Re: [Flightgear-devel] Dynamic Scenario's

2003-02-12 Thread Alexander Kappes
Hi Paul,

I think I haven't been mentioned in this discussion yet but I started to
work on an ATC interface together with Dave. My original thought was that
it would be nice if the ATC system wouldn't have to differ between the
player and AI aircrafts, i.e. both type of planes send transmission in
text form (or the player maybe later even as wave files) to the ATC
system which are then analyzed by a parser and the answer is sent back as
in real life. I think this would fit in your ideas quite nicely. I also
thought about doing the ATC stuff in a separat program but I'm not
experienced enough with this kind of programming to know how to establish
the communication between the programs. Therefore, I started to do it
within FlightGear.

Cheers Alexander

 Hi David,
I have been reviewing the current situation, I am
 not here to try to take over and start redoing stuff,
 BUT what I am proposing is a radical change to what is
 men't by Dynamic Scenario.  As said when I first
 joined in, I work for a very large flight simulation
 company, where we have a dynamic flight simulation
 server.

 I know there are two concerns with having a server:
 1) Communicating with the main system (latency)
 2) Some peopele don't have ethernet connections thus
 how will it work on a stand-alone machine (like a
 laptop).

 My proposal solution to the above questions are that
 we use shared memory or ethernet communications
 (user selectable), the main flight-gear app will not
 really contain the AI code, it will be done by the
 server, which updates lat, long, altitude, heading
 etc, this is sent to flight-gear that then does the
 displaying, sounds etc.

 The server (dynamic scenario) could then be used to
 manage plane routes, knowledge bases for the flight
 dynamics etc.

 comments?

 Paul

 - Original Message -
 From: David Luff [EMAIL PROTECTED]
 To: [EMAIL PROTECTED]
 Sent: Monday, February 10, 2003 11:46 AM
 Subject: Re: [Flightgear-devel] Dynamic Scenario's


  Hi Paul,
 
  As others have pointed out, there has been a small
 amount of AI traffic
  development going on, and as the guilty party I'd
 better pipe up sooner
  rather than later :-)  I'll describe what I've been
 doing and leave it up
  to you whether you want to join in with that or
 start afresh.
 
  I've started from the premise that if there's going
 to be a number of
  planes in the sky at once, then they should take up
 as few CPU cycles each
  as possible.  Hence my vision is for very simplified
 mechanics of flying -
  basically known ranges of speed, bank, climb etc for
 a given flight
  condition, and a bit of smoothing of transitions in
 between.  Also only
  very near AI planes to the viewer to be updated
 every frame, the rest to be
  updated 1 per frame, and hence robust to variable
 times between updating.
  I'm pretty sure that not everyone agrees with that,
 and that some would go
  for coupled autopilot/fdms flying the planes as if
 they were another
  user-fidelity flight-model, but the simplified route
 is the one I started
  down.  Then my basic structure is that an AI manager
 iterates through a
  list of AIEntity classes, and updates one per frame.
  The AIEntity has the
  minimum logic necessary to be drawn on the screen,
 and progressivly more
  complex classes are derived from it - for instance a
 plane that can taxi,
  then a light plane that can fly circuits could be
 derived from that and
  would already know how to taxi, and then a light
 plane that flys from one
  airport to another could be derived from that and
 would already know how to
  fly circuits and taxi.
 
  Having said all that, I've basically hardly started!
  I've got one
  hardwired AI plane in so far, that can be seen by
 starting FlightGear with:
 
  fgfs --airport-id=KEMT
 --prop:/sim/ai-traffic/enabled=true
 
 --prop:/radios/comm/frequencies/selected-mhz[0]=121.2
 --heading=10
 
  You do need to download the w120n30 scenery block as
 well.  This will start
  you at El Monte behind a light single (no, NOT
 cheese!!!)  that takes off,
  flys a circuit, and then taxis back to a parking
 spot.  It's great fun to
  try following it round.  You can make it fly touch
 and go's by changing
  line 54 in AIMgr.cxx: local_traffic-FlyCircuits(1,
 true); to a larger
  value than 1.
 
  The limit of my ambition at the moment is to get
 light planes taxiing in
  and out of and flying circuits around GA airports at
 the moment.  This is a
  huge amount of work in itself - particularly the
 taxiing part, which also
  involves writing an infrastructure to describe
 logical taxiway and parking
  networks at airports, and tools to allow users to
 create/modify them.
  There's absolutely no way I'm going to get time to
 do any planes that fly
  from one airport to another in the next year or so.
 
  Anyway, the nub of the matter is that you can either
 join in with what's
  started, where the best separation of work is
 probably to go for planes
  that fly from one airport 

[Flightgear-devel] Need help with GUI

2002-04-23 Thread Alexander Kappes

Can anyone please help me with the GUI? I'm now at a point with my ATC
implementation where I would like to display ATC options
in a seperat window like the one that appears after selecting Goto
Airport from the menu bar. How can I toggle this window on and off by
pressing a key and related to that, how do I find out which key has been
pressed recently?

Regards Alexander




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Re: [Flightgear-devel] Realy strange

2002-04-19 Thread Alexander Kappes


Thanks for the information Julian. Yes, I removed the old config.cache
file.

Did I get this right, the only way to make it work again is reverting to
the old version?

Cheers Alexander

On Fri, 19 Apr 2002, Julian Foad wrote:

 configure.in includes a fix to make it work with both versions of the auto-tools:

 if OLD_AUTOMAKE
 INCLUDES += -I$(top_srcdir)
 else
 INCLUDES = -I$(top_srcdir)
 endif

 But
 (1) If = is good enough in the new version, isn't it good enough in both versions? 
 (Not necessarily: maybe the meaning has changed.)
 (2) OLD_AUTOMAKE seems to be erroneously set on Alexander's system.

 Alexander, have you forced a re-configure in the SimGear directory by deleting 
config.cache?  If you haven't, that is probably what you need to do.

 - Julian


 Alexander Kappes wrote:
 
  I recently upgraded from SuSE 7.2 to 8.0 and since then I get strange
  error messages when I try to run autogen for SimGear (and also
  FlightGear):
 
  ---
 
  Host info: Linux i686
   automake: 1.5 (15)
 
  Running aclocal
  Running autoheader
  autoheader: simgear/simgear_config.h.in is unchanged
  Running automake --add-missing
  simgear/bucket/Makefile.am: INCLUDES must be set with `=' before using
  `+='
  simgear/debug/Makefile.am: INCLUDES must be set with `=' before using `+='
  simgear/ephemeris/Makefile.am: INCLUDES must be set with `=' before using
  `+='
 ...

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[Flightgear-devel] autoconf problem

2002-04-19 Thread Alexander Kappes

Ok, I installed now the old version of automake (v 2.4) but I have still
problems running autogen

---

ltkappes/home/kappes/ltka/fgfs/SimGear autogen.sh
Host info: Linux i686
 automake: 1.4-p5 (14)

Running aclocal
Running autoheader
autoheader: simgear/simgear_config.h.in is unchanged
Running automake --add-missing
Running autoconf
configure.in:21: error: possibly undefined macro: AC_SG_SET_COMPILER

---

Autoconf is version 2.52.

Cheers Alexander



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[Flightgear-devel] Realy strange

2002-04-18 Thread Alexander Kappes

I recently upgraded from SuSE 7.2 to 8.0 and since then I get strange
error messages when I try to run autogen for SimGear (and also
FlightGear):

---

Host info: Linux i686
 automake: 1.5 (15)

Running aclocal
Running autoheader
autoheader: simgear/simgear_config.h.in is unchanged
Running automake --add-missing
simgear/bucket/Makefile.am: INCLUDES must be set with `=' before using
`+='
simgear/debug/Makefile.am: INCLUDES must be set with `=' before using `+='
simgear/ephemeris/Makefile.am: INCLUDES must be set with `=' before using
`+='
simgear/io/Makefile.am: INCLUDES must be set with `=' before using `+='
simgear/magvar/Makefile.am: INCLUDES must be set with `=' before using
`+='
simgear/math/Makefile.am: INCLUDES must be set with `=' before using `+='
simgear/metar/Makefile.am: INCLUDES must be set with `=' before using `+='
simgear/misc/Makefile.am: INCLUDES must be set with `=' before using `+='
simgear/route/Makefile.am: INCLUDES must be set with `=' before using `+='
simgear/screen/Makefile.am: INCLUDES must be set with `=' before using
`+='
simgear/serial/Makefile.am: INCLUDES must be set with `=' before using
`+='
simgear/sky/Makefile.am: INCLUDES must be set with `=' before using `+='
simgear/threads/Makefile.am: INCLUDES must be set with `=' before using
`+='
simgear/timing/Makefile.am: INCLUDES must be set with `=' before using
`+='
simgear/xgl/Makefile.am: INCLUDES must be set with `=' before using `+='
simgear/xml/Makefile.am: INCLUDES must be set with `=' before using `+='
Running autoconf
configure.in:21: error: possibly undefined macro: AC_SG_SET_COMPILER

---

Can anybody tell me what's going on here? Did I forget to install
something? I looked into the Makefile and saw the IF statement. Do I have
to set the OLD_AUTOMAKE myself and why did it worked before the update?
And what about AC_SG_SET_COMPILER?

Cheers Alexander


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Re: [Flightgear-devel] Latest Build Problems

2002-04-04 Thread Alexander Kappes

 In ATC.cxx change:

 int FGATC::RemovePlane() {
 }

 to

 int FGATC::RemovePlane() {
 return 0;
 }

 to fix your compiler error.

 The problem in approach.cxx is the good old (for int i= ...
 business.  Alexander - MSVC6 can't scope variable declarations
 within a for loop declaration properly so you need to do

 int i;
 for(i= ... {
 }
 for(i= ... {
 }

 instead of

 for(int i= ... {
 }
 for(int i= ... {
 }

 which works on conforming compilers.


Ok, sorry for this. I will try to remember it for the future. Is anybody
going to fix this in the CVS tree?

What do I have to do if I want the gcc compiler under Linux to return
an error if a routine of type non-void is defined but no value is
returned?

BTW, how is updating of the CVS tree handled for this project? I suppose
there is a limited number of people who are allowed to upload, who is it?

Cheers Alexander


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Re: [Flightgear-devel] View hat on FlighSimYoke USB

2002-04-04 Thread Alexander Kappes

Hi Andy,

 This sounds to me as if one of the switches in your hat is bent, and
 is in the on possition even when the hat it centered.  I've seen
 exactly this effect in the past on a Thrustmaster Top Gun stick.
 Joystick hardware basically sucks.  Run jscal and note all the
 possibilities.  What you should see is zero for both axes when you
 don't touch the hat, and independant motion when you do.  An 8-way hat
 switch will also be able to report the corners (both axes at 1, for
 example).

I should mention that the problems occur under Linux 2.4.? (?  10)
and that the hat switch works ok under Windows though I don't know the
mapping there as it is hidden.  So I think that the explanation
from David Megginson (bug in the kernel joystick code) sounds logical
though I never would have thought of that.

Alexander

 Another possibility is that the analog joystick driver has
 miscalibrated the axes; as I remember it applies the calibration
 numbers even to digital axes like hats.

 What kind of stick do you have?

 Andy

 --
 Andrew J. RossNextBus Information Systems
 Senior Software Engineer  Emeryville, CA
 [EMAIL PROTECTED]  http://www.nextbus.com
 Men go crazy in conflagrations.  They only get better one by one.
   - Sting (misquoted)


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[Flightgear-devel] Hallo and questions

2002-04-03 Thread Alexander Kappes

Hi all,

I'm a physicist from Bonn/Germany and though I haven't written to the
developer list yet I'm scanning it now for some months. I'm
really impressed by the progress that has been achieved in this short
time and FlighGear has come a long way since I first had a look at it
some years back. I've been interested in flight simulators since long and
the possibility to participate in the developement of one sounds very exciting
to me. This together with my desire to start learning C++ lead me to the
decision to engage myself in FlightGear.

I already contacted David Luff who works on the ATC system and we agreed that I
start thinking about and writing code for the approach control. In
the meantime there exist already some basic functionalities which will
hopefully show up in the CVS code later.

But as I'm new to FlightGear I need now some information how to get
certain parameters from the program in order to extend the Approach
capabilities.

First, how do I get information like actual heading of the plane, its
vertical speed etc? How is this fgGetNode stuff working and do we have
something like an internal time? I would prefer not to use the real time
as that can be changed by the player while the program is running. Do we
have something like the time the program is already running?

Then a real-world aviation question. Is it correct that all heading
instructions from a control station are given in magnetic heading?

This is the first bunch of questions but I'm sure there will
be much more in the future.

Cheers
   Alexander



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[Flightgear-devel] Coolie hat on FlighSimYoke USB

2002-04-03 Thread Alexander Kappes

Hi again,

a question I forgot in my last mail. Does anybody of you know how to
control the view direction (in the 3D cockpit) with the coolie hat on a
FlighSimYoke? First, I have the problem that the hat direction is coded
with two digital axis and they are not uncorrelated. What I have achieved
so far is to control the horizontal movement but for the vertical one I
even don't find the correct property name. Is there somewhere a complete
list of the properties that can be controled in the joystick.xml?

Best regards
Alexander


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Re: [Flightgear-devel] View hat on FlighSimYoke USB

2002-04-03 Thread Alexander Kappes

Hi Andy,

 The bindings support a high and low pseudo-property for this.
 There's a FAQ somewhere on the website about it, but the basic idea is
 that you do:

axis n=...
 low
  repeatabletrue/repeatable
  binding
   commandproperty-adjust/command
   propertyWHATEVER/property
   step type=double1.0/step
  /binding
 /low
 high
  repeatabletrue/repeatable
  binding
   commandproperty-adjust/command
   propertyWHATEVER/property
   step type=double-1.0/step
  /binding
 /high
/axis

 The high and low bindings are invoked as keystrokes when the
 joystick enters the top 10% of travel in either direction.

Yes, I looked at the page and that's how I actually do it at the moment.
The problem was they didn't know what properties to use. So
/sim/view/axes/lat and /sim/view/axes/long are the right properties
for this.

Best regards
 Alexander


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re: [Flightgear-devel] Hallo and questions

2002-04-03 Thread Alexander Kappes

Hi David,

 Just about any information you want is available in the property
 tree.  There's an interactive GUI browser built into FlightGear --
 choose Properties from the View drop-down menu.

How do I have to imagine this property tree, I mean how is it realized in
memory (C++) and what kind of things are stored in it? Is it something
like an interface between different parts of FGFS?

Best regards
 Alexander


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