Re: [Flightgear-devel] fuel gauges ...

2009-02-06 Thread Anders Gidenstam
On Fri, February 6, 2009 5:39 am, syd adams wrote:
 Hello ,
 Ok, I have everything in the data folder converted to /level-lbs.
 (The Concorde was a bit of a nightmare) ... :)
 If someone could commit the patch , I'm ready to commit the data ...

I can update JSBSim.cxx in JSBSim/CVS tonight (if nobody beats me to it:).
Someone else need to do the change in FlightGear/CVS, though. It is a
small change so it shouldn't cause too much trouble the next time JSBSim
in FlightGear is synchronized with JSBSim/CVS.

Cheers,

Anders
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Re: [Flightgear-devel] fuel gauges ...

2009-02-06 Thread Erik Hofman


Anders Gidenstam wrote:
 On Fri, February 6, 2009 5:39 am, syd adams wrote:
 Hello ,
 Ok, I have everything in the data folder converted to /level-lbs.
 (The Concorde was a bit of a nightmare) ... :)
 If someone could commit the patch , I'm ready to commit the data ...
 
 I can update JSBSim.cxx in JSBSim/CVS tonight (if nobody beats me to it:).
 Someone else need to do the change in FlightGear/CVS, though. It is a
 small change so it shouldn't cause too much trouble the next time JSBSim
 in FlightGear is synchronized with JSBSim/CVS.

I'll sync JSBSim CVS and FlightGear today or tomorrow if you commit it 
to JSBSim CVS.

Erik

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Re: [Flightgear-devel] YASim sliding helicopters bug

2009-02-06 Thread Martin Spott
Jon S. Berndt jonsber...@comcast.net wrote:

 The wheel slip angle, for instance, varies wildly in JSBSim when no
 filtering or other compensation is used:
[...]
 If the forces are ramped down to zero below some threshold, the dynamics
 improve greatly:

This one shows the nose wheel _velocity_ over a timespan, the other
three diagrams are showing the slip _angle_. To draw a reasonable
conclusion it would be interesting to see the same measurand, say the
slip velocity for all of the involved cases and not only for the nose
wheel but for for the main gear as well.

BUT, basically, I'd say this is not the point at all - these are
interesting theoretical approaches to the problem, but for the 'real'
user who's getting veered off the apron while he is simply doing a
proper run-up at a windy location, this is entirely irrelevant.

 So, I have to ask you: what is proper tire/ground reaction? With a few
 lines of code I've reduced the ground reactions artifacts for the f-16 to
 very small levels - and I really haven't optimized them, yet. They could
 maybe be improved even more. 
 
 So what is the cost/benefit to adding more code to do gear modeling more
 precisely? How much would the user really notice the difference? If we model
 the ground reactions to such high fidelity, should we then also model the
 aero characteristics using the Navier Stokes equations? There are always
 tradeoffs in simulation. In the case of JSBSim, I am hoping to model ground
 reactions so that the end user is satisfied with the response.

I'll tell you that quite a bunch of users is unsatisfied but many of
them take the current situation as given because they didn't know that
a proper solution had been available. So, please correct me if my
conclusion is at fault:

1.) The current, unfortunate state of tire/ground reactions in JSBSim,
the fact that FlightGear's default aircraft is slipping over the tarmac
is _NOT_ caused by the fact that there's nobody around wo knew better
  as alledged by this posting of 2007-11-22:

Jon S. Berndt j...@hal-pc.org wrote:
 Maybe it would help to talk to the CDM guys instead of the
 FDM guys.
   http://www.google.com/search?q=car-dynamics-model
   http://www.google.com/search?q=car-dynamics-model+nascar
 
 I reckon the car-dynamics guys have a pretty good model of
 static friction and quasi-static rolling friction.  After
 all, that is their raison d'tre.  Whatever they've got
 is surely more than good enough for our purposes.
 
 Yes. I have looked at car dynamics casually. It would be nice to get
 one of those guys onboard.

As far as I can tell, this posting had been written _after_ a patch to
implement proper simulation of tire/ground reactions had been submitted
to JSBSim.

2.) The current state is also _NOT_ a question of having a budget to
pay someone doing rocket science - 2009-02-03:

Jon S. Berndt jonsber...@comcast.net wrote:
 * Jon S. Berndt -- Tuesday 03 February 2009:
  It's a tough problem, [...[
 
 Maybe we should hire a rocket scientist?  :-]
 [...]
 With our *huge* budget? :-)


NO, it's simply due to the fact that the FlightGear project decided to
tie themselves to the development goals of JSBSim of which the 'project
steering committee' decided against adding proper ground reaction code
- which had been availale for free - for the sake of a smaller line
count. FlightGear is suffering from a 'political' decision which has
been made at JSBsim.   which brings me back to - oh - my own words,
written last month:

 Overall, I think some day the crowd should start making up their mind
 about wether relying on an externally maintained FDM is still the way  
 to go. Developing a copy of the FDM _in_ FlightGear might return a much
 higher benefit at reduced effort.

Just for the sake of completeness: Think of a scenario on the carrier,
you're approaching the catapult from behind   oh, too far, you're
idling the engine, letting the wind blow you backwards while you're
slowly manoeuvering your aircraft right into the catapult position
solely by nose wheel steering. That's what I call proper simulation of
tire ground reactions. FlightGear _could_ do that - it they didn't
depend decisions made at JSBSim.

Cheers,
Martin.
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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Vivian Meazza
Ian,

 

Those boxes import nicely into AC3D here. How about a real challenge?

 

Vivian

 

-Original Message-
From: FGD ML [mailto:fg...@pomf.net] 
Sent: 06 February 2009 10:18
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] The use of models from other formats

 

 

2009/2/6 Arnt Karlsen a...@c2i.net

On Thu, 5 Feb 2009 11:07:45 +, FGD wrote in message
9dfda0650902050307n513838b7x6f06bca893b2b...@mail.gmail.com:


 2009/2/5 Jon Stockill li...@stockill.net

  Tim Moore wrote:
 
   I don't know what to say about AC3D, but Blender has such a large
  community that
   I doubt you need to be suffering in isolation this way. Surely
   this is a
  known
   problem with a workaround?
 
  Before people spend too much time on that if you have a small sample
  model that you could upload somewhere I'd be happy to try and work
  through the conversion process in blender to determine what's
  required to get acceptable results - once you're happy it *can* be
  converted properly we can worry about how to achieve that on your
  platform.


 Yes a link to some basic cubes was in my previous message.

..???  I could not find that link.  Lost message?


No, it's me being a newbie to mailing lists, I had not spotted that Curtis
wrote to me direct instead of using the reply to and hence the mailer
replied to him direct thus stopping the reply message going to the list. Oh
well! ;O) (I'll try and learn up some on all that for that in future, it's a
bit confusing on only day two)

Here's the bit you would have needed!

Some people on the forum made this request last night. So I had a mate of
mine upload these simple 1mtr boxes so anyone could have some samples to
play with. They are only approx 1 metre I just threw them together, I wasn't
being micro precise, so don't use them to measure anything dimensionally!

LINK http://www.aeroshop3d.com/Quickstart/DocLib/lwo%20BorgBoxes.zip 

In the filenames; T indicates the model is of triangles, otherwise they are
of quads, DS is for double sided otherwise they are single sided. They were
made using the current version of lightwave modeller which I routinely have
available which is 9.5.

On a side note actually, and to the rest of the list, after some more in
depth reading, I don't much like the look of Collada as I had felt earlier,
it looked a bit too good to be true then and now it seems it really is too
good to be true! It  would be very likely to become highly problematic in
use I suspect.

-- 
Cheers,
Ian

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Re: [Flightgear-devel] YASim sliding helicopters bug

2009-02-06 Thread Jon S. Berndt
 From: Martin Spott [mailto:martin.sp...@mgras.net]
 
 This one shows the nose wheel _velocity_ over a timespan, the other
 three diagrams are showing the slip _angle_. To draw a reasonable
 conclusion it would be interesting to see the same measurand, say the
 slip velocity for all of the involved cases and not only for the nose
 wheel but for for the main gear as well.

Oh, blast it. I printed the wrong chart. Well, it was very late ... :-(

 BUT, basically, I'd say this is not the point at all - these are
 interesting theoretical approaches to the problem, but for the 'real'
 user who's getting veered off the apron while he is simply doing a
 proper run-up at a windy location, this is entirely irrelevant.

If this is truly the case, and if it is due to a gear modeling fidelity
issue, then I agree. But, the kind of problem you describe would be a
different issue. Since wind effects are only ramped in as velocity
increases, the example you describe above should not happen with JSBSim. 

 I'll tell you that quite a bunch of users is unsatisfied but many of
 them take the current situation as given because they didn't know that
 a proper solution had been available.

It's vitally important that we see such problem reports. I've helped people
tune their gear models successfully. If I don't see the error reports, I
can't help. There is a bug reporting page at the JSBSim web site that should
be used for this:

 http://sourceforge.net/tracker/?atid=119399group_id=19399func=browse

You may have to try loading this page twice, since it seems SourceForge is
having problems with its web site, periodically.

 Just for the sake of completeness: Think of a scenario on the carrier,
 you're approaching the catapult from behind   oh, too far, you're
 idling the engine, letting the wind blow you backwards while you're
 slowly manoeuvering your aircraft right into the catapult position
 solely by nose wheel steering. That's what I call proper simulation of
 tire ground reactions. FlightGear _could_ do that - it they didn't
 depend decisions made at JSBSim.
 
 Cheers,
   Martin.

JSBSim also does not (quite yet) do blade element modeling, so it's not easy
to do a proper snap roll. Nor do we model multiple articulated landing gear
struts. Nor do we ...

As with any FDM, there are caveats and limitations. Your last paragraph is a
good example of something I hadn't considered - that one would actually want
to use the wind to do something while at almost zero velocity on the ground.

I can look into that. 

Apart from that, do you have a specific proposal in mind?

We should move this to a new thread.

Jon




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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Frederic Bouvier
Vivian,

apparently, the challenge is to start AC3D under Vista 64

-Fred


- Vivian Meazza a écrit :

 Ian,
 
 
 
 Those boxes import nicely into AC3D here. How about a real challenge?
 
 
 
 Vivian
 
 
 
 
 -Original Message-
 From: FGD ML [mailto:fg...@pomf.net]
 Sent: 06 February 2009 10:18
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] The use of models from other formats
 
 
 
 
 
 
 2009/2/6 Arnt Karlsen  a...@c2i.net 
 
 On Thu, 5 Feb 2009 11:07:45 +, FGD wrote in message
  9dfda0650902050307n513838b7x6f06bca893b2b...@mail.gmail.com :
 
 
 
  2009/2/5 Jon Stockill  li...@stockill.net 
 
   Tim Moore wrote:
  
I don't know what to say about AC3D, but Blender has such a
 large
   community that
I doubt you need to be suffering in isolation this way. Surely
this is a
   known
problem with a workaround?
  
   Before people spend too much time on that if you have a small
 sample
   model that you could upload somewhere I'd be happy to try and work
   through the conversion process in blender to determine what's
   required to get acceptable results - once you're happy it *can* be
   converted properly we can worry about how to achieve that on your
   platform.
 
 
  Yes a link to some basic cubes was in my previous message.
 
 ..??? I could not find that link. Lost message?
 
 
 
 No, it's me being a newbie to mailing lists, I had not spotted that
 Curtis wrote to me direct instead of using the reply to and hence
 the mailer replied to him direct thus stopping the reply message going
 to the list. Oh well! ;O) (I'll try and learn up some on all that for
 that in future, it's a bit confusing on only day two)
 
 Here's the bit you would have needed!
 
 Some people on the forum made this request last night. So I had a
 mate of mine upload these simple 1mtr boxes so anyone could have some
 samples to play with. They are only approx 1 metre I just threw them
 together, I wasn't being micro precise, so don't use them to measure
 anything dimensionally!
 
 LINK
 
 In the filenames; T indicates the model is of triangles, otherwise
 they are of quads, DS is for double sided otherwise they are single
 sided. They were made using the current version of lightwave modeller
 which I routinely have available which is 9.5.
 
 On a side note actually, and to the rest of the list, after some more
 in depth reading, I don't much like the look of Collada as I had felt
 earlier, it looked a bit too good to be true then and now it seems it
 really is too good to be true! It would be very likely to become
 highly problematic in use I suspect.
 
 --
 Cheers,
 Ian 
 --
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Re: [Flightgear-devel] Q: OpenGL version requirement for FlightGear 1.9.1

2009-02-06 Thread David L. Page
Michael, thanks.

I am trying to run FG through a multi-display system using Chromium, which
is an open source tool that replaces the OpenGL DLL to drive multiple
displays without having to recompile FG.

FG runs slowly with flickering and reports an error repeatedly about not
finding glUseProgram. I suspect the repeated error reporting is causing the
slow down and flickering.

Also, I suspect that FG thinks it has OpenGL 2.0 support (thus the
glUseProgram) when Chromium only supports upto 1.5.

Anyway, if anyone has something definitive on FG's OpenGL min version
requirements that would help.

Best regards,

--Dave



On Thu, Feb 5, 2009 at 4:49 PM, Michael D. Smith mdsmi...@highland.netwrote:

 David L. Page wrote:


 What are the OpenGL version requirements for FlightGear 1.9.1?
  I haven't found a reference in FG documentation, yet. I have only seen
 specifications for the latest nVidia or ATI cards.
  Best regards,
  --Dave

 --
 David L. Page
 Knoxville, Tennessee
 davidp...@ieee.org mailto:davidp...@ieee.org
 865.607.8192

 


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 Hello David, I would say at least version 1.1 would be good, although I am
 not sure about older versions. I have 1.3 myself.

 --
 Michael Smith mdsmi...@highland.net (mdsmith2)




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Re: [Flightgear-devel] Q: OpenGL version requirement for FlightGear

2009-02-06 Thread Martin Spott
David L. Page pag...@gmail.com wrote:

 I am trying to run FG through a multi-display system using Chromium, which
 is an open source tool that replaces the OpenGL DLL to drive multiple
 displays without having to recompile FG.

Did you know that FlightGear is capable of driving different displays
natively ? Please read FlightGear/docs-mini/README.multiscreen in the
FlightGear source tree,

Martin.
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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Reagan Thomas
Vivian Meazza wrote:
 Fred

   
 Vivian,

 apparently, the challenge is to start AC3D under Vista 64

 -Fred


 - Vivian Meazza a écrit :

 
 Ian,



 Those boxes import nicely into AC3D here. How about a real challenge?

   

 PS there seems to be a workaround - here:

 http://www.inivis.com/forum/showthread.php?p=22957

 Vivian
   

I have verified the information from the link Vivian provided. Out of 
the box on Vista 64, Build 6001 SP1, AC3D *did* work. The DEP setting 
was as shown in this image (Turn on DEP for essential Windows 
programs...):

http://www.rato.us/depset.png

I verified that changing the setting to Turn on DEP for all 
programs... caused AC3D to fail as in the following image:

http://www.rato.us/wdep.png

I then verified that AC3D would again operate correctly after adding it 
as an exception.

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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Vivian Meazza
Reagan wrote

 Vivian Meazza wrote:
  Fred
 
 
  Vivian,
 
  apparently, the challenge is to start AC3D under Vista 64
 
  -Fred
 
 
  - Vivian Meazza a écrit :
 
 
  Ian,
 
 
 
  Those boxes import nicely into AC3D here. How about a real challenge?
 
 
 
  PS there seems to be a workaround - here:
 
  http://www.inivis.com/forum/showthread.php?p=22957
 
  Vivian
 
 
 I have verified the information from the link Vivian provided. Out of
 the box on Vista 64, Build 6001 SP1, AC3D *did* work. The DEP setting
 was as shown in this image (Turn on DEP for essential Windows
 programs...):
 
 http://www.rato.us/depset.png
 
 I verified that changing the setting to Turn on DEP for all
 programs... caused AC3D to fail as in the following image:
 
 http://www.rato.us/wdep.png
 
 I then verified that AC3D would again operate correctly after adding it
 as an exception.
 

Thanks, Reagan. Is that problem solved?

Vivian



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Re: [Flightgear-devel] some hopefully helpful gdb core debug output

2009-02-06 Thread Tim Moore
FlightGear wrote:
 hi, I am fg-torrents from the forums.  I am trying to debug error in triangle 
 intersect problem.  Original thread here:
 http://www.flightgear.org/forums/viewtopic.php?f=2t=2824
 
 I keep running into what looks like other issues causing fg to crash before 
 triangle intersect occurs.  I updated all my src today and am following the 
 instructions provided by jester in the forum thread.  So after applying the 
 patch provided by jester and doing export FG_SIGFPE=1 then ulimit -c 
 unlimited, I got something about jsbsim ftank or something, you can look at 
 the thread.  Now after todays src update I get the following output:
 (for reference ./configure --prefix=/home/user/fg-debug CFLAGS=-O0 -g 
 CXXFLAGS=-O0 -g)
This is a bit like whack-a-mole, but try again with the latest CVS or git 
version.

When you send gdb output, it's helpful to know how you started the program and 
any interesting
variable values. For instance, it would be helpful to know the value of 
_input.max() below.

Tim
 $gdb fgfs core.24650
 Core was generated by `./fgfs'.
 Program terminated with signal 8, Arithmetic exception.
 [New process 24650]
 [New process 24652]
 [New process 24653]
 [New process 24651]
 #0  0x00873b02 in Tape (this=0xb2b00f0, hud=0x87bd9f0, n=0xb2a27a0, 
 x=320, y=240) at HUD_tape.cxx:67
 67_odd_type = int(floorf(_input.max() + 0.5))  1 ? true : false;
 (gdb) bt
 #0  0x00873b02 in Tape (this=0xb2b00f0, hud=0x87bd9f0, n=0xb2a27a0, 
 x=320, y=240) at HUD_tape.cxx:67
 #1  0x00868a50 in HUD::load (this=0x87bd9f0, 
 file=0x125c040 Huds/NTPS.xml, x=320, y=240, level=0, 
 inde...@0x7fff069b3610) at HUD.cxx:387
 #2  0x00869ddd in HUD::init (this=0x87bd9f0) at HUD.cxx:137
 #3  0x00ac88f8 in SGSubsystemGroup::init ()
 #4  0x00ac88f8 in SGSubsystemGroup::init ()
 #5  0x004469e0 in fgInitSubsystems () at fg_init.cxx:1682
 #6  0x0042bf82 in fgIdleFunction () at main.cxx:928
 #7  0x00486dc8 in fgOSMainLoop () at fg_os_osgviewer.cxx:177
 #8  0x0042a388 in fgMainInit (argc=1, argv=0x7fff069b3e68)
 at main.cxx:1073
 #9  0x0042981e in main (argc=1, argv=0x7fff069b3e68)
 at bootstrap.cxx:177
 
 
   
 
 
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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Jon Stockill
Vivian Meazza wrote:
 Ian,
 
  
 
 Those boxes import nicely into AC3D here. How about a real challenge?

No problem getting them into blender either.

Jon

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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Csaba Halász
On Fri, Feb 6, 2009 at 4:15 PM, Jon Stockill li...@stockill.net wrote:
 Vivian Meazza wrote:

 Those boxes import nicely into AC3D here. How about a real challenge?

 No problem getting them into blender either.

However when I tried to export textured lwo's to ac3d format in
blender, the textures were lost. I might have been doing something
wrong, though.
FTR, the bug in the OSG lwo plugin has been fixed as of revision 9686.

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Re: [Flightgear-devel] Q: OpenGL version requirement for FlightGear 1.9.1

2009-02-06 Thread David L. Page
 Curt, Thanks. I haven't used the multi-screen functionality. Unfortunately,
I don't think it will work for me.

I have some special rendering needs that FG's multi-screen won't handle as I
understand it. I need to override some OpenGL calls, which Chromium allows
me to do.

Unfortunately, Chromium doesn't support OpenGL 2.0 or higher, right now.

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Re: [Flightgear-devel] YASim sliding helicopters bug

2009-02-06 Thread jonsberndt


 If this is truly the case, and if it is due to a gear modeling fidelity 
 issue, then I agree. But, the kind of problem you describe would be a 
 different issue. Since wind effects are only ramped in as velocity 
 increases, the example you describe above should not happen with JSBSim. 

 I just put the default Cessna at EDLN RWY 13 with parking brake 
 applied, the wind is 11009KT. It took approx. three and a half minutes 
 to let the aircraft slip backwards by the length of a main gear cover. 


Exactly. Given what was happening prior to the fix, this is pretty good. I 
think with some additional tweaking, this could be improved even more. But, I'm 
not sure what your point is, here? We should probably specify some 
requirements. How long should an aircraft stick at one spott? With what kind of 
tolerance? 



There is a long, huge, list of items that could be included in landing gear 
modeling and ground reactions. Anything from tire spin-up/wind-up to castering 
jitter, strut dynamics, etc.  Obviously, we have to make some decisions about 
how far we want to go in modeling this or that feature. To this point, the 
focus has been on stability and control, aerodynamics, and such. I'm not 
opposed to improving the landing gear model. But, I'm not certain I hav e a 
good feel for how big of an annoyance this is among the larger user base. 
Consider this a solicitation for input! :-) 


 My proposal is either to develop a copy of the FDM inside FlightGear 
 and to focus primarily on FlightGear's needs (and to try getting a copy 
 of the respective patch) or to have the changes applied to JSBSim's 
 code tree and to later merge this into FlightGear. 

I don't think having a copy of JSBSim in FlightGear CVS for development 
purposes is a good idea. I do like the idea of more frequent synchs between 
JSBSim CVS and FlightGear CVS. But, JSBSim is used on a broader scale than 
FlightGear (OpenEaagles, for one, and many more ). I think that is a strength - 
not a weakness. I don't think it would be a good idea to split it up. 



You may not be aware of this, but the patch previously submitted years ago 
would not work at all any more. In fact, one of the problems with the patch was 
that even at that time, JSBSim was undergoing a restructuring. That made it 
especially difficult for the patch author. In order for the same approach to be 
applied at this time, one would have to essentially start over. Some of the 
parts might be applicable and usable, but I believe much of it would have to be 
rewritten. But, forget about the patch as it was. Even if we wanted to, 
there's no way it could be applied as-is, at this point. 



Also, your characterization of the lack of willingness to commit the changes as 
being due to a concern about line count is incorrect. That's a gross 
over-simplification, and implies a lack of concern or care about the work that 
I know went into creating the patch. Obviously, at some point, one has to weigh 
the amount of code added to address a specific problem. Is doubling the size of 
the codebase to address a single problem acceptable? Think of the implications 
for maintenance, comprehension, and documentation. There is a saying that the 
squeaky wheel gets the grease (although in this case maybe we need less 
grease!). If we could improve the gear model by adding two lines of code, I 
would have added that code years ago. If any fix doubles the size of the 
codebase, no, I'd be looking for a better way to address the problem. With 
anything in-between, it gets vague, and the rules become less strict. 



Let me say this, in closing. I've worked with some very heavy duty 
simulations over the past twenty+ years. Most (all?) of them are horribly 
incomprehensible for even experienced simulation engineers, let alone students. 
JSBSim has been complimented in the past because it is straightforward and 
fairly easy to understand the code, at least as far as the basic stuff goes. 
Some design choices have been made so far that not everyone agrees with. One of 
those areas is that landing gear is modeled only with enough fidelity to make 
it appear to users that the aircraft drives in a realistic manner. Where that 
is not the case, I need to see specific examples so we can address that. If we 
can address it with a small amount of code as is currently the case, that's an 
acceptable solution, in my eyes. If it turns out that we really cannot 
address any problems without a more serious solution, and the ground reactions 
are seen as plain-and-simple not plausible, and there is a huge outcry that 
this should be fixed because it is intolerable, then maybe we'd revisit a 
modification to our integation scheme to use RK4 and simultaneous solution of a 
set of equations. That would involve a long and painful surgery, though. 



It's not an easy thing to manage such a project, with some competing interests, 
and to keep users and developers happy and feeling good about their 
contributions 

[Flightgear-devel] some hopefully helpful gdb core debug output

2009-02-06 Thread FlightGear
hi, I am fg-torrents from the forums.  I am trying to debug error in triangle 
intersect problem.  Original thread here:
http://www.flightgear.org/forums/viewtopic.php?f=2t=2824

I keep running into what looks like other issues causing fg to crash before 
triangle intersect occurs.  I updated all my src today and am following the 
instructions provided by jester in the forum thread.  So after applying the 
patch provided by jester and doing export FG_SIGFPE=1 then ulimit -c 
unlimited, I got something about jsbsim ftank or something, you can look at 
the thread.  Now after todays src update I get the following output:
(for reference ./configure --prefix=/home/user/fg-debug CFLAGS=-O0 -g 
CXXFLAGS=-O0 -g)
$gdb fgfs core.24650
Core was generated by `./fgfs'.
Program terminated with signal 8, Arithmetic exception.
[New process 24650]
[New process 24652]
[New process 24653]
[New process 24651]
#0  0x00873b02 in Tape (this=0xb2b00f0, hud=0x87bd9f0, n=0xb2a27a0, 
x=320, y=240) at HUD_tape.cxx:67
67  _odd_type = int(floorf(_input.max() + 0.5))  1 ? true : false;
(gdb) bt
#0  0x00873b02 in Tape (this=0xb2b00f0, hud=0x87bd9f0, n=0xb2a27a0, 
x=320, y=240) at HUD_tape.cxx:67
#1  0x00868a50 in HUD::load (this=0x87bd9f0, 
file=0x125c040 Huds/NTPS.xml, x=320, y=240, level=0, 
inde...@0x7fff069b3610) at HUD.cxx:387
#2  0x00869ddd in HUD::init (this=0x87bd9f0) at HUD.cxx:137
#3  0x00ac88f8 in SGSubsystemGroup::init ()
#4  0x00ac88f8 in SGSubsystemGroup::init ()
#5  0x004469e0 in fgInitSubsystems () at fg_init.cxx:1682
#6  0x0042bf82 in fgIdleFunction () at main.cxx:928
#7  0x00486dc8 in fgOSMainLoop () at fg_os_osgviewer.cxx:177
#8  0x0042a388 in fgMainInit (argc=1, argv=0x7fff069b3e68)
at main.cxx:1073
#9  0x0042981e in main (argc=1, argv=0x7fff069b3e68)
at bootstrap.cxx:177


  


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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread FGD ML
2009/2/6 Vivian Meazza vivian.mea...@lineone.net

  Ian,



 Those boxes import nicely into AC3D here. How about a real challenge?


Well sure they do; even I can make a box that behaves itself fairly well,
for a box!

For the real challenge I think you're supposed to be able to use it FG
directly, as in without 3rd party interference!

Apparently OSG supports .lwo and .x among a number of other formats, but
right now, they just don't happen show up visually in FG if you want to do
that, as far as anyone can tell. That is the mystery as I see it. FOr now it
seems FG can only support .ac ahnd maybe 3ds, although I've not been able to
do exhaustive testing.

Presumably there was some testing done at some stage for all claimed formats
being working as advertised when switching over to OSG? I don't have enough
experience within FG to know where to look that up, but Iam guessing it must
be archived somewhere?

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Re: [Flightgear-devel] Q: OpenGL version requirement for FlightGear 1.9.1

2009-02-06 Thread Curtis Olson
On Fri, Feb 6, 2009 at 8:01 AM, David L. Page wrote:


 Michael, thanks.

 I am trying to run FG through a multi-display system using Chromium, which
 is an open source tool that replaces the OpenGL DLL to drive multiple
 displays without having to recompile FG.

 FG runs slowly with flickering and reports an error repeatedly about not
 finding glUseProgram. I suspect the repeated error reporting is causing the
 slow down and flickering.

 Also, I suspect that FG thinks it has OpenGL 2.0 support (thus the
 glUseProgram) when Chromium only supports upto 1.5.

 Anyway, if anyone has something definitive on FG's OpenGL min version
 requirements that would help.


Hi David,

Depending on what you are trying to accomplish, FlightGear also has built in
functionality to drive multiple displays and multiple windows from a single
instance (as of v1.9.0).  Look for the docs-mini/README.multiscreen for
instructions and examples.

Also you can beat this up with hardware and use something like the matrox
triple-head-to-go, but even with that, you really want to use FlightGear's
capabilities to setup multiple cameras, 1 for each monitor, so you can
configure the right separation between the screens to account for the
display borders.

Best regards,

Curt.
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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread FGD ML
2009/2/6 Vivian Meazza vivian.mea...@lineone.net

 Reagan wrote

  Vivian Meazza wrote:
   Fred
  
  
   Vivian,
  
   apparently, the challenge is to start AC3D under Vista 64
  
   -Fred
  
  
   - Vivian Meazza a écrit :
  
  
   Ian,
  
  
  
   Those boxes import nicely into AC3D here. How about a real challenge?
  
  
  
   PS there seems to be a workaround - here:
  
   http://www.inivis.com/forum/showthread.php?p=22957
  
   Vivian
  
 
  I have verified the information from the link Vivian provided. Out of
  the box on Vista 64, Build 6001 SP1, AC3D *did* work. The DEP setting
  was as shown in this image (Turn on DEP for essential Windows
  programs...):
 
  http://www.rato.us/depset.png
 
  I verified that changing the setting to Turn on DEP for all
  programs... caused AC3D to fail as in the following image:
 
  http://www.rato.us/wdep.png
 
  I then verified that AC3D would again operate correctly after adding it
  as an exception.
 

 Thanks, Reagan. Is that problem solved?


It might be OK on Vista, but I am running a workstation Standard version of
Sever 2008 MS Windows Build 6001 with SP1 built in. It sure does not work
out fine there. Later this year, once it is in production I and others are
very likely to be switching to Windows7 and those sorts of fixes are even
less likely to work in there, as quite a few rules in that one are changing
(and although painful, the changes are decidedly for the greater good).

Rather than adding 3rd party involvement I am primarily seeking to have the
.lwo support work directly as it appears it should. I and a group of others
already have a modeller that works fine, and somewhere between about 50 and
100 aircraft to set up for FG that are actively developed in .lwo format, we
just can't get them to show up as we have been lead to understand they
probably should. It's already going to be a long and complicated job if it
had worked straight away.

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Re: [Flightgear-devel] some hopefully helpful gdb core debug output

2009-02-06 Thread Tim Moore
Csaba Halász wrote:
 On Fri, Feb 6, 2009 at 4:12 PM, Tim Moore timo...@redhat.com wrote:
 This is a bit like whack-a-mole, but try again with the latest CVS or git 
 version.

 When you send gdb output, it's helpful to know how you started the program 
 and any interesting
 variable values. For instance, it would be helpful to know the value of 
 _input.max() below.
 
 This is the problem I reported in the mail thread [BUG] overflow in
 HUD_tape.cxx.
 Oh yeah, who needs a bug tracker :-
 
Indeed, when you could have called your mail [PATCH] overflow in HUD_tape.cxx 
and
had more immediate results :)

Tim


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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Vivian Meazza
Fred

 
 Vivian,
 
 apparently, the challenge is to start AC3D under Vista 64
 
 -Fred
 
 
 - Vivian Meazza a écrit :
 
  Ian,
 
 
 
  Those boxes import nicely into AC3D here. How about a real challenge?
 
 
 

... snip ...

Well, that might be a bridge too far, and it's a good reason for not
migrating to Vista (of any variety). However, if Ian wants something
converted, I'm sure we can oblige one way or another.

Vivian 



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Re: [Flightgear-devel] YASim sliding helicopters bug

2009-02-06 Thread Martin Spott
Jon S. Berndt jonsber...@comcast.net wrote:
 From: Martin Spott [mailto:martin.sp...@mgras.net]

 BUT, basically, I'd say this is not the point at all - these are
 interesting theoretical approaches to the problem, but for the 'real'
 user who's getting veered off the apron while he is simply doing a
 proper run-up at a windy location, this is entirely irrelevant.
 
 If this is truly the case, and if it is due to a gear modeling fidelity
 issue, then I agree. But, the kind of problem you describe would be a
 different issue. Since wind effects are only ramped in as velocity
 increases, the example you describe above should not happen with JSBSim. 

I just put the default Cessna at EDLN RWY 13 with parking brake
applied, the wind is 11009KT. It took approx. three and a half minutes
to let the aircraft slip backwards by the length of a main gear cover.
And, _no_, don't even think of it  ;-))  it's definitely _not_ a proper
solution to work around such a case by clamping the aircaft to a fixed
position as long the brakes are applied  :-)

 Just for the sake of completeness: Think of a scenario on the carrier,
 you're approaching the catapult from behind   oh, too far, you're
 idling the engine, letting the wind blow you backwards while you're
 slowly manoeuvering your aircraft right into the catapult position
 solely by nose wheel steering. That's what I call proper simulation of
 tire ground reactions. FlightGear _could_ do that - it they didn't
 depend decisions made at JSBSim.

 JSBSim also does not (quite yet) do blade element modeling, so it's not easy
 to do a proper snap roll. Nor do we model multiple articulated landing gear
 struts. Nor do we ...

As far as I can tell, nobody's asking JSBSim to do blade element
modeling - to my opinion this is mostly a buzzword. Being able to fly
an aircraft by table lookups derived from real life flight test data is
quite an appealing approach.

Instead, I'm talking about what I'd call a 'misfeature' to which a
proper fix had already been submitted (years ago) and I'm convinced
that you may apply as many workarounds, filters, whatever you like to
the current gear/ground simulation, there'll be always a relevant
corner case which remains uncaught as long as you stick to the current
approach of gear modelling.
I know that the patch which had been submitted to you uses a
fundamentally different approach at modelling the tire/surface
reactions and forces, but to my understanding this is by far the best
way to get rid of the perpetually arising discussions about ground
handling.

 Apart from that, do you have a specific proposal in mind?

My proposal is either to develop a copy of the FDM inside FlightGear
and to focus primarily on FlightGear's needs (and to try getting a copy
of the respective patch) or to have the changes applied to JSBSim's
code tree and to later merge this into FlightGear.

 We should move this to a new thread.

Feel free to do that. From my point everything's been said - the sole
purpose why I've actually been jumping into this discussion has been to
dissect and/or explain the background which has led to the current
situation wrt. gear/tire/surface modelling in JSBSim. I actually knew
about it for a long time but I wanted to hear both sides.

Cheers,
Martin.
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Re: [Flightgear-devel] Q: OpenGL version requirement for FlightGear 1.9.1

2009-02-06 Thread Alex Buzin

David L. Page wrote:
 Unfortunately, Chromium doesn't support OpenGL 2.0 or higher, right now.
 As I know FG 1.9.0 is using shaders to render trees and clouds. May be 
this is a problem.
Try to find FG 1.0.0 or 0.9.10, it can be at the same FTP resource as 1.9.1.

Alex


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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread FGD ML
2009/2/6 Arnt Karlsen a...@c2i.net

 On Thu, 5 Feb 2009 11:07:45 +, FGD wrote in message
 9dfda0650902050307n513838b7x6f06bca893b2b...@mail.gmail.com:

  2009/2/5 Jon Stockill li...@stockill.net
 
   Tim Moore wrote:
  
I don't know what to say about AC3D, but Blender has such a large
   community that
I doubt you need to be suffering in isolation this way. Surely
this is a
   known
problem with a workaround?
  
   Before people spend too much time on that if you have a small sample
   model that you could upload somewhere I'd be happy to try and work
   through the conversion process in blender to determine what's
   required to get acceptable results - once you're happy it *can* be
   converted properly we can worry about how to achieve that on your
   platform.
 
 
  Yes a link to some basic cubes was in my previous message.

 ..???  I could not find that link.  Lost message?


No, it's me being a newbie to mailing lists, I had not spotted that Curtis
wrote to me direct instead of using the reply to and hence the mailer
replied to him direct thus stopping the reply message going to the list. Oh
well! ;O) (I'll try and learn up some on all that for that in future, it's a
bit confusing on only day two)

Here's the bit you would have needed!

Some people on the forum made this request last night. So I had a mate of
mine upload these simple 1mtr boxes so anyone could have some samples to
play with. They are only approx 1 metre I just threw them together, I wasn't
being micro precise, so don't use them to measure anything dimensionally!

LINK http://www.aeroshop3d.com/Quickstart/DocLib/lwo%20BorgBoxes.zip

In the filenames; T indicates the model is of triangles, otherwise they are
of quads, DS is for double sided otherwise they are single sided. They were
made using the current version of lightwave modeller which I routinely have
available which is 9.5.

On a side note actually, and to the rest of the list, after some more in
depth reading, I don't much like the look of Collada as I had felt earlier,
it looked a bit too good to be true then and now it seems it really is too
good to be true! It  would be very likely to become highly problematic in
use I suspect.

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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Vivian Meazza
Fred

 Vivian,
 
 apparently, the challenge is to start AC3D under Vista 64
 
 -Fred
 
 
 - Vivian Meazza a écrit :
 
  Ian,
 
 
 
  Those boxes import nicely into AC3D here. How about a real challenge?
 

PS there seems to be a workaround - here:

http://www.inivis.com/forum/showthread.php?p=22957

Vivian



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Re: [Flightgear-devel] Q: OpenGL version requirement for FlightGear 1.9.1

2009-02-06 Thread John Wojnaroski
Alex Buzin wrote:

David L. Page wrote:
  

Unfortunately, Chromium doesn't support OpenGL 2.0 or higher, right now.


 As I know FG 1.9.0 is using shaders to render trees and clouds. May be 
this is a problem.
Try to find FG 1.0.0 or 0.9.10, it can be at the same FTP resource as 1.9.1.

Alex


  

Do you mean shaders as in vert and frag program running on the GPU 
that are loaded, compiled, and linked with GLSL?  There is support in 
OSG for these types of shaders, but I could not find any use of the 
methods in the Simgear source.  Perhaps I'm looking in the wrong place.  
Could you please point me to the appropriate files?

Thanks
John


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Re: [Flightgear-devel] Q: OpenGL version requirement for FlightGear 1.9.1

2009-02-06 Thread Csaba Halász
On Fri, Feb 6, 2009 at 6:10 PM, John Wojnaroski cas...@mminternet.com wrote:

 Do you mean shaders as in vert and frag program running on the GPU
 that are loaded, compiled, and linked with GLSL?  There is support in
 OSG for these types of shaders, but I could not find any use of the
 methods in the Simgear source.  Perhaps I'm looking in the wrong place.
 Could you please point me to the appropriate files?

For example simgear/scene/tgdb/TreeBin.cxx or simgear/scene/sky/newcloud.cxx

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Re: [Flightgear-devel] Q: OpenGL version requirement for FlightGear 1.9.1

2009-02-06 Thread John Wojnaroski
Csaba Halász wrote:

On Fri, Feb 6, 2009 at 6:10 PM, John Wojnaroski cas...@mminternet.com wrote:
  

Do you mean shaders as in vert and frag program running on the GPU
that are loaded, compiled, and linked with GLSL?  There is support in
OSG for these types of shaders, but I could not find any use of the
methods in the Simgear source.  Perhaps I'm looking in the wrong place.
Could you please point me to the appropriate files?



For example simgear/scene/tgdb/TreeBin.cxx or simgear/scene/sky/newcloud.cxx

  

Excellent!  Thank you.

John


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Re: [Flightgear-devel] some HUD_tape.cxx gdb core debug output

2009-02-06 Thread FlightGear

--- On Fri, 2/6/09, Tim Moore timo...@redhat.com wrote:

 From: Tim Moore timo...@redhat.com
 Subject: Re: [Flightgear-devel] some hopefully helpful gdb core debug output
 To: FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 Date: Friday, February 6, 2009, 3:12 PM
 FlightGear wrote:
  hi, I am fg-torrents from the forums.  I am trying to
 debug error in triangle intersect problem.  Original thread
 here:
 
 http://www.flightgear.org/forums/viewtopic.php?f=2t=2824
  
  I keep running into what looks like other issues
 causing fg to crash before triangle intersect occurs.  I
 updated all my src today and am following the instructions
 provided by jester in the forum thread.  So after applying
 the patch provided by jester and doing export
 FG_SIGFPE=1 then ulimit -c unlimited, I
 got something about jsbsim ftank or something, you can look
 at the thread.  Now after todays src update I get the
 following output:
  (for reference ./configure
 --prefix=/home/user/fg-debug CFLAGS=-O0 -g
 CXXFLAGS=-O0 -g)
 This is a bit like whack-a-mole, but try again with the
 latest CVS or git version.
 
 When you send gdb output, it's helpful to know how you
 started the program and any interesting
 variable values. For instance, it would be helpful to know
 the value of _input.max() below.
 
 Tim
I just started fg with ./fgfs and I don't know how to obtain the value of 
_input.max().  I also use a .fgfsrc file if thats of any importance.  Fixed the 
subject line.

fg-torrents



  


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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Martin Spott
FGD ML fg...@pomf.net wrote:

 [...] FOr now it
 seems FG can only support .ac ahnd maybe 3ds, although I've not been able to
 do exhaustive testing.
 
 Presumably there was some testing done at some stage for all claimed formats
 being working as advertised when switching over to OSG?

Certainly not all formats which are supported in OSG have undergone
serious testing with FlightGear   there are simply too many, but
the .ac and .3ds are definitely not the sole two formats that display
correctly with OSG in FlightGear.

Anyway, according to my experience and simply by definition, everything
that shows up properly in OSG's osgviewer utility also displays
nicely in FlightGear. You'd probably wait for the upcoming OSG 2.8
release (which is due to be issued pretty soon), grab a Windows package
and check a couple of Lightwave exports against osgviewer,

Martin.
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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread FGD ML
2009/2/6 Martin Spott martin.sp...@mgras.net

 FGD ML fg...@pomf.net wrote:

  [...] FOr now it
  seems FG can only support .ac ahnd maybe 3ds, although I've not been able
 to
  do exhaustive testing.
 
  Presumably there was some testing done at some stage for all claimed
 formats
  being working as advertised when switching over to OSG?

 Certainly not all formats which are supported in OSG have undergone
 serious testing with FlightGear 


Oh, I see, I had simply not anticipated that outcome.

Are we thinking that some non serious testing went on, on or could it be
that no testing took place for some formats?


  there are simply too many,


Well, yes, there are quite a few.


 but the .ac and .3ds are definitely not the sole two formats that display
 correctly with OSG in FlightGear.


Where might one learn of the others that are known? It may be one of them
could provide that which .lwo and .x definitely can not right now.


 Anyway, according to my experience and simply by definition, everything
 that shows up properly in OSG's osgviewer utility also displays
 nicely in FlightGear.


Yes, That would follow.


 You'd probably wait for the upcoming OSG 2.8
 release (which is due to be issued pretty soon), grab a Windows package
 and check a couple of Lightwave exports against osgviewer,


Probably so, I shall explain what I found out to my other group members and
see if there is agreement along those lines.

Thank you for the very concise insight into it all. It has been invaluable.

I guess wait and see is realistically the best hope we can have for the
foreseeable future. That's a bit of a disappointment really.

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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Martin Spott
FGD ML fg...@pomf.net wrote:

 I guess wait and see is realistically the best hope we can have for the
 foreseeable future. That's a bit of a disappointment really.

Well, you're asking for turn-key support of a format that's just very
specific to _your_ job, as the tool you have choosen to use doesn't
properly (as it seems) export into one of the other 'common' formats,
like 3ds or OpenFlight.
I would not call this 'disappointing', instead I'd see this as a nice
chance for you to support other people's effort on either improving the
.lwo reader in OSG or the development of other conversion tools  ;-)

Cheers,
Martin.
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[Flightgear-devel] proper ground reactions (was YASim sliding helicopters bug)

2009-02-06 Thread D Wysong
Where is the proper gear model patch, Martin?  mail.flightgear.org
is down so the archives prior to 2005 are unreachable.  I'm interested
in taking a look.

I'm also wondering what is stopping you from grabbing a copy of
JSBSim, applying the patch, and providing some data to the powers
that be to validate this proper ground reaction model?  If it's as
simple as applying a patch, why not spend some time/effort making your
case with data rather than simply tossing emails back and forth?  Just
a thought.

D

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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread FGD ML
2009/2/6 Martin Spott martin.sp...@mgras.net

 FGD ML fg...@pomf.net wrote:

  I guess wait and see is realistically the best hope we can have for the
  foreseeable future. That's a bit of a disappointment really.

 Well, you're asking for turn-key support of a format that's just very
 specific to _your_ job, as the tool you have choosen to use doesn't
 properly (as it seems) export into one of the other 'common' formats,
 like 3ds or OpenFlight.
 I would not call this 'disappointing', instead I'd see this as a nice
 chance for you to support other people's effort on either improving the
 .lwo reader in OSG or the development of other conversion tools  ;-)


Well, that is certainly an interesting view of it all!

Simply for the record, when I started making 3d models we had very few
choices, I think mostly it was a choice of either using sculpt 3d or not
using sculpt 3d really,  that is if I do recall back that many years
correctly just off the top of my head. g

Over the intervening 24 years some other software has become available and
I've tried a lot of them as they came and went, always looking for the best
of course. I first found lightwave on the Amiga, where it was born, and to
be honest I instinctively knew that having a title that could run on 2
platforms (Amiga and Apple) and not look or behave too differently on
either, and which did not crash the whole time, and was solid enough to have
pretty consitent results was probably a good thing. So I decided to let it
stay as long as it continued to do all that and as long as nothing truly
better came along. So, here we are. Since then windows 95 happend and that
too got a version for it, since it too had that extremely well thought out
multiplatform interface and it's concistency I moved over to PCs for doing
3d fairly competently not very long after that. The only choice I made in
all that was to stick with that which wsa pretty much first and which has
prioven itself time, after time, after time, to just plain flat out work,
and to do all it ever said it would! I'm certainly not clear on whether it
is a choice or not at that point.

With hindsight I probably should have been clearer that the disappointment
was related to being told that FG was lwo friendly and then find that not to
be the case. No more or less than that, and I do not feel that a too
terribly unreasonable reaction really.

As for the opportunity, point me at the efforts you allude to, and tell me
what you need that I may be able to help with. Bearing in mind I make
models, and that's what I am any good at all at then I may not bve able to
add anything but that, in fact that's what I've been trying to add to it all
since the first moment. However we are not in any position to drive any of
that forward, programmming is not what we do. It's outcome  is something we
work with, and at times simlpy accpet how it is, sometimes with good humour
other times grudgingly, particularly when it makes life harder for no
obvious reason, as it sometimes does.

While I have been exploring this with you here, another has been trying
figure out scenery, and has reported good potential, and yet another has
been investigating AC3D and Blender and what they could do for us. And that
is why we look for something other than them. We know roughly what shape the
thing we need is, but not how to make that happen. We also have an
appreciation and great respect for config files you can manually edit, so
you won't scare us off very easily with those! g We know how much you will
need them too, so we really are prepared to be as helpful and as
accomodating as possible about them. I've been trying to come up with ideas
and ways it could be easy for you to get them without much effort too.

So,  where is the workshop, and who do we need to work with?

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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Vivian Meazza
Ian,

 

Whoa there, it's not all doom and gloom. As Csaba posted earlier there is a
bug in the .lwo handling in osg, not in fg. As he also pointed out, it's
believed to have been fixed. I'm checking that now.

 

What has not been pointed out is that there is a conversion utility in osg
which will convert 3d file formats from most things to most things. It might
even do something with textures. I've tested that, and it shares the same
bug that I mentioned above. This should have been fixed too.

 

As I understand it .lwo is not the best format to use in osg, and some
conversion, perhaps to .obj, or even .ac might be preferred. I'm trying to
confirm that it all works under Windows right now, I'll keep you posted.
Shouldn't be long.

 

Vivian

 

-Original Message-
From: FGD ML [mailto:fg...@pomf.net] 
Sent: 06 February 2009 20:52
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] The use of models from other formats

 

 

2009/2/6 Martin Spott martin.sp...@mgras.net

FGD ML fg...@pomf.net wrote:

 I guess wait and see is realistically the best hope we can have for the
 foreseeable future. That's a bit of a disappointment really.

Well, you're asking for turn-key support of a format that's just very
specific to _your_ job, as the tool you have choosen to use doesn't
properly (as it seems) export into one of the other 'common' formats,
like 3ds or OpenFlight.
I would not call this 'disappointing', instead I'd see this as a nice
chance for you to support other people's effort on either improving the
.lwo reader in OSG or the development of other conversion tools  ;-)

 

Well, that is certainly an interesting view of it all!

Simply for the record, when I started making 3d models we had very few
choices, I think mostly it was a choice of either using sculpt 3d or not
using sculpt 3d really,  that is if I do recall back that many years
correctly just off the top of my head. g

Over the intervening 24 years some other software has become available and
I've tried a lot of them as they came and went, always looking for the best
of course. I first found lightwave on the Amiga, where it was born, and to
be honest I instinctively knew that having a title that could run on 2
platforms (Amiga and Apple) and not look or behave too differently on
either, and which did not crash the whole time, and was solid enough to have
pretty consitent results was probably a good thing. So I decided to let it
stay as long as it continued to do all that and as long as nothing truly
better came along. So, here we are. Since then windows 95 happend and that
too got a version for it, since it too had that extremely well thought out
multiplatform interface and it's concistency I moved over to PCs for doing
3d fairly competently not very long after that. The only choice I made in
all that was to stick with that which wsa pretty much first and which has
prioven itself time, after time, after time, to just plain flat out work,
and to do all it ever said it would! I'm certainly not clear on whether it
is a choice or not at that point.

With hindsight I probably should have been clearer that the disappointment
was related to being told that FG was lwo friendly and then find that not to
be the case. No more or less than that, and I do not feel that a too
terribly unreasonable reaction really.

As for the opportunity, point me at the efforts you allude to, and tell me
what you need that I may be able to help with. Bearing in mind I make
models, and that's what I am any good at all at then I may not bve able to
add anything but that, in fact that's what I've been trying to add to it all
since the first moment. However we are not in any position to drive any of
that forward, programmming is not what we do. It's outcome  is something we
work with, and at times simlpy accpet how it is, sometimes with good humour
other times grudgingly, particularly when it makes life harder for no
obvious reason, as it sometimes does.

While I have been exploring this with you here, another has been trying
figure out scenery, and has reported good potential, and yet another has
been investigating AC3D and Blender and what they could do for us. And that
is why we look for something other than them. We know roughly what shape the
thing we need is, but not how to make that happen. We also have an
appreciation and great respect for config files you can manually edit, so
you won't scare us off very easily with those! g We know how much you will
need them too, so we really are prepared to be as helpful and as
accomodating as possible about them. I've been trying to come up with ideas
and ways it could be easy for you to get them without much effort too.

So,  where is the workshop, and who do we need to work with?

-- 
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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread FGD ML
2009/2/6 Vivian Meazza vivian.mea...@lineone.net

  Ian,



 Whoa there, it's not all doom and gloom.


I know, I'll live! It was just disappointment. It often passes after no more
than a day depending on size! g

So far you guys have shown me you are different, and I'm certainly willing
to hang around and try to keep a lid on any preconceptions that experience
with others might have taught me can be valid. VBG

In truth, in many other environments this could have been a show stopper and
a bit of a disaster but you guys clearly work differently! You show it in
everything you do on this list.

 As Csaba posted earlier there is a bug in the .lwo handling in osg, not in
 fg.

Yes, I spotted that (gleefully!), had not commented yet as I did not want to
tempt fate!

 As he also pointed out, it's believed to have been fixed. I'm checking that
 now.


I was wondering what the chances are that the bugged version would be the
one that wound up in 191b. High hopefully.


  What has not been pointed out is that there is a conversion utility in osg
 which will convert 3d file formats from most things to most things. It might
 even do something with textures. I've tested that, and it shares the same
 bug that I mentioned above. This should have been fixed too.

OK, but right now I'm really looking to stay with my existing format, and as
long as we are doing something from ground up, why not have our format get a
proper go for a novel change? After all there are converters out there which
can produce .lwo right? If we would work to help it happen to start with
then even more so.

  As I understand it .lwo is not the best format to use in osg, and some
 conversion, perhaps to .obj, or even .ac might be preferred.


Well there's one little bit that I don't get with that line of thought;
Since it clearly has yet to work at all, what empirical evidence can there
be that it is not the best or even an adequate format? We seem to ahve been
sort on any testing of it so far too. I'm drawn to conclude that it must be
wholly open to discovery on that one for now.


 I'm trying to confirm that it all works under Windows right now, I'll keep
 you posted. Shouldn't be long.

OK, no mad panic! These aircraft don't have to ship until second quarter '09
anyway.

Sorry, yes, it was a leg pull, I got THAT sort of sense of humour I'm
afraid.

And thanks, and that thanks goes out to all here, truly!

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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Vivian Meazza
Ian,

 

I think we are nearly there. Osg 2.8 has fixed the bug:

 

ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/hunter-lwo-tanks.jpg

 

Here we have a .ac aircraft with 2 .lwo droptanks slaved to it. They drop
too! I still cannot confirm how textures are handled, or not as the case
might be. No I didn't model the drag :-).

 

Osgconv also works, at least it does for .lwo - .ac, but again no textures
to test.

 

I hope that's all more encouraging. So, anything else we can do for you?

 

 

Vivian 

 

PS The Fairey Rotodyne looks like fun - that will be a challenge for the FDM
folks!

 

 

-Original Message-
From: FGD ML [mailto:fg...@pomf.net] 
Sent: 06 February 2009 20:52
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] The use of models from other formats

 

 

2009/2/6 Martin Spott martin.sp...@mgras.net

FGD ML fg...@pomf.net wrote:

 I guess wait and see is realistically the best hope we can have for the
 foreseeable future. That's a bit of a disappointment really.

Well, you're asking for turn-key support of a format that's just very
specific to _your_ job, as the tool you have choosen to use doesn't
properly (as it seems) export into one of the other 'common' formats,
like 3ds or OpenFlight.
I would not call this 'disappointing', instead I'd see this as a nice
chance for you to support other people's effort on either improving the
.lwo reader in OSG or the development of other conversion tools  ;-)

 

Well, that is certainly an interesting view of it all!

Simply for the record, when I started making 3d models we had very few
choices, I think mostly it was a choice of either using sculpt 3d or not
using sculpt 3d really,  that is if I do recall back that many years
correctly just off the top of my head. g

Over the intervening 24 years some other software has become available and
I've tried a lot of them as they came and went, always looking for the best
of course. I first found lightwave on the Amiga, where it was born, and to
be honest I instinctively knew that having a title that could run on 2
platforms (Amiga and Apple) and not look or behave too differently on
either, and which did not crash the whole time, and was solid enough to have
pretty consitent results was probably a good thing. So I decided to let it
stay as long as it continued to do all that and as long as nothing truly
better came along. So, here we are. Since then windows 95 happend and that
too got a version for it, since it too had that extremely well thought out
multiplatform interface and it's concistency I moved over to PCs for doing
3d fairly competently not very long after that. The only choice I made in
all that was to stick with that which wsa pretty much first and which has
prioven itself time, after time, after time, to just plain flat out work,
and to do all it ever said it would! I'm certainly not clear on whether it
is a choice or not at that point.

With hindsight I probably should have been clearer that the disappointment
was related to being told that FG was lwo friendly and then find that not to
be the case. No more or less than that, and I do not feel that a too
terribly unreasonable reaction really.

As for the opportunity, point me at the efforts you allude to, and tell me
what you need that I may be able to help with. Bearing in mind I make
models, and that's what I am any good at all at then I may not bve able to
add anything but that, in fact that's what I've been trying to add to it all
since the first moment. However we are not in any position to drive any of
that forward, programmming is not what we do. It's outcome  is something we
work with, and at times simlpy accpet how it is, sometimes with good humour
other times grudgingly, particularly when it makes life harder for no
obvious reason, as it sometimes does.

While I have been exploring this with you here, another has been trying
figure out scenery, and has reported good potential, and yet another has
been investigating AC3D and Blender and what they could do for us. And that
is why we look for something other than them. We know roughly what shape the
thing we need is, but not how to make that happen. We also have an
appreciation and great respect for config files you can manually edit, so
you won't scare us off very easily with those! g We know how much you will
need them too, so we really are prepared to be as helpful and as
accomodating as possible about them. I've been trying to come up with ideas
and ways it could be easy for you to get them without much effort too.

So,  where is the workshop, and who do we need to work with?

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Cheers,
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[Flightgear-devel] VATSIM connectivity redux

2009-02-06 Thread Tim Krajcar
Hi there,

I'm sure you've all seen the news recently of Microsoft closing the ACES
Studio and throwing doubt on the future of the Flight Simulator franchise.

I'm a member of VATSIM's Board of Governors; my official position is VP of
Web Services but I work pretty closely with our VP of Development, Ross
Carlson, who I chatted with before sending this message.

The news about ACES has drummed up renewed interest in VATSIM for
alternative pilot client solutions; as you're probably aware we have a quite
successful implementation with X-Plane. There are some limitations due to
our network protocol (FSD)'s lackings (of which a newer version has been
under development for awhile now) but on the whole it really functions quite
well.

I know there have been many concerns raised in the past in the FG community
about working with a closed-source, NDA-requiring entity. I'd like to throw
a little fuel on the fire, if I may, and also put forth a couple ideas I had
of how we can work together.

First, you should know that neither Ross or I nor most of VATSIM view our
current closed-source/NDA arrangement as ideal, and we are working our way
(albeit quite slowly) to a future version that will be fully open.

Second, you should know that while VATSIM does at the moment require
developer NDA to gain access to the FSD specifications, I did have a couple
thoughts on how FG  VATSIM could potentially coexist.

One model that has been proposed before is the proxy server model; that
would certainly be a possibility.

Another model that occurred to me is by creating a stand-alone application
that is closed-source and serves as the FlightGear/VATSIM client. By
remaining closed-source it would fulfill VATSIM's requirements. How, then,
would it communicate with FG? This you guys will know better than I as I'm
not familiar with all the interprocess communication options you have
available, but one thought is that you could open a TCP/IP socket and pass
messages back and forth with the standalone client.

Certainly I understand that you as developers of FG will work on features
that you find interesting first (VATSIM, as an all-volunteer organization,
is much the same way), and for some the mere concept of signing a NDA and/or
working on a closed-source project is unacceptable. That's fine; we have no
problems with that viewpoint and I don't need reminding of why you feel that
way. I am an active open-source developer myself on several projects and
completely understand the reasonings of those who might feel this way.

However, if there are developers within the FG community who would be
interested in working on a project like this, we at VATSIM would be quite
keen to participate and I think that you would see a greatly increased
visibility for your project as we would be able to heavily promote
FlightGear within VATSIM. Participating in VATSIM is always completely free
of charge, and indeed it is possible to act as a controller without anything
except a computer and internet connection, but as a pilot you must purchase
a commercial flightsim. If a client was created for FlightGear, we (and you)
could and would promote it as the completely no-cost way to enjoy online
flying with real people providing air traffic control via real world
procedures.

I'd be happy to answer any questions or concerns you might have, on- or
off-list, as best as I can.

Tim Krajcar
t.kraj...@vatsim.net
VATSIM VP Web Services
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Re: [Flightgear-devel] proper ground reactions (was YASim sliding helicopters bug)

2009-02-06 Thread Torsten Dreyer
 Where is the proper gear model patch, Martin?  mail.flightgear.org
 is down so the archives prior to 2005 are unreachable.  I'm interested
 in taking a look.

 I'm also wondering what is stopping you from grabbing a copy of
 JSBSim, applying the patch, and providing some data to the powers
 that be to validate this proper ground reaction model?  If it's as
 simple as applying a patch, why not spend some time/effort making your
 case with data rather than simply tossing emails back and forth?  Just
 a thought.

I think what Martin is referring to can be found here:
http://developer.berlios.de/projects/openfdm/

Greetings, Torsten

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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Arnt Karlsen
On Fri, 6 Feb 2009 20:51:45 +, FGD wrote in message 
9dfda0650902061251g657a7a8axe431c89adc385...@mail.gmail.com:

 2009/2/6 Martin Spott martin.sp...@mgras.net
 
  FGD ML fg...@pomf.net wrote:
 
   I guess wait and see is realistically the best hope we can have
   for the foreseeable future. That's a bit of a disappointment
   really.
 
  Well, you're asking for turn-key support of a format that's just
  very specific to _your_ job, as the tool you have choosen to use
  doesn't properly (as it seems) export into one of the other
  'common' formats, like 3ds or OpenFlight.
  I would not call this 'disappointing', instead I'd see this as a
  nice chance for you to support other people's effort on either
  improving the .lwo reader in OSG or the development of other
  conversion tools  ;-)
 
 
 Well, that is certainly an interesting view of it all!
 
 Simply for the record, when I started making 3d models we had very few
 choices, I think mostly it was a choice of either using sculpt 3d or
 not using sculpt 3d really,  that is if I do recall back that many
 years correctly just off the top of my head. g
 
 Over the intervening 24 years some other software has become
 available and I've tried a lot of them as they came and went, always
 looking for the best of course. I first found lightwave on the Amiga,
 where it was born, and to be honest I instinctively knew that having
 a title that could run on 2 platforms (Amiga and Apple) and not look
 or behave too differently on either, and which did not crash the
 whole time, and was solid enough to have pretty consitent results was
 probably a good thing. So I decided to let it stay as long as it
 continued to do all that and as long as nothing truly better came
 along. So, here we are. Since then windows 95 happend and that too
 got a version for it, since it too had that extremely well thought
 out multiplatform interface and it's concistency I moved over to PCs
 for doing 3d fairly competently not very long after that. The only
 choice I made in all that was to stick with that which wsa pretty
 much first and which has prioven itself time, after time, after time,
 to just plain flat out work, and to do all it ever said it would! I'm
 certainly not clear on whether it is a choice or not at that point.
 
 With hindsight I probably should have been clearer that the
 disappointment was related to being told that FG was lwo friendly and
 then find that not to be the case. No more or less than that, and I
 do not feel that a too terribly unreasonable reaction really.
 
 As for the opportunity, point me at the efforts you allude to, and
 tell me what you need that I may be able to help with. Bearing in
 mind I make models, and that's what I am any good at all at then I
 may not bve able to add anything but that, in fact that's what I've
 been trying to add to it all since the first moment. However we are
 not in any position to drive any of that forward, programmming is not
 what we do. It's outcome  is something we work with, and at times
 simlpy accpet how it is, sometimes with good humour other times
 grudgingly, particularly when it makes life harder for no obvious
 reason, as it sometimes does.
 
 While I have been exploring this with you here, another has been
 trying figure out scenery, and has reported good potential, and yet
 another has been investigating AC3D and Blender and what they could
 do for us. And that is why we look for something other than them. We
 know roughly what shape the thing we need is, but not how to make
 that happen. We also have an appreciation and great respect for
 config files you can manually edit, so you won't scare us off very
 easily with those! g 

..yeah, but who _are_ you guys, and why all this weird secrecy?

 We know how much you will need them too, 

..I lost you _right_ there. ;o)

 so we really are prepared to be as helpful and as accomodating as
 possible about them. 

..excellent, that means you guys have figured out how to do 
business with GPL software? ;o)

 I've been trying to come up with ideas and ways it could
 be easy for you to get them without much effort too.

..the only real problem I can see is licensing, and you fix 
that releasing your own stuff under the GPL, ideally GPLv3, 
IMO.  Some people use dual licenses, e.g. the GPL and an 
EULA-style commercial sales contract.  

..the main thing to remember for your GPL fork, is throw away 
code belonging to anyone who turns down your request to license 
their stuff in your project's GPL fork, and get it replaced 
with new code.  (It can stay in your old EULA-style commercial 
sales contract licensed code as you damned well please, the 
contract language is what decides that.)

 
 So,  where is the workshop, and who do we need to work with?

..maybe I can help out playing the Devil's Law Shark? ;o)
http://www.amax-toys.com/tem/pdisp_e_1908.html

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his 

Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear/scene/util

2009-02-06 Thread Martin Spott
Tim Moore timo...@baron.flightgear.org wrote:
 Update of /var/cvs/SimGear-0.3/source/simgear/scene/util
 In directory baron.flightgear.org:/tmp/cvs-serv7690/simgear/scene/util
 
 Modified Files:
StateAttributeFactory.cxx StateAttributeFactory.hxx 
 Log Message:
 Turn off z buffer writes for clouds.
 
 This is standard practice for semi-transparent objects and should cut down
 on the flickering and other sorting artifacts.

Looks like a worthwhile addition to me !

Martin.
-- 
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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread FGD ML
2009/2/6 Vivian Meazza vivian.mea...@lineone.net

  Ian,



 I think we are nearly there. Osg 2.8 has fixed the bug:



 ftp://ftp.abbeytheatre2.org.uk/fgfs/Screen-shots/hunter-lwo-tanks.jpg



 Here we have a .ac aircraft with 2 .lwo droptanks slaved to it.

guffaw Now THAT is funny - I'm sure I recognise those tanks from
somewhere or other! Thank you very much indeed.


 They drop too!

That may well be overkill at this stage! Drop those and you could start a
building project rather than destroy one!

 I still cannot confirm how textures are handled, or not as the case might
 be.

There's every reason to guess it might work very well indeed, especially if
my hunch which I got while debugging through dos messages the other day is
right. There might be a neat new dodge for all in there if I am right about
that.

 No I didn't model the drag J.

;O)

Does it give any sense of being any worse than you might normally have
expected due to it being a .lwo object?


  Osgconv also works, at least it does for .lwo - .ac, but again no
 textures to test.

Well I'm hoping not to ever be forced to go there!

  I hope that's all more encouraging.

Absolutely, it also makes the dos exploring I did the other day so much more
worth while, as I had the distinct feeling it was really trying to work as
opposed to just playing dumb.

 So, anything else we can do for you?

You may well live to regret asking that! I'm fully lost on how in practical
terms an FG newbie like me would make my installation of it do that though!
I don't want to put you lot through a lot of extra handholding as you
clearly got far better things to do, but what are the chances of the next
version having this fixed like that? In fact when would that be likely to
even show up, I have no idea of the rhythm of these things in FG yet.

A productive day, and thanks for it, we can all sleep easier knowing there
was one of them happening somewhere today!

-- 
Cheers,
Ian
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Re: [Flightgear-devel] VATSIM connectivity redux

2009-02-06 Thread Curtis Olson
On Fri, Feb 6, 2009 at 4:01 PM, Tim Krajcar wrote:

 Hi there,

 I'm sure you've all seen the news recently of Microsoft closing the ACES
 Studio and throwing doubt on the future of the Flight Simulator franchise.

 I'm a member of VATSIM's Board of Governors; my official position is VP of
 Web Services but I work pretty closely with our VP of Development, Ross
 Carlson, who I chatted with before sending this message.

 The news about ACES has drummed up renewed interest in VATSIM for
 alternative pilot client solutions; as you're probably aware we have a quite
 successful implementation with X-Plane. There are some limitations due to
 our network protocol (FSD)'s lackings (of which a newer version has been
 under development for awhile now) but on the whole it really functions quite
 well.

 I know there have been many concerns raised in the past in the FG community
 about working with a closed-source, NDA-requiring entity. I'd like to throw
 a little fuel on the fire, if I may, and also put forth a couple ideas I had
 of how we can work together.

 First, you should know that neither Ross or I nor most of VATSIM view our
 current closed-source/NDA arrangement as ideal, and we are working our way
 (albeit quite slowly) to a future version that will be fully open.

 Second, you should know that while VATSIM does at the moment require
 developer NDA to gain access to the FSD specifications, I did have a couple
 thoughts on how FG  VATSIM could potentially coexist.

 One model that has been proposed before is the proxy server model; that
 would certainly be a possibility.

 Another model that occurred to me is by creating a stand-alone application
 that is closed-source and serves as the FlightGear/VATSIM client. By
 remaining closed-source it would fulfill VATSIM's requirements. How, then,
 would it communicate with FG? This you guys will know better than I as I'm
 not familiar with all the interprocess communication options you have
 available, but one thought is that you could open a TCP/IP socket and pass
 messages back and forth with the standalone client.

 Certainly I understand that you as developers of FG will work on features
 that you find interesting first (VATSIM, as an all-volunteer organization,
 is much the same way), and for some the mere concept of signing a NDA and/or
 working on a closed-source project is unacceptable. That's fine; we have no
 problems with that viewpoint and I don't need reminding of why you feel that
 way. I am an active open-source developer myself on several projects and
 completely understand the reasonings of those who might feel this way.

 However, if there are developers within the FG community who would be
 interested in working on a project like this, we at VATSIM would be quite
 keen to participate and I think that you would see a greatly increased
 visibility for your project as we would be able to heavily promote
 FlightGear within VATSIM. Participating in VATSIM is always completely free
 of charge, and indeed it is possible to act as a controller without anything
 except a computer and internet connection, but as a pilot you must purchase
 a commercial flightsim. If a client was created for FlightGear, we (and you)
 could and would promote it as the completely no-cost way to enjoy online
 flying with real people providing air traffic control via real world
 procedures.

 I'd be happy to answer any questions or concerns you might have, on- or
 off-list, as best as I can.


Hi Tim,

Sorry to quote your whole message ... chalk it up to laziness. :-)

As I read through your message a few thoughts occurred to me.

First, there is a large variety of opinions represented here on our
developers list, and we have a few really die hard open-source folks ...
give me open-source or give me death ...  But I think the overwhelming
majority of FlightGear developers and users are pretty pragmatic.  We
certainly honor, value, promote, and vigorously protect the GPL nature of
FlightGear, but we realize that there are multiple ways to get through
life.  There's a certain art (probably which none of us have really
mastered) :-) of filtering through the list noise and focusing in on the
important responses, ignoring the flame bait, and giving people a little
slack if they respond with too much haste, or misunderstand the original
questions.

One idea came to me, and I haven't fully thought through all it's
implications, but let me present it here for discussion.

What if we (meaning a vatsim developer with protocol access and flightgear
developers as consultants) develop a utility that to FlightGear looks like a
standard flightgear multiplayer server.  This would run on a user's local
machine, and their local copy of FlightGear would connect to it like any
other multiplayer server.  This utility would be closed source, and it would
know how to speak the vatsim protocol.  So like you say, it would be a
bridge between the local copy of FlightGear and the vatsim network.

I like 

Re: [Flightgear-devel] VATSIM connectivity redux

2009-02-06 Thread Tim Krajcar
Curtis,

Thanks for the response.
This is in fact how a number of our clients operate. There is no
VATSIM-specific code in MSFS or XP at all. the VATSIM client joins a
multiplayer session hosted by the user, and then pushes other VATSIM users'
data as MP planes into the client. Similarly, the client takes the MP data
transmitted by the user's sim, translates it to FSD, and sends it out to the
network.

In recent versions of FS we have been able to automate and hide this for the
user's ease of use - the MP session is automatically created, joined to by
the client, etc. The instructions for connecting to VATSIM with FS2000 were
quite long and difficult; in FS2004  FSX, it's really very easy for the
user.

Your suggestion was to code a MP server that interfaces with VATSIM; mine is
to code a MP client that connects to FG running as a MP server. Both are
certainly workable ideas and I think it would come down to whichever is less
heavy lifting.

One other potential complication you made me think of is that at the moment
both MSFS  XP can run their client as what MSFS terms a module, meaning a
window inside the sim itself, or as a secondary application. I don't know if
FG has the ability to do this; certainly it would be nice if possible, but I
don't want it to be thought of as a deal-breaker.

Good suggestions and a good way to kick off the dialogue. Tim

On Fri, Feb 6, 2009 at 2:34 PM, Curtis Olson curtol...@gmail.com wrote:


 Hi Tim,

 Sorry to quote your whole message ... chalk it up to laziness. :-)

 As I read through your message a few thoughts occurred to me.

 First, there is a large variety of opinions represented here on our
 developers list, and we have a few really die hard open-source folks ...
 give me open-source or give me death ...  But I think the overwhelming
 majority of FlightGear developers and users are pretty pragmatic.  We
 certainly honor, value, promote, and vigorously protect the GPL nature of
 FlightGear, but we realize that there are multiple ways to get through
 life.  There's a certain art (probably which none of us have really
 mastered) :-) of filtering through the list noise and focusing in on the
 important responses, ignoring the flame bait, and giving people a little
 slack if they respond with too much haste, or misunderstand the original
 questions.

 One idea came to me, and I haven't fully thought through all it's
 implications, but let me present it here for discussion.

 What if we (meaning a vatsim developer with protocol access and flightgear
 developers as consultants) develop a utility that to FlightGear looks like a
 standard flightgear multiplayer server.  This would run on a user's local
 machine, and their local copy of FlightGear would connect to it like any
 other multiplayer server.  This utility would be closed source, and it would
 know how to speak the vatsim protocol.  So like you say, it would be a
 bridge between the local copy of FlightGear and the vatsim network.

 I like this because we wouldn't necessarily need to change anything within
 the FlightGear source code, and we would automatically support current and
 past versions of FlightGear.

 There would need to be some dancing in terms of  the FlightGear mutiplayer
 protocol.  Certainly you could reimpliment a functional interface, but it
 might save you time if you could borrow some code from the FlightGear
 multiplayer server.  That could only happen with express permission of the
 authors of that particular code.  Some here may argue vigorously against
 this, but I think a lot of people would be pretty pragmatic about this ...
 assuming you had full support from the multiplayer server author(s) and it
 would be their decision to make.  Otherwise you'd have to look at the
 protocol specification and rewrite your own FlightGear compatible interface
 which probably isn't horribly difficult, so maybe that would be the way to
 go and you wouldn't risk offending anyone.  But if you do that you need to
 be pretty careful not to look at our multiplayer server code lest it be too
 tempting to copy from it.

 I do think it's worth pushing towards vatsim compatibility and I appreciate
 your persistence as we try to find a way through that satisfies all the
 different constraints.

 Best regards,

 Curt.
 --
 Curtis Olson: 
 http://baron.flightgear.org/~curt/http://baron.flightgear.org/%7Ecurt/


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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread FGD ML
2009/2/6 Arnt Karlsen a...@c2i.net

 On Fri, 6 Feb 2009 20:51:45 +, FGD wrote in message
 9dfda0650902061251g657a7a8axe431c89adc385...@mail.gmail.com:



 ..yeah, but who _are_ you guys, and why all this weird secrecy?


We're just a bunch of old guys who quite like making stuff in flight sims.
You never heard of us, so saying  more than that would just be over sharing
for the sake of it. No point in that is there? shrug

And the secrecy is obviously so secret I don't know anything about it
either, in fact I had not even noticed it myself ! shrug

I may not yell about where our past stuff was to be found, and we've not
really hidden that either, as astute readers of the thread will know, but
that is to some extent in due deference to the sim author. There may be no
love loss there as we've all come to feel rather taken for granted, but
that's no reason to yell the details from the roof tops and be really vulgar
about it all. That much is just us trying to show some professionalism about
it all, and our recognition that it's probably a good thing that someone
does.


  We know how much you will need them too,


 ..I lost you _right_ there. ;o)


OK, we noticed that coders like config files, they only put them in there
trying to give model makers a hard time! ;O) We just happen to think that
with due consultation, a better way to get the files into existence in  the
first place might well be there to be had!


  so we really are prepared to be as helpful and as accomodating as
  possible about them.


 ..excellent, that means you guys have figured out how to do
 business with GPL software? ;o)


No, I'm lost on all that stuff.


 ..the only real problem I can see is licensing, and you fix
 that releasing your own stuff under the GPL, ideally GPLv3,
 IMO.  Some people use dual licenses, e.g. the GPL and an
 EULA-style commercial sales contract.

 ..the main thing to remember for your GPL fork, is throw away
 code belonging to anyone who turns down your request to license
 their stuff in your project's GPL fork, and get it replaced
 with new code.  (It can stay in your old EULA-style commercial
 sales contract licensed code as you damned well please, the
 contract language is what decides that.)


Look, we make all our own stuff so no one has any rightfull claim to
anything in that but us. We don't charge for our stuff so there's no
commercial issues either. We could make this far more complicated than it
really needs if we keep playing with endless acronyms.


  So,  where is the workshop, and who do we need to work with?


 ..maybe I can help out playing the Devil's Law Shark? ;o)
 http://www.amax-toys.com/tem/pdisp_e_1908.html


I saw the shark but I'm not clear on where it might be supposed to help! If,
as seems possible, it's an in joke of some kind, then  maybe I was busy
when, whatever it was, happened? ;O) shrug

Nearest thing that comes to mind is that old thing about the Happy Days TV
show getting past it's sell by date, and Jumping The Shark but I can't do
better than that for now! Been a long day.

-- 
Cheers,
Ian
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Re: [Flightgear-devel] proper ground reactions (was YASim sliding helicopters bug)

2009-02-06 Thread jonsberndt



 Where is the proper gear model patch, Martin?  mail.flightgear.org 
 is down so the archives prior to 2005 are unreachable.  I'm interested 
 in taking a look. 
 
 I'm also wondering what is stopping you from grabbing a copy of 
 JSBSim, applying the patch, and providing some data to the powers 
 that be to validate this proper ground reaction model?  If it's as 
 simple as applying a patch, why not spend some time/effort making your 
 case with data rather than simply tossing emails back and forth?  Just 
 a thought. 

== I think what Martin is referring to can be found here: 
== http://developer.berlios.de/projects/openfdm/ 

== Greetings, Torsten 




No, that's not it. 



Actually, there is no patch, per se. 



There is a branch in JSBSim cvs from several years ago that contains a set of 
files, some new, some modified. Since that time, the main branch of JSBSim has 
evolved and grown very considerably. 



Jon 

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[Flightgear-devel] Nasal misbehaving badly on my machine: how to debug it?

2009-02-06 Thread Rodrigo Severo
Hi,


This is the first message of a flight sim newbie.

After hearing that MSFS was being dismantled, I looked after X-Plane and
bought it. Then I discovered that I will probably have to wait 5 weeks to
get it by mail so I discovered FlightGear and I'm trying to use it. I
couldn't believe there was a opensource flight sim. So I went for it.
Unfortunately I'm having a really bad time with nasal scripts.

I'm having all kinds of errors on the console. Some of them:

Nasal runtime error: No such member: real_time_base
  at /usr/local/fgfs-cvs//data//Nasal/wildfire.nas, line 226
  called from: /usr/local/fgfs-cvs//data/Nasal/wildfire.nas, line 791
  called from: /usr/local/fgfs-cvs//data/Nasal/wildfire.nas, line 789
Initializing Nasal Electrical System
power up
Nasal runtime error: non-objects have no members
  at /usr/local/fgfs-cvs//data/Nasal/screen.nas, line 498
  called from: /usr/local/fgfs-cvs//data/Nasal/screen.nas, line 525
  called from: /usr/local/fgfs-cvs//data/Nasal/globals.nas, line 96

At first I thought this could be normal as I had never seem FlightGear
running before.

But as I had a completely non-working throttle axis on my joystick despite
js-demo and jstest shoing it's working fine I started doing some debuging.

Obviously me and everybody that I talked about on IRC first believed it ws
some kind of misconfiguration but after a big debug session with cptf (I
think this is his IRC handle) we got to the conclusion that nasal scripts
were misbehaving badly on my machine.

This conclusion took force when we found out that at fgfs begining, on a
foreach loop at the end of controls.nas, the engines for the Cessna 172 I'm
trying to use were being setted fine but if I try to read the same
controls.engines hash with the nasal console I got a empty []

This and the bunch of nasal errors on the console seems to be all ills from
the same source.

I writing to ask for help on how to debug this as I can't see anything else
not working as expected on my machine and I really don't know how to even
begin debuging this issue. Any ideas?


TIA,

Rodrigo Severo
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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Roy Vegard Ovesen
On Friday 06 February 2009 23:01:26 Vivian Meazza wrote:

 Osgconv also works, at least it does for .lwo - .ac, but again no textures
 to test.

Using Blender I added a texture to one of the sides of the borgbox, and 
finally exported to *.lwo format. The texture did not appear in osgviewer. 
Looking at the resulting *.lwo file in a hex editor showed that apparently 
the UV coordinates were present in the exported file, but I could see no 
reference to the image file, and the file size is obviously too small for the 
image to be embedded. I don't know if this is a feature of Blender's *.lwo 
exporter, or a feature of osgviewer. Would it be possible to post a link to a 
*.lwo file that also has textures?


-- 
Roy Vegard Ovesen

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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread FGD ML
2009/2/6 Roy Vegard Ovesen roy.v.ove...@haugnett.no

 On Friday 06 February 2009 23:01:26 Vivian Meazza wrote:
 
  Osgconv also works, at least it does for .lwo - .ac, but again no
 textures
  to test.

 Using Blender I added a texture to one of the sides of the borgbox, and
 finally exported to *.lwo format. The texture did not appear in osgviewer.
 Looking at the resulting *.lwo file in a hex editor showed that apparently
 the UV coordinates were present in the exported file, but I could see no
 reference to the image file, and the file size is obviously too small for
 the
 image to be embedded. I don't know if this is a feature of Blender's *.lwo
 exporter, or a feature of osgviewer. Would it be possible to post a link to
 a
 *.lwo file that also has textures?


Should be no need, just put the image in there next to the model and it will
very probably find it for itself. In a genuine and correctly formed .lwo the
image names will be in there somewhere.

You can also prefix them with paths, optionally, if you would like that too
or find it helpful.

Choices, to suit your requirements, is what it is all about with this
format.

If I were debugging this one I might try and make sure the image is in the
same folder as the model when creating it, then, once it's been
saved/exported it's proper behaviour would be to look in the same folder as
it finds itself in, exactly reflecting how things stood when it was made and
before it was moved to where you prefer to use it from.

That would probably be the easiest way to make one when new to the system
and therefore quite possibly not used to being able to have path facilities
if one wanted them.

-- 
Cheers,
Ian
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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Arnt Karlsen
On Fri, 6 Feb 2009 23:06:59 +, FGD wrote in message 
9dfda0650902061506u22068722ld9a43d1ebb574...@mail.gmail.com:

 2009/2/6 Arnt Karlsen a...@c2i.net
 
  On Fri, 6 Feb 2009 20:51:45 +, FGD wrote in message
  9dfda0650902061251g657a7a8axe431c89adc385...@mail.gmail.com:
 
   so we really are prepared to be as helpful and as accomodating as
   possible about them.
 
 
  ..excellent, that means you guys have figured out how to do
  business with GPL software? ;o)
 
 
 No, I'm lost on all that stuff.

..ah, that's where I try to help out. ;o)

  ..the only real problem I can see is licensing, and you fix
  that releasing your own stuff under the GPL, ideally GPLv3,
  IMO.  Some people use dual licenses, e.g. the GPL and an
  EULA-style commercial sales contract.
 
  ..the main thing to remember for your GPL fork, is throw away
  code belonging to anyone who turns down your request to license
  their stuff in your project's GPL fork, and get it replaced
  with new code.  (It can stay in your old EULA-style commercial
  sales contract licensed code as you damned well please, the
  contract language is what decides that.)
 
 
 Look, we make all our own stuff so no one has any rightfull claim to
 anything in that but us. We don't charge for our stuff so there's no
 commercial issues either. We could make this far more complicated
 than it really needs if we keep playing with endless acronyms.

..so how do you protect your work from piracy?
 
   So,  where is the workshop, and who do we need to work with?
 
 
  ..maybe I can help out playing the Devil's Law Shark? ;o)
  http://www.amax-toys.com/tem/pdisp_e_1908.html
 
 I saw the shark but I'm not clear on where it might be supposed to
 help! If, as seems possible, it's an in joke of some kind, then
 maybe I was busy when, whatever it was, happened? ;O) shrug

..think Devil's Advocate, I'm fairly sure you will want 
to drop your current legal paperwork in favor of selling 
your models it under the GPLv3: ;o)
http://www.fsf.org/licensing/licenses/gpl.html

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] VATSIM connectivity redux

2009-02-06 Thread Arnt Karlsen
On Sat, 07 Feb 2009 12:46:31 +1300, James wrote in message 
498ccbd7.1030...@gogo.co.nz:

 Tim Krajcar wrote:
 
  Your suggestion was to code a MP server that interfaces with
  VATSIM; mine is to code a MP client that connects to FG running as
  a MP server. Both are certainly workable ideas and I think it would
  come down to whichever is less heavy lifting.
 
 FlightGear itself does not work as a server. 
 
 FlightGear is a multi player client only, the server is separate, few 
 people have or run FG servers, there is no hosting a MP game, you
 just connect to one of the existing MP servers along with everybody
 else.
 
 Information about the server system can be found here:
   http://fgms.sourceforge.net/
 
 Here's a map showing who is on the current public servers (they are
 all interconnected):
   http://mpmap02.flightgear.org/
 
 If you were to create a VATSIM FlightGear server (and host it of
 course) then you'd be well on the way to having an really workable
 solution.
 
 ---
 James Sleeman

..this is the _best_ way to do it. :o)

..legally, if you use and modify your fork of fgms, but keep 
in in-house and never distribute it, only use it in-house to 
provide a web service, the GPL becomes irrelevant because 
you are in full compliance with copyright law. ;o)

-- 
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...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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