Re: [Flightgear-devel] Newsletter

2004-06-04 Thread Erik Hofman
John Wojnaroski wrote:
Jon Berndt wrote:
What's the status on the FlightGear newsletter? Did a name ever get
chosen?
The list has been narrowed and will be announced with the first issue. Which
will be published as soon as we have enough articles
There was a new one that popped up in my kind a few weeks back:
Raging Mustang
This because of our official logo.
Erik
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread David Megginson
Ampere K. Hardraade wrote:
I think it will probably be a good idea to increase the distance that triggers 
the poping of waypoints.  Right now, the plane practically gets on top of the 
way point before switching to the next, which is causing some awfully violent 
maneuvers.
The best way to do this is to vary the distance based on an aircraft's 
airspeed, to give a rate-one turn or a roll of 20 degrees, whichever results 
in a shallower bank.

All the best,
David
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread Josh Babcock
Ampere K. Hardraade wrote:
I think it will probably be a good idea to increase the distance that triggers 
the poping of waypoints.  Right now, the plane practically gets on top of the 
way point before switching to the next, which is causing some awfully violent 
maneuvers.

Regards,
Ampere
On June 3, 2004 11:23 am, Durk Talsma wrote:
This is hardcoded in src/Autopilot/route_mgr.cxx, line 112:
   if ( wp_distance  200.0 ) {
   pop_waypoint();
distance is probably in meters, but I might be wrong here.
HTH,
Durk
On Wednesday 02 June 2004 21:57, Seamus Thomas Carroll wrote:
Hi,
Does anyone know where the variable is kept that holds the distance to
a waypoint that triggers moving the current waypoint to the next
waypoint?
Seamus

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
How do real life FMS's do it?  Does this generally vary?  If so maybe it would 
make sense to pick this number up from the autopilot XML with a default defined 
in preferences.xml.

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


Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread David Megginson
Josh Babcock wrote:
How do real life FMS's do it?  Does this generally vary?  If so maybe it 
would make sense to pick this number up from the autopilot XML with a 
default defined in preferences.xml.
At any given speed, the same bank angle will give you the same turn rate 
(for a coordinated turn), no matter how big or small the plane is.  I don't 
know the proper equation, but the rule of thumb for a rate one turn (3 
degrees per second) is knots/10+7, so at 120 kt you will need (roughly) a 19 
degree bank for a rate-one turn; at 250 knots, you will need (roughly) a 32 
degree bank.

I don't think that fast passenger planes typically bank much more than 20 
degrees, though, so they will be doing a turn at considerably less than rate 
one.  Get the proper formulas, specify the maximum allowed bank angle, then 
crunch the numbers to see how far ahead the plane will have to start turning 
at its current airspeed to change course by a specified number of degrees.

All the best,
David
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] [Fwd: PLEASE HELP - compiling SimGear]

2004-06-04 Thread Joe
Apparently it's not the compiler, either.  I noticed that a lot of folks 
were having this sort of problem with the 3.3.1 version of gcc, so I 
rebuilt to 3.3.2 (a version that other people had had success with, even 
though it's not the latest) and it's still throwing the same errors at me.

Does anyone have some hints?
-j
 Original Message 
Subject: PLEASE HELP - compiling SimGear
Date: Thu, 03 Jun 2004 20:20:08 -0400
From: Joe [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
I'm trying to compile SimGear.  When the make hits the clouds3d
directory I get a screen full of errors that tell me that various
symbols are being redeclared as different kind of symbol, all of them
in extgl.c.  All the errors refer to symbols in gl.h: glBlendColor,
glBlendEquation, glDrawRangeElements, etc - there are a lot of them.
Can SOMEONE tell me why this is happening?
The env:
cygwin, rebuilt earlier today using the latest components (including
GLUT 3.7.6)
gcc 3.3.1
SimGear was checked out from CVS at about 5pm
plib 1.8.3
zlib 1.2.1
Thanks for your help.
-j

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


Re: [Flightgear-devel] [Fwd: PLEASE HELP - compiling SimGear]

2004-06-04 Thread Curtis L. Olson
Joe wrote:
Apparently it's not the compiler, either.  I noticed that a lot of 
folks were having this sort of problem with the 3.3.1 version of gcc, 
so I rebuilt to 3.3.2 (a version that other people had had success 
with, even though it's not the latest) and it's still throwing the 
same errors at me.

Does anyone have some hints?
-j
 Original Message 
Subject: PLEASE HELP - compiling SimGear
Date: Thu, 03 Jun 2004 20:20:08 -0400
From: Joe [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
I'm trying to compile SimGear.  When the make hits the clouds3d
directory I get a screen full of errors that tell me that various
symbols are being redeclared as different kind of symbol, all of them
in extgl.c.  All the errors refer to symbols in gl.h: glBlendColor,
glBlendEquation, glDrawRangeElements, etc - there are a lot of them.
Can SOMEONE tell me why this is happening?
The env:
cygwin, rebuilt earlier today using the latest components (including
GLUT 3.7.6)
gcc 3.3.1
SimGear was checked out from CVS at about 5pm
plib 1.8.3
zlib 1.2.1

Do you have the cygwin x11 packages installed?  I've heard reports that 
that ships with a different conflicting gl.h file.
If you don't have a specific reason to have the x11 packages installed, 
the easiest thing would probably be to remove them (or at least 
temporarily rename the /usr/X11R6 directory.)

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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


Re: [Flightgear-devel] Newsletter

2004-06-04 Thread Gene Buckle
Just thought of this - Flight Notes

g.


On Fri, 4 Jun 2004, Erik Hofman wrote:

 John Wojnaroski wrote:

 Jon Berndt wrote:
 What's the status on the FlightGear newsletter? Did a name ever get
  chosen?
 
  The list has been narrowed and will be announced with the first issue. Which
  will be published as soon as we have enough articles

 There was a new one that popped up in my kind a few weeks back:

 Raging Mustang

 This because of our official logo.

 Erik

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



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


Re: [Flightgear-devel] Newsletter

2004-06-04 Thread Mally
How about Open Cockpit?

Mally

- Original Message - 
From: Jon Berndt [EMAIL PROTECTED]
To: Flightgear-Devel [EMAIL PROTECTED]
Sent: Thursday, June 03, 2004 12:40 PM
Subject: [Flightgear-devel] Newsletter


 What's the status on the FlightGear newsletter? Did a name ever get chosen?
 
 Jon
 
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel

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


[Flightgear-devel] Wind direction inconsistency

2004-06-04 Thread Roy Vegard Ovesen
I was looking at the clouds at KSFO today and noticed that the clouds were 
moving towards the wind as indicated by the windsock. Windsock pointed 
towards 80 deg and clouds were moving towards 260 deg.

I checked the environment subtree in the property browser, and sure enough 
the wind was coming from 260 deg, so the sock was pointing in the right 
direction. I also checked the weather conditions GUI window to make sure 
that the wind wasn't actually blowing the other way at the cloud layer 
altitude (it wasn't!).

I checked the indicated airspeed, while parked heading towards the wind, 260 
deg. It indicated 18 knots, the same as the wind-speed-kt property under 
environment. That made sense.

It seems that the cloud layer is mowing in the wrong direction. After changing 
the wind direction and updating the cloud layer, they were stil moving 
directly opposite of what one might expect.

-- 
Roy Vegard Ovesen


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


[Flightgear-devel] King Air cockpit progress (and question)

2004-06-04 Thread Roy Vegard Ovesen
Here is a shot of the King Air cockpit i'm modeling:

http://home.tiscali.no/rvovesen/king-air-cockpit.jpg

Also I have a question: The fuel panel texture on the left has two semi 
circles that have alpha 0% (transparent) in order to show fuel level gauges 
that are supposed to be placed slightly behind the panel. The fuel level 
gauge that is visible on the right side of the fuel panel actually has a 
textured face, but it is not visible through the transparent semi circle. 
Note that the Fuel system circuit breakers panel texture is visible through 
the transparent semi circle.

The fuel level gauge has been included in the model xml file as a model tag. 
Could this be the reason why the gauge face texture is not visible? I believe 
David Megginson's Piper cockpit uses the same technique: A panel texture with 
transparent holes and instruments behind those holes, so I guess it should 
be possible.

-- 
Roy Vegard Ovesen


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


Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread Lee Elliott
On Friday 04 June 2004 15:37, David Megginson wrote:
 Josh Babcock wrote:
  How do real life FMS's do it?  Does this generally vary?  If so maybe it
  would make sense to pick this number up from the autopilot XML with a
  default defined in preferences.xml.

 At any given speed, the same bank angle will give you the same turn rate
 (for a coordinated turn), no matter how big or small the plane is.  I don't
 know the proper equation, but the rule of thumb for a rate one turn (3
 degrees per second) is knots/10+7, so at 120 kt you will need (roughly) a
 19 degree bank for a rate-one turn; at 250 knots, you will need (roughly) a
 32 degree bank.

 I don't think that fast passenger planes typically bank much more than 20
 degrees, though, so they will be doing a turn at considerably less than
 rate one.  Get the proper formulas, specify the maximum allowed bank angle,
 then crunch the numbers to see how far ahead the plane will have to start
 turning at its current airspeed to change course by a specified number of
 degrees.


 All the best,


 David

If I understand the problem correctly, changing the distance at which the turn 
is initiated won't make any difference - it's the way that the pid controller 
reacts to the jump in input as the waypoint is popped that's causing the 
abrupt change.

For example, if there are two waypoints, directly north and south of each 
other, when one waypoint is popped the pid controller is presented with an 
input change of 180 deg, regardless of how far away from the waypoint it is.

LeeE

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


Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-04 Thread Lee Elliott
On Friday 04 June 2004 21:44, Roy Vegard Ovesen wrote:
 Here is a shot of the King Air cockpit i'm modeling:

 http://home.tiscali.no/rvovesen/king-air-cockpit.jpg

 Also I have a question: The fuel panel texture on the left has two semi
 circles that have alpha 0% (transparent) in order to show fuel level gauges
 that are supposed to be placed slightly behind the panel. The fuel level
 gauge that is visible on the right side of the fuel panel actually has a
 textured face, but it is not visible through the transparent semi circle.
 Note that the Fuel system circuit breakers panel texture is visible
 through the transparent semi circle.

 The fuel level gauge has been included in the model xml file as a model
 tag. Could this be the reason why the gauge face texture is not visible? I
 believe David Megginson's Piper cockpit uses the same technique: A panel
 texture with transparent holes and instruments behind those holes, so I
 guess it should be possible.

-- 
Roy Vegard Ovesen

This might be due to the ordering of the transparent objects relative to the 
non-transparent parts.  Is/are the model objects in .AC format?  If so (I 
don't know if this also applies to other object formats such as .3DS) try 
moving the transparent parts to the bottom of the object hierarchy/list.

LeeE

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


Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread David Megginson
Lee Elliott wrote:
If I understand the problem correctly, changing the distance at which the turn 
is initiated won't make any difference - it's the way that the pid controller 
reacts to the jump in input as the waypoint is popped that's causing the 
abrupt change.

For example, if there are two waypoints, directly north and south of each 
other, when one waypoint is popped the pid controller is presented with an 
input change of 180 deg, regardless of how far away from the waypoint it is.
The 180-degree turn is a special problem no matter how you look at it -- the 
key is to make sure that the autopilot will not overbank the plane.

Otherwise, though, turn distance does matter -- if you switch to the next 
waypoint at the right moment, the plane will turn smoothly to its new track 
without overshooting the waypoint and possibly entering unprotected airspace.

All the best,
David
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread Lee Elliott
On Friday 04 June 2004 23:30, David Megginson wrote:
 Lee Elliott wrote:
  If I understand the problem correctly, changing the distance at which the
  turn is initiated won't make any difference - it's the way that the pid
  controller reacts to the jump in input as the waypoint is popped that's
  causing the abrupt change.
 
  For example, if there are two waypoints, directly north and south of each
  other, when one waypoint is popped the pid controller is presented with
  an input change of 180 deg, regardless of how far away from the waypoint
  it is.

 The 180-degree turn is a special problem no matter how you look at it --
 the key is to make sure that the autopilot will not overbank the plane.

 Otherwise, though, turn distance does matter -- if you switch to the next
 waypoint at the right moment, the plane will turn smoothly to its new track
 without overshooting the waypoint and possibly entering unprotected
 airspace.


 All the best,


 David

Ah - I don't think I understood the problem properly - I'll shut up.

LeeE

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


[Flightgear-devel] fgfs CVS: build a breeze! running gives OpenAL errors galore.

2004-06-04 Thread Chris Metzler

OK, I finally got a big block of time to commit to building plib,
SimGear, and FlightGear from CVS, only to find that I didn't need
it.  I was expecting to have to solve lots of problems; instead,
the builds went like a breeze.  No problems at all.

Unfortunately, running it was problematic.  I guess between
version 0.9.4 in Debian testing/unstable and the current CVS,
sound was switched to OpenAL.  I ran into one problem and one
oddity:

1.  constant pops, crackles, etc., while error messages of the
form

} Oops AL error in sample set_volume()! 1.3 for 
/home/cmetzler/Projects/FlightGear-0.9//data/Sounds/coughing.wav

scroll up the screen by the score.  I don't know anything about
OpenAL; but I'm surprised to have sound problems, since this
is a system that's been built/tuned for doing audio work, with
Robert Love/Andrew Morton's patches in place and a lot of
latency testing done.

2.  the c172 sound in the cockpit is very different from outside
it.  From a view outside the cockpit, it sounds like it did in
version 0.9.4.  But from the cockpit view, it has a high pitch
and more distorted-sounding noise.  This may be intentional; maybe
cockpit noise really does differ in such a way (I only wish I was
a pilot).  But I figured I'd check anyway.

Any advice, especially on #1, would really be appreciated.
Thanks.

-c



-- 
Chris Metzler   [EMAIL PROTECTED]
(remove snip-me. to email)

As a child I understood how to give; I have forgotten this grace since I
have become civilized. - Chief Luther Standing Bear


pgpMeaTOuh7s1.pgp
Description: PGP signature
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] fgfs CVS: build a breeze! running gives OpenAL errors galore.

2004-06-04 Thread Lee Elliott
On Saturday 05 June 2004 00:20, Chris Metzler wrote:
 OK, I finally got a big block of time to commit to building plib,
 SimGear, and FlightGear from CVS, only to find that I didn't need
 it.  I was expecting to have to solve lots of problems; instead,
 the builds went like a breeze.  No problems at all.

 Unfortunately, running it was problematic.  I guess between
 version 0.9.4 in Debian testing/unstable and the current CVS,
 sound was switched to OpenAL.  I ran into one problem and one
 oddity:

 1.  constant pops, crackles, etc., while error messages of the
 form

 } Oops AL error in sample set_volume()! 1.3 for
 /home/cmetzler/Projects/FlightGear-0.9//data/Sounds/coughing.wav

 scroll up the screen by the score.  I don't know anything about
 OpenAL; but I'm surprised to have sound problems, since this
 is a system that's been built/tuned for doing audio work, with
 Robert Love/Andrew Morton's patches in place and a lot of
 latency testing done.

 2.  the c172 sound in the cockpit is very different from outside
 it.  From a view outside the cockpit, it sounds like it did in
 version 0.9.4.  But from the cockpit view, it has a high pitch
 and more distorted-sounding noise.  This may be intentional; maybe
 cockpit noise really does differ in such a way (I only wish I was
 a pilot).  But I figured I'd check anyway.

 Any advice, especially on #1, would really be appreciated.
 Thanks.

 -c

I think #1 is due to the volume scaling set up in the corresponding sound.xml 
config - it looks like the volume level that's generated is  1.

I had this with all the a/c I've done when the OpenAL switch occurred and had 
to adjust the sound configs to ensure that the max volume wouldn't exceed 1.

LeeE

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


Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-04 Thread Ampere K. Hardraade
The violent maneuvers I was describing occur when the plane is a few 
kilometers away from the waypoint.  Therefore, it should have little to do 
with the way that pid controller reacts to the jump in waypoints.

One explanation for the violent maneuvers that I thought of is this: as the 
distance between the plane and the waypoint decreases, the accuracy required 
in the course calculations increases.  Since it takes time for the autopilot 
to respond, and takes even more time for the plane itself to respond to the 
commands of the autopilot, the plane will never align itself perfectly with 
the waypoint.  Hence, the autopilot will keep trying to catch the waypoint 
until the very last moment, thus causing the violent maneuvers.

One solutions to the above problem is to pop the waypoint when the plane is 
still some distance away, thereby preventing the autopilot from making all 
those course adjustments.

I should have explained this more throughoutly.  Sorry for the inconvience.

Regards,
Ampere

On June 4, 2004 06:19 pm, Lee Elliott wrote:
 If I understand the problem correctly, changing the distance at which the
 turn is initiated won't make any difference - it's the way that the pid
 controller reacts to the jump in input as the waypoint is popped that's
 causing the abrupt change.

 For example, if there are two waypoints, directly north and south of each
 other, when one waypoint is popped the pid controller is presented with an
 input change of 180 deg, regardless of how far away from the waypoint it
 is.

 LeeE

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


Re: [Flightgear-devel] King Air cockpit progress (and question)

2004-06-04 Thread Ampere K. Hardraade
I don't know how things are done in other 3D modelling softwares, but in 3D 
Studio, each effect has a seperated mapping channel.  For example, if you 
want transparency in certain areas of a texture, you need to assign a map to 
the transparency channel of that texture inorder for those certain portions 
of the latter to possess true transparency.  Usually, the map can be the same 
file as the texture itself, though you have to play around with the options a 
bit so that the transparency is based on the Alpha instead of RGB.

Check this out: http://waylon-art.com/uvw_tutorial/tut401_a.jpg
Notice the various mapping channels: ambient, diffuse, specular color, 
specular level, glossiness, self illumination; the list is quite long.

As I said, I don't know how things are done in other 3D modelling softwares.  
Your best bet will be looking for the dialog box that allows you to apply 
different effects to a texture in the 3D modelling software that you are 
using.

Regards,
Ampere

On June 4, 2004 06:25 pm, Lee Elliott wrote:
 On Friday 04 June 2004 21:44, Roy Vegard Ovesen wrote:
  Here is a shot of the King Air cockpit i'm modeling:
 
  http://home.tiscali.no/rvovesen/king-air-cockpit.jpg
 
  Also I have a question: The fuel panel texture on the left has two semi
  circles that have alpha 0% (transparent) in order to show fuel level
  gauges that are supposed to be placed slightly behind the panel. The fuel
  level gauge that is visible on the right side of the fuel panel actually
  has a textured face, but it is not visible through the transparent semi
  circle. Note that the Fuel system circuit breakers panel texture is
  visible through the transparent semi circle.
 
  The fuel level gauge has been included in the model xml file as a model
  tag. Could this be the reason why the gauge face texture is not visible?
  I believe David Megginson's Piper cockpit uses the same technique: A
  panel texture with transparent holes and instruments behind those
  holes, so I guess it should be possible.

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


[Flightgear-devel] Speaking of King Airs ...

2004-06-04 Thread Jon Berndt
From AvWeek:

Cause  Circumstance: Another King Air Stalls on Short Final

http://www.aviationnow.com/avnow/news/channel_bca_story.jsp?id=news/cc054.xml

Jon


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


[Flightgear-devel] new world scenery build

2004-06-04 Thread Curtis L. Olson
I'm pretty close to being finished with the new world scenery build.
A quick check with du shows that the previous build consumed 11.7 Gb 
(extracted.)  The new build consumes about 17.8 Gb extracted, which is 
about 50% larger.  I haven't had a chance to look closely, but I believe 
much of this increase is due to the much higher terrain resolution for 
europe, asia, africa, and south america.

I have just started building tarballs of the 10x10 degree chunks a few 
minutes ago.  I'm guessing this will run a while.  In the mean time you 
can rsync or terrasync the latest scenery from 
scenery.flightgear.org::Scenery-0.9.5

We should probably start thinking seriously about doing our next 
FlightGear release soon so that we can have an official release out 
there that can take advantage of some of the new scenery features.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d

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