Re: [Flightgear-devel] Property Picker

2001-11-13 Thread Jim Wilson

Semi-static:  click on the . (current directory dot) file entry and it refreshes.

Best,

Jim

Curtis L. Olson [EMAIL PROTECTED] said:

 David Megginson writes:
  Jim Wilson's new property picker is great -- I encourage everyone who
  hasn't done so already to try it out.  I'd also be interested in
  hearing what enhancements to the property manager (such as
  constraints) would be useful for the property picker's future
  development.
 
 One thing that would be cool to add to the property picker would be
 live updates ... right now the info that is displayed is static and
 probably the state of the variable at the time the window was created.
 
 Regards,
 
 Curt.
 -- 
 Curtis Olson   Intelligent Vehicles Lab FlightGear Project
 Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
 Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org
 
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[Flightgear-devel] c310 Panel

2001-12-06 Thread Jim Wilson

Anyone working on an airspeed dial?  If not I'll make one, probably tomorrow. 

Also have made a tiny bit of progress on a 3D panel model...but it's at the 
point where it could be either a c310 or c172 with a little stretching here
and there (given my 'experience' with AC3D there's a good chance I'll start
over anyway).  Any ideas on which is a better one to start with?  Am leaning
toward the c172 because if nothing else it'll have fewer items to position.

Best,

Jim

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Re: [Flightgear-devel] external view

2001-12-09 Thread Jim Wilson

Cameron Moore [EMAIL PROTECTED] said:

 We probably do need some sane defaults, but it looks to me like more of
 a viewpoint calc error to me.  Start off on the ground with the external
 view.  It works perfectly until you get airborne, and then the model
 disappears.
 -- 

I'm not seeing this, but i'll have to check and make sure I haven't changed 
anything locally.

My plan is to bind properties (which had originally been done...but I'm not
sure I did it the right way).  It had current and default bindings, the
default being the values set at initialization and what you go to when
clicking the Reset button.

Give me a couple of days and I'll make a better Pilot view offset complete
with bindings and a few changes in the GUI and comments so that it doesn't get
confused with the FDM pilot offset.

Best,

Jim

 Cameron Moore
 [ Smoking cures weight problems... eventually. ]
 


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Re: [Flightgear-devel] asi.xml

2001-12-09 Thread Jim Wilson

Melchior FRANZ [EMAIL PROTECTED] said:

 The new c310/asi.xml file tries to load Textures/{airsp260,bezel1}.rgb.
 These, however, have been forgotten to upload from
 http://www.spiderbark.com/fgfs/c310asi.tar.gz, no?
  
 m.  :-)
 

They are in that tarball (path ./Instruments/Textures).  Also now in CVS, but 
the instrument is in need of another recalibration.  Should be close though.

Jim

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[Flightgear-devel] property bindings for chase view offset

2001-12-09 Thread Jim Wilson

That was easy.  I finally put the property bindings in the correct place
and it works fine.

You can now set a default for pilot view offset aka chase view offset.  The
fix is here:

http://www.spiderbark.com/fgfs/chaseviewoffset.tar.gz

Contains: sgVec3Slider.cxx and sgVec3Slider.hxx

Extract the tarball in src/GUI.

This is the suggested xml to be included within the sim settings. Note that
I have defined an empty view[0] and view[1] for the chase view.
Thinking at some point this could be expanded perhaps to give multiple
external views to toggle through.

sim
...

!-- pilot view --
view n=0
  descpilot view/desc
/view
!-- chase view --
view n=1
  descchase view/desc
  default
pilot-offset
  heading-deg180.0/heading-deg
  pitch-deg0/pitch-deg
  radius-m25/radius-m
/pilot-offset
  /default
/view

...
/sim

This is working as is now, but we talked about renaming.  Seems we talked
about Chase View Offset.  If that sounds ok to everyone, I'll make the 
name changes in the classes, property names and the references on the 
menu (gui.cxx) and elsewhere to the new name.


Best,

Jim

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Re: [Flightgear-devel] Observations

2001-12-09 Thread Jim Wilson

Ross Golder [EMAIL PROTECTED] said:

 Also, if you got into a plane and the first thing you saw was the
 following, what would you do?
 
 http://www.golder.org/~rossg/tmp/2001_12_09_170213_shot.png
 
 a) Request clearance to takeoff.
 b) Go over the pre-flight checks again.
 c) Call ahead to say you might be a while.
 

d) Get out and go back to retrieve the right side landing gear.

:)

Jim

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re: [Flightgear-devel] Parse order of configs?

2001-12-09 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 John Check writes:
 
   Can somebody clue me on the order in which the config files are
   parsed?
 
 First preferences.xml, which picks up joystick.xml and keyboard.xml by
 inclusion, then whatever is specified on the command-line in the order
 it's specified (that covers --config, --aircraft, and --prop).
 
 

The new c310-set.xml file is processing after command-line... had to edit it
to use the model/path that I had been loading from the command line
previously.  The  (aircraft)-set.xml is great, but would be nice to have the
command line overrides applied.

Best,

Jim


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Re: [Flightgear-devel] external view

2001-12-09 Thread Jim Wilson

Martin Olveyra [EMAIL PROTECTED] said:


 How can be adjusted the camera offset? I can only adjust the FOV and the
 camera direction.
 

Look at the menu for pilot offset...it'll let you adjust the position from
any angle and the radius from the plane.  Also if you look at an earlier
message today i posted patched source files that will let you set a default in
preferences.

Look for property bindings for chase view offset

Best,

Jim

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Re: [Flightgear-devel] Rudder trim

2001-12-12 Thread Jim Wilson

Thanks,  thats pretty much the same binding I used, but did not get any effect
with JSBSim. I will give that a try though in YASim.

As far as JSBSim I started looking at the code.  It doesn't look like JSBSim
is reading that one...although the interface does seem to be (initilizing?) a
property called fdm/trim/rudder.  Tried changing that in the air with
propPicker...no effect and besides that just did some grepping of JSBSim code.
 But thats about as far as I got before resigning to the fact that once you're
over forty sleep becomes a necessary thing.

Best,

Jim

Andy Ross [EMAIL PROTECTED] said:

 Jim Wilson wrote:
   Is there any support for rudder trim...partially done or otherwise?
 
 The property is there, but it's not mapped to any input keystrokes or
 buttons in the default configuration.  Add something like this to the
 keyboard.xml file to map rudder trim to  and : (warning,
 untested, check my syntax and my ASCII, etc...)
 
  key n=62
   namelt;/name
   descRudder trim left/desc
   binding
commandproperty-adjust/command
property/controls/rudder-trim/property
step type=double-0.001/step
   /binding
  /key
  key n=64
   namegt;/name
   descRudder trim right/desc
   binding
commandproperty-adjust/command
property/controls/rudder-trim/property
step type=double0.001/step
   /binding
  /key
 
 
 I'm not sure if JSBSim reads it (it probably does), but YASim gets all
 of its control input via the XML aircraft description.  On the YASim
 planes, only elevator trim is currently included (I was lazy) but
 adding rudder and aileron trim would be really easy.  In the control
 tags for the appropriate part (wing, hstab, vstab), simply add a new
 entry.  Here's a modified 172 vstab entry with rudder trim:
 
 vstab x=-7.16 y=0 z=.17 taper=.5 effectiveness=3
length=1.71 chord=1.54 sweep=20
   stall aoa=16 width=4 peak=1.5/
   flap0 start=0 end=1 lift=1.3 drag=1.5/
   control axis=/controls/rudder
output=FLAP0 invert=true square=true/
   control axis=/controls/rudder-trim
output=FLAP0 invert=true square=true/
 /vstab
 
 YASim will sum multiple entries together when calculating the control
 deflection.  I'll be putting together a new plane set this weekend
 with all the control inputs mapped, including things like slats and
 spoilers on the planes that have them.
 
 Andy
 
 -- 
 Andrew J. RossNextBus Information Systems
 Senior Software Engineer  Emeryville, CA
 [EMAIL PROTECTED]  http://www.nextbus.com
 Men go crazy in conflagrations.  They only get better one by one.
  - Sting (misquoted)
 
 
 
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Re: [7] Re: [Flightgear-devel] 3d cockpit and some ideas

2001-12-13 Thread Jim Wilson

Great!  I'll probably look for netpbm...  the message i'm getting in 
gimp is it can't read an xwd file.  Could be I need a plugin.

Thanks,

Jim

[EMAIL PROTECTED] said:

 Well, the easiest way to grab a screen shot is probably to use 'gimp'
 since it is preinstalled on most systems.  'xwd' and the netpbm tools
 would work as well, and there are probably others.
 
 
  2) Anyone know of a utility that will screen shot a DRI window in linux?  I'd
  like to be able to share the progress and get some feedback once it looks like
  something without folks having to have a copy of ac3d.  Might just have to
  take pics off the monitor with my digital.
  
 
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Re: [Flightgear-devel] 3d cockpit and some ideas

2001-12-13 Thread Jim Wilson

Andy Ross [EMAIL PROTECTED] said:

 
   3) How should I determine the size to make the cockpit?  Is there
   any rule of thumb for scaling?  I've just redone the model (for the
   third or forth time :-)) and right now is a good point to settle on
   size/scaling.
 
 So long as the proportions are consistent, it really doesn't matter.
 Rescaling a 3D model is really easy.  Maybe not in ac3d, but I'm sure
 a ssg-based transformer (or just a perl script -- what does ac3d
 format look like?  Is it text?) too could be written with no
 difficulty.  It probably already exists.  Just make sure you put the
 origin somewhere meaningful -- the pilot's eyepoint strikes me as the
 best choice.
 

It's text and it's documented.  Might need some help learning the terminology 
once I get to that point (of figuring out how to scale the values).

Thanks,

Jim

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Re: [Flightgear-devel] 3d cockpit and some ideas

2001-12-13 Thread Jim Wilson

Wolfram Kuss [EMAIL PROTECTED] said:

 Starting small, but being extensible is a good idea.
 Often, the 3D cockpit model is much more complex than the exteriour
 model.
 For example, for BoBs Spitfire:
 - Cockpit as 3D Studio ascii file: 324 k without the instruments. 
 This melts down to a 45 k binary.
 - Exteriour model, highest LOD, with hitboxes: 211 k.
 

What I'm starting with is very basic.  A flat panel, dash board trim, pilars,
etc.  Not sure if I'll need to cut holes for instruments, or if we can just
float them a tiny bit infront of the panel surface.  Any recommnedations?  I
figured after we've got a panel rendered in 3d space, I can go back and add a 
power control box in the center and the yokes.  But really, I'm just learning 
so caveats and suggestions are very welcome.

Best,

Jim

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Re: [Flightgear-devel] 3d cockpit and some ideas

2001-12-13 Thread Jim Wilson

 
  These are the reference pictures I'm using right now (for the panel):
  http://www.vickivt.com/vicki/planes/cessna%20t310q%201974_3.jpg
  http://www.vickivt.com/vicki/planes/cessna%20t310r%201980_3.jpg
 
 The 1980 model looks better IMHO.
 

Yeah I agree.  Besides it doesn't have an empty hole in the middle of it :-)

Best,

Jim

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[Flightgear-devel] 3d cockpit dimmensions

2001-12-14 Thread Jim Wilson

From what I understand the c310r is 48.5 door to door width.  So I'd guess
the panel itself is about 47.5 to 48 wide at its widest dimension.  From
what I understand radios are 6.25 wide...so while the panel in the picture
below looks like its 3 equal sections,  the comm panel in the center would
have to be only about 14 wide.  Does that sound about right?  Anyone have
information on the actual size in the real thing?

http://www.vickivt.com/vicki/planes/cessna%20t310r%201980_3.jpg

Best,

Jim

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Re: [Flightgear-devel] ANN: Yaw and Roll Trim

2001-12-17 Thread Jim Wilson

Sounds great! Haven't tried it yet but I will tonight.

Just thought i'd ask though: Although the bindings are in the *-set.xml for
c310 and c182,  they can be done elsewhere (as in joystick.xml).  Is that right?

I assume that aircraft models with trim tabs will ignore after-takeoff
adjustments to /controls/rudder-trim?  Or can/should that 
ability/non-ability be defined (as say rudder-trim-type) in the
c172.xml/c182.xml/c310.xml so that changes to /controls/rudder-trim would be
ignored or acted upon according to the type of trim adjustment on the plane?

In any case it seems to me that aircraft specific key/joy bindings could be
problematic.  For that, even more so, bindings defined at multiple levels
(some general, some aircraft specific) are trouble, especially to someone who
clearly remembers being ignorant (because I still am:)) about how most of
FlightGear works.

Best,

Jim

David Megginson [EMAIL PROTECTED] said:

 The JSBSim flight models now support yaw and roll trim as well as
 pitch trim.  The new properties are as follow:
 
   /controls/rudder-trim for yaw
   /controls/aileron-trim for roll
 
 The values are clamped to -1.0:1.0, as with elevator trim and the
 elevator, rudder, and aileron properties themselves.
 
 You use these properties in different ways, depending on the aircraft.
 Our Cessna 172, for example, has only an elevator-trim wheel in the
 cockpit, so you have to set aileron or rudder trim statically on the
 ground by bending a piece of aluminum (or in our case, by setting the
 /controls/*-trim property in your .fgfsrc) -- we'll try to provide
 reasonable default values in c172-set.xml once current work
 stabilizes, but you can choose different values for your own preferred
 flight conditions (econo-cruise, speed daemon, low flyer, etc.).
 
 For the Cessna 182 and Cessna 310, there is a rudder-trim wheel in the
 cockpit, so you can change the rudder trim dynamically during flight
 by using the '' and '' keys (especially useful when you have an
 engine out on the C-310); you still have to set aileron trim
 statically before the flight.  These keybindings are set in the
 *-set.xml files, so they are available only for the appropriate
 aircraft.
 
 When we get around to modelling bigger aircraft like the King Air,
 there will also be an aileron trim wheel in the cockpit, and all three
 trim axes will be adjustable dynamically during flight.
 
 As always, make sure you do a cvs update on both FlightGear and the
 base package.
 
 
 All the best,
 
 
 David
 
 -- 
 David Megginson
 [EMAIL PROTECTED]
 
 
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[Flightgear-devel] 3D panel c310 - so far

2001-12-19 Thread Jim Wilson

If anyone is interested, here is the work on the c310 3d panel so far.  Sorry,
I couldn't get xwd to take a pic of it.  Might be something with my X
setup...not sure.  It can be viewed in ppe and of course ac3d.

http://www.spiderbark.com/fgfs/3dpanelpreview1.ac

It's pretty basic right now, just the shape of the panel and partial pillars.
 Comments welcome.

Best,

Jim



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Re: Including instrumenst was: Re: [Flightgear-devel] c310 Panel

2001-12-22 Thread Jim Wilson

Cameron Moore [EMAIL PROTECTED] said:

 Speaking of which, when I hit 's' to switch panel, it looks like we're
 reading the XML file each time.  It funny that loading scenery doesn't
 cause any hiccups in performance but switching panels does.

Yep, I just used the panel-load that was/is bound to a function key after 
swapping the panel path property.  Panel-load is mostly for reloading the panel
while making changes to it (without having to reload flightgear).  At some
point it might be a good idea to create an array of panel objects and load
them all at startup.

Jim


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Re: [Flightgear-devel] [OT] Babies

2001-12-29 Thread Jim Wilson

Erik Hofman [EMAIL PROTECTED] said:

 
 Famous artists ...
 (but maybe Elvis isn't the best name to chose)
 ... like Jake and Elwood ...
 
 Man, I love that movie.
 :-)
 
 Erik
 

We got our son's name from David Bowie's guitarist, not that he's a 
famous or an incredibly talented guitarist, we just liked the name.  See
http://www.reeveswilson.com for more info. =D

Best,

Jim

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RE: [Flightgear-devel] Which Panel is current

2002-01-14 Thread Jim Wilson

Norman,

The current panel is at /sim/panel/path.  You can change it by modifying that
path and reloading (panel-load command).

Jim

Norman Vine [EMAIL PROTECTED] said:

 
 Norman Vine wrote:
 
  Can someone please tell me how I can determine
  which panel is the active panel
 
 
 I think by reading the FlightGear/Aircraft/aero-set.xml file.
 
 I want to leave the mni panel displayed when using MouseView Mode
 
 So I need to be able to determine this at runtime.
 
 Cheers
 
 Norman
  


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[Flightgear-devel] altitude hold fix

2002-01-16 Thread Jim Wilson

I've got some values that seem to work in the current autopilot code with the
c310.  They are:

min_climb = 85.0 kts
best_climb = 107.0 kts
TargetClimbRate = 1500 fpm

Also there is this adjustment factor (code snippet from newauto.cxx aprox line
697):

// calculate proportional error
prop_error = error;
prop_adj = prop_error / 4000.0;

The numbers for the c172 are  70, 75, 500, 2000.0 (in the same order as those
listed above).

If someone could spec the XML (which file and keywords) I'd be glad to modify
the autopilot code to use them.  What should this adjustment factor be called?
 It basically strikes a balance in a simplistic way between over and under
adjusting elevator trim.

It's not as good as it could be, but it'll provide a basic altitude hold
function for now.

Best,

Jim


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[Flightgear-devel] ummm...anyone read this?

2002-01-17 Thread Jim Wilson

Hi all,

Was thinking it'd be nice to have a least a minimal heading and altitude 
hold autopilot working for LWCE.  What would be the best file and
property tree location to put these values in so that the existing autopilot
routine is somewhat adjustable by aircraft?  See notes below.

Best,

Jim

Jim Wilson [EMAIL PROTECTED] said:

 I've got some values that seem to work in the current autopilot code with the
 c310.  They are:
 
 min_climb = 85.0 kts
 best_climb = 107.0 kts
 TargetClimbRate = 1500 fpm
 
 Also there is this adjustment factor (code snippet from newauto.cxx aprox line
 697):
 
 // calculate proportional error
 prop_error = error;
 prop_adj = prop_error / 4000.0;
 
 The numbers for the c172 are  70, 75, 500, 2000.0 (in the same order as those
 listed above).
 
 If someone could spec the XML (which file and keywords) I'd be glad to modify
 the autopilot code to use them.  What should this adjustment factor be called?
  It basically strikes a balance in a simplistic way between over and under
 adjusting elevator trim.
 
 It's not as good as it could be, but it'll provide a basic altitude hold
 function for now.
 
 Best,
 
 Jim
 
 
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Re: [Flightgear-devel] ummm...anyone read this?

2002-01-17 Thread Jim Wilson

What I was looking for right now was the simple autopilot that is already in
FG...ie something to keep the plane in the air when I let go of the yoke
(besides pause :)).  I agree it should be done right,  but I can get the
existing one (which is very basic) working for both c172 and c310 with very
few changes.

All I need to know is where the XML settings should go.  They can always be
expanded on.

The values I have to able to set per aircraft (to start with) are:
min_climb_speed, best_climb_speed, target_climb_rate, and something which for
lack of a better term is an elevator_adjustment_factor (controls the severity
of adjustment to elevator-trim for a given error).

Best,

Jim


John Wojnaroski [EMAIL PROTECTED] said:

 
 
  Was thinking it'd be nice to have a least a minimal heading and altitude
  hold autopilot working for LWCE.  What would be the best file and
  property tree location to put these values in so that the existing
 autopilot
  routine is somewhat adjustable by aircraft?  See notes below.
 
 Well, I've cobbled together a 3-axis autopilot I'm using to fly the c310
 while working on the glass cockpit displays. It has a attitude hold mode,
 heading hold mode and a few keyboard commands to change the command values.
 
 Bad news it runs over a LAN, and would need a little work to stick into the
 FG autopilot code. FWIW if interested I'll be glad to send along the
 control laws and gains. Inputs are the FDM state variables, control surface
 positions, a couple of state derivatives, and command values. Output
 is commanded control surface deflections. Has a rudder trim and yaw damper
 function to handle pFactor.
 
 The whole package includes the network interfaces (UDP/TCP/IP) needed to get
 the state variables and return the command inputs via sockets.
 You could run it on a second machine to control FG. The tar file is about
 200K.
 
 Regards
 John W.
 
 
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Re: [Flightgear-devel] Remote control of flight parameters

2002-01-18 Thread Jim Wilson

Try telneting in to manipulate properties.  That'll do what you are talking
about. I think you can shut off the engine by setting the RPM to 0.

Of course changes can be made using scripts and/or a simple gui program that
sends strings out to that same port.

Best,

Jim

Sergio [EMAIL PROTECTED] said:

 
 --=_NextPart_001_000A_01C1A023.716309A0
 Content-Type: text/plain;
   charset=iso-8859-1
 Content-Transfer-Encoding: quoted-printable
 
 I know the FGFS alows to comunicate with other machine by sockets but =
 I'd like to know if it's possible to control things as wheather, =
 breaking engine, etc. by other LAN computer. Is there any module that =
 supports this feature ?
 
 Thank's
 
 Sergo Roth
 
 


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RE: [Flightgear-devel] Breaking OpenGL's hold to ease debugging

2002-01-18 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 Norman Vine writes:
 
   Again I don't see any compelling reason to move to SDL
 
 As an outsider, I'll mention that one advantage is the fact that so
 many other high-end games seem to be using SDL now.  I like PLib, but
 it hasn't seemed to catch on in the same way.
 
 
 All the best,
 
 
 David


I'll second that.  There's a lot more help out there with SDL for people
like me (interested in learing 3D so I can get a 3D-Panel rendered).

Reading the red opengl book now, not that it's needed to use plib. But it sure
helps explain some of the terminology.

Best,

Jim

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Re: [Flightgear-devel] Configurable Auto pilot

2002-01-19 Thread Jim Wilson

oops. fixed!

John Check [EMAIL PROTECTED] said:

 it's 404
 
 
 On Saturday 19 January 2002 05:09 pm, you wrote:
  This makes the current autopilot at least configurable on the verticle
  for different aircraft.  There are two configs included, one for c172 and
  the other for the c310:
 
  http://www.spiderbark.com/fgfs/newauto-020119.tar.gz
 
  There are some other features that would be nice to get working
  (pitch hold, apr/gs capture, etc), but I thought I'd suggest this now
  as a bug fix for c310 and other faster aircraft users.
 
  Best,
 
  Jim
 


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RE: [Flightgear-devel] ANN: Fuel

2002-01-19 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 
 Hmm -- maybe you could set up a Python script to refill the tanks
 every few hours.  Note that the FGRocket engine model used by the X-15
 was already consuming fuel -- proper fuel consumption just hadn't been
 implemented for FGPiston yet.
 

In flight refueling for a c172?  Kewl!

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Re: [Flightgear-devel] DC3 3D Model

2002-01-23 Thread Jim Wilson

Jeff [EMAIL PROTECTED] said:

 
 If I could find some outline drawings of the 172  310 I could plug away at 
 that also.
 

Jeff,

Check this out: http://aviation.sosu.edu/aircraft/c310.html

and these

http://aviation.sosu.edu/aircraft/aircraft.html


Best,

Jim

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Re: [Flightgear-devel] Crash on linux with latest CVS code

2002-01-23 Thread Jim Wilson

James,

I rebuilt again from CVS tonight (2nd time this week) and no problems. When I
do it I do a full rebuild including all the config and makefiles (even if I
think it might not be necessary).

This is a gcc2.95.2/glibc2.1 system for what thats worth.  Ran default just as
you did and it loads up fine.

This really looks like corrupted XML.  Is it possible that a merge conflict
occured that you missed?  You can grep for that.  Or you could check any xml
files flagged M or rm -rf the xml files and reupdate.

Best,

Jim

James Gallagher [EMAIL PROTECTED] said:

 On Wed, 2002-01-23 at 07:52, Curtis L. Olson wrote:
  James Gallagher writes:
   I get the following seg fault with the latest CVS version of FG (using
   the latest CVS SimGear):
   
   [jimg@dcz FlightGear]$ src/Main/fgfs 
   FlightGear:  Version 0.7.9
   
   Scanning for root: command line
   Scanning for root: /home/jimg/.fgfsrc
   fg_root = /usr/local/src/X11/fgfsbase
   Segmentation fault (core dumped)
  
  Hmmm, this looks like you are dying in the property manager code some
  how.  Do you have the latest cvs version of the base package?  Perhaps
  a config file there got corrupted?
 
 I double checked this. I have the latest fg base (from CVS).
  
  Another things worth trying is to rebuild simgear from scratch, make clean;
  make, then install it, then make clean; make in the FlightGear tree.
 
 Yup, I tried this too, with metakit 2.4.2 (both with and without Erik's
 suggestion of removing the #define bool int (which on gcc won't be
 defined, but just to be sure...). 
 
 It still crashes. 
 
 Stepping through the code in gdb/ddd I saw the following:
 
 In
 inline bool fgSetDouble (const string name, double val)
 {
   return globals-get_props()-setDoubleValue(name, val);
 }
 
 The call to globals-get_props()-setDoubleValue(...) has stuff that
 makes sense. But inside setDoubleValue the formal param relative_path is
 null and that's where the seg fault comes from.
 
 bool
 SGPropertyNode::setDoubleValue (const string relative_path, double
 value)
 {
   return getNode(relative_path, true)-setDoubleValue(value);
 }
 
 I'm sort of swamped right now, so I haven't taken this any further.
 Sorry. Maybe this will be enough of a clue for someone else on the list.
 
 Oh, I was building from CVS just fine until at least late last week, so
 whatever is causing this happened relatively recently.
 
 James
 
  
  Regards,
  
  Curt.
  
  
   
   
   I poked around with gdb/ddd. Here's the stack from the core file:
   
   #0  0x82e5204 in SGPropertyNode::getNode (this=0x0,
   relative_path=@0xb2e0, create=true) at props.cxx:1290
   #1  0x82e5c24 in SGPropertyNode::setDoubleValue (this=0x0,
   relative_path=@0xb2e0, value=-110.6642444)
   at props.cxx:1472
   #2  0x8089d64 in fgSetDefaults () at fg_props.hxx:328
   #3  0x80689d5 in fgInitConfig (argc=1, argv=0xb724) at
   fg_init.cxx:219
   #4  0x8059089 in mainLoop (argc=1, argv=0xb724) at main.cxx:1487
   #5  0x805dd72 in main (argc=1, argv=0xb724) at main.cxx:1816
   #6  0x4054b306 in __libc_start_main (main=0x805dd54 main, argc=1,
   ubp_av=0xb724, init=0x804d4a4 _init, 
   fini=0x83a2a78 _fini, rtld_fini=0x4000d2dc _dl_fini,
   stack_end=0xb71c)
   at ../sysdeps/generic/libc-start.c:129
   
   I tried various things, like not using my ~/.fgfsrc file, et c. but I
   still get the seg fault. 
   
   Any one else see this?
   
   Thanks,
   James
   
   -- 
   __
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   [EMAIL PROTECTED]  
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   Voice: 775.337.8612Fax: 775.337.2105
   
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Re: [Flightgear-devel] msvc6-win32-0.7.9 (minus)

2002-01-25 Thread Jim Wilson

Andy Ross [EMAIL PROTECTED] said:

 Geoff McLane wrote:
   JSBSim stops after the QNAN's,
   and now YASim c172 seems unable to get speed to lift off ...
   Just one of those days ...
 
 Odd.  Jim Wilson also reported a not enough power situation (with
 the YASim 747) that I couldn't reproduce.  I didn't think to ask about
 platform.  Does anyone using MSVC have correct power behavior with
 the YASim planes?  Does anyone see such a problem using non-MS builds?
 This kind of platform bug gets really scary. :)
 
 Andy

Andy,

I'm running linux.  My apologies for not having read the whole thread yet...if
this has been alrady been discussed further.  The 747 seems to have about
the right power for take off.  But it seems as though the thrust decreases
disproportionately as altitude increases to the point that I can't get above
the mid teens for altitude from a near sea level takeoff.  I upped the thrust
to 63000lb per engine (PW spec) and that helped get it a few thousand feet
more.  I'll have to try again but I think the c172 seemed a little
underpowered here as well.

Best,

Jim

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Re: [Flightgear-devel] GeForce4 announced at nVidia

2002-02-06 Thread Jim Wilson

Curtis L. Olson [EMAIL PROTECTED] said:

 My previous card was a Voodoo-3 ... this was a 16 bit card, 16 bit
 textures, 16 bit depth buffer, etc.  At the time the mesa based linux
 drivers had some bugs which led to annoying visual artifacts, and
 jumpy/jerky motion.
 

Well in defense of a great company that got bought up and shutdown (not
necessarily in that order) by the almighty competition...my voodoo3/3000 still
works great.  Admittedly it was touchy on X3.3.x and earlier X4.0.x, but I'm
running with no issues at all right now with decent (by 1999 standards)
performance.  Smooth motion, no artifacts.  So 3dFX should (posthumously) get
credit for being the first real 3D card supporting Linux :-)

Been thinking about upgrading and I'm somewhat undecided on whether I should
get the open source supported Voodoo 5000 (getting cheap these days) or go
with nVidia.

Best,

Jim


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[Flightgear-devel] APR button for autopilot

2002-02-06 Thread Jim Wilson

Hi John,

This file contains the xml and updated rgb for an APR button on the
autopilot.  It can be used to lock on to the glide slope on an 
ILS aproach:

http://www.spiderbark.com/fgfs/autopilot_with_apr.tar.gz

As it stands now the NAV locks onto the NAV1 localizer and the APR locks 
on to the NAV1 GS (if it exists).  I think (and I'm not quite sure) that on a 
real autopilot (like the KAP-140) the NAV button will lock on to VOR signals 
and the APR is used for locking to localizer/ils for both axiis.  But without
having a manual and knowing exactly how this should work, and making further
changes to the autopilot code, this slight modification will make it easier to
lock onto a glideslope on approach.

Let me know what you think.

Best,

Jim

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Re: [Flightgear-devel] Re: Re: Nits

2002-02-07 Thread Jim Wilson

I noticed on mine that the runways come up textured and then turn white.  This
happens very quickly but you can definately see it, lines and all.  Why would 
that happen?

Jim

Curtis L. Olson [EMAIL PROTECTED] said:

 Jon S. Berndt writes:
  I'm confused. Then why did Melchior say he had no white runways at KEDW?
 
 Could he be running an older version of the scenery files?
 
 Curt.
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Re: [Flightgear-devel] X-15 rumble sound

2002-02-08 Thread Jim Wilson

[EMAIL PROTECTED] said:

 I'd really like to have a good XLR-99 rumble sound. Right now I don't recall 
 there being any audio indication that the engine is burning. Is there? What is 

Seems like the wheel rumble could be modified (amplified?) to sound kind of
like a rocket rumble.

Best,

Jim



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re: [Flightgear-devel] [BUG] JSBSim: sudden plane crashes

2002-02-12 Thread Jim Wilson

[EMAIL PROTECTED] said:


  I believe that these are lingering problems with the propeller models.
 
 Is this still present with the newer JSBSim code/files? Strange. It's hard to 
 picture why, when everything has been at equilibrium for a while, why the 
 propeller should suddenly spin out of control.
 
 Jon

I think it's usually after some sort of event...haven't seen this in normal
flight myself.  When seeing it mostly I just wrote it off to the model being
unusually difficult to get out of a stall or spin,  but pushing the nose down
suddenly does seem to break it here as well.

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Re: [Flightgear-devel] YASim DC3 startup problems

2002-02-12 Thread Jim Wilson

Andy Ross [EMAIL PROTECTED] said:

 Jim Wilson wrote:
   Are you talking about the newer 3D model or newer xml?  I'm not sure
   exactly what affects the position of the model, but using Yasim-DC3
   any model including the glider is sideways.
 
 Now, that's interesting.  I'd just assumed this was a modelling issue,
 but you're saying it's YASim-specific?  Does it happen with the other
 YASim planes or just the DC-3?  I can't imagine what I might have done
 to get this goofed up, but I wouldn't be surprised if there was
 something in there.
 
 Andy

Its the pitch/roll/z setting in the xml.  The new 3D model does point to 
the left by default though.

Best,

Jim

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[Flightgear-devel] tiled panel background

2002-02-12 Thread Jim Wilson

It turned out to be quite easy to add multiple tiles for a panel background. 

This simple one could be enhanced to have more detail but it does look quite a
bit better than a single 256x256 stretched accross the window.

http://www.spiderbark.com/fgfs/c310-tiled-panel.png

The code for this involves fairly minor changes and is contained in this tarball:

http://www.spiderbark.com/fgfs/tiledpanel-021202.tar.gz

Note that the rgb files and the xml file contained in the tarball should all
be placed in $FGROOT/Aircraft/c310.

Best,

Jim

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Re: [Flightgear-devel] tiled panel background

2002-02-13 Thread Jim Wilson

David Findlay [EMAIL PROTECTED] said:

 On Wed, 13 Feb 2002 15:02, you wrote:
 
 Definately. I hope this will go into 0.7.9 so it can be thoroughly tested for 
 the 0.8 stable release.
 

It's probably too late for that. In any case I'd like to revisit the syntax of 
the xml (take a look at  it) and it'd be good to be able to sync the aspect
ratio to the most commonly used 4:3 geometry (which hasn't been done yet). 
The format I'm using for tiling now is this:

+---+---+---+---+
| 1 + 3 + 5 + 7 +
+---+---+---+---+
+ 2 + 4 + 6 + 8 +
+---+---+---+---+

Where the numbers represent the textures in the array.  

It'd probably be fine if it was included...it doesn't break old panels, but I
do want to throw in the caveat that it isn't done.

Best,

Jim


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[Flightgear-devel] fix for autopilot gui

2002-02-13 Thread Jim Wilson

Hi Curt,

This is a three line fix for some inconsistancies between the gui dialogs and
the panel controls for the autopilot.  The heading dialog would only show the 
last setting you did through it, even if it was later tweaked with the bug on
the hsi.  The altitude dialog did a similar thing.  Now the values default to
the same that show on the panel displays.

http://www.spiderbark.com/fgfs/autogui-021302.tar.gz

Best,

Jim

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Re: [Flightgear-devel] Re: C310

2002-02-13 Thread Jim Wilson

Melchior FRANZ [EMAIL PROTECTED] said:

 * David Megginson -- Wednesday 13 February 2002 21:15:
  It's OK, but I haven't tried a lot of long cross-countries.  I haven't
  put much work into the prop model for the C310 compared to the C172 or
  C182, so I wouldn't be surprised if it's spinning out of control by
  producing excess power at high speed.
 
 You don't need high speed to crash the c310 instantly. Just push the
 nose down. And I don't agree that this is OK.
 
 m.   :-
 
 
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Melchior,

What I'm seeing is that you have to hold the nose down for two or three
seconds so that the plane goes into a dive.  The values go whacky as soon as
the craft hits that steep downward pitch, before it accelerates.  Is that the
same as what you get?

Best,

Jim

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[Flightgear-devel] CTRL+U and JSBsim

2002-02-13 Thread Jim Wilson

Just wondering if we should comment out the binding for this since it still
doesn't work with the default FDM.

Best,

JIm


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Re: Engines start at idle (was Re: [Flightgear-devel] for the upcoming release)

2002-02-13 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 I am convinced that we're best off starting with the engines idling
 rather than off, since our default start is always on a runway (even

Is there a way to set the parking brake at startup so that the plane doesn't
roll down (or off) the runway as soon as it loads?  I tried a couple things
and they didn't work.

Best,

Jim

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re: [Flightgear-devel] CTRL+U and JSBsim

2002-02-13 Thread Jim Wilson

Tony Peden [EMAIL PROTECTED] said:

 On Wed, 2002-02-13 at 14:59, David Megginson wrote:
  Interesting.  I have no objection to removing the binding completely,
  but it is showing up a more serious problem with JSBSim's ground
  trimming (it tries to trim to the ground on reset even when the plane
  is already in flight).
 
 The way its set up right now, it should trim in-air if the speed is
 above 10 knots.
 From FGJSBSim::do_trim():
 if(fgic-GetVcalibratedKtsIC()  10 ) {
 fgic-SetVcalibratedKtsIC(0.0);
 fgtrim=new FGTrim(fdmex,fgic,tGround);
 } else {
 fgtrim=new FGTrim(fdmex,fgic,tLongitudinal);
 }
 
 If there's a more reliable way to figure out that we want to 
 be on the ground (aside from a similar hack with altitude)
 I'll be happy to change it.
 

It's doing it at full or near full throttle cruise.  Is there an exception
handler that's doing a reset (although it's a bad reset...not going back to
the runway)?

Best,

Jim

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re: [Flightgear-devel] CTRL+U and JSBsim

2002-02-13 Thread Jim Wilson

Tony Peden [EMAIL PROTECTED] said:

 
 The way its set up right now, it should trim in-air if the speed is
 above 10 knots.
 From FGJSBSim::do_trim():
 if(fgic-GetVcalibratedKtsIC()  10 ) {
 fgic-SetVcalibratedKtsIC(0.0);
 fgtrim=new FGTrim(fdmex,fgic,tGround);
 } else {
 fgtrim=new FGTrim(fdmex,fgic,tLongitudinal);
 }
 
 If there's a more reliable way to figure out that we want to 
 be on the ground (aside from a similar hack with altitude)
 I'll be happy to change it.
 


Ah...one more thing.  When it does this jbssim reports that it's setting the
correct altitude, then it goes to the same elevation as the starting position
(just doesn't change the long/lat).  Then it seems if you aren't in the right
place it crashes with a Fatal error: Tile not found, attempting to schedule
tiles for a bogus long/lat.

This link below is the output from such an event.  It appears that the ground
level at the location where the program crashed was actually 539ft or about
200-300 feet higher than the initial altitude at take-off.  Not sure if I'm
reading this right, but maybe you can see something here:

http://www.spiderbark.com/fgfs/ctrlubug.txt

Best,

Jim



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Re: Engines start at idle (was Re: [Flightgear-devel] for the upcoming release)

2002-02-14 Thread Jim Wilson

John Check [EMAIL PROTECTED] said:

 
 I could bind a toggle for the brakes to the indicator.
 I think it's fairly likely somebody might click on it
 

Yep great idea.  Is the at-startup-parking-brake working?  I couldn't seem
to make it work last night.

Best,

Jim

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[Flightgear-devel] Crashes if no scenery file at startup location

2002-02-14 Thread Jim Wilson

Just wondering if this is a necessary JSBsim feature.

Best,

Jim

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Re: [Flightgear-devel] Wind confusion.

2002-02-16 Thread Jim Wilson

Martin van Beilen [EMAIL PROTECTED] said:

 I have been playing around with the wind some more, and it seems
 that JSBSim doesn't only have the up/down winds inverted, but the
 north and east winds as well.
 

Hmmm...doesn't look like it to me.  Just rolling down the runway I applied a
200knot guest from the east and it blew me off the correct side :-)  Also the
other day I tested an autopilot nav final with a 30 knot crosswind and the
plane seemed to be crabbed in the correct direction.  North winds are coming
from the north,  not blowing to the north...which is correct imho.

Best,

Jim

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Re: [Flightgear-devel] Wind confusion.

2002-02-17 Thread Jim Wilson

Tony Peden [EMAIL PROTECTED] said:

 I'd be happier if we kept it as is.  Wouldn't be the first time
 engineers have traded correctness for pragmatism.


Ah pragmatism!  Is that the excuse engineers use when they get their vectors
math bass-ackwards? ;-)

Best,

Jim

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Re: [Flightgear-devel] Wind confusion.

2002-02-18 Thread Jim Wilson

Jon S. Berndt [EMAIL PROTECTED] said:

 Was there a properties way to do it that is opposite to the above? Perhaps
 we are given too much power! ;-)

In the /environment path there are variables for wind direction that specify a
force value as fps from east and/or north, the sum of which articulate
direction and speed I presume.  I'm not sure how the translation from the
command line degrees vector is done, not to mention if it is done the same
way.  The DIR vector is displayed in the environment path, if it is given,
but I don't think changing it makes a difference after startup.  I should
double check but IIRC the  up/down as represented by viewing the properties is
counter-intuitive.

Best,

Jim

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Re: [Flightgear-devel] Tiled panel progress

2002-02-18 Thread Jim Wilson

Alex Perry [EMAIL PROTECTED] said:

  http://www.spiderbark.com/fgfs/c172r-tiled-panel.png
  http://www.spiderbark.com/fgfs/c310-tiled-panel.png
 
 Very nice.  Do you do enough texture re-use that it'll run well on
 low-texture-memory machines ?  I'm doing a demo on Wednesday  8-)
 
 Other than that, you need some mini texture fragments with fingerprints,
 scratches and other dings.  It looks too neat and clean the way it is.
 I really like the way that the cowling looks now, especially the corner.

Some reuse.  I'm running a 16mb Voodoo3 3000.  What will you be using?  If you 
run into trouble try taking the right side textures out.  They are normally
hidden unless you scroll over there.

Best,

Jim

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[Flightgear-devel] Problem with panel code

2002-02-19 Thread Jim Wilson

There's an issue that needs group input.  Currently there's a property value 
called y-offset (there's also an x-offset that isn't used much) and this
parameter is used to initialize the panel position adjustment (shift F5 or
shift F6).  The default is 0.

Some of the panel xmls define initial values other than 0.  This is done
presumably to display panels that fall below the bottom of the window, even
though none of them now actually have gauges or switches below the bottom edge
of the window.

What I'm getting to is this:  The code in src/Cockpit/panel_io.cxx somewhere
around line 705~708 doesn't allow subsequent panel loads (after the first one)
to change the y-offset.  This really makes panel coding a challenge, basically
because the offset has been defined as non-zero in many cases, and this
offset  relates to the coordinates of all the objects on the panel.  If we are
using mini panel for example, it must have the same y-offset as the main panel
or the gauges will be mispositioned because the coordinates relate to the
other panel's y-offset.  If the panel_io.cxx always (re)set the y-offset as
defined by the panel being loaded then this issue would go away.

IMHO all the code in a panel xml should work as designed when it is loaded, 
but changing this means that the y-offset will not be settable from the
command line, which in very rare circumstances might be desireable.

So I guess my question is this:  can I change this to allow the panel xml to
have final say on the y-offset even though there might be a user or two out
there that sets y-offset elsewhere?  Or am I underestimating the importance of
this?

Best,

Jim

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Re: [Flightgear-devel] Tiled panel progress

2002-02-19 Thread Jim Wilson

Martin Spott [EMAIL PROTECTED] said:

 From: Alex Perry [EMAIL PROTECTED]
 
  8MB + AGP in a RagePro chipset
 
 UTAH-Glx ? I wonder how you would get RagePro running with plain 
 XFree86/DRI ?
 
 Martin.
 -- 
  Unix _IS_ user friendly - it's just selective about who its friends ar

This could be tight.  Right now I'm using 256x256 textures.  This could be
reduced but would require a different approach.  In any case you're looking at
probably 2-3mb in texture memory over and above what is used now at 16bpp.

Best,

Jim

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Re: [Flightgear-devel] FlightGear Priorities

2002-02-19 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 John Check writes:
 
 As for me I'd like to see
 1)ground explosion when plane crash the ground (I have a lot
explosion
 textures)
   
Hmm, I'm not sure I see a reason for this one.
   
   I'd move it down the list, but it would be a crowd pleaser.
   People do ask for it.
 
 From the crash reports I've read and pictures I've seen, small planes
 tend to snap or crumple rather than explode (often none of the above).
 In fact, the more full the tanks, the *less* likely an explosion,
 since there's less oxygen to help the fuel ignite.  Crashed planes are
 often salvaged and rebuilt, even.
 

Dang, and I was just thinking about how I might hook my flame thrower to the 
usb port for added realism!

Best,

Jim

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Re: [Flightgear-devel] Wind confusion.

2002-02-19 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 No, that's not right after all.  Following a message from Jon Berndt,
 I took a peek at the property browser, and the wind-{north|east}-fps
 is the to- direction, not the from- direction.  JSBSim was using the
 from- direction already, while the other FDM's were usign the to-
 direction.  In any case, the command-line option now works properly,
 and all the FDMs behave the same way; it's just that the properties
 need to be interpreted differently.
 

Note that those properties are also writable.  This is a good thing since 
at some point we'll probably want a way to manipulate weather changes without
restarting.

 So, what do we do?
 

From where i sit the vectors should be from in the properties.  Since the
property manager offers a way for non-programmers to affect the way fgfs works
(through xml or other methods), it should be in a term that most users will
understand.

I think we're all on the same page...but what i'm seeing is this: 
The code in the last release displayed property values in fps from north or
east when using JSBsim. Those values could be changed during flight to alter
the wind direction or speed during flight.  The values entered would be
interpretted as from their respective vectors.  IMHO, without getting into
the internals, JSBsim and the interface to it was correct.

Best,

Jim

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[Flightgear-devel] tiled panel code

2002-02-19 Thread Jim Wilson

Here's the code and textures.  The code (panel*.?xx) goes into the src/Cockpit
directory.  The rest (c172 and c310 directories) go into their respective
corresponding directories under $FGFSBase/Aircraft.

Let me know how it works, especially with the lower video memory cards:

http://www.spiderbark.com/fgfs/tiledpanel-021902.tar.gz

Note that the xmls are designed to be used with prior code without failing so
if you want to speed things up a very small bit it's ok to delete the
definition for the old background texture.   If you have texture memory
problems, try deleting the last couple multibackground entries in the XML
for the panel you are using.  This will get rid of the right side of the panel
which is normally hidden (and doesn't have any instruments on it yet anyway).

Best,

Jim

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Re: [Flightgear-devel] Re: tiled panel code

2002-02-19 Thread Jim Wilson

Melchior FRANZ [EMAIL PROTECTED] said:

 
 No wonder, the patch was not against the latest CVS, so it removed
 everything that was added later! Very nasty ...   :-(
 
 m.
 

Sorry about that...actually I was quite current, but usually I like to cvs
update one last time before posting.

Best,

Jim


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Re: [Flightgear-devel] Problem with panel code

2002-02-19 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 Andy Ross writes:
 
   I have my own peeves about the panel coordinate conventions.
 
 I wrote the code after about two hours puzzling through examples in an
 OpenGL book, which was my first exposure to 3D programming.  It works,
 but I agree that it's ugly.
 

Think I'm reading the same book now :-)

   One of the things I'd really like to see at some point is the
   ability to paste a 2D panel onto a polygon in a 3D virtual
   cockpit.  In principle, this should be easy.  In practice, the use
   of screen coordinates makes this difficult.  How should one
   interpret y-offset in a 3D environment, for example?
 
 You should ignore it completely -- the pilot position and viewing
 direction would control what part of the panel you see.
 
 The right thing is to integrate the panel code into the main SSG scene
 graph.  Any volunteers?
 

I could be one.  Can you explain generally what you mean by integrate the
panel code into the main SSG scene graph?  Basically, yes I don't yet know
what you mean by main SSG scene graph.

Otherwise been thinking about two mini projects with the panel in the near
term.  One is to do an approx model of a real autopilot with a real pitch
hold/adjustment, etc.  The second is to set up a processor for ribbon
textures...that could be configured in XML and used for compasses and/or an
integrated (xml defined) GC style instrument.

Best,

Jim



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Re: [Flightgear-devel] Problem with panel code

2002-02-20 Thread Jim Wilson

Curtis L. Olson [EMAIL PROTECTED] said:

 This would work best if we put the panel into a different scene graph
 from everything else:
 
   setclipplanesforworld();
   ssgCullAndDraw(world);
 
   setclipplanesforpanel();
   ssgCullAndDraw(panel);
 

Does this make sense?  Setting up a seperate scene graph?  Perhaps it should
be called cockpit so that a 3d cockpit can be added.  Now I just have to
figure out where to start :-)  Time to look at those ssg examples.

Best,

Jim

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re: [Flightgear-devel] RFC: Aircraft *-set.xml files reorg

2002-02-21 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 David Megginson writes:
 
   My proposed solution is to add a layer of abstraction to every
   *-set.xml file.  It will be annoying for John and me, but will make
   things simpler for everyone else.
 
 Hmm.  On further reflection, this might cause trouble for properties
 that are tied, like /position/altitude, so it would have to be limited
 to things like the 3D model and input bindings.
 
 Perhaps a cleaner solution would be to extend FlightGear to use
 multiple root paths.  For example, if I had
 
   FG_ROOT=/usr/local/lib/FlightGear:$HOME/.fgfs/
 
 then $HOME/.fgfsrc/Aircraft/dc3-yasim-set.xml could contain properties
 overriding some or all default values from
 /usr/local/lib/FlightGear/Aircraft/dc3-yasim-set.xml.
 
 

This same question occured to me when working on the panel stuff.  It seems as
though the -set.xml files are used to select fdm and aircraft type.  On the
other hand panels and skin models are similar by aircraft type but not across
fdm's.

So why not have a -model.xml file that defined the panel and skins parameters
and locate it in the Aircraft/(aircraft model) directory?  (e.g.
$FGROOT/Aircraft/dc3/dc3-model.xml)  By modularizing a little bit, the
multi-root concept work quite nicely.

The only potential idea this would not address is the possibility of having
multiple skin models and panels in the distribution that we want to be able to
choose from the PUI menu or by key binding.  It would be nice to be able to
change the skins on the fly, and I'm thinking that a list of available skins
could be stored and then copied in to the model/path property.  If these were
listed in the -model.xml file, the first one in the list could be considered
the default.  Then the question would be should the secondary root (eg
$HOME/.fgfs) be considered a complete override, insert in front or add on to
the back of the list.

Best,

Jim

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Re: [Flightgear-devel] Problem with panel code

2002-02-21 Thread Jim Wilson

Curt,

Thanks, this has been very helpful.  Been playing around with ssg a little bit
and trying to gleen some sort of understanding from the documentation, which
is very good but in some cases terse.

It looks like the panel graphic objects will need to all be ssgTransform nodes
so that they can be rotated, etc.  Somehow I need to come up with a system for
keeping track of which nodes belong with which instruments so the coordinates
can be manipulated.  I'm assuming that I will need a node for each individual
part of each instrument (ie several nodes for some individual instruments). 
It's not clear how I can group together the components that make up a given
instrument (or even if I should!), so that say a major branch (if there is
such a thing) would have multiple ssgTransform nodes on it all belonging to
the same instrument...e.g. HSI.

Anyway, what I'm trying to do here is outline where my thinking is going so
that I can get this fairly right the first time.  Mostly I'm interested in
whether anyone else has ideas on organizing the scene graph tree.

Best,

Jim

Curtis L. Olson [EMAIL PROTECTED] said:

 David Megginson writes:
  Jim Wilson writes:
  
And the question that brings to mind is, how will we be able to set
the z axis in a way that it can handle the panel?  In other words,
the scale is so large now that it'll disappear just like airplane
model components do when viewed too closely.  Can we have two
different scales in the same tree/graph?
  
  Actually, I'm not sure -- any advice from the PLIB gurus?
 
 I'm not sure about your definition of the z axis ... in this case your
 question makes sense if we define the z axis to be along the center of
 projection.
 
 This really is more of an opengl issue than a plib issue.
 
 Opengl defines the view volume to be a frustum (just like a pyramid
 with a bit of the top lopped off.)  You can refer to the picture here
 for an example:
 
 http://www.cs.ucf.edu/~moshell/CAP5725/CAP5725.week4.html
 
 So if a portion of the scene is closer to us than the near clip plane,
 it will be clipped out.  That is what happens when you get the
 external view point too close to the aircraft.  Similar wierdness if
 you set the far clip plane too far away and then get too close to the
 ground.
 
 The good news is that you can reset the clip planes at any time during
 the rendering process meaning you can render a portion of the scene,
 then move one or both clip planes, and redraw another portion of the
 scene, continuing this as much as needed.
 
 The bad news is that certain driver optimizations can get screwed up
 if you move the clip planes (ie. the fog tables in some versions of
 mesa).  Or the driver may be forced to recompute things like fog
 tables and other values when you change the position of the clip
 planes.  Thus, there can be visual artifact and or performance
 implications with moving the clip planes.
 
 Also, be aware that the precision of the depth buffer is *very*
 sensitive to the position of the near clip plane:
 
 http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
 
 The conclusion is that for best depth buffer precision we want to push
 out the near clip plane as far as possible.  The position of the far
 clip plane is mostly irrelevant, although it has to be beyond the
 furthest object we want to see. :-)
 
 So the point of all this is that we can draw the world, then move the
 near clip plane in, and then draw the panel.
 
 This would work best if we put the panel into a different scene graph
 from everything else:
 
   setclipplanesforworld();
   ssgCullAndDraw(world);
 
   setclipplanesforpanel();
   ssgCullAndDraw(panel);
 
 Regards,
 
 Curt.


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RE: [Flightgear-devel] Problem report on release 0.7.9

2002-02-22 Thread Jim Wilson

BERNDT, JON S. (JON) (JSC-EX) (LM) [EMAIL PROTECTED] said:

  From: Michael Basler [mailto:[EMAIL PROTECTED]]
  
  Hi,
  
  I just received a problem report from a German user on the 
  released version
  0.7.9 which I - unfortunately - was able to confirm in part.
  
  1. Start at CL77 Santa Cruz leads to an immediate crash.
  
  2. He reported a crash at Munich EDDM at start (e010n40 
  installed) which I could not confirm.
  
  3. However, Start at Innsbruck LOWI gave me an immediate crash, too.
 
 OK. Has the NTSB been called to the scene[s], yet?
 
 :-P
 
 Jon
 

Hope they disconnected the usb Flamethrower first :-)  I'm getting the same 
thing with CL77.  Some screwy looking airstrip.  There still seems to be some
problems with altitude between fg and jsbsim.  A workaround is to add a
--alititude=(runway elevation) to the command line.

This perhaps is a naive question,  but why aren't we kicking in the FDM after
the plane is on the runway during initialization?  It seems like there's a 
lot of trouble trying to get an FDM synced up with scenery/airport data during
startup.  Why is it that flightgear doesn't just put the plane where it goes
and dictate the coordinates at startup (or reset) and let the flight model
(re-)initialize with those values?  It's pretty obvious that when there's a
gross discrepency in elevation data (as with CL77) the FDM has kicked in and
the plane is stalling and drifting down to the ground...hence the crash.

I guess a side question is to this is why don't the FDM's freeze the
lat+long+alt when the parking brake is on and the ground speed is  1?  And
keep it frozen until the brake is released.  Seems like that'd be an easy way
to stop the creeping that some people have complained about.

Best,

Jim

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RE: [Flightgear-devel] Problem report on release 0.7.9

2002-02-22 Thread Jim Wilson

Tony Peden [EMAIL PROTECTED] said:

 
 Did my 'fix' to fgFDMForceAltitude() get in to the
 0.7.9 release?
 

Not sure but I think it did.  I'm testing with cvs (as of yesterday or so). 
Anything I can do to help?  

Best,

Jim

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Re: [Flightgear-devel] FG/Opengc Interface

2002-02-24 Thread Jim Wilson

John Wojnaroski [EMAIL PROTECTED] said:

 
 
  Certainly not, when it's gross weight is 800k lbs.  :)
 
  The weight you quote is close to the zero-fuel weight, which is
  typical for landing.  By default, YASim will top your tanks off at
  startup.  The plane in this condition will indeed have a very high
  approach speed.  Try setting the /sim/fuel-fraction property to
  something like 0.2 for a reasonable approach configuration.
 
 
 DUH!! (sound of slapping)  I knew that!  ;-)


IIRC the 747-400 comes down pretty fast anyway.  I think you're looking at 195
KIAS range for final dropping down to 175 KIAS (with full flaps) at the outer
marker.  But note again, this is from memory.  Still, there is no way that pig
flies at 150.

The biggest problem I saw with that model was the issue it had with climbing
(ran out of climb speed at too low an alititude).  IIRC it should climb at
least 500fpm even above 30,000.  Has that problem been addressed?

Best,

Jim


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Re: [Flightgear-devel] FG/Opengc Interface

2002-02-25 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 Andy Ross writes:
 
   The effect is happening because the aircraft isn't consuming fuel.  If
   you take off at full tanks, you never get any lighter.  A real
   aircraft would have burned off a big chunk of its fuel store in the
   climb, and would have an easier time of it.  As a workaround, try
   starting /sim/fuelfraction at 0.5 or so, to simulate an
   early-to-mid-flight cruise condition.  It should climb much better.
   Fuel consumption in YASim will get done RSN, I promise.
 
 That's a good point.  I remember reading an article where the author
 sat in an A340 cockpit on a London-Vancouver flight; it wasn't until
 around Greenland that the plane had burned enough fuel that it could
 climb to full cruising altitude.
 

Yes agreed.  And probably with a 747-400 it is only those longer flights like
London-Vancouver that get filled to the brim with fuel.

Andy, is the aircraft otherwise considered filled to capacity
(passenger/cargo) in the fdm?

Best,

Jim

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Re: [Flightgear-devel] C 172 panel

2002-02-25 Thread Jim Wilson

Sergio Roth [EMAIL PROTECTED] said:

 Hi,
 
 I´ve found this panel and it seem to be very cool. What do you think ?
 
 http://www.avsim.com/pages/1000/dreamfleet/dffull.jpg
 

Yes, I saw that one not too long ago.  Very nice vinyl texture.  And the metal
panel area itself is pretty darn near perfect, lots of nice touches including
just exactly the right shine.  It looks like it'd be an expensive one
performance wise.  Yeah that sure is a cool panel.  It's not a c172r, but
given enough effort something like that could be done.

Best,

Jim

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Re: [Flightgear-devel] 3D Model Configuration Changes

2002-02-25 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 
 Instead, if the /sim/model/path property points to a file ending with
 .xml, the FGAircraftModel class reads a property file at that
 location to get information about the 3D model.  Initially, the
 following properties are recognized:
 
   /path The path to the model, relative to the XML
 file (not FG_ROOT).
   /offsets/heading-deg  The heading rotation for the model, in degrees.
   /offsets/pitch-degThe pitch rotation for the model, in degrees.
   /offsets/roll-deg The roll rotation for the model, in degrees.
   /offsets/x-m  The x-axis transformation, in meters.
   /offsets/y-m  The y-axis transformation, in meters.
   /offsets/z-m  The z-axis transformation, in meters.


Great improvement!  One thing I noticed as soon as the c172 model went in was 
that the offsets affected every model that didn't have offsets defined in the 
aircraft-set.xml file, simply because they were included in the c172-set.xml
file that always gets processed by default, even if another aircraft is
selected.  Does this address that issue?  If I switch to a different model in
my command line will the offsets for the default model go away?

Another question that came to mind (and I apologize in advance if it's a
stupid one!):  Is it possible to eliminate the requirement of offset values
with models built for the base package distribution...ie can we convert all
the vertices in the *.ac files so that it isn't necessary to use them?

Best,

Jim

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Re: [Flightgear-devel] Animated C172

2002-02-26 Thread Jim Wilson

Curtis L. Olson [EMAIL PROTECTED] said:

 David Megginson writes:

  That said, it might be possible to animate the X-15 model that we
  already have, assuming that the various objects in the model are
  named.
 
 I haven't looked at pretty-poly lately, but it might not be hard to
 load up the model and assign names to sections (or at least shouldn't
 be all that hard once pretty-poly is 'finished'.) :-)
 

If someone really wants to do this I'll be glad to load it in my ac3d and name
the parts.  Just need someone to tell me what to call what (e.g. the flap that
opens out of the left side of the upper vertical stabilizer is: blah blah).

Best,

Jim

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Re: [Flightgear-devel] Broken Code

2002-02-26 Thread Jim Wilson

John Wojnaroski [EMAIL PROTECTED] said:

 Excuse me, but if you go back you will see that I allowed to the fact that I
 was unclear on the idea
 of the properties, but was willing to give it a go. If this is truely an
 open source project then other
 ideas and opinions need to be honored, not just the few with dictatorial
 commit authority!
 

That doesn't sound quite right from my experience, but i should also say this:
Even though these concepts and ideas get discussed on the list often the final
decision seems to be done off list.  It might be good for someone to
pre-announce when they are going to remove or rewrite a major class.  While
I've seen projects get ruined by too much central authority,  personally I
appreciate the help of people who already know the project and have a sense of
where things ought to be going.  I think the FlightGear project strikes a very
nice balance.

 Property names do change occasionally, but the
  breakages those changes cause are much less violent (and easy to debug
  using the property browser).
 
 I don't agree with that. IMHO that might be true if one is already cognizant
 and comfortable with the architecture. C++ is a common reference point and
 moving away from it adds obfuscation. And the more I
 think about it the less I like it. If one is writing code for a small group
 then properties might be okay, but in a
 larger group and open source efforts it seems that changes need to move more
 slowly and at a more measured pace
 

Having used the property system to learn what I have so far about the code and
debug some of it, I'd have to say it helps.  Or at least it is more
convenient...sort of like having a built in debugger.  On the other hand it
can badly obfuscate some of the workings since they are not classified the way
C++ objects are.

  As Curt has mentioned recently, we do plan to remove most of
  FGInterface as well, when we have the chance; we are able to test that
  nothing in the FlightGear code base breaks, but obviously, we have no
  way to test external code.
 
 Whoa! The arrogance of it all. Sounds like the microsoft way. Do it my way
 or no way. If your code breaks it's your fault.

No the microsoft way is: Yeah we broke that on purpose so you'll have to buy
more of our products :-D
 
Best,

Jim

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[Flightgear-devel] Model Performance and dc3 donuts

2002-02-26 Thread Jim Wilson

The new model animation is very cool so far.

One thing I did notice is that there seems to be significantly greater CPU
overhead when running these models as opposed to some of the msfs models I've
tried.  When taking off in chase view there's a great deal of interuption in
the sound.  Also and this might be a clue,  the frame rates run almost double
what the same exact view provides with the MDL models I'm using.  So it seems
like Dave's models are easier on the card but harder on the CPU.

Note that I tried this without any animation enabled and the result was the
same.  Higher frame rate but more breaks in the sound (in fact more silence 
than sound).

Also noticed the rudder control seems to be broken on the dc3 at the moment.

Best,

Jim

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Re: [Flightgear-devel] Model Performance and dc3 donuts

2002-02-26 Thread Jim Wilson

John Check [EMAIL PROTECTED] said:

 
 I noticed that sometimes the dc3 will get into a rotation on the ground
 sometimes, especially after a reset. Maybe this is what he is seeing.
 TTYL
 J
 

Yep. It does. Applying both brakes seems to stop it.  The rudder to brakes
binding doesn't seem to work quite right...not sure why yet.

Best,

Jim

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Re: [Flightgear-devel] Animated C172

2002-02-27 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 Martin Dressler writes:
 
   There is a problem with propeller. With low frame rate I couldn't see 
   diferents between low and high RPMs.
 
 Even with a fairly good framerate the prop doesn't look so good yet.
 What we need to do is switch to a different, blurry-disk object once
 the RPM hits a certain level, but I probably won't get to that for a
 little while.
 

I think you can have a single disc object just in front or behind the prop and
just adjust the alpha channel (warning: dumb suggestion from someone who's
still reading the opengl book :-))

Best,

Jim

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Re: [Flightgear-devel] Product Reviews [was: Model Performance and dc3 donuts]

2002-02-27 Thread Jim Wilson

Andy Ross [EMAIL PROTECTED] said:

 at all.  Definitely recommended.  One one caveat: it's USB response is
 slower than the spec allows, so the linux driver doesn't work out of
 the box.  You need to enable the slow USB devices option when you
 compile your kernel.  The default Red Hat kernels appear to have this

Is that the USB_LONG_TIMEOUT option?  There isn't a SLOW USB DEVICES setting
that I can see.

Best,

Jim

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Re: [Flightgear-devel] Product Reviews [was: Model Performance and dc3 donuts]

2002-02-27 Thread Jim Wilson

Andy Ross [EMAIL PROTECTED] said:

 Jim Wilson wrote:
   Andy Ross wrote:
at all.  Definitely recommended.  One one caveat: it's USB response
is slower than the spec allows, so the linux driver doesn't work out
of the box.  You need to enable the slow USB devices option when
you compile your kernel.  The default Red Hat kernels appear to have
this
  
   Is that the USB_LONG_TIMEOUT option?  There isn't a SLOW USB DEVICES
   setting that I can see.
 
 Uh, yeah, that. :)
 
 Andy
 

Hmmm...interesting.  I was looking at the Saitek at a local big box store
recently.  Was concerned about getting it going under linux. Only problem now
might be desk space.  If nothing else this is one really cool looking
controller,  bound to impress the ladies :-)

Best,

Jim

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Re: [Flightgear-devel] DC-3 model now animated

2002-02-27 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 The DC-3 3D model now has the following surfaces animated:
 

Looks really cool!  I think right elevator and inner right flap might not be
working.  Or maybe I banged them up during my sloppy take off :-)

Best,

Jim

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Re: [Flightgear-devel] Re: Problem in current CVS

2002-02-28 Thread Jim Wilson

Jon Stockill [EMAIL PROTECTED] said:

 Ah! That doesn't appear to be zapped by make clean
 

Nope but make clean-deps does.  Maybe we should include that in the cvs 
building  instructions?

Best,

Jim


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re: [Flightgear-devel] JSBSim changes

2002-02-28 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 Tony Peden writes:
 
   I certainly like the idea of having some sort of units indicator
   on every property name, though I agree risk of breakage is high
   in this case.
 
 I can change everything in FlightGear and the base package, but I'm
 worried about breaking people's private config files, especially for
 joysticks.
 
 

It isn't a percent unit either on the controls.  Per Cent means per 100. That
is getting ridiculous IMHO and I for one would prefer the control names do not
get changed.

Best,

Jim

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Re: [Flightgear-devel] JSBSim changes

2002-02-28 Thread Jim Wilson

Tony Peden [EMAIL PROTECTED] said:

 On Thu, Feb 28, 2002 at 10:25:36AM -0800, Andy Ross wrote:
  Tony Peden wrote:
   David Megginson wrote:
Tony Peden wrote:
 I certainly like the idea of having some sort of units indicator
 on every property name, though I agree risk of breakage is high
 in this case.
   
I can change everything in FlightGear and the base package, but I'm
worried about breaking people's private config files, especially for
joysticks.
  
   Well, leaving them as they are certainly won't be a problem for the
   current developers -- the units for those have been percent for as long
   as I can remember.  And percent are non-dimensional, so no units
   indicator is probably just as correct as -pct or -nd or whatever.
  
  I agree in general.  I'd suggest the use of -fraction or somesuch
  instead of -pct if the range is 0:1, as it is for most of these
  properties currently.  Even non-dimensional numbers need units to tell
  you how to interpret them.  Sometimes percent really is more
  appropriate; consider N1 and N2 turbine speeds.
 
 OK, if you really want to save percent for 0-100 quantities, how about
 something a little shorter than -fraction, -ratio
 (-fraction is perfectly good, just long)

But if those settings don't represent a form of units--just arbitrary values,
why do they need a suffix?  The suffixes were intended to reflect units and
make sense only when they mean something, like knowing if the value is in feet
or meters, degrees or radians, knots or fps.

Best,

Jim

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Re: [Flightgear-devel] JSBSim changes

2002-02-28 Thread Jim Wilson

Tony Peden [EMAIL PROTECTED] said:

 To me, no units specified does not automatically imply non-dimensional.
 It means I still have to ask what the units are.
 

I haven't had this problem in trying to understand these values, but maybe
I've just been programming too long. :-)  

To me, items under the controls category intuitively indicate the potential
value within a range of -1 to 1 (except sometimes its 0 to 1!). Calling them
something isn't really going to increase the understanding of their meaning or
use.  Other items such as /autopilot/config/elevator-adj-factor and
autopilot/config/integral-contribution have no semantic meaning to someone who
isn't looking at the autopilot code.  Perhaps integral-contribution does
have a meaning, but you still need to look at the code to see where it is
applied...in effect asking what it is.  On the other hand it is really
useful to be able to look at a number and know if it is fpm, fps, or knots!

Anyway, thats all I have to say.  Think I've already overextended my 2 cents
worth!

Best,

Jim


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Re: [Flightgear-devel] Cessna 310 flaps?

2002-02-28 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 Andy Ross writes:
 
   Heh, bingo!  First google site I tried:
   
  
http://www.photovault.com/Link/Technology/Aviation_General/TAGVolume04/TAGV04P03_09.jpg
 
 Perfect -- that's just what I needed.  So the flap will not be visible
 at all from the top of the wing -- it's strictly underneath, as far as
 I can see.
 

Searched cessna+c310+flaps on google and got this artists conception(?) of
landing configuration from the rear: 

http://www.flightsimdownloads.com/premier/c310/c310fly.htm

Best,

Jim

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Re: [Flightgear-devel] Flightgear first impression

2002-03-03 Thread Jim Wilson

Danie Heath [EMAIL PROTECTED] said:

 forward to some nice developments.  As a fan of anti-Microsoft bans, I can't
 wait to screw Bill Gates and his company with this amazing piece of
 software.
 

OT
We have a lot to thank Bill Gates for, including the way he (especially) and
others got under Richard Stallman's (and others) skin with their shrink-wrap
revolution.  We owe Bill a debt of gratitude for making sure that open source
became a popular idea, even for windows users and developers. :-D

Mainly it's just fun to work on something great that's unencumbered by
business goals.  Welcome!
/OT

Best,

Jim

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[Flightgear-devel] Autopilot update

2002-03-03 Thread Jim Wilson

Hi Curt,

Wanted to make sure I was familiar with all the functions in the autopilot
code before making a lot of changes.  So to that end I did some work on the
gui interface to the waypoint stuff and checked out the waypoint following to
make sure it is still working.

Description of changes:

These changes add to the Add Waypoint dialog so that you can see the entire
list in the pui dialog that you are adding to.  Also made some minor changes
so that the autopilot is now activated (toward first waypoint target heading)
when a waypoint is added.

Tar file of changed modules (current with CVS as of 03-03-2002 13:18):

http://www.spiderbark.com/fgfs/autogui-20020303.tar.gz

Best,

Jim

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Re: [Flightgear-devel] Plane above the runway

2002-03-04 Thread Jim Wilson

Alex Perry [EMAIL PROTECTED] said:

 As far as I'm concerned, the outside view is purely for entertainment
 since there is nothing realistic about hanging a couple dozen feet behind
 the aircraft in the open air, operating the controls remotely.

Hmmm purely is one of those tricky words.  There's nothing realistic about
sitting at a pc flying a plane either. And besides, lots pilots out there take
lessons and fly real planes for entertainment :-)

Also, I think the external view provides a good substitute for the realworld
vision and feel that are critical to the last few seconds of flight.  It
compensates for something else that can't easily be modeled on the typical
dekstop.  I tend to like it for the takeoffs as well.  There are lots of
things found in flight sim programs or games (like my mini panel) that cover
for some shortfall in what can be rendered 3D on a single screen pc.

That said, I'm not sure that animating models serves a purpose like that...but
like you said it could be useful in certain applications.  For me, learning
about 3D modeling is enormously entertaining and interesting. And besides
it'll probably attract some new interest in the project.

 In addition to prop pitch: When we put a 3D human inside the cockpit,
 please have the head articulate to match the view direction.
 Also, plan ahead to connect the navigation, landing, taxi, anticollision,
 strobe, cockpit, panel, nightglow (I've probably missed some) light
 switches on the cockpit panel to associated features in the model.

 Finally, is now a good time to mention the operating system specific
 pilot 3D model, with the passenger seats (to the extent available)
 filled with the 3D models of our other supported operating systems ?
 All it needs is for the model to have hooks indicating seat positions,
 and a model directory in the base with one model per operating system.

Err umm...Huh?

Best,

Jim

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Re: [Flightgear-devel] Plane above the runway

2002-03-04 Thread Jim Wilson

Alex Perry [EMAIL PROTECTED] said:

 the instrument panel, dubious maneuvers apply a brown overlay to
 the passenger seats ...

hehe...what's the property for that?

Best,

Jim

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main main.cxx,1.245,1.246

2002-03-05 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 
 I don't think this is an easy option, at least not with a true 3D
 model wrapped around the viewer.  We'll have to find a more robust
 solution.  To start, I can make the depth buffer 0.1 only when the
 interior model view is enabled, so no one loses without it; old
 hardware probably won't do well with the interior view anyway.
 

Ummm...why not clear the z-buffer and use a seperate scene graph?  Note that
there are *lots* of people using pre-geforce generation hardware.  Probably
more than not.

Best,

Jim

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main main.cxx,1.245,1.246

2002-03-05 Thread Jim Wilson

Curtis L. Olson [EMAIL PROTECTED] said:

 
 David,
 
 Assuming all of this is being drawn via plib/ssg then you could put
 all the geometry in a separate ssgRoot node and call ssgCullandDraw()
 on this root after everything else has been rendered.  We have a
 couple ssgRoot's already so we can have some high level control over
 sorting geometry ... sky, terrain, lights, cockpit ...
 
 Regards,
 
 Curt.


Please, yes.

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Re: [Flightgear-devel] FlightGear on TechTV

2002-03-05 Thread Jim Wilson

Tony Peden [EMAIL PROTECTED] said:

 
 Well it turned out to be more of a piece on open source gaming in
 general and they didn't do much more than show the website. They did,
 however, have good things to say about FG and the exposure was really
 cool.
 

Oh well.  One of my websites appeared on an ecommerce thing they did on there
once, but they didn't even mention what it was...just gave us 1 second of
footage.  Strangest thing is I don't even get techtv here.  Was just sitting
in a hotel room in Portland and it came on the screen.

It is great that opensource gaming is getting some exposure in the popular
press  as well.

Best,

Jim

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Re: [Flightgear-devel] CVS question

2002-03-06 Thread Jim Wilson

Hi Mark,

What I do is update occaisonally (once or twice a week sometimes more) and
keep an eye on the logs (the web based ViewCVS is handy too) in order to know
what others are working on.  Before sending in code I'll update to current CVS
again and make sure things still work.  It is much easier for Curt and Dave if
you've taken care of any merges and send in code that works with latest CVS.

Best,

Jim

Boslough, Mark B [EMAIL PROTECTED] said:

 
 Now that I am modifying code, I have the need to keep it updated.
 I am a beginner at CVS, so I'm not sure I am doing things properly.
 Should I be doing CVS updates every day?  That requires that I 
 completely recompile and relink every day, is that correct?  I want
 to make sure that I am organizing thinks in a way that doesn't cause
 me a lot of extra work at some point.
 


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[Flightgear-devel] Runway plow

2002-03-06 Thread Jim Wilson

Noticed that the c310 has its wheels below pavement.  Is it ok to readjust the
models for a recent change or is this a temporary?  Or am I the only one :-)?

Best,

Jim

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Re: [Flightgear-devel] c310u3a

2002-03-07 Thread Jim Wilson

Oops forgot the screenshot:
http://www.spiderbark.com/fgfs/bluecanoe-takeoff.png



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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Jim Wilson

Sounds like it'd be useful for debugging aircraft and autopilot configs too.

Best,

Jim

Curtis L. Olson [EMAIL PROTECTED] said:

 Tony Peden writes:
  In my day job, my own experience has been that
  real-time plotting is useful when you know exactly
  what you are looking for and you only need to see a
  limited number of parameters.  The rest of the time,
  recording the data and plotting after the fact works
  out to be better.
  
  That said, it *would* be a very cool thing to be able
  to do.   
 
 Yes, this would be no substitute for data logging and post processing,
 but if you know what you are looking for, I do think it could be
 useful.
 
 The immediate thing that comes to my mind is this:
 
 As a side project I'm working on integrating a 'commercial' fdm with
 FlightGear via a network interface.  One of the things this code
 supports is control loading.  The hardware guys are chomping on the
 bit wanting to know what range of values the software is going to kick
 out.
 
 Something like a quick and dirty embedded graphing program would be
 pretty nifty.
 
 cout probably works just as well, but it's not as pretty. :-)  And
 once you had the basic graphing mechanism in place, it would be
 trivial to let the user specify which property(ies) to graph.
 
 Maybe we could even hook up the GUI prop-picker to specify which
 values we want rather than forcing the user to type them all in.
 
 FWIW, I think it's important for the FDM guys to frequenty fly their
 code in real time.  In real time with visuals attached, various
 incorrect effects and behaviors can really jump out at you ... stuff
 that you'd never notice when looking through tabular data, or even a
 graph.  Sometimes the trend is correct, but the scale or the sign is
 way off.
 
 I would think that being able to fly in real time, and see some
 key graphical data output would be an immensly useful debugging tool.
 
 For instance, nosing over the c310 causes it to go into an infinite
 acceleration cycle.  Hmmm I wonder of that is drag related?  Ok, pop
 up a live graph of thrust, nose over, watch the graph with everything
 else going on.  Nope, drag looks good.  I wonder if it's thrust
 related.  Oooo, look at that thrust go off the chart ... ok now let's
 graph some individual propellor/engine parameters ... etc. etc.
 
 That's how my mind works anyway ... :-)
 
 Curt.
 -- 


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[Flightgear-devel] Virtual cockpit notes

2002-03-08 Thread Jim Wilson

FWIW thought I'd make a few comments on the new 3D view stuff, realizing that
it is still being worked on.

While the commercial sims give a 3D feel to the cockpit they aren't always
attempting to be true models.

In this screenshot from fs2k, note that while the perspective (eye to panel)
is ok, the left piller is missing to give better viewing with 3D mapped to 2D
display...where the pilot cannot move their head to change the view.  It looks
like there are a lot of photo textures being used. It also appears that the
perspective is not consistant with the exterior view angle.  In some cases it
makes sense to do this so that you can see the panel pretty much straight on
(necessary to read the gauges) and be able to see the runway well.  The yoke
must get in the way though (you can't lift your chin and look down over to see
a gauge):
http://web.ukonline.co.uk/members/dmarch/images/fs2k.jpg

This screenshot of a 747? panel shows little concern for 3D realism, but is 
a highly functional and usable panel. There's only so much you can do with 
guages anyway. The view perspective gives the computer pilot a straight on
view of the panel:
http://www.simaviator.com/screen/iam/30.jpg

These are in Fly!.  And I have to say that the Fly! panels are the ones I like 
the best.  It isn't just the graphics and 3D modeling,  but the fact that the 
panels are unrealistically close to the (in 3D world) pilot's nose and the
perspective is always straight on (the same plane).  What is rightly
sacrificed in realism makes them look sharp, and of course readable.  The
panels scroll very much like the current 2D FlightGear panels:
http://www.intelligamer.com/features/qa/fly/fly03.jpg
http://www.avsim.com/pages/1299/fly/capt1pnl.jpg

Note that when you change the 3D cockpit view angle in Fly!, the panel in
effect becomes disabled and as far as I can tell is just a static texture on
the front wall of the aircraft model interior.  The knobs and controls are
hard enough to see and control using a mouse with a straight on view, let
alone when 3D perspective angles are mapped to 2D.

Anyway, just thought I'd bring these ideas to the discussion in case they are
of any value.

Best,

Jim

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Re: [Flightgear-devel] Virtual cockpit notes

2002-03-09 Thread Jim Wilson

Wolfram Kuss [EMAIL PROTECTED] said:

 I agree, full 3D is the way new sims work and FGFS should have that as
 well and not implement now a feature that was state of the art some
 years ago. 
Fly! is a 3D cockpit.  I was talking about usability, and IMHO it is a more
usable panel because of its inaccurate eye point when in use.  Just as the
panel disappears when you use the mouse scrolling and reappears with a click,
it'd be easy enough to snap to an operational centered viewpoint.

 There may be small artistic freedoms to make things more
 legible, for example shadows on gauges that partly and non-uniformly
 shadow digits on gauge faces can make it more realistic and pretty,
 but harder to read. Also, if in reality there is much space between
 gauges, you can increase the size of the gauges. 
Yes, unfortunately reality occurs in much higer resolution than even the best
monitor can deliver.  How about when the sun is right in your eyes and you
can't see anything, even with sunglasses?

It amazes me sometimes that people define reality in 3D as being something
that looks like it was done with a video camera.  To me its a more realistic
experience if the gauge I'm looking at can easily be used and is closer to
what it would be in size and perspective from my eyes sitting in the chair,
not the camera's little box on the screen.

 I also love a fully 
 3D, fully functional, fully clickable cockpit. But it is a lot of
 work, more than exteriour models. Also, an artist can make an
 exteriour model without help from a coder. If an aritist does a 3D
 cockpit that holds a switch or gauge or whatever that has not been
 coded before, he needs the help of a coder.
Yeah they are pretty cool, but for me once you've got them figured out (solved
the puzzle and repeated it a few times) it's pretty dull.  When I first got
Fly! a couple years ago I used it a lot for a few months.  Now I just dig it
out when I'm interested in how the developers might have done something.

Best,

Jim

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Re: [Flightgear-devel] Rationalizing view

2002-03-09 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 As far as I can figure out, there are only three situations we need to
 deal with in the viewer code:
 
 1. Looking away from a known position.
 2. Looking towards a known position from a known distance and
angle(s).
 3. Looking from one known position towards another.
 
 All of the views can still be managed by the view-manager class (a
 proper subsystem), but we should try to remove all hard-coded
 dependencies from the rest of the FlightGear codebase.  For example,
 the scenery code doesn't need to know which view is in use; it only
 needs to know where the coordinates and VIEW matrix for the camera.
 
 Comments?  Volunteers?  I think that the easiest solution is probably
 a clean rewrite, but paying close attention to how Norm used the
 matrices and vectors in the original.

This sounds interesting.  Let me think about it for a bit and come back 
with sample properties in xml format.

Best,

Jim

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Re: [Flightgear-devel] Rationalizing view

2002-03-10 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 
 In every case, we want to be able to specify offsets for all six
 degrees of freedom.  I think that it makes sense to put all of this in
 a single, configurable viewer class, rather than having separater
 viewer_lookat, viewer_rph, and (eventually) viewer_tower classes that
 duplicate most of each-others' code.
 

At first look this doesn't seem all that bad.  The hardest part is going to be
cleaning up the hard coded bits out there.  The routines basically all produce
the same thing with different methods which helps.  Right now what I need to
do is map out all the calculations that are being applied and will come up
with a proposal to post here.  But it should be too bad once I get my head
around the whole thing.  Basically what I'm going to look at is modularizing
the calculation for each matrix component (camera, center, up) so that new
methods like some of what Michael described can be easily added.

Best,

Jim

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Re: [Flightgear-devel] Help with XML and preferences.xml

2002-03-10 Thread Jim Wilson

Jonathan Polley [EMAIL PROTECTED] said:

  The preferences file is not FDM specific at all.  The contents of
  preferences.xml in the base package are for the most part self 
  explanatory,
 
 I have to beg to differ on this one.  For those few command line arguments 
 that I have used, I can find mappings in the preferences files.  Where I 
 do not kow the command line arguments, the preferences file is not very 
 clear.  For example:
 
 instrument-options
nav n=0
  has-gs-needle1/has-gs-needle
  needles-pivot1/needles-pivot
/nav
nav n=1
  has-gs-needle0/has-gs-needle
  needles-pivot1/needles-pivot
/nav
hsi n=0
  has-gs-needle1/has-gs-needle
/hsi
dg
  style0/style
/dg
 /instrument-options
 

Hehe.  Yep.  Didn't notice that one.  Actually I don't know why that would be
in the preferences.xml.  Anyone know why that isn't in the panel or at least
aircraft-set xmls?

Best,

Jim

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re: [Flightgear-devel] ANN: first experimental 3-D cockpit

2002-03-11 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 David Megginson writes:
 
   3. The orientation is incorrect when the view is not straight forward
   and the plane is not flying level (waiting for a fix from me, but I
   don't understand matrix math well enough) -- that means that when you
   look out the side window during a climb or turn, the model will not be
   tilted correctly.
 
 Further to this point, could someone who understands matrix math take
 a look at src/Main/model.cxx, in the update() method?  Where I have
 
 if (view_number == 0) {
   
// FIXME: orientation is not applied
   
// correctly when view is not forward
   sgMakeRotMat4( sgROT, -pilot_view-get_view_offset()
* SGD_RADIANS_TO_DEGREES, pilot_view-get_world_up() );
   sgPreMultMat4( sgTRANS, sgROT );
 }
 
 I'm trying to keep the model from following the view around.
 Obviously, I have to do some rotations in other planes as well, but
 I'm not quite sure how to do it.
 

Think you have to decide which up vector to rotate.  With the pilot-view the
world up vector gets rotated around the x and y.  And with model view it gets
rotated around the same for the model's up vector.  So pick one and it should
look fine.  I guess I would recommend leaving the model fixed so that the
panel isn't bouncing all over the place.  That alone would fix the problem.

As far as the matrix math, I think I know what to do, just not sure where the
model rotation is getting applied...see a possibility, but have to head out of
town now until tonight. Basically it is a matter of finding it and not
applying rotation to the model.  I can see how getting all this into a single
view class would help here :-)

Best,

Jim

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Re: [Flightgear-devel] ANN: Property Logging

2002-03-12 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 FlightGear now has the ability to produce multiple logs, each
 recording the value of user-selected properties at a user-defined
 interval.  Details are available in docs-mini/README.logging;  Here's
 a simple example that logs the rudder and aileron positions to
 steering.csv every second or so:
 
  logging
   log
filenamesteering.csv/filename
interval-ms1000/interval-ms
entry
 titleRudder/title
 property/controls/rudder/property
/entry
entry
 titleAilerons/title
 property/controls/aileron/property
/entry
   /log
  /logging
 
 Here's some sample output:
 
   Time,Rudder,Ailerons
   6522,0.00,0.00
   7668,-0.00,0.00
   8702,-0.00,0.00
   9705,-0.00,0.00
   10784,-0.00,0.00
   11792,-0.00,0.00
   12808,-0.00,-0.21
   13826,-0.00,-0.344000
   14881,-0.00,-0.066000
   15901,-0.00,-0.806000
   16943,-0.00,-0.936000
   17965,-0.00,-0.534000
   19013,-0.00,-0.294000
   20044,-0.00,0.27
   21090,-0.00,-1.00
   22097,-0.00,-0.168000
 


Cool!


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re: [Flightgear-devel] Hack for Virtual cockpit problem

2002-03-12 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 Jim Wilson writes:
 
   This seems to pretty much correct the problem.  Part of the problem
   is that rotations are occuring at the firewall (model origin) which
   seems a little un-natural inside the cockpit.  The rest of the
   problem is I am just learning how this stuff works (I know I've
   been saying this for a couple months now...but hey I'm slow :-)).
 
 Thanks -- the internal cockpit view seems much better.  Now the ball's
 in Andy's court to patch up the virtual panel code (and de-quat the
 mouse code), and we're flying!
 

It's still a little weird with a steep roll angle.  Found an article on
quarternions.  It seems that they can be used to solve the problem of the
rotation being off center.  Not sure yet how to apply it to this problem. 
Maybe if we can feed it an axis that appears a little behind the origin, apply
the euler pitch, and convert it to a rotation matrix it'll move more
realistically:

http://www.gamedev.net/reference/articles/article1691.asp#Q47

Best,

Jim


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Re: [Flightgear-devel] Simplifying the Property Code

2002-03-13 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 functions, and object methods.  I think that I'm the only one using
 variable pointers (panel.cxx) static functions (fg_props.cxx), and no

If I'm reading this correctly...I am using them in the autopilot code and the
pilot-offset-not-to-be-confused-with-Jon's-definition-of-pilot-offset code
(GUI/sgVec3Slider.cxx).

Best,

Jim

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RE: [Flightgear-devel] Hack for Virtual cockpit problem

2002-03-13 Thread Jim Wilson

Norman Vine [EMAIL PROTECTED] said:

 Jim Wilson writes:
 
 Norman Vine [EMAIL PROTECTED] said:
 
  So I say lets take a little time and discuss or 'High Level'
 conceptualization
  and the possible ramifications of the possible way of doing
 things before we just tear things apart just to fix the 'current crisis'
 
 
 
 This makes sense to me.
 
 
 I'm willing to take this one if for no other reason than to fully
 understand
 what we have.  It'll take a few evenings though, so I just want to make
 sure
 that 1) this is a good first step in other's eyes and 2) someone else isn't
 doing the same exact thing.
 
 I don't care who does it
 
 However I STRONGLY suggest that the first pass is written in 'pseudo code'
 and posted to the Net somewhere for Review and Comment before anything
 is actually implemented.
 
 A Wiki would be ideal for this kind of thing :-)
 

What I was volunteering for was something less ambitious.  Basically just
merging the pilot and lookat viewers, looking at the outputs and combining the
ones that are essentially the same kinds of values, and mostly preserving how
things work now.  Not very ellegant, but by retreiving the bits and peices 
here and there that effect view data from various places in flight gear and
putting them in one place (as a functional equivelant to what we have now), 
it'll be easier for people like me to know the extent of what's been done to
date.  And doing so should make it easier to design a complete rewrite for
even those who were involved in building it.

There will be some redundancy in the remaining bloated class, but we can sort
that out in our rewrite.  What would be achieved is a single interface that
can be outright replaced, modified, and/or have a new class structure plugged
in behind it.  In a way its more of a patch to the other FG code that accesses
view data.  Pseudo-code is the next step after this on the way to a complete
redesign, which is what is really needed.

In any case, if this sounds like a bad idea to go to everyone, i'll hold off.

Best,

Jim

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Re: [Flightgear-devel] Hack for Virtual cockpit problem

2002-03-13 Thread Jim Wilson

Andy Ross [EMAIL PROTECTED] said:

 
 It is not mutable by anything but the mouse code.  I want a hat swtich
 to change view direction.  This is not even vaguely possible with the
 current implementation (especially if you refuse to read properties
 from the mouse code -- properties are all the hat switch mapping can
 set).
 
Yes, the mouse input needs to be seperated from the view code, no one disagrees.

 Could the features be gotten by augmenting and modifying your code?
 Surely; but my reasonably well-informed opinion is that it would be
 less work to start from scratch.  I'm sorry that the general consensus
 seems to be to eject your code; really I am.  But it just isn't useful
 to a lot of us.  Neither is the view-offset/view-tilt stuff, for that
 matter.  We need something new.
 

Andy there's nothing unique about this situation.  This has grown piece by
piece and it is time to rebuild the view stuff.  Norm's been telling us this,
 so the polite thing to do would be to read the list and tone down the attack.
 From where I sit, Norm's work is excellent...and I agree with Dave that we
need to preserve his optimizations when possible.  Where he's just thrown in
something as a temporary patch (aka idea), he generally notes it in the code.
 Now its time to go back and clean it all up.

Best,

Jim


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