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 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: [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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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: [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 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

2006-01-05 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
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 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 t 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 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 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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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: 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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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 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 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 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 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: [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: [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.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--


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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 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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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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