Re: [Flightgear-devel] Rembrandt - Some Feedback

2012-04-01 Thread Hal V. Engel
On Sunday, April 01, 2012 01:45:52 PM ThorstenB wrote:
 With Rembrandt, brightness of the scenery seems to depend on the view's
 pitch angle a lot. So, when you fly along and pitch up/down heavily
 (take the ufo), you see the ground becoming brighter and darker. It
 mainly seems to affect the bright (non-shadow) areas.
 
 When pitching up, the ground eventually becomes as dark as the shadows
 (no contrast), while when pitching down, you see the ground being bright
 and only the shadows are dark:
 
 http://imageshack.us/photo/my-images/837/fgfsscreen.png/
 
 cheers,
 Thorsten

This sounds (looks) like the gamma is changed with the pitch angle.  This 
would cause the mid-tones to change while the highlites and shadows remain the 
same.

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Re: [Flightgear-devel] Live Multiplayer

2011-12-24 Thread Hal V. Engel
On Friday, December 23, 2011 06:22:35 PM Pedro Morgan wrote:
 Is there a way we can work towards a more accessible multiplayer
 enviroment for next year +
 
snip
 
 ATC == chat.. we need to look at skype. android and speakers with text to
 sound..

We alrady have fgcom - no need for skype since fgcom has integration with FG 
so that things like changing the freq. on the in sim com radio(s) causes fgcom 
to connect to a different channel and it also trys to simulate radio 
propagation.  Is fgcom perfect?  No it still needs work but it would be a lot 
of work to figure out how to get skype to do what fgcom already does and that 
same amount of effort could significantly improve fgcom.  I don't see the point 
in moving to skype.

There is alread some text to sound support using the festival text to speach 
engine.  Festival works on a wide range of systems (Windows, Linux and Mac) 
although I don't know if it works on android.  The text to speach support is 
primitive at best but I don't personnally think this is a big issue since IMHO 
the text chat feature in FG should be removed in favor of real voice 
communications via fgcom.  After all few if any aircraft have text chat 
capabilities but almost all aircraft have com radios.

snip 

Hal
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Re: [Flightgear-devel] Live Multiplayer

2011-12-24 Thread Hal V. Engel
On Saturday, December 24, 2011 04:07:06 PM Pedro Morgan wrote:
 Ok here's the scenario..
 
 I'm a kid and taken off in a 747 and need some real world kinda help to
 land for teens...
 
 Problem with FG is that it needs to simulate a bit more.. and not be a
 long winded things
 
  snip
  
ATC == chat.. we need to look at skype. android and speakers with text
  
  to
  
   sound..
  
  We alrady have fgcom - no need for skype since fgcom has integration with
  FG so that things like changing the freq. on the in sim com radio(s)
  causes fgcom to connect to a different channel and it also trys to
  simulate radio propagation. Is fgcom perfect? No it still needs work but
  it would be a lot of work to figure out how to get skype to do what
  fgcom already does and that same amount of effort could significantly
  improve fgcom. I don't see the point in moving to skype.
 
 Indeed 1000% of above... agreed.. problem is that I want to control the
 kids downstairs and do do that I can use any comms system I want.. eg
 holding nose and saying in ATc voice.. down a toilet roll..
 Turn left heading 295 .. decend and maintain 30 ft ,... etc..
 At the end of the day its a VOIP server.. and is it peer to peer..
 We need to get into the peer to peer and local networks more..

You can do this today with fgcom.  Just setup a fgcom server on your local 
upstairs machine and you are good to go.  You don't even need FG running to 
use fgcom to communicate with other users on your network. 

 Make and easy install system and some sponshorship.. aas VOIP ==bandwidth
 == Money at the end fo the day.. is reality..
 Skype, Asterix and Goggle talk are various platform..which potentially we
 can link into..
 Maybe we can create a FGCOM virtual machine with amazon.. and others
 international..
 
  There is alread some text to sound support using the festival text to
  speach engine. Festival works on a wide range of systems (Windows, Linux
  and Mac) although I don't know if it works on android. The text to speach
  support is primitive at best but I don't personnally think this is a big
  issue since IMHO the text chat feature in FG should be removed in favor
  of real voice communications via fgcom. After all few if any aircraft
  have text chat capabilities but almost all aircraft have com radios.
 
 What the Sim missing at the moment is some real ATC...
 
 We can create that with a STAR and SID patterns and is and ATC exersice..
 
 Indeed the problem is that FG is all about the pilots and it actually
 needs some ATC to make it more real..

FG already has an ATC aircraft.  What has been missing is people who are 
willing to send the time needed to setup a working ATC system for more than an 
hour or two at one or two airports using the existing tools.  One of the 
issues is that fgcom is an addin and as a result ATC is broken out of the box 
since most (particularly new) pilots do not have a working com radio (IE. 
fgcom is not installed/running).

 
 Vatsim is a network, ivao is another.. Fg has all the flight side worked
 out..

I think there is already a Vatsim add in available for FG.

 
 maybe we need some zones of control.. both for the benefit of new pilots
 who wanna fly.. and pilots who do international and long range nav et all..
 
 Certainly chatting to a russian aircraft AN225 and quided into london with
 a few smaller ones around tickles the OAT..
 
 Whats the protocol anyway ??

For what part?  Most of this is UDP packets using a FG specific format.  I 
think this is described on one of the FG wiki pages.  You should be able to 
google it.

 
 love u all
 pedro
 
  snip
  
  
  Hal
  
  
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Re: [Flightgear-devel] GIT

2011-10-15 Thread Hal V. Engel
On Saturday, October 15, 2011 02:41:15 PM TDO_Brandano - wrote:
 Really, couldn't we just split off all the aircrafts to a separate SVN
 repository? Or to several GIT repositories? That way they could be checked
 out individually. I don't think we need the level of detailed history that
 GIT provides when it comes to aircraft data, and that way it would be
 possible for the Flightgear frontends to grab the aircrafts dynamically,
 if not even FGFS itself when using the multiplay protocol. And a developer
 should not need to download EVERY aircraft that was ever made for FGFS,
 One aircraft to test FGFS itself would be enough in most cases, and when
 checking aircraft specific issues it's a quick job updating only the one
 plane under exam.
 
 Cheers,
 Alessandro

I don't think one aircraft is enough to test FGFS with.  Too many differences 
between these aircraft.  YASim vs. JSBSim and vastly different use of Nasal are 
just two examples.  But I think it should be possible to test everything in 
FGFS with perhaps 8 or10 aircraft and there is definitly no need to have every 
aircraft in GIT for this testing.  So the basis idea that we don't need all of 
the aircraft in GIT for testing is correct. 

Hal

 
  Date: Sat, 15 Oct 2011 23:33:14 +0200
  From: flightg...@sablonier.ch
  To: flightgear-devel@lists.sourceforge.net
  Subject: Re: [Flightgear-devel] GIT
  
  Am 15.10.11 22:41, schrieb Christopher Baines:
   I know of another project who's main git repository contains a script,
   that manages the other git repositories, this allows them to split the
   gigs of data they have in to more sensible chunks, without having to
   pull every repository individually.
   
   Though the current state will be annoying for new developers on average
   speed internet connections as afaik, git cannot clone, stop half way,
   then continue.
  
  Looks like we have to live with a mix of clueless git experience and
  personal preferences of some administrators ?
  
  Cheers, Yves
  
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Re: [Flightgear-devel] Content protection for modders?

2011-08-28 Thread Hal V. Engel
On Sunday, August 28, 2011 07:43:47 AM Paul Guhl wrote:
 Hello all,
 
 i see the intention behind protecting models has been misunderstood.
 Lets clarify the issues: the modellers asked me to provide secured file
 format to prevent model theft and resell for benefit. They are willing
 to contribute to FG and don't plan to sell add-ons. Instead they would
 like to see their copyright enforced and not abused by others. AFAIK
 open source licenses in generall are about the programs and their code,
 not the conent people create with this software. I bet noone would ask
 companies using open office to disclose their documents or excel sheets
 ;). I also notice that MSFS enjoys greater attention by add-on creators.
 As for the protection realization: i think of an OSG format plugin
 supporting common OSG plugin conventions. The code won't be disclosed
 and only shipped in compiled form for dynamic linking against.
 
 Best Regards
 Paul

If you don't want your stuff to be open source then don't use an open source 
license.  But that means that you will have to maintain your own repository(s) 
and download facilities.  It is also possible to dual license things such as 
having an open source license for non-commerical uses and a restriced fee 
based license for commercial uses.  Again I think this would prevent it from 
bing hosted by FlightGear.  Also if you could use an obscured file format then 
your stuff is NOT open source no matter what else you do.

Security through obscurity never works and it surprises me that anyone thinks 
that it will but it appears that many do believe this.  On the other hand if 
you license your stuff so that only certain uses are allowed any use outside of 
those that are allowed gives you the right to take legal action to prevent the 
missuse of your content.  This has nothing to do with the format of the 
content (IE. readable or obscured).

The reason that MSFS has an active commerical addon community is because of 
the profit motive.  IE. these folks are doing it because they expect to make 
money and I don't think this has much if anything to do with the model file 
format.   On the other hand no one is expecting to make a profit doing FG add 
ons. 

In addition, in FG much of the model are things beyond the 3D model.  
Althought the 3D model is important and a lot of work the bigger picture is 
that there is a huge amount of work involved in creating high quality FDMs and 
in doing things like animating the model and creating realistic systems (for 
example havng a realistic startup procedure).  These non-3D parts of a model 
are at least as much work as doing the comparible quality 3D model part if not 
more.   Of course this depends on the complexity of the aircraft being modeled 
and in some very simple aircraft the 3D model may be the single largest part 
of the effort but in complex aircraft it is not.  All of the non-3D parts are 
in plain text (XML) and there is no way to obscure these without rewriting 
significant parts of FlightGear.  

On the other hand I would like to see some additional 3D formats supported.  
But not because I want to hide my content but because of the extra 
functionality.  For example with the OSG or Blender formats we would have the 
potential to use bones in our models and this would allow for additional 
animation flexibility.  This would be very useful for animating things like 
pilots or wing warping (Wright flier).

Hal
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Re: [Flightgear-devel] Release 2.4.0: on short final

2011-08-12 Thread Hal V. Engel
On Friday, August 12, 2011 01:33:36 PM Torsten Dreyer wrote:
 Am 08.08.2011 23:07, schrieb Torsten Dreyer:
  Hi all,
snip
 
 Some off topic:
 Today, Martin and I started to prepare our new simulator for road
 transport. Enjoy some pics here:
 http://www.c172fg.de/

Torsten,

Still off topic - minor spelling error/typo on http://www.c172fg.de/.  The text 
for the first photo should have flooded instead of flodded.

Hal
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Re: [Flightgear-devel] Release 2.4.0: on short final

2011-08-08 Thread Hal V. Engel
On Monday, August 08, 2011 03:52:11 PM Martin Spott wrote:
 Derrick Washington wrote:
   Just wondering, have you guys addressed the serial transmission issues
   in
  
  this release?  Bi-directional support, transmitting and receiving to the
  same port using multiple generic protocol command line options?
 
 We're pretty close to the release, feature freeze had been 17th July.
 
 Cheers,
   martin.


In other words this might make it into 2.6 since it is very late in the 2.4 
release cycle and no one has even started working on this yet.

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

2011-07-27 Thread Hal V. Engel
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] [patch] Improved forests

2011-07-27 Thread Hal V. Engel
On Wednesday, July 27, 2011 03:30:06 PM Stuart Buchanan wrote:
 Hi All,
 
 I've got a small patch to improve the FG forests, along with some
 particularly bad C++ I need advice on.
 
 The patch does the following:
 1) Fixes the longstanding bug where the first set of tree definitions
 in a tile were used for all forests within that tile. This meant that
 if you have an area of deciduous forest next to some evergreen, you'd
 only see one type of tree or the other, depending on which was loaded
 first.
 2) Re-introduce a feature to fade in trees by distance, so that a
 reduced density is visible at 2*tree-range-m, with full density at
 tree-range-m. As the default tree-range-m is 8km, this help stop
 forests springing up well after the rest of the tile is perfectly
 visible.
 
 On my machine I don't see any performance impact, despite the fact
 that more trees are displayed. I'd appreciate it if those with more
 graphics-constrained systems than my own would test this and let me
 know if they think the frame-rate hit is acceptable given the
 improvements in apparent tree coverage.
 
 I'd also be interested to hear if tree range is a performance issue in
 general and people would like control of it in a similar way to the 3D
 clouds distance slider (if anyone uses that!).
 
 The patch is available from http://www.nanjika.co.uk/flightgear/forest.diff
 
 If I have time I'll do battle with git and see if I can submit it via
 gitorious properly...
 
 Now, for the bad C++ :)
 
 Within the patch is the code below. The (*j)- just looks ugly. Surely
 there's a better way?
 
 I'm sure those of you who write C++ more regularly than me will
 immediately be able to tell me where I'm going wrong!
 
 -Stuart
 
   TreeBin* treebin;
  SGTreeBinList::iterator j;
   bool found = false;
 
   for (j = randomForest.begin(); (j != randomForest.end())  (!found);
 j++) {
 if (((*j)-texture   == mat-get_tree_texture()  ) 
 ((*j)-texture_varieties == mat-get_tree_varieties()) 
 ((*j)-range == mat-get_tree_range()) 
 ((*j)-width == mat-get_tree_width()) 
 ((*j)-height== mat-get_tree_height()   )   ) {
 treebin = *j;
 found = true;
 }
   }

It appears that SGTreeBinList is a list of pointers to some structure.  If 
that is the case then you need to dereference two pointers to get stuff from 
the structure since the iterator, j, is a pointer.  Thus you get *j-texture - 
*j dereferences j and - dereferences the pointer pointed to by j.  I don't 
think that you gain anything by writing this as (*j)-texture since this is 
basically the same thing as *j-texture.  IMO *j-texture is easier to read.

But there is one minor and very common issue with the code that should be 
fixed.  In the for loop

for (..; ..;  j++)

should be 

for (..; ..; ++j)

if you use j++ the compiler has to make a copy of j with each iteration of the 
loop but if you use ++j it does not have to make a copy.  This will make the 
loop more efficient although only by a small amount. 

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

2011-07-12 Thread Hal V. Engel
On Tuesday, July 12, 2011 12:02:04 AM Emilian Huminiuc wrote:
 On Tuesday 12 July 2011 04:18:33 Hal V. Engel wrote:
  On Monday, July 11, 2011 10:05:07 AM BARANGER Emmanuel wrote:
   have you tested the script of Pierre NEGRE ? :
   http://rene16.dyndns.org/run/ (import/export .AC for Blender 2.58)
  
  Where can this be found?  The web page is in French (I think) and I don't
  find any links to the AC3D plug-in.  I thought that perhaps the plug-in
  was availble as a native part of 2.58 but I just built blender svn and it
  does not have any AC3D import/export support.
  
  Blender 2.5 has a better UI than 2.4 and I would like to be able to use
  it for work on my models but the lack of AC3D support makes this
  impossible.
  
  Hal
 
 Hal, try here
 http://rene16.dyndns.org/run/index.php?option=com_contentview=articleid=5
 3Itemid=61
 
 and then click io_scene_ac.

Found it and installed it.  After I got it activated I tried importing some 
simpler models.  The import blows up with a bunch of python errors.  So it 
looks like we will need to wait for something that actually works.

 
 Btw. I've noticed you have gentoo, and that you upgraded to osg3. Have you
 got an ebuild for that?
 I've tried by modifying the existing 2.9.10 one, but it seems i've been
 missing some things, since most models were looking wrong :(.

I just copied the 2.9.10 ebuild from the gamerlay overlay to my local overlay 
and renamed it.  The only change I made was to comment out the cmake.patch 
lines.

IE.

# src_prepare() {
# epatch ${FILESDIR}/${PN}-cmake.patch
# }

My models look OK with this setup.

There is also a version bump request in the Gentoo bug tracker (365143) but it 
has not been responded to other than it being assigned to the group that 
handles gaming stuff.  I bumped it for 3.0 about a week ago.  It might actually 
be faster to contact the person who does the gamerlay overlay since the most 
recent version in portage is 2.8.3 which is rather old at this point.  You 
should consider voting for the bug.

By the way my current FG setup is crashing occationally.  I am not sure of the 
source of the crashes at this point.  That is I don't know if the crashes are 
related to the aggressive optimization or if they are OSG3 related or 
something in the recent GIT versions of FG or simgear.  I will try to sort it 
out over the next few days.

Hal
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Re: [Flightgear-devel] Minor GUI layout improvements

2011-07-11 Thread Hal V. Engel
On Monday, July 11, 2011 05:37:06 AM Stuart Buchanan wrote:
 Hi Thorsten,
 
 I think we've gone beyond what can be done for the upcoming
 release, but comments below.
 
 On Sun, Jul 10, 2011 at 7:30 AM,thorsten.i.renk wrote:
  2) As it stands, it's very difficult for a new user to understand the
  difference between Local Weather and Global Weather. let alone how
  they inter-relate.  Enabling the Local Weather package requires
  setting Enabled local weather module from the Local Weather Settings
  menu, yet the rest of the settings a user is likely to want are in the
  Local Weather dialog.  As a first step to sorting this out, I'd like
  to do the following:
  2a) Move the Enable local weather module checkbox to the Local Weather
  dialog.
  
  In my opinion, a clean solution would be to introduce a new master
  weather dialog on which the user can specify
  
  * is live weather to be used or an offline solution
  * which weather system (local or global) is supposed to render the
  weather information (and supply the offline solution if applicable)
 
 Yes, a unified dialog for high level weather setting would be a very good
 idea, This would undo some of the work that (Torsten?) did to amalgamate
 the various global weather dialogs some time ago, but I think splitting
 off the METAR/scenario
 section at the bottom of the dialog makes a lot of sense given that in most
 modes the various detailed configuration options are read-only anyway.
 
 I also wonder if the terms global and local are really applicable.
 Would static weather modeling and dynamic weather modeling be better
 terms, or how about simple/complex?
 
  2b) Move  Local Weather Settings to the Debug menu, on the
  assumption that more users will never need to modify the settings
  there (Thorsten R. - is this true?)
  
  No - quite the contrary. The design philosophy is (not strictly true, but
  mostly):
  
  * Local Weather (i.e. what used to be Local Weather Tiles) is a launcher
  - everything you select here is parsed only at startup of the weather
  system, but cannot be modified runtime
 
 I think this launcher aspect is something that we want to hide from the
 end-user. Most people just want to be able to change the weather
 system and then press Apply or OK. Having to press Stop first is very
 different from the rest of the UI.
 
 I think we'll want to make this implicit, so the user can press (say)
 Apply, and
 the underlying weather system stops and then is started under the covers
 with the new parameters.
 
 Apart from the stop/start time (which could be handled by a please wait
 message), is there any reason we couldn't do this?
 
  * Local Weather Settings contains all options which can be modified
  runtime. The main purpose is to get a handle on performance - for
  instance you might start out on relatively clear skies, so you can
  render clouds out to 55 km without large framerate impact - but then as
  you go on, you come into overcast skies, and the framerate drops like a
  rock - this menu allows you to choose runtime that you'd like to see
  clouds only to 20 km and get the framerate back
  
  So in my view, this should not appear in debug (for reference - I use the
  'Settings' menu maybe 3-4 times  per hour of flight or so).
 
 I think 90% of users are going to struggle to understand what most of these
 settings mean. Is there one particular setting that you are changing
 regularly? Perhaps we could extract it alone and give it a easier to
 understand name?
 
 Alternatively, could we use some arbitrary Performance/Quality slider that
 is mapped to these settings?
 
 -Stuart

Or a Performance/Quality setting that could be tied to a frame rate thresholds 
that would automatically throttle the rendering quality based on what frame 
rates the user is seeing.

Hal

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

2011-07-11 Thread Hal V. Engel
On Monday, July 11, 2011 10:05:07 AM BARANGER Emmanuel wrote:
 have you tested the script of Pierre NEGRE ? :
 http://rene16.dyndns.org/run/ (import/export .AC for Blender 2.58)

Where can this be found?  The web page is in French (I think) and I don't find 
any links to the AC3D plug-in.  I thought that perhaps the plug-in was 
availble as a native part of 2.58 but I just built blender svn and it does not 
have any AC3D import/export support.

Blender 2.5 has a better UI than 2.4 and I would like to be able to use it for 
work on my models but the lack of AC3D support makes this impossible.

Hal
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[Flightgear-devel] OSG3 frame rates and multithreading

2011-07-10 Thread Hal V. Engel
On Saturday, July 09, 2011 11:33:21 PM thorsten.i.r...@jyu.fi wrote:
 Maybe you're also so lucky that no matter what conditions, your framerate
 is high enough - I'm not, so I have to change settings when the scene
 changes enough.
 
 * Thorsten

Speaking of frame rates and eye candy.

I recently changed from OSG2 to OSG3.  When I installed it I also rebuilt 
simgear and FG using -O3 optimization for all packages including OSG.  With 
OSG2.X using the same GCC optimization settings I was getting about 22FPS with 
minimal eye candy and sometimes it would drop down into the 15FPS range 
although at times it was also somewhat higher with a peak rate of about 25FPS.  
Usable but not optimal.  

After the upgrade to OSG3 the same setup (IE. how much eye candy was being 
used, same aricraft, similar weather other settings the same) was running at 
about 45FPS.  So it basically doubled the frame rate!  Of course YMMV.  I was 
able to add a considerable amount of eye candy and still have my frame rate 
remain above 30FPS.  I now have the frame rate throttled at 30Hz and it 
basically locks onto 30FPS and stays there.   This is with multiplayer turned 
off.   This is a near optimal setup for me although I would like to be able to 
get this frame rate with full eye candy and multiplayer enabled.

FYI I am running the following:

AMD Athlon 64 4800+ with 2 gig ram
Nvidia 7950 with 256 meg ram
no over clock on the CPU or GPU
Gentoo Linux 64 bit install
FG and Simegear packages from the gamerlay overlay
OSG3 hand created ebuild in the local overlay

So this is not a high end machine by current standards although it is  not a 
low end machine either.

I have local weather selected with tie range to frame rate set to about 30 
although it is hard to tell exactly where this is set in the dialog.

Also in my preferences.xml I have:

multithreading-mode AutomaticSelection /multithreading-mode

With OSG2 this worked and I could see fgfs using CPU cycles on both CPU cores.  
This did increase frame rates compared to single threading but only by perhaps 
25% on average but it also seemed to improve frames rates even more under 
condidtions that would result in lower frames rates.With OSG3 this does 
not happen and it appears to only be single threaded.   Do I have to do 
something different with OSG3 to get multithreading?  If multithreading was 
working would I see a similar frame rate improvement in OSG3 to what I got 
with OSG2?

Hal
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Re: [Flightgear-devel] No panel or object display in latest code

2011-07-03 Thread Hal V. Engel
On Sunday, July 03, 2011 10:28:41 AM Roland Häder wrote:
 Hi Bruce,
 
 this is how I configure osg (3.0.0 ATM):
 
  reconfigure.sh --
 #!/bin/sh
 
 export CFLAGS=-g -O3 -fPIC
 export CXXFLAGS=-g -O3 -fPIC
 
 cmake -D CMAKE_BUILD_TYPE:STRING=Release -D \
 CMAKE_INSTALL_PREFIX:PATH=/opt ../../osg/
  reconfigure.sh --
 
 As you can see, I specify ../../osg/ which means I'm doing a so called
 out-of-source-tree build. Jester told me that this has the big advantage
 that the checkout (source) tree doesn't get polluted with build files so
 it remains in a clean state. And you can have differently configured
 source trees (e.g. one with Release, other with Debug and both with
 different install prefixes).
 
 Regards,
 Roland

Is FG compatible with OSG3?

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

2011-06-30 Thread Hal V. Engel
On Thursday, June 30, 2011 02:31:15 PM Torsten Dreyer wrote:
 The instruments will be replaced by TFT displays and certainly all
 controls  will be functional, I'd even love to see the control surface
 move, have force- feedback and (dreaming...)

Have you considered using something like this:

http://www.simkits.com/products.php?groupid=54

These guys sell fairly compete 172 panels and the protocall/interface to  
these devices is documeted and available to anyone who asks.   You need to 
specifically ask for the protocall/interface docs since the only docs on-line 
are about using their (Windows and MS Flight Sim) software.  I got a copy of 
one of the protocall/instaerface docs (I think it was for the altimeter but I 
can't find it now) about two years ago and it should not be an issue to hook 
these into FlightGear even on a Linux box.

The only drawback I see for these is that they are not cheap at about $400 to 
$600 per instrument if prebuilt but you can also get these in kit forum and 
get these for less than 1/2 the prebuilt price.  Compared to a TFT panel they 
would be more realistic in your aircraft.

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

2011-06-30 Thread Hal V. Engel
On Thursday, June 30, 2011 05:25:52 PM Hal V. Engel wrote:
 On Thursday, June 30, 2011 02:31:15 PM Torsten Dreyer wrote:
  The instruments will be replaced by TFT displays and certainly all
  controls  will be functional, I'd even love to see the control surface
  move, have force- feedback and (dreaming...)
 
 Have you considered using something like this:
 
 http://www.simkits.com/products.php?groupid=54
 
 These guys sell fairly compete 172 panels and the protocall/interface to
 these devices is documeted and available to anyone who asks.   You need to
 specifically ask for the protocall/interface docs since the only docs
 on-line are about using their (Windows and MS Flight Sim) software.  I got
 a copy of one of the protocall/instaerface docs (I think it was for the
 altimeter but I can't find it now) about two years ago and it should not
 be an issue to hook these into FlightGear even on a Linux box.
 
 The only drawback I see for these is that they are not cheap at about $400
 to $600 per instrument if prebuilt but you can also get these in kit forum
 and get these for less than 1/2 the prebuilt price.  Compared to a TFT
 panel they would be more realistic in your aircraft.
 
 Hal

Also there are these guys:

http://www.flightillusion.com/

I don't know if they make the protocall/interface docs available or not.  But 
might be worth a try.

Hal
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Re: [Flightgear-devel] Shaders and ATI Radeon HD 4670

2011-06-25 Thread Hal V. Engel
On Saturday, June 25, 2011 09:04:30 AM Jari Häkkinen wrote:
 On 2011-06-25 16.06, Vivian Meazza wrote:
  The most _likely_ cause is the ATI Radeon HD 4670/256 MB VRAM. The
  GeForce 8600M GT is known to be better at handling shaders. 256 Mb VRAM
  is in both cases a bit small for FG nowadays. There are other possible
  contributors to a low framerate - AI traffic is one.
  
  60 fps could be a maximum if you are using this option -
  
  --prop:/sim/frame-rate-throttle-hz=60
  
  It might well be on by default.
 
 I am not using the frame-rate-throttle option but I tried it with a
 lower limit. This will naturally decrease the frame rate so it seems
 like 60 is a limiting number.
 
 I have to decide if the 3D clouds are worth a graphics card upgrade.
 Thanks for the response.
 
 Jari

The 60 FPM limit is probably because the diver is syncing to the vblank signal 
from the monitor.  For most LCD type monitors with will either be 60Hz or 
120Hz.  For the nvidia X11 drivers you can turn sync to vblank on and off.  I 
generally have mine on since there is no reason to have the video card produce 
a frame rate higher than the monitor refresh rate.  I don't know if this is 
configurable in the OS/X video drivers.

Hal


 
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Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-06-24 Thread Hal V. Engel
On Friday, June 24, 2011 05:19:58 AM Francesco Angelo Brisa wrote:
 2011/6/24 TDO_Brandano - tdo_brand...@hotmail.com
 
   Ok, before I get flamed to a crisp, let me explain what is my reasoning
  
  behind this. Right now the fgdata repository is about 9 GB. [...]
 
 I agree with Brandano, airplanes data is way too big for git, and the
 problem will only get worst with time.
 I would keep in git only a maximum of 3 aircrafts + UFO for scenery
 building.
 The rest should be kept away (I have no good idea right now). Can't the
 repository be hosted on the same server of the fgdata ?
 
 Cheers
 Francesco

1. GIT is not the real issue as it is a powerful version control tool that can 
handle as much as any other tool out there.

2. The real issue is that fgdata is too big resulting in huge downloads and 
developers getting all kinds of stuff that they don't need.  That is most of 
the work in fgdata is aircraft work and most aircraft devs only touch one or 
two of the hundreds of aircraft in the repository.  

3. Regardless of what source code control system is used #2 is still an issue 
unless fgdata/Aircraft is somehow decomposed into seperate repositories for 
each aircraft.  

4. I think #3 applies to all aircraft including the UFO and any other core 
aircraft.  That is all aircraft should have code managed in the same way.

5. Having seperate aircraft repositories implies that there will be an fgdata 
build that can create a fully functional fgdata directory with some set of 
aircraft.  

5a. Perhaps this build can be configured by the user to use the aircraft 
status as a way to filter which aircraft are included in the build and 
perhaps there should be a small default set of aircraft that are always part 
of the build.   

5b. For those following GIT who need to do regualr updates to fgdata to keep 
it in sync with fgfs GIT this will make that process faster and less bandwidth 
hungery.

6. Because we now have a functioning --fg-aircraft configuration using seperate 
repositories should be easy for aircraft devs to setup even if they are 
working on more than one aircraft.

7. Having seperate repositories for each aircraft would also facilitate 
managing who has commit and review privilages for each aircraft and allow for 
more fine grained security.   

8. There are a lot of details that need to be sorted out to make this work.

Hal

 
  Waiting for comments, flames and people asking who is this guy?, yours
  sincerely,
  
  Alessandro Garosi (aka Brandano on IRC)
  
  
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[Flightgear-devel] P-51D and SCR-522C merge request

2011-06-21 Thread Hal V. Engel
I have just put in merge request 106 to merge P-51D and SCR-522C updates.  
These inlcude the VHF radio functionality and the propwash changes to the FDM.

Hal 
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Re: [Flightgear-devel] Nasal updating properties in the menu

2011-06-20 Thread Hal V. Engel
On Sunday, June 19, 2011 05:12:31 PM Ron Jensen wrote:
 On Sunday 19 June 2011 17:55:25 Hal V. Engel wrote:
  On Sunday, June 19, 2011 02:15:54 PM Ron Jensen wrote:
   http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg3
   02
  
  08 .html gui.menuBind(radio, dialogs.Radio.open());
  
  Thanks I knew I saw something about this on the list but I coundn't find
  the emails that covered it.   When I try to use it it fails when I click
  on the menu item.
  
snip
  
  Hal
 
 In the example case you are running in the namespace dialogs so, in the
 setfile you would have:
 nasal
  dialogs
filemynasal.nas
 
 If you have something different, you need something different...
 Assuming you load the nasal in this block:
   nasal
 p51d
   fileAircraft/p51d/Nasal/over-ride-flaps.nas/file
   fileAircraft/p51d/Nasal/stores.nas/file
   fileAircraft/p51d/Nasal/limits.nas/file
   fileAircraft/p51d/Nasal/engine-start.nas/file
   fileAircraft/p51d/Nasal/sputter.nas/file
   fileAircraft/p51d/Nasal/climbrate.nas/file
   fileAircraft/p51d/Nasal/gear-doors.nas/file
   fileAircraft/p51d/Nasal/gear-lever.nas/file
 /p51d
   /nasal
 
 gui.menuBind(radio, p51d.radio.open());
 
 Ron

Ron,

Thanks that was the issue.  I had the radio nasal file in a SCR_522C 
section in my *set.xml file and I should have used SCR_522C.Radio.open() in 
the gui.menuBind() call.  I have it working nicely now.

I will have the radio code in my fgdata clone updated shortly and when this 
gets merged into fgdata it should be usable by anyone who is modeling a 
WWII/Korean war era US or UK military aircraft since almost all of these used 
this radio.  At this point the radio control unit is fully modeled and fully 
functional.  About the only area where it could use improvement is that it 
currently has no keyboard mappings but all of it's features can be manipulated 
with a mouse.

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Re: [Flightgear-devel] JSBSim Functions for Propwash and Downwash [was: Clarification on YASim input]

2011-06-20 Thread Hal V. Engel
On Sunday, June 19, 2011 09:58:48 AM Bertrand Coconnier wrote:
 2011/6/19 Ron Jensen w...@jentronics.com:
  On Saturday 18 June 2011 21:00:41 Jon S. Berndt wrote:
  Here's an example from Hal's P-51D Mustang. This is from an old version,
  so it may have changed by now, but it illustrates the approach. In the
  aerodynamics section of the config file - but outside of any axis
  element - is this definition of qbar due to propwash:
  
  [Note: v is shorthand for value, and p is shorthand for
  property.]
  
  function name=aero/thrust-qbar_psf
product
  v 0.5 /v
  p atmosphere/rho-slugs_ft3 /p
  pow
sum
  p velocities/u-aero-fps /p
  product
p propulsion/engine/prop-induced-velocity_fps /p
v 2.0 /v
  /product
/sum
v 2.0 /v
  /pow
/product
  /function
  
  I recently added this function to the A6M2 Zero. I placed it on CYdr
  (rudder yaw) and dCLdf (flap lift delta) as well as CMde. It makes the
  plane fly much, much better during the initial takeoff roll. It probably
  should be used with CMdf (pitch due to flaps) as well.
  
  But why are you multiplying propulsion/engine/prop-induced-velocity_fps
  by 2?
 
 The total velocity of the air flow in the far slipstream is V+2*w
 where V is the velocity of the airplane and w is the induced velocity
 as computed by the momentum theory. See the following discussion in
 the JSBSim mailing list :
 
 http://sourceforge.net/mailarchive/forum.php?thread_name=201004181833.32417
 .ghmalau%40gmail.comforum_name=jsbsim-devel
 
 Bertrand.

I just added this to the P-51D this morning.  I have this setup so that the 
propwash affects Roll_moment_due_to_rudder Cldr,  Pitch_moment_due_to_flaps 
Cmflap, Delta_Lift_due_to_flaps dCLflap, Lift_due_to_Elevator_Deflection  CLde, 
Pitch_moment_due_to_gear Cmgear,  Pitch_moment_due_to_elevator Cmde and 
Pitch_moment_due_to_alpha_horiz_tail Cmht.  It had a significant impact on low 
speed high power handling.  The rudder has authority much earlier during take 
off and the tail lifts in a very natural way during the take off run.   Over 
all 
these changes made take offs easier and more natural feeling.   This also made 
it less likely to ground loop during the engine runup.   This is an easy 
enhancement to do and it appears to improve ground handling and take off 
significantly.  

I have these changes checked in to my fgdata GIT clone if anyone wants to try 
them.

Hal
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Re: [Flightgear-devel] Clarification on YASIM input (actionpt)

2011-06-19 Thread Hal V. Engel
On Saturday, June 18, 2011 08:00:41 PM Jon S. Berndt wrote:
  From: syd adams [mailto:adams@gmail.com]
  
  Does jsbsim ? I've just begun to look into it , so I don't really know
  jsbsim's capabilities.
 
 It's not automatic - not a natural effect calculated by JSBSim code itself.
 Like many things in JSBSim, the facilities are present to let the aircraft
 flight model developer add these kinds of things. The contributions from
 the tail, (such as moment due to elevator, lift due to elevator) are
 functions of alpha and qbar. Both alpha and qbar are affected by propwash,
 since propwash speeds up the airflow immediately behind it if it is
 producing thrust. When defining lift or moment contributions from the
 elevator, the alpha and qbar that are parts of that definition can be
 modified by a function that includes the effects of propwash. So, it's
 very configurable. You could even include the effects of beta (sideslip)
 so the effects are blended out if beta is too high.
 
 Here's an example from Hal's P-51D Mustang. This is from an old version, so
 it may have changed by now, but it illustrates the approach. In the
 aerodynamics section of the config file - but outside of any axis
 element - is this definition of qbar due to propwash:
 
 [Note: v is shorthand for value, and p is shorthand for property.]
 
 function name=aero/thrust-qbar_psf
   product
 v 0.5 /v
 p atmosphere/rho-slugs_ft3 /p
 pow
   sum
 p velocities/u-aero-fps /p
 product
   p propulsion/engine/prop-induced-velocity_fps /p
   v 2.0 /v
 /product
   /sum
   v 2.0 /v
 /pow
   /product
 /function
 
 Later, within the pitch axis definition, is this definition:
 
 function name=aero/coefficient/Cmde
   descriptionPitch_moment_due_to_elevator/description
   product
 propertyaero/thrust-qbar_psf/property
 propertymetrics/Sw-sqft/property
 propertymetrics/cbarw-ft/property
 propertyfcs/elevator-pos-rad/property
 table
   independentVarvelocities/mach/independentVar
   tableData
 0.-0.8
 2.-0.200
   /tableData
 /table
   /product
 /function

These were never in any of the code I worked with and were removed before I 
started working on the FDM.  My current Cmde function looks like this:

function name=aero/coefficient/Cmde
 descriptionPitch_moment_due_to_elevator/description
 product
   propertyaero/qbar-psf/property
   propertymetrics/Sw-sqft/property
   propertymetrics/cbarw-ft/property
   propertyfcs/elevator-pos-rad/property
   table
independentVarvelocities/mach/independentVar
tableData
  0.  -0.9
  0.66  -0.6
  0.74  -0.4 
  1.  -0.05
 /tableData
 /table
 /product
/function

This is using the qbar-psf which is not influenced by prop wash.   The Cmde 
function Jon has above has a lookup table that goes from MACH 0 to MACH 2 in a 
linear fashion.  This looks like something intended for a supersonic aircraft 
and is not what I would expect from a subsonic aircraft.  The table I am using 
goes from MACH 0 to MACH 1 and has a strong inflection at MACH 0.74 which is 
unlike the one in Jons function since it is non-linear.  

There are other interesting things in the look up table.  MACH 0.66 is were 
MACH drag becomes a factor for the P-51 series and MACH 0.74 is the speed at 
which compressibility effects start to set in.  I have not changed this 
function and this is what I grabbed from the JSBSim code repository when I 
started working on the P-51D.  So someone, perhaps Jon, worked on this at some 
point.  It looks to me like this is basically correct for the P-51 since the 
MACH values used are right from the NACA reports.  

The above should cause a very mild tuck at speeds above MACH 0.66 and the tuck 
should get much stronger above MACH 0.74.  This is sort of what happens to the 
real thing at these speeds but it also porpoises above MACH 0.74.  I have a 
seperate compressibility function that adds more tuck and also causes the 
porpoise affect above MACH 0.74 by changing the pitch moment in a sinusoidal 
fashion with the frequency and strength increasing at higher MACH numbers.   
All of this is writen in pure JSBSim functions with no need for Nasal. The 
airframe will break up at about MACH 0.8 since the G forces from the 
porpoising will cause too much negitive G.  

I also agree with Jon that JSBsim is VERY powerful and if you understand how 
some force should act on the airframe you are modeling you should be able to 
write a function or a set of functions that will provide those forces for your 
model.  But it can take a lot of effort to put these things together.  One 
thing that we need is for modelers to start building up example JSBSim code 
for things that 

[Flightgear-devel] Nasal updating properties in the menu

2011-06-19 Thread Hal V. Engel
I need to over ride one of the default menu items so that I can use a custom 
menu.  After some effort I have figured out what needs to be changed in the 
property tree.  The code looks like this:

 # Disable the menu item Equipment  radio so we use our own gui.
gui.menuEnable(radio,0);

# override default radio menu
setprop(sim/bindings/menu/binding[35]/dialog-name, SCR-522C-radio); 
setprop(sim/menubar/default/menu[5]/item[3]/binding/dialog-name, 
  SCR-522C-radio);
setprop(sim/menubar/default/menu[5]/item[3]/name, SCR-522C-radio);

gui.menuEnable(SCR-522C-radio,1);

And this is working.  But I am concerned that if the menus should be changed 
(IE. items added or removed) that this would no longer be correct and the code 
will start failing.   Is that true?  If so ithere a better way to do this sort 
of thing?

Hal
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Re: [Flightgear-devel] Nasal updating properties in the menu

2011-06-19 Thread Hal V. Engel
On Sunday, June 19, 2011 02:15:54 PM Ron Jensen wrote:
 On Sunday 19 June 2011 15:04:11 Hal V. Engel wrote:
  I need to over ride one of the default menu items so that I can use a
  custom menu.  After some effort I have figured out what needs to be
  changed
  
  in the property tree.  The code looks like this:
   # Disable the menu item Equipment  radio so we use our own gui.
  
  gui.menuEnable(radio,0);
  
  # override default radio menu
  setprop(sim/bindings/menu/binding[35]/dialog-name, SCR-522C-radio);
  setprop(sim/menubar/default/menu[5]/item[3]/binding/dialog-name,
  
SCR-522C-radio);
  
  setprop(sim/menubar/default/menu[5]/item[3]/name, SCR-522C-radio);
  
  gui.menuEnable(SCR-522C-radio,1);
  
  And this is working.  But I am concerned that if the menus should be
  changed (IE. items added or removed) that this would no longer be correct
  and the code will start failing.   Is that true?  If so ithere a better
  way to do this sort of thing?
  
  Hal
 
 http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg30208
 .html gui.menuBind(radio, dialogs.Radio.open());

Thanks I knew I saw something about this on the list but I coundn't find the 
emails that covered it.   When I try to use it it fails when I click on the 
menu item.  

Here is my code:

var radio = gui.Dialog.new(sim/gui/dialogs/SCR-522C/dialog,
  
Aircraft/Instruments-3d/SCR-522C/Dialogs/radios.xml);
gui.menuBind(radio, dialogs.radio.open());

When I select Equipment -- Radios I get the following error message in the 
console:

Nasal runtime error: undefined sysbol: dialogs at 
/sim/bindings/menu/bindings[35], line 1

I must be doing something wrong but I don't see what it is.  Can anyone here 
spot my error?

Hal


 
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Re: [Flightgear-devel] SCR-522

2011-06-18 Thread Hal V. Engel
On Saturday, June 18, 2011 01:17:10 AM Vivian Meazza wrote:
 Hal,
 
 
 
 Since the dialog seems to be fundamentally broken, and in view of the
 freeze that has been declared on fgdata, I won't be merging this
 immediately. I'll see if I can fix up the Nasal errors, and then review
 the situation.
 
 
 
 Vivian

Vivian,

Beyond commenting out the calls related to the menu I made some other changes 
to the nasal code including adding a reimplementation of controls.ptt() and a 
new listener for the tr-lock along with correcting other issues with the code 
(references to systems/comm were changed to instruments/comm and some of the 
code had logic errors).   At this point with the menu related stuff commented 
out it all works and no error or warning messages are produced.

Everything else that is new is in the xml file which is now approaching 680 
lines.  I still need to add illumination animations for the new components 
(fittings/connectors) on the bottom if the control box so it may be over 700 
lines when this is all in place.  All of the items in the xml are animations 
of some sort.

I am not even close to being proficient on the menu part of this since the only 
FG related menu I have ever made was the P-51D specific menu.  This is a very 
simple menu that does mostly very simple things (IE. it is a list of things 
that the user can choose to enable/disable like loading rockets or drop tanks) 
and this is a standalone menu not something that is a replacement for a 
standard menu item. So it is a very different beast from the radio menu.

The radio can be used as is and is fully functional.  The only issue is that 
it is limited to the VHF frequencies that were programmed into comm1 and comm2 
at startup.  Users could setup some property over rides for these in fgrun or 
on the command line to setup the four VHF channels for their flight plan or 
change these using the property browser.  This would actually be more 
realistic but less convenient than having a menu to change these since in the 
real thing you can't change the installed frequencies other than having a 
radio tech do this on the ground.  That is the radio needs to have new 
crystals installed and then be tuned up/adjusted for the changed frequencies.  
So it is worth while getting the new version integrated into your Spit even if 
it will not be part of GIT until after the freeze.  In the mean time maybe we 
can figure out the menu stuff.  I will have this in my fgdata clone later today.

Hal

 
 
 
 -Original Message-
 From: V. Engel [mailto:hven...@gmail.com]
 Sent: 18 June 2011 05:50
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] SCR-522
 
 On Friday, June 17, 2011 11:33:29 AM Hal V. Engel wrote:
  On Sunday, June 12, 2011 03:07:25 AM Vivian Meazza wrote:
   Hal,
 
 snip
 
  I grabbed your code off of GIT and did some minor mods to it mostly to
  
  point things at the right locations. The menu XML is currently
  
  unmodified. I am trying to get it to work but I am getting loadxml errors
  
  from Nasal when I hit the
  
  
  
  var radio = gui.Dialog.new(dialog,
  
  Aircraft/Instruments-3d/SCR-522C/Dialogs/radios.xml)
  
  
  
  line of code. The error message says:
  
  
  
  loadxml: reading 'full path to the above file' denied (unauthorized
  
  access) Nasal runtime error: Dialog class: XML dialog mush have name
 
 From mfranz on the forums I learned that this should not be happening and
 
 that it could be an issue with the loadxml fgcommand when using
 --fg-aircraft. My fg-aircraft path is showing up in the log in the
 IORules/READ: line when I have --log-level=info set. I am running GIT from
 about 3 weeks ago.
 
   That's all looking good. Can we get it into Git soon?
 
 snip
 
 
 
 I now have everything except the menu working. The 3D model is complete
 although the texturing of the fittings on the bottom of the unit is crude
 (but these are not visible in most installations). All of the controls have
 hot spots and the radio control unit can be fully manipluated with a mouse.
 Everything appears to be working correctly including how the ptt works with
 a remote ptt switch. All of the lights are functional and so is the dimming
 mask.
 
 
 
 I will be pushing this to my gitorious fgdata copy tomorrow along with some
 other P-51D updates after I make sure that everything is tested again. WIth
 the freeze I don't know if I will be able to get this into GIT but the
 radio has been in GIT for some time so perhaps I can. Once it is in my
 gitoriious copy of fgdata you can grab it for your Spitfire work. In the
 mean time perhaps some one here might know how to get the radio menu
 working or perhaps have some ideas about things that can be tried.
 
 
 
 Hal
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Re: [Flightgear-devel] SCR-522 (was RatingSystemRedux(wasRe:Flightgear-devel Digest, Vol 61, Issue 12))

2011-06-17 Thread Hal V. Engel
On Sunday, June 12, 2011 03:07:25 AM Vivian Meazza wrote:
 Hal,
snip
 
 Too much info - does that photo show the dimmer mask in the down position?
 I think so, it looks as if I am wrong about the hole theory - the blue is
 transparent mask over - what?  Perhaps a more transparent blue mask? The
 T/R lamp is not masked.  But I'm not sure that we want to introduce a
 transparency in our model - bad for framerate. We can easily fix things to
 look right without transparency.

My current working therory is that the mask is a set of darker colored lenses 
that can be moved over the lighter colored lenses to reduce the brightness.  I 
now have a light and a dark version of the lense/light and have select 
animations that enable to correct one depending on the possition of the mask 
control lever.   No need for transparancy.   Not hard to do and I have it 
working nicely at this point.   This also reduced the number of vertices in 
the model by a significant amount.

 I will change the colors of the lamps to match the documentation. But this
 is another case where the evidence is contradictory. What colors should
 these be when lit and off? I will make my best guess and if some evidence
 comes along that my guess is incorrect it will get fixed.
 
 
 
 Green is a very usual colour for channel lights - and red/orange for T (but
 we know that the SCR-522 worked in reverse). But all photos show the unlit
 lamps/mask to be blue.

Not all of them.  See:

http://images.cloud.worthpoint.com/wpimages/images/images1/1/0709/12/1_d877943869d6f53fd314861cb0592d63.jpg

 
 
 
 snip
 
  Please take anything you want. Did you notice that the binding for F12
  was changed to bring up the new menu? I would really like to use the new
  dialog in the same way as the default one rather than in the 
  aircraft-specific menu, but right now can't figure out how to do that.

I grabbed your code off of GIT and did some minor mods to it mostly to point 
things at the right locations.  The menu XML is currently unmodified.  I am 
trying to get it to work but I am getting loadxml errors from Nasal when I hit 
the 

var radio = gui.Dialog.new(dialog,

Aircraft/Instruments-3d/SCR-522C/Dialogs/radios.xml)

line of code.  The error message says:

loadxml: reading 'full path to the above file' denied (unauthorized access)
Nasal runtime error: Dialog class: XML dialog mush have name

Is this what is preventing you from using this as a replacement for the 
default radio dialog?  I am stumped as I have not been able to find anything 
on-line about this error message other than cases where the file didn't exist 
or a null file name was passed neither of which is the case here.  Any ideas 
about what to look for?

snip

  Looks like the our channel select buttons could do with a bit more  
  detailing - from this and other photos, it looks as if they had a raised
  rim.

I have added the rims to my local model now.  I also have pick amination on 
the channel select buttons and the mask lever.   I need to implement the tr 
lock and T/R/REM lever animation and hot spots.  I also need to get the T/R 
light working correctly and also get this so that the ptt button works 
correctly when the radio is in the REM (ptt button should work) and R (ptt 
button should be ignored) positions.

snip

 That's all looking good. Can we get it into Git soon?

I spent about 8 hours over the last few days working on the radio.  The radio 
looks very good right now and is getting closer.  Once I get the menu stuff 
working and sort out the remaining details I will get it into GIT.  Hopefully 
someone here has a clue about what is going on with the XML loading issue.  If 
I can get passed that then the rest should go quickly.

Hal
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Re: [Flightgear-devel] Rating System Redux

2011-06-13 Thread Hal V. Engel
On Monday, June 13, 2011 06:12:04 AM Gijs de Rooy wrote:
  Vivian wrote:
  
  Just how many systems are there – this must be a 4 as well?
  So that would become 3 + 3 + 4 + 4 = 14 = early production. Good enough
  for me J
 
 My 2nd point wasn't about the Jetman ;)
 
 But yeah, I do think the Cockpit might be a 4 rather than a 5 then. Will
 wait for some more opinions.

I approach all of the catigories with the thought that I am rating how 
complete the model is in that catigory.  For example for Systems if I rate it 
a 4 then it should have it's over all sustems about 75% complete.  Then same 
for other other catigories.  

The descriptions on the wiki page are more like a guild to help with what 
types of things belong in each catigory and the info there is very helpful for 
normal aircraft.  Things like the jetman are sort of corner cases but it 
wouldn't hurt to add info to the wiki about how these types of things shuold 
be rated. 

So your jetman is missing a few things from the cockpit but if there should 
be 5 things in the cockpit to make it complete and it has 4  (or 10 and 7) 
then it is it is a 4. 

Hal 
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Re: [Flightgear-devel] Rating System Redux

2011-06-13 Thread Hal V. Engel
On Monday, June 13, 2011 05:16:59 AM Gijs de Rooy wrote:
 Hi all,
snip
 I think the alpha-range is rather big, compared to the others. There is an
 awfull lot of difference between a total=0 aircraft and a total=8 (eg.
 Model=3, FDM=3, Cockpit=0, Systems=2). I don't care if my vehicles end up
 low in the completness-rating (I consider my best aircraft early
 production) but I do feel offset to see my aircraft end up next to an
 empty hull. Adding in a 0-4 rating would be nice IMO; we can call that
 pre alpha.
 
 Just some Monday afternoon ideas :)
 
 Cheers,
 Gijs

I am not sure that I am bothered by this since for the most part users will 
not be interested in alpha models.  But you are right the alpha staus implies 
that the model is in a state where it could be tested by users and there are 
models in GIT that are not that far along.  The other possibility is that we 
discourage including a status rating until such time that the model is user 
testable.

This also makes it possible, with some work to the download page, to exclude 
models with no status from appearing on the download page.  This way aircraft 
devs would be able to control when their model appears on the download page.

Hal
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Re: [Flightgear-devel] SCR-522 (was Rating SystemRedux(wasRe:Flightgear-devel Digest, Vol 61, Issue 12))

2011-06-12 Thread Hal V. Engel
On Saturday, June 11, 2011 02:19:39 AM Vivian Meazza wrote:
 Hal,
 
 
 
 I put some comments in-line.
 
 
 
 Vivian
 
 
 
 -Original Message-
 From: Hal V. Engel [mailto:hven...@gmail.com]
 Sent: 11 June 2011 02:03
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] SCR-522 (was Rating
 SystemRedux(wasRe:Flightgear-devel Digest, Vol 61, Issue 12))
 
 On Friday, June 10, 2011 08:16:52 AM Vivian Meazza wrote:
  Hal,
  
snip
 
 On closer reading of p24 and on looking at the diagram on p9 of the manual,
 it seems possible that the dimmer mask only covered the Channel indicator
 lamps, and not the T/R/REM. light.

What specifically on page 9 are you seeing?

I am not sure I agree but I can't say for sure.  All of the lamps are in line 
with each other so they could easily use the same types of masks and a common 
lever for dimming all five lamps.  In addition, not dimming the T/R/REM lamp 
would not make operational sense since they would have been very concerned 
about night blindness and the lamp is white (see next paragraph) which is not 
a good thing from a night vision point of view.  Also the 1952 USAF F-51D/K/H 
manual seems to imply that all of the lamps are dimmed by the lever although 
it does not say this explicity.  On the other hand the Aug. 1945 USAAF P-51D/K 
manual seems to imply that the dimmer mask only affects the channel lights but 
again it is not explicit about this.  So I don't know.   Perhaps the Spit 
pilot manuals can shed some light on this? 

Also something that I had missed from the 1952 manual is that the T/R/REM lamp 
is white and the others are green.  In most photos I have seen the lamps all 
appear to be a greenish blue color, this is clearly the case in the ebay 
auction photos,  but perhaps this is because they are not lit in these photos.  
 
A yellowish lamp under a blueish lens would glow a green color when lit while 
still appearling blue when not lit.  Also the photo at this link shows the 
channel lamps as a green blue and the T/R/REM lamp as white. 

http://www.worthpoint.com/worthopedia/radio-control-box-bc-602-part-
scr-522-76082646

 I will  change the colors of the lamps to match the documentation.  But this 
is another case where the evidence is contradictory.  What colors should these 
be when lit and off?  I will make my best guess and if some evidence comes 
along that my guess is incorrect it will get fixed.

snip
 
 Please take anything you want. Did you notice that the binding for F12 was
 changed to bring up the new menu? I would really like to use the new dialog
 in the same way as the default one rather than in the aircraft-specific
 menu, but right now can't figure out how to do that.

I has a new high level menu for the VHF radio stubbed in (IE. the menu does 
not do anything yet).  So I have some thing working and when I have a chance 
to look at your stuff I will try to generalize it so that it has it's own high 
level menu.
 
 
 
 I think we might end up with 2 near-identical entries in
 Aircraft/Instruments-3d. I suppose that's OK, since UK aircraft would
 expect the TR1133, and the US the SCR-522. Hmm, what was it known as in
 RAF P51s?

I think this may be the case and it might make sense to consolidate these into 
one set of models and code.  The names used internally by the aircraft models 
does not really matter since to the user these are the same units.  They look 
and function in exactly the same way.

snip 
 
 I now discover that the boxes were the same - only the internals differed.
 However, I haven't yet discovered where the boxes were fitted.

I found this online:

http://target4today.co.uk/forum/viewtopic.php?showtopic=643mode=show=20page=3

It shows where various things are located for weight and ballance on the Spit.  
The TR 1133 is item G and with the dynamotor and other radio items is part of 
item 18.  These are located behind the VHF antenna at 109 inches behind the 
datum point which appears to be at about 25% cord.  This is well behind the 
cockpit and these might not be visible to the pilot or when looking through 
the canopy from the outside.

The above is from a thread on the target4today web site forum.  A user named 
bomber is working on a JSBSim Spit FDM for the target4today software and there 
are two extensive threads about this in their forum.

snip
 
 I think that one might be a modern reproduction - it's all very shiny and
 new.

It could also be a refinished original or NOS.  These were produced in huge 
numbers (perhaps several hundered thousand) and it appears that NOS or 
refinished examples regularly appear on ebay. 

 
 
snip
 
 
 Looks like the our channel select buttons could do with a bit more
 detailing - from this and other photos, it looks as if they had a raised
 rim. 

I was not able to see the rim in the photos I originally used although I did 
see that there is a recess in the top of the button which I thought was a dish 
shape and I created a shadow

Re: [Flightgear-devel] SCR-522 (was RatingSystemRedux(wasRe:Flightgear-devel Digest, Vol 61, Issue 12))

2011-06-12 Thread Hal V. Engel
On Sunday, June 12, 2011 03:07:25 AM Vivian Meazza wrote:
 Hal,
 
 
 On page 9 I see what I think is the mask in place over  the channel lights
 with the small hole over the channel visible - compare and contrast that
 with the photos that we have found with the in the day position. Page 9
 also shows the T/R/REM. light unmasked. The words on page 24 also imply
 this to be the case. But see my comments lower down
 
snip
 
 Not quite in line - but yes it would not have been difficult to have
 extended the mask to cover all lamps - and I agree that it would be logical
 for this to be the case.
 
snip 
 
 Too much info - does that photo show the dimmer mask in the down position?
 I think so, it looks as if I am wrong about the hole theory - the blue is
 transparent mask over - what?  Perhaps a more transparent blue mask? The
 T/R lamp is not masked.  But I'm not sure that we want to introduce a
 transparency in our model - bad for framerate. We can easily fix things to
 look right without transparency.

I think the mask is between the lens and the light bulb and is not visible 
from the outside.   If that is the case then changing it's possition would not 
change how these looked other than how bright they are when lit. 

I think you are right about not using transparency and that the needed affect 
can be done using object illumination animation settings in the models XML 
file.  So it appears that the mask can be removed from the model which reduces 
the number of vertices significantly.

The other related open question is which way does the level move to open or 
close the mask?

snip
 
 That's all looking good. Can we get it into Git soon?\

Soon yes but at the moment I am swamped with other stuff.  But I will try to 
get to it and finish it in the next few days.

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Re: [Flightgear-devel] SCR-522 (was Rating System Redux(wasRe:Flightgear-devel Digest, Vol 61, Issue 12))

2011-06-10 Thread Hal V. Engel
On Friday, June 10, 2011 08:16:52 AM Vivian Meazza wrote:
 Hal,
 
 
 
 I've completed the T/R/REM lock, and the day/night mask - this might be
 different to your interpretation of a dimmer - AFAIKS its just a plate
 with big/small holes which is slid across the lamps. That required a bit of
 modification of the existing model here:
 
 
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/SCR-522/TR1133-Control-Night.jpg

I didn't find too much to go on with the day/night mask/dimmer in the docs I 
had before.  From reading the section about this in the radio manual (page 24) 
it appears that this was probably not infinitely adjustable and that having a 
large hole and a small hole fits the description in the manual better although, 
as you wrote, this is a matter of interpretation since the manual is not 
explicit about this.

 
 
 
 All is now pushed into Git. I could add the dialog etc. to the P51D if you
 would like.

The model is very close now. I have improved the textures as well (the box and 
cover plates now have a crinkle finish).  I still need to add the fittings on 
the bottom but these are a fairly simple cubes, cylinders and spheres type of 
things (IE. very east to model) and I should have that done in the next day or 
two.  

I have adapted your top and light mask to the model so the new version should 
work for you as well without many changes to your code.  This also reduces the 
number of vertices/edges so the model is a little smaller than it was.  

Also the cover plates were interchangeable according to the manual.  One of 
these plates has the placards and the other has mounting holes and depending 
on the installation these covers were interchanged so that the one without 
placards could be attached to the mounting surface/bracket in the aircraft.  
It appears that your installation has it mounted with what is the mounting 
cover visible in the cockpit which is not correct.  I have put the placards on 
both side covers so that it can be mounted either way with the placards still 
visible. This works fine in the P-51D and it should work in your Spit as well.

Don't bother with implementing this in the P-51D since I can look at (and 
steal - is that OK?) your code.  I had a look at your stuff and it did not 
appear to be a big deal to port this to the SCR-522 and the P-51D.   I will 
try to generalize this so that it can be used by any aircraft since it could 
be useful to those working on other WWII aircraft like the P-47, P-38, P-39, 
P-40, Corsair, F6F,  B-17 and perhaps a dozen others.

 
 
 
 I'm looking forward to the updated models - I think you did an outstanding
 job just working from photos. I don't know yet if the TR1133 had a single
 box containing the transmitter and receiver, or 2 boxes. In any case, I
 think the SCR-522 was also fitted to UK aircraft, at least later in WW2 -
 after all that was the purpose of the contract.

The radios in US and Britsh aircraft were standardized very early in the 
war.  There was lots of cooperation between the US and the UK particularly on 
electronics (communication radios and radar) and this started before the US 
was officially at war.  Reading the history on these VHF radios it appears that 
the initial prototypes where Britsh and that these were improved and made into 
production items by companies in the US primarily Bendix.

The BC-602-A control box appears to have been used for all 4 channel VHF 
radios through out the war (and into the Korean war at least in the P-51D's) 
and it was basically unchanged from what it looked like as a prototype.  

 
 
 
 This is a nice photo of the cockpit control:
 
 
 
 http://spitfiresite.com/wp-content/uploads/2010/07/02es09_020.jpg

There is at least one difference from the drawings in the manual.  The raised 
part of the top that goes over the lights is stamped into the top cover.  The 
drawings show this as a seperate piece that is rivited to the top cover.  So 
there appears to have been some minor cosmetic changes to these during thier 
production life.

Also here is an ebay auction for a BC-602-A that shows more detail as it shows 
three sides of the unit.

http://cgi.ebay.com/WWII-Signal-Corps-BC-602-A-Radio-Box-w-Connector-
P-51-/220792306832?pt=LH_DefaultDomain_0hash=item33683f3c90

The one in this auction has a serial number of 8840 so this can't be a late 
war unit since these had to have been produced in the tens if not hundreds of 
thousands (after all it would have taken over 10,000 of these just to equip 
P-51s and these were used in every plane the US and UK put in the air many of 
these produced in 10,000 quantities) so it looks like the rivets on the top 
cover were only on very early examples.

Hal
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Re: [Flightgear-devel] SCR-522 (was Rating System Redux (wasRe:Flightgear-devel Digest, Vol 61, Issue 12))

2011-06-09 Thread Hal V. Engel
On Wednesday, June 08, 2011 01:22:20 AM Vivian Meazza wrote:
 Hal,
 
 
 
 Glad to be able to help. I'm looking forward to your corrected model, then
 I'll use it in part or in for the TR1133. As you probably know, the SCR-522
 was the TR1133 built initially under a UK contract in the US. The TR1133
 transmitter and receiver were reworked by Bendix into a single unit, but
 the cockpit control box remained unchanged throughout the life of the
 equipment AFAIKS.
 
 
 
 I now have a working Channel selector interfaced with comm[0] - trivial.
 Now for a menu to set the Channel frequencies
 
 
 
 Vivian

I am working on the model for the control unit now.  It turns out that my 
eyeball was slightly miscalibrated and the model was too small by perhaps 
10% or so.  The new version is somewhat bigger (about 1.3 CM longer for 
example).  But the old version had about the correct proportions.  It is now 
correctly sized and has the content of the placards as well.  I am working on 
other details like rivets, connectors and screw heads.  The dimmer control now 
dimms all of the lights including the TR light.

I will also be adding the transmitter/reciever and the dynamotor boxes and 
perhaps some connectors so that these can be placed in models where these are 
visible like the P-51D.   These may not be too useful for your version of the 
radio since I will be modeling the Bendix version with a single TR box.  These 
also may not be visible in your aircraft.

When I have the models in place and have updated the P-51D to use them (the 
bigger radio requires some changes to the P-51D configuration to get it 
properly placed in the cockpit) I will push these into my gitorious repository 
and request a merge.  I have lots on my plate right now so this will probably 
be early next week.

One interesting side note for those with an interest in electronics.  The 
dynamotor has several different output voltages including 28 volts and 300 
volts.  From my radio backgound (AC6VZ) I know that the 300 volt output is 
probably for the power amp stage of the transmitter.  I am not too sure how 
much power output this unit had but from what I have read air to air range was 
several hundred miles.  Total power consumption when transmitting is about 320 
watts and 308 watts in recieve so it appears that it's output is around 10 
watts.  This is comparible to modern aircraft VHF radios.  Of course modern 
aircraft radios probably only consume 15 to 20 watts max when transmitting and 
perhaps only 1 watt when recieving since they are solid state and don't have 
all of the losses in the dynamotor.

Hal

 
 
 
 -Original Message-
 From: Hal V. Engel [mailto:hven...@gmail.com]
 Sent: 07 June 2011 23:24
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] SCR-522 (was Rating System Redux
 (wasRe:Flightgear-devel Digest, Vol 61, Issue 12))
 
 On Tuesday, June 07, 2011 12:49:34 AM Vivian Meazza wrote:
  I expect you have already seen this -
  
  
  
  ftp://abbeytheatre2.org.uk:2121/flightgear/SCR-522/SCR-522.pdf
  
  
  
  Right now I'm busy converting the SCR-522 into its progenitor, the
  TR1133.
  
  Not that it's hard - externally they are exactly the same bits of kit. I
  
  have found a number of duplicate vertices/bad surfaces however. Based on
  
  the Manual there are some small errors in the interpretion the function
  of
  
  the T/R/REM, and some of the dimensions. Key. I'll push the TR1133 into
  
  git soon, but as a new item: I will not overwrite any of the SCR-522
  
  stuff.
 
 This is great info. I googled the SCR-522 when I was working on it's model
 and did not find much on line other than grainy old photos. Because of this
 I sized the unit by comparing it to photos of it in place in a P-51
 cockpit. So I knew that it's dimensions were not totally correct and I was
 not sure about some other details.
 
 I mistakenly thought that the switch-locking lever was a dimmer for the
 T-R-REM indicator lamp. Also I did not know that I had the T-R indicator
 lamp function backwards (IE. off when receiving which is what it is on
 modern radios - when it should be on when recieving). So these things are
 wrong in my model.
 
 
 
 Also from the photos I had it was not apparant that the front and back of
 the control box had removable covers so the screws are missing as well as
 the covers not being propery contured.
 
 
 
 My model is also missing the connectors on the bottom of the control box.
 
 
 
 Then Vivian is able to find a complete manual for the radio which includes
 good line drawings for all of the radio components including dimensions.
 Having these drawings makes it possible to add other stuff (radio box,
 dynamotor, cables and connectors) behind the armor plat in the P-51D (above
 the fusealge fuel tank) and have things accurately modeled. So this is very
 useful to me as it will make the P-51D model more accurate and detailed.
 
 
 
 One orher issue is that there are two placards

Re: [Flightgear-devel] SCR-522 (was Rating System Redux (was Re:Flightgear-devel Digest, Vol 61, Issue 12))

2011-06-07 Thread Hal V. Engel
On Tuesday, June 07, 2011 12:49:34 AM Vivian Meazza wrote:
 I expect you have already seen this - 
 
 ftp://abbeytheatre2.org.uk:2121/flightgear/SCR-522/SCR-522.pdf
 
 Right now I'm busy converting the SCR-522 into its progenitor, the TR1133.
 Not that it's hard - externally they are exactly the same bits of kit. I
 have found a number of duplicate vertices/bad surfaces however. Based on
 the Manual there are some small errors in the interpretion the function of
 the T/R/REM, and some of the dimensions. Key. I'll push the TR1133 into
 git soon, but as a new item: I will not overwrite any of the SCR-522
 stuff.

This is great info.  I googled the SCR-522 when I was working on it's model 
and did not find much on line other than grainy old photos.  Because of this I 
sized the unit by comparing it to photos of it in place in a P-51 cockpit.   
So I knew that it's dimensions were not totally correct and I was not sure 
about some other details. 
 
I mistakenly thought that the switch-locking lever was a dimmer for the T-R-
REM indicator lamp.  Also I did not know that I had the T-R indicator lamp 
function backwards (IE. off when receiving which is what it is on modern radios 
- when it should be on when recieving).  So these things are wrong in my 
model.  

Also from the photos I had it was not apparant that the front and back of the 
control box had removable covers so the screws are missing as well as the 
covers not being propery contured.  

My model is also missing the connectors on the bottom of the control box.

Then Vivian is able to find a complete manual for the radio which includes good 
line drawings for all of the radio components including dimensions.  Having 
these drawings makes it possible to add other stuff (radio box, dynamotor, 
cables and connectors) behind the armor plat in the P-51D (above the fusealge 
fuel tank) and have things accurately modeled.   So this is very useful to me 
as it will make the P-51D model more accurate and detailed.

One orher issue is that there are two placards on the side of the radio 
control box that in P-51 installations were visible.  These are visible in 
Figure 17 of the radio manual (page 37) but are only shown edge on.  I know 
that these are brass plates with red and black backgrounds but I didn't know 
what was on these placards and my current texture no content on the placards.  
There are no photos/drawings of these particular placards in the manual.  I 
will do some googling to see if I can find more info about these placards.

Hal
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Re: [Flightgear-devel] Rating System Redux

2011-06-03 Thread Hal V. Engel
On Friday, June 03, 2011 11:45:26 AM Stuart Buchanan wrote:
 On Fri, Jun 3, 2011 at 6:56 PM, ThorstenB wrote:
  Hi Stuart and all,
  
http://wiki.flightgear.org/Formalizing_Aircraft_Status
  
  We have some (too few!) aircraft providing documentation / tutorials,
  i.e. how to start, how to use instruments... I like extremely
  detailed/realistic aircraft, and I'm not asking everyone to provide
  cheating autostart options. But realistic FDMs/cockpits/... are still of
  little use when people don't know how to use them. So, wouldn't it be a
  good idea to make the level of documentation/tutorials part of the new
  rating system? Especially since that's certainly of interest to new
  users (new to FG, or just new to the aircraft).
 
 You may have seen that I've proposed putting it at least partly within the
  Systems  rating, as really it is related to operating those systems.

There are some things that should be covered in the in-sim help or a pilots 
handbook that are related to the FDM such as Vne, stall speeds, service 
ceiling and the like.  So perhaps there is an FDM component to this as well 
but this is probably a nit and having it covered in the Systems catigory seems 
OK to me.

 
 Thus far, my proposal is that for a Systems:3 rating, there must be
 either in-sim instructions or a tutorial for the correctly modelled engine
 startup.  I think that is reasonable, and will allow new users to at least
 start the engine, if not get into the air.
 
 We could extend that such that for each of the modelled systems for a given
 rating there must be either
 - in-sim help/checklist
 - in-sim tutorial
 - referenced documentation elsewhere (Manual, wiki, freely available PoH)
 
 Does that seem reasonable or too draconian?

This strikes me as an OK approach.  As the systems being modeled get more 
complex and/or numerous having everything covered by in-sim help/check lists 
is not feasible (IE. the help text becomes too big).   But there is also a 
need for more documentation as more systems are added to the model.  Having 
some basic aircraft help (perhaps startup, take off and landing check lists 
along with some other basic info) and referring users to a pilot's handbook 
that covers in detail how these systems work IRL should be enough to satisfy 
this requirement.  

For many aircraft getting the pilots handbook is not hard but it can take some 
research to find.  I had considered adding the pilots handbook to my aircraft 
directory in a Docs subdirectory since it has been put in the public domain by 
US.gov (IE. no IP issues - something that will not be the case for all 
aircraft).  But the best of the handbooks available is fairly large (around 54 
meg) and I am a little hesitant to add it since adding the handbook almost 
doubles the download size of the aircraft. 

I didn't even think about this when rating my aircraft since I had assumed 
that most if not all aircraft with with a shot at something beyond a beta 
rating would either have extensive in-sim documentation or a pilots handbooks 
would be available.  For me adding this requirement to the rating system would 
not affect how I scored my model but it may impact others.

 
 The problem with having it as a completely separate rating is that when
 calculating an overall status for the aircraft  it dilutes the other
 ratings (in particular FDM) unless one starts weighting the different
 ratings.
 
 -Stuart
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Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel Digest, Vol 61, Issue 12)

2011-06-01 Thread Hal V. Engel
On Tuesday, May 31, 2011 03:02:09 PM Vivian Meazza wrote:
 Hal,
 
 I can't follow your logic - because there are some aircraft that need a lot
 of work, the system shouldn't recognize advanced features in other
 aircraft that do have them? 

I should have been clearer - Sorry.  What I was trying to say is that we 
shouldn't need special cases to include this type of stuff in the rating.

 I also disagree with Stuart that such advanced
 features are nice-to-haves and add little to the simulation - why the hell
 are we including them then? Do the stores so nicely added to the P-51 add
 nothing? 

These add a lot.  I treated them as systems and included them in Systems 
rating.  Seemed like the right way to handle this stuff to me.

 On the other hand, the ability to change liveries adds to the
 model? Sure doesn't wring my withers, but I suppose the airliner
 aficionados (and I'm not one) absolutely must have that.

I agree with this (IE. that liveries only make sense for some models).  Stuart 
changed the External Model category to make liveries optional to get a 4 or 
above.

 The P-51 is a superb model already, and at a reasonable frame rate here -
 about 75% of my benchmark figure. 

The yasim p51d gets about 35 FPS on my older system (it's probably a mid level 
system by todays standards) and the jsbsim version gets about 22 FPS under the 
same conditions.  Considering how much more detail there is in the JSBSim 
cockpit I think it does OK frame rate wise.

 It would benefit from a tutorial on the start procedure -

It does have a complete startup check list/procedure in the aircraft specific 
help that is basically copied from the pilots manual.  The startup is fairly 
simple (comparable to a single engine GA aircraft) so most users should be 
able to get it running by reading the startup check list/procedure.

 
 but apparently that would win no points either. That seems to be a missed 
 opportunity too. 

I agree that the quality of the aircraft specific help and the existence of 
tutorials needs to be factored into the rating system some how.

 I suppose the P-51 FDM is accurate -
 but I find it not all that pleasant to fly. 

There is a high pilot work load during take off and initial climb out and this 
makes things unpleasant during those part of a flight.  Once up to or above 
normal climb speed and trimmed it becomes fairly easy to fly.  It also can be a 
handful in high G maneuvers since it will snap if there is a yaw angle as you 
approach stall.  You can appoach stall at fairly high speeds in high G 
maneuvers without blacking out.  FG pilots will likely find this behavior 
surprising since the JSBSim P-51D is the only FG aircraft I know of that will 
do this.  But after the pilot gets used to this behavior it gives the pilot a 
level of feedback near stall that is very useful.  

 I would say that you have probably slightly underrated its score.
 

I may have been overly critical with my ranking but I have a very long todo 
list and I am acutely aware of how much work remains to be done.  I think this 
is a common situation among those who are trying to create very high quality 
models and I also believe that most individuals trying to create high quality 
models will tend to underrate their own models.  I think this is a good 
thing since it sets a very high bar.
 
 
 In the final analysis - the system currently proposed is only marginally
 better than the current wet finger in the air method. I think we are
 falling a bit short here in our aim to be both objective, and to tell users
 more about the available aircraft.

This I don't totally agree with.  The system is far from perfect but at least 
we have a documented rating system that is somewhat objective and fairly easy 
to do.  We can improve on it going forward to make it more complete and what 
we have now is a good starting place and is clearly better than the wet finger 
in the air method.

 In particular, the failure to tell users
 that they need a powerful system to use a model, and something about the
 difficulty of use, is going to disappoint and or frustrate users.
 

I think these are separate issues from rating model maturity.

Hal
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Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel Digest, Vol 61, Issue 12)

2011-06-01 Thread Hal V. Engel
On Tuesday, May 31, 2011 10:26:18 PM Robert wrote:
 I absolutely agree with Vivian. The users should know about planes that
 need much resources (CPU, RAM, VRAM).
 This value should not influence the total score.

I think how much compute power is needed and how difficult a model is to 
use/fly 
are seperate subjects from the status/maturatity of the model.  In general 
models that are more mature will tend to require more compute resources and 
also will be more difficult to use/fly for aircraft of similar complexity IRL.  
Ease of use of the models should reflect how difficult the aircraft is to fly 
IRL 
at least for mature models.  

New users, particularly younger ones, sometimes think that FG is a game rather 
than a simulation and assume that how it presents aircraft should be arcade 
game like.  I have seen a number of forum threads that started off with 
something along the lines of I just started using FG today and I tried to fly 
complex high performance aircraft and I always crash during take off  
Invariably the next post will point out that complex high performance 
aircraft requires a lot of skill and experience to fly and will ask the user 
if he has tried the C172P or some other basic aircraft.  The OP will reply no 
but I will.  Then they report that they were succesful with the more basic 
aircraft and are happy with FG.  

IRL you don't climb into the pilots seat of a complex high performance 
aircraft for your first flight ever and expect to walk away in one piece.  Why 
would this be different for FG and why would FG users expect it to be 
different?  
Having a difficulty rating someplace visible to users is a good idea since it 
might clue in at least some new users that they probably need to start out 
with something easy to fly usless they fly complex aircraft IRL. 

So I agree ratings for difficulty of use and how much compute power is needed 
should be seperate from the status since these have nothing to do with model 
maturity.

 Maybe using the total score is not a good idea at all, because some users
 prefer the eye candy and don't worry about frame rate too much, others
 prefer an accurate FDM and a high framerate. So the total score doesn't
 tell the whole story!

The overall status is for backward compatibility.  It is displayed in fgrun 
and on the download page already.

Also the most mature models will have eye candy, complex system modeling and 
a high quality FDM.  So I think it does tell most of the story and users can 
infer how much compute power is needed for a given level of real life aricraft 
complexity from the status rating.  A very simple aircraft (IE. Piper Cub or 
sail plane) of any status probably will run fine on a low to mid level system.  
But a highly complex aircraft that has a mature model (production or above) 
will probably require a high end machine to get good frame rates.   It's not 
really rocket science as it just requires some common sense to figure out.  But 
I don't see any reason not to also include information about required compute 
power for each model.

 But the idea of showing the user individual scores (FDM, Systems, Cockpit,
 3d model, + needed resources) is a good one!
 What do you think?

At this point users have to look in the XML files to see the FDM, Systems, 
Cockpit and External model scores.  These are not visible in any UI or on the 
download page.  So at this point only users who understand how things are 
setup in FG will be able to find this information and more work will be needed 
to make it available to nave users.

Another issue is for the needed resources and difficulty rating to make sense 
there needs to be documentation on how to create the ratings and a description 
some place for user so that they can understand what these mean.

Hal
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Re: [Flightgear-devel] 2d panel visibility

2011-05-31 Thread Hal V. Engel
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] Rating System Redux (was Re: Flightgear-devel Digest, Vol 61, Issue 12)

2011-05-30 Thread Hal V. Engel
On Monday, May 30, 2011 12:47:41 PM Stuart Buchanan wrote:
  I don't have a good answer for the other items. Some are nice-to-haves
  that enrich
  the simulation experience but don't impact simulation of flight
  itself, but others
  (such as a co-pilot) are more important for multi-crew aircraft.
  
  Call them all advanced features. That could be a/the criterion for
  advanced production
 
 I'm not sure. The Advanced production bar is already very high - two 5s
 and two 4s.
 
 I'm not sure if any aircraft will actually gain it!

I would expect that at this point only a few aircraft out there are close to 
or are advanced production quality.  It is a very high standard and any 
aircraft that is that far along should really stand out.  I would expect that 
most of the most advanced current models only need perhaps 1 or 2 points to 
get there but adding points when the models are that far along is a lot of 
work.   But I would be surprised if there were more than a handful of aircraft 
that were far enough along to only need 1 or 2 points to become advanced 
production.  I think I agree with Stuart that having some things called 
advanced features does not add much if anything to the system particularly 
when we have so many models that are missing many basic things.

An example of one that is close but needs more work is the p51d-jsbsim model.  
It only needs to improve the external model (add livery support to go from a 3 
to a 4) to get to production status and then add one more point in cockpit, 
external model or systems would make it advanced production.

Currently it has the following ratings:

 rating
 FDM type=int5/FDM
 systems type=int4/systems
 model type=int3/model
 cockpit type=int4/cockpit
  /rating

The 3D modeling stuff is not my strong suit but I do have new more accurate 3D 
models for the fuselage and wing (including flaps and aileraons) for the P-51D 
that I created a while back.  I have also more accurately modeled the cooling 
inlet passages and the oil and coolant radiators so that these will look 
correct (once textured) when looking into the cooling inlet.   I need to uvmap 
all of this stuff now and this is where I get stuck as I can't figure out how 
to 
do this so that the resulting uvmaps can be used to create livery support.  
Having a nice user friendly uvmap for the fugelage and wings is more or less 
nessary to move ahead with libery support I think.  

For Systems adding emergency gear release support, oxygen system support, full 
cooling system support, VHF radio support,  rear warning radar support, IFF 
support and some missing electrical system stuff would increase this to a 5.   
The 3D models for the controls for all of these systems are already in the 
cockpit.

One comment about systems.  For the P-51 series there are two cooling doors 
that are used to control cooling airflow.  One for the engine coolant and one 
for the oil cooler.  JSBSim has support for the coolant door controls but not 
for the oil cooler door controls.  I have the automatic coolant door stuff 
modeled but not the automatic oil cooler stuff because of this.  I also need to 
add manual overides for these at some point (the controls are in the cockpit 
but currently only allow for automatic control).  What I am getting at is that 
some systems can not be fully modeled because of limitations in the FDM being 
used and aircraft authors should rate these as complete systems if they have 
modeled everything that is possible with the existing FDM support. 

For Cockpit adding the fuselage fuel tank and guage, a few missing placards, 
the arm rest, the map bag and improved texturing would pretty much get it a 5.

For some aircraft it may never be possible to get the FDM rating high enough 
to get more than a 2 or 3 simply because the data needed to do that is not 
available.  These aircraft will never be able to get beyond an early 
production status unless the author finds a source for the needed information. 
   

Hal
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Re: [Flightgear-devel] Rating System Redux (was Re: Flightgear-devel Digest, Vol 61, Issue 12)

2011-05-26 Thread Hal V. Engel
On Thursday, May 26, 2011 06:31:13 AM Stuart Buchanan wrote:
 On Thu, May 26, 2011 at 9:45 AM, Vivian Meazz awrote:
  Thanks for addressing the points that were hammered out over on the IRC
  channel. I think the modified system could work. Just a few points
  remain:
  
  There is no penalty for including systems, such as an AP, where none
  existed on the original.
 
 There's not an explicit penalty. but I think Hal has addressed this in
 the notes
 for the System criteria:
 
 Ignore systems not present on the aircraft IRL. If the real aircraft
 doesn't have
 a system (e.g. autopilot), the FG model shouldn't have either and if
 all systems
 in the real aircraft are modeled then it scores a 5 even if it is a
 very simple aircraft. 
 
 I'm not sure how much of a problem this is.  If someone chooses not to
 disable the
 generic autopilot for a vintage aircraft, it will have no effect on
 pilots who choose
 to fly realistically (they simply won't use it). 

On the p51d-jsbsim I have added a tuned autopilot but it is only available by 
using the menu system since the real thing (IE. my model is as it would have 
been in 1945) would not have one.  But it is VERY useful for test flights so it 
was worth the effort to create it.  I don't think this should result in a 
reduced Systems score unless it is exposed in the cockpit.  So I agree with 
Stuart.

 If the system is exposed in the cockpit,
 then it is covered by the rating for accuracy of cockpit - a KAP140 in
 the Sopwith
 Camel would obviously not be worth a 4 or 5 cockpit rating.
 
 I don't think it's unreasonable for vintage aircraft to have access to
 a radio, for
 example. A modern pilot flying a vintage aircraft would carry a hand-held.

I agree with this and as others have pointed out it depends on what you are 
modeling - IE. how the aircraft was back in the day or how it might be used 
today.  These are really two different aircraft or at least two differenet 
configurations.

 
  The use of shaders etc. may or may not enhance the realism of the model
  and in some cases could be used inappropriately. This is a subjective
  assessment, and perhaps could be removed from the points system.
  
  Livery support is not necessarily an enhancement - it is not appropriate
  for all models.
 
 We're talking here about the difference between a 4 or 5 External
 Model rating, where
 we're trying to differentiate between a good external model and one that is
 as realistic as possible.
 
 I think we should differentiate between them if possible, but I'm
 struggling to think
 up some objective criteria. Photo-realistic? model resolution of 5cm?

Setting up for liveries appears to be a significant non-trivial task although I 
have not looked into it in detail.  If the model is intended to be of a 
specific aircraft as it existed at a particualr point in time then liveries 
make no sense for that model.  On the other hand a particular aircraft may 
have a long history and using liveries would make it possible to model the 
same aircraft at different points in it's history.

 
 Perhaps we end up providing subjective criteria, or some additional
 guidance in this case?
 
  I'm not clear if you are awarding points for underwing stores and the
  like.
 
 Hadn't thought about that at all. I've added it to the criteria for a
 4 rating.

I would treat these as just another system.  I think the systems catigory is a 
difficult one because of how much difference there is between very simple 
aircraft (think sailplane) and a very complex one (think Concorde).  This 
makes it very difficult to have a rating system that results in similar scores 
for aircraft that have proportionally complete systems but that are of very 
different complexity.  I am not sure how to improve this but I think it is 
important to keep it simple. 

 
  We have additional features such as co-pilot/RIO over MP, Wingmen,
  Formation Control, Tutorials, Aircraft Specific Help, Contrails, Vapour
  Trails, and there are probably some I missed.
 
 Contrails  Vapour trails should probably be covered by the external
 model, I think.
 I could add them (along with tyre smoke) as criteria for a Model 5 rating?
 
 I don't have a good answer for the other items. Some are nice-to-haves
 that enrich
 the simulation experience but don't impact simulation of flight
 itself, but others
 (such as a co-pilot) are more important for multi-crew aircraft.
 
  And finally - the points system could award a high status to a poor model
  - there are no points awarded for the accuracy or the fidelity of the 3d
  model. E.G there is at least one model with afterburners modelled where
  none existed.
 
 I've updated the external model to include the world Accurate for ratings
 3-5.
 
 Of course, we're trusting that aircraft developers are going to apply the
 rating criteria accurately to the best of their ability.
 
  Oh and, finally finally - the model with the highest score might be so
  good that the framerate means that it 

Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 12

2011-05-25 Thread Hal V. Engel
On Wednesday, May 25, 2011 01:28:39 PM Stuart Buchanan wrote:
 On Wed, May 25, 2011 at 9:19 AM, I wrote:
  On Tue, May 24, 2011 at 6:37 PM, Hal V. Engel wrote:
  I used it for the P-51D and found the system to be easy to use and it
  took all of perhaps 10 to 15 minutes to create ratings for the four
  areas that get scored and then create the entries in the *set.xml file.
  The system is easy to use and for less advanced models should only take
  perhaps 5 minutes to do. More advanced models take a little more effort
  but the system is clearly not burdensomeness for aircraft authors to
  implement.
  
  The real issue is to get a consensus with in the aircraft author
  community to use a standardized rating system like this and I don't
  think this has happened yet. Once there is wide spread agreement on
  something like this it should fall into place fairly quickly.
  
  One thing that might be stalling this is that there is currently no
  published description of the proposed system (I will call it Stuart's
  system) available other than searching this email list and a few things
  on the forum. At one point Stuart said he would create a document that
  covers his system but this has not happened yet and the only way to
  find it is to search the archives and even then the information is
  spread over a number of emails. Making things even more confusing there
  is a wiki page on this subject
  
  http://wiki.flightgear.org/index.php/Formalizing_Aircraft_Status
  
  which does not cover Stuart's system but rahter a totally differnt
  system. In fact the system proposed on the wiki is more complex and has
  no details on how the ratings would be made unlike Stuart's system. The
  details on how to rate various things is one of the key aspects of
  Stuart's system along with it's relative simplicity. Perhaps we can get
  the wiki page so that it reflects Stuart's system?
  
  Thanks for the poke. I completely forgot to write this up.
  
  I'll try to do this today, though it needs a proper name.
 
 This is done. I've gone ahead and replaced the article completely with
 the rating system described in December.
 
 Now I'm off to rate all the aircraft I maintain!
 
 -Stuart


Thank you.  This is a good starting place and more detail can be added if 
there is any confusion on how to use the system. 

I think it should be extremely difficult to get a 5 in any catigory and in any 
area where we have examples of models that have gone well beyond what is 
needed to score a 5 I think we need to set the bar higher.  I would like to 
suggest that the FDM catigory be changed slightly to reflect what we now know 
can be achived with our FDMs.

Flight Dynamics Model 
0: None, or using FDM from other aircraft 
1: JSBSim Aeromatic or YASim geometric model used without tuning. Flaps 
modeled. 
2: FDM tuned for cruise and climb configurations
3: FDM matches PoH in 90% of configurations 
4: FDM very closely matches PoH and most known test data.  This includes fuel 
consumption, glide performance, stall speeds, time to altitude and other 
performance charaterisics
5: FDM models out of normal flight envelope characterisics IE. stalls, spins 
and compressibility/transonic effects (if the aircraft can reach transonic 
speeds). 
Hal
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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 12

2011-05-24 Thread Hal V. Engel
On Monday, May 23, 2011 04:18:46 PM Pierre Mueller wrote:
 Although this should give you a list of aircraft that have been tagged as
 production quality it may miss some aircraft that are actually of very
 high quality and some of the listed aircraft may not be truly
 production quality.
 
 In fact looking at the list of production aircraft from my installation
 I
 
  would say that some of these are not true production quality.  In
  addition
 
 the
 
  --min-status=production parm does not appear to work on my new GIT
  install as
 
 it
 
  lists all of the installed aircraft (over 300 of them).
  
  FGRUN also shows the aircraft status on the Select an Aircraft screen.
 
 Thanks, I didn't see the little box under the list yet. But it is a bit
 hard to browse through this big list to find the more attractive aircraft
  Getting the list by the good ol DOS-box was a bit easier- still a big
 list as you said...
 
  Another way to locate more developed aircraft is to check to see how much
 
 space
 
  the aircraft uses on the file system.  In general the bigger the
  aircrafts directory the more developed it is.  For example, the p51d
  (81.1 meg - use the
  
  jsbsim version), MiG-15 (70.3 meg) and IAR80 (53.8 meg) all have very big
  aircraft directories and are highly developed although I don't think that
  any
 
 of
 
  the authors consider them to be complete yet.Using
 
 --min-status=production
 
  should include the IAR80 in it's list but not the p51d-jsbsim (which has
  a status of early production) or the MiG-15 (which has no status
  information).
 
 Thanks for the hint
 
 There have been long threads here and on the forums about the issue of
 helping users locate the higher quality models.  So this is a long
 standing and significant issue.  There was a rating system that was
 proposed here that
 
 would
 
 have made it simple for aircraft authors to produce a consistent and
 
 verifiable
 
 status for their aircraft.  The system set a very high bar for the higher
 status
 ratings.  Status ratings in this system could be alpha, beta, early
 
 production,
 
 production and advanced production.  Using this system the p51d-jsbsim
 model gets an early production status as did the c172p.Taking the
 p51d-jsbsim up for a spin (pun intended) will give you an idea how well
 developed a model under
 this system needs to be to get a production or advanced production rating.
 Unfortunately it appears that only a few of the models are actually using
 this system.
 
 Hal
 
 So whats so difficult to use this rating system?
 
 Regards
 P.M.

I used it for the P-51D and found the system to be easy to use and it took all 
of perhaps 10 to 15 minutes to create ratings for the four areas that get 
scored and then create the entries in the *set.xml file.  The system is easy to 
use and for less advanced models should only take perhaps 5 minutes to do.  
More advanced models take a little more effort but the system is clearly not 
burdensomeness for aircraft authors to implement.

The real issue is to get a consensus with in the aircraft author community to 
use a standardized rating system like this and I don't think this has happened 
yet.  Once there is wide spread agreement on something like this it should 
fall into place fairly quickly.

One thing that might be stalling this is that there is currently no published 
description of the proposed system (I will call it Stuart's system) available 
other than searching this email list and a few things on the forum.  At one 
point Stuart said he would create a document that covers his system but this 
has not happened yet and the only way to find it is to search the archives and 
even then the information is spread over a number of emails.  Making things 
even more confusing there is a wiki page on this subject

http://wiki.flightgear.org/index.php/Formalizing_Aircraft_Status

which does not cover Stuart's system but rahter a totally differnt system.  In 
fact the system proposed on the wiki is more complex and has no details on how 
the ratings would be made unlike Stuart's system.  The details on how to rate 
various things is one of the key aspects of Stuart's system along with it's 
relative simplicity.   Perhaps we can get the wiki page so that it reflects 
Stuart's system?

Hal 
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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 12

2011-05-21 Thread Hal V. Engel
On Saturday, May 21, 2011 11:11:50 AM Arnt Karlsen wrote:
 On Sat, 21 May 2011 17:04:33 +0100 (BST), Pierre wrote in message
 
 379675.56250...@web29801.mail.ird.yahoo.com:
  Hello,
  
   ...looks like you fell into that same trap yourself. ;o)
  
  I'm not a English native speaker, but luckily I'm able to communicate
  without Google translate.
  But yes,  I had trouble to understand what Mr. Baranger is really
  meaning.
  
  I was actually refering  to the sentence that he added another
  aircraft and started to make two others and want to give much
  pleasure(?). He seems to be quick adding aircraft- are they are
  really all developed further and being usuable later?
  In the whole context it sounded to me that a realistic aircraft, as
  discussed here, wanted by those 1-2  person aren't a pleasure.
  
  Maybe a misunderstood.
 
 ..the whole conflict is a product of misunderstandings.
 Best cure is write in your own language if you need
 translation programs to read or write in the English
 language more than once a week.
 
  ..the important ones to review, are those meant for inclusion into
  
   the release candidates, e.g. 2.0, 2.2, 2.4 etc, pull them with e.g.
   git checkout -b releases/2.2.0 origin/releases/2.2.0 for both SG
   and FG, and you'll find far fewer and far better aircraft. ;o)
   http://wiki.flightgear.org/Building_Flightgear_-_Debian
   http://wiki.flightgear.org/Scripted_Compilation_on_Linux_Debian/Ubuntu
   http://wiki.flightgear.org/Building_FlightGear
  
  Thanks, I will take a look!
  
   ...yup, is why and how this is a development project. ;o)
   Welcome aboard.
  
  I read in the forum that the GIT-version(?) is actually the
  developement version of FGFS and includes all aircraft in
  developement.
 
 ..there is a non-development version of FG? ;o)
 Everything is here so anyone can see _how_ the
 buggy ones fail, and try fix them.
 
  So if there is a release they will be add to the
  Download page, am I right?
 
 ..if somebody puts it there, yes. ;o)
 
  I expected a far smaller number of
  aircraft in developement and of course I didn't expect that all
  aircraft will be usuable as they are in developement. But not that
  high number!  That are about 200-300 aircraft altogether I guess,
  which will hardly be usuable.
 
 ..define useable, newbie, then consider
 the developer bait context. ;o)
 
  As a newbie it looks like for me quantity stands over qualitity...
  *blush*
  How many new aircraft are added each year? How can I see which
  aircraft has been developed more than other, which aircraft are more
  realistic?
 
 ..try fgfs --show-aircraft --min-status=production 
 
 
 ..--min-status={alpha,beta,early-production,production}
 Allows you to define a minimum status level
 (=development status) for all listed aircraft
 

Although this should give you a list of aircraft that have been tagged as 
production quality it may miss some aircraft that are actually of very high 
quality and some of the listed aircraft may not be truly production quality.  
In fact looking at the list of production aircraft from my installation I 
would say that some of these are not true production quality.  In addition the 
--min-status=production parm does not appear to work on my new GIT install as 
it lists all of the installed aircraft (over 300 of them).

FGRUN also shows the aircraft status on the Select an Aircraft screen.  

Another way to locate more developed aircraft is to check to see how much 
space the aircraft uses on the file system.  In general the bigger the 
aircrafts directory the more developed it is.  For example, the p51d (81.1 meg 
- use the jsbsim version), MiG-15 (70.3 meg) and IAR80 (53.8 meg) all have 
very big aircraft directories and are highly developed although I don't think 
that any of the authors consider them to be complete yet.Using --min-
status=production should include the IAR80 in it's list but not the p51d-
jsbsim (which has a status of early production) or the MiG-15 (which has no 
status information).  

There have been long threads here and on the forums about the issue of helping 
users locate the higher quality models.  So this is a long standing and 
significant issue.  There was a rating system that was proposed here that would 
have made it simple for aircraft authors to produce a consistent and verifiable 
status for their aircraft.  The system set a very high bar for the higher 
status ratings.  Status ratings in this system could be alpha, beta, early 
production, production and advanced production.  Using this system the p51d-
jsbsim model gets an early production status as did the c172p.Taking the 
p51d-jsbsim up for a spin (pun intended) will give you an idea how well 
developed a model under this system needs to be to get a production or 
advanced production rating.  Unfortunately it appears that only a few of the 
models are actually using this system.

Hal

Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 12

2011-05-21 Thread Hal V. Engel
On Saturday, May 21, 2011 04:24:38 PM Arnt Karlsen wrote:
 On Sat, 21 May 2011 14:31:17 -0700, Hal wrote in message
 
 201105211431.19074.hven...@gmail.com:
  On Saturday, May 21, 2011 11:11:50 AM Arnt Karlsen wrote:
   ..try fgfs --show-aircraft --min-status=production 
   
   
   ..--min-status={alpha,beta,early-production,production}
   
   Allows you to define a minimum status level
   (=development status) for all listed aircraft
  
  Although this should give you a list of aircraft that have been
  tagged as production quality it may miss some aircraft that are
  actually of very high quality and some of the listed aircraft may not
  be truly production quality. In fact looking at the list of
  production aircraft from my installation I would say that some of
  these are not true production quality.  In addition the
  --min-status=production parm does not appear to work on my new GIT
  install as it lists all of the installed aircraft (over 300 of them).
 
 ..browsing the list archive, I see mention of argument order
 mattering, i.e. fgfs --show-aircraft --min-status=production
 being different to fgfs --min-status=production --show-aircraft,
 has this changed?

I used 

fgfs --show-aircraft --min-status=production

which did not work.  So as a test I tried

fgfs --min-status=production --show-aircraft

and that worked and it produced a list of 15 production aircraft.  This did 
not include the IAR80 perhaps because it sets statusproduction/status in 
IAR80-base.xml rather than in IAR80-set.xml?
 
 
  FGRUN also shows the aircraft status on the Select an Aircraft
  screen.
  
  Another way to locate more developed aircraft is to check to see how
  much space the aircraft uses on the file system.  In general the
  bigger the aircrafts directory the more developed it is.  For
  example, the p51d (81.1 meg
  - use the jsbsim version), MiG-15 (70.3 meg) and IAR80 (53.8 meg) all
  have very big aircraft directories and are highly developed although
  I don't think that any of the authors consider them to be complete
  yet.Using --min- status=production should include the IAR80 in
  it's list but not the p51d- jsbsim (which has a status of early
  production) or the MiG-15 (which has no status information).
  
  There have been long threads here and on the forums about the issue
  of helping users locate the higher quality models.  So this is a long
  standing and significant issue.  There was a rating system that was
  proposed here that would have made it simple for aircraft authors to
  produce a consistent and verifiable status for their aircraft.  The
  system set a very high bar for the higher status ratings.  Status
  ratings in this system could be alpha, beta, early production,
  production and advanced production.  Using this system the p51d-
  jsbsim model gets an early production status as did the c172p.
  Taking the p51d-jsbsim up for a spin (pun intended) will give you an
  idea how well developed a model under this system needs to be to get
  a production or advanced production rating.  Unfortunately it appears
  that only a few of the models are actually using this system.
  
  Hal
 
 ..it's also a matter of opinion, some developers are _very_
 critical of and demanding on their own work, which is good
 for FG release quality but bad for those lofty plans of
 release schedules, is why I advocate having the release
 dictator play with git until (s)he finds git commit
 combinations (s)he likes, and release those on the spot.

I think a better plan is to have a defined release schedule that includes 
things like feature freeze dates and use of branches for the releases.  Not 
too hard to do once things are setup and it injects some disipline into the 
process.   But it does take some effort to get this type of thing going as well 
as someone willing to be a strong release manager.

But the issue here is not really a release management issue but more of a 
documentation issue.  Besides those aircraft authors/developers who are very 
critical of thier own work are not the ones who have held up the release 
schedule nor are they the ones who are causing the issue with poor 
quality/incomplete aircraft models.

Hal
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Re: [Flightgear-devel] Different cockpit layouts for one aircraft- the best way?

2011-05-09 Thread Hal V. Engel
On Monday, May 09, 2011 06:53:33 AM Heiko Schulz wrote:
 Hi,
 
 Some aircraft types has different cockpit layouts like having different
 avionics, autopilot system or glascockpit vs. steam cockpit. Mostly the
 operator can select what he prefers.

Another possible use case is a model of a specific aircraft that has been 
around a long time in order to make the cockpit correct for various time 
periods.

For example the P-51D is a surviver aircraft now named GunFighter.  This 
aircraft has had various paint schemes over the years but I suspect that the 
avionics installed and verious other systems have also changed over the years.  
In fact I know this is the case since I have seen photos of the current 
cockpit and it is significnatly different from what is was like when it left 
the 
factory in 1945 as a typical P-51D-25-NA and I am fairly sure that there are 
other variations over the years for this aircraft. 

 
 This applies to the Ec135 helicopter I still work on (an aircraft is never
 be finished) in real life as well. The operator can choose between the
 full glascockpit and the one with conventional analog instruments.
 
 As I can see this isn't covered yet on FGFS. The PA24-250 uses two
 -set.xmls to have two different version regarding the autopilot. So it is
 the only aircraft which allows to have two different panel layouts.
 
 For the Ec135 helicopter I would like to create the two available different
 cockpit layouts. I found out that condition-bindings
 (condition.../condition)
 even work for modelpath.../path/model.
 
 That would allow me to have just the high- and lowskid version by two
 set-files linking to the two different fdm to simulate high and lowskids,
 and let change the cockpit version by tags set up in each livery.xml. Or
 by an entry in the menu, per key-command etc.
 
 I tried it today, loading time for the whole panel together with all
 instruments is under one second for me which surprised me in a positive
 way.
 
 As FGFS luckily offers many ways to get to a certain point, I wonder if
 there is maybe a better way or there are some things I did not yet
 considered.
 
 Any thoughts and recommendations out there?
 
 Kind regards
 Heiko
 
 
 
 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html
 
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Re: [Flightgear-devel] Fixing behavior of a JSBSim piston engine

2011-04-27 Thread Hal V. Engel
On Sunday, April 24, 2011 05:41:43 PM Ron Jensen wrote:
 On Sunday 24 April 2011 15:00:41 Pavel Cueto wrote:
  Hello to all
  
  I'm developing with a friend the PZL M18B Dromader in JSBSim, doing
  this first with aeromatic generated data; and now, we are mixing them
  with real aircraft data from very reliable sources. However, the engine
  behavior seems very different in numbers compared with what we expect
  from it:
  
  Engine: ASz-62IRM18
  Max.RPM: 2200 / Min.RPM: 550
  Constant speed propeller

snip

 
  Volumetric efficiency
 
 VE controls how much air goes through the engine at a given RPM. You can
 use it to fine tune fuel flow at a given manifold pressure/rpm setting.
 Its partner, BSFC, is the amount of power the engine produces per unit of
 fuel consumed. Use it to tune the power produced.
 
 Both are on the property tree under /fdm/jsbsim/propulsion/engine/ so you
 can control them at run-time.


For an example of how to do this at run time have a look at the 
Systems/Propulsion.xml file for the p51d.

The supercharger model used by JSBSim assumes a turbo charger so the power and 
fuel consuption curves are incorrect for an engine driven supercharger where 
more horse power (and fuel) are used to drive the supercharger.  Using 
functions to set VE and BSFC at runtime gives you a way to get fuel 
consumption and power curves close to correct but it does take a lot of effort 
to get these functions tuned.

snip

  How can i to adjust the cooling factor to avoid engine overheating?
 
 The latest code has two properties that can be set in the xml file. Cooling
 factor can also be controlled at runtime via property tree
 under /fdm/jsbsim/propulsion/engine/cooling-factor.
 
 cylinder-head-mass controls how fast the engine heats up and cools off. So
 if you have a '5-minute' limit on a power setting you can adjust this
 value so the engine just starts to overheat at the end of the given time
 frame.
 
 cooling-factor controls how much 'air' flows over the engine to cool
 it. Raising the value makes the engine run cooler. This can be used to
 simulate cowl flaps, for example.

For an example of how this might be used the p51d uses this in an autopilot 
(PID controller) to simulate the automatic cooling system doors of the P-51D.   
For manual cowl flaps this should be fairly easy to setup since you would only 
need to do some tuning to figure out the cooling-factor for the closed and open 
cowl flaps and then write a simple function to vary the cooling-factor with the 
clowl flap control position.
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Re: [Flightgear-devel] Fixing behavior of a JSBSim piston engine

2011-04-27 Thread Hal V. Engel
On Wednesday, April 27, 2011 09:10:28 AM Ron Jensen wrote:
 On Monday 25 April 2011 12:10:26 Hal V. Engel wrote:
 snip
 
  The supercharger model used by JSBSim assumes a turbo charger so the
  power and fuel consuption curves are incorrect for an engine driven
  supercharger where more horse power (and fuel) are used to drive the
  supercharger.
 
 The supercharger in JSBSim is not very good, but it is engine driven in
 that the pressure directly varies with engine RPM unlike a turbocharger
 which varies with mass flow rate and exhaust temperature. The model just
 does not consume any power. At some point I would like to add a
 supercharger and turbocharger ability or add functionality to simulate
 an arbitrary boost device...

I knew the model was not correct for an engine driven supercharger (IE. no 
power consumed) so I assumed that it modeled a turbocharger.   And as is often 
the case with assumptions I was wrong. 

The key is that the model does not consume any power.  For an engine driven 
supercharger power consumed is substantial and goes up with altitude (assumes 
the same manifold pressure) and some superchargers change drive gear ratios 
and higher gear ratios consume more power.  For example the Parckard V-1650-7 
(the engine in the P-51D) uses almost 200 more HP to drive the supercharger in 
high gear than in low gear at full take off MP.  And this makes it important to 
use VE and BSFC runtime functions to correctly model the HP consumed by the 
supercharger otherwise the power and fuel consumption curves will not be 
correct.  The problem is particularly accute in aircraft with a very wide 
performance envelope like the P-51 and it may be a minor issue for a crop 
duster.

 
  Using functions to set VE and BSFC at runtime gives you a way to get fuel
  consumption and power curves close to correct but it does take a lot of
  effort to get these functions tuned.
  
  snip
 
 snip
 
  this should be fairly easy to setup
  since you would only need to do some tuning to figure out the
  cooling-factor for the closed and open cowl flaps and then write a simple
  function to vary the cooling-factor with the clowl flap control position.
 
 Learning to use JSBSim stand-alone greatly simplifies this kind of tuning.
 It allows you to make multiple, identical runs while varying only a single
 variable at a time.
 
 Ron

I have not tried using JSBSim stand alone yet.  It would definitely make 
testing things that require repeated testing for tuning purposes faster since 
it would eliminate things like start up, take off and climb out overhead which 
can be very time consuming when testing from with in FG.  On the other hand 
this will not allow testing for anything that has a Nasal component.   I try 
to limit the use of Nasal but there are some things where is is nessary.

Also in this case (IE. tuning cooling-factor) it should be possible to do this 
in a single FG test flight since you can vary the cooling-factor manually to 
test which values result in climb outs that do not over heat (too much) and 
cruise/decents that do not over cool the engine.  For the cooling-factors 
settings used in the P-51D it took me perhaps an hour of testing in FG to 
settle on the range of values to use.

Hal
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Re: [Flightgear-devel] P-40B WAS: Using native OSG 3D models - is it possible?

2011-03-20 Thread Hal V. Engel
On Sunday, March 20, 2011 12:07:35 AM Michael Sgier wrote:
 Oh good. I've sent that below to the author. Should be pretty simple but as
 I'm new to fgfs i'd appreciate any help with this project.---
 Hello
   I've heard your plane could be integrated into Flightgear under the GPL
 licence? If yes, I'll have a look at it and send you a huge thank you from
 the FGFS community.
 
 Without licence restrictions I might even do a x-plane version, but I
 suppose that's not what you would want, right?
 I've done a PC-12 so I'm familiar with Blender/X-Plane but however FGFS is
 new to me. http://x-plane.sgier.com/309.jpg
 
 Let me know if that's ok for you?
 Kind regards
 Michael Sgier
 
 


He already has the following on his web site for the P-40B.

You may use this model as the base for your airplane in any flight simulator 
(Flight Gear, x-plane, etc.). I just require that your model should be free 
(non-commercial), and in a comment you should mention, that it was based on my 
work.
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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-19 Thread Hal V. Engel
On Saturday, March 19, 2011 12:01:19 AM Michael Sgier wrote:
 Yes, i wanna know as well, because x-plane also uses armatures. In Blender
 for X-plane i only enter a dataref name like battery_on etc. This would
 make aircraft conversions much easier and fast.
 A nice book...i guess I'd need to wait for the english version...

On the forum thread one post says that using an on-line transalation engine 
works OK.  All of the screen shots are of Blender with an English UI.

 but as i
 already finished a PC-12 for X-Plane, I probably move on :-)Hal are all
 downloadable *.blend files free to use or have any copyright? 

If you go to the web site it should have a statement about all of the models 
being free to use in FG and it's projects.   The author of the models (and 
ebook) was told when asking for permission to use these that FG needed these 
to be GPL compatible so he is aware that these will end up under GPL if they 
are used in FG. 

 I also
 remarked that Gimp has troubles with text as *.png. Therefore I mostly use
 PS 7 on Wine. BTW is someone working on integrating the current x-plane
 apt format?
 
 
 
 
 
 --- On Fri, 3/18/11, Hal V. Engel hven...@gmail.com wrote:
 
 From: Hal V. Engel hven...@gmail.com
 Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it
 possible? To: flightgear-devel@lists.sourceforge.net
 Date: Friday, March 18, 2011, 8:39 PM
 
 
 
 #yiv1446985333 p, #yiv1446985333 li {white-space:pre-wrap;}
 
 On Friday, March 18, 2011 07:08:14 AM S Andreason wrote:
  Hi Hal,
  
  Oh yes, it is possible. But not easy.
  
  Hal V. Engel wrote:
   I have been able to get a AC3D export but of course all of the
   armature stuff is gone and all I have at that point is a static model
   that can not be animated.
  
  The export process from Blender may not be the problem. _If_ each limb
  is correctly defined separately, and a child of the parent limb, then
  the hard part is generating the _xml_ file that defines the center of
  rotation of each limb's connection, and how it rotates. Each limb needs
  between 1 and 3 axis properties.
  Take a look at the animated walker in the Bluebird aircraft.
  
  Stewart
  http://seahorseCorral.org/flightgear_aircraft
 
 Sorry I should have been clearer.   I didn't mean to imply that the AC3D
 export was not working.   Rather only that all it created from this
 armature based model is a static model that had very limited posibilities
 for animation.  You are correct that if  ..each limb is correctly defined
 separately, and a child of the parent limb.. for non-armature animation
 that the export would likely work OK.
 
 
 The model I am looking at only has one mesh for the body including arms,
 hands, fingers, figer tips, thumb, legs and feet.  This mesh is drapped
 over a set of armatures (bones) and it is designed to be animated by
 moving the bones with that mesh following them (IE. no visiable seams). 
 AC3D has no support for armatures as far as I can tell so this imformation
 is lost on export and I end up with a mesh that is the shape that the
 model was posed in when it was exported.
 
 
 Inside of Blender I can pull, push and/or rotate the bones to pose the
 model in extreamly precise ways even down to changing the grip of the
 hands to fit around controls.  The exported AC3D model can be made to fit
 very nicely into the cockpit but the only thing that can be animated is
 the head because it is a seperate mesh from the rest of the model.  
 Inside of Blender the posing process is actually very elegant as all of
 the bones know how they are connected and everything moves together as it
 should when one part of moved.  That is if you rotate the forarm the hands
 and fingers follow along with no need to move them seperately.  I am not
 sure (I am new to this 3D stuff) but it seams to me that the same types of
 transformations should happen when the bones are animated in sim/game (IE.
 move the hand with the stick and the fingers, finger tips, thumb, forarm
 and upper arm should follow automatically).  But maybe I'm wrong.
 
 
 The walker model is much like the existing modern pilot that is part of the
 P-51D.  Very unnatural and complex to animate and with seams at the joints
 that are visible.
 
 
 The OSG docs I have looked at indicate that it supports armature based
 animation.  So in theroy if I can get the armature based blender pilot
 into a correct OSG 3D file then it should be possible to animate it and
 the animation should be fairly elegant.  But it appears that the Blender
 OSG exporter is broken.  It also appears that no one has tried doing
 armature based animation with any file format from with in FG yet.  So I
 don't even know at this point if this will work with the correctly formed
 3D files.  What I am really trying to get at is:
 
 
 1.  Will this work from with in FG?
 
 
 2. If so how do I get well formed armature based 3D files that will work
 with OSG out of Blender (I don't care what format it is as long as OSG

Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-19 Thread Hal V. Engel
On Saturday, March 19, 2011 09:53:52 AM Vivian Meazza wrote:
 Stewart wrote
 
  -Original Message-
  From: S Andreason [mailto:sandrea...@gmail.com]
  Sent: 19 March 2011 15:35
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it
  possible?
  
  Hal V. Engel wrote:
   The model I am looking at only has one mesh [...clip...] drapped over
   a set of armatures (bones) [...clip...] AC3D has no support for
   armatures as far as I can tell so this imformation is lost on export
  
  If it is only one mesh, then that says it all.
  
  Correct. That technique is new, and not supported by AC3D.
  
   Inside of Blender the posing process is actually very elegant
  
  Yes, Blender is more advanced, and I would say since aircraft are not
  organic and flex thus, it has not been a priority for the fg developers
  to focus in this direction. Only Detlef and myself have put effort into
  getting any body animations, from which other piloted aircraft and
  carriers have benefited. (Correct me if I'm missing something, Vivian)
  
   The walker model is much like the existing modern pilot that is part
   of the P-51D.
  
  I forget which pilot was version 1, but the current walker came about
  after Detlef and I improved the pilot.
  
   Very unnatural and complex to animate and with seams at the joints
   that are visible.
  
  I know, it is looking old already, but it is better than nothing.
  I hope someone else will feel inspired, and be talented enough to pick
  up where I left off.
 
 Not quite - I animated the pilot in the Hunter and Seahawk way ahead of
 that. I have a crudely jointed model. But it just takes too long to adjust,
 and I was hoping that we might do it in a more professional manner.
 
 We nearly got there under PLIB, but there were some fundamental bugs we
 couldn't overcome. That thread of development just got lost in the cut over
 to OSG. I think there is something built-in to OSG, but we never got around
 to porting it to FG. Along with all the other things we didn't do with OSG.
 
 Google Summer of Code might have addressed one or more of these things, but
 I think the deadline was missed again this year.
 
 Vivian

GSoC sent out acceptance/rejection letters to mentoring orgs yesterday.  I am 
one of the Admins for an orginization that got accepted so I will be doing 
GSoC paper work this week end.  It takes a lot of prep work to get things 
ready for GSoC so it is easy to not get things ready in time.  But it would 
have been great if FG had been able to leverage GSoC to get some specific 
things done.

Hal
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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-18 Thread Hal V. Engel
On Friday, March 18, 2011 12:50:02 AM Detlef Faber wrote:
 Am Donnerstag, den 17.03.2011, 13:33 -0700 schrieb Hal V. Engel:
  On the forum there was a thread about an ebook on using Blender to
  create aircraft models. The web site for the ebook included a number
  of models and one of these was a WWII USAAF pilot that is very nicely
  done. The creator of these models has given permission to use these
  models in FlightGear without any restrictions.
 
 A link would be nice.


Sorry,  Here is a link to the forum thread:

http://www.flightgear.org/forums/viewtopic.php?f=4t=11210sid=be965cf355c646bb6e77cebf5a5dca9c

It has a link to the site with the ebook and there is an easy to find link 
there to the models including the pilot model.

 
  The pilot is built using armatures so that he can be animated but of
  course FG/OSG does not support native Blender files. I have attempted
  to use the OSG and COLLADA export scripts to create a file that is
  supported but the resulting files are not handled correctly by FG/OSG.
 
 Have you looked at the Bluebird Pilot and Walker Animation System? Maybe
 this could be used in this case.
 
   I suspect that there are issues with the Blender export since using
  
  osgviewer to view the export also has major issues. I see messages
  like:
  
  
  $ osgviewer pilot-wwii.osg
  
  LinkVisitor links 3 for Thigh.R
  
  LinkVisitor links 3 for Calf.R
  
  LinkVisitor links 3 for Foot.R
  
  LinkVisitor links 3 for Thigh.L
  
  LinkVisitor links 3 for Calf.L
  
  LinkVisitor links 3 for Foot.L
  
  LinkVisitor links 3 for Pelvis
  
  LinkVisitor links 3 for Neck
  
  LinkVisitor links 3 for Head
  
  LinkVisitor links 3 for Arm.L
  
  
   (looks good to this point but)
  
  
  RigTransformSoftware Bone Jacket not found, skip the influence group
  Jacket
  
  RigTransformSoftware Bone Shoes not found, skip the influence group
  Shoes
  
  RigTransformSoftware Bone Trousers not found, skip the influence group
  Trousers
  
  RigTransformSoftware Bone Shoes not found, skip the influence group
  Shoes
  
  RigTransformSoftware Bone Trousers not found, skip the influence group
  Trousers
  
  
  ... (look broken to me and so doe the next set of messages)
  
  
  0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones
  found
  
  0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones
  found
  
  0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones
  found
  
  0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones
  found
  
  
  
  So the exported file is clearly an issue for OSG.
  
  
  I have not been able to make the COLLADA export work at all. With a
  COLLADA 1.3 export I get an empty file and an error message about a
  script failure. With the COLLADA 1.4 export I get a file but osgviewer
  will not load it because Warning: Could not find plugin to read
  objects from file pilot-wwii.dae. Do I need to change the way OSG
  is built or do I need to get a COLLADA plugin from some other place?
  
  
  I have been able to get a AC3D export but of course all of the
  armature stuff is gone and all I have at that point is a static model
  that can not be animated.
  
  
  So my questions are:
  
  
  1. Is it possible to use and animate a model with armatures in FG/OSG
  assuming the 3D file is correctly formed?
  
  
  2. If so what 3D file formats are best?
  
  
  3. And how do I get a viable export from Blender?
  
  
  Hal
  
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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-18 Thread Hal V. Engel
On Friday, March 18, 2011 07:08:14 AM S Andreason wrote:
 Hi Hal,
 
 Oh yes, it is possible. But not easy.
 
 Hal V. Engel wrote:
  I have been able to get a AC3D export but of course all of the
  armature stuff is gone and all I have at that point is a static model
  that can not be animated.
 
 The export process from Blender may not be the problem. _If_ each limb
 is correctly defined separately, and a child of the parent limb, then
 the hard part is generating the _xml_ file that defines the center of
 rotation of each limb's connection, and how it rotates. Each limb needs
 between 1 and 3 axis properties.
 Take a look at the animated walker in the Bluebird aircraft.
 
 Stewart
 http://seahorseCorral.org/flightgear_aircraft


Sorry I should have been clearer.   I didn't mean to imply that the AC3D 
export was not working.   Rather only that all it created from this armature 
based model is a static model that had very limited posibilities for 
animation.  You are correct that if  ..each limb is correctly defined 
separately, and a child of the parent limb.. for non-armature animation that 
the export would likely work OK.  

The model I am looking at only has one mesh for the body including arms, 
hands, fingers, figer tips, thumb, legs and feet.  This mesh is drapped over a 
set of armatures (bones) and it is designed to be animated by moving the bones 
with that mesh following them (IE. no visiable seams).  AC3D has no support 
for armatures as far as I can tell so this imformation is lost on export and I 
end up with a mesh that is the shape that the model was posed in when it was 
exported.  

Inside of Blender I can pull, push and/or rotate the bones to pose the model 
in extreamly precise ways even down to changing the grip of the hands to fit 
around controls.  The exported AC3D model can be made to fit very nicely into 
the cockpit but the only thing that can be animated is the head because it is 
a seperate mesh from the rest of the model.   Inside of Blender the posing 
process is actually very elegant as all of the bones know how they are 
connected and everything moves together as it should when one part of moved.  
That is if you rotate the forarm the hands and fingers follow along with no 
need to move them seperately.  I am not sure (I am new to this 3D stuff) but it 
seams to me that the same types of transformations should happen when the 
bones are animated in sim/game (IE. move the hand with the stick and the 
fingers, finger tips, thumb, forarm and upper arm should follow automatically). 
 
But maybe I'm wrong.

The walker model is much like the existing modern pilot that is part of the 
P-51D.  Very unnatural and complex to animate and with seams at the joints 
that are visible.

The OSG docs I have looked at indicate that it supports armature based 
animation.  So in theroy if I can get the armature based blender pilot into a 
correct OSG 3D file then it should be possible to animate it and the animation 
should be fairly elegant.  But it appears that the Blender OSG exporter is 
broken.  It also appears that no one has tried doing armature based animation 
with any file format from with in FG yet.  So I don't even know at this point 
if this will work with the correctly formed 3D files.  What I am really trying 
to get at is:

1.  Will this work from with in FG?

2. If so how do I get well formed armature based 3D files that will work with 
OSG out of Blender (I don't care what format it is as long as OSG understands 
it)?

Hal

 
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Re: [Flightgear-devel] File sizes in fgdata, clean up needed?

2011-03-18 Thread Hal V. Engel
On Friday, March 18, 2011 09:50:50 AM HB-GRAL wrote:
 Hi all
 
 Today I checked the current fgdata/Aircraft folder for sizes. It’s about
 4,3 GB here. Nice.
 
 Now some statistics (and this is no critcs on aircrafts of course, I
 like all the development and improvements a lot!):
 
 We have 372 aircrafts in the directory. 22 of this aircrafts have more
 than 30 MB and this 22 aircraft gives 1,1 GB of the aircraft folder.
 
 Number One is p51d with 104.5 MB (!). 50 MB in the models folder comes
 from GIMP .xcf-files and from Blender files (.blend). Do we distribute
 this files uncompressed? i. e. compressing .xcf to .gz will give a 1,2
 file instead of a 4,3 MB.

I think 12 MB vs. 43 MB.

 
 Number Two is 767-300 with 82,2 MB. I. e. this one comes with widely
 used .wav-sounds in the cabin ;-) This sounds, or better short loops,
 take 17,3 MB here. One livery (VRN.png) takes 6.3 MB.
 
 Number three is MiG-15, a really nice one, with a lot of instruments,
 and it seems like every byte is used here. I am looking deeper into the
 files and I see a radio-tune.wav which has 3.5 MB for 10 seconds of
 sound and 10 seconds of silence ;-)
 
 Some models like IAR80 have liveries with 13 MB .png-files.
 
 Totally we distribute 18 blender files with the directory. This is only
 16,4 MB. Not much. But we distribute also 310 MB of original GIMP files.
 Some of this files are .gz already, when I .gz the rest I get another
 100 MB, or in other words I get two MiG-15 or another p51d.
 
 Cheers, Yves

I think Yves has several good points.  First many of these advanced models 
have working files that are not actually used when the model is being flown 
in 
sim.  The p51d GIMP files and blender files are two examples.  Now there are 
valid reasons for these to be source controlled.  For example the gimp files in 
the p51d/Models directory are complex multi layer files that are intended to 
make working with the resulting textures easier and they do indeed do that.

Reading Yves comments I think one of the things he hionted was not so much 
that these working files made GIT bigger but that that they made the 
distribution size to users bigger and really served no purpose for users other 
than wasting disk space and bandwidth.  This is a valid concern at least if 
the size of these working files is significant and in some of these case they 
are.

A look at p51d/Models clearly shows that the three big space users are (in 
order of the highest space useage) the working files mostly in the form of high 
resolution multi layer textures, 3D models and the actual textures.  In the 
case of the p51d all 3D models are AC3D files and many of the textures except 
some newer ones are *.rgb files.   These are not the most compact formats and 
changing these could reduce the size of the model significantly but the 800 
pound gorrila is still the working files.

In the case of the p51d, and I suspect that this is true for most models, the 
working files could be located anywhere in the file system tree.  And perhaps 
it 
makes sense to have a directory with a standard name that is used for these 
types of files that is always excluded (somehow?) when regular user gets a copy 
but is included for GIT clones.  In the case of the p51d this would cut the 
size of the distributed copy almost in half.

The 3D and texture parts of the p51d are now fairly far along and will not 
grow too much more even though there is still 3D work that needs to be done.   
It's size will only grow by perhaps 10% as it 3D model and FDM are finalized.  
There may be other models that get implemented for more complex aircraft that 
could result in significantly larger models.  I suspect that the 100 meg p51d 
to 310+ meg IAR80 sort of represents the size range we will be seeing for 
really advanced highly detailed models with a few really careful modelers 
being able to bring these numbers down to lower levels while achiving the same 
effective level of detail like the Mig-15 does.

I really think we are only seeing the begining of a period where are will see 
more efforts to take existing models to the next level and where we will 
start seeing new additions that enter GIT already in a very advanced state.  
As this process unfolds we will see many more models that approach the size of 
the ones listed by Yves.   We don't want to discourage that work but if we can 
create a set of best practices we can perhaps help those working on this stuff 
create these highly detailed aircraft while using less space for the files 
needed to support this work.

Hal
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[Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-17 Thread Hal V. Engel
On the forum there was a thread about an ebook on using Blender to create 
aircraft models.  The web site for the ebook included a number of models and 
one of these was a WWII USAAF pilot that is very nicely done.  The creator of 
these models has given permission to use these models in FlightGear without 
any restrictions.  

The pilot is built using armatures so that he can be animated but of course 
FG/OSG does not support native Blender files.  I have attempted to use the OSG 
and COLLADA export scripts to create a file that is supported but the resulting 
files are not handled correctly by FG/OSG.  I suspect that there are issues 
with the Blender export since using osgviewer to view the export also has 
major issues.  I see messages like:

$ osgviewer pilot-wwii.osg
LinkVisitor links 3 for Thigh.R
LinkVisitor links 3 for Calf.R
LinkVisitor links 3 for Foot.R
LinkVisitor links 3 for Thigh.L
LinkVisitor links 3 for Calf.L
LinkVisitor links 3 for Foot.L
LinkVisitor links 3 for Pelvis
LinkVisitor links 3 for Neck
LinkVisitor links 3 for Head
LinkVisitor links 3 for Arm.L

 (looks good to this point but)

RigTransformSoftware Bone Jacket not found, skip the influence group Jacket
RigTransformSoftware Bone Shoes not found, skip the influence group Shoes
RigTransformSoftware Bone Trousers not found, skip the influence group Trousers
RigTransformSoftware Bone Shoes not found, skip the influence group Shoes
RigTransformSoftware Bone Trousers not found, skip the influence group Trousers

...  (look broken to me and so doe the next set of messages)

0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones found
0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones found
0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones found
0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones found


So the exported file is clearly an issue for OSG.

I have not been able to make the COLLADA export work at all.  With a COLLADA 
1.3 export I get an empty file and an error message about a script failure.  
With the COLLADA 1.4 export I get a file but osgviewer will not load it because 
Warning: Could not find plugin to read objects from file pilot-wwii.dae.   
Do I need to change the way OSG is built or do I need to get a COLLADA plugin 
from some other place?

I have been able to get a AC3D export but of course all of the armature stuff 
is gone and all I have at that point is a static model that can not be 
animated.  

So my questions are:

1. Is it possible to use and animate a model with armatures in FG/OSG assuming 
the 3D file is correctly formed?

2. If so what 3D file formats are best?

3. And how do I get a viable export from Blender?

Hal  
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Re: [Flightgear-devel] Flightgear timing over network

2011-03-02 Thread Hal V. Engel
On Wednesday, March 02, 2011 11:32:46 AM Curtis Olson wrote:
 Coming from the unix perspective, xntp is a pretty good tool for
 maintaining a very accurate real time clock setting on your PC.  If you
 run this on all your machines they're real time clock should be *very*
 close to in sync. Then things like --timeofday=noon should work well. 
 This is something that can be set remotely via the telnet interface.
 
 Curt.
 
 On Wed, Mar 2, 2011 at 6:58 AM, Harry Campigli wrote:
  I am looking to time sync 3 machines running FG over the network and
  would like to sync the sim times to one master machine.
  I have them all on nfs but it seems thats not quite the trick.
  
  So what ever time the master is working on, be it from command at start,
  or selecting for example noon on the gui menu, the others follow.
  
  I see in sim timing properties there are lots of values in the property
  tree, And I see system timing also comes via sim gear.
  
  Do is anyone familiar with the code know which is the root time source on
  the property tree?  The one I can forward to the slave machines.
  And i guess i will need to stop the slaves from trying to overwrite this
  value locally.
  
  
  --
  Regards Harry

ntp is very good at keeping clocks in sync with the actual time or with a 
specific machine.  You should probably setup one machine so that it keeps it's 
clock synced to one or more external time servers via ntp and also acts as a 
time server on the local network.  Its clock will be within perhaps 2 to 5 
milliseconds of the actual offical time depending on how carefully you select 
your time servers and on how good or bad your network connection to the 
outside is.   This could be improved by using a local reference clock such as 
a GPS receiver to be with in a few microseconds and some setups like this can 
be as accurate as 50 nanoseconds.  Then set up the other computers to use the 
local time server via ntp.  This should keep all of the clocks synced to 
within perhaps 5 to 10 microseconds of the local time server once things 
stabilize.   If you use external servers for time keeping on all of the 
machines about the best you will do is to keep the machines synced to within 
perhaps 5 to 10 milliseconds plus you will generate more external network 
trafic than you need to.

The above assumes *nix machines.  For Windows machines about the best you can 
do is to keep the time within about 10 milliseconds of the external server(s). 

As an example of what is possible on a Linux box here is what my machine 
currently reports:

$ ntptime
ntp_gettime() returns code 0 (OK)
  time d119250f.15aa6088  Wed, Mar  2 2011 12:20:31.084, (.084631361),
  maximum error 298591 us, estimated error 309 us
ntp_adjtime() returns code 0 (OK)
  modes 0x0 (),
  offset -0.104 us, frequency 101.576 ppm, interval 1 s,
  maximum error 298591 us, estimated error 309 us,
  status 0x2001 (PLL,NANO),
  time constant 4, precision 0.001 us, tolerance 500 ppm,

This is using a Motorola Oncore UT+ GPS as a time source with ntp and Linux 
kernel version 2.6.36.  As you can see the clock is off by slightly more than 
0.1 microseconds (IE. 104 nanoseconds) when I ran this.   The Oncore UT+ is a 
special purpose time keeping GPS. 

Hal
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Re: [Flightgear-devel] Use of included xml files from Instruments-3d/* from an aircraft located outside of $FG_ROOT

2011-02-14 Thread Hal V. Engel
On Sunday, February 13, 2011 11:30:05 PM ThorstenB wrote:
 On 14.02.2011 07:58, Hal V. Engel wrote:
  When working on this from an aircraft that is not located in $FG_ROOT
  (IE. my clone of fg-data using fg-aircraft=my fgdata clone/my
  aircraft) I was getting file not found errors. At first I though that
  perhaps I had a typo or something similar in my code but after looking
  things over very carefully I couldn't find the problem. So as a test I
  modified the aircraft-set.xml for the same aircraft in $FG_ROOT and
  tested with it and it didn't have the problem. I did some more testing
  and found if I run the aircraft from my development copy of fgdata it
  works but only if the xml file I am including in the aircraft-set.xml
  file is located in the same tree as the aircraft. So it does not find
  it in the $FG_ROOT directories like it should based on how the
  fg-aircraft stuff has been explained. Is this a bug or I am not
  understanding how this should work?
 
 It should work - and does for me. But remember the fg-aircraft option
 does not support multiple fgdata clones. Neither should you give it the
 path to a specific aircraft directory. You need to provide a directory
 path, which contains one or multiple aircraft sub-directories.
 It should look like this:
  --fg-aircraft=/home/foo/bar/MyAircraftRepository
 and /home/foo/bar/MyAircraftRepository should contain directories like
  /home/foo/bar/MyAircraftRepository/747-400
  /home/foo/bar/MyAircraftRepository/P51-D
  /home/foo/bar/MyAircraftRepository/AH-1
  ...
 
 Otherwise, post some more details on what your command-line and the
 directory structure of the separate aircraft repo looks like.
 
 And yes, as discussed on the list before, the fg-aircraft option
 requires better checks and error messages, since more people have had
 trouble with providing the correct directory structure (especially since
 incorrect structures seem to work at first - but then really don't).
 
 cheers,
 Thorsten


I keep a current copy of fgdata at $FG_ROOT which is currently located at 
/usr/share/games/FlightGear.  I have my cloned copy of fgdata located in
~/Sources/fgdata.  My fg-aircraft setting looks like this:

fg-aircraft=$HOME/Sources/fgdata/Aircraft/p51d

Since I want FG to pick up the p51d specific files from the fg-aircraft 
directory and everything else from $FG_ROOT since $FG-ROOT is synced to the 
version of FG I have installed.   But I guess that I was using this 
incorrectly and I just tried it using 

fg-aircraft= $HOME/Sources/fgdata/Aircraft/ 

and things worked but now it is picking up the stuff in Instruments-3d from the 
fg-aircraft tree rather than $FG_ROOT.  This will actually make thing a little 
easier for managing the sources.

Sorry for the noise.

Hal 

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[Flightgear-devel] Use of included xml files from Instruments-3d/* from an aircraft located outside of $FG_ROOT

2011-02-13 Thread Hal V. Engel
I starting working on making the SCR-522C radio functional and ran into a 
problem.  Looking at other devices in Aircraft/Instruments3d to see how I 
could initialize the device I found that the kma20 does this by using a 
initialization xml file that is included from the aircraft-set.xml file.  So I 
copied how it was doing things.   

When working on this from an aircraft that is not located in $FG_ROOT (IE. my 
clone of fg-data using fg-aircraft=my fgdata clone/my aircraft) I was 
getting file not found errors.  At first I though that perhaps I had a typo or 
something similar in my code but after looking things over very carefully I 
couldn't find the problem.  So as a test I modified the aircraft-set.xml for 
the 
same aircraft  in $FG_ROOT and tested with it and it didn't have the problem.  
I did some more testing and found if I run the aircraft from my development 
copy of fgdata it works but only if the xml file I am including in the 
aircraft-set.xml file is located in the same tree as the aircraft.  So it does 
not find it in the $FG_ROOT directories like it should based on how the fg-
aircraft stuff has been explained.  Is this a bug or I am not understanding how 
this should work?

Hal
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Re: [Flightgear-devel] Blender question?

2011-02-10 Thread Hal V. Engel
On Thursday, February 10, 2011 01:24:32 PM Curtis Olson wrote:
 I have a hopefully quick question.  I've generated a 3d model mesh in ac3d
 format.  I'm doing this from a perl script and I posted some pictures and
 details of the actual model here:
 http://www.flightgear.org/blogs/curt/uas/misc/3d-modelling-with-perl/
 
 My script just generates the left half of the model.  I assumed I could
 just import this into blender, duplicate the half and mirror it and
 produce the whole model.  I'm new to blender, but I managed to duplicate
 the side and mirror it and the mesh looks perfect.
 
 My problem is that when I export the full model, the mirrored half is black
 from the outside.  When I look inside of it, it's shaded properly.  It
 appears that when I mirrored the surface, the face ordering didn't change
 so the mirrored half is inside out.  I've been trying every possible
 face/normal/edge option I can find in blender and haven't been able to
 figure out how to get my faces back the right way.  The original half of
 course looks just fine.
 
 It's probably something super simple, but I've googled and haven't found
 the right set of keywords I guess.  Is there an easy way to get all my
 faces the right way so both sides of my model are right side out and look
 correct?
 
 Thanks,
 
 Curt.

First you need to make sure that the surfaces are single sided.  At that point 
the part that is black from the outside should become transparant from the 
outside.  Then you need to flip the normals for those faces.  You might be able 
to do this by using normals recalculate outside in edit mode.  When you are in 
Edit mode in the 3D part of the display you should be able to activate the 
buttons menu in the other part of the screen and it will allow you to turn on 
displaying the normals vectors in the 3D screen.  This will let you know for 
sure which way the normals are pointing.

Hal
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Re: [Flightgear-devel] Incorrect conversion used for lbs to gallon of fuel

2011-02-06 Thread Hal V. Engel
On Sunday, February 06, 2011 01:13:28 PM Torsten Dreyer wrote:
  I have checked your code and it breaks the previous behaviour for
  JSBSim. Your code is overwriting JSBSim values during initialization,
  I would rather do it the other way around and make JSBSim overwrite
  FlightGear default values. Especially because the capacity of all the
  tanks is now set to zero instead of using the FDM model definition.
  
  Enclosed is a patch that restores the normal behaviour : fuel
  capacity, level and density are set after the values defined in the
  aircraft JSBSim XML definition.
 
 Ouch - that was my bad. I only initialized JSBSim properties from
 FlightGear properties which didn't work if tanks are only defined within
 the JSBSim config file.
 Your patch turns this the other way round. I tried to combine both versions
 and set JSBSim properties from FlightGear properties if they exist and
 create the FlightGear properties from JSBSim properties if not.
 
 Looks good for me with the p51d-jsbsim, the c172p and the SenecaII.
 
 Thanks for the fast bug-report and the solution!
 
 Torsten

Did you test the P-51D drop tanks to make sure these work OK?  The unusual 
thing it does is to prevent the drop tank contents from being non-zero unless 
the tank is currently in place.  This is to prevent the pilot from using the 
Equipment -- Fuel and Payload menu to put fuel into a non-existant drop tank.  
This should be tested just to make sure it is still working.

Hal 
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[Flightgear-devel] fgdata merge request for p51d

2011-01-30 Thread Hal V. Engel
I just put in another p51d-jsbsim merge request.  

This merge mostly affect the exterior 3D model.  

It now has much improve textures with seams, rivets and access panels.

Some changes were made to the nose area of the 3D model to make the line 
smoother.

This also includes some minor improvements to the cockpit models.

I also corrected the fuel tank setup so that it will be correct when the fuel 
density patch is applied.

The merge is to the master branch but I think this should also go into the 
2.2.0 branch.

Hal

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[Flightgear-devel] Incorrect conversion used for lbs to gallon of fuel

2011-01-28 Thread Hal V. Engel
A thread was opened on the forum about how the C172P appeared to be 
incorrectly calculating the amount of fuel in gallons based on the weight of 
the fuel.  It appears that the conversion is using 6.6 lbs/gal when it should 
be using something close to 6.0.  That is
 
/fdm/jsbsim/propulsion/tank[n]/contents-lbs divided by 
/consumables/fuel/tank[n]/level-us_gal == 6.6 

I also had an issue with this for the p51d-jsbsim model and I had to use 6.6 
as the conversion factor when setting up the fuel tanks in order to get 
/consumables/fuel/tank[n]/level-us_gal to report the correct amount of fuel.  
What is really strange is that /consumables/fuel/tank[n]/density-ppg = 6.0.  
Is this a bug or is there some other issue that aircraft developers need to be 
aware of to get this to work correctly?

Hal

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Re: [Flightgear-devel] MSVC and C99

2011-01-24 Thread Hal V. Engel
On Monday, January 24, 2011 07:54:53 am Geoff McLane wrote:
 On Sun, 2011-01-23 at 16:50 +0100, ThorstenB wrote:
  On Sun, Jan 23, 2011 at 3:44 PM, Geoff McLane wrote:
  And I am not so sure MSVC even zeros static variables,
  unless specifically set to NULL/0, unlike as suggested
  for gcc, thus say :-
  
  static char * cp;
  void func() {
  
 if (cp == NULL)
 
 cp = malloc(val);
  
  can also be a problem...
  
  It'd still be interesting to know if MSVC really doesn't comply with the
  rule above - this could certainly be a source for several MSVC-specific
  FG issues (just guessing here...).
  
  cheers,
  Thorsten
 
 Hi Thorsten,
 
 I do not know if the developers of MS VC tools
 make any effort to conform to C99 or not, but
 this wiki :-
  http://en.wikipedia.org/wiki/C99
 categorically states, as of MSVC10 (2010), a
 resounding red flagged _NO_!

MSVC has never had c99 support and I have seen stuff on Microsoft support site 
that says that they do not intend to have c99 support.  But I have not tested 
this with newer versions of MSVC since I now use GCC for all platforms.

 
 And there are other cases I know about where
 MS has chosen to do its own thing, as far as it
 can... ;=))
 
 At the moment do not have access to my machine
 with MSVC9 and MSVC10 installed, so can not
 immediately check them, but checking MSVC8,
 neither __STDC__ nor __STDC_VERSION__ seem
 defined by the compiler...
 
 Whereas, in a quick Ubuntu test, I can see gcc
 (4.2.4) defines at least __STDC__.
 
 And in some quick test compiles with MSVC8,
 several static variable examples I tried all
 seemed to be NULL/0, but maybe that more
 represents the relative pristine initial
 memory state, when I start the machine...
 
 But, like you, I would prefer to see explicit
 initializations, and am sure, over the years,
 I have seen this static value error now and
 again...
 
 And as stated, see it all the time with class
 instantiation...
 
 So it seems, good cross-platform code would
 make sure _ALL_ are specifically initialized.
 
 Regards,
 
 Geoff.
 
 
 
 
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Re: [Flightgear-devel] FGrun and --fg-aircraft

2011-01-21 Thread Hal V. Engel
On Friday, January 21, 2011 05:25:27 am Alan Teeder wrote:
 --
 From: Frederic Bouvier fredfgf...@free.fr
 Sent: Friday, January 21, 2011 11:52 AM
 To: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] FGrun and --fg-aircraft
 
  Yes, that's true. For a reason I don't know, I missed that one.
  For the moment, fg-aircraft is not used in the aircraft chooser.
  
  -Fred
 
 Thanks for the reply. At least I know that it is not another of my
 stupidities. ;-)
 
 Alan

This was confusing for me at first.  What I have done is to use --fg-aircraft 
to point to the specific aircraft I am developing so that it pulls everything 
from $fg-root except for the one aircraft in $fg-aircraft.

So on my linux box I have the following settings in fgrun

--fg-root=/usr/share/games/FlightGear
--fg-scenery=/usr/share/games/FlightGear/Screnery
--fg-aircraft=/home/heng/Sources/my-fgdata/Aircraft/p51d

With this setup only the p51d stuff comes from $fg-aircraft and all other 
aircraft and shared files are pulled from $fg-root.   This allows me to keep 
everything in sync with the GIT fgdata main line in $fg-root so that I don't 
have to worry about anything in my development clone other than the aircraft I 
am working on.  Isn't this how this is intended to work?

Hal

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Re: [Flightgear-devel] Building FlightGear under Vista

2010-09-06 Thread Hal V. Engel
On Sunday, September 05, 2010 10:30:06 am Frederic Bouvier wrote:
  2) I'd like the aircraft to start up at the end of the runway, all ready
  for takeoff. Can I do that?
 
 You need to press the 's' key to start the engine. There should be a
 property to have the engine started but I don't know which one. If you
 know it, you can start fgfs with the --prop:/property/to/start/engine=true

Doesn't this depend on the aircraft?  Some aircraft will not run without 
certain conditions being in place.  For example the JSBSIm P-51D needs to have 
the fuel pump turned on, the fuel cutoff in the on position, the mixture in run 
or full rich and the mags turned on among other things to run. 

A quick search on-line found a number of references to setting 
/engines/engine[0]/running=true to have a running engine.  I just tested 
setting the above property with the JSBSim P-51D and it was not running when 
flightgear started.   This is not surprising because it had no fuel and the 
ignition was off at that point. 

The startup procedure for the JSBSim P-51D is documented in aircraft help 
where there is a complete set of check lists including one for the start up 
procedure.

Hal
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Re: [Flightgear-devel] Building FlightGear under Vista

2010-09-06 Thread Hal V. Engel
On Monday, September 06, 2010 09:29:50 am Jon S. Berndt wrote:
 Like  this?
 
 git pull git://gitorious.org/fg/fgdata.git
 
 ??
 
 Which branch should I specify?
 
 Jon

No from the root directory of your local copy just git pull and git will 
handle updating anything that needs it.

 
  -Original Message-
  From: Jon S. Berndt [mailto:jonsber...@comcast.net]
  Sent: Monday, September 06, 2010 11:26 AM
  To: 'FlightGear developers discussions'
  Subject: Re: [Flightgear-devel] Building FlightGear under Vista
  
   Hi Jon,
   
   If you don't do local changes updating is as easy as cd:ing into
  
  fgdata
  
  Done.
  
   (and the respective source repositories)
  
  How do I do this?
  
   and type 'git pull'.
  
  JB
  
  
  
  
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Re: [Flightgear-devel] JSBSim - how to model piston engine exhaust thrust?

2010-09-06 Thread Hal V. Engel
On Friday, September 03, 2010 01:49:46 am thorsten.i.r...@jyu.fi wrote:
 In the end, there are hundreds of things you don't know - friction in the
 exhaust tube for example... its geometrical shape (exhaust velocity isn't
 actually a constant - there's some spatial profile to the velocity
 field)... turbulence when the exhaust airstream enters ambient air... and
 so on.

In fact things like this can be very difficult to quantify.  With regard to 
tube 
shape early RR Merlin engines (meaning before 1943) had ejector exhaust 
stacks that were designed by RR.  At around that same time that RR was doing 
their testing on these ejector exhausts NACA was doing experiments on 
exhaust stack shapes with Alison engines to maximize exhaust jet thrust. The 
NACA configuration was later compared to the RR configuration and there was 
about a 60% increase in the exhaust thrust/reduction in profile drag over the 
RR configuration.  The Spitfire V that was used for these tests had a 6 MPH 
increase in top speed with the NACA stacks compared to the RR stacks.  Later 
Merlins all had the NACA stacks because of the increased thrust/reduced drag.  
In the paper on these tests NACA wrote that they could not quantify how much 
of the speed increase was due the thrust and how much was due to profile drag 
if any. 

Another example is that similar engines (same displacement, manifold pressure 
and RPM) with a mechanical super charger vs. a turbo (think super charged vs. 
turbo'ed Alison engines - IE. P-40 vs. P-38 configurations) are likely to have 
significantly different exhaust thrust because the turbo has used a significant 
amount of the energy in the exhaust perhaps to the point where the thrust is 
too low to worry about.

The point is that the same exact aircraft with the same engine with two 
different sets of exhaust stacks had a 6 MPH difference in top speed with 
exactly the same amount of air and fuel being pumped through the engine.  
Which means that this speed/thrust difference can not be accounted for by a 
thermal dynamic formula.   This leads me to think that having a good generic 
formula that gives a good approx. of the shape of the exhaust thrust curve 
along with a constant to tune the thrust levels to the engine/exhaust system 
in question should work.  

Hal

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Re: [Flightgear-devel] stall/snap/spin behavior in JSBSim CVS

2010-08-27 Thread Hal V. Engel
On Thursday, August 26, 2010 06:21:16 pm Jon S. Berndt wrote:
  From: Hal V. Engel [mailto:hven...@gmail.com]
  
  Since I have started using FG GIT with it's newer versions of JSBSim I
 
 have
 
  noticed that the behavior I had created with the stall/spin function was
 
 much
 
  more pronounced and today I had a closer look at this.  With current
 
 versions
 
  of FG and JSBSim even with my stall/spin function removed I am seeing a
 
 very
 
  pronounced tendency to drop the left wing at the stall and this now acts
 
 much
 
  like it did in FG 2.0 with my stall/spin function included.  Although I
 
 think
 
  the effect is more pronounced with a tendency to snap to the left when
 
 doing
 
  high G maneuvers that was not there with my function and FG 2.0.
  
  It appears that there has been some work done on JSBSim to get more
 
 realistic
 
  stall/spin/snap behavior.  Is this correct or am I imagining things?
  
  Here are my thoughts about what I am seeing.
  
  1. This is a step in the right direction that should result in a
  immediate improvement to the stall/spin/snap behavior for most existing
 
 models.
 
 
 I can't think of anything we've done that would have had this effect. We
 have been making some bug fixes, and architectural changes, and so on. I
 guess it's possible that something we did may have fixed an error, which
 resulted in better performance. I'm glad things got better, though!
 
 Jon

I did a quick test with the pc7 and it did not exhibit any tendency to snap or 
spin.  It mushed straight ahead.   So I concluded that this was something in 
my model.  Turns out that I forgot that I had two functions related to 
stall/spin and I needed to work on both.  Sorry for the noise.

Hal 

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[Flightgear-devel] stall/snap/spin behavior in JSBSim CVS

2010-08-26 Thread Hal V. Engel
In the process of working up my JSBSim FDM for the P-51D I had added some 
functions to make the behavior at stall more realistic.  In FG 2.0 before 
adding these functions were added the stall was like a (very fast) trainer - a 
straight ahead mush but it would drop a wing if enough rudder was added at the 
stall.  Basically what I did in the stall/spin function was to increase yaw 
forces to the left as the alpha angle reached the stall point.

Since I have started using FG GIT with it's newer versions of JSBSIm I have 
noticed that the behavior I had created with the stall/spin function was much 
more pronounced and today I had a closer look at this.  With current versions 
of FG and JSBSim even with my stall/spin function removed I am seeing a very 
pronounced tendency to drop the left wing at the stall and this now acts much 
like it did in FG 2.0 with my stall/spin function included.  Although I think 
the effect is more pronounced with a tendency to snap to the left when doing 
high G maneuvers that was not there with my function and FG 2.0.

It appears that there has been some work done on JSBSim to get more realistic 
stall/spin/snap behavior.  Is this correct or am I imagining things?  

Here are my thoughts about what I am seeing.

1. This is a step in the right direction that should result in a immediate 
improvement to the stall/spin/snap behavior for most existing models.

2. My stall/spin function was actually a very crude attempt at this and I had 
intended to revisit it to make it more generalized.  One issue is that it 
always drops the left wing regardless of the beta angle.  In an aircraft like 
the P-51D there is almost always some beta angle (in this case it almost 
always has a little beta to the left since the fin has a 2 degree angle to the 
AC centerline) and in most cases this will result in the left wing dropping 
during a stall but I don't think it should always drop the left wing 
regardless of the beta angle.  I think it should drop the left wing if the 
beta angle is to the left and it should drop the right wing if the beta angle 
to the right with perhaps a slight tendency to favor dropping the left or 
right wing depending on the direction of rotation of the prop and/or some 
other factors.

3. I think the current setup has too much tendency to drop the wing but this 
likely depends on the aircraft being modeled.  Perhaps some kind of property  
can be exposed so that those creating models can control how strong this is.   
That is a C172 should only drop a wing in a very deep stall with a significant 
(larger) beta angle but a WWII fighter or an air racer should drop the wing 
earlier in the stall with much smaller beta angles.  Those creating models 
need some way to control this so that this can be tuned to the aircraft being 
modeled.

Hal

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Re: [Flightgear-devel] Crash with new p51d-jsbsim

2010-08-17 Thread Hal V. Engel
On Monday, August 16, 2010 08:14:04 pm Ron Jensen wrote:
 On Monday 16 August 2010 20:56:17 Jon S. Berndt wrote:
   Hi Hal,
   
   Would you elaborate on the error in CDde?  It looks like the same CDde
   used in
   most aeromatic aircraft so if there is an error in the P51d we (still)
   have
   an error in many jsbsim aircraft.
   
   Thanks,
   Ron
  
  It's probably the situation where if the elevator has a negative
  deflection, that is multiplied against the CD and you get a negative
  drag.
  
  Jon
 
 The version on gitorious has the elevator wrapped in absolute tags so there
 shouldn't be a negative drag problem.
 
 Ron

I was getting negative values in spite of the abs /abs tags.   So there 
appears to be something wrong with the abs tag at least with the version of 
stuff that is in FG git right now.

This was easy to fix by using a table like this:

  table
  independentVarfcs/elevator-pos-norm/independentVar
  tableData
   -1.01.0
0.00.0
1.01.0
   /tableData
  /table

But the abs tag problem needs to be fixed.

Hal

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Re: [Flightgear-devel] JSBSim - how to model piston en gine exhaust thrust?

2010-08-17 Thread Hal V. Engel
On Monday, August 16, 2010 08:59:38 pm Ron Jensen wrote:
 On Monday 16 August 2010 21:19:35 Ron Jensen wrote:
  On Monday 16 August 2010 20:58:44 Jon S. Berndt wrote:
   What's your second thought?
 
 O.k.  third thought.  An FCS function (so it will work in
 current flightgear) applied by external forces at the correct area...  I'm
 working up an example of this idea now..
 
 The following code is built around a 1700 hp engine pushing 67 inHg as an
 example.  It seems to work in FlightGear but hasn't been extensively
 validated.  Keep the direction vector normalized if you adjust that...
 
 Ron
 
 Paste the channel below into your flight_control section
 
 channel name=exhaust thrust
  fcs_function name=aero/function/engine-exhaust-thrust
   function
product
 propertypropulsion/engine/power-hp/property
 value0.000588/value !-- 1/1700 hp to nomalize engine/power-hp
 -- property propulsion/engine/map-inhg /property
 value0.0149/value !-- 1/67 inhg to nomalize engine/map-inhg
 -- value 70 /value !-- 70 lbs of thrust at full power and map --
 /product
   /function
   output external_reactions/exhaust-thrust/magnitude /output
  /fcs_function
 /channel
 
 And then add an external_reactions section between flight_control and
 aerodynamics:
 
   external_reactions
 force name=exhaust-thrust frame=BODY
   location unit=IN
 x  96.5 /x !-- this is the CG for the example aircraft --
 y0.0 /y
 z-9.0 /z
   /location
   direction
 x1.0 /x !-- straight down the aircraft longitudinal axis
 -- y0.0 /y
 z0.0 /z
   /direction
 /force
   /external_reactions
 

This seems to be working.  A few comments.

The 70 lb thrust figure was for an early merlin spitfire (IE 1938) with about 
1200 HP war emergency power and with the pre NACA exhaust pipes.  The spitfire 
used in the NACA tests in 1942 had a Merlin XLV engine which would have made 
it a mark V with 1470HP.  So for a 150 octane V-1650-7 (with NACA exhaust 
pipes) that a late model P-51D would have been using the exhaust thrust at max 
power (1940 HP at 81 inHg) should be closer to 200 lbs.

I am a little confused about why you include engine HP in the thrust function.  
For super charged engines there is a considerable amount of power used for 
driving the super charger (probably about 150HP on low blower and about 350HP 
on high blower at 67 inHg for this engine) so this would result in lower 
exhaust thrust on high blower.   But the exhaust thrust (at the same RPM) 
should be the same if not higher at higher altitudes for a given manifold 
pressure.

If my memory of physics is correct the thrust should be proportional to:

V^2 x M

Where V is the velocity of the ejecta and M is the mass of the ejecta.  The 
amount (or mass) of ejecta should be the same per engine revolution at a given 
manifold pressure.  This makes me think the function should be using RPM 
instead of HP.  

In addition I think altitude comes into play as well since it seems logical to 
me that the velocity of the ejecta would be higher at higher altitudes.   That 
is lower exhaust back pressure should result in higher exhaust gas velocity 
but I don't know if the velocity increase is enough to worry about.  But it is 
squared so even a small change in the ejecta velocity could be a significant 
factor.

I think the location of the force should be about where the center of the 
engine is located since this is approx. where the exhaust stacks are located.   

I changed my local version to use RPM instead of HP and adjusted things to 
better reflect the V-1650-7.  I also moved the location of the force.

This is what I am now using:

channel name=exhaust thrust

   fcs_function name=aero/function/engine-exhaust-thrust
   function
 product
  propertypropulsion/engine/propeller-rpm/property
  value0.00079365079/value !-- 1/1260 to nomalize 
engine/propeller rpm --
  property propulsion/engine/map-inhg /property
  value0.01234567/value !-- 1/81 inhg to nomalize 
engine/map-inhg --
   value 200 /value !-- 200 lbs of thrust at full RPM and 
map --
   /product
   /function
   output external_reactions/exhaust-thrust/magnitude /output
   /fcs_function

/channel

external_reactions
   
   force name=exhaust-thrust frame=BODY
   location unit=IN
   x  36  /x !-- center of engine --
   y0.0 /y
   z0.0 /z
   /location
   direction
   x1.0 /x 
   y0.0 /y
   z0.0 /z
   /direction
   /force

/external_reactions


Hal

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Re: [Flightgear-devel] Crash with new p51d-jsbsim

2010-08-16 Thread Hal V. Engel
On Sunday, August 15, 2010 12:05:23 pm Stuart Buchanan wrote:
 On Sun, Aug 15, 2010 at 3:04 AM, Hal V. Engel wrote:
  The crash-detect freeze channel code was lifted from one of Dave Culp's
  models.   But I never got around to actually using this code or figuring
  out what it does.  So the freeze channel is basically dead code and
  should be removed.   I will remove this in the next merge.  Rather than
  commenting out the crashed channel way don't you try commenting out the
  freeze channel since it doesn't do anything at this point and is the
  likely cause of the issues you are having.
 
 Yes, that did the trick.
 
 I hadn't noticed that previously I'd commented out the crashed,
 impact-ground and
 freeze channels.
 
 If the freeze channel is dead code I can remove it from git if you wish.
 
 I'm still getting ocassional segfaults, and a segvault on exit, which
 suggests that
 there are some other uninitialized properties, but for now I'm a
 (very) happy flier.
 
 -Stuart

Stuart,

I've got some other things in the oven for the P51D JSBSim model.  Among 
other things I found a significant error in one of the drag functions, CDde,  
and this cascaded changes to other areas to get things working the way they 
should.  I will be pushing these changes into my fgdata clone on gitorious in 
the next week or so and then will be requesting that those changes  be merged 
into fgdata.  So it would probably be better to just wait for that code to be 
merged in the main fgdata repository since this does not seg fault for most 
users for some reason.

Also if you find any clues about other uninitialized properties please pass 
them on so that I can look at the model to see what is going on.

Hal

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[Flightgear-devel] JSBSim - how to model piston engine exhaust thrust?

2010-08-16 Thread Hal V. Engel
For the P-51D model I would like to model the thrust created by the exhaust 
system.  On the real thing this is about 10% of the thrust created by the 
engine under at least some circumstances.  Early tests done with the Spitfire 
in the late 1930's produced about 70lbs of thrust (about 70HP) and a gain 
about 10MPH in top speed when the first test set of Ejector exhausts were 
installed.  An early spitfire Merlin would have been around 1000HP.   Later the 
NACA tested an improved set of NACA Ejector exhausts on a similar spitfire 
and they got another 6 MPH increase in the top speed.  The NACA version was 
used on most WWII Merlins including the Packard built engines that were used 
on the P-51B/C/D/H.  

Currently JSBSim does not model the thrust created by the exhaust system as 
far as I can tell.  I tried using a set of rockets to model this since it 
seems to me that this should act like a rocket whose throttle setting is 
proportional to the relative manifold pressure (IE MP/max MP).   But I 
couldn't get this to work as the rockets would not fire up no matter what I 
did.  Has anyone done something like this?  If so could you let me know where 
I can find the model so I can have a look at it.  If not does anyone have any 
idea how this could be setup?

Hal   

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Re: [Flightgear-devel] Crash with new p51d-jsbsim

2010-08-14 Thread Hal V. Engel
On Saturday, August 14, 2010 02:13:13 pm Stuart Buchanan wrote:
 On Sat, Aug 14, 2010 at 9:50 PM, Stuart Buchanan wrote:
  So, I suspect the problem is in these properties that are being used
  in switch statements without a default value, but I don't know enough
  about JSBSim properties to be able to set a sensible default in the
  right place.
 
 Commenting out most of the crashed channel in
 Systems/crash-detect.xml appears to solve the problem.
 
 -Stuart

The crash-detect freeze channel code was lifted from one of Dave Culp's 
models.   But I never got around to actually using this code or figuring out 
what it does.  So the freeze channel is basically dead code and should be 
removed.   I will remove this in the next merge.  Rather than commenting out 
the crashed channel way don't you try commenting out the freeze channel 
since it doesn't do anything at this point and is the likely cause of the 
issues you are having.   

The crashed channel is what stops the sim if an impact is detected or the 
airframe is over stressed.   There is also a nasal script that detects things 
like exceeding VNE by too much for too long that also sets 
/fdm/jsbsim/systems/crash-detect/crashed so that the switch in the crashed 
channel can halt the simulation. 

I had one other user report having problems with the crash-detect code.  He 
was also seeing seg faults.  But this does not happen on my machine so I have 
not been able to trace down the cause.  Thanks for digging into it and 
locating the probable cause.  Please let me know if removing the freeze 
channel fixes this problem for you.

Hal

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Re: [Flightgear-devel] Crash with new p51d-jsbsim

2010-08-12 Thread Hal V. Engel
On Wednesday, August 11, 2010 02:10:07 pm Stuart Buchanan wrote:
 Hi All,
 
 I'm getting consistent crashes with the new p51d-jsbsim. Backtrace below.
 
 My simgear and flightgear source are up to date (as far as I can tell).
 
 Anyone else seeing this?
 
 -Stuart

Just to follow up.  I am not running current GIT of FG.  My copy is GIT as of 
about 3 weeks ago and I am not seeing this issue.  The JSBSIm P-51D is doing 
some things that are a little unusual and that push the limits of what can be 
done in JSBSIm.  So it is more likely to run into things that cause crashes 
than most models.

It appears that it is crashing when it tries to do something with a switch.  
You might want to try bisecting to see which commit is causing the problem.

Hal

 
 setStores
 
 Program received signal SIGSEGV, Segmentation fault.
 0x009ba8ba in SGPropertyNode::get_int (this=0x100e3740)
 at props.cxx:370
 370 return (static_castSGRawValueint*(_value.val))-getValue();
 (gdb) bt
 #0  0x009ba8ba in SGPropertyNode::get_int (this=0x100e3740)
 at props.cxx:370
 #1  SGPropertyNode::getDoubleValue (this=0x100e3740) at props.cxx:1219
 #2  0x005bce52 in JSBSim::FGSwitch::test::GetValue
 (this=0x101cca50) at FGSwitch.h:164
 #3  JSBSim::FGSwitch::Run (this=0x101cca50) at FGSwitch.cpp:169
 #4  0x0055425d in JSBSim::FGFCS::Run (this=0x10172810) at
 FGFCS.cpp:215 #5  0x0051bbe5 in JSBSim::FGFDMExec::Run
 (this=0x101887e0) at FGFDMExec.cpp:331
 #6  0x0051bc58 in JSBSim::FGFDMExec::RunIC (this=0x101887e0)
 at FGFDMExec.cpp:347
 #7  0x0053abfb in JSBSim::FGTrimAxis::Run (this=0x7fffd0054080)
 at FGTrimAxis.cpp:406
 #8  0x00539707 in JSBSim::FGTrim::DoTrim (this=0x7fffd0053f90)
 at FGTrim.cpp:262
 #9  0x00501177 in FGJSBsim::do_trim (this=0x10290f80)
 at JSBSim.cxx:1166
 #10 0x00501be2 in FGJSBsim::update (this=0x10290f80,
 dt=value optimised out) at JSBSim.cxx:501
 #11 0x004e7258 in FDMShell::update (this=0xd22aca0,
 dt=value optimised out) at fdm_shell.cxx:162
 #12 0x009f645d in SGSubsystemGroup::Member::update (this=0xd1b41f0,
 delta_time_sec=value optimised out) at subsystem_mgr.cxx:339
 #13 0x009f83c8 in SGSubsystemGroup::update (this=0xddcf68,
 delta_time_sec=value optimised out) at subsystem_mgr.cxx:177
 #14 0x009f624a in SGSubsystemMgr::update (this=0xddcea0,
 delta_time_sec=value optimised out) at subsystem_mgr.cxx:432
 #15 0x00431a8a in fgMainLoop () at main.cxx:164
 #16 0x0047b9a2 in fgOSMainLoop () at fg_os_osgviewer.cxx:200
 #17 0x00432899 in fgMainInit (argc=2, argv=0x7fffe318)
 at main.cxx:664
 #18 0x0042fe1e in main (argc=2, argv=0x7fffe318)
 at bootstrap.cxx:243
 (gdb) print _value
 Cannot access memory at address 0x88
 
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Re: [Flightgear-devel] Crash with new p51d-jsbsim

2010-08-12 Thread Hal V. Engel
On Thursday, August 12, 2010 07:24:36 pm Ron Jensen wrote:
 On Thursday 12 August 2010 18:52:28 Hal V. Engel wrote:
  On Wednesday, August 11, 2010 02:10:07 pm Stuart Buchanan wrote:
   Hi All,
   
   I'm getting consistent crashes with the new p51d-jsbsim. Backtrace
   below.
   
   My simgear and flightgear source are up to date (as far as I can tell).
   
   Anyone else seeing this?
   
   -Stuart
  
  Just to follow up.  I am not running current GIT of FG.  My copy is GIT
  as of about 3 weeks ago and I am not seeing this issue.  The JSBSIm
  P-51D is doing some things that are a little unusual and that push the
  limits of what can be done in JSBSIm.  So it is more likely to run into
  things that cause crashes than most models.
  
  It appears that it is crashing when it tries to do something with a
  switch. You might want to try bisecting to see which commit is causing
  the problem.
  
  Hal
 
 In yesterday's standalone JSBSim the p51d aborts because some properties
 are being used without being declared.  Try the attached patch to the
 p51d.xml and see if it works any better for you.
 
 Ron
 ( I tried sending the whole file but it errorred out for being too many
 kbytes.)
 
 diff --git a/aircraft/p51d/p51d.xml b/aircraft/p51d/p51d.xml
 index 5a264c9..00eb3a3 100644
 --- a/aircraft/p51d/p51d.xml
 +++ b/aircraft/p51d/p51d.xml
 @@ -665,6 +665,9 @@ Hal V. Engel hven...@astound.net
  outputgear/gear-pos-norm/output
  /kinematic
  /channel
 +property/controls/gear/brake-left/property
 +property/controls/gear/brake-right/property
 +property/controls/gear/brake-parking/property
 
  channel name=Brakes

The above is a little confusing I think.  It appears that this patch is for 
the p51d.xml file but p51d.xml is the YASim xml file.  This probably needs to 
be 
applied against p51d-jsbsim.xml instead. 

I see that GIT was last synced with JSBSim CVS Aug 3 and the sync before that 
was on July 16. I am running a build from about July 20.  So it looks like it 
is time to for me to rebuild FG to get the latest JSBSim code.  I tested the 
above patch applied to p51d-jsbsim.xml with my older version of GIT and it did 
not cause any issues for me.  I will include it with the next merge of the 
P-51D. 

Hal 

 
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Re: [Flightgear-devel] Crash with new p51d-jsbsim

2010-08-12 Thread Hal V. Engel
On Thursday, August 12, 2010 07:24:36 pm Ron Jensen wrote:
 On Thursday 12 August 2010 18:52:28 Hal V. Engel wrote:
  On Wednesday, August 11, 2010 02:10:07 pm Stuart Buchanan wrote:
   Hi All,
   
   I'm getting consistent crashes with the new p51d-jsbsim. Backtrace
   below.
   
   My simgear and flightgear source are up to date (as far as I can tell).
   
   Anyone else seeing this?
   
   -Stuart
  
  Just to follow up.  I am not running current GIT of FG.  My copy is GIT
  as of about 3 weeks ago and I am not seeing this issue.  The JSBSIm
  P-51D is doing some things that are a little unusual and that push the
  limits of what can be done in JSBSIm.  So it is more likely to run into
  things that cause crashes than most models.
  
  It appears that it is crashing when it tries to do something with a
  switch. You might want to try bisecting to see which commit is causing
  the problem.
  
  Hal
 
 In yesterday's standalone JSBSim the p51d aborts because some properties
 are being used without being declared.  Try the attached patch to the
 p51d.xml and see if it works any better for you.
 
 Ron
 ( I tried sending the whole file but it errorred out for being too many
 kbytes.)
 
 diff --git a/aircraft/p51d/p51d.xml b/aircraft/p51d/p51d.xml
 index 5a264c9..00eb3a3 100644
 --- a/aircraft/p51d/p51d.xml
 +++ b/aircraft/p51d/p51d.xml
 @@ -665,6 +665,9 @@ Hal V. Engel hven...@astound.net
  outputgear/gear-pos-norm/output
  /kinematic
  /channel
 +property/controls/gear/brake-left/property
 +property/controls/gear/brake-right/property
 +property/controls/gear/brake-parking/property
 
  channel name=Brakes

I just tested with this change against a fresh GIT build of FG and simgear.  
Worked OK.

Hal

 
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Re: [Flightgear-devel] GIT and FGDATA

2010-08-07 Thread Hal V. Engel
On Saturday 07 August 2010 11:45:04 am Vivian Meazza wrote:
 Alan Teeder wrote
 
  --
  From: Alasdair ali...@btinternet.com
  Sent: Saturday, August 07, 2010 10:47 AM
  To: FlightGear developers discussions
  flightgear-devel@lists.sourceforge.net
  Cc: vivian.mea...@lineone.net
  Subject: Re: [Flightgear-devel] GIT and FGDATA
 
   On Fri, 2010-08-06 at 07:59 -0600, dave perry wrote:
   I am not seeing the slowdown.  I just ran a simple script that updates
   simgear, flightgear source, and fgdata.  I would estimate that the
   git pull origin run in fgdata took about 3 minutes.  This
   performance has been typical for me.  I  ran System Monitor (F12)
   during the fgdata
 
  pull
 
   and the data rate was between 96 and 100 KB/s and the memory usage was
   constant.  I connect via Earthlink dsl.
  
   Dave P.
  
   I experience much the same as Dave. A git pull in fgdata is no big
   deal.Here is the output from a little test i just ran :
  
   pull started Sat Aug 7 10:32:03 BST 2010
   ===
   New directory is /opt/FlightGear/fgdata
  
  From git://gitorious.org/fg/fgdata
  
 33b8fe6..74ec1cd  master - origin/master
   Updating 33b8fe6..74ec1cd
   Fast-forward
   Aircraft/737-300/Models/contrail.xml   |  216 +-
   Aircraft/C130/Models/main.xml  |   33 +
   Aircraft/Concorde/Concorde-set.xml |8 +-
   Aircraft/Concorde/Models/Concorde_ba.xml   |   21 +
   Aircraft/Concorde/Models/Effects/contrail-new.xml  |  142 +
   Aircraft/Concorde/Models/Effects/contrail1.eff |  156 +
   Aircraft/Concorde/Models/Effects/contrail2.eff |  151 +
   .../Concorde/Models/Effects/contrail_dummy.xml |   11 +
   .../Concorde/Models/Effects/contrail_shader1.xml   |   35 +
   .../Concorde/Models/Effects/contrail_shader2.xml   |   35 +
   Aircraft/Concorde/Models/Effects/smoke.png |  Bin 0 - 6482
   bytes
   Aircraft/Concorde/concorde-submodels.xml   |   28 +
   Aircraft/Concorde/concorde-subsubmodels.xml|   66 +
   Aircraft/Concorde/concorde-subsubsubmodels.xml |   67 +
   Aircraft/Concorde/concorde-subsubsubsubmodels.xml  |   64 +
   Aircraft/Short_Empire/Models/Interior/interior.ac  | 8138
   +---
   Aircraft/Short_Empire/Models/Interior/interior.xml |  312 +-
   .../Short_Empire/Models/Interior/spar_panel.xml|   10 +-
   Aircraft/Short_Empire/Short_Empire-set.xml |   25 +-
   Aircraft/Short_Empire/Short_S23.xml|   59 +-
   Aircraft/Short_Empire/Systems/fuel-system.xml  |   20 +-
   Aircraft/Short_Empire/Systems/short-empire.nas |   11 +-
   22 files changed, 8171 insertions(+), 1437 deletions(-)
   create mode 100644 Aircraft/Concorde/Models/Effects/contrail-new.xml
   create mode 100644 Aircraft/Concorde/Models/Effects/contrail1.eff
   create mode 100644 Aircraft/Concorde/Models/Effects/contrail2.eff
   create mode 100644 Aircraft/Concorde/Models/Effects/contrail_dummy.xml
   create mode 100644
   Aircraft/Concorde/Models/Effects/contrail_shader1.xml
   create mode 100644
   Aircraft/Concorde/Models/Effects/contrail_shader2.xml
   create mode 100644 Aircraft/Concorde/Models/Effects/smoke.png
   create mode 100644 Aircraft/Concorde/concorde-submodels.xml
   create mode 100644 Aircraft/Concorde/concorde-subsubmodels.xml
   create mode 100644 Aircraft/Concorde/concorde-subsubsubmodels.xml
   create mode 100644 Aircraft/Concorde/concorde-subsubsubsubmodels.xml
   ===
   pull ended Sat Aug 7 10:32:40 BST 2010
   fgdata git pull took 0 mins 37 seconds
  
   ===
   My connection is BT Broadband, nominally 12 Mbps, but actually 7,616
   Kbps.
   My machine is based on a 2x AMD Athlon(tm) 7450 Dual-Core Processor
   with 2 GB mem.
  
   Kind regards,
   Aasdair
 
  I have just done a very quick and successful fgdata git pull using
  Cygwin. The results were similar to Alistair´s above.
 
  Cygwin git also threw up some errors in my Simgear directory that Totoise
  git (even using the Diff and Check for Modifications options had not
  found.)
 
  From now on I will keep away from Tortoise git.
 
 MySys git-bash shell works as well - and saves the complications of cygwin.
 Mind you - I'm beginning to work up a method which uses the bits of
 tortoise-git that do work and use git-bash for those that don't.

I have been using Cola GIT http://cola.tuxfamily.org/ as my GIT GUI front end 
on my Linux box and it works nicely.  Start up is a little slow when opening a 
fgdata archive but other operations seem to be fairly fast.   It is a python 
system and there are install instructions for Windows located here 
http://cola.tuxfamily.org/install.html.  I have not used it on Windows so I 
can't comment on how well it works there but I think it is worth having a look 
for Windows users.

Hal
Hal


[Flightgear-devel] JSBSIm drop tanks

2010-07-31 Thread Hal V. Engel
I am working on a model that has drop tanks.  Recently I built FG GIT so that 
I could test against the latest code and also so that I could use new features 
to enhance my model.  I noticed that this has a menu for

Equipment - Fuel and Payload

that allows the pilot to adjust how much fuel is in each fuel tank.  I don't 
remember this being in 2.0 but I could be wrong.  In any case I have an issue 
with this in that it allows the pilot to add fuel to the drop tanks even if 
these tanks are not installed.   This could be because I have my tanks mis-
configured or perhaps I need to set some additional properties to tell this 
system that the tank does/does not exist at that moment.  This is a JSBSim 
model.  What is the correct way to configure drop tanks in a JSBSim model so 
that this works correctly? 

Hal

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Re: [Flightgear-devel] Startup problem

2010-07-25 Thread Hal V. Engel
On Sunday 25 July 2010 10:19:46 am Stefan Seifert wrote:
 On Sunday 25 July 2010 18:38:45 fiers...@zonnet.nl wrote:
  I second that. As the matter of fact I stick to nVidea for all machines
  over the years, because I feel that nVidea should be rewarded for their
  support of Linux and ATI should be punished for not taking Linux
  seriously.
 
 On the other hand, I'm running a system with 100% free software thanks to
 AMD's releasing of documentation for driver writers for ATI cards. And my
  ATI card with its free drivers allowed me for the first time in many years
  not only to run FlightGear but also good video performance, desktop
  effects in KDE and usable performance with anti aliased fonts which is
  something NVidia never managed to do for me (some known problems with
  their drivers which never got fixed).
 
 Times change.
 
 Stefan

To follow up the situation with AMD/ATI X11 support has changed dramatically 
since ATI was purchased by AMD.  I think punishing AMD for the past sins of 
ATI is unfair and counter productive.  AMD appears to be bending over 
backwards to rectify these issues and has made tremendous progress including 
the support of open source driver developers, where AMD is far better than 
Nvidia, and on the quality of their closed source driver.  Before AMD ATI was 
really doing a bad job with X11 support and this left AMD with a lot of work 
to do to fix these issues.  More remains to be done but this is something that 
requires a long term effort to fix and I think AMD is doing about as well as 
can 
be expected.

Hal

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Re: [Flightgear-devel] JSBSim P-51D merge request

2010-07-20 Thread Hal V. Engel
On Monday 19 July 2010 01:39:43 pm Anders Gidenstam wrote:
 On Mon, 19 Jul 2010, Hal V. Engel wrote:
  Are there any plans to update JSBSim in FG GIT?
 
 Hi again,
 
 Erik did that just a few days ago (on the 16th) :)
 
 Cheers,
 
 Anders
 

I did some testing against GIT/next.  It's not very stable yet so it crashed 
more often than I did.  But I was able to get two things working that did not 
work with 2.0.

I have added support for tail wheel locking/unlocking.  This should 
now work like the real thing (IE. Locked when the stick is back and free 
swiveling when the stick is forward).  It did work on my system.   

The Fuel selector now works and all tanks including the drop tanks are working 
at least on my system.

I have added these changes to the merge request.

Hal

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Re: [Flightgear-devel] JSBSim P-51D merge request

2010-07-19 Thread Hal V. Engel
On Monday 19 July 2010 03:11:04 am Anders Gidenstam wrote:
 On Sun, 11 Jul 2010, Hal V. Engel wrote:
  This is a large merge that is a significant enhancement to the existing
  P-51D but it is still a work in progress and much remains to be done.  At
  the moment I am not able to spend much time working on this but it is far
  enough along that I think it belongs in the FG mainline so that it can be
  tested against 2.1 and hopefully released with 2.1.  I intend to keep
  working on this as time permits and my intention is to eventually make
  this the most complete and most accurate model in the FlightGear hanger.
 
 Hi Hal,
 
 Lovely aircraft!
 
 One thing I discovered after a few botched landings is that the crash
 detection system doesn't set /sim/crashed. I think it ought to since that
 is the standard crash indicator in FlightGear. It is easy to add as the
 following diff shows:
 
 index 312f0ce..bd2e03f 100644
 --- a/Aircraft/p51d/Systems/crash-detect.xml
 +++ b/Aircraft/p51d/Systems/crash-detect.xml
 @@ -56,6 +56,7 @@
   output/sim/freeze/clock/output
   output/sim/freeze/main/output
   output/controls/engines/engine[0]/cutoff/output
 +output/sim/crashed/output
/switch
 
 /channel
 
 It is also easy to update the merge request - I have tried it on some of
 mine.

Thanks Anders.  I have made this update and it is now part of my gitorious 
fgdata clone and also part of the merge request.


 
 PS.
 
 For those who want to try the p51d before the merge request is accepted
 and aren't that familiar with git here are the steps to get Hal's branch:
 
 git fetch git://gitorious.org/~hvengel/fg/hvengels-fgdata-p51d-jsbsim.git
  master:hvengel/p51d-jsbsim git merge hvengel/p51d-jsbsim

I would encourage others to test this since any feedback I get will be used 
for additional improvements.  The model does some unusual things that push the 
limits of JSBSim particularly the propulsion systems and related controls.

There are also some things that don't work correctly because of bugs or 
missing features in the version of JSBSim that is part of FG but that have 
been (presumably) fixed in JSBSim CVS.  These include:

Fuel tank switching is currently broken and the engine will only run on 
tank[0] (left internal wing tank).

The engine gage cluster(s) give wrong oil pressure, oil temperature and 
coolant temperature numbers.  JSBSim has some fixes related to this that do not 
totally fix this but are none the less improvements.

The tail wheel is currently always locked to the rudder.  On the real P-51 
series the tail wheel would swivel if the stick is forward of neutral but lock 
with the stick back.  JSBSim CVS has a fix that will allow for this to be 
correctly modeled and it should only take a fairly simple fcs_function to 
implement. 

Are there any plans to update JSBSim in FG GIT?

 
 If you have push access to fgdata it might be advisable to create a
 separate branch for this so that you don't accidentally push these
 changes. (As far as I have checked they don't interfere with anything -
 but if we want to keep the gitorious merge request function functional it
 might be better if whoever merges this contribution use that procedure
 instead).

Having this pushed into a branch of the main FG repository for later merging 
into the FG mainline would be fine by me.  This will allow wider testing and 
also allow others to work on this branch.  On the forums I had an exchange 
with another P-51D developer who has his own copy that he is working on.  For 
the most part we are working on different things (he is adding livery support 
and a bombable enabled AI model - I am working on improving the FDM, the 
cockpit, controls and the overall weapons systems) although there is some 
overlap (both have machine guns and are bombable).  The other developer 
expressed an interest in using GIT to get his work into the FG mainline and I 
think his work would be a good adjunct to the update I am proposing.  But it 
was also apparent that he had no idea how to go about doing this.

There was a poll on the forums asking users what they thought was the area in 
FG that needed the most work and by far the item with the most votes was 
improving the existing models.  The more that can be done to encourage 
collaboration on and contributions to the existing models the better it will 
be for dealing with this apparent shortcoming.  It would be really helpful to 
users thinking about working on an existing model to have documentation on how 
to go about this process.  I have worked as a developer on other open source 
projects as well as commercial systems so I had a pretty good idea how to go 
about this but many users do not have this kind of background and have no idea 
how to get started.  

 
 Btw. local finger trouble with git can easily be adjusted using git
 rebase, see this very useful site for more information:
 http://www-cs-students.stanford.edu/~blynn/gitmagic/ch05.html

[Flightgear-devel] JSBSim P-51D merge request

2010-07-11 Thread Hal V. Engel
I put a merge request into gitorious yesterday to merge the JSBSim P-51D 
changes I have been working on into the FG mainline.  The merge request 

http://gitorious.org/fg/fgdata/merge_requests/10

has lots bullet points describing what the merge will do.  But these only 
touch the highlights and there are far to many little details about the merge 
to be able to spell them all out.  

The YASim model is for the most part unchanged but it will benefit from some of 
the work done on the JSBSim model.   Specifically the fuselage texture is 
improved and so are the main landing gear models and these are shared with the 
YASim model.  The YASim and JSBSim models can live side by side and many of 
the enhancements that have been done to the JSBSim model should be fairly easy 
to back port to the YASim model if someone is interested in doing that work.

This is a large merge that is a significant enhancement to the existing P-51D 
but it is still a work in progress and much remains to be done.  At the moment 
I am not able to spend much time working on this but it is far enough along 
that I think it belongs in the FG mainline so that it can be tested against 
2.1 and hopefully released with 2.1.  I intend to keep working on this as time 
permits and my intention is to eventually make this the most complete and most 
accurate model in the FlightGear hanger. 

This merge is not exclusively my work as Guillaume (his moniker on the 
FlightGear forum) is responsible for the improved landing gear, the rudder 
peddles, and the cooling system exhaust doors on the dog house.  

Also I have made tarballs available of various versions of this and these have 
been downloaded and tested by numerous users (perhaps 60 or 70 downloads total 
over the last 3  or 4 months) who have provided lots of feedback.  That 
feedback was used to improve the model and was very valuable to this work.

Hal

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