[Flightgear-devel] New Website

2010-04-01 Thread Pete Morgan
Its April the first, not a time or day to announce a new FlightGear site 
in foss, non propriety, php.

Includes a portal
http://flightgear.simpits.org/

A development version of the website
http://flightgear.simpits.org/web.php

A  web developers guide  with class documentation
http://flightgear.simpits.org/webdev.php

pete






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[Flightgear-devel] Rig of Rods

2010-04-01 Thread Heiko Schulz
Hi,

In the forum someone send a really interesting link to an OpenSource (GNU GPL 
v3) Simulator, which has features, which are- to be honest- really, really 
outstanding!

http://wiki.rigsofrods.com/pages/Portal/

It contains everyting: Drive-, Sail-, and Flightsimulation.
It is based on soft-body physics and Blade-Element-Theory.

The graphics are also very nice and allows to use several different 
terrain-models. 

I didn't try it yet, the hardware recommendations are pretty hard

Cheers and Happy easter
Heiko

still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html

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Re: [Flightgear-devel] Bug #99 (chase view broken)

2010-04-01 Thread Anders Gidenstam
On Tue, 30 Mar 2010, James Turner wrote:

 I've committed a fix, such that the damping should work regardless of 
 the order of update/recalculation of the view. Any and all testing of 
 view behaviour after this commit would be greatly appreciated.

Hi,

Good, chase view seems to be back in shape after this bug fix.

Unfortunately, some other views seems to have broken: views that 
are neither from-model or at-model views have stopped to obey the
eye-heading-deg-path, eye-pitch-deg-path and eye-roll-deg-path
properties. The eye-lat-deg-path, eye-lon-deg-path and eye-alt-ft-path
properties still work.

A good test case is the MP cockpit-view.xml config add-on here:
http://www.gidenstam.org/FlightGear/misc/cockpit-view.xml

You can make FlightGear load is by adding --config=cockpit-view.xml to the 
command line (assuming cockpit-view.xml is in the current directory).

Change the tracked aircraft with q/Q. The view used to follow both the 
position and the orientation of the target but now only follow the 
position.

There is an example view configuration (from the above file) below, all 
multiplayer copilot aircraft use similar views.
The views work by updating the -path properties to point to the position 
and orientation properties for the target AI/MP aircraft.

It is not obvious to me why the chase view change affected these views at 
all but maybe someone else have some idea of where the problem might be.

view n=97000
  nameModel Cockpit View/name
  typelookfrom/type
  config
   from-model type=boolfalse/from-model
   from-model-idx type=int0/from-model-idx

   at-model type=boolfalse/at-model
   at-model-idx type=int0/at-model-idx

   eye-lat-deg-path/sim/viewer/eye/latitude-deg/eye-lat-deg-path
   eye-lon-deg-path/sim/viewer/eye/longitude-deg/eye-lon-deg-path
   eye-alt-ft-path/sim/viewer/eye/altitude-ft/eye-alt-ft-path

   eye-heading-deg-path/sim/viewer/eye/heading-deg/eye-heading-deg-path
   eye-pitch-deg-path/sim/viewer/eye/pitch-deg/eye-pitch-deg-path
   eye-roll-deg-path/sim/viewer/eye/roll-deg/eye-roll-deg-path

   x-offset-m type=double0/x-offset-m
   y-offset-m type=double0/y-offset-m
   z-offset-m type=double0/z-offset-m
   heading-offset-deg0/heading-offset-deg
   pitch-offset-deg0/pitch-offset-deg
   roll-offset-deg0/roll-offset-deg
  /config
/view

Cheers,

Anders
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Re: [Flightgear-devel] Bug #99 (chase view broken)

2010-04-01 Thread James Turner

On 1 Apr 2010, at 11:46, Anders Gidenstam wrote:

 Good, chase view seems to be back in shape after this bug fix.
 
 Unfortunately, some other views seems to have broken: views that 
 are neither from-model or at-model views have stopped to obey the
 eye-heading-deg-path, eye-pitch-deg-path and eye-roll-deg-path
 properties. The eye-lat-deg-path, eye-lon-deg-path and eye-alt-ft-path
 properties still work.

Good catch by Anders, will commit a fix later today.

James


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Re: [Flightgear-devel] Rig of Rods

2010-04-01 Thread Michael Smith
On 4/1/2010 5:44 AM, Heiko Schulz wrote:
 Hi,

 In the forum someone send a really interesting link to an OpenSource (GNU GPL 
 v3) Simulator, which has features, which are- to be honest- really, really 
 outstanding!

 http://wiki.rigsofrods.com/pages/Portal/

 It contains everyting: Drive-, Sail-, and Flightsimulation.
 It is based on soft-body physics and Blade-Element-Theory.

 The graphics are also very nice and allows to use several different 
 terrain-models.

 I didn't try it yet, the hardware recommendations are pretty hard

 Cheers and Happy easter
 Heiko

 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html

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This looks pretty interesting...
I will have to give it a try as I have always wanted a free sailing 
simulator (I just hope that my machine can handle the puppy :)).


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Re: [Flightgear-devel] FG - Helicopter FAA - AATD

2010-04-01 Thread Christian Menge
Ron,

That was very helpful as we will not waist any time working with JSBSim and
jump right into reviewing YASim.

Christian Menge

FreedomWorks Inc.

US: 609-858-2290
Canada: 905-228-0285
Fax: 347-296-3666
christ...@freedomworks.ca
www.freedomworks.ca


On Wed, Mar 31, 2010 at 9:55 PM, Ron Jensen w...@jentronics.com wrote:

 On Wed, 2010-03-31 at 07:21 -0400, Christian Menge wrote:
  Hi Guys,
 
  Appreciate the comments. We come from the X-Plane and ESP world.
  Personally I have just over 1000 hrs flight time in many Bell
  products, Bell 206, 204 / 205, 212 and 412. Currently I'm running a
  simulation consulting company that is seriously thinking about
  investing some money into growing with FlightGear. We are at the stage
  of simply getting a better understanding of FG and it's capabilities.
 
 
  From what I'm reading it looks like FG would be a good procedural
  trainer but may involve some work to bring things to a point where we
  could use it for helicopter flight training exercises like
  auto-rotation.
 
  The only real challenge I see is the creation of new aircraft. Has
  anyone looked into developing a plan maker similar to what x-plane
  offers? How might we start the process of creating new realistic
  aircraft simulations?
 
  Thanks!
 
  Christian Menge
 
  FreedomWorks Inc.
 
  US: 609-858-2290
  Canada: 905-228-0285
  Fax: 347-296-3666
  christ...@freedomworks.ca
  www.freedomworks.ca

 FlightGear currently uses two different approaches to flight modeling
 aircraft: YASim and JSBSim.

 YASim http://wiki.flightgear.org/index.php/YASim takes as its input
 physical descriptions of the aircraft and data points on stall speeds,
 approach speeds, throttle settings, etc.  It then tries to calculate
 equations of flight from those physical descriptions.  It is aimed at
 users who don't have a grasp of theoretical aerodynamics.

 JSBSim http://jsbsim.sourceforge.net/ provides a basic frame work and
 allows the aircraft creator to build up the coefficients and equations
 of flight.  It is aimed at users who have a good grasp of aerodynamic
 theory.  Unfortunately, at this time JSBSim does not provide a rotor
 simulation module.  It might be possible to create rotors in the
 aerodynamic module, though.  It is really that flexible.  I have heard a
 group modeling a quadracopter that did just that, but they did not
 release their results.

 Needless to say, since there currently isn't support for rotors in
 JSBSim all the current flightgear helicopters are YASim.

 Hope this helped,
 Ron






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Re: [Flightgear-devel] DIY drones virtual UAV competition

2010-04-01 Thread Ron Jensen
On Sun, 2010-03-28 at 09:58 -0500, Curtis Olson wrote:
 Hi,
 
 
 I could use a little help from one of our aerodynamics experts.
 
 
 First a little background.  DIYdrones.com is a group of hobbiests with
 an interest in building hobby / open-source uav's.  Actual projects
 vary widely, but often they are based on small electric powered foam
 gliders (like an easy star.)  For most people hardware costs are in
 the couple hundred dollar range.  One of the interesting things about
 DIYdrones.com is that it was started by Chris Anderson who is an
 editor at Wired magazine.  Part of his effort is an experiment into
 open-source hardware as well as open-source software.  (And for
 hardware, it's the design that's open-source and free to copy and
 modify, it still costs money to build a physical widget.)
 
 
 A couple of weeks ago I did a podcast interview with Chris Anderson
 and Tim Trueman on the subject of using FlightGear for hardware in the
 loop testing.  This is an area that many hobby level uav-ers haven't
 considered.  If you are *really* bored you can dig around the
 diydrones.com site and probably find a link to my interview ... it's
 about 30-45 minutes and was done very late on a Sunday evening, so
 there are a couple times where the little electrons in my brain ran up
 against a sleeping brain cell ... I wasn't on my A game, let me just
 say it that way. :-)
 
 
 DIYdrones.com sponsors a periodic for fun contest and this time
 around they are thinking about doing something FlightGear based.  The
 DIY drones contests are setup so that individuals can compete on their
 own and submit their results to the contest coordinator.  It's based
 on the honor system, and avoids requiring people from around the
 world to travel to a central contest location.  There is a thread
 here:
 
 
 http://www.diydrones.com/profiles/blogs/proposed-next-t3-round
 
 
 If you scroll down a bit, you can see that someone found an AC3D model
 of an easystar glider (this is a relatively cheap and small and light
 and slow flying RC hobby airplane.)  What I am hoping is that someone
 here could help put together an initial flight dynamics model
 configuration for the easy star.  I don't have any specs, but if we
 have someone willing to help out, I'm sure we could get answers to
 questions from the diydrones community.
 
 
 The goal here would be to put together a reference easystar aircraft
 package (3d and flight dynamics models) that could be used as the
 basis for the DIY drones contest.
 
 
 Do we have anyone willing to help get an aircraft package together?
 
 
 (I have no idea what the licensing on the easystar ac3d model is, but
 worst case scenario if it isn't GPL compatible we can distribute the
 aircraft package separately for the diydrones contest or perhaps one
 of our 3d modelers would want to create our own GPL compatible easy
 star.)
 
 
 Thanks!
 
 
 Curt.


There is a (very) rough cut of an EasyStar on gitorious:
http://gitorious.org/ron-s-hanger/easystar-rc/

It can be had as a tarball from here:
http://gitorious.org/ron-s-hanger/easystar-rc/archive-tarball/master

The directory must be renamed EasyStar

Ron


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Re: [Flightgear-devel] DIY drones virtual UAV competition

2010-04-01 Thread Ron Jensen
On Thu, 2010-04-01 at 10:22 -0600, Ron Jensen wrote:

 
 There is a (very) rough cut of an EasyStar on gitorious:
 http://gitorious.org/ron-s-hanger/easystar-rc/
 
 It can be had as a tarball from here:
 http://gitorious.org/ron-s-hanger/easystar-rc/archive-tarball/master
 
 The directory must be renamed EasyStar
 
 Ron

Forgot to mention: this plane must also be started in the air as the
current engine doesn't have enough power (70 watts) to overcome the
ground drag.

It still needs its aerodynamic coefficients tuned, too.  It seems rather
pitchy.

Ron


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[Flightgear-devel] C1 C2

2010-04-01 Thread Peter Brown
Does anyone have information on aircraft displayed as C1 and C2 on the mpmap?

These two user names were on the Salt Flats for quite a long time, using a jeep 
as an aircraft, 5 ft off the deck.  They have now been repositioned in 
Virginia, at 36.61231, -79.341052, both as C172p's, and about 3300 feet.  (Just 
off 02 Departure path from KDAN)

The reason I ask is while I didn't notice it quite as much with the jeeps, if 
you fly near the 172's it will stall any helicopter flight, as my framerate 
when from 30+ to 1.  From more of a distance you will see the fv drop when 
looking at them, but as you get close it kills it, even with a j3 cub.  Is 
someone testing some extremely high polygon count aircraft, or what's going on? 
 ORLY hurts my frame rate, but nothing like these two 172's do.

Thanks,
Peter



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[Flightgear-devel] Headtracker ehci Integration in FlightGear

2010-04-01 Thread Aryabrata Basu
Hello everyone,
I am stuck with this. How do we integrate ehci with FlightGear?

I have Ubuntu 9.04 Jaunty and have installed FlightGear and ehci so far.
But, don't know how to integrate them.
Can anyone help please!

Help much appreciated!

-- 
Sincerely,
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Re: [Flightgear-devel] C1 C2

2010-04-01 Thread Csaba Halász
On Thu, Apr 1, 2010 at 8:14 PM, Peter Brown smoothwater...@adelphia.net wrote:
 Does anyone have information on aircraft displayed as C1 and C2 on the mpmap?

 These two user names were on the Salt Flats for quite a long time, using a 
 jeep as an aircraft, 5 ft off the deck.  They have now been repositioned in 
 Virginia, at 36.61231, -79.341052, both as C172p's, and about 3300 feet.  
 (Just off 02 Departure path from KDAN)

 The reason I ask is while I didn't notice it quite as much with the jeeps, if 
 you fly near the 172's it will stall any helicopter flight, as my framerate 
 when from 30+ to 1.  From more of a distance you will see the fv drop when 
 looking at them, but as you get close it kills it, even with a j3 cub.  Is 
 someone testing some extremely high polygon count aircraft, or what's going 
 on?  ORLY hurts my frame rate, but nothing like these two 172's do.

No matter how high poly count the other side uses, you will only see
the c172p from your local FG copy. That is, these two should be just
the stock c172p. They certainly don't kill my FPS, here.

-- 
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[Flightgear-devel] Reducing AI Model complexity

2010-04-01 Thread Stuart Buchanan
Hi All,

A number of people on the forums have mentioned performance issues on
lower-spec system on MP, particularly due to loading complex models
for other aircraft causing stuttering.

In an effort to help with this I've been looking at two fixes:
1) A control to disable sub-model loading for AI aircraft. This
effectively stops the model loader from recursing into model tags,
and therefore stops it from loading any sub-models such as cockpits,
instruments, pilots etc. Note that this is generally better than
having a LOD node on the cockpit, because it doesn't even get as far
as loading the file, nor does the cockpit take up any space in the
scenegraph
2) A control to set the LOD for AI aircraft. Currently this is
hardcoded to 50nm, which is probably too far for most purposes.

I've got basic patches that allow these controls to be set by
properties at runtime, but which I think requires a bit more work
before submission.

Comments?

-Stuart

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Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-01 Thread Jason Shepard
As far as what you have written here:

1) As I understand this, it basically does exactly the same thing as going
through the individual model files and removing the cockpits/interiors/etc.,
correct?  If that is the case, I find this to be an excellent replacement
for having to depend on each individual modeler to create an AI model file
for every plane they generate.  This should significantly increase the
framerates within the MP environment.  My questions are these:

a)  Would this work on single-player?
b)  If so, would we still have to maintain the AI model files or, with this
patch included, would the AI aircraft be able to be read from the standard
models folder thereby eliminating the needs for an AI branch on the FG
tree?

2) I don't 100% understand how LOD works, but if I get it basically
correctly, LOD reduces the resolution of a model based on the distance from
your viewpoint that it is?  If this is the case, would it not stand to
reason that there should be several different stages of LOD?  For example, a
model made with 2048x2048 textures would be at full resolution within 5nm.
From 5.1nm-10nm, it would be rendered at 1024x1024.  From 10.1nm-20nm, it
would be rendered at 512x512.  Or am I way off-base here?  Is this even
possible?

-Jason

On Thu, Apr 1, 2010 at 5:52 PM, Stuart Buchanan stuar...@gmail.com wrote:

 Hi All,

 A number of people on the forums have mentioned performance issues on
 lower-spec system on MP, particularly due to loading complex models
 for other aircraft causing stuttering.

 In an effort to help with this I've been looking at two fixes:
 1) A control to disable sub-model loading for AI aircraft. This
 effectively stops the model loader from recursing into model tags,
 and therefore stops it from loading any sub-models such as cockpits,
 instruments, pilots etc. Note that this is generally better than
 having a LOD node on the cockpit, because it doesn't even get as far
 as loading the file, nor does the cockpit take up any space in the
 scenegraph
 2) A control to set the LOD for AI aircraft. Currently this is
 hardcoded to 50nm, which is probably too far for most purposes.

 I've got basic patches that allow these controls to be set by
 properties at runtime, but which I think requires a bit more work
 before submission.

 Comments?

 -Stuart


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Re: [Flightgear-devel] Rig of Rods

2010-04-01 Thread Jason Shepard
Actually, their recommended setup is far more than you actually need most of
the time.  Only on certain terrains (known as maps to you guys) or when you
have multiple vehicles present on the map at once in single-player mode, do
framerates become a major issue.  Keep in mind that RoR works on both
DirectX as well as OpenGL, so adjust your settings to see which works better
for you (personally, OpenGL gives me a better detail level, but DirectX runs
faster - others have had the opposite results).

The flight and sail simulations are pretty basic - more game-like than
simulation-like, although the potential is there to make it much better.
However, the vast majority of their userbase (which is LARGE and VERY
active) use this as a game just for the damage modeling and most use it for
offroading, so the flight and sail sections are pretty neglected and not
much is available at this time.  They are also working on incorporating rail
simulation into RoR as well, so that may pop up soon.  Their goal is to be a
good overall simulation system for all types of people and vehicles rather
than an excellent simulation for one type of people and vehicle.

It is, however, a LOT of fun :) :)

-Jason

On Thu, Apr 1, 2010 at 7:10 AM, Michael Smith mdsmi...@highland.net wrote:

 On 4/1/2010 5:44 AM, Heiko Schulz wrote:
  Hi,
 
  In the forum someone send a really interesting link to an OpenSource (GNU
 GPL v3) Simulator, which has features, which are- to be honest- really,
 really outstanding!
 
  http://wiki.rigsofrods.com/pages/Portal/
 
  It contains everyting: Drive-, Sail-, and Flightsimulation.
  It is based on soft-body physics and Blade-Element-Theory.
 
  The graphics are also very nice and allows to use several different
 terrain-models.
 
  I didn't try it yet, the hardware recommendations are pretty hard
 
  Cheers and Happy easter
  Heiko
 
  still in work: http://www.hoerbird.net/galerie.html
  But already done: http://www.hoerbird.net/reisen.html
 
  __
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 gegen Massenmails.
  http://mail.yahoo.com
 
 
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 This looks pretty interesting...
 I will have to give it a try as I have always wanted a free sailing
 simulator (I just hope that my machine can handle the puppy :)).



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Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-01 Thread Csaba Halász
On Fri, Apr 2, 2010 at 12:52 AM, Stuart Buchanan stuar...@gmail.com wrote:
 Hi All,

 In an effort to help with this I've been looking at two fixes:
 1) A control to disable sub-model loading for AI aircraft. This
 effectively stops the model loader from recursing into model tags,
 and therefore stops it from loading any sub-models such as cockpits,
 instruments, pilots etc. Note that this is generally better than
 having a LOD node on the cockpit, because it doesn't even get as far
 as loading the file, nor does the cockpit take up any space in the
 scenegraph
 2) A control to set the LOD for AI aircraft. Currently this is
 hardcoded to 50nm, which is probably too far for most purposes.

Generally I prefer proper LOD and getting rid of specialized AI
versions. I want to see AI/MP aircraft in full detail when I am near
one - or even inside. Ideally I want to see all the instruments
properly working when I hitch a ride using model+cockpit view. In the
long run, I hope we will be able to couple animations to MP protocol,
so that the required properties (and only those!) would be transmitted
automatically as dynamically determined by the current LOD.

Speaking of stuttering, another issue reported on the forums and also
experienced by me, is periodic (~1s) stutter even with plenty of FPS.
That is with AI traffic (both kinds) and replay turned off,
single-player. I couldn't determine the cause yet. Anybody have an
idea?

-- 
Csaba/Jester

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Re: [Flightgear-devel] C1 C2

2010-04-01 Thread Peter Brown

On Apr 1, 2010, at 5:32 PM, Csaba Halász wrote:

 On Thu, Apr 1, 2010 at 8:14 PM, Peter Brown smoothwater...@adelphia.net 
 wrote:
 Does anyone have information on aircraft displayed as C1 and C2 on the mpmap?
 
 These two user names were on the Salt Flats for quite a long time, using a 
 jeep as an aircraft, 5 ft off the deck.  They have now been repositioned in 
 Virginia, at 36.61231, -79.341052, both as C172p's, and about 3300 feet.  
 (Just off 02 Departure path from KDAN)
 
 The reason I ask is while I didn't notice it quite as much with the jeeps, 
 if you fly near the 172's it will stall any helicopter flight, as my 
 framerate when from 30+ to 1.  From more of a distance you will see the fv 
 drop when looking at them, but as you get close it kills it, even with a j3 
 cub.  Is someone testing some extremely high polygon count aircraft, or 
 what's going on?  ORLY hurts my frame rate, but nothing like these two 172's 
 do.
 
 No matter how high poly count the other side uses, you will only see
 the c172p from your local FG copy. That is, these two should be just
 the stock c172p. They certainly don't kill my FPS, here.
 
 -- 
 Csaba/Jester

I understand that, so I don't understand why it's happening.  I can fly around 
KSFO with 40 a/c, but if I fly within 1/2 mile of these two it drops.
Apparently you flew up them and didn't have any issue?

None-the-less.who/what/why are they there?  Someone running a longevity 
test on the server?

Peter
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