Re: [Flightgear-devel] Time option --start-time-gmt broken?

2011-10-29 Thread Curtis Olson
On Sat, Oct 29, 2011 at 11:55 AM, Durk Talsma wrote:

 Has anybody recently touched any time related functions? I'm trying to
 start flightgear with the commandline option
 --start-date-gmt=2011:10:29:16:30:00

 When I look at the property browers, I see that time is listed as
 /sim/time/gmt=2053:08:26T09:xx:xx (note that I'm not giving the minute and
 second readings, because they're constantly updated. Any ideas? What might
 have caused this?


Hi Durk,

Does this option work properly in v2.4?  Not to point fingers :-) but James
did do some refactoring of the command line option handling post-v2.4.  I
ran into an issue yesterday which really had me spinning my wheels (couldn't
specify multiple --generic options), but in the end it was a easy fix to
enable multiple instances of some additional specific options..

Curt.
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Re: [Flightgear-devel] fgdata: Important note

2011-10-27 Thread Curtis Olson
On Thu, Oct 27, 2011 at 7:09 AM, James Turner wrote:


 On 27 Oct 2011, at 12:58, Jari Häkkinen wrote:

  Sorry for the rant-like appearance of this message.

 No need to apologise, I'd say it's 100% accurate - including the lack of a
 single leader, the fact that project does 'okay' without very tight central
 leadership, mostly, and the attendant responsibility on the people making
 the decisions :)


Let me add a couple comments --

Jari, think through the work load of what you'd like a single leader to do.
 To be intimately involved in all the major projects and efforts going on.
 Respond to every issue and question in a timely manner.  Have a deep
understanding of every corner of the code and the project.

Now imagine people who have day jobs -- who might need to be focused on
something else for a good chunk of the day so they can eat and provide
shelter for themselves.  Oh, and imagine some of these people could have
families and kids and spouses that want to have some interaction once in a
while.  Oh, and not everyone lives on redbull and doritos so there needs to
be some sleep planned into the schedule.  Should a flightgear leader be
allowed to take the night off to watch a sports game or visit friends?

So just remember we are doing this all for free on top of all our other life
commitments.  Maybe I'm wrong, but I suspect that for someone to fulfill
your expectations, they would need to be 100% full time dedicated to that
single task.  And if the FlightGear project can't offer full time pay to
that person, how can we expect them to dedicate all their available work
time to the task?

From my perspective, the FlightGear project has grown way beyond what a
single person can hold in their head all at once.  This is why we work
towards systems that distribute the load and give more access.  We aren't
perfect and maybe we don't always act quickly enough and certainly we all
are human beings and are open for heavy criticism if that's the direction we
would want to take this.

We are a group of individuals coming together with a common interest.  I
would hope we realize our own limits and flaws and thus are a somewhat
flexible when encountering the limits and flaws in other people.   But yet
despite our collective limits and imperfections, together we are doing our
best to make positive contributions to this wonderful project.

Best regards,

Curt.
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Re: [Flightgear-devel] CMake, tomorrow (Sunday 23rd)

2011-10-22 Thread Curtis Olson
On Sat, Oct 22, 2011 at 10:03 AM, James Turner wrote:

 Hello again,

 Barring last-minute objections, I would like to declare CMake 'the' build
 system, from tomorrow onwards. Since my last email I've added a README.cmake
 to flightgear, and I'm working on ensuring the 'make dist' features of
 automake are replicated in CMake (via CPack) so when 2.6 time comes around,
 we don't have too many surprises.

 My plan is to disable the automake builds on Jenkins tomorrow (Sunday), and
 then start removing the automake build machinery, and the projects/
 subdirectory, from the simgear and flightgear source trees.

 (I can create a Git tag prior to removing any files, if that's of
 interest?)

 If there's lingering queries about Cmake, or requests on the 'best' way to
 handle the transition, please let me know. Feedback on the README file would
 be appreciated too, or even commits / patches to improve it!


It might be a bit extra work, but it would be good to take the source.tar.gz
files that cmake creates, unpack them in a new directory and just make sure
we can do a clean build from them.  This always seems to expose a file or
two, or a header that someone forgot to add to the automake.am so it never
got included in the source distribution.  (i.e. you could build from git
just fine, but things were missing in the source distribution.)  These are
usually easy to fix, but it's good to catch them earlier rather than later.

Thanks,

Curt.
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Re: [Flightgear-devel] Scenery Question on .fit files

2011-10-20 Thread Curtis Olson
On Thu, Oct 20, 2011 at 6:46 AM, Martin Spott wrote:

 Jason Cox wrote:

  is our data for heights taken from the chopped up DEM/HGT files or is
  the terrafit files used?

 Both. Array files are a mandatory requirement, terrafit output is for
 optional enhancement - from a quick glance I guess the respective code
 section should be this one:


 http://mapserver.flightgear.org/git/gitweb.pl?p=terragear-cs;a=blob;f=src/Lib/Array/array.cxx;hb=HEAD#l73


 Anyhow I never attempted to translate the entire array output into
 terrafit format and just provide an empty array file as a dummy - might
 be worth a try  ;-)


This is off the top of my head, but I believe that the array file is used as
the official elevation source when interpolating elevations of all the
other elements.  The fit file is the list of elevation nodes that are
actually included in the output tile (along with any other points that are
introduced because of polygon boundaries and things like that.

We discovered (or were told) that you can approximate the same scenery with
the same error tolerance using 4-6x fewer triangles -- if you use an
adaptive mesh versus a regular grid.

So the regular grid (array) file is used to interpolate elevations for any
new points that are introduced in the tile, but the fit file lists the
nodes of the irregular mesh that we use to approximate the terrain.

Hope that helps.

Curt.
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Re: [Flightgear-devel] FlightGear aircraft repository

2011-10-19 Thread Curtis Olson
, fraudulent activity and more. Splunk takes this data and makes
 sense of it. Business sense. IT sense. Common sense.
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Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after the Split

2011-10-19 Thread Curtis Olson
Question on the new repository layout:

I would like to pull every aircraft from
https://gitorious.org/flightgear-aircraft/

Is there a way to do this in a single command or do I have to manually
identify each aircraft in the repository and manually clone it here?  If
someone adds a new aircraft to this repository, will it get automatically
fetched on my next git pull or do I have to manually check for new aircraft
and manually pull them each individually?

Thanks,

Curt.



On Wed, Oct 19, 2011 at 8:59 AM, George Patterson wrote:

 On 19 October 2011 19:29, Cedric Sodhi man...@gmx.net wrote:
 
   https://gitorious.org/flightgear-aircraft

 Last night, the discussion came up where the above page is slow to
 load, in part it's due to 1.2MB of HTML code, plus the CSS, plus the
 any images in use. Not very browser friendly. I hacked together a php
 script that will parse a locally stored version of the above page and
 display urls to the individual aircaft projects. On irc, Zorg, Gijs
 and perhaps a few others in the #flightgear channel had a poke it and
 gave it a nod. Tonight I have improved it, and it now validates as
 XHTML 1.0 Strict.

 I guess, what essential information do we require from the above
 Gitorious resource page. I can add parsing of the each aircraft's
 RSS/atom feed, but will need to work on caching first. Currently I
 have been periodically fetching the above page and saving it as a
 static resource that is then referred to as requested. It should help
 those that are on slower connection or pay a high data rate for
 traffic. (Or those who are pressed for time. :-) )

 The url is http://fgfs.dyndns.info/aircraft.php I haven't linked it
 from the front page ofhttp://fgfs.dyndns.info as yet.

 Regards


 George

  to officially publish your planes as part of the Flightgear project.
 
  2.  Assuming the answers are no, yes, to #1, will all these repositories
  be centrally located so one can track new or modified ac of interest?
 
  If you do not wish to publish your planes under the conditions outlined
  above, for instance because you don't want to use Gitorious or because
  your plane is not GPL, then, so Thorsten, you will not be entitled to be
  listed and tracked centrally (I personally don't agree with that).
 
  --
  regards,
  ManDay
 


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Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after the Split

2011-10-19 Thread Curtis Olson
On Wed, Oct 19, 2011 at 10:14 AM, TDO_Brandano -
tdo_brand...@hotmail.comwrote:

  Not automatically, as far as I know, but it should be relatively simple to
 script this. the main issue is how to script something that will work across
 platforms. I can do this in less than 20 lines of python, but of course not
 everyone has python installed on his windows machine


We (someone?) definitely needs to do something here.   I'm sitting here now
having cloned the fgdata-new repository with zero aircraft and zero
instructions for fetching them.  I know enough git and I know the root path,
so I could go do this -- but for 350 aircraft, this would be weeks of manual
work interleaved with lots of waiting to get all of them and then a major
pain to update them all in the future or notice and fetch new aircraft.

Sure we can script it out, but do I have 2-3 days right now to fiddle with a
script?  Not this week myself.

What about new users coming to the project?  We need to have some
instructions and a reasonable mechanism that works for everyone.

Right now we've replaced a one-line command with several weeks of manual
work.  (Or so it appears.)  I understand the reasons, and we need to move
forward, but I think this is a logic gap here -- an unforeseen side effect,
and a problem we (someone) needs to scramble on to address.

Anyone have any good ideas? Can anyone knock something out quickly?

With svn you can just checkout the top level, or checkout any subtree
underneath that individually.  Is there any similar concept with git?

Thanks,

Curt.
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Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after the Split

2011-10-19 Thread Curtis Olson
On Wed, Oct 19, 2011 at 10:48 AM, James Turner wrote:

 The intention is create a super-module which has each aircraft as a
 submodule. Eg an 'all-aircraft' repository, for people who want this.

 Ideally someone with some scripting skills would automate creating that
 repository, and then we're back to a few steps:

clone
init submodules
pull (which will recursively pull, and take ... some time)


Hi James,

A super module sounds ideal if that's doable in git.  Looking forward to it!
 For now, maybe I have to sluff along with the aircraft from the old fgdata
repository.

Thanks!

Curt.
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Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after the Split

2011-10-19 Thread Curtis Olson
On Wed, Oct 19, 2011 at 11:03 AM, Curtis Olson wrote:

 Hi James,

 A super module sounds ideal if that's doable in git.  Looking forward to
 it!  For now, maybe I have to sluff along with the aircraft from the old
 fgdata repository.


Replying to myself:

Once we have a super-module for all the GPL aircraft in our central
repository, it would be interetesting to begin work on a 2nd super-module
for all the available externally maintained aircraft repositories we can
find.

Thanks once again,

Curt.
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Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after

2011-10-19 Thread Curtis Olson
On Wed, Oct 19, 2011 at 11:03 AM, Martin Spott wrote:

 Curtis Olson wrote:

  Anyone have any good ideas?

 Yes, revert the dissection of 'fgdata' until a practical solution is in
 place which doesn't require lots of people to waste extra time just to
 achieve the previous state which simply works for them.

 Spending some thoughts on how to compensate the drawbacks of a split
 repository wouldn't be bad either.


We certainly are discovering that git is not the perfectly elegant solution
for every situation.  Splitting the repository certainly has it's own set of
issues and challenges and in the end do we still end up with the exact same
challenges as when we started along with some new ones we add?

I'm willing to be frustrated in the short term and run with the decisions of
some of our trusted developers, but I sure hope we have at least a few
people who are willing to scramble here right now and help us work through
these issues and also help document the new process for new people just
arriving.  We can't depend on (or force) everyone to get a phd in git to
participate in the project and forcing people to run scripts or install a
scripting language is also a huge addition of complexity to our once
relatively simple system.

I'm not looking forward to downloading another 8Gb of aircraft repositories
spread across 350 clones, but I'll do it since that's the direction we are
going, but will a super module buy us much over the situation we just came
from?  Will we still have one huge download?  Now we have an 8Gb download
instead of a 9Gb download? Or we have to manually do all the individual
aircraft, or we require everyone install python and learn how to launch
scripts (and edit paths, etc.)

Are we advancing the ball here?  And if we are, let's make sure we don't
drop the ball or cough it up with a bad pass (depending on what sports
analogy you prefer.)

Trying to be patient!!!  I know this stuff takes time.  It helps to be
patient if I know someone is addressing these concerns and we'll have a
reasonable solution in a timely manner.  It just stresses me out to get
caught in limbo.  I am not a git-guru, and I can script, but I don't have
time right now to spend 3 days on what used to be a single command I could
copy/paste into my terminal.

Thanks!

Curt.
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Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after the Split

2011-10-19 Thread Curtis Olson
On Wed, Oct 19, 2011 at 11:03 AM, Curtis Olson wrote:

 A super module sounds ideal if that's doable in git.  Looking forward to
 it!  For now, maybe I have to sluff along with the aircraft from the old
 fgdata repository.


Hi James,

One more super module question: if I start plowing through 350 aircraft by
hand, and then next week you come out with a super module, will that require
me to redownload everything, or can that be retrofitted on top of the
modules I've already fetched?

Thanks,

Curt.
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Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after

2011-10-19 Thread Curtis Olson
On Wed, Oct 19, 2011 at 11:55 AM, Martin Spott wrote:

  A super module sounds ideal if that's doable in git.  Looking forward to
 it!

 Gitorious will be pleased if everybody starts pulling everything from
 scratch - and developers will be pleased by Gitorious' performance when
 everybody starts pulling everything from scratch.
 Previously there was a packaged bare repository for download via HTTP
 to start from in order to save Gitorious from the load and to save the
 developer from waiting hours until the fetch was complete 


And I presume that this package has been made invalid since it points to the
old fgdata repository, and it will be substantial work to bring it up to
match the new fgdata + all the aircraft?

So I'm still sitting here with zero aircraft, and not being sure I want to
start down the path of a lengthy manual process that will need to be redone
anyway, or a lengthy scripting session (that might have to be run many times
before it's completely debugged.)

Thanks,

Curt.
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Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after

2011-10-19 Thread Curtis Olson
My main point (or thought) is just that if we are going to push forward with
this split, then we need to go the whole way and make it work reasonably for
everyone.  The people pushing this and doing the initial work, can't just
take it half way and then leave it because their personal concerns are dealt
with.  They need to consider the broader user and developer base and make
sure our new approach and structure isn't a significant regression or
inconvenience for people.  It's one thing when you are in your own sand box,
but this is the whole playground we are redoing, so their is a much more
significant responsibility for making this work really well for everyone.

I was reacting to the series of emails that indicated the split was done,
everything is finished, nothing more to see here, every one move along --
but I'm sitting here with zero aircraft and a major hassle to get them all
back and keep them updated.  Gijs has indicated that we are going to have a
do-over which is fine -- I've done enough sys admin stuff to know that it
usually takes a couple tries to catch all the lose ends.  When I install a
new OS on a PC, I'm usually in it for 6-12 attempts before I get all the
partitioning and configuration options just the way I want without messing
something up critically in the process. ;-)

I just want to make sure that we are considering the different issues and
concerns; that the process and end results are being thought through
carefully; and that those doing the leg work on this (and pushing the change
strongly) don't leave it half baked because we ran into a problem that no
one considered and no one knows what to do about it, and the original people
are happy enough with only a 1/2 dozen aircraft to play with.

Thanks!

Curt.


On Wed, Oct 19, 2011 at 12:41 PM, Jari Häkkinen wrote:

 I actually lost track of who is doing what in the splitting of fgdata
 but there is a tremendous response pointing out issues related to the
 split. I want to express support for the splitting team.

 I support the split if only for the reason that aircraft maintainers
 will get commit rights to their private spheres in fg-land (if I
 understand things properly). With the previous monolithic fgdata only a
 selected group of people had commit privileges.

 Once the dust settles I think we will see the benefits of giving
 aircraft developers direct access to their repos. At least the need
 for setting up other repos will decrease (assuming that not all aircraft
 developers are anti-GPL) because I think one major reason for setting up
 external repos are (lack of) commit privileges in fgdata.


 For those of you who are impatient with the progress, is the now frozen
 fgdata unusable? Why not stay with it until the new fgdata is to your
 liking? I haven't pulled the latest fg-state lately so I don't know if
 this is possible to stay old-school?


 Cheers,

 Jari


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Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after the Split

2011-10-19 Thread Curtis Olson
On Wed, Oct 19, 2011 at 1:45 PM, Jacob Burbach jmburb...@gmail.com wrote:

 Seems like most people are just banging their heads against the wall
 trying to make a new system the same as the old, which is counter
 productive and unfortunate. It is highly unlikely ANYONE needs every
 single aircraft from git that they were previously forced to take,
 which is the whole point of the change. If people are honest with
 themselves I think they would realize they only need such aircraft
 that they plan to use or do development on. Personally I am extremely
 happy that I will no longer need to pull down hundreds of aircraft I
 have no intention of ever touching just so I can work on and test
 development new development in flightgear.

 In the end this will make it much, much easier for new developers and
 testers to get up and running and get to work.


A developer that needs to make download packages for every available
aircraft?
A developer that wants to check if a source code change will impact the
available aircraft (or gauge what the level of impact would be if they made
a particular change.)
A developer that needs to update code, and also fix all the associated
aircraft to track a code change.
A user who likes to be a collector and have everything available to browse
through whether they plan to use a particular aircraft today or not.
I could probably think of many more if I thought for a while longer.
We can't be short sighted here and do a major regression that causes
problems for a lot of people, just because there are some vocal people who
don't have a personal need for every usage case.

I know we all worship at the alter of git, but isn't the main problem here
is that we are forcing everyone to download the complete binary history of
everything in the data package, and this is not scaling well for us?  If we
put it to a vote, I wonder how our general user population would respond to:
Do you want (a) the entire binary history of everything (b) the entire set
of aircraft.

We are committed to git, I'm not suggesting otherwise, but the entire binary
history of the data tree is pushing 10Gb.  My understanding is that
splitting off the aircraft wouldn't reduce the total size, but would allow
us to deal with smaller chunks and optionally cherry pick just the parts we
want.  But if the result is that it is an immense effort or very difficult
to get all the data and all the aircraft for people that want it (for any
reason) then we have a problem.  Telling them they don't need it and
shouldn't download it is not really a good answer.

Here's another way to look at it.  We need to keep policy and capability as
separate as possible.  If we end up with significantly reduced capability,
just redefining our policy is going to make a lot of people unhappy.
 Ideally we should find a solution that offers the required capabilities to
support different policies.  People that just want a few aircraft can
establish that policy for themselves, people that want all the aircraft can
establish that policy for themselves.

We can't go around telling people what they should want or what they should
do in response to taking something away from them and implying there's
something wrong with them if they think otherwise.

Curt.
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Re: [Flightgear-devel] Cmake (soon)

2011-10-18 Thread Curtis Olson
Hi James,

Thanks.  I was off line all day test flying our UAS so it looks like I have
some serious catch up to do here on several fronts. :-)

Curt.


On Tue, Oct 18, 2011 at 3:40 AM, James Turner zakal...@mac.com wrote:


 On 17 Oct 2011, at 18:38, Curtis Olson wrote:

 Would it be possible to write a quick howto for doing some basic
 coding/developer things in cmake.  Like: how to add a new source file to
 the project.  Or how to add a new module/library to the project.Maybe
 a few quick summeries of how to install in a custom directory, how to
 build with custom compiler options, how to configure for debug vs. release
 build, or some the more subtle build options that invoke different levels of
 optimizations or warnings.


 I've written this up, at least a first attempt, will commit it later today,
 and people can review it for sanity / correctness / omissions :)

 Either that, or our cmake experts need to be willing and ready to respond
 to frustrated dumb questions in a timely manner -- and do that over time
 if we don't have central place to find this information without investing
 the required time to become cmake experts ourselves.


 I'm assuming that's true regardless :)

 James


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Re: [Flightgear-devel] Cmake (soon)

2011-10-17 Thread Curtis Olson
Hi James,

One thing that stresses me out is large scale technology changes with no
documentation or howto's to back them up.  This change might be fine for
people who are cmake experts.  And I know anyone can start from scratch and
read the cmake manual from cover to cover.  But that takes time and a lot of
effort, and there is not enough time in our lives to be experts in
everything, but we often need to know some basics in just about every
subject.  Judging by the number of tweaks and changes I see through the
change logs that are cmake config related only, there is a lot of subtle
nuance and expertise required to make cmake do the equivalent of
autoconf/automake (and the auto tools required a lot of expertise too.)

Would it be possible to write a quick howto for doing some basic
coding/developer things in cmake.  Like: how to add a new source file to
the project.  Or how to add a new module/library to the project.Maybe
a few quick summeries of how to install in a custom directory, how to
build with custom compiler options, how to configure for debug vs. release
build, or some the more subtle build options that invoke different levels of
optimizations or warnings.  Either that, or our cmake experts need to be
willing and ready to respond to frustrated dumb questions in a timely
manner -- and do that over time if we don't have central place to find this
information without investing the required time to become cmake experts
ourselves.

Thanks!

Curt.


On Mon, Oct 17, 2011 at 12:10 PM, James Turner wrote:

 It's been a month since I announced the intention, to switch all the main
 FG platforms to use CMake, and to deprecate and remove the other build
 systems  from Git. There's been many small improvements in the Cmake files
 since then, which I hope have eased some people's concerns about the switch.

 (Notably Brisa' compile scripts have been updated to use Cmake!)

 I still have some work to do, to ensure the 'make dist' rules are handled
 property in CMake, so we don't get a shock when releasing FG 2.6 in a few
 months.

 Are there are any other issues people have, areas they think should be
 tested, etc? I'd love to know the status of cygwin and mingw, but only
 people who run those environments can test or improve them.

 Barring last minute surprises, my intention is to declare the other build
 systems 'dead' next weekend (the 21st), and then gradually start disabling
 Jenkins jobs, removing files, and so on. The idea is to force everyone who
 runs FG from Git, to definitely be testing and using CMake, in plenty of
 time for the 2.6 release.

 Regards,
 James


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Re: [Flightgear-devel] SGMath headers

2011-10-17 Thread Curtis Olson
On Mon, Oct 17, 2011 at 7:01 PM, Csaba Halász wrote:

 While investigating a reported compilation error, I had a look in the
 SGMath headers. I noticed some of them don't properly include their
 dependencies (for example, SGMisc is missing SGCMath, SGGeodesy is
 missing SGVec3 and SGGeod, etc.).

 I am wondering if they are supposed to be available for standalone
 use, or only via the SGMath.hxx header, which does at least try to
 include the dependencies (even though it doesn't get the order right.)


Hi Csaba,

I brought this up one time myself, and I believe the intention for the math
library is that you will include SGMath.hxx first and then everything else
is included automatically.

Regards,

Curt.
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Re: [Flightgear-devel] fgdata is frozen!

2011-10-16 Thread Curtis Olson
Hi Thorsten,

One question: if we have our own local branches of the fgdata repository for
our own experimentation, will it be straightforward to hang these off the
new repository?

Thanks,

Curt.


On Sun, Oct 16, 2011 at 2:31 PM, ThorstenB wrote:

 Jorg and Gijs are working on the new fgdata repo now.
 Therefore the existing fgdata repo is frozen as of now - even commit
 privileges are removed - hopefully permanently for the (historic) fgdata
 repo.

 They'll start a new (temporary) repository. Once the new repo is all
 setup and working as expected, we'll switch (shuffle the names) and add
 committers.

 cheers,
 Thorsten


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Re: [Flightgear-devel] Display existing path?

2011-10-14 Thread Curtis Olson
Hi Adam,

It took me a while, but I finally got a chance to take a look at this,
thanks!  I can see that I probably want to do it totally different, but I
like quite a bit about your approach and how you track the points you draw
so you can remove them cleanly.

For myself, I'd like to draw the route manager route, rather than data from
an external csv file.  I'm also playing around with circle holds about a
fixed point so it would be interesting to draw the center reference point
surrounded by the desired path.  But I have a starting point now I can
fiddle with.

Thanks again!

Curt.


On Sat, Sep 24, 2011 at 11:10 AM, Adam Dershowitz, Ph.D., P.E. wrote:



 On Sep 11, 2011, at 10:30 AM, Adam Dershowitz, Ph.D., P.E. wrote:

  Is there any easy way to show a prior route in Flightgear?  In other
 words, if I have a set of recorded GPS points (lat,long, alt) in a text file
 can I display them in 3-D space, as I am flying in flightgear?  Ideally I
 would like points (some box or sphere icon?) connected with line segments.
  There are three different approaches that occur to me, so I figured I
 would check if anyone has done anything like this, and see if anyone can
 offer any guidance.
  1)  It is probably possible to generate some custom scenery that has my
 desired path as custom made objects.  But this seems like it is likely the
 most difficult approach?
 
  2)  It seems likely that it could be done with nasal, but I have really
 not done any nasal coding.  One approach might be to hard code a bunch of
 objects, representing points, in the right locations into a nasal file.
  This is not very flexible, as each nasal script would be for a given single
 path.
 
  3)  Finally, what seems most general would be to write some code in nasal
 that can read in a csv file, and then to display objects in those locations.
  Is this feasible?  Can nasal import a csv file or other general file format
 that could contain points?
 
  If any of you have any existing code, or suggestions, I would love to
 hear it.
 
  Thanks,
 
  --Adam
 
 
 


 I wrote some NASAL to accomplish this, and I thought that I would pass it
 back to the group, as there was some interest (Curt), and I don't have
 commit access.

 To use this, put show_points.nas into data/Nasal.
 The 4 geometry files go into data/Models/geometry
 and finally data is read from a csv file put in fg-aircraft.  I included a
 little sample file to show a few points.
 To turn this on do:
 --prop:/sim/rendering/LLpoints=1 (or change this in flight to turn it on an
 off)
 You can change the interpolated points, between the actual points, by
 doing:  --prop:/sim/rendering/LLpointsInterp=50.  By default there is
 effectively no interpolation, only the actual points are displayed.  A value
 of 50 will put a point every 50 meters, in a straight line between the
 existing points.
 Finally, you can change the data file name (although not the path) with
 --prop:/sim/rendering/LLfile=latlong.csv (although this is the default
 value).  The sample lat/long file will put a few points around SFO, just for
 demo purposes.

 I hope that this is helpful.




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Re: [Flightgear-devel] autopilot frame rate

2011-10-07 Thread Curtis Olson
There is also a frame rate throttling option, but it's pretty buried

/sim/frame-rate-throttle-hz

Also consider setting your sync to vblank option in your video hardware.
 That can help limit FlightGear to run at your display's refresh rate.

Curt.


On Fri, Oct 7, 2011 at 8:48 AM, Alan Teeder wrote:



 -Original Message-
 From: Arnt Karlsen
 Sent: Friday, October 07, 2011 1:12 PM
 To: flightgear-devel@lists.sourceforge.net

 ..chk output of fgfs -v -h |less , should offer frame rate throttling
 on recent and git versions of FG.

 Arnt

 I assume you mean fgfs --model-hz=n

 This will run the whole FDM at n iterations per second, not just the
 autopilot system.

 Alan



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Re: [Flightgear-devel] Default 3d clouds in Local Weather

2011-10-07 Thread Curtis Olson
On Fri, Oct 7, 2011 at 11:33 AM, thorsten.i.r...@jyu.fi wrote:

 Somehow, that didn't work out for me.

 * clouds are now black

 (see also
 http://flightgear.org/forums/viewtopic.php?f=5t=7358start=435#p139537
 in the Forum - I'm not the only one with that problem - the common theme
 might be an NVIDIA GPU here (?)).

 I've temporarily fixed that by setting top_factor and middle_factor to 1.0
 - it seems the shader itself is working fine, it just doesn't get the
 right values.

 * cloud placement altitudes are offset to what they were previously. I had
 measured out an offset value for each cloud type which places that cloud
 at exactly the right altitude, that's now 3000 ft different from what it
 was - something can't be right here...

 * the problem that clouds move upward as I increase distance is still
 there :-(

 On my machine, currently the weather system only produces crap *sigh*  -
 rain works randomly, rain and haze are offset from clouds, clouds appear
 at unpredictable altitudes...

 Maybe we should revert to the previous state till that is sorted out - or
 am I a small minority experiencing such problems?

 * Thorsten


Me too on the black clouds now ...  nvidia graphics card + latest git.

Curt.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-06 Thread Curtis Olson
On Thu, Oct 6, 2011 at 3:35 PM, James Turner zakal...@mac.com wrote:

 I've committed an updated BTG reader/writer to simgear/next, which supports
 the current format, and a higher-versioned format with 32-bit indices. Based
 on some conversions, 32-bit indices (all zeroes so far) compress down with
 gzip -9 to a tiny size increase over 16-bit indices (less than 4%), but I've
 also added code on the write path to check the maximum index size, and
 select the output format - so tiles will be in the current format until they
 exceed 2^16 vertices.

 If someone could incorporate the revised sg_binobj.cxx from simgear/next
 into simgear-cs, and verify the results with terragear, I'd be fascinated to
 know if the 'swirlies' are gone!

 (Or, of course, if you encounter any issues - perish the thought)


What could possibly go wrong? :-)

Curt.
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Re: [Flightgear-devel] Terragear and 2 Arc Second elevation data

2011-10-06 Thread Curtis Olson
You might need to do some work with the tool that chops up the dem's into
TerraGear tile sizes.  There are different terrain formats so you might need
to adapt the code to read a different format as well.  This part sounds like
it should be pretty straightforward if you have clear docs for the input
format.

On Thu, Oct 6, 2011 at 6:40 PM, HB-GRAL wrote:

 Hi all

 Can terragear handle 2 arc second elevation data ? I read only about 1
 arc and 3 arc data for the terragear toolchain.

 Cheers, Yves


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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-04 Thread Curtis Olson
On Tue, Oct 4, 2011 at 3:10 AM, James Turner zakal...@mac.com wrote:


 On 2 Oct 2011, at 19:00, J. Holden wrote:

  Still, as a scenery developer and not a programmer, I'm still wondering
 what the limit is before the swirlies start floating around. Is it
 vertices? Fans? Triangles?

 It's 65536 vertices per BTG, in total. Strictly, this isn't true - the BTG
 format already supports 2^32 vertices / normals / colors in the file, but
 any object (tri / strip / fan) can only specify any index from 0..65535, so
 the higher vertices can't be used in any meaningful way.

 The good news is, I have the code to read a newer version basically done,
 which will make all the indices 32-bit, while of course keeping
 compatibility with existing BTG files of the current versions.

 Bad news is, we also need to update the writer code, and then measure how
 much the file size increases, after gzip compression.


Hi James,

Here's a random idea on the writer side:

Would it be possible to do something like:

if (size of any of my structures are  65535) then
write_32bit_index_btg()
else
write_16bit_index_btg()
endif

Then we'd be spending are larger index bits on the files that need them, but
not paying the penalty across the board on every scenery file.

Curt.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-04 Thread Curtis Olson
On Tue, Oct 4, 2011 at 7:53 AM, James Turner zakal...@mac.com wrote:

 Entirely possible, yes - however I *suspect* it's unnecessary since gzip
 will compress the larger indices back down to a few % larger than what we
 currently have.

 Of course, I can't confirm or deny that suspicion until I upgrade the
 writer code path too :)


Yes, but real world data can really spoil a fun theoretical discussion. :-)

Curt.
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Re: [Flightgear-devel] FlightGear Newsletter - September 2011

2011-10-03 Thread Curtis Olson
On Mon, Oct 3, 2011 at 4:47 PM, Gijs de Rooy  wrote:

 The issue was fixed today, which is why I publish the newsletter now ;-)
 I just thought that putting all those images as thumbs isn't nice either
 (the screenshot challenges for example are all about the images and have
 very little text), so I resized them slightly.


Hi Gijs,

Those images definitely look good larger.  Low light / dusk / night images
really lose a lot when they get sized down.  All those cool point lights
drop out.

Curt.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread Curtis Olson
On Sat, Oct 1, 2011 at 9:29 AM, James Turner wrote:

 Just looking at the relevant Simgear code - it already runs through GZip,
 so I'm not worried about overhead there - and the versioning system looks
 pretty sane to deal with too. There's already the version check for
 short-vs-unsigned-short counts, adding a new version increment and making
 the values longs looks pretty easy.

 BUT, if I modify the current Simgear code on 'next', is that the only place
 that needs to be changed, or is there another copy of this code somewhere in
 the terragear repo? I know terragear depends on simgear, but I've not looked
 at which code is actually shared.


Hi James, the answer is yes. :-)

We need to modify the loader in simgear as well as the format generation
code in terragear.  Right now the indices are packed as 2-byte short ints in
the binary .btg file so of course making a change only to the simgear side
will do nothing to fix the problem.

Whatever we do needs to happen in close coordination with the terragear code
in order to make sure that the changes match and are sane and reasonable
from both perspectives.

Regards,

Curt.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-10-01 Thread Curtis Olson
I think the original intention was to keep the read/write together and
centralized so it was easier to keep format changes compatible.  That said,
I haven't been tracking terragear-cs changes so I don't know what version of
simgear they are using or if they've made other changes around this area.

Curt.



On Sat, Oct 1, 2011 at 10:51 AM, James Turner zakal...@mac.com wrote:


 On 1 Oct 2011, at 15:37, Curtis Olson wrote:

  We need to modify the loader in simgear as well as the format generation
 code in terragear.  Right now the indices are packed as 2-byte short ints in
 the binary .btg file so of course making a change only to the simgear side
 will do nothing to fix the problem.
 
  Whatever we do needs to happen in close coordination with the terragear
 code in order to make sure that the changes match and are sane and
 reasonable from both perspectives.
 

 Okay, but the relevant source file (sg_binobj) appears to contain both the
 read *and* write code paths - which is really what I was asking - is the
 write logic in sg_binobj.cxx the one terragear uses, or 'something else'?

 James



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Re: [Flightgear-devel] Atmospheric haze modelling

2011-10-01 Thread Curtis Olson
On Sat, Oct 1, 2011 at 11:13 AM, Vivian Meazza vivian.mea...@lineone.netwrote:

 Emilian and I have been working on the water shader, and have run into some
 show stoppers caused by the lack mf vertices in the ocean tiles - there are
 just 4 so far as we can see, so the junctions between tiles always show up
 as you speculate. It might be we can do something about this in due course.


Hi Vivian,

Another interesting thing is to turn on wireframe rendering and you can see
exactly where the triangle seams are in the ocean surface.  I noticed visual
seams in the sea foam and reflections that weren't related to the underlying
structure and seemed more likely to be a texture wrapping problem (i.e. one
of the textures wasn't fully tileable?)  Either that or there is a texture
coordinate problem introduced in the latest water effects code.

The original ocean auto-gen code was intended to keep things simple and keep
polygon counts low.  We certainly could generate more vertices in the ocean
auto-gen code.  That shouldn't be too hard and probably is worth doing now
with computers that could easily handle a few more polygons.  The challenge
would be mating these autogen tiles up with adjacent terragear-generated
tiles that are part land part ocean.

Curt.
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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-30 Thread Curtis Olson
All that weird stuff is quite easy to explain.  The binary .btg scenery
format uses 16 bit integers as indices for the vertex, normal, texture
coordinate lists.  At one point we were using signed 16 bit integers, but
I'm pretty sure we sneakily changed the flightgear btg loader to use
unsigned 16 bit ints.  So this changed the original limitation of a max of
32,768 vertices/texture coords/normals, etc. up to 65,535.  However, I don't
know if the terragear-cs tools ever got this fix on the scene generation
side.  So if your scenery exceeds these limits, this is exactly what you
will see.

The ultimate solution will be to expand the btg format to 3 or 4 byte
integers -- but that will again require changes in the terragear-cs tools as
well as changes in the flightgear btg loader.  Conveniently we have a
versioning system in the btg format so we can extend the format and maintain
backwards compatibility if we want.

The downside is that this index is used so much in the scenery files that
going to a larger int size will have an immediate corresponding proportional
impact on the btg sizes of all the files.

There may be other ways to tackle this problem too ... maybe the btg format
emitter could detect if the size exceeds the threshold of the current format
and output just the tiles that require the extended format in the extend
format.  (Sorry it's late friday, I hope that makes sense.) :-)

Curt.


On Fri, Sep 30, 2011 at 8:54 AM, James Turner zakal...@mac.com wrote:


 On 30 Sep 2011, at 11:56, Martin Spott wrote:

  Hah, I managed to find the web page I've been searching
  for weeks, Bruce did a pretty nice writeup of the problem:
 
  http://www.cullam.com/flightgear.htm

 A very useful description, yes!

 James



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Re: [Flightgear-devel] Scenery Creation/TerraGear problems

2011-09-30 Thread Curtis Olson
On Fri, Sep 30, 2011 at 4:22 PM, joac...@gmx.de wrote:

 Am Fri, 30 Sep 2011 16:10:39 -0500
 schrieb Curtis Olson curtol...@gmail.com:

  The downside is that this index is used so much in the scenery files
  that going to a larger int size will have an immediate corresponding
  proportional impact on the btg sizes of all the files.

 Ten years ago 16 Bit hurt much more than 32 Bit nowadays...

 And, wouldn't a compressor (tgz, bz2, ...) solve that issue, at least
 for distribution (trafficwise)?


That could very well be true ... and I don't think it would be a huge coding
change ... but it should be done in a way that bumps up the btg version
number and picks a new packet id so as to maintain backwards compatibility
with all the existing scenery out there.

Curt.
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Re: [Flightgear-devel] Atmospheric haze modelling

2011-09-29 Thread Curtis Olson
On Thu, Sep 29, 2011 at 1:10 PM, ThorstenB wrote:

 Well, I have little to add. I can just confirm your and Curt's
 descriptions: yes, the tile loader reads the visibility property. When
 is has increased above a certain threshold (or when the position has
 moved into another area), it starts loading more scenery. And it always
 requests all tiles within the range defined by visibility (limited to
 the max-lod range though). It could be changed easily to watch for some
 other property - such as a specific ground visibility property, when
 that's provided. But yes, loading scenery is a major performance/memory
 factor - so we shouldn't be loading much more scenery than we do now -
 unless the fundamental concepts are also improved (such as better LOD
 support for scenery tiles).
 And it'd be rather complicated to implement any other tile loading
 method instead of the current concept of loading all tiles within a
 certain range. The tile loader lives in a simple 2D world. It knows
 nothing about elevation of certain tiles etc.


Just to add a couple more bits of information.  The tile loader knows (or
can compute) the exact dimensions of the tiles.  I thinks in terms of
square rings if that makes sense.  There is the tile which you are over
right now.  There is a ring of 8 tiles surrounding your current tile.  There
is a ring of 16 tiles surrounding that and a ring of 24 tiles surrounding
that.  3x3 = 9 - the inner tile = 8.  5x5 = 25 - the 3x3 block = 16, etc.
 So the tile loader loads the 'current tile' which you are over the top of
it and proceeds to load as many surrounding 'rings' as needed to cover the
current visibility distance.

As Thorsten B. points out though ... there is a memory/performance/disk-io
price when loading tiles.  And if we are pushing scenery complexity at the
same time as pushing visibility out, this price will grow exponentially ...
so it's worth paying attention to.

Regards,

Curt.
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Re: [Flightgear-devel] Atmospheric haze modelling

2011-09-28 Thread Curtis Olson
,
 objects,...).

 It's also tricky but crucial to apply the same technique to the terrain,
 otherwise the horizon line never matches up.

 So, at this point, I thought I better start asking for some thoughts
 before finding myself in a difficult place.

 * Is this something we want to do at all (it's reasonably obvious that I
 want to do it, but I don't think I can develop this as a harmless addon
 mode)?

 * Is there a good way to implement this concept *without* causing too many
 problems for global weather or the default terrain rendering (for
 instance, right now, my version of skydome.vert and skydome.frag only run
 with global weather when some parameters are manually entered via property
 browser - not user-friendly... but in principle the parameters necessary
 could be computed from weather info), or is it acceptable that only
 non-shader rendering stays how it was, but shader-based rendering gets all
 changed? Or that global weather can't use the skydome shader any more?

 * Is there a way to implement this without altering every single terrain
 type/object/... shader and to put the equations for fading of objects with
 distance into one single place where they are easily updated?

 Some thoughts are very welcome at this point (possibly also some help in
 the implementation - I can derive the math quite alright, but to get GLSL
 to run for me takes an awful lot of time - I'm essentially learning by
 reverse engineering and trial and error).

 Cheers,

 * Thorsten



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Re: [Flightgear-devel] git

2011-09-27 Thread Curtis Olson
On Tue, Sep 27, 2011 at 4:00 AM, Michael Sgier wrote:

 Hi

 I've messed up weather in fgdata. How could i discard local changes and
 only get changes/original files? Git says to be up to date but weather is
 broken.

 Later I'll do my first upload. (groundnetworks.xml etc.) I do alike the
 wiki and after commit simply do a git push?


Hi Michael,

If you know the specific file(s) that need to be returned to official git
head version, then just run:

git checkout file1 file2 file3 ...

That (unceremoniously and without any confirmation) will discard your local
changes to those named files.

Curt.
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Re: [Flightgear-devel] Any alpha testers with a bit of extra time on their hands?

2011-09-27 Thread Curtis Olson
On Tue, Sep 27, 2011 at 4:36 PM, Arnt Karlsen a...@c2i.net wrote:

 ..tried to set camera target to some place on-shore with the camera
 operator click-to-point-to-orbit, on climb-out this is over-ridden
 to Carrier,


Hi Arnt,

There is some logic going on there to try to automatically guess what an
operator is most likely to want or a user will find most interesting to look
at.  I won't claim this handles every situation, but in the short term why
not get airborne, climb out and then find the spot you want to look at?
 This is intended to be a demonstration of a few different uav concepts
implemented in FlightGear.


 just like on the Alphas.  Beta02 is a step in the wrong
 direction, the drone climbs to ~800ft before diving into the drink.


A couple things: I haven't tested with the Nimitz -- sorry, can't vouch for
what might or might not work there.  I've only flown with the Vinson.  It's
basically a problem that I lack infinite time.

Is this still on your tablet pc that gets 2-3 fps.  Honestly, this demo will
never work with frame rates that low, sorry.

What version of FlightGear are you flying?  I'm testing with v2.4 and git
here, again I don't have infinite time to test on earlier versions.  Again
sorry about that.

..on resets, launch is uncommanded, one engine dies,


The only time I've see the f-14b engine flame out has been due to lack of
fuel?  You might try calling the fuel truck over and topping you off if you
have problems with your engine not running.


 and the drone
 drives and dives in to that side off the bow.

 ..incompatible with FG-1.9.1, unless we fix it.


Yeah, sorry, there's a limit to the number of combinations of versions and
scenarios I can test and try to support.  This was developed for the v2.4
release so going forward you can ding me for not being backwards compatible
with v2.4, but it's hard to ask for something developed today to be
compatible with 2 1/2 year old release of our code.

Anyway, I appreciate you trying it and sorry it didn't work out.  I think if
I try to put together another demo like this, perhaps it will be base on a
heavier than air balloon ...

Curt.
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Re: [Flightgear-devel] Any alpha testers with a bit of extra time on their hands?

2011-09-27 Thread Curtis Olson
On Tue, Sep 27, 2011 at 9:47 PM, Ron Jensen wrote:

 On Tuesday 27 September 2011 15:53:26 Curtis Olson wrote:

  a heavier than air balloon ...

 Would that be a Led Zeppelin?


That's more clever than what I was thinking. :-)

Open-humor.

Curt.
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Re: [Flightgear-devel] FlightGear development entered state

2011-09-26 Thread Curtis Olson
On Mon, Sep 26, 2011 at 6:30 PM, Martin Spott martin.sp...@mgras.netwrote:

 Alex D-HUND wrote:

  plib:
  Version 1.8.6. Why and how to obtain it can be found here [1]. Pretty
  old but still up to date, as far as I know.

 BTW, just for the record (and to finally purge this thread from my
 inbox): I remember a rule which says that FlightGear releases are
 requested to rely on public releases for 3rd party dependencies only.
 The latest PLIB release is 1.8.5, as far as I can tell.


Hi Martin,

I believe this is still the goal, unless someone can make a very compelling
case otherwise.  I realize the world isn't always perfect and sometimes it
makes more sense to adjust and work around that, but it does lead to
problems if we depend on a version that is taken from some random point in
time or is not yet released.  It can make downstream support of FlightGear
pretty difficult.

Curt.
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Re: [Flightgear-devel] Flying the f-14b...

2011-09-25 Thread Curtis Olson
On Sun, Sep 25, 2011 at 4:46 PM, Citronnier - Alexis Bory 
alexis.b...@gmail.com wrote:

  As always, thank you for a GREAT aircraft ;=))
 Thanks Geoff :-)


The f-14b has tons of little easter eggs and details!  Definitely a fun and
interesting aircraft!

Curt.
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Re: [Flightgear-devel] Any alpha testers with a bit of extra time on their hands?

2011-09-24 Thread Curtis Olson
Here's one for your guys.  Do any nasal errors pop up on the console when
things go bad?  Are you able to manually fly the f-14b (non-uas version)
around just fine?

Once in maybe 20-50 flights I do see something go goofy with the f-14b
stability augmentation's roll control.  Maybe this same issue is popping up
less rarely for some people?  I haven't dug into how the SAS is implemented
on the f-14b ... it's intricately woven I can tell ... maybe there's
something lurking down in the guts of the f-14b SAS.

Curt.



On Fri, Sep 23, 2011 at 8:35 PM, Arnt Karlsen a...@c2i.net wrote:

 On Fri, 23 Sep 2011 23:44:02 +0200, Citronnier wrote in message
 4e7cfda2.7060...@gmail.com:

  Le 23/09/2011 23:12, Curtis Olson a écrit :
   Geoff and Arnt and anyone else who is interested. I just updated
   the zip file overlay with a few changes.
  
   Geoff: you may be getting tired of being a bunny, but I played
   around with the roll controller and limited max target roll angle
   to +/-35 degrees.  I also dialed down the gains a bit on final
   approach which will hopefully slow down the wild swings.  More
   adjustment may be necessary, but I'd be interested in hearing if
   any of this helps your situation.

 ..a wee bit, now takes off and makes it ~1000 feet up, then it rolls
 to the right and makes it ~200 feet into the drink, and repeats the
 stunt seated in the cockpit (rather than in the camera), uncommanded
 on Reset button pushes.

 ..it's trying to orbit the carrier in the vertical plane?

 ..trying the operator click mode on targets like the merchantman
 near the Nimitz, works, until the demo is airborne, then it picks
 the Carrier target and tries a vertical orbit around it.

 ..refetching the merchantman with the operator mouse click mode,
 dives the demo into the drink between the 2 vessels.

 ..debug idea for Curtis: try the Nimitz too.

  
   I also set the default carrier speed to zero so if we get a few
   people out there playing around with this, we should be able to see
   each other via MP.  That could be an additional fun element.  I was
   just out there dodging XIII who trailed me around the pattern and
   let me live thankfully. :-)
  
   Here is the link with the zip file overlay download + installation
   and operation instructions:
  
   http://www.flightgear.org/uas-demo/
  
   MP Call Sign: Shrike :-)
  
 
  Woot :-) so I missed the update, I just read this post after posting
  the previous one. And was wondering who was flying around there !
  Model view ought to be interesting in case of one other tester just
  encounter problems.
 
  Greetings,
 
  Alexis
 
   Maybe see a few of you out there?
  
   Curt.
  
  
   On Fri, Sep 23, 2011 at 1:12 PM, Citronnier - Alexis Bory wrote:
  
   Le 23/09/2011 16:47, Curtis Olson a écrit :
Hi Geoff,
   
I'm starting to run low on ideas here.  I assume you don't
have any crazy/severe turbulence turned on or your plots
would be all
   over the
place.  Are you running out of fuel and your engines dying?
If you open the autopilot dialog (F11) you can see the target
speed and if you have the hud turned on you can see the
actual speed in any view. If you are circling with a target
speed of 150 and your airspeed is less than than and you are
decending, then definitely check your engine output.  There
is a fuel dialog box under the f-14b menu and you might
double check that to see if you have any fuel in your
   tanks.
   
For what it's worth, I'm rock solid in circling and the only
time I have ever stalled out of the sky or really got out of
kilter is when I've had severe turbulence turned on.
Moderate turbulence at all levels is actually pretty
interesting because despite getting thrown all over the sky,
I still hit the carrier deck pretty spot on
   every time.
   
Curt.
   
   Still no tests yet but just a though, In normal use (without
   the UAV script) I know that after TO (flaps down) you have to rise
   the flaps in
   before engaging the attitude autopilot mode. If you rise the
   flaps after
   engaging attitude autopilot mode, the a/c start to pitch up
   consistently. This has to be documented or fixed. I'll try to
   bring the
   maintainer to his workstation ASAP.
  
   Alexis
  
  
  
  
   
On Fri, Sep 23, 2011 at 9:35 AM, Geoff McLane wrote:
   
Hi Curt,
   
Ok, removed my joystick, and entered a '5', but
still crashed while just in 'circle' mode - no route
entered ;=((
   
As usual Atlas provides a good 'view' as to
what happened - added -
ATLAS=--atlas=socket,out,IP,5500,udp
to output to Atlas running in a 2nd machine...
   
See -
http://geoffair.org/tmp/uas-01.jpg

Re: [Flightgear-devel] Any alpha testers with a bit of extra time on their hands?

2011-09-23 Thread Curtis Olson
Hi Geoff,

I'm starting to run low on ideas here.  I assume you don't have any
crazy/severe turbulence turned on or your plots would be all over the place.
 Are you running out of fuel and your engines dying?  If you open the
autopilot dialog (F11) you can see the target speed and if you have the hud
turned on you can see the actual speed in any view.  If you are circling
with a target speed of 150 and your airspeed is less than than and you are
decending, then definitely check your engine output.  There is a fuel dialog
box under the f-14b menu and you might double check that to see if you have
any fuel in your tanks.

For what it's worth, I'm rock solid in circling and the only time I have
ever stalled out of the sky or really got out of kilter is when I've had
severe turbulence turned on.  Moderate turbulence at all levels is actually
pretty interesting because despite getting thrown all over the sky, I still
hit the carrier deck pretty spot on every time.

Curt.


On Fri, Sep 23, 2011 at 9:35 AM, Geoff McLane wrote:

 Hi Curt,

 Ok, removed my joystick, and entered a '5', but
 still crashed while just in 'circle' mode - no route
 entered ;=((

 As usual Atlas provides a good 'view' as to
 what happened - added -
 ATLAS=--atlas=socket,out,IP,5500,udp
 to output to Atlas running in a 2nd machine...

 See -
  http://geoffair.org/tmp/uas-01.jpg
 for a graph of the flight...

 The two blips in the graphs show the first stall,
 but it recovers and begins to climb back, and the
 2nd the second stall, this time too low to recover,
 so into the drink ;=(( CRASH!

 This is a view of the 'crazy' flight track
  http://geoffair.org/tmp/uas-02.jpg

 Obviously the pig-tail loops are the 'stalls'...
 remember with NO joystick attached and starting
 with centered controls (NumPad 5)...

 And if you want to load this track into Atlas, or
 further study speeds, etc, then this is the
 Atlas track data :-
  http://geoffair.org/tmp/uas-01.txt

 Then on the NEXT flight I tried :-
 IO=--generic=file,out,10,uas-02.csv,playback

 Then I added a header line, to help analyze
 it in say an OpenOffice spreadsheet import -
 see -

  http://geoffair.org/tmp/uas-02.csv

 On this 2nd flight, this crash took longer, since
 it (randomly) turned left first, where as mentioned
 it holds more stable, but then eventually went into a
 right turn, stalled, recovered, stalled again, and
 CRASHED...

 And as you know well, downloading this file, and
 using say -

 $ ./fgfs --fg-root=/point/to/fgfs/data --timeofday=noon \
 --aircraft=f-14b-uas --carrier=Vinson \
 --generic=file,in,10,uas-02.csv,playback --fdm=external

 you too can enjoy this fateful flight ;=))

 In 'chase' view, you can clearly see the right roll
 increase, the nose coming up, and the stall, recovery,
 then repeated, and BANG, into the water...

 I know it is difficult to work on, debug, fix
 something that obviously does not happen in your
 case...

 Maybe if you do not enter any route, or something...

 And this is all with SG/FG git of 2011-09-14...

 Any other ideas?

 Regards,
 Geoff.


 On Thu, 2011-09-22 at 14:00 -0500, Curtis Olson wrote:
  On Thu, Sep 22, 2011 at 1:25 PM, Geoff McLane wrote:
  Hi Curt,
 
  A pleasure, and FUN ;=))
 
  Yes, I know a low frame rate can play havoc when
  you are trying to fine control an aircraft from
  its attitude feedback, and I should have mentioned my
  rate, but is always in the high 50-70 fps range in this
  Ubuntu machine... so should NOT be a factor...
 
 
  Ok, 50-70 should be perfect.
 
  I just did another few runs, and this time it crashed
  just while circling... it was in a right bank, which
  got too much and the nose came up, and it stalled...
  I am mostly in the 'chase' view...
 
 
  This is really strange.  I have seen nothing like this except when I
  inadvertantly applied external control inputs through a strange
  combination of linux virtual desktops and flightgear capturing the
  hotkey to come back to the FlightGear virtual desktop.
 
 
  So two thoughts here.  If you have a joystick connected, could you try
  unplugging it to see if that helps?  Could you also press 5 on the
  numeric keypad to make sure all the flight control inputs are
  centered.  Because of the way the F-14b FCS is wired together in
  combination with the yasim flight surfaces, you can still input
  elevator and aileron and trim and cause conflicts that you might not
  see in other simpler aircraft that use aileron and elevator directly.
 
 
  The first time this happened at 2000 feet, it caught
  itself - leveled a bit and bumped the throttles, and
  began climbing back...
 
  But a little later, 20-30 secs, it happened again, and
  this time was still too low to recover, and SPLASH...
 
  I had not previously let it fly in the 'circle' mode
  for too long, but now note if I leave it in circling

Re: [Flightgear-devel] Any alpha testers with a bit of extra time on their hands?

2011-09-23 Thread Curtis Olson
Geoff and Arnt and anyone else who is interested. I just updated the zip
file overlay with a few changes.

Geoff: you may be getting tired of being a bunny, but I played around with
the roll controller and limited max target roll angle to +/-35 degrees.  I
also dialed down the gains a bit on final approach which will hopefully slow
down the wild swings.  More adjustment may be necessary, but I'd be
interested in hearing if any of this helps your situation.

I also set the default carrier speed to zero so if we get a few people out
there playing around with this, we should be able to see each other via MP.
 That could be an additional fun element.  I was just out there dodging XIII
who trailed me around the pattern and let me live thankfully. :-)

Here is the link with the zip file overlay download + installation and
operation instructions:

http://www.flightgear.org/uas-demo/

MP Call Sign: Shrike :-)

Maybe see a few of you out there?

Curt.


On Fri, Sep 23, 2011 at 1:12 PM, Citronnier - Alexis Bory wrote:

 Le 23/09/2011 16:47, Curtis Olson a écrit :
  Hi Geoff,
 
  I'm starting to run low on ideas here.  I assume you don't have any
  crazy/severe turbulence turned on or your plots would be all over the
  place.  Are you running out of fuel and your engines dying?  If you
  open the autopilot dialog (F11) you can see the target speed and if
  you have the hud turned on you can see the actual speed in any view.
   If you are circling with a target speed of 150 and your airspeed is
  less than than and you are decending, then definitely check your
  engine output.  There is a fuel dialog box under the f-14b menu and
  you might double check that to see if you have any fuel in your tanks.
 
  For what it's worth, I'm rock solid in circling and the only time I
  have ever stalled out of the sky or really got out of kilter is when
  I've had severe turbulence turned on.  Moderate turbulence at all
  levels is actually pretty interesting because despite getting thrown
  all over the sky, I still hit the carrier deck pretty spot on every time.
 
  Curt.
 
 Still no tests yet but just a though, In normal use (without the UAV
 script) I know that after TO (flaps down) you have to rise the flaps in
 before engaging the attitude autopilot mode. If you rise the flaps after
 engaging attitude autopilot mode, the a/c start to pitch up
 consistently. This has to be documented or fixed. I'll try to bring the
 maintainer to his workstation ASAP.

 Alexis




 
  On Fri, Sep 23, 2011 at 9:35 AM, Geoff McLane wrote:
 
  Hi Curt,
 
  Ok, removed my joystick, and entered a '5', but
  still crashed while just in 'circle' mode - no route
  entered ;=((
 
  As usual Atlas provides a good 'view' as to
  what happened - added -
  ATLAS=--atlas=socket,out,IP,5500,udp
  to output to Atlas running in a 2nd machine...
 
  See -
  http://geoffair.org/tmp/uas-01.jpg
  for a graph of the flight...
 
  The two blips in the graphs show the first stall,
  but it recovers and begins to climb back, and the
  2nd the second stall, this time too low to recover,
  so into the drink ;=(( CRASH!
 
  This is a view of the 'crazy' flight track
  http://geoffair.org/tmp/uas-02.jpg
 
  Obviously the pig-tail loops are the 'stalls'...
  remember with NO joystick attached and starting
  with centered controls (NumPad 5)...
 
  And if you want to load this track into Atlas, or
  further study speeds, etc, then this is the
  Atlas track data :-
  http://geoffair.org/tmp/uas-01.txt
 
  Then on the NEXT flight I tried :-
  IO=--generic=file,out,10,uas-02.csv,playback
 
  Then I added a header line, to help analyze
  it in say an OpenOffice spreadsheet import -
  see -
 
  http://geoffair.org/tmp/uas-02.csv
 
  On this 2nd flight, this crash took longer, since
  it (randomly) turned left first, where as mentioned
  it holds more stable, but then eventually went into a
  right turn, stalled, recovered, stalled again, and
  CRASHED...
 
  And as you know well, downloading this file, and
  using say -
 
  $ ./fgfs --fg-root=/point/to/fgfs/data --timeofday=noon \
  --aircraft=f-14b-uas --carrier=Vinson \
  --generic=file,in,10,uas-02.csv,playback --fdm=external
 
  you too can enjoy this fateful flight ;=))
 
  In 'chase' view, you can clearly see the right roll
  increase, the nose coming up, and the stall, recovery,
  then repeated, and BANG, into the water...
 
  I know it is difficult to work on, debug, fix
  something that obviously does not happen in your
  case...
 
  Maybe if you do not enter any route, or something...
 
  And this is all with SG/FG git of 2011-09-14...
 
  Any other ideas?
 
  Regards,
  Geoff.
 
 
  On Thu, 2011-09-22 at 14:00 -0500, Curtis Olson wrote:
   On Thu, Sep 22, 2011 at 1:25 PM, Geoff McLane wrote

Re: [Flightgear-devel] Any alpha testers with a bit of extra time on their hands?

2011-09-22 Thread Curtis Olson
 #protected cells: 0
 #wasted: 0
 Wildfire fire summary: #created cells: 1 #cells still burning: 0
 AL lib: ALc.c:1420: alcDestroyContext(): deleting 4 Source(s)
 AL lib: ALc.c:1818: alcCloseDevice(): deleting 3 Buffer(s)
 ~/fg/fg16$

 On Wed, 2011-09-21 at 22:03 -0500, Curtis Olson wrote:
  I have something here that I think is kind of fun.  I've been fiddling
  with this off and on since last fall and decided it was time to clean
  it up a bit and quit hording all the fun for myself.  Basically I have
  taken the F-14b and created a high performance Navy drone out of
  it.  It can auto-launch from a carrier, auto fly a route (if you've
  input one) and can do circle holds (compensating for wind.)  I've
  added a simulated gyro stabilized camera that will point at anything
  you click on and then hold that view steady no matter what the
  airplane does (similar to what real uav's can do.)  Finally, you can
  command it to return home and it will find the carrier, setup a
  reasonable approach and nail the landing perfectly every time
  (factoring in wind, carrier speed, etc.)
 
 
  I put together a quick web page that includes more of an explanation
  and description of what the demo does.  I have a link to a zip file
  you need to download.  This must be extracted over the top of the
  existing f-14b as per the installation instructions on the following
  web site:
 
 
  http://www.flightgear.org/uas-demo/
 
 
  I'm hoping to get a few people that would like to try this and report
  back on a couple things:
 
 
  - were you able to get it to work?  Were there any missing files or
  major blunders in the .zip file package?
 
 
  - are there places where my web page instructions stink, and can you
  help me write better or more accurate instructions, especially for the
  Mac
 
 
  - I already know my instructions for setting up the vinson demo aren't
  good, but it's been so long since I tried to do this on windows I
  forget all the fgrun details.  Maybe there is an easier way now?
 
 
  - finally, what do you think?  general impressions? things you thought
  were especially cool, or especially stupid?  You probably can think of
  a dozen feature requests, and I have some things in the pipeline
  already.  (For instance I have a refueling mode that is currently
  disabled, but almost is close to working.  And I've done some
  preliminary work on adapting all of the auto-land logic for runway
  landings.)
 
 
  - if you happen to go look at the nasal code that does all the magic,
  please don't judge me (quoting Eskeletor from nacho libre) -- that was
  actually a fun sub-project (for a former computer scientist.) :-)
 
 
  - Oh, and eventually I'd like to add pictures to the instructions.  If
  you happen to catch an especially cool looking view (weather, clouds,
  time of day, sun, sun glint, scene composition, etc.) then please feel
  free to send me a picture or two (or even a youtube movie) so I can
  make the instructions prettier and more exciting. :-)
 
 
  If I can get this demo all cleaned up and generally running pretty
  well, I have another UAS demo that is similar, but centered around the
  ATI Resolution-3 airframe (which is a 92 2.33m composite marinized
  flying wing.)  Then if that all goes well, I have actual embedded C
  code to do much of these same sorts of things that can run on a
  gumstix embedded computer (or similar.)  This code is able to talk
  directly to flightgear via udp packets, and has actually flown in a
  couple different UAV airframes using real sensors and real actuators.
   So you might see a progression developing here from pure simulation
  with all the logic prototyped in nasal, to software in the loop
  running pure C/C++ code, to the same software running on actual
  embedded hardware (using FlightGear as reality), to the end result of
  an actual real life UAV.  (And I've been using drone, UAS, and UAV
  pretty interchangeably here.)
 
  Thanks!
 
  Curt.
  --
  Curtis Olson:
  http://www.atiak.com - http://aem.umn.edu/~uav/
  http://www.flightgear.org - http://gallinazo.flightgear.org
 





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http://www.flightgear.org - http://gallinazo.flightgear.org
--
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Re: [Flightgear-devel] Any alpha testers with a bit of extra time on their hands?

2011-09-22 Thread Curtis Olson
 it confused on the long
 boat ride half way around the world...


Well just to summarize, if your frame rates are solid in the 30-60+ range,
then the next thing I'm wondering about is a joystick or other means of
extraneous control inputs that could be confusing the F-14b AFCS.

Thanks,

Curt.
-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org - http://gallinazo.flightgear.org
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Re: [Flightgear-devel] Any alpha testers with a bit of extra time on their hands?

2011-09-22 Thread Curtis Olson
Arnt, you have hijacked my thread, but if you are at 3fps with v1.9 then I'd
recommend spending $10 on ebay to get yourself a decent video card and maybe
$35 to get yourself a decent computer. :-) :-) :-)

On Thu, Sep 22, 2011 at 2:28 PM, Arnt Karlsen a...@c2i.net wrote:

 On Thu, 22 Sep 2011 20:42:58 +0200, Arnt wrote in message
 20110922204258.605fc...@nb6.lan:

  On Wed, 21 Sep 2011 22:03:43 -0500, Curtis wrote in message
  CAHtsj_cKv-ZEsXm-1h_+QVZtRUez6yUBHmLzccs=4jk=myr...@mail.gmail.com:
 
   I have something here that I think is kind of fun.  I've been
   fiddling with this off and on since last fall and decided it was
   time to clean it up a bit and quit hording all the fun for myself.
   Basically I have taken the F-14b and created a high performance Navy
   drone out of it.  It can auto-launch from a carrier, auto fly a
   route (if you've input one) and can do circle holds (compensating
   for wind.)  I've added a simulated gyro stabilized camera that will
   point at anything you click on and then hold that view steady no
   matter what the airplane does (similar to what real uav's can do.)
 
  ..you saw these?  TDL allows tracking moving targets, like your A380:
  http://www.youtube.com/watch?feature=player_embeddedv=1GhNXHCQGsM
  http://info.ee.surrey.ac.uk/Personal/Z.Kalal/
 
 http://www.engadget.com/2011/03/31/zdenek-kalals-object-tracking-algorithm-learns-on-the-fly-like/
 
   I put together a quick web page that includes more of an explanation
   and description of what the demo does.  I have a link to a zip file
   you need to download.  This must be extracted over the top of the
   existing f-14b as per the installation instructions on the following
   web site:
  
   http://www.flightgear.org/uas-demo/
 
  ..now, will FG run on a pee wee eeepc?

 ..yes, @ 3fps, so the C172p is landable even without rudder control,
 I overshot 28R and used 28L instead, centerline touch down at
 taxiway N, aiming straight for full stop 'n exit on taxiway P. ;o)

 ..I'm on FG-1.9.1 with 3fps, what frame rate can I expect with FG-2.4?


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http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org - http://gallinazo.flightgear.org
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Re: [Flightgear-devel] Any alpha testers with a bit of extra time on their hands?

2011-09-22 Thread Curtis Olson
I went with the Vinson because it is spiffier.  Everything should
(theoretically) work the same and just as well from the Nimitz.  I believe
the deck geometries are identical in FlightGear (conveniently.) ;-)

Curt.


On Thu, Sep 22, 2011 at 5:02 PM, Arnt Karlsen a...@c2i.net wrote:

 On Thu, 22 Sep 2011 22:36:45 +0200, Citronnier wrote in message
 4e7b9c5d.6080...@gmail.com:

  Le 22/09/2011 22:04, Arnt Karlsen a écrit :
   On Thu, 22 Sep 2011 14:00:49 -0500, Curtis wrote in message
   CAHtsj_crOGWDX43J5oKw7F6g12AWsRePoceNGW=a1b0txod...@mail.gmail.com:
  
   On Thu, Sep 22, 2011 at 1:25 PM, Geoff McLane wrote:
   You seem to be deliberately holding its speed down
   around 150 - I see air-brakes come up when greater
   than this, and throttle back - and although flaps (I think
   full flap?) are still applied, 150 must be quite 'low'
   for this sleek bird...
  
   Normal landing approach in the real aircraft I believe is about 120
   kts?  I fly 135 kt approaches in the simulator.  It should be able
   to hold 150 kts with the flaps down pretty easily.
   ..the Navy guys fly approaches using AOA, not speeds, AFAIK.
  And a max 6000 lbs fuel in the tanks.
  FG's f-14b is quite tricky to fly with what is *supposed* to be the
  right AoA for approach. Side departure happen easily if your aren't
  smooth enough in your final turn.

 ..and it does not like to T/O and climb on idle power, all Launch!!!
 button action I see is wild pre-crash oscillations, the Reset button
 tosses me into the cockpit rather than in the camera.

 ..Curtis, any reason your demo needs the USS Vinson, rather than a
 renamed USS Nimitz copy?

 ..Alexis, any changes to the f-14b since FG-1.9.1?

  Curt, I didn't test yet, sorry, lake of time, but the last mods on
  properties in engines.nas and instrument.nas should be comited soon.
 
  Happy to see you all playing with the beast :-)
 
  Alexis
 


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Re: [Flightgear-devel] Mapping Airspace

2011-09-21 Thread Curtis Olson
  https://lists.sourceforge.net/lists/listinfo/flightgear-devel
 


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Re: [Flightgear-devel] Mapping Airspace

2011-09-21 Thread Curtis Olson
On Wed, Sep 21, 2011 at 11:12 AM, Gene Buckle wrote:

 On Wed, 21 Sep 2011, Curtis Olson wrote:

  11: RC Pilot.  Stays under 400' AGL and outside a 3 mile radius from any
  airport.  Probably flying at a club site and doesn't care about air
 spaces.
  Has no way to estimate if he's over or under 400' AGL and probably is
  flying a plane that can climb 500' per second and hover at 2 clicks of
  throttle.  Is annoyed when a VIP flies into the big airport 30 miles away
  and his club field is just barely inside the TFR radius and he can't even
 go
  out there and fly a paper airplane for several hours.
 
 11a: RC Pilot.  Flies out of backyard whenever the hell he wants,
 regularly sees how high he can get using a 2lb electric Slow-Stik and a
 fancy altimeter downlink.  Doesn't worry about how tiny a 40 model is at
 2000ft, has FPV goggles for that.


11b: Smart RC Pilot: Doesn't post publicly about his misadventures, and has
never been above 400' or anywhere close to inside or above the clouds.

Curt.
-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org - http://gallinazo.flightgear.org
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[Flightgear-devel] Any alpha testers with a bit of extra time on their hands?

2011-09-21 Thread Curtis Olson
I have something here that I think is kind of fun.  I've been fiddling with
this off and on since last fall and decided it was time to clean it up a bit
and quit hording all the fun for myself.  Basically I have taken the F-14b
and created a high performance Navy drone out of it.  It can auto-launch
from a carrier, auto fly a route (if you've input one) and can do circle
holds (compensating for wind.)  I've added a simulated
gyro stabilized camera that will point at anything you click on and then
hold that view steady no matter what the airplane does (similar to what real
uav's can do.)  Finally, you can command it to return home and it will find
the carrier, setup a reasonable approach and nail the landing perfectly
every time (factoring in wind, carrier speed, etc.)

I put together a quick web page that includes more of an explanation and
description of what the demo does.  I have a link to a zip file you need to
download.  This must be extracted over the top of the existing f-14b as per
the installation instructions on the following web site:

http://www.flightgear.org/uas-demo/

I'm hoping to get a few people that would like to try this and report back
on a couple things:

- were you able to get it to work?  Were there any missing files or major
blunders in the .zip file package?

- are there places where my web page instructions stink, and can you help me
write better or more accurate instructions, especially for the Mac

- I already know my instructions for setting up the vinson demo aren't good,
but it's been so long since I tried to do this on windows I forget all the
fgrun details.  Maybe there is an easier way now?

- finally, what do you think?  general impressions? things you thought were
especially cool, or especially stupid?  You probably can think of a dozen
feature requests, and I have some things in the pipeline already.  (For
instance I have a refueling mode that is currently disabled, but almost is
close to working.  And I've done some preliminary work on adapting all of
the auto-land logic for runway landings.)

- if you happen to go look at the nasal code that does all the magic, please
don't judge me (quoting Eskeletor from nacho libre) -- that was actually a
fun sub-project (for a former computer scientist.) :-)

- Oh, and eventually I'd like to add pictures to the instructions.  If you
happen to catch an especially cool looking view (weather, clouds, time of
day, sun, sun glint, scene composition, etc.) then please feel free to send
me a picture or two (or even a youtube movie) so I can make the instructions
prettier and more exciting. :-)

If I can get this demo all cleaned up and generally running pretty well, I
have another UAS demo that is similar, but centered around the ATI
Resolution-3 airframe (which is a 92 2.33m composite marinized flying
wing.)  Then if that all goes well, I have actual embedded C code to do much
of these same sorts of things that can run on a gumstix embedded computer
(or similar.)  This code is able to talk directly to flightgear via udp
packets, and has actually flown in a couple different UAV airframes using
real sensors and real actuators.  So you might see a progression developing
here from pure simulation with all the logic prototyped in nasal, to
software in the loop running pure C/C++ code, to the same software running
on actual embedded hardware (using FlightGear as reality), to the end result
of an actual real life UAV.  (And I've been using drone, UAS, and UAV pretty
interchangeably here.)

Thanks!

Curt.
-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
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Re: [Flightgear-devel] the stutter/lag in the big terrain scene using the file format ive

2011-09-19 Thread Curtis Olson
Hi Nicegood,

Unfortunately I haven't done a lot of work in the scenery / paging engine
lately.  I would recommend asking about this on our developers mailing list.
 Hopefully the developers who have worked more in these areas will see your
question and be able to respond with some suggestions.

Best regards,

Curt.


2011/9/19 nicegood nicegood_7...@163.com

  Dear Mr Curtis:

 We have met across the stutter/tag in the big terrain scene, the terrain
 format is the ive(using the osgdem of the vpb tools) ,Otherwise even the
 frame rate is more than 60 fps,the stutter/lag still exist,how to solve this
 problem? the following is the problem that we think to cause

 1.In addition to the pre-compiled function, are there other features of OSG
 to avoid loading all the need textures of a frame during the process of
 rendering the frame ?

 2、How to pre-load PagedLod sub-blocks using pre-compiled function?

 3、 How to extend the time interval between a tile being loaded into memory
 by the DatabasePager and being rendered to allow sufficient time for
 pre-compiled?

 Can you give us some good ideas?

 thanks

 nicegood





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Re: [Flightgear-devel] Openstreetmap vs. G**gl

2011-09-15 Thread Curtis Olson
Right -- outside the USA, much of the x-plane airport data is hand entered
and submitted by end-users with no quality control other than people are
welcome to research and fix problems they find as they find them.  I
wouldn't be surprised if some of the entries are complete guesses or crazy
typos.  Inside the USA we have the FAA data to reference.  For a while DAFIF
was world wide, but more recently I think they pulled that back and just
maintain the USA data.

Quality + free GIS data is often hard to find.  We are very lucky to have
some of the products we do have ... like SRTM and VMAP.

Curt.


On Thu, Sep 15, 2011 at 8:42 PM, John Denker j...@av8n.com wrote:

 On 09/15/2011 05:15 PM, Martin Fenelon wrote:

  I like to think that the positional errors of many (most non US?)
  aerodromes are due to mistakes made when changing from one datum to
  another.

 Well, that's not what I think, based on looking at
 the data.

 The very first non-US example I looked at was
  ES03 Hova

 for which the apt.dat position is off by hundreds of meters,
 to  the southeast.  Nearby we have
  ESVF Frolunda

 for which the apt.dat location is off in another direction,
 and the relationship of its two runways to each other is
 wrong.

 It is hard to see how a change in datum could have a different
 effect on two nearby airports ... and there is just no way it
 could have a different effect on two runways at the same airport.
 There aren't that many different datums to play with.

   Errors in runway orientation at unmodifed airfields (with
  default layouts) appear to be caused by confusion between magnetic and
  true bearings, with magnetic being used as true.

 Uhh, in apt.dat the runway heading for ES03 is off by more
 than 35 degrees.  The local magnetic deviation is more like
 4 degrees.

 Bottom line:  Many of the apt.dat entries are just wrong.

 You don't need any ultra-sophisticated geodetic expertise
 to understand what is going on.  The entries are just
 wrong.

 If you want something to be accurate to a few centimeters,
 or even a few meters, then some expertise is required, but
 that's not what we're talking about here.


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Re: [Flightgear-devel] Frame rates in git version?

2011-09-12 Thread Curtis Olson
2011/9/12 Mathias Fröhlich

 I just set CC, CXX, CFLAGS, CXXFLAGS and export them.
 Then cmake just takes them. This works just the same than with automake
 too.
 At least current cmake versions behave that way. Older ones were way harder
 to
 convince that I know my cflags :)

 Alternatively ccmake in the build directory or on win32 cmake-gui gives you
 interactive access over all the build flags if you need.
 As far as I know, You can also prepare a partly populated CMAkeCache.txt
 into
 the build directory. I think that the already provided values are taken
 mostly
 as is.

 Also I have checked in a default build type of release, which should
 accelerate the default build.

 Part of my script to set up all flightgear related projects is about:

  export CFLAGS= ...
  export CXXFLAGS= ...

  cmake \
-D CMAKE_BUILD_TYPE=RELWITHDEBINFO \
-D CMAKE_DEBUG_POSTFIX= \
-D CMAKE_MINSIZEREL_POSTFIX= \
-D CMAKE_RELEASE_POSTFIX= \
-D CMAKE_RELWITHDEBINFO_POSTFIX= \
-D CMAKE_VERBOSE_MAKEFILE=TRUE \
-D CMAKE_INSTALL_PREFIX=$prefix \
-D ENABLE_RTI=ON \
$srcdir

 Which should cover most of the interresting everyday cmake options.


Hi Mathias,

Indeed, telling cmake you would like a release build seems to improve the
performance of the executable dramatically.  I suppose it is good to ask
dumb questions once in a while so this basic information can get in the
archives and become google-able.

Curt.
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Re: [Flightgear-devel] Slackware packages for 2.4.0

2011-09-12 Thread Curtis Olson
On Mon, Sep 12, 2011 at 7:32 AM, Curtis Olson curtol...@gmail.com wrote:

 On Mon, Sep 12, 2011 at 7:24 AM, Martin Spott wrote:

 Done  :-)

  http://www.freshports.org/games/flightgear/

Martin.


 Thanks, I'll update the flightgear.org site.  I know those FreeBSD guys
 are pretty passionate about their unix and hate getting overlooked. :-)


By the way, I got a note from the official Fedora FlightGear package
maintainer and he indicated that he will likely only provide packages for
Fedora 16 (the upcoming, not yet released fedora) and 17 (the next version
after the one that hasn't been released yet.)

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[Flightgear-devel] Strange/unknown input to controls/flight/aileron when switching virtual desktops

2011-09-12 Thread Curtis Olson
Ok, here's a really weird one. I have noticed the effects of it for a long
time, but this afternoon was the first time I managed to isolate it to
something I can repeat and perhaps explain.

I do not have a joystick plugged in, I'm not in mouse control mode, just
normal mouse-runs-the-gui-mode in flightgear.

I am running Linux (fedora 15) with a number of virtual desktops.

Every time I switch away from the FlightGear desktop to a different desktop,
and then switch back, the value of /controls/flight/aileron gets -0.05 added
to it.  So I can center the controls, and then flip to a different desktop,
come back, and the value is -0.05.  If I switch away and back again, the
value bumps to -0.10.  This is very repeatable.

I have verified (by using a remote telnet connection) that the value is
changed when I switch back to the FlightGear desktop.

I am running FlightGear on desktop #4 and using the keyboard to switch
desktops.  I have a keyboard accelerator mapped to desktop switching so I
can type Alt-1, Alt-2, Alt-3, etc. to switch to that correspondingly
numbered desktop.

So here's what appears to be going on.  When I type Alt-4 to return to the
FlightGear desktop, FlightGear is seeing that keystroke as well as my
desktop and interpreting it as a numeric-keypad-4 press.  If I move my
flightgear window to desktop #6 and then type Alt-6 to flip to that
desktop, the ailerons will move one notch to the right.  There is a pattern
here.

FlightGear is somehow capturing a keystroke it shouldn't be catching.  When
I am on desktop #6 and looking at my flightgear window, I can press Alt-6
all day long and the ailerons do not respond, it's only when I'm flipping
from some other desktop back to the flightgear desktop where my Alt-number
hot key is accidentally caught and interpreted as a numeric keypad press.

I know this is really weird, and probably something deep in the bowels of
OSG, but does any one have any thoughts or suggestions on this?  I usually
run with 6 virtual desktops and two monitors and have different things
happening on different desktops and am frequently switching desktops and
when I run FlightGear, it is frequently catching these stray/unwanted
keystrokes and affecting my flights.

Any ideas on how to fix this???  It's really bugging me

Thanks,

Curt.
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Re: [Flightgear-devel] Display existing path?

2011-09-11 Thread Curtis Olson
Hi Adam,

This has been something I thought would be a nice feature too.  It should be
possible.  I've placed other models using nasal to create interesting
scenes.  It would be kind of cool for simulated UAV work to see your exact
waypoint target in 3d space.

Curt.


On Sun, Sep 11, 2011 at 12:30 PM, Adam Dershowitz, Ph.D., P.E. wrote:

 Is there any easy way to show a prior route in Flightgear?  In other words,
 if I have a set of recorded GPS points (lat,long, alt) in a text file can I
 display them in 3-D space, as I am flying in flightgear?  Ideally I would
 like points (some box or sphere icon?) connected with line segments.
 There are three different approaches that occur to me, so I figured I would
 check if anyone has done anything like this, and see if anyone can offer any
 guidance.
 1)  It is probably possible to generate some custom scenery that has my
 desired path as custom made objects.  But this seems like it is likely the
 most difficult approach?

 2)  It seems likely that it could be done with nasal, but I have really not
 done any nasal coding.  One approach might be to hard code a bunch of
 objects, representing points, in the right locations into a nasal file.
  This is not very flexible, as each nasal script would be for a given single
 path.

 3)  Finally, what seems most general would be to write some code in nasal
 that can read in a csv file, and then to display objects in those locations.
  Is this feasible?  Can nasal import a csv file or other general file format
 that could contain points?

 If any of you have any existing code, or suggestions, I would love to hear
 it.

 Thanks,

 --Adam





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[Flightgear-devel] Frame rates in git version?

2011-09-11 Thread Curtis Olson
Sometime in the last week I noticed the Flightgear frame rates on my machine
went to about 1/3 of what they were previously.  I haven't worked super hard
on this, but here's what I can say.

When I fire up the Cub at --airport=KANE with clear skies I get:

v2.4 = 90 fps (bounces around a bit but usually 90 or above)
git = 20-25 fps (same options, same aircraft, same clear skies.)

This gets even worse when I fly the f-14b off the Vinson ... even out at sea
with just a few clouds it seems like my frame rates are usually less than 20
(12-17 range) with the git version.

Has anyone else noticed this or should I be looking for a local build
problem?

It doesn't seem to be related to my video driver update since v2.4 runs with
the frame rates I expect.

I recently moved over to trying to build with cmake by default, but cmake
hides the compile options so I honestly don't know how to even check what
compile options I'm building with now that I switched to cmake.  Can anyone
tell me how to figure that out? Is there a detailed build log that gets
saved somewhere?

Thanks,

Curt.
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Re: [Flightgear-devel] New experimental mapserver

2011-09-10 Thread Curtis Olson
On Fri, Sep 9, 2011 at 2:49 PM, HB-GRAL wrote:
Hi Curt


 Thank you very much taking time for this.

 Now this is very interesting, a curved surface with a natural looking
 slope and correct hills. Can you point me to an example for this ? I
 guess my current examples like KSFO and EHAM etc. do only provide really
 flat areas. I did not see any small hills and valleys in FlightGear
 unless I saw the some artificial shaders from Frederic Bouvier


Hi Yves, every airport is an example of this, but maybe hills and valleys
is a bad description on my part. What it amounts to is that airports try to
be as flat as possible, but even flat areas aren't often as flat as we might
first think.  Go to any detailed airport chart and look at the runway
elevations for the ends of each runway.

Another way to think about this is that if you make all the airports
completely flat, you will have to deal with cliffs around the edges ...
either the airport is sunk down at some parts, and raised up in others
relative to the surrounding terrain.

Albuquerque, NM is one of the worst offenders I found.  You can't fit a
flattened airport into the surrounding terrain without the result looking
awful.

One solution would be to adjust the terrain to blend in with the airport and
that would be an ok thing to do. But the problem is that I like to torment
myself.  Here is approximately what I came up with.

1. Sample the raw terrain elevation across a regular grid that covers the
area of the airport.

2. I pick a 3d function that is sufficiently curvy so that it can flex
enough to reasonably match the terrain surface, but stiff enough so that it
doesn't have all kinds of crazy ups and downs.  Then I do a least squares
fit of this function to the data.  For example, let's say my function is z =
a*x^2 + b*y^2 + c*x*y + d*x + e*y + f.  Then the least squares fit would
pick the best coefficients: a, b, c, d, e,  f to fit this function
through the sampled terrain data.  Very much like a best fit of a line
through x, y data except extended to 3d with a bit more complicated
function.

3. Now that I have the coefficients for this function, I can use this
function to adjust the elevations of everything on the airport surface.

The cool thing is that now when you look at an airport built on crazy
terrain with maybe a valley falling away between two runways on one side,
the edges all around the airport match up reasonably well with the
surrounding terrain.

I won't say this is perfect in all areas ... some areas have stray data
points or noise in the terrain data that confuses things.  There's always a
chance of a mismatch between airport location terrain location so that we
are trying to put the airport on not quite the right underlying terrain.  My
thoughts for future extensions of this code would be to allow for creating
specific tuning parameters for airports that didn't behave well with the
default parameters.


 Hm, indeed, for the moment I was only looking to the two dimensional
 triangles and saw that genapts (or terragear) is calculating some small
 areas and probably unnecessary triangles like here at KSFO
 http://maptest.fgx.ch/screens/wired.png

 There are also a lot of duplicate items, or it looks like in the
 wire-frame view, but maybe this items are just very close to each other ...


Very likely this is a result of items very close to each other ...
especially if the airport designer placed or sized anything visually.

One huge problem you run into over and over and over and over again in
terragear/genapts work is numerical precision.  Things just get weird when
you get a gap between polygons that is about the size of one bit difference
between two double floating point values.  Logically correct polygon
manipulation code can blow up due to small numerical problems.  And when you
throw real world data (and the whole world) at your code, you *will* find
every possible way that numerical issues can blow up your code.

Anyway, how do you get the natural curved surface without height data


Well it's terragear so we have all the processed srtm heigh data already
available to just use.


 ? How are you interpolating between points ? I will try to understand
 this. Of course, I should not be that lazy and should have a look to the
 genapts or terragear code instead, right ;-)


Once we do the least squares fit of our function, then we can look up a z
value for any x, y point within our airport area.


 Generally I see that I miss some points here with airport generation and
 it is very different from generating shapes for a map.


Hope that helps clarify a bit.

Curt
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[Flightgear-devel] substantial base package size increase

2011-09-10 Thread Curtis Olson
I just noticed when I pushed out the latest developer snapshot build that
our setup.exe size has grown from about 410 Mb to 500+ Mb.  I think (?) this
may be the new dds textures?  I'm not making a judgement, or calling for a
particular action here, but it might be worth thinking/discussing if there
is a way to push the size back down, or are we ok with 500Mb+ (1/2 a Gb) on
our setup.exe size?

Thanks,

Curt.
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Re: [Flightgear-devel] Openstreetmap vs. G**gl

2011-09-10 Thread Curtis Olson
I don't know the specific answer in this case, but it does illustrate one of
the surpreme challenges in mixing different gis databases ... you end up
with information from different sources, adhering to different standards,
appropriate for different scales, using different datums, different
surveying techniques etc.  Sometimes manually processed or manually
entered/created, processed in different ways, etc. etc.

Asking a cartographer where is it? is just about as difficult a question
as asking an astronomer what time is it?

Curt.


On Sat, Sep 10, 2011 at 5:54 PM, HB-GRAL wrote:

 Hi all

 Unfortunately I just run into another problem with my map.

 This is what I see on my currently generated map using 8.10 taxiway data
 and 8.50 runway data (this is no reference and a crude mixup of course,
 I apologize in adnvance):
 http://maptest.fgx.ch/screens/mapping.png

 But now, I discovered something really strange. I was looking to
 different maps while exploring this area with FLightGear.

 This is what I see in with recent terrasynced scenery:
 http://maptest.fgx.ch/screens/flightgear.png

 This is the same position on mpmap02 server:
 http://maptest.fgx.ch/screens/google.png

 This is exactly the same position on OSM:
 http://maptest.fgx.ch/screens/openstreetmap.png

 I am just curious why FlightGear and OSM have the same accurate
 position, and Google map shows another one.

 I am sure, there are different problems, but some enlightenment will be
 greatly appreciated here.

 Beside of that, where does this inexisting taxiway to the left come from
 ? Is this a FlightGear feature ? Something like
 we-have-no-taxiways-so-there-is-probably-one-to-the-left ?

 Cheers, Yves





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Re: [Flightgear-devel] New experimental mapserver

2011-09-09 Thread Curtis Olson
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Re: [Flightgear-devel] Cmake

2011-09-05 Thread Curtis Olson
So I have nothing against cmake, it sounds like it offers some nice
features.  But I assume those that want to push this change forward, will
take some time to write up some basic howto's so that people who have never
used it as a developer can get up to speed without too many problems?

Right now when I poke around on the wiki and I'm sure the getstart manual,
all the instructions are automake based.  Hopefully  we can do some
proactive hunting of automake references in our instructions scattered
around and get those cleaned up in advance?

Are there any cmake based build instructions available anywhere?  I'm not
seeing them.

When building OSG, you run ./configure; make; make install like any other
project.  However, ./configure is an automake/conf generated in flightgear.
 For a cmake dummy, how do you even go about building flightgear with cmake?
 (I of course know everything, but I do have a friend who's a little
inexperienced with cmake.)

Is there a way to do the equivalent of make dist in cmake to generate
.tar.gz source releases?  Has this been tested to see if it includes all the
necessary files?

We have some extra automake rules to help create the data archives (which is
important because this officially defines what goes into the release
installer for both Mac and Windows as well as the data archive for people
building from source code (who aren't doing 3Gb of git for the data tree.))

I'm just hoping the cmake jocks will put themselves in the position of
non-cmake jocks and help ease the transition from multiple fronts for many
of our different classes of users/developers.

Thanks!

Curt.


2011/9/5 Mathias Fröhlich mathias.froehl...@gmx.net


 Hi,

 On Monday, September 05, 2011 14:47:44 Alan Teeder wrote:
  Please don´t.
 
  I reverted from VC100 to VC90 as the Cmake process was always failing.
  There is a difference between Hudson saying that all is OK with Cmake and
  Visual Studio VC100 producing working executables.
 
  This was all with the de-facto standard 3rd party package from
  ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/.
 
  I could get the system to work, but then it would all go wrong after a
 few
  days or weeks. On the other hand the current VC90 project files seem
 quite
  robust.

 Then please tell what is going wrong.
 This is like every piece of code lingering around in this and similar
 projects. The people doing the changes do their best to make it work. But
 if
 there is something failing on some other platform/configuration/...
 feedback is
 needed.

 Thanks

 Mathias


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Re: [Flightgear-devel] Cmake

2011-09-05 Thread Curtis Olson
Is there support for the --prefix= concept of autoconf?  I really struggled
to find anything like that in OSG's cmake config and it appeared I would be
forced to define a really ugly/long list of environment variables before
running make install in order to accomplish a similar thing (installing
somewhere other than /usr/local/ or using an installation somewhere outside
of /usr/local/

In the end I just gave my hope to manage a couple different versions of osg,
and just wrote over my older version with the newer version.

Thanks,

Curt.


On Mon, Sep 5, 2011 at 11:25 AM, Martin Spott wrote:

 Curtis Olson wrote:

  I'm just hoping the cmake jocks will put themselves in the position of
  non-cmake jocks and help ease the transition from multiple fronts for
 many
  of our different classes of users/developers.

 With CMake there's a list of flags you're appending to the 'cmake' call
 similarly to calling 'configure' with custom flags - and with no flags
 at all it'll create a default build for you depending on the
 prerequisites installed on your system.  Thus, there's nothing terribly
 different from Automake   except from the fact that you will
 _always_ have to append the source directory for CMake - which will be
 a simple trailing dot for in-tree-builds  ;-)

 Rest assured that work to bring the CMake build system for SimGear and
 FlightGear onto the same level as the former build systems is already
 in progress.

 Cheers,
Martin.
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Re: [Flightgear-devel] Cmake

2011-09-05 Thread Curtis Olson
Is this an option to cmake at the configure step, or to make at the
build/install step?  Can this work as an environment variable?  What if I
want to pick up build libraries from a non-standard location ... maybe I'd
like to install a particular version of FG and a particular version of all
it's prerequisites somewhere strange like /opt/FlightGear-2.4/ so everything
it needs is self contained there and I can have other versions of the
prerequisites elsewhere?

The automake --prefix= option was sort of an all in one thing.  It not only
added this to the *front* of the include and library search path for
compiling, but it also defined the install paths such as $prefix/lib,
$prefix/include, $prefix/bin, etc. where everything would be placed when
make install is run.

Thanks,

Curt.


On Mon, Sep 5, 2011 at 11:37 AM, Martin Spott martin.sp...@mgras.netwrote:

 Curtis Olson wrote:

  Is there support for the --prefix= concept of autoconf?

   -D CMAKE_INSTALL_PREFIX=${FG_HOME}

 Cheers,
Martin.
 --
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Re: [Flightgear-devel] FlightGear v2.4 is Released!

2011-08-26 Thread Curtis Olson
Curt doesn't know the password!  Ok, the system does know about one of my
more ancient email addresses ... and now I'm back in.

Martin (or anyone else).  If you have a freshmeat account, I can add you to
the project so presumably you can make updates and edits to the content.

I see there is a checkbox that anyone can submit changes (and they are
moderated by the freshmeat.net staff) but it would be nice to get one ore
more other developers attached to the flightgear entry to help with
maintaining the info.

Thanks!

Curt.


On Fri, Aug 26, 2011 at 8:28 AM, Martin Spott martin.sp...@mgras.netwrote:

 Martin Spott wrote:

   and now the always recurring question: Who owns the Freshmeat
  account !?  ;-)

 I just noticed that Freshmeat has been updated today - at least a new
 Recent releases entry has been added.  Anyhow most of the entries in
 the Links section are pointing to outdated or invalid pages.
 I suspect that Curt is still the sole owner of the FlightGear project
 at Freshmeat   ping Curt

Martin.
 --
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[Flightgear-devel] Links for new FlightGear pilots

2011-08-26 Thread Curtis Olson
I'd like to find a few really good quality links (web pages really) that are
especially helpful for new FlightGear pilots.

I get quite a few questions from people who fire up FlightGear for the first
time and have little aviation experience and zero prior FlightGear
experience.  They need really basic help, like how do you start the engine.
 Or they need basic description of how to install aircraft or scenery.  I
know some of this is scattered around on the wiki and the manual ... but I'm
hoping people can send me some really good links for basic beginners --
nothing is too obvious here, assume I know nothing. :-)

- basic engine startup and taking off.
- basic installation of aircraft / scenery
- good tutorials targeted towards new pilots

The goal here is to get a brand new user over the very first hump and see
some initial success very quickly.

Thanks!

Curt
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Re: [Flightgear-devel] Content protection for modders?

2011-08-25 Thread Curtis Olson
On Thu, Aug 25, 2011 at 5:50 AM, Jan Mattsson jan...@gmail.com wrote:

 2011/8/25  li...@stockill.net:
  You wouldn't even need to do that - how can you have a closed format when
  the code for reading it would need to be open source?

 An encrypted file?
 The whole idea certainly seems contradictory to the spirit of the project.


Do other sims offer content encryption or content protection?  For instance,
I've been able to locate and test a blender plugin that can open up many
MSFS aircraft models.  How about xplane?  It's been a *long* *long* time
since I fiddled with their package, but at the time I was paying attention,
all their 3d formats were open and well defined.

Often the commercial sims will store things in their own binary formats, but
in most cases these aren't encrypted and the end users figure these out
pretty quickly -- so they can either edit the content or create new content
with the same format.  I wouldn't consider a binary format much of a content
protection scheme ... especially in an open source project where the source
to load and store the binary format is readily available.

I understand the desire for content creators to not get ripped off.  But
also understand that one of the main reasons that FlightGear can be
successful is because we make all the source code and content open.  If we
didn't make everything open, then we wouldn't get nearly the same amount of
volunteer contributions and high quality volunteer contributions is the
critical reason why FlightGear has been so successful.  If we were a closed
off commercial outfit, who would want to pitch in and help someone else make
money?  But with everything open, you know that your contributions can be
enjoyed equally by everyone else, just as much as you are enjoying everyone
else's contributions.

There are some low-lifes out there that try to make a profit on other
people's work, and will gladly lie and misrepresent things to swindle as
much money as possible from unsuspecting end users.  But the truth is that
these people have always existed, and will always exist.  They are
remarkably good and persistent at copying things ... going so far as to
break copy protection schemes, reverse engineer hardware designs, copy the
exact look of products (even including the logo.)  This isn't a problem that
is unique to the FlightGear project -- and it's something we would still
face no matter how hard we worked to create copy protection schemes.

If you designed a binary content format, someone will reverse engineer it.

If you design an encryption scheme, someone will just modify the sim code to
dump out the decrypted version after it's been loaded into memory by the
proprietary decrypting plugin. (If not outright break the encryption scheme
or steal your encryption keys.)

In all these case, the content can still be easily copied, replicated, sold,
etc.

The best scheme I've seen is something that has a node-lock key that will
only run on a single PC (key'd to mac address, or processor id.)  But this
implies a more complicated 2 step install where the user must come back to
you after installing the product, report their unique id, get a key, and
then install that key before they are able to run.

And the problem with all of this is that in an open source project, someone
could simply compile a new version of the simulator that skips the key check
or accepts a trivial key, or any key.

I'm just thinking down various avenues here, but hopefully you can see that
what seems like a simple request at first is actually quite complex and
creates all kinds of down stream issues (both technically and with user
support.)  And at the end of the day, the bad guys can usually find work
arounds anyway and aren't slowed down too much.

When farmers grow crops, they have to put up with weeds.  We can try
reasonable things to minimize the weeds, but if you are too aggressive at
killing the weeds and don't tolerate a single one, then you most likely end
up killing much of your crop too.  So it's my view that this is something we
just have to put up with.  We can try to take reasonable steps to minimize
the problem, but we can't eliminate all the bad guys without harming all the
good things about our project.

Curt.
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Re: [Flightgear-devel] Slackware packages for 2.4.0

2011-08-21 Thread Curtis Olson
Thanks Jon!

I've added this info to the flightgear.org web site.

If anyone else is working on packages for other linux distributions (or
knows of updates for other distributions) please post here or let me know
directly.

I've seen several questions on our facebook page about ubuntu packages, and
I'm sure there are nearly as many people wondering about fedora/redhat .rpm
packages.

Also, we have older packages that were available for Sun, sgi, and FreeBSD.
 Can anyone comment on the latest package versions available for these
platforms and if we still want to list them on our download page?  Who's
going to be the first to come out with an Android package? :-)

Thanks!

Curt.


On Sun, Aug 21, 2011 at 1:56 PM, Jon Stockill li...@stockill.net wrote:

 Slackware packages for the FlightGear 2.4.0 release can now be
 downloaded from packages.flightgear.org.uk (and it appears there are a
 few people already doing just that!)

 Packages are available for Slackware 12.2 and the 32 and 64 bit versions
 of Slackware 13.37

 Enjoy!

 --
 Jon Stockill
 li...@stockill.net


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Re: [Flightgear-devel] Slackware packages for 2.4.0

2011-08-21 Thread Curtis Olson
On Sun, Aug 21, 2011 at 3:00 PM, Erik Hofman e...@ehofman.com wrote:

 On Sun, 2011-08-21 at 14:32 -0500, Curtis Olson wrote:
 
  Also, we have older packages that were available for Sun, sgi, and
  FreeBSD.  Can anyone comment on the latest package versions available
  for these platforms and if we still want to list them on our download
  page?  Who's going to be the first to come out with an Android
  package? :-)

 Android (ARM) won't work since ARM only supports float´s in hardware and
 not double's.


I don't know about all hardware, but on ARM7/9, software double floating
point is actually surprisingly good, much better than you'd probably
imagine.  But finding hardware with enough RAM and drive space might be the
bigger challenge (and I'm not sure about support for compiling raw C/C++
code, although I heard that might exist or could possible exist in the
future.)

The omap3 has good hardware floating point (double) support.  So I'm sure
there are existing chips that wouldn't do so well, but there are also
existing chips that should do pretty well.

Curt.
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Re: [Flightgear-devel] Slackware packages for 2.4.0

2011-08-21 Thread Curtis Olson
Next year we'll probably see android tablets running at 2 ghz with umpteen
(that word passes my spelling checker so it must be legit) :-) gigabytes of
storage.

Hey, if anyone comes up with cool PFD/MFD type displays that run on Android,
definitely let me know about it!  I'm very interested -- not so much yet in
trying to get FlightGear to run on android, but getting maps or displays
running on android that work in conjunction with FlightGear would be a very
cool step.

We are starting to see some decently looking 10 android tablets at prices
ordinary people could begin to consider ... and these are probably the first
things that can give the ipad a run for it's money.  It will be really
interesting to see what kind of tablets are available by Christmas, or this
time next year.

Curt.


On Sun, Aug 21, 2011 at 5:46 PM, TDO_Brandano - tdo_brand...@hotmail.comwrote:

  Actually I bought an el cheapo (EKEN m009s) android tablet for the
 explicit purpose of trying to use it as a rudimentary MFD, exploiting also
 the touch screen interface. Currently I am playing a bit with HTML5
 features, but a native implementation would probably be better and would
 free up CPU cycles on the machine running FlightGear.

  To: flightgear-devel@lists.sourceforge.net
  From: martin.sp...@mgras.net
  Date: Sun, 21 Aug 2011 21:35:05 +
  Subject: Re: [Flightgear-devel] Slackware packages for 2.4.0

 
  Curtis Olson wrote:
 
   Also, we have older packages that were available for Sun, sgi, and
 FreeBSD.
 
  Providing packages for FreeBSD is a waste of effort as FlightGear is
  available as a port on FreeBSD and I'm convinced they'll upgrade to
  2.4.0 soon.
  SGI is almost dead as a platform and, well, Sun  last time I
  looked at building FG on Sun there was too little interest in
  maintaining platform compatibility with compilers on Unix who don't
  support certain GCC'isms. Therefore I'd probably recommend to move
  these packages into an attic section.
 
   Can anyone comment on the latest package versions available for these
   platforms and if we still want to list them on our download page? Who's
   going to be the first to come out with an Android package? :-)
 
  There is a rudimentary X-Plane for the iPhone but I'm uncertain if it's
  worth the effort adapting the main sim to such a low-end graphics
  system. Flying X-Plane on the iPhone starts as a big fun but becomes
  pretty boring pretty soon. Anyhow, having a gadget like a remote
  instrument panel on these devices might look really cool ;-)
 
  Cheers,
  Martin.
  --
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Re: [Flightgear-devel] FlightGear v2.4 is Released!

2011-08-18 Thread Curtis Olson
And for whatever it's worth, I uploaded all the v2.4 aircraft zip files
yesterday, waited about 12 hours to give the mirrors a chance to sync, and
now I've posted the v2.4 aircraft download page on the web site.

Best regards,

Curt.


On Thu, Aug 18, 2011 at 8:07 AM, henri orange hohora...@gmail.com wrote:

 Le jeudi 18 août 2011 08:58:46, thorsten.i.r...@jyu.fi a écrit :
 SNIP
  Thanks for that as well!
 
  For the next release, I'd just have one suggestion: Feature freeze
  for aircraft 2 weeks after feature freeze for core, so that
  aircraft can be tested against what is to become the release
  candidate and still committed in time. Apart from that - just keep
  it this way.
 
  Cheers,
 
  * Thorsten

 Wasn'it the case ?
 since
 the wiki  says:
 Detailed Time Schedule and Checklist
Dec/Jun 17th: Development stream is declared frozen or yellow.

 And a NEW Aircraft which is right now within fgdata FG2.4
 had been commit at  Tuesday June 28 2011

 https://www.gitorious.org/fg/fgdata/commit/b456113e124b82a81927aff67ef0e72aa53c2294
 This more or less 2 weeks.

 Am i wrong ?

 Kind regards.

 Henri


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[Flightgear-devel] 2 Questions about library prerequisites

2011-08-17 Thread Curtis Olson
I have 2 quick questions:

1. What is our official minimum version of OSG required for the v2.4
release?

2. What is our official minimum version of boost required for the v2.4
release?

I'd like to make sure the information on our web site is accurate.

Thanks!

Curt.
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[Flightgear-devel] FlightGear v2.4 is Released!

2011-08-17 Thread Curtis Olson
Here is a quick announcement that FlightGear v2.4 is now officially
released!  You can read the full announcement on the flightgear.org web site
here:

http://www.flightgear.org/announcements/flightgear-v2-4-0-released/

A huge !!!THANK YOU!!! to all the developers and contributors involved in
making this the best version of FlightGear ever!

Curt.
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Re: [Flightgear-devel] Fwd: Generic Protocol Error -- Error opening serial device COM27 The system cannot find the file specified.

2011-08-16 Thread Curtis Olson
Also with sending/receiving UDP packets, you need to use different ports for
the sending and receiving channels.

On Tue, Aug 16, 2011 at 2:28 AM, Anders Gidenstam
anders-...@gidenstam.orgwrote:

 On Tue, 16 Aug 2011, Derrick Washington wrote:

  One last thing is there a way to ensure that FG is sending out its
 outputs
  in floating point format, because I'm not sure it is, I have the generic
  file setup for binary mode, but I'm not convinced that FG is transmitting
  data as floats, I think it might actually be transmitting data as
 integers
  or something else.  I make this observation because the data I did get
 cause
  an action in my algorithm which didn't make sense.  The auto pilot
 switched
  to flight mode while still on the ground, it wasn't susposed to do that
  until it reached 1800 feet, so thats why I'am assuming that the output it
  received from FG as the altitude couldn't have been in floating point
 format
  it must have been an integer or maybe a double, or something but whatever
 it
  was it wasn't a float.

 The good way to verify if the transmission of float values work is to
 print the value in your receiver and compare that to the value of the
 property you transmit in FG.
 Btw. if your generic protocol is set to use network byte order
 (endianness MSB) you have to take that into account when unpacking the
 float value.

  I looked at the perferences file in the FG directory, and I changed all
 the
  double types to float, should that do it?  I loaded it under the
  configuration option in the advanced options menu, but when I started FG
  back up and hit the / key and looked at the outputs the values still
 said
  double.

 No, don't do that. It should have no influence on this issue. The sender
 code converts the property value to float before encoding it.

 Cheers,

 Anders
 --
 ---
 Anders Gidenstam
 WWW: http://www.gidenstam.org/FlightGear/


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Re: [Flightgear-devel] Fwd: Generic Protocol Error -- Error opening serial device COM27 The system cannot find the file specified.

2011-08-08 Thread Curtis Olson
Right, as you noticed, it doesn't appear that the generic interface code
is setup to transmit and receive at the same time.  You can't open up the
same device twice, so you two command line options won't work either.  As
far as I can tell this will require some code modifications if you want to
use direct serial communcation.

Another option might be to write a thin glue layer that talks to FlightGear
over the network, and talks to your hardware over a serial port and then
does all the appropriate data translation as required.

What properties are you importing into FlightGear?  You can open up the
property browser and check to see if they are being changed as you expect.

Curt.


On Mon, Aug 8, 2011 at 9:21 AM, Derrick Washington ddwas...@gmail.comwrote:

 So I tried it with the joystick unplugged and nothing changed, FG will
 transmit, and it will receive just not at the same time, no matter how I try
 to trick it, I can't even get it transmit on one port and receive on another
 (using serial).  Is it possible that someone can create a fix for this?


 On Sun, Aug 7, 2011 at 5:44 PM, Derrick Washington ddwas...@gmail.comwrote:

 OK

   So I believe I've got it to work on COM27 by using the \\.\COM27syntax.  I 
 still have a problem sending and receiving at the same time, FG
 will not allow me to open up multiple generic serial protocols to the same
 COM port for in and out, only one at a time and bi directional doesn't seem
 to be supported.


 On Sun, Aug 7, 2011 at 12:39 PM, Gene Buckle ge...@deltasoft.com wrote:

 On Sun, 7 Aug 2011, Frederic Bouvier wrote:

  Gene,
 
  Unless you've got 26 other serial ports on that machine, I'd strongly
  suggest researching what caused Windows to assign COM27 to your
 device.
  It's NOT typical behavior.
 
  You can assign any number you want to a COM port when it is driven by
  a USB-to-COM or Ethernet-to-COM adapter. Simply go to the Device
 Manager
  and set it between 1 and 255.
 
 I know that, but most of the time you don't specifically set a COM port
 number by hand - you let Windows pick the next un-used port #.

 g.

 --
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Re: [Flightgear-devel] Fwd: Generic Protocol Error -- Error opening serial device COM27 The system cannot find the file specified.

2011-08-08 Thread Curtis Olson
Press the / key or it should also be a menu option.

On Mon, Aug 8, 2011 at 10:12 AM, Derrick Washington ddwas...@gmail.comwrote:

 As far as I can tell this will require some code modifications if you want
 to use direct serial communcation.


   Yeah I figured that, hmmm I'm not very familiar with FG's source code at
 all, and I downloaded the exe, can any of you make a suggestion as to what I
 might attempt to correct?

  What properties are you importing into FlightGear?  You can open up the
 property browser and check to see if they are being changed as you expect.


I included the xml file I am using in the email, and I'm afraid I don't
 know how to open up the property browser, but I'll look at the documentation
 and check.



 On Mon, Aug 8, 2011 at 10:27 AM, Curtis Olson curtol...@gmail.com wrote:

 Right, as you noticed, it doesn't appear that the generic interface code
 is setup to transmit and receive at the same time.  You can't open up the
 same device twice, so you two command line options won't work either.  As
 far as I can tell this will require some code modifications if you want to
 use direct serial communcation.

 Another option might be to write a thin glue layer that talks to
 FlightGear over the network, and talks to your hardware over a serial port
 and then does all the appropriate data translation as required.

 What properties are you importing into FlightGear?  You can open up the
 property browser and check to see if they are being changed as you expect.

 Curt.


   On Mon, Aug 8, 2011 at 9:21 AM, Derrick Washington 
 ddwas...@gmail.comwrote:

 So I tried it with the joystick unplugged and nothing changed, FG will
 transmit, and it will receive just not at the same time, no matter how I try
 to trick it, I can't even get it transmit on one port and receive on another
 (using serial).  Is it possible that someone can create a fix for this?


 On Sun, Aug 7, 2011 at 5:44 PM, Derrick Washington 
 ddwas...@gmail.comwrote:

 OK

   So I believe I've got it to work on COM27 by using the \\.\COM27syntax.  
 I still have a problem sending and receiving at the same time, FG
 will not allow me to open up multiple generic serial protocols to the same
 COM port for in and out, only one at a time and bi directional doesn't seem
 to be supported.


 On Sun, Aug 7, 2011 at 12:39 PM, Gene Buckle ge...@deltasoft.comwrote:

 On Sun, 7 Aug 2011, Frederic Bouvier wrote:

  Gene,
 
  Unless you've got 26 other serial ports on that machine, I'd
 strongly
  suggest researching what caused Windows to assign COM27 to your
 device.
  It's NOT typical behavior.
 
  You can assign any number you want to a COM port when it is driven by
  a USB-to-COM or Ethernet-to-COM adapter. Simply go to the Device
 Manager
  and set it between 1 and 255.
 
 I know that, but most of the time you don't specifically set a COM port
 number by hand - you let Windows pick the next un-used port #.

 g.

 --
 Proud owner of F-15C 80-0007
 http://www.f15sim.com - The only one of its kind.
 http://www.simpits.org/geneb - The Me-109F/X Project
 Some people collect things for a hobby.  Geeks collect hobbies.

 ScarletDME - The red hot Data Management Environment
 A Multi-Value database for the masses, not the classes.
 http://www.scarletdme.org - Get it _today_!

 Political correctness is a doctrine, fostered by a delusional,
 illogical
 minority, and rabidly promoted by an unscrupulous mainstream media,
 which
 holds forth the proposition that it is entirely possible to pick up a
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 by the clean end.


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Re: [Flightgear-devel] Fwd: Generic Protocol Error -- Error opening serial device COM27 The system cannot find the file specified.

2011-08-07 Thread Curtis Olson
Inputs: what inputs are you sending?  Are they getting overwritten by
internal processing?  If you are inputting position and orientation (for
instance) you need to turn off the internal flight dynamics engine
(--fdm=null)  If you are inputting control surface positions, you probably
don't want a joystick plugged in, etc.

On Sun, Aug 7, 2011 at 6:12 AM, Arnt Karlsen a...@c2i.net wrote:

 On Sat, 6 Aug 2011 23:09:44 -0400, Derrick wrote in message
 CAF74wjbov8xiA26W3_n2EA6HX04B2_8+U6mPn=9votkv8hu...@mail.gmail.com:

  OK so I found a solution, I think, I changed the COM port number to
  COM3. That seems to work but now FLIGHTGEAR will not accept inputs
  for some reason, when I set as shown below, FG just sits there and
  spins its wheels. If I set it up for output that works just fine.  In
  addition to that I can't setup two generic protocols one for input
  and one for output, when I do that I just get an error can not open
  com port.  I'm beginning to think that communication through the
  serial port doesn't work at all.
 
  C:\Program Files\FlightGear\bin\Win32\fgfs.exe
--fg-root=C:\Program Files\FlightGear\data
--fg-scenery=C:\Program Files\FlightGear\data\Scenery;C:\Program
  Files\FlightGear\scenery;C:\Program Files\FlightGear\terrasync
--aircraft=f-14b
--control=joystick
--enable-random-objects
--enable-ai-models
--enable-clouds3d
--fog-disable
--geometry=1280x1024
--bpp=32
--texture-filtering=16
--timeofday=noon
--atlas=socket,out,5,localhost,5500,udp
--generic=serial,in,3,COM3,115200,FlightGear_GPI

 ..tried --generic=serial,in,3,\\.\COM3,115200,FlightGear_GPI?


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Re: [Flightgear-devel] Fwd: Generic Protocol Error -- Error opening serial device COM27 The system cannot find the file specified.

2011-08-03 Thread Curtis Olson
I personally have never tested the generic protocol over a serial port on
windows.  I'm not sure I have tested any IO over a serial port on windows
since the very early days of the project back when we were building with
cygwin.  I do recall at the time being (this is maybe 10 years ago at
least?) being confused between using COM1 vs. COM1: (with a colon at the
end.)  I honestly don't remember which one worked and which one didn't.
 Have you tried it both ways?

Personally I run Linux 99% of the time, so anything I've done with serial
ports and FlightGear (in recent memory) has been under Linux.

Perhaps you could also try sending nmea out instead of the generic protocol
to see if that work?

Maybe someone here or on the forum has done serial port coms with windows
recently and can speak up???

For what it's worth, my UAV autopilot has an ethernet interface so I've been
doing my HIL sensor/control surface interface through the network ...

Regards,

Curt.



2011/8/3 Derrick Washington ddwas...@gmail.com

 -- Forwarded message --
 From: Derrick Washington ddwas...@gmail.com
 Date: Aug 2, 2011 12:49 AM
 Subject: Generic Protocol Error -- Error opening serial device COM27 The
 system cannot find the file specified.
 To: curtol...@gmail.com


 Hi Curt

  I have been trying for a few weeks now to get FG to transmit data to a
 serial port COM27 via the generic protocol, and for some reason unknown to
 me the simulator simply will not comply.   I have several other programs
 which use this port with out a problem, I am using a usb to serial cable
 GigaWare  I'm not sure what exactly is going on but I really could use
 some developer insight on this one.  I had planned to use FG as a the
 simulation platform for my autopilot design.  I have the hardware and
 software already to go, just need to get FG talking to the serial port.


 3 - 'C:\Program Files\FlightGear\terrasync'
 C:\Program Files\FlightGear\bin\Win32\terrasync.exe -S -d C:\Program
 Files\Flig
 htGear\terrasync -p 5500
 Airports/K ... Error opening serial device COM27 The system cannot find
 the file specified.
 Error opening device: COM27
 Error opening channel communication layer.
 I/O Channel config failed.


 C:\Program Files\FlightGear\bin\Win32\fgfs.exe
   --fg-root=C:\Program Files\FlightGear\data
   --fg-scenery=C:\Program Files\FlightGear\data\Scenery;C:\Program
 Files\FlightGear\scenery;C:\Program Files\FlightGear\terrasync
   --airport=KMDW
   --runway=13L
   --aircraft=f-14b
   --control=joystick
   --enable-random-objects
   --enable-ai-models
   --enable-clouds3d
   --fog-disable
   --bpp=32
   --texture-filtering=16
   --timeofday=noon
   --atlas=socket,out,5,localhost,5500,udp
   --generic=serial,out,5,COM27,9600,FlightGear_GPO


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Re: [Flightgear-devel] The state of things in Flight Gear

2011-07-27 Thread Curtis Olson
I agree there is always a need for more and better documentation and I
certainly agree that FlightGear is under documented.  However; it is not
like we have a complete absence of documentation.

There is a ton of information on the wiki.  There is a ton of information
included in the documentation directory of the source code.  There is an
entire doxygen tree you can generate for simgear that has been pretty
carefully constructed.  We have a mailing list, forum, and irc where people
can ask questions about things where they haven't found adequate
documentation.  Most developers are pretty open about their identity so it's
often possible to contact someone directly if you have a specific question
about their work.

There are some additional documentation challenges not mentioned yet.
 Everyone approaches the FlightGear project from a different background,
different direction, different amounts of capabilities, different amounts of
experience, and different goals for what they want to get out of their
experience.  It is pretty overwhelming to think about creating a body of
documentation that would adequately address the information needs of
everyone at all times ... not to mention FlightGear is a pretty rapidly
moving target.

One response to all of this that we see frequently and is greatly
appreciated (!!!) is when someone comes to our project, recognizes a need or
lack of something (like documentation) and decides they are going to roll up
their sleeves and do something about it.

FlightGear is never going to have top down authoritarian leadership like a
large corporation might have.  This is good in many ways, but is also
creates challenges in many ways.  I often see my roll more as a facilitator
for  the efforts of developers who are working on their own priorities
rather than a corporate style manager that rules with an iron fist and
dictates exactly what each developer is going to work on at any given time.
 One of the the core reasons that FlightGear is successful is because
developers can come here and outlet their creative energy in a relaxed
environment ... getting away from their stressful day job where they are
told what to do and how soon it needs to be done.

Best regards,

Curt.


On Wed, Jul 27, 2011 at 12:37 PM, Hal V. Engel hven...@gmail.com wrote:

 **

 On Wednesday, July 27, 2011 04:04:09 AM Slavutinsky Victor wrote:


 

  Moreover, that explanations not provided not for me only but for anyone.

  It's open source but way it open it can not be developed by ones for

  whom it seems to be open. That's the real problem what I can not solve,

  and, I suppose, no one outside of FG community can.

 


 The lack of internal documentation is an issue for many of not most open
 source projects. One reason for this is that it is a big undertaking to
 completely document a system of the complexity of FG.


 For example I just finished (meaning that it is good enough - not that it
 is perfect) documenting a Class for another project. This was a relatively
 simple class with about 22 methods. I spent the better part of a week's full
 time effort to document it and I wrote the code so I knew what it did before
 I started working on the documentation. I have not looked at the FG
 internals but I would guess that it has hundreds of Classes and many of
 these are likely more complex than the one I just documented. So writing
 detailed internal documentation for FG would probably keep some one occupied
 full time for the better part of a year.


 In the long run having this documentation would help the project but it is
 a huge undertaking. In addition, it is an undertaking that has little if any
 short term impact on the project which makes it even less attractive for
 potential contributers.


 Hal


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Re: [Flightgear-devel] Martin is responding slowly ....

2011-07-25 Thread Curtis Olson
Wow, congratulations!!!  Hope everyone is healthy and doing well!

On Mon, Jul 25, 2011 at 10:14 AM, Martin Spott martin.sp...@mgras.netwrote:

 Hi, if anyone is wondering why I'm responding even slower as usual,
 this might be caused by the simple fact that I'm being distracted by
 our daughter who was given birth last night.

 Cheers,
Martin.
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Re: [Flightgear-devel] FG 2.4 consistency

2011-07-13 Thread Curtis Olson
/appsumosfdev2dev
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Re: [Flightgear-devel] FG 2.4 consistency

2011-07-13 Thread Curtis Olson
Every road runs in two directions, and if we are all willing to go a little
bit beyond half way to meet each other, we most often will get there.

On Wed, Jul 13, 2011 at 1:01 PM, Martin Spott wrote:

 Curtis Olson wrote:

  I think Gene put it well.  We need to give them the benefit of the doubt
 and
  cut them some slack due to potential language/translation issues [...]

 Sure, I doubt that this is a translation issue here: Does it strip the
 affront off an affront just by passing it through a slightly too
 straightforward translation ? I'd recommend to apply the potential
 language/translation issues on a case-by-case basis.

  Likewise I hope they will [...] be willing to learn our project culture
 in
  return.

 Precisely this is the point.

 Cheers,
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Re: [Flightgear-devel] FG 2.4 consistency

2011-07-13 Thread Curtis Olson
The nice thing about FlightGear is freedom.  The grth_team is free to do
what they wish.  They can develop what ever they want and they can support
whichever versions they deem best as long as they abide by the terms of the
gpl.  It might take some time to realize this, but it is very hard to guilt
and bully open-source folks into doing something.  For many of us, we put up
with too much of that in our day jobs and we come to projects like
FlightGear to outlet our talents in a more relaxed and positive environment.

The Cat is a cool airplane (I've flown in one myself when I was 5 years
old), but it seems a little childish if someone wants to threaten that they
will take all their toys and go home if we don't do things exactly as they
wish.   I've heard many variants on that theme over the years.  I want to do
whatever I can to create an environment where people can have a positive
outlet for their talents and energy, and I want to encourage that process as
much as possible.  But if people don't feel that this is the place for them,
why make a big deal out of it and setup various ultimatums and backhanded
threats.  Find someplace better, may the force be with you, thanks for all
the fish.  Peace!

Curt.


On Wed, Jul 13, 2011 at 5:56 PM, Csaba Halász csaba.hal...@gmail.comwrote:

 On Wed, Jul 13, 2011 at 3:24 PM, grth_team grtht...@gmail.com wrote:
 
  We have learnt we must not contribute to GPL update within FG, since
  the FG team answers does not convince us to contribute, we do not want
  to waste time.
 
  To please to the users, our model will be ever checked against an FG
  stable version.
  We will start that rule with FG 2.4, offering our models within our
  pages, but, under an other license.

 I fail to see how your problem has anything to do with licensing.

 --
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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 63, Issue 5

2011-07-11 Thread Curtis Olson
Hey Guys,

The era of respect is only over if people choose to abandon it.  I think we
can all hope for something better than that.

Let me summarize how things generally have worked and (I believe) should
work.

An author of an aircraft (or a section of code) generally enjoys a certain
level of ownership over that work.

If someone would like to make some substantial changes to that work, they
really owe the author (out of respect) some communication and interaction
and willingness to defer to the wishes of the original author if there are
differences in ideas.  Ideally this communication would happen on our
developers mailing list so that others can pitch in with their thoughts.
 Sometimes the original author is busy at the moment, or may not care if
others make changes or improvements.  Sometimes they might care, or have a
different or better way to solve an issue that they would prefer.

The author on the other hand contributes their work to the project under the
terms of the GPL knowing that they do give up some control.  The benefit is
that if some other part of the code is changed, and your work needs to be
tweaked to continue to operate correctly, someone else can make those tweaks
automatically while they are fixing everything else.

If someone does cross the line from either side and do too much with too
little communication, I think it's worth examining the intentions and
remembering that git gives us the opportunity to have communication after a
problem is discovered and back track if needed or find a better solution.

Also, please, when it comes to respect, if someone does make an error,
shouldn't our first reaction be to assume the best intentions?  Especially
when the person has a history of working hard to improve the code and
aircraft?  Getting upset is maybe ok later after we've exhausted reasonable
attempts to resolve the situation respectfully.

At the end of the day, if people push the GPL to the limits of what they can
get away with, we end up with another proflightsim situation where everyone
is upset and no one is happy.  The legal terms set ultimate boundaries, but
they don't necessarily imply policy or culture, and they don't mention
respect at all.

Instead people should of course treat each other with respect.  Both in
handling each others work, and in communication on this mailing list or the
forum.  And let's also be willing to cut each other a *little* bit of slack
if someone steps on or near our toes.  Let's first try to steer conflicts in
a positive direction.  And too often someone(s) from the sidelines are a bit
too quick to jump in with their own me too comments which usually just
make the situation worse.

Seriously, life is so much better and so much more pleasant when we work
together.  Even friends will not agree on everything, so there can be some
healthy discussion.  That is good.  I've had enough ideas myself to know
that not every one of them is going to be a winner.  But there are a few
people (and maybe a few combinations of people) that should seriously
consider these words and really could try to do better.  I want this email
to be positive, so that will be the extent of my scolding. :-)

I think most of us here are adults and understand how to interact with
fellow human beings in a positive constructive way.  I know there are
younger folks here too, and I bet they have also already learned how to be
positive and get along.  Some of us just happen to forget once in a while I
guess.

Regards,

Curt.

On Mon, Jul 11, 2011 at 1:52 PM, Melchior FRANZ mfr...@aon.at wrote:

 Now I have to clarify: I assume Thorsten just did what he does since
 a while: fix bugs. Which is great. He probably either thought the
 bo105 is no longer maintained, or didn't know the (now obsolete?)
 maintenance principle. But there were certainly no bad intentions.

 What I'm more concerned about are those people who apparently think
 that maintainers (who are usually the *creators* -- who spent hundreds
 of hours for an aircraft) should just shut up and let others interfere
 without complaining.

 Now, you may claim that by not committing much in a long time to
 the bo105 I have already given up maintenance. Wrong. As long as
 I haven't explicitly said so and am still reachable via email in
 a reasonable time, I have not. Of course, I have plans to continue
 the bo105. But guess who makes the schedule?

 m.


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[Flightgear-devel] Hudson build question

2011-07-05 Thread Curtis Olson
The latest git/next windows build on the Hudson server expects osg78
dll's, however the newest 3rd party stuff appears to include osg80 dll's.
 Is this a temporary glitch or transition in the hudson server, or is there
something I need to know in terms of policy about what packages go with
which packages to create a running system.

Thanks,

Curt.
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Re: [Flightgear-devel] Hudson build question

2011-07-05 Thread Curtis Olson
Update ...

fgrun.exe seems to be built with osg78 dll's
fgfs.exe seems to be built with osg80 dll's

What would it take to get fgrun building against osg80 dll's so we only have
to ship one version of osg?

Thanks,

Curt.


On Tue, Jul 5, 2011 at 11:09 AM, Curtis Olson curtol...@gmail.com wrote:

 The latest git/next windows build on the Hudson server expects osg78
 dll's, however the newest 3rd party stuff appears to include osg80 dll's.
  Is this a temporary glitch or transition in the hudson server, or is there
 something I need to know in terms of policy about what packages go with
 which packages to create a running system.

 Thanks,

 Curt.
 --
 Curtis Olson:
 http://www.atiak.com - http://aem.umn.edu/~uav/
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Re: [Flightgear-devel] Hudson build question

2011-07-05 Thread Curtis Olson
One more update: I went on the hudson server and manually requested a
rebuild of fgrun and the newest build seemed to automatically pick up the
latest osg libs.  I guess there's no dependency link with the 3rd party
updates (not sure if that's even possible if it comes from an external
source.)

Hopefully I'm good now ...

Curt.

On Tue, Jul 5, 2011 at 11:43 AM, Curtis Olson curtol...@gmail.com wrote:

 Update ...

 fgrun.exe seems to be built with osg78 dll's
 fgfs.exe seems to be built with osg80 dll's

 What would it take to get fgrun building against osg80 dll's so we only
 have to ship one version of osg?

 Thanks,

 Curt.


 On Tue, Jul 5, 2011 at 11:09 AM, Curtis Olson curtol...@gmail.com wrote:

 The latest git/next windows build on the Hudson server expects osg78
 dll's, however the newest 3rd party stuff appears to include osg80 dll's.
  Is this a temporary glitch or transition in the hudson server, or is there
 something I need to know in terms of policy about what packages go with
 which packages to create a running system.

 Thanks,

 Curt.
 --
 Curtis Olson:
 http://www.atiak.com - http://aem.umn.edu/~uav/
 http://www.flightgear.org - http://gallinazo.flightgear.org




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Re: [Flightgear-devel] A new goodie for FlightGear presentations

2011-07-01 Thread Curtis Olson
On Fri, Jul 1, 2011 at 1:23 AM, Torsten Dreyer tors...@t3r.de wrote:

 Hell, No!
 Isn't buying a complete plug'n play panel contrary to the spirit of an
 open-source project? Despite the fact that it it goes way beyond the
 limits of our budget, our own tool fgpanel is able to deliver convincing
 results for the gauges.
 At LinuxTag and FSWeekend, we were able to fool many visitors with our
 setup and some still did not believe what they saw untilt they actuallty
 touched the screen.


I'll back up Torsten on this!  There's a sim company (ATC Flight Sim) in
California that I've done some work for over the years.  They use FlightGear
as their software core (and have achieved FAA certification for their sim by
the way ... which means FlightGear is FAA certified or is FAA certifiable
depending on how carefully the marketing guys want to word things ... other
sims like X-Plane perhaps are a little sloppy with how they refer to their
own sim with respect to FAA certification).

ATC Flight Sim does exactly what Torsten does ... draw the
instrument gauges in 2D on an LCD display and then put a flat panel over the
top with holes cut out for the instruments to show through.  ATC goes a step
further and machines bezels to go around the perimeter of the openings and
even has knobs right on the panel where they are supposed to be.

We took their simulator to an AOPA convention one year and it was quite
entertaining to listen to comments as people walked up.  Guys would approach
and quite confidently say ... Oh, they are using Company ABC's gauges.
 People would sit down, fly for 10 minutes, and afterwards not believe us
when we told them the gauges were all drawn with computer graphics on an LCD
screen.  We had to let some people touch the screen before they'd believe us
and even then I'm not sure.

Lots of advantages to using an LCD screen: no calibration or adjustment,
instant startup, no need to unwind the altimeter for 60 seconds to start the
next session on the ground.  No rats nest of wires behind the panel, no need
for a boatload of little embedded cpu's to drive all the PWM out signals.

Another issue is the radio stack (which is unfortunately missing mostly
 in our Cessna). I'm looking for a used, preferrably nonfunctional stack
 of King (kx155/165 etc.) radios, so I can use the original controls and
 replace the electronics by some microcontroller driven hardware.


Yeah, that's a harder one.  ATC actually designed their own stack with very
realistic looking seven segment displays, knobs, and panels.  They did all
the backend hardware and computer interface too.

Doing this on a second display with computer graphics would be an option,
but the knobs would be in the wrong place and it just wouldn't be nearly as
convincing or nice as dedicated hardware.  (Please ignore how I start this
message praising 2d graphics on an LCD screen and then finish the message
praising dedicated hardware.) :-)

Looking forward to seeing what you guys come up with.

Curt.
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Re: [Flightgear-devel] Matrox TripleHead2Go

2011-06-27 Thread Curtis Olson
Yes, John (LFSTech.com) has done some very nice work developing code that
will do image warping and edge blending right inside FlightGear which is
very cool.  My understanding is we are waiting for Tim to review the changes
and integrate them into the code base.

Regards,

Curt.


On Sun, Jun 26, 2011 at 11:13 PM, John Wojnaroski cas...@mminternet.comwrote:


 On Sun, 2011-06-26 at 16:38 -0700, Gene Buckle wrote:
  On Sun, 26 Jun 2011, Torsten Dreyer wrote:
 
   Buenos Dias Ezequiel and welcome aboard!
  
   We have a fairly complex multi-monitor display setup on our
 presentation
   machine. You can find our configuration from last year's FSweekend at
   http://wiki.flightgear.org/FSweekend_2010.
   In rendering.xml, the first two camera entries show how to define
 viewports
   within one single window.
   You can define the frustum or perspective for each single viewport.
   For the correction of the parabolic distortion, I have no idea. But I
   remember that there was something presented along with the collimated
 display
  
 http://wiki.flightgear.org/FlightGear_Newsletter_November_2010#Amateur_built_collimated_display
   Maybe Gene or Tim can chime in here?
  

 Perhaps you might also look at the March 2011 newsletter.

 http://wiki.flightgear.org/FlightGear_Newsletter_March_2011

  I know there was some work done in order to pre-warp the output from FG,
  but I'm not sure what the status of that is.  Because of NThusim+, I
  wasn't paying that close attention to it (and I should have been).
 




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Re: [Flightgear-devel] Heads up: scenery download / built-in

2011-06-16 Thread Curtis Olson
I think Thorsten has been doing a marvelous job.  I see the changes flow by
in the commitlogs emails, and it probably goes unsaid too often, but it's
clear who has been putting in the effort to deal with user bug reports,
tricky bits of code, and a whole host of other issues.

There are always a few negative voices in any forum and they often project
too loudly and too often.  Sometimes saying things once and then letting it
be is a better strategy.  Thoughts and ideas take time to sink in, and
bashing people over the head repeatedly does not usually accelerate the
process.

There are a few developers who are very smart, have a good knowledge of
FlightGear, and are well intentioned, but have trouble unwrapping a negative
tinge from many of their messages.  I think they find that this style is an
effective way to communicate their concerns, and probably feel that it
will motivate others to take their words more seriously.

But I'm serious in saying that for each one of these, there are 50 or maybe
100 others out there who do see the effort and who do appreciate it, but
hesitate to contribute to the discussion for any number of reasons.

Curt.
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Re: [Flightgear-devel] FlightGear used in brain-control programm

2011-06-05 Thread Curtis Olson
On Sun, Jun 5, 2011 at 8:20 AM, Gijs de Rooy wrote:

 Interesting use of FlightGear!

http://www.northeastern.edu/news/stories/2011/05/http://www.northeastern.edu/news/stories/2011/05/braincontrol.html
braincontrol.htmlhttp://www.northeastern.edu/news/stories/2011/05/braincontrol.html

Cool project!  Thanks for sharing the link.  I wonder if we could get
someone from the team to write a 2-3 paragraph newletter article with a
picture or two?

Curt.
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Re: [Flightgear-devel] gnome 3 ?

2011-06-05 Thread Curtis Olson
This weekend I took the plunge and upgraded my main desktop machine to
Fedora 15 + Gnome 3.  Out of the gate I hit some serious culture shock, but
I'm starting to get the hang of the new gnome interface and it's growing on
me quickly.

There are many good reviews posted online explaining the new gnome 3
interface, but I figured I'd post my own thoughts too:

http://gallinazo.flightgear.org/technology/fedora-15-and-gnome-3/

FlightGear seems to compile and run pretty much exactly as before with
Fedora 14, so no complaints there.  So far so good ... !

Curt.


On Fri, Jun 3, 2011 at 3:24 AM, Chris Baines wrote:

 I use Gnome 3 and FlightGear and it works well. I do like the Shell,
 and after a while it does grow on you.

 The main problem I think is that people logically think that as Gnome
 3 is released the Shell is completed, where that is far from the
 truth, much of the work is still to be done.

 As you point out its hard to configure and might not be as intuitive
 as it could be but it looks like an alright base to work from.

 On 3 June 2011 08:54, Stefan Seifert n...@detonation.org wrote:
  On Friday 03 June 2011 06:10:24 Curtis Olson wrote:
 
  Looks like the linux desktop folks have stopped chasing windows and are
 now
  chasing mac?   Quote from an online review: gnome 3 gives you any color
  theme you like ... if you like black.
 
  s/linux desktop/Gnome/
  There's still KDE and all the lighter desktops available which do not
 force
  anything on you.
 
  And according to a phoronix comparison, the KDE window manager seems most
 of
  the time to be the one affecting performance the least. And if that's
 still too
  much, deactivating desktop effects is just a shortcut away.
 
 
 http://www.phoronix.com/scan.php?page=articleitem=linux_desktop_managers1num=1
 
  Stefan
 
 
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Re: [Flightgear-devel] modelling an battery powered electric motor MAV

2011-06-03 Thread Curtis Olson
Hi Gaurav,

For questions specific to JSBSim code, you might also ask on the jsbsim
mailing list (details at www.jsbsim.org) -- although I'm sure several of the
developers are subscribe to both flightgear and jsbsim devel lists.

One other thought if you want to avoid changing C++ code or you wish to
support versions of FlightGear that are already released, is that you might
be able to create a simple battery model using Nasal (flightgear's embedded
scripting language.)  You could perhaps limit maximum throttle position
based on the output of your battery simulation to simulate the what happens
as your battery is used up (or to simulate an aging battery, etc.)

I know batteries are pretty complex if you dig into them, but you could
probably hack something simple really quickly that would get you 90% of the
way there and cover most of the situations you would be concerned about.

Curt.


On Fri, Jun 3, 2011 at 2:49 AM, Gaurav Tendolkar grvtendol...@gmail.comwrote:

 I am modelling an battery powered electric motor MAV.
 In JSBsim the battery does not discharge.

 00178 FGElectric::CalcFuelNeed(void)00179 {00180   return 0;00181 }

 now i want to write a code where fuel is the power supplied by battery.
 by knowing the total stored energy we will calculate time to discharge.

 How do i make the changes to the code come to effect in flightgear ?



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[Flightgear-devel] 3d model orientation

2011-06-02 Thread Curtis Olson
Hi,

I have a question.

I have a 3d model of an aircraft that I want to rotate in roll, pitch, and
yaw just like any other aircraft.  I also have stream lines from a CFD
program that I would like to display at the same time over the top of the
model. (Hi Matthias) :-)

My aircraft is a skydiver and the way the 3d model and FDM are setup, it
basically falls straight nose down (pitch -90) so that alpha is close to
zero.  (The 3d model is adjusted so that it is in the correct pose when
falling.  When pitch and roll are zero it is standing straight up and down
... so nose over to a -90 degree pitch angle and he is falling face down
like he should be.)

The streamlines basically need to stay vertical no matter what the
orientation the 3d model is at since we are always falling pretty much
straight down or close enough.

I had been copying off some of our fake shadow hacks to rotate the
streamline model in -roll and -pitch to keep it aligned straight up and
down.  That almost works -- except most of the time we are flying very near
a pitch angle of -90.  This puts us at a euler angle singularity.  What
happens is that the streamlines stay properly positioned straight up and
down as I intend, but as we get closer and closer to that magic pitch angle
of exactly straight down, the heading angle starts to blow up.  The result
is that the streamline heading orientation doesn't track the model
orientation correctly and the errors get worse and worse the closer we are
to a pitch angle of -90.

Is there any other way to attach a sub model to the aircraft model, but
control the submodel orientation in NED space rather than having to hack a
transform opposite of the model roll/pitch angles?

Thanks,

Curt.
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[Flightgear-devel] gnome 3 ?

2011-06-02 Thread Curtis Olson
Is anyone here running gnome 3 (and you would probably know if you were.)
:-)

I just loaded up Fedora 15 on a test machine and my first comment was
hmmm...  I haven't tried to get FlightGear running.  I guess I can't
imagine why it wouldn't run just fine although the desktop requires
accelerated opengl hardware so I hope there won't be too much competition
for resources when running FlightGear.

Does anyone have any feed back on issues or problems specific to the new
gnome 3 desktop scheme? Building/running FlightGear?

Looks like the linux desktop folks have stopped chasing windows and are now
chasing mac?   Quote from an online review: gnome 3 gives you any color
theme you like ... if you like black.

Is gnome 3 viable for real work?

I've heard gnome 3 and intuitive mentioned in the same sentence.  I
guess I'm going to have to go lookup the definition of intuitive again -- oh
here it is -- something that makes obvious sense after you've figured it
out. :-)

Curt.
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[Flightgear-devel] 2d panel visibility

2011-05-31 Thread Curtis Olson
I could be imagining this, but I seem to recall a while back, someone asking
if it was possible to keep a 2d panel visible all the time, even in external
views.  I just took a quick peek at .../Cockpit/panel.cxx and it doesn't
appear that we have the ability to do this, but I just thought I'd ask in
case there is some other mechanism someone has added?

I am working on a project where we are modeling a skydiver in free fall, and
we want to display some basic information on the edge of the screen (like
decent rate).  But because this is not an aircraft, it makes more sense to
use external views.  Also we are trying hard to avoid needing to modify
source code, and we'd like to do this in v2.0 (the most current release).


The HUD would be another alternative, but we'd like to avoid needing to
extend the HUD code to add our specific widgets.

Perhaps we could use gui widgets and display the information numerically,
but an instrument communicates the data so much better.

Are there any other options or ideas that I'm missing?

Thanks,

Curt.
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Re: [Flightgear-devel] 2d panel visibility

2011-05-31 Thread Curtis Olson
Thanks everyone for the responses.

So far the Anders' suggestion of using screen.nas seems to have the most
promise.  Torsten: I have another project I want to use the fgpanel system
for, but with this project we are trying to keep the logistics of starting
things up as simple as possible, also I'm not sure how you would keep the
fgpanel display in front of the FlightGear display if you had to click on
the flightgear display to interact with it?  Hal: it's important with this
particular project to have the instrumentation attached to the screen when
the view changes or pans around, even in tower or fly-by views we want to
see the instrumentation clearly.

Regards,

Curt.


On Tue, May 31, 2011 at 2:51 PM, Hal V. Engel wrote:

  On Tuesday, May 31, 2011 11:00:58 AM Curtis Olson wrote:

  I could be imagining this, but I seem to recall a while back, someone

  asking if it was possible to keep a 2d panel visible all the time, even
 in

  external views. I just took a quick peek at .../Cockpit/panel.cxx and it

  doesn't appear that we have the ability to do this, but I just thought
 I'd

  ask in case there is some other mechanism someone has added?

 

  I am working on a project where we are modeling a skydiver in free fall,

  and we want to display some basic information on the edge of the screen

  (like decent rate). But because this is not an aircraft, it makes more

  sense to use external views. Also we are trying hard to avoid needing to

  modify source code, and we'd like to do this in v2.0 (the most current

  release).

 

 

  The HUD would be another alternative, but we'd like to avoid needing to

  extend the HUD code to add our specific widgets.

 

  Perhaps we could use gui widgets and display the information numerically,

  but an instrument communicates the data so much better.

 

  Are there any other options or ideas that I'm missing?

 

  Thanks,

 

  Curt.


 Have you thought about modeling the skydiver as an aircraft with the
 cockpit being the view out of his/her goggles? The panel would be
 nothing and the instruments could be just positioned about a meter in front
 of the pilots point of view. You could then keep the instruments in view as
 the pilot changed his view direction (IE. look up, down, left, right) by
 rotating them about the pilots head. You should be able to do all of this
 using the existing XML. Or you could create a 3D model for the skydivers
 body and possition the instruments on his/her body (IE on the top of the
 belly mounted chute pack) so that you need to look down to see them.


 Hal




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Re: [Flightgear-devel] SimGear compilation problem with MS VisualStudio 10

2011-05-27 Thread Curtis Olson
Arnt, different compilers often catch different subtle errors, so it is good
and healthy to run our code through a variety of compilers on a variety of
platforms.  Gcc isn't perfect.  Unfortunately I'm can't offer specific help
for this particular problem, but hopefully one of our other windows
developers can think of something to suggest.

Curt.

On Fri, May 27, 2011 at 1:36 PM, Arnt Karlsen wrote:

 On Fri, 27 May 2011 12:55:24 -0400 (EDT), Claus wrote in message
 :

  Hello all,
 
  I am trying to build FG in Windows 7, using Visual Studio 10.

 ..ah.  Historically, Microsoft has made use of it's tools and
 tools to discourage the use of other peoples SW, this _may_
 be the case here too:
 http://groklaw.net/article.php?story=2009042327711

  A part of that process is simgear, and that gives me some trouble...
 
  I eliminated all compile errors with the exception of this one:
 
 
 1c:\users\claus\desktop\flighgear-dependencies\simgear-2.0.0\simgear\scene\material\effectbuilder.hxx(134):

 ..are you trying to build simgear-2.0.0 ???

  1error C2440: 'specialization' : cannot convert from 'std::string
  1std::_Pair_base_Ty1,_Ty2::* ' to 'std::string
  1std::pair_Ty1,_Ty2::* '
  1  with
  1  [
  1  _Ty1=std::string,
  1  _Ty2=osg::StateSet::RenderingHint
  1  ]
  1  Standard conversion from pointer-to-member of base to
  1 pointer-to-member of derived is not applied for template arguments
 
  Googeling only brings up https://svn.boost.org/trac/boost/ticket/3106
  which unfortunately doesn't help me much. I am using boost 1.46.1.
 
  Any ideas?

 ..tried alternative tool sets?:

 http://beans.seartipy.com/2006/12/31/six-popular-ides-for-developing-software-in-cc-on-windows-platform/

 http://www.google.com/search?num=100hl=enq=gcc+windows+ide+C%2B%2Baq=faqi=aql=oq=

 ..if the problem is VS10, one of these should succeed, or give
 you an _other_ error than yours above here.
 If it stops on the same error, you have found a simgear bug.


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Re: [Flightgear-devel] OSG + vrml plugin

2011-05-22 Thread Curtis Olson
Hi Mathias,

Thanks for the reply.  It appears that removing the CMakeCache.txt file did
the trick.  Now it finds the openvrml libs and builds the plugin.  It turns
out I still can't view the wrl file though ... it's a whole bunch of line
segments which maybe isn't supported by the vrml plugin?  I might have to
see if I can hack a script to convert it to ac3d format or find some other
tool that can import the file correctly and then export it again as
something else.  Blender unfortunately only supports vrml-1.0 and the file
I'm working with is vrml-2.0.

The wrl file is CFD streamlines around a 3d model so I'm hoping it will look
really cool if I can get it to load and render in flightgear ...

Curt.


2011/5/22 Mathias Fröhlich


 Hi Curt,

 On Saturday, May 21, 2011 20:19:01 Curtis Olson wrote:
  Has anyone built the vrml plugin for OSG under linux (fedora).  The
  README.txt says I need boost and openvrml installed.  I've installed
  openvrml and libopenvrml{,-devel}, and rerun ./configure but the vrml
  plugin still isn't getting built.
 
  Apparently I don't know enough about cmake to trace through the scripts
 and
  figure out what the findvrml plugin is looking for specifically.  I'm
 not
  even sure that module is getting run or how to tell cmake to even look
 for
  openvrml?
 
  Does anyone have any tips or suggestions?

 Just a general note on the vrml plugin:
 I am using this plugin at work to double check a vrml exporter on linux. It
 can read many vrml files. But it fails on some. So if something does not
 look
 as expected, you might run in one of these failures.

 From what you write:
 Did you remove the CMakeCache.txt file before retrying the configure step?
 If not, try this and then rerun your configure script or the cmake command
 you
 usually run.

 I had some problems to detect and run the vrml stuff due to the openvrml
 libs
 being not installed in the standard library paths. So, I needed to add some
 LD_LIBRARY_PATH et al magic to get that detected and runnning. But since
 you
 work with the distribution provided stuff, I do not exepct that this will
 be a
 problem.

 May be this helps a little?
 Mathias


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Re: [Flightgear-devel] OSG + vrml plugin

2011-05-22 Thread Curtis Olson
2011/5/22 Mathias Fröhlich

 No, the line segments are not supported. At least not in the current
 release
 version. My line segment support is checked in with revision 11290. So you
 may
 backport that pach to the current release version.

 BTW, I needed the line segments in vrml for exported models for a cfd
 visualization where I could not see the streamlines with osgviewer :)


Hi Mathias,

Sounds strangely familiar! :-)  Is there a particular minimum dev version I
could find this patch in?  I've been hanging around with v2.9.7 of OSG here
because of compatibility problems of the newer versions.  It looks like
there is some IndexedLineSet references in the 2.9.9 version of the code --
is that the patch you are talking about?


 What kind of CFD are you doing?


We are using Fluent, although I'm not directly involved in the CFD portions
of the project, just trying to help visualize the end result with
FlightGear.  What CFD are you using?  It would be kind of cool to work out a
generalized approach for generating streamlines around our models at
different attitudes and configurations (gear up/down, flaps, etc.) and then
develop some system to pick the closest streamline model.  Maybe it would be
a job for nasal since the conditions for each model and related sets of
streamlines could be wildly different.

Regards,

Curt.
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Re: [Flightgear-devel] OSG + vrml plugin

2011-05-22 Thread Curtis Olson
On Sun, May 22, 2011 at 11:33 AM, Curtis Olson wrote:

 Sounds strangely familiar! :-)  Is there a particular minimum dev version I
 could find this patch in?  I've been hanging around with v2.9.7 of OSG here
 because of compatibility problems of the newer versions.  It looks like
 there is some IndexedLineSet references in the 2.9.9 version of the code --
 is that the patch you are talking about?


Hi Mathias,

For what it's worth I back ported the v2.9.9 vrml plugin code to v2.9.7 and
that compiles and works well.  I'm able to see the streamlines in osgviewer
at least.  VRML is very verbose (especially this file) so load/parse times
are very slow. :-(  Might still be worth converting to something else for
real time rendering.

Thanks,

Curt
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[Flightgear-devel] OSG + vrml plugin

2011-05-21 Thread Curtis Olson
Has anyone built the vrml plugin for OSG under linux (fedora).  The
README.txt says I need boost and openvrml installed.  I've installed
openvrml and libopenvrml{,-devel}, and rerun ./configure but the vrml plugin
still isn't getting built.

Apparently I don't know enough about cmake to trace through the scripts and
figure out what the findvrml plugin is looking for specifically.  I'm not
even sure that module is getting run or how to tell cmake to even look for
openvrml?

Does anyone have any tips or suggestions?

Thanks,

Curt.
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