[Flightgear-devel] Fwd: FlightGear network protocol

2006-06-30 Thread Robin van Steenbergen

 Hello people from the FlightGear team,

 Let me first introduce myself ;)

 I'm a home cockpit builder from Eindhoven, The Netherlands, and I'm  
 researching the possibility of using FlightGear as a flight  
 dynamics server for medium to large cockpit setups.
 Amongst other things I'm developing my own instruments in OpenGL,  
 and we're using FS2004 for the visual system (since the European  
 scenery in FlightGear is still somewhat, absent.). Our goal would  
 be to use the FlightGear system in an educational simulator for a  
 Fokker F28 aircraft, at the school I'm about to attend (Aerospace  
 Engineering in Delft).
 The only hiccup in the system right now is tying every bit  
 together. The instruments render perfectly and FS2004 works a treat  
 as a visual display (like the PS1 guys do), but the network still  
 causes some trouble. Main thing is that I can't find the  
 documentation for the protocol used by FlightGear for data I/O. The  
 Wiki has the docs for the HTTP and the telnet protocol, but pulling  
 large amounts of data out of that is pretty impossible.
 Note that everything is connected through a LAN and the ideal case  
 would be to use a multicast to connect some systems together, but  
 I'm still unsure whether that's possible. The packet format used by  
 FlightGear is the main concern right now.

 Regards,

 Robin van Steenbergen


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Re: [Flightgear-devel] Fwd: FlightGear network protocol

2006-06-30 Thread Robin van Steenbergen
Erik Hofman schreef:
 Hoi Robin,
 (...)
   
 Looks like a nice project!
   
Thanks! Sometimes I've got the idea half of the world's flight simulator 
community is located somewhere around NL.

 The documentation is in the source code. In your case it's located in
 FlightGear/src/Network/net_ctrls.hxx and/or 
 FlightGear/src/Network/net_fdm.hxx

 There is also a small example application located in 
 FlightGear/examples/netfdm

 Erik
   
Great. I'll sift through the header files and see what I can dig up. Is 
there also a way to run FGFS as a pure flight dynamics server (thus 
disabling the visual system)? That would reduce the strain on the FDM 
system a bit and we might be able to make do with some salvaged PC's 
for the numbers.

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Re: [Flightgear-devel] [Fwd: LinuxWorld Expo London 2006 - Free space for .Org]

2006-07-10 Thread Robin van Steenbergen
While you're at it, why not look for a spot at the Flight Simulator 
Weekend, Nov. 4 and 5, 2006, Aviodrome Aviation Museum, Lelystad. 
(That's the weekend following the Linux World Expo). As a simbuilder I 
already have a place there, but I believe there's lot more room for more 
people. Just have a look at www.fsweekend.com for more info. I've never 
seen a FlightGear booth there, and would certainly like to see one! (as 
my developed glass cockpits are meant to run on FlightGear as well as 
X-Plane and FS2004)

Jon Stockill schreef:
 Curtis L. Olson wrote:
   
 The LinuxWorld expo in London, UK (Oct 25-26) is offering free .org 
 booth space.  Are there any UK based FlightGear developers/users (or 
 people that might want an excuse to visit the UK) coughAlex, 
 Trish/cough :-) who might want to help setup and staff a booth for 
 this show?

 FlightGear is often one of the more popular booths at these types of 
 shows because many of the other booths have relatively static subject 
 matter such as computer hardware, job recruiting services, business 
 software, obscure software of mainly sys-admin or developer interest, 
 and a host of other booths that are only worth visiting for the 
 freebies, and then ta-da, you come around the corner and there's 
 flightgear, a cool 3d application where you can sit down and fly 
 interactively.  You will here a lot of Whoa, what is this... type 
 comments as people approach the booth (at least for the Texas shows.) 
 :-)  I'm sure there is a matching UK translation meaning about the same 
 thing.
 

 Do we get a helicopter to play with this time? ;-) I'll check the dates 
 - it was certainly a lot of fun last time - there was a lot of hard work 
 involved too though.
   



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Re: [Flightgear-devel] MinGW/MSys compile

2006-07-11 Thread Robin van Steenbergen
Compiling with FreeGLUT and linking with the library statically 
(libfreeglut.a) usually requires FREEGLUT_STATIC to be defined in the 
headers. Works for me under Dev-C++ 4.9.9.2 with my own code (not sure 
about the FlightGear codebase though)

David Hazel schreef:

 I have been trying to compile FG using the current stable versions of 
 MinGW and MSys and have run into problems with undefined symbols. I am 
 following the build procedure defined in the FlightGear Wiki 
 http://wiki.flightgear.org/flightgear_wiki/index.php?title=MSYS. I 
 have downloaded and successfully built and installed plib-1.8.4 and 
 SimGear-0.3.10 into /fg from the MSys command line. I have also 
 unpacked the openal, pthread, sdl and zlib binaries from the archive 
 pointed to in the procedure into the same /fg location. I ran 
 configure for FlightGear-0.9.10 with the -–prefix=/fg option and have 
 tried both with and without –enable-sdl option. When compiling with 
 sdl enabled I get “undefined reference to [EMAIL PROTECTED] along with 
 other missing glut symbols during the compile of the first object in 
 the tests directory. When sdl is not enabled, all code compiles 
 successfully, however I get “undefined reference to 
 `glutGetModifiers`” at link time. I have tried using precompiled 
 libraries from opengl.org and freeGlut as well to no avail.

 I have searched through the development mailing list archive and have 
 not found any reference to this problem. Does anyone have a solution?

 Thanks,

 David

 


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Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers

2006-07-26 Thread Robin van Steenbergen
Melchior FRANZ schreef:
 We had talked about abstracting out the raw gl-commands into just
 one file, and then to use plib wrappers to plug the HUD into the
 scene graph. The plib wrappers could eventually get replaced by osg
 wrappers.

 The abstraction is still a goal, and so is plugging the HUD into
 the scene graph. But I think now that using plib/osg wrappers is
 a bad idea. This would prevent us from using some gl features for
 absolutely no good reason (e.g. line width, clipping, ...). And
 finally, ogl *is* a standard, while neither plib nor osg are. So
 why leaving the standard? Raw gl-code can still be plugged into
 the scene graph via callbacks, and the only thing that the wrappers
 would buy us is management of state changes for performance reasons.
 But the HUD code doesn't change that much, and this can be done
 manually, too.

 Why exactly would we want to limit ourselves?  :-}

 m.
   
I quite agree with this. The double advantage that you have is that you 
can use existing rendering code from other packages (e.g. OpenGC) since 
they boil down to raw OpenGL calls if you take an abstract look (from a 
GPU point of view). Rendering to texture would allow us to use those 
glass displays inside virtual cockpits or at least 2D panels, and I know 
a few aircraft with HUD's that are very similar to displays already 
constructed. Why reinvent the wheel? It wouldn't be that difficult to 
make a callback for the HUD every rendering cycle (when neccessary) and 
render either directly to framebuffer or a texture (which the HUD code 
doesn't know, it just draws lines, rectangles, text, etc.)
My own glass cockpit software does a similar thing with a few tricks. 
Every gauge file is a DLL (or a SO) containing only one callback routine 
which does nothing more than rendering the gauge with the given data. It 
doesn't know where you render it to (only its location in the viewport, 
which it needs for correct scaling and aspect) and it works great. IMO 
it works better than the pure OO approch that OpenGC uses, because you 
can distribute new features in binary form without needing a recompile 
every time. (Plug-in mechanism)

Bit OT here but a small question: Has FlightGear for the Mac been built 
for Universal Binary already? I've got a brand new Core Duo Mac Mini 
here and I've tested it on another Intel box and it just crashes on 
startup. It ran on a G3 but it was pretty much a slideshow...
If all else fails I'll try to make an OSX Intel-only build (since GCC 
comes standard with OSX) or just switch to the Win32 flavour, which runs 
fine on my Mini.

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Re: [Flightgear-devel] 3d models

2006-07-27 Thread Robin van Steenbergen
Jon Stockill schreef:
 Jason Cox wrote:
   
 Hi all,
 just wondering on weather some one has looked into tapping
 into the
 3d models that are available for downlaod from google earth?
 i think we maybeable to use these if we convert them as they are created
 by users of the sketchup program.
 any thoughts?
 

 It may be possible if the authors of the models are happy to release 
 them under the GPL. The import script in the latest version of blender 
 works well on geometry, but doesn't seem to support textures yet, so 
 some retexturing may be required.
   
Does Blender do KML files now? That's awesome! I do all of my modeling 
in SketchUp because it's 100 percent free and very intuitive to work 
with. If Blender has support for it, you can do the rendering / 
texturing / animating there or export it to 3DS or MAX or LWO or whatever.

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Re: [Flightgear-devel] 3d models

2006-07-27 Thread Robin van Steenbergen
Curtis L. Olson schreef:
 Jon Stockill wrote:  
   
 So forget converting anything from their 3d warehouse - if you want to 
 use a model you'll need to get it direct from the author.

   
 

 It sounds like we need to infiltrate google with FlightGear people.  Can 
 I get some volunteers to go get jobs there?  I'll need a couple 
 developers and at least one VP level manager type.  We can solve this 
 problem for ourselves at least from the inside out. :-)  Or perhaps we 
 could get a volunteer to purchase 51% of their stock?

 Curt.
   

Are all their models from the 3D warehouse owned by Google? So if I 
submit something to the 3D Warehouse I essentially give up my rights?

SketchUp is a great tool for scenery design. I'm working on an accurate 
model of Eindhoven Airport and you can actually put the ground chart of 
the airport on the 'floor' and model on top of that.
Texturing can be done using Blender or 3DS or whatever, but SketchUp is 
great for defining geometry.

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Re: [Flightgear-devel] 3d models

2006-07-28 Thread Robin van Steenbergen
Jason Cox schreef:
 Hi all,
 just wondering on weather some one has looked into tapping
 into the
 3d models that are available for downlaod from google earth?
 i think we maybeable to use these if we convert them as they are created
 by users of the sketchup program.
 any thoughts?
 Jason
   
That should be possible. Google SketchUp models are .kmz files which are 
nothing more than ZIPped XML files with vertices, polygons, textures etc 
in plain text. I'm a very big fan of SketchUp and it's great for 
developing scenery, the only thing is that no-one has ever attempted to 
create a converter for Keyhole Markup Language (XML with a defined 
format) to a 'regular' model format like 3DS or Gmax. Should be possible 
though.

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Re: [Flightgear-devel] 2d PFD?

2006-08-16 Thread Robin van Steenbergen
Andy Ross schreef:
 Curtis L. Olson wrote:
   
 Quick question, I've been looking through existing aircraft with 2d
 panels.  I'm trying to find a reasonably implemented 2d PFD glass
 display.  We have a number of 3d cockpit options, but I need
 something for a 2d cockpit.
Something like this?

http://i83.photobucket.com/albums/j282/Stoney3K/nd_full.png

Which is my interpretation of a Primus 1000 ND.

Robin

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Re: [Flightgear-devel] 2d PFD?

2006-08-16 Thread Robin van Steenbergen
Major A schreef:
 Robin,

   
 http://i83.photobucket.com/albums/j282/Stoney3K/nd_full.png

 Which is my interpretation of a Primus 1000 ND.
 

 That looks very good -- is the source code available somewhere? What
 libraries do you use, if any (apart from the OpenGL stuff)?

   Andras
   
Nothing but FreeGLUT and some standard Windoze API calls to explicitly 
load library files... nothing that can't be worked out on Unix-like 
platforms. Except for the part where it connects to FSUIPC of course, 
but I also have a standard socket-based (UDP) data connection which 
listens for data packets broadcasted or multicasted to the running computer.

PFD is in the works, I've already finished a version of the PFD but it 
needs to be reworked into the new API. Same for the EICAS.

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Re: [Flightgear-devel] Looking for a Dutch crew

2006-09-17 Thread Robin van Steenbergen
I'll be at the Avio that weekend as well, since we originally planned to 
have our own booth as cockpit builders (Project Learjet) like last year. 
Unfortunately we have some serious transportation issues and we can only 
go by public transport. But I'd be happy to drop by and help out for 
maybe a few hours, it could be a chance for me to demonstrate my new 
software developments. I'm doing a lot in 2D panels in OpenGL.

Martin Spott schreef:
 Durk Talsma wrote:

   
 As discussed briefly before on these lists, on November 5 and 5, [...]
 
 ^ 6 ?

   
 I'd still like to organize a booth here, but I need some assistance. I'd 
 like 
 to go ahead and register for a FlightGear booth as soon as I know I can 
 depend on two or three other FlightGear folks to help with organizing and 
 hosting.
 

 Tell us what sort of assistance you need; I've planned to spend these
 two days at Lelystad at the booth.

 Cheers,
   Martin.
 P.S.: Ik kan wel met een nederlandse praten, maar de gebruik van
   vakwoorden uit de simulatie heb ik nooit gepracticeerd.
   


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Re: [Flightgear-devel] Looking for a Dutch crew

2006-09-17 Thread Robin van Steenbergen
Martin Spott schreef:

 I'm be able to commit myself but you can't rely on me to supply any of
 the requested material. We had some posters on the LinxTag booth and if
 we ask nicely, then our Friends at Friedrichshafen might lend them to
 us for use at Lelystad. I have one or two displays to offer (21 CRT
 and 20 TFT). I should be able to bring at least the TFT, if required
 and if I'm going by car then I might bring the CRT as well - it does a
 good job for displaying MP-maps. I also might bring a network switch -
 no, not the large 'radiator', now I also have a small three-slot
 edition  :-)

 BTW, do you know the size of the booth ?

 The MP-map makes a nice eye-catcher - simply by motivating people to
 ask what actually is displayed on the screen. I don't have any input
 devices except keyboard and mouse. I'm currently investigating on how
 to convert an old remote control into an USB device but I'm unsure if
 it'll be ready for Lelystad.,
   
I might be able to donate a few bits of hardware (yoke etc) to the FG 
booth and if someone is capable of doing a pickup from the Eindhoven 
region, I can do a lot more, like 2 (matched) 17 TFT's , an Intel D940 
and a decent video card. Haven't tested the new setup on FG yet but it 
maxes out all my FS2004's capabilities. I'll probably be using my laptop 
for demonstrating my own glass cockpit software.

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Re: [Flightgear-devel] Star Wars Mod :-)

2006-10-28 Thread Robin van Steenbergen
If there's any spacecraft I want to make a flight model for, it's 
Serenity from Firefly. The interior and exterior model of the vessel is 
actually based on real-world aviation. There is already a good 3D model 
available on the net, and the only thing we need to make is the 
aerodynamics.

As far as orbital graphics, Flight Simulator X has support for graphics 
up to 1,000,000 feet, which is almost geostationary orbit. I'm already 
working on some software that allows a Flight Simulator session to work 
as a scenery renderer slaved to an external program.

Roberto Inzerillo schreef:
 I've actually considered making a flight model for an X-wing or other
 Star Wars vehicle. Could be fun.
 


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Re: [Flightgear-devel] fgfs + gaia (google earch client) = moving map

2006-11-23 Thread Robin van Steenbergen
Melchior FRANZ schreef:
 * Melchior FRANZ -- Thursday 23 November 2006 15:17:
   
 PS: cc to the gaia author. Thanks for that wonderful program!
 see here for info about fgfs:  http://www.flightgear.org/
 


 And that was a good idea ... within minutes I got a reply:

 |$ gaia --gps=nmea:///tmp/gaia
 | Wow! I wasn't aware of that ability of flight gear. Coool :)

 |  This makes a nice moving map. OK, it's not moving yet, but you
 | Following GPS marker, TODO added.
 ...
 | That shouldn't happen. I'll test it.


 So he apparently knows fgfs and can probably test gaia with it
 himself. Bright future ahead. (Until Google's attorney rings,
 that is. ;-)

 m.
   
Too bad the 'original' Google Earth can't take NMEA data. Would make a 
great in-car navigation solution... (Since Google Earth also has trip 
planning abilities). Which would also need all the Google Earth terrain 
data to be available offline, fx. on a DVD. Not sure if Keyhole is 
looking into using their software as this type of tool.


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Re: [Flightgear-devel] How to drive the Flight Gear airplanes by radar data

2006-12-05 Thread Robin van Steenbergen
Curtis Olson schreef:
 On 12/4/06, *唐勇* wrote:

 Hi,the Flight Gear can be drived by Keyboard,Mouse,Joystick
 etc.But my question is that how can I drive the Flight Gear by my
 ATC radar data.My radar data contains the flight
 position(lon,lat,alt) and oritation(pitch,roll,heading).I want to
 know how to input these data to the Flight Gear,and make many
 airplanes fly automatically.
 Thank u very much!!!


 I have done some work capturing IMU/GPS data from a live UAV and
 playing it live (or replaying it later) in FlightGear ... optionally
 with the multiplayer features turned on so we can track the uav in
 google maps/earth.

 There are a variety of ways you could pull this off, but here is one
 suggestion.

 I have written/adapted a couple utilities that can load a saved data
 file or read the data in live from a serial port and then pass it
 along to FlightGear. This code lives in the FlightGear CVS repository
 under .../source/utils/GPSsmooth/ (the naming of this directory
 doesn't exhibit a lot of forethought, but that's what it is right now.)

 If you wanted to use this option, you would mostly likely have to
 adapt the MIDGsmooth or UGsmooth application to parse your own data
 format, but everything else should pretty much be the same.

 If nothing else you can explore this directory to get a few ideas.

 You could probably reformat the data so it could be loaded and
 replayed by flightgear directly, but I haven't fiddled with that end
 of flightgear in a *long* time so someone else might be able to offer
 more current advice for doing that.

 Regards,

 Curt.
Wouldn't it be possible to use either the 'Generic' protocol over a
socket / serial link or convert the data coming from the ATC console
into NMEA format? That way FG can read it without any problems. (I have
yet to try my own GPS receiver with FG but I'm certain it will work)

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Re: [Flightgear-devel] [Fwd: FSweekend 2007]

2007-03-09 Thread Robin van Steenbergen
Martin Spott schreef:
 Yep, same formula, but with improvements in the details. :-)
   

 More beer ?  :-)
   Martin.
   

For the least part. But I think I will be manninng our own Project 
Learjet stand this year. I'll be sure to drop by.

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Re: [Flightgear-devel] Gliding/Soaring in FlightGear

2007-05-01 Thread Robin van Steenbergen
Heiko Schulz schreef:
 Hi,

 as far as I know thermic is only with jsbsim and the
 winch/towing only with yasim.

 Maybe there is a possibility with an nasal script to
 fake thermals in yasim.

 Greetings
 HHS
   
Wouldn't faking a winch/towing for JSBSim aircraft be easier? I don't 
think it's that difficult to change an aircraft's position along a 
certain flight path (in FS2004 I used to fake a winch launch just by 
slewing up)

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Re: [Flightgear-devel] New Architecture for Flightgear

2007-05-13 Thread Robin van Steenbergen
Harald JOHNSEN schreef:
 Martin Spott wrote:

   
 Hi Jim,

 Jim Campbell wrote:

  

 
 Some discussions have already taken place on JSBsim devel mailing list 
 regards communication between modules of flightgear.


   
 Indeed, the idea of cutting FlightGear into modules is not a new one
 and has been floating around way before this nice new arcitecture
 paper came up that everybody takes as a reference.

 Using some sort of networked database is a nice start and definitely
 honours the idea of portability - yet I don't see such thing that is
 capable of handling data at a rate that meets the requirements of
 FlightGear. OpenLDAP as well as MySQL are very bad at handling a high
 rate of concurrent read/write requests - they miss the target by a huge
 distance, they both are faaar to complex (even MySQL :-)  for such a
 task.

 Personally I think some thing like distributed shared memory might fill
 the gap. I've been doing some literature research on this topic several
 years ago, the idea looks pretty promising and different OpenSource
 implementations already have been around by that time - but I would not
 like to be the one to debug such a tricky beast   :-)

 Cheers,
  Martin.
  

 
 One should not forget that FG has allready some networking capacity. 
 This alone has allready allowed ppl to split fdm and rendering on 
 several machines. Perhaps there is something to reuse here.

 Harald.
   
Real-world flight simulation systems, as used in flight training 
devices, have been using this tactic for decades.

A flight simulator as supplied by a commercial producer of training 
devices, has been split into a set of large functional blocks, each of 
them consisting of different modules:

* Flight dynamics block -- consists of a set of systems that handle 
everything related to the aircraft's aerodynamic profile and the forces 
acting upon it. It does know nothing about scenery (aside from terrain 
elevation data, to detect ground movement), and knows nothing about the 
aircraft's systems. The only thing it knows about the aircraft is 
basically a 3D model with aerodynamic description, the position of the 
A/C's control surfaces and other extensions (landing gear, doors, 
spoilers), and the user-induced forces on the aircraft (engine thrust). 
It does a very good job at handling flight dynamics, and is fitted with 
a heavy CPU. Mathematical power is more important here than memory.

* Systems block -- keeps track of everything happening inside the 
aircraft. From the engines to the air conditioning, everything that 
can't be connected as real avionics is simulated inside this unit. Most 
of the aircraft-specific descriptions are found here.

* Visual system -- The visual system only needs to receive position and 
orientation data, and possibly the first and second derivative of it. 
 From that it renders the (usually multichannel) outside view for 
projection onto the simulator's front screen. All of the scenery data is 
stored here.

These three functional big blocks communicate over a high-speed network. 
Mostly, the units are built in dual-redundant sets to cope with eventual 
failure.

Most of the cockpit systems in a real simulator consist of real 
avionics. ARINC buses connect the real aircraft avionics (like the FMC, 
RMU's, and most of the display systems) to the simulator as if they 
connected to an actual aircraft. The simulator's systems block takes the 
place of the aircraft's IRS, GNS, ADC, VOR and other navigation systems.

Splitting up FlightGear into multiple functional units is something I'm 
really voting for. Especially, when you use a well-defined interface for 
every module. That way you can create a plugin-driven system that is 
easily extended upon, and could easily be split up physically using 
multiple machines across a network. I'm more into developing glass 
cockpits myself, but I'm also interested in creating a complete 
full-mission flight simulation suite. Especially since that would 
attract commercial funders (aviation industry companies like CAE, 
FlightSafety and Boeing) and possibly achieve FAA certification.


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Re: [Flightgear-devel] Need help- Requests to aerospace industries

2007-06-13 Thread Robin van Steenbergen
Heiko Schulz schreef:
 I did know JavaFoil but it seemed to me that is only
 based on NACA airfoils. Nethertheless a good chance to
 get the airfoil.
   
You've got a good chance that the helicopter blade foil is actually a 
NACA series airfoil. For helicopters the NACA 00xx series is common 
(since it's symmetrical).

For the EC135, the airfoil is listed on 
http://www.ae.uiuc.edu/m-selig/ads/aircraft.html as DVFLR DM-H3, the 145 
as ONERA OA415/OA312. Bell uses NACA profiles (which is obvious, since 
aeronautical research in Europe and the US were conducted separately).

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Re: [Flightgear-devel] Planned Script for Part 3 of Movie

2007-09-13 Thread Robin van Steenbergen
Attempt #2, seems my postmaster alias on my server was a little b0rked.



Onderwerp:
Re: [Flightgear-devel] Planned Script for Part 3 of Movie
Van:
Robin van Steenbergen [EMAIL PROTECTED]
Datum:
Thu, 13 Sep 2007 17:40:31 +0200

Aan:
FlightGear developers discussions flightgear-devel@lists.sourceforge.net


Forums Virgin Net schreef:
 Robin S. - I got your earlier email, but have not been able to reply 
 due to email loops back on myself ? Please contact me via my Form as I 
 think email address gets cropped in here?
 http://freespace.virgin.net/mike.perla/feedbackform.html
 lease be sure to leave your email address at the bottom of the form 
 :o) Thanks for your offer to help!
Just testing here, seems my earlier e-mails didn't really end up at the 
FG list. Changed my address so let's see if this works...


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Re: [Flightgear-devel] Models formats and FlightGear

2007-09-14 Thread Robin van Steenbergen
gh.robin schreef:
 Hello,
 In spite of an existing documentation Model-HowTo, wish is accurate, 
  wouldn't it be useful,
 to tell here, which mains 3D objects format can be read by FlightGear, and 
 how 
 the models can be made from several 3D objects format ?

 Before the implementation of OpenSG,  
 and with the existing PLIB library 
 FlightGear was able to  read several  3D objects format, which are  
 3DS, AC, DXF, MD2, MDL, OBJ, VRML1  
 and probably others that i have forgotten.

 MANY thanks to the FG  creators who create that flexibility.

 With OpenSG, 
 FlightGear is able to read  3DC, 3DS, AC (which was added by Mathias) DXF, 
 LWO, MD2, OBJ, OSG, VRML and probably others.

 You may build model (flying aircraft or static 
 objects) made of an assembly from several modelobject   each one can a be a
 specific format.
   
Would it be possible to add KML/KMZ support, for direct import from 
Google SketchUp? KML is an XML-based format already so it shouldn't pose 
loads of trouble.

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Re: [Flightgear-devel] Serious simmer

2007-09-20 Thread Robin van Steenbergen
Ampere K. Hardraade schreef:
 I have seen far more serious simmers. :P

 Ampere
   
That basically translates as: We really want some pictures of that!

All of that guy's sim is MSFS-based with third party add-on instruments, 
and all of the monitors on his desk are run from a single PC.

If FG is going to be used in home cockpits (Which I REALLY am in favor 
of) we need some way to get the instruments currently in FG out in an 
external application, which can run a 2D panel on a separate monitor. FG 
of course already has the possibility of exporting data over the network 
and linking copies for visuals (--external-fdm) but I'm not sure to what 
extent all of the instruments will follow in the slaved FG copy. The 
most important instrument you will have to run offboard except the basic 
six are engine gauges, radio and possibly map navigation.

Making a decent (preferably OpenGL, vector-based) framework for FG 
panels would be a good development step, and it need not neccesarily be 
in the FG branch. As long as it follows the FG spec for the current 
instruments it will work, and we might be able to add XML-based vector 
artwork for glass cockpits later (SVG instrument rendering, anyone?). We 
could borrow some ideas from ARINC661 here. The project would be similar 
to X-Panel, already developed for X-Plane, so PanelGear might be a 
suitable name?

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Re: [Flightgear-devel] Serious simmer

2007-09-21 Thread Robin van Steenbergen
AJ MacLeod schreef:
 Your original issue was, I think, a desire to have different parts of 
 the FG
 3d environment (including instruments) displayed on different screens, on a 
 PC with multiple graphics cards and monitors.  As far as I can see, it's 
 already possible, with no extra coding, even for fully 3d cockpits.  You can 
 already set your viewpoint(s) anywhere relative to the a/c, facing any 
 direction at any zoom level.  You can have multiple views of any part of the 
 same aircraft.  Of course it should be even simpler now that we're using 
 OSG... there was some mention in a thread in June (Impressions from LinuxTag) 
 of using four osgViewer cameras configured in preferences.xml to output 
 displays from one instance of FG.

 Mind you, I haven't seen the promised instructions materialise... it would be 
 nice to see those - did they get onto the wiki when I wasn't looking?

 The one instrumentation-related thing that we definitely lack at the moment 
 is 
 a really flexible method of implementing glass cockpit displays within FG.  
 Fortunately, it's not something that affects the type of aircraft I'm most 
 interested in ;-)

 Cheers,

 AJ
   
No, my original issue was to make external instrumentation possible over 
the network, not on a single PC with 6 monitors on it. Distribute the 
computing power, allowing more processing power for the flight dynamics 
and visuals and a flexible instrument setup.

Take a real simulator as an example: The flight dynamics are run from a 
system that does only that -- flight dynamics. Pure math that is, and 
it's mostly done as a double redundant unit instead of a single one.

The only data the FDM machine will output is that relevant to flight 
dynamics. That's basically all of the position data and 2 levels of 
derivatives of it (thus including forces on the airframe). Other 
systems, mostly composed of real-world avionics, pick up on that data 
and generate the relevant instrumentation, either as an image or as a 
control signal for a real aircraft instrument.

Mind you, most flight deck builders, including the FS200x users, do not 
use a single machine for all the work. More and more of FS is ripped out 
of the FS logic, leaving only the raw FDM and visual data up to that 
system. All of the system logic is done outboard communicating with FS 
over a network link.
The only downside of this, is that FS panels themselves are defined in 
gauges (DLL files) which can never be used outboard because of 
Microsoft's closed API. There are some really good payware aircraft on 
the market with tremendous levels of realism, but they are all limited 
to that one system running FS, so they are not suitable for cockpit 
builders.

Mind you, most of my ideas ARE targeted at glass cockpits, which are 
mostly composed of vector based graphics. (Historically, aircraft even 
had vector-driven CRT's before the flat panel era.) If glass cockpits 
are built up of bitmap-based graphic material, it will look ugly and 
unrealistic. The Citation in FG, for example, has a very clear and 
visible display for the PFD/ND, but you can immediately see that it 
doesn't look like glass.

Most cockpit builders will want 2D displays since most of it is hidden 
behind paneling. Only a few display elements are revealed, and these 
should look like they belong there. You don't want to be looking 
'through' the display glass at some piece of 3D cockpit, you will want 
to be looking AT the display glass because it is part of the cockpit 
hardware. Everything will have to look flat.

My ultimate goal is to model a flight deck after the professional sims 
-- each part of the simulator is dedicated to a system. This adds both 
redundancy and flexibility -- if a system crashes, it doesn't take the 
entire simulator with it as is the case with FS2004 based setups. The 
data exchange doesn't stop, because it isn't tied to a single 'master' 
unit -- if one unit should cease to respond (function), the rest of the 
system is notified and possibly another unit or a hot standby might take 
over. Likewise, if another aircraft is being simulated, the only thing 
that needs to change (in principle) is the system logic and flight 
model, instead of needing a hard simulator reset.

My proposal for the project would be to create a working framework for 
2D instruments, suitable for cockpit builders. The system would be 
similar, if not identical in functionality, to X-Panel for X-Plane users 
(I would like to give you a URL but some fool took down the X-Panel 
pages, every Google hit turns 404), which allows X-Plane instruments to 
be displayed on a different system (or multiple). As for glass cockpits 
go, an example is either OpenGC or Project Magenta, but both of these 
have the design of their displays hard-coded, what I would really like 
to see is that GC or steam panels could be designed in a WYSIWYG 
graphics environment, and interactive script added later. SVG has 
specifications for that.



Re: [Flightgear-devel] Serious simmer

2007-09-22 Thread Robin van Steenbergen
Maik Justus schreef:
 Hi Ron,
 Robin van Steenbergen schrieb am 22.09.2007 02:14:
   
 No, my original issue was to make external instrumentation possible over 
 the network, not on a single PC with 6 monitors on it. 
 
 I think this is already possible within flightgear now. The only missing 
 feature (if I remember correctly), is the switching off of the 
 3D-rendering of the surrounding, which is not necessary when rendering a 
 panel only. But this should not be a big problem at all. As a ugly hack 
 just use an empty scenery on the panel rendering machines.
   
Will network-linking of FG sessions synchronise ALL of the aircraft's 
property data, thus also syncing radio, instrument and cockpit data? For 
the visuals, only the basic 6DOF are needed, but is there also a way to 
keep everything inside the A/C's panels up to date all the time?

That would get us a good start. Switch off the 3D rendering (as per 
Curt's instruction) and get 2D panels on the panel rendering machines. 
But we are going to need some good 2D panels, aside from the 3D cockpits 
already out there.

Redundant FDM's is not a really neccessary step yet. I know that on some 
professional sims, all of the data is exchanged through a 'push' 
mechanism instead of a pull-style one. If one functional unit were to be 
stop sending data, the standby will immediately take over, as it was 
already receiving and processing data meant for the FDM system (it was 
only not transmitting data back).

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Re: [Flightgear-devel] For Robin van Steenbergen

2007-09-22 Thread Robin van Steenbergen
Robert Black schreef:
 On Saturday 22 September 2007 17:23, Forums Virgin Net wrote:
   
 Dear Robin,
  I wonder, can you advise me where I can get hold of some
 music for my movies that is none copyright? I am specifically looking for
 Aircraft themes such as Top Gun as example, but generally more tamed music
 for background tracks especially of the sort used in the Movie Final
 Approach not the recent one the old one with the stealth aircraft
 http://uk.rottentomatoes.com/m/1038120-final_approach/
 

 Search on Podsafe and see if you find anything.  A small unknown that has 
 something you like that would give permission for it to be distributed on 
 your film in exchange for credits including a link to their website et
 Just an idea. 

   
You could also talk to Justin R. Durban from Edgen Productions:

http://www.edgen.com/

He has done the music for Dark Armada as well, free of charge, and likes 
to contribute to independent productions.

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Re: [Flightgear-devel] Thanks Robert Black and Robin van Steenbergen - plus extra notes on concorde problems for author

2007-09-24 Thread Robin van Steenbergen
Forums Virgin Net schreef:
 Dear Robin  Simstick, Et all
Thanks for those tips about the 
 music backing I have emailed Justin R. Durban from Edgen Productions, 
 just waiting a reply now.
 --- 3
  
 About concorde, it works a little better in plib but is still unstable 
 the VS (Vertical Speed) problem is still their, I am getting lots of 
 stutter bad stability with fps especially on start up. Panning around 
 does help but video captures are a waste of time as their are just to 
 many pauses, and jitter.
  
 I dont know what is going on with it. Can someone point me to a newer 
 win32 build of OSG and PLIB please as maybe it is something to do with 
 the builds I am using my OSG binary is about a month old now 
 15/Aug/2007 and my plib 2 months old.
  
 I cannot progress with the movie while things are unstable like this I 
 need stability if I am to get decent video captures, any help is much 
 appreciated thanks.
  
 Aerotro

You don't actually need to *fly* an aircraft to generate images. In an 
application like MATLAB, or possibly Lightwave or 3DS it would be 
possible to generate a parametric flight path (just a series of 
coordinates). FG will just follow those coordinates in a slaved mode, 
reducing it to a mere 3D real-time rendering engine. You won't be 
actually flying the aircraft, but the viewers won't see a difference as 
the A/C would have been flying on autopilot anyway.

Regarding video caps, what are you using? Fraps is a good application 
which can capture any rendered screen in HD resolution, the cheap 
hardware-level but fool-proof alternative is using a TV capture card 
with the rendered displays on a VGA card's TV-out. The advantage of this 
is that the capture won't neccesarily go wrong if there's something 
wrong on the box running FlightGear, the downside is that you're stuck 
on PAL resolution (or NTSC, whatever you want these days. I'd recommend 
PAL ;))

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Re: [Flightgear-devel] Concorde un-usable for me

2007-09-24 Thread Robin van Steenbergen
Frederic Bouvier schreef:
 You should try to limit your frame rate to a reasonable value, either by
 configuring the Sync to Vblank feature of your graphic driver, or by 
 enabling
 the frame rate throttle inside FG ( --prop:/sim/frame-rate-throttle-hz=75 for
 example )

 -Fred

   
When doing video, it's no use doing more FPS than the video can record. 
That's 30fps for NTSC and 25fps for PAL. (24fps for the celluloid fans.) 
Limiting the FPS has advantages in more CPU time and possible 
elimination of instabilities in some control logic (like the Concorde's 
autopilot). It might be calculating its control laws too fast messing up 
all the parameters. (Yes, I have had digital control engineering classes 
in my University EE course, I might even use FG for my Bachelor's 
degree's presentation! :-))


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Re: [Flightgear-devel] Glass cockpit and external gauges.

2007-10-02 Thread Robin van Steenbergen
Those TC-10's look pretty interesting as free-standing display units. 
The displays on the Pilatus look like either Garmin G-1000 (with custom 
options) or Honeywell Primus EPIC displays, the G1000 displays are 
exactly 10 diagonal. You might have to fiddle a bit with the Line 
Select Keys along the edges.

The enormous variety in current glass flight decks means we really need 
to think of a new way of defining glass cockpit layouts. Currently, most 
instrumentation is hard-coded and the binary only provides full displays 
(like in Project Magenta or OpenGC). You may be able to move the 
displays around, but not the individual elements (widgets) inside the 
displays.

Why not make either an XML-based or a byte code based layout definition 
(like ARINC661) which allows more flexibility in the creation of GC 
displays, as the layout is defined in data, not program code, and can be 
changed run-time. Especially with modern aircraft this might end up 
being very useful.

Phil Panelli schreef:
 Hi Bill,

 Not quite but ..

 http://store.earthlcd.com/TC-10-TC10?sc=7category=13

 compared against

 http://www.pilatus-aircraft.com/applications/webgallery/webgallery/includes/images/800-600/Pilatus-PC-12-NG-26.jpg

 Let's say I have a few tc-10's left over from another project that is 
 dead 

 I really like that pilatus layout  but I also like to fly other aircraft.

 There just seems to be an uncanny similarity between the look of the 
 real thing  and those units.
 If you consider the fact that  some of the simulated steam gauges can be 
 a much as half as one of these units.
 The dual scan is not so great but a little contrast adjustment, lights 
 out  , a few 22 lcd panels for the out the window view.

 It's got some possibilities... and Earth lcd had about 90,000 of them in 
 inventory last time I checked.  I would not wish to limit the 
 development to just those units.

 I would put some time into this This time I think it should be a 
 flightgear sub project .

 I'm just having a hard time getting my hands around the state of things 


 Sorry for the rambling . Just thinking out loud .


 Phil
   


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Re: [Flightgear-devel] 737-300

2007-12-06 Thread Robin van Steenbergen
Heiko Schulz schreef:
 Hi,

 Still working on the 3D-cockpit but a first release I
 can give this week!

 HHS
Screenshots? Will that be an actual -300 cockpit (with EFIS and separate 
engine gauges) instead of the current 'NG-like' cockpit gauges?

I do think there aren't enough decent airliners in the FG branch, which 
may be putting off current MSFS users because of the lack of accurate 
airliner sims (like the Level-D 767-300ER or PMDG 737-800). FG does 
provide enough opportunities to do system simulation through Nasal 
scripting, but the current panel engine is still somewhat limited in 
doing vector ('glass') cockpits.

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Re: [Flightgear-devel] Multiple channel autopilot controllers

2008-02-12 Thread Robin van Steenbergen
LeeE wrote:
 This is just for info and probably mainly directed at Roy Vegard 
 Ovesen but it might also interest other people interested in 
 setting up autopilot systems.

 As I've mentioned previously, I've had some problems tuning PID 
 controllers, specifically controllers that maintain a specified 
 pitch i.e. input is a target pitch and the output is an 
 elevator-trim deflection.  The problem is that the controller needs 
 to be fairly 'brutal' in it's control at low speeds during 
 take-off, to initiate rotation and prevent over-rotation, but this 
 brutality tends to lead to oscillation at higher speeds
Not to be particularly picky, but:

Real-world aviation doesn't use the autopilot for take-off, because of 
this very issue, which is present in real-world analog controllers as 
well. AP is only engaged at acceleration altitude, when the gear and 
flaps are up (clean). Using the AP for climbing out in an unclean 
configuration at a very low speed will require a high pitch reference 
and possibly induce stall.
TO/GA is sometimes used, though, but the TO/GA setting is a fixed pitch 
reference, and only engaged after rotation, not on the runway. One of 
the main reasons for that is also that the pilots still have the 
ultimate control over the aircraft in case of an engine failure.

The 'strength' versus 'instability' issue is inherent to PID control 
mechanisms, if you build a strong controller it will tend to oscillate 
and jitter in situations where small control inputs are required, 
because strong controllers are designed for large control changes. It's 
a classic duality dilemma in control engineering, and possibly the only 
way to compensate for it is to implement adaptive parameters to the 
control system (e.g. the 'strength' of the control laws reduce as the 
airspeed increases or the angle of attack reduces).

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Re: [Flightgear-devel] Problems generating scenery for Australia

2009-04-04 Thread Robin van Steenbergen
Have you tried inverting the Y-axis? ;-)

(Sorry, in the light of the recent prank pulled by YouTube, I couldn't 
resist.)

Jason Cox wrote:
 Hi all,
 I am having a problem generating scenery with srtm2 data for Australia
 the problem is that I can hgtchop the files up ok, but when generating
 airports I keep getting error as follows,

 genapts --input=/DATA/src/fg/data/Airports/apt.dat.gz --work=./work/
 --airport=YSCB 21 |grep -v Next |grep -v result
 Input file
 = /DATA/src/fg/data/Airports/apt.dat.gz   
 
 Terrain sources
 = 

   ./work//SRTM2-Africa-3  

   ./work//SRTM2-Australia-3   

   ./work//SRTM2-Eurasia-3 

   ./work//SRTM2-Islands-3 

   ./work//SRTM2-North_America-3   

   ./work//SRTM2-South_America-3   

   ./work//DEM-USGS-3  

   ./work//SRTM-30 

 Work directory
 = ./work/ 
 
 Nudge =
 10

 Longitude =
 -180:180  

 Latitude =
 -90:90
 
 Data version =
 810   
 
 Building
 YSCB  
   
 Runway count =
 2 
 
 Taxiway count =
 90

 e140s40/e149s36/5393832   

 18 -35.302717  149.196184 1
 BCN   

 14 -35.300541  149.1998900 0 ATC
 Tower 
   
 19 -35.290601  149.196704 1
 WS

 19 -35.300404  149.185850 1
 WS

 19 -35.299599  149.197176 1
 WS

 19 -35.311538  149.198463 1
 WS

 19 -35.313744  149.191470 1
 WS

 Building runway =
 17x   
  
 Runway num =
 '17x' 
   
 Reverse displaced threshold =
 214   
  
 Runway num =
 '12x' 
   
 gen vasi
 17x   
   
 gen vasi
 17x   
   
 gen ALSF/SALS lights
 17x   
 

Re: [Flightgear-devel] [RFC] Dynamic plug-in interface for I/O modules

2009-06-28 Thread Robin van Steenbergen
Melchior FRANZ wrote:
 I'm (still) against binary runtime modules for FlightGear.
   
I'm more curious as to whether we need them.

The entire guts of FlightGear are available to almost anyone via 
external communications (e.g. sockets) and Nasal. Why not write a 
communications script or Nasal script that exposes the data required for 
your add-on over a socket, and use a similar tool at the add-on end? 
There is no license that will ever state that any application that 
*communicates* with it (whether it be a TCP socket, file, or Unix 
socket) needs to adhere to that license as well, since that would pretty 
much be the ultimate enforcement of copyleft.

Simply put, the mechanics for doing this with FlightGear are already in 
place, you only need to take a slight detour over a communications link. 
This has its advantages too, such as added security (no possible code 
injection) and inherent networkability. Downside is that it takes a 
little more brain-food to make it work.

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Re: [Flightgear-devel] FSWeekend: Lelystad, November 7, and 8, 2008

2009-08-31 Thread Robin van Steenbergen
And don't forget T-DOSE in Eindhoven, October 3-4th!

http://www.t-dose.org

I'll be at the FSW like pretty much every year. Still have to figure out 
which stand I'll participate with.

Gijs de Rooy wrote:
 Hi Durk,
  
  First, and foremost, however, I would like to sent of a call for
  participation. If you happen to live in or near the Netherlands, and 
 would
  like to be part of this weekend of fun and flight, please drop me a 
 note.
  
 Please count me in ;)
  
  It would be nice if we could organize something fitting within
  this theme. Ideas are welcome.
  
 I think most of the sims will show some simple ideas like a 
 (virtual) flight with
 the Wright Flyer near Etten-Leur (first motorised flight in the 
 Netherlands
 happened there) or some historic scenery. So, probably it would be 
 nice if we
 could come up with something different, just to stand out of the 
 crowd. I'll try
 to come up with something in the upcoming weeks...
  
 Another milestone is the 90th anniversary of KLM airlines (founded 7 
 oct. 1919).
 Maybey we can gather a fleet with all (or atleast most of) the 
 aircraft ever
 operated by KLM? We do have quite a lot of them in FG, just need some more
 liveries...

 Cheers,

 Gijs



 
 Deel je favoriete foto's online met Windows Live Photos 
 http://www.microsoft.com/netherlands/windowslive/Views/productDetail.aspx?product=Photos
  

 

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Re: [Flightgear-devel] Primus1000 / M877

2010-03-18 Thread Robin van Steenbergen
On 3/18/2010 9:55 AM, James Turner wrote:
 Replying to some specifics, I'll let Syd comment in general since he's the 
 Primus author, and has seem more documentation than me by far.


I've done some work on developing a Primus simulation package, albeit a 
standalone one for use with FS2004/FSX. It's based on the ERJ-145 
version of the Primus 1000, and has a complete PFD, ND and EICAS. You 
can find it under http://openrj.stoneynet.nl/ , it's BSD licensed, so 
feel free to have a poke around in the source code ;)

FWIW, here's some small things that are easily fixed:

* VOR2 and ADF needles point horizontallly (west IIRC) when they are 
tuned to an out-of-range transmitter or tuned to nothing.
* On FMS mode, the CDI should be in magenta, not green :)

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[Flightgear-devel] Fwd: Re: Announcing: FSWeekend 2010

2010-10-29 Thread Robin van Steenbergen
  I need a carpool from Eindhoven (or somewhere halfway, like Utrecht)

because train and bus schedules to Lelystad are somewhat impractical.
The bus to the airport has an hourly or 2-hourly service IIRC, and
taking the train and bus takes me over 3 hours to get there (where it
would only take me 1,5 hours if I would travel by car).

I'll try and see if I can pull some strings and arrange a car for
Saturday, in that case, I can pick up somebody enroute.

Op 29-10-2010 13:02, Geoff McLane schreef:
  Hi,

  Oops, since I also plan to be there both days, I too
  would be pleased to help out on the booth, for half a
  day or so, Sat or Sun, if needed...

  And also do not particularly need a booth holders
  pass, but sorry can not assist on the Eindhoven
  car pool...

  Regards,

  Geoff.



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Re: [Flightgear-devel] Announcing: FSWeekend 2010

2010-10-29 Thread Robin van Steenbergen
  I need a carpool from Eindhoven (or somewhere halfway, like Utrecht)

because train and bus schedules to Lelystad are somewhat impractical.
The bus to the airport has an hourly or 2-hourly service IIRC, and
taking the train and bus takes me over 3 hours to get there (where it
would only take me 1,5 hours if I would travel by car).

I'll try and see if I can pull some strings and arrange a car for
Saturday, in that case, I can pick up somebody enroute.

Op 29-10-2010 13:02, Geoff McLane schreef:
  Hi,

  Oops, since I also plan to be there both days, I too
  would be pleased to help out on the booth, for half a
  day or so, Sat or Sun, if needed...

  And also do not particularly need a booth holders
  pass, but sorry can not assist on the Eindhoven
  car pool...

  Regards,

  Geoff.



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Re: [Flightgear-devel] Announcing: FSWeekend 2010

2010-10-29 Thread Robin van Steenbergen
  I need a carpool from Eindhoven (or somewhere halfway, like Utrecht) 
because train and bus schedules to Lelystad are somewhat impractical. 
The bus to the airport has an hourly or 2-hourly service IIRC, and 
taking the train and bus takes me over 3 hours to get there (where it 
would only take me 1,5 hours if I would travel by car).

I'll try and see if I can pull some strings and arrange a car for 
Saturday, in that case, I can pick up somebody enroute.

Op 29-10-2010 13:02, Geoff McLane schreef:
 Hi,

 Oops, since I also plan to be there both days, I too
 would be pleased to help out on the booth, for half a
 day or so, Sat or Sun, if needed...

 And also do not particularly need a booth holders
 pass, but sorry can not assist on the Eindhoven
 car pool...

 Regards,

 Geoff.


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Re: [Flightgear-devel] FSWeekend2010

2010-11-08 Thread Robin van Steenbergen
  Op 7-11-2010 21:14, Durk Talsma schreef
 - Gijs and Jorg trying to outperform each other in terms of their helicopter 
 flying skills (trying to land it on a chimney, once they found the helipad to 
 easy).
Were the choppers loaded with presents and were they wearing red robes 
and a funny hat, by any chance? =)

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Re: [Flightgear-devel] FlightProSim advert on FaceBook

2010-11-11 Thread Robin van Steenbergen
 I am not sure whether the content *generated* by a GPL-licensed 
program (such as FlightGear generating screenshots) would have to be 
licensed under the GPL as well.


To be honest, I doubt it, because a lot of GPL-licensed tools are used 
to generate copyrighted content, even including Hollywood movie 
blockbusters!


Op 11-11-2010 17:46, Gijs de Rooy schreef:

Hi all!

 XIII wrote:

 And why do they use an A-6E screenshot I have made me-my-own-self ?
 Nah, I just sent to Facebook an inquiry for copyright infringement :-)

Content on the FlightGear wiki also falls under the GNU GPL license 
(as stated at the bottom of this
page http://wiki.flightgear.org/index.php/File:A-6E.jpg), so does 
this A-6E image. I am not a lawyer, but I do know that a copy of the 
GNU GPL license
should be attached to the images, which I cannot find at the 
FaceBook page That is a copyright

infringement, right?

Cheers,
Gijs



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Re: [Flightgear-devel] Willfully violating Google Terms of Use

2012-03-12 Thread Robin van Steenbergen
There is a big difference between republishing a printed work and using 
it for a derivative, such as deducting measurements from a (paper) map 
to make a computer model of the streets or buildings which are also 
represented on the map.

First off, in the case of a direct republish, the map's publisher can 
isntantly recognize that somebody made an actual copy, and therefore, 
also prove it in court.

In case of a building or airport modeled off a map, how is the original 
map-maker going to recognize that the runway (12000ft long) was actually 
derived from *his* map? Since we're effectively modeling the real world, 
just like a map would, a map maker will have a very hard time suing 
after derivative works, since HIS map is also a derivative off the 
(uncopyrighted) real world. Let alone prove in court that your airport 
model is plagiarizing off his maps -- obviously, because it looks like 
the real airport it's supposed to represent on both the map and in the 
scenery!

The only thing a (paper) map maker would effectively be able to 
copyright is his specific representation of the world -- that map, and 
only that.

Now a digital map may be a dffferent issue since it's easy to 
automatically harvest large amounts of geo-data off digital maps, 
recompile it and reuse it for commercial purposes.

Op 12-3-2012 13:22, Martin Spott schreef:
  which sounds nice in theory, but doesn't reflect current 
 practice. Try it out, buy a printed, commercial map at your local 
 bookstore, place a derivative of it onto your web page, ignore the 
 cease-and-desist letter and wait until they sue you. Then try to tell 
 court that you've been unaware of the terms of use at the moment when 
 you bought the map. Happened to a lot of people - doesn't work. 
 Cheers, Martin. 


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Re: [Flightgear-devel] Willfully violating Google Terms of Use

2012-03-12 Thread Robin van Steenbergen
Op 12-3-2012 14:33, Martin Spott schreef:
 Robin van Steenbergen wrote:

 In case of a building or airport modeled off a map, how is the original
 map-maker going to recognize that the runway (12000ft long) was actually
 derived from *his* map?
 I'd like to emphasize that willfully violating the terms of use of a
 map should always be considered as being illegal and therefore
 unwelcomed (particularly in FlightGear land), no matter wether the
 map-maker can actually prove in court or not.
I hope you do realize that modeling scenery from a set of photographs is 
also violating copyright (under those same rules), namely that of the 
photographer?

So strictly speaking, we would only be able to model buildings we see 
(and measure) with our own eyes. And even then, you're making a 
derivative work off something -- namely the creative work of the 
building's architect.

(Before you ask, there have been cases over this, by the Belgian 
copyright authority trying to sue anyone who published photographs of 
Brussels' Atomium structure, claiming a derivative work off the 
copyrighted design of the architect.)

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Re: [Flightgear-devel] Willfully violating Google Terms of Use

2012-03-12 Thread Robin van Steenbergen
Op 12-3-2012 15:26, Martin Spott schreef:
 That's an interesting case and we probably had a similar one recently 
 in Germany. Did they try to sue anyone who *published* these 
 photographs (on their private Picasa/Flickr/Panoramio or other albums) 
 or just those who *sold* photographs ? Cheers, Martin. 

They actually tried to sue anyone who published photographs of the 
Atomium, either on their personal blog or on album accounts. Probably 
through some kind of automated crawler script which was programmed to 
send angry letters to anyone who posted a similar looking photograph.

Needless to say, most of it is pure FUD, but unfortunately, civilians 
don't have the legal means to defend themselves against the enormous 
amounts of leverage big copyright holders can throw at it.

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