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

2011-06-01 Thread Torsten Dreyer
 we need to sit on this as
 2.2.freeflightsim.org.. We need a marketing plam somwhat.. I hope we stick
 to release schedule..
We are currently well on track. We fixed many bugs from the tracker and now 
that June has arrived, there are just roughly two weeks until we freeze 'next' 
for the final dustremoval session and before we branch for the release on 
July, 17th.

Torsten

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

2011-06-01 Thread HB-GRAL
Am 01.06.11 07:41, schrieb Torsten Dreyer:
 Can you please update http://wiki.flightgear.org/Release_Plan with this
 very important information ? Something like a short description of
 current state ?

 Thanks a lot, Yves
 Hi Yves,

 this particular wiki page was written (mostly by myself) to document our
 release plan. I tried to make it as complete as possible but if anything is
 missing, please feel free to add it to the wiki.

 Thanks, Torsten


Hi Torsten

I only missed the statements from your message here in the list, which 
is very important to see current progress. Because i.e. Text on 
gitorious does not reflect the new plan. Sorry, I was away for some 
weeks ... Maybe I will add a box or something on top of the wiki page 
to reflect current state in two or three lines.

I really like this effort with the release plan and I apologize, I 
didn’t want to come back to the project and as a first action I change 
this new wiki page. I missed such an effort a long time, I hope this 
becomes a real roadmap now.

Thanks a lot, Yves


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Re: [Flightgear-devel] terragear - file src/Lib/Optimize/genfans.cxx

2011-06-01 Thread Jason Cox
Chris/Geoff,
I normally see reams of these and other similar lines.
I think that you are seeing some form of count for terrain type.

My usual output has other textures mixed in there and only ever 3 as
the number expressed.

If you are using a hight level of detail (OSM residental) and processing
a 10x10 then is will take a long time to complete and any tile that has
a lot of detail will produce lots of the described output.

I have also noticed that the generation takes a long time due to it
being single threaded ( hogs a single core ).
I have tried to use the server/client but found that it just doesn't
appear to work anymore..


Jason Cox
( still building YSSY to YWLM )


On Wed, 2011-06-01 at 01:35 +0200, Geoff McLane wrote:
 Hi Chris,
 
 Glad the rough 'fixes' I provided worked a little 
 for you... have yet to clone your 'papillon81' 
 clone, and try it... but...
 
 While it is agreed on this list everyone seems to 
 really _LOVE_ extreme brevity, (perhaps except 
 me ;=)), your post just did not tell me 
 enough ;=((
 
 I searched the entire terragear-cs source for -
 Default=, and did not get a single hit, well 
 one ... Default=%s\n, out_file), but that's 
 obviously not it, so no idea where to look ;=(( 
 
 Maybe the output is in simgear, or some of the 
 other libraries that are included in fgfs-construct...
 
 Spaces and case are vitally important...
 
 But what is the console output immediately prior 
 this 'continuous' output? Maybe that would provide 
 more clues as to where it is in the processing...
 
 It is clear fgfs-construct is getting 'stuck' 
 somewhere, but simply need more information...
 
 It is certainly _NOT_ 'normal' behavior, and 
 historically (I assume Curt ;=)) implemented some 
 draconian 'rlimit' - setrlimit(RLIMIT_CPU,timeout),
 to abort after a period of time, which is just 
 NOT available in my WIN32 environment, to avoid 
 such a 'forever' loop...
 
 At the time I understand, they were building the 
 WHOLE WORLD world of scenery, and did not want the 
 process 'stuck' on some bucket, or group of 
 buckets...
 
 So while I also now play with a Ubuntu linux build, 
 I try HARD to find 'other' solutions for WIN32...
 like finding, and fixing the 'reason' for such 
 'forever' loops...
 
 So with more information, maybe we can track 
 down, and 'fix' it, forever ;=))
 
 But, _BUT_, be aware, some others, who have tried 
 my 'fixes', including myself ;=)), especially regarding 
 the 'priorities' have succeeded in only producing 
 really _MESSED_ up scenery - see -
  http://geoffair.org/tmp/mess-01.ppm 
 or
  http://geoffair.org/tmp/mess-02.jpg 
 and these were generated using my modified 
 WIN32 fgfs construct exe -
  http://geoffair.org/fg/fgfs-054.htm#downloads 
 so I feel I am very _FAR_ from the solution ;=((
 
 Any input from others, with knowledge, would 
 really HELP...
 
 Regards,
 Geoff.
 
 
 
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Re: [Flightgear-devel] heads up: FlightGear release plan

2011-06-01 Thread Torsten Dreyer
 Hi Torsten

 I only missed the statements from your message here in the list, which
 is very important to see current progress. Because i.e. Text on
 gitorious does not reflect the new plan. Sorry, I was away for some
 weeks ... Maybe I will add a box or something on top of the wiki page
 to reflect current state in two or three lines.

 I really like this effort with the release plan and I apologize, I
 didn’t want to come back to the project and as a first action I change
 this new wiki page. I missed such an effort a long time, I hope this
 becomes a real roadmap now.

 Thanks a lot, Yves
Hi Yves and welcome back,

the roadmap is there - now let's hope enough people are willing to 
follow us on that path. Currently the workload is distributed on the 
shoulders of just a few of us and every little help is very much 
appreciated.

Torsten


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[Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-01 Thread Slavutinsky Victor
Another one, maybe final, attempt to attract FG community attention to
high altitude/speed flights and current terrain engine problems with it.

Current terrain engine makes flights on high altitudes or long flights
on high speeds unreasonable. There is no Earth surface visible, only
blue fog, but lags very big, fps may drop to one per second or less,
simulation may crash on attempt to switch to other window and so on,
because it still loads some terrain even if it is invisible to pilot and
that terrain is unreasonably exact. 

It's all makes such flights, not easy on itself, unpopular by most of
users. One option is fly complex craft and get some cool view, other
option is to fly complex craft without view but with dropouts.

No to say I am not competent enough to do something myself, but I need
at least some help about where to start, for example, where to switch
current terrain engine off completely and leave only fog to avoid
terrain loading and lags. Because I do not want to overwhelm developers
resistance to some improvements including and I am need to know what it
will be accepted for sure to avoid unaccepted work. If not then not.

With best regards,
Slavutinsky Victor


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Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-01 Thread thorsten . i . renk
 Current terrain engine makes flights on high altitudes or long flights
 on high speeds unreasonable. There is no Earth surface visible, only
 blue fog, but lags very big, fps may drop to one per second or less,
 simulation may crash on attempt to switch to other window and so on,
 because it still loads some terrain even if it is invisible to pilot and
 that terrain is unreasonably exact.

For the record, I'm not experiencing any of these problems when the
visibility is ~ 100 km - the terrain is simply gone. But I think it would
be nice to have an option to switch off the default terrain, to replace it
by something else.

As I indicated in the Forum
http://www.flightgear.org/forums/viewtopic.php?f=6t=12005
a solution to the problem would be to represent Earth from high altitude
by pieces of a hires textured sphere (textures to be obtained from
Celestia), with (at least as demo) a simple Nasal script controlling which
pieces of the sphere are currently to be loaded.

I did some experiments with a textured sphere and found that I can't
simply place an Earth-sized sphere at the coordinate origin - the model is
apparently deemed to be too far away and isn't shown. Maybe there is a
simple way to switch this off - but if not, a viable solution would be to
use a nearer (co-moving) sphere bit which is kept in the precise
proportion to the real thing as given by simple ray optics. Using this
trick, I have managed to get a plausible ufo-above-Earth view within 35
minutes work with a simple lowres (4096x4096) textured Earth.

I believe all this is doable without significant modifications to the
core. It may not be an elegant solution, but it can be picked up by anyone
who is able to code a bit Nasal and can texture a model. Admittedly there
are much more elegant solutions, and solutions which generalize to flights
in the whole solar system, but I don't really see us getting started on
that.


Cheers,

* Thorsten


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[Flightgear-devel] Object distance fading color

2011-06-01 Thread thorsten . i . renk

I've recently done a visual comparison between hires Flightgear scenery
and reality - for those interested, see here:

http://www.flightgear.org/forums/viewtopic.php?f=5t=12259

One of the striking points is that in reality even in partially clouded
skies distant objects do not start to fade into white (as the Flightgear
terrain shader assumes) but into darker colors, sometimes providing a
striking contrast with the horizon sky color before they fade into the
horizon color at even larger distance.

I've played a bit with /rendering/scene/saturation to see if there was a
way to recover that, but it didn't seem to do the right thing.

I believe the relevant parameter is the amount of light reaching the
surface at a given altitude. Naturally, the terrain shader can't know that
up front, but the weather system has all the the information needed.

If anyone is interested in attacking that problem from the shader side by
exposing a property which can dial the 'darkness' of distant objects when
they start to lose their color, I'd be happy to do my part from the
weather side and cook up a model which sets the parameter value dependent
on conditions.

* Thorsten


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[Flightgear-devel] Reparsing materials.xml runtime?

2011-06-01 Thread thorsten . i . renk

Following the idea of placing conditionals on position in materials.xml, I
have created a rather nice demo for regional textures. But the problem
remains that only the startup position counts, i.e. I suspect
materials.xml is parsed only once during a Flightgear session.

Is there a simple way to make the core re-read materials.xml at runtime,
or can this be implemented without too much trouble? I think the general
idea to represent a European city by a different texture than a US city is
appealing (at least to me), but for people doing transatlantic flights a
regional texture based on the startup location isn't so compelling.

Cheers,

* Thorsten


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Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-01 Thread Slavutinsky Victor
 As I indicated in the Forum
 http://www.flightgear.org/forums/viewtopic.php?f=6t=12005
 a solution to the problem would be to represent Earth from high altitude
 by pieces of a hires textured sphere (textures to be obtained from
 Celestia), with (at least as demo) a simple Nasal script controlling which
 pieces of the sphere are currently to be loaded.

As I said previously, it's gotta be implemented not on model level but
on whole FG level, or not implemented at all. Think You have more
productive computer while I have midproductive. We must orientate on
users with midproductive or even less powerful computers. Current FG
terrain engine can not be used on high altitude/speeds on current
midlevel computers and gotta be switched off anyway.

 I did some experiments with a textured sphere and found that I can't
 simply place an Earth-sized sphere at the coordinate origin - the model is
 apparently deemed to be too far away and isn't shown. Maybe there is a
 simple way to switch this off - but if not, a viable solution would be to
 use a nearer (co-moving) sphere bit which is kept in the precise
 proportion to the real thing as given by simple ray optics. Using this
 trick, I have managed to get a plausible ufo-above-Earth view within 35
 minutes work with a simple lowres (4096x4096) textured Earth.

Well, I suppose there is possible solution, as rising LOD of whole model
and LOD of Earth in model xml file. 

animation
typerange/type
min-m0/min-m
max-m100/max-m
/animation

But what will You do in multiplayer?

 I believe all this is doable without significant modifications to the
 core. It may not be an elegant solution, but it can be picked up by anyone
 who is able to code a bit Nasal and can texture a model. Admittedly there
 are much more elegant solutions, and solutions which generalize to flights
 in the whole solar system, but I don't really see us getting started on
 that.

Again, in multiplayer You'll cover sky of other users with giant sphere
or will look as craft with big sphere aside for others. It's not only
not elegant, it's not solved problem really. Of course it possible to
make mutiplayer model without that sphere and so on, but normal things
gotta be common. Otherwise it makes problems what can not be solved.

 Cheers,
 
 * Thorsten

Cheers,

* Victor


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Re: [Flightgear-devel] Object distance fading color

2011-06-01 Thread Erik Hofman
On Wed, 2011-06-01 at 14:50 +0300, thorsten.i.r...@jyu.fi wrote:
 I've recently done a visual comparison between hires Flightgear scenery
 and reality - for those interested, see here:
 
 http://www.flightgear.org/forums/viewtopic.php?f=5t=12259
 
 One of the striking points is that in reality even in partially clouded
 skies distant objects do not start to fade into white (as the Flightgear
 terrain shader assumes) but into darker colors, sometimes providing a
 striking contrast with the horizon sky color before they fade into the
 horizon color at even larger distance.
 
 I've played a bit with /rendering/scene/saturation to see if there was a
 way to recover that, but it didn't seem to do the right thing.
 
 I believe the relevant parameter is the amount of light reaching the
 surface at a given altitude. Naturally, the terrain shader can't know that
 up front, but the weather system has all the the information needed.
 
 If anyone is interested in attacking that problem from the shader side by
 exposing a property which can dial the 'darkness' of distant objects when
 they start to lose their color, I'd be happy to do my part from the
 weather side and cook up a model which sets the parameter value dependent
 on conditions.

Part of the problem is that FlightGear almost always renders ideal
situations for the skydome.
If you look at this picture you see there are situations where white fog
is natural:
http://upload.wikimedia.org/wikipedia/commons/2/2a/St.Gilgen_Panorama_2007-02-22.jpg

But you obviously won't get that with the sun hidden behind a cloudy
sky.

Erik


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[Flightgear-devel] fgdata merge requests.

2011-06-01 Thread Scott
Greetings fgdata committers,


   I notice that there is 4 outstanding merge requests for fgdata master
branch in git (including one that belongs to me). 
   It also looks like gitorious.org have changed their merge procedure
so it works much better now, which is good news.

   Can some folks have a look at committing some of these please.


   cheers
   S.


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Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel Digest, Vol 61, Issue 12)

2011-06-01 Thread Hal V. Engel
On Tuesday, May 31, 2011 03:02:09 PM Vivian Meazza wrote:
 Hal,
 
 I can't follow your logic - because there are some aircraft that need a lot
 of work, the system shouldn't recognize advanced features in other
 aircraft that do have them? 

I should have been clearer - Sorry.  What I was trying to say is that we 
shouldn't need special cases to include this type of stuff in the rating.

 I also disagree with Stuart that such advanced
 features are nice-to-haves and add little to the simulation - why the hell
 are we including them then? Do the stores so nicely added to the P-51 add
 nothing? 

These add a lot.  I treated them as systems and included them in Systems 
rating.  Seemed like the right way to handle this stuff to me.

 On the other hand, the ability to change liveries adds to the
 model? Sure doesn't wring my withers, but I suppose the airliner
 aficionados (and I'm not one) absolutely must have that.

I agree with this (IE. that liveries only make sense for some models).  Stuart 
changed the External Model category to make liveries optional to get a 4 or 
above.

 The P-51 is a superb model already, and at a reasonable frame rate here -
 about 75% of my benchmark figure. 

The yasim p51d gets about 35 FPS on my older system (it's probably a mid level 
system by todays standards) and the jsbsim version gets about 22 FPS under the 
same conditions.  Considering how much more detail there is in the JSBSim 
cockpit I think it does OK frame rate wise.

 It would benefit from a tutorial on the start procedure -

It does have a complete startup check list/procedure in the aircraft specific 
help that is basically copied from the pilots manual.  The startup is fairly 
simple (comparable to a single engine GA aircraft) so most users should be 
able to get it running by reading the startup check list/procedure.

 
 but apparently that would win no points either. That seems to be a missed 
 opportunity too. 

I agree that the quality of the aircraft specific help and the existence of 
tutorials needs to be factored into the rating system some how.

 I suppose the P-51 FDM is accurate -
 but I find it not all that pleasant to fly. 

There is a high pilot work load during take off and initial climb out and this 
makes things unpleasant during those part of a flight.  Once up to or above 
normal climb speed and trimmed it becomes fairly easy to fly.  It also can be a 
handful in high G maneuvers since it will snap if there is a yaw angle as you 
approach stall.  You can appoach stall at fairly high speeds in high G 
maneuvers without blacking out.  FG pilots will likely find this behavior 
surprising since the JSBSim P-51D is the only FG aircraft I know of that will 
do this.  But after the pilot gets used to this behavior it gives the pilot a 
level of feedback near stall that is very useful.  

 I would say that you have probably slightly underrated its score.
 

I may have been overly critical with my ranking but I have a very long todo 
list and I am acutely aware of how much work remains to be done.  I think this 
is a common situation among those who are trying to create very high quality 
models and I also believe that most individuals trying to create high quality 
models will tend to underrate their own models.  I think this is a good 
thing since it sets a very high bar.
 
 
 In the final analysis - the system currently proposed is only marginally
 better than the current wet finger in the air method. I think we are
 falling a bit short here in our aim to be both objective, and to tell users
 more about the available aircraft.

This I don't totally agree with.  The system is far from perfect but at least 
we have a documented rating system that is somewhat objective and fairly easy 
to do.  We can improve on it going forward to make it more complete and what 
we have now is a good starting place and is clearly better than the wet finger 
in the air method.

 In particular, the failure to tell users
 that they need a powerful system to use a model, and something about the
 difficulty of use, is going to disappoint and or frustrate users.
 

I think these are separate issues from rating model maturity.

Hal
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Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel Digest, Vol 61, Issue 12)

2011-06-01 Thread Hal V. Engel
On Tuesday, May 31, 2011 10:26:18 PM Robert wrote:
 I absolutely agree with Vivian. The users should know about planes that
 need much resources (CPU, RAM, VRAM).
 This value should not influence the total score.

I think how much compute power is needed and how difficult a model is to 
use/fly 
are seperate subjects from the status/maturatity of the model.  In general 
models that are more mature will tend to require more compute resources and 
also will be more difficult to use/fly for aircraft of similar complexity IRL.  
Ease of use of the models should reflect how difficult the aircraft is to fly 
IRL 
at least for mature models.  

New users, particularly younger ones, sometimes think that FG is a game rather 
than a simulation and assume that how it presents aircraft should be arcade 
game like.  I have seen a number of forum threads that started off with 
something along the lines of I just started using FG today and I tried to fly 
complex high performance aircraft and I always crash during take off  
Invariably the next post will point out that complex high performance 
aircraft requires a lot of skill and experience to fly and will ask the user 
if he has tried the C172P or some other basic aircraft.  The OP will reply no 
but I will.  Then they report that they were succesful with the more basic 
aircraft and are happy with FG.  

IRL you don't climb into the pilots seat of a complex high performance 
aircraft for your first flight ever and expect to walk away in one piece.  Why 
would this be different for FG and why would FG users expect it to be 
different?  
Having a difficulty rating someplace visible to users is a good idea since it 
might clue in at least some new users that they probably need to start out 
with something easy to fly usless they fly complex aircraft IRL. 

So I agree ratings for difficulty of use and how much compute power is needed 
should be seperate from the status since these have nothing to do with model 
maturity.

 Maybe using the total score is not a good idea at all, because some users
 prefer the eye candy and don't worry about frame rate too much, others
 prefer an accurate FDM and a high framerate. So the total score doesn't
 tell the whole story!

The overall status is for backward compatibility.  It is displayed in fgrun 
and on the download page already.

Also the most mature models will have eye candy, complex system modeling and 
a high quality FDM.  So I think it does tell most of the story and users can 
infer how much compute power is needed for a given level of real life aricraft 
complexity from the status rating.  A very simple aircraft (IE. Piper Cub or 
sail plane) of any status probably will run fine on a low to mid level system.  
But a highly complex aircraft that has a mature model (production or above) 
will probably require a high end machine to get good frame rates.   It's not 
really rocket science as it just requires some common sense to figure out.  But 
I don't see any reason not to also include information about required compute 
power for each model.

 But the idea of showing the user individual scores (FDM, Systems, Cockpit,
 3d model, + needed resources) is a good one!
 What do you think?

At this point users have to look in the XML files to see the FDM, Systems, 
Cockpit and External model scores.  These are not visible in any UI or on the 
download page.  So at this point only users who understand how things are 
setup in FG will be able to find this information and more work will be needed 
to make it available to nave users.

Another issue is for the needed resources and difficulty rating to make sense 
there needs to be documentation on how to create the ratings and a description 
some place for user so that they can understand what these mean.

Hal
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[Flightgear-devel] Linker failed to build fgfs

2011-06-01 Thread Roland Häder
Hi all,

with the last commit from James Turner I could not build FGFS on Linux.
Now with a fix from Frederic, I can compile but still not link.

Here is what I got:
http://pastebin.com/Xye7VeWr

g++ (Debian 4.6.0-6) 4.6.1 20110428 (prerelease)

Regards,
Roland


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Re: [Flightgear-devel] Linker failed to build fgfs

2011-06-01 Thread ThorstenB
On 01.06.2011 20:48, Roland Häder wrote:
 with the last commit from James Turner I could not build FGFS on Linux.

Fixed now. Friends of CMake forgot about automake... ;-)

cheers,
Thorsten

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Re: [Flightgear-devel] SimGear compilation problem with MS VisualStudio 10

2011-06-01 Thread Claus Christmann
Please see inline and below:

- Original Message -
 Please see inline and below:
 
 On Friday, May 27, 2011 05:23:59 PM Frederic Bouvier wrote:
  AFAICS, MSVC2010 compiles current Git version without any problem.
  The OP
  doesn't say what version he is trying to build, but if I recall
  correctly,
  this error was fixed months ago. See
  http://gitorious.org/fg/simgear/commit/acbc09b232e4570462d5936eaf20d267153
  0d8f4 Last tested Boost is 1.44.0 for me.
 
  Regards,
  -Fred
 
 
 All,
 
 sorry for not staying on top of this over the weekend. I will look
 into all
 the comments posted, double check my git checkout and come back with
 either a
 success message or a more detailed failure description.
 
 Thanks for hanging in there with me
 
 Claus

I was trying to compile the SimGear-2.0.0 sources from 
http://simgear.sourceforge.net/.
As mentioned, the git sources compile using Cmake 2.8.4 and OSG 2.8.4 (after 
some minor tweaking of the 3rdParty dependencies).

Thanks to everyone who contributed, I would have given up without you :)

Cheers,

Claus

-- 
Claus Christmann, M.S.
Graduate Research Assistant

Georgia Institute of Technology
270 Ferst Dr NW
Atlanta, GA 30332-0150

http://uav.ae.gatech.edu

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Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel Digest, Vol 61, Issue 12)

2011-06-01 Thread Stuart Buchanan
Adding to Hal's comments:

On Wed, Jun 1, 2011 at 7:21 PM, Hal V. Engel wrote:
 On Tuesday, May 31, 2011 03:02:09 PM Vivian Meazza wrote:
 I also disagree with Stuart that such advanced
 features are nice-to-haves and add little to the simulation - why the hell
 are we including them then? Do the stores so nicely added to the P-51 add
 nothing?

 These add a lot. I treated them as systems and included them in Systems
 rating. Seemed like the right way to handle this stuff to me.

Yes - these are now covered by the Systems rating, which feels like a
much better
place than my original suggestion of External Model.

 It would benefit from a tutorial on the start procedure -
 but apparently that would win no points either. That seems to be a missed
 opportunity too.

 I agree that the quality of the aircraft specific help and the existence of
 tutorials needs to be factored into the rating system some how.

I was having a think about this myself today. I don't think having a
tutorial is critical
for a particular rating, but I do think that the start procedure should be
documented in-sim, either in the aircraft help or as a tutorial.

Accurate startup procedure is already a criteria for a System:3 rating. I
propose that we change this to read Accurate startup procedure, documented
in-sim (aircraft help or tutorial)

Does that sound sufficient?

Of course, this doesn't cover all the other procedures that we might want
documented, but it is common to all (powered) aircraft.

 In the final analysis - the system currently proposed is only marginally
 better than the current wet finger in the air method. I think we are
 falling a bit short here in our aim to be both objective, and to tell
 users more about the available aircraft.

 This I don't totally agree with. The system is far from perfect but at least
 we have a documented rating system that is somewhat objective and fairly
 easy to do. We can improve on it going forward to make it more complete and
 what we have now is a good starting place and is clearly better than the
 wet finger in the air method.

I think this is certainly a step in the right direction. The system
isn't perfect,
and I'm sure there are some aircraft that will end up under-rated and some
over-rated, but it will certainly sort the wheat from the chaff and give new
users and idea of what to expect from a given aircraft. If a new user looks
at early production aircraft, they should get a very good impression of the
quality available from FG.

The perfect is the enemy of the good. - Voltaire

(but A witty saying proves nothing. - Voltaire)

-Stuart

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Re: [Flightgear-devel] terragear - file src/Lib/Optimize/genfans.cxx

2011-06-01 Thread Christian Schmitt
Geoff McLane wrote:

 It is certainly _NOT_ 'normal' behavior, and
 historically (I assume Curt ;=)) implemented some
 draconian 'rlimit' - setrlimit(RLIMIT_CPU,timeout),
 to abort after a period of time, which is just
 NOT available in my WIN32 environment, to avoid
 such a 'forever' loop...

Hi,

while i can't give you the exact output that I reported, right now (i'm not 
on my Computer where it happened), I have dug a bit deeper into the rlimit 
stuff. I used TG with the following patch applied (partly strange): 
http://git.overlays.gentoo.org/gitweb/?p=proj/gamerlay.git;a=blob;f=games-
util/terragear-cs/files/terragear-cs-
setrlimit.patch;h=bcb166cd1c6311d655416c4aacefa1b71bcd25c4;hb=e330979f290cc3b2259f124ddc9d9527d42280c5

To rule out any influence of it, I built TG without it, but the fgfs-
construct process got interrupted very early, even with a small part of 
scenery to build. So it seems like this patch is needed one or the other 
way. Maybe with other settings. What do you use there?


Chris

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