconds old.  Then, 
calculate the delta_t between two instances and multiple the value by the 
acceleration in one of the instances.

3) Summing up all the results in step 2 and dividing the result by X should 
give you the ground speed.

I hope this helps. :D



Ampere

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Re: [Flightgear-devel] 737-300 FDM patch for gearlocat ionand contactpoints

2007-05-18 Thread Ampere K. Hardraade
On Friday 18 May 2007 23:47, Jon S. Berndt wrote:
 737 drawing:

 http://hawker.smugmug.com/gallery/92076/1/3226720#3226720-O-LB

 JB

http://boeing.com/commercial/airports/3_view.html

More accurate. :)

Also:

http://boeing.com/commercial/airports/737.htm



Ampere

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Re: [Flightgear-devel] More ideas on dogfighting

2007-05-14 Thread Ampere K. Hardraade
On Monday 14 May 2007 04:38, Stuart Buchanan wrote:
 If what you are suggesting is that to use MP, we will have to run the FDM
 on a server and accept a much lower refresh rate on the client, then I
 don't think that is acceptable as it will make the civil MP experience
 much worse.

This isn't as big a deal as many have advocated.  There's no requirement that 
the FDM server has to be run at a central location.  The server can be run on 
the client machine as well, serving FDM functions to the client only, and 
latency wouldn't be an issue at all.

From what I can see, a FDM server brings in tremendous potentials to 
Flightgear, whereas enhancement to the present architecture would offer 
little.  For example, to enable multiple users to fly a single aircraft, 
there must be some sort of server to recieve inputs from multiple locations 
and to multicasts FDM outputs.  There's no reason why one would want to hack 
a client to make it do the jobs of a server when this can be very easily 
implemented if a dedicate FDM server is present.

 My conclusion is that the dog-fighting MP protocol (using a server FDM) is
 going to have to be completely separate from the civil MP protocol (usign
 a client FDM).

 -Stuart

That's an absolutely awful idea.  You will end up with two development 
branches to keep track of, and inevitibly the more popular protocol would 
end up being much more advanced than the less popular one.



Ampere

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Re: [Flightgear-devel] More ideas on dogfighting

2007-05-13 Thread Ampere K. Hardraade
On Sunday 13 May 2007 03:52, Harald JOHNSEN wrote:
 Now if the server is doing the
 FDM computation it's obvious that there is no need to do that 120 times
 per second because the data can not be send at that rate.
 How many loops does the mp server need to do per second ? 10 ? 20 ? At
 that frequency you could handle 100 clients with no problems.

 Harald.

As far as I know, the FDM frequency controls the fidelity of the simulation.  
It has no relationship with the I/O frequency.

Since the FDM takes so little CPU power, the amount clients that can be served 
should be dependent on the bandwidth.

Ampere

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Re: [Flightgear-devel] FW: [vtp] Looking for partner in

2007-05-13 Thread Ampere K. Hardraade
On Sunday 13 May 2007 13:52, Martin Spott wrote:
 Norman Vine wrote:
   -Original Message-
   From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
  
   http://www.howardzzh.com/research/terrain

 Hey, apparently these guys had quite some fun  :-)
 The results are impressive !

   Martin.

We could always simulate topographical features via spherical harmonics. :P

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Re: [Flightgear-devel] More ideas on dogfighting

2007-05-13 Thread Ampere K. Hardraade
On Sunday 13 May 2007 15:05, Maik Justus wrote:
 Maybe it is easier, that the clients run their own fdm and the
 combat-server makes a test of the actual performance of the client
 against stored values, which could be generated by a script (maximum
 acceleration, turn rate, speed for several sets of orientation/speed).

 Maik

That wouldn't solve the problem of syncing clients' positions across the 
entire network.



Ampere

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Re: [Flightgear-devel] More ideas on dogfighting

2007-05-11 Thread Ampere K. Hardraade
On Friday 11 May 2007 10:28, Gene Buckle wrote:
 Banned?  BANNED?!  Good luck with that.

 If this wasn't involving a _simulator_, I might be inclined to agree with
 you.  However, it's a bloody _game_.  Things that go *boom* in games are
 typically pretty cool.

While development over the past few years might give the preception that 
Flightgear is a game, Flightgear is actually meant to be a serious flight 
simulator.  Things that go boom are cool in games, but they are also useless; 
more so in a simulator.

Part of the reason why I'm against combat elements in Flightgear is that as 
more military stuffs get added, the more Flightgear appears like a game.  If 
people still want Flightgear to be treated as a serious flight simulator, 
then the less combat capabilities the better.

 (unless you're against the unfair exploitation and
 destruction of things that don't exist)

Of course I'm not against doing fly pass over your virtual house and dropping 
virtual napalm daily...

 If you don't care for virtual combat, hey that's fine.  You don't have to
 work on combat related systems or use combat aircraft.  However, if you
 climb upon your high horse to ban this or that, don't be too shocked to
 find yourself flat on your back, staring up at the sky while I warm up my
 barbecue to enjoy some recently made horse steaks.

If you want virtual combat so much, there are plenty of combat simulators 
available out there.  But don't expect me to loose any sleep if you choose 
them over Flightgear.

As for banning, regardless of whether virtual combat is implemented or not, 
banning is going to be implemented one way or another -- whether it is 
banning combat completely, banning combat capabilities from civilian servers, 
or banning different generations of aircraft from different servers.  I'm 
really not worried.

Ampere

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Re: [Flightgear-devel] More ideas on dogfighting

2007-05-10 Thread Ampere K. Hardraade
On Thursday 10 May 2007 18:52, Curtis Olson wrote:
 There are some people involved in the FG project that do not enthusiasticly
 embrace weapons and are not excited about combat functionality.

 I think the goal here should be to tread cautiously, respect people's views
 and opinions on the matter, and from the other side, remember this is an
 open source project and there is a certain amount of freedom involved here
 that I would like to protect.

I am one of those who are not enthusiastic about adding weapons to FlightGear.  
However, if combat capability is added, I think we would need to limit its 
scope.

In my opinion, putting cannons on to planes is acceptable, but dropping bombs 
on ground is pushing it.  As to missiles and other smart weapons, I think 
they should be banned out right.

Also, with cannons, a player must get into certain range to another for the 
weapons to be useful.  So, the planes of the naughty ones can be rigged to 
explode if they are on an intercept course and are too close to an unarm 
aircraft.



Ampere

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Re: [Flightgear-devel] More ideas on dogfighting

2007-05-10 Thread Ampere K. Hardraade
On Thursday 10 May 2007 10:58, James Palmer wrote:
 Suggested Solution #1 - DFMP is server driven and server coordinated:
 The dogfighting MP (DFMP) should be server driven (thanks to Lethe for the
 insight into this direction) and server coordinated.  Clients should send
 user input information to the server and let the server calculate where the
 player is on the earth and inform the player of it.  The server would also
 be responsible for determining whether a collision has occured.  This is
 the approach taken by many of todays MP Internet games.

If the server is capable of providing accurate and timely positioning 
information on aircraft, then the clients can do the collision detection.



Ampere

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Re: [Flightgear-devel] Interest in adding dogfighting capability

2007-05-09 Thread Ampere K. Hardraade
On Wednesday 09 May 2007 15:19, James Palmer wrote:
 Multiplayer -
 I still have alot of reading to do in this area. Any suggestions for
 allowing submodel information to be sent to the server and other players
 are greatly appreciated.

As far as I know, players are not sync across the network, meaning that 
while objects A and B collides from your prespective, they might not from 
another player's prespective.

Ampere

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Re: [Flightgear-devel] Aerodrome charts...

2007-03-14 Thread Ampere K. Hardraade
On Wednesday 14 March 2007 23:01, sydsandy wrote:
 Hello all,
 I received a reply from NAV CANADA regarding using Aerodrome charts to
 edit airports :

 Dear Syd,

 Thank you for contacting NAV CANADA with your inquiry.  Using the below
 mentioned charts in such a way is considered an infringement on NAV CANADA
 copyrights.

 However, we can licence you to use these charts for an annual fee.  If you
 are interested or if you would like more information you can contact Rob
 Cook, our Director of Commercial Services.  His phone number is (613)
 563-7464 and his email is [EMAIL PROTECTED]


 So thats that , but curiosity has got the better of me , I think I'll
 contact Rob Cook
 Cheers,
 Syd

What do they mean by in such a way?  Would you mind posting your original 
message?

Ampere

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Re: [Flightgear-devel] Flightgear scripting

2007-02-27 Thread Ampere K. Hardraade
On Tuesday 27 February 2007 23:11, Jon S. Berndt wrote:
  3. or is there a way to run a script in Flightgear to do the equivalent?

 As I mentioned, the Nasal scripting language for FlightGear is highly
 regarded, from what I understand. I unfortunately have not had time to play
 with that, either.

 Jon

There are two threads in our official forum that might help:

http://www.flightgear.org/forums/viewtopic.php?t=184

http://www.flightgear.org/forums/viewtopic.php?t=105

Ampere

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Re: [Flightgear-devel] Interesting blog: Flightgear versus X-Plane

2007-02-16 Thread Ampere K. Hardraade
On Friday 16 February 2007 18:46, Heiko Schulz wrote:
 Hi,

 found this today:
 http://hans.fugal.net/blog/articles/2007/01/26/x-plane-vs-flightgear

 Very interesting. It's from this year!

 Greetings
 HHS

Thanks!  Very informative.

Regarding Terrasync that was mentioned in the blog -- yes it is useful and 
convient, but it doesn't seem to be supported on Windows.  Then again, I 
don't ever run Flightgear on Windows, so I wouldn't know.

Ampere

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Re: [Flightgear-devel] Flightgear remote modules

2007-02-13 Thread Ampere K. Hardraade
On Tuesday 13 February 2007 02:21, Martin Spott wrote:
 Did you already find one that matches ?

   Martin.

If you want an example:

Designing multimedia applications on real-time systems with SMP architecture

Abstract
 Large real-time multimedia systems such as flight simulators have adopted 
multiprocessor architecture to handle the large amount of events and 
computations. Existing realtime scheduling algorithms designed for 
single-processor systems such as Rate Monotonic (RM) and Earliest Deadline 
First Algorithm (EDF) have very poor performance on multiprocessor systems. 
On the other hand, most online scheduling algorithms for multiprocessor 
systems have poor schedulability conditions for real-time applications. In 
this paper, we study different ways to design real-time applications on SMP 
machines.



This one is interesting too:

   Implementation of a flight trainer simulator using a microprocessor based 
network: a system architecture selection report

Abstract
 After a general introduction concerning flight simulator development problems 
and the goals of the study, functional and development requirements are 
specified and the needed computing capacity is evaluated. (The same 
methodology can be applied to any real-time embedded computer system.) 
Typical benchmarks are introduced and analytical expressions on the time 
spent on communication are explained for cases of common memory, Multibus II 
and VME. The conclusions indicate the preferred solution, why it was selected 
and intentions for continuation of this work in the immediate future. The 
methodology presented and the resulting solution provide a simple way for 
combining existing hardware elements to achieve a low-cost implementation.



Did _you_ find any report that matches?  If you did but can't access it, I can 
try and access it at my university.

Ampere

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Re: [Flightgear-devel] Flightgear remote modules

2007-02-12 Thread Ampere K. Hardraade
On Monday 12 February 2007 14:10, Curtis Olson wrote:
 snip

 Otherwise you are probably going to be wrestling with a complete
 reachitecting of the entire FlightGear structure.  Things like the property
 system work great in a single thread application, but start to break down
 when you split modules off into separate computers ... how do you
 effeciently and robustly replicate the property system across a distributed
 set of PC's, especially if you want any remote module to be able to change
 any property at any time?  Might be a fun project for someone's phd thesis
 if they are specializing in distributed systems. :-)

 Curt.
A place where one would likely find such phd thesis is IEEE's website.

Ampere

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Re: [Flightgear-devel] weekly bug roundup

2007-02-11 Thread Ampere K. Hardraade
On Sunday 11 February 2007 23:41, Ron Jensen wrote:
 Have you installed the Stockill database models?
 http://fgfsdb.stockill.org It looks like you pulled his global objects
 file http://flightgear.stockill.org.uk/download/GlobalObjects.tgz
 without pulling the shared model file
 http://flightgear.stockill.org.uk/download/SharedModels.tgz
 there is nothing out-of-date, these files exist and work, they only need
 to be installed.

hmm... wouldn't it be nice if you can put the above information into the wiki?

Ampere

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Re: [Flightgear-devel] The infamous invisible wall of weather

2007-02-01 Thread Ampere K. Hardraade
On Thursday 01 February 2007 14:47, Curtis Olson wrote:
 When a weather update only changes the cloud layer heights, then we can
 slowly/smoothly move them to the new heights.  But when we need to add or
 remove layers or the coverage % changes, then we might be able to slowly
 blend layers in and out using alpha/transparency.

 Regards,

 Curt.

Could the clouds be represented as AI objects?  That way, different regions of 
the sky could be populated differently based on the metar info of that 
region, and the sort of transistion effects that you have outlined above 
would not be needed.

Ampere

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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-25 Thread Ampere K. Hardraade
On Thursday 25 January 2007 02:46, Dene wrote:
 With or without cloaking device?
Oooh... I wonder what sort of methods could pull that off. :)

 Wouldn't a Klingon warbird be a nice alternative to the UFO?
I would assume so. :)

Ampere

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Re: [Flightgear-devel] announcing star trek runabout shuttle and questions

2007-01-24 Thread Ampere K. Hardraade
On Wednesday 24 January 2007 14:54, Stewart Andreason wrote:
 I have finally reached a point where I can call it done, with only some
 flight-handling details remaining.
   So I have a few questions:

 Is there a programmer's guide to nasal and xml?
Not really, though there is a homepage for Nasal:
http://www.plausible.org/nasal/

 2nd:
 Does the ufo flight model have any variables I can set, to Detect the
 ground and stay above it?
I think you should be able to pull it off with Nasal by modifying the 
properties under /positions.

 3rd:
 Does the ufo flight model support vertical take offs and landings?
 (I see reactor jets in the harrier model, but ...)
Possibily, with Nasal, also by modifying properties under /positions.

 4th:
 material emissions do not cast light on nearby surfaces. Are there other
 light sources available?
Unfortunately, no.

 5th, an observation:
 It seems there is a ceiling at 262410 ft. above which, there is no black
 space. No, I don't expect to fly to the moon, but it would be cool to see
 the earth from space. ;)
Yeah, that's a bugger.  I can't use FG in a presentation for a 
microsatellite. :(

 Screenshots and downloadable files are at:
http://www.geocities.com/sandreas41/flightgear_aircraft.html
Looks good.

Ampere

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Re: [Flightgear-devel] B-29 And Flightgear

2007-01-24 Thread Ampere K. Hardraade
On Wednesday 24 January 2007 22:57, Brian Penix wrote:
 Second, besides the B-29 stuff I do Geographic Information Systems (GIS)
 for a living and have loads of data where that is concerned. 
Having loads of GIS data is great, but the first thought that came to my mind 
after reading this sentence is copyright issue.

 We also
 are almost done with building footprints for selected cities that should
 allow for more realistic buildings in the model.
How those footprints are generated would be a more interesting topic, in my 
opinion.

Ampere

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Re: [Flightgear-devel] pick animation

2007-01-10 Thread Ampere K. Hardraade
On Wednesday 10 January 2007 09:04, Josh Babcock wrote:
 It might also be a good idea to suspend dynamic view when the cursor is
 over a pickable object.

 Josh
Err... I think that's a bad idea.  One simple reason is that if the user is 
looking at an engineering panel, for example, he/she would never be able to 
pan view. :P

How about having the user holding a keyboard key, say Ctrl, which then disable 
the dynamic view and enable all the mouse buttons to be used for clicking 3D 
objects?  This way, the conflict between panning and object-selection can be 
resolved, as well as avoid clicking on buttons by accidents.

Ampere

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Re: [Flightgear-devel] patch for Yasim (printing out inertia tensor)

2007-01-05 Thread Ampere K. Hardraade
This may be a little off topic, but:

What is a tensor?

Thanks in advance,
Ampere

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[Flightgear-devel] The version parameter is missing in FG?

2007-01-03 Thread Ampere K. Hardraade
Is it just me or does FG currently lack a version parameter for returning 
its version number?

Ampere

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Re: [Flightgear-devel] Alternatives to Terragear pipeline for building FGFS tiles?

2006-12-28 Thread Ampere K. Hardraade
On Thursday 28 December 2006 13:17, Roberto Inzerillo wrote:
 Hi,
   I am digging into terrain tiles creation in order to get a few
 airports layout more close to reality. I wonder if there's an
 alternative or if there's even space to experiment new ways in getting a
 highly customized geometry (especially for airport terrain meshes).

 I am not very satisfied about the TaxiDraw/Terragear pipeline because of
 its limitations in the mesh creation technique.

 snip

 thanks,
Roberto

Last year, a few others and I did experiment with converting FAA airport 
diagrams (vector PDF) into 3D models then importing them into FlightGear... 
if that's what you are looking for.

Ampere

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Re: [Flightgear-devel] Low poly Aircraft models

2006-12-16 Thread Ampere K. Hardraade
On Saturday 16 December 2006 08:26, Josh Babcock wrote:
 Dene wrote:
  Hi,
  A question for aircraft developers, everyone enjoys flying high poly
  models...the screen shots look great! How hard would would it be to
  save/export/what ever, low poly versions for use as statics? as you
  might gather I know nothing of the model development cycle so am asking
  the question ...would it be a simple save as low poly or a total
  ground up redevelopment?

 My intention is to start making my planes with pretty aggressive LOD.
 This will help frame rates, but not memory usage. I can also start
 exporting the low LOD versions separately as static models. I have no
 idea when I will get around to this, but I do intend to do it.

 Josh

Speaking of LOD, I find the current system, namely the range animation, 
inadequate.  It doesn't take zoom into account, so parts that should have 
been visible are turned off when one zooms from a kilometer away.

Ampere

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Re: [Flightgear-devel] How to begin program with the Flight Gear

2006-12-14 Thread Ampere K. Hardraade
On Wednesday 13 December 2006 21:57, tangyong wrote:
     I am a green hand in Flight Gear,and it's my fist time to touch it.I'v
 read the readme.introduction,I find that the core of FlightGear is the
 property tree system.But the introduction is too simple,and I don't know
 how the Flight Gear work with the property tree.Could you grive me some
 suggestion about how to begin program with the Flight Gear.What's my first
 step?Or could you give me some documents about the property tree.Is there
 some programer guide about how to begin with it.Thank you. 
 Best regard,
 Tom
  
  
What is it that you want to do?

Ampere

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Re: [Flightgear-devel] FlightGear and Google Earth, again.

2006-12-09 Thread Ampere K. Hardraade
On Friday 08 December 2006 19:22, Ampere K. Hardraade wrote:
 On Sunday 03 December 2006 08:16, Pigeon wrote:
  Hi all,
 
 
  I had a bit more fun with FG and GE this weekend. Here is a quick
  writeup.
 
  I wrote a little script to read FG's data using --generic with a
  protocol defined to send only lat/lon/alt/heading/pitch/roll. The script
  then output a GE KML file, GE reads it and updates the position and
  orientation of a c172p model I imported into GE.
 
 
  Pigeon.

 This will interest you:
 http://www.alpix.com/3d/worldwin/WW2d_Java.html

 Scroll down. :)

 It seems to be open sourced.

 Ampere

Here is something more in-line with what we are using already:

http://www.ossim.org/OSSIM/ossimPlanet Snaps.html

Ampere

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Re: [Flightgear-devel] FlightGear and Google Earth, again.

2006-12-08 Thread Ampere K. Hardraade
On Sunday 03 December 2006 08:16, Pigeon wrote:
 Hi all,


 I had a bit more fun with FG and GE this weekend. Here is a quick
 writeup.

 I wrote a little script to read FG's data using --generic with a
 protocol defined to send only lat/lon/alt/heading/pitch/roll. The script
 then output a GE KML file, GE reads it and updates the position and
 orientation of a c172p model I imported into GE.


 Pigeon.

This will interest you:
http://www.alpix.com/3d/worldwin/WW2d_Java.html

Scroll down. :)

It seems to be open sourced.

Ampere

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Re: [Flightgear-devel] Periodic 'stutter' in FG

2006-12-08 Thread Ampere K. Hardraade
On Friday 08 December 2006 17:34, Georg Vollnhals wrote:
 Hi,
 this occured to me the first time when I changed over to Linux, never
 had that on WinXP.
 After some research I found that I have to change the video sync in my
 NVIDIA X Server Settings. This reduces the frame rates (ie 115 to 85)
 but the stuttering is corrected and FlightGear runs very smooth, both on
 PLIB and OSG.
I think you could also apply a cap to FG's framerate by passing a property.

Ampere

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Re: [Flightgear-devel] Using FG for class presentation

2006-11-29 Thread Ampere K. Hardraade
We had the presentation today and it went extremely well.  Althought 
FlightGear was only ran for some 2 minutes to show the flight profile of the 
Concorde, the simulation made the presentation a whole lot more interesting.  
Much thanks to those who have provided help over the past few days. :)

I didn't know how to create a file by hand for the playback protocol, but 
luckily, Nasal was there to save the day.  I have attached this script file 
to this E-mail for those who are interested.

Ampere


af_flt_4590.tar.gz
Description: application/tgz
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Re: [Flightgear-devel] Forums integration thought

2006-11-29 Thread Ampere K. Hardraade
On Wednesday 29 November 2006 13:29, Arnt Karlsen wrote:
 On Wed, 29 Nov 2006 09:27:29 -0800, Alex wrote in message
 
  I'd also hate to look in two places.  On the other hand, changing how
  we present the mailing list archives so they look like a forum _and_
  allow replying if you have logged in ... would be really useful.
  Logging in implies an account whose email address has been verified in
  the same way that mailman does.  So it can't be used for spamming
  unless you could easily have spammed with the mailman list system.

 ..I too like this way of doing it.

Same here.

Ampere

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Re: [Flightgear-devel] Using FG for class presentation

2006-11-26 Thread Ampere K. Hardraade
On Saturday 25 November 2006 18:27, Arnt Karlsen wrote:
 On Sat, 25 Nov 2006 22:02:17 +0100, wim wrote in message

 [EMAIL PROTECTED]:
  You may want to try the following app to extract your data:
 
  http://www.frantz.fi/software/g3data.php

 ..is also Debianised.  For other alternatives, play with apt-cache
 feeding it search strings like extract data from graph scan. Etc.

Cool, thanks.

Is there similar tool for processing vector graphics?
http://www.bea-fr.org/docspa/2000/f-sc000725a/pdf/appendix4p.pdf

Ampere

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Re: [Flightgear-devel] Using FG for class presentation

2006-11-25 Thread Ampere K. Hardraade
On Friday 24 November 2006 04:27, Stuart Buchanan wrote:
 I'd suggest using the playback protocol (described here:
 http://www.flightgear.org/Docs/getstart/node3.html#SECTION03350
000).
Thanks.

 Do you have high-granulairty position/speed data for the flight? If so,
 you might just want to munge together an appropriate replay file rather
 than fly it yourself. The replay format is straightforward.
I think I do... but they are in graphs, so I will have to find someway to get 
the data out.

 -Stuart

Ampere

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[Flightgear-devel] Using FG for class presentation

2006-11-23 Thread Ampere K. Hardraade
My group and I are going to have a presentation on the Concorde's crash (Air 
France Flight 4590) next week in our Engineering Ethic class, and I am 
thinking whether I should include FG to spice up our presentation...

My idea is to show the event of the crash within FlightGear, and if possible, 
play the audio file from the CVR in the background and using the nasal to 
display the subtitles.  If I am to go for this, how should I preceed?

Thanks in advance,
Ampere

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Re: [Flightgear-devel] Nose strut absorber animation , anyone worked on that?

2006-11-12 Thread Ampere K. Hardraade
On Sunday 12 November 2006 06:21, Detlef Faber wrote:
 There is a property /gear/gear[0]/compression-norm (at least in
 yasim), you can use for that.
I seem to recall seeing similar variable in JSBsim as well, but I don't have 
access to FlightGear right now so I cannot check.

Ampere

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Re: [Flightgear-devel] OSG and multicore processor

2006-11-07 Thread Ampere K. Hardraade
On Tuesday 07 November 2006 10:50, Curtis Olson wrote:
 I'm not saying we should not ever do threading in flightgear, indeed we
 have two sub threads along with the main program already.
Shouldn't there be three?  Or is FlightGear not getting inputs from the user 
when it hangs?

 My only point is we shouldn't thread something that takes 0.5% of the
 processor time of the main thread just because we think threads are cool.
I disagree.  Performance isn't everything.  More on this later.

 Threads impose a huge penalty in terms of complicating the code, hiding
 really subtle bugs, and maintaining threaded code over time just
 complicates this matter because new people come in and make changes when
 they don't fully understand all the subtle interrelationships (timing,
 functionality, etc) of the code.
My opinions on:
Subtle bugs -- these get hidden anyway without the help of multiple threads.

New people coming in who don't know what they are doing -- we get these with 
single thread application too.  People just dive into the code without any 
aid of documentation -- the documentation like those used by the mechanic who 
fixes your car -- the maintenance manuals.  And what do people who don't know 
what they are doing do?  They introduce subtle bugs.  And other people who 
don't know what they are doing create the so call work-arounds and hide 
these subtle bugs.  And the cycle goes on...

So, if the complexity of multithreading causes things to break constantly and 
whenever someone screws up, it isn't exactly a bad thing.

 So sure, we can add more threads, but there needs to be some really
 substantial justification for doing it, and if there isn't a significant
 performance based justification as part of that, then I will be very
 sceptical.
Some simulation require the stability of their update frequency.  With these, 
you can't have a process that interrupts and ocassionaly lengthens the length 
of one iteration.

Consider one end, you have a code that takes up 0.5% of the processor time 
updating the property tree, and on the other hand, you have an external 
application that is feeding off these properties to drive a hydraulic motion 
platform.  Now, suppose the user is in some maneuver that brings into view a 
very sophisicated scene, and due to the single thread, causes a momentary 
lockup of the renderer, and hence the lockup of the simulator.  The external 
application was used to seeing the property tree getting update once per 0.05 
second, but now, it sees ONE update of 1 seconds, and assumed that the 
acceleration as 100g instead of 5g.  So:

1) Should the hydraulic jacks try to simulate that 100g?
2) Should the safety system kicks in and shutdown the sim?

#1 is completely out of the question, as someone could be killed.  So, #2 is 
the only viable option.  Unfortunately, single thread and #2 don't mix, 
because alarms would be going up all the time.

As you can see, although putting that 0.5% in its own thread would make no 
performance gain, it would make a huge difference in terms of the realism of 
the simulation, and its impression on those engineers who are evaluating 
FlightGear.

 Regards,

 Curt.

Ampere

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Re: [Flightgear-devel] OSG and multicore processor

2006-11-07 Thread Ampere K. Hardraade
On Tuesday 07 November 2006 14:50, Durk Talsma wrote:
 With the advent of multicore CPU's I have actually been considering the
 possibilities of moving parts of the AI code to a separate thread. The
 problem with AI isn't so much that it uses huge amounts of CPU time, but
 that it needs it (at least in the current implementation) in spikes.
 Currently this results in quite considerable pauses (which can actually
 last up to a few seconds, or more). The two main offenders are:
 - AI model loading, due to disk access.
 - The AI network route tracing algorithm, which just needs to do a lot of
 searching.

 It would possibly be possible to keep the trace algorithm in a single
 thread. By limiting the number of computations per frame,  but I don't
 really see a clean way to implement that right away (especially not for the
 trace algorithm.

 Cheers,
 Durk
Why not make it runs as a stand-alone application on a remote machine, and 
distribute the AI information to every user who is logged on?  This would 
allow everyone on the multiplayer to see the same AI instances; and for those 
who are running FG on multiple computers and monitors, the same instance of 
clouds across all their screens?

Ampere

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Re: [Flightgear-devel] OSG and multicore processor

2006-11-07 Thread Ampere K. Hardraade
On Tuesday 07 November 2006 23:20, Curtis Olson wrote:
 Really!  We should go out of our way to find a workable non-threaded
 solution before we add new threads to the code.
One could always break FlightGear into sub-applications and let them 
communicate via UDP ports.

Ampere

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Re: [Flightgear-devel] What does control gear/gear[0]/position-norm property in A-10?

2006-11-07 Thread Ampere K. Hardraade
On Tuesday 07 November 2006 15:10, Roberto Inzerillo wrote:
 Hi,
  I'm new to aircraft model animating, I'm trying to understand what does
 control the gear/gear[0]/position-norm property in the A-10 aircraft ...
 I really don't get it :-(Any help?

 I'm in the process of learning how to make parts of the aircraft move
 under certain circumstances. By now I'm reading the .xml files regarding
 the landing gears movement, so I came to that position-norm property
 which seems to control the rotate animation.

Roberto

Most likely the extension/retraction animation of the nose landing gear.

Ampere

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Re: [Flightgear-devel] OSG Issues

2006-11-07 Thread Ampere K. Hardraade
On Monday 06 November 2006 18:52, alexis bory wrote:
 Time to go to bed, I did test something like 30 aircrafts... there is
 still 50 to be tested !
 http://wiki.flightgear.org/flightgear_wiki/index.php?title=List_of_%27compa
Good to see my aircraft run okay so far. :)

tible%27_aircrafts#List_of_.27compatible.27_aicrafts the longuest is writing
 the result in the wiki...
Ah yes, lab report is always the most dreadful part.

 good night all ;)

Ampere

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Re: [Flightgear-devel] Star Wars Mod :-)

2006-10-27 Thread Ampere K. Hardraade
On Friday 27 October 2006 19:11, Jon S. Berndt wrote:
  Has Flight gear gotten into outer space?  I have not checked them out
  lately but Orbiter is a free (restricted?) space sim.

 The JSBSim FDM can achieve orbit (I've done it using it outside of
 FlightGear in the standalone mode) but I don't know if the graphics can
 handle it.

 Jon

Last I tried, the graphics are not there.  Could be interesting to use 
FlightGear as a satellite launching simulator.

Ampere

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-24 Thread Ampere K. Hardraade
On Tuesday 24 October 2006 17:44, Mathias Fröhlich wrote:
 Hi,

 I had worked now for some time on an OSG port of flightgear.

 At the moment many things are already working.
 - Scenery and 3d models are there.
 - Animations work mostly as expected.
 - The usual lights including the vasi are there.
 - The 3d panel is displayed and interactive.
 - The sky looks as usual - including stars and the 2d clouds.
 - The HUD's.
 - The usual menus.

 What is missing so far are
 - The shadows
 - The 3d clouds
 - The lightning and rain code
 - The render surface instruments
First of all, I have to say thank you.  It's about fricking time we get rid of 
plib. :P

 On my notebook, where I do much of the development, I get improved frame
 rates up to a factor of two. Depending on the model and daytime.
That's good news indeed, although I'm not surprised.  Let's hope we see the 
same improvement across all platforms as well.

 The rain stuff as well as the render surface stuff is nothing too
 complicated and already available in osg, but that needs to be done and
 tested. There is a replacement for our shadows in osg available. Also an
 improved shadow toolkit is in the works by the osg guys - I believe we
 should make use of that in the longer term.
 The 3d clouds are something to think about. osg can assist here but I need
 to think about that.
The current 3D clouds don't work on every machine, and I think its maintainer 
is gone as well.  In my opinion, if 3D clouds is offered in OSG, then we 
should make use of it, because it probably is more robust and better tested 
than the one we have in FlightGear.

Ampere

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Re: [Flightgear-devel] Example for Realtime Radio / ATC

2006-10-15 Thread Ampere K. Hardraade
On Sunday 15 October 2006 21:35, Stuart Buchanan wrote:
 BTW - has anyone actually used the text chat feature? If it dies a death
 due to lack of interest I suggest we back it out.

 -Stuart

I have something in mind for it, but don't have time to investigate yet.  
Don't back it out.

Ampere

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Re: [Flightgear-devel] Flight Sim Development

2006-10-07 Thread Ampere K. Hardraade
On Friday 29 September 2006 03:21, Vivian Meazza wrote:
 Hi,

 You might find this an amusing take on someone else's Flight Sim

 http://www.youtube.com/watch?v=tcW3hbnR2EI

 Made me laugh anyway,


 Vivian

Today, I was wondering what's someone else's take on FlightGear is, so I did 
some googling and came across this thread:
http://forums.x-plane.org/lofiversion/index.php?t16495.html

Happy reading,
Ampere

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Re: [Flightgear-devel] Flight Sim Development

2006-10-07 Thread Ampere K. Hardraade
On Saturday 07 October 2006 20:58, Ampere K. Hardraade wrote:
 On Friday 29 September 2006 03:21, Vivian Meazza wrote:
  Hi,
 
  You might find this an amusing take on someone else's Flight Sim
 
  http://www.youtube.com/watch?v=tcW3hbnR2EI
 
  Made me laugh anyway,
 
 
  Vivian

 Today, I was wondering what's someone else's take on FlightGear is, so I
 did some googling and came across this thread:
 http://forums.x-plane.org/lofiversion/index.php?t16495.html

 Happy reading,
 Ampere

Whoops, I forgot these two forums that I came across:
http://www.happypenguin.org/show?Flight%20Gear%20Flight%20Simstart=10
http://digg.com/software/Awesome_Free_Flight_Sim

Ampere

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Re: [Flightgear-devel] FlightAware flight tracking

2006-10-06 Thread Ampere K. Hardraade
On Friday 06 October 2006 14:32, Durk Talsma wrote:
 I just had a quick look at the website, and saw that they provide departure
 and arrival times and airport codes for each tail number. This would form
 an excellent basis to create AI traffic using the traffic manager, which
 basically requires just this information.

 Cheers,
 Durk

I think you could get similar data from the Airlines' own websites.

Ampere

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Re: [Flightgear-devel] 3D model for the F-15

2006-09-30 Thread Ampere K. Hardraade
On Saturday 30 September 2006 06:02, flying.toaster wrote:
 Yes I know you have the whole Airbus family cooking, and I am still
 commited to making the 3D cockpit for the A340. It is just that  I had this
 A340-500 model sleeping on my hard drive for a few years now and I thought
 I might finish it altogether (no harm intended to your work)
No harm done.  Plenty of A340's to go around. :P

As for the cockpit, I have came across a lot of vector drawings for the panels 
last month.  This means that I could import them into the modelling software 
and cut down a huge amount of work for us.

 Here is the progress so far :
 http://sfp1.site.voila.fr/flightgear/340_500.png

 As I mentionned in another post, I still think we need a Flight Management
 System simulation in flightgear if we want to model correctly modern
 airliners. If there is a project going on or if some people are interested
 in creating it, I am eager to start working on it.
I have gave some thoughts to it, but right now it is at the very end in the 
scripting-section of my todo list.

 Also in my huge list of things to do for flightgear is a mathematical model
 of turbojets for JSBSim... So far I have a compressor ;o)
How does the model work?

Ampere

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Re: [Flightgear-devel] 3D model for the F-15

2006-09-29 Thread Ampere K. Hardraade
On Friday 29 September 2006 14:44, flying.toaster wrote:
 Don't get me wrong,

  I don't want to put a lot of restrictions to the right to distribute and
 modify. In that sense GPL or OpenSource type of licence suit me.

 I just do not want people to make money out of my work (except maybe for
 the *cost* of the media used to distribute), when I am not asking for any
 money. Commercial software is OK for me, but if I want to go down that
 path, I'll set up my own company. 
Well, you cannot prevent others from making money out of your work if you 
licensed your work under GPL.  What you can do though, is make life extremely 
difficult for them.  This is one of the reasons why my models are in pieces.  
You can bring this a step further by using multiple modelling formats.  
Essentially, this means your models would only work with FlightGear.

 Also I do not want this work, that I do 
 for entertainment, to be used for Real Life (TM) military purposes. The
 latter is a moral position.
I simply avoid this moral position by not creating any military model. :)

  If that means I'll have to make a separate package, so be it. But I am
 still willing to distribute for the community to enjoy AND tweak at their
 will as long as those two choices are respected.
Ampere

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Re: [Flightgear-devel] 3D model for the F-15

2006-09-29 Thread Ampere K. Hardraade
On Friday 29 September 2006 14:59, flying.toaster wrote:
 BTW here is a list of the 3D models I have in the works or finished

Exterior   |  Interior
 --
 A340-5 40%| 0%

 If anybody has started work on those ones (I know there are FDMs for the
 X-15 and F-15) I would be glad to join. Contribution is also welcome :o)

I would contribute, I guess. :D

http://www.students.yorku.ca/~ampere/fgfs-screen-005.png

Here are what I am working on:
A330-200, A330-300, A340-200, A340-300, A340-500, A340-600

...but you knew this already.

Ampere

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Re: [Flightgear-devel] Flight Sim Development

2006-09-29 Thread Ampere K. Hardraade
On Friday 29 September 2006 06:28, Ralf Gerlich wrote:
 Hi,

 Jon S. Berndt wrote:
  I'm surprised that a group of people went to this much trouble to produce
  a commercial to say something about that other flight sim. Was this
  made using scenes from an actual film and overdubbed audio/subtitles? I
  got a laugh out of it, too.

 It's from the German film Der Untergang (The Downfall) describing the
 last 12 days in Hitler's Führerbunker before the end of WWII.

 Cheers,
 Ralf


lol

I was in pretty crappy mood this week.  This video makes me feel a whole lot 
better.  Thanks.

Ampere

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Re: [Flightgear-devel] JSBsim trouble -- flight controls don'tappearto be not responding

2006-09-15 Thread Ampere K. Hardraade
On Saturday 09 September 2006 21:16, Jon S. Berndt wrote:
 OK. I can't help too much at the moment since I have no OpenGL, still.

No, I wasn't referring to animation.  What I meant to say is that I don't have 
pitch and roll authorities.

Anyway, I think I found what the problem might be... it seems that space 
indents and tab indents make a difference.  Could somebody confirm?

Ampere

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[Flightgear-devel] JSBsim trouble -- flight controls don't appear to be not responding

2006-09-09 Thread Ampere K. Hardraade
Would JSBsim experts take a look at this aircraft and point out to me what is 
wrong with the configs?  The flight controls don't seem to have any effect.

http://cvs.flightgear.org/cgi-bin/viewvc/viewvc.cgi/data/Aircraft/A300.tar.gz?view=tar

Thank you,
Ampere

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Re: [Flightgear-devel] JSBsim trouble -- flight controls don't appearto be not responding

2006-09-09 Thread Ampere K. Hardraade
On Saturday 09 September 2006 17:25, Heiko Schulz wrote:
 Hi,

 I tried to fly this A300 and it goes to precipitous in
 the air. You can't controll the airplane no little,
 and you don't see the surfaces move.
The lack of control is the problem right now.

 I`'m still working on my project of the ASK 21, so
 it's nice to see the people others working.
 Well, I have no time to look exactly what's the
 problem is but there are some thoughts about:
 - are the ballances and positions of the wights right?
I'm pretty sure they are.  It can take off, so the positions of weights 
shouldn't be the issue.  It's just that the controls aren't responding.

 - Did you changed anything of the output of aeromatic?
Yes, primarily the c.g. and landing gear positions.  Right now, the flight 
controls section of the FDM config is copied from the A320.  If I recall 
correctly, when I use the output from aeromatic for the flightcontrol 
section, then the properties under /surface-positions won't even change.

 There is something else I want to say about the
 3d-model: Too much vertices! The exterior model got
 about 10.000 vertices, the interior without (!) the
 cockpit and seats got about 10.000 vertices- I think
 that's too much, my computer got problems with it.
I didn't recall putting seats in it.

Also, we did some comparisons and its fps is about the same as that of the 
747.

 I compared it to the Fokker 70 - the fokker 70 got
 only  5000 vertices about. And it looks still nice.
 I'm sure with much less vertices the A300 looks still
 nice roundly like the original!
 But nethertheless: Great work!
The high vertex-count is due to the windows cutouts, not roundness.  The model 
was built with LODs in mind though, and parts can be made hidden depending on 
the distance between them and the camera.  But I didn't implement it yet 
because I want to factor FOV into the equation but don't know how.



Ampere

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[Flightgear-devel] Need some info on Airbus A330

2006-08-30 Thread Ampere K. Hardraade
Does anybody know what the average mean chord for the A330 is?  I have been 
searching high and low on the Internet for it but couldn't find anything.

Ampere

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Re: [Flightgear-devel] Avro Vulcan B2 for CVS

2006-08-22 Thread Ampere K. Hardraade
On Sunday 20 August 2006 18:16, Ampere K. Hardraade wrote:
 On Sunday 20 August 2006 16:25, Melchior FRANZ wrote:
  * Buchanan, Stuart -- Sunday 20 August 2006 22:22:
hmm... alpha in texture... bad idea.
  
   Why?
 
  Breaks volumetric shadows. Aircraft parts can't then cast shadows
  on the aircraft. But apart from that I wouldn't say such textures
  are evil. A bit slower to render, but that's not really a striking
  argument.
 
  m.

 It hit performance pretty hard.  That's why a lot of us avoid using it in
 textures.  Alpha in materials seem to be alright though.

 Ampere

Ah ha, found the reason:

Avoid using textures with an alpha channel, as they are expensive for VRAM 
(textures need to be 32-bit to achieve a smooth 8-bit gradient), and may 
render more slowly than normal textures.

http://www.adobe.com/cfusion/knowledgebase/index.cfm?id=tn_15286

The article also points out another thing: do not use textures unless 
necessary.
Which is what I always say. ;-)


Ampere

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Re: [Flightgear-devel] Avro Vulcan B2 for CVS

2006-08-20 Thread Ampere K. Hardraade
On Sunday 20 August 2006 16:25, Melchior FRANZ wrote:
 * Buchanan, Stuart -- Sunday 20 August 2006 22:22:
   hmm... alpha in texture... bad idea.
 
  Why?

 Breaks volumetric shadows. Aircraft parts can't then cast shadows
 on the aircraft. But apart from that I wouldn't say such textures
 are evil. A bit slower to render, but that's not really a striking
 argument.

 m.

It hit performance pretty hard.  That's why a lot of us avoid using it in 
textures.  Alpha in materials seem to be alright though.

Ampere

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Re: [Flightgear-devel] Avro Vulcan B2 for CVS

2006-08-19 Thread Ampere K. Hardraade
On Saturday 19 August 2006 14:40, Carsten Vogel wrote:
 FULLFEATURE:
 http://www.wh10.tu-dresden.de/~lego/fg/tempscreens/fgfs-screen-050-fullfeat
ured.jpg
hmm... alpha in texture... bad idea.

Ampere

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Re: [Flightgear-devel] view change crashes

2006-08-18 Thread Ampere K. Hardraade
On Saturday 19 August 2006 01:15, Syd wrote:
 Hi all,
 Within the last week or 2 , Flightgear has been crashing when I press V
 to change views I get this error message:

 Attempting to schedule tiles for bogus lon and lat = (-1000,0)
 This is a FATAL error. Exiting!

 Has anyone else been experiencing this , or is my system going haywire ?
 Cheers,
 Syd
This problem was reported couple times on the IRC recently, so I think your 
system is fine. :)

Ampere

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Re: [Flightgear-devel] 3d models

2006-07-28 Thread Ampere K. Hardraade
On Friday 28 July 2006 06:21, Robin van Steenbergen wrote:
 I know that, since all the airports in the Netherlands are made that
 way. But there's one pretty important thing that's not generated on the
 ground chart: The buildings are all missing!
 Most ground charts do have the buildings on them but they're not labeled
 and they're pretty hard to auto-generate since they require modeling. Or
 you have to represent them as boxes like FS2004 does, but that's not
 exactly pretty. I'm using the ground chart to determine the correct
 sizes of my buildings (using the runway as a reference) and their
 placement.
Buildings too...

http://flamebunny.homelinux.net/svg2ac.php

Ampere

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Re: [Flightgear-devel] 3d models

2006-07-27 Thread Ampere K. Hardraade
On Wednesday 26 July 2006 12:53, Robin van Steenbergen wrote:
 I'm working on an accurate
 model of Eindhoven Airport and you can actually put the ground chart of
 the airport on the 'floor' and model on top of that.

We have the capability to generate an airport directly out of the ground 
chart.

Ampere

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Re: [Flightgear-devel] FlightGear MP authentication

2006-07-27 Thread Ampere K. Hardraade
On Tuesday 25 July 2006 06:32, Julien Pierru wrote:
 A few questions arise, first what do you guys think about an authentication
 system, second what would be the best way of implementing it within FG and
 third would it be limited to be used by the tracking system or as a way of
 moderating the mp servers.

I assume this would require changes to the packet protocol?

Ampere

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Re: [Flightgear-devel] How to release an alpha aircraf t for testing ?

2006-07-13 Thread Ampere K. Hardraade
On Thursday 13 July 2006 09:45, flying.toaster wrote:
 Nope, you are right. I have put the electrical stuff on the backburner
 because I first need to sort out how to model the pneumatic system (as the
 starter is not electrical). I just should have added it to the TODO file
See if this is useful. :P

http://www.cse.yorku.ca/~cs233144/Flightgear/Systems/Electrical/

Ampere


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Re: [Flightgear-devel] g-meter in Nasal

2006-07-01 Thread Ampere K. Hardraade
On Saturday 01 July 2006 17:27, Josh Babcock wrote:
 Make it call itself with settimer(foo, 0.05); or something like that as
 it's last line to get a tight polling schedule. It's possible that it
 will miss a max or min, but that property shouldn't be changing so fast
 that 20/sec won't catch it very near the peak.

 Josh

I might be wrong, but I don't think settimer(foo, 0.05) would poll any faster 
than settimer(foo, 0).



Ampere

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Re: [Flightgear-devel] apt.dat changes ?

2006-06-12 Thread Ampere K. Hardraade
On Monday 12 June 2006 04:22, dene maxwell wrote:
 Hi
 Having edited airports there are a few things that tools like TaxiDraw
 provide that are invaluable;

 1) super-imposing the airport layout on top of  a scaled background image
 to allow placement of taxiways etc in proportion to the RL layout.
 2) providing lat/long readout for any point on the layout.
 3) showing centre lines for runways/taxiways.
 4) catering for such things as edge lighting and centre line lighting etc.
 5) exporting the beacon information to stg files

 not to mention; layering info, (even biezer curves will need layering at
 the interfaces), surface types etc.

 If a program like Inkscape can duplicate this and is multiplatform then by
 all means.

Let see...

1) Tracing taxiway outlines is time consuming and plain dumb.  It takes hours 
just to create one airport.  The SVG files on the other hand, are converted 
from FAA Airport Diagrams, and it only took one command.  Separating all the 
info in a SVG files took me less than ten minute.

2) Lat/Long information is in the diagram itself.

3) You can create a new layer in inkscape and draw the center lines wherever 
you want.  This degree of freedom would be extremely valuable when creating 
centerlines on the apron.

4) The lights could be automatically generated a long the edge of a taxiway, 
no big deal.

5) This functionality could be added to the bash script.

Ampere


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Re: [Flightgear-devel] vatsim

2006-06-12 Thread Ampere K. Hardraade
On Monday 12 June 2006 15:22, Martin Spott wrote:
 Ok, in theory having a closed source interface _might_ serve the
 licensing issues, _but_:
  - Who likes to have to use a closed source module in order to connect
    their OpenSource flight simulation to VATSIM ?
  - More important, who of the OpenSource developers likes to maintain a
    closed source module, compile it at least for half a dozend
    different platforms and play the lonesome cowboy to whom bug reports
    will be adressed - without having any chance to share the load with
    someone else ?
  - Most important, who of the OpenSource developers likes to take the
    risk of getting sued for license infringement because VATSIM
    might claim he could have transferred source code from the closed
    source interface to FlightGear ?

 Anyone ?

 Cheers,
 Martin.

I see another issue here.  Even if the licensing issue is solved, there would 
still be problems.  For example, planes hovering/submerging on taxiways and 
runways, because both us and MSFS have different scenery.  To avoid this 
problem, we would have to force MSFS to use our better scenery.  Who's up for 
that task?

Ampere


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Re: [Flightgear-devel] apt.dat changes ?

2006-06-12 Thread Ampere K. Hardraade
On Monday 12 June 2006 05:55, Hugo Vincent wrote:
 In the case of Inkscape (I don't know about any of the other SVG  
 editors), a reasonably simple plugin should suffice for editing the  
 non-graphical aspects of the airport layout.
There should be no need for a plugin.  Just create a new layer, name it 
as no-render, then put those non-graphical assets into it.  Simple.

Ampere


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Re: [Flightgear-devel] apt.dat changes ?

2006-06-12 Thread Ampere K. Hardraade
On Monday 12 June 2006 19:47, dene maxwell wrote:
 Unfortunately the data kept by FAA/CAA or what ever the local
 administration is called is often out-of-date or just plain wrong.
 Experience of the last month has taught me that. Poring over aerial photos
 and current third-party documentation has shown significant discrepencies.
Keep in mind that those FAA/CAA diagrams are being used in real aviation right 
now, not the aerial photos or third-party documentation.  While I would not 
rule out that that those airport diagrams may contain errors, I am more 
certain that the aerial photos and third-party documentation you mentioned 
are the ones that are wrong.

 Dumb is a very subjective assessment, agreed it is time-comsuming, but is
 sometimes necessary to get not only positioning correct but also surface
 type.
The positioning would be correct as long as the lat/lon information on the 
aerial photo is correct.  If those lat/lon information is incorrect, then all 
those time spent on positioning would be wasted.

 I seem to remember a while ago I provided examples of CAA airport
 documentation for conversion into SVG format and it couldn't be done
 because the color scheme used was not what the automated process needed. I
 am not aware of any numerical description available that would solve this.
 It is really great that you have managed to get this working for FAA
 diagrams ... It will be even better when it can be applied globally.
It could be done.  It just that I hardcoded the color information into my 
script, and was too lazy to alter it just to prove that it would work for CAA 
airport diagrams.

 2) Lat/Long information is in the diagram itself.

 Generally the lat/long information in the FAA/CAA diagrams is too coarse
 for some uses. I am currently doing AI flightplans and need to get Lat/long
 for touch-down points, braking points, and taxi-ing points. TaxiDraw
 provides this 6 decimal places. The FAA diagram doesn't.
So what?

Users like you and I generate those 6 decimal places, from aerial photos and 
third-party documentations that have incorrect lat/lon information.  Who have 
better access to those information?  Us or the authorities?

 IIRC the French
 CAA diagrams don't even have lat/long references apart from the various
 navaid locations.
Yes they do.

Ampere


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Re: [Flightgear-devel] apt.dat changes ?

2006-06-12 Thread Ampere K. Hardraade
On Tuesday 13 June 2006 00:06, dene maxwell wrote:
 but I don't want to prove you wrong ... can we agree that TaxiDraw
 provides certain functionality at the moment that works with the current
 format of apt.dat... any replacement should provide the  same functionality
 OR a mechanism whereby that functionality is not needed?
Sure.

   IIRC the French
   CAA diagrams don't even have lat/long references apart from the various
   navaid locations.
 
 Yes they do.

 Not Toulouse
 http://airventure2006.blogspot.com/2006/06/toulouse-aip.html
You are on the wrong page! :P

Ampere


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Re: [Flightgear-devel] apt.dat changes ?

2006-06-12 Thread Ampere K. Hardraade
On Tuesday 13 June 2006 00:32, Ampere K. Hardraade wrote:
IIRC the French
CAA diagrams don't even have lat/long references apart from the
various navaid locations.
  
  Yes they do.
 
  Not Toulouse
  http://airventure2006.blogspot.com/2006/06/toulouse-aip.html

 You are on the wrong page! :P

 Ampere

Haha, wrong document to begin with.

Page 3, in http://www.cs.yorku.ca/~cs233144/Toulouse.pdf

Ampere


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Re: [Flightgear-devel] Impact of texturing objects on performance?

2006-06-11 Thread Ampere K. Hardraade
On Friday 09 June 2006 21:50, Arnt Karlsen wrote:
 ..Roberto _ is_ stretching understatement as concept, last years
 AirVenture put over 10 000 planes on KOSH.  My initial idea
 was paint parked planes with copies of one texture.   Textures is
 what we see out the window in FG and it works on my old junk.

 ..you're saying using 20 different a few hundred times each
 is gonna work better than textures???  Bring it on! 8o)

Textures would work if all those planes are of one type and have the same 
livery, which is an unrealistic scenario.

A more realistic scene that a user would see (hopefully) in FG is a dozen 
different types of planes belonging to a dozen different airlines.  Using 
textures for details would require huge textures per aircraft-type per 
airline, and would result in performance cost going through the roof; and 
that's excluding the textures that would be already presented in the 
airports.

Performance would still degrade if all those aircraft and buildings have high 
geometric details, but geometries wouldn't eat up memory as quick as textures 
would.  Beside, one could always turn off a portion of the geometries when 
they aren't needed.

Anyway, I think we are getting a bit ahead of ourselves here.  FlightGear 
starts to struggle/struggles with merely 10 aircraft on the scene.  I don't 
think users would be able to see 100 planes in the same scene anytime 
soon. :P

Ampere


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Re: [Flightgear-devel] apt.dat changes ?

2006-06-11 Thread Ampere K. Hardraade
On Saturday 10 June 2006 13:15, Tony Pelton wrote:
 heck, even taking the records, and stuffing those records, as they are
 now, into XML would be a start.

Already in XML format...

http://www.cs.yorku.ca/~cs233144/export_cyyz.svg
http://www.cs.yorku.ca/~cs233144/export_eddf.svg
http://www.cs.yorku.ca/~cs233144/export_eddh.svg
http://www.cs.yorku.ca/~cs233144/export_etou.svg
http://www.cs.yorku.ca/~cs233144/export_ksfo.svg

Ampere


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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-02 Thread Ampere K. Hardraade
On Friday 02 June 2006 23:14, Chris Metzler wrote:
 Is the crash really related to size?  Maybe the SVG conversion was
 bugged?  (of course, Inkscape should react to that better than
 by crashing, as well, but anyway.)

 -c

If you have ever tried to convert complex PDF files into SVG format, then you 
would know that the resulting SVG file is very verbose. ;-)

Ampere


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Re: [Flightgear-devel] A380 Development

2006-05-31 Thread Ampere K. Hardraade
On Wednesday 31 May 2006 16:13, Frederic Bouvier wrote:
 Frederic Bouvier wrote :
  ...
Model Author:  Author Name
Creation Date: Creation Date
Version:   Version
Description:   Models a a380
  IndependenVar property, velocities/mach-norm in Table definition is not
  defined.
 
 
  This application has requested the Runtime to terminate it in an unusual
  way.
  Please contact the application's support team for more information.
 
 
 
  And the windows close itself.

 Because there is an abort() in FGTable.cpp, line 166.

 -Fred

I suspect it is FDM's issue.  Try using the Null FDM.

Ampere


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[Flightgear-devel] Airbus A300 (was Guess what plane this is!)

2006-05-29 Thread Ampere K. Hardraade
The exterior models have been committed to the CVS.  Right now, it lacks 
models of the cockpit and engines, and is using the UFO as the FDM.  But feel 
free to play with it anyways. :P

Ampere


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Re: [Flightgear-devel] Tides in FlightGear?

2006-05-27 Thread Ampere K. Hardraade
On Friday 26 May 2006 12:03, Curtis L. Olson wrote:
 You would almost have to redo the scenery in the areas with ocean
 coverage to include the ocean floor elevation, then draw the ocean as a
 seperate layer that can be moved up and down exposing more or less of
 the terrain.

 The trick maybe to find a good sea floor elevation database that is
 reasonably compatible with SRTM, and mesh the two data sets seamlessly.

 Curt.

I like this idea, as it is a more generic approach and could work for steeper 
shorelines (like those around KSFO).  Smaller layers could then be used to 
simulate the effects of waves as well, and based on the camera's distance to 
these layers, we could then play the sounds for wave.

Water surface should be handled differently than land right from the 
beginning.  Right now, any plane could land on the water as if the water is a 
giant runway.  By having the water as a separated mesh, we could finally 
simulate the plane-water interaction properly.  I feel that this method would 
move us into the right direction.

Ampere


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Re: [Flightgear-devel] Flightgear wiki

2006-05-27 Thread Ampere K. Hardraade
On Friday 26 May 2006 13:57, simon wrote:
 Judging from the lack of response, I'm guessing there aren't many strong
 (any at all) opinions on the matter and this idea may just fall through
 the cracks.
No.  I like it very much.  It is much better and more sane than the current 
one that we are using. :)

 I very much hope that this is added to the flightgear website;
 wiki.flightgear.org is logical and easy to remember whereas currently I
 (despite having added quite a bit of stuff over a fair period of time) have
 to dig around on the FG website to find the link to the wiki every time.

 Good work; the wiki concept is useful and your particular implemetation is
 clean.  All we need is for wiki.flightgear.org to point to it and we'll
 finally be able to point enquirers there without three minutes of digging
 first :-)

 Cheers,

 AJ

Well said!

Ampere


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Re: [Flightgear-devel] Icing

2006-05-19 Thread Ampere K. Hardraade
On Friday 19 May 2006 13:21, Julien Pierru wrote:
 well i think that you would need dense clouds to do that so you could
 just check for the altitude and see if it is within a cloud layer.
 Also i have seen pictures of ice on aircraft in flight and they were
 nowhere near a cloud. For example the contrail is a result of high moisture
 in the air  and that doesn't mean that contrail only happen in the
 clouds...

 Regards,

 Julien

http://www.airliners.net/open.file/0991791/L/

Yep.  No where near a cloud.

Ampere


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Re: [Flightgear-devel] F-14 undercarriage animation / Blender / SF.net lists

2006-05-18 Thread Ampere K. Hardraade
On Thursday 18 May 2006 17:11, Flying Toaster wrote:
 Bones are very elegant but I don't think there is such a thing on plib
  animations. Furthermore, animations are interpolated across multiple
 frames but how do I export a particular animation for a particular part
 (say ground spoilers) for use in flight gear ?

Ah yes, bones are wonderful for gear animations.  Unfortunately, FlightGear 
doesn't support them.

I have thought about this problem though, and I *may* be able to simulate how 
bone works using Nasal, and tons of groupings under XML's.  I have yet 
experiment with my idea, however.

I will need this on the A300 eventually, so I will look into this for you 
tomorrow.

Ampere


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Re: [Flightgear-devel] Guess what plane this is!

2006-05-10 Thread Ampere K. Hardraade
On Wednesday 10 May 2006 00:50, flying.toaster wrote:
 Looks like an Airbus A300B (missing winglets and ailerons), but then I miss
 some details to be affirmative (I seem to remember there are boundary layer
 fences somewhere on the leading edge...
Yes, there are wing fences, and as you can see, I haven't added them yet.

 and engines slung under those pylons 
 ;o) ).
I will leave that to the engine manufacturers.  hehe

 Hope I can finish my A340-500 anytime soon to join ;o)
That's on my to-do list this summer as well, along with pretty much the rest 
of the Airbus family.

Ampere


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Re: [Flightgear-devel] Guess what plane this is!

2006-05-10 Thread Ampere K. Hardraade
On Wednesday 10 May 2006 11:47, flying.toaster wrote:
 I've already started working on the 3D model of the 340-500. Is it worth I
 should continue with it ?

I haven't started yet.  I have the data I need to get the accuracy of majority 
of the parts down to the millimeter range, and I was planning on creating the 
A330-300 and its cockpit first, then copy and paste fuselage-frame-stations 
to produce both the A33X and A34X variants.

How much progress have you made?  May be we should collaborate?

Ampere


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Re: [Flightgear-devel] flaps

2006-05-09 Thread Ampere K. Hardraade
On Monday 08 May 2006 15:22, Justin Smithies wrote:
 snip

 How do i get around that without changing the controls.nas script as other
 aircraft might need the 3 equal steps .
 I just want mine to have 7 steps we ll in fact if i may go a little further
 could i have the following positions ?

 snip

Try copying the relevant keybindings from keyboard.xml into your 
aircraft-set.xml, and use the nasal/nasal tags to invoke a modified copy 
of controls.nas.

Ampere


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