Re: [Flightgear-devel] view options

2008-01-05 Thread AnMaster
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512

Maik Justus wrote:
 Hi Arvid,
 AnMaster schrieb am 04.01.2008 23:13:
 My resoltion is 1400x1280,
 not 4:3 nor 16:9 ?
20 1400x1280 TFT. I got no idea what format it is, but the monitor works well 
for me.
The screen area of the monitor is about 30.5 cm high and 41 cm wide (+/- a few 
millimeters).
 but you also have to consider window borders. Not sure how large they
 are, however the screenshots I took at www.flightgear.org (A10-KNID-01 for 
 example), were in
 maximized window. Should be possible to calculate from that.
   
 I think the borders have only very small effect to the calculation. Just 
 try a fov of  47.5 (if your resolution is 1400x1280).
Will try that.

Regards,

Arvid Norlander
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Sq8oyfTGeHGv2xiyuOh/rhA=
=6nKA
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[Flightgear-devel] BUG report: MP chat on screen messages broken in harrier

2008-01-05 Thread AnMaster
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512

When using --aircraft=harrier mp chat messages doesn't show up on screen, 
however festival still
speaks them. Each time I get one of the mp chat messages while flying harrier, 
I get this error
output on the console:
Nasal runtime error: No such member: trim
  at /home/anmaster/src/flightgear/data/Nasal/screen.nas, line 99
  called from: /home/anmaster/src/flightgear/data/Nasal/screen.nas, line 267
  called from: /home/anmaster/src/flightgear/data/Nasal/screen.nas, line 305
  called from: /home/anmaster/src/flightgear/data/Nasal/globals.nas, line 79

This happens with both osg and plib branches, and it only happens in harrier.

Regards,

Arvid Norlander
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=SiT8
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Re: [Flightgear-devel] view options

2008-01-05 Thread Maik Justus
Hi Arvid,
maybe your pixels are not of square size? If yes: can you look to 
/sim/current-view/aspect-ratio-multiplier? If it is not 1, then we need 
to scale 47.5 with this factor (to get a larger fov).

Thank you very much,
Maik

AnMaster schrieb am 05.01.2008 11:40:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA512

 Maik Justus wrote:
   
 Hi Arvid,
 AnMaster schrieb am 04.01.2008 23:13:
 
 My resoltion is 1400x1280,
   
 not 4:3 nor 16:9 ?
 
 20 1400x1280 TFT. I got no idea what format it is, but the monitor works 
 well for me.
 The screen area of the monitor is about 30.5 cm high and 41 cm wide (+/- a 
 few millimeters).
   
 but you also have to consider window borders. Not sure how large they
 are, however the screenshots I took at www.flightgear.org (A10-KNID-01 for 
 example), were in
 maximized window. Should be possible to calculate from that.
   
   
 I think the borders have only very small effect to the calculation. Just 
 try a fov of  47.5 (if your resolution is 1400x1280).
 
 Will try that.

 Regards,

 Arvid Norlander
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 Sq8oyfTGeHGv2xiyuOh/rhA=
 =6nKA
 -END PGP SIGNATURE-

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Re: [Flightgear-devel] Beech 99 renewed

2008-01-05 Thread Georg Vollnhals
Georg Vollnhals schrieb:

 There are two alternatives how to understand this
 a) if you mean just deloy parachuters, look at the existing Lockheed
 Hercules C130, I made some quick screenshots for you - not so nice but
 you will see what I mean - not just dropping to earth but a nice
 flightmodel for these deployed objects.

   
I forgot the Ju52 with the same option, also very nice.
If I remember right there was a military version also with paratroopers
inside the cabin, but now I have just the civil version where you can
deloy parachooters but cannot see them inside.

Regards
Georg EDDW

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Re: [Flightgear-devel] Beech 99 renewed

2008-01-05 Thread Vivian Meazza
Georg Vollnhals wrote

 Subject: Re: [Flightgear-devel] Beech 99 renewed
 
 
 D M schrieb:
  Dear people,
   
  The development of the new Beech 99 is going nicely.
 Hi Dick,
 yes I tried the new Beech 99 and you did a nice job until now :-)
  I've uploaded the latest version to: 
  http://download.35mb.com/kcid/beech99.zip
 But this site does not work for me, I got it from Ron Jensen, 
 thank you!
  Tell me what you think about the new model.
 Please don't misunderstand me here. Every work for flightgear 
 is good work. Normally I would not comment such things 
 anymore due to a unpleasant misconception in the past. But 
 you asked, I will tell you my opinion, don't shoot on me: The 
 major one: With FG OSG (!) there are a lot transparency 
 problems. Not only the roof and the instruments shining 
 through but also some other parts of the a/c (ie if you look 
 through the windows of one side there is no cabin on the 
 other side (depending on the view angle) but you look 
 straight on the engine nacelles.) I think you use the PLIB 
 version for development, so you might not realize this. This 
 is really a big task to correct this. If you want some 
 screenshots, please tell me. The minor one: Thank you for 
 making the tires round! This looks much better than your 
 first version. When looking on the very prominent nose 
 section of this aircraft I get some hard rims (edges) whereas 
 the aircraft is nice smooth round, so one would like to 
 polish this section all the day :-). Could you spend some 
 more vertices there and smooth it a little more? This is not 
 important, just eye candy. The interior looks already very 
 good. A second version (for freight) would be an option.
  By the way it's panel is not finished yet so bear with me, most 
  instruments are on. The interior will be based on a Para 
 jumper so if 
  this option will come in the future that para's can jump 
 from a plane, 
  this interior will be ready for that.
   
 There are two alternatives how to understand this
 a) if you mean just deloy parachuters, look at the existing 
 Lockheed Hercules C130, I made some quick screenshots for you 
 - not so nice but you will see what I mean - not just 
 dropping to earth but a nice flightmodel for these deployed 
 objects.
 
 http://home.arcor.de/vollnhals-bremen/Parachuter/
 
 b) if you are referencing to a multiplayer option so that one 
 can fly the Beech 99 and some other people log in as 
 parachuters and jump from your aircraft - this really would 
 be a nice option for the future :-)

This is almost possible right now, or at least with some small
modifications. You can already ride in the back of someone else's Buccaneer,
so you can ride in the back of the Beech 99. Atm this is limited to one at a
time, but that's easily fixed. A parachutist jumping out with a suitable FDM
will take a bit more work. Hmm - challenge for Andreas perhaps when he's
back from hols?

Vivian



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Re: [Flightgear-devel] view options

2008-01-05 Thread Maik Justus
Hi Arvid,
AnMaster schrieb am 05.01.2008 14:48:
 it is 1400x1050.
ok (4:3). Try 58.6.

Thank you,
Maik


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[Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/AI load_demo.xml, NONE, 1.1]

2008-01-05 Thread Georg Vollnhals


 Original-Nachricht 
Betreff:Re: [Flightgear-cvslogs] CVS: data/AI load_demo.xml,NONE,1.1
Datum:  Sat, 05 Jan 2008 02:25:13 +0100
Von:Georg Vollnhals [EMAIL PROTECTED]
An: Vivian Meazza [EMAIL PROTECTED]
Referenzen: [EMAIL PROTECTED]



Vivian Meazza schrieb:
   scenario

   description
   This scenario places an underslung load ready to be 
 picked up at the
   designated position. It assumes a cubic shape whose 
 centre is specified
   by the z-offset.

   Note: Units are ft, lbs, deg. Mass is in slugs

   Vivian Meazza
   
Hi Vivian,

very nice to notice that there is activity around the external load
development.

I activated your scenario after compiling Tim Moore's additional source
code. The load is visible at KSFO - even at night with luminescend
arrows!!! - but I could not catch it with a helicopter.
So I think some additional nasal code has to be written like for the
banner catching with the Dragonfly.
Or is there a trick I should know?

Anyway, thank you very much Tim and Vivian for your work. Once it is
fully established and working I am very interested in creating some
adventures as with SearchAndRescue.

Regards
Georg EDDW

5.1.2007, 15:30
Sorry Vivian,
I just discovered I replied to your FlightGear mail address mistakenly.
Therefore I forward it to the dev list.
Georg



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Re: [Flightgear-devel] Beech 99 renewed

2008-01-05 Thread Georg Vollnhals
Vivian Meazza schrieb:
 ...

 b) if you are referencing to a multiplayer option so that one 
 can fly the Beech 99 and some other people log in as 
 parachuters and jump from your aircraft - this really would 
 be a nice option for the future :-)
 

 This is almost possible right now, or at least with some small
 modifications. You can already ride in the back of someone else's Buccaneer,
 so you can ride in the back of the Beech 99. Atm this is limited to one at a
 time, but that's easily fixed. A parachutist jumping out with a suitable FDM
 will take a bit more work. Hmm - challenge for Andreas perhaps when he's
 back from hols?

 Vivian

   
Hi Vivian!

The MP development of FG is breathtaking. The only limiting factor at
the moment is the delay momentum, although many of us already have hight
speed DSL connections.
But student - instructor scenarios are thinkable. Or a checkflight
scenario. Only that the number of interested qualified instructors might
be very very small and contrary many, many interested students.

Beside that, (virtually) jumping out of a Beech 99 in MP would be great
fun - and a possible competition scenario (land as near to the
ground-marking as possible) like Curtis last one (which I missed as my
MP connection does not work actually).
2008 has just begun - it will be a great pleasure to see what
development is going on this year, always thrilling :-)

Georg EDDW


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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/AI load_demo.xml, NONE, 1.1]

2008-01-05 Thread Maik Justus
Hi Georg,
Georg Vollnhals schrieb am 05.01.2008 15:32:
 Hi Vivian,

 very nice to notice that there is activity around the external load
 development.

 I activated your scenario after compiling Tim Moore's additional source
 code. The load is visible at KSFO - even at night with luminescend
 arrows!!! - but I could not catch it with a helicopter.
 So I think some additional nasal code has to be written like for the
 banner catching with the Dragonfly.
   
I am working on that.
 Or is there a trick I should know?

   
no, unfortunately no trick ;-(

Regards,
Maik


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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/AI load_demo.xml, NONE, 1.1]

2008-01-05 Thread Georg Vollnhals
Maik Justus schrieb:
 So I think some additional nasal code has to be written like for the
 banner catching with the Dragonfly.
   
 
 I am working on that.
   
 Or is there a trick I should know?

   
 
 no, unfortunately no trick ;-(

 Regards,
 Maik


   
Thank you Maik, then I have to wait!
Georg

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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/AIload_demo.xml, NONE, 1.1]

2008-01-05 Thread Vivian Meazza
Georg Vollnhals wrote:

 -Original Message-
-cvslogs] 
 CVS: data/AIload_demo.xml, NONE, 1.1]
 
 
 
 
  Original-Nachricht 
 Betreff:  Re: [Flightgear-cvslogs] CVS: data/AI 
 load_demo.xml,NONE,1.1
 Datum:Sat, 05 Jan 2008 02:25:13 +0100
 Von:  Georg Vollnhals [EMAIL PROTECTED]
 An:   Vivian Meazza [EMAIL PROTECTED]
 Referenzen:   [EMAIL PROTECTED]
 
 
 
 Vivian Meazza schrieb:
  scenario
 
  description
  This scenario places an underslung load 
 ready to be picked up at the
  designated position. It assumes a cubic 
 shape whose centre is specified
  by the z-offset.
   
  Note: Units are ft, lbs, deg. Mass is in slugs
 
  Vivian Meazza

 Hi Vivian,
 
 very nice to notice that there is activity around the 
 external load development.
 
 I activated your scenario after compiling Tim Moore's 
 additional source code. The load is visible at KSFO - even at 
 night with luminescend arrows!!! - but I could not catch it 
 with a helicopter. So I think some additional nasal code has 
 to be written like for the banner catching with the 
 Dragonfly. Or is there a trick I should know?
 
 Anyway, thank you very much Tim and Vivian for your work. 
 Once it is fully established and working I am very interested 
 in creating some adventures as with SearchAndRescue.
 


Good to know that it works so far! The arrows are so that Maik knows which
way is up:-). We have a little more work to do to make it pick-up-able. But
you can make the load move around by altering the settings in
sim/ai/ballistic/force[2].

And it's good that you are interested in using the finished article.

Vivian



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[Flightgear-devel] AI models reinit patch

2008-01-05 Thread Tiago Gusmão

Hi

I noticed fps were decreased quite a bit for every reload in KSFO and in 
the carrier. It seemed AI models were being reloaded without being 
unloaded, causing duplicate rendering.


This patch solved it for me by only loading once (only tested with the 
carrier but the code changes look safe to me )


Cheers,
Tiago
Index: AIBase.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/AIModel/AIBase.cxx,v
retrieving revision 1.79
diff -u -p -u -r1.79 AIBase.cxx
--- AIBase.cxx  15 Jul 2007 14:08:31 -  1.79
+++ AIBase.cxx  5 Jan 2008 15:33:21 -
@@ -56,7 +56,9 @@ const double FGAIBase::lbs_to_slugs = 0.
 FGAIBase::FGAIBase(object_type ot) :
 props( NULL ),
 model_removed( fgGetNode(/ai/models/model-removed, true) ),
+model( NULL),
 manager( NULL ),
+
 fp( NULL ),
 
 _impact_lat(0),
@@ -152,42 +154,48 @@ void FGAIBase::Transform() {
 
 bool FGAIBase::init(bool search_in_AI_path) {
 
-if (!model_path.empty()) {
-
-if ( search_in_AI_path
- (model_path.substr(model_path.size() - 4, 4) == .xml)) {
-SGPath ai_path(AI);
-ai_path.append(model_path);
-try {
-model = load3DModel( globals-get_fg_root(), ai_path.str(), 
props,
-globals-get_sim_time_sec() );
-} catch (const sg_exception e) {
-model = NULL;
-}
-} else
-model = NULL;
-
-if (!model.get()) {
-try {
-model = load3DModel( globals-get_fg_root(), model_path, props,
-globals-get_sim_time_sec() );
-} catch (const sg_exception e) {
-model = NULL;
-}
-}
-
-}
+   if(model==NULL) {
+   if (!model_path.empty()) {
+   
+   if ( search_in_AI_path
+(model_path.substr(model_path.size() 
- 4, 4) == .xml)) {
+   SGPath ai_path(AI);
+   ai_path.append(model_path);
+   try {
+   model = load3DModel( 
globals-get_fg_root(), ai_path.str(), props,
+   
globals-get_sim_time_sec() );
+   } catch (const sg_exception e) {
+   model = NULL;
+   }
+   } else
+   model = NULL;
+   
+   if (!model.get()) {
+   try {
+   model = load3DModel( 
globals-get_fg_root(), model_path, props,
+   
globals-get_sim_time_sec() );
+   } catch (const sg_exception e) {
+   model = NULL;
+   }
+   }
+   
+   }
+   
+   if (model.get()) {
+   aip.init( model.get() );
+   aip.setVisible(true);
+   invisible = false;
+   
globals-get_scenery()-get_scene_graph()-addChild(aip.getSceneGraph());
+   fgSetString(/ai/models/model-added, props-getPath());
+   
+   } else if (!model_path.empty()) {
+   SG_LOG(SG_INPUT, SG_WARN, AIBase: Could not load model 
  model_path);
+   }
+   }
+   else {
+   fgSetString(/ai/models/model-added, props-getPath());
+   }
 
-if (model.get()) {
-aip.init( model.get() );
-aip.setVisible(true);
-invisible = false;
-
globals-get_scenery()-get_scene_graph()-addChild(aip.getSceneGraph());
-fgSetString(/ai/models/model-added, props-getPath());
-
-} else if (!model_path.empty()) {
-SG_LOG(SG_INPUT, SG_WARN, AIBase: Could not load model   
model_path);
-}
 
 props-setStringValue(submodels/path, _path.c_str());
 setDie(false);
-
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Re: [Flightgear-devel] BUG report: MP chat on screen messages broken in harrier

2008-01-05 Thread Csaba Halász
On Jan 5, 2008 11:46 AM, AnMaster [EMAIL PROTECTED] wrote:

 Nasal runtime error: No such member: trim
   at /home/anmaster/src/flightgear/data/Nasal/screen.nas, line 99

 This happens with both osg and plib branches, and it only happens in harrier.

Apparently another case of missing var keyword. Try attached patch.

-- 
Csaba/Jester
Index: data/Aircraft/harrier/Panel/radar/radar.nas
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/harrier/Panel/radar/radar.nas,v
retrieving revision 1.2
diff -u -r1.2 radar.nas
--- data/Aircraft/harrier/Panel/radar/radar.nas 13 May 2007 09:08:50 -  
1.2
+++ data/Aircraft/harrier/Panel/radar/radar.nas 5 Jan 2008 15:58:25 -
@@ -24,7 +24,7 @@
   append(targetList,d);
}
foreach (m; targetList) {
-  string = 
instrumentation/radar/ai/models/~m.getName()~[~m.getIndex()~]/;
+  var string = 
instrumentation/radar/ai/models/~m.getName()~[~m.getIndex()~]/;
   if (getprop(string,joined)==1 or m.getName()==aircraft) {
  factor = getprop(instrumentation/radar/range-factor);
  setprop(string,radar/y-shift,m.getNode(radar/y-shift).getValue() 
* factor);
-
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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/AIload_demo.xml, NONE, 1.1]

2008-01-05 Thread Georg Vollnhals
Vivian Meazza schrieb:
 Georg Vollnhals wrote:

   
 Good to know that it works so far! The arrows are so that Maik knows which
 way is up:-). We have a little more work to do to make it pick-up-able. But
 you can make the load move around by altering the settings in
 sim/ai/ballistic/force[2].

 And it's good that you are interested in using the finished article.

 Vivian



   
I JUST got this link and it is on the discussed subject although it
happened in Nov. 2007:

http://www.feuerwehr-kaiserslautern.de/Einsatz/2007/november/hubschrauber.html

This is the very lucky result (helicopter destroyed, pilot unhurt) if
you carry an external load (forrest liming), have an engine failure  and
have to do an autorotation from about 90 to 150 ft  (dead mans curve).

Regards
Georg

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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/AIload_demo.xml, NONE, 1.1]

2008-01-05 Thread Heiko Schulz

 Even if the bucket is not filled it is a weight some
 distance away from
 the helicopter. And when your downpitching into
 autorotation it will
 influence the CG of your a/c. And due to the load
 change it will start
 to swing. And groundnear it may hook into the
 vegetation.
 Many helicopter pilots hate external loads.
 When I got some winch training many years ago with a
 Bell 212 I suddenly
 lost my innocence when the pilots told me that it
 was absolutely
 necessary in case of an autorotation to cut the line
 I would be hanging
 on immediately - better loose one man than all the
 helicopter crew.
   But there are other crashes due to the
  ...
 
  Regards
  HHS
 

 Regards
 Georg
You're generally right- but in your named case 30ft
(9m) are not much for autorotating - on the pics it
seems that he couldn't get rid of the cargo in time. 

I meant accidents because due to swingings of the
loads from heavy inputs. Like you said, that's why
pilots hate external loads.

That's features I would like to see for more realistic
in FGFS.

Regards
HHS

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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/AIload_demo.xml, NONE, 1.1]

2008-01-05 Thread Heiko Schulz

--- Georg Vollnhals [EMAIL PROTECTED] schrieb:

 Vivian Meazza schrieb:
  Georg Vollnhals wrote:
 

  Good to know that it works so far! The arrows are
 so that Maik knows which
  way is up:-). We have a little more work to do to
 make it pick-up-able. But
  you can make the load move around by altering the
 settings in
  sim/ai/ballistic/force[2].
 
  And it's good that you are interested in using the
 finished article.
 
  Vivian
 
 
 

 I JUST got this link and it is on the discussed
 subject although it
 happened in Nov. 2007:
 

http://www.feuerwehr-kaiserslautern.de/Einsatz/2007/november/hubschrauber.html
 
 This is the very lucky result (helicopter destroyed,
 pilot unhurt) if
 you carry an external load (forrest liming), have an
 engine failure  and
 have to do an autorotation from about 90 to 150 ft 
 (dead mans curve).
 
 Regards
 Georg
 
But the external load seems to me not be an big issue
at this crash. But there are other crashes due to the
external loadings - like a very known crash with CH53e
in Israel ( to heavy load - maximum power -
oscillations -tail broken)

Or due the oscillating movements of the external
loading or something like here:
http://www.circumgyration.com/2006/CrashStories.shtml

That's something interesting for FGFS helicopter
simulation! :-)

Regards
HHS

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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/AIload_demo.xml, NONE, 1.1]

2008-01-05 Thread Georg Vollnhals
Heiko Schulz schrieb:

 I JUST got this link and it is on the discussed
 subject although it
 happened in Nov. 2007:

 
 http://www.feuerwehr-kaiserslautern.de/Einsatz/2007/november/hubschrauber.html
   
 This is the very lucky result (helicopter destroyed,
 pilot unhurt) if
 you carry an external load (forrest liming), have an
 engine failure  and
 have to do an autorotation from about 90 to 150 ft 
 (dead mans curve).

 Regards
 Georg

 
 But the external load seems to me not be an big issue
 at this crash.
Even if the bucket is not filled it is a weight some distance away from
the helicopter. And when your downpitching into autorotation it will
influence the CG of your a/c. And due to the load change it will start
to swing. And groundnear it may hook into the vegetation.
Many helicopter pilots hate external loads.
When I got some winch training many years ago with a Bell 212 I suddenly
lost my innocence when the pilots told me that it was absolutely
necessary in case of an autorotation to cut the line I would be hanging
on immediately - better loose one man than all the helicopter crew.
  But there are other crashes due to the
 ...

 Regards
 HHS

   
Regards
Georg

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[Flightgear-devel] The Pinzgauer Spaziergang - Glider flying in the austrian alps.

2008-01-05 Thread Torsten Dreyer
Hi all,

I have created a litte AI scenario for all glider enthusiasts. Read more here:
http://wiki.flightgear.org/flightgear_wiki/index.php?title=Pinzgauer_Spaziergang
How about a multiplayer fly-in to see who makes this round trip fastest?

Have fun!

Torsten


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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/AIload_demo.xml, NONE, 1.1]

2008-01-05 Thread Georg Vollnhals
Heiko Schulz schrieb:
 You're generally right- but in your named case 30ft
 (9m) are not much for autorotating - on the pics it
 seems that he couldn't get rid of the cargo in time. 
   
Hi HHS,
I don't want to annoy you but as I think you are a real helicopter
enthusiast, so I want to correct:
I wrote 90 to 150 ft (this is very rough the original mentioned 30 to 50
m) and if you look at a common helicopter height-speed-diagramm (which
is often referred to as dead mans curve you will see the big
difference to your 30 ft:
With 100 ft height and 40 to 50 knts forward-speed you are safe with
most helicopters. This has to be modified depending on the actual weight
and the air density (simple: summer/winter, terrain-height-level above sea).

 I meant accidents because due to swingings of the
 loads from heavy inputs. Like you said, that's why
 pilots hate external loads.
   
Yes, this is why it is so difficult for our coders to do it the right
way for FG :-)
 That's features I would like to see for more realistic
 in FGFS.
   
Me too!

 Regards
 HHS

   

Georg

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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/AIload_demo.xml, NONE, 1.1]

2008-01-05 Thread Heiko Schulz

--- Georg Vollnhals [EMAIL PROTECTED] schrieb:

 Heiko Schulz schrieb:
  You're generally right- but in your named case
 30ft
  (9m) are not much for autorotating - on the pics
 it
  seems that he couldn't get rid of the cargo in
 time. 

 Hi HHS,
 I don't want to annoy you but as I think you are a
 real helicopter
 enthusiast, so I want to correct:
 I wrote 90 to 150 ft (this is very rough the
 original mentioned 30 to 50
 m) and if you look at a common helicopter
 height-speed-diagramm (which
 is often referred to as dead mans curve you will
 see the big
 difference to your 30 ft:
 With 100 ft height and 40 to 50 knts forward-speed
 you are safe with
 most helicopters. This has to be modified depending
 on the actual weight
 and the air density (simple: summer/winter,
 terrain-height-level above sea).
 
  I meant accidents because due to swingings of the
  loads from heavy inputs. Like you said, that's why
  pilots hate external loads.

 Yes, this is why it is so difficult for our coders
 to do it the right
 way for FG :-)
  That's features I would like to see for more
 realistic
  in FGFS.

 Me too!
 
  Regards
  HHS
 

 
 Georg
 
Hi Georg,
Sorry, I missread the article: 30m they said, I read
30ft. 

I think Dead mans curve should be add to the fgfs
wiki. Long time I wondered why my autorotatings
shortly after start (simulatinng engine failure) don't
work and I crashed. It is really nice to compare the
different helicopters in FGFS: The EC135 is hardly to
autorotate comparred to the S76c. I didn't try the
R22, but it should be more difficult.

Regards
HHS


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Re: [Flightgear-devel] [PATCH] fix mp chat

2008-01-05 Thread Stuart Buchanan
Csaba Halász wrote:
 Hello all,
 
 it seems that clearing the property node for the processed messages
 fixes the problem
 of messages being repeated with incorrect pilot id.
 
 Probably just another unfortunate side-effect of reusing the AI
 property nodes. (sorry folks)
 As such, alternatively we could clear it from c++ code.
 
 Let me know if it works.

I've still to test it thoroughly, but it looks likely that it is the source of 
the problem.

I think that rather than working around the AI property reuse issue,
we should simply remove all the children of the AI node after it is marked as 
valid=false. Probably something around line 152 of AIManager.cxx.

However, I'm puzzled as to why it doesn't do that already, so I suspect I'm 
missing
something. 

Does anyone have any idea why the subtree under an AI model marked as 
valid=false
isn't deleted?



-Stuart



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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/AIload_demo.xml, NONE, 1.1]

2008-01-05 Thread Georg Vollnhals
Heiko Schulz schrieb:
 long time I wondered why my autorotatings
 shortly after start (simulatinng engine failure) don't
 work and I crashed. It is really nice to compare the
 different helicopters in FGFS: The EC135 is hardly to
 autorotate comparred to the S76c. I didn't try the
 R22, but it should be more difficult.
   
You should check the behaviour of the FG EC 135.
Last year I asked an experienced pilot of the German Federal Police
after he has got his typerating for the EC 135 which replaced their
BO105 how the EC135 handles compared to the BO135. He told me that they
are pretty the same regarding the behaviour in flight. I have to believe
that because I could not ask more due to an emergency flight. May be
there is another chance this year to go more into detail.
And I heard from another pilot that the EC135 autorotates quite nice but
that they stopped to train autorotations with this helicopter at the
German Army due to a) a lot of (expensive!)  Fenestron case damages
during the last autorotation flare b) new philosophy that a two engine
helicopter is more safe and an autorotation is scarcely to be expected
c) simulator training of dangerous procedures.
And - contrary to former times - our professional pilots have NOT to
make an autorotation during their checkflights anymore!!!

 Regards
 HHS


   
Georg

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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/AIload_demo.xml, NONE, 1.1]

2008-01-05 Thread Georg Vollnhals
Josh Babcock schrieb:


 Heh, yeah. The one I trained with the guy told me that the cable wasn't 
 even attached to the winch. If they let it out too far it would just 
 wind off and fall. The last 20 feet of cable was painted red.

 Josh

   
Josh, this is even better. Then you can only pray that the winch
operator is not colourblind :-)
Georg

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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/AIload_demo.xml, NONE, 1.1]

2008-01-05 Thread Josh Babcock
Georg Vollnhals wrote:

 But the external load seems to me not be an big issue
 at this crash.
 Even if the bucket is not filled it is a weight some distance away from
 the helicopter. And when your downpitching into autorotation it will
 influence the CG of your a/c. And due to the load change it will start
 to swing. And groundnear it may hook into the vegetation.
 Many helicopter pilots hate external loads.
 When I got some winch training many years ago with a Bell 212 I suddenly
 lost my innocence when the pilots told me that it was absolutely
 necessary in case of an autorotation to cut the line I would be hanging
 on immediately - better loose one man than all the helicopter crew.

Heh, yeah. The one I trained with the guy told me that the cable wasn't 
even attached to the winch. If they let it out too far it would just 
wind off and fall. The last 20 feet of cable was painted red.

Josh

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Re: [Flightgear-devel] [PATCH] fix mp chat

2008-01-05 Thread Csaba Halász
On Jan 5, 2008 8:18 PM, Stuart Buchanan [EMAIL PROTECTED] wrote:

 I think that rather than working around the AI property reuse issue,
 we should simply remove all the children of the AI node after it is marked as
 valid=false. Probably something around line 152 of AIManager.cxx.

 However, I'm puzzled as to why it doesn't do that already, so I suspect I'm 
 missing
 something.

 Does anyone have any idea why the subtree under an AI model marked as 
 valid=false
 isn't deleted?

Because the reuse was introduced for some animations that depended on
the nodes remaining the same.
That was actually for the old xml radar. Looks like it causes all
sort of trouble so maybe we should indeed
revert back to deleting the subtree.

Also, I think that my nasal fix introduces a race condition: if the
message isn't displayed because the pilot disconnects then it might be
shown with the wrong source after the node gets reused. So it would be
better to fix it from c++.

-- 
Csaba/Jester

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Re: [Flightgear-devel] apt.dat tower altitude question (possible bug?) - patch

2008-01-05 Thread Tiago Gusmão

AnMaster wrote:

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512

I was working on trying to find the cause why tower altitude set to 70 in 
apt.dat wasn't correct and
caused ATC aircraft to end up under ground.

As far as I understood we use same format as x-plane for apt.dat? Then the 
tower elevation in
apt.dat should be ft above ground.

FlightGear stores the tower altitude under /sim/tower/altitude-ft. ATC use this 
as absolute altitude.
Shouldn't that property be renamed to altitude-agl-ft in order to indicate 
that it is relative to
ground? That naming scheme is used under /position.
Or the property could be changed to give the altitude above sea level maybe?

Regards,

Arvid Norlander



This patch solves it but should be tested

- it introduces /sim/tower/height-ft (which is /sim/tower/altitude-ft 
under a new name) - this is the *height* of the tower, not the altitude


- /sim/tower/altitude-ft now contains the proper altitude of the top 
of tower ASL. This altitude is the height plus the ground elevation ASL( 
so it's top of the tower ASL).
All things i could find referencing this property (tower view and atc 
control aircraft) should be improved by the change


How it works:

when fg loads, the old code executes (before the scenery is loaded) and 
uses the airport elevation as ground elevation


the new function is called after scenery loading, and will attempt to 
obtain the scenery's ground elevation at the tower position. If it fails 
, the airport elevation prevails.


Potential problems:

-the intended scenery tile may for some reason not be loaded and 
get_elevation_m fails (there's an alert level warning for this)


- given that the towers are an obstruction, i'm not sure if 
globals-get_scenery()-get_elevation_m will return ground level or the 
top of the tower. Can someone shed some light here?


Cheers,
Tiago
Index: fg_init.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Main/fg_init.cxx,v
retrieving revision 1.192
diff -u -p -u -r1.192 fg_init.cxx
--- fg_init.cxx 14 Dec 2007 22:51:57 -  1.192
+++ fg_init.cxx 5 Jan 2008 23:25:52 -
@@ -729,19 +729,34 @@ static bool fgSetPosFromAirportID( const
 #endif
 
 
-// Set current tower position lon/lat given an airport id
+// Set current tower position lon/lat and altitude given an airport id
 static bool fgSetTowerPosFromAirportID( const string id) {
 const FGAirport *a = fgFindAirportID( id);
 if (a) {
 SGGeod tower = a-getTowerLocation();
 fgSetDouble(/sim/tower/longitude-deg,  tower.getLongitudeDeg());
 fgSetDouble(/sim/tower/latitude-deg,  tower.getLatitudeDeg());
-fgSetDouble(/sim/tower/altitude-ft, tower.getElevationFt());
-return true;
-} else {
-return false;
-}
+fgSetDouble(/sim/tower/height-ft, tower.getElevationFt());
+fgSetDouble(/sim/tower/altitude-ft, tower.getElevationFt() + 
a-getElevation());
+return true;
+} 
+return false;
+}
 
+// calculates a more precise tower altitude (separated because it needs the 
scenery loaded)
+static void fgSetTowerAltitudeAirportID( )
+{
+double ground;
+
if(globals-get_scenery()-get_elevation_m(fgGetDouble(/sim/tower/latitude-deg),
 fgGetDouble(/sim/tower/longitude-deg), 99, ground, NULL))
+{
+ground+=fgGetDouble(/sim/tower/height-ft);
+fgSetDouble(/sim/tower/altitude-ft, 
fgGetDouble(/sim/tower/height-ft) + ground);
+}
+else 
+{
+SG_LOG( SG_GENERAL, SG_ALERT,
+Unable to obtain exact elevation for tower, Using airport elevation 
 '\n' );
+}
 }
 
 struct FGTowerLocationListener : SGPropertyChangeListener {
@@ -751,9 +766,19 @@ struct FGTowerLocationListener : SGPrope
 }
 };
 
+struct FGTowerElevationListener : SGPropertyChangeListener {
+void valueChanged(SGPropertyNode* node) {
+if(node-getBoolValue()==true) fgSetTowerAltitudeAirportID();
+}
+};
+
+
 void fgInitTowerLocationListener() {
 fgGetNode(/sim/tower/airport-id,  true)
 -addChangeListener( new FGTowerLocationListener(), true );
+fgGetNode(/sim/sceneryloaded,  true)
+-addChangeListener( new FGTowerElevationListener(), true );
+
 }
 
 // Set current_options lon/lat given an airport id and heading (degrees)
-
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Re: [Flightgear-devel] External Cargo, was: Re: screenshots (and snapshots)

2008-01-05 Thread Maik Justus
Hi Vivian,
Vivian Meazza schrieb am 21.12.2007 00:11:
 Christmas has arrived slightly early! I've got something which:

 A. runs

 B. looks OK with limited testing

 The ballistic object aligns with the direction of flight in pitch and
 heading with an external force applied. It would be possible to align it
 with the direction of the external force, but I think that would need roll
 as well. I'm not sure which one would look best.

 The external force is defined in terms of:

 Magnitude (lbf)
 Azimuth (deg, North = O)
 Elevation (deg, up = 90)

 In a user-defined property. Of course, some external program needs to set
 the external force data.

 This all now needs testing in a more realistic environment. I'm not totally
 convinced that the ballistic object won't disappear into space/to the centre
 of the earth, or oscillate like a deranged spring.

 Vivian
   
Thank you for the enhancement of AIBallistic. The external load works 
here, but not perfectly. I need to limit the force to approx 1000 lbf  
(which is not enough to simulate it properly). If I do not limit the 
force, the load (the 3d-model) disappears, but it is still in the 
property tree and reacts on forces (maybe not correct, not sure, but it 
is still there). Any idea, what could cause this?

Best regards,
Maik

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Re: [Flightgear-devel] External Cargo, was: Re: screenshots (and snapshots)

2008-01-05 Thread Vivian Meazza
Maik Justus

 Subject: Re: [Flightgear-devel] External Cargo, was: Re: 
 screenshots (and snapshots)
 
 
 Hi Vivian,
 Vivian Meazza schrieb am 06.01.2008 01:01:
  Maik Justus wrote:
 
   

  Hi Vivian,
  Vivian Meazza schrieb am 21.12.2007 00:11:
  
  Christmas has arrived slightly early! I've got something which:
 
  A. runs
 
  B. looks OK with limited testing
 
  The ballistic object aligns with the direction of flight in

  pitch and
  
  heading with an external force applied. It would be

  possible to align
  
  it with the direction of the external force, but I think 
 that would
  need roll as well. I'm not sure which one would look best.
 
  The external force is defined in terms of:
 
  Magnitude (lbf)
  Azimuth (deg, North = O)
  Elevation (deg, up = 90)
 
  In a user-defined property. Of course, some external

  program needs to
  
  set the external force data.
 
  This all now needs testing in a more realistic 
 environment. I'm not
  totally convinced that the ballistic object won't disappear into 
  space/to the centre of the earth, or oscillate like a 

  deranged spring.
  
  Vivian


  Thank you for the enhancement of AIBallistic. The external 
 load works
  here, but not perfectly. I need to limit the force to approx 
  1000 lbf  
  (which is not enough to simulate it properly). If I do not 
 limit the 
  force, the load (the 3d-model) disappears, but it is still in the 
  property tree and reacts on forces (maybe not correct, not 
  sure, but it 
  is still there). Any idea, what could cause this?
 
  
 
  Hmm - the mass of the load in load_demo is only 170 lbs - applying 
  1000lbf could well send it into orbit! Note your mass is in 
 slugs, and 
  you need a realistic Cd and eda. I _think_ the math is correct, but 
  I'll look at it again
 
  Vivian
 

 Sorry, I limited the force to 1000N (about 200lbs).
 200lbs are enough to lift the load. Lifting works. Therefore the math 
 itself is correct. But something strange happens, if I do not 
 limit the 
 force. (and sometimes forces greater than 200lbs are needed )
 
 

That sounds better, phew. There is a small dead zone when the load is on
the ground, so you need a bit more force than you might expect to get it off
the ground (this is to prevent oscillation, but is not totally unrealistic)
I can reduce or eliminate this. Beyond that I would need a better
explanation of what you are doing, and of the problem to speculate on a bug
or a fix.

Vivian



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Re: [Flightgear-devel] External Cargo, was: Re: screenshots (and snapshots)

2008-01-05 Thread Maik Justus
Hi Vivian,
Vivian Meazza schrieb am 06.01.2008 01:01:
 Maik Justus wrote:

  
   
 Hi Vivian,
 Vivian Meazza schrieb am 21.12.2007 00:11:
 
 Christmas has arrived slightly early! I've got something which:

 A. runs

 B. looks OK with limited testing

 The ballistic object aligns with the direction of flight in 
   
 pitch and 
 
 heading with an external force applied. It would be 
   
 possible to align 
 
 it with the direction of the external force, but I think that would 
 need roll as well. I'm not sure which one would look best.

 The external force is defined in terms of:

 Magnitude (lbf)
 Azimuth (deg, North = O)
 Elevation (deg, up = 90)

 In a user-defined property. Of course, some external 
   
 program needs to 
 
 set the external force data.

 This all now needs testing in a more realistic environment. I'm not 
 totally convinced that the ballistic object won't disappear into 
 space/to the centre of the earth, or oscillate like a 
   
 deranged spring.
 
 Vivian
   
   
 Thank you for the enhancement of AIBallistic. The external load works 
 here, but not perfectly. I need to limit the force to approx 
 1000 lbf  
 (which is not enough to simulate it properly). If I do not limit the 
 force, the load (the 3d-model) disappears, but it is still in the 
 property tree and reacts on forces (maybe not correct, not 
 sure, but it 
 is still there). Any idea, what could cause this?

 

 Hmm - the mass of the load in load_demo is only 170 lbs - applying 1000lbf
 could well send it into orbit! Note your mass is in slugs, and you need a
 realistic Cd and eda. I _think_ the math is correct, but I'll look at it
 again

 Vivian

   
Sorry, I limited the force to 1000N (about 200lbs).
200lbs are enough to lift the load. Lifting works. Therefore the math 
itself is correct. But something strange happens, if I do not limit the 
force. (and sometimes forces greater than 200lbs are needed )


Maik

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Re: [Flightgear-devel] External Cargo, was: Re: screenshots (and snapshots)

2008-01-05 Thread Vivian Meazza
Maik Justus wrote:

 
 Hi Vivian,
 Vivian Meazza schrieb am 21.12.2007 00:11:
  Christmas has arrived slightly early! I've got something which:
 
  A. runs
 
  B. looks OK with limited testing
 
  The ballistic object aligns with the direction of flight in 
 pitch and 
  heading with an external force applied. It would be 
 possible to align 
  it with the direction of the external force, but I think that would 
  need roll as well. I'm not sure which one would look best.
 
  The external force is defined in terms of:
 
  Magnitude (lbf)
  Azimuth (deg, North = O)
  Elevation (deg, up = 90)
 
  In a user-defined property. Of course, some external 
 program needs to 
  set the external force data.
 
  This all now needs testing in a more realistic environment. I'm not 
  totally convinced that the ballistic object won't disappear into 
  space/to the centre of the earth, or oscillate like a 
 deranged spring.
 
  Vivian

 Thank you for the enhancement of AIBallistic. The external load works 
 here, but not perfectly. I need to limit the force to approx 
 1000 lbf  
 (which is not enough to simulate it properly). If I do not limit the 
 force, the load (the 3d-model) disappears, but it is still in the 
 property tree and reacts on forces (maybe not correct, not 
 sure, but it 
 is still there). Any idea, what could cause this?
 

Hmm - the mass of the load in load_demo is only 170 lbs - applying 1000lbf
could well send it into orbit! Note your mass is in slugs, and you need a
realistic Cd and eda. I _think_ the math is correct, but I'll look at it
again

Vivian



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Re: [Flightgear-devel] apt.dat tower altitude question (possible bug?) - patch

2008-01-05 Thread Csaba Halász
Hi!

I have changed Tiago's patch somewhat, it now iterates over all the
ground layers.
Debug output looks like this for KSFO:

Found tower ground layer at 124.323ft, material unnamed
Found tower ground layer at 114.536ft, material unnamed
Found tower ground layer at 82.3405ft, material unnamed
Found tower ground layer at 42.9577ft, material unnamed
Found tower ground layer at 5.36808ft, material pc_tiedown
Setting tower viewpoint altitude 112.368

I was hoping to find a layer like Grass or Ground somewhere, but
no. So for now, the code picks the lowest layer, which might not work
if the tower is sunk into the ground as other objects frequently are.
I tested LHBP and that worked (even had grass material).

Also attached is a patch to apt.dat (gunzip, patch, gzip) that updates
KSFO and KNID tower viewpoint based on the scenery.
I am not sure we can trust the tower position in apt.dat, since the
elevation values are frequently obvious nonsense (500 for KSFO and 0
for KNID).

Please comment.

-- 
Csaba/Jester
Index: src/Main/fg_init.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Main/fg_init.cxx,v
retrieving revision 1.192
diff -u -r1.192 fg_init.cxx
--- src/Main/fg_init.cxx14 Dec 2007 22:51:57 -  1.192
+++ src/Main/fg_init.cxx6 Jan 2008 02:32:25 -
@@ -62,6 +62,7 @@
 #include simgear/misc/sg_path.hxx
 #include simgear/misc/interpolator.hxx
 #include simgear/scene/material/matlib.hxx
+#include simgear/scene/material/mat.hxx
 #include simgear/timing/sg_time.hxx
 #include simgear/timing/lowleveltime.h
 
@@ -728,6 +729,40 @@
 }
 #endif
 
+// calculates a more precise tower altitude (separated because it needs the 
scenery loaded)
+static void fgUpdateTowerAltitude()
+{
+FGScenery* scenery = globals-get_scenery();
+if (!scenery) return;
+
+double ground = 99;
+double level = 99;
+const SGMaterial* material;
+double lat = fgGetDouble(/sim/tower/latitude-deg);
+double lon = fgGetDouble(/sim/tower/longitude-deg);
+
+while (scenery-get_elevation_m(lat, lon, level - 1, level, material)) {
+ground = level;
+string name(unnamed);
+if (material) {
+const vectorstring names = material-get_names();
+if (names.size()) name = names[0];
+}
+SG_LOG(SG_GENERAL, SG_DEBUG,
+Found tower ground layer at   ground * SG_METER_TO_FEET 
+ft, material   name);
+}
+
+if (ground  99) {
+double alt = fgGetDouble(/sim/tower/height-ft) + ground * 
SG_METER_TO_FEET;
+SG_LOG(SG_GENERAL, SG_DEBUG, Setting tower viewpoint altitude   
alt);
+fgSetDouble(/sim/tower/altitude-ft, alt);
+} else {
+SG_LOG(SG_GENERAL, SG_DEBUG,
+Unable to obtain exact elevation for tower, using airport 
elevation);
+}
+}
+
 
 // Set current tower position lon/lat given an airport id
 static bool fgSetTowerPosFromAirportID( const string id) {
@@ -736,7 +771,9 @@
 SGGeod tower = a-getTowerLocation();
 fgSetDouble(/sim/tower/longitude-deg,  tower.getLongitudeDeg());
 fgSetDouble(/sim/tower/latitude-deg,  tower.getLatitudeDeg());
-fgSetDouble(/sim/tower/altitude-ft, tower.getElevationFt());
+fgSetDouble(/sim/tower/height-ft, tower.getElevationFt());
+fgSetDouble(/sim/tower/altitude-ft, tower.getElevationFt() + 
a-getElevation());
+fgUpdateTowerAltitude();
 return true;
 } else {
 return false;
@@ -751,9 +788,17 @@
 }
 };
 
+struct FGTowerElevationListener : SGPropertyChangeListener {
+void valueChanged(SGPropertyNode* node) {
+if(node-getBoolValue()==true) fgUpdateTowerAltitude();
+}
+};
+
 void fgInitTowerLocationListener() {
 fgGetNode(/sim/tower/airport-id,  true)
 -addChangeListener( new FGTowerLocationListener(), true );
+fgGetNode(/sim/sceneryloaded,  true)
+-addChangeListener( new FGTowerElevationListener(), true );
 }
 
 // Set current_options lon/lat given an airport id and heading (degrees)
--- apt.dat.orig2008-01-06 03:29:17.0 +0100
+++ apt.dat 2008-01-06 02:47:38.0 +0100
@@ -61019,7 +61019,7 @@
 10  35.688678 -117.682786 xxx 154.34   114 0.0 0.069 11  1 0 0 0.35 0 
 10  35.688197 -117.681999 xxx 154.34   404 0.0 0.0   371 11  2 0 0 0.35 0 
 10  35.687744 -117.681336 xxx 154.34   869 0.0 0.0   377 11  2 0 0 0.35 0 
-14  35.689195 -117.6847530 0 Tower Viewpoint
+14  35.689129 -117.684691 70 0 Tower Viewpoint
 18  35.688454 -117.684445 1 BCN
 19  35.676731 -117.708411 1 Windsock
 19  35.694412 -117.685953 1 Windsock
@@ -282103,7 +282103,7 @@
 10  37.610031 -122.388839 xxx  43.13   700 0.0 0.0   450 161161  2 0 0 0.25 0 
 10  37.638502 -122.387909 xxx 338.00  1400 0.0 0.0  1200 161161  2 0 0 0.25 0 
 10  37.637101 -122.393257 xxx 338.00  1400 0.0 0.0  1200 161161  2 0 0 0.25 0 
-14  37.616630 -122.385478  

Re: [Flightgear-devel] view options

2008-01-05 Thread dave perry
Maik Justus wrote:
 Hi,
 Maik Justus schrieb am 26.12.2007 20:38:
 Hi Syd,

 what's about an algorithm, which checks the ratio of the screen and 
 sets fow to 55 for 4:3 screens and 70 for 16:9 screens? (55 / 70 =  
 (4/3) / (16/9) )

 Maik
 P.S.:
 for non-physicists:
 (55 / 73,333 =  (4/3) / (16/9) )

   
 Meanwhile I have a new computer wit 16:9 screen and the same problem. 
 I've modified the calculation in viewer.cxx as mentioned above. Syd, 
 please check, if this would work for you. Then we can think about, how 
 to implement that in a clean way (maybe we need an FG_SCALING_HEIGHT 
 case?). The patch is for the osg-branch, but it works with the plib 
 branch, too (maybe some lines offset).

Hi Maik,

I have had a 16:9 flat pannel for some time.  For the first time in 
several months, I built fgfs for osg from fresh svn and fresh cvs.  What 
I noticed right away that has changed is that osg fgfs does not handle the
 --geometry=1680x1050
correctly anymore.  The height of the image is too small for the width.  
The gages are not round.  The plib branch still handles this correctly.  
Are you seeing what I am seeing or have I missed a patch?

When I adjusted the width of the window until round objects are round 
and then measure the aspect ratio of the adjusted window, the aspect 
ratio is 4/3.

Here is what comparing the plib to the osg response to changing the value of
/sim/current-view/aspect-ratio-multiplier tells me:

In plib, it adjusts the displayed aspect ratio.  I can get the same 
distortion in plib fgfs as in osg fgfs by changing this value to ~1.2 
instead of 1.  But if I try to fix the view in osg fgfs by adjusting 
this value from 1 to 0.8333, all it does is scale the distorted 
image.  i.e. it is adjusting the effective fov, not the aspect ratio.

- Dave Perry

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[Flightgear-devel] Weekly CVS Changelog Summary: SimGear

2008-01-05 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-12-31_09:49:01 (frohlich)
/var/cvs/SimGear-0.3/source/simgear/scene/model/SGClipGroup.cxx
/var/cvs/SimGear-0.3/source/simgear/scene/model/SGClipGroup.hxx

Modified Files:
simgear/scene/model/SGClipGroup.cxx
simgear/scene/model/SGClipGroup.hxx Update the clip group.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-01-04_01:33:23 (timoore)
/var/cvs/SimGear-0.3/source/simgear/scene/util/RenderConstants.hxx

background node mask


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-01-04_01:33:42 (timoore)
/var/cvs/SimGear-0.3/source/simgear/scene/util/RenderConstants.hxx

Give the sky a BACKGROUND_BIT nodemask

Add a MODEL_BIT and tag clouds with that.

Remove vestigial post_root from sky code.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-01-04_15:45:14 (fredb)
/var/cvs/SimGear-0.3/source/simgear/structure/SGExpression.cxx

Remove warnings


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-01-04_15:45:41 (fredb)
/var/cvs/SimGear-0.3/source/projects/VC7.1/SimGear.vcproj

Update MSVC 7.1 projects


2f585eeea02e2c79d7b1d8c4963bae2d

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

2008-01-05 Thread Curtis L. Olson
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-12-30_10:40:22 (abory)
/var/cvs/FlightGear-0.9/data/Aircraft/A-10/Models/A-10-panel-r5-hotspot.xml

Sort out hotspots for OSG.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-12-30_17:30:50 (helijah)
/var/cvs/FlightGear-0.9/data/Aircraft/ME-262/Models/texture.rgb

- New livery by Laurent HAYVEL and compatibility with FG V1.0.0 (Plib)


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-01-01_13:41:49 (helijah)
/var/cvs/FlightGear-0.9/data/Aircraft/Lionceau/Models/Panel/between-seats-panel.xml

- FDM update by Pierre GEOFFROY


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-01-01_13:41:50 (helijah)
/var/cvs/FlightGear-0.9/data/Aircraft/Lionceau/Models/Panel/Instruments/Altimeter/glass.rgb
/var/cvs/FlightGear-0.9/data/Aircraft/Lionceau/Models/Panel/Instruments/switches/switch.ac

- FDM update by Pierre GEOFFROY


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-01-02_17:03:31 (curt)
/var/cvs/FlightGear-0.9/data/Aircraft/BAC-TSR2/Models/Elevation-marker.ac

Lee Elliott:

This update for the BAC-TSR2 makes it possible to enable a
high-elevation marker when selecting terrain-following/avoidance
mode via the tfa pop-up.

The replacement files are:

BAC-TSR2/BAC-TSR2-set.xml
BAC-TSR2/Dialogs/TFA-popup.xml
BAC-TSR2/Nasal/BAC-TSR2-tfa.nas

and there's one new file to add:

BAC-TSR2/Models/Elevation-marker.ac


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-01-02_17:07:21 (curt)
/var/cvs/FlightGear-0.9/data/Aircraft/TU-114/Dialogs/TFA-popup.xml

Lee Elliott:

The update for the TU-114 includes:

Fixes for the 2d instruments
Fixes for the prop transparency animations
Re-writes of all the Nasal scripts.
YASim config tuning
Autopilot re-design.
Replaced the original AGL hold with the new TFA stuff.

I've also set the status to 'development' as there are still
important issues with the propeller-pitch.

The replacement files are:

TU-114/Models/TU-114-model.xml
TU-114/Panels/Instruments/digital-accl.xml
TU-114/Panels/Instruments/digital-agl.xml
TU-114/Panels/Instruments/digital-alt.xml
TU-114/Panels/Instruments/digital-aoa.xml
TU-114/Panels/Instruments/digital-ap-speed-kt.xml
TU-114/Panels/Instruments/digital-engine.xml
TU-114/Panels/Instruments/digital-flap.xml
TU-114/Panels/Instruments/digital-fuel-tank.xml
TU-114/Panels/Instruments/digital-fuel-tot.xml
TU-114/Panels/Instruments/digital-kias.xml
TU-114/Panels/Instruments/digital-mach.xml
TU-114/Panels/Instruments/digital-pitch.xml
TU-114/Panels/Instruments/digital-roll.xml
TU-114/Panels/Instruments/digital-vsi.xml
TU-114/Panels/Instruments/digital-wgt.xml
TU-114/Panels/Instruments/digital-wind-speed-direction.xml
TU-114/Panels/Instruments/flap-quadrant.xml
TU-114/Panels/Instruments/text-autopilot.xml
TU-114/Panels/TU-114-mini-panel.xml
TU-114/Panels/TU-114-vfr-panel.xml
TU-114/Systems/TU-114-autopilot.xml
TU-114/TU-114-set.xml
TU-114/TU-114-yasim.xml

New files are:

TU-114/Nasal/TU-114-altitude-hold-monitor.nas
TU-114/Nasal/TU-114-auto-landing.nas
TU-114/Nasal/TU-114-auto-takeoff.nas
TU-114/Nasal/TU-114-dropview.nas
TU-114/Nasal/TU-114-heading-hold-monitor.nas
TU-114/Nasal/TU-114-startup.nas
TU-114/Nasal/TU-114-tfa.nas
TU-114/Nasal/TU-114-trajectory-markers.nas
TU-114/Nasal/TU-114-yaw-monitor.nas
TU-114/Panels/Instruments/digital-prop.xml
TU-114/Panels/Instruments/digital-yaw.xml
TU-114/Panels/Instruments/Textures/trans-dgrey-bg.rgb
TU-114/Panels/Instruments/throttle-quadrant.xml

Redundant file that should be removed are:

TU-114/Nasal/TU-114.nas
TU-114/Panels/Instruments/digital-prop-pitch.xml
TU-114/Panels/Instruments/single-throttle-quadrant.xml
TU-114/Panels/Instruments/Textures/trans-green-bg.rgb
TU-114/Panels/Instruments/Textures/trans-grey-bg.rgb
TU-114/Panels/Instruments/Textures/trans-orange-bg.rgb
TU-114/Panels/Instruments/Textures/trans-purple-bg.rgb
TU-114/Panels/Instruments/Textures/trans-yellow-bg.rgb
TU-114/Systems/TU-114-electrical.xml


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2008-01-02_17:07:22 (curt)
/var/cvs/FlightGear-0.9/data/Aircraft/TU-114/Models/Elevation-marker.ac
/var/cvs/FlightGear-0.9/data/Aircraft/TU-114/Nasal/TU-114-altitude-hold-monitor.nas
/var/cvs/FlightGear-0.9/data/Aircraft/TU-114/Nasal/TU-114-auto-landing.nas
/var/cvs/FlightGear-0.9/data/Aircraft/TU-114/Nasal/TU-114-auto-takeoff.nas
/var/cvs/FlightGear-0.9/data/Aircraft/TU-114/Nasal/TU-114-dropview.nas
/var/cvs/FlightGear-0.9/data/Aircraft/TU-114/Nasal/TU-114-heading-hold-monitor.nas

Lee Elliott:

The update for the TU-114 includes:

Fixes for the 2d instruments
Fixes for the prop transparency animations
Re-writes of all the Nasal scripts.
YASim config tuning
Autopilot re-design.
Replaced the original AGL hold with the new TFA stuff.

I've also set the status to 'development' as there are still
important issues with the propeller-pitch.

The replacement files are:

TU-114/Models/TU-114-model.xml