Re: [Flightgear-devel] Trains?

2007-02-01 Thread Joacim Persson
On Thu, 1 Feb 2007, leee wrote:

 On Thursday 01 February 2007 00:35, Curtis Olson wrote:
 For what it's worth, if someone wanted to adapt one of our existing fdm's
 to do automotive vehicle dynamics, that would be a cool thing.

 It had occurred to me that YASim could be (ab)used to fake a car.

I have been using a setup for testing/measuring fuselage drag of the Chinook,
aka the chinook bus.  I just added a thruster element down at the rear
wheels and a adjusted few other things. The original rotors were replaced
by a miniature rotor the size of a cpu fan, just to keep yasim in helicopter
mode. It actually autorotated sometimes. It was also during one of these
test runs I had an accident with a cow (the new greenhorn breed) and
crashed. ;)  That was before the recent ground bumpiness/friction patch so
I didn't always bother to stay on the runway.

But what cannot be simulated currently, in the above manner, is
powerskidding with the driving wheels.  There is also no gear box model.

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Re: [Flightgear-devel] Trains?

2007-02-01 Thread leee
On Thursday 01 February 2007 09:55, Joacim Persson wrote:
 On Thu, 1 Feb 2007, leee wrote:
  On Thursday 01 February 2007 00:35, Curtis Olson wrote:
  For what it's worth, if someone wanted to adapt one of our existing
  fdm's to do automotive vehicle dynamics, that would be a cool thing.
 
  It had occurred to me that YASim could be (ab)used to fake a car.

 I have been using a setup for testing/measuring fuselage drag of the
 Chinook, aka the chinook bus.  I just added a thruster element down at
 the rear wheels and a adjusted few other things. The original rotors were
 replaced by a miniature rotor the size of a cpu fan, just to keep yasim in
 helicopter mode. It actually autorotated sometimes. It was also during one
 of these test runs I had an accident with a cow (the new greenhorn breed)
 and crashed. ;)  That was before the recent ground bumpiness/friction patch
 so I didn't always bother to stay on the runway.

 But what cannot be simulated currently, in the above manner, is
 powerskidding with the driving wheels.  There is also no gear box model.


Did you use a single thruster or a pair, located at each wheel - nasal 
differential code anyone?  But regarding the driving wheels and gear box - 
well - I guess we shouldn't expect too much, bearing in mind that it's a 
flight sim:)

LeeE


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Re: [Flightgear-devel] Trains?

2007-01-31 Thread Curtis Olson

On 1/31/07, Joacim Persson wrote:


On Tue, 30 Jan 2007, Tony Pelton wrote:

 and as a passing comment, i wonder if one of the train simulators
 might be a better train simulator that flightgear for your intended
 purpose ...

Or better still, a car simulator. (Assuming the mentioned train crossing
signs are to be viewed from the driving seats of moving cars.)

Perhaps the freeware racing simulator Torcs (www.torcs.org) could be
something for the psychology professor's experiment? Torcs uses plib, so
it
can load the same 3d fileformats FlightGear can, and also has physic
models
of road vehicles ready, and far better looking roads than FG.



I appreciate the suggestions, but FlightGear will be perfect for this
project. :-)

We only need a small area of land/road/track coverage ... just the approach
of a single road to a single railway crossing, plus some context and we have
a guy who can build all that for this project.

We need to carefully animate, and automate the train motion ... something I
can easily do in FlightGear, but it's unclear if that is possible in a
proprietary train sim.  I looked at torcs pretty closely a few years ago and
back then it was all about designing robot race cars that race themselves.
It didn't have the fine grained level of object control and sign animation
that we need for this project.

In addition, we need to create our own custom crossing approach signage and
animate it based on the train position.  Again, should be a breeze with
nasal and flightgear.

We can build all the models we need and get things done, I was just
wondering [originatlly] if anyone had any train models in the back pocket.
Of course Lee would have something. :-)  But I think we need to find/build
something that would be typically found on north american train tracks.

Regards,

Curt.
--
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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Re: [Flightgear-devel] Trains?

2007-01-31 Thread leee
On Tuesday 30 January 2007 21:59, AJ MacLeod wrote:
 On Tuesday 30 January 2007 19:20, leee wrote:
  I did a  UK Class 56 diesel loco for a picture I was working on and
  you're welcome to that but I didn't need any wagons for the pic so I cant
  help you there.  Perhaps a 'light' engine movement would sufice :)
  There's a wip image of it at
  http://www.spatial.freeserve.co.uk/V5/im_Class56.008.003.jpg

 Hi Lee,

 That is really stunning - I almost want to climb aboard :-)

 Cheers,

 AJ

Thanks:)  If you need something to drive down to the railway station...

http://www.spatial.freeserve.co.uk/V3/im_GT40.16.jpg

That's a very old pic btw - pre SDS - all done in nurbs + a few solid geometry 
bits using the earlier V3 windows version of the s/w running under wine.

LeeE


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Re: [Flightgear-devel] Trains?

2007-01-31 Thread leee
On Wednesday 31 January 2007 14:05, Curtis Olson wrote:
 On 1/31/07, Joacim Persson wrote:
  On Tue, 30 Jan 2007, Tony Pelton wrote:
   and as a passing comment, i wonder if one of the train simulators
   might be a better train simulator that flightgear for your intended
   purpose ...
 
  Or better still, a car simulator. (Assuming the mentioned train crossing
  signs are to be viewed from the driving seats of moving cars.)
 
  Perhaps the freeware racing simulator Torcs (www.torcs.org) could be
  something for the psychology professor's experiment? Torcs uses plib, so
  it
  can load the same 3d fileformats FlightGear can, and also has physic
  models
  of road vehicles ready, and far better looking roads than FG.

 I appreciate the suggestions, but FlightGear will be perfect for this
 project. :-)

 We only need a small area of land/road/track coverage ... just the approach
 of a single road to a single railway crossing, plus some context and we
 have a guy who can build all that for this project.

 We need to carefully animate, and automate the train motion ... something I
 can easily do in FlightGear, but it's unclear if that is possible in a
 proprietary train sim.  I looked at torcs pretty closely a few years ago
 and back then it was all about designing robot race cars that race
 themselves. It didn't have the fine grained level of object control and
 sign animation that we need for this project.

 In addition, we need to create our own custom crossing approach signage and
 animate it based on the train position.  Again, should be a breeze with
 nasal and flightgear.

 We can build all the models we need and get things done, I was just
 wondering [originatlly] if anyone had any train models in the back pocket.
 Of course Lee would have something. :-)  But I think we need to find/build
 something that would be typically found on north american train tracks.

 Regards,

 Curt.

Saves me a lot of work:)  but seriously though, I agree that if the idea of 
the project is to test human responses you really don't want to introduce 
irrelevant anomalies into the equation i.e. a U.K loco in a U.S. scenario.

I could make something suitable, given the drawings, but it would take a lot 
of time and effort.  The best bet might be to buy the models if no free ones 
can be found - I'll have a bit of a dig around, see what I can find and get 
back to you.

LeeE


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Re: [Flightgear-devel] Trains?

2007-01-31 Thread Curtis Olson

On 1/31/07, alexis bory wrote:


leee a écrit :
  Thanks:) If you need something to drive down to the railway
  station...

  http://www.spatial.freeserve.co.uk/V3/im_GT40.16.jpg

wow :)
Did you also work on the FDM ?
And on the cockpit ;)



For what it's worth, if someone wanted to adapt one of our existing fdm's to
do automotive vehicle dynamics, that would be a cool thing.  I don't know if
it would make sense to do it as an extension to existing code, or start from
scratch.  We've got the aerodynamic effects down, but we'd need to add
engine, transmission modeling and add the ability to drive the tires
directly.

We have some semi-intersting driving scenarios developed in house, and I
hope to soon start a work project to turn hi-res road data into 3d
databases.

Curt.
--
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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Re: [Flightgear-devel] Trains?

2007-01-31 Thread leee
On Thursday 01 February 2007 00:50, leee wrote:
 On Thursday 01 February 2007 00:35, Curtis Olson wrote:
  On 1/31/07, alexis bory wrote:
   leee a écrit :
 Thanks:) If you need something to drive down to the railway
 station...
   
 http://www.spatial.freeserve.co.uk/V3/im_GT40.16.jpg
  
   wow :)
   Did you also work on the FDM ?
   And on the cockpit ;)
 
  For what it's worth, if someone wanted to adapt one of our existing fdm's
  to do automotive vehicle dynamics, that would be a cool thing.  I don't
  know if it would make sense to do it as an extension to existing code, or
  start from scratch.  We've got the aerodynamic effects down, but we'd
  need to add engine, transmission modeling and add the ability to drive
  the tires directly.
 
  We have some semi-intersting driving scenarios developed in house, and I
  hope to soon start a work project to turn hi-res road data into 3d
  databases.
 
  Curt.

 It had occurred to me that YASim could be (ab)used to fake a car.  The gear
 handling would be fine for the wheels and suspension - don't see too many
 problems there.  Ensuring it didn't take off might be trickier though.

 Jet powered dragster anyone?  What was that John?   (U.K joke)

 LeeE


Doh! I meant 'What was that Richard?

LeeE


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Re: [Flightgear-devel] Trains?

2007-01-31 Thread Norman Vine
Leee writes
 
 It had occurred to me that YASim could be (ab)used to fake a 
 car.  The gear handling would be fine for the wheels and 
 suspension - don't see too many problems there.  Ensuring it 
 didn't take off might be trickier though.

Why not look at Torcs 
It is built ontop of PLIB so might be relatively easy to snag 
some code and models

http://torcs.sourceforge.net/

Norman


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Re: [Flightgear-devel] Trains?

2007-01-31 Thread leee
On Thursday 01 February 2007 01:10, Norman Vine wrote:
 Leee writes

  It had occurred to me that YASim could be (ab)used to fake a
  car.  The gear handling would be fine for the wheels and
  suspension - don't see too many problems there.  Ensuring it
  didn't take off might be trickier though.

 Why not look at Torcs
 It is built ontop of PLIB so might be relatively easy to snag
 some code and models

 http://torcs.sourceforge.net/

 Norman

There probably is some useful stuff in torcs - I had a play with it some time 
ago - but the biggest attraction to me for keeping it in FG is all the FG 
scenery/terrain.

No need for race tracks - just head off into the desert:)  Around the world 
off-road:)   Heh - terrasynch would be able to keep up even on dial-up:)

LeeE


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[Flightgear-devel] Trains?

2007-01-30 Thread Curtis Olson

A professor at the University of Minnesota is looking at doing a project to
evaluate several different combinations of train crossing signs.  This will
be a psychology style experiment where you set up maybe a dozen different
scenarios, run boat loads of people through, and then take statistics on
what combination of signage works the best and what people like the best ...
something like that ... I don't attempt to understand the world of
psychology ... :-)

They want a system that is mostly non-interactive (so that they can have a
room full of people watch the scenario at the same time.)  Essentially you
are driving in a car (which you don't see), you come up to a train crossing,
there is a train actually crossing in front of you, and the signage does the
appropriate thing ... in this case it's either a static sign, or a sign with
different combinations of blinking lights.

FlightGear seems like a perfect platform to rig up their experiment.  It's
free, it can run on just about any OS, it only requires a single computer,
we can script the view point motion, we can script and animate the signs
(this is daytime only), we can script and animate the train, it should be
all doable with some 3d models and a few nasal scripts.  There's a guy here
who can do the environment model and the signage.  I'm planning to set up
the xml animation files and do the nasal scripting.

So my question is this ... to save us some time, does anyone out there have
a 3d train model in their back pocket they would be willing to contribute to
FlightGear?  I'm thinking diesel locomotive, some sort of box/cargo cars,
something in plausibly north american markings.  The train will be
travelling in a perfectly straight line across perfectly level tracks so we
don't have to worry about the complex linkages between the cars ... the
whole train can be animated as a single model, but it would be nice if the
wheels spun relative to the train speed.

Thanks,

Curt.
--
Curtis Olson - University of Minnesota - FlightGear Project
http://baron.flightgear.org/~curt/  http://www.humanfirst.umn.edu/
http://www.flightgear.org
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Re: [Flightgear-devel] Trains?

2007-01-30 Thread leee
On Tuesday 30 January 2007 15:33, Curtis Olson wrote:
 A professor at the University of Minnesota is looking at doing a project to
 evaluate several different combinations of train crossing signs.  This will
 be a psychology style experiment where you set up maybe a dozen different
 scenarios, run boat loads of people through, and then take statistics on
 what combination of signage works the best and what people like the best
 ... something like that ... I don't attempt to understand the world of
 psychology ... :-)

 They want a system that is mostly non-interactive (so that they can have a
 room full of people watch the scenario at the same time.)  Essentially you
 are driving in a car (which you don't see), you come up to a train
 crossing, there is a train actually crossing in front of you, and the
 signage does the appropriate thing ... in this case it's either a static
 sign, or a sign with different combinations of blinking lights.

 FlightGear seems like a perfect platform to rig up their experiment.  It's
 free, it can run on just about any OS, it only requires a single
 computer, we can script the view point motion, we can script and animate
 the signs (this is daytime only), we can script and animate the train, it
 should be all doable with some 3d models and a few nasal scripts.  There's
 a guy here who can do the environment model and the signage.  I'm planning
 to set up the xml animation files and do the nasal scripting.

 So my question is this ... to save us some time, does anyone out there have
 a 3d train model in their back pocket they would be willing to contribute
 to FlightGear?  I'm thinking diesel locomotive, some sort of box/cargo
 cars, something in plausibly north american markings.  The train will be
 travelling in a perfectly straight line across perfectly level tracks so we
 don't have to worry about the complex linkages between the cars ... the
 whole train can be animated as a single model, but it would be nice if the
 wheels spun relative to the train speed.

 Thanks,

 Curt.

Hi Curt,

[second attempt at posting]

I did a  UK Class 56 diesel loco for a picture I was working on and you're 
welcome to that but I didn't need any wagons for the pic so I cant help you 
there.  Perhaps a 'light' engine movement would sufice :)

There's a wip image of it at
http://www.spatial.freeserve.co.uk/V5/im_Class56.008.003.jpg

The model wouldn't be usable in FG in it's current form, as it's made from a 
combination of SDS, NURBS and Analytical solid objects and it's in RS3D 
format so I'd have to convert it all to SDS before I could export and convert 
it to AC3D format.

The conversion would take some effort because some of the modelling techniques 
I've used only work well with the particular object formats I've used, for 
example, I've used boolean NOT or trim curves to cut holes in surfaces (can't 
remember exactly which technique I used) but if were to make that surface and 
it's hole AC3D compatible I'd actually have to model the hole.  You can see 
this in the image linked to above in the grills in the side of the roof - the 
roof surface is SDS but the holes are boolean/trim-curve cut-outs and the 
grill 'slats' are analytic cubes.

Actually, now that I've thought about it while writing this, I'd probably do 
the grills with a texture, rendered from the model itself,

Anyway, let me know if you want it (it's a UK loco remember, not a US one, so 
just that fact might cause some confusion among the viewers) and if so, what 
sort of time-scale would it be needed by.

LeeE


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Re: [Flightgear-devel] Trains?

2007-01-30 Thread AJ MacLeod
On Tuesday 30 January 2007 19:20, leee wrote:
 I did a  UK Class 56 diesel loco for a picture I was working on and you're
 welcome to that but I didn't need any wagons for the pic so I cant help you
 there.  Perhaps a 'light' engine movement would sufice :)
 There's a wip image of it at
 http://www.spatial.freeserve.co.uk/V5/im_Class56.008.003.jpg

Hi Lee,

That is really stunning - I almost want to climb aboard :-)

Cheers,

AJ

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Re: [Flightgear-devel] Trains?

2007-01-30 Thread Tony Pelton
On 1/30/07, Curtis Olson [EMAIL PROTECTED] wrote:

 FlightGear seems like a perfect platform to rig up their experiment.


 So my question is this ... to save us some time, does anyone out there have
 a 3d train model in their back pocket they would be willing to contribute to
 FlightGear?

i can't answer your question directly, but indirectly i could suggest
the following :

Have you looked in the train simulator geek communities for content ?

There are (2) train simulators that I know of, one by Microsoft, and
the other by a publisher called Auran out of australia.

Both simulations have communities of geeks, just like flight
simulators do, and there are people who develop trains and addons,
just like in the flight sim community, as freeware.

you may look around those communities and fan sites to see if you can
find anything to play with.

i believe both simulators use GMax models natively ?

not sure if there is a materials path from GMax to something flight
gear can use.

and as a passing comment, i wonder if one of the train simulators
might be a better train simulator that flightgear for your intended
purpose ...


 Curt.

Tony

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Re: [Flightgear-devel] Trains?

2007-01-30 Thread Martin Spott
leee wrote:

 The model wouldn't be usable in FG in it's current form, as it's made from a 
 combination of SDS, NURBS and Analytical solid objects and it's in RS3D 
 format so I'd have to convert it all to SDS before I could export and convert 
 it to AC3D format.

I might proven to be wrong. If not, then you're not limited to the AC3D
format for placing models in FlightGear. I assume you should be able to
throw anything at it that OpenSceneGraph has a loader for.
Not that I vote for building terribly complex models for FlightGear but
in rare cases a different format might be a solution.

I'd simply check with OSG and try it,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
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Re: [Flightgear-devel] Trains?

2007-01-30 Thread Joacim Persson
On Tue, 30 Jan 2007, Tony Pelton wrote:

 and as a passing comment, i wonder if one of the train simulators
 might be a better train simulator that flightgear for your intended
 purpose ...

Or better still, a car simulator. (Assuming the mentioned train crossing
signs are to be viewed from the driving seats of moving cars.)

Perhaps the freeware racing simulator Torcs (www.torcs.org) could be
something for the psychology professor's experiment? Torcs uses plib, so it
can load the same 3d fileformats FlightGear can, and also has physic models
of road vehicles ready, and far better looking roads than FG.

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