Re: [Flightgear-devel] About the bug 385

2012-03-02 Thread Robert
2012/3/2 ThorstenB bre...@gmail.com

 But we don't know why this only happens with the ATI,
 only with their driver versions 11.5 and above, and only on Windows.


Thorsten, this bug is also present on Linux (in my case), and I think I
have read in the google bug-reports that OSX is affected, too.

cheers,
Robert
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[Flightgear-devel] fgdata version in master branch

2012-02-05 Thread Robert
Hi everybody,

since one or two weeks I have the following problem:
When I start fgfs it tells me that it needs version 2.7.0 of fgdata and
quits immediately.
I am using SimGear/Flightgear next branch, and fgdata master branch.
After maually changing the version-file in fgdata from 2.5.0 to 2.7.0
everything is okay.
It would be nice if someone could change the version number to 2.7.0 in the
master branch.

cheers,
Robert
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Re: [Flightgear-devel] fgdata version in master branch

2012-02-05 Thread Robert
My fault. Sorry for the noise.


2012/2/5 Frederic Bouvier fredfgf...@free.fr

 Hi Robert,

  De: Robert

  Hi everybody,

  since one or two weeks I have the following problem:
  When I start fgfs it tells me that it needs version 2.7.0 of fgdata
  and quits immediately.
  I am using SimGear/Flightgear next branch, and fgdata master
  branch.
  After maually changing the version-file in fgdata from 2.5.0 to 2.7.0
  everything is okay.
  It would be nice if someone could change the version number to 2.7.0
  in the master branch.

 Already done for awhile. See yourself :
 https://gitorious.org/fg/fgdata/blobs/master/version

 https://gitorious.org/fg/fgdata/commit/49283115c5042d42c68939b2942eeda7760df5fc

 Regards,
 -Fred


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Re: [Flightgear-devel] Debugging an Ati shaders issue (with 3d textures, again)

2011-12-23 Thread Robert
Csaba, I have the same problem. Lock-up is caused by the Landmass shader as
soon as I switch to level 4.
Linux, fglrx


Just as a data point:
 HD5770 here too, but linux fglrx. I don't see such messages, up to
 quality level 3. Anything higher causes lock-up of FGFS (have to kill
 it).

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Re: [Flightgear-devel] Announcing Project Rembrandt

2011-12-22 Thread Robert
Thanks, I will look into it. I hope it will compile on Linux.

2011/12/22, Frederic Bouvier fredfgf...@free.fr:
 Robert,
 In case you are interested in the technical details of the project, there is
 a wiki page about it at http://wiki.flightgear.org/Project_Rembrandt
 Regards,
 -Fred

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Re: [Flightgear-devel] Announcing Project Rembrandt

2011-12-21 Thread Robert
Frederic, I'm not a specialist but I try to be well informed about graphics
programming.
A while ago I was messing around with shadow mapping but didn't know how to
port it to FlightGear.
In such a huge project it is difficult to find out how the internals work.
I would like to test your patches. I can implement
PercentageCloserFiltering (PCF) if you haven't done it already.

cheers,
Robert

2011/12/20 Frederic Bouvier fredfgf...@free.fr

 Hi Robert,

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

 Regards,
 -Fred

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Re: [Flightgear-devel] Announcing Project Rembrandt

2011-12-20 Thread Robert
Great work, Frederic!
We all have waited far too long for real shadows.
I noticed you use deferred rendering.
With the deferred rendering approach it can be difficult to have high
quality antialiasing.
The post processing methods (MLAA  Co) have their limitations. Especially
when fonts are antialiased.
But we could draw the fonts in a separate pass, right?
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Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-12 Thread Robert
Do we use instancing yet? That could give some performance for DirectX 10+
/ OpenGL 3.1 cards.
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Re: [Flightgear-devel] Snow line based on METAR

2011-12-07 Thread Robert
Is it possible to automatically set the turbulence based on METAR?
Does METAR contain this information?
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Re: [Flightgear-devel] Trying to get more performance out of the 3Dclouds!

2011-12-05 Thread Robert

 Unfortunately, we are only scratching around the edges for improved
 performance using the existing technique, and really we need to try
 something a bit more radical.


I read that X-Plane 10 is using a complete new system for clouds (LOD
based):
I haven't seen this in action, and don't know how good this really is.
But this is definitely some food for the brain.
Here is what they write:

So, how do we render these clouds in x-plane 10?

 the answer is levels of detail, which is a display of resolutions of
 buckets.

 we have a HIGH resolution of cloud geometry. each puff is 1 meter across.
 BUT, those puffs only go out, say, 10 meters.
 in other words, sure: you can see cloud puffs that are 1 meter across. but
 you can only see them up to 10 meters away.
 you see the small, detailed puffs up close only.
 that ain't many puffs. just 10x10x10, or 1,000 puffs. we can handle that.

 then, for puffs that are 10 meters away to 100 meters away, we draw puffs
 that are 10 meters across!
 how many puffs to fill that space?
 well, we have 1 puff every 10 meters, we go out 100 meters in visibility
 for a moment, so that is 10 puffs north/south x 10 east/west x 10 up/down,
 for 1,000 puffs.

 hhmmm...
 we just covered 10x the space, but without using the exact SAME number of
 puffs as we did for the smaller area, by making each puff bigger.

 sure, the bigger puffs are less detailed, but since they are farther away,
 you could not see the 1-meter-diameter puffs anyway... they are too far
 away to see when they are that small.

 then, from 100 meters to 1,000 meters, we draw puffs that are 100 meters
 across.
 we have 1 puff every 100 meters for 1,000-meter range.
 that is that is 10 puffs north/south x 10 east/west x 10 up/down, for
 1,000 puffs.

 again, only 1,000 puffs.
 BUT, we are covering a full kilometer! the better part of a mile!

 how about we go out 100 kilometers???
 each puff is, say, 10 kilometers across if drawn so far away.
 that is 1 puff every 10 kilometers for 100 kilometers.
 so that is 10 puffs north/south x 10 east/west x 10 up/down, for 1,000
 puffs.

 AGAIN!
 NO MATTER HOW BIG THE SKY, EACH LEVEL OF DETAIL ONLY COSTS US 1,000 PUFFS!

 7 levels of detail is plenty of detail.
 we call each level of detail a 'resolution'.
 so 7 resolutions gives 1-meter wide puffs of close, and huge puffs very
 far away, as seen from orbit!!!
 and we wind up with: 7,000 puffs.


cheers,
Robert
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Re: [Flightgear-devel] Improving random trees buildings

2011-12-05 Thread Robert
I think X-Plane is using texture splatting.
Please read this blog post from Ben Supnik (X-Plane scenery developer) that
I read a few years ago:
http://www.x-plane.com/blog/2008/12/dealing-with-repetition/

It deals not exactly with the smooth transition problem, but this technique
could be applied to FlightGear terrain, too.

for more information on texture splatting:
http://en.wikipedia.org/wiki/Texture_splatting

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Re: [Flightgear-devel] Textures sizes, DDS

2011-11-06 Thread Robert
I hope that all you guys involved in the dds transition use
nvidia-texture-tools because:
1. It is Free/OpenSource and platform independent
2. The compression quality is much higher than with the dds-plugin for GIMP

Also keep in mind that maybe there are users out there who use OpenSource
graphics drivers that don't support S3TC yet because of patent issues. This
is one more reason to keep uncompressed/lossless textures alongside with
dds textures.

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Re: [Flightgear-devel] flight recorder / replay system

2011-09-05 Thread Robert
Thorsten, this is just amazing!

One question I need to ask:
What is the recording frequency? Can it be adjusted by the user?

cheers
Robert

2011/9/4 ThorstenB bre...@gmail.com

 Hi,

 I'm currently looking into an overhaul of the replay system. The buffer
 mechanisms of the existing replay system itself won't change, but I'm
 replacing the hard-coded recorder/FDM interface. Instead, I'll introduce
 a fully configurable flight recorder. It's basically a property
 recorder, so anything that's in the property tree can be recorded - and
 replayed. Aircraft-specific XML descriptions can be used to specify
 properties, data type and interpolation method (discrete, linear, or
 rotational in degrees/radiant) for each signal.

 There'll be a set of default property lists which can be included, so
 only custom properties need to be specified manually. Naturally, all
 (existing) aircraft not providing any recorder configuration will use a
 default, matching the hard-coded system of = FG 2.4.0.

 I have a prototype which also shows the new system is going to be
 faster, mainly since it doesn't resolve property paths at run-time and
 avoids copying data around. It'll also use less memory, since most
 properties can be recorded with reduced precision, e.g. it's unnecessary
 to record things like flap or gear position with full double
 precision. And the current system always records properties for 4
 engines + 4 propellers + 6 tanks + 3 gear. With the new system, this can
 be easily adapted - a glider doesn't even need
 tank/gear/engine/propeller properties. On the other hand, most jet
 engine properties weren't recorded so far - this will also improve. And
 the obvious advantage of the new system is the option of recording
 custom properties.

 Finally, the new system also comes with a new replay dialog. Looks
 more like a video player, provides a time slider and, also new,
 introduces slow-motion play back. Sneak preview:
 http://imageshack.us/photo/my-images/683/fgfsreplay.png/

 I have a working prototype, but nothing ready to be committed.
 Meanwhile, constructive comments/ideas are welcome.

 cheers,
 Thorsten



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Re: [Flightgear-devel] FlightGear development entered state feature-freeze until July, 17th 2011

2011-06-21 Thread Robert
Yes OSG 2.9.10 works best if you can compile it. But on Debian sid/unstable
I'm unable to compile it with gcc/g++ 4.6.
So I'm using 2.9.15 right now with some font size issues.


2011/6/21 Alex D-HUND f...@beggabaur.de

 I am also interested in this and since nobody replied yet I am starting
 the discussion by bringing up my personal experiences:

 OpenAL-Soft/libopenal:
 AFAIK at least version 1.11.753 is needed to have all features (like
 doppler), though older versions may work as well.

 plib:
 Version 1.8.6. Why and how to obtain it can be found here [1]. Pretty
 old but still up to date, as far as I know.

 OpenSceneGraph:
 My personal experience, which includes some testing of different
 versions, is that 2.9.10 works best here. At later versions the
 osgText-bug is fixed which causes FG to have a bug.
 The oldest version I've tested was 2.8.3 with which I got random seg
 faults in FG quite often. The latest stable release 2.8.5 was *not*
 tested, this would be an option.

 I am using system:
 Linux 2.6.39.1 #2 SMP x86_64 GNU/Linux Debian Stable/Squeeze
 ATI Technologies Inc RS880 [Radeon HD 4200]
 Driver: fglrx, mostly latest version, 11.6 atm (11.1/11.2 during
 testing, IIRC)

 [1]

 http://www.mail-archive.com/flightgear-devel@lists.sourceforge.net/msg21059.html

 Alex


 Sun, 19 Jun 2011 20:50:25 +0200 Jari Häkkinen j...@flygarna.se:
  Torsten Dreyer skrev 2011-06-17 21.47:
   Anticipating the release 2.4.0, we reached our first milestone
   today. The development streams for flightgear, simgear and fgdata
   on gitorious are now declared frozen.
 
  The above states quite clearly that testing is expected to be against
  the source repositories for fg source/data and simgear. There are
  many other 3rd party software dependencies whereof the most prominent
  are plib and osg. Which version of these packages should be used for
  2.4.0 testing?



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Re: [Flightgear-devel] Pro Flight Simulator

2011-06-07 Thread Robert
Look what I have found on Dailymotion:

http://www.dailymotion.com/video/xgg2j5_next-generation-flight-simulator-2011-2012-demo_videogames
http://www.dailymotion.com/video/xh4vzn_pro-flight-simulator-2011-review-1_videogames
http://www.dailymotion.com/video/xh4w27_pro-flight-simulator-2011-review-2_videogames
http://www.dailymotion.com/video/xh4w30_pro-flight-simulator-2011-review-3_videogames
http://www.dailymotion.com/video/xj2pya_flight-simulator-2011-pro_videogames

Don't know how to report scam on dailymotion :(
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Re: [Flightgear-devel] Rating System Redux (was Re:Flightgear-devel Digest, Vol 61, Issue 12)

2011-05-31 Thread Robert
I absolutely agree with Vivian. The users should know about planes that need
much resources (CPU, RAM, VRAM).
This value should not influence the total score.
Maybe using the total score is not a good idea at all, because some users
prefer the eye candy and don't worry about frame rate too much, others
prefer an accurate FDM and a high framerate. So the total score doesn't tell
the whole story!
But the idea of showing the user individual scores (FDM, Systems, Cockpit,
3d model, + needed resources) is a good one!
What do you think?
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Re: [Flightgear-devel] sound problem

2011-05-29 Thread Robert
You also can install alsoft-conf from Synaptic. It will create ~/.alsoftrc
automatically.
Run it from the terminal and in the Backend tab you can try to disable
everything except ALSA.
This worked for me some time ago, because I had Issued with the PortAudio
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Re: [Flightgear-devel] Crash dumps when they happen?

2011-05-27 Thread Robert
2011/5/27 Roland Häder r.hae...@gmx.de

 Hi all,

 in an other game called 'WarZone 2100' [1] if crash occurs, a very nice
 crash dump will be generated. I wonder if you can port that [2] to fgfs?
 So users can easily send you bug a bunch of very basic information (e.g.
 backtrace and such) to you without having knowledge about doing that.


I think in the Open Source world you should know that you are sending
something to someone. But in general backtraces are good if you can deal
with them.
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Re: [Flightgear-devel] Crash dumps when they happen?

2011-05-27 Thread Robert
in gcc you can use this:

#include execinfo.h
compile with -g
link with -rdynamic

see here:
http://www.gnu.org/software/libc/manual/html_node/Backtraces.html

I don't know if this is possible in g++

Also I think without a detailed description about how to reproduce a
bug, a backtrace may be not informative enough.


2011/5/28 Roland Häder r.hae...@gmx.de

 On Sat, 2011-05-28 at 02:07 +0200, Robert wrote:
  I think in the Open Source world you should know that you are sending
  something to someone. But in general backtraces are good if you can deal
  with them.
 Here is one of these crash dumps so you can take a look at it:

 http://developer.wz2100.net/attachment/ticket/2730/warzone2100.gdmp-S4AcaK

 All info a happy developer need. =)



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Re: [Flightgear-devel] Shaders flicker

2011-04-19 Thread Robert
 here is a screenshot:

http://img251.imageshack.us/i/fgfsscreen077.png/

If you ask me it looks pretty much like z-fighting artefacts.
Maybe a shader that doesnt account for near and far frustum?
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Re: [Flightgear-devel] Shaders flicker

2011-04-19 Thread Robert
I had to fly pretty low to cause this flickering.
Also there is a flickering problem with panel instruments and cockpit
itself, But in about 300 screenshots I couldn't catch this issue because it
lasts only a few frames and I don't have the reaction time of a machine :)
I think a video would be better to record the flickering on the
cockpit-panel.


2011/4/20 Robert dogg...@googlemail.com

 here is a screenshot:

 http://img251.imageshack.us/i/fgfsscreen077.png/

 If you ask me it looks pretty much like z-fighting artefacts.
 Maybe a shader that doesnt account for near and far frustum?


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Re: [Flightgear-devel] Shaders flicker

2011-04-18 Thread Robert
I also have the flickering issue with shaders on. (ATI/AMD, Debian, fglrx)
On my system the problem occurs at low framerates (30-35 fps) caused by the
scenery.
On lighter airports I get 60-75 fps and the problem seems to be gone.

David, maybe someone of us should file a bug report here:
http://code.google.com/p/flightgear-bugs/issues/list
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Re: [Flightgear-devel] FlightGear GIT version 64bit problem

2011-04-14 Thread Robert
Did you compile simgear from git?


2011/4/15 Ozgur krep...@gmail.com

 Hi all,

 I install Debian squeeze 64 bit.

 # uname -ar
 Linux laptop 2.6.32-5-amd64 #1 SMP Mon Mar 7 21:35:22 UTC 2011 x86_64
 GNU/Linux

 I installed FG GIT version and I read wiki howtos:


 http://wiki.flightgear.org/index.php?title=Building_FlightGear_-_Debianoldid=30115

 I compiled finished install openal, plib, osg and simgear but
 flightgear source is error:

 /usr/bin/ld: i386 architecture of input file
 `/usr/local/games/FlightGear/lib/libsgbvh.a(BVHStaticNode.o)' is
 incompatible with i386:x86-64 output
 /usr/bin/ld: i386 architecture of input file
 `/usr/local/games/FlightGear/lib/libsgnasal.a(vector.o)' is
 incompatible with i386:x86-64 output
 collect2: ld returned 1 exit status
 make[2]: *** [fgfs] Error 1
 make[2]: Leaving directory
 `/home/mueddib/Desktop/flightgear/flightgear/src/Main'
 make[1]: *** [install-recursive] Error 1
 make[1]: Leaving directory
 `/home/mueddib/Desktop/flightgear/flightgear/src'
 make: *** [install-recursive] Error 1

 What is the problem?

 osg is install 64-bit:

 # ls /usr/local/games/FlightGear/
 bin  include  lib  lib64  share

 Help me please,

 Regards

 Ozgur Karatas
 mueddib


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Re: [Flightgear-devel] Nasal Garbage Collector (was Stuttering at 1 Hz rate)

2011-04-11 Thread Robert

 In the case of nasal, I believe the garbage collection pass must be done in
 a single atomic step, otherwise it would leave the heap in
 an inconsistent state and adversely affect the scripts.


I completely agree with you. Now I understand the whole thing much better.
I originally thought about a non-mutual-exclusive thread ( completely
asynchronous ), but then it would potentially leave a mess in Nasal heap,
right?


It might be possible to use a GC module from a GPL:d Java vm or
 similar.


That's a good idea.
As Curtis Olson said the GC should have an atomic step character (or don't
produce too much delay).

Does anybody of you know how garbage collectors of Java and Python and other
GPL'd script engines compare to each other? (atomic step character)
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[Flightgear-devel] Nasal Garbage Collector (was Stuttering at 1 Hz rate)

2011-04-10 Thread Robert
As discussed in Stuttering at 1 Hz rate we now know that regular and
unpleasant stuttering is caused by Nasals garbage collector.
So I thought about possibilities to improve it.
What if we could decouple the following function as a separate thread, so
that it runs *asynchronously* from the main thread?
This way it would not interfere (or much less) with the main thread and our
fps would be more consistent.

This is the function causing the jitter:
In simgear/nasal/gc.c
static void garbageCollect()

The thread will need to share some of the global variables from the main
thread.
Unfortunately I have no experience with thread programming. But I'm sure
there are some skilled programmers in the FG-community.
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[Flightgear-devel] Replay system

2011-03-31 Thread Robert
Hi everyone,

I'd like to share some thoughts with you on how we can improve the replay
system.
Right now only the last minute is recorded at full precision. After that
minute we get a precision of 1 fps. And after 10 minutes we get a precision
of 1 frame per 10 seconds (please correct me. this number may be wrong).
Due to linear interpolation the motion of the plane become jagged (hope you
understand what I mean here).
Also due to the loss of precision fast rotations of the plane look just
incorrect in the replays (reversed direction of the rotation).

FIRST SOLUTION:
Streaming the replay data to the hard disc drive always at full precision.
This is probably the best solution as:
We don't need much RAM to save a whole flight (we just need a stream
buffer).
We get full precision.
We solve the reversed rotaton problem.
We still should use linear interpolation here as it is faster than monotone
hermite spline:

SECOND SOLUTION:
To solve the jagged motion problem I thought of implementing another
interpolator.
The monotone Hermite spline interpolator. It has the benefits that it does
not oscillate in comparison to the Catmull Rom interpolator.
The downside to this solution is that the problem of incorrect (reversed)
rotation cannot be solved.
Also we will need to feed the hermite spline interpolator with 4 replay
frames instead of 2 used in the linear interpolator.


p.s. I also thought that it woud be nice if the nearest tower would be
automatically computed in replays (as it is done in x-plane), so you don't
have to enter the airport code every time.

What do you think?
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Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-25 Thread Robert

 Indeed the jitter is caused by Nasal's garbageCollect method. Simple
 test: add a printf (apply attached patch to simgear) and you should see
 the stutter is synchronized with it.


True! The text is printfed with every jitter.


  Well, there is a workaround! Use a faster CPU :). I see a jitter of about
 7ms with most aircraft.


Wow 7 ms is very good. I hardly notice a 10 ms jitter, at full 75 fps.
But something around 20 ms gets very prominent.


  However, the garbage collector does a complete scan of all Nasal objects
 to detect and remove unreachable elements. So, the more Nasal data elements
 we have, the worse the jitter gets. Large Nasal data structures will
 eventually break every CPU. And since it's done in the context of normal
 Nasal calls, and not in a separate background thread, it directly affects
 the duration of our main update loop - hence frame rate. Not so nice.
 Hmm. Other script languages rely on reference counting for garbage
 collection, which means much more stable performance. Python does that for
 example. But, well... GSoC anyone? ;-)


Python support would be a great feature I think. It is used in many products
(e.g. in Blender) and that is a plus. However it's not guaranteed that it is
free of such problems until you port all current Nasal scripts to Python and
test it.
What I am thinking about is a possibility to convert Nasal scripts to C or
C++ and compile them as shared objects (.so .dll). Then we could load them
dynamically at fgfs runtime. So in the end we get raw C/C++ performance to
our modules.
Is this possible or am I dreaming of something impossible here?
What do you think?
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Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-24 Thread Robert
With Thorstens patch I have identified the subsystem that causes that prob.
It comes up at exactly the same rates that I posted earlier.
It's the EVENTS subsystem.

Timing summary for   events.
-  mean time: 0.15 ms.
-  min time : 0.08 ms.
-  max time : 18.21 ms.
-  stddev   : 0.81 ms.

Thanks everybody for your help.
So now we have to dig further.
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Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-24 Thread Robert
Is event_mgr.cxx the right place to look at?
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Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-24 Thread Robert

   --prop:/sim/rendering/multi-sample-buffers=true
 
  ..this segfaulted on my 3 day old git, will retest with todays.


This maybe a problem with your graphics drivers. This option turns on
Antialiasing. As I can see you use the R300 graphics drivers.
Have you tried AMD's/ATI's proprietary driver?


--enable-real-weather-fetch(will test without this one and
   report)

 ..pls do, I got a wee WTF moment with 12fps on start-up and 44fps
 airborne in replay, with --disable-real-weather-fetch and --fov=90.


Tested without  --enable-real-weather-fetch and there is no change.


Timing summary fornasal.
 -  mean time: 0.04 ms.
 -  min time : 0.00 ms.
 -  max time : 2.05 ms.
 -  stddev   : 0.24 ms.


I don't think we have to dig into nasal code like Franz suggested (please
correct me if I'm wrong) because as you can see there is no significant
amount of time spent in comparison to this:

Timing summary for   events.
 -  mean time: 1.09 ms.
 -  min time : 0.30 ms.
 -  max time : 37.14 ms.
 -  stddev   : 4.24 ms.

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Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-24 Thread Robert

 you should still look at Nasal. The event manager handles timers, and
 that's almost exclusively used by Nasal. Almost all the Nasal code runs in
 timers (except for property listeners). So read events as the total
 execution time for Nasal (timers).
 The timing data shown for the subsystem nasal only refers to the
 execution time of Nasal internal house keeping (i.e. some garbage
 collection), but not to the execution of actual Nasal code. Indeed
 misleading.

 The events subsystem is also showing a jitter on my machine (but not as
 bad)


Thanks for clarification.
So I got my hands on the C172p and ripped it apart until there were only 2
files left with minimal jsb configuration:

c172p-set.xml:
#
?xml version=1.0?
PropertyList

 sim

  descriptionCessna 172P Skyhawk (1981 model)/description
  authorDavid Megginson/author
  statusproduction/status

  flight-model archive=yjsb/flight-model
  aero archive=yc172p/aero

  model
path archive=yAircraft/c172p/Models/c172p.xml/path
  /model

 /sim

/PropertyList



c172p.xml:
##
?xml version=1.0?
fdm_config name=c172 version=2.0 release=BETA

metrics
/metrics

mass_balance
ixx unit=SLUG*FT2 948 /ixx
iyy unit=SLUG*FT2 1346 /iyy
izz unit=SLUG*FT2 1967 /izz
ixy unit=SLUG*FT2 -0 /ixy
ixz unit=SLUG*FT2 -0 /ixz
iyz unit=SLUG*FT2 -0 /iyz
emptywt unit=LBS 1500 /emptywt
location name=CG unit=IN
x 41 /x
y 0 /y
z 36.5 /z
/location
/mass_balance

ground_reactions
contact type=BOGEY name=NOSE
location unit=IN
x -6.8 /x
y 0 /y
z -19.5/z
/location
static_friction 0.8 /static_friction
dynamic_friction 0.5 /dynamic_friction
rolling_friction 0.02 /rolling_friction
spring_coeff unit=LBS/FT 1800 /spring_coeff
damping_coeff unit=LBS/FT/SEC 600 /damping_coeff
max_steer unit=DEG 10 /max_steer
brake_group NONE /brake_group
retractable0/retractable
/contact
contact type=BOGEY name=LEFT_MAIN
location unit=IN
x 58.2 /x
y -43 /y
z -15.5 /z
/location
static_friction 0.8 /static_friction
dynamic_friction 0.5 /dynamic_friction
rolling_friction 0.02 /rolling_friction
spring_coeff unit=LBS/FT 5400 /spring_coeff
damping_coeff unit=LBS/FT/SEC 1600 /damping_coeff
max_steer unit=DEG 0.0 /max_steer
brake_group LEFT /brake_group
retractable0/retractable
/contact
contact type=BOGEY name=RIGHT_MAIN
location unit=IN
x 58.2 /x
y 43 /y
z -15.5 /z
/location
static_friction 0.8 /static_friction
dynamic_friction 0.5 /dynamic_friction
rolling_friction 0.02 /rolling_friction
spring_coeff unit=LBS/FT 5400 /spring_coeff
damping_coeff unit=LBS/FT/SEC 1600 /damping_coeff
max_steer unit=DEG 0.0 /max_steer
brake_group RIGHT /brake_group
retractable0/retractable
/contact
/ground_reactions

aerodynamics
/aerodynamics

/fdm_config
##



As you can see Nasal scripts aren't used at all.


But still the following message is displayed in the console every 7 seconds
or so:

Subsystem Timing Alert, subsystem events: 28.2467ms
Subsystem Timing Alert, subsystem events: 30.4909ms


As I said earlier the jitter is dependent on the flight model.
With jsbsim jitters are 6-8 seconds apart.
Jitters are more frequent with yasim (1 - 4 seconds).
With the UFO 21 seconds. (I was incorrect about the 41 seconds)

But why does it show up in the events subsystem?
Are flight-models interconnected with it somehow?
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Re: [Flightgear-devel] Stuttering at 1 Hz rate

2011-03-23 Thread Robert
I investigated further into the stuttering issue.
I tried the UFO like ThorstenB suggested.
Then I tried some other planes and found something interesting.
There is regular stuttering with every plane I tested.
But the interval between the stutters differs with every plane.
See my results:

C172p   ~6.000 secjsbsim
747-400 ~5.100 secjsbsim
767-300 ~2.900 secyasim
777-200 ~4.000 secyasim
Bravo   ~1.300 secyasim
ufo~41.000 sec

All planes are from the git repositiry.
What I can say is that yasim-planes seem to stutter more frequently than
jsbsim-planes.
With the ufo it's almost not noticeable unless you wait 41 seconds for the
next stutter.

@Csaba and others
If you have time, could you please compare it with your numbers?
I tested at LFML (Marseille) because I get good fps there. But any other
place with good fps should be fine.
The best thing to make the stutters more noticeable is to fly in the
cockpit, fly a continuous steep turn in one direction (so you get a circle)
and look to the ground. Use a stopwatch or use the clock on the panels of
some planes.

I wonder what may be the cause for these stutters.
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[Flightgear-devel] Stuttering at 1 Hz rate

2011-03-21 Thread Robert
Hello everyone,

I'm new on this mailing list and hope it is the right place to discuss some
of Flightgear's internal stuff.
So here is my problem:
Ingame (insim) I notice a small stutter that happens once every second.
Did anybody of you guys notice the same thing?
What can we do about it?
I thought it might be something like a timed task. (reading from hard disc +
malloc)?
Please, could someone tell me where I can find this function in the source
files?
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Re: [Flightgear-devel] FGCOM troubleshooting help...

2009-08-11 Thread Robert Black
When I had that error on Debian Linux it was always a conflict with the 
sound system configuration.

Rob Shearman, Jr. wrote:
 Installing the latest OpenAL, both as it is configured 
 (Windows\System32) and as suggested (in Flightgear\bin\Win32) has had no 
 effect on this issue.  Still getting the same error.  Cheers, -R.
  
 Robert M. Shearman, Jr.
 Transit Operations Supervisor,
 University of Maryland Department of Transportation
 also known as rm...@umd.edu
 
 
 
 *From:* Rob Shearman, Jr. rmsj...@yahoo.com
 *To:* FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 *Sent:* Monday, August 10, 2009 10:09:42 PM
 *Subject:* Re: [Flightgear-devel] FGCOM troubleshooting help...
 
 MMM.  Still struggling with this.
 
 In the Windows FG install, the OpenAL installer runs as part of the 
 process.  And, I already tried taking the two .dll files and moving them 
 into the bin folder with FGCom.
 
 However, I found out that for some stupid reason (probably Vista and its 
 propensity for VirtualStore folders specific to each user), the OpenAL 
 install I did on the newer version you referred me to didn't overwrite 
 the older .dll files.  So I was in the process of tracking all copies of 
 the old ones down and removing them manually, and hand-reinstalling the 
 newer ones, when it became time to catch a nap before heading to work 
 for the night.  So I'll report back progress tomorrow.
 
 Thanks again for the troubleshooting ideas...
 Cheers,
 -R.
  
 Robert M. Shearman, Jr.
 Transit Operations Supervisor,
 University of Maryland Department of Transportation
 also known as rm...@umd.edu
 
 
 
 *From:* Jacob Burbach jmburb...@gmail.com
 *To:* FlightGear developers discussions 
 flightgear-devel@lists.sourceforge.net
 *Sent:* Monday, August 10, 2009 5:16:21 PM
 *Subject:* Re: [Flightgear-devel] FGCOM troubleshooting help...
 
 Does flightgear run the the OpenAL installer during setup, or does it
 just come with it's own dll? If there is an openal dll in the same
 directory as fgcom it will use that, regardless of anyone you install
 system wide I believe. If there is an openal dll there with the exe,
 try moving it or renaming it and see if it works.
 
 All I can think of off the top of my head.
 
 cheers
 
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Re: [Flightgear-devel] Nasal alternatives : possible, of course,

2009-03-14 Thread Robert Black
I learned a lot just reading it. 

Curtis Olson wrote:
 This thread has been quite entertaining!  A big thanks to all the 
 participants!!! :-)

 Curt.




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Re: [Flightgear-devel] SimGear licensing

2009-03-09 Thread Robert Black
Norman Vine wrote:

NORM 

Sorry flashback :) 



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Re: [Flightgear-devel] How to lower how much scenery gets cached:

2008-11-14 Thread Robert Jacobs
A quick question for any of you.  Can Flight Gear be used as a database for
ground elevation?  Could I query it with earth coordinates and ask it to
return the local elevation of the ground with respect to sea level?  Would
this be difficult to implement?

Thanks,

Bob
[EMAIL PROTECTED]


On 11/13/08 4:18 PM, Michael Smith [EMAIL PROTECTED] wrote:

 Curtis Olson wrote:
 How much memory do you have?  Is it possible to add some memory to get
 yourself up to maybe at least 512Mb total?  If you are running this
 under linux, there are easy ways to look at your total system memory,
 how much memory is out in swap, how much memory the FlightGear
 application is taking, etc.  Probably similar tools under windows, but
 I'm less familiar with system level debugging there.
 
 On Thu, Nov 13, 2008 at 3:49 PM, Michael Smith wrote:
 
 Michael Smith wrote:
 Curtis Olson wrote:
 
 In the pre-osg version, I believe the cache size was scaled
 relative
 to the visibility (i.e. for some particular visibilty, a certain
 number of tiles need to be loaded in order to cover all the visible
 earth, and then the cache was set to some number higher than
 that so
 that we wouldn't get thrashing.)  I don't recall the exact
 formula ...
 maybe something like 2*n + 1 (where n is the number of visible
 tiles.)  I don't know if this concept was carried forward to
 the OSG
 version ,but you might try limiting visibility and that should
 reduce
 the number of tiles being loaded.
 
 Regards,
 
 Curt.
 
 
 On Wed, Nov 12, 2008 at 4:51 PM, Michael Smith
 [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED]
 wrote:
 
 Michael Smith wrote:
 I have tried plenty of things to get fg to run on this
 old piece of
 junk but I am getting tired only being able to fly water
 routes
 (i.e.
 island to island). If I try to fly over land, it gets
 slower and
 slower over time, so I want to know how to lower how much
 scenery gets
 cached (not affraid to edit code here).
 
 Thanks
 
 Michael Smith [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] mailto:[EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED]
 
 
 Anybody? I really want to know this.
 

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 mailto:Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel
 
 
 
 
 --
 Curtis Olson: http://baron.flightgear.org/~curt/
 http://baron.flightgear.org/%7Ecurt/
 http://baron.flightgear.org/%7Ecurt/
 
 
 
 
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 Hmm, Ok, I will try this, but if there is another way (I
 wouldn't want
 IFR flight on a shiney bright day at TNCM :), I would like to know.
 Thanks Curt.
 
 
 Michael Smith [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]
 
 
 
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Re: [Flightgear-devel] FlightGear in IVAO network

2008-11-11 Thread Robert Black
Martin Spott wrote:
 Curtis Olson wrote:

   
 I believe this is the whole point of Pep bringing up the subject on the
 FlightGear mailing list.  He would like to work towards a concrete proposal,
 and this is the preliminary discussion phase.  Let's not beat up the
 messenger [too much], ok! :-)
 


 IVAO happen. Let the religious war begin   ;-))

 Cheers,
   Martin.
   
IVAO can do what they want to for making a client that  is compatible 
for Flightgear.  Everyone who wants to help is free to do so but I don't 
think it should be part of an official release.  There was  a legal and 
moral battle for IVAO to come into  existence from the original IVAO 
which came from SATCO which was  taken over by  VATSIM.  Using closed  
source programs keeps control in the hands  of the owners.  Flightgear 
should  concentrate on making the tools and letting people use them as 
they see fit.  This ensures  the organizations that do right by their 
members continue while the ones who do not are not holding their members 
hostage because  they own the software.
I have been a member of all the above mentioned organizations  and the 
people running them put a lot time and  effort into them which I commend 
them for because a lot of future Flightgear hobbyists will come from 
their ranks. 
Robert



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Re: [Flightgear-devel] Screenshots of the coming helicopter Eurocopter EC 145

2008-09-28 Thread Robert Black
Matthias Boerner wrote:
 Hello, 
 I would like to announce some screenshots of the coming helicopter
 Eurocopter EC 145. 
 http://fgfs.i-net.hu/modules/xcgal/thumbnails.php?album=44

Nice details.
Robert

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Re: [Flightgear-devel] simgear error

2008-03-22 Thread Robert Black
On Sat, Mar 22, 2008 at 3:26 PM, SydSandy [EMAIL PROTECTED] wrote:

 Hi all,
 I did a system update this morning , a cvs update on FG and SG , and plib
 , and get these errors trying to compile simgear 

 Making all in misc
 make[3]: Entering directory `/home/syd/FGFS/SG/source/simgear/misc'
 g++ -DHAVE_CONFIG_H -I. -I../../simgear -I../..-g -O2 -D_REENTRANT -MT
 strutils.o -MD -MP -MF .deps/strutils.Tpo -c -o strutils.o strutils.cxx
 strutils.cxx: In function 'std::vectorstd::basic_stringchar,
 std::char_traitschar, std::allocatorchar ,
 std::allocatorstd::basic_stringchar, std::char_traitschar,
 std::allocatorcharsimgear::strutils::split(const std::string,
 const char*, int)':
 strutils.cxx:85: error: 'strlen' was not declared in this scope
 strutils.cxx:99: error: 'memcmp' was not declared in this scope
 make[3]: *** [strutils.o] Error 1
 make[3]: Leaving directory `/home/syd/FGFS/SG/source/simgear/misc'
 make[2]: *** [all-recursive] Error 1
 make[2]: Leaving directory `/home/syd/FGFS/SG/source/simgear'
 make[1]: *** [all] Error 2
 make[1]: Leaving directory `/home/syd/FGFS/SG/source/simgear'
 make: *** [all-recursive] Error 1

 any tips ?
 I'm just not sure if it's simgear or a problem with my ArchLinux update...
 Thanks



 --
 SydSandy [EMAIL PROTECTED]


I did a clean build yesterday on  Debian Etch  after updating to Plib
1.8.5and OSG
2.3.6 and just updated and built SimGear with no problem.   Hope this helps?
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Re: [Flightgear-devel] MP forest fire model!

2008-03-14 Thread Robert Black
On Fri, Mar 14, 2008 at 6:09 AM, Anders Gidenstam [EMAIL PROTECTED]
wrote:

 On Mon, 25 Feb 2008, Anders Gidenstam wrote:
  I thought about making a cellular automata model of a forest fire some
 
 And now I finally got around to do that :)

 It is not quite ready for prime time yet but I have the base cellular
 automata based on the first paper I stumbled upon [0] -
 http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=57album=15pos=2
 http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=58album=15pos=3

 http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=59album=15pos=0
 http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=60album=15pos=1
 [0] http://dx.doi.org/10.1016/j.advengsoft.2006.09.002
 --

 ---
 Anders Gidenstam
 mail: anders(at)gidenstam.org
 WWW: http://www.gidenstam.org/FlightGear/



 http://www.gidenstam.org/FlightGear/

 -And if I could weigh in with a shout from the peanut gallery. While you
 were testing I took a couple of shots.  Will have to go back and try to get
 one with the smoke coming out of a building. It was really spectacular.


 http://fgfs.i-net.hu/modules/xcgal/displayimage.php?pid=62album=lastupcat=pos=0


   To me it looks great but the fact that it is visible to everyone around
is really something.

-r.-
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[Flightgear-devel] Intel Releases Programmers Refe rence Manual for the Intel® 965 Express Chipset Family a nd Intel® G35 Express Chipset Graphics Controller

2008-02-01 Thread Robert Black
http://intellinuxgraphics.org/index.html

Thought this might be of interest to someone as there always seem to be a lot 
of people trying to run Flightgear for the first time on machines with Intel 
graphics.   

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Re: [Flightgear-devel] Weekly CVS Changelog Summary: SimGear

2008-01-13 Thread Robert Black
On Sunday 13 January 2008 12:00:10 am Curtis L. Olson wrote:
 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 2008-01-06_09:04:44 (timoore)
 /var/cvs/SimGear-0.3/source/simgear/scene/tgdb/SGModelBin.hxx
 /var/cvs/SimGear-0.3/source/simgear/scene/tgdb/SGTexturedTriangleBin.hxx
 /var/cvs/SimGear-0.3/source/simgear/scene/util/QuadTreeBuilder.cxx

 Random object support from Stuart Buchanan

 In addition to Stuart's changes, there's an independent quad tree
 builder class for constructing loose quad trees from scene graph nodes.

 Stuart also implemented changes to the random number generator suggested by
 Andy Ross.


 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 2008-01-06_09:04:45 (timoore)
 /var/cvs/SimGear-0.3/source/simgear/scene/util/QuadTreeBuilder.hxx

 Random object support from Stuart Buchanan

 In addition to Stuart's changes, there's an independent quad tree
 builder class for constructing loose quad trees from scene graph nodes.

 Stuart also implemented changes to the random number generator suggested by
 Andy Ross.


 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 2008-01-12_02:50:21 (fredb)
 /var/cvs/SimGear-0.3/source/simgear/scene/model/ModelRegistry.cxx

 Avoid spitting gazillion 'Cannot find image file  ' message on the
 console while loading random objects


 2f585eeea02e2c79d7b1d8c4963bae

I assume that the random objects include buildings. Starting up at KSFO last 
night after updating my sources was a nice suprise. The area was populated 
with buildings looking more realistic and not as barren. The real suprise is 
that it does not appear to have impacted frame rates and I believe it might 
be running smoother with slightly better framerates.  



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Re: [Flightgear-devel] Multiplayer Funfly.

2008-01-01 Thread Robert Black
On 1/1/08, Maik Justus [EMAIL PROTECTED] wrote:


 And I like Hans idea of Fly Ins (with basic ATC?) (and with sight seeing
 tours...)

 Maik

At around 12:00 GMT there were four to six pilots out there practicing
so the fly-in is not a bad idea for an all or more event with maybe
the main event taking place at a particular time. Cover all the time
zones.

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Re: [Flightgear-devel] old bugs with blue screen and BPP32

2007-12-31 Thread Robert Black
On Monday 31 December 2007 12:03:15 pm Stewart Andreason wrote:
 That is confusing, as the Nvidia download page shows the latest unified
 version to be 169.07
 http://www.nvidia.com/object/unix.html
 and for my graphics card, I need the legacy driver in the 1.0-96xx
 series, latest version: 96.43.01
 I'm downloading it and will report back when I have a more definitive
 answer.

Look at the Nvidia beta drivers also. I am almost needing a legacy and found a 
beta driver that worked for me. 

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Re: [Flightgear-devel] CVS server problems

2007-12-23 Thread Robert Black
On Sunday 23 December 2007 02:53:12 pm AnMaster wrote:
 Currently I'm unable to reach the cvs server and some other people on IRC
 confirmed this.
 It seems like both cvs and terrasync/scenery server is down (apart from my
 terrasync mirror, it is up).
 Regards,
 Arvid Norlander

The last couple of days data would not update but a couple of hours after you 
posted this it did.  

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Re: [Flightgear-devel] OT Bois Belleau

2007-12-22 Thread Robert Black
On Saturday 22 December 2007 02:27:20 pm gerard robin wrote:
 Bois Belleau
I was on the USS Plymouth Rock (LSD-29) which  was a predecessor to that ship
and look forward to seeing it modeled.  

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Re: [Flightgear-devel] Terrasync for Windows

2007-12-22 Thread Robert Black
ound at this site, or alterations thereof,
  for profit.
 
  This is pretty representative of the terms I've seen for free MSFS
  add-ons. It is not open-source or free source according to commonly
  understood definitions of those words.

 My sincere apologies. It was not my intent to offend.

 Shad

I will put money on the fact that you did not offend anyone.  Discussions of 
open source vs non-free especially as it relates to M$ is kind of like 
discussing the US constitution.  It will bring out heated opinions but it is 
all for the good of everyone.  If you want something as close to pure 
philosophy as you can get in the computer world search Wikipedia for open 
source.  It is like FlightGear.  surprisingly simple on the outside, 
disturbingly complex when you start getting into the details.   





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Re: [Flightgear-devel] segfaults...

2007-12-19 Thread Robert Black
On Monday 17 December 2007 09:15:23 am Tim Moore wrote:
 Robert Black wrote:
 ...

  I did a CVS update Sunday and couldn't compile it.  Simgear updated and I
  upgraded from OSG 2.0 to 2.2 with the same results.

 This looks like a problem with the way you upgraded OpenSceneGraph.
 OpenThreads is now an integral part of OSG, so make sure that you're
 compiling and installing the most recent version of OpenThreads.

 Tim


I used the Debian package of OSG 2.2 and it does not make links or installs 
to /usr/local like the SVN version of OSG 2.2 did. I had to go back and 
recompile and install simgear and all worked.  


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Re: [Flightgear-devel] segfaults...

2007-12-17 Thread Robert Black
On Monday 17 December 2007 12:10:35 am Tim Moore wrote:
 Georg Vollnhals wrote:
  the NEW problem I have here is that I start under the terrain level with
  some a/c since a recent new CVS update (OSG and data).
  Sometimes FlightGear just goes into an endless loop and hangs, sometimes
  a FlightGear RESET brings my aircraft up on earth again.
 
  I just mention this as your problem came up with a CVS update ...
  Any correlation?
 
  Georg EDDW

 Since we're talking about OSG now... this may be related to the pager
 changes I checked in over the weekend. Could you post some details on this
 problem of yours?

 Thanks,
 Tim
 
I did a CVS update Sunday and couldn't compile it.  Simgear updated and I 
upgraded from OSG 2.0 to 2.2 with the same results.

make[2]: Entering directory 
`/home/rob/download/fg/source-12-16-bad/src/Network'
make[2]: Nothing to be done for `all'.
make[2]: Leaving directory 
`/home/rob/download/fg/source-12-16-bad/src/Network'
Making all in MultiPlayer
make[2]: Entering directory 
`/home/rob/download/fg/source-12-16-bad/src/MultiPlayer'
make[2]: Nothing to be done for `all'.
make[2]: Leaving directory 
`/home/rob/download/fg/source-12-16-bad/src/MultiPlayer'
Making all in Scenery
make[2]: Entering directory 
`/home/rob/download/fg/source-12-16-bad/src/Scenery'
make[3]: Entering directory `/home/rob/download/fg/source-12-16-bad'
make[3]: Leaving directory `/home/rob/download/fg/source-12-16-bad'
g++ -DHAVE_CONFIG_H -I. -I../../src/Include -I../.. -I../../src  
-I/usr/local/include  -g -O2 -D_REENTRANT -MT 
SceneryPager.o -MD -MP -MF .deps/SceneryPager.Tpo -c -o SceneryPager.o 
SceneryPager.cxx
/usr/local/include/OpenThreads/Thread: In copy 
constructor ‘osgDB::DatabasePager::DatabasePager(const 
osgDB::DatabasePager)’:
/usr/local/include/OpenThreads/Thread:364: 
error: ‘OpenThreads::Thread::Thread(const OpenThreads::Thread)’ is private
/usr/local/include/osgDB/DatabasePager:41: error: within this context
/usr/local/include/OpenThreads/Mutex:73: 
error: ‘OpenThreads::Mutex::Mutex(const OpenThreads::Mutex)’ is private
/usr/local/include/osgDB/DatabasePager:41: error: within this context
/usr/local/include/OpenThreads/Mutex:73: 
error: ‘OpenThreads::Mutex::Mutex(const OpenThreads::Mutex)’ is private
/usr/local/include/osgDB/DatabasePager:41: error: within this context
/usr/local/include/OpenThreads/Mutex:73: 
error: ‘OpenThreads::Mutex::Mutex(const OpenThreads::Mutex)’ is private
/usr/local/include/osgDB/DatabasePager:41: error: within this context
/usr/local/include/OpenThreads/Mutex:73: 
error: ‘OpenThreads::Mutex::Mutex(const OpenThreads::Mutex)’ is private
/usr/local/include/osgDB/DatabasePager:41: error: within this context
/usr/local/include/OpenThreads/Mutex:73: 
error: ‘OpenThreads::Mutex::Mutex(const OpenThreads::Mutex)’ is private
/usr/local/include/osgDB/DatabasePager:41: error: within this context
/usr/local/include/OpenThreads/Mutex:73: 
error: ‘OpenThreads::Mutex::Mutex(const OpenThreads::Mutex)’ is private
/usr/local/include/osgDB/DatabasePager:41: error: within this context
SceneryPager.cxx: In copy 
constructor ‘flightgear::SceneryPager::SceneryPager(const 
flightgear::SceneryPager)’:
SceneryPager.cxx:34: note: synthesized 
method ‘osgDB::DatabasePager::DatabasePager(const osgDB::DatabasePager)’ 
first required here
make[2]: *** [SceneryPager.o] Error 1
make[2]: Leaving directory 
`/home/rob/download/fg/source-12-16-bad/src/Scenery'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/rob/download/fg/source-12-16-bad/src'
make: *** [all-recursive] Error 1
[EMAIL PROTECTED]:~/download/fg/source-12-16-bad$





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Re: [Flightgear-devel] screenshots (and snapshots)

2007-12-16 Thread Robert Black
On Sunday 16 December 2007 06:18:48 pm Georg Vollnhals wrote:
 gerard robin schrieb:
  On lun 17 décembre 2007, Heiko Schulz wrote:
  http://pagesperso-orange.fr/GRTux/Rescue_1.jpg
 
  Is the winch a trick? Never noticed...
 
  Great pic - it has my vote!
 
  Regards
  HHS

My vote too. Nice screen shot.  

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Re: [Flightgear-devel] screenshots (and snapshots)

2007-12-16 Thread Robert Black
On Sunday 16 December 2007 10:25:59 am Torsten Dreyer wrote:
  I have one, too

 And one more, showing the Dragonfly microlight towing the FlightGear banner
 at Lelystad, EHLE.
 It has some nice shadows and shows our perfect implementation of the
 flatness of the Netherlands (sorry, Durk and Gijs ;-)

 Torsten

Good shot.  One with a lot of the release planes lined up or around is a good 
idea too.  

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Re: [Flightgear-devel] Chat Menu patch

2007-12-10 Thread Robert Black
I'm getting a 404 not found error on the link. 

On Monday 10 December 2007 07:32:59 am Stuart Buchanan wrote:
 --- Stuart Buchanan wrote:
  Hi All,
 
  Two small Chat Menu related patches:
 
  1) The chat menu will now select the runway closest to the aircraft when
  the aircraft is on the ground, or very low ( 100ft). This handles the
  case where the
  user has selected a runway explicitly, e.g. 01R for KSFO take-offs for
  noise abatement. My thanks for AnMaster for pointing this out on IRC.
  Note that above 100 ft, the wind-appropriate runway will still be used.
 
  2) Change to keyboard description for the - key, as pointed out by
  Melchior.
 
  If someone could commit them to CVS, I'd be very grateful.

 ... and as my mail client insists on wrapping lines with CRLF, I've
 uploaded a diff file to http://www.nanjika.co.uk/flightgear.chat-menu.diff

 -Stuart

I'm getting a 404 not found error on the link. 

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Re: [Flightgear-devel] b1900d startup

2007-12-10 Thread Robert Black
On Monday 10 December 2007 07:44:27 pm SydSandy wrote:
 I think I finally found out why the b1900d is still running at startup...
 The condition lever is set to 1 in the TurbineEngine.cpp file , so it
 appears to override anything in the set file. Ive forced it to 0 in the
 system.nas file during fdm initialization , but then you hear the engines
 shutting down Anyone know of a way to override the engine condition
 property ?
 And while I'm on the subject of YASim , is there a way to increase reverse
 thrust effectiveness ? Cheers

I was flying a jet and trying to find the reverse thruster key combo's by 
looking through the docs and never did find it. It might be a good idea for 
that to be in the aircraft help file of all the planes that have thrust 
reversers.  

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Re: [Flightgear-devel] B1900d engine sounds

2007-12-09 Thread Robert Black
On Sunday 09 December 2007 01:57:47 pm SydSandy wrote:
 On Sun, 09 Dec 2007 20:05:12 +0100

 AnMaster [EMAIL PROTECTED] wrote:
  -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA512
 
  SydSandy wrote:
   On Sun, 09 Dec 2007 12:02:45 +0100
 Will Harrison wrote:
   I had noticed the problem with the engine sounds a couple weeks ago,
   but now I have all the sounds again after a cvs update. 

 Not sure why that is causing a problem with sound ... it only holds files
 for the livery select dialog ... it has nothing to do with sound  I
 removed that folder locally and havent had that problem.
 I'll check and see if i missed something with my last commit.

 Cheers

I lost the B1900 sounds with a CVS update of 11/21 (?) and then about a week 
later I did a CVS update just on the folder and it started working. I did an 
update today and it is still working fine. 



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Re: [Flightgear-devel] landing gear control

2007-12-07 Thread Robert Black
On Wednesday 05 December 2007 12:15:49 am SydSandy wrote:
 Ok I have another one 
   Can we add a /controls/gear/gear-lever-lock to prevent accidental 
 raising
 gear while on the ground , on aircraft that have this feature ? The key
 bindings can be over ridden , but there's also joystick configurations to
 consider , so the best place to add this would be the controls.nas routine
 itself... It could simply be added as a bool in the set file of any
 aircraft that needs it ... Cheers

I like the way the Aerostar Super 700 handles the gear. It is one of the only 
planes that does not crash you if you accidently raise the gear on the 
ground. It is pretty disappointing to set everything up for a flight and then 
hit the gear button on the joystick instead of flaps.  

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Re: [Flightgear-devel] FlightGear prerelease

2007-12-04 Thread Robert Black

 Hi,
 The Bravo's Primus 1000 system is a bit of a mess right now ... I'd feel
 better if it wasn't included with the release . Thanks

How about the B1900 ?  Any issues. It is know as having one of the best 
panels. It would fill the commercial twin prop slot.  



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Re: [Flightgear-devel] Informal version number poll

2007-12-02 Thread Robert Black
On Saturday 01 December 2007 02:38:13 pm alexis bory wrote:
 Heiko Schulz wrote:
   But we havn't found a number yet- so how should we find  the right
   name?

 
 Alexis

Identifying the versions as stable testing and unstable might not be a bad 
idea. It tells people that active development is going on and there are new 
releases planned.  eg...
Flightgear Current Stable Version  0.9.10  Wright 
  Testing 1.0  Lindenburg 
   Unstable v1.5-osg  Simstick 
I have not thought much about the names but I have thought about some easy to 
understand scheme to show that future versions are being worked on.   It 
would be easier than writing a current news letter (hmmm.)   


  

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Re: [Flightgear-devel] FGCOM fails to compile. Still.

2007-11-23 Thread Robert Black
On Thursday 22 November 2007 03:09:40 pm AnMaster wrote:
 /usr/include/alsa/global.h:134: error: redefinition of 'struct timeval'
 /usr/include/alsa/global.h:139: error: redefinition of 'struct timespec'

I got it to compile native alsa by going to global.h and deleting those timing 
lines between the diff. Not sure what the effects will be but it does compile 
and does not error when using with Flightgear. It works fine standalone (ATC 
mode) but is not working when running with Flightgear.  Will plug away some 
more today.   

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[Flightgear-devel] OT Re: Syd's Robinson R22

2007-11-03 Thread Robert Black
On Saturday 03 November 2007 22:08, Georg Vollnhals wrote:
 Hi Syd and all,

 I could not go to bed when I saw that you uploaded the first files of
 this helo to CVS, waited some time, downloaded and tested it.

 Thank you very much. I enjoyed my test-flights (used some different
 airports on the world with different winds) very much.

 Regards
 Georg EDDW

http://www.innovator.mosquito.net.nz/mbbs2/index.asp

I was looking at some ultralights today and ran across a mosquito helicopter 
that some of the pilots say they preferred  over the R-22.  Just found it 
interesting.  

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Re: [Flightgear-devel] backtrace dump

2007-10-25 Thread Robert Black
On Tuesday 23 October 2007 11:57, Tobias Nielsen wrote:
 Okay, here is one gigantic file dump...

 Be awere that i have added a few extra lines of debug since i wanted
 to try to locate the problem. But i assume that you will be able to
 see your way out of it..

 http://www.mip.sdu.dk/~tobibobi/dump.tar.gz

 2007/10/23, Robert Black [EMAIL PROTECTED]:
  On Tuesday 23 October 2007 03:40, Tobias Nielsen wrote:
   Im not convinced that this is an issue of the ATI problem - the
   rendering engine is offcourse running, but i am more convinced with
   some leak in the loading procedure.
 
  Run it with the debug level set to bulk and if the crash is the same
  pastebin a link of your log files here.
 


http://www.mail-archive.com/flightgear-devel%40lists.sourceforge.net/msg08957.html
Found something similiar in the devel archives.  His solution was to build 
again and it went away although he had an Nvidia card,  

quote--
I obtained cvs updates (again) to the following and built them in order:

OpenThreads
Producer
OpenSceneGraph
SimGear-0.3
FlightGear (source)
FlightGear (data - update only)

All is well again. Whatever the glitch the latest updates  builds do 
not throw the above error + backtrace

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Re: [Flightgear-devel] backtrace dump

2007-10-23 Thread Robert Black
On Tuesday 23 October 2007 03:40, Tobias Nielsen wrote:
 Im not convinced that this is an issue of the ATI problem - the
 rendering engine is offcourse running, but i am more convinced with
 some leak in the loading procedure.

Run it with the debug level set to bulk and if the crash is the same pastebin 
a link of your log files here. 

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Re: [Flightgear-devel] Multiplayer setup on a lan

2007-10-16 Thread Robert Black
On Tuesday 16 October 2007 16:19, Oliver Schröder wrote:
 Hi Durk,

 Durk Talsma schrieb:
  Now, my next question was going to be how we could get a local copy of
  the mapserver to work, but I guess that's not possible, because the
  mapserver depends on google imagery, which is a noop with an internet
  connection...

 You're right. The map server depends on google-map and therefore needs
 an internet connection.

 I've experimented with Atlas as an alternative, but it is focused on one
 client. If you sent data of multiple clients to Atlas, the map jumps
 from one location to antother. So it's no solution either (but perhaps
 someone picks up the idea :-)

 Cheers,
 Oliver

How about one machine running the ATC ?  With the ability to track a plane 
visually on take off and landing it makes for a pretty interesting visual.  

Robert

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Re: [Flightgear-devel] backtrace dump

2007-10-13 Thread Robert Black
On Saturday 13 October 2007 14:28, Tobias Nielsen wrote:
 Does anyone has a good input on what is going on here? As far as i can
 see it is assumably somewhere in the osg that the error appears- but
 how am i to know...

 someone has any ideas?

 *** glibc detected *** basedir/bin/fgfs: free(): invalid pointer:
 0x087f2c50 *** === Backtrace: =
 /lib/libc.so.6[0xb6e5c6d0]
 /lib/libc.so.6(__libc_free+0x89)[0xb6e5dd59]
 /usr/lib/gcc/i686-pc-linux-gnu/4.1.2/libstdc++.so.6(_ZdlPv+0x21)[0xb6fdb1b1
snip---

The next mail message may have answered it. Looks like a source code problem.  
Knowing m. and the gang it may be fixed already. Try pulling CVS again or an 
older snapshot. 


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Re: [Flightgear-devel] oil platform...

2007-10-07 Thread Robert Black
On Wednesday 03 October 2007 19:05, SydSandy wrote:
   Log Message:
   Oil platform for helicopter practice

I was thinking about this and thought of a ship with a helo deck which could 
be anything from a yacht to cargo ships and ships in the Niimitz Strike Force 
or a Coast Guard type  and then I thought of an Amphibious assault type as 
they have a large deck and support helo's, Harriers and the Osprey.
http://en.wikipedia.org/wiki/Amphibious_assault_ship#List_of_amphibious_assault_ship_types

Robert

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Re: [Flightgear-devel] And again: VATSIM and FG?

2007-09-22 Thread Robert Black
On Tuesday 18 September 2007 00:50, Holger Wirtz wrote:
 Hi *,

 On Mon, Sep 17, 2007 at 10:52:55AM -0500, Curtis Olson wrote:
  On 9/17/07, Ralf Gerlich wrote:
   Holger Wirtz wrote:
But they asked me if I want to write something like a VATSIM-proxy
for FG to get arround the GPL problem. This proxy has to be
closed-source.
  
  --snip

 Currently I have no interest in writing code for applications where
 someone else can define who and under which conditions the software
 gets.

 But perhaps someone else has interest in writing a VATSIM proxy?

 [...]

 Regards, Holger

I know that their is a big interest on the users list in virtual airlines 
using flightgear and I personally am interested in voice ATC.  I have no 
interest in either of the two networks VATSIM or IVAO.  I would hate to see 
precious talent goi

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Re: [Flightgear-devel] [Bug-Report] Stutterer and pauses with dynamic-view

2007-08-28 Thread Robert Black
On Tuesday 28 August 2007 18:44, Laurence Vanek wrote:

 also had this problem in general (not with dynamic view). only thing
 that helped was adding the following to my .fgfsrc file:

 --prop:/sim/frame-rate-throttle-hz=75

 as far I know no one has solved this problem. apparently only a few of
 us seem to have the issue.

I thought everyone had this behavior.  Most videos I have seen of FG have the 
stutter and pause.  
Robert

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Re: [Flightgear-devel] FlightGear at teh AIAA conferences in Hilton Head

2007-08-20 Thread Robert Black
On Monday 20 August 2007 15:55, Jon S Berndt wrote:
 FYI, I am at the AIAA conference in Hilton Head this week.

Keep us posted. Interesting stuff. And FYI soap, towels and bathrobes are not 
open source.
Robert


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Re: [Flightgear-devel] OSG compiled ....but

2006-11-01 Thread Robert Black
Olson's recommendations to buy three more computers causes large swell 
of domestic unrest among flight simmers.
More on this developing story as details come in.



Curtis Olson wrote:
 On 10/31/06, *syd* [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] 
 wrote:

 I watched Justice , it certainly was Flightgear ,I recognised it
 immediately, but I was more interested in the setup .I want one now !
 What'll it cost me to have you  set one up for me , Curt?  ;)



 That particular simulator with an enclosure (not shown in the TV show) 
 and  including FAA level 3 FTD certification (which means you can log 
 a substantial number of hours in the simulator) runs about $30-35k 
 with a 3 channel visual system and all computer hardware and 
 everything.  This also includes some proprietary Cessna 172 flight 
 dynamics that run up the cost quite a bit.  And it includes the full 
 cockpit layout with all the cockpit controls and switches in the right 
 place.  The price might sound like a lot until you go around and start 
 pricing out similar things from other companies.

 I suspect most of use don't have that kind of cash hidden in our 
 matress, but if you can at least assemble 4 machines and 4 displays, 
 for no extra cost you could configure 3 copies of flightgear for the 
 out-the-window view and the 4th copy of FG for the instrument panel.

 And running 3 displays side by side versus a single display on a 
 single PC makes a *huge* difference in the immersiveness of the 
 simulation.

 Curt.
 -- 
 Curtis Olson - University of Minnesota - FlightGear Project
 http://baron.flightgear.org/~curt/ 
 http://baron.flightgear.org/%7Ecurt/  http://www.humanfirst.umn.edu/  
 http://www.flightgear.org 
 http://www.flightgear.org
 Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d
 

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Re: [Flightgear-devel] Star Wars Mod :-)

2006-10-27 Thread Robert Black
Has Flight gear gotten into outer space?  I have not checked them out 
lately but Orbiter is a free (restricted?) space sim.

Berndt, Jon S wrote:
 http://www.geocities.com/robitabu/fgfs_SW/SW_01.jpg
 http://www.geocities.com/robitabu/fgfs_SW/SW_02.jpg

 Oops! I guess EDDK is not a good spot where to hide my vehicle.
 Damn! They really don't stop chasing me :-(
 

 I've actually considered making a flight model for an X-wing or other
 Star Wars vehicle. Could be fun.

 Jon

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Re: [Flightgear-devel] FlightGear on the Fox TV show JUSTICE

2006-10-24 Thread Robert Black
This episode may be on next Monday night (Oct 30th). I saw a show 
preview and some small plane wreckage.

Curtis L. Olson wrote:
 Here is a quick heads up for all of you ...

 I just watched tonight's episode of JUSTICE which is a new Fox TV show 
 on Wednesday nights.  For what it's worth, I thought tonight's episode 
 was really good, and much better than last weeks episode (IMHO.)

 http://www.fox.com/justice/

 At the end of the show I stayed tuned for some brief clips from upcoming 
 episodes (which will air after the baseball playoffs in a few weeks.)

 With my extremely keen eye I was able to spot a glimpse of FlightGear 
 running as part of an FAA certified ATC 710M Flight Simulator.  What I 
 saw appeared to be our civilian Cessna 310 in a steep dive ...

 Hmmm ... very interesting!  I wonder what that episode will be about?  
 What would they be using a flight simulator for ??

 :-)

 Curt.

   


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Re: [Flightgear-devel] Yard Stik 3d model?

2006-10-21 Thread Robert Black
This might be a good time to start a Flightgear model group. As I have 
been learning about Flightgear in an attempt to build a plane I was 
wondering why there wasn't a development system for things that 
Flightgear needed or planes that users requested and but no one has an 
interest in making it a pet project but it is agreed that there is a 
need or want.  A lot of people have strengths in one or two areas and 
not enough time to do a whole model section but they would want to chip 
in and do a part. In this example I normally wouldn't be interested but 
looking at this plane I realized this would be good for flying in my 
back yard so I might keep an eye in it being done for FG and see how it 
comes along.

Something like a plane CVS only accessible for anyone. Maybe just an 
email list with attachments.  As we are spread out in different time 
zones four people working one hour a day or 16 working 15 mins each 
might have your model done by Monday morning.  Just an idea.
Robert
 Simstick

Curtis Olson wrote:
 Question for all you 3d modelers out there...

 There is a group at my university that is using the Yard Stik as a 
 platform to develop micro indoor UAV's.  I'm trying to convince them 
 that they should also be using FlightGear as a larger part of their 
 simulation/visualization and development process.

 Would there be anyone out there interested in building a quick yard 
 stick 3d model?  We would want it to scale.  It wouldn't necessarily 
 need every tiny little detail as long as it had the basic form.  I 
 could get detailed pictures and any specific dimensions you would 
 need.  Here is some basic pictures and dimensions:

 http://www.electrifly.com/parkflyers/gpma1100.html

more



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Re: [Flightgear-devel] Schleicher ASK 21 glider in progress

2006-10-03 Thread Robert Black
If no one replied, you might want to go ahead and put up a link for 
download.  Might give you some beta testers also. 


Heiko Schulz wrote:
 Hi,

 For some weeks ago, I began to model a glider, the
 Schleicher ASK 21. A very well known glider, many
 thousands are out there in the world.

 Slowly I come to the end now: 
 -the outermodel is to 95% ready
 -the interior needs a bit more work

 -the fligthtmodel is nice but it's need some work to.B

 But nethertheless the ASK 21 is now quite flyable.

 Where can I send it for CVS?

 Some Pics:
 www.hoerbird.de/bilder/fgfs.ask21.1
 www.hoerbird.de/bilder/fgfs.ask21.2
 www.hoerbird.de/bilder/fgfs.ask21.3
 www.hoerbird.de/bilder/fgfs.ask21.4

 Greetings
 HHS


   


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[Flightgear-devel] Net FDM and Hit Detection

2006-08-11 Thread Robert Burns
Hello,We are considering using FlightGear for a research project at our university. I have a question about a network FDM's ability to interface with FlightGear's scenery.Specifically, is it possible for a network FDM to determine if a collision has occurred between the aircraft geometry in FlightGear and the actual terrain? If so, does the mechanism provide specific information about the collision (
i.e., landing gear, wing, nose, etc.)? Where could I find the source that facilitates this mechanism?Thanks.-- Robert BurnsUniversity of Kansas, Dept. of Aerospace Engineering and CReSIS
http://www.engr.ku.edu/aehttp://www.cresis.ku.edu[EMAIL PROTECTED]
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