Re: [Flightgear-devel] Keyboard bindings

2013-03-04 Thread AJ MacLeod
On Sun, 03 Mar 2013 11:24:29 +
James Turner wrote:

 My *personal* feeling is that unless it's something the  50% of users use 
 *each flight*, it shouldn't be a keybinding. So flaps, trim, CDI/HSI heading, 
 fine, but things to change view distance or FoV seem unnecessary to me.

Just sticking in my 2p worth... I would say I use z/Z almost every flight.  It 
can be useful for cheating, as Thorsten said, but more usually as a means of 
adjusting performance.  Often airports are in or near very scenery-intensive 
areas and reducing visibility can help a lot in making the sim run usably for 
take-off, whereas once you're up and away it's nice to be able to open the view 
back up again for cross-country flying.  Maybe if that happened automatically 
somehow this would become unimportant, but for now I think a lot of people rely 
on it.

I can't believe you're suggesting removing the FoV keybinding though!  I've 
used that for zoom in 3d cockpits for about as long as we've had the things, 
completely essential in my opinion.  I know it's not strictly speaking zoom 
but it works, and is very quick and natural to use, too.

Could it be a mouse/joystick binding?  Yes - but these are much harder to 
remember and differ widely on different setups.

Cheers,

AJ

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Re: [Flightgear-devel] Keyboard bindings

2013-03-04 Thread AJ MacLeod
On Sun, 03 Mar 2013 11:24:29 +
James Turner wrote:

 What I'd like to see is the entire 'Ctrl' (Command on Mac) space reserved for 
 GUI functions, like a normal application - Ctrl-Q for quit, Ctrl-M for map 
 dialog, Ctrl-A for autopilot dialog, Ctrl-R for replay dialog (or radios 
 dialog :)  - then have a complete discussion about which key-bindings make 
 sense on the main keyboard. This is basically a usability discussion, so 
 everyone will have strong opinions :)

Sorry, this should have been in my other email - I think this is a very 
sensible idea, though I still don't feel that zoom or FoV should require 
three keys to be pressed simultaneously (e.g. ctrl shift x) - or be restricted 
to a dialogue box slider for that matter...

AJ

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Re: [Flightgear-devel] Keyboard bindings

2013-03-04 Thread Stefan Seifert
On Monday 04 March 2013 15:38:45 James Turner wrote:

 You're the third person to say the same thing. But again, you don't actually
 want to change the FoV at all. What you're doing (and everyone else) is
 using this feature to look around 3D cockpits, right? In other word, our
 cockpit navigation UI needs some improvement :)

I do not only use FoV in 3D cockpits, but also as zoom in outside views. For 
example in the look from tower view. Though it's not essential, it's a use 
case.

Stefan

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Re: [Flightgear-devel] Keyboard bindings

2013-03-04 Thread AJ MacLeod
On Mon, 04 Mar 2013 15:38:45 +
James Turner wrote:
 Aha, and instantly we get a usability discussion:
 
 Right, you need the keys because you're working around a simulator bug 
 (frame-rate drops badly) using manual interaction. The correct fix isn't to 
 make the workaround-UI easier, it's fix the underlying issues, by making 
 adaptive-LOD work so we can achieve a target frame-rate reliably.

I do agree that would be the ideal... really I'm just saying that the fix ought 
to come and be proved satisfactory before the established workaround is 
removed.  Hopefully nobody was really suggesting that, but I think there is a 
horrible tendency in open source projects for similar things to happen -  
because removing the workaround or cleaning up the UI is generally 
significantly easier than fixing the problem, it's only the former that gets 
done!
 
 You're the third person to say the same thing. But again, you don't actually 
 want to change the FoV at all. What you're doing (and everyone else) is using 
 this feature to look around 3D cockpits, right? In other word, our cockpit 
 navigation UI needs some improvement :)

Actually I think our cockpit navigation UI works better than anything else I've 
ever used in over twenty years of flying flight sims :-)  It's not instantly 
intuitive, granted, and maybe there's room for improvement there, but I'd want 
to tread very carefully on this one as I think our method of interacting with 
the 3D cockpit using the mouse is generally very efficient indeed...

 Also, usability is hard :)
It is... and partly because everyone has different ideas on what's good and 
what isn't!  A lot of people seem to think that Apple's IOS UI approach is the 
greatest thing since sliced bread and I think it's one of the worst I've ever 
come across (Win8 is definitely worse, but not many people are insane enough to 
contest that view!)

What I wouldn't like to see (and I'm sure isn't intended) is that we end up 
with a Gnome3 / Metro style UI revamp where we get what one or two people (who 
_are_ doing the work from best intentions) no doubt  think is great and 
intuitive but most people find obtuse and retrogressive.  At least we're having 
a discussion about this first - I'm hopefully being excessively paranoid but 
the sort of baby out with the bathwater scenario has been all too common in 
recent years!

AJ
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Re: [Flightgear-devel] Keyboard bindings

2013-03-04 Thread Saikrishna Arcot
Just my 2 cents here.

The primary reason I use the FoV/x binding is to see, read, and be able 
to use everything (or as much as I can) in my cockpit. Personally, I 
would rather scroll up/down, but that seems to have limits, as I can't 
zoom in as far as I want to by scrolling, but can using the key 
binding. There's also a limit for zooming out. Reaching the limit 
causes the FoV to be set back to the default. If the limit was removed, 
then I personally wouldn't mind having the key binding removed as well.

Saikrishna Arcot

On Mon 04 Mar 2013 10:23:25 AM CST, AJ MacLeod wrote:
 On Mon, 04 Mar 2013 15:38:45 +
 James Turner wrote:
 Aha, and instantly we get a usability discussion:

 Right, you need the keys because you're working around a simulator bug 
 (frame-rate drops badly) using manual interaction. The correct fix isn't to 
 make the workaround-UI easier, it's fix the underlying issues, by making 
 adaptive-LOD work so we can achieve a target frame-rate reliably.

 I do agree that would be the ideal... really I'm just saying that the fix 
 ought to come and be proved satisfactory before the established workaround 
 is removed.  Hopefully nobody was really suggesting that, but I think there 
 is a horrible tendency in open source projects for similar things to happen - 
  because removing the workaround or cleaning up the UI is generally 
 significantly easier than fixing the problem, it's only the former that gets 
 done!

 You're the third person to say the same thing. But again, you don't actually 
 want to change the FoV at all. What you're doing (and everyone else) is 
 using this feature to look around 3D cockpits, right? In other word, our 
 cockpit navigation UI needs some improvement :)

 Actually I think our cockpit navigation UI works better than anything else 
 I've ever used in over twenty years of flying flight sims :-)  It's not 
 instantly intuitive, granted, and maybe there's room for improvement there, 
 but I'd want to tread very carefully on this one as I think our method of 
 interacting with the 3D cockpit using the mouse is generally very efficient 
 indeed...

 Also, usability is hard :)
 It is... and partly because everyone has different ideas on what's good and 
 what isn't!  A lot of people seem to think that Apple's IOS UI approach is 
 the greatest thing since sliced bread and I think it's one of the worst I've 
 ever come across (Win8 is definitely worse, but not many people are insane 
 enough to contest that view!)

 What I wouldn't like to see (and I'm sure isn't intended) is that we end up 
 with a Gnome3 / Metro style UI revamp where we get what one or two people 
 (who _are_ doing the work from best intentions) no doubt  think is great and 
 intuitive but most people find obtuse and retrogressive.  At least we're 
 having a discussion about this first - I'm hopefully being excessively 
 paranoid but the sort of baby out with the bathwater scenario has been all 
 too common in recent years!

 AJ

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Re: [Flightgear-devel] Keyboard bindings

2013-03-04 Thread Vivian Meazza
AJ wrote:

 
 On Mon, 04 Mar 2013 15:38:45 +
 James Turner wrote:
  Aha, and instantly we get a usability discussion:
 
  Right, you need the keys because you're working around a simulator bug
 (frame-rate drops badly) using manual interaction. The correct fix isn't
to
 make the workaround-UI easier, it's fix the underlying issues, by making
 adaptive-LOD work so we can achieve a target frame-rate reliably.
 
 I do agree that would be the ideal... really I'm just saying that the fix
ought to
 come and be proved satisfactory before the established workaround is
 removed.  Hopefully nobody was really suggesting that, but I think there
is a
 horrible tendency in open source projects for similar things to happen -
 because removing the workaround or cleaning up the UI is generally
 significantly easier than fixing the problem, it's only the former that
gets
 done!
 
  You're the third person to say the same thing. But again, you don't
  actually want to change the FoV at all. What you're doing (and
  everyone else) is using this feature to look around 3D cockpits,
  right? In other word, our cockpit navigation UI needs some improvement
  :)
 
 Actually I think our cockpit navigation UI works better than anything else
I've
 ever used in over twenty years of flying flight sims :-)  It's not
instantly
 intuitive, granted, and maybe there's room for improvement there, but I'd
 want to tread very carefully on this one as I think our method of
interacting
 with the 3D cockpit using the mouse is generally very efficient indeed...
 
  Also, usability is hard :)
 It is... and partly because everyone has different ideas on what's good
and
 what isn't!  A lot of people seem to think that Apple's IOS UI approach is
the
 greatest thing since sliced bread and I think it's one of the worst I've
ever
 come across (Win8 is definitely worse, but not many people are insane
 enough to contest that view!)
 
 What I wouldn't like to see (and I'm sure isn't intended) is that we end
up
 with a Gnome3 / Metro style UI revamp where we get what one or two
 people (who _are_ doing the work from best intentions) no doubt  think is
 great and intuitive but most people find obtuse and retrogressive.  At
least
 we're having a discussion about this first - I'm hopefully being
excessively
 paranoid but the sort of baby out with the bathwater scenario has been
all
 too common in recent years!
 

 I think AJ has summed it all up pretty well.

I almost never used zZ while using the normal scenery, but since I've been
working on the detailed customised stuff I've needed it to try to keep
performance within reasonable bounds. If we can solve the underlying
problems, I would like to think I can go back to letting FG decide the vis
for me.

Let's put this discussion to one side, and see if we can do something about
custom scenery/LOD/linear scenery etc. We might find zZ is redundant (I hope
so) or we might need to retain it. It will argue for itself in the light of
future developments. 

No need to discuss how many angels can dance on the head of a pin (no I
don't know the answer either).

Vivian





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Re: [Flightgear-devel] Keyboard bindings

2013-03-04 Thread Renk Thorsten
 Often airports are in or  
 near very scenery-intensive areas and reducing visibility can help a lot  
 in making the sim run usably for take-off, whereas once you're up and  
 away it's nice to be able to open the view back up again for  
 cross-country flying.

This is applying a sledgehammer to a problem which asks for a screwdriver.

Performance management with reducing visibility throws everything out - terrain 
mesh, static models, trees, random buildings,... As a result the load arriving 
at the vertex shader drops.

First of all, this kind of performance management is bound to fail if you're 
not limited by the performance of the vertex shader - if the fragment shader is 
the bottleneck (as in the two more modern rendering schemes where we 
increasingly shift load to the more powerful fragment pipelines on modern GPUs) 
then you may change the number of vertices drastically, but the number of 
screen pixels covered by terrain and models changes insignificantly and the 
fragment load stays what it is. When I run Atmospheric Light Scattering on high 
detail, then my framerate is pretty much independent of visibility. I haven't 
tried it, but I am fairly sure the same is true for deferred rendering 
(Rembrandt) where the vertex stage of rendering is trivial and all the work is 
done per pixel. In fragment-dominated rendering schemes, the load of faraway 
models pretty much scales with the number of screen pixels they cover - so 
unloading them may free memory, but doesn't really change framerate.

Also, if you're limited by cloud rendering performance (which unfortunately 
seems to be the case in many situations) changing visibility doesn't help you - 
only cloud draw range will do the trick. It may also be that the performance 
isn't limited by the GPU performance at all but by expensive Nasal (none of 
mine obviously :-) ) or terrain-probing features like a ground radar  - in 
which case you can play with the visibility all day long and will not see any 
effect.

So let's first note that performance management by visibility is only effective 
if certain conditions are met, likely to be ineffective in our modern rendering 
schemes and we should neither encourage it nor recommend it in general nowadays 
- performance scaling depends more often on the fine-print of what shaders 
you're running and what your GPU can do.

If you nevertheless happen to be dominated by the vertex shader load, you'll 
notice that most of the load in scenery-heavy areas comes from models, not from 
the terrain. The fact that you need to get rid of models by drastically 
changing visibility indicates that the LOD range isn't configured properly, so 
what you actually need is a way to unload models at larger distance, not to 
increase visible fog and to unload terrain. I don't know if the LOD menu 
settings are honoured for  static models and random objects  (?) - but I'd give 
that a try before claiming that a visibility-changing key is needed for memory 
management.

Of course, using a cheaper model shader may solve the trick equally well if 
models cause the main performance drain in the vertex shader. 

Before getting my current computer, I have had quite some performance 
limitations in the end and I've done a lot of tweaking of shaders and 
customizing my settings. The one thing I've never needed is adjusting 
visibility on the fly - it didn't ever help. All I needed is a safe limit to 
avoid going over the 32bit memory limit.

 whereas once you're up and  
 away it's nice to be able to open the view back up again for  
 cross-country flying.

Well, but can't you do it from the menu (if you must do it at all) ?  

 Maybe if that happened automatically somehow this  
 would become unimportant, but for now I think a lot of people rely on it.

Well, we can safely rule out all people running Advanced Weather (because the 
trick doesn't work), Atmospheric Light Scattering at high detail and possiby 
Rembrandt (because there the fragment shader gets the work and dropping vertex 
load is not really effective) and probably the majority of people using online 
weather (what's the point of using online weather if you cheat with the 
visibility later). I don't think that leaves a lot of people.

 I can't believe you're suggesting removing the FoV keybinding though!   
 I've used that for zoom in 3d cockpits for about as long as we've had  
 the things, completely essential in my opinion.  I know it's not  
 strictly speaking zoom but it works, and is very quick and natural to  
 use, too.

I actually agree with that, based on the reasoning that focusing on an 
instrument is something you can do in a real cockpit. Although personally I'm 
quite a fan of using the mouse wheel in view mode.

* Thorsten




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[Flightgear-devel] Keyboard bindings

2013-03-03 Thread James Turner

On 3 Mar 2013, at 07:07, Renk Thorsten thorsten.i.r...@jyu.fi wrote:

 Personally, I think reserving key binding for things which you can really do 
 in a real cockpit is not a bad concept. And I would really like to understand 
 why some people think it's necessary to change the visibility so often that a 
 menu option doesn't work for them whereas I need to change my NAV frequencies 
 in the menu (while flying the plane with the mouse... I can do this with just 
 one control device)

Right, I mentioned this on IRC and earned some comments too :)

My point of view is that the current keybindings file is a mess, with many 
historical bindings, and also it binds in the ASCII space, as opposed to the 
scan code space, so we can't distinguish keypad vs normal number keys, and 
various other combinations, even though osgViewer supports that.

My *personal* feeling is that unless it's something the  50% of users use 
*each flight*, it shouldn't be a keybinding. So flaps, trim, CDI/HSI heading, 
fine, but things to change view distance or FoV seem unnecessary to me.

The other issue is the keybindings are effectively 'full' (we can't easily add 
more), because they've been added and added over the years, but rarely removed, 
so at this point every key 'does something', but often something quite obscure.

What I'd like to see is the entire 'Ctrl' (Command on Mac) space reserved for 
GUI functions, like a normal application - Ctrl-Q for quit, Ctrl-M for map 
dialog, Ctrl-A for autopilot dialog, Ctrl-R for replay dialog (or radios dialog 
:)  - then have a complete discussion about which key-bindings make sense on 
the main keyboard. This is basically a usability discussion, so everyone will 
have strong opinions :)

James
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Re: [Flightgear-devel] Keyboard Bindings and keyboard.xml

2006-10-26 Thread Holger Wirtz
Hi AJ
hello Franz,

first of all: I have never seen such a good organized code and system
like fgfs! Also the community is really cooperatively. Thanks to all!

On Wed, Oct 25, 2006 at 11:08:57AM +0100, AJ MacLeod wrote:
[...]
  key n=67
nameC/name
descCatapult Launch Command./desc
binding
  commandproperty-assign/command
  property/controls/gear/catapult-launch-cmd/property
  value type=booltrue/value
/binding
mod-up
  binding
commandproperty-assign/command
property/controls/gear/catapult-launch-cmd/property
value type=boolfalse/value
  /binding
/mod-up
  /key
 
 You can see here that the main binding assigns a boolean true to 
 the /controls/gear/catapult-launch-cmd property.
 
 The mod-up section following that specifies what happens when the key is 
 released - in this case, a false value is assigned.  This is exactly what 
 you want to do with your PTT if I'm not mistaken?

YES! That's it!!!

Ok, now I have all together what I need to create a realtime radio for
flightgear. I hope that I can find time to create a working version the
next weeks!

[...]

Regards, Holger

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[Flightgear-devel] Keyboard Bindings and keyboard.xml

2006-10-25 Thread Holger Wirtz
Hi all,

I am searching for a way to implement a PTT (push to talk) key in fgfs.
I found the file keyboard.xml where key bindings and their functions
are defined.

As I understand this file, you can set/reset properties inside the
property-tree. The definitons in this file explain what to be done e.g.
when I press a key the first time and what to do the next time. This ist
not the feature I need. I want to set a property when pressing the key
and I want to reset the property when releasing the key. How can I
arrange this (in german you would say Flankengetriggert)?

And another question: If I need a new property: Where can I define this?

Regards, Holger
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Re: [Flightgear-devel] Keyboard Bindings and keyboard.xml

2006-10-25 Thread Melchior FRANZ
* Holger Wirtz -- Wednesday 25 October 2006 11:27:
 I want to set a property when pressing the key
 and I want to reset the property when releasing the key.

  key n=67
  nameC/name
  descPTT key/desc
  binding
  commandnasal/command
  scriptprint(C key pressed)/script
  /binding
  mod-up
  binding
  commandnasal/command
  scriptprint(C key released)/script
  /binding
  /mod-up
  /key



 If I need a new property: Where can I define this?

Wherever you want.

Command line:   --prop:/foo/bar=1
Nasal:  setprop(/foo/bar, 1);
props.globals.getNode(/foo/bar, 1).setBoolValue(1);
C++:fgSetBool(/foo/bar, true);
...

m.

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