Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread Erik Hofman

Curtis L. Olson wrote:
 I know this is probably opening a can of worms, but I just thought I'd
 throw this out to the list now so people could start thinking about
 and/or discussing the issues.
 
 Currently SimGear is a set of libraries, each of which is licensed
 under the *L*GPL.
 
 FlightGear is also mostly a set of libraries (with some top level
 wrapper code) that is entirely GPL'd.

 What I would like to propose for people's consideration, is the idea
 of taking each of FlightGear's component libraries and converting them
 to the LGPL license.  The top level wrapper code (i.e. whatever is in
 src/Main) would remain GPL.

Well, to be honnest. I've been thinking of restricting some of my 
contributions even more (configuration files, textures, etc) so it can 
be used for non commercial purposes only. That said, I'm a big fan of 
the Free Software Foundation, but some contributions took so much time, 
that I don't wanted to see them end up in commercial software (e.g. the 
F-16 config file end up in FLy! ot MSFS ...)

For code, I think GPL is good enoug and when looking back at it, 
changing SimGear to LGPL was done without consulting anyone else also 
(If I had contributed code for Simgear at that time I probably would 
have complained).

For me it's all an issue of other people running away with (and making 
mony out of) my contributions to LightGear, while I am jobless for some 
time now. This doesn't sound appealing to me.

Erik



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread Erik Hofman

Curtis L. Olson wrote:
 James A. Treacy writes:
 
You should get as close to 100% of the contributors to agree as you
can get. Flightgear needs to be prepared to remove any code written by
someone who disagrees or who couldn't be contacted and appears later
on.

FWIW, wine did this earlier this year and they got all but a handful
of contributors to sign off on the change. The missing had made only
small contributions that they could easily recode if the need arose.
 
 
 Question: for a particular source file, if a person contributed a
 minor patch or tweak to compile on a new platform, does that person
 now have a full say in the future of that source, or are they giving
 their changes to the author of that file to be placed under the
 license terms chosen by the primary author.
 
 My sense is that if it is only minor changes that were contributed by
 others, the primary author should be able to maintain complete
 ownership over the copyright and license terms of that code.

Yep. That's my opinnion also.


 FWIW, this issue arrises when we consider moving code from FlightGear
 into SimGear.  SimGear code is LGPL'd and FlightGear code is GPL'd so
 a license change would be required.  Hoever, if we attacked this piece
 by piece, subsystem by subsytem, it would likely be doable.

What's your reason for wanting to change the license anyway?

Erik



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



re: [Flightgear-devel] Free At Last

2002-10-16 Thread David Megginson

Cameron Moore writes:

  I figured David would have said something by now, but Blender was
  open-sourced a couple days ago.  This is great news for the open-source
  community (ie. us).  Go check it out:
  
http://www.blender.org/

I downloaded the source code, but I'm not going to try to build it
until someone adds autoconf support.

  Feel free to write some tutorials for us modelling newbies.

There are many good Blender tutorials on the net (I started with the
castle one, then moved on to the pencil).  For FlightGear, you have to
stick to meshes (no nurbs) and work hard to keep the poly count low --
no extruded 64-sided mesh circles, for example.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread David Megginson

Alex Perry writes:

  See the article in Linux Journal recently.  You legally cannot place
  anything into the public domain, you merely get to assert that the
  licensing you are assigning to your copyrighted work behaves as though
  it is in the public domain.  There is a subtle distinction, which
  essentially means that, since you do still have the copyright,
  people who retrieve the code also have the right to sue you.
  After all, the public domain license does not limit warranties etc.

They have the right to sue anyway, no matter how many disclaimers you
put in the license.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread Erik Hofman

David Megginson wrote:
 Erik Hofman writes:
 
   Well, to be honnest. I've been thinking of restricting some of my 
   contributions even more (configuration files, textures, etc) so it can 
   be used for non commercial purposes only.
 
 Unfortunately, that would force their removal from FlightGear, which
 (given the high quality of your textures) would be a shame.

I haven't, I still supose the base package falls under the GPL.
But I like to keep it GPL and nothing less restrictive.

Also not that none of my code contributions have an explicit copyright 
in the header, which means they fall under the same license terms of 
FlightGear (GPL now, and maybe LGPL later).

Erik




___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread Alex Perry

I should point out that my earlier message in this thread was to 
recommend that Curt not pursue the relicensing because the benefits
are probably too small to outweigh both the non-trivial effort for
the developers and the fairly large risk of causing FGFS to fork.
However, that is independent of how I license my contributions.

Erik said:
 Also not that none of my code contributions have an explicit copyright 

I think I've said this before.  If I submit a patch against someone
else's file, the patch is intended to inherit the copyright and any
current or future licensing of the containing file or code fragment.
When I create a file, or submit a large patch to a file without an
identified copyright owner, the intent is to retain the copyright
in my name and apply _only_ the then-current GPL license version.

To save confusion, don't bother asking me to me-copyrighted files
under the GPL with any version and automatic upgrade to future versions.
There are no restrictions on how the FSF organisation can rewrite
the intent and content of future versions of the GPL.  Those future
versions could, for example, grant a $0.01/sourceline royalty to RMS
for any commercial use of GPL'ed software.

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] TC ball

2002-10-16 Thread Tony Peden

On Tue, 2002-10-15 at 20:12, Curtis L. Olson wrote:
 FWIW, the turn coordinator ball behaves *very* differently between
 JSBSim and YASim and another FDM I am playing with.  All supposedly
 return accelerations in body axis in ft/sec squared.

IMO, what we should all be aiming at providing are accels very similar
to what three body-axis aligned acclerometers mounted at the pilot
eyepoint would give.  The FDMs should provide to the TC only that which
an airplane would provide, the raw forces or accels.




  This means we
 can't create a single turn coordinator instrument who's ball behaves
 reasonably well for every FDM.

Well, I tried to compare the two, but got this for the yasim c172:

 YASim solution results:
   Iterations: 404
 Drag Coefficient: 18.9992
   Lift Ratio: 87.1639
   Cruise AoA: -0.124142
   Tail Incidence: 0.440443
Approach Elevator: -1.00013
CG: -2.3, -0.0, 0.2
YASim SOLUTION FAILURE:
Insufficient elevator to trim for approach
[exit]

I just used fgfs --aircraft=c172-yasim, is anything else needed?

 Would it be better to force the FDM's to calculate a ball deflection
 in degrees/radians, or do we need to investigate why the body axis
 accelerations are so radically different for 3 different FDM's (who
 all are trying to model a C172.) 

No and yes. 

 If the FDM's do the work, then they
 all have to do the failure modeling too.  It would be nicer to figure
 out what's going on ... it seems to be more than a simple coordinate
 system difference, unless JSBSim/YASim swap X/Y axes or something
 strange like that.


 
 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
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
-- 
Tony Peden
[EMAIL PROTECTED]
We all know Linux is great ... it does infinite loops in 5 seconds. 
-- attributed to Linus Torvalds


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread Christian Mayer

James A. Treacy wrote:
 
 On Tue, Oct 15, 2002 at 11:15:08PM -0500, Curtis L. Olson wrote:
  Question: for a particular source file, if a person contributed a
  minor patch or tweak to compile on a new platform, does that person
  now have a full say in the future of that source, or are they giving
  their changes to the author of that file to be placed under the
  license terms chosen by the primary author.
 
 Exactly the way I want to think of it. The law, though, seems to have
 its own bizarre sense of logic. I belive that contributions are seen
 as being individual items(*), like pieces of lego. You only have the
 copyright on your 'pieces of lego'. Thus, if the primary author of
 some code wants to release future versions under a different license
 and a contributor disagrees, then the primary author would need to
 back out the contributed code.
 
 Obviously, as code evolves it becomes less clear who contributed what.

That's also my point of view.

If you want to change the licence you must ask every contributor. If one
doesn't answer or one rejects the change (you'll have to assume the
worst) you must roll these commits back before you change the license.
There's no other way to do it.

Code that has grown over the time is thus quite impossible to convert to
a new license with out implementing it in a clean room.

As this sounds like *very* much work to me and all of us have no spare
time (if they'd had they'd be improoving FGFS...) I can't see the FGFS
changing the license in the near future. 
If a company needs a differnt licence they could do it if they have the
resources... (have a look at the Wine project as a reference)


To make this kind of stuff easier in the future we could try to ask
every contributor to give the copyright to someone. E.g. to Curt or The
FlightGear project (whatever that means - probably only legal if
there's an official organisation like the KDE league; Mantis does that)


Appart from this legal stuff I really dislike 2 different licenses in
the FGFS pakage (or SimGear, or ...). All the files should have the same
license. That was IIRC one the reasons for seperating SimGear.
I also can's see any benefit for changing FGFS itself to LGPL.

So I grant permission to move any code that I produced (mostly, but not
only, patches and bug fixes) to SimGear and change the License for that
purpose only to the LGPL. Code that remains in FGFS itself has to stay
under GPL.

CU,
Christian

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] TC ball

2002-10-16 Thread Jon Berndt

I'd tend to pay some attention to McFarland's document, but haven't had a
chance to review it with this in mind. Might get to that today.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED]]On Behalf Of Tony Peden
 Sent: Wednesday, October 16, 2002 8:28 AM
 To: FGFS Devel
 Subject: Re: [Flightgear-devel] TC ball


 On Tue, 2002-10-15 at 20:12, Curtis L. Olson wrote:
  FWIW, the turn coordinator ball behaves *very* differently between
  JSBSim and YASim and another FDM I am playing with.  All supposedly
  return accelerations in body axis in ft/sec squared.

 IMO, what we should all be aiming at providing are accels very similar
 to what three body-axis aligned acclerometers mounted at the pilot
 eyepoint would give.  The FDMs should provide to the TC only that which
 an airplane would provide, the raw forces or accels.




   This means we
  can't create a single turn coordinator instrument who's ball behaves
  reasonably well for every FDM.

 Well, I tried to compare the two, but got this for the yasim c172:

  YASim solution results:
Iterations: 404
  Drag Coefficient: 18.9992
Lift Ratio: 87.1639
Cruise AoA: -0.124142
Tail Incidence: 0.440443
 Approach Elevator: -1.00013
 CG: -2.3, -0.0, 0.2
 YASim SOLUTION FAILURE:
 Insufficient elevator to trim for approach
 [exit]

 I just used fgfs --aircraft=c172-yasim, is anything else needed?

  Would it be better to force the FDM's to calculate a ball deflection
  in degrees/radians, or do we need to investigate why the body axis
  accelerations are so radically different for 3 different FDM's (who
  all are trying to model a C172.)

 No and yes.

  If the FDM's do the work, then they
  all have to do the failure modeling too.  It would be nicer to figure
  out what's going on ... it seems to be more than a simple coordinate
  system difference, unless JSBSim/YASim swap X/Y axes or something
  strange like that.


 
  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

 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
--
Tony Peden
[EMAIL PROTECTED]
We all know Linux is great ... it does infinite loops in 5 seconds.
-- attributed to Linus Torvalds


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



smime.p7s
Description: application/pkcs7-signature


Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread Christian Mayer

David Megginson wrote:
 
   My understanding of the *gpl is keep the copyright as a legal
   instrument to enforce the donation in court against those who
   try to deny the public its donated good, which _makes_ it
   legally enforceable.  I don't see pd as being enforceable.
 
 Not quite -- the GPL is designed to force people to make their
 modifications or improvements publicly available, something that does
 not concern me so much. 

The GPL doesn't force the modifications to be given back to the
community. It only forces that the source code for the distribution of
the software (modified or unmodified doesn't matter) must be aviable for
reasonalbe costs.

So if my company gets an GPLed software and modifies it and uses it only
internally no code has to come back to the community (although it'd be
playing nice). If the company sells (or gives it away for free) this
modified software it doesn't need to give the modified source code away
with it.
BUT: The customer can copy this software for free and give it to
everybody else for free (as long as it states that this software is
still GPLed). And the customer can ask the company for the source code.
The company has to give the source to the customer then...

 Something that is in the Public Domain
 remains in the Public Domain; otherwise, publishers would be able to
 restrict Jane Austen's novels or Shakespeare's plays (rather than just
 the publisher's editorial contributions).

They can - sort of. The layout etc. in their books is copyrighted work.
But you are free to type it from the books and give it away for free -
as long as you aren't also typing additional stuff like translations
from the old english to the new english words.

CU,
Christian

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Initial Airspeed

2002-10-16 Thread Tony Peden

It seems that the recent changes related to the airspeed instrumentation
have affected the --vc option.  If I start with --vc=100, JSBSim gets
passed 92.885 knots.  Including instrumentation error is fine,  but I
have a hard time believing 7 knots of error (relative to calibrated) at
cruise angles of attack and small sideslip angles.

I'd also advocate adding a --ias option for this and continue to allow
--vc to set calibrated airspeed.  It is for that reason that I chose to
use --vc instead of --ias when I added that a while back.
 
-- 
Tony Peden
[EMAIL PROTECTED]
We all know Linux is great ... it does infinite loops in 5 seconds. 
-- attributed to Linus Torvalds


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread Christian Mayer

Alex Perry wrote:

 I should point out that my earlier message in this thread was to
 recommend that Curt not pursue the relicensing because the benefits
 are probably too small to outweigh both the non-trivial effort for
 the developers and the fairly large risk of causing FGFS to fork.

exactly

 I think I've said this before.  If I submit a patch against someone
 else's file, the patch is intended to inherit the copyright and any
 current or future licensing of the containing file or code fragment.

I disagree partly.

If I submit a patch it'll be under the same licence of the file that it
had at the creation of the patch (unless otherwise stated).
If anyone (including the author who has written everthing exept a few
minor patches) wants to change the licence every author of that file
(i.e. the original author and any additonal authors, also those that
only fixed a speeling mistake in a sting that never gets printed) must
agree - or their work has to be redone in a clean room environment.

 When I create a file, or submit a large patch to a file without an
 identified copyright owner, the intent is to retain the copyright
 in my name and apply _only_ the then-current GPL license version.

Who decides if my patch is minor or a large rewrite?

Also I haven't heard the phrase except minor modifications in the
Copyright law...

So it's a everybody agrees or no action can be done.


CU,
Christian

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] TC ball

2002-10-16 Thread Tony Peden

AFAICT, the behavior with JSBSim is reasonable.  This is what I see
at 93 kias, power for level flight, a left turn makes the ball go left
and needs left rudder to recenter.  Opposite for right turn.

Same behavior (with similar magnitudes) observed at around 70 kias.

At both speeds I did observe asymmetrical behavior, the ball tended to
the left a small amount (but still within the vertical lines) in
constant heading flight and may have been more sensitive to left turns
than right.  A power off descent at 70 knots tended to make it
symmetric, so I suspect that the propwash effects are causing the
aircraft trim at a small slip angle.






On Wed, 2002-10-16 at 07:00, Jon Berndt wrote:
 I'd tend to pay some attention to McFarland's document, but haven't had a
 chance to review it with this in mind. Might get to that today.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED]]On Behalf Of Tony Peden
  Sent: Wednesday, October 16, 2002 8:28 AM
  To: FGFS Devel
  Subject: Re: [Flightgear-devel] TC ball
 
 
  On Tue, 2002-10-15 at 20:12, Curtis L. Olson wrote:
   FWIW, the turn coordinator ball behaves *very* differently between
   JSBSim and YASim and another FDM I am playing with.  All supposedly
   return accelerations in body axis in ft/sec squared.
 
  IMO, what we should all be aiming at providing are accels very similar
  to what three body-axis aligned acclerometers mounted at the pilot
  eyepoint would give.  The FDMs should provide to the TC only that which
  an airplane would provide, the raw forces or accels.
 
 
 
 
This means we
   can't create a single turn coordinator instrument who's ball behaves
   reasonably well for every FDM.
 
  Well, I tried to compare the two, but got this for the yasim c172:
 
   YASim solution results:
 Iterations: 404
   Drag Coefficient: 18.9992
 Lift Ratio: 87.1639
 Cruise AoA: -0.124142
 Tail Incidence: 0.440443
  Approach Elevator: -1.00013
  CG: -2.3, -0.0, 0.2
  YASim SOLUTION FAILURE:
  Insufficient elevator to trim for approach
  [exit]
 
  I just used fgfs --aircraft=c172-yasim, is anything else needed?
 
   Would it be better to force the FDM's to calculate a ball deflection
   in degrees/radians, or do we need to investigate why the body axis
   accelerations are so radically different for 3 different FDM's (who
   all are trying to model a C172.)
 
  No and yes.
 
   If the FDM's do the work, then they
   all have to do the failure modeling too.  It would be nicer to figure
   out what's going on ... it seems to be more than a simple coordinate
   system difference, unless JSBSim/YASim swap X/Y axes or something
   strange like that.
 
 
  
   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
 
  ___
  Flightgear-devel mailing list
  [EMAIL PROTECTED]
  http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 --
 Tony Peden
 [EMAIL PROTECTED]
 We all know Linux is great ... it does infinite loops in 5 seconds.
 -- attributed to Linus Torvalds
 
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
-- 
Tony Peden
[EMAIL PROTECTED]
We all know Linux is great ... it does infinite loops in 5 seconds. 
-- attributed to Linus Torvalds


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] TC ball

2002-10-16 Thread Tony Peden

On Wed, 2002-10-16 at 07:27, Curtis L. Olson wrote:
 Tony Peden writes:
  AFAICT, the behavior with JSBSim is reasonable.  This is what I see
  at 93 kias, power for level flight, a left turn makes the ball go left
  and needs left rudder to recenter.  Opposite for right turn.
  
  Same behavior (with similar magnitudes) observed at around 70 kias.
  
  At both speeds I did observe asymmetrical behavior, the ball tended to
  the left a small amount (but still within the vertical lines) in
  constant heading flight and may have been more sensitive to left turns
  than right.  A power off descent at 70 knots tended to make it
  symmetric, so I suspect that the propwash effects are causing the
  aircraft trim at a small slip angle.
 
 Tony, I apologize, I should have been more clear in my original
 message.  The JSBSim drives the ball in a reasonable way, as does this
 other FDM I'm playing with.  However, the scaling is about an order of
 magnitude different between the two, even though they supposedly
 report the accels in the same units and are modeling the same
 aircraft.  YASim seems to drive the ball yet another order of
 magnitude further.  It's not so much the behavior, but the range of
 motion and scaling.  I found it strange since supposedly all three are
 reporting body axis accels in ft/sec^2 and it's the same code used in
 all three cases to compute ball motion based on these accels.

Well, keep in mind that the accels driving the TC are calculated largely
from the aero and propulsion models, so differences of degree between
different models should not be surprising.  Also, the FDM you are using
probably has better aero data driving the lateral-directional dynamics
(I'd guess it's based on Cessna flight test data).  The
lateral-directional terms in the JSBSim c172 are based largely on
Roskam's estimates and pilot feedback, not actual data, so it doesn't
surprise me that they don't agree.


 
 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
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
-- 
Tony Peden
[EMAIL PROTECTED]
We all know Linux is great ... it does infinite loops in 5 seconds. 
-- attributed to Linus Torvalds


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread James A. Treacy

On Wed, Oct 16, 2002 at 03:51:17PM +0200, Christian Mayer wrote:
 
 If you want to change the licence you must ask every contributor. If one
 doesn't answer or one rejects the change (you'll have to assume the
 worst) you must roll these commits back before you change the license.
 There's no other way to do it.
 
 Code that has grown over the time is thus quite impossible to convert to
 a new license with out implementing it in a clean room.
 
 As this sounds like *very* much work to me and all of us have no spare
 time (if they'd had they'd be improoving FGFS...) I can't see the FGFS
 changing the license in the near future. 
 If a company needs a differnt licence they could do it if they have the
 resources... (have a look at the Wine project as a reference)

IMO, changing licenses is one of those areas which end up being easier
in practice than expected - if people see a good reason to change the
license. If the reasons to change the license aren't strong enough you
are much more likely to encounter resistance (and as has been discussed
resistance would make changing the license very difficult).

To date, I don't believe the reasons to change the license are strong
enough to overcome any resistance.

-- 
James (Jay) Treacy
[EMAIL PROTECTED]

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] TC ball

2002-10-16 Thread Jon S Berndt

On 16 Oct 2002 07:58:22 -0700
  Tony Peden [EMAIL PROTECTED] wrote:
On Wed, 2002-10-16 at 07:27, Curtis L. Olson wrote:
 Tony, I apologize, I should have been more clear in my original
 message.  The JSBSim drives the ball in a reasonable way, as does this
 other FDM I'm playing with.  However, the scaling is about an order of
 magnitude different between the two, even though they supposedly
 report the accels in the same units and are modeling the same
 aircraft.  YASim seems to drive the ball yet another order of
 magnitude further.  It's not so much the behavior, but the range of
 motion and scaling.

Well, keep in mind that the accels driving the TC are calculated largely
from the aero and propulsion models, so differences of degree between
different models should not be surprising.  Also, the FDM you are using
probably has better aero data driving the lateral-directional dynamics
(I'd guess it's based on Cessna flight test data).  The lateral-directional terms in 
the JSBSim c172 are based largely on
Roskam's estimates and pilot feedback, not actual data, so it doesn't
surprise me that they don't agree.

There is no way there should be an order of magnitude 
difference because of this. Off the top pf my head I'd 
suggest we all ought to be within 10% of each other as far 
as acceleration at the pilot eyepoint is concerned. If 
Curt's external FDM says there is a 0.2g side accel at the 
pilot eyepoint, there is no way we should be saying it is 
1g or greater. Need to look at McFarland, and see if he 
has something we can use to get a sanity check on our 
stuff.

Jon

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] standardizing on units

2002-10-16 Thread Curtis L. Olson

Ok, I know this will probably open another can of worms, but I believe
we need to standardize some of our units.  I'm half way through
changing all the FlightGear code to follow the new standard and will
try to get my changes committed shortly.  For those of you writing new
code or contributing to existing code, here is the new standard for
FlightGear units to be used throughout our project:

1 millionth of a mouthwash  = 1 microscope 

Time between slipping on a peel and hitting the pavement = 1 bananosecond 

Weight an evangelist carries with God  = 1 Billigram 

Ratio of an igloo's circumference to its diameter  =  Eskimo Pi 

2000 pounds of Chinese soup  =  Won ton 

Time it takes to sail 220 yards at 1 nautical mile per hour  = Knot-furlong 

365.25 days of drinking low-cal beer because it's less filling  = 1 lite year 

16.5 feet in the Twilight Zone  = 1 Rod Serling 

Half of a large intestine  = 1 semicolon 

1000 pains  = 1 kiloahurtz 

Basic unit of laryngitis  = 1 hoarsepower 

Shortest distance between two jokes  = A straight line 

454 graham crackers  = 1 pound cake 

1 million microphones  = 1 phone [10^6 X 10^ -6 = 1]

1 trillion microphones  =  1 megaphone

1 million bicycles  =  2 megacycles 

2000 mockingbirds  =  Two kilomockingbirds

10 cards  = 1 decacards 

1 kilogram of falling figs  = 1 Fig Newton 

2 kilograms of falling figs = 1 set of Fig Newton twins [for the Hattiesburg 
crowd]

1000 milliliters of wet socks  = 1 literhosen 

Washed away by the Crimson Tide while generating 1 Joule/second = Tippicanoe 
and Tyler Watts 

10 rations  = 1 decoration 

100 rations  = 1 C-ration 

8 nickels  = 2 paradigms 

2.4 statute miles of intravenous surgical tubing at Yale Hospital  = 1 I.V. 
League

I'm sure you will all come to appreciate the long term benefits of our
use of standard units as time goes on.

Thanks you,

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] standardizing on units

2002-10-16 Thread Jon S Berndt

On Wed, 16 Oct 2002 10:09:59 -0500
  Curtis L. Olson [EMAIL PROTECTED] wrote:

What is the unit that represents the time between when the 
NFL started and when the Minnesota Vikings will win the 
Super Bowl?


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] standardizing on units

2002-10-16 Thread Curtis L. Olson

Jon S Berndt writes:
 On Wed, 16 Oct 2002 10:09:59 -0500
   Curtis L. Olson [EMAIL PROTECTED] wrote:
 
 What is the unit that represents the time between when the 
 NFL started and when the Minnesota Vikings will win the 
 Super Bowl?

I think that would be:

  time-to-hell-freezing-over^2

chance-of-me-winning-the-lottery

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] standardizing on units

2002-10-16 Thread Tony Peden

On Wed, Oct 16, 2002 at 10:20:19AM -0500, Jon S Berndt wrote:
 On Wed, 16 Oct 2002 10:09:59 -0500
  Curtis L. Olson [EMAIL PROTECTED] wrote:
 
 What is the unit that represents the time between when the 
 NFL started and when the Minnesota Vikings will win the 
 Super Bowl?
 

infinity.

 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel

-- 
Tony Peden
[EMAIL PROTECTED]
We all know Linux is great ... it does infinite loops in 5 seconds. 
-- attributed to Linus Torvalds

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] TC ball

2002-10-16 Thread Andy Ross

Curtis L. Olson wrote:
 it seems to be more than a simple coordinate system difference,
 unless JSBSim/YASim swap X/Y axes or something strange like that.

Could be a bug, too.  What exactly is the behavior you're seeing?  The
way the code in steam works is to look at the Y and Z pilot
acceleration vectors and compute a down direction.  Is it the
direction that's wrong?

* Not the same as coordinate acceleration, for the reasons discussed
  before. And it shouldn't use X, which is the longitudinal axis.  The
  ball is constrained by its housing to the YZ plane.

The steam.cxx code is the only place that uses these numbers, so a bug
could easily have gone unnoticed.  I haven't looked at the ball in a
while, honestly, but I don't remember being surprised by anything
looking wrong.

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)


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread Andy Ross

Curtis L. Olson wrote:
 Question: for a particular source file, if a person contributed a
 minor patch or tweak to compile on a new platform, does that person
 now have a full say in the future of that source, or are they giving
 their changes to the author of that file to be placed under the
 license terms chosen by the primary author.

It goes by change, not by file.  They contributed a patch under an
existing license, not a new one.  So you can't legally change their
license without removing the patch; nothing gives you the right to
their work.

In practice, what this means is that you need to get most of the
developers on board.  If someone doesn't agree, you need to be
prepared to remove their code and reimplement it.  You don't
necessarily need to remove every 2-line patch submitted on the
assumption that the author doesn't agree.  It's enough to announce the
license change in the appropriate forum for FlightGear development
(here, of course) and expect that people interested will notice and
tell you about problems.

IANAL, of course.  But this is the way it's worked in other projects
(Wine, especially) that have gone through license changes.

But under no circumstances can you relicense someone else's code over
their objections.  If someone makes a stink, you have to snip it out.

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)


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread Andy Ross

Alex Perry wrote:
 There is a subtle distinction, which essentially means that, since
 you do still have the copyright, people who retrieve the code also
 have the right to sue you.

It's even more subtle: the right to sue you doesn't go with the
copyright.  The copyright is a right that *you* have to restrict
distribution.  The right to sue for damages is someone else's, and is
inherent (with lots of legislative exceptions).

Basically, regardless of what you do with your copyright: if you wrote
the code, it's your fault.  This is why the GPL has its warranty
clause, and why commercial licenses always have the limitation of
liability clause.

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)


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Free At Last

2002-10-16 Thread Jim Wilson

This is great news, especially in that it could present a model for similar 
releases in the future.  Some great software has been lost over the years 
to failed companies being bought out and disposed of by competitors for
relatively tiny sums of money.

I'm not convinced that the blender interface (as it is now) would be helpful
to bringing in large numbers of modelers.  But it'd be great to have a loader
in plib,  which I assume could be more easily accomplished now?  Or would it
make more sense or be possible to add the import/export to blender?

This really is exciting, as those who have been doing some modeling know, 
weakness in the modeling tools is holding us back a bit in the eye candy
department.

Best,

Jim

Cameron Moore [EMAIL PROTECTED] said:

 I figured David would have said something by now, but Blender was
 open-sourced a couple days ago.  This is great news for the open-source
 community (ie. us).  Go check it out:
 
   http://www.blender.org/
 
 Feel free to write some tutorials for us modelling newbies.  ;-)  Thanks
 -- 
 Cameron Moore
 [ My grandfather died when he was just an infant. ]
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 



-- 
Jim Wilson - IT Manager
Kelco Industries
PO Box 160
58 Main Street
Milbridge, ME 04658
207-546-7989 - FAX 207-546-2791
http://www.kelcomaine.com




___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] TC ball

2002-10-16 Thread Curtis L. Olson

Andy Ross writes:
 Curtis L. Olson wrote:
  it seems to be more than a simple coordinate system difference,
  unless JSBSim/YASim swap X/Y axes or something strange like that.
 
 Could be a bug, too.  What exactly is the behavior you're seeing?  The
 way the code in steam works is to look at the Y and Z pilot
 acceleration vectors and compute a down direction.  Is it the
 direction that's wrong?
 
 * Not the same as coordinate acceleration, for the reasons discussed
   before. And it shouldn't use X, which is the longitudinal axis.  The
   ball is constrained by its housing to the YZ plane.
 
 The steam.cxx code is the only place that uses these numbers, so a bug
 could easily have gone unnoticed.  I haven't looked at the ball in a
 while, honestly, but I don't remember being surprised by anything
 looking wrong.

I haven't looked at YAsim closely, but FlightGear and this other fdm
I'm working on both use nearly the same formula to calculate the ball
position.

The steam code uses A_Y_pilot / -A_Z_pilot to calculate turn
coordinator ball position.

This other fdm code bases it's calculation on forces, but also in the
Y and Z directions.

I'm guessing that Ay / Az is roughly proportional to Fy / Fz so these
two methods won't be exactly the same, but should be similar enough.

However, I'm not using the TC ball output, but instead passing this
FDM's Ay and Az to the steam code so it get's processed the same as
JSBsim.  The results from both are good and apparently correct, but
off by an order of magnitude in scaling.  I guess I'll have to try to
find some time to dump out the values and see if I can figure out
what's going on.  Perhaps someplace in one of the pipelines, a units
conversion was screwed up (maybe meters vs. ft or something?)

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] TC ball

2002-10-16 Thread Andy Ross

Tony Peden wrote:
 Well, I tried to compare the two, but got this for the yasim c172:
 YASim SOLUTION FAILURE:

Are you sure you have current code and base package?  I haven't looked
at the 172 in a good while, and not much has changed.  Do the other
YASim aircraft work for you?

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)


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Some little bugs report from an enthusiast new user...

2002-10-16 Thread Jim Wilson

Andy Ross [EMAIL PROTECTED] said:

 Jim Wilson wrote:
  The problem with the 2D panel mapped to the cockpit had been there
  since Andy added that capability...but now I don't see it anymore.
  I'm sure it was there fairly recently, within the last month anyway.
  Are you seeing it with current code David?
 
 It's related to depth buffer precision.  On my Geforce cards (2MX and
 3), it never happens with the 24 bit depth buffer you get by default
 at 32bpp.  At 16bpp, it picks a slimmer depth buffer (probably 16 bit)
 and the texture layers bleed through.

That explains why it went away on my system :-)
 
 The code is using a pretty big argument to glPolygonOffset, and I've
 never investigated how small it can be.  If someone has a little time
 the next time they see this issue, try changing the value of
 POFF_UNITS at the top of Cockpit/panel.cxx.  Decrease it until the
 textures *just* start to interfere with each other, and post the value
 that works for you.

Will take a look at that when I get a minute.

Thanks,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread David Megginson

Erik Hofman writes:

  I haven't, I still supose the base package falls under the GPL.
  But I like to keep it GPL and nothing less restrictive.
  
  Also not that none of my code contributions have an explicit copyright 
  in the header, which means they fall under the same license terms of 
  FlightGear (GPL now, and maybe LGPL later).

Perhaps the licensing status of the base package should be our first
concern.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] TC ball

2002-10-16 Thread Andy Ross

Curtis L. Olson wrote:
 The JSBSim drives the ball in a reasonable way, as does this other FDM
 I'm playing with.  However, the scaling is about an order of magnitude
 different between the two, even though they supposedly report the
 accels in the same units and are modeling the same aircraft.  YASim
 seems to drive the ball yet another order of magnitude further.

Hrm... yup, that sounds awfully wrong.  Especially since units
shouldn't matter.  What the steam.cxx code is doing is taking the
sideways acceleration and dividing it by the vertical acceleration to
get a down direction.  The units should drop out.  I could be
reporting accelerations in mph per year and it should still work.

Could you stick some printfs in and get a feel for the numbers that
are coming out?  I mean, just print Ay and Az for each sim under
broadly similar conditions and see if anything is obviously wrong.
Unless you're doing aerobatics, Z should be very close to 32 and
Y should be near zero.

If this is happening in the air, it might not be the acceleration code
at all, but the side-force-per-slip-angle behavior that is different.  Try
testing while doing constant rate turns on the ground to see if they
behave the same there.

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)


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



re: [Flightgear-devel] Initial Airspeed

2002-10-16 Thread David Megginson

Tony Peden writes:

  It seems that the recent changes related to the airspeed instrumentation
  have affected the --vc option.  If I start with --vc=100, JSBSim gets
  passed 92.885 knots.  Including instrumentation error is fine,  but I
  have a hard time believing 7 knots of error (relative to calibrated) at
  cruise angles of attack and small sideslip angles.

Here's an excerpt from options.cxx:

} else if ( arg.find( --vc= ) == 0) {
fgSetString(/sim/startup/speed-set, knots);
fgSetDouble(/velocities/airspeed-kt, atof(arg.substr(5)));

And here's one from flight.cxx:

if ( speedset == knots || speedset == KNOTS ) {
set_V_calibrated_kts( fgGetDouble(/velocities/airspeed-kt) );

Nothing should be interfering with this value from point A to point B.
The new instrumentation code puts indicated values under the
/instrumentation/ property subtree and explicitly does not touch
values under /velocities/ etc.  Ditto for the older steam support.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Wright flyer

2002-10-16 Thread Curtis L. Olson

Jim,

Your Wright flyer model is really starting to look sharp!  Good
work. :-)

People need to check this out if they haven't already:

fgfs --aircraft=wrightFlyer1903-v1-nl-uiuc

You definitely need to stay on your toes (so to speak) to keep this
thing in the air.  The lack of lateral stability is very apparent.  If
you get banked a little too much, you'll slide right out of the sky.
The UIUC folks did a very good job on the flight dynamics.  My gut
feeling is that this is probably very close in terms of performance to
the original.

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] FSAA frustration continues (Nvidia forum post)

2002-10-16 Thread Jim Wilson

Curtis L. Olson [EMAIL PROTECTED] said:

 Geoff Reidy writes:
  The major problem I have with fgfs is that I seem to hit a race
  condition where all graphics and sound stop for extended periods of time
  (up to about 30 secs), long enough for autopilot (or me!) to lose
  control and the plane will always crash.
  During this time there is no disk access happening or lack of memory,
  fgfs still uses 99% CPU.
  Doesn't make any difference whether I use the Mesa files or not. Tried
  compiling with/without random-objects and threading.
  Tried running with textures disabled, 16 or 24 bit.
  
  It happens after covering a certain amount of terrain. It doesn't matter
  if I'm flying the A4 or a Cessna I will go down about 1000km north of
  Sydney, give or take a couple of hundred.
  Over other parts of the world I usually get further but it always gets
  me in the end. The program itself never crashes.
  
  It's been happening since before version 8.0 came out but noone else
  seems to have the problem? I had put it down to some gcc3.2 weirdness
  but others are using it now.
  
  I can sometimes precipitate it by switching to tower view, will get a
  white screen, elevation goes to 4 ft or so, sound stops, oh-oh.
 
 This most likely relates to freeing tile memory (i.e. moving old tiles
 out of the cache and reclaiming their memory.)  This was never a fast
 process and could result in frame rate glitches.  When David added
 random ground cover objects, the problem got *really* bad because the
 scene graph structure of a tile got a lot larger.  David and I worked
 really hard to optimize that, and I further worked on a partial tile
 free-er so we could spread the load out over multiple frames.  This
 should have been all fixed by version 0.8.0 so that you should see
 very little frame rate impact when you cross a tile boundary.  What
 version of flightgear are you running?
 

This discription sounds like a problem that I think I've seen,  but haven't
tracked down.  It seemed as though the tile cache is getting clogged up with
unusable entries (this was 2 or 3 months ago btw).  IIRC I traced this through
to plib to make sure everything was being deleted, but still couldn't verify
this was happening.

Of course with time, all the tiles for the tower view will be released, and 
they will require reloading, if tower view is not used.  Normally the tiles
under the FDM location will be kept current by the code that queries for
ground elevation (see end of Main Loop) when the FDM location is not the
current view (as in tower view).  I don't have time to look right now, but I
assume that the code still updates the timestamp for tiles whenever the
tilemgr.update() is run as it was a couple months ago.

In any case if the capacity of the tile cache is dimminished somehow, maybe
with the timestamps getting screwed up, or all the tiles including the one
under the FDM location end up with the same timestamp (or the timestamp isn't
kept current--so it gets old--by the tilemgr update as mentioned in the
previous paragraph), then the tile under the FDM location may get removed when
switching to tower view by the reloading that is going on.  This would explain
the whacky elevation figure.

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] TC ball

2002-10-16 Thread David Megginson

Andy Ross writes:

  Hrm... yup, that sounds awfully wrong.  Especially since units
  shouldn't matter.  What the steam.cxx code is doing is taking the
  sideways acceleration and dividing it by the vertical acceleration to
  get a down direction.  The units should drop out.  I could be
  reporting accelerations in mph per year and it should still work.

In the past we've had trouble with accelerations because of different
references.  I have no physics background and a bad memory, so I'll
use baby talk: basically, you have to consider whether the
accelerations you're reporting include or exclude the earth's
rotation (or something similar).

Andy, Tony, or Jon can translate that into proper terminology
(probably inertial reference frame or something similar) and comment
on whether it has anything to do with the problem.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



re: [Flightgear-devel] Wright flyer

2002-10-16 Thread David Megginson

Curtis L. Olson writes:

  Your Wright flyer model is really starting to look sharp!  Good
  work. :-)

It looks great -- this is the first time I've tried it.  With the
mouse, at least, it's also quite easy to fly -- I had to work hard to
make it overrotate.

Jim: you need to make sure that the propellers are drawn last so that
they don't obscure the airplane in external view.  If you name all of
the objects (so that you can tell which is which), you can rearrange
them in the *.ac file using an ordinary text editor.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Wright flyer

2002-10-16 Thread Michael Selig

At 10/16/02, Curtis L. Olson wrote:
Jim,

Your Wright flyer model is really starting to look sharp!  Good
work. :-)

People need to check this out if they haven't already:

 fgfs --aircraft=wrightFlyer1903-v1-nl-uiuc

The 1903 Wright Flyer has rudder coupled to wing warping.  For this to work 
out right use:

fgfs  --aircraft=wrightFlyer1903-v1-nl-uiuc  --enable-auto-coordination

Then be sure to not input any rudder w/ the stick (i.e. don't twist the 
joystick).

With later aircraft, the Wright Brothers de-coupled the wing warping from 
the rudder ... for good reason as can be deduced from flying the model.

My confidence level in terms of the accuracy of the model (sans the engine) 
is pretty high.  It's largely based on NASA Ames data from tests on a 
replica, which I mention in the readme:

~/fgfsbase/Aircraft/UIUC/wrightFlyer1903-v1-nl/README.wrightFlyer1903.html

Sounds like I need to cvs-checkout out the latest stuff!

Regards,
Michael


You definitely need to stay on your toes (so to speak) to keep this
thing in the air.  The lack of lateral stability is very apparent.  If
you get banked a little too much, you'll slide right out of the sky.
The UIUC folks did a very good job on the flight dynamics.  My gut
feeling is that this is probably very close in terms of performance to
the original.

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



**
  Prof. Michael S. Selig
  Dept. of Aero/Astro Engineering
  University of Illinois at Urbana-Champaign
  306 Talbot Laboratory
  104 South Wright Street
  Urbana, IL 61801-2935
  (217) 244-5757 (o), (509) 691-1373 (fax)
  mailto:[EMAIL PROTECTED]
  http://www.uiuc.edu/ph/www/m-selig
  http://www.uiuc.edu/ph/www/m-selig/faq.html (FAQ)
**


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



re: [Flightgear-devel] Wright flyer

2002-10-16 Thread Michael Selig

At 10/16/02, David Megginson wrote:
Curtis L. Olson writes:

   Your Wright flyer model is really starting to look sharp!  Good
   work. :-)

It looks great -- this is the first time I've tried it.  With the
mouse, at least, it's also quite easy to fly -- I had to work hard to
make it overrotate.

 From the wind tunnel test data, up elevator (canard nose up) does not 
very quickly lead to a big stall.  But if you get the nose moving up, the 
instability will in 1-2 sec lead to canard stall.  That the canard power 
is pretty weak (i.e. not very effective) is consistent w/ the first flight:

http://www.libraries.wright.edu/special/

Note the large amount of canard input.

Regards,
Michael

Jim: you need to make sure that the propellers are drawn last so that
they don't obscure the airplane in external view.  If you name all of
the objects (so that you can tell which is which), you can rearrange
them in the *.ac file using an ordinary text editor.


All the best,


David

--
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



**
  Prof. Michael S. Selig
  Dept. of Aero/Astro Engineering
  University of Illinois at Urbana-Champaign
  306 Talbot Laboratory
  104 South Wright Street
  Urbana, IL 61801-2935
  (217) 244-5757 (o), (509) 691-1373 (fax)
  mailto:[EMAIL PROTECTED]
  http://www.uiuc.edu/ph/www/m-selig
  http://www.uiuc.edu/ph/www/m-selig/faq.html (FAQ)
**


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Licensing issues

2002-10-16 Thread Jim Wilson

Curtis L. Olson [EMAIL PROTECTED] said:

 James A. Treacy writes:
  You should get as close to 100% of the contributors to agree as you
  can get. Flightgear needs to be prepared to remove any code written by
  someone who disagrees or who couldn't be contacted and appears later
  on.
  
  FWIW, wine did this earlier this year and they got all but a handful
  of contributors to sign off on the change. The missing had made only
  small contributions that they could easily recode if the need arose.
 
 Question: for a particular source file, if a person contributed a
 minor patch or tweak to compile on a new platform, does that person
 now have a full say in the future of that source, or are they giving
 their changes to the author of that file to be placed under the
 license terms chosen by the primary author.

 My sense is that if it is only minor changes that were contributed by
 others, the primary author should be able to maintain complete
 ownership over the copyright and license terms of that code.
 
 If someone else (in addition to the main author of a particular chunk
 of code) contributed new code, or a major rewrite, or something else
 significant, then we start getting into gray areas.  It seems like the
 primary author of that code probably still could have final say, but
 basic courtesy might dictate that the major contributors at least be
 consulted ... (?)
 

This could be a concern for a legal department in a company considering 
using code down the road.  It seems unlikely that anyone with a trivial
contribution would sue the project if they were not given full say. 
Ethically I would say yes, since the conditions under which the contribution
took place were clearly stated by GPL.  Ethics are extremely important in 
the open source community, and should I think be considered before legal
liability.  Whether or not someone could or would take legal action or 
would spend the money to defend against legal action should not be the primary
concern.
 
 If that all was the case, then it still might be nearly impossible to
 relicense the entire project given the total number of contributors,
 but it might be possible to relicense a smaller sub-section of the
 code where the number of identifiable contributors is smaller and
 within reason (as long as the resulting license remained compatible
 with the rest of the code of course.)
 

At least two or three of the authors of the 3D models that I solicited for the
project would not want their work released under LGPL (I understand this isn't
necessarily what you had in mind).

 FWIW, this issue arrises when we consider moving code from FlightGear
 into SimGear.  SimGear code is LGPL'd and FlightGear code is GPL'd so
 a license change would be required.  Hoever, if we attacked this piece
 by piece, subsystem by subsytem, it would likely be doable.
 
 And of course, the FlightSim specific stuff would make the most sense
 to leave inside FlightGear, but other things like the scenery
 subsystem, FDM interface (?), sound manager, time tracking, model
 animation, properties, joystick support, etc. might make sense to
 migrate over to SimGear as time goes by ...
 

This would be the best approach I think, so long as authors are consulted.

Generally I feel the same as David about the code I've created.  But,
fundamentally I think that David's concern about the pretentiousness in the
GPL or LGPL is unwarranted.  It isn't about whether or not someone would
actually afford to defend their rights faced with abuses by a large company. 
GPL and LGPL are as much social contracts as they are legal contracts.  They
have recognizable meaning that could be disrupted, if too many projects sought
less restrictive licensing without good reason.

That said, the age of this project and the large number of contributors makes
it difficult to do this conversion right, except by carefully moving work over
to SimGear as Curt suggests, consulting authors along the way.

My apologies if this response is out of sync,  but i'm only about half way
through the thread and need to get back to work work.

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] TC ball

2002-10-16 Thread Tony Peden

On Wed, 2002-10-16 at 10:22, Andy Ross wrote:
 Tony Peden wrote:
  Well, I tried to compare the two, but got this for the yasim c172:
  YASim SOLUTION FAILURE:
 
 Are you sure you have current code and base package?  I haven't looked
 at the 172 in a good while, and not much has changed.  Do the other
 YASim aircraft work for you?

The a4 seems to work.   FG, SG, and base were updated this morning.

Possibly interesting (and unrelated) data point:  I just ran FG on my
box but displayed on my wife's.  It has a GeForce 4mx ( a GeForce 2, as
I understand it) and was getting ~30 fps.  Maybe I just had low
expectations, but that seems pretty good to me.




 
 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)
 
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
-- 
Tony Peden
[EMAIL PROTECTED]
We all know Linux is great ... it does infinite loops in 5 seconds. 
-- attributed to Linus Torvalds


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] TC ball

2002-10-16 Thread Tony Peden

On Wed, 2002-10-16 at 11:05, David Megginson wrote:
 Andy Ross writes:
 
   Hrm... yup, that sounds awfully wrong.  Especially since units
   shouldn't matter.  What the steam.cxx code is doing is taking the
   sideways acceleration and dividing it by the vertical acceleration to
   get a down direction.  The units should drop out.  I could be
   reporting accelerations in mph per year and it should still work.
 
 In the past we've had trouble with accelerations because of different
 references.  I have no physics background and a bad memory, so I'll
 use baby talk: basically, you have to consider whether the
 accelerations you're reporting include or exclude the earth's
 rotation (or something similar).
 
 Andy, Tony, or Jon can translate that into proper terminology
 (probably inertial reference frame or something similar) and comment
 on whether it has anything to do with the problem.

Well, Yasim and JSBSim do the bulk of their work in different sets of
reference frames, but by specifying that these accels are in body axes,
we are specifying the reference frame and so should end up with the same
thing.



 
 
 All the best,
 
 
 David
 
 -- 
 David Megginson, [EMAIL PROTECTED], http://www.megginson.com/
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
-- 
Tony Peden
[EMAIL PROTECTED]
We all know Linux is great ... it does infinite loops in 5 seconds. 
-- attributed to Linus Torvalds


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel




[Flightgear-devel] Elite Simulator

2002-10-16 Thread David Megginson

I had my first experience with the Elite simulator today (I missed the
version -- sorry) at a Precision Controls station.  Here are some
observations.  To my understanding, Elite is the most commonly-used
FTD at flight schools in Canada and the U.S., so I'll post some
initial observations, on the understanding that they might not apply
to the most recent versions.

1. The physical controls have a nice solid feel, especially the rudder
   pedals, compared to my flimsy USB controls.  It's nice having
   actual knobs to turn for the radios.  Unfortunately, the electronic
   trim button tended to get stuck, so I had to recover five or six
   times from runway trim.

2. The graphics are very simplistic, but that's no big deal since it's
   meant mainly as an IFR simulator.  The panel is pretty similar to
   our 2D panel, though slightly more complete.

3. The C172R flight model left a bit to be desired: in a 20deg turn,
   the nose dropped about 5-10 degrees and needed a *lot* of elevator to
   maintain altitude.  They should hire Tony to help them improve it.

4. The update rate for the gauges is horrendous -- maybe 2-4Hz at
   best.  It was very hard to fly IFR at first with the jumpy needles,
   until I learned to anticipate the indications.  Similarily, the
   controls seemed to work in fairly large steps rather than smooth
   gradiants.

5. The instrument lags and errors are no better than ours.  For
   example, a real VOR needle doesn't center instantly when you spin
   to a new radial, but Elite's (like FlightGear's) did; the Elite mag
   compass was not nearly as impressively confusing as Alex's in
   FlightGear.

In summary, then, I don't see much preventing FlightGear from becoming
a certified IFR FTD other than the trivial problems of time, money,
and political influence, once we finish wiring in the electrical
system.  We'd need to work a bit on an instructor console, making it
easy (for example) to place the plane 5.5 miles out on a specified
radial from a navaid, but that's no big deal.

By the way, thanks to FlightGear, I didn't go through the usual newbie
initiation of spiraling out of control in the first simulated vacuum
failure -- my instructor was impressed that I diagnosed every failure
relatively quickly.

I spent most of the time practicing holding patterns.  I'm still
trying to decide whether to love or hate them: I'll write a tutorial
for sim users some day if anyone is interested.  I understand that ATC
almost never uses holds any more, but I have been in them twice as an
airliner passenger: once over East Anglia inbound to Heathrow from
Helsinki (because of congestion), and once over London Ontario inbound
to Toronto from Seattle (because of thunderstorms).


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Elite Simulator

2002-10-16 Thread Curtis L. Olson

Since we are comparing sims, I can relate my own experience.  I got to
sit down at a C172 sim that was partially complete.  Unfortunately the
primary funder of this project was killed when his 3/4 scale P-51
crashed.

Anyway, they did the bulk of their panel using 2d graphics similar to
our 2d panel, but had a separate radio stack (ok, but sort of chinsey,
probably similar to PFC equipment.)  And they had a *really* slick
magnetic compass.  The 2d graphics were a lot nicer than ours (as in
much more closely and completely matching real C172 instruments) but
as you looked real close, they had chunky pixels ... like they did the
instruments at too low of a resolution, but weren't using any sort of
magnification filtering so the result was blocking/chunky ... like
running your new laptop at 640x480 full screen res.

Their yoke was functional and felt good, but was really clunky looking
and didn't quite look like a C172 setup.  Their rudder pedals were
great with working toe brakes the drove hydraulic pressure sensors.

They had purchased a visual system from someone down in FL that
covered the whole state.  Compared to FlightGear's visuals we pretty
much rock.  They had more detail modeled in the airport environment,
towers, vors, hangers, etc. but not a lot beyond that.  They had full
approach lighting, although it was omni-directional.  Our ground
textures were much nicer, and they had no real ability to do terrain
that I could see which is probably why they picked florida as their
area to cover.  They were running 5 display channels and the update
rate was really chunky, slow, and jerky.  With a couple exceptions,
our open source visuals smoked their commercial visuals (although
neither of us are MSFS from what I hear.)

One of the guys that put this together does aircraft instrumentation
for the purpose of deriving simulator flight dynamics and so their
C172 was *really* good.

They of course do all the fault modeling, and they have a nifty
turbulence/gust model.  I believe their turbulence model came out of
Stanford, so perhaps with a little googling or research, someone could
come up with a paper and perhaps we could get soemthing similar
implimented?

Overall, I think FlightGear compared very favorably on most fronts to
their sim.  We still have work todo, but the barriers we have between
us and a 'full fledged' sim are rapidly being overcome.  Once we get
full approach lighting implimented it's going to be hard to find
significant reasons not to do a 1.0 release ...

Regards,

Curt.


David Megginson writes:
 I had my first experience with the Elite simulator today (I missed the
 version -- sorry) at a Precision Controls station.  Here are some
 observations.  To my understanding, Elite is the most commonly-used
 FTD at flight schools in Canada and the U.S., so I'll post some
 initial observations, on the understanding that they might not apply
 to the most recent versions.
 
 1. The physical controls have a nice solid feel, especially the rudder
pedals, compared to my flimsy USB controls.  It's nice having
actual knobs to turn for the radios.  Unfortunately, the electronic
trim button tended to get stuck, so I had to recover five or six
times from runway trim.
 
 2. The graphics are very simplistic, but that's no big deal since it's
meant mainly as an IFR simulator.  The panel is pretty similar to
our 2D panel, though slightly more complete.
 
 3. The C172R flight model left a bit to be desired: in a 20deg turn,
the nose dropped about 5-10 degrees and needed a *lot* of elevator to
maintain altitude.  They should hire Tony to help them improve it.
 
 4. The update rate for the gauges is horrendous -- maybe 2-4Hz at
best.  It was very hard to fly IFR at first with the jumpy needles,
until I learned to anticipate the indications.  Similarily, the
controls seemed to work in fairly large steps rather than smooth
gradiants.
 
 5. The instrument lags and errors are no better than ours.  For
example, a real VOR needle doesn't center instantly when you spin
to a new radial, but Elite's (like FlightGear's) did; the Elite mag
compass was not nearly as impressively confusing as Alex's in
FlightGear.
 
 In summary, then, I don't see much preventing FlightGear from becoming
 a certified IFR FTD other than the trivial problems of time, money,
 and political influence, once we finish wiring in the electrical
 system.  We'd need to work a bit on an instructor console, making it
 easy (for example) to place the plane 5.5 miles out on a specified
 radial from a navaid, but that's no big deal.
 
 By the way, thanks to FlightGear, I didn't go through the usual newbie
 initiation of spiraling out of control in the first simulated vacuum
 failure -- my instructor was impressed that I diagnosed every failure
 relatively quickly.
 
 I spent most of the time practicing holding patterns.  I'm still
 trying to decide whether to love or hate them: I'll write a 

Re: [Flightgear-devel] Wright flyer

2002-10-16 Thread Jim Wilson

Curtis L. Olson [EMAIL PROTECTED] said:

 Jim,
 
 Your Wright flyer model is really starting to look sharp!  Good
 work. :-)
 

Thanks!  I was going to do a few more things before announcing it :-)  

I'm not sure if anyone has tried the java wright brothers sim that's floating
around the internet.  It seems to have much more severe lateral instability. 
Takes some practice to keep it in the air more than a few feet.  The uiuc
model on the other hand can be flown up to 200' AGL for several miles under
windless conditions.  Note that the actual first flight was done a fairly
nasty day with a 15-20 knot headwind, which explains why the 100ft flight took
12 seconds to complete from lift off to touch down.

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



re: [Flightgear-devel] Wright flyer

2002-10-16 Thread Jim Wilson

David Megginson [EMAIL PROTECTED] said:

 Curtis L. Olson writes:
 
   Your Wright flyer model is really starting to look sharp!  Good
   work. :-)
 
 It looks great -- this is the first time I've tried it.  With the
 mouse, at least, it's also quite easy to fly -- I had to work hard to
 make it overrotate.

Thanks.  It's getting there.  I'm still trying to figure out from Orville's
description how the elevator mecahnism works (for animation).  Might need to
go down to Owl's head again to take a another look at their replica.  Still
thinking about wing warping... (hints to the animation code guru :-))

 Jim: you need to make sure that the propellers are drawn last so that
 they don't obscure the airplane in external view.  If you name all of
 the objects (so that you can tell which is which), you can rearrange
 them in the *.ac file using an ordinary text editor.

Yes I know about that.  You guys just caught a bad revision.  After commiting
the addition of the drive chain runners I realized I forgot to do that. 
Actually in ac3d it's pretty easy.  Just grouping and ungrouping the
transparent objects puts them down the bottom of the list.

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] standardizing on units

2002-10-16 Thread Rick Ansell

On Wed, 16 Oct 2002 10:09:59 -0500, Curtis L. Olson
[EMAIL PROTECTED] wrote:

Ok, I know this will probably open another can of worms, but I believe
we need to standardize some of our units.  I'm half way through
changing all the FlightGear code to follow the new standard and will
try to get my changes committed shortly.  For those of you writing new
code or contributing to existing code, here is the new standard for
FlightGear units to be used throughout our project:

Hmm...

uk.rec.sheds, one day the failed apprentice will return to
observe the sheddi masters at jbex.

From an old and yellowed copy of the FAQ found down the back of
my pSofa:

Official shed units are undecided - and probably undecidable - but  
Niall [EMAIL PROTECTED] suggests:

There is the opened out fag packet representing a thickness of about  
0.025 or 4 stroke petrol engine plug gap (CB ignition); fold in two for
2 stroke or CD ignition, and that favorite of TV science programs; the  
one bar electric fire or 1kW. 

The furlong/firkin/fortnight system isn't bad: it has the microfortnight
(about 1.2sec) and the millifortnight (about 20min).  The mass unit is a
firkin of water, which I think works out to 90 lbs.  Thanks Chris Hedley
[In this system the speed of light is 1.79*10^12furlongs/fortnight] 
{and the national speed limit (A roads) is 161280f/f}   

For angles, Mr Passingham Indeed suggests that the shed unit of rotation
should be the ajar, defined as: the angle between a door and its frame  
when there's a slight draught coming through: subsequent discussion 
indicates that the chord of this angle will be the width of a British   
Standard Cat. Atomic physics has a unit called the barn, equal to 
10^-28m^2, and a Hubble is 10^9 light years, so a Hubble-barn is about 1
and 2/3 pints,or just less than one of those new-fangled litre thingies,
which means that drinking a couple of brown ales is like emptying a 
bottle the length of the universe with the cross-sectional area of a
medium-sized nucleus.  And you thought it was a long way to the Gents.  

Boonie calculates the Hubble-radius barn is about 13 liters. This is the
volume of a straw that has the cross-sectional area of a barn and a 
length equal to the radius of the universe (given by H^{-1}c).  
If you use the old value of H, 55 km/s/Mpc, you get 17 liters.  The 
extreme value of H near 100 reduces this by half.  The current value is 
40  H  100 so a median value would give about 13 liters.  
The fact that a gallon milk jug has the same volume as a straw with the 
area of a medium sized nucleus such as Silicon that reaches to the end  
of the universe is one way to visualize just how small and how big those
two numbers really are. 
Oh, and thanks to Brian Skinner for clearing up the correct values of   
those constants: Frank  Malcolm must have been testing the BA bit when 
they sent in their values.  

An appropriate unit of jbex is the barn-yard-atmosphere 
(9.3*10^-24Joules)  

And lest we forget, which I did, Brian Skinner mentioned and then James 
Garry reminded us, a bit smaller than the barn is the shed: 10^-52 m^2. 

There's also a furlong/farad,Faraday/fortnight system, but its unit of  
mass, the (Faraday^2*fortnight)/(farad*furlong^2) is impracticably small
at about 2.3 atto kg.  Thanks to Boonie for finding and posting the file
with these last two paragraphs in it, and for finding:  

A microcentury is about 52.5 minutes;   
one nanocentury is about pi seconds;
The micro-Fortnight is approximately a second;  
The speed of light (c) is 1.80 tera furlongs per fortnight (or 1.80 
furlongs per pico-fortnight);   
One teaspoon is 1.6 barn mega-parsecs;  

I suggest that the furlong/firkin/fortnight system be mandated
when developing FDM for Porkine Aviation. :)

The FAQ goes on to say:

C++ is something of a sheddy language: full of bits you don't really
need but which might come in useful one day, not easy to get into, and  
anything you do want will be impossible to find as it will be buried
under several layers of inherited classes in an include file called from
another include file. 
  

Rick (ex The Shed, nearly recovered now, I think...)

-- 

I think there is a world market for maybe five computers. 

-- Thomas Watson, chairman of IBM, 1943

___
Flightgear-devel mailing list
[EMAIL PROTECTED]

Re: [Flightgear-devel] Wright flyer

2002-10-16 Thread Norman Vine

Jim Wilson writes:

 David Megginson [EMAIL PROTECTED] said:

  Curtis L. Olson writes:
 
Your Wright flyer model is really starting to look sharp!  Good
work. :-)
 
  It looks great -- this is the first time I've tried it.  With the
  mouse, at least, it's also quite easy to fly -- I had to work hard to
  make it overrotate.

 Thanks.  It's getting there.  I'm still trying to figure out from
Orville's
 description how the elevator mecahnism works (for animation).  Might need
to
 go down to Owl's head again to take a another look at their replica.
Still
 thinking about wing warping... (hints to the animation code guru :-))

look at the PLIB exposer demo for how the bones go together :^)

Norman



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Build Error of /src/Main/main.cxx under MSVC 6.0

2002-10-16 Thread Jonathan Polley

I had to remove the following block of code from main.cxx in order to 
get FlightGear to build under MSVC:

#if ( WIN32 )
   PFNGLPOINTPARAMETERFEXTPROC glPointParameterfEXT = 0;
   PFNGLPOINTPARAMETERFVEXTPROC glPointParameterfvEXT = 0;
#endif


I changed the '#if (WIN32)' to be '#if 0' instead.

Thanks,

Jonathan Polley


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Runway lights ...

2002-10-16 Thread Curtis L. Olson

Some progress to show ...

http://www.flightgear.org/tmp/rwy_lights1.jpg
http://www.flightgear.org/tmp/rwy_lights2.jpg

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Build Error of /src/Main/main.cxx under MSVC 6.0

2002-10-16 Thread Curtis L. Olson

Jonathan,

I just made one change to CVS that may help (based on docs only, I
don't have access to MSVC)

Regards,

Curt.


Jonathan Polley writes:
 I had to remove the following block of code from main.cxx in order to 
 get FlightGear to build under MSVC:
 
 #if ( WIN32 )
PFNGLPOINTPARAMETERFEXTPROC glPointParameterfEXT = 0;
PFNGLPOINTPARAMETERFVEXTPROC glPointParameterfvEXT = 0;
 #endif
 
 
 I changed the '#if (WIN32)' to be '#if 0' instead.
 
 Thanks,
 
 Jonathan Polley
 
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Build Error of /src/Main/main.cxx under MSVC 6.0

2002-10-16 Thread Jonathan Polley

Curt,

 It compiles, links, and runs.  Thanks for the fix.

Jonathan Polley

On Wednesday, Oct 16, 2002, at 11:37PM, Curtis L. Olson [EMAIL PROTECTED] wrote:

Jonathan,

I just made one change to CVS that may help (based on docs only, I
don't have access to MSVC)

Regards,

Curt.


Jonathan Polley writes:
 I had to remove the following block of code from main.cxx in order to 
 get FlightGear to build under MSVC:
 
 #if ( WIN32 )
PFNGLPOINTPARAMETERFEXTPROC glPointParameterfEXT = 0;
PFNGLPOINTPARAMETERFVEXTPROC glPointParameterfvEXT = 0;
 #endif
 
 
 I changed the '#if (WIN32)' to be '#if 0' instead.
 
 Thanks,
 
 Jonathan Polley
 
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


 

Of COURSE they can do that.  They're engineers!

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Wright flyer

2002-10-16 Thread Jim Wilson
Michael Selig [EMAIL PROTECTED] said:

 At 10/16/02, Curtis L. Olson wrote:
 Jim,
 
 Your Wright flyer model is really starting to look sharp!  Good
 work. :-)
 
 People need to check this out if they haven't already:
 
  fgfs --aircraft=wrightFlyer1903-v1-nl-uiuc
 
 The 1903 Wright Flyer has rudder coupled to wing warping.  For this to work 
 out right use:
 
 fgfs  --aircraft=wrightFlyer1903-v1-nl-uiuc  --enable-auto-coordination

 Then be sure to not input any rudder w/ the stick (i.e. don't twist the 
 joystick).
 
Yes, in fact that should be in the *-set.xml file.  It'd probably make sense
to disable the rudder control and the throttle as well (there was no throttle
 on the engine).   Another thing that was unique about the warping on the 1903
is the earlier glider twisted the entire wing structure.  With the 1903 they
trussed it all up so that only the trailing edges warped,  making it even more
aileron like.

 My confidence level in terms of the accuracy of the model (sans the engine) 
 is pretty high.  It's largely based on NASA Ames data from tests on a 
 replica, which I mention in the readme:
 
 ~/fgfsbase/Aircraft/UIUC/wrightFlyer1903-v1-nl/README.wrightFlyer1903.html
 

From what I've read it seems pretty accurate.  It's hard to imagine what it
must have been like for them to fly that aircraft.  Wilbur tried it first,
yanking hard back on the elevator to get it to lift off which caused a near
stall and broken nose (on the aircraft).  Attempting the same thing with this
model has the identical result, without the damage of course.

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel