RE: [Flightgear-devel] SimGear/simgear/scene/sky/clouds3d type error

2003-08-07 Thread Norman Vine
Alex Perry writes:
 
 Making all in clouds3d
 make[1]: Entering directory `/home/alex/fs/SimGear/simgear/scene/sky/clouds3d'
 source='SkyContext.cpp' object='SkyContext.o' libtool=no \
 depfile='.deps/SkyContext.Po' tmpdepfile='.deps/SkyContext.TPo' \
 depmode=gcc /bin/sh ../../../../depcomp \
 g++ -DHAVE_CONFIG_H -I. -I. -I../../../../simgear -I../../../..  
 -I/usr/X11R6/include  -g -O2 -D_REENTRANT -c -o 
 SkyContext.o `test -f SkyContext.cpp || echo './'`SkyContext.cpp
 SkyContext.cpp: In method `SkyContext::SkyContext()':
 SkyContext.cpp:55: conversion from `int' to `enum GLenum'
 SkyContext.cpp:56: conversion from `int' to `enum GLenum'
 make[1]: *** [SkyContext.o] Error 1
 make[1]: Leaving directory `/home/alex/fs/SimGear/simgear/scene/sky/clouds3d'
 make: *** [all-recursive] Error 1

I don't understand this one Alex ??

from my GL/glut.h

#define GLUT_WINDOW_WIDTH   ((GLenum) 102)
#define GLUT_WINDOW_HEIGHT  ((GLenum) 103)
   GLUTAPI int APIENTRY glutGet(GLenum type);

HTH

Norman







 

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Re: [Flightgear-devel] Stand-alone YASim solver

2003-08-07 Thread Jim Wilson
Lee Elliott [EMAIL PROTECTED] said:

 Hello List,
 
 The stand-alone YASim solver doesn't appear to have been updated after my last 
 couple of cvs updates - I noticed that I was getting different solutions 
 displayed from FG and the stand-alone solver.
 
 Can anyone confirm this?

Nothing has changed recently that would affect that.  If you look at
yasim-test.cpp you'll see it just outputs the result from the same solver. 
What's the date on your yasim executable?  Have you tried relinking it?  The
values are  the same here...other than they display with 4 decimal positions
in FG.

Best,

Jim

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[Flightgear-devel] dynamic objects

2003-08-07 Thread Miller, M B
I have a need to be able to place objects (or just bitmaps) on the terrain.
I have been going through the code trying to determine the best way and
place to do this.  I was thinking that I need to do this in tileentry.cxx.
Does anyone have any suggestions?
 
Thanks for any suggestions,
Michael

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Re: [Flightgear-devel] Gliding (Stall)

2003-08-07 Thread Major A

 The B-52 is proving quite a tricky one to get right.  Some of the 
 characteristics almost seem mutaully exclusive and it can be hard to 
 reconcile them.  For example, I found max speeds of 554 kts @ 21000 ft and 
 495 kts at 46500 ft but I can't get a working solution that'll climb that 

Neither is a problem if you're careful and patient: you have to keep
airspeed up all the time (if you use A/P, the best way of doing that
is to adjust target ascent speed as you go), and you'll have to burn
quite a bit of fuel in order to reach a decent altitude. If you take
off and ascend at, say, 300kt (full power all the way through), you'll
level out at 18000ft, but the plane will accelerate and be able to
climb further once you've lost some fuel. After several hours, you can
reach 45000ft or so, no big deal.

 characteristic are the flaps.  These are pretty big but only have two 
 positions  - fully deployed (35deg) or fully retracted, with no in-between 

Really? That's weird... I guess B52 pilots must be pretty well-trained
then...

  Andras

===
Major Andras
e-mail: [EMAIL PROTECTED]
www:http://andras.webhop.org/
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Re: [Flightgear-devel] YASim Propeller Drag

2003-08-07 Thread Erik Hofman
David Megginson wrote:
Erik Hofman writes:

  You know how fast the aircraft goes at a certain propeller RPM.
  Now you want to know the propeller RPM at a certain speed.
It's not quite so simple.


  1500 rpm = 125 fps = 74 kcas
  2000 rpm = 167 fps = 99 kcas
  2500 rpm = 208 fps = 123 kcas
That's easy enough.  The problem with windmilling is that the
propeller does not spin all the way up to its neutral speed, but drags
somewhere behind; for example, idling at 74 kcas, you're more likely
to see around 1100 or 1200 rpm (I've never shut down the engine in
flight, but I imagine it would be a couple of hundred rpm lower in
that case).  We need to figure out the balance between engine friction
and compression (slowing the prop down) and the oncoming airstream
(speeding the prop up).
True. Now that you mention it.
The engine needs a certain force to drive all the mechanics *and* the 
propeller. While windmilling the propeller needs a certain force to 
drive all the mechanics *and* the engine.

So we need the amount of force needed to rotate the mechanics (crank 
shaft, bearings, etc.)

Erik

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Re: [Flightgear-devel] Multiplayer Network Server

2003-08-07 Thread Erik Hofman
Paul Morriss wrote:

If people are intrested in the idea then I will start
to work on some specs.
My original idea was to have two seperate server, one
for scenario and one for multiplayer, but I think that
a single multi-purpose scenario and player server
would be better.
Thoughts?
One thing to remember (and is very important) is to use SimGear and plib 
functions as much as possible. I have a version of a MultiPlayer daemon 
which was sent to me by Chris Giordano. But I had to reject it because 
it  used pthreads directly (instead of using SimGears threading support) 
and some other issues.

The problem by not doing so is that multi platform support would be very 
difficult afterward.

I can sent you his email address and his code if you like.

Erik

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Re: [Flightgear-devel] Multiplayer Network Server

2003-08-07 Thread Matevz Jekovec




Jorge Van Hemelryck wrote:

  On Tue, 05 Aug 2003 23:46:54 +0200
Matevz Jekovec [EMAIL PROTECTED] wrote:

  
  
Yes, that is true. We should at least send the speed of the aircraft 
beside the coordinates themselves. This is very useful for close 
formation flying.

  
  
IMO, acceleration doesn't cost too much and may be an improvement. Angular
speeds might come in handy too. I'm speaking from experience, with the
APOGEE system I told this list about a while ago, that's more or less what
you need to transmit if you don't want a jerky display.

  
  
- !!! 3 integers for location (X,Y,Z absolute world/scenery coordinates)
- !!! 3 integers making up a vector of turn and speed (the direction is 
the turn of the aircraft (heading and pitch), the length is the speed)

  
  
Maybe roll angle as well ? And what about difference between aircraft axis
and velocity vector ? Usually you transmit both... either by using
velocity vector coordinates in addition to aircraft attitude angles, or
these angles plus angle of attack and errr... how do you call it, skid
angle ? beta ?
  

Yeah, I totally agree with you. I think we need to see in practice,
which data are really needed and which ones are better not being there
and by that, they would consequently increased frequency of other data
being sent.


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re: [Flightgear-devel] dc3 wing twist in yasim?

2003-08-07 Thread David Megginson
Dave Perry writes:

  Monday evening I updated SimGear, the source, and data from cvs.  The 
  dc3.xml file in Aicraft-yasim was changed for the worse (IMHO).

I'll be happy to put it back to what it was, but it might be better if
you could spend a little time fiddling with the XML file so that the
plane handles more correctly.  I don't spend enough time with the
plane any more to get a good feel for its flying, and I'll be happy to
check in any reasonable changes.


Thanks,


David

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Re: [Flightgear-devel] Multiplayer Network Server

2003-08-07 Thread Jorge Van Hemelryck
On Tue, 05 Aug 2003 23:46:54 +0200
Matevz Jekovec [EMAIL PROTECTED] wrote:

 Yes, that is true. We should at least send the speed of the aircraft 
 beside the coordinates themselves. This is very useful for close 
 formation flying.

IMO, acceleration doesn't cost too much and may be an improvement. Angular
speeds might come in handy too. I'm speaking from experience, with the
APOGEE system I told this list about a while ago, that's more or less what
you need to transmit if you don't want a jerky display.

 - !!! 3 integers for location (X,Y,Z absolute world/scenery coordinates)
 - !!! 3 integers making up a vector of turn and speed (the direction is 
 the turn of the aircraft (heading and pitch), the length is the speed)

Maybe roll angle as well ? And what about difference between aircraft axis
and velocity vector ? Usually you transmit both... either by using
velocity vector coordinates in addition to aircraft attitude angles, or
these angles plus angle of attack and errr... how do you call it, skid
angle ? beta ?

 Also soemthing like speak freely would be really slick to
 investigate for doing simulated radio communications with live audio.
   
 
 The in-game voice comms are useful. But do we really need a seperated 
 speech engine? What if we use TeamSpeak and just make some rules the 
 speech server should be set (TS server is very useful IMO and you can 
 taught him a lot!).

My opinion would also be to just agree on a different voice transmission
system. At least something which would not be necessarily part of
flightgear.

-- 
Jorge Van Hemelryck

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Re: [Flightgear-devel] 747 engines: fuel consumption

2003-08-07 Thread Jim Wilson
Erik Hofman [EMAIL PROTECTED] said:

 Jim Wilson wrote:
 
  If you could find a way to measure expected range and consumption rate that
  would be helpful.  There is a parameter called tsfc (thrust specific fuel
  consumption factor) that can be added to each of the jet engine definitions in
  Aircraft-yasim/747.xml.  
  
  jet x=-2 y=12.65  z=-2.41 mass=8000 thrust=63737 tsfc=0.5
  
  Decreasing the tsfc should decrease fuel consumption.  Adjust it up or down
  until it seems to be consuming at a correct rate.  It'd probably be easy
  enough to estimate the rate you should see if you know the range of the
  aircraft and how much it should use to get up to cruise.  Let me know what you
  get so I can add it to the config file in cvs.
 
 According to this site tsfc for the C6 80C2-B1F is: 0.564
 
 http://www.bh.com/companions/034074152X/appendices/data-b/table-2/default.htm

I'm not sure if that is the correct value...been tricked before trying to use
data like that in YASim.  The web page calls it SFC not tsfc.  Note that the
value under TO thrust is lower and AFAIK the lower the value the less fuel
expended in YASIM.

Best,

Jim 


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Re: [Flightgear-devel] YASim Propeller Drag

2003-08-07 Thread David Megginson
Erik Hofman writes:

  So we need the amount of force needed to rotate the mechanics (crank 
  shaft, bearings, etc.)

The biggest draw is probably compressing the air in the cylinders.
Those pistons are still going up and down, even without the plugs
firing.


All the best,


David

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[Flightgear-devel] YASim Propeller Drag

2003-08-07 Thread David Megginson
I just checked in a bandaid fix for propeller drag in YASim.  Here's
what was happening: the Propeller class would ignore negative RPM but
still send back a torque value for turning the propeller.  That torque
value would ratchet up higher and higher negative RPMs until the drag
overwhelmed the plane (though it took a while -- I had to start my
glide from 10,000 ft to see the effect).

Here's the code, with my fix:

// Euler-integrate the RPM.  This doesn't need the full-on
// Runge-Kutta stuff.
float rotacc = (engTorque-propTorque)/Math::abs(_moment);
_omega += dt * rotacc;
if (_omega  0)
_omega = 0 - _omega;// don't allow negative RPM
// FIXME: introduce proper windmilling

The last two code lines are my bandaid solution.  What *should* happen
is that the propeller should keep turning at a reasonable positive
RPM, adding a constant drag to the aircraft to represent the power it
is consuming turning the crankshaft and compressing the cylinders.
You can pull the throttle to idle and still redline the tachometer if
you are flying fast enough (i.e. a dive).  Any suggestions?  JSBSim
does not handle windmilling properly either.


All the best,


David

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[Flightgear-devel] Lowres textures request

2003-08-07 Thread Matevz Jekovec
I have a small request: Can someone implement --lowres-textures 
parameter which will ignore Textures.high directory and will read only 
from Textures directory. I would like this so I wouldn't need to 
delete/rename Textures.high directory every time I wanted to have lowres 
texures.

Thanks.
- Matevz
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Re: [Flightgear-devel] Vanishing cvs servers

2003-08-07 Thread Jon Stockill
On Thu, 7 Aug 2003, Curtis L. Olson wrote:

 Give it another try in a few minutes and see if you can see it.

Just tried it again and it's back.

-- 
Jon Stockill
[EMAIL PROTECTED]

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[Flightgear-devel] 2 screenshots

2003-08-07 Thread Matevz Jekovec
I downloaded the latest CVS version of FlightGear and took an evening 
flight from Ljubljana airport (LJLJ) in Slovenia around. The framerate 
was from 13-15 FPS, I had no CTDs and new lighting effects are great. I 
took few screenshots:
http://www2.arnes.si/~mjekov/tmp/fgfs-screen-001.jpg
http://www2.arnes.si/~mjekov/tmp/fgfs-screen-002.jpg

I think they are awesome! Great work guys!
- Matevz
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Re: [Flightgear-devel] Gliding (Stall)

2003-08-07 Thread Lee Elliott
On Thursday 07 August 2003 03:53, Jim Wilson wrote:
[snip...]
 My quick calcs show 26.0m for wing length.  The aircraft has a 56m wingspan.

Agreed on the 56m span - how did you get the wing length figure Jim?  I just 
checked the dimensions on the model again and got just under 32 m.

This is measuring between the root and tip mid-chords.

LeeE


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Re: [Flightgear-devel] Gliding (Stall)

2003-08-07 Thread Lee Elliott
On Friday 08 August 2003 00:07, Jim Wilson wrote:
 Lee Elliott [EMAIL PROTECTED] said:
 
  On Thursday 07 August 2003 03:53, Jim Wilson wrote:
  [snip...]
   My quick calcs show 26.0m for wing length.  The aircraft has a 56m 
wingspan.
  
  Agreed on the 56m span - how did you get the wing length figure Jim?  I 
just 
  checked the dimensions on the model again and got just under 32 m.
  
  This is measuring between the root and tip mid-chords.
 
 Ok, I see what you are doing.  My calc was getting the length by subtracting
 the fuselage from the span and dividing by two.  Your method is probably 
correct.
 
 Best,
 
 Jim

You had me worried there, for a moment;)

I've got it over-performing just a bit now (got to over 4ft with 2/4 fuel 
load, and a bit too fast).  Just got to edge it back a bit.

LeeE


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Re: [Flightgear-devel] Gliding (Stall)

2003-08-07 Thread Lee Elliott
On Friday 08 August 2003 04:10, Lee Elliott wrote:
 On Friday 08 August 2003 00:07, Jim Wilson wrote:
  Lee Elliott [EMAIL PROTECTED] said:

 I've got it over-performing just a bit now (got to over 4ft with 2/4 
fuel 
 load, and a bit too fast).  Just got to edge it back a bit.
 
 LeeE

Oops - that should be 3/4 fuel.

LeeE


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