Re: [Flightgear-devel] New Minneapolis Scenery
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 -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Minneapolis Scenery
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 signature.asc Description: This is a digitally signed message part -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] DC-9/10 for EMAS simulation, best FDM ?
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 -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Cmake windows
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 -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
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-- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cmake windows
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 -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Announcing Project Rembrandt
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? -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Announcing Project Rembrandt
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? -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Minneapolis Scenery
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. -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Minneapolis Scenery
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 signature.asc Description: This is a digitally signed message part -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Minneapolis Scenery
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 -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New Minneapolis Scenery
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 -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://www.atiak.com - http://aem.umn.edu/~uav/ http://www.flightgear.org - http://gallinazo.flightgear.org -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Problem restarting YASim aircraft after fuel starvation
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 -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Cessna 172p cockpit improvement
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 -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] deteriorating cull performance kills fps
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? -- Csaba/Jester -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Problem restarting YASim aircraft after fuel starvation
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 -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] deteriorating cull performance kills fps
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 -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] deteriorating cull performance kills fps
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. -- Csaba/Jester -- Write once. Port to many. Get the SDK and tools to simplify cross-platform app development. Create new or port existing apps to sell to consumers worldwide. Explore the Intel AppUpSM program developer opportunity. appdeveloper.intel.com/join http://p.sf.net/sfu/intel-appdev ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel