Re: [Flightgear-devel] Yoke mounted PDA

2010-04-13 Thread George Patterson
On Tue, Apr 13, 2010 at 9:30 AM, Victhor victhor.fos...@gmail.com wrote:
 Hmmm, AFAIK we couldn't get things like moving map displays anyway...
 and some of those GPSes have turn-by-turn navigation for use with cars,
 which is kinda cool, as they're pretty expensive :0)


With the better car GPS units spotting when you have miss a corner and
re-calculates the best path from where you are. The cheaper units
tells you to do a u-turn. I'm not sure if either is particularly
applicable for aviation though. :-D

Regards


George

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Re: [Flightgear-devel] Excellent new J3 Cub model

2010-04-13 Thread Erik Hofman
David Megginson wrote:
 On Mon, Apr 12, 2010 at 3:20 PM, Heiko Schulz aeitsch...@yahoo.de wrote:
 
 What I wonder- if David Megginson gave permission- why we have now the same 
 aircraft with two different models in CVS? One named j3cub and one named 
 Cub.
 
 No, pull the old one.  It was a lot of fun to build, and was (I think)
 our second taildragger, when we were still figuring out how to model
 gear, but there's no reason to keep it around now.

It is already removed from CVS. It's just a matter of running cvs up -Pd 
to also remove it from your local repository.

Erik

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[Flightgear-devel] Windows fgfs-screen-001.png BATCH file Mover and random file name renamer for moving PNG files to ftp server directory.

2010-04-13 Thread Forums Virgin Net
Usefull file for windows users of flightgear

If you want to move your flightgear screenshots to a new location such as a 
windows FTP directory for file sharing here is a simple batch file that wil 
also generate a partial random number to preserve your files SO NONE ARE OVER 
WRITTEN!

Creat a text file save it as your-name.bat ( BAT Extention)

Put the bat file in your flightgear directory, make a shortcut to the desktop.

:: BATCH CODE STARTS HERE
@echo off
if exist *.png copy fgfs-screen*.png C:\FTP DIR PATH\*-*.%random%*.png
if exist *.png del *.png
echo
echo All Screen Shots have been moved - press a key to exit!
pause
:: BATCH CODE ENDS HERE

Hope you find it as usefull as I am :)

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Re: [Flightgear-devel] Excellent new J3 Cub model

2010-04-13 Thread David Megginson
On Tue, Apr 13, 2010 at 2:45 AM, Erik Hofman e...@ehofman.com wrote:

 It is already removed from CVS. It's just a matter of running cvs up -Pd
 to also remove it from your local repository.

I always do cvs -z3 update -d -P, but when I replied, I hadn't checked
to see if it was still on my machine (it's not).

Should we also set up j3cub as an alias, to provide a smooth
transition for anyone who had the old Cub as his/her default aircraft,
or is that just being overly solicitous? :)


Thanks,


David

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[Flightgear-devel] [Announce] (electrical) circuit simulation

2010-04-13 Thread Torsten Dreyer
Hi all,

this is just to let you know that I am currently experimenting with gnucap 
integration into FlightGear. Gnucap is the Gnu Circuit Analysis Package, much 
like (p)spice or it's derivates. Unlike spice, it's GPL'ed and should give the 
ability to perform detailed and exact electrical circuit analyses to simulate 
the electrical system.

There is nothing to present so far, but first tests are very promising. My 
goal is to integrate gnucap in a way, that nodes are presented as properties 
and in that way accessible from FlightGear. The electrical system will be 
presented to gnucap as a netlist, so even complex circuits may be processed.

http://www.gnucap.org/ org 
http://www.gnu.org/software/gnucap/

Greetings, Torsten

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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-13 Thread Bertrand Coconnier
2010/4/9 Stuart Buchanan stuar...@gmail.com:
 Frederic Bouvier wrote:
 Glad to see the effect is used. I noticed the bump is reverted on one axis.
 In a previous thread, I wrote :

 I use the GIMP normal map plug-in to create my normal maps. Here are two
 example. A bump :
 http://frbouvi.free.fr/flightsim/gimp-normalmap-bump.png

 A hole :
 http://frbouvi.free.fr/flightsim/gimp-normalmap-hole.png

 They are created from the same height field image. Reds should point to
 the bottom right and greens should points to the top left.

 More precisely:
  #FF7F7F points to the right
  #7FFF7F points to the top
  #007F7F points to the left
  #7F007F points to the bottom

 These are the only two realistic combinations. Remember that for OpenGL
 the origin of the image is the bottom left when the origin of an image
 is the top left, so that's why an axis should be reverted.

 Looking closely at the wing map :
 http://frbouvi.free.fr/flightsim/gimp-normalmap-c172.png

 It appears that reds are pointing to the top right and greens to the bottom 
 left. You may need to check the 'Invert Y' box in order to get them right.

 Thanks for the help. I've updated the normal maps, and included this
 information in the wiki article.


This is some nice artistic/graphical work indeed, however, I am afraid
this is not very realistic. If you want Cessna aerodynamicists to die
from an heart attack, just show them this picture ^_^

In real life, and on most modern aircrafts, you do not have such
protruding rivets unless you want your fuel consumption to go through
the roof. Countersunk head rivets are used nowadays and their number
and position are the result of a tough battle between the design
office (who want a strong/cheap/light structure) and the aerodynamics
office (who want very smooth/expensive air washed surfaces)  ^_^ The
result of these hard negotiations is that rivets *must have* a
countersunk head (it is a minimum to enter a round of negotiation
^_^), there must be as few as possible of them, the gap between the
rivet head and the countersunk hole should often be filled by a
sealant (or at least by paint ^_^ both of them cracking in service
anyway ^_^) and rivets with protruding heads are not an option (don't
even think about them, unless you want to be crucified on the public
place ^_^). The result, unfortunately, is not very spectacular as can
be seen on the picture that Martin Spott sent a few days ago
(http://foxtrot.mgras.net/bitmap/FGFS/DEEQA-Oelklappe.jpg) but it
significantly improves your aircraft performance (and make the
aerodynamicists happy - which is priceless).

Cheers,

Bertrand.

P.S. No offence is meant to the aerodynamicists. They are very smart
guys (you have to when you are involved in CFD) and most of them are
really cool guys. Furthermore they are the greenest dept of an
aircraft manufacturer since all their work is dedicated to the
reduction of the fuel consumption ^_^

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Re: [Flightgear-devel] [Announce] (electrical) circuit simulation

2010-04-13 Thread syd adams
Sounds promising . Ive been poking around with the generic electrical system
, kind of hoping to revive it as a default system , with more complex
systems done in nasal .

 I look forward to seeing what this can do.
Cheers
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[Flightgear-devel] YASim question - move a fuselage part?

2010-04-13 Thread Oliver Thurau
Hi all
 
I am currently working on a update to the v22 (
http://www.flightgear.org/forums/viewtopic.php?f=4
http://www.flightgear.org/forums/viewtopic.php?f=4t=7205 t=7205 ) and
run into a question about YASim.
I want to implement the engine nacelles fuselage to the YASim fdm, but since
it is a tilt rotor aircraft I want to move them according to the tilt
position of the rotors.
Is this possible in yasim?
 
I already asked this question at the FGFS forum
http://www.flightgear.org/forums/viewtopic.php?f=4
http://www.flightgear.org/forums/viewtopic.php?f=4t=7562 t=7562 and a
idea for a workaround was suggested, but I thought asking if there is a
nicer solution could not hurt.
 
Best regards and thanks for any help, Oliver
 
 
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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-13 Thread Stuart Buchanan
Bertrand wrote:
 This is some nice artistic/graphical work indeed, however, I am afraid
 this is not very realistic. If you want Cessna aerodynamicists to die
 from an heart attack, just show them this picture ^_^

:)

I was basing the work on some photos I found on the Cessna website.
This one in particular seemed to show raised rivets on the wing:

http://www.cessna.com/MungoBlobs/832/502/sin_haw_flt18_hires.jpg

Perhaps what I'm seeing there isn't actually protruding rivets at all.

Is there any height change there at all, or are the surfaces completely smooth?

I could obviously tone down the effect significantly to make them
protrude less if
that is more realistic.

BTW - we're modeling a P model, if that makes any difference.

-Stuart

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Re: [Flightgear-devel] Excellent new J3 Cub model

2010-04-13 Thread Detlef Faber
Truely an excellent model. I've just dug out an adaption of the Cub to
the new(er) YaSim engine configuration  I once made and ran it through
Melchiors YaSim Importer. The new FDM config can be found here:

sol2500.net/flightgear/files/Cub_FDM.xml

Maybe someone with Cub flying experience can comment. 
I'd like to commit it if David agrees.


Greetings


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http://www.sol2500.net/flightgear



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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-13 Thread Simon Hollier
Here's a bunch of random photos from a 172S:

http://hellosimon.org/35117/

There's some close ups of some rivets in some of them.

Hope that helps,
Simon

On Tue, Apr 13, 2010 at 4:48 PM, Stuart Buchanan stuar...@gmail.com wrote:
 Bertrand wrote:
 This is some nice artistic/graphical work indeed, however, I am afraid
 this is not very realistic. If you want Cessna aerodynamicists to die
 from an heart attack, just show them this picture ^_^

 :)

 I was basing the work on some photos I found on the Cessna website.
 This one in particular seemed to show raised rivets on the wing:

 http://www.cessna.com/MungoBlobs/832/502/sin_haw_flt18_hires.jpg

 Perhaps what I'm seeing there isn't actually protruding rivets at all.

 Is there any height change there at all, or are the surfaces completely 
 smooth?

 I could obviously tone down the effect significantly to make them
 protrude less if
 that is more realistic.

 BTW - we're modeling a P model, if that makes any difference.

 -Stuart

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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-13 Thread Bertrand Coconnier
2010/4/13 Stuart Buchanan stuar...@gmail.com:
 Bertrand wrote:
 This is some nice artistic/graphical work indeed, however, I am afraid
 this is not very realistic. If you want Cessna aerodynamicists to die
 from an heart attack, just show them this picture ^_^

 :)

 I was basing the work on some photos I found on the Cessna website.
 This one in particular seemed to show raised rivets on the wing:

 http://www.cessna.com/MungoBlobs/832/502/sin_haw_flt18_hires.jpg

 Perhaps what I'm seeing there isn't actually protruding rivets at all.

 Is there any height change there at all, or are the surfaces completely 
 smooth?

 I could obviously tone down the effect significantly to make them
 protrude less if
 that is more realistic.

 BTW - we're modeling a P model, if that makes any difference.

 -Stuart


Well spotted Stuart. They look very much like protruding rivets.

May be what I reported above is limited to some specific class of
aircrafts ? A Cessna C172 is a relatively cheap aircraft flying at low
speeds, may be this is why Cessna are using protruding rivets (which
are cheaper than countersunk rivets). May be it only makes a
difference at higher speeds ? It seems I have extrapolated my
experience to an area where it does not apply ^_^ As you may have
guessed I am not an aerodynamicist myself, moreover my own experience
is limited to airliners where, I think, the criteria are more
stringent than for small aircrafts... Or may be in Cessna the design
office have won the battle against aerodynamics ? ^_^

Anyway my contribution was not much worth it... Next time I will check
closer ^_^

Cheers,

Bertrand.

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[Flightgear-devel] Simgear CVS browsing

2010-04-13 Thread Jon S. Berndt
Is the CVS browse link broken?

http://cvs.flightgear.org/cgi-bin/viewvc/viewvc.cgi/?root=SimGear-0.3




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Re: [Flightgear-devel] Simgear CVS browsing

2010-04-13 Thread Curtis Olson
Hi Jon,

The link was updated slightly at some point, try:

http://cvs.flightgear.org/viewvc/?root=SimGear

Regards,

Curt.


On Tue, Apr 13, 2010 at 8:17 PM, Jon S. Berndt wrote:

 Is the CVS browse link broken?

 http://cvs.flightgear.org/cgi-bin/viewvc/viewvc.cgi/?root=SimGear-0.3





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[Flightgear-devel] SimGear license

2010-04-13 Thread Jon S. Berndt
If I'm not mistaken, the license for SimGear code is LGPL, no?

Jon



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Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)

2010-04-13 Thread Ron Jensen
On Sunday 11 April 2010 03:21:54 Erik Hofman wrote:
 Frederic Bouvier wrote:
  Hi,
 
  I commited changes to help users to tune their rendering quality
  according to their available hardware. As a picture is worth a thousand
  words, see :
  http://frbouvi.free.fr/flightsim/fgfs_quality_level.gif
 
  I encourage effect designers to use this new
  /sim/rendering/quality-level property to allow users to have a better
  experience with new enhancements in flightgear

 You know, so much has happened the last few weeks that made me wonder if
   it might be a good idea to schedule the release FlightGear 2.1 within
 a month or two?

 Erik

Apparently there is a new PLIB with a fix for the Microsoft joystick 
identification bug.  It would be great if 2.1 (or 2.0.1?) were built against 
that one instead of the broken one that prevents windows users from correctly 
detecting their joysticks.

Thanks,
Ron

http://www.flightgear.org/forums/viewtopic.php?f=24t=2439

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Re: [Flightgear-devel] Normal map shader example - c172p

2010-04-13 Thread David Megginson
All the Cessna 172's I've seen have had protruding rivets, but the
heads don't stick out much, and the paint smooths out the edges to the
point that they're just gentle bumps -- a 172's wing doesn't look like
a steam boiler.

IIRC, the Mooney has countersunk rivets, which is why it can go so fast.


All the best,


David

On Tue, Apr 13, 2010 at 5:18 PM, Bertrand Coconnier bcoco...@gmail.com wrote:
 2010/4/13 Stuart Buchanan stuar...@gmail.com:
 Bertrand wrote:
 This is some nice artistic/graphical work indeed, however, I am afraid
 this is not very realistic. If you want Cessna aerodynamicists to die
 from an heart attack, just show them this picture ^_^

 :)

 I was basing the work on some photos I found on the Cessna website.
 This one in particular seemed to show raised rivets on the wing:

 http://www.cessna.com/MungoBlobs/832/502/sin_haw_flt18_hires.jpg

 Perhaps what I'm seeing there isn't actually protruding rivets at all.

 Is there any height change there at all, or are the surfaces completely 
 smooth?

 I could obviously tone down the effect significantly to make them
 protrude less if
 that is more realistic.

 BTW - we're modeling a P model, if that makes any difference.

 -Stuart


 Well spotted Stuart. They look very much like protruding rivets.

 May be what I reported above is limited to some specific class of
 aircrafts ? A Cessna C172 is a relatively cheap aircraft flying at low
 speeds, may be this is why Cessna are using protruding rivets (which
 are cheaper than countersunk rivets). May be it only makes a
 difference at higher speeds ? It seems I have extrapolated my
 experience to an area where it does not apply ^_^ As you may have
 guessed I am not an aerodynamicist myself, moreover my own experience
 is limited to airliners where, I think, the criteria are more
 stringent than for small aircrafts... Or may be in Cessna the design
 office have won the battle against aerodynamics ? ^_^

 Anyway my contribution was not much worth it... Next time I will check
 closer ^_^

 Cheers,

 Bertrand.

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[Flightgear-devel] Using Nasal to create a protocol

2010-04-13 Thread Brian Schack
I posted this question a few days ago, but got no response, so here we
go again ...

Is it possible to use Nasal to create a new FlightGear protocol?  None
of the existing protocols (including generic) will do what I need.

Thanks,
Brian

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Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)

2010-04-13 Thread Frederic Bouvier

- Ron Jensen a écrit :

 Apparently there is a new PLIB with a fix for the Microsoft joystick
 identification bug.  It would be great if 2.1 (or 2.0.1?) were built
 against that one instead of the broken one that prevents windows users from
 correctly detecting their joysticks.

The fix is from me and I added it to the 2.0 binary before it was added to 
the plib repository, which took a while for different reasons. So there is 
no need for a new release for that.

-Fred

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Re: [Flightgear-devel] New reelase(?) (Was: User selectable quality level for effects)

2010-04-13 Thread Frederic Bouvier
- j'ai écrit :
 - Ron Jensen a écrit :
 
  Apparently there is a new PLIB with a fix for the Microsoft joystick
  identification bug.  It would be great if 2.1 (or 2.0.1?) were built
  against that one instead of the broken one that prevents windows users from
  correctly detecting their joysticks.
 
 The fix is from me and I added it to the 2.0 binary before it was
 added to the plib repository, which took a while for different reasons. So
 there is no need for a new release for that.

  http://www.flightgear.org/forums/viewtopic.php?f=24t=2439

http://www.flightgear.org/forums/viewtopic.php?f=24t=2439start=44

-Fred

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proactively, and fine-tune applications for parallel performance.
See why Intel Parallel Studio got high marks during beta.
http://p.sf.net/sfu/intel-sw-dev
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