Re: [Flightgear-devel] New Minneapolis Scenery

2011-12-20 Thread J. Holden
Curt:

Thanks for the update, is there any way I may be able to ask you for a 
screenshot of the concrete things?

To everyone: any noticeable problems with scenery tile loading, swirlies, or 
holes down to sea level?

Cheers
John


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Re: [Flightgear-devel] New Minneapolis Scenery

2011-12-20 Thread Roland Häder
On Mon, 2011-12-19 at 14:44 -0800, J. Holden wrote:
 http://www.stattosoftware.com/flightgear/minneapolis.zip

Hi John,

may I upload your ZIP file to my server to provide a mirror? And may I
include in my loader script? [1]

Regards,
  Roland

[1]: http://www.flightgear.org/forums/viewtopic.php?f=6t=6484


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[Flightgear-devel] DC-9/10 for EMAS simulation, best FDM ?

2011-12-20 Thread HB-GRAL
Hi all

When I want to start to implement a EMAS test in one FlightGear aircraft 
FDM, what is the best or most advanced FDM we have in the category of 
a DC-9/DC-10 ? I need to simulate a 60-70 kts overrun. The aircraft/FDM 
should provide a maximum take-off weight, a terrain coefficient and a 
braking friction coefficient, I guess ...

Thanks for any advice, Cheers, Yves

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[Flightgear-devel] Cmake windows

2011-12-20 Thread Alan Teeder
I just had occasion to redo my Flightgear cmake build from scratch, due to 
moving Boost and OSG to C:\Program Files where they are more accessible by 
other projects.
After deleting the cmake cache, this error comes up:-

looking for static Simgear libraries

looking for version: 2.5.0

Performing Test SIMGEAR_VERSION_OK

Performing Test SIMGEAR_VERSION_OK - Failed

CMake Error at C:/Program Files (x86)/CMake 
2.8/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:91 (MESSAGE):

Could NOT find SimGear (missing: SIMGEAR_LIBRARIES SIMGEAR_INCLUDE_DIR

SIMGEAR_VERSION_OK) (Required is at least version 2.5.0)

Call Stack (most recent call first):

C:/Program Files (x86)/CMake 
2.8/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:252 
(_FPHSA_FAILURE_MESSAGE)

CMakeModules/FindSimGear.cmake:229 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)

CMakeLists.txt:218 (find_package)



Configuring incomplete, errors occurred!



What is the current recommended fix for this?



Alan
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Re: [Flightgear-devel] Cmake windows

2011-12-20 Thread Alan Teeder
I have added the path for SIMGEAR_INCLUDE_DIR, and now the error message is:-

looking for static Simgear libraries

looking for version: 2.5.0

CMake Error at C:/Program Files (x86)/CMake 
2.8/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:91 (MESSAGE):

Could NOT find SimGear (missing: SIMGEAR_LIBRARIES SIMGEAR_VERSION_OK)

(Required is at least version 2.5.0)

Call Stack (most recent call first):

C:/Program Files (x86)/CMake 
2.8/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:252 
(_FPHSA_FAILURE_MESSAGE)

CMakeModules/FindSimGear.cmake:229 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)

CMakeLists.txt:218 (find_package)



Configuring incomplete, errors occurred!




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Re: [Flightgear-devel] Cmake windows

2011-12-20 Thread Alan Teeder
Problem solved, and sorry for the noise.

I had forgotten to change CMAKE_INSTALL_PREFIX when configuring simgear.

Alan



From: Alan Teeder 
Sent: Tuesday, December 20, 2011 1:29 PM
To: FlightGear developers discussions 
Subject: Re: [Flightgear-devel] Cmake windows

I have added the path for SIMGEAR_INCLUDE_DIR, and now the error message is:-

looking for static Simgear libraries

looking for version: 2.5.0

CMake Error at C:/Program Files (x86)/CMake 
2.8/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:91 (MESSAGE):

Could NOT find SimGear (missing: SIMGEAR_LIBRARIES SIMGEAR_VERSION_OK)

(Required is at least version 2.5.0)

Call Stack (most recent call first):

C:/Program Files (x86)/CMake 
2.8/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:252 
(_FPHSA_FAILURE_MESSAGE)

CMakeModules/FindSimGear.cmake:229 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)

CMakeLists.txt:218 (find_package)



Configuring incomplete, errors occurred!




Alan



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Re: [Flightgear-devel] Announcing Project Rembrandt

2011-12-20 Thread Robert
Great work, Frederic!
We all have waited far too long for real shadows.
I noticed you use deferred rendering.
With the deferred rendering approach it can be difficult to have high
quality antialiasing.
The post processing methods (MLAA  Co) have their limitations. Especially
when fonts are antialiased.
But we could draw the fonts in a separate pass, right?
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Re: [Flightgear-devel] Announcing Project Rembrandt

2011-12-20 Thread Frederic Bouvier
Hi Robert, 

nothing changed for the GUI and the HUD. 
You seem to be a specialist. Do you plan to contribute ? 

Regards, 
-Fred 

- Mail original -

 De: Robert

 Great work, Frederic!
 We all have waited far too long for real shadows.
 I noticed you use deferred rendering.
 With the deferred rendering approach it can be difficult to have high
 quality antialiasing.
 The post processing methods (MLAA  Co) have their limitations.
 Especially when fonts are antialiased.
 But we could draw the fonts in a separate pass, right?
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Re: [Flightgear-devel] New Minneapolis Scenery

2011-12-20 Thread Geoff McLane
On Mon, 2011-12-19 at 14:44 -0800, J. Holden wrote:
 Hello everyone,
 
 I've released a new version of Minneapolis scenery: 
 http://www.stattosoftware.com/flightgear/minneapolis.zip
 
 I cannot make this scenery load in version 2.4, probably because it hopefully 
 fixes the nasty 'swirlies' problem. 
 
 If anyone gets this scenery to work, and it actually compiled successfully, 
 please let me know.
 
 Cheers
 John
 

Hi John,

Only flew around KANE, in a recent git 2.5 build, 
circa 2011/11/15, and it not only works, but 
looks BEAUTIFUL ;=))

Some quick comparative images -

 http://geoffair.org/tmp/tests/kane.htm 

Congrats!

Will this be added to custom scenery, and be 
available by terrasync any time soon?

Regards,
Geoff.



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Re: [Flightgear-devel] New Minneapolis Scenery

2011-12-20 Thread Roland Häder
On Tue, 2011-12-20 at 16:41 +0100, Geoff McLane wrote:
 Hi John,
 
 Only flew around KANE, in a recent git 2.5 build, 
 circa 2011/11/15, and it not only works, but 
 looks BEAUTIFUL ;=))
 
 Some quick comparative images -
 
  http://geoffair.org/tmp/tests/kane.htm 
 
 Congrats!
 
 Will this be added to custom scenery, and be 
 available by terrasync any time soon?
 
 Regards,
 Geoff.
Hi,

I started at KANE with an UFO with my starter script (already added the
download to it but not yet uploaded the updated script) to took some
screenshots, feel free to use them:

http://photos.mxchange.org/?d=albums/Flightgear-Flight-Simulator/

There are some bug screenshots in there (some white roads on freeways,
e.g.) please only use them for fixing, not showing around. =)

Regards,
  Roland



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Re: [Flightgear-devel] New Minneapolis Scenery

2011-12-20 Thread J. Holden
Minneapolis used OSM roads (well, just motorways), I don't know how that 
changes distribution but if there are no problems feel free to distribute the 
package.

I have no idea how this would be distributed en masse. Part of the problem is 
it does not work in 2.4.

Thank you to everyone for the screenshots, I apologize I have to beta-test 
scenery on this list but I'm waiting for 2.6 to try my hand at the whole 
compilation thing.

Now off to try and figure out what is causing all these problems with Denver...

Cheers
John

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Re: [Flightgear-devel] New Minneapolis Scenery

2011-12-20 Thread Curtis Olson
John, if you'd rather not wait for v2.6 and rather not wade into the whole
compilation process (and if you have a windows PC available to you) then
you can download one of the developer snapshots posted on the web site.

Denver: sounds like one of the materials is getting mis-classified as ocean
-- that's the only reason I can think of that would force elevations to
zero.

Curt.


On Tue, Dec 20, 2011 at 12:46 PM, J. Holden stattosoftw...@yahoo.comwrote:

 Minneapolis used OSM roads (well, just motorways), I don't know how that
 changes distribution but if there are no problems feel free to distribute
 the package.

 I have no idea how this would be distributed en masse. Part of the problem
 is it does not work in 2.4.

 Thank you to everyone for the screenshots, I apologize I have to beta-test
 scenery on this list but I'm waiting for 2.6 to try my hand at the whole
 compilation thing.

 Now off to try and figure out what is causing all these problems with
 Denver...

 Cheers
 John


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[Flightgear-devel] Problem restarting YASim aircraft after fuel starvation

2011-12-20 Thread Stuart Buchanan
Hi All,

I'm investigating
http://code.google.com/p/flightgear-bugs/issues/detail?id=526, which
appears to be a long-standing bug that after fuel starvation it isn't
possible to restart YASim engines.

The problem appears to be in fuel.nas line 25, which drops out from
making any fuel calculations if the engines aren't consuming any fuel.
Unfortunately this means that there's no opportunity to reset the
out-of-fuel flag.

I think this line is also intended to drop out for FDMs other than
YASim, which don't use fuel.nas, but instead have their own fuel
management.

Can anyone confirm that fuel.nas is only used by YASim?

If so, I'll change the FDM initialization listener to simply never
start the update loops for FDMs other than YASim, and remove the code
that drops out.

-Stuart

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Re: [Flightgear-devel] Cessna 172p cockpit improvement

2011-12-20 Thread Tuomas Kuosmanen
On 14 December 2011 20:07, Gijs de Rooy gijsr...@hotmail.com wrote:

 A great source of dimensions is http://gallery.tigert.com/gallery/c172dim
 Note that this is a C172N (not P), but there doesn't seem to be much of a
 difference
 between the two models cockpitwise.


Yeah. That's our club's OH-CTL (which reached 15000 flight hours this
summer...) If you need more dimensions or maybe texture photos, I am more
than happy to take them for you, even edit them to fit a certain texture
rectangle, just let me know. I want to learn how to do modelling so this
would be interesting if I can help this way first..?


 Nor does it have photorealistic texturing...


This is easy to fix if desired :-) I could snap some pics on saturday and
lets see if those would be useful..?

//Tuomas
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Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-20 Thread Csaba Halász
On Sun, Dec 18, 2011 at 5:31 PM, Csaba Halász csaba.hal...@gmail.com wrote:
 On Sun, Dec 4, 2011 at 6:00 PM, Csaba Halász csaba.hal...@gmail.com wrote:

 I know this information is very sketchy right now, and I will be
 performing more tests

 I am puzzled ... and annoyed ;)

http://i40.tinypic.com/dr6rt.png
8 minutes later, all the numbers are the same, but cull time increased
by almost 1ms http://i44.tinypic.com/25sos5z.png
25 minutes later, it's already 10ms ...

This was with all shaders and other eye candy disabled.

Really nobody else seeing this? Any ideas what I could look at to
investigate further?

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Re: [Flightgear-devel] Problem restarting YASim aircraft after fuel starvation

2011-12-20 Thread Gary Neely
Stuart,

Hopefully others will also confirm, but I'm fairly certain fuel.nas is
used only for YASim support. I always swap it out with my own custom
routines since it's limited and problematic, but it's useful for early
prototyping support. Without it there are no default routines to reset
the fuel-consumed-lbs property under engines.

Also it's not needed for YASim aircraft lacking normal YASim engine
support, such as sailplanes or helicopters. It might be nice if there
was an easy way to disable it in such cases, perhaps a simple /sim
property that if set, prevents fuel.nas from initializing. I'm
thinking fuel-freeze wouldn't serve that purpose well since custom
engine/fuel routines (helicopters) might use that property.

My $.02 thoughts.

-Gary aka Buckaroo


On Tue, Dec 20, 2011 at 4:16 PM, Stuart Buchanan stuar...@gmail.com wrote:
 Hi All,

 I'm investigating
 http://code.google.com/p/flightgear-bugs/issues/detail?id=526, which
 appears to be a long-standing bug that after fuel starvation it isn't
 possible to restart YASim engines.

 The problem appears to be in fuel.nas line 25, which drops out from
 making any fuel calculations if the engines aren't consuming any fuel.
 Unfortunately this means that there's no opportunity to reset the
 out-of-fuel flag.

 I think this line is also intended to drop out for FDMs other than
 YASim, which don't use fuel.nas, but instead have their own fuel
 management.

 Can anyone confirm that fuel.nas is only used by YASim?

 If so, I'll change the FDM initialization listener to simply never
 start the update loops for FDMs other than YASim, and remove the code
 that drops out.

 -Stuart

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Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-20 Thread Csaba Halász
On Wed, Dec 21, 2011 at 12:42 AM, Csaba Halász csaba.hal...@gmail.com wrote:
 On Sun, Dec 18, 2011 at 5:31 PM, Csaba Halász csaba.hal...@gmail.com wrote:
 On Sun, Dec 4, 2011 at 6:00 PM, Csaba Halász csaba.hal...@gmail.com wrote:

 I know this information is very sketchy right now, and I will be
 performing more tests

 I am puzzled ... and annoyed ;)

 http://i40.tinypic.com/dr6rt.png
 8 minutes later, all the numbers are the same, but cull time increased
 by almost 1ms http://i44.tinypic.com/25sos5z.png
 25 minutes later, it's already 10ms ...

 This was with all shaders and other eye candy disabled.

Same test with the UFO, cull times also increasing, although the times
are smaller but the relative rate is about the same (went from 2.5ms
to 3.5ms in about 30 minutes).
I have been taking OSG scene graph snapshots, no obvious differences
that could cause this (mostly color and time changes).
So if the graph is the same, how can cull slow down? Guess I'll have
to look at some code and/or ask the OSG folks.

-- 
Csaba/Jester

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Re: [Flightgear-devel] deteriorating cull performance kills fps

2011-12-20 Thread Csaba Halász
Recompiled with fresh OSG/SVN and cull times were now stable at least
for the duration of the 30 minute parked test.
I will re-enable eye candy and do some flights tomorrow, but I hope
the mysterious problem is fixed.

-- 
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