Re: [Flightgear-devel] The use of models from other formats

2009-02-05 Thread Tim Moore
FGD ML wrote:
 Hi All,
 
 Just got directed to your list today. Hope I'm posting  this right as 
 that is a first for me too. Sorry if I goofed too.
Welcome!
 
 I'm one of a bunch of content makers, I recently had a conversation with 
 Stuart, and felt it worth exploring this a bit further with you all to 
 see if it has much of a future as an idea. Basically we have been 
 working with other sims for quite a few years, and I think between us we 
 have tried pretty much everything by now. We work from Lightwave, and 
 can't realistically afford to change from that. But then again neither 
 would we really want to as it works the best for us and what we do. It's 
 simple, uncluttered, concise, agile and robust.
 
 Pleased to see that the new OSG supports a format or two we can in 
 theory work with. I ran some tests today and while the format of .lwo is 
 obviously being noticed in the bowels of the thing, it does not show the 
 model as a visual result. So that is a problem that maybe needs some 
 further investigation.
 
I have zero experience with Lightwave, but if it's similar to the other big 
modeling packages, including Blender, then I would assume that its native file 
format is not suitable to be used directly in a game or real-time simulation. 
The set of possible modeling operations is just too rich for OSG to support, 
and 
the file format is designed for editing, not fast loading and display. What art 
path are you using now with the simulations that apparently aren't MSFS?
It would be most useful to inquire in the Lightwave community what people do 
for 
export to games. OSG supports DirectX .x files, Flight format, Collada, even 
plain .obj for geometry and textures; those all seem like better candidates for 
loading into Flightgear than .lwo.

An important concern is exporting animations that are stored in your Lightwave 
models. It's true that Flightgear does all model animations via XML files that 
are separate from the model files, but that's an artifact of the tools that 
Flightgear modelers have used to date. While it is convenient to have a 
human-readable format for animations, OSG does support animations directly in 
its scene graph and can construct them from loaded files. If you can export the 
pivots and sequences of your animations into one of the above file formats, 
then 
the remaining work is connecting Flightgear runtime properties with the 
controlling animation variables in the model. There would be some XML for you 
to 
write (I think), and we would need to support hooking into an OSG animation 
directly.

 One problem we can't do much about is that both AC3D and Blender have 
 issues beyond our control on the platform we use. AC3D can't run on 
 Windows build 6001 SP1 and above as far as we can tell, and this will be 
 set to get a lot worse with the advent of 7000 and up later this year. 
 At any rate it has an app crash as soon as it starts to run. Fixes are 
 inconsistent to that's not a solid proposition by then. Blender has 
 other issue related to what it wants in the way of python versions and 
 what is actually available for x64 quad based machines.

I don't know what to say about AC3D, but Blender has such a large community 
that 
I doubt you need to be suffering in isolation this way. Surely this is a known 
problem with a workaround?

 
 Having discovered all this we now need to find out about lightwave use 
 in flightgear directly. It's going to be work either way, and since it 
 seems able to use the stuff directly I can't see any point having 3rd 
 party stuff with issues in the way, especially since they also bloat the 
 files by a factor of 3 in many cases. 500K .lwo file becomes 1,500K .ac 
 file and loses all it's image maps into a not very good looking bargain.

There will be some bloat as you go from the modeler format to a real-time 
format. 300% is not outrageous.

...

 
 I mention this because there is no other way of getting a whole plane 
 from lightwave. Although I am not sure if collada might prove ok in that 
 respect and the latest version of lightwave has that as an export 
 possibility, but we've never had cause to try it to date.
 
 Lastly, I see form other posts in this context that there is great 
 mention of MSFS, but can I please say that we were not from there, we 
 have been making lately for sims very much closer in style to FG than 
 that. They are minority sims though it must be said, but we feel their 
 time may also be up shortly. Hence us looking over FG for the last 6 
 months or so to see if we could make it work. It's looking awfully close 
 to being possible based on what we found out about FG so far.
 
 We'd like to make stuff but we don't yet seem to have a fully working 
 route of choice. We just don't seem able to give it away. Which is a 
 little unusual!
 
As I said above, can you tell us about your present art path, and maybe what 
simulations you're targeting today?

Tim


Re: [Flightgear-devel] The use of models from other formats

2009-02-05 Thread Jon Stockill
Tim Moore wrote:

 I don't know what to say about AC3D, but Blender has such a large community 
 that 
 I doubt you need to be suffering in isolation this way. Surely this is a 
 known 
 problem with a workaround?

Before people spend too much time on that if you have a small sample 
model that you could upload somewhere I'd be happy to try and work 
through the conversion process in blender to determine what's required 
to get acceptable results - once you're happy it *can* be converted 
properly we can worry about how to achieve that on your platform.

Jon

--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] YASim sliding helicopters bug

2009-02-05 Thread Martin Spott
Jon S. Berndt jonsber...@comcast.net wrote:

 Well, just very few years ago 'we' (TM) had a patch in our budget that
 would have allowed JSBSim to do excellent simulation of a tire's
 contact area. Some of us have seen with their own eyes that the guy
 (the submitter of the respective patch) obviously knows about how to
 properly deal with the topic.

 Can you give me some more information about the specifics of the patch you
 are talking about? Feel free to contact me via email, if needed. If you are
 referring to the patch I think you are referring to, I certainly agree that
 the guy knows what he is doing with respect to the solution of such a
 difficult modeling problem. If I recall correctly (and I'm not certain that
 I do - particularly today because I am home with a really nasty fever and
 cold) there was a lot of additional overhead and infrastructure that was
 needed to make it work, and it was  a pretty large alteration of the
 existing JSBSim codebase. I may be recalling the wrong modification. 

Well, this matches with my memories about the respective patch - as far
as I can tell there was just this single approach at contributing a
rewrite of the tire/ground reaction feature to JSBSim.

If I summarize correctly then we a) still don't have a single FDM in
FlightGear that does proper simulation of this feature and b) it looks
like major changes are required to get it going.

To put it a bit provoking (no personal offense intended!) for the sake
of getting the status right, this looks to me that we're never going to
have this feature of proper tire/ground reaction simulation in
FlightGear simply because the involved folks prefer to play around with
smaller, 'approximative' workarounds forever instead of biting the
bullet just once. Right ?

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] The use of models from other formats

2009-02-05 Thread FGD ML
2009/2/5 Jon Stockill li...@stockill.net

 Tim Moore wrote:

  I don't know what to say about AC3D, but Blender has such a large
 community that
  I doubt you need to be suffering in isolation this way. Surely this is a
 known
  problem with a workaround?

 Before people spend too much time on that if you have a small sample
 model that you could upload somewhere I'd be happy to try and work
 through the conversion process in blender to determine what's required
 to get acceptable results - once you're happy it *can* be converted
 properly we can worry about how to achieve that on your platform.


Yes a link to some basic cubes was in my previous message.

I'm starting to guess collada may have the answers to all of this. Assuming
it can do what has been touted for it. I got a horrid little feeling it
could be messy due to what must surely be some rather hefty compromise
though. It would be in it's nature given what it sets out to do.

-- 
Cheers,
Ian
--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] The use of models from other formats

2009-02-05 Thread FGD ML
2009/2/5 Tim Moore timo...@redhat.com

 FGD ML wrote:
  Hi All,
 
  Just got directed to your list today. Hope I'm posting  this right as
  that is a first for me too. Sorry if I goofed too.
 Welcome!


Thanks, that feels a whole lot better now! (seriously!)

I'm going to work through this a part at a time as there's a lot of good
issues which it raises and I'd like to do it all justice where I can, senior
moments aside of course! g


 I have zero experience with Lightwave, but if it's similar to the other
 big
 modeling packages, including Blender, then I would assume that its native
 file
 format is not suitable to be used directly in a game or real-time
 simulation.


Well, no, it's quite unlike them, which is partly why we chose to use it.
But I'd admit to some serious and very long standing bias there. In
lightwave the format is adequately agile for real time video preview using
DirectX but of far more interest to us, opengl, LW has been into using OGL
for far longer than it has DirectX.


 The set of possible modeling operations is just too rich for OSG to
 support, and
 the file format is designed for editing, not fast loading and display.


That is also probably one of the many reasons that Newtek (makers) split the
job it into two discreet programs;

The modeller produces finished objects, with ALL surface and image mappings
(including defining bump mapping) all fully addressed, more fully than I
have ever seen it done anywhere else too. These bear the .lwo extension.

Multiple model objects made by that can then be loaded into the layout
software to construct a scene, which would ultimately go on to be rendered
out to tape or film to use as special effects in tv and movies, titanic and
babylon five and all that stuff which folk seem to like to tra-la about in
the blurb! It also does good stills with quite an arsenal of real world
cameras and lenses modelled too. Most people don't spot that right away but
it does it rather well I've found.

This scene can be lit and set up for motion as required, and then saved as a
scene file, these are the .lws file you'll sometimes see with lightwave
stuff. This software also allows some additional texture tweaking and things
but that is not it's main purpose.

So we end up with all the parts of a plane (or any other vehicle) in place
and all hinged off of each other where that is desired.

This gives so many useful options from the FG stand point it's like waking
up on Christmas morning to find that Santa brought you, well, just about
everything,  if one chooses to make use of what is there of course.


 What art
 path are you using now with the simulations that apparently aren't MSFS?


We have a plugin in for the current one, it's serves up some basically
functional DirectX. The sims are not overly advanced so any lacking there
would be in there is not a problem as the sim never gets as far as
discovering a lack if there was one.

I'll break there and come back with more where it seems it might be useful.
Do please nudge me if I missed anytihng that is a burning issue for you
though.

Oh and Newtek are renowned in the industry for good docs and an SDK, with a
pretty open approach to 3rd party software solution producers, freeware and
for money alike. Looks like fertile ground to me.

-- 
Cheers,
Ian
--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] YASim sliding helicopters bug

2009-02-05 Thread Jon S. Berndt
 
 To put it a bit provoking (no personal offense intended!) for the sake
 of getting the status right, this looks to me that we're never going to
 have this feature of proper tire/ground reaction simulation in
 FlightGear simply because the involved folks prefer to play around with
 smaller, 'approximative' workarounds forever instead of biting the
 bullet just once. Right ?
 
 Cheers,
   Martin.


Not quite. I'll write more this evening. Off to work, now.

JB



--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] terrasync - location change improvements

2009-02-05 Thread Alex Perry
Thank you, those are both useful bug reports with the approach I took.
 Let me come up with clean fixes for both of them and then get back to
you.

On Wed, Feb 4, 2009 at 11:57 PM, Frederic Bouvier fredfgf...@free.fr wrote:
 Hi Alex,

 your version compiles under windows, but needs a continuous feed of messages 
 to work. So it doesn't work with the new fgrun button that send a positional 
 message to get a chunk of scenery without having to start the simulator. 
 Moreover, I also thought about a tile cache that will prevent refetching an 
 already downloaded tiles, but it would need to stop terrasync to have updates 
 ( objects are added continuously to the repository ) or implement a 
 sophisticated aging mechanism.

 So, in other words, I am not keen to commit your changes as they are.

 -Fred

 - Alex Perry a écrit :

 Following up on Fred's improvement to maintain a queue of pending
 tile
 syncs, the attached version extends the deque to a priority ordered
 list and also ensures we never repeat a sync that's already just been
 performed.  Consequently, we're now as responsive as possible to the
 location change menu item.

 I'd appreciate if someone could check that this compiles under
 Windows
 and then commit.

 --
 Frédéric Bouvier
 http://my.fotolia.com/frfoto/  Photo gallery - album photo
 http://fgsd.sourceforge.net/   FlightGear Scenery Designer


 --
 Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
 software. With Adobe AIR, Ajax developers can use existing skills and code to
 build responsive, highly engaging applications that combine the power of local
 resources and data with the reach of the web. Download the Adobe AIR SDK and
 Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel


--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] The use of models from other formats

2009-02-05 Thread LeeE
On Wednesday 04 February 2009, FGD ML wrote:
 Hi All,

 Just got directed to your list today. Hope I'm posting  this
 right as that is a first for me too. Sorry if I goofed too.

 I'm one of a bunch of content makers
[snip...]

Re the choice of model format; have you got a .3ds exporter for LW?  
That may be the easiest route for the time being.  I believe it is 
as well supported as the .ac format in FG as the A-380 uses several 
model sub-objects that are in this format.  I'm afraid that I can't 
tell you what the workflow is for that format though as I've never 
used it myself.

Are you used to using multiple textures on individual objects, or 
are you normally restricted to a single texture per object?  If you 
normally use several textures then this may be an issue; once 
again, having not used the .3ds format, I don't know if it supports 
multiple textures, and if so, whether that feature is supported in 
OSG.

Another issue that may be problematic is that there are no bones or 
IK in the FG animation system.  This isn't a show stopper and most 
animations don't need them, but it can make animating linked 
animations i.e. gear-linkages more time consuming; you'll have to 
work out and use interpolation tables for non-linear animations.  
The ordering of nested animations can also be time-consuming to 
sort out, but I've always found a way to do things in the end.

There's also the issue that atm, the only way to check that an 
animation works properly is via a full run of FG, so you may find 
that you're spending more time waiting for FG to load than actually 
checking the animation.

One tip when sorting out landing gear animations is to temporarily 
bind the animation axis you're working on to something like the 
rudder; you can then check that the gear extend  retract and 
linkage  compression animations etc. animate correctly by just 
using the rudder control; because you have to run to full sim to 
check your animations, retracting the gear while on the ground will 
just crash the aircraft.

LeeE

--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] YASim sliding helicopters bug

2009-02-05 Thread Diogo Kastrup
Em Qui, 2009-02-05 às 11:34 +, Martin Spott escreveu:
 To put it a bit provoking (no personal offense intended!) for the sake
 of getting the status right, this looks to me that we're never going
 to
 have this feature of proper tire/ground reaction simulation in
 FlightGear simply because the involved folks prefer to play around
 with
 smaller, 'approximative' workarounds forever instead of biting the
 bullet just once. Right ?

As far as I know, this spring and damper around a stuck point is the
method used even on race simulators. The best way to explain its
principle is to compare it to the flexibility of the wheel rubber and
the gear structure itself. After all fixed body physics don't really
exist.

Right now my code uses a 1cm long spring, it is not that much and I
believe it could be reduced even more. To really give the best result
with every plane, more information on the gear, and changes to the
aircraft definition format, would be required. What I think may be
acceptable.

The bigger problem with this approach is the Carrier, but I don't see
why it shouldn't work. Although I haven't got it working so far. I hope
this can be solved soon, so I can send the patch as a proof of concept.
IMHO it is working pretty well on land.

Diogo


--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] YASim sliding helicopters bug

2009-02-05 Thread Melchior FRANZ
* Diogo Kastrup -- Thursday 05 February 2009:
 The bigger problem with this approach is the Carrier, but I
 don't see why it shouldn't work. Although I haven't got it
 working so far. I hope this can be solved soon, so I can
 send the patch as a proof of concept. IMHO it is working
 pretty well on land. 

Excellent! And even if it doesn't work that well on the carrier,
that's still a whole lot better than now, where it doesn't work
well on either the carrier or on land. Carrier decks only cover
a small part of the world, too.  ;-)

m.

--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] fuel gauges ...

2009-02-05 Thread syd adams
Hello
--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] fuel gauges ...

2009-02-05 Thread syd adams
Hello ,
 I would like to know if the jsbsim 'consumables/fuel/tank[?]/level-lb'
property name could be changed to level-lbs for compatability sake ...
Currently I have to chech the condition of that property to properly animate
a fuel gauge  and to me , level-lb just doesnt read right ... tanks hold
more than a pound ...
I think I brought this up quite a while back but dont remember the response
.
Cheers
--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] fuel gauges ...

2009-02-05 Thread Anders Gidenstam
On Thu, 5 Feb 2009, syd adams wrote:

 Hello ,
 I would like to know if the jsbsim 'consumables/fuel/tank[?]/level-lb'
 property name could be changed to level-lbs for compatability sake ...
 Currently I have to chech the condition of that property to properly animate
 a fuel gauge  and to me , level-lb just doesnt read right ... tanks hold
 more than a pound ...
 I think I brought this up quite a while back but dont remember the response

Hi,

IIRC that property is created in JSBSim.cxx (the FG-JSBSim interface) and 
is one of the ones I'm itching to rename. If I rename it we do need to 
track down all uses of it in FG/CVS and fix them on the next FG-JSBSim 
synchronization.
Anyone with CVS data access willing to help with that?

If we get started with that we could also change all JSBSim 
aircraft using /engines/engine[x]/mp-osi for sound or animations to use 
mp-inhg as both those properties are actually in inHg (I'd like to 
remove the misnamed mp-osi property from JSBSim.cxx).

Cheers,

Anders
-- 
---
Anders Gidenstam
WWW: http://www.gidenstam.org/FlightGear/

--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


[Flightgear-devel] Q: OpenGL version requirement for FlightGear 1.9.1

2009-02-05 Thread David L. Page
What are the OpenGL version requirements for FlightGear 1.9.1?

I haven't found a reference in FG documentation, yet. I have only seen
specifications for the latest nVidia or ATI cards.

Best regards,

--Dave


-- 
David L. Page
Knoxville, Tennessee
davidp...@ieee.org
865.607.8192
--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] The use of models from other formats

2009-02-05 Thread FGD ML
2009/2/5 Tim Moore timo...@redhat.com


 It would be most useful to inquire in the Lightwave community what people
 do for
 export to games.


Well this would always depend on the game in question as that is what
generally calls the shots in the main.


 OSG supports DirectX .x files, Flight format, Collada, even
 plain .obj for geometry and textures; those all seem like better candidates
 for
 loading into Flightgear than .lwo.


Well to take that in an assorted order but trying to logically link it all
together:

.lwo is probably directly analogous to .obj it's only a single solitary
object with no facility to contain animation data as far as I know. I've not
got any software that writes the .obj format natively so I can't say whether
it's any better or any worse at doing that job than a .lwo can; I'd be
surprised if the .lwo was found lacking in any way, and can easily imagine
it doing it better than many or even most and at least equal to any other.

DirectX differs from those two as it can and often will contain multiple
frames and animation point info, frequently with several individual objects
collected together and each of their local axis known, honoured and acted
upon. It may be that collada can carry this much info too. So this is more
of a container format than an actual object format, for want of a better
description. As I have mentioned before this has an analog in the .lws file
in lightwave parlance.

As for flight format I've never even seen one, where has that been used out
of interest? I've no idea which of these two styles it falls into, perhaps
you could enlighten on that? I'm always interested to know a bit more.

The more I think about all this the more I am wondering if it might not just
be an absolute master stroke if flightgear had it's own xml format for
laying out the various parts to  a vehicle and where they all live relative
to each other,  where and how they sit at rest, and then, since OSG is on
hand with it's multiple file reading abilities, it's not too far from
plausible to imagine it could even handle a plane made with multiple format
parts assembled by it. Which would be quite a breathtaking possibility,
although the point of it is a bit less than obvious. What it would do though
is allow any format that OSG can handle to be used to put together a fully
working plane no matter what. All this via the existing animation
facilities! Seems like huge value seen in those terms I'd have to guess.

Sorry I may be  bit slow responding for the next day or so, I've had some
ill health issues giving me hell today, and have no idea how long it may
decide to play up for. It flares up from time to time and is pretty painful
which wears me down somewhat! Probably be OK again in a day or so. It
normally goes that way.

-- 
Cheers,
Ian
--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] fuel gauges ...

2009-02-05 Thread syd adams
And since I brought it up , yes, I'll track down and make the required
animations changes . (If the other aircraft modellers have no objection).

On Thu, Feb 5, 2009 at 4:09 PM, Jon S. Berndt jonsber...@comcast.netwrote:

 Sounds like a good idea to me to change it to lbs.

 Jon


  -Original Message-
  From: Anders Gidenstam [mailto:anders-...@gidenstam.org]
  Sent: Thursday, February 05, 2009 2:55 PM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] fuel gauges ...
 
  On Thu, 5 Feb 2009, syd adams wrote:
 
   Hello ,
   I would like to know if the jsbsim 'consumables/fuel/tank[?]/level-
  lb'
   property name could be changed to level-lbs for compatability sake
  ...
   Currently I have to chech the condition of that property to properly
  animate
   a fuel gauge  and to me , level-lb just doesnt read right ...
  tanks hold
   more than a pound ...
   I think I brought this up quite a while back but dont remember the
  response
 
  Hi,
 
  IIRC that property is created in JSBSim.cxx (the FG-JSBSim interface)
  and
  is one of the ones I'm itching to rename. If I rename it we do need to
  track down all uses of it in FG/CVS and fix them on the next FG-JSBSim
  synchronization.
  Anyone with CVS data access willing to help with that?
 
  If we get started with that we could also change all JSBSim
  aircraft using /engines/engine[x]/mp-osi for sound or animations to use
  mp-inhg as both those properties are actually in inHg (I'd like to
  remove the misnamed mp-osi property from JSBSim.cxx).
 
  Cheers,
 
  Anders
  --
  ---
  
  Anders Gidenstam
  WWW: http://www.gidenstam.org/FlightGear/
 
  ---
  ---
  Create and Deploy Rich Internet Apps outside the browser with
  Adobe(R)AIR(TM)
  software. With Adobe AIR, Ajax developers can use existing skills and
  code to
  build responsive, highly engaging applications that combine the power
  of local
  resources and data with the reach of the web. Download the Adobe AIR
  SDK and
  Ajax docs to start building applications today-
  http://p.sf.net/sfu/adobe-com
  ___
  Flightgear-devel mailing list
  Flightgear-devel@lists.sourceforge.net
  https://lists.sourceforge.net/lists/listinfo/flightgear-devel



 --
 Create and Deploy Rich Internet Apps outside the browser with
 Adobe(R)AIR(TM)
 software. With Adobe AIR, Ajax developers can use existing skills and code
 to
 build responsive, highly engaging applications that combine the power of
 local
 resources and data with the reach of the web. Download the Adobe AIR SDK
 and
 Ajax docs to start building applications today-
 http://p.sf.net/sfu/adobe-com
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel

--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] fuel gauges ...

2009-02-05 Thread syd adams

 If we get started with that we could also change all JSBSim
 aircraft using /engines/engine[x]/mp-osi for sound or animations to use
 mp-inhg as both those properties are actually in inHg (I'd like to
 remove the misnamed mp-osi property from JSBSim.cxx).

 Cheers,

 Anders


Ah yes , I always wondered about those duplicates , but never really looked
into it  but I agree that one should be enough :)
--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] fuel gauges ...

2009-02-05 Thread syd adams
On Thu, Feb 5, 2009 at 4:09 PM, Jon S. Berndt jonsber...@comcast.netwrote:

 Sounds like a good idea to me to change it to lbs.

 Jon

 Oh good . Thanks Jon . I'll send a patch after I test it better to make
sure I don't break anything , and find all other uses of it ,  unless Anders
has beat me to it :)
Cheers
--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] fuel gauges ...

2009-02-05 Thread syd adams
Hello ,
Ok, I have everything in the data folder converted to /level-lbs.
(The Concorde was a bit of a nightmare) ... :)
If someone could commit the patch , I'm ready to commit the data ...
Thanks .
--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] YASim sliding helicopters bug

2009-02-05 Thread Jon S. Berndt

  To put it a bit provoking (no personal offense intended!) for the sake
  of getting the status right, this looks to me that we're never going to
  have this feature of proper tire/ground reaction simulation in
  FlightGear simply because the involved folks prefer to play around with
  smaller, 'approximative' workarounds forever instead of biting the
  bullet just once. Right ?
 
  Cheers,
  Martin.
 
 
 Not quite. I'll write more this evening. Off to work, now.
 
 JB


OK. The answer to your question (which is really more like an assertion
disguised as a question ;^) follows below.

There are many kinds of simulations, that all address particular needs. Are
we talking about a training simulator, or an engineering simulator, or an
entertainment simulator, or ... ? In my day job I work on a sophisticated
launch vehicle simulator. For our specific uses, we are not overly concerned
about the exact dynamics of the vehicle during its flight, but we are
concerned that the launch vehicle arrives at a particular point in time and
space with a particular state, so we can test the abort systems. The level
of fidelity for the various subsystem models should be driven by the purpose
or intended use of the simulator.

In the case of ground reactions for JSBSim, from the start we noticed that
it is difficult to model ground reactions when at rest or at small velocity.
The wheel slip angle, for instance, varies wildly in JSBSim when no
filtering or other compensation is used:

http://jsbsim.sourceforge.net/NoFiltering.png

If the output is filtered at the frame rate, the slip angle doesn't
oscillate quite so fast, but it's still bad:

http://jsbsim.sourceforge.net/FilteringOn.png

If the forces are ramped down to zero below some threshold, the dynamics
improve greatly:

http://jsbsim.sourceforge.net/FilterAndRamp.png

Finally, adjusting the longitudinal and lateral ramp thresholds can improve
response even more. Note the scale on the left side of the plot:

http://jsbsim.sourceforge.net/FilterAndRamp2.png

So, I have to ask you: what is proper tire/ground reaction? With a few
lines of code I've reduced the ground reactions artifacts for the f-16 to
very small levels - and I really haven't optimized them, yet. They could
maybe be improved even more. 

So what is the cost/benefit to adding more code to do gear modeling more
precisely? How much would the user really notice the difference? If we model
the ground reactions to such high fidelity, should we then also model the
aero characteristics using the Navier Stokes equations? There are always
tradeoffs in simulation. In the case of JSBSim, I am hoping to model ground
reactions so that the end user is satisfied with the response.

There's not a simple answer to this question. 

There is definitely a need for more documentation on our gear modeling, and
perhaps some software tools for people to use when creating the landing gear
portion of a JSBSim configuration file.

Jon




--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] The use of models from other formats

2009-02-05 Thread Arnt Karlsen
On Thu, 5 Feb 2009 11:07:45 +, FGD wrote in message 
9dfda0650902050307n513838b7x6f06bca893b2b...@mail.gmail.com:

 2009/2/5 Jon Stockill li...@stockill.net
 
  Tim Moore wrote:
 
   I don't know what to say about AC3D, but Blender has such a large
  community that
   I doubt you need to be suffering in isolation this way. Surely
   this is a
  known
   problem with a workaround?
 
  Before people spend too much time on that if you have a small sample
  model that you could upload somewhere I'd be happy to try and work
  through the conversion process in blender to determine what's
  required to get acceptable results - once you're happy it *can* be
  converted properly we can worry about how to achieve that on your
  platform.
 
 
 Yes a link to some basic cubes was in my previous message.

..???  I could not find that link.  Lost message?

 I'm starting to guess collada may have the answers to all of this.
 Assuming it can do what has been touted for it. I got a horrid little
 feeling it could be messy due to what must surely be some rather
 hefty compromise though. It would be in it's nature given what it
 sets out to do.
 


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

--
Create and Deploy Rich Internet Apps outside the browser with Adobe(R)AIR(TM)
software. With Adobe AIR, Ajax developers can use existing skills and code to
build responsive, highly engaging applications that combine the power of local
resources and data with the reach of the web. Download the Adobe AIR SDK and
Ajax docs to start building applications today-http://p.sf.net/sfu/adobe-com
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel