[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 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) -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-novd2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGRUN compile error with current Simgear (main.cxx, lines 109 and 114)
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 -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-novd2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity, and more. Splunk takes this data and makes sense of it. IT sense. And common sense. http://p.sf.net/sfu/splunk-novd2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] apt.dat update (lowercase names etc.)
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 -- Cloud Services Checklist: Pricing and Packaging Optimization This white paper is intended to serve as a reference, checklist and point of discussion for anyone considering optimizing the pricing and packaging model of a cloud services business. Read Now! http://www.accelacomm.com/jaw/sfnl/114/51491232/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Cloud Services Checklist: Pricing and Packaging Optimization This white paper is intended to serve as a reference, checklist and point of discussion for anyone considering optimizing the pricing and packaging model of a cloud services business. Read Now! http://www.accelacomm.com/jaw/sfnl/114/51491232/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Stereo sound files and affected aircraft
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 -- Cloud Services Checklist: Pricing and Packaging Optimization This white paper is intended to serve as a reference, checklist and point of discussion for anyone considering optimizing the pricing and packaging model of a cloud services business. Read Now! http://www.accelacomm.com/jaw/sfnl/114/51491232/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Cloud Services Checklist: Pricing and Packaging Optimization This white paper is intended to serve as a reference, checklist and point of discussion for anyone considering optimizing the pricing and packaging model of a cloud services business. Read Now! http://www.accelacomm.com/jaw/sfnl/114/51491232/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Stereo sound files and affected aircraft
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 -- Cloud Services Checklist: Pricing and Packaging Optimization This white paper is intended to serve as a reference, checklist and point of discussion for anyone considering optimizing the pricing and packaging model of a cloud services business. Read Now! http://www.accelacomm.com/jaw/sfnl/114/51491232/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Cloud Services Checklist: Pricing and Packaging Optimization This white paper is intended to serve as a reference, checklist and point of discussion for anyone considering optimizing the pricing and packaging model of a cloud services business. Read Now! http://www.accelacomm.com/jaw/sfnl/114/51491232/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Windturbines facing in wrong wind direction
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 -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] a small set of minor aircraft model question...
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. -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Keep Your Developer Skills Current with LearnDevNow! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Double Input Resolution?
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. -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Virtualization Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Willfully violating Google Terms of Use
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. -- Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Try before you buy = See our experts in action! The most comprehensive online learning library for Microsoft developers is just $99.99! Visual Studio, SharePoint, SQL - plus HTML5, CSS3, MVC3, Metro Style Apps, more. Free future releases when you subscribe now! http://p.sf.net/sfu/learndevnow-dev2___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] More Rembrandt Feedback
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 -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Better than sec? Nothing is better than sec when it comes to monitoring Big Data applications. Try Boundary one-second resolution app monitoring today. Free. http://p.sf.net/sfu/Boundary-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Terrain Haze v1.3
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 -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] scenery licence for 2.8 and later
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! -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] CAVOK METAR interpretation
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 -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FSWeekend 2012...
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 -- LogMeIn Central: Instant, anywhere, Remote PC access and management. Stay in control, update software, and manage PCs from one command center Diagnose problems and improve visibility into emerging IT issues Automate, monitor and manage. Do more in less time with Central http://p.sf.net/sfu/logmein12331_d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- LogMeIn Central: Instant, anywhere, Remote PC access and management. Stay in control, update software, and manage PCs from one command center Diagnose problems and improve visibility into emerging IT issues Automate, monitor and manage. Do more in less time with Central http://p.sf.net/sfu/logmein12331_d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Musings on FG on Linux/Windows
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
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. -- Proud owner of F-15C 80-0007 http://www.f15sim.com - The only one of its kind. http://www.diy-cockpits.org/coll - Go Collimated or Go Home. Some people collect things for a hobby. Geeks collect hobbies. ScarletDME - The red hot Data Management Environment A Multi-Value database for the masses, not the classes. http://www.scarletdme.org - Get it _today_! -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] fgdata git problem with Socata-ST10 Switch.ac
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 -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only -- learn more at: http://p.sf.net/sfu/learnmore_122412 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Master Visual Studio, SharePoint, SQL, ASP.NET, C# 2012, HTML5, CSS, MVC, Windows 8 Apps, JavaScript and much more. Keep your skills current with LearnDevNow - 3,200 step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only -- learn more at: http://p.sf.net/sfu/learnmore_122412___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D vision
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 -- Master HTML5, CSS3, ASP.NET, MVC, AJAX, Knockout.js, Web API and much more. Get web development skills now with LearnDevNow - 350+ hours of step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only -- learn more at: http://p.sf.net/sfu/learnmore_122812 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Master HTML5, CSS3, ASP.NET, MVC, AJAX, Knockout.js, Web API and much more. Get web development skills now with LearnDevNow - 350+ hours of step-by-step video tutorials by Microsoft MVPs and experts. SALE $99.99 this month only -- learn more at: http://p.sf.net/sfu/learnmore_122812___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] interface flightgaer with vb
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. -Inline Attachment Follows- -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb -Inline Attachment Follows- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_feb___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Kinect for pc for head tracking?
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 -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_mar ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_d2d_mar___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Translations
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. -- Proud owner of F-15C 80-0007 http://www.f15sim.com - The only one of its kind. http://www.diy-cockpits.org/coll - Go Collimated or Go Home. Some people collect things for a hobby. Geeks collect hobbies. ScarletDME - The red hot Data Management Environment A Multi-Value database for the masses, not the classes. http://www.scarletdme.org - Get it _today_! -- Minimize network downtime and maximize team effectiveness. Reduce network management and security costs.Learn how to hire the most talented Cisco Certified professionals. Visit the Employer Resources Portal http://www.cisco.com/web/learning/employer_resources/index.html ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Minimize network downtime and maximize team effectiveness. Reduce network management and security costs.Learn how to hire the most talented Cisco Certified professionals. Visit the Employer Resources Portal http://www.cisco.com/web/learning/employer_resources/index.html___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Translations
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. -- Proud owner of F-15C 80-0007 http://www.f15sim.com - The only one of its kind. http://www.diy-cockpits.org/coll - Go Collimated or Go Home. Some people collect things for a hobby. Geeks collect hobbies. ScarletDME - The red hot Data Management Environment A Multi-Value database for the masses, not the classes. http://www.scarletdme.org - Get it _today_! -- Minimize network downtime and maximize team effectiveness. Reduce network management and security costs.Learn how to hire the most talented Cisco Certified professionals. Visit the Employer Resources Portal http://www.cisco.com/web/learning/employer_resources/index.html ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Saikrishna Arcot -- Saikrishna Arcot -- Minimize network downtime and maximize team effectiveness. Reduce network management and security costs.Learn how to hire the most talented Cisco Certified professionals. Visit the Employer Resources Portal http://www.cisco.com/web/learning/employer_resources/index.html ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Minimize network downtime and maximize team effectiveness. Reduce network management and security costs.Learn how to hire the most talented Cisco Certified professionals. Visit the Employer Resources Portal http://www.cisco.com/web/learning/employer_resources
Re: [Flightgear-devel] static friction patch
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 -- Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Aircraft modellers - is a grain texture useful?
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 -- Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Precog is a next-generation analytics platform capable of advanced analytics on semi-structured data. The platform includes APIs for building apps and a phenomenal toolset for data science. Developers can use our toolset for easy data analysis visualization. Get a free account! http://www2.precog.com/precogplatform/slashdotnewsletter___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Atmospheric Light Scattering
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. -- ..med vennlig hilsen = with Kind Regards from Arnt Karlsen ...with a number of polar bear hunters in his ancestry... Scenarios always come in sets of three: best case, worst case, and just in case. -- Introducing AppDynamics Lite, a free troubleshooting tool for Java/.NET Get 100% visibility into your production application - at no cost. Code-level diagnostics for performance bottlenecks with 2% overhead Download for free and get started troubleshooting in minutes. http://p.sf.net/sfu/appdyn_d2d_ap1 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Introducing AppDynamics Lite, a free troubleshooting tool for Java/.NET Get 100% visibility into your production application -
Re: [Flightgear-devel] 2.10.1
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 -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Learn Graph Databases - Download FREE O'Reilly Book Graph Databases is the definitive new guide to graph databases and their applications. This 200-page book is written by three acclaimed leaders in the field. The early access version is available now. Download your free book today! http://p.sf.net/sfu/neotech_d2d_may___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FG 2.12 RC Broken ?
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 -- This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- This SF.net email is sponsored by Windows: Build for Windows Store. http://p.sf.net/sfu/windows-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FGCOM
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 -- Get 100% visibility into Java/.NET code with AppDynamics Lite! It's a free troubleshooting tool designed for production. Get down to code-level detail for bottlenecks, with ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Get 100% visibility into Java/.NET code with AppDynamics Lite! It's a free troubleshooting tool designed for production. Get down to code-level detail for bottlenecks, with 2% overhead. Download for free and get started troubleshooting in minutes. http://pubads.g.doubleclick.net/gampad/clk?id=48897031iu=/4140/ostg.clktrk___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Static B737 at SFO (Was: Mipmapping of liveries)
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 -- October Webinars: Code for Performance Free Intel webinars can help you accelerate application performance. Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most from the latest Intel processors and coprocessors. See abstracts and register http://pubads.g.doubleclick.net/gampad/clk?id=60133471iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- October Webinars: Code for Performance Free Intel webinars can help you accelerate application performance. Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most from the latest Intel processors and coprocessors. See abstracts and register http://pubads.g.doubleclick.net/gampad/clk?id=60133471iu=/4140/ostg.clktrk___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Mipmapping of liveries
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 -- October Webinars: Code for Performance Free Intel webinars can help you accelerate application performance. Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most from the latest Intel processors and coprocessors. See abstracts and register http://pubads.g.doubleclick.net/gampad/clk?id=60133471iu=/4140/ostg.clktrk ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- October Webinars: Code for Performance Free Intel webinars can help you accelerate application performance. Explore tips for MPI, OpenMP, advanced profiling, and more. Get the most from the latest Intel processors and coprocessors. See abstracts and register http://pubads.g.doubleclick.net/gampad/clk?id=60133471iu=/4140/ostg.clktrk___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel