RE: [Flightgear-devel] Taildragger takeoff and landing

2004-07-29 Thread Vivian Meazza

Lee Elliott wrote
 Sent: 28 July 2004 21:32
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Taildragger takeoff and landing
 
 
 On Wednesday 28 July 2004 01:45, Andy Ross wrote:
  Jim Wilson wrote:
   Have I had this backwards all along?  I knew of the 
 incidence angle 
   on the hstab, but always thought that positive values meant the 
   leading edge was higher than with a negative incidence angle
 
  The number is a (conventional, right handed) rotation about the Y 
  axis, which in YASim's coordinate system points out the 
 left wingtip. 
  So a positive incidence points down.  Unless there's a sign bug (or 
  three, or five...) in there somewhere.
 
  And Lee's surprise was right: you *can't* map a control to 
 INCIDENCE 
  in the control mapper.  My head was ahead of the 
 implementation.  I've 
  definitely intended to do this (and maybe I've worked on it at some
  point) but looking at CVS the code just ain't there.  Sorry.
 
  Andy
 
 Heh! - I'm still a bit confused:)  I had a look at the dc3 
 update, where the 
 incidence had been set on the hstab but when I tried using 
 it, it made no 
 difference to the solution, and I couldn't detect any change in the 
 behaviour.  I was sure that the hstab incidence was set by 
 the solver (as the 
 'tail incidence')
 
 The incidence +- issue threw me as well - like the others, 
 I've been using +ve 
 incidence to angle the wing up at the leading edge.  It does 
 seem to work 
 that way though...
 
 My 2p on the 'does lift suck or blow', just to stir it up a 
 bit more, is that 
 the Wrights found that the lift was not perpendicular to the 
 wing/aerofoil 
 axis but was angled forward (they attached spring balances to 
 their kites and 
 measured the force required to hold them, and found that this 
 force was lower 
 that they'd calculated).
 
 On more refined aerofoils most of the lift comes from the 
 leading edge region, 
 where the acceleration is highest, although some of the more recent 
 'super-critical' aerofoils produce lift further back.
 
 There again, while I'm reasonably up on physics, I'd only 
 claim to understand 
 about 2/3rds of what I read about aerodynamics.
 
 Curiously enough, I was only quite recently discussing 
 bow-waves and drag in 
 relation to sprint racing kayaks with someone:)
 


I rather like this explanation of lift.

http://www.grc.nasa.gov/WWW/K-12/airplane/bernnew.html

Regards,

Vivian




___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Yasim strangeness [was Taildragger takeoff and landing]

2004-07-29 Thread Matthew Law
David Megginson wrote:
Andy Ross wrote:
Uh... YASim doesn't model wash effects, so there really isn't any
process by which a pure control input would generate force.  Are you
sure you weren't just sitting in a stiff wind?  Can anyone else
replicate this?

I cannot reproduce it on my system:
  fgfs [EMAIL PROTECTED] --aircraft=j3cub
I put on the parking brake (who'd have thought the J3 Cub had a 
parking brake?) and tried moving all of the control surfaces.  They 
had no effect on the aircraft, either with the engine on or with the 
engine off. 
Then maybe wind has crept in there somehow...  I'll check tonight.
All the best,
Matthew
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] Taildragger takeoffs and landings

2004-07-29 Thread Vivian Meazza


Dave Perry wrote:

 Sent: 29 July 2004 01:48
 To: [EMAIL PROTECTED]
 Subject: [Flightgear-devel] Taildragger takeoffs and landings
 
 
 David Megginson wrote:
 
 This problem has little effect on normal flight, but it 
 matters a lot 
 for
 the landing and takeoff rolls of taildraggers -- without it, 
 they have an 
 unrealistic tendency to nose over.
 
 I have been tied up with an upgrade to SuSe 9.1 and wanted to 
 comment on 
 the tail dragger set up discussion.
 1.  I updated CVS last night and the changes to the J3 Cub make it 
 impossible to do a full-stall 3 point landing. 
 2.  It is not true that a wheel landing should end with applying full 
 down elevator.  In fact, you want to be almost at zero decent 
 rate when 
 the mains touch and then a little forward pressure is usually 
 required 
 to keep the immediate slight increase in angle of attach from putting 
 you back in the air, since you have not yet stalled.
 3.  In a real cub, it takes very little relative wind to keep 
 the tail 
 up.  So in a head wind of say 10 knots, you can lift the tail with 
 forward pressure as soon as you apply power.  I have seen pilots hold 
 the brakes, apply power and lift the tail at zero ground speed.
 
 I really thought the way the cub was in fgfs before these changes was 
 very realistic.  I would do 4 touch and goes in the length of 29R at 
 KSFO with all of them wheel landings.  Were you really having trouble 
 with nose overs with the cub?  I have real hours hours in Stinson 108 
 Voyager, Taylorcraft (almost identical to the cub), Cessna 
 140 and 170, 
 Luscome Silverair, Citabra, Champ, and probably other tail 
 draggers that 
 I have forgotten.
 
 Also, even though it is usual to have the CG slightly ahead 
 of the wing 
 center of lift so the tail plane is providing negative lift in level 
 flight, many aircraft when fully loaded have the tail plane providing 
 some positive lift.  I flew my Comanche 250 from Denver to 
 Duluth, MN, 
 on to DSM, and back to Denver with 4 passengers and baggage 
 to the point 
 that I only could fill the inboards to stay below 2900 lbs 
 (max gross).  
 The trim was very much different at all speeds.  With just two in the 
 front seats and no baggage, the trim for approach is much more up 
 elevator trim than at cruise (tail plane has negative lift).  
 But fully 
 loaded, the trim changes very little as you slow up for 
 approach.  This 
 could be because the CG is more aft fully loaded, so the tail 
 plane is 
 carrying some of the load.
 
 I have never been totally happy with the DC3 ground handling.  It has 
 always been too slow on acceleration in bringing the tail up and it 
 would try and fly with the tail still on the ground and if 
 you tried to 
 get the tail up with forward pressure, it was way too easy to 
 get in a 
 porpoise.  Moving the CG as far forward as possible helped and 
 increasing the horizontal stab effectiveness also helped.  I had also 
 made the length longer.  The real DC3 tail came up very quickly, very 
 similar to the cub in reality.  I have not flown the fgfs DC3 
 since the 
 recent changes.  I will try it and then comment some more.
 
 Good discussion,

Have you tried the Spitfire yet?

I would be grateful for any comments you might have.

Regards,

Vivian






___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-29 Thread Erik Hofman
Jon S Berndt wrote:
On Wed, 28 Jul 2004 23:55:09 +0200
 Erik Hofman [EMAIL PROTECTED] wrote:
Jon S Berndt wrote:

That's because it's _mostly_ (or entirely) the sucking action above 
the wing that contributes the most to lift.
No, that is the *result* of lift, not the *cause*.
No, you're mixing up cause and effect.
I have been thinking about this over night and think I agree with you 
here. I've been biased be a comment a teacher (which I respected much) 
once told me but which after thinking about it some more is unrelated to 
this subject.

BTW. My comment about the non-existence of pulling forces come from the 
same issue. Without the existence of pulling forces adhesive and 
cohesive forces wouldn't even exist.

Erik
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] FlightGear base package request --version parameter to fgfs

2004-07-29 Thread Boris Koenig
Jim Wilson wrote:
 
There are no pre-release tags, but you could probably do a cvs checkout by
date if you wanted to be sure. 
yes, thanks for that - actually, that's also what I've come up with in
the meantime, just checked the 1.11 revision out ... but a compressed
download of the entire directory structure would certainly have been
faster :-)
Also there is -of course- quite a lot of CVS related stuff in the
checkout.
A couple of minutes ago I created the patch, don't know if it works
though, as I don't have the actual pre2-release installed locally,
will need to wait for feedback - posted the link to the users
mailing list.
This link to a cvs log shows the date/time that pre2 was finalized:
http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/data/version?cvsroot=FlightGear-0.9
Note that this log happens to refer to the file that contains the version
number.  It's called version and is located in the base package directory.
Yes, sure - I did see that file (and also checked its contents) when I
looked for version information about the base package, but it states
only 0.9.4 - this even though I am _definitely_ using 0.9.5 *PRE*, so
having at least the exact version information of the base package
available would certainly make sense-including details about 
PRE-releases etc.

But then, also not to have to rely on cvs-specific files which would not
necessarily be available in a release version and hence won't be
suitable to determine the base package version in general.

Boris

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-29 Thread Erik Hofman
Jon Berndt wrote:
One more thing: think of a baseball or better yet a lightweight ball. How do those 
things
curve?
I wouldn't know. I haven't thought about that one yet. My first 
impression would be that of the cohesive and adhesive forces again.

Erik
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-29 Thread Erik Hofman
Tony Peden wrote:
I hope you guys realize that this is an ages old debate that still goes
on in the relevant academic circles.
Yes. There is nothing wrong with fixing this for once and for all isn't 
there? :-D

Erik
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Ready for next release?

2004-07-29 Thread Erik Hofman
Jim Wilson wrote:
Curtis L. Olson said:

Sounds fine, I wasn't planning on rolling out the official release today 
anyway.  Tomorrow is probably the earliest ... more likely friday.
Just a heads up:  there is a minor (as in easy to fix) issue with building
SimGear using gcc 2.96 that was introduced earlier today.  I emailed Erik
about it.
Which should be fixed by now.
Erik
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Jon Stockill
Chris Metzler wrote:
Josh sent me along a few screenshots to illustrate the ground poly
bugginess he's seeing near airports.  They can be found at:
http://www.speakeasy.net/~cmetzler/fgfs-screen-002.jpg
http://www.speakeasy.net/~cmetzler/fgfs-screen-003.jpg
http://www.speakeasy.net/~cmetzler/fgfs-screen-004.jpg
Weird stuff.  What airports are these?
There's a similar, but much less severe problem at the end of runway 
14/32 at Leeds/Bradford (EGNM).

--
Jon Stockill
[EMAIL PROTECTED]
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] create craters and smoke effect

2004-07-29 Thread Boris Koenig
CHANDRASEKHAR ACHALLA wrote:
I was also wondering if flightgear already has the fire and smoke effects.
Regarding my last reply on that topic I had a quick look at sourceforge
for the specific name of the project that I mentioned.
It's named FlightGear CombatZone - but, well that specific
project is already pretty old and doesn't have any files published,
nor does it have a real webpage:
https://sourceforge.net/projects/fgcombatzone/
But on the other hand there are plenty of other opensource projects
which already do what you seem to need, the first coming to my mind
would be bzflag - a tank (combat) simulation which is also based on
SimGear and makes already use of things like explosions, fire, smoke and 
collision detection:

https://sourceforge.net/projects/bzflag/
I did some quick searches for other 3D projects in that category, but
I think it would probably be really the easiest to look into the
bzflag sources, on the one hand because that stuff is already SimGear
based and hence it would probably be pretty straight forward to borrow
some lines/fragments of code, and on the other hand bzflag has also an
_incredibly large_ user AND *DEVELOPER* ( 50 !)community, so odds are
good that your questions are answered pretty soon.
If bzflag alone is not sufficient already, here are some other
opensource projects that might be useful for your purposes and which
can be easily found at sourceforge, while some of these don't yet have
any files/source released, contacting the developers might help you
anyways:
__
3D FX Function library is a set of functions that will make your
programming life much easier. Already featuring lensflares, particle 
systems, explosions, etc, we hope to port to as many languages as
possible.

https://sourceforge.net/projects/dbdev/
An explosion simulator for 3D real time applications
https://sourceforge.net/projects/explosion/
This project is a 3D engine developed in opengl.
We want to develope a tool box with allows everyone to program
3D-demos using easy XML script. We need to program animation of
3d objects, humanoides, particle simulations, 2D/3D effects, transitions,...
https://sourceforge.net/projects/cymagine/
VRGL, is a modified OpenGL runtime library for visual effects useful
in virtual reality applications. It is intended for use with
precompiled 3D graphics engines, like the one in Unreal Tournament 2003.
https://sourceforge.net/projects/vrgl/
An OpenGL Framework to build graphic effects and demos.
Focuses on speed and performance rather than compatibility and
portability. Currently based on OpenGL, the framework is meant
to support software rendering in the future.
https://sourceforge.net/projects/glsilent/
C++ 3D graphics library for game developers, researchers, and students.
It is a base of robust and high performance code common to most 3D projects.
https://sourceforge.net/projects/g3d-cpp/
FreeSOLID is a library for collision detection of three-dimensional
objects undergoing rigid motion and deformation. FreeSOLID is designed
to be used in interactive 3D graphics applications.
https://sourceforge.net/projects/freesolid/
OpenDynamics is a real-time 3D physics simulation core including
collision resolution. A C library, it consists of modules providing
linear algebra, newtonian dynamics, collision and contact resolution,
some constraints, aerodynamics and explosions.
https://sourceforge.net/projects/opendynamics/
The Phoenix Open Source Flight Simulator project is
designed to create the ultimate base for combat flight
simulators. Every piece will be designed as modular as
possible allowing component switching and a great opportunity
for community development.
https://sourceforge.net/projects/phoenixosfs/
The Combat Simulator Project is an open source project started
by flight sim enthusiasts eager for a serious hardcore flight simulator.
https://sourceforge.net/projects/csp/
G3C provides the main features for 3D-game developers:
3D rendering engine based on openGL, collision detection,
physical rules, p2p network... A game-sample will be avaible,
binding a wargame, a flight simulator, a first person shooter, a MMOG...
https://sourceforge.net/projects/g3c/
This library is an effort to provide a collision detection library
for generic polyhedra. Its purpose is mainly for 3D games where accurate
detection is needed between two non-simple objects.
https://sourceforge.net/projects/coldet/
Interactive Dynamics Library - Indy C++ library for rigid body
dynamics, specifically aimed at games. Project will hopefully support
full collision detection, collision and contact resolving, springs, 
constraints, etc.

https://sourceforge.net/projects/indy/
3D Engine featuring : Particles systems, hierarchical
animation, portal rendering, collision detection via
BSPs, ISOSurfaces managing, NURBS, animated 

Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Chris Metzler
On Thu, 29 Jul 2004 00:08:31 -0400
Josh Babcock [EMAIL PROTECTED] wrote:

 
 Moving just a few inches any direction or changing the view angle makes
 these things change wildly, or even go away. In fact, in the right spot
 they will flicker on and off. They only seem to appear when I am over an
 airport. There is also a poly in the dc3 model that does this no matter
 where I am.  It always shows up from inside the cockpit as a bright
 orange vertical stripe on the left side of the windscreen. It looks
 texture mapped. I have to position the view angle just right to see it.

Hmm.  I see various problems at various airports, including these two,
such as tears along seams in the terrain -- like there's an abrupt jump
in ground elevation without any effort to connect the two levels -- but
they typically aren't severe, no more than a meter or so vertically, and
I don't see polygons up in the air.  And I don't see any problem with
the DC-3.  I want to say that this is something odd about your drivers,
but I'm too ignorant of this stuff to be sure.  Is it only ATI people
that see this stuff?  Do all ATI people see this stuff

-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


pgpEQUpZX6kGQ.pgp
Description: PGP signature
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d

Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Jon Stockill
Chris Metzler wrote:
On Thu, 29 Jul 2004 00:08:31 -0400
Josh Babcock [EMAIL PROTECTED] wrote:
Moving just a few inches any direction or changing the view angle makes
these things change wildly, or even go away. In fact, in the right spot
they will flicker on and off. They only seem to appear when I am over an
airport. There is also a poly in the dc3 model that does this no matter
where I am.  It always shows up from inside the cockpit as a bright
orange vertical stripe on the left side of the windscreen. It looks
texture mapped. I have to position the view angle just right to see it.

Hmm.  I see various problems at various airports, including these two,
such as tears along seams in the terrain -- like there's an abrupt jump
in ground elevation without any effort to connect the two levels -- but
they typically aren't severe, no more than a meter or so vertically, and
I don't see polygons up in the air.  And I don't see any problem with
the DC-3.  I want to say that this is something odd about your drivers,
but I'm too ignorant of this stuff to be sure.  Is it only ATI people
that see this stuff?  Do all ATI people see this stuff
The problem at EGNM I mentioned is on several NVidia based systems. As
I said though - it's nowhere near as severe as in those screenshots. 
I'll try and grab an example tonight.

--
Jon Stockill
[EMAIL PROTECTED]
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Ready for next release?

2004-07-29 Thread Jim Wilson
Erik Hofman said:

 Jim Wilson wrote:
  Curtis L. Olson said:
 
 Sounds fine, I wasn't planning on rolling out the official release today 
 anyway.  Tomorrow is probably the earliest ... more likely friday.
  
  Just a heads up:  there is a minor (as in easy to fix) issue with building
  SimGear using gcc 2.96 that was introduced earlier today.  I emailed Erik
  about it.
 
 Which should be fixed by now.
 

It is.  Thanks!

Best,

Jim


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Boris Koenig
Chris Metzler wrote:
On Thu, 29 Jul 2004 00:08:31 -0400
And I don't see any problem with the DC-3.  I want to say that this 
 is something odd about your drivers,  but I'm too ignorant
 of this stuff to be sure.  Is it only ATI people
that see this stuff?  Do all ATI people see this stuff
Personally, I would say that while there do seem to be some issues
specific to ATI cards, I cannot complain in general as the overall
performance seems a lot better than using a better card, regarding
ATI I've come to the conclusion that it's just a matter of disabling the
right options to reduce the problems (like the mentioned lack of updates
in specific parts of the client area) and to make the whole situation
bearable.
On the ATI issues I am going to download some other plib applications
in order to specifically look out for similar problems but also
performance, maybe it's really not that much related to FlightGear
itself but rather plib ? That would at least make sense if I don't
find _any_ plib app where I achieve more than 10-15 FPS with the
nvidia card ;-)
Regarding the idea to profile the openGL specific parts of FlightGear
I have to say that I did download the mentioned software but to be
honest: I wouldn't have the slightest clue about what to look for,
so the best thing I could possibly offer is to log everything and
make the logs available - but the evaluation of these logs would
probably be a totally diffferent issue :-/
On the other hand I had a closer look at this openGL logging application
and I think one might attempt to get representative results by
adding the functionality to FlightGear itself (a debugging version) and
try to run some basic flight data replay (or something similar to
utilize openGL for a specific amount of time which should be available
in all versions) on as many machines as possible.
Maybe one could then find essential differences by comparing the
collected logs ? (just guessing)
Even though I did personally also consider running other (more
performant) Windows openGL applications in order to see in what way
they deal differently with the accelerator card, possibly it's really
about enabling specific options on some boards ?!

Boris
P.S.: Sorry Erik for typing more than 5 lines of text :-)
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] FlightGear base package request --version parameter to fgfs

2004-07-29 Thread Jim Wilson
Boris Koenig said:

 Jim Wilson wrote:
   
  There are no pre-release tags, but you could probably do a cvs checkout by
  date if you wanted to be sure. 
 
 yes, thanks for that - actually, that's also what I've come up with in
 the meantime, just checked the 1.11 revision out ... but a compressed
 download of the entire directory structure would certainly have been
 faster :-)
 Also there is -of course- quite a lot of CVS related stuff in the
 checkout.
 
 A couple of minutes ago I created the patch, don't know if it works
 though, as I don't have the actual pre2-release installed locally,
 will need to wait for feedback - posted the link to the users
 mailing list.
 
  This link to a cvs log shows the date/time that pre2 was finalized:
 
http://cvs.flightgear.org/cgi-bin/viewcvs/viewcvs.cgi/data/version?cvsroot=FlightGear-0.9
  
  Note that this log happens to refer to the file that contains the version
  number.  It's called version and is located in the base package directory.
 
 Yes, sure - I did see that file (and also checked its contents) when I
 looked for version information about the base package, but it states
 only 0.9.4 - this even though I am _definitely_ using 0.9.5 *PRE*, so
 having at least the exact version information of the base package
 available would certainly make sense-including details about 
 PRE-releases etc.
 
 But then, also not to have to rely on cvs-specific files which would not
 necessarily be available in a release version and hence won't be
 suitable to determine the base package version in general.
 

That's true.  You are probably just too late this time around.  It is an
interesting idea having release to release patch files,  but I am not sure
what would be involved.

On the subject of versions, if you do not have the correct matching base
package version installed then FlightGear should give a message like this:

Base package check failed ... Found version 0.9.4 at: ../../Base/fgfsbase
Please upgrade to version: 0.9.5-pre3

That is pretty straight forward,  so I doubt you are seeing a mismatch.  I
suppose if somehow you had an issue with autoconf (the version number for the
program is set in configure.ac)... This wouldn't make much sense.  Why don't
you experiment a little (look at your configuration, etc) and maybe even
change the number in the version file to see if you get the message. 
Perhaps there is a bug there.

Best,

Jim


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Norman Vine
Boris Koenig writes:

 That would at least make sense if I don't
 find _any_ plib app where I achieve more than 10-15 FPS with the
 nvidia card ;-)

I have many PLib applications that run at a rock steady 70hz, my
screen refresh rate, on a NVIDIA GeForce 2 in a PIII 733 
 
 On the other hand I had a closer look at this openGL logging application
 and I think one might attempt to get representative results by
 adding the functionality to FlightGear itself 

Low level OpenGL logging is already built into FlightGear
but you need to hard-compile it in.  There are no instructions 
other then the source code as if one can't read the code then
one has no reason to have this capability as they certainly 
won't understand the resulting output :-)
 
 possibly it's really
 about enabling specific options on some boards ?!

!!! it's about *disenabling* specific options on some boards !!!

Yup,  there is enough variability in machines that there is no 
'one size' fits all.   The default settings are a compromise 
between reasonable performance on most semi modern
machines and what the hard core entusiasts want in terms
of 'eye candy'

One thing non-coders could do that would be useful would 
be to start collecting these machine specific tips on a web page
somewhere  like the Wiki .

Cheers

Norman

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Chris Metzler
On Thu, 29 Jul 2004 14:04:57 +0100
Jon Stockill [EMAIL PROTECTED] wrote:
 
 The problem at EGNM I mentioned is on several NVidia based systems. As
 I said though - it's nowhere near as severe as in those screenshots. 
 I'll try and grab an example tonight.

I'm on an Nvidia card (finally), and what I see at EGNM is this:  at
the beginning of 14, along the right side of the displaced threshhold,
I see a seam where the terrain suddenly jumps up about a meter in
elevation, leaving a sky-colored gap between (vertical, thus only
visible from one side).  Is this what you see?  If so, I see that sort
of thing too, near most large airports.  I suspect it's not a FlightGear
thing so much as a TerraGear thing -- I suspect it's an artifact of
the smoothing done in making things flat for the runways etc.  But I
dunno.

-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


pgpC3OHditdGT.pgp
Description: PGP signature
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d

Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Jon Stockill
Chris Metzler wrote:
On Thu, 29 Jul 2004 14:04:57 +0100
Jon Stockill [EMAIL PROTECTED] wrote:
The problem at EGNM I mentioned is on several NVidia based systems. As
I said though - it's nowhere near as severe as in those screenshots. 
I'll try and grab an example tonight.

I'm on an Nvidia card (finally), and what I see at EGNM is this:  at
the beginning of 14, along the right side of the displaced threshhold,
I see a seam where the terrain suddenly jumps up about a meter in
elevation, leaving a sky-colored gap between (vertical, thus only
visible from one side).  Is this what you see?  If so, I see that sort
of thing too, near most large airports.  I suspect it's not a FlightGear
thing so much as a TerraGear thing -- I suspect it's an artifact of
the smoothing done in making things flat for the runways etc.  But I
dunno.
Yes - that's it.
I can't remember the exact relative positioning in the sim, but in real 
life that's about the point where the road disappears under the end of 
the runway. Could that be the cause? ISTR a similar problem at RAF 
Finningley (EGXI) where a railway crosses the end of the runway (it 
should be just on the boundary of the airfield, but the VMAP and/or 
airfield accuracy cause an overlap.

--
Jon Stockill
[EMAIL PROTECTED]
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-29 Thread Jim Wilson
Erik Hofman said:

 Jon Berndt wrote:
 
  One more thing: think of a baseball or better yet a lightweight ball. How
do those things
  curve?
 
 I wouldn't know. I haven't thought about that one yet. My first 
 impression would be that of the cohesive and adhesive forces again.
 

Well Jim's make it up as you go along Physics manual says that there is
greater pressure against the air molecules in front of the moving ball.  Thus
there is greater friction against those molecules than the air molecules to
the side or behind.  If the ball has a sidespin, then the slightly better
traction (friction) on the front side will cause the ball to move in the
direction opposite that of the forward surface of the spinning ball (as a
result of something Newton said).  Adding this sideways movement to the
ball's trajectory produces a curve.  The ball's momentum (speed), air density,
size of the ball (amount trailing air turbulance), alignment of the planets, 
proximity to Fenway park, political persuasion, and the rate of spin will
affect outcome.

For a demonstration (or proof that I am wrong) see:
http://www.grc.nasa.gov/WWW/K-12/airplane/foil2b.html

Disclaimer: Use this information at your own risk.  I will not be responsible
for any broken noses, windows, or egos that result from the application of
this theory.

Best,

Jim


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] FlightGear base package request --version parameter to fgfs

2004-07-29 Thread Boris Koenig
Jim Wilson wrote:
Boris Koenig said:
But then, also not to have to rely on cvs-specific files which would not
necessarily be available in a release version and hence won't be
suitable to determine the base package version in general.
That's true.  You are probably just too late this time around.  
Well, to be honest - that was NOT my idea, I just also thought the idea
would be pretty good and didn't mind to create the requested patch.
The actual idea and patch-script come from Stewart Andreason on the
users mailing list:
His current patch script requires a (to be patched) version of the
FlightGear base root directory and an archive with an updated version
of that directory tree. It then creates a diff of these two trees and
that diff tree is then packaged into an archive - so you would normally
only have to untar that said diffed archive into your old base package
in order to obtain a recent base package.
While the script itself looks pretty good and does seem to work, there
are some minor things that could be improved, like being able to
either use another directory/archive as source/target. Also, it doesn't
yet seem to take those files/folders properly into account which need to
be removed/replaced from the old release.
 It is an interesting idea having release to release patch files,
 but I am not sure what would be involved.
Yes it could indeed turn out to be quite useful in general, one of
the easier ideas would be to have checksums for each file/folder
and simply store these checksums within a specific file in
FlightGear's data root directory.
This checksum file would then contain each folder/file (absolute
position) with the appropriate checksum.
A simple syntax might already be sufficient:
file:/data/aircraft/whatever.xml chk:0f32e4f8a97c (optionally also file 
size)

One would then use a shell script to take care of all changes within
the CVS, either that script is executed automatically after each
commit - or it is run by cron job.
It would then simply create a detailed checksum list for each
revision.
In order to update a release the patch script would merely have to
compare the local (old) copy of the checksums file with the latest
version of the base package, that way it could track down all necessary
changes.
So, in order to create a patch file one would mainly need to:
-   download specific files from cvs
-   remove/replace specific files
Basically, one would execute a stripped down cvs update -
but of course this could also be web-based or use the viewcgi
perl script to retrieve the files from CVS.
So, all (new/changed) downloaded files would then be put into a
corresponding patch archive.
Additionally that script should take two other things into
consideration, 1) all files/directories that should NOT be put
into the release patch (i.e. CVS stuff)
2) also those files/folders that don't reside in the data
repository, but also need to be updated/packaged into new
base releases (the documentation/manuals would be such a case,
cause they are stored separately).

--
Boris

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-29 Thread Jon S Berndt
On Thu, 29 Jul 2004 15:01:28 -
 Jim Wilson [EMAIL PROTECTED] wrote:
Jon Berndt wrote:
 One more thing: think of a baseball or better yet a lightweight 
 ball. How do those things curve?

Well Jim's make it up as you go along Physics manual says that there is
greater pressure against the air molecules in front of the moving ball.  
... etc.
Strike 1.
Hint: If the curve ball is spinning about a vertical axis, what does 
this say about the flow of air on the left and right sides of the 
ball?

Here's the windup ... and the pitch ...
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Josh Babcock
Jon Stockill wrote:
Chris Metzler wrote:
On Thu, 29 Jul 2004 14:04:57 +0100
Jon Stockill [EMAIL PROTECTED] wrote:
The problem at EGNM I mentioned is on several NVidia based systems. As
I said though - it's nowhere near as severe as in those screenshots. 
I'll try and grab an example tonight.

I'm on an Nvidia card (finally), and what I see at EGNM is this:  at
the beginning of 14, along the right side of the displaced threshhold,
I see a seam where the terrain suddenly jumps up about a meter in
elevation, leaving a sky-colored gap between (vertical, thus only
visible from one side).  Is this what you see?  If so, I see that sort
of thing too, near most large airports.  I suspect it's not a FlightGear
thing so much as a TerraGear thing -- I suspect it's an artifact of
the smoothing done in making things flat for the runways etc.  But I
dunno.

Yes - that's it.
I can't remember the exact relative positioning in the sim, but in real 
life that's about the point where the road disappears under the end of 
the runway. Could that be the cause? ISTR a similar problem at RAF 
Finningley (EGXI) where a railway crosses the end of the runway (it 
should be just on the boundary of the airfield, but the VMAP and/or 
airfield accuracy cause an overlap.

At least one of my screenshots (KADW) had no roads involved.
Josh
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-29 Thread Curtis L. Olson
Jon S Berndt wrote:
On Thu, 29 Jul 2004 15:01:28 -
 Jim Wilson [EMAIL PROTECTED] wrote:
Jon Berndt wrote:
 One more thing: think of a baseball or better yet a lightweight  
ball. How do those things curve?


Well Jim's make it up as you go along Physics manual says that 
there is
greater pressure against the air molecules in front of the moving 
ball.  ... etc.

Strike 1.
Hint: If the curve ball is spinning about a vertical axis, what does 
this say about the flow of air on the left and right sides of the ball?

Here's the windup ... and the pitch ...

Ok, then how do you explain a frisbee that can curve either way, even 
though it's always thrown with the same direction of spin.  And please 
include the coriolis effect in your explanation (now that it is 
implimented in JSBSim.)

Thank you. :-)
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
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-29 Thread Jon S Berndt
On Thu, 29 Jul 2004 10:34:16 -0500
 Curtis L. Olson [EMAIL PROTECTED] wrote:
Ok, then how do you explain a frisbee that can curve either way, even 
though it's always thrown with the same direction of spin.  And 
please include the coriolis effect in your explanation (now that it 
is implimented in JSBSim.)

Thank you. :-)
Gyroscopic stabilization and tilt.
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


RE: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Vivian Meazza


Jon Stockill wrote
 Sent: 29 July 2004 14:05
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] lights flaring on runways in FG
 
 
 Chris Metzler wrote:
  On Thu, 29 Jul 2004 00:08:31 -0400
  Josh Babcock [EMAIL PROTECTED] wrote:
  
 
 Moving just a few inches any direction or changing the view angle 
 makes these things change wildly, or even go away. In fact, in the 
 right spot they will flicker on and off. They only seem to 
 appear when 
 I am over an airport. There is also a poly in the dc3 model 
 that does 
 this no matter where I am.  It always shows up from inside 
 the cockpit 
 as a bright orange vertical stripe on the left side of the 
 windscreen. 
 It looks texture mapped. I have to position the view angle 
 just right 
 to see it.
  
  
  Hmm.  I see various problems at various airports, including 
 these two, 
  such as tears along seams in the terrain -- like there's an abrupt 
  jump in ground elevation without any effort to connect the 
 two levels 
  -- but they typically aren't severe, no more than a meter or so 
  vertically, and I don't see polygons up in the air.  And I 
 don't see 
  any problem with the DC-3.  I want to say that this is 
 something odd 
  about your drivers, but I'm too ignorant of this stuff to 
 be sure.  Is 
  it only ATI people that see this stuff?  Do all ATI people see this 
  stuff
 
 The problem at EGNM I mentioned is on several NVidia based 
 systems. As I said though - it's nowhere near as severe as in 
 those screenshots. 
 I'll try and grab an example tonight.
 

There are some problems of levels over at EGMH (Manston). Much improved aver
previous scenery releases though.

Regards,

Vivian




___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-29 Thread Erik Hofman
Jon S Berndt wrote:
On Thu, 29 Jul 2004 10:34:16 -0500
 Curtis L. Olson [EMAIL PROTECTED] wrote:
Ok, then how do you explain a frisbee that can curve either way, even 
though it's always thrown with the same direction of spin.  And please 
include the coriolis effect in your explanation (now that it is 
implimented in JSBSim.)

Thank you. :-)

Gyroscopic stabilization and tilt.
Which gets us to the one milion dollar question:
Can you frisbee on mars?
Erik
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-29 Thread Curtis L. Olson
Erik Hofman wrote:
Jon S Berndt wrote:
On Thu, 29 Jul 2004 10:34:16 -0500
 Curtis L. Olson [EMAIL PROTECTED] wrote:
Ok, then how do you explain a frisbee that can curve either way, 
even though it's always thrown with the same direction of spin.  And 
please include the coriolis effect in your explanation (now that it 
is implimented in JSBSim.)

Thank you. :-)

Gyroscopic stabilization and tilt.

Which gets us to the one milion dollar question:
Can you frisbee on mars?

You can, but south of the equator it will break the opposite direction.
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
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-29 Thread Boris Koenig
Curtis L. Olson wrote:
Erik Hofman wrote:
Jon S Berndt wrote:
On Thu, 29 Jul 2004 10:34:16 -0500
 Curtis L. Olson [EMAIL PROTECTED] wrote:
Ok, then how do you explain a frisbee that can curve either way, 
even though it's always thrown with the same direction of spin.  And 
please include the coriolis effect in your explanation (now that it 
is implimented in JSBSim.)

Thank you. :-)


Gyroscopic stabilization and tilt.

Which gets us to the one milion dollar question:
Can you frisbee on mars?

You can, but south of the equator it will break the opposite direction.
I like it when people share their valuable experiences ... :-)
So, the next time I'm there I'll be careful !

Boris
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-29 Thread Erik Hofman
Curtis L. Olson wrote:
Erik Hofman wrote:
Jon S Berndt wrote:
On Thu, 29 Jul 2004 10:34:16 -0500
 Curtis L. Olson [EMAIL PROTECTED] wrote:
Ok, then how do you explain a frisbee that can curve either way, 
even though it's always thrown with the same direction of spin.  And 
please include the coriolis effect in your explanation (now that it 
is implimented in JSBSim.)

Thank you. :-)
Gyroscopic stabilization and tilt.
Which gets us to the one milion dollar question:
Can you frisbee on mars?
You can, but south of the equator it will break the opposite direction.
It must be a great sight, the first man on Mars playing frisbee with a 
colleague.

Erik
(Now I start to wonder why we always smash our probes on the surface of 
Mars).

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-29 Thread Jon S Berndt
On Thu, 29 Jul 2004 19:37:08 +0200
 Boris Koenig [EMAIL PROTECTED] wrote:
I like it when people share their valuable experiences ... :-)
So, the next time I'm there I'll be careful !
Why? You won't hit anything! :-)
Jon
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] Taildragger takeoff and landing

2004-07-29 Thread Jon S Berndt
On Thu, 29 Jul 2004 19:38:44 +0200
 Erik Hofman [EMAIL PROTECTED] wrote:
(Now I start to wonder why we always smash our probes on the surface 
of Mars).
NASA does it by design.
(Well ... except for the Mars Polar Lander.)
:-)
Jon
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Segmentation Fault: (was Re: [Flightgear-devel] Ready for next release?)

2004-07-29 Thread Durk Talsma
Hmm, I hate to spoil the party, but I did get a segmentation fault in 
FlightGear today (running 0.9.5-pre3). I'm not sure when it happened, since I 
started FlightGear this morning and letting it fly between KSFO and EHAM 
(which appears to become my favorite test route :-)), while I went off to 
work.

The crash happened somewhere in around 63-degs North and 84-west, based on the 
console output from terrasync., so that was probably after about 4 or 5 hours 
of running. 

Unfortunatly, being in a hurry this morning I didn't run flightgear from 
within gdb, so I don't have any idea yet what might have caused it. I do seem 
to see these kind of chrashes more with the 747 (yasim) than with any of the 
other jets (jsbsim) I've tried, but that's only a working hypothesis for now. 

Any Ideas, suggestions?


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Lee Elliott
On Thursday 29 July 2004 03:06, Chris Metzler wrote:
 cc'ing this to make sure you see the reply . . .

 On Sat, 24 Jul 2004 17:07:55 +0200

 Frederic Bouvier [EMAIL PROTECTED] wrote:
 Lee Elliott replying to Josh Babcock:
  I get the same ground poly problems that you seem to be getting with
  your
 
  new
 
  ATI driver, except I've been getting them for some time now.
 
  It actually only seems to be the airfield polys that are affected but
 
  you'll
 
  often see it with airfields that are a long way away, to the extent
  that
 
  you
 
  can't see the airfield itself but only the displaced polys as they
  sick up through the haze, sometimes to many tens of thousand of feet.
 
  Could you post screenshots ?

 Josh sent me along a few screenshots to illustrate the ground poly
 bugginess he's seeing near airports.  They can be found at:

 http://www.speakeasy.net/~cmetzler/fgfs-screen-002.jpg
 http://www.speakeasy.net/~cmetzler/fgfs-screen-003.jpg
 http://www.speakeasy.net/~cmetzler/fgfs-screen-004.jpg

 Weird stuff.  What airports are these?

 -c

That's what I'm seeing too.  I notice it on most airfields and I certainly  
get it at KSFO, and I can see it happening at KOAK and KHAF, in the distance 
- some these polys get stretched pretty big.

I don't think it's an airfield specific thing.

LeeE

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] lights flaring on runways in FG

2004-07-29 Thread Lee Elliott
On Thursday 29 July 2004 05:08, Josh Babcock wrote:
 Chris Metzler wrote:
  cc'ing this to make sure you see the reply . . .
 
  On Sat, 24 Jul 2004 17:07:55 +0200
 
  Frederic Bouvier [EMAIL PROTECTED] wrote:
 Lee Elliott replying to Josh Babcock:
 I get the same ground poly problems that you seem to be getting with
 your
 
 new
 
 ATI driver, except I've been getting them for some time now.
 
 It actually only seems to be the airfield polys that are affected but
 
 you'll
 
 often see it with airfields that are a long way away, to the extent
 that
 
 you
 
 can't see the airfield itself but only the displaced polys as they
 sick up through the haze, sometimes to many tens of thousand of feet.
 
 Could you post screenshots ?
 
  Josh sent me along a few screenshots to illustrate the ground poly
  bugginess he's seeing near airports.  They can be found at:
 
  http://www.speakeasy.net/~cmetzler/fgfs-screen-002.jpg
  http://www.speakeasy.net/~cmetzler/fgfs-screen-003.jpg
  http://www.speakeasy.net/~cmetzler/fgfs-screen-004.jpg
 
  Weird stuff.  What airports are these?
 
  -c

 KADW, and two from KONT.  I have all the visual bells and whistles turned
 on except enhanced runway lighting, which also acts really weird (in fact,
 I think I'll send along some screenies of that too).  Latest fglrx drivers
 on an old Radeon 8500.  Kernel 2.4.22, XFree86 4.3.0.

 Moving just a few inches any direction or changing the view angle makes
 these things change wildly, or even go away. In fact, in the right spot
 they will flicker on and off. They only seem to appear when I am over an
 airport. There is also a poly in the dc3 model that does this no matter
 where I am.  It always shows up from inside the cockpit as a bright orange
 vertical stripe on the left side of the windscreen. It looks texture
 mapped. I have to position the view angle just right to see it.
 Josh

Ah - there's a slight difference - I get them on distant airfields too.  This 
is on a 9200.

LeeE

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: Segmentation Fault: (was Re: [Flightgear-devel] Ready for next release?)

2004-07-29 Thread Erik Hofman
Durk Talsma wrote:
Hmm, I hate to spoil the party, but I did get a segmentation fault in 
FlightGear today (running 0.9.5-pre3). I'm not sure when it happened, since I 
started FlightGear this morning and letting it fly between KSFO and EHAM 
(which appears to become my favorite test route :-)), while I went off to 
work.

The crash happened somewhere in around 63-degs North and 84-west, based on the 
console output from terrasync., so that was probably after about 4 or 5 hours 
of running. 

Unfortunatly, being in a hurry this morning I didn't run flightgear from 
within gdb, so I don't have any idea yet what might have caused it. I do seem 
to see these kind of chrashes more with the 747 (yasim) than with any of the 
other jets (jsbsim) I've tried, but that's only a working hypothesis for now. 

Any Ideas, suggestions?
I know the missing files you mentioned earlier spoiled it for me right 
at startup. They have to be included, otherwise it looks really bad on 
FlightGear.

Could you explain which files are missing exactly?
Erik
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: Segmentation Fault: (was Re: [Flightgear-devel] Ready for next release?)

2004-07-29 Thread Durk Talsma
Yes, the following files were missing. Curt wrote me yesterday  that he had 
missed them somehow while updating from cvs, but that he has them now and 
thus be in the final release.  The segfault I'm getting is not related to 
these missing files though, because that would only give a problem during 
initialization. 

Cheers,
Durk

Traffic/KLM/MD11/PH-KCA.xml
Traffic/KLM/MD11/PH-KCB.xml
Traffic/KLM/MD11/PH-KCC.xml
Traffic/KLM/MD11/PH-KCD.xml
Traffic/KLM/MD11/PH-KCE.xml
Traffic/KLM/MD11/PH-KCF.xml
Traffic/KLM/MD11/PH-KCG.xml
Traffic/KLM/MD11/MD11.xml
Traffic/KLM/KLM.xml
Traffic/UAL/737/N388UA.xml
Traffic/UAL/737/N376UA.xml
Traffic/UAL/737/N377UA.xml
Traffic/UAL/737/N390UA.xml
Traffic/UAL/737/737.xml
Traffic/UAL/UAL.xml
Traffic/fgtraffic.xml

On Thursday 29 July 2004 20:53, Erik Hofman wrote:

 I know the missing files you mentioned earlier spoiled it for me right
 at startup. They have to be included, otherwise it looks really bad on
 FlightGear.

 Could you explain which files are missing exactly?

 Erik

 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 2f585eeea02e2c79d7b1d8c4963bae2d


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


[Flightgear-devel] fgfs aborted with the dc3

2004-07-29 Thread Dave Perry
Jim Wilson wrote:
Run with --log-level=debug to see which SubSystem that occurs in.  Could be an
xml bug.
 

I did.  Here is where it aborts:
Finally initializing fdm
Start common FDM init
...initializing position...
...initializing ground elevation to -2.67116ft...
...initializing sea-level radius...
 lat = 37.6135 alt = -2.67116
...initializing velocities...
...initializing Euler angles...
End common FDM init
Aborted
Here is how I launched it.
./bin/fgfs --aircraft=dc3 --log-level=debug
Dave P.
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] fgfs aborted with the dc3

2004-07-29 Thread Andy Ross
Dave Perry wrote:
  End common FDM init
  Aborted

 Here is how I launched it.

XML parse errors in YASim files become aborts.  I'd look very
carefully at your dc3.xml file and make sure it doesn't contain
extraneous information (cvs collision warnings, etc...)

Andy


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d


Re: [Flightgear-devel] fgfs aborted with the dc3

2004-07-29 Thread Chris Metzler
On Thu, 29 Jul 2004 16:47:19 -0700
Andy Ross [EMAIL PROTECTED] wrote:

 Dave Perry wrote:
   End common FDM init
   Aborted
 
  Here is how I launched it.
 
 XML parse errors in YASim files become aborts.  I'd look very
 carefully at your dc3.xml file and make sure it doesn't contain
 extraneous information (cvs collision warnings, etc...)

FWIW, with today's CVS I couldn't reproduce this.

-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


pgpX2ZXV669Pu.pgp
Description: PGP signature
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d

[Flightgear-devel] Taildragger takeoffs and landings

2004-07-29 Thread Dave Perry
Vivian Meazza wrote;
/Have you tried the Spitfire yet?
//
//I would be grateful for any comments you might have.
//
//  
//
/I had flown it for the first time last night, but mostly at altitude.  
Very maneuverable and feels like a high performance ac wrt aileron - 
rudder coordination.

Since this thread is about ground handling with a tail dragger, I flew 
it tonight to see how it was to do takeoffs and landings.  The mains are 
longer and closer together than most modern ac, so it should not be 
easy.  After several takeoffs with the tail locked that were near ground 
loops, I decided to try it with the tail wheel unlocked so I would get 
more early feedback on the correct rudder inputs.  Actually, this made 
my takeoffs much better as I was moving the rudder early to keep the 
nose straight.  In a real tail dragger, you have the rudder moving early 
and often until the tail is up and you are fast enough to be near 
takeoff.  This went so well that I made several passes of touch and 
goes.  It does a real nice full stall landing and with the tail 
castering, I was able to apply power and keep it straight through 
takeoff.  After about 6 touch-n-goes with no ground loop, I felt quite 
comfortable.

I did notice that it has a tendency to drop a wing at low speeds.  This 
is made worse by the long main gear if you start to yaw on takeoff.  But 
this is what I would expect from the gear torque in a yaw on the ground.

I really enjoy this ac and will be flying a lot more.  It is a 
challenge!  And having the CH pedals with proportional brakes makes it 
more reasonable.  I would not like to use the twist of a joystick for 
rudder with so much challenge.

Thanks for making this great addition to fgfs!
Dave P.
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d