RE: [Flightgear-devel] B-737.org

2003-12-09 Thread Innis Cunningham
Thanks Jon
Looks very usefull.
Jon Berndt
http://www.b737.org.uk/index.htm

Cheers
Innis
The Mad Aussi
_
Hot chart ringtones and polyphonics. Go to  
http://ninemsn.com.au/mobilemania/default.asp

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Re: [Flightgear-devel] [OT] DHL/EAT Crew Lands A300 With No HydraulicsAfter Being Hit By Missile

2003-12-09 Thread Erik Hofman
Jon Berndt wrote:
DHL/EAT Crew Lands A300 With No Hydraulics After Being
Hit By Missile


Further reading suggests two things to me:

1) The two Belgian and one British crew displayed a remarkable job of
airmanship.
They sure did!

2) A hit on the outboard left wing of the A300 totally crippled the
controls, brakes, etc.?


Not the brakes:
Ghyoot said he believes the aircraft had flaps retracted, but the brakes worked as they were powered by an isolated hydraulic accumulator.
But about the same happened to the mentioned DC-10 which lost controlls 
after the fan of the tail engine exploded. I can imagine the controlls 
to be quite unusable when one side doesn't respond ( the way it should).

Erik

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[Flightgear-devel] field of view script

2003-12-09 Thread Jim Wilson
This works nicely,  but I don't think you need to have a lower limit on the
FOV (or it should be very low).

Best,

Jim


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Re: [Flightgear-devel] field of view script

2003-12-09 Thread Andy Ross
Jim Wilson wrote:
 This works nicely, but I don't think you need to have a lower limit
 on the FOV (or it should be very low).

Actually, the lower limit is the coolest part: it matches typical
visual accuity, and is tuned to the actual pixel resolution.  When you
zoom in to the maximum, you're seeing as well as an actual pilot would
be.  There is, IMHO, a strong realism justification for this.  Imagine
shooting a carrier approach and zooming in to see the meatball
(without exception, ever carrier landing simulator I've seen has had
to hack around the fact that you can't see the meatball with
sufficient resolution on computer displays).

Maybe we could predicate it on a /views/current-view/limit-fov
property, or turn it off for views other than the cockpit view.  All
of that would be trivial; just put the appropriate if() in the
view.nas script.

Andy


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Re: [Flightgear-devel] field of view script

2003-12-09 Thread Jim Wilson
Andy Ross [EMAIL PROTECTED] said:

 Jim Wilson wrote:
  This works nicely, but I don't think you need to have a lower limit
  on the FOV (or it should be very low).
 
 Actually, the lower limit is the coolest part: it matches typical
 visual accuity, and is tuned to the actual pixel resolution.  When you
 zoom in to the maximum, you're seeing as well as an actual pilot would
 be.  There is, IMHO, a strong realism justification for this.  Imagine
 shooting a carrier approach and zooming in to see the meatball
 (without exception, ever carrier landing simulator I've seen has had
 to hack around the fact that you can't see the meatball with
 sufficient resolution on computer displays).

Ummm...why does this matter?

Best,

Jim


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Re: [Flightgear-devel] field of view script

2003-12-09 Thread Andy Ross
Jim Wilson wrote:
 Ummm...why does this matter?

Why wouldn't it? :)

Andy


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Re: [Flightgear-devel] field of view script

2003-12-09 Thread Curtis L. Olson
Andy Ross writes:
 Jim Wilson wrote:
  Ummm...why does this matter?
 
 Why wouldn't it? :)

It would be nice to be able to at least be able overzoom and simulate
a telephoto lens (as before.)

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] field of view script

2003-12-09 Thread Andy Ross
Curtis L. Olson wrote:
 It would be nice to be able to at least be able overzoom and
 simulate a telephoto lens (as before.)

This is mind bogglingly easy to fix.  But what is the desired
behavior?  What I want is a limit that will tell me when I've zoomed
to as far as a human pilot would actually be able to see from the
cockpit.

What do you guys want?  If you want to overzoom only from the
non-cockpit views (which aren't realistic anyway), then we can
predicate it on the current view number.  If you want to ignore the
feature, we can make a simple preference property.  If you want both,
then we need to decide on a more complicated interface.

Again, IMHO it's a realism thing.  Computer monitors don't have the
spacial resolution that an eye does, so we have to allow for zoom.
But pilots don't usually have telescopes in the cockpit, so it should
by default be limited to something approximating real life.

Andy


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Re: [Flightgear-devel] field of view script

2003-12-09 Thread Curtis L. Olson
Andy Ross writes:
 This is mind bogglingly easy to fix.  But what is the desired
 behavior?  What I want is a limit that will tell me when I've zoomed
 to as far as a human pilot would actually be able to see from the
 cockpit.
 
 What do you guys want?  If you want to overzoom only from the
 non-cockpit views (which aren't realistic anyway), then we can
 predicate it on the current view number.  If you want to ignore the
 feature, we can make a simple preference property.  If you want both,
 then we need to decide on a more complicated interface.
 
 Again, IMHO it's a realism thing.  Computer monitors don't have the
 spacial resolution that an eye does, so we have to allow for zoom.
 But pilots don't usually have telescopes in the cockpit, so it should
 by default be limited to something approximating real life.

From my perspective the issue is flexibility and differentiating
between policy and capabilities.

I also don't think the realism argument should trump everything
else.  We do a *lot* of things for the sake of convenience.  Is
starting up in flight on a 7 mile final realistic?  Is teleporting to
the other side of the world realistic?  Is accelerating time
realistic?  Is landing a helicopter on a 747 wing realistic?  For that
matter, is flying under a bridge something a person would
realistically do in real life?  Is being able to swivel my view (aka
head) in multiple 360 degree circles a realistic thing?  Perhaps it
would be better not to answer that one. :-)

There are a lot of cases where convenience, training value, or the
limits of a PC computer will trump realism.

There is other cases such as fidelity of the flight dynamics where we
do want realism to trump everything else.

Then there are grey areas where it's not exactly clear.  Do we always
want to fly at the real time for our current location, or do we want
to be able to control the time of day and choose night when it's day
to practice night flying, or select day when it is night so we can do
some nice sight seeing?

I think it's very clever to be able to figure out the maximum real
world resolution a pilot would have, but perhaps the little poppup
message would say overzoom xyz when you get past the real world
physical limitation.

Being able to zoom way in is at least useful for taking screen shots
and debugging scenery construction problems.  In real life there
exists some pretty amazing cameras and telescopes so it's not entirely
unrealistic to allow arbitrary zooms.  Even from a cockpit view you
might consider that a passenger has some super telephoto lens on their
camera, and the air is still, etc.

Maybe we want to some day simulate the camera view from a UAV.  It's
not inconceivable that such a camera would have significant telephoto
abilities and be mounted on some sort of gyro stabilization platform.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] field of view script

2003-12-09 Thread Jim Wilson
Curtis L. Olson [EMAIL PROTECTED] said:

 Andy Ross writes:
  This is mind bogglingly easy to fix.  But what is the desired
  behavior?  What I want is a limit that will tell me when I've zoomed
  to as far as a human pilot would actually be able to see from the
  cockpit.
  
  What do you guys want?  If you want to overzoom only from the
  non-cockpit views (which aren't realistic anyway), then we can
  predicate it on the current view number.  If you want to ignore the
  feature, we can make a simple preference property.  If you want both,
  then we need to decide on a more complicated interface.
  
  Again, IMHO it's a realism thing.  Computer monitors don't have the
  spacial resolution that an eye does, so we have to allow for zoom.
  But pilots don't usually have telescopes in the cockpit, so it should
  by default be limited to something approximating real life.
 
 From my perspective the issue is flexibility and differentiating
 between policy and capabilities.
 
 I also don't think the realism argument should trump everything
 else.  We do a *lot* of things for the sake of convenience.  Is
 starting up in flight on a 7 mile final realistic?  Is teleporting to
 the other side of the world realistic?  Is accelerating time
 realistic?  Is landing a helicopter on a 747 wing realistic?  For that
 matter, is flying under a bridge something a person would
 realistically do in real life?  Is being able to swivel my view (aka
 head) in multiple 360 degree circles a realistic thing?  Perhaps it
 would be better not to answer that one. :-)
 
 There are a lot of cases where convenience, training value, or the
 limits of a PC computer will trump realism.

Agreed.  My feeling in fact, when it comes to visuals, is that the PC is
drastically limited in that department (for most users anyway) and that it is
appropriate to augment in other ways to give a reasonable flight experience.   

A good example is making the tires sqeak when you hit the ground, because it
is otherwise difficult to tell on most PCs that you have touched down.
 
 I think it's very clever to be able to figure out the maximum real
 world resolution a pilot would have, but perhaps the little poppup
 message would say overzoom xyz when you get past the real world
 physical limitation.
 
 Being able to zoom way in is at least useful for taking screen shots
 and debugging scenery construction problems.  In real life there
 exists some pretty amazing cameras and telescopes so it's not entirely
 unrealistic to allow arbitrary zooms.  Even from a cockpit view you
 might consider that a passenger has some super telephoto lens on their
 camera, and the air is still, etc.
 
 Maybe we want to some day simulate the camera view from a UAV.  It's
 not inconceivable that such a camera would have significant telephoto
 abilities and be mounted on some sort of gyro stabilization platform.
 

Ways I use the zoom are as follows:
1) In cockpit view, to spot scenery objects that are ordinarily invisible. 
For example I found the sailboat the other day using telephoto zoom.

2) In external/chase view to examine geometry glitches in models.

3) In tower/RC view because I often loose the aircraft.  In the real world
it'd really be gone :-)  But on my PC I've got a chance to get it back by
hitting the zoom.

Like I said at the start of this thread, this is a very nice feature.  I'm
also anxious to try some of the scripting out with the model animations as
soon as real work eases a bit.  As for FOV though, about 0.1 degree would be
my choice for a min, without any other parameter tweaks.

Best,

Jim


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[Flightgear-devel] Scenery testing

2003-12-09 Thread Jon Stockill
I've just been having a look at some of the new airports I've generated,
and I've noticed an error with the new ufo model - the great big red
anti-collision light from the front is missing ;-)

-- 
Jon Stockill
[EMAIL PROTECTED]

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[Flightgear-devel] NMEA output (i.e. faking a gps receiver for use with other moving map/gps software)

2003-12-09 Thread Curtis L. Olson
I just commited some fixes to the NMEA output to make it more usable.

This allows FlightGear to to pretend it is a gps and send fake gps
sentences out the serial port.  You can then feed the other end of the
serial cable into something running some real moving map/gps software
and that software thinks it is talking to a real gps located at your
current virtual flightgear position.

My fixed include:

1. I switched to the correct line terminators (\r\n)
2. I fixed a variety of careless formating errors.
3. I added a faked GSA sentence along with faked HDOP and VDOP and
   PDOP.

From the FlightGear end, you can activate the nmea output using the
following flightgear command line option:

   --nmea=serial,out,1,/dev/ttyS0,4800  (for the unix folks)
   --nmea=serial,out,1,COM1,4800(for the dos folks)

Substitude with the actual serial port you are plugged into of course.

Just for fun I downloaded FlightMaster which is a palm pilot
application intended for real pilots.  With my palm pilot in it's
cradle and connected to the appropriate serial port it was able to
receive the gps strings from flightgear and was properly tricked into
thinking it was talking to a real gps.

This isn't quite as good as connecting up a real Garmin 196 or 430,
but if you already have a palm pilot or other pda, it's a lot
cheaper. :-)

FlightMaster is shareware ($40) so if you use it, definitely send them
their $$$, they were very helpful in helping me track down my problems
in the NMEA output code.

Regards,

Curt.
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: [Flightgear-devel] Scenery testing

2003-12-09 Thread Erik Hofman
Jon Stockill wrote:
I've just been having a look at some of the new airports I've generated,
and I've noticed an error with the new ufo model - the great big red
anti-collision light from the front is missing ;-)
Heh, I noticed that too recently.
I was mostly busy doing other stuff today, I'll see if I can get it 
updated soon. If some one else feels like doing some updates to it, then 
don't hessitate to do so.

Erik

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Cockpit Hardware Building (was: Re: [Flightgear-devel] F-16 cockpit)

2003-12-09 Thread Manuel Bessler
Hi Al,

On Mon, Dec 08, 2003 at 03:17:31AM -, Al West wrote:
  http://cockpit.varxec.de/electronics/PIC_homecockpit_control.html
  
 Wow, what you have done so far looks impressive.  I've not even got off the

Thanks :-)

 drawing board yet.  At the moment I'm trying to work out the best trade off
 for hardware components vs. connectivity.  However I'm getting drawn in to

I've worked on my solution for quite some time. It really takes time
designing stuff like that. The current solution grew out of several
smaller things that I built. I just thought that I should put everything
together and make one big solution out of it that can drive everything
you might need in a cockpit. And I think its the cheapest solution out
there. And since all the others don't support flightgear (the flightsim
world is still so MSFS centered) I thought this is the best way.

 do a soft key panel using some a touchscreen 7 LCDs that I've just seen,
 £160 (UK Pounds) is quite tempting.

But its so much more fun to actually flip switches and turn knobs
:-)
Really ;-)

  It would be interesting to have a place where the hardware 
  people could talk. I'm not sure whether there are many people 
  involved in hardware building around flightgear.
  
 So far you are the only person to respond saying you build hardware - not
 that doesn't mean there are more people there.  Maybe it's something that
 the users would be more interested with.  

I've also talked to John Wojnaroski, He is also building hardware. Maybe
we're just a few doing flightgear, but that'll certainly change over
time. Just show those (mostly ignorant) MSFS crowds what flightgear can
do :-)

If you want to talk off-list about hardware stuff, just email me. I'd be
interested in what you are doing.

Regards,
Manuel

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[Flightgear-devel] Perthon -- Python to Perl Language Translation

2003-12-09 Thread Norman Vine

 http://perthon.sourceforge.net/

:-)

Norman

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Re: [Flightgear-devel] Scenery testing

2003-12-09 Thread Curtis L. Olson
Erik Hofman writes:
 Jon Stockill wrote:
  I've just been having a look at some of the new airports I've generated,
  and I've noticed an error with the new ufo model - the great big red
  anti-collision light from the front is missing ;-)
 
 Heh, I noticed that too recently.
 I was mostly busy doing other stuff today, I'll see if I can get it 
 updated soon. If some one else feels like doing some updates to it, then 
 don't hessitate to do so.

Can we double the power, add some animation, and perhaps more loosely
couple the power plants?  Now is when we really could use the ability
to drop ordinance.  I don't have the POH in front of me, but I would
think that those particular engines would certainly need to expel
spent fuel now and then.

Regards,

Curt. (Unless you are the lead dog, the view never changes)
-- 
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org

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Re: Cockpit Hardware Building (was: Re: [Flightgear-devel] F-16 cockpit)

2003-12-09 Thread John Wojnaroski
Hi Manuel,

I've also talked to John Wojnaroski, He is also building hardware. Maybe
we're just a few doing flightgear, but that'll certainly change over
time. Just show those (mostly ignorant) MSFS crowds what flightgear can
do :-)

Let's just say they suffer from invincible ingnorance ( a theological
concept associated with the idea of sin )

If you want to talk off-list about hardware stuff, just email me. I'd be
interested in what you are doing.

If you would, please include me. With the holidays fast approaching, won't
have much time, but starting '04 should be able to free up more time. Still
waiting for some AML-22 switches to complete the MCP.

Jim Brennan might also be interested. Currently we have a lead on a 737
heading for the chopping block and trying to get our hands on the cockpit.

Regards
John W.



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RE: [Flightgear-devel] field of view script

2003-12-09 Thread Norman Vine
Andy Ross writes:
 
 
 Again, IMHO it's a realism thing.  Computer monitors don't have the
 spacial resolution that an eye does, so we have to allow for zoom.
 But pilots don't usually have telescopes in the cockpit, so it should
 by default be limited to something approximating real life.

The aircrew might have a telescope though !
http://world.std.com/~searle/IEEE6.htm

Norman

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Re: [Flightgear-devel] TaxiDraw-0.1.0 available.

2003-12-09 Thread Ivo
On Monday 08 December 2003 12:00, David Luff wrote:
 http://www.nottingham.ac.uk/~eazdluf/TaxiDraw-0p1p0-src.tar.gz
 Source [74K], requires wxWindows to compile (wxGTK-dev on Linux).

I tried it for the first time today, and I ran into some strange things:

http://ivop.free.fr/fgfs/taxidraw.0.1.0.ksfo.png
http://ivop.free.fr/fgfs/taxidraw.0.1.0.eham.png

All runways and taxiways seem to get centered around the center of the 
airport and not where they are supposed to be. I also tried v0.0.8, 
upgraded wxWindows to v2.4.2 (instead of 2.4.0, which I had already 
installed on my system), but all combinations ended up with the same 
result. I'm running Linux, kernel 2.4.21, gcc 3.2.2 and glibc 2.3.1. I used 
runways.dat from a cvs checkout on december 2nd 6.31am.

Am I missing something, as in how to use this program, or can this be 
considered a bug? Also, while viewing KSFO, I get a segfault when I zoom 
out 33 times with gridlines enabled, but not if they're disabled. 
File-Exit never works for me, whether I have an airport loaded or not. I 
always have to kill the window.

Taxidraw looks very good and the screenshots I saw of Jon Stockill's work on 
UK airports were very impressing!

--Ivo


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Re: [Flightgear-devel] TaxiDraw-0.1.0 available.

2003-12-09 Thread Ivo
On Wednesday 10 December 2003 07:05, Ivo wrote:
 [...]
 installed on my system), but all combinations ended up with the same
 result. I'm running Linux, kernel 2.4.21, gcc 3.2.2 and glibc 2.3.1. I
 used runways.dat from a cvs checkout on december 2nd 6.31am.

I tried the Win32 binary of v0.1.0 on Windows 98(FE) in VMware and it works 
great. It displays the airport as it is supposed to be.

 Am I missing something, as in how to use this program, or can this be
 considered a bug? Also, while viewing KSFO, I get a segfault when I zoom
 out 33 times with gridlines enabled, but not if they're disabled.
 File-Exit never works for me, whether I have an airport loaded or not. I
 always have to kill the window.

TaxiDraw does 'segfault' (the windows equivalent) while zooming out, but it 
takes one more zoom. Might be because my VMware window is 1024x768 and X 
runs at 1152x864. EHAM, for example, takes 31 zooms, probably because the 
airport is larger.

--Ivo


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