Re: [Flightgear-devel] New autopilot: Propulsion only FCS

2004-01-28 Thread Mathias Fröhlich
 Again, this is something that the JSBSim FCS components could handle - you
 need building blocks.

Reading about the flight control system of the thrust vectoring fa-18 HARV in

http://techreports.larc.nasa.gov/ltrs/PDF/NASA-96-tm110216.pdf

and loooking at the released MATLAB code of a simulation of this plane 
available from

http://www.dfrc.nasa.gov/Research/HARV/Work/NASA2/nasa2.html

gives me the impresson that even those control theory blocks are not 
sufficient for modelling this plane. Look into the file roll_stick_limits.m, 
there is plain computational code to get the aileron, stabilizer and rudder 
command of an f-18.

So everything which cuts down flexibility in the area of the flightcontrol 
system/autopilot is a problem.

Greetings

Mathias

-- 
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Re: [Flightgear-devel] Re: Fix for compilation error in panel.cxx: `truncf' undeclared

2004-01-28 Thread Erik Hofman
Eric L Hathaway wrote:

Unfortunately, FlightGear still doesn't compile on RedHat 7.3, even with 
the above configure script check for truncf (I haven't checked it out on 
RedHat 9 yet).  I did figure out how to get it to work though (see below).

The problem is that although truncf is present in Red Hat 7.3's glibc 
libraries, a declaration for truncf is not provided in math.h, unless  
_ISOC99_SOURCE is defined (maybe this is a Red Hat peculiarity, since 
Bernie said that he had no problems compiling on Mandrake -- can any 
other Red Hat users confirm this compilation problem?).  The configure 
script effectively only tests for the presence of the truncf function in 
the library, so the check succeeds. 
It shouldn't be, unless you have specified _ISOC99_SOURCE somewhere in 
your configuration flags. configure will _never_ add this sort of 
predefines by itself.

So unless you have specified it, configure shouldn't be able to fund the 
truncf function.

Maybe you need to remove config.cache?

Erik

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Re: [Flightgear-devel] New autopilot: Propulsion only FCS

2004-01-28 Thread Mathias Fröhlich


 Yikes!  That's interesting.  It's interesting that the file is called
 roll_stick_limits.  Judging by the title alone it would seem to be simply
 a complicated way to calculate the limits of pilot stick roll inputs. In
 fact, this is what the comment at the top of the file says:
 
 this function calculates the roll command limits for the honeywell control
 laws
 
 I'd like to see a verbal description of this.  It's probably a variable roll
 rate limit based on alpha -- it is an experimental high alpha research
 vehicle after all.
 
 No matter what system is in place in FlightGear, this kind of research stuff
 would only be possible with special custom code.

Hmm, I have not looked very deep in that. But as far as I understood this 
honeywell control laws are also implemented in the standard fa-18, not only 
the research HARV fa-18.
What I have understood up to now is as follows:
One can get roll moment via the ailerons, this is the normal case. Also by 
differential stabilizer (elevator) deflections and using the rudder. This is 
what is modeled in this file. Also some of these vaious papers about those 
two fa-18 planes which were(are?) owned by the NASA, I have found some 
references which claim that the trailing edge flaps together with the leading 
edge flaps are used under some circumstances to produce a roll moment.
But back to the aileron, stabilizer and rudder. This control law tries to 
compute the most effective combination of surface deflections with a minimum 
of movement of those surfaces. It will also take in account the deflection 
and rate limts for this aerosurfaces. This is done by some linear 
optimization algorythm.
And I guess that this is too hard to do with blocks ...

Other than that I guess that more and more flightcontrol systems will become 
more sophisticated in the future. Because if there is already a computer in 
the flightcontrol system, why not use it for more then those control theory 
blocks.

   Greetings

   Mathias

-- 
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[Flightgear-devel] select animation seems to decrease FPS (?)

2004-01-28 Thread Melchior FRANZ
A while ago I tried to disable all objects of the bo105 when in
cockpit view, that wouldn't be visible anyway. Only the interior
and the rotor blades would be necessary. But to my surprise, the
lower number of visible objects didn't increase the FPS, but
*decrease* it. Background: I'd like to model an alternative,
high(er) resolution cockpit for pilot view, and a low res version
for outside view.

Are unselected objects not excluded from time-consuming plib
processing?

m.

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Re: [Flightgear-devel] Re: Fix for compilation error in panel.cxx: `truncf' undeclared

2004-01-28 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 Eric L Hathaway wrote:
 
  Unfortunately, FlightGear still doesn't compile on RedHat 7.3, even with 
  the above configure script check for truncf (I haven't checked it out on 
  RedHat 9 yet).  I did figure out how to get it to work though (see below).
  
  The problem is that although truncf is present in Red Hat 7.3's glibc 
  libraries, a declaration for truncf is not provided in math.h, unless  
  _ISOC99_SOURCE is defined (maybe this is a Red Hat peculiarity, since 
  Bernie said that he had no problems compiling on Mandrake -- can any 
  other Red Hat users confirm this compilation problem?).  The configure 
  script effectively only tests for the presence of the truncf function in 
  the library, so the check succeeds. 
 
 It shouldn't be, unless you have specified _ISOC99_SOURCE somewhere in 
 your configuration flags. configure will _never_ add this sort of 
 predefines by itself.
 
 So unless you have specified it, configure shouldn't be able to fund the 
 truncf function.
 
 Maybe you need to remove config.cache?

OK I'm up to speed on this.  This latest patch in cvs works fine on my RH7.3
system, so yes, starting fresh should solve the problem.

Best,

Jim


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Re: [Flightgear-devel] New autopilot

2004-01-28 Thread Roy Vegard Ovesen
On Tue, 27 Jan 2004 09:38:17 -0600, Curtis L. Olson [EMAIL PROTECTED] 
wrote:

Right now we have limits built into the altitude hold modules.  For 
instance, for the C172, I don't want to command a climb if the speed is 
less that 70 kts.  So I take the target climb rate and tail that off to 
zero as the speed goes down to 70.  It's a hack I know, but it seems to 
help.  Is there a better way to do that anyway given a generic pid 
algorithm?  Would we want to build in hooks to the generic pid 
algorithm so we can set up these sorts of limits?
I don't think this should be part of the PID algorithm. I think we should 
use your hack and apply it to the setpoint to the v/s or pitch. This means 
that we need some sort of if ... then functionality. I just started 
looking at Nasal, and I think that could be used for summing, gaining, 
if...then, etc.

As I understand it, the autothrottle predicts the airspeed 10 seconds 
ahead of time, and uses that as the input.
I didn't know this, but it seems to me that this strategy is something 
that some autopilot designer has found out that this would be a good 
thing. If I were to design a autothrottle, knowing nothing about past 
autothrottle experience, I would use the current airspeed as input.

 Would the differential component of the PID algorithm be able to 
account for this?
That might just do the trick.

Would we want some code someplace that puts the predicted speed into the 
property tree for the generic pid algorithm to use, or would we want to 
build in some sort of property prediction ability into the pid algorithm 
(in case the 'd' component doesn't quite do what we want?)
I think a hack is the way to go, and if we can use Nasal to do it we can 
implement this hack, the one-eighty-hack and any other hack that we might 
need.

By the way, did you get my reply with answers and the updated PID 
algorithm?? I'm not sure I got through your spam-filter.

--
Roy Vegard Ovesen
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[Flightgear-devel] Question about the threaded tile loader

2004-01-28 Thread David Luff
Could someone please clarify my understanding of the threaded tile loader?
My initial pre-conception before reading the code was that the loader
thread would simply load the data from disk, and pass off a memory buffer
containing an image of the disk contents to the main thread.  I was also
under the impression gained somewhere in the mists of time that calling any
plib code in a separate thread was a bit of a no-no.

However, reading the code, it appears that there's actually quite a bit of
loading going on in the separate loader thread - from what I can see:

The separate thread loop is FGTileLoader::LoaderThread::run()

This calls FGTileEntity::load(...) when a tile needs to be loaded.

From this, FGTileEntity::obj_load(...) is called.

From this, sgBinObjLoad(...) is called.

And finally, from this sgMakeLeaf(...) is called.

Along the way, quite a bit of plib code is called, although as far as I can
see no openGL functions are called.

My question is, am I correct in thinking all of the above does indeed run
in a separate thread, and could someone please clarify what can and can't
run in a separate thread.

Cheers - Dave


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Re: [Flightgear-devel] Using Nasal for view calcs in preferences.xml

2004-01-28 Thread Andy Ross
Cameron Moore wrote:
 Is it possible to use nasal scripting in preferences.xml?  I'm
 specifically interested in using it in a view definition.

You can have Nasal blocks under /nasal/module name in the property
tree like this:

nasal
 my-module
  fileWhere/Ever/my-module.nas/file
 /my-module
/nasal

Or you can put the source code inline inside a script tag.  You can
do the same thing with the aircraft -set.xml files.

Global nasal code like this runs at the end of initialization, so you
will see the property tree as it will look at the beginning of
execution.  Note that you will therefore *not* be able to synthesize
properties to affect the initialization of other code.

What exactly are you trying to do?  Run a script when the view
changes?  Probably the best way to do that would be to have a command
binding inside the view tag; the code in view.nas could then invoke
it after the switch.

Andy

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Re: [Flightgear-devel] New autopilot: Propulsion only FCS

2004-01-28 Thread Andy Ross
Lee Elliott wrote:
 I think I've heard of some of the stuff Curt's referring to - the next
 gen US fighters are planned to be thrust vectoring only.  Taking the
 control surface stuff out of the wing removes channeling, making it
 more simple but also stronger and more resiliant to damage - you don't
 have to worry about the control surfaces getting damaged.

I suspect there's a stealth motivation too.  Big, flat, flapping
control surfaces act like signalling mirrors to a radar station. :)

Andy

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Re: [Flightgear-devel] New autopilot

2004-01-28 Thread Andy Ross
Roy Vegard Ovesen wrote:
 I just started looking at Nasal, and I think that could be used for
 summing, gaining, if...then, etc.

It certainly could.  In the past I've warned (for performance reasons)
about getting into situations where a zillion Nasal scripts expect to
run every frame, but for the single case of an autopilot it should be
OK.

In fact, you could hack one up for a prototype without any C++ code at
all.  Just write an autopilot.update() function that inspects
properties for input, writes its output to /controls, and registers
itself to run again via settimer().

Andy

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Re: [Flightgear-devel] New autopilot

2004-01-28 Thread Curtis L. Olson
Roy Vegard Ovesen wrote:
I don't think this should be part of the PID algorithm. I think we 
should use your hack and apply it to the setpoint to the v/s or pitch. 
This means that we need some sort of if ... then functionality. I just 
started looking at Nasal, and I think that could be used for summing, 
gaining, if...then, etc.
That might be interesting.  Maybe we need an official autopilot.nas file 
so the parsing of the nasal code wouldn't have to happen each frame (even 
though it is lightning fast.) :-)

I think a hack is the way to go, and if we can use Nasal to do it we can 
implement this hack, the one-eighty-hack and any other hack that we 
might need.

By the way, did you get my reply with answers and the updated PID 
algorithm?? I'm not sure I got through your spam-filter.
Yes that got through, thanks.  For what it's worth, looking at my spam 
filter, I see that it is catching 1 new spam message every 7 minutes on 
average.  It's no fun being this popular. :-(  I'm guessing I do lose a 
legit email now and then, but a new spam message every 7 minutes all day 
every day just isn't anything I could deal with manually.

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] Question about the threaded tile loader

2004-01-28 Thread Curtis L. Olson
David Luff wrote:
Could someone please clarify my understanding of the threaded tile loader?
I'll take a stab at it. :-)

My initial pre-conception before reading the code was that the loader
thread would simply load the data from disk, and pass off a memory buffer
containing an image of the disk contents to the main thread.  I was also
under the impression gained somewhere in the mists of time that calling any
plib code in a separate thread was a bit of a no-no.
Both are reasonable assumptions, but we've tried to push our luck a bit.

Calling any opengl code from more than one thread in a program is a 
massively big no-no.[1]  It's important to note that loading a model that 
triggers loading a texture will trigger opengl calls, so you can never use 
the ssgLoadXYZ() functions from a separate thread.

[1] You can get away with it if you carefully protect each opengl call so 
you don't get your thread interrupted in the middle of an opengl call.  And 
you have to know exactly what you are doing in terms of how the opengl 
calls are interleaved.  Imagine two different people in your back seat 
giving you left/right/straight directions to two different destinations 
and interleaving the instructions together.  Any idea where you will 
actually end up?  Neither do I.  And most often in opengl land, you just 
crash the program.

But despite all the potential dangers, calling some plib code under some 
circumstances from a separate thread is ok if you are careful.  The main 
guideline is that you must be careful never to modify the scene graph while 
plib is trying to traverse it.

However, reading the code, it appears that there's actually quite a bit of
loading going on in the separate loader thread - from what I can see:
The separate thread loop is FGTileLoader::LoaderThread::run()

This calls FGTileEntity::load(...) when a tile needs to be loaded.

From this, FGTileEntity::obj_load(...) is called.

From this, sgBinObjLoad(...) is called.
And finally, from this sgMakeLeaf(...) is called.

Along the way, quite a bit of plib code is called, although as far as I can
see no openGL functions are called.
My question is, am I correct in thinking all of the above does indeed run
in a separate thread, and could someone please clarify what can and can't
run in a separate thread.
Some more specifics.  All the FG terrain textures are preloaded as part of 
the material library.  So we can load terrain and assemble the plib scene 
graph without needing to make any opengl calls.

We can get away with making a lot of plib calls in a separate thread if 
they are all referencing some newly created sub tree that is not connected 
into the main scene graph. That way, plib could never be rendering the tree 
we are fiddling with in the separate thread.

We use the idea of queues (first in, first out lists) to keep track of 
everything.  The queues are carefully designed to be thread safe and 
mutually exclusive and protected from concurrent access.  We use the idea 
of a work queue so a particular thread only has to lock the queue for a 
very short time.  Just long enough to grab the next thing to do, or just 
long enough to push something into the back of the line.  This way, threads 
really can't block each other for any substantial length of time.

When new tiles need to be loaded, they are pushed onto the back of a 
tile-load queue.

The threaded loader grabs the first entry off this tile-load queue and 
starts working on it.  It loads all the raw data off disk and builds an 
intermediate structure.  Then it traverses this structure building a plib 
sub branch.  The subbranch exists independently of the main scene graph. 
When the tile loader finishes building the structure.  It pushes it on a 
please-connect-me-to-the-main-scene-graph queue.

The main loop will check this queue regularly and hook anything it finds 
there into the main scene graph.

Occasionally, a tile can reference 3d models that require calling 
ssgLoadXYZ()  ... things like building, bridges, etc.  When the threaded 
tile loader runs into any of these, it will push the object onto a separate 
model loading queue for the main loop to handle.

The main loop checks the model loading queue and loads anything it finds 
there and connects it properly into the scene graph.  This could cause big 
pauses in the frame rate for large models, but we really don't have a 
choice unless we want to completely rewrite the plib model loaders which 
I'm not keen on doing.

There's some similar things that happens with deleting tiles.  To delete a 
tile, we disconnect the tile from the scene graph, and push it onto a 
delete queue.

One thing to be aware of is that our random object placement system can 
generate parents with ***huge*** numbers of children (on the order of 
thousands.)  plib deals with these lists linearly which is perfectly fine 
until it comes time to delete entries.  It uses the delete the first and 
shuffle everything over one approach.  It is not very 

Re: [Flightgear-devel] Using Nasal for view calcs in preferences.xml

2004-01-28 Thread Cameron Moore
* [EMAIL PROTECTED] (Andy Ross) [2004.01.28 09:47]:
 Cameron Moore wrote:
  Is it possible to use nasal scripting in preferences.xml?  I'm
  specifically interested in using it in a view definition.
 
 You can have Nasal blocks under /nasal/module name in the property
 tree like this:
 
 nasal
  my-module
   fileWhere/Ever/my-module.nas/file
  /my-module
 /nasal
 
 Or you can put the source code inline inside a script tag.  You can
 do the same thing with the aircraft -set.xml files.
 
 Global nasal code like this runs at the end of initialization, so you
 will see the property tree as it will look at the beginning of
 execution.  Note that you will therefore *not* be able to synthesize
 properties to affect the initialization of other code.

Okay.  I read all that in your docs last night.  :-)  But after knowing
all that, I still know if it will do what I want...

 What exactly are you trying to do?  Run a script when the view
 changes?  Probably the best way to do that would be to have a command
 binding inside the view tag; the code in view.nas could then invoke
 it after the switch.

I'm wanting an auto-zooming tower view.  We could implement it in C++,
but I thought I'd give nasal a shot.  My plan was basically to take the
current lookat Tower View and use nasal scripting to set an offset from
the eye location projected toward the model.

The reasoning behind this is that I want to have an RC-type view that's
more usable.  Normally the aircraft gets very small, very fast trying to
fly from the tower view.  I'm wanting to set a max distance from the
aircraft to the eye location.
-- 
Cameron Moore
[ I'm trying to daydream, but my mind keeps wandering. ]

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Re: [Flightgear-devel] Using Nasal for view calcs in preferences.xml

2004-01-28 Thread Andy Ross
Cameron Moore wrote:
 I'm wanting an auto-zooming tower view.

Sounds good.  My first thought would be to set an updater function to
run at something sane (maybe 5Hz).  This would calculate the target
zoom level, and use an interpolator to slew it to the right value over
the next fraction of a second.  (instead of snapping to a new zoom
level).

The only hard part is getting the updater to start and stop properly
when the view changes.  Leaving it running is kinda ugly, but I guess
it would work too...

Andy


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Re: [Flightgear-devel] Question about the threaded tile loader

2004-01-28 Thread David Luff


On 1/28/04 at 10:29 AM Curtis L. Olson wrote:

David Luff wrote:
 Could someone please clarify my understanding of the threaded tile
loader?

I'll take a stab at it. :-)


snip

Some more specifics.  All the FG terrain textures are preloaded as part of

the material library.  So we can load terrain and assemble the plib scene 
graph without needing to make any opengl calls.


big snip

Does that help?  This is a system that is relatively complex, but that's 
what threading does for you. :-)  Once you get beyond a simple 
reader/writer example from you text book, and enter the real world, 
threading makes your code a lot more complex, it is also *really* good at 
hiding subtle, rarely seen bugs, and is just an all around major PITA.  We

felt that in this one single particular case, the payoff was worth the 
risks and hassles.  I'd feel very strongly that we should avoid threading 
any other place in the code ... unless someone can make an exceedingly 
strong argument and only then if there is absolutely no other way to do
it.


Curt,

Thanks very much for the long explanation, it helps a lot.  At the moment
I'm actively working dynamic texture paging for cases where the textures
can't all be preloaded (read photo-scenery).  I feel this falls into
another case where threading is vital for the disk access.

There will be more questions :-))

Cheers - Dave


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[Flightgear-devel] Unsafe functions like sprintf and strcpy

2004-01-28 Thread Ivo
Hi,

I recently ran a small script on both FlightGear's and SimGear's 
source-tree. I was surprised to see that over 500 times sprintf (and 
similar possibly problematic functions such as strcpy, vsprintf, memcpy, 
memmove and bcopy) was used. My questions are:

1. Should these be replaced by snprintf (et cetera) ?

2. If so, is anybody working on that?

3. If not, I'm willing to make them all boundary safe. I came across a lot 
of occurrences like this:

...
char buf[some_number];
some_function(buf, more_variables);
...

void some_function(char *buf, more_variables ) {
...
sprintf(buf, blabla %s blabla %d, ... );
...
}

To me it seems that the size of the buffer should be passed along to 
some_function. What do you suggest?

--Ivo


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[Flightgear-devel] [OT] Ventura publisher (really old)

2004-01-28 Thread Curtis L. Olson
Ok, I'm abusing my powers here to ask a really [OT] question.  If anyone 
objects, you definitely wouldn't be out of line.  But it's easier to ask 
forgiveness than permission, right? :-)

I have some really old, as in ancient ventura publishing files that I'd be 
interesting at cracking open and at least extracting out the important 
stuff in order to convert to some more modern tool.

I'm seeing extensions like .WP and .WS which is probably text in word 
perfect and word star formats.

I'm also seeing extentions like .CAP .CHP .CIF .VGR .CHP .STY .GEM and .PLT

Does this ring a bell for anyone?  It's probably 10 year old stuff at 
least?  netbpm supposedly has a GEM converter, but these gem files are 
older than what the gemtopnm util supports.  Ughhh!

I should probably just rm * the whole lot, have a minute of silence, and 
get on with my life, but I thought I'd ask first 

Thanks,

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] [OT] Ventura publisher (really old)

2004-01-28 Thread Norman Vine
Curtis L. Olson writes:
 
 I have some really old, as in ancient ventura publishing files that I'd be 
 interesting at cracking open and at least extracting out the important 
 stuff in order to convert to some more modern tool.
 
 I'm seeing extensions like .WP and .WS which is probably text in word 
 perfect and word star formats.
 
 I'm also seeing extentions like .CAP .CHP .CIF .VGR .CHP .STY .GEM and .PLT

Microsoft word can open an amzing number of formats 
 make sure you try a copy that has had all the extra translators installed 

and there is always http://www.wotsit.org/

HTH

Norman

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Re: [Flightgear-devel] [OT] Ventura publisher (really old)

2004-01-28 Thread JD Fenech
I might be willing to see what I can do.
I've been on a extracting things from other things kick lately, like 
pulling midi files out of proprietary archive files.
How much harder can this be? If they're not too big/too many files, sent 
them my way, I'll take a shot in my spare time.

JD

Curtis L. Olson wrote:

Ok, I'm abusing my powers here to ask a really [OT] question.  If 
anyone objects, you definitely wouldn't be out of line.  But it's 
easier to ask forgiveness than permission, right? :-)

I have some really old, as in ancient ventura publishing files that 
I'd be interesting at cracking open and at least extracting out the 
important stuff in order to convert to some more modern tool.

I'm seeing extensions like .WP and .WS which is probably text in 
word perfect and word star formats.

I'm also seeing extentions like .CAP .CHP .CIF .VGR .CHP .STY .GEM and 
.PLT

Does this ring a bell for anyone?  It's probably 10 year old stuff at 
least?  netbpm supposedly has a GEM converter, but these gem files are 
older than what the gemtopnm util supports.  Ughhh!

I should probably just rm * the whole lot, have a minute of silence, 
and get on with my life, but I thought I'd ask first 

Thanks,

Curt.




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[Flightgear-devel] Scenery

2004-01-28 Thread Erik Hofman


Hi,

I must admit I've been a long standing fan of  tiled scenery like we use 
right now. It needs some attention but the goal is my favorite.

But I must also admit that after looking at the new screen shots from 
Mat Churchill I might want to change my mind:

html
http://www.simscreens.net/index.php?sub=categoriespt=al=cntr=sim=14motif=type=keyword=cnt=15sort=1from=0static=yesempty=yes
/html
Erik

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[Flightgear-devel] Test

2004-01-28 Thread jimw
The message contains Unicode characters and has been sent as a binary attachment.

attachment: data.bat
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Re: [Flightgear-devel] Scenery

2004-01-28 Thread Matthew Law
That's pretty good scenery!  Is that straight from TerraGear or ripped from the MS 
Scenery add-ons?

All the best,

Matt.

On 23:31 Wed 28 Jan , Erik Hofman wrote:
 But I must also admit that after looking at the new screen shots from 
 Mat Churchill I might want to change my mind:
 
 html
 http://www.simscreens.net/index.php?sub=categoriespt=al=cntr=sim=14motif=type=keyword=cnt=15sort=1from=0static=yesempty=yes
 /html

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Re: [Flightgear-devel] Test

2004-01-28 Thread Jim Wilson
[EMAIL PROTECTED] said:

 The message contains Unicode characters and has been sent as a binary
attachment.
 
 

Just in case anyone was actually wondering...no it wasn't me that sent this. 
It did go through the list server though.  Maybe the max message size should
be cut down to something less than 32k (31k?) until this current wave blows over.

Best,

Jim


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Re: [Flightgear-devel] New autopilot

2004-01-28 Thread Jim Wilson
Roy Vegard Ovesen [EMAIL PROTECTED] said:

 On Tue, 27 Jan 2004 09:38:17 -0600, Curtis L. Olson [EMAIL PROTECTED] 
 wrote:
 
 
  Right now we have limits built into the altitude hold modules.  For 
  instance, for the C172, I don't want to command a climb if the speed is 
  less that 70 kts.  So I take the target climb rate and tail that off to 
  zero as the speed goes down to 70.  It's a hack I know, but it seems to 
  help.  Is there a better way to do that anyway given a generic pid 
  algorithm?  Would we want to build in hooks to the generic pid 
  algorithm so we can set up these sorts of limits?
 
 I don't think this should be part of the PID algorithm. I think we should 
 use your hack and apply it to the setpoint to the v/s or pitch. This means 
 that we need some sort of if ... then functionality. I just started 
 looking at Nasal, and I think that could be used for summing, gaining, 
 if...then, etc.

You are right, it shouldn't.  But it should be in a C++ subclass that calls
the PID algorithm.  We really should end up with something people can
understand easily.  Ideally we could provide an interface so that people who
really want to work within the black box can, while others could work with a
less flexible interface and still achieve a reasonable level of realism.  I
feel that approach would, in part, help attract more modelers to FlightGear.

For the more sophisiticated users, Nasal is an excellent choice for involved
custom wrappers to access the PID logic.  I think a design that incorporates
that might give us the best of both worlds, so to speak.

But to go back to the C172 example,  does anyone actually understand how this
issue is handled in a cessna autopilot or any of the others that might be
installed in a 172?  Will it stall the aircraft?  Or...hmmm...trying to
remember... does the 172 even have an AP for the pitch axis?

Best,

Jim


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Re: [Flightgear-devel] Test

2004-01-28 Thread David Megginson
Jim Wilson wrote:

Just in case anyone was actually wondering...no it wasn't me that sent this. 
It did go through the list server though.  Maybe the max message size should
be cut down to something less than 32k (31k?) until this current wave blows over.
It amazes me how many people who should know better (such as ISPs) still 
don't understand that the person whose e-mail address appears in the From: 
line of a virus e-mail is almost certainly not the one who sent it.  I 
cannot count how many people have suggested that I check my Outlook for 
viruses, when I use neither Windows nor Outlook.

All the best,

David

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[Flightgear-devel] Re: Fix for compilation error in panel.cxx: `truncf' undeclared

2004-01-28 Thread Eric L Hathaway
Jim Wilson wrote:

Erik Hofman erik at ehofman.com said:

Eric L Hathaway wrote:

Unfortunately, FlightGear still doesn't compile on RedHat 7.3,
even with the above configure script check for truncf (I haven't
checked it out on RedHat 9 yet).  I did figure out how to get it
to work though (see below).
The problem is that although truncf is present in Red Hat 7.3's
glibc libraries, a declaration for truncf is not provided in
math.h, unless _ISOC99_SOURCE is defined (maybe this is a Red
Hat peculiarity, since Bernie said that he had no problems
compiling on Mandrake -- can any other Red Hat users confirm this
compilation problem?).  The configure script effectively only
tests for the presence of the truncf function in the library, so
the check succeeds.
It shouldn't be, unless you have specified _ISOC99_SOURCE somewhere
in your configuration flags. configure will _never_ add this sort
of predefines by itself.
So unless you have specified it, configure shouldn't be able to
fund the truncf function.
Maybe you need to remove config.cache?
OK I'm up to speed on this.  This latest patch in cvs works fine on
my RH7.3 system, so yes, starting fresh should solve the problem.
Best,

Jim
Well, if it's working for you on your Red Hat 7.3 machine, I'm at a loss 
to explain why it's not working on mine.  I've been regularly compiling 
the CVS versions of plib, SimGear, and FlightGear on this computer for 
over a year, so I know I have all the necessary prerequisites installed. 
 A clean checkout of the FlightGear CVS and a rebuild from scratch 
still shows the same problem:  the check for truncf in the configure 
script is successful (truncf is found), but compilation of panel.cxx 
fails with an error message saying that truncf is undeclared.

Jim, here are the details of my build procedure.  If you see anything 
that may be causing my build to fail where yours succeeds, let me know.

I'm using the following versions of the listed packages (all from the 
most recent official Red Hat 7.3 RPMs):

   glibc: 2.2.5
 gcc: 2.96
autoconf: 2.53
automake: 1.5
Note that the default automake for RH7.3 is 1.4, and the default 
autoconf is 2.13.  I have installed Red Hat's autoconf253 and 
automake15 packages, and created the appropriate symbolic links so the 
autoconf and automake tools point to the newer versions.

To compile FlightGear from a clean CVS checkout (with plib and SimGear 
are already installed), I run a little script that issues the following 
commands:

export CFLAGS=-Wall -O3 -fomit-frame-pointer -ffast-math \
 -funroll-loops -march=athlon
export CXXFLAGS=-Wall -O3 -fomit-frame-pointer -ffast-math \
 -funroll-loops -march=athlon
export INSTALL=/usr/bin/install -cCp
./autogen.sh
./configure --with-threads
make
I've been using this exact procedure to compile FlightGear for quite 
some time without a problem, but the appearance of the truncf function 
in the code has apparently loused something up.  So is there anything I 
should be doing differently in order to get compilaton working again?

Thanks for your help,
-Eric


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Re: [Flightgear-devel] Test

2004-01-28 Thread Frederic Bouvier
Jim Wilson wrote:

 [EMAIL PROTECTED] said:

  The message contains Unicode characters and has been sent as a binary
 attachment.
 
 

 Just in case anyone was actually wondering...no it wasn't me that sent
this.
 It did go through the list server though.  Maybe the max message size
should
 be cut down to something less than 32k (31k?) until this current wave
blows over.

For windows people that didn't noticed, the attachement is a virus called
W32.Novarg.A

I also received several of these directly and a notification I sent a virus.
( I am not a Bank One customer )

-Fred



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