Re: [Flightgear-devel] control an aircraft from a file

2009-04-14 Thread Brisa Francesco
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.



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Re: [Flightgear-devel] control an aircraft from a file

2009-04-14 Thread Jon S. Berndt
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
  


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[Flightgear-devel] ridge lift, need some help

2009-04-14 Thread Patrice Poly
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


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Re: [Flightgear-devel] aircraft modeling question

2009-04-14 Thread Torsten Dreyer
 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

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Re: [Flightgear-devel] aircraft modeling question

2009-04-14 Thread francesco
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



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[Flightgear-devel] bo105: updated texture coordinates and fake GI texture

2009-04-14 Thread Erwin Meyer
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.

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Re: [Flightgear-devel] bo105: updated texture coordinates and fake GI texture

2009-04-14 Thread Heiko Schulz

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.

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Re: [Flightgear-devel] bo105: updated texture coordinates and fake GI texture

2009-04-14 Thread Erwin Meyer
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.

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Re: [Flightgear-devel] bo105: updated texture coordinates and fake GI texture

2009-04-14 Thread Heiko Schulz



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.

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[Flightgear-devel] FGWalk launcher program

2009-04-14 Thread Gehan Ameresekere
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

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Re: [Flightgear-devel] aircraft modeling question

2009-04-14 Thread LeeE
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

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Re: [Flightgear-devel] aircraft modeling question

2009-04-14 Thread jean pellotier





  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
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Re: [Flightgear-devel] aircraft modeling question

2009-04-14 Thread Ron Jensen
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



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