Re: [Flightgear-devel] multiplay refuel test

2013-04-22 Thread Geoff McLane
Hi, 

NOTAM: Refueling CLOSED, temporarily at least...

Ok, have finished for now my refueling sorties. As I put 
in the chat after one pilot reported holding a position for 
refueling can be quite tiring - Yes, so can even watching 
it ;=))

It all certainly confirmed that some FG code changes are 
needed to make this experience viable... like removing, or 
reducing the rubber-band effect, and compensating for 
lag which makes the view from the tanker different to 
the view from the aircraft.

Additionally, there is NO collision detection code between 
the aircraft and the mp derived models, so this means even 
when you get the probe into the basket, if you push forward 
a few more feet, and the basket/drogue will enter your 
cockpit ;=))

But I had lots of fun, and I hope the others that joined 
me did also ;=))

As to the virtual bottle of red wine, I think that must go 
to callsign jano, who held steady very close, or touching! 
proximity for the longest period of time in the lightning 
(jsb).
 http://www.flightgear.org/forums/viewtopic.php?f=19t=19756#p181737

I chose a Chateau Petrus 1982, and the 'virtual' bottle is 
here - http://en.wikipedia.org/wiki/File:Petrus1982.jpg
It is under a GFLD licence, which I understand is GPL
compatible ;=))

jano later tried to repeat the feat in an f-14b (yasim), but 
while holding a similar relatively close position, the aircraft 
always looked quite 'jumpy'... maybe something to do with 
the different FDM?

An honorable mention must go to F-JJTH who posted an 
image with the probe in the basket, followed by one 
with the basket in the cockpit ;=))
 http://www.flightgear.org/forums/viewtopic.php?f=19t=19756#p181749
As per some others if you scroll down...

I have now put up a page on my site with the images I took -
 http://geoffair.org/fg/mp
I left all the images at full screen shot size, so they can 
take a little time to download...

But a BIG thank you to ALL who came along for the ride...
As stated, it was great, if not exhausting!, FUN!

Regards,
Geoff.




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Re: [Flightgear-devel] multiplay refuel test

2013-04-19 Thread Geoff McLane
Hi Jano,

Thanks for the video links... these were great...

So far I have had 5 others, aside from myself, trying to get 
to touch the R or L drogue, and while some got quite close 
and were able to maintain a close position, several factors 
came into play which made it difficult, if not impossible...

The tanker used is the 'victor', probe-drogue type, flown on 
autopilot at 12000 feet (STD 29.92), 220 knots on either 180 
from Paris LFPY, or 360 on the return. I usually turn N shortly 
after Toulouse in the south...

So far, as the other aircraft, have had Citation-II, Mirage_F1,
m2000, f16, and ???... A big thank you to them for joining in 
and trying... And I understand some screen shots were posted 
on the PAF forum, but still to find these... a link would 
help...

I also tried with a 2nd victor, running in a 2nd machine...

Oh, and I always use mpserver14.flightgear.org, Switzerland,
and perhaps attempts while using the SAME fgms server may be 
better... but still saw the following assumed due to 'lag' 
problem when flying victor to victor

 where this is the closest you can see the following plane, 
 but in fact he see itself very close to the drogue

This difference between whether you are looking from 
the aircraft to the tanker, or from the tanker to 
the aircraft is certainly ONE of the problems.

Usually the tanker will see the aircraft still back some 
10s of meters behind the drogue, while the pilots sees 
the drogue up very close, perhaps even touching... 

And assume it can be the reverse of this...

 http://wiki.flightgear.org/Mp-patch

Have downloaded and am looking at your wiki lag patches 
with an aim to patch my 2.11... in Windows 7 and 
Ubuntu... but not sure how far I will get...

It would certainly be nice if both pilots saw the 
same scene ;=)) But this is not the ONLY problem...

 basically the mp sending rate is fine with 10 pps

Well yes if the packets flow, but many things do seem 
to interrupt that flow...

One of the biggest is F3 - take a screen shot - This 
seems to stop packets for a seconds or more... 

Loading a new scenery tile can be another... new weather 
metar, although in the victor I usually select simple 
Fair weather... but there seems to be a number of things 
that 'change' the packet flow... I even suspect mp 
chat causes small blips...

There is already some form of predictive code in 2.11, 
but this to not yet very accurate or successful, but 
seems a very good start...

If the aircraft IS maintaining close proximity to the 
drogue, and I press F3 in the tanker, the tanker seems to 
slide forward faster and further than it should! 

So the aircraft pilot sees the tanker quickly move 
away... accelerate and moves forward... quite 
un-nerving... And this can happen even without a 
heavy F3 event... perhaps even due to system thread 
changes, ie nothing to do with the running fgfs...

Now if [s]he does nothing but hold, usually things will 
settle back into close proximity, but the pilot has 
LOST some visual clues aiding to maintain position 
so by the time things resettle [s]he is no longer so 
near the drogue ;=((

So I must take another look at this fill-in code, 
and would like to hear from the person or persons 
who implemented it... and understand why the very 
apparent slide fast forward, and what controls how 
quickly the position returns to that of the current 
packets after such an artificial change... any 
README, links, etc...

And then there is how will your 'lag' correction 
effect this current extrapolation code? If at all...

So lots of things to explore here ;=()

Over the coming days I will try to maintain my 
victor tanker runs... but it too can be quite 
stressful even just watching and chatting...

Maybe later try an E-W run, since you do mention some 
differences depending on direction...

So still invite others to try, but they should read 
and understand the above - it is difficult if not 
impossible - so expect more of the same frustrating 
efforts until some more CODE changes can be put in 
place...

As one trier sort of put it - it is like the tanker 
has some 'shield' around it... things are good while 
you close in, but at very close proximity all HELL 
breaks loose ;=))

Have FUN!

Regards,
Geoff.

On Thu, 2013-04-18 at 08:18 +0200, jean wrote:
 Hi Geoff
 
 i guess you are seing something like that:
 
 http://www.youtube.com/watch?v=VWn6_RFp97Y
 
 where this is the closest you can see the following plane, but in fact 
 he see itself very close to the drogue
 
 and what you want is like this:
 
 http://www.youtube.com/watch?v=kGHRDrc_n98
 
 you should have a look at this page, wip but working fine for the few 
 pilots testing it :
 
 http://wiki.flightgear.org/Mp-patch
 
 basically the mp sending rate is fine with 10 pps, but you need a way to 
 compensate for the lag.
 
 I can't try a refuel with you before this WE, but i will if you are 
 still flying the victor somewhere.
 
 jano
 
 
  NOTAM:
 
  To flyers who fly 'probe' 

Re: [Flightgear-devel] multiplay refuel test

2013-04-19 Thread jean pellotier
hi Geoff ,
 And I understand some screen shots were posted
 on the PAF forum, but still to find these... a link would
 help...
http://equipe-flightgear.forumactif.com/t1096p15-vol-en-formation-avec-un-fg-patche#20638
 Oh, and I always use mpserver14.flightgear.org, Switzerland,
 and perhaps attempts while using the SAME fgms server may be
 better...
yep, that's the rule we are following during our formation flight: to be 
on the same mpserver. Being on different servers give more jitter and 
lag, and there's no way to compensate for the inter-server lag now, as 
we have no information about them.
 http://wiki.flightgear.org/Mp-patch
 Have downloaded and am looking at your wiki lag patches
 with an aim to patch my 2.11... in Windows 7 and
 Ubuntu... but not sure how far I will get...
good luck :) , for your information, a patched 2.11 windows binary is 
available and updated once a week, if you can't compile it yourself, see 
detail on the wiki.

 It would certainly be nice if both pilots saw the
 same scene ;=)) But this is not the ONLY problem...

 basically the mp sending rate is fine with 10 pps
 Well yes if the packets flow, but many things do seem
 to interrupt that flow...

 One of the biggest is F3 - take a screen shot - This
 seems to stop packets for a seconds or more...
i never use F3 for screenshots, as it freeze fg , instead i use the os 
printshot feature, much better and harmless  (and it has the 
antialiasing from the gpu)

 Loading a new scenery tile can be another... new weather
 metar, although in the victor I usually select simple
 Fair weather... but there seems to be a number of things
 that 'change' the packet flow... I even suspect mp
 chat causes small blips...
those are not change in paquet flow, but 'freeze' in FG itself, when 
some frame take time to render, being stuck on a model loading, or a 
metar change, or a F3 etc
To avoid mipmap generation hang, I use dds texture for all the planes in 
my aircraft folder (with a script), the mipmap are not generated on the 
fly and the loading is faster (taking less space in ram too). that's why 
in the paf hangar we are providing both a .png and  a .dds version of 
the planes.
 So the aircraft pilot sees the tanker quickly move
 away... accelerate and moves forward... quite
 un-nerving... And this can happen even without a
 heavy F3 event... perhaps even due to system thread
 changes, ie nothing to do with the running fgfs...
we call this the rubber band phenomen  :D, mainly caused by jitter, 
and worse if we are not on the same server.
 So I must take another look at this fill-in code,
 and would like to hear from the person or persons
 who implemented it... and understand why the very
 apparent slide fast forward, and what controls how
 quickly the position returns to that of the current
 packets after such an artificial change... any
 README, links, etc...
the current code in AIMultiplayer.cxx got a prediction system, but try 
to nether use it.
this is done to have only an interpolation between two  packets to do. 
so we display the mp plane at least one packet late to have a margin.
 And then there is how will your 'lag' correction
 effect this current extrapolation code? If at all...
I reused the existing code, with some modifications wich are:
- very slow response to jitter: the rubber band phenomen is just a 
little noticeable, seen as a speed variation of the followed plane.
- i'm sending and using planes's accelerations (only for yasim and 
jsbsim yet), so the position is predicted using position, speed and 
acceleration with a basic equation.
If  some are interested i can detail a little more this on the wiki page.

if you are using the patch, be aware that non patched yasim planes 
transmit a velocity in airmass instead of ecef, so they are very shaky 
if displayed in the futur with some wind.



 Maybe later try an E-W run, since you do mention some
 differences depending on direction...
this is an effect of the patch with jsbsim aircraft, i needed to find an 
acceleration suitable,  so i added one in jsbsim, but aparently this is 
not perfect yet, but at 10 pps, it nearly unnoticeable. I guess this 
should be a jsbsim expert job :)



jano

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Re: [Flightgear-devel] multiplay refuel test

2013-04-18 Thread jean
Hi Geoff

i guess you are seing something like that:

http://www.youtube.com/watch?v=VWn6_RFp97Y

where this is the closest you can see the following plane, but in fact 
he see itself very close to the drogue

and what you want is like this:

http://www.youtube.com/watch?v=kGHRDrc_n98

you should have a look at this page, wip but working fine for the few 
pilots testing it :

http://wiki.flightgear.org/Mp-patch

basically the mp sending rate is fine with 10 pps, but you need a way to 
compensate for the lag.

I can't try a refuel with you before this WE, but i will if you are 
still flying the victor somewhere.

jano


 NOTAM:

 To flyers who fly 'probe' enabled aircraft in Europe... or
 even if NOT...

 I will be flying the 'victor' refueling tanker for the next
 few days from KFPY, south 180 track, then turn around at the
 southern mountains, north on 360, at 12,000 feet – FL120
 STD QNA – and am interested in 'hot' flyers who want to try
 air-to-air REFUELING (AAR) in suitably equiped aircraft,
 well ANY aircraft...

 The tanker will maintain, under autopilot, 220 knots (KTAS),
 at the said 12,000 feet, either 180 or 360, under the callsign
 GA006.

 The flights will commence about noon, or before, UTC, and
 close about 20:00 UTC.

 The track can be followed using http://test.fgx.ch, or other mp
 map URLS. Click on 'GA006' to localize...

 Reason:

 (a) I have tried with several aircraft over the last few days, and
 learned that this is QUITE difficult, but I hope NOT impossible!

 (b) The present suggested pps (Hz) is 10 when you set up –multiplay=,
 but FG 2.11 has fill-in extrapolation code when fgfs packets
 do not arrive in time, so maybe this is too high. This is the basic
 question...

 So the idea is to reduce this IFF this fill-in code helps, ie does its
 job...

 The theoretic idea is that with this code we can reduce the
 bandwidth used by 10 Hz to perhaps 2-4 Hz, but this needs
 to be FULLY tested, and confirmed...

 Now I have tried this over several day, in several aircraft –
 A-10, f-14b, a4 and failed, FAILED to touch the trailing
 drogues... it is TOUGH... autopilots help you get to the 'zone'
 but it needs manual flying to get to the RIGHT PLACE...

 If you are using a joystick maybe you need to even adjust
 the dead spot and the 'sensitivity' of the inputs... lots of
 learning, understanding and doing fgdata xml changes...

 And I have had a few pilots joining in ad hoc, but so far
 no one has actually contacted with the trailing outer wing
 drogues... The 'victor' can refuel 2 aircraft at a time... and I
 would LOVE to see/capture that...

 One, french I think, got so frustrated at his attempts, began firing
 missiles at the tanker. Thankfully, he MISSED, but was CLOSE ;=))

 Also if you alert me to your attempt to refuel from my tanker, via
 mp chat, email, fgcom, … AND I am on board at the time -:

 (a) I will offer a VIRTUAL bottle of good Bordeau rouge to the first
 pilot who maintains drogue contact for say a minute, or more ;=))

 (b) I will take some screen shots and post them.

 Be warned, during a screen shots (F3), fgfs stops sending mp
 packets for up to a second or so, and in the close fgfs the fill-in
 (extrapolation) code is activated, with some interesting, and
 sometimes quite alarming effects...

 Also I have heard others mention that the live metar update can
 also cause mp packet delays. The tanker will be flying under the
 'Fair weather' scenario to avoid this. Maybe you should choose this
 as well...

 I really seek help from other pilots to analyse this multiplayer
 bandwidth situation. We have chosen 10 Hz, but WHY?
 Can less than 10 Hz be used with no adverse effect? That is
 the BIG question...

 Simply, what really is the optimum packets-per-second (pps) rate?
 Maybe it changes depending on circumstances...

 We know the lower the Hz the lower the bandwidth used by
 FGMS servers... but can the extrapolation code fill-in for
 the missing packets?

 Is 10 Hz good? Should it be higher, or lower depending on
 circumstance.. Lots to learn...

 Of course I am sure there are OTHER ideas...

 Hope you can help, and have some FUN at the same time;=)).

 Look forward to seeing you on my rear view... and I will
 take some pics...

 Regards,
 Geoff.

 CC: to users list...
 BCC: to others...


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[Flightgear-devel] multiplay refuel test

2013-04-17 Thread Geoff McLane
NOTAM:

To flyers who fly 'probe' enabled aircraft in Europe... or
even if NOT...

I will be flying the 'victor' refueling tanker for the next
few days from KFPY, south 180 track, then turn around at the
southern mountains, north on 360, at 12,000 feet – FL120
STD QNA – and am interested in 'hot' flyers who want to try
air-to-air REFUELING (AAR) in suitably equiped aircraft,
well ANY aircraft...

The tanker will maintain, under autopilot, 220 knots (KTAS),
at the said 12,000 feet, either 180 or 360, under the callsign
GA006.

The flights will commence about noon, or before, UTC, and
close about 20:00 UTC.

The track can be followed using http://test.fgx.ch, or other mp
map URLS. Click on 'GA006' to localize...

Reason:

(a) I have tried with several aircraft over the last few days, and
learned that this is QUITE difficult, but I hope NOT impossible!

(b) The present suggested pps (Hz) is 10 when you set up –multiplay=,
but FG 2.11 has fill-in extrapolation code when fgfs packets
do not arrive in time, so maybe this is too high. This is the basic
question...

So the idea is to reduce this IFF this fill-in code helps, ie does its
job...

The theoretic idea is that with this code we can reduce the
bandwidth used by 10 Hz to perhaps 2-4 Hz, but this needs
to be FULLY tested, and confirmed...

Now I have tried this over several day, in several aircraft –
A-10, f-14b, a4 and failed, FAILED to touch the trailing
drogues... it is TOUGH... autopilots help you get to the 'zone'
but it needs manual flying to get to the RIGHT PLACE...

If you are using a joystick maybe you need to even adjust
the dead spot and the 'sensitivity' of the inputs... lots of
learning, understanding and doing fgdata xml changes...

And I have had a few pilots joining in ad hoc, but so far
no one has actually contacted with the trailing outer wing
drogues... The 'victor' can refuel 2 aircraft at a time... and I
would LOVE to see/capture that...

One, french I think, got so frustrated at his attempts, began firing
missiles at the tanker. Thankfully, he MISSED, but was CLOSE ;=))

Also if you alert me to your attempt to refuel from my tanker, via
mp chat, email, fgcom, … AND I am on board at the time -:

(a) I will offer a VIRTUAL bottle of good Bordeau rouge to the first
pilot who maintains drogue contact for say a minute, or more ;=))

(b) I will take some screen shots and post them.

Be warned, during a screen shots (F3), fgfs stops sending mp
packets for up to a second or so, and in the close fgfs the fill-in
(extrapolation) code is activated, with some interesting, and
sometimes quite alarming effects...

Also I have heard others mention that the live metar update can
also cause mp packet delays. The tanker will be flying under the
'Fair weather' scenario to avoid this. Maybe you should choose this
as well...

I really seek help from other pilots to analyse this multiplayer
bandwidth situation. We have chosen 10 Hz, but WHY?
Can less than 10 Hz be used with no adverse effect? That is
the BIG question...

Simply, what really is the optimum packets-per-second (pps) rate?
Maybe it changes depending on circumstances...

We know the lower the Hz the lower the bandwidth used by
FGMS servers... but can the extrapolation code fill-in for
the missing packets?

Is 10 Hz good? Should it be higher, or lower depending on
circumstance.. Lots to learn...

Of course I am sure there are OTHER ideas...

Hope you can help, and have some FUN at the same time;=)).

Look forward to seeing you on my rear view... and I will
take some pics...

Regards,
Geoff.

CC: to users list...
BCC: to others...

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analytics on semi-structured data. The platform includes APIs for building
apps and a phenomenal toolset for data science. Developers can use
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