Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread henri orange
Le jeudi 25 avril 2013 06:24:41 Renk Thorsten a écrit :

Hello, Renk

 I hope you have the fairness to ask FredB to remove Rembrandt then as well,
 because we need to ship the default rendering scheme such that users
 without good graphics cards (the integrated intels for instance) can use FG
 at all, and neither Rembrandt not ALS are compatible with default.

So, your  long answer to explain you don't like Rembrandt and you prefer to 
work on your own system, as just been  underlined there by you.
Your conclusion is REMOVE REMBRANDT and keep  up my own development
This clarify to everybody your approach. 
You want a flightgear without Rembrandt.

You claim we have to modify models to get it working with rembrandt, the same 
kind of work ( more  difficult)  had to be done when the shaders  came up.
And what about the FDM improvements?   where the updates introduce more time 
and more difficulty ( talking about JSBSIM, since YASIM seems to be frozen ).
Your claim  is not receivable, since models must get the best improvements due 
to the last flightgear version.

You claim Rembrandt wants high level Hardware my 9600 GT 512 mb can process 
it. With An average of 20 fps ( disabling rembrandt and without ALS  i never 
get more than 30 fps).
Your ALS systems wants (when it is not crashing my system) a  higher level 
capacity Hardware ( mostly GPU ) to work correctly, with every features.

Only the first ALS version tried out 2 years ago was good to me ( and some 
others later on, but not today)

You told us you had the most perfect equipment , you can't evaluate what is 
good or wrong with low level equipments.





 
 I mean, what is this really about? You're seriously bothered by a framework
 you especially have to activate, which doesn't break any of the features
 you like to the degree that you blatantly ignore the significant group of
 users who uses ALS and claim to represent 'the community' and invent
 'broken things' for which you can't give a single example'? And you expect
 me to... do  what? Code what you like instead of what I like?

I don't mean i don't like ALS, i mean i don't like your approach , instead of 
working  on consistency with the existing valuable features which were 
implemented within FlighGear, ( and by including Rembrandt),  you ARE WORKING 
on a other FlightGear.

You are working on a flightgear VARIANT, your work is not  OPTIONS  to 
flightgear.

Others , better than me,  tried before me to tell you,  you (are) were on the 
wrong way.

Unfortunately we are missing the Emilian's know how, he gave up because of 
that approach ( because of you).

Hello Arnt,
Yes English is not my native language, and wrong to me,  mostly when i had not 
talked for a long time ( better with Arabic and partly French ).

Ahmad, (Henri)


 




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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread henri orange
Hi, Stefen
 On Thursday 25 April 2013 14:45:05 henri orange wrote:
  So, your  long answer to explain you don't like Rembrandt and you prefer
  to
  work on your own system, as just been  underlined there by you.
  Your conclusion is REMOVE REMBRANDT and keep  up my own development
  This clarify to everybody your approach.
  You want a flightgear without Rembrandt.
 
 Thorsten did not even remotly say anything like that. Your accusation is
 completely uncalled for. If this is what you read in his last email, please
 try to find someone who reads Thorsten's English the way he meant it and
 have him explain to you. It would be a shame if a solution would fail due
 to a language barrier.

Here is quoted Renk sentence himself:
I hope you have the fairness to ask FredB to remove Rembrandt then as well, 
because we need to ship the default rendering scheme such that users without 
good graphics cards...

 
  You claim Rembrandt wants high level Hardware my 9600 GT 512 mb can
  process
  it. With An average of 20 fps ( disabling rembrandt and without ALS  i
  never get more than 30 fps). 


 On a Radeon HD 5670 I get 3 (in words: three) FPS with Rembrandt using the
 free radeon drivers with lots of graphics problems and very ugly shadows. On
 the other hand I get solid 15-20 FPS using ALS and pretty maxed out
 quality.


Does'nt  ATI   known  to be the wrong choice to play FG  ?


  Your ALS systems wants (when it is not crashing my system) a  higher level
  capacity Hardware ( mostly GPU ) to work correctly, with every features.
 
 Maybe. On some systems it ALS might be a problem, on others it's Rembrandt.
 
  You told us you had the most perfect equipment , you can't evaluate what
  is
  good or wrong with low level equipments.
 
 And you have only your own system for comparison. Just like I only got mine.
 And yours and mine certainly don't match. So while maybe Thorsten cannot
 give general adivse on FG's performance on low level equipment, neither can
 you and neither can I.
 

Said before you are in difficulty  because of ATI.

At least i evaluate with an NVIDIA equipment. 
If i can do with a medium/low system,  it can be done with a better (NVIDIA 
based) equipment.
Don't try to trap me in an inconsistency logical mind   :)

These differences of performances versus one Factory system to an other ( 
NVIDIA, ATI, INTEL ) is due to OpenGL more or less correctly implemented 
within these GPU. Nothing else.

And, but, change of policy within FlighGear, OpenGL remains.

  I don't mean i don't like ALS, i mean i don't like your approach , instead
  of working  on consistency with the existing valuable features which were
  implemented within FlighGear, ( and by including Rembrandt),  you ARE
  WORKING on a other FlightGear.
  
  You are working on a flightgear VARIANT, your work is not  OPTIONS  to
  flightgear.
 
 I can start FG, go to the rendering _options_ and turn ALS on and off, at
 runtime, as often as I like. How is this not an option?

I know my english is wrong, however, i know the difference between VARIANT  and 
OPTION.
Right know there is options  with shaders , clouds weathers etc.
Variants with Rembrandt and ALS.



 
  Others , better than me,  tried before me to tell you,  you (are) were on
  the wrong way.
 
 And Thorsten time and again explained on solid technical grounds why he
 implemented it the way he did, why he had to and what the consequences of
 other approaches would have been. I have to date not seen anyone even
 acknowledge these reasons, much less provide real arguments against them.
 
 Why Thorsten has not given up on this yet is just beyond me. This is not a
 discussion, it's just handwaving and accusations. I'm just very glad, that
 he didn't give up. So instead, I can enjoy as much of the great flying
 experience as I can get during the long winter months.
 
 And just to be clear: I'd love to have all the goodies combined. Very nice
 shadows provided by the Rembrandt defered renderer combined with stunning
 ALS visuals and correctness and the performance of the default renderer
 with all effects turned off. But that's simply not possible, so instead I
 enjoy what _is_ possible.
 
 Regards,
 Stefan


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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-25 Thread henri orange

 On Thursday 25 April 2013 15:41:54 henri orange wrote:
  Here is quoted Renk sentence himself:
  I hope you have the fairness to ask FredB to remove Rembrandt then as
  well, because we need to ship the default rendering scheme such that
  users without good graphics cards...
 
 I know, you cited it the first time as well. But it simply does not mean
 what you obviously think it means. That's why I kindly asked you, to have
 someone explain it to you in your native language.
 
 Thorsten only said, that _if_ you ask him to remove ALS because of concern
 for users without good graphics cards, you should aks FredB as well to
 remove Rembrandt, because the same argument would apply. Not doing it just
 shows that different standards are applied which is simply unfair.

First , it is not because i am unable to write English correctly, i can't 
understand it written.
Suggesting to ask for removing Rembrandt gives enough to conclude.

On the other side i did not asked to remove ALS only to develop in the good 
direction. Which is a huge difference.
(though , just reading the last Stuart Buchanan Mail  which can close the 
debate )
 
  Does'nt  ATI   known  to be the wrong choice to play FG  ?
 
 No it doesn't. To cite http://wiki.flightgear.org/Supported_Video_Cards you
 should be fine with any Nvidia or AMD/ATI products having 512-1024MB of
 *dedicated* video memory.

Which is the problem, giving a list of GPU supposed to be compliant, is the 
most difficult. First look at OpenGL compliance.
Don't  be confident in such list.

The best would be to refer to the experience from others, when we can.

I had first before using FG  an  ATI card, at that time i had a lot of 
difficulties to get a driver working with Linux.
When i had to update my equipment 3 years ago i did not refer to any list but 
followed the suggestions ( from FG users) to choose an NVIDIA GPU.
I can notice the permanent work in progress with the OpenGL drivers there:
ftp://download.nvidia.com/XFree86/Linux-x86_64/

that was enough to secure the choice.

When i get enough money my next equipment will be also with NVIDIA, for the 
same reason.
Spare time and money.
 
  Said before you are in difficulty  because of ATI.
 
 Ok, so I'm in difficulty because of ATI (which do not even exist anymore,
 it's been AMD for 7 years now) and therefore Rembrandt is ok. But if you
 have problems with ALS, it's not your NVIDIA hardware that's the problem,
 but ALS. Because clearly, your hardware is more important than mine and FG
 developers should develop for your system only. Right?
 
  I know my english is wrong, however, i know the difference between VARIANT
  and OPTION.
  Right know there is options  with shaders , clouds weathers etc.
  Variants with Rembrandt and ALS.
 
 So please enlighten me and tell me what in your eyes is the difference
 between a variant and an option and why the distinction is important. As a
 user, I can simply decide at runtime if I want ALS or not by clicking a
 checkbox in an options panel.

If you don't like the words option versus variants ( direction )
Let me give an example.

If sitting at Zeralda, if  i have some time for visiting my country one 
variant is visit  Constantine, the other is to visit Bou Saada both are not 
the same direction.

To travel  i have several options:
i can choose  on the map:  paths or roads or highway,
i can choose at my home:  mule (the best friend of my children)  or  
motorcycle (a collector one ) or a Mercedes ( an old one ).

 
 So why is ALS a problem for a user who doesn't want to use it?
 
 Regards,
 Stefan

BTW: after the points by Vivian, i am just reading the last Stuart Buchanan's 
Mail  which can close the debat.
Though it does not modify my feeling ALS development related.
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Re: [Flightgear-devel] Atmospheric Light Scattering

2013-04-24 Thread henri orange
Le mercredi 24 avril 2013 06:58:41 Renk Thorsten a écrit :
 It occurred to me yesterday that there seems to be a major misunderstanding
 in the way Atmospheric Light Scattering (ALS) is perceived by different
 people. So in order to avoid future misunderstandings, let me try to
 clarify my side once again.
 Vivian:
  Do we need to go down this road? We are breaking more and
  more for minimal gains. Did we ever restore the wake effect on the Carrier
  with Atmospheric Light Scattering?
 
 Emilian (a while ago):
  I have nothing about the core of the Advanced weather engine, I have an
  issue of how you interact with it, and how it interacts with other parts
  of the whole system... and in my view this is broken.
  
  I also have nothing against the idea of the atmospheric scattering, I have
  an issue with how it's done, which is suboptimal in my view... and again
  of how you can interact with it/ how it affects other systems, and how
  it's affected by other systems.
 
 The common theme here is the perception that something is broken, which is
 naturally not my perception. For instance, the fact that ALS doesn't have a
 wake shader effect indicates its brokenness the same way as the fact that
 the default rendering doesn't have procedural texturing working - which is
 to say, not at all.
 
 Vivian might correct me, but I think I finally understand where that notion
 comes from. I think it comes from the view that ALS is in essence just
 another way to compute fog and light for what the default rendering scheme
 does, and from this perspective, any effect that doesn't work is indeed
 broken.
 
 The original plan was indeed to implement things as just different fog and
 light, there is still the parameter 'fog-type' in the effects which would
 support such an implementation, and there was a 6 months window during
 which Emilian and Vivian had the opportunity to implement it that way. As
 this didn't happen (for whatever reason) I decided to ask for some help and
 Fred kindly told me how to implement it as a different rendering framework
 (i.e. loading a whole different effect rather than a different fog shader
 only).
 
 So, from where I stand, that decision is done and it is now a different
 rendering framework, which means clean slate, all effects have to be
 written from scratch, with all the pros and cons to that (which we might
 debate endlessly). So since this window of opportunity to start from
 scratch happened, I took the opportunity to address a few things I saw as
 shortcomings in the default rendering framework we had. Just to give a few
 examples:
 
 * Environment interfacing:
 
 Emilian's view that the way ALS and Advanced Weather interact with the rest
 is broken is... bold. Just to give an example for how he addressed the
 interface, for instance the water shader needs to know the amount of
 reflected light at the water surface in order to compute reflection.
 
 Emilian's and Vivian's version of the water sine shader solves this by
 passing the cloud layer configuration settings of Basic Weather to the
 shader and then compute in the fragment shader from that the amount of
 light. This means that a) Advanced Weather has no chance (even
 conceptually) of ever passing the correct information to the shader since
 it doesn't use the Basic Weather config properties to create clouds and my
 understanding is that it is even impossible to write these properties
 without actually generating visible clouds interfering with what Advanced
 Weather does, and that b) a quantity which changes in Basic Weather once a
 few minutes (when a new METAR comes in) is computed about 60 million times
 each second. I may not be a rendering wizard, but this doesn't sound like
 the way to implement an environment interface to me.
 
 My supposedly broken interface references a single property 'light reaching
 the ground'  for the same purpose. That property isn't native to the
 weather system, it can be set by hand with the browser without affecting
 anything else but the shader or be computed by any weather system currently
 running, i.e. shader control parameters are explicitly and always separated
 from native weather system parameters. This means the computation can be
 done if and only if needed, and the interface doesn't prefer one weather
 system over the other.
 
 * Consistency
 
 I've witnessed quite a few forum discussions with people complaining that
 they didn't think selecting higher quality shader settings would give them
 higher quality visuals (usually this was about the crop and forest overlay
 texture effects which some like and some don't - I have my opinion which is
 irrelevant here). Likewise, snow and fog were not always consistent across
 landclasses (I believe this is fixed now).
 
 Starting from scratch offered the opportunity to organize quality settings
 with a clear idea in mind, using a consistently selected set of effects.
 Now, consistent doesn't necessarily mean superior, it just says 

Re: [Flightgear-devel] FlightGear v2.4 is Released!

2011-08-18 Thread henri orange
Le jeudi 18 août 2011 08:58:46, thorsten.i.r...@jyu.fi a écrit :
SNIP
 Thanks for that as well!
 
 For the next release, I'd just have one suggestion: Feature freeze
 for aircraft 2 weeks after feature freeze for core, so that
 aircraft can be tested against what is to become the release
 candidate and still committed in time. Apart from that - just keep
 it this way.
 
 Cheers,
 
 * Thorsten

Wasn'it the case ?
since  
the wiki  says:
Detailed Time Schedule and Checklist
Dec/Jun 17th: Development stream is declared frozen or yellow. 

And a NEW Aircraft which is right now within fgdata FG2.4
had been commit at  Tuesday June 28 2011   
https://www.gitorious.org/fg/fgdata/commit/b456113e124b82a81927aff67ef0e72aa53c2294
   
This more or less 2 weeks.

Am i wrong ?

Kind regards.

Henri


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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-28 Thread henri orange
Hi Heiko,

My two cents:

About:  An aircraft flying in the alps reflecting very visible the ocean
doesn't look realistic.
Won't it be possible to select the reflection according to the terrain
under, it is done with some particule animations  (helicopter), it is
possible to make it with the reflecting system.
I know that Gerard did experiment it,  unfortunately i havn't found the
example.
It just want to include a Nasal script, since the terrain under is not
exposed within a property.


2011/3/28 Heiko Schulz aeitsch...@yahoo.de

 Hello,

 

 
  It is not a bad idea to make an example of course, wrong

 The result isn't very nice and realistic, unfortunately helijah uses this
 shader on every aircraft he is creating, even it isn't glossy in reality.

 To let it look realistic there are too important things:

 -cubemaps: they define the environment which is reflected. An aircraft
 flying in the alps reflecting very visible the ocean doesn't look realistic.

 -strength of reflection: not too much. Just a bit.



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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-28 Thread henri orange
Argh, which explain i did not find the example, i just remember the effect ,
but did not noticed it was not dynamic.
Sorry for the noise.
I though it was like the livery change,  which can be done on the fly.

2011/3/28 Heiko Schulz aeitsch...@yahoo.de

 Hi,

 About:  An aircraft flying in the alps reflecting very visible the ocean
 doesn't look realistic.
 Won't it be possible to select the reflection according to the terrain
 under, it is done with some particule animations  (helicopter), it is
 possible to make it with the reflecting system.

 I know that Gerard did experiment it,  unfortunately i havn't found the
 example.
 It just want to include a Nasal script, since the terrain under is not
 exposed within a property.

 I don't think it is possible, as the shader system doesn't allow dynamic
 switching between different cubemaps.
 And then, when ever the aircraft is flying above a small spot of water it
 would switch to ocean-cubemap- even in the alps.

 Better would be a realtime environment map. (like the reflections on the
 water in MSFS X or X-Plane)
 But this needs render-texture support and will probably have some impact on
 perfomance.

 Heiko


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Re: [Flightgear-devel] 737-100: Fuselagereflect in /Generic ?

2011-03-28 Thread henri orange
i was naive , when i asked it,  on the forum,
http://www.flightgear.org/forums/viewtopic.php?f=47t=9972
giving an example coming from an old flightgear version.
The effect was great, however the   answers were not promising.
what a pity we have lost it.


2011/3/28 Vivian Meazza vivian.mea...@lineone.net


 Hell, we can't even do shadows ... what chance a realistic reflection
 shader?


 Vivian




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Re: [Flightgear-devel] Local weather ??????

2011-03-24 Thread henri orange
That's was  my conclusion a potential misunderstanding here.
Your system is more a simulator dedicated to meteorologist engineer.

To fly within Flightgear we have a lot of ready made aircraft model , we are
not obliged to make the aircraft.
With your local weather system we must build the weather., we don't have any
ready weather,  but to go to the Global weather with the real Metar.
Why don't you offer some very good scenari. ?

thanks.

2011/3/24 thorsten.i.r...@jyu.fi

  however just try to modify the wind kt within the local weather tile gui,
  iget nasal error

 After some reflection and a similar problem discussed in the forum, I
 think I start to see a potential misunderstanding here.

 In an integrated weather system, there's no way to 'just modify the wind'
 because everything is tied with everything else.

 Take the case of a weather front: That's an airmass moving against another
 airmass with different properties, since air movement is the wind, the
 front is roughly perpendicular to the wind, i.e. you can see by looking at
 a cloud photograph how the large-scale air movement is even without
 observing movement of individual clouds. Thus, if you see a weather front
 and want to change the wind by 60 degrees, you're not asking for the
 windfield to be changed only, you are asking for the whole visible cloud
 configuration to be rotated by 60 degrees.

 You could think of using a rotation matrix, recompute all coordinates in
 local Cartesian approximation and be done. Unfortunately, weather feels
 terrain. So you might rotate clouds from a low region into a high region
 and vice versa, thus creating implausible layer altitudes above ground -
 which you don't want. Therefore you need to recompute the terrain
 elevation and correct the altitude of every cloud you rotate.

 Unfortunately you're still not done, because for convective clouds you may
 change the whole distribution pattern - you may rotate clouds from a city
 (where many convective clouds are expected) to open water (where only few
 can occur) - thus you have to recompute the whole interaction of the
 system of thermals and convective clouds with the terrain.

 So now we have to recompute essentially all cloud positions in potentially
 120x120 km area just because we changed the wind. If you have dynamical
 weather on, in addition you need to rotate a lot of plane, wind and view
 co-moving coordinate systems, internal weather and windfield interpolation
 points and a lot of other important technical, though invisible stuff.

 Basically, you need to recompute almost everything.

 Which is why Local Weather Tiles is a launcher gui, not a runtime
 configurable thing. I guess it's the same reason that Flightgear doesn't
 allow to change the plane at runtime. If you want different weather, you
 need to end the running system and start a new one. The gui is actually
 supposed to tell you that, but that may not happen in every instance.

 I suspect that you have tried to use the gui as if it would allow runtime
 changes, have discovered a way that doesn't trigger the warning, and that
 then leads to errors.

 Cheers,

 * Thorsten



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Re: [Flightgear-devel] Local weather ??????

2011-03-22 Thread henri orange
Sorry what do you mean with
 (= tick the option box).  ?

however just try to modify the wind kt within the local weather tile gui,
iget nasal error

Cheers

2011/3/21 thorsten.i.r...@jyu.fi

  when playing with the Local weather menu, i get the following message
 
  Nasal runtime error: setprop() value is not string or number
at /../data/Nasal/weather_tile_management.nas, line
  189
called from:
  /../data/Nasal/local_weather.nas,
  line 2964
called from:
  /../data/Nasal/local_weather.nas,
  line 3780
called from: /./data/Nasal/globals.nas,
  line
  100
 
  Is it a Bug ? , Is it just me. ?

 I'm unable to understand what caused the error just by the message - I
 need to know what the nature of your 'playing around' was and I need the
 log output of Local Weather itself (= tick the option box).

 I haven't pulled all the files back from GIT yet, but my local development
 copy of the Nasal files which is almost identical to the one I packaged
 don't show an obvious problem.

 * Thorsten



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[Flightgear-devel] Local weather ??????

2011-03-21 Thread henri orange
Hi,

Git version:
when playing with the Local weather menu, i get the following message

Nasal runtime error: setprop() value is not string or number
  at /../data/Nasal/weather_tile_management.nas, line
189
  called from: /../data/Nasal/local_weather.nas,
line 2964
  called from: /../data/Nasal/local_weather.nas,
line 3780
  called from: /./data/Nasal/globals.nas, line
100

Is it a Bug ? , Is it just me. ?

In addition i cannot get any realistic effect with the Global weather when
using the predefined scenari  Stormy Monday  and or Thunderstorm.
Was working weeks ago.

Thanks


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Re: [Flightgear-devel] Carrier Altitude

2011-02-14 Thread henri orange
Hi, Jano,

I guess i understand my issue, with your patch
I am working with 3D models whose the XY axis are under the deck. The wake
3D object had been replaced by particles effect  ( osg model ).
The consequence is , the lon and lat coordinate given to geodinfo are under
the deck.


2011/2/14 jean jean.pellot...@wanadoo.fr

 Le 13/02/2011 23:32, henri orange a écrit :
  Hi, Peter
 
  I have done from an old code by Gérard a process which answer to the
  request.
  It adjust the altitude of the Carrier, when cruising, according to the
  visual surface of the water.
  But mistake, it does answer to any condition, including the Tsumani
  effect when two tiles are not the same hight.
  The presentation of the project is there:
  http://www.flightgear.org/forums/viewtopic.php?f=4t=11043
  http://www.flightgear.org/forums/viewtopic.php?f=4t=11043
  It should, could, must, be improved.
 
  Hi, Jean
 
  I have tried to use your patch, i could not get it to work.
  Seems to get the same issue than with an old version by Gérard.
  geodinfo  is giving the terrain_hight, which is the carrier Deck
  surface not the water surface.
 
 hi henri,

 my patch is only for the mp carriers when you command it, not for the ai
 carriers, and the position of the point from wich geodinfo is used works
 fine (here) with the Nimitz, Vinson, Eisenhower and clemenceau.
 but you need to have a non solid wake, and no deck below the reference
 point you consider to use geodinfo.

 jano





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Re: [Flightgear-devel] Carrier Altitude

2011-02-14 Thread henri orange
Hi jano,

I just notice a big issue with a cruise toward and under the Golden Bridge.
The terrain_hight is disturbed ( a sudden jump of the ship ),  since
geodinfo, when the Ship is under the Bridge, refer to the terrain_hight of
the  Bridge surface.
Was it  solved  with your patch ?


2011/2/14 henri orange hohora...@gmail.com

 Hi, Jano,

 I guess i understand my issue, with your patch
 I am working with 3D models whose the XY axis are under the deck. The wake
 3D object had been replaced by particles effect  ( osg model ).
 The consequence is , the lon and lat coordinate given to geodinfo are under
 the deck.


 2011/2/14 jean jean.pellot...@wanadoo.fr

 Le 13/02/2011 23:32, henri orange a écrit :
  Hi, Peter
 
  I have done from an old code by Gérard a process which answer to the
  request.
  It adjust the altitude of the Carrier, when cruising, according to the
  visual surface of the water.
  But mistake, it does answer to any condition, including the Tsumani
  effect when two tiles are not the same hight.
  The presentation of the project is there:
  http://www.flightgear.org/forums/viewtopic.php?f=4t=11043
  http://www.flightgear.org/forums/viewtopic.php?f=4t=11043
  It should, could, must, be improved.
 
  Hi, Jean
 
  I have tried to use your patch, i could not get it to work.
  Seems to get the same issue than with an old version by Gérard.
  geodinfo  is giving the terrain_hight, which is the carrier Deck
  surface not the water surface.
 
 hi henri,

 my patch is only for the mp carriers when you command it, not for the ai
 carriers, and the position of the point from wich geodinfo is used works
 fine (here) with the Nimitz, Vinson, Eisenhower and clemenceau.
 but you need to have a non solid wake, and no deck below the reference
 point you consider to use geodinfo.

 jano





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Re: [Flightgear-devel] Carrier Altitude

2011-02-13 Thread henri orange
Hi, Peter

I have done from an old code by Gérard a process which answer to the
request.
It adjust the altitude of the Carrier, when cruising, according to the
visual surface of the water.
But mistake, it does answer to any condition, including the Tsumani effect
when two tiles are not the same hight.
The presentation of the project is there:
http://www.flightgear.org/forums/viewtopic.php?f=4t=11043
It should, could, must, be improved.

Hi, Jean

I have tried to use your patch, i could not get it to work.
Seems to get the same issue than with an old version by Gérard.
geodinfo  is giving the terrain_hight, which is the carrier Deck surface not
the water surface.


2011/1/25 Peter Brown smoothwater...@adelphia.net


 On Jan 25, 2011, at 1:13 PM, Curtis Olson wrote:

  Quick explanation: the world is curved (oblate spheroid) so if in order
 to have an ocean that measures zero MSL at all points, it would have to be
 curved.  To do this perfectly requires a *lot* of polygons.  We have been
 using large polygons for the ocean so that leads to some errors depending on
 where you are within the polygon.  Near the verticies will be pretty
 accurate, near the middle could be off by a few meters.
 
  Regards,
 
  Curt.
 


 I don't know how big the tiles are, but I ran a ground vehicle due west
 from the Golden Gate Bridge to see what the variation was.  It may just be
 that the first tile is out of whack?   From terrain edge out to 21 miles it
 goes down and back up.   From 21.2 miles out to 100 miles it's totally flat.

 Ocean surface as compared to 0 MSL :
 Golden Gate Bridge : 0
 Terrain edge/Ocean start/End of channel : 0
 Nimitz : -7m MSL
 17 Miles out : -7m MSL
 21.1 miles out : -3.7 MSL - At vertical wall, assuming Tile edge
 21.2 miles out : 0 MSL - Up on new tile(?)
 70 miles out : 0 MSL
 100 miles out : 0 MSL

 Screenshots of locations with lat/lon:

 http://s512.photobucket.com/albums/t325/barefootr/Flightgear/Sea%20Level%20West%20from%20SFO/

 Peter

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Re: [Flightgear-devel] Sinking feeling - c172 on gravel runway

2011-02-11 Thread henri orange
Hi,

Though, newbe,   since i have to maintain some old jsbsim aircraft, my
understanding ts becoming better.
Here we do have a c172p which is using nasal only for animation, that scrip
is, to me, right now,  useless.
The data  compression, rotation and so on, are exposed in the, today,
jsbsim FDM.

The others features, landing gear related ( rolling friction and so on )  ,
can be easily processed, within the FDM, since, the required data are
exposed, and RT updated, with functions.
To do that,  jsbsim  want only the ground values, load-resistance,
friction-factor, rolling-friction, and solid or not.

These real time data are NOT EXPOSED  within Flighgear,. i don't know, why,
and, i don't know  if this has being discussed before.
ONLY,  a little nasal script gives the right required, input.

Thus, every jsbsim Aircraft model which want the right behavior on ground,
need that nasal scrip.

Yes the best would be to transfer the nasal 30 lines script to the jsbsim
source, or better to the Flightgear source,  since others   generic
flightgear features does want such data.
I can notice the usage of that nasal script  with some yasim aircraft also.



2011/2/11 Alasdair ali...@btinternet.com

 On Thu, 2011-02-10 at 15:34 +0100, Bertrand Coconnier wrote:
  Correct. JSBSim itself makes no distinction between ground materials
  (hence the reason why some aircrafts are able to land on water). This
  can however be managed with Nasal scripts. So I would say that this
  issue is likely located in one of the C172 Nasal scripts.
 
  Bertrand
 

 On an OT philisophical note..
 Is , or rather, was the introduction of NASAL scripting a Good Thing
 or can it be considered as the hugest abomination to ever befall the FG
 World, rendering the
 use of GDB as a useless tool for tracing the behaviour of C/C++ code,
 sometimes
 modified or nullified by a run-time script?  Just a thought.  Are there
 any other source
 code purists out there. I hope so, cos I would hate to justify this
 untimely rant on my
 own. Somehow it reminds me of self modifiaction of computer code,
 thought clever
 by some specialists when Babbage was but a baby.

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Re: [Flightgear-devel] Sinking feeling - c172 on gravel runway

2011-02-11 Thread henri orange
Hello Dave,

I did meant the Nasal script  is useless, since we can do the same feature
only with jsbsim .
Functions complex or not   can be done within it.
It can answer to such external feature like animation.
 Because we don't  forget  the main target, with jsbsim, to build the most
realistic simulation, using jsbsim to PLAY with animation could be
understood, a waste :)

In order to answer to Alasdair remark i did want only to point that other
alternative, not to  criticize the work, your work, done with Nasal.

My apologize, i did not explained.



2011/2/11 dave perry skida...@mindspring.com

  The nasal script action-sim,and similar animation scripts produces
 aircraft-geometry-unique animation parameters used by xml files to produce
 the actual animations.  If one wants to animate the gear so it responds to
 the fdm produced gear compressions, such nasal scripts are critical.  The
 alternative is to have the tires penetrate the ground surface different
 depth dependent on the fdm supplied compression and the oleo links move up
 and down rigidly.  Both are not at all realistic.  This script is not at all
 useless.

 Dave P.  (author of the script)


 On 02/11/2011 05:49 AM, henri orange wrote:

 Hi,

 Though, newbe,   since i have to maintain some old jsbsim aircraft, my
 understanding ts becoming better.
 Here we do have a c172p which is using nasal only for animation, that scrip
 is, to me, right now,  useless.
 The data  compression, rotation and so on, are exposed in the, today,
 jsbsim FDM.

 The others features, landing gear related ( rolling friction and so on )  ,
 can be easily processed, within the FDM, since, the required data are
 exposed, and RT updated, with functions.
 To do that,  jsbsim  want only the ground values, load-resistance,
 friction-factor, rolling-friction, and solid or not.

 These real time data are NOT EXPOSED  within Flighgear,. i don't know, why,
 and, i don't know  if this has being discussed before.
 ONLY,  a little nasal script gives the right required, input.

 Thus, every jsbsim Aircraft model which want the right behavior on ground,
 need that nasal scrip.

 Yes the best would be to transfer the nasal 30 lines script to the jsbsim
 source, or better to the Flightgear source,  since others   generic
 flightgear features does want such data.
 I can notice the usage of that nasal script  with some yasim aircraft also.



 2011/2/11 Alasdair ali...@btinternet.com

 On Thu, 2011-02-10 at 15:34 +0100, Bertrand Coconnier wrote:
  Correct. JSBSim itself makes no distinction between ground materials
  (hence the reason why some aircrafts are able to land on water). This
  can however be managed with Nasal scripts. So I would say that this
  issue is likely located in one of the C172 Nasal scripts.
 
  Bertrand
 

  On an OT philisophical note..
 Is , or rather, was the introduction of NASAL scripting a Good Thing
 or can it be considered as the hugest abomination to ever befall the FG
 World, rendering the
 use of GDB as a useless tool for tracing the behaviour of C/C++ code,
 sometimes
 modified or nullified by a run-time script?  Just a thought.  Are there
 any other source
 code purists out there. I hope so, cos I would hate to justify this
 untimely rant on my
 own. Somehow it reminds me of self modifiaction of computer code,
 thought clever
 by some specialists when Babbage was but a baby.

 --
 Kind regards,

 Alasdair



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Re: [Flightgear-devel] Incorrect conversion used for lbs to gallon of fuel

2011-02-10 Thread henri orange
That was not my point.
I was talking about the Nasal error.
Nasal runtime error: vector index 7 out of bounds (size: 7)
  at
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314-fuel.nas,
line 79
  called from:
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314-fuel.nas,
line 70
  called from:
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314-fuel.nas,
line 59
  called from:
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314-fuel.nas,
line 19
  called from:
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314.nas,
line 92
  called from:
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314.nas,
line 111
  called from:
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314.nas,
line 17
  called from:
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314.nas,
line 125
  called from: /wrklvm/FlightGear/FlightGear_CVS/data/Nasal/globals.nas,
line 100



2011/2/8 Csaba Halász csaba.hal...@gmail.com

 On Tue, Feb 8, 2011 at 10:05 PM, henri orange hohora...@gmail.com wrote:
  Will it solved the Boeing314 issue ?

 The Boeing314 in GIT doesn't even get that far, it is missing a file
 Nasal/Boeing314-limits.xml
 Commenting the reference out, the aircraft at least takes off.

 --
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Re: [Flightgear-devel] Sinking feeling - c172 on gravel runway

2011-02-10 Thread henri orange
By the way we can play with the gear Z position (gear/unit/z-position) and
the well known terrain nasal script (geodinfo) which expose the terrain
load-resistance.
Though, that feature is only eye candy.
More constructive, to use the specifics  friction_factor, rolling_friction
experimented with the grtux aircrafts.

2011/2/10 Bertrand Coconnier bcoco...@gmail.com

 Correct. JSBSim itself makes no distinction between ground materials (hence
 the reason why some aircrafts are able to land on water). This can however
 be managed with Nasal scripts. So I would say that this issue is likely
 located in one of the C172 Nasal scripts.

 Bertrand

 Le 10 févr. 2011 09:19, Ron Jensen w...@jentronics.com a écrit :

 On Thursday 10 February 2011 06:09:56 Geoff McLane wrote:
  On Wed, 2011-02-09 at 19:51 +, Marti...
 As far as I know, JSBSim still doesn't know about surfaces?

 Ron



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Re: [Flightgear-devel] Nasal getprop: property /accelerations[0]/pilot[0]/z-accel-fps_sec[0] is NaN

2011-02-10 Thread henri orange
Hi, Andreas

Thanks a lot.

However , with the Catalina  last updated version:
https://sites.google.com/site/grtuxhangar/home/download/PBY-Catalina.tar.bz2?attredirects=0d=1

On my system, the error vanished, i don't understand why.

Anyhow your jsbsim fix should solve , or at least reduce the bad luck to get
again such error.
I 'll give it a try .

2011/2/10 Andreas Gaeb a.g...@web.de

 Hi Henri,

 I think I found the error, it was in JSBSim's FGForce class. I've
 proposed a fix on the JSBSim-devel mailing list.

 Best regards,
Andreas


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Re: [Flightgear-devel] Nasal getprop: property /accelerations[0]/pilot[0]/z-accel-fps_sec[0] is NaN

2011-02-08 Thread henri orange
Hi,
Not only with the relocation to a mooring position, though that feature is
randomly making the issue.
I cannot explain why, and cannot reproduce twice the same.
I  guess  the reset sequence/speed is the cause of the issue, scenery ?
model ? fdm ? constant values ?.

The relocation to a mooring position feature is to me, right, with every
predefined place ( see the Boeing314-route.xml file ).


2011/2/7 Csaba Halász csaba.hal...@gmail.com

 On Mon, Feb 7, 2011 at 6:59 PM, Csaba Halász csaba.hal...@gmail.com
 wrote:
 
  That is already the end of the problem chain. Somewhere NaN is
  creeping into the system and propagates to various parts. Finding what
  uses z-accel-fps_sec, while possible, will not help you in
  troubleshooting the root cause.

 It might have something to do with the relocation to a mooring position.
 I had some hint of NaN when that happened near KSFO, but had no
 problems at EHAM (which doesn't have a mooring position).

 --
 Csaba/Jester




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Re: [Flightgear-devel] Incorrect conversion used for lbs to gallon of fuel

2011-02-08 Thread henri orange
Will it solved the Boeing314 issue ?

2011/2/8 Torsten Dreyer tors...@t3r.de

  And that is because of the hardcoded default of 8 fuel tanks. Attached
  patch makes sure at least the existing tanks are covered by the
  properties.
 
 Thanks for spotting this. I was naive enough to think no aircraft ever has
 more then eight tanks. Now TankProperties are created for every configured
 tank in /consumeables/fuel.

 This should keep the Concorde for a bit longer again.

 Torsten



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Re: [Flightgear-devel] JSBSIM Aircraft Crash at Reset

2011-02-07 Thread henri orange
Hello,

Solved my built issue:
  simgear and flightgear seems mismatch some links when built under the same
devel directory (devel-prog-fgCVS/11-0205/flightgear  and
,devel-prog-fgCVS/11-0205/simgear) since make flightgear is going on after
the end;  building  again simgear .


Well,
The last FG git next  version is right.
Tested with a lot of JSBSim Aircraft  (more and less complex) the reset
feature is performing well.
Thanks to Thorsten, Bertrand and others, who worked on it.

2011/2/6 ThorstenB bre...@gmail.com

 On 06.02.2011 15:07, Jon S. Berndt wrote:
  That works. Sort of. But it's trying to patch JSBSim.cxx which we no
 longer
  have in JSBSim standalone.

 Patch looks good and is pushed to FlightGear/next now (so our
 JSBSim.cxx is also updated now). Thanks Betrand!

 PS: I've made several reset tests, all look good now. Also, no
 side-effects with the previous patches were reported, so I'm also
 pushing the patches to FG/2.2 now (trying to remember the entire patch
 sequence... :) ).

 cheers,
 Thorsten


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Re: [Flightgear-devel] Incorrect conversion used for lbs to gallon of fuel

2011-02-07 Thread henri orange
Hello,

Beware that version, break  the tanks system of Boeing 314

Here the Nasal error
Nasal runtime error: vector index 7 out of bounds (size: 7)
  at
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314-fuel.nas,
line 79
  called from:
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314-fuel.nas,
line 70
  called from:
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314-fuel.nas,
line 59
  called from:
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314-fuel.nas,
line 19
  called from:
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314.nas,
line 92
  called from:
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314.nas,
line 111
  called from:
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314.nas,
line 17
  called from:
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/Boeing314/Nasal/Boeing314.nas,
line 125
  called from: /wrklvm/FlightGear/FlightGear_CVS/data/Nasal/globals.nas,
line 100

My previous version didn't
Revision: 133cfbfa7f4ec62ddc97bd93d4a50fec81b52362





2011/2/6 Hal V. Engel hven...@gmail.com

  On Sunday, February 06, 2011 01:13:28 PM Torsten Dreyer wrote:

   I have checked your code and it breaks the previous behaviour for

   JSBSim. Your code is overwriting JSBSim values during initialization,

   I would rather do it the other way around and make JSBSim overwrite

   FlightGear default values. Especially because the capacity of all the

   tanks is now set to zero instead of using the FDM model definition.

  

   Enclosed is a patch that restores the normal behaviour : fuel

   capacity, level and density are set after the values defined in the

   aircraft JSBSim XML definition.

 

  Ouch - that was my bad. I only initialized JSBSim properties from

  FlightGear properties which didn't work if tanks are only defined within

  the JSBSim config file.

  Your patch turns this the other way round. I tried to combine both
 versions

  and set JSBSim properties from FlightGear properties if they exist and

  create the FlightGear properties from JSBSim properties if not.

 

  Looks good for me with the p51d-jsbsim, the c172p and the SenecaII.

 

  Thanks for the fast bug-report and the solution!

 

  Torsten


 Did you test the P-51D drop tanks to make sure these work OK? The unusual
 thing it does is to prevent the drop tank contents from being non-zero
 unless the tank is currently in place. This is to prevent the pilot from
 using the Equipment -- Fuel and Payload menu to put fuel into a
 non-existant drop tank. This should be tested just to make sure it is still
 working.


 Hal


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[Flightgear-devel] Nasal getprop: property /accelerations[0]/pilot[0]/z-accel-fps_sec[0] is NaN

2011-02-07 Thread henri orange
Hello, devel-members,

I am getting ( randomly ) the following messages

Warning: invalid line segment passed to IntersectVisitor::addLineSegment(..)
 nan nan nan nan nan nan segment ignored..
Warning: invalid line segment passed to IntersectVisitor::addLineSegment(..)
 nan nan nan nan nan nan segment ignored..
Warning: invalid line segment passed to IntersectVisitor::addLineSegment(..)
 nan nan nan nan nan nan segment ignored..
PT_vs_hpt: ran out of layers for h=nan
PT_vs_hpt: ran out of layers for h=nan
Nasal getprop: property /accelerations[0]/pilot[0]/z-accel-fps_sec[0] is NaN
Nasal getprop: property /accelerations[0]/pilot[0]/z-accel-fps_sec[0] is NaN
Nasal getprop: property /accelerations[0]/pilot[0]/z-accel-fps_sec[0] is NaN

I would like to know, which feature, within flightgear is using Nasal
getprop: property /accelerations[0]/pilot[0]/z-accel-fps_sec[0].
I do not try to access that property, so i guess it is an internal
(automated ?) process

Your answer could help me to debug the model i am working on
( http://www.flightgear.org/forums/viewtopic.php?f=4t=10992 )
OR
Is it only a known bug ?

Thanks



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[Flightgear-devel] JSBSIM Aircraft Crash at Reset

2011-02-05 Thread henri orange
Hello, devel-members

Again starting the topic ( was oriented to an other direction )

To  resume what i was discovering:
With at least two official jsbsim models

747-400
p51d

I am getting a segmentation error at reset.
I don't say these models are wrong, i say there is somewhere, in jsbsim
during init, something wrong ( since i can notice the issue with many others
jsbsim models )

My first reaction was is it just me ?.

I gave you the Backtrace when i got it.
The airport altitude seems to modify  the system reaction. The more the
Airport is at low altitude, the more i get the chance to win the crash.

However sometime, everything is right.

Thanks for an answer on that specific topic

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Re: [Flightgear-devel] JSBSIM Aircraft Crash at Reset

2011-02-05 Thread henri orange
Hi, Erik

Sorry for the question is there somewhere a specific fg2.2 source ?

I am using the git version with git pull, though i don't understand the
meaning of it, it does work and give me an update.
I thought it was the fg devel version.

with  fgfs --version i get
FlightGear version: 2.2.0
Revision: 133cfbfa7f4ec62ddc97bd93d4a50fec81b52362
Build-Id: none
FG_ROOT=/wrklvm/FlightGear/FlightGear_CVS/data
FG_HOME=/home/alva/.fgfs
FG_SCENERY=/wrklvm/FlightGear/FlightGear_CVS/data/Scenery:/wrklvm/FlightGear/FlightGear_CVS/data/Scenery/Terrain:/wrklvm/FlightGear/FlightGear_CVS/data/Scenery/Objects:

SimGear version:
2.2.0

PLIB version: 185

about  aircraft models,  i do use that link
http://mapserver.flightgear.org/git/?p=fgdata;a=tree;f=Aircraft

click on snapshot

2011/2/5 Erik Hofman e...@ehofman.com

 On Sat, 2011-02-05 at 13:00 +0100, henri orange wrote:
  Hello, devel-members
 
  Again starting the topic ( was oriented to an other direction )
 
  To  resume what i was discovering:
  With at least two official jsbsim models
 
  747-400
  p51d
 
  I am getting a segmentation error at reset.

 It is important to know what version of FlightGear you are using,
 FlighGear-2.0. the git branch for FlightGear-2.2 or the developers
 branch for FlightGear.

 FlightGear-2.2 has not yet been updated with the new JSBSim reset code.

 Erik






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Re: [Flightgear-devel] JSBSIM Aircraft Crash at Reset

2011-02-05 Thread henri orange
Hi, Thorsten,

May be i can confirm your feeling.

I was looking at  the old Catalina official gpl version.

It  can start at the right mooring place on water,  when there is one, close
to the Airport we want to start from ( for instance KSFO, with Mooring place
at Treasure Island, Pan Am base at San Francisco).

To do so, there is a nice script ( from the Boeing314) which re_init  FG
sitting the Aircraft at  the right defined place.
It is a reset.
That specific process is longer working with that old existing Catalina
version (though outdated).

However, there is a lot of  jsbsim error red message  due to the new
jsbsim property control process

I have just experimented a modified version, by  removing these message
error with some minor update.

I get things working right,  ONLY,  i don't try to remove the error red
message  due to internal flightgear property.
for instance if i keep on,  these messages:

FGPropertyManager::GetNode() No node found for
/systems/electrical/outputs/instrument-lights
  In condition: /systems/electrical/outputs/instrument-lights gt 27. Unknown
property /systems/electrical/outputs/instrument-lights referenced.
Creating property.  Check
usage.

FGPropertyManager::GetNode() No node found for
/instrumentation/lights/blinker-kinemat-out
  In condition: /instrumentation/lights/blinker-kinemat-out == 0. Unknown
property /instrumentation/lights/blinker-kinemat-out referenced.
Creating property.  Check
usage.

FGPropertyManager::GetNode() No node found for
/systems/electrical/outputs/landing-light
  In condition: /systems/electrical/outputs/landing-light  gt 27. Unknown
property /systems/electrical/outputs/landing-light referenced.
Creating property.  Check
usage.

FGPropertyManager::GetNode() No node found for /sim/model/waterbombing
  In condition: /sim/model/waterbombing == 1. Unknown property
/sim/model/waterbombing referenced.
Creating property.  Check usage.

The reset  to moorage place is working.

If, i attend to remove these messages, the reset  to moorage place, crash.

2011/2/5 ThorstenB bre...@gmail.com

 Hi,

 probably spotted the cause for the reported reset crash: it's the same
 as already reported before - targeted by this earlier patch:

 http://www.gitorious.org/fg/flightgear/commit/287cc74965e11ff3888117a9d9b88ed2bdbb9252

 This patch unties all JSBSim properties prior to reset. However, it's
 not quite sufficient and misses some JSBSim properties.
 Problem is that JSBSim can also tie properties outside the /fdm/jsbsim
 branch - using property paths which can be configured in
 aircraft-specific configuration files.
 For example, the configuration of the 747 (in Systems/failures.xml)
 causes JSBSim to bind the following additional properties:

 /accelerations/pilot-gdamped
 /controls/fuel/fuel-to-remain
 /sim/model/pushback/target-speed-fps
 /autopilot/autobrake/left-brake-output
 /autopilot/autobrake/right-brake-output

 These properties aren't untied by the earlier patch - so still result in
 trouble.

 I'm currently testing a different patch for the same issue: instead of
 untieing all properties below the /fdm/jsbsim (only), I added a list to
 JSBSim's FGPropertyManagager, so it keeps track of all the properties it has
 actually bound. It can then use this list to untie all its properties - no
 mattere where these are located in the property tree.

 This patch seems to fix the issue for me. I'll do a few more tests and
 (hopefully :) ) propose this a new patch...

 cheers,

 Thorsten



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Re: [Flightgear-devel] JSBSIM Aircraft Crash at Reset

2011-02-05 Thread henri orange
,

I get an error at build

screen-dump.cxx:(.text+0x276): undefined reference to
`osg::Referenced::signalObserversAndDelete(bool, bool) const'
/usr/local/lib/libsgmisc.a(PathOptions.o): In function
`simgear::makeOptionsFromPath(SGPath const)':
PathOptions.cxx:(.text+0x49): undefined reference to
`osgDB::Options::Options(osgDB::Options const, osg::CopyOp const)'
/usr/local/lib/libsgstructure.a(commands.o): In function `global
constructors keyed to _ZN12SGCommandMgrC2Ev':
commands.cxx:(.text+0x597): undefined reference to
`OpenThreads::Mutex::Mutex(OpenThreads::Mutex::MutexType)'
/usr/local/lib/libsgenvironment.a(precipitation.o): In function
`SGPrecipitation::SGPrecipitation()':
precipitation.cxx:(.text+0x686): undefined reference to
`osg::Referenced::signalObserversAndDelete(bool, bool) const'
/usr/local/lib/libsgenvironment.a(precipitation.o): In function
`SGPrecipitation::build()':
precipitation.cxx:(.text+0x82c): undefined reference to
`osg::Referenced::signalObserversAndDelete(bool, bool) const'
/usr/local/lib/libsgenvironment.a(precipitation.o): In function
`SGPrecipitation::~SGPrecipitation()':
precipitation.cxx:(.text._ZN15SGPrecipitationD2Ev[_ZN15SGPrecipitationD5Ev]+0x46):
undefined reference to `osg::Referenced::signalObserversAndDelete(bool,
bool) const'
/usr/local/lib/libsgenvironment.a(precipitation.o): In function
`SGPrecipitation::~SGPrecipitation()':
precipitation.cxx:(.text._ZN15SGPrecipitationD0Ev[_ZN15SGPrecipitationD5Ev]+0x56):
undefined reference to `osg::Referenced::signalObserversAndDelete(bool,
bool) const'
/usr/local/lib/libsgenvironment.a(precipitation.o): In function
`osg::ref_ptrosgParticle::PrecipitationEffect::~ref_ptr()':
precipitation.cxx:(.text._ZN3osg7ref_ptrIN11osgParticle19PrecipitationEffectEED2Ev[_ZN3osg7ref_ptrIN11osgParticle19PrecipitationEffectEED5Ev]+0x36):
undefined reference to `osg::Referenced::signalObserversAndDelete(bool,
bool) const'
/usr/local/lib/libsgenvironment.a(precipitation.o):precipitation.cxx:(.text._ZN3osg7ref_ptrINS_8ClipNodeEED2Ev[_ZN3osg7ref_ptrINS_8ClipNodeEED5Ev]+0x36):
more undefined references to
`osg::Referenced::signalObserversAndDelete(bool, bool) const' follow
collect2: ld a retourné 1 code d'état d'exécution
make[2]: *** [fgfs] Erreur 1
make[2]: quittant le répertoire «
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/11-0205/flightgear/src/Main »
make[1]: *** [all-recursive] Erreur 1
make[1]: quittant le répertoire «
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/11-0205/flightgear/src »
make: *** [all-recursive] Erreur 1


OSG 2.9.10  which was right with a previous fg git version


2011/2/5 ThorstenB bre...@gmail.com

 On 05.02.2011 16:21, ThorstenB wrote:
 
  I'm currently testing a different patch for the same issue: instead of
  untieing all properties below the /fdm/jsbsim (only), I added a list
  to JSBSim's FGPropertyManagager, so it keeps track of all the
  properties it has actually bound. It can then use this list to untie
  all its properties - no mattere where these are located in the
  property tree.
 

 New patch pushed to flightgear/next:

 http://www.gitorious.org/fg/flightgear/commit/ad8d46ba648263630b8777c53f852b75cad7ecdd

 This will be overwritten by the next JSBSim update, however it's a
 short-term fix and candidate for our pending 2.2 release.
 So, please test if you still see reset issues with JSBSim aircraft. If
 we find it's an improvement (maybe/hopefully the final fix for this
 issue), then we'll be pushing this to the 2.2 branch also. But remember,
 none of the reset fixes is part of the 2.2 branch just yet.

 The long term fix needs to be part of the JSBSim repository of course.
 Jon, Erik: please check if you want to use this patch or have some other
 solution to the problem.

 cheers,
 Thorsten



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Re: [Flightgear-devel] JSBSIM Aircraft Crash at Reset

2011-02-05 Thread henri orange
Hi,

built  OSG 2.9.10 again , and built Simgear Flightgear again gives the same
error.

Then, since OSG 2.9.11, is available.
I have just built osg 2.9.11,
Unfortunately simgear built against it, gives the following error

mv -f .deps/CheckSceneryVisitor.Tpo .deps/CheckSceneryVisitor.Po
g++ -DHAVE_CONFIG_H -I. -I../../../simgear -I../../..  -I/usr/local/include
-g -O2 -Wall -D_REENTRANT -MT ConditionNode.o -MD -MP -MF
.deps/ConditionNode.Tpo -c -o ConditionNode.o ConditionNode.cxx
mv -f .deps/ConditionNode.Tpo .deps/ConditionNode.Po
g++ -DHAVE_CONFIG_H -I. -I../../../simgear -I../../..  -I/usr/local/include
-g -O2 -Wall -D_REENTRANT -MT SGClipGroup.o -MD -MP -MF
.deps/SGClipGroup.Tpo -c -o SGClipGroup.o SGClipGroup.cxx
mv -f .deps/SGClipGroup.Tpo .deps/SGClipGroup.Po
g++ -DHAVE_CONFIG_H -I. -I../../../simgear -I../../..  -I/usr/local/include
-g -O2 -Wall -D_REENTRANT -MT SGInteractionAnimation.o -MD -MP -MF
.deps/SGInteractionAnimation.Tpo -c -o SGInteractionAnimation.o
SGInteractionAnimation.cxx
mv -f .deps/SGInteractionAnimation.Tpo .deps/SGInteractionAnimation.Po
g++ -DHAVE_CONFIG_H -I. -I../../../simgear -I../../..  -I/usr/local/include
-g -O2 -Wall -D_REENTRANT -MT SGMaterialAnimation.o -MD -MP -MF
.deps/SGMaterialAnimation.Tpo -c -o SGMaterialAnimation.o
SGMaterialAnimation.cxx
mv -f .deps/SGMaterialAnimation.Tpo .deps/SGMaterialAnimation.Po
g++ -DHAVE_CONFIG_H -I. -I../../../simgear -I../../..  -I/usr/local/include
-g -O2 -Wall -D_REENTRANT -MT SGOffsetTransform.o -MD -MP -MF
.deps/SGOffsetTransform.Tpo -c -o SGOffsetTransform.o SGOffsetTransform.cxx
mv -f .deps/SGOffsetTransform.Tpo .deps/SGOffsetTransform.Po
g++ -DHAVE_CONFIG_H -I. -I../../../simgear -I../../..  -I/usr/local/include
-g -O2 -Wall -D_REENTRANT -MT SGPagedLOD.o -MD -MP -MF .deps/SGPagedLOD.Tpo
-c -o SGPagedLOD.o SGPagedLOD.cxx
SGPagedLOD.cxx: In member function ‘virtual void
simgear::SGPagedLOD::forceLoad(osgDB::DatabasePager*, osg::FrameStamp*)’:
SGPagedLOD.cxx:73:52: erreur: no matching function for call to
‘osgDB::DatabasePager::requestNodeFile(const std::string,
simgear::SGPagedLOD* const, double, osg::FrameStamp*,
osg::ref_ptrosg::Referenced, osgDB::Options*)’
/usr/local/include/osgDB/DatabasePager:73:22: note: candidate is: virtual
void osgDB::DatabasePager::requestNodeFile(const std::string,
osg::NodePath, float, const osg::FrameStamp*,
osg::ref_ptrosg::Referenced, const osg::Referenced*)
make[4]: *** [SGPagedLOD.o] Erreur 1
make[4]: quittant le répertoire «
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/11-0205/simgear/simgear/scene/model »
make[3]: *** [all-recursive] Erreur 1
make[3]: quittant le répertoire «
/wrk3lv/00LIEN-DEVEL/devel-prog-fgCVS/11-0205/simgear/simgear/scene »


What is the matter ?



2011/2/5 ThorstenB bre...@gmail.com

 On 05.02.2011 18:54, henri orange wrote:
  ,
 
  I get an error at build
 
  screen-dump.cxx:(.text+0x276): undefined reference to
  `osg::Referenced::signalObserversAndDelete(bool, bool) const'
  /usr/local/lib/libsgmisc.a(PathOptions.o): In function
  `simgear::makeOptionsFromPath(SGPath const)':
 

 You're having some local problem with mismatching osg header files and
 libraries. Probably compiled against osg 2.8.3 or 2.9.11 include files -
 and tried to link against 2.9.10 libraries (or vice versa). Or maybe the
 osg libraries are missing altogether.
 You were using FG commit 133cfbfa7f4ec62ddc97bd93d4a50fec81b52362 before
 (previous email). There were only two git updates since then - none
 affected any osg interface, neither any makefile.

 cheers,
 Thorsten


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Re: [Flightgear-devel] JSBSIM Aircraft Crash at Reset

2011-02-05 Thread henri orange
Hi, Csaba

Yes against OSG 2.9.10, i did built  simgear flightgear from cleaned source
( copied from Git)
Which mean:
 autogen.sh  configure make  sudo make install .

don't bother , thanks for the answer.
 i will wait for a better stable version  osg compatible.

2011/2/6 Csaba Halász csaba.hal...@gmail.com

 On Sun, Feb 6, 2011 at 12:45 AM, henri orange hohora...@gmail.com wrote:
  Hi,
 
  built  OSG 2.9.10 again , and built Simgear Flightgear again gives the
 same
  error.
 
  Then, since OSG 2.9.11, is available.
  I have just built osg 2.9.11,
  Unfortunately simgear built against it, gives the following error
  What is the matter ?

 Current OSG is unfortunately incompatible with FG. Note, this is a
 compilation error, as it should be.

 Your earlier error with 2.9.10 was a linker error, which may mean you
 are not linking against all the required libraries. You have cut off
 the actual linker command line, so I can't tell. Have you re-run
 autogen.sh and configure too?

 --
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[Flightgear-devel] FlightGear-JSBSim: Crash at reset

2011-02-04 Thread henri orange
Hello devel-member,

Is it just me ?

I am longer getting trouble with jsbsim aircraft and the reset feature
Here an example with the 747-400.

The  following file contains the console output , with several runs, done at
several Airport.

You will notice:
 sometime i get the segmentation error message only,
 sometime i get a Backtrace (sorry, i am not developer i don't understand
it).
the link (text file)
https://sites.google.com/site/grtuxhangar/home/download/crash-reset.txt

Here an other strange effect, after reset (without crash), the 747 has lost
the wings.
the link (image file)
https://sites.google.com/site/grtuxhangar/home/download/747-Manchot.jpg

Though, that issue should not be specific to jsbsim models.

BTW: i had a try with that 747 model because it is available with GPL,
however, i experienced the crash at reset with other non GPL models ( for
instance grtux models )

Flightgear recent git version built with Linux system.

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Re: [Flightgear-devel] FlightGear-JSBSim: Crash at reset

2011-02-04 Thread henri orange
Hi Gis,

2011/2/4 Gijs de Rooy gijsr...@hotmail.com

  Hi Henri,


  The  following file contains the console output , with several runs, done
 at several Airport.

 Do you fly the 747-400 from current Git and also have an updated fgdata? It
 should not show
 some of these errors, like:

 XML sound: couldn't find file:
 Failed to load file: 
 Failed to load file: 
 Failed to load file: 
 Nasal error: could not read script file  into module cdu
 The last error is about the cdu; for which it is important to have an up to
 date
 Aircraft/Instruments-3d directory.

 That is my best guess. Anyway, those errors should not give a seg fault
 AFAIK...


Since , my target is to point the reset issue (crash) not to test the
Aircraft, i have some generic instruments which are not updated



  Here an other strange effect, after reset (without crash), the 747 has
 lost the wings.

 That means the sim experienced extensive G forces during reset (probably
 due to the fact
 aircraft are dropped onto the ground...). You can fix the wings via the 
 747-400
  Repair
 menu.


Arrgh i did not know that specific feature, thus forget the remark.
Though, we could wonder why we are getting such drop on ground with reset,
and nothing significant at start.


 Cheers,
 Gijs



 Anyhow, the crash at reset should' nt  blast



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Re: [Flightgear-devel] FlightGear-JSBSim: Crash at reset

2011-02-04 Thread henri orange
Hi,

p51d-jsbsim is also crashing with reset.



2011/2/4 henri orange hohora...@gmail.com

 Hi Gis,

 2011/2/4 Gijs de Rooy gijsr...@hotmail.com

  Hi Henri,


  The  following file contains the console output , with several runs,
 done at several Airport.

 Do you fly the 747-400 from current Git and also have an updated
 fgdata? It should not show
 some of these errors, like:

 XML sound: couldn't find file:
 Failed to load file: 
 Failed to load file: 
 Failed to load file: 
 Nasal error: could not read script file  into module cdu
 The last error is about the cdu; for which it is important to have an up
 to date
 Aircraft/Instruments-3d directory.

 That is my best guess. Anyway, those errors should not give a seg fault
 AFAIK...


 Since , my target is to point the reset issue (crash) not to test the
 Aircraft, i have some generic instruments which are not updated



  Here an other strange effect, after reset (without crash), the 747 has
 lost the wings.

 That means the sim experienced extensive G forces during reset (probably
 due to the fact
 aircraft are dropped onto the ground...). You can fix the wings via the 
 747-400
  Repair
 menu.


 Arrgh i did not know that specific feature, thus forget the remark.
 Though, we could wonder why we are getting such drop on ground with reset,
 and nothing significant at start.


 Cheers,
 Gijs



 Anyhow, the crash at reset should' nt  blast



 --
 Best regards,

 Henri, aka Alva
 Official grtux hangar maintainer




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[Flightgear-devel] Helicopter view Panning ?

2011-02-01 Thread henri orange
Hello devel members,

Is it just me ?
With git today,  i  have lost the panning feature with Helicopter view.

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Re: [Flightgear-devel] Tried to initialize a non-existent engine!

2011-01-28 Thread henri orange
Hello devel members,

Again, the issue .
Not with  Aircraft's Engine, since the patch solved it (though getting
others randomly bugs)
but with Aircraft  WITHOUT  Engine, like Gliders .
Tested with sgs233.
Whould be the same issue with others JSBSim gliders



2011/1/25 James Turner zakal...@mac.com


 On 25 Jan 2011, at 10:28, Jon S. Berndt wrote:

  What patch?

 FIx for #204, the issue Henri is describing:


 http://gitorious.org/fg/flightgear/commit/c2458a17bf0a8a95caf1a43e37482162ae0100bc

 Partial band-aid for #222, the reset-NaN crash: (ugly, but not in the main
 JSBSim code)


 http://gitorious.org/fg/flightgear/commit/4b494b1d0842bc53d7295f74c44cf4f7a3185446

 Andreas' other fixes for #222:


 http://gitorious.org/fg/flightgear/commit/4f364af6d178d947eae1a5a751e3a9542b270069

 Regards,
 James



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Re: [Flightgear-devel] Tried to initialize a non-existent engine!

2011-01-28 Thread henri orange
BTW: paraglider is getting the same issue

2011/1/28 henri orange hohora...@gmail.com

 Hello devel members,

 Again, the issue .
 Not with  Aircraft's Engine, since the patch solved it (though getting
 others randomly bugs)
 but with Aircraft  WITHOUT  Engine, like Gliders .
 Tested with sgs233.
 Whould be the same issue with others JSBSim gliders



 2011/1/25 James Turner zakal...@mac.com


 On 25 Jan 2011, at 10:28, Jon S. Berndt wrote:

  What patch?

 FIx for #204, the issue Henri is describing:


 http://gitorious.org/fg/flightgear/commit/c2458a17bf0a8a95caf1a43e37482162ae0100bc

 Partial band-aid for #222, the reset-NaN crash: (ugly, but not in the main
 JSBSim code)


 http://gitorious.org/fg/flightgear/commit/4b494b1d0842bc53d7295f74c44cf4f7a3185446

 Andreas' other fixes for #222:


 http://gitorious.org/fg/flightgear/commit/4f364af6d178d947eae1a5a751e3a9542b270069

 Regards,
 James



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 Official grtux hangar maintainer




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Re: [Flightgear-devel] Tried to initialize a non-existent engine!

2011-01-28 Thread henri orange
Continued

I can notice, the older fgfs version without James Turner Patch, was right
with Gliders ( no Engines ).
My conclusion,
the James Turner Patch was right to solve the issue, Aircraft with engine
related,
however
it makes an issue, Aircraft without  engine related.
Sorry James, your patch does not fix correctly the bug.

2011/1/28 henri orange hohora...@gmail.com

 BTW: paraglider is getting the same issue

 2011/1/28 henri orange hohora...@gmail.com

 Hello devel members,

 Again, the issue .
 Not with  Aircraft's Engine, since the patch solved it (though getting
 others randomly bugs)
 but with Aircraft  WITHOUT  Engine, like Gliders .
 Tested with sgs233.
 Whould be the same issue with others JSBSim gliders



 2011/1/25 James Turner zakal...@mac.com


 On 25 Jan 2011, at 10:28, Jon S. Berndt wrote:

  What patch?

 FIx for #204, the issue Henri is describing:


 http://gitorious.org/fg/flightgear/commit/c2458a17bf0a8a95caf1a43e37482162ae0100bc

 Partial band-aid for #222, the reset-NaN crash: (ugly, but not in the
 main JSBSim code)


 http://gitorious.org/fg/flightgear/commit/4b494b1d0842bc53d7295f74c44cf4f7a3185446

 Andreas' other fixes for #222:


 http://gitorious.org/fg/flightgear/commit/4f364af6d178d947eae1a5a751e3a9542b270069

 Regards,
 James



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 --
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 Henri, aka Alva
 Official grtux hangar maintainer




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[Flightgear-devel] Tried to initialize a non-existent engine!

2011-01-25 Thread henri orange
Hello devel members,
That issue with jsbsim aircraft is back.
It comes up when at reset , for instance c172p.and we get a crash with that
message: Tried to initialize a non-existent engine!

I thought it was solved.


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Re: [Flightgear-devel] Tried to initialize a non-existent engine!

2011-01-25 Thread henri orange
Thanks,
I did not noticed the last nigh update.
Will try out it.

2011/1/25 James Turner zakal...@mac.com


 On 25 Jan 2011, at 09:46, henri orange wrote:

  It comes up when at reset , for instance c172p.and we get a crash with
 that message: Tried to initialize a non-existent engine!

 It was solved, but my was over-written when Erik updated JSBSim (because I
 didn't remember to submit it to JSBSim). But last night I re-appllied the
 fix to Git, so it should work again - I spent some time with the C172
 resetting and repositioning and everything worked fine.

 (I didn't try any other aircraft, due to lack of time)

 James



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Re: [Flightgear-devel] Catalina abort on startup

2011-01-24 Thread henri orange
Thanks,

And there is an other strange behavior , with that outdated model.
When bombing water, the Aircraft create wildfire, which is idiot.
Gérard, the original author, never gave me any explanation about it.
To me, that feature ( create wildfire ) must be removed.

2011/1/24 Erik Hofman e...@ehofman.com

 On Sun, 2011-01-23 at 23:49 -0700, Ron Jensen wrote:
  On Sunday 23 January 2011 23:25:43 Gary Carvell wrote:
   Swapping the order of these two lines in PBY-6.xml appears to fix the
   problem: 775   42841.0.2800
   776   21252.0.2100
  
   Can anyone confirm this and commit the fix?

  Looks reasonable to me.  Hopefully someone will commit?

 Done.

 Erik






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Re: [Flightgear-devel] Catalina abort on startup

2011-01-24 Thread henri orange
Yes, that model version is outdated, i understood it was Fg 1.9 compatible.
For some reason Gérard didn't  continue it.

There is an other version within the grtux hangar which was permanently
improved and updated according to  FG git version.

For the record,  i am checking, it does suit to  FG 2.2.


2011/1/24 Arnt Karlsen a...@c2i.net

 On Mon, 24 Jan 2011 13:06:31 +0100, henri wrote in message
 AANLkTini+bnCJ7eOSsYtABw5kHq==7x9W5zFy=ysq...@mail.gmail.com:


  2011/1/24 Erik Hofman e...@ehofman.com
 
   On Sun, 2011-01-23 at 23:49 -0700, Ron Jensen wrote:
On Sunday 23 January 2011 23:25:43 Gary Carvell wrote:
 Swapping the order of these two lines in PBY-6.xml appears to
 fix the problem: 775
 42841.0.2800 776
 21252.0.2100

 Can anyone confirm this and commit the fix?
  
Looks reasonable to me.  Hopefully someone will commit?
  
   Done.
  
   Erik
 
  Thanks,
 
  And there is an other strange behavior , with that outdated model.
  When bombing water, the Aircraft create wildfire, which is idiot.
  Gérard, the original author, never gave me any explanation about it.
  To me, that feature ( create wildfire ) must be removed.

 ..we have more problems, I tested both the Catalina and the
 Catalina-plib, both segfaults on FG start-up:
 https://github.com/gasguru/flightgearthings/blob/master/catalinas


 --
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Re: [Flightgear-devel] Catalina abort on startup

2011-01-24 Thread henri orange
If it is,
the sequence is wrong it should be:

First, there is wildfire , at some place on the scenery
Second the aircraft fly over, bombing water.
Third the water is extinguishing it , if the bombing is right.

It is missing the right scenario.

Since the existing process look like the Aircraft is bombing some petrol,
making fire.

2011/1/24 Anders Gidenstam anders-...@gidenstam.org

 On Mon, 24 Jan 2011, henri orange wrote:

  Thanks,

 And there is an other strange behavior , with that outdated model.
 When bombing water, the Aircraft create wildfire, which is idiot.
 Gérard, the original author, never gave me any explanation about it.
 To me, that feature ( create wildfire ) must be removed.


 That sounds odd. As far as I can see in the aircraft code the water
 submodel creates wildfire water drop events, which should extinguish wild
 fires if present at the impact point.

 Cheers,

 Anders
 --
 ---
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 WWW: http://www.gidenstam.org/FlightGear/

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Re: [Flightgear-devel] Catalina abort on startup

2011-01-24 Thread henri orange
Arrgh, sorry.
I have just Looked at the diff from that old GPL version to the last
private version, there is no way to make an easy patch to debug the old
one.
The differences are huge, 3D model, FDM , system files, the other issue is
the diff of license  from GPL to CC.

BTW: right now, i wonder were is that wildfire process coming from, working
with the original GPL version from Gérard i do not find it.
May be an add on  which came later on.


2011/1/24 Arnt Karlsen a...@c2i.net

 On Mon, 24 Jan 2011 13:52:41 +0100, henri wrote in message
 AANLkTinvnx1jDgtoWUYzh2HVGS42dG_iBhSq0Judo0O=@mail.gmail.com:

  Yes, that model version is outdated, i understood it was Fg 1.9
  compatible. For some reason Gérard didn't  continue it.
 
  There is an other version within the grtux hangar which was
  permanently improved and updated according to  FG git version.
 
  For the record,  i am checking, it does suit to  FG 2.2.

 ..ok, next step would be get Gérard's permission to distribute it
 with FG-2.2, http://grtux.pagesperso-orange.fr/tux/index-en.html
 says he cut off public access to his hangar.
 Without his permission, we can only use it to debug FG-2.2.

 
  2011/1/24 Arnt Karlsen a...@c2i.net
 
   On Mon, 24 Jan 2011 13:06:31 +0100, henri wrote in message
   AANLkTini+bnCJ7eOSsYtABw5kHq==7x9W5zFy=ysq...@mail.gmail.com:
  
  
2011/1/24 Erik Hofman e...@ehofman.com
   
 On Sun, 2011-01-23 at 23:49 -0700, Ron Jensen wrote:
  On Sunday 23 January 2011 23:25:43 Gary Carvell wrote:
   Swapping the order of these two lines in PBY-6.xml appears
   to fix the problem: 775
   42841.0.2800 776
   21252.0.2100
  
   Can anyone confirm this and commit the fix?

  Looks reasonable to me.  Hopefully someone will commit?

 Done.

 Erik
   
Thanks,
   
And there is an other strange behavior , with that outdated model.
When bombing water, the Aircraft create wildfire, which is idiot.
Gérard, the original author, never gave me any explanation about
it. To me, that feature ( create wildfire ) must be removed.
  
   ..we have more problems, I tested both the Catalina and the
   Catalina-plib, both segfaults on FG start-up:
   https://github.com/gasguru/flightgearthings/blob/master/catalinas


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Re: [Flightgear-devel] Towable Object Idea

2011-01-10 Thread henri orange
Hello Peter,
Your idea is very interesting.
Though my know how is limited, when digging into it, i guess such generic
system should be be any FDM compatible ( i mean yasim and jsbsim).
Since tthe aerotow feature is being part of  these FDM.
Those who don't know that feature with jsbsim must fly the nice glider
DG-101G.
AND
One knows,  jsbsim can Simulate  helicopter ( i am in charge to convert the
helo from the grtux hangar to jsbsim ).
Thanks for the idea.

2011/1/10 Peter Brown smoothwater...@adelphia.net

 I have an idea to run by you all, and I encourage your input or comment and
 perhaps to spike anyone's interest.

 The idea is to create liftable and moveable mp objects, using the current
 aerotow feature, primarily for helicopter usage.   While I am not
 knowledgeable enough to create it, it's been in the back of mind since Curt
 suggested demonstrating the Aircrane at a Simulator event by building a
 virtual tower some time ago.

 My thought would be create a number of simple objects, with the simplest
 FDM attached to them.  To start these could simply be blocks, although this
 could expand to pipes/tower sections/etc.  Each would use the 'pick'
 animation feature to bind the aerotow property to lock on and unlock the tow
 cable.  This should get around requiring a second user to lock onto the
 tow aircraft.  One would get within the 60m preset distance of the towable
 object and then click on it to attach the cable.  Lift it, move it, set it
 anywhere, and click on it to un-attach it.

 To work in mp appears to be a slightly bigger issue.  While it would be
 ideal from a mp standpoint to have 5-10 simplistic objects hosted on each
 mpserver, I assume that may not be very feasible.  The ideal program would
 include some minor nasal timers and listeners that would default the object
 back to the default spawn location, say after 12 hours since last move.
  This would ensure it doesn't get lost or dropped in an un-retreiveable
 location.

 I ran the whole idea by a model builder, and he suggested perhaps having an
 object spawn other objects, such as how ordnance is dropped from an
 aircraft.  Here's his thoughts -

  I think your plan could work. I think it would be desirable to have
 the objects be pseudo-aircraft like the jeep, etc., with dummy FDMs
 and as simplified as possible, then each can have a nasal system
 running on it containing custom code to handle special situations like
 resets, etc., taking this off any server requirements and placing it
 totally on the number of objects on MP. But each object would be a
 player-run MP vehicle with all the usual MP resources etc. and its own
 FG client I presume. So a better system might have one object that
 spawns other objects rather like ordinance, and then monitor/update
 them via nasal routines. That way only one MP 'player' need be on for
 all the objects, and the nasal running on the master object would
 manage all sub-objects and deal with special interactions. I'm not
 totally sure this is all possible, but I'll wager it is. Probably one
 of the FG gurus can think of a better way.



 I don't know if anyone has considered the possibilities of having generic
 mp-objects, but without them transmitting data as if an mp-user.  If this
 was possible, it would not be a stretch for one of the FG community to
 provide a server that hosted these semi-static mp-objects.

 All of the ideas presented here may not be needed to achieve the base goal,
 but I believe there is a value to the Flightgear mp environment if it is
 achievable.  (Without going into more tangents, I believe this could also
 open the door for other Flightgear enhancements)

 I would appreciate meaningful comments.
 Thanks,
 Peter


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Re: [Flightgear-devel] Hang on reset

2011-01-02 Thread henri orange
Hello Jon
Do we have flightgear git sync with jsbsim cvs ?
That could explain.

2011/1/1 Jon S. Berndt jonsber...@comcast.net

 I seem to vaguely recall some issue with resetting (with JSBSim). I had
 thought that the most recent JSBSim code fixed that, though.



 Jon





 *From:* henri orange [mailto:hohora...@gmail.com]
 *Sent:* Saturday, January 01, 2011 7:32 AM
 *To:* FlightGear developers discussions
 *Subject:* Re: [Flightgear-devel] Hang on reset





 2010/12/31 AJ MacLeod aj-li...@adeptopensource.co.uk

 Am I alone in seeing flightgear hanging every time after doing a reset?  My
 SG/FG/Data are all current, though I haven't built OSG in a while...

 AJ

 --


 -

 No, you are not alone.
 I noticed some isues with every  JSBSIM models, recent fg git version and
 osg devel-version 2.9.9
 You may refer to these link

 http://sourceforge.net/tracker/?func=detailaid=3139100group_id=19399atid=119399

 http://sourceforge.net/mailarchive/forum.php?thread_name=24500694.13914831292331331212.JavaMail.root%40spooler4-g27.priv.proxad.netforum_name=flightgear-devel

 --
 Best regards,

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 Official grtux hangar maintainer

 -




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Re: [Flightgear-devel] Hang on reset

2011-01-01 Thread henri orange
2010/12/31 AJ MacLeod aj-li...@adeptopensource.co.uk

 Am I alone in seeing flightgear hanging every time after doing a reset?  My
 SG/FG/Data are all current, though I haven't built OSG in a while...

 AJ

 --


 -

No, you are not alone.
I noticed some isues with every  JSBSIM models, recent fg git version and
osg devel-version 2.9.9
You may refer to these link
http://sourceforge.net/tracker/?func=detailaid=3139100group_id=19399atid=119399
http://sourceforge.net/mailarchive/forum.php?thread_name=24500694.13914831292331331212.JavaMail.root%40spooler4-g27.priv.proxad.netforum_name=flightgear-devel

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Re: [Flightgear-devel] Question about snow and rain norm property

2010-12-22 Thread henri orange
Hi, Torsten,

Thanks.
This helped me.
Since, with the fdm, the target is to identify the real time status of the
terrain under, with snow-norm or with rain-norm and the target is to
calculate the aircraft behavior against these parameters, If my
understanding , about your idea,  is right , it is better to use the newer
properties /environment/barbaz.
Thus, we don't mind if the values are fictive, coming from the user local
customized weather, or real,  coming from metar, or an intermediate value,
due to the  time-based interpolation controller, we only mind to use the
ground simulation real time value at the aircraft simulation real time
position.
Doing that, i guess will avoid any difference in between , the visual on
screen , and the calculated ground reaction.


2010/12/21 Torsten Dreyer tors...@t3r.de

  Hi,
 
  I just notice some modifications about the snow  and rain norm property,
  which seems to be exposed twice.
  One place,  in the /environment directory , which is new;  and an other
  place in the /environment/metar  directory , which is the old usable
 place.
  I am maintaining a lot of Aircraft, which are using these property ( snow
  and rain norm ) within the Aircraft JSBSIM FDM, ground reaction related.
  My question:
  right now, which place i must refer to ? the old one
  /environment/metar/rain  or the new one /environment/rain  or
  both, depending on , real weather in use,  yes or no
  Won't it be better to get it exposed only once.
 
 The idea behind splitting these is to have the properties
 /environment/metar/foobar
 represent the weather as reported in the corresponding METAR and the
 properties
 /environment/barbaz
 represent the weather at you current position. These two are not
 necessarily
 the same. Currently, the values flow from /environment/metar to
 /environment
 with the time-based interpolation controller in
 $FGDATA/Environment/metarinterpolator.xml or any other environment
 controller,
 like the Local-Weather system from Thorsten Renk.
 Currently under development is to have more than one METAR report and be
 able
 to have lateral interpolation together with timed interpolation. These
 reports
 will live under /environment/metar[0], /environment/metar[1], etc. probably
 ordered by distance to current position.
 For the time being, you should be safe using snow and rain from
 /environment/metar but in the long run, you might have to think about which
 property to use: current position or at a certain airport.

 Hope this helps

 Torsten


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Re: [Flightgear-devel] Some community comments (was: Scenery Corner)

2010-12-22 Thread henri orange
Hi,
First all, for some reason, i have been, only  recently involved in the
Flightgear life, though being an old user of flight  simulators.
I don't understand, that talk mailinglist  versus forum.
Each one can find easier  to use one , or the other according to his
feeling, or according to his resources  (know how, computer, communication
line ..).

When reading both, i just noticed that there could be some stupidity said
within the forum, which are the opportunity of long and sterile talk.
Though, we can notice some debate, which  are there, of a very high quality,
unfortunately lost in the common recipient.

Here,  mailinglist, the talks and and questions are more selective and more
accurate.

Like Mr  Spott said about his silent when is  trying to achieve within the
FlightGear project, the mailinglist population can be silent about the
result.
I f there is not any aaah's and oooh's that does not mean the user do not
appreciate the quality.

Thorsten,  may i include some remark about your, here and there, answers.
I can be wrong, and i can have misunderstood your mind, if yes, my
apologizes.

I do understand that you are positioning on the same range of quality,  the
eye candy,  and,  the realistic simulation and environment of an aircraft
flight behavior.

About model:
There is a lot of aircraft ( too much) within flightgear which are eye
candy perfect,  with the full generic effect panoply stuff, unfortunately
built with a crazy  flight behavior making to laugh any user ( but young
player ).
Don't an unachieved Aircraft FDM which gives the priority to the flight
specifications, and temporary do not process the behavior on ground  (though
i do not understand the Mr Baranger remark, you refer to), represents and
promote the best of  the flightgear potential ?
Don't the first priority when making an Aircraft is to make a good fdm ?
Don't the f16 or Lightning better than the f14 ?  to me the answer is:  the
f14 is not the best one.

Flight simulation does not mean special effect movie like. Or, we are
talking something else,, which won't take place here.

The higher range notation of any model must be first given to the flight
behavior, the eye candy notation, is minor, only a packaging.

About scenery:
When i first got in touch with the Mr  Spott 's scenery , i was impressed by
the result, which is to me enough. Thus we can have an airborne over terrain
which are not fictive.
Yes better terrain profile and details ( for instance the st Marteen airport
)  , are welcome, however,  low details scenery is better than nothing, and
i don't mind if i cannot find my house, or my preferred beach on the
scenery.


2010/12/22 thorsten.i.r...@jyu.fi

 Hi Martin,

 I also find it rather interesting to read something about the 'invisible'
 work behind the scenery - thank you for letting us know. It's sometimes
 difficult to appreciate the work that is not directly seen, and it helps a
 lot if you tell us.

 Thanks for the hard work.

 However, there is one sentence in your descriptions which I did not like,
 because it expresses a sentiment which I do not like at all about the
 Flightgear community. Please let me take the time to explain. The sentence
 I mean is


  This sort
  of Scenery development is substantially different from craving for
  aaah's and oooh's on The Forum after you successfully managed to follow
  an elaborate and nicely illustrated recipe on how to build FlightGear
  Terrain.

 I don't know for a fact what you want to imply, but it reminds me of
 something for example Vivian expressed a while ago with regard to judging
 cockpits by visual detail. Vivian wrote:

  I would suggest that as such it has little
  value for a Flight Sim such as ours which values accuracy above all else.
  Bit of fun for the forum though.

 Let me now speak more to the audience at large, rather than to Martin
 personally... In both statements I read the following ideas (I don't know
 if you literally meant that - but that's what came across)

 * while the mailinglist is for real work, the forum is just for playing
 around

 * consequently, while the forum can be impressed by cheap tricks and eye
 candy, the 'real' development community cares about more important things
 such as accuracy


 Let me take a virtual needle and deflate the claims a bit. Until recently,
 Flightgear's idea of a weather change was that pressure, wind and
 visibility instantly jump from one value to another. Hardly what I would
 call accuracy. Doing it differently by means of an interpolation isn't
 even technically complicated (my 1/d weighted routine was 40 lines or so)
 or would require terrible computing power - there was just nobody
 sufficiently interested before 2.0.0 came out.

 Or, as Emmanuel Baranger has pointed out repeatedly, the fact the JSBSim
 planes can frequently land on water can hardly be called accurate.

 I could go on, but I think my point is clear - the Flightgear development
 community doesn't value accuracy as such, but 

[Flightgear-devel] Question about snow and rain norm property

2010-12-21 Thread henri orange
Hi,

I just notice some modifications about the snow  and rain norm property,
which seems to be exposed twice.
One place,  in the /environment directory , which is new;  and an other
place in the /environment/metar  directory , which is the old usable place.
I am maintaining a lot of Aircraft, which are using these property ( snow
and rain norm ) within the Aircraft JSBSIM FDM, ground reaction related.
My question:
right now, which place i must refer to ? the old one
/environment/metar/rain  or the new one /environment/rain  or
both, depending on , real weather in use,  yes or no
Won't it be better to get it exposed only once.

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[Flightgear-devel] message: Warning: TangentSpaceGenerator: unknown primitive mode 9 why?

2010-12-20 Thread henri orange
Hi, project members
 At FG load, i get a lot of these warning messages:

TangentSpaceGenerator: unknown primitive mode 9

Is it just me ? is there any possibility to avoid it ?

Thanks.

Best regards,

Alva,
Official grtux hangar maintainer.
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[Flightgear-devel] Some Aircraft ( jsbsim fdm ?) cannot reset

2010-12-14 Thread henri orange
Hi, project members

When i try to reset an Aircraft which is flying  with a jsbsim fdm ( for
instance the f16)
the program stop and i get an error with the message:

 Tried to initialize a non-existent engine!

 Aircraft propulsion element has problems in file
/wrklvm/FlightGear/data/Aircraft/f16/f16.xml
 Unknown exception in the main loop. Aborting...


II do  not notice any similar error with, others fdm (yasim, uiuc )
though i did not tried all of  these ~400 models

Is it just me ? is it specific to some jsbsim Aircraft ? is it specific to
jsbsim ?

Best regards,


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Re: [Flightgear-devel] Some Aircraft ( jsbsim fdm ?) cannot reset

2010-12-14 Thread henri orange
Though, i have just tested an other airplane without any engine, the glider
sgs233.
The reset is working.
Thus we could conclude , only the aircraft engine loading part is  causing
the crash.
Alva

2010/12/14 James Turner zakal...@mac.com


 On 14 Dec 2010, at 11:51, henri orange wrote:

  II do  not notice any similar error with, others fdm (yasim, uiuc )
 though i did not tried all of  these ~400 models
 
  Is it just me ? is it specific to some jsbsim Aircraft ? is it specific
 to jsbsim ?

 http://code.google.com/p/flightgear-bugs/issues/detail?id=204

 It seems to affect all JSBSim aircraft. We haven't yet pinpointed the
 changes (in JSBSim or FG) that introduced this regression.

 James



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Re: [Flightgear-devel] GIT P-38-Lightning segfaulting

2010-12-12 Thread henri orange
Hi,
I am the guy who is officially in charge to maintain the grtux hangar.

However that model ( like the others by Gérard which are coming from the old
cvs repo ) has not been updated for  months.
Right now, none of these models  are working since,  were done to fly up to
FG 1.9.1.

Some of these models are or were duplicate with other similar models done
recently by Mr Baranger, which are (i guess) longer maintained.

The P-38 Lightning you refer to is in such case.
The best, to me, would  be to ignore that old outdated version, or better to
remove it from GIT.


Regards

Alva
Official grtux hangar maintainer.


2010/12/12 Hal V. Engel hven...@gmail.com

 I was looking over current model to see if there was anything I could
 steal
 that would help advance the p51d.  In the process I discovered the the
 P-38-
 Lightning from GIT segfaults with the following:

 Fatal error:
  FGTable: column lookup is not monotonically increasing
  in column 2 of table in aero/function/kCLpw:
  0=0.04

 I ran into the same problem with my model when the Nov. 30 JSBSIm update
 happened.  In my case I only had one lookup value in one table was not
 monotonic but I had some lookups that were decreasing monotonically that I
 needed to fix.

 It is good that JSBSim is catching these issues but there are likely to be
 other models that now have issues that need to be corrected.

 Hal


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Re: [Flightgear-devel] GIT P-38-Lightning segfaulting

2010-12-12 Thread henri orange
with the topic Nonfunctional airplane
http://sourceforge.net/mailarchive/message.php?msg_id=26649893

i had sent an answer regarding the known duplicate models.


quote==
Hi,
That won't be a problem for  the FlighGear users,
These models are getting duplicated with some others recent  models (done by
E
Baranger ) which i guess are working with FG git version.

=SR71-Blachbird/Blackbird  can be replaced by Lockheed-SR71
=P-38-Lightning/P-38L can be replaced by Lockheed-P38
=Noratlas/N2502 can be replaced by Nord2502


Regards,

  ALVA

=quote


2010/12/13 henri orange hohora...@gmail.com

 Hi,
 I am the guy who is officially in charge to maintain the grtux hangar.

 However that model ( like the others by Gérard which are coming from the
 old cvs repo ) has not been updated for  months.
 Right now, none of these models  are working since,  were done to fly up to
 FG 1.9.1.

 Some of these models are or were duplicate with other similar models done
 recently by Mr Baranger, which are (i guess) longer maintained.

 The P-38 Lightning you refer to is in such case.
 The best, to me, would  be to ignore that old outdated version, or better
 to remove it from GIT.


 Regards

 Alva
 Official grtux hangar maintainer.


 2010/12/12 Hal V. Engel hven...@gmail.com

 I was looking over current model to see if there was anything I could
 steal
 that would help advance the p51d.  In the process I discovered the the
 P-38-
 Lightning from GIT segfaults with the following:

 Fatal error:
  FGTable: column lookup is not monotonically increasing
  in column 2 of table in aero/function/kCLpw:
  0=0.04

 I ran into the same problem with my model when the Nov. 30 JSBSIm update
 happened.  In my case I only had one lookup value in one table was not
 monotonic but I had some lookups that were decreasing monotonically that I
 needed to fix.

 It is good that JSBSim is catching these issues but there are likely to be
 other models that now have issues that need to be corrected.

 Hal


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Re: [Flightgear-devel] Aircraft model/cockpit rating

2010-12-01 Thread henri orange
Le mercredi 01 décembre 2010 14:06:11, thorsten.i.r...@jyu.fi a écrit :
  One example that strikes me is the c172p, though I'm biased as one of the
  maintainers of the aircraft, and it is rated accurately according to
  your criteria :)
 
 Compared with, say, the A-10, the F-14b or the Tu-154b (which is not in
 the GIT repository) - how would you rate the c172p cockpit? Would you say
 that it has the same quality, would you say that it is better or worse?
 


Hi,

I am not fully aware with such talk, so my answer could be out of your target.

A cockpit must be close to the real one, instrument position, and 
functionality ( i have read from Mr Martin Spott and Mr Vivian Meazza a 
similar opinion ) .
The instruments must be readable, nothing else, no additional , suppose to be, 
eye candy artifact which would be unacceptable on a real aircraft. Yes, we can 
accept flat instrument.
We can notice some instruments on some models which are crazy and unrealistic, 
yes eye candy, but unusable.  And i am not talking about the stupid 
indications which could be given.
Does Flightgear is a simulator or a Van Gogh painting ?

The c172p is to me the first , since it it is validated by real pilot , and 
probably the Tu-154b.

May be the A-10 and F-14b are right, may be not , as long a pilot did not say 
yes it is OK.

Please don't fall in the MSFS policy, when the eye candy is the main approach.

I hope i didn't hurt anybody  with my answer, in case of, i apologize.

Thanks for your work.

Alva

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[Flightgear-devel] Fwd: Aircraft model/cockpit rating

2010-12-01 Thread henri orange
-- Forwarded message --
From: henri orange hohora...@gmail.com
Date: 2010/12/1
Subject: Re: [Flightgear-devel] Aircraft model/cockpit rating
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net


Le mercredi 01 décembre 2010 14:06:11, thorsten.i.r...@jyu.fi a écrit :
  One example that strikes me is the c172p, though I'm biased as one of
the
  maintainers of the aircraft, and it is rated accurately according to
  your criteria :)

 Compared with, say, the A-10, the F-14b or the Tu-154b (which is not in
 the GIT repository) - how would you rate the c172p cockpit? Would you say
 that it has the same quality, would you say that it is better or worse?



Hi,

I am not fully aware with such talk, so my answer could be out of your
target.

A cockpit must be close to the real one, instrument position, and
functionality ( i have read from Mr Martin Spott and Mr Vivian Meazza a
similar opinion ) .
The instruments must be readable, nothing else, no additional , suppose to
be,
eye candy artifact which would be unacceptable on a real aircraft. Yes, we
can
accept flat instrument.
We can notice some instruments on some models which are crazy and
unrealistic,
yes eye candy, but unusable.  And i am not talking about the stupid
indications which could be given.
Does Flightgear is a simulator or a Van Gogh painting ?

The c172p is to me the first , since it it is validated by real pilot , and
probably the Tu-154b.

May be the A-10 and F-14b are right, may be not , as long a pilot did not
say
yes it is OK.

Please don't fall in the MSFS policy, when the eye candy is the main
approach.

I hope i didn't hurt anybody  with my answer, in case of, i apologize.

Thanks for your work.

Alva
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[Flightgear-devel] Warning: TangentSpaceGenerator: unknown primitive mode 9

2010-11-29 Thread henri orange
Hi,
I am getting that warning message ( a lot   :( )
Is it a known issue ?
What can be done to avoid it ?

Since, i have a lot of customized, Scenery, Aircraft models, AI models
which could explain the issue, i could be alone to get such Warning.
In such case forget the noise.

Thanks

Alva



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[Flightgear-devel] Nimitz Catapult 4 wrong position

2010-11-26 Thread henri orange
Hi, navy specialists,


 With a recent Git version, the carrier Nimitz catapult number 4 is defined
at

a wrong position, + or - on catapult number 3 .

Was not the case on an earlier FGGIT version.

Is it on purpose ?


 Thanks

Alva
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[Flightgear-devel] FG GIT update with JSBSIM cvs

2010-11-26 Thread henri orange
Hi, devel

I am working on models which are jsbsim FDM.
My target is to update these models in order to get it, last jsbsim version
compatible.
How can i build FG with the most recent jsbsim version ?
Since , the FG Gitorious does not include the last jsbsim version (it is not
sync with)

Many thanks for the answer.

Alva
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Re: [Flightgear-devel] FG GIT update with JSBSIM cvs

2010-11-26 Thread henri orange
2010/11/26 Ron Jensen w...@jentronics.com

 On Friday 26 November 2010 08:39:16 henri orange wrote:
  Hi, devel
 
  I am working on models which are jsbsim FDM.
  My target is to update these models in order to get it, last jsbsim
 version
  compatible.
  How can i build FG with the most recent jsbsim version ?
  Since , the FG Gitorious does not include the last jsbsim version (it is
  not sync with)
 
  Many thanks for the answer.
 
  Alva

 In the JSBSim CVS project (http://jsbsim.sourceforge.net/download.html)
 there
 is a script called admin/jsb2fg that will copy the JSBSim CVS project files
 into the flightgear git source tree.

 Ron


Thanks for the quick answer.
I'll try out.

Alva
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Re: [Flightgear-devel] Nimitz Catapult 4 wrong position

2010-11-26 Thread henri orange
2010/11/26 Vivian Meazza vivian.mea...@lineone.net

  Yes, on purpose. We have an issue with aircraft falling through the deck:



 http://code.google.com/p/flightgear-bugs/issues/detail?id=183



 We hope to revert this change as soon as possible. This was explained in
 the commit message for this update



 Vivian



 -Original Message-
 *From:* henri orange [mailto:hohora...@gmail.com]
 *Sent:* 26 November 2010 12:43
 *To:* FlightGear developers discussions
 *Subject:* [Flightgear-devel] Nimitz Catapult 4 wrong position



 Hi, navy specialists,



 With a recent Git version, the carrier Nimitz catapult number 4 is defined
 at

 a wrong position, + or - on catapult number 3 .

 Was not the case on an earlier FGGIT version.

 Is it on purpose ?



 Thanks

 Alva

 Thanks for the quick answer.
I didn't noticed the issue.

Alva
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