Re: [Flightgear-devel] Re: [BUG] bo105 model as an AI representing another player

2006-03-20 Thread Oliver Schroeder
On Sunday 19 March 2006 16:51,  Mathias Fröhlich wrote:
> On Sunday 19 March 2006 16:37, Melchior FRANZ wrote:
> > * Vassilii Khachaturov -- Sunday 19 March 2006 16:22:
> > > Yes, you are right, no /rotors/... there. Can you (or whatever other
> > > patching powers that be that are responsible for the MultiPlayer/...
> > > stuff (Mathias?)) please add the helicopter properties
> >
> > I let the MP masters do that if they feel like it. I just wonder what
> > we are going to do with n1 and n2 for 10 turbines. Will these 20
> > properties somehow affect MP animations? Ideally, it should be up to
> > the aircraft to decide which properties it sends, but it looks as if
> > this is planned.
>
> Yes, I fully agree.

And yes. It's exactly what I want to achieve: letting the aircraft decide what 
properties to send. But first of all, we have to change the used protocol.

>
> That n* where just there when I got the prevous attempts to transmit some
> properties.
>
> I did not (yet?) get to the point where this is negotiated with the
> aircraft configuration.
> There is also something missing for that. Oliver Schröder had some very
> nice ideas and partly code for the protocol together with his server
> implementation. So the protocol would negotiate property-id's with the
> feeder flightgear instance. That way we could even eliminate this current
> 'hardcoding'.
>
> I was waiting for his code to integrate this stuff then. Sadly I have not
> heared much from him during the past few weeks.

I thought it would be best practice to take current state as is. The comming 
changes are quite big (especially the packet confirmation handling).

> Also we have since a few weeks again and again a 'pending release' , I
> wanted initially just have a more or less stable packet format established
> before we push out a next release.

It was because of this pending release why I didn't put any preasure on this. 
If you expect any real gains from it, I could provide a buffer class where we 
can simply write() and read() data from/to without being troubled about what 
fits into a buffer (implementing a send- and a receive-queue). It's not 
really finished right now, but usable. However, packet-confirmation is not 
handled at all, yet). I can focus my time on this, and provide usable code 
this week.

regards,
Oliver


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[Flightgear-devel] Re: [BUG] bo105 model as an AI representing another player

2006-03-19 Thread Melchior FRANZ
* Mathias Fröhlich -- Sunday 19 March 2006 16:51:
> I wanted initially just have a more or less stable packet format
> established before we push out a next release.

That's understandable.



> I wonder why the bo is not able to fly without properties :).

Oh, it *is* flyable. Too well in fact. And that's the problem.
The real one wouldn't fly with only one rotor blade. (Although
one-blade helicopters exist -- the Bo102 and the Bo103 had only
one!) (BTW: it's not only one blade, but all four blades on the
same spot.)



> Seriously: Which ones do you need?

Oh, *lots*. It really depends on how many are acceptable. There's
only one helicopter, so it should probably not use up too many.
Crucial are:

  rotors/main/rpm
  rotors/tail/rpm

This will get standing rotor, rotor disk and sound(?) right. But it
won't move the single (non-rotor-disk) blades, and won't bend/flap
them (looks cheesy on parked/starting helicopter). For this we'd
currently need:

  rotors/main/blade1_pos
  rotors/main/blade2_pos
  rotors/main/blade3_pos
  rotors/main/blade4_pos

  rotors/main/blade1_flap
  rotors/main/blade2_flap
  rotors/main/blade3_flap
  rotors/main/blade4_flap

  rotors/tail/blade1_pos
  rotors/tail/blade2_pos

For MP we should really only transmit blade position, flap, and
incidence angle once and use that for all blades, but for that we'd
need nasal, and MP aircraft don't have nasal yet (except on my disk,
and only once per MP model, not per instance). And the question is
if the blade positions are transmitted often enough at all to look
acceptable. Nice to have but only about as necessary as the tail
hook would be the doors, and the variant. But those depend very
much on the model and wouldn't be usable by other helicopters, so
I'd leave that for now. These are mostly cosmetics and not really
worth it:

  rotors/main/blade1_incidence
  rotors/main/blade2_incidence
  rotors/main/blade3_incidence
  rotors/main/blade4_incidence

  rotors/tail/blade1_incidence
  rotors/tail/blade1_incidence

Note also, that the rotor names depend on the bo105 settings and
aren't necessarily usable by other helicopters. But this is good
enough until the aircraft are responsible for their properties.

In other words, the first two groups would be nice for now, but could
be reduced to just 5 with some nasal support (which we don't have
currently).

m.


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Re: [Flightgear-devel] Re: [BUG] bo105 model as an AI representing another player

2006-03-19 Thread Mathias Fröhlich
On Sunday 19 March 2006 16:37, Melchior FRANZ wrote:
> * Vassilii Khachaturov -- Sunday 19 March 2006 16:22:
> > Yes, you are right, no /rotors/... there. Can you (or whatever other
> > patching powers that be that are responsible for the MultiPlayer/...
> > stuff (Mathias?)) please add the helicopter properties
>
> I let the MP masters do that if they feel like it. I just wonder what
> we are going to do with n1 and n2 for 10 turbines. Will these 20
> properties somehow affect MP animations? Ideally, it should be up to
> the aircraft to decide which properties it sends, but it looks as if
> this is planned.
Yes, I fully agree.

That n* where just there when I got the prevous attempts to transmit some 
properties.

I did not (yet?) get to the point where this is negotiated with the aircraft 
configuration.
There is also something missing for that. Oliver Schröder had some very nice 
ideas and partly code for the protocol together with his server 
implementation. So the protocol would negotiate property-id's with the feeder 
flightgear instance. That way we could even eliminate this current 
'hardcoding'.

I was waiting for his code to integrate this stuff then. Sadly I have not 
heared much from him during the past few weeks.

Also we have since a few weeks again and again a 'pending release' , I wanted 
initially just have a more or less stable packet format established before we 
push out a next release.

Melchior,
I wonder why the bo is not able to fly without properties :).
Seriously: Which ones do you need?

greetings

 Mathias



-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]


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[Flightgear-devel] Re: [BUG] bo105 model as an AI representing another player

2006-03-19 Thread Melchior FRANZ
* Melchior FRANZ -- Sunday 19 March 2006 16:37:
> I let the MP masters do that if they feel like it. I just wonder what
> we are going to do with n1 and n2 for 10 turbines.

Ahh, sound and exhaust plume. But somehow I think rotors would have more
impact.  :-]

m.


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[Flightgear-devel] Re: [BUG] bo105 model as an AI representing another player

2006-03-19 Thread Melchior FRANZ
* Vassilii Khachaturov -- Sunday 19 March 2006 16:22:
> Yes, you are right, no /rotors/... there. Can you (or whatever other
> patching powers that be that are responsible for the MultiPlayer/...
> stuff (Mathias?)) please add the helicopter properties 

I let the MP masters do that if they feel like it. I just wonder what
we are going to do with n1 and n2 for 10 turbines. Will these 20
properties somehow affect MP animations? Ideally, it should be up to
the aircraft to decide which properties it sends, but it looks as if
this is planned.

m.


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Re: [Flightgear-devel] Re: [BUG] bo105 model as an AI representing another player

2006-03-19 Thread Vassilii Khachaturov
> Multiplayer is only for airplanes, not for helicopters. Just look

:-))

> at the list of transferred properties in MultiPlayer/multiplaymgr.cxx.
> No rotors there -- nothing helicopter related, but lots of other stuff.

Yes, you are right, no /rotors/... there. Can you (or whatever other
patching powers that be that are responsible for the MultiPlayer/...
stuff (Mathias?)) please add the helicopter properties to the list in the
CVS? Note that, following the last packet format change, the server will
not have to be updated when you do it.

V.



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[Flightgear-devel] Re: [BUG] bo105 model as an AI representing another player

2006-03-18 Thread Melchior FRANZ
* Vassilii Khachaturov -- Sunday 19 March 2006 02:14:
> http://www.tarunz.org/~vassilii/Images/fg/bo105-ai-1blade.jpg
> features a bo105 (with Julien at the controls) which flies
> smoothly, despite being 1-bladed and with a miraculous
> shadow attached (I believe the shadow is a known thing, but
> I'm unsure about the blades).

Multiplayer is only for airplanes, not for helicopters. Just look
at the list of transferred properties in MultiPlayer/multiplaymgr.cxx.
No rotors there -- nothing helicopter related, but lots of other stuff.

m.


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