[Flightgear-devel] Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Roberto Inzerillo
Hi, I was playing with Oliver Schroeder's multiplayer FGFS server. I 
like this stuff :-)


But FGFS crashes every time a new user joins the server with an aircraft 
which is not in my dir tree. The problem is common to many people who 
used this multiplayer mode.

Is there any chance we can get a new binary with a workaround?

The problem is really annoying because very many people use aircrafts 
which do not belong to the base distribution so the crash happens very 
often.


Thx, Roberto

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[Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Melchior FRANZ
* Roberto Inzerillo -- Friday 15 July 2005 11:04:
 But FGFS crashes every time a new user joins the server with an aircraft 
 which is not in my dir tree. The problem is common to many people who 
 used this multiplayer mode.
 Is there any chance we can get a new binary with a workaround?

The binary workaround can be downloaded here:
http://www.flightgear.org/Downloads/aircraft/

m.  :-}

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Robicd

Melchior FRANZ ha scritto:

* Roberto Inzerillo -- Friday 15 July 2005 11:04:

But FGFS crashes every time a new user joins the server with an aircraft 
which is not in my dir tree. The problem is common to many people who 
used this multiplayer mode.

Is there any chance we can get a new binary with a workaround?



The binary workaround can be downloaded here:
http://www.flightgear.org/Downloads/aircraft/

m.  :-}


Of course, Melchior ... I know :-|
But this solution doesn't fit to this specific problem. FlightGear will 
crash _before_ I know which 
http://www.flightgear.org/Downloads/aircraft/ I need to download!
Some other idea? Will FGFS check/discard/revert_to_default network 
packets with not existing Aircraft identifications inside?


   R.

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RE: [Flightgear-devel] New super/turbo MP code is in

2005-07-15 Thread Vivian Meazza
Andy Ross


 Vivian Meazza wrote:
  You certainly are! The Boost Control works by adjusting the
  _throttle_ (in accordance with reality and your earlier suggestion).
 
 Why not just use a solution setting that doesn't involve the boost
 control cutout?  

Why? The Merlin has a Boost Control Cutout, and the code works. But you are
still confused - the Boost Control replaces the function of the misnamed
wastegate, controlling the manifold pressure by retarding the throttle. This
was your proposal which I implemented with Melchior's assistance. 

 I'd think that a flat out solution would be most
 likely wrong anyway -- that's where engines are going to vary the most
 between installations.  Choosing anything at the edge of a performance
 envelope and expecting the conditions to hold in the middle is always
 problematic.  What's wrong with using a cruise value for the cruise
 solution?

I do use the cruise value - based on the full throttle altitude. It's fine.
YASim provides a good solution. Very impressive.

  The patch in my previous email, combined with your recent cvs input
  does all that is required, both now and in preparation for the
  supercharger/turbo charger thing. If you can suggest a way of doing
  it using the existing code, then I'm listening.
 
 As I read it, though, your patch is currently a noop.  All it does is
 add a new configuration option and adjust the handling of the
 wastegate in a way that will never make a difference in practice
 (skipping the wastegate handling for superchargers is irrelevant --
 supercharged engines already have a very high wastegate setting that
 cannot be reached by an engine, running or not).

I'm afraid that you are quite, quite wrong here. Supercharged engines do not
have a high wastegate setting, and it is readily reached by the running
engine over much of its operating range. This is what the full throttle
height means. The Merlin's Boost Control operates from sea level up to the
full throttle height, which can be up to 22,000ft depending on model. 

 I'm not arguing against it in principle.  I'm just saying that I'm
 going to wait until we have a real issue that needs to be solved;
 using the _running boolean (which just indicates whether fuel is being
 burned) 

Actually it means that the magnetos are  O and engine rpm  60, but of
course you know that. But I'm going to revisit this.

 is not the right mechanism long-term. Can you explain again,
 really carefully, exactly what behavior this patch gives you that you
 need right now?

This patch does the following:

a. ensures that the manifold pressure is ambient when the engine is not
turning.

b. allows a windmilling engine to develop supercharger/turbo pressure

c. skips the wastegate if the parameter 'supercharger' is true so that the
Boost Control function which _you_ suggested be written (in Nasal), and
which Melchior and I spent several days writing and tuning, can operate
instead of the wastegate function. 

d. It allows accurate data to be used in the wastegate parameter. While the
wastegate function is skipped, the wastegate parameter still has to be
entered accurately to allow YASim to solve properly.

This patch really is needed to allow the Merlin engine simulation to work
properly. With it in place it is possible to plug in the numbers from the
contemporary performance curves and get a simulation which closely matches
the published figures. 

I'm going to try to do some work on Josh's B29 engines next.

Hope this answers all your queries.

Vivian






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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Erik Hofman

Robicd wrote:

Melchior FRANZ ha scritto:



The binary workaround can be downloaded here:
http://www.flightgear.org/Downloads/aircraft/


Of course, Melchior ... I know :-|
But this solution doesn't fit to this specific problem.


Looking at the Multiplayer code I can see this code can use a good 
overhaul anyway. It needs to adapt the SGSubsystem style and  use the 
AIModel code to display the models, which will also allow it to show up 
on the radar.


It's probably not too much work to do since most of the current code 
could be reused.


Erik

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Jon Stockill

Robicd wrote:


Of course, Melchior ... I know :-|
But this solution doesn't fit to this specific problem. FlightGear will 
crash _before_ I know which 
http://www.flightgear.org/Downloads/aircraft/ I need to download!
Some other idea? Will FGFS check/discard/revert_to_default network 
packets with not existing Aircraft identifications inside?


It would make sense to default to using the glider model if the correct 
one can't be found. Otherwise anyone connecting to such a server with an 
aircraft they're developing presents the other users with something of a 
problem (ignoring the obvious DoS aspect if someone wanted to be malicious).


--
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Jon Stockill

Erik Hofman wrote:

Looking at the Multiplayer code I can see this code can use a good 
overhaul anyway. It needs to adapt the SGSubsystem style and  use the 
AIModel code to display the models, which will also allow it to show up 
on the radar.


It's probably not too much work to do since most of the current code 
could be reused.


Other aircraft showing on radar would be excellent. I've been playing 
with the t38 refuelling scenario recently, and it's a lot of fun - 
definitely teaches you the value of minute stick and throttle inputs :-)


--
Jon Stockill
[EMAIL PROTECTED]

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[Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Melchior FRANZ
* Robicd -- Friday 15 July 2005 11:31:
 Melchior FRANZ ha scritto:
 Is there any chance we can get a new binary with a workaround?

  The binary workaround can be downloaded here:
  http://www.flightgear.org/Downloads/aircraft/

 Of course, Melchior ... I know :-|

Just kidding.  ;-)



 But this solution doesn't fit to this specific problem. FlightGear will 
 crash _before_ I know which 
 http://www.flightgear.org/Downloads/aircraft/ I need to download!

That's why you install *all* of them! And fgfs doesn't really crash. It
just throws an exception that is only caught in bootstrap.cxx and causes
a 'regular' abort(). That's called error handling!  :-)



 Some other idea? Will FGFS check/discard/revert_to_default network 
 packets with not existing Aircraft identifications inside?

I guess I fixed that in CVS. Haven't tested it, though. And I can't
make binary packages ...

m.

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Robicd



That's why you install *all* of them! And fgfs doesn't really crash. It
just throws an exception that is only caught in bootstrap.cxx and causes
a 'regular' abort(). That's called error handling!  :-)

Some other idea? Will FGFS check/discard/revert_to_default network 
packets with not existing Aircraft identifications inside?


I guess I fixed that in CVS. Haven't tested it, though. And I can't
make binary packages ...


Nice to know :-) I will wait the next binary.

I am looking at mpmessages.hxx since Oliver told me the UDP packet 
structure is in there. I'd like to try writing some code in order to get 
some moving models on the ground. I am not skilled with python/perl/java 
and so on, but I guess forging some UDP packets is not that big effort 
and could be made even with PHP too, right? Any hint before I start 
doing that in a totally wrong way?


  R.

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RE: [Flightgear-devel] New super/turbo MP code is in

2005-07-15 Thread Vivian Meazza
Josh Babcock

 Vivian Meazza wrote:
 
 
  Josh Babcock ought to be asking for the turbo charger for the B29 now,
 but
  hasn't yet (perhaps he's now using JSBSim?). I've been unable to find
 much
  available on the web for the Wright R-3350. I'm doing some work on the
  aircraft carrier right now, but I've done some preparation for the turbo
  simulation.
 
 Nope, I've just been busy with animations and other non-fgfs stuff. I
 don't have much data on the R-3350-23, but I do have the pilot's manual
 and a lot of web sites. If someone is offering to help with the engines
 I would love it. I am available to give all the info I have. I don't
 really feel I know enough about engines to do this properly myself.

If by 'someone' you mean me, then I guess I should help here. I need some
thing to test my putative modifications to YASim on anyway.

I need a few hard numbers, which perhaps you could give me or point me at a
suitable web site/s:

1. propeller gearing.

2. max manifold pressure.

3. full throttle altitude which may also be described as the critical
altitude. 

4. the rated HP and the rated altitude.

5. take-off HP.

6. Copies of the relevant pages of the Pilot's Manual. Post these somewhere
that I can access/fetch. Particularly any description of the variable boost
control.

That would be a good start. If the best data you have is already in the
existing config file, then I can work with those. I take it that you YASim
config file in cvs contains the right locations etc for the engines? I can
re-measure, of course, but it will save time.

This should be too difficult if we can get some good data.

Vivian







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Re: [Flightgear-devel] New super/turbo MP code is in

2005-07-15 Thread Andy Ross
Vivian Meazza wrote:
 I do use the cruise value - based on the full throttle
 altitude. It's fine.  YASim provides a good solution. Very
 impressive.

Clearly I'm very confused then.  You were asking for the boost
control to work during solution earlier.  Is that not a
requirement?  The cutout lever will not be used during cruise, so
I can't see why that is an issue.

  As I read it, though, your patch is currently a noop.  All it
  does is add a new configuration option and adjust the
  handling of the wastegate in a way that will never make a
  difference in practice (skipping the wastegate handling for
  superchargers is irrelevant -- supercharged engines already
  have a very high wastegate setting that cannot be reached by
  an engine, running or not).

 I'm afraid that you are quite, quite wrong here. Supercharged
 engines do not have a high wastegate setting, and it is readily
 reached by the running engine over much of its operating range.

Blargh.  I'm talking about *code* here, not aircraft.  A YASim
engine without a wastegate setting has a _maxMP value of 1.0e06.
I assure you this is correct.  I wrote it.  The point being that
your patch just implements current behavior in a different way.

 Actually it means that the magnetos are  O and engine rpm 
 60, but of course you know that. But I'm going to revisit this.

And now, yet again, you're getting snippy.  Stop it.  That's the
*condition* for the _running boolean, not the effect.  Read the
code more carefully.

 a. ensures that the manifold pressure is ambient when the
 engine is not turning.

OK, that's an easy fix.

 b. allows a windmilling engine to develop supercharger/turbo
 pressure

But not in a realistic way.  Like I said earlier, I'm going to
skip this until we get a sane model worked out.

 c. skips the wastegate if the parameter 'supercharger' is true
 so that the Boost Control function which _you_ suggested be
 written (in Nasal), and which Melchior and I spent several days
 writing and tuning, can operate instead of the wastegate
 function.

And here is where you've gotten confused.  You shouldn't have a
wastegate=xxx setting on your engine any more.  If this is
missing, like it should be, then it is automatically set to
1.0e06 and your patch, like I said, is a noop.  You might like
this code, but it does not behave any differently from what is in
CVS.

 d. It allows accurate data to be used in the wastegate
 parameter. While the wastegate function is skipped, the
 wastegate parameter still has to be entered accurately to allow
 YASim to solve properly.

But you said earlier that you are using a *cruise* configuration
in the solver.  The cutout lever is not used during cruise.  So I
simply don't see how this is a problem.

We're about to go in circles again, and my blood pressure is
rising.  So try this: DON'T reply to my message paragraph by
paragraph.  Start from scratch, post a configuration file that
you want to use that does not work.  Explain why.  Use numbers.
Ask for suggestions.  Don't touch the C++ code until you have
convinced me of what you want to do.

Andy


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Re: [Flightgear-devel] New super/turbo MP code is in

2005-07-15 Thread Andy Ross
I wrote:
 We're about to go in circles again, and my blood pressure is rising.
 So try this: DON'T reply to my message paragraph by paragraph.
 Start from scratch, post a configuration file that you want to use
 that does not work.  Explain why.  Use numbers.  Ask for
 suggestions.  Don't touch the C++ code until you have convinced me
 of what you want to do.

OK, I gave this some thought on the train on the way to work, and I
think I understand now what you are trying to say: the cutout system
is Nasal-based, and won't run during solution.  It also engages during
the specified cruise parameters, something that I was expecting it
would not*.  So you want to use the wastegate setting as a proxy for
the boost control, but you are stymied because if you use the
wastegate, it then becomes active at runtime.

* Are you sure it does?  The boost control will be actively modifying
  the throttle at low altitudes and high throttle settings.  Cruise is
  generally at high altitude and middle throttle.  My guess is that it
  would *not* be active, honestly.  High performance cruise is what
  the engine was tuned for -- the boost control is there to prevent it
  from damaging itself in non-optimized situations.

Does that sound like what you want?  If so, then I argue that the way
to do this is to map a property input to the wastegate pressure.  You
can then use an otherwise-unused property to set it to whatever value
you want for solution, and leave it at a very high value in the
property system for runtime usage.

Andy

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Frederic Bouvier
Melchior FRANZ wrote:
  Some other idea? Will FGFS check/discard/revert_to_default network
  packets with not existing Aircraft identifications inside?

 I guess I fixed that in CVS. Haven't tested it, though. And I can't
 make binary packages ...

Here is one :
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgfs-win32-20050715.zip

As always, it may need an up-to-date ( I mean CVS ) base package.
Just try it and report success or failure.

-Fred

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Robicd



Some other idea? Will FGFS check/discard/revert_to_default network
packets with not existing Aircraft identifications inside?


I guess I fixed that in CVS. Haven't tested it, though. And I can't
make binary packages ...



Here is one :
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgfs-win32-20050715.zip

As always, it may need an up-to-date ( I mean CVS ) base package.
Just try it and report success or failure.

-Fred


Thx Fred, it works with distribution package too but ... is keypad 
working differently now?
I was used holding down Pag-Up key for increasing RPM, now I have to 
push it several time in order to increase RPM step by step; I can't get 
it increasing by simply holding down the key. Is this behaviour related 
to the new binary or something I am missing?


   Roberto

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Robicd

Frederic Bouvier ha scritto:


Here is one :
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/fgfs-win32-20050715.zip


I get the following in console:

WARNING: ssgSGIHeader::: Failed to open 
'g:/Programmi/FlightGear/data/Textures/Sky/cl_cumulus.rgb' for reading.
WARNING: ssgSGIHeader::: Failed to open 
'g:/Programmi/FlightGear/data/Textures/Sky/cl_stratus.rgb' for reading.
WARNING: ssgLoadAC: Failed to open 
'g:/Programmi/FlightGear/data/Aircraft/c172r/Models/c172-dpm.ac' for reading


That's because I used 0.9.8 base package and it misses those things.
It works anyway.

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[Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Melchior FRANZ
* Robicd -- Friday 15 July 2005 20:35:
 I was used holding down Pag-Up key for increasing RPM, now I have to 
 push it several time in order to increase RPM step by step; I can't get 
 it increasing by simply holding down the key. Is this behaviour related 
 to the new binary or something I am missing?

Yes, you are missing the base package. Keys are now only repeatable
if repeatable is actually set for this key in $FG_ROOT/keyboard.xml.
There was a bug before that did always enable autorepeat.

m.

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Ampere K. Hardraade
On July 15, 2005 01:25 pm, Frederic Bouvier wrote:
 As always, it may need an up-to-date ( I mean CVS ) base package.
 Just try it and report success or failure.

 -Fred
There were some problems related to multiplayer reported by CVS users 
yesterday.  Specially, regardless of other planes actual position, they are 
all jammed around the CVS users' camera.  People who use the original 0.9.8 
don't experience this problem.



Ampere

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Robicd



Yes, you are missing the base package. Keys are now only repeatable
if repeatable is actually set for this key in $FG_ROOT/keyboard.xml.
There was a bug before that did always enable autorepeat.


How should I set this property for a key? Something like what follows?

key n=360
  namePageUp/name
  descIncrease throttle or autopilot autothrottle./desc
  repeatableyes/repeatable
  ...
/key


I tried that, it doesn't work, I get:

Error reading properties: mismatched tag at 
g:/Programmi/FlightGear/data/keyboard.xml, line 1134, column 3


What's the correct syntax?

  Roberto

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[Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Melchior FRANZ
* Ampere K. Hardraade -- Friday 15 July 2005 21:06:
 There were some problems related to multiplayer reported by CVS users 
 yesterday.  Specially, regardless of other planes actual position, they are 
 all jammed around the CVS users' camera.

Uneducated guess: Mathias' tile center stepping patch (fix for jitter
problem) broke the multiplayer position setting.

m.

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[Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Melchior FRANZ
* Robicd -- Friday 15 July 2005 21:17:
 key n=360
namePageUp/name
descIncrease throttle or autopilot autothrottle./desc
repeatableyes/repeatable
...
 /key

 Error reading properties: mismatched tag at 
 g:/Programmi/FlightGear/data/keyboard.xml, line 1134, column 3
 
 What's the correct syntax?

The syntax is correct in what you posted. But apparently not in
your file.

m.

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RE: [Flightgear-devel] New super/turbo MP code is in

2005-07-15 Thread Vivian Meazza
Andy Ross

 
 I wrote:
  We're about to go in circles again, and my blood pressure is rising.
  So try this: DON'T reply to my message paragraph by paragraph.
  Start from scratch, post a configuration file that you want to use
  that does not work.  Explain why.  Use numbers.  Ask for
  suggestions.  Don't touch the C++ code until you have convinced me
  of what you want to do.
 
 OK, I gave this some thought on the train on the way to work, and I
 think I understand now what you are trying to say: the cutout system
 is Nasal-based, and won't run during solution.  It also engages during
 the specified cruise parameters, something that I was expecting it
 would not*.  So you want to use the wastegate setting as a proxy for
 the boost control, but you are stymied because if you use the
 wastegate, it then becomes active at runtime.

Yes, good old train. Nearly right, except we now have a Boost Control
(nasal) which replaces the function of the wastegate. The Boost Control
Cutout is part of this implementation. This is just terminology - your
analysis is correct. We no longer need a wastegate for the supercharger (and
only the supercharger - not the turbo), but have to have an accurate
'wastegate-mp'(perhaps we should call it max-mp) setting so that YASim
solves correctly.  

 * Are you sure it does?  The boost control will be actively modifying
   the throttle at low altitudes and high throttle settings.  Cruise is
   generally at high altitude and middle throttle.  My guess is that it
   would *not* be active, honestly.  High performance cruise is what
   the engine was tuned for -- the boost control is there to prevent it
   from damaging itself in non-optimized situations.

Yup. Absolutely sure - we have curves of boost against altitude at max power
rpm which show exactly at which altitude the Boost Control stops operating
for most of the Merlin variants. This altitude is called the full throttle
altitude. So we set the cruise values at the full throttle altitude. We
know exactly the relevant data at this point. With a bit of experimentation
we can derive an accurate turbo-mul parameter and everything falls into
place for the full speed supercharger gear ratio, including non-full
throttle settings. We also have full throttle altitudes for the medium speed
supercharger gear, so we can experiment further to get the right number for
the lower boost setting. The combat power also falls out along the way when
the Boost Control Cutout is operated. We have a very good simulation at the
cost of very little effort or code.
 
 Does that sound like what you want?  If so, then I argue that the way
 to do this is to map a property input to the wastegate pressure.  You
 can then use an otherwise-unused property to set it to whatever value
 you want for solution, and leave it at a very high value in the
 property system for runtime usage.

I'm not sure about this on 3 counts: 

1. Does Nasal initialise before YASim runs the solver or after?

2. I'm not clear what you mean by an otherwise-unused property

3. We have a perfectly good solution in C++ already. As you have said we
will need the supercharger Boolean when we need to differentiate between
gear-driven superchargers and turbos. This is nigh, because Josh has reached
the point where he would like to do the B29 turbo-charged engines. We (I
that is) will shortly be testing a more appropriate curve for turbo output
pressure v rpm. 

It would also be highly desirable to fix the ambient pressure at zero rpm
and the windmilling outputs. The diff does this, albeit I realize that you
consider it imperfect, it is better than that in cvs right now, and would
surely do as a temporary fix until you can find the time to come up with
something better. The diff certainly doesn't break anything.

Vivian 





 



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[Flightgear-devel] Overhaulling the networking code (was: Multiplayer crashes with unknown aircrafts, any solution?)

2005-07-15 Thread Ampere K. Hardraade
On July 15, 2005 05:41 am, Erik Hofman wrote:
 Looking at the Multiplayer code I can see this code can use a good
 overhaul anyway. It needs to adapt the SGSubsystem style and  use the
 AIModel code to display the models, which will also allow it to show up
 on the radar.

 It's probably not too much work to do since most of the current code
 could be reused.

 Erik

I think it will be more flexible if the networking portion of FlightGear can 
be modified to exchange properties.  For starter, the 
nodes /accelerations, /positions, and /surface-positions can be exchanged 
among users.  Properties under /accelerations can allow one client to 
interpolate the position of others, thus eliminating jitters.  Properties 
under /position are basically what being exchanged right now.  As 
to /surface-positions, the properties inside this node can allow one to see 
the animations of others correctly.

To make this even more flexible, one can include a XML file under each 
aircraft's folder to specify what nodes/properties should be exchanged during 
online sessions.

To cut down the amount of data being sent/received, a client only have to 
broadcast the above nodes once, and resend individual properties when needed.



Ampere

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Re: [Flightgear-devel] Re: Multiplayer crashes with unknown aircrafts, any solution?

2005-07-15 Thread Robicd



key n=360
  namePageUp/name
  descIncrease throttle or autopilot autothrottle./desc
  repeatableyes/repeatable
  ...
/key


Error reading properties: mismatched tag at 
g:/Programmi/FlightGear/data/keyboard.xml, line 1134, column 3


What's the correct syntax?


The syntax is correct in what you posted. But apparently not in
your file.

m.


 My mistake. You are right. The error went out when I didn't properly 
close the repeatable tag.


 Anyway, with the correct above syntax nothing happens and key Pageup 
doesn't repeat at all. Maybe I really need more then the updated binary 
provided by Fred to make it work.


   Roberto

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