Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-08 Thread Tony Peden
On Sat, 2003-02-08 at 19:53, Curtis L. Olson wrote:
> I agree with Michael though that whatever we do with respect to
> providing motion queues through the visual system should be user
> selectable.  Any time your eyes (visuals) disagree with your butt

eh, hemm.  Inner ear.

> (motion) you risk getting the user sick.  Some people are a lot more
> sensitive to this than others.  People who suffer migrains seem to
> suffer more simulation sickness and being an older male seems to also
> be a risk factor.
> 
> Regards,
> 
> Curt.
> 
> 
> David Culp writes:
> > Just to add my two cents, the eyepoint motion sounds like an interesting way 
> > to add some cues to make up for the cues missing in a motionless sim.  Only 
> > small movement in the x and y planes would suffice to provide the cues.  
> > There is some movement in the z axis, mainly from the springiness of the soft 
> > seat cushion.  There is also the "bouncing eyeball" effect, which is most 
> > noticable at night (I suppose in the daytime the brain can more easily smooth 
> > the effect of step inputs).  This effect can be demonstrated by going into a 
> > very dark room and staring at an LED display while eating something crunchy, 
> > like an apple. (If someone asks, tell him you're doing a scientific 
> > experiment).  This can really increase the difficulty of nighttime instrument 
> > flying.
> > 
> > There are two other cues that are helpfull. One is pre-stall buffet.  For 
> > instance, the T-38 flies the entire base turn in pre-stall buffet.  One reads 
> > the visual, tactile and audio severity of the buffet to estimate the angle of 
> > attack.  The initial "tickle" is  low-amplitude and periodic, about 10 hz, 
> > give or take.  It progresses with increasing AOA to "elephant", high 
> > amplitude and about 4 hz. The buffet can be applied to almost any airplane at 
> > some point in its AOA range.  It can also model mach buffet or severe 
> > engine/prop vibration.
> > 
> > Another cue, like someone else mentioned, is the grey/black/red-out effect.  
> > It is nearly impossible to do a proper loop in the T-38 without this cue 
> > (unless you have a very prominent g-meter installed).  I'd recommend a 
> > graying of the entire screen starting at about 3 g's and increasing linearly 
> > to black at 6 g's (without g-suit) or 8 g's (with g-suit) or 9 g's (f-16).  
> > This is important in acrobatic and fighter airplanes because much of the 
> > basic maneuvering is done at the 3 to 4 g level, with eyes outside.  (The 
> > audio level diminishes at the same rate.)
> > 
> > A really accurate blackout (as modeled in AW3, a great sim) will last about 2 
> > or 3 seconds, and the return to normal senses will occur gradually, say three 
> > seconds.  In a *really* accurate sim, which I haven't seen yet, the return to 
> > normal senses will be accompanied by "seeing stars" during that time.
> > 
> > Dave Culp
> > 
> > ___
> > Flightgear-devel mailing list
> > [EMAIL PROTECTED]
> > http://mail.flightgear.org/mailman/listinfo/flightgear-devel
-- 
Tony Peden <[EMAIL PROTECTED]>


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



[Flightgear-devel] cygwin problems linking fgfs.exe

2003-02-08 Thread Dennis B. D'Annunzio
I thought I successfully compiled and installed SimGear-0.3.1.

However, whem making FlightGear-0.9.1 under cygwin (xwindows was 
removed), I get this message:

Making all in Main
make[2]: Entering directory `/home/annunzio/FlightGear-0.9.1/src/Main'
g++ -DPKGLIBDIR=\"/usr/local/lib/FlightGear\" -g -O2  -L/usr/local/lib 
-o fgfs.e
xe  main.o fg_commands.o fg_init.o fg_io.o fg_props.o fgfs.o globals.o 
logger.o
options.o splash.o util.o viewer.o viewmgr.o location.o 
../../src/Aircraft/libAi
rcraft.a ../../src/ATC/libATC.a ../../src/Autopilot/libAutopilot.a 
../../src/Coc
kpit/libCockpit.a ../../src/Cockpit/built_in/libBuilt_in.a 
../../src/Controls/li
bControls.a ../../src/FDM/libFlight.a ../../src/FDM/Balloon/libBalloon.a 
../../s
rc/FDM/ExternalNet/libExternalNet.a ../../src/FDM/JSBSim/libJSBSim.a 
../../src/F
DM/YASim/libYASim.a ../../src/FDM/JSBSim/filtersjb/libfiltersjb.a 
../../src/FDM/
LaRCsim/libLaRCsim.a ../../src/FDM/UIUCModel/libUIUCModel.a 
../../src/GUI/libGUI
.a ../../src/Input/libInput.a 
../../src/Instrumentation/libInstrumentation.a ../
../src/Model/libModel.a ../../src/Navaids/libNavaids.a 
../../src/Scenery/libScen
ery.a ../../src/Sound/libSound.a ../../src/Airports/libAirports.a 
../../src/Netw
ork/libNetwork.a ../../src/NetworkOLK/libNetworkOLK.a 
../../src/Objects/libObjec
ts.a ../../src/Systems/libSystems.a ../../src/Time/libTime.a 
../../src/Environme
nt/libEnvironment.a -lsgroute -lsgsky -lsgclouds3d -lsgephem -lsgtiming 
-lsgio -
lsgscreen -lsgmath -lsgbucket -lsgdebug -lsgmagvar -lsgmisc -lsgxml 
-lsgserial
-lplibpu -lplibfnt -lplibjs -lplibnet -lplibssg -lplibsg -lplibul -lmk4 
-lz -lop
engl32 -lpthread -lm  -lglut32 -lglu32 -luser32 -lgdi32 -lplibsl 
-lplibsm -lwinm
m -lm
Warning: resolving _glPopAttrib by linking to _glPopAttrib@0
Use --enable-stdcall-fixup to disable these warnings
Use --disable-stdcall-fixup to disable these fixups
Warning: resolving _glPushAttrib by linking to _glPushAttrib@4
Warning: resolving _glDisable by linking to _glDisable@4
Warning: resolving _glBlendFunc by linking to _glBlendFunc@8
Warning: resolving _glLoadMatrixf by linking to _glLoadMatrixf@4
Warning: resolving _glMatrixMode by linking to _glMatrixMode@4
Warning: resolving _glLoadIdentity by linking to _glLoadIdentity@0
Warning: resolving _glColor3f by linking to _glColor3f@12
Warning: resolving _glPopMatrix by linking to _glPopMatrix@0
Warning: resolving _glClear by linking to _glClear@4
Warning: resolving _glClearColor by linking to _glClearColor@16
Warning: resolving _glOrtho by linking to _glOrtho@48
Warning: resolving _glPushMatrix by linking to _glPushMatrix@0
Warning: resolving _glViewport by linking to _glViewport@16
Warning: resolving _glGetIntegerv by linking to _glGetIntegerv@8
Warning: resolving _glEnd by linking to _glEnd@0
Warning: resolving _glBegin by linking to _glBegin@4
Warning: resolving _glVertex3fv by linking to _glVertex3fv@4
Warning: resolving _glTexCoord2f by linking to _glTexCoord2f@8
Warning: resolving _glColor4fv by linking to _glColor4fv@4
Warning: resolving _glTexEnvf by linking to _glTexEnvf@12
Warning: resolving _glAlphaFunc by linking to _glAlphaFunc@8
Warning: resolving _glFogfv by linking to _glFogfv@8
Warning: resolving _glFogf by linking to _glFogf@8
Warning: resolving _glColorMaterial by linking to _glColorMaterial@8
Warning: resolving _glEnable by linking to _glEnable@4
Warning: resolving _glMaterialf by linking to _glMaterialf@12
Warning: resolving _glMaterialfv by linking to _glMaterialfv@12
Warning: resolving _glVertex2f by linking to _glVertex2f@8
Warning: resolving _glColor4f by linking to _glColor4f@16
Warning: resolving _gluOrtho2D by linking to _gluOrtho2D@32
Warning: resolving _glTexImage2D by linking to _glTexImage2D@36
Warning: resolving _glTexParameterf by linking to _glTexParameterf@12
Warning: resolving _glBindTexture by linking to _glBindTexture@8
Warning: resolving _glGenTextures by linking to _glGenTextures@8
Warning: resolving _glDeleteTextures by linking to _glDeleteTextures@8
Warning: resolving _glutGet by linking to _glutGet@4
Warning: resolving _glLightf by linking to _glLightf@12
Warning: resolving _glLightfv by linking to _glLightfv@12
Warning: resolving _glPolygonMode by linking to _glPolygonMode@8
Warning: resolving _glMultMatrixf by linking to _glMultMatrixf@4
Warning: resolving _glTranslatef by linking to _glTranslatef@12
Warning: resolving _glLineWidth by linking to _glLineWidth@4
Warning: resolving _glTexParameteri by linking to _glTexParameteri@12
Warning: resolving _glGetString by linking to _glGetString@4
Warning: resolving _glPixelStorei by linking to _glPixelStorei@8
/usr/local/lib/libsgclouds3d.a(SkyCloud.o)(.text+0x19c8): In function 
`_ZN8SkyCl
oud10IlluminateEP8SkyLightP21SkyRenderableInstanceb':
/home/annunzio/SimGear-0.3.1/simgear/sky/clouds3d/SkyCloud.cpp:469: 
undefined re
ference to `_glGetDoublev'
/usr/local/lib/libsgclouds3d.a(SkyCloud.o)(.text+0x19de):/home/annunzio/SimGear-
0.3.1/simgear/sky/clouds3d/SkyCloud

Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-08 Thread Curtis L. Olson
I agree with Michael though that whatever we do with respect to
providing motion queues through the visual system should be user
selectable.  Any time your eyes (visuals) disagree with your butt
(motion) you risk getting the user sick.  Some people are a lot more
sensitive to this than others.  People who suffer migrains seem to
suffer more simulation sickness and being an older male seems to also
be a risk factor.

Regards,

Curt.


David Culp writes:
> Just to add my two cents, the eyepoint motion sounds like an interesting way 
> to add some cues to make up for the cues missing in a motionless sim.  Only 
> small movement in the x and y planes would suffice to provide the cues.  
> There is some movement in the z axis, mainly from the springiness of the soft 
> seat cushion.  There is also the "bouncing eyeball" effect, which is most 
> noticable at night (I suppose in the daytime the brain can more easily smooth 
> the effect of step inputs).  This effect can be demonstrated by going into a 
> very dark room and staring at an LED display while eating something crunchy, 
> like an apple. (If someone asks, tell him you're doing a scientific 
> experiment).  This can really increase the difficulty of nighttime instrument 
> flying.
> 
> There are two other cues that are helpfull. One is pre-stall buffet.  For 
> instance, the T-38 flies the entire base turn in pre-stall buffet.  One reads 
> the visual, tactile and audio severity of the buffet to estimate the angle of 
> attack.  The initial "tickle" is  low-amplitude and periodic, about 10 hz, 
> give or take.  It progresses with increasing AOA to "elephant", high 
> amplitude and about 4 hz. The buffet can be applied to almost any airplane at 
> some point in its AOA range.  It can also model mach buffet or severe 
> engine/prop vibration.
> 
> Another cue, like someone else mentioned, is the grey/black/red-out effect.  
> It is nearly impossible to do a proper loop in the T-38 without this cue 
> (unless you have a very prominent g-meter installed).  I'd recommend a 
> graying of the entire screen starting at about 3 g's and increasing linearly 
> to black at 6 g's (without g-suit) or 8 g's (with g-suit) or 9 g's (f-16).  
> This is important in acrobatic and fighter airplanes because much of the 
> basic maneuvering is done at the 3 to 4 g level, with eyes outside.  (The 
> audio level diminishes at the same rate.)
> 
> A really accurate blackout (as modeled in AW3, a great sim) will last about 2 
> or 3 seconds, and the return to normal senses will occur gradually, say three 
> seconds.  In a *really* accurate sim, which I haven't seen yet, the return to 
> normal senses will be accompanied by "seeing stars" during that time.
> 
> Dave Culp
> 
> ___
> 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



[Flightgear-devel] Question about METAR updates

2003-02-08 Thread Ima Sudonim
Is it possible to use a metar file to give flightgear the current 
weather conditions for the world.  Are there special setup or options 
required to set this up?  Are there any mac os x compatible apps (java 
probably ok, too) to download metar info periodically (from 
http://weather.noaa.gov/weather/metar.shtml ) so that flightgear can 
(possibly) use it?

Thanks,

Ima


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


[Flightgear-devel] James/Darrell: plib macos x 10.2 -- SL and JS

2003-02-08 Thread Ima Sudonim
James,

Sorry, your PLIB JS fixes are working great. I also had the -framework 
problems, but forget I'd updated the makefile to fix them so a new 
config.ac would be nice eventually but I so far am remembering to 
update things. I also needed to make the changes for flightgear (fgfs 
and js_demo/fgjs makefile).

Darrell,

while the new PLIB with JS fixes is working great, sound is breaking up 
with the cvs SL. I take it that I still need to run with your SL code 
from your mac x build kit.  I seem to have accidentally erased your 
sl.tar.gz changes for macos x. Is there someplace to get them 
separately, or should I download your macos x build changes file again? 
 Are there any plib sl changes recently that might have hit your sl 
code?

thanks to both of you for great work!

Ima


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


Re: [Flightgear-devel] [PATCH] switching views (trivial)

2003-02-08 Thread Geoff Reidy
Jim Wilson wrote:

Hi Geoff,

I've got several changes and fixes to the viewer code, one of which changes
the view manager to allow what you are describing.  It is actually a little
more flexible than just reversing,  you can select the view through a
property.  This allows going forward, backward and directly to any specific
view without using a special command.

It's been done for a couple weeks now.  I'll try and get it together and
submit the changes in the next day or two.

Best,

Jim



Got the best of both worlds now :)
v forward cycle
shift-v reverse cycle
control-v return to view 0

Cheers,
Geoff



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



[Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-08 Thread David Culp
Just to add my two cents, the eyepoint motion sounds like an interesting way 
to add some cues to make up for the cues missing in a motionless sim.  Only 
small movement in the x and y planes would suffice to provide the cues.  
There is some movement in the z axis, mainly from the springiness of the soft 
seat cushion.  There is also the "bouncing eyeball" effect, which is most 
noticable at night (I suppose in the daytime the brain can more easily smooth 
the effect of step inputs).  This effect can be demonstrated by going into a 
very dark room and staring at an LED display while eating something crunchy, 
like an apple. (If someone asks, tell him you're doing a scientific 
experiment).  This can really increase the difficulty of nighttime instrument 
flying.

There are two other cues that are helpfull. One is pre-stall buffet.  For 
instance, the T-38 flies the entire base turn in pre-stall buffet.  One reads 
the visual, tactile and audio severity of the buffet to estimate the angle of 
attack.  The initial "tickle" is  low-amplitude and periodic, about 10 hz, 
give or take.  It progresses with increasing AOA to "elephant", high 
amplitude and about 4 hz. The buffet can be applied to almost any airplane at 
some point in its AOA range.  It can also model mach buffet or severe 
engine/prop vibration.

Another cue, like someone else mentioned, is the grey/black/red-out effect.  
It is nearly impossible to do a proper loop in the T-38 without this cue 
(unless you have a very prominent g-meter installed).  I'd recommend a 
graying of the entire screen starting at about 3 g's and increasing linearly 
to black at 6 g's (without g-suit) or 8 g's (with g-suit) or 9 g's (f-16).  
This is important in acrobatic and fighter airplanes because much of the 
basic maneuvering is done at the 3 to 4 g level, with eyes outside.  (The 
audio level diminishes at the same rate.)

A really accurate blackout (as modeled in AW3, a great sim) will last about 2 
or 3 seconds, and the return to normal senses will occur gradually, say three 
seconds.  In a *really* accurate sim, which I haven't seen yet, the return to 
normal senses will be accompanied by "seeing stars" during that time.

Dave Culp

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



Re: [Flightgear-devel] Dynamic Scenario's

2003-02-08 Thread Jim Wilson
Paul Morriss <[EMAIL PROTECTED]> said:

> Hi all,
>I am new to Flight Gear, but not to flight
> simulation, thats my line of business ;)  Anyway I
> would like to propose (and develop) a server or system
> that can be used to manage the environment.  What I
> mean is that the scenario system manages:
> 
> *  Other plans in the air, these can add the reality
> of busy airspace near large airports.
> 
> *  Weather system controlled through scenarios, this
> would include clouds, rain etc...
> 
> *  Ground vehicles movement (aircraft ready to taxi
> for takeoff etc.
> 

Sounds great.  Actually I was recently thinking that this might be the best
way to do traffic.

You should be able build a property tree under /sim/traffic (or whereever)
with multiple entries for the "position" and "orientation".  See the current 
 /position and /orientation property paths for example.  The setup xml
configuration files for the models you want to include, specifing the paths to
the property for each position and orientation data item (e.g.
latitude-deg-prop, longitude-deg-prop, altitude-ft-prop, etc).

Then all that is left is to set the position and orientation values via the
network interface and the models will move accordingly.  Of course the work
will be in developing whatever technique you want to use to move these around.

Best,

Jim

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



Re: [Flightgear-devel] CVS FlightGear and plib 1.6 (was Mac OS X: at a loss)

2003-02-08 Thread James Turner

On Saturday, February 8, 2003, at 03:23  am, Jonathan Polley wrote:


Hmm, that's odd.  Out of the box, the version of the Mac joystick code 
that is in CVS does not compile.  As I reported to the plib group, if 
I incorporate the non-CVS versions of jsMacOSX.cxx and js.h, I get the 
following errors in the FlightGear joystick code:

ld: Undefined symbols:
jsJoystick::read(int*, float*)
_CFArrayApplyFunction


_kCFAllocatorDefault

I've been trying to help David Drum get his FlightGear to build and he 
discovered that adding -framework Carbon to the Makefile reduces the 
link errors down to

ld: /Users/david/FlightGear/FlightGear-CVS/lib/libplibjs.a(jsMacOSX.o) 
illegal reference to symbol: _IOCreatePlugInInterfaceForService 
defined in indirectly referenced dynamic library 
/System/Library/Frameworks/IOKit.framework/Versions/A/IOKit

Sorry, I thought I'd covered this : you need to add '-framework IOKit 
-framework CoreFoundation' to configure.ac, around link 168. I've 
attached my version of configure.ac, let me know if you have any other 
problems.

H&H
James




configure.ac
Description: Binary data

--
The lack of planning on your part does not constitute to an emergency 
on mine