Re: [Flightgear-devel] SVFR

2004-02-07 Thread Adam Boggs
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
 

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[Flightgear-devel] multiplayer status and idea (Long)

2004-02-04 Thread Adam Boggs

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


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Re: [Flightgear-devel] Re: Scenery

2004-02-02 Thread Adam Boggs

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.
 
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Re: [Flightgear-devel] JSBsim fails to build in FGFS cvs

2004-01-19 Thread Adam Boggs

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
 
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Re: [Flightgear-devel] flight gear troubles w/ current cvs

2004-01-17 Thread Adam Boggs

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

2004-01-16 Thread Adam Boggs


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



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