[Flightgear-devel] Version numbers on the splash screen ?

2009-01-07 Thread Alexis Bory - xiii
Hi all,

I just thought that displaying Flightgear and the aircraft version 
numbers on the splash screen could help a bit the supporting effort we 
do on the forum and the users list.

Thinking out loud,

Alexis


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Re: [Flightgear-devel] Git advice

2009-01-07 Thread Tim Moore
James Turner wrote:
 On 27 Dec 2008, at 15:04, Tim Moore wrote:
 
 Here's my workflow for using git with the FlightGear sources in CVS.  
 Note that
 there are separate repositories for Fightgear, Simgear and the  
 Flightgear data.
 This is inconvenient and there may a workaround using git  
 submodules, but I
 haven't explored that yet.
 
 Finally got around to following this advice, thanks Tim. Two  
 questions: (for anyone who knows git, not just Tim)
 
   - when I want to sync the main repo with the cvs-import one, your  
 instructions say 'git fetch', but I seem to need to 'git pull' to get  
 the master branch in sync with the origin. It works fine, I guess I'm  
 just mis-understanding what fetch actually does?
 
As Thomas mentioned, git fetch only updates your local copy of the remote 
branches; git pull does that and then merges the remote branch with your 
local. I like to fetch and then rebase my local work without merging; it makes 
it much easier to get the commits into CVS via git-cvsexportcommit. When we 
move 
to git and publish (sometimes) personal branches, I'll probably switch back to 
git-pull.

 - when I rebase my topic branches (having fetch + pull-ed to the  
 master), I'm getting some (10 at the moment of these:)
 
 /Users/jmt/Code/Macflightgear/flightgear/FlightGear-git/.git/rebase- 
 apply/patch:31: trailing whitespace.
 
 I assume this is innocuous, but I wonder if anyone can explain what I  
 might have done to cause this?
Linus doesn't like whitespace at the end of lines or whitespace before a tab at 
the beginning of a line. Git can be configured to reject changes that introduce 
bogus whitespace, but by default just warns you.

Tim

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Re: [Flightgear-devel] X-15 update

2009-01-07 Thread flying.toaster
Hum experiencing some unexpected results.

I have reworked the engine parameters (the old files will definitely NOT work 
on the current version of FlightGear).
I have also removed all form of SAS so that I can start working in Nasal (to 
simulate hydraulics ...).

Here are the results. 

a/ The aircraft flies quite well without SAS . It is less stable, but also more 
responsive, as could be expected, and there is no longer the vibrating tail 
phenomenon (unlimited speed elevators). Also there is no longer the 
overresponse in pitch down.

b/ You can retain a LOT of aerodynamic control even at 400 000 feet. I expect 
this to be due to a wrong extrapolation of pressure/density for high altitude, 
but it is really a nuisance for the X15 since the aircraft went completely 
ballistic at 200 000ft. 500KIAS at those altitudes is just not convincing. Have 
to check whether this is really due to the modelling of atmosphere or improper 
computation of the Airspeed. If it is an issue with atmosphere, would it be a 
problem if I tried to extend the model to higher altitudes ?

c/ Having looked in the source of JSBSIM I read that a rocket connected to only 
a fuel tank is assumed to be a solid rocket. Annoying if you consider that 
hydrazine and hydrogen peroxide have been used as liquid monopropellants for 
restartable rockets (STS OMS and H2O2 RCS on the lunar lander come to my 
mind)...


 Message du 05/01/09 à 01h44
 De : Jon S. Berndt jonsber...@comcast.net
 A : flying.toas...@voila.fr, 'FlightGear developers discussions' 
 flightgear-devel@lists.sourceforge.net
 Copie à : 
 Objet : RE: [Flightgear-devel] X-15 update
 
 
 Sounds good. However, on the topic of the rockets (and if you are referring 
 to the existing JSBSim X-15 FDM), I just reworked the rocket engine code 
 shortly ago. Don't use the external_forces section for rocket control. I've 
 got tons of information on the X-15, some of which was gained using FOIA 
 requests. Nowadays, you can simply use the NTRS, like you mentioned.
 
 Jon
 
 
  -Original Message-
  From: flying.toaster [mailto:flying.toas...@voila.fr]
  Sent: Sunday, January 04, 2009 4:08 PM
  To: flightgear-devel
  Subject: [Flightgear-devel] X-15 update
  
  I have resumed work on the X-15.
  
   I want to model every single thing (from the last bottle of hydrogen
  peroxide to the historical launch sites) for three aircraft
  configuration :
  X15 #1 : Old style flight deck, old style SAS and RAS (later standing
  for Reaction Augmentation System).
  X-15 #2 : X-15A2 configuration with drop tanks and new airframe (the
  one that set the speed record and almost burnt in the process of doing
  so)
  X15 #3 : New style flight deck, Adaptive Flight Control System (a.k.a.:
  MH96), but basic airframe
  
  
  Here are a few hurdles I still have to overcome :
  
  I've got myself a lot of documentation (in part thanks to the Nasa
  Technical Report Server), yet some of the documentation may not be
  available for download (have to collect a list and then see if it can
  be ordered)
  
  Quite interestingly I guess there is some inconsistency in the
  references of the current FDM. Particularly, an article on the MH96 is
  mentionned as the basis of the SAS gains...That would make the current
  FDM representative of the X15 #3 configuration.  The thing I am missing
  is that the MH96 apparently used a feedback loop to vary the control
  gain, which I do not find in this FDM. What's more, the MH96 used a
  model of the aircraft in order to impose an artificial behavior (the
  aircraft remained at constant g at low speed without trim for
  instance). The original SAS was much simpler, the pilot choosing the
  gain according to the mission among 12 preset (discrete resistors !)
  values per axis
  
  I think I will have to resort to external forces for all rockets in the
  aircraft (including the main one). Rate of consumption for fuel and
  oxydizer needs to be adjusted according to which tank is tapped by
  which rocket (if you count Ballistic Control System, and the 2 stage
  igniter, there were something like 17 rockets on this aircraft). Some
  of the rockets use monopropellants (H2O2 for the ballistic controls)
  and even more gruesome, the APU is served by the same tanks as the
  reaction control rockets (BCS), and can be crossfed by the main engine
  turbopump supply.
  
   If anybody can give me help in the form of information and/or advice
  
  wish me luck ;)
  
  Consultez les
  dernires news dIndochine et coutez leur single Little Dollssur Musiline
  Voila! http://musiline.voila.fr/resume/235
  
  
  
  ---
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Re: [Flightgear-devel] Git advice

2009-01-07 Thread James Turner

On 7 Jan 2009, at 19:05, Tim Moore wrote:

 I like to fetch and then rebase my local work without merging; it  
 makes
 it much easier to get the commits into CVS via git-cvsexportcommit.  
 When we move
 to git and publish (sometimes) personal branches, I'll probably  
 switch back to
 git-pull.

Ah, that's interesting. I tried git-cvsexportcommit for the first time  
yesterday, and it worked okay (with me git-pulling to the local master  
and then rebasing my topic branches to it). But it makes sense (now)  
that I can fetch and rebase with no merging.

Thanks,
James


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Re: [Flightgear-devel] Git advice

2009-01-07 Thread John Denker
On 01/07/2009 01:19 PM, James Turner wrote:
 On 7 Jan 2009, at 19:05, Tim Moore wrote:
 
 I like to fetch and then rebase my local work without merging; it  
 makes
 it much easier to get the commits into CVS via git-cvsexportcommit.  
 When we move
 to git and publish (sometimes) personal branches, I'll probably  
 switch back to
 git-pull.
 
 Ah, that's interesting. I tried git-cvsexportcommit for the first time  
 yesterday, and it worked okay (with me git-pulling to the local master  
 and then rebasing my topic branches to it). But it makes sense (now)  
 that I can fetch and rebase with no merging.

That's all fine and true when spoken from one committer to another.

But for everybody else, the merge function exists for a reason.

Suppose a committer gets two patches, one from Wilbur and one
from Orville, and applies them both to the same file.  They
don't conflict, so all is well, and the committer can rebase
without merging.

However ... Wilbur will have to do a merge, and Orville will
have to do a merge.  This should be smooth and easy, since
the patches don't conflict, but it is still a merge.  The
merge function exists for a reason.


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[Flightgear-devel] FG ocean water shader / water region issue.

2009-01-07 Thread Vladimir Karmisin
Hello !
In past couple of weeks I wrote GLSL-based shader for fluid surfaces and now
trying to deploy it into FlightGear.
As far as I know - there's no diference between solid and liquid surfaces
from FG/SG point of view. In other words
- rivers, lakes, ocean are a part of TerraGear scenery (except OceanTiles
for non existent BTG-s of course).

To make shader work propertly - probally I have to embedd a fluids into
separate graph of scene (or into a subgraph
of terrain), and assign a StateSet, containing shader and all of it data to
it.

If anyone have any idea or suggestion - how water can be separated from
terrain, please drop me a note, right
now all idea I have is only to determine quality of a BTG object by
it's material name.

-- 
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ASTRA Development Inc.
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Re: [Flightgear-devel] FG ocean water shader / water region issue.

2009-01-07 Thread gerard robin
On mercredi 07 janvier 2009, Vladimir Karmisin wrote:
 Hello !
 In past couple of weeks I wrote GLSL-based shader for fluid surfaces and
 now trying to deploy it into FlightGear.
 As far as I know - there's no diference between solid and liquid surfaces
 from FG/SG point of view. In other words
 - rivers, lakes, ocean are a part of TerraGear scenery (except OceanTiles
 for non existent BTG-s of course).

 To make shader work propertly - probally I have to embedd a fluids into
 separate graph of scene (or into a subgraph
 of terrain), and assign a StateSet, containing shader and all of it data to
 it.

 If anyone have any idea or suggestion - how water can be separated from
 terrain, please drop me a note, right
 now all idea I have is only to determine quality of a BTG object by
 it's material name.
Hello
I am not sure that could answer your question, however i do use the following 
nasal script to know if there is water or solid  under.

terrain_under = func {
var lat = getprop(/position/latitude-deg);
var lon = getprop(/position/longitude-deg);
var info = geodinfo(lat, lon);
if (info != nil) {
if (info[1] != nil)
setprop(/environment/terrain,info[1].solid);
   #print(and it is , info[1].solid ? solid ground : covered by 
water);
   #debug.dump(geodinfo(lat, lon));
}else {
setprop(/environment/terrain,1);
}
settimer (terrain_under, 0.1);
}


 so :)

Happy new year

-- 
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J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


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[Flightgear-devel] [BUG] division by zero in YASim/Airplane.cpp (possibly caused by bad 787 model)

2009-01-07 Thread Csaba Halász
0x006a3b59 in yasim::Airplane::compileFuselage
(this=0xc066688, f=0x7f84f00bf930) at src/FDM/YASim/Airplane.cpp:512
512 float segWgt = len*wid/segs;
(gdb) p segs
$1 = 0
(gdb) p *f
$3 = {front = {-13.604, 0, 1.3998}, back = {-13.604, 0,
1.3998}, width = 5.901, taper = 0.10001,
  mid = 0, _cx = 1, _cy = 1, _cz = 1, _idrag = 1}

Possible cause in Aircraft/787/787.xml:
fuselage ax=-13.6 ay=0 az=1.4 bx=-13.6 by=0.00 bz=1.4
  width=5.9 taper=0.1 midpoint=0/

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Re: [Flightgear-devel] a few more bugs

2009-01-07 Thread John Denker
75:: As of 1.9.0, in the c182, the altimeter is not self-consistent.
There is an analog scale and a digital readout. It takes 10 clicks of
the Kollsman setting knob to move the digital readout ten hundredths
of an inch. It takes 14 or 15 clicks to rotate the analog scale the
corresponding amount.

Neither readout appears to produce entirely accurate altimetry,
although the analog scale is clearly worse. This is highly
unrealistic.

There exist other altimeter models that are both prettier and more
functional.


76:: Newton’s laws are still being violated by environment.cxx.

The pressure profile (P versus h) is incorrect.  This has many 
consequences. It greatly affects altimetery, but also affects 
engine performance, airfoil performance, et cetera. In particular 
it means the simulator fails to exhibit the HALT phenomenon 
(high altimeter because of low temperature).

For quantitative details on this, see
  http://www.av8n.com/fly/fgfs/htm/bug-list.htm

This bug has been known for years. The code to fix it was written
years ago, but not incorporated.


77:: In the default c172p model, sitting on the runway at KSFO, at
full power the engine consumes about 78 pph of fuel. So far, so good.

Now stop the engine by pulling the mixture to cutoff. I observe that
the fuel flow, as reported by the FDM via the property tree, settles
above 8 pph. That’s more than a gallon per hour, with no mixture and
no revs. That seems like rather a large leak.

Similar phenomena have been observed in other aircraft models.


78:: As of 1.9.0, in the c182rg, I observe that the menu item reload
panel doesn’t reload the panel. Shift-F3 doesn’t reload the panel
either.


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Re: [Flightgear-devel] segfault of the day

2009-01-07 Thread John Denker
79::As of 1.9.0, changing helvetica-bold to helvetica in e.g.
Instruments/altimeter.xml causes the cockpit/panel loader to
segfault.

  a) It would be nice if helvetica were supported.

  b) Failing that, if helvetica is called for it would be nice to print
  a warning and substitute some similar font.

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Re: [Flightgear-devel] a few more bugs

2009-01-07 Thread Ron Jensen
On Wed, 2009-01-07 at 17:34 -0700, John Denker wrote:
 77:: In the default c172p model, sitting on the runway at KSFO, at
 full power the engine consumes about 78 pph of fuel. So far, so good.
 
 Now stop the engine by pulling the mixture to cutoff. I observe that
 the fuel flow, as reported by the FDM via the property tree, settles
 above 8 pph. That’s more than a gallon per hour, with no mixture and
 no revs. That seems like rather a large leak.
 
 Similar phenomena have been observed in other aircraft models.

In the code FuelFlow_gph is the canonical property, FuelFlow_pph is only
calculated when we actually consume fuel.  Slamming the mixture to 0 at
a high fuel flow rate causes consumption to stop leaving the
FuelFlow_pph value unable to update and stuck indicating a high value.

If you'll notice, fuel is not actually flowing, its just an incorrect
indication.

Ron



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Re: [Flightgear-devel] a few more bugs

2009-01-07 Thread Jon S. Berndt
 In the code FuelFlow_gph is the canonical property, FuelFlow_pph is
 only
 calculated when we actually consume fuel.  Slamming the mixture to 0 at
 a high fuel flow rate causes consumption to stop leaving the
 FuelFlow_pph value unable to update and stuck indicating a high value.
 
 If you'll notice, fuel is not actually flowing, its just an incorrect
 indication.
 
 Ron

Still, this sounds like a code bug. I'll take a look.

Jon



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