Re: [Flightgear-devel] Mipmapping of liveries

2013-09-25 Thread Gary Neely
On Tue, Sep 24, 2013 at 6:04 PM, Tomash Brechko
tomash.brec...@gmail.com wrote:
 Hello,

 Recently I was told that some planes have liveries of so high resolution
 that you have to install low resolution versions to have a decent fps during
 multiplay.  But doesn't FG use mipmaps for liveries?  If not then are there
 plans to do so?  Or should the livery be prepared in a certain way to
 trigger mipmap generation?

 Perhaps mipmaps should also be applied to interiors as sometimes you can see
 the insides through the window.

 --
   Tomash Brechko



Use of mipmapping only mitigates the issue. If a very high resolution
4096x4096 texture is being used, the first level of mipmapped texture
reduction is 1/4 of that in pixel area, or 2048x2048. If a texture of
more modest resolution like 1024x1024 is used, then the first level of
mipmap reduction would result in a 512x512 texture. So a high
resolution base texture is still going to result in a larger mipmap
texture than a lower resolution base texture at the same mipmap
reduction level.

This is true of any texture in the scene where the object is not
culled by LOD settings, etc. Liveries just tend to be the biggest
hits.

The results are cumulative for your video hardware. So in multiplayer,
all those additional aircraft in the scene using high-resolution
textures will tax your video card more heavily than aircraft using
lower resolution images, even with mipmapping enabled.

Hope that helps,

-Gary aka Buckaroo

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Re: [Flightgear-devel] Mipmapping of liveries

2013-09-25 Thread Gary Neely
On Wed, Sep 25, 2013 at 3:37 PM, Tomash Brechko
tomash.brec...@gmail.com wrote:
 Why limit yourself to only one downscale level?  Mipmap can go several
 levels down, so it doesn't make much difference whether you started 4096 or
 2048 (leaving space issues aside).


I used the first mipmap level as an example of the effect at any given
mipmap reduction level, not an artificial limit. Mipmap level is
determinied by virtual viewing distance to the object and image
filtering mechanisms. For any given mipmap level, a mipmap for a
higher resolution texture compared to a mipmap of a lower resolution
texture will have the same size ratio as their base images. So the
initial texture size makes a substantial difference.

-Gary

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Re: [Flightgear-devel] Mipmapping of liveries

2013-09-25 Thread Gary Neely
On Wed, Sep 25, 2013 at 4:46 PM, Tomash Brechko
tomash.brec...@gmail.com wrote:
 100 / cos(45), but you get the idea ;)


OK, I see what you're getting at now-- the selection of the mipmap for
rendering rather than the memory footprint. Yes, that makes sense to
me-- the engine should be able to choose a mipmap that best fits the
screen scale based on distance, so for a larger base image it's
dropping down deeper into the mipmaps.

There is still the issue of resources. A 4096x4096 texture without an
alpha channel is about 50MB, a 1024x1024 is about 3MB. Add +33% for
mipmaps. So a single 4096 texture would buy a lot of 1024's. Also, I
believe the larger the image, the more initial overhead is necessary
to create the mipmaps, unless the image is a DDS type in which case
mipmaps can be pre-generated. So the larger the image, the more memory
resources required, and there's a bigger load hit when the resources
are initially loaded. I've felt my machine come to a crawl while
certain planes are loaded in MP-- I had to remove some because they
were too much of a hit for my poor aging system.

-Gary

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Re: [Flightgear-devel] Website down?

2013-06-19 Thread Gary Neely
Same here.

Fatal error: Out of memory (allocated 2621440) (tried to allocate 7680
bytes) in /home/flightge/public_html/wp-includes/pomo/mo.php on line 229


-Gary aka Buckaroo



On Wed, Jun 19, 2013 at 2:38 PM, Wil Neeley bentchic...@gmail.com wrote:

 Its down for we too, and delivery failed for webmas...@flightgear.org

 Wil Neeley


 On Wed, Jun 19, 2013 at 2:36 PM, Chris Calef chris.ca...@gmail.comwrote:

 Hello,

 Just wondering if flightgear.org is down for everyone or just me?  I'm
 getting fatal server errors like this:


 *Fatal error*: Out of memory (allocated 1048576) (tried to allocate 7680
 bytes) in */home/flightge/public_html/wp-includes/compat.php* on line *41
 *


 Cheers,
 Chris C


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Re: [Flightgear-devel] Bug 772 (Yasim on ground)

2013-06-11 Thread Gary Neely
With respect, I'd prefer to hold off on this fix until we have more test
data and additional input by experienced Flightgear users. Which planes
exhibit this tendency under what exact conditions? What version of
Flightgear is being used? Under what OS? Did this effect begin to occur
after a specific Flightgear release?

Currently I've not experienced anything as severe as what some of the bug
posters describe, at least not with aircraft having well-designed and tuned
YASim FDMs. Admittedly I fly only a handful of planes, usually my own
efforts. I do know that YASim friction effects are not what they could be,
and this can be aggravated by poor friction settings or settings that have
been compromised to offset some other characteristic.

Many YASim planes don't have adequate weight-and-balance settings and
commonly aren't tested against pilot handbook crosswind limitations.
Because of this they often handle terribly under those conditions, with
even modest crosswinds. I know this because I've adjusted the balance and
flight surface effects of a number of YASim planes to allow them to handle
crosswinds up to the handbook's limits. I'm not suggesting this is
necessarily related to the bug problem, only that the bug needs to be
tested against aircraft with YASim FDMs that have been designed to reflect
the aircraft's limitations.

-Gary aka Buckaroo
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Re: [Flightgear-devel] 2.10.1

2013-03-13 Thread Gary Neely
On Wed, Mar 13, 2013 at 9:31 AM, James Turner zakal...@mac.com wrote:
 Hi,

 As previously suggested, I am going to attempt a 2.10.1 release, to see if 
 this improves our perceived quality. There's some bug fixes I am already 
 aware of, including a Windows path-handling one which is quite significant. I 
 would appreciate nominations for other bug-fixes and low-risk tweaks, to be 
 merged to the release branches, including fgdata.

 Ideally give me SHAs of commits on next, which I can safely cherry pick to 
 the release branches - if commits need editing, a merge-request would be 
 easier for me to process. Or you can merge yourself to the release branches, 
 providing you exercise suitable diligence :)

 Regards,
 James


Howdy James,

With regard to the Windows release, after installing Setup Flightgear
2.10.0.3.exe on Windows XP, when launching fgrun I immediately get
the following error/warning:

There is no disk in the drive. Please insert a disk into drive D:.

It does it upon launch of fgrun, and it will also do it later upon
selection of the dhc2 aircraft. After removing all aircraft and
cleaning out the fgrun preferences file, fgrun still gripes about no
disk in drive D: on launch.Everything still works if one simply
selects Continue, though it's a bit annoying.

I haven't seen this mentioned elsewhere, though I didn't search
rigorously. If this is related to the Windows path-handling thing,
then please ignore me. :)

-Gary aka Buckaroo

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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread Gary Neely
On Fri, Mar 9, 2012 at 5:58 PM, syd adams adams@gmail.com wrote:
 On the subject of novices, would it be a good idea to have an idiot-startup
 button or menu, which makes everything all systems go and ready to take off?

 Alan


 Mine already have such a button , in the menu called autostart'.


I do the same on my models, following Syd's example. I think a number
of others also do so. A location for such an item might be
standardized, but the functionality would vary considerably, since the
properties that must be set may vary widely with each aircraft. I
don't mean to get too far off topic though.

-Gary

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Re: [Flightgear-devel] a small set of minor aircraft model question...

2012-03-05 Thread Gary Neely
On Mon, Mar 5, 2012 at 6:05 PM, Ron Jensen w...@jentronics.com wrote:
 On Monday 05 March 2012 02:53:59 Francesco Angelo Brisa wrote:
 * Analogic instruments:
  I was looking at two amazing done aircrafts: the DR400 and the Cessna 337;
 the DR400 has instruments with a glass reflection (Which is very nice and
 realistic) the C337 does not have it. I personally slightly prefer the C337
 way, a little more clean, but it is just my feeling. the question: what
 would you suggest to do, if I want to take an aircraft, add a instrument,
 which type should I use ? i.e. if I want to add instruments to the C310.

 Personally, I hate the glass shaders covering instruments and windows. I want
 to actually fly these aircraft and not drool over how 'real' they look.
 Flying means I need to be able to actually read the instrument, so I often
 prefer larger fonts and bolder lines than perhaps the original had.

+1

I'd think that real aircraft engineers would seek to minimize these
effects, and that they would manifest significantly in some but not
all lighting conditions. In any case, I greatly dislike these
glare/reflection effects on instruments and interior windows, though
many effects might be made more user-friendly if the effect was
diminished or made more transparent. I know enough to be able to
remove these effects from models, but it can be tedious and lots of
folks either aren't that handy with modeling or don't have the time.
Just my $.02.

-Gary

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Re: [Flightgear-devel] Aircraft ratings on the download page

2012-02-17 Thread Gary Neely
On Fri, Feb 17, 2012 at 7:10 PM, Heiko Schulz aeitsch...@yahoo.de wrote:

 On a slightly related note, stumbled accross this: a HTML5 JavaScript
 library to render 3D models
 in .ac format using WebGL. Might be a nice addition to our download
 page...

 Demo: http://inmensia.com/files/hangar/flight-gallery/index.html
 Source: http://code.google.com/p/hangar/

 Hmmm...
 The latest version of Opera doesn't show me the models.
 Mozilla Firefox is able to do, but with render artifacts.

 I would rather see a search system, so people can search for their wanted 
 criterias.

 Heiko


 Demo: http://inmensia.com/files/hangar/flight-gallery/index.html

Firefox 3.6.26 doesn't show anything either, just a mostly blank gray page.

-Gary

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Re: [Flightgear-devel] Shader performance

2012-02-05 Thread Gary Neely
On Sun, Feb 5, 2012 at 7:50 AM,  thorsten.i.r...@jyu.fi wrote:

 I haven't really seen any guidelines about efficient shader coding, but
 I've come across a few statements here and in the forum now and then,
 which I so far assumed to be true. I've now spent the last few days
 benchmarking my lightfield/terrain haze framework to see if I can't
 squeeze a bit more performance out. Since the results somewhat
 contradicted things I have assumed to be true before, I thought I might
 share my observations.

 1) vertex shader is fast and efficient, fragment and geometry shaders are
 comparatively slow and cost performance

 I don't know who stated that here, but I intuitively assumed that this
 must be right. You can imagine that I was surprised that when I
 trivialized the fragment part of my code, the performance didn't change at
 all, but when I trivialized the vertex part, the performance doubled.

 So it seems like the whole performance drain of my code is caused by an
 overworked vertex shader. I then transferred the haze color computations
 to the fragment shader, which improved overall performance in my
 benchmarks by 20-40%. It seems the optimal results appear for a shared
 workload between vertex and fragment shader.

 Since for instance 3d clouds run almost exclusively via vertex shader,
 this may not be an otherwise irrelevant observation.

 2) vertex count doesn't matter

 I've read that in the forum as advice to model-builders quite often. For
 all I can test, that's wrong. In order to get the same framerate in
 default scenery and custom Italy CORINE scenery, I have to set the
 visibility range ~a factor 10 different. That's consistent with a hundred
 times higher vertex count in the CORINE scenery, or with a factor 10
 higher linear resolution of landcover and elevation data, which seems
 about right. So the vertex count more or less directly sets my framerate.

 This is also relevant for models, because having a cluster of ~ 5 AI
 planes (which happened to be stuck into each other) in my view or not
 caused a 25% change in framerate, so the vertex count of models matters
 compared with the vertex count of scenery and is not some insignificant
 correction.


Thorsten,

#2 has long been a point of frustration for me. I've given up trying
to address folks on the forum who say throw all the vertices/polygons
at it that you like! Graphics cards can handle millions with no
problem! Last time I looked there was even an FG wiki article that
advised modelers to use as many polygons as they like.

I've worked in the gaming world long enough to know otherwise. Total
scene resources matter. Sure, graphics cards are optimized to quickly
render large, well-designed objects. You can build a beautiful model
with hundreds of thousands of polygons and that's great. But when it's
in a scene with gazillions of other objects, it's a hit. Animate it
and the situation just gets worse. This is why game designers build
objects with minimal vertices and create detail using good texture and
shading tricks. People need to understand that their wonderful
creations must live and play in the same sandbox as other wonderful
creations.

But I am not going to rant. I am not going to rant. I am not going to rant... ;)

-Gary aka Buckaroo

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Re: [Flightgear-devel] Shader performance

2012-02-05 Thread Gary Neely
Dang, I shouldn't have ranted. This added nothing to Thorsten's
discussion. My apologies to the list and to Thorsten.

-Gary


 Thorsten,

 #2 has long been a point of frustration for me. I've given up trying
 to address folks on the forum who say throw all the vertices/polygons
 at it that you like! Graphics cards can handle millions with no
 problem! Last time I looked there was even an FG wiki article that
 advised modelers to use as many polygons as they like.

 I've worked in the gaming world long enough to know otherwise. Total
 scene resources matter. Sure, graphics cards are optimized to quickly
 render large, well-designed objects. You can build a beautiful model
 with hundreds of thousands of polygons and that's great. But when it's
 in a scene with gazillions of other objects, it's a hit. Animate it
 and the situation just gets worse. This is why game designers build
 objects with minimal vertices and create detail using good texture and
 shading tricks. People need to understand that their wonderful
 creations must live and play in the same sandbox as other wonderful
 creations.

 But I am not going to rant. I am not going to rant. I am not going to rant... 
 ;)

 -Gary aka Buckaroo

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Re: [Flightgear-devel] Models generating OpenGL invalid operation warnings

2011-12-26 Thread Gary Neely
On Mon, Dec 26, 2011 at 4:53 AM, James Turner zakal...@mac.com wrote:

 On 26 Dec 2011, at 00:54, Gary Neely wrote:

 For quite some time many models will endlessly spew the following
 warning to the console:

 Warning: detected OpenGL error 'invalid operation' at after 
 RenderBin::draw(..)


 I'm having something which *may* be similar. To check if it's the same issue, 
 please set the following environment variable, and run fgfs again:

        OSG_GL_ERROR_CHECKING=ONCE_PER_ATTRIBUTE

 And post the actual attribute number that is logged)


 This may be dependent on graphics cards-- I have an ATI-based HD 3850
 from a few years ago, so maybe many folks don't see this warning. I
 think there's also a way to suppress it. But it was bugging me that my
 own older models spew this warning while my newer efforts don't. At
 first I figured it was a 3D model or shader issue, but I found that
 eliminating all 3D models and animations down to a simple non-textured
 cube had no effect.

 That sounds like a different issue to mine, but we shall see. In general, the 
 Ati drivers seem much stricter in checking state that the nVidia drivers 
 accept and tolerate.

 Working under FG 2.4 with various -set.xml files, after a lengthy
 process of elimination and replacement I finally found what is
 triggering the warnings: the 'radar' instrumentation module. When I
 remove that module from the instrumentation import XML, the warnings
 stop. The radar module is included in the generic instrumentation file
 that many aircraft use, Aircraft/Generic/generic-instrumentation.xml,
 which explained why so many planes generate the warning.

 That's strange indeed - as you say, the radar should not be used if not 
 included, since it can eat a few FPS to generate the texture. Its state-sets 
 are pretty simple, so I will be very interested to see what error is reported 
 once you set the environment variables above.

 James


James,

Setting the above environment variable (I'm using Windows XP) changed
the warning output to:

Warning: detected OpenGL error 'invalid operation' after applying
attribute View port 16776AD0

I loaded various planes that used the radar module and all generated
the above warning, but the View port value was different for each
plane and usually different for each run using the same plane.

-Gary

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[Flightgear-devel] Models generating OpenGL invalid operation warnings

2011-12-25 Thread Gary Neely
Howdy,

I hope I'm not posting on an already solved issue-- a search didn't
find anything that directly addresses this, though I found lots of
tangential stuff.

For quite some time many models will endlessly spew the following
warning to the console:

Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..)

This may be dependent on graphics cards-- I have an ATI-based HD 3850
from a few years ago, so maybe many folks don't see this warning. I
think there's also a way to suppress it. But it was bugging me that my
own older models spew this warning while my newer efforts don't. At
first I figured it was a 3D model or shader issue, but I found that
eliminating all 3D models and animations down to a simple non-textured
cube had no effect.

Working under FG 2.4 with various -set.xml files, after a lengthy
process of elimination and replacement I finally found what is
triggering the warnings: the 'radar' instrumentation module. When I
remove that module from the instrumentation import XML, the warnings
stop. The radar module is included in the generic instrumentation file
that many aircraft use, Aircraft/Generic/generic-instrumentation.xml,
which explained why so many planes generate the warning.

Maybe this has already been found and addressed for the next FG
version. If so, cool. I wonder though, should the radar module be
enabled in the default instrumentation file, rather than at least
commented-out? It seems a hefty module, and many general aviation
models wouldn't need it.

Anyway, hope this helps others.

-Gary, aka Buckaroo

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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] turbine inlet temperature in the seneca (TIT)

2011-12-06 Thread Gary Neely
On Mon, Dec 5, 2011 at 6:08 PM, Tuomas Kuosmanen
tuomas.kuosma...@gmail.com wrote:
 Hello.

 I am working on some XML 2D gauges for our aviation club flight
 training device. We have a twin engine trainer I built over the years
 which runs on top of MS Flight Simulator, and I am making a flightgear
 setup for it to have a platform that stays alive :-)

 The SenecaII looks like the best choice for FDM, and I started to
 model some gauges in the SenecaV style (as our trainer has the two
 columns of small engine gauges on the right -panel cutout in place).
 However, SenecaV new style engine cluster has a turbine inlet
 temperature gauge (TIT).

 Does FG model this value? The property tree seems to have a tit
 property but it seems to be empty no matter if engines run or not.

 Does anyone have a clue on how to do this? Or should this be done
 somehow via nasal / other assumptions based on manifold pressure and
 environment etc..? Or should the TIT value show something?

 Best wishes,

 //Tuomas


Tuomas,

I can say for certain that YASim does not model TIT, and I believe
JSBsim doesn't either, though there seems to be a stub for TIT
modeling which may be where that property comes from. Someone please
correct me if I'm wrong about JSBsim and TIT. A developer may have
written custom code to model turbine inlet temp for a specific model,
but I'm not aware of any examples.

I'm currently working on a project that aims to handle multi-cylinder
temperature reporting and yield results good enough to at least teach
the concepts of best power/best economy and LOP operations.
Unfortunately my effort doesn't yet model turbocharged engines.

Since you're using the JSBsim-based Seneca II, you might want to
consider working with JSBsim to add the necessary modeling for TIT, if
it doesn't already exist. You might try posting on the JSBsim forum on
this topic, as someone may already be developing this.

-Gary aka Buckaroo

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Re: [Flightgear-devel] turbine inlet temperature in the seneca (TIT)

2011-12-06 Thread Gary Neely
On Tue, Dec 6, 2011 at 6:13 AM, Tuomas Kuosmanen
tuomas.kuosma...@gmail.com wrote:
 On 6 December 2011 11:07, Gary Neely grne...@gmail.com wrote:
 I can say for certain that YASim does not model TIT, and I believe
 JSBsim doesn't either, though there seems to be a stub for TIT
 modeling which may be where that property comes from. Someone please
 correct me if I'm wrong about JSBsim and TIT. A developer may have
 written custom code to model turbine inlet temp for a specific model,
 but I'm not aware of any examples.

 Yeah, maybe one could do this with nasal, some educated guesswork
 etc.. As long as everything is working normally, it should follow
 other engine parameters and ambient air properties, I guess.

 I'm currently working on a project that aims to handle multi-cylinder
 temperature reporting and yield results good enough to at least teach
 the concepts of best power/best economy and LOP operations.
 Unfortunately my effort doesn't yet model turbocharged engines.

 That is important stuff too, would be useful for me also. Actually it
 would be nice to have something like the EDM-800 gauge
 (http://www.jpinstruments.com/edm_800.html) to show the values.
 Unfortunately my skills with fg / nasal / programming are not very
 high, as I am more of a designer, but let me know if I can help with
 graphics. I am better with that stuff. :)


Well, I don't seem to have any 800's handy, but...

http://www.jubjubjamboree.com/grn/flightgear/images/fgfs-screen-002.png

maybe something loosely like an 830 would do for ya?

-Gary, aka Buck

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Gary Neely
On Sun, Nov 6, 2011 at 11:23 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
If your using dxt compression, which is why most people use dds, then
it is NOT equal to the original image. Amount of degradation will
depend on the image, resolution, type of dxt used, etc..but will never
be the same or better quality.

 This applies to every texture file which use compression. So it belongs to 
 .png, .rgb and .jpg as well. I never heard that anyone asked for the source 
 here
 There is always a degradation, the question is, is it visible to human eyes?


Well, not quite-- PNG and SGI/RGB use non-lossy algorithms for
compression-- when uncompressed you get back exactly what you put in.
They don't degrade the data, so archiving in these formats is fine.
Formats like JPG and DDS/DXT use the source data to generate a
compressed version, but the new version can't be restored to the exact
original data. (Try a comparison between original and compressed
versions examined on the pixel level-- it's interesting and
revealing.) This means these are not good formats for archiving source
material that might be edited later.

With lossy formats using high-quality, low-compression settings, you
might not visually notice degradation on the first edit, but you will
eventually see substantial differences on subsequent edits. Each time
you edit from an new lossy-compression source, you lose information,
but you do not with the algorithms used by PNG and SGI/RGB. On a
personal note, I had a lot of trouble getting co-workers to stop
archiving their source images as JPG files. It took a lot of
explaining and re-explaining. ;)

-Gary

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Gary Neely
On Sun, Nov 6, 2011 at 7:50 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
 Hello,

I just noticed today that the textures folder in scenery growed from 50
MB to ~200 MB. But I don’t see that many new textures ? I read once here
that the benefit from getting DDS is also we get smaller file sizes for
the textures. But now I see textures like crop (and cropA) DDS files
that take ~20 MB. Is this for testing purposes only, or do we use the
space we get by splitting aircrafts in near future for the textures ? ;-)


 No one said, that the benefit of .dds is smaller file size!

 The benefit of .dds is, that it can be loaded much, much faster into 
 Video-Ram as  mipmaps can be saved directly into the texture. With other 
 formats it has be done seperatly and that's slow.
 So perfomance has even increased with.

 Quality compared with other compressed texture-formats like .png is btw. much 
 higher.

 And Mipmaps also allow some interesting effects which you can see when you 
 enable the use of .dds-scenery-texture in FGFS.

 Btw. the size of the texture-folder is compared with the aircraft-folder 
 really, really small.

 Heiko


Adding to what Heiko mentioned:

The main win for DDS, at least from a game design point of view, is
the ability to maintain a kind of compression while loaded into the
graphics memory. This is (as far as I know) unique to DDS/DXT. It uses
an interesting technique where data is loaded as tiny unique blocks
that are indexed and mapped to locations within the image as needed.
The bottom line is that game designers can pack many more textures
into large but still limited memory resources.

DDS is relatively fast because it is natively supported by video
cards. But if I remember right, for pure speed of loading it's hard to
beat good-ol' RGB.

-Gary

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Gary Neely
This topic raises a point about distribution of non-critical files.
For example, my 1049H Constellation has a number of large files that
aren't necessary for flying the plane. I have source PSDs for
livery-makers, and Yakko's terrific How-to for flying the 1049H. Both
are directly beneficial to interested Flightgear users, but not
essential, and both sets are large files (10MB or so each) that would
bloat the plane's base distribution. Currently these are maintained
and available at my home site.

Provided that all materials are GPL, it would be nice to attach them
somehow to the plane as a kind of optional secondary download, a sort
of 'developers kit'. Does this concept make any sense? Would it be too
seldom-used to be worth it? Is it even possible? Or are others already
way ahead of me on this kind of idea?

I'll stop cluttering up the bandwidth now. :)

-Gary

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Re: [Flightgear-devel] fgdata: Important note

2011-10-26 Thread Gary Neely
On Tue, Oct 25, 2011 at 7:33 PM, HB-GRAL flightg...@sablonier.ch wrote:
 Am 25.10.11 18:54, schrieb Gijs de Rooy:
 No matter what aircraft-split we end up with, aircraft authors will always 
 be able to update their own aircraft at
 any time.

 Hope so ;-)

 With the current setup you can for example commit (and accept merge
 requests) for your EC130:https://gitorious.org/flightgear-aircraft/ec130

 But I want to give commit rights to my wife to my repo, without asking
 you, can I do that ? Why not ? What gives the team the right to decide
 if my wife could be contributor in my aircraft project or not ?!


 When you start on a new aircraft and would like to have its repository under 
 the FlightGear Aircraft project, you
 do have to ask one of the people from the team: 
 https://gitorious.org/+flightgear-aircraft

 For every single aircraft ? Hm, everyone ?

 You also have to contact that teammembers when you'd like to get access to 
 an existing repo (or give someone
 else access to your aircraft's repo).

 Sorry, Peter is not here since six months, but Paul - ok, he does not
 know a lot about your project - but he will give access to Alex, to
 update Sabins repo permissions.



The #1 reason I haven't added my projects (MD-81, Grumman Goose,
Edgley Optica, Velocity XL RG) to the repository is that I have no
ability to perform my own commits. Possibly I haven't earned the right
and I can understand that. But I would like to learn and understand
the procedure for how one earns these rights, and maybe others would
too.

Don't get me wrong-- for core FG work I readily see the value in
maintaining a short-list of those with commit rights and/or
peer-review before commits. But for non-core work such as aircraft
projects, it's somewhat bothersome. In the past Durk has been kind
enough to submit my 1049H Constellation to the repository. I'm
grateful and I am certain he would readily continue to do so. But I
dislike troubling him (or anyone else) to do it. Durk and others do
great work here and I don't like adding busy-work to their plate.

-Gary aka Buckaroo

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Re: [Flightgear-devel] New aircraft: SF-25

2011-08-15 Thread Gary Neely
On Mon, Aug 15, 2011 at 12:18 PM, Viktor Radnai viktor.rad...@gmail.com wrote:
 Hi all,

 Athanasios Goritsas (cc-d) created a nice Falke 3D model with a basic
 Yasim profile, based on the aircraft he flew with. I would like to
 develop his model further (I'm doing my PPL on the real thing atm). We
 would both like to see it in Git (under a GPL license), maybe more
 people would join in developing it further. (If you need a statement on
 this directly from Athanasios, as he's the primary author, let us know.)

 In the meantime, could you please check out the plane and shed some
 light to some Yasim parameters. You can grab it from
 http://www.avatarzenekar.hu/files/sf25b.tar.bz2

 The biggest issue with the FDM is that the plane does not seem to have
 enough drag -- it easily goes over Vne, and it's impossible to land
 without spoilers unless you stop the engine (and even then it takes
 forever). Compared to the Grob 109, I had to use an absolutely huge drag
 multiplier to force the bird down (150 instead of 2.5). 150 is probably
 a bit much -- maybe 100-120 would be enough, but I think the airframe or
 the wings are just not generating enough drag.

 Not sure if I did a good enough job with the fixed prop. The diameter
 should be correct, not sure about the rest. My school's falke has the 2L
 engine and it spins up to about 2600 when stopped. No idea about the
 prop's most efficient speed and horsepower values are pretty much guesses.

 Anyway, please let us know if this is good enough to go into the repo,
 and any suggestions for improvement. Some (working) 3D instrument panel
 would be great, but I have no idea how to make that. Any pointers on
 that would be very much appreciated. Since Falkes have fairly varying
 instrumentation, even a copy of the Grob 109's panel could be OK.

 Ah, and the splash screens I've made do not load. What did I do wrong?

 Thanks in advance.

 Cheers,
 Vik


Vik,

Looks like a great start. The first thing I would do before anything
else is make sure your CG is positioned reasonably. In your SF-25, the
CG is much too far back; given the forward-swept wings, it looks to be
about a meter behind MAC:

E:\FlightGear projects\sf25byasim sf25b-yasim.xml
Solution results:   Iterations: 1292
 Drag Coefficient: 10.955851
   Lift Ratio: 291.677826
   Cruise AoA: 1.469686
   Tail Incidence: 2.793443
Approach Elevator: -0.014301
   CG: x:-0.900, y:-0.000, z:0.284

  Inertia tensor : 1831.357, -0.000, 78.171
[kg*m^2]   -0.000, 2075.542, 0.000
 Origo at CG   78.171, 0.000, 3856.738

The command-line YASim solver is showing CG at x=-0.9, well behind the
wing's root chord position at x=-0.371.

It isn't worth messing with other YASim values until CG is about
right. I'd first try to locate the real CG range from a certification
sheet or pilot's handbook and then use a YASim ballast element to
shift some of the plane's mass forward toward the nose. Once you get
CG better positioned, you'll have much better luck with other factors.

After CG, a couple of other things to watch in the solver: Lift ratio
is very high-- this indicates the glides-forever issue. For this plane
I'm guessing you'll want a value somewhere between 100-130, but the
actual value will depend on flight experimentation. Lots of YASim
parameters affect that value. (Note that these YASim drag and lift
numbers should not be treated as real lift/drag ratios; don't try to
make them match a real L/D ratio.) Approach elevator is much too
small-- this value means you'll need almost no elevator to hold an
approach. Look for something in the -0.7 to -0.9 range for starters.
In any case, don't try to tweak these until CG is resolved.

Wing and hstab stall AoA values look really high at 30 degrees. Most
conventional high-lift general aviation airfoils seem to be in the
15-18 range. If you know the airfoils used, you can get camber and
stall values from the airfoil data.

I have a little and rather incomplete YASim guide that might be helpful:

http://ltts.crlt.indiana.edu/grn/flightgear/

-Gary, aka Buckaroo

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Re: [Flightgear-devel] New aircraft: SF-25

2011-08-15 Thread Gary Neely
Vik,

Based on Maik's CG information and a little nosing around for
performance information online, I made an el-cheapo quick and dirty
FDM:

http://ltts.crlt.indiana.edu/grn/flightgear/sf25b-yasim.xml

Feel free to use it, lose it, abuse it, or whatever.

It's a bit tricky to takeoff and land, especially in any kind of
crosswind-- it takes a fair hand on the rudder. It also likes to glide
and glide once it gets close to the ground, so you'll definitely not
want to approach over 50 kts or you'll never get down. I often
side-slipped to help me get down. I disabled the linkage of the
spoilers with the wheel brake-- According to the book, brakes are
engaged only on the maximum spoiler setting, but I got tired of
nosing-over when I landed. ;) You might want to restore that.

I didn't try to match sink rate to real, I only tried to get the speed
range within reasonable norms and bring control surfaces effects to
something that felt reasonable. You might want to mess with the
spoiler settings, maybe increase the drag a bit, as the handbook says
they're pretty effective, and I tend to err on the understrength side.
I'm not a pilot, so definitely feel free to disregard anything I did.

-Gary, aka Buckaroo

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Re: [Flightgear-devel] Having an issue with my mags

2011-08-11 Thread Gary Neely
     I have two questions for you. First one is what is the differance
 between the Yasim engine and what you have here? Like I said, only been
 diving into this a week and am still figuring things out, so a simple
 answer would be best. ;)


Hi Rob,

As Syd said, a YASim aircraft doesn't use the YASim fixed-wing engine
declarations, but uses a different set of specifications for the rotor
and its drive train. I'm not a helicopter developer, so I can't help
with details of rotor stuff, but maybe Heiko other helicopter gurus
will drop in with comments.

What I can say is that you don't have to rely on the YASim FDM to do
all the simulation and in some cases you're better off not using
YASim's results. For my own projects (fixed-wings), I'm increasingly
taking engine parameters into my own hands, crafting my own code
(nasal scripts) to supplement, modify, or replace the engine
parameters YASim provides. If you want to simulate a helicopter engine
you could write your own routines to manage the engine itself;
temperatures, pressures, RPMs, start-up, shut-down, fuel, that sort of
thing. Some things might link to YASim's rotor outputs, like RPMs etc.
Others might be managed separately with no FDM dependencies.

Since you're fairly new to Flightgear it may take a little while to
get comfortable with all this. If you study the configuration files of
many planes and helicopters, you'll encounter a lot of clever ideas
and solutions. There really aren't many restrictions other than what
you are willing to do. That's kinda the cool thing about Flightgear.

-Gary, aka Buckaroo

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Re: [Flightgear-devel] Having an issue with my mags

2011-08-10 Thread Gary Neely
On Wed, Aug 10, 2011 at 7:57 PM, Rob r...@dragondark.us wrote:
 Hi all, another question.

   I'm trying to get control of the magnetos to give me off, left,
 right, and both conditions. Right now I have this bit of code:



 In -set.xml:

 key n=111
 nameo/name
 descToggle Mags Off/desc
 binding
 commandnasal/command
 scriptR22.Off_Mag()/script
 /binding
 /key

                                                         Which should
 take the key 'o' and send to the R22.nas for the next bit of code.

 In R22.nas

            var Off_Mag = func{
             setprop(controls/engines/engine[0]/magnetos,0);
             setprop(engines/engine[0]/running,0);
                }

                                                         According to
 what I have been able to gather, this should set the mag position to
 '0', or off, and kill the engine.


 Unfortunately, nothing happens when I run the code, the helo continues
 to run as if nothing has happened. Is there something obviuos I am
 overlooking?

  Thanks,
  Rob


Howdy Rob,

A YASim FDM helicopter doesn't usually define an engine in the
conventional sense. In addition to what you've already done, you might
have to terminate the fuel flow to kill the engine. I had a quick look
at the R22-- it looks like Syd has a similar routine for killing the
engine in R22.nas, but he calls it /after/ fuel supply is terminated.
You might have a look at that for ideas if you haven't already. I'm
guessing Syd will come on after a while and give you some more
information.

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Re: [Flightgear-devel] Clarification on YASIM input (actionpt)

2011-06-18 Thread Gary Neely
On Sat, Jun 18, 2011 at 10:38 AM, Bertrand Coconnier bcoco...@gmail.com wrote:
 2011/6/17 Gary Neely grne...@gmail.com:
 I've always understood actionpt to be the location where thrust should
 be applied with respect to the airframe. For a propeller-driven
 engine, I use the approximate location of the main thrust bearing. For
 a jet, I reckon it depends on the type of jet and the degree of
 bypass. An older jet engine develops its thrust from the exhaust
 chamber region. Modern engines with high bypass ratios develop more of
 their thrust from the fan, so the action point would likely move
 forward closer to where the main thrust bearings of the fan are
 located within the engine. I'm not an engine expert by any means, but
 these are the assumptions I've used.

 Moving the point of action of a force along the line of action of the
 aforementioned force does not change the moment.

 Since the thrust line of action is almost parallel to the
 turbine/propeller/fan shaft, moving the point of action from the fan
 bearing to the exhaust region will only marginally change the
 resulting moment. So my advice FWIW is to not bother about that.

 Bertrand.


I agree, with reservations. Some engines, for instance some
turboprops, have thrust bearings significantly offset from the
engine/prop mass. Perhaps that's trivial in most cases, but in my
opinion if the designer has good information on where an actionpt
would reside, it makes sense to use that information. Working toward
fidelity is part of the fun of this stuff.

-Gary

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Re: [Flightgear-devel] Clarification on YASIM input (actionpt)

2011-06-16 Thread Gary Neely
On Fri, Jun 17, 2011 at 12:17 AM, xsaint xsa...@gmail.com wrote:
 Hello Folks...

 Was wondering if any nice souls will assist clear this doubt on mine...

 In YASIM, what does actionpt really refers to?
 Is it the point the engines pull the air through? which the point will
 be ahead of the engines or
 is it the point at back the end of the engine where the exhaust takes place?

 OR

 Do we have different application for actionpt based on the aircraft we
 are modeling. For example,
 if it is a passenger jet, the actionpt is ahead of the engines  and if
 it is a military jet, then the actionpt is behind the nozzle?

 Thank you all for the clarifications
 cheers


I've always understood actionpt to be the location where thrust should
be applied with respect to the airframe. For a propeller-driven
engine, I use the approximate location of the main thrust bearing. For
a jet, I reckon it depends on the type of jet and the degree of
bypass. An older jet engine develops its thrust from the exhaust
chamber region. Modern engines with high bypass ratios develop more of
their thrust from the fan, so the action point would likely move
forward closer to where the main thrust bearings of the fan are
located within the engine. I'm not an engine expert by any means, but
these are the assumptions I've used.

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Re: [Flightgear-devel] Future repository for non-GPL aircraft

2011-04-21 Thread Gary Neely
Just a thought: The Flightgear wiki currently has a small page devoted
to links to personal hangars. It is rather obscure, being a simple
link embedded in text and buried in the Using Flightgear-Additional
Aircraft page, but it has greater potential.

Perhaps this link could be more prominently displayed and expanded. It
could become similar to its parent page-- the Additional Aircraft
page expanding on various GPL aircraft, many of which are hosted
outside of the FG repository. Of course it would be up to individual
owners to develop and maintain their portion of that page or pages,
but that likely wouldn't be a problem. Such a page could serve to
introduce some of the many Flightgear-related projects people are
doing, would provide a location to give exposure to otherwise orphaned
projects, and bring more value and attention to the wiki with little
or no cost to the rest of the project.

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Re: [Flightgear-devel] YASim issues

2011-04-14 Thread Gary Neely
Adrian,

Great catch on the fuel and glideslope issues. You're right-- despite
parsing the fuel attributes and supplying defaults if necessary, it
has the defaults hard-coded right in the Airplane::compile block. It
seems to consider the user-supplied values for aircraft mass, but not
elsewhere. Makes me feel dumb that I'd not noticed this before. I hope
this one makes it in the new build!

-Gary


On Thu, Apr 14, 2011 at 9:06 AM, Adrian Musceac kanto...@gmail.com wrote:
 Hello,
 I have found a couple of YASim issues, more details here:
 https://code.google.com/p/flightgear-bugs/issues/detail?id=302
 https://code.google.com/p/flightgear-bugs/issues/detail?id=303

 Would anyone still maintaining YASim please have a look and provide
 some feedback?

 Cheers,
 Adrian

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Re: [Flightgear-devel] Adventures in dds

2011-03-21 Thread Gary Neely
Just to add to the fun, .dds has an added benefit that I didn't see
mentioned here-- unlike other formats, .dds has the ability to store
textures compressed in memory, not just on disk. This can result in a
considerable savings of graphic card RAM. Most .dds formats are lossy
though, which requires some consideration and care. The .dds format is
natively supported on graphics cards, which accounts for much of the
speed given all that is happening. I'm not particularly advocating
.dds, but it's worth considering for certain applications, especially
where large numbers of textures are used for a similar task.

-Gary aka Buckaroo

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Re: [Flightgear-devel] Thrust reversal for YASim turboprops?

2011-03-17 Thread Gary Neely
On Thu, Mar 17, 2011 at 10:14 PM, Ryan M tpbspamm...@gmail.com wrote:
 I'm trying to implement thrust reversal (if possible) for the ATR 72, a
 YASim turboprop, but I can't seem to find a way to do so. I've tried the
 same parameters used for jets:

 control-input axis=/controls/engines/engine[0]/reverser
 control=REVERSE_THRUST /
 control-output control=REVERSE_THRUST
 prop=/engines/engine[0]/reverser-pos-norm /

 But YASim spits out a solution failure error.

 Changing /controls/engines/engine[X]/propellor-pitch to 0 or 1 does not
 seem to have an effect, and I haven't been able to find reverse thrust
 on any other YASim turboprop.


I recall that Syd Adams added the possibility of reverse thrust for
propeller engines a couple of years back. Looking at the YASim 2.0.0
source code and the Gitorious repository though, I don't see any
references to reverse for propellers where I'd expect to see it. I
wonder if this one didn't get approved/committed?

Syd, if you're listening, any thoughts?

-Gary

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Re: [Flightgear-devel] Logos and licensing

2011-03-05 Thread Gary Neely
On Sat, Mar 5, 2011 at 3:58 PM, Chris O'Neill chrison...@yahoo.ca wrote:

 Wait a minute!  If we're going to look the other way and breach
 someone else's trademark rights, then why would we get snotty with
 someone who breaches our copyright?  It seems a bit hypocritical to me.

  I don't know, I haven't researched
 it, but shoveling a problem around is not solving it.

 I agree, but removing trademarks from the official FG distribution
 doesn't shovel the problem but, rather, removes the Project's risk and
 places it exactly where it should be placed...  solely on the author of
 the livery.  If Mack Jermod (or anyone else for that matter) wants a Red
 Bull (or any other trademark) on their livery, then so be it but let
 Mack Jermod (and the others) distribute it themselves and assume any and
 all risk, not the FG Project!

...

 Regards,

 Chris



The man's name is Jack Mermod. While I may not declare for any
position here, when taking a position it seems discourteous,
unnecessary and counter-persuasive to make sport of someone's name.

-Gary aka Buckaroo

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Re: [Flightgear-devel] Two questions: Texture efficiency and METAR loading rules

2011-03-01 Thread Gary Neely
Thorsten,

A few thoughts:

I would have guessed that loading these images would be an infrequent
hit making file size a relatively small factor, but if the system is
continually swapping them out and reloading them for some reason, that
might not be so. Where cloud appearance approaches photograph quality,
PNG probably won't buy you a lot in terms of file size, though it's
worth experimenting. Their size when loaded will be the same
regardless of file format (with one exception, which I'll get to in a
moment), so I'd expect no gain there. 2048x2048 is getting pretty
hefty at nearly 13 MB of memory consumed per image, which I could see
being problematic if multiple different images are used to create a
scene, especially given all the other textures typically in play at
any given time.

Would the environment settings give us the option to use textures of
different sizes? Some users with high-end rigs might like the 2048
option, though I expect that would murder my system. ;)

You might consider the dxt format. dxt needs some additional work to
prepare, and has a few caveats to its use, but the dxt format is
compressed when loaded into video RAM. The format is often used in
gaming, and can do a lot to conserve video memory and possibly improve
performance. You might find it worth exploring, especially for this
dedicated operation.

-Gary aka Buckaroo



On Tue, Mar 1, 2011 at 3:00 AM,  thorsten.i.r...@jyu.fi wrote:

 After some more grey hair, I believe I talked the Local Weather package
 into working with live METAR data such that it is competitive with the
 default system. In some areas it performs worse (especially getting denser
 coverage of convective clouds right is a bit of a problem, it doesn't do
 time interpolation if a METAR station updates), in others better (it has a
 vertical model of the visibility and aloft winds, lateral interpolation of
 weather parameters, gets closer to the real sky appearance in comparison
 with webcam images,...). So - I am working towards a new version v1.0
 soon.

 In that context, I have two questions:

 1) What is the best texture format for what I want to do?

 I've noticed that hires cloud textures take a long time to load and drain
 performance quite a bit. It seems Flightgear is loading a constant rate of
 texture pixels / time, which roughly says that I should not migrate to
 2048x2048 cloud textures (although they look *really* impressive in tests)
 since the time to load a sky will increase by a factor four. In my current
 experience, loading new clouds is already a significant performance issue.

 What I have been wondering is the following: Currently I am using *.rgb
 textures. I have noticed that the filesize can be reduced by a factor 2 or
 so by going to *.png textures. However, what is the format which would
 most efficiently into the scenery? If *.png saves filespace at the expense
 of time, then there's no point in converting, but if png also loads a
 factor 2 faster, I would convert all texture sheets.

 I could of course run my own performance tests, but maybe someone simply
 knows?

 2) What are the rules for loading live METAR?

 The context of this question is that I have the impression that if I would
 fly transatlantic (I have never tried, since I don't like the ocean view
 so much...) the METAR string would not change for a long time, and hence
 the weather would not change. That's not very realistic.

 On the other hand, I have a rather well-developed and plausible offline
 weather system, so I imagine that the controller switches from METAR to
 the offline system when the station is too far away and back when another
 station comes into range.

 Switching to the offline system while keeping all weather parameters
 plausible is not an issue - you just select an appropriate tile when the
 last METAR station has reached a distance d. But switching back to live
 weather is - because the offline system can't possibly guess correctly
 what the weather is on arrival when it switches over the Atlantic - so the
 matching has to be done carefully.

 To think this through, I'd like to understand how the weather fetching
 works - does it always pick the nearest station, even if that is 3000
 miles away, or is there a distance cut, or some other criterion?

 Any help is appreciated!

 Thanks in advance,

 * Thorsten


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Re: [Flightgear-devel] another fuel change...

2011-02-28 Thread Gary Neely
On Mon, Feb 28, 2011 at 10:27 PM, syd adams adams@gmail.com wrote:
 Me again ...
 As Heiko mentioned , my S76C broke due to a fuel.nas change . If the
 change was mentioned here , I guess i missed it completely.
 After some experimentation, I finally got it running again ...it
 wouldn't start due to empty tanks , and trying to fill them with the
 dialog didn't work they would immediately snap back to 0.I removed
 my nasal fuel routine , and everything worked again ,except with no
 fuel consumption now... would I be correct in assuming that I only
 have to supply the amount of fuel consumed per frame and fuel.nas will
 manage the fuel flow ?
 Thanks agaian,
 Syd


Syd,

I don't have the latest and greatest fuel.nas so there may be changes
that affect the following: in general for a conventional YASim
aircraft with one or more engines, the FDM increments each engine's
fuel-consumed-lbs every frame (or whatever update period it is using),
and that value continues to increase until fuel.nas (or whatever) does
something with it. Typically it iterates over each engine, copies the
fuel-consumed value, decrements the amount across the tanks (the
default is a cross-feed like system), and resets the fuel-consumed
value to 0.

Since a YASim helicopter doesn't use a standard defined YASim engine,
if you provided code that continually increments an 'engine'
fuel-consumed-lbs value (or some other fuel-consumed value you define)
and pointed fuel.nas to that value, you should be able to get it to do
the rest. It's a little different from directly managing fuel levels
in tanks the way I think you used to do the s76c. In that case you
directly decremented tanks, here, you'd kinda do the opposite--
increment a fuel-consumed value, feed that to fuel.nas, and let it do
it's tank-management thing.

Hope this makes some kind of sense and is useful.

-Gary

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Re: [Flightgear-devel] c172j

2011-02-27 Thread Gary Neely
Syd,

I had to fix fuel usage for the Goose to drop fuel usage to about 65%
of YASim's guestimate. I generally replace the default nasal fuel
system with my own version these days, and as part of that, at least
in the Goose, I included a fuel-scalar that reduced the fuel-consumed
amount. Unfortunately this is in my later Goose build-- the one on my
site hasn't been updated in forever. If interested, I could send you
my work-- you'll readily see what I did as it's pretty easy.
Unfortunately a windstorm just blew part of my roof off, so I might be
busy with other things for a while.

-Gary


On Mon, Feb 28, 2011 at 1:48 AM, syd adams adams@gmail.com wrote:
 Hi guys ,
  I modelled a c172j , the aircraft i trained in , and got the fdm
 working pretty accurately (except for slipstream effect) , but noticed
 that the yasim piston engine burned about 11 gallons per hour , about
 3 gallons an hour more than the real one does full rich.
 Would it be possible for someone to make that an option in the config
 file similar to tsfc ? Or is that changeable and I just never found it
 ? My own yasim patches never made it further than this mailing list
 (not surprising considering my coding skill), but it would be nice to
 tune this parameter.
 Thanks,
 Syd

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Re: [Flightgear-devel] Logos and licensing

2011-02-26 Thread Gary Neely
I agree with Melchior. In the most situations they will be obliged to
say no. It's the easiest, safest, most proven course for them.

It seems rare that someone in our community is approached by a
copyright-holder and told to remove some objectionable element. Even
if it does happen, it's likely that someone will get a letter from a
law firm saying Take-XYZ-down-or-else. You shrug, comply, and move
on.

There's a saying in English about bearding the lion in his den. It's
probably better to stay beneath the lion's radar.

-Gary

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Re: [Flightgear-devel] Logos and licensing

2011-02-26 Thread Gary Neely
On Sat, Feb 26, 2011 at 2:42 PM, Jon S. Berndt jonsber...@comcast.net wrote:
 Staying beneath the radar might be effective but do you feel good about it? 
 Is it the ethical thing to do? Unethical? Hoping that ignorance is bliss? 
 Trying to ignore a perceived problem and wishing it would go away because it 
 is too hard to do things the right way?

 OTOH even if a company feels that a violation is taking place they would 
 surely make a friendly request first.

 Jon



I don't want to be misunderstood: I applaud Heiko's sentiment. But in
this case, yes, I would feel good about it, and yes, I believe it's a
reasonably ethical position for a loose collection of people who make
non-commercial virtual aircraft and who are totally willing to comply
with legal requests.

-Gary

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[Flightgear-devel] Nasal-based generic electrical system

2011-02-23 Thread Gary Neely
A few months ago I created a nasal-based generic electrical system
modeled after the built-in Flightgear system. I thought I'd offer it
up here for those who might be interested:

http://ltts.crlt.indiana.edu/grn/flightgear/electrical_1.html

My goal was to achieve something similar to the hard-coded C-based
system, but open it up for easy customization of handlers for
suppliers, etc. Like the original, it is a voltage-propagator; it does
not yet model amps or battery charging. There are a few differences.
Where the Flightgear system defines suppliers, buses, components and
connectors, I use only components and connectors. A supplier is
treated as a component sub-type to simplify processing, and a bus is
simply a component treated as a bus by contextual usage. My system may
also offer a few advantages in switch modeling. XML configurations for
the built-in Flightgear system can easily be modified for use in this
method.

Most will likely find this work a curiosity at best, but I hope
someone finds it interesting or useful. I've been using it
successfully in my latest project, and intend to retrofit it to my
other projects.

-Gary aka Buckaroo

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Re: [Flightgear-devel] Nasal-based generic electrical system

2011-02-23 Thread Gary Neely
(Note: most of this was written before I saw Curt's response.)

Heiko,

Flightgear has a built-in generic electrical system written in C by
Curt I believe. It's generic in that it can be set up using a simple
XML file and requires no programming or scripting. All you have to
know is how you want your compoments linked together. In other words,
a tranceiver is fed power by an avionics bus, which is fed power by
the main bus, which is fed power by a generator and/or battery system.
The XML file lets you express that in terms of components and switches
etc., and the underlying system does the magic.

Systems like Syd's and others are usually tightly customized to an
individual aircraft, and often get down to the level of amperage
modeling, i.e., modeling the current drawn by various systems, the
charging/discharging of batteries, etc. This requires a lot more
knowledge and lots of nasal coding. My first efforts at doing
electrical modeling used ideas like this, though perhaps not so well
refined. The main problem I've found with these implementations is
they're unfriendly when adapting to other aircraft.

For me, the disadvantage of the generic Flightgear electrical system
is that you get only the functionality that's built into it. Which is
pretty good for the basics. But if you want to change something, like
how an alternator's voltage is modeled, or under what conditions are
external power sources available, you may have a problem. If you want
to add modeling of battery charging or other amp-related factors,
you're probably looking at doing custom nasal coding anyway.

When I finally took the time to understand what Curt's system was
doing, I thought the concept was great. It was easy and handled 90%+
of the things I'm interested in electrically modeling at this time. I
didn't want to go much deeper, because in most cases I simply lack the
data to know how much current various things draw. Voltage propagation
is pretty straight-forward and doesn't require as much knowledge.
Often it's sufficient to ask: is it getting power? Great! But there
were a few interesting cases that the C-based system didn't model,
mostly related to power sources and switches. I thought it might be
fun to do something similar using nasal, which would then let me tweak
various underlying systems for each model I work with.

I tried to minimize the amount of work the electrical system is doing.
I'm running the system on my current project with a full suite of
flight instruments and radios, and a few other support systems such as
light rigs, etc., everything on the electrical system. I've seen no
performance issues. Of course this is a little Edgley Optica, not a
Lockheed Constellation with gazillions of instruments.

I wrote a nasal system for the pnematic system of my MD-81 last year,
and the issues are so similar that I've been considering a parallel
version of this to handle pneumatics as well, swapping in pressure
values for voltages. Hey, why not?

-Gary


On Wed, Feb 23, 2011 at 4:39 PM, Heiko Schulz aeitsch...@yahoo.de wrote:
 Hi,

 A few months ago I created a
 nasal-based generic electrical system
 modeled after the built-in Flightgear system. I thought I'd
 offer it
 up here for those who might be interested:

 http://ltts.crlt.indiana.edu/grn/flightgear/electrical_1.html

 I must admit, I'm a bit confused now about the electrical systems in 
 FlightGear.

 I know the one used in the c172p, the ones created by Syd Adams which I use 
 by myself in my projects (Ec130) and now this one.

 What are the advantages, where are the issues?
 I must admit creating the different systems in FlightGear (electrical, 
 hydraulic, pneumatic, etc...) is quite difficult for those who aren't that 
 into programming and scripting...

 Cheers
 Heiko



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Re: [Flightgear-devel] Default Aircraft Candidates

2011-02-21 Thread Gary Neely
Syd places an enormous amount of effort and care into his models. If
it were me, I'd think twice before questioning something he did, and
I'd be darned sure I did my homework first, because it's certain he
will have. But if he says he's interested in suggestions for
improvements, he means it, and without ego.

I have a friend who worked as a mechanical safety inspector at the
Miami airport cargo facility back in the mid-90's, and he used to tell
me of how unladen aircraft would sometimes depart at seemingly
unbelievable steep angles. It was from his descriptions that I first
started to understand the power of those engines that sit hidden in
the throats of airliner intakes.

-Gary aka Buckaroo



On Mon, Feb 21, 2011 at 7:41 PM, Jack Mermod jackmer...@gmail.com wrote:
 I wasn't planning to get into an argument over the 777-200, but yes it
 does have an unrealistic FDM.

 See here:

 http://img219.imageshack.us/img219/891/picture5mj.png


 Are you telling me this is realistic too?

 Check Six,
                Jack

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Re: [Flightgear-devel] FlightGear model animation question

2011-02-16 Thread Gary Neely
On Wed, Feb 16, 2011 at 12:46 PM, Curtis Olson curtol...@gmail.com wrote:
 I was browsing the flightgear wiki pages on doing model animations.
  Everything is written from the perspective of a single model with named
 parts and the animations refer to the part names.
 What I have here is two version of the same model as separate 3ds files.  I
 realize it's a crude hack, but I'm short on time.  What I would like to do
 is create an animation that selects one entire model or the other depending
 on the state of a property.  I assumed it would be easy to do so I left it
 to the last minute ... I've probably done it in the past, but now I can't
 find any documentation or examples ... is this possible to do?
 Thanks,

 Curt.



Curt,

One way to do this, set up the primary model XML file:

?xml version=1.0?
PropertyList

pathmymodel.ac/path

model
  nameModel1/name
  pathAircraft/myplane/Models/model_1.xml/path
/model

model
  nameModel2/name
  pathAircraft/myplane/Models/model_2.xml/path
/model

animation
  typeselect/type
  object-nameModel1/object-name
  condition
...
  /condition
/animation

animation
  typeselect/type
  object-nameModel2/object-name
  condition
...
  /condition
/animation

/PropertyList


So you import the primary model 'mymodel.ac (or whatever) in the path
(this could be a null model), and specify two submodel imports and two
selects that determine when the submodels appear.

Then each submodel XML file will reference its model:

?xml version=1.0?
PropertyList
pathmodel_1.ac/path
/PropertyList


Hope this helps,

-Gary aka Buckaroo

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Re: [Flightgear-devel] FlightGear model animation question

2011-02-16 Thread Gary Neely
On Wed, Feb 16, 2011 at 2:57 PM, Curtis Olson curtol...@gmail.com wrote:
 Thanks Gary,
 Worked perfectly ... turns out I don't need to specify a global model ... I
 can just load submodels and give them names and use them.  A global
 offset/rotation does work.
 Now I'm having trouble with that whole ambient/diffuse thing and my model
 surfaces that aren't pointed at the light are all black ... this is a 3ds
 model ... is there an easy way to patch that up?
 I've figure out about 0.01% of blender ... and so far that hasn't included
 material properties or object hiearchies.
 Thanks!
 Curt.


Curt,

I'm not siginificantly familiar with the 3ds format-- it might be
possible to directly edit the material settings and augment ambient
values, etc. Someone else may be able to answer that.

Is conversion to another format like .ac an option? If so and the
models are not terribly complex, I would be happy to attempt the
conversion for you. I deal with this sort of thing frequently at work,
so it's probably not a big deal. If interested, feel free to send me
the models and I'll give it a shot.

-Gary

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Re: [Flightgear-devel] FlightGear model animation question

2011-02-16 Thread Gary Neely
On Wed, Feb 16, 2011 at 4:05 PM, Curtis Olson curtol...@gmail.com wrote:
 Hi Gary,
 I think I've beat the model pretty much into submission now.  I was able to
 export as .ac, but the scaling was off by 2.54 ... hmmm where have I seen
 that number before?  I figured out how to scale and reposition the model in
 blender wow! and there was much rejoicing. :-)  Then all the faces were
 totally faceted so I figured out how to smooth the surfaces in blender
 wow!!! three exclamation marks on that!!!
 That got me to the point where I could manually edit the material
 definitions in the .ac file and setup the ambient and diffuse properly, also
 got the tires back to black ... and rescaled the textures  3000x3000 is
 probably over kill.
 So I'm learning more about blender than I want to know ... and I hesitate to
 even say this because in 2 years some guy in some far away land is going to
 be googling, decide I'm a blender expert and now I'll be doing blender tech
 support for the rest of my life ... got to love the internet!
 Curt.


Cool-O on your conversion success!

Oddly enough that's kinda how I got into my current position. I used
to be a coder but played with 3D work on the side and advised grad
students and professors at work from time to time, doing the odd model
here and there. Eventually our director asked if I'd do that sort of
thing full-time. So I am. :)

-Gary

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Re: [Flightgear-devel] Blender question?

2011-02-10 Thread Gary Neely
Curt,

To add to what Anders and Chris have said:

Mirroring an object reverses the order of vertices in faces, which
results in polygon normals pointing in the opposite direction--
outside becomes inside.

If you're mirroring in Edit mode, you should only need to do the flip
normals command. I.e., with the mirrored elements selected, hit the
'w' key and select 'Flip Normals'. After doing this, consider
selecting everything and doing a w-Remove Doubles. This will take
your two halves and create a single unified whole, eliminating
overlaping edges and vertices, which helps avoid unwanted seams when
rendered.

Anders mentions the ctrl-a command. When mirroring an object in Object
mode to create a second object for later merging with the first, it's
a good idea to select the mirrored object and hit ctrl-a-Scale and
Rotation to ObData. Blender keeps a stack of modifying operators on an
object, but isn't perfectly consistent about considering stacked
operators. This can yield unexpected results when mirroring and
flipping normals. So I recommend using the ctrl-a command at the
object level to apply and clear operations to the object, then go into
Edit mode and do the flip-normals thing. It can save you some
headaches, particularly if an object seems stubborn about being
inside-out when exported.

-Gary, aka Buckaroo


On Thu, Feb 10, 2011 at 4:55 PM, Curtis Olson curtol...@gmail.com wrote:
 Hi Chris,
 I turned on normals and they are all pointing outwards on both halves of my
 model.  It looks good in blender, but when I export it to 3ds and open it up
 in osgviewer, the mirrored half is still inside out.
 Curt.

 On Thu, Feb 10, 2011 at 3:45 PM, Chris Wilkinson wrote:

 Hey Curt,

 This is the process I use in Blender 2.49 - its slightly different but
 similar for Blender 2.5x

 Use face select mode, select the faces you need to flip, and in 'mesh
 tools' click 'flip normals', then re-save your model - that *should* do the
 trick.

 Another useful trick is to click 'show normals' - you'll then see a small
 blue line extending from the centre of each face in the positive direction -
 if the normals point inward then they need to be flipped. The normal size
 can be changed if they are too hard to see.

 Regards,

 Chris Wilkinson, YBBN/BNE.

 
 From: Curtis Olson curtol...@gmail.com
 To: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Sent: Fri, 11 February, 2011 7:24:32 AM
 Subject: [Flightgear-devel] Blender question?

 I have a hopefully quick question.  I've generated a 3d model mesh in ac3d
 format.  I'm doing this from a perl script and I posted some pictures and
 details of the actual model here:
  http://www.flightgear.org/blogs/curt/uas/misc/3d-modelling-with-perl/

 My script just generates the left half of the model.  I assumed I could
 just import this into blender, duplicate the half and mirror it and produce
 the whole model.  I'm new to blender, but I managed to duplicate the side
 and mirror it and the mesh looks perfect.
 My problem is that when I export the full model, the mirrored half is
 black from the outside.  When I look inside of it, it's shaded properly.  It
 appears that when I mirrored the surface, the face ordering didn't change so
 the mirrored half is inside out.  I've been trying every possible
 face/normal/edge option I can find in blender and haven't been able to
 figure out how to get my faces back the right way.  The original half of
 course looks just fine.
 It's probably something super simple, but I've googled and haven't found
 the right set of keywords I guess.  Is there an easy way to get all my faces
 the right way so both sides of my model are right side out and look correct?
 Thanks,
 Curt.
 --
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 http://www.flightgear.org - http://www.flightgear.org/blogs/category/curt/

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Re: [Flightgear-devel] mouse acceleration

2011-01-07 Thread Gary Neely
Brilliant, a huge leap over click-click-click. Thank you Syd!

-Gary aka Buckaroo


On Fri, Jan 7, 2011 at 12:45 PM, syd adams adams@gmail.com wrote:
 Hi guys.
 Is there any interest in mouse acceleration properties, besides myself ?
  I,ve added it locally , and have mouse drag pedestal controls in the 
 Aerostar .

 The calculation is already done in the code, FGMouseInput.cxx , so
 I've simply written each to a property:

 At line 317:
  if (x != m.x) {
    int delta = x - m.x;
     fgSetInt(/devices/status/mice/mouse/accel-x, delta);
    for (unsigned int i = 0; i  mode.x_bindings[modifiers].size(); i++)
      mode.x_bindings[modifiers][i]-fire(double(delta), double(xsize));
  }
  if (y != m.y) {
    int delta = y - m.y;
    fgSetInt(/devices/status/mice/mouse/accel-y, -1 * delta);
    for (unsigned int i = 0; i  mode.y_bindings[modifiers].size(); i++)
      mode.y_bindings[modifiers][i]-fire(double(delta), double(ysize));
  }

 I figured there was no point doing a patch for 2 lines of code , and
 if no one else sees a use for it , it's easy to do with nasal...
 Cheers

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Re: [Flightgear-devel] FlightGear Flight Pro Sim Statement

2010-12-13 Thread Gary Neely
On Mon, Dec 13, 2010 at 9:35 PM, Curtis Olson curtol...@gmail.com wrote:
 On Mon, Dec 13, 2010 at 6:08 PM, Victhor wrote:

 The individual responsible for the page put this there:
 1.Sponsoring a child - many kids in our world that aren't able to get
 even the basic stuff, like food, simple health care, and school.
 I never knew they were going _that_ far in dubious marketing tactics.

 Wow, that is truly sad ... they are making a mockery of people who take
 charity seriously and make a legitimate effort to help others.
 Well I sure hope that people take a look a the respective communities (pro
 sim flight versus FlightGear) ... how long they have been established, the
 spirit and nature and intelligence of the discussions and I sure hope that
 reality will be obvious.  Look at the discussions on the pro-flight-sim
 areas which are all about people complaining about being ripped off and not
 getting their money back, versus the discussions in the FlightGear areas
 (tons of technical development material, fun aviation stuff, etc.)

 But in a world where people can say anything they want with no consequences,
 you suddenly aren't sure who you can trust.


I believe this to be true and I lament it. But perhaps it places a
great deal more importance and value on those who do stand by what
they say and are willing to take on the consequences.

-Gary


 There will always be some low
 hanging fruit to pick off, but if we make our best effort and act in a
 positive way, we can be proud whatever the result.
 Curt.

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Re: [Flightgear-devel] Ridding Multiplayer of Abusers

2010-10-19 Thread Gary Neely
A few additional details can be found by reading the relevant post as
jackmermod in the FG forums:

I experienced a horrible attack over mp today. I ended up flying up
on the attackers 6 o'clock in my F-14 and firing upon him with over 20
Aim-9's in hopes of causing him to lag. Luckily I caused him to
crash.(which pissed him off enough to leave) :) the things he said
accumulated to the most disgusting words I have ever seen put together
in my life. While I am not affected, many others who may have to go
through this would probably leave flightgear.

http://www.flightgear.org/forums/viewtopic.php?f=10t=8432st=0sk=tsd=astart=270


Behavior was clearly not the best on either side. In my experience,
technical solutions can't prevent this sort of thing.

I work in the education field on a project involving online
communities of grade school children. We employ language filters. The
result has little effect on what the children can communicate. They
can always find ways around the filter or re-phrase their meaning. The
real behavior checks come from the community: the moderators, their
peers, their teachers.

-Gary

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Re: [Flightgear-devel] buying server bandwidth (was: mpserver02 close down)

2010-10-07 Thread Gary Neely
On Thu, Oct 7, 2010 at 11:51 AM, Stuart Buchanan stuar...@gmail.com wrote:

 I'd be prepared to contribute some money for a dedicated MP/code/download
 server, even if it was in the US and I wouldn't benefit personally.

 I'm sure with a bit of publicity using the newsletter we could get together
 sufficient contributions. We could even offer immortality in the THANKS
 file for the project, if we were feeling particularly generous.


Just to back Stuart up, I had similar thoughts about contributions and
use of the newsletter. I would be pleased to donate funds regularly to
help maintain suitable MP servers. I can't speak for others, but I'm
willing to bet there are many like-minded members of the community out
there.

-Gary aka Buckaroo

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Re: [Flightgear-devel] buying server bandwidth (was: mpserver02 close down)

2010-10-07 Thread Gary Neely
On Thu, Oct 7, 2010 at 6:28 PM, Stuart Buchanan stuar...@gmail.com wrote:
 We could certainly explore the donation route.  I'm doing a little bit of 
 research to try to determine what the realistic costs would be to setup a 
 dedicated server to run a multiplayer system.  That will give us a better 
 idea what we need to shoot for.

 I agree that we need some real numbers before we can say what is realistic.

 I'm firmly of the opinion that whatever we do has to be completely voluntary. 
 I don't really like the idea of a subscription based MP server. Neither do I 
 like an advertising supported model. It feels like a pain to manage.

 The model I do like is one that seems to work for a jazz station I listen to: 
 KCSM. They have fundraising drives every six months or so to cover their 
 running costs. People give what they can but there is no obligation and no 
 set amount.

 I like the idea of outsourcing the collection if we can find a suitable 
 organisation but I suspect there are enough people with moderately deep 
 pockets that it could be managed informally. The fewer actual donations, the 
 less admin is required.     I'd be willing to contribute £100 a year if 
 someone else matched me. A couple more pledges like that and I'm sure we'd 
 get there. I've known many people on this list long enough that I'd be happy 
 to send them that amount of money on trust.

 -Stuart



I need to spend some time following-up what Curt has suggested, and I
would agree that no-money options are always welcome, but if decisions
should result in a donation or fund-drive solution, then I'll pledge
to match Stuart's £100 contribution.

-Gary aka Buckaroo, Windows user.

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Re: [Flightgear-devel] Metapost for drawing instruments?

2010-06-11 Thread Gary Neely
On Fri, Jun 11, 2010 at 2:00 PM, Patrice Poly p.pol...@gmail.com wrote:

 Hi,

 Does anyone have any examples of using metapost to draw instrument graphics
 (arcs, ticks, etc.)  Or are there other free tools that have
 good primitives for drawing instrument/gauge graphics?  I have a little side
 personal project here and I'd like to play around with it a bit.

 I personally use Inkscape with much satisfaction. Drawing arcs, marks
 and numbers is very easy with the vectorial capacities of Inkscape.

 At the end of the job, I export as a bitmap ( png is default in Inkscape
 ) , then I import the result in GIMP to add shadows or other fancy eye
 candy.


Same process for me. Inkscape has worked out great for my instrumentation.

-Gary aka Buckaroo

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Re: [Flightgear-devel] YASim effectiveness tag

2010-05-26 Thread Gary Neely
Andy, James,  Syd,

Much thanks for helping me understand this.

-Gary


On Wed, May 26, 2010 at 12:24 PM, Andy Ross a...@plausible.org wrote:
 On 05/26/2010 12:44 AM, James Turner wrote:
 This is a wild guess, but from memory (of discussions here), and reinforced 
 by the code snippet above, effectiveness is a hack/tweak to account for 
 surfaces/controls that work better/worse than YASim predicts. So 
 effectiveness of 1.1 makes the flaps 10% more effective. I would assume it's 
 a tweak so you can say, well, the model is basically okay, but it doesn't 
 respond to xyz quite right.

 Heh, I actually noticed my name on the list in time to respond this time!

 Yes, this is exactly right.  The effectiveness is just a scalar
 multiple on all force produced by the component which is otherwise
 (mostly) linear with surface area.  It's a useful lever for tuning,
 but if you find you need to go beyond a factor of two (i.e. 0.5 - 2.0)
 I'd look elsewhere for the problem.

 Andy

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[Flightgear-devel] YASim effectiveness tag

2010-05-25 Thread Gary Neely
I'd like to gain a better understanding of the effectiveness tag
available for YASim flight surfaces. Example from the F-14:

hstab x=-6.565 y=2.301 z=-1.153 length=2.839 chord=3.674
taper=0.3 sweep=45 dihedral=-2 camber=-0.01 effectiveness=2.0

It's particularly common in hstab definitions. Since it isn't
mentioned in the distributed YASim documentation and I could not find
definitive explanations in message archives, I wonder if someone could
describe its purpose, practical uses, and pitfalls?

Thanks in advance,

-Gary, aka Buckaroo

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Re: [Flightgear-devel] GIT or CVS - Confusion

2010-05-12 Thread Gary Neely
On Wed, May 12, 2010 at 4:37 PM, Heiko Schulz aeitsch...@yahoo.de wrote:

 So the next question is:
 Will be the system of permission to upload things to the repo be the same 
 like we had with CVS?

 My opinion on this is, that it was not always easy to maintain your work of 
 you don't have permission to upload things.



Just to back up Heiko, I'm interested in the answer to this question as well.

-Gary, aka Buckaroo

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Re: [Flightgear-devel] Reducing AI Model complexity

2010-04-03 Thread Gary Neely
On Sat, Apr 3, 2010 at 3:30 AM, Gijs de Rooy gijsr...@hotmail.com wrote:
 Rob wrote:
 However, would the one stated above prevent models which use submodels for
 wing-flex effects
 from appearing to have wings?  (Wait... are there any such models, or are
 the wings animated
 components of the main model?)

 A much bigger problem are those aircraft (like my 744) that are split into
 several models, for easy
 maintenance/development. Wings, fuselage, gear area all seperate models,
 with seperate animation
 files...

 Cheers,
 Gijs


I'd like to second Gijs' concerns here. I build my models in sub-units
partly to facilitate ease of maintenance and development, and partly
for easy LoD range logic. My model units tend to be: airframe,
external details (antennae, etc), external lighting rig, cockpit,
instruments, cabin, propellers. IIf I understand the proposal right, I
would be concerned about losing the propellers in an automatic AI
implementation.

I wonder if the proposed implementation might benefit from a new
optional element within models that allows the developer to specify
that the AI scheme must load the sub-model. For example:

...
model
  nameCockpit/name
  pathAircraft/Goose/Models/Goose_Cockpit.xml/path
/model
model
  nameExternal Lights/name
  pathAircraft/Goose/Models/Goose_Lights.xml/path
/model
model
  namePropellers/name
  pathAircraft/Goose/Models/Goose_Props.xml/path
  force-ai-importtrue/force-ai-import
/model
...

This might solve Gijs' problem as well.

Just a thought.

-Gary aka Buckaroo

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Re: [Flightgear-devel] Bug #99 (chase view broken)

2010-03-30 Thread Gary Neely
James, you get my vote for hero of the day! Thank you!

-Gary aka Buckaroo


On Tue, Mar 30, 2010 at 6:30 PM, James Turner zakal...@mac.com wrote:
 http://code.google.com/p/flightgear-bugs/issues/detail?id=99

 describes (rather briefly, but the linked forum posts give more flavour) some 
 broken behaviour caused by refactoring in FGViewer during the 2.0 development 
 timeframe. The viewer damping code (which is a horrible piece of logic) was 
 subtly sensitive to the ordering of recalc / update calls, and as a result 
 any view with damping would not work correctly in 2.0 - noticeably, in the 
 chase view which some people apparently use a large portion of the time.

 I've committed a fix, such that the damping should work regardless of the 
 order of update/recalculation of the view. Any and all testing of view 
 behaviour after this commit would be greatly appreciated.

 Regards,
 James

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Re: [Flightgear-devel] Web Site

2010-03-23 Thread Gary Neely
I have to support Ron and others on this-- I much prefer usability and
speed of access over visual gimmicks, especially Flash-based content
navigation.

-Gary aka Buckaroo


On Tue, Mar 23, 2010 at 11:42 AM, Ron Jensen w...@jentronics.com wrote:
 On Tue, 2010-03-23 at 09:17 +0100, Erik Hofman wrote:
 Michael Sgier wrote:
  Yea not bad but still a little low-tech. What about such:
 
  http://www.activision.com/index.html#home|de_DE

 I hate websites that consists only of flash content.
 In fact I've added a flash blocker because of that.

 Erik

 Completely agree with Erik here.  Flash is pretty lame as the main
 content wrapper.  I much prefer pure html sites.  Even using javascript
 to create menus sucks, IMHO.

 Thanks
 Jentron


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Re: [Flightgear-devel] Aircraft modeling idea/request: Piper Super Cub

2010-03-03 Thread Gary Neely
The Cub was the first plane I ever flew in, before I'd even been in a
commercial jet. A friend's father owned a Cub (probably a J-3, not a
Super Cub-- pretty sure we didn't have flaps though that was 30 years
ago and I'm not totally certain now), and we'd scrounge up some fuel
money and take it out from time to time. When the Cub was down for
maintenance or whatever, we'd reach deeper in our pre-college savings
and rent an Aeronca Champ. So for some time now I've considered
modeling the Super Cub (as the J-3 has been done) or the Champ.

For me, much depends on getting good plans with lots of detail and
exact measurements, and a half-hour's searching shows sources are
available without much effort. So-- Syd, if no one else steps up and
you're busy, and no one is in a screaming hurry to have the model (I
work pretty slow), I'd be interested in taking this on as a YASim
project, otherwise I'll defer to you and consider the Champ again, no
worries.

-Gary aka Buckaroo

http://ltts.crlt.indiana.edu/grn/flightgear


On Wed, Mar 3, 2010 at 3:22 PM, syd adams adams@gmail.com wrote:
 Ive been considering  it ... unless someone beats me to it. I did some quick
 browsing and Im guessing the desired aircraft is the PA-18 
 I flew in one almost 30 years ago , and its amazing how small a sand bar in
 the middle of a river you can land on :)
 Cheers

 P.S.
 I could probably get a decent yasim FDM built , but someone  else would have
 to do a JSB fdm , I still dont know what Im doing when it comes to jsbsim .



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Re: [Flightgear-devel] Aircraft modeling idea/request: Piper Super Cub

2010-03-03 Thread Gary Neely
On Wed, Mar 3, 2010 at 7:47 PM, syd adams adams@gmail.com wrote:
  So-- Syd, if no one else steps up and

 you're busy, and no one is in a screaming hurry to have the model (I
 work pretty slow), I'd be interested in taking this on as a YASim
 project, otherwise I'll defer to you and consider the Champ again, no
 worries.

 -Gary aka Buckaroo



 Well I'm definately stepping aside now :) ,... and considering the quality
 and detail of your previous work , I cant wait to see the final results .
 Cheers


Thank you Syd!

I am interested in doing a classic Super Cub using one of the more
common engine variants to establish a baseline model, but a follow-on
version based on a CubCrafters design, perhaps the Carbon Cub, would
make a very interesting comparison within Flightgear.

Curt, I think it's early, but if you wanted to pursue that contact
with CubCrafters, I would be willing and excited to work with you on
such a project.

-Gary

http://ltts.crlt.indiana.edu/grn/flightgear

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Re: [Flightgear-devel] Duplicate files in base package

2010-02-27 Thread Gary Neely
I don't know about dynamic positioning of instruments, but I would
find it interesting to have an easy method of selecting alternate
instruments for the same position. For example, I have several
attitude indicator variations that could be used based on period or
pilot/owner preference. This would have application in aircraft like
the Grumman Goose, which spans many decades of instrument development.

It would be interesting to have a menu of instrument choices that I
could then be saved with other user preferencess. Other than including
the different instruments in the same xml/model package, which is
clearly not the goal, I don't know how to do this, especially without
burdening the system by loading instrument resources that are not
used. Currently to do this I write up a little how-to for pulling in a
different instrument in the relevant xml, but many folks don't read
those details and perhaps miss the configuration possibilities. It
would be great to offer an easier more dynamic scheme.

-Gary


On Sat, Feb 27, 2010 at 3:58 PM, syd adams adams@gmail.com wrote:
 I can see 3d instruments being easier  position them on the panel with a
 mouse click then drag them like i did the b1900d manual ... or menu buttons
 in a dialog like the ufo does scenery objects for finer adjustments ...
 I suppose the 2d instrument placement would be almost the same...
 Dont know if I like the idea of moving instruments around in flight , but
 then I guess the new arrangement would need to be written to a file to be
 permenant .
 Cheers

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Re: [Flightgear-devel] Proposed new set of splash screens

2010-02-23 Thread Gary Neely
I believe it makes the most sense for the featured aircraft to be both
commonly recognizable and present in the Flightgear repository. It
might confuse some people if they go looking for the featured aircraft
and didn't find it in the official downloads page. The Concorde and
the 747 make fine exemplars and look great in those images.

I'm wondering what is the significance of the curious white or yellow
parallelogram seen near the Flightgear lettering in some of the most
recent batch of suggested images? This may be what Syd was asking
about as well.

-Gary


On Tue, Feb 23, 2010 at 7:57 PM, Peter Brown
smoothwater...@adelphia.net wrote:
 It's the Fouga Magister, from GRTux's site.
 It is not included in the base package, but like Dave Culp's and Gary
 Neely's aircraft, IMHO ...some of the best models designed for FlightGear
 and used by many in FlightGear... are not included in the base package.
  While some may disagree with me on this, I believe that promotion of any
 sort should be the best it can be.
 I think these images are great -
   http://www.sablonier.ch/flightgear/splash/typosplash05.jpg

 http://www.sablonier.ch/flightgear/splash/typosplash06.jpg

 http://www.sablonier.ch/flightgear/splash/typosplash07.jpg

 And no offense to the creator, but I don't think these provide any
 advertising excitement at all -
 http://home.telfort.nl/sp004798/emh/Splash5.png
 http://home.telfort.nl/sp004798/emh/Splash4.png
 Peter
 On Feb 23, 2010, at 6:46 PM, Martin Spott wrote:

 Peter Brown wrote:

 Just to make available some more images if anyone wants to create

 splashes from them, I found a few of these to have nice lighting

 effects with the setting sun.

 http://s512.photobucket.com/albums/t325/barefootr/FlightGear%20Screen%20Shots/

 Is this really one of FlightGear's aircraft ? I'm unable to identify
 such variant.

 Cheers,
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Re: [Flightgear-devel] Can i use Maya 2009 building Aircraft for Flightgear 1.9.1 and v 2.0?

2010-01-31 Thread Gary Neely
On Sun, Jan 31, 2010 at 1:46 PM, Peter Meyer pmvs...@yahoo.de wrote:
 I mean the technical Part.
 because iam socialiced with Maya and i can do some fine modelling with it.
 AC3D is an ugly Tool and no good alternate. Myays of cause has an *.obj 
 Exporter
 but it is old and complex Objects are cripplet durning Exportation (iam no 
 Friend
 of Exporting 3D Objects at all, there is everytime a loss of something).

 It would be great if there was 3DS Max File Support, Maya File Format Support
 or Lightware File Format Support.

 Blender isnt bad but all 3D Objects are shaped with the Blender touch wich
 i will try to avoid!

 Greetings Peter


I'm with Heiko. I use XSI, Blender and others for my work and for my
Flightgear projects. Like a carpenter with many different saws, every
3D application is just a tool in my toolbox, each with different
qualities and features.

-Gary, Buckaroo on MP

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Re: [Flightgear-devel] Can i use Maya 2009 building Aircraft for Flightgear 1.9.1 and v 2.0?

2010-01-31 Thread Gary Neely
On Sun, Jan 31, 2010 at 2:57 PM, Peter Meyer pmvs...@yahoo.de wrote:
 Of cause but as i said im socialised with Maya and i know its Toolset.
 I dont like 3D Max, Lightwave is ok, XSI is also ok, but can XSI directly 
 Export
 the 3D Modells to FG? I dont like the Idee converting arround, there is 
 everything
 a bit of loss wich i will try to Avoid. AC3D is not Solution for me, is 
 primitive
 and not comparable to Maya or XSI.

 Peter


I agree, converting between formats can be problematic. XSI has very
powerful and versatile scripting tools, Maya has MEL for scripting,
and the .ac format is text-based and relatively simple. With a little
research and effort you can create your own exporter script and
exactly control your exported mesh. I've been tempted to do this for
XSI, but Blender already has a Python script included with the base
package that does a very good job of exporting to the .ac format, and
this works for me as I'm comfortable with both applications. There may
be scripts out there to do this for XSI or Maya now, I haven't checked
in a while. The answer to your question likely depends on what you are
willing to do.

-Gary, Buckaroo on MP




 - Ursprüngliche Mail 
 Von: Gary Neely grne...@gmail.com
 An: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
 Gesendet: Sonntag, den 31. Januar 2010, 20:41:25 Uhr
 Betreff: Re: [Flightgear-devel] Can i use Maya 2009 building Aircraft for 
 Flightgear 1.9.1 and v 2.0?

 On Sun, Jan 31, 2010 at 1:46 PM, Peter Meyer pmvs...@yahoo.de wrote:
 I mean the technical Part.
 because iam socialiced with Maya and i can do some fine modelling with it.
 AC3D is an ugly Tool and no good alternate. Myays of cause has an *.obj 
 Exporter
 but it is old and complex Objects are cripplet durning Exportation (iam no 
 Friend
 of Exporting 3D Objects at all, there is everytime a loss of something).

 It would be great if there was 3DS Max File Support, Maya File Format Support
 or Lightware File Format Support.

 Blender isnt bad but all 3D Objects are shaped with the Blender touch wich
 i will try to avoid!

 Greetings Peter


 I'm with Heiko. I use XSI, Blender and others for my work and for my
 Flightgear projects. Like a carpenter with many different saws, every
 3D application is just a tool in my toolbox, each with different
 qualities and features.

 -Gary, Buckaroo on MP

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[Flightgear-devel] YASim and dedicated fuel tanks

2009-12-07 Thread Gary Neely
When employing YASim, is it possible to have a given engine draw from
a specific tank? I've noticed that by default the engines draw evenly
from tanks marked as 'selected', rather like a cross-feed situation.
I'd like to simulate situations where engines draw from dedicated
tanks when cross-feeding is disabled (like the Grumman Goose and
Lockheed 1049 series). The YASim documentation doesn't appear to
elaborate on this.

Can anyone elaborate on a YASim method to accomplish this, or point me
to an exemplar aircraft?

Thanks!
-Gary

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Re: [Flightgear-devel] YASim and dedicated fuel tanks

2009-12-07 Thread Gary Neely
After studying Melchior and Vivian's aircraft I was able to put
together a crude but functional version of what I was hoping to do.
Essentially it's just a simple re-write of fuel.nas that maps
engine[n] to tank[n] for purposes of drawing fuel. This allows me to
set up dedicated tanks and/or small buffer tanks that can then be fed
by additional code like the Bo105, Buccaneer, and Lockheed 1049H.

Thanks everyone! I really appreciate the help.

-Gary

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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread Gary Neely
Collision detection is a desirable feature and and a separate issue
from player muting. I suggest collision be its own option defaulting
to off so as not to affect new participants just getting their start
as KSFO.

-Gary


On Sun, Sep 6, 2009 at 7:00 PM, Gene Bucklege...@deltasoft.com wrote:
 Finally camping at the Runway starting point will most likely upset any
 ATC. This way people might begin to take care not to stand in the way.


 You'll need something to combat that with people that do it on purpose.
 I would suggest extending Anders mute player function to not only ignore
 text from them, but not display or collide against their aircraft model.


 g.

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Re: [Flightgear-devel] Double sided in Blender

2009-06-12 Thread Gary Neely
Innis,

Now you have me puzzled and I love a puzzle. Yes, an object that is
marked as double-sided should render both sides, because in effect the
double-sided toggle is telling the render engine to consider each
polygon as two polygons with the normals inverted. If you like, feel
free to take this off-list and contact me directly, perhaps sending me
your Blender scene file with the two objects as they are just before
they are joined. I'm certain we can figure this out. I'd like to
export the results and have a look at the .ac file being generated.

-Gary


On Fri, Jun 12, 2009 at 1:20 AM, Innis Cunninghaminn...@hotmail.com wrote:
 Thanks Gary
 I don't think that is it I have checked the normals and flip them to no
 avail.
 Correct me if I am wrong but if the object is double sided then you should
 not be able to see through it from one side.As I said before when the faces
 concerned are separate objects they show double sided in FG it is only when
 they are joined together that they become one sided.

 Cheers
 Innis

 Innis,

 It sounds like some polygon normals are inverted. This is pretty
 common after joins. After doing a join on objects in Blender, select
 your object, go to Edit mode, and on the button bar find the Mesh
 Tools More menu. From there, select Draw Normals. The normal is a line
 perpendicular to the surface and extending outward from the center of
 the polygon in the polygon's facing direction. Generally you want all
 normals pointing out, indicating the facing sides are on the outside
 of the object. I suspect you'll find some normals are not pointed the
 right way.

 To fix this, you can select the problem polygons and then: Mesh
 Tools--Normals--Flip (also available from the specials key: w), or
 you can also try to recalculate all the normals to face outside,
 (ctrl-n in Windows). Usually ctrl-n does a pretty good job of
 resetting normals of simple objects in the right direction.

 Feel free to contact me off-list if I can be of more help.

 -Gary, aka Buckaroo on MP


 On Thu, Jun 11, 2009 at 11:23 PM, Innis Cunninghaminn...@hotmail.com
 wrote:
  Hello All
  I am trying to build a hangar with Blender  2.48 not a hard task you
  might
  say
  but for some reason when I join two objects to one some of the sides
  become
  single sided that is they become transparent from one side in FG.If I
  leave
  them
  as separate objects they show double sided in FG.Does anyone know what I
  am
  doing wrong?.
 
  Cheers
  Innis
 
  
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Re: [Flightgear-devel] Smoothing issues on some models

2009-06-11 Thread Gary Neely
On Thu, Jun 11, 2009 at 10:39 AM, Jim Wilsonj...@kelcoindustries.com wrote:

 For those who are modeling and are not bothering with setting the crease
 value now (and letting it default to 30) I would strongly recommend removing
 all the lines from the ac files that contain the word crease before
 committing them to CVS.   I think you will really enjoy the improved
 appearance of your work.

 Best,

 Jim


I've used the crease setting to get a very passable rounded
appearances on surfaces like landing gear struts using surprisingly
low polygon counts. A tube with a cross section having only 8 vertices
can give very pleasing results after you play with the crease setting
a bit, to values like Vivian suggests. The application can have
considerable effect on polygon counts. I learned this trick from
examination of the A-10 model done by Lee Elliott I believe.

-Gary, aka Buckaroo on MP

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Re: [Flightgear-devel] Double sided in Blender

2009-06-11 Thread Gary Neely
Innis,

It sounds like some polygon normals are inverted. This is pretty
common after joins. After doing a join on objects in Blender, select
your object, go to Edit mode, and on the button bar find the Mesh
Tools More menu. From there, select Draw Normals. The normal is a line
perpendicular to the surface and extending outward from the center of
the polygon in the polygon's facing direction. Generally you want all
normals pointing out, indicating the facing sides are on the outside
of the object. I suspect you'll find some normals are not pointed the
right way.

To fix this, you can select the problem polygons and then: Mesh
Tools--Normals--Flip (also available from the specials key: w), or
you can also try to recalculate all the normals to face outside,
(ctrl-n in Windows). Usually ctrl-n does a pretty good job of
resetting normals of simple objects in the right direction.

Feel free to contact me off-list if I can be of more help.

-Gary, aka Buckaroo on MP


On Thu, Jun 11, 2009 at 11:23 PM, Innis Cunninghaminn...@hotmail.com wrote:
 Hello All
 I am trying to build a hangar with Blender  2.48 not a hard task you might
 say
 but for some reason when I join two objects to one some of the sides become
 single sided that is they become transparent from one side in FG.If I leave
 them
 as separate objects they show double sided in FG.Does anyone know what I am
 doing wrong?.

 Cheers
 Innis

 
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Re: [Flightgear-devel] FlightGear in IVAO network

2008-11-17 Thread Gary Neely
Dave, Thank you for saying what has been on my mind for some time
after reading the previous posts about the kids.

I too spend a great deal of time around KSFO and the kids, and I've
taken the time to help and encourage many with their How do I fly a
helicopter? questions. Yes, it makes me cringe a bit, and the chat
box is a poor medium for lengthy explanations. Yes, most of the time
it's a waste of time. But not always. Sometimes it pays off, and
sometimes that person settles down or goes off and reads the how-tos
and comes back days later with a real working knowledge of how to fly
a helicopter. I like to think that a few of those kids have added to
community, or at least added to themselves.

There are many ways to enjoy FG. Not all of them involve serious
flying. I find it disturbing to see 787's doing loops and rolls, but
if there is no active ATC, who is to say they should not? I often fly
the Su-37 in seemingly aimless loops. Why? Because I want attention
from flying some absurdly fast and extreme aircraft? I fly it because
my first few dozen attempts at flying it beat me and I determined to
learn it. I fly it because it's fun to find its envelope-- just how
low and slow can it go? I fly it because, briefly, in a virtual world,
I feel something that a bird must feel. I cannot fly for real due to
monetary and medical reasons. But I can fly virtually, and I can fly
for free.

I'm on the network to mess-around and socialize. By doing so I've met
wonderful and creative people who I now consider my friends. Some
pursue realism in their flights. Some fly for other reasons. They all
come because they like something about aircraft or flying or flight
sims, and all have been willing to help others learn. We sometimes
encounter disruptive individuals, but they are few and usually do not
stay long, and the experience on the whole remains vastly positive.

Like Woddy, I've found FG to be a great gift that has occupied much of
my time over the last year. I've learned a lot. Maybe one day I will
submit a model. But that shouldn't matter. A community needs members
and not all can participate on the same level and not all have the
same skill or learning as others. But they may one day, and I hope the
development community will encourage rather than screen.

Cheers,
-Gary Buckaroo Neely



On Mon, Nov 17, 2008 at 9:57 PM, dave [EMAIL PROTECTED] wrote:
 Dear Rob,
  From your description it appears that I am one of those kids. A 43
 year old kid mind you. I am always polite to others on the MP system. I
 sometimes perform stunts in unusual aircraft and show off just for a
 laugh. I demonstrate what can be achieved with practise. I push the
 flight envelope on occasion. What I do as well though, is encourage the
 use of FG and Linux through my usage. I help those kids who say how
 do I fly a helicopter? learn to fly a helicopter. I remind the kids
 that this a shared realm and that people aren't required to follow
 orders. Most of the people on there are good folk and treat each other
 respectfully. I would rather have the less-than-serious kids use
 FlightGear than alternatives and rather kids than a bunch of stiffs
 who just don't approve because of their personal mind set. I think that
 if you need to have serious, trying to fly as realistically as
 possible events, then go ahead and organise more of them and publish a
 code of conduct for those attending. Who knows? you could have it as
 often as weekly. Weekend flightschool/control tower practise anyone?
 I'll turn up and make you proud!
 On the subject of IVAO, I think that even entertaining the idea of
 closing access to the FG-MP server for IVAO is the tail wagging the dog.
 The connection to IVAO should be the exceptional case, not the general one.

 Getting to know FlightGear was/is not an easy experience and at least
 some benefit of the doubt should be afforded to those who obviously
 aren't at your level of familiarity/usage or have a different attitude
 to FG in general. I suppose what I am trying to say is that your idea of
 what FG is, may or may not be at all like what I see it as. People need
 to remember what the open part of open source implies and what free
 spirit is about as well.

 While I am here, I thank you all for FG. Because of FG, not only do I
 have have a great simulator (free too) I have learned to use blender and
 am a long way into a new model to hand over one day should it past
 muster. I am even considering dusting off the old coding me and diving
 into the guts. Such a great gift, is FG, that I feel the need to
 contribute and learn more to be able to do so as well as the need to
 encourage and help others use it.
 cheers,
 Dave McLoughlin.
 (Woddy)



 Rob Shearman, Jr. wrote:
 I wrote:
  It seems
  that a large number (often, the majority) of FG-MP users are on the
  network to mess around and socialize rather than participate in a
  multi-aircraft scenario with any degree of realism.

 Arnt wrote:
  ..my impression from what