[Flightgear-devel] Re: property control question

2005-04-07 Thread Melchior FRANZ
* Ampere K. Hardraade -- Thursday 07 April 2005 06:00:
 On April 6, 2005 05:18 am, Melchior FRANZ wrote:
  This isn't a big problem
  and works, too. It's just a waste of CPU cycles and then, you may want
  to use the gear functions for other effects, where it could be a problem.
 Something along these lines may be able to free up those CPU cycles:
 
 binding
  commandnasal/command
  script
   # Command flaps' movement.
  /script
 /binding

Huh? WHAT?!?! Do you even know what you are talking about?

m.

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Re: [Flightgear-devel] Re: Glut problem

2005-04-07 Thread darko

Asking for how to fix the compilation problems would have been a little
smarter, wouldn't it? Probably you don't have the glut headers installed.
No, they are installed in /usr/include/GL and also into the X11 
includes.  Infact I have the problem only with that file. Bytheway, you 
didn't answer to my question: which exact version of GLUT I need to 
compile FG?

thanks
darko
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Re: [Flightgear-devel] Re: Glut problem

2005-04-07 Thread Erik Hofman
darko wrote:
No, they are installed in /usr/include/GL and also into the X11 
includes.  Infact I have the problem only with that file. Bytheway, you 
didn't answer to my question: which exact version of GLUT I need to 
compile FG?
You will need the very latest (at least 3.7.x)
Erik
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[Flightgear-devel] Re: Glut problem

2005-04-07 Thread Melchior FRANZ
* darko -- Thursday 07 April 2005 10:26:
 Asking for how to fix the compilation problems would have been a little
 smarter, wouldn't it? Probably you don't have the glut headers installed.
 
 No, they are installed in /usr/include/GL and also into the X11 
 includes.  Infact I have the problem only with that file. Bytheway, you 
 didn't answer to my question: which exact version of GLUT I need to 
 compile FG?

Yes. Did you read somewhere that I would answer all questions? If so,
this was a lie and you should complain to the author.  :-P

Anyway: I would use freeglut from here:  http://freeglut.sf.net/
This is (almost fully) compatible with glut. (The auto-key-repeat default
seems to differ, but that's no problem for fgfs, now that the Spitfire
changed the ignition code.)

I expect that your next posting contains some real error messages.
Otherwise I suggest to continue this thread on flightgear-users.

m.

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[Flightgear-devel] Simgear related problem

2005-04-07 Thread BONNEVILLE David

Hi there,

I get errors running FG under Windows in debug mode :
assertion failed in ctype.h in isspace cause a character was not in the range
0..255. Running in debug mode I saw that the problem happened during airports
loading because of the copyright character. I modified simgear/misc/strutils.cxx
so that in split_whitespace method isspace(str[i]) is replaced by
isspace((unsigned char)str[i]). Then it works.
I see isspace call in do_strip method too. I have not modified as below and this
method was never called during my little test. Does my modification make sense ?
Is this a simgear bug ? Maybe each isspace call should be cast as I did...

David



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Re: [Flightgear-devel] Simgear related problem

2005-04-07 Thread Frederic Bouvier
Quoting BONNEVILLE David:


 Hi there,

 I get errors running FG under Windows in debug mode :
 assertion failed in ctype.h in isspace cause a character was not in the range
 0..255. Running in debug mode I saw that the problem happened during airports
 loading because of the copyright character. I modified
 simgear/misc/strutils.cxx
 so that in split_whitespace method isspace(str[i]) is replaced by
 isspace((unsigned char)str[i]). Then it works.
 I see isspace call in do_strip method too. I have not modified as below and
 this
 method was never called during my little test. Does my modification make
 sense ?
 Is this a simgear bug ? Maybe each isspace call should be cast as I did...

This is how I locally circumvent the problem. It seems strange that MSVC's
issomething accept an int in the interface but assert that the value is in the
[0..255] range. When you give it a char that is not ASCII ( value = 128 ), it
is signed extended, becomes negative and trigger the assertion.

So casting to unsigned char to block the sign extension seems to be the good
solution.

-Fred

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Re: [Flightgear-devel] Re: Glut problem

2005-04-07 Thread darko
Melchior FRANZ wrote:
Yes. Did you read somewhere that I would answer all questions? If so,
this was a lie and you should complain to the author.  :-P
 

don't worry, I'm a developer too, brother ;-)
Anyway: I would use freeglut from here:  http://freeglut.sf.net/
This is (almost fully) compatible with glut. (The auto-key-repeat default
seems to differ, but that's no problem for fgfs, now that the Spitfire
changed the ignition code.)
I expect that your next posting contains some real error messages.
Otherwise I suggest to continue this thread on flightgear-users.
ok, I don't have an error but I've found something. Into the includes of 
the package glut-3.5 there's no reference to

glutSpecialUpFunc
glutKeyboardUpFunc
glutGameModeString
glutEnterGameMode
glutLeaveGameMode
glutGameModeGet
functions, while is present into freeglut-2.2.0 package.
bye
darko
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[Flightgear-devel] Re: Glut problem

2005-04-07 Thread Melchior FRANZ
* darko -- Thursday 07 April 2005 11:43:
 don't worry, I'm a developer too, brother ;-)

Sometimes I miss the obvious.  :-)

m.

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Re: [Flightgear-devel] b-29 alpha

2005-04-07 Thread Steve Hosgood
On Wed, 2005-04-06 at 18:13, Josh Babcock wrote:
 Arnt Karlsen wrote:
  On Tue, 05 Apr 2005 22:22:48 -0400, Josh wrote in message 
 Be warned, racy but authentic nose art...
  
  ..cute.  We need more of these, to remain authentic.  ;o)
  
  
 
 Yeah, this is an excellent opportunity to spread some historical 
 information...

Interactive history is certainly far better than dry facts in books, but
we'd have to be careful how we spread historical information.

FlightGear might well be a great means of keeping the historical flying
experience alive. The trouble is, AFAIK *no* airplane currently modelled
in FlightGear has ever been verified against the original machine.

I'm *not* knocking what Josh has done here - nor of course anyone else's
efforts. FlightGear is great for all those people who (like me) cannot
afford to pilot real aircraft, or who just don't want to. However, we
can't ignore the fact that, good though it may be, FlightGear is
basically a video game.

[ I take it, Josh, that I'm right in assuming that you've not flown a
real B29? Nor even put an accurate model of a B29 in a wind tunnel to
check how well the FDM is doing its stuff? :-) ]

That's not to be taken as a complaint, but if we don't make people aware
of this, then in 100 years time they'll be trying to re-enact battles of
WWII using your B29 model on FlightGear 29.2.1 for HoloDeck and
wondering why the bomber jocks of WWII claimed certain feats which they
can't duplicate in 2105. So they'll rewrite history books to reflect
what the HoloDeck simulation showed (the historical accounts obviously
being exaggerated!), and they'll be wrong.

Just as we can tell that the ancient Egyptians had help from aliens in
building the pyramids, 'cos they obviously couldn't have done it by
themselves. :-)

Steve


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[Flightgear-devel] Re: b-29 alpha

2005-04-07 Thread Melchior FRANZ
* Steve Hosgood -- Thursday 07 April 2005 13:58:
 FlightGear is basically a video game.

BS! No matter how much you detest it, it's still a simulator. Yes, it has
shortcomings, and yes, in some areas we lack reliable data. But this doesn't
make it a game. (Where is the gameplay. How do you enter the next level?
How do you get scores and all that?)

I don't really care what people will play on holodecks in the future.
But given that you post this on the developers list: what are you going
to contribute to improve the situation?

m.


-- 
Opinion/Contribution
Floating point exception (core dumped)

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Re: [Flightgear-devel] b-29 alpha

2005-04-07 Thread Andy Ross
Steve Hosgood probed:
 However, we can't ignore the fact that, good though it may be,
 FlightGear is basically a video game.

Don't feed the trolls, folks.

Andy

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Re: Re : Re: [Flightgear-devel] compiling with .NET

2005-04-07 Thread Andy Ross
BONNEVILLE David wrote:
 I think I see what you mean, but my intention is to make a .NET
 project that is coherent with the GNU makefiles so that I could
 fully use all the wonderful .NET functionnalities is it too
 much ?

Don't feed the trolls, folks. :)

(OK, that probably wasn't an intentional troll.  But I couldn't
resist.)

Andy



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Re: [Flightgear-devel] b-29 alpha

2005-04-07 Thread Curtis L. Olson
Steve Hosgood wrote:
Interactive history is certainly far better than dry facts in books, but
we'd have to be careful how we spread historical information.
FlightGear might well be a great means of keeping the historical flying
experience alive. The trouble is, AFAIK *no* airplane currently modelled
in FlightGear has ever been verified against the original machine.
I'm *not* knocking what Josh has done here - nor of course anyone else's
efforts. FlightGear is great for all those people who (like me) cannot
afford to pilot real aircraft, or who just don't want to. However, we
can't ignore the fact that, good though it may be, FlightGear is
basically a video game.
 

I'm not disagreeing, but I would like to point out that FlightGear has a 
lot of stuff built in for those that want to move beyond a simple video 
game.

There are hooks and facilities to connect FlightGear up to realistic 
cockpit controls, switches, etc., and connect up to lights, gauges, 
etc.  A cockpit mockup with the displays and controls in the correct 
locations goes a long ways torwards turning FlightGear into a legitimate 
training tool.  We have the ability to syncronize multiple display 
channels, which allows people to design advanced visual systems with 
wrap around screens.  FlightGear can drive projectors or monitors which 
gives you a lot of flexibilty to create a display system appropriate for 
your particular needs and budget.

As shipped you are right, but there are a lot of hooks built in which 
allow you to use FlightGear in much  more serious and professional settings.

[ I take it, Josh, that I'm right in assuming that you've not flown a
real B29? Nor even put an accurate model of a B29 in a wind tunnel to
check how well the FDM is doing its stuff? :-) ]
 

To be fair to Josh, this is big reason why big full motion simulators 
for a specific aircraft cost millions of dollars.  The flight dynamics 
data (and the work to get it and validate it) alone can easily exceed a 
million dollars.

We are all doing the best we can.  In the case of the B29, I'm sure the 
hope is to simply get as close as reasonably possible.  Unless someone 
with a few million dollars laying around wants a perfect simulation of a 
B-29.  In that case I can hook you up with some contacts. :-)

That's not to be taken as a complaint, but if we don't make people aware
of this, then in 100 years time they'll be trying to re-enact battles of
WWII using your B29 model on FlightGear 29.2.1 for HoloDeck and
wondering why the bomber jocks of WWII claimed certain feats which they
can't duplicate in 2105. So they'll rewrite history books to reflect
what the HoloDeck simulation showed (the historical accounts obviously
being exaggerated!), and they'll be wrong.
 

What happens in 2105 I'm sure will depend on how the future historical 
writers want to slant the past, and what point they want to make.  Oh 
and don't forget that stupid is  hereditary. :-)  I'm sure it will 
exist in 2105 with very similar proportions to today. :-)

There was an aviation accident where people were hurt.  This led to 
the inevitable lawsuits.  The plaintif's lawyers found a simulator of 
the same type of aircraft and flew into the flight regime in question 
and made some observations about the aircraft's behavior in that 
regime.  In this lawsuit, the defense brought in their own expert to 
testify about how the real aircraft would behave, which was different 
from the results in the sim.  The plaintif's lawyers pressed said expert 
witness on the point, at which time he revealed that he was the one who 
developed the flight dynamics for said simulator, and the regime the 
plaintif was exploring was outside of the realm where data was taken and 
validated for this sim, and thus the results were completely invalid.

So you are right, people will probably try to derive useful conclusions 
from simulators in 2105 and there's a good chance they will be wrong. :-)

Just as we can tell that the ancient Egyptians had help from aliens in
building the pyramids, 'cos they obviously couldn't have done it by
themselves. :-)
 

Unless someone comes up with a 3000 year old pyramid building simulator 
that clearly shows they had help from aliens, I still am going to 
believe that the aliens built the pyramids entirely themselves before 
returning to Kobol and Caprica to work on their new fancy robot project 
that just got funding.

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] b-29 alpha

2005-04-07 Thread Steve Hosgood
On Thu, 2005-04-07 at 15:45, Curtis L. Olson wrote:
 AFAIK *no* airplane currently modelled
 in FlightGear has ever been verified against the original machine.
 
 
 I'm not disagreeing, but I would like to point out that FlightGear has a 
 lot of stuff built in for those that want to move beyond a simple video 
 game.
 

Yeah, and I'm not knocking FlightGear and all the great work that's been
put into it. As you say, the ability to connect it to dedicated cockpit
simulators (even on a motion-platform?) moves it well away from just a
game.

Some of the folk on this list are private pilots from what I see being
discussed. How well do those pilots reckon the simulated aircraft in
FlightGear mimic the real ones, given that the FDMs are (apparently)
empirically created from the aircraft's basic layout and physical
properties?

 There are hooks and facilities to connect FlightGear up to realistic 
 cockpit controls, switches, etc., and connect up to lights, gauges, 
 etc.  A cockpit mockup with the displays and controls in the correct 
 locations goes a long ways torwards turning FlightGear into a legitimate 
 training tool.  We have the ability to syncronize multiple display 
 channels, which allows people to design advanced visual systems with 
 wrap around screens.  FlightGear can drive projectors or monitors which 
 gives you a lot of flexibilty to create a display system appropriate for 
 your particular needs and budget.
 

Is there actually a way to connect a motion platform? I recall hearing
about a motion chair connected to one of the old (0.5.6 ish) versions
of FG, but I'm not sure if that's the same thing.

Similarly, what about force-feedback to control-columns?

 To be fair to Josh, this is big reason why big full motion simulators 
 for a specific aircraft cost millions of dollars.  The flight dynamics 
 data (and the work to get it and validate it) alone can easily exceed a 
 million dollars.

Josh has done some good work.
Keep it up, Josh.
Especially the nose art :-)

Steve


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Re: [Flightgear-devel] Re: b-29 alpha

2005-04-07 Thread Steve Hosgood
On Thu, 2005-04-07 at 13:24, Melchior FRANZ wrote:
 * Steve Hosgood -- Thursday 07 April 2005 13:58:
  FlightGear is basically a video game.
 
 BS! No matter how much you detest it, it's still a simulator. 

I *knew* I'd get flamed by Melchior!

I don't detest FG, it's a fine bit of work. True, the word game was a
bit too harsh.

 But given that you post this on the developers list: what are you going
 to contribute ...
 

Anyone want an RPM packaging (for Fedora Core 2) for 0.9.8? I noticed
that the previous attempt at RPMing hadn't been updated since 0.9.4.

So I did my own. Also I packaged up scenery for Great Britain 
Ireland, The Faroe Islands and France as separate entities. The
idea is to get the RPMs put on a YUM archive (or APT) so that newbies
can just say yum install FlightGear-Terrain-FR and they'd get all that
they needed for flying (in this case in France). The scenery RPMs would
load the basic FlightGear program and base-files automatically if you
didn't already have them (RPMs can auto-require other ones).

I was planning on doing Benelux and Spain next, but if other people
wanted to join in, they're welcome to my SRPMs to use as a basis for
their own lands.

It may not be much, but I do *try* to contribute!
Steve.


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[Flightgear-devel] Re: b-29 alpha

2005-04-07 Thread Melchior FRANZ
* Steve Hosgood -- Thursday 07 April 2005 17:48:
 I *knew* I'd get flamed by Melchior!

Hey, you can count on me! (And I was only flaming back.)

m.  ;-)

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Re: [Flightgear-devel] b-29 alpha

2005-04-07 Thread Martin Spott
Steve Hosgood wrote:

 Some of the folk on this list are private pilots from what I see being
 discussed. How well do those pilots reckon the simulated aircraft in
 FlightGear mimic the real ones, given that the FDMs are (apparently)
 empirically created from the aircraft's basic layout and physical
 properties?

To my knowledge there _are_ aircraft in FlightGear that are build upon
real data. Right ?

To my experience what makes the most significant difference between
FlightGear and a real aircraft is the limited view angle in FlightGear
- as long as you don't have a a simulator with multiple screens.
But for the price tag of a couple of large TFT displays you can
afford your own PPL 
Compared to that the difference in the flight 'behaviour' of a real
C172 (or PA-28) and the one in FlightGear is neglectible. At least
these two get really close to reality - pretty much close enough to use
FlightGear for trainig final approaches for example,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] b-29 alpha

2005-04-07 Thread Curtis L. Olson
Martin Spott wrote:
To my knowledge there _are_ aircraft in FlightGear that are build upon
real data. Right ?
 

I think this is always the case.  Take the B-29 for instance.  Josh has 
obviously done a ton of research to get the dimensions and proportions 
down exactly right ... that's a key component of dynamics modeling. 
Along with that you want to figure out the mass of the aircraft and 
refine the mass distribution throughout the airframe (engines, fuel, 
pilots, cargo, balance, etc.)  Then of course you need flight data, but 
even with limited flight data, you can start to craft a very plausible 
model based on aircraft mass, dimensions, power plants, etc.

I don't think anyone sits down and makes up an entire aircraft from 
scratch based on ficticious number and pure guessing.  We use guesses 
just do that to fill in the gaps for things we don't know.  But often 
the guesses are educated and at least in the right ball park.

In the end, the quality of the model depends greatly on the quality and 
amount of data the aircraft designer can find.

For Level 3 FTD certification, the FAA has a long lists of flight tests 
you need to run to validate against real aircraft performance.  It is 
very difficult/expensive to get all the data required for the FAA 
certification, and no FlightGear model has gone to those extremes that 
I'm aware of.  However, someone with the resources, time, and data could 
certainly go through the process.  There's nothing in our code or 
infrastructure that would prevent or limit us from being able to do this.

To my experience what makes the most significant difference between
FlightGear and a real aircraft is the limited view angle in FlightGear
- as long as you don't have a a simulator with multiple screens.
But for the price tag of a couple of large TFT displays you can
afford your own PPL 
Compared to that the difference in the flight 'behaviour' of a real
C172 (or PA-28) and the one in FlightGear is neglectible. At least
these two get really close to reality - pretty much close enough to use
FlightGear for trainig final approaches for example,
 

Yes to get to a good level of realism you need:
1. A cockpit mockup with all the gauges, switch, lights, controls etc. 
in approximately the right place.
2. A reasonable field of view on your visual system (often accomplished 
with multiple projectors, or large screens.)
3. Refined/validated flight dynamics.
4. Motion isn't required at the lower levels of FAA certification, but 
it is a really nice thing to have when done right.  The problem is that 
it is hard to do right, and there is a cascading effect on other 
elements of the simulator.

It's actually a lot of fun to play around at this next level up, but 
it's also a lot of work, and there's enough issues and problems that 
it's difficult for a single person to do everything well themselves.  It 
often becomes less of a hobby and more of a sickness (or business.) :-)

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] b-29 alpha

2005-04-07 Thread Andy Ross
Steve Hogood wrote:
 Some of the folk on this list are private pilots from what I see being
 discussed. How well do those pilots reckon the simulated aircraft in
 FlightGear mimic the real ones, given that the FDMs are (apparently)
 empirically created from the aircraft's basic layout and physical
 properties?

That's true of YASim, but not JSBSim which can take real, measured
data if you have it.  The problem with real data, of course, is that
in general it lies (or doesn't make sense in isolation -- same deal),
and at best isn't available in all regimes, or at all.

The kind of fidelity you are asking for is a straw man.  No simulator
is going to provide it.  You could just as easily point at a 40
million dollar military sim and say it doesn't do this, this and
this, so it's a toy!.  If simulators could be perfect, pilots
wouldn't train in real aircraft.

If you have complaints, make them.  If you want features, ask.
Trolling like this (yes, this is trolling, even if you don't realize
it) isn't helping anyone or anything.

Basically, grow up. :)

Andy

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Re: [Flightgear-devel] b-29 alpha

2005-04-07 Thread Erik Hofman
Martin Spott wrote:
To my knowledge there _are_ aircraft in FlightGear that are build upon
real data. Right ?
Yes, the C172p. At least and the F-104, F-15 and F-16 are based on 
windtunnel data. The T-37 is partially based on flight test data.
And Both the Fokker 70/100 and Fokker 50 use available data where possible.

None of them are extensively validated though (although I do thrust the 
windtunnel and test-flight data).

Erik
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RE: [Flightgear-devel] Help with B-29

2005-04-07 Thread Vivian Meazza
Andy Ross wrote:

 
 I wrote:
  Jim Wilson wrote:
   4) Fixed rpm/power numbers under the prop tags.  They need to be
  scaled back according to the gear ratio.  Someone with a better
  understanding of mech engineering might be able to explain why the
  BHP on the prop shaft is reduced by a factor of 0.35 when that's
  the gear ratio, or maybe that is wrong and there is something going
  on in the YASim calcs.
 
  Yeah, that's a bug.  Power is power.  If the prop wants to sync X
  horsepower at Y RPM, then the engine ought to be defined as producing
  the same X hp at Y/gear-ratio RPM.
 
  Let me take a look.
 
 Indeed, there was yet another spot I missed when adding the gear-ratio
 stuff.  The torque conversion from propeller side to engine side
 worked correctly during solution, but not at runtime.  This is fixed
 now, so you should be able to use real numbers in your propeller tags.
 
 FWIW, I also took the opportunity to re-visit the P-51D configuration
 that I promised (long ago) to hack at.  Attached is a version that
 should perform more realistically.  The biggest change is that I
 reduced the cruise speed (360-310) to represent what a typical
 aircraft should be able to achieve with 50% fuel.  The resulting
 aircraft is a *lot* less slick (it produces almost three times as much
 parasite drag), and should perform more realistically at low
 altitudes.  You should still be able to hit the textbook numbers with
 a stripped aircraft and empty tanks.
 
 Also, there is a syntax fix: the piston-engine tag should be a
 subtag of the propeller tag.  Putting it immediately after the
 propeller definition works only due to a lucky interaction with the
 way the parser stores its current object pointer.  It doesn't clear
 the value when it sees /propeller, so you can get away with putting
 the engine at any point in the file before the next tag that sets a
 current object.
 
 I haven't flown this enough to say whether it's worth checking in.
 Let me know if anyone tries it and likes it.
 

I'm currently developing the YASim config for the Hawker Hurricane model. I
took the P51d config and plugged in some authoritative numbers for the
Merlin XX. Mirabile dictu, it worked right out of the box. The model takes
off and flies well (very well, I think), with the performance closely
matching the published figures. It can't quite reach the service ceiling,
but perhaps the standard atmosphere ain't quite what it was in 1941, or
perhaps I need to pump up the supercharger a bit :-). The wastegate opens
and closes when it should, and the 2 speed supercharger works correctly.
Good work, Andy.

However (and there's always a however), I can't land the thing. Closing the
throttle and pulling back the propeller pitch control doesn't reduce the
power enough. I reasoned that there was too much boost with the throttle
closed, (currently set at 10%, AFAICS). 10% of the supercharger output at
sea level before the wastegate is a big number - I set it 3% (based on
nothing more than a WAG) and it works well. Perhaps we can make this
parameter settable with a default value of 10%?

One other 'however': the property mp-inhg seems to be bound to the
supercharger output before the wastegate is applied. Useful for development,
but not for the input to the manifold pressure gauge. Locally, I've added a
parameter for manifold pressure after the wastegate. 

If no one objects, I can send Erik the required changes in the next week or
so. 

Regards

Vivian



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Re: [Flightgear-devel] Help with B-29

2005-04-07 Thread Andy Ross
Vivian Meazza wrote:
 However (and there's always a however), I can't land the
 thing. Closing the throttle and pulling back the propeller pitch
 control doesn't reduce the power enough. I reasoned that there was too
 much boost with the throttle closed, (currently set at 10%,
 AFAICS). 10% of the supercharger output at sea level before the
 wastegate is a big number

Yeah, that's a good point.  The idle tuning of the engine was done
before turbocharging was added, and doesn't really map well to the new
regime.  As a near-term workaround, you can always pull the mixture
way back to reduce power to near-zero.

I'm wary of adding a magic number to the configuration files for this,
though.  I wonder if there's a saner way of calculating an appropriate
idle power dynamically from the input values...

A related issue that stands to be fixed is that the current code
doesn't really model a gear-driven supercharger properly.  With a
centrifugal compressor like this, the output pressure gain is a direct
funcition of RPM.  The existing code tries to model an exhaust-driven
turbo charger by simply multiplying the input MP by the turbo-mul
factor, which isn't the same thing.  The behavior will match at
maximum power output, but be off in the middle and at the low end.

 One other 'however': the property mp-inhg seems to be bound to the
 supercharger output before the wastegate is applied.

Really?  PistonEngine.cpp:112 looks like it is setting the current MP
based on the turbo output.  Maybe there's a different bug somewhere
(units conversion, maybe?)

Andy

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Re: [Flightgear-devel] b-29 alpha

2005-04-07 Thread Josh Babcock
Andy Ross wrote:
Steve Hosgood probed:
However, we can't ignore the fact that, good though it may be,
FlightGear is basically a video game.

Don't feed the trolls, folks.
Andy
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But they're so cute when the beg for food!
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Re: [Flightgear-devel] b-29 alpha

2005-04-07 Thread Josh Babcock
Steve Hosgood wrote:
On Wed, 2005-04-06 at 18:13, Josh Babcock wrote:
Arnt Karlsen wrote:
On Tue, 05 Apr 2005 22:22:48 -0400, Josh wrote in message 

Be warned, racy but authentic nose art...
..cute.  We need more of these, to remain authentic.  ;o)

Yeah, this is an excellent opportunity to spread some historical information...

Well, I wasn't planning on claiming any great accuracy of the flight model, 
though I will try and make the appearance and systems as close as I can. It's 
actually not that complex of a plane, except for a few features like the gun 
targeting computer (yup, i said targeting computer) that won't be modeled 
anyway. And no, I haven't had the pleasure of flying a B-29 :) There are however 
those who still fly one (soon to be two), and at some point I will invite them 
to try this one out and give some input. I don't really expect to get any though.

I was thinking more along the lines of providing a brief written synopsis of the 
history of the plane and the firebombing of Japan, which I think is a very 
underreported part of WWII history. Few people realize that Hiroshima was just 
barely the most deadly raid, and not even the most destructive. Nagasaki didn't 
even come in second in either category. In fact, it was Tokyo that lost the 
largest number of lives throuought the whole campiagn. It kind of puts all the 
fuss about displaying the 'Enola Gay' at the Smithsonian in perspective. There 
are some great histories out there and I have read several doing research for 
this project. I'd like to share some of what I have learned.

Josh
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RE: [Flightgear-devel] Help with B-29

2005-04-07 Thread Vivian Meazza
Andy Ross wrote

 
 Vivian Meazza wrote:
  However (and there's always a however), I can't land the
  thing. Closing the throttle and pulling back the propeller pitch
  control doesn't reduce the power enough. I reasoned that there was too
  much boost with the throttle closed, (currently set at 10%,
  AFAICS). 10% of the supercharger output at sea level before the
  wastegate is a big number
 
 Yeah, that's a good point.  The idle tuning of the engine was done
 before turbocharging was added, and doesn't really map well to the new
 regime.  As a near-term workaround, you can always pull the mixture
 way back to reduce power to near-zero.

Unfortunately, the Hurricane had/has automatic mixture control!

 I'm wary of adding a magic number to the configuration files for this,
 though.  I wonder if there's a saner way of calculating an appropriate
 idle power dynamically from the input values...

That would be good ... if we knew or could deduce the HP. Meanwhile, it's
quite easy to tune the minimum output using the so called 'magic number'

 A related issue that stands to be fixed is that the current code
 doesn't really model a gear-driven supercharger properly.  With a
 centrifugal compressor like this, the output pressure gain is a direct
 funcition of RPM.  The existing code tries to model an exhaust-driven
 turbo charger by simply multiplying the input MP by the turbo-mul
 factor, which isn't the same thing.  The behavior will match at
 maximum power output, but be off in the middle and at the low end.

Working on it right now. BTW the Merlin had a Roots type displacement
compressor. I'm looking at some representative pressure ratio curves wrt
rpm. I'm testing out a supercharger which varies output with engine rpm,
modified by throttle.

 
  One other 'however': the property mp-inhg seems to be bound to the
  supercharger output before the wastegate is applied.
 
 Really?  PistonEngine.cpp:112 looks like it is setting the current MP
 based on the turbo output.  Maybe there's a different bug somewhere
 (units conversion, maybe?)


The property is bound to the variable _mp, while the wastegate is applied to
the variable mp. If the property is bound to mp, it gives the right output.
The problem is entirely in the binding - the turbo code works correctly. 

Regards,

Vivian



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Re: [Flightgear-devel] Help with B-29

2005-04-07 Thread Arnt Karlsen
On Thu, 7 Apr 2005 19:16:08 +0100, Vivian wrote in message 
[EMAIL PROTECTED]:

 Andy Ross wrote
 
  
  Vivian Meazza wrote:
   However (and there's always a however), I can't land the
   thing. Closing the throttle and pulling back the propeller pitch
   control doesn't reduce the power enough. I reasoned that there was
   too much boost with the throttle closed, (currently set at 10%,
   AFAICS). 10% of the supercharger output at sea level before the
   wastegate is a big number
  
  Yeah, that's a good point.  The idle tuning of the engine was done
  before turbocharging was added, and doesn't really map well to the
  new regime.  As a near-term workaround, you can always pull the
  mixture way back to reduce power to near-zero.

..how about solving for idle static thrust?

 Unfortunately, the Hurricane had/has automatic mixture control!

..??? The only ones I'm aware of had such fancy gear, is the Axis side,
look for kommandogerat, was used in all frontline piston powered WWII
Luftwaffe fighters.

  I'm wary of adding a magic number to the configuration files for
  this, though.  I wonder if there's a saner way of calculating an
  appropriate idle power dynamically from the input values...
 
 That would be good ... if we knew or could deduce the HP. Meanwhile,
 it's quite easy to tune the minimum output using the so called 'magic
 number'
 
  A related issue that stands to be fixed is that the current code
  doesn't really model a gear-driven supercharger properly.  With a
  centrifugal compressor like this, the output pressure gain is a
  direct funcition of RPM.  The existing code tries to model an
  exhaust-driven turbo charger by simply multiplying the input MP by
  the turbo-mul factor, which isn't the same thing.  The behavior will
  match at maximum power output, but be off in the middle and at the
  low end.
 
 Working on it right now. BTW the Merlin had a Roots type displacement
 compressor. 

..this is the big ass clutch-housing-and-gearbox like thing down the
rear end of the Merlins? 

..ahem; http://www.enginehistory.org/merlin_xx.htm , specificly
http://www.enginehistory.org/ModelEngines/Hares/Merlin XX/2i.jpg
http://www.enginehistory.org/ModelEngines/Hares/Merlin XX/2j.jpg
http://www.enginehistory.org/ModelEngines/Hares/Merlin XX/2k.jpg

..looks centrifugal, no?  ;o)

 I'm looking at some representative pressure ratio curves
 wrt rpm. I'm testing out a supercharger which varies output with
 engine rpm, modified by throttle.
 
  
   One other 'however': the property mp-inhg seems to be bound to the
   supercharger output before the wastegate is applied.
  
  Really?  PistonEngine.cpp:112 looks like it is setting the current
  MP based on the turbo output.  Maybe there's a different bug
  somewhere (units conversion, maybe?)
 
 
 The property is bound to the variable _mp, while the wastegate is
 applied to the variable mp. If the property is bound to mp, it gives
 the right output. The problem is entirely in the binding - the turbo
 code works correctly. 



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


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Re: [Flightgear-devel] Help with B-29

2005-04-07 Thread Arnt Karlsen
On Thu, 7 Apr 2005 21:37:31 +0200, Arnt wrote in message 
[EMAIL PROTECTED]:

 On Thu, 7 Apr 2005 19:16:08 +0100, Vivian wrote in message 
 [EMAIL PROTECTED]:
 
  Andy Ross wrote
  
  Working on it right now. BTW the Merlin had a Roots type
  displacement compressor. 

..apologies all, I hit the wrong button as I was gonna wipe out... :

 ..this is the big ass clutch-housing-and-gearbox like thing down the
 rear end of the Merlins? 

...before putting this right under Vivian's compressor line, and found
the end result in message[EMAIL PROTECTED] 
a fair bit embarrasing.  ;o)

 ..ahem; http://www.enginehistory.org/merlin_xx.htm , specificly
 http://www.enginehistory.org/ModelEngines/Hares/Merlin XX/2i.jpg
 http://www.enginehistory.org/ModelEngines/Hares/Merlin XX/2j.jpg
 http://www.enginehistory.org/ModelEngines/Hares/Merlin XX/2k.jpg
 
 ..looks centrifugal, no?  ;o)
 


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



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Re: [Flightgear-devel] Re: property control question

2005-04-07 Thread Ampere K. Hardraade
On April 7, 2005 03:09 am, Melchior FRANZ wrote:
 Your standard Nasal
 key binding skeleton with one commented out line would do (literally)
 nothing to solve this problem. But maybe I just didn't understand your
 performance enhancement!? Are you suggesting that we replace all nasal
 key bindings by NOOPs to save CPU cycles?  :-]

 m.
It was merely a pseudo code.

Forgive me if I interpeted the problem incorrectly. ;-)

Ampere

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RE: [Flightgear-devel] Help with B-29

2005-04-07 Thread Vivian Meazza
Arnt Karlsen wrote

 
  Andy Ross wrote
 
  
   Vivian Meazza wrote:
However (and there's always a however), I can't land the
thing. Closing the throttle and pulling back the propeller pitch
control doesn't reduce the power enough. I reasoned that there was
too much boost with the throttle closed, (currently set at 10%,
AFAICS). 10% of the supercharger output at sea level before the
wastegate is a big number
  
   Yeah, that's a good point.  The idle tuning of the engine was done
   before turbocharging was added, and doesn't really map well to the
   new regime.  As a near-term workaround, you can always pull the
   mixture way back to reduce power to near-zero.
 
 ..how about solving for idle static thrust?

If we knew the static idle thrust that would be a good way to go. I was
considering solving for idle rpm, which we do know. If I can't, Andy will
come up with a way, I'm sure.

  Unfortunately, the Hurricane had/has automatic mixture control!
 
 ..??? The only ones I'm aware of had such fancy gear, is the Axis side,
 look for kommandogerat, was used in all frontline piston powered WWII
 Luftwaffe fighters.

Surprised me too. Seems unlikely: the Spitfire had a manual mixture lever.

I'm going by the Pilot's Notes para 19:

Throttle. The throttle lever works is a slot in the decking shelf on the
left-hand side of the cockpit. The take-off position is gated. There is a
friction adjuster on the inboard end of the lever spindle. The mixture
control is fully automatic and there is no pilot's control lever.

I can't identify a lever in any of the contemporary photos that I have
access to, but I can't be absolutely certain - they are pretty blurred.
Wishful thinking by the author of the Notes? Possibly, but I'm going to
stick with the reference, unless anyone can come up with an amended version.

   I'm wary of adding a magic number to the configuration files for
   this, though.  I wonder if there's a saner way of calculating an
   appropriate idle power dynamically from the input values...
 
  That would be good ... if we knew or could deduce the HP. Meanwhile,
  it's quite easy to tune the minimum output using the so called 'magic
  number'
 
   A related issue that stands to be fixed is that the current code
   doesn't really model a gear-driven supercharger properly.  With a
   centrifugal compressor like this, the output pressure gain is a
   direct funcition of RPM.  The existing code tries to model an
   exhaust-driven turbo charger by simply multiplying the input MP by
   the turbo-mul factor, which isn't the same thing.  The behavior will
   match at maximum power output, but be off in the middle and at the
   low end.
 
  Working on it right now. BTW the Merlin had a Roots type displacement
  compressor.
 
 ..this is the big ass clutch-housing-and-gearbox like thing down the
 rear end of the Merlins?

Yes

 ..ahem; http://www.enginehistory.org/merlin_xx.htm , specificly
 http://www.enginehistory.org/ModelEngines/Hares/Merlin XX/2i.jpg
 http://www.enginehistory.org/ModelEngines/Hares/Merlin XX/2j.jpg
 http://www.enginehistory.org/ModelEngines/Hares/Merlin XX/2k.jpg
 
 ..looks centrifugal, no?  ;o)

Yes - bit of brain fade there - I interpreted one of my references
incorrectly, but on closer reading I was quite wrong. I read  2 impellors
and assumed that meant Roots type, which has 2, but of course they are on
the same shaft and centrifugal, giving 2 compressor stages. (And 2 speed,
but that's another story)

Thank you for pointing it out.

Regards,

Vivian



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Re: [Flightgear-devel] can flightgear give distances from aircraft toa nearby ob

2005-04-07 Thread Michael Matkovic
Both. To be more accurate, anything in the vicinity of the aircraft's 
flightpath.


From: Mathias Fröhlich [EMAIL PROTECTED]
Reply-To: FlightGear developers discussions 
flightgear-devel@flightgear.org
To: FlightGear developers discussions flightgear-devel@flightgear.org
Subject: Re: [Flightgear-devel] can flightgear give distances from aircraft 
toa nearby object?
Date: Thu, 7 Apr 2005 07:23:46 +0200

On Donnerstag 07 April 2005 06:16, Michael Matkovic wrote:
 Could anyone point me to a website, docs or other info which would show 
me
 how to get distances to nearest objects of the aircraft I'm flying in
 Flightgear? Is this available in Flightgear?
You are talking about the nearest triangle of the scenery?
Or the nearest AI aircraft/whatever?

   Greetings
Mathias
--
Mathias Fröhlich, email: [EMAIL PROTECTED]
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Re: [Flightgear-devel] b-29 alpha

2005-04-07 Thread Jim Wilson
 From: Steve Hosgood
 
 FlightGear might well be a great means of keeping the historical flying
 experience alive. The trouble is, 

AFAIK 

That is right.  You don't know.

 *no* airplane currently modelled
 in FlightGear has ever been verified against the original machine.

 
 I'm *not* knocking what Josh has done here - nor of course anyone else's
 efforts. FlightGear is great for all those people who (like me) cannot
 afford to pilot real aircraft, or who just don't want to. However, we
 can't ignore the fact that, good though it may be, FlightGear is
 basically a video game.

I think this guy is a troll.

 
 [ I take it, Josh, that I'm right in assuming that you've not flown a
 real B29? Nor even put an accurate model of a B29 in a wind tunnel to
 check how well the FDM is doing its stuff?  ]
 
 That's not to be taken as a complaint, but if we don't make people aware
 of this, then in 100 years time they'll be trying to re-enact battles of
 WWII using your B29 model on FlightGear 29.2.1 for HoloDeck and
 wondering why the bomber jocks of WWII claimed certain feats which they
 can't duplicate in 2105. So they'll rewrite history books to reflect
 what the HoloDeck simulation showed (the historical accounts obviously
 being exaggerated!), and they'll be wrong.
 
 Just as we can tell that the ancient Egyptians had help from aliens in
 building the pyramids, 'cos they obviously couldn't have done it by
 themselves. 
 

And this proves it.  Or maybe just a moron.

What a useful contribution.  How long did it take you to write that Steve?

Best regards,

Jim



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