Re: [Flightgear-devel] control an aircraft from a file
John Waget ha scritto: hello, need helps for this: Instead of controlling an aircraft through keyboard, yoke or pedals, I want to provide the control commands from a file or program. What should I do? the best way I think is to use the flightgear telnet connection and create a script that reads command from the file/program and send the yoke/rudder/throttle etc... positions to fg. -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] control an aircraft from a file
JSBSim has a scripting capability that is used to execute runs in its standalone mode. I've always intended to make it usable when integrated with a simulation architecture such as FlightGear, as well. Theoretically, it should be possible now. From: Harry Campigli [mailto:harryc...@gmail.com] Sent: Monday, April 13, 2009 11:28 PM To: FlightGear developers discussions Subject: Re: [Flightgear-devel] control an aircraft from a file John I am no expert but depending on what you what to do, one easy option is to use an existing io format. FG is rich in the interfacing department and the property tree arrangement makes hooking in most contols possible and easy. FG has an option to replay from file you could investigate, another is the generic io protocol. This is how i interfaced most of my hardware originally and you dont need to modify any FG code, just write an xml file. The flight gear io protocols all support a socket interface, I suggest you have a look in /src/network and you will find that sending control data into FG with a string is not difficult. Have a look at the Atlas.c as an example. Harry On Tue, Apr 14, 2009 at 8:03 AM, John Waget jwa...@gmail.com wrote: hello, need helps for this: Instead of controlling an aircraft through keyboard, yoke or pedals, I want to provide the control commands from a file or program. What should I do? thanks John -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] ridge lift, need some help
So I have made another version, this one doesn't seem to throw NaNs, at least for me. In the same time, I have prepared environment.cxx, so that we can mix both thermal and ridge lift. This is easy with just adding 2 properties, thermal_lift_fps and ridge_lift_fps, and mixing the 2 ones when asked for wind_from_down_fps, and asking the AI thermals to write to thermal_lift_fps instead of wind_from_down_fps. So what I want to do now, is to write a class that continuously writes to ridge_lift_fps, but that would not be dependant of the AI system. I have tried and tried, but I'm afraid this goes beyond my knowledge of C++ and of the FG structure. I would simply put it in environment.cxx, but I need to check for the elapsed time , in order to avoid sampling the ground too often, thus my idea of making it in a separate class, with its own dt. Where could this be done ? I did not manage to get my class alive or updated. Maybe there is no need for a new class ? How would you do that ? Any help would be very appreciated :) The files for what I wrote so far are in : www.bentha.net/fgfs/ridge-lift/ridge-lift-in-environment.zip Patrice -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] aircraft modeling question
My questions is this ... from a modeling perspective, can that 2nd aircraft be animated with absolute lon/lat/elev and roll/pitch/yaw degrees? Or would we need to compute an X, Y, Z offset in meters for the second aircraft? It would be a pain to figure out the orientation transform relative to the original aircraft ... can the secondary aircraft be animated with absolute angles relative to the world coordinate frame? (For animating the 2nd aircraft, I imagine we'd create some set of custom property names, and I'd drive them externally via some network/file protocol ... maybe creating a custom configuration for the generic protocol.) Don't know if I understand you right, but if you want to create arbitrary aircraft with independent position and attitude values, you might want to use the multiplayer protocol. If you fake the mp-server, you might inject any number of aircraft into your scene. Torsten -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] aircraft modeling question
Torsten Dreyer ha scritto: Don't know if I understand you right, but if you want to create arbitrary aircraft with independent position and attitude values, you might want to use the multiplayer protocol. If you fake the mp-server, you might inject any number of aircraft into your scene. Torsten I agree with Torsten, further it could be nice (And I think easy too, working with the liveries png) to make a semi transparent aircraft that could be the Real positioned aircraft or the Algorithmic positioned one. Using a second aircraft and faking the multi player protocol is quite easy, how do you wish to proceed? If this algorithm will output position and rotation values and they can be inserted in the property tree, a program attached with the telnet port could register both the real coordinates/orientation and the algorithmic ones regularly (i.e. every 0.1 sec) into a csv file, with the acquisition time too (Starting from 0). Does a script like this exist yet ? if now I could provide it for you (python, C, php or java), my tip: python data could be pushed into a database too (i.e. mysql or postgres), and we could generated a graph with two data for every parameter (real one and algoritmic one). Further I think (With a little help from a friend of mine) I could create a 3d file (used in blender) that shows in 3d the 2 paths, just like a 3d graph. Cheers Francesco -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Brisa Francesco Via Gabelli 16 22077 Olgiate Comasco (CO) http://brisa.homelinux.net france...@brisa.homelinux.net __ / / / / /___ ___ / / __/ / __ / / / __ \/ __ `__ \/ __ \ / /_/ / /___ /_/ / /___/ /_/ / / / / / / /_/ / \/_/\/\/_/ /_/ /_/\/ http://www.gl-como.it My public gpg key: http://minsky.surfnet.nl:11371/pks/lookup?op=getsearch=0xC67DC12DC4361693 -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] bo105: updated texture coordinates and fake GI texture
Hi all, I edited the Bo105 model and posted my changes on http://wiki.flightgear.org/index.php/MBB_Bo_105 , but I really don't know whether that is the right place for something like this, so I thought I'd ask here. Also, I think this should be committed (at least the texture coordinate update), because at the moment the model is praktically untexturable. So, my questing is, what is the process for something small like this? Is there a bugtracker somewhere? TIA, David. -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] bo105: updated texture coordinates and fake GI texture
Uh I'm pretty sure that the author will be not very eh.. happy with this changes, at least with the changes on the wiki. To my knowledge he is still working on that and the last thing I know about the mapping was that he is still on that! Before you make some changes on a aircraft when the author is still around, please ask him, if he will be happy with. That's something I thik I speak for all aircraft developers. It don't mean we don't want any help- but sometimes the help goes in the wrong direction or the author is still adding things, so the work was for nothing. Kind regards HHS Hi all, I edited the Bo105 model and posted my changes on http://wiki.flightgear.org/index.php/MBB_Bo_105 , but I really don't know whether that is the right place for something like this, so I thought I'd ask here. Also, I think this should be committed (at least the texture coordinate update), because at the moment the model is praktically untexturable. So, my questing is, what is the process for something small like this? Is there a bugtracker somewhere? TIA, David. -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] bo105: updated texture coordinates and fake GI texture
Heiko Schulz wrote: Uh I'm pretty sure that the author will be not very eh.. happy with this changes, at least with the changes on the wiki. To my knowledge he is still working on that and the last thing I know about the mapping was that he is still on that! Before you make some changes on a aircraft when the author is still around, please ask him, if he will be happy with. That's something I thik I speak for all aircraft developers. It don't mean we don't want any help- but sometimes the help goes in the wrong direction or the author is still adding things, so the work was for nothing. Kind regards HHS Sorry, I don't mean to step on anyones toes. The problem with the texture coordinates just seemed like an unintentional mistake (I didn't need to change them much, just a bit of scaling/translating), so this seemed like an easy way to make this model look better (with textures). Also, where would I contact the author of a 3d model, the wiki doesn't have any contact info? Is there another list dedicated to graphics? Thanks, David. -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] bo105: updated texture coordinates and fake GI texture
Hi, The wiki is nice, contains a lot of informations, but it is done mostly by users, and yes, the author isn't named there. But the author name is listed in every -set.xml, so this gives you a first hint. Sometimes there is also a Readme in the file, where the full email is stored. For proposing changes on aircrafts this mail-list is the correct place for that, and I'm sure, when Melchior is around he will probably answer. But proposing on the wiki wasn't very lucky- the wiki is just a place for collecting informations, tutorials and other stuff about FGFS. For all things regarding developing etc. the devel-mail-list is the better place. Kind regards HHS Sorry, I don't mean to step on anyones toes. The problem with the texture coordinates just seemed like an unintentional mistake (I didn't need to change them much, just a bit of scaling/translating), so this seemed like an easy way to make this model look better (with textures). Also, where would I contact the author of a 3d model, the wiki doesn't have any contact info? Is there another list dedicated to graphics? Thanks, David. -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] FGWalk launcher program
Hi I have completed a working version of a basic launcher program that does not need any additional libraries to run. Project is on SourceForge . Pls comment . Web page is http://www.geocities.com/invent6620032003/FGWalk/index.html -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] aircraft modeling question
On Tuesday 14 April 2009, Curtis Olson wrote: I'm involved in a project where we are developing, refining, and tuning a fairly advanced algorithm that fuses inertial data (gyro accelerometer) with gps data to produce a pretty accurate attitude and location estimate. (The algorithm will be released as open-source.) One difficult part of this project is that when we are working with real world sensor data and real world aircraft (or UAV's) we have no truth reference. Our algorithm produces an answer, but we have no idea exactly how close we are to the truth because we don't have any way to record the true location and attitude on a real flight. (And even if we did have a way to record the flight parameters, we would be trying to match more accurate sensors, and better algorithms, but still not the truth.) FlightGear is useful for truth testing because we can fly some flight profile and record the sequence of all the exact locations and attitude angles. We can also record all the perfect sensor readings and later optionally add noise and other real world artifacts. This way we can create a realistic data set of sensor values along with the true location and attitude at every time step for an entire flight profile. We can run the data through our algorithm and work on tuning and refining it to produce optimal results. This is all very nice, but it would be cool to use FlightGear as a visualization tool for the final result. What would be really nice is to animate/replay the true flight of the aircraft and then superimpose the estimated aircraft position and orientation. One way to do this would be to create a version of an aircraft that has a second copy of itself with the ability to offset it's position and orientation from the true model. My questions is this ... from a modeling perspective, can that 2nd aircraft be animated with absolute lon/lat/elev and roll/pitch/yaw degrees? Or would we need to compute an X, Y, Z offset in meters for the second aircraft? It would be a pain to figure out the orientation transform relative to the original aircraft ... can the secondary aircraft be animated with absolute angles relative to the world coordinate frame? (For animating the 2nd aircraft, I imagine we'd create some set of custom property names, and I'd drive them externally via some network/file protocol ... maybe creating a custom configuration for the generic protocol.) Thanks, Curt. I think that if you're trying to do it via animation you can only do it relative to the main aircraft position and attitude because all the aircraft animations are relative to its frame of reference; there's no absolute frame of reference where you could specify an absolute location or attitude. This is the method I used for the old and now defunct SeaHawk-pair, as well as for high-elevation terrain markers and navigation target markers. Working out the relative animations isn't too difficult though; if you've got an absolute lat/lon it's easy enough to find the relative offsets using the Nasal Geo functions. LeeE -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] aircraft modeling question
My questions is this ... from a modeling perspective, can that 2nd aircraft be animated with absolute lon/lat/elev and roll/pitch/yaw degrees? Or would we need to compute an X, Y, Z offset in meters for the second aircraft? It would be a pain to figure out the orientation transform relative to the original aircraft ... can the secondary aircraft be animated with absolute angles relative to the world coordinate frame? Hi, you can have a look in tanker.nas, where the tanker move using direcly his lat, lon, alt, and differents inclinaisons with no relative reference, but be sure to not make your model solid, or you may have a lot of crashs. my2 cents jano -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] aircraft modeling question
On Tue, 2009-04-14 at 19:58 +0200, francesco wrote: Torsten Dreyer ha scritto: Don't know if I understand you right, but if you want to create arbitrary aircraft with independent position and attitude values, you might want to use the multiplayer protocol. If you fake the mp-server, you might inject any number of aircraft into your scene. Torsten I agree with Torsten, further it could be nice (And I think easy too, working with the liveries png) to make a semi transparent aircraft that could be the Real positioned aircraft or the Algorithmic positioned one. Using a second aircraft and faking the multi player protocol is quite easy, how do you wish to proceed? If this algorithm will output position and rotation values and they can be inserted in the property tree, a program attached with the telnet port could register both the real coordinates/orientation and the algorithmic ones regularly (i.e. every 0.1 sec) into a csv file, with the acquisition time too (Starting from 0). Does a script like this exist yet ? if now I could provide it for you (python, C, php or java), my tip: python data could be pushed into a database too (i.e. mysql or postgres), and we could generated a graph with two data for every parameter (real one and algoritmic one). Further I think (With a little help from a friend of mine) I could create a 3d file (used in blender) that shows in 3d the 2 paths, just like a 3d graph. Cheers Francesco I like Torsten's idea, too. I'm envisioning an app that pushes both models down the mpmplayer udp path. This app can keep both streams synchronized while allowing features like pause, rewind, fast forward, slow motion. These are features the generic protocol lacks. Ron -- This SF.net email is sponsored by: High Quality Requirements in a Collaborative Environment. Download a free trial of Rational Requirements Composer Now! http://p.sf.net/sfu/www-ibm-com ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel