Re: [Flightgear-devel] dhc2 beaver mods

2009-08-08 Thread syd adams
Looks good , Ive commited your work, but changed the wheel rotation to use
my nasal tire-rpm and spin down script.
Thanks for the nice work .
 I'll leave the mp-osi alone until I know what direction we're going with
that.Might be better to change the replay code if we're going to remove that
property.
Cheers

On Fri, Aug 7, 2009 at 10:37 PM, Jacob Burbach jmburb...@gmail.com wrote:

 I use replay to admire my bad landings ;)

 Hardly an important thing, but thought I'd point it out since it's a
 simple one to fix.


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Re: [Flightgear-devel] FlightGear Newsletter August 2009

2009-08-08 Thread Erik Hofman

Stuart Buchanan wrote:
 Hi All,
 
 I have the pleasure to announce that the latest edition of the FlightGear 
 Newsletter is now available:
 
 http://wiki.flightgear.org/index.php/FlightGear_Newsletter_August_2009

Looking at the custom made scenery screenshots I must say that hand 
altered scenery might look close to, if not as good as, photo realistic 
scenery. The downside is the required hard work but the upside is that 
it's using cheap (for todays hardware) vertices instead of massive 
bandwidth consuming (both network and internal pc bus) texture arrays.

Well done!

Erik

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Re: [Flightgear-devel] dhc2 beaver mods

2009-08-08 Thread Anders Gidenstam
On Fri, 7 Aug 2009, syd adams wrote:

 lol. No problem :).I was just bugging since I sort of know you through MP.
 But you did raise an interesting topic. Some time ago I was under the
 impression that we were
 phasing out mp-osi in favor of mp-inhg.
 I didnt realize the replay system used it. (I rarely use replay)

If replay uses it we need to change replay too. The manifold pressure 
isn't reported in osi (ounces per square inch IIRC) but in inHg so storing 
it in a property postfixed -osi for replay is confusing and plain wrong.

Cheers,

Anders - who also never uses replay..
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[Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Tim Moore
I've committed a version of Till Busch's terrain effects, as seen at LinuxTag.
I know that he hasn't finished tuning them, and I've changed his landmass effect
to use the base terrain texture, which he's not entirely in agreement with :)
Nevertheless, they are great examples of using the new effects framework. You
can enable these effects with the property /sim/rendering/shader-experimental.
Also, I've added checkboxes to the rendering dialog to access these effects,
and shaders in general. Also, thanks to Till for cleaning up the effects file
syntax.

Tim

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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear/scene/material

2009-08-08 Thread Martin Spott
Tim Moore wrote:
 Update of /var/cvs/SimGear-0.3/source/simgear/scene/material
 In directory baron.flightgear.org:/tmp/cvs-serv9328/simgear/scene/material
 
 Modified Files:
Effect.cxx Makefile.am makeEffect.cxx mat.cxx mat.hxx 
 Added Files:
EffectBuilder.cxx EffectBuilder.hxx Noise.cxx Noise.hxx 
TextureBuilder.cxx TextureBuilder.hxx 
 Log Message:
 New effects from Till Busch: crops, water, landmass

I'm well excited to see Till's work finding its way into CVS !

Martin.
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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Vivian Meazza
Tim Moore wrote

 
 I've committed a version of Till Busch's terrain effects, as seen at
 LinuxTag.
 I know that he hasn't finished tuning them, and I've changed his landmass
 effect
 to use the base terrain texture, which he's not entirely in agreement with
 :)
 Nevertheless, they are great examples of using the new effects framework.
 You
 can enable these effects with the property /sim/rendering/shader-
 experimental.
 Also, I've added checkboxes to the rendering dialog to access these
 effects,
 and shaders in general. Also, thanks to Till for cleaning up the effects
 file
 syntax.

I'm sure it's all very good - but it breaks the MSVC9 build here. I'm
checking.

Vivian



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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Vivian Meazza
I wrote:

 
  I've committed a version of Till Busch's terrain effects, as seen at
  LinuxTag.
  I know that he hasn't finished tuning them, and I've changed his
 landmass
  effect
  to use the base terrain texture, which he's not entirely in agreement
 with
  :)
  Nevertheless, they are great examples of using the new effects
 framework.
  You
  can enable these effects with the property /sim/rendering/shader-
  experimental.
  Also, I've added checkboxes to the rendering dialog to access these
  effects,
  and shaders in general. Also, thanks to Till for cleaning up the effects
  file
  syntax.
 
 I'm sure it's all very good - but it breaks the MSVC9 build here. I'm
 checking.
 

Adding this:

#include simgear/math/SGGeometry.hxx

to simgear\scene\material\EffectBuilder.hxx works, but it might not be the
right or best way to do it.

Vivian



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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Curtis Olson
On Sat, Aug 8, 2009 at 5:26 AM, Tim Moore wrote:

 I've committed a version of Till Busch's terrain effects, as seen at
 LinuxTag.
 I know that he hasn't finished tuning them, and I've changed his landmass
 effect
 to use the base terrain texture, which he's not entirely in agreement with
 :)
 Nevertheless, they are great examples of using the new effects framework.
 You
 can enable these effects with the property
 /sim/rendering/shader-experimental.
 Also, I've added checkboxes to the rendering dialog to access these
 effects,
 and shaders in general. Also, thanks to Till for cleaning up the effects
 file
 syntax.


I posted a quick youtube video to show the water reflection effects for
those that haven't had a chance to pull the latest CVS changes and play with
it themselves.  I shot the video with my lousy android phone, so there's
places where it's compression scheme doesn't show very well (compression by
throwing away 95% of the video frames apparently ...)

   http://www.youtube.com/watch?v=wfRY1rmKDQofeature=channel_page

This is a really neat effect!  I've got some suggestions for tuning it, but
it's pretty good as is.

Curt.
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Re: [Flightgear-devel] dhc2 beaver mods

2009-08-08 Thread Jacob Burbach
 Looks good , Ive commited your work, but changed the wheel rotation to use
 my nasal tire-rpm and spin down script.
 Thanks for the nice work .

Thanks syd. Your wheel spin code looks great, the spin down on take
off is nice touch. Will the wheel spin work over multiplayer, or could
it be made to do so without too much trouble? Would be neat.

 I'll leave the mp-osi alone until I know what direction we're going with 
 that.Might be better to change the replay code if we're going to remove
 that property.

I'll just modify my local copy to use mp-osi until it is sorted, no
worries. I think the whole replay thing needs an overhaul anyway.

There seems to be a missing file in cvs  right now. I get `Failed to
load file: Aircraft/dhc2/Models/panel1.xml', and my panel is
completely empty. :D

cheers!

-- Jacob (aka Tuxklok)

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Re: [Flightgear-devel] dhc2 beaver mods

2009-08-08 Thread Nicolas Quijano
Yep, tried to signal that error on the cvs annoucement list, don't know if
the moderator let it through or not.
You can do a diff on the previous version to copy back all the instruments
as temporary stopgap measure :)

On Sat, Aug 8, 2009 at 11:42 AM, Jacob Burbach jmburb...@gmail.com wrote:

  Looks good , Ive commited your work, but changed the wheel rotation to
 use
  my nasal tire-rpm and spin down script.
  Thanks for the nice work .

 Thanks syd. Your wheel spin code looks great, the spin down on take
 off is nice touch. Will the wheel spin work over multiplayer, or could
 it be made to do so without too much trouble? Would be neat.

  I'll leave the mp-osi alone until I know what direction we're going with
 that.Might be better to change the replay code if we're going to remove
  that property.

 I'll just modify my local copy to use mp-osi until it is sorted, no
 worries. I think the whole replay thing needs an overhaul anyway.

 There seems to be a missing file in cvs  right now. I get `Failed to
 load file: Aircraft/dhc2/Models/panel1.xml', and my panel is
 completely empty. :D

 cheers!

 -- Jacob (aka Tuxklok)


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Re: [Flightgear-devel] dhc2 beaver mods

2009-08-08 Thread syd adams
Yes Ive separated the instruments into a panel.xml since I want to add ap
original instrument and panel layout.
I.ll commit the extra files for now but is a work on progress

On Sat, Aug 8, 2009 at 8:42 AM, Jacob Burbach jmburb...@gmail.com wrote:

  Looks good , Ive commited your work, but changed the wheel rotation to
 use
  my nasal tire-rpm and spin down script.
  Thanks for the nice work .

 Thanks syd. Your wheel spin code looks great, the spin down on take
 off is nice touch. Will the wheel spin work over multiplayer, or could
 it be made to do so without too much trouble? Would be neat.

  I'll leave the mp-osi alone until I know what direction we're going with
 that.Might be better to change the replay code if we're going to remove
  that property.

 I'll just modify my local copy to use mp-osi until it is sorted, no
 worries. I think the whole replay thing needs an overhaul anyway.

 There seems to be a missing file in cvs  right now. I get `Failed to
 load file: Aircraft/dhc2/Models/panel1.xml', and my panel is
 completely empty. :D

 cheers!

 -- Jacob (aka Tuxklok)


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Re: [Flightgear-devel] dhc2 beaver mods

2009-08-08 Thread syd adams
OK panel fixed
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Re: [Flightgear-devel] dhc2 beaver mods

2009-08-08 Thread Jacob Burbach
On Sat, Aug 8, 2009 at 12:42 PM, syd adamsadams@gmail.com wrote:
 OK panel fixed

Thanks syd, everything is working great now.

cheers!

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread AJ MacLeod
On Saturday 08 August 2009 11:26:00 Tim Moore wrote:
 I've committed a version of Till Busch's terrain effects, as seen at
 LinuxTag. I know that he hasn't finished tuning them, and I've changed his
 landmass effect to use the base terrain texture, which he's not entirely in
 agreement with :) Nevertheless, they are great examples of using the new
 effects framework.

These effects, in combination with our new 3d clouds, are a massive step 
forward in the realism of FG's outside world.  No doubt there's some tuning 
and improvement to come, but even as it is just now, it looks fantastic.

In fact, it's probably about good enough to convince me it's time for a 
graphics card upgrade so I can enjoy using them with my previous 
framerates :-)

Thanks for all the hard work that's gone into them, and I look forward to 
seeing more (I'm sure the existing use is only scratching the surface of what 
can be achieved.)

Cheers,

AJ

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Curtis Olson
On Sat, Aug 8, 2009 at 1:23 PM, AJ MacLeod wrote:

 On Saturday 08 August 2009 11:26:00 Tim Moore wrote:
  I've committed a version of Till Busch's terrain effects, as seen at
  LinuxTag. I know that he hasn't finished tuning them, and I've changed
 his
  landmass effect to use the base terrain texture, which he's not entirely
 in
  agreement with :) Nevertheless, they are great examples of using the new
  effects framework.

 These effects, in combination with our new 3d clouds, are a massive step
 forward in the realism of FG's outside world.  No doubt there's some
 tuning
 and improvement to come, but even as it is just now, it looks fantastic.

 In fact, it's probably about good enough to convince me it's time for a
 graphics card upgrade so I can enjoy using them with my previous
 framerates :-)

 Thanks for all the hard work that's gone into them, and I look forward to
 seeing more (I'm sure the existing use is only scratching the surface of
 what
 can be achieved.)


For what it's worth, 3d clouds seem to run reasonably fast by themselves,
but if you have 3d clouds + these new shader effects (or existing effects
like rain/snow) then my frame rates come grinding to nearly a halt.
Switching to 2d clouds with these new shader effects puts me back up to
running fast again.  Also 3d clouds + drawing to multiple cameras/windows is
another thing that seems to bring the frame rates down substantially.

Regards,

Curt.
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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Heiko Schulz
Hi,
For what it's worth, 3d clouds seem to run reasonably fast by themselves, but 
if you have 3d clouds + these new shader effects (or existing effects like 
rain/snow) then my frame rates come grinding to nearly a halt.  Switching to 
2d clouds with these new shader effects puts me back up to running fast 
again.  Also 3d clouds + drawing to multiple cameras/windows is another thing 
that seems to bring the frame rates down substantially.

Regards,


Curt.

Yes, I noticed the same with the clouds and the rain. For a FGFS 2.0 we should 
solve that
Regards
HHS
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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Victhor Foster
I'm also suffering from the same problem. I can get nearly 25 fps  
without the new shaders/rain/snow.



Hi,


For what it's worth, 3d clouds seem to run reasonably fast by  
themselves, but if you have 3d clouds + these new shader effects (or  
existing effects like rain/snow) then my frame rates come grinding  
to nearly a halt.  Switching to 2d clouds with these new shader  
effects puts me back up to running fast again.  Also 3d clouds +  
drawing to multiple cameras/windows is another thing that seems to  
bring the frame rates down substantially.



Regards,

Curt.



Yes, I noticed the same with the clouds and the rain. For a FGFS 2.0  
we should solve that



Regards

HHS

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread AJ MacLeod
On Saturday 08 August 2009 19:39:26 Victhor Foster wrote:
 I'm also suffering from the same problem. I can get nearly 25 fps
 without the new shaders/rain/snow.

I would just like to clarify that I'm perfectly content with the drop in fps 
that I'm seeing - I think it's entirely commensurate with the improvement in 
visual appearance.

In my local area (near EGPE, so not terribly built-up) I usually get just over 
30 fps with 3d clouds, trees etc and the Buccaneer; it drops to a still 
usable 20-something with the latest shader effects in action (there's a good 
bit of sea around here of course...)  I consider that quite acceptable, given 
that my graphics card is not exactly powerful by current standards (Nvidia 
7300GS)

Although high performance on lesser hardware is nice, I think it's reasonable 
enough to demand powerful hardware for the nicest eye candy.

Cheers,

AJ

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread AJ MacLeod
On Saturday 08 August 2009 19:55:19 Curtis Olson wrote:
 Hi AJ,

 Under a scenario with these shaders (and/or rainsnow), fly up into the 3d
 cloud lyaer so you are punching through the puffy clouds.  Are you still
 getting 20 fps?

I don't see much difference between flying above the puffy clouds and flying 
underneath them... possibly slightly lower fps when flying higher, but I can 
imagine several reasons for that.  Overall, I'd say the new effects seem to 
have the kind of performance penalty that I'd expected, and are well worth 
it... one can always turn them off if necessary, anyway.

Did I also forget to mention how much more fun flying is with the more 
realistic turbulence that was added a while back? :-)

Cheers,

AJ

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Stuart Buchanan
Curtis Olson wrote:
 For what it's worth, 3d clouds seem to run reasonably fast by themselves, 
 but if you have 3d clouds + these new  shader effects (or existing effects 
 like rain/snow) then my frame rates come grinding to nearly a halt.  
 Switching to 2d clouds with these new shader effects puts me back 
 up to running fast again.  Also 3d clouds + drawing to multiple 
 cameras/windows is another thing that seems to bring the frame rates down 
 substantially.

The last statement suggests to me that you're just maxing out your graphics card
rather than something intrinsic to the 3d clouds vs. the new shaders. Do you 
see a change
running the new shaders but no 3d clouds on single vs. multiple 
cameras/windows, in
particular with high visibility?

However, it's possible that the 3d clouds and trees are being loaded in a 
different 
way to the new shaders, in a way that is sub-optimal. I'm sure Tim will know :)

So, we now have shaders for trees, clouds and terrain. Particles next? ;)

-Stuart



  

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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Curtis Olson
On Sat, Aug 8, 2009 at 3:20 PM, Stuart Buchanan wrote:

 However, it's possible that the 3d clouds and trees are being loaded in a
 different
 way to the new shaders, in a way that is sub-optimal. I'm sure Tim will
 know :)

 So, we now have shaders for trees, clouds and terrain. Particles next? ;)


Hi on my wish list for eye candy would be:

1. Shadows (aircraft shadows cast on to itself and onto the ground.)

2. Wet runways that reflect some sort of foggy, fuzzy something or other.
Like glass effects except more wet runway-ish.

3. Proper landing lights that illuminate the scene.

Curt.
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Re: [Flightgear-devel] Till Busch's terrain shaders

2009-08-08 Thread Jacob Burbach
 Hi on my wish list for eye candy would be:

 1. Shadows (aircraft shadows cast on to itself and onto the ground.)

 2. Wet runways that reflect some sort of foggy, fuzzy something or other.
 Like glass effects except more wet runway-ish.

 3. Proper landing lights that illuminate the scene.

 Curt.
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All things that advanced materials and shaders will help to make possible. :)

This is good stuff...even though it means I'll need a new gpu soon

cheers!

-- Jacob (aka Tuxklok)

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[Flightgear-devel] Latest CVS still showing major MP problems...

2009-08-08 Thread Rob Shearman, Jr.
Hello all --

Of late I have been reporting some bugs in the MP system, and I still believe 
the problems stem from the more recent CVS builds.  Vivian asked me to report 
whether there were any NASL console errors associated, and I can now 
definitively say that there are none.  The symptom is that two MP users on the 
same MP server at/near the same location can see one anothers' aircrafts, but 
cannot communicate with one another, and cannot see them in the Network Pilots 
List.

I am a Windows Vista user, using Fred's Win32 builds and doing corresponding 
data checkouts with Tortoise.  I originally discovered the MP problem using 
the 6/27 build, and reverting to the 5/23 build seemed to alleviate the issue.  
Again today I was using the 7/26 build, and switching to 5/23 seemed to fix 
things, although there was still a little weirdness (and of course I can't be 
sure what versions and/or builds everyone else in the scenario was using; I 
didn't stop to take a headcount, unfortunately).

I, and many other CVS users on the Forum who have reported similar problems, 
certainly appreciate you all looking into this.

Sincerely,
-Rob. (MD-Terp)

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu



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[Flightgear-devel] Multiplayer ATC aircraft, feature request...

2009-08-08 Thread Rob Shearman, Jr.
Hello, Syd and Jester...

How easy/difficult would it be to add a small detail to the radar scope view, 
which would be extended centerlines for the runways?  Trying to use version 2 
today, I ran into difficulty giving good localizer intercepts just trying to 
eyeball the extended lines, especially when zoomed out past the range where the 
runways were clearly visible.

Also, if you are able to add this feature, I would most preferably like to see 
it in both version 1 and version 2 (if that's not asking too much, of course).  
Today I was using version 2, and while it was nice to have a full-sreen view of 
the live action, it made details on the scope a little illegible.  We (the 
group of users participating in my MP event today) are hoping to make our 
gathering a monthly thing, so next month I can try version 1 instead and see if 
it's any better/easier.

Thanks for your consideration.  I appreciate all of the effort you guys put 
into this project, and all of the novelties you think to include!  :)

Cheers,
-R. (MD-Terp)

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu



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Re: [Flightgear-devel] Latest CVS still showing major MP problems...

2009-08-08 Thread Jacob Burbach
Same thing here, ongoing for at least 2 weeks. People often missing in
chat and mp list, though I can see them visually. Sometimes it seems
to only let me see two others in the chat/mp_list at a time, other
times I can see more, and rarely can see everyone. I have zero nasal
errors, or errors of any other kind.

cheers

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Re: [Flightgear-devel] Multiplayer ATC aircraft, feature request...

2009-08-08 Thread syd adams
I think I know what your looking for , dont know if I like the idea , but it
shouldn't be too difficult. You can tint the view from the menu to darken
it so the screen info displays clearer ... what about another step to
blackout the background view completely?
What comes to mind is a line from the tower center outward on the display
that could be rotated , but centering it on a runway might be tougher.
Another plan I had was to remove any true heading  references , since
airports deal in magnetic headings , and it just confuses issues.
But there are several people tweaking it , so I thought I'd leave it alone.
Im currently working on other things , but I'll see what I can do .
Cheers



On Sat, Aug 8, 2009 at 2:39 PM, Rob Shearman, Jr. rmsj...@yahoo.com wrote:

 Hello, Syd and Jester...

 How easy/difficult would it be to add a small detail to the radar scope
 view, which would be extended centerlines for the runways?  Trying to use
 version 2 today, I ran into difficulty giving good localizer intercepts just
 trying to eyeball the extended lines, especially when zoomed out past the
 range where the runways were clearly visible.

 Also, if you are able to add this feature, I would most preferably like to
 see it in both version 1 and version 2 (if that's not asking too much, of
 course).  Today I was using version 2, and while it was nice to have a
 full-sreen view of the live action, it made details on the scope a little
 illegible.  We (the group of users participating in my MP event today) are
 hoping to make our gathering a monthly thing, so next month I can try
 version 1 instead and see if it's any better/easier.

 Thanks for your consideration.  I appreciate all of the effort you guys put
 into this project, and all of the novelties you think to include!  :)

 Cheers,
 -R. (MD-Terp)

 Robert M. Shearman, Jr.
 Transit Operations Supervisor,
 University of Maryland Department of Transportation
 also known as rm...@umd.edu



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Re: [Flightgear-devel] Multiplayer ATC aircraft, feature request...

2009-08-08 Thread Rob Shearman, Jr.
 You can tint the view from the menu to darken it so the screen info
displays clearer ... what about another step to blackout the background
view completely?
Well I really think having separate window and scope views might make it 
easier to discern the details, particularly the callsigns and data blocks in 
the scope.  So next time I do 
ATC I will switch back to version 1 and see if I have a better experience.

 a line from the tower center outward on the display that could be rotated , 
 but centering it on  a runway might be tougher.
If the extended centerlines are difficult to do, a radial from the tower would 
probably be a close-enough approximation, although of course it would never 
be exact since very few runways extend on radials intercepting the tower :) :) 
:)   It's a decent work-around for now.  I know you have several other projects 
you're working on.  Maybe there's someone else on the list already working on 
improving the ATC set?

 Another plan I had was to remove any true heading  references , since
airports deal in magnetic headings , and it just confuses issues.
Indeed.  Of course there's some debate over the METAR info, whether it is in 
true or magnetic, and I think the consensus was that it's in true?  This is the 
first simulator I've experienced with this level of detail given to such 
things, so I can't really weigh in.  I know that the wind display atop the ATC2 
screen does translate it, which is nice.

I'm still way below the level where I can code these things on my own, but I 
might be at a point now where I can compare ATC1 and ATC2 and snip out the best 
bits into a cobbled-together version I like.  Maybe I'll mess with that over 
the coming weeks and see where I end up.

Thanks again for the audience.

Sincerely,
-R. (MD-Terp)  

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu





From: syd adams adams@gmail.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Saturday, August 8, 2009 6:06:12 PM
Subject: Re: [Flightgear-devel] Multiplayer ATC aircraft,  feature request...

I think I know what your looking for , dont know if I like the idea , but it 
shouldn't be too difficult. You can tint the view from the menu to darken it 
so the screen info displays clearer ... what about another step to blackout the 
background view completely?
What comes to mind is a line from the tower center outward on the display that 
could be rotated , but centering it on  a runway might be tougher.
Another plan I had was to remove any true heading  references , since 
airports deal in magnetic headings , and it just confuses issues.
But there are several people tweaking it , so I thought I'd leave it alone.
Im currently working on other things , but I'll see what I can do .
Cheers




Thanks for your consideration.  I appreciate all of the effort you guys put 
into this project, and all of the novelties you think to include!  :)

Cheers,
-R. (MD-Terp)

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu



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Re: [Flightgear-devel] Multiplayer ATC aircraft, feature request...

2009-08-08 Thread syd adams
That might be best . I know very little about what information a real scope
displays , and intercepting a radial is the pilots job , so I dont know if
I can bring myself to add that line ;).
I know , Im sure you mean this as a training  tool, and I'll play around
with ideas , but I'd be interested in what you come with also.
Cheers

I'm still way below the level where I can code these things on my own, but I
 might be at a point now where I can compare ATC1 and ATC2 and snip out the
 best bits into a cobbled-together version I like.  Maybe I'll mess with that
 over the coming weeks and see where I end up.

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[Flightgear-devel] Genapts bug with grass and dirt runways

2009-08-08 Thread Ron Jensen
I noticed long ago that only 1/2 of dirt and grass runways were
textured.  The untextured part was an appropriate color so I didn't
worry too much about it.

Yesterday papillon81 brought the issue up on IRC because he'd like to
improve the texture.  Looking at the code and using simgear's
decode_binobj to dump an airport I found that:

Dirt and grass runways are generated by GenAirports/rwy_simple.cxx.
The runways are divided into two halves, A and B each consisting of
two triangles.
Runway half A is good.
Runway half B's first triangle UV coordinates are a very short line,
and its second triangle's UV coordinates are a point.

This patch fixes the issue, but I suspect the original intent was to
mirror the texture around the center-line to hide any seams and this
patch doesn't do that...


Thanks,

Ron


diff --git a/src/Airports/GenAirports/rwy_simple.cxx 
b/src/Airports/GenAirports/rwy_simple.cxx
index 99eb321..1ba7ec8 100644
--- a/src/Airports/GenAirports/rwy_simple.cxx
+++ b/src/Airports/GenAirports/rwy_simple.cxx
@@ -101,7 +101,7 @@ void gen_simple_rwy( const TGRunway rwy_info,
 tp = TGTexParams( runway_b.get_pt(0,0),
  rwy_info.width * SG_FEET_TO_METER,
  rwy_info.length * SG_FEET_TO_METER / 2.0,
-  rwy_info.heading + 180.0 );
+  rwy_info.heading  );
 texparams-push_back( tp );
 
 #if 0



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