Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Gijs de Rooy

 Rob wrote:
 However, would the one stated above prevent models which use submodels for 
 wing-flex effects 
 from appearing to have wings?  (Wait... are there any such models, or are the 
 wings animated 
 components of the main model?)

A much bigger problem are those aircraft (like my 744) that are split into 
several models, for easy 
maintenance/development. Wings, fuselage, gear area all seperate models, with 
seperate animation
files...

Cheers,
Gijs
  
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Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread jean pellotier
Stuart Buchanan a écrit :

 Providing a higher granularity of control would be tricky but not
 impossible - I guess you could define a list of model names that
 are to be loaded completely...

   
could it be done per callsign, like the ignore chat message check box, 
with maybe a command line option to  set specific callsign in the load 
detailled group?

In case of formation flight (or dual control) we know the others 
callsign we want to have detailled planes, and not to load others models 
is sometimes good for the (not) induced lag, this can make possible 
formation aérobatics without too much lag from model loading.

my two cents...

jano

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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 48, Issue 2

2010-04-03 Thread Maik Justus
Hello Emmanuell,
Heikos Mail wasn't an attac. He just noted that the fdm is actually broken and 
he offered his help.
I prefer to revert to the last version of the fdm, even if some coordinates are 
wrong. The resulting flight characteristic is correct.

Best regards,
Maik

P.S.: the uh1 has a stabilizer bar which i have simulated using a third rotor 
(it produces no lift)
 Original-Nachricht 
 Datum: Fri, 02 Apr 2010 18:46:19 +0200
 Von: BARANGER Emmanuel embaran...@free.fr
 An: flightgear-devel@lists.sourceforge.net
 Betreff: Re: [Flightgear-devel] Flightgear-devel Digest, Vol 48, Issue 2

 Message: 4
 Date: Tue, 30 Mar 2010 23:57:48 + (GMT)
 From: Heiko Schulzaeitsch...@yahoo.de
 Subject: Re: [Flightgear-devel] FG - Helicopter FAA - AATD
 To: FlightGear developers discussions
  flightgear-devel@lists.sourceforge.net
 Message-ID:741574.96640...@web23204.mail.ird.yahoo.com
 Content-Type: text/plain; charset=iso-8859-1
 
 Hi,
 
 The UH1 was the one with the most realistic flightmodel. Unfortunately as
 helijah corrected the fuselage shape in YASim, he broke the whole balance
 settings. Tensors and CoG seems not right anymore, visible as the whole
 aircraft is turning on ground with stopped engine. That didn't happen before.
 
 I don't find the time right now to look and fix it, but maybe in 2-3 weeks
 unless someone other is faster.
 
 Regards
 Heiko.
 
 
 I'm sorry, but this kind of attacks wearies me. I actually changed the 
 work of HHS. But not for the worse, but simply to make it logical and 
 usable.
 
 And I show you the results to prove it.
 
 http://helijah.free.fr/uh1-fdm.png
 
 Maik, if you accept, without question, the presence of a third rotor in 
 an UH-1 FDM, then I have nothing more to say. But it will still show me 
 its usefulness.
 
 Best regards. Emmanuel
 
 -- 
 BARANGER Emmanuel
 
 http://helijah.free.fr
 
 
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[Flightgear-devel] FW: Reflection Map

2010-04-03 Thread Vivian Meazza


Heiko

  Yup - it does - I had to adjust some of the levels, but it
  works fine.
 
 Ah, I see. Great to hear- this will push us a bit higher.
 
 
 
  Any weather will do - we need all sorts.
 
 
 Fine- it is just because my camera don't like rain.;-)
 I'm certified unfit for work this week so I can't go out yet, but next
 week it should be possible.
 

I just realized we went off-list on this one, sorry.

This is going to cost you a whole box of mugs:

ftp://ftp.abbeytheatre2.org.uk/fgfs/Shader/LightningF1-2.png

ftp://ftp.abbeytheatre2.org.uk/fgfs/Shader/B737-mapping-noise.png

:-). Abated only by a supply of excellent environment maps.

Tim Moore says he hopes to get the patch into SG later today.

Vivian

P.S. Tim Moore didn't quite make it :-(



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[Flightgear-devel] A380 tutorial issues

2010-04-03 Thread Pigeon


Hi,

Was trying the A380 tutorial, and I noticed a property mismatch in
the no-smoking switch check:

  error
messageFlick no-smoking switch once on the overhead/message
condition
  not-equals
property/controls/switches/no-smoking/property
value1/value
  /not-equals
/condition
  /error

However, the exit condition has:

  greater-than
property/controls/switches/smoking/property
value0/value
  /greater-than

Changing no-smoking to smoking fixes it.


Also, on the cockpit display, the DEPARTURE and ARRIVAL light
seem to be reversed?

And btw, I'm probably dumb but I can't find the HDG button? :(

Thanks.


Pigeon.

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Re: [Flightgear-devel] A380 tutorial issues

2010-04-03 Thread Scott Hamilton
On Sat, 2010-04-03 at 22:44 +1100, Pigeon wrote:
 
 Hi,
 
   Was trying the A380 tutorial, and I noticed a property mismatch in
 the no-smoking switch check:
 
   error
 messageFlick no-smoking switch once on the overhead/message
 condition
   not-equals
 property/controls/switches/no-smoking/property
 value1/value
   /not-equals
 /condition
   /error
 
   However, the exit condition has:
 
   greater-than
 property/controls/switches/smoking/property
 value0/value
   /greater-than
 
   Changing no-smoking to smoking fixes it.


  Ah, good catch; there must be another logic error in there somewhere,
  because I have actually got through that section successfully. I'll
  have another look later.


 
 
   Also, on the cockpit display, the DEPARTURE and ARRIVAL light
 seem to be reversed?


   OK, I'm not sure where you mean here? do you mean the FMS input
   fields on the MCDU screen? Or do you mean once you get into the
   Active init flight plan, where you select the runways and SID/STAR,
   and the Departure and Arrival tabs (illuminated active tab) towards
   the top of the page?


 
   And btw, I'm probably dumb but I can't find the HDG button? :(

   That is the on the AFS control panel on the glareshield, the first
   knob left of the centre AP and FD buttons, click to push, 
   middle click to pull (managed and selected modes respectively)

   Feel free to e.mail me off-list if you have some more questions.



   Cheers
 S.


 
   Thanks.
 
 
 Pigeon.
 
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Re: [Flightgear-devel] A380 tutorial issues

2010-04-03 Thread willie
Scott Hamilton wrote:
 On Sat, 2010-04-03 at 22:44 +1100, Pigeon wrote:
 Hi,

  Was trying the A380 tutorial, and I noticed a property mismatch in
 the no-smoking switch check:

   error
 messageFlick no-smoking switch once on the overhead/message
 condition
   not-equals
 property/controls/switches/no-smoking/property
 value1/value
   /not-equals
 /condition
   /error

  However, the exit condition has:

   greater-than
 property/controls/switches/smoking/property
 value0/value
   /greater-than

  Changing no-smoking to smoking fixes it.
 
 
   Ah, good catch; there must be another logic error in there somewhere,
   because I have actually got through that section successfully. I'll
   have another look later.
 
 

  Also, on the cockpit display, the DEPARTURE and ARRIVAL light
 seem to be reversed?
 
 
OK, I'm not sure where you mean here? do you mean the FMS input
fields on the MCDU screen? Or do you mean once you get into the
Active init flight plan, where you select the runways and SID/STAR,
and the Departure and Arrival tabs (illuminated active tab) towards
the top of the page?
 
 
  And btw, I'm probably dumb but I can't find the HDG button? :(
 
That is the on the AFS control panel on the glareshield, the first
knob left of the centre AP and FD buttons, click to push, 
middle click to pull (managed and selected modes respectively)
 
Feel free to e.mail me off-list if you have some more questions.
 
Please keep it on-list as this cleared up a couple of things for me too
- I just never got around to writing to the list.


Best Regards
Willie Fleming


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[Flightgear-devel] link problem on new 64 bit system

2010-04-03 Thread dave perry
I get the following error compiling fgfs.

/usr/bin/ld: cannot find -lopenal

But /usr/lib64/libopenal.so.0 = libopenal.so.1 = libopenal.so.1.11.753.

My .bashrc has the line
export 
LD_LIBRARY_PATH=/usr/lib:/usr/lib64:/usr/local/lib:/usr/local/lib64:/usr/local/lib/osgPlugins

so I don't see why ld is not finding -lopenal?

New System:
i7 with 6 GB ddr3, nvidia GTX260, Fedora 12 and plib-1.8.5, fresh 
cvs/svn of osg, SimGear, fgfs, data.

Any help would be appreciated :-(

Dave P.

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Re: [Flightgear-devel] link problem on new 64 bit system

2010-04-03 Thread John Denker
On 04/03/2010 10:21 AM, dave perry wrote:
 I get the following error compiling fgfs.
 
 /usr/bin/ld: cannot find -lopenal
 
 But /usr/lib64/libopenal.so.0 = libopenal.so.1 = libopenal.so.1.11.753.

Note that libopenal.so (with no suffix) is not listed.
 
 My .bashrc has the line
 export 
 LD_LIBRARY_PATH=/usr/lib:/usr/lib64:/usr/local/lib:/usr/local/lib64:/usr/local/lib/osgPlugins
 
 so I don't see why ld is not finding -lopenal?

As a test (and, probably, a workaround) try installing a symlink 
with the name libopenal.so.



This of course leaves two unanswered questions:
 1) Why is libopenal.so missing from the out-of-the-box system?
 2) Why was its absence not detected during the autoconfigure step?

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Re: [Flightgear-devel] link problem on new 64 bit system

2010-04-03 Thread stefan riemens
I think a simple yum install openal-soft-devel should fix your issue.
That will install the headers and libopenal.so. No need to do manual
symlinking.
At least, I don't need to do so, and I have practically the same setup...

Good luck

2010/4/3, John Denker j...@av8n.com:
 On 04/03/2010 10:21 AM, dave perry wrote:
 I get the following error compiling fgfs.

 /usr/bin/ld: cannot find -lopenal

 But /usr/lib64/libopenal.so.0 = libopenal.so.1 = libopenal.so.1.11.753.

 Note that libopenal.so (with no suffix) is not listed.

 My .bashrc has the line
 export
 LD_LIBRARY_PATH=/usr/lib:/usr/lib64:/usr/local/lib:/usr/local/lib64:/usr/local/lib/osgPlugins

 so I don't see why ld is not finding -lopenal?

 As a test (and, probably, a workaround) try installing a symlink
 with the name libopenal.so.

 

 This of course leaves two unanswered questions:
  1) Why is libopenal.so missing from the out-of-the-box system?
  2) Why was its absence not detected during the autoconfigure step?

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Re: [Flightgear-devel] link problem on new 64 bit system

2010-04-03 Thread dave perry
On 04/03/2010 11:34 AM, John Denker wrote:
 On 04/03/2010 10:21 AM, dave perry wrote:

 I get the following error compiling fgfs.

 /usr/bin/ld: cannot find -lopenal

 But /usr/lib64/libopenal.so.0 =  libopenal.so.1 =  libopenal.so.1.11.753.
  
 Note that libopenal.so (with no suffix) is not listed.


 My .bashrc has the line
 export
 LD_LIBRARY_PATH=/usr/lib:/usr/lib64:/usr/local/lib:/usr/local/lib64:/usr/local/lib/osgPlugins

 so I don't see why ld is not finding -lopenal?
  
 As a test (and, probably, a workaround) try installing a symlink
 with the name libopenal.so.


Thanks John, this worked.
 

 This of course leaves two unanswered questions:
   1) Why is libopenal.so missing from the out-of-the-box system?
   2) Why was its absence not detected during the autoconfigure step?


I had another problem that I missed.  I copied the cvs source from 
another machine and configure for fgfs source did not have execute 
permissions after the copy.  I had used an update/compile/install script 
for SimGear and fgfs and did not notice the permission error for fgfs 
./configure.  All is running (very fast) now.

Dave P.

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Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Stuart Buchanan
Gijs de Rooy wrote:
 A much bigger problem are those aircraft (like my 744) that are split into
 several models, for easy
 maintenance/development. Wings, fuselage, gear area all seperate models,
 with seperate animation
 files...

I wasn't aware that we had any aircraft split up this way.

However, having thought about this a bit more, I think there's a straightforward
solution, which is to have a tag on the model to force sub-model
loading for that
model irrespective of the global setting. This could be set for the 747 and the
dual-control aircraft.

This would also remove the need to provide a separate list of aircraft
to be loaded
completely.

The downside is that it brings us back to square one if everyone is
flying the F14 !

-Stuart

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Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Gary Neely
On Sat, Apr 3, 2010 at 3:30 AM, Gijs de Rooy gijsr...@hotmail.com wrote:
 Rob wrote:
 However, would the one stated above prevent models which use submodels for
 wing-flex effects
 from appearing to have wings?  (Wait... are there any such models, or are
 the wings animated
 components of the main model?)

 A much bigger problem are those aircraft (like my 744) that are split into
 several models, for easy
 maintenance/development. Wings, fuselage, gear area all seperate models,
 with seperate animation
 files...

 Cheers,
 Gijs


I'd like to second Gijs' concerns here. I build my models in sub-units
partly to facilitate ease of maintenance and development, and partly
for easy LoD range logic. My model units tend to be: airframe,
external details (antennae, etc), external lighting rig, cockpit,
instruments, cabin, propellers. IIf I understand the proposal right, I
would be concerned about losing the propellers in an automatic AI
implementation.

I wonder if the proposed implementation might benefit from a new
optional element within models that allows the developer to specify
that the AI scheme must load the sub-model. For example:

...
model
  nameCockpit/name
  pathAircraft/Goose/Models/Goose_Cockpit.xml/path
/model
model
  nameExternal Lights/name
  pathAircraft/Goose/Models/Goose_Lights.xml/path
/model
model
  namePropellers/name
  pathAircraft/Goose/Models/Goose_Props.xml/path
  force-ai-importtrue/force-ai-import
/model
...

This might solve Gijs' problem as well.

Just a thought.

-Gary aka Buckaroo

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Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Stuart Buchanan
jean pellotier wrote:
 Stuart Buchanan a écrit :

 Providing a higher granularity of control would be tricky but not
 impossible - I guess you could define a list of model names that
 are to be loaded completely...


 could it be done per callsign, like the ignore chat message check box,
 with maybe a command line option to  set specific callsign in the load
 detailled group?

 In case of formation flight (or dual control) we know the others
 callsign we want to have detailled planes, and not to load others models
 is sometimes good for the (not) induced lag, this can make possible
 formation aérobatics without too much lag from model loading.

 my two cents...

That's an interesting idea. However, without looking at it in detail, I suspect
that we set the callsign for the other aircraft after the AI model has
been loaded,
at which point it is too late.

-Stuart

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Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Stuart Buchanan
Gary Neely  wrote:
 I'd like to second Gijs' concerns here. I build my models in sub-units
 partly to facilitate ease of maintenance and development, and partly
 for easy LoD range logic. My model units tend to be: airframe,
 external details (antennae, etc), external lighting rig, cockpit,
 instruments, cabin, propellers. IIf I understand the proposal right, I
 would be concerned about losing the propellers in an automatic AI
 implementation.

 I wonder if the proposed implementation might benefit from a new
 optional element within models that allows the developer to specify
 that the AI scheme must load the sub-model. For example:

 ...
 model
  nameCockpit/name
  pathAircraft/Goose/Models/Goose_Cockpit.xml/path
 /model
 model
  nameExternal Lights/name
  pathAircraft/Goose/Models/Goose_Lights.xml/path
 /model
 model
  namePropellers/name
  pathAircraft/Goose/Models/Goose_Props.xml/path
  force-ai-importtrue/force-ai-import
 /model
 ...

 This might solve Gijs' problem as well.

 Just a thought.

Good thought :)

My proposal above was something like this:


 force-ai-importtrue/force-ai-import
 model
  nameCockpit/name
  pathAircraft/Goose/Models/Goose_Cockpit.xml/path
 /model
 model
  nameExternal Lights/name
  pathAircraft/Goose/Models/Goose_Lights.xml/path
 /model
 model
  namePropellers/name
  pathAircraft/Goose/Models/Goose_Props.xml/path
 /model


but that would load all the sub-models, while your suggestion would
limit it to just the submodel selected.

-Stuart

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Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Anders Gidenstam
On Sat, 3 Apr 2010, Stuart Buchanan wrote:

 However, having thought about this a bit more, I think there's a 
 straightforward solution, which is to have a tag on the model to force 
 sub-model loading for that
 model irrespective of the global setting. This could be set for the 747 
 and the dual-control aircraft.

Hi,

If we are heading towards a solution that require the models to be updated 
is not better to go one or two steps further and try to devise a more 
satisfactory LOD mechanism for model loading?

My suggestion would be a range animation that defers loading of it child 
model until it is within range. This animation node could be 
automatically inserted as the root of a AI/MP aircraft model to implement 
a selectable range for loading the model but could also be used within 
the model XML files to implement hierarchical LOD model loading (like our 
current range animation can be used for LOD control during rendering).


Btw. some multiplayer features depend on that Nasal modules for a 
particular MP/AI aircraft is loaded at a larger than visual range, e.g. 
MP-Carrier, so defering model loading until the player is within the view 
frustum (as we did early on after the OSG migration) is also not a 
suitable solution. (Just in case we were heading back towards that.. :)


Cheers,

Anders
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Re: [Flightgear-devel] A380 tutorial issues

2010-04-03 Thread Pigeon

OK, I'm not sure where you mean here? do you mean the FMS input
fields on the MCDU screen? Or do you mean once you get into the
Active init flight plan, where you select the runways and SID/STAR,
and the Departure and Arrival tabs (illuminated active tab) towards
the top of the page?


Sorry I wasn't very clear (and I wouldn't know how to describe it :)


Like in the tutorial, departing YSSY, arriving YMML:
http://pigeond.net/~pigeon/flightgear/a380-001.png


When I click on the DEPARTURE button, the screen shows:
http://pigeond.net/~pigeon/flightgear/a380-002.png

The heading shows ARRIVIAL. I suppose now I get it as I'm being at
the DEPARTURE screen, and the ARRIVIAL is for me to goto the ARRIVIAL
screen. Am I right?


And same for the ARRIVAL screen:
http://pigeond.net/~pigeon/flightgear/a380-003.png

Is it supposed to be like that?


Thanks again.


Pigeon.

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Re: [Flightgear-devel] A380 tutorial issues

2010-04-03 Thread Scott Hamilton
On Sun, 2010-04-04 at 09:03 +1000, Pigeon wrote:

 OK, I'm not sure where you mean here? do you mean the FMS input
 fields on the MCDU screen? Or do you mean once you get into the
 Active init flight plan, where you select the runways and SID/STAR,
 and the Departure and Arrival tabs (illuminated active tab) towards
 the top of the page?
 
 
   Sorry I wasn't very clear (and I wouldn't know how to describe it :)
 
 
   Like in the tutorial, departing YSSY, arriving YMML:
   http://pigeond.net/~pigeon/flightgear/a380-001.png
 
 
   When I click on the DEPARTURE button, the screen shows:
   http://pigeond.net/~pigeon/flightgear/a380-002.png
 
   The heading shows ARRIVIAL. I suppose now I get it as I'm being at
 the DEPARTURE screen, and the ARRIVIAL is for me to goto the ARRIVIAL
 screen. Am I right?



   Yes that is correct, the description below describes why and how it
can be fixed. But in summary, it was a 
   little more complicated to leave the active tab text there as you
move from tab to tab and page to page,
   so I just showed the available tabs and not the active tab.



 
 
   And same for the ARRIVAL screen:
   http://pigeond.net/~pigeon/flightgear/a380-003.png
 
   Is it supposed to be like that?


 OK, in real-life there are supposed to be two tabs; DEPARTURE and
ARRIVAL,  when a tab is active
 it has white text on a black background with a white outline, the
other available tabs
 have white text on a grey background with a white outline.

 So this isn't as complete as we would like, the grey background is
an object in the .ac file, the tab labels are
 text animations (and so are separate objects). We use a select
animation to turn on and off 
 the input fields, the input labels and the tab background + label
depending on what page and tab is active.

 To be able to click on a tab to make that active, it needs to
displayed; so thinking out loud, the active tab text label
 should be moved into a new select animation that is based just on
the page and not the page + tab this would
 then leave the white text label there for the active tab and it
will just have a black background from the layer below.



S.
 



 
 
   Thanks again.
 
 
 Pigeon.
 
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