Re: [Flightgear-devel] Re: Diamond Katana model

2005-07-18 Thread Mat Churchill
Worth a try !
Have you got any plans of the Katana ?
Its very hard to find anything on the DA42 I emailed Diamond but had
nothing back.

Mat



On Sun, 2005-07-17 at 22:46 -0400, [EMAIL PROTECTED] wrote:
 Hi, Mat,
 
 I'd love to get my hands on a twin turbo diesel with an all-glass panel,
 but right now the FAA thinks I should be flying an 80hp single.  And my
 CFI thinks I should stay more to the middle of the runway when I touch
 down (never on the front wheel first), rather than tending to stay my
 usual ~15' to the left.
 
 Seriously, I have a pretty specific purpose in mind, here, since I really
 do need to find some way to remember the routine when flying the pattern
 and have to learn to stay on the centerline.  I tried Flight Simulator
 2k2, and found out quickly that it's a toy: the one Katana model I found
 feels NOTHING like the real thing.  I've been watching the FG dev list for
 a while now and figured the models here would be closer, at least because
 the FDMs are being used in some reputable projects.
 
 Jon, I saw that you copied my original message into the JSBSim list before
 I had a chance to -- many thanks.
 
 
 -j
 
 
  --
 
  Message: 9
  Date: Sun, 17 Jul 2005 14:32:10 +0100

  Subject: [Flightgear-devel] Re: Diamond Katana model
  To: flightgear-devel@flightgear.org
  Message-ID: [EMAIL PROTECTED]
  Content-Type: text/plain
 
  joe,
 
  sure you are not interested in a DA42 ?
  would love one of these in FG
  http://www.abacuspub.com/fsd/catalog/s609.htm
 
  Mat
 
 
 
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Re: [Flightgear-devel] Re: Diamond Katana model

2005-07-18 Thread Torsten Dreyer
 joe,

 sure you are not interested in a DA42 ?
 would love one of these in FG
 http://www.abacuspub.com/fsd/catalog/s609.htm

There was a project from diamond aircraft and microsoft about building a model 
for the Twin Star.

http://www.diamond-air.at/de/press/pressarchive/50606.htm

this page is in german, I don't think there is one in english. It - roughly - 
tells the story about both companies supporting two schools in austria in a 
building a model of the DA42 for FS2004. 

The files could be found here

http://www.microsoft.com/austria/education/projekte.mspx

It looks like they did a model for the DA40 180, too. 

I whish, they did this for fg...

Torsten

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

2005-07-18 Thread Vivian Meazza
Peter Stickney

 On Friday 15 July 2005 06:45, Vivian Meazza wrote:
  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:
 
 From a variety of sources, including the FAA Type Certificate Data
 Sheet E-218 (Wright Double Cyclone C18BA series) and the 1950 edition
 of Model Designations of USAF Aircraft Engines.
 
  1. propeller gearing.
 0.35:1
 
  2. max manifold pressure.
 Now - that will depend on the specific rating.  Exceeding the
 allowable boost for an RPM/Mixture combination is Very, Very Bad. (As
 in, as the P2V Manual puts it, Trouble is indicated by internal
 engine parts exiting teh exhaust stacks.
 
  3. full throttle altitude which may also be described as the
 critical
  altitude.
 
 Military Power - 2200 HP/2800 RPM/ 44 Hg / SL-25,000'  15 Minute
 limit
 For the engine and turbosupercharger combination.
 Without the turbo - (Mechanical blower only), the ratings were:
 2200 HP/2800 RPM/ 44 Hg /Sea Level
 2200 HP/2800 RPM/ 42 Hg / 7,000'.
 
 Note the decrease in MAP as altitude increses.  Wright Engines from
 teh late 1930s on were rated to a constant power, not a constnat
 Manifold Pressure.  As altitude increased, Temperature and Back
 Pressure (Not relevant for the turbo) decreased, giving more power
 for a given MAP. MAP was decreased to hold constant power.
 
 
  4. the rated HP and the rated altitude.
 
 Normal Power - 2000 HP/2400R RPM/ 42 Hg/  SL-25,000'  Continuous
 (Turbo)
 2000 HP/2400 RPM/42 Hg/ Sea Level
 2000 HP/2400 ROM/41 Hg/ 4200'  on the Mechanical blower only.
 
  5. take-off HP.
 
 2200 HP/2800 RPM / 44 Hg
 
  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 was the FE's job.  The supercharger system of a B-29, or any
 other turbosupercharged airplane worked like this: (Well, was
 supposed to work like this - Early B-17s and B-24s with the
 mechanical oil pressure driven turboregulators required more
 fiddling, but the electronic turboregulators used on later -17s, 24s,
 P-38s, P-47s, B-29s and subsequent airplanes did work like this)
 
 There was a potentiometer dial on the turboregulator control box that
 was calibrated from 0 to 10.  This selected the amount of output.
 from the turbo system as a whole, 0 being no output. The turbos
 supplied air to the inlet of the engine's mechanical supercharger at
 slightly over sea level ambient (29.92 on a Standard Day).  This was
 done to keep the turbo moving, so that it didn't freeze up due to
 poor lubrication at Sea Level.  The engine's throttle was set to
 provide whatever power conditions were required, and as the airplane
 climbed, the tubo's Volume Control was tweaked to keep providing
 its sea level conditions to the engine's supercharger.  The
 Turboregulator governed on the selected pressure rise (The Volume
 and turbo RPM and, often, bearing temperature.  The Pilot of Flight
 Engineer had no indication, or control over the turbo except the
 potentiometer.  As far as the engine was concerned, it was sitting
 happily at Sea Level the whole time.  Once it had reached the point
 where the turbosupercharger/mechanical blow couldn't supply the
 proper power conditions any more, power dropped off normally.
 
 I don't know, but it sound like you could be making things a bit more
 complicated than they were.  The Turbos were basically Black Boxes.
 There wasn't anything more to do with them but set them to the
 appropriate pressure rise  let them go.
 

Very helpful. I think you will find that the turbo pressure was controlled
by the pilot, at least at critical point of the flight. While the pilot can
regard the turbo as a black box, we need to know a little more about it so
that the FDM can be set up correctly.

This is the first reference that I have seen to a turbo/mechanical blower
combination. I would be interested in seeing your source. This is for the
R-3350-23?

Thanks

Vivian





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

2005-07-18 Thread Vivian Meazza
Peter Stickney

... snip ...

 An addition/correction to my previous posting.
  Once it had reached the point
  where the turbosupercharger/mechanical blow couldn't supply the
  proper power conditions any more, power dropped off normally.

Yes. That's known as the full throttle altitude or the critical
altitude, and is important in setting up the FDM.

 As it turns out, the B-29's turboregulator control was a little bit
 different from what I described.  The Volume Control  governed off
 total system MAP.  If you set the potentiometer to , say, '*8, it
 maintained the overall MAP until the turbo reached its limits.  So,
 for example, you set the engines to Max Continuous, you wouldn't need
 to twiddle the turbos as you climbed from Sea Level to 25,000'+.
 Sorry if I cased some confusion, there.

OK, all is clear.
 
 Zeno's Warbirds has, IIRC, a Realplayer movie on flying the B-29.
 That's a pretty good resource.

An _excellent_ resource. Thanks for pointing us to it. Didn't show up on my
Google search for B29. Odd for such a good site.

Vivian





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

2005-07-18 Thread Vivian Meazza
Josh Babcock

 
  As it turns out, the B-29's turboregulator control was a little bit
  different from what I described.  The Volume Control  governed off
  total system MAP.  If you set the potentiometer to , say, '*8, it
  maintained the overall MAP until the turbo reached its limits.  So,
  for example, you set the engines to Max Continuous, you wouldn't need
  to twiddle the turbos as you climbed from Sea Level to 25,000'+.
  Sorry if I cased some confusion, there.
 
  Zeno's Warbirds has, IIRC, a Realplayer movie on flying the B-29.
  That's a pretty good resource.
 
 True, though for some reason I have not checked it out. I do have the
 .ram file that points to the stream though. Also, note that to go past 8
 on the turbo dial required opening a safety latch and per the pilot's
 handbook was not to be done for more than 2 min. which I think is the
 equivalent of the RAF WEP. I'm not sure what bearing this has on the
 engine modeling but at some point I should put in a nasal script to blow
 up the turbos after some extended period at settings above 8. I'll have
 to figure out what conditions would actually cause a failure though.
 

Thanks to Peter's input, I think that:

a. I now understand the operation of the turbo regulator

b. Have the numbers to proceed. 

If we assume the critical altitude to be 25,000 ft with the boost at 0.8 (#8
on the dial), everything should fall into place. WEP (or combat power)
should fall naturally out of this calculation.

Failure - don't worry about the conditions :-). After about 5 mins or so,
according to OAT, the rear row of the cylinders would overheat, leading to
an engine fire which burnt through the firewall, causing catastrophic
failure of the wing main spar. Should be easy enough to model! Apparently,
this was not really cured until the up-engined version which was the B50.

V.





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[Flightgear-devel] Patch for fgjs.cxx and jsinput.[h,cxx]

2005-07-18 Thread Ralf Gerlich

Hello,

find attached a patch for fgjs.cxx and jsinput.[h,cxx] (current CVS). 
The changes are:


- automatic detection of axis directionality, so that axis inputs are 
appropriately inverted only when necessary

- fixed trim axis names for better understandability
- fixed signs for flaps up/down property increments
- button 0 was previously used for skipping axes and buttons in both 
loops. Now button 0 can be assigned a binding (e.g., brakes). Instead, 
moving any axis during the button-assignment-loop indicates skipping.

- The user is now told how to skip a control.

I have tested it with a Logitech WingMan Force 3D, but I don't see any 
reason why it should not work for other sticks ;-)


Regards,
Ralf
Index: src/Input/fgjs.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Input/fgjs.cxx,v
retrieving revision 1.7
diff -u -r1.7 fgjs.cxx
--- src/Input/fgjs.cxx  25 Jun 2005 07:57:42 -  1.7
+++ src/Input/fgjs.cxx  18 Jul 2005 10:19:41 -
@@ -50,15 +50,18 @@
/sim/current-view/goal-pitch-offset-deg
  };
 
+string axis_posdir[8]= { right, down/forward, right, forward, 
forward, forward, left, upward };
+
+
 bool half_range[8]={ false,false,false,true,true,true,false,false };
 
 bool repeatable[8]={ false,false,false,false,false,false,true,true };
 
-bool invert[8]= { false,true,false,false,false,false,false,true };
+bool invert[8]= { false,false,false,false,false,false,false,false };
 
 string button_humannames[8]= { Left Brake, Right Brake,
Flaps Up, Flaps Down,
-   Elevator Trim Up, Elevator Trim Down,
+   Elevator Trim Forward, Elevator Trim 
Backward,
Landing Gear Up, Landing Gear Down
  };
 
@@ -76,7 +79,7 @@
 
 bool button_boolean[8]={ false,false,false,false,false,false,true,true };
 
-float button_step[8]={ 1.0, 1.0, 0.34, -0.34, 0.001, -0.001, 0.0, 1.0 };
+float button_step[8]={ 1.0, 1.0, -0.34, 0.34, 0.001, -0.001, 0.0, 1.0 };
 
 string button_repeat[8]={ false, false, false, false, true, true, 
false, false };
 
@@ -379,7 +382,8 @@
 
   for(control=0;control=7;control++) {
   cout  Move the control you wish to use for   
axes_humannames[control]
-endl;
+   axis_posdir[control]  endl;
+  cout  Pressing a button skips this axis\n;
   fflush( stdout );
   jsi-getInput();
 
@@ -397,6 +401,7 @@
  if (strcmp(answer,n)==0) {
control--;
  } else {
+  invert[control]=!jsi-getInputAxisPositive();
if (usexml) {
  writeAxisXML( xfs[jsi-getInputJoystick()], control, 
jsi-getInputAxis() );
} else {
@@ -424,6 +429,7 @@
   } else {
 cout  Press the button you wish to use for   
button_humannames[control]  endl;
   }
+  cout  Moving a joystick axis skips this button\n;
   fflush( stdout );
   jsi-getInput();
   if(jsi-getInputButton() != -1) {
Index: src/Input/jsinput.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Input/jsinput.cxx,v
retrieving revision 1.1.1.1
diff -u -r1.1.1.1 jsinput.cxx
--- src/Input/jsinput.cxx   10 Sep 2002 01:14:08 -  1.1.1.1
+++ src/Input/jsinput.cxx   18 Jul 2005 10:19:41 -
@@ -29,7 +29,7 @@
 
 jsInput::~jsInput(void) {}
 
-int jsInput::getInput(void){
+int jsInput::getInput(){
   
   bool gotit=false;
   
@@ -37,6 +37,7 @@
   int i, current_button = 0, button_bits = 0;
 
   joystick=axis=button=-1;
+  axis_positive=false;
   
   if(pretty_display) {
   printf ( +--\n ) ;
@@ -79,6 +80,7 @@
 gotit=true;
 joystick=jss-getCurrentJoystickId();
 axis=i;
+   axis_positive=(delta0);
   } else if( current_button != 0 ) {
 gotit=true;
 joystick=jss-getCurrentJoystickId();  
@@ -102,7 +104,7 @@
 ulMilliSecondSleep(1);
   }
   if(button_bits != 0) {
-for(int i=1;i=31;i++) {
+for(int i=0;i=31;i++) {
   if( ( button_bits  (1  i) )  0 ) {
  button=i;
  break;
Index: src/Input/jsinput.h
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Input/jsinput.h,v
retrieving revision 1.1.1.1
diff -u -r1.1.1.1 jsinput.h
--- src/Input/jsinput.h 10 Sep 2002 01:14:08 -  1.1.1.1
+++ src/Input/jsinput.h 18 Jul 2005 10:19:41 -
@@ -34,6 +34,7 @@
 int button_iv[MAX_JOYSTICKS];
 
 int joystick,axis,button;
+bool axis_positive;
 
 float axis_threshold;
 
@@ -48,6 +49,7 @@
 inline int getInputJoystick(void) { return joystick; }
 inline int getInputAxis(void) { 

Re: [Flightgear-devel] asymetric frustum

2005-07-18 Thread BONNEVILLE David

Hi Curt,

I am one week late but here are the pics that I hope will help you to help me
;-)

http://paxettepaxou.free.fr/fg/horizontal_fov.JPG [17 Ko]
http://paxettepaxou.free.fr/fg/vertical_fov.JPG [19 Ko]

http://paxettepaxou.free.fr/fg/horizontal_fov_front.JPG [17 Ko]
http://paxettepaxou.free.fr/fg/vertical_view_front.JPG [14 Ko]

http://paxettepaxou.free.fr/fg/horizontal_fov_side.JPG [19 Ko]
http://paxettepaxou.free.fr/fg/vertical_fov_side.JPG [15 Ko]

As I told you in my last mail, I have a cylindrical projection and the point of
view is not centered in the cylinder. I have three asymetric frustums
(vertically and horizontally asymetric).

I really hope it will help you to help me.

Thanks

David


 That's the basic idea.  You specify a larger virtual screen that has a 
 symmetric frustum and then each display get's assigned a portion of the 
 larger display.  I realize this is probably not an industry standard way 
 to do it, and this approach probably can't cover every possible screen 
 configuration, but I needed something quick a few months ago, and this 
 approach meshed pretty well with the existing code.
 
 I shold point out that there is some subtle wierdness depending on the 
 size of your display so for example, let's say you have 5 forward 
 displays.  The center 3 are all parallel so they need to act as a single 
 larger fov display.  If you want to assign 30 degrees field of view to 
 each of them, you would naturally pick a 90 degree field of view for the 
 center 3 and give each display 1/3 of that.  However, you can't just 
 give the 2 edge displays an symmetric 30 degrees and have them match 
 up.  There is some subtle aspect ratio stuff going on there that causes 
 problems.  So what you'd need to do is setup the side channels as a 90 
 degree fov virtual display and give them 1/3rd of that, then they should 
 match up with the center channels.
 
 At some point it would probably make sense to clean up the view pipeline 
 to handle this better, but time and priorities are always the big problem.
 
 Regards,
 
 Curt.
 



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Re: [Flightgear-devel] Re: dynamically modifiable ASCII protocol separators

2005-07-18 Thread Erik Hofman

Michael Meyers wrote:


Meanwhile, it might be a good idea to simply optionally include the code using
#ifdefs - that way, the current code could remain in place/active and the new
code would only be used if a corresponding #define is set, by those users who
actually require it or want to use it.


While I like the idea of having a binary generic IO protocol I won't 
include this patch anyhow since it is messing up the file pretty badly.
It would be nice if you would follow the code style as it is already 
present in the file.


Erik

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Re: [Flightgear-devel] Overhaulling the networking code

2005-07-18 Thread Andy Ross
Ampere K. Hardraade wrote:
 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.

I got started on something like this a few months back.  Maybe I
should work harder on it now that there is clearly demand for
such a thing.  It sent the position/orientation and 1st and 2nd
derivatives as part of the position packet, and not as
properties.

Note that this isn't enough: another really important feature is
proper time synchronization between the clients (not wall clock
time, necessarily, but time of data validity).  Otherwise network
latency will cause skew, where different clients see different
aircraft in different positions.  This makes things like
formation flight and dogfighting difficult.

The other feature that sounded cool was automatically detecting
the needed properties for animation from the aircraft model file
during parsing.  It requires some way of limiting the number
of panel properties that are sent (I was thinking about doing
it via the size of the animated object's bounding box), but
should be pretty robust in practice.

Andy

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Re: [Flightgear-devel] Overhaulling the networking code

2005-07-18 Thread Andy Ross
Ampere K. Hardraade wrote:
 How about creating root-less nodes to act as seperated property
 trees for these aircrafts?  This way, it will be easier to fool
 the animation files of these aircrafts into taking the proper
 values.

Yes, exactly.  They don't need to be rootless, just detached from
the normal property scheme.  Under /multipler/callsign/... for
instance.

Andy

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Re: [Flightgear-devel] Shadows

2005-07-18 Thread Gerard Robin

   
 
 Could you give some examples ? The noshadow thing is usualy used to hide 
 some artifacts
 caused by transparent geometry like windows, rotating propeler disk, 
 paintings, etc, or to reduce the
 complexity of the shadow (virtual cockpit or other complex parts of the 
 plane).
 
 Harald.
 
 
Hello Harald,
You could be interested on what i am doing about shadow animation in the
coming condition shadow.

== An aircraft don't cast shadow  when agl-ft  450.
animation
condition 
greater-than
property/position/altitude-agl-ft/property
value450/value
/greater-than
/condition 
typenoshadow/type
object-nameLysander/object-name 
 /animation

== Blend on an helicopter main rotor and rotor disc working
correctly :we deactivate cast of shadow from rotor when rotor rpm100
(it must be tuned) 

animation
condition 
greater-than
propertyrotors/main/rpm/property
value100/value
/greater-than
/condition
typenoshadow/type
object-nameRotor-Princ/object-name  
 /animation

== some moving Aircraft components could cast shadow according to their
positions on the Aircraft. That is an exemple on a Naval aircraft the
hook will cast shadow only when it is not fully retracted.

animation
condition 
equal
propertygear/tailhook/position-norm/property
value0/value
/equal   
/condition 
typenoshadow/type
object-nameHook/object-name 
 /animation

BTW: I discovered that many aircrafts have gear components or float
components (seaplane) which are not hidden when retracted (no door).
They only have to cast shadow when extended.

Regards
 
-- 
Gerard


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Re: [Flightgear-devel] Overhaulling the networking code

2005-07-18 Thread Erik Hofman

Andy Ross wrote:

Ampere K. Hardraade wrote:


How about creating root-less nodes to act as seperated property
trees for these aircrafts?  This way, it will be easier to fool
the animation files of these aircrafts into taking the proper
values.



Yes, exactly.  They don't need to be rootless, just detached from
the normal property scheme.  Under /multipler/callsign/... for
instance.


Just like the AIModel objects ...

Erik

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Re: [Flightgear-devel] Shadows

2005-07-18 Thread Harald JOHNSEN

Ampere K. Hardraade wrote:

I just noticed that when one is inside an object, or the shadow volume of an 
object, then the shadow casted by that object is not visible.


Here is an example:
http://www.students.yorku.ca/~ampere/fgfs-screen-010.jpg

Ampere
 

It is because the viewer is inside a shadow volume, this breaks the so 
called zpass rendering.
The solution to that is to use the zfail rendering for the concerned 
shadow volume. It's easy.
What is not is to detect this situation in some efficient way and since 
the zfail rendering is
a lot slower than the zpass we don't want to render too many volumes 
with zfail.

It's on my todo list.

Harald.


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Re: [Flightgear-devel] asymetric frustum

2005-07-18 Thread Curtis L. Olson

BONNEVILLE David wrote:


Hi Curt,

I am one week late but here are the pics that I hope will help you to help me
;-)

http://paxettepaxou.free.fr/fg/horizontal_fov.JPG [17 Ko]
http://paxettepaxou.free.fr/fg/vertical_fov.JPG [19 Ko]

http://paxettepaxou.free.fr/fg/horizontal_fov_front.JPG [17 Ko]
http://paxettepaxou.free.fr/fg/vertical_view_front.JPG [14 Ko]

http://paxettepaxou.free.fr/fg/horizontal_fov_side.JPG [19 Ko]
http://paxettepaxou.free.fr/fg/vertical_fov_side.JPG [15 Ko]

As I told you in my last mail, I have a cylindrical projection and the point of
view is not centered in the cylinder. I have three asymetric frustums
(vertically and horizontally asymetric).

I really hope it will help you to help me.
 



Hi David,

I'm not sure I can give you the easy answer you are hoping for.  Right 
now the FG code really isn't setup to do the arbitrary assymetric view 
frustums that you need.  I think it would be doable with a few days 
work, but I would need to also come to a better understanding of the 
glFrustum parameters (which are still a bit of a mystery to me.)


I'm really swamped with projects right now and don't have a lot of extra 
volunteer time to give.  But if you are doing this as part of an Oktal 
project, perhaps we could discuss my consulting rates off line. :-)


Here's one more thing to keep in mind.  If you are projecting onto a 
cylindrical surface, FlightGear cannot prewarp the display to compensate 
for the curved surface.  If you are doing edge blending you will have a 
big problem because your overlapping regions won't match.  You will find 
that without (correctly) prewarping the displays everything will be 
distorted on the screen.  Even if you can get the edges to match up, 
things will still be distorted.  For instance, your horizon line will 
most likly droop in the center of the display and be higher at the 
joints ... kind of like a wire suspended by several pole's.


I suspect you probably know all these things and have projectors that 
can do proper warping and edge blending, but if not, be aware that this 
will cause you huge problems if you don't account for the warping 
introduced by projecting onto a curved screen.


Regards,

Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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[Flightgear-devel] Re:Overhaulling the networking code

2005-07-18 Thread Mostyn Gale
We really need to look at an the best way of doing this.  Once the
multiplayer code is changed we will probably be stuck with is for the next
few years.  Getting it right is fairly important.

We shoud consider what we want in terms of features, flexibility and numbers
and then find the most efficient way of achieving it.

While recycling code might be easier, remaking all of the code is a lot less
restrictive.  Both have pros and both have cons, it is would be nice if we
could find the most beneficial way of doing it.
Cheers,
Mostyn


Hi,

this is a very good idea IMO.
I was thinking about a very similar approach but never had the time and not
yet the actual need to follow that.

If you do something like that, you might take care for the MATHWORKS guys
which use the network code like it is at the moment. So one will need
probably some compatibility mode here.

Greetings

 Mathias

 On Freitag 15 Juli 2005 23:34, Ampere K. Hardraade wrote:
 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] Shadows

2005-07-18 Thread Gerard Robin
Le lundi 18 juillet 2005 à 19:17 +0200, Harald JOHNSEN a écrit :
 Gerard Robin wrote:
 
 
 == some moving Aircraft components could cast shadow according to their
 positions on the Aircraft. That is an exemple on a Naval aircraft the
 hook will cast shadow only when it is not fully retracted.
 
   
 
 I am not sure I understand this example, or perhaps I presume that what 
 is visible should cast shadows ;p
 Anyway the condition is available now. The old form without condition 
 still exists.
 
 I have also made a few changes for tranparent objects. In the rendering 
 dialog there is a new option
 near the aircraft checkbox. When enabled the rendering of the aricraft 
 transparent parts is done
 *after* the shadowing code. In other words the transparent parts won't 
 hide shadows as it
 should be. This is how things should be and this option should be 
 enabled by default. But.
 We can agree that a window or a propeler disk is transparent but for the 
 code a transparent part
 is a part that uses a transparent material, ie an alpha channel in his 
 material or in his texture.
 In practice you will see that the new option will break shadows on a lot 
 of aircrafts. Just don't use
 rgba textures where rgb would do the same ;)
 
 Harald.
 

About the last exemple the hook retracted stay along,  outside, close to
fuse. Casting shadow in that position is not useful (I found the same
with B-17F gears components) when we extend the hook it clearly appears
and its own  shadow could be nice to activate.
Everything in order to spare CPU.
I will try now your updates
Many thanks.
-- 
Gerard


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Re: [Flightgear-devel] Shadows

2005-07-18 Thread Harald JOHNSEN

Gerard Robin wrote:



== some moving Aircraft components could cast shadow according to their
positions on the Aircraft. That is an exemple on a Naval aircraft the
hook will cast shadow only when it is not fully retracted.

 

I am not sure I understand this example, or perhaps I presume that what 
is visible should cast shadows ;p
Anyway the condition is available now. The old form without condition 
still exists.


I have also made a few changes for tranparent objects. In the rendering 
dialog there is a new option
near the aircraft checkbox. When enabled the rendering of the aricraft 
transparent parts is done
*after* the shadowing code. In other words the transparent parts won't 
hide shadows as it
should be. This is how things should be and this option should be 
enabled by default. But.
We can agree that a window or a propeler disk is transparent but for the 
code a transparent part
is a part that uses a transparent material, ie an alpha channel in his 
material or in his texture.
In practice you will see that the new option will break shadows on a lot 
of aircrafts. Just don't use

rgba textures where rgb would do the same ;)

Harald.


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

2005-07-18 Thread Josh Babcock
Vivian Meazza wrote:
 Peter Stickney
 
 
On Friday 15 July 2005 06:45, Vivian Meazza wrote:

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:

From a variety of sources, including the FAA Type Certificate Data
Sheet E-218 (Wright Double Cyclone C18BA series) and the 1950 edition
of Model Designations of USAF Aircraft Engines.


1. propeller gearing.

0.35:1


2. max manifold pressure.

Now - that will depend on the specific rating.  Exceeding the
allowable boost for an RPM/Mixture combination is Very, Very Bad. (As
in, as the P2V Manual puts it, Trouble is indicated by internal
engine parts exiting teh exhaust stacks.


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

critical

altitude.

Military Power - 2200 HP/2800 RPM/ 44 Hg / SL-25,000'  15 Minute
limit
For the engine and turbosupercharger combination.
Without the turbo - (Mechanical blower only), the ratings were:
2200 HP/2800 RPM/ 44 Hg /Sea Level
2200 HP/2800 RPM/ 42 Hg / 7,000'.

Note the decrease in MAP as altitude increses.  Wright Engines from
teh late 1930s on were rated to a constant power, not a constnat
Manifold Pressure.  As altitude increased, Temperature and Back
Pressure (Not relevant for the turbo) decreased, giving more power
for a given MAP. MAP was decreased to hold constant power.



4. the rated HP and the rated altitude.

Normal Power - 2000 HP/2400R RPM/ 42 Hg/  SL-25,000'  Continuous
(Turbo)
2000 HP/2400 RPM/42 Hg/ Sea Level
2000 HP/2400 ROM/41 Hg/ 4200'  on the Mechanical blower only.


5. take-off HP.

2200 HP/2800 RPM / 44 Hg


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 was the FE's job.  The supercharger system of a B-29, or any
other turbosupercharged airplane worked like this: (Well, was
supposed to work like this - Early B-17s and B-24s with the
mechanical oil pressure driven turboregulators required more
fiddling, but the electronic turboregulators used on later -17s, 24s,
P-38s, P-47s, B-29s and subsequent airplanes did work like this)

There was a potentiometer dial on the turboregulator control box that
was calibrated from 0 to 10.  This selected the amount of output.
from the turbo system as a whole, 0 being no output. The turbos
supplied air to the inlet of the engine's mechanical supercharger at
slightly over sea level ambient (29.92 on a Standard Day).  This was
done to keep the turbo moving, so that it didn't freeze up due to
poor lubrication at Sea Level.  The engine's throttle was set to
provide whatever power conditions were required, and as the airplane
climbed, the tubo's Volume Control was tweaked to keep providing
its sea level conditions to the engine's supercharger.  The
Turboregulator governed on the selected pressure rise (The Volume
and turbo RPM and, often, bearing temperature.  The Pilot of Flight
Engineer had no indication, or control over the turbo except the
potentiometer.  As far as the engine was concerned, it was sitting
happily at Sea Level the whole time.  Once it had reached the point
where the turbosupercharger/mechanical blow couldn't supply the
proper power conditions any more, power dropped off normally.

I don't know, but it sound like you could be making things a bit more
complicated than they were.  The Turbos were basically Black Boxes.
There wasn't anything more to do with them but set them to the
appropriate pressure rise  let them go.

 
 
 Very helpful. I think you will find that the turbo pressure was controlled
 by the pilot, at least at critical point of the flight. While the pilot can
 regard the turbo as a black box, we need to know a little more about it so
 that the FDM can be set up correctly.
 
 This is the first reference that I have seen to a turbo/mechanical blower
 combination. I would be interested in seeing your source. This is for the
 R-3350-23?
 
 Thanks
 
 Vivian
 
 
 
 
 
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RE: [Flightgear-devel] New super/turbo MP code is in

2005-07-18 Thread Jon Berndt
 All the 3350s had this turbo/super setup. You can see it in some of
 these images:


http://www.enginehistory.org/GjJBrossett/RAFCosford/Wright%20Cyclone%20R-3350%20cutaway.J
PG

http://www.enginehistory.org/GjJBrossett/RAFCosford/Wright%20Cyclone%20R-3350%20cutaway%2
0view.JPG
 http://www.saunalahti.fi/sariri/Img/UKRAFC05/Eng/slides/P2060078.html
 http://www.midwaysailor.com/eddiemiller/eddiemiller-761b.jpg



** Please ** trim your quotes.

Also, for sending emails in text mode that include long links, you might try 
going to
www.tinyurl.com and making shorter links to include in emails.

Jon


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Re: [Flightgear-devel] Shadows

2005-07-18 Thread Gerard Robin

  We can agree that a window or a propeler disk is transparent but for the 
  code a transparent part
  is a part that uses a transparent material, ie an alpha channel in his 
  material or in his texture.
  In practice you will see that the new option will break shadows on a lot 
  of aircrafts. Just don't use
  rgba textures where rgb would do the same ;)
  
  Harald.
  
 
 About the last exemple the hook retracted stay along,  outside, close to
 fuse. Casting shadow in that position is not useful (I found the same
 with B-17F gears components) when we extend the hook it clearly appears
 and its own  shadow could be nice to activate.
 Everything in order to spare CPU.
 I will try now your updates
 Many thanks.

Hello Harald,

Everything is working.
The results are very nice. Your idea to introduce transparency is
perfect that solve the ugly effects on propdisk and the hidden effect on
shadows.
Thanks 
-- 
Gerard


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

2005-07-18 Thread Peter Stickney
On Monday 18 July 2005 18:25, Josh Babcock wrote:

 All the 3350s had this turbo/super setup. You can see it in some of
 these images:
 
 URL's snipped

No, actually, those are the turbocompounded TC18s used on later 
Lockheed Constellations, DC-7s, Most P-2 Neptunes, and most C-119s.
The turbines that you see in the back are geared directly (Well, 
though a shock-dampening clutch) to the crankshaft, and contribute 
directly to the shaft horsepower available. There were 3 turbines, 
each fed by 6 cylinders.  They contributed, at full power, 150 Shaft 
HP each, for a total gain of 450 Shaft HP.)  They were completely 
independent of the supercharger, which was a normal gear-diven 
2-speed single stage blower.  In terms of running the engines, they 
were the same as any other mechanically supercharged big recip.

There were 3 flavors of the R3350.  One was the engine used on the 
B-29.  It had a single-speed gear driven blower.  The 
turbosuperchargers (The B-29 used 2 per engine - basically the same 
model used on the B-17 and B-24 - with twice the displacement, and 
about the same RPM, it needed twice the mass flow, and using the 
paired turbosuperchargers meant that they could deliver a working 
system without having to interrupt production) fed air at what were 
essentially sea level conditions to the engine's mechanical blower.
The production versions peaked out at about 2200 HP, and a useful Full 
Throttle Height of around 25,000'.

The second was a similar engine, with a 2-speed mechanical blower.  
This was mainly used on Navy Attack airplanes like the AD/A-1 
Skyraider, and early models of the P2V/P-2 Neptune and the 
Constellation.  They had a FTH in high blower of around 15,000'.

The third model were the turbocompounds described above.  They ended 
up being the ultimate in exacting teh maximum amount of power (In 
cruise) from an amount of fuel, with Specific Fuel Consumption down 
in the range of 0.3 lbs/Hp/hr. (A typical large recip would be around 
0.5 lbs/Hp/Hr.)  The Turbo Cyclones were Curtiss-Wright's shining 
moment, and their downfall.  Turbo Cyclones powered nearly all of the 
successful 1950s airliners, and the Navy's patrol airplane inventory, 
and the Air Force's Troop Carriers.  They sold a _lot_ of engines.  
But, in doing so, they completely buggered up their jet engine 
development, and when jets took over in the late 1950s,  
Curtiss-Wright had nothing to offer.  Pratt  Whitney, and later, GE, 
filled the need.

During the 1930s and into the 1950s, turbosupercharged engines were 
really 2-stage supercharged engines.  The engine itself always had a 
mechanical blower as its main stage, and the turbo fed air to that.  
It was an add-on that required a bit more ducting and plumbing, but 
didn't change the basic engine. 

But that's not the only way to do it.  I've been preparing a series of 
articles on supercharging reciprocating engines.   Is there any 
interest for me to pull some of it out and present it here?

-- 
Pete Stickney

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Re: [Flightgear-devel] One bug with multiplayer...

2005-07-18 Thread Lee Elliott
On Saturday 16 Jul 2005 22:56, Paul Kahler wrote:
 On Sat, 2005-07-16 at 22:44 +0300, Vassilii Khachaturov wrote:
   On a side note, while testing the multiplay mode,
   robitabu on #flightgear irc and I have discovered the
   Instant Replay is also sent to all other players. Kind
   of a nice feature when you want to show people stuff,
   but also probably something you don't want all the time...
  
   :)
 
  That's pretty cool! it's pretty harmless though, isn't it?
  also, when people want to see others' action a lot, and one
  is lazy to do takeoffs/landings all the time, this can be a
  nice alternative to the boring AIs in single-player --- fly
  a nice circuit one time, and loop it via the network to the
  others.

 Is it possible to run FGFS as a screen saver? I think
 prerecorded flights would make a really interesting screen
 saver. At our local EAA meetings (chapter13) they sometimes do
 slide shows before the meeting and I always thought having
 FGFS up there might be cool. Either a screen saver mode or a
 really long recorded demo would fit the bill.

 Paul

There's not a screen-saver mode, as such, but you could script an 
entire flight using nasal.

It would be possible to set up an aircraft so that once FG was 
started with that particular aircraft, the a/c would take-off, 
fly around, manuevour and then land, without you having to touch 
anything.

LeeE

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

2005-07-18 Thread Lee Elliott
On Tuesday 19 Jul 2005 02:02, Peter Stickney wrote:
[snip...]

 But that's not the only way to do it.  I've been preparing a
 series of articles on supercharging reciprocating engines.  
 Is there any interest for me to pull some of it out and
 present it here?

Here may not be the best place for articles or essays but I'd 
certainly be interested in reading about this topic.  If you can 
put some stuff on-line somewhere and post a url I'd love to read 
it.

LeeE

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

2005-07-18 Thread Jon Berndt
 But that's not the only way to do it.  I've been preparing a series of
 articles on supercharging reciprocating engines.   Is there any
 interest for me to pull some of it out and present it here?

 --
 Pete Stickney

Hmm. This might be interesting for the next issue of the JSBSim newsletter, 
Back of the
Envelope - even if it is not strictly JSBSim-related.

Jon


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

2005-07-18 Thread Peter Stickney
On Monday 18 July 2005 23:27, Jon Berndt wrote:
  But that's not the only way to do it.  I've been preparing a 
series of
  articles on supercharging reciprocating engines.   Is there any
  interest for me to pull some of it out and present it here?
 
  --
  Pete Stickney
 
 Hmm. This might be interesting for the next issue of the JSBSim 
newsletter, Back of the
 Envelope - even if it is not strictly JSBSim-related.

That sounds like a great idea.  This would be extracted from stuff 
that I'm flogging to the Dead Tree Media, so I'm a bit leery of 
making it completely open, but something fairly restricted, like the 
Newsletter, should be O.K.
There isn't a lot of easy to find information on these matters, and 
I'd like to help.  FlightGear/YASim/JBSSim is a fantastic project, 
and if I can contribute, I'd be thrilled.
Modeling reciprocating engines  makes you appreciate jets.  When you 
start chasing solutions, it gets very complicated, very fast, until 
you end up with something like the Late Epicyclic Models of the Solar 
System.  I've been after it quite literally for more than a decade 
with my own sims. 

-- 
Pete Stickney

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