Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-07 Thread George Patterson
On Thu, 2006-01-05 at 23:37 +, Lee Elliott wrote:
> On Thursday 05 Jan 2006 22:46, Curtis L. Olson wrote:
> > Martin Spott wrote:
> > >Hello Durk,
> > >
> > >Durk Talsma wrote:
> > >>I still haven't firmly decided how ATC should interact with
> > >> AI traffic, but that these systems should be integrated has
> > >> always been part of my overarching design plan. Since my AI
> > >> developments are based on extending the AIModels code, this
> > >> would naturally move toward a fully integrated system.
> > >
> > >To me it's obvious why MP and AI are partially going to be
> > > merged some day, because both are 'exterior' sources of
> > > aircraft movement from the FlightGear users' point of view.
> > > If you think of integrating ATC with AI as well, then please
> > > keep in mind that a special situation arises because we are
> > > unlikely to convince AI aircraft to listen to 'human' ATC 
> > > :-)
> >
> > Also, who ever is developing and working on the MP and AI
> > code:
> >
> > PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
> > PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
> > PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
> > PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE!
> >
> > Please consider users with multiple display channels driven
> > from multiple computeres synced together over the network.
> >
> > Nothing is more embarassing (well maybe I shouldn't say
> > nothing) than demoing the new sim software on a 6 screen
> > visual system flightgear based simulator and having 6
> > independent ATC/Tower communications sessions going (one on
> > each screen) and then having different airplanes appear on one
> > screen and not on any of the others.
> >
> > Please consider some way to replicate the MP/AI traffic across
> > multiple visual channels, perhaps slave from one master
> > machine that communicates with the outside MP server.
> >
> > Thanks!
> >
> > Curt.
> 
> I was just wondering if pigeon's FG map web-site could be adapted 
> to function as a radar and had started to think about how it 
> might be nice to include AI traffic as well when the problem of 
> inconsistent AI aircraft that you mentioned above occurred to 
> me:)

My thoughts was to use the interface and code from air traffic
controller (airtraf hereafter, I didn't want to re-use the acronym atc)
(airtraffic.sf.net) for client.

I don't believe that we want the atc server integrated into flightgear
itself as the regional rules differ between countries and even perferred
runway.

I see it as airtraf-client optionally talks to airtraf-server which
talks to fg-server and then to the appropriate users. Airtraf supposedly
will function automatically when there are no human users connected.

> Perhaps a possible solution would be for the MP server to 
> generate AI traffic and for local AI traffic to be switched off 
> when connected to an MP server.

Better, might be for MP to be disabled if the player selects AI traffic.

> 
> For the multi-system type set-up you're using for your 6 screen 
> configuration there would have to be some way of nominating one 
> of the systems to take on the MP AI role, with the remaining 
> systems treating it as an MP server.

I'm not getting involved in this point as I feel I'm not suitably
qualified.

Anyway, I have emailed the project leader for his(??) opinion on the
matter. If I get shouted down here, then so be it. :-P


Regards



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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-07 Thread Curtis L. Olson

Durk Talsma wrote:

Well I guess, a basic solution would be to have a master/slave mode for the 
AIModels subsystem, where the master computer does the "intelligent" AIModels 
work, and sends the resulting data across the network. The remaining 
computers, wouldn't have the AIModels system do anything, except process the 
incoming data.


I don't think that this scenario would be impossible to implement, and has 
actually some attractive advantages (for example, the master AIModels 
computer could be configured to emphasize AImodels processing, at the cost of 
graphics display functions, it it were to be run on a system that was hooked 
up to the network, but not part of the display system).


Like Dave, however, I don't have enough computer resource available to test 
this, so we would need to depend on a developer with the means to actually 
test this. Curt, I know how extremely busy you are, but would you be willing 
to test this, once we get to the point where this might become a reality?
 



Sure I can do some testing.  I now have pretty convenient access to a 
permanent multidisplay configuration.


Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d



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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-07 Thread Martin Spott
John Wojnaroski wrote:
> Not sure this is what you're looking for.
> http://openatc.sourceforge.net/test/
> IIRC there were some discussions about an ATC program that would work 
> with the TNL libraries, and I seem to recall a project page on SF. But, 
> as noted, it seems to have vanished...

Yep, I remember this discussion. What I have in mind is the screenshot
of an old-style, round and green radar screen and I connect this to the
xATC project   but I'm no more that sure about it  ;-)

Thanks for your input,
Martin.
-- 
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--


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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-07 Thread Durk Talsma
On Friday 06 January 2006 00:38, Dave Culp wrote:
> On Thursday 05 January 2006 04:46 pm, Curtis L. Olson wrote:
> > Also, who ever is developing and working on the MP and AI code:
> >
> > PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
> > PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
> > PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE!
> >
> > Please consider users with multiple display channels driven from
> > multiple computeres synced together over the network.
>
> I can consider it all I want, but unless I win the lottery I won't be able
> to test this :)  Maybe you'll just have to disable that stuff, or find a
> developer who is able to test it.
>
> Dave
>
>

Well I guess, a basic solution would be to have a master/slave mode for the 
AIModels subsystem, where the master computer does the "intelligent" AIModels 
work, and sends the resulting data across the network. The remaining 
computers, wouldn't have the AIModels system do anything, except process the 
incoming data.

I don't think that this scenario would be impossible to implement, and has 
actually some attractive advantages (for example, the master AIModels 
computer could be configured to emphasize AImodels processing, at the cost of 
graphics display functions, it it were to be run on a system that was hooked 
up to the network, but not part of the display system).

Like Dave, however, I don't have enough computer resource available to test 
this, so we would need to depend on a developer with the means to actually 
test this. Curt, I know how extremely busy you are, but would you be willing 
to test this, once we get to the point where this might become a reality?

Cheers,
Durk


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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-07 Thread Durk Talsma
On Thursday 05 January 2006 23:44, Paul Surgeon wrote:
> On Thursday 05 January 2006 21:13, Durk Talsma wrote:
> > I haven't firmly
> > decided yet, but I'm considering starting to tackle airway following
> > code, which is in a way quite similar to the ground network.
>
> Now that would be amazing. No other desktop sim has AI flying realistic
> flightplans along airways.

The only other desktop FlightSim I know in fair detail is MSFS, and fact that 
all AI traffic follows straight point to point routes drives me nuts. 
Especially when Flying across continental Europe with the major project AI 
airlines packages installed, which results in major proximity alerts about 
every five minutes. 

There are still a few gotcha's to think about, to prevent "ridiculous 
routing", but the general idea is to find a way through the airway network 
stored in data/Navaids/awy.dat.gz in a way much similar to the trace 
algorithm used in src/Airports/groundnetwork.[ch]xx

Once a good route is found, it can be stored in a cache directory on disk, so 
its' available for fast access.

Cheers,
Durk

>
> Of course we may not be flying airways in real life for much longer with
> all the GPS and automated routing ideas floating around.
> Maybe "GPS direct" isn't so far fetched after all.
>
> Paul
>
>
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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-07 Thread Durk Talsma
On Thursday 05 January 2006 23:39, Karsten Krispin wrote:
> Am Donnerstag, 5. Januar 2006 23:32 schrieb Martin Spott:
> > To me it's obvious why MP and AI are partially going to be merged some
> > day, because both are 'exterior' sources of aircraft movement from the
> > FlightGear users' point of view. If you think of integrating ATC with
> > AI as well, then please keep in mind that a special situation arises
> > because we are unlikely to convince AI aircraft to listen to 'human'
> > ATC  :-)
>
> Hi Martin,
>
> I don't believe that this is a problem at all. We can mask a aircraft as AI
> so that a human controller knows, he has to command the aircraft only "by
> text". Where "by text" means the command window - For lazy controllers this
> windows also creates readable text messages when the command is for a human
> pilot and sends this over network/whatever...
>
> Karsten
>

This is quite an interesting idea, although a bit speculative at the moment, 
because this is beyond the current stage of code development. 

One alternative possibility would be to work with separate scenarios: 1) Human 
Multiplayer, Human ATC only,, no AI traffic using voice comms; 2) Human 
Multiplayer, plus AI traffic, Using AI ATC, and predefined text messages; 3) 
AI traffic, only, plus AI ATC. 

More variations would be possible, but quite a bit more development needs to 
be done.

Cheers,
Durk


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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-06 Thread Ampere K. Hardraade
On January 6, 2006 03:02 am, Martin Spott wrote:
> You put then whole idea question just because you don't know who would
> do the ATC ?
Please don't answer the question with a question.  Who's going to be the ATC?

> Doing things right (TM) is always an appealing argument. The real world
> has voice ATC communication, so doing things right would imply doing
> the same in FlightGear as well. But "doing things right" is not the
> point here. 
What are you talking about?!  "Doing things right" has always been the point 
in FlightGear.  Yes, the real world has voice ATC communication, and this 
does imply FlightGear should do the same.  However, for the third time I am 
going to repeat this: it is going to be a useless feature.  You don't have 
anyone being the ATC.  Even if you do, there is not going to be enough 
"coverage", and one would end up relying on some text-based AI-ATC system at 
the end of the day.

As some people have pointed out, the voice feature makes ATC communication 
easier.  But where the heck is our ATC feature?

Ampere


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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-06 Thread John Wojnaroski

Not sure this is what you're looking for.
http://openatc.sourceforge.net/test/
IIRC there were some discussions about an ATC program that would work 
with the TNL libraries, and I seem to recall a project page on SF. But, 
as noted, it seems to have vanished...


JW

Martin Spott wrote:


Oliver Schroeder wrote:
 


On Thursday 05 January 2006 18:09,  Martin Spott wrote:
   



 


The software that I had in mind is "xATC". Although I still have a copy
of the 1.3b release I have the impression that the project has closed.
I'm not sure about the license.
 


Do you have an URL to the project?
   



I've been looking for the page but I have the impression it's already
been removed. John W. might know if something's still present. You'll
find a copy of the source code here (please remember that I'm not sure
about the Copyright !):

 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Devel/xatc-1.3b.tar.gz

Martin.
 





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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-06 Thread Martin Spott
Oliver Schroeder wrote:
> On Thursday 05 January 2006 18:09,  Martin Spott wrote:

>> The software that I had in mind is "xATC". Although I still have a copy
>> of the 1.3b release I have the impression that the project has closed.
>> I'm not sure about the license.
> 
> Do you have an URL to the project?

I've been looking for the page but I have the impression it's already
been removed. John W. might know if something's still present. You'll
find a copy of the source code here (please remember that I'm not sure
about the Copyright !):

  ftp://ftp.ihg.uni-duisburg.de/FlightGear/Devel/xatc-1.3b.tar.gz

Martin.
-- 
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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-06 Thread cmetzler

Martin Spott wrote:
>
> Doing things right (TM) is always an appealing argument. The real world
> has voice ATC communication, so doing things right would imply doing
> the same in FlightGear as well. But "doing things right" is not the
> point here. In fact I know several people who use MSFS right because
> there is the ability to do voice ATC, people who do flying in real life
> as well. Personally I'm convinced we'll learn to run pretty quickly
> once we have legs that also feature the "running" mode.

Still another point:  even if nobody intended to try and implement this
stuff until much later, maybe it's worth considering now just to make
sure that changes to the software between now and then don't make it
*impossible* to implement later.  In this case, "doing things right"
may mean considering it now just enough to determine what architectural
qualities must be preserved through the other code changes that occur,
and thus what other contributed code should *not* do.

-c






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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-06 Thread Vassilii Khachaturov
> be a useless feature (for quite a long time) -- who is going to be the ATC?
> And let's not forget that a voice-based ATC would be incompatible with the AI
> system that we have now, or would have in the future.

I think it won't be useless. And it's fine to have one of the two enabled
at the same time. Actually, right now when I am playing in a multiplayer
setup I have the AI turned off, and when I am playing standalone, I turn
them back on.

I am sure that if we provide a usable interface w/voice we could invite
more non-developers via the forums/r.a.simulators/r.a.piloting to work as
ATC. I'd be happy to do it occasionally myself during free time.

V.



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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-06 Thread Oliver Schroeder
On Friday 06 January 2006 09:02,  Martin Spott wrote:
> "Ampere K. Hardraade" wrote:
> > I'm not saying FlightGear shouldn't do this.  I'm saying that this is
> > going to be a useless feature (for quite a long time) -- who is going to
> > be the ATC?
>
> [...]
>
> > Learn to walk before you learn to run.  Let's get things done right first
> > before we try and do anything fancy.
>
> You put then whole idea question just because you don't know who would
> do the ATC ?
>
> Doing things right (TM) is always an appealing argument. The real world
> has voice ATC communication, so doing things right would imply doing
> the same in FlightGear as well. But "doing things right" is not the
> point here. In fact I know several people who use MSFS right because
> there is the ability to do voice ATC, people who do flying in real life
> as well. Personally I'm convinced we'll learn to run pretty quickly
> once we have legs that also feature the "running" mode.

I think we are mixing different situations here. "Voice" and "ATC" are 
connected, on the other hand we have three different situtions, which need to 
be considered:

1) one user environment
This is probably most used environment. In this situation we have no human ATC 
operator and flightgear has to jump in and do it alone. In this case the ATC 
can be text driven, and perhaps be enhanced by a text to speech system.

2) multiuser environment (multiplayer)
In this environment things get complicated. The easiest way is to have human 
ATC operators which use some kind of VOIP application as discussed. And I 
really think that we should provide the necessary infrastructure, in that we 
tell people what software to install and what to configure to get things 
done. This can be done without _any_ change to flightgear itself. It will 
probably attract people who are simply interrested in ATC and not necessarily 
to a flightsimulation.
Obviously a human driven ATC will interfere with any local driven non-human 
ATC. So...

3) multiuser, part II
Mixing human and artificial ATC is IMHO very difficult. Assume we have some 
human ATC operators which provide ATC service for KSFO. I guess, they won't 
be able to supply a 24h service. However, in that case we must disable the 
artificial ATC for KSFO, but enable it for all other airports, since the user 
might be connected to the virtual world, but not flying around KSFO.

I guess it will be sufficient to assume that in a multiplayer environment we 
will either have human ATC operators, or no need for ATC because there are 
not many people around a given airport. So a user can decide to dis-/enable 
local ATC whenever he wants.

Just my 2 eurocent,
Oliver





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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-06 Thread Mathias Fröhlich
On Thursday 05 January 2006 23:32, Martin Spott wrote:
> Hello Durk,
>
> Durk Talsma wrote:
> > I still haven't firmly decided how ATC should interact with AI traffic,
> > but that these systems should be integrated has always been part of my
> > overarching design plan. Since my AI developments are based on extending
> > the AIModels code, this would naturally move toward a fully integrated
> > system.
>
> To me it's obvious why MP and AI are partially going to be merged some
> day, because both are 'exterior' sources of aircraft movement from the
> FlightGear users' point of view. If you think of integrating ATC with
> AI as well, then please keep in mind that a special situation arises
> because we are unlikely to convince AI aircraft to listen to 'human'
> ATC  :-)

I would even go a step further:
I would like to introduce a common case for a dynamic object in flightgear.
An AImodel or an ATCthing or the original simulated aircraft should be such a 
thing. That way we could unify some stuff.

   Greetings

Mathias

-- 
Mathias Fröhlich, email: [EMAIL PROTECTED]


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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-06 Thread Oliver Schroeder
Hi,

On Friday 06 January 2006 00:37,  Lee Elliott wrote:
> On Thursday 05 Jan 2006 22:46, Curtis L. Olson wrote:
> > Also, who ever is developing and working on the MP and AI
> > code:
> >
> > PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
> > PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
> > PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
> > PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE!
> >
> > Please consider users with multiple display channels driven
> > from multiple computeres synced together over the network.
> >
> > Nothing is more embarassing (well maybe I shouldn't say
> > nothing) than demoing the new sim software on a 6 screen
> > visual system flightgear based simulator and having 6
> > independent ATC/Tower communications sessions going (one on
> > each screen) and then having different airplanes appear on one
> > screen and not on any of the others.
> >
> > Please consider some way to replicate the MP/AI traffic across
> > multiple visual channels, perhaps slave from one master
> > machine that communicates with the outside MP server.
>
> I was just wondering if pigeon's FG map web-site could be adapted
> to function as a radar and had started to think about how it
> might be nice to include AI traffic as well when the problem of
> inconsistent AI aircraft that you mentioned above occurred to
> me:)

The problem with inconsistent AI objects should not exist. All we have to do 
is: make sure that there is only one source for every AI object. That means, 
that one instance of flightgear might feed 10 AI objects to the virtual 
world, but this instance is authorative for those objects. There are no other 
feeders for them. Although we might invent some failover mechanism, I think 
we shoot ourself in the head if we try to implement multiple feeders for one 
object and try to keep them in sync.

> Perhaps a possible solution would be for the MP server to
> generate AI traffic and for local AI traffic to be switched off
> when connected to an MP server.

In fact we could implement simple feeders which do nothing more then feeding 
some objects to the virtual world. But I would prefer to have a dedicated 
instance of flightgear to be the feeder, as it will reduce code replication. 
For ground objects (cars, trains whatever) the feeder will need terrain 
information, so why not use flightgear itself (without a visible user 
interface like openGL)?

> For the multi-system type set-up you're using for your 6 screen
> configuration there would have to be some way of nominating one
> of the systems to take on the MP AI role, with the remaining
> systems treating it as an MP server.

From my (multiplayer) point of view, there is no change whatsoever regarding 
multi display configurations. One instance of flightgear does the 
communication with the virtual world (server) and feeds only views to the 
remaining systems just as it is now.

regards,
Oliver


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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-06 Thread Oliver Schroeder
On Thursday 05 January 2006 18:09,  Martin Spott wrote:
> Oliver Schroeder wrote:
> >  A RADAR station can be implemented as a listener to the server, so the
> > server sends information of aircrafts to the radar just as to any other
> > client. Maybe I have to add some minor changes to the server code, but
> > all in all it should be pretty simple to create a listener.
> >  Any volunteers to implement a RADAR, step forward! :)
>
> The software that I had in mind is "xATC". Although I still have a copy
> of the 1.3b release I have the impression that the project has closed.
> I'm not sure about the license.

Do you have an URL to the project?

> Another approach is this one:
>
>   http://airtraffic.sourceforge.net/
>
> Maybe someone wants to feed him real data  :-)

I put a note on my website, so this hint don't gets lost.

cheers,
Oliver


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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-06 Thread Arnt Karlsen
On Thu, 5 Jan 2006 04:04:12 -0800 (PST), Trasca wrote in message 
<[EMAIL PROTECTED]>:
> 
> 
>  Hi all,
> 
> Yesterday I was thinking to try to model the
> plane that Curt suggested but I think implementing a
> voice ATC is much more pliable on my actual skills
> "good C/C++ & researching the net for components/API
> that can help me in achieving a scope & integrating
> the API/components & testing". So I am intersted in
> start to work to this voice ATC for FlightGear. Of
> course beeing new to FG maybe I am not seeing all the
> implications and all the complexity of such a project
> but it is intersting me a lot and I think I can
> achieve the final scope ot it. 
> 
> Still I need initial points from you to start(like
> similar systems in similar flight simulators + links
> with resources that you think that can help me + links
> with documentation. 

..the voip|voice|speech side of it, or the ATC side of it?  
In the latter case, you'll find lotsa stuff on "how it should be done"
and will be left with "implementing all that", in the former case you'll
be choosing "how it should be done" and pick a way that fits into FG,
there's _lotsa_ good stuff for Debian, which will only help frustrate
you.  ;o)

..you'll get more ideas in the thread, it's a good discussion.

.."big time" ATC is also a multi seat and multi channel operation, 
with handovers of aircraft between ATC units.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.




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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-06 Thread Martin Spott
"Ampere K. Hardraade" wrote:

> I'm not saying FlightGear shouldn't do this.  I'm saying that this is going 
> to 
> be a useless feature (for quite a long time) -- who is going to be the ATC?  
[...]
> Learn to walk before you learn to run.  Let's get things done right first 
> before we try and do anything fancy.

You put then whole idea question just because you don't know who would
do the ATC ?

Doing things right (TM) is always an appealing argument. The real world
has voice ATC communication, so doing things right would imply doing
the same in FlightGear as well. But "doing things right" is not the
point here. In fact I know several people who use MSFS right because
there is the ability to do voice ATC, people who do flying in real life
as well. Personally I'm convinced we'll learn to run pretty quickly
once we have legs that also feature the "running" mode.

Cheers,
Martin.
-- 
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--


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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Ampere K. Hardraade
On January 5, 2006 04:10 am, Martin Spott wrote:
> Could you probably back this with an explanation ? Voice-based ATC is
> done all over the world, why should'nt FlightGear do this as well ?
>
> Martin.
I'm not saying FlightGear shouldn't do this.  I'm saying that this is going to 
be a useless feature (for quite a long time) -- who is going to be the ATC?  
And let's not forget that a voice-based ATC would be incompatible with the AI 
system that we have now, or would have in the future.

Learn to walk before you learn to run.  Let's get things done right first 
before we try and do anything fancy.

Ampere


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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread David Luff
"Curtis L. Olson" writes:

> 
> Also, who ever is developing and working on the MP and AI code:
> 
> PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, 
> PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, 
> PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE!
> 

:-)

> Please consider users with multiple display channels driven from 
> multiple computeres synced together over the network.
> 
> Nothing is more embarassing (well maybe I shouldn't say nothing) than 
> demoing the new sim software on a 6 screen visual system flightgear 
> based simulator and having 6 independent ATC/Tower communications 
> sessions going (one on each screen) and then having different airplanes 
> appear on one screen and not on any of the others.
> 

ATC should be easy - simply disable it on all but one display.  AI is more 
tricky - I guess ideally you would like the AI aircraft to pass seamlessly from 
one monitor to another as it crosses the FOV.  Hmmm.

Cheers - Dave



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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread Dave Culp
On Thursday 05 January 2006 04:46 pm, Curtis L. Olson wrote:

> Also, who ever is developing and working on the MP and AI code:
>
> PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
> PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
> PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE!
>
> Please consider users with multiple display channels driven from
> multiple computeres synced together over the network.

I can consider it all I want, but unless I win the lottery I won't be able to 
test this :)  Maybe you'll just have to disable that stuff, or find a 
developer who is able to test it.

Dave


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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread Lee Elliott
On Thursday 05 Jan 2006 22:46, Curtis L. Olson wrote:
> Martin Spott wrote:
> >Hello Durk,
> >
> >Durk Talsma wrote:
> >>I still haven't firmly decided how ATC should interact with
> >> AI traffic, but that these systems should be integrated has
> >> always been part of my overarching design plan. Since my AI
> >> developments are based on extending the AIModels code, this
> >> would naturally move toward a fully integrated system.
> >
> >To me it's obvious why MP and AI are partially going to be
> > merged some day, because both are 'exterior' sources of
> > aircraft movement from the FlightGear users' point of view.
> > If you think of integrating ATC with AI as well, then please
> > keep in mind that a special situation arises because we are
> > unlikely to convince AI aircraft to listen to 'human' ATC 
> > :-)
>
> Also, who ever is developing and working on the MP and AI
> code:
>
> PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
> PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
> PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE,
> PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE!
>
> Please consider users with multiple display channels driven
> from multiple computeres synced together over the network.
>
> Nothing is more embarassing (well maybe I shouldn't say
> nothing) than demoing the new sim software on a 6 screen
> visual system flightgear based simulator and having 6
> independent ATC/Tower communications sessions going (one on
> each screen) and then having different airplanes appear on one
> screen and not on any of the others.
>
> Please consider some way to replicate the MP/AI traffic across
> multiple visual channels, perhaps slave from one master
> machine that communicates with the outside MP server.
>
> Thanks!
>
> Curt.

I was just wondering if pigeon's FG map web-site could be adapted 
to function as a radar and had started to think about how it 
might be nice to include AI traffic as well when the problem of 
inconsistent AI aircraft that you mentioned above occurred to 
me:)

Perhaps a possible solution would be for the MP server to 
generate AI traffic and for local AI traffic to be switched off 
when connected to an MP server.

For the multi-system type set-up you're using for your 6 screen 
configuration there would have to be some way of nominating one 
of the systems to take on the MP AI role, with the remaining 
systems treating it as an MP server.

LeeE



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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread Curtis L. Olson

Martin Spott wrote:


Hello Durk,

Durk Talsma wrote:

 

I still haven't firmly decided how ATC should interact with AI traffic, but 
that these systems should be integrated has always been part of my 
overarching design plan. Since my AI developments are based on extending the 
AIModels code, this would naturally move toward a fully integrated system. 
   



To me it's obvious why MP and AI are partially going to be merged some
day, because both are 'exterior' sources of aircraft movement from the
FlightGear users' point of view. If you think of integrating ATC with
AI as well, then please keep in mind that a special situation arises
because we are unlikely to convince AI aircraft to listen to 'human'
ATC  :-)
 



Also, who ever is developing and working on the MP and AI code:

PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, 
PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, 
PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE, PLEASE!


Please consider users with multiple display channels driven from 
multiple computeres synced together over the network.


Nothing is more embarassing (well maybe I shouldn't say nothing) than 
demoing the new sim software on a 6 screen visual system flightgear 
based simulator and having 6 independent ATC/Tower communications 
sessions going (one on each screen) and then having different airplanes 
appear on one screen and not on any of the others.


Please consider some way to replicate the MP/AI traffic across multiple 
visual channels, perhaps slave from one master machine that communicates 
with the outside MP server.


Thanks!

Curt.

--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d



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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread Paul Surgeon
On Thursday 05 January 2006 21:13, Durk Talsma wrote:
> I haven't firmly
> decided yet, but I'm considering starting to tackle airway following code,
> which is in a way quite similar to the ground network.

Now that would be amazing. No other desktop sim has AI flying realistic 
flightplans along airways.

Of course we may not be flying airways in real life for much longer with all 
the GPS and automated routing ideas floating around.
Maybe "GPS direct" isn't so far fetched after all.

Paul


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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread Karsten Krispin
Am Donnerstag, 5. Januar 2006 23:32 schrieb Martin Spott:
> To me it's obvious why MP and AI are partially going to be merged some
> day, because both are 'exterior' sources of aircraft movement from the
> FlightGear users' point of view. If you think of integrating ATC with
> AI as well, then please keep in mind that a special situation arises
> because we are unlikely to convince AI aircraft to listen to 'human'
> ATC  :-)

Hi Martin,

I don't believe that this is a problem at all. We can mask a aircraft as AI so 
that a human controller knows, he has to command the aircraft only "by text".  
Where "by text" means the command window - For lazy controllers this windows 
also creates readable text messages when the command is for a human pilot and 
sends this over network/whatever...

Karsten


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Re: AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread Martin Spott
Hello Durk,

Durk Talsma wrote:

> I still haven't firmly decided how ATC should interact with AI traffic, but 
> that these systems should be integrated has always been part of my 
> overarching design plan. Since my AI developments are based on extending the 
> AIModels code, this would naturally move toward a fully integrated system. 

To me it's obvious why MP and AI are partially going to be merged some
day, because both are 'exterior' sources of aircraft movement from the
FlightGear users' point of view. If you think of integrating ATC with
AI as well, then please keep in mind that a special situation arises
because we are unlikely to convince AI aircraft to listen to 'human'
ATC  :-)

Cheers,
Martin.
-- 
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--


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AI development plans (Was: Re: [Flightgear-devel] Multiplayer voice comunication)

2006-01-05 Thread Durk Talsma
On Thursday 05 January 2006 14:55, Martin Spott wrote:
> In other words (with a not that negative touch) this would say: We'd
> appreciate if ATC/AI developers would keep such a scenario in mind when
> they plan changes to this stuff.
> You can't doubt that voice ATC is reality, not only in real life but in
> desktop flight simulation as well. Why should FlightGear negate heading
> for this direction ?
>
> Martin.

[Since this mail turned out to become rather lengthy, I decided it might be 
better to continue this thread under a new subject name]. 

I still haven't firmly decided how ATC should interact with AI traffic, but 
that these systems should be integrated has always been part of my 
overarching design plan. Since my AI developments are based on extending the 
AIModels code, this would naturally move toward a fully integrated system. 

My global thoughts on a possible AI-based ATC system is that is going to be a 
module that monitors the behavior of AIModel aircraft in a certain sector, 
and that has the capability of overriding the preprogrammed AIAircraft 
routing commands to avoid conflict situations, or whatever. Information about 
this overriding behavior would then in parallel be sent in the form of a 
verbal instruction to a virtual radio unit and received in the users cockpit, 
by voice or text message, if the  user's radio is tuned to the right 
frequency. 

My plan is also, however, not to start working on integrating the AI system 
until after the basic AI routing system is finished.



FWIW, I have now finished the following parts of the AI traffic system:

- A global routing system, that is capable of letting AIModels based aircraft 
fly a rotating sequence of flights between two or more airports, that is, any 
airport in FlightGear's database. 

- Taxiway following at selected airports (currently only implemented for my 
hometown airport, but more network files are under development)

- Rudimentary support for ground network editing in David Luff's excellent 
Taxidraw program, so that users can add taxiway following for [name your 
favorite airport here]

- Very early development code for a routing table editor

- Dynamic preferential runway use, based upon wind, time-of-day, noise 
abatement procedures, and other possible restrictions.


I'm currently trying to clean up a few rough edges with respect to AIModels 
ground handling and in the mean time I'm thinking about what my next 
development goals for this year will be going to be. I haven't firmly decided 
yet, but I'm considering starting to tackle airway following code, which is 
in a way quite similar to the ground network. In addition to that, I'm also 
trying to continue working on developing the ground network editor and the 
routing table editor. All 'n' all, there's still enough to do. :-)

Cheers,
Durk


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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread George Patterson
On Thu, 2006-01-05 at 17:09 +, Martin Spott wrote:
> Oliver Schroeder wrote:
> 
> >  A RADAR station can be implemented as a listener to the server, so the 
> > server 
> > sends information of aircrafts to the radar just as to any other client. 
> > Maybe I have to add some minor changes to the server code, but all in all 
> > it 
> > should be pretty simple to create a listener.
> >  Any volunteers to implement a RADAR, step forward! :)
> 
> The software that I had in mind is "xATC". Although I still have a copy
> of the 1.3b release I have the impression that the project has closed.
> I'm not sure about the license.
> 
> Another approach is this one:
> 
>   http://airtraffic.sourceforge.net/
> 
> Maybe someone wants to feed him real data  :-)

I have had a read of the above site and already airtraffic has the
ability of switching between human and AI players. That is the game
continues when there is no human, under AI ATC control.

It's an interesting idea.

Regards

George



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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Martin Spott
Oliver Schroeder wrote:

>  A RADAR station can be implemented as a listener to the server, so the 
> server 
> sends information of aircrafts to the radar just as to any other client. 
> Maybe I have to add some minor changes to the server code, but all in all it 
> should be pretty simple to create a listener.
>  Any volunteers to implement a RADAR, step forward! :)

The software that I had in mind is "xATC". Although I still have a copy
of the 1.3b release I have the impression that the project has closed.
I'm not sure about the license.

Another approach is this one:

  http://airtraffic.sourceforge.net/

Maybe someone wants to feed him real data  :-)

Cheers,
Martin.
-- 
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--


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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Martin Spott
"Buchanan, Stuart" wrote:

> I feel slightly wary of voice-based comms within FG itself, if only
> because it is unlikely to be able to integrate within the current ATC/AI
> code.

In other words (with a not that negative touch) this would say: We'd
appreciate if ATC/AI developers would keep such a scenario in mind when
they plan changes to this stuff.
You can't doubt that voice ATC is reality, not only in real life but in
desktop flight simulation as well. Why should FlightGear negate heading
for this direction ?

Martin.
-- 
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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Oliver Schroeder
On Thursday 05 January 2006 13:33,  Erik Hofman wrote:
> Martin Spott wrote:
> > I'd like to underline these two points:
> > 1.) There won't be any volunteer who is serious about doing ATC
> > service as long as FlightGear does not have _appropriate_
> > capabilities. Appropriate capabilities in my eyes includes
> > something that resembles the functions of a radar screen plus ...
>
> Once the multiplayer code uses the AIModel code this would be easy.

There is currently development ongoing to implement multiplayer using 
AIModels. However, a RADAR system doesn't need this. A RADAR station just 
needs position information of nearby aircrafts. Additional info might be the 
channels a pilot listens to with his voice com equipment. Our efforts to use 
AIModels include sending properties over the wire, so it would be easy to 
include any frequencies if needed.
 A RADAR station can be implemented as a listener to the server, so the server 
sends information of aircrafts to the radar just as to any other client. 
Maybe I have to add some minor changes to the server code, but all in all it 
should be pretty simple to create a listener.
 Any volunteers to implement a RADAR, step forward! :)

regards,
Oliver


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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Martin Spott
Martin Spott wrote:

> As I understand the respective effort is already underway and simply
> just needs more time - which I appreciate very much because I'm a big
> fan of redundancy-avoidance  :-)

  when it comes to software design. Redundancy in the context of
data backups is a different story  :-)

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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Martin Spott
Erik Hofman wrote:
> Martin Spott wrote:

>> I'd like to underline these two points:
>> 1.) There won't be any volunteer who is serious about doing ATC
>> service as long as FlightGear does not have _appropriate_
>> capabilities. Appropriate capabilities in my eyes includes
>> something that resembles the functions of a radar screen plus ...
> 
> Once the multiplayer code uses the AIModel code this would be easy.

As I understand the respective effort is already underway and simply
just needs more time - which I appreciate very much because I'm a big
fan of redundancy-avoidance  :-)

Martin.
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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Erik Hofman

Martin Spott wrote:


I'd like to underline these two points:
1.) There won't be any volunteer who is serious about doing ATC
service as long as FlightGear does not have _appropriate_
capabilities. Appropriate capabilities in my eyes includes
something that resembles the functions of a radar screen plus ...


Once the multiplayer code uses the AIModel code this would be easy.

Erik


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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Trasca Virgil


 Hi all,

Yesterday I was thinking to try to model the
plane that Curt suggested but I think implementing a
voice ATC is much more pliable on my actual skills
"good C/C++ & researching the net for components/API
that can help me in achieving a scope & integrating
the API/components & testing". So I am intersted in
start to work to this voice ATC for FlightGear. Of
course beeing new to FG maybe I am not seeing all the
implications and all the complexity of such a project
but it is intersting me a lot and I think I can
achieve the final scope ot it. 

Still I need initial points from you to start(like
similar systems in similar flight simulators + links
with resources that you think that can help me + links
with documentation. 

Cheers,
Virgil 


--- "Buchanan, Stuart" <[EMAIL PROTECTED]>
wrote:

> 
> --- Martin Spott  wrote:
> > Christian Mayer wrote:
> > > Martin Spott schrieb:
> > 
> > >> Could you probably back this with an
> explanation ? Voice-based ATC is
> > >> done all over the world, why should'nt
> FlightGear do this as well ?
> > > 
> > > I understand the point that a real voice service
> does only make sense
> > > when there is an ATC service (at least for the
> big airports and
> > > instrument flying) that can handle it.
> > [...]
> > > Text messages have the big problem that when you
> are already missing a
> > > few hands during landing you would need an
> additional hand that
> > selects
> > > the correct text. A voice message would be
> parallel...
> > 
> > I'd like to underline these two points:
> > 1.) There won't be any volunteer who is serious
> about doing ATC
> > service as long as FlightGear does not have
> _appropriate_
> > capabilities. Appropriate capabilities in my
> eyes includes
> > something that resembles the functions of a
> radar screen plus ...
> > 2.) a medium that allows ATC to communicate with
> the pilots in a way
> > that really allows for doing ATC. Typing text
> messages definitely
> > does not fall in this category because ATC as
> well as the pilots
> > need their hands for other tasks. I don't know
> a single serious
> > pilot who is capable of flying an approach
> with just one hand (you
> > need one for the controls and the other for
> throttle/flaps/whatever
> > - not to speak of the necessary skills to type
> only with the
> > fingers on the other hand.
> 
> I feel slightly wary of voice-based comms within FG
> itself, if only
> because it is unlikely to be able to integrate
> within the current ATC/AI
> code. Having human ATC is great, but a fallback AI
> version would allow a
> small number of human ATC controllers to be part of
> a complete ATC
> environment.
> 
> I think there is probably more mileage in the
> menu-style system that is
> currently used for our ATC. If we could access the
> ATC menu options using
> the keyboard (numbers 1 - 9 on the top of the
> keyboard?) it wouldn't take
> too much effort on approach, and adding a free-form
> text box would be
> fairly 
> 
> Of course, just because you are using a text-based
> ATC system for the
> basic interaction, doesn't mean you can't use
> voice-comms on top of that
> to add realism. 
> 
> Regards,
> 
> -Stuart
> 
> 
>   
>
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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Buchanan, Stuart

--- Martin Spott  wrote:
> Christian Mayer wrote:
> > Martin Spott schrieb:
> 
> >> Could you probably back this with an explanation ? Voice-based ATC is
> >> done all over the world, why should'nt FlightGear do this as well ?
> > 
> > I understand the point that a real voice service does only make sense
> > when there is an ATC service (at least for the big airports and
> > instrument flying) that can handle it.
> [...]
> > Text messages have the big problem that when you are already missing a
> > few hands during landing you would need an additional hand that
> selects
> > the correct text. A voice message would be parallel...
> 
> I'd like to underline these two points:
> 1.) There won't be any volunteer who is serious about doing ATC
> service as long as FlightGear does not have _appropriate_
> capabilities. Appropriate capabilities in my eyes includes
> something that resembles the functions of a radar screen plus ...
> 2.) a medium that allows ATC to communicate with the pilots in a way
> that really allows for doing ATC. Typing text messages definitely
> does not fall in this category because ATC as well as the pilots
> need their hands for other tasks. I don't know a single serious
> pilot who is capable of flying an approach with just one hand (you
> need one for the controls and the other for throttle/flaps/whatever
> - not to speak of the necessary skills to type only with the
> fingers on the other hand.

I feel slightly wary of voice-based comms within FG itself, if only
because it is unlikely to be able to integrate within the current ATC/AI
code. Having human ATC is great, but a fallback AI version would allow a
small number of human ATC controllers to be part of a complete ATC
environment.

I think there is probably more mileage in the menu-style system that is
currently used for our ATC. If we could access the ATC menu options using
the keyboard (numbers 1 - 9 on the top of the keyboard?) it wouldn't take
too much effort on approach, and adding a free-form text box would be
fairly 

Of course, just because you are using a text-based ATC system for the
basic interaction, doesn't mean you can't use voice-comms on top of that
to add realism. 

Regards,

-Stuart



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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Martin Spott
Christian Mayer wrote:
> Martin Spott schrieb:

>> Could you probably back this with an explanation ? Voice-based ATC is
>> done all over the world, why should'nt FlightGear do this as well ?
> 
> I understand the point that a real voice service does only make sense
> when there is an ATC service (at least for the big airports and
> instrument flying) that can handle it.
[...]
> Text messages have the big problem that when you are already missing a
> few hands during landing you would need an additional hand that selects
> the correct text. A voice message would be parallel...

I'd like to underline these two points:
1.) There won't be any volunteer who is serious about doing ATC
service as long as FlightGear does not have _appropriate_
capabilities. Appropriate capabilities in my eyes includes
something that resembles the functions of a radar screen plus ...
2.) a medium that allows ATC to communicate with the pilots in a way
that really allows for doing ATC. Typing text messages definitely
does not fall in this category because ATC as well as the pilots
need their hands for other tasks. I don't know a single serious
pilot who is capable of flying an approach with just one hand (you
need one for the controls and the other for throttle/flaps/whatever
- not to speak of the necessary skills to type only with the
fingers on the other hand.

Unfortunately I don't have the skills and/or capabilities to implement
both ends. I can offer to set up and maintain the infrastructure that's
required for such a voice service - as long as the number of users
doesn't grow into several hundreds - but such a project would require
another volunteer to care for the client side, i.e. implement something
that couples voice communication to FlightGear (preferrably in a
portable and foresighted way).

Cheers,
Martin.
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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Martin Spott
Ben Clark wrote:

> [...] If multiplayer environments become crowded voice communications
> would be a perfect way to avoid collision. Maybe it would be a good idea to
> implement some ATC controls in FG (tracking radar with height, etc)

Didn't someone recently post the link to an OpenSource ATC application
that displays some sort of a radar screen ?

Martin.
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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Martin Spott
Christian Mayer wrote:

> Only having a very brief look linux-wildo it seems to have potential.
> But it looks like is has only one developer - that might become a
> problem if he decides to spend his time differently.
^
"she    her"  :-)

Martin.
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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Martin Spott schrieb:
> "Ampere K. Hardraade" wrote:
> 
> 
>>Although voice communication would be a great addition to FlightGear, it is 
>>going to be pretty useless feature.
> 
> 
> Could you probably back this with an explanation ? Voice-based ATC is
> done all over the world, why should'nt FlightGear do this as well ?

I understand the point that a real voice service does only make sense
when there is an ATC service (at least for the big airports and
instrument flying) that can handle it.

This ATC must be "maned" or "computered" somehow. Assuming we've got a
program that can simulate an ATC it still must interface the users.

Predefined text messages would be the easiest to start with - but they
can also work when the pilots have a voice chat between each other and
can also be used with text-to-speech so that everyone else hears it.

Text messages have the big problem that when you are already missing a
few hands during landing you would need an additional hand that selects
the correct text. A voice message would be parallel...

So the very far and big aim would be a speech recognition capable ATC...

Looking a few paragraphs back you see an assumption. That is currently
not true. And I know noone who trys to tackle that problem.

That leaves two possibilities: take it or leave it. Take it doesn't cost
anything and might bring some fun and attract someone who loves to write
the full blown ATC simulatior. Or leave it that also doesn't cost
anything - except having fun.

If someone integrates it I'd love to try it.

CU,
Christian

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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-05 Thread Martin Spott
"Ampere K. Hardraade" wrote:

> Although voice communication would be a great addition to FlightGear, it is 
> going to be pretty useless feature.

Could you probably back this with an explanation ? Voice-based ATC is
done all over the world, why should'nt FlightGear do this as well ?

Martin.
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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-04 Thread Ampere K. Hardraade
On January 4, 2006 06:59 pm, Ben Clark wrote:
> This would certainly be useful for people wanting to train up in air
> traffic control. If multiplayer environments become crowded voice
> communications would be a perfect way to avoid collision. Maybe it would be
> a good idea to implement some ATC controls in FG (tracking radar with
> height, etc), either in FG itself or by the pigeond.net map system. It'd
> sure be an exciting and fairly original feature for Flightgear :D

Although voice communication would be a great addition to FlightGear, it is 
going to be pretty useless feature.  I'd rather see a text-based AI-ATC 
system being hosted on some dedicate server that can provide ATC services for 
most airports, rather than having a voice system that doesn't serve any 
function.

Ampere


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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-04 Thread Ben Clark
This would certainly be useful for people wanting to train up in air traffic control. If multiplayer environments become crowded voice communications would be a perfect way to avoid collision. Maybe it would be a good idea to implement some ATC controls in FG (tracking radar with height, etc), either in FG itself or by the 
pigeond.net map system. It'd sure be an exciting and fairly original feature for Flightgear :DOn 04/01/06, Christian Mayer
 <[EMAIL PROTECTED]> wrote:
-BEGIN PGP SIGNED MESSAGE-Hash: SHA1Andrea Vezzali schrieb:> Hi All! Some time ago on the mailing list I read something about> multiplayer's voice comunication, does anyone is working on that? If yes
> what is the state of development? I'm asking that because I found this> GPL project http://linux-wildo.sourceforge.net/ that maybe interesting> for FG...
A voice communication tool that works together with multi player wouldbe great.It needs to fullfill at least a few requirements though:- - cross platform (i.e. run everywhere FG does)- - minimum use of resources
- - be stable and easy to setup or include in FG (that includes installingand firewall/NAT penetration)- - it should be actively supportedAt least the first two seem to be covered.Nice to have would be:
- - FGFS should be able to controll the voice link. Like adding staticsbased on the distance to the communication partner, etc. pp.- - seamless integration in FGOnly having a very brief look linux-wildo it seems to have potential.
But it looks like is has only one developer - that might become aproblem if he decides to spend his time differently.CU,Christian-BEGIN PGP SIGNATURE-Version: GnuPG v1.4.0 (MingW32)
iD8DBQFDvF1+lhWtxOxWNFcRAuM8AJwPYp/hi8FsTH0K885s07BklSo1+gCgpkL3bqrvqlLP20prrJ+IzmDvhxw==W6aL-END PGP SIGNATUREThis SF.net
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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-04 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Andrea Vezzali schrieb:
> Hi All! Some time ago on the mailing list I read something about
> multiplayer's voice comunication, does anyone is working on that? If yes
> what is the state of development? I'm asking that because I found this
> GPL project http://linux-wildo.sourceforge.net/ that maybe interesting
> for FG...

A voice communication tool that works together with multi player would
be great.

It needs to fullfill at least a few requirements though:

- - cross platform (i.e. run everywhere FG does)
- - minimum use of resources
- - be stable and easy to setup or include in FG (that includes installing
and firewall/NAT penetration)
- - it should be actively supported

At least the first two seem to be covered.

Nice to have would be:

- - FGFS should be able to controll the voice link. Like adding statics
based on the distance to the communication partner, etc. pp.
- - seamless integration in FG


Only having a very brief look linux-wildo it seems to have potential.
But it looks like is has only one developer - that might become a
problem if he decides to spend his time differently.

CU,
Christian


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=W6aL
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RE: [Flightgear-devel] Multiplayer voice comunication

2006-01-04 Thread Vivian Meazza
Martin Spott

 
> Andrea Vezzali wrote:
> > Hi All! Some time ago on the mailing list I read something about
> > multiplayer's voice comunication, does anyone is working on that?
> 
> No, the solutions that people proposed in the past had been blessed
> with disregard by most FlightGear developers.
> 

Not by me, Martin. We're currently tearing our hair out trying to get a good
MP solution. If we come up with something presentable, we can then turn our
attention to your scheme.

Vivian



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Re: [Flightgear-devel] Multiplayer voice comunication

2006-01-04 Thread Martin Spott
Andrea Vezzali wrote:
> Hi All! Some time ago on the mailing list I read something about
> multiplayer's voice comunication, does anyone is working on that?

No, the solutions that people proposed in the past had been blessed
with disregard by most FlightGear developers.

Cheers,
Martin.
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[Flightgear-devel] Multiplayer voice comunication

2006-01-04 Thread Andrea Vezzali
Hi All! Some time ago on the mailing list I read something about
multiplayer's voice comunication, does anyone is working on that? If yes
what is the state of development? I'm asking that because I found this
GPL project http://linux-wildo.sourceforge.net/ that maybe interesting
for FG...

Andrea V.


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