Re: [Flightgear-devel] SimGear build fails

2013-06-26 Thread Alex Romosan
Torsten Dreyer tors...@t3r.de writes:

 I'm failing to build SimGear on 64bit linux:
 EffectGeode.cxx:83:136: error: no matching function for call to 
 ‘osg::Geometry::setVertexAttribArray(int, osg::Geometry::ArrayData)’

 OSG is stable 3.0.1 from svn (same with OSG trunk)
 SimGear is git next from today

 Yes, I rm-rf'ed previous artefacts and started from scratch.

these are the changes i made to get simgear to compile with
openscenegraph from svn:

diff --git a/simgear/scene/material/EffectGeode.cxx 
b/simgear/scene/material/EffectGeode.cxx
index 26eab38..d634ac8 100644
--- a/simgear/scene/material/EffectGeode.cxx
+++ b/simgear/scene/material/EffectGeode.cxx
@@ -80,15 +80,15 @@ void EffectGeode::runGenerators(osg::Geometry *geometry)
 int n = _effect-getGenerator(Effect::TANGENT);
 tsg-generate(geometry, 0);  // 0 is normal_unit, but I have no idea 
what that is!
 if (n != -1  !geometry-getVertexAttribArray(n))
-geometry-setVertexAttribData(n, 
osg::Geometry::ArrayData(tsg-getTangentArray(), 
osg::Geometry::BIND_PER_VERTEX,GL_FALSE));
+geometry-setVertexAttribArray(n, tsg-getTangentArray());
 
 n = _effect-getGenerator(Effect::BINORMAL);
 if (n != -1  !geometry-getVertexAttribArray(n))
-geometry-setVertexAttribData(n, 
osg::Geometry::ArrayData(tsg-getBinormalArray(), 
osg::Geometry::BIND_PER_VERTEX,GL_FALSE));
+geometry-setVertexAttribArray(n, tsg-getBinormalArray());
 
 n = _effect-getGenerator(Effect::NORMAL);
 if (n != -1  !geometry-getVertexAttribArray(n))
-geometry-setVertexAttribData(n, 
osg::Geometry::ArrayData(tsg-getNormalArray(), 
osg::Geometry::BIND_PER_VERTEX,GL_FALSE));
+geometry-setVertexAttribArray(n, tsg-getNormalArray());
 }
 }

 
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Re: [Flightgear-devel] New idea for flightgear

2013-06-23 Thread Alex D-HUND
Hi Ashirwada,

this feature is implemented but disabled by default in FG's source code.
To enable it, if you really want that (think twice), edit file
src/AIModel/AIMultiplayer.cxx and alter the false to true in
 FGAIMultiplayer::FGAIMultiplayer() :
FGAIBase(otMultiplayer, false)

This action, of course, requires FG to be recompiled.

hth
Alex



 Dear sir/madam
 
 I am a great fan of flightgear. I would like to point out that
 crashes in flightgear is not simulated. so add simulated crashes in
 the next flightgear version.
 


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Re: [Flightgear-devel] JSBSim Synch with FlightGear

2013-06-11 Thread Alex Romosan
Anders Gidenstam anders-...@gidenstam.org writes:


 2.
 The JSBSim class FGPropertyManager was previously derived from 
 SGPropertyNode, but isn't now. This affects the creation of the
 main JSBSim object (FGFDMExec) since it requires a FGPropertyManager 
 instance to access the property tree.

 I have currently changed the FG JSBSim driver, JSBSim.cxx, like this:
 -fdmex = new FGFDMExec( (FGPropertyManager*)globals-get_props() );
 +// FIXME: The FGPropertyManager object must be freed somewhere!
 + fdmex = new FGFDMExec( new FGPropertyManager(
 (FGPropertyNode*)globals-get_props() ) );

 but this will leak a FGPropertyManager object on each reset.
 Hopefully there is no problem to just keep track of the FGPropertyManager 
 object and delete it at reset. I have not tried that yet.


wouldn't it better to have something like this:

FGPropertyManager pm = 
FGPropertyManager((FGPropertyNode*)globals-get_props() );
fdmex = new FGFDMExec(pm);

that way we don't leak an FGPropertyManager object on each reset. seems
to work for me.

--alex--

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|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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Re: [Flightgear-devel] static friction patch

2013-04-16 Thread Alex D-HUND
 I liked Alex's screenshot, that requires some skill...

Actually, since I am using modified skids[1] for the bo105, it doesn't
require much skill.

To be able to land on smaller surfaces as the length of the skids, I've
added some more contact points between the original ones[2]. Which also
makes a landing on slightly bigger surfaces easier.
Drawback then was, the behaviour on ground regarding friction was even
worse. So I lifted the new contact points slightly and modified some of
their attributes, like compression and spring, so the skids do not
vanish into the smaller-as-the-skids surface.
However, I was not quite satisfied with the result, and therefore
hesitated to release a patch.

As soon as your patch is accepted, I am looking into this again, with
the goal to provide a patch.


[1] http://beggabaur.onpw.de/files/bo-skid-mod.jpg
[2] http://beggabaur.onpw.de/files/bo-skid-orig.jpg

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Re: [Flightgear-devel] static friction patch

2013-04-15 Thread Alex D-HUND
Am Sun, 14 Apr 2013 22:13:13 -0300
schrieb Diogo Kastrup diogo.kast...@gmail.com:
 If you guys could test it and/or give any tips on how not to break any
 interface design it would be appreciated.

Hi Diogo,

a quick trial with the bo105 (on FG 2.10) made me very happy. So
far I was not able to see any movement on the ground, not even
when applying rotor brake manually at still high RPM.
Parking it on a small surface[1] and leaving the PC for about 15
minutes, it still sits where I left it. Before the patch I would have
found it crashed, hanging sloped from the object I've placed it before.

I am not a developer, so I am not able to make any statement on the
code itself.

Thumbs up, I've waited for this a long time (Csaba once told me,
someone is working on such a patch).

I'll do some more testing in the upcoming days (or weeks, depending on
spare time).

Alex

[1] http://beggabaur.onpw.de/files/fgfs-screen-289.jpg

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[Flightgear-devel] HUD, runway projection

2013-01-30 Thread Alex D-HUND
Ahoy Guys,

while doing some research for the wiki[1] the idea came across to
center the (seemingly not properly working) runway projection, the
big fat arrow on the default HUD, pointing to one o'clock here[2], and
make it more flexible. Even though it does not actually project the
active runway on the HUD, it still points to its direction. I am aware
that sooner or later canvas[3] will replace the actual HUD system and
therefore probably not much effort will go into the current one
anymore. However, until then it would be nice to make something more
useful out of it or, as a second option, disable the instrument in
Huds/default.xml. And because the arrow is very obvious, just letting
it hang out at the corner does not make the HUD prettier.

Enclosed are two patches, both tested on FG 2.10 and git next:
HUD-runway_offset-fgdata.diff
  Changes the coordinates in runway.xml to have it centered. Nearly, at
  least. For unknown reason it disappears if centered along the y-axis.
  Therefore that one unit offset in the patch.
HUD-runway_property-fg_source.diff
  Alters the property for the airport runway is pointing at from
  /sim/presets/airport-id to /sim/tower/airport-id. Right after
  starting FG these are the same but now the user is able to make the
  arrow pointing to some other airport or to the closest one by setting
  up the Tower Position via menu.

A screenshot[4] showing the centered one for your approval or not.

Thank you very much
Alex

[1] http://wiki.flightgear.org/HUD
[2] http://wiki.flightgear.org/File:HUD_default_overview.png
[3] http://wiki.flightgear.org/Canvas_HUD
[4] http://www.zimagez.com/zimage/fgfs-screen-259.phpdiff --git a/Huds/Instruments/runway.xml b/Huds/Instruments/runway.xml
index 3fed52d..995b505 100644
--- a/Huds/Instruments/runway.xml
+++ b/Huds/Instruments/runway.xml
@@ -3,14 +3,14 @@
 PropertyList
 	runway
 		nameRunway/name
-		x-240/x
-		y-180/y
+		x-320/x
+		y-239/y
 		width640/width
 		height480/height
 
 		scale-dist-nm5/scale-dist-nm
 		line-scale5.0/line-scale
-		arrow-alwaysfalse/arrow-always
+		arrow-alwaystrue/arrow-always
 		arrow-scale1.0/arrow-scale
 		arrow-radius50.0/arrow-radius
 		outer-stipple-1/outer-stipple !-- 0x --
diff --git a/src/Instrumentation/HUD/HUD_runway.cxx b/src/Instrumentation/HUD/HUD_runway.cxx
index 5ad4592..1d6ee13 100644
--- a/src/Instrumentation/HUD/HUD_runway.cxx
+++ b/src/Instrumentation/HUD/HUD_runway.cxx
@@ -158,7 +158,7 @@ void HUD::Runway::draw()
 
 FGRunway* HUD::Runway::get_active_runway()
 {
-  const FGAirport* apt = fgFindAirportID(fgGetString(/sim/presets/airport-id));
+  const FGAirport* apt = fgFindAirportID(fgGetString(/sim/tower/airport-id));
   if (!apt) return NULL;
   
   return apt-getActiveRunwayForUsage();
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Re: [Flightgear-devel] Minor tweaks for MSVC11

2012-10-28 Thread Alex Barrett
Good work Rob, saves some people some time I'm sure. Thank you.

Alex

On 28 October 2012 06:59, Rob Dosogne ad...@truthsolo.net wrote:

 Using MSVC11 (Visual Studio 2012), I've found the following issues
 that prevent a successful compile:

 - 'bzero' does not exist.
 - 'std::greater' is now found in functional.



 Solutions:

 simgear/io/HTTPClient.cxx:454

   bzero(zlib, sizeof(z_stream));

 should be changed to:

   memset(zlib, 0, sizeof(z_stream));



 flightgear/src/Navaids/PositionedOctree.hxx:33

   #include functional

 needs to be added in order to have access to std::greater.



 With these changes, simgear and flightgear compile successfully.

 cheers,

 Rob


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Re: [Flightgear-devel] An empassioned plea

2012-04-24 Thread Alex Perry
As an aside:  When working on the codebase, I maintain a local script
that launches FGFS by disabling whatever features prevent the
simulation from being flyable on my development machine.  When I am
unable to turn off features that prevent the simulator from running,
and disabling them in source isn't clean enough to maintain as a local
patch, I stop working on the project until the next time I buy a
machine ... at which point I revisit the script.  Flyability includes
being able to sustain at least 3 FPS.

It would probably make things a lot simpler for the average user if
FGFS included a wizard that automatically identified which
combinations of features would be usable on a specific installation.
Using that result as constraining logic in the menus would allow
unusable features to be kept disabled and trivially cheap features
(for the given hardware) to be kept enabled.

On Wed, Apr 18, 2012 at 2:36 AM, Erik Hofman e...@ehofman.com wrote:
 On Wed, 2012-04-18 at 09:46 +0100, Vic Marriott wrote:
   It's probably not so much about memory consuming but more about 
   resource
  consuming. But be assured that most new options are easily turned off. 

 Sorry, but I think the point is being missed here.

 Where is the sense in making very impressive advancements to FG, if the 
 average user has to turn most of them off in order to get a usable fps.

 Why does anybody always expect the most imressive results on their old
 Intel 486DX?

 Advances in quality always requires more resources. Period. If your
 hardware doesn't support it, bad for you but be grateful FlightGear at
 least provides an option to turn to less nifty rendering.

 Erik


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Re: [Flightgear-devel] Serving maps from internet;

2011-10-30 Thread Alex Perry
On Sun, Oct 30, 2011 at 12:38 PM, Martin Spott martin.sp...@mgras.net wrote:
 Geoff McLane wrote:
 As you may know the Atlas project already has
 a GetMap application, linked with CURL to
 to do the http requests... written by Fred back in 2004,

 No, I didn't know. When I talked to Brian Schack about this topic, the
 conversation somehow got lost (and I do feel guilty in some way ).
 As far as I can remember the biggest obstacle was set by Atlas's tile
 schema being organized alongside FlightGear's Scenery tiling schema,
 being slightly different from what WMS tile servers typically provide.
 Actually I'm unable to afford the time for providing the introduction
 into the logic behind WMS(-C) and related protocols, but there's plenty
 to read at OSGeo and related projects (start at TileCache for example).

 BUT I'd be willing to set the tile server up - simply because I'm
 convinced that this is the right thing to do about serving map
 imagery from a server   well, actually the entire infrastructure is
 already in place, because I've been doing this sort of stuff for years,
 I'd just have to compile the Atlas imagery into a suitable format.

I looked into doing this a couple of years ago and got bogged down in
the FGFS-specific assumptions throughout the Atlas pipeline.  I came
to the conclusion that the integration I had in mind would be ugly,
but wasn't willing to take on the burden of forking.  What is
preventing us from converting the whole Atlas project to WMS, and
dropping the old nomenclature?

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Re: [Flightgear-devel] Serving maps from internet;

2011-10-30 Thread Alex Perry
On Sun, Oct 30, 2011 at 3:20 PM, Martin Spott martin.sp...@mgras.net wrote:
 Alex Perry wrote:
 [...]  What is
 preventing us from converting the whole Atlas project to WMS, and
 dropping the old nomenclature?

 I'm just guessing: Backwards compatibility with those users who'd like
 to use Atlas without being required to have a functional internet
 uplink ?  The FSweekend show next month is typically one of those cases
 where this schema applies.

I don't know what you're getting at.  If Atlas knows how to get map
tiles from a URL family in addition to the usual disk file name
family, that doesn't affect offline use.  Having said that, I wouldn't
object to Atlas becoming a URL-only utility providing it still knows
about file:// to avoid depending on a local webserver!  If you're
suggesting that the revised Map couldn't write to files any more, I
think you're assuming a larger change to it than I had in mind.

It might be nice to have a third utility AtlasTileServer which does
provide a caching WMS webserver for Atlas and knows how to invoke Map
to draw missing tiles at need.  It could (1) keep a local Map instance
busy between interactive requests, (2) recurse to a remote
AtlasTileServer with its correspondingly better cache and higher
throughput, and (3) kick TerraSync into fetching any missing Terrain
tiles first.  Ideally, Atlas and AtlasTileServer are happy keeping the
GET request alive (and idle) while a tile is generated on the fly, and
Atlas knows how to add the late-arriving tile into the framebuffer
once it actually turns up.

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Re: [Flightgear-devel] Mapping Airspace

2011-09-20 Thread Alex Perry
To agree with Alan, but with some additional generalizations.

On Tue, Sep 20, 2011 at 2:25 AM, Alan Teeder ajtee...@v-twin.org.uk wrote:
 When I ran the research flight simulator for a major aircraft manufacturer
 in the UK (many moons ago when we still had such an industry), we had a
 saying:-
 Ask 10 test pilots for their opinion, and you will get 10 different
 answers

1.  IFR commercial pilot:  airspace is completely irrelevant as they
fly the clearance from ATC, initially filed by another airline
individual who is not a pilot.
2.  IFR general aviation pilot:  airspace is only of interest on the
ground when designing a clearance request that will be typed into the
web terminal.
3.  VFR commercial pilot:  Almost irrelevant as tends to operate in
areas without airspace restrictions or with full ATC coordination on
an ad-hoc basis.
4.  VFR cross country pilot:  Interested in airspace, but usually just
wanting to know where it is, to fly far around it.
5.  VFR visiting pilot:  Intensely interested in airspace, wants the
simulator to help him learn not to accidentally bump into it.
6.  VFR local pilot:  Probably has it memorized anyway, owns the chart
mostly to be compliant with the rules.
7.  Antique / simple homebuilt pilot:  Doesn't have radios or the like
anyway, simply needs a few circles marked 'mode C veil'.
8.  Military pilot:  Doesn't use civilian charts.  Could be fun to
have the MTR details transcribed for simulating those fighters.
9.  Shuttle pilot:  I could ask if needed, but I suspect they count as
[2] since they're in class A airspace until the final brick-like
landing.
10.  Aerobatic pilot:  The boxes.  And something on the simulator to
be sarcastic when you accidentally leave the box.
11.  RC pilot:  No idea.  Curt?
12.  ... who is missing from the list?

From: HB-GRAL
 To improve our map resources with further data I started an experiment
 with free available airspace data. Actually this is far from being a
 good map and finished design, it is just a start to implement
 (unofficial!) airspace information:
 http://maptest.fgx.ch/navaid.html

Lovely, keep up the good work.  The comments above are intended to
clarify and not discourage.

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Re: [Flightgear-devel] ATC and radio signal attenuation

2011-09-05 Thread Alex Perry
If you know the phone number of the ATC facility, you should be able
to enter it into a popup that looks like a satphone and communicate
with them without the attenuation constraint.  Oh, and extend the ATC
dialog to understand say phone number and on landing call
interactions.

On Mon, Sep 5, 2011 at 10:01 AM, Durk Talsma durkt...@gmail.com wrote:
 Hi Adrian,




 So far, only ground to AI aircraft and AI aircraft to ground is implemented,
 as part of the FGATCController class.
 This system, if proven functional, should probably be split into a separate
 module and applied to all comunication, including player-to-ground and 
 player-
 to-player.
 All code is available in my clone, branch radio-att.


 I'm a little pressed for time this week, so I have to keep my response a 
 little on the short side. In essence, I think that this would be any 
 extremely cool feature to have. Do you already have a working copy that you 
 would consider merging with flightgear/next? If so, I would like to do so and 
 give it a shot (after having tried it locally and after ensuring that 
 everything works okay).

 So far, I only have one humble request, which is an option to conditionally 
 disable it. Although I haven't really had the need to listen to distant 
 stations yet, I can imagine that certain situations will arise where I need 
 to be able to follow ATC messages across larger distances. Given that during 
 the development cycle I would rather concentrate on debugging than on 
 deciphering a radio message, I think that an option to conditionally disable 
 ATC signal attenuation would be very welcome.


 Cheers,
 Durk
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Re: [Flightgear-devel] new An-2

2011-08-12 Thread Alex Romosan
Tim Moore timoor...@gmail.com writes:

 I have created the ac-an2 repository, which includes only the An-2
 (duh), and deleted the an2 from fgdata.

so where is the new repository? is there a way of integrating it with
the rest of the data so that when i do a 'git pull' in fgdata it
automatically does a 'git pull' in the ac-an2 repository as well?
thanks.

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Re: [Flightgear-devel] new An-2

2011-08-12 Thread Alex Romosan
Tim Moore timoor...@gmail.com writes:

 You can look at git submodules, which would give you a way to do  that.

i did, but it's not very clear to me what exactly i am supposed to do. i
did a 'git clone git://.../ac-an2' in the fgdata/Aircraft directory,
then i tried 'git submodule add Aircraft/ac-an2' in the fgdata directory
but that gave me a copy of the ac-an2 in the fgdata directory. maybe
somebody could post step-by-step instructions on how to do this. thanks.

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

2011-06-25 Thread Alex Perry
On Fri, Jun 24, 2011 at 6:51 AM, Scott scott.hamil...@popplanet.biz wrote:
 Using SVN so you can download stuff on the fly is ridiculous,

The most popular and platform agnostic way to do downloading from
multiple locations, with caching and automatic updates, is HTTP these
days.  Does anybody know offhand how much trouble it would be for our
source code to have all loaders of aircraft files go through a library
that understands what a relative URL is?  If we can cut that over,
anybody can develop and host an airplane simply by sticking some
static files on the web somewhere.  Which can reference components of
other airplanes.

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

2011-06-25 Thread Alex Perry
Putting map data on SVN made incremental updates feasible.  Both for
maintainer uploads, and user caches.  A similar argument applies to
the aircraft, with the complications that (a) there are more
maintainers with less coordination, and (b) the dependency graph
between directories is not trivial.  On the other hand, we don't need
streaming on-demand retrieval since few pilots are expected to change
aircraft in mid-flight.  8-)

Those two complications mean that either we have to do a whole
checkout (in which case we might as well use GIT) or maintainers have
to mark up their directories with dependency metadata to support
automated update tools (in which case SVN would work but not be
ideal).  I think the critical question is whether maintainers are
willing to do that.  Suppose they are.

A post-commit hook collects all the dependency data, sprinkled across
the directories, into a single self-consistent file.  The client side
utility does a single update to get that file, and then whatever
additional updates it specifies for the desired aircraft.  SVN would
work well enough.  We would know the total bandwidth cost for each
aircraft (before caching).

Supposing we continue to use GIT for development and whole-repository
replication, and replace SVN with HTTP for people who want to do quick
and incremental aircraft downloads.  We can easily prototype the HTTP
version by selecting a 1GB subset of the archive for demonstration
using AppEngine free quota ... while the community evaluates that
prototype.

The replica of GIT head in appengine is about $2/month.  Add about $1
for any user who chooses to use HTTP to replicate the entire
repository instead of using GIT (but we can discourage that).
Assuming most individual aircraft are a tiny fraction of the
repository (especially after allowing for texture reuse), the true
expenses are probably quite manageable.
http://code.google.com/appengine/docs/billing.html
There are probably cheaper static web hosting options out there, but I
figured these numbers are a useful starting point.

Personally, I don't see a value in offering HTTP per-file instead of
SVN per-directory, but others may do.  Hence the discussion above.

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

2011-06-25 Thread Alex Perry
On Sat, Jun 25, 2011 at 4:01 PM, Vivian Meazza
vivian.mea...@lineone.net wrote:
 Personally, I don't see a value in offering HTTP per-file instead of
 SVN per-directory, but others may do.  Hence the discussion above.

 The main problem right now is that Git cannot cope with the size of the
 data, and it's getting worse by the day. The Git data repo on Gitorious is
 no longer fit for purpose as currently configured.

I'm not trying to defend staying on single-Git, but I think the first
step is to implement on-demand loading of individual aircraft (and
dependencies) and prove that it works.  Otherwise we'll be exposing
end users to a lot of breakage.  Once we can demand load reliably,
breaking the repo into many pieces is relatively trivial.

 Streaming was mentioned (perhaps as a nice-to-have) in the context of
 Multiplayer. If you didn't have a particular model then it might be streamed
 instead of showing the rocket propelled blue and yellow glider.

That's an excellent point, thank you.

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Re: [Flightgear-devel] FlightGear development entered state feature-freeze until July, 17th 2011

2011-06-22 Thread Alex D-HUND
Am Wed, 22 Jun 2011 13:20:17 +0200
schrieb Arnt Karlsen a...@c2i.net:

 On Tue, 21 Jun 2011 23:42:41 +0200, Alex wrote in message 
 20110621234241.5daf0f9e@main:
 
  I am using system:
  Linux 2.6.39.1 #2 SMP x86_64 GNU/Linux Debian Stable/Squeeze
  ATI Technologies Inc RS880 [Radeon HD 4200]
 
 ..a laptop?
no

  Driver: fglrx, mostly latest version, 11.6 atm (11.1/11.2 during
  testing, IIRC)
 
 ..try the radeon driver, it should support your graphics card 
 better by now.  
 It may also expose other bugs you haven't seen yet, 
 exactly because you have been using fglrx.
What is your point? How is that related to the versions of the
dependencies of SG/FG?

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Re: [Flightgear-devel] FlightGear development entered state feature-freeze until July, 17th 2011

2011-06-22 Thread Alex D-HUND
Am Wed, 22 Jun 2011 14:48:59 +0200
schrieb Arnt Karlsen a...@c2i.net:

 On Wed, 22 Jun 2011 13:37:27 +0200, Alex wrote in message 
 20110622133727.6a7007df@main:
 
  Am Wed, 22 Jun 2011 13:20:17 +0200
  schrieb Arnt Karlsen a...@c2i.net:
  
   On Tue, 21 Jun 2011 23:42:41 +0200, Alex wrote in message 
   20110621234241.5daf0f9e@main:
   
I am using system:
Linux 2.6.39.1 #2 SMP x86_64 GNU/Linux Debian Stable/Squeeze
ATI Technologies Inc RS880 [Radeon HD 4200]
   
   ..a laptop?
  no
  
Driver: fglrx, mostly latest version, 11.6 atm (11.1/11.2 during
testing, IIRC)
   
   ..try the radeon driver, it should support your graphics card 
   better by now.  
   It may also expose other bugs you haven't seen yet, 
   exactly because you have been using fglrx.
  What is your point? 
 
 ..the radeon and radeonhd drivers are both in development 
 just like FG and may do now what they did not do the last 
 time you tried them, my guess is the radeon driver on your 
 card, should beat both fglrx and radeonhd, so come on and 
 prove me wrong. ;o)
 
  How is that related to the versions of the
  dependencies of SG/FG?
 
 ..I'm talking about the ATI bugs that none of the Nvidea 
 owner FG developers could see, and that I suspect is part 
 driver, part OSG, part SG and part FG.  
 
 ..trying another driver with everything else left as is, 
 gives us all a new observation.  (I haven't been able to 
 do that myself due to RL issues such as housing.)
 
 ..I _have_ seen improvements since I filed bug #264, but there 
 are also #295 and maybe #320, my #264 and #295 may be related 
 to #96. 
 
 ..whenever OSG, SG or FG demands something that the hardware 
 cannot support, the driver should reject that demand and tell 
 us a little more than:
 r300: ERROR: FS input generic 17 unassigned, not enough hardware
 slots. so I can try _educated_ guesses.

Ahh, I see. You're suggesting to use radeon/hd driver to find bugs so
the drivers/osg/sg/fg could be improved?

However, back to the topic: at the moment, what version of osg do you
recommend for systems using the radeon/hd drivers?


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

2011-06-22 Thread Alex Perry
If occasional 50x responses occur in batches, but not for most
simulation runs where you synchronize scenery, don't worry about it
and certainly don't blame the FGFS codebase.  If 50x's occur routinely
for several hours, feel free to let me know.  Just in case the shared
backend is misbehaving.

Aside:  I don't think terrasync (and thus probably the integrated
library) reschedules failed requests for a few minutes later; maybe it
should do so?

On Wed, Jun 22, 2011 at 7:28 AM, Alan Teeder ajtee...@v-twin.org.uk wrote:
 Thanks for the help. The built in SVN is now available and working.
 Failed to synchronize directory ´Airports/Q', Server sent unexpected return
 value (502 Bad Gateway) in response to PROPFIND for
 'svn/!svn/bln/16328/trunck/data/Scenery/Airports/R' (code 175002)
 SVN repository cleanup successful for 'Airports/Q'

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Re: [Flightgear-devel] FlightGear development entered state feature-freeze until July, 17th 2011

2011-06-21 Thread Alex D-HUND
I am also interested in this and since nobody replied yet I am starting
the discussion by bringing up my personal experiences:

OpenAL-Soft/libopenal:
AFAIK at least version 1.11.753 is needed to have all features (like
doppler), though older versions may work as well.

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

OpenSceneGraph:
My personal experience, which includes some testing of different
versions, is that 2.9.10 works best here. At later versions the
osgText-bug is fixed which causes FG to have a bug.
The oldest version I've tested was 2.8.3 with which I got random seg
faults in FG quite often. The latest stable release 2.8.5 was *not*
tested, this would be an option.

I am using system:
Linux 2.6.39.1 #2 SMP x86_64 GNU/Linux Debian Stable/Squeeze
ATI Technologies Inc RS880 [Radeon HD 4200]
Driver: fglrx, mostly latest version, 11.6 atm (11.1/11.2 during
testing, IIRC)

[1]
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg21059.html

Alex


Sun, 19 Jun 2011 20:50:25 +0200 Jari Häkkinen j...@flygarna.se:
 Torsten Dreyer skrev 2011-06-17 21.47:
  Anticipating the release 2.4.0, we reached our first milestone
  today. The development streams for flightgear, simgear and fgdata
  on gitorious are now declared frozen.
 
 The above states quite clearly that testing is expected to be against 
 the source repositories for fg source/data and simgear. There are
 many other 3rd party software dependencies whereof the most prominent
 are plib and osg. Which version of these packages should be used for
 2.4.0 testing?


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Re: [Flightgear-devel] FlightGear development entered state feature-freeze until July, 17th 2011

2011-06-21 Thread Alex B.
Am Tue, 21 Jun 2011 23:42:41 +0200
schrieb Alex D-HUND f...@beggabaur.de:

Oops, wrong link for the plib version. Should be:
[1]http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg20793.html


 I am also interested in this and since nobody replied yet I am
 starting the discussion by bringing up my personal experiences:
 
 OpenAL-Soft/libopenal:
 AFAIK at least version 1.11.753 is needed to have all features (like
 doppler), though older versions may work as well.
 
 plib:
 Version 1.8.6. Why and how to obtain it can be found here [1]. Pretty
 old but still up to date, as far as I know.
 
 OpenSceneGraph:
 My personal experience, which includes some testing of different
 versions, is that 2.9.10 works best here. At later versions the
 osgText-bug is fixed which causes FG to have a bug.
 The oldest version I've tested was 2.8.3 with which I got random seg
 faults in FG quite often. The latest stable release 2.8.5 was *not*
 tested, this would be an option.
 
 I am using system:
 Linux 2.6.39.1 #2 SMP x86_64 GNU/Linux Debian Stable/Squeeze
 ATI Technologies Inc RS880 [Radeon HD 4200]
 Driver: fglrx, mostly latest version, 11.6 atm (11.1/11.2 during
 testing, IIRC)
 
 [1]
 http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg21059.html
 
 Alex
 
 
 Sun, 19 Jun 2011 20:50:25 +0200 Jari Häkkinen j...@flygarna.se:
  Torsten Dreyer skrev 2011-06-17 21.47:
   Anticipating the release 2.4.0, we reached our first milestone
   today. The development streams for flightgear, simgear and fgdata
   on gitorious are now declared frozen.
  
  The above states quite clearly that testing is expected to be
  against the source repositories for fg source/data and simgear.
  There are many other 3rd party software dependencies whereof the
  most prominent are plib and osg. Which version of these packages
  should be used for 2.4.0 testing?
 
 
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Re: [Flightgear-devel] use-custom-scenery-data

2011-06-15 Thread Alex D-HUND
Ahoy,

you'll find the verified .parking.xml files for the five said
airports here:
http://fgfs.beggabaur.de/daten/KHAF.groundnet.xml
http://fgfs.beggabaur.de/daten/KHWD.groundnet.xml
http://fgfs.beggabaur.de/daten/KOAK.groundnet.xml
http://fgfs.beggabaur.de/daten/KSFO.groundnet.xml
http://fgfs.beggabaur.de/daten/KSJC.groundnet.xml

What I did:
Opened the airports from apt.dat.gz of fgdata (recent git version) into
a recent version of TaxiDraw (mapserver/git). Imported the ground net
from the same fgdata, Scenery/Airports directories, and then used the
tool to verify it. At each airport I had to mark some nodes which were
placed on runways but not marked as such. I marked all of them even
those that were on the runway but beyond the threshold, see KHAF[1] as
an example.

What I didn't:
Verifying anything else such as parking positions and radio
frequencies, just because I don't have a reference for them.

Hopefully this was how it was meant to be. ;-)
At least parking positions were recognised, besides KSFO I didn't get
any AI aircraft, though. At KSFO the planes weren't stacked anymore.

The network at KSFO is a total mess. There are routes where there is no
taxiway at all and some of the routes are not well aligned with the
underlying taxiway[2]. Besides some little experience with groundnet I
have no clue about the ai-system. I might have a closer look at it in
the upcoming days, though.

Greetings
Alex

[1] http://fgfs.beggabaur.de/daten/KHAF_Taxidraw.jpg
[2] http://fgfs.beggabaur.de/daten/KSFO.parking.jpg


Thu, 9 Jun 2011 11:41:41 +0200 Durk Talsma durkt...@gmail.com:

 Hi Alex,
 
 On 09 Jun 2011, at 11:21, Alex B. wrote:
 
 Basically, verifying the files would entail loading them into a
 recent version of taxidraw, selecting the verify groundnetwork
 option and correcting any errors indicated. Then they can be
 resaved. If you decide to do this, please ensure to send a copy to
 the updated files to me, so I can upload them to the terrasync
 repository. 
 
 Cheers,
 durk


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

2011-06-14 Thread Alex Perry
Excellent!

On Mon, Jun 13, 2011 at 12:50 PM, ThorstenB bre...@gmail.com wrote:
 Hi,

 the final GUI bits for a new feature are now in fgdata - the last
 feature addition for the 2.4 release from my part... You can
 download/update scenery directly from FlightGear now (main menu:
 Environment = Scenery). Credit for the idea goes to James - bugs are
 mine ;-).

 It provides built-in terrasync support - with some advantages:

 * Configuration requires a scenery target directory only (your
 terrasync directory) and a checkbox to enable. For now, you'll also
 need to provide the terrasync directory as part of your --fg-scenery
 paths (otherwise you won't see downloaded scenery). Maybe we can add the
 directory to the search path internally some time, simplifying things
 even more. Should help anyway (especially new users) in obtaining world
 scenery. Not quite as simple as loading scenery with Google Earth yet -
 but closer...
 Before someone asks: the scenery server address is displayed in the GUI,
 but editing is disabled. Is there any reason (right now), why users
 would want to change? (You could still change using preferences.xml /
 property browser though).

 * You can enable/disable scenery download any time using the menu. When
 you notice mid-flight that scenery is missing, just enable the download
 checkbox and wait a bit (depending on your connection speed ;-) ).

 * There is also a (still experimental) option to refresh scenery tiles
 once their update is complete. You could warp into a new region,
 initially see ocean only (default replacement for missing scenery) and
 eventually see the ocean tiles being replaced by actual scenery. That's
 still experimental though, the update logic requires improvement. Looks
 weird when scenery tiles are removed when the a/c is just parked/rolling
 on them (old scenery disappears for a second before the fresh one
 reappears). Also bad on final approach... And the a/c position and
 altitude of clouds may need to be adapted when scenery altitude has
 changed - which is a problem when ocean (sea level) is replaced by
 actual scenery (mountains...). Usually ok to enable the feature
 mid-flight. Otherwise, there is also a manual refresh button, so you
 could choose yourself at what time to replace ocean/missing scenery.

 The feature reuses the terrasync sources and relies on a subversion
 client. Either using built-in subversion (when libsvn is installed,
 which is recommended). Otherwise, fgfs tries calling an external utility
 (svn) for downloads. All the same as with original terrasync.
 The built-in svn support is enabled for automake right now (use
 --with_libsvn=no to disable). It's off by default for cmake builds (we
 could change that, use ENABLE_LIBSVN to enable for now). The cmake
 build isn't really well tested yet - except that Hudson seems happy for
 all targets. And as mentioned, I'd need help with cmake if it wasn't
 working properly. And it'd also be good to get Hudson to build the
 Windows/Mac binaries with built-in svn support (seems to do that for
 Linux/automake already).

 As usual, report any (new) issues. If you don't like the feature, keep
 the checkbox disabled and the whole thing shouldn't bother you. You can
 keep using manual downloads or the separate terrasync utility as before
 (which lives on), of course.

 cheers,
 Thorsten

 PS: Yes, a complete update (sg+fg+fgdata) is required for things to
 work.



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Re: [Flightgear-devel] use-custom-scenery-data

2011-06-09 Thread Alex B.
Ahoy Martin,

thanks for replying, but let me rephrase my initial questions.

No. 1)
Durk wrote[1]: [...]and the files that are still called parking are
the ones that I still need to rename / improve / verify. There are
still files called parking in the base package. Maybe someone will
rename / improve / verify them before the 2.4.0 release. I even do
volunteer for this job if I'd only know what to do and if there is no
nasal or C++ coding involved.

find $fgdata/Scenery/ -name *parking*
$fgdata/Scenery/Airports/K/H/W/KHWD.parking.xml
$fgdata/Scenery/Airports/K/H/A/KHAF.parking.xml
$fgdata/Scenery/Airports/K/O/A/KOAK.parking.xml
$fgdata/Scenery/Airports/K/S/F/KSFO.parking.xml
$fgdata/Scenery/Airports/K/S/J/KSJC.parking.xml


No. 2)
Never mind, I'll just ignore that one. ;-)


Griassla
Alex

[1] http://sourceforge.net/mailarchive/message.php?msg_id=24237463

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[Flightgear-devel] use-custom-scenery-data

2011-06-08 Thread Alex D-HUND
Ahoy Scenery Guys,

two things related to the transitional solution
use-custom-scenery-data I stumbled on:

No. 1)
As Csaba already pointed out a few days ago[1], aren't the files named
ICAO.parking.xml in $fgdata/Scenery/Airports/I/C/A/ supposed to be
named as ICAO.groundnet.xml in order to work? I am just talking about
$fgdata/Scenery[2], which is the base package, and *not* about any
other Scenery path.

As an example I am picking KSFO.parking.xml[3]. If I rename it to
KSFO.groundnet.xml and set /sim/paths/use-custom-scenery-data to true,
the given parking positions in that file actually start to work.


No 2.)
I stumbled on the above issue while trying to figure out why many
models are not displayed in the Scenery of the base package[2]. See the
screen shot for KSFO using --fg-scenery=fgfs/fgdata/Scenery[4] compared
to the one using --fg-scenery=fgfs/scenery.terrasync. Most of the
shared airport models (all of them?) are missing. Namely I figured out
at least: markerboard.xml, RectangularGroundmarker_RedWhite.xml,
hold-lights.xml, tower.xml, windsock_lit.xml,...

Can someone give me hint on why this could happen and how to solve it?

Greetings
Alex


[1] http://sourceforge.net/mailarchive/message.php?msg_id=24231184
[2]
http://mapserver.flightgear.org/git/?p=fgdata;a=tree;f=Scenery;h=8c73873a1097699682f40d0ad0ba455c66b65cbe;hb=HEAD
[3]
http://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Scenery/Airports/K/S/F/KSFO.parking.xml;h=e46672d927968ab35117c7cb41423b10b885af82;hb=HEAD
[4] KSFO base package:
http://fgfs.beggabaur.de/daten/fgfs-screen-098.jpg [5] KSFO terrasync:
http://fgfs.beggabaur.de/daten/fgfs-screen-102.jpg

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Re: [Flightgear-devel] sound problem

2011-05-29 Thread Alex D-HUND
Ahoy,

you need to create an OpenAL config file which helps to find the sound
devices.

The files name is ~/.alsoftrc and may contain something like:
drivers = alsa
[alsa]  # ALSA backend stuff
device = default
capture = default

There are plenty of examples on the net.

hth
Alex



Am Sun, 29 May 2011 06:35:17 -0400 schrieb kaiowas krep...@gmail.com:

 Hello,
 
 I re-install FlightGear GIT version. I installed according to these
 steps:
 
 http://wiki.flightgear.org/Building_FlightGear_-_Debian
 
 But no sound from aircraft.
 
 
 /usr/local/games/FlightGear/bin/fgfs --show-sound-devices
 --fg-root=/usr/local/games/FlightGear/fgdata
 Processing command line arguments
 Error: Audio device not available, trying default
 Error: Default Audio device not available.
 unknown provided by unknown
 
 No. Device
 
 
 ./openal-info
 Available playback devices:
 !!! none !!!
 Available capture devices:
 !!! none !!!
 Default playback device:
 Default capture device:
 ALC version: 1.1
 
 !!! Failed to open default device !!!
 
 
 I using Debian Squeeze. My sound card is:
 
 00:1b.0 Audio device: Intel Corporation N10/ICH 7 Family High
 Definition Audio Controller (rev 01)
 
 What is problem? Suggest me solution please.
 
 Thanks
 
 Regards
 
 Ozgur Karatas
 
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Re: [Flightgear-devel] Fwd: Issue 184 in flightgear-bugs: JSBSim: command line arguments broken

2011-05-28 Thread Alex Romosan
Roland Häder r.hae...@gmx.de writes:

 with that latest changes I get this compiler error:
 http://pastebin.com/HuTaZ85Z

this patch fixed for me:

--- a/src/MultiPlayer/multiplaymgr.hxx
+++ b/src/MultiPlayer/multiplaymgr.hxx
@@ -34,6 +34,7 @@
 
 #include string
 #include vector
+#include memory
 
 #include simgear/compiler.h
 #include simgear/props/props.hxx

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Re: [Flightgear-devel] Props: /environment/wind-* obsolete?

2011-05-13 Thread Alex D-HUND
Ahoy Torsten,

I think I figured out what bugged me here. Last night I ran FG 2.2.0
and it still had the issue with the non working real-weather. By
looking at its .fgfsrc I realised there is a second still enabled entry
for '--random-wind'. Removing it also removed the issue. I must have
'accidently' removed it from the FG git .fgfsrc and that's why it
suddenly started working.

Would an option, --random-wind, even be necessary with the new weather
stuff or could it be safely removed? (Which I would then, if I
could. ;-))

Griassla
Alex



Am Tue, 3 May 2011 22:32:11 +0200
schrieb Alex D-HUND f...@beggabaur.de:
 Last night, when I was flying around LOWI, suddenly the textures for
 the cloud layers changed. I checked the values for the wind in prop
 tree and they were updating according to the ones of the real-weather
 metar string. After restarting FG I was positively surprised that it
 still worked. Checking the console output of the session where I
 realised that it suddenly worked brought up nothing. Log level was set
 to 'debug' though there was not much output. And even less that could
 have been related to this besides:
   Loading local weather routines...
   Compatibility layer: testing for hard coded support
   * can set light saturation:yes
   * hard coded terrain presampling:  yes
   * terrain presampling initialized: no
   * can disable global weather:  yes
   Compatibility layer: tests done.
 I was to dumb to think about saving the complete output to a file
 though. OTOH I am very certain that I didn't miss anything because
 there really wasn't much there.
 
 I have absolutely no idea what could have changed here. I am very
 certain that I had not had touched fgdata since my previous message,
 just because I did not have time for FG at all. Only thing that was
 altered is .fgfsrc of which you'll find a copy enclosed.

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Re: [Flightgear-devel] Props: /environment/wind-* obsolete?

2011-05-04 Thread Alex B.
Am Wed, 04 May 2011 10:27:07 +0200
schrieb Torsten Dreyer tors...@t3r.de:


 I think it's an issue with enclosing the string with 

Yes it is, without them it works pretty well.

Sorry for the trouble I caused, I think life is playing jokes on me. :-/

Alex

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Re: [Flightgear-devel] Props: /environment/wind-* obsolete?

2011-04-25 Thread Alex D-HUND
Am Sun, 24 Apr 2011 16:00:59 +0200
schrieb Torsten Dreyer tors...@t3r.de:


 Your METAR reports VRB07G18 which is variable at 7kt with gusts up
 to 18kts. Our current weather implementation is not very creative
 about variable winds. They are currently picked as north at constant
 7kts. This should result in /environment/wind-speed-kt=7
 and /environment/wind-from-heading-deg=0 (and this is what I observe
 on my machine when setting your LOWI METAR).
 
 Could you please check the entire weather-path when starting
 fgfs --metar=LOWI 123456Z VRB07G18KT  FEW070 BKN130 18/06 Q1013
Ok, and, to be more precise as in my former posts (oblivious me), I
don't have any other weather related option in use. Like --random-wind
or --turbulence=.
I start with option --timeofday=noon. I am not certain if this matters
but I read something about a 240 minutes 'expiration' or such for the
METAR string. At least screenshot [1] is inside that timeframe.


$ fgfs --disable-real-weather-fetch \
--metar=LOWI 123456Z VRB07G18KT  FEW070 BKN130 18/06 Q1013

/environment/metar/data (LOWI 123456Z VRB07G18KT  FEW070 BKN130
 18/06 Q1013)

 1.)
 /environment/metar/base-wind-from-north-fps=11.8
 /environment/metar/base-wind-from-east-fps=0.0
/environment/metar/base-wind-from-north-fps (0)
/environment/metar/base-wind-from-east-fps (0)
Hmh, I guess the filter is not the issue.

 2.)
 /environment/config/boundary/entry[0]/wind-from-north-fps=11.8
 /environment/config/boundary/entry[0]/wind-from-east-fps=0.0
/environment/config/boundary/entry/wind-from-north-fps
(-9.301369226e-16)
/environment/config/boundary/entry/wind-from-east-fps (-5.063429571)

 3.)
 /environment/config/interpolated/wind-from-north-fps=11.8
 /environment/config/interpolated/wind-from-east-fps=0.0
/environment/config/interpolated/wind-from-north-fps (0.00714730596)
/environment/config/interpolated/wind-from-east-fps (-5.104049682)
 
 4.)
 /environment/wind-from-north-fps=11.8
 /environment/wind-from-east-fps=0.0
/environment/wind-from-north-fps (0.2743804315)
/environment/wind-from-east-fps (0.06240915831)


 From step 2. to 4., these values are fed through a low-pass filter
 and values 
 may vary over time but should approach the numbers above.
 
 Please also check that 
 /environment/presets/wind-override=false (or empty)
/environment/presets does not exist
/environment/config/presets/wind-override ()

 /environment/config/enabled=true
/environment/config/enabled (true)

 /environment/params/metar-updates-environment=true
/environment/params/metar-updates-environment (true)

Thank you
Alex

[1] http://fgfs.beggabaur.de/daten/fgfs-metar01.jpg



 Torsten
 
  Ahoy Torsten,
  
  thank you for taking your time on this issue and sorry for bothering
  you again. ;-)
  
  The HUD showing those values is a personal modification. I made
  another screenshot to confirm that it is just showing the roundet
  to interger values of the named properties [1] and you'll find the
  xml code enclosed.
  
  [1] http://fgfs.beggabaur.de/daten/fgfs-metar03.jpg
  
  
  Am Sat, 23 Apr 2011 21:25:17 +0200
  
  schrieb Torsten Dreyer tors...@t3r.de:
To compensate the lack of feel and indirect visual indicators
of the wind conditions in the simulator I am monitoring the
properties /environment/wind-from-heading-deg and wind-speed-kt.
This worked out pretty good the past two years. I cannot tell
when it stopped working but last night I realised it didn't
anymore, see marked values at screenshot [1]. The ones from the
HUD (255@25kt) are totally different from the ones in the METAR
string (33007KT).

Please, could someone point to the actual used properties for
the wind conditions right next to the aircraft? Thanks.
   
   The wind at the aircraft's location is still in
   /environment/wind-from-heading-deg et. al.
   This does not necessarily match the reported wind in the METAR as
   it changes with altitude. However, I can't figure out from your
   screenshot why your hud reports 255@25 as it does not come close
   to any of the winds in boundary and aloft layers.
   Being a complete HUD ignorant: how did you manage to make the HUD
   show wind, anyway? If I cycle through the HUD styles (h-key),
   there is no such information!?
   
   Torsten

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[Flightgear-devel] Props: /environment/wind-* obsolete?

2011-04-23 Thread Alex D-HUND
To compensate the lack of feel and indirect visual indicators of the
wind conditions in the simulator I am monitoring the
properties /environment/wind-from-heading-deg and wind-speed-kt. This
worked out pretty good the past two years. I cannot tell when it
stopped working but last night I realised it didn't anymore, see
marked values at screenshot [1]. The ones from the HUD (255@25kt) are 
totally different from the ones in the METAR string (33007KT). 

Please, could someone point to the actual used properties for the wind
conditions right next to the aircraft? Thanks.

Alex


[1] http://fgfs.beggabaur.de/daten/fgfs-metar01.jpg

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Re: [Flightgear-devel] Props: /environment/wind-* obsolete?

2011-04-23 Thread Alex D-HUND
Ahoy Torsten,

thank you for taking your time on this issue and sorry for bothering
you again. ;-)

The HUD showing those values is a personal modification. I made another
screenshot to confirm that it is just showing the roundet to interger
values of the named properties [1] and you'll find the xml code
enclosed.

[1] http://fgfs.beggabaur.de/daten/fgfs-metar03.jpg


Am Sat, 23 Apr 2011 21:25:17 +0200
schrieb Torsten Dreyer tors...@t3r.de:

  To compensate the lack of feel and indirect visual indicators of the
  wind conditions in the simulator I am monitoring the
  properties /environment/wind-from-heading-deg and wind-speed-kt.
  This worked out pretty good the past two years. I cannot tell when
  it stopped working but last night I realised it didn't anymore, see
  marked values at screenshot [1]. The ones from the HUD (255@25kt)
  are totally different from the ones in the METAR string (33007KT).
  
  Please, could someone point to the actual used properties for the
  wind conditions right next to the aircraft? Thanks.
 The wind at the aircraft's location is still in
 /environment/wind-from-heading-deg et. al.
 This does not necessarily match the reported wind in the METAR as it
 changes with altitude. However, I can't figure out from your
 screenshot why your hud reports 255@25 as it does not come close to
 any of the winds in boundary and aloft layers. 
 Being a complete HUD ignorant: how did you manage to make the HUD
 show wind, anyway? If I cycle through the HUD styles (h-key), there
 is no such information!?
 
 Torsten
 
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!-- Wind --
label
nameWind direction/name
x95/x
y-204/y
width1/width
height1/height
input
property/environment/wind-from-heading-deg/property
factor1/factor
damp0.0/damp
/input
format%5.0f/format
prefixWind/prefix
halignleft/halign
/label
label
nameWind speed/name
x177/x
y-204/y
width1/width
height1/height
input
property/environment/wind-speed-kt/property
factor1/factor
damp0.0/damp
/input
format%3.0f kt/format
prefix@/prefix
halignright/halign
/label--
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Re: [Flightgear-devel] download_and_compile.sh script link

2011-04-11 Thread Alex D-HUND
Am Mon, 11 Apr 2011 12:13:52 +0200
schrieb Francesco Angelo Brisa fbr...@gmail.com:

 for example some changes are to use osg 2.8.3 as default (Always use
 stabel version) since last versions does not compile with simgear.


Ahoy Brisa,

a few weeks ago I startet some testing with different versions of OSG on
FG git 'next' and 'releases/2.2.0'. Version 2.8.3, the first one to
test, turned out to seg fault FG quite often. More of them on two days
than the 6 months before that test. I used the version from the Debian
[1] repo and did not compile it myself.

After that I decided to find the newest developer release that works
properly here. Atm. I am using 2.9.10 [2] which seems to be pretty
stable.

With version 2.9.11 and newer there are, at least, issues with OsgText.


System: ATI Technologies Inc RS880 [Radeon HD 4200]
Catalyst 10.11 and 11.2 used during testing
Kernel: 2.6.32-5-amd64

[1] Debian GNU/Linux Stable 6.x (Squeeze); libopenscenegraph-dev 2.8.3-5
[2] svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.10


Alex 8-)

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Re: [Flightgear-devel] ..simgear(?) link error, undefined references to SGPagedLOD

2011-04-10 Thread Alex Romosan
Arnt Karlsen a...@c2i.net writes:

  and OSG-svn does not build on neither g++-4.6 nor g++-4.5, which
 compiler version is used on the Hudson server?

what are you talking about? osg svn head builds just fine for me on
debian unstable with g++ 4.5.2 and everything just works.

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|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread Alex Perry
Tides?
Ocean with LOD?

On Tue, Jan 25, 2011 at 10:13 AM, Curtis Olson curtol...@gmail.com wrote:
 Quick explanation: the world is curved (oblate spheroid) so if in order to
 have an ocean that measures zero MSL at all points, it would have to be
 curved.  To do this perfectly requires a *lot* of polygons.  We have been
 using large polygons for the ocean so that leads to some errors depending on
 where you are within the polygon.  Near the verticies will be pretty
 accurate, near the middle could be off by a few meters.
 Regards,
 Curt.


 On Tue, Jan 25, 2011 at 11:57 AM, Peter Brown smoothwater...@adelphia.net
 wrote:

 In attempting to place an item on the ocean surface, I came to realize
 that it's not the Nimitz that is hovering above MSL, it's that the ocean
 surface is about 7 meters below MSL.  I was going to suggest simply
 dropping the carriers to match, but then looking around I discovered that it
 was not constant, as the ocean surface is different from front to back of
 the Nimitz.
 So the ocean surface is not flat.  Where it meets the terrain north of the
 Golden Gate Bridge the water is at zero MSL.  It then slopes down as it you
 head out to sea, to -8.72 meters below sea level, before starting to come
 back up again.  I did not continue out to see if it continues to rise and
 fall, or if it's purely a dip in this area.  This is different from the
 ocean surface being curved to match the earth, as it actually has a dip, at
 least in this spot.
 See screenshots -
 Terrain intersection north of Golden Gate

 [URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at102804PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at102804PM.png[/IMG][/URL]
 At the Nimtiz

 [URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at100253PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at100253PM.png[/IMG][/URL]
 West of Nimitz

 [URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at103120PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at103120PM.png[/IMG][/URL]

 Anyone know why?  Or, more importantly, can we set the carriers at an
 altitude appropriate for their default location, so they are no longer
 hovering?  I'd prefer to do it globally so everyone was at the same
 altitude.

 Thanks,
 Peter

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 http://www.flightgear.org - http://www.flightgear.org/blogs/category/curt/

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[Flightgear-devel] Fwd: Announcing Summer of Code 2011

2011-01-24 Thread Alex Perry
Seems like FlightGear (as a mentoring organization) has a month
remaining to decide what we're going to do.


Hello contact -
Google is excited to announce Google Summer of CodeTM 2011!  Google
Summer of Code is a program designed to encourage student
participation in open source development by offering these developers
stipends to write code for various open source projects. Google will
be working with a carefully selected group of open source, free
software and technology-related groups to identify and fund a wide
variety of opensource projects over a three month period.

Since 2005 the program has brought together over 4,500 students around
the globe with over 300 open source projects, to create millions of
lines of code. [...]

Here at Google, we want to inspire young developers to begin
participating in open source development.  Google Summer of Code
provides opportunities for students in Computer Science and related
fields to work on projects related to their academic pursuits.  We
will be accepting student applications from March 28 - April 8, 2011.

For more information on Google Summer of Code 2011 and how to apply,
please visit: http://socghop.appspot.com

For those with further questions, please email:
google-summer-of-code-disc...@googlegroups.com

Thank You!
Google Summer of Code Team

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Re: [Flightgear-devel] 3D clouds and precepitation affects.

2011-01-24 Thread Alex Perry
On Mon, Nov 29, 2010 at 2:21 AM, Tim Moore timoor...@gmail.com wrote:
 On Mon, Nov 29, 2010 at 9:39 AM, thorsten.i.r...@jyu.fi wrote:
  One more observation.  Yesterday I was doing tweaks to the spin related
  functions in my model and during spin tests I noticed that I get the
  same
  affect when I am in a spin only the clouds are rotating about a vertical
  axis

 Yes - same reason - rapid change of the orientation of the view axis.
 The problem is generic: a real cloud is a 3-d distribution of droplets,
 i.e. for rendering purposes a function f(x,y,z) of opaqueness where
 projections like

 \int f(x,y,z) dz = c(x,y)

 determine the appearance of the cloud as seen from the z-direction.

 I don't quite know if one could render that in real time if enough
 interpolation is used (I'm no 3d rendering expert), but even coming up
 with a physically correct f(x,y,z) which projects in all directions into
 something like a cloud is a pretty hard task.

I've been thinking that, especially with multiplayer in mind, what we
need is a cloud factory that takes some random (or manually selected)
values and generates a realistic looking f(x,y,z) for a given class of
weather phenomenon.  That lets all the participants share the
generator parameters and thereby have consistent rendering of the sky
with suitable realism.  People whose graphics servers have true 3D
voxel support can use the function directly.

 The current state of the art in cloud rendering does treat the cloud as some
 kind of 3d density function and then renders it using tricks that
 more-or-less emulate ray-tracing. Such a system would require a lot of work
 to implement in fgfs (GSoC project?) The advantage of the current system is
 that it looks pretty good and doesn't need very powerful graphics hardware.

If we outsource the conversion from voxels to blurry texture layers,
the machines which are trying to maintain consistent framerate can
simply send RPCs with a cone of likely flight paths and get back a
cheap decomposition that looks good from those paths.  Airplanes in
formation or, for example, following a standard departure path will be
able to reuse the decompositions.  The reason I'd like to get the
raytracing off the UI is that the server can use its graphics card to
perform the matrix operations for doing decompositions.

 So we have to fake it by using texture sheets projected onto something,
 and then there is always some situation in which the nature of the fake is
 apparent.

 I can given you clouds which look more or less realistic in level flight
 and normal airplane operation  (by using rather high-resolution cloud
 images as done now) - but they rotate in an odd way when you do
 aerobatics.

 An alternative might be to use non-rotating crosses -- like the trees -- for
 the cloud blobs. The problem is that the blending between the blobs becomes
 even trickier than what we have now.

It might work well if we have a dodecahedron of textures, but only
show six at any given time.  That way, we're always blending about one
third of our textures in or out ... and it never snaps from one to the
next.

 I can give you static cloud sheets which look great from far below or high
 above - but they look unrealistically flat when level with them (doesn't
 work for convective clouds though - I did some of the Cirrus sheets that
 way).

 I can give you clouds which are stable against the rotations you observe
 in aerobatics - but they behave in an odd way when you are close to them.

 I can give you clouds which are stable against aerobatics and have the
 right behaviour when you are close to them and look straight - but when
 you look out of the side window or take an external view they look odd.

 The problem isn't going to go away - you simply can't make a 2d sheet
 appear like a 3d object without the 2d nature being revealed somewhere, in
 some situation - it's like asking from a stage magician that you should be
 allowed to sit and observe behind the stage as well - if you want
 something which looks always and everywhere like a genuine 3d object, you
 need a genuine 3d object. All you can do is decide where you want the
 problem to be.

 And I guess that having clouds which are stable against an airplane flying
 through them are more desirable as clouds which look good from a spin...
 But you could simply edit the cloud shaders to insert the relative
 position vector to the object as the reference vector for the transform
 rather than the view axis just to see if you like that better - it's one
 line to edit I think.

 Stacking many 2d illusions into a 3d volume is a step towards a genuine 3d
 object, and Tim appears to think it can be done

  I've been looking at the clouds code again recently, which is oddly
 slow
  on
  my monster machine (Phenom II x6, GTX 460) . It has the same problem
  that
  the trees code did before a big makeover: it uses instancing techniques
  on
  geometry (flat quads) that is to far simple to be treated as an
  

Re: [Flightgear-devel] productwiki.com another flightgear page

2010-12-15 Thread Alex Perry
On Wed, Dec 15, 2010 at 12:09 PM, Peter Brown
smoothwater...@adelphia.net wrote:
 On Dec 15, 2010, at 2:23 PM, Citronnier - Alexis Bory wrote:
 I did (mid october) a flightgear page on Productwiki site.

 Product wiki is an intersting site where you can describe and rewiew any
 product on a wiki basis. So feel free to improve the page and add review.
 Since the creation, additional links appeared on the Product manuals
 (click see all on the right column).


 http://www.productwiki.com/flightgear-flight-simulator/
 Based on what I saw when following the link, I might suggest that it's not a 
 good way to promote FlightGear, since it's not for sale.  There are an 
 Amazon and Ebay link on the site main stage as someplace to buy FlightGear, 
 which purely takes the potential user away from what FlightGear is and 
 exposes them to Flight Simulators that are commercial and available to 
 purchase.

I suggest a commercial product page is an excellent place to sell CDs
and DVDs that include the binaries (for all platforms), all source
code, the base image, and as much scenery as will fit.  And the game
live disk image that we've had for a while.  For a bonus, add links to
the t-shirts, mugs and the donation page.  8-)

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Re: [Flightgear-devel] Hey Curt... :)

2010-11-13 Thread Alex Perry
On Sat, Nov 13, 2010 at 7:35 AM, Arnt Karlsen a...@c2i.net wrote:
 On Sat, 13 Nov 2010 09:57:14 +, James wrote in message
 On 12 Nov 2010, at 23:44, Curtis Olson wrote:
  My personal rule-of-thumb is to only commit when I've got time to
  watch the Hudson board go green - it's on an hourly poll at the
  moment, though we can allow other users to manually kick off
  builds, if you ask Gene nicely.

 Ah, sorry to disappoint, but you have to commit to Git first - unlike
 some setups, we haven't engineered a 'compile before publish' system.
 Hence my ensuring I have time to watch Hudson *after* a commit, and,
 for example, make a fix commit if I broke something.

 ..an idea; a bad commit that doesn't compile successfully,
 can it be reverted automatically?  That way git would stay
 unbroken, until new unbroken code is added etc and compiles
 successfully.

I like automatic build systems which, if ..
* a commit fails to build for any platform,
* the prior build passed for every platform,
* only one commit happened in that time,
* the word CRITICAL is nowhere in the change description,
... automatically rolls back ... and tells someone.

As a bonus, if it fails at the third bullet, it can automatically
submit builds for all the intervening releases in an attempt to make
the bullet pass.

As another bonus, after the rollback, the fifth bullet looks back at
the first bullet to see whether it failed to build for every platform
and, if so, it would be nice for someone to be notified.

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Re: [Flightgear-devel] FlightGear Newsletter?????? - September 2010

2010-10-02 Thread Alex Perry
On Sat, Oct 02, 2010 at 02:39:42PM +0100, James Turner wrote:
 On 1 Oct 2010, at 19:58, Gijs de Rooy wrote:
  I am proud to announce that the September edition of our newsletter is the 
  longest ever! A big thank
  you to all contributors! I'm glad to see more and more devs (and users) add 
  their pieces.
 
 And a big thanks to Gijs as always for assembling, chasing and editing the 
 newsletter! It's a really good activity indicator for the project, for people 
 who don't follow the forums or IRC.

No kidding.  We should probably make sure that back issues are persisted
more thoroughly (and distributed) than just on the wiki server though.


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Re: [Flightgear-devel] aircraft search

2010-07-23 Thread Alex Romosan
James Turner zakal...@mac.com writes:

 Alex and Lance, I'm still confused as to the failures you are seeing.
 Assuming you're still seeing same issues after updating (and anyone
 else who is seeing something similar), I will make up a debug patch to
 see what's going on.

still doesn't work for me (same behaviour). i'll try to find some time
and figure out what's going on.

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Re: [Flightgear-devel] aircraft search

2010-07-23 Thread Alex Romosan
James Turner zakal...@mac.com writes:

 My basic plan is to send you a patch that adds many log calls, and get
 you to send me the console output with that applied. If you can get me
 an ssh login to a box with debug-enabled fgfs, I can do it in GDB, of
 course.

post the patch, i'll give it a try.

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Re: [Flightgear-devel] aircraft search

2010-07-23 Thread Alex Romosan
Alex Romosan romo...@sycorax.lbl.gov writes:

 James Turner ja...@bugless.co.uk writes:

 Can you email me what you get for --show-aircraft? (off list, is best)

 fgfs --show-aircraft

 Available aircraft:


 (that is nothing). this on linux.

on non ext* file systems readdir doesn't return the file type in d_type
so this explains why i kept getting an empty list for show-aircraft (my
flightgear directory is on reiserfs). i've already sent the patch to
james, but maybe somebody else also wants to give it a try (works for
me).

diff --git a/simgear/misc/sg_dir.cxx b/simgear/misc/sg_dir.cxx
index 9c5aa78..64232c3 100644
--- a/simgear/misc/sg_dir.cxx
+++ b/simgear/misc/sg_dir.cxx
@@ -119,25 +119,11 @@ PathList Dir::children(int types, const std::string nameFilter) const
   continue;
 }
 
-int type = entry-d_type;
-if (type == DT_LNK) {
-  // find symlink target type using stat()
-  struct stat s;
-  if (stat(file(entry-d_name).c_str(), s)) {
-continue; // stat() failed
-  }
-  
-  if (S_ISDIR(s.st_mode)) {
-type = DT_DIR;
-  } else if (S_ISREG(s.st_mode)) {
-type = DT_REG;
-  } else {
-// symlink to block/fifo/char file, ignore
-continue;
-  }
-} // of symlink look-through
-
-if (type == DT_DIR) {
+struct stat st;
+if(stat(file(entry-d_name).c_str(), st))
+  continue; // stat() failed
+
+if (S_ISDIR(st.st_mode)) {
   if (!(types  TYPE_DIR)) {
 continue;
   }
@@ -147,7 +133,7 @@ PathList Dir::children(int types, const std::string nameFilter) const
   continue;
 }
   }
-} else if (type == DT_REG) {
+} else if (S_ISREG(st.st_mode)) {
   if (!(types  TYPE_FILE)) {
 continue;
   }

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Re: [Flightgear-devel] aircraft search

2010-07-21 Thread Alex Romosan
James Turner ja...@bugless.co.uk writes:

 Can you email me what you get for --show-aircraft? (off list, is best)

fgfs --show-aircraft

Available aircraft:


(that is nothing). this on linux.

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Re: [Flightgear-devel] aircraft search

2010-07-20 Thread Alex Romosan
James Turner ja...@bugless.co.uk writes:

 dante:~$ fgfs --help
 Cannot find specified aircraft: b1900d
 Config option parsing failed ...
 
 All options command line options fail in the same way. (That's a
 little worrying actually.)

 Unfortunately that's due to how the --aircraft option is parsed -
 *before* most of the config files are loaded.

 You're on Unix, I infer from the paths you posted earlier ... hmm. Can
 you email me your .fgfsrc?

i noticed something even stranger. for me, if the aircraft file matches
the directory name then i can load it using --aircraft=aircraft syntax
(tried it with f16, f-14b, b1900d and some others). if it doesn't (p61
and x35) then i get:

Cannot find specified aircraft: p61
Config option parsing failed ...

i tried it with and without a .fgfsrc file with the same results. this
is with the latest from git.

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Re: [Flightgear-devel] Multi core discussion

2010-07-06 Thread Alex Perry
On Tue, Jul 6, 2010 at 5:12 AM, Csaba Halász csaba.hal...@gmail.com wrote:
 On Tue, Jul 6, 2010 at 1:45 PM,  fiers...@zonnet.nl wrote:
 Many modern computers are running multicore CPU's. I have noticed that
 FGFS only uses one thread in one core. And FGFS appears to be processor
 bound on my Core-I7, because the one core thread is 100% busy while my
 FPS are dropping in areas with a lot of scenery details (like Paris, for
 instance) and lots of rendering goodies switched on.

 I find it hard to believe that you have performance problems with a
 core i7, assuming you got a halfway decent graphics card to go with
 it.

Most of the _non-minimal rendering options use considerable CPU power
on any GPU that is routinely available in a mobile form factor.  If we
want to be able to support non-desktop users (as well as simplify
demonstrations at trade shows), we need to make sure that the main
thread (and in fact that whole core) are entirely dedicated to
rendering.

 FG itself isn't CPU limited, we barely use any processing power :) As
 such, parallelizing FG subsystems, while a good thing in theory and
 certainly for the future, wouldn't help much in your case.

The reason why FG itself doesn't use any CPU power is that, whenever
any of the subsystem developers tries to implement an underlying
simulation improvement that requires non-trivial amounts of CPU, there
is massive complaint from the eye candy side of the community.  This
appears as a tradeoff precisely because FG doesn't support
multithreading. If we had threading working safely, any simulation
subsystem could choose to run in its own thread and eat an entire core
as needed.

The single threaded limitation currently impacts the implementation of
real time weather, microcell airmass, AI operations, non-steam
instruments, as well as radio navigation realism.  That I'm aware of
... there are presumably others too.

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[Flightgear-devel] failed assertion

2010-06-26 Thread Alex Romosan
if i try to set the time of day (--timeofday) to anything i get

fgfs: sunsolver.cxx:60: void fgSunPositionGST(double, double*, double*): 
Assertion `sun' failed.
Abort

without the timeofday flightgear starts normally. this is with the
latest git.

--alex--

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Re: [Flightgear-devel] Is something amiss with altimeter settings?

2010-05-29 Thread Alex Perry
On Sat, May 29, 2010 at 10:02 AM, Rob Shearman, Jr. rmsj...@yahoo.com wrote:
 Hi there --

 Recently while flying with the MD-81 at cruise levels of FL330 or so, I
 noticed there were some significant discrepancies between the displayed
 altitude and the altitude found in the property tree at
 /position/altitude-ft.  I was able to observe the same problem in the
 777-200ER -- I flew a flight at 33000 and the Flight Tracker reported my
 altitude at close to 35000.  So the discrepancy at cruise is as much as
 1000-2000 feet sometimes, even when using the altimeter setting reported in
 the METAR (which, of course, you're not supposed to do above 18,000 in the
 U.S., but for testing purposes I did so to see if it accounted for the
 error).

 However, today loading up my custom ATC scope I observed a discrepancy in
 altimeter readings which may account for the problem.

 http://i289.photobucket.com/albums/ll209/rmsjr1974/altimeter-discrep.jpg

 Notice in the shot that the METAR is reporting 29.94, but the property tree
 and the scope panel are arriving at 29.90.  I presume at high altitude this
 discrepancy would account for differences in the gauge reading.

I don't understand the test you're doing.  Did you manually set the
instrument altimeter setting as 29.94 (copying the metar to the knob)
and are now noticing that, despite doing that, FGFS internally reports
what you did as 29.90?  Or are you expecting FGFS to automatically
copy the metar setting into the instrument, and are disappointed that
it isn't doing so?

 This is with the 25 April CVS build, so if altimeter code has changed since
 the migration to git, I apologize in advance.

 Thanks,
 -R. (MD-Terp)

 Robert M. Shearman, Jr.
 Transit Operations Supervisor,
 University of Maryland Department of Transportation
 also known as rm...@umd.edu


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Re: [Flightgear-devel] Thanks for the Ride

2010-05-14 Thread Alex Perry
On Thu, May 13, 2010 at 7:20 PM, Innis Cunningham inn...@hotmail.com wrote:
 Hi
 I have tried to help with FG for about 7 years but after installing
 FG 2.0 I give up.
 As I am not a computer programmer I am not able to help with
 coding so I tried to help with model building and AI and scenery.
 With FG2.0 it would appear that the AI is currently unusable  and
 the shading in the models makes seeing things in the cockpit
 difficult unless the sun is in  correct position.If the shading is ment
 to make things look better then I beg to differ.

 So thanks for the ride.

 Cheers
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Re: [Flightgear-devel] Thanks for the Ride

2010-05-14 Thread Alex Perry
[Let me try sending that again]

Innis,
   I personally have appreciated your contributions over the years.
Therefore, I hope (and recommend) that you will irregularly take
another look, for example after every major release, to see whether
the technology implementation has changed and become suitable for you
to want to be involved with FGFS again.  Over the years, there have
been several occasions where the developer team made changes that
precluded my involvement with the project.  A year or two later, other
technology updates occurred that enabled me to rejoin the project
again.  Given the number of times that's happened to me, and I know of
others it also happened to, it seems likely that you can follow the
same pattern.
Cheers,
Alex.

On Fri, May 14, 2010 at 4:43 PM, Alex Perry alex.pe...@ieee.org wrote:
 On Thu, May 13, 2010 at 7:20 PM, Innis Cunningham inn...@hotmail.com wrote:
 Hi
 I have tried to help with FG for about 7 years but after installing
 FG 2.0 I give up.
 As I am not a computer programmer I am not able to help with
 coding so I tried to help with model building and AI and scenery.
 With FG2.0 it would appear that the AI is currently unusable  and
 the shading in the models makes seeing things in the cockpit
 difficult unless the sun is in  correct position.If the shading is ment
 to make things look better then I beg to differ.

 So thanks for the ride.

 Cheers
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Re: [Flightgear-devel] Patch for interactive textures backed by VNC and PDF

2010-05-12 Thread Alex Perry
On Wed, May 12, 2010 at 1:35 AM, Frederic Bouvier fredfgf...@free.fr wrote:
 BTW, I never managed to build these OSG plugins with MSVC

Not having the plugins doesn't break the SimGear side code, but the
new feature doesn't end up doing anything interesting.  The OSG
plugins depend on otherwise-optional libraries and headers, otherwise
they don't get built, so it's possible that your windows build
environment is complete for OSG but doesn't have those extra source
trees available to it?

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Re: [Flightgear-devel] Patch for interactive textures backed by VNC and PDF

2010-05-12 Thread Alex Perry
On Wed, May 12, 2010 at 12:26 PM, Frederic Bouvier fredfgf...@free.fr wrote:
 Exactly, I didn't find the dependent librairies, either compiled, or 
 compilable, with MSVC.

Curious.  The documentation in both the Poppler and the libvncserver
source tarballs indicate that their maintainers believe the source
trees should compile cleanly with msvc.  I'm not in a position to
verify those claims.  You might want to contact them directly with any
issues you've encountered.

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Re: [Flightgear-devel] Patch for interactive textures backed by VNC and PDF

2010-05-11 Thread Alex Perry
Two screenshots that demonstrate a use case.
http://picasaweb.google.com/alex.pamurray/FlightGearAndroid?authkey=Gv1sRgCLXWsq_p96GFPQfeat=directlink

I'd appreciate it if someone could review and commit this SimGear feature:
http://gitorious.org/fg/alexperry-simgear/commit/95b62ec3fc898ea281dbef28f25058300baae5c3

 Adds a new pick animation capability which parallels the existing
 action for a named object.  Specifying vncaction and a transform
 from model space will enable all mouse clicks on that object to be
 delivered directly to the OSG image.  Currently, the readers for VNC
 and PDF files yield interactive images; more are likely to be added
 over time.

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Re: [Flightgear-devel] June / LinuxTag release

2010-05-07 Thread Alex Perry
The Android stuff doesn't need patches in the FGFS source code, but
does affect the aircraft files (obviously) as well as SimGear and OSG.
 Please check with me before building in case the associated patches
haven't been integrated into upstream yet.

On Fri, May 7, 2010 at 9:06 AM, James Turner zakal...@mac.com wrote:
 I want to make a 2.1 FG release, at the end of this month, or the very start 
 of June.

 As far as I can see, the current code is pretty good - many bugs have been 
 fixed since 2.0, and while I'm sure some new ones have crept in, I don't have 
 many code quality concerns - if we were to cut tarballs from the source code 
 today, we'd definitely be in a better place than 2.0 in terms of bugs.

 (If people know of regressions from 2.0, or regressions in 2.0 from 1.9.x, I 
 hope they would mention them here, or even in the bugtracker)

 Anyway, the key thing - what are the steps to make a release happen. I'm 
 seeking to capture the actual steps (and ideally script them), so even if 
 Curt  Durk both get hit by the proverbial bus tomorrow, we can still make a 
 Flightgear release ever again. But also, I'm seeking to remove the human 
 factors from the release process, and especially not feel that we're 
 overloading people just because a release needs to happen - eg, around 
 LinuxTag Durk is often quite busy organising things :)

 My build system ( http://zakalawe.ath.cx:8080/  ) is working well for Mac and 
 Linux - MinGW is giving me some pain, I will look into cross-compiling mingw 
 this weekend. If anyone wants to volunteer some time, a Windows box with 
 Visual Studio, some disk space, and bandwidth, I am happy to work with them 
 to get an automated VS build going. Adding more automated steps, even ones 
 which only happen for 'special' builds (eg, a release candidate) is extremely 
 trivial.

 Regards,
 James


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[Flightgear-devel] Yoke mounted PDA

2010-04-12 Thread Alex Perry
Has anyone made a 3D model of a PDA that attaches nicely to the
existing yoke XML files?  I'm thinking of portrait orientation with
the form factor of an iPhone, android phone, etc, etc.

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Re: [Flightgear-devel] Google App Engine

2010-03-25 Thread Alex Perry
On Thu, Mar 25, 2010 at 9:25 PM, Pete Morgan ac...@daffodil.uk.com wrote:
 Advantages
 * relies on Google infrastructure
 * does not require one to setup and maintain their own servers
 * can be coded in python or java
 * each application scales to three million page views a month or around
 1.2 requests a second before it costs
 * can switch app versions at the click of a button
 * easy with more than one developer/maintainer/admin
 * memcached, cron, xmpp/chat and other services are built in and easy
 * easy to learn api
 * easy to deploy, built in django or any other python templating
 * uses googles bigtable to save data as objects
 * has SDK  which means app works locally before deployment
 * Deals with slashdot with no problem

 Disadvantages
 * relies on Google infrastructure
 * only python or java (php with xercus)
 * 1000 files limit (although this can be assisted with webzip)

I keep most files in the database.  Much faster to upload, deploy, etc
etc, and no limit on number of files.

 * can only speak on port 80
 * cannot run some libs as a normal server would, and lacks some
 popular libs, eg lxml
 * has a 30 second (+1 to catch error) time limit per script
 * does not have a file system, for example scanning a /gallery/*.png
 directory for images is impossible
 * does not have a realational database as such
 * uses python 2.5 (a leap to 3 is expected as BDFL is at google)
 * cannot run a process eg a script to poll mpservers every few seconds
 * requires SDK to develop

 pete


 pete

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Re: [Flightgear-devel] Web Site

2010-03-19 Thread Alex Perry
On Tue, Mar 9, 2010 at 2:56 AM, Pete Morgan ac...@daffodil.uk.com wrote:
 - Do we want to lock ourselves into google?
 These issues worry me also, and indeed pointing www.flightgear.org to
 fg-www.appspot.com is likely to have other problems (major 404's will
 need to be handled)

We should be able to design all the website so it can serve off
someone's local machine, in addition to the GAE.  Personally, I think
as an open source project, we need to be _able_ to serve on an
independent platform even if the primary webserver is GAE.  As was
mentioned previously, especially if we use Django ... there should be
nothing that we can't easily do off-GAE.

I'm tempted to suggest that 'www-disaster.flightgear.org' should
continue to be a Curt-managed machine somewhere.  Give it an
intentionally bandwidth limited Internet connection and ensure it is
always running the up to date non-GAE build of the website.  That way,
we can easily detect when we've accidentally built a GAE dependency
into our web codebase.

There is the mild concern that (over time) we get our bandwidth usage
up to the point where we can no longer afford to host the content on
our own machines at need.  If we want to prepare for that possibility,
which would not be entirely a bad thing, it might be worth keeping the
GAE application broken into several pieces, to separate the bits which
are serving mostly-static content separate from the ones doing
database accesses.  Then, if we ever have the need to move off GAE and
are running a lot of bandwidth, we can dedicate one server to the
database and round robin all the other content across a lot of other
servers.

 A Major issues is that GAE does not support binary files very well, eg
 gallery, so I'm not sure how this would work. One possibility would be
 to rename the current machine as www2. or stash. and using it as the
 binary storage.

I've never had any trouble using GAE to serve binary files, providing
they're not ridiculously large (such as huge binary tarballs).  As I
recall, its web server by default doesn't infer content types so you
have to set them yourself on dynamic content.  If you still see
issues, feel free to invite me to the relevant codebase and I'm happy
to take poke around.

 The main site fg-www has no database, so the design could be ported to
 the current site quite easily, as it used the Django templating engine.

  Does the current server have python or php installed ?

 We might decide that none of these issues are an overriding concern.
 [...]   I'd be SOL if google evaporated
 from the planet.  So what's one more dependency?
 Maybe we should ask Google to sponsor FlightGear?

Without speaking for the open source program office, I suspect the
answer would be that they're very happy to continue sponsoring
FlightGear by providing infrastructure that lets the project focus on
its own goals ... autonomously.  The things like Project Hosting,
GSoC, GAE, conferences, etc ... are all trying to avoid pushing any
guidance onto the open source projects that take advantage of them.  I
like that.

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Re: [Flightgear-devel] Web Site

2010-03-07 Thread Alex Perry
I like it too.

On Sun, Mar 7, 2010 at 9:22 PM, Pete Morgan ac...@daffodil.uk.com wrote:
 Have developed the idea a bit further.

 http://fg-www.appspot.com/

 idea is to have a dedicated aircraft  and Online site also


 is this worth pursuing ? Its quite neat and developer friendly on the
 Google App Engine.

 pete

 Curtis Olson wrote:
 On Fri, Feb 12, 2010 at 9:06 PM, Pete Morgan ac...@daffodil.uk.com
 mailto:ac...@daffodil.uk.com wrote:

     I want to help please...


 Hi Pete,

 Here's one possible idea.  Why not whip together a replacement front
 page and maybe a sample sub-page, put it in a temporary location, and
 we can take a look.  That way we could present some different ideas
 and see if we like them, but at the same time, you don't have to do a
 huge amount of work only to find out that no one likes the new design
 proposal.

 Best regards,

 Curt.
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Re: [Flightgear-devel] atomic terrasync, or not

2010-03-06 Thread Alex Perry
Sorry, I've only just noticed this message sitting in my to-do pile.  An 
interesting point because , yes, checkouts are not atomic.  It wouldn't 
be hard to extend the code to retrofit atomicity around the svn code 
using directory renames and the like, but before we put the effort into 
the code I've got one question:  Assuming we consistently always do 
atomic incremental updates to individual directories, do we store the 
data in the directories such that an arbitrary combination of directory 
versions is likely to be safe and legal?  I believe not.

If not, terrasync-atomic has to start by replacing your flightgear-data 
with a completely empty directory and only, as individual paths are 
verified against SVN, rename the existing (maybe updated) content into 
it.  This would seem to be exciting, both in terms of how long the 
directory stays empty during initial verification (so the simulator is 
unusable) and in terms of how to decide what the initial prerequisites 
are (so the simulator doesn't get confused).  I'm tempted to suggest 
that we either have to commit to a dependency graph for the directories 
that terrasync can use (and flightgear can verify at runtime), or 
flightgear's data loading routines need to become terrasync aware (so 
their thread can block while waiting for the sync to complete).

If someone has a cleaner idea for how to infer the dependency graph 
among our many different types of directory, I'd love to hear it.

John Denker wrote:
 Hi --

 When terrasync is running, are the updates atomic?
 I suspect not, since terrasync depends on svn, and
 AFAIK svn commits are atomic but checkouts are not.

 I've seem some pretty weird irreproducible results
 which might be explained by FG reading half of a
 new file plus half of an old file because terrasync
 was in the middle of an update.

 So far this is mostly just a hypothesis, but it fits
 the facts, and I haven't been able to come up with 
 any other hypotheses to explain what I've seen.

 As an example, FG died via an assertion in navradio.
 The runway was numbered 0.  Needless to say, the
 airport in question doesn't have any such runway.

 ===

 I hear rumors of a major upgrade/rewrite to terrasync.
 This might be something to keep in mind.

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Re: [Flightgear-devel] Patch to protect terrasync SVN from ^C

2010-02-28 Thread Alex Perry
Done.  Also added the modified source file.

On Sun, Feb 28, 2010 at 12:09 AM, Frederic Bouvier fredfgf...@free.fr wrote:
 Hi Alex,
 Please resend this patch gzip and attached. I can't use it as it is.

 -Fred


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terrasync-signals.patch.gz
Description: GNU Zip compressed data
// terrasync.cxx -- JIT scenery fetcher
//
// Written by Curtis Olson, started November 2002.
//
// Copyright (C) 2002  Curtis L. Olson  - http://www.flightgear.org/~curt
// Copyright (C) 2008  Alexander R. Perry alex.pe...@ieee.org
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
//
// $Id: terrasync.cxx,v 1.28 2010/01/23 22:27:38 fredb Exp $

#ifdef HAVE_CONFIG_H
#include config.h
#endif

#ifdef HAVE_WINDOWS_H
#include windows.h
#endif

#ifdef __MINGW32__
#include time.h
#include unistd.h
#endif

#include stdlib.h // atoi() atof() abs() system()
#include signal.h // signal()

#include simgear/compiler.h

#include iostream
#include fstream
#include string
#include deque
#include map

#include plib/netSocket.h
#include plib/ul.h

#include simgear/bucket/newbucket.hxx
#include simgear/misc/sg_path.hxx

#ifdef HAVE_SVN_CLIENT_H
#  ifdef HAVE_LIBSVN_CLIENT_1
#include svn_auth.h
#include svn_client.h
#include svn_cmdline.h
#include svn_pools.h
#  else
#undef HAVE_SVN_CLIENT_H
#  endif
#endif

using namespace std;

const char* source_base = NULL;
const char* svn_base =
  http://terrascenery.googlecode.com/svn/trunk/data/Scenery;;
const char* rsync_base = scenery.flightgear.org::Scenery;
const char* dest_base = terrasyncdir;
const char* rsync_cmd = 
rsync --verbose --archive --delete --perms --owner --group;

#ifdef HAVE_SVN_CLIENT_H
bool use_svn = true;
#else
bool use_svn = false;
const char* svn_cmd = svn checkout;
#endif

// display usage
static void usage( const string prog ) {
cout  
Usage:  terrasync [options]\n
Options:  \n
 -d dest   destination directory [required]\n
 -R  transport using pipe to rsync\n
 -S  transport using built-in svn\n
 -p port   listen on UDP port [default: 5501]\n
 -s source source base [default: '']\n
 -pid pidfile  write PID to file\n
 -v  be more verbose\n
;

#ifdef HAVE_SVN_CLIENT_H
cout  (defaults to the built in subversion)  endl;
#else
cout  (defaults to rsync, using external commands)  endl;
#endif

  cout  \nExample:\n
pid=$(cat $pidfile 2/dev/null)\n
if test -n \$pid\  kill -0 $pid ; then\n
echo \terrasync already running: $pid\\n
else\n
nice /games/sport/fgs/utils/TerraSync/terrasync \\\n
  -v -pid $pidfile -S -p 5500 -d /games/orig/terrasync \n
fi  endl;

}

std::dequestd::string waitingTiles;
typedef std::mapstd::string,time_t CompletedTiles;
CompletedTiles completedTiles;

#ifdef HAVE_SVN_CLIENT_H

// Things we need for doing subversion checkout - often
apr_pool_t *mysvn_pool = NULL;
svn_client_ctx_t *mysvn_ctx = NULL;
svn_opt_revision_t *mysvn_rev = NULL;
svn_opt_revision_t *mysvn_rev_peg = NULL;

static const svn_version_checklist_t mysvn_checklist[] = {
{ svn_subr,   svn_subr_version },
{ svn_client, svn_client_version },
{ svn_wc, svn_wc_version },
{ svn_ra, svn_ra_version },
{ svn_delta,  svn_delta_version },
{ svn_diff,   svn_diff_version },
{ NULL, NULL }
};

// Configure our subversion session
int mysvn_setup(void) {
// Are we already prepared?
if (mysvn_pool) return EXIT_SUCCESS;
// No, so initialize svn internals generally
#ifdef _MSC_VER
// there is a segfault when providing an error stream.
//  Apparently, calling setvbuf with a nul buffer is
//  not supported under msvc 7.1 ( code inside svn_cmdline_init )
if (svn_cmdline_init(terrasync, 0) != EXIT_SUCCESS)
return EXIT_FAILURE;
#else

[Flightgear-devel] Patch to protect terrasync SVN from ^C

2010-02-27 Thread Alex Perry
Index: terrasync.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/utils/TerraSync/terrasync.cxx,v
retrieving revision 1.28
diff -u -r1.28 terrasync.cxx
--- terrasync.cxx   23 Jan 2010 22:27:38 -  1.28
+++ terrasync.cxx   28 Feb 2010 05:49:01 -
@@ -35,6 +35,7 @@
 #endif

 #include stdlib.h // atoi() atof() abs() system()
+#include signal.h // signal()

 #include simgear/compiler.h

@@ -270,8 +271,23 @@
 }


+bool terminating = false;
+sighandler_t prior_signal_handlers[32];
+int termination_triggering_signals[] =
+  {SIGHUP, SIGINT, SIGQUIT, SIGKILL, 0};  // zero terminated
+
+void terminate_request_handler(int param) {
+cout  \nReceived signal   param  , 
+  intend to terminate soon, 
+  repeat to force an immediate effect.\n;
+terminating = true;
+signal(param, prior_signal_handlers[param]);
+}
+
+
 const int nowhere = -;

+
 // parse message
 static void parse_message( const string msg, int *lat, int *lon ) {
 double dlat, dlon;
@@ -281,8 +297,8 @@
 string::size_type pos = text.find( $GPGGA );
 if ( pos == string::npos )
 {
-   *lat = -.0;
-   *lon = -.0;
+   *lat = nowhere;
+   *lon = nowhere;
return;
 }
 string tmp = text.substr( pos + 7 );
@@ -408,7 +424,8 @@

 void getWaitingTile() {
 while ( !waitingTiles.empty() ) {
-   CompletedTiles::iterator ii = completedTiles.find(
waitingTiles.front() );
+   CompletedTiles::iterator ii =
+completedTiles.find( waitingTiles.front() );
time_t now = time(0);
if ( ii == completedTiles.end() || ii-second + 600  now ) {
sync_tree(waitingTiles.front().c_str());
@@ -422,7 +439,7 @@

 int main( int argc, char **argv ) {
 int port = 5501;
-char host[256] = ;// accept messages from anyone
+char host[256] = localhost;
 bool testing = false;
 bool do_checkout(true);
 int verbose(0);
@@ -485,7 +502,6 @@

 // Must call this before any other net stuff
 netInit( argc,argv );
-
 netSocket s;

 if ( ! s.open( false ) ) {  // open a UDP socket
@@ -524,7 +540,14 @@
 }


-while ( true ) {// main loop
+for (int* sigp=termination_triggering_signals; *sigp; sigp++) {
+prior_signal_handlers[*sigp] =
+signal(*sigp, *terminate_request_handler);
+if (verbose) cout  Intercepted signal   *sigp  endl;
+}
+
+while ( !terminating ) {
+// main loop
 recv_msg = false;
 if ( testing ) {
 // No FGFS communications
@@ -532,6 +555,9 @@
 lon = -123;
 recv_msg = (lat != last_lat) || (lon != last_lon);
 } else {
+if (verbose  waitingTiles.empty()) {
+cout  Idle; waiting for FlightGear position\n;
+}
 s.setBlocking(waitingTiles.empty());
 len = s.recv(msg, maxlen, 0);
 if (len = 0) {
@@ -584,11 +610,11 @@
 }

else if ( testing ) {
-   exit( 0 );
+   terminating = true;
} else

 ulSleep( 1 );
-} // while true
+} // while !terminating

 return 0;
 }

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Re: [Flightgear-devel] 503

2010-02-14 Thread Alex Perry
Pete, perhaps we need to create a separate queue for
flightgear-usability-bugs-that-gene-doesnt-care-about.

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Re: [Flightgear-devel] multiple --generic record/playback errors

2010-02-11 Thread Alex Buzin
On Tue, Feb 9, 2010 at 1:37 PM, John Denker wrote:
Has anybody used the --generic record/playback feature recently?

The same trouble was discussed at 2008 :
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg16539.html
and
http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg15655.html

With respect,
Alex



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[Flightgear-devel] LinuxTag 2010 - program track

2010-01-20 Thread Alex Perry
http://www.linuxtag.org/2010/en/program/call-for-papers.html

Has anyone submitted a FGFS centric response to the CfP?  If not, should I?

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[Flightgear-devel] Missed file in CVS

2010-01-12 Thread Alex Buzin
Hi!
The file KLN89/kln89.cxx rev. 1.18 contains the next lines

#if ENABLE_ATCDCL
#include ATCDCL/ATCProjection.hxx
#else
#include kln89_align.hxx
#endif

But the file kln89_align.hxx is absent and with ENABLE_ATCDCL=FALSE it 
raises an error.
**Can somebody fix this.

With respect,
Alex


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Re: [Flightgear-devel] Automatically hide/show the menubar

2009-12-27 Thread Alex D-HUND
On Mon, 16 Nov 2009 21:49:11 +0100
Torsten Dreyer tors...@t3r.de wrote:

 Hope you like it. If so, it might be enabled by default in preferences.xml 
 some day.

Hi Torsten,

just made a new build and tested your 'mod'. It works and I like it ;-)

Griassla
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Re: [Flightgear-devel] parking.xml files under scenery/Airports

2009-12-22 Thread Alex D-HUND
On Mon, 21 Dec 2009 22:17:03 +0100
Csaba Halász csaba.hal...@gmail.com wrote:


 I wonder if these files are there by mistake or if there is some reason.
Only thing I know 'bout them is Martin's mail bout this: 
http://sourceforge.net/mailarchive/message.php?msg_name=g87kri%24u4q%241%40osprey.mgras.de

hth
Alex

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Re: [Flightgear-devel] reversible ILS

2009-12-20 Thread Alex Perry
I am unable to use MSFS. Has someone checked whether they handle reversibles 
with a heuristic, or are you just guessing?



James Turner zakal...@mac.com wrote:


On 20 Dec 2009, at 00:02, John Denker wrote:
 I was also informed [off list] that the code to make
 reversible ILSs usable had been ignored because it was 
 not good enough.  That is not very informative, not
 very constructive.  No clarification has been forthcoming 
 as to what makes it not good enough.

The off-list discussion was with me, for the record, and I apologise to John 
for being a bit glib, and then unresponsive - the last Saturday evening before 
Christmas, is not the ideal time to be discussing such things.

What I should have said is, I don't think John's patch is a reasonable fix to 
the problem. Or rather, it fixes the major issue from John's perspective, 
which is un-flyable missed segments, but replaces it with another problem 
which I consider to be equally bad. (I would guess John will consider that my 
issue is less serious than the one he is trying to fix, but that's where we 
differ, I think).

Anyway, my objection is that delegating the active runway to a user property 
(or menu item) is abdicating a hard problem to the user, instead of actually 
figuring out a 'good' solution. (Hence my glib 'not good enough' remark) It 
makes sense in a live ATC context, or some other situations (eg an instructor 
station), but for most users it's a confusing setting. For better or worse, 
MSFS and X-Plane do *not* require such a piece of user interaction, and 
therefore it is my position that we should not either. Clearly they have a 
better heuristic than we do - what I would like is for someone to propose a 
better heuristic. (My personal guess is that the heuristic will be based on 
local surface winds, but who knows, as ever I am not a pilot)

Aka 'figure out what the user wanted, and do it'. I know John alluded to ESP, 
but I regard that as abdication - we simply need to try / think harder about a 
workable heuristic, instead of abandoning the idea in favour of a setting.

It could be argued that John's patch is an interim step (with the heuristic 
being developed afterwards), and should be committed as is, but personally I 
don't think that's the case, and hence I do not wish to be the person who 
commits it to CVS - as I said off list, I'm only going to commit other 
people's code to CVS if I can positively convince myself that I agree with the 
design and code - any other stance would be untenable, really.

Regards,
James



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Re: [Flightgear-devel] reversible ILS

2009-12-19 Thread Alex Perry
+1. Reversible approaches should be configured like any other ATC controlled 
ground system - such as runway lighting.  I have no objections to an automatic 
selector for which ILS end to enable, but it should be based on surface wind 
(for example) and not the aircraft position.



John Denker j...@av8n.com wrote:

Back in the 2nd week of September there was discussion of
reversible ILSs.

Maybe I missed something, but I thought there was rough
consensus around the following ideas:

a) FG behavior should be reasonably realistic.  We should 
 not make artificial assumptions that make approaches
 unflyable, when better alternatives are readily available.  
 Conversely, we should not require FG to implement features 
 that are not available in real life.

b) An instrument approach procedure generally contains a 
 missed approach segment.  There is a maxim that says 
 If you are not prepared for the miss, you are not prepared 
 for the approach.  The FAA says that half the time, 
 a practice approach should include flying the missed
 approach segment.  Real-world pilots take this seriously.
 Lives are at stake.

c) You cannot show up at a real-world airport and expect
 both ends of a reversible ILS to be active simultaneously.  
 The physics doesn't permit it.  The signals would interfere.  
 If runway 11 is active and you would prefer runway 29, 
 you can ask Tower to reverse the ILS.  They might or might 
 be able to grant your wish.

d) For years, FG has attempted to divine which end of the 
 reversible ILS the pilot wants to use based on aircraft 
 position and/or heading.  This is both unrealistic (see 
 item c) and impossible.  There is no objective way to 
 determine whether an aircraft is flying the upwind leg 
 for runway 11 or the downwind leg for runway 29;  the
 only difference between the two is the pilot's intentions.
 You've heard of problems that are so hard that they are
 classified as NP-complete ... well, this problem is much 
 worse than that.  It is ESP-complete.

e) The current code is even more broken than that.  At
 some airports, it gets the wrong answer 100% of the time,
 so that you cannot fly the inbound segments, never mind
 the missed approach segment.  Bug reports on this issue
 have been discarded without comment.

f) Code to fix all these problems has been available since
 September.  It uses a preferred-approach-deg value
 in the property tree to decide which end of the ILS to
 activate.  If you prefer the other end, you can easily
 change this property.  All segments of the approach are
 flyable.  Everything is predictable and well behaved.

 The same words that described the ILS service volume
 apply here:  This is a significant departure from past
 FG behavior, but it is not wrong.  It is feature, not
 a bug.

 This code was not committed.  It was discarded without
 comment.

===

I was recently told [off list] that there was a
requirement within FG to permit simultaneous approaches
to both ends of a reversible ILS.  This came as a surprise
to me.  I do not recall anybody suggesting this, even as 
a joke, much less any consensus in this direction.

Let's be clear:  We all agree it is important for both
ends of the ILS to be available without undue hassle, but 
they don't need to be available at the same time.  And
without undue hassle doesn't mean without any pilot 
input at all, especially when the problem is ESP-complete.
Most real-world instrument-rated pilots are content to 
fly the approach that Tower says is the active approach;  
they don't show up at an airport with inflexible pre-
conceptions about which approach will be active.

I was also informed [off list] that the code to make
reversible ILSs usable had been ignored because it was 
not good enough.  That is not very informative, not
very constructive.  No clarification has been forthcoming 
as to what makes it not good enough.

Perhaps some folks on this list would be kind enough
to look at the code and make constructive comments.  
Take a look at
  http://gitorious.org/~jsd/fg/sport-model/commits/sport
in particular the item that speaks of reversible ILS.

If there are some requirements that I am not aware of, 
requirements that make unflyable approaches preferable 
to flyable approaches, please explain.

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Re: [Flightgear-devel] atlas global tarball

2009-11-23 Thread Alex Perry
It occurred to me to take a look at the underlying simgear/screen
library.  The associated self-test binary TestRenderTexture is failing
too so this isn't an Atlas oddity.  The RenderTexture.cxx
implementation is correctly detecting a 1.2 GLX ... and then calling
1.3 features anyway.  Odd.

On Sun, Nov 22, 2009 at 6:58 PM, Alex Perry alex.pe...@pamurray.com wrote:
 Having compiled Atlas so I can regenerate a few maps on my laptop, it
 complains that it needs a GLX 1.3 feature and my X server only
 supports 1.2 ... so this side project will have to wait until I've got
 another machine handy.

 On Sun, Nov 22, 2009 at 3:53 AM, Victhor Foster
 victhor.fos...@gmail.com wrote:
 Is your computer too slow to generate them? There's an option in Map that 
 speeds up the process, I think it's --headless-mode.

 Does someone happen to have a tarball with all the atlas generated map
 images handy?


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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data/Aircraft/c172p

2009-11-23 Thread Alex D-HUND
On Thu, 19 Nov 2009 16:55:42 + (GMT)
Heiko Schulz aeitsch...@yahoo.de wrote:

  One other issue I see with the 3d model and the
  textures.  The way the 
  cuts in the textures is done, one has nearly vertical
  surfaces on each 
  side near the bottom edge of the windshield.  This
  results in severe 
  stretching of the textures on each side below the
  windshield.  This is 
  fairly obvious and needs to be corrected.  This again
  involves a lot of 
  work.  Does the team think we need to fix this for the
  liveries before 
  the next release as this is the default ac?
 
 That would mean a complete new mapping of this part and that the textures and 
 liveries. 
 You woulden't notice it, if there woulden't be ambient shadow- it could be 
 maybe done with simple edtiting the liveries.

Ahoy guys,

I am still working sometimes on the D-ECJB livery and also recognised this 
glitch. And it is possible to make it 'invisible' by editing the livery. See 
screenshot, picture [1].

However, I am not sure if this is the right way to solve this issue. I am 
planning to draw details like the sheeding below the windshield, like the one 
on picture [2], and I am not sure if this will be easy with the current 
mapping. To look at the future, I am not sure if there is any c172p painting 
out there which will make the way into FG *and* uses this part of the aircraft, 
but if so, drawing this would be quite hard. OTHO, redoing all the existing 
liveries will take some effort.

Well, this was 'just to say' and if the decision is just editing the liveries 
I'll adapt this to the other liveries and send them to Heiko(?).

[1] http://fgfs.beggabaur.de/daten/c172p_mapping.jpg
[2] http://ntxac.inside.net/ntxac/N55299/N55299_17.JPG

ciao

PS: replace [some|all] of the I am not sure by a better phrase on your own. 
;-)
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[Flightgear-devel] atlas global tarball

2009-11-22 Thread Alex Perry
Does someone happen to have a tarball with all the atlas generated map
images handy?

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Re: [Flightgear-devel] atlas global tarball

2009-11-22 Thread Alex Perry
The computer isn't too slow, no.  I'm just hoping to avoid having to
download the entire global scenery data first.

On Sun, Nov 22, 2009 at 3:53 AM, Victhor Foster
victhor.fos...@gmail.com wrote:
 Is your computer too slow to generate them? There's an option in Map that 
 speeds up the process, I think it's --headless-mode.

 Does someone happen to have a tarball with all the atlas generated map
 images handy?

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Re: [Flightgear-devel] atlas global tarball

2009-11-22 Thread Alex Perry
Having compiled Atlas so I can regenerate a few maps on my laptop, it
complains that it needs a GLX 1.3 feature and my X server only
supports 1.2 ... so this side project will have to wait until I've got
another machine handy.

On Sun, Nov 22, 2009 at 3:53 AM, Victhor Foster
victhor.fos...@gmail.com wrote:
 Is your computer too slow to generate them? There's an option in Map that 
 speeds up the process, I think it's --headless-mode.

 Does someone happen to have a tarball with all the atlas generated map
 images handy?

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[Flightgear-devel] sound system oddity

2009-11-17 Thread Alex Romosan
this is with the f-16. while inside the cockpit then engine sound
changes depending on the heading of the aircraft. going west the sound
is very loud going east it's almost completely gone. as the plane turns
the sound gradually changes going either up or down depending on the
direction of the turn. hope this helps.

--alex--

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Re: [Flightgear-devel] multiple instances of given ai aircraft

2009-11-17 Thread Alex Romosan
Durk Talsma d.tal...@xs4all.nl writes:

 Just out of curiosity, is there a specific problem that you try to
 address? I.e. a problem with multiple aircraft of the same call sign
 in the property tree,

and i forgot to mention, all the duplicate aircraft have the same call
sign in the property tree and fly together as one as you can see in the
pictures i mentioned in the previous post.

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Re: [Flightgear-devel] multiple instances of given ai aircraft

2009-11-17 Thread Alex Romosan
Gijs de Rooy gijsr...@hotmail.com writes:

 What I see on your pictures and know from my own encounters with such
 aircraft is that they do not fly, as in flying an airplane. They
 just hover above the ground.

if that's the case (and it seems to be because i looked and the airplane
velocities and they were all 0) then it would make sense to draw the
airplane only 30 mins before the scheduled departure date since it will
eliminate all these conflicts (as i tried to do in my patch).
unfortunately i still haven't seen any of those planes take off.

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Re: [Flightgear-devel] sound system oddity

2009-11-17 Thread Alex Romosan
Alex Romosan romo...@sycorax.lbl.gov writes:

 this is with the f-16. while inside the cockpit then engine sound
 changes depending on the heading of the aircraft. going west the sound
 is very loud going east it's almost completely gone. as the plane turns
 the sound gradually changes going either up or down depending on the
 direction of the turn. hope this helps.

that was at JFK. if i fly at EHAM the directions seem to be north-south,
with south at no sound and north at maximum. strange.

--alex--

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Re: [Flightgear-devel] Custom scenery data startup location problem.

2009-11-16 Thread Alex Romosan
Anders Gidenstam anders-...@gidenstam.org writes:

 I wonder if anyone alse has noticd that the startup location on
 runways with a displaced threshold differs depending on whether the
 custom scenery ICAO.threshold.xml file or apt.dat is used?

i've solved this problem by applying the following patch to flightgear:

diff -u -r1.43 runways.cxx
--- ./Airports/runways.cxx  16 Sep 2009 00:17:12 -  1.43
+++ ./Airports/runways.cxx  16 Nov 2009 21:33:10 -
@@ -153,7 +153,7 @@
   
   // compute the new runway center, based on the threshold lat/lon, length,
   // and any displaced threshold.
-  double offsetFt = (0.5 * _length) - _displ_thresh;
+  double offsetFt = (0.5 * _length) + _displ_thresh;
   SGGeod newCenter;
   double dummy;
   SGGeodesy::direct(newThreshold, _heading, offsetFt * SG_FEET_TO_METER, 
newCenter, dummy);

and now the plane is positioned at the beginning of the runway proper.
if --prop:/sim/paths/use-custom-scenery-data is set to false than the
aircraft is positioned at the beginning of the threshold. i think this
is the right fix but somebody more knowledgable should take a look and
maybe commit it to cvs. thanks.

--alex--

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[Flightgear-devel] multiple instances of given ai aircraft

2009-11-16 Thread Alex Romosan
while flying out of jfk today i noticed once again multiple instances of
a given ai aircraft. looking at the properties tree i noticed that there
were multiple aircraft with the same call sign. after a bit of detective
work i noticed that the number of aircrafts corresponds to the number of
entries for that given aircraft in AI/Traffic. For example Delta0080 is
listed 7 times departing from jfk, once for each day of the week, and
that's how many aircraft were drawn on the screen.

after trying to understand the scheduler code i think i finally came up
with a patch:

--- src/Traffic/Schedule.cxx3 Sep 2009 20:18:34 -   1.40
+++ src/Traffic/Schedule.cxx17 Nov 2009 02:15:32 -
@@ -372,7 +372,7 @@
  SG_LOG (SG_GENERAL, SG_DEBUG, Traffic manager:   registration  
 is scheduled for a flight from  
  dep-getId()   to   arr-getId()  . Current distance 
to user:  
   distanceToUser);
- if (distanceToUser  TRAFFICTOAIDISTTOSTART)
+ if (distanceToUser  TRAFFICTOAIDISTTOSTART  
((*i)-getDepartureTime()-now1800))
{
  string flightPlanName = dep-getId() + string(-) + arr-getId() 
+ 
string(.xml);

which basically creates the AI model only if the departure time is 30
mins or less from now. i don't know if this is the correct solution, but
i believe the reason we see multiple instances of a given AI aircraft is
because we draw a new plane for each entry in the schedule. hope this
helps.

--alex--

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Re: [Flightgear-devel] Prime Meridian Crash

2009-11-02 Thread Alex D-HUND
On Sun, 01 Nov 2009 20:35:01 +
James Turner zakal...@mac.com wrote:

 
 On 1 Nov 2009, at 19:24, Alex D-HUND wrote:
 
 
  At the moment I am out of ideas on what to try out next, I am open  
  for suggestions.
 
 I keep forgetting to dig into this issue, apologies for that. I'll add  
 it to my ToDo list now, and take a look this week.
 
 Regards,
 James
 

James, there is really nothing to apologise for, for many reasons! One of those 
is, the slower the things go, the better I can keep up understanding what I am 
doing here ;-).


Last night Jester picked me up on IRC and had some suggestions on how to 
continue. I try to make a conclusion of the things we did.

ATM I have a simgear build with the VASI not included. To achive this he told 
me to comment the line 704 of 
http://cvs.flightgear.org/viewvc/source/simgear/scene/tgdb/obj.cxx?annotate=1.43root=SimGear

With this build I am able to run FG with valgrind without problems. Except, FG 
does *not* crash at the zero meridian then. While without valgrind, or running 
with gdb, it still crashes 'as usual'.
These crashes still occur between 0.2w and 0.03w when heading to the east. I 
made some gdb bt's and uploaded two of them, but they are the same as before:
crashes between 0.2w and approx 0.07w are produceing 
http://flightgear.pastebin.ca/1652356
and closer to the meridian, 0.05w to 0.03w, the output looks like 
http://flightgear.pastebin.ca/1652360

Even if FG did not crash at the ZM running under valgrind, here is one of the 
logfiles: http://flightgear.pastebin.ca/1652335

Another thing we did is uncommenting line 552 in 
http://cvs.flightgear.org/viewvc/source/src/Navaids/positioned.cxx?annotate=1.24
Unfortunately (?) no 'destroying:' messages where printed.

Hopefully I have not forgotten about an important detail, but if so, I am sure 
Jester will notice ;-)

Alex
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Re: [Flightgear-devel] Prime Meridian Crash

2009-11-01 Thread Alex D-HUND
On Mon, 26 Oct 2009 21:54:08 +0100
Alex D-HUND f...@beggabaur.de wrote:

 In the meantime I have installed valgrind and I am doing my first steps with 
 it. A first trial run turned out to be very good, I already saw the scenery 
 ten minutes after starting it. ;-)


Ahoy Guys,

beside that mentioned test run I am not able to run fgfs with valgind anymore. 
It crashes even before I can see the scenery. I ran it often with different 
settings to figure out what could be different to the first run. I uploaded two 
of the logs I collected, see links below, they all end with SIGSEGV and 
complain about 'leaked memory', I hope my RAM isn't broken. At least two hours 
of memtest printed not a single red line.

At the moment I am out of ideas on what to try out next, I am open for 
suggestions.

Alex

http://flightgear.pastebin.ca/1651812
http://flightgear.pastebin.ca/1651814

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Re: [Flightgear-devel] Prime Meridian Crash

2009-10-26 Thread Alex D-HUND
  It would be interesting to see what the back trace is with  
  optimization turned on.
 
 Absolutely - unfortunately, for whatever reason, none of the people  
 who can easily generate a backtrace, have been able to reproduce the  
 crash - I've tried, Jester has tried, and assorted others on IRC.

Hi Curtis and James and others,

I am sorry, I was a bit tired last night and might not phrased myself clearly. 
Also I am not a coder and maybe just don't understand what you mean. But the 
backtraces I made actually are with optimisation turned on. Well, I built the 
binaries without any options on this and therefore they are -O2 by default (as 
far as I was able to follow Jesters explanation). Here the link again: 
http://nopaste.org/p/aPZTtaYYX

In the meantime I have installed valgrind and I am doing my first steps with 
it. A first trial run turned out to be very good, I already saw the scenery ten 
minutes after starting it. ;-)

My gcc version is: 4.3.2 (Debian 4.3.2-1.1)
And enclosed you'll find the .fgfsrc file containing the options I had the day 
I encountered that problem the first time. Except the change for the METAR, 
this one replaced the real-weather-fetch.

Please let me know if you need more info, as I said, I am not a coder so don't 
really know what to look for.

Thanks
Alex

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Description: Binary data
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Re: [Flightgear-devel] Prime Meridian Crash

2009-10-25 Thread Alex DaHUND
Hi Pete,

I can confirm this bug. Problem with it, it does not happen all the time. I 
encountered it while preparing for the 'Euro Zone Event', taking off at EGLL 
heading to EHAM with the ufo to prefetch scenery. And it was even possible to 
reproduce the crash. So, the other day I asked on IRC what to do, and I was 
told to make a backtrace. But, funny thing, I was not able to crash FG like I 
did the day before.
That reminded me of a METAR related problem I have with the c172p. Starting FG 
with this METAR-string instead of real weather fetch and the crashes occured 
again. (--prop:/environment/metar/data=LSZB 301950Z VRB01KT CAVOK 11/11 Q1015 
NOSIG)

Now I was able to make some backtraces (http://nopaste.org/p/aPZTtaYYX). Jester 
pointed out, that this could be a problem of the optimisation during the build 
process and advised me to configure SG and FG with option CXXFLAGS=-g -O0. He 
was right, with those binaries I wasn't able to reproduce the crash anymore.

At the moment I am using binaries configured with CXXFLAGS=-g -O2 
-march=native (which is athlon-xp here) and it seems a bit more stable now. FG 
still crashed on some testflights across the zero meridian, but at least not on 
all flights. I will try to collect some more METAR-strings which causes 
troubles and some more backtraces as well.

My systems CPU: AMD Athlon(tm) XP 2800+

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Re: [Flightgear-devel] least squares code

2009-10-17 Thread Alex Perry
If I state that variance = mean(x^2) - mean(x)^2
http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance

And covariance = mean(xy) - mean(x) mean(y)
Then a linear fit of data to:  y ~ m x + c
c = mean(y)
m = covariance / variance

On Sat, Oct 17, 2009 at 10:47 AM, Curtis Olson curtol...@gmail.com wrote:
 2009/10/17 Mathias Fröhlich mathias.froehl...@gmx.net

 As always, tell the exact problem.

 Depending on your problem and requirements the solution ranges from a few
 lines of code to - 'better use an implementation that already exists is
 tested
 and is numerically stable'.

 Hi Mathias,

 I will be receiving a sequence of 2d data points in real time.  I will
 start by assuming a linear relationship/fit which I know in advance is a
 reasonable assumption.  I would like to find a way to incrementally compute
 a simple straight line least squares fit of the data I have received so
 far.  I know incremental approaches exist.  Isaias sent me a simple
 approach, but this maintains sums of all the data received so far and as
 Alex pointed out, that will be subject to increasing round off errors as the
 data accumulates (this code could be receiving hundreds of data points per
 second over the course of hours, days, even weeks.)

 So yes, a numerically stable approach is important.  I suspect the code will
 just be a few lines, so if I can find an approach that is laid out
 algorithmically or in terms of some sort of pseudo-code, I'm pretty sure I
 can create and test my own implementation.

 Maybe I'm only imagining that such a thing exists, I googled for quite a
 while yesterday on a variety of search terms that are directly or loosely
 related and wasn't able to turn up what I was hoping to find.  (Thus my cry
 for help) :-)

 A method that forgets the oldest data and weights newer data more heavily
 might also be interesting (versus an approach that sums up the entire
 history of the data ... although that would be ok too.)  I'm happy to start
 simple and get fancier later on if I need to.

 Thanks,

 Curt.
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Re: [Flightgear-devel] least squares code

2009-10-16 Thread Alex Perry
Make sure you use the one that never maintains cumulative totals prior
to subtraction ... because the errors mount up too fast.

On Fri, Oct 16, 2009 at 6:21 PM, Jon S. Berndt jonsber...@comcast.net wrote:
 I believe the  “Numerical Recipes in C” (available online) has that
 algorithm[s].



 www.nr.com.



 Jon





 From: Curtis Olson [mailto:curtol...@gmail.com]
 Sent: Friday, October 16, 2009 6:20 PM
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] least squares code



 I'm having a duh moment here ... I've googled and looked through my old
 college text books and can't find something that I think should be easy to
 find.  I'm probably forgetting the proper name of the technique or something
 stupid.

 The basic formulas for least squares fitting of a line to a set of data are
 well know.  (I'm referring to the  standard linear least squares fit of a
 line to some data.)

 I know I've seen a derivation of these formulas that allow you to
 incrementally build your least squares solution as each data point comes in
 (based on the current data and the past solution.)  I know I've seen this
 several places in my life, even recently.  I'd rather not spend a week
 re-deriving the formulas from scratch and testing and debugging.

 Does anyone have a link or pointer to basic code or psuedo-code that
 implements this incremental (recursive?) least squares approach?

 Thanks in advance,

 Curt.
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Re: [Flightgear-devel] New Sound system committed

2009-10-12 Thread Alex Buzin
Hi,
I got an error with the Sunday CVS - FG crashed while exiting .
gdb reports SIGSEGV error at file soundmgr_openal.cxx, line 159.

Error was fixed by changing lines 157-159 from:
buffer_map_iterator buffers_current = _buffers.begin();
buffer_map_iterator buffers_end = _buffers.end();
for ( ; buffers_current != buffers_end; ++buffers_current ) {
to :
buffer_map_iterator buffers_current;
while(_buffers.size()){
buffers_current = _buffers.begin();


With respect,
Alex



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Re: [Flightgear-devel] [PATCH] 3D Clouds update

2009-10-12 Thread Alex Buzin
Stuart Buchanan wrote:
 Scott Hamilton wrote:
   
 On Tue, 2009-10-06 at 22:06 -0400, William Harrison wrote:

 
Maybe it's just me, but has anyone noticed a dramatic performance 
 decrease with 3d clouds after this patch?
 
  yep, from 30fps to 2fps...
   

 I'm very surprised that performance has decreased so significantly. However, 
 there is a possible explanation.

 The code falls back to a 2D cloud layer if a 3D cloud isn't defined for a 
 specific cloud type (st, ac etc.). IIRC
 previously we didn't define a 3D stratus layer, so we'd get a 2D layer 
 instead.

 The updated 3D clouds include stratus layers (which look rather nice IMO), 
 but require quite a larger number
 of sprites - something like 40 per cloud. I've seen a small perf hit from the 
 new stratus layers, but nothing like
 what you have reported.

 I suspect what you are seeing if the difference between a 2D and 3D cloud.

 What performance change are you seeing with, say, cumulus clouds, which 
 haven't changed much?

 BTW - I've updated Docs/Readme.3Dclouds with information on the new format, 
 if anyone is interested in enhancing
 the clouds.

 -Stuart
   

What I have seen (airplane-ufo, altitude - 2000ft, cloud layer 0 = 
4000ft, overcast, cloud layer 1 = 19500ft, cirrus):
1. 3D clouds OFF from command line: FPS=70, memory usage 360M, layer 0 - 
visible.

2. 3D clouds ON from  command line: memory usage from 800M up to 1.2G
- pitch =0 deg : FPS=10-12
- pitch =90 deg : FPS=70
- pitch =-90 deg : FPS=70

3. 3D clouds ON from  command line, than switch OFF from menu : FPS = 
60-70, memory usage 700-800M

4. 3D clouds ON from  command line,  start at lat,lon = 0, 0 (no scenery 
loaded) : NO clouds in layer 0, both 3D and 2D. If switch 3D clouds OFF 
from menu then 2D clouds appears.

With respect,
Alex



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[Flightgear-devel] FG crashes when changing visibility

2009-10-12 Thread Alex Buzin
Hi,
I was noticed that FG hangs and than crashes if pressing z key. If 
visibility value is not controlled by user, it can be occasionally 
**increased to a huge value (1000 km). In this case TileLoader is 
trying to load hundreds of tiles. At the beginning I was expected  a 
number of tiles to be limited by the size of TileCache (100), but I was 
mistaken. Size of TileCache is growing in routine 
FGTileMgr::schedule_needed( ... ) to make space for all tiles.

On my PC when /environment/visibility-m   500-1000km memory usage grows 
from 300M up to 3G an this leads to crash.

Can somebody limit the value in property /environment/visibility-m or 
the value of variable vis in FGTileMgr::schedule_needed( ... ). The 
maximum value of 100km will be acceptable IMHO.

With respect,
Alex


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Re: [Flightgear-devel] RSync for TerraSync down

2009-10-06 Thread Alex Perry
On Tue, Oct 6, 2009 at 10:02 AM, Martin Spott martin.sp...@mgras.net wrote:
 Please use 'terrasync -S' instead in order to pull the most recent
 Scenery via SVN.
 Note that the directory trees are not 'compatible', you'll have either
 to set up a new directory from scratch or simply purge the old one,

Start a new directory for svn next to the existing one (so everything
gets fetched again), but don't delete your existing scenery.  Instead,
list both directories on the flightgear command line so that, if svn
hasn't downloaded an area yet, the simulation will use whatever you'd
previously fetched using rsync.  That way, there is no hurry with
downloading Martin's new scenery data before you can fly again.

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Re: [Flightgear-devel] Source code control systems

2009-09-26 Thread Alex Perry
On Fri, Sep 25, 2009 at 10:05 PM, Alex Perry alex.pe...@ieee.org wrote:
 On Fri, Sep 25, 2009 at 9:46 PM, Tom P zomm...@gmail.com wrote:
 Hi

 I've tried to push a Mercurial test repository (FlightGear converted from
 CVS) to code.google.com for a few hours, without success.
 It aborts regularly with the following message:
 searching for changes
 abort: error: Connection timed out

 After digging a bit, it looks like I stumbled on a known issue.. ooops!!
   http://code.google.com/p/support/issues/detail?id=2716

 Could you put the exact repository you're trying to push somewhere
 where I can get at it?  Feel free to try sending a tarball to me
 directly by email on the off chance it fits through the gateways.

The exact tarball Tom sent over uploaded fine for me over home broadband:
http://code.google.com/p/support/issues/detail?id=2716#c22

Therefore, in addition to the bitbucket repository Tom mentioned
below, we also have:
hg clone https://possible-little-test.googlecode.com/hg FlightGear-0.9

Both seem to work for me, so it'd probably be a good idea to do the
Mercurial client tool usability testing against both repositories in
case there is a difference we care about.

 So, next I tried on bitbucket.org, which is the mainstream Hg hosting site,
 and gladly it worked as expected.
 The complete FlightGear repo got pushed in 11minutes,
 and for your reference, is available here:
   http://bitbucket.org/tomp/fg-test/

 The only thing that I don't like about bitbucket.org is that repositories
 are not organized by project, like on gitorious.org, but only per person.
 It makes sense for an anarchic... err, deeply distributed development model,
 but could get confusing quickly if we want to stick to a semi-centralized
 one.

 I don't think that's a factor for people trying out the client side
 tools for Hg to see whether they suitably usable.

 What now?
 I'll try to break TortoiseGit on the Windows side of things.
 Somehow I'm not convinced that Qt would use Git if it was so broken on
 Windows, but it's just me.

 Have fun!

   Tom


 On Fri, Sep 25, 2009 at 12:01 AM, Erik Hofman e...@ehofman.com wrote:

 Olaf Flebbe wrote:
  Windows Implementations:
 
  git can be tedious to use on Windows: I had big problems working on a
  project mixing up git repositories on linux pushed and pulled by a
  windows git via samba. git at some point complained about non existing
  differences: Somehow line ending issues emerged, or the object store got
  corrupted. I had no chance to look deeper into details. The stable git
  command on Windows needs cygwin, which is not a minimal invasive
  installation. (I wouldn't recommend the msys/mingw installation at this
  point.)
 
  The hg (mercurial) Implementation of Windows is very lean, because no
  POSIX emulation layer is needed. I (luckily?) had no problems with
  respect to line endings with hg.

 This alone leaves me to rethink about git in favor of hg. Either are
 fine with me in the end but I would hate to lose Windows developers over
 this.

 Erik


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Re: [Flightgear-devel] Source code control systems

2009-09-26 Thread Alex Perry
On Sat, Sep 26, 2009 at 1:50 PM, Olaf Flebbe f...@oflebbe.de wrote:
 I do not have write permissions to any of the hg or git reprositories...

Yeah.  I don't think there is a way I can find out everybody's google
accounts from their email traffic.  To try to speed this up, I've put
up a quick web form:
https://spreadsheets.google.com/viewform?formkey=dDZYb1RvYkpVRWhST2hhVFltWDQxNnc6MA
But, if you prefer, feel free to just email me or Tom directly.

 * Both the hg https://possible-little-test.googlecode.com/hg
 and the gitorious repositories have corrupted the VC90 Project files.
 They should to be CR LF terminated files as they are in the CVS.
 (For instance projects/VC90/FlightGear.sln: A double click does only
 work with CR LF endings).

If the repositories are wrong in exactly the same way, that likely
means Tom made a mistake during the conversion step because I just
uploaded his repository.  Perhaps you could work with him to figure
out what it was?  We can reload the Code test repository (don't know
about the Bitbucket one) as soon as we've got a fix.

 * The real thing would be FlightGear data!

Yes.  Let us figure out how to get binary data into Hg correctly first ...

 Greetings,
   Olaf

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Re: [Flightgear-devel] Is ther any MSVC example code to send/receive data to FG over an internet connection?

2009-09-25 Thread Alex Buzin
Randall Green wrote:

 I am testing a new Primary Flight Display with a tunnel
 in the sky. It will run on a separate computer and I
 need FlightGear for it's flight dynamics. I'ld like the PFD to
 receive Lat, lon, altitude, heading, pitch, roll, alpha
 and beta from FG and also I'ld like to tell FG to put
 out the gear and flaps when the altitude first goes below
 1000 ft.
 Curt Olson says that I could do it with an internet connection,
 to gather variables and send commands.
 Is there any example code written in MSVC I could look at
 to make the internet connection on the PFD end?

 Thanks,
 Randy Green

Look here:
http://cvs.flightgear.org/viewvc/source/examples/netfdm/
It is not MSVC, but for MSWin.

With respect,
Alex



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Re: [Flightgear-devel] Source code control systems

2009-09-25 Thread Alex Perry
On Fri, Sep 25, 2009 at 9:46 PM, Tom P zomm...@gmail.com wrote:
 Hi

 I've tried to push a Mercurial test repository (FlightGear converted from
 CVS) to code.google.com for a few hours, without success.
 It aborts regularly with the following message:
 searching for changes
 abort: error: Connection timed out

 After digging a bit, it looks like I stumbled on a known issue.. ooops!!
   http://code.google.com/p/support/issues/detail?id=2716

Could you put the exact repository you're trying to push somewhere
where I can get at it?  Feel free to try sending a tarball to me
directly by email on the off chance it fits through the gateways.

 So, next I tried on bitbucket.org, which is the mainstream Hg hosting site,
 and gladly it worked as expected.
 The complete FlightGear repo got pushed in 11minutes,
 and for your reference, is available here:
   http://bitbucket.org/tomp/fg-test/

 The only thing that I don't like about bitbucket.org is that repositories
 are not organized by project, like on gitorious.org, but only per person.
 It makes sense for an anarchic... err, deeply distributed development model,
 but could get confusing quickly if we want to stick to a semi-centralized
 one.

I don't think that's a factor for people trying out the client side
tools for Hg to see whether they suitably usable.

 What now?
 I'll try to break TortoiseGit on the Windows side of things.
 Somehow I'm not convinced that Qt would use Git if it was so broken on
 Windows, but it's just me.

 Have fun!

   Tom


 On Fri, Sep 25, 2009 at 12:01 AM, Erik Hofman e...@ehofman.com wrote:

 Olaf Flebbe wrote:
  Windows Implementations:
 
  git can be tedious to use on Windows: I had big problems working on a
  project mixing up git repositories on linux pushed and pulled by a
  windows git via samba. git at some point complained about non existing
  differences: Somehow line ending issues emerged, or the object store got
  corrupted. I had no chance to look deeper into details. The stable git
  command on Windows needs cygwin, which is not a minimal invasive
  installation. (I wouldn't recommend the msys/mingw installation at this
  point.)
 
  The hg (mercurial) Implementation of Windows is very lean, because no
  POSIX emulation layer is needed. I (luckily?) had no problems with
  respect to line endings with hg.

 This alone leaves me to rethink about git in favor of hg. Either are
 fine with me in the end but I would hate to lose Windows developers over
 this.

 Erik


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Re: [Flightgear-devel] Weird Sun and weather bugs

2009-09-22 Thread Alex Buzin
Erik Hofman wrote:
 It's way more extreme than that, the dewpoint once in a while seems to 
 reset to -2.8308 from it's current value causing the humidity to jump 
 way beyond 100% (I've seen 1200%). I could limit the humidity to 100% 
 but that only hides the problem.

 I did not find why the dewpoint varies that much.

 Erik

   
I have made a log in function _recalc_alt_dewpoint() with the last 
environment.cxx from CVS (rev 1.31).
Here is written at level flight:

step to _recalc_alt_dewpoint () elevation_ft is 41981.8 dewpoint_degc is 
-56.5 temperature_degc is -56.5
step to _recalc_alt_dewpoint () elevation_ft is 41981.8 dewpoint_degc is 
-2.8308 temperature_degc is -2.8308
step to _recalc_alt_dewpoint () elevation_ft is 41981.8 dewpoint_degc is 
-56.5 temperature_degc is -56.5
step to _recalc_alt_dewpoint () elevation_ft is 41981.8 dewpoint_degc is 
-56.5 temperature_degc is -56.5
step to _recalc_alt_dewpoint () elevation_ft is 41981.8 dewpoint_degc is 
-56.5 temperature_degc is -56.5
step to _recalc_alt_dewpoint () elevation_ft is 41981.8 dewpoint_degc is 
-56.5 temperature_degc is -56.5
step to _recalc_alt_dewpoint () elevation_ft is 41981.8 dewpoint_degc is 
-56.5 temperature_degc is -56.5
step to _recalc_alt_dewpoint () elevation_ft is 41981.8 dewpoint_degc is 
-56.5 temperature_degc is -56.5
step to _recalc_alt_dewpoint () elevation_ft is 41981.8 dewpoint_degc is 
-56.5 temperature_degc is -56.5
step to _recalc_alt_dewpoint () elevation_ft is 41981.8 dewpoint_degc is 
-2.8308 temperature_degc is -2.8308
step to _recalc_alt_dewpoint () elevation_ft is 41981.8 dewpoint_degc is 
-56.5 temperature_degc is -56.5
step to _recalc_alt_dewpoint () elevation_ft is 41981.8 dewpoint_degc is 
-56.5 temperature_degc is -56.5
step to _recalc_alt_dewpoint () elevation_ft is 41981.8 dewpoint_degc is 
-56.5 temperature_degc is -56.5
step to _recalc_alt_dewpoint () elevation_ft is 41981.8 dewpoint_degc is 
-56.5 temperature_degc is -56.5

So problem is in the value of temperature_degc.

It seems to be a couple of errors connected with environment.
1) File: fg_commands.cxx, routine: static bool 
do_set_dewpoint_sea_level_degc (const SGPropertyNode * arg)
variable dewpoint_sea_level_degc is defined as
double dewpoint_sea_level_degc = 
arg-getDoubleValue(dewpoint-degc, 5.0);
may be correct is:
double dewpoint_sea_level_degc = 
arg-getDoubleValue(dewpoint-sea-level-degc, 5.0);

2) File: environment.cxx, routine: void interpolate (const FGEnvironment 
* env1, const FGEnvironment * env2, double fraction, FGEnvironment * result)
   the lines :
result-set_dewpoint_degc
(do_interp(env1-get_dewpoint_sea_level_degc(),
   env2-get_dewpoint_sea_level_degc(),
   fraction));
may be correct is:
result-set_dewpoint_sea_level_degc
(do_interp(env1-get_dewpoint_sea_level_degc(),
   env2-get_dewpoint_sea_level_degc(),
   fraction));

With respect,
Alex





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Re: [Flightgear-devel] Weird Sun and weather bugs

2009-09-22 Thread Alex Buzin
Here it is!!
At procedure void FGEnvironment::set_elevation_ft (double e)
change :
_recalc_alt_dewpoint();
_recalc_alt_pt();
to :
_recalc_alt_pt();
_recalc_alt_dewpoint();

 It corrects all.

With respect,
Alex





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Re: [Flightgear-devel] Weird Sun and weather bugs

2009-09-18 Thread Alex Buzin
Victhor Foster wrote:
 I don't remember when this started, I think it was a week or so. Well,  
 the Sun bug is simple: switching time to Dawn/Dusk will cause the sun  
 colors to start flashing between the correct colors and morning/noon/ 
 afternoon colors. The weather bug is: after about 1 ft MSL (I  
 think) it starts raining. When I get past about 15000 ft MSL snow  
 starts falling. It stops after some time, eventually. I don't recall  
 seeing snow falling on my last plane trip :P
   
I got snow at 4000 - 6000ft and it is depending on plane speed. While 
using ufo FDM at zero speed snow stop.
Noticeable scenery flashing starts at altitudes above 2ft without 
time switching. At altitudes ~4ft flash colors become dark.

With respect,
Alex




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Re: [Flightgear-devel] gitorious repositories for FlightGear and SimGear

2009-09-18 Thread Alex Perry
On Fri, Sep 18, 2009 at 9:51 AM, Erik Hofman e...@ehofman.com wrote:
 One thing I have been wondering since this discussion started; Google
 seems to have found a nice way to add small diffs for binary data[1].
 Maybe they have incorporated that into their repository?

If they have, it won't help us.  We're not distributing blobs of x86
machine code.

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Re: [Flightgear-devel] Source code control systems

2009-09-13 Thread Alex Perry
On Sun, Sep 13, 2009 at 12:56 PM, Stuart Buchanan
stuart_d_bucha...@yahoo.co.uk wrote:
 Tim Moore wrote:
 On 09/02/2009 09:19 PM, Curtis Olson wrote:
 
  Is this an argument to stay with CVS for the data portion of the project?
 
  This is a good point to bring up though in advance.  The default project
  quota at code.google.com (is there a shorter
  abbreviation?)

CodeSite?  CS?

  is 1Gb so we'd be fine for SimGear and FlightGear code,
  but we'd blow way over that for data.

I'm happy to ask for a waiver on the size limit for CodeSite SVN or
CodeSite Hg, but I wasn't going to bring the subject up with the
administrators until our developer community has decided that this is
the preferred choice.  If it does.

 I think this is an argument for splitting up the aircraft into multiple
 repositories. The vast majority of space in data is used by the aircraft.
 With a small change to flightgear to support a path list for searching
 for aircraft, the unified data repository could be split into seperate repos
 for each aircraft author, or it could be arranged by theme (jets, warbirds,
 etc.)
 if people preferred that.

 I know that people do like the ease of finding a large source of downloadable
 aircraft in one place, in contrast to the MSFS world; the project could 
 maintain
 a directory of links to available (and GPL compatible) aircraft.

I like having the aircraft all in one place, and being able to do a
$VCS sync and go for coffee to get them all up to date.  If we use
lots of different repositories, we'll end up with a script that knows
where all the repositories are and how to check them out into a
unified directory tree.  I suspect that'll be a lot less convenient to
maintain in a platform independent manner, especially if we want to
allow for subsystem developers who don't want to use cygwin style VCS
clients.

 I'm very strongly in favour of splitting the Aircraft off from the core 
 data, whatever
 repository we end up using. The number and size of aircraft continues to 
 grow, far
 faster than the size of the core data.

I'd prefer to have a dependency graph (makefiles is fine) that
describes to what extent the aircraft directories aren't independent
of each other.  That would let fgrun do a real time sync of just the
aircraft I'm about to fly immediately prior to launching the
simulator.  It also makes it easier and safe for the aircraft
developers to share components.  Any aircraft developer who doesn't
want to share between aircraft doesn't need to learn how the makefiles
work.

At the extreme limit of this approach, internet connected simulators
wouldn't need to download the base image at all.  Just download the
binaries, launch fgrun, wait while it checks out the top level
makefile, then checks out all the dependencies required for fgrun
itself to work.  After that quick one-time setup, you can start making
selections on aircraft and starting location.  If you don't have the
prerequisite data, fgrun downloads it for you.  If you do, it asks
whether you would like to refresh your local snapshot from the VCS
before takeoff.  Once that is done, we know the data tree is ready for
FGFS.

The manual command line version of that preflight (i.e. without either
fgrun or terrasync) might be as simple as:
make Aircraft/c172p Airports/KMYF

Such a dynamic demand driven approach is still possible using multiple
repositories, but the scripting automation to support it will get ugly
pretty quickly.

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