[Flightgear-devel] Aircraft issues: dg101g, Lightning

2012-01-02 Thread thorsten . i . renk

Continuing the list:

DG-101G:

I tried to do some soaring in the DG-101G. There seems to be something
wrong with the plane's inertia.

* To turbulence, it reacts much more violently than other planes. I
thought a while ago that this may be due to a different implementation of
turbulence in YaSim and JSBSim, but I'm not sure any more. Even a moderate
magnitude of 0.2 leads to wild ups and downs from -4 m/s to + 4 m/s (the
variomenter seems to react instantly, which is another thing which isn't
very realistic).

* The real giveaway is aerotow. I have to add that this is something I can
fly and have done in real life, there's no way I am doing anything wrong.
On the ground, when the dragger starts to pull and the rope comes under
tension, the glider suddenly accelerates forward to ~180 km/h rises wildly
and *overshoots* the dragger as if even the small force exerted by the
rope could accelerate the glider tremendously (no intertia). In reality,
it takes a lot of time to accelerate the glider under aerotow on the
ground - for about 10 seconds someone needs to run with the glider to keep
the wings level, for another 10 seconds or so the glider can do it on its
own, then the glider lifts off the ground, finally the dragger lifts. It
is quite physically impossible for the glider to overshoot the drag plane
from above (and quite easy in the simulation), basically all you need to
do is keep behind the dragger and try not to lift its tail too much,
controlling speed is not an issue.

In addition, I was unable to get any brake action either on the ground or
in the air. The ground friction coefficients seem to be all wrong, the
plane can roll for a kilometer after touchdown, but in reality once the
tail comes down, that exerts quite a bit of drag and slows the plane down
even if no brakes are applied to the wheel.

Right now the only thing that does seem to work properly is gliding
outside of thermals (probably the missing inertia factor cancels here, or
the problem is with external forces only, but there are none?).

English Electric Lightning:

Nothing wrong with it, but if anyone would like to add a new splash screen
picture, I have a nice series from the top of a ballistic arc at around
65.000 ft with nice aerial views of Nevada. Just let me know.

* Thorsten


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Re: [Flightgear-devel] Aircraft issues: dg101g, Lightning

2012-01-02 Thread Eric van den Berg
Op 02-01-12 09:37, thorsten.i.r...@jyu.fi schreef:

 From a general flight dynamics standpoint: all issues point to a too 
low weight (including the breaking).

Cheers,

  Eric
 Continuing the list:

 DG-101G:

 I tried to do some soaring in the DG-101G. There seems to be something
 wrong with the plane's inertia.

 * To turbulence, it reacts much more violently than other planes. I
 thought a while ago that this may be due to a different implementation of
 turbulence in YaSim and JSBSim, but I'm not sure any more. Even a moderate
 magnitude of 0.2 leads to wild ups and downs from -4 m/s to + 4 m/s (the
 variomenter seems to react instantly, which is another thing which isn't
 very realistic).

 * The real giveaway is aerotow. I have to add that this is something I can
 fly and have done in real life, there's no way I am doing anything wrong.
 On the ground, when the dragger starts to pull and the rope comes under
 tension, the glider suddenly accelerates forward to ~180 km/h rises wildly
 and *overshoots* the dragger as if even the small force exerted by the
 rope could accelerate the glider tremendously (no intertia). In reality,
 it takes a lot of time to accelerate the glider under aerotow on the
 ground - for about 10 seconds someone needs to run with the glider to keep
 the wings level, for another 10 seconds or so the glider can do it on its
 own, then the glider lifts off the ground, finally the dragger lifts. It
 is quite physically impossible for the glider to overshoot the drag plane
 from above (and quite easy in the simulation), basically all you need to
 do is keep behind the dragger and try not to lift its tail too much,
 controlling speed is not an issue.

 In addition, I was unable to get any brake action either on the ground or
 in the air. The ground friction coefficients seem to be all wrong, the
 plane can roll for a kilometer after touchdown, but in reality once the
 tail comes down, that exerts quite a bit of drag and slows the plane down
 even if no brakes are applied to the wheel.

 Right now the only thing that does seem to work properly is gliding
 outside of thermals (probably the missing inertia factor cancels here, or
 the problem is with external forces only, but there are none?).

 English Electric Lightning:

 Nothing wrong with it, but if anyone would like to add a new splash screen
 picture, I have a nice series from the top of a ballistic arc at around
 65.000 ft with nice aerial views of Nevada. Just let me know.

 * Thorsten


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 costs. Try it free! http://p.sf.net/sfu/Citrix-VDIinabox
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Re: [Flightgear-devel] How to compile Terragear-cs ?

2012-01-02 Thread Clément de l'Hamaide

Hi all,

(1) Yes Geoff, as you said : this is a compromise. And I thinks the good 
compromise is to keep the same way as used in Brisa script. Many people are 
accustomed with Brisa script and I want my script is very similar to Brisa 
script in order to don't change accustomed of people. My script and Brisa 
script need to be homogen.
Moreover, with this technique I have successfully debugged my script... so it 
seem this technique give enough information if  someone had a problem.

Thank you very much for your explanation : it's very usefull ! Now I understand 
what is the set -e that I have copy/paste from Brisa script ;)

(2) About NO_OPENSCENEGRAPH_INTERFACE I'm sure to use SIMGEAR_HEADLESS 
because the CMakeLists contains this :

Line 64 : 
option(SIMGEAR_HEADLESS Set to ON to build SimGear without GUI/graphics 
support OFF)

Line 116 : 
if(SIMGEAR_HEADLESS)
message(STATUS headless mode)
set(NO_OPENSCENEGRAPH_INTERFACE 1)

And about TerraGear-CS the CMakeLists contains this :

Line 114 :
set(CMAKE_CXX_FLAGS ${CMAKE_CXX_FLAGS} ${WARNING_FLAGS} ${MSVC_FLAGS} 
-D_REENTRANT -DNO_OPENSCENEGRAPH_INTERFACE)

(3) Yes my script switch automatically on newconstruct branch in order to use 
genapt850 ;)
Also I have a question about genapt850 : Airport (runway, taxiway, parking...) 
are create by TaxiDraw, but have I need a special version of TaxiDraw to 
generate an apt.dat in version 850 ? Or TaxiDraw version is not important ?

Cheers,
Clément
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Re: [Flightgear-devel] PostGIS update @ Landcover-DB

2012-01-02 Thread Martin Spott
Martin Spott wrote:

 Shapefile download might/should be working again. Please test,
 particularly the assigned reference system, and report.

If people don't think it's worth testing, then I might think it's not
worth maintaining 

Martin.
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Re: [Flightgear-devel] PostGIS update @ Landcover-DB

2012-01-02 Thread Gijs de Rooy

 Martin wrote:
 If people don't think it's worth testing, then I might think it's not
 worth maintaining 

I think it's worth going on vacation first :)

Will testreport tomorrow.
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Re: [Flightgear-devel] Local Weather 1.4

2012-01-02 Thread Stuart Buchanan
On Wed, Dec 28, 2011 at 3:45 PM, Stuart Buchanan wrote:
 On Wed, Dec 28, 2011 at 3:04 PM,  thorsten.i.renk wrote:
 4) Clouds now appear to be loaded in discrete lumps when they come into
 visual range rather than gradually be faded in via transparency which
 looks a bit ugly from high altitude - Stuart, is this intentional and a
 performance-related issue? I have verified that the corresponding tile is
 already loaded, so it's not something my part of the system does.

 With GIT pulled just before Xmas, I still see a hard-coded limit of ~20 km
 cloud visibility range which makes impossible for me to test layers
 appearance from above properly. This is very annoying, I hope the
 underlying problem is identified and fixed soon.

 The LoD is currently hardcoded to 20km, so if visibility  20km, it kicks in
 before the transparency effect.

 I have a good fix that takes into account the current visibility as part of
  the Impostors work, but that won't be available until after the release.

 In the meantime, I can increase the LoD range to (say) 40km. However,
 there will probably be some performance penalty.

I've just committed to origin/next a better fix for the LoD range that adjusts
based on the view distance, and also attempts to account for the possible
size of the cloud itself.

The clouds will now be rendered further out than before, so there will be an
apparent perf hit, and users may need to use a shorter cloud visibility range
than before. However, that is because the slide now has the correct effect
on the LoD nodes, so I will claim that it was merely wrong before. *

Let me know if you still see issues.

-Stuart

* Yes, that sounds _just_ like Apple's handling of the iPhone 4
antenna issues :)

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Re: [Flightgear-devel] PostGIS update @ Landcover-DB

2012-01-02 Thread Peter Sadrozinski
I'm just now installing my 2TB NAS - I'll try to fill it up some this week
;)

On Mon, Jan 2, 2012 at 6:18 PM, Gijs de Rooy gijsr...@hotmail.com wrote:

   Martin wrote:
  If people don't think it's worth testing, then I might think it's not
  worth maintaining 

 I think it's worth going on vacation first :)

 Will testreport tomorrow.


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