Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread GWMobile
Just to help you.
X-plane simulates springs and tires and has an open interface. People 
have built cars for x-plane.
The roads suck though.

I think it would be great if fgear did this too.

On Fri, 30 Nov 2007 5:39 pm, STenyaK (Bruno Gonzalez) wrote:
 I'm not familiar with the suspension geometry of planes, but i *guess*
 it can be modelled as a series of bodies, joints, springs and
 dampers, together with the tire model.

 Planes tires are pretty big, so they're an important part of the
 suspension process in landings too (and braking.. planes have brakes
 on their wheels too, not just reversing engines rotation + flaps,
 right?), not so much in take offs.

 You simply simulate a couple of bodies linked together through joints,
 and the springs and dampers must be present too (depends on the
 physics engine of choice, the spring rates and dampening values are
 part of the joints properties, or a separate entity). As for the
 tires, that's probably the biggest issue i'll have to deal with in my
 simulator, but i think a simple approximation will be enough for plane
 landings.

 I was hoping fligh gear simulated all those entity types i've
 mentioned, since that's what i could reuse for the physics of
 Motorsport. However, if it does not, then both projects are in need of
 using a third party physics engine that does it, such as ODE, Bullet,
 Physsim, etc. (unless you want to code it yourself, but i'm not a
 physicsist nor a mathematician, and i don't have enough spare time to
 learn enough, so i try to reuse physics code as much as possible.
 which is one of the reasons i'm looking into using FG).

 On 12/1/07, Jon S. Berndt [EMAIL PROTECTED] wrote:
   Hi all,
  
   I'm the main developer of Motorsport ( www.motorsport-sim.org ), a
   wheeled vehicles simulator (aimed at racing cars, but not 
 necessarily
   exclusively focused on that). I'm rewriting the sim from scratch, 
 and
   while i'm at it, i'm reconsidering my choices of third party 
 libraries
   to use.
  
   I've been told that FlighGear people were interested in including a
   car simulation on it too, so that's why i'm seding this email :-)

  I am particularly interested in how you model suspension/ground 
 reactions.

  Jon


  Jon S. Berndt
  Development Coordinator
  JSBSim Project
  www.JSBSim.org



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 Saludos,
  Bruno González

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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread Ralf Gerlich
Ralf Gerlich wrote:
 It's probably a good idea to note here that Mathias Fröhlich's OpenFDM
 is based on such a multibody concept.
 
 http://openfdm.berlios.net/

Sorry, don't know how I got to that URL.

That's http://developer.berlios.de/projects/openfdm/ of course.

 
 Cheers,
 Ralf
 


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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread Ralf Gerlich
STenyaK (Bruno Gonzalez) wrote:
 I'm not familiar with the suspension geometry of planes, but i *guess*
 it can be modelled as a series of bodies, joints, springs and
 dampers, together with the tire model.

[SNIP]
 You simply simulate a couple of bodies linked together through joints,
 and the springs and dampers must be present too (depends on the
 physics engine of choice, the spring rates and dampening values are
 part of the joints properties, or a separate entity). As for the
 tires, that's probably the biggest issue i'll have to deal with in my
 simulator, but i think a simple approximation will be enough for plane
 landings.

It's probably a good idea to note here that Mathias Fröhlich's OpenFDM
is based on such a multibody concept.

http://openfdm.berlios.net/

Cheers,
Ralf

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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread GWMobile
It was fine when I checked. Had screenshots of the sim.
Looked pretty good!

On Fri, 30 Nov 2007 6:28 pm, STenyaK (Bruno Gonzalez) wrote:
 On 12/1/07, Arnt Karlsen [EMAIL PROTECTED] wrote:
  ..check your site, Bruno.  On your Wiki page, I get refs to
  Britney sex, old man sex, free mature, cheerleaders nude etc,
  I'm the one using Links right now browsing your site.

 I know, but thanks anyway. With the remake of Motorsport, I'm also
 migrating the whole website to a set of web software that's less of a
 pain in the a. to maintain :) The wiki is temporarilly migrated to the
 Topics section of motorsport.stenyak.com/tracker.

 --
 Saludos,
  Bruno González

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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread Detlef Faber
Am Freitag, den 30.11.2007, 23:04 -0600 schrieb Curtis Olson:
 On Nov 30, 2007 10:11 PM, Jon S. Berndt  wrote:
 Some of the engineering sims I use at work (space shuttle)
 have very
 
 detailed models of landing gear and tire spinup, etc. Of
 course, we don't
 ever see power trains driving the wheels (at least we don't in
 JSBSim). 
 There are some simplifications made in our gear model that
 suffice for
 modeling what planes do. However, out of curiosity, I am
 interested to see
 how ground reactions are modeled for autos - particularly for
 the case when 
 the vehicle is at rest.
 
 I am familiar with Pacejka's magic formula, etc. It can be a
 complicated
 problem, so it's useful and interesting to see how others
 approach the
 problem.
 
 I think it's worth pointing out that in FlightGear cvs we have models
 of a jeep and of a snowplow (truck).  The dynamics are based on YAsim
 and the wheel/suspension modeling seems to work really well.  I was
 actually very impressed at the sorts of things that YAsim does ...
 Andy cooked a little bit of physics magic in there some how!  Things I
 notice when playing around with the snowplow: 
 
 - The suspension at each tire is modeled independently.
 - The suspension reacts to surface properties ... like smooth
 pavement, rougher grass, etc.
 - If you drive into a lake or ocean you sink.
 - If you drive off a bridge you dive end over end pretty
 realistically. 
 - When you corner, the individual suspension elements seem to react
 correctly.  The front outside tire seems to dig in as you turn sharper
 and sharper.
 - As you corner more and more sharply, you need more power to maintain
 the same speed. 
 - If you turn too sharply, you can actually roll the vehicle ... and
 visually, it looks very realistic.
 - The vehicle reacts to wind.
 - There is great interaction between the larger vehicle/body dynamics,
 the individual suspension components, and the surface.  The vehicle
 reacts correctly to slopes and change in terrain.  I caught one view
 where I was driving over the edge of some detailed road I created for
 a day job project and there was a lot of slope/surface variation in
 the triangle mesh.  Watching this big truck barrel over that with the
 body and suspension all working together ... visually it looked right
 on.  I wish I would have been able to capture that particular
 sequence as a movie, but it's one of those sorts of fleeting things
 and it's difficult to reproduce the exact same sequence of speed,
 vehicle path, and view point. 
 - So then if you poke around our aircraft fleet, you find a catalina
 and a beaver on amphibs ... you can literally take off on wheels,
 retract them, and land on the pontoons, take off and land back on
 wheels.  Oh, and there's a few helicopters available too.  So I'm not
 saying everything is perfect, but it's a pretty darn good little
 general purpose physics engine. 
 
I fully agree, I was surprised when I modeled the Jeep how well the
gears and suspension work. What's missing right now is a proper
simulation of transmission and gearshift (it's a jet engine right now).

IMHO YaSim is a good base to implement any kind of ground/water vehicle
FDM.

 I would also comment that my day job (well until my contract expires
 in June) [sniff, hand me another box of kleenex ... actually more like
 break out the champaign] :-) involves taking care of a very expensive
 commercial driving simulator.  In my best estimation, the YAsim based
 snowplow captures or models many more dynamics effects at a much
 better detail level and realism than this big fancy driving simulator
 we use for human factors research.  (And we spent close to $250k when
 it was first installed and probably a couple more $100k in the
 subsequent years on improved hardware and software.) 
 
 
 I think a person could do a lot worse than looking over Andy's
 shoulder to see how he took care of the gear/suspension/wheel dynamics
 portion of YAsim ... it's really pretty darn good.  Now I'm going to
 guess he's not modeling things like tire flex and some of the really
 subtle details some people get into ... there's always room to nitpick
 anything.  I don't bring this up to nitpick, but to fend off the
 potential nitpickers in advance. :-) 
 
 Regards,
 
 Curt.
 -- 
 Curtis Olson: http://baron.flightgear.org/~curt/
 Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d 
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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread GWMobile
Sounds like fg is ready to be a road sim then!

On Fri, 30 Nov 2007 9:18 pm, Jon S. Berndt wrote:
 I think it's worth pointing out that in FlightGear cvs we have models 
 of a jeep and of a snowplow (truck).  The dynamics are based on YAsim 
 and the wheel/suspension modeling seems to work really well.  I was 
 actually very impressed at the sorts of things that YAsim does ... Andy 
 cooked a little bit of physics magic in there some how!  Things I 
 notice when playing around with the snowplow:

 - The suspension at each tire is modeled independently.

 - The suspension reacts to surface properties ... like smooth pavement, 
 rougher grass, etc.

 - If you drive into a lake or ocean you sink.

 - If you drive off a bridge you dive end over end pretty realistically.

 - When you corner, the individual suspension elements seem to react 
 correctly.  The front outside tire seems to dig in as you turn sharper 
 and sharper.

 - As you corner more and more sharply, you need more power to maintain 
 the same speed.

 - If you turn too sharply, you can actually roll the vehicle ... and 
 visually, it looks very realistic.

 - The vehicle reacts to wind.

 - There is great interaction between the larger vehicle/body dynamics, 
 the individual suspension components, and the surface.  The vehicle 
 reacts correctly to slopes and change in terrain.  I caught

 Sounds like a good topic for a technical paper. The next AIAA Modeling 
 and Sim conference is in Honolulu.

 J

 Jon



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Re: [Flightgear-devel] Seneca II tutorials - Torsten

2007-12-01 Thread Torsten Dreyer
 somehow it seems that the used joystick axis (knobs at the joystick) do
 not indicate the asked maximal value to the tutorial.
What do the properties 
/controls/engines/engine[n]/mixture
and
/controls/engines/engine[n]/propeller-pitch
indicate when you set your relevant joystick controls to maximum?

Just to have an idea, how tolerant the tutorial should be.
(A flight instructor whould say: mixture full rich is *full* rich, not 95% 
full rich...)

Torsten

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[Flightgear-devel] local key bindings ... Meta Super

2007-12-01 Thread Melchior FRANZ
It's now possible to query Meta  Super modifier keys:

  SDL  ... Meta  Super supported
  OSG  ... only Meta supported  (would be easy to fix in OSG)
  GLUT ... no support, as usual  :-}

These modifier keys are set in keyboard events
(/devices/status/keyboard/events/modifiers/{meta,super}) and
can also be queried independent of events via
/devices/status/keyboard/{meta,super}.

  binding
  condition
  property/devices/status/keyboard/super/property
  /condition
  commandexit/command
  /binding

Because not all operating systems, all keyboards, and all
setups support these modifiers, they must *not* be used in
files committed to CVS. (That's why I didn't bother to add
mod-meta/mod-super XML tags.) But they can be used for
local key definitions, where they are safe from changes to
regular fgfs key bindings.

On Unices you can turn Windows/Menu keys into modifiers,
by putting something like this in your ~/.Xmodmap:

   clear mod5
   keycode 115 = Super_L
   keycode 116 = Super_R
   add mod5 = Super_L Super_R

These may be different key numbers on some keyboards (129 and 131
here). Use xev to get the number. I use the attached script at
the moment, to assign functions to Meta-v, Meta-s, Meta-`. I have
yet to migrate my other local key bindings to this new system.

m.



PS: support for Hyper is not planned.  :-)
_setlistener(/devices/status/keyboard/event, func {
var event = cmdarg();
if (handle_key_event(event.getValues()))
event.getNode(key).setValue(0);
});


var handle_key_event = func(e) {
#debug.dump(e);
if (!e.pressed or !e.modifier.meta and !e.modifier.super)
return 0;

if (e.key == `s`) { # toggle shadows
var i = !getprop(/sim/rendering/shadows-ac);
setprop(/sim/rendering/shadows-ac, i);
setprop(/sim/rendering/shadows-to, i);
setprop(/sim/rendering/shadows-ai, i);

} elsif (e.key == `v`) {# save aircraft state
ac_state.save();

} elsif (e.key == `\``) {   # set daytime midnight
fgcommand(timeofday, props.Node.new({ timeofday : midnight 
}));

} else {
debug.dump(e);
return 0;
}
return 1;
}

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Re: [Flightgear-devel] Alouette-III ????

2007-12-01 Thread gerard robin


 Hi,

 why do you ask?
 We need helicopters! :-)

 And the Alouette III is very common and wrote a big
 part of the history of helicopters!

 Regards
 HHS

 Hi Gérard,

 these helicopters are not only of interest for the French:
 Alouette III (=ask Melchior, the Austrian Army use(d) it), Puma
 (=Germany: Federal Police) and Lynx(=Germany:  Marine, onboard
 helicopter, frigates) are only examples and therefore a very nice
 Christmas presents for all European FlightGear users/developers :-)
 I am really excited.

 Georg EDDW

 Hi Gérard,

 I would like to see all these helicopters in flightgear. Please let me
 know, if you need assistance in tuning the FDMs.

 Maik


Hello, Heiko, Georg, Maik,

Thanks, i receive the message 5 on 5   :)
Georg why not , they could be a Christmas present, though the models needs, to 
me, some details and improvement before delivering (i could not forecast your 
enthusiasm).
Maik , sure, i will need, your know how about these models, and  thank to 
offer your help, when i will be ready i 'll tell you.

Cheers

-- 
Gérard
http://pagesperso-orange.fr/GRTux/


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Re: [Flightgear-devel] Informal version number poll

2007-12-01 Thread Sébastien MARQUE
Hi,

I'm not a developer, but I can see from the time I began to use FG the 
great work that have been done. My thought is that instead of the only 
use of numbers to count the FG versions, maybe this could be named using 
great historic aviators names like Guynemer, Yeager, Mermoz, St-Exupery, 
Red Baron (he already gave his name to a game though), etc. and so many 
I don't know but maybe you know, and more moderns, or not only pilots 
but aeronautical related (inventors, ingeeners, etc.).

I think it would be nice to see a release named FG Lindbergh (or any 
ather name) for the version 0.9.1x, or 1.x.x. But what about the right 
to use this names? No single idea...

Also, I think that it is not because FG is not entirely finished, and 
has reach all of its goals (which are increasing everyday) you couldn't 
release a version. Indeed when I start computing I used FS *4* which 
maybe used all the capacities of my old 8086 8MHz with 640Ko of RAM, so 
I understand why they had to change the version number as a top-level 
related to machines capabilities, but for now there is not a program 
which use 100% of capacities of our moderns computers (as far as I 
know...), so the version number is not  linked with machines limitations 
especially with FG (maybe it's not true for MSFS ;-), I don't know, I 
don't use it for many years...).

And to finish, I think that making more releases preserve the idea for 
end-users that FG is not a dead-project as sometimes it can be specified 
or implied on some games sites... (even if I know that FG is not a game, 
or not *only* a game and many organisations/universities can use it with 
other goal than having fun with (and that's one of the reasons making me 
think that FG is really a GREAT opensource project)

Here are my two cents.

Regards
Seb

PS: my preferred version in use is HEAD as it was already said in this 
thread ;)

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[Flightgear-devel] Multiplayer Models

2007-12-01 Thread Detlef Faber
Hello everybody,

I noticed that there are no Multiplayer AI Models in the Prerelease.
Will there be a seperate Download for Multiplayer users who don't wish
to download all Aircraft, but like to see them online?


Greetings

Detlef Faber

http://sol2500.net/flightgear



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Re: [Flightgear-devel] Seneca II tutorials - Torsten

2007-12-01 Thread Fabian Grodek
Where can I find the tutorial?
Fabian


On 12/1/07, Georg Vollnhals [EMAIL PROTECTED] wrote:

 Hi Torsten,

 very nice you created a lot of tutorials which really increases the
 value of your Seneca II as more and more interested people can learn
 how to do it right.

 I just want to inform you that I recognized a technical problem with
 your engine-start(???) tutorial. It is asked to put the mixture and
 propeller levers at max. position (and I think the throttle, too). I use
 two knobs (axis) on my Saitek X45 joystick for propeller rpm and mixture
 and although the stick is calibrated the tutorial does not recognize
 these MAX positions. If I use the assigned keyboard-keys to assist to
 get the wished value all is ok and the tutorial proceeds.
 Visually the levers are at their maximal position (upwards)after using
 the joystick knobs and do not move further when I press the keys but
 somehow it seems that the used joystick axis (knobs at the joystick) do
 not indicate the asked maximal value to the tutorial.
 As I think that this might not only be a local problem here I would
 suggest that the tutorial should be a little more tolerant and uses a
 little reduced maximal value to fit the variations of different
 controller systems.

 Just an idea to think about.
 Regards
 Georg EDDW

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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread Jon S. Berndt
 GWMobile wrote:
 
 Just to help you. X-plane simulates springs and tires and has an open
 interface. People have built cars for x-plane. The roads suck though.
 
 I think it would be great if fgear did this too.


Ground reactions have been a hot topic for a while. It sounds like Andy has
got something really nice for YASim, and I hope to get time to look at that
code at some point very soon. Obviously, people look at simulations
differently, and there are a lot of sims out there that serve different
purposes. To the dismay of some here, we haven't paid so much attention to
ground reactions with JSBSim. First and foremost is because I don't have the
time I once did. Second, it's because my own focus is more on the GNC
aspects, and overall sim architecture, as well as other things. At some
point, I hope to revisit the ground reactions code.

Jon



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Re: [Flightgear-devel] local key bindings ... Meta Super

2007-12-01 Thread Melchior FRANZ
* Melchior FRANZ -- Saturday 01 December 2007:
 Because not all operating systems, all keyboards, and all
 setups support these modifiers, they must *not* be used in
 files committed to CVS. (That's why I didn't bother to add
 mod-meta/mod-super XML tags.)

Now I *did* bother (but it's still recommended not to use them
in aircraft, and a bug to use them in files in CVS). You can
now add a Meta or Super binding:

   key n=113
   nameq/name
   mod-meta !-- or mod-super --
   binding
   commandexit/command
/binding
/mod-meta
/key

And it's still *your* job to convince your OS to report Meta
or Super modifier keys properly. Mine does.  :-)

m.

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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread STenyaK (Bruno Gonzalez)
I'm unable to find the Jeep or any other car that were mentioned..
haven't searched much though.

Quick question: by ground reactions you mean collision detection and
response? Are there no plane-to-plane collisions currently, only basic
plane-to-ground? And is the ground a generic trimesh or a heightmap?

On 12/1/07, Jon S. Berndt [EMAIL PROTECTED] wrote:
  GWMobile wrote:
 
  Just to help you. X-plane simulates springs and tires and has an open
  interface. People have built cars for x-plane. The roads suck though.
 
  I think it would be great if fgear did this too.


 Ground reactions have been a hot topic for a while. It sounds like Andy has
 got something really nice for YASim, and I hope to get time to look at that
 code at some point very soon. Obviously, people look at simulations
 differently, and there are a lot of sims out there that serve different
 purposes. To the dismay of some here, we haven't paid so much attention to
 ground reactions with JSBSim. First and foremost is because I don't have the
 time I once did. Second, it's because my own focus is more on the GNC
 aspects, and overall sim architecture, as well as other things. At some
 point, I hope to revisit the ground reactions code.

 Jon



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Re: [Flightgear-devel] Informal version number poll

2007-12-01 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Sébastien MARQUE wrote:
 Hi,
 
 I'm not a developer, but I can see from the time I began to use FG the 
 great work that have been done. My thought is that instead of the only 
 use of numbers to count the FG versions, maybe this could be named using 
 great historic aviators names like Guynemer, Yeager, Mermoz, St-Exupery, 
 Red Baron (he already gave his name to a game though), etc. and so many 
 I don't know but maybe you know, and more moderns, or not only pilots 
 but aeronautical related (inventors, ingeeners, etc.).
+1
This is the best idea yet in this thread.

Tim
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Re: [Flightgear-devel] Informal version number poll

2007-12-01 Thread Jon Stockill
Tim Moore wrote:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Sébastien MARQUE wrote:
 Hi,

 I'm not a developer, but I can see from the time I began to use FG the 
 great work that have been done. My thought is that instead of the only 
 use of numbers to count the FG versions, maybe this could be named using 
 great historic aviators names like Guynemer, Yeager, Mermoz, St-Exupery, 
 Red Baron (he already gave his name to a game though), etc. and so many 
 I don't know but maybe you know, and more moderns, or not only pilots 
 but aeronautical related (inventors, ingeeners, etc.).
 +1
 This is the best idea yet in this thread.

Trubshaw :-)

Jon

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Re: [Flightgear-devel] Informal version number poll

2007-12-01 Thread AJ MacLeod
On Saturday 01 December 2007 17:23:41 Tim Moore wrote:
 This is the best idea yet in this thread.

Though I like it in many respects, from a practical point of view it does make 
it very difficult to keep track of which version comes where in release 
order... with other software that uses this scheme (Debian-based distros, for 
example) it's really just a pain in the neck for anyone who isn't a dedicated 
full-time user or developer, IMHO.

Not to mention that the names of some (many) intrepid aviators will have 
rather different connotations depending on which part of the world you happen 
to come from.  0.9.11 is unarguably simply a series of numbers (NOT a date), 
but these names will nearly all have genuine politics attached in addition to 
their aviation significance.  Not something I'm personally particularly 
sensitive to, but if we're being overly touchy in the first place, there's 
nothing like jumping from the frying pan into the fire ;-)

Cheers,

AJ

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Re: [Flightgear-devel] Informal version number poll

2007-12-01 Thread Hans Fugal
If I had loved ones invovled in 9/11, *I* would not want everyone
walking around on eggshells at every possible combination of the
numbers 9 and 11.  I think it's disrespectful. So I vote for 0.9.11 if
that makes sense technically.

However, 0.10.0 sounds good too. I think 1.0 would backfire.

On Nov 30, 2007 8:29 AM, Curtis Olson [EMAIL PROTECTED] wrote:
 How about a quick, friendly, positive, informal thread here to do a poll on
 what what folks are thinking for the next version number.

 I don't intend to slant the discussion, but here is what I'm thinking.

 0.9.11 is the next in the logical sequence.  But I'd like to avoid possible
 unintended connections that end users might interpret from such a version
 number.  This has nothing to do with terrorism, they don't care what version
 numbers we use or don't use.  There is no fear involved in wanting to
 avoid using this number.  Try respect.  It might have something to do with
 showing respect to those that were affected by 9/11 and those many heros
 that gave up their lives without hesitation to try to save the lives of
 others.  I don't fault people who live outside of the USA or who have never
 been to New York or were never near ground zero for not getting it,
 there's an awful lot of stuff outside my little sphere of vision that I will
 never understand.  But give me a break, what's the problem with yielding a
 small amount of leeway and respect to those that were affected by 9/11 or
 had connections there?

 We could skip over to 0.9.12, but then we are staring in the face of 0.9.13
 and are we going to run into problems if we pick a version # 13?  I wore
 number 13 in my soccer (err futbol) game the other evening and missed all my
 shots.  I wore a different number last night and scored two goals.  These
 facts cannot be ignored!

 We could go with 0.10.0, but then all the odd/even version number proponents
 are going to come out of the woodwork, and that is going to mire in it's own
 set of politics.

 We could go with v1.0 ... we've been at this 10 years, and averaging 0.1
 versions a year isn't so bad.  This is my preference.  FlightGear is
 developing at a rapid rate, but if we stick with 0.9.12, 0.9.13, 0.9.14 it
 seems like we are bumping along with very minor increments every few (or
 many) months.

 Of course this all boils down to marketing.  Who cares what the actual
 numbers are really, as long as they increment in a sensible way.  But what
 image do we want to project to the world?

 Are we a bunch of old cranky developers (it looks that way sometimes!) :-)
 inching along at a snails pace, or are we a dynamic exciting group with fast
 paced development continually adding new and exciting features and aircraft?
 We've been at this 10 years, have we really only managed a 0.9.x release in
 all that time?  Again, not that version number really mean anything, other
 than to project our image to the world.

 I say it's go time. :-)

 Curt.
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Fugal Computing

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Re: [Flightgear-devel] Informal version number poll

2007-12-01 Thread Melchior FRANZ
* Pigeon -- Saturday 01 December 2007:
 Just a crazy random thought, perhaps, like many other software we
 could add a codename for each release. It could be a just-for-fun thing,

I think this has stopped being funny a few days after it was
done the first time. I find such names silly and pointless,
and not the least funny. FlightGear Tinky-Winky.  Shudder ...

m.

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Re: [Flightgear-devel] Modifying/Contributing with a wheeled vehicle simulator

2007-12-01 Thread Detlef Faber
Am Samstag, den 01.12.2007, 18:39 +0100 schrieb STenyaK (Bruno
Gonzalez):
 I'm unable to find the Jeep or any other car that were mentioned..
 haven't searched much though.
 
Try this:

http://sol2500.net/flightgear/jeep.zip

It should work with 0.9.10, but you will not have different ground
properties like the  FlightGear CVS version has.

 Quick question: by ground reactions you mean collision detection and
 response? Are there no plane-to-plane collisions currently, only basic
 plane-to-ground? And is the ground a generic trimesh or a heightmap?
 
 On 12/1/07, Jon S. Berndt [EMAIL PROTECTED] wrote:
   GWMobile wrote:
  
   Just to help you. X-plane simulates springs and tires and has an open
   interface. People have built cars for x-plane. The roads suck though.
  
   I think it would be great if fgear did this too.
 
 
  Ground reactions have been a hot topic for a while. It sounds like Andy has
  got something really nice for YASim, and I hope to get time to look at that
  code at some point very soon. Obviously, people look at simulations
  differently, and there are a lot of sims out there that serve different
  purposes. To the dismay of some here, we haven't paid so much attention to
  ground reactions with JSBSim. First and foremost is because I don't have the
  time I once did. Second, it's because my own focus is more on the GNC
  aspects, and overall sim architecture, as well as other things. At some
  point, I hope to revisit the ground reactions code.
 
  Jon
 
 
 
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Re: [Flightgear-devel] Informal version number poll

2007-12-01 Thread Willie Fleming
On Saturday 01 December 2007 18:02:58 Jon Stockill wrote:


 Trubshaw :-)
Farley 


with the added advantage that the great man is still around, we'd need to ask 
his permission to use his name, and the only way I know to get hold of him is 
through the  Flight Testing forum on www.pprune.org. If we do that then we 
bring the project to the attention of a load of other people who could be 
very interested.

And we couldn't ask for better feedback on the harrier model :-)

Willie

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Re: [Flightgear-devel] Informal version number poll

2007-12-01 Thread Heiko Schulz
Hi,

Great idea!

We really should do this! 

And as first name we should take Wright- the first
pilot an an aircraft

Regards
HHS
--- Tim Moore [EMAIL PROTECTED] schrieb:

 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Sébastien MARQUE wrote:
  Hi,
  
  I'm not a developer, but I can see from the time I
 began to use FG the 
  great work that have been done. My thought is that
 instead of the only 
  use of numbers to count the FG versions, maybe
 this could be named using 
  great historic aviators names like Guynemer,
 Yeager, Mermoz, St-Exupery, 
  Red Baron (he already gave his name to a game
 though), etc. and so many 
  I don't know but maybe you know, and more
 moderns, or not only pilots 
  but aeronautical related (inventors, ingeeners,
 etc.).
 +1
 This is the best idea yet in this thread.
 
 Tim
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.4.7 (GNU/Linux)
 Comment: Using GnuPG with Fedora -
 http://enigmail.mozdev.org
 

iD8DBQFHUZideDhWHdXrDRURAtpRAKCTY5EqH2B2cmYKveGBt68XpmLnNgCfR6Hy
 E52frpatrsXbnm8dPJFESeY=
 =EZil
 -END PGP SIGNATURE-
 

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[Flightgear-devel] Custom protocol issues

2007-12-01 Thread AnMaster
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512

I'm working on a custom protocol (generic protocol via xml file) for talking
with a daemon, however I do have some issues:

* How do I make fg send some properties less often than others?
* How do I make fg only send a property when it changes?
* How can I send custom strings to the daemon from nasal?

I use udp for the protocol and I really need these features.


Regards,

Arvid Norlander
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Re: [Flightgear-devel] Informal version number poll

2007-12-01 Thread Willie Fleming
On Saturday 01 December 2007 19:41:31 Heiko Schulz wrote:
 Hi,

 Great idea!

 We really should do this!

 And as first name we should take Wright- the first
 pilot an an aircraft
Err  - the Brazilians would have you believe Santos-Dumont had that honour and 
there is circumstantial evidence for some New Zealander in 1901.

This also ignores the work done by the gliding fraternity and balloonists.

But I think you are wright anyway ;-)

Willie




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Re: [Flightgear-devel] Informal version number poll

2007-12-01 Thread Curtis Olson
On Dec 1, 2007 12:16 PM, Melchior FRANZ  wrote:

 * Pigeon -- Saturday 01 December 2007:
  Just a crazy random thought, perhaps, like many other software we
  could add a codename for each release. It could be a just-for-fun thing,

 I think this has stopped being funny a few days after it was
 done the first time. I find such names silly and pointless,
 and not the least funny. FlightGear Tinky-Winky.  Shudder ...


I've got the purple box art all set to go ... can someone add a purse to the
TuX model in FlightGear?

Curt.
-- 
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Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
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Re: [Flightgear-devel] Informal version number poll

2007-12-01 Thread Jon Stockill
Heiko Schulz wrote:
 Hi,
 
 Great idea!
 
 We really should do this! 
 
 And as first name we should take Wright- the first
 pilot an an aircraft

*cough* Cayley

Jon

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Re: [Flightgear-devel] Informal version number poll

2007-12-01 Thread Heiko Schulz

--- alexis bory [EMAIL PROTECTED] schrieb:

 Heiko Schulz wrote:
 
   And as first name we should take Wright- the
 first pilot an an
   aircraft
 
 OK, but let's call 0.9.11pre2 == Clement Ader !
 
 Alexis
 
Gustav Weisskopf!

To be serious - nice idea, but not very practicable.
Mabye as add-on to the number like Ubuntu does.

But we havn't found a number yet- so how should we
find  the right name?

Regards
HHS


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Re: [Flightgear-devel] Informal version number poll

2007-12-01 Thread alexis bory
Heiko Schulz wrote:

  And as first name we should take Wright- the first pilot an an
  aircraft

OK, but let's call 0.9.11pre2 == Clement Ader !

Alexis

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Re: [Flightgear-devel] Informal version number poll

2007-12-01 Thread alexis bory
Heiko Schulz wrote:

  But we havn't found a number yet- so how should we find  the right
  name?

Are we really looking for a consensus ? or just having fun ?

And I really don't care that much about numbers or names...

I just hope we wont choose to add names, it would introduce far too
many discussions, and also I hope we just stick on a well defined
versioning policy.

About such a policy, good solutions have already been posted to
the list, and the former one, although simplistic, was not so bad.

Someone (Curt ?) has to to be decisive.

Alexis



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[Flightgear-devel] Weekly CVS Changelog Summary: SimGear

2007-12-01 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-25_02:27:01 (durk)
/var/cvs/SimGear-0.3/source/simgear/screen/RenderTexture.cpp

Hans Fugal: Two typecasts added for OSX Leopard (20.5) compilation.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-27_13:27:43 (durk)
/var/cvs/SimGear-0.3/source/simgear/io/sg_file.cxx
/var/cvs/SimGear-0.3/source/simgear/io/sg_serial.cxx
/var/cvs/SimGear-0.3/source/simgear/misc/strutils.cxx
/var/cvs/SimGear-0.3/source/simgear/misc/tabbed_values.cxx
/var/cvs/SimGear-0.3/source/simgear/scene/model/shadowvolume.cxx
/var/cvs/SimGear-0.3/source/simgear/screen/RenderTexture.cpp
/var/cvs/SimGear-0.3/source/simgear/screen/TestRenderTexture.cpp
/var/cvs/SimGear-0.3/source/simgear/screen/shader.cpp

Ladislav Michnovič : Compatibility fixes for gcc 4.3
Tatsuhiro Nishioka   : Fix shadow rendering for Mac Platforms.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-29_17:55:01 (timoore)
/var/cvs/SimGear-0.3/source/simgear/scene/model/ModelRegistry.cxx
/var/cvs/SimGear-0.3/source/simgear/scene/model/ModelRegistry.hxx

Move SGReadFileCallback from model.cxx to public class ModelRegistry

Move SGReadFileCallback and all its help classes into a new
ModelRegistry class that also provides an interface to add custom
callbacks for specific file extensions. SGReaderWriterBTG uses that to
keep any further processing from being done on .btg files. Various
namespace-releated cleanup was done on this code too.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-29_17:55:02 (timoore)
/var/cvs/SimGear-0.3/source/simgear/scene/tgdb/SGReaderWriterBTG.cxx
/var/cvs/SimGear-0.3/source/simgear/scene/tgdb/SGReaderWriterBTG.hxx

Move SGReadFileCallback from model.cxx to public class ModelRegistry

Move SGReadFileCallback and all its help classes into a new
ModelRegistry class that also provides an interface to add custom
callbacks for specific file extensions. SGReaderWriterBTG uses that to
keep any further processing from being done on .btg files. Various
namespace-releated cleanup was done on this code too.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-29_17:55:35 (timoore)
/var/cvs/SimGear-0.3/source/simgear/scene/util/RenderConstants.hxx

Start of cleanup of scene graph node masks


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-29_17:56:09 (timoore)
/var/cvs/SimGear-0.3/source/simgear/scene/model/ModelRegistry.cxx
/var/cvs/SimGear-0.3/source/simgear/scene/model/ModelRegistry.hxx
/var/cvs/SimGear-0.3/source/simgear/scene/tgdb/SGReaderWriterBTG.cxx

rewrite ModelRegistry callbacks as a template with pluggable policy classes

In a big effort to improve use of the object cache, provide a
ModelRegistryCallback template class with different policies for
substitution,  caching, optimization, etc.

Change SGTexDataVarianceVistor to make StateSets static too.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-29_17:56:49 (timoore)
/var/cvs/SimGear-0.3/source/simgear/scene/model/ModelRegistry.hxx

Change the main ModelRegistry callback function to stash the substituted file 
in the cache.


2f585eeea02e2c79d7b1d8c4963bae2d

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[Flightgear-devel] Weekly CVS Changelog Summary: FlightGear data

2007-12-01 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-25_00:59:05 (sydadams)
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/instrumentation.xml
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/CH47.xml
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/ch47.ac
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/chrome1.rgb

re-add lost files


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-25_00:59:06 (sydadams)
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/chrome2.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/paint1.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/paint2.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/paint3.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/paint4.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/Instruments/ai.ac
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/Instruments/ai.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/Instruments/ai.xml
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/Instruments/alt.ac
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/Instruments/alt.rgb

re-add lost files


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-25_00:59:07 (sydadams)
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/Instruments/alt.xml
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/Instruments/asi.ac
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/Instruments/asi.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/Instruments/asi.xml
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/Instruments/vsi.ac
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/Instruments/vsi.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/ch47/Models/Instruments/vsi.xml

re-add lost files


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-25_14:32:09 (mfranz)
/var/cvs/FlightGear-0.9/data/Aircraft/pa24-250/action-sim.nas
/var/cvs/FlightGear-0.9/data/Aircraft/pa24-250/pa24-250-CIIB-set.xml

Dave PERRY:

(1)  added var for local variables in pa24 nasal files,
(2)  splits out non-electrical simulations from pa24-electrical.nas and
 puts them in action-sim.nas (easier to read and maintain), and
(3)  other minor cleanup found while doing 1 and 2 above.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-25_14:43:43 (mfranz)
/var/cvs/FlightGear-0.9/data/Aircraft/Generic/century2b.nas
/var/cvs/FlightGear-0.9/data/Aircraft/Generic/century3.nas

Dave PERRY: 'adds var for local variables'


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-25_18:09:50 (sydadams)
/var/cvs/FlightGear-0.9/data/Aircraft/b1900d/Attic/b1900d-base.xml
/var/cvs/FlightGear-0.9/data/Aircraft/b1900d/Attic/b1900d-quickstart-set.xml

remove and reorganize some files


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-25_23:15:37 (sydadams)
/var/cvs/FlightGear-0.9/data/Aircraft/R22/Models/paint2.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/R22/Models/paint3.rgb

added a menu entry and 2 new paint schemes


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-26_03:50:18 (mfranz)
/var/cvs/FlightGear-0.9/data/Nasal/string.nas

character class fixes (isfoo())


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-26_09:21:24 (mfranz)
/var/cvs/FlightGear-0.9/data/Aircraft/A-10/Models/Stores/MK-82/puff-black.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/A-10/Models/Stores/MK-82/puff-fire.rgb

Alexis BORY:

- Canopy of others A-10 is now visible in MP model and fully compatible
  with ac_state.
- Fixed impacts for external loads.
- Improved engines behavior when out of fuel.
- No exhaust anymore when engines are off.
- Added tons of var statements, mostly in the old nasal scripts.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-26_10:12:37 (mfranz)
/var/cvs/FlightGear-0.9/data/Nasal/prop_key_handler.nas
/var/cvs/FlightGear-0.9/data/gui/dialogs/devel-extensions.xml

- remove property browser binding from the SPACE key
- rename prop-key-handler.nas to prop_key_handler.nas  (the hyphens were
  intentional, exactly to *make* using it as namespace less inviting,
  but times change ...)
- add property browser binding to the '/'-key for when the property key handler
  is turned off (/sim/input/property-key-handler=0). If it's on, use /: or
  /property: to open the browser.
- run keyboard event listener only when property key handler is active

I hope that the '/' key can keep this binding even after a keyboard review.
The '/' is just the most natural key for dealing with properties, and it's
far less prominent on non-US-keyboards (e.g. Shift-7 on German keyboards),
so it's not really very well suited for important aircraft functions, anyway.
But I don't insist. :-)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-11-27_09:34:38 (mfranz)
/var/cvs/FlightGear-0.9/data/Aircraft/pa28-161/action-sim.nas
/var/cvs/FlightGear-0.9/data/Aircraft/pa28-161/pa28-electrical.nas