Re: [Flightgear-devel] Newsletter
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?
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?
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?
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]
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]
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
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
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
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)
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?
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)
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?
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?
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.
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.
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?
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)
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 ...
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
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