[Flightgear-devel] FGRUN compile error with current Simgear (main.cxx, lines 109 and 114)

2011-11-18 Thread TDO Brandano

I have encountered a little compilation error when trying to build FGRUN from 
SVN with the current Simgear from GIT
The problem is that when detecting a locale path some arguments can be passed 
to SGPath without being first properly cast.
I have attached a little fix that seems to work for me

Ciao,

Alessandro

  Index: fgrun/src/main.cxx
===
--- fgrun/src/main.cxx	(revision 642)
+++ fgrun/src/main.cxx	(working copy)
@@ -106,12 +106,12 @@
 get_locale_directory( const char *argv0 )
 {
 #ifdef LOCALEDIR
-SGPath localedir = LOCALEDIR;
+SGPath localedir = (SGPath)LOCALEDIR;
 if (localedir.exists())
 return localedir.str();
 #endif
 
-SGPath path = argv0;
+SGPath path = (SGPath)argv0;
 path = path.dir();
 
 if (path.file() == bin)
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Re: [Flightgear-devel] FGRUN compile error with current Simgear (main.cxx, lines 109 and 114)

2011-11-18 Thread TDO Brandano

Oh, I forgot, credit to TB for this one.

From: tdo_brand...@hotmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Sat, 19 Nov 2011 01:00:43 +
Subject: [Flightgear-devel] FGRUN compile error with current Simgear (main.cxx, 
lines 109 and 114)








I have encountered a little compilation error when trying to build FGRUN from 
SVN with the current Simgear from GIT
The problem is that when detecting a locale path some arguments can be passed 
to SGPath without being first properly cast.
I have attached a little fix that seems to work for me

Ciao,

Alessandro

  

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Re: [Flightgear-devel] apt.dat update (lowercase names etc.)

2011-12-08 Thread TDO Brandano

Btw, if anyone feels intrigued about Mario's flying pizza airport, here it is:
 
http://maps.google.com/maps/place?ftid=0x86415b90e61a4049:0xab0e9da4a50a2a4q=mario%27s+pizza+sealyhl=enved=0CA0Q-gswAAsa=Xei=YxfhTpzhJdXVOKDNuAwsig2=M8avv0_jhvFgnD-ytx5bBQ
Can't see planes on the ground, I suspect that the airstrip is mainly in 
support of ag-work planes and a stopover for cross-country fliers that want a 
quick snack. The double fence working as cattle pen is a nice touch of class

 From: w...@jentronics.com
 To: flightgear-devel@lists.sourceforge.net
 Date: Thu, 8 Dec 2011 13:58:32 -0600
 Subject: Re: [Flightgear-devel] apt.dat update (lowercase names etc.)
 
 On Thursday 08 December 2011 07:07:58 Geoff McLane wrote:
  I guess the only thing is concerning 'closed'
  airports. Should they be in apt.dat at all?
 
  But if they are retained for 'historic', or
  other purposes, it would be good if they were
  all consistent...
 
 Just because an airport is 'closed' does not mean the runways no longer 
 exist... The Gimli Glider incident comes to mind. 
 http://en.wikipedia.org/wiki/Gimli_Glider. 
 
 Even if the runways are removed and built over, often outlines are visible 
 from the air for years after the airport is removed. See 
 http://www.airfields-freeman.com/ for some examples.
 
 Ron
 
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Re: [Flightgear-devel] Stereo sound files and affected aircraft

2011-12-09 Thread TDO Brandano

I think the most compatible solution would be to either downmix them to mono, 
or convert them to two mono samples to be played concurrently but offset from 
their original position by an amount directly proportional to the distance from 
the cockpit. A hack, of course, but would preserve a good portion of the 
spatial effect of the original sound

 From: durkt...@gmail.com
 Date: Fri, 9 Dec 2011 13:18:10 +0100
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Stereo sound files and affected aircraft
 
 
 On 09 Dec 2011, at 13:00, ThorstenB wrote:
 
  Hi,
  
  
  Another option might be to change the sound code again, so that stereo 
  files aren't rejected, and only a warning is produced. But that would 
  still result in loads of user bug reports, and it wouldn't fix the 
  actual issue.
  
 
 Would it be a short term solution to down-mix them to mono while loading?
 
 This could be accompanied by a lower (e.g. DEBUG) level warning message that 
 wouldn't be obvious to the casual user?
 
 Just a thought,
 
 Cheers,
 Durk 
 
 
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Re: [Flightgear-devel] Stereo sound files and affected aircraft

2011-12-09 Thread TDO Brandano

rain_canopy.wav seems, by its name, to be one example of a sound sample that 
won't benefit from the 3D sound engine as much as just being played back as a 
static, stereo sample.

 From: e...@ehofman.com
 To: flightgear-devel@lists.sourceforge.net
 Date: Fri, 9 Dec 2011 18:40:18 +0100
 Subject: Re: [Flightgear-devel] Stereo sound files and affected aircraft
 
 On Fri, 2011-12-09 at 18:29 +0100, ThorstenB wrote:
  Yes, I'll do that. I added a MD5 checker to my script - interesting to 
  see how many copies we already have. Considering the size of many sound 
  files, this is also an issue which blows up our repository. Yes, I know 
  it's handy to have all aircraft files separate. But when so many 
  aircraft use identical sound files, then these seem to be rather generic 
  - might be good to have more of them in a central location.
  
  The winner is gunfire_1.wav (39 times in fgdata), followed by 
  rain_canopy.wav (27 times).
 
 There already is, fgdata/Sounds
 If more than 4 aircraft use the same file I'd say put them there
 instead.
 
 Erik
 
 
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Re: [Flightgear-devel] Windturbines facing in wrong wind direction

2012-02-29 Thread TDO Brandano

I also suspect that the speed of wind turbines is not just directly 
proportional to wind speed. As far as I know, the speed is generally regulated 
either by increasing the turbine load or by changing the blade pitch, to avoid 
them getting damaged in high wind. In extreme  gusty gales they are probably 
stopped with the blades feathered. It would be nice to see one or two turbines 
randomly stopped for maintenance in a wind farm.

Alessandro

 Date: Wed, 29 Feb 2012 14:24:56 +0100
 From: tors...@t3r.de
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Windturbines facing in wrong wind direction
 
 Am 29.02.2012 13:05, schrieb Erik Hofman:
  On Wed, 2012-02-29 at 11:43 +0100, Torsten Dreyer wrote:
  Looks like we have two bugs here:
  1. wind turbines with mixed orientations. These should be fixed in the
  database. If the correct orientation in the stg file is zero.
 
  I was wondering, shouldn't all wind turbines share the same
  configuration file?
 
 They do, the mentioned rotation is specified in the *.stg file (last 
 data column).
 
 Torsten
 
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Re: [Flightgear-devel] a small set of minor aircraft model question...

2012-03-06 Thread TDO Brandano


I also concur, there should be no reflection or almost no reflection on the 
instruments themselves, since these are generally dealt with with careful 
instrument placement and sunshades even in cars. There might be some reflection 
of cabin interior details on the windshield, but only light colored items would 
show up, only in certain specific lighting conditions, and again the angles 
involved would mainly reflect the instrument panel sunshade, that is generally 
painted matte black for this very reason. there might be more evident 
reflections on the side views or looking up through a transparent cockpit. In 
any case, textured reflections here generally do a very poor job.
Date: Tue, 6 Mar 2012 05:56:31 -0700
From: adams@gmail.com
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] a small set of minor aircraft model 
question...



Aerostar 700:* The airspeed indicator looks like to be a default one (With no 
colored bars for velocities). is this due to the fact that it is as in the real 
aircraft or just because nobody worked on it ?



Looks like an oversight on my part. The instruments for the Aerostar are in its 
Models/Instruments folder , unless your using an extremely old version. 
Generic questions...* asi-300:how was the asi-300.rgb (under 
Aircraft/Instruments-3d/asi300 folder)  made ? is it from some sort of svg ? if 
yes, where can I find it ?

 I do all my modelling and texture creation with Blender 2.49.2Does this mean I 
can look forward to some improvements to the Aerostar ?Cheers
P.S. I'm also against interior glass reflections ... they look pretty , yes , 
but not at all realistic unless they are almost unnoticeable.


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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread TDO Brandano

If you plan to do any formation flight, then you need all the resolution you 
can get from engine controls. 
Anyway, I would try to dimension the resolution on the minimum amount of play 
that can be obtained on the controls. 
Just build one sensor and edit the input file so that you can map it to a 
different channel every time, then check the FGFS property it is mapped to and 
see if you can hold it to a set value and move it smoothly between the extremes.

Alessandro

 Date: Wed, 7 Mar 2012 20:59:18 +0100
 From: rob...@gmx.net
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Double Input Resolution?
 
  Think of it this way, determine the angular travel of your control
  stick; for 8bits divide by 256; for 12 bits divide by 4096. That defines
  the resoluion., i.e. degrees per bit. So then you have to decide how
  good is your sensor in defining the control stick location. If you can't
  sense 4096 discrete positions your wasting time and money using 12 bits.
 
 Well, I'll choose the proper sensor depending on the expected resolution 
 (but not only!), no doubt about that. The method used to measure this 
 value has its role too.
 
 I've read a good deal about hall sensors for high res sensors (I already 
 started investigating those one too).
 
 You see I try and choose considering various factors here; FGFS needs 
 are a part of this decision process. There's costs, easy of usage, and 
 reliability also.
 
 I'd like to know what FGFS developers think it has to be expected from a 
 decent input device, the other aspects are up to me.
 
 Torsten's right when it says the Parking Brake needs only 1bit 
 resolution. He's got a valid point: it's his point of view :-)
 
 I'm not using a joystick since I installed Windows7 so I can't see 
 what's the default input res used by FGFS with a Joystick. Could someone 
 help me there?
 That's the res people using FGFS are generally expecting for basic 
 elevator/aileron/rudder actions. And I guess it's enough for them. I 
 wonder if more is needed.
 
 Then again, engine controls may work flawless with an 8bit res input. 
 Anybody thinks a 10bit res is needed here?
 
 I'm not talking about what people are currently doing (I'd go with 24bit 
 on everything ... joking!), I'm asking about reasons (technical aspects, 
 facts) that can help me decide for high-res against low-res.
 That would help me a lot in making good choices with respect to what 
 FGFS is expecting from an input device.
 
 
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Re: [Flightgear-devel] Willfully violating Google Terms of Use

2012-03-12 Thread TDO Brandano

I think that the licence status notice on Wikipedia's Atomium photograph page 
pretty much explains it all:

http://en.wikipedia.org/wiki/File:Atomium_20-08-07.jpg



 Date: Mon, 12 Mar 2012 16:17:55 +0100
 From: stone...@stoneynet.nl
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Willfully violating Google Terms of Use
 
 Op 12-3-2012 15:26, Martin Spott schreef:
  That's an interesting case and we probably had a similar one recently 
  in Germany. Did they try to sue anyone who *published* these 
  photographs (on their private Picasa/Flickr/Panoramio or other albums) 
  or just those who *sold* photographs ? Cheers, Martin. 
 
 They actually tried to sue anyone who published photographs of the 
 Atomium, either on their personal blog or on album accounts. Probably 
 through some kind of automated crawler script which was programmed to 
 send angry letters to anyone who posted a similar looking photograph.
 
 Needless to say, most of it is pure FUD, but unfortunately, civilians 
 don't have the legal means to defend themselves against the enormous 
 amounts of leverage big copyright holders can throw at it.
 
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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread TDO Brandano

Actually, what I wonder is, do we need the scenery cast shadows to be 
calculated on each frame? Is there a way that they can be stored and just 
updated every few minutes for static objects?

 Date: Tue, 3 Apr 2012 13:53:08 +0100
 From: aeitsch...@yahoo.de
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] More Rembrandt Feedback
 
 Hello,
 
  Does anyone know whether FG is unique amongst desktop simulators in
  offering this?  I have no experience of X-Plane nor FS-X.
 
 Yes, X-Plane 10 also makes use of deferred shading. They just named it Global 
 Lighting/HDR. Framerates aren't better there as in FGFS as now.
 The difference is only that landinglights there looks much smoother (no hard 
 edges), the same for the shadows. 
 But we have a really good start as a non-commercial product. Very promising, 
 especially as an OpenSource-project. Thanks Fred for your great work!
 
 Can't tell about FS-X, but I guess it is a similar technic.
 
  I've noticed significant slowdown on my computer in the following
  circumstances:
  - Forests (e.g. KHAF). Having not looked at the code, my guess is that
  some NodeVisitor for the rending is delving too deeply into the OSG
  tree for the random vegetation.
  - Urban areas. My guess here is that is purely due to the number of
  models being rendered, each of which is casting a shadow.  I know that
  there are still optimisations to be made, but could I suggest a
  property switch to limit shadowing to the user's aircraft?  IMO the
  self-shadowing in the aircraft cockpit is the most impressive part of
  Rembrandt, and the combination of that plus shadowing on the ground
  might be an acceptable frame-rate compromise for many users.
 
 Agree to Stuart.
 - Forest seems to need much more perfomance than before.
 
 Other things I noticed:
 - Scenery-terrain seems to cast shadows. Visible especially shortly before 
 dawn or shortly after dusk. Great feature if so, but seems also need a lot of 
 perfomance. Maybe it can be made switchable?
 
 - Comparing different aircraft-models showed me, that not the general number 
 of vertices or even faces is the limiting factor, but the number of objects. 
 Especially instruments which makes use of many objects, so using non-shadow 
 animation would be very recommended for instruments. 
 
 -I do like when scenery objects cast shadows. But Do we need that in a far 
 distance?
 Maybe we can have a distance limitation additional to Stuarts proposal?
 
 To my surprise it isn't very difficult to make aircraft rembrandt-compatible. 
 The combined-shader is already converted and especially the IAR80 looks 
 really cool with shadows.
 
 Cheers
 Heiko
 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html
 
 
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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread TDO Brandano

Well, if you introduce skeletal animation, I'd add: things flex (wings on a 
glider, but also the arms of a pilot)
things scale and morph (drag chutes. Morph targets might work better?)
and perhaps in the future, things link two objects with a flexible chain, like 
the aerotow. but that is wishful thinking 

 Date: Sat, 28 Apr 2012 08:46:37 +1200
 From: chr...@ijw.co.nz
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Terrain Haze v1.3
 
 It would be interesting to use skeletal animation to get rid of some
 of the batch spam with complex multipart models. It wouldn't even
 necessarily require reworking the model data -- we could initially do
 the merge and bone attachment when a model is loaded.
 
 What are the animation cases? So far I have:
 
 - Things move or rotate
 - Things get removed completely
 
 Both of these are representable easily in a matrix palette (removal via w=0);
 
 Anything else?
 
 -- Chris
 
 On Sat, Apr 28, 2012 at 5:30 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
  This doesn't happen when you click on another slider or when we start
  at 1. Should be something specific to landmass.
 
  Tenuous, but:
 
  Terrain and models are sent to the same shader code (terrain-haze.*) by the 
  effect file technique 5. To switch the detailed terrain rendering on, I 
  used the landmass slider (since I remember snow first being available under 
  landmass) - so that decides if terrain and models use the same or different 
  shaders - if quality is 4, then terrain-haze-detaild.* is used for terrain 
  but still terrain-haze.* by models (which shouldn't get snow, are not large 
  enough for structured fog and might be dust-free). That makes the landmass 
  slider special.
 
  What I don't understand is why this should fail specifically for models and 
  work for terrain and why it should fail specifically at startup but not 
  when you touch the slider.
 
  * Thorsten
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Re: [Flightgear-devel] scenery licence for 2.8 and later

2012-07-06 Thread TDO Brandano

The only one issue I can see with the GPL being used for artwork is that it 
precludes us from using a large body of data that is licensed on terms not 
compatible with the GPL. Some maps and textures are only available on other 
kinds of permissive licenses, that however require other restrictions like 
attribution of credits to the original authors, and the GPL explicitly forbids 
that. However this does not mean that you can't make, for example, a scenery 
file derived from them to be used with Flightgear or other application. You 
just can't have that scenery included in the default flightgear distribution, 
or hosted on the flighgear servers. This is because the FlightGear official 
policy is to only distribute GPL or GPL compatible content. Nothing would 
however stop a 3rd party from setting up his own server, operating for example 
on Creative Commons. As for original content, not derived from 3rd party 
licensed data, it can be released on multiple licenses at the author's 
discretion. GPL does NOT surrender the copyright, indeed GPL works because the 
copyright exists on the original item.

 Date: Fri, 6 Jul 2012 00:26:48 -0700
 From: scrat_h...@yahoo.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] scenery licence for 2.8 and later
 
 My last comment to this subject. 
 I've got permission to distribute some swiss sceneries as GPL but only after 
 asking back. Obviously I had to, as the author said first that it needs to 
 remain Freeware.-
 Now that's only possible because he bent back a little. But many 
 won't or can't do and hence we will lose stuff.
 
 As for old aircrafts etc. I think anyway only the best should be included in 
 the standard releases.-
 
 Now, there are example planes of X-plane that use SASL with Lua scripts for 
 instruments. In the licence they say: The instrument folder and subfolders 
 are GPL but anything else is copyrighted.
 
 Neat and simple, we're really dragging an old lead foot!
 
 
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Re: [Flightgear-devel] CAVOK METAR interpretation

2012-07-31 Thread TDO Brandano

There's several situations where the same random seed is needed in 
multicomputer setups, this being one such case. Perhaps there should be a 
central session seed value shared across same session machines, perhaps with 
the option to specifically indicate one of the machines as master? For stuff 
like multiplayer with consistent randomly generated cloud cover or ground 
clutter?

Alessandro.

 Date: Mon, 30 Jul 2012 22:49:52 +0100
 From: stuar...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] CAVOK METAR interpretation
 
 On Mon, Jul 30, 2012 at 9:49 PM, Torsten Dreyer wrote:
  I'd like to change our CAVOK definitions to no cloud and 15km
  visibility.  That way those of us using real weather fetch as a matter
  of course might occasionally get gin clear skies without a cloud in
  the sky.  Unlike the UK summer this year...
 
  Any objections?
 
  No objections but an idea: how about adding a little randomness to the
  cloud cover and visibility?
 
 Good idea, but I'm not surely exactly how to go about it while retaining
 some element of determinism. I'm worried about multi-computer systems,
 or two users at the same airport in the MP environment.  It would be nice
 if they have as similar an environment from the same METAR as possible.
 
 One option might be to use a seed based on the METAR timestamp, but
 that makes this time-dependant.
 
 An alternative might be to use the airport code in the METAR, but then we'll
 get some airports that never get really clear CAVOK conditions.
 
 -Stuart
 
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Re: [Flightgear-devel] FSWeekend 2012...

2012-11-06 Thread TDO Brandano

Ok, silly idea, but it might just work. You could try to install the drivers in 
a wineprefix and reroute the traffic to the usb device on the linux side so 
that the stream of data gets logged somewhere?

Regards,
Alessandro

 From: zakal...@mac.com
 Date: Tue, 6 Nov 2012 22:44:51 +
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] FSWeekend 2012...
 
 
 On 6 Nov 2012, at 21:16, Durk Talsma wrote:
  
  Yes, I also talked to Martin Crompton. James told me later on that you had 
  been in touch with him. My action was rather spontaneous, so I asked him 
  whether we could try to support Saitek products, without me knowing that 
  you were also working on it. I hope we can join forces. I got their 
  radiostack to try, and this looks like it's going to be a little more 
  involved, since it may need its own USB driver. I'll try to send Martin 
  just a quick note later tonight. 
 
 I had a quick look, and it's going to be tricky to support the part without 
 some docs, since on Windows everything happens through a custom driver. On 
 the other hand, if they support X-plane (they don't mention if they do) they 
 will need something else - their current driver is really an MSFS plug-in I 
 think.
 
  
  This is always a tricky one. At FSWeekend I found our visitor's reception 
  of the project really quite different, ranging from Increadibly cool that 
  you do all of this by yourself to Give me one good reason why I should 
  change from FSX. The former is always a nice way of starting a 
  conversation (and usually runs into a situation where our visitors hang 
  around our booth for an hour or so), while the latter feels oftentimes like 
  a waste of effort.  This is probably also because the people asking the 
  latter type of question don't strike me as the persons who really have a 
  fine-tuned for the subtleties of aviation that makes FlightGear such a cool 
  program. So, the bottom-line is that I would also be very interested in a 
  short concise list of features that we do better than FSX. 
 
 Amongst the many small tweaks I want for next year, is some nicely printed 
 materials (in Dutch! and English) with some FAQs:
 
   is this MSFS? No, it's flightgear, it runs on Linux and Mac too..
 
   How much does it cost? Nothing, you can download it from 
 
   Are you using a Matrox TripleHead2Go? No, we support multiple views, 
 video-cards and cameras
 
   Can I use aircraft or scenery from MSFS? No, but you can maybe convert 
 them
 
   Can it talk to my joystick / some other thing? 
 
 You get the idea :)
 
 Regards,
 James
 
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Re: [Flightgear-devel] Musings on FG on Linux/Windows

2012-12-03 Thread TDO Brandano

The Blender coders organize a weekly IRC meeting ( #blendercoders on freenet), 
on Sundays at 16:00 CET, in order to discuss outstanding issues, project 
direction, and to generally work things out. Naturally, Blender is a different 
kind of project. It is backed by a foundation, which employs (on a salary) 
people for the sole purpose of developing Blender and managing external 
contributions, so even though the project is open source it has to find and 
manage funding and it has a well established organizative structure. I don't 
expect, nor want, for FlightGear to follow suit (though I imagine that if it 
gains a footing in commercial applications it will do so almost automatically). 
But since the blendercoders meetings are open to the general public as long as 
they don't make themselves a nuisance (you must be authenticated to have voice, 
but can attend unauthenticated to just follow the discussion), I'd suggest to 
anyone interested in self-organizing to attend to a couple of them to see how 
they handle things?

Regards,
Alessandro

From: flightg...@sablonier.ch
Date: Mon, 3 Dec 2012 11:25:59 +0100
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Musings on FG on Linux/Windows

Hi Curt
Maybe these are two types of conferences now. One could be the WIFGH, the 
Weekly International FlightGear Hangout ;-) Or monthly ?
Another option I see now is probably a smaller european conference when I read 
about this idea at the forums. Maybe spring or summer 2013 is a possible 
schedule. The problems you mentioned about travelling etc. is serious, but when 
we are looking for some sponsorship for conference location and accomodation 
maybe it's doable? We could try to collect money to pay flights for developers 
who have a good setting for the project, but no money left for travelling now.
I will help to collect money and to organize such a meeting. I guess everyone 
has its prefs about location (see the forum post). I would recommend 
Switzerland of course, because James and Vivan can park their JU-52 here: 
http://www.airforcecenter.ch/index.php?id=25 , and because one could invite 
this guy http://www.rtw2012.com and he can not charge that much expenses . Or 
because the devs could visit this lab here http://www.sfly.org . Or because the 
Google Zurich Headquarters could sponsor an international video hangout in the 
nice old brewery they took. (They also took all the beer!).
But ... maybe you know it already, Switzerland is not in Europe unfortunately. 
Sad, we need to look for another location. (Ok when we go along family size and 
children, then I will win a location contest probably).
-Yves







Am 02.12.2012 um 14:35 schrieb Curtis Olson curtol...@flightgear.org:

The FS Weekend event has been the closest thing to a developer conference that 
we've had over the past few years.Our developers are dispersed across the 
world so any event would involve significant travel for most people.  For 
people with day jobs, young families, or tight budgets, international travel 
can be a significant challenge.  Everyone is in a slightly different situation 
though, so attending an event might be doable for enough people to make it 
worth while?  With our size, it probably makes sense to continue to piggy back 
on other larger events.


Another thing that might be fun to try is a group skype call or google hangout. 
 I think you have to pay money for the high end version of skype to organize a 
group skype call, but google hangouts are free.  If there's any interest in 
something like this it would be fun to try it out.  I could imagine a weekly 
hangout to discuss issues of the week, future developments, etc.


When FlightGear was first launched in the late 90's, group email was the way 
these things were done, but now we have more options.  For a google hangout we 
have to deal with timezones around the world, and we'll never have a perfectly 
convenient time for everyone.  If you've never used google hangouts before, you 
have to download a plugin for your browser (which is available for windows, 
mac, linux) and then you need a google+ account.  I propose google hangouts 
because it's free to the end user (even though not open-source), supports all 
the major platforms out there (and can even run on smartphones or tablets), and 
as far as I know, there isn't an upper limit to the number of participants in a 
hangout.



But if anyone is interested in something like this, let's propose a time to do 
a test.  I think for many people they'll need to spend some time messing around 
getting the plugin installed, getting their mike and video to work (if they 
wish to show their face) :-)  I got it running pretty quickly on linux, but the 
true test was that I got it running on a mac and a windows box (which means it 
can't be all that hard to get running there if I could do it.) :-)


Curt.

On Sun, Dec 2, 2012 at 7:04 AM, Olivier acom...@yahoo.com wrote:


Hi Yves, all,



  

Re: [Flightgear-devel] Flightgear-devel Digest, Vol 80, Issue 8

2012-12-22 Thread TDO Brandano

You mean you speak Dutch?  :)


 Date: Sat, 22 Dec 2012 11:47:19 -0800
 From: ge...@deltasoft.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Flightgear-devel Digest, Vol 80, Issue 8
 
 On Sat, 22 Dec 2012, Gijs de Rooy wrote:
 
  Better take the drame to your own forum...
 
  That makes no sense at all.  I'll write it off to a collision between your
  writing and my understanding. :)
 
  With your forum I meant Emmanuel's forum. Didn't mean Gene's forum :-)
  Sorry for being unclear.
 
 No problem.  Nothing like two people, separated by a common language. :)
 
 g.
 
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Re: [Flightgear-devel] fgdata git problem with Socata-ST10 Switch.ac

2013-01-07 Thread TDO Brandano

The problem is that the next one to commit with a misaligned case will create a 
new duplicate, i suspect. I imagine one has to be elected as the right one, and 
then all contributors should align themselves to that. Personally I'd delete 
both and replace them with a new filename.

From: zakal...@mac.com
Date: Mon, 7 Jan 2013 16:49:18 +
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] fgdata git problem with Socata-ST10 Switch.ac


On 7 Jan 2013, at 16:06, Geoff McLane ubu...@geoffair.info wrote:For the past 
few weeks (since about mid Dec I think!) I, and some others, have a problem 
with the following files in windows 
-Aircraft/Socata-ST10/Models/Interior/Panel/Instruments/Switch/Switch.acAircraft/Socata-ST10/Models/Interior/Panel/Instruments/Switch/switch.acThere
 are TWO such files 'Switch.ac' and 'switch.ac', which of course are the SAME 
file in Windows, and causes a git status problem...If BOTH files are needed, 
could one be re-named to some non-conflicting name...Or, if only one is 
required, could the other be deleted.
Mac isn't very happy about this either.  (for me, with my 
case-preserving-but-insensitive-FS)
James

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Re: [Flightgear-devel] 3D vision

2013-01-11 Thread TDO Brandano

I have used horizontally interlaced 3D with passive polarized glasses, and 
works fairly well. I only had to slightly adjust the eye spacing slider 
definition in the UI to allow me to input negative values, since the two left 
and right views resulted swapped on my setup. However, interlaced 3D does not 
rely on a specific framerate and sincronization. This means it is flicker free, 
but comes at the cost of halving the vertical resolution and is subsceptible to 
crosstalk.

 From: emili...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Date: Fri, 11 Jan 2013 14:25:19 +0200
 Subject: Re: [Flightgear-devel] 3D vision
 
 On Friday, January 11, 2013 12:07:27 Renk Thorsten wrote:
  I was wondering if anyone has experience with the stereoscopic view modes of
  FG. Coming with my new laptop were very fancy NVidia  IR synchronized LCD
  shutter glasses for 3D vision, and I've used them to have a look at some 3D
  movie clips, which was sort of impressive. Unfortunately, they don't seem
  to do anything for any of the 3D view modes of FG - all I see are for
  instance two images next to each other.
  
  Now, 3D movies appear the same before the glasses activate (which requires
  to press the 3d button under Windows (no idea if this would ever work under
  Linux) at which point the two movie image streams get time-shifted
  superimposed and the IR sync starts activating the glasses. However,
  pressing the 3D button when FG is running in any of the available view
  options does precisely nothing, the system does't seem to recognize that
  there's a 3d capable data stream and doesn't even attempt to fire up the
  glasses.
  
  I have no idea if this should in principle work and just requires to set
  some option somewhere, or if the 3D capabilities of FG are simply not
  designed for the hardware - does anyone have that mode running with similar
  hardware?
  
 There is an option configurable in the xorg.conf file, but this appears to 
 work only on Quadro Cards (it might be simply a case of stale documentation). 
 
 About a third of the page down here:
 http://uk.download.nvidia.com/XFree86/Linux-x86_64/310.19/README/xconfigoptions.html
 
 
 
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Re: [Flightgear-devel] interface flightgaer with vb

2013-02-25 Thread TDO Brandano


There might be good reasons to interface FGFS with a Visual Basic program 
(beats me why someone should hate themselves so much, but it takes all sorts), 
so do it in C++ is not really a nice answer. That said, there are several 
ways to control FlightGear through several network protocols and local sockets. 
You can implement your own protocol, try to hook on the multiplayer protocol, 
browse and alter properties via telnet... really, there's no end to the 
options. However, in order to obtain any sort of useful interaction you will 
probably need to create a multithreaded application, one thread handling the 
user interface and the other communicating with Flightgear. And this might 
require a little more finesse than that of the average quick VB program.

Date: Sun, 24 Feb 2013 22:09:58 -0800
From: scrat_h...@yahoo.com
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] interface flightgaer with vb

It's all in C++. Either try that or do some easy beginner stuff in VB alike a 
clock etc. :-)

--- On Mon, 2/25/13, akram mohammed akramka...@hotmail.com wrote:

From: akram mohammed akramka...@hotmail.com
Subject: [Flightgear-devel] interface flightgaer with vb
To: flightgear-devel@lists.sourceforge.net
Date: Monday, February 25, 2013, 7:01 AM





i need help how to interface flightgear with visual basic gui project , like 
starting engine and landing gear from vb,in detail because i am beginner.   
 

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Re: [Flightgear-devel] Kinect for pc for head tracking?

2013-03-15 Thread TDO Brandano


Flightgear does already support head tracking, of sorts, via the linux-track 
project ( http://code.google.com/p/linux-track/ ) 
However, linux-track makes use of the X-Plane SDK, which might not be entirely 
compatible with the GPL, because it was originally only meant to add TrackIR 
support to X-plane under Linux.
I have experimented with head tracking in Flightgear using a wiimote, 
Linux-track and a homemade four points IR clip, and the tracking was fast and 
effective. I believe it might even be possible to fork linux-track to remove 
dependencies on the X-Plane SDK, since it is only really needed to communicate 
with X-Plane itself. 
I believe it should be possible to use Freetrack on Windows ( 
http://www.free-track.net/ , free, but not GPL)  but they don't list Flightgear 
in their supported titles. It can emulate a pointing device, so it would at 
least be able to provide basic head tracking, but if it can emulate an actual 
directinput device with the whole six degrees of freedom then it's just a 
matter of creating a joystick file for it and the accessory nasal code 
functions to move the camera. The kinect is interesting, but has a couple of 
drawbacks. The first is the actual cost: while cheap for what it can do, it's 
still pretty high to just provide head tracking, when you can get a wiimote or 
a webcam for a fraction of the cost of a kinect. The second is that while it 
can detect where your head is, it can't really tell what way it is facing. If 
you just want to look through a window the  it's perfectly fine, but if you 
want to emulate the TrackIR behavior it won't give you enough information.


From: godspeedd...@gmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Fri, 15 Mar 2013 01:48:33 -0700
Subject: [Flightgear-devel] Kinect for pc for head tracking?

Hi, I understand some of the reasons why Flightgear is hesitating to use 
trackir in the game, now Kinect sensor is available for PC, and it is far more 
powerful than the trackir, and with a more open SDK and license. Which makes me 
wonder if anyone in the Flightgear core development is willing to consider 
using the Kinect for the head tracking in Flightgear. After all, head tracking 
is one of the most important aspect of flight sim. I am very interested in 
everyone’s opinions, not just for Kinect with Flightgear, but also other means 
of head movement tracking. Thanks! SincerelyGodspeed
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Re: [Flightgear-devel] Translations

2013-04-04 Thread TDO Brandano
Actually, the BSD licence is less restrictive than the GPL and can be included 
in GPL projects. Essentially BSD does allow to relicence under GPL and doesn't 
pose additional restrictions that would not be compatible with the GPL. What is 
not possible, and what might be a problem here, is deriving work from the 
original FlightGear GPL content and releasing the derivative under a BSD 
licence. The problem here are the PO/POT files obtained from the FlightGear XML.

 Date: Thu, 4 Apr 2013 06:17:30 -0700
 From: ge...@deltasoft.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Translations
 
 On Thu, 4 Apr 2013, Saikrishna Arcot wrote:
 
 
  -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA1
 
  Hi all,
 
  I saw that Flightgear is only translated into eight languages, and am
  planning to upload the translation files to Launchpad to allow
  translators to translate them into other languages. I will have to
  manually convert the XML files into PO/POT files for Launchpad to use
  and will convert them back into XML. The translations will be released
  under a BSD license, so (from what I understand) it's at least partially
  compatible with GPL. Do I have permission to upload the translations to
  Launchpad to allow other translators to work on them? Also, can only
  languages that use the Latin script (not Chinese, Russian, etc.) be used
  in Flightgear?
 
 It's my understanding that for something to be included in the main 
 FlightGear distribution, it must be licensed under the GPL.
 
 g.
 
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Re: [Flightgear-devel] Translations

2013-04-04 Thread TDO Brandano
You probably refer to this specific point in the FAQ: 
https://help.launchpad.net/Translations/LicensingFAQ#I_have_no_problem_with_BSD_myself.2C_but_I_also_uploaded_translations_from_upstream.__What_do_I_do.3F
However, this means that the original author of the XML file will have to 
explicitly allow distribution of the specific file via BSD, rendering the file 
effectively dual licensed, for the purpose of allowing launchpad to derive BSD 
work from it. On the other hand the actual copyrightability of the file 
structure is dubious, since it is essentially purely functional. But we'll have 
to wait for the entire Oracle vs Google debacle to play out before affirming 
that the structure of an XML file (as opposed to its content) can't be covered 
by a copyright.

 Date: Thu, 4 Apr 2013 10:46:09 -0500
 From: saiarcot...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Translations
 
 As per https://help.launchpad.net/Translations/LicensingFAQ upstream
 translations will still be under the project license.
 
 On 4/4/13, Saikrishna Arcot saiarcot...@gmail.com wrote:
  So the XML files cannot be converted to PO/POT?
 
  What if the headings (the XML tags in this case) were taken from the
  file and used in the translation files? But then it would probably
  still be under the GPL license.
 
  On 4/4/13, TDO Brandano tdo_brand...@hotmail.com wrote:
  Actually, the BSD licence is less restrictive than the GPL and can be
  included in GPL projects. Essentially BSD does allow to relicence under
  GPL
  and doesn't pose additional restrictions that would not be compatible
  with
  the GPL. What is not possible, and what might be a problem here, is
  deriving
  work from the original FlightGear GPL content and releasing the
  derivative
  under a BSD licence. The problem here are the PO/POT files obtained from
  the
  FlightGear XML.
 
  Date: Thu, 4 Apr 2013 06:17:30 -0700
  From: ge...@deltasoft.com
  To: flightgear-devel@lists.sourceforge.net
  Subject: Re: [Flightgear-devel] Translations
 
  On Thu, 4 Apr 2013, Saikrishna Arcot wrote:
 
  
   -BEGIN PGP SIGNED MESSAGE-
   Hash: SHA1
  
   Hi all,
  
   I saw that Flightgear is only translated into eight languages, and am
   planning to upload the translation files to Launchpad to allow
   translators to translate them into other languages. I will have to
   manually convert the XML files into PO/POT files for Launchpad to use
   and will convert them back into XML. The translations will be released
   under a BSD license, so (from what I understand) it's at least
   partially
   compatible with GPL. Do I have permission to upload the translations
   to
   Launchpad to allow other translators to work on them? Also, can only
   languages that use the Latin script (not Chinese, Russian, etc.) be
   used
   in Flightgear?
  
  It's my understanding that for something to be included in the main
  FlightGear distribution, it must be licensed under the GPL.
 
  g.
 
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Re: [Flightgear-devel] static friction patch

2013-04-15 Thread TDO Brandano
As far as keyboard brake input, i believe this calls for some sort of ramping 
up input, starting with a small value that increases exponentially as the 
button is kept pressed, decreasing linearly when it is released, so that brakes 
can be pulsed to a reasonably constant value. I believe that flight inputs 
already default to this sort of behavior?

From: diogo.kast...@gmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Sun, 14 Apr 2013 22:13:13 -0300
Subject: [Flightgear-devel] static friction patch

Hi,
 
A long time ago I started working on a different implementation for
YASim static friction. With help from Csaba and Mathias Fröhlich the
patch worked but I never finished polishing it to submit a final
version. I finally got back to it and, although it is working on my
tests, I am not sure it follows the architecture design properly. I
think it could use some more testing also, as I couldn't test most of
the aircraft.
 
If you guys could test it and/or give any tips on how not to break any
interface design it would be appreciated.
 
I have a question also, is it possible to configure how much brake is
applied when I press the brake button? For now when you brake, the wheel
will lock and it will be hard to control the plane. I think it would be
necessary to limit the amount of brakes applied when using a key. It is
probably going to be more realistic when using a breaking pedal right
now though.
 
Regards,
 
Diogo

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Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?

2013-04-22 Thread TDO Brandano
I think that a better approach would be to allow multiple UV layers and 
textures (and texture modes, like decals) on the model format. I understand 
that right now FGFS only relies on the native AC3D loader, though AC3D is not 
the only 3D format supported by OSG by any means. But there's no reason why 
alternate lists of UV coordinates and textures could not be supplied along with 
the basic mesh. The cleanest implementation would use a FGFS native model 
format, but there's plenty of possible solutions, like a list of vertex indexes 
along with the corresponding UV coordinates and material definition to 
integrate the basic AC3D mesh, or several copies of the mesh with matching 
geometry and differing materials... I suspect that OSG is not being used to its 
full potential.

Alessandro

 From: vivian.mea...@lineone.net
 To: flightgear-devel@lists.sourceforge.net
 Date: Mon, 22 Apr 2013 13:34:36 +0100
 Subject: Re: [Flightgear-devel] Aircraft modellers - is a grain texture   
 useful?
 
 Thorsten
 
  
  Okay, I've pushed an experimental version of a grain overlay texture for
 the
  model ubershader  to FGData. It affects Atmospheric Light Scattering only,
  i.e. will be absent in the default rendering, which should make for easy
  comparison.
  
  For lack of texture units, I had to take the rainbow coloring of
 reflections out
  for the moment (again, only in the Atmosperic Light Scattering version). I
  can't visually spot a difference, and in any case a 2d texture lookup call
 seems
  an overkill for a simple 1d color table, so I plan to replace that by a
 function
  eventually. As far as I can see and test, this shouldn't take any
 framerate
  unless used.
  
  The grain overlay is configured pretty much like any other model effect in
 the
  ubershader - a model specific effect file needs to set the flags, which
 are
  
  * grain-texture-enabled: does what you think it does, needs to be 1 to
 work
  * grain-magnification : the texture magnification relative to the base
 texture
  - I think values between 10 and 100 would work here
  
  The grain texture itself needs to be declared as n=14. The grain texture
  should be largely transparent and seamless - I think unlike for the
 terrain
  tiling artefacts are not an issue for artificial patterns, they actually
 occur.
  
  For a quick check, inserting the following xml code into
 Aircraft/Citation-
  Bravo/Models/Effects/reflect.eff
  
  texture n=14
  imageTextures.high/Terrain/grain_texture.png/image
  filterlinear-mipmap-linear/filter
  wrap-srepeat/wrap-s
  wrap-trepeat/wrap-t
  internal-formatnormalized/internal-format
  /texture
  grain-texture-enabled1/grain-texture-enabled
  grain-magnification50/grain-magnification
  
  gives me this effect for the hull of the Bravo which is now re-painted
 using
  the terrain grain texture at high resolution
  
  
  http://users.jyu.fi/~trenk/pics/overlay.jpg
  
  Looks a bit like a military version...
  
  So, please play with it - it's basically down to how well the grain
 overlay can
  be made.
  
 
  Removing the rainbow effect spoils the highly polished aluminium effect on
 the b29 and the Lightning F1. It is also incompatible with AO effects. Will
 this all work with non-nVidia cards/drivers?
 
 The grain effect you proposed did not gain much if any support from
 developers.  Do we need to go down this road? We are breaking more and more
 for minimal gains. Did we ever restore the wake effect on the Carrier with
 Atmospheric Light Scattering? 
 
 I think something like the grain effect can already be achieved with the
 nmap tiling facility in the existing ubershader.
 
 Vivian
 
 
 
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-05-02 Thread TDO Brandano
I strongly suspect we need a French interpreter. Google translate is obviously 
failing to properly traduce the more nuanced meanings and contexts.
Arnt said: just pressing F3, as you said you did, will produce a picture of the 
Cessna C172 on the KSFO runway. There are other settings used to start 
Flightgear and prepare the scene. To replicate the same problem we need the 
entire setup for each screenshot.
He never claimed that F3 was a custom screenshot button.
That single your was a synthesis for Using just F3 as you said, and would 
be obvious to anyone using the English language regularly. Now, I am the first 
saying that English is not a very pretty language. But it is effective in 
helping communication, because compared to most other options it is fairly easy 
to learn. It still baffles me that there are people working with computers 
around the globe that stubbornly refuse to even attempt to learn a little 
English out of pure campanilism. 

Date: Thu, 2 May 2013 02:00:29 +0200
From: hohora...@gmail.com
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Atmospheric Light Scattering

Arnt

Oh sorry , i  thought you were using FG for years.
I know at the beginning we could have some problem.


NO it is not MY F3 KEY it is an FG feature Key.



Just look at the fgdata/keyboard.xml  content.
you will notice at the line 1134 
the key 
 key n=259
  nameF3/name
  descCapture screen/desc


That file is very useful to understand what are the specific keys within FG.

That is.

Ahmad


On 2 May 2013 00:39, Arnt Karlsen a...@iaksess.no wrote:

On Wed, 1 May 2013 16:59:41 +0200, grtuxhangar wrote in message

CAFEVUtAcO--uEpj+vDHCG4k=q0lktoweqnr2avdx+8gshhz...@mail.gmail.com:



 Arnst





 you wrote



  menu options you used to create these screenshots



 ..#3 is why I wand your answer(s):

  so we can try reproduce them.



 I am not  sure i understand your question :



 You want to know how does the screenshots were done ?



 I gave you the answer before



 Just   USE== F3 key===,  no menu , not any others tools,

 that's done.



..your F3 key gives me the C172 on the active runway at KSFO.



..so, my question is, how do you set up your FG screenshot scene,

_before_ you use the F3 button to take the screenshot?



 On 1 May 2013 15:43, Arnt Karlsen a...@iaksess.no wrote:



  On Wed, 1 May 2013 14:00:03 +0200, grtuxhangar wrote in message

  cafevutcj5zknsb+l4_75ea85br-mswbel8zyci08s_n45xr...@mail.gmail.com:



   Here you will find both files content which answer your request:

   https://sites.google.com/site/grtuxhangarctd/other-download/.fgfsrc

 

  ..so if I enter those command line options and have exactly the same

  models and exactly the same scenery and exactly the same sim

  weather, I should see exactly the same thing and be able to make

  exactly the same screen shots.

 

  ..an easier way is, specify everything, e.g. ...

  --on-ground  Start at ground level (default)

  --in-air Start in air (implied when using

  --altitude)

 

  ...and then your time options and your specific Initial

  Position and Orientation: options, e.g.

  --runway=rwy_no  Specify starting runway (must also

  specify an airport)

  ... or directly with e.g. these:

  --lon=degreesStarting longitude (west = -)

  --lat=degreesStarting latitude (south = -)

  --altitude=value Starting altitude

  (in feet unless --units-meters

  specified)

  --heading=degreesSpecify heading (yaw) angle (Psi)

  --roll=degrees   Specify roll angle (Phi)

  --pitch=degrees  Specify pitch angle (Theta)

 

  ..these options can be put in your various screenshot .fgfsrc,

  you may e.g. want one for each test case.  And, I can see a

  use for a --startup-paused option, to make screenshots.



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  Scenarios always come in sets of three:

  best case, worst case, and just in case.



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Re: [Flightgear-devel] 2.10.1

2013-05-08 Thread TDO Brandano
If It's an FGRun problem maybe it's caused by the 3D preview code parsing the 
planes

From: gijsr...@hotmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Wed, 8 May 2013 20:57:33 +0200
Subject: Re: [Flightgear-devel] 2.10.1








Hi Stuart,

  Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

 I think I've seen that with all aircraft I've flown recently. IIRC they were 
 all 
 non-AAR capable (as in, they had no AAR stuff in -set.xml) but I'm not near 
 my computer, so I cannot confirm that theory.

It's even weirder than that. I see the messages in the console whenever I 
launch 
FGRun. No matter what aircraft is loaded by default (last flown plane), I always
 get these lines as soon as FGRun opens; so before starting fgfs.

Failed to create alias at /controls[0]/refuelling[0]/refuelling-drogues-pos-norm
[0]. Source /sim[0]/multiplay[0]/generic[0]/float[2] is already aliasing another
 property.
Failed to set alias to /controls/refuelling/refuelling-drogues-pos-norm

Cheers,
Gijs

  

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Re: [Flightgear-devel] FG 2.12 RC Broken ?

2013-07-02 Thread TDO Brandano
An option could be that of adding a wizard to the script, a bit like the 
install wizard you can sometimes find for os'es or some custom drivers. It 
could allow the user to choose wheter to build the stable version, use the one 
found on the system or build the current trunk for the various packages. I am 
assuming that the script will be mainly used by people with little interest in 
the code itself, but just want a cutting edge build because they want to test 
features or develope planes and scenery for it.

 Date: Mon, 1 Jul 2013 19:39:50 -0400
 From: pat.callah...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] FG 2.12 RC Broken ?
 
 Thanks Tom.
 
 With the current version of download_and_compile.sh any installed
 version of OSG is ignored in favor of one built by the script.  This
 raises a point we may want to consider:  If the desired version of OSG
 for a given build is installed, why build it?
 
 -Pat
 
  Mon, 1 Jul 2013 13:39:44 +0200 Thomas Geymayer
 tom...@gmail.com wrote:
 
  2013/7/1 Pat pat.callah...@gmail.com:
   and when you do, there will be a download_and_compile.sh version to
   support it..
  
  There should be no need to change anything. During compile time the
  installed OSG version is automatically detected and the according
  version of the API is used. So for OSG  3.1.8 nothing should have
  changed.
  
  Tom
  
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Re: [Flightgear-devel] FGCOM

2013-08-17 Thread TDO Brandano
I'd leave to the client the task of distorting the received signal based on the 
distance and other environmental parameters. The server should just 
re-broadcast the clear signal, maybe culling over a simple range bubble.


From: clem...@hotmail.fr
To: flightgear-devel@lists.sourceforge.net
Date: Sat, 17 Aug 2013 03:02:37 +0200
Subject: Re: [Flightgear-devel] FGCOM




Hi Holger,

I'm glad to know that FGCom integration is surprising you.
It seems you have a pretty well vision of the perfect solution for radio 
simulation and I agree with you on this how-it-should-works.
As James said, all of this is mostly based on P2P architecture which is far to 
be the easier things to create :)
- Each client need to know the position of others clients
- Each client must send a _clean_ sound signal (no distortion, no 
attenuation...)
- Each client need to calculate the distorsion/attenuation of others clients 
depending of their distance (I'm callsign01; callsign02 is at 20nm from me = I 
can hear him loud, callsign03 is at 120nm from me = I can hear him quiet, 
callsign04... etc... etc...)

We could also use a centralized architecture with a server which could works 
like:
- I know the position and frequency of each clients
- callsign01 is speaking on 122.50MHz
- callsign02 is listening on 122.50MHz, the distance between callsign01 and 
callsign02 is 20nm = I send a clean signal from callsign01 to callsign02
- callsign03 is listening on 122.50MHz, the distance between callsign01 and 
callsign03 is 120nm = I send a distorted/attenuated signal from callsign01 to 
callsign02
- ...
- ...

I can't imagine the amount of work to create this new system. Also I have 
absolutely no idea where we should start if we really want (need?) this _much_ 
realistic system. Do you have any hint ?

For sure this level of realism would be a really nice feature. But I admit I 
don't know if our users will be _much_more_ happy with this level of realism 
and they need/want this level of realism OR are they already very happy to have 
a simple way of communication better than a simple TeamSpeak-like application 
? In this case is it necessary to work during months and months on this project 
? Is it worth ?

Of course if this level of realism I would be happy to use it ! But I'm not 
sure to be ready to work on this (big) project for only few of our 
pro-realistic users. But if the task is supported by some people, devs are 
involved, and my skills are sufficient, yes I would be part of this effort ;)


Regards,
Clément   

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Re: [Flightgear-devel] Static B737 at SFO (Was: Mipmapping of liveries)

2013-09-26 Thread TDO Brandano
I always thought it was a 737 hulk  used for fire crew training.
I think there's no reason why mipmaps could not be pre-generated for formats 
other than DDS, nothing stops FGFS from defining a texture as a combination of 
a series of images and a snippet of XML code describing the way these are 
arranged as mipmap levels.

From: zakal...@mac.com
Date: Thu, 26 Sep 2013 11:47:26 +0100
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Static B737 at SFO (Was: Mipmapping of  
liveries)


On 26 Sep 2013, at 11:33, Erik Hofman e...@ehofman.com wrote:On that topic, 
there's a static 737 on the taxi tracks that's there since the old days when 
there was no AI traffic, it is probably a good idea to remove it from the 
scenery now.
Mostly i agree, but it's sort of a piece of FG history now, like Durk's 
roof-parked Fokkers. Which was such a good idea that EHAM copied it in real 
life. No sign of KSFO placing a 737-200 at that location in homage to FG yet, 
clearly we have more fans in .NL
:D
James

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Re: [Flightgear-devel] Mipmapping of liveries

2013-09-26 Thread TDO Brandano
Another approach could be the use of multiple UV layers, like other game 
engines, err, scenegraphs use. One base texture, and one or more uv layers for 
decals, with the possibility to define in the material properties if a texture 
repeats or not. the limit here is posed by the use of a model format that is 
more limited than what the scenegraph is capable of. I am not saying that FGFS 
should not use the AC3D format, but since it already extends it, for example 
adding a format for animating sub-meshes, it ought to be possible to do the 
same to add support for this sort of features, along with vertex weights and 
skeletal systems for example. 

Date: Thu, 26 Sep 2013 15:53:32 +0400
From: tomash.brec...@gmail.com
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Mipmapping of liveries

Also the question to GPU gurus: I think most aircrafts that have hi-res 
liveries do so because of several small signs here and there.  So does it makes 
sense to have a lo-res opaque texture that paints aircraft's body, and then a 
hi-res transparent one that places signs on top of the first?  This way hi-res 
texture will be mostly empty - will it substantially improve GPU cycles and 
memory usage?



-- 
  Tomash Brechko



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