Re: [Flightgear-devel] Re: Bypass FG Physics and Draw

2004-08-24 Thread Harald JOHNSEN
[EMAIL PROTECTED] wrote:
Does this mean that we would have the ability to save and load flight 
data so as to reproduce, say, a taxi, take off, pattern and landing at 
KSFO or another airport automatically (i.e., as a demo or as a 
training exercise).  Perhaps a short flight around the SF area also 
showing off the new scenery?

Could we ship such flights around scenic areas (Mount Ranier, Crater 
Lake, the Grand Canyon) for new users in the base package or as 
downloadables off of flightgear.org?

How big would such files be? How much data needs to be kept, how much 
can be calculated on the fly?  Do weather conditions need to be saved 
also?

Would flights around scenic areas be done better as flight plans with 
waypoints or tied into this new playback method somehow?

Can this playback tool be used as a training method for new simulator 
pilots?

If we are not saving a real recorded flight, perhaps we can use a 
similar method to extract either entire flights or the last XX number 
of seconds of a flight to save to disk for later replay?

MS FlightSimulator has an extensive tutorial that involves pre-saved 
flights which the users can break into at certain points in the 
flights. How difficult would it be to add something similar to FG and 
where would one begin (if no one is already working on something like 
this).

Thanks!
Ima
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I think that the ability to play a flight recorded by an external 
source is different from the ability to save/load a flight from FG.
In other words, I don't think we should save any state variable - ie 
parts of totality of the property tree.
We have an initial state when FG is launched with a specific set of 
parameters. Now how do you fly ? You use your joystick, mouse,
keyboard et al to interact with the simulator. So a recorded fligth 
could be defined as a list of user interactions paired with a time stamp,
and to be more accurate a very limited set of properties could be added 
lets say every 10 or 20 seconds (position, heading, etc).
The advantage would be :
   - short record file size
   - accurate property tree because the simultor would run exactly with 
the same imputs
   - easy to implement because it is not tied to the internals of the 
simulator (like fdm).

Harald.
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Re: [Flightgear-devel] STL string and lowercase

2004-08-24 Thread David Megginson
Jon Berndt wrote:
Does anyone know a good algorithm to take an STL string to lower case?
With or without locale support?
All the best,
David
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RE: [Flightgear-devel] STL string and lowercase

2004-08-24 Thread Richard Bytheway
 -Original Message-
 From: Jon Berndt
 Sent: 24 August 2004 13:39
 To: FlightGear developers discussions
 Subject: RE: [Flightgear-devel] STL string and lowercase
 
 
  With or without locale support?
 
 What is locale support? If that means for different character 
 sets (as in different
 geographic and language areas), it has to work around the 
 world, of course. Is that what
 locale refers to?
 
 Jon

Yes, the locale accounts for the different habits of people around the world. 
Things like the fact that parts of Europe use a , as a decimal point, and . as a 
thousands separator. The locale settings usually also have information about currency 
symbol, date and time formet, time offset from GMT etc etc etc.

Richard


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Re: [Flightgear-devel] STL string and lowercase

2004-08-24 Thread David Megginson
Jon Berndt wrote:
What is locale support? If that means for different character sets (as in different
geographic and language areas), it has to work around the world, of course. Is that 
what
locale refers to?
Localization (L10N) and Internationalization (I18N) are more than just 
character sets -- different languages and even different regions using the 
same language have different ideas of what lower- and upper-case characters 
match, and some languages have no concept of case at all.  There are many 
other issues involved, including sorting.  Some languages also mix character 
sets from different languages -- for example, in Japanese you can see 
Japanese syllabic characters, Roman characters, and Han Chinese characters 
all in the same sentence.

Unix has some support for localization -- you can set the locale 
(language/region) using an environment variable and then some functions in 
the standard library will use that to look up tables for case translation, 
sorting, etc.  I imagine that there's something similar in Windows.

I don't claim to be an expert in L10N or I18N, but Google or the Wikipedia 
can probably bring you to some good programmer's tutorials.

All the best,
David
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[Flightgear-devel] (no subject)

2004-08-24 Thread Stephan Langhans
Hello,
 
I'd like to connect several different Joysticks to the Flightgear Simulator. Those are 
a stick for elevator and aileron, pedals for rudder and an extra joystick just for 
thrust.
The stick is a CH Flightstick, the Pedals are CH pro-Pedals and the one for thrust is 
the Wingman Extreme.
Which entries in the joystick.xml file do I have to change or which other .xml files 
are of importance? How is the numeration of the single axes done?
Thanks a lot for your help!
Stephan
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Re: [Flightgear-devel] Re: Bypass FG Physics and Draw

2004-08-24 Thread Roberto Manca
While the idea is correct in principle, what you said
it is not so straightforward. 

I've realised a flight recorder and a flight player
for Flightgear for my thesis so I played around with
few ideas. Basically I developed a virtual cockpit in
a distributed environment that uses Flightgear to have
some 'meaningful' flight data. I had to test different
configurations so I needed to use always the same data
that is to fly always the same flight.

My experience is that it's very difficult to
synchronise Flightgear with an
initial-position-and-flight-command approach since the
only cross-platform means of communication available
is the socket. You always end up with a time shifting
of the packets that produces a space shifting of the
flight. Therefore sometimes you try to manouevre into
a mountain while you did't in the original flight.
Now what i've done is to record, through a socket, all
the flight at an accettable frame rate onto a file by
using the native-fdm data structure. (this is the
recorder). Then I wrote a player that reads the file
and sends the data over to Flightgear (previously set
up with the external-fdm option). It works quite well
apart from some adjustment in the speed of replay you
need to experiment with.

Roberto

 --- Harald JOHNSEN [EMAIL PROTECTED] ha scritto: 
 [EMAIL PROTECTED] wrote:
 
  Does this mean that we would have the ability to
 save and load flight 
  data so as to reproduce, say, a taxi, take off,
 pattern and landing at 
  KSFO or another airport automatically (i.e., as a
 demo or as a 
  training exercise).  Perhaps a short flight around
 the SF area also 
  showing off the new scenery?
 
  Could we ship such flights around scenic areas
 (Mount Ranier, Crater 
  Lake, the Grand Canyon) for new users in the base
 package or as 
  downloadables off of flightgear.org?
 
  How big would such files be? How much data needs
 to be kept, how much 
  can be calculated on the fly?  Do weather
 conditions need to be saved 
  also?
 
  Would flights around scenic areas be done better
 as flight plans with 
  waypoints or tied into this new playback method
 somehow?
 
  Can this playback tool be used as a training
 method for new simulator 
  pilots?
 
  If we are not saving a real recorded flight,
 perhaps we can use a 
  similar method to extract either entire flights or
 the last XX number 
  of seconds of a flight to save to disk for later
 replay?
 
  MS FlightSimulator has an extensive tutorial that
 involves pre-saved 
  flights which the users can break into at certain
 points in the 
  flights. How difficult would it be to add
 something similar to FG and 
  where would one begin (if no one is already
 working on something like 
  this).
 
  Thanks!
 
  Ima
 
 
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 I think that the ability to play a flight recorded
 by an external 
 source is different from the ability to save/load a
 flight from FG.
 In other words, I don't think we should save any
 state variable - ie 
 parts of totality of the property tree.
 We have an initial state when FG is launched with a
 specific set of 
 parameters. Now how do you fly ? You use your
 joystick, mouse,
 keyboard et al to interact with the simulator. So a
 recorded fligth 
 could be defined as a list of user interactions
 paired with a time stamp,
 and to be more accurate a very limited set of
 properties could be added 
 lets say every 10 or 20 seconds (position, heading,
 etc).
 The advantage would be :
 - short record file size
 - accurate property tree because the simultor
 would run exactly with 
 the same imputs
 - easy to implement because it is not tied to
 the internals of the 
 simulator (like fdm).
 
 Harald.
 
 
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[Flightgear-devel] (no subject)

2004-08-24 Thread Matthew Churchill



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[Flightgear-devel] Update: Robin Peel

2004-08-24 Thread Curtis L. Olson
For what it's worth, here is an update from Robin Peel who maintains the 
database of airports and Nav Aids for FlightGear and X-Plane:

All:
It has not been possible to publish new data for a few months due to 
other pressures on my time. I am now working on a demanding project in 
my 'day job' which has a weekly commute of nearly 5,000 miles 
(KSNA-KLGA), and we also just relocated from New Mexico to a new home in 
southern California (just a few miles from my new home airport of Santa 
Ana - Orange County, KSNA).

Just as soon as I am able, I will incorporate the huge backlog of 
database updates into the master database and publish new data. Do not 
fear - none of the updates submitted to me have been lost - the next 
update will be huge! As soon as this next update has been released, I 
will work on a number of improvements to the scope and quality of the 
database.

Also please note my new e-mail address for X-Plane issues ([EMAIL PROTECTED] 
http://games.groups.yahoo.com/group/xplane-news/post?postID=kxnzIVHxpUC2XgZX0h03NbhWRJWo3Cz6VwlhinzA86oP2C0v0ErUrkaVlY8rUfGobQcMxuMVumaWtA). 
Ben Supnik has graciously allowed me to use an address at his XSquawkBox 
project.

- Robin
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Re: [Flightgear-devel] Update: Robin Peel

2004-08-24 Thread Chris Metzler
On Tue, 24 Aug 2004 11:13:42 -0500
Curtis L. Olson [EMAIL PROTECTED] wrote:

[ quoting Robin Peel ]

 Also please note my new e-mail address for X-Plane issues ([EMAIL PROTECTED] 
 http://games.groups.yahoo.com/group/xplane-news/post?postID=kxnzIVHxpU
 C2XgZX0h03NbhWRJWo3Cz6VwlhinzA86oP2C0v0ErUrkaVlY8rUfGobQcMxuMVumaWtA). 
 Ben Supnik has graciously allowed me to use an address at his XSquawkBox
 
 project.

Hi, I'm a bit confused by this.  Is the email address secret, and you
have to go through Yahoo groups to send him email?  I sent him some
email about the taxiway designation stuff in updates a few weeks ago,
and now I'm wondering if I sent to an incorrect address . . .

-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


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Re: [Flightgear-devel] Update: Robin Peel

2004-08-24 Thread Curtis L. Olson
Chris Metzler wrote:
On Tue, 24 Aug 2004 11:13:42 -0500
Curtis L. Olson [EMAIL PROTECTED] wrote:
 

		[ quoting Robin Peel ]
 

Also please note my new e-mail address for X-Plane issues ([EMAIL PROTECTED] 
http://games.groups.yahoo.com/group/xplane-news/post?postID=kxnzIVHxpU
C2XgZX0h03NbhWRJWo3Cz6VwlhinzA86oP2C0v0ErUrkaVlY8rUfGobQcMxuMVumaWtA). 
Ben Supnik has graciously allowed me to use an address at his XSquawkBox

project.
   

Hi, I'm a bit confused by this.  Is the email address secret, and you
have to go through Yahoo groups to send him email?  I sent him some
email about the taxiway designation stuff in updates a few weeks ago,
and now I'm wondering if I sent to an incorrect address . . .
 

I just pasted from his Yahoo groups email and that's what I got.  Yahoo 
groups hides your email address, and in today's world of spam, I hestate 
to post people's actual email addresses anyway ...

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

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Re: [Flightgear-devel] Re: Bypass FG Physics and Draw

2004-08-24 Thread Olivier Soussiel

For a real flight playback, if attitude accuracy is not so important, only
GPS position data (one shot every second) is enought for a smooth FG
playback (if no acrobatics have been perform...).

I think this playback function could be a nice for the debriefing of Flight
Intructors who let their students for their first solo country flight. Spy
on board...


- Original Message -
From: Roberto Manca [EMAIL PROTECTED]
To: FlightGear developers discussions [EMAIL PROTECTED]
Sent: Tuesday, August 24, 2004 3:11 PM
Subject: Re: [Flightgear-devel] Re: Bypass FG Physics and Draw


 While the idea is correct in principle, what you said
 it is not so straightforward.

 I've realised a flight recorder and a flight player
 for Flightgear for my thesis so I played around with
 few ideas. Basically I developed a virtual cockpit in
 a distributed environment that uses Flightgear to have
 some 'meaningful' flight data. I had to test different
 configurations so I needed to use always the same data
 that is to fly always the same flight.

 My experience is that it's very difficult to
 synchronise Flightgear with an
 initial-position-and-flight-command approach since the
 only cross-platform means of communication available
 is the socket. You always end up with a time shifting
 of the packets that produces a space shifting of the
 flight. Therefore sometimes you try to manouevre into
 a mountain while you did't in the original flight.
 Now what i've done is to record, through a socket, all
 the flight at an accettable frame rate onto a file by
 using the native-fdm data structure. (this is the
 recorder). Then I wrote a player that reads the file
 and sends the data over to Flightgear (previously set
 up with the external-fdm option). It works quite well
 apart from some adjustment in the speed of replay you
 need to experiment with.

 Roberto

  --- Harald JOHNSEN [EMAIL PROTECTED] ha scritto:
  [EMAIL PROTECTED] wrote:
 
   Does this mean that we would have the ability to
  save and load flight
   data so as to reproduce, say, a taxi, take off,
  pattern and landing at
   KSFO or another airport automatically (i.e., as a
  demo or as a
   training exercise).  Perhaps a short flight around
  the SF area also
   showing off the new scenery?
  
   Could we ship such flights around scenic areas
  (Mount Ranier, Crater
   Lake, the Grand Canyon) for new users in the base
  package or as
   downloadables off of flightgear.org?
  
   How big would such files be? How much data needs
  to be kept, how much
   can be calculated on the fly?  Do weather
  conditions need to be saved
   also?
  
   Would flights around scenic areas be done better
  as flight plans with
   waypoints or tied into this new playback method
  somehow?
  
   Can this playback tool be used as a training
  method for new simulator
   pilots?
  
   If we are not saving a real recorded flight,
  perhaps we can use a
   similar method to extract either entire flights or
  the last XX number
   of seconds of a flight to save to disk for later
  replay?
  
   MS FlightSimulator has an extensive tutorial that
  involves pre-saved
   flights which the users can break into at certain
  points in the
   flights. How difficult would it be to add
  something similar to FG and
   where would one begin (if no one is already
  working on something like
   this).
  
   Thanks!
  
   Ima
  
  
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   2f585eeea02e2c79d7b1d8c4963bae2d
  
  I think that the ability to play a flight recorded
  by an external
  source is different from the ability to save/load a
  flight from FG.
  In other words, I don't think we should save any
  state variable - ie
  parts of totality of the property tree.
  We have an initial state when FG is launched with a
  specific set of
  parameters. Now how do you fly ? You use your
  joystick, mouse,
  keyboard et al to interact with the simulator. So a
  recorded fligth
  could be defined as a list of user interactions
  paired with a time stamp,
  and to be more accurate a very limited set of
  properties could be added
  lets say every 10 or 20 seconds (position, heading,
  etc).
  The advantage would be :
  - short record file size
  - accurate property tree because the simultor
  would run exactly with
  the same imputs
  - easy to implement because it is not tied to
  the internals of the
  simulator (like fdm).
 
  Harald.
 
 
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Re: [Flightgear-devel] Update: Robin Peel

2004-08-24 Thread Josh Babcock
Curtis L. Olson wrote:
Chris Metzler wrote:
On Tue, 24 Aug 2004 11:13:42 -0500
Curtis L. Olson [EMAIL PROTECTED] wrote:
 

[ quoting Robin Peel ]
 

Also please note my new e-mail address for X-Plane issues ([EMAIL PROTECTED] 
http://games.groups.yahoo.com/group/xplane-news/post?postID=kxnzIVHxpU
C2XgZX0h03NbhWRJWo3Cz6VwlhinzA86oP2C0v0ErUrkaVlY8rUfGobQcMxuMVumaWtA). 
Ben Supnik has graciously allowed me to use an address at his XSquawkBox

project.
  

Hi, I'm a bit confused by this.  Is the email address secret, and you
have to go through Yahoo groups to send him email?  I sent him some
email about the taxiway designation stuff in updates a few weeks ago,
and now I'm wondering if I sent to an incorrect address . . .
 

I just pasted from his Yahoo groups email and that's what I got.  Yahoo 
groups hides your email address, and in today's world of spam, I hestate 
to post people's actual email addresses anyway ...

Curt.
Well, I'm sure if you send mail to the address on the X-Plane site it will 
eventually get to him.

Josh
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[Flightgear-devel] 3-space coordinate transformations

2004-08-24 Thread David Culp
Does anyone know of where in the FG code base I can find a function that takes 
a position in 3-space and gives the resulting position after a pitch/roll/yaw 
set of rotations?

In case you're wondering, this is needed by the new submodel system.  A 
submodel is an object that has a position (x,y,z) defined relative to the 
center of the user aircraft (say a left-wing drop tank, which is attached to 
the airplane at 1,-8,-3, where x is forward, y is right, and z is up).  If 
the airplane rotates to a certain pitch/roll/yaw, what is the new location of 
the drop tank?  I need to know this so the drop tank can be released from the 
correct world coordinates (lat,lon,alt) no matter the aircraft's orientation.

I assume this function already exists somewhere, either in SimGear or in an 
FDM.  From what I've managed to learn about the matrices involved, I see that 
there are many more ways of getting this wrong than there are of getting it 
right :)  Especially for me.

I'm flexible on the coordinate system.  I know axis conventions might be 
different.


Dave
-- 

David Culp
[EMAIL PROTECTED]


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Re: [Flightgear-devel] 3-space coordinate transformations

2004-08-24 Thread Andy Ross
David Culp wrote:
Does anyone know of where in the FG code base I can find a function that takes 
a position in 3-space and gives the resulting position after a pitch/roll/yaw 
set of rotations?

I assume this function already exists somewhere, either in SimGear or in an 
FDM.  From what I've managed to learn about the matrices involved, I see that 
there are many more ways of getting this wrong than there are of getting it 
right :)  Especially for me.

 

There's one in YASim, in Glue.cpp.  It uses a slightly different 
cartesian coordinate system (x forward,
y left, z up) than JSBSim does, but I'm pretty sure the euler axes are 
the same.

Andy
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