[Flightgear-devel] Scene building, perception and complex systems

2011-05-09 Thread thorsten . i . renk

I have just posted a longer collection of my thoughts and experiments with
what makes a scene (a cloudy sky, a cockpit, a forest,...) credible and
what isn't helpful in the forum (it contains a lot of pictures, so it
simply isn't useful to post it here as well).

If you find either this

http://www.phy.duke.edu/~trenk/pics/rain_reflection.jpg

or that

http://www.phy.duke.edu/~trenk/pics/haleakala_before.jpg

a bit strange, you may find my writeup interesting, although admittedly
it's lengthy, and I'm quite sure to many here on the list it will not be
exactly news.

Cheers


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Re: [Flightgear-devel] Scene building, perception and complex systems

2011-05-09 Thread Curtis Olson
On Mon, May 9, 2011 at 7:13 AM, thorsten.i.r...@jyu.fi wrote:


 I have just posted a longer collection of my thoughts and experiments with
 what makes a scene (a cloudy sky, a cockpit, a forest,...) credible and
 what isn't helpful in the forum (it contains a lot of pictures, so it
 simply isn't useful to post it here as well).


To save others some time, here is the direct link to the forum post:

http://www.flightgear.org/forums/viewtopic.php?f=5t=11992

Regards,

Curt.
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Re: [Flightgear-devel] Scene building, perception and complex systems

2011-05-09 Thread thorsten . i . renk
 To save others some time, here is the direct link to the forum post:

 http://www.flightgear.org/forums/viewtopic.php?f=5t=11992

Thanks... I can't believe I missed to include that!

* Thorsten


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[Flightgear-devel] Nasal: airportinfo() question

2011-05-09 Thread Curtis Olson
Hi,

I see that for Nasal scripts we can call airportinfo() to get the name and
runway info for the closest airport.  We can also call airportinfo(ID) to
get the details of a specific airport.  However, what I don't see is a way
to request a list of the n closest airports (or the airports within a
specified radius of my current location.)  Is this (or something similar)
possible to do within nasal?

I'm playing around with an auto-land script and sometimes when you are
flying in an area with several airports near by, the airport that is
technically the closest to you, might not be the one you are interested in.

Thanks,

Curt.
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Re: [Flightgear-devel] Nasal: airportinfo() question

2011-05-09 Thread Curtis Olson
It does appear that the FGPositioned interface offers everything we would
need.  I don't know about optimization issues, but it can return a list of
all the airports within a certain radius of your current location (or any
arbitrary location.)  I also see a function that will sort by distance.
 Then if the user selects a specific airport, airportinfo() already has the
functionality to return all the airport details.

I see that the current airportinfo() function calls FGAirport class methods
which are wrappers around the FGPositioned classes.  I'm not sure exactly
why that is unless it's related to finding the right instance of the
database.  I haven't dug too deeply into the code.

Martin is right, we could probably slap something together pretty quickly,
but it might make more sense for James or someone else more familiar with
this code to put together a solid sensible structure and make sure all the
pieces tie together in a logical consistent manner.  That's probably not me,
at least not this week.  Perhaps in the future if this is still an open
issue and the need rises up higher on my priority list, I'll dig in and make
an attempt.

Ultimately, what I'd like to do for my project is have an auto-land gui
button that will pop up a list of nearby airports.  The user selects the one
they want and then a list of runways pops up, perhaps ranked based on the
prevailing wind conditions.  Then when the destination is chosen, the
aircraft flies to the airport, enters the downwind pattern, base, final,
lands at exactly the target spot.  (Maybe with just a little randomization
so we don't wear out the concrete always hitting the exact same spot every
time.)

Best regards,

Curt.


On Mon, May 9, 2011 at 9:10 AM, Scott wrote:


   James Turner and I had a bit of a e.mail conversation about this some
 time
 ago. My (non-existant) C++ skills aren't up to writing anything, but James
 thought everything was in the underlying code, and shouldn't be too
 difficult
 to expose to Nasal.

   I've had three disk failure since that time, so I've lost the e.mail
 thread, but we did define quite a few wishlist functions.

   BTW I didn't know you could get the closest airport, that is still
 quite
 handy for some scenarios, but getting all airports within a radius of a
 specified geo-coord is even more useful.


  Scott.


 On Monday 09 May 2011 23:45:04 Curtis Olson wrote:
  Hi,
 
  I see that for Nasal scripts we can call airportinfo() to get the name
 and
  runway info for the closest airport.  We can also call airportinfo(ID) to
  get the details of a specific airport.  However, what I don't see is a
 way
  to request a list of the n closest airports (or the airports within a
  specified radius of my current location.)  Is this (or something similar)
  possible to do within nasal?
 
  I'm playing around with an auto-land script and sometimes when you are
  flying in an area with several airports near by, the airport that is
  technically the closest to you, might not be the one you are interested
 in.
 
  Thanks,
 
  Curt.


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Re: [Flightgear-devel] Understanding the design of aircraft nasal scripts

2011-05-09 Thread dave perry
On 04/08/2011 10:40 PM, Catherine James wrote:
 Recently, I've been spending a good bit of time attempting to program all of 
 my most-used aircraft so that I can engage and disengage the autopilot 
 through the joystick.  I've been able to get this to work on the Seneca II 
 with a short nasal script in Nasal/SenecaII.nasal that sets the 
 /autopilot/CENTURYIII/controls and /autopilot/CENTURYIII/locks properties 
 appropriately.  Silly me, I though it would be a simple matter to port the 
 working code over to the Comanche PA-24-250 (w/ CIII autopilot).

 Unfortunately, the structure of the nasal scripts of the PA24 bears very 
 little resemblance to that of the Seneca II.  Although the relevant autopilot 
 properties are the same for both planes, the flow of control is not.  For 
 example, turning on the autopilot roll axis control with the plane on the 
 ground is harmless in the Seneca, but will cause a nasal crash in the (stock, 
 unmodified) Comanche, and turning the autopilot off again will not recover.  
 (The ailerons will be locked permanently at 0 until you restart.)  The 
 routine that crashes is action-sim.nas, a file that doesn't even exist in the 
 Seneca. It contains an update_actions() script that is looped repeatedly, 
 updating positions of control surfaces, etc.  With the autopilot on, the 
 script attempts to get the appropriate aileron position from the autopilot, 
 but it returns null and then cause a setValue() error when it blindly tries 
 to set the actual aileron position to that null.  The same thing
   happens if I turn on the autopilot in flight by using the joystick to 
 change the /autopilot/CENTURYIII/controls properties through a script.

 Is there a general file and scripting structure that it is recommended to 
 follow for implementing aircraft?  It's very challenging to learn to 
 understand and modify aircraft implementations when the general arrangement 
 of files is so different from one to the next.


How are you turning on the roll axis and how are you turning off the 
autopilot.  I just tried to reproduce your failures and did not have 
the problems you describe.  I am the author of the pa24-250.  The model 
assumes that you are using the switches via the picks.  The nasal code 
replicates the behavior described in the Century III Autopilot Flight 
System Pilot's Operating Handbook.  You used to be able to download a 
PDF of this from Century.  This is no longer the case.
There are logical relations between the four switches that are included 
in the model.  If you are changing the locks outside the Nasal models, 
you will most likely create a state that is not possible via the model 
code and also not accurate according to the referenced manual.


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Re: [Flightgear-devel] Understanding the design of aircraft nasal scripts

2011-05-09 Thread Alan Teeder

 The nasal code 
 replicates the behavior described in the Century III Autopilot Flight 
 System Pilot's Operating Handbook.  You used to be able to download a 
 PDF of this from Century.  This is no longer the case.

Try this link http://www.centuryflight.com/manuals/CENTIIB.pdf.
 

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Re: [Flightgear-devel] RFC: fgdata merge request 76: Improvedairport Textures

2011-05-09 Thread Durk Talsma
Hi Vivian,

On 09 May 2011, at 00:46, Vivian Meazza wrote:

 I’m afraid that the “improved textures” really aren’t an improvement. Not 
 only do they not work for taxiways, we have also lost the chevrons at the 
 threshold that were quite recently added:
  
 https://picasaweb.google.com/gijsrooy/FlightGearSkyopSTextures#5604420979421192098
  
 The grass isn’t much of an improvement either. On balance, this upload is a 
 regression. IMO we should back it out.
  
 
Thanks for the report. A missing feature would certainly be a good argument to 
back out this commit (and I have to admit that I had completely missed that). 
With respect to the aesthetics, I personally didn't see that many differences, 
so I had to rely on the evaluation from others, which were generally positive 
in my reading. I will have a look into the chevron / taxiway issue, although it 
may take a few days before I'm actually taking action. So if others want to 
comment, please do so. 

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Re: [Flightgear-devel] Different cockpit layouts for one aircraft- the best way?

2011-05-09 Thread Hal V. Engel
On Monday, May 09, 2011 06:53:33 AM Heiko Schulz wrote:
 Hi,
 
 Some aircraft types has different cockpit layouts like having different
 avionics, autopilot system or glascockpit vs. steam cockpit. Mostly the
 operator can select what he prefers.

Another possible use case is a model of a specific aircraft that has been 
around a long time in order to make the cockpit correct for various time 
periods.

For example the P-51D is a surviver aircraft now named GunFighter.  This 
aircraft has had various paint schemes over the years but I suspect that the 
avionics installed and verious other systems have also changed over the years.  
In fact I know this is the case since I have seen photos of the current 
cockpit and it is significnatly different from what is was like when it left 
the 
factory in 1945 as a typical P-51D-25-NA and I am fairly sure that there are 
other variations over the years for this aircraft. 

 
 This applies to the Ec135 helicopter I still work on (an aircraft is never
 be finished) in real life as well. The operator can choose between the
 full glascockpit and the one with conventional analog instruments.
 
 As I can see this isn't covered yet on FGFS. The PA24-250 uses two
 -set.xmls to have two different version regarding the autopilot. So it is
 the only aircraft which allows to have two different panel layouts.
 
 For the Ec135 helicopter I would like to create the two available different
 cockpit layouts. I found out that condition-bindings
 (condition.../condition)
 even work for modelpath.../path/model.
 
 That would allow me to have just the high- and lowskid version by two
 set-files linking to the two different fdm to simulate high and lowskids,
 and let change the cockpit version by tags set up in each livery.xml. Or
 by an entry in the menu, per key-command etc.
 
 I tried it today, loading time for the whole panel together with all
 instruments is under one second for me which surprised me in a positive
 way.
 
 As FGFS luckily offers many ways to get to a certain point, I wonder if
 there is maybe a better way or there are some things I did not yet
 considered.
 
 Any thoughts and recommendations out there?
 
 Kind regards
 Heiko
 
 
 
 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html
 
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[Flightgear-devel] A proposal for a Nasal based Honeywell/Boeing-style CDU for FG

2011-05-09 Thread Claus Christmann
Good Day everybody,

first of all, let me introduce myself:  My name is Claus, I am an aerospace 
student at GeorgiaTech and recently got into FlightGear in relation to one of 
my research projects. I have been not so good on reading the FG-devel email 
list, but have had quite some interactions on the FG IRC chat with other FG 
enthusiasts.

For my research project I need(ed) a somewhat functional Boeing style CDU.
So I got into contact with Gijs de Roy and started to learn about his CDU 
project, then still in this git repo for the 744.

I started to make a wiki writeup for Gijs CDU 
(http://wiki.flightgear.org/Howto:_Development_of_the_CDU, not up to date 
anymore) to learn about how Gijs implemented the CDU.

As I needed the CDU to be fairly flexible - particularly in respect to [ages 
outside the currently implementation - I decided to change from a XML approach 
to a more Nasal based approach.

I have finished a first draft of my code and started to write some 
documentation for it in the FG wiki.

I would like to ask for some dev's to check out my code and make any 
suggestions for improvements. As I have the clearance to release the code 
under GPL v2, I also would like to offer to merge this into the main FG 
repository.

You can find my code at
https://gitorious.org/~hcc23/fg/hcc23s-fgdata/commits/cdu-development

The docu is contained in these two wiki pages (and will be expanded)
http://wiki.flightgear.org/Nasal_CDU_Framework
http://wiki.flightgear.org/Howto:_Coding_a_Boeing_CDU

I am very much looking forward to hearing back from you, particularly with 
comments and improvement suggestions.

Regrads,

Claus

PS: for those of you active in IRC, my nick there is hcc23

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Re: [Flightgear-devel] RFC: fgdata merge request 76: Improvedairport Textures

2011-05-09 Thread Ryan M
On Sun, 2011-05-08 at 23:46 +0100, Vivian Meazza wrote:
 I’m afraid that the “improved textures” really aren’t an improvement.
 Not only do they not work for taxiways, we have also lost the chevrons
 at the threshold that were quite recently added: 

Really? I certainly did *not* touch the stopway textures- I just copied
the high-resolution stopway textures, scaled them down, and put them
into the low-resolution folder. If they were removed, I'm not sure what
happened. I didn't do that in my commit.

Stopway textures have been around for quite some time, but they were
missing from materials.xml. I was the one who made that fix. :)

As for them not looking good at all, most people agree that the grass is
an improvement. Perhaps you could tell me what, specifically, is wrong
with it. Is it too bright? Too bland? Too repetitive?


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