Re: [Flightgear-devel] ATC client

2010-12-01 Thread Martin Spott
Eftychios Eftychiou wrote:
 On Tue, Nov 30, 2010 at 11:03 PM, Martin Spott martin.sp...@mgras.netwrote:

 I'm surprised to read that they're actually now having source code on
 offer, do you have a pointer to the code ?

 You will need to sign up at http://forge.osor.eu/projects/albadisp/ and
 join the project to get the code.

Mmmmh   it's not my understanding of Open Source Community when
you have to sign a license agreement, in which you basically waive all
your rights, before you're permitted to _read_ the source code.
It's also quite interesting that they care that much about patenting
clauses, is their software covered by patents they don't want to share
with the public ?

 [...] I just suggested that there might
 not be a need to re-invent the wheel when there is solution out there
 already.

Exactly my intention - considering the fact that OpenRADAR had seen
life years before SkyGuide made their first announcement  ;-)

Cheers,
Martin.
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Re: [Flightgear-devel] development directory

2010-12-01 Thread James Turner

On 1 Dec 2010, at 03:54, Jacob Burbach wrote:

 I  also needed to add an entry in Nasal/IOrules to allow reading in my
 custom aircraft directories when using this in order for most aircraft
 to load properly. This should be changed imho as IOrules has a READ
 entry for $FG_AIRCRAFT/* already, and I would think explicitly added
 aircraft directories should get covered by that..no? Unless I've
 completely missed something of course..in which case feel free to
 disreguard...

This is supposed to be automatic - I updated the code in Nasal that sets up the 
IORules, so each additional aircraft directions should be on the read-allowed 
list. Of course, it's entirely possible I didn't get this 100% correct - it's 
awkward logic to test. If you can, please investigate a bit further, especially 
the code that sets up Nasal security (startup.nas?) and see if your aircraft 
dir path is getting processed.

James


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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread thorsten . i . renk
Martin wrote:

 I think the risk of doing harm by rating aircraft and their cockpits
 after just a quick test is rather high compared to the potential
 benefit - especially when you're too unfamiliar with some of the
 respective real-life references. To put in into different words: By
 assigning too many inappropriate ratings, you're putting the entire
 effort at the risk of not being taken as seriously as you would expect.

 If I were you, I'd refrain from posting ratings as 'delicate' as this
 one.
(...)
 My own ego is not affected in any way, last but not least because I
 didn't model any of these aircraft. But I do know some of the
 respective real-life counterparts (mostly single engined aircraft)
 pretty well because I'm flying these as PIC or at least as co-pilot and
 for almost all of them I'd end up with a different rating.

Hm, I gather you don't like my idea (this seems to become a habit with
us...). But I can't really figure out why.

One interpretation I have is that you really want to say that I can't
judge the level of visual detail by looking at a cockpit, I'd have to have
real-life flying experience in the airplane. But it doesn't seem likely
that this is what you mean, because for example I don't need to ever have
entered an YF-23 to know that the cockpit of the Flightgear model has no
visual detail - that's just obvious to me.

The other interpretation I can think of is that you somehow mix up a
rating of visual detail of the cockpit model (which I did) with a rating
of aircraft realism based on a real life comparison (which I did not). But
that also doesn't seem likely, because I set down a clear description of
by what procedure the numbers are obtained, so you'd then call a rating
'inappropriate' because it is derived according to my (published)
standards rather than your (unpublished) standards, and that doesn't make
too much sense to me either.

So I am a bit lost as to what you are actually criticizing, sorry.

Curt wrote:

 2. The rating could be broken down into 3 (or more) subsections and the
 overall rating could be a combination of the parts.  3 broad categories
 I see are: (a) cockpit/interior, (b) exterior model, and (c) flight
 model (how well does the thing fly, not to be confused with how hard the
 thing is to fly.)  We could also talk about sound effects, systems
 modeling (electrical system, hydraulic system), fault modeling, night
 lighting ... and on and on.

I have the idea of a scheme in which in addition systems and
instrumentation (0-10) and FDM (0-10) are rated, and I would absolutely
love the idea of having that info along with the visual detail.

The problem is time - my optimistic figure to get a rough idea of the
flight characteristics is something like 2 hours (certainly more to
appreciate the fine points of high-level FDMs, not including research).
Applied to the aircraft database, that's 800+ hours of work. Given that it
took me 3 weeks to complete the project so far, it's simply not something
that I can see is done in a systematic way for all aircraft we have.

But in a more limited scope, there is some information out there about
realism of FDMs (see the recent p51d discussion) - and even on the limited
level of what FDMs are the favourites of people here, I think that would
be very useful information to have out and to counterbalance the inherent
bias of the visual detail rating. So if anyone wants to comment on what
good FDMs are, please go ahead!

James wrote:

 Sadly, I agree with both Tim and Martin - judging people's work
 is pretty risky, especially when they don't know it's coming -
 but we do make it really hard for casual users to find out aircraft
 that suit their needs.

Hm, see my comment in the forum - it's not that I am completely unaware of
things...

***
First, it seems to me there is a fundamental (and unfair) mismatch between
what a developer wants and what a user perspective (from which ratings are
done) does. A developer usually wants some appreciation for hard work. A
user wants a finished product which looks and feels great, and if it does
suit his fancy, he expresses appreciation. Here's the problem: I spent the
better part of 5 months coding work to make something disappear from the
weather system. Now it's largely gone and doesn't bother me any more - but
do you really think that any future user is ever going to express his
gratitude that it's not there? Of course not - he'll never notice, which
is just the point. He'll just notice that cloud texture X looks
spectacular, which is nice, but that's 5 hours of work instead of 5
months. Also with cockpit design - it's obviously much easier to create a
'wow!' effect when you have a glider cockpit with 5 instruments, rather
than the Concorde with 200. But a user simply isn't interested in the time
it took to get something going - if I can't start a plane because it
creates an error, I don't appreciate the hours gone into that plane. If
someone spent 100 hours to get a nice cockpit, 

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread Vivian Meazza


 -Original Message-
 From: thorsten.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
 Sent: 01 December 2010 08:58
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Aircraft model/cockpit rating
 
 ... snip ...
 
  Hmm - interesting. Are you sure you know what you are seeing? Your #2 is
  the
  Seahawk. It is a full 3d representation of the actual aircraft derived
  from
  the pilot's notes. There are no omissions from the main panel, although
  there are some secondary controls missing from the cockpit sidewalls,
  omitted in the interests of frame rate.
 
 The seahawk was rated 5, meaning I saw a complete 3d operational 3d
 cockpit without any glaring omissions of gauges or buttons, but without
 any fancy additions like metal texturing (most surfaces are just a single
 color), 3d effects (gauges look a bit like flat pictures glued onto the
 panel) or work on the sidewalls. Not an 'How nice!' or 'Wow!' cockpit,
 clearly not photorealistic, but good work. Would you disagree with this
 assessment, and if so, where?
 
 (I actually like to fly the seahawk very much... much better than the 5
 would suggest).
 
 I'd like to stress again that this is in no way a judgement if the gauges
 are all in the right place or if the cockpit is complete down to the last
 detail - in order to do that, I'd need to acquire cockpit photographs
 which in many cases I don't have (and much more time).
 
 

I must have misunderstood what you meant by is 2d, is 3d but largely
untextured, lacks details, appears flat. But thank you for you other
comments. The model was developed with the assistance of a pilot who flew
that particular aircraft in the late '50s.

I'm afraid that your grading is no more than a beauty contest. It does
matter if the gauges are all in the right place or if the cockpit is
complete down to the last detail. Under your grading a cockpit could be a
complete figment of the imagination, but by looking pretty or having a wow
factor it will get a high score. I would suggest that as such it has little
value for a Flight Sim such as ours which values accuracy above all else. 

Bit of fun for the forum though.

Vivian



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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread thorsten . i . renk
 I'm afraid that your grading is no more than a beauty contest. It does
 matter if the gauges are all in the right place or if the cockpit is
 complete down to the last detail. Under your grading a cockpit could be
 a complete figment of the imagination, but by looking pretty or having a
 wow factor it will get a high score. I would suggest that as such it has
 little value for a Flight Sim such as ours which values accuracy
 above all else.

 Bit of fun for the forum though.

I wish we could dispense with such disparaging comments.

To get it out of the way - yes, a cockpit could theoretically be
completely fictional and get a high rating. So there are cases in which
the rating could be or actually is misleading - so what?

But to call it a 'beauty contest' doesn't reflect what actually happens,
because the basic assumption to trust developers that they try to place
gauges and levers right isn't that bad. It is simply not the case that
everyone tries to make up fictional assignments of instruments in cockpits
to get a 'Wow!' factor, and once you allow for that basic trust in model
developers, I find a decent correlation between realism of systems, FDM
and 'beauty'.

That may not be what you are interested in, you may be interested in
accurate positioning of instruments above else, which is fair, but it
doesn't equal 'little value' and it doesn't mean everyone else is like
you.

As for an accuracy rating of instrument positions, see what I wrote in the
forum:

You'd be looking at maybe 30 minutes work per aircraft to get cockpit
photographs, search for the position of each lever and gauge and compare
and then make sure there is actually no version of the aircraft beside the
one you have photographs for in which the gauges and levers are not placed
differently. That's 200 hours of work - if you do it as a full time job
with 8 hours per day, it's a whopping 5 weeks. Natural question - who
spends that time?

So, to get that out of the way as well - you can always make a point for
the perfect rating which is much fairer and reflects your particular
interests much better, then we find we can never invest the time to
actually do it systematically, and then we all go home. I concede that
point, you can make the case for having no rating at all because a 
completely fair one  which can't be misused is too time consuming.

Cheers to that!

* Thorsten


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Re: [Flightgear-devel] development directory

2010-12-01 Thread James Turner

On 1 Dec 2010, at 08:45, James Turner wrote:

 This is supposed to be automatic - I updated the code in Nasal that sets up 
 the IORules, so each additional aircraft directions should be on the 
 read-allowed list. Of course, it's entirely possible I didn't get this 100% 
 correct - it's awkward logic to test. If you can, please investigate a bit 
 further, especially the code that sets up Nasal security (startup.nas?) and 
 see if your aircraft dir path is getting processed.

Apologies, io.nas is the file to look at. Add some print statements to see 
what's going on, if you can.

James


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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread Martin Spott
thorsten.i.r...@jyu.fi wrote:
 Vivian Meazza wrote:

 I'm afraid that your grading is no more than a beauty contest. It does
 matter if the gauges are all in the right place or if the cockpit is
 complete down to the last detail. Under your grading a cockpit could be
 a complete figment of the imagination, but by looking pretty or having a
 wow factor it will get a high score. I would suggest that as such it has
 little value for a Flight Sim such as ours which values accuracy
 above all else.

 Martin wrote:
 My own ego is not affected in any way, last but not least because I
 didn't model any of these aircraft. But I do know some of the
 respective real-life counterparts (mostly single engined aircraft)
 pretty well because I'm flying these as PIC or at least as co-pilot and
 for almost all of them I'd end up with a different rating.

 But to call it a 'beauty contest' doesn't reflect what actually happens,
 because the basic assumption to trust developers that they try to place
 gauges and levers right isn't that bad.
[... large fractions of the correspondig responses not cited here ...]

So, what actually triggers the impression of a detailed cockpit ? I
agree that you don't need to have a license for judging about a
simulated replica of an aircraft cockpit, but the license at least
qualifies for claiming a certain familiarity with those cockpits I've
been 'operating' in real life - and only this small subset is what I'm
talking about.

Now, when I know a cockpit from real life, when I start FlightGear with
the corresponding aircraft (or vice versa) and I'm instantly getting
the feeling ah, this looks pretty familiar, then I very much claim
this to be a valid criteria for judging about the grade of detail _and_
realism.  I suspect this effect is mostly influenced by gauges and
instruments looking familiar and being in the expected or at least a
reasonable place (especially in SEP aircraft, where there is a wide
spread in how 'optional' instruments are placed), proportions (of
instruments, gauges as well as their placement) feeling sensible,
gauges and procedures working as expected (within the limits of the
respective FDM software).

In this context I'd like to point out that the simple act of applying
photo textures let's say to the cockpit panel does _not_ necessarily
add to the feeling neither of realism nor of detail.  In contrast,
quite a few of these photo textured panels make the cockpit look more
'artificial' than a stupid, coarse grey or black texture would do,
because these photo texture don't adapt to the sunlight as you would
expect (in real life).

So, if you claim that your rating is _not_ a beauty contest, then I'd
ask you: After taking the above mentioned thoughts into account, what's
left as a criteria for your rating ?

Cheers,
Martin.
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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread thorsten . i . renk
 So, if you claim that your rating is _not_ a beauty contest, then I'd
 ask you: After taking the above mentioned thoughts into account, what's
 left as a criteria for your rating ?

Martin, I see no need to repeat myself over and over. Please read the
explanations I have given so far, if you feel dissatisfied there is a
factor of three times more explanation, response and disclaimer in the
forum.

If you think the scheme is grossly flawed, please point to a specific
example where, then we can discuss that, maybe that's more productive.


 Now, when I know a cockpit from real life, when I start FlightGear with
 the corresponding aircraft (or vice versa) and I'm instantly getting
 the feeling ah, this looks pretty familiar, then I very much claim
 this to be a valid criteria for judging about the grade of detail _and_
 realism.

I'd be happy if this were the main issue as it would indicate we have a
high level of realism to begin with, but a fair share of aircraft has _no_
gauges at all...

Cheers,

* Thorsten


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Re: [Flightgear-devel] development directory

2010-12-01 Thread syd adams
It seems to work fine here without any additional changes , but I only
have one aircraft in that folder at the moment


On Wed, Dec 1, 2010 at 2:36 AM, James Turner zakal...@mac.com wrote:

 On 1 Dec 2010, at 08:45, James Turner wrote:

 This is supposed to be automatic - I updated the code in Nasal that sets up 
 the IORules, so each additional aircraft directions should be on the 
 read-allowed list. Of course, it's entirely possible I didn't get this 100% 
 correct - it's awkward logic to test. If you can, please investigate a bit 
 further, especially the code that sets up Nasal security (startup.nas?) and 
 see if your aircraft dir path is getting processed.

 Apologies, io.nas is the file to look at. Add some print statements to see 
 what's going on, if you can.

 James


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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread Stuart Buchanan
On Wed, Dec 1, 2010 at 11:43 AM,  Martin Spott wrote:
 So, if you claim that your rating is _not_ a beauty contest, then I'd
 ask you: After taking the above mentioned thoughts into account, what's
 left as a criteria for your rating ?

 Martin, I see no need to repeat myself over and over. Please read the
 explanations I have given so far, if you feel dissatisfied there is a
 factor of three times more explanation, response and disclaimer in the
 forum.

 If you think the scheme is grossly flawed, please point to a specific
 example where, then we can discuss that, maybe that's more productive.

One example that strikes me is the c172p, though I'm biased as one of the
maintainers of the aircraft, and it is rated accurately according to
your criteria :)

The cockpit interior is complete, down to panel lighting switches,
parking brake handle etc.
There may be a slight mis-alignment issue with regard to the fuel
gauge and clock, but
other than that, there really isn't anything further required. I don't
think adding photo
textures would add significantly to the look and feel, and in fact
might detract from
usability given the constraints on resolution, screen space view angle
inherent in a
simulator.

I'm with Martin and Vivian on this - I don't believe that
photo-textures add much to the
wow factor, and I also agree with Vivian that this isn't really a
particularly good indication
of quality. However, beauty is in the eye of the beholder ;)

As Curt and others have pointed out, there certainly is a place for
rating aircraft to
publicise those that are hidden gems, and your list is certainly going
to make me
look at some new aircraft.

I think a more fruitful approach would be to formalize various rating
requirements,
such that anyone can evaluate an aircraft against largely objective
criteria. This would
remove the need for one person to evaluate all the aircraft, which as
you've pointed out
is a herculean task. Such ratings would certainly need to include
cockpit quality, and
your criteria would form a good basis, even if we disagree on the importance of
photo-textures :)

This has been discussed many times on the list and elsewhere before,
but the actual
criteria have never been really agreed, and the ratings (which one
would want to encode
into the -set.xml file) have never been implemented.

There's a wiki page that discusses this here:

http://wiki.flightgear.org/index.php/Formalizing_Aircraft_Status

Personally, I prefer a numeric rating system as you have created, and
a limited number of
areas - possible just FDM, systems, cockpit and exterior model.

I particularly like the option you've provided to add and extra point
- it could be used to indicate
a particularly nice feature not covered by the criteria itself, for
example well modeled failure modes.

The FDM is possibly the hardest to define, but I think it is certainly
possible - from a basic
Aeromatic or YASIM geometric model, through models that meet the PoH
climb, cruise
numbers to those like the P51d-JSBSim that match flight test data.

-Stuart

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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread thorsten . i . renk
 One example that strikes me is the c172p, though I'm biased as one of the
 maintainers of the aircraft, and it is rated accurately according to
 your criteria :)

Compared with, say, the A-10, the F-14b or the Tu-154b (which is not in
the GIT repository) - how would you rate the c172p cockpit? Would you say
that it has the same quality, would you say that it is better or worse?


 I'm with Martin and Vivian on this - I don't believe that
 photo-textures add much to the
 wow factor

Please take a look at the aircraft which actually are at the top of the
list. They don't necessarily use (as far as I can tell) photographs as
textures, but they resemble a photograph rather than rendered polygons -
textures show rust, wear and tear, gauges show glass reflections and so
on. I think the c172p could get a 'wow!' factor that way, rather than by
using actual photos as textures. I don't know if I messed up the word -
'photo-realistic' doesn't mean 'photo-texture' in what I wanted to say, it
means that the cockpit screenshot resembles a photograph of the cockpit.

 and I also agree with Vivian that this isn't really a
 particularly good indication
 of quality. However, beauty is in the eye of the beholder ;)

*sigh* Correlation is not causation - I seem to be unable to get that
point across.

There is no causal relationship between visual detail and quality, i.e. it
is *theoretically* possible to make a model which scores high in visual
detail, but is low quality. *In practice*, it turns out that I find my
(vague) idea of the quality of the model usually close to the visual
detail.

To give an example - the quality of the instrumentation/procedures in the
c172p I would rate with a full 10 of 10. The visual detail has 7 - that's
just 3 points away. If that generalizes, it means that if you pick an
aircraft with visuals 8, you are never really going to be completely
disappointed by its systems, so while the list would not really correspond
to a quality rating, it would give you some useful indication of how the
quality list is going to look like.

About the worst failure of the scheme I'm aware of is the Concorde to
which I would assign 10 for procedures and instrumentation, but have rated
5 in visuals - in all other cases I know of, visuals and
instrumentation/procedures are typically no more than 2, rarely 3 points
different. From a different perspective - take again a look at the top of
the list - the IAR 80 has emergency procedures to get out the gear without
power, the MiG-15bis has a detailed startup procedure, models stresses on
airframe, you can overheat the engine, the F-14b comes with the seeking
missiles and a really detailed radar system - I can't really see that the
scheme has moved aircraft to the top which 'just look pretty' and wouldn't
have a good measure of quality to them as well.

So while I am aware that there is no reason that visual detail and quality
*must* correlate, I find that in practice they do. Which means that the
list works better in practice than theoretical considerations a priori
would suggest. That's something I did not know before making it, nor did I
expect it, but I realized it after the fact. Is that easier to understand?


 As Curt and others have pointed out, there certainly is a place for
 rating aircraft to
 publicise those that are hidden gems, and your list is certainly going
 to make me look at some new aircraft.

Well, you just made me happy :-)

 I think a more fruitful approach would be to formalize various rating
 requirements,
 such that anyone can evaluate an aircraft against largely objective
 criteria. This would
 remove the need for one person to evaluate all the aircraft, which as
 you've pointed out
 is a herculean task. Such ratings would certainly need to include
 cockpit quality, and
 your criteria would form a good basis, even if we disagree on the
 importance of
 photo-textures :)

Hm, after skimming the page, there's basically a set of ko criteria for
many of the suggested schemes. I've thought about this for a while, and as
far as I understand, any scheme which could sort the whole set of aircraft
needs to be fair, needs to generalize and needs to be viable. if you're
interested in discussing only a subset of 20 aircraft, then much more
involved schemes are possible.

'fair' means that every aircraft is judged the same way - which means
either by a single person (or a group of persons with averaging the
opinions), or by a set of sufficiently well defined objective criteria as
you state above.

'generalization' means that one needs to be able to apply it to (almost)
every aircraft in the repository. Judging realism based on first-hand
experience in real aircraft is a good criterion and works really well for
a number of aircraft, but it doesn't generalize (and it isn't necessarily
'fair') - I'm guessing we have a serious lack of people who fly supersonic
jets on a regular basis.

And 'viability' means that it must be doable in a realistic amount of time
- 

Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread Erik Hofman
On Wed, 2010-12-01 at 15:06 +0200, thorsten.i.r...@jyu.fi wrote:
  One example that strikes me is the c172p, though I'm biased as one of the
  maintainers of the aircraft, and it is rated accurately according to
  your criteria :)
 
 Compared with, say, the A-10, the F-14b or the Tu-154b (which is not in
 the GIT repository) - how would you rate the c172p cockpit? Would you say
 that it has the same quality, would you say that it is better or worse?

Maybe it's an idea to differentiate between usefulness and pleasing
factor, say 1 to 10 for usefulness and * to *** for a more appealing
look?

Erik


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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread henri orange
Le mercredi 01 décembre 2010 14:06:11, thorsten.i.r...@jyu.fi a écrit :
  One example that strikes me is the c172p, though I'm biased as one of the
  maintainers of the aircraft, and it is rated accurately according to
  your criteria :)
 
 Compared with, say, the A-10, the F-14b or the Tu-154b (which is not in
 the GIT repository) - how would you rate the c172p cockpit? Would you say
 that it has the same quality, would you say that it is better or worse?
 


Hi,

I am not fully aware with such talk, so my answer could be out of your target.

A cockpit must be close to the real one, instrument position, and 
functionality ( i have read from Mr Martin Spott and Mr Vivian Meazza a 
similar opinion ) .
The instruments must be readable, nothing else, no additional , suppose to be, 
eye candy artifact which would be unacceptable on a real aircraft. Yes, we can 
accept flat instrument.
We can notice some instruments on some models which are crazy and unrealistic, 
yes eye candy, but unusable.  And i am not talking about the stupid 
indications which could be given.
Does Flightgear is a simulator or a Van Gogh painting ?

The c172p is to me the first , since it it is validated by real pilot , and 
probably the Tu-154b.

May be the A-10 and F-14b are right, may be not , as long a pilot did not say 
yes it is OK.

Please don't fall in the MSFS policy, when the eye candy is the main approach.

I hope i didn't hurt anybody  with my answer, in case of, i apologize.

Thanks for your work.

Alva

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[Flightgear-devel] Fwd: Aircraft model/cockpit rating

2010-12-01 Thread henri orange
-- Forwarded message --
From: henri orange hohora...@gmail.com
Date: 2010/12/1
Subject: Re: [Flightgear-devel] Aircraft model/cockpit rating
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net


Le mercredi 01 décembre 2010 14:06:11, thorsten.i.r...@jyu.fi a écrit :
  One example that strikes me is the c172p, though I'm biased as one of
the
  maintainers of the aircraft, and it is rated accurately according to
  your criteria :)

 Compared with, say, the A-10, the F-14b or the Tu-154b (which is not in
 the GIT repository) - how would you rate the c172p cockpit? Would you say
 that it has the same quality, would you say that it is better or worse?



Hi,

I am not fully aware with such talk, so my answer could be out of your
target.

A cockpit must be close to the real one, instrument position, and
functionality ( i have read from Mr Martin Spott and Mr Vivian Meazza a
similar opinion ) .
The instruments must be readable, nothing else, no additional , suppose to
be,
eye candy artifact which would be unacceptable on a real aircraft. Yes, we
can
accept flat instrument.
We can notice some instruments on some models which are crazy and
unrealistic,
yes eye candy, but unusable.  And i am not talking about the stupid
indications which could be given.
Does Flightgear is a simulator or a Van Gogh painting ?

The c172p is to me the first , since it it is validated by real pilot , and
probably the Tu-154b.

May be the A-10 and F-14b are right, may be not , as long a pilot did not
say
yes it is OK.

Please don't fall in the MSFS policy, when the eye candy is the main
approach.

I hope i didn't hurt anybody  with my answer, in case of, i apologize.

Thanks for your work.

Alva
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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread Martin Spott
thorsten.i.r...@jyu.fi wrote:

 One example that strikes me is the c172p, though I'm biased as one of the
 maintainers of the aircraft, and it is rated accurately according to
 your criteria :)
 
 Compared with, say, the A-10, the F-14b or the Tu-154b (which is not in
 the GIT repository) - how would you rate the c172p cockpit? Would you say
 that it has the same quality, would you say that it is better or worse?

I don't know how the real A-10 looks like, I'm having some 'historic'
documentation on the F-14 (including a really interesting book I bought
on a school trip to London, more than 20 years ago) - but this probably
still doesn't qualify for rating the cockpit model in FlightGear.

On the other hand I _do_ know, among others, the C172-cockpit which is
modelled here and I may tell you that FlightGear's C172 cockpit is done
quite accurately - the real ones do indeed look pretty cheap,
consisting of just a painted metal sheet with a plastic cover in the
upper region.  Not only the cover is pretty realistic, also the gauges,
audio panel, avionics and switches are (the real switches are providing
a rather 'cheap' haptic experience as well).

Cheers,
Martin.
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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread Vivian Meazza
Thorsten wrote

 -Original Message-
 From: thorsten.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
 Sent: 01 December 2010 11:43
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Aircraft model/cockpit rating
 
  So, if you claim that your rating is _not_ a beauty contest, then I'd
  ask you: After taking the above mentioned thoughts into account, what's
  left as a criteria for your rating ?
 
 Martin, I see no need to repeat myself over and over. Please read the
 explanations I have given so far, if you feel dissatisfied there is a
 factor of three times more explanation, response and disclaimer in the
 forum.
 
 If you think the scheme is grossly flawed, please point to a specific
 example where, then we can discuss that, maybe that's more productive.
 
 
  Now, when I know a cockpit from real life, when I start FlightGear with
  the corresponding aircraft (or vice versa) and I'm instantly getting
  the feeling ah, this looks pretty familiar, then I very much claim
  this to be a valid criteria for judging about the grade of detail _and_
  realism.
 
 I'd be happy if this were the main issue as it would indicate we have a
 high level of realism to begin with, but a fair share of aircraft has _no_
 gauges at all...
 
 Cheers,
 

If I might interject here, I would draw your attention to the KC135. It has
a nice cockpit, albeit 2D. A working autopilot, a radar, a reasonable
looking exterior. And, hey, it pumps gas! It should get a medium/low score
shouldn't it? Perhaps equivalent to one of our early B737s? Or something?

Now let me tell you that I knocked it up over a weekend in response to a
request for a flyable tanker. The panel is a modified B737 with a few more
bells and whistles. It has some photo-realism, but it is absolutely NOTHING
like any version of the KC135 that I'm aware of. The 3d model is a
conversion of the B707 which was already in data. It shouldn't be - the
fuselage of a KC135 is narrower than a B707. The FDM is auto-generated by
Aeromatic: good enough for government work. The only really authentic bit is
the livery. How should it be rated now? Nil? Nevertheless, it's fun to use
and fulfills a role in FG. I'm aware of several more models which come into
this category. 

The point is that your rating system can't possibly pick this up. It is a
subjective opinion of the attractiveness of a cockpit. Or, as I said, a
beauty contest. This does have some value, and we certainly gain from
drawing attention to those models that have no, or only rudimentary, cockpit
interior details. 

Vivian
 



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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread Vivian Meazza
Martin wrote


 
 thorsten.i.r...@jyu.fi wrote:
 
  One example that strikes me is the c172p, though I'm biased as one of
 the
  maintainers of the aircraft, and it is rated accurately according to
  your criteria :)
 
  Compared with, say, the A-10, the F-14b or the Tu-154b (which is not in
  the GIT repository) - how would you rate the c172p cockpit? Would you
 say
  that it has the same quality, would you say that it is better or worse?
 
 I don't know how the real A-10 looks like, I'm having some 'historic'
 documentation on the F-14 (including a really interesting book I bought
 on a school trip to London, more than 20 years ago) - but this probably
 still doesn't qualify for rating the cockpit model in FlightGear.
 
 On the other hand I _do_ know, among others, the C172-cockpit which is
 modelled here and I may tell you that FlightGear's C172 cockpit is done
 quite accurately - the real ones do indeed look pretty cheap,
 consisting of just a painted metal sheet with a plastic cover in the
 upper region.  Not only the cover is pretty realistic, also the gauges,
 audio panel, avionics and switches are (the real switches are providing
 a rather 'cheap' haptic experience as well).
 

I thought I was a native English speaker, but I had to look up haptic.
Nice one! So an old dog (me) can learn new tricks :-).

Vivian



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Re: [Flightgear-devel] ATC client

2010-12-01 Thread Eftychios Eftychiou
On Wed, Dec 1, 2010 at 10:39 AM, Martin Spott martin.sp...@mgras.netwrote:

 Eftychios Eftychiou wrote:
  On Tue, Nov 30, 2010 at 11:03 PM, Martin Spott martin.sp...@mgras.net
 wrote:

  I'm surprised to read that they're actually now having source code on
  offer, do you have a pointer to the code ?
 
  You will need to sign up at http://forge.osor.eu/projects/albadisp/ and
  join the project to get the code.

 Mmmmh   it's not my understanding of Open Source Community when
 you have to sign a license agreement, in which you basically waive all
 your rights, before you're permitted to _read_ the source code.
 It's also quite interesting that they care that much about patenting
 clauses, is their software covered by patents they don't want to share
 with the public ?

The code is there and available released under GNU 2.


  [...] I just suggested that there might
  not be a need to re-invent the wheel when there is solution out there
  already.

 Exactly my intention - considering the fact that OpenRADAR had seen
 life years before SkyGuide made their first announcement  ;-)

As I mentioned earlier, they are two different animals. I am not suggesting
dropping openradar
altogether  however adding functionality to FG based on industry standards
would be beneficial to the project overall.



Cheers,
Martin.
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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread Gene Buckle
I like the work that Thorsten has done with the rating system, but you 
guys are getting all tangled up in the details.

Why not build a pretty objective score card and then rate the aircraft on 
that?

For example, you can have a list like this:

Exterior
---
Animated Control Surfaces
Animated Landing Gear
Livery/texture for 3D model
Model is generally representative of depicted type
Exterior Lighting

Interior
---
2D Cockpit
3D Cockpit
Photorealistic Textures/Panel
Photorealistic Textures/General interior
Panel  controls generally representative of depicted type

etc.

Each one would add a point for a present feature and deduct a point for a 
feature it should have, but does not.  No point would be awarded or 
deducted for a feature that doesn't apply.  An example of this would be 
Animated Landing Gear - you would score that a zero on a Cessna 172 (if 
it's not the R model) since the 172 has fixed gear.

These things are scorable based on the fact that either a model has this 
thing or not.  It doesn't allow for well it just kinda looks wrong 
scoring.

For the flight model, you can score it against how it compares to data in 
the POH or pilot's notes.  I suspect a flight model evaluation script 
could be put together in Nasal that would prevent human interaction from 
ganking the flight test. :)

Once the objective score is assembled, you could have another block that 
was strictly for the reviewers subjective opinon on the aircraft or 
vehicle being reviewed.

Thorsten's made an awesome contribution here - quit flogging it and help 
refine it!

g.


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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread Jari Häkkinen
On 2010-12-01 15.18, Vivian Meazza wrote:
 The point is that your rating system can't possibly pick this up. It is a
 subjective opinion of the attractiveness of a cockpit. Or, as I said, a
 beauty contest. This does have some value, and we certainly gain from
 drawing attention to those models that have no, or only rudimentary, cockpit
 interior details.

 Vivian

Can't we just accept Thorsten's list as a review? Just like films have 
reviewers and their taste might fit yours. Either you trust the film 
review or not, and follow the recommendation. After a while you find 
your favourite reviewers and know which ones actually have similar film 
taste as you, or even better, draws your attention to films that you 
might miss otherwise.

The same goes with Thorsten's list, either you think the ratings are 
useful or not. Or better yet, create your own reviews based on more or 
less subject scores. I hope that Thorsten will keep his list up to date 
with the development of the different models ... and one day all models 
have a wow factor!

As several others stated before me, I think the list is useful and I'll 
test a few of the higher ranked planes.


Cheers,

Jari

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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread Curtis Olson
I'm with Jari here.  Let's not get all bent out of shape and make this way
more complicated than it was intended.  Sure, someone could design the
mother of all ratings systems and build an online web based system to track
aircraft and ratings and sort and dice and do it all -- nothing wrong with
that.  Of course there is some subjectivity to Thorsten's ratings.  Of
course his rating system doesn't cover every aspect of every aircraft -- he
intentionally kept it extremely simple.  I think this thread is classic
evidence that some people can find the negative in just about anything.  No
good deed is left unpunished! :-)

As Jari points out, Thorsten has essentially done a review of the FlightGear
aircraft based on a clearly defined perspective and rating system.  I think
we could thank him for his efforts to provide us with some interesting
information.  We should all be able to understand the context and then leave
it at that.  I'd rather go check out some cool airplanes I haven't looked at
yet or forgot about, rather than wasting too much time nitpicking the
reviewer's evaluation system.

I still haven't figure out how to start the IAR80, but I'm fascinated by all
the exposed tube structure inside the cockpit. :-)

Hey, let's at least keep the fun stuff fun!

Curt.


On Wed, Dec 1, 2010 at 9:37 AM, Jari Häkkinen wrote:

 Can't we just accept Thorsten's list as a review? Just like films have
 reviewers and their taste might fit yours. Either you trust the film
 review or not, and follow the recommendation. After a while you find
 your favourite reviewers and know which ones actually have similar film
 taste as you, or even better, draws your attention to films that you
 might miss otherwise.

 The same goes with Thorsten's list, either you think the ratings are
 useful or not. Or better yet, create your own reviews based on more or
 less subject scores. I hope that Thorsten will keep his list up to date
 with the development of the different models ... and one day all models
 have a wow factor!

 As several others stated before me, I think the list is useful and I'll
 test a few of the higher ranked planes.


 Cheers,

 Jari


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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread dave perry
On 12/01/2010 08:14 AM, Gene Buckle wrote:
 I like the work that Thorsten has done with the rating system, but you
 guys are getting all tangled up in the details.

 Why not build a pretty objective score card and then rate the aircraft on
 that?

 For example, you can have a list like this:

 Exterior
 ---
 Animated Control Surfaces
 Animated Landing Gear
 Livery/texture for 3D model
 Model is generally representative of depicted type
 Exterior Lighting

 Interior
 ---
 2D Cockpit
 3D Cockpit
 Photorealistic Textures/Panel
 Photorealistic Textures/General interior
 Panel  controls generally representative of depicted type

 etc.

 Each one would add a point for a present feature and deduct a point for a
 feature it should have, but does not.  No point would be awarded or
 deducted for a feature that doesn't apply.  An example of this would be
 Animated Landing Gear - you would score that a zero on a Cessna 172 (if
 it's not the R model) since the 172 has fixed gear.

 These things are scorable based on the fact that either a model has this
 thing or not.  It doesn't allow for well it just kinda looks wrong
 scoring.

 For the flight model, you can score it against how it compares to data in
 the POH or pilot's notes.  I suspect a flight model evaluation script
 could be put together in Nasal that would prevent human interaction from
 ganking the flight test. :)

 Once the objective score is assembled, you could have another block that
 was strictly for the reviewers subjective opinon on the aircraft or
 vehicle being reviewed.

 Thorsten's made an awesome contribution here - quit flogging it and help
 refine it!

 g.



Actually, fixed gear can have animations.  The C172 gear flexes with 
gear compression.  The wheels spin (when on the ground) and the nose 
gear links are animated.  There are a number of fixed gear aircraft in 
fgfs that don't have one or more of these animations.  I recently added 
such animation to the Pitts, including reducing the spring and 
compression in the fdm which improved ground handling.  With rudder 
pedals I can now do takeoffs and landings w/o whacking the lower wing 
tips on the ground. ; -)

I agree with the last comment concerning Thorsten's contribution.

Dave P.

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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread Gene Buckle
On Wed, 1 Dec 2010, dave perry wrote:



 Actually, fixed gear can have animations.  The C172 gear flexes with
 gear compression.  The wheels spin (when on the ground) and the nose
I *knew* this was going to come up. *laughs*

 gear links are animated.  There are a number of fixed gear aircraft in
 fgfs that don't have one or more of these animations.  I recently added
 such animation to the Pitts, including reducing the spring and
 compression in the fdm which improved ground handling.  With rudder
 pedals I can now do takeoffs and landings w/o whacking the lower wing
 tips on the ground. ; -)

Try taxiing the F-15 some time.  The stupid thing tips over. :(

g.

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Re: [Flightgear-devel] ATC client

2010-12-01 Thread Martin Spott
Eftychios Eftychiou wrote:
 On Wed, Dec 1, 2010 at 10:39 AM, Martin Spott martin.sp...@mgras.netwrote:
 Eftychios Eftychiou wrote:

  You will need to sign up at http://forge.osor.eu/projects/albadisp/ and
  join the project to get the code.

 Mmmmh   it's not my understanding of Open Source Community when
 you have to sign a license agreement, in which you basically waive all
 your rights, before you're permitted to _read_ the source code.
 It's also quite interesting that they care that much about patenting
 clauses, is their software covered by patents they don't want to share
 with the public ?
 
 The code is there and available released under GNU 2.

Please show it to me - if I have to sign a dubious agreement first,
then the point is rather weak.

 As I mentioned earlier, they are two different animals. I am not suggesting
 dropping openradar
 altogether  however adding functionality to FG based on industry standards
 would be beneficial to the project overall.

Exactly this is what OpenRADAR does: Implementing a user interface in
compilance with industry standards (EUROCONTROL EEC references in this
case).
In fact, when you look at real-life RADAR operators' screens (been
there, done that), you'll find, to put it mildly, a certain variety,
even within a single European country.  There is not just one standard,
but more and more European countries are introducing frontends which
are in compilance with EEC user interface guidelines.

Cheers,
Martin.
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Re: [Flightgear-devel] development directory

2010-12-01 Thread Jacob Burbach
Apologies, looks to be a misunderstanding on my part. I was putting
`--fg-aircraft=/some/path/Aircraft', when it seems I should have just
been putting `--fg-aircraft=/some/path'. Using the latter and
permissions work properly, the former needs the path in IOrules and
then it will also work apparently. So yeah, bit of user on my part. :)

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Re: [Flightgear-devel] development directory

2010-12-01 Thread James Turner

On 1 Dec 2010, at 16:44, Jacob Burbach wrote:

 Apologies, looks to be a misunderstanding on my part. I was putting
 `--fg-aircraft=/some/path/Aircraft', when it seems I should have just
 been putting `--fg-aircraft=/some/path'. Using the latter and
 permissions work properly, the former needs the path in IOrules and
 then it will also work apparently. So yeah, bit of user on my part. :)

This is only partly your fault - in the first attempt at --fg-aircraft, I *did* 
require the /some/path/Aircraft format, but changed my mind after some 
discussion here. There's argument for both, but the IORules has to pick one or 
the other (or the code gets very messy).

I suspect I need some better cinit here, to detect an 'Aircraft' subdir and 
modify the path, so from the user's perspective, either works. Feel free to 
create a bug for that, and assign it to me.

James


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[Flightgear-devel] FlightGear Newsletter - Novem ber 2010‏

2010-12-01 Thread Gijs de Rooy




Hi all,

time for yet another newsletter! The November edition is full of interesting 
developments, from the newly
released 737NG series, to some wonderful ideas (and actual models) for 
auto-generated cities. Special 
attention is in place for world's first DIY collimated display system, a 
Christmas present we all dream of...

Once again I would like to emphasize the need for contributions from all of 
you. Even if it is just adding 
one screenshot, or correcting someone else's English... I would like to thank 
all those that contribued to
the November edition!

Well, here it is: 
http://wiki.flightgear.org/index.php/FlightGear_Newsletter_November_2010

Contributions for next month's edition are welcome at this page. 



Cheers,
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Re: [Flightgear-devel] development directory

2010-12-01 Thread Jacob Burbach
I think what kind of through me off was that the aircraft loads either
way you give it the path. Except in the case of giving it an Aircraft
directory directly as I was doing, and for aircraft that make use of
IO functions in nasal, I would get lots of permissions errors and
aircraft would be missing functionality. So rather than realizing I
was giving it improper paths, my initial thought was that I need to
add permission entries to make it work...which seemed odd..but does
work.  So current implementation is probably just fine, but maybe the
help text and/or other docs should be more explicit about what kind of
path it expects?

cheers!

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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread Stuart Buchanan
I don't want to flog a dead horse, but you deserve answers to your questions.

On Wed, Dec 1, 2010 at 1:06 PM, Thorsten wrote:
 One example that strikes me is the c172p, though I'm biased as one of the
 maintainers of the aircraft, and it is rated accurately according to
 your criteria :)

 Compared with, say, the A-10, the F-14b or the Tu-154b (which is not in
 the GIT repository) - how would you rate the c172p cockpit? Would you say
 that it has the same quality, would you say that it is better or worse?

Probably slightly less, if I'm honest.

However, those aircraft have much more complex cockpits, which naturally
adds to the apparent level of detail.

 I'm with Martin and Vivian on this - I don't believe that
 photo-textures add much to the
 wow factor

 Please take a look at the aircraft which actually are at the top of the
 list. They don't necessarily use (as far as I can tell) photographs as
 textures, but they resemble a photograph rather than rendered polygons -
 textures show rust, wear and tear, gauges show glass reflections and so
 on. I think the c172p could get a 'wow!' factor that way, rather than by
 using actual photos as textures. I don't know if I messed up the word -
 'photo-realistic' doesn't mean 'photo-texture' in what I wanted to say, it
 means that the cockpit screenshot resembles a photograph of the cockpit.

I may well have mis-interpretted photo-realistic with photo-texture.

 and I also agree with Vivian that this isn't really a
 particularly good indication
 of quality. However, beauty is in the eye of the beholder ;)

 *sigh* Correlation is not causation - I seem to be unable to get that
 point across.

 There is no causal relationship between visual detail and quality, i.e. it
 is *theoretically* possible to make a model which scores high in visual
 detail, but is low quality. *In practice*, it turns out that I find my
 (vague) idea of the quality of the model usually close to the visual
 detail.

 To give an example - the quality of the instrumentation/procedures in the
 c172p I would rate with a full 10 of 10. The visual detail has 7 - that's
 just 3 points away. If that generalizes, it means that if you pick an
 aircraft with visuals 8, you are never really going to be completely
 disappointed by its systems, so while the list would not really correspond
 to a quality rating, it would give you some useful indication of how the
 quality list is going to look like.

I'd say that 3 points is quite a difference in this case. Given the number
of aircraft, a new user will naturally start at the top and work downwards,
and may never bother trying anything below (say) an 8.

 About the worst failure of the scheme I'm aware of is the Concorde to
 which I would assign 10 for procedures and instrumentation, but have rated
 5 in visuals - in all other cases I know of, visuals and
 instrumentation/procedures are typically no more than 2, rarely 3 points
 different. From a different perspective - take again a look at the top of
 the list - the IAR 80 has emergency procedures to get out the gear without
 power, the MiG-15bis has a detailed startup procedure, models stresses on
 airframe, you can overheat the engine, the F-14b comes with the seeking
 missiles and a really detailed radar system - I can't really see that the
 scheme has moved aircraft to the top which 'just look pretty' and wouldn't
 have a good measure of quality to them as well.

I think my issue is that it misses aircraft that are particularly rich
in other ways,
and to me that seems more of an issue.



 I think a more fruitful approach would be to formalize various rating
 requirements,
 such that anyone can evaluate an aircraft against largely objective
 criteria. This would
 remove the need for one person to evaluate all the aircraft, which as
 you've pointed out
 is a herculean task. Such ratings would certainly need to include
 cockpit quality, and
 your criteria would form a good basis, even if we disagree on the
 importance of
 photo-textures :)

 Hm, after skimming the page, there's basically a set of ko criteria for
 many of the suggested schemes. I've thought about this for a while, and as
 far as I understand, any scheme which could sort the whole set of aircraft
 needs to be fair, needs to generalize and needs to be viable. if you're
 interested in discussing only a subset of 20 aircraft, then much more
 involved schemes are possible.

snip

 Applying these three requirements to proposed ideas cuts things pretty
 much down. Which is why I came up with such a dumb 'visual' scheme in the
 first place :-)

Given sufficiently objective criteria, aircraft developers can easily
evaluate their
own aircraft pretty quickly and efficiently as Hal has mentioned. As
others have
pointed out, the developers tend to be their own worst critics (though I may be
an exception with my comments on the c172p :)

In the great tradition of re-inventing the wheek, I'd propose 4 criteria:
- FDM
- Systems
- Cockpit
- External 

[Flightgear-devel] Bughunt!

2010-12-01 Thread James Turner
There's a release looming, and it would be great if it had fewer bugs than the 
last one. To help with that, there's many thing you (yes, you!) can do:

http://code.google.com/p/flightgear-bugs/issues/list

- file bugs if they're not in the tracker - even if they're widely 
discussed on the forums, don't assume anyone reads those.

- review bugs marked as 'testing' - this indicates that the bug can't 
be fixed without help, eg graphics card problems, platform bugs, or things that 
can't be reproduced by some people. Positive and negative results are useful, 
if it helps to narrow down why the bug only happens for some people.

- review open and unassigned bugs - eg if you think there's a 
duplicate, or more information required, or if a particular developer should be 
CC-d on an issue. I do this periodically, but more eyes would be better. And 
obviously if you file a bug, keep an eye on it.

- run nightly builds, or Git builds, and test (and then file bugs!) - 
ideally keeping a copy of 2.0 working to compare behaviours / performance / 
anything else.

- pick a bug tagged as 'fixable', and have a go! This is the tag I'm 
using for things that can be fixed without deep knowledge of all of FG - the 
hope being to have a supply of things for coders new to FG to get a taste. (Not 
many of these at the moment, unfortunately)

Note we're mostly keeping aircraft-specific bugs out of the tracker, but there 
are some in there - the same for scenery data bugs. If you're not sure if 
something should be filed, ideally check if it's specific to one aircraft, and 
if not, file it.

Regards,
James


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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread James Turner

On 2 Dec 2010, at 00:18, Hal V. Engel wrote:

 Total is 15 average is 3.75.  For a developer this is very quick to do as it 
 took me all of perhaps 2 minutes.  In addition this has very few things that 
 are at all subjective.  I like it.  It is perhaps a little simplistic in some 
 ways but it does allow the devs a way to rate their aircraft this is quick, 
 easy and objective that will allow users to know approx. how good each model 
 is.  My one reservation is that the system category could be problematic for 
 very simple aircraft like a glider since even in a perfectly modeled glider 
 it 
 may never be possible to get the full 5 points allowed.   This is a minor 
 issue however.

+1 to Stuart's system here.

James


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[Flightgear-devel] 737-300

2010-12-01 Thread Donn Washburn
OpenSuSE 11.4 Milestone4 - Nvidia GeForce 7600 GS video

As of today someone mentioned a 737-300 as a new version of FGFS 
aircraft.  I downloaded it a unzipped it, installed it in 
/usr/share/flightgear/Aircraft as 737-300/

Called it up and fgfs --aircraft=737-300 and got this error right off


Runtime ERROR
# fgfs --aircraft=737-300
Processing command line arguments
Got an X11ErrorHandling call display=0x88e25b0 event=0xbfbf682c
BadWindow (invalid Window parameter)
Major opcode: 138
Minor opcode: 4
Error code: 3
Request serial: 54
Current serial: 54
   ResourceID: 102760451
Error: In Texture::Extensions::setupGLExtensions(..) OpenGL version test 
failed, requires valid graphics context.
Unknown exception in the main loop. Aborting...
Possible cause: Cannot allocate memory
Segmentation fault

As information
This system is a NVidia GeForce 7600 GS AGP card using an NV.run 
NVIDIA-Linux-x86-260.19.21.run

/usr/lib/libGL.la
/usr/lib/libGL.so
/usr/lib/libGL.so.1
/usr/lib/libGL.so.1.2
/usr/lib/libGL.so.260.19.21


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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread Jon S. Berndt
 Running through the same exercise for the p51d-jsbsim:
 
 FDM: 5
 Systems: 4 (still needs some electrical systems stuff)
 Model: 3 (missing cooling door animation, liveries and Ambient
 Occlusion
 effect)
 Cockpit: 3 (what is there is a 4 but it is missing a few things IE. not
 complete)
 
 Total is 15 average is 3.75.  For a developer this is very quick to do
 as it
 took me all of perhaps 2 minutes.  In addition this has very few things
 that
 are at all subjective.  I like it. 

 ...
 
 Hal

I also think that the criteria laid out is good. One thing, though (and I
apologize if this has already been discussed), but it might be fair to point
out examples of a five somewhere for each category. The point being that can
we really expect to find an aircraft model that is a solid 5? What is the
gold standard? We know how much effort Hal has expended on the P51 flight
model, and I will certainly agree that it rates a 5. Which aircraft models
rate a 5 in which categories? 

Jon



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Re: [Flightgear-devel] ProFlightSImulator

2010-12-01 Thread Jon S. Berndt
 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

It's back.

I was viewing a page on Facebook (with a picture of an older jet fighter on
the Hornet that someone had taken ... you may have seen it :-) and the
simulator ad was right there. It links to this page:

http://www.pennystock-pro.info/ProFligthSimulator.html

It's funny, because flight simulator isn't even spelled right in the link.

Jon



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Re: [Flightgear-devel] ProFlightSImulator

2010-12-01 Thread Chris Wilkinson
Sounds like the dude is getting desperate...

Dan H Freeman says he is located at 13 Hickson Rd, Marsh Bay, Sydney. There is 
a 
website that covers that precinct, listing the businesses in that area. Among 
the names are some very well to do businesses and people (top lawyers, 
exclusive 
restaurants etc), defintely the high end of town - I've walked down that street 
on a visit to Sydney once, and as much as I wanted to I didn't eat there 
because 
I thought I probably couldn't afford to! Actress Cate Blanchett even runs a 
theatre company in a suite on that street! You get the picture...

The only thing I found is a business called Stephenson Mansell Group, who 
describe themselves as an executive coaching and mentoring group - the contact 
name for the group was a Sophie Freeman - probably unrelated, as the business 
looks fairly legit.

So its a false street address supplied, as it would also need to look like 
Suite 1, 13 Hickson Road to be valid for Australia Post to deliver to it - 
there are maybe a dozen business suites running at that street address, and 84 
businesses in the whole precinct.

This guy is a slimebag. Actually I take that back - pond scum has vastly 
greater 
dignity than this guy.

Regards,

Chris Wilkinson, YBBN/BNE.





From: Jon S. Berndt jonsber...@comcast.net
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Thu, 2 December, 2010 3:33:20 PM
Subject: Re: [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

It's back.

I was viewing a page on Facebook (with a picture of an older jet fighter on
the Hornet that someone had taken ... you may have seen it :-) and the
simulator ad was right there. It links to this page:

http://www.pennystock-pro.info/ProFligthSimulator.html

It's funny, because flight simulator isn't even spelled right in the link.

Jon



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Re: [Flightgear-devel] SegFault on Current Git

2010-12-01 Thread Jeff Taylor
On 29/11/10 12:45 AM, 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.
The F-16 works.  I have updated to current git (as of the time of this 
e-mail).

I'll post the backtrace again.  It hasn't changed since I last posted, 
but here it is.  My guess is that it's a graphics problem, and something 
specific to the c172p triggers it.

Also, randomly, remember that I know how to use the debugger, so if it 
helps, I can probe variables, etc.

Backtrace from gdb:
#0  0x75fb6410 in osgText::String::createUTF8EncodedString() 
const () from /usr/local/lib64/libosgText.so.68
#1  0x00919946 in SGText::UpdateCallback::operator() 
(this=0x117b5900, node=0x11832ff0, nv=0xdf6260) at SGText.cxx:76
#2  0x004396f8 in handle_geode_callbacks (this=0xdf6260, 
node=...) at /usr/local/include/osgUtil/UpdateVisitor:94
#3  osgUtil::UpdateVisitor::apply (this=0xdf6260, node=...) at 
/usr/local/include/osgUtil/UpdateVisitor:51
#4  0x74e69898 in osg::Geode::accept(osg::NodeVisitor) () from 
/usr/local/lib64/libosg.so.68
#5  0x74ec3009 in osg::Group::traverse(osg::NodeVisitor) () 
from /usr/local/lib64/libosg.so.68
#6  0x0043ba36 in traverse (this=0xdf6260, transform=...) at 
/usr/local/include/osg/NodeVisitor:191
#7  handle_callbacks_and_traverse (this=0xdf6260, transform=...) at 
/usr/local/include/osgUtil/UpdateVisitor:86
#8  apply (this=0xdf6260, transform=...) at 
/usr/local/include/osgUtil/UpdateVisitor:57
#9  SGUpdateVisitor::apply (this=0xdf6260, transform=...) at 
/usr/local/include/simgear/scene/util/SGUpdateVisitor.hxx:162
#10 0x74f0e25a in osg::NodeVisitor::apply(osg::MatrixTransform) 
() from /usr/local/lib64/libosg.so.68
#11 0x765bdb30 in 
osg::MatrixTransform::accept(osg::NodeVisitor) () from 
/usr/local/lib64/libosgViewer.so.68
#12 0x74ec3009 in osg::Group::traverse(osg::NodeVisitor) () 
from /usr/local/lib64/libosg.so.68
#13 0x76f37234 in osg::Group::accept(osg::NodeVisitor) () from 
/usr/local/lib64/libosgFX.so.68
#14 0x74ef4847 in osg::LOD::traverse(osg::NodeVisitor) () from 
/usr/local/lib64/libosg.so.68
#15 0x74ef4f12 in osg::LOD::accept(osg::NodeVisitor) () from 
/usr/local/lib64/libosg.so.68
#16 0x74ec3009 in osg::Group::traverse(osg::NodeVisitor) () 
from /usr/local/lib64/libosg.so.68
#17 0x76f37234 in osg::Group::accept(osg::NodeVisitor) () from 
/usr/local/lib64/libosgFX.so.68
#18 0x74ef4847 in osg::LOD::traverse(osg::NodeVisitor) () from 
/usr/local/lib64/libosg.so.68
#19 0x74ef4f12 in osg::LOD::accept(osg::NodeVisitor) () from 
/usr/local/lib64/libosg.so.68
#20 0x74ec3009 in osg::Group::traverse(osg::NodeVisitor) () 
from /usr/local/lib64/libosg.so.68
#21 0x0043ba36 in traverse (this=0xdf6260, transform=...) at 
/usr/local/include/osg/NodeVisitor:191
#22 handle_callbacks_and_traverse (this=0xdf6260, transform=...) at 
/usr/local/include/osgUtil/UpdateVisitor:86
#23 apply (this=0xdf6260, transform=...) at 
/usr/local/include/osgUtil/UpdateVisitor:57
#24 SGUpdateVisitor::apply (this=0xdf6260, transform=...) at 
/usr/local/include/simgear/scene/util/SGUpdateVisitor.hxx:162
#25 0x74f0e25a in osg::NodeVisitor::apply(osg::MatrixTransform) 
() from /usr/local/lib64/libosg.so.68
#26 0x765bdb30 in 
osg::MatrixTransform::accept(osg::NodeVisitor) () from 
/usr/local/lib64/libosgViewer.so.68
#27 0x74ec3009 in osg::Group::traverse(osg::NodeVisitor) () 
from /usr/local/lib64/libosg.so.68
#28 0x0043ba36 in traverse (this=0xdf6260, transform=...) at 
/usr/local/include/osg/NodeVisitor:191
#29 handle_callbacks_and_traverse (this=0xdf6260, transform=...) at 
/usr/local/include/osgUtil/UpdateVisitor:86
#30 apply (this=0xdf6260, transform=...) at 
/usr/local/include/osgUtil/UpdateVisitor:57
#31 SGUpdateVisitor::apply (this=0xdf6260, transform=...) at 
/usr/local/include/simgear/scene/util/SGUpdateVisitor.hxx:162
#32 0x74f0e28c in 
osg::NodeVisitor::apply(osg::PositionAttitudeTransform) () from 
/usr/local/lib64/libosg.so.68
#33 0x74f28ba2 in 
osg::PositionAttitudeTransform::accept(osg::NodeVisitor) () from 
/usr/local/lib64/libosg.so.68
#34 0x74f930ea in osg::Switch::traverse(osg::NodeVisitor) () 
from /usr/local/lib64/libosg.so.68
#35 0x74f940a0 in osg::Switch::accept(osg::NodeVisitor) () from 
/usr/local/lib64/libosg.so.68
#36 0x74ec3009 in osg::Group::traverse(osg::NodeVisitor) () 
from /usr/local/lib64/libosg.so.68
#37 0x76f37234 in osg::Group::accept(osg::NodeVisitor) () from 
/usr/local/lib64/libosgFX.so.68
#38 0x74ec3009 in osg::Group::traverse(osg::NodeVisitor) () 
from /usr/local/lib64/libosg.so.68
#39 0x76f37234 in osg::Group::accept(osg::NodeVisitor) ()