Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after the Split

2011-10-19 Thread TDO_Brandano -

Not automatically, as far as I know, but it should be relatively simple to 
script this. the main issue is how to script something that will work across 
platforms. I can do this in less than 20 lines of python, but of course not 
everyone has python installed on his windows machine

Ciao,

Alessandro

From: curtol...@gmail.com
Date: Wed, 19 Oct 2011 10:03:25 -0500
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after  
the Split

Question on the new repository layout:
I would like to pull every aircraft from 
https://gitorious.org/flightgear-aircraft/


Is there a way to do this in a single command or do I have to manually identify 
each aircraft in the repository and manually clone it here?  If someone adds a 
new aircraft to this repository, will it get automatically fetched on my next 
git pull or do I have to manually check for new aircraft and manually pull them 
each individually?


Thanks,
Curt.


On Wed, Oct 19, 2011 at 8:59 AM, George Patterson wrote:


On 19 October 2011 19:29, Cedric Sodhi man...@gmx.net wrote:



  https://gitorious.org/flightgear-aircraft



Last night, the discussion came up where the above page is slow to

load, in part it's due to 1.2MB of HTML code, plus the CSS, plus the

any images in use. Not very browser friendly. I hacked together a php

script that will parse a locally stored version of the above page and

display urls to the individual aircaft projects. On irc, Zorg, Gijs

and perhaps a few others in the #flightgear channel had a poke it and

gave it a nod. Tonight I have improved it, and it now validates as

XHTML 1.0 Strict.



I guess, what essential information do we require from the above

Gitorious resource page. I can add parsing of the each aircraft's

RSS/atom feed, but will need to work on caching first. Currently I

have been periodically fetching the above page and saving it as a

static resource that is then referred to as requested. It should help

those that are on slower connection or pay a high data rate for

traffic. (Or those who are pressed for time. :-) )



The url is http://fgfs.dyndns.info/aircraft.php I haven't linked it

from the front page ofhttp://fgfs.dyndns.info as yet.



Regards





George



 to officially publish your planes as part of the Flightgear project.



 2.  Assuming the answers are no, yes, to #1, will all these repositories

 be centrally located so one can track new or modified ac of interest?



 If you do not wish to publish your planes under the conditions outlined

 above, for instance because you don't want to use Gitorious or because

 your plane is not GPL, then, so Thorsten, you will not be entitled to be

 listed and tracked centrally (I personally don't agree with that).



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Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after the Split

2011-10-19 Thread TDO_Brandano -

The greatest problem i can see is that there's no wget equivalent for Windows, 
or tools to parse strings from a file, inbuilt in the shell. That's why I was 
mentioning python: it's easier to get working on Windows and these tools are 
part of the standard library. On linux, of course, you can get all the data 
with a savvy combination of wget, grep and sed.

Ciao,

Alessandro

 Date: Wed, 19 Oct 2011 17:42:49 +0200
 From: anders-...@gidenstam.org
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after 
 the Split
 
 On Wed, 19 Oct 2011, Curtis Olson wrote:
 
  Sure we can script it out, but do I have 2-3 days right now to fiddle with a
  script?  Not this week myself.
 
 Updating aircraft repositories you have cloned should be easy enough,
 a quick and dirty bash hack:
 
 for d in my-aircraft-dir/*; do (cd $d; git pull --rebase); done
 
 (Testing that $d is indeed a directory might be good, though.)
 
 Initial cloning is slightly worse since you'd need to get the URLs (or 
 the changing part of it) from somewhere (like the php script mentioned 
 above?).
 
 
 Cheers,
 
 Anders
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Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after the Split

2011-10-19 Thread TDO_Brandano -

We have to make a small distinction here. Are we talking about users or 
developers? As it was pointed out earlier, GIT should not be seen as a 
distribution mechanism, this is a task best left elsewhere, and possibly 
managed by the frontend. It should not be difficult to just archive all the 
planes for download in a single install package. If you want to use the 
unstable, unreliable planes from git, then you should put up with the idea that 
it might require a little more than a single click for you. That said, it is 
perfectly possible to make a tool that will do this for you automatically.

Ciao,

Alessandro

Date: Wed, 19 Oct 2011 18:06:24 +0200
From: jorgvanderve...@googlemail.com
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after  
the Split

Normally windows users want everything in a 1 click download like precompiled 
packages. Maybe we can do this serverside, let them check a box for each 
aircraft or select all and simply give them a link?

Jorg


2011/10/19 TDO_Brandano - tdo_brand...@hotmail.com






The greatest problem i can see is that there's no wget equivalent for Windows, 
or tools to parse strings from a file, inbuilt in the shell. That's why I was 
mentioning python: it's easier to get working on Windows and these tools are 
part of the standard library. On linux, of course, you can get all the data 
with a savvy combination of wget, grep and sed.


Ciao,

Alessandro

 Date: Wed, 19 Oct 2011 17:42:49 +0200
 From: anders-...@gidenstam.org
 To: flightgear-devel@lists.sourceforge.net

 Subject: Re: [Flightgear-devel] FGData Split Completed - a.k.a. Life after 
 the Split
 
 On Wed, 19 Oct 2011, Curtis Olson wrote:
 
  Sure we can script it out, but do I have 2-3 days right now to fiddle with a

  script?  Not this week myself.
 
 Updating aircraft repositories you have cloned should be easy enough,
 a quick and dirty bash hack:
 
 for d in my-aircraft-dir/*; do (cd $d; git pull --rebase); done

 
 (Testing that $d is indeed a directory might be good, though.)
 
 Initial cloning is slightly worse since you'd need to get the URLs (or 
 the changing part of it) from somewhere (like the php script mentioned 

 above?).
 
 
 Cheers,
 
 Anders
 -- 
 ---
 Anders Gidenstam
 WWW: http://www.gidenstam.org/FlightGear/

 
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Re: [Flightgear-devel] git

2011-09-27 Thread TDO_Brandano -

if you just want to discard EVERYTHING back to the head version (make sure you 
are on the master branch) try this: git checkout -- .
the full stop is part of the command, btw

Alessandro.

From: curtol...@gmail.com
Date: Tue, 27 Sep 2011 10:25:56 -0500
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] git

On Tue, Sep 27, 2011 at 4:00 AM, Michael Sgier wrote:


HiI've messed up weather in fgdata. How could i discard local changes and only 
get changes/original files? Git says to be up to date but weather is broken.

Later I'll do my first upload. (groundnetworks.xml etc.) I do alike the wiki 
and after commit simply do a git push?
Hi Michael,


If you know the specific file(s) that need to be returned to official git head 
version, then just run:
git checkout file1 file2 file3 ...
That (unceremoniously and without any confirmation) will discard your local 
changes to those named files.


Curt.-- 
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http://www.flightgear.org - http://gallinazo.flightgear.org


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Re: [Flightgear-devel] Compiling FGRUN...

2011-09-08 Thread TDO_Brandano -

I have also had this error, building on Ubuntu 10.10 AMD64. I think it might 
have been an update in either SimGear or OSG, but I did not follow it up 
because my older FGRUN build was still running fine

 From: ubu...@geoffair.info
 To: flightgear-devel@lists.sourceforge.net
 Date: Thu, 8 Sep 2011 01:30:07 +0200
 Subject: [Flightgear-devel] Compiling FGRUN...
 
 Hi Fred,
 
 In compiling FGRUN from an svn of yesterday, I got 
 the gcc error :-
 
 wizard_funcs.cxx:1162: error: ‘errno’ was not declared in this scope
 
 Not sure why, but to compile FGRUN I had to add 
 to src/wizard_funcs.cxx -
 
 #include errno.h
 
 Maybe in other systems, this header is pulled in by other 
 includes???
 
 Regards,
 Geoff.
 
 
 
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Re: [Flightgear-devel] Content protection for modders?

2011-08-29 Thread TDO_Brandano -


Not really, or Openoffice/Staroffice/Libreoffice would not be able to open 
Microsoft formats.

Here is what section (f) of Chapter 12 of the DMCA has to say to the regard :

(f) Reverse Engineering. — (1)
  Notwithstanding the provisions of subsection (a)(1)(A), a person who has 
lawfully
  obtained the right to use a copy of a computer program may circumvent a 
technological
  measure that effectively controls access to a particular portion of that 
program
  for the sole purpose of identifying and analyzing those elements of the 
program
  that are necessary to achieve interoperability of an independently created
  computer program with other programs, and that have not previously been 
readily
  available to the person engaging in the circumvention, to the extent any such
  acts of identification and analysis do not constitute infringement under this
  title.

(2) Notwithstanding the provisions of subsections 
(a)(2) and (b), a person may develop and employ technological means to 
circumvent 
a technological measure, or to circumvent protection afforded by a 
technological 
measure, in order to enable the identification and analysis under paragraph 
(1), 
or for the purpose of enabling interoperability of an independently created 
computer 
program with other programs, if such means are necessary to achieve such 
interoperability, 
to the extent that doing so does not constitute infringement under this title.

(3) 
The information acquired through the acts permitted under paragraph (1), and 
the 
means permitted under paragraph (2), may be made available to others if the 
person 
referred to in paragraph (1) or (2), as the case may be, provides such 
information 
or means solely for the purpose of enabling interoperability of an 
independently 
created computer program with other programs, and to the extent that doing so 
does not constitute infringement under this title or violate applicable law 
other 
than this section.

(4) For purposes of this subsection, 
the term “interoperability” means the ability of computer programs to 
exchange information, and of such programs mutually to use the information 
which 
has been exchanged.
 (source: http://www.copyright.gov/title17/92chap12.html )

Notice that here we are talking even of circumvention of technological measures.
Theoretically it would be possible for FGFS to loaf MSFS models, as long as 
their original source is not modified. Incidentally, the MSFS format is not 
encrypted or protected in any way. It just carries along several model and 
copyright limitations that FGFS is probably best left without.

Ciao,

Alessandro

 From: ad...@truthsolo.net
 Date: Sun, 28 Aug 2011 15:50:37 -0400
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Content protection for modders?
 
 Just a comment on something I saw in this discussion regarding the
 DMCA.. Reverse engineering a format for interoperability is only legal
 with express permission from the copyright holder of said format.  As
 much as I enjoy RE myself, it is not legal to RE something simply
 because you wish to include it in your program.  Not that this has
 much bearing given how the conversation has turned, but I thought that
 needed to be clarified.
 
 cheers,
 
 Rob
 
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Re: [Flightgear-devel] Content protection for modders?

2011-08-25 Thread TDO_Brandano -

Sorry, but closing the content would be against the spirit of a GPL project. 
Also, reverse engineering to allow interoperability of formats is expressely 
allowed in the DMCA. The content is protected by copyright law, that ought to 
be enough. If plane developers are interested in creating content for money by 
closing down the model format with drm measures they will have to go the whole 
length and make their own flight simulator to run them on. But artificial 
scarcity is destined to fail in an economy where content can be duplicated.
Btw, there's no actual way you can close completely a format, eventually it 
would be possible to rip it, even from the graphic card memory.

 Date: Thu, 25 Aug 2011 11:44:57 +0200
 From: ad...@simtechnologies.de
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] Content protection for modders?
 
 Hello everybody,
 
 not sure if this discussion arose before... From what i have seen so 
 far, all usable 3d formats for aircraft/building models are either ASCII 
 text or reversible/convertible formats. Mod developers told me, that 
 they would wish close format for 3d models which would prevent reverse 
 engineering of the content they create for free. I feel it is a legitim 
 wish and would invite more modelers to join the FlightGear project.
 
 Is it legal to provide closed source plug-in to FlightGear (more exact 
 OSG file reader plug-in). The only need to keep code close is the 
 prevention of reverse engineering.
 
 Thoughts, suggestions?
 
 Best Regards
 Paul
 
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Re: [Flightgear-devel] Slackware packages for 2.4.0

2011-08-21 Thread TDO_Brandano -

Actually I bought an el cheapo (EKEN m009s) android tablet for the explicit 
purpose of trying to use it as a rudimentary MFD, exploiting also the touch 
screen interface. Currently I am playing a bit with HTML5 features, but a 
native implementation would probably be better and would free up CPU cycles on 
the machine running FlightGear.

 To: flightgear-devel@lists.sourceforge.net
 From: martin.sp...@mgras.net
 Date: Sun, 21 Aug 2011 21:35:05 +
 Subject: Re: [Flightgear-devel] Slackware packages for 2.4.0
 
 Curtis Olson wrote:
 
  Also, we have older packages that were available for Sun, sgi, and FreeBSD.
 
 Providing packages for FreeBSD is a waste of effort as FlightGear is
 available as a port on FreeBSD and I'm convinced they'll upgrade to
 2.4.0 soon.
 SGI is almost dead as a platform and, well, Sun   last time I
 looked at building FG on Sun there was too little interest in
 maintaining platform compatibility with compilers on Unix who don't
 support certain GCC'isms. Therefore I'd probably recommend to move
 these packages into an attic section.
 
  Can anyone comment on the latest package versions available for these
  platforms and if we still want to list them on our download page?  Who's
  going to be the first to come out with an Android package? :-)
 
 There is a rudimentary X-Plane for the iPhone but I'm uncertain if it's
 worth the effort adapting the main sim to such a low-end graphics
 system. Flying X-Plane on the iPhone starts as a big fun but becomes
 pretty boring pretty soon. Anyhow, having a gadget like a remote
 instrument panel on these devices might look really cool  ;-)
 
 Cheers,
   Martin.
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Re: [Flightgear-devel] 答复: FG Input though socket or anyway?

2011-08-15 Thread TDO_Brandano -

No, I mean that it is possible to both overwrite properties within FlightGear 
directly on to use a Nasal script as an interface to overwrite those 
properties. You can browse the LinuxTrack source code for examples, the parts 
specific to FlightGear are here: 
http://code.google.com/p/linux-track/source/browse/#svn%2Ftrunk%2Fdoc%2Ffgfs


From: jinchen...@gmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Mon, 15 Aug 2011 09:34:16 +0800
Subject: [Flightgear-devel] 答复:  FG Input though socket or anyway?




Thanks! Do you have some sample for reference?Do you mean the Nasal module is 
the key for input?  发件人: TDO_Brandano - [mailto:tdo_brand...@hotmail.com] 
发送时间: 2011年8月14日 23:29
收件人: Flightgear Devel List
主题: Re: [Flightgear-devel] FG Input though socket or anyway? There are several 
ways to send an input to FlightGear. The example that sprinsg most readily to 
my mind is the way LinuxTrack can communicate head tracking position to FGFS.
Essentially either writing the values for camera position via a protocol file 
(look in fgdata/Protocols) or sending the data to a Nasal script that will then 
write the actual properties (this second solution allows toggling the head 
tracking while in flight).From: jinchen...@gmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Sun, 14 Aug 2011 20:42:03 +0800
Subject: [Flightgear-devel] FG Input though socket or anyway?Hi All,We’d like 
to do some project that could give FG Input and Output though MCU like ARM.We 
could get the FDM though socket, so the MCU could get it and display.but how 
could we give the FG some input that does not via keyboard, joystick?It looks 
like that we could use serial port like 
http://code.google.com/p/ardupilot/wiki/FlightGear.Does anyone have some 
suggest for that?How we can do for the serial port? Do we have any document for 
that?thanks! 
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Re: [Flightgear-devel] New aircraft: SF-25

2011-08-15 Thread TDO_Brandano -

BTW, you can get a pretty good idea of where the CG is on a plane from the 
landing gear position. On a tail dragger the CG will be slightly behind the 
main wheel. Too far back and the tail won't have enough authority to lift for 
takeoff, too far forward and the plane will nose over when braking, or ground 
loop  when rolling on the ground. In this specific model it might be a little 
further back than most, since it has to keep the tail on the ground with the 
weight of the passengers. I believe the CG will be approximatively coincident 
with the pilot position, since in a motorglider that will be the largest 
variable mass.

 Date: Mon, 15 Aug 2011 13:18:53 -0400
 From: grne...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] New aircraft: SF-25
 
 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
 
 

Re: [Flightgear-devel] FG Input though socket or anyway?

2011-08-14 Thread TDO_Brandano -

There are several ways to send an input to FlightGear. The example that sprinsg 
most readily to my mind is the way LinuxTrack can communicate head tracking 
position to FGFS.
Essentially either writing the values for camera position via a protocol file 
(look in fgdata/Protocols) or sending the data to a Nasal script that will then 
write the actual properties (this second solution allows toggling the head 
tracking while in flight).

From: jinchen...@gmail.com
To: flightgear-devel@lists.sourceforge.net
Date: Sun, 14 Aug 2011 20:42:03 +0800
Subject: [Flightgear-devel] FG Input though socket or anyway?



Hi All,We’d like to do some project that could give FG Input and Output though 
MCU like ARM.We could get the FDM though socket, so the MCU could get it and 
display.but how could we give the FG some input that does not via keyboard, 
joystick?It looks like that we could use serial port like 
http://code.google.com/p/ardupilot/wiki/FlightGear.Does anyone have some 
suggest for that?How we can do for the serial port? Do we have any document for 
that?thanks! 
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Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-08-12 Thread TDO_Brandano -

I'd also add, incidentally, that creating your own repo automatically gives you 
commit rights to it as well. Though it would be nice to stick to some 
guidelines to ensure compatibility, like tagging the plane repo to match FGFS 
tags

Alessandro

 Date: Fri, 12 Aug 2011 13:02:16 +0200
 From: timoor...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository
 
 I've started the first phase of trimming down fgdata. I've removed the
 an2 from fgdata and put it in its own repository called ac-an2 under
 the Flightgear project. I'm going to proceed with moving other
 aircraft which haven't been touched in a while into their own repos as
 well. When we get down to a working set of aircraft that are currently
 under development, I will turn off commit rights in fgdata for a short
 period while I extract those aircraft. I will then regenerate fgdata
 without the history of all the aircraft, which will shrink the fgdata
 repository a great deal.
 
 I've started putting ac- in front of the aircraft repository names
 in order to aid tools that manage aircraft downloads, etc.
 
 Aircraft developers: please don't add new aircraft to fgdata! You can
 easily set up your own repositories on gitorious and later request
 that we incorporate a repository into the Flightgear project.
 
 Tim
 
 On Thu, Aug 4, 2011 at 9:53 PM, Martin Spott martin.sp...@mgras.net wrote:
  Frederic Bouvier wrote:
 
  Funny (!) that the last one in the first list will be unmaintain from
  now if I read this ml correctly.
 
  Let's sit down and have a beer/wine/tea/vos...dka  ;-)
 
 Martin.
  --
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Re: [Flightgear-devel] FG Serial; Was: Release 2.4.0: on short final

2011-08-09 Thread TDO_Brandano -

The simplest way is to edit that line of code and compile FGFS. After 2.4 is 
out this might get implemented by the committers, and then you could grab a 
precompiled binary from the Hudson/Jenkins automatic build system. In any case 
a little patience seems to be the only essential requirement.

Date: Tue, 9 Aug 2011 17:24:43 -0400
From: ddwas...@gmail.com
To: flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] FG Serial; Was: Release 2.4.0: on short final

I understand Martin, I do, I'll find away around it for now.


On Tue, Aug 9, 2011 at 2:29 PM, Martin Spott martin.sp...@mgras.net wrote:


Derrick Washington wrote:

 Yes I agree, and it appears that thats what I have to do, however I began

 this (UAV) project with FG because I was told that it was capable of
 handling bidirectional serial communication, and it turns out that that
 isn't the case, so I was just wondering if anyone else has noticed this and

 plans to fix it.

Nobody said this won't happen, it's just that the current focus of
those who could do it is on squashing bugs and getting a release out,

   Martin.
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Re: [Flightgear-devel] How to turn off the 3D cockpit

2011-08-08 Thread TDO_Brandano -

Hmm, well, the FGRUN tool could do with several fixes, I think. I suspect that 
by now a complete rewrite might be better, though. This sort of properties that 
do not require a restart of the simulator could be set through a socket even at 
runtime rather than being fed as a command line switch, or even be included 
rightr in the FGFS user interface. In any case it is possible to specify a 
property value in fgrun throught the advanced portion of the application 
dialogs.

 Date: Mon, 8 Aug 2011 08:09:50 -0700
 From: ge...@deltasoft.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] How to turn off the 3D cockpit
 
 On Mon, 8 Aug 2011, syd adams wrote:
 
  Its in the property tree , you can open the property browser and
  change the value there , or you could add it to the -set.xml file like
  i do:
  sim
  allow-toggle-cockpittrue/allow-toggle-cockpit
  /sim
 
 
 I wonder if this kind of thing would be a good candidate for inclusion in 
 the fgrun tool?
 
 g.
 
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Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-08-04 Thread TDO_Brandano -

I wouldn't touch the Vostock right now, it might be taken as an afront by the 
author

Alessandro

 Date: Thu, 4 Aug 2011 09:50:04 +0200
 From: tors...@t3r.de
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository
 
  Sound good? Any nominations? I favor the an2, which I like, has lots
  of textures and sounds, and which hasn't seen any recent activity.
 Sounds good! Another one might be Vostok-1. It eats up 166MB and has 
 only three commits.
 
 Torsten
 
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Re: [Flightgear-devel] scripted compile from source... results in run_fgrun buttons greyed out, or fgfs cannot open shared object file

2011-08-04 Thread TDO_Brandano -

try running download_and_compile.sh (-an -pn) DATA

the -an switch disables the apt-get update, and -pn disables the apt-get 
upgrade, you won't really need those for the data anyway.

Alessandro

 Date: Thu, 4 Aug 2011 09:59:29 -0400
 From: marth...@yahoo.ca
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] scripted compile from source... results in 
 run_fgrun buttons greyed out, or fgfs cannot open shared object file
 
 On 11-08-03 08:22 PM, Csaba Halász wrote:
  On Thu, Aug 4, 2011 at 12:22 AM, marthtermarth...@yahoo.ca  wrote:
  I also have separately installed FlightGear via the package manager, so I
  tried pointing FG_AIRCRAFT at what appears to be the Aircraft directory,
 
  Also when I guessed at what to put for the terrasync exe spot, which I 
  found
  in ~/flightsim/install/fgfs/bin/terrasync, the Next button is still greyed
  out.
  No idea about fgrun, but these two settings are optional. FG knows to
  look for the default aircraft in FG_ROOT/Aircraft, you only need to
  set this if you have an additional custom location. Terrasync is not
  required.
 Okay thanks for the clarification.
 
 okay, well the pre-filled defaults in that run_fgrun Wizard, as (I 
 assume) set up by the download_and_compile script are:
 
 1. Executable: 
 /home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/bin/fgfs
 
 ...which exists and is executable:
 
 $ ll /home/mmuc/flight.simulator/install/fgfs/bin/fgfs
 -rwxr-xr-x 1 mmuc mmuc 135333892 2011-08-03 17:38 
 /home/mmuc/flight.simulator/install/fgfs/bin/fgfs*
 
 
 
 2. FG_ROOT:  /home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/fgdata
 
 ...which exists but has not much in it:
 
 $ ll /home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/fgdata
 total 12
 drwxr-xr-x 3 mmuc mmuc 4096 2011-07-28 10:43 ./
 drwxr-xr-x 5 mmuc mmuc 4096 2011-07-28 10:43 ../
 drwxr-xr-x 8 mmuc mmuc 4096 2011-07-28 15:27 .git/
 
 
 
 3. FG_AIRCRAFT: [blank]
 
 
 4. FG_SCENERY: 
 /home/mmuc/flight.simulator/install/fgrun/bin/../../fgfs/fgdata/Scenery
 
 ...which doesn't exist as shown in the FG_ROOT directory listing above
 
 
 5. Terrasync exe: [blank]
 
 
 6. Airports Cache: /home/mmuc/.fltk/flightgear.org/fgrun//airports.txt
 
 ...which does not exist but I'm guessing it will be created after I 
 eventually get to run this successfully.
 
 
 So although I'm a newbie and not knowing what to expect in each folder, 
 I would nonetheless assume that #2 and #4 are the problem causing 
 run_fgrun's Next button to be greyed out.  Can anyone comment/agree?
 
 I've retried sh download_and_compile.sh DATA... should this fix the 
 above missing folder contents or is there something else I should be 
 doing?  Anyway I'm currently getting an error from gitorious.org within 
 the sh download_and_compile.sh DATA output (although I don't think 
 this was a problem when I ran the script yesterday and days before):
 
 $ sh download_and_compile.sh DATA
 **
 **
 * Warning, the compilation process   *
 * is going to use 9 or more Gbytes   *
 * of space and at least a couple of  *
 * hours to download and build FG.*
 **
 * Please, be patient ..  *
 **
 **
 Asking your password to perform an apt-get update
 Ign http://extras.ubuntu.com natty InRelease
 ...
 Ign http://ca.archive.ubuntu.com natty-updates/universe Translation-en_CA
 Ign http://ca.archive.ubuntu.com natty-updates/universe Translation-en
 Reading package lists... Done
 Asking your password to perform an apt-get install ...
 Reading package lists... Done
 Building dependency tree
 Reading state information... Done
 automake is already the newest version.
 build-essential is already the newest version.
 ...
 libqt4-dev is already the newest version.
 subversion is already the newest version.
 0 upgraded, 0 newly installed, 0 to remove and 0 not upgraded.
 
  FGFS **
 
 gitorious.org[0: 87.238.52.168]: errno=No route to host
 gitorious.org[0: 2a02:c0:1014::1]: errno=Network is unreachable
 fatal: unable to connect a socket (Network is unreachable)
 $
 
 
 
  I also tried this without using run_fgrun, but just using fgrun:
 
  $ cd ~/flightsim/install/fgrun/bin
  $ ./fgrun
  ./fgrun: error while loading shared libraries: libosgParticle.so.66: cannot
  open shared object file: No such file or directory
  $
 
  I also tried without using
  $ cd ~/flightsim/install/fgfs/bin
  $ ./fgfs
  ./fgfs: error while loading shared libraries: libosgFX.so.66: cannot open
  shared object file: No such file or directory
  These are normal, the wrapper scripts contain code to set
  LD_LIBRARY_PATH such that the system can locate the required
  dependencies. You can of course do that manually too. Note that you'll
  have to 

Re: [Flightgear-devel] ac import/export for Blender 2.58 WAS: Re: Flightgear-devel Digest, Vol 63, Issue 5

2011-07-12 Thread TDO_Brandano -

Perhaps someone should mention to Renè the standard procedures to get a script 
included in dthe official ones distributed along with Blender. The page with 
the details is http://wiki.blender.org/index.php/Dev:Py/Sharing , but I'd 
prefer if someone could translate this in a meaningful French and contact him.

Alessandro

 To: flightgear-devel@lists.sourceforge.net
 Date: Tue, 12 Jul 2011 13:46:16 +0200
 From: david.van.mosselb...@telenet.be
 Subject: [Flightgear-devel] ac import/export for Blender 2.58 WAS: Re: 
 Flightgear-devel Digest, Vol 63, Issue 5
 
 
 On Mon, 11 Jul 2011 22:15:18 -0400, Rob Dosogne ad...@truthsolo.net
 wrote:
  http://rene16.dyndns.org/blender/io_scene_ac.tar.gz
  
  On Mon, Jul 11, 2011 at 21:18, Hal V. Engel hven...@gmail.com wrote:
  On Monday, July 11, 2011 10:05:07 AM BARANGER Emmanuel wrote:
 
  have you tested the script of Pierre NEGRE ? :
 
  http://rene16.dyndns.org/run/ (import/export .AC for Blender 2.58)
 
  Where can this be found? The web page is in French (I think) and I
 don't
  find any links to the AC3D plug-in.
 
 Fyi,
 There is also some French development topic about this [1].
 Which could be really of some interest. The website of René (author of the
 script for 2.58), is meant to be a trackback website, to log progress,
 download link etc. So it's also the place to watch :)
 
 [1]
 http://equipe-flightgear.forumactif.com/t533-importer-exporter-des-ac-dans-blender-25-cela-vous-tente
 
 Regards,
 Itchi
 
 
 
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Re: [Flightgear-devel] Aircraft selection for 2.4.0

2011-07-04 Thread TDO_Brandano -

If the scope is to show off the capabilities, I'd really consider the IAR-80 
too.

Alessandro

 Date: Mon, 4 Jul 2011 12:50:57 +0300
 From: thorsten.i.r...@jyu.fi
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Aircraft selection for 2.4.0
 
  We currently have
  - 777-200
 
 I have been trying the CRJ700 lately, and I think this might be an option
 for an airliner as well - the cockpit has a nice visual quality, it comes
 with engine start procedure, the AP seems to be well-tuned and free of
 oscillatory behaviour and the night lights in the cockpit are simply a
 beauty.
 
 The AP has some trouble following a VOR radial or intercepting a
 glideslope, but then I don't really know any airliner (with the exception
 of the Concorde) which doesn't have any oddity in the AP.
 
 Just a thought...
 
 
 
  - b1900d
  - CitationX
 
 In my opinion, these are fairly similar planes, and if we could have
 something different and just use one of them, I'd prefer that. I'd go with
 Vivian about a glider - the ASK-13 comes to my mind, while the FDM isn't
 perfect at low speeds or in high bank turns, it gives a fair impression of
 how the original is like, and otherwise (visuals, sounds,
 instrumentation,...) it is rather well done.
 
 Or the MiG-15bis would be something - in my opinion, that's a really
 well-done job (and it even comes with documentation...).
 
 
 * Thorsten
 
 
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[Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-06-24 Thread TDO_Brandano -

Ok, before I get flamed to a crisp, let me explain what is my reasoning behind 
this. Right now the fgdata repository is about 9 GB. This makes it really, 
really difficult to obtain an initial checkout of the fgdata folder, expecially 
for people that do not have a very good connection. at the same time it is not 
possible, to my knowledge, to only grab part of the repository. And most people 
don't really need he entire repository anyway. GIT is fantastic to handle code 
with many contributors, but I think it is really overkill for airplanes, where 
usually the number of people contributing to a single plane is fairly small and 
is unlikely that two people should work on the same file at the same time. 
Also, using SVN for planes the same way that is being used for scenery would 
allow individual planes to be pulled by a frontend, much like scenery is. Or 
even to be pulled by FGFS itself, though that's probably science fiction at 
this moment in time. So, is this something that could be implemented in the 
future? Am I barking up the wrong tree? I can foresee some issues, like, where 
should the repository be hosted, any other thing I have overlooked?

Waiting for comments, flames and people asking who is this guy?, yours 
sincerely,

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Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-06-24 Thread TDO_Brandano -

Ok, let me sum up a few of the day's IRC discussions.
The size of the GIT repository is a real issue, and I am not the only one that 
perceives it as such. At the same time, SVN suffers from several disadvantages 
compared to GIT, even from the point of view of reliability. Even the map data 
should not really be hosted on SVN, but it's mainly hosted there because we get 
that hosting for free from Google. Everyone agrees that the Aircraft data would 
be better off split aside from the rest of fgdata now that FGFS can load them 
from a separate folder. Several people find the idea of loading single planes 
at launch time or at runtime interesting. SVN is not really required to do 
this, the planes could be hosted on a separate server as archives and either 
installed, or, in the far future, loaded as compressed archives. To do this 
there must be some sort of structure keeping track of dependencies for single 
planes, version compatibility and available planes so that download packages 
can be generated automatically and developers can download the entire thing via 
a script or something similar if they want to. The ideal situation would have a 
repository for each aircraft or for each author, to allow individual authors 
GIT access for their own planes. There's planes where the author is unknown or 
is long missing, and those will need anyway to be kept under version control 
since changes to FGFS might break compatibility in the future. Also, 
fragmenting the repository might mean that some author could choose to use a 
different or more recent license for her plane, so we need to keep track of 
this info as well. At the very least an automatic downloader should either 
filter the downloads based on license or prompt the user for approval. Someone 
on IRC has volunteered to do this work, but I won't name names until I am sure 
he is being serious and that he is reliable, since I think he would need some 
pretty powerful rights on the repository to do this. Am I missing anything else?

Alessandro (Brandano)

 Date: Fri, 24 Jun 2011 17:41:36 +0200
 From: flightg...@sablonier.ch
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository
 
 Am 24.06.11 12:55, schrieb Erik Hofman:
  On Fri, 2011-06-24 at 10:48 +, TDO_Brandano - wrote:
  Ok, before I get flamed to a crisp, let me explain what is my
  reasoning behind this. Right now the fgdata repository is about 9 GB.
 
  It has been proposed before and I believe it's the way to go. It's just
  a matter of someone stepping up for the task.
 
  Erik
 
 
 Everyone is free to build a own hangar on gitorious, everyone is free 
 to develop, exchange, merge in, push, to discuss and bring different 
 aircrafts together in his own hangar. No hierarchical centralized system 
 is needed with git and gitorious/github, you merge in or push whatever 
 you want. People can clone, pull, merge, push, watch, organize, whatever 
 they want. No one will ask. You collaborate or not, you build your own 
 hangar, it is your choice, YOU set permissions, YOU give access, YOU 
 share permissions or not. You give people links here and there to 
 provide your aircrafts or aircrafts of canadian group of most serious 
 aircrafts or whatelse. An educational hangar, a polar ice hangar, a 
 chopper hangar, a historical hangar ...
 
 I really don’t know why most people here use gitorious and git like a 
 hierarchical system of the romans with asking for permissions, sending 
 merge requests to some development sub-kings, waiting for this and that. 
 It is not necessary, just see the freedom, use git as it is probably 
 thought, and open your own personal-number-one-hangar, show your work, 
 and git reset --hard yourself when necessary ;-)
 
 And meantime fgdata core developers try to find consensus about 10 or 15 
 aircrafts remaining in basic fgdata (Arghh! Consensus!). That is what 
 was requested here some months ago (hey, fgdata core developers, with 
 all my respect, don’t fear to say which are the best aircrafts we have!, 
 and please do not wait for Tim, I guess he will not do that job for you).
 
 Of course, this are my very very personal thoughts, please do not blame 
 me for that, it is not necessary. I have to say we will introduce 
 something new in the new FlightGear Launcher FGx the next months: You 
 can choose a hangar and update your aircrafts by DIFFERENT hangars. 
 Unfortunately we can’t do it with git directly, but I am sure we will 
 find something like a general hangar protocol ;-) a xml file or 
 something on top of every hangar with short aircraft description or 
 whatever, which can be set up and provided by EVERYONE in the world with 
 some space left on a server. The rest will be done by FGx and a built-in 
 installer. Only restriction: all must be free and open source. And what 
 a chaos you will say, everyone uses different aircrafts. But this is 
 what some users want - no kings and no 9 GB

Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-19 Thread TDO_Brandano -

I think that the best setup would use a broken line rather than a simple linear 
ramp, to show actual transition outside of atmospheric flight.  Would something 
like that affect performance much?

Alessandro

 From: lauri.pelto...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Date: Thu, 19 May 2011 21:38:38 +0300
 Subject: Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268
 
 Hi all!
 
 At last I had time to look at the black sky problem which resulted every
 time visibility was  1000 meters (or feet?). Anyways, I found the
 problem.
 
 Indeed I changed the clear color to be black to make space look better.
 But what I didn't know was that the whole sky (dome and stars etc) is
 optimised away if visibility is less than that 1000 units.
 
 So the solution is either change the clear color to what it was, or make
 it ramp linearly to black or something with altitude.
 
 Or change simgear/scene/sky.cxx around line 117 (repaint method), there
 is a 
 if ( effective_visibility  1000.0 ) {
   ...
 } else {
   // turn off sky
   disable();
 }
 
 so taking that condition away would solve the problem.
 
 What would be the best solution, what do you think?
 
 Zan
 
 
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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread TDO_Brandano -

That's 519 possible culprits. It will take 10 compiles to find the exact 
revision by successive approximations.

 Date: Wed, 18 May 2011 08:45:11 +0200
 From: bre...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268
 
 On 18.05.2011 01:42, Csaba Halász wrote:
  Also: it seems 3D clouds are broken with current OSG-trunk. Works well
  for me with older OSG versions. Can anyone else confirm the issue?
  Downgraded to svn rev 11900, got 3D clouds back. Note, I am not saying
  the breakage occurred there, I just randomly picked that as a testing
  point.
 
 Ok, thanks. We'll probably have to narrow it down to the exact OSG 
 commit to see what changed there. If anyone else has a 
 working/non-working OSG revision in between 11900 and 12419, you're 
 welcome to let us know. Also, maybe someone has an extremely powerful 
 machine and could help with testing different OSG revisions.
 I've created a tracker issue - you could just post working/non-working 
 revisions there:
 http://code.google.com/p/flightgear-bugs/issues/detail?id=317
 
 cheers,
 Thorsten
 
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Re: [Flightgear-devel] Modified download_and_compile.sh script

2011-05-18 Thread TDO_Brandano -

I did actually speak with Brisa this afternoon, and he will probably merge the 
changes tomorrow or in the next few days. I only posted this version to the ML 
because the changes to FGCOM compilation are a couple of weeks old and I 
thought Francesco had already requested them to be included into GIT. I have my 
own slightly divergent copy of the script, and only realized the issue was 
still outstanding when someone on IRC was having trouble compiling a couple of 
days ago.
Ciao,
Alessandro

 Date: Wed, 18 May 2011 20:52:01 +0200
 From: bre...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Modified download_and_compile.sh script
 
 On 18.05.2011 01:08, TDO_Brandano - wrote:
  I have applied a couple of small modifications to the script to fix
  FGCOM and ATLAS compilation with the current repository versions of
  both. The changes are relatively small, just a couple of sed rule
  changes for the FGCOM makefile and a renamed function in ATLAS to match
  the updated SimGear. I have also altered the script version string and
  name to avoid confusion with Brisa's original, but I have no idea on who
  decides what is the current version of the script. Could someone have a
  quick look at the attached copy and see if the changes can be ported
  over to GIT?
 
 Hi Brandano,
 I placed the script in GIT since
 a) we want all build scripts to be part of the new fgmeta GIT 
 repository, which at some point will also reference consistent 
 simgear/flightgear/fgdata sets (and keep the history of matching 
 revisions) - so anyone can just pull fgmeta and always get a 
 consistent snap shot - including the build scripts.
 b) we needed a repository where we can change all required versions 
 (flightgear, osg, ...) used by the build script whenever there's a need 
 to change. And we needed to stop it from using osg-trunk by default.
 
 What I didn't intend was to fork the script - so changing the name would 
 go in the wrong direction. It'd be great if you could try to contact 
 Brisa first and ask him to review or merge the scripts - so we avoid 
 maintaining separate branches here.
 I'm happy to add any updates/improvements to fgmeta. You or Brisa could 
 send updates to me (or even place a GIT merge request). But I'd prefer 
 if Brisa stayed in the loop.
 
 cheers,
 Thorsten
 
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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread TDO_Brandano -

How hard would it be to change the background colour based on the camera 
altitude? Even a linear gradient between two set points would work, I think.


 Date: Wed, 18 May 2011 22:41:54 +0200
 From: bre...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268
 
 Ok, the black sky issue was indeed caused by changing the clear color.
 The effect is really ugly - black sky when flying through clouds or
 fog. Also black sky when flying above a cloud layer. And it's not
 restricted to 2D clouds alone.
 
 That's the relevant commit:
 http://www.gitorious.org/fg/flightgear/commit/b36b33f716031ef5933d41a1e5c17c6be3e54c28
 
 Apparently the change was introduced only to turn the color of space
 black instead of gray. I think flying through clouds/fog is more
 important than space-flights for now, so I'm planning to revert that
 particular commit shortly until we have a better solution. I know it's
 a pity and I apologize to all Vostok-1 cosmonauts. :-)
 
 Any objections (preferably accompanied by a patch ;-) )?
 
 cheers,
 Thorsten
 
 
 On Wed, May 18, 2011 at 9:58 PM, Alan Teeder ajtee...@v-twin.org.uk wrote:
 
  --
  From: Martin Spott martin.sp...@mgras.net
  Sent: Wednesday, May 18, 2011 8:15 PM
  Newsgroups: list.flightgear-devel
  To: flightgear-devel@lists.sourceforge.net
  Subject: Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268
 
  ThorstenB wrote:
 
  Thanks Curt, that sounds very much like a possible reason. Was that a
  change to fg/sg or fgdata? Anyone remembers the exact commit?
 
  As far as I remember, it's related to Lauri Peltonen and sky dome,
  it's implementing a shader (among other stuff) and was indeed meant to
  bring FG closer to how the sky looks in real life: black  :-)
  I'd have a few commits on offer which might be related, but at least
  one of them is hiding the possible changes in a big reformatting rush
  (preferences.xml).
 
 
 
  Thorsten, Martin.
 
  There is a reference to the black sky problem on the forum at
  http://www.flightgear.org/forums/viewtopic.php?f=47t=11274start=30 by
  Zan, the author of the atmospheric scattering patch .
 
  I have been trying various cloud combinations with an aircraft parked on the
  runway, but so far have not made any visible changes.
 
  Alan
 
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[Flightgear-devel] Modified download_and_compile.sh script

2011-05-17 Thread TDO_Brandano -

I have applied a couple of small modifications to the script to fix FGCOM and 
ATLAS compilation with the current repository versions of both. The changes are 
relatively small, just a couple of sed rule changes for the FGCOM makefile and 
a renamed function in ATLAS to match the updated SimGear. I have also altered 
the script version string and name to avoid confusion with Brisa's original, 
but I have no idea on who decides what is the current version of the script. 
Could someone have a quick look at the attached copy and see if the changes can 
be ported over to GIT?

Alessandro Garosi
(Brandano on IRC)
  

download_and_compile_modified.sh.tar.gz
Description: GNU Zip compressed data
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Re: [Flightgear-devel] YASim issues

2011-04-17 Thread TDO_Brandano -

Actually, I find it rather odd that it should have all this trouble to climb in 
an hover at sea level. I love the Bo105, it's my plane of choice, but making a 
neat vertical take off is very hard.

Alessandro

 Date: Sun, 17 Apr 2011 21:37:42 +0100
 From: aeitsch...@yahoo.de
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] YASim issues
 
 Hi,
 
  
  Well, I'm glad it helps. The patch should not affect the
  solution 
  too much in most cases, I've checked this myself.
 
 I have tested it, and well, at least for helicopters there seems a  
 difference. No idea how long we have this bug now- but I guess a very long 
 time.
 
 I was working on the bo105 to get to a more realistic climb rate by keeping 
 the flight behavior matching to the known detailed datas.
 The bo105 doesn't have a realistic climbrate, but while reaction time, rate 
 and control sensibility matches exactly the real one. 
 
 I can now see a difference between before and after this patch, and now it 
 seems the climb rate is even less than before.
 
 
 Heiko
 
 
 
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Re: [Flightgear-devel] Joystick axis issues

2011-04-14 Thread TDO_Brandano -

Hi Thorsten,
I suspect I know what is actually happening, at least it also happend on my 
Thrustmaster Cougar.
Just try this: move all axes on the joystick to all extremes before starting 
FG. 
I think you are hitting on an autocalibration issue. It might be the OS or even 
the joystick's own hardware.
If this is the issue you should need to do this only once per session or every 
time the controller is unlpugged and replugged.

Ciao,
Alessandro

 Date: Wed, 13 Apr 2011 21:55:13 +0200
 From: bre...@gmail.com
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] Joystick axis issues
 
 Hi,
 
 I'm having joystick issues: on start-up, all axis are in 
 left-most/lower-most position (reporting -1). Only once I have moved 
 each axis for the first time, do I get valid positions. Hardly 
 noticeable with most planes, since -1 means throttle is idle - so full 
 left-rudder/pushed-aileron has no effect. But starting the UFO is 
 annoying, as it's spinning around all three axis at full speed by 
 default - until I have moved all joysticks. Wasn't like this maybe a 
 month or two ago. And I have tested different joysticks.
 
 Anyone else seeing this? Test: start the UFO, keep away from joysticks, 
 see what happens...
 
 I have a local patch which fixes things for me - but I may be fixing 
 local/system issues here.
 
 cheers,
 Thorsten
 
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Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?

2011-04-05 Thread TDO_Brandano -

This is nitpicking. The original files are released under the GPL v2 terms. 
That licence cannot be revocated by anyone, not even by the author, though he 
may choose to re-release the files with another licence. The terms of the 
unmodified GPL v2 allow the relicencing by 3rd parties with subsequent licences

from http://www.gnu.org/licenses/old-licenses/gpl-2.0.html : 
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.


This does not supercede the original license, it effectively means a fork under 
a new licence. The GPL v2 on the original remains in effect, but changes on the 
GPLv3 versions would be covered by the GPLv3 terms.
Alessandro

 From: e...@ehofman.com
 To: flightgear-devel@lists.sourceforge.net
 Date: Tue, 5 Apr 2011 14:54:40 +0200
 Subject: Re: [Flightgear-devel] Is FlightGear GPL2 and later or GPL2 only?
 
 On Tue, 2011-04-05 at 14:35 +0200, kreuzritter2000 wrote:
  No the base package belongs to the FG community and you commited your
  work under their GPLv2 or later conditions.
  
  If the FG community decides to switch to GPLv3 one day, the community
  can do this without asking you for permission.
 
 Incorrect, the copyright still belongs to me. GPL2 just makes it easier.
 
 Erik
 
 
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[Flightgear-devel] Aileron and Rudder Trim indicators for the default HUD

2011-03-21 Thread TDO_Brandano -

I have added a couple of small indicators to the standard HUD, with the same 
format as that used for the pitch trim indicator. Attached is a patch with my 
small modification. It's really quite a small modification, but I find it 
useful mainly for helicopters, and since it's of little consequence for 
anything else and doesn't add much to the clutter I tought I'd submit it for 
review.

Cheerio,

Alessandro Garosi (Brandano on IRC)
  diff --git a/Huds/Sets/controls.xml b/Huds/Sets/controls.xml
index 487e720..a1adc96 100644
--- a/Huds/Sets/controls.xml
+++ b/Huds/Sets/controls.xml
@@ -143,63 +143,4 @@
 			min-1.0/min
 		/input
 	/gauge
-
-	gauge
-		nameRudder Trim/name
-		x-50/x
-		y-100/y
-		width100/width
-		height10/height
-		optionbottom/option
-		optionhorizontal/option
-		optionnotext/option
-		major-divisions50/major-divisions
-		minor-divisions0/minor-divisions
-		marker-offset0.0/marker-offset
-		tick-bottomfalse/tick-bottom
-		tick-topfalse/tick-top
-		tick-rightfalse/tick-right
-		tick-leftfalse/tick-left
-		cap-bottomfalse/cap-bottom
-		cap-topfalse/cap-top
-		cap-rightfalse/cap-right
-		cap-leftfalse/cap-left
-		enable-pointertrue/enable-pointer
-		pointer-typefixed/pointer-type
-		input
-			property/controls/flight/rudder-trim/property
-			max1.0/max
-			min-1.0/min
-		/input
-	/gauge
-
-	gauge
-		nameAileron Trim/name
-		x-50/x
-		y90/y
-		width100/width
-		height10/height
-		optiontop/option
-		optionhorizontal/option
-		optionnotext/option
-		major-divisions50/major-divisions
-		minor-divisions0/minor-divisions
-		marker-offset0.0/marker-offset
-		tick-bottomfalse/tick-bottom
-		tick-topfalse/tick-top
-		tick-rightfalse/tick-right
-		tick-leftfalse/tick-left
-		cap-bottomfalse/cap-bottom
-		cap-topfalse/cap-top
-		cap-rightfalse/cap-right
-		cap-leftfalse/cap-left
-		enable-pointertrue/enable-pointer
-		pointer-typefixed/pointer-type
-		input
-			property/controls/flight/aileron-trim/property
-			max1.0/max
-			min-1.0/min
-		/input
-	/gauge
-
 /PropertyList
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