Re: [Flightgear-devel] 3D clouds and precepitation affects.
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 -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel
Re: [Flightgear-devel] SegFault on Current Git
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 -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] SegFault on Current Git
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 -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 3D clouds and precepitation affects.
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
? 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 - No virus found in this message. Checked by AVG - www.avg.com Version: 10.0.1170 / Virus Database: 426/3286 - Release Date: 11/28/10 -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] First time build
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. -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Downloading from GIT
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 -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] First time build
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] First time build
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Warning: TangentSpaceGenerator: unknown primitive mode 9
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 -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Downloading from GIT
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 -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] First time build
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. -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/ -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] ATC client
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. -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] collimation project update...
http://www.diy-cockpits.org/coll/collimated_display_page2.html tnx. g. -- Proud owner of F-15C 80-0007 http://www.f15sim.com - The only one of its kind. http://www.simpits.org/geneb - The Me-109F/X Project ScarletDME - The red hot Data Management Environment A Multi-Value database for the masses, not the classes. http://www.scarletdme.org - Get it _today_! Political correctness is a doctrine, fostered by a delusional, illogical minority, and rabidly promoted by an unscrupulous mainstream media, which holds forth the proposition that it is entirely possible to pick up a turd by the clean end. -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ATC client
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bouncing JSBSim aircraft
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 -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ATC client
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. -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear Flight Pro Sim Statement
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 - No virus found in this message. Checked by AVG - www.avg.com Version: 10.0.1170 / Virus Database: 426/3286 - Release Date: 11/28/10 -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/ -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] p51d-jsbsim merge request.
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. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear Flight Pro Sim Statement
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, Gijs -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] ProFlightSimulator The Most Realistic
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.-- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bouncing JSBSim aircraft
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 -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] ProFlightSImulator
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 -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (no subject)
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. -- Increase Visibility of Your 3D Game App Earn a Chance To Win $500! Tap into the largest installed PC base get more eyes on your game by optimizing for Intel(R) Graphics Technology. Get started today with the Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs. http://p.sf.net/sfu/intelisp-dev2dev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel