Re: [Flightgear-devel] FG vs. FSX demo

2013-03-01 Thread Olivier
Hi geneb, all,




 De : geneb ge...@deltasoft.com
Envoyé le : Jeudi 28 février 2013 15h41

 It's a best foot forward kind of thing.  The quintessential default 
 airplane in MSFS has been the 172.  The default set of airplanes in FG 
 should be the absolute best of the best, simply because that's what a new 
 user is going to be exposed to for their first time.  First impressions 
 are everything.  Someone will see the FG 172 and instantly assume that the 
 rest of the simulator is like that.

100% agreed. Probably we should update it (especially the cockpit), because I 
think the rest of it is pretty neat. Or think about a replacement, like the 
DR-400 or the cap-10b. I think the cap10b could be added in the default 
aircraft set.

Oliver
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Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Torsten Dreyer
Am 28.02.2013 16:38, schrieb Curtis Olson:
 We've always been able to set the individual weather parameters, either
 through the built in weather dialog box, or by setting raw property
 values.  Setting raw property values allows nasal script control over
 the weather (as I'm sure you well know) :-) but it also allows external
 control of the weather, for instance by some external gui tool, or by
 some tool that wants to setup equivalent visual conditions across
 multiple FlightGear PC's running in sync.

And please don't forget, there are command line options like 
--visibility, --wind, --random-wind etc.
All those options override the other weather-magic. It took me quite 
some time to make all this behave in a somewhat reasonable way with 
basic-weather and I'd love to keep all that functionality.

Best,
Torsten


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Re: [Flightgear-devel] Adds on FlightGear.org

2013-03-01 Thread Gijs de Rooy
Curt, are you there? Repeating the links in case you missed them:

http://www.flightsim.com/vbfs/content.php?13546-FlightGear-v2-10-Is-Released#comments
http://www.flightsim.com/vbfs/showthread.php?260718-FlightGear-2-10-is-now-available-!p=1747315#post1747315

Thanks!


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Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Vivian Meazza
Torsten wrote

 
 Am 28.02.2013 16:38, schrieb Curtis Olson:
  We've always been able to set the individual weather parameters,
  either through the built in weather dialog box, or by setting raw
  property values.  Setting raw property values allows nasal script
  control over the weather (as I'm sure you well know) :-) but it also
  allows external control of the weather, for instance by some external
  gui tool, or by some tool that wants to setup equivalent visual
  conditions across multiple FlightGear PC's running in sync.
 
 And please don't forget, there are command line options like --visibility,
--
 wind, --random-wind etc.
 All those options override the other weather-magic. It took me quite some
 time to make all this behave in a somewhat reasonable way with basic-
 weather and I'd love to keep all that functionality.
 

At a very personal level, I like being able to adjust the vis other factors
using the keyboard with my left hand while using a joystick with my right. I
certainly can't imagine flying the Camel and trying to manipulate a mouse
and menu.

Vivian



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[Flightgear-devel] How to get my bug fix into the git?

2013-03-01 Thread Zhitao Li
Hi everyone,

 

I am new to the FlightGear project, I just found and fixed my first bug, I
am wondering how to get my fix into the main git next branch?

 

Thanks!

 

Sincerely

Godspeed

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Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Renk Thorsten
 So whatever we do, we can't override the ability to get low level  
 granular
 control of the weather parameters, and not just so that advanced weather
 can manipulate them exclusively, also so that external tools can  
 manipulate
 them without advanced weather getting in the way or overriding the  
 settings.
(...)
 And please don't forget, there are command line options like
 --visibility, --wind, --random-wind etc.
 All those options override the other weather-magic. It took me quite
 some time to make all this behave in a somewhat reasonable way with
 basic-weather and I'd love to keep all that functionality.

I don't think any of this is a real issue or under debate at the moment (?) - 
the whole discussion about z/Z is if the keybinding should be removed, but the 
internal control structure of the system shouldn't change.

The current structure seems sane to me:

* shaders which render the visibility take values from the property tree and 
are agnostic to how these got there
* so does the terrain manager

* the weather system has an 'idle' mode in which no properties are set by the 
system automatically, and it is possible to define weather with the property 
browser
* Basic Weather can run and fill the properties based on interpolation tables
* Advanced Weather can run using the idle mode and set the parameters from 
Nasal - once you stop the Nasal loops, you're back in idle mode and can set 
properties by hand
* any external/future system can likewise use the idle mode to set parameters

- any shader will render these parameters regardless of how they were put into 
the tree.
- what you can't do is run two different systems at the same time

The only problem arising is that Atmospheric Light Scattering uses three 
visibility-defining parameters to render rather than one, so if you  define 
only  one of them on the commandline, the rendering task is ill-defined and the 
framework falls back to the defaults as specified in environment.xml - which 
may or may not be appropriate for the weather situation you have in mind. The 
system is sane in the sense that it will always use the lower of visibility and 
ground visibility, so if you set visibility to a very low value, you'll not get 
to see the higher default ground-visibility on the ground. You can in any case 
specify the info by setting /environment-ground-visibility-m and 
/environment/ground-haze-thickness from the commandline and you will see the 
system responding appropriately, and Basic Weather or any external application 
could likewise set these parameters to other than default if so desired.


There's a also host of secondary calculation of light attenuation and color 
rotation underneath clouds which are pretty complicated, and there's no chance 
to just set them to the right defaults - so unless you have a system which does 
the equivalent of these computations as done by Advanced Weather and sets the 
properties for the shader, you will get implausible lighting under some 
conditions. But that's an aestetic issue - FG remains usable with the defaults, 
it just doesn't give you the full eye candy.

The whole part of the discussion about the max. visbility slider and realistic 
visibility checkbox in Advanced Weather is a completely different beast because 
it refers to Nasal-internal parameters which are not seen when any other system 
runs and not relevant for the shaders or the FG core. I think we need to keep 
parameters which are exchanged between subsystems in the discussion separate 
from   parameters which stay inside a subsystem - there are many different wind 
parameters set by property rules for the water shader, others written for 
internal reference by Advanced Weather, yet others used to store the config of 
Basic Weather -  but none of them has any relevance for the FDM for instance.

So if there's any genuine concern that we might block options for any other 
development, I'd like to know what it is, because keeping options open is 
something which is high on my agenda as well.

* Thorsten
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Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Chris Calef
Say, while you all are on the subject of key bindings, could anyone tell me
where these keymappings are defined in flightgear?  My friend is having a
severe (to him) issue with the program, in that he loves flying in the sim
but is running I believe three monitors. He is able to get the view across
all three of his monitors by setting a very wide field of view, but this
involves clicking for a _very_ long time on the widen field of view key.

I'd love to be able to customize his build for him so it either defaults to
where he wants it or else changes in much larger increments.

Also, I just got myself a new joystick with fancy buttons all over it, and
would like to remap some functions to them.

Any advice appreciated!

Thanks,
Chris

On Thu, Feb 28, 2013 at 1:31 AM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:

  You asked for ideas for a more descriptive text - I've gone one better
  and
  added descriptive texts to the gui. My design aim was to provide the
  average
  user with some indication of which option he should choose and in which
  circumstance. It's only a shallow redesign. It would be nice, I think, to
  allow max vis range to be as low as 10kms, and also if this could be
  driven
  by z/Z. However, these items are beyond the scope of what I set out to
  do.

 Thanks.

 I can do the first item easily (I do think 10 km max visibility are a bit
 on the low side, but it doesn't hurt anyone..).

 As for z/Z - can we reach a decision first what to do with this? James and
 Stuart seemed to be considering to drop this key binding, and I would
 actually prefer that as well. Is there a compelling reason to manage
 visibility by key? For me, this resembles more an arcade game strategy
  than a realistic simulation.

 (If we keep z/Z, it'd be nice if anyone can give me a pointer how to link
 it with the max. visibility or just do it, because I don't know how it's
 done...)

 * Thorsten

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Re: [Flightgear-devel] How to get my bug fix into the git?

2013-03-01 Thread Arnt Karlsen
On Fri, 1 Mar 2013 02:14:59 -0700, Zhitao wrote in message 
004601ce165d$409a80c0$c1cf8240$@gmail.com:

 Hi everyone,
 
  
 
 I am new to the FlightGear project, I just found and fixed my first
 bug, I am wondering how to get my fix into the main git next branch?

..you put it here?: https://code.google.com/p/flightgear-bugs/

..attach your patch to your message, or to your bug report.

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...with a number of polar bear hunters in his ancestry...
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  best case, worst case, and just in case.

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Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Curtis Olson
On Thu, Feb 28, 2013 at 4:47 PM, Chris Calef wrote:

 Say, while you all are on the subject of key bindings, could anyone tell
 me where these keymappings are defined in flightgear?  My friend is having
 a severe (to him) issue with the program, in that he loves flying in the
 sim but is running I believe three monitors. He is able to get the view
 across all three of his monitors by setting a very wide field of view, but
 this involves clicking for a _very_ long time on the widen field of view
 key.


You may also wish to visit this page on our wiki which talks about how to
create a custom xml configuration file for multiple cameras on multiple
displays:

 http://wiki.flightgear.org/Howto:Configure_camera_view_windows

The system even allows you to define an independent camera for each display
so you don't have to deal with increasing distortion at the fringes and can
spread the view offset by a little extra to account for the margins on your
monitor (so a straight line such as a runway edge flows straight into the
next display without forming a stair step.

You can search out README.multiscreen -- located in
$(FGDATA)/Docs/README.multiscreen if you have FlightGear installed.  There
are a couple approaches that are supported, ranging from creating a 3
windows, one for each display to creating a single window that spans all
the displays and defining separate camera parameters for each 1/3 of the
window.

If you spend a bit of time tweaking this, you can get way better results
than simply stretching a window across three displays and.

Regards,

Curt.
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[Flightgear-devel] Advanced Weather updates

2013-03-01 Thread Renk Thorsten

I've pushed some updates to Advanced Weather and the cloud shader of 
Atmospheric Light Scattering.

Clouds now fade to transparent at distances between the visibility and 3 times 
the visibility. This gives a much better impression when in heavy groud fog 
(CAT I to CAT III) and shouldn't be a problem above the cloud layer for 
semi-realistic visibilities (if you have 20 km, you get clouds drawn out to 60 
km or so). CAT IIIb using Atmospheric Light Scattering and Advanced Weather 
should now give better results (I won't start thinking how to support Basic 
Weather properly before this actually works) - although it takes a while for 
the system to ramp down the visibility to very low values (the interpolation 
routine has a time delay) - you may have to wait for 20 seconds till the 
visibility is actually all the way down.

However, the change does mean that if you leave the visibility at cruise 
altitudes of airliners at 10 km, you will not get to see many clouds regardless 
of how the cloud visibility range is set (because they now respect the real 
visibility setting in addition), so this is potentially an issue for  Basic 
Weather users. If this is a show-stopper, then we may need to undo the changes, 
but fading to alpha is by far the fastest way to deal with heavily fogged 
clouds.

Please test and give feedback!

Runway lighting and the sun are still not okay and seen through fog - any 
pointers as to where to modify the lights are highly appreciated.

I've also tinkered a bit with the thunderstorm scenario and reduced the density 
of clouds surrounding the Cb towers as well as the number of sprites being used 
- I now get quite acceptable framerates of ~20-30 fps in the scenario - maybe 
it also helps for others.

One problemhere  is that rain textures are still orphaned (i.e. don't move in 
the wind with the clouds) - I'm running out of ideas here - my Nasal moving 
code creates frame spacing issues, Vivian's C++ moving code patch wasn't 
accepted, so I'd appreciate a helping hand from C++ coders before the next 
release.



* Thorsten
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Re: [Flightgear-devel] FG vs. FSX demo

2013-03-01 Thread Renk Thorsten
Hi Vivian,

 That's really good to hear  - but if we are falling behind in some  
 respect
 then we will make an effort to improve. I am reminded that the flag and  
 wake shaders are inoperative when Atmospheric Light Scattering is activated.  
 With  the departure of Emilian, I see no prospect of this being fixed unless
 someone else steps up to the plate.

Well, we couldn't possibly leave the flag just hanging around, could we? :-)

http://www.gitorious.org/fg/fgdata/commit/be7ee7e06cf4237d60cf8ae5849cf098308b7cd8

(The flag shader is a simple variant of the default model shader, so just 5 
minutes of Copy/Paste the flag-specific code into the default model fragment 
shader did the trick - that must have been my new record for shader conversion. 
Also, in ubershader-lightfield.frag we now have all the code blocks of the 
atmosphere effects nicely separated and lined up in a fragment-only 
environment, so when you need to write a shader which isn't performance 
critical, then I recommend just copy-paste of the four blocks, supplying them 
with properties, and you should be almost there...)

As a suggestion to improve the Vinson, I would ask for some dirt/rust/stains on 
the Flightdeck - the homogeneous grey appearance is the thing that sticks out 
most to my eye.



 I recently saw a short video of FSX with moving cars and trucks  
 populating
 the roads. We can do that up to a point, and trains as well, and I  
 forgot to
 mention that we can also texture tracks and roads properly:

 We can only have a few - around 50 if we are to keep framerate within
 bounds. If we ever get the Kent scenery fixed up well enough for release
 I'll include this around Manston/EGMH.


You seem to have managed the trick to align the uvmapping of the street texture 
with the direction of driving. If so, I think we could have an almost arbitrary 
number of (low resolution) cars for cheap by shader magic:

* use an overlay texture which is transparent except where the cars are 
supposed to be
* use the heightmap technique of the urban shader to give them some substance
* overlay them on the lane and move one coordinate along the driving direction 
over time
(* add light effect in dark and so on)

Since this could all be in the fragment shader, and only a vanishing amount of 
screen pixels would usually be occupied by linear features such as roads at any 
given time, you could generate tens of thousands of cars that way without 
hitting the performance badly.

Of course they'd suffer from the same artefacts as the urban effect from 
close-up, but the sheer number may completely make up for that.

Cheers,

* Thorsten
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Re: [Flightgear-devel] Adds on FlightGear.org

2013-03-01 Thread Clement de l'Hamaide

Anders Gidenstam wrote :

 If it is not possible to be more restrictive on what ads to show (and 
 even if that can be done I'm sure the guys paying for these sort of ads 
 would do their best to by-pass any such restriction) then IMO the ads 
 should go. Maybe the text ads could stay but the big blobs - no, thank you.

I'm agreed with your opinion, ads should go in this case.

 Is the hosting really that expensive that we can't raise enough donations 
 to cover it? (I have to admit I have not donated to FG, though.)

I'm pretty sure that if some of us makes a donation, we could be able to cover 
hosting costs.
Let us know how many, and we could try to organize a donations campaign. If 
it's necessary.

Cheers,
Clément
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Re: [Flightgear-devel] How to get my bug fix into the git?

2013-03-01 Thread Thomas Geymayer
Hi Godspeed,

Am 2013-03-01 10:14, schrieb Zhitao Li:
 I am new to the FlightGear project, I just found and fixed my first bug,

Great ;) I'm not sure if your fix [2] is really a fix or just hiding
symptoms. I currently have no VS available for testing but eg. at [1] it
seems like its a linking problem instead.

 I am wondering how to get my fix into the main git next branch?

You can always open a merge request into the next branch at gitorious.

Tom

[1]
http://stackoverflow.com/questions/8740500/heap-corruption-with-strdup?rq=1
[2]
https://gitorious.org/~plutonium/fg/plutoniums-simgear/commit/0455e8f3253a2bc26e4a34265e1227984408713a


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