Re: [Flightgear-devel] Dynamic Scenario's

2003-02-12 Thread Alexander Kappes
Hi Paul,

I think I haven't been mentioned in this discussion yet but I started to
work on an ATC interface together with Dave. My original thought was that
it would be nice if the ATC system wouldn't have to differ between the
player and AI aircrafts, i.e. both type of planes send transmission in
text form (or the player maybe later even as wave files) to the ATC
system which are then analyzed by a parser and the answer is sent back as
in real life. I think this would fit in your ideas quite nicely. I also
thought about doing the ATC stuff in a separat program but I'm not
experienced enough with this kind of programming to know how to establish
the communication between the programs. Therefore, I started to do it
within FlightGear.

Cheers Alexander

 Hi David,
I have been reviewing the current situation, I am
 not here to try to take over and start redoing stuff,
 BUT what I am proposing is a radical change to what is
 men't by Dynamic Scenario.  As said when I first
 joined in, I work for a very large flight simulation
 company, where we have a dynamic flight simulation
 server.

 I know there are two concerns with having a server:
 1) Communicating with the main system (latency)
 2) Some peopele don't have ethernet connections thus
 how will it work on a stand-alone machine (like a
 laptop).

 My proposal solution to the above questions are that
 we use shared memory or ethernet communications
 (user selectable), the main flight-gear app will not
 really contain the AI code, it will be done by the
 server, which updates lat, long, altitude, heading
 etc, this is sent to flight-gear that then does the
 displaying, sounds etc.

 The server (dynamic scenario) could then be used to
 manage plane routes, knowledge bases for the flight
 dynamics etc.

 comments?

 Paul

 - Original Message -
 From: David Luff [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, February 10, 2003 11:46 AM
 Subject: Re: [Flightgear-devel] Dynamic Scenario's


  Hi Paul,
 
  As others have pointed out, there has been a small
 amount of AI traffic
  development going on, and as the guilty party I'd
 better pipe up sooner
  rather than later :-)  I'll describe what I've been
 doing and leave it up
  to you whether you want to join in with that or
 start afresh.
 
  I've started from the premise that if there's going
 to be a number of
  planes in the sky at once, then they should take up
 as few CPU cycles each
  as possible.  Hence my vision is for very simplified
 mechanics of flying -
  basically known ranges of speed, bank, climb etc for
 a given flight
  condition, and a bit of smoothing of transitions in
 between.  Also only
  very near AI planes to the viewer to be updated
 every frame, the rest to be
  updated 1 per frame, and hence robust to variable
 times between updating.
  I'm pretty sure that not everyone agrees with that,
 and that some would go
  for coupled autopilot/fdms flying the planes as if
 they were another
  user-fidelity flight-model, but the simplified route
 is the one I started
  down.  Then my basic structure is that an AI manager
 iterates through a
  list of AIEntity classes, and updates one per frame.
  The AIEntity has the
  minimum logic necessary to be drawn on the screen,
 and progressivly more
  complex classes are derived from it - for instance a
 plane that can taxi,
  then a light plane that can fly circuits could be
 derived from that and
  would already know how to taxi, and then a light
 plane that flys from one
  airport to another could be derived from that and
 would already know how to
  fly circuits and taxi.
 
  Having said all that, I've basically hardly started!
  I've got one
  hardwired AI plane in so far, that can be seen by
 starting FlightGear with:
 
  fgfs --airport-id=KEMT
 --prop:/sim/ai-traffic/enabled=true
 
 --prop:/radios/comm/frequencies/selected-mhz[0]=121.2
 --heading=10
 
  You do need to download the w120n30 scenery block as
 well.  This will start
  you at El Monte behind a light single (no, NOT
 cheese!!!)  that takes off,
  flys a circuit, and then taxis back to a parking
 spot.  It's great fun to
  try following it round.  You can make it fly touch
 and go's by changing
  line 54 in AIMgr.cxx: local_traffic-FlyCircuits(1,
 true); to a larger
  value than 1.
 
  The limit of my ambition at the moment is to get
 light planes taxiing in
  and out of and flying circuits around GA airports at
 the moment.  This is a
  huge amount of work in itself - particularly the
 taxiing part, which also
  involves writing an infrastructure to describe
 logical taxiway and parking
  networks at airports, and tools to allow users to
 create/modify them.
  There's absolutely no way I'm going to get time to
 do any planes that fly
  from one airport to another in the next year or so.
 
  Anyway, the nub of the matter is that you can either
 join in with what's
  started, where the best separation of work is
 probably to go for planes
  that fly from one airport 

Re: [Flightgear-devel] Dynamic Scenarios

2003-02-12 Thread Martin Spott
[... Paul Morriss wrote ...]
 My proposal solution to the above questions are that
 we use shared memory or ethernet communications
 (user selectable), the main flight-gear app will not
 really contain the AI code, it will be done by the
 server, which updates lat, long, altitude, heading
 etc, this is sent to flight-gear that then does the
 displaying, sounds etc.

 The server (dynamic scenario) could then be used to
 manage plane routes, knowledge bases for the flight
 dynamics etc. 

This would support the idea of a general interface abstaction between FDM on
one and the whole I/O stuff (keyboard, mouse, joystick, sound, screen) on
the other end. This might fit for different purposes:

1.) Exchangeable FDM on local machine
2.) remote FDM with 'stupid' front-end
3.) multiplayer-server
4.) AI ...


Paul's idea resembles me of the way X clients communicate with the server.
Local clients prefer shared memory (at least on several commercial Unices, I
believe it's the same on XFree86), remote clients use TCP/IP. I don't know
how portable this could be  ?

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

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Fwd: Re: [Flightgear-devel] Dynamic Scenarios

2003-02-12 Thread Paul Morriss
I have created a portable ethernet library that
supports both Linux and Windows, this would give us
total portability, although you would have to watch
out for big-endian conversion between Linux and
Window.
 
The second reason I am in support of an external
server is that ai can start to eat processing time,
specially if you have lots of stuff going on, where as
if you are just sending an update message across the
network you are keeping the logic out of the main code
base.

Also as Martin pointed out, this would also aid multi
player support, as several flight-gear users can talk
to the same scenario, thus they can fly around
in unison.
 
Ohh and I am in total support of well defined
interface ;)
 
Paul
 
  This would support the idea of a general interface
 abstaction between FDM on
  one and the whole I/O stuff (keyboard, mouse,
 joystick, sound, screen) on
  the other end. This might fit for different
 purposes:
  
  1.) Exchangeable FDM on local machine
  2.) remote FDM with 'stupid' front-end
  3.) multiplayer-server
  4.) AI ...
  
  
  Paul's idea resembles me of the way X clients
 communicate with the server.
  Local clients prefer shared memory (at least on
 several commercial Unices, I
  believe it's the same on XFree86), remote clients
 use TCP/IP. I don't know
  how portable this could be  ?
  
  Martin.
  -- 
   Unix _IS_ user friendly - it's just selective
 about
 who its friends are !
 
 
 
 __
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 Everything you'll ever need on one web page
 from News and Sport to Email and Music Charts
 http://uk.my.yahoo.com
  

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Re: Fwd: Re: [Flightgear-devel] Dynamic Scenarios

2003-02-12 Thread Martin Spott
 Ohh and I am in total support of well defined
 interface ;)

Curt will be happy  ;-)

Martin.
-- 
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[Flightgear-devel] FlightGear vs. X/ Cygwin

2003-02-12 Thread Michael Basler
Hi,

I've been building FlightGear under Cygwin for quite a time now, and it
works great. I know I had to completely remove X Windows from Cygwin for
avoiding interference with FlightGear. I noticed problems included (at
least) incompatible opengl libs being linked against in case of X windows
being installed, but there may be more trouble hidden.

Now with time there's a growing number of alternative (in my case TeX
related) graphical programs requiring Cygwin's X server and X libs for
building. I understand the fathers of FlightGear don't want to port Flight
Gear to Cygwin's X port, which they may have good reason for.

I certainly could donate another 1 GB to a second Cygwin tree, which is
neither an elegant nor an effective solution, though.

Thus, here's my simple question: Would it be hard to modify FlightGear's
build system (i.e. the Cygwin part of it) to not link against Cygwin's X
libs in case they are installed?

Regards, Michael

--
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[EMAIL PROTECTED]
  http://www.geocities.com/pmb.geo/


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Re: [Flightgear-devel] FlightGear vs. X/ Cygwin

2003-02-12 Thread Curtis L. Olson
Michael Basler writes:
 I've been building FlightGear under Cygwin for quite a time now, and it
 works great. I know I had to completely remove X Windows from Cygwin for
 avoiding interference with FlightGear. I noticed problems included (at
 least) incompatible opengl libs being linked against in case of X windows
 being installed, but there may be more trouble hidden.
 
 Now with time there's a growing number of alternative (in my case TeX
 related) graphical programs requiring Cygwin's X server and X libs for
 building. I understand the fathers of FlightGear don't want to port Flight
 Gear to Cygwin's X port, which they may have good reason for.
 
 I certainly could donate another 1 GB to a second Cygwin tree, which is
 neither an elegant nor an effective solution, though.
 
 Thus, here's my simple question: Would it be hard to modify FlightGear's
 build system (i.e. the Cygwin part of it) to not link against Cygwin's X
 libs in case they are installed?

My understanding of the issue was that the Cygwin X11 included a
version of opengl that was broken.  If that's not the case, then
someone needs to sit down and figure out what the issues are and then
hopefully we can find solutions and build automatic detection into the
configure.ac script.

Regards,

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

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Re: Fwd: Re: [Flightgear-devel] Dynamic Scenarios

2003-02-12 Thread Curtis L. Olson
Paul Morriss writes:
 I have created a portable ethernet library that
 supports both Linux and Windows, this would give us
 total portability, although you would have to watch
 out for big-endian conversion between Linux and
 Window.

Just so you know, plib also has a portable network library that works
across, linux, windows, macos, sgi, etc.  We have been using that with
good success for many aspects of the FlightGear project.

 The second reason I am in support of an external server is that ai
 can start to eat processing time, specially if you have lots of
 stuff going on, where as if you are just sending an update message
 across the network you are keeping the logic out of the main code
 base.

I think this makes a lot of sense.  

 Also as Martin pointed out, this would also aid multi
 player support, as several flight-gear users can talk
 to the same scenario, thus they can fly around
 in unison.
  
 Ohh and I am in total support of well defined interface ;)

(As long as I get to define it.) :-) :-)

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

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RE: [Flightgear-devel] FlightGear vs. X/ Cygwin

2003-02-12 Thread Norman Vine
Michael  Basler writes:
 
 Thus, here's my simple question: Would it be hard to modify FlightGear's
 build system (i.e. the Cygwin part of it) to not link against Cygwin's X
 libs in case they are installed?

Michael

I do not have Cygwin's X installed and I doubt if I ever will so I can not
test
any changes to the configure system to allow FGFS to work in a Cygwin X
enviroment ,  but see this message for a WAG

http://seneca.me.umn.edu/pipermail/flightgear-devel/2002-November/013469.htm
l

Norman


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Re: [Flightgear-devel] Dynamic Scenarios

2003-02-12 Thread Curtis L. Olson
Martin Spott writes:
 This would support the idea of a general interface abstaction between FDM on
 one and the whole I/O stuff (keyboard, mouse, joystick, sound, screen) on
 the other end. This might fit for different purposes:
 
 1.) Exchangeable FDM on local machine
 2.) remote FDM with 'stupid' front-end
 3.) multiplayer-server
 4.) AI ...
 
 
 Paul's idea resembles me of the way X clients communicate with the server.
 Local clients prefer shared memory (at least on several commercial Unices, I
 believe it's the same on XFree86), remote clients use TCP/IP. I don't know
 how portable this could be  ?

The ExternalNet FDM is a reasonable first stab at a generalized remote
FDM interface.  FlightGear can send over initial condition and reset
commands, and the remote FDM passes data back.  There's certainly a
lot of room for improvements and extensions, but it does work.

Regards,

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

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Re: [Flightgear-devel] Dynamic Scenario's

2003-02-12 Thread Curtis L. Olson
Paul Morriss writes:
 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.
 
 I would be really intrested in your comments

Paul,

This sounds all too reasonable. :-)

What we need is to build up a bit of infrastruture in FlightGear to
maintain a list of objects, (positions, orientations, animation
states, etc.) and then be able to render them.  The object states
could be updated internally or remotely depending on the situation.
If they were tied to the property tree this would give us a lot of
flexibility for interfacing, scripting, etc.

The interfaces and infrastructure should already be there for an
external weather module.  All the weather elements are tied to the
property tree, so an external module would just need to change
property values to accomplish real time weather changes.

Regards,

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

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RE: [Flightgear-devel] FlightGear vs. X/ Cygwin

2003-02-12 Thread Norman Vine
Curtis L.  Olson writes:
 
 My understanding of the issue was that the Cygwin X11 included a
 version of opengl that was broken.  If that's not the case, then
 someone needs to sit down and figure out what the issues are and then
 hopefully we can find solutions and build automatic detection into the
 configure.ac script.

AFAIK Cygwin XFree OpenGL is based on an unaccelerated MESA 
installation

However AFAIK you are not forced to use XFree even if installed and
running so this should not be an issue.

The problem is that the FGFS configure scripts make assumptions
which force using X if it finds an X installation which is not necessarily
what is desired for a Cygwin FGFS. 

 see my WAG in previous message 

Norman



 

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RE: [Flightgear-devel] FlightGear vs. X/ Cygwin

2003-02-12 Thread Michael Basler
Norman,

 I do not have Cygwin's X installed and I doubt if I ever will so I can not
 test
 any changes to the configure system to allow FGFS to work in a Cygwin X
 enviroment ,  but see this message for a WAG


http://seneca.me.umn.edu/pipermail/flightgear-devel/2002-November/013469.htm
l

I vaguely remember there was a discussian and that message... Obviously not
much came out of it at that time.

Actually, the number of apps ported to Cygwin/X seems to grow recently
(e.g., Lyx and Texmacs, only to name two TeX related programs which I'd
need), now that the Cygwin X server seems to be more or less stable.

Certainly, this is not an urgent problem, but one which has to be dealt with
at one point, IMHO. My understanding of the build system is not sufficient
to modify the scripts myself, but I'd be gladly help testing if anyone will
step forward with this.

Regards, Michael

--
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[EMAIL PROTECTED]
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Re: [Flightgear-devel] FlightGear vs. X/ Cygwin

2003-02-12 Thread William Earnest
Michael Basler wrote:

Hi,

I've been building FlightGear under Cygwin for quite a time now, and it
works great. I know I had to completely remove X Windows from Cygwin for
avoiding interference with FlightGear. I noticed problems included (at
least) incompatible opengl libs being linked against in case of X windows
being installed, but there may be more trouble hidden.

Now with time there's a growing number of alternative (in my case TeX
related) graphical programs requiring Cygwin's X server and X libs for
building. I understand the fathers of FlightGear don't want to port Flight
Gear to Cygwin's X port, which they may have good reason for.

I certainly could donate another 1 GB to a second Cygwin tree, which is
neither an elegant nor an effective solution, though.

Thus, here's my simple question: Would it be hard to modify FlightGear's
build system (i.e. the Cygwin part of it) to not link against Cygwin's X
libs in case they are installed?

Regards, Michael

--
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[EMAIL PROTECTED]
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Hello,

	As a lurker, I can't explain why things (mis)behave, but here is an 
observation or two. Of the 3 systems here that I build FlightGear on, 
all are following the latest CVS. Two are under Cygwin, and 1 on a 
linux system. One Cygwin system has the X packages installed, and run 
once or twice to verify it works. Since (very roughly) 6 weeks ago, it 
has been building (and running) without problems. That includes plib, 
SimGear, and FlightGear. A few months earlier I pulled a lot of hair 
getting the build working, with SimGear giving the most trouble. One 
thing that helped was the --without-x option to configure in all 
packages.

--
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Computers, like air conditioners, work poorly with Windows open.


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RE: [Flightgear-devel] FlightGear vs. X/ Cygwin

2003-02-12 Thread Michael Basler
William,

 all are following the latest CVS. Two are under Cygwin, and 1 on a
 linux system. One Cygwin system has the X packages installed, and run
 once or twice to verify it works. Since (very roughly) 6 weeks ago, it
 has been building (and running) without problems. That includes plib,
 SimGear, and FlightGear. A few months earlier I pulled a lot of hair
 getting the build working, with SimGear giving the most trouble. One
 thing that helped was the --without-x option to configure in all
 packages.

I already thought about a clean install of a very recent Cygwin with GC 3.2
(the hassle is I'll have to rearrange and rebuild anything, obviously).
Maybe I'll include X then and try to build all FG related stuff --without-x.

Thanks for the hint.

Regards, Michael

--
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[Flightgear-devel] Turbulence redux

2003-02-12 Thread David Megginson
I've made some minor adjustments to the turbulence support for JSBSim
in FlightGear:

1. The /environment/turbulence-norm property for JSBSim is now squared
   before scaling; that way, the hard stuff doesn't hit until fairly
   late, and more of the range is flyable (I think it's more
   intuitive).

2. Turbulence does a linear fade-out within two wingspans of the
   ground.

The second item is there merely to annoy Jon into implementing
something more realistic.


All the best,


David

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Re: [Flightgear-devel] Turbulence redux

2003-02-12 Thread Andy Ross
David Megginson wrote:
 2. Turbulence does a linear fade-out within two wingspans of the
ground.

 The second item is there merely to annoy Jon into implementing
 something more realistic.

Actually, that sounds pretty good to me.  Doing realistic turbulence
models near the ground is essentially impossible, for all the same
reasons that doing realtime fluid dynamics doesn't work.

The only augmentation I can think about is that you might consider
fading out only the turbulence component perpendicular to the ground.
Horizontal turbulence (wind gusts) can and does happen in reality.

Andy

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Re: [Flightgear-devel] Turbulence redux

2003-02-12 Thread Andy Ross
David Megginson wrote:
 As long as I have you on the line, Andy, how hard would it be for you
 to adapt the FGAtmosphere::Turbulence() function (in
 src/FDM/JSBSim/FGAtmosphere.cpp) for YASim?

It looks like it should be fairly clean.  You would take the
per-iteration turbulence vector and add it to the wind at setup
time.  This happens in YASim.cxx, lines 235-237.  Just move the
turbulence value to somewhere accessible from the YASim FDM object
(properties or whatnot) and add it in.  The value gets converted into
YASim's internal coordinate system later on; this part is in NED
coordinates and should accept Jon's output without change (well, units
might need twiddling).

Really the only significant code that would have to be written is a
patch to get FGAtmosphere::Turbulence() to export the velocity vector.

Andy

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Re: [Flightgear-devel] Turbulence redux

2003-02-12 Thread David Megginson
Andy Ross writes:

As long as I have you on the line, Andy, how hard would it be for you
to adapt the FGAtmosphere::Turbulence() function (in
src/FDM/JSBSim/FGAtmosphere.cpp) for YASim?
  
  It looks like it should be fairly clean.  You would take the
  per-iteration turbulence vector and add it to the wind at setup
  time.  This happens in YASim.cxx, lines 235-237.  Just move the
  turbulence value to somewhere accessible from the YASim FDM object
  (properties or whatnot) and add it in.  The value gets converted into
  YASim's internal coordinate system later on; this part is in NED
  coordinates and should accept Jon's output without change (well, units
  might need twiddling).
  
  Really the only significant code that would have to be written is a
  patch to get FGAtmosphere::Turbulence() to export the velocity vector.

I meant to integrate it by cut and paste.  FGAtmosphere is a JSBSim
class, so it won't run when YASim is the current FDM.


All the best,


David

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Re: [Flightgear-devel] Turbulence redux

2003-02-12 Thread Jon S Berndt
On Wed, 12 Feb 2003 14:24:29 -0500
 David Megginson [EMAIL PROTECTED] wrote:


Sounds good -- I was hoping to provoke Jon into doing something like
that.  Note that we do also model horizonal wind gusts (of longer
duration) through FGEnvironment.


Here is what's in Turbulence(), now:

--- start ---

vDirectiondAccelDt(eX) = 1 - 
2.0*(((double)(rand()))/RAND_MAX);
vDirectiondAccelDt(eY) = 1 - 
2.0*(((double)(rand()))/RAND_MAX);
vDirectiondAccelDt(eZ) = 1 - 
2.0*(((double)(rand()))/RAND_MAX);

MagnitudedAccelDt = 1 - 
2.0*(((double)(rand()))/RAND_MAX);
MagnitudeAccel+= 
MagnitudedAccelDt*rate*State-Getdt();
Magnitude += 
MagnitudeAccel*rate*State-Getdt();

vDirectiondAccelDt.Normalize();
vDirectionAccel += 
vDirectiondAccelDt*rate*State-Getdt();
vDirectionAccel.Normalize();
vDirection  += 
vDirectionAccel*rate*State-Getdt();
vDirection.Normalize();

vTurbulence = TurbGain*Magnitude * vDirection;
vTurbulenceGrad = TurbGain*MagnitudeAccel * 
vDirection;

--- end ---

I think this is what should be done to make the turbulence 
account for ground proximity:

vDirectiondAccelDt(eX) = 1 - 
2.0*(((double)(rand()))/RAND_MAX);
vDirectiondAccelDt(eY) = 1 - 
2.0*(((double)(rand()))/RAND_MAX);
vDirectiondAccelDt(eZ) = 1 - 
2.0*(((double)(rand()))/RAND_MAX);

MagnitudedAccelDt = 1 - 
2.0*(((double)(rand()))/RAND_MAX);
MagnitudeAccel+= 
MagnitudedAccelDt*rate*State-Getdt();
Magnitude += 
MagnitudeAccel*rate*State-Getdt();

vDirectiondAccelDt.Normalize();
vDirectionAccel += 
vDirectiondAccelDt*rate*State-Getdt();
vDirectionAccel.Normalize();
vDirection  += 
vDirectionAccel*rate*State-Getdt();

// new stuff here:

if (altitude  GroundProximityAltitude) {
  vDirection(eZ) *= 
(altitude/GroundProximityAltitude);
}

/// end new stuff

vDirection.Normalize();

vTurbulence = TurbGain*Magnitude * vDirection;
vTurbulenceGrad = TurbGain*MagnitudeAccel * 
vDirection;

--- end ---

It's easy and worth a try. Mind you, this is a really 
off-the-cuff quick-and-dirty stab. There may be a far 
better way to do it. I haven't looked at the turbulence 
code in some time.

Jon


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Re: [Flightgear-devel] startup error GLXBadRenderRequest

2003-02-12 Thread Erik Hofman
Rick wrote:

Hi,

I put the following message on the users mailing list and it doesn't seem that 
anyone there can help. Can anyone here give any insight? The 3D demos all 
work and I'm running Mandrake 9.0 with a NVIDIA GeForce4 Ti 4200. 
FlightGear-0.9.1

Finally got FG to complie, but when I try to start it, I get the following 
message. This is after it sets up the default airplane(C172) and 
airport(KSFO). Any ideas? 

Take a look at this NVidea FAQ:
http://www.mcdownloads.com/old/do_q.php?q_id=20

Erik


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Re: [Flightgear-devel] Dynamic Scenarios

2003-02-12 Thread Paul Morriss
I have created a portable ethernet library that
supports both Linux and Windows, this would give us
total portability. 

The second reason I am in support of an external
server is that ai can start to eat processing time,
specially if you have lots of stuff going on, where as
if you are just sending an update message across the
network you are keeping the logic out of the main code
base.

Also as Martin pointed out, this would also aid
multi-player support, as several flight-gear users can
talk to the same scenario, thus they can fly around in
unison.

Ohh and I am in total support of well defined
interface ;)

Paul

 This would support the idea of a general interface
abstaction between FDM on
 one and the whole I/O stuff (keyboard, mouse,
joystick, sound, screen) on
 the other end. This might fit for different
purposes:
 
 1.) Exchangeable FDM on local machine
 2.) remote FDM with 'stupid' front-end
 3.) multiplayer-server
 4.) AI ...
 
 
 Paul's idea resembles me of the way X clients
communicate with the server.
 Local clients prefer shared memory (at least on
several commercial Unices, I
 believe it's the same on XFree86), remote clients
use TCP/IP. I don't know
 how portable this could be  ?
 
 Martin.
 -- 
  Unix _IS_ user friendly - it's just selective about
who its friends are !
 

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Re: [Flightgear-devel] Turbulence redux

2003-02-12 Thread David Megginson
Jon S Berndt writes:

  Here is what's in Turbulence(), now:

Well, two CVS checkins ago, anyway.

I've integrated your change into the current code base, but still (for
now) basing it on HOverBMAC (as used for ground effect) rather than
absolute altitude AGL.  It seems to work well -- thanks.

Jon: check out the latest FlightGear and play with the turbulence at
bit -- there a slider to adjust it in the dialog linked to the
Weather/Winds menu entry.


All the best,


David

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

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Re: [Flightgear-devel] Duplicate Symbols in FGTurbine?

2003-02-12 Thread Jonathan Polley
I did a make distclean; autogen.sh; ./configure; make and I still have 
the problem.  I'm not too worried since I am using the UFO FDM and it 
does not prevent me from getting an executable.  It is odd that the 
problem even showed up, but we'll see.  Maybe Apple will upgrade their 
developer tools to gcc 3.2 on the next release.

Thanks for the help,

Jonathan Polley

On Monday, February 10, 2003, at 09:39  PM, Norman Vine wrote:

Jonathan  Polley writes:


It beats me.  I did a make clean and make distclean and both yielded
the same results as before.  The current development tools contain gcc
3.1.  Is anyone else running that version of gcc, or has everyone
jumped to 3.2?


Hmm...

You could try deleting the JSBSim directory

then try the desparate man's approach

% cvs up
% autogen.sh; ./configure; make

if that doesn't work then you have got me stumped too

Norman

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