[Flightgear-devel] Adding realistic textures and objects to scenery

2004-02-05 Thread Luca Masera
Hi everyone,

I'm using FlightGear and I've seen the realistic scenery that could be used. Due to 
the fact that I'm using it as a base for my thesis and the realistic scenery is good 
new, I'm asking how I can create one for my country, Italy. The main question is how I 
can add textures and objects to the scenery (I've used the precompiled version for 
windows). I've tried to use the FlightGear scenery editor, but the program stops every 
time I try to import a chunk. There's another way to add textures and objects?
The question is very important because I use FlightGeat as a 3D virtual trainer for 
the pilots but impossible if the scenery isn't enough realisic.


Hi,
Luca

PS: I've also tried to use the scenery created for the airport of San Jose, but I'm 
not able to corretly load it. I've used the two packed files KSJC-Photo-1.0.tar.gz 
and KSJC-Photo-2.0.tar.gz that I've found in an ftp site.



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RE: [Flightgear-devel] Cygwin / SimGear / Clouds 3D compile problem

2004-02-05 Thread Richard Bytheway
I have managed to get SimGear and FlightGear to compile on Cygwin with XFree86 
installed. But I cannot remember how!
It may have been by running configure --with-x=no (or equivalent). I will check when I 
get home.

Richard

 -Original Message-
 From: Roy Vegard Ovesen [mailto:[EMAIL PROTECTED]
 Sent: 04 February 2004 9:26 pm
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Cygwin / SimGear / Clouds 3D compile
 problem
 
 
 On Wed, 4 Feb 2004 22:01:55 +0100, Durk Talsma 
 [EMAIL PROTECTED] wrote:
 
  Hi everybody,
 
  I'm having the following problem getting SimGear compiled 
 on a Windows XP
  system, using cygwin:
 
  Compilation halts in simgear/scene/sky/clouds3d with a ton 
 of errors 
  about
  OpenGL functions being redefined elsewhere (see error msgs 
 below). I'm 
  using
  gcc 3.3.1 (cygming special), which is running on a recent 
 version of 
  cygwin
  (installed early Januari). I've done a full install of 
 cygwin, including
  XFree86. I'm wondering if that's related to the problem.
 
 The installation manual says not to install XFree86 when 
 using cygwin. Try 
 uninstalling XFree86. If you have XFree86 installed the make 
 process tries 
 to use the GL libs from XFree86 (or something like that), and 
 it looks 
 like that's what's happening.
 
 -- 
 Roy Vegard Ovesen
 

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Re: [Flightgear-devel] Faster responsiveness on the turn

2004-02-05 Thread Roy Vegard Ovesen
On Thu, 05 Feb 2004 00:05:00 +0100, Roy Vegard Ovesen 
[EMAIL PROTECTED] wrote:


I'm thinking that adding a second indicated-turn-rate property that is 
filtered with a higher bandwidth would be a good solution.

I just tried this, and the control system performance boost was quite 
noticable. :-) This would be beneficial for all turn-rate-based autopilot 
implementations KAP140, S-TEC and probably many more.

--
Roy Vegard Ovesen
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Re: [Flightgear-devel] Voice Capability

2004-02-05 Thread Erik Hofman
David Luff wrote:

This is potentially quite a can of worms.  Currently, the 'smart AI'
aircraft that respond to ATC only exist within the remit of the AIMgr in
the ATC directory.  This is separate from Dave Culp's scripted AI model
code, and any other FG static objects code.  Additionally, they don't get
put into a property tree anywhere for easy viewing. 
Just to clarify this part a bit, the AIModels don't show their internal 
status in the property tree just for easy viewing. It is actually used 
by the animations bound to the aircraft and will (in the end) be used 
for radar and EWS purposes.

Erik

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Re: [Flightgear-devel] Adding realistic textures and objects to scenery

2004-02-05 Thread Erik Hofman
Luca Masera wrote:
Hi everyone,

I'm using FlightGear and I've seen the realistic scenery that could be used. Due to the fact that I'm using it as a base for my thesis and the realistic scenery is good new, I'm asking how I can create one for my country, Italy. The main question is how I can add textures and objects to the scenery (I've used the precompiled version for windows). I've tried to use the FlightGear scenery editor, but the program stops every time I try to import a chunk. There's another way to add textures and objects? 
The question is very important because I use FlightGeat as a 3D virtual trainer for the pilots but impossible if the scenery isn't enough realisic.
The scenery you have seen was probably derived from a commercially 
available satellite image CD-ROM set of the UK. I'm not sure something 
like that exsists for Itally (although that would be nice!).

But if you want to know more on how to process them, please take a look 
at the terragear mailinglist archives:

http://baron.flightgear.org/pipermail/terragear-devel/
http://baron.flightgear.org/pipermail/terragear-devel/2004-January/000901.html
Erik

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Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Matthew Law
Well Done!

All the best,

Matt.

On 16:11 Wed 04 Feb , Ryan Larson wrote:
 I just got back from taking my Commercial Pilot, Airplane Multiengine 
 Land checkride, and I am happy to say that I passed!  Doing a single 
 engine ILS down to minimums is lots of fun!  I took the test in a Piper 
 Aztec (PA23-250).
 
 The hardest part of the checkride was trying to get the aircraft back 
 into the hanger without hitting anything.  The area in front of the 
 hanger was shear ice.
 
 As for the written test, I got a 92. 
 
 Ryan

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Re: [Flightgear-devel] Faster responsiveness on the turn indicator

2004-02-05 Thread Roy Vegard Ovesen
On Wed, 04 Feb 2004 20:18:15 -0500, David Megginson 
[EMAIL PROTECTED] wrote:

Roy Vegard Ovesen wrote:

So I shouldn't touch the responsiveness then?!. But rather add a new 
property with better responsiveness.
Out of curiosity, why do you think that the responsiveness should be 
better?
It improves controller performance. But I still don't want to go beyond 
what is possible in the real world.

I've flown briefly behind two small-plane autopilots (one newer, one 
older) and they were both extremely jerky things.  Do you have any 
reason to believe that the AP you're modelling gets more responsive 
input than a real TC can give?
No, not more respinsive than possible, but I thought that the damping in 
FlightGear _and_ in real world was only for display purposes. So maybe 
there would be a possiblility to get the signal before it was damped. 
After reading the article on the AVWeb site and noting this:

The instrument also contains a dashpot in order to slow down the movement 
of the gimbal ...

and

The dashpot is replaced by a viscous dampener ...

It seems that since the gimbal is dampened it can not output a more 
responsive signal.

--
Roy Vegard Ovesen
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Re: [Flightgear-devel] Console messages

2004-02-05 Thread Erik Hofman
Jon Berndt wrote:
HOw do we get the console messages to scroll past (for debugging purposes)?
--log-level=info (or --log-level=bulk)

Erik



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Re: [Flightgear-devel] Faster responsiveness on the turn indicator

2004-02-05 Thread Roy Vegard Ovesen
On Wed, 04 Feb 2004 17:18:33 -0800, Andy Ross [EMAIL PROTECTED] wrote:

Roy Vegard Ovesen wrote:
David Megginson wrote:
 Originally, the TC responded instantly -- I had to do a fair bit of
 work adding the slight lag to make it work like a real TC.  The lag
 smooths out the indication a bit.
So I shouldn't touch the responsiveness then?!. But rather add a new
property with better responsiveness.
What are you trying to model?  Real autopilots don't have perfect
instrumentation.  If David is right about the behavior of the turn
coordinator, then a real C172-class aircraft simply won't have the
fidelity to drive your autopilot.
Are you sure you're not trying to fix a bug with the real world?
It was not my intention to do something that wouln't be possible in the 
real world, and this discussion has brought me to the conclusion that the 
TC is damped by design, and that I need to tweak my controller tuning.

--
Roy Vegard Ovesen
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Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Matthew Law
There's also various scenarios of asymetric thrust - two running engines but one 
running roughly or not developing as much power for a plethora of possible reasons.  
These incidents have killed many pilots on take off as they think they have plenty of 
power, and they do, but the situation easily gets out of hand and shortens the flight 
:-)

All the best,

Matt

On 20:57 Wed 04 Feb , Jon Berndt wrote:
 Aha!  OK, I would call that engine-out experience.
 
 Jon

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Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread David Megginson
Andy Ross wrote:

That's no doubt true, but hopefully it's more a lack of tuning than it
is a fundamental flaw.  For the specific case of YASim: the asymmetric
thrust effects should be more or less correct as-is, because it
applies the force at the location of the engine.  The blue line speed
is almost certainly wrong, but should be relatively easy to find by
tuning the rudder effectiveness only.
The thrust from the good engine is only half the asymmetry -- the other half 
is the drag from the windmilling engine (until the pilot feathers the 
propeller).

All the best,

David

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Re: [Flightgear-devel] Faster responsiveness on the turn indicator

2004-02-05 Thread David Megginson
Roy Vegard Ovesen wrote:

No, not more respinsive than possible, but I thought that the damping in 
FlightGear _and_ in real world was only for display purposes. So maybe 
there would be a possiblility to get the signal before it was damped. 
After reading the article on the AVWeb site and noting this:

The instrument also contains a dashpot in order to slow down the 
movement of the gimbal ...

and

The dashpot is replaced by a viscous dampener ...

It seems that since the gimbal is dampened it can not output a more 
responsive signal.
Exactly.  The article went on to state that the damping was added 
specifically for autopilots.  Consider the alternative -- in rough air, the 
TC is bouncing back and forth from a medium left turn to a right turn every 
half second or so, and the AP is flexing the ailerons left and right 
violently trying to compensate.  It's critical that you test your AP in 
light and moderate turbulence and not just in smooth air, since turbulence 
is the norm for small planes flying below 8,000 ft or so, especially on a 
summer afternoon.

I think that more modern APs, like the STEC, do their own filtering as well 
-- I've heard people say that they're the first low-end autopilots that you 
don't have to disengage in light or moderate turbulence.

All the best,

David

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[Flightgear-devel] Re: multiplayer status and idea

2004-02-05 Thread Duncan McCreanor
Adam Boggs wrote:
 Date: Wed, 04 Feb 2004 16:42:26 -0700
 From: Adam Boggs [EMAIL PROTECTED]
 Subject: [Flightgear-devel] multiplayer status and idea (Long)
 To: [EMAIL PROTECTED]
 Message-ID: [EMAIL PROTECTED]


 So my thought was since that code is mostly there and does practically
 all of the things that we would want to do on the server (with some
 slight differences), why not reuse as much of that code as possible?

 In doing this, I came up with a basic server in 500 lines of code that
 simply rebroadcasts in incoming position update to all of the other
 clients connected to the server (and using plib netSockets).  The
 existing MultiPlayer code is somewhat reusable, but the globals hork it
 all up. Grr.

 Anyway, the clients still use the --multiplay options, but all specify
 the same out ip address/port (to the server) and different in ip
 address/ports (for receiving updates).  I pretty much have this written
 and have done some basic testing, but need some help: what's the best
 way to run multiple flightgear instances on a single machine without
 hosing the CPU and memory?  Any suggestions?

 NOTE: I'm not necessarily trying to start up a new project here, but am
 more doing this as a prototype/learning experience.  If anyone is
 interested in checking out the code and playing with it once I've got
 some of the kinks worked out, that would be awesome!

 Please feel free to educate me on things I might have overlooked, or
 express opinions on the idea/approach.  I still have not fully proved
 the concept yet either.  More testing will tell.


 Thanks,
 -Adam

Adam,

The multiplayer server you have created is what we had in mind when we wrote 
the multiplayer code. So I think you're on the right track. 

Some things that I think should be taken into consideration when creating a 
multiplayer server based on the current code are:

 - the multiplayer code limited the number of players to ten. This was done 
because the frame rate drops as the number of multiplayer aircraft being 
rendered increases. It is highly likely that ten is too many.

 - the number of aircraft rendered could be minimised by comparing the 
position of each player and only sending player data to/from other players 
within a player's visible range or some fixed radius.

 - the rate the data is sent to a player should be based on the rate the data 
is received from that player by the server. The rate that a player sends and 
processes received position updates is specified on the command line, but 
limited by the frame rate. There is not much point in sending updates more 
frequently than the player is able to process them. Basically, when the 
server receives a packet from a player, it should reply with the cached 
positions of other players.

I had one day hoped to develop a Flightgear multiplayer server along the 
lines that you're experimenting with, but couldn't find the time. So it would 
be good to see someone doing this.

Regards,
Duncan.




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RE: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Jon Berndt
 The thrust from the good engine is only half the asymmetry -- the
 other half is the drag from the windmilling engine (until the pilot
 feathers the propeller).


Good point. That's something that's also not too hard to fix.

I could not (yet) find my NACA report on the light twin, but here are some
interesting numbers:

Cn_beta for some aircraft (per rad):

Navion: 0.071 (Raymer ?)
C-172p (JSBSim, from Raymer):
-0.349 -0.0205
 0  0
 0.349  0.0205
  This is roughly 0.06.
Cherokee (McCormick): 0.067

C-310 (JSBSim): 0.1444

This is twice as high as the other aircraft. It could be due in some measure
to a larger vertical tail, but I wonder if perhaps this value is too high?
When coupled with the correction of drag due to prop, then I suspect we'll
be a lot closer.

Thanks for pointing this out, and I am going to submit this to our bug
tracker so it doesn't get lost.

Jon


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Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread David Megginson
Jon Berndt wrote:

How do we not work well in this case? Do you notice a specific inadequacy?
Yes -- neither JSBSim nor YASim does a good job generating drag for a 
windmilling prop.

All the best,

David

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Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Erik Hofman
Jon Berndt wrote:
The thrust from the good engine is only half the asymmetry -- the
other half is the drag from the windmilling engine (until the pilot
feathers the propeller).


Good point. That's something that's also not too hard to fix.

I could not (yet) find my NACA report on the light twin, but here are some
interesting numbers:
Is this the one:

http://www.dfrc.nasa.gov/DTRS/1972/
LONGITUDINAL AERODYNAMIC CHARACTERISTICS OF LIGHT, TWIN-ENGINE, 
PROPELLER-DRIVEN AIRPLANES
http://www.dfrc.nasa.gov/DTRS/1972/PDF/H-646.pdf

Erik

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Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread David Megginson
Jon Berndt wrote:

Good point. That's something that's also not too hard to fix.
I tried to fix this problem in JSBSim a year or two ago, and I seem to 
recall that no one on the flight model list could quite figure out how to 
code it back then.  I also took a stab at YSBSim, and failed just as 
miserably.  Neither model is set up to have the propeller driving the engine 
rather than the engine driving the prop.

The rule of thumb for pilots is that a windmilling propeller creates as much 
drag as a disc of the same size, but that's too vague for modelling (plus, 
it doesn't handle the partial-windmilling situation).  What we need to 
figure out is how much drag we get from the propeller turning the 
crankshaft, compressing the cylinders, and spinning the accessory drives 
(vacuum pump, alternator, etc.).

I could not (yet) find my NACA report on the light twin, but here are some
interesting numbers:
Cn_beta for some aircraft (per rad):

Navion: 0.071 (Raymer ?)
C-172p (JSBSim, from Raymer):
-0.349 -0.0205
 0  0
 0.349  0.0205
  This is roughly 0.06.
Cherokee (McCormick): 0.067
C-310 (JSBSim): 0.1444

This is twice as high as the other aircraft. It could be due in some measure
to a larger vertical tail, but I wonder if perhaps this value is too high?
When coupled with the correction of drag due to prop, then I suspect we'll
be a lot closer.
Twins and taildraggers need a lot of rudder authority; tricycle-gear 
singles, not so much.

All the best,

David

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Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread David Luff


On 2/5/04 at 2:36 AM David Luff wrote:

On 2/4/04 at 8:24 PM Curtis L. Olson wrote:

Also, speaking of FDM's.  The current JSBSim C172 in cvs seems to have an

engine that can break 3000 rpm in level cruise (150-160kts).  That's 
clearly way too high for C172.  I'm guessing from the engine rpm's that 
this is an engine or prop modeling problem???

It seemed to go up in power after the last JSBSim sync, but I couldn't see
anything obvious changed.  However, maxHP is set to 160HP in the spec
file,
but to 200HP in the constructor, so my suspiscion (sp?) is that somehow
the
160 value isn't getting picked up anymore.


This is indeed what is happening.  Changing line 89 in FGPiston.cpp from

MaxHP = 200;

to 

MaxHP = 160;

will cure it as a temporary measure.

I guess someone who knows JSBSim well needs to look at why the config file
value isn't getting picked up anyone.

Cheers - Dave


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Re: [Flightgear-devel] Re: multiplayer status and idea

2004-02-05 Thread Christian Brunschen


On Thu, 5 Feb 2004, Duncan McCreanor wrote:

 Some things that I think should be taken into consideration when creating a
 multiplayer server based on the current code are:

  - the multiplayer code limited the number of players to ten. This was done
 because the frame rate drops as the number of multiplayer aircraft being
 rendered increases. It is highly likely that ten is too many.

  - the number of aircraft rendered could be minimised by comparing the
 position of each player and only sending player data to/from other players
 within a player's visible range or some fixed radius.

  - the rate the data is sent to a player should be based on the rate the data
 is received from that player by the server. The rate that a player sends and
 processes received position updates is specified on the command line, but
 limited by the frame rate. There is not much point in sending updates more
 frequently than the player is able to process them. Basically, when the
 server receives a packet from a player, it should reply with the cached
 positions of other players.

 I had one day hoped to develop a Flightgear multiplayer server along the
 lines that you're experimenting with, but couldn't find the time. So it would
 be good to see someone doing this.

I know I'm not actually involved in FlightGear development, but please
bear with me anyway :)

When it comes to multi-player flight sim, one should keep in mind the
virtual air traffic control networks out there, like
VATSIM http://www.vatsim.net/, IVAO http://www.ivao.org/, and so on.
These all have an existing server infrastructure with existing protocols.

Now, this doesn't in any way invalidate other multiplayer approaches.
But if interoperability with the above-mentioned systems were available,
that would make Flightgear an option for those who want to fly in such a
simulated controlled environment; and also open the door for flying
together with users of other sims.

 Regards,
 Duncan.

Best wishes,

// Christian Brunschen

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Re: [Flightgear-devel] Voice Capability

2004-02-05 Thread Matthew Law
No not yet.  I have about 25hrs and need to sit the written exams for Flight Planning, 
Nav, Met, Human Factors and Aircraft Technical.  I have sat and passed RT written and 
Practical and Air Law so far... Hopefully I'll get my PPL sometime later this year but 
I'm in no rush really.  Also, like Curt I have an imminent 'family enlargement event' 
which will slow everything down a little - especially anything involving money :-)

I'll let you all know when I do get my PPL, since I probably wouldn't be doing it were 
it not for this list.  I've already discussed starting IMC training almost immediately 
after I get the PPL :-)

All the best,

Matt.

On 16:33 Wed 04 Feb , David Megginson wrote:
 So you have your PPL, then?  If so, then double congrats and welcome to the 
 skies.
 
 
 All the best,
 
 
 David

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Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Erik Hofman
David Luff wrote:

I guess someone who knows JSBSim well needs to look at why the config file
value isn't getting picked up anyone.
I guess it would be a good idea to initialize the various variable 
*before* the get initialized by the configuration file ...

Erik

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Re: [Flightgear-devel] Voice Capability

2004-02-05 Thread Matthew Law
I was sitting my RT Practical.  It's a basic test of skill on the radio and ability to 
request and act on clearances along a preset route etc.  Hence the near failure for 
not requesting SVFR into a zone at or before 15miles/5 min.

All the best,

Matt.

On 16:36 Wed 04 Feb , David Megginson wrote:
 SVFR must mean something different in the UK, unless you were doing your 
 practical with less than three miles visibility or a very low ceiling.

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Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Erik Hofman
David Luff wrote:

I guess someone who knows JSBSim well needs to look at why the config file
value isn't getting picked up anyone.
Done.

Erik

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RE: [Flightgear-devel] Faster responsiveness on the turn indicator

2004-02-05 Thread Norman Vine
David Megginson writes:
 
 Roy Vegard Ovesen wrote:
 
  No, not more respinsive than possible, but I thought that the damping in 
  FlightGear _and_ in real world was only for display purposes. So maybe 
  there would be a possiblility to get the signal before it was damped. 
  After reading the article on the AVWeb site and noting this:
  
  The instrument also contains a dashpot in order to slow down the 
  movement of the gimbal ...
  
  and
  
  The dashpot is replaced by a viscous dampener ...
  
  It seems that since the gimbal is dampened it can not output a more 
  responsive signal.
 
 Exactly.  The article went on to state that the damping was added 
 specifically for autopilots.  Consider the alternative -- in rough air, the 
 TC is bouncing back and forth from a medium left turn to a right turn every 
 half second or so, and the AP is flexing the ailerons left and right 
 violently trying to compensate.  It's critical that you test your AP in 
 light and moderate turbulence and not just in smooth air, since turbulence 
 is the norm for small planes flying below 8,000 ft or so, especially on a 
 summer afternoon.
 
 I think that more modern APs, like the STEC, do their own filtering as well 
 -- I've heard people say that they're the first low-end autopilots that you 
 don't have to disengage in light or moderate turbulence.

I don't know if this has been been incorporated into Aircraft autopilot's
but on any *good* marine autopilot the amount of damping is adjustable
so as to be able to tune the AP for the current enviroment

Cheers

Norman

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RE: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Jon Berndt
 David Luff wrote:
 
  I guess someone who knows JSBSim well needs to look at why the 
 config file
  value isn't getting picked up anyone.
 
 Done.
 
 Erik

smacks forehead

Thanks, Erik!

Jon


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[Flightgear-devel] Aperiodic Texture Mapping

2004-02-05 Thread Norman Vine
Someone interested in Eye Candy might be able to use this technique
http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/R046.pdf

to make much nicer Water and Cloud textures for FGFS

Cheers

Norman

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[Flightgear-devel] xmlauto calculations

2004-02-05 Thread David Culp
In xmlauto.cxx, from line 456:

// Calculates proportional error:
ep_n = beta * r_n - y_n;
if ( debug ) coutep_n =   ep_n;
if ( debug ) coutep_n_1 =   ep_n_1;

// Calculates error:
e_n = r_n - y_n;
if ( debug ) cout   e_n =   e_n;

// Calculates derivate error:
ed_n = gamma * r_n - y_n;
if ( debug ) cout   ed_n =   ed_n;

I think the proportional error and derivate error need some parentheses around 
the subtraction,  ep_n = beta * (r_n - y_n).

Alternatively, we can figure  e_n  first, then use  e_n  in the other two 
calculations.


Dave
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David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] xmlauto calculations

2004-02-05 Thread Curtis L. Olson
David Culp wrote:
In xmlauto.cxx, from line 456:

// Calculates proportional error:
ep_n = beta * r_n - y_n;
if ( debug ) coutep_n =   ep_n;
if ( debug ) coutep_n_1 =   ep_n_1;
// Calculates error:
e_n = r_n - y_n;
if ( debug ) cout   e_n =   e_n;
// Calculates derivate error:
ed_n = gamma * r_n - y_n;
if ( debug ) cout   ed_n =   ed_n;
I think the proportional error and derivate error need some parentheses around 
the subtraction,  ep_n = beta * (r_n - y_n).

Alternatively, we can figure  e_n  first, then use  e_n  in the other two 
calculations.
I thought this initially too, but Roy assures me that it is correct as is.

Curt.
--
Curtis Olson   Intelligent Vehicles Lab FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org
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[Flightgear-devel] xmlauto calculations, part deux

2004-02-05 Thread David Culp
When I zero out my integral and derivative terms, it seems that the 
proportional term is doing nothing.  Looking through the code I see that the 
variable proportional is initialised to false, and I can't see where it's 
set to true.  (same for the variable integral).



Dave
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David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] xmlauto calculations, part deux

2004-02-05 Thread Curtis L. Olson
David Culp wrote:
When I zero out my integral and derivative terms, it seems that the 
proportional term is doing nothing.
This can happen because of the anti-integrator wind up logic.  If the 
magnitude of the proportional output is outside of the min/max range, it 
get's set to zero.  In these cases, adding some integral component will get 
things moving.  Part of the reason for doing this is so that algorithm 
doesn't slam the controls full stop when the autopilot is initially 
activated and there is a large error term to overcome.

 Looking through the code I see that the
variable proportional is initialised to false, and I can't see where it's 
set to true.  (same for the variable integral).
These are part of the old controller that i used as an initial test.  They 
aren't even part of the the official PID controller class anymore.

Regards,

Curt.
--
Curtis Olson   Intelligent Vehicles Lab 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] [OT] Commercial Ticket..

2004-02-05 Thread Andy Ross
David Megginson wrote:
 I tried to fix this problem in JSBSim a year or two ago, and I seem to
 recall that no one on the flight model list could quite figure out how
 to code it back then.  I also took a stab at YSBSim, and failed just
 as miserably.  Neither model is set up to have the propeller driving
 the engine rather than the engine driving the prop.

I just hacked up a test rig for the propeller code.  Feeding it
numbers from the Cub's propeller (my guess for the best tested of the
YASim propellers), and using 40 KTAS @ 4000 MSL as a base environment,
I came up with the following:

Windmill (i.e. zero torque) speed is 450 RPM.

Windmill drag at that speed is 47N, about 10.5 pounds of force, or
about 5 equivalent horsepower at that airspeed.

 The rule of thumb for pilots is that a windmilling propeller creates
 as much drag as a disc of the same size, but that's too vague for
 modelling

What's the drag of a 0.63 square meter (area of a 0.9m disc) flat
plate at 40 knots?  I wouldn't be shocked if it was in the realm of 10
lbs or so.  A pickup truck (about as close to a flat plate as you can
get, heh) at the same speed has perhaps 10x the surface area and
requires just about 50 HP of engine power to cruise.  Certainly we're
within the right order of magnitude, anyway.

Andy

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Re: [Flightgear-devel] Cygwin / SimGear / Clouds 3D compile problem

2004-02-05 Thread Durk Talsma
It would be cool if that's possible, because there are probably more people 
like me, who'd like to keep XFree86 and still be able to compile FlightGear/
SimGear.

Thanks,
Durk

On Thursday 05 February 2004 09:33, Richard Bytheway wrote:
 I have managed to get SimGear and FlightGear to compile on Cygwin with
 XFree86 installed. But I cannot remember how! It may have been by running
 configure --with-x=no (or equivalent). I will check when I get home.

 Richard

  -Original Message-
  From: Roy Vegard Ovesen [mailto:[EMAIL PROTECTED]
  Sent: 04 February 2004 9:26 pm
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Cygwin / SimGear / Clouds 3D compile
  problem
 
 
  On Wed, 4 Feb 2004 22:01:55 +0100, Durk Talsma
 
  [EMAIL PROTECTED] wrote:
   Hi everybody,
  
   I'm having the following problem getting SimGear compiled
 
  on a Windows XP
 
   system, using cygwin:
  
   Compilation halts in simgear/scene/sky/clouds3d with a ton
 
  of errors
 
   about
   OpenGL functions being redefined elsewhere (see error msgs
 
  below). I'm
 
   using
   gcc 3.3.1 (cygming special), which is running on a recent
 
  version of
 
   cygwin
   (installed early Januari). I've done a full install of
 
  cygwin, including
 
   XFree86. I'm wondering if that's related to the problem.
 
  The installation manual says not to install XFree86 when
  using cygwin. Try
  uninstalling XFree86. If you have XFree86 installed the make
  process tries
  to use the GL libs from XFree86 (or something like that), and
  it looks
  like that's what's happening.
 
  --
  Roy Vegard Ovesen

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Re: [Flightgear-devel] Aperiodic Texture Mapping

2004-02-05 Thread Erik Hofman
Norman Vine wrote:
Someone interested in Eye Candy might be able to use this technique
http://www.dgp.toronto.edu/people/stam/reality/Research/pdf/R046.pdf
Creating these texture would not be much of a problem to me (I've done 
something quite similar for adjacent cloud textures of a different kind 
(smooth transition from few clouds to scattered to broken.

The question is, how do we implement the required code change.

Erik



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Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread David Megginson
Andy Ross wrote:

Windmill (i.e. zero torque) speed is 450 RPM.

Windmill drag at that speed is 47N, about 10.5 pounds of force, or
about 5 equivalent horsepower at that airspeed.
When you shut down the engine in YASim, the propeller does not windmill -- 
it just slowly spins down and stops.

All the best,

David

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Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread Curtis L. Olson
David Megginson wrote:
Andy Ross wrote:

Windmill (i.e. zero torque) speed is 450 RPM.

Windmill drag at that speed is 47N, about 10.5 pounds of force, or
about 5 equivalent horsepower at that airspeed.


When you shut down the engine in YASim, the propeller does not windmill 
-- it just slowly spins down and stops.
I see the same thing in the JSBSim c172, except that it spins down rather 
quickly and stops.

Regards,

Curt.
--
Curtis Olson   Intelligent Vehicles Lab 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] [OT] Commercial Ticket..

2004-02-05 Thread David Megginson
Curtis L. Olson wrote:

I see the same thing in the JSBSim c172, except that it spins down 
rather quickly and stops.
I've never shut down an engine in flight in real life, but from reports I've 
heard, you have to bring a 172 almost to the stall to stop the propeller 
from windmilling; once stopped, however, it will stay stopped at a more 
reasonable speed.

All the best,

David

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Re: [Flightgear-devel] [OT] Commercial Ticket..

2004-02-05 Thread David Luff


On 2/5/04 at 7:10 PM David Megginson wrote:

Curtis L. Olson wrote:

 I see the same thing in the JSBSim c172, except that it spins down 
 rather quickly and stops.

I've never shut down an engine in flight in real life, but from reports
I've 
heard, you have to bring a 172 almost to the stall to stop the propeller 
from windmilling; once stopped, however, it will stay stopped at a more 
reasonable speed.


JSBSim - very crude currently - hardwired -1.5 HP resistive power when
engine cutoff but still windmilling.  This is probably on the very low side
- would expect at least 5% of max engine power to be used overcoming
friction OTOH, so possibly prop code not windmilling propellor enough?

LaRCsim - uses published friction model, but can't remember offhand if
rubbing friction only or rubbing + pumping.  Assumes fully warm oil I
think.  Should port it to JSBSim.

Note that both the above only cut in when engine cut since power
correlation used is for shaft power - by definition it gives zero at
(running) idle.

Need to check the whole windmilling thing re prop and engine.

Closing the throttle should increase pumping losses and help to stop the
engine - is this standard procedure for a definately dead one?

Cheers - Dave


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Re: [Flightgear-devel] Adding realistic textures and objects to scenery

2004-02-05 Thread Jonathan Richards
On Thursday 05 Feb 2004 9:06 am, Erik Hofman wrote:
 Luca Masera wrote:
  Hi everyone,
 
  I'm using FlightGear and I've seen the realistic scenery that could be
  used. 
snip
 The scenery you have seen was probably derived from a commercially
 available satellite image CD-ROM set of the UK. I'm not sure something
 like that exists for Italy (although that would be nice!).

Probably a slip of the tongue, as it were, but the imagery is aerial 
photography, rather than satellite.
http://www2.getmapping.com/Catalog/ProductDetails.asp?ProductId=3521

12.5cm resolution at a price of 70.60 GBP per sq km.  I'm drooling and sighing 
at the same time.  Messy.

Jonathan

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Re: [Flightgear-devel] Adding realistic textures and objects to scenery

2004-02-05 Thread David Luff


On 2/6/04 at 1:33 AM Jonathan Richards wrote:
12.5cm resolution at a price of 70.60 GBP per sq km.  I'm drooling and
sighing 
at the same time.  Messy.


If you want to play with photography of that sort or resolution, parts of
Maine are available for download in colour at about 15cm (actually 0.5 ft)
- see

http://apollo.ogis.state.me.us/catalog/catalog.asp?state=2extent=24k

for the data and

http://megisims.state.me.us/website/orthomap/viewer.htm

for an online viewer.

Taken in spring with no leaves on deciduous trees, which probably accounts
for the rather subdued, brownish colour of a lot of it.

Cheers - Dave


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[Flightgear-devel] GA Chute

2004-02-05 Thread Jon Berndt
Seen this?

http://researchernews.larc.nasa.gov/archives/2002/121302/Parachute.html#

Jon


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