Re: [Flightgear-devel] SVFR
Perhaps this was mentioned already, but I believe in the US in order to request an SVFR clearance at night you also have to be instrument rated and the plane must be equipped for IFR flight. I don't recall whether you have to be IFR current or not though. Sounds like you were fine in this respect though, just wanted to point it out. -Adam Ryan Larson [EMAIL PROTECTED] wrote: I have only had to ask for SVFR once.. and ironically it was because I needed to do a VFR night flight for my multi engine rating. We left KDPA north to KFLD. On the way back the visibility had dropped to about 2 miles and the cloud deck had dropped to about 1200 AGL. Now normally I would simply call up and get an IFR clearance to fly the approach, but to I needed to log this as a VFR trip. So we called up KDPA tower and asked for a SVFR clearance. They told us to hold 7 miles north of the field while they took care of two IFR flights landing. Once they were done with them, they allowed us to enter the airspace and land. We had to dodge some light snow showers and a few low clouds, but with the help of the Garmin 430 GPS, we were able to find the airport and land safely. Ryan ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] multiplayer status and idea (Long)
Hello folks, I have been interested in working on a multiplayer server for FlightGear. Apparently there is a huge amount of interest in such a thing, but I haven't found anything functional yet. I did a little bit of research on what is out there. here's a summary of what I found, let me know if there is other stuff or if I'm off base with any of this: Cumulas project: http://www.aurora-solutions.co.uk/~cumulas/ Emailed author, Paul Morriss, who said project is on hold. Unable to download it from the web page (broken?) to check current code status. FGCombatzone: http://sourceforge.net/projects/fgcombatzone/ Nothing in CVS on sourceforge. Nothing in the sf mailing lists No home page No activity in the last couple of years. Dead? fg-server: http://fg-server.sourceforge.net Last news on the page says coding is getting started, in July 2002. Grabbed source from cvs, but seems to be missing file server.h? CVS files not updated for over 18 months. Looks like it has some basic code for ACE: http://www.kbs.twi.tudelft.nl/People/Students/L.Otte/ So far the most promising looking, but not maintained for last year Complex installation to graft into main source tree 7500 lines of code, much of which is buffering/network code Never got this to work. integrated solutions: src/NetworkOLK - obsolete and removed from tree, don't know much more than that. src/MultiPlayer - peer-to-peer multiplayer support, handles updating plane models, supports broadcast or unicast udp, and I actually got it working! src/Server - looks like an attempt at a start to a server. Unfortunately, as it was pointed out, the basic MPI stuff should be easily handled by plib. Found some historical discussions about this one in the mailing list archives, which quickly degenerated into a tangent about whether to support military scenarios or not before the basics were in place. Last updated Nov 2003, so perhaps this is still being worked on? I emailed the author (John Barrett) but email address he was using bounced. Is this project still active? Is anything working yet? Ok, what did I miss? Basically, I never found anything I could really get working or that seemed alive. The built-in multiplayer mode seemed to work pretty well, but is a different model from what I think everyone thinks of as a multiplayer server. However, it was clearly written with a central server in mind. So my thought was since that code is mostly there and does practically all of the things that we would want to do on the server (with some slight differences), why not reuse as much of that code as possible? In doing this, I came up with a basic server in 500 lines of code that simply rebroadcasts in incoming position update to all of the other clients connected to the server (and using plib netSockets). The existing MultiPlayer code is somewhat reusable, but the globals hork it all up. Grr. Anyway, the clients still use the --multiplay options, but all specify the same out ip address/port (to the server) and different in ip address/ports (for receiving updates). I pretty much have this written and have done some basic testing, but need some help: what's the best way to run multiple flightgear instances on a single machine without hosing the CPU and memory? Any suggestions? NOTE: I'm not necessarily trying to start up a new project here, but am more doing this as a prototype/learning experience. If anyone is interested in checking out the code and playing with it once I've got some of the kinks worked out, that would be awesome! Please feel free to educate me on things I might have overlooked, or express opinions on the idea/approach. I still have not fully proved the concept yet either. More testing will tell. Thanks, -Adam ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: Scenery
I understand the fear that many companies have of open source software, and the concern that the product that is their bread and butter might be illegally transferred among those users. However, there's another side to this that could be very positive for both sides. Just like giving away free samples at the grocery store is designed to sell more of that item, it seems to me like it could be a huge advantage to a company that deals with land imaging to donate a sample of their product to an open source project like FlightGear. I'm not talking about giving away the rights to all of their images for free here. A more sensical approach might be to license, for no charge, a small chunk of scenery (like the bay area, for a good example) to users of FlightGear for personal use. The license would of course retain copyright, forbid redistribution of any form, etc. Just because the software is open source doesn't mean the scenery has to be, right? The scenery could even be distilled down or lower quality versions of their actual product. The company's name could appear in the acknowledgements for the software and maybe gain a spot on the home page for such a donation. The point would be to create something that looks really cool that would both show off their product as well as enhance the flightgear experience. My speculation is that very little business would be lost to people trying to illegally copy this limited set of images when it can be licensed for free from the company's web page. Rather, it might be a good demonstration of their product that brings them more business from people looking to purchase higher quality images of other places besides the default flightgear airport. Just a thought. In reality, it might be too much to expect a company to work this closely with the feared open source community, but I do see some real potential for mutual benefit. Maybe I've just got my head in the 3d virtual clouds. (Just enabled 3d clouds in flightgear for the first time today... very nice!) -Adam Matthew Law [EMAIL PROTECTED] wrote: Hi Mally, I wasn't aware that you were an MSFS developer and since I currently do a bit of x-country practice in MSFS with the VisualFlight scenery I'd like to cong ratulate you on an awesome job! I for one would be elated to see a commercially available version of the getm apping derived scenery for FGFS not only for extra realism that it presents, but commercial recognition could only be positive for the project as a whole. As Dave said, I would also be willing to pay for the scenery even if it was a little more expensive to offset the lower demand. It would be wonderful i f VisualFlight permitted purchasers to use the textures in FGFS, but realisti cally that probably won't happen...yet. It's human nature to try and maximise what you have available in this way but I don't want to infringe anyone's EULA or put anyone - especially the 'small guy' out of pocket either. I think the FGFS community is a little more open and honest in this respect. I'm leaving this well alone until it becomes ac ceptable to do so or I can buy the scenery 'for FGFS' :-) All the best, Matt. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] JSBsim fails to build in FGFS cvs
I had this problem on my debian system. Apparently bastring.h in the STL is missing clear in some old versions of libstdc++. I ugraded to g++ 3.3 and a new version of libstdc++ and it compiled ok after that. Hope that helps, -Adam Jon Berndt [EMAIL PROTECTED] wrote: What system are you building under? Erik made some changes recently to facilitate building under IRIX. That's the only change that happened in FGEngine.cpp. Strange. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Alex Perry Sent: Monday, January 19, 2004 12:49 AM To: [EMAIL PROTECTED] Subject: [Flightgear-devel] JSBsim fails to build in FGFS cvs Making all in filtersjb make[1]: Entering directory `/home/alex/fs/FlightGear/src/FDM/JSBSim/filtersjb' make[1]: Nothing to be done for `all'. make[1]: Leaving directory `/home/alex/fs/FlightGear/src/FDM/JSBSim/filtersjb' make[1]: Entering directory `/home/alex/fs/FlightGear/src/FDM/JSBSim' source='FGEngine.cpp' object='FGEngine.o' libtool=no \ depfile='.deps/FGEngine.Po' tmpdepfile='.deps/FGEngine.TPo' \ depmode=gcc /bin/sh ../../../depcomp \ g++ -DHAVE_CONFIG_H -I. -I. -I../../../src/Include -I../../.. -I../../../src -I/usr/X11R6/include -DFGFS -g -O2 -D_REENTRANT -c -o FGEngine.o `test -f FGEngine.cpp || echo './'`FGEngine.cpp FGEngine.cpp: In method `JSBSim::FGEngine::FGEngine(JSBSim::FGFDMExec *)': FGEngine.cpp:71: no matching function for call to `basic_stringchar,string_char_traitschar,__default_alloc_templa tetrue,0 ::clear ()' make[1]: *** [FGEngine.o] Error 1 make[1]: Leaving directory `/home/alex/fs/FlightGear/src/FDM/JSBSim' make: *** [all-recursive] Error 1 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] flight gear troubles w/ current cvs
Erik Hofman [EMAIL PROTECTED] wrote: Adam Boggs wrote: Hello, I am not a flightgear developer (yet) but have been playing with it a little bit lately. With the current CVS tree (from the evening of 1/18/04) I get the following errors on the console: chinook 9:44pm ~ % fgfs Failed to find runway 29 at airport KBJC Error: base = 0,0 Error: base = 0,0 This is a debug message and should not be of any importance. Ok, maybe it was the Error that threw me off. :) I'll ignore these then. WARNING: PUI: Trying to remove invalid puGroup from puGroup stack! WARNING: PUI: Trying to remove invalid puGroup from puGroup stack! WARNING: PUI: Trying to remove invalid puGroup from puGroup stack! This is one we have to look after, but so far no one seems brave enough to tackle this problem. Ok, it looks like I've been busted for not having an up-to-date plib (thanks Andy). I'll I am also seeing the white flash problem (not black flash) that some others have reported (I have an NVidia card). it occurs quite frequently when taking off from KBJC at least. I think this is an initialization problem with regards to the cloud layers. The way I see it the cloud layers are put at a random altitude upon startup. This would not be a problem if the layers that are 0 feet think would not be affected by the SGSky::modify_vis() function. Ah, I see. I specified --disable-clouds, but when I look at Weather: Clouds I see layers 2, 3, and 4 are 0/clear/0. So these are getting picked a random elevation, and even though they're 0 feet thick they still cause the white flash of going into cloud? Also, I was surprised to see the clouds at 19500/cirrus/65 and 5000/scattered/600 with --disable-clouds specified. I guess the clouds at 5000 feet explain why it always starts white for me and flashes to blue just off the ground: KBJC elevation is at about 5500 feet. So it sounds like a combination of me not understanding how --disable-clouds should work, and the 0 depth clouds causing the flash at random elevations. Does that sound right? Also, I posted a message a while back to the fgfs-users list but didn't get my problem resolved. terragear does not seem to update my scenery properly. It's supposed to just show up as it gets downloaded, right? I see terragear download it but it never shows up. I did get it to work once when flying around SFO, but never while flying around KBJC. Does terragear update reliably for others? If so, it's probably my config. If you mean terrasync, then I can confirm it works for me. You have to make sure that the directory where terrasync is downloading the scenery is known to FlightGear by adding it to the --fg-scenery option. Erik My brain thought terrasync but my fingers typed terragear. :) Did it work for you flying around an area other than SFO? As I mentioned I got it to work once at SFO but not BJC. I typically see about 3/4 of a large square complete with scenery. The other 1/4 is water. Beyond that is space with nothing below me. I double checked my scenery directory, and even flopped the search order just in case. Here's how I run them: .fgfsrc: chinook 11:23am ~ % more .fgfsrc --airport=KBJC --disable-clouds --disable-clouds3d --disable-splash-screen --visibility-miles=1000 --runway=29R --atlas=socket,out,1,localhost,5500,udp --fg-root=/usr/local/lib/FlightGear --fg-scenery=/disk2/boggs/FlightGear/Scenery-0.9.3:/usr/local/lib/FlightGear/data/Scenery I am aware of the bootstrap problem and the first time I ran it I did just have water under me. Then after restarting fgfs I had scenery as described above (3/4 scenery, 1/4 water). After running it for a bit I have: chinook 11:23am ~ % ls -l /disk2/boggs/FlightGear/Scenery-0.9.3/ total 24 drwx--2 boggsboggs4096 Jan 17 10:54 e000n00/ drwx--2 boggsboggs4096 Jan 17 10:54 e000s10/ drwx--2 boggsboggs4096 Jan 17 10:54 w010n00/ drwx--2 boggsboggs4096 Jan 17 10:54 w010s10/ drwx-- 10 boggsboggs4096 Jan 17 10:56 w110n30/ drwx-- 10 boggsboggs4096 Jan 17 10:58 w110n40/ I run the commands like so: chinook 11:26am ~ % terrasync -p 5500 -d /disk2/boggs/FlightGear/Scenery-0.9.3 [in another window] chinook 11:26am ~ % fgfs --aircraft=ufo If you get a little altitude you can see what I'm talking about. (or maybe not!) If I fly near the edges I see terra*sync* start to do stuff but it never seems to fill in on the screen. I can fly over the water and out into space and terrasync doesn't do anything as if it didn't think it had anything more to do. I also tried F2 to refresh scenery tile cache but that didn't seem to have an effect. I noticed once that if I leave it on for a long time, like overnight, more scenery will be visible when I come back. maybe it's just REALLY slow? Any suggestions on things to try? I've been playing with this for about
[Flightgear-devel] flight gear troubles w/ current cvs
Hello, I am not a flightgear developer (yet) but have been playing with it a little bit lately. With the current CVS tree (from the evening of 1/18/04) I get the following errors on the console: chinook 9:44pm ~ % fgfs Failed to find runway 29 at airport KBJC Error: base = 0,0 Error: base = 0,0 WARNING: PUI: Trying to remove invalid puGroup from puGroup stack! WARNING: PUI: Trying to remove invalid puGroup from puGroup stack! WARNING: PUI: Trying to remove invalid puGroup from puGroup stack! First one is my fault. The base = 0,0 errors I found in simgear/scene/sky/cloud.cxx but I am not sure I understand what they mean offhand. I'm guessing I'm getting one from each of the identical error messages in that area of the code. I can reproduce the last message by pressing escape to quit, and then hitting Cancel. my .fgfsrc: --airport=KBJC --disable-clouds --visibility-miles=1000 --runway=29 --fg-root=/usr/local/lib/FlightGear --fg-scenery=/usr/local/lib/FlightGear/data/Scenery:/disk2/boggs/FlightGear/Scenery-0.9.3 I am also seeing the white flash problem (not black flash) that some others have reported (I have an NVidia card). it occurs quite frequently when taking off from KBJC at least. Also, I posted a message a while back to the fgfs-users list but didn't get my problem resolved. terragear does not seem to update my scenery properly. It's supposed to just show up as it gets downloaded, right? I see terragear download it but it never shows up. I did get it to work once when flying around SFO, but never while flying around KBJC. Does terragear update reliably for others? If so, it's probably my config. Please let me know if there is any more detailed information I can provide. Thanks in advance, -Adam ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel