[Flightgear-devel] no engine fuel flow in 737-600 but ok on 737-300 how is it defined?

2011-03-18 Thread Harry Campigli
I have been making some panels and lots of tinkering etc for a 737-NG600
based set up, upgrading from the old 737-300 based model i have used in the
past.

The 300 model used *fuel-flow_pph* from the engine prop tree to drive the
panel fuel flow meters. In the 600 model these values remain unset, but the
engines are the same, and the model engine configs for the CFM56 are
identical files and don't define a fuel flow rate.

I see these days there is a nasal script that adds *fuel-consumed-lbs* and *
out-of-fuel* to the engine properties, but it also relies on the flow rates
so the total and flag are never set.


It must be in the aircraft model somewhere as one works and one does not,
but I cant find it it anywhere in the old 737-300 model.

On top of that I see the fuel levels on the tanks is dropping when the
engines run. Even then the tank valves are turned off. And the engines only
start when there fuel in the tank then stop as soon as the tank is empty.


So can anyone advise what is the story here and how the *fuel-flow_pph *is
defined? I assumed it was just a function on the engine in jbsim I need bit
of a primer here.






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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-18 Thread Detlef Faber
Am Donnerstag, den 17.03.2011, 13:33 -0700 schrieb Hal V. Engel:
 On the forum there was a thread about an ebook on using Blender to
 create aircraft models. The web site for the ebook included a number
 of models and one of these was a WWII USAAF pilot that is very nicely
 done. The creator of these models has given permission to use these
 models in FlightGear without any restrictions. 
 
 
A link would be nice.

 The pilot is built using armatures so that he can be animated but of
 course FG/OSG does not support native Blender files. I have attempted
 to use the OSG and COLLADA export scripts to create a file that is
 supported but the resulting files are not handled correctly by FG/OSG.

Have you looked at the Bluebird Pilot and Walker Animation System? Maybe
this could be used in this case.

  I suspect that there are issues with the Blender export since using
 osgviewer to view the export also has major issues. I see messages
 like:
 
 
 $ osgviewer pilot-wwii.osg
 
 LinkVisitor links 3 for Thigh.R
 
 LinkVisitor links 3 for Calf.R
 
 LinkVisitor links 3 for Foot.R
 
 LinkVisitor links 3 for Thigh.L
 
 LinkVisitor links 3 for Calf.L
 
 LinkVisitor links 3 for Foot.L
 
 LinkVisitor links 3 for Pelvis
 
 LinkVisitor links 3 for Neck
 
 LinkVisitor links 3 for Head
 
 LinkVisitor links 3 for Arm.L
 
 
  (looks good to this point but)
 
 
 RigTransformSoftware Bone Jacket not found, skip the influence group
 Jacket
 
 RigTransformSoftware Bone Shoes not found, skip the influence group
 Shoes
 
 RigTransformSoftware Bone Trousers not found, skip the influence group
 Trousers
 
 RigTransformSoftware Bone Shoes not found, skip the influence group
 Shoes
 
 RigTransformSoftware Bone Trousers not found, skip the influence group
 Trousers
 
 
 ... (look broken to me and so doe the next set of messages)
 
 
 0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones
 found
 
 0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones
 found
 
 0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones
 found
 
 0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones
 found
 
 
 
 So the exported file is clearly an issue for OSG.
 
 
 I have not been able to make the COLLADA export work at all. With a
 COLLADA 1.3 export I get an empty file and an error message about a
 script failure. With the COLLADA 1.4 export I get a file but osgviewer
 will not load it because Warning: Could not find plugin to read
 objects from file pilot-wwii.dae. Do I need to change the way OSG
 is built or do I need to get a COLLADA plugin from some other place?
 
 
 I have been able to get a AC3D export but of course all of the
 armature stuff is gone and all I have at that point is a static model
 that can not be animated. 
 
 
 So my questions are:
 
 
 1. Is it possible to use and animate a model with armatures in FG/OSG
 assuming the 3D file is correctly formed?
 
 
 2. If so what 3D file formats are best?
 
 
 3. And how do I get a viable export from Blender?
 
 
 Hal 
 
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Re: [Flightgear-devel] no engine fuel flow in 737-600 but ok on 737-300 how is it defined?

2011-03-18 Thread Torsten Dreyer
 
 So can anyone advise what is the story here and how the *fuel-flow_pph *is
 defined? I assumed it was just a function on the engine in jbsim I need bit
 of a primer here.
 
There is Nasal/system.nas in the 737-300 directory. Around line 200 of that 
file the code

pph1=getprop(/engines/engine[0]/fuel-flow-gph);
if(pph1 == nil){pph1 = 0.0};

pph2=getprop(/engines/engine[1]/fuel-flow-gph);
if(pph2 == nil){pph2 = 0.0};
setprop(engines/engine[0]/fuel-flow_pph,pph1* fuel_density);
setprop(engines/engine[1]/fuel-flow_pph,pph2* fuel_density);

computes fuel-flow_pph. 

Greetings, Torsten

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Re: [Flightgear-devel] no engine fuel flow in 737-600 but ok on 737-300 how is it defined?

2011-03-18 Thread Harry Campigli
HI Torsten

Thanks for the reply,

Are you sure about this? I believe my distro 737-300 model is is up to date,
and almost identical to my 2008 one, but either way I dont have any file
Nasal/system.nas in the 737-300 directories and it  gives a pph value on the
engine prop tree though no gph when running. The model is almost a pre nasal
design.

The 737NG600 has both gph and pph but neither has a value on its prop tree
when running.


Also, the way I read your snippet, this nasal code requires a *fuel-flow-gph
*  value then calcs *fuel-flow-pph *but my props for the engine dont have a
value in either.*


*Now I am really confused.*

Harry


*
On Fri, Mar 18, 2011 at 3:53 PM, Torsten Dreyer tors...@t3r.de wrote:

 
  So can anyone advise what is the story here and how the *fuel-flow_pph
 *is
  defined? I assumed it was just a function on the engine in jbsim I need
 bit
  of a primer here.
 
 There is Nasal/system.nas in the 737-300 directory. Around line 200 of that
 file the code

 pph1=getprop(/engines/engine[0]/fuel-flow-gph);
 if(pph1 == nil){pph1 = 0.0};

 pph2=getprop(/engines/engine[1]/fuel-flow-gph);
 if(pph2 == nil){pph2 = 0.0};
 setprop(engines/engine[0]/fuel-flow_pph,pph1* fuel_density);
 setprop(engines/engine[1]/fuel-flow_pph,pph2* fuel_density);

 computes fuel-flow_pph.

 Greetings, Torsten


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Re: [Flightgear-devel] no engine fuel flow in 737-600 but ok on 737-300 how is it defined?

2011-03-18 Thread Alan Teeder
  From: Harry Campigli 
  Sent: Friday, March 18, 2011 1:01 PM
  To: FlightGear developers discussions 
  Cc: Torsten Dreyer 
  Subject: Re: [Flightgear-devel] no engine fuel flow in 737-600 but ok on 
737-300 how is it defined?


  HI Torsten

  Thanks for the reply,

  Are you sure about this? I believe my distro 737-300 model is is up to date, 
and almost identical to my 2008 one, but either way I dont have any file 
Nasal/system.nas in the 737-300 directories and it  gives a pph value on the 
engine prop tree though no gph when running. The model is almost a pre nasal 
design.

  The 737NG600 has both gph and pph but neither has a value on its prop tree 
when running.


  Also, the way I read your snippet, this nasal code requires a fuel-flow-gph  
value then calcs fuel-flow-pph but my props for the engine dont have a value in 
either.


  Now I am really confused.

  Harry



It seems that fuel in gals for many models (e.g Concorde ) has been broken by 
recent changes.  The symptoms are start up errors, and  the Equipment-Fuel 
And Payload menu reports zero Fuel Gallons, but non-zero Fuel Pounds.

Could whoever created these changes please give us some guidance as to how the 
models should be changed?

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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-18 Thread S Andreason
Hi Hal,

Oh yes, it is possible. But not easy.

Hal V. Engel wrote:

 I have been able to get a AC3D export but of course all of the 
 armature stuff is gone and all I have at that point is a static model 
 that can not be animated.


The export process from Blender may not be the problem. _If_ each limb 
is correctly defined separately, and a child of the parent limb, then 
the hard part is generating the _xml_ file that defines the center of 
rotation of each limb's connection, and how it rotates. Each limb needs 
between 1 and 3 axis properties.
Take a look at the animated walker in the Bluebird aircraft.

Stewart
http://seahorseCorral.org/flightgear_aircraft

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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-18 Thread Michael Sgier
@Hal could we get a link?@Stewart. Seems you live in a beautiful nature 
surrounding. I've to go there once. Kind of adventure your living...
X-Plane 10 is delayed until fall so where is FGFS 2.2? Recently i stumbled 
across a OSX/Linux installer based on Loki but cannot refind it. 




--- On Fri, 3/18/11, S Andreason sandrea...@gmail.com wrote:

From: S Andreason sandrea...@gmail.com
Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it possible?
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Date: Friday, March 18, 2011, 3:08 PM

Hi Hal,

Oh yes, it is possible. But not easy.

Hal V. Engel wrote:

 I have been able to get a AC3D export but of course all of the 
 armature stuff is gone and all I have at that point is a static model 
 that can not be animated.


The export process from Blender may not be the problem. _If_ each limb 
is correctly defined separately, and a child of the parent limb, then 
the hard part is generating the _xml_ file that defines the center of 
rotation of each limb's connection, and how it rotates. Each limb needs 
between 1 and 3 axis properties.
Take a look at the animated walker in the Bluebird aircraft.

Stewart
http://seahorseCorral.org/flightgear_aircraft

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Re: [Flightgear-devel] no engine fuel flow in 737-600 but ok on 737-300 how is it defined?

2011-03-18 Thread Harry Campigli
Well I have had a poke around (blind man in the dark scenario) in the jbsim
turbine code and found the fuel flow value is already and always generated
on a per second scale, And also Oil Temp ,another goodie i was looking for,
from there is appears on the *fdm/jsbsim/propulsion/engine* property tree.

I am not sure how it gets over to the engines prop tree and multiplied to
hours  in the model but I will take it from the fdm for now.

And it looks like JBSim is taking the fuel from the tanks as well.

I have to much to learn here.





Harry


On Fri, Mar 18, 2011 at 8:33 PM, Alan Teeder ajtee...@v-twin.org.uk wrote:

   *From:* Harry Campigli harryc...@gmail.com
 *Sent:* Friday, March 18, 2011 1:01 PM
 *To:* FlightGear developers 
 discussionsflightgear-devel@lists.sourceforge.net
 *Cc:* Torsten Dreyer tors...@t3r.de
 *Subject:* Re: [Flightgear-devel] no engine fuel flow in 737-600 but ok on
 737-300 how is it defined?

 HI Torsten

 Thanks for the reply,

 Are you sure about this? I believe my distro 737-300 model is is up to
 date, and almost identical to my 2008 one, but either way I dont have any
 file Nasal/system.nas in the 737-300 directories and it  gives a pph value
 on the engine prop tree though no gph when running. The model is almost a
 pre nasal design.

 The 737NG600 has both gph and pph but neither has a value on its prop tree
 when running.


 Also, the way I read your snippet, this nasal code requires a *
 fuel-flow-gph*  value then calcs *fuel-flow-pph *but my props for the
 engine dont have a value in either.*


 *Now I am really confused.*

 Harry

 *
 **

 It seems that fuel in gals for many models (e.g Concorde ) has been broken
 by recent changes.  The symptoms are start up errors, and  the
 Equipment-Fuel And Payload menu reports zero Fuel Gallons, but non-zero
 Fuel Pounds.

 Could whoever created these changes please give us some guidance as to how
 the models should be changed?

 Alan


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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-18 Thread Heiko Schulz


X-Plane 10 is delayed until fall so where is FGFS 2.2? Recently i stumbled 
across a OSX/Linux installer based on Loki but cannot refind it. 

Fall? At first it was December '10, then spring, now fall

FGFS 2.2 - I heard when the automatic Release (Hudson Builds)is 100% working, 
so we can produce FGFS in more regular way than now. 
Anyway, with the Hudson Builds  I have a Release nearly every day ...

The Power of OpenSource! *g*








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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-18 Thread Hal V. Engel
On Friday, March 18, 2011 12:50:02 AM Detlef Faber wrote:
 Am Donnerstag, den 17.03.2011, 13:33 -0700 schrieb Hal V. Engel:
  On the forum there was a thread about an ebook on using Blender to
  create aircraft models. The web site for the ebook included a number
  of models and one of these was a WWII USAAF pilot that is very nicely
  done. The creator of these models has given permission to use these
  models in FlightGear without any restrictions.
 
 A link would be nice.


Sorry,  Here is a link to the forum thread:

http://www.flightgear.org/forums/viewtopic.php?f=4t=11210sid=be965cf355c646bb6e77cebf5a5dca9c

It has a link to the site with the ebook and there is an easy to find link 
there to the models including the pilot model.

 
  The pilot is built using armatures so that he can be animated but of
  course FG/OSG does not support native Blender files. I have attempted
  to use the OSG and COLLADA export scripts to create a file that is
  supported but the resulting files are not handled correctly by FG/OSG.
 
 Have you looked at the Bluebird Pilot and Walker Animation System? Maybe
 this could be used in this case.
 
   I suspect that there are issues with the Blender export since using
  
  osgviewer to view the export also has major issues. I see messages
  like:
  
  
  $ osgviewer pilot-wwii.osg
  
  LinkVisitor links 3 for Thigh.R
  
  LinkVisitor links 3 for Calf.R
  
  LinkVisitor links 3 for Foot.R
  
  LinkVisitor links 3 for Thigh.L
  
  LinkVisitor links 3 for Calf.L
  
  LinkVisitor links 3 for Foot.L
  
  LinkVisitor links 3 for Pelvis
  
  LinkVisitor links 3 for Neck
  
  LinkVisitor links 3 for Head
  
  LinkVisitor links 3 for Arm.L
  
  
   (looks good to this point but)
  
  
  RigTransformSoftware Bone Jacket not found, skip the influence group
  Jacket
  
  RigTransformSoftware Bone Shoes not found, skip the influence group
  Shoes
  
  RigTransformSoftware Bone Trousers not found, skip the influence group
  Trousers
  
  RigTransformSoftware Bone Shoes not found, skip the influence group
  Shoes
  
  RigTransformSoftware Bone Trousers not found, skip the influence group
  Trousers
  
  
  ... (look broken to me and so doe the next set of messages)
  
  
  0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones
  found
  
  0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones
  found
  
  0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones
  found
  
  0x7f3c9c070fe0 RigTransformSoftware::UniqBoneSetVertexSet no bones
  found
  
  
  
  So the exported file is clearly an issue for OSG.
  
  
  I have not been able to make the COLLADA export work at all. With a
  COLLADA 1.3 export I get an empty file and an error message about a
  script failure. With the COLLADA 1.4 export I get a file but osgviewer
  will not load it because Warning: Could not find plugin to read
  objects from file pilot-wwii.dae. Do I need to change the way OSG
  is built or do I need to get a COLLADA plugin from some other place?
  
  
  I have been able to get a AC3D export but of course all of the
  armature stuff is gone and all I have at that point is a static model
  that can not be animated.
  
  
  So my questions are:
  
  
  1. Is it possible to use and animate a model with armatures in FG/OSG
  assuming the 3D file is correctly formed?
  
  
  2. If so what 3D file formats are best?
  
  
  3. And how do I get a viable export from Blender?
  
  
  Hal
  
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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 59, Issue 9

2011-03-18 Thread BARANGER Emmanuel
On 03/18/2011 07:28 PM, flightgear-devel-requ...@lists.sourceforge.net 
wrote:

 I'm trying to implement thrust reversal (if possible) for the ATR 72, a
 YASim turboprop, but I can't seem to find a way to do so. I've tried the
 same parameters used for jets:

 control-input axis=/controls/engines/engine[0]/reverser
 control=REVERSE_THRUST /
 control-output control=REVERSE_THRUST
 prop=/engines/engine[0]/reverser-pos-norm /

 But YASim spits out a solution failure error.

 Changing /controls/engines/engine[X]/propellor-pitch to 0 or 1 does not
 seem to have an effect, and I haven't been able to find reverse thrust
 on any other YASim turboprop.

Hey Ryan,

You can study my C130. I use to simulate reverser this :

 !-- trusters for reverse --
 thruster x=3.764 y=4.929 z=3.307
 vx=-1 vy=0 vz=0
 thrust=15000
 control-input axis=/controls/engines/engine[0]/reverser 
 control=THROTTLE src0=0 src1=1 dst0=0 dst1=1/
 /thruster

 thruster x=3.764 y=-4.929 z=3.307
 vx=-1 vy=0 vz=0
 thrust=15000
 control-input axis=/controls/engines/engine[0]/reverser 
 control=THROTTLE src0=0 src1=1 dst0=0 dst1=1/
 /thruster

The result is quite satisfactory

Regards. Emmanuel


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Re: [Flightgear-devel] File sizes in fgdata, clean up needed?

2011-03-18 Thread ThorstenB
On 18.03.2011 17:50, HB-GRAL wrote:
 Today I checked the current fgdata/Aircraft folder for sizes. It’s about
 4,3 GB here. Nice.

 Some of this files are .gz already, when I .gz the rest I get another
 100 MB, or in other words I get two MiG-15 or another p51d.

Nice statistics! Maybe this motivates some of us to be a bit more 
considerate before committing something to the repo.

However, remember that dropping any file from the repository wouldn't 
help at all now: a git repository never shrinks - it can only grow... 
It's an especially bad idea to drop files and resubmit a 
smaller/compressed version in a futile attempt to shrink the repository.
git contains a complete history of every file. If you dropped files and 
resubmitted a smaller version, the local fgdata directories may at first 
appear smaller - but if you checked the total size (that is including 
the hidden .git folders) you'll see that the total size was actually 
increased...

And another warning: the complete history issue also affects personal 
git branches on gitorious. So, if an a/c designer adds 19 versions of an 
image file to his private branch and then placed a merge request to 
fgdata/master - then the merge will actually copy the history of all 19 
file versions to the master branch - even the history of files which 
were already dropped on the private branch. So, in such cases it's a 
good idea to not actually git merge the complete personal branch to 
our master - but to simply take a copy of the latest version of the 
a/c files and to submit them to master using a fresh commit (I think 
that's what our fgdata-merge-committers do anyway - at least I hope 
so...). Or maybe any git expert knew if there was a 
git-merge-without-history command?

Indeed, fgdata/master is becoming way too big though. But we can only 
solve this by splitting our current repository - and then push the 
different parts to fresh git repositories. Splitting fgdata was planned 
anyway. The new --fg-aircraft options was the first step to make this 
possible. I'm just not sure what the status of splitting fgdata is though...

cheers,
Thorsten


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Re: [Flightgear-devel] File sizes in fgdata, clean up needed?

2011-03-18 Thread Luuk Paulussen
 And another warning: the complete history issue also affects personal
 git branches on gitorious. So, if an a/c designer adds 19 versions of an
 image file to his private branch and then placed a merge request to
 fgdata/master - then the merge will actually copy the history of all 19
 file versions to the master branch - even the history of files which
 were already dropped on the private branch. So, in such cases it's a
 good idea to not actually git merge the complete personal branch to
 our master - but to simply take a copy of the latest version of the
 a/c files and to submit them to master using a fresh commit (I think
 that's what our fgdata-merge-committers do anyway - at least I hope
 so...). Or maybe any git expert knew if there was a
 git-merge-without-history command?

You can merge a branch using one commit with
git merge --squash branch_to_merge
git commit

The merge --squash applies the changes from all the commits to the
current branches working tree and stages them.  It also creates a
commit message that concatenates all the commit messages for the ones
that are being merged.  git commit then allows you to edit that
message (and commit of course).  Basically it does exactly what you're
after :)

Cheers,
Luuk

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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-18 Thread Hal V. Engel
On Friday, March 18, 2011 07:08:14 AM S Andreason wrote:
 Hi Hal,
 
 Oh yes, it is possible. But not easy.
 
 Hal V. Engel wrote:
  I have been able to get a AC3D export but of course all of the
  armature stuff is gone and all I have at that point is a static model
  that can not be animated.
 
 The export process from Blender may not be the problem. _If_ each limb
 is correctly defined separately, and a child of the parent limb, then
 the hard part is generating the _xml_ file that defines the center of
 rotation of each limb's connection, and how it rotates. Each limb needs
 between 1 and 3 axis properties.
 Take a look at the animated walker in the Bluebird aircraft.
 
 Stewart
 http://seahorseCorral.org/flightgear_aircraft


Sorry I should have been clearer.   I didn't mean to imply that the AC3D 
export was not working.   Rather only that all it created from this armature 
based model is a static model that had very limited posibilities for 
animation.  You are correct that if  ..each limb is correctly defined 
separately, and a child of the parent limb.. for non-armature animation that 
the export would likely work OK.  

The model I am looking at only has one mesh for the body including arms, 
hands, fingers, figer tips, thumb, legs and feet.  This mesh is drapped over a 
set of armatures (bones) and it is designed to be animated by moving the bones 
with that mesh following them (IE. no visiable seams).  AC3D has no support 
for armatures as far as I can tell so this imformation is lost on export and I 
end up with a mesh that is the shape that the model was posed in when it was 
exported.  

Inside of Blender I can pull, push and/or rotate the bones to pose the model 
in extreamly precise ways even down to changing the grip of the hands to fit 
around controls.  The exported AC3D model can be made to fit very nicely into 
the cockpit but the only thing that can be animated is the head because it is 
a seperate mesh from the rest of the model.   Inside of Blender the posing 
process is actually very elegant as all of the bones know how they are 
connected and everything moves together as it should when one part of moved.  
That is if you rotate the forarm the hands and fingers follow along with no 
need to move them seperately.  I am not sure (I am new to this 3D stuff) but it 
seams to me that the same types of transformations should happen when the 
bones are animated in sim/game (IE. move the hand with the stick and the 
fingers, finger tips, thumb, forarm and upper arm should follow automatically). 
 
But maybe I'm wrong.

The walker model is much like the existing modern pilot that is part of the 
P-51D.  Very unnatural and complex to animate and with seams at the joints 
that are visible.

The OSG docs I have looked at indicate that it supports armature based 
animation.  So in theroy if I can get the armature based blender pilot into a 
correct OSG 3D file then it should be possible to animate it and the animation 
should be fairly elegant.  But it appears that the Blender OSG exporter is 
broken.  It also appears that no one has tried doing armature based animation 
with any file format from with in FG yet.  So I don't even know at this point 
if this will work with the correctly formed 3D files.  What I am really trying 
to get at is:

1.  Will this work from with in FG?

2. If so how do I get well formed armature based 3D files that will work with 
OSG out of Blender (I don't care what format it is as long as OSG understands 
it)?

Hal

 
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Re: [Flightgear-devel] File sizes in fgdata, clean up needed?

2011-03-18 Thread Hal V. Engel
On Friday, March 18, 2011 09:50:50 AM HB-GRAL wrote:
 Hi all
 
 Today I checked the current fgdata/Aircraft folder for sizes. It’s about
 4,3 GB here. Nice.
 
 Now some statistics (and this is no critcs on aircrafts of course, I
 like all the development and improvements a lot!):
 
 We have 372 aircrafts in the directory. 22 of this aircrafts have more
 than 30 MB and this 22 aircraft gives 1,1 GB of the aircraft folder.
 
 Number One is p51d with 104.5 MB (!). 50 MB in the models folder comes
 from GIMP .xcf-files and from Blender files (.blend). Do we distribute
 this files uncompressed? i. e. compressing .xcf to .gz will give a 1,2
 file instead of a 4,3 MB.

I think 12 MB vs. 43 MB.

 
 Number Two is 767-300 with 82,2 MB. I. e. this one comes with widely
 used .wav-sounds in the cabin ;-) This sounds, or better short loops,
 take 17,3 MB here. One livery (VRN.png) takes 6.3 MB.
 
 Number three is MiG-15, a really nice one, with a lot of instruments,
 and it seems like every byte is used here. I am looking deeper into the
 files and I see a radio-tune.wav which has 3.5 MB for 10 seconds of
 sound and 10 seconds of silence ;-)
 
 Some models like IAR80 have liveries with 13 MB .png-files.
 
 Totally we distribute 18 blender files with the directory. This is only
 16,4 MB. Not much. But we distribute also 310 MB of original GIMP files.
 Some of this files are .gz already, when I .gz the rest I get another
 100 MB, or in other words I get two MiG-15 or another p51d.
 
 Cheers, Yves

I think Yves has several good points.  First many of these advanced models 
have working files that are not actually used when the model is being flown 
in 
sim.  The p51d GIMP files and blender files are two examples.  Now there are 
valid reasons for these to be source controlled.  For example the gimp files in 
the p51d/Models directory are complex multi layer files that are intended to 
make working with the resulting textures easier and they do indeed do that.

Reading Yves comments I think one of the things he hionted was not so much 
that these working files made GIT bigger but that that they made the 
distribution size to users bigger and really served no purpose for users other 
than wasting disk space and bandwidth.  This is a valid concern at least if 
the size of these working files is significant and in some of these case they 
are.

A look at p51d/Models clearly shows that the three big space users are (in 
order of the highest space useage) the working files mostly in the form of high 
resolution multi layer textures, 3D models and the actual textures.  In the 
case of the p51d all 3D models are AC3D files and many of the textures except 
some newer ones are *.rgb files.   These are not the most compact formats and 
changing these could reduce the size of the model significantly but the 800 
pound gorrila is still the working files.

In the case of the p51d, and I suspect that this is true for most models, the 
working files could be located anywhere in the file system tree.  And perhaps 
it 
makes sense to have a directory with a standard name that is used for these 
types of files that is always excluded (somehow?) when regular user gets a copy 
but is included for GIT clones.  In the case of the p51d this would cut the 
size of the distributed copy almost in half.

The 3D and texture parts of the p51d are now fairly far along and will not 
grow too much more even though there is still 3D work that needs to be done.   
It's size will only grow by perhaps 10% as it 3D model and FDM are finalized.  
There may be other models that get implemented for more complex aircraft that 
could result in significantly larger models.  I suspect that the 100 meg p51d 
to 310+ meg IAR80 sort of represents the size range we will be seeing for 
really advanced highly detailed models with a few really careful modelers 
being able to bring these numbers down to lower levels while achiving the same 
effective level of detail like the Mig-15 does.

I really think we are only seeing the begining of a period where are will see 
more efforts to take existing models to the next level and where we will 
start seeing new additions that enter GIT already in a very advanced state.  
As this process unfolds we will see many more models that approach the size of 
the ones listed by Yves.   We don't want to discourage that work but if we can 
create a set of best practices we can perhaps help those working on this stuff 
create these highly detailed aircraft while using less space for the files 
needed to support this work.

Hal
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Re: [Flightgear-devel] File sizes in fgdata, clean up needed?

2011-03-18 Thread Tim Moore
I've been threatening for some time to break up the aircraft portion
of fgdata into several repositories by using some git magic. It's true
that the current repository size is out of hand. I would encourage
people to check in their source files whenever possible. I'd also
encourage people to add new aircraft to their own repositories on
gitorious  and think about moving past the central repository model.

Tim

On Fri, Mar 18, 2011 at 9:48 PM, Hal V. Engel hven...@gmail.com wrote:
 On Friday, March 18, 2011 09:50:50 AM HB-GRAL wrote:

 Hi all



 Today I checked the current fgdata/Aircraft folder for sizes. It’s about

 4,3 GB here. Nice.



 Now some statistics (and this is no critcs on aircrafts of course, I

 like all the development and improvements a lot!):



 We have 372 aircrafts in the directory. 22 of this aircrafts have more

 than 30 MB and this 22 aircraft gives 1,1 GB of the aircraft folder.



 Number One is p51d with 104.5 MB (!). 50 MB in the models folder comes

 from GIMP .xcf-files and from Blender files (.blend). Do we distribute

 this files uncompressed? i. e. compressing .xcf to .gz will give a 1,2

 file instead of a 4,3 MB.

 I think 12 MB vs. 43 MB.



 Number Two is 767-300 with 82,2 MB. I. e. this one comes with widely

 used .wav-sounds in the cabin ;-) This sounds, or better short loops,

 take 17,3 MB here. One livery (VRN.png) takes 6.3 MB.



 Number three is MiG-15, a really nice one, with a lot of instruments,

 and it seems like every byte is used here. I am looking deeper into the

 files and I see a radio-tune.wav which has 3.5 MB for 10 seconds of

 sound and 10 seconds of silence ;-)



 Some models like IAR80 have liveries with 13 MB .png-files.



 Totally we distribute 18 blender files with the directory. This is only

 16,4 MB. Not much. But we distribute also 310 MB of original GIMP files.

 Some of this files are .gz already, when I .gz the rest I get another

 100 MB, or in other words I get two MiG-15 or another p51d.



 Cheers, Yves

 I think Yves has several good points. First many of these advanced models
 have working files that are not actually used when the model is being
 flown in sim. The p51d GIMP files and blender files are two examples. Now
 there are valid reasons for these to be source controlled. For example the
 gimp files in the p51d/Models directory are complex multi layer files that
 are intended to make working with the resulting textures easier and they do
 indeed do that.

 Reading Yves comments I think one of the things he hionted was not so much
 that these working files made GIT bigger but that that they made the
 distribution size to users bigger and really served no purpose for users
 other than wasting disk space and bandwidth. This is a valid concern at
 least if the size of these working files is significant and in some of these
 case they are.

 A look at p51d/Models clearly shows that the three big space users are (in
 order of the highest space useage) the working files mostly in the form of
 high resolution multi layer textures, 3D models and the actual textures. In
 the case of the p51d all 3D models are AC3D files and many of the textures
 except some newer ones are *.rgb files. These are not the most compact
 formats and changing these could reduce the size of the model significantly
 but the 800 pound gorrila is still the working files.

 In the case of the p51d, and I suspect that this is true for most models,
 the working files could be located anywhere in the file system tree. And
 perhaps it makes sense to have a directory with a standard name that is used
 for these types of files that is always excluded (somehow?) when regular
 user gets a copy but is included for GIT clones. In the case of the p51d
 this would cut the size of the distributed copy almost in half.

 The 3D and texture parts of the p51d are now fairly far along and will not
 grow too much more even though there is still 3D work that needs to be done.
 It's size will only grow by perhaps 10% as it 3D model and FDM are
 finalized. There may be other models that get implemented for more complex
 aircraft that could result in significantly larger models. I suspect that
 the 100 meg p51d to 310+ meg IAR80 sort of represents the size range we will
 be seeing for really advanced highly detailed models with a few really
 careful modelers being able to bring these numbers down to lower levels
 while achiving the same effective level of detail like the Mig-15 does.

 I really think we are only seeing the begining of a period where are will
 see more efforts to take existing models to the next level and where we
 will start seeing new additions that enter GIT already in a very advanced
 state. As this process unfolds we will see many more models that approach
 the size of the ones listed by Yves. We don't want to discourage that work
 but if we can create a set of best practices we can perhaps help those
 working on this stuff create these highly detailed