Re: [Flightgear-devel] adding instruments

2006-06-24 Thread Paul Surgeon
On Saturday 24 June 2006 16:05, Major A wrote:
 Just out of curiosity: if one wants to add an instrument to FG, where
 in the sourcecode does one have to start? I'm talking about an
 instrument that doesn't use textures etc., just plain old OpenGL.

   Andras

FlightGear doesn't really allow one to create instruments using plain OpenGL.
The closest you'll get to that is the HUD code and the render to texture stuff 
used on the weather radar.
For instruments that need really dynamic info displayed like the flight 
plan/path on ND displays or moving map displays you'll probably want to take 
a look at the render to texture stuff. You can draw onto a texture using 
OpenGL which then gets mapped onto a surface on the instrument.

Paul

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Re: [Flightgear-devel] Preclipped or overlapping layouts for apt.dat

2006-06-14 Thread Paul Surgeon
On Wednesday 14 June 2006 16:14, bsupnik wrote:
 - Pre-clipping puts more burdon on content creation tools (by requiring
 them to have robust clipping to save the data) whereas not requiring
 pre-clipping puts more work on data consumers.

Where are you thinking of saving the clipped data?
Back into apt.dat (heaven forbid!) or straight to a scenery format?
If we had to store the clipped data to apt.dat file the file will become 
massive and the editor tools would have to be very complex to handle the 
data. In essense TaxiDraw would become a 3D modeler for airports.

Saving overlapping layouts is going to be a lot cleaner. I'd rather see the 
clipping done at scenery build time or simulator run time much like the way 
it's handled at the moment.
If you're worried about layers becoming lost under others in the editor tools 
it wouldn't be hard to flag them for removal. Just check if any layer is 
totally covered by others and notify the user of the problem.

Paul


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Re: [Flightgear-devel] vatsim

2006-06-13 Thread Paul Surgeon
 As to IVAO, it appears to be a much smaller community that VATSIM, so
 it's not even worth talking about in this context.

Is a 61,400 member community not worth talking about?  :)

If you're based in Europe then IVAO is normally a lot more active during the 
evenings than VATSIM - one of the reasons why I did most of my flying and 
controlling in IVAO. There were about 400 users online during the evenings on 
IVAO last time I used the network.

Paul


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Re: [Flightgear-devel] vatsim

2006-06-13 Thread Paul Surgeon
On Tuesday 13 June 2006 22:13, Major A wrote:
   As to IVAO, it appears to be a much smaller community that VATSIM, so
   it's not even worth talking about in this context.
 
  Is a 61,400 member community not worth talking about?  :)

 I just wanted to check myself, but the website doesn't seem to be very
 functional...

Are you using www.ivao.org or www.ivao.aero?

There was a major disagreement in the managment (one guy wanted to run the 
show his way against everyone elses wishes and tried to hijack the website 
and system) and so www.ivao.aero was created and everyone moved across to it.
www.ivao.org is the old hijacked system


 Last time I checked (January?), there was barely an ATC online in the
 evenings in Europe, so I chose VATSIM instead. Today, VATSIM seems to
 be just about as well-populated in Europe as it is in the US.

I checked a couple of hours ago and there were 507 users online (ATC + 
pilots).  http://network.ivao.aero/

Paul


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Re: [Flightgear-devel] vatsim

2006-06-12 Thread Paul Surgeon
On Monday 12 June 2006 20:06, Martin Spott wrote:
 Honestly, I'm really curious to know what the _real_ driving force is
 behind this protectionism.
 Is this stupid arrogance (if they want to participate, they'll have to
 follow our rules - not matter if it makes sense), simply incompetence
 (one of these bad guys out there might compromise our servers if the
 protocol gets published) or do they really have to fear something if
 some third party implements their protocol ?

I think it's just a case of lazy developers thinking that security via 
obscurity is a viable route. It's a Micro$oft mentality that rubs off on 
people.
Writing a secure protocol requires lots of work - it's easier to just do 
what's required and try hide the security holes.
The open source mentality is very foreign concept to most Windows users.

Paul


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

2006-06-10 Thread Paul Surgeon
On Saturday 10 June 2006 20:34, Ralf Gerlich wrote:
 BTW: We still have some issues regarding the FlightGear graphics engine
 to solve if we want curved taxiways and generalised markings (stopbars,
 etc.), don't we?

Yes, TerrorGear won't do anything with the new data. Who's up for some hairy 
3D maths?

Paul


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Re: [Flightgear-devel] Object without texture issue

2006-06-05 Thread Paul Surgeon
On Monday 05 June 2006 21:25, Jakub Skibiński wrote:
 I am newbie, so excuse my ignorance :)

 With Blender I create an object, add texture (.rgb). Blender renders the
 object, texture is drawn etc.
 Then I export my object to an '.ac' file and copy it into proper FG
 scenery directory along with the texture file. When running FG my object
 exists, but it isn't textured (it is painted with solid red color instead).
 I have similar effect when exporting to '.3ds', '.obj' and other files.
 Does anyone have any idea if it is a problem with texture file or export
 operation, or something else?

 Regards,
 Kuba$


Are you UV mapping the object in Blender or using Blender's native image 
mapping as part of a material?
It's possible to texture objects in Blender without explicitly creating a UV 
map (Blender will do the UV mapping in the backround) in which case you won't 
get any UV co-ordinates exported in the ac3d file.

Regards
Paul


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Re: [Flightgear-devel] Google earth mapping for fgfs scenery

2006-06-04 Thread Paul Surgeon
On Sunday 04 June 2006 15:59, Josh Babcock wrote:
 Pigeon wrote:
  Currently they do not allow any non-web application use the google
  map data/images. Not sure about google earth but i imagine similar terms

 So what you are saying is that we need to re-implement fg in javascript?

 Josh


If we were able to write FG so that it ran inside a web browser and we kept it 
free then it shouldn't be a problem.

However if you take the imagery out of a web browser or out of Google Earth 
and use it in another app you'll have some nasty men knocking on your door 
pretty quickly.
Some governments have actually banned the use of Google Maps and Google Earth 
for use in their departments due to the licensing.

NASA World Wind may not have as up to date data or as much high-res data but 
at least you won't be taken to the cleaners if you use it in other 
applications.

Paul


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Re: [Flightgear-devel] Google earth mapping for fgfs scenery

2006-06-04 Thread Paul Surgeon
On Sunday 04 June 2006 17:09, GWMobile wrote:
 Heh, there's an idea :-)
 If it was getting live updates from the web would that count as a web
 application?

That would be a web application but it's not a web browser!

3. PROPRIETARY RIGHTS

(a) You are only licensing rights to use the Software and the
geographical information available to be viewed using the Software. The 
Software, in whole and in part and all copies thereof, are and will
remain the sole and exclusive property of Google. Further, you do not receive 
any, and Google and/or its licensors (if any) retain all,
ownership rights in the geographic information displayed using the
Software. The geographic information is copyrighted and * MAY NOT BE 
COPIED, EVEN IF MODIFIED OR MERGED WITH OTHER DATA OR SOFTWARE. *
Your use and access of the geographical information may be subject to further 
license requirements or obligations.

Paul


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Re: [Flightgear-devel] Re: Re: Google earth mapping for fgfs scenery

2006-05-27 Thread Paul Surgeon
On Saturday 27 May 2006 09:41, Pigeon wrote:
  Then as a separate and non official flight gear project others could
  write a keystroke script to get google earth or probably easier google
  maps to display tiles around the area you want to fly and screen capture
  them and save them to a directory in flightgear along with an
  appropriate latitude and longitude.

 Currently they do not allow any non-web application use the google
 map data/images. Not sure about google earth but i imagine similar terms
 of use. And I think you can't capture or save the map images data by any
 mean for other uses either.


 Pigeon.


I've had this same discussion before with Silent Wings users who don't seem to 
understand that if you can see something for free on the Internet doesn't 
make it free to use for other purposes.

I'll spare everyone the pain and post the nasty bits of the Google Earth 
license. The same applies to Google Maps - it may only be viewed in a web 
browser. Period.

3. PROPRIETARY RIGHTS

(a) You are only licensing rights to use the Software and the
geographical information available to be viewed using the Software. The 
Software, in whole and in part and all copies thereof, are and will
remain the sole and exclusive property of Google. Further, you do not receive 
any, and Google and/or its licensors (if any) retain all,
ownership rights in the geographic information displayed using the
Software. The geographic information is copyrighted and may not be
copied, even if modified or merged with other data or software. Your use and 
access of the geographical information may be subject to further license 
requirements or obligations. 

As far as I can tell all the NASA World Wind data is released under public 
domain so that would be the best avenue to pursue unless someone wants to 
play with Google and get sued. The vast majority of the data is Landsat 7 
ETM+ data which has a maximum resolution of 14.24 meters/pixel after being 
pan sharpened. Looks good from an altitude of about 3000km (~1ft) or in 
mountaineous areas like the European Alps.

Paul


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Re: [Flightgear-devel] ..FGLiveCD boot workaround, was: AI Sim Object Properties

2006-05-21 Thread Paul Surgeon
On Sunday 21 May 2006 12:58, Martin Spott wrote:
   # ~ md5sum filename

 and compare the result with the bublished checksum,

   Martin.

Or if you're lazy or have a md5sum file containing md5sums of several files 
put them all in one dir and do a :
md5sum -c -v md5.sums

-v is needed on some distros for more verbose feedback.

Paul


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Re: [Flightgear-devel] ..FGLiveCD boot workaround, was: AI Sim Object Properties

2006-05-20 Thread Paul Surgeon
On Saturday 20 May 2006 09:10, dene maxwell wrote:
 Tried to find the win32 version of the FGLiveCD to try had a look on
 pigeons site and all seemed to be oriented towards *nix ...only too willing
 to help with feedback...but need to know where to look for the
 binary/Iso

 ...is there a win32 binary?
 ...will any iso start up under *nix?

 ... treat me as a newbie (to FGlive anyway)...  where do I go, what do I
 click, what do I do?


The FGLiveCD is an entire Linux operating system plus FlightGear plus all the 
drivers needed to run on most hardware on a single CD/DVD.

You don't install it. You just boot off the CD/DVD and it runs in RAM.
In fact you don't even need to have a hard drive in your system in order to 
run the CD/DVD.

There is no Win32 version and even if it was possible to make a Windows XP 
live CD (highly doubt it since the Windows kernel and system aren't anywhere 
as configurable as Linux) it would be illegal.

Paul


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Re: [Flightgear-devel] ..FGLiveCD boot workaround, was: AI Sim Object Properties

2006-05-20 Thread Paul Surgeon
On Saturday 20 May 2006 10:03, dene maxwell wrote:
 SWEET what do i download?... i've never burnt an ISO before so
 please forget that I should know better. if this is
 possible/probable I really want to give it a try and hopefully the
 information gained will help everyone :-)

 :-D ene

Under Windows 98 you'll need some CD burning software that can burn ISO 
images.
If you've bought a CD/DVD writer you normally get some burning software with 
it.
However there is plenty of CD burning software around with trial periods.
CloneCD and Nero Burning ROM are two which I have used in the past.

Of course if you had a Linux distro like Kubuntu installed you can just right 
click on an ISO file in Konqueror and select burn with k3b.  ;-)

Paul


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Re: [Flightgear-devel] Icing

2006-05-20 Thread Paul Surgeon
I forgot to add some URLs which may be useful for modeling ice in FG.

This one ( http://www.auf.asn.au/meteorology/section10.html ) has a nice 
diagram that shows the ice accretion in mm on a small probe for the air miles 
flown, in clouds with liquid water content varying from 0.2 g/m³ to 1.5 g/m³.

This one ( http://www.ral.ucar.edu/~gthompsn/icing.html ) has photos of icing 
from some of NASA's experiments.

Paul


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Re: [Flightgear-devel] Re: OT: Crash Tenders

2006-05-16 Thread Paul Surgeon
On Tuesday 16 May 2006 18:12, Martin Spott wrote:
 Martin Spott wrote:

 It's interesting to read my own posting with a delay of nothing more
 than four days 

   Martin.

Same here.  :)
I thought snail-mail was slow.

Paul


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Re: [Flightgear-devel] Formation Flying

2006-05-13 Thread Paul Surgeon
On Friday 12 May 2006 01:35, alexander babichev wrote:
 Anders Gidenstam wrote:
  Is TrackIR available for Linux, IRIX and other platforms?

 There are some drivers for Linux, but nothing that really works.
 TrackIR manufacturer wants to develop such drivers, but dislike making
 it open source for some reason.


Some correspondence I had with the with the developer of the Linux TrackIR 
drivers :

Paul Surgeon wrote:
 Is the Superlucidity TrackIR project for Linux dead?

Yes.  NaturalPoint never authorized the release of the required firmware
file required to distribute the Linux drivers.

Cheers,

Zach Welch
Superlucidity Services.


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Re: [Flightgear-devel] Formation Flying

2006-05-11 Thread Paul Surgeon
On Thursday 11 May 2006 17:10, alexander babichev wrote:
 Head tracking is very handy for formation flying too.  I'm using TrackIR
 device and I'm going to add TrackIR support to FlightGear.  I've got
 TrackIR SDK from NaturalPoint.  Unfortunately, it is impossible to use
 TrackIR SDK in open source project.  I've got permission to make small
 binary only wrapper for TrackIR and employ some sort of IPC to allow
 FlightGear communicate with TrackIR.

If you use a network connection between your binary wrapper and FlightGear it 
will allow anyone running FG on Linux,Sun,SGI,Mac OS X, etc. to use TrackIR 
on a second Windows PC.
i.e.
TrackIR = Windows PC = Wrapper = (Network = Linux PC) = FlightGear

I would really love that since I've seen TrackIR in use and I'd go so far as 
to say that it's the only sane way to be able to fly aircraft with large 3D 
cockpits short of VR googles plus head tracking.

I've read plenty of reviews about other camera based head trackers both 
commercial and open source and they don't even come close to TrackIR's 
performance. None of them handle interference from other light sources as 
well as TrackIR can.

Paul


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Re: [Flightgear-devel] 737 Autopilot Enhancements Developement Interest

2006-05-09 Thread Paul Surgeon
On Tuesday 09 May 2006 03:24, Simon Trusler wrote:
 Hi All,
snip
 I was unsure whether I could actually make a difference but it appears that
 I have been able to add functionality to the 737 autopilot that was
 documented as needing to be done.

Great! That's one of the areas that needed some serious attention on the 737.
I tried to do a flight from KSFO to KLAX last week to test an RDMI instrument 
and the climb profile to FL330 was rather interesting to put it mildly.
For your info there are two 737-300's for FlightGear.
The one in FlightGear is a more or less static 2D panel version and there is 
another one with a 3D cockpit being developed outside of the FG CVS system.
The idea is that the 3D cockpit version might replace the 2D version once it's 
in a usable state which will be many months at the rate we're going but 
that's quite normal in the FG world.

Justin Smithies has kindly provided us with a CVS server in case you want to 
check it out (excuse the pun).  :)
cvs -d :pserver:[EMAIL PROTECTED]:/cvs login
Password is guest
cvs -d :pserver:[EMAIL PROTECTED]:/cvs co 737-300

 What I’ve done is:
snip
 What I’d like to ask now is:

 1.How I can contribute on a more formal basis.
 2.Who do I need to talk to about these changes?

FlightGear development is a rather informal process.
If you have a good idea you can ask for feedback on the devel mailing list and 
then implement it and submit it to someone with CVS write priviledges for 
inclusion into the base.
This is most often done through e-mail in the form of diff patches.

Some people with CVS write priviledge (in rough descending order of response 
times )
Melchior Franz
Vivian Meazza
Erik Hofman
Curtis L. Olson
David Luff
David Megginson

Melchior hangs around on the IRC channel a lot and will be really quick to 
tell you if your patch sucks which I appreciate.

 4.Is there any other information I can read on how everything works?
 My Software Engineering background has allowed me to understand enough to
 make a some alterations but some of the config values (Kp, beta, alpha
 etc.) I do not understand enough of what they mean.

There are docs in the SimGear source directory, FlightGear data directory, 
JSBSim web site, on web sites, etc. One has to hunt around a bit sometimes to 
find what you're looking for.
In most cases a look and see how someone else did it is the quickest route.

 5.Do I need to have a Unix based machine to do development or can
 everything be achieved on a Windows Xp based machine?

You can do everything on Windows XP if you like although the compilation of 
the source code can be a trick to get set up right. Cygwin seems to be the 
best option under Windows at the moment.

Paul


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Re: [Flightgear-devel] possible solution to online flying (VATSIM)?!

2006-05-08 Thread Paul Surgeon
On Saturday 06 May 2006 03:39, Major A wrote:
 John,

  Interesting...
 
  I'm about to delve into XPlane and have zero understanding regards how
  the third party plugins or datarefs work.

I don't know what happened to my reply with all the SF mailing list troubles 
but ...

If we write a proxy app that actually emulates the X-Plane plugin 
interface/API we can :

1. Not need X-Plane or a second computer
2. Use both the IVAO and VATSIM networks with the XSquawkBox clients
3. Be cross platform (Mac, Linux and Win32) since the XSquawkBox clients run 
on all three
4. Still be using a network approved client

a.k.a.   VATSIM/IVAO = XSquawkbox = proxy app =  FlightGear

The proxy app to FlightGear side would be a piece of cake to code - only the 
X-Plane interface emulation would be a trick.

Paul


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Re: [Flightgear-devel] possible solution to online flying (VATSIM)?!

2006-05-08 Thread Paul Surgeon
How about this idea ...
Since the X-Plane XSquawkBox module is cross platform why don't we just write 
a proxy app for it that pretends to be X-Plane and interfaces directly to FG 
in the background?

That way :
1. you don't need to purchase X-Plane and run it on another PC 
2. all FG users can access the IVAO or VATSIM networks via an approved client  
(without anyone needing to disclose the network code)
3. it'll run on Windows, Mac and *nix

Paul


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Re: [Flightgear-devel] possible solution to online flying (VATSIM)?!

2006-05-06 Thread Paul Surgeon
On Friday 05 May 2006 21:43, Major A wrote:
 Hi all,

 I've just had an idea, maybe some of you find it interesting. I'm
 currently in a big dilemma -- I fly on VATSIM more or less regularly,
 and I'm fed up with clicking radios etc. on the screen, so I'm
 planning to build my own flight deck. Now FG is the best simulator as
 far as customization and hardware connection go, and I'd certainly
 like to run it once I have the flightdeck, but there is no VATSIM
 support in FG (and there won't be, apparently, from what I've read.)

 Now here's the idea -- use X-Plane or MSFS for VATSIM, but fly FG! It
 would need two computers, but I think it would work like this: in
 X-Plane/MSFS, use the plugin system or FSUIPC/WIDEFS, respectively, to
 IMPORT the current position and velocity data from the other machine
 (running FG) on a regular basis, along with the NAV frequencies,
 transponder settings, and the PTT state. That would give you a view of
 all other flyers on the X-Plane/MSFS computer, plus it would relay
 your position to them as well. Voice comms would of course be on the
 non-FG machine.

Sounds like it'll work just fine and it shouldn't be that hard to accomplish 
either. You'd need probably just one proxy app (MSFS module) that uses 
FSDConnect or FSUIPC to do the job.

 The only big question is whether the internal FDM of X-Plane or
 MSFS can be overridden with external data just like that.

Why would you need to override the FDM of X-Plane ot MSFS?
Last time I played with WideFS all it did was put the slave MSFS machines into 
slew mode and pump them with a stream of co-ordinates, pitch, roll and 
heading data. The VATSIM multiplayer code should smooth be able to smooth out 
the jumps.

Also you could see the other aircraft in FG if you did a little bit of coding 
and passed the multiplayer aircraft positions from MSFS or X-Plane into FG 
via the MP network protocol we use. That could be done in the same FSUIPC of 
FDSConnection module on the MSFS machine.

In fact if we had such a module running in MSFS we could pass that data to our 
own MP servers and see VATSIM aircraft flying around in FG. One could leave a 
FG MP aircraft at the major airports and see VATSIM guys arriving and 
departing.

Very interesting idea - I just wish we could have a native implimentation 
running on Linux since not everyone owns MSFS or Windows or a spare PC with 
the horsepower to run MSFS.

Paul


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

2006-04-29 Thread Paul Surgeon
On Saturday 29 April 2006 16:09, flying.toaster wrote:
 Just one question before I get started ...

  What is the reasonnable polygon count (in triangles or quads) that can
 be accepted by most platforms without turning into a slideshow ?

 For strike fighters this is somewhere  in the 10,000 range (with a damage
 model).

  I have come to realise that an iBook with a power PC G4 at 1GHz (the thing
 I am using to write this mail) is rather slower (understatement) than my
 other box (Linux box Radeon 9600Pro and 2 GHz Athlon).

  I can make something quite pretty with 7000 to 8000 polygons (given that
 the tomcat has quite complex shapes) With 15,000 polygons it can be really
 great...

 Enrique


The poly count isn't that critical for a single object.
Even the 2+ poly Concorde will have little effect on an old Geforce2.
It's when you try to place 1 of those high poly count objects in a small 
area of scenery that you run into problems.

Paul


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Re: [Flightgear-devel] Landcover-DB Mapserver update

2006-04-23 Thread Paul Surgeon
On Sunday 23 April 2006 01:31, Curtis L. Olson wrote:
 Quick question.  How hard (or would it be possible) to create a version
 of this tool that would run locally and use a local copy of the
 TerraGear work directory instead of the raw vmap0 or shapefile ...
 something that a person could use locally if they wanted to debug a
 scenery land cover anomaly and figure out where the strangeness is
 coming from?

Well if you want to be able to view the TerraGear work directory on the fly 
you'd need to write some file format drivers and stick them in gdal or 
something like that and then set up the whole Apache, Mapserver, PHP, gdal 
environment.

It would be much easier and quicker to just write a converter to dump the TG 
work data to shapefile or gml format and load it in a GIS app like QGIS or 
OpenEV.

Paul


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Re: [Flightgear-devel] Landcover-DB Mapserver update

2006-04-23 Thread Paul Surgeon
On Sunday 23 April 2006 12:38, Martin Spott wrote:
 Paul Surgeon wrote:
  On Sunday 23 April 2006 00:17, Martin Spott wrote:
  Please enjoy the latest update to the Landcover Mapserver and the
  underlying database. Visit:
 
http://mapserver.flightgear.org/
 
  Looks excellent Martin!

 Thanks ! I feel a major drwback is that the airports don't have their
 ICAO codes attached to the circles. This appears to be part of the
 group of features that need special handling 


Ok, I'm assuming you're pulling the airport data out of the DB. I used a 
shapefile but the properties should be set the same in the Mapscript.
The LABELITEM property is the column name.
One thing you may want to do is use a dot with a ring for symbols. It makes it 
easy to see the symbol on top of any color.
Light ring around dark dot or dark ring around a light dot.

Example : http://www.freeimagelibrary.com/images/Surge/map1.png

  LAYER
NAME Airports
DATA Airports
STATUS   OFF
TYPE POINT
UNITSDD
LABELMAXSCALE 1000
LABELITEMNAME
TOLERANCE 3

CLASS
  NAME   Airports
  STYLE
SYMBOL   cities-symbol
COLOR100 120 255
OUTLINECOLOR 255 255 255
  END

  LABEL
COLOR 0 0 0
OUTLINECOLOR 255 255 255
TYPE BITMAP
SIZE MEDIUM
ANTIALIAS TRUE
POSITION UR
PARTIALS FALSE
MINDISTANCE 300
BUFFER 4
  END
END
  END

Paul


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Re: [Flightgear-devel] Landcover-DB Mapserver update

2006-04-23 Thread Paul Surgeon
On Sunday 23 April 2006 14:36, Martin Spott wrote:
 The screenshot looks promising, but I guess it does not show these
 yellow circles. When assigning '100 120 255' I get some blueish dots.
 BTW, how does your definition of the cities-symbol look ?

  SYMBOL
NAME cities-symbol
TYPE ellipse
FILLED true
POINTS
  8 8
END
  END

Paul


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[Flightgear-devel] Scenery authors - DEM data source

2006-04-21 Thread Paul Surgeon
To all the FG scenery authors :

I came across a DEM data source which was created by a Scottsman called 
Jonathan de Ferranti.   http://www.viewfinderpanoramas.org

What he does in a nutshell is fix all the SRTM voids in mountaneous areas so 
that the data for the peaks is valid.
His work ranges from the Andes to the Himalayas to the Alps to Scandanavia.
3 arc-second coverage : 
http://www.viewfinderpanoramas.org/coverage%20map%20viewfinderpanoramas_org3.htm

He does not use a crappy interpolation technique like so many other authors or 
void filling applications do but uses various line tracing algorithms and 
alternative topographic mapping sources.
http://www.viewfinderpanoramas.org/%5Cvoidfill.html

I'm using his 1 arc second (22 meter) DEMs for the Alps in the Silent Wings 
soaring simulator and I can tell you it makes a *huge* difference!
Mountain peaks like the Matterhorn that are missing in SRTM3 are now visible 
using his DEM data.

He has no problem letting people use his data for flight simulators as long as 
you let him know and preferably give him some credit.

Regards
Paul


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Re: [Flightgear-devel] JSBSim engine config

2006-04-19 Thread Paul Surgeon
On Wednesday 19 April 2006 23:33, Dave Culp wrote:
 I have over 14000 hrs in turbines and have only seen one overrev, and that
 was caused by a failed fuel control.

Oh ... so it's that scarce.
In that case I won't worry about modeling it.

Thanks
Paul


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Re: [Flightgear-devel] JSBSim engine config

2006-04-15 Thread Paul Surgeon
On Saturday 15 April 2006 03:55, Dave Culp wrote:
  The 737-300 uses a CFM56-3 engine and the stabilized idle EGT should be
  approximately 475 degrees Celcius although it can be as high as 650
  degrees Celcius on a hot day in bleed configuration and if it's in a bad
  condition.

 My manual says 360 to 510 degrees.

I suppose it depends on the engine variant being used.
I'm using the CFM56-3C-1 data from the Boeing 737-300,400,500 operations 
manual which was last revised in December 2002 and from CFM's web site. 
( http://www.cfm56.com/engines/cfm56-3/tech.html )

Maybe that figure is for the 3-B1 or 3B-2 variant.

 The turbine model has no way of knowing what a particular engine will
 display for EGT.  It depends not only on the engine's thermodynamics, but
 also the EGT probe placement.  I intended for users to add offsets and
 scales in the instrumentation code to bring the EGT in line with
 expectations.  In fact, I at first considered just reporting EGT as a
 normalized value, since any value it provides will be wrong anyway.

Yes, I suppose it's not something that can be generically modeled easily.
Maybe it really should be modeled in nasal and left out of the engine modeling 
all together since it'll be impossible to model correctly for all engine 
types.

There was one other thing I saw - the EGT falls off too fast when shutting 
down the engine. It drops from 378 degrees C down to ambient temperature in 
less than 1 minute and cools down at a linear rate.
I'm sure there would be lots of happy pilots if it did that in real life. Hot 
restarts would be a thing of the past. :)

  Also the N1 and N2 seem to hit a brick wall when they reach their maximum
  and minimum. Instead of slowing down as they reach their limits they
  suddenly stop at the limits.

 The brick wall is a feature.  Looks right to me.

Hmmm ... I always thought that the engine acclerations would slow down a bit 
as they reach their limits. This is at least what I've seen from cockpit 
videos. The last few percent near max RPM should take a few seconds to reach.
If it doesn't battle to reach the upper limit doesn't it mean that there is no  
RPM limit and the engine should be able to rev to infinity?

Maybe some RW airline pilots could give their input on this? (Do we have any 
such lurkers on the lists?)

 For some reason I always find myself a bit unenthusiastic about attending
 to your complaints.  I wonder what the reason could be?

I guess I forgot to coat it with honey and icing sugar.  :)
Sorry, l guess my linguistics and inter-personal relationship skills suck.
I know I faired below average in that area the last time I took an aptitude 
test. I didn't mean it as a personal attack on your work.

Paul


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Re: [Flightgear-devel] Graphics load (was Possible contribution for someone)

2006-04-03 Thread Paul Surgeon
On Monday 03 April 2006 15:37, Ralf Gerlich wrote:
 The point with blurring in MSFS is that they draw their roads onto a
 ground texture, which of course has limited resolution only. This also
 makes smooth river backs etc. easier, but also introduces a lot of
 possibly unwanted blurriness.

Currently FS9 (2004) uses a ground texture resolution of 4.8m/pixel.
I believe from what the MS developers have said on their blogs and the AVSIM 
forums that the next version (FSX) will be using 1.2m/pixel which is pretty 
close to what we have in FlightGear at the moment.

Paul


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Re: [Flightgear-devel] Re: new contribution

2006-03-27 Thread Paul Surgeon
On Monday 27 March 2006 17:48, [EMAIL PROTECTED] wrote:
 I have a few questions about Chicago scenery: Is the Meigs airfield made
 into a park now? Is that the reason FG airport data does not have it?

Meigs is a sad story.

AOPA's battle to save Meigs began in 1994 when Chicago Mayor Richard M. Daley 
announced plans to convert Meigs Field to a park. He could do that because of 
a unique FAA grant agreement that gave him an escape clause. That FAA grant 
had special language that allowed Daley to close Meigs in 1996 when the lease 
between the city of Chicago and the Chicago Park District for the airport 
land expired.

To make the story short, there was a whole lot of legal wrangling between 
supporters of Meigs (FOM, AOPA) and the Chicago Mayor with the airport being 
shut down and then reopened.

Then the blow nobody saw coming: In the late evening of March 30, 2003, Daley 
and his bulldozers struck, gouging huge Xs in the runway and cutting taxiway 
entrances. The media was kept at bay; a Chicago fire truck blinded the 
Internet camera on the nearby Adler Planetarium with a spotlight.

Daley said the deal to save Meigs was void because the Senate hadn't passed 
the O'Hare legislation. And he claimed he was saving the citizens of Chicago 
from the terrorist threat from the little lakeside airport. He later 
recanted that claim and admitted he just wanted a park. And the citizens of 
Chicago never believed the terrorist threat anyhow.

And what do the people of Chicago think about Daley's destruction of Meigs? 
They didn't like it. Some two thirds of Chicago voters disapproved of Mayor 
Daley's destruction of Meigs Field Airport, according to a scientific poll 
published in the Chicago Tribune June 16. Even a majority of Democrats 
(Daley's party) didn't like it. And more than 70 percent didn't believe the 
mayor's claim that the lakeside airport presented a terrorist threat to 
downtown Chicago.

But Daley doesn't care. Having just been reelected to a fourth term with 78% 
of the vote, and with a reputation for using city resources to punish those 
who cross him, Daley figures he can do what he wants — and he does. I wasn't 
elected to be a lover boy, he once told the press when pressed about his 
Meigs attack.

Taken from : 
http://www.aero-news.net/Community/DiscussTopic.cfm?TopicID=561Refresh=1

Paul


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Re: [Flightgear-devel] airports list

2006-03-26 Thread Paul Surgeon
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


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Re: [Flightgear-devel] airports list

2006-03-26 Thread Paul Surgeon
On Sunday 26 March 2006 13:49, David Megginson wrote:
 On 26/03/06, Paul Surgeon [EMAIL PROTECTED] wrote:
  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.

 3. Smaller airports sometimes don't use ICAO codes (though most of
 those are in the U.S.).


4. There are lots of smaller airports and airfields with no identifier code 
whatsoever (although we don't have any of those in FG).
I added about 300 missing airfields with no identifier codes to Southern 
Germany for Silent Wings. Lots of glider strips and airfields with grass/turf 
or gravel runways.

Paul


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Re: [Flightgear-devel] generic-instruments.xml and a second DME device

2006-03-23 Thread Paul Surgeon
On Thursday 23 March 2006 08:31, Ron Jensen wrote:
 It works for the Concorde in 0.9.9, I just checked.  It has an aircraft
 specific Concorde-instruments.xml containing (among other things)

Thanks Ron!
I discovered my mistake after looking at the Concorde config for an hour.
The instrumentation config file has to be included inside the sim tags 
otherwise the path tag is just treated as a property.
So there is a need for two instrumentation sections in a set file. One 
inside the sim section and one outside the sim section.

 TACAN is every bit as generic as DME or VOR.  Every military aircraft
 produced since about 1950 has had a TACAN set installed.

Sure, it's generic to military aircraft but does that mean that all civilian 
aircraft in FG should have TACAN as well?
Why aircaft like the j3cub must have  tacan, KT-70, wxradar, mk-viii by 
default is beyond my reasoning capabilities.  :)

And why are two nav radios and comms radios set up in the generic config and 
not two dme devices? There are far more aircraft with dual DME devices than 
there are aircraft with TACAN capabilities.

And then there is the mk-viii which should never have been added to the 
generic config since it's used on a very small percentage of aircraft.

Regards
Paul


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[Flightgear-devel] generic-instruments.xml and a second DME device

2006-03-22 Thread Paul Surgeon
After some debating in IRC ...

Can we please add a second DME device to Generic/generic-instruments.xml?

i.e.
  dme
namedme/name
number1/number
  /dme

It is ***NOT*** possible to create extra devices within an aircraft's local 
config files. I've tried it and it does NOT work.
All you end up with are some properties but nothing that drives them.

The majority of large airliners have a DME device per NAV radio and don't 
feature DME switching between NAV 1 and NAV 2 like a lot of the smaller 
aircraft nav systems have.
At the moment it's impossible to have two DME distances displayed in a 
cockpit.

If the tacan, KT-70, wxradar, mk-viii which are not generic can live in 
generic-instruments.xml then I see no argument against a second dme 
instrument living in there too especially if that's the only place to do it.

Thanks
Paul


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[Flightgear-devel] Re:hotspots.......

2006-03-21 Thread Paul Surgeon
Syd wrote
 :  the panel 'instrument' should be centered ... its not placed by the 
 bottom left corner like actions are  '0' would make the center of 
 the panel in the lower left corner of the panel area.
 I haven't had any problems tilting the 3d panel at any angle 
 Hope this helps.
 Syd

Thanks Syd! That seems to have done the trick.
They're not 100% accurate (you can click near them and get an hit or slightly 
inside them and not get a hit) but close enough.

Now I have to figure out why I'm not getting any e-mails from the devel list 
for the past 36 hours.

Paul


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[Flightgear-devel] Hotspots bug

2006-03-20 Thread Paul Surgeon
Hi guys

I found the problem.
The hotspot code doesn't work if you tilt the panel!
Visually the hotspots appear in the right locations but the code that picks up 
the mouse events must be at fault.
If the tilt is minor - as on the B1900D overhead panel - you can get away with 
it but on the 737-300 overhead panel it's a no-go due to the 70 degree tilt.

As soon as I tilted my hotspot panel into a vertical position it worked.
This means that I cannot use hotspots for the overhead panels on the 737-300 
until the code is fixed. Are there any other solutions for capturing mouse 
clicks or are hotspots the only way?

Regards
Paul


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[Flightgear-devel] Hotspots

2006-03-19 Thread Paul Surgeon
I'm having some problems with hotspots that I can't figure out.
I've looked at several of the FG aircraft and can't figure out what the 
problem is. My code looks like this :

snip
  backgroundAircraft/737-300/Panels/transparent-bg.rgb/background
  w512/w
  h1024/h

  instruments
instrument
  namepanel hotspots/name
  x0/x
  y0/y
  w512/w
  h1024/h
  w-base512/w-base
  h-base1024/h-base

  actions
action
  nameNav Lights/name
  button0/button
  x0/x
  y0/y
  w50/w
  h50/h
snip

The hotspots show in the right location when I press Ctrl-C however the 
actions are triggered with an offset. It's like having two overlapping 
rectangles - one is the visual hotspot and the other the receiving hotspot.
Any ideas?

Thanks
Paul


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Re: [Flightgear-devel] 737 developers - B737-300/400/500 Operations Manual und Flight Crew Training Manual

2006-03-15 Thread Paul Surgeon
On Wednesday 15 March 2006 20:01, Georg Vollnhals wrote:
 B737-300/400/500 Operations Manual und Flight Crew Training Manual :
snip
 I don't know whether it is copyprotected material, everybody has to
 decide to download or not, but at least it is for FlightGears sake :-)

 Regards

 Georg EDDW

Thanks Georg

I doubt there will be copyright issues unless we lift art work from it or 
redistribute the manuals.
How would one copyright aircraft procedures and stop others from modeling or 
replicating those procedures?  :)

Paul


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Re: [Flightgear-devel] 737 developers - B737-300/400/500 Operations Manual und Flight Crew Training Manual

2006-03-15 Thread Paul Surgeon
On Wednesday 15 March 2006 21:37, Arnt Karlsen wrote:
 ..to protect MSFS IP 'n market share?  ;o)
 No need to be naive here, do it the right way right from the start,
 ask them if we can put it in FG.

Ask them if we can put procedures into FG?
Dear sir, we would like your permission to push button A and then B and then C 
in our flight simulator project.

Give me a break ... just now someone is going to copyright the procedure to 
use a toilet and charge everyone fees.  :)

Paul


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Re: [Flightgear-devel] 737-300 development

2006-03-15 Thread Paul Surgeon
On Thursday 16 March 2006 01:22, Justin Smithies wrote:
 Hi all,
   This may sound daft but i've setup cvs on my server to hold the
 737-300 development that me , Markus and others are doing so it does not
 touch the FG model until the model authors are happy with changes etc and
 wish to commit the changes to the FG cvs.

 Anybody who has been doing new gfx or coding on the 737-300 who would like
 cvs access should email me.

 I will shortly give the url for checking out this code as soon as it is
 committed.

 Regards,
 Justin Smithies

Can you add me to the list?
I'll try get Innis' 3D shell checked in too if he's not interested in 
submitting it himself.

Thanks
Paul


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Re: [Flightgear-devel] 737-300 development

2006-03-15 Thread Paul Surgeon
On Thursday 16 March 2006 02:03, Paul Surgeon wrote:
 Can you add me to the list?
 I'll try get Innis' 3D shell checked in too if he's not interested in
 submitting it himself.

 Thanks
 Paul

Whoops ... that was meant to be off list. :)

Paul


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Re: [Flightgear-devel] 737-300 electrical systems

2006-03-14 Thread Paul Surgeon
On Tuesday 14 March 2006 02:05, Innis Cunningham wrote:
 The 737-300 is the current model that should be in the basic
 package the old model should be totally removed or just in the
 FG hangar.
 I have a partly built cockpit shell that I am working on so if you
 want I can send it to you and maybe we can workout who is
 going to do which instruments

 Cheers
 Innis

I was just going to do those 3 panels that Markus requested which are all on 
the forward overhead panel if I'm not mistaken.
Having a 3D model to place them in and hook up the hotspots would help a lot.
Maybe I'll get hooked and do the entire overhead panel.  :)

Paul


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Re: [Flightgear-devel] Re: Nasal code error? ... Nope!

2006-03-14 Thread Paul Surgeon
On Tuesday 14 March 2006 20:34, Vassilii Khachaturov wrote:
 I had this morning at least a half an hour outage, a connection refused on
 the pserver port, so it is not a DNS issue.

 Vassilii

I had the same problem with FG CVS last night - tried for 2 hours and gave up.
I got a connection refused to flightgear.org as well.
Both are working fine now.

Paul


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Re: [Flightgear-devel] 737-300 electrical systems

2006-03-13 Thread Paul Surgeon
On Thursday 09 March 2006 04:37, Markus Barenhoff wrote:
 generator bus panel (most important):
 http://www.b737.org.uk/genbuspanel.jpg

 for those of you how are interested, i've attached the current work in
 progress to this mail. it includes 2 files:

 electrical.nas : contains the used classes (should become a general
 purpose elect. framework)
 737-electrical.nas : contains the 737 specific stuff.


Markus, I twiddled my thumbs for the past two days and I've got a partly 
modeled 737-300 generator bus panel in FG.
http://www.freeimagelibrary.com/images/Surge/genbus2.png

I still have to do some work on it including modeling the animated switch 
cover in the middle but hopefully it looks good enough.

What I need now is that electrical system so I can start hooking lights and 
switches up to properties to finish the animation side off.

One thing I'm not clear on is whether Innis is working on another 737.
Are there two aircraft or just one that we're working on?
It would be a real pity to end up with two half modeled 737s.

Also can we get things into CVS? (before we end up with 5 versions on each 
person's hard disk.):)
 
Regards
Paul


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Re: [Flightgear-devel] 737-300 electrical systems

2006-03-11 Thread Paul Surgeon
On Friday 10 March 2006 00:36, Markus Barenhoff wrote:
 Paul Surgeon wrote:
  On Thursday 09 March 2006 04:37, Markus Barenhoff wrote:
  i am currently writting a simulation of the 737-300 electrical system
  for flightgear. it' s still work in progress.
  now to my question: is there someone who would like do design the
  pannels? :) it would be great to have them, for testing purposes,
  beacuse doing it the property tree is not much fun. :)
 
  2D or 3D panels?

 3D would be great, (because its all in the overhead panel), but 2D would
 also be nice. If also mailed with Justin Smithies, who is also working
 on the panels i think, maybe you should also communicate with him, so
 that you both do not the same work.

 cu markus

Any idea about the size of those panels or maybe the diameter of the gauges?
Getting the scale right the first time makes life easier otherwise you have to 
rescale, calculate new needle centers, redo the hot spots, etc.

Paul



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Re: [Flightgear-devel] 737-300 electrical systems

2006-03-09 Thread Paul Surgeon
On Thursday 09 March 2006 04:37, Markus Barenhoff wrote:
 hi there,

 i am currently writting a simulation of the 737-300 electrical system
 for flightgear. it' s still work in progress.
 now to my question: is there someone who would like do design the
 pannels? :) it would be great to have them, for testing purposes,
 beacuse doing it the property tree is not much fun. :)

 the panels i need are:

 meter panel (nice to have):
 http://www.b737.org.uk/acdcmeteringpanel.jpg

 generator and standby panel (would be cool):
 http://www.b737.org.uk/gendrivestandbypowerpanel.jpg

 generator bus panel (most important):
 http://www.b737.org.uk/genbuspanel.jpg


2D or 3D panels?

Paul


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Re: [Flightgear-devel] FlightGear on LinuxTag; Was: FlightGear Make Process: Amazing

2006-03-05 Thread Paul Surgeon
On Friday 03 March 2006 22:53, David Megginson wrote:
 On 03/03/06, Matthias Boerner [EMAIL PROTECTED] wrote:
   Next one: I know how it feels to fly a real aircraft but I've never
   used a yoke or pedals with FlightGear. Sometimes I've use other
   people's equipment with M$FS but I wasn't satisfied. The pedals I found
   there had a spring that centers the pedal position much too hard - but
   in a real aircraft (Cessna, Piper) you don't need strong initial forces
   to move the pedals out of the center position. Now: Does anyone have a
   recommendation for pedals and a yoke that he knows resemble the
   controls of a real aircraft ?
 
  if we aren't able to get any hardware for flying we can use my pedals and
  my joystick (Simped-F16/USB and ThrustMaster Hotas Cougar/USB).

 I had the CH USB yoke and pedals, but ended up donating both to our
 local charity store about a year ago.  They took up a lot of room,
 were a pain to set up, and didn't make the aircraft any easier to
 control.


 All the best,

 David


If you want decent rudder pedals then you may want to look at the Flight Link 
Jet Rudder Control Module from 
http://www.aviationsimulation.co.uk/acatalog/_Pedals.html

It costs over €2000 but they're made to Boeing specs and evidently work really 
well. They can also be mechanically linked which is useful for cockpit 
builders.

Paul


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Re: [Flightgear-devel] Seneca model is still under construction

2006-02-15 Thread Paul Surgeon
On Wednesday 15 February 2006 20:05, Torsten Dreyer wrote:
 Hi,

 some of you might remember: I'm working on a Seneca-Model. This is just to
 show you, that I am still alive.

 The 3D model:
 outside view
 http://www.t3r.de/fg/seneca/fgfs-screen-012.jpg

 another outside view
 http://www.t3r.de/fg/seneca/fgfs-screen-011.jpg

 panel
 http://www.t3r.de/fg/seneca/fgfs-screen-010.jpg
 see the pedal's texture? everything here is operative, except the
 windshield-heater ;-)

 http://www.t3r.de/fg/seneca/fgfs-screen-013.jpg
 closeup of the annunciator panel and the gear-transit warning light.

 http://www.t3r.de/fg/seneca/fgfs-screen-014.jpg
 closeup of the switch-panel

 http://www.t3r.de/fg/seneca/fgfs-screen-015.jpg
 between front-seats: the console for elevator and rudder-trim, fuel
 selectors and flap lever.

 Work to do and under construction:
 - 3d model for King HSI
 - 3d piper-style dual 50manifold pressure
 - 3d piper-style RPM
 - 3d engine-gauges (fuel/oil,CHT,EGT...)
 - 3d Autopilot Altimatic IIIc
 - textures for the switch-panel

 The FDM
 I use JSBSim with v2.0 config files. The aerodynamics sections were
 generated using DATCOM+. The results are impressive - the performance
 values are close to the original airplane.

 Work to do and under construction:
 - fine tune the aerodynamics
 - implement drag coefficients for open cowl-flaps and landing gear
 - supercharge the engines
 - get a better propeller, the propC10v I use from the c310 does not seem to
 produce enough thrust.

 Still a lot to do before this is usable - I keep you informed...

 Greetings, Torsten

Looking good!
BTW : Anti-aliasing would help a lot when you're making screenshots - you 
don't need to run with it on all the time if your card can't handle it but 
for screen grabs frame rates aren't important and it'll make those jagged 
edges look a lot better.

Paul


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Re: [Flightgear-devel] (Real) SR22-GTS Demo Flight

2006-02-09 Thread Paul Surgeon
On Thursday 09 February 2006 05:00, David Megginson wrote:
 It will be a lot of work to model the Avidyne glass cockpit in FlightGear.

If they can do it then I'm sure we can :
http://www.eaglesoftdg.com/SR22.htm
http://www.avsim.com/pages/1005/SR20/SR20.htm

Paul


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Re: [Flightgear-devel] Accessing FG tree

2006-02-04 Thread Paul Surgeon
On Friday 03 February 2006 22:31, Justin Smithies wrote:
 Hi can anyone help me out here.
 I want to write a shell script that will telnet to the FG root and read
 certain values into variables.
 It also has to be able to write new values back using telnet.

 Im trying to make a script that will run in the background and control
 certain functions on my home cockpit.

 I am just unsure how to implement the telnet bit in a script and have it
 read or write data from variables to the FG tree.

 Regards,
 Justin Smithies


Look under src/scripts and you'll find example code showing you how to do it 
in Python, Perl and C.

The Python one includes a FlightGear.py module that makes the telnet part 
pretty transparent.

Example :

from FlightGear import FlightGear

fg = FlightGear('localhost', )

# write operation
# parking brake on
fg['/controls/parking-brake'] = 1

# read operation
heading = fg['/orientation/heading-deg']


Paul


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Re: [Flightgear-devel] screenshotart.com

2006-02-04 Thread Paul Surgeon
On Saturday 04 February 2006 16:27, Josh Babcock wrote:
 Erik Hofman wrote:
  Hi,
  Screenshot Art.com, in association with the Royal Air Force Museum,
  London and the San Diego Aerospace Museum is holding the biggest
  Screenshot Art contest ever held (according to their own wording).
 
  I've added three images of FlightGear in the Un-edited section already.
 
  http://www.screenshotart.com/
  http://www.screenshotart.com/index.php?act=modulemodule=gallerycmd=scc
 at=69
 
 
  Erik

 Man, we can't compete with this kind of eye-candy. We need a feature
 contest :)

 Josh


Well if we add some eye candy features to FG we may be able to compete.

Paul


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Re: [Flightgear-devel] two scenery ideas

2006-01-25 Thread Paul Surgeon
On Wednesday 25 January 2006 21:44, flightgear wrote:
 I noticed this, too , since the landcover data actually has a large
 amount of landcovertypes that are currently ignored.
 So my question is: If somebody would brew up some new textures for these
 types, is there any reason for not using them?


The problem is that the land cover types don't contain enough info to figure 
out exactly what type of textures should be used.
Yes, we know that we need to display grass, trees, water, etc. but these types 
of textures need to be regional and not global like they currently are.

Grass or tree cover in the California doesn't look anything like it does in 
Germany. Crops in the USA look very different from those in the UK.
European cities look vastly different from cities outside of Europe.

I did start making some textures for FlightGear a couple of years ago but 
since there's no way to keep them local I stopped.
Adding nice desert textures to Nevada makes Europe look the same and no one 
could come up with a solution.

Paul


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Re: [Flightgear-devel] mapping a texture to a sphere

2006-01-21 Thread Paul Surgeon
On Saturday 21 January 2006 10:31, John Wojnaroski wrote:
 Now that I think about it, a few more interactive aircraft in the air
 might be a very nice touch and demo of the FG multi-player capability.

You may want to use a separate MP server for the 747 booth demo though.
I somehow doubt having B1900Ds, Seahawks, Piper Cubs, etc bombing runways and 
doing inverted fly-bys at KSFO would add to the realism.  :)
The FG MP sessions losely resemble the MSFS Micro$oft Zoo ... uh ... I mean 
Zone.

If we got ATC up and running we could do some pilot training and get things 
working in a bit more of a sane manner like can be seen on IVAO and VATSIM.

Paul


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Re: [Flightgear-devel] Will my updates be used/useful?

2006-01-15 Thread Paul Surgeon
On Sunday 15 January 2006 12:08, Christian Mayer wrote:
 (*) unless you want to get fancy with blending the textures, etc. pp.
 But this will create an big overhead.

Well yes but a half decent scenery engine using texture blending like the one 
in X-Plane and MSFS would do just fine and they actually run faster than FG 
when I increase the visibility to about 50km or greater.

We must be doing something wrong to get the worst of both worlds.

Paul


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Re: [Flightgear-devel] Will my updates be used/useful?

2006-01-14 Thread Paul Surgeon
On Saturday 14 January 2006 23:43, Martin Spott wrote:
 dene maxwell wrote:
  One thing I have noticed, we have alot of urban areas on very steep hill
  sides. This draping approach can cause some very unpleasant visual
  effects in these instances...the terrain looks ...stretched... like
  drawing a picture on a piece of rubber then stretching it more in one
  direction than the other, the picture becomes distorted. Have you noticed
  this?

 Sure we do  :-)  If you have a clever concept of how to deal with these
 cases I'd be ahppy to hear.

When TerrorGear does the UV mapping calculations on the terrain polys it 
should take the terrain slope into account.
Flat ground = standard resolution
More slope = higher resolution

Paul


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Re: [Flightgear-devel] Will my updates be used/useful?

2006-01-10 Thread Paul Surgeon
On Tuesday 10 January 2006 09:14, [EMAIL PROTECTED] wrote:
  It seems most of the mechanisms to provide changes in a format that can
  be submitted to the World Scenery Database (WSD) are based around *nix
  systems and programs. Will I ( as a win32 users) be able to submit in a
  useful/usable form, my updates, that I have used Fred's FGSD to produce?

 A recent (within the last week?) discussion in the fgsd-devel mailing list
 was about this.  The goal is for fgsd to be able to output data in a format
 that can then be incorporated into the scenery database (in addition to
 being able to output .btg files as at present).

 In the absence of this, free GIS interfaces are an option, I suppose --
 they exist for Windows just as they do for Linux etc.

 -c


All of the Open Source GIS apps that I am aware of are ported and distributed 
in ready to run binary packages for Windows users.
Examples : GRASS, FWTools  (gdal, OpenEV), QGIS, etc.

Most of the users of open source GIS applications are Windows users who don't 
understand how to configure or build software so it only makes sense to 
provide them with ready to run applications.

Paul


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Re: [Flightgear-devel] World Custom Scenery Project launched

2006-01-09 Thread Paul Surgeon
On Monday 09 January 2006 12:25, Ralf Gerlich wrote:
 Note that, in order to be able to submit your data to the database later
 on, you need to use suitable digitising methods. Due to technical
 reasons we will not be able to accept modifications based on the current
 version of FlightGear Scenery Designer (v0.3.x) or in the form of binary
 scenery files (.btg). However, as  it seems, Frederic Bouvier is already
 working towards an interfacing possibility for fgsd.

Sounds great!

Obviously a FlightGear oriented app for editing the geospatial data would be 
ideal but how about writing a QGIS plugin to work with QGIS and GRASS?

I'm not sure which would be more work to achieve but I recently discovered the 
GRASS plugin for QGIS which allows you to edit and digitize GRASS data inside 
the nice and friendly QGIS GUI.
Here's a flash demo showing what it looks like and how it works.
http://qgis.org/flash/flashwrapper.php?filename=grass_plugin1.swf

Paul


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Re: [Flightgear-devel] Texture compression experiments in plib

2006-01-09 Thread Paul Surgeon
On Monday 09 January 2006 22:11, Christian Mayer wrote:
 Tiago Gusmão schrieb:
  Altough s3tc is quite widespread, since we are using 2^n sided textures,
  it should be trivial to add support to down-size sides by 2^n if the
  user wishes so, at the expense of longer loading time. We could also
  provide a way to convert the actual files.
  Models could also be LODed during loading time, but that's more
  complicated.
  Just a few ideas..

 Yes, that's probably the best idea. And PLIB supports rescaling already
 IIRC (but does it only when it's too big to be accepted by the OpenGL
 driver).

 CU,
 Christian


Well there is still lots of merit in using texture compression. It also allows 
us to stuff a lot more textures (or higher resolution ones) into VRAM even on 
higher end cards.

Sticking over 300MB of textures into 128MB of VRAM is quite feasilble and 
would be really handy if there are lots of MP aircraft flying around with 
30MB of aircraft skin textures or if we ever get around to adding some photo 
scenery to selected areas.

Instead of downsizing and throwing away huge amounts of resolution we can make 
better use of VRAM instead. All that downsizing textures is going to do for 
us is turn our nice crisp textures into blurries.

Paul


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Re: [Flightgear-devel] Lessons in FlightGear

2006-01-05 Thread Paul Surgeon
On Thursday 05 January 2006 01:54, Christian Mayer wrote:
 The school works by simulating an instructor who speaks (via voice and
 text) to the student. He first flys a lesson and then let the student
 fly exactly the same commenting everything that goes well and that goes
 bad.


That's exactly what I started doing but ...

Problem 1  (external app) :
Having the training session as a separate network app instead of being 
integrated into FG is going to put off a lot of less technically minded 
people.
It requires that the user first install Python + pyao + pyogg + pyvorvis.
Then they have to install the training packages and try to start FG together 
with the simulator.
I'd much rather code it in Nasal have it part of the FG package itself or as 
an addon that can be unzipped into the FG tree and run as is.

Problem 2 (Nasal approach) :
I'd really like to use Nasal but there is no sane way to play audio files via 
Nasal. Creating hundreds of properties in the property tree tied to audio 
files isn't a nice solution.
Also FlightGear doesn't support Ogg Vorbis files as far as I know and having a 
lot of audio feedback from the instructor is vital and certainly makes the 
whole process a lot more realistic and enjoyable.
I'm getting a 10:1 reduction in file size using the Ogg Vorbis format on my 
instructor recordings.
Files that are 0.5MB in WAV format compress down to about 35KB in Ogg Vorbis 
format and I can't tell the difference in quality.

At the moment I'm at a standstill trying to figure out what to do.
This external app thing is going to become a problem and I don't want to 
invest a lot of time into it and then have to recode everything in Nasal 
later.

Paul


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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread Paul Surgeon
On Thursday 05 January 2006 21:13, Durk Talsma wrote:
 I haven't firmly
 decided yet, but I'm considering starting to tackle airway following code,
 which is in a way quite similar to the ground network.

Now that would be amazing. No other desktop sim has AI flying realistic 
flightplans along airways.

Of course we may not be flying airways in real life for much longer with all 
the GPS and automated routing ideas floating around.
Maybe GPS direct isn't so far fetched after all.

Paul


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