Re: [Flightgear-devel] 3D clouds and precepitation affects.

2010-11-29 Thread thorsten . i . renk
 One more observation.  Yesterday I was doing tweaks to the spin related
 functions in my model and during spin tests I noticed that I get the same
 affect when I am in a spin only the clouds are rotating about a vertical
 axis
 rather than a horizontal axis.  Again it only appears to happen in
 vertical
 maneuvers.  In a spin this is very disconcerting as the clouds spin in
 the
 same direction as the aircraft.

Yes - same reason - rapid change of the orientation of the view axis.

The problem is generic: a real cloud is a 3-d distribution of droplets,
i.e. for rendering purposes a function f(x,y,z) of opaqueness where
projections like

\int f(x,y,z) dz = c(x,y)

determine the appearance of the cloud as seen from the z-direction.

I don't quite know if one could render that in real time if enough
interpolation is used (I'm no 3d rendering expert), but even coming up
with a physically correct f(x,y,z) which projects in all directions into
something like a cloud is a pretty hard task.

So we have to fake it by using texture sheets projected onto something,
and then there is always some situation in which the nature of the fake is
apparent.

I can given you clouds which look more or less realistic in level flight
and normal airplane operation  (by using rather high-resolution cloud
images as done now) - but they rotate in an odd way when you do
aerobatics.

I can give you static cloud sheets which look great from far below or high
above - but they look unrealistically flat when level with them (doesn't
work for convective clouds though - I did some of the Cirrus sheets that
way).

I can give you clouds which are stable against the rotations you observe
in aerobatics - but they behave in an odd way when you are close to them.

I can give you clouds which are stable against aerobatics and have the
right behaviour when you are close to them and look straight - but when
you look out of the side window or take an external view they look odd.

The problem isn't going to go away - you simply can't make a 2d sheet
appear like a 3d object without the 2d nature being revealed somewhere, in
some situation - it's like asking from a stage magician that you should be
allowed to sit and observe behind the stage as well - if you want
something which looks always and everywhere like a genuine 3d object, you
need a genuine 3d object. All you can do is decide where you want the
problem to be.

And I guess that having clouds which are stable against an airplane flying
through them are more desirable as clouds which look good from a spin...
But you could simply edit the cloud shaders to insert the relative
position vector to the object as the reference vector for the transform
rather than the view axis just to see if you like that better - it's one
line to edit I think.

Stacking many 2d illusions into a 3d volume is a step towards a genuine 3d
object, and Tim appears to think it can be done

 I've been looking at the clouds code again recently, which is oddly slow
 on
 my monster machine (Phenom II x6, GTX 460) . It has the same problem
 that
 the trees code did before a big makeover: it uses instancing techniques
 on
 geometry (flat quads) that is to far simple to be treated as an
 instance. It
 would be much better to take the same approach we do in trees and treat a
 cloud as a list of quad or triangle polygons. The messy part is the
 distance
 sorting that is not optional for the cloud sprites.

(I have no real idea as to what all this means... since I am not a 3d
rendering expert).

But then you run into a different problem - right now, the cloud code
doesn't need to know any convective physics, because the cloud texture is
a photograph and has all the information where a cloud looks how.

If you break that and build the whole shape from 200 different elements,
you need to input the whole information about where the texture should
look  how yourself, i.e. to get the same visual quality, the code to place
the texture elements must have some rough idea about convection. There's
no free lunch...

So, I guess rather than more information where the current cloud schemes
fail (which I at least know, I've spent 3 months with dreaming up and
testing schemes adn trying to come up with workarounds), an opinion where
you would like them to fail instead or how much performance you would be
willing to throw at improved clouds would be more helpful to make progress
:-) Or if you can come up with an even better scheme/transformation, I'd
be very excited!

Cheers,

* Thorsten


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Re: [Flightgear-devel] SegFault on Current Git

2010-11-29 Thread Erik Hofman
On Sun, 2010-11-28 at 23:50 -0800, Jeff Taylor wrote:
 OK.  So the Cub works, the ufo works.  (also updated to current git)  
 Maybe you meant --disable-sound?  I tried both --enable-sound, and 
 --disable sound, and neither worked.  Maybe it's something more specific 

Ah yes off course..

 to the C172?  I guess I would be able to work around this if it's just 
 one aircraft, but I'd hate to see someone trying Flightgear who doesn't 
 want to go to the trouble to work around it.  Is there any other info I 
 could pull out of the debugger that would help?

So it looks like to be a JSBSim problem, now you could try to test a
turbine powered aircraft like the F-16 to try to pinpoint the problem.
It would probably be a good idea to try running FlightGear inside a
debugger an provide a backtrace if possible.

Erik


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Re: [Flightgear-devel] SegFault on Current Git

2010-11-29 Thread Erik Hofman
On Mon, 2010-11-29 at 09:45 +0100, Erik Hofman wrote:
 So it looks like to be a JSBSim problem, now you could try to test a
 turbine powered aircraft like the F-16 to try to pinpoint the problem.
 It would probably be a good idea to try running FlightGear inside a
 debugger an provide a backtrace if possible.

I've committed a patch from the JSBSim developers list to GIT which
should eliminate some problems in the location code. Could you try if
this helps to solve your problem?

Erik


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Re: [Flightgear-devel] 3D clouds and precepitation affects.

2010-11-29 Thread Tim Moore
On Mon, Nov 29, 2010 at 9:39 AM, thorsten.i.r...@jyu.fi wrote:

  One more observation.  Yesterday I was doing tweaks to the spin related
  functions in my model and during spin tests I noticed that I get the same
  affect when I am in a spin only the clouds are rotating about a vertical
  axis

 ...

 Yes - same reason - rapid change of the orientation of the view axis.

 The problem is generic: a real cloud is a 3-d distribution of droplets,
 i.e. for rendering purposes a function f(x,y,z) of opaqueness where
 projections like

 \int f(x,y,z) dz = c(x,y)

 determine the appearance of the cloud as seen from the z-direction.

 I don't quite know if one could render that in real time if enough
 interpolation is used (I'm no 3d rendering expert), but even coming up
 with a physically correct f(x,y,z) which projects in all directions into
 something like a cloud is a pretty hard task.

The current state of the art in cloud rendering does treat the cloud as some
kind of 3d density function and then renders it using tricks that
more-or-less emulate ray-tracing. Such a system would require a lot of work
to implement in fgfs (GSoC project?) The advantage of the current system is
that it looks pretty good and doesn't need very powerful graphics hardware.


 So we have to fake it by using texture sheets projected onto something,
 and then there is always some situation in which the nature of the fake is
 apparent.

 I can given you clouds which look more or less realistic in level flight
 and normal airplane operation  (by using rather high-resolution cloud
 images as done now) - but they rotate in an odd way when you do
 aerobatics.

 An alternative might be to use non-rotating crosses -- like the trees --
for the cloud blobs. The problem is that the blending between the blobs
becomes even trickier than what we have now.

 I can give you static cloud sheets which look great from far below or high
 above - but they look unrealistically flat when level with them (doesn't
 work for convective clouds though - I did some of the Cirrus sheets that
 way).

 I can give you clouds which are stable against the rotations you observe
 in aerobatics - but they behave in an odd way when you are close to them.

 I can give you clouds which are stable against aerobatics and have the
 right behaviour when you are close to them and look straight - but when
 you look out of the side window or take an external view they look odd.

 The problem isn't going to go away - you simply can't make a 2d sheet
 appear like a 3d object without the 2d nature being revealed somewhere, in
 some situation - it's like asking from a stage magician that you should be
 allowed to sit and observe behind the stage as well - if you want
 something which looks always and everywhere like a genuine 3d object, you
 need a genuine 3d object. All you can do is decide where you want the
 problem to be.

 And I guess that having clouds which are stable against an airplane flying
 through them are more desirable as clouds which look good from a spin...
 But you could simply edit the cloud shaders to insert the relative
 position vector to the object as the reference vector for the transform
 rather than the view axis just to see if you like that better - it's one
 line to edit I think.

 Stacking many 2d illusions into a 3d volume is a step towards a genuine 3d
 object, and Tim appears to think it can be done

  I've been looking at the clouds code again recently, which is oddly slow
  on
  my monster machine (Phenom II x6, GTX 460) . It has the same problem
  that
  the trees code did before a big makeover: it uses instancing techniques
  on
  geometry (flat quads) that is to far simple to be treated as an
  instance. It
  would be much better to take the same approach we do in trees and treat a
  cloud as a list of quad or triangle polygons. The messy part is the
  distance
  sorting that is not optional for the cloud sprites.

 (I have no real idea as to what all this means... since I am not a 3d
 rendering expert).

All I'm saying is that the current implementation could be improved and that
we seem to have headroom for more cloud blobs per cloud.


 But then you run into a different problem - right now, the cloud code
 doesn't need to know any convective physics, because the cloud texture is
 a photograph and has all the information where a cloud looks how.

 If you break that and build the whole shape from 200 different elements,
 you need to input the whole information about where the texture should
 look  how yourself, i.e. to get the same visual quality, the code to place
 the texture elements must have some rough idea about convection. There's
 no free lunch...

 Either that or create the clouds statically in a modeling program.

 So, I guess rather than more information where the current cloud schemes
 fail (which I at least know, I've spent 3 months with dreaming up and
 testing schemes adn trying to come up with workarounds), an opinion where
 you 

[Flightgear-devel] FlightGear Flight Pro Sim Statement

2010-11-29 Thread Mally
?
re: http://www.flightgear.org/flightprosim.html

I've just tried posting a link to this on facebook to warn all my friends,
but unfortunately the information automatically extracted by the facebook
sharing mechanism for the page is as follows:

__

FlightGear Flight Simulator
http://www.flightgear.org/flightprosim.html
FlightGear is an open-source flight simulator that was created in 1996. It
is released under the GNU General Public License v2, and as such, it is free
to use, modify and distribute with few restrictions. It has been developed
with the collaboration of a large number of individuals over the last 14+
[NO IMAGE]
__


What it needs to be is something more like:

__

Flight Pro Sim - FlightGear statement
As many people will be aware, there is a (self described) new flight
simulator product that is being widely and actively marketed at the moment
under various names - Flight Pro Sim, Pro Flight Simulator, etc. These new
simulators are simply a rebranding of the FlightGear open-source flight
simulator. However, the marketing tactics of the Flight Pro Sim guys have
caused more than a bit of confusion with end users. To help provide some
clarity and answer some common questions, we (the core FlightGear
development team) felt it was appropriate to make a statement, and provide a
FAQ.
[NICE IMAGE]
__

i.e. the title of the page plus the first paragraph.

The facebook sharing mechanism is unable to find any images. Is this
important? Yes, a link without an image is very unlikely to gain the
necessary attention in the crowded 'wall space' of facebook.

Would it be possible to change the page to be more facebook friendly as
described above?

By the way, in writing this post, I've just had the thought that FlightGear
Flight Pro Sim statement, if read/seen in isolation, could give the
impression that Flight Pro Sim is *part of * the FlightGear project, hence
my proposed reworded title above Flight Pro Sim - FlightGear statement.

Mally




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Checked by AVG - www.avg.com
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Re: [Flightgear-devel] First time build

2010-11-29 Thread Geoff McLane
On Sun, 2010-11-28 at 21:29 -0500, Roberto Waltman wrote:
 On 11/28/2010 06:36 PM, Martin Spott wrote:
  Did you check if the download really maxes out your DSL link ?
 Yes. It did, but not all the time. I saw numbers ranging from 120 Kb/sec 
 (the maximum I ever get,) down to 35 Kb/sec.
 
Hi Roberto, Martin,

You are LUCKY ;=)) I sometimes see just 20 Kb/sec, or
less... a full clone is 'days'!, and only using --depth 1 
saves my sanity... gitorious is _SLOW_ for me, most of
the time, regardless of the clone size...

On a mapserver clone I can see 200, or even 300+ Kb/sec,
so this is what I use now... Thanks for this alternate...

But also I would certainly welcome a re-opening of the 
split 'fgdata' repo discussion... I forget how it exactly
ended, except no change was made... There seemed some
good ideas in there...

My --depth 1 clone is about 6GB, with Aircraft being abt 
3.4GB. It seems to makes sense to have say a new 'fgair' 
repo of 2-3GB, reducing the present fgdata 'base'
to 2-4GB? Nearly a split in 2...

Maybe fgfs exe could be adjusted to look in $FG_ROOT/fgair,
as well as $FG_ROOT/Aircraft, then 'aircraft' could be cloned,
and updated into/inside the 'base' clone directory, like -
data/Aircraft
/fgair
/AI
/.git
 ...
and base .gitignore adjusted to ignore this 'fgair'...
and not to some 'separate' local directory, which would
then involve copying, moving, etc...

Anyway, glad to hear your first build went well
overall... enjoy the flying...

Geoff.



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[Flightgear-devel] Downloading from GIT

2010-11-29 Thread castle
Hi,

Trying to retrieve latest from git...

was able to create tar files for flightgear and simgear, download, extract
and compile, however the fgdata refuses to cooperate

when trying to create a tar of master the webpage goes blank with firefox
and under MS browser reports webpage cannot be displayed.

ATM don't want to spend a lot of time setting up git access, is there
another location for the latest fgdata, say over at sourceforge or some
oher mirror.

Have 2.0.0 release from Feb... any suggestions would be welcomed

Jack


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Re: [Flightgear-devel] First time build

2010-11-29 Thread Martin Spott
Geoff McLane wrote:

 On a mapserver clone I can see 200, or even 300+ Kb/sec,
 so this is what I use now... Thanks for this alternate...

You're welcome .  these wonderful ressources are not mine, I'm just
maintaining the site  ;-)

Martin.
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Re: [Flightgear-devel] First time build

2010-11-29 Thread Martin Spott
Roberto Waltman wrote:

 My long term interests are to build a multiple computer/multiple monitor 
 system, (already have an X-Plane based system like that, want to try 
 FlightGear) and to try to use/port/convert Microsoft's FS scenery with 
 FlightGear. (Megascenery in particular)

Depending on the format of this Megascenery, converting scenery might
prove to be rather difficult. The technical part of converting file
formats might be feasible, but the way of organizing scenery is
probably a lot different. So, please be prepared to deal with a few
surprises  :-)

The multi-monitor setup should be rather simple these days - you just
have to buy the hardware 

  
https://photos-3.dropbox.com/i/o/k3FspFi0namcvTKhg_pUFqzu_NM83iumPvOgqkeVGec/7455889/1291129200/11c3e98

These are ten screens connected to one single machine running
FlightGear.

Cheers,
Martin.
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[Flightgear-devel] Warning: TangentSpaceGenerator: unknown primitive mode 9

2010-11-29 Thread henri orange
Hi,
I am getting that warning message ( a lot   :( )
Is it a known issue ?
What can be done to avoid it ?

Since, i have a lot of customized, Scenery, Aircraft models, AI models
which could explain the issue, i could be alone to get such Warning.
In such case forget the noise.

Thanks

Alva



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Re: [Flightgear-devel] Downloading from GIT

2010-11-29 Thread Mike McLean


Sent from my Samsung Epic™ 4G

cas...@mminternet.com wrote:

Hi,

Trying to retrieve latest from git...

was able to create tar files for flightgear and simgear, download, extract
and compile, however the fgdata refuses to cooperate

when trying to create a tar of master the webpage goes blank with firefox
and under MS browser reports webpage cannot be displayed.

ATM don't want to spend a lot of time setting up git access, is there
another location for the latest fgdata, say over at sourceforge or some
oher mirror.

Have 2.0.0 release from Feb... any suggestions would be welcomed

Jack


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Re: [Flightgear-devel] First time build

2010-11-29 Thread Curtis Olson
On Mon, Nov 29, 2010 at 8:21 AM, Martin Spott wrote:

 Roberto Waltman wrote:

  My long term interests are to build a multiple computer/multiple monitor
  system, (already have an X-Plane based system like that, want to try
  FlightGear) and to try to use/port/convert Microsoft's FS scenery with
  FlightGear. (Megascenery in particular)

 Depending on the format of this Megascenery, converting scenery might
 prove to be rather difficult. The technical part of converting file
 formats might be feasible, but the way of organizing scenery is
 probably a lot different. So, please be prepared to deal with a few
 surprises  :-)

 The multi-monitor setup should be rather simple these days - you just
 have to buy the hardware 


 https://photos-3.dropbox.com/i/o/k3FspFi0namcvTKhg_pUFqzu_NM83iumPvOgqkeVGec/7455889/1291129200/11c3e98

 These are ten screens connected to one single machine running
 FlightGear.


Hi Roberto,

Just for the record (and to echo Martin's suggestion) FlightGear supports a
variety of multi-monitor configurations.

1. The old/expensive way is to have one PC for each display and then sync
them together over the network (one master server + n clients that sync to
the master.)  We have supported this natively for many many years.

2. For the last 2+ (?) years we have supported multiple displays attached to
a single PC.  You can get motherboards with multiple PCI express slots for
multiple video cards and typical nVidia graphics cards usually support 2
monitors each.  I have played with a machine that had 4 video cards for a
total of 8 monitors, and Martin and Torsten and the FSWeekend group had a
machine with 5 video cards for a total of 10 displays.

FlightGear is based on OSG which supports a highly threaded architecture, so
you can run multiple displays on multiple CPU/core machines and have quite
impressive results.

3. FlightGear also supports drawing a camera view to a portion of the
display.  This provides excellent support for devices like the Matrox Triple
Head 2 Go box.  Your computer thinks you have 1 large display, but you can
divide that display into 3 separate camera views and set the view parameters
for each camera.  This allows you to account for the frame around each
display so that straight lines in the scenery line up from one display to
the next and you avoid stair stepping of the horizon in turns.

4. More recently, several of our developers have been looking at supporting
curved displays ... like projecting onto a wrap around cylinder, or even a
parabolic curved screen to produce a collimated display (infinite focus/3d)
like the multimillion $$$ full motion sims use.  This code is just being
hashed out right now so it's not ready for prime time.  At the moment we are
building the hooks and Tim has a simple demo of a transform that would be
appropriate for projecting inside a dome.

This is all very exciting stuff, especially for those that are interested in
home cockpit building and pushing the state of the art forward and mimicking
what is done at the absolute top end of the simulation world.

Best regards,

Curt.


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[Flightgear-devel] ATC client

2010-11-29 Thread Pep Ribal
I've seen that there are plans to develop an ATC client for Flightgear.

I'm very interested in this profect, and so I'm offering my help. 
Whoever is involved, please get in touch.

Cheers.

Pep.


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[Flightgear-devel] collimation project update...

2010-11-29 Thread Gene Buckle

http://www.diy-cockpits.org/coll/collimated_display_page2.html

tnx.

g.


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Re: [Flightgear-devel] ATC client

2010-11-29 Thread Martin Spott
Pep Ribal wrote:

 I've seen that there are plans to develop an ATC client for Flightgear.
 
 I'm very interested in this profect, and so I'm offering my help. 
 Whoever is involved, please get in touch.

  
http://wiki.flightgear.org/index.php/FlightGear_Newsletter_October_2010#OpenRadar

Cheers,
Martin.
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Re: [Flightgear-devel] Bouncing JSBSim aircraft

2010-11-29 Thread Reagan Thomas
On 11/28/2010 2:41 PM, Gijs de Rooy wrote:
 Yeah, problems is fixed! I had --model-hz=30. Setting it to 120 (so it
 was omitted from the commandline by FGRun) fixed the problem.

 For what it's worth (I do think it is weird that some aircraft are not
 affected by low model-hz, while others are), some more info below:

  Bertrand wrote:
 
  Since I am mostly involved in the landing gears code of JSBSim, I
  would be interested in having more details about the problem you
  experienced.

 After takeoff, bouncing stops. After landing, bouncing continues.
 When braking, the intensity of the bounces increases significantly.
 Apparently not all JSBSim aircraft bounce (see list below).
 There are three categories of bouncing to be distincted:
 **
 *No bouncing:*
 737-300 (J)
 777-200ER (Y)
 Storch (J)
 F-117 (J)

 *Small bouncing:
 *b1900d (J)
 Bravo (J)
 ercoupe (J)
 followme (J)

 *Extreme bouncing:
 *747-400 (J)
 c172p (J)

 Cheers and thanks for the help!
 Gijs



If I recall correctly, we had a similar problem 3 or 4 years ago that 
only showed up on Windows builds.  It had to do with uninitialized 
variables that happened to be set to 0 on Linux (gcc) builds and random 
stuff on Windows (MSVC++) builds. Could be a similar problem this time?

-Reagan

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Re: [Flightgear-devel] ATC client

2010-11-29 Thread Pep Ribal

El 29/11/10 20:44, Martin Spott escribió:
 Pep Ribal wrote:

 I've seen that there are plans to develop an ATC client for Flightgear.

 I'm very interested in this profect, and so I'm offering my help.
 Whoever is involved, please get in touch.

 http://wiki.flightgear.org/index.php/FlightGear_Newsletter_October_2010#OpenRadar

 Cheers,
   Martin.

I would gladly mantain, or port to C++. But who can I contact? There's 
no contact information available in the websites.

Regards.

Pep.

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Re: [Flightgear-devel] FlightGear Flight Pro Sim Statement

2010-11-29 Thread Curtis Olson
Hi Mally,

facebook is pulling an excerpt from the middle of the statement.  Does
anyone know how to influence Facebook's extract pulling code?

Just for fun I threw an img tag at the bottom with a B1900 cockpit photo
... will facebook pick that up?

Thanks,

Curt.


On Mon, Nov 29, 2010 at 4:45 AM, Mally wrote:

 ?
 re: http://www.flightgear.org/flightprosim.html

 I've just tried posting a link to this on facebook to warn all my friends,
 but unfortunately the information automatically extracted by the facebook
 sharing mechanism for the page is as follows:

 __

 FlightGear Flight Simulator
 http://www.flightgear.org/flightprosim.html
 FlightGear is an open-source flight simulator that was created in 1996. It
 is released under the GNU General Public License v2, and as such, it is
 free
 to use, modify and distribute with few restrictions. It has been developed
 with the collaboration of a large number of individuals over the last 14+
 [NO IMAGE]
 __


 What it needs to be is something more like:

 __

 Flight Pro Sim - FlightGear statement
 As many people will be aware, there is a (self described) new flight
 simulator product that is being widely and actively marketed at the moment
 under various names - Flight Pro Sim, Pro Flight Simulator, etc. These
 new
 simulators are simply a rebranding of the FlightGear open-source flight
 simulator. However, the marketing tactics of the Flight Pro Sim guys have
 caused more than a bit of confusion with end users. To help provide some
 clarity and answer some common questions, we (the core FlightGear
 development team) felt it was appropriate to make a statement, and provide
 a
 FAQ.
 [NICE IMAGE]
 __

 i.e. the title of the page plus the first paragraph.

 The facebook sharing mechanism is unable to find any images. Is this
 important? Yes, a link without an image is very unlikely to gain the
 necessary attention in the crowded 'wall space' of facebook.

 Would it be possible to change the page to be more facebook friendly as
 described above?

 By the way, in writing this post, I've just had the thought that
 FlightGear
 Flight Pro Sim statement, if read/seen in isolation, could give the
 impression that Flight Pro Sim is *part of * the FlightGear project,
 hence
 my proposed reworded title above Flight Pro Sim - FlightGear statement.

 Mally




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 Checked by AVG - www.avg.com
 Version: 10.0.1170 / Virus Database: 426/3286 - Release Date: 11/28/10



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Re: [Flightgear-devel] p51d-jsbsim merge request.

2010-11-29 Thread Martin Spott
Hal V. Engel wrote:

 There is tons of stuff that remains to be done still.  For example the 
 cockpit 
[...]

While you're at it   if you didn't know before, you might be
intersted in this one (beware, huge dowbload, don't klick if you don't
need it ):

  http://www.stclairphoto-imaging.com/360/P51-Mustang/P51_swf.html

Cheers,
Martin.
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Re: [Flightgear-devel] FlightGear Flight Pro Sim Statement

2010-11-29 Thread Gijs de Rooy

In order to promote our statement, I've created a YouTube video, explaining 
some basic things 
about FlightSimPro and the like, and reference the viewers to our statement. If 
we all vote thumbs
up on this video, add it to our public playlists, make it favourits etc., it 
will come up higher in the 
search results and thus be more visible to potential buyers. It's already third 
in row when searching 
for FlightSimPro!

The video: http://www.youtube.com/watch?v=s6LAWlRaydo

Comments/ideas on the content of the video are welcome of course.

Cheers,
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Re: [Flightgear-devel] ProFlightSimulator The Most Realistic

2010-11-29 Thread Minton Brooks
Hi FlightGear folks,

(I am only temporarily posting to the dev list. I'll remove myself following 
this interchange about ProFlightSimulator).

I'm posting because I was so infuriated as a consumer about the 
ProFlightSimulator that I bought on Nov. 23rd for $50. It was not what I 
expected at all, UI-controls-wise, and in any case I could not get it to run. I 
posted a complaint via their tech support site, asking for my money back. I 
then cancelled payment via the American Express complaint site. I then dug in 
to see what I could find:

-- There is no company name on their web site. I browsed through several pages 
until I found this: Dan Freeman 13 Hickson Road, Walsh Bay, Sydney, NSW, 
Australia

-- I searched for complaints and went six pages deep in a Google search without 
finding anything. It appears that Dan has flooded the internet with bogus 
reviews such that not a negative word appears. He also has a couple sites that 
are _bogus scam expose sites_(!!) that report back that ProFlightSImulator is a 
great product!

-- Finally down in page seven of the search I came across messages that 
originated in this list. I read all of those, and now feel all the more 
infuriated to find that your good work has been expropriated for profit. I am 
sure he is raking in big bucks, as, to a novice like me,* it _appears_ to be a 
breakthrough product that is better than MS Flight SImulator!!

Their site has this guarantee: To back that claim, you have my 100% Risk Free 
Unconditional Money-Back Guarantee. If after 8-weeks of using this simple, yet 
powerful 3D software and you're not satisfied - I'll refund your money...no 
questions asked.

I am waiting to see if I get my money back. 

Thanks for your good work on FlightGear.

Minton Brooks
Astoria, NY

* I am a former pilot, but I haven't used a flight simulator product for the 
past ten years.--
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Re: [Flightgear-devel] Bouncing JSBSim aircraft

2010-11-29 Thread Ron Jensen
On Monday 29 November 2010 12:59:26 Reagan Thomas wrote:

 If I recall correctly, we had a similar problem 3 or 4 years ago that
 only showed up on Windows builds.  It had to do with uninitialized
 variables that happened to be set to 0 on Linux (gcc) builds and random
 stuff on Windows (MSVC++) builds. Could be a similar problem this time?

 -Reagan

Gijs already confessed that he changed the model-hz to 30Hz.  The gear model 
code just isn't robust enough to take a large transient at that low a 
frequency.  When flightgear starts, it places the aircraft above the scenery 
and lets it drop.  At the normal model-hz (120Hz) the gear model does a good 
job of absorbing this impact, but as the frequency drops quantization errors 
cause the gear model to misbehave.  

Ron

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[Flightgear-devel] ProFlightSImulator

2010-11-29 Thread Jack Mermod
Woohoo!!! I clicked on one of those ProFlightSimulator ads, and it  
took me to a page saying: ACCOUNT SUSPENDED.

See for yourself here! 
http://www.proflightsimulator.com/cgi-sys/suspendedpage.cgi?hop=txflyer20

Cheers! Drinks all around!

Check Six,
Jack

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[Flightgear-devel] (no subject)

2010-11-29 Thread Chris Wilkinson
To whom it may concern,
 
I note that you are hosting articles created by author Dan H Freeman. Please be 
aware that Mr Freeman appears to be running a scam. He says he is behind 
ProFlightSimulator, or software with variations on that name. The software can 
be purchased over the internet, and various claims are made as to it be being 
the most realistic simulator ever. In reality this software is nothing but a 
copy of open-source flight simulator FlightGear (fgfs), and an out-of-date 
verison of that at best. That fact is barely conceded or alluded to on his 
website.
 
Please also be aware that Dan H Freeman may be an alias. Previously the name 
Charlie Taylor was used on his website, but was recently removed after I 
linked that name back to a historical figure in aviation history, Charles E 
Taylor, the 3rd Wright Brother, whose work ensured the Wright Flyer was able 
to take to the air. It is my belief that other opensource softwares are being 
scammed by this same person or organization. A software named Celestia (an 
opensource astronomy software) has also been copied, and the person mentioned 
on the website for that copy (John Bayer) also relates to a historical figure 
in astronomy, Johann Bayer, who created the first complete celestial atlas 
hundreds of years ago. It is obvious that the names put forward for each 
software are taken from historical data related to each software, in an attempt 
to hide who the scammer really is.
 
FlightGear is released under the GPL v2, which allows some concessions to 
selling the software. However it is my belief, and the belief of a number of 
people within the FlightGear opensource community, that the conditions of the 
GPL v2 licence are not being followed completely with the sale and distribution 
of this software.
 
Hence I would like to request that you consider removing Mr Freemans articles 
from your website until such time as the validity of his enterprise is 
determined. However legal Mr Freemans enterprise may or may not be, his ethical 
and moral standing is without doubt very poor. There are a number of people who 
recently have attested to being ripped off by this man, so to prevent more 
people losing money to this scam please consider this request seriously.
 
Best regards,
 
Chris Wilkinson, Brisbane, Australia.
FlightGear community member.


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