Hello
I have tried it now, revision 7597 and have some things to report.
The laser seems to behave correctly with resRange set to 1. The -g 
option also worked to disable gui.
I found some "bugs" to:

1. The resRange parameter is missing from the hokuyo-urg-04l.model.

2. When I set an object (box or sphere) to static the visuals and 
geometry are placed exactly 2 times the given <xyz> value but the laser 
still hits the object at the specified location. If I select the object 
in gazebo the bounding box is drawn around the visual at 2*<xyz>. If I 
use <static> false its OK. Static objects are not standing still though. 
The are slowly rotating and moving around.

3. I dont know if this is a bug but, why do some objects (boxes usually) 
slowly move around or rotate (when <static> = false). Trying to build 
obstacle courses with non static objects is difficult as the obstacles 
move around.

4. When an object is selected and I drag or scroll the mouse to move it, 
gazebo crashes with the following error “ODE INTERNAL ERROR 2: invalid 
operation for locked space in dGeomMoved()”. Usually it does not crash 
right away but after about one second of movement.

5. During installation the contents of /usr/local/share/gazebo does not 
seem to be updated. Som new LaserBlue color was missing , and the new 
sicklms model file with resRange was not included.  (I had to manually 
copy and replace the files). I am using Kubuntu 8.04.

Thanks
Peter Nordin

Nate Koenig wrote:
> Hello,
>
> Answer 1:
>   SVN Gazebo has "fixed" the range problem with the laser. In the
> laser model file (sicklms200.model), there is now a parameter called
> <resRange>. This parameter specifies the resolution of the range
> reading. Basically, the range readings are divided by the <resRange>
> parameter. You can access the range resolution parameter via the
> LaserProxy.
>
> Answer 2:
>  The gui can be deactivated using the -g command line argument.
>
> -nate
>
>
> On Wed, Mar 25, 2009 at 1:59 AM, Peter Nordin <[email protected]> wrote:
>   
>> I was trying to improve odometry a bit and was reading the documentation
>> for ODE. I was also looking around in som .cc  files and found that if
>> you omit the <mu1>***</mu1> setting in your model the friction
>> coefficient will default to Infinity. I also found a <slip1> and <slip2>
>> setting to tune how much a body i allowed to slip. By decreasing this
>> value (default was 0.1) my odometry was improved. Inf friction and very
>> little slip means that the wheel based odometry gets better. It was not
>> perfect though and I was not able to decrease slip to much (cause then
>> it is not possible to turn)  some slip must be allowed to happen if you
>> want to turn the wheels.
>>
>> Anyway thanks for your reply I will try tuning the step time too.
>> If anyone else have any clue about the other questions, particularly the
>> first one about the laser range, I would be happy to know.
>>
>> Thank You,
>> Peter Nordin
>>
>> Richard Edwards wrote:
>>     
>>> I can only answer question three. Currently if you look at the drivers
>>> which let gazebo work as a player plugin, there is no support for
>>> perfect odometry. Thus, you have errors that will accumulate over time,
>>> I believe there were some mentions of tuning the update rate, etc, to
>>> obtain a time based near perfect odometry.
>>>
>>> Thank You,
>>>
>>> Richard Edwards
>>>
>>> Peter Nordin wrote:
>>>
>>>       
>>>> Hello everyone
>>>>
>>>>
>>>> I recently began using gazebo, (two days ago) and I have run into some
>>>> problems that I hope someone can help me solve. I am using the SVN head
>>>> version of gazebo together with OGRE 1.6.1 and ODE-0.11 on a Kubuntu
>>>> 8.04 64-bit system.
>>>>
>>>>
>>>> My first question has to do with the max range setting on the sicklms200
>>>> laser.
>>>>
>>>> I want to mimic my real laser that is set to scan up to 80 meters. When
>>>> I set the max range in my gazebo .world file the “laser beams” in gazebo
>>>> seems to have the correct length. But when I connect gazebo to a player
>>>> server and us a client to read the laser data, all range readings are
>>>> divided by 10. My maximum range will be 8 meters. If I set the max value
>>>> to 20 meters in gazebo my maximum range from player will be 2 meters. If
>>>> I set it to 9 meters the maximum will be 0.9 meters. BUT if I set it to
>>>> 8 meters (the default value) the range readings are not divided by 10
>>>> and the correct ranges are given. Why does the “range unit” change
>>>> depending on max range setting. This does not happen on my real laser.
>>>>
>>>>
>>>> Second question:
>>>>
>>>> In the help files at the web page it is said that the GUI can be
>>>> deactivated if you omit the <rendering:gui> section. When I do this
>>>> Gazebo crashes with the following message:
>>>>
>>>> How do I make it work?
>>>>
>>>>
>>>> [server/GazeboConfig.cc:84]
>>>>
>>>> Gazebo Path[/usr/local/share/gazebo]
>>>>
>>>> [server/GazeboConfig.cc:92]
>>>>
>>>> Ogre Path[/usr/lib/OGRE]
>>>>
>>>> gazebo: OgreTextureManager.cpp:43: static Ogre::TextureManager&
>>>> Ogre::TextureManager::getSingleton(): Assertion `ms_Singleton' failed.
>>>>
>>>> Aborted
>>>>
>>>>
>>>> Third question:
>>>>
>>>> I am using a client that is following a set of lines created between
>>>> waypoints in the world coordinate system. Once it reach the end of the
>>>> track the order of waypoints is reversed and the robot goes back to the
>>>> beginning and so on. I have noticed after running the simulation for a
>>>> few minutes that the track seems to have drifted. The question is. Does
>>>> gazebo include drift, noise, uncertainty, or slip in the odometry
>>>> calculations? (I am using a world file based on the pioneer2dx robot
>>>> (with the addition of one laser). The client program is only using the
>>>> odometry for positioning in the track.
>>>>
>>>>
>>>> Thank you for your help
>>>>
>>>> Peter
>>>>
>>>>
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>> Apps built with the Adobe(R) Flex(R) framework and Flex Builder(TM) are
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>> easily build your RIAs with Flex Builder, the Eclipse(TM)based development
>> software that enables intelligent coding and step-through debugging.
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