[Flightgear-devel] Tried to initialize a non-existent engine!

2011-01-25 Thread henri orange
Hello devel members,
That issue with jsbsim aircraft is back.
It comes up when at reset , for instance c172p.and we get a crash with that
message: Tried to initialize a non-existent engine!

I thought it was solved.


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Re: [Flightgear-devel] Tried to initialize a non-existent engine!

2011-01-25 Thread James Turner

On 25 Jan 2011, at 09:46, henri orange wrote:

 It comes up when at reset , for instance c172p.and we get a crash with that 
 message: Tried to initialize a non-existent engine!

It was solved, but my was over-written when Erik updated JSBSim (because I 
didn't remember to submit it to JSBSim). But last night I re-appllied the fix 
to Git, so it should work again - I spent some time with the C172 resetting and 
repositioning and everything worked fine.

(I didn't try any other aircraft, due to lack of time)

James


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Re: [Flightgear-devel] Tried to initialize a non-existent engine!

2011-01-25 Thread henri orange
Thanks,
I did not noticed the last nigh update.
Will try out it.

2011/1/25 James Turner zakal...@mac.com


 On 25 Jan 2011, at 09:46, henri orange wrote:

  It comes up when at reset , for instance c172p.and we get a crash with
 that message: Tried to initialize a non-existent engine!

 It was solved, but my was over-written when Erik updated JSBSim (because I
 didn't remember to submit it to JSBSim). But last night I re-appllied the
 fix to Git, so it should work again - I spent some time with the C172
 resetting and repositioning and everything worked fine.

 (I didn't try any other aircraft, due to lack of time)

 James



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Re: [Flightgear-devel] Tried to initialize a non-existent engine!

2011-01-25 Thread Jon S. Berndt
  It comes up when at reset , for instance c172p.and we get a crash
 with that message: Tried to initialize a non-existent engine!
 
 It was solved, but my was over-written when Erik updated JSBSim
 (because I didn't remember to submit it to JSBSim). But last night I
 re-appllied the fix to Git, so it should work again - I spent some time
 with the C172 resetting and repositioning and everything worked fine.
 
 (I didn't try any other aircraft, due to lack of time)
 
 James

What patch?

Jon



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Re: [Flightgear-devel] Tried to initialize a non-existent engine!

2011-01-25 Thread Anders Gidenstam
On Tue, 25 Jan 2011, Jon S. Berndt wrote:

 It was solved, but my was over-written when Erik updated JSBSim
 (because I didn't remember to submit it to JSBSim). But last night I
 re-appllied the fix to Git, so it should work again - I spent some time
 with the C172 resetting and repositioning and everything worked fine.

 (I didn't try any other aircraft, due to lack of time)

 James

 What patch?

This one, I think:
http://gitorious.org/fg/flightgear/commit/c2458a17bf0a8a95caf1a43e37482162ae0100bc

Cheers,

Anders
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Re: [Flightgear-devel] Tried to initialize a non-existent engine!

2011-01-25 Thread James Turner

On 25 Jan 2011, at 10:28, Jon S. Berndt wrote:

 What patch?

FIx for #204, the issue Henri is describing:

http://gitorious.org/fg/flightgear/commit/c2458a17bf0a8a95caf1a43e37482162ae0100bc

Partial band-aid for #222, the reset-NaN crash: (ugly, but not in the main 
JSBSim code)

http://gitorious.org/fg/flightgear/commit/4b494b1d0842bc53d7295f74c44cf4f7a3185446

Andreas' other fixes for #222:

http://gitorious.org/fg/flightgear/commit/4f364af6d178d947eae1a5a751e3a9542b270069

Regards,
James


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Re: [Flightgear-devel] NaNs when resetting JSBSim

2011-01-25 Thread Geoff McLane
Hi,

In Ubuntu 8.04 LTS, just did a git pull (SG/FG/DATA), and make,
etc, and on running the default a/c, as someone else also reported,
get the console output :-

creating 3D noise texture... DONE
  Trim Results: 
  Altitude AGL:4.4  wdot:  1.54e-03 Tolerance: 1e-03  Failed
   Pitch Angle:  0.047  qdot: -2.47e-04 Tolerance: 1e-04  Failed

  Trim Statistics: 
Total Iterations: 61
Sub-iterations:
wdot: 212 average: 3.4754  successful:  10  stability: 2.4898
qdot: 240 average: 3.9344  successful:  6  stability: 2.9703
Run Count: 1733
Initializing Nasal Electrical System
power up

Then, on doing a reset, get :-

passed invalid index (0) to FGRouteMgr::jumpToIndex

Trim Failed

  Trim Results: 
   Angle of Attack:5.5  wdot:  4.25e+00 Tolerance: 1e-03  Failed
  Throttle:0.5  udot: -4.79e-01 Tolerance: 1e-03  Failed
Pitch Trim:  0  qdot:  1.27e+00 Tolerance: 1e-04  Failed
The climb rate cannot be higher than the true speed.

and that is repeated on each reset... this was just sitting
on my 'favorite' runway 33, at YGIL ;=))

I have been getting, and ignoring this for a while, since
about the last JSBsim merge, I think...

Is this a problem? Certainly do not like seeing 'Failed',
but it seems fg runs ok, and the aircraft seems to fly ;=))
so maybe not a problem...

Regards,

Geoff.



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[Flightgear-devel] Carrier Altitude

2011-01-25 Thread Peter Brown
In attempting to place an item on the ocean surface, I came to realize that 
it's not the Nimitz that is hovering above MSL, it's that the ocean surface 
is about 7 meters below MSL.  I was going to suggest simply dropping the 
carriers to match, but then looking around I discovered that it was not 
constant, as the ocean surface is different from front to back of the Nimitz.

So the ocean surface is not flat.  Where it meets the terrain north of the 
Golden Gate Bridge the water is at zero MSL.  It then slopes down as it you 
head out to sea, to -8.72 meters below sea level, before starting to come back 
up again.  I did not continue out to see if it continues to rise and fall, or 
if it's purely a dip in this area.  This is different from the ocean surface 
being curved to match the earth, as it actually has a dip, at least in this 
spot.

See screenshots -

Terrain intersection north of Golden Gate
[URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at102804PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at102804PM.png[/IMG][/URL]

At the Nimtiz
[URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at100253PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at100253PM.png[/IMG][/URL]

West of Nimitz
[URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at103120PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at103120PM.png[/IMG][/URL]

Anyone know why?  Or, more importantly, can we set the carriers at an altitude 
appropriate for their default location, so they are no longer hovering?  I'd 
prefer to do it globally so everyone was at the same altitude.  

Thanks,
Peter--
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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread Curtis Olson
Quick explanation: the world is curved (oblate spheroid) so if in order to
have an ocean that measures zero MSL at all points, it would have to be
curved.  To do this perfectly requires a *lot* of polygons.  We have been
using large polygons for the ocean so that leads to some errors depending on
where you are within the polygon.  Near the verticies will be pretty
accurate, near the middle could be off by a few meters.

Regards,

Curt.



On Tue, Jan 25, 2011 at 11:57 AM, Peter Brown
smoothwater...@adelphia.netwrote:

 In attempting to place an item on the ocean surface, I came to realize that
 it's not the Nimitz that is hovering above MSL, it's that the ocean
 surface is about 7 meters *below* MSL.  I was going to suggest simply
 dropping the carriers to match, but then looking around I discovered that it
 was not constant, as the ocean surface is different from front to back of
 the Nimitz.

 So the ocean surface is not flat.  Where it meets the terrain north of the
 Golden Gate Bridge the water is at zero MSL.  It then slopes down as it you
 head out to sea, to -8.72 meters below sea level, before starting to come
 back up again.  I did not continue out to see if it continues to rise and
 fall, or if it's purely a dip in this area.  This is different from the
 ocean surface being curved to match the earth, as it actually has a dip, at
 least in this spot.

 See screenshots -

 Terrain intersection north of Golden Gate
 [URL=
 http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at102804PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at102804PM.png[/IMG][/URL
 ]

 At the Nimtiz
 [URL=
 http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at100253PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at100253PM.png[/IMG][/URL
 ]

 West of Nimitz
 [URL=
 http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at103120PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at103120PM.png[/IMG][/URL
 ]

 Anyone know why?  Or, more importantly, can we set the carriers at an
 altitude appropriate for their default location, so they are no longer
 hovering?  I'd prefer to do it globally so everyone was at the same
 altitude.

 Thanks,
 Peter


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Re: [Flightgear-devel] git work flow question

2011-01-25 Thread ThorstenB
On 24.01.2011 22:49, James Turner wrote:
 Perhaps another approach would be to do out-of-source builds.  I think 
 automake/conf should support that, although it's been a while since I've 
 tried it.
 Cmake is very good at out-of-source builds :)
Hmm. The out-of-source builds alone don't really help with switching 
branches. Changing branches back and forth still results in all 
differing sources getting new timestamps. So the next make triggers a 
rebuild of all affected sources/objects anyway. make isn't smart 
enough to notice that the older object files were generated from (older) 
sources, which had identical content to the current (newer) sources. 
So it's all the same if you maintained one or two sets of objects.

You'll also need to keep git from touching any _sources_, so maintain 
two sets of matching sources and their objects. Using two completely 
separate repos helps - or the magic feature to create two separate 
source checkouts from one repository, which James mentioned.

Could some git guru (git-goroo? ;) ) enlighten me, on how I can create 
two checkouts from one repo? That would actually be very useful - 
especially now that fgdata is branched. I don't want to pull another 
fgdata repo... and I don't feel brave enough to switch fgdata branches, 
since its release branch is already stripped (= switching affects 
thousands of files...).

cheers,
Thorsten


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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread Alex Perry
Tides?
Ocean with LOD?

On Tue, Jan 25, 2011 at 10:13 AM, Curtis Olson curtol...@gmail.com wrote:
 Quick explanation: the world is curved (oblate spheroid) so if in order to
 have an ocean that measures zero MSL at all points, it would have to be
 curved.  To do this perfectly requires a *lot* of polygons.  We have been
 using large polygons for the ocean so that leads to some errors depending on
 where you are within the polygon.  Near the verticies will be pretty
 accurate, near the middle could be off by a few meters.
 Regards,
 Curt.


 On Tue, Jan 25, 2011 at 11:57 AM, Peter Brown smoothwater...@adelphia.net
 wrote:

 In attempting to place an item on the ocean surface, I came to realize
 that it's not the Nimitz that is hovering above MSL, it's that the ocean
 surface is about 7 meters below MSL.  I was going to suggest simply
 dropping the carriers to match, but then looking around I discovered that it
 was not constant, as the ocean surface is different from front to back of
 the Nimitz.
 So the ocean surface is not flat.  Where it meets the terrain north of the
 Golden Gate Bridge the water is at zero MSL.  It then slopes down as it you
 head out to sea, to -8.72 meters below sea level, before starting to come
 back up again.  I did not continue out to see if it continues to rise and
 fall, or if it's purely a dip in this area.  This is different from the
 ocean surface being curved to match the earth, as it actually has a dip, at
 least in this spot.
 See screenshots -
 Terrain intersection north of Golden Gate

 [URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at102804PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at102804PM.png[/IMG][/URL]
 At the Nimtiz

 [URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at100253PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at100253PM.png[/IMG][/URL]
 West of Nimitz

 [URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at103120PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at103120PM.png[/IMG][/URL]

 Anyone know why?  Or, more importantly, can we set the carriers at an
 altitude appropriate for their default location, so they are no longer
 hovering?  I'd prefer to do it globally so everyone was at the same
 altitude.

 Thanks,
 Peter

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 http://www.flightgear.org - http://www.flightgear.org/blogs/category/curt/

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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread Peter Brown

On Jan 25, 2011, at 1:13 PM, Curtis Olson wrote:

 Quick explanation: the world is curved (oblate spheroid) so if in order to 
 have an ocean that measures zero MSL at all points, it would have to be 
 curved.  To do this perfectly requires a *lot* of polygons.  We have been 
 using large polygons for the ocean so that leads to some errors depending on 
 where you are within the polygon.  Near the verticies will be pretty 
 accurate, near the middle could be off by a few meters.
 
 Regards,
 
 Curt.
 
 

Curt,
Does it not seem a bit odd to have a divot like this?  I expected if 
flat then the polys would only go down until the mid-span of the ocean surface 
and then it would rise back up to meet the terrain again. 

Either way, can I suggest we lower the carriers to a closer approximation of 
altitude, at least at their default AI locations?

Thanks,
Peter


 
 On Tue, Jan 25, 2011 at 11:57 AM, Peter Brown smoothwater...@adelphia.net 
 wrote:
 In attempting to place an item on the ocean surface, I came to realize that 
 it's not the Nimitz that is hovering above MSL, it's that the ocean 
 surface is about 7 meters below MSL.  I was going to suggest simply dropping 
 the carriers to match, but then looking around I discovered that it was not 
 constant, as the ocean surface is different from front to back of the Nimitz.
 
 So the ocean surface is not flat.  Where it meets the terrain north of the 
 Golden Gate Bridge the water is at zero MSL.  It then slopes down as it you 
 head out to sea, to -8.72 meters below sea level, before starting to come 
 back up again.  I did not continue out to see if it continues to rise and 
 fall, or if it's purely a dip in this area.  This is different from the ocean 
 surface being curved to match the earth, as it actually has a dip, at least 
 in this spot.
 
 See screenshots -
 
 Terrain intersection north of Golden Gate
 [URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at102804PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at102804PM.png[/IMG][/URL]
 
 At the Nimtiz
 [URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at100253PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at100253PM.png[/IMG][/URL]
 
 West of Nimitz
 [URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at103120PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at103120PM.png[/IMG][/URL]
 
 Anyone know why?  Or, more importantly, can we set the carriers at an 
 altitude appropriate for their default location, so they are no longer 
 hovering?  I'd prefer to do it globally so everyone was at the same 
 altitude.  
 
 Thanks,
 Peter
 
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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread Curtis Olson
On Tue, Jan 25, 2011 at 1:00 PM, Peter Brown smoothwater...@adelphia.netwrote:

  Does it not seem a bit odd to have a divot like this?


Well odd things result occasionally when we try to represent the physical
world with triangles ... we could discuss how many triangles and where to
concentrate them ... that's always a fair topic.  We could represent the
world perfectly if you gave me an infinite number of triangles, just like we
could solve all the worlds problems if you gave me an infinite amount of
money (or probably not in both cases.) :-)


 I expected if flat then the polys would only go down until the mid-span of
 the ocean surface and then it would rise back up to meet the terrain again.


Isn't that what is happening?


 Either way, can I suggest we lower the carriers to a closer approximation
 of altitude, at least at their default AI locations?


How about having carriers do a terrain height check and follow the polygon
curvature of the FlightGear world?

Regards,

Curt.
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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread John Denker
On 01/25/2011 12:14 PM, Curtis Olson wrote:
 How about having carriers do a terrain height check and follow the polygon
 curvature of the FlightGear world?

Call it a feature.

The real ocean has swells.  They make carrier flight operations
considerably more interesting.


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Re: [Flightgear-devel] git work flow question

2011-01-25 Thread Anders Gidenstam
On Tue, 25 Jan 2011, ThorstenB wrote:

 You'll also need to keep git from touching any _sources_, so maintain
 two sets of matching sources and their objects. Using two completely
 separate repos helps - or the magic feature to create two separate
 source checkouts from one repository, which James mentioned.

 Could some git guru (git-goroo? ;) ) enlighten me, on how I can create
 two checkouts from one repo? That would actually be very useful -
 especially now that fgdata is branched. I don't want to pull another
 fgdata repo... and I don't feel brave enough to switch fgdata branches,
 since its release branch is already stripped (= switching affects
 thousands of files...).

I suspect the option --local to git clone might be useful.
I have not tried myself, though.

anders@sleipner:~$ git clone -h
usage: git clone [options] [--] repo [dir]

 ...
 -l, --local   to clone from a local repository
 ...

anders@sleipner:~$ git clone --help
...
OPTIONS
--local, -l
When the repository to clone from is on a local machine, this flag
bypasses the normal git aware transport mechanism and clones the
repository by making a copy of HEAD and everything under objects
and refs directories. The files under .git/objects/ directory are
hardlinked to save space when possible. This is now the default
when the source repository is specified with /path/to/repo syntax,
so it essentially is a no-op option. To force copying instead of
hardlinking (which may be desirable if you are trying to make a
back-up of your repository), but still avoid the usual git aware
transport mechanism, --no-hardlinks can be used.
...


Cheers,

Anders
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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread Peter Brown

On Jan 25, 2011, at 2:20 PM, John Denker wrote:

 On 01/25/2011 12:14 PM, Curtis Olson wrote:
 How about having carriers do a terrain height check and follow the polygon
 curvature of the FlightGear world?
 
 Call it a feature.
 
 The real ocean has swells.  They make carrier flight operations
 considerably more interesting.
 

Sounds great.  How does it get implemented?

Peter

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Re: [Flightgear-devel] git work flow question

2011-01-25 Thread James Turner

On 25 Jan 2011, at 19:22, Anders Gidenstam wrote:

 I suspect the option --local to git clone might be useful.
 I have not tried myself, though.

The thing I was thinking of is:

git-new-workdir

Which essentially symlinks the key pieces of .git between two different dirs. 
Documentation seems to be a bit lacking, though.

James


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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread Peter Brown

On Jan 25, 2011, at 2:14 PM, Curtis Olson wrote:

 On Tue, Jan 25, 2011 at 1:00 PM, Peter Brown smoothwater...@adelphia.net 
 wrote:
 
 I expected if flat then the polys would only go down until the mid-span of 
 the ocean surface and then it would rise back up to meet the terrain again. 
 
 Isn't that what is happening?
  

I don't believe so, as it's no where near mid-span.  If the distance was 
shorter I'll call it a super-long negative swell(swale?), but the distance 
between the points shown in the images is longer than that. I'll do some more 
research in different locations.

That said, I was looking for information about it so that the carrier could be 
at actual sea level, or ocean surface rather than hovering above it.  If the 
height-adjust is possible, that'd be a great solution if it kept in sync across 
MP.

Thanks,
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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread Vivian Meazza
Carriers are set to 0 ft altitude. However, we were aware of the discrepancy
caused by a flat sea on a roundish world. The wake of the Nimitz is angled
down to form a skirt that conceals the error from most, if not all, normal
viewing angles. We deliberately do not seek the local sea level as this
would both be expensive in frame rate terms, and the vertical movement would
tend to unlatch aircraft on deck from the carrier.  

 

Vivian

 

-Original Message-
From: Curtis Olson [mailto:curtol...@gmail.com] 
Sent: 25 January 2011 18:13
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Carrier Altitude

 

Quick explanation: the world is curved (oblate spheroid) so if in order to
have an ocean that measures zero MSL at all points, it would have to be
curved.  To do this perfectly requires a *lot* of polygons.  We have been
using large polygons for the ocean so that leads to some errors depending on
where you are within the polygon.  Near the verticies will be pretty
accurate, near the middle could be off by a few meters.


Regards,


Curt.

 

 

On Tue, Jan 25, 2011 at 11:57 AM, Peter Brown smoothwater...@adelphia.net
wrote:

In attempting to place an item on the ocean surface, I came to realize that
it's not the Nimitz that is hovering above MSL, it's that the ocean
surface is about 7 meters below MSL.  I was going to suggest simply
dropping the carriers to match, but then looking around I discovered that it
was not constant, as the ocean surface is different from front to back of
the Nimitz.

 

So the ocean surface is not flat.  Where it meets the terrain north of the
Golden Gate Bridge the water is at zero MSL.  It then slopes down as it you
head out to sea, to -8.72 meters below sea level, before starting to come
back up again.  I did not continue out to see if it continues to rise and
fall, or if it's purely a dip in this area.  This is different from the
ocean surface being curved to match the earth, as it actually has a dip, at
least in this spot.

 

See screenshots -

 

Terrain intersection north of Golden Gate

[URL=http://s512.photobucket.com/albums/t325/barefootr/?action=view
http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Scre
enshot2011-01-24at102804PM.png%5d%5bIMG%5dhttp://i512.photobucket.com/albums
/t325/barefootr/th_Screenshot2011-01-24at102804PM.png%5b/IMG%5d%5b/URL
current=Screenshot2011-01-24at102804PM.png][IMG]http://i512.photobucket.com
/albums/t325/barefootr/th_Screenshot2011-01-24at102804PM.png[/IMG][/URL]

 

At the Nimtiz

[URL=http://s512.photobucket.com/albums/t325/barefootr/?action=view
http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Scre
enshot2011-01-24at100253PM.png%5d%5bIMG%5dhttp://i512.photobucket.com/albums
/t325/barefootr/th_Screenshot2011-01-24at100253PM.png%5b/IMG%5d%5b/URL
current=Screenshot2011-01-24at100253PM.png][IMG]http://i512.photobucket.com
/albums/t325/barefootr/th_Screenshot2011-01-24at100253PM.png[/IMG][/URL]

 

West of Nimitz

[URL=http://s512.photobucket.com/albums/t325/barefootr/?action=view
http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Scre
enshot2011-01-24at103120PM.png%5d%5bIMG%5dhttp://i512.photobucket.com/albums
/t325/barefootr/th_Screenshot2011-01-24at103120PM.png%5b/IMG%5d%5b/URL
current=Screenshot2011-01-24at103120PM.png][IMG]http://i512.photobucket.com
/albums/t325/barefootr/th_Screenshot2011-01-24at103120PM.png[/IMG][/URL]

Anyone know why?  Or, more importantly, can we set the carriers at an
altitude appropriate for their default location, so they are no longer
hovering?  I'd prefer to do it globally so everyone was at the same
altitude.  

Thanks,
Peter



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-- 
Curtis Olson:

http://www.atiak.com - http://aem.umn.edu/~uav/

http://www.flightgear.org - http://www.flightgear.org/blogs/category/curt/
http://www.flightgear.org/blogs/category/personal/curt/ 

 

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Re: [Flightgear-devel] NaNs when resetting JSBSim

2011-01-25 Thread Andreas Gaeb
Am 25.01.2011 12:59, schrieb Geoff McLane:
 [... JSBSim trim failure report]
 Is this a problem? Certainly do not like seeing 'Failed',
 but it seems fg runs ok, and the aircraft seems to fly ;=))
 so maybe not a problem...
It is probably not a problem, except for adding complexity when hunting
NaNs...
What happens is that the JSBSim trim routine is bound as a listener to
the property /fdm/jsbsim/simulation/do_simple_trim. When a reset is
triggered, the whole property tree is copied to a new instance. This
triggers the listener. However, it runs on the old instance of JSBSim,
so the results will be dropped anyway as a new instance will be created.

I suggested a fix for that on the JSBSim-devel list, but that breaks
backwards compatibility, so we'll have to find something else. The best
way is probably -- as Jon proposed -- to reinitialize the existing
instance without copying the property tree. But this might be quite a
large task.

Is the do_simple_trim property used in any FlightGear aircraft? I didn't
find a reference to it in the fgdata aircraft dir, so it could  be
possible to completely untie this in JSBSim.cxx or so. If not, it should
at least be untied before resetting.

Best regards,
Andreas

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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread Vivian Meazza
Is there a problem with maintaining vertical sync with MPCarrier? If there
is please file a report here:

 

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

 

Vivian

 

-Original Message-
From: Peter Brown [mailto:smoothwater...@adelphia.net] 
Sent: 25 January 2011 19:33
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Carrier Altitude

 

 

On Jan 25, 2011, at 2:14 PM, Curtis Olson wrote:





On Tue, Jan 25, 2011 at 1:00 PM, Peter Brown smoothwater...@adelphia.net
wrote:





I expected if flat then the polys would only go down until the mid-span of
the ocean surface and then it would rise back up to meet the terrain again. 

 

Isn't that what is happening?

 

 

I don't believe so, as it's no where near mid-span.  If the distance was
shorter I'll call it a super-long negative swell(swale?), but the distance
between the points shown in the images is longer than that. I'll do some
more research in different locations.

 

That said, I was looking for information about it so that the carrier could
be at actual sea level, or ocean surface rather than hovering above it.  If
the height-adjust is possible, that'd be a great solution if it kept in sync
across MP.

 

Thanks,

Peter

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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread Peter Brown

On Jan 25, 2011, at 2:55 PM, Vivian Meazza wrote:

 Is there a problem with maintaining vertical sync with MPCarrier? If there is 
 please file a report here:
  
 http://code.google.com/p/flightgear-bugs/issues/list
  
 Vivian
  


No Vivian,

Curt suggested that carriers do a terrain height check and follow the polygon 
curvature of the FlightGear world.
Not knowing if there was something in place to maintain sync with vertical 
change, I commented that that would be a great idea if possible.

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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread Bertrand Coconnier
2011/1/25 Vivian Meazza vivian.mea...@lineone.net:
 and the vertical movement would
 tend to unlatch aircraft on deck from the carrier.


Are you sure of that statement ? Can the carrier vertical speed be
higher than the speed of a falling object ?
My bet would be that the normal reaction forces at the landing gears
will vary by a fraction of percent rather than unlatching aircrafts
?!?

Just my 2 cents.

Bertrand.

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[Flightgear-devel] Italian Flight Sim Show

2011-01-25 Thread Curtis Olson
Italian Flight Simulator Show:

Weekend of March 19-20, 2011
Verona, Italy

http://www.pvi.it/joomla/eventi/79-flight-simulator-show-2011/210-documenti-sul-flight-simulator-show

I am just passing along information here in case we have FlightGear
developers or users that might be interested in this show.

Best regards,

Curt.
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Re: [Flightgear-devel] git work flow question

2011-01-25 Thread Curtis Olson
On Tue, Jan 25, 2011 at 1:22 PM, Anders Gidenstam wrote:

 I suspect the option --local to git clone might be useful.
 I have not tried myself, though.


Once you get it all figured out, please let us know how, so we can get setup
correctly too. :-)

Thanks,

Curt.
-- 
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http://www.flightgear.org -
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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread Arnt Karlsen
On Tue, 25 Jan 2011 21:08:00 +0100, Bertrand wrote in message 
aanlktimqvfcd2zf0ee0gqu7tuzxmop_ygdrnbuavo...@mail.gmail.com:

 2011/1/25 Vivian Meazza vivian.mea...@lineone.net:
  and the vertical movement would
  tend to unlatch aircraft on deck from the carrier.
 
 
 Are you sure of that statement ? Can the carrier vertical speed be
 higher than the speed of a falling object ?

..only in really bad weather ;o) and only partially, e.g. near the 
bow and stern for pitching, and high up in the masts for rolling. 

 My bet would be that the normal reaction forces at the landing gears
 will vary by a fraction of percent rather than unlatching aircrafts
 ?!?
 
 Just my 2 cents.
 
 Bertrand.


-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] git work flow question

2011-01-25 Thread Anders Gidenstam
On Tue, 25 Jan 2011, Curtis Olson wrote:

 Once you get it all figured out, please let us know how, so we can get setup
 correctly too. :-)

I'm not sure this counts as figuring it all out.. :)

anders@sleipner:/opt/FlightGear$ du -sk fgdata
7930604 fgdata
anders@sleipner:/opt/FlightGear$ git clone -l fgdata fgdata-test
Cloning into fgdata-test...
done.
anders@sleipner:/opt/FlightGear$ du -sk fgdata fgdata-test/
7930604 fgdata
4614988 fgdata-test/

After checking out the 2.2.0 branch in fgdata-test:

anders@sleipner:/opt/FlightGear$ du -sk fgdata fgdata-test
7934896 fgdata
691112  fgdata-test

A drawback is that the second clone fetches from the first so one would 
need to keep the first uptodate to get the latest commits in the second 
clone. It might be possible to set up fetch and branch tracking to avoid 
that. I'm not sure what happens if both clones fetch new commits from 
gitorious - probably that will lead to duplicate files (fetching from the 
first to the second local repro hopefully doesn't).

Both repositories need to be on the same partition since 
filesystem hardlinks are used.

The use of hardlinks also open up for some confusing du results - 
depending on in which order the files are attributed to directories. :)

anders@sleipner:/opt/FlightGear$ du -sk fgdata/.git fgdata-test/.git
3252104 fgdata/.git
4992fgdata-test/.git
anders@sleipner:/opt/FlightGear$ du -sk fgdata-test/.git fgdata/.git
3246288 fgdata-test/.git
10808   fgdata/.git


Cheers,

Anders
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Re: [Flightgear-devel] git work flow question

2011-01-25 Thread Csaba Halász
On Tue, Jan 25, 2011 at 7:44 PM, ThorstenB bre...@gmail.com wrote:

 make isn't smart
 enough to notice that the older object files were generated from (older)
 sources, which had identical content to the current (newer) sources.

Right. Enter ccache :)

-- 
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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread Peter Brown

On Jan 25, 2011, at 1:13 PM, Curtis Olson wrote:

 Quick explanation: the world is curved (oblate spheroid) so if in order to 
 have an ocean that measures zero MSL at all points, it would have to be 
 curved.  To do this perfectly requires a *lot* of polygons.  We have been 
 using large polygons for the ocean so that leads to some errors depending on 
 where you are within the polygon.  Near the verticies will be pretty 
 accurate, near the middle could be off by a few meters.
 
 Regards,
 
 Curt.
 


I don't know how big the tiles are, but I ran a ground vehicle due west from 
the Golden Gate Bridge to see what the variation was.  It may just be that the 
first tile is out of whack?   From terrain edge out to 21 miles it goes down 
and back up.   From 21.2 miles out to 100 miles it's totally flat.

Ocean surface as compared to 0 MSL :
Golden Gate Bridge : 0
Terrain edge/Ocean start/End of channel : 0
Nimitz : -7m MSL
17 Miles out : -7m MSL
21.1 miles out : -3.7 MSL - At vertical wall, assuming Tile edge
21.2 miles out : 0 MSL - Up on new tile(?)
70 miles out : 0 MSL
100 miles out : 0 MSL

Screenshots of locations with lat/lon:
http://s512.photobucket.com/albums/t325/barefootr/Flightgear/Sea%20Level%20West%20from%20SFO/

Peter
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Re: [Flightgear-devel] git work flow question

2011-01-25 Thread Curtis Olson
The other implication here is that it would be extremely handy to have
multiple branches checked out simultaneously for other reasons.  git makes
branching easy, yes, but if you find yourself bouncing between branches with
changes for separate projects, and external events may require you to jump
to a different branch at a moments notice, It's a major PITA to have to
commit every little thing you are in the middle of to switch to another
branch.

This is like having to completely clean up your desk before you can work on
a new task, and then clean it up again completely before you can jump to the
next.  I just don't work like that, I bounce between about 12 desktops, 40
browser tabs, multiple coding projects.

And then when someone pushes something to the remote repository, you have to
clean up the desk again, switch to the master branch, do a pull, and then
individually switch to each of your local branches and do a merge.  Tedious
to say the least, and intrusive to the continuity of my work flow!  I know
where everything is on my desk ... if you make me clean it up and put it all
away 10 times a day ... yeah I have a spotless desk, but I can't actually
get anything done!

Hope that didn't sound too much like a vent, still trying to figure out how
to merge the git view of the world with my own, and I'm still not entirely
happy. :-)

I'll definitely have to checkout the local checkout feature.  Do we
understand the branching/merging nuances in this case?  Will I need to do a
git pull in the master branch for each locally cloned repository or will the
hard links ensure that a git pull in one repository is reflected in all the
others ... no I suppose not, since the local clones are clones of the first
repository ... we'll probably need to still do individual git pulls in each
of them (from the master branch) to update them ... so still lots of branch
switching and manual fiddling to maintain these local branches.  Hmmm.

Curt.


On Tue, Jan 25, 2011 at 3:16 PM, Anders Gidenstam
anders-...@gidenstam.orgwrote:

 On Tue, 25 Jan 2011, Curtis Olson wrote:

  Once you get it all figured out, please let us know how, so we can get
 setup
  correctly too. :-)

 I'm not sure this counts as figuring it all out.. :)

 anders@sleipner:/opt/FlightGear$ du -sk fgdata
 7930604 fgdata
 anders@sleipner:/opt/FlightGear$ git clone -l fgdata fgdata-test
 Cloning into fgdata-test...
 done.
 anders@sleipner:/opt/FlightGear$ du -sk fgdata fgdata-test/
 7930604 fgdata
 4614988 fgdata-test/

 After checking out the 2.2.0 branch in fgdata-test:

 anders@sleipner:/opt/FlightGear$ du -sk fgdata fgdata-test
 7934896 fgdata
 691112  fgdata-test

 A drawback is that the second clone fetches from the first so one would
 need to keep the first uptodate to get the latest commits in the second
 clone. It might be possible to set up fetch and branch tracking to avoid
 that. I'm not sure what happens if both clones fetch new commits from
 gitorious - probably that will lead to duplicate files (fetching from the
 first to the second local repro hopefully doesn't).

 Both repositories need to be on the same partition since
 filesystem hardlinks are used.

 The use of hardlinks also open up for some confusing du results -
 depending on in which order the files are attributed to directories. :)

 anders@sleipner:/opt/FlightGear$ du -sk fgdata/.git fgdata-test/.git
 3252104 fgdata/.git
 4992fgdata-test/.git
 anders@sleipner:/opt/FlightGear$ du -sk fgdata-test/.git fgdata/.git
 3246288 fgdata-test/.git
 10808   fgdata/.git


 Cheers,

 Anders
 --
 ---
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 WWW: http://www.gidenstam.org/FlightGear/


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-- 
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http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org -
http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/
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[Flightgear-devel] list of aircraft that don't load in fgdata

2011-01-25 Thread dave perry
I have tried to load several AC that did not load with filed to load 
file name errors.  So I did a survey of the entire up-to-date 
fgdata.  I used an up-to-date fgrun and went through all the AC.

The following do not load even to the viewer in fgrun:
737-100, 737-300, AG-14, Airwave Xtreme 150, CRJ-200, DC-8-63, Fairchild 
Metroliner, Fooker50-Denim, Jaguar, Late-29, marchetti, MIG-29 Fulcrum, 
Mirage F1, North American OV-10A USAFE Bronco, Short Empire, x24b, and 
Zepphelin NT07 multiplayer copilot.

This is on an FC14 Linux machine.  Some of these did not load because of 
folder or file names having spaces in them, so they may load under Windows.

Dave P.


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[Flightgear-devel] ..replay HUD speed tape bug?, was: Fgdata release branch for 2.2.0

2011-01-25 Thread Arnt Karlsen
On Mon, 24 Jan 2011 15:04:37 +, James wrote in message 
a0163f8d-7181-4441-a5a5-260f22d5b...@mac.com:

 Following on from the release branches of the code, it's now time to
 make a release branch for fgdata. (In fact it should have already
 been done, since fgdata contains changes incompatible with the code
 release branch)
 
 I'll create the release branch from 'master' very soon, and then
 restore files which are incompatible with the 2.2.0 code to a
 suitable version. I think the main issue here is Torsten Dreyer's
 environment changes - another option would be to merge the code parts
 of that to 2.2.0.
 
 Note the release branch will contain exactly the files (i.e,
 Aircraft) that go into the installers - so I'll remove all the other
 aircraft *from the release branch*. I'll be using the same list of
 aircraft that was used for 2.0, to begin with.
 
 Of course, bug-fix changes to dialogs, Nasal, aircraft or similar can
 be merged to the release branch.  (Martin, I'm informed this would be
 be an appropriate time to sync the 'Models' dir in fgdata with your
 official version)
 
 As always, any comments or objections, please mention them.

..6 objections and a comment on the bright side, yeronnor, 
1. on the c172p door color shades, we have brighter doors in:
https://github.com/gasguru/flightgearthings/blob/master/c172p/fgfs-2.2-RC0-screen-024.png
and https://github.com/gasguru/flightgearthings/blob/master/c172p/

..2. the Dragonfly's _top_secret_ engine start-up procedure, the 
FG standard ~ } } } s procedure does not work, nor is there an
Autostart option like in e.g. the 777, no screen shots here, 

..and 3. the Sopwith Camel's (fdm?) way too heavily reinforced 
tail skid, that lead me to try out --model-hz=240, 600, 1200 
to try make this chocked up angry bird, humanly controllable,  
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-052.png
thru
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-062.png

...4. with saner replayed approach and landing speeds... 
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-074.png
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-068.png
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-063.png
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-064.png
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-065.png
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-066.png


...5. to prevent the Camel's rather excessive tail skid wear...
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-078.png
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-079.png
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-017.png
 
...and 6. the Camel's understandably embarrassed shade metal nose
aimed at the 1273 knot face plant, unless we are to believe the HUD
speed tape numbers didn't multiply replayed approach speed by the
--model-hz=240 etc fdm math tune-up...  even has metallic shades...
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-069.png
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-018.png
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-019.png
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-020.png
https://github.com/gasguru/flightgearthings/blob/master/sopwith/fgfs-2.2-RC0-screen-021.png



..on the bright side, we of course have the bright yellow Cub: ;o)
https://github.com/gasguru/flightgearthings/blob/master/Cub/fgfs-2.2-RC0-screen-006.png
https://github.com/gasguru/flightgearthings/tree/master/Cub/

--  
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] VATSIM support?

2011-01-25 Thread Chris O'Neill
[PREFACE:  I'm a FG end-user who's not a programmer, nor am I an
intellectual property rights attorney.  My sole desire is to use FG as a
realistic flight similator, as opposed to using it as a fun game.
Please consider the remarks below in that context.  Thanks!]

On Wed, 2011-01-19 at 19:15 -0300, Victhor wrote:
 VATSIM requires any developer to sign a NDA before having access to
 their network, so it's not possible to make a open source client. SB747
 was made before the NDA requirement, but I suppose sources can't be
 released due to obvious licensing issues.

I'll get to this in a moment, but first...

 It seems it has been fixed so that it reports you as the aircraft you're
 currently using, but I'm not sure.

Just to be clear, sb747 hasn't been fixed to report the proper
aircraft but, rather, a workaround has been found whereby you file your
flight plan via simroutes.com and then once that's done you file a blank
flight plan with sb747.  Since your simroutes.com flight plan contains
the aircraft type, that's what is reported on VATSIM,

Now, back to the whole licensing/NDA issue...

IMHO, and with all due respect to those who might disagree, while the
ideal would be that an FG--VATSIM broker (to use VATSIM's term)
would be open source, I do not understand why this has to be mandatory?
If VATSIM were saying that FG itself had to become closed-source for it
to connect to their network, then I'd be in total agreement.  However,
that's NOT the case.

Correct me if I'm wrong, but what VATSIM seems to be saying is that they
don't want just anybody trying to connect to their network, hence the
only approved clients policy, and in order to enforce that policy they
want to be the only source for releasing the source code.  I'm not aware
of them wanting to extract licensing fees (i.e. earn income) for access
to the source code (right?), and it seems to me they're merely trying to
protect the integrity of their network.  Is that so wrong?

What we have here is an opportunity to take FG to a whole new level, and
I'd *really* hate to see that opportunity rejected out-of-hand over this
issue.  We say on one hand that FG is a serious flight simulation
environment (as opposed to merely being a game) and, yet, when
presented with the possibility of linking FG to a serious air traffic
controlled online flying environment we immediately reject the idea
because a client to connect to that environment would not be open
source?

IMHO, the FG multiplayer environment will *never* match the realism and
professionalism of air traffic controlled online flying that VATSIM has
achieved.  Yes, we have a handful of MP ATC's (jomo, redneck,
wookierabbit, and a few others), and those folks do a *fabulous* job.
But they're just a handful, and those of us who are seriously flying
under their direction are often overwhelmed by gamers who spawn into
MP on the runways, ignore ATC directions, and otherwise disrupt (either
accidentally or purposely) our efforts to mimick real-life flying under
ATC control.

By comparison VATSIM has *hundreds* of ATC's who must pass rigid
certification requirements before they go to work on the network.
VATSIM requires those who access the network to follow ATC directions,
and failing to do so will get you booted from that network pretty
quickly.  It's possible on VATSIM to fly across North America, or even
transatlantic, and do the whole flight (including clearance and ground
control) under air traffic control the entire time, while being passed
to multiple controllers in the process.  I have listened to real-life
ATC comms on liveatc.net and I have flown FG on VATSIM and, frankly,
it's pretty hard to tell the difference between the two.

So, while some of us may not like the idea of having to sign an NDA in
order to develop an FG--VATSIM broker/client, the simple fact of the
matter is this...  those of us who want to use FlightGear to fly online
in a realistic and professional air traffic controlled environment
*can't* currently do that in MP (and, IMHO, likely never will be able to
do it), but we *can* do it in VATSIM.

In closing, the squawkgear/sb747 solution is an exceptional hack
that does work, but if we *really* want to get serious about providing
FG users with the capability of using FG as a serious flight
simulation environment, then IMHO we should give this a serious look.

Regards,

Chris




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Re: [Flightgear-devel] VATSIM support?

2011-01-25 Thread Curtis Olson
HI Chris,

Here are a couple quick comment in reply ...

My sense is that there are very few people who would outright oppose a
vatsim interface to flightgear.  I think most people would consider this is
a good thing.

Here is my question/concern.  If some developer gets approved by vatsim and
signs the appropriate NDA's and then builds an interface from vatsim to
flightgear, then sure, that could be an external closed source application
that bridges the communication gap between FlightGear and VATSIM.

But here's the problem.  Now anyone (good or evil) has a wide open, public,
unsecured route into the vatsim network.  The flightgear API's are open and
you can inspect all the code and structures.  So anyone could take the
vatsim-flightgear interface and leverage it to interject any kind of
nonsense into the vatsim network.  This is exactly what vatsim is trying to
avoid by protecting their communication protocols.  As soon as they allow a
translator to be written with an open/published/documented protocol at the
other end ... this is the very next best thing for someone wanting to do
mischief.

Please notice: this isn't me being negative about vatsim, or being negative
about the idea of a vatsim interface for flightgear.  I'd personally love to
have it available one way or another.  But I'm trying to place myself in the
perspective of what the vatsim folks would think.  Hopefully I'm way wrong,
but if we lay it all out for them open and honestly up front so we aren't
trying to sneak something past them, what do you think they would say?

FlightGear doesn't have a binary plug in system so it's not possible for
someone to write a closed source plugin to implement the vatsim protocol.
 It would have to be done as an entirely open-source module within
FlightGear, or as an entirely separate external application that
communicates with flightgear through some network protocol.

So all that said, here's one more thing to ponder.  FlightGear is a
volunteer driven project.  The people that pitch in and do the work get to
decide what they will work on and how they will do it.  We can discuss
vatsim back and forth all day long, but until a volunteer steps forward
who's willing (and able) to build the vatsim interface to flightgear, and
who is willing to sign all the vatsim nda's, and who is willing to do
whatever discussion and negotiation and strategizing and design work that is
required to make the system function satisfactorily from the perspective of
both vatsim and flightgear ... until such a person emerges, really all we
can do is talk about it theoretically.

Best regards,

Curt.


On Tue, Jan 25, 2011 at 11:01 PM, Chris O'Neill wrote:

 [PREFACE:  I'm a FG end-user who's not a programmer, nor am I an
 intellectual property rights attorney.  My sole desire is to use FG as a
 realistic flight similator, as opposed to using it as a fun game.
 Please consider the remarks below in that context.  Thanks!]

 On Wed, 2011-01-19 at 19:15 -0300, Victhor wrote:
  VATSIM requires any developer to sign a NDA before having access to
  their network, so it's not possible to make a open source client. SB747
  was made before the NDA requirement, but I suppose sources can't be
  released due to obvious licensing issues.

 I'll get to this in a moment, but first...

  It seems it has been fixed so that it reports you as the aircraft you're
  currently using, but I'm not sure.

 Just to be clear, sb747 hasn't been fixed to report the proper
 aircraft but, rather, a workaround has been found whereby you file your
 flight plan via simroutes.com and then once that's done you file a blank
 flight plan with sb747.  Since your simroutes.com flight plan contains
 the aircraft type, that's what is reported on VATSIM,

 Now, back to the whole licensing/NDA issue...

 IMHO, and with all due respect to those who might disagree, while the
 ideal would be that an FG--VATSIM broker (to use VATSIM's term)
 would be open source, I do not understand why this has to be mandatory?
 If VATSIM were saying that FG itself had to become closed-source for it
 to connect to their network, then I'd be in total agreement.  However,
 that's NOT the case.

 Correct me if I'm wrong, but what VATSIM seems to be saying is that they
 don't want just anybody trying to connect to their network, hence the
 only approved clients policy, and in order to enforce that policy they
 want to be the only source for releasing the source code.  I'm not aware
 of them wanting to extract licensing fees (i.e. earn income) for access
 to the source code (right?), and it seems to me they're merely trying to
 protect the integrity of their network.  Is that so wrong?

 What we have here is an opportunity to take FG to a whole new level, and
 I'd *really* hate to see that opportunity rejected out-of-hand over this
 issue.  We say on one hand that FG is a serious flight simulation
 environment (as opposed to merely being a game) and, yet, when
 presented with the possibility of 

Re: [Flightgear-devel] VATSIM support?

2011-01-25 Thread castle
Hi,

Hmmm,  I would take it one step further...

You write and operate an FG/VATSIM server running on a dedicated
machine(s) and publish the FG open source interface and protocol.  The
VATSIM side and source in the server is closed and operates with an
approved NDA.   Anyone may join from the FG side with any approved user
name and password and connect to the VATSIM world. Users would be governed
by the same rules for flight operations as defined by the VATSIM
procedures and regulations. Intentionally violate the rules -- first
offense; a warning, 2nd offense; banishment -- go play with the kiddies.

Just as an aside,  last year the MITRE corporation ( where I had the
pleasure of a short stint from Northrop ) conducted a study on runway
incursions ( see http://forums.vatsim.net/viewtopic.php?f=78t=51419 )
using VATSIM and FSX.

ATM I need to keep my calendar free for a possible contract to build a
737NG FTD that will be FAA certified a
Jack

 HI Chris,

 Here are a couple quick comment in reply ...

 My sense is that there are very few people who would outright oppose a
vatsim interface to flightgear.  I think most people would consider this is
 a good thing.

 Here is my question/concern.  If some developer gets approved by vatsim
and
 signs the appropriate NDA's and then builds an interface from vatsim to
flightgear, then sure, that could be an external closed source
application
 that bridges the communication gap between FlightGear and VATSIM.

 But here's the problem.  Now anyone (good or evil) has a wide open,
public,
 unsecured route into the vatsim network.  The flightgear API's are open
and
 you can inspect all the code and structures.  So anyone could take the
vatsim-flightgear interface and leverage it to interject any kind of
nonsense into the vatsim network.  This is exactly what vatsim is trying
to
 avoid by protecting their communication protocols.  As soon as they
allow
 a
 translator to be written with an open/published/documented protocol at
the
 other end ... this is the very next best thing for someone wanting to do
mischief.

 Please notice: this isn't me being negative about vatsim, or being
negative
 about the idea of a vatsim interface for flightgear.  I'd personally
love
 to
 have it available one way or another.  But I'm trying to place myself in
the
 perspective of what the vatsim folks would think.  Hopefully I'm way
wrong,
 but if we lay it all out for them open and honestly up front so we
aren't
 trying to sneak something past them, what do you think they would say?

 FlightGear doesn't have a binary plug in system so it's not possible for
someone to write a closed source plugin to implement the vatsim
protocol.
  It would have to be done as an entirely open-source module within
 FlightGear, or as an entirely separate external application that
communicates with flightgear through some network protocol.

 So all that said, here's one more thing to ponder.  FlightGear is a
volunteer driven project.  The people that pitch in and do the work get to
 decide what they will work on and how they will do it.  We can discuss
vatsim back and forth all day long, but until a volunteer steps forward
who's willing (and able) to build the vatsim interface to flightgear, and
 who is willing to sign all the vatsim nda's, and who is willing to do
whatever discussion and negotiation and strategizing and design work that
 is
 required to make the system function satisfactorily from the perspective
of
 both vatsim and flightgear ... until such a person emerges, really all
we
 can do is talk about it theoretically.

 Best regards,

 Curt.


 On Tue, Jan 25, 2011 at 11:01 PM, Chris O'Neill wrote:

 [PREFACE:  I'm a FG end-user who's not a programmer, nor am I an
intellectual property rights attorney.  My sole desire is to use FG as a
 realistic flight similator, as opposed to using it as a fun game.
Please consider the remarks below in that context.  Thanks!]
 On Wed, 2011-01-19 at 19:15 -0300, Victhor wrote:
  VATSIM requires any developer to sign a NDA before having access to
their network, so it's not possible to make a open source client.
 SB747
  was made before the NDA requirement, but I suppose sources can't be
released due to obvious licensing issues.
 I'll get to this in a moment, but first...
  It seems it has been fixed so that it reports you as the aircraft
 you're
  currently using, but I'm not sure.
 Just to be clear, sb747 hasn't been fixed to report the proper
aircraft but, rather, a workaround has been found whereby you file your
flight plan via simroutes.com and then once that's done you file a blank
 flight plan with sb747.  Since your simroutes.com flight plan contains
the aircraft type, that's what is reported on VATSIM,
 Now, back to the whole licensing/NDA issue...
 IMHO, and with all due respect to those who might disagree, while the
ideal would be that an FG--VATSIM broker (to use VATSIM's term)
would be open source, I do not understand why this has to be mandatory? If
VATSIM 

Re: [Flightgear-devel] VATSIM support?

2011-01-25 Thread jack.w
NUTS!!

was working on a draft and hit send by accident. to finish my comments.

waiting on word for a proposal to build a 737NG FTD certified by FAA at Level 5. Should know within the next few weeks, hopefully. That wil wipe me out for the next six months, but can still find some time to get the ball rolling with the VATSIM folks.

How about a show of hands? Is there enough interest and volunteers to organize a team to tackle the problem?

I can provide a dedicated machine and IP address to host the server and possibly a T1 line.

Jack


 Original Message Subject: Re: [Flightgear-devel] VATSIM support?From: Curtis Olson curtol...@gmail.comDate: Tue, January 25, 2011 10:26 pmTo: chrison...@yahoo.ca, FlightGear developers discussionsflightgear-devel@lists.sourceforge.netHI Chris,
Here are a couple quick comment in reply ...

My sense is that there are very few people who would outright oppose a vatsim interface to flightgear. I think most people would consider this is a good thing.
Here is my question/concern. If some developer gets approved by vatsim and signs the appropriate NDA's and then builds an interface from vatsim to flightgear, then sure, that could be an external "closed source" application that bridges the communication gap between FlightGear and VATSIM.
But here's the problem. Now anyone (good or evil) has a wide open, public, unsecured route into the vatsim network. The flightgear API's are open and you can inspect all the code and structures. So anyone could take the vatsim-flightgear interface and leverage it to interject any kind of nonsense into the vatsim network. This is exactly what vatsim is trying to avoid by protecting their communication protocols. As soon as they allow a translator to be written with an open/published/documented protocol at the other end ... this is the very next best thing for someone wanting to do mischief.

Please notice: this isn't me being negative about vatsim, or being negative about the idea of a vatsim interface for flightgear. I'd personally love to have it available one way or another. But I'm trying to place myself in the perspective of what the vatsim folks would think. Hopefully I'm way wrong, but if we lay it all out for them open and honestly up front so we aren't trying to sneak something past them, what do you think they would say?
FlightGear doesn't have a binary plug in system so it's not possible for someone to write a closed source plugin to implement the vatsim protocol. It would have to be done as an entirely open-source module within FlightGear, or as an entirely separate external application that communicates with flightgear through some network protocol.

So all that said, here's one more thing to ponder. FlightGear is a volunteer driven project. Thepeoplethat pitch in and do the work get to decide what they will work on and how they will do it. We can discuss vatsim back and forth all day long, but until a volunteer steps forward who's willing (and able) to build the vatsim interface to flightgear, and who is willing to sign all the vatsim nda's, and who is willing to do whatever discussion and negotiation and strategizing and design work that is required to make the system function satisfactorily from the perspective of both vatsim and flightgear ... until such a person emerges, really all we can do is talk about it theoretically.

Best regards,

Curt.


On Tue, Jan 25, 2011 at 11:01 PM, Chris O'Neill wrote:
[PREFACE: I'm a FG end-user who's not a programmer, nor am I anintellectual property rights attorney. My sole desire is to use FG as a"realistic" flight similator, as opposed to using it as a fun "game."Please consider the remarks below in that context. Thanks!]
On Wed, 2011-01-19 at 19:15 -0300, Victhor wrote: VATSIM requires any developer to sign a NDA before having access to their network, so it's not possible to make a open source client. SB747 was made before the NDA requirement, but I suppose sources can't be released due to obvious licensing issues.I'll get to this in a moment, but first...
 It seems it has been fixed so that it reports you as the aircraft you're currently using, but I'm not sure.Just to be clear, sb747 hasn't been "fixed" to report the properaircraft but, rather, a workaround has been found whereby you file yourflight plan via simroutes.com and then once that's done you file a blankflight plan with sb747. Since your simroutes.com flight plan containsthe aircraft type, that's what is reported on VATSIM,Now, back to the whole licensing/NDA issue...IMHO, and with all due respect to those who might disagree, while the"ideal" would be that an FG--VATSIM "broker" (to use VATSIM's term)would be open source, I do not understand why this has to be mandatory?If VATSIM were saying that FG itself had to become closed-source for itto connect to their network, then I'd be in total agreement. However,that's NOT the case.Correct me if I'm wrong, but what VATSIM seems to be saying is that theydon't want 

[Flightgear-devel] [FWD: Re: VATSIM support?]

2011-01-25 Thread jack.w
OK, here's the first part, apologies for the screw-up


 Original Message Subject: Re: [Flightgear-devel] VATSIM support?From: cas...@mminternet.comDate: Tue, January 25, 2011 11:36 pmTo: "FlightGear developers discussions"flightgear-devel@lists.sourceforge.netHi,Hmmm, I would take it one step further...You write and operate an FG/VATSIM server running on a dedicatedmachine(s) and publish the FG open source interface and protocol. TheVATSIM side and source in the server is closed and operates with anapproved NDA. Anyone may join from the FG side with any approved username and password and connect to the VATSIM world. Users would be governedby the same rules for flight operations as defined by the VATSIMprocedures and regulations. Intentionally violate the rules -- firstoffense; a warning, 2nd offense; banishment -- go play with the kiddies.Just as an aside, last year the MITRE corporation ( where I had thepleasure of a short stint from Northrop ) conducted a study on runwayincursions ( see http://forums.vatsim.net/viewtopic.php?f=78t=51419 )using VATSIM and FSX.ATM I need to keep my calendar free for a possible contract to build a737NG FTD that will be FAA certified aJack

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Re: [Flightgear-devel] git work flow question

2011-01-25 Thread Stefan Seifert
On Wednesday 26 January 2011 01:34:35 Curtis Olson wrote:
 The other implication here is that it would be extremely handy to have
 multiple branches checked out simultaneously for other reasons.  git makes
 branching easy, yes, but if you find yourself bouncing between branches
 with changes for separate projects, and external events may require you to
 jump to a different branch at a moments notice, It's a major PITA to have
 to commit every little thing you are in the middle of to switch to another
 branch.

Well you don't. Often you just can leave modified files in place while 
switching 
branches. If it's not working, you still can simply git stash before 
switching. git stash creates a temporary branch and commits your local changes 
to that branch. git stash apply lets you get back those changes, even if 
you're on a different branch than before (it's just like a git merge stash).

I found the book Version control with git quite useful. Yes it's somehow 
strange to need a book for a simple tool like a VCS, but git's features are 
IMHO worth having to read a little.

Stefan

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