Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 9

2011-05-19 Thread Martin Spott
Salut Emmanuel,

BARANGER Emmanuel wrote:

 The fact is that Heiko do not like the way I work. He does not understand
 organization  and compliance. He thinks that Maik JUSTUS knows
 everything about everything. For the rotation of the rotor, I
 acknowledge that I did not notice. This will be fixed soon. For the
 rest, Yasim (like others) is a simplified system (this is mandatory). In
 that sense giving the actual values ??will never make a correct FDM.

I think we'd have to get a little bit more precise here. _I_ understand
FlightGear's goal of development for aircraft/heli FDM's to get as
close as possible to the flight characteristics of the real aircraft. 
Think of someone connecting a set of real helicopter controls to
FlightGear and putting a skilled pilot into the seat.  Is this pilot
going to experience flight performance similar to what he'd experience
on the real aircraft ?

At least some people apparently had been quite happy with the previous
state (Maik's) of the Alouette II FDM, thus I assume there might be a
point.

 [...] The remark makes sense but also ridiculous. Companies do not
 like people who make money with their work. YouTube is for profit. It is
 normal to prevent them from doing that. FG does not have this feature.
 It is free and open source. Just consider the authorization of
 Moulinsart SA for the dissemination of Carreidas 160 for example, to
 understand that it is in their interest that FG use and disseminate
 their work (... not all of course :) )

Not sure if this really belongs into a discussion about the fidelity of
a helicopter FDM 

Cordialement,
Martin.
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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 10

2011-05-19 Thread BARANGER Emmanuel
 --

 Message: 16
 Date: Wed, 18 May 2011 21:59:20 -0500
 From: Curtis Olson curtol...@gmail.com
 Subject: Re: [Flightgear-devel] GIT commit 31819df8: Alouette II - New
   FDM by
 To: FlightGear developers discussions
   flightgear-devel@lists.sourceforge.net
 Message-ID: BANLkTi=urQ7_CDm-_-=jk25nfatnx3l...@mail.gmail.com
 Content-Type: text/plain; charset=iso-8859-1

 Ron beat me to it, but I was going to suggest the same thing ... create an
 alouette2-easy-set.xml ... or aloutte2-beginner-set.xml or something along
 those lines.  Then we can have both FDM's available and the end user can
 choose which one they want.  A git commit war would be no f
Hey Curt

As always the intelligence is best  that the critical  pure. Here is an
idea that already is more pleasant to hear. And I'll work to get it quickly

Thanks Curt

-- 
BARANGER Emmanuel

http://helijah.free.fr


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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 10

2011-05-19 Thread BARANGER Emmanuel
 --

 Message: 14
 Date: Thu, 19 May 2011 01:39:50 +0100 (BST)
 From: Heiko Schulz aeitsch...@yahoo.de
 Subject: Re: [Flightgear-devel] GIT commit 31819df8: Alouette II - New
   FDM by
 To: FlightGear developers discussions
   flightgear-devel@lists.sourceforge.net
 Message-ID: 91568.52223...@web29513.mail.ird.yahoo.com
 Content-Type: text/plain; charset=utf-8
 I found the author on another french FlightGear Forum.
 Here you go:
 http://equipe-flightgear.forumactif.com/t504-l-alouette-2

 Summary of the reasons why the fdm has changed for those not able to 
 understand french: 

 The author JM-26 and helijah wasn't happy with the fdm, as it wasn't able 
 that easy to fly as they want to have. JM-26 proposed a much more 
 easier-to-fly-fdm.
 Helijah is aware of the fact that Maik usually uses real datas, and that it 
 is quite convincing. But he is just sad beeing not able to fly his own model.

 Just simply because helijah wants to fly helicopters in FG but he isn't able 
 to, he replaced the fdm with the changed fdm by JM-26. It may be easily to 
 fly- but it is horrorible wrong. The same applies to the R44 in the 
 repository.

 I don't want to judge about, but I must admit that I'm dissapointed. I must 
 admit I had no problems to fly the AlouetteII before, and I know a lot of 
 others users which didn't have problems as well with this. 

 I wonder why if there is a need for an easy-to-fly-helicopter, why not create 
 a mod for those who need it?
 But I don't think it is in the spirit of FGFS to replace a plausible and 
 correct fdm with a wrong one and destroy the work of another author without 
 asking him.

 I would like to have the old fdm back, maybe it is possible to have another 
 version with the easy-to-fly-fdm beside the original one.

All this is absolutely false. I never  requested a change in the FDM
Alouette 2 ! If I could not fly, and although it does not bother me.
JM-26 and many, many others were sad not to do so. But I did never ask a
new FDM. I am tired by the disparaging remarks, gratuitous and
unnecessary of this gentleman who do not want to understand and
especially does not want to learn.

This is not him who receive returns dissatisfied dozens (even hundreds)
of people who can not fly with Alouette2. So when JM-26 FDM proposed a
simpler and more stable especially I did not refuse, thinking that it
would please the majority. Of course I made the mistake of forgetting
Heiko: (Argh Damned

-- 
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Re: [Flightgear-devel] GIT commit 31819df8: Alouette II - New FDM by

2011-05-19 Thread Heiko Schulz
 Ron beat me to it, but I was going to suggest the same thing ... create 
 an alouette2-easy-set.xml ... or aloutte2-beginner-set.xml or something
 along those lines.  Then we can have both FDM's available and the end 
 user can choose which one they want.  A git commit war would be no fun.

I'm not sure if my sentences could be misunderstood, but exactly this was what 
I meant with another version beside.

I don't want a commit war myself so I see this as well as a good solution.
And if helijah will provide something, I would be more as happy.

Heiko

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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 9

2011-05-19 Thread Heiko Schulz

 
 The fact is that Heiko do not like the way I work. He does
 not understand
 organization  and compliance. He thinks that Maik
 JUSTUS knows
 everything about everything. For the rotation of the rotor,
 I
 acknowledge that I did not notice. This will be fixed soon.
 For the
 rest, Yasim (like others) is a simplified system (this is
 mandatory). 

Maik is physicist, author of the yasim-helicopter-fdm-code and interested in 
simulation of helicopters since his youth. In the past he had worked together 
with real pilots in simulation of helicopters.
And he wrote nearly 90% of all helicopter-fdm's in FGFS.

Logically if there is any question about helicopter-fdm he is the first one to 
ask.

 In that sense giving the actual values ​​will never make a
 correct FDM. I
 saw several Alouette 2 takeoff, I can say that I have
 never seen
 Alouette vibrate and crash as did the FDM Maik. it's an
 helicopters
 stable. 

I have no problem, Groucho and others as well. The AlouetteII was stable for 
me. Even smaller inputs doesn't affect the helicopter in motion changes, and 
this is how the pilots describes the real thing as well.

Don't forget that the AlouetteII was the work horse for the german army and 
german police, so a lot of pilots in germany learnt on this helicopter, so it 
is quite easy to get informations.

Problem behind the thing you noticed is, that the very most joysticks are 
rather poor compared to the real control system.
On real helicopters the stick has a travel way of 30cm- quite a lot. Joysticks 
has much less, and our default mouse config even much more less.

I have changed my mouse setting, so I have no the same travel way like the real 
sticks. Still a poor way, but much better then the default.



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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 10

2011-05-19 Thread Heiko Schulz

 
 All this is absolutely false. I never  requested a
 change in the FDM
 Alouette 2 ! 

I never wrote this. I said that you wasn't happy- but not that you requested.

 If I could not fly, and although it does not
 bother me.
 JM-26 and many, many others were sad not to do so. But I
 did never ask a
 new FDM. 

 Again I never said and wrote this.

 I am tired by the disparaging remarks, gratuitous
 and
 unnecessary of this gentleman who do not want to understand
 and
 especially does not want to learn.

Me and a lot of other people tired of your misunterpretations. 

Again, what another user (Groucho aka Oliver Fels) you already told you:

Emmanuel, je te prie que tu arrètes d´essayer interpreter l´intention des gens 
parce que évidemment ca ne marche pas. L´observation ce que je peux faire c´est 
que l´intention bonne des gens (mettre en place de l´aide) sera traduit 
immédiatement aux contraire et l´intention originale sera perdu. C´est 
propablement le résultat de la barrière qui se produit par la traduction.

Translation:
Emmanuel, please stop to try interprete the intentions of people here.
I noticed that good intentions of the people (to help) has been translated into 
the opposite and the true intention behind is lost.
All conflicts are probably result of this language barrier.



And, myself, can only agree to this. 



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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 9

2011-05-19 Thread Heiko Schulz

 
 I think we'd have to get a little bit more precise here.
 _I_ understand
 FlightGear's goal of development for aircraft/heli FDM's to
 get as
 close as possible to the flight characteristics of the
 real aircraft. 
 Think of someone connecting a set of real helicopter
 controls to
 FlightGear and putting a skilled pilot into the seat. 
 Is this pilot
 going to experience flight performance similar to what he'd
 experience
 on the real aircraft ?
 
 At least some people apparently had been quite happy with
 the previous
 state (Maik's) of the Alouette II FDM, thus I assume
 there might be a
 point.

 
 Not sure if this really belongs into a discussion about the
 fidelity of
 a helicopter FDM 
 
 Cordialement,
     Martin.


I agree in everything Martin said.

To make it clear: My issue with the fdm wasn't the fact that an 
easy-to-fly-but-false one has been developed. It is o.k. and I can understand 
that a lot of people wishes something like that. 

My issue was that it wasn't added as another selectable option as proposed by 
Curt, Ron and me. Instead the fdm has been simply replaced, even without asking 
their original author, which is in my eyes not very respectful. 

As it seems that it indeed can be solved that easily as proposed, as helijah 
wants to change it so we can have both fdms beside, everyone inluding me will 
be happy now, and the discussion can be ended. 

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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 10

2011-05-19 Thread Heiko Schulz

 It appears that just come and
 complain on the devel list (which is
 intended for developers code FG) is not interpreted as
 anything other
 than a personal attack. If you can't understand I can not
 do anything
 about it.
 
 Even Martin did you notice that your mail has nothing to do
 on the Devel
 List.

My problem with you is, that everything, really every word I say to you is 
misunderpreted by you as affront, insult and personal attack.

As I said as answer on Martins post your refer here: In general it is my 
prefered way as well. With any author just but not this one for some reasons.

 And the reason is what I wrote above.

 

 
 You have no respect for the work of others and I do not
 have to justify
 my actions in front of you. With a little intelligence, you
 might have
 what you want. Unfortunately it seems that you lack of
 thought and you
 were talking too quickly and especially without knowing.


You disrespected the work by others (here Maik), not me.
 
 And put your bad times and you said, ultimately, defamatory
 on behalf of
 my bad English is not a solution. This too is false. You
 have trouble
 communicating and, again, I can not help you.

Trouble with communication only with you- it needs two for a communication.
 
 I will create the smart solution of Ron (but you could
 start with that)
 and create multiple FDM.

You told me once that you don't accept any contributions from me anymore.
And neither Maik nor me was able to find the author at the beginning. Needed 
some search.

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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 9

2011-05-19 Thread Heiko Schulz

 
 Whether you're able to tweak your system to compensate for
 worries FDM
 is good for you. But this does not solve the problem of the
 majority of
 users. And I don't work for 1 or 2 people, but for 99% of
 users. You're
 not the navel of the world and your skills are not those of
 everyone.

Your are not quite right here.
You contribute with your work to a Project with the intention to have it 
realistic and right as possible. This is one main goal of this project. And a 
very lot of users who decides to choose FGFS know this. 

 

 
 In the future if one of the planes / Helicopters etc. .. of
 my hangar
 you dislike, do not drool on the devel list or elsewhere.
 Or made ​​it
 with intelligence. But I doubt it.

I never insulted and attacked you like you did here on the devel-list and in 
the forum and per email. 
If we could act like a grownups as we are, the issue with the fdm had been 
solved already without any noise. 

@devel-list members: sorry for the noise I brought in here, but due to the 
named reasons I didn't know any better way to deal with. 

 I'll stop here right now. 


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[Flightgear-devel] Need help on including osgEarth in FlightGear

2011-05-19 Thread Slavutinsky Victor
Repost. Forum topic theme is
http://www.flightgear.org/forums/viewtopic.php?f=6t=12005

Hi. I am doing Vostok-1 project for FlightGear and have a lot of
problems due to current terrain engine what can not supply high
altitude/speed flights. 

On normal 25km visibility it not shows anything but blue fog

http://wiki.flightgear.org/images/4/42/Vostok-1-News.png

because normal altitude for orbital flight is 100km, but it still loads
something and produces great lags. 

If visibility is high enough, say 500km, it makes more or less cool
pictures

http://i.imgur.com/2TZKX.jpg

but does it one time in minutes.

I suppose what including some other terrain engine, say osgEarth
http://osgearth.org/ and switching on it from some speed/altitude could
solve all that problems. osgEarth is GPL and uses same OSG base as
FlightGear. It seems to what include it will be comparatively easy. But
me myself do not competent enough to implement it alone. 

I could do something in that case still but need a lot of help. It would
be better if someone else would do it because I have a lot of problems
to solve in Vostok and have a plans for next projects already.

Can You help me?

With best regards,
Slavutinsky Victor


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Re: [Flightgear-devel] Need help on including osgEarth in FlightGear

2011-05-19 Thread Slavutinsky Victor
In addition to previous message I can tell what existed X-15 and SR-71
need that implementation, as some other already existed high
speed/altitude crafts too.

With best regards,
Slavutinsky Victor 


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[Flightgear-devel] heads up: FlightGear release plan

2011-05-19 Thread Torsten Dreyer
Hi everybody,

during this year's LinuxTag, Martin Spott, Mathias Fröhlich, Thorsten Brehm 
and myself developed a strategy and a concept about how to kick out new 
releases of FlightGear on a regular schedule.

Please find our first draft here:  http://wiki.flightgear.org/Release_Plan

For the impatient reader, this is the abstract:
We plan to have two releases per year, one in February, one in August. The 
first scheduled release following this concept will be 2.4.0 in August this 
year, 2.6.0 is scheduled for February 2012.

If no major objections arise, we will set the version number on the current 
development stream to 2.3.0 and will call out a feature freeze on June 17th.

Any comment and certainly any help for actually preparing the release is 
welcome. 

Thanks, Torsten

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Re: [Flightgear-devel] Request of help to get started

2011-05-19 Thread Martin Spott
Marcel Fernandez wrote:

 If you want to do that, count me in. All you have to do is explain me a bit
 what I have to do.

Hah, I'm not planning to do that myself, instead I'm trying to catch a
volunteer who'd be willing to continue the OpenRadar where Ralf left
the scene  :-)
The foundation of OpenRadar is a pretty clever concept and therefore I
think it deserves to be continued   and, as far as I can tell, it's
currently the only truly OpenSource application that works with
FlightGear and also resembles the look-and-feel of real life Radar
screens.

 I have been looking at the source code, but I don?t know where the branches
 to merge are.

Branches (heads) are listed at the bottom of this page:

  http://mapserver.flightgear.org/git/gitweb.pl?p=openradar;a=summary

git checkout will provide the branches in question, see:

  http://www.kernel.org/pub/software/scm/git/docs/git-checkout.html

Cheers,
Martin.
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Re: [Flightgear-devel] Need help on including osgEarth in FlightGear

2011-05-19 Thread Stuart Buchanan
Hi Victor,

On Thu, May 19, 2011 at 1:03 PM, Slavutinsky Victor  wrote:
 Repost. Forum topic theme is
 http://www.flightgear.org/forums/viewtopic.php?f=6t=12005

 Hi. I am doing Vostok-1 project for FlightGear and have a lot of
 problems due to current terrain engine what can not supply high
 altitude/speed flights.

snip

 I suppose what including some other terrain engine, say osgEarth
 http://osgearth.org/ and switching on it from some speed/altitude could
 solve all that problems. osgEarth is GPL and uses same OSG base as
 FlightGear. It seems to what include it will be comparatively easy. But
 me myself do not competent enough to implement it alone.

 I could do something in that case still but need a lot of help. It would
 be better if someone else would do it because I have a lot of problems
 to solve in Vostok and have a plans for next projects already.

Unfortunately, programmers with sufficient OSG and FG knowledge are
very thin on the ground. Tim Moore is the guru, and best placed to say
how difficult this would be, though I've spent some time working on the
graphics as well.

From my experience adding a new terrain engine such as osgEarth
would be a very large job indeed.

As you have shown, we have plenty of room for improvement in our
existing terrain and graphics engine.

Personally, I think my efforts are better spent improving our existing
graphics, which will benefit both low altitude and sub-orbital flights,
rather than integrating a new terrain engine.

Going off-topic: one thing I have been thinking off is generating lower
resolution BTG terrain files using terragear and then loading different
resolution files depending on distance. So tiles far away would use a
lower resolution height map and wouldn't include line and point features.
I've still to investigate to see if this would make any real difference both
in terms of I/O and graphical performance. Anyone got any ideas?

-Stuart

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Re: [Flightgear-devel] Need help on including osgEarth in FlightGear

2011-05-19 Thread Slavutinsky Victor
 Hi Victor,

Hi Stuart.

 Unfortunately, programmers with sufficient OSG and FG knowledge are
 very thin on the ground. Tim Moore is the guru, and best placed to say
 how difficult this would be, though I've spent some time working on the
 graphics as well.

Cool...

 From my experience adding a new terrain engine such as osgEarth
 would be a very large job indeed.

Ok...

 As you have shown, we have plenty of room for improvement in our
 existing terrain and graphics engine.
 
 Personally, I think my efforts are better spent improving our existing
 graphics, which will benefit both low altitude and sub-orbital flights,
 rather than integrating a new terrain engine.

I had propose other engine solution only because do not know is it
possible to improve current.

 Going off-topic: one thing I have been thinking off is generating lower
 resolution BTG terrain files using terragear and then loading different
 resolution files depending on distance. So tiles far away would use a
 lower resolution height map and wouldn't include line and point features.
 I've still to investigate to see if this would make any real difference both
 in terms of I/O and graphical performance. Anyone got any ideas?

I have some idea what I had wrote about somewhere. Do not know if it new
or can it help. Look. Oh high speed/altitude there is no reason to make
tiles polygonal at all. It's so distant/fast to feel much difference.

Better to do it way osgEarth engine does. It loads one picture for tile
and other picture for altitude by normalmap, as urban shader and
normalmap shader do. With shader off it could be simply even surface
with Earth texture, with shader on it could be relief. In any case it
could be much faster then current multipoligonal tiles.

-Victor


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Re: [Flightgear-devel] Modified download_and_compile.sh script

2011-05-19 Thread Francesco Angelo Brisa
Hi, I merged the script, applying fixes from Brandano (Who I really thank)
and moved version number to 1.4

you can download new script version here as usual:

http://assistenza.larasrl.net/brisa/fgfs/download_and_compile.sh

noob question: how to make a git request ?

Cheers
Francesco
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Re: [Flightgear-devel] heads up: FlightGear release plan

2011-05-19 Thread Vivian Meazza
Torsten wrote

 
 during this year's LinuxTag, Martin Spott, Mathias Fröhlich, Thorsten
 Brehm
 and myself developed a strategy and a concept about how to kick out new
 releases of FlightGear on a regular schedule.
 
 Please find our first draft here:  http://wiki.flightgear.org/Release_Plan
 
 For the impatient reader, this is the abstract:
 We plan to have two releases per year, one in February, one in August. The
 first scheduled release following this concept will be 2.4.0 in August
 this
 year, 2.6.0 is scheduled for February 2012.
 
 If no major objections arise, we will set the version number on the
 current
 development stream to 2.3.0 and will call out a feature freeze on June
 17th.
 
 Any comment and certainly any help for actually preparing the release is
 welcome.
 

It's as good a plan as any other. However we missed the last planned release
(2.2.0). I'm unaware of the reason(s), but I assume that release is dead. So
I think the question we have to ask is not when but how. Until that is
solved, the when is pretty meaningless. 

Nevertheless, having a plan at all is a good start.

Vivian





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Re: [Flightgear-devel] Need help on including osgEarth in FlightGear

2011-05-19 Thread Curtis Olson
On Thu, May 19, 2011 at 10:56 AM, Stuart Buchanan stuar...@gmail.comwrote:

 Going off-topic: one thing I have been thinking off is generating lower
 resolution BTG terrain files using terragear and then loading different
 resolution files depending on distance. So tiles far away would use a
 lower resolution height map and wouldn't include line and point features.
 I've still to investigate to see if this would make any real difference
 both
 in terms of I/O and graphical performance. Anyone got any ideas?


Ideas on this subject have been batted around since the earliest start of
the FlightGear project.  I say that only to point out that the existing
system didn't get created blindly or without serious thought.  There are
flaws and short comings though so it certainly is worth revisiting the
subject periodically.

The issue of level of detail: generally it's a good strategy to consider,
but the hardest part when doing this with terrain tiles is dealing with how
they match up against their neighbors of differing levels of detail.  Any
mismatch of points and lines along the boundary will show up as visible
cracks which are really ugly.  We've discussed several strategies for
ensuring the tiles match up, or hiding the seams ... none are ideal or
without cost.

At the time the current system was developed we strategized that avoiding
LOD might be a bigger net win that trying to cruft up some convoluted
strategy to hide or avoid cracks.  It also made life simpler.

We also strategically decided to invest our resources into a TIN based
terrain system rather than a ROAM based.  So we skin our terrain surface
with an irregular mesh of triangles that uses smaller triangles in higher
detailed areas (like mountains) and uses much larger triangles in areas that
are generally flat.  We have a somewhat sophisticated algorithm to adapt an
optimal TIN to a regular gridded set of terrain data within some set of
constraints (achieving some minimal error tolerance, and/or limiting the
total number of vertices per tile.)

After we had our TIN based system implemented, ROAM based systems (such as
Victor) suggests became very popular.  Then a few years later as graphics
cards became *much* more powerful and capable of storing arrays of geometry
data on board, TIN based system started coming back into popularity.  It's
my understanding that much of the optimization strategies for ROAM
algorithms need to happen on the CPU and are hard to push out to the video
card to even take advantage of the newer video card features.  So our
clothes are once again in style!

I'm not hear to suggest one approach is necessarily better than another,
just to say that a lot of thought and work has gone into the current system,
even though it isn't perfect.

Here are a couple other thoughts to consider ...

GoogleEarth/osgEarth type systems look incredible from altitudes of a few
thousand feet on up.  But if you ever put your view point very close to the
ground and try to look at roads or airports, you'll see that all the great
imagery washes out and all that depth and shadow goes away and you just see
an ugly mishmash of unintelligible pixels.  We need to look good in some of
these situations ... flying a 3 degree glide slope means we are looking at
the airport surface nearly edge on.  This is a worst case scenario for
polygon texturing schemes.

We need to be able to populate the world with dynamic objects (other
aircraft) and land marks (buildings, bridges, etc.)  If we use a LOD scheme,
the local terrain height for any given point in the distance will change ...
and object could be partially buried when viewed from a distance, then as we
fly closer and get a new LOD level it could suddenly be floating, and then
when we finally get close it could be at ground level.  How do we deal with
that?  I'm not saying there aren't ways it could be handled, but it needs to
be carefully considered.

Also, we need to be able to query the terrain elevation at each wheel and
contact point of our own vehicle as well as query the terrain elevation of
any arbitrary point that is in view.  Many of our subsystems depend on the
terrain system providing this feature and we have a highly optimized system
to do this right now.  Any new scheme will need to be able to do fast height
lookups of any arbitrary point ... and how will our subsystems behave if the
altitude is constantly changing as the LOD changes ... in a ROAM scheme this
can be nearly continuous.

We have done quite a bit of work to model airport surfaces that follow the
lay of the land.  Our airports are not perfectly flat (just like in the real
world).  The elevations at the ends of each runway are usually at least a
little bit different -- again trying to match the real world.  Again ... not
perfect, but a lot of work has gone into making some pretty clever and at
least at the time, novel features that no other sim dared touch.  And
airports go beyond just their surfaces ... there is also lighting (a 

Re: [Flightgear-devel] heads up: FlightGear release plan

2011-05-19 Thread Arnt Karlsen
On Thu, 19 May 2011 17:47:43 +0100, Vivian wrote in message 
6F98880E3CB048A183E86552C9E0CA5E@MAIN:

 Torsten wrote
 
  
  during this year's LinuxTag, Martin Spott, Mathias Fröhlich,
  Thorsten Brehm
  and myself developed a strategy and a concept about how to kick out
  new releases of FlightGear on a regular schedule.
  
  Please find our first draft here:
  http://wiki.flightgear.org/Release_Plan
  
  For the impatient reader, this is the abstract:
  We plan to have two releases per year, one in February, one in
  August. The first scheduled release following this concept will be
  2.4.0 in August this
  year, 2.6.0 is scheduled for February 2012.
  
  If no major objections arise, we will set the version number on the
  current
  development stream to 2.3.0 and will call out a feature freeze on
  June 17th.
  
  Any comment and certainly any help for actually preparing the
  release is welcome.
  
 
 It's as good a plan as any other. However we missed the last planned
 release (2.2.0). I'm unaware of the reason(s), but I assume that
 release is dead. So I think the question we have to ask is not when
 but how. Until that is solved, the when is pretty meaningless. 
 
 Nevertheless, having a plan at all is a good start.
 
 Vivian

..my opinion is the release guru should play around until 
he finds a bunch of git versions he likes and then release 
that combination as 2.2.0, might even become the preferred 
way.

-- 
..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] Need help on including osgEarth in FlightGear

2011-05-19 Thread Slavutinsky Victor
In addition, I have two questions for You, one is nice and other is not
so. Firstly not so nice question.

When?

I mean, surfing on the rocket it's not so easy on itself and only
fanatics will try it when there is no Earth surface visible but lags and
fallouts instead of it. Even me, who put more than half of year everyday
work in it, do not like to fly it much now. So future improvement of
Vostok is unreasonable due to absence of people who would be
interested in it until terrain engine improvements. I do want to know
when it will be improved to plan my work.

Secondly, nice question. 

Can I help to do it faster somehow?

I really interested in continue Vostok and other such crafts
development in FG. I could do something for terrain engine improvement
if someone would teach me how to do so.

Victor


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Re: [Flightgear-devel] heads up: FlightGear release plan

2011-05-19 Thread Torsten Dreyer
 It's as good a plan as any other. 
There was another release plan? Wasn't aware of it ;-)
 However we missed the last planned
 release (2.2.0). I'm unaware of the reason(s), but I assume that release
 is dead.
Yes, we simply declare it dead. To much has changed since the day we branched.
 So I think the question we have to ask is not when but how.
 Until that is solved, the when is pretty meaningless.
You name it! That's why we spend an entire evening (with good pizza and good 
beer!) discussing the how which, in the end, automatically lead to the 
when. 

Torsten

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Re: [Flightgear-devel] Need help on including osgEarth in FlightGear

2011-05-19 Thread Slavutinsky Victor


 GoogleEarth/osgEarth type systems look incredible from altitudes of a
 few thousand feet on up.  But if you ever put your view point very
 close to the ground and try to look at roads or airports, you'll see
 that all the great imagery washes out and all that depth and shadow
 goes away and you just see an ugly mishmash of unintelligible pixels.
 We need to look good in some of these situations ... flying a 3 degree
 glide slope means we are looking at the airport surface nearly edge
 on.  This is a worst case scenario for polygon texturing schemes.

Well, I do not talk about dropping off current engine totally. It's ok
for what it was created, for 30km/3Mach altitudes/speeds flight. There
is no reason to dropping it in those conditions since most of users fly
in it and most of users are satisfied.

But it, as You of course know, completely useless for 25km altitudes.
To make it become useful in that conditions it's, truly, very
complicated story until we do not have completely new math as Outerra
and similar engines of that type have to recalculate tiles in runtime
somehow.

I had talked about easy solution. To 25km everything works as now. From
25km there is flat surface what looks relief by shader. You can not see
other craft what flying near surface on great distance from that
altitude anyway. And no 5deg approaches on that altitude. Actually it's
hard to see not runways but whole cities, so You may do not care about
ground contacts. You will not touch Earth until You come lower there
original engine will turned on already.

Actually I had talked about 100km and higher altitudes. It could look,
as I had shown, that way 

http://i.imgur.com/2TZKX.jpg

As You may see, if there was some shader instead of multipoligonal tiles
You could not see the difference.

Of course that switch is somehow wrong solution since it absented in
real life. But it could start work in visible time instead of other
solutions.

I understand what there is not so many people who interested in flying
in something instead of Boing, F14, Bo, Cessna and so on. But I
personally could do something for other guys who interested in X-15,
SR-71, Mercury-Atlas and so on, because me personally interested in it. 

I suppose it's possible to automatically make that flat tiles with
altitude in alpha channel out of current terrain in same resolution for
every tile. Then there could not be some problems with matches.

Regards,

Victor.


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Re: [Flightgear-devel] OT: android/ipad development

2011-05-19 Thread Jonathan Tanant
Le 18 mai 2011 à 20:36, Curtis Olson a écrit :

 This is a bit off topic, but I was wondering if we have any developers here 
 who might be interested in talking about a specific android (or ipad) project.
 
 As many of you may know, I am involved with a small company that is 
 developing a UAS (UAV) and autopilot.  We have a PC based ground station 
 already developed, but we thought it could be cool to investigate developing 
 something for a mobile tablet platform.  The sorts of things we would be 
 looking at include:
 
 - live moving map to track the flight in real time (along with other 
 important data)
 - route plotting/planning
 - accept and relay basic commands to the UAS (like route changes, altitude or 
 airspeed changes, etc.)
 - glass cockpit display (similar to this: 
 http://www.youtube.com/watch?v=YkZEX45Hx-s)
 - display or overlay other real time data from the UAS (for debugging or 
 detailed monitoring of the flight in certain circumstances)
 - maybe some sort of IP based live video feed (?)
 
 This is a low budget project, but we might be able to find a small amount of 
 funding to go towards this effort if we found the right person.
 
 Anyone want to chat more about this?
 
 Thanks,
 
 Curt.
 -- 
 Curtis Olson:
 http://www.atiak.com - http://aem.umn.edu/~uav/
 http://www.flightgear.org - http://gallinazo.flightgear.org
 
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Hello Curt !

I am very interested !

Actually, an iOS FlightGear compatible glass cockpit display is one of my 
summer-planned-projets. As soon as I'm finished with my other contracted 
works...
I work as a freelance programmer in France (stuffs like games, 3d, Unity, C++, 
audio, iPhone...). 

Some ideas I was thinking about :
-FlightGear remote : connect via telnet, control FlightGear sim remotely.
-Glass cockpit : jet, propeller, airliner... Something inspired by the 
FlightGear 2d panel system (or forked from ?).
-mpmap : port the Multiplayer map to iOS.

So your project seems interesting, can you tell more about it ?

cheers,

Jonathan.


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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-19 Thread Lauri Peltonen
Hi all!

At last I had time to look at the black sky problem which resulted every
time visibility was  1000 meters (or feet?). Anyways, I found the
problem.

Indeed I changed the clear color to be black to make space look better.
But what I didn't know was that the whole sky (dome and stars etc) is
optimised away if visibility is less than that 1000 units.

So the solution is either change the clear color to what it was, or make
it ramp linearly to black or something with altitude.

Or change simgear/scene/sky.cxx around line 117 (repaint method), there
is a 
if ( effective_visibility  1000.0 ) {
  ...
} else {
  // turn off sky
  disable();
}

so taking that condition away would solve the problem.

What would be the best solution, what do you think?

Zan


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Re: [Flightgear-devel] Modified download_and_compile.sh script

2011-05-19 Thread ThorstenB
Am Donnerstag, den 19.05.2011, 18:34 +0200 schrieb Francesco Angelo
Brisa:
 Hi, I merged the script, applying fixes from Brandano (Who I really
 thank) and moved version number to 1.4
Thanks Francesco, pushed:
https://www.gitorious.org/fg/fgmeta/commit/ae211a06f79aa405273df3d6bfc9963c98b33263

 noob question: how to make a git request ?
Short explanation: you need a private clone of fgmeta:
http://www.gitorious.org/fg/fgmeta
= Clone repository

Then git pull your private clone to your local machine, update your
local repository and git push the changes back to your gitorious
clone.
Once your private clone on gitorious.org is updated, you can use the
Request merge button there.

If that's the only file you're working on using git, it may not be worth
to set this all up. Otherwise it'll be worth looking at the git manual -
or some git-related in our archives.

cheers,
Thorsten



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Re: [Flightgear-devel] heads up: FlightGear release plan

2011-05-19 Thread ThorstenB
Am Donnerstag, den 19.05.2011, 17:47 +0100 schrieb Vivian Meazza:
 I think the question we have to ask is not when but how. Until that is
 solved, the when is pretty meaningless. 
And the last release got stalled more on a who than a how alone,
when several people became too busy/blocked with RL commitments. You may
not like that, but you can't blame anyone who has done a lot for FG and
who has already invested a lot of free time into the project, that
they suddenly need to shift their priorities or need a break for
personal reasons.

The new plan alone doesn't exclude the risk of this repeating - but
there more people actively participate in the release, the less likely
we're going to get stalled. So, it's up to all of us.

And all of you can help: you can help by testing FlightGear right now
and of course the upcoming release candidates and file bug reports. Of
course we need as much help as possible for fixing issues. Things in the
FG core will need to be fixed - but also issues concerning fgdata, such
as working on aircraft or GUI. Everyone can look at the bug tracker,
pick issues and submit patches. And even if you can't work on code or
aircraft, you can still help by trying to narrow done what exactly
causes a specific bug issue (such as testing which commit introduced a
particular problem or what command-line/environment/... setting exactly
triggers a certain problem). Or you can help with updating/improving
manuals. Lots to do - any help is welcome!

cheers,
Thorsten




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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-19 Thread TDO_Brandano -

I think that the best setup would use a broken line rather than a simple linear 
ramp, to show actual transition outside of atmospheric flight.  Would something 
like that affect performance much?

Alessandro

 From: lauri.pelto...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Date: Thu, 19 May 2011 21:38:38 +0300
 Subject: Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268
 
 Hi all!
 
 At last I had time to look at the black sky problem which resulted every
 time visibility was  1000 meters (or feet?). Anyways, I found the
 problem.
 
 Indeed I changed the clear color to be black to make space look better.
 But what I didn't know was that the whole sky (dome and stars etc) is
 optimised away if visibility is less than that 1000 units.
 
 So the solution is either change the clear color to what it was, or make
 it ramp linearly to black or something with altitude.
 
 Or change simgear/scene/sky.cxx around line 117 (repaint method), there
 is a 
 if ( effective_visibility  1000.0 ) {
   ...
 } else {
   // turn off sky
   disable();
 }
 
 so taking that condition away would solve the problem.
 
 What would be the best solution, what do you think?
 
 Zan
 
 
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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 11

2011-05-19 Thread BARANGER Emmanuel
Le 19/05/2011 20:16, flightgear-devel-requ...@lists.sourceforge.net a
écrit :

6 Posts unnecessary poluent the devel list just for the pleasure of
drooling over the others. Heiko Bravo. People see for themselves.

The update of the Lark was barely over when you came to criticize
without knowing. It took me 5 minutes to add the 4 versions as suggested
by Ron.

5 minutes during which I answered you in private but only in private.
And if I made ​​this post here is to carefully explained that I
responded to your silly attacks. But no, contaminated the Devel list.
But it seems that, in addition to not understand, you do not know to use
a computer.

 Groucho aka Oliver Fels

? Who are this people ? I have known people to justify their defamatory
used the names and peudos other people. But then, you're the best at
this game.
Personally, I take my writing and I do not quote people who did not ask
anyone.

-- 
BARANGER Emmanuel

http://helijah.free.fr


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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 11

2011-05-19 Thread Heiko Schulz
Emmanuel,
and all here involved or not,

with your answer to Martin here on the devel-list you began to discredit me. 
You didn't talk to me - but about me. 

Isn't that exactly the behaviour you don't like? So why did you do it?

The fact that you tried to discredite me let me give no other choice defending 
me than showing how you are really behaving and how you roll.


Don't you notice that you contradict yourself all the time? Whether it is about 
the realism of YASim, the helicopter fdm, your knowledge in speaking english or 
your whole behaviour?


I didn't have attacked you before, but it seems that you understand any 
criticism as personal attack. 
It could been seen here in the past, in the forum and now. And I'm not the only 
one.
That's something it can't be denied.


The fact that you try to interprete things which aren't there in a automatic, 
lousy and mostly wrong Google-Translation doesn't make it better. It makes it 
more worse.

You are demanded things here from me which you even don't follow yourself. 
As an example from your last Email to me: You're not Maik and you do not have 
the authority to speak for him. So avoid doing so.

So why YOU are doing it? Did you had the permission by him to forbid in which 
names I speak? No, you didn't.

Actually I had the permission by Maik to speak in his name here.

But YOU don't have the authority to tell me in which names I speak! 





The original issue was that the fdm of an helicopter had been replaced 
fundamental with a fdm unrealistic and wrong, without asking the author of it.

As I understand the rules and principles of FlightGear Project this isn't the 
correct way, so I raised it up. My goal wasn't to discredite E.B. but to make 
clear that it isn't in the spirit of this project and I wanted to know how to 
get a good solution for everyone.
I made a proposal, but wasn't sure if there is no better way.

Due to former experiences I had with E.B. I decided to use a neutral place 
instead contacting E.B himself, and as the Developers-list is the place for 
developement for code, scenery, aircraft and other related things I thought it 
was the best place.

Is the goal of FlightGear Project still the same as 6 years before when I 
stumbled in- realistic as possible and with that as close as possible to the 
flight characteristics of the real aircraft; sophisticated, cross-platform 
FlightSimulator ?


Heiko

  









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