Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread David Luff


snip a lot of good reasons for using an fdm/autopilot combination for AI
traffic from David Megginson and Alex Perry

(Following an OS re-install I can reply now!)

OK, I can see the point of wanting a proper simulation when within
reasonably close visual distance of the target.  My concern was that if
there were a lot of traffic being simulated, a lot of it known to the pilot
only through the radio communication, then using an fdm thats updating at
120Hz and simulating right down to the exhaust gas temperature is overkill,
and that using a greately simplified model with basically a look-up table
of typical speeds and climb/descent rates would allow the additional
traffic to be updated in a queue with, say, only one plane updated per
timestep if far enough away from the viewer.  My concern was that updating
a number of fdms per timestep could possibly introduce a noticable delay.
I can accept the fact that when reasonably close the realistic behaviour of
other aircraft provides useful piloting cues - I hadn't recognised the full
significance of that.  I personally think that a switch from a full
autopilot/fdm combination to a greatly simplified where-to-fly/how-to-fly
logic when beyond a certain distance/direction from the user is probably
eventually justified (IMHO).

Still, regardless of how much get ripped out and rewritten eventually, its
still progress for now...

Cheers - Dave


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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Luff

On 10/7/02 at 5:50 AM ace project wrote:

I want to know how you guys want the property list to
be organised. Do we use something like:

/network/pilot[n]/callsign
/network/pilot[n]/position/ (lat,alt, etc)
/network/pilot[n]/[network-module-name]/ (module
specific stuff)

I will need this soon(3 weeks tops), as my little
coding is getting close to completion. ATM, I'm
completing the sequence handlers and debugging some
minor stuff. After that I will make the code compliant
with the FGSubsystem system and synchronise to the
property tree.

I most interrested in people working on the AI module,
since this is the closest area of development to mine.

ACE multiplayer engine project.

leon

Hi Leon,

Looks fine to me, and given that no-one else has complained I'd go ahead
and use what you want :-)  At the moment the one AI plane implemented has
no logic to avoid other traffic anyway, so for now it dosen't really
matter.  Eventually as AI and ATC evolve then we'll have to find some way
of making sure they can take multiplayer traffic into account as well as
the primary user, and the multiplayer stuff will have to supply a bit more
information through the property tree, for instance ATC will need to know
the rough class of plane (light/heavy etc) in order to have an idea of how
to sensibly fit it into the approach pattern etc.  We can cross these
bridges if and when we come to them...

Once you get this working we all ought to have a communal virtual fly-in at
David M or Alex's local airports sometime :-)

Cheers - Dave




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[Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread David Luff

I'm sure someone on this list has mentioned that they're developing an
interactive scenery editor, but I can't find a link to it either on the
Flightgear site or Google.  Could someone post a link if they know it
please.  I'm basically looking for the easiest way to position a cursor
over part of the scenery and have a read-out of lat/lon.

Cheers - Dave


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Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread David Megginson

David Luff writes:

  OK, I can see the point of wanting a proper simulation when within
  reasonably close visual distance of the target.  My concern was that if
  there were a lot of traffic being simulated, a lot of it known to the pilot
  only through the radio communication, then using an fdm thats updating at
  120Hz and simulating right down to the exhaust gas temperature is overkill,
  and that using a greately simplified model with basically a look-up table
  of typical speeds and climb/descent rates would allow the additional
  traffic to be updated in a queue with, say, only one plane updated per
  timestep if far enough away from the viewer.

That's a good point.  The other option would be to cut down the Hz for
the AIs -- how low could we make it before the autopilot lost control
-- 10Hz?  2Hz?


All the best,


David

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Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread Christian Mayer

David Luff wrote:
 
 I'm sure someone on this list has mentioned that they're developing an
 interactive scenery editor, but I can't find a link to it either on the
 Flightgear site or Google.  Could someone post a link if they know it
 please.  I'm basically looking for the easiest way to position a cursor
 over part of the scenery and have a read-out of lat/lon.

Didn't someone use PPE for this?

You could also use the magic carpet mode and place yourself in FGFS
directly over the special scenery part and read your exact position from
the properties.

Or you could try Atlas.

CU,
Christian

--
The idea is to die young as late as possible.-- Ashley Montague

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Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread Norman Vine

David Megginson writes:
 
 That's a good point.  The other option would be to cut down the Hz for
 the AIs -- how low could we make it before the autopilot lost control
 -- 10Hz?  2Hz?

you can easily experiment for yourself by playing with the 
/sim/model-hz value

good luck !

Norman


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re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread Curtis L. Olson

David Megginson writes:
 David Luff writes:
 
   I'm sure someone on this list has mentioned that they're developing an
   interactive scenery editor, but I can't find a link to it either on the
   Flightgear site or Google.  Could someone post a link if they know it
   please.  I'm basically looking for the easiest way to position a cursor
   over part of the scenery and have a read-out of lat/lon.
 
 
   fgfs --fdm=magic --disable-panel --enable-hud

There was a time when if you paused the sim, it would dump the local
lon, lat, elev to the console so you could copy/paste that into some
other file you were working on, but I don't think that feature has
survived the peer review process.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Alex Perry

 On 10/7/02 at 5:50 AM ace project wrote:
 /network/pilot[n]/callsign
 /network/pilot[n]/position/ (lat,alt, etc)
 /network/pilot[n]/[network-module-name]/ (module
 specific stuff)

I think that is fine, but ...
* I recommend you explicitly state that the 'n' for the same callsign 
  is likely to be different on different computers in the group, and
* The instance corresponding to pilot[0] is the local human's aircraft,
  and therefore is probably just a soft link to the top of the prop tree
* So, in consequence, all the non network-module-specific properties
  should have relative names to match the local aircraft's absolute names

 Once you get this working we all ought to have a communal virtual fly-in at
 David M or Alex's local airports sometime :-)

If we manage to get the COM radios to pass voice messages between the people,
and provide a fairly usable tower view, I suspect that one of the local
controllers would volunteer (be talked into) operating the airspace for us.

It might be for KSEE (the one with a hill _inside_ the airport pattern)
instead of KMYF (the one with military airspace a fraction of a mile away)
or KSDM (the one right next to the mexican border) or KRNM (the one that
has fire fighting aircraft getting priority handling), or 

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Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread Curtis L. Olson

Norman Vine writes:
 David Megginson writes:
  
  That's a good point.  The other option would be to cut down the Hz for
  the AIs -- how low could we make it before the autopilot lost control
  -- 10Hz?  2Hz?
 
 you can easily experiment for yourself by playing with the 
 /sim/model-hz value

Also consider that as you run the autopilot at a slower and slower
rate, you will likely go unstable in one axis before the other
depending on things like the nature of the aircraft, it's current
speed, etc. etc.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread Norman Vine

David Megginson

 David Luff writes:

   I'm sure someone on this list has mentioned that they're developing an
   interactive scenery editor, but I can't find a link to it either on the
   Flightgear site or Google.  Could someone post a link if they know it
   please.  I'm basically looking for the easiest way to position a cursor
   over part of the scenery and have a read-out of lat/lon.


   fgfs --fdm=magic --disable-panel --enable-hud

--fdm=ufo

Its nice to have reverse

Norman


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Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread Alex Perry

 Still, regardless of how much get ripped out and rewritten eventually, its
 still progress for now...

Definitely.  If one of the computers taking part in the multiplayer network
has generated a bunch of AI aircraft, will they all be propagated to the
rest of the multiplayer members ?  If so, you might be able to dodge the
processor load of full aircraft simulations, by having two computers with
one having the human and a graphics display and the other having all the
AI and no graphics display.  Just a thought.


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Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread Norman Vine

Curtis L. Olson writes:

 David Megginson writes:
  David Luff writes:
 
I'm sure someone on this list has mentioned that they're developing
an
interactive scenery editor, but I can't find a link to it either on
the
Flightgear site or Google.  Could someone post a link if they know it
please.  I'm basically looking for the easiest way to position a
cursor
over part of the scenery and have a read-out of lat/lon.
 
 
fgfs --fdm=magic --disable-panel --enable-hud

 There was a time when if you paused the sim, it would dump the local
 lon, lat, elev to the console so you could copy/paste that into some
 other file you were working on, but I don't think that feature has
 survived the peer review process.

re-Invention-is-a-wonderful-thing-to-behold'ly yrs

norman


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Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread Curtis L. Olson

Norman Vine writes:
 David Megginson
 
  David Luff writes:
 
I'm sure someone on this list has mentioned that they're developing an
interactive scenery editor, but I can't find a link to it either on the
Flightgear site or Google.  Could someone post a link if they know it
please.  I'm basically looking for the easiest way to position a cursor
over part of the scenery and have a read-out of lat/lon.
 
 
fgfs --fdm=magic --disable-panel --enable-hud
 
 --fdm=ufo
 
 Its nice to have reverse

Yes, and everyone knows that there is no such thing as magic carpets,
so running with the ufo FDM is a lot more realistic since the ufo is
based on real world data and uses actual real life sound samples.  We
had to fudge the pilot eye point quite a bit for human use and Erik is
still working on 3d cockpit since there were several items that just
weren't implimented right, but even so, it's still a pretty good
rendition.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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[Flightgear-devel] Re: Flightgear scenery editor?

2002-10-10 Thread Melchior FRANZ

* Norman Vine -- Thursday 10 October 2002 17:36:
 --fdm=ufo
 
 Its nice to have reverse

Both the ufo and the carpet have reverse mode.   :-)

m.

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Jon Stockill

On Thu, 10 Oct 2002, David Luff wrote:

 Once you get this working we all ought to have a communal virtual fly-in at
 David M or Alex's local airports sometime :-)

Now *THAT* would be truly impressive.

(No laughing when I bounce the landing!)

-- 
Jon Stockill
[EMAIL PROTECTED]


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re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread David Megginson

Curtis L. Olson writes:

  There was a time when if you paused the sim, it would dump the local
  lon, lat, elev to the console so you could copy/paste that into some
  other file you were working on, but I don't think that feature has
  survived the peer review process.

You can get that now by saving the flight.


All the best,


David

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re: [Flightgear-devel] FWIW

2002-10-10 Thread David Megginson

Curtis L. Olson writes:

  For what it's worth, I will be out of town Friday through Monday,
  likely with minimal net access (if any.)  So, please don't panic if
  you email me and don't get a reponse back before next week. :-)

In Canada, this is Thanksgiving weekend coming up.


All the best,


David

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[Flightgear-devel] Airport Database Model

2002-10-10 Thread David Megginson

I've been pulling information out of the DAFIF in different shapes and
trying to decide how we should model our own airport database.  For
the external representation, we want something flexible enough that we
can add new types of data easily -- fixed-length records with
fixed-width fields just don't cut it.  Any XML or INI files with
airport data will be huge, of course, but they don't have to be part
of the core base package -- we can include only precompiled binary
files of some sort, and make the source XML available as a separate
download.

Getting on to the data model, there are some obvious relationships.
For example, there is a one-to-many relationship between airports and
runways, and another between airports and comm frequencies.  We could
model things purely relationally like this:

  airport id=CYOW
   ...
  /airport

  runway
   ident04/22/ident
   airport-refCYOW/airport-ref
   ...
  /runway

  runway
   ident07/25/ident
   airport-refCYOW/airport-ref
   ...
  /runway

  runway
   ident14/32/ident
   airport-refCYOW/airport-ref
   ...
  /runway

  comm
   typetower/type
   freq-mhz118.8/freq-mhz
   airport-refCYOW/airport-ref
   ...
  /comm

But that kind of thing is a major pain to process.  Personally, I
prefer to model relationships by embedding when the relationship is
one-to-many rather than many-to-many (i.e. no runway belongs to more
than one airport):

  airport id=CYOW
   nameMacDonald-Cartier International/name
   short-nameOttawa/short-name
   lat../lat
   lon../lon
   elev../elev
   ...
   runways
runway
 ident04/22/ident
 airport-refCYOW/airport-ref
 ...
/runway
runway
 ident07/25/ident
 airport-refCYOW/airport-ref
 ...
/runway
runway
 ident14/32/ident
 airport-refCYOW/airport-ref
 ...
/runway
   /runways
   comms
comm
 typetower/type
 freq-mhz118.8/freq-mhz
 airport-refCYOW/airport-ref
 ...
/comm
   /comms
  /airport

We can continue to add to a format like this to help with AI ATC and
planes.  For example, we can specify the location of the control
tower, state when the lights are turned on and off (if not ARCAL) and
what hours the tower is open, specify preferred runways for different
types of aircraft (i.e. CYOW generally has 04 or 22 for light aircraft
operating together with 07, 14, 25, or 32) and for noise-abatement,
control-zone limits (when ATC hands you off), etc. etc.

Comments?


All the best,


David

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson

Jon Stockill writes:

  (No laughing when I bounce the landing!)

Why not?  People laugh at me when I do it, so it's quite realistic.
It's even worse nowadays since the smokers have to go outside even
when it's not sunny and warm.


All the best,


David (who hasn't bounced for a few weeks now)

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Alex Perry

 David (who hasn't bounced for a few weeks now)

Don't say that.  You know what'll happen _now_ when you next fly ...
Also, although I've said it before, don't forget to practice a bit,
before flying to an airshow or other event with _many_ spectators !

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Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread Alex Perry

Why can't we stick it into the scenery directories, but one directory
up from the tiles, so we have one file per 10degx10deg of planet.
That should ensure that FGFS doesn't need to load all that many files,
and just having the one file in the base package will allow initial use.

 I've been pulling information out of the DAFIF in different shapes and
 trying to decide how we should model our own airport database.  For
 the external representation, we want something flexible enough that we
 can add new types of data easily -- fixed-length records with
 fixed-width fields just don't cut it.  Any XML or INI files with
 airport data will be huge, of course, but they don't have to be part
 of the core base package -- we can include only precompiled binary
 files of some sort, and make the source XML available as a separate
 download.
 
 Getting on to the data model, there are some obvious relationships.
 For example, there is a one-to-many relationship between airports and
 runways, and another between airports and comm frequencies.  We could
 model things purely relationally like this:
 
   airport id=CYOW
...
   /airport
 
   runway
ident04/22/ident
airport-refCYOW/airport-ref
...
   /runway
 
   runway
ident07/25/ident
airport-refCYOW/airport-ref
...
   /runway
 
   runway
ident14/32/ident
airport-refCYOW/airport-ref
...
   /runway
 
   comm
typetower/type
freq-mhz118.8/freq-mhz
airport-refCYOW/airport-ref
...
   /comm
 
 But that kind of thing is a major pain to process.  Personally, I
 prefer to model relationships by embedding when the relationship is
 one-to-many rather than many-to-many (i.e. no runway belongs to more
 than one airport):
 
   airport id=CYOW
nameMacDonald-Cartier International/name
short-nameOttawa/short-name
lat../lat
lon../lon
elev../elev
...
runways
 runway
  ident04/22/ident
  airport-refCYOW/airport-ref
  ...
 /runway
 runway
  ident07/25/ident
  airport-refCYOW/airport-ref
  ...
 /runway
 runway
  ident14/32/ident
  airport-refCYOW/airport-ref
  ...
 /runway
/runways
comms
 comm
  typetower/type
  freq-mhz118.8/freq-mhz
  airport-refCYOW/airport-ref
  ...
 /comm
/comms
   /airport
 
 We can continue to add to a format like this to help with AI ATC and
 planes.  For example, we can specify the location of the control
 tower, state when the lights are turned on and off (if not ARCAL) and
 what hours the tower is open, specify preferred runways for different
 types of aircraft (i.e. CYOW generally has 04 or 22 for light aircraft
 operating together with 07, 14, 25, or 32) and for noise-abatement,
 control-zone limits (when ATC hands you off), etc. etc.
 
 Comments?
 
 
 All the best,
 
 
 David
 
 -- 
 David Megginson, [EMAIL PROTECTED], http://www.megginson.com/
 
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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Curtis L. Olson

Alex Perry writes:
  David (who hasn't bounced for a few weeks now)
 
 Don't say that.  You know what'll happen _now_ when you next fly ...
 Also, although I've said it before, don't forget to practice a bit,
 before flying to an airshow or other event with _many_ spectators !

Would you like to buy a pair of slightly used C172 wing tip scuff
guards?  Protects the paint and the red/green lights, guaranteed not
to break off before the wing.  Now available in a trendy neon color
assortment.

:-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread David Megginson

Alex Perry writes:

  Ok, I found the problem.  You're computing the dynamic pressure in
  psf and adding it to the static pressure in inHg to form the
  total pressure.  The attached patch is the simple fix to the source.

That's nasty, because the resulting airspeed is still correct under
regular conditions.  Thanks again for catching it -- the patch is now
in CVS.

I wonder if the casual users appreciate all the work we're doing to
make the instruments less reliable.


All the best,


David

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Re: [Flightgear-devel] defaults

2002-10-10 Thread David Megginson

Norman Vine writes:

  Hmm... maybe this would help
  untested - but it 'looks' like this will fix 'this' problem,
  don't thin it will cause any new ones

It won't work because the properties in the *-set file will override
anything specified on the command line.  I'm going to go in today and
try to find something that will work.


All the best,


David

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[Flightgear-devel] Re: Airport Database Model

2002-10-10 Thread Melchior FRANZ

* Alex Perry -- Thursday 10 October 2002 20:10:
 Why can't we stick it into the scenery directories, but one directory
 up from the tiles, so we have one file per 10degx10deg of planet.
 That should ensure that FGFS doesn't need to load all that many files,
 and just having the one file in the base package will allow initial use.

But then you couldn't teleport to arbitrary airports, n'est ce que pas?

Storing the airport data in some precompiled form may be
necessary, but having to cvs-up the whole, still quite big binary
file after single-line changes in the database is no fun either.
What about storing the data in a gzipped XML file and reading-in
a small, uncompressed XML file afterwards, that is able to
override some of the data in the big file. So little changes
and additions could be made to the small patch file, which would
only be merged into the big database once in a while. (Once every
year? Every release?) ... I'm just thinking of people with slow
dial-up connections, like me ...   :-]

m.

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson

Alex Perry writes:

   David (who hasn't bounced for a few weeks now)
  
  Don't say that.  You know what'll happen _now_ when you next fly ...
  Also, although I've said it before, don't forget to practice a bit,
  before flying to an airshow or other event with _many_ spectators !

Actually, I passed the ultimate test yesterday -- going back in the
plane with my instructor a month and a half after finishing my PPL.

We went up for an hour of instrument work under the hood (my first
partial-panel work, including recovery from unusual attitudes, and a
lot of VOR work; he's promised me an ILS approach next time).  The
instrument stuff didn't make me nervous, but the visual landing at the
end did.  My flare fluctuated up and down by a foot or two, but
fortunately the wheels came down gently enough.  After facing that, I
wouldn't be afraid of a stadium full of spectators.


All the best,


David

-- 
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Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread David Megginson

Alex Perry writes:

  Why can't we stick it into the scenery directories, but one directory
  up from the tiles, so we have one file per 10degx10deg of planet.
  That should ensure that FGFS doesn't need to load all that many files,
  and just having the one file in the base package will allow initial use.

It's not a bad idea, except that FlightGear needs to be able to search
all the airports at once to find the one the user wants to jump to.


All the best,


David

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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Curtis L. Olson

David Megginson writes:
 Alex Perry writes:
 
   Ok, I found the problem.  You're computing the dynamic pressure in
   psf and adding it to the static pressure in inHg to form the
   total pressure.  The attached patch is the simple fix to the source.
 
 That's nasty, because the resulting airspeed is still correct under
 regular conditions.  Thanks again for catching it -- the patch is now
 in CVS.
 
 I wonder if the casual users appreciate all the work we're doing to
 make the instruments less reliable.

There is a *lot* of subtle things built into FlightGear that most
users probably don't realize.  It might be interesting to make some
sort of tour of the flightgear sim which would highlight or point out
many of the more subtle features.

Instrument modeling is a good point ... quite often we get bug reports
that things don't work right, when in reality they are working too
much like real life. :-)

For instance, people may notice the correctly placed sun and moon, but
the moon also has correct phase, is textured.  We also have the top
several hundred stars placed correctly with proper magnitude as well
as the planets placed correctly with proper magnitude.  All of course
correct for time of day, season, location on the earth, etc.

Airports can be non-flat, runway and approach lighting is/will be
directional.

There is a ton of internal infrastructure stuff that is useful in the
geek sense ... property system, interfacing to external programs.  The
ability to build instrument panels, electrical systems, 3d models,
animation, with absolutely no coding or plugins.

Many features are setable via the property system, command line
options, or preferences.xml which might not be immediately obvious to
a new comer.

3D instrument panels are visible and fully live and working even when
viewed from external chase views.

The world is round, well wgs-84 round.  You can fly correct great
circle routes, there are no map-maker distortions that foul up ILS
alignment or vor intersection locations.

I'm sure there are plenty other things we could add to the list.  It
would be interesting to put together a web page that showed how to
start up flightgear to high light these various options.  Then as
people run through the program in every day use, they'll notice and
have a much better appreciation of some of the finer details.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Christian Mayer

 Alex Perry writes:
 
   Ok, I found the problem.  You're computing the dynamic pressure in
   psf and adding it to the static pressure in inHg to form the
   total pressure.  The attached patch is the simple fix to the source.

Once again: This wouldn't have happend if we'd use real units like SI...

thinking of song=WHERE HAVE ALL THE FLOWERS GONE
When will we ever learn?
/thinking

CU,
Christian

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Re: [Flightgear-devel] Init-order problem fixed for *-set.xml files

2002-10-10 Thread Curtis L. Olson

David Megginson writes:
 I just checked in changed to fix the init-order problem for *-set.xml
 files.  My solution was blunt but effective.  I simply parse all of
 the system.fgfsrc, $HOME/.fgfsrc, and command-line options twice --
 once before loading the *-set.xml file, to make sure the correct
 aircraft is picked up, and once afterwards, to allow the command-line
 to override anything that was changed.
 
 The problem manifested itself when other aircraft (such as the 747)
 picked up the default aileron trim setting for the JSBSim 172.
 
 By the way, does anyone still use a system.fgfsrc, or can I remove
 that old code?

I think preferences.xml and the aircraft-set.xml files pretty much
cover any functionality that was intended to handle.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread Andy Ross

David Megginson wrote:
 Alex Perry writes:
  Why can't we stick it into the scenery directories, but one directory
  up from the tiles, so we have one file per 10degx10deg of planet.
  That should ensure that FGFS doesn't need to load all that many files,
  and just having the one file in the base package will allow initial use.

 It's not a bad idea, except that FlightGear needs to be able to search
 all the airports at once to find the one the user wants to jump to.

It seems to me like the airport database is only searched on two keys:
location and ID.  Storing an index on location is trivial, as Alex
points out -- store it with the location-specific data structure that
is already indexed.

So all we need is an index on name.  Not to be too glib, but the OS
already provides a rather nice index on named objects -- the
filesystem.  So in Scenery/w130n30/airports.xml you will find a simple
list of airport ID's:

 airports
   idKSFO/id
   idKOAK/id
   ...
 /airports

And look up the airport data itself under Airports/KSFO.xml:

 airport
  idKSFO/id
  nameSan Francisco Intl./name
  alt.../alt
  lat.../lat
  lon.../lon
  runway
   name11/name
   lat.../lat
   lon.../lon
   direction.../direction
   length.../length
   width.../width
  /runway
  runway
...
  /runway
 /airport

The astute will point out that not all filesystems actually store
indices on filenames (ext2 and FAT among them, sadly -- NTFS and
reiserfs do have indices).  With only a few thousand files, this isn't
likely to be a real performance problem.  Nonetheless, storing them
sorted into directories is possible.  Use Airports/K/KSFO.xml, for
example, or even Airports/K/S/F/O.xml if you really want. :)

This strikes me as easy to implement and much easier to maintain than
the current metakit stuff.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
 - Sting (misquoted)


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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread David Luff

On 10/10/02 at 12:02 PM Alex Perry wrote:
 I wonder if the casual users appreciate all the work we're doing to
 make the instruments less reliable.

Don't you remember the massive amount of whingeing (a couple of years ago)
when I stuck all the compass turning errors onto the DG instrument ?
The simulated aluminium was just _raining_ out of the sky ...

8-)

That was one of my absolutely most favourite bits of Flightgear.  I got a
second hand pilots tuition hand-book from an old book shop some time ago,
and was gobsmacked at the bit about the compass over and under-shooting in
turns - I'd never even conceived of anything like that, and MSFS95
certainly never did it!  When I fired up Flightgear and found it acted
*exactly* like the book described I was ecstatic.

Cheers - Dave 


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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread David Megginson

Curtis L. Olson writes:

  There is a *lot* of subtle things built into FlightGear that most
  users probably don't realize.  It might be interesting to make some
  sort of tour of the flightgear sim which would highlight or point out
  many of the more subtle features.

Why not post a version of this message to the Web site, with a title
like FlightGear: What's Under the Hood?


All the best,


David

-- 
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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Curtis L. Olson

David Megginson writes:
 Curtis L. Olson writes:
 
   There is a *lot* of subtle things built into FlightGear that most
   users probably don't realize.  It might be interesting to make some
   sort of tour of the flightgear sim which would highlight or point out
   many of the more subtle features.
 
 Why not post a version of this message to the Web site, with a title
 like FlightGear: What's Under the Hood?

Today is flying away from me, but this is a great idea.  Remind me
when I get back next week or if in the meantime some one else wants to
use that message as a starting point for compiling and organizing a
list of key features, that would be very much appreciated.

Thanks,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread Christian Mayer

David Luff wrote:
 
 On 10/10/02 at 10:42 AM Curtis L. Olson wrote:
 Yes, and everyone knows that there is no such thing as magic carpets,
 so running with the ufo FDM is a lot more realistic since the ufo is
 based on real world data and uses actual real life sound samples.
 
 Yes, and non-Americans know that there's no such thing as ufos and that we
 have actually been to the moon :-)

We've been to the moon?!?

I allway thought this was a very good fraud by the NASA to convince
everybody that the US has the superior technology...

;-)


CU,
Christian

PS: There are actually people around who try to proof that it's
impossible that the NASA was on the moon...
PPS: There are actually people around who try to proof that the German
town Bielefeld doesn't exist...

--
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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread David Megginson

Christian Mayer writes:

  Once again: This wouldn't have happend if we'd use real units like SI...

I live in a (mostly) SI country and went through school learning SI
units -- I have to convert Fahrenheit to Celsius to know how cold it
is, for example.  Still, converting to new units has its cost,
including the near crash of an Air Canada 767 a while back (as posted
previously):

  http://www.cadetworld.com/rgs/story2a.html


All the best,


David

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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread David Megginson

Alex Perry writes:

  That's true, but now I wonder ...
  When we are in multiplayer mode, and I fly up behind some unsuspecting
  pilot who is plugging along on autopilot, slightly above and at his
  five o-clock position, can I pick up a pair of electronic binoculars
  (what used to be the Z key?) and put mouse clicks onto his 3D panel ?
  Vicious grin ...

No, that's unlikely -- only your own plane model will have hotspots.


All the best,


David

-- 
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Re: [Flightgear-devel] Init-order problem fixed for *-set.xml files

2002-10-10 Thread Norman Vine

Curtis L. Olson writes:

 David Megginson writes:
  I just checked in changed to fix the init-order problem for *-set.xml
  files.  My solution was blunt but effective.  I simply parse all of
  the system.fgfsrc, $HOME/.fgfsrc, and command-line options twice --
  once before loading the *-set.xml file, to make sure the correct
  aircraft is picked up, and once afterwards, to allow the command-line
  to override anything that was changed.
  
  The problem manifested itself when other aircraft (such as the 747)
  picked up the default aileron trim setting for the JSBSim 172.
  
  By the way, does anyone still use a system.fgfsrc, or can I remove
  that old code?
 
 I think preferences.xml and the aircraft-set.xml files pretty much
 cover any functionality that was intended to handle.

PLEASE DO NOT REMOVE the .fgfsrc option until 
such time has we have a 'options editor'

Norman


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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Norman Vine

Alex Perry writes:

  David writes:
  I wonder if the casual users appreciate all the work we're doing to
  make the instruments less reliable.

 Don't you remember the massive amount of whingeing (a couple of years ago)
 when I stuck all the compass turning errors onto the DG instrument ?
 The simulated aluminium was just _raining_ out of the sky ...

I will still argue that the method used was and still is poor

There are those who want 'steam' and those who don't

Forcing BOGUS values into the ONLY autopilot wasa CRASS
thing for 'Johnny come lately's' to do.  IF you had built a NEW
autopilot and left the old one as is I would have been one of
the biggest proponents of 'steam', In stead you forced
me to take an adversarial position which I still hold

FWIW - I put a LOT of effort into getting the navigational parts
of FGFS working this included a lot of 'gentle nudging' and a lot
of code and I RESENT having been force to used COOKED variables
when I might not always always want to.

FYI there was a time when Curt and I were probably the only two
people that understood at least 90% of the code and we spent a LOT
of energy and time trying to teach and/or explain to others how it all
worked.  I certainly didn't do that expecting those whom we 'enlightned'
to change the code such that it was nigh onto impossible to use it
in ways that I wanted too.

To sum up I think that the work that has been done to make the
'instruments' act like a C172 is fantastic but it SHOULD be an option
and not 'the way'

Norman



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Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread Norman Vine

Andy Ross

 Curtis L. Olson wrote:
  Just a couple thoughts to consider.  We are looking at 16-20,000
  airports so we couldn't stuff them all in a single directory.  Even
  splitting them into subdirectories by first letter probably isn't
  enough.
 
 There are 17073 airports in the current database.  Splitting on first
 letter only, the largest is (no surprise) 'K', with 2161 airports.  On
 a lark, I created such a directory containing all the US airports.
 The creation process was relatively slow -- 20 seconds or so.  But
 once the files are there, access to them is very fast (a few tenths of
 a second).  This was true even after I was careful to flush the buffer
 cache by cat'ing a different disk to /dev/null, if the stuff is in the
 cache, of course, access is milliseconds at most.  If you think about
 it, 2000 is about the same number as the number of device files in
 /dev, and no is complaining about performance issues there.
 
 And remember, we can split on the first two bytes (K/S/KSFO.xml)
 without any more difficulty (one extra line of code) and the whole
 problem goes away.
 
  Also, consider that with zillions of tiny files, much space
  is wasted on the file system which hits people in the windows land the
  hardest it seems because they often have a very large minimum file
  size.
 
 This is a good point, actually.  Almost all the Linux filesystems use
 a 4k block as the minimum allocation unit*, and I presume NTFS is
 similar.  Still, though, 4k per airport is still a tiny fraction of
 the size of the scenery.  Remember that with a file per airport, there
 is no need to have the whole airport database in the base package.
 You can download the airports along with the scenery.
 
 The windows issue is, I think, true only on very old FAT32 variants.
 I'm pretty sure the block size limitation went away at the same time
 the 2G limit did, no?  Everything from Win98SE on should be fine, I
 believe.  Any windows users want to comment?  Certainly anyone running
 XP won't have this problem.

For the Index I reccomend making a single trie on the airport name
that stores the bucket of the actual airport data file which lives in the
same spot as it currently does.  Then In each 10x10 degree directory
I propose that we have a KD-tree spatial index of the positions of each
airport in that block.  This 2 tiered approach should give lighning fast 
lookups to both airport by name and what airports are near by.

The indexes should be binary and we should distribute the tools that 
rebuild them when they change which won't be that often nor take
very long.  The indexes chould be able to dump themselves as XML
files to facilitate rebuilding them and for easy inspection.

With such a scheme we should be able to access any airport and 
determine which airports are within some sane distance in much 
less then a few tenths of a second  order of manitude less at least 

Regards

Norman



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Re: [Flightgear-devel] Init-order problem fixed for *-set.xml files

2002-10-10 Thread Curtis L. Olson

Norman Vine writes:
 Curtis L. Olson writes:
 
  David Megginson writes:
   I just checked in changed to fix the init-order problem for *-set.xml
   files.  My solution was blunt but effective.  I simply parse all of
   the system.fgfsrc, $HOME/.fgfsrc, and command-line options twice --
   once before loading the *-set.xml file, to make sure the correct
   aircraft is picked up, and once afterwards, to allow the command-line
   to override anything that was changed.
   
   The problem manifested itself when other aircraft (such as the 747)
   picked up the default aileron trim setting for the JSBSim 172.
   
   By the way, does anyone still use a system.fgfsrc, or can I remove
   that old code?
  
  I think preferences.xml and the aircraft-set.xml files pretty much
  cover any functionality that was intended to handle.
 
 PLEASE DO NOT REMOVE the .fgfsrc option until 
 such time has we have a 'options editor'

Definitely, if for no other reason, I need support for the ~/.fgfsrc
and ~/.fgfsrc.machine files.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread Jon Stockill

On Thu, 10 Oct 2002, David Luff wrote:

 Possibly true.  Still, however the ai aircraft eventually end up getting
 stored in the property tree and rendered, the actual logic of when to
 appear, where to fly and how to communicate and interact with other traffic
 will still be needed and won't be wasted.

Yes - you still need the pilot logic however it's done. It certainly
won't be wasted.

-- 
Jon Stockill
[EMAIL PROTECTED]


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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Alex Perry

 I will still argue that the method used was and still is poor
 There are those who want 'steam' and those who don't

I have advocated, all along, that both the correct and the cooked
values should be available through the property system.  I also
think that all panel instruments, and panel autopilots, should use
the appropriate level of cooked-ness in accordance with realistic
aircraft by embedding property pointers as created by David.
I also personally think that the HUD should, again by default,
use completely uncooked values for convenience and partial realism.

If you don't want this behavior on _your_ system, feel free to
hack away at the config files.  My local config isn't exactly
unmodified compared to CVS, but I think my changes are wrong
for the general end-user population and don't recommend them.

If you don't want the full realism on the public CVS configuration
then I'll hereby respectfully disagree with you.  This is especially
true for the autopilot.  Currently, it is far too easy to use
and thus (in several ways) trivializes some of the IFR dangers.

One of the reasons I rarely use autopilots in real small aircraft
is that they use the same data sources as I have on my instruments,
with all the errors.  It thus takes non-trivial effort to make
them do what I actually want and it is often easier to be manual.
This is the very real difference between an autopilot and a FMS.

Johnny.

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Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread Jon Stockill

On Thu, 10 Oct 2002, Andy Ross wrote:

 And remember, we can split on the first two bytes (K/S/KSFO.xml)
 without any more difficulty (one extra line of code) and the whole
 problem goes away.

From a processing point of view this makes sense - you don't need to store
extra information about the location of the airfields, wher if as was
suggested before it's broken down by state, then presumably you need to
store the state for each and every airfield too, or is there some other
method of telling which state each one is in that I've missed?

-- 
Jon Stockill
[EMAIL PROTECTED]


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Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread Andy Ross

Norman wrote:
 [ ... indexing scheme involving spacial partitions and trees ... ]

 With such a scheme we should be able to access any airport and
 determine which airports are within some sane distance in much
 less then a few tenths of a second  order of manitude less at least

True, but performance really isn't the goal here.  The existing
metakit stuff performs great.  It's problem is that it's essentially
unmaintainable without regenerating a megabyte of data*.  Replacing
one complicated binary data structure with another really doesn't
address that need.

My point was that a really simple one-file-per-airport scheme (you
basically can't get any more maintainable than that) would work with
adequate performance for typical usage.  The airports in the current
tile set could be kept in memory easily; arbitrary airports could be
looked up quickly (under the UI definition of quick) by their ID;
and the set of all airports would still be trivially searchable in a
linear walk (looking for a match by name, for example) for cases where
that capability was needed.

Andy

* Well, and that it involves a 3rd party C++ library that insists on
  installing itself as a shared library.  My guess is that metakit
  version skew is the single biggest FAQable problem with new
  developers.  It's a very real, very significant barrier to people
  who want to run the cool new stuff in CVS.  This is my peeve,
  anyway.

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
 - Sting (misquoted)


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RE: [Flightgear-devel] FWIW

2002-10-10 Thread Ryan Larson

Doh, and I am flying to Minneapolis again this weekend!  Not sure if I am
going to ANE or MIC yet.  Need to get the charts tomorrow.

Ryan

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Curtis L.
Olson
Sent: Thursday, October 10, 2002 10:45 AM
To: [EMAIL PROTECTED]
Subject: [Flightgear-devel] FWIW


For what it's worth, I will be out of town Friday through Monday,
likely with minimal net access (if any.)  So, please don't panic if
you email me and don't get a reponse back before next week. :-)

Curt.
--
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread Norman Vine

Andy Ross writes:

 Norman wrote:
  [ ... indexing scheme involving spacial partitions and trees ... ]
 
  With such a scheme we should be able to access any airport and
  determine which airports are within some sane distance in much
  less then a few tenths of a second  order of manitude less at least

 My point was that a really simple one-file-per-airport scheme (you
 basically can't get any more maintainable than that) would work with
 adequate performance for typical usage.

My scheme also uses one file per airport PLUS two fairly advanced yet
relatively simple indexes for lightning quick seaches.

I hope you note that I used a trie which is just a binary implementation
of the individual file basd method that you proposed
http://www.csse.monash.edu.au/~lloyd/tildeAlgDS/Tree/Trie.html

And there is a performance issue here with searching radio frequencies
for stations within range hence the spatial index for each 10x10 degree
block.

I believe that my proposal is a 'Dr Pangloss' type solution

 * Well, and that it involves a 3rd party C++ library that insists on
   installing itself as a shared library

% cd $metakit
% ../unix/configure --disable-shared
% make core
% make install

best-of-both-worlds'ly yr's

Norman







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Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread David Megginson

Andy Ross writes:

  [* Geeky aside: reiserfs doesn't.  It has a unique tail folding
 feature where the last sub-block of files gets folded into a single
 block with the tails of other files, so small files take space
 proportional to their actual size.  Very cool, although apparently
 not used much.]

Not true.  It's not the default for RedHat, but I understand that it's
better used in the European distros and I notice a fair number of
users elsewhere.  For scenery data like DEMs, ReiserFS gives me an
extremely large improvement, sometimes taking only 25% of the disk
space of the same data under E2FS (I didn't check E3FS, but it should
be similar).  I strongly recommend Reiser for anyone working with
scenery data.


All the best,


David

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Re: [Flightgear-devel] Init-order problem fixed for *-set.xml files

2002-10-10 Thread David Megginson

Norman Vine writes:

   I think preferences.xml and the aircraft-set.xml files pretty much
   cover any functionality that was intended to handle.
  
  PLEASE DO NOT REMOVE the .fgfsrc option until 
  such time has we have a 'options editor'

I have not suggested doing so; I'm suggesting only system.fgfsrc.


All the best,


David

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Tony Peden

On Thu, 2002-10-10 at 11:54, David Megginson wrote:
 Curtis L. Olson writes:
 
Don't say that.  You know what'll happen _now_ when you next fly ...
Also, although I've said it before, don't forget to practice a bit,
before flying to an airshow or other event with _many_ spectators !
   
   Would you like to buy a pair of slightly used C172 wing tip scuff
   guards?  Protects the paint and the red/green lights, guaranteed not
   to break off before the wing.  Now available in a trendy neon color
   assortment.
 
 Fortunately, I've never seen a landing where the wingtips even came
 close to touching the ground -- the excursions are usually pitch or
 yaw rather than roll.  The danger to wingtips is hangar rash
 (i.e. fender benders) from other aircraft taxiing around the parking
 area.
 
 In real life, it's also much harder to do a tail strike than it is
 with the JSBSim 172 -- it's quite safe to pull all the way back on the
 yoke to keep the weight off the nosewheel.

Hmm, downwash (or, more precisely, the lack thereof)

 
 All the best,
 
 
 David
 
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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread David Megginson

Norman Vine writes:

  I will still argue that the method used was and still is poor
  
  There are those who want 'steam' and those who don't

Sure, and we make both available through the property tree.  If you
want to know the exact true heading, look at /orientation/heading-deg;
if you want to know the indicated compass heading, look at
/steam/whatever, soon
/instrumentation/magnetic-compass/indicated-heading-deg.  No one took
away information that you had before, and the HUD still displays the
exact heading if you're interested.

On the other hand, it's just silly to build a control panel that looks
like a real one and not have it act that way -- why waste all the
texture memory to simulate analog gauges when the HUD can do the job
better?

  Forcing BOGUS values into the ONLY autopilot wasa CRASS
  thing for 'Johnny come lately's' to do.  IF you had built a NEW
  autopilot and left the old one as is I would have been one of
  the biggest proponents of 'steam', In stead you forced
  me to take an adversarial position which I still hold

I have no objection to a new autopilot module if someone wants to
build it; the current one is fine but it's showing its age a bit.
That said, it shouldn't be hard to make it configurable to use
different property sources for specialized applications like your
(Norm's) GIS work.

  To sum up I think that the work that has been done to make the
  'instruments' act like a C172 is fantastic but it SHOULD be an option
  and not 'the way'

It should be not just an option but the default option, at least when
we're simulating a C172.  Still, the property tree does make it easy
to do things different ways when you want to -- that was its
intention.


All the best,


David

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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Tony Peden

On Thu, 2002-10-10 at 12:02, Alex Perry wrote:
  David writes:
  I wonder if the casual users appreciate all the work we're doing to
  make the instruments less reliable.
 
 Don't you remember the massive amount of whingeing (a couple of years ago)
 when I stuck all the compass turning errors onto the DG instrument ?
 The simulated aluminium was just _raining_ out of the sky ...

Not to mention all the confusion we get now from the rolling tendencies
due to the propulsion system ...

 
 8-)
 
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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Tony Peden

On Thu, 2002-10-10 at 11:59, Christian Mayer wrote:
  Alex Perry writes:
  
Ok, I found the problem.  You're computing the dynamic pressure in
psf and adding it to the static pressure in inHg to form the
total pressure.  The attached patch is the simple fix to the source.
 
 Once again: This wouldn't have happend if we'd use real units like SI...
 
 thinking of song=WHERE HAVE ALL THE FLOWERS GONE
 When will we ever learn?
 /thinking

SI is a technically superior system, but as David's example points out,
technical issues aren't the only things that need to be considered when
making such a switch.

 
 CU,
 Christian
 
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Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread David Megginson

Jon Stockill writes:

  Is there any sort of master database from which all this can be
  generated? Or should we create one?

No and yes.  Note that I'm discussing only the external format, not
the internal format someone might use in a SQL master repository (or
whatever).

That said, these are *small* data tables from a DBMS point of view --
they fit into memory trivially easily on most PCs, so an RDBMS isn't
strictly necessary to manage and process them; it's just a
convenience.

  Obviously, once we have the information in a managable format
  producing data files in any required format is a lot easier. It'd
  also make updates much simpler - I know one of my local strips
  actually consists of 1 closed surfaced runway, and a selection of
  grass strips - currently the database only has the surfaced runway
  in (EGCJ if anyone's *that* interested).

My idea earlier today should allow faster updates.  Instead of having
one single master file, we have a separate one for each country or (in
the case of the US and possible Canada and other airport-heavy
countries) a separate file for each state or province.  If you wanted
to add to or update a UK airport, you could simply send your update to
the UK file maintainer, and she or he could test it, merge it, and
check it in.

Right now, I'm almost a month behind on most of the patches in my
Inbox, and I don't know if Curt's much better.  You don't want anyone
like us delaying updates.


All the best,


David

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Re: [Flightgear-devel] Airport Database Model

2002-10-10 Thread David Megginson

Jon Stockill writes:

  From a processing point of view this makes sense - you don't need to store
  extra information about the location of the airfields, wher if as was
  suggested before it's broken down by state, then presumably you need to
  store the state for each and every airfield too, or is there some other
  method of telling which state each one is in that I've missed?

We're going to want to store that anyway, though, if only for the user
pick-an-airport interface.  Besides, it makes a lot more sense to pick
a maintainer for all California airports than it does to pick a
maintainer for all airports with an ICAO code starting with KB.


All the best,


David

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson

Tony Peden writes:

   In real life, it's also much harder to do a tail strike than it is
   with the JSBSim 172 -- it's quite safe to pull all the way back on the
   yoke to keep the weight off the nosewheel.
  
  Hmm, downwash (or, more precisely, the lack thereof)

I cannot say.  One thing we're not modelling yet is nosewheel shimmy:
on the 172s I fly, the nosewheel starts to vibrate very unpleasantly
at around 50kt if it still has weight on it, so raising it is the only
way to have a smooth takeoff roll.  On landing, it's just as
noticeable; by around 40kt, I often have the yoke pulled back all the
way (gradually, of course), both to take weight off the nosewheel and
to put more weight on the mains to improve braking -- besides, it just
looks cool rolling down the runway with the nosewheel six inches up in
the air.


All the best,


David

n.b. My airport is near sea level; at higher elevations, the indicated
airspeed would be lower to give the same ground speed.

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RE: [Flightgear-devel] FWIW

2002-10-10 Thread Curtis L. Olson

Ryan Larson writes:
 Doh, and I am flying to Minneapolis again this weekend!  Not sure if I am
 going to ANE or MIC yet.  Need to get the charts tomorrow.

Well if you go to KANE and happen to be about 3 miles east of the
airport, and happen to look down and see a big high school complex
with a track and soccer/baseball fields wave at my house which is just
west of that.  Otherwise feel free to swing by Denver/Colorado Springs
and pick up a couple more hours for your log book. :-)

Curt.
-- 
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Re: [Flightgear-devel] Init-order problem fixed for *-set.xml files

2002-10-10 Thread Norman Vine

David Megginson

 Norman Vine writes:
 
I think preferences.xml and the aircraft-set.xml files pretty much
cover any functionality that was intended to handle.
   
   PLEASE DO NOT REMOVE the .fgfsrc option until 
   such time has we have a 'options editor'
 
 I have not suggested doing so; I'm suggesting only system.fgfsrc

Apoplogies,  I should have said system.fgfsrc also 
FYI - is the the equivalent thing as ~/.fgfsrc for Windows users

Cheers

Norman


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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Norman Vine

David Megginson writes:

 Norman Vine wrote:

   To sum up I think that the work that has been done to make the
   'instruments' act like a C172 is fantastic but it SHOULD be an option
   and not 'the way'
 
 It should be not just an option but the default option, at least when
 we're simulating a C172.  Still, the property tree does make it easy
 to do things different ways when you want to -- that was its
 intention.

Yes thank you for finally making doable but it did take 
a lot of simulated aluminium just _raining_ out of the sky ...
and a lot of rewriting code that just plainly ignored the
the 'true' values that were there

but enough 

cheers

Norman


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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Andy Ross

David Megginson wrote:
  I cannot say.  One thing we're not modelling yet is nosewheel
  shimmy:

Does this really have to be modeled, per se?  Until we get support for
force-feedback rudder pedals and seat cushions, the only thing we can
reasonably do is play a sound.  That can be done already with some
fancy thresholding (gating with /gear[0]/wow and groundspeed) using
the existing sound mechanism.

I have limited experience here, but the nosewheel shimmy I noticed in
a friend's PA-180 was only a rumble.  It didn't seem to effect the
orientation or handling of the aircraft.

Andy

-- 
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Senior Software Engineer  Emeryville, CA
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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Curtis L. Olson

Andy Ross writes:
 Does this really have to be modeled, per se?  Until we get support for
 force-feedback rudder pedals and seat cushions, the only thing we can
 reasonably do is play a sound.  That can be done already with some
 fancy thresholding (gating with /gear[0]/wow and groundspeed) using
 the existing sound mechanism.
 
 I have limited experience here, but the nosewheel shimmy I noticed in
 a friend's PA-180 was only a rumble.  It didn't seem to effect the
 orientation or handling of the aircraft.

I've been fortunate enough to see the inside of a real A-320 sim.
One pretty cool thing they modelled in ground taxiing is that if you
crank the nose wheel too far in a tight turn, it starts to bounce
(perpendicularly relative to the tire, forward relative the aircraft)
and it shakes the whole plane and the passengers stiffen up probably
more than just a bit.

Curt.
-- 
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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Norman Vine

David Megginson

 Norman Vine writes:
 
   I will still argue that the method used was and still is poor
   
   There are those who want 'steam' and those who don't
 
 Sure, and we make both available through the property tree.  If you
 want to know the exact true heading, look at /orientation/heading-deg;
 if you want to know the indicated compass heading, look at
 /steam/whatever, soon
 /instrumentation/magnetic-compass/indicated-heading-deg.  No one took
 away information that you had before, and the HUD still displays the
 exact heading if you're interested.
 
 On the other hand, it's just silly to build a control panel that looks
 like a real one and not have it act that way -- why waste all the
 texture memory to simulate analog gauges when the HUD can do the job
 better?
 
   Forcing BOGUS values into the ONLY autopilot wasa CRASS
   thing for 'Johnny come lately's' to do.  IF you had built a NEW
   autopilot and left the old one as is I would have been one of
   the biggest proponents of 'steam', In stead you forced
   me to take an adversarial position which I still hold
 
 I have no objection to a new autopilot module if someone wants to
 build it; the current one is fine but it's showing its age a bit.
 That said, it shouldn't be hard to make it configurable to use
 different property sources for specialized applications like your
 (Norm's) GIS work.
 
   To sum up I think that the work that has been done to make the
   'instruments' act like a C172 is fantastic but it SHOULD be an option
   and not 'the way'
 
 It should be not just an option but the default option, at least when
 we're simulating a C172.  Still, the property tree does make it easy
 to do things different ways when you want to -- that was its
 intention.
 
 
 All the best,
 
 
 David
 
 -- 
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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread David Megginson

Norman Vine writes:

  Yes thank you for finally making doable but it did take 
  a lot of simulated aluminium just _raining_ out of the sky ...
  and a lot of rewriting code that just plainly ignored the
  the 'true' values that were there

I'm pretty sure that the true values were accessible through the
property tree before the steam values were, but I'd have to look back
through old e-mail.


All the best,


David

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson

Andy Ross writes:

  I have limited experience here, but the nosewheel shimmy I noticed in
  a friend's PA-180 was only a rumble.  It didn't seem to effect the
  orientation or handling of the aircraft.

If it's bad enough, the whole plane shakes (we've had trouble with the
nose strut on C-GPMR at the Ottawa Flying Club, and it had to be
rebuilt); of course, since I'm holding the yoke, I feel it through
that first.


All the best,


David

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[Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread Curtis L. Olson

I'm not sure what changed, but I can no longer start the c310u3a-3d
engines.  They will fire and turn over, but as soon as I disengage the
starter, they spin back down and refuse to run.  Also, they no longer
come up running by default.

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread John Check

On Thursday 10 October 2002 10:49 pm, Curtis L. Olson wrote:
 I'm not sure what changed, but I can no longer start the c310u3a-3d
 engines.  They will fire and turn over, but as soon as I disengage the
 starter, they spin back down and refuse to run.  Also, they no longer
 come up running by default.

 Regards,

 Curt.


The 2d 310 is the same, but the yasim one starts.
JSBsim related perhaps?


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Re: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread John Check

On Thursday 10 October 2002 10:49 pm, Curtis L. Olson wrote:
 I'm not sure what changed, but I can no longer start the c310u3a-3d
 engines.  They will fire and turn over, but as soon as I disengage the
 starter, they spin back down and refuse to run.  Also, they no longer
 come up running by default.

 Regards,

 Curt.


Okay, the fuel tanks appear to be dry. Add some fuel and they fire up.

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Re: [Flightgear-devel] FWIW

2002-10-10 Thread Curtis L. Olson

Cameron Moore writes:
 Dang.  I was going to have you man the list admin duties.  :-)  I will
 be away Friday and Saturday, so Sunday you guys may see some delayed
 posts if I have to approve any.
 
 Also while I'm here, I wanted to mention that I get around 3 spams per
 day to the flightgear lists that noone ever sees (I'm the primary
 moderator if you haven't picked that up yet).  The moderating is working
 out pretty well I think.
 
 trying_to_make_myself_seem_more_useful('ly yours');

I for one, *very highly* appreciate your willing to cover the bulk of
the list admin tasks.Thanks!

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
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RE: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread Jon Berndt

Who emptied the fuel tanks?

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of John Check
Sent: Thursday, October 10, 2002 10:43 PM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] starting the c310u3a-3d


On Thursday 10 October 2002 10:49 pm, Curtis L. Olson wrote:
 I'm not sure what changed, but I can no longer start the c310u3a-3d
 engines.  They will fire and turn over, but as soon as I disengage the
 starter, they spin back down and refuse to run.  Also, they no longer
 come up running by default.

 Regards,

 Curt.


Okay, the fuel tanks appear to be dry. Add some fuel and they fire up.

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Re: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread John Check

On Friday 11 October 2002 12:05 am, Jon Berndt wrote:
 Who emptied the fuel tanks?

Dunno. I checked a few revisions back and didn't see anything.
I'm committing wet tanks shortly.



 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of John Check
 Sent: Thursday, October 10, 2002 10:43 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] starting the c310u3a-3d

 On Thursday 10 October 2002 10:49 pm, Curtis L. Olson wrote:
  I'm not sure what changed, but I can no longer start the c310u3a-3d
  engines.  They will fire and turn over, but as soon as I disengage the
  starter, they spin back down and refuse to run.  Also, they no longer
  come up running by default.
 
  Regards,
 
  Curt.

 Okay, the fuel tanks appear to be dry. Add some fuel and they fire up.

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Re: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread John Check

On Friday 11 October 2002 12:08 am, John Check wrote:
 On Friday 11 October 2002 12:05 am, Jon Berndt wrote:
  Who emptied the fuel tanks?

 Dunno. I checked a few revisions back and didn't see anything.
 I'm committing wet tanks shortly.


I forgot to put it in the log message, but I also moved markup defining
state to the head of the c310*-set.xml for consistencies sake.



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RE: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread Curtis L. Olson

Is this a side effect of no longer getting the C172 defaults?

Jon Berndt writes:
 Who emptied the fuel tanks?
 
 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of John Check
 Sent: Thursday, October 10, 2002 10:43 PM
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] starting the c310u3a-3d
 
 
 On Thursday 10 October 2002 10:49 pm, Curtis L. Olson wrote:
  I'm not sure what changed, but I can no longer start the c310u3a-3d
  engines.  They will fire and turn over, but as soon as I disengage the
  starter, they spin back down and refuse to run.  Also, they no longer
  come up running by default.
 
  Regards,
 
  Curt.
 
 
 Okay, the fuel tanks appear to be dry. Add some fuel and they fire up.
 
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Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
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Re: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread John Check

On Friday 11 October 2002 12:15 am, Curtis L. Olson wrote:
 Is this a side effect of no longer getting the C172 defaults?


That sounds like a reasonable deduction. I'm checking the rest
of the planes to see if we need to gas up. I noticed the yasim planes
have thier own definition for fuel inside the sim node.

Also, what happened to the runway lighting? I'm a little out of touch
since I've spent the last week (at least) installing Gentoo




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Re: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread Curtis L. Olson

John Check writes:
 Also, what happened to the runway lighting? I'm a little out of touch
 since I've spent the last week (at least) installing Gentoo

It should still be there, isn't it?  I have been working on building
more infrastructure for doing runway/approach lighting and working on
using environment mapping to simulate directional lights which (except
for VASI/PAPI) is working out very well.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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RE: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread Jon Berndt

On Friday 11 October 2002 12:15 am, Curtis L. Olson wrote:
 Is this a side effect of no longer getting the C172 defaults?

That sounds like a reasonable deduction. I'm checking the rest
of the planes to see if we need to gas up. I noticed the yasim planes
have thier own definition for fuel inside the sim node.

Well, the JSBSim planes have fuel tanks that specify capacity and fullness.
We don't deliver planes with no fuel, far as I know.

Jon


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RE: [Flightgear-devel] starting the c310u3a-3d

2002-10-10 Thread Jon Berndt

 Whats the deal with the x24b fuel wise? That's missing a consumables
 section as are the shuttle and x15

??

The JSBSim config files have fuel loaded for the X15, the X24B, the C310,
the C172, etc. But NOT the shuttle (we just use it as a glider). I don't
know what this consumables thing it, but JSBSim loads its aircraft with
fuel in the JSBSim config files. If it has no fuel, the FlightGear is
screwing around with the fuel, after the aircraft is already loaded by us.

Jon


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[Flightgear-devel] spot landings

2002-10-10 Thread Alex Perry

This coming Saturday is the annual safety competition for San Diego and,
as one of the organizers, I've been thinking about the spot landings task.
It occurs to me that FGFS should be able to do that really well, except
the touchdown report is minimal.  How much hassle would it be, to have
the existing gear message (to console) report the (u,v) and name of the
texture which the wheel hit, or some other relative-to-runway numbers ?
That would enable sim pilots to fly TnG series, with automatic scoring.

PS. Anybody interested in turning up at KRNM with an airplane is welcome;
feel free to contact me for details of the actual event and competition.

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[Flightgear-devel] c172-larcsim -why?

2002-10-10 Thread John Check

I was going through the c172 variants and adding the electrical system
and I fired up the c172-larcsim. It's got a major problem. It just sits on the 
runway no matter how much throttle you give it.
I took a quick look at the xml file in case it was something obvious.
I gave comparative analysis a shot, but the only other planes that
use larcsim are the UIUC planes.
Now, the part that confused me is the aero section. On the
c172-larcsim it's defined as c172, on the UIUC lanes it's defined as
uiuc with an additional tag to define the location of the FDM config.

There does not appear to be a larcsim c172.dat anymore, except for in the
Aircraft-uiuc tree. To use that, I have to set aerouiuc/aero and
define aircraft-dir. This has the starting below the runway bug.

So the question is, is aerolarcsim/aero deprecated?
Should we make this a UIUC plane, or drop it or what?



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Re: [Flightgear-devel] c172-larcsim -why?

2002-10-10 Thread Christian Mayer

John Check wrote:
 
 I was going through the c172 variants and adding the electrical system
 and I fired up the c172-larcsim. It's got a major problem. It just sits on the
 runway no matter how much throttle you give it.
 I took a quick look at the xml file in case it was something obvious.
 I gave comparative analysis a shot, but the only other planes that
 use larcsim are the UIUC planes.

We used to have a Navion. Have we lost it on the way?

CU,
Christian

--
The idea is to die young as late as possible.-- Ashley Montague


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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson
Curtis L. Olson writes:

   Don't say that.  You know what'll happen _now_ when you next fly ...
   Also, although I've said it before, don't forget to practice a bit,
   before flying to an airshow or other event with _many_ spectators !
  
  Would you like to buy a pair of slightly used C172 wing tip scuff
  guards?  Protects the paint and the red/green lights, guaranteed not
  to break off before the wing.  Now available in a trendy neon color
  assortment.

Fortunately, I've never seen a landing where the wingtips even came
close to touching the ground -- the excursions are usually pitch or
yaw rather than roll.  The danger to wingtips is hangar rash
(i.e. fender benders) from other aircraft taxiing around the parking
area.

In real life, it's also much harder to do a tail strike than it is
with the JSBSim 172 -- it's quite safe to pull all the way back on the
yoke to keep the weight off the nosewheel.


All the best,


David

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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Alex Perry
 David writes:
 I wonder if the casual users appreciate all the work we're doing to
 make the instruments less reliable.

Don't you remember the massive amount of whingeing (a couple of years ago)
when I stuck all the compass turning errors onto the DG instrument ?
The simulated aluminium was just _raining_ out of the sky ...

8-)

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Re: [Flightgear-devel] Re: Airport Database Model

2002-10-10 Thread Curtis L. Olson
Alex Perry writes:
  * Alex Perry -- Thursday 10 October 2002 20:10:
   Why can't we stick it into the scenery directories, but one directory
   up from the tiles, so we have one file per 10degx10deg of planet.
   That should ensure that FGFS doesn't need to load all that many files,
   and just having the one file in the base package will allow initial use.
  
  But then you couldn't teleport to arbitrary airports, n'est ce que pas?
 
 Oh, sorry, let me elaborate ...
 
 1. I'm assuming we keep the airport database (but maybe omit runways
   etc)

Then someone will want to teleport to a specific runway at a specific
airport. :-)

 2. Given an airport ID, FGFS must priority load the relevant file above
 3. The remaining files (between zero and about 300) are defer loaded
 4. When the scenery loader thread has no tiles to do, it does one file
 5. Thus, we can put huge amounts of information into each airport record

I think it's reasonable to consider saving the same data in more than
one form in order to suit different needs of different sections of the
code.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread David Luff
On 10/10/02 at 5:42 PM Frederic BOUVIER wrote:
David Luff [EMAIL PROTECTED] wrote :
 I'm sure someone on this list has mentioned that they're developing an
 interactive scenery editor, but I can't find a link to it either on the
There is fgsd ( for FlightGear Scenery Designer ) at 
http://fgsd.sourceforge.net/

Thats the one I was looking for!

Thanks - Dave


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Re: [Flightgear-devel] Re: Airport Database Model

2002-10-10 Thread Alex Perry
  1. I'm assuming we keep the airport database (but maybe omit runways
etc)
 
 Then someone will want to teleport to a specific runway at a specific
 airport. :-)

Yeah, but the runway-based user request is precisely why I stated that
the file is priority loaded ... so we get the runway position details.

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Re: [Flightgear-devel] Airspeed indicator and pitot system

2002-10-10 Thread Christian Mayer
Curtis L. Olson wrote:
 
 There is a ton of internal infrastructure stuff that is useful in the
 geek sense ... property system, interfacing to external programs.  The
 ability to build instrument panels, electrical systems, 3d models,
 animation, with absolutely no coding or plugins.
 
 Many features are setable via the property system, command line
 options, or preferences.xml which might not be immediately obvious to
 a new comer.

Most of the geeks that I told that you can telnet into FGFS and have a
shell there didn't believe me until I showed them... :)

CU,
Christian

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Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread David Luff
On 10/10/02 at 8:38 AM Alex Perry wrote:
Definitely.  If one of the computers taking part in the multiplayer
network
has generated a bunch of AI aircraft, will they all be propagated to the
rest of the multiplayer members ?  

Now theres a scary thought!  What happens if one multiplayer has
--disable-ai and one has it enabled?  Who's computer is in charge of ATC?
Things could get very interesting rapidly...

If so, you might be able to dodge the
processor load of full aircraft simulations, by having two computers with
one having the human and a graphics display and the other having all the
AI and no graphics display.  Just a thought.

So thats what old PC's without hardware acceleration capability are for!!

Cheers - Dave




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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Alex Perry
 In real life, it's also much harder to do a tail strike than it is
 with the JSBSim 172 -- it's quite safe to pull all the way back on the
 yoke to keep the weight off the nosewheel.

Try playing with your CG in JSBsim; I routinely see aircraft with their
tail tiedown heavily abraded due to excessive back pressure with aft CG.

I've also seen people flare, balloon, stall, and hit _tail_ first.
Amazingly, they then apply power for the touch-and-go without worries
(as though they do it all the time) instead of finding a mechanic to
have a quick look at the airframe for buckling and/or crack formation.


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Re: [Flightgear-devel] Flightgear scenery editor?

2002-10-10 Thread David Luff
On 10/10/02 at 10:42 AM Curtis L. Olson wrote:
Yes, and everyone knows that there is no such thing as magic carpets,
so running with the ufo FDM is a lot more realistic since the ufo is
based on real world data and uses actual real life sound samples. 

Yes, and non-Americans know that there's no such thing as ufos and that we
have actually been to the moon :-)

I'll-get-me-coat-and-leave-now'ly yrs

Cheers - Dave


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Re: [Flightgear-devel] ANN: AI traffic from Dave Luff

2002-10-10 Thread David Luff
On 10/10/02 at 6:13 PM Jon Stockill wrote:
Indeed - it'll be nice to have a quick and easy way of getting other
aircraft in the sky, however, I think from a long term point of view
automated traffic would be best managed by simply being a task which
appears as another remote user (yes, I know the multi user stuff isn't
ready quite yet, but it strikes me as being the most obvious way to
implement it.

Possibly true.  Still, however the ai aircraft eventually end up getting
stored in the property tree and rendered, the actual logic of when to
appear, where to fly and how to communicate and interact with other traffic
will still be needed and won't be wasted.

Cheers - Dave  



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