Re: [Flightgear-devel] b1900d nasal errors

2006-10-26 Thread Melchior FRANZ
* syd -- Thursday 26 October 2006 03:00:
 since it's my aircraft , it's probably something I did in
 the last update ,

No. This is a new error message has been added a few days ago.
It's no longer allowed to write a nil value to a property.
Nasal would turn the nil into a NaN in the C++ space, and
this lead to a crash. As writing nil to properties doesn't make
sense at all, anyway, it's no longer allowed.

m.

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Re: [Flightgear-devel] Keyboard Bindings and keyboard.xml

2006-10-26 Thread Holger Wirtz
Hi AJ
hello Franz,

first of all: I have never seen such a good organized code and system
like fgfs! Also the community is really cooperatively. Thanks to all!

On Wed, Oct 25, 2006 at 11:08:57AM +0100, AJ MacLeod wrote:
[...]
  key n=67
nameC/name
descCatapult Launch Command./desc
binding
  commandproperty-assign/command
  property/controls/gear/catapult-launch-cmd/property
  value type=booltrue/value
/binding
mod-up
  binding
commandproperty-assign/command
property/controls/gear/catapult-launch-cmd/property
value type=boolfalse/value
  /binding
/mod-up
  /key
 
 You can see here that the main binding assigns a boolean true to 
 the /controls/gear/catapult-launch-cmd property.
 
 The mod-up section following that specifies what happens when the key is 
 released - in this case, a false value is assigned.  This is exactly what 
 you want to do with your PTT if I'm not mistaken?

YES! That's it!!!

Ok, now I have all together what I need to create a realtime radio for
flightgear. I hope that I can find time to create a working version the
next weeks!

[...]

Regards, Holger

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-26 Thread Vassilii Khachaturov
Great news! Thank you very much for the porting.

 The rain stuff as well as the render surface stuff is nothing too complicated 
 and already available in osg, but that needs to be done and tested.
[SNIP]
 The 3d clouds are something to think about. osg can assist here but I need to 
 think about that.

I'll be happy to try to help to port/switch these. Of the above, I don't 
  quite find my way around the 3d clouds code, so I'll be starting with 
the rain/lightnings when the check-in is done; meanwhile I'll read about 
the OSG - never been into anything except overviews there. BTW, current 
rain (as opposed to lightning) is not branching the scene graph via 
plib, but rather directly drawing stuff through GL primitives; I 
wouldn't be surprise it it works as is (with the same ugly artifacts...) 
I'll try to properly port it to OSG. I'm especially happy about the OSG 
transition as I have some multitexturing-based rain prototype in the 
works, and I was unhappy about further direct GL ugly hacking needed 
because of that, as plib has no m/t support. AFAIU, OSG does have it, so 
it's really great news.

Since for the porting I'll have to use both branches, I'll be using both 
of them wherever you put the OSG stuff. Personally, I agree that the 
HEAD is the way to go.

Vassilii

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[Flightgear-devel] /sim/signals/fdm-initialized

2006-10-26 Thread Melchior FRANZ
fgfs does now emit a signal when the FDM has been initialized.
This can be used to initialize code that depends on the FDM.

   setlistener(/sim/signals/fdm-initialized, func {
  ... stuff that depends on the FDM ...
   });

This is preferable to setttimer(func { ...}, 0) in many cases.
It helps to avoid Nasal errors that only happen on some installations,
because the FDM is finished a tiny bit later there. (I'm not sure
why this happens, but it could depend on the amount of installed
scenery or scenery objects, number of Nasal scripts or something.)

(Another cause for errors that only happen on some installations is
the loading order of $FG_ROOT/Nasal/*.nas files, which depends on
the OS, the FS, or the order in which the files were written to the
FS (File System).)

m.

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Re: [Flightgear-devel] Not only landing lights...

2006-10-26 Thread Jean-Yves Lefort
On Wed, 25 Oct 2006 09:56:24 +0200
Melchior FRANZ [EMAIL PROTECTED] wrote:

 * Yurik V. Nikiforoff -- Wednesday 25 October 2006 07:24:
  There are two problems around this issue.

 These two problems sound exactly like the ones that we had with
 another light patch a while ago. It was done the wrong way (lights
 not in the scenegraph) and was unfixable. According to Mathias,
 who knows his stuff.  :-)

This one:

http://people.freebsd.org/~jylefort/flightgear-aircraft-lights.diff

--
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Re: [Flightgear-devel] Not only landing lights...

2006-10-26 Thread Melchior FRANZ
* Jean-Yves Lefort -- Thursday 26 October 2006 15:38:
 This one:
 
 http://people.freebsd.org/~jylefort/flightgear-aircraft-lights.diff

Yes. The main difference is that your code looks very clean.   :-)

m.

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[Flightgear-devel] fgfs and bi-directional protocols

2006-10-26 Thread Holger Wirtz
Hello,

can someone of the fgfs developers tell me, how I can establish a
bidirectional protocoll connection (with tcp)?

I tried the following, which results in an error:

$ /usr/games/fgfs --generic=socket,bi,2,localhost,,tcp,fg_sqawk.xml
Model Author:  Unknown
Creation Date: 2002-01-01
Version:   $Id: c172p.xml,v 1.17 2006-03-13 15:27:14 ehofman Exp $
Description:   Cessna C-172
Unable to load the protocol configuration file
Error: bind() failed in make_server_socket()
SG_IO_BI socket creation failed
Error opening channel communication layer.
I/O Channel config failed.

My listener is netcat -l -p  localhost, which works fine when I
use telnet localhost .

Where do I have to put the protocol defintion fg_sqawk.xml? I copied
it to /usr/share/games/FlightGear/Protocol but it seems that fgfs
doesn't find it.

And the last question: How can I set a value _if_ I get a bi-directional
connection? Simply

/my/path/to/the/property = whatever

???

Thanks, Holger
-- 
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Re: [Flightgear-devel] fgfs and bi-directional protocols

2006-10-26 Thread Stuart Buchanan
--- Holger Wirtz wrote:
 Hello,
 I tried the following, which results in an error:
 
 $ /usr/games/fgfs --generic=socket,bi,2,localhost,,tcp,fg_sqawk.xml

You shouldn't include the .xml on the end of your commandline argument.

 Where do I have to put the protocol defintion fg_sqawk.xml? I copied
 it to /usr/share/games/FlightGear/Protocol but it seems that fgfs
 doesn't find it.

That is the correct place for it - same place as replay.xml.

 And the last question: How can I set a value _if_ I get a bi-directional
 connection? Simply
 
 /my/path/to/the/property = whatever
 
 ???

I don't know the answer to this.

-Stuart

Send instant messages to your online friends http://uk.messenger.yahoo.com 

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Re: [Flightgear-devel] fgfs and bi-directional protocols

2006-10-26 Thread Melchior FRANZ
* Holger Wirtz -- Thursday 26 October 2006 16:36:
 And the last question: How can I set a value _if_ I get a bi-directional
 connection? Simply
 
 /my/path/to/the/property = whatever

Just type helpCR in the telnet session. It will tell you
all you need:

  set /my/path/to/the/property whatever

m.

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[Flightgear-devel] Crippled ADD WAYPOINT and broken CONCORDE panel, when updating

2006-10-26 Thread Forums Virgin Net



Im have problems updating my Windows 2000 
machine
to run newer FlightGear updates! Here's what happens 
hope I got it organised enough !!!



After this version "fgfs-win32-20060429" the 
Autopilot ADD WAYPOINT 

dialog button from the Autopilot dropdown menu is 
broken!

Unknown option --ai-scenario=bigstorm_demo ; using 
latest 

fgrun-win32-20060916 (Does not work until 
installing a later version of 

fgfs fgfs-win32-20061010) from the version that 
came with win32 0.9.10 

version of FlightGear, but ADD WAYPOINT stops 
working.

However upon installing fgfs-win32-20061010 I 
noticed the following:Concordes Instrument panel is broken, and the Auto 
Pilot ADD WAYPOINT 

menu option no longer works, I installed earlier 
versions to try and find 

a version that worked and this is what I 
found.

fgfs-win32-20060826 works with fgrun 16 September 
2006 version and 

concorde's panel looks ok however stability is a 
problem and the Sun is 

Square.

when I install this version the concorde panel 
becomes corrupt 

(fgfs-win32-20060912) but not with 
(fgfs-win32-20060826) which is 

earlier.

file that works is dated 26/08/2006 file that no 
longer works is dated 

12/09/2006

I thought i had found a combination of files that 
seemed to work for me 

at least the sun is round and the concorde 
instrument panel is not 

broken! until I found that the ADD WAYPOINT Drop 
down menu is broken.

__

FlightGear Official Release Win32 version 0.9.10 
with version fgfs dated 

06/04/2006 once updated - it acquires broken 
Autopilot's ADD WAYPOINT 

function which first appears in version 
fgfs-win32-20060513 of fgfs.

AI scenario option appears to have broken it as 
fgfs-win32-20060429 ADD 

WAYPOINT function works but AI scenario does not, 
until 

installfgfs-win32-20060513 this is using 
fgrun-win32-20060826
Regards, Aerotro


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Re: [Flightgear-devel] Crippled ADD WAYPOINT and broken CONCORDE panel, when updating

2006-10-26 Thread Frederic Bouvier
Quoting Curtis Olson :

 On 10/26/06, Forums Virgin Net [EMAIL PROTECTED] wrote:
 
   Im have problems updating my Windows 2000 machine
  to run newer FlightGear updates! Here's what happens
  hope I got it organised enough !!!
 


 Make sure you also update to a matching copy of the base package from CVS
 when you try a new fgfs.exe

In other words, use CVS to get the base package with the matching date.
For instance, with fgfs-win32-20061010.zip, get the base package with a command
like this :

cvs -z4 -d :pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9 login
CVS passwd: guest

cvs -z4 -d :pserver:[EMAIL PROTECTED]:/var/cvs/FlightGear-0.9 co -D
2006-10-10 data

Or use WinCVS or TortoiseCVS as a front-end.

full instructions at http://www.flightgear.org/cvs/anoncvs.html

-Fred

--
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http://fgsd.sourceforge.net/   FlightGear Scenery Designer

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Re: [Flightgear-devel] Yard Stik 3d model?

2006-10-26 Thread Curtis Olson
On 10/25/06, Jeff McBride [EMAIL PROTECTED] wrote:
Curt, what is your process for going from this flight data to a JSBSimmodel? What sort of maneuvers do you fly and how to get extract theFDM parameters?Jeff,Now you are asking hard questions. I'm not an aerospace engineer so I am trying to learn the process as I go. I know people do hang up a model and swing it to get the moments of inertia. What they measure and how they crunch the results to get the numbers that FlightGear wants ... that I do not know. I know you can fly specific flight tests and extract some specific parameter(s) and then twiddle your sim numbers to get that to match ... for instance, establish straight and level flight at 90 kts (+ some specific alt/press/temp), give a 10 degree aileron deflection, record the roll rate ... now go make your sim results match under those exact same conditions. Repeat for about 100-1000 other tests ... phugoid, pitch rates, flap changes, speed changes, acceleration, deceleration, trim points, control surface deflection speeds, etc. etc.
I begged the gurus over at flightgear-flightmodel to help me get an initial guess at a JSBSim config for my Rascal 110. Then I took that and tweaked it in several ways until certain things felt a lot better ... roll rates, adverse yaw, pitch change with throttle change, and probably a few other things that I noticed really needed to be fixed. But this was all based on zero hard data, and only my recollection of my original perceptions ... not exactly a firm foundation.
Now (well hopefully next week) I'll have an IMU/GPS unit installed in the Rascal 110 that can also record control inputs (from which I can derive things like control surface deflection angles.) So starting next week I should be able to start collecting some decent hard data ... what is the stall speed really? What is my top speed really? What control surface deflections are required to achive straight and level flight at different speeds? What is my decent rate at idle? What's my climb rates, roll rates, pitch rates, etc.? This is probably backwards from the way a smart aerospace person would approach the problem, and hopefully someday I'll learn smart ways to do these things, but for now, this is the approach I have in mind: Fly specific tests, record specific results, twiddle simulator coefficients to try to match the real results.
Hopefully my embedded flight computer will someday be running nasal (no really, actually not joking here) and then I can script out specific flight tests so the computer can fly them with extreme precision, both in real life and in FlightGear and then hopefully be able to make very valid and very direct comparisons between my real flight data and my simulation results.
And hopefully you noticed that much of this message is written in the future tense so bear in mind that I could just be full of a lot of hot air. I think I know what I plan to do with this, but I haven't actually done it yet, and I'm sure the real world will have something to say about my level of success, and that might (or will!) dictate at least some change in strategy along the way.
Regards,Curt.-- Curtis Olson - University of Minnesota - FlightGear Projecthttp://baron.flightgear.org/~curt/
http://www.humanfirst.umn.edu/http://www.flightgear.orgUnique text: 2f585eeea02e2c79d7b1d8c4963bae2d
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Re: [Flightgear-devel] Not only landing lights...

2006-10-26 Thread Yurik V. Nikiforoff

This is light patch for devel branch of fgfs.


-- 
Wbr, Yurik


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Re: [Flightgear-devel] OpenSceneGraph

2006-10-26 Thread Mathias Fröhlich

Hi,

On Wednesday 25 October 2006 16:48, Frederic Bouvier wrote:
 I am eager to see it in CVS. It seems natural that the flow of innovation
 goes to HEAD and branches are used for freezing functionalities and doing
 maintenance release. Many big projects are doing like that, gcc for
 instance.

 It should be easier to do that because doing branch merging can be risky at
 a large scale. It is better not to rely on it and accept the idea of doing
 things twice if a bug appears in a branch and the trunk.

 So, IMO, we should create a pre-1.0 branch now, fix the more embarrassing
 bugs ( and missing features ) in that branch and let the innovation go in
 HEAD.
Ok.

 I hope Curt is not thinking about duplicating the repository like it was
 done for version 0.8.0 :-)

 BTW: I presume only SSG has been replaced and PUI/PUAUX/JS are still
 needed. right ?
Yep. I believe that we should import them into SimGear...

   Greetings

  Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-26 Thread Mathias Fröhlich

Ok.

In summary I will create a branch this weekend in SimGears and FlightGears 
CVS.
That branch will contain the old plib based code. Whoever needs to work on 
that/stick with that - not recommended plib/ssg is deprecated now - can live 
on that branch.

Past that branch I will push into CVS what I have now.

Help is welcome then.
May be I can coordinate what needs to be done and what is already in the 
works ...

   Greetings

   Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-26 Thread Mathias Fröhlich

Hi,

On Wednesday 25 October 2006 00:55, Ampere K. Hardraade wrote:
 The current 3D clouds don't work on every machine, and I think its
 maintainer is gone as well.  In my opinion, if 3D clouds is offered in OSG,
 then we should make use of it, because it probably is more robust and
 better tested than the one we have in FlightGear.
There is no direct 3D Cloud set on osg.
But we have an impostor implementation that renders into a texture. That osg 
builtin RenderTexure replacement is more flexible and knows a primary and 
secondary target. I plan to use FBO's as primary target - that should be the 
best choice with todays graphics cards anyway - and as a fallback something 
that is allways there. Maybe we can make that configurable.

But yes. I strongly believe that we are much more portable and much more 
people will see 3d clouds. Or better everything that requires rendering in a 
texture ...

Greetings

   Mathias

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Re: [Flightgear-devel] OpenSceneGraph

2006-10-26 Thread Mathias Fröhlich

Hi,

On Wednesday 25 October 2006 00:34, Stuart Buchanan wrote:
 Sounds like a significant improvement. Presumably you haven't noticed any
 degradation in performance anywhere?
I have no specific test set that I compare - but what I compared is not 
slower.

 Going on the assumption that this is the future and there isn't any
 question of if we should move to OSG, and this is just a when...

 My view is that the old stuff should be branched and this should go
 straight into HEAD. As I see it, the major advantages of this are
 1) People don't have to check out a new branch to try the new stuff
 2) Pretty much everyone will be testing it day-to-day, so we'll find
 problems quicker.
 3) People will have an extra incentive to fix any issues (both bugs and
 missing features) if they are hitting them every day.

 If it goes into a new branch, I doubt most people will take the time to
 check it out, so there will only be a small band of hardy adventurers
 using it. While I'd like to think that I'd be one of them, chances are I
 wouldn't find the time to be honest - I have enough problems keeping up
 with HEAD.

 It sounds like it is almost equivalent to plib/ssg already, and personally
 I'm prepared to put up with a small level of feature degradation for
 medium term gain.

 I guess the only reason why we might not want it on HEAD is if we're
 planning a release before the OSG version is likely to be stable/complete.
Yep.
Opinion counted.

 Out of my own ignorance, I have some supplementary questions:
 1) Presumably this means we no-longer use plib for graphics. Does that
 mean  that things like landing lights are more feasible?
Yep.
There are remaining plib directories that are still needed. But At least Curt 
and I think that we should import them into Simgear.
May be somebody can help *past* that pending checkin?

 2)  How does this affect people running Windows. Do they have to install
 OSG themselves, or does it get packaged up with the installer?
I would recommend Olaf's VC8 builds.
He is already working on that so that at the time we check that in we have 
something that works about as good the Linux port.
I have an IRIX machine available. Erik may hopefully excuse me - I would try 
to recompile that on IRIX past it has appered in CVS.


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