[Flightgear-devel] Fwd: Cessna 172P crashes FG 1.9.1 on Mac OS X 10.4

2009-04-19 Thread Andrew Gillanders

Thanks Martin. osgviewer displays the plane perfectly.

Cheers
Andrew

Begin forwarded message:


From: Martin Spott 
Date: 16 April 2009 8:38:41 PM
To: "flightgear-devel@lists.sourceforge.net" de...@lists.sourceforge.net>
Subject: Re: [Flightgear-devel] Cessna 172P crashes FG 1.9.1 on Mac  
OS X 10.4
Reply-To: FlightGear developers discussions de...@lists.sourceforge.net>


Andrew Gillanders wrote:


FlightGear 1.9.1 is running very well on my MacBook, running Mac OS X
10.4. The only problem is the Cessna 172P. If I run the model with
the 3-d panel, FG crashes when the splash screen is about to
disappear and the plane appear.


Do you have a command line 'osgviewer' application installed on your
machine ? If this is the case, then please, just as a quick test,
change into the 'data/Aircraft/c172p/Models/' folder and load the 3D
model as:

  # ~> osgviewer c172p.ac

Does this action lead to a crash as well ?

Cheers,
Martin.
--
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friends are !
-- 



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Re: [Flightgear-devel] 777-200ER

2009-04-19 Thread syd adams
OK , thanks ...
I thought you might be uder the impression that it was finished and broken,
Its far from finished and broken ;)
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Re: [Flightgear-devel] Time to help to develop a funtion to attach AI

2009-04-19 Thread Harry Campigli
Thanks Martin,

My set up is one FG machine with 3 slave FG machines,  they are the 3
window views. But I am also using the sound harware in them. The main aim is
to get the Ai aircraft and the selected cloud layers the same in all
windows.
( i have succeded with multiplayer just by forwardng on the recieved data
steam to the slaves.)

Sticking with FG convension as I see it in FG code I have cloned the native
net controls format, just different porperties. This io stream also passes
the cloud layer data, 3d clouds enabled and other items so they are all the
same in the slave window views.

I have added a couple of poperties to the original AI Aircraft tree, eg the
model path string, A/c tail number, callsign and livery. This is just to
make them easy to pick up with the io routine and also debuging.

I have stored the recieved copy of the Ai aircraft properties in a new
branch of the AI tree with the io protocol 10 times a second. this is at
/ai[0]/models[0]/slave/aircraft[i].

Hopefully having said that, you can imagine this code tacked into the bottom
of the net io protocols, called every time a new update of the properties is
recieved,  There is no sorting in it as yet, its only a run once thing for
now it is purely to get to the stage of adding one aircraft to the ai sub
system from the recieved data in the slave . After that its working I should
be able to deal with adding update and delete.

The mechanisms to attach and update the remote date are all in FG, It just i
only do C in single chips and am in over way my head with the c++ .

What I am trying to do below is create a model object, load it with the data
and attach it to the Ai system the same way traffic manager and multiplayer
do without changing any of the existing FG code. Once its attached I will
keep it updated from the recieved data. (infact what I have found just
droping the postion info the the tree works if I let the traffic manager
system generate the models).


Below works fine to the printf("found mp..  Thus i know i have the path
string though ok from the master. The problem starts when I try to load the
new aircraft object with the model path string, either the compiler
complains (my errors) or it has a seg fault after running.

Note the areas with the // commented out code my attempts to load those
items

If I leave the new object un modified (as is now in the code below) and
attach it with the   aiMgr->attach(aircraft1);   line, it still brings about
a seg fault. I suspect this could be because it is in fact empty. My many
attempts give errors that seem to indicate I have created the  new object
withFGAIAircraft* aircraft1 = new FGAIAircraft; correctly.




// begin work area to attach an aircraft to the ai system

// earlier we ensured  Shut down of the "Traffic Manager enabled" prop as we
are recieving our traffic
// : info  includes at the start
//#include 
//#include 
//#include 



 // temporary flow control just for testing in a run once only non indexed
scenario , this node will not exist , after exit it will
   if( ! fgHasNode("/ai[0]/models[0]/aircraft[0]/atttached")){
printf("have start \n");

// point node to the branch where the remote system AI plane data has been
placced to
  node = fgGetNode("/ai[0]/models[0]/slave/aircraft[0]", false);
  SGPath mp(globals->get_fg_root());
  SGPath mp_ai = mp;
  temp = node->getStringValue("path"); // returns the model path
recieved from the master machine
"Aircraft/777/777-SingaporeAirlines.xml"
  mp.append(temp);
  mp_ai.append("AI");
  mp_ai.append(temp);
  if (mp.exists() || mp_ai.exists()) {
printf("found mp, means the model path from the master was found on this
machine \n");
}
   FGAIAircraft* aircraft1 = new FGAIAircraft;// create a new
aircraft entitie to dadd to the AI system

// Load the variables to the to the new AI aircraft. the model path, its
registration number, livery and callsign


// aircraft1->setPath(node->getStringValue("path"));

  //   temp = node->getStringValue("path");
//aircraft->setPath("Aircraft/777/777-SingaporeAirlines.xml");
  //   aircraft1->setPath(temp.c_str());

//   temp = node->getStringValue("registration");
// aircraft->setRegistration(registration.c_str());

temp = node->getStringValue("callsign");
 //aircraft->setCallSign(temp);

//temp = node->getStringValue("livery");
// aircraft->setLivery(lvry.c_str());


printf(" aircraft  loaded with strings from property tree \n");

  FGAIManager *aiMgr = (FGAIManager*)globals->get_subsystem("ai_model");
  if (aiMgr) {
aiMgr->attach(aircraft1);
printf("have aiMgr\n");

//  i = aircraft1->getID(); // if  aircraft is attached we store this
number
node = fgGetNode("/ai[0]/models[0]", false );
node->setBoolValue("aircraft[0]/localID",i,true); // used later with the
a/c registration number to keep models in sync with master

// temporty flow control airaft attaced to tree, create this node 

Re: [Flightgear-devel] 777-200ER

2009-04-19 Thread Victhor
Em Dom, 2009-04-19 às 11:46 -0700, syd adams escreveu:
> While bug reports are great , this is in development , which is why it
> is in cvs with no "finished" sign stuck on it ;)
> Like I mentioned before , its in the middle of an overhaul , but I
> also have many others to try to keep up to date , so this isn't going
> to be an overnight fix.
> 
> So be patient .Or learn to do this stuff yourself. We aren't a 24/7
> paid support staff , but we try. 
> Cheers
>  
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Re: [Flightgear-devel] 777-200ER

2009-04-19 Thread Victhor
I know that. I just wanted to make a bug report. For all things that are
on development (eg beta software), the devs ask for your feedback and
they also ask you to report bugs you find. Hope you understand ;)
> While bug reports are great , this is in development , which is why it
> is in cvs with no "finished" sign stuck on it ;)
> Like I mentioned before , its in the middle of an overhaul , but I
> also have many others to try to keep up to date , so this isn't going
> to be an overnight fix.
> 
> So be patient .Or learn to do this stuff yourself. We aren't a 24/7
> paid support staff , but we try. 
> Cheers
>  
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Re: [Flightgear-devel] 777-200ER

2009-04-19 Thread syd adams
While bug reports are great , this is in development , which is why it is in
cvs with no "finished" sign stuck on it ;)
Like I mentioned before , its in the middle of an overhaul , but I also have
many others to try to keep up to date , so this isn't going to be an
overnight fix.

So be patient .Or learn to do this stuff yourself. We aren't a 24/7 paid
support staff , but we try.
Cheers
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[Flightgear-devel] Startup Problem

2009-04-19 Thread castle
OK, that cleared up the path problem.  As for the seg fault, decided to
step back to 1.9.0 and now I'm starting to regress :-(

Running centos-5.3 (64-bit version) and the latest boost version there is
1.33, so tried a build without boost rather that trying an upgrade to 1.34


Simgear-1.9.0 build and install was okay, but now FlightGear-1.9.0 is
complaining.

<
then mv -f ".deps/fg_os_osgviewer.Tpo" ".deps/fg_os_osgviewer.Po";
else rm -f ".deps/fg_os_osgviewer.Tpo"; exit 1; fi
fg_os_osgviewer.cxx:32:29: error: boost/foreach.hpp: No such file or
directory
fg_os_osgviewer.cxx: In function ‘void fgOSOpenWindow(bool)’:
fg_os_osgviewer.cxx:120: error: expected primary-expression before ‘&’ token
fg_os_osgviewer.cxx:120: error: ‘camera’ was not declared in this scope
fg_os_osgviewer.cxx:120: error: ‘BOOST_FOREACH’ was not declared in this
scope
fg_os_osgviewer.cxx:120: error: expected `;' before ‘{’ token
fg_os_osgviewer.cxx:250: error: expected `}' at end of input
fg_os_osgviewer.cxx:250: error: expected `}' at end of input
make[2]: *** [fg_os_osgviewer.o] Error 1
make[2]: Leaving directory `/usr/local/src/FlightGear-1.9.0/src/Main'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/usr/local/src/FlightGear-1.9.0/src'
make: *** [all-recursive] Error 1
>>>

Commenting out the "offending" code produces a build, but I suspect that
might be the cause of the segfault.

As this is something that was added between 1.0 and 1.9.0; i.e. the boost
dependency, it appears that NOT using it for 1.9.0 or later was fully
recognized.  would that be a correct assumption?  can it be fixed without
some major "ifdef" stuff?

JW



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Re: [Flightgear-devel] Time to help to develop a funtion to attach AI

2009-04-19 Thread Martin Spott
Harry Campigli wrote:

> I was wondering if i can find someone with a little time to help write a
> small funtion to attach remote Ai aircraft to the Ai subsystems.

FlightGear's AI subsystem is designated (and I think in large parts it
already works this way) to handle every sort of 'external' traffic -
which doesn't originate from the local FDM - thus including AI- as well
as MultiPlayer-traffic.

One option to "attach remote Ai aircraft to the Ai subsystem" could
thus be to run a second instance of FlightGear via MP against your
'primary' instance   yet I'm uncertain if this is the solution to
your underlying problem, because you told us very little about it,

Martin.
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Re: [Flightgear-devel] working ridge lift !!

2009-04-19 Thread Patrice Poly
I have just received a mail from Ian Forster-Lewis , the author of the 
original ridge lift ground sampling algorithm, in which he agrees for 
inclusion of his work into FG, provided that his name and link is included in 
the code.

He also proposes a refinement of the way sink is calculated on the lee side, I 
will try to work it out with him.

So I have updated the files with proper GPL licensing, and tried to make some 
code corrections so that it fits better with the FG code style and habits.
Corrected an error which made lift work at reverse on negative longitudes. 
Ridge lift is now correctly handled by environment, and doesn't rely on AI 
anymore. 
( I had to modify slightly the way thermals send their strength to 
environment, I included this in the zip )
I can use it without errors my side, but it would be interesting to have more 
input on this. 

You can look at all this in:

www.bentha.net/fgfs/ridge-lift/ridge-lift-in-environment.zip

Hoping it finds some interest,

regards,
Patrice

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[Flightgear-devel] 777-200ER

2009-04-19 Thread Victhor
OK, so I forgot to report other bugs as well ;) It is important to
report them to the devs :) The engines' N1 RPM is indicating idle even
if they're turned off. Pressing the fuel pump buttons result in a Nasal
error. Also I would like somebody to answer a question: where do you
turn the 777's TCAS on? I pressed all the buttons in the EFIS control
panel but none of them worked. Also the A/P disengage doesn't seems to
work. Also there's a YASim bug which causes engines at the lowest
throttle input to consume zero fuel, affecting all YASim planes.


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[Flightgear-devel] Time to help to develop a funtion to attach AI models in FG

2009-04-19 Thread Harry Campigli
Hi guys,

I was wondering if i can find someone with a little time to help write a
small funtion to attach remote Ai aircraft to the Ai subsystems.

My problem is i just dont know enough about c++,  I have tried for days to
clone off and build a workable function but just end up at dead ends.
Probably an experience eye would spot whats wrong.

All of the Ai properties are availible on a new branch of the tree, having
been copied across from the master FG machine,

I just can't come up with a workable solution to prepare a new aircraft
stucture, copy in the few required items and call the Ai attach function.

I doubt its a big job for anyone who is familliar with the techniques
involved. So if any kind soul has the time to help me work through it pls
drop me a line

-- 
Regards Harry

harryc...@gmail.com
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Re: [Flightgear-devel] Updated tree shader

2009-04-19 Thread S Andreason
syd adams wrote:
> That looks much better . I probably did oversaturate the textures to 
> try and bring out the color ... they were always a little too dark here.
Hi Syd,
I think the saturation is perfect, given a sunny day and spring growth.
The conifer trees could be brighter, even our spruce trees here on a 
cloudy day are brighter green.
Perhaps there are other conifers with darker needles?

On a cloudy day, yes the saturation is just a bit high, but only on the 
deciduous trees.
Might be a spot to improve if weather scenerio could be watched.

Thank you
Stewart

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Re: [Flightgear-devel] aircraft modeling question

2009-04-19 Thread Vivian Meazza
Mathias Fröhlich

> 
> Hi Curt,
> 
> On Thursday 16 April 2009 20:24:02 Curtis Olson wrote:
> > I was hoping for a reasonably simple solution without needing new
> external
> > software development, but the idea of leveraging the multiplayer
> protocol
> > is interesting.  I notice that with our existing multiplayer servers,
> there
> > is at least a many second delay in positioning the MP aircraft.  Is that
> > delay imposed by the server side, or is there something built into the
> > protocol that could cause position updates to be delayed before they are
> > drawn?
> There is not 'hard' time relationship in the multiplayer protocol. This is
> due
> to the totally unreliable lags between the participiants. The multiuplayer
> protocol just tries its best to have something that behaves like the
> external
> multiplayer ...
> 
> So, for that puropse you are trying to do I believe that this loose time
> coupling of the mp protocol might introduce problems you do not want to
> have.
> OTOH, if the mp players happen in a local network, at least my personal
> experience with the mp stuff tells me that you do not see to much of that
> time
> adjustments so this might work well enough.
> But whatever you try to debug with that visualization, keep in mind that
> there
> is a loose coupling of simulations times.
> 
> > Back to my other idea.  It shouldn't be hard to figure out an XYZ offset
> of
> > a 2nd piggyback model.  But in terms of orientation, are there animation
> > primitives that would allow me to specify absolute euler angles for the
> 2nd
> > model, or would those angle also have to be computed relative to the
> > primary model orientation (that's doable I suppose, but my brain has
> begun
> > to hurt just at the suggestion of having to do it.) :-)
> As far as I remember, we do not have an absolute euler angle animation in
> this
> sense. But you can compute the relative orientation using the quaternion
> stuff
> and use the relative orientations euler angles in the animation.
> 

You might find some of the necessary quaternion calculations in the
AIBallistic, where we slave a ballistic object to the main model at some
given offset. Warning though, because they are intended for droptanks and
the like, I didn't compute the yaw offset. Similar computations are in
AIWingman, but here deliberate errors are introduced. But I think either
might make a starting point for what is required.

Vivian  



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Re: [Flightgear-devel] aircraft modeling question

2009-04-19 Thread Mathias Fröhlich

Hi Curt,

On Thursday 16 April 2009 20:24:02 Curtis Olson wrote:
> I was hoping for a reasonably simple solution without needing new external
> software development, but the idea of leveraging the multiplayer protocol
> is interesting.  I notice that with our existing multiplayer servers, there
> is at least a many second delay in positioning the MP aircraft.  Is that
> delay imposed by the server side, or is there something built into the
> protocol that could cause position updates to be delayed before they are
> drawn?
There is not 'hard' time relationship in the multiplayer protocol. This is due 
to the totally unreliable lags between the participiants. The multiuplayer 
protocol just tries its best to have something that behaves like the external 
multiplayer ...

So, for that puropse you are trying to do I believe that this loose time 
coupling of the mp protocol might introduce problems you do not want to have.
OTOH, if the mp players happen in a local network, at least my personal 
experience with the mp stuff tells me that you do not see to much of that time 
adjustments so this might work well enough.
But whatever you try to debug with that visualization, keep in mind that there 
is a loose coupling of simulations times.

> Back to my other idea.  It shouldn't be hard to figure out an XYZ offset of
> a 2nd piggyback model.  But in terms of orientation, are there animation
> primitives that would allow me to specify absolute euler angles for the 2nd
> model, or would those angle also have to be computed relative to the
> primary model orientation (that's doable I suppose, but my brain has begun
> to hurt just at the suggestion of having to do it.) :-)
As far as I remember, we do not have an absolute euler angle animation in this 
sense. But you can compute the relative orientation using the quaternion stuff 
and use the relative orientations euler angles in the animation.

Greetings

Mathias

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