Re: [Flightgear-devel] External Cargo, was: Re: screenshots (and snapshots)

2007-12-19 Thread Vivian Meazza


 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On 
 Behalf Of Maik Justus
 Sent: 18 December 2007 23:12
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] External Cargo, was: Re: 
 screenshots (and snapshots)
 
 
 Hi Viviam,
 Vivian Meazza schrieb am 18.12.2007 23:41:
  I've just a few moments ago added a few lines of code to 
 AIBallistic 
  which apply an external force (using the same math as 
 above). The rest 
  works as before. I just need few properties to set the 
 magnitude and 
  vector of the external force and it will be done, at least for 
  testing.
 Thank you, very good. Is it possible to pass the forces in the earth 
 fixed coordinates axes base? (in Newton or pof)?

I'm planning, and have tested the passing of the force in terms of magnitude
(pound force), azimuth (degrees, north = 0) and elevation (degrees,
horizontal = 0, up = 90). I hope this is what you need, and can work with.

  It's trivial
  really, but I'm assuming that the external force applies no 
 rotational 
  force to the object.
 I think this could be easily faked. e.g. new_roll = old_roll + 
 cos(old_roll) * force_in_y_direction * a_magic_constant * dt 
 but i f I read the code correctly, yaw and hdg are pointing 
 at the speed 
 direction (slightly filtered)? Therefore we need something 
 like _elevation = atan2(force_in_z_direction,force_in_x_direction)
 and then your filter to add some inertia?

Right now there are 2 options - 1, the ballistic object aligns with the
velocity vector (damped), or 2, it remains static. These options both work
with the new code. I think option 1 will do for an under slung load?
 
  I haven't a great deal of time available in the run up to 
 Christmas so 
  no promises on completion.

 Same here. I will have very limited access to my computer (family 
 visiting tour). Fortunately my computer is a notebook, but I 
 am not sure 
 if there is any space in the car for my joystick.

We have a horde of family visitors over the coming days - all competing for
my time and the computer. We'll see how much can be done (not a lot I
expect).

Vivian



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Re: [Flightgear-devel] External Cargo, was: Re: screenshots (and snapshots)

2007-12-18 Thread Vivian Meazza
Maik Justus

 Sent: 18 December 2007 21:02
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] External Cargo,was: Re: 
 screenshots (and snapshots)
 
 
 Hi,
 Vivian Meazza schrieb am 18.12.2007 00:27:
   Maik wrote

  Hi,
  Melchior FRANZ schrieb am 17.12.2007 02:18:
  
  * Georg Vollnhals -- Monday 17 December 2007:


  Just now (!!!) remembering Torsten's Dragonfly banner-trick (!!!)
  which is pretty similar:
  
  
  Yes, it's clearly a job for Maik's winch/anchor feature. He has
  already lifted me via MP: I was in a sgs233, and Maik 

  lifted me with a
  
  bo105. There's just no visible rope (yet).
 


  Can an external force be added to the AIBallistic Objects?
  
 
  I don't see why not. Just designing on the back of an envelope - we 
  already have one - wind. So in principle we add something 
 like another 
  wind.
 
  Not in the next few days though.
 
  Vivian

 I had a look to AIBase.?xx and AIBallisitic.?xx. I think all 
 we need is 
 already there. The objects speed can be modified by a Nasal script. 
 YASims winch/aerotow/anchor can be connected directly to any 
 AI object 
 and (with some Nasal code, which copies the location) to 
 anything else. 
 The force on the other object is calculated and stored in the 
 property 
 tree. Some Nasal code only need to take this force, multiply it by dt 
 and divide it by the objects mass and add the result to the objects 
 speed (which need to be converted to (and afterwards back from) the 
 earth-coordinate system). If we use a AIBallistic object, the gravity 
 and drag effects would be calculated automatically.
 Therefore external cargo missions, SAR missions or even banner-towing 
 with realistic forces on the aircraft should be possible with fg1.0.0
 

I've just a few moments ago added a few lines of code to AIBallistic which
apply an external force (using the same math as above). The rest works as
before. I just need few properties to set the magnitude and vector of the
external force and it will be done, at least for testing. It's trivial
really, but I'm assuming that the external force applies no rotational force
to the object. I haven't a great deal of time available in the run up to
Christmas so no promises on completion.

Vivian



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Re: [Flightgear-devel] screenshots (and snapshots)

2007-12-17 Thread Vivian Meazza
 Maik wrote

us
 Sent: 17 December 2007 19:31
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] screenshots (and snapshots)
 
 
 Hi,
 Melchior FRANZ schrieb am 17.12.2007 02:18:
  * Georg Vollnhals -- Monday 17 December 2007:

  Just now (!!!) remembering Torsten's Dragonfly banner-trick (!!!) 
  which is pretty similar:
  
 
  Yes, it's clearly a job for Maik's winch/anchor feature. He has 
  already lifted me via MP: I was in a sgs233, and Maik 
 lifted me with a 
  bo105. There's just no visible rope (yet).
 

 Can an external force be added to the AIBallistic Objects?

I don't see why not. Just designing on the back of an envelope - we already
have one - wind. So in principle we add something like another wind.

Not in the next few days though.

Vivian



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Re: [Flightgear-devel] missing fsfgdb files in base package?

2007-12-16 Thread Vivian Meazza
Durk Talsma

 Sent: 16 December 2007 06:20
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] missing fsfgdb files in base package?
 
 
 On Sunday 16 December 2007 05:51, Curtis Olson wrote:
 
  Perhaps a short term fix would be to simply move the lights so they 
  align properly with the existing terminal building.  An 
 even simpler 
  fix would be to temporarily remove them until after the 
 release.  I've 
  only had a chance to take a brief look around the new scenery so I 
  hope there aren't other significant issues as well.  I did notice 2 
  doubled up glide slope structures between the ends of 28L and 28R.
 
 For now, I've commented-out all references to the light-pole 
 in the default 
 scenery related stg files. While at it, I also took the 
 liberty of commenting 
 out the static aircraft, as they (at least the 747) were 
 occasionally overrun 
 by AI traffic. I hope these changes are acceptable to 
 everyone. If not, it's 
 fairly easy to undo them. For that reason, I decided to go 
 ahead and commit 
 these changes to the base package, so everybody will have a 
 chance to look. 
 
 In general, I do consider the new scenery an improvement, and 
 considering that 
 this release will ship under the V1.0 number a good argument 
 for trying to 
 get as many aspects of the program up to date as possible. 
 For now, I really 
 hope that the seahawk missing texture file really is the only 
 correction 
 we're waiting for.
 
 FWIW, I'm probably out of email contact until tonight, as my 
 father and my 
 sister (along with her family) will be visiting today. 
 Hopefully we can roll 
 up the base package tonight.
 

As I have already said, I have no missing Seahawk file here, but if someone
would please just say which one is missing I'll upload it immediately. 

Vivian 



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Re: [Flightgear-devel] BUG(S) with new(?) KSFO scenery in cvs

2007-12-15 Thread Vivian Meazza
Durk Talsma

 Sent: 14 December 2007 07:54
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] BUG(S) with new(?) KSFO scenery in cvs
 
 
 On Friday 14 December 2007 00:02, Stewart Andreason wrote:
  Also, at KOAK Oakland, looking at the AI Traffic 
 congregating around 
  the terminal, would look better if the building were there. Perhaps 
  nobody has built it yet?
 
  I have also seen a 747 sitting on top of a 737 on top of some third 
  plane at N37*43.34 W122*13.12 but since it is not always there, I 
  assume it is another AI traffic bug. Also, I have seen up to 4 
  airplanes at the NW terminal at KSFO sitting 50 feet off the ground.
 
 
 I just committed a first set of changes that makes the ground 
 network more 
 consistent with the new airport layout. But I still need to 
 do a second pass 
 and update the parking locations, so they're not partially 
 overlayinig the 
 terminal building. I'll try to get that done before the release.
 
 When you see stacked aircraft, that's usually a sign of 
 overflow (i.e. more 
 aircraft present than there are parkings available. If you 
 see it, can you 
 let me know around what time of day it occurs? So that I can 
 have a look and 
 see what kind of parkings need to be added. I assume that 
 this is at KSFO?
 
 I'm off to a conference in a few minutes, and probably won't 
 be in email 
 contact for today and much of tomorrow. Assuming Vivian 
 manages to update the 
 remaining Sopwith Camel animations, and I manage to get the 
 groundnetworks 
 updated, I think we're ready to roll on Saturday.
 

There is lots I would like to do on the Camel, but these can wait. It's now
fit for plib release, but in making it so it's now broken in OSG. Over the
next couple of days I will try and make it work in both, and see what else
can be improved. Meanwhile, as I said, it is ready to go.

Vivian



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Re: [Flightgear-devel] Release in progress

2007-12-15 Thread Vivian Meazza
Durk Talsma

 Sent: 15 December 2007 20:07
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Release in progress
 
 
 On Saturday 15 December 2007 20:46, Melchior FRANZ wrote:
  * AnMaster -- Saturday 15 December 2007:
   Yes but tar ball have been made [...]
 
  But they aren't released. Can still be fixed.
 
 
 Agreed. The missing file has already been committed by Syd 
 Adams. Now I'm 
 getting the following: 
 
 WARNING: ssgSGIHeader::: Failed to 
 open 
 '/home/durk/src/FlightGear-0.9/data/Aircraft/dhc2/Models/chrome1.rgb' 
 for reading.
 Object RLHFdoor.glass not found
 
 Doesn't seem to be a major problem, because I don't see 
 anything obviously 
 wrong with the model. Might be good if Syd could check.
 
 Assuming that the error above points to only a very minor 
 problem, I guess the 
 only issue is one missing file on the seahawk. 
 

Hmm - if I could find a missing file in the Seahawk, I'd fix it

And there is a major issue with the chrome shader in the Camel - seems as if
it makes the windscreen opaque in some systems - but not here.

Vivian 



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Re: [Flightgear-devel] screenshots (and snapshots)

2007-12-14 Thread Vivian Meazza
gerard robin

 Sent: 14 December 2007 15:31
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] screenshots (and snapshots)
 
 
 On ven 14 décembre 2007, Melchior FRANZ wrote:
  For a new release, especially one with version number 1.0, 
 we should 
  provide some new screenshots for the website. Normally, 
 Curt would ask 
  for that, but as he is/was away for a few days, I start with this 
  reminder. Screenshots should ...
 
 SNIP
 
  Here's the result of a quick test with the A-10 near KNID. It isn't 
  spectacular, but you can see that there's full antialiasing 
 and still 
  a nice shadow effect. This would have been quite hard (though 
  possible!) with a real A-10 flight.
 
http://members.aon.at/mfranz/a10.jpg  [32.9 kB]
 
  m.
 
 yeah, i have one,:)   
 It could be a tale the Alouette and the Cow 
 http://pagesperso-orange.fr/GRTux/Alouette_III-img4.jpg
 
 (only a joke)
 

Hey - a cow!!! First time I've seen one. Not bad at all :-)

Vivian



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Re: [Flightgear-devel] Bleriot - Sopwith Camel?

2007-12-13 Thread Vivian Meazza
AJ MacLeod wrote:

 Sent: 13 December 2007 20:19
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Bleriot - Sopwith Camel?
 
 
 On Thursday 13 December 2007 19:52:18 Durk Talsma wrote:
  In light of some recently uncovered problems related to the 
 bleriot, 
  how about making a last minute decision to replace it with 
 the sopwith 
  camel? I just checked the aircraft, and can confirm that it doesn't 
  segfault by switching on aircraft shadows.
 
 Hi Durk,
 
 I'd be very happy to see the Camel getting some exposure, but 
 my only worry is 
 that it was developed for OSG... it doesn't use any 
 particularly special 
 OSG-only effects, but last time I looked some of the control 
 animations were 
 broken in PLIB.
 
 They work perfectly in OSG, and of course we could probably 
 rewrite them for 
 plib, but I don't think I'll have time in the next day or two 
 :-(  Unless 
 Vivian can?
 

Needs a bit of work to make the animations right. Hmm - don't know what's
required right now - but I could perhaps do it tomorrow sometime.

Lot's and lots of vertices, and no easier to fly than the original!

If Durk can give us a little time?

Vivian



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Re: [Flightgear-devel] Bleriot - Sopwith Camel?

2007-12-13 Thread Vivian Meazza
Durk 

 Sent: 13 December 2007 22:34
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Bleriot - Sopwith Camel?
 
 
 On Thursday 13 December 2007 23:13, Vivian Meazza wrote:
 
  If Durk can give us a little time?
 
 
 Sure, no problem.
 
 
OK - I've fixed the main issue - the control stick - in cvs. Now for the
minor ones.

V.




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Re: [Flightgear-devel] Release update

2007-12-12 Thread Vivian Meazza
Durk 

 Sent: 11 December 2007 19:16
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Release update
 
 
 On Tuesday 11 December 2007 14:48, Melchior FRANZ wrote:
  * Durk Talsma -- Tuesday 11 December 2007:
   As it looks right now, either tonight, or Thursday 
 evening will be 
   my two windows of opportunity this week.
 
  I would rather go for Thursday, then. It's only known for a 
 short time 
  which aircraft are planned to go in, and even today and yesterday 
  there were commits made to them. I could imagine that some want to 
  make some last fixes and improvements. A release number of 
 1.0 may not 
  mean much to some people here, but it *does* mean something 
 for a lot 
  of the people out there, and I expect a lot more attention to a 
  FlightGear v1.0 release than to a 0.9.11 one. We might get more 
  reviews in more important places, and it can't hurt to polish some 
  more. (And I committed a code change yesterday that could 
 still turn 
  out to have broken something. It would be a disaster if we had to 
  release 1.1 a week after 1.0.  :-)
 
 
 Okay, since I've gotten a few requests to roll up the tar 
 files on Thursday, 
 let's do that. I usually try to make sure that I'm around for 
 a little while 
 after a major commit, in case something goes wrong. 
 Therefore, I will commit 
 all the required changes to make the release happen today 
 (makefile, and 
 configure stuff), but wait with tagging CVS and rolling up 
 the tar files on 
 Thursday.
 

I've just updated the Seahawk in preparation for the release, and noticed a
couple of thing:

1. Nav-lights seem to be broken across MP. I haven't been able to fix it,
but I note that in multiplaymgr.cxx it's a float, but everywhere else it's
a bool. I don't know if this is the cause, but anyway I've put a
workaround into the Seahawk.

2. I still have stepping clouds here on start-up or when changing weather
scenarios. The fix is trivial - I've worked with Tim Moore on a patch.

Finally, I still get a crash if FG runs long enough. It _seems_ as if this
can be avoided if I disable Traffic Manager, but it might just be hastening
the inevitable end.

Regards

Vivian 


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Re: [Flightgear-devel] Release update

2007-12-12 Thread Vivian Meazza
Anders Gidenstam

 Sent: 12 December 2007 14:59
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Release update
 
 
 On Wed, 12 Dec 2007, Vivian Meazza wrote:
 
  I've just updated the Seahawk in preparation for the release, and 
  noticed a couple of thing:
 
  1. Nav-lights seem to be broken across MP. I haven't been 
 able to fix 
  it, but I note that in multiplaymgr.cxx it's a float, but 
 everywhere 
  else it's a bool. I don't know if this is the cause, but 
 anyway I've 
  put a workaround into the Seahawk.
 
 Hi,
 
 I'm pretty sure the types have to match for the property to 
 be sent over MP. 
 If most aircraft use bool for nav lights it is probably a 
 good idea to 
 change the type in multiplaymgr.cxx. (Bool does sound more 
 logical to me, 
 but none of my aircraft include proper nav lights yet so I 
 don't know much 
 about these.. :)
 

Yes, I think that's the case, but I've changed the type in multiplaymgr.cxx
to bool, and that doesn't fix it. I'm not sure what to do next.

Vivian 


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Re: [Flightgear-devel] Release update

2007-12-11 Thread Vivian Meazza
Melchior wrote:

 -Original Message-
 Sent: 11 December 2007 13:49

 Subject: Re: [Flightgear-devel] Release update
 
 
 * Durk Talsma -- Tuesday 11 December 2007:
  As it looks right now, either tonight, or Thursday evening 
 will be my 
  two windows of opportunity this week.
 
 I would rather go for Thursday, then. It's only known for a 
 short time which aircraft are planned to go in, and even 
 today and yesterday there were commits made to them. I could 
 imagine that some want to make some last fixes and 
 improvements. A release number of 1.0 may not mean much to 
 some people here, but it *does* mean something for a lot of 
 the people out there, and I expect a lot more attention to a 
 FlightGear v1.0 release than to a 0.9.11 one. We might get 
 more reviews in more important places, and it can't hurt to 
 polish some more. (And I committed a code change yesterday 
 that could still turn out to have broken something. It would 
 be a disaster if we had to release 1.1 a week after 1.0.  :-)
 


I still have some tinkering to do on the Seahawk, since it's the first time
this has appeared in the base package - Thursday please.

Vivian


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Re: [Flightgear-devel] Building FlightGear, once again

2007-12-10 Thread Vivian Meazza
Jon S. Berndt

 Sent: 10 December 2007 01:28
 To: Flightgear-Devel
 Subject: [Flightgear-devel] Building FlightGear, once again
 
 
 For the first time in a very long time, I have a system on 
 which I should be able to build and run FlightGear. I had a 
 script some time ago that handled updating plib, simgear, and 
 flightgear from cvs, and then built compiled that. I think 
 things have changed quite a bit.
 
 I've got Cygwin and MS Visual C++ Express 2005. Which one 
 would be better for me to use? How different is the build 
 process at this time from what is was a few years ago?
 
 Where is the best resource on the FlightGear web site for me 
 to refer to for building FlightGear on Windows?
 

Last time I tried (some time earlier this year) OSG wouldn't compile under
Cygwin due to compiler version incompatibilities. I was forced to change to
MSVC8, and haven't regretted it - the necessary project files for FG are
supplied in cvs (although they aren't always up to date), and MSVC8 has a
nice editor for xml and C++ (works quite well for Nasal too). Running FG
under Cygwin has a performance penalty. On the other hand Cygwin is still
needed for terrasync, and I have not found a method of applying patches
under Windows, not that I've looked very hard - Cygwin does just fine.

HTH

Vivian 



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Re: [Flightgear-devel] [PATCH] wxradar bug fix and added feature

2007-12-09 Thread Vivian Meazza
Melchior FRANZ wrote

 Subject: Re: [Flightgear-devel] [PATCH] wxradar bug fix and 
 added feature
 
 
 * Csaba Halász -- Sunday 09 December 2007:
  Any ideas? Should we put in a comma-separated list of 
 symbolic names?
 
 Not comma, but yes, I think that's the best thing. There 
 should IMHO already be a name/number list in AIBase.hxx. Then 
 the property could do what we do with logging classes:
 
   /sim/logging/classes {STRING} = terrain|astro|flight|input|gl[...]
 
 Of course, these names can also change between releases, but 
 they are at least readable and consistent in all of fgfs. The 
 question is, should there be shared flags, as in:
 
   { ship,  0x0001, }
   { aircraft,  0x0002, }
   { seaplane,  0x0003, }   // ship and aircraft?
   { carrier,   0x0005, }
 
 I wouldn't mind committing your patch as a temporary 
 solution, if you want to make sure that the functionality is 
 in the release. But I think this should be fixed in the long run.
 

I'm not cleat what type of radar we are modelling that can distinguish
between ships and carriers or seaplanes and aircraft, or even want to. There
are radars which can distinguish between carrier/ships and
seaplanes/aircraft. Mind you I have spent even less time than anyone
thinking about this. So far.

Vivian 



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Re: [Flightgear-devel] Google Earth scenery

2007-12-09 Thread Vivian Meazza
AnMaster wrote

 Sent: 09 December 2007 21:21
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Google Earth scenery
 
 
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512
 
 Gijs de Rooy wrote:
  Hi,
   
  I know there was/is a discussion about using real photo's as 
  FlightGear textures. Google Earth was one of the softwares that are 
  usable for our scenery. We know the pictures are 
 copyrighted, but we 
  may use them in FlightGear because:
   
  - FlightGear is non commercial software (non paid).
   
  And when we read this Google-quote we got the idea we may use the 
  pics...
   
  You can personally use an image from the application (for 
 example on 
  your website,
  on a blog or in a word document) as long as you preserve 
 the copyrights and attributions 
  including the Google logo attribution. However, you cannot 
 sell these to others, provide 
  them as part of a service, or use them in a commercial 
 product such as a book or TV 
  show without first getting a rights clearance from Google.
 
 As you can sell GPL software (for example sell CDs with it 
 on) google's license would not be GPL compatible I belive. 
 But I'm not a lawyer.
   
  My English is not perfect so I may read these sentences on a wrong 
  way. Please tell me if so.
   
  After all we just need someone who write Google to ask permission. 
  Here's the aplication form: 
  http://services.google.com/permissions/application :)
  

We have already asked permission, altough soemtime ago now, and were
refused. 

Regards

Vivian



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Re: [Flightgear-devel] multiplayer generic properties

2007-12-08 Thread Vivian Meazza
AnMaster

 Sent: 08 December 2007 14:02
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] multiplayer generic properties
 
 
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512
 
 Vivian Meazza wrote:
  Anders has a really neat bit-mask utility which allows the 
  transmission of up to 32 bools in one int property - much 
 neater for 
  light switches and the like.
  
  Vivian
  
  P.S. - by tradition we bottom-post on the devel list
 
 However for those aircrafts that I considered for lights they 
 were not on/off but had birghtness setting too, check the 
 A-10 and A-6E for example.
 

Even better - for that there's nice slow signal interface using TDM - needs
a pair of properties, preferably int. Panel light, nav lights, etc etc. In
theory unlimited, but about 8 is practical.

Vivian



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Re: [Flightgear-devel] multiplayer generic properties

2007-12-08 Thread Vivian Meazza
AnMaster

 Sent: 08 December 2007 11:55
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] multiplayer generic properties
 
 
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512
 
 Yes, I already made a patch (see [Flightgear-devel] Patch 
 for Harrier: making it's thrust vector work over mp) for the 
 harrier that makes use of this :)
 
 And I can think of several other aircrafts that could make 
 use of this. For example position lights/anti-collision 
 lights of some aircrafts. Would make formation flying in the 
 dark over mp simpler.
 
 Regards,
 
 Arvid Norlander
 
 Melchior FRANZ wrote:
  After Maik has clued me up about multiplayer properties -- 
 that only 
  those are transmitted, which actually exist at init time 
 (which is why 
  they need to be defined in the *-set.xml file), it was time to add 
  some generic properties for internal communication. That is: 
  properties which aren't dedicated to a particular function, 
 but can be 
  used by an aircraft to send data to its mirror instances over MP.
  
  There are for now:
/sim/multiplay/generic/string[0-9]
/sim/multiplay/generic/float[0-9]
/sim/multiplay/generic/int[0-9]
  
  Of course, this should be used sparingly. If you need to transmit a 
  path, don't transmit the full path, but only the parts that 
 are really 
  necessary. For example, the bo105 will only transmit foo, when it 
  actually means Aircraft/bo105/Models/Variants/foo.xml.
  The prefix and the .xml postfix will be stripped. There's 
 still the 
  possibility to transmit ../../foo if for some reason I 
 want to refer 
  to a file elsewhere. (I didn't add double/long/bool, as 
 they would be 
  transmitted as float/int/int, anyway.)
  
  In one of the next protocol revisions, we won't have to 
 transmit these 
  single-shot properties in every package (, I hope :-).
  
  m.

Anders has a really neat bit-mask utility which allows the transmission of
up to 32 bools in one int property - much neater for light switches and the
like.

Vivian

P.S. - by tradition we bottom-post on the devel list



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Re: [Flightgear-devel] Chat Menu and fix for chat repetition bug

2007-12-08 Thread Vivian Meazza
Stuart Buchanan

 Sent: 05 December 2007 08:19
 To: FlightGear Dev
 Subject: [Flightgear-devel] Chat Menu and fix for chat repetition bug
 
 
 Hi All,
 
 The latest and greatest chat menu system is now available. I 
 have added a couple of new features and fixed a number of bugs:
 
 - The chat menu automagically creates messages that include 
 the nearest airport, the current runway in use (based on the 
 current weather conditions), and information about your 
 aircraft and location. For example Half Moon Bay Traffic, 
 G-FGFS is type Cessna, inbound from the south-west at 
 4,000ft, straight in approach runway 30, 4 miles to run. 
 - The chat repetition bug should now be completely fixed 
 (though I have only seen it twice, so I can't be 100% certain).
 - Going backwards and forwards through the message tree is 
 now more reliable.
 
 The patch consists of a number of files (from
 http://www.nanjika.co.uk/flightgear/chatmenu.tar.gz):
 - multiplayer.nas: a complete replacement for Nasal/multiplayer.nas
 - chat-menu.xml: a new dialog to be placed under gui/dialogs
 - chat-menu-entries: an XML file defining the various chat 
 messages, based on CAP-143 (UK standard radio phraseology). 
 To be placed under ATC/
 
 The patch also changes a small number of other files, for 
 which diffs are included below.
 
 As Melchior doesn't spend much time using Multiplayer, he has 
 asked that I post to the list, so someone with more MP 
 experience can review and commit it to CVS.
 
 I think this is a big improvement over the current broken 
 chat implementation and improves the MP experience 
 significantly. I'd therefore ideally like it to be included 
 in the release. As the patch is non-trivial, I'd appreciate 
 it if it could be committed so that plenty of people can have 
 the chance to try it out before the release.
 
 Thanks
 
 -Stuart
 
 Index: preferences.xml 
 ===
 RCS file: /var/cvs/FlightGear-0.9/data/preferences.xml,v
 retrieving revision 1.256
 diff -u -r1.256 preferences.xml
 --- preferences.xml   4 Dec 2007 13:12:15 -   1.256
 +++ preferences.xml   5 Dec 2007 07:58:48 -
 @@ -472,6 +472,7 @@
 chat type=stringHello/chat
 transmission-freq-hz 
 type=string11850/transmission-freq-hz
 chat-display type=bool userarchive=ytrue/chat-display
 +   chat-menu include=ATC/chat-menu-entries.xml/
/multiplay
  
user
 
 Index: menubar.xml 
 ===
 RCS file: /var/cvs/FlightGear-0.9/data/gui/menubar.xml,v
 retrieving revision 1.68
 diff -u -r1.68 menubar.xml
 --- menubar.xml   4 Dec 2007 10:51:45 -   1.68
 +++ menubar.xml   5 Dec 2007 07:57:44 -
 @@ -162,6 +162,14 @@
 /binding
/item
  
 +  item
 +   labelChat Menu/label
 +   binding
 +commanddialog-show/command
 +dialog-namechat-menu/dialog-name
 +   /binding
 +  /item
 +
   /menu
  
   menu
 
 Index: keyboard.xml 
 ===
 RCS file: /var/cvs/FlightGear-0.9/data/keyboard.xml,v
 retrieving revision 1.103
 diff -u -r1.103 keyboard.xml
 --- keyboard.xml  26 Nov 2007 17:55:28 -  1.103
 +++ keyboard.xml  1 Dec 2007 10:08:51 -
 @@ -352,7 +352,17 @@
/mod-up
   /key
  
 - key n=46
 +  key n=45
 +name-/name
 +repeatable type=boolfalse/repeatable
 +descCompose Chat/desc
 +binding
 +   commanddialog-show/command
 +   dialog-namechat-menu/dialog-name
 +/binding
 +  /key
 +
 +  key n=46
name./name
descRight brake/desc
binding
 @@ -773,6 +783,16 @@
/mod-up
   /key
  
 +  key n=95
 +name_/name
 +repeatable type=boolfalse/repeatable
 +descCompose Chat/desc
 +binding
 +  commandnasal/command
 +  scriptmultiplayer.compose_message()/script
 +/binding
 +  /key
 +
   key n=97
namea/name
descIncrease speed-up./desc
 
 

I've tested this all with Start, and after some changes and bug fixes it is
now in cvs-head. Unfortunately, my cvs client has crashed, and I can't
backport it to plib until tomorrow.

Vivian



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Re: [Flightgear-devel] Aircraft Downloading and Quality

2007-12-07 Thread Vivian Meazza
Err ... there's a 2D exterior?
 
And a 3D cockpit is not necessarily better than a 2D. 2D is less demanding
on frame rate, and can be just as effective as a 3D cockpit. And some of
those are by no means brilliant. Horses for courses.
 
Our most detailed ac need high end computers to run on, with good graphics
cards. Not everyone has such a machine, and we have to have regard for them.
 
 
Vivian

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gijs de
Rooy
Sent: 07 December 2007 14:30
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Aircraft Downloading and Quality


 Nice idea!
 
 Why not add a system like: 5 stars for a very complete
 aircraft like the Senecca II or one for the not so
 goog like the fokker 70/100?
 
 So everyone can see, where is potential to develop?!
 
 Regards
 HHS
 --- Hans Fugal [EMAIL PROTECTED] schrieb:
We could give a star for every single part of the development stadia. One
start for the 3D Cockpit, one star for the Painting, One star for the 3D
Model, One star for the flying performances etc. So if a plane has a 3D
Cockpit and an 3d exterior model it gets 2 start by example.
 
PS: If this is added, we may add also something wich let users rate the
aircraft?


  _  

Windows Live Messenger het beste van de toekomst Download NU! Windows Live
Messenger!
http://imagine-msn.com/messenger/launch80/default.aspx?locale=nl-nlsource=
joinmsncom/messenger  

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Re: [Flightgear-devel] Aircraft Downloading and Quality

2007-12-07 Thread Vivian Meazza
Gerard robin wrote

 Sent: 07 December 2007 15:44
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Aircraft Downloading and Quality
 
 
 On ven 7 décembre 2007, Heiko Schulz wrote:
   Yes we must not talk about artistic competences
   (here the msfs models are
   better  :(  ), only to answer the question: does the
   model simulate the  real
   one ?which degree of simulation ?
 
  Right I think- eye candies are only one small part of
  being realistic, but if we want to be serious, we
  should attend this.
 
  Problem: how should we find out how realistic a
  aircraft is? Not all aircrafts here are based on save
  datas or have a real pilot as developer?!
 
  Regards
  HHS
 
 An answer only for fun:
 
 Yes the f16 is based on save data  ( partly yes , however,  it is )
 


Sorry, run that hog by me again - what is save data?

Vivian



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Re: [Flightgear-devel] FlightGear prerelease

2007-12-07 Thread Vivian Meazza
Georg Vollnhals

 Sent: 07 December 2007 16:10
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] FlightGear prerelease
 
... Snip ... 

  2. Aircraft shows up under a carrier on reset
  This happens when I reset FlightGear (Shift-ESC) on Nimitz.


This is a bug which we never got around to fixing, so I guess we should call
it a feature now.

Vivian  



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Re: [Flightgear-devel] Aircraft selection summary

2007-12-06 Thread Vivian Meazza
Durk Talsma wrote:

 Sent: 06 December 2007 08:31
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] Aircraft selection summary
 
 
 I wasn't able to jump in yesterday, but I've been following 
 the aircraft 
 selection disscussion closely. Below is a first attempt at 
 compiling a new 
 list based on the various suggestion made by everybody, and 
 weighted by me 
 based on my general impression of consensus. 
 
 737-300             - 787
 
 I think Jon Berndt suggested keeping the 737, but a few 
 people suggested 
 replacing it by the 787, which seems to be our most complete 
 jetliner. I like 
 to follow that suggestion. 
 
 A-10
 
 As far as I can see, nobody suggested replacing this 
 aircraft. So I guess we 
 keep it.
 
 bf109               - A6M2 (Zero)
 Suggested by Melchior, for ease of operations use. I think 
 this is a good 
 point. The release will be the first FlightGear hands-on 
 experience for many 
 people and we want to make sure that that first experience is 
 as positive as 
 possible by providing aircraft that have reasonably easy handling 
 characteristics. Not including the bf109 for that reason is 
 by no means a 
 quality judgment of the aircraft itself. 
 
 bo105
 c172
 c172p
 
 Everybody seems to agree we keep these ones. 
 
 c310                - SenecaII
 c310u3a             - Beaver
 
 I haven't been able to check whether the c310 and c310u3a are 
 really two 
 separate aircraft, or just two different directories with 
 shared components. 
 Anyhow, we unanimously agree that the c310 should be replaced 
 by the Seneca. 
 The suggested replacement above seems to satisfy a few 
 additional requests to 
 have the Beaver included as well. 
 
 Citation-Bravo      - B1900D
 
 This seems a reasonable replacement, in particular since the 
 author of the 
 Citation has indicated preferring that is is not part of the 
 base aircraft 
 selection. One minor concern is the ease-of-use issue. IIRC, 
 the B1900D is 
 fired up in cold configuration, and has quite a complicated 
 start-up 
 procedure (things may have changed since I last checked). 
 Complex procedures 
 like these may intimidate first time users. 
 
 f16                 - Lightning
 
 Melchior reported that the f16 is broken. I haven't been able to test 
 recently, but seem to recall similar problems about a year 
 ago. Jon Berndt 
 reported finding a possible cause, so chances are the 
 reported problems might 
 get fixed in time. Still, I would like to replace the F16 for 
 other reasons: 
 We need at least an AAR ready aircraft in the base package, 
 and a carrier 
 ready aircraft (these are two very prominent new AI features 
 in this release 
 that we want to showcase). So, how about replacing the f16 
 with the Ligntning 
 (for AAR scenarios)?
 
 j3cub
 
 A few people have a suggested dropping the cub, but given its various 
 qualities, I'd like to keep it. 
 
 Hunter              - SeaHawk
 
 As a few people suggested, we probably need a carrier ready 
 aircraft, and the 
 seahawk is advertised by the wiki carrier HOWTO as the 
 easiest to master (and 
 I can confirm that its doable. :-) ). 
 
 p51d                - ()
 
 We already have one other WWII fighter. Do we really want to 
 have two, or do 
 we want to have some other category of aircraft represented?
 
 pa28-161            - pa24-250
 
 A few people have suggested replacing the pa28-161 with the 
 pa24-250. I 
 haven't tried any of those recently, but would be open to the 
 suggestion. 
 
 Rascal              - Bochian  (or another glider)
 
 Many people have suggested dropping the Rascal, for being too 
 specific, and 
 suggested we add a glider.
 
 T38                 - Concorde ()
 
 Even though the T38 is probably a category of its own, my 
 general impression 
 is that the broader class this aircraft belongs to (let's say: small 
 high-powered jet powered and highy manouvreable) is a bit 
 overrepresented 
 (with the A10, [f16/lightning], and [Hunter/SeaHawk] being present.
 
 Gerard Robin suggested adding the concorde, and there are 
 some aspects of this 
 proposal I like, asit is an altogether different category. 
 However, when 
 trying the condorde yesterday, I saw some performance issues 
 (need to check 
 again), and also found the 3D cockpit instruments to be a bit 
 cartoonesque. 
 This is probably a good candidate for future inclusion, but 
 not quite there 
 yet. 
 
 ufo
 
 Keep as a general exploration tool. Its fun as such. I think 
 everybody 
 agrees. :-)
 
 wrightFlyer1903     - Osprey/ DragonFly/maybe another 
 historic aircraft.
 
 Most people suggested dropping the wright flyer. A few people 
 suggested adding 
 an ultralight. it would be nice to have a historic aircraft 
 (as in a really 
 old one). During the version number discussion, somebody suggested 
 doing named releases. We could do this implicitly, by 
 changing our choice 
 of historic aircraft from release to release. So 0.9.10 would 
 have 

Re: [Flightgear-devel] patch to use OpenSceneGraph database pager

2007-12-04 Thread Vivian Meazza
Tim Moore


 Sent: 04 December 2007 23:01
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] patch to use OpenSceneGraph database pager
 
 
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Hello, 
 http://www.bricoworks.com/moore/0001-OSG-pager-megapatch.patch
  is a patch against current flightgear that uses the OSG 
 database pager to load scenery tiles instead of the old tile 
 loader. The main advantage of the database pager is that it 
 schedules texture loading and display list compilation in a 
 way that doesn't hammer the frame rate. Currently we don't do 
 anything at all about compiling OpenGL resources, so you can 
 get terrible stutter the first time you look at parts of a 
 scene. With this patch, that's gone. Also, old tiles are 
 deleted in the database pager thread, eliminating another 
 potential cause of stutter.
 
 This will be checked into CVS soon, but I've been hesitating 
 for three reasons:
 
 * It breaks the GLUT version;
 
 * Some bugs turned up with multiplayer play. I think I've 
 fixed these, but some more testing would be good;
 
 * Without patches to OSG that have been submitted to 
 osg-submissions, startup time is noticeably longer.
 
 Nevertheless, the patch is quite usable with OSG 2.2. Give it 
 a try if you're feeling adventurous.
 

I've been running with this patch for a while now with OSG 2.2. The load
time isn't too excessive. It provides enhanced smoothness, but the stutters
around KSFO are still apparent here. Overall, the advantages outweigh the
small disadvantge of increased laoding time. I certianly won't be reverting
the patch, and look forward to it being in cvs, and osg taking the changes
aboard.

Vivian 



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Re: [Flightgear-devel] RFC: Control surface position damping

2007-12-02 Thread Vivian Meazza
Maik 

 Sent: 02 December 2007 13:49
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] RFC: Control surface position damping
 
 
 Hi Roy,
 Roy Vegard Ovesen schrieb am 02.12.2007 14:13:
  When prssing the 5 key on the numeric keypad to reset the 
 controls to 
  zero,
  the control surfaces instantly move to their origin. 
 Similar effects can also 
  happen when an autopilot controller is activated, and when 
 a noisy joystick 
  is interfering with an autopilot controller.
 
  I think moving a control surface, like for example the rudder, from 
  full left
  deflection to rull right deflection in an instant is 
 unrealistic. To make 
  this more realistic I think we should put in a low pass 
 filter somewhere in 
  the chain from crontrol device to FDM. My first thought 
 would be to do the 
  filtering just befir handing the value over to the FDM.
 
  Does anyone on the list have comments on this?
 

 With YASim you can limit the speed of any control surface, 
 mostly used 
 for flaps.
 

I use it for all control surfaces where appropriate to simulate servo
response time. I would not like key 5 to muck about with this in some
pre-cooked and inappropriate way. Key 5 should be just centre the controls -
that and no more. If individual aircraft designers want to modulate it in
some way, that's down to them.

This is a bad idea.

Vivian



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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 19, Issue 25

2007-11-30 Thread Vivian Meazza
LeeE wrote

 Sent: 30 November 2007 00:13
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Flightgear-devel Digest, Vol 
 19, Issue 25
 
 
 On Thursday 29 November 2007 21:55, Melchior FRANZ wrote:
  Hey,
 
  * BARANGER Emmanuel -- Thursday 29 November 2007:
Also, file names with spaces in them are garbage. There 
 should be 
none of those in CVS.
  
   AAAHHHRRGGG ! The suprises CVS files which do not for the 
 drive :( I 
   erased now. Sorry.
 
  No problem. Not a big one, anyway. I'm happy about every new, great 
  aircraft. (Especially the AlouetteII -- we've had some of 
 them in our 
  army, too, -- or the BV141).
 
  It's only natural that we use more disk space with every 
 new one, but 
  we have to make sure that we don't just waste it. 
 Compressing textures 
  is one thing to consider, not committing unnecessary files 
 is another, 
  such as *.bak, *.blend, *~ files. Or a few
  of those:   :-}
 
$ l SeaHawk* Models/SeaHawk-FGA6-WV859.ac
  -rw-r--r-- 1 m m 1453387 2007-09-28 01:18
  Models/SeaHawk-FGA6-WV859.ac
  -rw--- 1 m m  707301 2003-04-21 22:29
  Models/SeaHawk-WV908.ac
  -rw--- 1 m m  113282 2003-01-03 17:58
  Models/SeaHawk.3ds
  -rw--- 1 m m  715739 2003-02-14 16:29
  Models/SeaHawk.ac 
  -rw--- 1 m m  226548 2003-01-09 16:04
  Models/SeaHawkpair.3ds
 
  m.
 
 I'm pretty sure that the SeaHawk.ac, SeaHawk.3ds  
 SeaHawkpair.3ds can 
 be done away with right now.
 
 I think Vivian is doing all his development on WV859 and I'd like to 
 keep WV908, if only as a placeholder and reminder, as it's the RNHF 
 aircraft - afaik it's currently the only flying example.  At 
 some point 
 I'd like to refine the 3d model geometry and then unify the two 
 versions (perhaps it will only need different skins), 
 incorporating all 
 the development that Vivian has done...
 
 ...or Vivian might decide to do it before I do :)
 
 Ok with you Vivian?
 

Yes, we must have WV908, but I don't think we would want to retain more then
the textures for that longer term: doing an alternate livery is on my todo
list. Otherwise the rest is all your stuff, and if you are content to have
it removed, I'll do that. Your call.

Hmm Mathias wanted to do a wingman using AI techniques ages ago, and it's
always in the back of my mind. One of these days ...

Vivian



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Re: [Flightgear-devel] Informal version number poll

2007-11-30 Thread Vivian Meazza
 I think that the juxtaposition of 9.11 and Flight Simulator would be
unfortunate, to say the least. I'm not sure how strongly I feel about that
personally, but I recognise that there are those, particularly the other
side of the pond, who do or might. Why give gratuitous and unnecessary
offence? 
 
On the other hand Version 1.0. But we have OSG waiting in the wings, don;t
we?. This is just a temporary release isn't it? perhaps 9.12 or something
would be more appropriate.
 
Vivian

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf OfOlson
Sent: 30 November 2007 15:29
To: FlightGear developers discussions
Subject: [Flightgear-devel] Informal version number poll


How about a quick, friendly, positive, informal thread here to do a poll on
what what folks are thinking for the next version number.

I don't intend to slant the discussion, but here is what I'm thinking.

0.9.11 is the next in the logical sequence.  But I'd like to avoid possible
unintended connections that end users might interpret from such a version
number.  This has nothing to do with terrorism, they don't care what version
numbers we use or don't use.  There is no fear involved in wanting to
avoid using this number.  Try respect.  It might have something to do with
showing respect to those that were affected by 9/11 and those many heros
that gave up their lives without hesitation to try to save the lives of
others.  I don't fault people who live outside of the USA or who have never
been to New York or were never near ground zero for not getting it,
there's an awful lot of stuff outside my little sphere of vision that I will
never understand.  But give me a break, what's the problem with yielding a
small amount of leeway and respect to those that were affected by 9/11 or
had connections there? 

We could skip over to 0.9.12, but then we are staring in the face of 0.9.13
and are we going to run into problems if we pick a version # 13?  I wore
number 13 in my soccer (err futbol) game the other evening and missed all my
shots.  I wore a different number last night and scored two goals.  These
facts cannot be ignored! 

We could go with 0.10.0, but then all the odd/even version number proponents
are going to come out of the woodwork, and that is going to mire in it's own
set of politics.

We could go with v1.0 ... we've been at this 10 years, and averaging 0.1
versions a year isn't so bad.  This is my preference.  FlightGear is
developing at a rapid rate, but if we stick with 0.9.12, 0.9.13, 0.9.14 it
seems like we are bumping along with very minor increments every few (or
many) months. 

Of course this all boils down to marketing.  Who cares what the actual
numbers are really, as long as they increment in a sensible way.  But what
image do we want to project to the world?

Are we a bunch of old cranky developers (it looks that way sometimes!) :-)
inching along at a snails pace, or are we a dynamic exciting group with fast
paced development continually adding new and exciting features and aircraft?
We've been at this 10 years, have we really only managed a 0.9.x release in
all that time?  Again, not that version number really mean anything, other
than to project our image to the world.

I say it's go time. :-)

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d 

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Re: [Flightgear-devel] Nimitz operation menu items

2007-11-29 Thread Vivian Meazza
Hi Paul,
 
I'm afraid I cannot add the items you ask for as they stand. The code only
works with the existing Nimitz_demo.xml. If any other carrier demo is used,
this carrier will be placed in the default Nimitz location by the use of
this dialog. A dialog must be generally applicable, not apply to just one
situation, and must most definitely not break anything.
 
The idea is sound, and I encourage you to work the code up into something
that works properly.
 
Regards,
 
Vivian

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bohnert
Paul
Sent: 22 November 2007 03:54
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Nimitz operation menu items


Hi All,

For now please add the two items I asked for.

I'll work on a new and improved stand alone carrier menu.

It might take some time.  I'm learning as I go.

Best Regards,
Paul B


gerard robin [EMAIL PROTECTED] wrote: 

On mer 21 novembre 2007, Mike Schuh wrote:
 On Wed, 21 Nov 2007, Stuart Buchanan wrote:
 1) I think splitting the dialog into two - one for AI/ATC and one for
 carrier settings would be a good idea. From the user's perspective, they
 are really two separate functions and there are now sufficient carrier
 functions to make this worthwhile.

 I agree.

 It might also be worth including buttons for engaging the launchbar, and
 even firing the catapult.

 I think it would be valuable to add a configurable time delay to the
firing
 of the catapult. This would allow the user to click fire, close/dismiss
 the dialog window/box, and prepare to fly the plane. The default could be,
 say, 5 seconds, and there could be a separate dialog window/box that shows
 the time remaining before the catapult is fired (this separate dialog
would
 automagically disappear when done). I suppose there should be an option to
 not show this countdown timer (or rather, showing it requires checking a
 box in the carrier dialog).

Yes, you are right, 
for instance, I did include some delay (with a nasal script) , mainly to get

a nice animation within my Air Navy Aircrafts, unfortunately up today it 
is only a private use ( you cannot get profit of it since these models can 
fly only with a specific carrier patched JSBsim FDM, .. old sad 
history ).
However, the keys are necessary, to activate these features


 2) The dialog currently is very specific to the Nimitz and its current
 location. I think it would be a good idea to instead provide controls for
 any number of carriers...

 I agree.


Regards,


-- 
Gérard
http://pagesperso-orange.fr/GRTux/


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Re: [Flightgear-devel] Keyboard reorg

2007-11-28 Thread Vivian Meazza
Stuart wrote

 Sent: 28 November 2007 10:18
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Keyboard reorg
 
 
 Hi All,
 
 I've added the key assignments currently defined in 
 keyboard.xml to the wiki page, so that we can easily see what 
 assignments people think are missing, and any inconsistencies:
 
 http://wiki.flightgear.org/flightgear_wiki/index.php?title=Key
 board_function_priority_list
 
 Note that this only lists the key assignments for the 
 functions that people have added to the wiki. It doesn't list 
 all the current key assignments so shouldn't be used to work 
 out which keys are available :)
 
 I think it might be worth making a couple of small changes 
 for the 0.9.11 release to make the key assignments more 
 consistent, and to define which blocks of keys we want to 
 reserve for aircraft designers, and which we will reserver 
 for user's own custom assignments. That way we have a 
 strategy going forwards, and designers of new aircraft will 
 have some confidence that they will not be treading on other 
 peoples toes.
 
 From looking at the list, one thing that looks worth 
 resolving are the 
 speedbrakes, spoilers and slats assignments. The current key 
 assignment 
 for Speedbrakes assumes that the brakes are on/off, and at 
 least in the 
 case of the Vulcan, they have multiple positions. I don't 
 fly big iron 
 much, but I'd guess that slats can similarly have multiple 
 positions. 
 Anyone care to comment?

A similar situation to the Buccaneer - I retained ctrl B to toggle the
airbrake (aka speedbrake) but also use j/k to step the airbrake through
predefined detents. Luckily, it doesn't have spoilers as well. The A4F does,
so that option wasn't available, so I stuck with the default keys. Hmm - the
A4F has an automatic deployment option for the spoilers - must do that
sometime. 

But how will I do the wing/flap/aileron blowing system? Haven't even thought
about that yet.
 
 It might be worth adding a new list to the wiki page of the 
 current functions for which there is a keyboard assignment we 
 no-longer need. For example, the time warp and simulation 
 rate key assignments which we will no-longer need once 
 someone commits my Time of Day dialog changes ;)


I've already re-used t/T for the auto-trim facility in the Buccaneer - but
there's no reason to make that a permanent or default assignment

Vivian



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Re: [Flightgear-devel] Nimitz operation menu items

2007-11-21 Thread Vivian Meazza
Stuart

 Sent: 21 November 2007 10:11
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Nimitz operation menu items
 
 
  Bohnert Paul wrote
 I propose adding two items to the ATC/AI Options menu.
 
 
 
 The first one will enable users to set the speed of carrier Nimitz.
 
 
 
 The second will set Nimitz speed to 0 and place it at the 
 it's start up 
 location. This will allow MP players to place Nimitz at the same 
 location without editing configuration files.
 
 
 Hi Paul,
 
 Providing an easy way to make the Nimitz more MP-compatible 
 is an excellent idea. However, I have two comments on the 
 implementation:
 
 1) I think splitting the dialog into two - one for AI/ATC and 
 one for carrier settings would be a good idea. From the 
 user's perspective, they are really two separate functions 
 and there are now sufficient carrier functions to make this 
 worthwhile. It might also be worth including buttons for 
 engaging the launchbar, and even firing the catapult. This 
 will also allow us to hide the carrier menu if the carriers 
 are not enabled.

 2) The dialog currently is very specific to the Nimitz and 
 its current location. I think it would be a good idea to 
 instead provide controls for any number of carriers, or at 
 least controls that will reset _all_ carriers to their 
 default position. This may require a bit of re-jigging of the 
 carrier scenarios so that their initial positions etc are 
 accessible, but will give a lot more flexibility as the 
 number of carriers increase.
 
 I realize that this has just trebled the workload for your 
 enhancement, but I think that both these things will make it 
 much more useful.
 
 Best regards,
 
 -Stuart
 

As an ergonomic issue here - I would prefer not to try to juggle with mouse
and joystick to either engage the launchbar or fire the catapult - the
keyboard is a better option. I know there are some who can manage that, but
I'm not one of them.

Otherwise, this is all good stuff, and as the co-author of the original
carrier stuff would be very willing to add the final version to cvs.

Only temporarily, mind. We have been talking about doing the carrier (and
other ai objects) over mp for years now. Perhaps some time soon ...


Vivian 


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Re: [Flightgear-devel] CVS: data/Aircraft/Buccaneerbuccaneer-obs-set.xml, 1.2, 1.3 buccaneer-set.xml, 1.23, 1.24

2007-11-19 Thread Vivian Meazza
 Melchior

 Sent: 19 November 2007 21:55
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] CVS: 
 data/Aircraft/Buccaneerbuccaneer-obs-set.xml, 1.2, 1.3 
 buccaneer-set.xml, 1.23, 1.24
 
 
 * Vivian Meazza -- Monday 19 November 2007:
  Log Message:
  Modify Buccaneer Observer to comply with Melchior's latest diktat
 
 Anyone else unhappy with my fgfs performance? Just say it!
 
 I've stated at least four times that views 0 to 99 are 
 reserved for the system, that is: are to be avoided by 
 aircraft files. I have explained why. I've asked three 
 people, to *please* comply with this rule. Everyone did. 
 Except one who doesn't think he has to play by the rules. 
 This pisses me off, and I hereby stop working in this area.
 

Just pulling your leg, Melchior. It's been hard enough getting Anders' stuff
to work without changing View numbers, and I was waiting to see which way
was best before doing nugatory work. And it's now all done.

I think what you have done so far is very nice.

Sorry you were offended, and no Latin I promise :-)

Vivian 


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Re: [Flightgear-devel] Default glider model

2007-11-18 Thread Vivian Meazza
John Wojnaroski

 Sent: 18 November 2007 16:15
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Default glider model
 
 
 Hi,
 
 Running OSG-2.2 and FG cvs...
 
 After turning off all the models, panels, views, etc, I'm 
 left with the 
 default yellow-green glider model in the scene.  Does one have to set 
 the view or eyepoint in front of the model to make it disappear or is 
 there a more correct way to eliminate the aircraft model from the 
 scene graph?
 
 Regards
 John W.
 

I don't know exactly what you are trying to do, but if you use this in your
-set.xml
file you will get no model, and no yellow/BLUE glider
model
pathModels/Geometry/null.ac/path
/model

Not sure how you get rid of yellow/green ones


Vivian 


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Re: [Flightgear-devel] Keyboard reorg

2007-11-12 Thread Vivian Meazza
 AJ MacLeod wrote

 Sent: 12 November 2007 12:09
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Keyboard reorg
 
 
 On Monday 12 November 2007 06:31:26 John Denker wrote:
  Agreed!  I've thought for ages that a top-to-bottom reorg would be 
  helpful. The starting point for me was the realization that there
  are far more aircraft functions that need to be controlled
  than there are keys on the keyboard
 
 Which is why we have cockpit hotspots.  The simple fact of 
 the matter is this; 
 we model a vast array of aircraft, of almost every type 
 imaginable.  We are 
 modelling them in an ever more detailed way, and each 
 aircraft really is very 
 different; far too different to provide enough key bindings 
 to make each 
 aircraft controllable by the keyboard alone.
 
 For those who never fly or model anything other than single engine 
 light training type fixed-wing aircraft, perhaps the 
 problem isn't so 
 noticeable; these are comparatively simple and probably have 
 a reasonable 
 degree of commonality of functions between aircraft.
 
 There are, IMHO, very few functions indeed which really 
 _require_ a keyboard 
 binding by default.  Why try and squeeze every aircraft type 
 and function 
 into one cramped mould?
 
  In situations such as this, the time-honored solution is
  to come up with a _language_.
  A good language has
   *) some orthogonality, and
   *) some mnemonic value.
 
 And will be detested (indeed, completely shunned) by the 
 average user.  
 While I can see your point, and some possible advantages with 
 your idea, it's 
 a complete non-starter from the point of view of the 
 non-programmer normal 
 user.
 
 Maybe most of us on this list find it natural to think in 
 such terms, but I 
 can assure you (from dealing with typical users every day) 
 that most people 
 don't.
 

I would add that the current assignments have evolved over the best part of
a decade, and are the results of a degree of consensus. It is likely that
any review will:

A. Only tinker round the edges.

B. Be different rather than better, and quite likely worse.

Consensus is unlikely, other than more or less around what we have already.
Any major change would require our users (and developers) to unlearn the old
and relearn the new. Unlikely to win many friends.

Evolution is usually better than revolution.


Vivian

  


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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data keyboard.xml, 1.99, 1.100

2007-11-11 Thread Vivian Meazza
gerard robin

 Sent: 11 November 2007 13:18
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: 
 data keyboard.xml,1.99, 1.100
 
 
 On sam 10 novembre 2007, Vivian Meazza wrote:
  gerard robin
 
   Sent: 10 November 2007 18:37
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data 
   keyboard.xml,1.99, 1.100
  
  
   wonder if it would not have been  better to find a global 
 agreement 
   on which key can do what, before to make that update.
  
   There is some  aircraft within CVS which are  carrier compatible.
  
   With that update the launchbar  will not work now.
 
  Should be OK, the carrier bindings will over-write the keyboard 
  bindings. It will be a problem if there is an aircraft with 
 both tail 
  wheel lock _and_ carrier launch bar (F4U?) I haven't checked that.
 
  And perhaps we can come up with a long term solution. I'm sure 
  Melchior's little grey cells are working overtime.
 
  Still, perhaps we shouldn't be making changes until we are clearer 
  about the consequences.
 
  Vivian
 
 
 
 I did not check it , but your Seafire has both Launchbar and 
 tailwheel lock, What is the matter now with the keyboard updated ? 
 
 Regard
 

Not really, later on in the YASim config, it's ignored.

Vivian


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Re: [Flightgear-devel] Minor keyboard reassignment

2007-11-10 Thread Vivian Meazza
Gerard robin wrote

 Sent: 10 November 2007 09:29
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Minor keyboard reassignment
 
 
 On sam 10 novembre 2007, Melchior FRANZ wrote:
  * Melchior FRANZ -- Saturday 10 November 2007:
   L is used to engage in the aircraft carrier's catapult
   (see $FG_ROOT/Input/Keyboard/carrier-bindings.xml). So around 10 
   aircraft will overwrite the new lighting binding anyway.
 
  err ... the tailwheel lock binding. (I didn't even know that it was 
  there. I have that on my js.) We have still several keys globally 
  unassigned, but it's increasingly hard to find one that 
 isn't used by 
  at least one aircraft. In the long run we'll have to 
 reorganize a bit. 
  We waste a lot of keys for obscure features that a typical 
 simulator 
  user will never need and/or that are too easy to press by accident 
  (a/A, t/T, r, ...). The carrier bindings could IMHO be in a small 
  popup dialog (like the ATC dialog). They aren't for controlling the
  aircraft after all, but to give orders to the carrier crew.
 
  m.
 
 
 
 Anyhow, I am not sure it would be a good idea to use the 
 reserved carrier KEYS. There is only a the little number of 
 persons who use and like the carriers, 
 which is not the majority of the FG community :(, so i can 
 understand that 
 many persons don't mind about carrier, and i worry it.
 The L   is very useful , i mean a key on the keyboard (not a 
 like ATC 
 dialog).
 
 Please keep it.
 

And I don't think a dialog would be a good way to fire the catapult.

Regards

Vivian


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Re: [Flightgear-devel] Minor keyboard reassignment

2007-11-10 Thread Vivian Meazza
Melchior FRANZ

 Sent: 10 November 2007 10:00
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Minor keyboard reassignment
 
 
 * Vivian Meazza -- Saturday 10 November 2007:
  Gerard robin wrote
   There is only a the little number of persons who use and like the 
   carriers,
 
 I'm not even sure about that. It's one of the frequently 
 asked questions, and it seems as if everyone of the IRC 
 regulars uses the carrier once in a while. I do pretty often. 
 
 
 
   The L   is very useful , i mean a key on the keyboard (not a 
   like ATC dialog).
 
  And I don't think a dialog would be a good way to fire the catapult.
 
 Hmm ... ok. I'm just not sure if having two separate keys is
 a good thing. Maybe we should standardize on
 
   c  ... toggle canopy
   C  ... engage  disengage (toggle) catapult  \__c as 
 in carrier
   Ctrl-c ... launch catapult   /  control 
 the crew :-)
 
 
   l  ... lights  (though most are operated via 3D cockpit 
 switches!)
   L  ... tail wheel lock
   Ctrl-l ... liveries  (l for liveries is a bit exaggerated, anyway)
 

Sounds reasonable to me.

V.


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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data keyboard.xml, 1.99, 1.100

2007-11-10 Thread Vivian Meazza
gerard robin

 Sent: 10 November 2007 18:37
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: 
 data keyboard.xml,1.99, 1.100
 
 
 On sam 10 novembre 2007, David Megginson wrote:
  On 10/11/2007, gerard robin [EMAIL PROTECTED] wrote:
   I can notice the update has been done , before we could give any 
   opinion on the topic. Does it mean , that there is not any other 
   alternative, and the CHOICE is that way nothing else  :) :) :)
  
  From my original message:
 
  quote
  I just moved tailwheel-lock from lowercase 'l' to uppercase 
 'L', and 
  reassigned lowercase 'l' to toggle lighting (for easy night starts 
  without searching for switches).  I assigned lighting to 
 the lowercase 
  'l' because I think it would be much more commonly used 
 than tailwheel 
  lock, but if there are general objections (from DC-3 users?) I can 
  swap the two around so that tailwheel lock goes back to 'l'.
 
  Let me know what you think.
  /quote
 
  I or anyone else with access can change it again once there's a 
  consensus -- remember that CVS is the experimentation 
 branch, not the 
  release branch.
 
 
  All the best,
 
 
  David
 
 Oh, i am only like the dog which try to catch his tail.
 
 Since we had the 'L used with carrier , (this was talked 
 before), i only 
 wonder if it would not have been  better to find a global 
 agreement on 
 which key can do what, before to make that update.
 
 There is some  aircraft within CVS which are  carrier compatible.
 
 With that update the launchbar  will not work now.
 

Should be OK, the carrier bindings will over-write the keyboard bindings. It
will be a problem if there is an aircraft with both tail wheel lock _and_
carrier launch bar (F4U?) I haven't checked that.

And perhaps we can come up with a long term solution. I'm sure Melchior's
little grey cells are working overtime.

Still, perhaps we shouldn't be making changes until we are clearer about the
consequences.

Vivian 


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[Flightgear-devel] [ANN] - Buccaneer - Back seat ride

2007-11-10 Thread Vivian Meazza
Hi, 

Tonight we carried out our first ride in the backseat of a Buccaneer over
MP, thanks to some excellent recent work by Melchior and Anders. AJ was the
intrepid Observer/passenger, and reported himself well pleased with the
experience.

To try it you need the Pilot and Observer on MP in the Buccaneer, and then
the Observer selects the Model Cockpit View (V/v), then cycles through the
cockpit views (Q/q) until he reaches the back seat of the Buccaneer. That's
it - the Pilot can then fly with his Observer aboard. Sick bag might be
necessary :-).

Only available in cvs, of course, and there's much work to be done to both
generalise this to all mp aircraft, and to provide the appropriate
facilities and connectivity in the backseat so that the Observer can be more
than just a passenger. AJ was navigating using the MPMap, so that's a start.


Anders is hard at work extending this into a co-pilot facility - watch this
space. Meanwhile - if you are on MP we're aboard and watching you :-).

Regards

Vivian 



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Re: [Flightgear-devel] [ANN] - Buccaneer - Back seat ride

2007-11-10 Thread Vivian Meazza
I wrote:

 -Original Message-
 From: Vivian Meazza [mailto:[EMAIL PROTECTED] 
 Sent: 10 November 2007 23:20
 To: 'FlightGear developers discussions'
 Subject: [ANN] - Buccaneer - Back seat ride
 
 
 Hi, 
 
 Tonight we carried out our first ride in the backseat of a 
 Buccaneer over MP, thanks to some excellent recent work by 
 Melchior and Anders. AJ was the intrepid Observer/passenger, 
 and reported himself well pleased with the experience.
 
 To try it you need the Pilot and Observer on MP in the 
 Buccaneer, and then the Observer selects the Model Cockpit 
 View (V/v), then cycles through the cockpit views (Q/q) until 
 he reaches the back seat of the Buccaneer. That's it - the 
 Pilot can then fly with his Observer aboard. Sick bag might 
 be necessary :-).
 
 Only available in cvs, of course, and there's much work to be 
 done to both generalise this to all mp aircraft, and to 
 provide the appropriate facilities and connectivity in the 
 backseat so that the Observer can be more than just a 
 passenger. AJ was navigating using the MPMap, so that's a start. 
 
 Anders is hard at work extending this into a co-pilot 
 facility - watch this space. Meanwhile - if you are on MP 
 we're aboard and watching you :-).
 
 Regards
 
 Vivian 
 


P.S. Clipping plane problems mean that this only works properly in OSG. We
can probably fix it quite quickly in plib, but haven't thought through the
consequences yet.

V.



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Re: [Flightgear-devel] view handling news

2007-11-08 Thread Vivian Meazza
Melchior wrote


 Sent: 07 November 2007 23:14
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] view handling news
 
 
 Since David complained about the damping mechanism in 
 viewer.cxx, I wanted to check whether the same feature could 
 also be done in Nasal. (Damping is at the moment only used in 
 the Chase View. It's just lowpass filters on the 
 heading/pitch/roll angles, which make the viewer follow the 
 aircraft with a slight delay.)
 
 I had to fix a jitter problem in the main loop, and there's
 one more to fix for replay (already done on my HD), but most 
 of the work is done. There's now a manager in 
 $FG_ROOT/Nasal/view.nas where one can register Nasal view 
 handlers. This is by default only done for the Fly-By-View. 
 
 Here are two more examples. Each of them is an XML file with 
 some settings and embedded Nasal code, and implements a new 
 view. You can try them out at once:
 
   $ fgfs --aircraft=j3cub ~/chase-view-II.xml ~/model-view.xml
 
 Use full paths for the files. (~ expands to a full path :-)
 
 chase-view-II.xml is a proof of concept. It's a slightly
 extended chase view, where also latitude/longitude/altitude
 are lowpass filtered. This is nice to see how far an aircraft
 drops in a barrel roll. Might also be nice for movies.
 
 model-view.xml allows to cycle through all carriers, tankers,
 aircraft, multiplayer (untested) with the q/Q keys.
 

The jitter in plib has pretty well been fixed here by these modifications.
There remains some low frequency and relatively long pauses around KSFO and
other texture/model rich environments. The sound bug has been fixed. 

The model-view with multiplayer has been tested here and works very well.
This facility is a very nice add-on to FG. Pity it wasn't available for the
FSWeekend event in Lelystad, because it is particularly applicable to this
kind of event.

Well done Melchior

Regards

Vivian


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Re: [Flightgear-devel] view handling news

2007-11-08 Thread Vivian Meazza

I wrote: 

 Sent: 08 November 2007 08:16
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] view handling news
 
 
 Melchior wrote
 
 
  Sent: 07 November 2007 23:14
  To: flightgear-devel@lists.sourceforge.net
  Subject: [Flightgear-devel] view handling news
  
  
  Since David complained about the damping mechanism in
  viewer.cxx, I wanted to check whether the same feature could 
  also be done in Nasal. (Damping is at the moment only used in 
  the Chase View. It's just lowpass filters on the 
  heading/pitch/roll angles, which make the viewer follow the 
  aircraft with a slight delay.)
  
  I had to fix a jitter problem in the main loop, and there's 
 one more 
  to fix for replay (already done on my HD), but most of the work is 
  done. There's now a manager in $FG_ROOT/Nasal/view.nas 
 where one can 
  register Nasal view handlers. This is by default only done for the 
  Fly-By-View.
  
  Here are two more examples. Each of them is an XML file with
  some settings and embedded Nasal code, and implements a new 
  view. You can try them out at once:
  
$ fgfs --aircraft=j3cub ~/chase-view-II.xml ~/model-view.xml
  
  Use full paths for the files. (~ expands to a full path :-)
  
  chase-view-II.xml is a proof of concept. It's a slightly
  extended chase view, where also latitude/longitude/altitude
  are lowpass filtered. This is nice to see how far an aircraft
  drops in a barrel roll. Might also be nice for movies.
  
  model-view.xml allows to cycle through all carriers, tankers,
  aircraft, multiplayer (untested) with the q/Q keys.
  
 
 The jitter in plib has pretty well been fixed here by these 
 modifications. There remains some low frequency and 
 relatively long pauses around KSFO and other texture/model 
 rich environments. The sound bug has been fixed. 
 
 The model-view with multiplayer has been tested here and 
 works very well. This facility is a very nice add-on to FG. 
 Pity it wasn't available for the FSWeekend event in Lelystad, 
 because it is particularly applicable to this kind of event.
 

P.S.

We get views like this:

ftp://abbeytheatre2.org.uk/fgfs/Screen-shots/Model-viewer.jpg

V.


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Re: [Flightgear-devel] view handling news

2007-11-08 Thread Vivian Meazza
Melchior

 Sent: 08 November 2007 11:48
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] view handling news
 
 
 * Vivian Meazza -- Thursday 08 November 2007:
  The model-view with multiplayer has been tested here and works very 
  well.
 
 What doesn't work well yet is Nasal based chase view in 
 replay mode (fixed on my disk), and model view in fg/osg 
 (fixed on my disk). 
 
Replay is firmly off here (creates too much jitter - I can live without it),
and I haven't tested the new chase view. FG/OSG is barely usable here, and
the jitter fixes which work so well in pilb seem to have no effect on osg,
but I haven't given it a fair test yet. 
 
  Well done Melchior
 
 Thanks. That's just the beginning. Once the remaining jitter 
 problems are solved the only limiting factor is our fantasy.  ;-) 
 

Just a back-seat view would do me for starters - I can come up with more I
expect.

V.


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[Flightgear-devel] [ANN] Buccaneer

2007-11-05 Thread Vivian Meazza
Hi,

I've just added a fuel dump facility to the Buccaneer. A screenshot is here:

ftp://abbeytheatre2.org.uk/fgfs/Screen-shots/bucc-fuel-jettison.jpg

Looks nice? Don't be fooled: the particles are firmly tied to the aircraft.
There is much work to be done to integrate particles into FG. Not least the
right frame of reference, and the proper wind.

Regards

Vivian  


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Re: [Flightgear-devel] compilation problems with MSVC 2005

2007-11-05 Thread Vivian Meazza
Sergey

 Sent: 05 November 2007 15:38
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] compilation problems with MSVC 2005
 
 
 Hello Georgi,
 
 you might want to replace your version of plib with that on 
 my site in archive
 
 http://www.sim-ai.org/FlightGear0.9.11beta1completecode.zip
 
 from http://www.sim-ai.org/FlightGearlesson.htm
 
 the problem is in plib ac reader where wrong open file option is set.

I don't think so
 
 ( the only difference with you - I used beta of vs2008 so you 
 will need to keep your project files)
 
 On 11/5/07, Georgi Ivanov  wrote:
  Hi
  I am trying to compile FlightGear 0.9.10 with Visual Studio 2005. 
  However, in fg_os.c line 141 when the following code 
 executes I get an 
  error.
 

Hmmm, no need for modified plib here with MSVC8. You do need the right
version of Simgear though, and then make sure that your MSVC8 is configured
correctly. Plib 1.8.4 works with 0.9.10. plib-cvs is better with 0.9.11.

Vivian 

  


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Re: [Flightgear-devel] 3d file formats and crease angles

2007-11-04 Thread Vivian Meazza
Roberto

 Sent: 04 November 2007 09:55
 
 Hi,
  I've been modeling for fgfs a few objects around the world. 
 I'm used to 
 output everything as .AC files since it looks to me it's the 
 most used 
 format in FGFS but that has a few limitations that I'd like 
 not having.
 
 The one I'm concerned now is the crease angle limitation. 
 AC3D makes me set a crease angle for an entire object and 
 does not let 
 me choose to set different crease angles to each surface 
 inside the same 
 object. That's why I have to break the object in pieces when 
 I want some 
 of it's surfaces to have different crease angles than others. 
 That's a 
 pain :-( I don't know if that's a limitation of the .ac file 
 format or 
 of AC3D editor. I wonder if you can suggest me a way to avoid this 
 limitation in AC3D.
 
 I also think I could switch to other 3d file formats, any 
 suggestions? 
 What 3d file formats does FGFS support other than .AC? I'd prefer 
 working with plain ascii files if possible but I will consider other 
 more obscure ones if they provide more flexibility and fewer 
 limitations.
 

You are quite right AC3D has crease angle set on a per-object basis, and
AFAIK, there is no way round this. I have not found it a limitation - it is
a transition value between crease and smooth. Like you, if there isn't a
convenient value I break the object. There's no penalty for that - numbers
of objects and groups have no performance penalty.

Vivian 


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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Vivian Meazza
David

 Sent: 03 November 2007 02:25
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Fixing head lag
 
 
 I think it's great that FlightGear added head lag to the sim 
 -- it's a good alternative when the pilot can't feel forces 
 -- but I think we'd do better to model it based on perceived 
 forces, not on roll/yaw/pitch damping. For example, simply 
 entering a coordinated bank gently shouldn't cause any head 
 movement at all, but flying straight in a forward slip 
 should, because there's a yaw force pulling the head slightly 
 sideways.  Likewise, while the pilot is perceiving  1G the 
 head should move up a bit, and while the pilot is perceiving 
  1G, the head should move down a bit.
 
 Would anyone object to my checking in some changes over the 
 next week or two to change this?  We can always roll them 
 back if they don't work.
 
 

As Melchior said, the head-shake mechanism does indeed regard the head as a
mass and a (damped) spring, but it's a bit more sophisticated than that -
the resistance of the neck muscles are modelled as well. (The distance moved
in various directions are measured from my own body strapped into a 4 point
harness - YMMV). I think that aspect is quite well simulated. The original
code was written by Josh Babcock, but the math was heavily modified by me.
The code structure could do with review and revision. I keep on meaning to
make this more sophisticated by stabilizing the eye viewpoint, but never got
around to it. While theoretically necessary, I'm not absolutely sure that
would improve the appearance of the simulation much.

Regards,

Vivian



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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Vivian Meazza
David

 Sent: 03 November 2007 15:58
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Fixing head lag
 
 
 On 03/11/2007, Melchior FRANZ [EMAIL PROTECTED] wrote:
 
  I should do something similar for planes. Of course, this is still 
  configurable per aircraft, too. Just not via properties, but by 
  defining a Nasal handler. I'll review that.
 
  And again: I appreciate suggestions for improvements or 
 patches. Just 
  not commits to that nasal file. You don't know how picky I am!  ;-)
 
 Now that I understand what it's for (and the fact that it's 
 not enabled by default), I don't plan to touch it -- and as I 
 mentioned, it is a cool idea.  I would like to get some kind 
 of force-based head lag working, through.
 
 

As I said before, but perhaps you didn't notice, we already have a force
based system working on the input of pilot g. It moves the pilot's eye
position according to this input. And as Melchior pointed out, we probably
need to stabilise the point at which the pilot looks to make this totally
realistic.

Try the Hunter to see it in action (together with black/redout).

Vivian 


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Re: [Flightgear-devel] Fixing head lag

2007-11-03 Thread Vivian Meazza
David

 Sent: 03 November 2007 19:19
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Fixing head lag
 
 
 On 03/11/2007, Vivian Meazza [EMAIL PROTECTED] wrote:
 
  As I said before, but perhaps you didn't notice, we already have a 
  force based system working on the input of pilot g. It moves the 
  pilot's eye position according to this input. And as 
 Melchior pointed 
  out, we probably need to stabilise the point at which the 
 pilot looks 
  to make this totally realistic.
 
 Is there a way to enable it in general, without tying to a 
 specific aircraft model?
 
 

I'm afraid not - it's in all my models, but it has not been picked up as
something we want as a generic feature. It's only a moderate number of Nasal
lines of code. Wouldn't take much to do make it generic. I think would like
to tidy up the code first, but ...

Vivian 


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Re: [Flightgear-devel] frame rates...

2007-10-27 Thread Vivian Meazza
SydSandy

 Sent: 27 October 2007 01:08
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] frame rates...
 
 
 With a pending PLIB release come up 
 Would now be a good to push for setting (again) ...
 
 sim
   frame-rate-throttle-hz30/frame-rate-throttle-hz
 /sim
 
 as default in the preference file ?
 
 I picked 30 because I argee that anyrhing over 30 is a waste 
 ...unless bragging about computer speed, of course, :)... 
 It makes autopilot behavior and tuning much easier (for me at 
 least ) , and can be easily changed if a user doesn't like it ...

Hmm. That seems to make the stuttering worse here, even at 50hz. But perhaps
the interdependence of the autopilot and the frame rate needs fixing. 

 And , of course , I'm still hoping for a multiplayer 
 sim/model/texture property  putting that on my Xmas wish list :)

Yup, I'm with you on this one.

Regards

Vivian


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Re: [Flightgear-devel] Unknown failure while Initializingsubsystems on win32 and Fedora 7 x86_64

2007-10-26 Thread Vivian Meazza
Durk, 

 Sent: 26 October 2007 07:18
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Unknown failure while 
 Initializingsubsystems on win32 and Fedora 7 x86_64
 
 
 On Thursday 25 October 2007 21:39, Melchior FRANZ wrote:
  * Durk Talsma -- Thursday 25 October 2007:
   Probably the best course of action is to send a friendly 
 reminder to 
   the plib list, and if it doesn't happen again, stick to plan B.
 
  Yes, but I won't do that. I did it on 2007/04/02, and the question 
  remained unanswered. The last posting before that was two 
 and a half 
  months earlier, and the next was two months later. There are nicer 
  places to be ignored.
 
 I'll ask. FWIW, I am also very skeptical that it will lead to 
 anything, as I'm 
 afraid plib is close to dying. Nevertheless, I'd like to ask, 
 as courtesy to 
 the well intended people over there (in particular John Fay, 
 who's put a lot 
 of effort into keeping plib going).
 
 
  I'm a bit impatient with plib, and I think that integrating 
 the code 
  into fgfs becomes more and more desirable. Which is also a 
 reason why 
  I would like to have the fgfs code cleaned up w.r.t. to the 
 GUI parts. 
  But I can commit my one year old patch right after the 
 release, too. 
  It would just be a pity if people continued to use the broken plib 
  version out of laziness (and because we don't force them to use the 
  fixed one. :-)
 
 IIRC, my plan B was something like, If plib manages to do a 
 new release before 
 we're ready for 0.9.11, we use that one. If not, we still use 
 1.8.4, and give 
 them until the release of 0.9.12 (or whatever FG version 
 number is next). If 
 by then, we still haven't seen a new release, we fork our own 
 versions of the 
 relevant libraries.
 
 Assuming we stick to the plan of releasing one more plib 
 version and then 
 switch over to OSG, how much of plib do we still depend upon? 
 The scene graph 
 and the audio lib are already replaced by OSG and openal, so 
 I guess it's 
 joystick code and pui? Anything else?
 

The problem with this plan is that OSG is simply not fit for purpose, at
least not here. If you think the stuttering was a problem in plib, it's
twice the problem in osg. Yes, the animations are better implemented, and
the pick animation is particularly good, but frame rates are about 2/3rds
that of plib, and we still lack random objects, 3d clouds, shadows, and the
ordinary clouds aren't anything to write home about either. Even the
much-vaunted particles are broken if you look at them closely.

Of particular concern is that there has been no real progress for 12 months
now.

I'm sure we all know all of this, but perhaps it was worth restating.

Regards,

Vivian



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Re: [Flightgear-devel] Unknown failure while Initializingsubsystems onwin32 and Fedora 7 x86_64

2007-10-26 Thread Vivian Meazza
Heiko

 Sent: 25 October 2007 23:01
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Unknown failure while 
 Initializingsubsystems onwin32 and Fedora 7 x86_64
 
 
 Hi,
 
 I'm not sure but I'm think the problem is maybe in
 WinCVS. Today I noticed that the CH47 was not quite
 uploaded. The ac.model was missing though Syd had
 uploaded 3h before
 
 Maybe I have to try the TortoiseCVS...
 

... Snip ...

I have used both WinCVS and Tortoise for years, and the only problem has
been my finger trouble. Did you forget to use -d? Don't forget that you can
force Unix line endings by checking the appropriate box in WinCVS
preferences.

Vivian 


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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-25 Thread Vivian Meazza


 Sent: 25 October 2007 14:10
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes
 
 
 * Torsten Dreyer -- Thursday 25 October 2007:
  To make things easier for developers, can we think of a 
 plug-in system 
  for callbacks so a potential developer write a library that 
 is linked 
  in dynamically by the flightgear core?
 
 No.
 
 That would mean to add and maintain plug-in loader code for 
 all supported platforms, as well as hundreds of lines of 
 documentation, for people who are bright enough
 
  - to set up a development environment
  - to understand enough of fgfs internals to write a module
  - that follows an interface API specification
 
 but are too stupid
 
  - to add three lines to a Makefile.am
  - one line to fg_init.cxx and 
  - one line to main.cxx
 
 Such a feature wouldn't make developing one bit easier or 
 faster -- quite on the contrary. And it would lead in no time 
 to Windows/Linux/Mac-*only*, binary *only* addons. Sure, the 
 GPL would prohibit to run such modules with fgfs, and Curt 
 would be happy to sue all infringers (because he has too much 
 time and too much money. :-)
 
 This is not where we want to go. (As far as I'm concerned,
 but I don't speak for the project.)
 

And to add my two pence worth, I have never had the slightest dificulty in
getting new or amended code into fg, provided that it was:

A. Justified

B. Worked.

There has been the odd difficulty over style, indents, and tabs. But let's
not go there.

Vivian


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Re: [Flightgear-devel] Unknown failure while Initializing subsystems onwin32 and Fedora 7 x86_64

2007-10-25 Thread Vivian Meazza
Heiko Schulz

 Sent: 25 October 2007 19:21
 To: FGFS Developers Mail List
 Subject: [Flightgear-devel] Unknown failure while 
 Initializing subsystems onwin32 and Fedora 7 x86_64
 
 
 Hello,
 
 Me, Aeortro and maybe some ohthers noticed a problem
 with fgfs. 
 With the builts from 10/24/2007 and 10/05/2007 in both
 branches OSG and plib FGFS shut down while intializing 
 subsystems. There are no error messages in the shell and no 
 on the win32 eventmanager...
 
 Does anyone else have this problem? And how to get rid
 of them? I can't go on working on the 737-cockpit with
 these troubles
 

This is not a fgfs problem - I compile my own versions of both branches for
Windows, and have never had that problem (yet :-)). Looks like a data
compatibility problem, or a bad binary. 

Why not compile your own, too? MSVC8 is a free download, and the project
files are provided. It takes a little setting up, but once it's done
compilation is swift, and (usually) painless.

Vivian


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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-24 Thread Vivian Meazza
Georg Vollnhals

 Sent: 23 October 2007 23:34
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes
 
 
 Vivian Meazza schrieb:
  Not here, I'm afraid. Very good frame rates using the 
 Buccaneer (70+) 
  but there are still noticeable pauses over land. None over 
 the ocean 
  tiles. The pauses, or hesitations do not seem to be associated with 
  any Subsystem Timing Alert, of which there are almost none.
 
  Regards,
 
  Vivian
 

 Hi Vivian,
 
 mmmh, as it really works for me as I already posted I want to 
 add that my test still was made with Sync to VBlank on AND 
 all AI stuff swiched off in the preferences.xml. AI stuff 
 might now work without resulting in stuttering, I have to 
 test it, but I doubt that I can omit the Sync switch, this 
 seems to be another special problem. Did you think of that?
 

I have tested with vsync on and off. On balance vsync on seems to make the
situation worse. I have also tried throttling the frame rate: this
definitely is counterproductive, noticeably increasing the frequency and
magnitude of the hesitations.

One significant difference is that the Buccaneer has no malformed listeners
in its Nasal so the gain in correcting this bug would, I think, be marginal.

Vivian 


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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-24 Thread Vivian Meazza
Durk

 Sent: 24 October 2007 07:22
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes
 
 
 On Wednesday 24 October 2007 00:15, Vivian Meazza wrote:
 
 
  Not here, I'm afraid. Very good frame rates using the 
 Buccaneer (70+) 
  but there are still noticeable pauses over land. None over 
 the ocean 
  tiles. The pauses, or hesitations do not seem to be associated with 
  any Subsystem Timing Alert, of which there are almost none.
 
 
 Hmmm, I didn't say that FlightGear is completely pause free 
 now. I did say 
 that the mysterious interval pauses are gone. These are the 
 pauses that 
 become increasingly longer and longer over time (up to the 
 point of several 
 seconds, or even minutes). The interval pauses are not 
 affected by terrain 
 type or whatever, and originate because the nasal memory 
 footprint keeps 
 growing and growing. 
 
 From the sound of it, you're experiencing model loading 
 pauses (either 
 caused
 by Multiplayer / AI, of the tile loader). Most likely, the 
 pauses you see 
 correspond to pauses coming from the terrain loader (since they don't 
 correspond to Subsystem activity). 
 
 To verify, place a debug statement in 
 simgear/scene/model/model.cxx, line 462, 
 or thereabouts.  Something like:
 
 SG_LOG(SG_GENERAL, SG_INFO,  Requesting model   path); 
 
 and see if that message corresponds to the pauses you see.
 
 Its obvious that eventually we need to address these pauses 
 too. This may take 
 a bit longer, because it requires redesigning. In plib we're 
 actually hitting 
 a design limitation, but in OSG it should be possible.
 
 Having said that, addressing the model loading pauses isn't 
 nearly as  
 daunting, because the problem is well understood. This is 
 stark contrast with 
 the interval pausing, where none of us really had a good idea 
 what was going 
 on, until about a week ago or so.
 

Thanks for clearing that up: yes, we do seem to have cleared a significant
bug. Your analysis of the problem seems plausible. I'll try the debug
statement later today.
 
Vivian


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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-24 Thread Vivian Meazza
Heiko Schulz

 Sent: 23 October 2007 23:55
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes
 
 
 Hi,
 
 Couldn't test it, waiting that someones will do a
 precompiled binary for windows.
 But it sounds good, very good though at least there
 are still some perfomance issues. I think of AI and
 the loading of the scenery tiles.
 
 What Vivian is writing sounds for me like the stutters
 of loading of objects.
 
 If I use Random Objects FGFS is hardly to use, even I
 decrease the count of objects.
 
 It would be good if Vivian could send his choosen
 settings for comparing.
 
 HHS
 --- Georg Vollnhals [EMAIL PROTECTED] schrieb:
 
  Vivian Meazza schrieb:
   Not here, I'm afraid. Very good frame rates using
  the Buccaneer (70+) but
   there are still noticeable pauses over land. None
  over the ocean tiles. The
   pauses, or hesitations do not seem to be
  associated with any Subsystem
   Timing Alert, of which there are almost none.
  
   Regards,
  
   Vivian
  
 
  Hi Vivian,
  
  mmmh, as it really works for me as I already posted
  I want to add that
  my test still was made with Sync to VBlank on AND
  all AI stuff swiched
  off in the preferences.xml.
  AI stuff might now work without resulting in
  stuttering, I have to test
  it, but I doubt that I can omit the Sync switch,
  this seems to be
  another special problem. Did you think of that?
  

This test was run with every option de-selected, including
--prop:/sim/replay/disable=1

Vivian


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Re: [Flightgear-devel] optimized generic_pylons and .osg models

2007-10-13 Thread Vivian Meazza
Tim Moore

 Sent: 13 October 2007 01:40
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] optimized generic_pylons and 
 .osg models
 
 Melchior FRANZ wrote:
  * Tim Moore -- Saturday 13 October 2007:
  I've added a feature to SimGear that substitutes a model with a 
  .osg extension for other models (not .xml) when it exists. 
 This seems 
  to be a bit controversial [...]
  
  That's quite an understatement. You asked on IRC about that and got 
  *only* objections. You were the only one who liked the 
 idea, IIRC. I 
  find it quite disturbing that you ignore the opinions that 
 you *asked* 
  for, and do it anyway.
  
 If I had received only objections, I wouldn't have checked it 
 in. My characterization of the discussion, including 
 discussion today, is fair. This is IMHO an important 
 performance enhancement that I feel is important to get out 
 there. Like I said, I'm willing to change the mechanics of it.
 
  I'd prefer that explicitly stated paths are respected and
  are not replaced behind the scenes. Now, if an XML file 
 only demanded 
  a pathfoo/path without extension, then it would be ok 
 to first try 
  foo.osg and then foo.ac. But we told you yesterday ...
  
  m.
 
 My objective is to be able to override model file paths that 
 seem to be hard to change, like those in the scenery files. 
 Perhaps it's easier than I think to update those? How often 
 is the scenery rebuilt?
 


The discussion on IIRC was brief, late at night and the proposal was both
not well put or understood. 

As I now understand it, the proposal is to automatically use .osg files in
scenery in place of .ac files, where the former exist.

I for one have no difficulty with this. If performance is better, or at
least no worse, than with the .ac version, and provided that ft-lb is
unaffected then no harm is done. This should be quite invisible to the user.

I can't see that this should be in the least controversial. Let's try it

Vivian


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Re: [Flightgear-devel] Consistent aircraft states

2007-10-12 Thread Vivian Meazza
David Megginson

 Sent: 12 October 2007 15:11
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Consistent aircraft states
 
 
 On 12/10/2007, dave perry [EMAIL PROTECTED] wrote:
 
  Welcome back.  I am the one that made all the changes to 
 the Warrior. 
  Starting directions and keyboard switch equivalents are 
 under the help 
  menu-Aircraft help, just like with the pa24-250.  It was 
 after you had 
  commented on how you liked what I had done on the pa24 that 
 you sent 
  me your pictures and asked if I wanted to continue developing the 
  Warrior, so I used the pa24 nasal work as a starting point for 
  implementing the Warrior electrical system and switches.
 
 You did a great job on it -- I'm very impressed.
 
  I still consider the Warrior your aircraft and had 
 communicated to you 
  off list in mid August that I had made updates and changes. 
  I asked 
  for feedback in that note.  I assume that you did not disable or 
  bypass the nasal implemented switches with the above change.
 
 No, but I did migrate some of the property settings out of 
 the Nasal script and into the XML settings file.
 
  I am clearly one that prefers to  start with the brakes set and all 
  switches off as that is the way every real flight  starts.
 
 (An aside: In my experience, it's rare that the parking brake 
 is on when a real light plane is parked, because line staff 
 wouldn't be able to move it around without gaining inside 
 access -- in fact, when I get out of the plane at a remote 
 airport, the first question from line staff is usually not 
 do you need fuel? but is the brake off?. Normally, a 
 plane on an apron is chocked, while a plane in longer-term 
 parking is tied down.)
 
  But I also
  see the advantage of having an easy  option to start in the 
 air with 
  switches and fuel valve set for an approach.  Perhaps with a little 
  more effort, there is a way to accomplish both.
 
 Here are a few usability guidelines that might help:
 
 1. Consistency - all aircraft should start in same default 
 state as far as possible (obviously, a glider doesn't have an 
 engine), so that a user isn't surprised when switching aircraft types.
 
 2. Configurability - it should be not only possible but very 
 easy for a user to override the default state without editing 
 XML or Nasal files.
 
 3. Simplicity - the default state should be the easiest one 
 for new users.  Experienced users  will have an easier time 
 changing the default.
 
 I suggest that we introduce a new global property, such as 
 /sim/start-state, which can be set to (say) parked, 
 in-air, or idling.  The configuration files for every 
 aircraft could respect that property, so that if you set it 
 to parked, *every* aircraft (even the default 172) would 
 start parked, etc. (we could even put it on the apron instead 
 of the runway if we add parking coordinates to the airports file).
 
 I think idling should be the default the first time someone 
 runs FlightGear, since it's standard with all flight sims and 
 by far the easiest for new users, but one menu selection 
 should be able to switch to parked for people (like you) 
 who prefer to go through the startup and taxiing routine every time.
 
 
 All the best,
 
 

You can have your aircraft any way you want, but don't force it on other
designers without some real thought. Start the Spitfire and forget to zero
the throttle, you will start on your nose. That doesn't give a good
impression to newcomers. 

On the other hand, there are quite a number of ac which seem to need some
tlc. Several JSBSim ac want to start on their backs here post recent
updates.

Vivian


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Re: [Flightgear-devel] oil platform...

2007-10-04 Thread Vivian Meazza
Syd wrote


 Sent: 04 October 2007 01:39
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] oil platform...
 
 
 On Wed, 3 Oct 2007 17:29:54 -0700
 SydSandy [EMAIL PROTECTED] wrote:
 
   If you define it to be
   typecarrier/type
   you can define 
   solidObject/solid
   and you may define a park position
   
   no need to have wire and catapult
   
   Regards
   
   --
   Gérard
   http://perso.orange.fr/GRTux/
   
  
  ah thanks !
  I tried typeshiptype and  typestatictype ...
  Didn't try carrier though...
  
  --
  SydSandy [EMAIL PROTECTED]
 
 so I guess my next question is , is this an option that could 
 be added to all demo objects ? Cheers
 
 

Of course, anything is possible, but it's only applicable to ships and
static objects. If a ship can operate an ac, the it could be called a
carrier anyway. So why not leave it as it is, and call a static oil rig a
carrier. Any drawback to doing that?

Hmm. I have some difficulty with putting oil rigs in locations where they
aren't in RL. Realism is our watchword. After all, there are hundreds, if
not thousands of the darned things all over the shallow oceans for you to
put one in the right place.

Vivian 


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Re: [Flightgear-devel] FGFS 0.9.11 release candidate two

2007-09-26 Thread Vivian Meazza
Hi Durk

 Sent: 25 September 2007 19:57
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] FGFS 0.9.11 release candidate two
 
 
 Hi Vivian,
 
 On Tuesday 25 September 2007 17:39, Vivian Meazza wrote:
 
  Here's a short burst of the output of Fred's profiling code using 
  Windows XP, with the source code complied using MSVC8;
 
  Subsystem Timing Alert : 19000 fx
  Subsystem Timing Alert : 15000 fx
  Subsystem Timing Alert : 14000 replay
  Subsystem Timing Alert : 11000 replay
  Subsystem Timing Alert : 15000 replay
  Subsystem Timing Alert : 14000 replay
  Subsystem Timing Alert : 12000 fx
  Subsystem Timing Alert : 18000 replay
  Subsystem Timing Alert : 17000 fx
  Subsystem Timing Alert : 32000 input
  Subsystem Timing Alert : 19000 fx
  Subsystem Timing Alert : 11000 fx
  Subsystem Timing Alert : 11000 fx
  Subsystem Timing Alert : 11000 fx
  Subsystem Timing Alert : 63000 ai_model
  Subsystem Timing Alert : 12000 fx
  Subsystem Timing Alert : 16000 fx
 
  Visually, the stutters do not seem to coincide timewise with the 
  output from this code, so I'm not _totally_ convinced that we are 
  getting anything very useful. Is there anything else I can 
 do to help?
 
 
 Thanks for the report. Looking at your report, I'm not seeing 
 that many 
 alarming timing problems (yet). Looks like the longest one is a 63 ms 
 ai_model one. A few questions regarding your testing conditions:
 - How much time since program start had passed since taking these?
 - Which aircraft did you try. 
 
 FWIW, I've been testing using the SenecaII-jsbsim. Initially 
 the timing 
 problems aren't that bad, but after about leaving FlightGear 
 running for 
 about 3 hours, I'm getting very significant timing problems, 
 the last one 
 before I killed the program being close to 45 seconds. I got 
 the following 
 timing errors:
 
 Subsystem Timing Alert : 12553567 replay
 Subsystem Timing Alert : 1953303 controller
 Subsystem Timing Alert : 1955229 environment
 Subsystem Timing Alert : 6890232 replay
 Subsystem Timing Alert : 39674 controller
 Subsystem Timing Alert : 41267 environment
 Subsystem Timing Alert : 108117 replay
 
 I just don't understand what's going on here...
 

That was using the Sea Vixen, and I only ran that particular test for 5 mins
or so, and the report was just an extract of more of the same. I agree with
your observation that there were no particular problems shown up here,
neither was there much visible on the screen. But as I said there was a
little stutter visible, but didn't seem to tie up with any output Subsystem
Timing Alert.

I have run a much longer test, but without very different results to date.
I'll test some more.

Vivian 


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Re: [Flightgear-devel] FGFS 0.9.11 release candidate two

2007-09-25 Thread Vivian Meazza
 Durk Talsma

 Sent: 25 September 2007 07:36
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] FGFS 0.9.11 release candidate two
 
 
 On Sunday 23 September 2007 13:50, I wrote:
  Some observations:
  - Some small pauzes seem to be caused by consecutive calls to the 
  systems controller and environment. Execution times of 
 these systems 
  is variable, between calls, but the execution time of environment 
  seems to be just slightly longer than that of controller:
 
  Subsystem Timing Alert : 18150 controller
  Subsystem Timing Alert : 20519 environment
 
  Subsystem Timing Alert : 47917 controller
  Subsystem Timing Alert : 49514 environment
 
 
  The longer and icreasingly growing pauzes seem to be caused 
 by replay, 
  possibly in interaction with some of the other subsystems. 
 I haven't 
  really found out what is going on here.
 
 
 Just a quick follow-up question: Has anybody tried running 
 FlightGear / plib 
 with the last SimGear checkout (with Fred's profiling code)?
 
 The observed timing problems are the major show stopper for 
 the next release 
 (IMHO), so I think we should try to get to the bottom of it. 
 I'm postponing 
 putting out a release candidate until we have some better 
 understanding as to 
 what's going on. I might have another look this weekend, but 
 don't have time 
 right now. 
 

Here's a short burst of the output of Fred's profiling code using Windows
XP, with the source code complied using MSVC8;

Subsystem Timing Alert : 19000 fx
Subsystem Timing Alert : 15000 fx
Subsystem Timing Alert : 14000 replay
Subsystem Timing Alert : 11000 replay
Subsystem Timing Alert : 15000 replay
Subsystem Timing Alert : 14000 replay
Subsystem Timing Alert : 12000 fx
Subsystem Timing Alert : 18000 replay
Subsystem Timing Alert : 17000 fx
Subsystem Timing Alert : 32000 input
Subsystem Timing Alert : 19000 fx
Subsystem Timing Alert : 11000 fx
Subsystem Timing Alert : 11000 fx
Subsystem Timing Alert : 11000 fx
Subsystem Timing Alert : 63000 ai_model
Subsystem Timing Alert : 12000 fx
Subsystem Timing Alert : 16000 fx

Visually, the stutters do not seem to coincide timewise with the output from
this code, so I'm not _totally_ convinced that we are getting anything very
useful. Is there anything else I can do to help?

V.


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Re: [Flightgear-devel] Looks great

2007-09-23 Thread Vivian Meazza
Melchior FRANZ wrote

 Sent: 22 September 2007 16:03
 
 
 * Durk Talsma -- 9/19/2007 10:17 PM:
  Currently, the situation isn't as clear anymore, because the OSG 
  version also has many new features which the PLib version doesn't,
 
 The most obvious differences are AFAIK:
 
fg/plib fg/osg
---
volumetric shadows  --
random objects  --
3D clouds   --
bugfree 2D clouds --
--  pick animation
--  multi-view

There are a couple more:

 heat haze shader  --
 scale/personality   scale/personality 
 animation bugs  animation bugfree
 
I appreciate that the animation issue is perhaps more interpretation than
bug, but it does mean that some complex animations work in osg, but mot in
plib, and vice versa.

Vivian   


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Re: [Flightgear-devel] Serious simmer

2007-09-21 Thread Vivian Meazza
Robin van Steenbergen

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On 
 Behalf Of 
 Sent: 21 September 2007 04:03
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Serious simmer
 
 
 Ampere K. Hardraade schreef:
  I have seen far more serious simmers. :P
 
  Ampere

 That basically translates as: We really want some pictures of that!
 
 All of that guy's sim is MSFS-based with third party add-on 
 instruments, 
 and all of the monitors on his desk are run from a single PC.
 
 If FG is going to be used in home cockpits (Which I REALLY am 
 in favor 
 of) we need some way to get the instruments currently in FG out in an 
 external application, which can run a 2D panel on a separate 
 monitor. FG 
 of course already has the possibility of exporting data over 
 the network 
 and linking copies for visuals (--external-fdm) but I'm not 
 sure to what 
 extent all of the instruments will follow in the slaved FG copy. The 
 most important instrument you will have to run offboard 
 except the basic 
 six are engine gauges, radio and possibly map navigation.
 
 Making a decent (preferably OpenGL, vector-based) framework for FG 
 panels would be a good development step, and it need not 
 neccesarily be 
 in the FG branch. As long as it follows the FG spec for the current 
 instruments it will work, and we might be able to add 
 XML-based vector 
 artwork for glass cockpits later (SVG instrument rendering, 
 anyone?). We 
 could borrow some ideas from ARINC661 here. The project would 
 be similar 
 to X-Panel, already developed for X-Plane, so PanelGear might be a 
 suitable name?
 

Obviously someone who keeps right up-to-date with FG, and reads our website
:-). Try this:

http://www.flightgear.org/Projects/

John Wojnaroski is particularly active in this field

Vivian 


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Re: [Flightgear-devel] The Release

2007-09-01 Thread Vivian Meazza
 Stewart Andreason

 Sent: 01 September 2007 15:03
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] The Release
 
 
 Did anybody ever acknowledge, duplicate, or fix the bug I reported in 
 Simgear-0.3.11-pre1 on May21?
 
 make[3]: Entering directory 
 `/usr/src/SimGear-0.3.11-pre1/simgear/math'
 FAIL: SGMathTest
 
 Stewart
 

Not under MSVC8 - compiles correctly.

Vivian


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Re: [Flightgear-devel] Particle Systems

2007-09-01 Thread Vivian Meazza
John Wojnaroski

 Behalf Of 
 Sent: 01 September 2007 21:47
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Particle Systems
 
 
 I've yet to see a system that IMHO tops what Mark Harris did 
 a few years 
 ago part of his doctoral thesis.
 
 See http://www.lfstech.com/img/sfo_clouds.jpg.
 
 Someone made a decision a few years ago to replace rather 
 than improve.  
 Think we all lost a very promising
 implementation, but there might be an opportunity to recover 
 what was lost.
 
 Stay tuned...
 
 John
 
 Detlef Faber wrote:
   
 
 Hello everybody,
 
 I've been playing around with OSGs Particle Systems and found this 
 might be suitable to create some 3d clouds. But see yourself:
 
 http://www.sol2500.net/flightgear/ksfo-under-clouds.jpg
 http://www.sol2500.net/flightgear/cloudfront.jpg
 http://www.sol2500.net/flightgear/clouds-over-ksfo.jpg
 http://www.sol2500.net/flightgear/bushfire.jpg
 
 Here is a zip containing the files. 
 http://www.sol2500.net/flightgear/ParticleSys.tar.gz
 
 Put it in /Models/ and use the ufo to place them.
 clouds.xml creates a 20x20 km big cloud field.
 
 Sometimes particle systems do not work at once. They cannot 
 (yet) be 
 placed as static objects in the scenery. Finally they get 
 clipped by 
 the Cloud Layer, so be sure to switch off any clouds.
 
 Perhaps someone with knowlage of the weather system has an 
 idea how to 
 use these.
 
 Greetings
 
 Detlef
 
 

I'm with you on this one John, except I can't see how to integrate that
solution, or the particle solution with the weather radar. But perhaps some
real expert can ...

Vivian 


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Re: [Flightgear-devel] [Bug-Report] Stutterer and pauses withdynamic-view

2007-08-29 Thread Vivian Meazza
Robert Black

 Sent: 29 August 2007 03:41
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] [Bug-Report] Stutterer and 
 pauses withdynamic-view
 
 
 On Tuesday 28 August 2007 18:44, Laurence Vanek wrote:
 
  also had this problem in general (not with dynamic view). 
 only thing 
  that helped was adding the following to my .fgfsrc file:
 
  --prop:/sim/frame-rate-throttle-hz=75
 
  as far I know no one has solved this problem. apparently 
 only a few of 
  us seem to have the issue.
 
 I thought everyone had this behavior.  Most videos I have 
 seen of FG have the 
 stutter and pause.  
 Robert
 

I certainly do. I suspect that people have given up complaining about it and
have come to regard it as normal. At its worst it makes FG almost impossible
to use.

Vivian 


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[Flightgear-devel] [ANN] Seahawk Update

2007-08-26 Thread Vivian Meazza
Hi,
 
I've just uploaded some updates to the Seahawk to correct the detailing for
the FGA6 variant, and took the opportunity to add drop tanks, and a more
accurate representation of the pilot and the Martin-Baker Mk 2 ejection
seat. This update has been much enhanced by AJ working some magic on
textures (something to do with trousers, don't ask). Some screenshots:
 
ftp://abbeytheatre2.org.uk/fgfs/Screen-shots/
ftp://abbeytheatre2.org.uk/fgfs/Screen-shots/MB-MK2-5.png MB-MK2-5.png
 
ftp://abbeytheatre2.org.uk/fgfs/Screen-shots/
ftp://abbeytheatre2.org.uk/fgfs/Screen-shots/MB-MK2-6.png MB-MK2-6.png
 
I've also tinkered with the YASIm config. For those that like that kind of
thing I've realigned the pilot's eye, the gunsight, and the cannon. Should
be really easy to get hits now :-). 
 
Vivian
 
 
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Re: [Flightgear-devel] MSVC8 link problem - Missing function ingnnode.cxx?

2007-08-06 Thread Vivian Meazza
Geoff Air

 Sent: 06 August 2007 12:47
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] MSVC8 link problem - Missing 
 function ingnnode.cxx?
 
 
 Hi Durk,
 
 The file src/Airports/gnnode.hxx declares a function -
 
 FGTaxiNode(double, double, int);
 
 Then in parking.hxx, you added -
 : FGTaxiNode(lat,lon,idx);
 about July 5 from the CVS logs ...
 
 In WIN32, MSVC8 can NOT locate this function, and marks it as 
 a missing 
 external.
 
 It seems obvious from the code that this should be something 
 like - FGTaxiNode::FGTaxiNode(double lat, double lon, int idx) {
setIndex(idx);
setLatitude(lat);
setLongitude(lon);
 }
 which I added to gnnode.cxx, and got my clean link, but 
 really wonder why 
 this has not come up on other systems. How can they resolve 
 FGTaxiNode(lat,lon,idx);???
 
 Or have I missed something here? The src/Airports/makefile.am 
 seems to 
 include both parking.cxx and gnnode.cxx since about mid-July ...
 
 Regards,
 
 Geoff.
 

Hmmm, compiles as is under MSVC8 here, although I would agree that there
does seem to be a typo. Can't explain why MSVC8 doesn't mind, though. I can
click on the method FGTaxiNode(lat,lon,idx), and MSVC8 seems happy to find
it.

Vivian  


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Re: [Flightgear-devel] [OT] CVS checkout of OpenProducer?

2007-07-28 Thread Vivian Meazza
Holger Wirtz

 Sent: 28 July 2007 20:36
 To: Flightgear Developers List
 Subject: [Flightgear-devel] [OT] CVS checkout of OpenProducer?
 
 
 Hi,
 
 does anyone know what's up with the CVS of OpenProducer? I 
 tried to checkout for several days but it seems that the 
 account data was changed. I tried to contact them and got the 
 information that the CVS is now at 
 
   cvs -d 
 :pserver:[EMAIL PROTECTED]:/cvs/Producer co Producer
 
 But the same happens: wrong auth... I tried to get 
 information from [EMAIL PROTECTED] but noone 
 answered... 
 
 So I asked here: does anyone know how to check out OpenProducer?
 
 Thanks, Holger
 

It's no longer required for OSG. Do you need it for some other reason?

Vivian 


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Re: [Flightgear-devel] XMLLoader error

2007-07-27 Thread Vivian Meazza
Kumar
 
There is no error that I can see. Compiles and runs here using yesterday's
CVS HEAD. Can you confirm that you have added XMLLoader.cxx and
XMLLoader.hxx to your project file?
 
Vivian
 
 

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of visa
faq
Sent: 27 July 2007 17:52
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] error


Hi There,

Did any one fixed the error with XMLLoader function.

Please let me know the procedure to fix that.

Appreciate your time.

thanks.
kumar




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Re: [Flightgear-devel] Broken Clouds

2007-07-26 Thread Vivian Meazza
Hans Fugal

 Sent: 26 July 2007 14:57
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Broken Clouds
 
 
 On 7/26/07, Vivian Meazza [EMAIL PROTECTED] wrote:
  Hans Fugal
 
  I have never seen or heard of any problem with osg and 
 clouds of any 
  sort. Xnview reports no errors in cirrus.rgba, or with any of the 
  textures. Perhaps you have corrupted the clouds textures 
 locally? Did 
  you open them in any editor before you saw the weird effects? Of 
  course, people might be just accepting the weirdness, and not 
  reporting it.
 
 Jester, jentron, and I did some investigating last night. The 
 textures in question seem to be a less-common format that 
 some programs understand and others do not. For example, 
 IrfanView and ImageMagick both treat cirrus.rgba similarly - 
 it looks something like this: 
 http://hans.fugal.net/tmp/fg/cirrus-abstractart.png . I think 
 we can agree this is not what the sky should look like. Some 
 programs refuse to open it at all, complaining that they 
 don't recognize the format.
 
 Jester has a better understanding about just what this format 
 is, but I believe the salient features are 2-channel: 
 greyscale with alpha. ImageMagick's identify(1) reports them 
 as PseudoColor images (vs
 DirectColor)

That's what I would expect, but Melchior is more knowledgeable than I.
 
 Gimp opens them fine, as does osgviewer --image 
 cirrus.rgba. The latter is most important, it means that OSG 
 itself can handle this format. So we likely are looking at a 
 memory corruption bug in OSG when this particular type of 
 image is loaded. Something about the way things work on intel 
 macs is causing the corruption to manifest itself where as it 
 goes unnoticed on linux by sheer luck. Just a theory anyway.

On Windows, too.
 
 Incidentally, I have observed in both linux and osx in fg/osg 
 that cloud layers don't work quite like I'd expect. If the 
 weather is scattered clouds at 3000 ft and overcast at 5000, 
 then when I'm sitting on the runway I see blue sky between 
 the scattered clouds. It's not until I go above 3000 that 
 suddenly there's overcast sky above me.
 

I'm rather afraid that this last is a feature rather than a bug. As I
understand it, it is a consequence of the way osg orders/handles
transparencies. Not good at all. 

Vivian


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Re: [Flightgear-devel] Broken Clouds

2007-07-26 Thread Vivian Meazza
Hans Fugal

 Sent: 26 July 2007 01:14
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Broken Clouds
 
 
 Textures/Sky/broken.rgba seems to be literally just that, 
 broken. Or rather, corrupted. As do scattered, few, and 
 cirrus. fg/osg (but not
 plib) frequently crashes and I've traced it down to the cloud 
 cover (clouds == likely crash, or crazy sky as in 
 http://hans.fugal.net/tmp/fg/fgfs-screen-007.png, no clouds 
 == probably no crash).
 
 ImageMagick does not think these corrupted (identify(1) 
 should return nonzero if it encounters a corrupted file), but 
 some of them are obviously not being interpreted correctly by 
 ImageMagick. Try display cirrus.rgba to see what I mean. 
 Unfortunately this means we can't just use convert(1) or 
 mogrify(1) to fix the files that are broken.
 
 On the other hand opening them in Gimp they all look as they 
 should. I saved them as PNG and then ran convert $i.png 
 sgi:$i.rgba, and the crashes went away. Melchior says that 
 gimp sometimes creates corrupt SGI files, and this is the 
 likely root of the problem.
 
 I haven't been able to figure out a way to systematically 
 identify corrupt SGI files (no doubt there are some more out 
 there), but I'm moderately confident that this takes care of 
 the Sky textures.
 
 Please import the fixed textures into CVS from 
 http://hans.fugal.net/tmp/fg/Sky , or someone close to 
 textures might prefer to fix them himself. Here's what 
 identify returns on the files in my Textures/Sky directory:
 
Snip ...

I have never seen or heard of any problem with osg and clouds of any sort.
Xnview reports no errors in cirrus.rgba, or with any of the textures.
Perhaps you have corrupted the clouds textures locally? Did you open them in
any editor before you saw the weird effects? Of course, people might be just
accepting the weirdness, and not reporting it. 

Vivian


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Re: [Flightgear-devel] Compile FlightGear linking errors XMLLOaderfunction error

2007-07-25 Thread Vivian Meazza
Hmm - same problem here - I look forward to someone coming up with an answer
 
Vivian

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of visa
faq
Sent: 25 July 2007 17:24
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] Compile FlightGear linking errors
XMLLOaderfunction error




Note: forwarded message attached. 



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Re: [Flightgear-devel] Compile FlightGear linking errorsXMLLOaderfunction error

2007-07-25 Thread Vivian Meazza
That's an easy one - make sure the files are added to your project - there
are some missing from the existing project in cvs. When you do so the
project will compile correctly. I've just confirmed that it will here.
 
Vivian

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vivian
Meazza
Sent: 25 July 2007 18:19
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] Compile FlightGear linking
errorsXMLLOaderfunction error


Hmm - same problem here - I look forward to someone coming up with an answer
 
Vivian

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of visa
faq
Sent: 25 July 2007 17:24
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] Compile FlightGear linking errors
XMLLOaderfunction error




Note: forwarded message attached. 



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Re: [Flightgear-devel] Compile FlightGear linkingerrorsXMLLOaderfunction error

2007-07-25 Thread Vivian Meazza
Simple.cxx - that depends - I have the ground radar patch added in osg, so
it's slightly different shouldn't make any difference.
 
Do you have ~\source\src\Airports\xmlloader.cxx and .hxx in your project?
That should fix the linking error.
 
 
Vivian
 
 -Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of visa
faq
Sent: 25 July 2007 19:07
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Compile FlightGear
linkingerrorsXMLLOaderfunction error



Hi 

What do you mean? I was able to compile it but when it starts linking, its
giving the error that I have mentioned in the previous mail. 

Do you mean you were able to fix the problem of XML loader function that
shows up while linking?

I am attaching the simple.cxx program to this email. please let me know if
you have a different one.

thanks.
kumar.



Vivian Meazza [EMAIL PROTECTED] wrote: 

That's an easy one - make sure the files are added to your project - there
are some missing from the existing project in cvs. When you do so the
project will compile correctly. I've just confirmed that it will here.
 
Vivian

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vivian
Meazza
Sent: 25 July 2007 18:19
To: 'FlightGear developers discussions'
Subject: Re: [Flightgear-devel] Compile FlightGear linking
errorsXMLLOaderfunction error


Hmm - same problem here - I look forward to someone coming up with an answer
 
Vivian

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of visa
faq
Sent: 25 July 2007 17:24
To: flightgear-devel@lists.sourceforge.net
Subject: [Flightgear-devel] Compile FlightGear linking errors
XMLLOaderfunction error




Note: forwarded message attached. 
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Re: [Flightgear-devel] Today's CVS

2007-07-07 Thread Vivian Meazza
Durk Talsma

 Sent: 07 July 2007 08:22
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Today's CVS
 
 
 Hi Vivian,
 
 On Friday 06 July 2007 23:31, Vivian Meazza wrote:
 
  After further testing I can confirm that the disappearance 
 is readily 
  repeatable. If you position your ac on the threshold of 28R 
 at KSFO, 
  as the AI aircraft are about to trample all over you they 
 obligingly 
  commit suicide. The first then reappears well down runway 
 28L taking 
  off, the second just disappears.
 
 This I can replicate! I was  unable to reproduce this, until 
 you provided a 
 vital clue in the current message: as they are about to 
 trample all over 
 you. I usually try to get off the runway ASAP using the UFO, 
 when inspecting 
 traffic behavior, so I missed this one completely. Initially, 
 I was a little 
 confused about the teleporting part of your bug report, but 
 it makes sense 
 now. You couldn't know, but the disappearing and respawning are two 
 independent phenomena.
 
 There is some basic proximity detection code which cause AI 
 aircraft to wait 
 for the user's aircraft. More recently I added a new function 
 that detects 
 situations in the ground network were aircraft are eventually 
 waiting for 
 themselves. (i.e. a waits for b; b waits for c; but c waits 
 for a). The 
 occurrence of these is not frequent, but when it happens, the waiting 
 aircraft can block all other traffic. Eventually, this needs 
 to be resolved 
 more gracefully, probably by moving one of the offending 
 aircraft back, or by 
 implementing more sophisticated hold position instructions. 
 Until that time 
 the offending aircraft are removed from the scene.  
 
 It seems this function is triggered whenever an AI aircraft 
 is waiting for the 
 user. I believe a solution is fairly straightforward, but 
 requires some more 
 testing. I'll probably have something at the end of the day.
 
 The respawning on the other hand, is a different phenomenon. During 
 initialization, the traffic manager makes an estimate as to 
 which stage of a 
 flight an aircraft is: Wait at gate / push back / taxi / take 
 off / climb / 
 cruise. When an aircraft is considered to be in the take off 
 stage, it is 
 placed on the runway, and given take off speed during 
 initialization, thus 
 creating the illusion of a spontaneous spawning of these 
 aircraft. It's not 
 really an ideal situation, waiting for refinement. 

OK so it's 2 features, not 1 bug - excellent. I also noted that the route
taken from parking to active runway seemed a bit odd, but then I compared
our taxiways to those on Google Earth - we seem to have bits missing
alongside 28L, which explains that. Not good for our default airport though.

 FWIW, I also hope to have a look at the tanker speeds this weekend. 

Your proposed fix seems to work here, on the basis of just one test, I
haven't had time to do the job properly. 

Vivian


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[Flightgear-devel] Today's CVS

2007-07-06 Thread Vivian Meazza
Hi all,

Today's cvs seems to have solved thru problem of crashes with
traffic-manager when compiled with MSVC8, at least for short runs. My
testing is incomplete, since I have not been able to test for extended
periods, so the longer term memory leak that has been reported may still be
present.

That is the good news. The bad news is that the ac taxiing towards KSFO 28L
disappear just as they arrive at the threshold. Reagan Thomas has already
reported seeing this. So far as I can see, the ac are teleported to 28L,
where they take off and carry on normally. I have tracked this visually and
on radar, and it is repeatable.

Vivian


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Re: [Flightgear-devel] Today's CVS

2007-07-06 Thread Vivian Meazza
I wrote


 Sent: 06 July 2007 12:56
 To: 'FlightGear developers discussions'
 Subject: [Flightgear-devel] Today's CVS
 
 
 Hi all,
 
 Today's cvs seems to have solved thru problem of crashes with 
 traffic-manager when compiled with MSVC8, at least for short 
 runs. My testing is incomplete, since I have not been able to 
 test for extended periods, so the longer term memory leak 
 that has been reported may still be present.
 
 That is the good news. The bad news is that the ac taxiing 
 towards KSFO 28L disappear just as they arrive at the 
 threshold. Reagan Thomas has already reported seeing this. So 
 far as I can see, the ac are teleported to 28L, where they 
 take off and carry on normally. I have tracked this visually 
 and on radar, and it is repeatable.
 

After further testing I can confirm that the disappearance is readily
repeatable. If you position your ac on the threshold of 28R at KSFO, as the
AI aircraft are about to trample all over you they obligingly commit
suicide. The first then reappears well down runway 28L taking off, the
second just disappears.

On second thoughts this isn't perhaps such a bad idea after all, perhaps
it's a feature not a bug. 

Vivian


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Re: [Flightgear-devel] crash in AI traffic

2007-07-03 Thread Vivian Meazza
Durk Talsma

 Sent: 03 July 2007 06:36
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] crash in AI traffic
 
 
 On Tuesday 03 July 2007 00:20, Vivian Meazza wrote:
 
   Vivian Meazza wrote:
What were we saying about incompletely tested and poorly
  
   ^^
  
 
 [Lot's a latin skipped for clarity]
 
 
  Perhaps you recall this thread: C++ code beautifier / 
  Codingstandardsproposal
 
  Seems to me that we are just revisiting these issues.
 
 
 ...which is actually complete nonsense. Didn't I send you a 
 preview of the 
 latest patch, asking for a second opinion and potential MSVC 
 issues? And now 
 you're suggesting this patch was insufficiently tested, 
 without mentioning 
 this very fact? That's rather unfair, isn't it?

Yes, you sent the patch to me, and I welcomed that. You will recall, I fixed
one bug and reported another. But I also suggested that you submit the patch
to this list for a fuller review and comment, and pointed out that my
testing was incomplete. 

 Please accept one fact. Code breakage does happen, whether we 
 like it or not. 
 I certainly don't like it, and I'm not intentionally trying 
 to break code. It 
 has happened to me in the past that someone else broke code I 
 worked on. I 
 don't like, it but usually I just go, find the problem, 
 suggest a workaround, 
 and notify the developer breaking the code of the proposed 
 solution. As an 
 example, the --start-date options were broken for quite some 
 time, and even 
 some code submitted by The Man himself once upon a time 
 broke AI taxi 
 behavior. Did I get mad about it? I don't recall. 

Of course code breakage happens. But in an ideal world, it shouldn't get
into cvs. It makes us all look unprofessional. Proper peer review can help
prevent this. At least it gives others, perhaps more expert than us a chance
to spot things that we have missed. I missed the exit thing (I won't next
time!): others might have seen it and raised objections, and suggested
improvements before it all got into cvs. Then we can all move ahead
together. Surely that's not too much to ask? 

Remember: P 6 - Piss Poor Peer-review Prevents Proper Performance

Vivian



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Re: [Flightgear-devel] crash in AI traffic

2007-07-02 Thread Vivian Meazza
Martin Spott wrote

 Sent: 02 July 2007 09:25
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] crash in AI traffic
 
 
 Melchior FRANZ wrote:
 
  Several people (mostly developers) on IRC have stated that 
 they have 
  the traffic manager turned off because [...]
 
 If you're really that serious about it, then you might start 
 to help getting the thing into better shape by asking these 
 people to report properly on this very mailing list instead 
 just complaining,
 

I am one of those developers who have the traffic manager turned off. I have
taken the trouble sometime ago to inform Durk directly, so he is well aware
of this bug. Along with the one which causes AITankers to move at warp speed
factor 2.

I would like to say that the recent changes have fixed it, and some short
tests seem to indicate that is so, except that fg seems now to crash on
reset instead of shortly after start. AIAircraft also disappear, apparently
after takeoff. I can't say if this is a new bug - it's the first time I've
got this far. Tankers are still at warp speed. 

But that is not really the point. We have some code which is intended to
cause fg to exit, without an error message, and which is turned on by
default. During testing some new code, it took me quite some (wasted) time
and effort to establish that it wasn't my new code that was at fault. This
is quite unacceptable. And I don't care how this situation is rectified,
just so long as there is no repeat.

What were we saying about incompletely tested and poorly reviewed code
getting into cvs ... ?

Vivian



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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-07-02 Thread Vivian Meazza
Csaba Halász

 Sent: 01 July 2007 21:12
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
 
 
 Hello!
 
 Here is a new version of my radar patch.
 *** This is still for OSG only ***
 
 Theoretically the ai.diff  wxradar.diff can be applied 
 without the others to get data display on the wxradar.  
 *Note: I have temporarily changed the texture size to 512. 
 For a 1:1 mapping this will have to be dynamic later. Any objections?
 
 Included is a preliminary osgfont.diff that can optionally be 
 applied to osg (duh). Having done that you can change the #if 
 0 in wxradar.cxx:844 and specify a truetype font in 
 /instrumentation/radar/display-controls/font (I use 
 VeraMono.ttf) to get nicer looking output. The ATC is 
 currently nicest in 1024x768.
 
 Still on the TODO list: make more stuff configurable 
 (colors), add highlight support, show taxiway designations, 
 fix ATC panel bugs, support different resolutions, etc...
 
 You can get the package from 
 http://w3.enternet.hu/jester/fgfs/atc-20070701.tgz [116kB]
 
 Let me know if I have broken something.
 

You certainly have! 

That patch seem to apply cleanly here and compiles under MSVC8, but
wxradar.diff breaks the KC-135, but we knew about that and it's readily
fixable (already done and teested here).

The new texture seems to break the whole display - it doesn't rotate
correctly, and I seem to get 2 displays. Reverting to the one in cvs fixes
it.

There are no symbols that I can see - just 2 very small dots which are
hardly visible.

No runways - big disappointment - should there be?

The aircraft number selector works in the wrong sense, and goes between 0-1,
even when there are more ac on the radar

The range selector appears to have no effect. Increments of 1nm? Most radars
I'm familiar with have steps which double the range at each step 5, 10, 20
or 4, 8, i6, 32 are the ones I'm most used to.

Great text!!! Well done

No callsigns from the Traffic Manager stuff - did we break that?

I would think that we could get wxradar.diff into cvs, but unless I applied
the patch incorrectly (possible), the rest needs a bit more work.


Vivian



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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-07-02 Thread Vivian Meazza
I wrote

 Sent: 02 July 2007 13:15
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
 
 
 Csaba Halász
 
  Sent: 01 July 2007 21:12
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
  
  
  Hello!
  
  Here is a new version of my radar patch.
  *** This is still for OSG only ***
  
  Theoretically the ai.diff  wxradar.diff can be applied
  without the others to get data display on the wxradar.  
  *Note: I have temporarily changed the texture size to 512. 
  For a 1:1 mapping this will have to be dynamic later. Any 
 objections?
  
  Included is a preliminary osgfont.diff that can optionally be
  applied to osg (duh). Having done that you can change the #if 
  0 in wxradar.cxx:844 and specify a truetype font in 
  /instrumentation/radar/display-controls/font (I use 
  VeraMono.ttf) to get nicer looking output. The ATC is 
  currently nicest in 1024x768.
  
  Still on the TODO list: make more stuff configurable
  (colors), add highlight support, show taxiway designations, 
  fix ATC panel bugs, support different resolutions, etc...
  
  You can get the package from
  http://w3.enternet.hu/jester/fgfs/atc-20070701.tgz [116kB]
  
  Let me know if I have broken something.
  
 
 You certainly have! 
 
 That patch seem to apply cleanly here and compiles under 
 MSVC8, but wxradar.diff breaks the KC-135, but we knew about 
 that and it's readily fixable (already done and tested here).
 
 The new texture seems to break the whole display - it doesn't 
 rotate correctly, and I seem to get 2 displays. Reverting to 
 the one in cvs fixes it.
 
 There are no symbols that I can see - just 2 very small dots 
 which are hardly visible.
 
 No runways - big disappointment - should there be?
 
 The aircraft number selector works in the wrong sense, and 
 goes between 0-1, even when there are more ac on the radar
 
 The range selector appears to have no effect. Increments of 
 1nm? Most radars I'm familiar with have steps which double 
 the range at each step 5, 10, 20 or 4, 8, i6, 32 are the ones 
 I'm most used to.
 
 Great text!!! Well done
 
 No callsigns from the Traffic Manager stuff - did we break that?
 
 I would think that we could get wxradar.diff into cvs, but 
 unless I applied the patch incorrectly (possible), the rest 
 needs a bit more work.
 
 

It helps if you put the new texture in the right place, it was the old one
which broke everything. Now it works much better! I can now see symbols and
the runways, and range now works. Apart from that all the above remarks
still apply, with the addition that the tower position is marked with the
own ac symbol - that is now selectable:

heading-marker type=boolfalse/heading-marker

Display runway up? or something? Most radar displays are North up AFAIK 


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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-07-02 Thread Vivian Meazza
Thomas Förster

 Sent: 02 July 2007 13:41
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
 
 
 
  No callsigns from the Traffic Manager stuff - did we break that?
 
 Probably not, never seen any... (so, if broken, not with the 
 wxradar patch)
 

Good. Phew. No callsign in the flightplans? I couldn't compare with earlier,
since today is the first time I have actually seen this stuff working.

Vivian


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Re: [Flightgear-devel] crash in AI traffic

2007-07-02 Thread Vivian Meazza
Martin Spott


 Sent: 02 July 2007 15:42
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] crash in AI traffic
 
 
 Vivian Meazza wrote:
 
  What were we saying about incompletely tested and poorly 
 reviewed code
 ^^
  getting into cvs ... ?
 
  - Plural majestatis ?
 

Haud. Ego relatum ut an mane sermo.

Vivian


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Re: [Flightgear-devel] crash in AI traffic

2007-07-02 Thread Vivian Meazza
Martin Spott

 Sent: 02 July 2007 16:32
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] crash in AI traffic
 
 
 Vivian Meazza wrote:
  Martin Spott
   Vivian Meazza wrote:
 
What were we saying about incompletely tested and poorly
   ^^
reviewed code getting into cvs ... ?
   
- Plural majestatis ?
 
  Haud. Ego relatum ut an mane sermo.
 
 Qui participavit in conclusio illa ? Magis personae quam una ?
 

Non conclusio sed disputatio. Quod praeter unus alio disputatio. 

(I may have translated your Latin incorrectly personae does not mean
persons but personalities, so my reply might be a non sequitor :-) )

V.


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Re: [Flightgear-devel] crash in AI traffic

2007-07-02 Thread Vivian Meazza
Martin Spott

 Sent: 02 July 2007 22:45
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] crash in AI traffic
 
 
 Vivian Meazza wrote:
  Martin Spott
   Sent: 02 July 2007 16:32
   Vivian Meazza wrote:
Martin Spott
 Vivian Meazza wrote:
   
  What were we saying about incompletely tested and poorly
 ^^
  reviewed code getting into cvs ... ?
 
  - Plural majestatis ?
   
Haud. Ego relatum ut an mane sermo.
   
   Qui participavit in conclusio illa ? Magis personae quam una ?
   
   
  Non conclusio sed disputatio. Quod praeter unus alio disputatio.
  
  (I may have translated your Latin incorrectly personae 
 does not mean 
  persons but personalities, so my reply might be a non sequitor :-) )
 
 Well, before this turns into mutual instructions on how to 
 translate Latin, we'd better return to a more common 
 language. We still don't know the answer to your question 
 What were we saying about , do we ?
 

Perhaps you recall this thread: C++ code beautifier /
Codingstandardsproposal

Seems to me that we are just revisiting these issues.

V.


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Re: [Flightgear-devel] [off list] patch forcontrol lockingbyautopilot

2007-06-30 Thread Vivian Meazza
John Denker

 Sent: 30 June 2007 17:16
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] [off list] patch forcontrol 
 lockingbyautopilot
 
 
 Note that there are four stages of sophistication among FG users:
   a) Using the keyboard for primary flight control;
   b) Using the mouse for primary flight control;
   c) Using a plain old joystick for primary flight control; or
   d) Using a joystick with force-feedback (or position servos)
for primary flight control.


Must have missed the implementation of force-feedback in FG. Last I remember
it had been disregarded on realism grounds. Did someone change this?

Vivian


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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-23 Thread Vivian Meazza
Martin

 Sent: 23 June 2007 14:08
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
 
 
 Vivian,
 
 Vivian Meazza wrote:
 
  I will attend to thus once the patches are approved/agreed in 
  principle.
 [...]
  filename=fg_wx_radar_osg.diff.tgz
 
 In Instrumentation/wxradar.hxx at line 26 this patch 
 introduces a dependency on plib/ssg.h. I think this is 
 neither required nor desired,
 

If it's not required, then it's certainly not desirable. I'm sure that can
be removed.

Thanks

Vivian 


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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-22 Thread Vivian Meazza


 -Original Message-
Syd
 
 Sent: 22 June 2007 15:43
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
 
 
 On Fri, 22 Jun 2007 13:42:16 +0200
 Melchior FRANZ [EMAIL PROTECTED] wrote:
 
  * Vivian Meazza -- Wednesday 13 June 2007:
   Tim Moore has been hard at work recently (with the smallest of 
   inputs by me), and has ported the improved weather radar already 
   available for plib to OSG.
  
  No objections and other comments since the patches were 
 published on 
  2007/06/20. Because of the nearing release (not that we have the 
  slightest idea when this could be :-) and the nature of the patch I 
  want to give developers one last chance to object: if 
 nobody does that 
  until tomorrow 2007/06/23 20:00 GMT, then I will:
  
  (a) apply those radar patches to sg and fg for osg and plib
  (b) comment out the delete rt in 
 src/Instrumentation/od_gauge.cx:89
  
  
  
  PRO 
  
  + we have a nice c++ radar implementation in both branches, which
handles arbitrary numbers of AI/MP aircraft, ships, TACAN
emitting and other objects
  
  + we can drop the quite clumsy and limited  limiting XML radar
implementation
  
  + fixes a bug in AIManager (ask Vivian :-)
  
  + instantiates impact sub-submodels in correct order
  
  
  
  CONTRA -
  
  - bigger commit despite the near(?) release, with potential risk
to break something
  
BUT: + the patch touches only files that can hardly have side
   effects on other subsystems, and isn't executed at all
   when aircraft without od_gauge/radar are used (which
   is the vast majority). So even if there'd be problems,
   they would only affect the E3B, the T38(?), and ... the
   harrier? And even then one could comment out the radar
   instrument in the XML file and avoid all problems.
  
 + the patches were tested by, at least, Vivian, AJ,
   Csaba Jester(?) and me, and found functional and not
   causing problems, except the following (AJ and I):
  
  - requires to comment out the destruction of the RTT class to
avoid crashes on exit on (some?) nVidia cards. That's hackish,
  
BUT: + that's exactly what the 3D clouds are doing since years!
   They don't destruct the RTT class either! Nobody has
   reported problems that could be linked to that, none
   of the developers has observed such problems (AFAIK).
  
 + that's exactly what the TestRenderTexture.cxx test
   application by the very author of the RenderTexture
   class does. He doesn't destruct the class either (except
   before creating a new one during mode changes on user
   request).
  
 + it can be assumed that the card frees this resource
   like all others, when the context is destroyed, so the
   buggy freeing operation via glXDestroyPbuffer() should
   be optional in this case.
  
  m.
 
 Hi , I vote for adding it , and I've had that shutdown error 
 since I first used the wxradar ,it's not a new one here... 
 Just my 2 cents worth :). Cheers
 

That's very interesting information. We suspected that this was a
longstanding problem, but had no evidence. And does Melchior's fix, fix it
for you?

V.


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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-22 Thread Vivian Meazza
Syd

 Sent: 22 June 2007 20:18
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
 
 
 On Fri, 22 Jun 2007 16:56:34 +0100
 Vivian Meazza [EMAIL PROTECTED] wrote:
 
  
  
   -Original Message-
  Syd
   
   Sent: 22 June 2007 15:43
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
   
   
   On Fri, 22 Jun 2007 13:42:16 +0200
   Melchior FRANZ [EMAIL PROTECTED] wrote:
   
* Vivian Meazza -- Wednesday 13 June 2007:
 Tim Moore has been hard at work recently (with the smallest of
 inputs by me), and has ported the improved weather 
 radar already 
 available for plib to OSG.

No objections and other comments since the patches were
   published on
2007/06/20. Because of the nearing release (not that we have the
slightest idea when this could be :-) and the nature of 
 the patch I 
want to give developers one last chance to object: if 
   nobody does that
until tomorrow 2007/06/23 20:00 GMT, then I will:

(a) apply those radar patches to sg and fg for osg and plib
(b) comment out the delete rt in
   src/Instrumentation/od_gauge.cx:89



PRO 

+ we have a nice c++ radar implementation in both 
 branches, which
  handles arbitrary numbers of AI/MP aircraft, ships, TACAN
  emitting and other objects

+ we can drop the quite clumsy and limited  limiting XML radar
  implementation

+ fixes a bug in AIManager (ask Vivian :-)

+ instantiates impact sub-submodels in correct order



CONTRA -

- bigger commit despite the near(?) release, with potential risk
  to break something

  BUT: + the patch touches only files that can hardly have side
 effects on other subsystems, and isn't executed at all
 when aircraft without od_gauge/radar are used (which
 is the vast majority). So even if there'd be problems,
 they would only affect the E3B, the T38(?), and ... the
 harrier? And even then one could comment out the radar
 instrument in the XML file and avoid all problems.

   + the patches were tested by, at least, Vivian, AJ,
 Csaba Jester(?) and me, and found functional and not
 causing problems, except the following (AJ and I):

- requires to comment out the destruction of the RTT class to
  avoid crashes on exit on (some?) nVidia cards. That's hackish,

  BUT: + that's exactly what the 3D clouds are doing 
 since years!
 They don't destruct the RTT class either! Nobody has
 reported problems that could be linked to that, none
 of the developers has observed such problems (AFAIK).

   + that's exactly what the TestRenderTexture.cxx test
 application by the very author of the RenderTexture
 class does. He doesn't destruct the class 
 either (except
 before creating a new one during mode changes on user
 request).

   + it can be assumed that the card frees this resource
 like all others, when the context is destroyed, so the
 buggy freeing operation via glXDestroyPbuffer() should
 be optional in this case.

m.
   
   Hi , I vote for adding it , and I've had that shutdown error
   since I first used the wxradar ,it's not a new one here... 
   Just my 2 cents worth :). Cheers
   
  
  That's very interesting information. We suspected that this was a 
  longstanding problem, but had no evidence. And does Melchior's fix, 
  fix it for you?
  
  V.
  
 Hi Vivian,
 No I haven't tried the updated version yet ... anxiously 
 awaiting CVS version ;).But I can try it first if you like , 
 and see what I get ... Cheers
 -- 


It would be helpful if you could comment out delete rt in
src/Instrumentation/od_gauge.cx around line #89, and tell us if that fixes
the problem in the old code.

Thanks

Vivian


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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-20 Thread Vivian Meazza


Melchior FRANZ

 Sent: 19 June 2007 12:23
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
 
 
 * Vivian Meazza -- Sunday 17 June 2007:
  That's done - the patches are attached. The are NOT formatted
  properly, so no rants about tabs, spaces or trailing spaces.
 
 That's OK for the old code (and less so for the added code.
 :-} Meanwhile the files for the base package are available, 
 too (even committed), so testing is actually possible.
 
 
 The patches applied cleanly and compiled with a few warnings.
 I found only minor things to fix:
 
 - dead but uncommented code in one case   [if (foo  false) ...]
 - redundant assignments   [float x = 0; x = foo-getFloatValue();]
 - compiler warnings
 
 I didn't thoroughly review (nor understand ;-) all the code,
 especially not the OSG parts, but I trust Tim. Also, the 
 patches don't touch much other code, so I wouldn't be worried 
 about it.
 
 
 The patch did not work for me at first, because (like other
 developers, I guess) I'm using /sim/sceneryloaded-override. 
 This prevented that /sim/sceneryloaded ever became true, 
 while od_gauge waited exactly for that. This is meanwhile 
 fixed (main.cxx).
 
 
 After that the code worked in both fg/plib and fg/osg, but in
 fg/plib I get a segfault on exit, which comes from 
 RenderTexture.cpp. That's quite a hairy piece of code, and 
 I'm not really competent to fix it. I checked on the net if 
 newer RenderTexture implementations have that code part 
 fixed, but this is not the case.
 
 
 #0  0x7773612f in ?? ()
 #1  0xb7c4f52f in _X11TransWritev () from
 /usr/lib/libX11.so.6 #2  0xb7c54f21 in _XSend () from 
 /usr/lib/libX11.so.6 #3  0xb7c4625b in XQueryExtension () 
 from /usr/lib/libX11.so.6 #4  0xb7c3ab0b in XInitExtension () 
 from /usr/lib/libX11.so.6 #5  0xb6ffb0f3 in XextAddDisplay () 
 from /usr/lib/libXext.so.6 #6  0xb7db368e in 
 glXChannelRectSyncSGIX () from /usr/lib/libGL.so.1 #7  
 0x08a69258 in ?? () #8  0x08b008c0 in ?? () #9  0xb7de2eb5 in 
 std::basic_streambufchar, std::char_traitschar 
 ::showmanyc () from /usr/lib/libGL.so.1 #10 0xb7df2dc0 in
 std::basic_streambufchar, std::char_traitschar
 ::showmanyc () from /usr/lib/libGL.so.1 #11 0x0011 in ??
 () #12 0x08b008c0 in ?? () #13 0x1137ead8 in ?? () #14
 0x08589295 in RenderTexture::_Invalidate (this=0xb7db5fe0) at 
 simgear/screen/RenderTexture.cpp:848
 #15 0x0858ea8f in ~RenderTexture (this=0x1137ead8) at 
 simgear/screen/RenderTexture.cpp:204
 #16 0x083b9e22 in ~FGODGauge (this=0xb45e518) at 
 src/Instrumentation/od_gauge.cxx:89
 #17 0x085d6b2d in ~Member (this=0xd1ea7a0) at 
 simgear/structure/subsystem_mgr.cxx:227
 #18 0x085d7ba9 in ~SGSubsystemGroup (this=0xb7dadb67) at 
 simgear/structure/subsystem_mgr.cxx:85
 
 
 So, applying the patches for fg/plib would mean to replace a
 cheesy but not-crashing radar implementation by a nice but 
 crashing one. I don't say that the radar patch is buggy, it's 
 just the old render-to-texture feature. (It's also not my 
 graphics card driver, as Qt4 has no problems with RTT.)
 
 I would very much like to apply the patches, but I think the
 crash should be fixed first. (Or should the fg/osg patches go 
 in, anyway?)
 

That crash is not repeatable here, but perhaps that wouldn't be unexpected.
I am surprised by it though - the code (od_gauge.cxx) which interacts with
RenderTexture.cpp is untouched by this patch. Perhaps this isn't a new bug
after all.

Perhaps someone else could confirm this behaviour?

Vivian 




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

2007-06-20 Thread Vivian Meazza
Melchior FRANZ

 Sent: 20 June 2007 16:01
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] new pseudo FDM for vehicles 
 (osg branch)
 
 
 * Anders Gidenstam -- Tuesday 19 June 2007:
  It is  also fairly easy to make liftless aircraft FDM configs for 
  ground vehicles in JSBSim - I made a simple one for a mule 
 / small tow 
  truck yesterday. You can get it here:
  
  http://www.gidenstam.org/FlightGear/misc/towtruck_fgfs.tar.gz
  
  Note: it is not particularly well tuned yet.. :)
 
 Wonderful already! Browsed around with it in KNID, LOWL, and 
 KSFO. YASim would just have been nicer as an FDM, for the 
 surface material aware gear and the towing capabilities. One 
 could really tow a 747 over MP with it.  :-)
 

Hey - you can drive around the deck of Nimitz in it - great. But I couldn't
get down into the hangar because it won't stay still long enough with the
brakes on. Why not a YASim towtruck then we can pull ac out of the hangar
etc.?

And we need reverse gear.

Good fun ...

Now I must do something about lashings for ac on the carrier ...

Vivian


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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-20 Thread Vivian Meazza
Melchior FRANZ

 Sent: 20 June 2007 16:35
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
 
 
 * Vivian Meazza -- Wednesday 20 June 2007:
  Melchior FRANZ
   I don't say that the radar patch is buggy, it's
   just the old render-to-texture feature. (It's also not my 
   graphics card driver, as Qt4 has no problems with RTT.)
 
  Perhaps this isn't a new bug after all.
 
 Yes, that's my assumption. I've spent some time on that but 
 still haven't found the cause.
 
 Tender-to-texture works in fg/osg and QT4, so it doesn't seem 
 to be a graphics card driver problem.
 
 3D clouds also use RenderTexture but don't cause crashes. So, 
 what's the difference? Answer: the clouds never call the 
 RenderTexture destructor! If I comment out delete rt in 
 ~FGODGauge(), then I don't get a crash either. Unfortunately, 
 I couldn't find out if the destruction is really needed 
 (calling glXDestroyPbuffer()). The RTT instruments are only 
 destroyed at exit, and maybe the destruction of the GL 
 context frees everything, anyway?
 
 BTW: the TestRenderTexture app in simgear/screen/ does also 
 not crash, despite calling glXDestroyPbuffer() for mode 
 changes (Return-key). But it does also not destroy the 
 RenderTexture class at exit! So is this an acceptable method? 
 Would commenting out delete rt be the solution for 0.9.11? 
 (And committing the radar patch, of course. :-) 
 

Hmm, I don't get the crash here, so it is difficult to take a view. On the
one hand, if 3D clouds don't call the destructor, then that should be good
enough for od-gauge. On the other hand, would not calling the destructor
cause memory not to be released on exit? 

I'll test it here to see if I can detect an adverse effects.

Vivian 


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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-20 Thread Vivian Meazza
Melchior FRANZ

 
 * Vivian Meazza -- Wednesday 20 June 2007:
  On the one hand, if 3D clouds don't call the destructor, then that 
  should be good enough for od-gauge. On the other hand, would not 
  calling the destructor cause memory not to be released on exit?
 
 I could well imagine that at the end of the GL application 
 everything is freed, anyway. But I didn't find anything about 
 it on the net. The clouds don't destruct the RenderTexture 
 class at exit, simgear's TestRenderTexture app doesn't, not 
 even Mark HARRIS' own TestRenderTexture application does! ... 
 only od_gauge does, with little success.  :-}
 
 (The instrument subsystem is apparently not 
 destroyed/recreated on reinit, so this wouldn't be a problem 
 either.) Hmm ... I just don't know ...  :-/
 
 m.
 

There seems to be no difference after I removed the destructor here. I would
say on the evidence of the 3d clouds etc. the one in od_gauge can safely be
removed.

V.


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

2007-06-19 Thread Vivian Meazza
Melchior FRANZ wrote

 
 * Oliver Schroeder -- Tuesday 19 June 2007:
  attached is a patch for the osg-branch,
  which will introduce a new pseudo FDM for ground vehicles
 and (large)
  ships. The FDM isn't perfect, but good enough to allow driving
  vehicles.
 
 I'd very much like to have a car FDM. A realistic one like
 Curt mentioned. But this suggested FDM is even less 
 sophisticated than the ufo, and I guess that a special yasim 
 config would make a far better car. So, if it isn't a serious 
 FDM from the beginning, then I think we are better off with a 
 car-o-matic script, which -- in analogy to jsbsim's aeromatic 
 -- would knock out yasim configs from simple car properties.
 
 m.
 

To follow these remarks - there is a quite sophisicated pseudo-fdm already
in AIShip, which takes into account turning circles, rudder angles, speed,
and acceleration and rolls and steers the ship accordingly. This code is
able to accept inputs of the form of target course and speed, or direct
input of rudder angles. Is there something wrong with it?

I also have doubts that a single fdm can accurately reproduce ship and car
characteristics - a ship isn't a big truck which travels over sea rather
than land.  Ships do not respond immediately to rudder inputs, and to stop a
turn they require counter-rudder. They also roll in turns. In this sim the
100,000 ton Nimitz seems to have no mass, and a turning circle significantly
tighter that a destroyer. Max rpm is more likely to be 250 rpm than 2500
rpm. Take it from an old salt - this is the least ship like ship simulator I
have come across.

I love the views - particularly the bridge. Somewhere along the line, I seem
to have lost the wake here, which spoils some of the views a bit.

Don't know if these comments are particularly helpful, but I fully support
your intention  to have a MP carrier. However, it's fun for a few minutes to
steer a carrier, or it might be if it were a lot more realistic, but
actually, I'd like this automated, so that I can fly off the darned thing,
and not be a taxi-driver for the Airedales. 

Vivian





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Re: [Flightgear-devel] Instrument-altimeter unable to indicate altitude above 61831 feet

2007-06-18 Thread Vivian Meazza
John

 Sent: 18 June 2007 10:41
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Instrument-altimeter unable 
 to indicate altitude above 61831 feet
 
 
 On 06/18/2007 04:06 AM, Stefan Seifert wrote:
 
snip
 
 4) By the way, did you ever wonder what osi means, in the 
 context of the mp-osi property?  The only documentation I can 
 find on the subject is here:

 http://baron.flightgear.org/pipermail/flightgear-devel/2003-Ma
y/017373.html
The only problem is that it is 100% false.

Hmm - I always thought that it was a typo that no one got around to fixing.
I tried once, but it crept back in.

Vivian


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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-17 Thread Vivian Meazza
Melchior

 Sent: 17 June 2007 18:39
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
 
 
 * Vivian Meazza -- Friday 15 June 2007:
   ftp://abbeytheatre2.org.uk/fgfs/instrumentation/osg/
 
  We now have the improved weather radar code available for plib and 
  osg, [...] I intend to get this code into cvs-HEAD and 
 cvs-PLIB over 
  the coming weekend,
 
 I haven't tested that, as this osg directory contained 
 several files with few hints about what goes where, and no 
 apparent files for the plib branch at all. I would have 
 preferred five links to patches (not ftp directories!) -- 
 each of them one patch to be applied at the base
 directory:
 
   plib:
 changes to sg/plib
 changes to fg/plib
   osg:
 changes to sg/osg
 changes to fg/osg
   common:
 changes to base
 
 But maybe someone else has tested the radar for plib and osg 
 and can report success/failure?
 

Now that the situation seems to have settled, I'm already redoing the
patches in exactly that format. I hope to have finished later today -
perhaps.

Vivian


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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-17 Thread Vivian Meazza



 Sent: 17 June 2007 19:29
 To: 'FlightGear developers discussions'
 Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
 
 
 Melchior
 
  Sent: 17 June 2007 18:39
  To: flightgear-devel@lists.sourceforge.net
  Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
  
  
  * Vivian Meazza -- Friday 15 June 2007:
ftp://abbeytheatre2.org.uk/fgfs/instrumentation/osg/
  
   We now have the improved weather radar code available for plib and
   osg, [...] I intend to get this code into cvs-HEAD and 
  cvs-PLIB over
   the coming weekend,
  
  I haven't tested that, as this osg directory contained
  several files with few hints about what goes where, and no 
  apparent files for the plib branch at all. I would have 
  preferred five links to patches (not ftp directories!) -- 
  each of them one patch to be applied at the base
  directory:
  
plib:
  changes to sg/plib
  changes to fg/plib
osg:
  changes to sg/osg
  changes to fg/osg
common:
  changes to base
  
  But maybe someone else has tested the radar for plib and osg
  and can report success/failure?
  
 
 Now that the situation seems to have settled, I'm already redoing the
 patches in exactly that format. I hope to have finished later today -
 perhaps.
 

That's done - the patches are attached. The are NOT formatted properly, so
no rants about tabs, spaces or trailing spaces.

I will attend to thus once the patches are approved/agreed in principle.

Vivian


sg_wx_radar_plib.diff.tgz
Description: application/compressed


fg_wx_radar_osg.diff.tgz
Description: application/compressed


fg_wx_radar_plib.diff.tgz
Description: application/compressed


sg_wx_radar_osg.diff.tgz
Description: application/compressed
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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-15 Thread Vivian Meazza
I wrote

 Sent: 13 June 2007 16:54
 To: 'FlightGear developers discussions'
 Subject: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
 
 
 Hi,
 
 Tim Moore has been hard at work recently (with the smallest 
 of inputs by me), and has ported the improved weather radar 
 already available for plib to OSG.
 
 The patches are here:
 
 ftp://abbeytheatre2.org.uk/fgfs/instrumentation/osg/
 
 And a reminder of the improvements available: raw radar 
 contacts etc, and most important, no longer requires some 
 convoluted .XML here:
 
 ftp://abbeytheatre2.org.uk/fgfs/Screen-shots/radar.jpg
 ftp://abbeytheatre2.org.uk/fgfs/Screen-shots/radar1.jpg
 ftp://abbeytheatre2.org.uk/fgfs/Screen-shots/radar2.jpg
 
 Vivian
 

We now have the improved weather radar code available for plib and osg,
originally written by Harald Johnsen, extensively modified by me, and ported
to OSG by Tim Moore. Csaba Halász is busy extending this into a very clever
Airport Surveillance Radar for use in Control Towers. Unless there are
substantive objections, I intend to get this code into cvs-HEAD and cvs-PLIB
over the coming weekend, so that we can more easily move on to some future
enhancements.

Probably the only user of the full range of features of this radar is the
KC-135. We intend to develop this instrument into a more generalised
facility so that it could be used for example in the E3B. Tim Moore has some
embryo plans for adding ground echoes. We have yet to port 3D clouds to osg,
so there is no weather to display on the osg version of wxradar.

In the longer term we would like to retire the clumsy .XML implementation of
a radar.

Vivian


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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-15 Thread Vivian Meazza
John

 Sent: 15 June 2007 16:26
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
 
 
 Vivian Meazza wrote:
 
 embryo plans for adding ground echoes. We have yet to port 
 3D clouds to 
 osg, so there is no weather to display on the osg version of wxradar.
 
   
 
 FWIW...
 
 Unfortunately, I won't have any time for about two or three 
 months, but 
 might suggest a relook at Mark Harris' code for 3D clouds as 
 a candidate 
 to port to OSG.  I personally liked the look and feel of the clouds 
 produced by his algorithms over the current version
 

I rather agree with you, I don't recall the reason for the changeover.
Perhaps someone could enlighten us? The new 3d clouds have potentially lots
of good features like rain and turbulence, but I'm not sure we use them.

Vivian


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Re: [Flightgear-devel] C++ code beautifier / Coding

2007-06-14 Thread Vivian Meazza
Alexis

 
 Csaba Halász a écrit :
 
   Looks like tacan is the magic word to make Vivian mad ;)
 
 Don't worry, Csaba, TACAN works again now...

Whoa. I'm sorry I was out last night and haven't had a chance to properly
test that nice little patch (although I see that it has been committed to my
code). Did you test it with MP as well? My (untested) analysis indicates
that it should work, but I can't confirm that till later today.
 
 But AAR seem to be broken too... Yesterday first tests show 
 that contact don't behave has expected. I'll try to confirm 
 this today.

Due to the unfortunate multiplicity and unnecessary duplication of aar code
this is going to be a significant task to find, test and fix in the run up
to a release. And right now I think we have a problem in that a tanker will
show up as an ordinary AIAircraft over MP, so we might need separate code to
cope with both situations. I don't have time right now to embark on
investigating that.
 
   Some bad-tempered mail started showing up on this list 
 recently. For  
  me flightgear is great fun both flying and coding and I intend to  
  keep it that way. So everybody be nice and don't get mad at each  
  other, okay?
 
 Sure :) We are a good team *and* we enjoy flaming.

I don't, and I don't want to be wound up enough to do it: it's not good for
my blood pressure.

Vivian


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