Re: [Flightgear-devel] c172p with terrain

2008-11-11 Thread gerard robin
On mardi 11 novembre 2008, Anders Gidenstam wrote:
 On Tue, 11 Nov 2008, gerard robin wrote:
  In addition to it  there is a drag  when the gear (down) is IN the water
  , i remember that Vivian  couldn't take off the Catalina, since the gear
  were down.
  I may understand that you don't know the JSBSim features/ressources.

 I think that was me. But it wasn't the gear - I had forgot to release the
 handbrake (a.k.a. mooring :).

Which will be updated since now we have that nice  external_reactions 
features :)

 But seriously, ground interaction in FlightGear is a weak spot of JSBSim.
 I'll try to look into it (note, no promise on the time scale, though..).

Yes it can be improved, not only JSBSim is involved, i know that we have a lot 
of problem with aircrafts on Carrier with YASIm  for instance the F-14  
(groundcache  bug ? )

With JSBSim we have that stupid ground reaction force due to pitch, (was said 
by Dave on the JSBSim-devel )


 Cheers,

 Anders - currently working on an aircraft with no gears (really :).

Cheers

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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-11 Thread gerard robin
On mardi 11 novembre 2008, Melchior FRANZ wrote:
 * gerard robin -- Wednesday 05 November 2008:
  In addition to it, with YASIm which is supposed to include
  that feature, i am unable to control my helicoptere rescue
  operation according to the terrain which is under, with
  water we could understand but with solid the rescued man
  is digging the earth  :)
  So my next update will include (again) that nasal script.

 Why don't you just add another gear, one that doesn't touch
 the ground? Then you get the terrain type reported, and it's
 even the terrain under the winch gear, rather than the
 totally pointless terrain under the helicopter's nose (or
 wherever the reference point is).

 m.

A gear with a variable size ?



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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-11 Thread gerard robin
On mardi 11 novembre 2008, Melchior FRANZ wrote:
 * gerard robin -- Saturday 08 November 2008:
  Is it so difficult, to include within FG, the code which
  gives the information, or at least, to include as generic
  the 'famous Nasal script  ??
 
  May be any idea which is not coming from you is bad  :)

 That's funny. So you have forgotten that the code in terrain.nas
 is basically *my* code? I had posted it as sample code to the list

I was not talking about the idea of the nasal script content. I know that it 
is an idea of Cesar :) giving to Cesar what is owned by Cesar ( is the 
translation of a usual French ).

I am talking  about the idea to get within a property included into FG the  
terrain in order to answer to AI animation request and any other Animation 
with or without FDM, though  with YSAIm we don't have that property.
You know. YASIm  it is that FDM which can be used with helicopter.
If you don't trust me, look at .. for instance the bo105 or the S-51... 
Oh by the way S-51 wants for the rescue animation a property with terrain.

  
 http://www.mail-archive.com/flightgear-devel%40lists.sourceforge.net/msg124
33.html

 and you just took it and put it in a loop. But even if it's
 my code, I still think it's just a hack around a missing
 JSBSim feature. I suggest to submit the feature instead.   ;-)

 m.


Cheers


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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-11 Thread Melchior FRANZ
* Jon S. Berndt -- Thursday 06 November 2008:
 Well, that would require JSBSim to maintain a database for the physical
 properties (friction, etc.) of the terrain underneath the aircraft.

No. You'd just have to extend JSBSim.cxx so that it queries the
ground cache for every gear. From there it can get all the terrain
information cheaply. YASim does this, it also uses the
friction values, and slightly modifies the terrain elevation
according to the bumpiness value before it's used by the FDM.
Try a YASim aircraft (e.g. the dhc2W) and leave the runway.
Taxi over grass and into a forest. You'll feel the bumpiness
and see it on the gear animation.

The values are also interesting for sound effects. If you slide
the bo105 over concrete, then the noise is louder than over grass
or ice.

m.

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-11 Thread Melchior FRANZ
* gerard robin -- Saturday 08 November 2008:
 Is it so difficult, to include within FG, the code which
 gives the information, or at least, to include as generic
 the 'famous Nasal script  ?? 
 
 May be any idea which is not coming from you is bad  :)

That's funny. So you have forgotten that the code in terrain.nas
is basically *my* code? I had posted it as sample code to the list

  
http://www.mail-archive.com/flightgear-devel%40lists.sourceforge.net/msg12433.html

and you just took it and put it in a loop. But even if it's
my code, I still think it's just a hack around a missing
JSBSim feature. I suggest to submit the feature instead.   ;-)

m.

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-11 Thread Melchior FRANZ
* gerard robin -- Wednesday 05 November 2008:
 In addition to it, with YASIm which is supposed to include
 that feature, i am unable to control my helicoptere rescue
 operation according to the terrain which is under, with
 water we could understand but with solid the rescued man  
 is digging the earth  :)  
 So my next update will include (again) that nasal script.

Why don't you just add another gear, one that doesn't touch
the ground? Then you get the terrain type reported, and it's
even the terrain under the winch gear, rather than the
totally pointless terrain under the helicopter's nose (or
wherever the reference point is).

m. 

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-11 Thread Melchior FRANZ
* gerard robin -- Wednesday 05 November 2008:
 Not ripping, keeping, .. since that feature is necessary, out of, and without 
  
 any FDM.
 As far as i know, (i could be wrong and stupid) , an AI object is not FDM 
 dependent, but, it can be property related.

Your generic terrain.nas wouldn't work for AI aircraft.

m.

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-11 Thread Anders Gidenstam
On Tue, 11 Nov 2008, gerard robin wrote:

 In addition to it  there is a drag  when the gear (down) is IN the water , i
 remember that Vivian  couldn't take off the Catalina, since the gear were
 down.
 I may understand that you don't know the JSBSim features/ressources.

I think that was me. But it wasn't the gear - I had forgot to release the 
handbrake (a.k.a. mooring :).

But seriously, ground interaction in FlightGear is a weak spot of JSBSim.
I'll try to look into it (note, no promise on the time scale, though..).

Cheers,

Anders - currently working on an aircraft with no gears (really :).
-- 
---
Anders Gidenstam
WWW: http://www.gidenstam.org/FlightGear/

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-11 Thread Melchior FRANZ
* gerard robin -- Tuesday 11 November 2008:
 A gear with a variable size ?

Huh? You suggest to put terrain.nas into CVS, and when you
get suggestions for how to solve the problems properly, you
put them all down while ignoring that terrain.nas doesnt
fulfill any of your requirements either.

It doesn't support gear with variable size (whatever that
is), it doesn't work for AI aircraft, it is useless for
determining if an aircraft should sink. (No, a Concorde
doesn't sink if the nose is above water, as long as the
tyres aren't.  ;-)

So what are you really asking for? A way to find out whether
a particular coordinate is solid ground or water? Like
geodinfo()? Which I've written for that purpose?

m.

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-08 Thread gerard robin
On samedi 08 novembre 2008, Melchior FRANZ wrote:
 * gerard robin -- 11/5/2008 4:27 PM:
  Though, that nasal Terrain script could be part of the FG generic nasal
  script , won't it be useful elsewhere (AI animation ? for instance)

 This script continously updates a property which tells if the aircraft's
 origin (usually the nose, sometimes other points) is over solid ground
 or water. This is really a random point, and whether the aircraft's
 nose is over water or not doesn't usually mean much.

 What would be useful is to know whether contact points (especially
 landing gear) are over water. But this is something that the FDM glue
 code has to care for (JSBSim.cxx). It can query everything we know
 about the terrain beneath from the ground cache, just like YASim.
 That's a sample of what info is available about any terrain (~ texture)
 type:

   { light_coverage: 0, bumpiness: 0.5999,
 load_resistance: 1e+30, solid: 0,
 names: [ Lake, Pond, Reservoir, Stream, Canal ],
 friction_factor: 1, rolling_friction: 1.5
   }

 Would be nice if JSBSim would consider the ground properties in the
 gear code, but it should at least publish those values that are needed
 for sinking effects or rumbling sound.

 terrain.nas is only a workaround for this omission. If you want to
 know about terrain properties at other points, just use the geodinfo()
 function directly (but not too often, to avoid expensive terrain
 intersection tests).

 m.

Is it it on purpose that you deviate my explanation , or you don't you 
understand what i said ?

I Don't said that JSBSim  devel wont include these information, with a 
specific development in it .

I only said that the information in anycase is missing when why are not using 
any FDM, AI model don't use it (wad my first remark), and missing when we are 
within YASIm  which is suppose to have it ( was my second remark ).

YES, missing when we are using YASim , i want to improve my rescue animation  
and avoid that the rescued person is not digging solid.
WHERE  is the property which say that the aircraft is on solid or on water ?

May be you don't know...  but the rescue op  im talking about, is with 
helicopter and helicopter is using YASIm FDM


Cheers



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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-08 Thread gerard robin
On samedi 08 novembre 2008, gerard robin wrote:
 On samedi 08 novembre 2008, Melchior FRANZ wrote:
  * gerard robin -- 11/5/2008 4:27 PM:
   Though, that nasal Terrain script could be part of the FG generic
   nasal script , won't it be useful elsewhere (AI animation ? for
   instance)
 
  This script continously updates a property which tells if the aircraft's
  origin (usually the nose, sometimes other points) is over solid ground
  or water. This is really a random point, and whether the aircraft's
  nose is over water or not doesn't usually mean much.
 
  What would be useful is to know whether contact points (especially
  landing gear) are over water. But this is something that the FDM glue
  code has to care for (JSBSim.cxx). It can query everything we know
  about the terrain beneath from the ground cache, just like YASim.
  That's a sample of what info is available about any terrain (~ texture)
  type:
 
{ light_coverage: 0, bumpiness: 0.5999,
  load_resistance: 1e+30, solid: 0,
  names: [ Lake, Pond, Reservoir, Stream, Canal ],
  friction_factor: 1, rolling_friction: 1.5
}
 
  Would be nice if JSBSim would consider the ground properties in the
  gear code, but it should at least publish those values that are needed
  for sinking effects or rumbling sound.
 
  terrain.nas is only a workaround for this omission. If you want to
  know about terrain properties at other points, just use the geodinfo()
  function directly (but not too often, to avoid expensive terrain
  intersection tests).
 
  m.

 Is it it on purpose that you deviate my explanation , or you don't you
 understand what i said ?

 I Don't said that JSBSim  devel wont include these information, with a
 specific development in it .

 I only said that the information in anycase is missing when why are not
 using any FDM, AI model don't use it (wad my first remark), and missing
 when we are within YASIm  which is suppose to have it ( was my second
 remark ).

 YES, missing when we are using YASim , i want to improve my rescue
 animation and avoid that the rescued person is not digging solid.
 WHERE  is the property which say that the aircraft is on solid or on water
 ?

 May be you don't know...  but the rescue op  im talking about, is with
 helicopter and helicopter is using YASIm FDM


 Cheers

AND in order to answer the point 1 and why not the point 2 ( without being 
obliged to modify YASim) 

Is it so difficult, to include within FG, the code which gives the 
information, or at least, to include as generic the 'famous Nasal script  ??

May be any idea which is not coming from you is bad  :)

Cheers

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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-08 Thread Detlef Faber
Am Samstag, den 08.11.2008, 12:26 +0100 schrieb gerard robin:
 On samedi 08 novembre 2008, Melchior FRANZ wrote:
  * gerard robin -- 11/5/2008 4:27 PM:
   Though, that nasal Terrain script could be part of the FG generic nasal
   script , won't it be useful elsewhere (AI animation ? for instance)
 
  This script continously updates a property which tells if the aircraft's
  origin (usually the nose, sometimes other points) is over solid ground
  or water. This is really a random point, and whether the aircraft's
  nose is over water or not doesn't usually mean much.
 
  What would be useful is to know whether contact points (especially
  landing gear) are over water. But this is something that the FDM glue
  code has to care for (JSBSim.cxx). It can query everything we know
  about the terrain beneath from the ground cache, just like YASim.
  That's a sample of what info is available about any terrain (~ texture)
  type:
 
{ light_coverage: 0, bumpiness: 0.5999,
  load_resistance: 1e+30, solid: 0,
  names: [ Lake, Pond, Reservoir, Stream, Canal ],
  friction_factor: 1, rolling_friction: 1.5
}
 
  Would be nice if JSBSim would consider the ground properties in the
  gear code, but it should at least publish those values that are needed
  for sinking effects or rumbling sound.
 
  terrain.nas is only a workaround for this omission. If you want to
  know about terrain properties at other points, just use the geodinfo()
  function directly (but not too often, to avoid expensive terrain
  intersection tests).
 
  m.
 
 Is it it on purpose that you deviate my explanation , or you don't you 
 understand what i said ?
 
 I Don't said that JSBSim  devel wont include these information, with a 
 specific development in it .
 
 I only said that the information in anycase is missing when why are not using 
 any FDM, AI model don't use it (wad my first remark), and missing when we are 
 within YASIm  which is suppose to have it ( was my second remark ).
 
I think it is undestandable that the ground properties are not queried
while the Aircraft's gears are high up in the Air. They are only of
interest when the gear is on the ground.

 YES, missing when we are using YASim , i want to improve my rescue animation  
 and avoid that the rescued person is not digging solid.
 WHERE  is the property which say that the aircraft is on solid or on water ?

I could use this information for the walker too. The current approach
with geo.elevation has some drawbacks (e.g passing beneath bridges isn't
possible). 
Glazmax suggested in the forum to use submodels and query the impact
report. This should provide info wether the ground is solid or not
(=water). I haven't done much on this topic recently, but believe this
is could be a solution for both of us.

 
 May be you don't know...  but the rescue op  im talking about, is with 
 helicopter and helicopter is using YASIm FDM
 
 
 Cheers
 
 
 


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-08 Thread gerard robin
On samedi 08 novembre 2008, Detlef Faber wrote:
 Am Samstag, den 08.11.2008, 12:26 +0100 schrieb gerard robin:
  On samedi 08 novembre 2008, Melchior FRANZ wrote:
   * gerard robin -- 11/5/2008 4:27 PM:
Though, that nasal Terrain script could be part of the FG generic
nasal script , won't it be useful elsewhere (AI animation ? for
instance)
  
   This script continously updates a property which tells if the
   aircraft's origin (usually the nose, sometimes other points) is over
   solid ground or water. This is really a random point, and whether the
   aircraft's nose is over water or not doesn't usually mean much.
  
   What would be useful is to know whether contact points (especially
   landing gear) are over water. But this is something that the FDM glue
   code has to care for (JSBSim.cxx). It can query everything we know
   about the terrain beneath from the ground cache, just like YASim.
   That's a sample of what info is available about any terrain (~ texture)
   type:
  
 { light_coverage: 0, bumpiness: 0.5999,
   load_resistance: 1e+30, solid: 0,
   names: [ Lake, Pond, Reservoir, Stream, Canal ],
   friction_factor: 1, rolling_friction: 1.5
 }
  
   Would be nice if JSBSim would consider the ground properties in the
   gear code, but it should at least publish those values that are needed
   for sinking effects or rumbling sound.
  
   terrain.nas is only a workaround for this omission. If you want to
   know about terrain properties at other points, just use the geodinfo()
   function directly (but not too often, to avoid expensive terrain
   intersection tests).
  
   m.
 
  Is it it on purpose that you deviate my explanation , or you don't you
  understand what i said ?
 
  I Don't said that JSBSim  devel wont include these information, with a
  specific development in it .
 
  I only said that the information in anycase is missing when why are not
  using any FDM, AI model don't use it (wad my first remark), and missing
  when we are within YASIm  which is suppose to have it ( was my second
  remark ).

 I think it is undestandable that the ground properties are not queried
 while the Aircraft's gears are high up in the Air. They are only of
 interest when the gear is on the ground.

  YES, missing when we are using YASim , i want to improve my rescue
  animation and avoid that the rescued person is not digging solid.
  WHERE  is the property which say that the aircraft is on solid or on
  water ?

 I could use this information for the walker too. The current approach
 with geo.elevation has some drawbacks (e.g passing beneath bridges isn't
 possible).


I don't know which system is being used with geodinfo (nasal) , i don't have 
any difficulties when passing  beneath bridges.

 Glazmax suggested in the forum to use submodels and query the impact
 report. This should provide info wether the ground is solid or not
 (=water). I haven't done much on this topic recently, but believe this
 is could be a solution for both of us.

Yes, i like simple stuff, i am not sure i will use submodels only for this  :)


  May be you don't know...  but the rescue op  im talking about, is
  with helicopter and helicopter is using YASIm FDM
 
 
  Cheers


Cheers


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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-07 Thread gerard robin
On mercredi 05 novembre 2008, Martin Spott wrote:
 gerard robin wrote:
  I will need some space in my URL, so i will have to remove that file.

 Just in case, why don't you simply just put those files there which
 require to be changed - instead of the entire aircraft ?

 Cheers,
   Martin.

Well, i have built the package with the files which are only involved.
Within data/Aircraft/c172p

replace
=c172p-set.xml
=c172p.xml

 add that stupid file
=terrain.nas

The link is http://pagesperso-orange.fr/GRTux/c172p.tar.gz

Cheers

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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-07 Thread Melchior FRANZ
* gerard robin -- 11/5/2008 4:27 PM:
 Though, that nasal Terrain script could be part of the FG generic nasal 
 script , won't it be useful elsewhere (AI animation ? for instance)

This script continously updates a property which tells if the aircraft's
origin (usually the nose, sometimes other points) is over solid ground
or water. This is really a random point, and whether the aircraft's
nose is over water or not doesn't usually mean much.

What would be useful is to know whether contact points (especially
landing gear) are over water. But this is something that the FDM glue
code has to care for (JSBSim.cxx). It can query everything we know
about the terrain beneath from the ground cache, just like YASim.
That's a sample of what info is available about any terrain (~ texture)
type:

  { light_coverage: 0, bumpiness: 0.5999,
load_resistance: 1e+30, solid: 0,
names: [ Lake, Pond, Reservoir, Stream, Canal ],
friction_factor: 1, rolling_friction: 1.5
  }

Would be nice if JSBSim would consider the ground properties in the
gear code, but it should at least publish those values that are needed
for sinking effects or rumbling sound.

terrain.nas is only a workaround for this omission. If you want to
know about terrain properties at other points, just use the geodinfo()
function directly (but not too often, to avoid expensive terrain
intersection tests).

m.

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread gerard robin
On mardi 28 octobre 2008, Heiko Schulz wrote:
  Hello,
  You know that the JSBSim FDM Aircrafts can make the
  difference between water
  and solid, the models only wants a little update which
  include a terrain.nas
  nasal script.
  Every JSBSim models, that i have done which are in CVS  do
  have that feature.
  For my home usage i had done a c172p which takes that
  feature, i just have
  updated it from the CVS version.
  You may want it, it is available here, if wanted, it could
  be committed .
 
  http://pagesperso-orange.fr/GRTux/c172p.tar.gz
 
  Cheers
 
  --
  Gérard

 Sounds fine- would be great if this standart aircraft have this feature!

 Cheers
 HHS


I guess, that anybody who was interested on it, has yet downloaded it .
I will need some space in my URL, so i will have to remove that file.

Cheers.



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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread Martin Spott
gerard robin wrote:

 I will need some space in my URL, so i will have to remove that file.

Just in case, why don't you simply just put those files there which
require to be changed - instead of the entire aircraft ?

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread gerard robin
On mercredi 05 novembre 2008, Martin Spott wrote:
 gerard robin wrote:
  I will need some space in my URL, so i will have to remove that file.

 Just in case, why don't you simply just put those files there which
 require to be changed - instead of the entire aircraft ?

 Cheers,
   Martin.

Yes, as far i remember,
-the set file 
-the FDM 
-and, an additional Nasal script are only involved
I will look at it.

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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread gerard robin
On mercredi 05 novembre 2008, gerard robin wrote:
 On mercredi 05 novembre 2008, Martin Spott wrote:
  gerard robin wrote:
   I will need some space in my URL, so i will have to remove that file.
 
  Just in case, why don't you simply just put those files there which
  require to be changed - instead of the entire aircraft ?
 
  Cheers,
  Martin.

 Yes, as far i remember,
   -the set file
   -the FDM
   -and, an additional Nasal script are only involved

Though, that nasal Terrain script could be part of the FG generic nasal 
script , won't it be useful elsewhere (AI animation ? for instance)

 I will look at it.



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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread Martin Spott
gerard robin wrote:

 Though, that nasal Terrain script could be part of the FG generic nasal 
 script , won't it be useful elsewhere (AI animation ? for instance)

Well, to my point of view - and I know I'm not the sole person having
this in mind - it's a bit unfortunate to hammer workarounds into stone
that actually in search for a totally different solution.

As I understand from Heiko's explanation, the purpose of the respective
script is to work around a feature which is missing from the FDM being
used here. Therefore I'd vote _not_ to make this script part of the
'generic' script collection, but instead lobby on the FDM people to
implement the missing parts.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread gerard robin
On mercredi 05 novembre 2008, Martin Spott wrote:
 gerard robin wrote:
  Though, that nasal Terrain script could be part of the FG generic nasal
  script , won't it be useful elsewhere (AI animation ? for instance)

 Well, to my point of view - and I know I'm not the sole person having
 this in mind - it's a bit unfortunate to hammer workarounds into stone
 that actually in search for a totally different solution.

 As I understand from Heiko's explanation, the purpose of the respective
 script is to work around a feature which is missing from the FDM being
 used here. Therefore I'd vote _not_ to make this script part of the
 'generic' script collection, but instead lobby on the FDM people to
 implement the missing parts.

 Cheers,
   Martin.

I don't pretend that  is not be in the FDM , which should be more accurate 
according to the terrain ( runway, grass, sand, ... water  and so 
on), i know that Jon intend to include it into JSBSim.

I only wonder if we won't get some adventage, within FG itself, to know with a 
property,  if there is water or solid under (with nasal script or some code) 
I had recently in mind,  to create animation with AI model which are terrain 
dependent. 
Scenery and AI are not using any FDM which could solve it .

Cheers


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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread gerard robin
On mercredi 05 novembre 2008, gerard robin wrote:
 On mercredi 05 novembre 2008, Martin Spott wrote:
  gerard robin wrote:
   Though, that nasal Terrain script could be part of the FG generic
   nasal script , won't it be useful elsewhere (AI animation ? for
   instance)
 
  Well, to my point of view - and I know I'm not the sole person having
  this in mind - it's a bit unfortunate to hammer workarounds into stone
  that actually in search for a totally different solution.
 
  As I understand from Heiko's explanation, the purpose of the respective
  script is to work around a feature which is missing from the FDM being
  used here. Therefore I'd vote _not_ to make this script part of the
  'generic' script collection, but instead lobby on the FDM people to
  implement the missing parts.
 
  Cheers,
  Martin.

 I don't pretend that  is not be in the FDM , which should be more accurate
 according to the terrain ( runway, grass, sand, ... water  and so
 on), i know that Jon intend to include it into JSBSim.

 I only wonder if we won't get some adventage, within FG itself, to know
 with a property,  if there is water or solid under (with nasal script or
 some code) I had recently in mind,  to create animation with AI model which
 are terrain dependent.
 Scenery and AI are not using any FDM which could solve it .

 Cheers

In addition to it, with YASIm which is supposed to include that feature, i am 
unable to control my helicoptere rescue  operation according to the terrain 
which is under, with water we could understand but with solid the rescued man 
is digging the earth  :)  
So my next update will include (again) that nasal script.
Cheers.

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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread Martin Spott
gerard robin wrote:

 I only wonder if we won't get some adventage, within FG itself, to know with 
 a 
 property,  if there is water or solid under (with nasal script or some code) 
 I had recently in mind,  to create animation with AI model which are terrain 
 dependent. 

Well, it probably is advantagwous to have such feature _now_   and
also carries the disadvantage that someone has to care for cleanly
ripping all this back out after the FDM has improved.
This was just a proposal of mine, I'll happily leave the related
decisions to those who are willing to do the work  ;-)

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread gerard robin
On mercredi 05 novembre 2008, Martin Spott wrote:
 gerard robin wrote:
  I only wonder if we won't get some adventage, within FG itself, to know
  with a property,  if there is water or solid under (with nasal script or
  some code) I had recently in mind,  to create animation with AI model
  which are terrain dependent.

 Well, it probably is advantagwous to have such feature _now_   and

Yes  
 also carries the disadvantage that someone has to care for cleanly
 ripping all this back out after the FDM has improved.

Not ripping, keeping, .. since that feature is necessary, out of, and without  
any FDM.
As far as i know, (i could be wrong and stupid) , an AI object is not FDM 
dependent, but, it can be property related.

However, i am probably alone, here, to think that generic FG feature useful.

Again,
 tell me how i can build 
an AI object , = an hybrid car which goes floating on water or run on wheel 
on solid ground, without any acknowledge of which terrain is under (there is 
no FDM)

 This was just a proposal of mine, I'll happily leave the related
 decisions to those who are willing to do the work  ;-)

 Cheers,
   Martin.



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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread Csaba Halász
On Wed, Nov 5, 2008 at 10:34 PM, gerard robin [EMAIL PROTECTED] wrote:

 As far as i know, (i could be wrong and stupid) , an AI object is not FDM
 dependent, but, it can be property related.

 However, i am probably alone, here, to think that generic FG feature useful.

 Again,
  tell me how i can build
 an AI object , = an hybrid car which goes floating on water or run on wheel
 on solid ground, without any acknowledge of which terrain is under (there is
 no FDM)

Ideally, every AI object should in fact have its own fdm, and an AI
pilot which is only providing control inputs that a real pilot would.
I don't think FDM takes a lot of cpu resources, so when we have
dedicated AI server(s) that could in fact be realized.

For now, I think you are right. If this will be used by more aircraft,
it is in fact easier to manage having it in a common place.

-- 
Csaba

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread Jon S. Berndt
 
 I don't pretend that  is not be in the FDM , which should be more accurate
 according to the terrain ( runway, grass, sand, ... water  and
 so on), i know that Jon intend to include it into JSBSim.


I don't know if I understand this problem completely, but I am guessing that
we would need to expose via properties the dynamic and static coefficients
of friction for each landing gear (and structural contact point)? True?

I think that would be the best approach.

Jon



-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread gerard robin
On jeudi 06 novembre 2008, Jon S. Berndt wrote:
  I don't pretend that  is not be in the FDM , which should be more
  accurate according to the terrain ( runway, grass, sand, ... water
   and so on), i know that Jon intend to include it into JSBSim.

 I don't know if I understand this problem completely, but I am guessing
 that we would need to expose via properties the dynamic and static
 coefficients of friction for each landing gear (and structural contact
 point)? True?

 I think that would be the best approach.

 Jon

Hello Jon

I do not confuse both, 
-First an accurate development within the FDM itself, and here, 
you know 
better than i do, what must/could be done.

-Second an external simple information which is given by FG = 
the terrain 
which is under, solid or water.


That information which is  simple, will be mainly usefull for AI model which 
do not use any FDM, or useful to build some specific animation like rescue 
operation that i referred to.

Cheers

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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread Jon S. Berndt
 
 Hello Jon
 
 I do not confuse both,
   -First an accurate development within the FDM itself, and
 here, you know better than i do, what must/could be done.
 
   -Second an external simple information which is given by FG
 = the terrain which is under, solid or water.
 
 That information which is  simple, will be mainly usefull for AI model
 which do not use any FDM, or useful to build some specific animation like
 rescue operation that i referred to.
 
 Cheers
 
 --
 Gérard
 http://pagesperso-orange.fr/GRTux/


Well, that would require JSBSim to maintain a database for the physical
properties (friction, etc.) of the terrain underneath the aircraft. I don't
consider that to be something that the FDM should account for. That sounds
like something that is in the domain of FlightGear or SimGear. However,
JSBSim can expose via properties the friction coefficients that could be
changed to reflect the type of terrain. For modeling landing on water OR
land, that might be a little bit harder to model.

Jon



-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread gerard robin
On jeudi 06 novembre 2008, Jon S. Berndt wrote:
  Hello Jon
 
  I do not confuse both,
  -First an accurate development within the FDM itself, and
  here, you know better than i do, what must/could be done.
 
  -Second an external simple information which is given by FG
  = the terrain which is under, solid or water.
 
  That information which is  simple, will be mainly usefull for AI model
  which do not use any FDM, or useful to build some specific animation like
  rescue operation that i referred to.
 
  Cheers
 
  --
  Gérard
  http://pagesperso-orange.fr/GRTux/

 Well, that would require JSBSim to maintain a database for the physical
 properties (friction, etc.) of the terrain underneath the aircraft. I don't
 consider that to be something that the FDM should account for. That sounds
 like something that is in the domain of FlightGear or SimGear. However,
 JSBSim can expose via properties the friction coefficients that could be
 changed to reflect the type of terrain.

I agree

 For modeling landing on water OR 
 land, that might be a little bit harder to model.

Here, with seaplane we could use the same process which is being used by the 
Boeing314 or the Catalina, when hull is in contact with water.

 aerodynamics
function name=aero/function/kHDhull
descriptionHull_resistance/description
AND
function name=aero/function/kHLstep
descriptionStep_lift/description
AND follow
=
In that case  everything is right, the actual JSBSim  gives us any flexibility 
we want. 

Only the case of an emergency landing on water with gear down could be 
usefully modeled, ( depending on the speed, the resistance could very high 
which can make the nose over)


 Jon



Cheers


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

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-11-05 Thread Ron Jensen
On Thu, 2008-11-06 at 02:39 +0100, gerard robin wrote:

 Only the case of an emergency landing on water with gear down could be 
 usefully modeled, ( depending on the speed, the resistance could very high 
 which can make the nose over)

There is a NACA paper on this for, NACA-RM-L9K02a.  They tried dropping
large scale model DC-4 and DC-6s into a pool and analyzed the results.
I recall they decided gear up, flaps down was the best approach.

http://ntrs.nasa.gov/search.jsp?R=99950id=3qs=No%3D100%26Ne%3D25%26N%3D289

Ron


-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] c172p with terrain

2008-10-28 Thread Heiko Schulz

 Hello,
 You know that the JSBSim FDM Aircrafts can make the
 difference between water 
 and solid, the models only wants a little update which
 include a terrain.nas 
 nasal script.
 Every JSBSim models, that i have done which are in CVS  do
 have that feature.
 For my home usage i had done a c172p which takes that
 feature, i just have 
 updated it from the CVS version.
 You may want it, it is available here, if wanted, it could
 be committed .
 
 http://pagesperso-orange.fr/GRTux/c172p.tar.gz
 
 Cheers
 
 -- 
 Gérard

Sounds fine- would be great if this standart aircraft have this feature!

Cheers
HHS


  

-
This SF.Net email is sponsored by the Moblin Your Move Developer's challenge
Build the coolest Linux based applications with Moblin SDK  win great prizes
Grand prize is a trip for two to an Open Source event anywhere in the world
http://moblin-contest.org/redirect.php?banner_id=100url=/
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel