Re: [Flightgear-devel] reviews etc.

2006-10-19 Thread Lee Elliott
On Wednesday 18 October 2006 22:27, Andy Ross wrote:
 Lee Elliott wrote:
   Melchior FRANZ wrote:
Weird:
http://cgi.ebay.com/FLIGHTGEAR-2006-PROFESSIONAL-AVIATION
   -FLIGHT-SIMULATOR_W0QQitemZ160036333084QQcmdZViewItem
  
   It is actually FlightGear - this person appears to have
   re-packaged FG i.e. basic system with most of the more
   complete aircraft included i.e.
  
   I found no mention that this stuff is covered by the GPL or
   if the source-code is included/available, which I believe
   is a requirement of the GPL.

 This subject came up on IRC a few days ago.  I sent the guy a
 nice email explaining the requirements, and pointing out that
 the easiest way to do this is to explain in the auction that
 this is an open source project hosted at www.flightgear.org.

 He replied that he already includes the source code and GPL in
 the package, but that he would be happy to add a
 flightgear.org link to the auction.  I haven't gone back to
 check.

 There's actually nothing wrong with selling free software for
 money, so he's basically fine.  It's just slightly misleading
 to do so without explaining that it is also freely available.

 Andy

If he's complying with the GPL by including the source and a copy 
of the GPL then, as you say, he's perfectly entitled to sell it.  

It was because the of way and style that he presented the 
packages that made me a bit suspicious.  Also, I'm not so sure 
about re-naming it  FlightGear 2006 Professional

As FG is still at version 0.9 and the consensus of the developers 
seems to be that FG isn't ready for a Vn 1.0 release yet, having 
someone selling it as the 'latest' professional version might 
not do the project's reputation any good.

Personally, it doesn't bother me too much as I just use FG to 
experiment and play with, and then offer whatever results I come 
up with to the project, to do with as it pleases.  The only 
thing that slightly bothers me about someone passing off any of  
my work as part of a  FlightGear 2006 Professional package is 
that I don't consider any of my work to be of commercial quality 
and I wouldn't want anyone else to think that I did so.

LeeE


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Re: [Flightgear-devel] reviews etc.

2006-10-17 Thread Lee Elliott
On Tuesday 17 October 2006 18:23, Melchior FRANZ wrote:
[snip...]

 Weird:
  
 http://cgi.ebay.com/FLIGHTGEAR-2006-PROFESSIONAL-AVIATION-FLIG
HT-SIMULATOR_W0QQitemZ160036333084QQcmdZViewItem

 m.

It is actually FlightGear - this person appears to have 
re-packaged FG i.e. basic system with most of the more complete 
aircraft included i.e.

Boeing 737-300
Cessna 172
Cessna 310
F-16 
Hawker Hunter
Messerschmitt BF-109
Piper J-3 Cub
Piper Cherokee Warrior II
P-51D Mustang
Rascal 110
Northrop T-38
1903 Wright Flyer

Then there's a separate disk of the remaining aircraft from the 
FG downloads page and several disks of scenery.

One of the screen shots show the old photographic texture for 
KSJC and I also noticed that FlightGear 2006 Professional is 
Designed for Windows 95/98/NT/2000/ME/XP Operating Systems

I found no mention that this stuff is covered by the GPL or if 
the source-code is included/available, which I believe is a 
requirement of the GPL.

LeeE


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Re: [Flightgear-devel] obj-ac conversion question...

2006-09-19 Thread Lee Elliott
On Tuesday 19 September 2006 14:10, Jeff Koppe wrote:
 Hi All,

 I've been making/texturing a aircraft model in Wings3d,
 exporting to .obj and using Blender to convert to .ac. But
 since either the Blender .obj import or .ac export is not
 perfect, this workflow requires some tweaking of the final .ac
 file. So I figured I'd cut out the middleman and write a Ruby
 script to convert .obj to .ac.

 Now the question: neither .obj nor .ac formats specify three
 or four sided polygons. Does FlightGear? Blender does
 (imperfectly) triangulate/quadrangulate the model but I'm not
 sure why--I imagine it's a holdover from .3ds format. If
 FlightGear does not _require_ triangulation, then is it more
 efficient?

 Thanks,

 --jeff

Heh:)  I cobbled together a rough C prog to convert .obj geometry 
in to .ac format but I didn't look into the texturing aspects 
because all I wanted was the geometry.  It became redundant when 
I got the .obj importer for ac3d.

Afaik both .obj and .ac formats support n-sided polys whereas I 
believe that the .3ds format only uses triangles.  Everything 
I've ever exported in .3ds format has been converted to tris.

I don't know if using polys with  3 sides is more efficient but 
the most important consideration is that a triangle will always 
be perfectly flat whereas polys with  3 sides may not be 
because all the points don't have to be in the same plane.

The renderer that FG uses actually converts all polys into tris 
and this means that a curved poly, where the points are not all 
in the same plane, can be interpreted, or split into two tris, 
in two different ways, producing entirely different surface 
shapes.

Imagine a four-sided poly with it's vertices at:

(hope this looks ok)

(A)0,0,0(D)1,0,0


(B)0,1,0(C)1,1,1


If this poly was split into two tris by adding an edge between B 
and D the path between them would be straight but the path 
between A and C would be curved.  However, if you put the edge 
between A and C instead then the path between B and D would be 
curved instead, changing the shape of the poly completely.

Afaik the renderer decides on how to split n-sided polys into 
tris is based on the vertex order and this can sometimes 
produces rendering glitches where it curves a poly in the wrong 
direction (or at least not the direction intended by the 
modeller).

Ways around this are to either re-order the vertices or manually 
split the poly into tris.

LeeE


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[Flightgear-devel] Problems with 2d panel instruments

2006-09-19 Thread Lee Elliott
Hi all,

after updating from cvs a couple of days ago I found that all the 
2d instruments I use for displaying info appear to be cropped 
into the top left hand corner and are now unreadable.

Anyone else seeing this?

I suspect it's something to do with 're-sizing' them in the 
panel.xml file - i.e. the sizes in the individual 
instrument .xml files may different to those used in the 
panel.xml file

Instruments that have action entries don't seem to be affected 
and I know I have to use a different origin to get the hotspots 
in the right place.

Any ideas anyone?

LeeE


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[Flightgear-devel] YASim feature request

2006-08-30 Thread Lee Elliott
Probably one for Andy...

I've been messing about with the B-52F and I've hit a problem 
with landing in cross-winds.

The real a/c has steering on both front and rear sets of wheels 
so that it can make a crabbed landing and this is where the 
first aspect of the problem lies - there only seems to be a 
single STEER control axis available.

The second aspect of the problem is that I can't find a reference 
property to use.  Perhaps there's already something there and 
I'm not aware of it but even if there is, how would I relate it 
to the normalised steering control input?

Basically, I think I need to know the yaw-degrees and be able to 
set two independent steering control axis in degrees.

Actually, I guess a yaw-norm would work ok with two 
steering-norms...

LeeE


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Re: [Flightgear-devel] view change crashes

2006-08-23 Thread Lee Elliott
On Wednesday 23 August 2006 03:45, Curtis L. Olson wrote:
[snip...]

 For what it's worth I can reliably trigger this bug by
 running: fgfs --airport=N59  Once FG starts up, hit the v
 key to switch to the outside view.  This seems to trigger the
 bug every time.

 Thanks,

 Curt.

Just tried it here and couldn't reproduce this problem.  Tried 
fgfs --airport=N59, a different a/c and also starting at KSFO 
and then re-locating there.

about a week old cvs...

LeeE


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Re: [Flightgear-devel] VRP for Rascal110

2006-08-20 Thread Lee Elliott
On Sunday 20 August 2006 22:53, Martin Spott wrote:
 To Lee and/or Curt:

 After our guest we had this evening asked me to take his new
 model airplane out for a ride, I decided to check with the
 FlightGear Rascal to renew my feeling for these small aircraft
 as I didn't fly any model aircraft for more than twenty years.
 I noticed that the aerodynamical center is located at the nose
 of the Rascal 3D-model - the aircraft rotates around its
 nose-feature we already saw with several other aircraft.
 Would one of the authors consider to move the VRP to the
 respective location where it makes most sense ?

 Thanks a lot - I never expected that I some day would be
 tempted to use FG as a model airplane trainer  :-)

   Martin.

I only did the model for Curt, who did all the rest, so I'll 
leave it to him unless he's too busy, in which case I can take a 
look.  Curt?

LeeE


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Re: [Flightgear-devel] B52 around the earth flight

2006-08-15 Thread Lee Elliott
On Monday 14 August 2006 23:12, Julien Pierru wrote:
 I successfully flew around the earth with the B52, following
 the historic flight flown by 3 B52 in January 1957.
 It took me around 40 hours and 6 air to air refueling from a
 KC135 flown by shavlir to make it. Only the first 3 aar were
 unsuccessful due to non matching and oscillating speeds
 between mp aircraft. The remaining 3 were perfect and lasted
 about 20 to 30 minutes to refuel about 3/4 of the tanks.

 FG handled very well under the circumstances, no noticeable
 memory leaks, but a few things did break down. (made for a
 more realistic flight ;-P) For some reasons the 2D panel lost
 its lighting (red) over Hawaii and I was never able to recover
 it (landed without instruments in a pitch black night) and the
 property tree had a few nervous breakdowns as well, would stop
 updating for a while...Other than that it was awesome.

 You can see the path taken on FG tracker at:
 http://fgfs.i-net.hu/modules/fgtracker/?FUNCT=FLIGHTFLIGHTID=
4015

 You might have to zoom out a bit on google map to see the
 track. there is a corrupted data point in there so you can't
 see the ground speed. I'll ask KoverSrac to remove that point.

 Here are some air to air refueling at dawn over Guam:
 http://fgfs.i-net.hu/modules/xoopsgallery/view_album.php?set_a
lbumName=album32

 Regards,

 Julien

Well done :)  nice pics too

LeeE


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[Flightgear-devel] Abrupt wind visibility changes with real weather fetch

2006-08-13 Thread Lee Elliott
Hi all,

it occurred to me that a relatively simple solution to the abrupt 
wind and visibility changes we get when using real weather fetch 
would be to write the 'fetched' data to an 'incoming' weather 
branch in the property tree and then use nasal listeners on each 
leaf to interpolate the values.

If the interpolation time were to be based on the aircraft speed 
it would give interpolation over distance, instead of a simple 
interpolation over time, which would probably be a bit more 
realistic.

LeeE



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Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-08-08 Thread Lee Elliott
On Tuesday 08 August 2006 12:08, Joacim Persson wrote:
 On Tue, 8 Aug 2006, Lee Elliott wrote:
  Thanks for posting this observation - this is clearly a bit
  wacky (not that accelerating w/o +energy wasn't) - can you
  reproduce it?

 Now that I tested it again, I saw however that the FF number
 didn't fall over from a high number to a negative, but
 decreased to zero first. Same goes for N1. But it happens
 quite suddenly.

 KSFO Fair weather, Noon. 2D mini-panel on. Full throttle (no
 AB, no flaps or slats). Take-off. Gear up and climb to 1000'.
 Bank 90° and pull the stick all the way back. After a while
 the engine sound suddenly changes to a low thunder and not
 only FF goes negative, but so does N1 and EGT.  (I don't think
 N2 did though) Tank fills up and overfills quickly. FF is
 *very* negative. The number runs off-screeen. If you get too
 much altitude the phenomenon stops. Stay low; below 5000', at
 1000' or so ...without crashing into anything -- which isn't
 that easy to avoid in 70G mach 3 turns. If you ease off
 throttle, you get the reported phenomenon with insane speed
 instead. (mach 8 and 300G). AoA seems to stay at about 16°.

 Apparently the magical energy doesn't come from increased
 mass -- FF is near zero (and positive) with zero throttle and
 mass doesn't increase. My guess is that this is a bug in the
 yasim jet engine code somewhere. One of these one-liners that
 are so hard to find. ;) But at least it's easy to reproduce.

I think there's now a patch in for the engine problem - don't 
know if it fixes everything though.

LeeE


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Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-08-07 Thread Lee Elliott
On Monday 07 August 2006 11:50, Joacim Persson wrote:
 On Fri, 4 Aug 2006, Curtis L. Olson wrote:
  Based on my understanding of YASim, this has to be some sort
  of bug in the core yasim code since it's getting energy from
  nowhere.  Might be some sort of numerical/roundoff issue,
  perhaps some of the code in YAsim makes
  assumptions/simplifications that start to break down at
  extremely high alpha angles?

 I've seen the fuel flow meter (2D panel on) go *negative* at
 supersonic speed and extremely high G turns (like 50G and
 beyond) at low altitude.  It actually fills up the tank. ;) So
 it do seem to be some sort of type/typecast mixup.  (Magically
 add mass at speed and you increase kinetic energy.)

Thanks for posting this observation - this is clearly a bit wacky 
(not that accelerating w/o +energy wasn't) - can you reproduce 
it?

LeeE


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Re: [Flightgear-devel] YASim fixes from Maik / compatibility warning

2006-08-07 Thread Lee Elliott
On Monday 07 August 2006 17:50, Andy Ross wrote:
 Note to all YASim aircraft authors: the first fix discussed
 below is correct and has to be applied, but will (or at least
 may) have the effect of modifying the solution results of all
 YASim aircraft (tails are likely to be more effective: that
 means aircraft will be more stable on the whole, but less able
 to achieve high AoA's at full elevator).  I'd be appreciative
 if everyone could take their favorite aircraft out for a spin
 and report changes -- some may need re-tuning.

 Maik Justus wrote:
  Andy Ross wrote:
   Maik Justus wrote:
Therefore for an wing without flap, spoiler and slat
[...] no surface element is generated.
  
   Ah, OK.  Yes, this was indeed a bug; I'm kinda shocked
   that we never noticed this before, it's been there since
   the code was written.
 
  Here it (the patch) is.

 Applied.

  But before testing it with any YASim aircraft: I probably
  found another bug in surface.cpp. For general lift and
  flap-lift the effect of stall is calculated in stallFunc()
  resp FlapLift().

 Yup, that looks correct to me.  Applied.  I'm not sure what
 the points was of the extra 1.0 in the return value; maybe a
 holdover from an earlier version where this function returned
 a scalar coefficient, and not a force?

  If the fuselage is large in comparison to the wing, this
  amount can be rather high.

 I don't think that's correct.  As I read the code, you would
 get 1N of force per fuselage surface (of which there are maybe
 a few dozen across a large aircraft).  The first bug is a
 whopper.  This one is pretty much noise unless you're modeling
 an R/C aircraft; I'm not surprised it stayed hidden for so
 long.

 Andy

It's at times like this when I sort of regret trying to populate 
the FG hanger...

:)

Reading the comments in the commits, I think it will help 
things...

LeeE


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Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-08-07 Thread Lee Elliott
On Monday 07 August 2006 18:36, Melchior FRANZ wrote:
 * Lee Elliott -- Monday 07 August 2006 02:16:
  Can you reproduce it while under control of the A/P?  That
  should help me reproduce it here.

 Didn't try. It's really easy to reproduce when you follow the
 instructions. I don't think the AP is involved in any way.

 m.

Hi M,

it wasn't that I thought that the A/P might be involved in the 
problem but just that it would make it easier to reproduce.

It's just that scripted flights are more consistent.

LeeE


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Re: [Flightgear-devel] YASim fixes from Maik / compatibility warning

2006-08-07 Thread Lee Elliott
On Tuesday 08 August 2006 00:42, Josh Babcock wrote:
 Lee Elliott wrote:
  Reading the comments in the commits, I think it will help
  things...

 The B-29 seems OK.

Actually, one of the things I've been thinking about it to 
overlay the 3d model with the YASim geometry model...

...but then I figured it would be a lot easier to wait until 
someone clever enough wrote something that would produce a YASim 
3-view view from the definition...

LeeE


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Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-08-06 Thread Lee Elliott
On Friday 04 August 2006 15:26, Melchior FRANZ wrote:
 * Curtis L. Olson -- Friday 04 August 2006 15:34:
  I will point out that while it's possible to force the YF-23
  into this extreme state, if you fly it in a more normal
  range, it behaves pretty normally.

 Not for me. I actually noticed the problems during normal
 flight. I chased the KA6 and, because (unlike in real life)
 there's no indication how far it's still away, I was a tad too
 fast when I noticed it coming nearer and nearer. I tried to
 fly some narrow curves, but unlike in all other fgfs aircraft,
 this didn't decelerate, but *accelerate*.

 Of course, I'm not a pilot, and in real life there'd be a FCS
 with g-limiter, and my body would warn me earlier, too, but
 that's no excuse. Unfortunately, we don't have a single
 halfway modern fighter in fgfs, that is not totally broken.
 The F16 is pathetic and unusable since JSBSim 2.0. The
 hunter/seahawk work nicely, but aren't exactly modern.

  So personally I think the YF-23 is a pretty fun plane to
  fly, even if it isn't 100% perfect.

 Sorry, no offense to Lee -- it's still very well done 3D model
 wise, but I find it a bit embarrassing to show off in the
 NTPS. I'm not even sure if this is an old bug or if it's
 caused by later YASim changes. I don't remember ever having
 seen such unrealistic behavior, and I used to fly the YF23 a
 lot at times.

 m.

Hi Melchior,

been out or watching Tintin movies all weekend but I have been 
following this thread.

I haven't flown the YF-23 for a long time but I spent ages on it 
when I first did it and don't recall ever seeing this behaviour.  
This isn't to say that it doesn't happen of course - I seem to 
be the only person who has problems with the weather/altitude 
settings behaving randomly.

Anyway, I just checked the output from the stand-alone solver and 
there doesn't seem to be anything suspicious in it:

Solution results:   Iterations: 530
 Drag Coefficient: 14.044194
   Lift Ratio: 160.218765
   Cruise AoA: 0.343368
   Tail Incidence: -0.639466
Approach Elevator: -0.593619
   CG: -1.609, 0.000, 0.369

Drag's a bit low and the lift is a bit high but you've got to 
remember that it is a low drag design and the wing is huge - 
it's defined up to the center-line.  I can't see anything there 
that gives any clues about accelerating without putting energy 
in.

Can you reproduce it while under control of the A/P?  That should 
help me reproduce it here.

LeeE


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Re: [Flightgear-devel] Creating a 3D cockpit, new developer

2006-08-06 Thread Lee Elliott
On Saturday 05 August 2006 13:04, Maxwell wrote:
 As crazy as it sounds, I've been unable to find a large jet in
 FlightGear with a good, functional 3D cockpit. FGFS seems,
 however, to have a lot of potential, and I want to contribute
 if I can. I should say I have a lot more ambition than
 experience, but I may as well gain that experience here.

 What I intend to do is model a 3D cockpit for the Antonov
 An-225, creating new instruments, using photographs of the
 cockpit in an An-124 for reference. I can, to some pathetic
 degree, use Blender, and I have a reasonable understanding of
 the XML involved in making it all work.

 Relevant information would be useful, if I'm not taking a dive
 into the Mariana Trench when a kiddie pool is more my level.

 Eventually, all jets should have thrust reversers included,
 also.

 Incidentally, I wanted to do this with the Tu-154, but it
 needs more work beyond the limited scope of my capabilities,
 IE with its flight dynamics and exterior model.

 Max

By all means have a crack at a 3d cockpit for the AN-225.  I 
don't have any drawings or photos that might help but I reckon 
that your idea of using the AN-124 for reference should be sound 
- the AN-225 is basically a 'stretched' AN-124 with new inner 
wing sections and a revised tail.

LeeE


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Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-08-03 Thread Lee Elliott
On Tuesday 01 August 2006 22:50, Melchior FRANZ wrote:
 * Lee Elliott -- Tuesday 01 August 2006 23:40:
  Again, IIRC, the real (Y)F-23 could (was intended) get to
 
  65000ft so with the YASim YF-23 under weight and too
   powerful
 
  it's able to climb just a bit too high:)

 That's a minor problem. The bigger problem is that it
 *accelerates* in very narrow turns, and even with no throttle
 at all. And you can fly straight down with 1000 kt, and
 shortly before touch-down pitch up and fly straight up again.
 Doesn't seem to have enough mass/inertia. (Yes, the g-load
 would kill me anyway, so I shouldn't bother. :-)

 m.

Just a thought - what sort of speed are we talking here?  AFAIK 
YASim doesn't 'do' trans/supersonic - might this be a factor?

In the sub-sonic regime I was able to achieve some interesting 
high-AoA manuevours  and almost a cobra  hook out of the YF-23.  
With the large lift area and power, combined with the V hstab 
configuration this seemed reasonable - the v hstab 
configuration should produce less drag in high-AoA than 'flat' 
hstabs (this might be a problem with the SU-37 I'm working on 
but perhaps playing with idrag might help).

Then again, I might have given the 'wing' a much too high stall 
aoa...

rumour-millI've seen a quote, apparently from a high-ranking 
USAF? officer, who said that YF-23 technology (in terms of the 
airframe design/configuration philosophy) was being made use of.  
Didn't state where though, of course.  I've also seen some 
drawings of a variable-sweep version of a YF-23 type recon 
aircraft but this might just be a case of one false rumour 
re-enforcing another/rumour-mill

LeeE


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Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-08-02 Thread Lee Elliott
On Wednesday 02 August 2006 00:03, Josh Babcock wrote:
 Lee Elliott wrote:
  dearth of good info on the YF-23 when I originally did it. 
  I

 Should you find a moment, I feel that I should point this out:
 http://www.flight-manuals-on-cd.com/YFN.html

 Josh

Ta for that - I might have a look into it when I get back to the 
YF-23.

LeeE


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Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-08-01 Thread Lee Elliott
I think this is resulting from a combination of factors.

The YASim YF-23, as currently defined, probably doesn't weigh 
enough and the engines are a bit too powerful, both due to a 
dearth of good info on the YF-23 when I originally did it.  I 
suspect that this means that it can get to  74000ft at which 
point, IIRC, YASim stops calculating altitude effects with the 
result that once you're above 74000ft you can carry on climbing.

Again, IIRC, the real (Y)F-23 could (was intended) get to 
65000ft so with the YASim YF-23 under weight and too powerful 
it's able to climb just a bit too high:)

I do want update the YF-23 some time soon but I'm already pretty 
busy with two updates and a new aircraft so it'll have to wait a 
bit.

LeeE


On Monday 31 July 2006 05:44, JD Fenech wrote:
 Is this some sort of bug in the model? It strikes me as
 something that would either be a tightly held performance spec
 on the part of the US Gov't, or a glaring flaw somewhere...

 Stefan Seifert wrote:
  Melchior FRANZ wrote:
  $ fgfs --aircraft=YF-23 --airport=knuq
  --disable-real-weather-fetch
 
  - full throttle
  - climb to 8000 ft
  - 90 degree bank
  - pull stick fully back
amazingly: you don't bleed off speed, but *accelerate*
  - at ~1630 kt (after that the speed decreases) 0 degree
  bank and 90 degree pitch up
  - climb to 163000 ft in no time
 
  If you really want to travel to other planets I suggest just
  pulling the throttle to zero when you reach the speed limit,
  while still rotating. This gives you the extra boost you
  need for interplanetary travel.
 
  Nine


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Re: [Flightgear-devel] YF-23/yasim: how to climb to 163000 ft

2006-08-01 Thread Lee Elliott
On Tuesday 01 August 2006 22:50, Melchior FRANZ wrote:
 * Lee Elliott -- Tuesday 01 August 2006 23:40:
  Again, IIRC, the real (Y)F-23 could (was intended) get to
 
  65000ft so with the YASim YF-23 under weight and too
   powerful
 
  it's able to climb just a bit too high:)

 That's a minor problem. The bigger problem is that it
 *accelerates* in very narrow turns, and even with no throttle
 at all. And you can fly straight down with 1000 kt, and
 shortly before touch-down pitch up and fly straight up again.
 Doesn't seem to have enough mass/inertia. (Yes, the g-load
 would kill me anyway, so I shouldn't bother. :-)

 m.

Hmm...  I don't remember it ever behaving like that but I haven't 
flown it for ages.  I'll have to take a look at it.

LeeE


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Re: [Flightgear-devel] Energy worm in hud

2006-07-29 Thread Lee Elliott
On Saturday 29 July 2006 00:18, Melchior FRANZ wrote:
 * Lee Elliott -- Saturday 29 July 2006 01:03:
  I saw that the test for ilcanclaw was re-introduced in
  hud_ladr.cxx and it seems to stop the energy worm from
  working

 No. It hasn't ever been changed there (Cockpit/hud_ladr.cxx).
 I only commented it out in the new HUD code in
 src/Instrumentation/HUD/HUD_ladder.cxx where it's still
 commented out.

 m.

Strange - I must have used one of my locally modified files when 
I thought it was from cvs and then thought the test had been 
removed from the cvs version.

LeeE


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[Flightgear-devel] Energy worm in hud

2006-07-28 Thread Lee Elliott
Probably one for Melchior...

I saw that the test for ilcanclaw was re-introduced in 
hud_ladr.cxx and it seems to stop the energy worm from working.

It works again if I remove the test.

LeeE


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Re: [Flightgear-devel] Texture in the new OV10 linked to the A-10

2006-07-16 Thread Lee Elliott
On Sunday 16 July 2006 00:43, Julien Pierru wrote:
 I don't think we did link, are you talking about the UHF? (we
 made a copy of the texture in the OV10 directory).

 Julien

[EMAIL PROTECTED]:~$ grep -r A-10 FlightGear/Aircraft/OV10/
FlightGear/Aircraft/OV10/Models/USAFE/Instruments/UHF/CVS/Entries:/A-10-radios.rgb/1.1/Sat
 
Jul 15 18:50:53 2006/-kb/
FlightGear/Aircraft/OV10/Models/USAFE/Instruments/UHF/UHF.ac:texture 
A-10-radios.rgb
[EMAIL PROTECTED]:~$ 

LeeE



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Re: [Flightgear-devel] A New Sun

2006-07-16 Thread Lee Elliott
I once tried to do some aurorae using very large 3d objects and 
while I could see them ok I couldn't get any colour in to them - 
they just looked white and the transparency I used in the 
texture was ineffective, so I could see the entire object, sharp 
edges and all  :(

dunno if you might have the same problem with using a 3d object 
for the sun.

Haven't got around to trying it yet but meteors might work ok.

LeeE

On Sunday 16 July 2006 20:14, Mark wrote:
 Hi Curt,

 I've been thinking about the idea with the cylinder the last
 days. What I like about it is, that this way the fog of the
 distant objects is thicker at ground-level and gets thinner
 with increasing altitude. And it's less stress on the hardware
 than shaders.
 The cylinder could be part of the SGSky class, maybe as
 atmosphere-object.

 But I want to get the sun ready before touching anything else.
 So if anyone else would like to try out implementing the
 cylinder, that would be great.-)

 Bye, Mark

 Curtis L. Olson wrote:
  Mark wrote:
  Hi Steve,
 
  which line do you mean? The surface of the earth cutting of
  the sundisc? I agree this looks too sharp but I don't know
  how this could be improved with standards means.
  At least the sun's halos are blended with the fog already.
 
  I've been wondering about placing a short cylinder between
  the sky dome and the terrain.   This would have fog color
  at the base and blend to completely transparant at the top. 
  This would help hide the outer fringe of the tiles in some
  circumstances, and it would allow things like the sun and
  moon to blend smoothly into the true horizon.  This could
  also help with sky dome - earth transition problems in
  various areas.  We might consider moving this cylinder up
  and down to match the current view point altitude.  This
  should be really easy to implement without needing any fancy
  opengl tricks (maybe make it part of they sky dome model),
  but I just haven't had time to try it out.
 
  Curt.

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[Flightgear-devel] Texture in the new OV10 linked to the A-10

2006-07-15 Thread Lee Elliott
Hi,

I just noticed that the new OV10 references a texture from the 
A-10 - this might be a problem if someone doesn't have the A-10 
installed.

It would probably be better to copy the file in to the OV10.

LeeE



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[Flightgear-devel] HUD updates

2006-07-06 Thread Lee Elliott
Hi Melchior,

Re your recent updates on the HUD code: I see you have done away 
with the test on ilcanclaw for the energy worm in hud_ladr.cxx 
and I've been doing this locally for a few years now.  I 
couldn't trace the source of ilcanclaw or what it was supposed 
to do but testing for it usually stopped the energy work from 
working.  Usually...  sigh...

I find the energy worm function invaluable in tuning YASim 
configs in the high altitude region of the envelope because it 
shows clearly if the current speed can be maintained during 
level or climbing flight, or even if significant acceleration is 
possible.

LeeE


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[Flightgear-devel] Problem with the generic attitude-indicator

2006-06-24 Thread Lee Elliott
Hello all,

I've been having problems trying to get the generic 2d 
attitude-indicator working - it's permanently rolled over, 
showing 40 deg roll and 12 deg pitch.

I suspected I was missing something in the electrical subsystem 
but I haven't been able spot it.

LeeE


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Re: [Flightgear-devel] Memory leak

2006-06-21 Thread Lee Elliott
On Wednesday 21 June 2006 08:35, dene maxwell wrote:
 From: Torsten Dreyer [EMAIL PROTECTED]
 Reply-To: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 To: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Memory leak
 Date: Wed, 21 Jun 2006 08:58:31 +0200
 
 If this is of any help - starting with the ufo on the ground
  and sitting there
 (no movement, controls untouched) the memory grows at a rate
  of approx. 50kB-100kB per second. Monitored for about a
  minute. .fgfsrc is blank and all rendering options
  unchecked, except display framerate
 This is on a linux-box monitored with ksysguard.
 
 Since the ufo has no panel at all, this is either another
  leak or the problem
 is not bound to the 2d panel?
 
 Torsten

 I noticed the same on 098a/win me then I looked at the xml
 files... the ufo-set.xml file has panel visibilty set to false
 and there in is no panel specified either in the ufo-set.xml
 or /model/ufo.xml does this mean that with the ufo, a 2-d
 panel is loaded but not shown till shftp toggles it on
 because it is certainly a 2-d panel that shows when shiftp
 is pressed

 The ufo-set files lists the author as ET... is this a case
 of ... ET call Torsten ? ;-)

 :-D ene

I don't think that just a minute is really long enough to tell.  
You get some growth as things like the AI a/c get loaded and 
start flying about so FG legitimately grabs more memory in the 
few minutes after start-up.

The 2D panel you see with the ufo is the C-172 2D panel, which is 
the default if none is specified.

LeeE


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Re: [Flightgear-devel] Memory leak

2006-06-20 Thread Lee Elliott
On Tuesday 20 June 2006 08:19, Vivian Meazza wrote:
 Dave Perry

  I have had  lock-ups on longer X-C flights with the pa24-250
  recently that could be from a memory leak.  So I used the
  system monitor to check on VM growth.  The only 2D pannel
  used in the pa24-250 is the radio stack.  So I tried
  commenting out various components of the radio stack in the
  file radio-panel.xml.  If I comment all the radio stack in
  this file, the memory leak is gone.  I did not try all
  combinations, but the leak rate seems to get greater the
  more radios are not commented out.
 
  I do not remeber this occurring even on very long X-C
  flights when I first submitted the pa24-250.
 
  System info
  FC4 Linux updated with yum update last Saturday
  Plib, SimGear, fgfs source, and base all updated from CVS on
  Saturday also.
  AMD Athlon XP 3200+ with 512 MB RAM
  Nvidia GeForce 7800 GS OC with 256MB GDDR3

 Hmm - it's beginning to look as if this problem is
 long-standing. It only seems to involve 2d panels: those ac
 with pure 3d panels are unaffected. Some 3d panels have 2d
 elements - these are also affected.

 Linux and Windows both seem to be affected, but Melchior
 cannot reproduce the memory leak on his set-up.

 A date when you first noticed this effect would perhaps help
 in tracking it down.

 Vivian

Yeah - it could be long-standing.  I hadn't done a long flight, 
long enough to use all my VM for a long time, but I do remember 
occasions of FG bogging down like this from quite a while back.  
Can't be sure of how long ago though:(

I always have the 'mini' panel open but I don't include radio 
instruments on them so I don't think it is _just_ due to the 
radio instruments.  I'll try a completely blank panel to see if 
the problem is due to the instruments or the panel itself.

LeeE



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Re: [Flightgear-devel] Memory leak

2006-06-17 Thread Lee Elliott
On Saturday 17 June 2006 07:34, Melchior FRANZ wrote:
 * Lee Elliott -- Saturday 17 June 2006 05:02:
  Is anyone else seeing a memory leak in current cvs?

 I would be surprised if we had no leaks at all. But in a short
 test with $ fgfs --aircraft=ufo --airport=kufo  ...  i didn't
 see anything like you observed. The memory consumption was
 quite stable after a few minutes. (This was with ATC turned
 off.)

 m.

Tried fgfs --aircraft=ufo --airport=kufo and had no problems.  
Went back to the a/c I was testing and just let it sit there 
while doing nothing but reduce the sound volume - no problem.

I then closed the canopy (nasal), which resulted in a slight 
increase of fgfs vm utilisation but after waiting for a minute 
or two it was stable.  I then revealed the 2D panel and that's 
when the vm utilisation for fgfs started to ramp up (I ssh'd in 
from another m/c and ran top to watch this).

I switched back to the ufo and when I revealed the 2D panel 
(C-172 default) fgfs vm utilisation seemed to start ramping, 
although a lot more slowly than the a/c I was testing, so it 
looks as though it may be something to do with the 2D panel, 
which is a bit strange.

As I said, the rate seems quite a bit lower with the ufo - I had 
to wait about a minute or so before it was apparent that fgfs's 
vm utilisation was ramping and it was only grabbing an extra mb 
every 30 seconds or so.

Do you see this?

LeeE



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Re: [Flightgear-devel] Memory leak

2006-06-17 Thread Lee Elliott
On Saturday 17 June 2006 20:18, Vivian Meazza wrote:
 Lee

  On Saturday 17 June 2006 07:34, Melchior FRANZ wrote:
   * Lee Elliott -- Saturday 17 June 2006 05:02:
Is anyone else seeing a memory leak in current cvs?
  
   I would be surprised if we had no leaks at all. But in a
   short test with $ fgfs --aircraft=ufo --airport=kufo  ... 
   i didn't see anything like you observed. The memory
   consumption was quite stable after a few minutes. (This
   was with ATC turned off.)
  
   m.
 
  Tried fgfs --aircraft=ufo --airport=kufo and had no
  problems. Went back to the a/c I was testing and just let it
  sit there while doing nothing but reduce the sound volume -
  no problem.
 
  I then closed the canopy (nasal), which resulted in a slight
  increase of fgfs vm utilisation but after waiting for a
  minute or two it was stable.  I then revealed the 2D panel
  and that's when the vm utilisation for fgfs started to ramp
  up (I ssh'd in from another m/c and ran top to watch this).
 
  I switched back to the ufo and when I revealed the 2D panel
  (C-172 default) fgfs vm utilisation seemed to start ramping,
  although a lot more slowly than the a/c I was testing, so it
  looks as though it may be something to do with the 2D panel,
  which is a bit strange.
 
  As I said, the rate seems quite a bit lower with the ufo - I
  had to wait about a minute or so before it was apparent that
  fgfs's vm utilisation was ramping and it was only grabbing
  an extra mb every 30 seconds or so.
 
  Do you see this?

 I just left the KC135 running airborne - it chewed up VM and
 finally froze. 2D panel as well. I'm not clear if this is the
 same phenomenon that you are seeing, or if the 2D panel is
 significant.

 Vivian

Sounds very much like it - I first noticed under the same 
conditions.

I'll try cvs with Melchior's latest update, but a bit later - I'm 
of to a birthday now.

LeeE



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Re: [Flightgear-devel] A few notes from Blender's AC3D exporter plugin programmer: Sir William P. Germano

2006-06-17 Thread Lee Elliott
On Saturday 17 June 2006 22:35, Roberto Inzerillo wrote:
 Hi people,
   I contacted William and asked him to add a simple option to
 his exporter pulgin. He was soon back with an answer and a new
 customized ac3d plugin which accomodates my request.

 He was very kind and, after having read a few archived
 fgfs-dev threads about the subject, he asked me to post the
 following notes. I think that's worth a quick reading, since
 it makes clear a few points.

Roberto


 
 Hi,

 I'm Willian, I wrote the ac3d import / export scripts that
 come with Blender. Checking archived posts here related to
 them, after Roberto contacted me, I noticed it might be useful
 to mention a few things possibly not known to all users.

 - Configuration:

 There's a script called Scripts Config Editor that you can use
 to tweak options for the ac3d importer and exporter. It's in
 the Scripts window  Scripts menu  System submenu.

 As soon as you execute the ac scripts once (no need to finish,
 you can press ESC right after calling them) there will be
 config data available to be edited.

 There's another script called Scripts Help Browser in
 Blender's Help menu. From it you can get info about the
 configurable parameters and other notes (it's all written in
 the scripts themselves, this is just a nicer way to read the
 info).

 - Exporting single / double sided face info:

 The Double Sided button in Blender works per mesh, so if you
 set or unset it all faces in that mesh will be either double
 or single sided.

 I decided not to export that info because there is also a
 simple way to set this *per face*: enter UV Face Select mode
 (select mesh, press f in the 3d view win) and in the Texture
 Face panel of the mesh editing buttons tab (F9 in the buttons
 win) use the Twosided toggle button. To copy the face flags
 to other faces, so you don't have to do it manually: select
 them, then select the face with the data (make it active) and
 press Copy Draw Mode in that same panel.

 I believe that is the best way (its only drawback is that it's
 sort of hidden inside the uv face select mode), but since
 Roberto emailed me stating he still would like to use the
 Double Sided button, I updated the ac3d exporter with an
 option to define whether to check per mesh or per faces
 (defaults to per face, the current behavior).

 I'll test the script properly and commit it to Blender's cvs
 (btw, the next release should be out soon, maybe in a week),
 but already sent a copy to Roberto.

 Lastly, in the long run I suppose / hope projects like yours
 will support COLLADA (which we want well represented in
 Blender, too), but I'm really glad to see those two small
 scripts I started years ago were and are still useful to some
 people involved with such a cool project, thanks :) .

 PS: I'm not subscribed to this list (thanks Roberto for
 forwarding this), you can reach me at wgermano at ig.com.br

That's helpful info - thanks for posting it and to William.

LeeE



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[Flightgear-devel] Memory leak

2006-06-16 Thread Lee Elliott
Hello all,

Is anyone else seeing a memory leak in current cvs?

After using all my real ram fg starts gobbling through VM at 
about 1 mb every 5 seconds or so, even when flying around the 
same area.

LeeE



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Re: [Flightgear-devel] vatsim

2006-06-13 Thread Lee Elliott
What exactly do you mean by compromising Open Source in the 
context of getting FG working with closed source/proprietary 
software?

While I much prefer O/S I'll use whatever software I want and 
don't feel any qualms about using C/S proprietary software.

Software is a tool, not a religion and developing software isn't 
about proselytising but making something work.

I figure that vatsim would be happy to be able to distribute a 
suitable interface client but aren't prepared to finance the 
development of one.  If I had current C++ skills, instead of 
obsolete COBOL  FORTRAN experience, I figure the easiest way to 
solve this would be to write an interface client (a discrete 
userland prog that could talk to their servers but also 
communicate with FG though it's existing IO) under their 
conditions, and give it to vatsim for them to distribute, and if 
it were taken up and used, further maintain.

LeeE


On Tuesday 13 June 2006 15:20, GWMobile wrote:
 Way back on compuserv forums when I first posted the idea of
 multiple people working together to build an open flight sim
 along the lines of linux I never expected there would be talk
 of rolling that into some sim that is proprietary in any way.
 Build it and they will come.
 Vatsim will convert to you if make an open source flying
 network.

 You shouldn't think of compromising open source one single
 inch.

 On Tue, 13 Jun 2006 9:13 am, Arnt Karlsen wrote:
  On Tue, 13 Jun 2006 13:50:34 +0200, Major wrote in message
 
  [EMAIL PROTECTED]:
   As to my suggestion of linking FG and X-Plane to fly FG on
  VATSIM, I haven't forgotten the project but haven't
  actually got a working installation of X-Plane under Linux
  that would allow me to write a plugin.  I'll try and carry
  on with that once I have X-Plane running again (actually,
  it's the OpenGL acceleration that currently isn't working
  on my computer, thanks to ATI being a year behind Linux and
  Xorg development).
 
  ..you've probably heard drop ATI windroid driver and use
  Xorg's ati|radeon before.   Very recent video card?
 
  --
  ..med vennlig hilsen = with Kind Regards from Arnt... ;o)
  ...with a number of polar bear hunters in his ancestry...
Scenarios always come in sets of three:
best case, worst case, and just in case.
 
 
 
 
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Re: [Flightgear-devel] vatsim

2006-06-13 Thread Lee Elliott
On Tuesday 13 June 2006 23:26, Arnt Karlsen wrote:
 On Tue, 13 Jun 2006 21:29:05 +0100, Lee wrote in message

 [EMAIL PROTECTED]:
  What exactly do you mean by compromising Open Source in the
  context of getting FG working with closed source/proprietary
  software?

 ..usually this is done by idiot stunts like signing away your
 rights in contracts such as EULA's or NDA, where that A is a
 synonym of the legal term contract, a well known litigation
 bait.

What sort of percentage of people who develop Open Source 
software would you guess also have a paid job developing 
proprietary or commercial custom software?

Anyone working on proprietary commercial custom software will be 
working, in effect if not explicitly, under an NDA.  This 
doesn't stop them from working on O/S stuff as well, providing 
that the Closed Source stuff isn't fed in to the O/S stuff.

The terms on an NDA could be draconian but then take-up is going 
to be low, so a reasonable NDA is going to be more successful.

All those people who get paid for s/w development and who also 
work on O/S projects seem to get by ok, without too many 
conflicts of interest.


  While I much prefer O/S I'll use whatever software I want
  and don't feel any qualms about using C/S proprietary
  software.
 
  Software is a tool, not a religion and developing software
  isn't about proselytising but making something work.

 ..it is also a multi-billion business for people like
 Microsoft and IBM.

You never been paid for making something work?  ;)


  I figure that vatsim would be happy to be able to distribute
  a suitable interface client but aren't prepared to finance
  the development of one.

 ..then they are not keen enough.

They don't have to be keen.  They've done what _they_ wanted - 
they just haven't done what _we_ want.


  If I had current C++ skills, instead of obsolete COBOL 
  FORTRAN experience,

 ..who says this interface cannot be done in one of these 2
 lingos? A Cobol or Fortran white box would stand out
 _prominently_, from the common C 'n C++ code, especially in
 court.

Heh :)  COBOL might not be bad at handling comms, now that I 
think about it - defining and manipulating record types has 
never been so much fun.


  I figure the easiest way to solve this would be to write an
  interface client (a discrete  userland prog that could talk
  to their servers but also  communicate with FG though it's
  existing IO) under their conditions, and give it to vatsim
  for them to distribute, and if it were taken up and used,
  further maintain.

...which brings me back here :)

LeeE



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Re: [Flightgear-devel] Lee Elliot-ComperSwift

2006-06-07 Thread Lee Elliott
On Wednesday 07 June 2006 13:35, Arnt Karlsen wrote:
 On Wed, 07 Jun 2006 01:26:22 -0400, Josh wrote in message

 [EMAIL PROTECTED]:
  Lee Elliott wrote:
  lowest I dared stall? Like he had a choice?

 ..or no chute?   Or, not wanting to risk an unique plane?
 Could be fun modelling it to see how close we get to it.
[snip...]

Well, yes he did have a choice.  At the time that those comments 
were written there were quite a few Swifts flitting about the 
sky.  In this particular report the pilot was comparing what was 
then the _current_ model with an earlier version, which he had 
also flown.  He would have been aware, not only from his 
personal previous experience with the Swift, but also from 
talking to other pilots who had also flown the type, of what he 
might expect in the air, so when he went up to check out it's 
stall performance and characteristics he would have done it at a 
safe height and with a good idea of what to expect.

There is a lot left unsaid though - from the same article: 
'Former Cromwellian Leonard Snaith flew the prototype Swift on 
many occasions and during one flight flick-rolled it.  The Swift 
continued to roll three times, Snaith describing the manoeuvre 
as a horizontal spin.  He did not recall how the Swift recovered 
or at what altitude.  Comper, who had been watching Snaith's 
display, was later found at the bar downing double brandies'

Apparently, when rigged and trimmed correctly for level flight, 
hands-off you would have been likely to find it yawing to the 
right and rolling to the left, but this sort of behaviour 
appears to have been pretty normal for aircraft of the time.

LeeE



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Re: [Flightgear-devel] GPL licensing question.

2006-06-06 Thread Lee Elliott
On Tuesday 06 June 2006 17:52, Curtis L. Olson wrote:
 Here's a question for all you amateur lawyers and GPL experts
 out there.

 Let's say that someone wants to create a proprietary aircraft
 within the FlightGear system, and then distribute a larger
 system that includes FlightGear + that aircraft.

 In my view, the FlightGear GPL license covers our source code,
 but not content created with or used by that code (except for
 things like the base package which is explicitely licensed as
 GPL.)  Is it possible that someone could lay claim to any
 newly created proprietary content (3d models, artwork,
 panels, etc.) by way of the GPL?  Even if FlightGear is happy
 to allow people to create proprietary aircraft, could someone
 upstream in plib or zlib or openal land somehow file a
 complaint?

 To me this is analogous to Microsoft demanding all documents
 created and owned by a company just because they created and
 edited them with Microsoft Word.  I just don't see that ever
 happening.

 But I wonder what others think about this issue from a legal
 point of view.

 Thanks,

 Curt.

I don't think we need to worry about the source code aspects of 
GPL in FG - that's fairly straight forward and well understood.

It's the situation regarding the GPL'd data that seems a lot less 
clearer and is causing the most uncertainty.

The GPL'd data that comes with FG can be separated in to two 
areas, broadly defined as artwork and configuration.

Now, if someone were to take an aircraft or a building etc model, 
or a texture and then modify it, it would still be covered by 
the GPL because it would clearly be a derived work.

However, the configuration files are how FG is instructed to work 
and so can't be GPL'd, even if proprietary configuration files 
are derived from ones already in FG.  Basically, if you want to 
do the same thing in a proprietary regime as something that has 
already been done in GPL'd FG, the files will, and in fact 
_must_ have similar content.

I'm not sure exactly how nasal should be treated though.  Each 
script qualifies as a program and would therefore seem to belong 
with the source code but in fact, nasal use within FG is used as 
another way of controlling FG - just consider a simple script to 
toggle a property and how insisting that it is GPL'd would 
prevent any proprietary use of similar code, which seems 
nonsensical.

LeeE



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Re: [Flightgear-devel] Lee Elliot-ComperSwift

2006-06-06 Thread Lee Elliott
On Tuesday 06 June 2006 21:40, dene maxwell wrote:
 Hi Dene,
 
 Just as well I said I would check :)
 
 Here are the _correct_ figures for the Comper Swift fitted
  with the Pobjoy R seven cylinder radial engine (as modelled)
 
 Cruise:  120 mph (104.2 kt)
 Max:  140 mph (121.6 kt)
 Landing/Stall 40 mph (34 kt)
 
 Not sure exactly what is meant by the Landing/Stall speed :s
  but in a flight report from 1931 the pilot said The
  elevators give a much better impression of effectiveness
  down to about 45 mph - which was the slowest to which I
  dared stall - here he was comparing a model where the
  cut-out in the wing trailing edge for the cockpit had been
  smoothed with an earlier model where it was more angular.
 
 The same pilot went on to say that he felt happiest landing
  at 55 mph (47.8 kt)
 
 HTH
 
 LeeE

 Thanks Lee thats all I need for a realistic AI Scenario... I
 don't think anyone will complain if the sim lands at 45-50
 knots

 ... I suspect the Landing/stall figure is in fact *stall in
 landing configuration* (ie flaps) this seems to be a very
 popular figure to provide in performance data.

 Thanks again

 :-D ene

Just thought I'd better point out that the Swift doesn't have 
flaps ;)

LeeE



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Re: [Flightgear-devel] Lee Elliot-CompterSwift

2006-06-05 Thread Lee Elliott
On Sunday 04 June 2006 09:46, dene maxwell wrote:
 Hi Lee,
 I have some questions regarding the ComperSwift;

 I would like to use it in the FGLive-KOSH CD being put
 together by Arnt... i know under GPL I don't have to ask for
 permission but would like your comment... particularly as I'm
 missing one important figure - cruise speed

 :-)...  I don't really have time to download/install and get
 : familiar with

 the aircraft as it will be used in an AI scenario and just
 need to know the basic flight parameters/performance
 figures

 I have the J3, 172P  C28-161 as low speed(90knt
 comfortable)aircraft for the standard NOTAM approaches and
 there  are heaps of 140knt+ aircraft to choose from (AIR New
 Zealand 737 ;-)...but need 5 low speed civilian aircraft.

 The Rascal110 also looks a good candidate to fill the fifth
 spot :...similar figures would be required for that too...

 if you would prefer to take this off list please feel free to
 mail be direct..

 TIA

 :-D ene

Hi Dene,

I'll check the figures for you in the next couple of days but 
iirc cruise speed was 100 mph @ 3000 (eng) rpm, max speed 130 
mph @ 3300 (eng) rpm - eng rpm quoted because the prop was 
geared.

Actually, I've flown it quite recently, to do a bit of virtual 
geology over the Channelled Scab Lands in Washington state 
(worth a look in FG) and it seems to be flying pretty close to 
the right numbers, engine included.  Not so sure about the 
handling though - it should be tail-heavy and inclined to loop 
if you let go of the stick, which doesn't happen in FG.

Like I said though, I'll check the numbers and get back to you in 
the next few days.

You make a good point re it being GPL'd - it is and what is in FG 
isn't mine.  However, I think it's probably a good idea to try 
to talk to any people who created or subsequently developed the 
work because they will have done a lot of research on it and 
could save you a lot of time.

LeeE



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Re: [Flightgear-devel] Harrier checkin

2006-06-05 Thread Lee Elliott
On Sunday 04 June 2006 08:40, Georg Vollnhals wrote:
 Josh Babcock schrieb:
  AJ MacLeod wrote:
  My only request at this stage is an easy one - that the
  aircraft starts off with the parking brake engaged.  There
  are few things more irritating than having the fg screen
  fade in only to find yourself pitching off the carrier deck
  or into the nearest windsock!
 
  Hmm, rather than force everyone to start with the P-brake
  engaged, why don't you just set it in your preferences.xml
  file? This is the sort of thing that really has nothing to
  to with the aircraft, and everything to do with the
  procedures that an individual pilot likes to follow.
 
  I always find it irritating when an aircraft designer thinks
  that they know better how I want to operate in my little
  world than I do.
 
  josh
 
 
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 Hi,
 I really did a lot of Harrier flights as I am a vertical
 flight fan. And so I have to state that AJ is right as you
 *always* have some horizontal forces when starting FG/Harrier
 and it is *very* annoying to move off your position if space
 is somehow limited (ship, special terrain) *although* I am
 with my fingers on SHIFT/b immediately and fast (I think at
 least).

 Ok, I solved this *for me* with starting FG with
 --prop:controls/gear/brake-parking[0]=1 but this is not a
 good general solution for other FG users not familiar with the
 property system.

I started setting the parking brake to on for the same reason.


 The Harrier in this stage of development is a nice add-on but
 very difficult and strange to handle due to the actual
 flightmodel, that is a pity. But it is as difficult to develop
 like the helicopter flightmodel, I think.
 The newer versions of the Harrier have an artificial stability
 system which makes it a lot more easier to fly the aircraft in
 low speed procedures - may be the force is with us and we'll
 see something like that in FG some day :-)

 Regards
 Georg HeliFlyer EDDW

Actually, I believe that the Harrier flight model is pretty good 
and is quite faithful to the real-life handling of the early 
Harriers.  Because we can't feel the accelerations through our 
backsides it's almost impossible to transition and hover 
'slickly' but if you're careful and steady it works.  Or at 
least it did when I last tried it a few years ago:)

LeeE



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[Flightgear-devel] WIP

2006-05-29 Thread Lee Elliott
Hello all,

some screen grabs...

http://www.overthetop.freeserve.co.uk/SU-37-00.png
http://www.overthetop.freeserve.co.uk/SU-37-01.png
http://www.overthetop.freeserve.co.uk/SU-37-02.png
http://www.overthetop.freeserve.co.uk/SU-37-03.png

...about 25% done

Probably the hardest thing I've ever tried to model - there are 
hardly any 'straight' curves in any axis and they've all got to 
be consistent with each other.

LeeE



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Re: [Flightgear-devel] Performance monitoring

2006-05-18 Thread Lee Elliott
On Thursday 18 May 2006 16:58, Berndt, Jon S wrote:
[HTML snipped...]
 Can anyone tell me what the name
 of the routines is that allows one to determine the
 performance details of a Linux application?

Is it 'time' you're thinking of?

LeeE



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Re: [Flightgear-devel] Property Browser: old dog, new tricks

2006-05-18 Thread Lee Elliott
On Thursday 18 May 2006 18:12, Martin Spott wrote:
 Melchior FRANZ wrote:
  - doesn't scroll the list back to top after editing value
  (which was very annoying)

 Fixing this is a really great idea. Thanks,
   Martin.

Seconded, thirded..

LeeE



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

2006-05-18 Thread Lee Elliott
On Thursday 18 May 2006 22:11, AJ MacLeod wrote:
 Forwarding this to the list as requested.  And because there
 are lots of people here much better qualified than I to answer
 the animation questions :-)

 Cheers,

 AJ

 --  Forwarded Message  --

 From: flying.toaster
 To: AJ MacLeod

 Hi there

  I send you this e-mail because the anti-spam at sourceforge
 is filtering my domain name (voila.fr, which is sort of like
 hotmail). I know that lots of spam come from that kind of
 domain but this restriction is kind of violent ! Do you have
 any idea how I could get my posts sent ?

 Here is the latest one I wanted to send regarding the tomcat
 if you want to forward it ...

  I posted a preview of animations (landing gear retraction) at
 avsim forum. 
 I think I got the blender inverse kinematics right now, but I
 am wondering if this is of any use since blender uses bones
 as a replacement for transforms in the animations (actually
 bones are pseudo objects redefining the axes of its childs in
 the hierarchy).

 Bones are very elegant but I don't think there is such a thing
 on plib animations. Furthermore, animations are interpolated
 across multiple frames but how do I export a particular
 animation for a particular part (say ground spoilers) for use
 in flight gear ?

 I just feel like all the pretty work on blender is going to be
 useless.

 Anybody tried blender export before ?

 

 regards

 Enrique

Hi AJ, Enrique,

there's no support for IK in FG - you'll have to use axis and the 
existing rotate and translate animation methods.

This has become a lot easier to do since it was possible to 
define axis by their endpoints instead of normalised values.

Getting them right when the axis is compounded between x, y  z 
still requires some effort and it can help if you temporarily 
bind the control-input axis for the animation you're working on 
to one of your joystick axis and then, for rotation animations, 
set the factor so that the rotating object rotates through 360 
degrees.  This should make the rotation axis a lot clearer.

You've still got to fire up FG after each change to check stuff 
though.

LeeE



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Re: [Flightgear-devel] F-14 anyone?

2006-05-09 Thread Lee Elliott
On Tuesday 09 May 2006 06:29, flying.toaster wrote:
[snip...]

  In many respects the F-14 design is very similar to that of
  the SU-27 family of aircraft.

 True enough, for instance landing gear design (downlocks are
 located on the engine nacelle), poded engines, twin tails,
 blah, blah. But then the Su-27 is much more refined in its
 aerodynamic layout (and quite tempting to model with its
 completely outdated flight avionics suite), even though
 reports seem to indicate that the tomcat *had* (sigh) quite
 amazing high alpha behaviour.

I'm not too surprised about it's high AoA behaviour.  The way in 
which I find it similar to the SU-27 family is that they both 
use a long chord central lifting body, in to the front of which 
is inserted a relatively small fuselage nacelle.  There's no 
conventional full-length fuselage, just lots of wing :)

The YF-23 is also quite similar in this respect too, but doesn't 
have the 'tunnel' formed by the widely separated engines.



 To answer Mathias Fröhlich kind offer, I have a few docs
 myself (mainly Aerofax volume on the Tomcat), and I am using
 Airliners.net quite intensely. Photos are as important as good
 drawings when you want to go into detail. If I get stuck
 somewhere, I will surely get back to you.

I have a large format book on the F-14 detailing the development, 
design, weapons systems, deployment and service but it's quite 
old now and doesn't really cover the later models.  There's a 
cut-away drawing but I don't remember off hand how detailed it 
was.  Quite a few side-view colour-scheme drawings and photos.

Got a DVD on the F-14 too but it isn't that helpful.  Some nice 
footage though.

LeeE



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Re: [Flightgear-devel] Flaps question

2006-05-08 Thread Lee Elliott
On Monday 08 May 2006 19:46, Justin Smithies wrote:
 Hi all,
   I have a quick question that someone is bound to
 know the answer to.

 On my aircraft model i need the flaps to step through 7
 positions. But i noticed that the nasal script controls.nas
 is hard coded to 3 equal positions only.

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

 0 Degree
 1  
 5  
 15  
 20  
 25 
 30  

 Any fancy scripting ideas without changing any of the default
 FG source, just the aircrafts folder sources.
 This has to work from any joystick file too and the default
 keyboard file.

 Thanks in advance
 Justin Smithies

Easiest way is to suggest that you have a look at the 
A-10-set.xml file and scroll down to line 137 (comment header 
line) and try that.

Atm, this is just a branch beneath / but it could probably be 
moved in to one of the existing branches at some point.

LeeE



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Re: [Flightgear-devel] F-14 anyone?

2006-05-08 Thread Lee Elliott
On Saturday 06 May 2006 22:02, flying.toaster wrote:
 3D model started.
 You can check out the 1000 polygons on AVSIM forum

  Cheer up it's only a few months away ;o)

Looks like an F-14 :)

I've got to say that imo this is quite an ambitious project but 
it looks pretty good so far.

What are you planning to do with the jet-pipe nozzles?  It looks 
as though you have shown different nozzle area settings in the 
two pics.

In many respects the F-14 design is very similar to that of the 
SU-27 family of aircraft.

LeeE



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Re: [Flightgear-devel] Better way to edit XML files

2006-05-04 Thread Lee Elliott
On Wednesday 03 May 2006 23:44, Curtis L. Olson wrote:
 Christian Mayer wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 dene maxwell schrieb:
 Very interested
 in VI ...IIRC it is *nix based? ...after quick google
  search, is VIM VI iMproved?
 
 Is there a windows based version of VI(M)? as I would like
  to see the XML syntax feature you mentioned.
 
 http://www.vim.org/
 
 There's also the Windows version. Vim is the successor to vi,
  so you can safely use it.
 
 BTW: it's allways important to know the basic vi commands.
  You might have to log in remote on a machine and fix
  something - if at least something works, vi will also
  work...
 
 To stop a holy war: The whole world knows that insert
  favourite editor the best in the whole mulitverse, and
  everybody who doesn't believe it is an idiot.

 And of course, every experienced unix professional knows the
 original vi was already perfect.  These so called
 improvements in vim are simply a bunch of dumb bandaids and
 cruches to help out those lazy people who don't have 6 months
 to learn *real* vi and who think every editor ought to work
 like notepad in windows.  So what happens if you have to
 access a system remotely and the terminal emulation is broken
 so you can't do a full screen visual edit of a file.  You
 better be able to find your way around in ed ... at least well
 enough to reconstruct an ascii terminfo file by hand from
 scratch!

 Curt.

vi !!!  Monty-Python 'Luxury' sketch  When I started out in 
computers it was all teletypewriters.  In those days 32K (words) 
was state o'art.  Ferrite core store and none o' yer fancy 
transistor memory.  Mercury delay lines...blah blah 
blah./Monty-Python 'Luxury' sketch

;)

LeeE



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Re: [Flightgear-devel] Me262

2006-04-25 Thread Lee Elliott
On Tuesday 25 April 2006 20:28, Georg Vollnhals wrote:
 ng.

  What the subject said is apparently correct:
 
today the First Flight in Manching / Germany
 
  I guess today rellay means today !

 That is very right, it is the First Flight of one of the
 rebuild planes in Manching/Germany.

 But it is *NOT* the first flight of this American project to
 rebuild the Me262 - but somehow not really true as there are
 modern engines and some details changed due to security
 reasons.

 This project has an amazing story as the companies who build
 the planes changed during the development and after the maiden
 flight there was one accident due to landing gear structure
 defect only with smaller damage.

 The testpilot is former German military jet pilot with a lot
 of experience (Wolfgang Czerny ) and has written a nice
 book about his work with the Me262.

 There are several Me262 build, at least 1 for a German flight
 museum. It might this one which has been tested in Manching.

 Sorry details lacking as I have them all but could not find
 them on the run!

 May be you can find more with Google about this project.

 Regards
 Georg EDDW HeliFlyer

This is the second Me262 to be built by the Me262 Project and it 
was first flown by Wolfgang Czaia on August 15th, 2005 from 
Seattle, where it was built.  These new-build Me262s are 
convertible to tandem two-seaters and the first one to be built, 
N262AZ, was configured as such.

I've been following this story for a few years and there have 
been regular reports in some of the classic aircraft magazines.

LeeE



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[Flightgear-devel] menu not working

2006-04-25 Thread Lee Elliott
Hello all,

back at the beginning of April I reported a problem where the top 
menu and any open dialogue windows stop responding to mouse 
clicks.

The problem is intermittent in that some times it happens 
immediately and sometimes it doesn't happen at all.  I get 
nothing from setting --log-level=warn when this happens

So far, no one else seems to have hit this problem but can anyone 
suggest what might be causing it?

Atm, I can't really use FG because of this problem.

...then there's the problem with the correct winds and 
visibilities not being honoured too, but that's been happening 
for well over a year now.

LeeE



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[Flightgear-devel] Heads up for Curt.

2006-04-25 Thread Lee Elliott
Hi Curt,

I've sent you a few e-mails over the last month re updates and 
queries but haven't heard anything from you - are my e-mails 
getting through?

LeeE



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Re: [Flightgear-devel] Re: Textures Part II.

2006-04-24 Thread Lee Elliott
On Monday 24 April 2006 12:16, Martin Spott wrote:
 Melchior FRANZ wrote:
  There's a reason why hardly any graphics professional uses a
  flatscreen for his work. Those people insist on CRTs. My CRT
  was quite cheap, and doesn't seem to have a linear
  voltage/brightness curve, but colors are OK.

 Last year on the LinuxTag I met Harald Koenig again - formerly
 known as Mr. S3  :-)
 He was displaying a system for handling and employing colour
 management profiles. Maybe we can elaborate a recommendation
 for how to calibrate FlightGear users' screens. Currently I
 only know of such systems for commercial operating systems
 (IRIX, MacOS, Windows, ),

   Martin.

Being able to calibrate FG's display would be a useful and 
professional feature.  As to how it would be done though...

LeeE



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Re: [Flightgear-devel] Use of old maps

2006-04-12 Thread Lee Elliott
On Wednesday 12 April 2006 20:23, Jon Stockill wrote:
 Ralf Gerlich wrote:
  IANAL, but you might be even better off than you think. At
  least here in Germany, courts seem to consider only the map
  itself (its presentation) to be protected by copyright but
  not the base data (such as elevation isolines, roadlines,
  etc.), as the base data itself represents reality and does
  not lend itself to creativity (persönliche geistige
  Schöpfung or personal mental creation), which is a basic
  requirement for copyright protection according to German
  copyright law.

 Do that in the UK and you'll be very heavily stomped on by the
 OS lawyers. You want the data, you need to survey it yourself,
 or buy it (and then there'll likely be restrictions on use).

  You may have to check whether similar conditions apply to
  this specific map and Crown Copyright. I repeat: I am not a
  lawyer ;-)

 They don't :-) If they did then there'd be no reason for
 http://www.openstreetmap.org to exist.

 Jon

Actually, I'm pretty sure that Ralf is right even within the UK - 
it's only the representation of the data that can be copyrighted 
- not the data itself.  The data is there for anyone to collect 
so it is not possible to prove the origin of the data.

There have been rumours that the OS introduced deliberate errors 
in their maps so that they could be used to identify 'copiers' 
but quite apart from the fact that this would prove nothing 
(because it doesn't preclude someone else doing exactly the same 
thing or simply making a coincidental mistake) the OS also 
insists quite strongly that is has never, and will never 
introduce data error.

However, have a look at http://publicgeodata.org/Home

for the latest bad news...

LeeE



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Re: [Flightgear-devel] Re: [Flightgear-users] Stalls

2006-04-08 Thread Lee Elliott
On Friday 07 April 2006 00:19, Andy Ross wrote:
 [redirecting to flightgear-devel]

 Lee Elliott wrote:
  However, I think this could faked very convincingly already
  in YASim and probably in JSBSim too, simply by playing with
  mass distribution depending on conditions (anyone want to
  give it a go?

 The right way to do it, IMHO, is with the turbulence input, as
 that's what the stall buffet is, after all: turbulence over
 the wings due to flow separation.  Modify the number based on
 the current AoA, probably with a little Nasal (maybe also
 modify the C++ to sum the turbulence input from multiple
 properties so as not to confuse the environment subsystem).

 If audio is required, then this ought to be tied to turbulence
 also, or maybe to instantaneous acceleration changes (a delta
 of more than YYY m/s^2 over the last 0.XX seconds triggers the
 start of a whump sound).

 Andy


For some reason I was under the impression that turbulence didn't 
work with YASim.  As it does then I agree that using turbulence 
would be a better way.

LeeE



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Re: [Flightgear-devel] Re: AP messed up? agl-hold vs. terrain-follow

2006-04-08 Thread Lee Elliott
On Friday 07 April 2006 07:56, Melchior FRANZ wrote:
 * Lee Elliott -- Friday 07 April 2006 00:31:
  now all we need from everyone else is a decision on
  'agl-hold' vs. 'terrain-follow'.

 Okay. I flipped a coin, and agl-hold won!  :-P

 No, seriously: If nobody objects I will tomorrow switch all
 remaining occurrences of terrain-follow to agl-hold in generic
 FlightGear files (but not in maintained aircraft, unless the
 maintainer wishes so). Rationale:

  - $FG_ROOT/Aircraft/Generic/generic-autopilot.xml uses
 agl-hold - $FG_ROOT/gui/dialogs/autopilot.xml uses agl-hold
 (and did before my changes) - all /autopilot/locks/altitude
 options end with -hold. (all heading options, too, except
 wing-leveler, which is understandable)

 Only $FG_ROOT/keyboard.xml and these aircraft use
 terrain-follow in at least one *.nas or *.xml file:

  - AN-225
  - BAC-TSR2
  - A-10
  - B-52F
  - YF-23
  - seahawk
  - MiG-15
  - TU-114
  - Hunter
  - CanberraBI8

 m.

Apart from the Hunter, which Vivian did, and the seahawk, which 
Vivian has done a lot of work on, the others were all done by 
me.  A simple search  replace on 'terrain-follow' /should/ work 
but will result in some funny property node names.

I'll go through them manually and get updates out.

Vivian: do you want to do the seahawk or shall I?  I guess we 
need to rationalise the seahawk anyway.

LeeE



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Re: [Flightgear-devel] Re: AP messed up? agl-hold vs. terrain-follow

2006-04-06 Thread Lee Elliott
On Thursday 06 April 2006 10:50, Melchior FRANZ wrote:
 * Melchior FRANZ -- Wednesday 05 April 2006 07:51:
  * Lee Elliott -- Tuesday 04 April 2006 22:49:
   There also seem to be some quirks in the way that the A/P
   gui handles things - if you already have an A/P mode
   engaged but didn't set it via the gui it will not be shown
   as set in the gui and then when you close the gui that
   setting becomes un-set.
 
  That's already fixed in my version of the dialog.

 Which is now committed. I waited for cvs being tagged for
 release, because I wasn't sure if it would work well enough
 already. But it seems to work without problems, so, if a
 packager wants to include it despite it being in 'instable'
 CVS/HEAD only ... :-)

 I also (think I) fixed a bug in gui.nas, that sometimes
 prevented the autopilot menu entry from getting activated when
 it should.

 m.

Fixing the behaviour is good work, now all we need from everyone 
else is a decision on 'agl-hold' vs. 'terrain-follow'.

Either is ok to me but as I mentioned, agl-hold is quicker to 
type while you're testing stuff (although my fingers now 
'remember' 'terrain-follow' :)

LeeE



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Re: [Flightgear-devel] Update: Experimental lighter-than-air support for JSBSim and FlightGear

2006-04-05 Thread Lee Elliott
On Wednesday 05 April 2006 10:24, [EMAIL PROTECTED] wrote:
 Hi!

 I am experimenting with some lighter-than-air support for
 JSBSim and FlightGear. The progress is not fast, but it is
 there. Currently, I have implemented enough to make free
 flying balloons behave sort of decently[0] and it should be
 possible to make simple airship models (though, I have not
 quite grasped how to specify the aerodynamics part in JSBSim
 yet and that is crucial for airships to behave in a plausible
 way).

 You can find my stuff here:
 http://www.gidenstam.org/FlightGear/JSBSim-LTA/


 Are there anyone else interested in lighter than air flight
 for FlightGear/JSBSim?

 Comments and suggestions are welcome!

 Best regards,

 Anders Gidenstam

 [0] I have never piloted nor flown with a balloon IRL, though.

There is a balloon fdm in FlightGear but the last time I tried it 
I got some very strange results, and accelerations;)

I'd _would_ like to do some Zeppelins though...

You are absolutely right about incorporating the dynamic lift 
aspects of airships - it was a vital factor in their operation.

LeeE



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[Flightgear-devel] Menu problem

2006-04-05 Thread Lee Elliott
Hi all,

can anyone else reproduce this?

Start FG with a flight plan i.e. --flight-plan=foo

Clear the route via the menu drop down.

Add a way point and hit _return_

The menu no longer responds to mouse clicks but the mouse appears 
to work ok otherwise i.e. right clicks and on the panel.

If you click on OK after entering the way point, instead of 
keying the return key the menu is fine.

LeeE



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Re: [Flightgear-devel] Multiplayer radar

2006-04-04 Thread Lee Elliott
On Monday 03 April 2006 10:56, AJ MacLeod wrote:
 On Sunday 02 April 2006 15:15, Lee Elliott wrote:
  I occurred to me that if the multiplayer aircraft positions
  were exposed in the property tree it would be pretty (well,
  relatively) easy to to make a working radar instrument.

 You mean something like the Lightning (and Crusader) already
 have? :-)

 Actually, I haven't had the time to test it much but I suspect
 something has gone slightly wrong with the Lightning radar
 when showing up MP aircraft - it was definitely working
 correctly for AI planes but the MP feature was a bit of a
 rushed add-on.

 I still need to add many more possible returns, because in
 MP there is of course no guarantee that the first three planes
 in the tree are going to be the closest ones and so the radar
 is fairly useless.

 There is also a simple 3d model bug where the returns are
 under some circumstances visible even through the rubber boot.

 Let me know if you test it and find that it's definitely
 broken,

 Cheers,

 AJ

Ta - I'll have a look.  I thought there was only the 2d radar 
instrument that worked with some AI aircraft/scenarios.

LeeE



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Re: [Flightgear-devel] AP messed up? agl-hold vs. terrain-follow

2006-04-04 Thread Lee Elliott
On Monday 03 April 2006 19:54, Melchior FRANZ wrote:
 There seems to be a problem with terrain following:

 - the keyboard binding (Ctrl-t) uses terrain-follow
 - the AP dialog uses agl-hold
 - half of the aircraft use terrain-follow
 - the other half uses agl-hold
 - Generic/generic-autopilot.xml uses agl-hold

 m.

It's been messed up for quite a long time.

The original value was 'terrain-follow' and agl-hold turned up 
later, along with the A/P gui iirc.

/Either/ is fine (but agl-hold is quicker to type in to the 
property tree browser when you're developing/testing stuff)

There also seem to be some quirks in the way that the A/P gui 
handles things - if you already have an A/P mode engaged but 
didn't set it via the gui it will not be shown as set in the gui 
and then when you close the gui that setting becomes un-set.

LeeE



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[Flightgear-devel] Multiplayer radar

2006-04-02 Thread Lee Elliott
Hello all,

I occurred to me that if the multiplayer aircraft positions were 
exposed in the property tree it would be pretty (well, 
relatively) easy to to make a working radar instrument.

If the multiplayer server also handled AI aircraft their 
positions could be exposed and monitored too.

Just a thought...

LeeE



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Re: [Flightgear-devel] b1900d questions.....

2006-03-28 Thread Lee Elliott
On Tuesday 28 March 2006 10:26, Vivian Meazza wrote:
 Martin Spott wrote

  Hello Syd,
  two points I would like to comment on:
 
  syd  sandy wrote:
   The flight dynamics seem a bit off , Im not sure if anyone
   modified them again , but it seems to want to stall at
   take off speeds...   I want to fix that , but I think
   someone may have tweaked it to be more accurate ... and
   I'm no expert in that area... if everyone thinks its ok
   I'll leave it alone.
   One more -  any votes on keeping or removing the popup GPS
   ? I
 
  Although the b1900d flies pretty nice, the stall behaviour
  is somewhat strange - _and_ after a stall there's almost no
  chance to recover, even if you are at high enough altitude.
  I have to admit that I'm not completely sure and I don't
  want to blame innocent people, still I suspect this is not a
  problem specific to the b1900d but to YASim aircraft in
  general.

 I have not noticed this for other YASim aircraft, but I do
 note that the approach aoa is 5 degs while the wing stall
 angle of attack (aoa) is 7.5 degs. The wing stall aoa number
 looks far too low to me, and being so close to the approach
 aoa is likely to cause difficulties. Possibly a typo for 17.5
 degs? Or perhaps it is correct ... just a thought.


 Vivian

I've been able to get out of /most/ stalls and spins, given 
enough altitude, but it's vital to ensure that the trims are 
centered, which is not likely to be the case if you've been 
using an autopilot.

LeeE



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Re: [Flightgear-devel] Particle systems and tile changes

2006-03-28 Thread Lee Elliott
On Tuesday 28 March 2006 16:20, Tiago Gusmão wrote:
 Hi

 I'm trying to use particles (there was an older thread),
 basically they're working, but they're attached to the
 aircraft, which makes them not very useful.

 Here are a few screenshots:

 http://gusmao.home.sapo.pt/p1.jpg
 http://gusmao.home.sapo.pt/p2.jpg
 http://gusmao.home.sapo.pt/p3.jpg

 if i roll the aircraft, the particles will rotate along, and
 so on.

 I mailed Luca Masera (he developed particles in the past) and
 he has a different approach, He attaches the particle system
 to the scene root and modified the particle system so the
 emmiter moves with the aircraft, but not the referential.

 A few screenshots of his work:

 http://myweb.tiscali.co.uk/vmeazza/FlightGear/snapshot%20-%201
.jpg
 http://myweb.tiscali.co.uk/vmeazza/FlightGear/snapshot%20-%202
.jpg

 Unfortunately it seems his code is lost.
 But it had a problem, when the aircraft switched tiles, the
 referential was no longer valid. I'm thinking maybe this
 problem could be solved by calculating an equivalent
 referential when the tile changes. This is currently the big
 problem, and suggestions are welcome.

 I also think it would be nice to have the particle systems
 available as animations and that's my current approach but
 alternatives are welcome.

 Cheers,
 Tiago

Hi Tiago,

I can't offer any practical help or advice but a working particle 
system for FG would be great and could be useful in many areas.

I hope you stick with it and work something out :)

LeeE



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Re: [Flightgear-devel] airports list

2006-03-27 Thread Lee Elliott
On Sunday 26 March 2006 10:26, Paul Surgeon wrote:
 On Saturday 25 March 2006 19:48, David Megginson wrote:
  On 25/03/06, Melchior FRANZ [EMAIL PROTECTED] wrote:
   The airports list is barely usable: there are so many
   entries in it that you don't easily find anything. And the
   slider resolution is much too high for finding an entry
   with it alone. Move it just one pixel, and you jumped over
   oodles of airports. The arrow buttons have no repeat
   function, so they are of limited help, too. I've now
   hacked the airports widget to allow filtered lists:
  
 http://members.aon.at/mfranz/airports.jpg  [30 kB]
 
  We need to get geopolitical information into our airport
  list, at least at the country and region
  (state/province/etc.) levels -- that could make the
  filtering much more useful.  Proximity filtering might also
  be nice, but that's a much bigger job.
 
 
  All the best,
 
 
  David

 I did do some work on that a long time ago using the ICAO
 codes to break up the data by country but ran into a couple of
 problems.

 1. There is no state/province field in the airports db and it
 can't be deduced from ICAO codes.
 2. There are a couple of areas in the world that share the
 same ICAO code even though they belong to different countries
 so using the ICAO code isn't a 100% accurate method.

 The best would be to have a country and state/province field
 in the airport DB and that would need to come from Robin Peel
 unless we want to have a different DB again.

 Regards
 Paul

I think we could identify the appropriate countries accurately 
using the geometric stuff in postgres (dunno if other dbms have 
the functions and datatypes).

Basically, I believe we would have to take the country outlines 
and use them to define geometrical shapes that can then be used 
in a query to see, from the lat/lon which shape (country) an 
airfield is in.

That doesn't address how we would use results though - they'd 
either have to be used as an additional index/look-up file or to 
be merged in to the existing airports file, breaking 
compatibility.

LeeE



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Re: [Flightgear-devel] Aircraft thumbnails on the download page

2006-03-25 Thread Lee Elliott
On Saturday 25 March 2006 16:00, Curtis L. Olson wrote:
 Lee Elliott wrote:
 Hmm...  didn't think there was a copy of the Canberra in cvs
 until we put your updated version in.  Just checked and I
  don't have a copy in my cvs here.
 
 When you sent me the first of your updated versions I noticed
 that you had changed the folder name but because it wasn't
 already in cvs I just went with it - I suspect it's this
 original version, which was simply named 'Canberra' and which
 was in the FG Hanger web page that you've still got hanging
 around.

 I must have had a really alpha version to try but not commit. 
 I'll get it cleaned up the next time I build the aircraft
 download page.

 Curt.

Hi Curt,

IIRC I sent you an early Canberra around the time when the 
developers were considering the issue of including all of the  
FG aircraft in the base package.  You put the Canberra up on the 
web-downloads page but not in to cvs, which seemed reasonable to 
me at the time, so I didn't comment.  Then, when it was apparent 
to me that you probably would want it in cvs too, and this 
didn't mean that it would automatically go in the base package, 
Josh had already contacted me about re-working it so I then 
thought we might as well wait until Josh had done his stuff as 
it would be a big improvement.

I was originally thinking that several different Canberra types 
e.g. PR.9 could all sit in a single 'Canberra' folder but when 
Josh sent me his first update he had changed the folder name to 
be specific to the B(I)8 and in the end I thought it would be 
easier to maintain if they were in their own folders after all 
so I just went with it, thinking that because there wasn't 
already a version in cvs, there wouldn't be any problems or 
confusion...

lol :)

LeeE



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[Flightgear-devel] Problem/bug with view centering via mouse

2006-03-21 Thread Lee Elliott
Hello all,

Alexis and I have hit a problem while configuring the cockpit 
view in the A-10.

Alexis has used pitch-offset-deg-12/pitch-offset-deg in the 
view[0]/config to pitch the cockpit view down, which works ok, 
but we've found that if you switch to a chase view and use the 
mouse to pan the view around and then reset the view the same 
-12 deg pitch down gets applied, even if we specify 0 deg pitch 
in the config for those views.

There also seems to be some inconsistencies between the different 
views.  If I bring up the 'adjust view distance' dialogue the 
headings for the three dials seem to be correct in the cockpit 
view i.e. Left/Right adjusts the view left and right but if I 
switch to a chase view the same dial now moves the view up and 
down.

LeeE



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Re: [Flightgear-devel] A-10 with 3D cokpit

2006-03-16 Thread Lee Elliott
On Thursday 16 March 2006 16:58, Georg Vollnhals wrote:
 Martin Spott schrieb:
  Lee Elliott wrote:
  On Wednesday 15 March 2006 01:47, Georg Vollnhals wrote:
  2. although this is *not* your problem as you are doing
  the panel work, I want to report that is was not nice to
  fly the a/c by hand, I then used the autopilot.
  It behaves very sensible on the nick axis and lame on
  the roll axis.
 
  I am afraid that the changes to the behaviour of the A-10
  and it's autopilot are my fault.  I had to re-appraise the
  A-10 YASim config after a bug concerning the wing incidence
  in the solver was fixed.
 
  Georg's description resemples me of a 'feature' that I know
  from almost every YASim aicraft that I can remember: They
  overreact, start oscillating around the pitch axis and get
  into an unrecoverable stall if you push the elevator a bit
  too hard. Georg, did you mean this ?
 
  Martin.

 Martin,
 it is like somesort of a spring is locking the model at its
 place when you move the joystick forwards, only a *small*
 movement is done (because you push against the spring-force
 and when you get over a sudden point of joystick movement, the
 spring is loosened, a/c nose goes down very heavily and then
 immediately a little upper (and to stay with the spring
 exampele, like a spring drawing it back) - this is only in the
 nick axis (not roll) and with a nose down joystick command.

 But as I wrote today, first I thought this to be a new
 behaviour but when I tested the A-10 of 0.9.9 it seems to be
 the same. But strange anyway.

 Regards
 Georg

Ah - it's interesting that you specifically mention the nose-down 
behaviour because I believe some of the developers have been 
looking in to this already and this may be another example of a 
suspected problem.

Incidentally, changing the roll rate shouldn't affect the other 
characteristics so I can increase that quickly and easily if 
that's the general consensus...

If you're trying to use Alexis' A-10 tarball with 0.9.9 FG and 
not cvs you could try changing  the wing incidence to positive 
instead of negative - that should give the same characteristics 
as with using cvs FG.

LeeE



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Re: [Flightgear-devel] A-10 with 3D cokpit

2006-03-15 Thread Lee Elliott
On Wednesday 15 March 2006 01:47, Georg Vollnhals wrote:
 alexis bory schrieb:
  hi,
 
  I put on my server an .tgz of the a10.
 
  http://croo.murgl.org/fgfs/A-10/A-10.tar.gz
 
  I'll try to freeze the dev and concentrate in some weigth
  and textures optimization, plus tiddy up, until (maybe) it's
  comited and released.
 
  hope you enjoy it.
 
  Alexis

 Hi Alexis,
 I only had a very short flight with the updated A-10 and just
 want to give some feedback

 1. the quality of your panelwork is phantastic!
 All the details, even if one looks very! near at the
 instruments. I like that fuel-counter clicking through, very
 realistic how it is done. And the scratches on the CRT display
 :-)
 Very nice sidepanels left and right.
 Keep up your high-quality work and standard

 2. although this is *not* your problem as you are doing the
 panel work, I want to report that is was not nice to fly the
 a/c by hand, I then used the autopilot.
 It behaves very sensible on the nick axis and lame on the
 roll axis. If I remember right, I enjoyed the A-10 some months
 ago and something has changed, might be due to the new JSB-Sim
 flightmodel? Or is it not JSB? And I must admit that I have
 not upgraded CVS for 2 or 3 days - might be there were some
 changes there.
 Also this not as a critics but as a feedback.

 Thank you once again, you are doing outstanding panel work!
 Regards
 Georg EDDW

Hello Georg,

I am afraid that the changes to the behaviour of the A-10 and 
it's autopilot are my fault.  I had to re-appraise the A-10 
YASim config after a bug concerning the wing incidence in the 
solver was fixed.

After the bug was fixed the A-10 config still seemed to solve 
with reasonable numbers but I had also found out some more 
information about the A-10 'loiter' mode, where one engine is 
shut down to save fuel, and wanted to aim towards making this 
regime work, as well as the normal regimes.

This meant changing some of the values I used in the YASim 
config, which in turn has changed the flight characteristics.  
This is not to mention the change in the wing incidence, which 
just in itself makes the 'new' version very much a 0.1 release.

For info, from looking at a lot of pictures and drawings, the 
A-10 appears to have slightly negative wing incidence and flies 
'nose-up' most of the time.  This would fit with the apparent 
depressed angle of the cannon (which in the current FG version 
incorrectly fires straight ahead).

The work that Alexis is doing on the cockpit will actually help 
refine some of the numbers used in the YASim config.  For 
example, when we think that the viewpoint from the cockpit is 
correct we must also be able to see not only targets that we may 
be firing upon but also the runway on approach, which in turn 
narrows down things like the AoA in that regime of flight and 
which can get fed back in to the YASim config.

The autopilot structure/hierarchy has almost been completely 
re-designed, is very experimental and the A-10 is the first 
aircraft to use it :)   (The Canberra will be the second, when 
Josh gets the updates sorted out ;) and the third will be the 
SU-37 I've just started modelling)

I wasn't sure what you actually meant by sensible in the 'nick' 
axis.

Anyway, cutting to the chase, what are the characteristics that 
you don't like or think are wrong in the current version?  I 
guess I should mention that I haven't been able to get my 
joystick working since moving to alsa (j/s port on soundcard) so 
I can only fly using the mouse or k/b atm, which isn't very 
representative.

Both the YASim config and the autopilot certainly need more work.

Just a last thought - are you using the cvs version of FG?

LeeE



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Re: [Flightgear-devel] /sim/replay/view gone lame

2006-03-15 Thread Lee Elliott
On Wednesday 15 March 2006 21:33, Josh Babcock wrote:
 I don't know when this started, but /sim/replay/view no longer
 does anything for me. Here's what I have in my preferences.xml
 file:

 sim
   replay
  duration type=double60/duration
  view type=int6/view
   /replay
 /sim

 Unfortunately, upon starting replay mode I always end up in
 view 1. Any ideas?

 Josh

Hi Josh,

I suspect the view type=int6/view might be your problem.  
type would normally be a string e.g. typelookfrom/type

Specifying the view number would be done with  view n=6

Remember that different aircraft have different numbers of views, 
so view[6] may be different in different aircraft.

LeeE



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Re: [Flightgear-devel] A-10 with 3D cokpit

2006-03-15 Thread Lee Elliott
On Thursday 16 March 2006 01:29, Georg Vollnhals wrote:
 Lee Elliott schrieb:
  On Wednesday 15 March 2006 01:47, Georg Vollnhals wrote:
  alexis bory schrieb:
  hi,
 
  I wasn't sure what you actually meant by sensible in the
  'nick' axis.
 
  Anyway, cutting to the chase, what are the characteristics
  that you don't like or think are wrong in the current
  version?  I guess I should mention that I haven't been able
  to get my joystick working since moving to alsa (j/s port on
  soundcard) so I can only fly using the mouse or k/b atm,
  which isn't very representative.
 
  Both the YASim config and the autopilot certainly need more
  work.
 
  Just a last thought - are you using the cvs version of FG?
 
  LeeE

 Hi Lee,
 thank you for your long mail and all those information.
 Ok, first I learned it is not JSB but YASim.

 Then it is rather difficult to describe for me in English, but
 I hope you understand

 I have the A-10 *trimmed in a straight and level flight at
 250 knts (that should be not too fast).
 When I try to get the nose a little down I have to move the
 joystick *a lot* forwards, much more than normally, because
 the a/c does not follow the steering command - then at last it
 goes down quick and heavily with the nose and comes up a
 little, all this happens in a very short time segment and it
 is like a little oscillation. Nose up is also with pretty
 much moving the joystick but without that bad behaviour. It is
 much more to observe if you have the A-10 not trimmed, but let
 us first speak about the best status as described above.
 Further more, if I want to roll the aircraft I have to use a
 long joystick-way, no bad reactions but I would not expect
 such a slow roll-rate at this type of aircraft - might be I am
 wrong.

 I updated CVS this morning and compiled as my last compile was
 some days old but the reactions of the a/c are the same.

 I hope you understand what I want to report.

 Regards
 Georg

Thanks for the feedback Georg - I'll have a look in to it.

LeeE



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Re: [Flightgear-devel] Next FlightGear Release - upcoming.

2006-03-09 Thread Lee Elliott
On Thursday 09 March 2006 19:35, David Megginson wrote:
 On 09/03/06, Curtis L. Olson [EMAIL PROTECTED] wrote:
  3. Any other major issues?

 The TerraGear scenery bug with the Great Lakes (and possibly
 other large inland lakes?) is pretty serious -- it leaves many
 midwest U.S. and central Canadian cities perched on giant
 cliffs overlooking the lakes.


 All the best,


 David

 --
 http://www.megginson.com/

Sounds very scenic ;)

LeeE



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Re: [Flightgear-devel] A-10 3D cockpit progress

2006-02-26 Thread Lee Elliott
On Sunday 26 February 2006 12:09, alexis bory wrote:
 Lee Elliott a écrit :
  On Saturday 25 February 2006 17:56, alexis bory wrote:
  I'll do that ASAP, maybe sunday night or monday.
 
  I can't see any need for a separate folder - add your stuff
  to the A-10, your name and comments to the existing files,
  especially the author tag in the A-10-set.xml file and
  send it to one of the cvs maintainers.

 I have furbished a .tgz of A-10 with the actual 3D cockpit, it
 doesn't permit yet to disable the added 3D stuff, but why not
 ;) (Dene, please, will you try it ?)

 I just wonder who/where to send it ?

 Alexis

Could you send me a copy - I'd like to have a play with it:)

I think there has been some misunderstanding with regard to the 
differences between version 0.9.8(a) and 0.9.9 YASim aircraft.  

The main issue isn't one of adding new features but of fixing a 
significant bug and this is why some YASim aircraft have become 
incompatible between the two releases.

The nature of the bug - that of the wing incidence being reversed 
- means that affected aircraft i.e. those with non-zero 
incidence are fundamentally incorrect under 0.9.8(a) and so 
maintaining compatibility with 0.9.8(a) and earlier doesn't 
really make much sense.

As it happened, I did add a couple of new 'features' to the 
current version of the A-10 but they aren't 0.9.9 specific and 
could be added to the 0.9.8(a) version but because that version 
is effectively broken there's not a lot of point in spending the 
time to do it, especially when I've still got other aircraft to 
fix - I'm currently working on the Canberra - another aircraft 
affected by the same bug.

LeeE



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Re: [Flightgear-devel] A-10 3D cockpit progress

2006-02-25 Thread Lee Elliott
On Saturday 25 February 2006 17:56, alexis bory wrote:
 Lee Elliott a écrit :
  On Friday 24 February 2006 21:11, alexis bory wrote:
  10 more days and I will put a .tgz too :)
 
  How are those folk who like flying the A-10 getting on with
  the current version in cvs?

 OK, Martin said quite the same thing :) I'm currently figuring
 out the best way to prepare a separate folder like
 'A-10-3Dcockpit' and tidy the mess I made everywhere.

 I'd like to upload some thing clean ( shall I upload to
 ftp://ftp.ihg.uni-duisburg.de/FlightGear/incoming/ ? )

 I'll do that ASAP, maybe sunday night or monday.


 Alexis

I can't see any need for a separate folder - add your stuff to 
the A-10, your name and comments to the existing files, 
especially the author tag in the A-10-set.xml file and send it 
to one of the cvs maintainers.

A separate A-10-3Dcockpit would make the existing A-10 redundant 
- who would want to fly it without your cockpit?   :)

LeeE



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Re: [Flightgear-devel] model accumulation

2006-02-25 Thread Lee Elliott
On Saturday 25 February 2006 22:08, Melchior FRANZ wrote:
 Is everyone aware that we *never* free model branches? They
 are only accumulated until fgfs is exited. If you teleport
 from KSFO to LOWW/Europe, then you still have the KSFO
 terminal in memory. Doesn't sound like a good idea to me.
 Currently we don't have that many individual objects, but as
 people are contributing to the fgdb, this may become a problem
 (textures!). And it certainly will be a problem once I got
 Nasal support for scenery objects into cvs.

 m.

humour
This is a good observation and marks the point where FG 
transitions from the first phase of development into the second 
phase, according to the DNA (Douglas N. Adams) theory of 
development.

In this theory, the first phase may be symbolised by the 
question: How can we eat?  The second phase may be symbolised by 
question: Why do we eat? and the third phase by the question: 
Where shall we have lunch?
/humour

Humour aside, this is a very good observation.  FG has reached 
the point where it clearly works - how do we do it? Answer: we 
do it this way, so the 'how' question is answered.  The 'why' 
question then marks the point where you start refining things as 
you ask: why do we do this in this particular way?

Sticking my neck out a bit, as I can't offer much in the way of 
c++ coding ( I can (could) do COBOL  FORTRAN, but they're not 
much use here) I think now would be a good time to think about 
re-structuring FG as a long-term goal.

Especially important, imo, is consideration for MP systems, and 
just to make it even more appealing for the developers, to make 
the graphics distribute-able.

The good news is that I figure that only the grahpics would have 
to be synchronous - I reckon that all that other bits of FG 
could run asynchronously :)

As for the third question, well...   :)

LeeE



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Re: [Flightgear-devel] Detlef Faber - links for FW190 question Bf109

2006-02-11 Thread Lee Elliott
Yeah - that's interesting background info that would be useful to 
include in a readme or something.

That's if you haven't already done so:)

LeeE



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Re: [Flightgear-devel] A-10 3D cockpit

2006-02-08 Thread Lee Elliott
On Wednesday 08 February 2006 06:29, Martin Spott wrote:
 Lee Elliott wrote:
  However, if people are flying it and liking it I don't want
  to break it for them, so it would be handy if people could
  let me know if they're using cvs FG or the last official
  release,

 I've almost always been using CVS.
 I honour your intention not to break anything, on the other
 I'd be happy if you manage to get more detailed information on
 the 'real' thing to make the FlightGear model behave more
 realistic.

 Cheers,
   Martin.

Ah - sorry Martin, I knew you were using cvs,  That's encouraging 
though because when I first tried A-10, after finding that it 
still solved without needing any changes, I thought it still 
flew ok.  Mind you, I've not been able to get my joystick 
working after moving to a 2.6.15 kernel and Alsa so I've only 
been able to use the keyboard or mouse - not ideal.

I try to get as much real info into the model as I can find but I 
think that sometimes you've got be careful about the datum under 
which the info applies.

For example, I've seen a good performance plot for the A-10 and 
normally I'd pick the altitude and speed that I thought most 
appropriate and use those, together with max-throttle, for the 
cruise params (currently 0ft  380kt, which seem to be the 
max-speed conditions) but I also know from a good book on the 
A-10 that I have, that the A-10 has a 'loiter' mode where one of 
the engines is shut down to save fuel.  The plane then just 
flies a race-track pattern somewhere convenient until it's 
either needed, relieved or can otherwise go home.  In addition, 
I believe that the service ceiling is 45k ft and I don't think 
that the current cvs version can manage either the single engine 
loiter mode at a reasonable altitude or get anywhere near 
45000ft.

That was the basis of my thinking for using the loiter mode for 
the cruise params but then the problem is what altitude and 
speed do I use?  I haven't found any actual numbers.

One problem is that there's always a lot of stuff that nearly 
always has to be deduced e.g. the lift and drag from flaps and 
spoilers, but where I can get real numbers I use them.

In fact, I'd like to make it clear that the A-10 isn't 'my' 
aircraft - it's GPL'd and part of the FG project, so anyone can 
fiddle with it.  The only thing I wouldn't be very happy about 
would be if someone, while working on the fdm, wanted to use 
inaccurate numbers where accurate numbers were known, or at 
least not without having a well thought out reason for doing so.  

Having said that, wing geometry definitions are nearly always 
something of a compromise between the real shape of the wing and 
what you can specify in YASim, but then that's something that 
has to be well thought out.

Anyway, back to the A-10 - would you like to try the current 
version that I have?  I'd welcome your feedback and would enjoy 
collaborating with people on improving the fdm.

LeeE



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Re: [Flightgear-devel] A-10 3D cockpit

2006-02-07 Thread Lee Elliott
On Monday 06 February 2006 23:14, alexis bory wrote:
 Martin Spott a écrit :
  alexis bory wrote:
  Before going farther I'd like to know if any body else
  allready do the same work.
 
  Lee Elliott did the A-10, you'd probably ask him to
  coordinate the effort. I'd love to see a nice copckpit for
  the A-10 because I find it's much fun to fly that aircraft,
 
  Martin.

 I just can't wait to show a screenshot:
 http://croo.murgl.org/img/very-begining.jpg

 It's the very begining of the work, I hope it will be usable
 by most people.

 Did anybody asked about a way to keep the hud's marks inside
 the hud screen ?

 btw look at this nice peacefull A-10 :)
 http://www.firehogs.com/photos/photos.shtml

 Alexis

Looks great - I'd love it if you want to do a cockpit for the 
A-10.

It still seemed to fly quite well without any changes after 
trying it with the wing incidence fix, so in an effort to screw 
it up I've been toying with using the single engine loiter mode 
for the cruise params.  Still seems to fly ok but made it a 
little bit livelier, which seemed about right.

However, if people are flying it and liking it I don't want to 
break it for them, so it would be handy if people could let me 
know if they're using cvs FG or the last official release, which 
I believe doesn't include the wing-incidence fix.

LeeE



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Re: [Flightgear-devel] ILS ceased working for me

2006-01-31 Thread Lee Elliott
On Saturday 28 January 2006 15:32, Frederic Bouvier wrote:
 Lee Elliott wrote:
  I think Atlas needs updating now, to correctly align the ILS
  triangles with the runways...

 http://sourceforge.net/mailarchive/message.php?msg_id=14599912

 -Fred


Thanks :)

LeeE



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Re: [Flightgear-devel] Battery Realism (Nasal Electrical System)

2006-01-21 Thread Lee Elliott
On Thursday 19 January 2006 23:59, Steve Knoblock wrote:
 I have been digging into the NASAL electrical system code
 (supplied with the C172---I cannot speak for any other
 aircraft that runs a modified system). I have always
 appreciated when a flight sim models behavior of the battery
 in a realistic manner as is reasonable. Looking at the code, I
 noticed a comment that Cold Cranking Amps might be a feature
 to incorporate in the future. I was prompted to do a little
 research and see if this was reasonable and what approaches
 might be made to improving the battery model.

 The main areas I see ready for improvement are:


 * Cold Cranking Amps: An aircraft should fail to start in very
 cold weather when CCA is affected by temperature, or when
 insufficient CCA is available for any reason.

 * Deep Discharge (or Cycling): Should the battery be allowed
 to discharge completely, it should fail (i.e. no longer
 provide energy or sufficient energy to start until the sim is
 reset).

 * Battery Response to Temperature: The output of a battery
 degrades as temperature drops in a fairly predictable manner
 (at least for a generic battery...it would be unreasonable
 to turn FG into a battery simulator and the data for an
 individual battery is very difficult to come by even for
 industrial uses).

[snip...]

 References
 ==
==

 http://focus.ti.com/general/docs/lit/getliterature.tsp?baseLit
eratureNumber=slyp086fileType=pdf
 http://en.wikipedia.org/wiki/Car_batteries
 http://mtrl1.me.psu.edu/Simulation/Description.htm
 http://www.batteryfaq.org/
 http://www.uuhome.de/william.darden//carfaq7.htm#cca
 http://windturbine.ca/batteries.html
 http://www.batterystuff.com/tutorial_battery.html
 http://www.uuhome.de/william.darden//carfaq7.htm



 I believe all these features are achievable with reasonable
 level of fidelity. I doubt my ability to code these on my own,
 so feel free to make what you will of the research and make
 suggestions.

 Steve

Hmm... this made me think about how some aspects of realism and 
accuracy may not always be a good idea.  For example, if the 
temperature is so low that CCA is inadequate to start the engine 
what is the solution?  In real life I guess you wouldn't be able 
to fly but a flight simulator that refused to let you get in to 
the air wouldn't be very useful.

That's not to say that an accurate/realistic battery model isn't 
a good idea but you might have to assume that all aircraft have 
been stored in a heated hanger before they're pulled out for a 
flight.

LeeE



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Re: [Flightgear-devel] Model this?

2006-01-04 Thread Lee Elliott
On Wednesday 04 Jan 2006 16:59, Gerard ROBIN wrote:
 Le mercredi 04 janvier 2006 à 10:06 -0600, Curtis L. Olson a 
écrit :
  If any of you airplane designers are bored with your current
  projects, here's an idea for you:
 
  http://www.billabongclipper.com
 
  I've done some work with the chief pilot of this airplane
  and was inside it before it got painted up and flown to
  Hawaii.  I could probably get lots of technical data on it
  and first hand pilot reports.
 
  http://www.flightgear.org/~curt/Photos/KMHV/Link/img_2715.ht
 ml
  http://www.flightgear.org/~curt/Photos/KMHV/Link/img_2719.ht
 ml
  http://www.flightgear.org/~curt/Photos/KMHV/Link/img_2743.ht
 ml
 
  Best regards,
 
  Curt.

 Hello Curt,

 How could you dare, to suggest to anybody a model development,
 when you concluded that model development  is not contribution
 to FG ? (cf  your Message 18-dec 2005 user-mailing list).
 Which made me to withdraw  any model offers and proposals (
 Crusader F-8E and Corsair F4U) to FG community.

 Did you modify your policy, or is it only because that is
 coming only from you ?

 Cheers.

I can only find one message from Curt to the user-list on 
18-Dec-2005.  It appears to be a reply to your complaint that no 
one had rushed to fix a problem you had reported and I cannot 
find anything in it to suggest that he concluded that model 
development is not a contribution to FG.

What I understood him to be saying is that it is the people who 
contribute to FG that influence the directions it takes.  For 
example, it was the result of 3d modellers making carrier 
capable aircraft that FG now has carrier capabilities.  If 
that's not influencing FG development, I don't know what is.

LeeE



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Re: [Flightgear-devel] Re: XF-23 has strange shadow

2005-12-21 Thread Lee Elliott
On Wednesday 21 Dec 2005 11:12, Martin Spott wrote:
 Pigeon wrote:
   
  http://document.ihg.uni-duisburg.de/bitmap/FGFS/YF-23_01.jp
 g
 
  So the square shadow is the 'real' shadow of the fake
  shadow or something? :)

 The square shadow is the fake. To my knowledge there were only
 two aircraft that came with a fake shadow: the BO-105 and the
 YF-23. Lee probably knows better  :-)
 Melchior removed the fake shadow from the BO right after real
 shadows were in place.

 Cheers,
   Martin.

You and pigeon have it right.  I tried shadow objects with quite 
a few models but started removing them as I figured that someone 
(I believe thanks are due to Harald) would eventually come up 
with a far better solution:)

Haven't looked at the YF-23 for ages.  Although I do have some 
plans for it they're down the line a bit.  I'll get a quick 
update out to remove the 'fake' shadow.

LeeE



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