Re: [Flightgear-devel] Latest git results in massive NAN errors with Tu154B

2011-01-10 Thread Alexey Varjat
At Sun, 9 Jan 2011 23:18:00 -0500
Jacob Burbach jmburb...@gmail.com wrote:

 Probably best to just post on his Tu154 thread on the forum, pretty
 sure he monitors that.
 
I have pinged Yuri on russian FG forum
(http://www.flightgear.ru/forum/viewtopic.php?f=9t=139p=6421#p6421)

 http://flightgear.org/forums/viewtopic.php?f=4t=4925
 
 On Sun, Jan 9, 2011 at 12:10 PM, ThorstenB bre...@gmail.com wrote:
  I'm not seeing any NaN issues with the TU154b.
 Hmm, could be on my end, you never know. Did you try a few times, at
 some different airports though? I can load a couple times out of a
 dozen, but mostly just crashes out with NAN stuff. I frequent LOWI,
 EDDF, LIMC, LSZS, etc...and have trouble at those as recently as a few
 hours ago. I will do more testing soon, need to make sure (again)
 build is clean and also do a new debug build.
 
  Though I'm not able to start it - well, not within 10 minutes at
  least. :)
 If your using newest version or svn then just press the 's' key and
 then wait until it is finished. ;)
 
  There is a minor issue with incorrect property name though. I've
  attached a patch.
  Anyone in contact with the TU154b designers? There's no email in the
  README. Maybe s.o. can forward the patch.
 Probably best to just post in the Tu154 thread on the forum, pretty
 sure Yurik keeps an eye on that.
 
 http://flightgear.org/forums/viewtopic.php?f=4t=4925
 
 cheers
 
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Alexey.



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[Flightgear-devel] CMake linker error

2011-01-10 Thread Andreas Gaeb
Hello everybody,

using CMake with the latest git, I get the following error when linking
GPSSmooth. The system is Ubuntu 10.10 32 bit. The targets before
GPSSmooth build and run fine, including fgfs itself. However, MIDGsmooth
and UGsmooth fail with a similar list of errors.

Best regards,
Andreas

Linking CXX executable GPSsmooth
$$FG_INSTALL/lib/libsgio.a(raw_socket.cxx.o): In function
`logbuf::set_log_state(sgDebugClass, sgDebugPriority)':
raw_socket.cxx:(.text._ZN6logbuf13set_log_stateE12sgDebugClass15sgDebugPriority[logbuf::set_log_state(sgDebugClass,
sgDebugPriority)]+0x7): undefined reference to `logbuf::logClass'
raw_socket.cxx:(.text._ZN6logbuf13set_log_stateE12sgDebugClass15sgDebugPriority[logbuf::set_log_state(sgDebugClass,
sgDebugPriority)]+0x15): undefined reference to `logbuf::logPriority'
raw_socket.cxx:(.text._ZN6logbuf13set_log_stateE12sgDebugClass15sgDebugPriority[logbuf::set_log_state(sgDebugClass,
sgDebugPriority)]+0x2a): undefined reference to `logbuf::logging_enabled'
$$FG_INSTALL/lib/libsgio.a(raw_socket.cxx.o): In function
`logbuf::would_log(sgDebugClass, sgDebugPriority) const':
raw_socket.cxx:(.text._ZNK6logbuf9would_logE12sgDebugClass15sgDebugPriority[logbuf::would_log(sgDebugClass,
sgDebugPriority) const]+0x7): undefined reference to `logbuf::logClass'
raw_socket.cxx:(.text._ZNK6logbuf9would_logE12sgDebugClass15sgDebugPriority[logbuf::would_log(sgDebugClass,
sgDebugPriority) const]+0x15): undefined reference to `logbuf::logPriority'
$$FG_INSTALL/lib/libsgio.a(raw_socket.cxx.o): In function `sglog()':
raw_socket.cxx:(.text._Z5sglogv[sglog()]+0x7): undefined reference to
`logstream::initGlobalLogstream()'
$$FG_INSTALL/lib/libsgtiming.a(timestamp.cxx.o): In function
`SGTimeStamp::stamp()':
timestamp.cxx:(.text+0x28): undefined reference to `clock_gettime'
timestamp.cxx:(.text+0x67): undefined reference to `clock_gettime'
collect2: ld returned 1 exit status
make[2]: *** [utils/GPSsmooth/GPSsmooth] Fehler 1
make[1]: *** [utils/GPSsmooth/CMakeFiles/GPSsmooth.dir/all] Fehler 2
make: *** [all] Fehler 2

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[Flightgear-devel] 3D stereoscopic mode on Linux

2011-01-10 Thread Michael Sgier
Hi
I cannot set the options. Whether in bash nor in fgrun environment. Nothing 
works...anybody could help setting up 3D mode on Linux Ubuntu 10.04 with the 
current git.
Thanks
Michael



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Re: [Flightgear-devel] 3D stereoscopic mode on Linux

2011-01-10 Thread Heiko Schulz
Hi,
Does the search function of the forum doesn't work?Well, Launch FlightGear - 
Menu (F10) - View - Stereoscopic Options

Heiko
still in work: http://www.hoerbird.net/galerie.html

But already done: http://www.hoerbird.net/reisen.html

--- Michael Sgier scrat_h...@yahoo.com schrieb am Mo, 10.1.2011:

Von: Michael Sgier scrat_h...@yahoo.com
Betreff: [Flightgear-devel] 3D stereoscopic mode on Linux
An: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Datum: Montag, 10. Januar, 2011 14:00 Uhr

Hi
I cannot set the options. Whether in bash nor in fgrun environment. Nothing 
works...anybody could help setting up 3D mode on Linux Ubuntu 10.04 with the 
current git.
Thanks
Michael



  
-Integrierter Anhang folgt-

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Re: [Flightgear-devel] Towable Object Idea

2011-01-10 Thread henri orange
Hello Peter,
Your idea is very interesting.
Though my know how is limited, when digging into it, i guess such generic
system should be be any FDM compatible ( i mean yasim and jsbsim).
Since tthe aerotow feature is being part of  these FDM.
Those who don't know that feature with jsbsim must fly the nice glider
DG-101G.
AND
One knows,  jsbsim can Simulate  helicopter ( i am in charge to convert the
helo from the grtux hangar to jsbsim ).
Thanks for the idea.

2011/1/10 Peter Brown smoothwater...@adelphia.net

 I have an idea to run by you all, and I encourage your input or comment and
 perhaps to spike anyone's interest.

 The idea is to create liftable and moveable mp objects, using the current
 aerotow feature, primarily for helicopter usage.   While I am not
 knowledgeable enough to create it, it's been in the back of mind since Curt
 suggested demonstrating the Aircrane at a Simulator event by building a
 virtual tower some time ago.

 My thought would be create a number of simple objects, with the simplest
 FDM attached to them.  To start these could simply be blocks, although this
 could expand to pipes/tower sections/etc.  Each would use the 'pick'
 animation feature to bind the aerotow property to lock on and unlock the tow
 cable.  This should get around requiring a second user to lock onto the
 tow aircraft.  One would get within the 60m preset distance of the towable
 object and then click on it to attach the cable.  Lift it, move it, set it
 anywhere, and click on it to un-attach it.

 To work in mp appears to be a slightly bigger issue.  While it would be
 ideal from a mp standpoint to have 5-10 simplistic objects hosted on each
 mpserver, I assume that may not be very feasible.  The ideal program would
 include some minor nasal timers and listeners that would default the object
 back to the default spawn location, say after 12 hours since last move.
  This would ensure it doesn't get lost or dropped in an un-retreiveable
 location.

 I ran the whole idea by a model builder, and he suggested perhaps having an
 object spawn other objects, such as how ordnance is dropped from an
 aircraft.  Here's his thoughts -

  I think your plan could work. I think it would be desirable to have
 the objects be pseudo-aircraft like the jeep, etc., with dummy FDMs
 and as simplified as possible, then each can have a nasal system
 running on it containing custom code to handle special situations like
 resets, etc., taking this off any server requirements and placing it
 totally on the number of objects on MP. But each object would be a
 player-run MP vehicle with all the usual MP resources etc. and its own
 FG client I presume. So a better system might have one object that
 spawns other objects rather like ordinance, and then monitor/update
 them via nasal routines. That way only one MP 'player' need be on for
 all the objects, and the nasal running on the master object would
 manage all sub-objects and deal with special interactions. I'm not
 totally sure this is all possible, but I'll wager it is. Probably one
 of the FG gurus can think of a better way.



 I don't know if anyone has considered the possibilities of having generic
 mp-objects, but without them transmitting data as if an mp-user.  If this
 was possible, it would not be a stretch for one of the FG community to
 provide a server that hosted these semi-static mp-objects.

 All of the ideas presented here may not be needed to achieve the base goal,
 but I believe there is a value to the Flightgear mp environment if it is
 achievable.  (Without going into more tangents, I believe this could also
 open the door for other Flightgear enhancements)

 I would appreciate meaningful comments.
 Thanks,
 Peter


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[Flightgear-devel] Scenemodels ground elevation update

2011-01-10 Thread Martin Spott
Hi folks,

from time to time we're adjusting the ground elevations of all object
positions in the Scenemodels-database and thus in the TerraSync-
repository to the actual terrain elevation.  Typically this is one of
several preparational steps when people start getting serious about
planning a release  :-)
If every of our submitters has properly followed the submission
guidelines at:

  http://scenemodels.flightgear.org/contribute.php

  then everything should look properly when you're pulling current
Scenery with TerraSync. If particular models are standing too high out
of the terrain or are sunken too low, then the respective submitter has
forgotten to communicate an appropriate elevation offset together with
his contribution.

As a reminder, this is how we're determining at which elevation to
'mount' a model into the Scenery: For every object we're looking up the
lon/lat location as given in the .stg-file, we're then taking the
actual terrain elevation at the given position and finally, if
available, we're adding an offset.  The result is written as elevation
into the .stg-files.
Thus if your model, in order to look properly, has to be mounted into a
reference point lying _below_ terrain elevation, then you have to
supply a _negative_ offset in meters.

I'm posting this reminder now so there's sufficient time before the
release for everyone to fly along their favourite places and/or models
and report positions and offsets for those objects which require
fixing.

Cheers,
Martin.
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Re: [Flightgear-devel] Scenemodels ground elevation update

2011-01-10 Thread Roland Haeder
Hi Martin,

I play with SVN terrain
( http://terrascenery.googlecode.com/svn/trunk/data/Scenery )

and latest GIT origin/master. Can I also report floating models (like
buildings) to you if I encounter one? I can screenshot the output of the
HUD and upload it to my server so you can see where I found it.

A little OT: I have mirrored SharedModels.tgz and GlobalObjects.tgz to
my server:
http://flightgear.mxchange.org/pub/scenemodels/

Roland



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Re: [Flightgear-devel] Some community comments

2011-01-10 Thread Martin Spott
Martin Spott wrote:
 thorsten.i.r...@jyu.fi wrote:

 This sort
 of Scenery development is substantially different from craving for
 aaah's and oooh's on The Forum after you successfully managed to follow
 an elaborate and nicely illustrated recipe on how to build FlightGear
 Terrain.
 
 Hehe, I'm glad that I managed to catch at least one reader by putting
 this trap into my posting  ;-)

To be precise, the above wording was chosen pretty much deliberately
and was meant to serve as a test for checking if there are still
readers on this list being versed in applying some specific,
'traditional' behavioural patterns.  Ralf Gerlich convinced me to make
my intention known 

As a conclusion I'd say the test has been functional  :-)  and it's
been an interesting and insightful debate.

Cheers,
Martin.
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Re: [Flightgear-devel] Scenemodels ground elevation update

2011-01-10 Thread Martin Spott
Moin Roland,

Roland Haeder wrote:

 and latest GIT origin/master. Can I also report floating models (like
 buildings) to you if I encounter one? I can screenshot the output of the
 HUD and upload it to my server so you can see where I found it.

As you'll certainly understand I'd like to minize the effort at my end
for identifying the objects in question  ;-)
Therefore I'd prefer getting the specific position of the respective
model(s) together with a corresponding offset just in plain text so I
can easily identify the respective records from the DB.

 A little OT: I have mirrored SharedModels.tgz and GlobalObjects.tgz to
 my server:
 http://flightgear.mxchange.org/pub/scenemodels/

Fine !
Martin.
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Re: [Flightgear-devel] Scenemodels ground elevation update

2011-01-10 Thread Curtis Olson
On Mon, Jan 10, 2011 at 8:35 AM, Martin Spott wrote:

 from time to time we're adjusting the ground elevations of all object
 positions in the Scenemodels-database and thus in the TerraSync-
 repository to the actual terrain elevation.  Typically this is one of
 several preparational steps when people start getting serious about
 planning a release  :-)
 If every of our submitters has properly followed the submission
 guidelines at:

  http://scenemodels.flightgear.org/contribute.php


Hi Martin,

I skimmed the contribute.php link for info on specifying object elevation
and had one question.  Your approach seems focus on landmarks and buildings
that need to sit on top of the ground.  But often, important tall objects
have a known absolute height ... like a radio tower in an FAA database. For
these objects it would be better to keep them at a fixed absolute height
rather than float them up or down with different revisions of the terrain.

Originally when I populated the world with all the FAA database objects I
had the absolute heights in an external database and used that to compute
the placement in the .stg files.  These generic objects (generic buildings,
generic radio towers, etc.) usually protruded well into the ground so they
could have their proper above ground height.  If we now nudge these objects
up and down as the underlying terrain changes we will lose some absolute
accuracy in object placement.

(And I know that there were some errors in the FAA database that caused
things to be misplaced or float where they shouldn't, so I'm not claiming
that this original placement was always perfect in every case ... and
perhaps we have already gone through a round of adjustments in the past
without anyone complaining ... but I would still hate to see these objects
that are intended to be placed at an absolute height now be moved up and
down as terrain changes.)

Thanks,

Curt.
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Re: [Flightgear-devel] Scenemodels ground elevation update

2011-01-10 Thread John Denker
On 01/10/2011 08:26 AM, Curtis Olson wrote:
   often, important tall objects
 have a known absolute height ... like a radio tower in an FAA database. For
 these objects it would be better to keep them at a fixed absolute height
 rather than float them up or down with different revisions of the terrain.

This feature is a Good Thing and is well worth preserving.

 Originally when I populated the world with all the FAA database objects I
 had the absolute heights in an external database and used that to compute
 the placement in the .stg files.

Is the original data still available?

Is more-current data available?

As always, it is nicer to track the authoritative data, rather
than forking it.

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Re: [Flightgear-devel] Scenemodels ground elevation update

2011-01-10 Thread Jon Stockill
On 10/01/11 15:26, Curtis Olson wrote:
 Hi Martin,

 I skimmed the contribute.php link for info on specifying object
 elevation and had one question.  Your approach seems focus on landmarks
 and buildings that need to sit on top of the ground.  But often,
 important tall objects have a known absolute height ... like a radio
 tower in an FAA database. For these objects it would be better to keep
 them at a fixed absolute height rather than float them up or down with
 different revisions of the terrain.

Those things are marked as obstructions in the database, their elevation 
is fixed. (In this case we know the published height of the top, and the 
height of the model, and can place the base accordingly - this is done 
for all the FAA and FCC sourced models that we placed).

Jon

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Re: [Flightgear-devel] Scenemodels ground elevation update

2011-01-10 Thread Roland Haeder
Moin Martin,

schon lustig, wie sich zwei deutschsprachige auf Englisch
unterhalten... ;-)

Funny to read how two German-speaking guy are talking English to each
other.

Mirroring is done by a (really) simple cron.weekly script. So you can
add those both links to http://scenemodels.flightgear.org download page.

Regards,
Roland



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Re: [Flightgear-devel] Scenemodels ground elevation update

2011-01-10 Thread Curtis Olson
On Mon, Jan 10, 2011 at 10:09 AM, Jon Stockill li...@stockill.net wrote:

 Those things are marked as obstructions in the database, their elevation
 is fixed. (In this case we know the published height of the top, and the
 height of the model, and can place the base accordingly - this is done
 for all the FAA and FCC sourced models that we placed).


Wonderful; glad to hear you account for this in your database scheme.

Curt.
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[Flightgear-devel] git question

2011-01-10 Thread Curtis Olson
Here is my next git question (possibly another dumb one) :-)

When I did a git pull in simgear/flightgear this morning I saw something
like the following:

simgear$ git pull
remote: Counting objects: 1, done.
remote: Total 1 (delta 0), reused 0 (delta 0)
Unpacking objects: 100% (1/1), done.
From gitorious.org:fg/simgear
 * [new branch]  releases/2.2.0 - origin/releases/2.2.0
 * [new tag] 2.2.0-rc1  - 2.2.0-rc1
Already up-to-date.


Ok, cool I think, it looks like the 2.2.0 release branch has been created.

But my question is how can I switch to this new branch?  When I list my
branches I see:

simgear$ git branch
  maint
* next


The new branch is not listed.  Does this branch only exist on the server?
 What do I have to do to see the branch locally?  Do I have to manually copy
any remote branch that I want to work with locally?  What's the git thought
process and reasoning here?  How would a person typically know that a new
remote branch got created and be able to access it?  Why doesn't the new
branch automatically show up in my list of branches?

Thanks,

Curt.
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Re: [Flightgear-devel] 3D stereoscopic mode on Linux

2011-01-10 Thread Michael Sgier
Cool thanks. So someone should update the wiki? I'll have a look at that 
soon.Regards Michael

--- On Mon, 1/10/11, Heiko Schulz aeitsch...@yahoo.de wrote:

From: Heiko Schulz aeitsch...@yahoo.de
Subject: Re: [Flightgear-devel] 3D stereoscopic mode on Linux
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Monday, January 10, 2011, 2:15 PM

Hi,
Does the search function of the forum doesn't work?Well, Launch FlightGear - 
Menu (F10) - View - Stereoscopic Options

Heiko
still in work: http://www.hoerbird.net/galerie.html

But already done: http://www.hoerbird.net/reisen.html

--- Michael Sgier scrat_h...@yahoo.com schrieb am Mo, 10.1.2011:

Von: Michael Sgier scrat_h...@yahoo.com
Betreff: [Flightgear-devel] 3D stereoscopic mode on Linux
An: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Datum: Montag, 10. Januar, 2011 14:00 Uhr

Hi
I cannot set the options. Whether in bash nor in fgrun environment. Nothing 
works...anybody could help setting up 3D mode on Linux Ubuntu 10.04 with the 
current git.
Thanks
Michael



  
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Re: [Flightgear-devel] git question

2011-01-10 Thread Tim Moore
On Mon, Jan 10, 2011 at 5:31 PM, Curtis Olson curtol...@gmail.com wrote:

 Here is my next git question (possibly another dumb one) :-)

 When I did a git pull in simgear/flightgear this morning I saw something
 like the following:

 simgear$ git pull
 remote: Counting objects: 1, done.
 remote: Total 1 (delta 0), reused 0 (delta 0)
 Unpacking objects: 100% (1/1), done.
 From gitorious.org:fg/simgear
  * [new branch]  releases/2.2.0 - origin/releases/2.2.0
  * [new tag] 2.2.0-rc1  - 2.2.0-rc1
 Already up-to-date.


 Ok, cool I think, it looks like the 2.2.0 release branch has been created.

 But my question is how can I switch to this new branch?  When I list my
 branches I see:

 simgear$ git branch
   maint
 * next


 The new branch is not listed.  Does this branch only exist on the server?
  What do I have to do to see the branch locally?  Do I have to manually copy
 any remote branch that I want to work with locally?  What's the git thought
 process and reasoning here?  How would a person typically know that a new
 remote branch got created and be able to access it?  Why doesn't the new
 branch automatically show up in my list of branches?

 You can see the remote branches with git branch -r or git branch -a.
You can create a local version of a remote branch with git branch
releases-2.2.0 origin/releases-2.2.0or git checkout -b releases-2.2.0
origin/releases-2.2.0. Git doesn't create a local branch automatically. I
don't know all the reasons, but it would not be clear what to call the local
branch, especially if there are multiple remote repositories with identical
branch names.

Tim

 Thanks,

 Curt.
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Re: [Flightgear-devel] Towable Object Idea

2011-01-10 Thread Curtis Olson
I haven't ever dug into the multiplayer protocol to really try to understand
it, but I've always thought that it would be really interesting to be able
to inject AI type objects into the MP system.

Your idea of creating some static objects that could be lifted and moved and
placed is really interesting ... especially if these objects are tracked in
the MP system so everyone sees them.

We would have to be careful to limit the numbers of these objects so we
don't overload the MP system and the available bandwidth, but certainly we
could support a couple objects.

We would need to dig in and learn more about the MP protocol to proceed (or
maybe someone who's already figured this all out could jump in with
suggestions.)

Could a single MP client connect up to any MP server and send data for
multiple objects?  These would then get injected into the system for
everyone to see.

Or could we do this at the server level?  Servers can exchange data between
them, so it makes sense that a server could add some additional objects,
or we could create a separate interface to inject additional objects into
the system.

Wouldn't it be cool if all the carriers in the flightgear world were
simultaneously MP and simultaneously shared?  Wouldn't it be cool if we
could inject additional AI traffic that was then seen simultaneously by
everyone?

I don't know how easy or hard this would be, but I do think it would be cool
to push some development in this area and it could really add some
interesting challenges and features to our shared environments.

Regards,

Curt.


On Mon, Jan 10, 2011 at 7:34 AM, henri orange wrote:

 Hello Peter,
 Your idea is very interesting.
 Though my know how is limited, when digging into it, i guess such generic
 system should be be any FDM compatible ( i mean yasim and jsbsim).
 Since tthe aerotow feature is being part of  these FDM.
 Those who don't know that feature with jsbsim must fly the nice glider
 DG-101G.
 AND
 One knows,  jsbsim can Simulate  helicopter ( i am in charge to convert the
 helo from the grtux hangar to jsbsim ).
 Thanks for the idea.

 2011/1/10 Peter Brown

 I have an idea to run by you all, and I encourage your input or comment
 and perhaps to spike anyone's interest.

 The idea is to create liftable and moveable mp objects, using the current
 aerotow feature, primarily for helicopter usage.   While I am not
 knowledgeable enough to create it, it's been in the back of mind since Curt
 suggested demonstrating the Aircrane at a Simulator event by building a
 virtual tower some time ago.

 My thought would be create a number of simple objects, with the simplest
 FDM attached to them.  To start these could simply be blocks, although this
 could expand to pipes/tower sections/etc.  Each would use the 'pick'
 animation feature to bind the aerotow property to lock on and unlock the tow
 cable.  This should get around requiring a second user to lock onto the
 tow aircraft.  One would get within the 60m preset distance of the towable
 object and then click on it to attach the cable.  Lift it, move it, set it
 anywhere, and click on it to un-attach it.

 To work in mp appears to be a slightly bigger issue.  While it would be
 ideal from a mp standpoint to have 5-10 simplistic objects hosted on each
 mpserver, I assume that may not be very feasible.  The ideal program would
 include some minor nasal timers and listeners that would default the object
 back to the default spawn location, say after 12 hours since last move.
  This would ensure it doesn't get lost or dropped in an un-retreiveable
 location.

 I ran the whole idea by a model builder, and he suggested perhaps having
 an object spawn other objects, such as how ordnance is dropped from an
 aircraft.  Here's his thoughts -

  I think your plan could work. I think it would be desirable to have
 the objects be pseudo-aircraft like the jeep, etc., with dummy FDMs
 and as simplified as possible, then each can have a nasal system
 running on it containing custom code to handle special situations like
 resets, etc., taking this off any server requirements and placing it
 totally on the number of objects on MP. But each object would be a
 player-run MP vehicle with all the usual MP resources etc. and its own
 FG client I presume. So a better system might have one object that
 spawns other objects rather like ordinance, and then monitor/update
 them via nasal routines. That way only one MP 'player' need be on for
 all the objects, and the nasal running on the master object would
 manage all sub-objects and deal with special interactions. I'm not
 totally sure this is all possible, but I'll wager it is. Probably one
 of the FG gurus can think of a better way.



 I don't know if anyone has considered the possibilities of having generic
 mp-objects, but without them transmitting data as if an mp-user.  If this
 was possible, it would not be a stretch for one of the FG community to
 provide a server that hosted these semi-static 

Re: [Flightgear-devel] git question

2011-01-10 Thread Anders Gidenstam
On Mon, 10 Jan 2011, Curtis Olson wrote:

 remote: Total 1 (delta 0), reused 0 (delta 0)
 Unpacking objects: 100% (1/1), done.
 From gitorious.org:fg/simgear
 * [new branch]  releases/2.2.0 - origin/releases/2.2.0
 * [new tag] 2.2.0-rc1  - 2.2.0-rc1
 Already up-to-date.


 Ok, cool I think, it looks like the 2.2.0 release branch has been created.

 But my question is how can I switch to this new branch?  When I list my
 branches I see:

 simgear$ git branch
  maint
 * next


 The new branch is not listed.  Does this branch only exist on the server?
 What do I have to do to see the branch locally?  Do I have to manually copy
 any remote branch that I want to work with locally?  What's the git thought
 process and reasoning here?  How would a person typically know that a new
 remote branch got created and be able to access it?  Why doesn't the new
 branch automatically show up in my list of branches?

Hi,

It exists locally as a remote branch. Create a local branch based on it 
with

git branch -t -l my-2.2.0 origin/releases/2.2.0


Cheers,

Anders
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Re: [Flightgear-devel] Scenemodels ground elevation update

2011-01-10 Thread Martin Spott
Looks like I've missed the most interesting part while I was visiting a
customer  :-)

John Denker wrote:

 As always, it is nicer to track the authoritative data, rather
 than forking it.

In some way our elevation/height (for published obstacles/obstructions)
data has always to be some sort of a 'fork' for several reasons. 
Probably the most obvious one is being the fact that different
authorities are having different habits of specifying the highest
spots.

Some authorities are adding 500 ft clearance to the physical top of an
obstacle for their published obstacle elevation, some don't   even
though a human definition of the highest spot would be pretty
unambiguous, things are getting rather complicated after passing
'authoritative' processing  :-)

Cheers,
Martin.
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Re: [Flightgear-devel] Towable Object Idea

2011-01-10 Thread Martin Spott
Curtis Olson wrote:

 Wouldn't it be cool if all the carriers in the flightgear world were
 simultaneously MP and simultaneously shared?

I 'sense' the required infrastructure for a solution already being in
the queue, yet some adaption for AI objects is still needed, but pretty
feasible.

Cheers,
Martin.
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Re: [Flightgear-devel] Latest git results in massive NAN errors with Tu154B

2011-01-10 Thread Alexey Varjat
At Mon, 10 Jan 2011 11:45:54 +0200
Alexey Varjat var...@gmail.com wrote:

 At Sun, 9 Jan 2011 23:18:00 -0500
 Jacob Burbach jmburb...@gmail.com wrote:
 
  Probably best to just post on his Tu154 thread on the forum, pretty
  sure he monitors that.
  
 I have pinged Yuri on russian FG forum
 (http://www.flightgear.ru/forum/viewtopic.php?f=9t=139p=6421#p6421)

Yuri has answered on russian FG forum:
 - I have no access to mail until tomorrow, but guys can perform 
   update from svn hlserver.lin.irk.ru/trunk/TU154B for last revision
   with changed model properties (it's again dash-underline issue in
   JSBSim's API)  


 
  http://flightgear.org/forums/viewtopic.php?f=4t=4925
  
  On Sun, Jan 9, 2011 at 12:10 PM, ThorstenB bre...@gmail.com wrote:
   I'm not seeing any NaN issues with the TU154b.
  Hmm, could be on my end, you never know. Did you try a few times, at
  some different airports though? I can load a couple times out of a
  dozen, but mostly just crashes out with NAN stuff. I frequent LOWI,
  EDDF, LIMC, LSZS, etc...and have trouble at those as recently as a
  few hours ago. I will do more testing soon, need to make sure
  (again) build is clean and also do a new debug build.
  
   Though I'm not able to start it - well, not within 10 minutes at
   least. :)
  If your using newest version or svn then just press the 's' key and
  then wait until it is finished. ;)
  
   There is a minor issue with incorrect property name though. I've
   attached a patch.
   Anyone in contact with the TU154b designers? There's no email in
   the README. Maybe s.o. can forward the patch.
  Probably best to just post in the Tu154 thread on the forum, pretty
  sure Yurik keeps an eye on that.
  
  http://flightgear.org/forums/viewtopic.php?f=4t=4925
  
  cheers
  
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 Regards,
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Re: [Flightgear-devel] Latest git results in massive NAN errors with Tu154B

2011-01-10 Thread ThorstenB
I successfully flew the TU154b now at KSFO, LOWI and EDDF - but
experienced no NaNs and no crash (neither did the sim, nor the plane -
I'm especially proud of the latter :) ). But yes, I needed to use the
chicken's auto start to get anything working at all. Absolutely
amazing cockpit, incredible detail, incredible number of switches...
Anyone else seeing these issues?

cheers,
Thorsten

On Mon, Jan 10, 2011 at 5:18 AM, Jacob Burbach jmburb...@gmail.com wrote:
 Probably best to just post on his Tu154 thread on the forum, pretty
 sure he monitors that.

 http://flightgear.org/forums/viewtopic.php?f=4t=4925

 On Sun, Jan 9, 2011 at 12:10 PM, ThorstenB bre...@gmail.com wrote:
 I'm not seeing any NaN issues with the TU154b.
 Hmm, could be on my end, you never know. Did you try a few times, at
 some different airports though? I can load a couple times out of a
 dozen, but mostly just crashes out with NAN stuff. I frequent LOWI,
 EDDF, LIMC, LSZS, etc...and have trouble at those as recently as a few
 hours ago. I will do more testing soon, need to make sure (again)
 build is clean and also do a new debug build.

 Though I'm not able to start it - well, not within 10 minutes at least. :)
 If your using newest version or svn then just press the 's' key and
 then wait until it is finished. ;)

 There is a minor issue with incorrect property name though. I've
 attached a patch.
 Anyone in contact with the TU154b designers? There's no email in the
 README. Maybe s.o. can forward the patch.
 Probably best to just post in the Tu154 thread on the forum, pretty
 sure Yurik keeps an eye on that.

 http://flightgear.org/forums/viewtopic.php?f=4t=4925

 cheers

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Re: [Flightgear-devel] 3D stereoscopic mode on Linux

2011-01-10 Thread Torsten Dreyer
It has been in the wiki since Sep, 27th:
http://wiki.flightgear.org/index.php?title=Anaglyph_(3D)action=historysubmitdiff=24285oldid=24270

Torsten
 Cool thanks. So someone should update the wiki? I'll have a look at that
  soon.Regards Michael
 
 --- On Mon, 1/10/11, Heiko Schulz aeitsch...@yahoo.de wrote:
 
 From: Heiko Schulz aeitsch...@yahoo.de
 Subject: Re: [Flightgear-devel] 3D stereoscopic mode on Linux
 To: FlightGear developers discussions
  flightgear-devel@lists.sourceforge.net Date: Monday, January 10, 2011,
  2:15 PM
 
 Hi,
 Does the search function of the forum doesn't work?Well, Launch FlightGear
  - Menu (F10) - View - Stereoscopic Options
 
 Heiko
 still in work: http://www.hoerbird.net/galerie.html
 
 But already done: http://www.hoerbird.net/reisen.html
 
 --- Michael Sgier scrat_h...@yahoo.com schrieb am Mo, 10.1.2011:
 
 Von: Michael Sgier scrat_h...@yahoo.com
 Betreff: [Flightgear-devel] 3D stereoscopic mode on Linux
 An: FlightGear developers discussions
  flightgear-devel@lists.sourceforge.net Datum: Montag, 10. Januar, 2011
  14:00 Uhr
 
 Hi
 I cannot set the options. Whether in bash nor in fgrun environment. Nothing
  works...anybody could help setting up 3D mode on Linux Ubuntu 10.04 with
  the current git. Thanks
 Michael
 
 
 
 
 -Integrierter Anhang folgt-
 
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Re: [Flightgear-devel] Latest git results in massive NAN errors with Tu154B

2011-01-10 Thread Jacob Burbach
On Mon, Jan 10, 2011 at 2:46 PM, ThorstenB bre...@gmail.com wrote:
 I successfully flew the TU154b now at KSFO, LOWI and EDDF - but
 experienced no NaNs and no crash (neither did the sim, nor the plane -
 I'm especially proud of the latter :) ). But yes, I needed to use the
 chicken's auto start to get anything working at all. Absolutely
 amazing cockpit, incredible detail, incredible number of switches...
 Anyone else seeing these issues?

Thanks for testing Thorsten. Unfortunately I'm still getting the same
issue here with completely fresh builds of both the next and 2.2.0
branches. I really seem to have a knack for finding off the wall
errors other don't see. I will try to debug soon and see if I can find
anything meaningful about what is triggering it.

cheers

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[Flightgear-devel] AI traffic performance update

2011-01-10 Thread ThorstenB
Hi,

I've pushed a tiny update for AI traffic to flightgear/next. It improves
performance at airports with busy AI traffic by avoiding repeated
elevation/scenery checks for stationary aircraft. On my system this means a
considerable frame rate improvement at EHAM (many AI aircraft parked at a
gate). The improvement takes effect a short while after you started or got
close to an airport. Once the parked AI aircraft have positioned and checked
the scenery elevation, frame rate should improve.

As a side effect, the update also changes (but doesn't fix) the behaviour of
a bug (#221) concerning multiple aircraft occupying the same parking
position: such models no longer climb upwards to infinity, but just remain
idle and stacked on-top of each ( Bremer Town Musician's
stylehttp://en.wikipedia.org/wiki/Town_Musicians_of_Bremen:) ). A
bit better than before.

Unfortunately Durk isn't available for review. So let me know if you noticed
any new problems related to stationary AI aircraft. Likewise if you see
improved performance. If there are no new issues and it turns out to be an
improvement for more people, we might add this to the release branch too.
Otherwise we'll need to wait for Durk's AI expert advice.

cheers,
Thorsten
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[Flightgear-devel] git question

2011-01-10 Thread dave perry
I am ready to push some committed fgdata changes from my *master.  But I 
lost my notes.  Don't want to mess up.  What is the syntax?  git push 
master/origin?

Thanks,
Dave

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[Flightgear-devel] reflect effects

2011-01-10 Thread syd adams
Hi guys , I've been attempting to add Chris's livery to the Citation
II . Have to do some texture remapping , but I can't seem to get the
reflect map to work correctly ...maybe I'm misunderstanding.
I've converted a livery image file to a greyscale image , and modified
the shades accordingly , but the reflection effect seems uniform over
the entire model. The only changes I can seem to adjust are the
ambient and reflective intensity with the xml parameters .
Can anyone give me some pointers ?
Thanks

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Re: [Flightgear-devel] 3D stereoscopic mode on Linux

2011-01-10 Thread Michael Sgier
yes but the:
On the new window, titled Advanced Options highlight the Environment 
from the list on the left---etc doesn't work anymore? At least not on my 
ubuntu 10.04. But only the menu works. So I probably replace this and also for 
OSX by simply mentioning the menu? OK? 


--- On Mon, 1/10/11, Torsten Dreyer tors...@t3r.de wrote:

From: Torsten Dreyer tors...@t3r.de
Subject: Re: [Flightgear-devel] 3D stereoscopic mode on Linux
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Monday, January 10, 2011, 9:13 PM

It has been in the wiki since Sep, 27th:
http://wiki.flightgear.org/index.php?title=Anaglyph_(3D)action=historysubmitdiff=24285oldid=24270

Torsten
 Cool thanks. So someone should update the wiki? I'll have a look at that
  soon.Regards Michael
 
 --- On Mon, 1/10/11, Heiko Schulz aeitsch...@yahoo.de wrote:
 
 From: Heiko Schulz aeitsch...@yahoo.de
 Subject: Re: [Flightgear-devel] 3D stereoscopic mode on Linux
 To: FlightGear developers discussions
  flightgear-devel@lists.sourceforge.net Date: Monday, January 10, 2011,
  2:15 PM
 
 Hi,
 Does the search function of the forum doesn't work?Well, Launch FlightGear
  - Menu (F10) - View - Stereoscopic Options
 
 Heiko
 still in work: http://www.hoerbird.net/galerie.html
 
 But already done: http://www.hoerbird.net/reisen.html
 
 --- Michael Sgier scrat_h...@yahoo.com schrieb am Mo, 10.1.2011:
 
 Von: Michael Sgier scrat_h...@yahoo.com
 Betreff: [Flightgear-devel] 3D stereoscopic mode on Linux
 An: FlightGear developers discussions
  flightgear-devel@lists.sourceforge.net Datum: Montag, 10. Januar, 2011
  14:00 Uhr
 
 Hi
 I cannot set the options. Whether in bash nor in fgrun environment. Nothing
  works...anybody could help setting up 3D mode on Linux Ubuntu 10.04 with
  the current git. Thanks
 Michael
 
 
 
 
 -Integrierter Anhang folgt-
 
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