[Flightgear-devel] FlightGear 0.9.8, Mac OS X build

2005-01-20 Thread Christian Brunschen
Hi,
The Mac OS X build of FlightGear 0.9.8, as available from  
http://prdownloads.sourceforge.net/macflightgear/FlightGear-0.9.8.dmg? 
download, contains a file called 'How to Get to Heaven.rtf', at the  
root level (beside the OpenAL installer package and the FlightGear  
application directory), with bible quotes and essentially religious  
proselytizing. Here's a screenshot of the Mac OS X Finder window for  
the FlightGear-09.8 disk image:
inline: fg098.jpg
Attached, you'll find a copy of the 'How to Get to Heaven.rtf' file 
itself:



How to Get to Heaven.rtf
Description: RTF file

Is it really a good idea to have essentially religious propaganda 
shipped in the semi-official build of FlightGear for Mac OS X? In 
particular, I find this somewhat perplexing, considering the amount of 
discussion regarding commercial advertisements placed on the FlightGear 
web site - and those ads would at least have been a) somewhat relevant 
to FlightGear, and b) brought in some revenue to support the FlightGear 
effort itself, whereas this religious message has neither been 
discussed (to my recollection), nor does it have anything to do with 
flight simulators in general or FlightGear in particular, nor does it 
in any way support the project.

Or to put is more succinctly: when I downloaded FlightGear and got an 
unwelcome religious pamphlet thrown in my face, I got a seriously bad 
taste in my mouth.

Best wishes,
// Christian Brunschen
___
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d

Re: [Flightgear-devel] Important: input properties

2004-06-25 Thread Christian Brunschen
On 25 Jun 2004, at 12:36, David Megginson wrote:
Jim Wilson wrote:
Sorry for the dumb question: why are they offending?  I'm in favor of 
limiting
aircraft specific key bindings to a very small number of keys (like 1 
or 2), but I'm also not clear why the input binding configuration 
needs to be handled
differently than it is now.
It's a layering violation: I know that sounds like a technicality, but 
it has serious effects on usability and system management.

Once we set up a GUI for bindings, the user should not be surprised by 
having new, unrequested key bindings appear simply because (s)he chose 
a different airplane.  For example, if the user binds '/' to fire an 
afterburner then loads a plane that uses '/' to deploy slats, we have 
broken the prime directive of user apps and discarded the user's input 
without warning.  The only reason this hasn't been a problem so far is 
that changing key bindings without a GUI is too complicated for 
non-power users.

From a management point of view, let's say that we decide to use '/' 
by default to open a save file.  With the current system, that will 
work fine until the user happens to load a plane that uses '/' for 
something else, and then it will fail to work, even if the user 
switches back to the original plane, because the rebinding will 
outlive the aircraft that triggered it.

So, let's see if we can fix this: keyboard.xml is long overdue for a 
rewrite anyway.
Just one personal opinion ...
What would be really good is if it were possible for the *user* to 
define an arbitrary number of keyboard / joystick configurations. These 
could also be named and grouped together; and there should be an easy 
way to switch between these configurations, from the keyboard or 
joystick itself if so desired.

This would allow the user to set up different control configurations 
for flying different types of aircraft. For instance, a plane that 
doesn't have a retractable undercarriage won't need those controls at 
all, and the keys that would otherwise have controlled the 
undercarriage could then be used for something else.

Also, it would allow people to set up different control configurations 
for different flight regimes with the same aircraft. For instance when 
flying a motorglider, you might want to switch between 'powered' and 
'gliding' flight regimes, and have the throttle lever alternatively 
control the engine or the airbrakes; Setting up different control sets 
and being able to switch between them easily would make that sort of 
thing very easy and would probably be very useful and improve the user 
experience a lot.

Behind all of this, there would of course be a _default_ configuration 
for the keyboard, for each type of joystick, etc, but the user should 
be able to set up as many of their own configs as they want.

And the configurations woul also be able to vary by which physical 
controllers were actually available. A laptop user might have a big 
hefty joystick at home, but might also want to fly 
'keyboard-and-mouse-only' when elsewhere; and might need different 
keyboard configurations for these settings.

The reason I mentioned grouping configurations together is to allow the 
user to specify, say, that three configs - 'fighter takeoff, fighter 
dogfight, fighter landing' - all belong together. Combine this with a 
'cycle to next configuration in set' function which could be assigned 
to the same button in each fighter config, the user could easily switch 
back and forth between regimes as neccessary - without involving the 
four helicopter and two motorglider configurations they've _also_ made, 
but which are of course irrelevant when flying a fighter plane. The 
particular configuration group could be chosen in a menu (being a 
relatively infrequent operation). Aircraft might also be able to 
provide hints, so that a suitable control configuration set could be 
loaded automatically.

But I digress ... I hope you don't mind these musing from an 
interested-but-not-actively-coding reader of this mailing list.

All the best,
Best wishes,
David
// Christian Brunschen
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Important: input properties

2004-06-25 Thread Christian Brunschen
On 25 Jun 2004, at 14:16, David Megginson wrote:
Christian Brunschen wrote:
What would be really good is if it were possible for the *user* to 
define an arbitrary number of keyboard / joystick configurations. 
These could also be named and grouped together; and there should be 
an easy way to switch between these configurations, from the keyboard 
or joystick itself if so desired.
I agree.  Pulling keyboard/joystick/mouse configuration out of the 
main property tree makes this easier, because we don't have bindings 
left over when we switch to a new configuration (we load the whole 
configuration tree fresh with every reset()).
Yes, it would nicely decouple the input device configuration from the 
planes.

This would allow the user to set up different control configurations 
for flying different types of aircraft. For instance, a plane that 
doesn't have a retractable undercarriage won't need those controls at 
all, and the keys that would otherwise have controlled the 
undercarriage could then be used for something else.
Of course, a user would be welcome to do that, but we shouldn't 
recommend it as a good practice.  As a general rule, it's better to 
have a key be a no-op for some planes than to keep changing meaning 
depending on the plane being loaded.  The only exception is when the 
two things are closely related, such as (say) speed brakes or a drag 
chute.
Consider an aircraft with *lots* of different things that can be 
changed; including things like autopilot, radios, and so on. Rather 
than having to have all possible things accessible from the keyboard - 
likely leading to overloading of keys through modifiers, i.e., having 
to use 'x' and 'shift-x' to mean different things - one could cycle 
through having the keyboard 'focus' on different parts of the 
instrument panel. One second the entire keyboard could be 'dedicated' 
to setting up the autopilot just right, thus allowing lots of freedom 
in the choice of which keys do what; by a simple keypress the keyboard 
configuration could be changed to look at only the radios, with the 
same keys that would change the heading on the autopilot configuration, 
now used to change the frequency of the main communication radio, for 
instance.

My preference is for there to be a useful default keyboard 
configuration that covers most of the common functionality that is 
usually available in most aircraft. As more and more different aircraft 
are covered, this means cramming more and more stuff into the same 
limited number of keys, though. Yes, it makes sense to have gear up and 
down control be on the default key configuration, and simply have it 
not do anything on fixed-wheel aircraft. But what about something like 
wing sweep? Not really enough aircraft have it to make it a common 
feature that we should try to squeeze onto the already heavily loaded 
keyboard .. or should we?

By allowing aircraft to provide hints, we could actually include a few 
different keyboard  joystick configurations to match different broad 
types of aircraft, or different broad capabilities (ie, sets of 
instruments and controls), which could allow those keyboard 
configurations to be less cramped than one single default that tries to 
please everyone. And those hints could also be used by users who have 
customised their own configurations.

The point here is that it isn't the plane that is being loaded that 
supplies a control configuration that may or may not suit the user; it 
simply provides hints, and the rest of the system is free to act on 
those hints or ignore them. If the user has asked the system to look at 
the hints and load different configuration sets based on those hints, 
then that is a choice the user has made. Of course, if FlightGear as 
shipped were to include several different control sets and use hints 
itself to choose between them (say, if there were two control sets to 
differentiate between fixed-wing and rotor-wing craft), that would have 
to be documented: After all, there would now not be 'one default 
control setup', but two different ones. But at the same time it's not 
an insurmountable hurdle, I don't think.

All the best,
Best wishes,
David
// Christian Brunschen
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Important: input properties

2004-06-25 Thread Christian Brunschen
On 25 Jun 2004, at 20:41, Ampere K. Hardraade wrote:
Sorry, I should have quote this instead:
 Christian Brunschen worte:
Consider an aircraft with *lots* of different things that can be
changed; including things like autopilot, radios, and so on. Rather
than having to have all possible things accessible from the keyboard -
likely leading to overloading of keys through modifiers, i.e., having
to use 'x' and 'shift-x' to mean different things - one could cycle
through having the keyboard 'focus' on different parts of the
instrument panel. One second the entire keyboard could be 'dedicated'
to setting up the autopilot just right, thus allowing lots of freedom
in the choice of which keys do what; by a simple keypress the keyboard
configuration could be changed to look at only the radios, with the
same keys that would change the heading on the autopilot 
configuration,
now used to change the frequency of the main communication radio, for
instance.
If a panel is dedicated to a specific key bindings when it is 
selected, then
we need to unselect it and tell FlightGear to use the original 
keybindings
after a certain time.  You don't want the user to forgot about 
cancelling the
selection until it is too late.
I think you misunderstand the scenario I'm sketching at.
You seem to be suggesting a scenario with one 'main' configuration, and 
the ability to focus briefly by selecting a certain part of the panel, 
with the default panel resuming operation after the user 'deselects' 
the panel - with a certain time of inactivity triggering automatic 
deselection, to handle the case where the user forgets to deselect it.

That is not what I had in mind. I was thinking of a scenario where the 
user would use one or two keys on the keyboard to switch between 
different keyboard configurations, and that this change would be 
persistent until the user actively changes the configuration back 
themselves. I was not thinking of the user mousing around in the 
cockpit to select a certain part of the panel per se; just to give the 
user the ability to switch between different keyboard / mouse / 
joystick configurations. 'focusing on one part of the panel' was just a 
perhaps somewhat contrived example of a scenario where swapping out a 
large part of the keyboard controls would make sense.

Your idea of being able to select a part of the panel, which would 
bring a panel-specific keyboard configuration into place while that 
part of the panel is selected (and automatically deselecting it if 
necessary), is really an orthogonal idea - but a very interesting one 
in itself. A GPS might be able to offer actual typing input to the 
user, which might be very useful indeed.

But to reiterate, I wasn't suggesting quite what you thought I was. 
Really, I think my suggestion is *mainly* useful for switching between 
different *joystick* configurations - such as for the motorglider 
example I suggested (switching the purpose of the throttle lever 
between controlling the engine and controlling the airbrakes). I just 
think that on principle, the same facility should be made available for 
the keyboard as well.

I happen to not really like having to use modifier keys to access 
different functions from the keyboard, especially if I'm keeping my 
hand on the joystick to control the plane. Also mousing around the 
cockpit to select a part of the panel to focus on doesn't really appeal 
to me as it, too, would possibly disturb my control of the plane. But 
using the keyboard with one hand, using keys to switch between 
different keyboard configurations to allow me quicker access to the 
specific functions I've set configured, would make it not just possible 
but actually *easy* to control even the complex functionality available 
in some planes.

Regards,
Best wishes,
Ampere
// Christian Brunschen
___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Re: Eye candy

2004-02-17 Thread Christian Brunschen

On Tue, 17 Feb 2004, Lee Elliott wrote:

  spoilers are devices designed to reduce lift and also increase drag.
  they are usually attached to wings. speed brakes are attached to the
  fuselage and produce drag without affecting lift. airliners have
  spoilers, fighter jets usually have speed brakes (although the yf-23
  seems to have spoilers). the gliders i fly have spoilers (even though
  sometimes we call them speed brakes).
 
  --alex--

 Speed-brakes are not always attached to the fuselage - they can be found
 pretty much anywhere.  On the STS they're in the tail-fin (split-rudder), on
 the Avro Vulcan they extend vertically up through the top of the wing.  The
 YF-23 uses the flaps and ailerons in opposition. and the A-10 has split
 ailerons - the top half deflects up and the lower half down.

Even on gliders, there are two substantially different ways of increasing
drag/reducing lift via controls on the wings; these generally go by the
names of 'spoilers' and 'Schempp-Hirth air brakes'. 'Spoilers' are
essentially a part of the wing's surface that is hinged at the front of
the spoiler, and the spoiler raises from the wing's surface at a variable
angle, like so:

  /
 /
Leading edge+--Trailing edge

Shempp-Hirth Air Brakes, or just 'air brakes' for short, are essentially a
vertical plate that will protrude a variable distance from the wing's
surface. usually the air brake ends with a 'T' piece at the top, which is
in normal flight a part of the wing's surface, but when deployed the air
brakes look like so:

   T
   |
  -|-

Schempp-Hirth airbrakes are usually a lot more efficient that spoilers at
reducing the Lift/Drag ratio of the glider, and thus in bringing the
glider safely down on the ground.

 LeeE

Best wishes,

// Christian Brunschen

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] Re: multiplayer status and idea

2004-02-05 Thread Christian Brunschen


On Thu, 5 Feb 2004, Duncan McCreanor wrote:

 Some things that I think should be taken into consideration when creating a
 multiplayer server based on the current code are:

  - the multiplayer code limited the number of players to ten. This was done
 because the frame rate drops as the number of multiplayer aircraft being
 rendered increases. It is highly likely that ten is too many.

  - the number of aircraft rendered could be minimised by comparing the
 position of each player and only sending player data to/from other players
 within a player's visible range or some fixed radius.

  - the rate the data is sent to a player should be based on the rate the data
 is received from that player by the server. The rate that a player sends and
 processes received position updates is specified on the command line, but
 limited by the frame rate. There is not much point in sending updates more
 frequently than the player is able to process them. Basically, when the
 server receives a packet from a player, it should reply with the cached
 positions of other players.

 I had one day hoped to develop a Flightgear multiplayer server along the
 lines that you're experimenting with, but couldn't find the time. So it would
 be good to see someone doing this.

I know I'm not actually involved in FlightGear development, but please
bear with me anyway :)

When it comes to multi-player flight sim, one should keep in mind the
virtual air traffic control networks out there, like
VATSIM http://www.vatsim.net/, IVAO http://www.ivao.org/, and so on.
These all have an existing server infrastructure with existing protocols.

Now, this doesn't in any way invalidate other multiplayer approaches.
But if interoperability with the above-mentioned systems were available,
that would make Flightgear an option for those who want to fly in such a
simulated controlled environment; and also open the door for flying
together with users of other sims.

 Regards,
 Duncan.

Best wishes,

// Christian Brunschen

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] UK VFR Scenery

2004-02-03 Thread Christian Brunschen

On the subject of UK visual scenery, you might want to contact Circle
Software  Simulation http://www.circle-software.co.uk/, who are
currently in the process of finishing their releas of getmapping-based UK
VFR scenery for the X-Plane flight simulator. I've already made a nuisance
of myself there, mentioning FlightGear users as a possible target
audience, so I thought I'd compound matters by making the 'introduction'
the other way around as well.

Best wishes,

// Christian Brunschen


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel