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

2010-12-03 Thread Vivian Meazza
Thorsten

 -Original Message-
 From:.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
 Sent: 02 December 2010 10:58
 To: vivian.mea...@lineone.net; FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Aircraft model/cockpit rating
 
  My point is your rating was based on an assumption that was totally
  incorrect: that the developer had made a reasonable effort to put the
  right
  gauges and levers in the right place. Do you make a similar assumption
  about
  the FDM? That it is approximately right? Is there much value in such a
  rating?
 
 Vivian, I am sorry if I'm now taking a little more of a lecturing attitude
 - I do not know how much you know about mathematical statistics, but I
 have the impression you are completely missing the issue here.
 
 What the rating represents is a screening procedure. A screening procedure
 is used to quickly assess a large number of something, to single out a
 subset with given properties. For instance, you might screen a population
 for breast cancer.
 
 Screening procedures are designed to process large numbers, i.e. they do
 not make use of all available diagnostic tools and replace detailed
 knowledge by plausibility, because usually applying detailed knowledge and
 detailed testing requires time and resources which are not available (a
 detailed cancer test requires you to be hospitalized for maybe 1-2 days,
 say that (optimistically) costs 200$, to do it for 100 Million people once
 per year is 20 Billion per year (hm...)- so maybe you'd rather test less
 accurately for 5$ per person). Screenings therefore often test proxies,
 rather than the real property you're interested in.
 
 For any given instance of the something, it is always true that a detailed
 test has more accurate results. It is also true that a screening produces
 both false positives (i.e. assigns a property to something which does in
 fact not have that property) and false negatives (i.e. does not assign the
 property to something which does in fact have it).
 
 It is not required (nor reasonable to require) that a screening procedure
 is always correct or that the plausibility assumptions underlying it are
 always fulfilled. What is required is that the screening procedure is
 right most of the time (dependent on the problem, you want to minimize the
 rate of false positives, of false negatives or both - in the cancer
 example, it it better to send a few more people to detailed testing than
 to miss too many real cancer cases, so you try to minimize the false
 negatives).
 
 So, what you have shown with the KC-135 is a case in which a default
 assumption was wrong, but in which the scheme still (for whatever reason)
 gave a good answer. That's not very problematic (one wouldn't consider it
 problematic if a screening test picks up a cancer for the wrong reason if
 there in fact is a cancer). Right now you have shown me one example in
 which the default assumption does not work. If there are no more, it means
 it has an accuracy of 99.75%. If you can find as many as 40 planes with a
 similar history in which the designer did not care about cockpit layout,
 the default assumption would still have an accuracy of 90%. That's pretty
 good to me - and the chance that the default assumption does not work but
 the result is still reasonable is even better than that!
 
 The Concorde is in some sense way more problematic, because it is actually
 a 'wrong' result - a false negative (i.e. a high-quality plane gets a low
 rating). But here precisely the same question arises - what is the rate of
 false negatives? What is the actual probability that this happens to a
 second plane in the sample?
 
 Of course I don't factually know that (because I have no detailed test
 data for all aircraft), but I can give an estimate based on the sub-sample
 of planes I know better - this is where statistics comes in (I could even
 compute error margins for that estimate, although I have not done that
 yet). And that estimate suggests that the rate of false positives and
 negatives is low (about 2.5% for a deviation of 5 points between quality
 and visuals - which means that it works better than that 97.5% of the
 time).  Again, this is a number which I consider entirely reasonable.
 
 It doesn't matter if the rating works in every instance perfectly, or if
 the assumptions capture every instance correctly. On average, the results
 are reasonable and they give you an overview.
 
 Having an overview picture of something with a 10% error margin is better
 than having no overview at all with 1% error margin (screening 90% of a
 population for cancer with a 10% rate of false positives and negatives is
 way more effective than testing 1% of the population in detail with a 1%
 failure rate).
 
 *shrugs*
 
 Codify any testing scheme you like, and I bet I can construct a case which
 is somehow not adequately treated in it. It doesn't matter that I can do
 that - it's the rate with which it actually happens

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

2010-12-03 Thread thorsten . i . renk
 Nevertheless, I am not persuaded. Your rating is based on: Four legs
 good, two legs bad!. While that may be generally true, it will throw up
 many anomalies, and the problem is you neither know which these are,
 nor how many, because you haven't and can't properly test your hypothesis.

First of all, I'm not making (and haven't made) any strong statements
about the accuracy of FDMs, because the number of planes for which I have
an idea what that number should be is small, and I think there is a
general consensus that to judge an FDM adequately is lots of work. My
statements about 'quality' and the correlation with 'beauty' are chiefly
based on modelling of systems, instrumentation and implemented procedures
- these I can judge better.

It is simply not true that I can't test my hypothesis with regard to
instrumentation - I have flown about 40 aircraft with some regularity
since installing Flightgear, I have taken a look at real cockpit
photographs for some of them, I have read their documentation and have
knowledge of what the different buttons do, so I have a fair idea about
how detailed their instrumentation is modelled. My hypothesis for fairly
detailed planes is tested on that subsample of 10% of the available
aircraft.

In addition, there are about 40+  aircraft for which the lack of
instrumentation and systems is fairly obvious (i.e. I see no gauge in the
cockpit...) even without spending a longer time in the aircraft. For these
I likewise claim knowledge of the quality of systems which is implemented.

So I do know about 20% of the total number of aircraft in sufficient
detail to estimate a correlation.

I think a fair statement is 'A rating for the detail of instrumentation
and systems has a chance of 80% to be no more than 2 points different from
a rating of visual detail, i.e. there is an 80% chance that the visual
rating and the final rating (averaged over visuals and instrumentation
details) do not differ by more than 1 point.

Let's look at a few examples (not brought up by myself):

***

Stuart's rating of the c172p: 4/5
rescaled to a 10 point scale, that's an 8/10 where I have 7/10 - check.


***

The KC-135
I'm not sure what your quality rating from 0-10 would be - probably not
really zero, so I assume it's 1 or 2, so averaged with the visuals that's
about 2 or 2.5 where I have rated 3 - yes.

***

Sopwith Camel
 Does it win the ratings
 war?

Indeed it does - it received 10/10.

***

Lightning

Assuming you'd rate the FDM and systems 10, the average with beauty would
be something like 9.7 or 9.5, dependent if I take the FDM into
consideration.  My rating is 9.

***

p51d-jsbsim

Hal self-rated 7.5/10, I rated the p51d with 6 - that would pretty much
fit already, except that the p51d-jsbsim is a bit more detailed than the
p51d, so I would rate that 7 (well, sure I can say this after the
fact...). Yes, fits as well.


***

It seems you are bothered more by the fact that the F-14b is rated above
the Lightning, but here you are asking too much of the test. The test can
pick out both planes as 'has high probability of having very detailed
systems and above average FDM', but if you want to know which of them is
better in detail, the accuracy is not sufficient. The correlation between
'beauty' and 'quality' is there, but it is not that strong, correlation
isn't equality.

Which is why I am very much in favour of bringing in additional
information (like the developer self-rating Stuart suggested).

My point is not that rating based on visual detail is perfect and we
should leave it at that - my point is that in practice it works quite a
bit better than a mere beauty contest.

 If I recall my stats correctly, your assumption that there is a causal
 relationship between attractiveness of the cockpit and a high realism is
 unproven. In our statistically small sample, I think it will throw up as
 many wrong results as correct ones. Concorde is but one example.

I have not assumed a causal relationship (not do I need to). I observe in
practive a correlation, I utilize it, I don't need to understand it to do
so (I have given some speculation where it comes from though...).

Assuming that Stuart and Hal did the self-rating 'fair', and assuming you
did not know my numbers when you picked your examples, the system has
(within its accuracy) in fact not thrown as many wrong results as correct
ones. From the above, it has managed well with 5/5 examples, 5/6 is you
add the Concorde - but that was cherry-picked by myself as counterexample
(!) and therefore doesn't really count for a statistical test of a
hypothesis.

So, under the reasonable assumption that you didn't pick planes randomly
but that you picked planes assuming they would be likely to be
counterexamples to my rating, you have to grant me that the system has
dealt with them rather well and that your supposed counterexamples have in
fact not turned out to be as many wrong results as correct ones.

* Thorsten



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

2010-12-03 Thread Stuart Buchanan
On Thu, Dec 2, 2010 at 8:45 AM,  Thorsten R. wrote:
 Stuart wrote:

 In the great tradition of re-inventing the wheek, I'd propose 4 criteria:
 - FDM
 - Systems
 - Cockpit
 - External Model.

 It sounds very neat and if a large fraction of aircraft ends up rated that
 way, then I'll be the the first to admit that it works better than my
 scheme because it contains more information on other aspects.

 The main problems I see is:

 * it relies on a large number of people (= almost every developer should
 do it), otherwise if you create a list and people use it to pick aircraft,
 they will pick based on who bothered to self-rate, not based on what is
 good

I think if we intended to include these ratings on the download page,
developers would be very keen on rating their aircraft. After all, we
create them to share with the community, and this will help encourage
people to try different aircraft.

 * different people may have different ideas what for example an
 'accurately modelled cockpit' is - the same way as right now 'alpha' and
 'beta' ratings on the download page mean very different things dependent
 on developer

 So - let's simply see what happens!

 For comparison, here is a draft for how I would rate systems. I think an
 important idea is that a model should get full points whenever it is
 complete, i.e. implements all there is - so gliders are not punished for
 the lack of an engine startup procedure.

In retrospect, I think my points system for systems isn't very well thought
out so should be replaced with a sensible object ranking that doesn't
discriminate against simpler aircraft.

However, I'd like to differentiate between the straight instrumentation,
which I think should be included in the cockpit rating, and the systems
themselves.

So, taking the ranking you proposed and modifying them slightly:

0 - No controllable systems: engine is always on, generic radio,
1 - Generic engine start/stop (}}s), correct size/number of fuel
tanks,  generic (untuned) autopilot, working flaps/gear
2 - Working electrical system, fuel feed cockpit controls, stable autopilot
3 -  Accurate startup procedure, tuned autopilot with cockpit controls
matching real aircraft systems, generic failure modelling (Vne,
+ve/-ve G, gear limits)
4 - Primary aircraft-specific systems modelled (aero-tow, radar,
GPWS). User able to follow normal PoH checklists (e.g. startup,
shutdown) in entirety
5 - Some aircraft-specific failure modes implemented (e.g. flame-out,
inverted engine limitations). Some emergency procedures implemented
(RAT, emergency gear release), able to follow some emergency PoH
checklists in entirety.

I think this gives a fairly obvious progression in quality that would
match how aircraft developers are likely to develop, and allows a
glider to be rated accurately.

-Stuart

--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-02 Thread thorsten . i . renk

Henri wrote:

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

I don't see 'accuracy' and 'visual detail' as mutually exclusive - you can
have both. I for once am interested in 'realism' in a simulator. An
important part is that the aircraft behaves like an aircraft, rather than
an antigrav vehicle. But part of that is also the visual impression - that
metal surfaces look like metal and clouds look like clouds is for me part
of the immersion experience in the simulation (and yes, I am bugged by the
fact that they behave weird in aerobatics - I just can't fix it...). I
like to look out of the window and watch the terrain and clouds go by.

I realize fully well that there are also people who are mainly interested
in IFR flight who would probably be equally fine with a wireframe terrain
or no terrain at all - but not everyone is like that. Equally well, while
you think it is sufficient that an instrument is readable, I enjoy the
experience more if it looks like a real instrument.


 A cockpit must be close to the real one, instrument position, and
 functionality

There may not be 'the' real cockpit. The ASK-13 cockpit in Flightgear has
instruments arranged differently from the ASK-13 I have flown in real
life. Should this disagreement in positioning bother me? I have an
altimeter in front of me, a vario, airspeed gauge, they look like they
should, they work - and I just assume it's not the same aircraft and has a
different cockpit arrangement.

And naturally instruments must be functional (I didn't say it anywhere
because it seemed obvious, but instrument fakes, i.e. photo-textures of
gauges which are not operational didn't count as detail in my rating -
they count as 'empty spots').

Hal wrote:

 On the other hand I do disagree with Thorsten with regard to the
 need to have  all the ratings done by a single person or group.

Short remark: We don't actually disagree here :-) - what I wrote is which
means either by a single person (or a group of persons with averaging the
opinions), or by a set of sufficiently well defined objective criteria as
stated above

Vivian wrote:

 If I might interject here, I would draw your attention to the KC135.

I looked it up and it got a 3 - seems to be reasonable, even given your
description (it shouldn't get zero because it actually flies - it
shouldn't get 1 because it has usuable gauges, thus maybe it really (=
according to a more involved set of criteria) should be a 2.

So, funnily enough, the rating did produce a reasonable number, even given
the additional info which I could not have known (and indeed did not know
before). Your point being?

Stuart wrote:

 In the great tradition of re-inventing the wheek, I'd propose 4 criteria:
 - FDM
 - Systems
 - Cockpit
 - External Model.

It sounds very neat and if a large fraction of aircraft ends up rated that
way, then I'll be the the first to admit that it works better than my
scheme because it contains more information on other aspects.

The main problems I see is:

* it relies on a large number of people (= almost every developer should
do it), otherwise if you create a list and people use it to pick aircraft,
they will pick based on who bothered to self-rate, not based on what is
good

* different people may have different ideas what for example an
'accurately modelled cockpit' is - the same way as right now 'alpha' and
'beta' ratings on the download page mean very different things dependent
on developer

So - let's simply see what happens!

For comparison, here is a draft for how I would rate systems. I think an
important idea is that a model should get full points whenever it is
complete, i.e. implements all there is - so gliders are not punished for
the lack of an engine startup procedure.

0: doesn't have any instruments, flown with default HUD
   doesn't have controllable systems, engine is always on, no brakes,
flaps etc.

1: has basic set of instruments (altimeter, airspeed, vario,...)
   has basic set of systems, can switch engine on and off, can extend and
retract flaps and brakes

2: has extended set of instruments (navigation, engine gauges,...)
   has a working AP

3: has special instrumentation (basic radar, GPS,...)
   has realistic set of engine start/stop procedures,  has tuned AP

4: has complete set of instrumentation (obviously, gliders don't have much
instrumentation and it's unfair to ask for it, so whenever you have all
instruments and systems an aircraft has in reality, you get this score)
   has realistic emergency procedures (engine flameout in the air, cf. the
Concorde's ram air turbine or the emergency gear extraction of the
IAR-80), models systems beyond those necessary for flight (the F-14b
targeting radar and missiles for example)

Cheers,

* Thorsten


--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your 

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

2010-12-02 Thread Vivian Meazza
Thorsten

... snip ...

 Vivian wrote:
 
  If I might interject here, I would draw your attention to the KC135.
 
 I looked it up and it got a 3 - seems to be reasonable, even given your
 description (it shouldn't get zero because it actually flies - it
 shouldn't get 1 because it has usuable gauges, thus maybe it really (=
 according to a more involved set of criteria) should be a 2.
 
 So, funnily enough, the rating did produce a reasonable number, even given
 the additional info which I could not have known (and indeed did not know
 before). Your point being?
 

My point is your rating was based on an assumption that was totally
incorrect: that the developer had made a reasonable effort to put the right
gauges and levers in the right place. Do you make a similar assumption about
the FDM? That it is approximately right? Is there much value in such a
rating? Which brings me back to my original assessment - your rating system
is a subjective view of how things look, and perhaps feel, (aka beauty
contest) not an objective assessment of the accuracy of all aspects of a
model. 

It is quite possible that a developer could give you a more accurate
assessment of his model - he knows where the bodies are buried. Others are
proposing this if I read their comments correctly. But I think you seek an
independent view. 

I hope a better system will evolve from this debate. I think there is a need
with 300+ aircraft a varying quality in our inventory.

Vivian



--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-02 Thread thorsten . i . renk
 My point is your rating was based on an assumption that was totally
 incorrect: that the developer had made a reasonable effort to put the
 right
 gauges and levers in the right place. Do you make a similar assumption
 about
 the FDM? That it is approximately right? Is there much value in such a
 rating?

Vivian, I am sorry if I'm now taking a little more of a lecturing attitude
- I do not know how much you know about mathematical statistics, but I
have the impression you are completely missing the issue here.

What the rating represents is a screening procedure. A screening procedure
is used to quickly assess a large number of something, to single out a
subset with given properties. For instance, you might screen a population
for breast cancer.

Screening procedures are designed to process large numbers, i.e. they do
not make use of all available diagnostic tools and replace detailed
knowledge by plausibility, because usually applying detailed knowledge and
detailed testing requires time and resources which are not available (a
detailed cancer test requires you to be hospitalized for maybe 1-2 days,
say that (optimistically) costs 200$, to do it for 100 Million people once
per year is 20 Billion per year (hm...)- so maybe you'd rather test less
accurately for 5$ per person). Screenings therefore often test proxies,
rather than the real property you're interested in.

For any given instance of the something, it is always true that a detailed
test has more accurate results. It is also true that a screening produces
both false positives (i.e. assigns a property to something which does in
fact not have that property) and false negatives (i.e. does not assign the
property to something which does in fact have it).

It is not required (nor reasonable to require) that a screening procedure
is always correct or that the plausibility assumptions underlying it are
always fulfilled. What is required is that the screening procedure is
right most of the time (dependent on the problem, you want to minimize the
rate of false positives, of false negatives or both - in the cancer
example, it it better to send a few more people to detailed testing than
to miss too many real cancer cases, so you try to minimize the false
negatives).

So, what you have shown with the KC-135 is a case in which a default
assumption was wrong, but in which the scheme still (for whatever reason)
gave a good answer. That's not very problematic (one wouldn't consider it
problematic if a screening test picks up a cancer for the wrong reason if
there in fact is a cancer). Right now you have shown me one example in
which the default assumption does not work. If there are no more, it means
it has an accuracy of 99.75%. If you can find as many as 40 planes with a
similar history in which the designer did not care about cockpit layout,
the default assumption would still have an accuracy of 90%. That's pretty
good to me - and the chance that the default assumption does not work but
the result is still reasonable is even better than that!

The Concorde is in some sense way more problematic, because it is actually
a 'wrong' result - a false negative (i.e. a high-quality plane gets a low
rating). But here precisely the same question arises - what is the rate of
false negatives? What is the actual probability that this happens to a
second plane in the sample?

Of course I don't factually know that (because I have no detailed test
data for all aircraft), but I can give an estimate based on the sub-sample
of planes I know better - this is where statistics comes in (I could even
compute error margins for that estimate, although I have not done that
yet). And that estimate suggests that the rate of false positives and
negatives is low (about 2.5% for a deviation of 5 points between quality
and visuals - which means that it works better than that 97.5% of the
time).  Again, this is a number which I consider entirely reasonable.

It doesn't matter if the rating works in every instance perfectly, or if
the assumptions capture every instance correctly. On average, the results
are reasonable and they give you an overview.

Having an overview picture of something with a 10% error margin is better
than having no overview at all with 1% error margin (screening 90% of a
population for cancer with a 10% rate of false positives and negatives is
way more effective than testing 1% of the population in detail with a 1%
failure rate).

*shrugs*

Codify any testing scheme you like, and I bet I can construct a case which
is somehow not adequately treated in it. It doesn't matter that I can do
that - it's the rate with which it actually happens that matters, and the
amount of resources it takes to run the scheme.

Hope that helps a bit,

* Thorsten


--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for 

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

2010-12-02 Thread ghmalau
Le jeudi 02 décembre 2010 09:45:04, thorsten.i.r...@jyu.fi a écrit :
 Henri wrote:
  Please don't fall in the MSFS policy, when the eye candy is the 
main
  approach.
 
 I don't see 'accuracy' and 'visual detail' as mutually exclusive - 
you can
 have both. I for once am interested in 'realism' in a simulator.
I didn't explain correctly my point,:
I don't reject any  'visual detail', but, if it makes the instrument 
unusable.
When we are in a real cockpit, we can notice that every instruments 
are protected from the reflecting light effect. We can read it in any 
condition ( but blackout :-( ).
The real panel will reflect the minimum of light, and some of them 
reflect nothing, thanks to the  Engineers. 
Some cockpit/instrument within FG have visual detail which avoid any 
realistic usage of the instruments, thus we cannot talk simulator, 
that is only art painting.
To me the  cockpit rating must, mainly, take in account that point.
 An
 important part is that the aircraft behaves like an aircraft, rather 
than
 an antigrav vehicle. But part of that is also the visual impression 
- that
 metal surfaces look like metal and clouds look like clouds is for me 
part
 of the immersion experience in the simulation (and yes, I am bugged 
by the
 fact that they behave weird in aerobatics - I just can't fix it...). 
I
 like to look out of the window and watch the terrain and clouds go 
by.

no problem
 
 I realize fully well that there are also people who are mainly 
interested
 in IFR flight who would probably be equally fine with a wireframe 
terrain
 or no terrain at all - but not everyone is like that. Equally well, 
while
 you think it is sufficient that an instrument is readable, I enjoy 
the
 experience more if it looks like a real instrument.

Flying IFR does not mean to me wireframe terrain or nothing but 
Atmosphere.
We are talking about cockpit, which do not reject every external 
effect.
At any altitude, in a real cockpit we can see the outside environment.
 
  A cockpit must be close to the real one, instrument position, and
  functionality
 
 There may not be 'the' real cockpit. The ASK-13 cockpit in 
Flightgear has
 instruments arranged differently from the ASK-13 I have flown in 
real
 life. Should this disagreement in positioning bother me? I have an
 altimeter in front of me, a vario, airspeed gauge, they look like 
they
 should, they work - and I just assume it's not the same aircraft and 
has a
 different cockpit arrangement.
Yes it could be, like it could be, some variant, or some customized 
panel.
There is old Aircraft in use in the Club, bought by some fortunate 
persons which where modified/adapted.
My best example is the  Stampe SV4C.
There is a lot of others.
 
 And naturally instruments must be functional (I didn't say it 
anywhere
 because it seemed obvious, but instrument fakes, i.e. photo-textures 
of
 gauges which are not operational didn't count as detail in my rating 
-
 they count as 'empty spots').
 

Which is a long test, since  a model instrument could seem to be 
right, when the model is on ground. 
At least an airborn,  climb up to the celling of the aircraft and land 
on another Airport.
Let say 20 min per Model. 400 models.  
 8000 min spent flying =  133 hours 
Hard to do.

Thanks for your work

Alva


--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread thorsten . i . renk
Martin wrote:

 I think the risk of doing harm by rating aircraft and their cockpits
 after just a quick test is rather high compared to the potential
 benefit - especially when you're too unfamiliar with some of the
 respective real-life references. To put in into different words: By
 assigning too many inappropriate ratings, you're putting the entire
 effort at the risk of not being taken as seriously as you would expect.

 If I were you, I'd refrain from posting ratings as 'delicate' as this
 one.
(...)
 My own ego is not affected in any way, last but not least because I
 didn't model any of these aircraft. But I do know some of the
 respective real-life counterparts (mostly single engined aircraft)
 pretty well because I'm flying these as PIC or at least as co-pilot and
 for almost all of them I'd end up with a different rating.

Hm, I gather you don't like my idea (this seems to become a habit with
us...). But I can't really figure out why.

One interpretation I have is that you really want to say that I can't
judge the level of visual detail by looking at a cockpit, I'd have to have
real-life flying experience in the airplane. But it doesn't seem likely
that this is what you mean, because for example I don't need to ever have
entered an YF-23 to know that the cockpit of the Flightgear model has no
visual detail - that's just obvious to me.

The other interpretation I can think of is that you somehow mix up a
rating of visual detail of the cockpit model (which I did) with a rating
of aircraft realism based on a real life comparison (which I did not). But
that also doesn't seem likely, because I set down a clear description of
by what procedure the numbers are obtained, so you'd then call a rating
'inappropriate' because it is derived according to my (published)
standards rather than your (unpublished) standards, and that doesn't make
too much sense to me either.

So I am a bit lost as to what you are actually criticizing, sorry.

Curt wrote:

 2. The rating could be broken down into 3 (or more) subsections and the
 overall rating could be a combination of the parts.  3 broad categories
 I see are: (a) cockpit/interior, (b) exterior model, and (c) flight
 model (how well does the thing fly, not to be confused with how hard the
 thing is to fly.)  We could also talk about sound effects, systems
 modeling (electrical system, hydraulic system), fault modeling, night
 lighting ... and on and on.

I have the idea of a scheme in which in addition systems and
instrumentation (0-10) and FDM (0-10) are rated, and I would absolutely
love the idea of having that info along with the visual detail.

The problem is time - my optimistic figure to get a rough idea of the
flight characteristics is something like 2 hours (certainly more to
appreciate the fine points of high-level FDMs, not including research).
Applied to the aircraft database, that's 800+ hours of work. Given that it
took me 3 weeks to complete the project so far, it's simply not something
that I can see is done in a systematic way for all aircraft we have.

But in a more limited scope, there is some information out there about
realism of FDMs (see the recent p51d discussion) - and even on the limited
level of what FDMs are the favourites of people here, I think that would
be very useful information to have out and to counterbalance the inherent
bias of the visual detail rating. So if anyone wants to comment on what
good FDMs are, please go ahead!

James wrote:

 Sadly, I agree with both Tim and Martin - judging people's work
 is pretty risky, especially when they don't know it's coming -
 but we do make it really hard for casual users to find out aircraft
 that suit their needs.

Hm, see my comment in the forum - it's not that I am completely unaware of
things...

***
First, it seems to me there is a fundamental (and unfair) mismatch between
what a developer wants and what a user perspective (from which ratings are
done) does. A developer usually wants some appreciation for hard work. A
user wants a finished product which looks and feels great, and if it does
suit his fancy, he expresses appreciation. Here's the problem: I spent the
better part of 5 months coding work to make something disappear from the
weather system. Now it's largely gone and doesn't bother me any more - but
do you really think that any future user is ever going to express his
gratitude that it's not there? Of course not - he'll never notice, which
is just the point. He'll just notice that cloud texture X looks
spectacular, which is nice, but that's 5 hours of work instead of 5
months. Also with cockpit design - it's obviously much easier to create a
'wow!' effect when you have a glider cockpit with 5 instruments, rather
than the Concorde with 200. But a user simply isn't interested in the time
it took to get something going - if I can't start a plane because it
creates an error, I don't appreciate the hours gone into that plane. If
someone spent 100 hours to get a nice cockpit, 

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

2010-12-01 Thread Vivian Meazza


 -Original Message-
 From: thorsten.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
 Sent: 01 December 2010 08:58
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Aircraft model/cockpit rating
 
 ... snip ...
 
  Hmm - interesting. Are you sure you know what you are seeing? Your #2 is
  the
  Seahawk. It is a full 3d representation of the actual aircraft derived
  from
  the pilot's notes. There are no omissions from the main panel, although
  there are some secondary controls missing from the cockpit sidewalls,
  omitted in the interests of frame rate.
 
 The seahawk was rated 5, meaning I saw a complete 3d operational 3d
 cockpit without any glaring omissions of gauges or buttons, but without
 any fancy additions like metal texturing (most surfaces are just a single
 color), 3d effects (gauges look a bit like flat pictures glued onto the
 panel) or work on the sidewalls. Not an 'How nice!' or 'Wow!' cockpit,
 clearly not photorealistic, but good work. Would you disagree with this
 assessment, and if so, where?
 
 (I actually like to fly the seahawk very much... much better than the 5
 would suggest).
 
 I'd like to stress again that this is in no way a judgement if the gauges
 are all in the right place or if the cockpit is complete down to the last
 detail - in order to do that, I'd need to acquire cockpit photographs
 which in many cases I don't have (and much more time).
 
 

I must have misunderstood what you meant by is 2d, is 3d but largely
untextured, lacks details, appears flat. But thank you for you other
comments. The model was developed with the assistance of a pilot who flew
that particular aircraft in the late '50s.

I'm afraid that your grading is no more than a beauty contest. It does
matter if the gauges are all in the right place or if the cockpit is
complete down to the last detail. Under your grading a cockpit could be a
complete figment of the imagination, but by looking pretty or having a wow
factor it will get a high score. I would suggest that as such it has little
value for a Flight Sim such as ours which values accuracy above all else. 

Bit of fun for the forum though.

Vivian



--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread thorsten . i . renk
 I'm afraid that your grading is no more than a beauty contest. It does
 matter if the gauges are all in the right place or if the cockpit is
 complete down to the last detail. Under your grading a cockpit could be
 a complete figment of the imagination, but by looking pretty or having a
 wow factor it will get a high score. I would suggest that as such it has
 little value for a Flight Sim such as ours which values accuracy
 above all else.

 Bit of fun for the forum though.

I wish we could dispense with such disparaging comments.

To get it out of the way - yes, a cockpit could theoretically be
completely fictional and get a high rating. So there are cases in which
the rating could be or actually is misleading - so what?

But to call it a 'beauty contest' doesn't reflect what actually happens,
because the basic assumption to trust developers that they try to place
gauges and levers right isn't that bad. It is simply not the case that
everyone tries to make up fictional assignments of instruments in cockpits
to get a 'Wow!' factor, and once you allow for that basic trust in model
developers, I find a decent correlation between realism of systems, FDM
and 'beauty'.

That may not be what you are interested in, you may be interested in
accurate positioning of instruments above else, which is fair, but it
doesn't equal 'little value' and it doesn't mean everyone else is like
you.

As for an accuracy rating of instrument positions, see what I wrote in the
forum:

You'd be looking at maybe 30 minutes work per aircraft to get cockpit
photographs, search for the position of each lever and gauge and compare
and then make sure there is actually no version of the aircraft beside the
one you have photographs for in which the gauges and levers are not placed
differently. That's 200 hours of work - if you do it as a full time job
with 8 hours per day, it's a whopping 5 weeks. Natural question - who
spends that time?

So, to get that out of the way as well - you can always make a point for
the perfect rating which is much fairer and reflects your particular
interests much better, then we find we can never invest the time to
actually do it systematically, and then we all go home. I concede that
point, you can make the case for having no rating at all because a 
completely fair one  which can't be misused is too time consuming.

Cheers to that!

* Thorsten


--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread Martin Spott
thorsten.i.r...@jyu.fi wrote:
 Vivian Meazza wrote:

 I'm afraid that your grading is no more than a beauty contest. It does
 matter if the gauges are all in the right place or if the cockpit is
 complete down to the last detail. Under your grading a cockpit could be
 a complete figment of the imagination, but by looking pretty or having a
 wow factor it will get a high score. I would suggest that as such it has
 little value for a Flight Sim such as ours which values accuracy
 above all else.

 Martin wrote:
 My own ego is not affected in any way, last but not least because I
 didn't model any of these aircraft. But I do know some of the
 respective real-life counterparts (mostly single engined aircraft)
 pretty well because I'm flying these as PIC or at least as co-pilot and
 for almost all of them I'd end up with a different rating.

 But to call it a 'beauty contest' doesn't reflect what actually happens,
 because the basic assumption to trust developers that they try to place
 gauges and levers right isn't that bad.
[... large fractions of the correspondig responses not cited here ...]

So, what actually triggers the impression of a detailed cockpit ? I
agree that you don't need to have a license for judging about a
simulated replica of an aircraft cockpit, but the license at least
qualifies for claiming a certain familiarity with those cockpits I've
been 'operating' in real life - and only this small subset is what I'm
talking about.

Now, when I know a cockpit from real life, when I start FlightGear with
the corresponding aircraft (or vice versa) and I'm instantly getting
the feeling ah, this looks pretty familiar, then I very much claim
this to be a valid criteria for judging about the grade of detail _and_
realism.  I suspect this effect is mostly influenced by gauges and
instruments looking familiar and being in the expected or at least a
reasonable place (especially in SEP aircraft, where there is a wide
spread in how 'optional' instruments are placed), proportions (of
instruments, gauges as well as their placement) feeling sensible,
gauges and procedures working as expected (within the limits of the
respective FDM software).

In this context I'd like to point out that the simple act of applying
photo textures let's say to the cockpit panel does _not_ necessarily
add to the feeling neither of realism nor of detail.  In contrast,
quite a few of these photo textured panels make the cockpit look more
'artificial' than a stupid, coarse grey or black texture would do,
because these photo texture don't adapt to the sunlight as you would
expect (in real life).

So, if you claim that your rating is _not_ a beauty contest, then I'd
ask you: After taking the above mentioned thoughts into account, what's
left as a criteria for your rating ?

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread thorsten . i . renk
 So, if you claim that your rating is _not_ a beauty contest, then I'd
 ask you: After taking the above mentioned thoughts into account, what's
 left as a criteria for your rating ?

Martin, I see no need to repeat myself over and over. Please read the
explanations I have given so far, if you feel dissatisfied there is a
factor of three times more explanation, response and disclaimer in the
forum.

If you think the scheme is grossly flawed, please point to a specific
example where, then we can discuss that, maybe that's more productive.


 Now, when I know a cockpit from real life, when I start FlightGear with
 the corresponding aircraft (or vice versa) and I'm instantly getting
 the feeling ah, this looks pretty familiar, then I very much claim
 this to be a valid criteria for judging about the grade of detail _and_
 realism.

I'd be happy if this were the main issue as it would indicate we have a
high level of realism to begin with, but a fair share of aircraft has _no_
gauges at all...

Cheers,

* Thorsten


--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread Stuart Buchanan
On Wed, Dec 1, 2010 at 11:43 AM,  Martin Spott wrote:
 So, if you claim that your rating is _not_ a beauty contest, then I'd
 ask you: After taking the above mentioned thoughts into account, what's
 left as a criteria for your rating ?

 Martin, I see no need to repeat myself over and over. Please read the
 explanations I have given so far, if you feel dissatisfied there is a
 factor of three times more explanation, response and disclaimer in the
 forum.

 If you think the scheme is grossly flawed, please point to a specific
 example where, then we can discuss that, maybe that's more productive.

One example that strikes me is the c172p, though I'm biased as one of the
maintainers of the aircraft, and it is rated accurately according to
your criteria :)

The cockpit interior is complete, down to panel lighting switches,
parking brake handle etc.
There may be a slight mis-alignment issue with regard to the fuel
gauge and clock, but
other than that, there really isn't anything further required. I don't
think adding photo
textures would add significantly to the look and feel, and in fact
might detract from
usability given the constraints on resolution, screen space view angle
inherent in a
simulator.

I'm with Martin and Vivian on this - I don't believe that
photo-textures add much to the
wow factor, and I also agree with Vivian that this isn't really a
particularly good indication
of quality. However, beauty is in the eye of the beholder ;)

As Curt and others have pointed out, there certainly is a place for
rating aircraft to
publicise those that are hidden gems, and your list is certainly going
to make me
look at some new aircraft.

I think a more fruitful approach would be to formalize various rating
requirements,
such that anyone can evaluate an aircraft against largely objective
criteria. This would
remove the need for one person to evaluate all the aircraft, which as
you've pointed out
is a herculean task. Such ratings would certainly need to include
cockpit quality, and
your criteria would form a good basis, even if we disagree on the importance of
photo-textures :)

This has been discussed many times on the list and elsewhere before,
but the actual
criteria have never been really agreed, and the ratings (which one
would want to encode
into the -set.xml file) have never been implemented.

There's a wiki page that discusses this here:

http://wiki.flightgear.org/index.php/Formalizing_Aircraft_Status

Personally, I prefer a numeric rating system as you have created, and
a limited number of
areas - possible just FDM, systems, cockpit and exterior model.

I particularly like the option you've provided to add and extra point
- it could be used to indicate
a particularly nice feature not covered by the criteria itself, for
example well modeled failure modes.

The FDM is possibly the hardest to define, but I think it is certainly
possible - from a basic
Aeromatic or YASIM geometric model, through models that meet the PoH
climb, cruise
numbers to those like the P51d-JSBSim that match flight test data.

-Stuart

--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread thorsten . i . renk
 One example that strikes me is the c172p, though I'm biased as one of the
 maintainers of the aircraft, and it is rated accurately according to
 your criteria :)

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


 I'm with Martin and Vivian on this - I don't believe that
 photo-textures add much to the
 wow factor

Please take a look at the aircraft which actually are at the top of the
list. They don't necessarily use (as far as I can tell) photographs as
textures, but they resemble a photograph rather than rendered polygons -
textures show rust, wear and tear, gauges show glass reflections and so
on. I think the c172p could get a 'wow!' factor that way, rather than by
using actual photos as textures. I don't know if I messed up the word -
'photo-realistic' doesn't mean 'photo-texture' in what I wanted to say, it
means that the cockpit screenshot resembles a photograph of the cockpit.

 and I also agree with Vivian that this isn't really a
 particularly good indication
 of quality. However, beauty is in the eye of the beholder ;)

*sigh* Correlation is not causation - I seem to be unable to get that
point across.

There is no causal relationship between visual detail and quality, i.e. it
is *theoretically* possible to make a model which scores high in visual
detail, but is low quality. *In practice*, it turns out that I find my
(vague) idea of the quality of the model usually close to the visual
detail.

To give an example - the quality of the instrumentation/procedures in the
c172p I would rate with a full 10 of 10. The visual detail has 7 - that's
just 3 points away. If that generalizes, it means that if you pick an
aircraft with visuals 8, you are never really going to be completely
disappointed by its systems, so while the list would not really correspond
to a quality rating, it would give you some useful indication of how the
quality list is going to look like.

About the worst failure of the scheme I'm aware of is the Concorde to
which I would assign 10 for procedures and instrumentation, but have rated
5 in visuals - in all other cases I know of, visuals and
instrumentation/procedures are typically no more than 2, rarely 3 points
different. From a different perspective - take again a look at the top of
the list - the IAR 80 has emergency procedures to get out the gear without
power, the MiG-15bis has a detailed startup procedure, models stresses on
airframe, you can overheat the engine, the F-14b comes with the seeking
missiles and a really detailed radar system - I can't really see that the
scheme has moved aircraft to the top which 'just look pretty' and wouldn't
have a good measure of quality to them as well.

So while I am aware that there is no reason that visual detail and quality
*must* correlate, I find that in practice they do. Which means that the
list works better in practice than theoretical considerations a priori
would suggest. That's something I did not know before making it, nor did I
expect it, but I realized it after the fact. Is that easier to understand?


 As Curt and others have pointed out, there certainly is a place for
 rating aircraft to
 publicise those that are hidden gems, and your list is certainly going
 to make me look at some new aircraft.

Well, you just made me happy :-)

 I think a more fruitful approach would be to formalize various rating
 requirements,
 such that anyone can evaluate an aircraft against largely objective
 criteria. This would
 remove the need for one person to evaluate all the aircraft, which as
 you've pointed out
 is a herculean task. Such ratings would certainly need to include
 cockpit quality, and
 your criteria would form a good basis, even if we disagree on the
 importance of
 photo-textures :)

Hm, after skimming the page, there's basically a set of ko criteria for
many of the suggested schemes. I've thought about this for a while, and as
far as I understand, any scheme which could sort the whole set of aircraft
needs to be fair, needs to generalize and needs to be viable. if you're
interested in discussing only a subset of 20 aircraft, then much more
involved schemes are possible.

'fair' means that every aircraft is judged the same way - which means
either by a single person (or a group of persons with averaging the
opinions), or by a set of sufficiently well defined objective criteria as
you state above.

'generalization' means that one needs to be able to apply it to (almost)
every aircraft in the repository. Judging realism based on first-hand
experience in real aircraft is a good criterion and works really well for
a number of aircraft, but it doesn't generalize (and it isn't necessarily
'fair') - I'm guessing we have a serious lack of people who fly supersonic
jets on a regular basis.

And 'viability' means that it must be doable in a realistic amount of time
- 

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

2010-12-01 Thread Erik Hofman
On Wed, 2010-12-01 at 15:06 +0200, thorsten.i.r...@jyu.fi wrote:
  One example that strikes me is the c172p, though I'm biased as one of the
  maintainers of the aircraft, and it is rated accurately according to
  your criteria :)
 
 Compared with, say, the A-10, the F-14b or the Tu-154b (which is not in
 the GIT repository) - how would you rate the c172p cockpit? Would you say
 that it has the same quality, would you say that it is better or worse?

Maybe it's an idea to differentiate between usefulness and pleasing
factor, say 1 to 10 for usefulness and * to *** for a more appealing
look?

Erik


--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

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


Hi,

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

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

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

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

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

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

Thanks for your work.

Alva

--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread Martin Spott
thorsten.i.r...@jyu.fi wrote:

 One example that strikes me is the c172p, though I'm biased as one of the
 maintainers of the aircraft, and it is rated accurately according to
 your criteria :)
 
 Compared with, say, the A-10, the F-14b or the Tu-154b (which is not in
 the GIT repository) - how would you rate the c172p cockpit? Would you say
 that it has the same quality, would you say that it is better or worse?

I don't know how the real A-10 looks like, I'm having some 'historic'
documentation on the F-14 (including a really interesting book I bought
on a school trip to London, more than 20 years ago) - but this probably
still doesn't qualify for rating the cockpit model in FlightGear.

On the other hand I _do_ know, among others, the C172-cockpit which is
modelled here and I may tell you that FlightGear's C172 cockpit is done
quite accurately - the real ones do indeed look pretty cheap,
consisting of just a painted metal sheet with a plastic cover in the
upper region.  Not only the cover is pretty realistic, also the gauges,
audio panel, avionics and switches are (the real switches are providing
a rather 'cheap' haptic experience as well).

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread Vivian Meazza
Thorsten wrote

 -Original Message-
 From: thorsten.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
 Sent: 01 December 2010 11:43
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Aircraft model/cockpit rating
 
  So, if you claim that your rating is _not_ a beauty contest, then I'd
  ask you: After taking the above mentioned thoughts into account, what's
  left as a criteria for your rating ?
 
 Martin, I see no need to repeat myself over and over. Please read the
 explanations I have given so far, if you feel dissatisfied there is a
 factor of three times more explanation, response and disclaimer in the
 forum.
 
 If you think the scheme is grossly flawed, please point to a specific
 example where, then we can discuss that, maybe that's more productive.
 
 
  Now, when I know a cockpit from real life, when I start FlightGear with
  the corresponding aircraft (or vice versa) and I'm instantly getting
  the feeling ah, this looks pretty familiar, then I very much claim
  this to be a valid criteria for judging about the grade of detail _and_
  realism.
 
 I'd be happy if this were the main issue as it would indicate we have a
 high level of realism to begin with, but a fair share of aircraft has _no_
 gauges at all...
 
 Cheers,
 

If I might interject here, I would draw your attention to the KC135. It has
a nice cockpit, albeit 2D. A working autopilot, a radar, a reasonable
looking exterior. And, hey, it pumps gas! It should get a medium/low score
shouldn't it? Perhaps equivalent to one of our early B737s? Or something?

Now let me tell you that I knocked it up over a weekend in response to a
request for a flyable tanker. The panel is a modified B737 with a few more
bells and whistles. It has some photo-realism, but it is absolutely NOTHING
like any version of the KC135 that I'm aware of. The 3d model is a
conversion of the B707 which was already in data. It shouldn't be - the
fuselage of a KC135 is narrower than a B707. The FDM is auto-generated by
Aeromatic: good enough for government work. The only really authentic bit is
the livery. How should it be rated now? Nil? Nevertheless, it's fun to use
and fulfills a role in FG. I'm aware of several more models which come into
this category. 

The point is that your rating system can't possibly pick this up. It is a
subjective opinion of the attractiveness of a cockpit. Or, as I said, a
beauty contest. This does have some value, and we certainly gain from
drawing attention to those models that have no, or only rudimentary, cockpit
interior details. 

Vivian
 



--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread Vivian Meazza
Martin wrote


 
 thorsten.i.r...@jyu.fi wrote:
 
  One example that strikes me is the c172p, though I'm biased as one of
 the
  maintainers of the aircraft, and it is rated accurately according to
  your criteria :)
 
  Compared with, say, the A-10, the F-14b or the Tu-154b (which is not in
  the GIT repository) - how would you rate the c172p cockpit? Would you
 say
  that it has the same quality, would you say that it is better or worse?
 
 I don't know how the real A-10 looks like, I'm having some 'historic'
 documentation on the F-14 (including a really interesting book I bought
 on a school trip to London, more than 20 years ago) - but this probably
 still doesn't qualify for rating the cockpit model in FlightGear.
 
 On the other hand I _do_ know, among others, the C172-cockpit which is
 modelled here and I may tell you that FlightGear's C172 cockpit is done
 quite accurately - the real ones do indeed look pretty cheap,
 consisting of just a painted metal sheet with a plastic cover in the
 upper region.  Not only the cover is pretty realistic, also the gauges,
 audio panel, avionics and switches are (the real switches are providing
 a rather 'cheap' haptic experience as well).
 

I thought I was a native English speaker, but I had to look up haptic.
Nice one! So an old dog (me) can learn new tricks :-).

Vivian



--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread Gene Buckle
I like the work that Thorsten has done with the rating system, but you 
guys are getting all tangled up in the details.

Why not build a pretty objective score card and then rate the aircraft on 
that?

For example, you can have a list like this:

Exterior
---
Animated Control Surfaces
Animated Landing Gear
Livery/texture for 3D model
Model is generally representative of depicted type
Exterior Lighting

Interior
---
2D Cockpit
3D Cockpit
Photorealistic Textures/Panel
Photorealistic Textures/General interior
Panel  controls generally representative of depicted type

etc.

Each one would add a point for a present feature and deduct a point for a 
feature it should have, but does not.  No point would be awarded or 
deducted for a feature that doesn't apply.  An example of this would be 
Animated Landing Gear - you would score that a zero on a Cessna 172 (if 
it's not the R model) since the 172 has fixed gear.

These things are scorable based on the fact that either a model has this 
thing or not.  It doesn't allow for well it just kinda looks wrong 
scoring.

For the flight model, you can score it against how it compares to data in 
the POH or pilot's notes.  I suspect a flight model evaluation script 
could be put together in Nasal that would prevent human interaction from 
ganking the flight test. :)

Once the objective score is assembled, you could have another block that 
was strictly for the reviewers subjective opinon on the aircraft or 
vehicle being reviewed.

Thorsten's made an awesome contribution here - quit flogging it and help 
refine it!

g.


-- 
Proud owner of F-15C 80-0007
http://www.f15sim.com - The only one of its kind.
http://www.simpits.org/geneb - The Me-109F/X Project

ScarletDME - The red hot Data Management Environment
A Multi-Value database for the masses, not the classes.
http://www.scarletdme.org - Get it _today_!

Political correctness is a doctrine, fostered by a delusional, illogical
minority, and rabidly promoted by an unscrupulous mainstream media, which
holds forth the proposition that it is entirely possible to pick up a turd
by the clean end.

--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread Jari Häkkinen
On 2010-12-01 15.18, Vivian Meazza wrote:
 The point is that your rating system can't possibly pick this up. It is a
 subjective opinion of the attractiveness of a cockpit. Or, as I said, a
 beauty contest. This does have some value, and we certainly gain from
 drawing attention to those models that have no, or only rudimentary, cockpit
 interior details.

 Vivian

Can't we just accept Thorsten's list as a review? Just like films have 
reviewers and their taste might fit yours. Either you trust the film 
review or not, and follow the recommendation. After a while you find 
your favourite reviewers and know which ones actually have similar film 
taste as you, or even better, draws your attention to films that you 
might miss otherwise.

The same goes with Thorsten's list, either you think the ratings are 
useful or not. Or better yet, create your own reviews based on more or 
less subject scores. I hope that Thorsten will keep his list up to date 
with the development of the different models ... and one day all models 
have a wow factor!

As several others stated before me, I think the list is useful and I'll 
test a few of the higher ranked planes.


Cheers,

Jari

--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread Curtis Olson
I'm with Jari here.  Let's not get all bent out of shape and make this way
more complicated than it was intended.  Sure, someone could design the
mother of all ratings systems and build an online web based system to track
aircraft and ratings and sort and dice and do it all -- nothing wrong with
that.  Of course there is some subjectivity to Thorsten's ratings.  Of
course his rating system doesn't cover every aspect of every aircraft -- he
intentionally kept it extremely simple.  I think this thread is classic
evidence that some people can find the negative in just about anything.  No
good deed is left unpunished! :-)

As Jari points out, Thorsten has essentially done a review of the FlightGear
aircraft based on a clearly defined perspective and rating system.  I think
we could thank him for his efforts to provide us with some interesting
information.  We should all be able to understand the context and then leave
it at that.  I'd rather go check out some cool airplanes I haven't looked at
yet or forgot about, rather than wasting too much time nitpicking the
reviewer's evaluation system.

I still haven't figure out how to start the IAR80, but I'm fascinated by all
the exposed tube structure inside the cockpit. :-)

Hey, let's at least keep the fun stuff fun!

Curt.


On Wed, Dec 1, 2010 at 9:37 AM, Jari Häkkinen wrote:

 Can't we just accept Thorsten's list as a review? Just like films have
 reviewers and their taste might fit yours. Either you trust the film
 review or not, and follow the recommendation. After a while you find
 your favourite reviewers and know which ones actually have similar film
 taste as you, or even better, draws your attention to films that you
 might miss otherwise.

 The same goes with Thorsten's list, either you think the ratings are
 useful or not. Or better yet, create your own reviews based on more or
 less subject scores. I hope that Thorsten will keep his list up to date
 with the development of the different models ... and one day all models
 have a wow factor!

 As several others stated before me, I think the list is useful and I'll
 test a few of the higher ranked planes.


 Cheers,

 Jari


 --
 Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
 Tap into the largest installed PC base  get more eyes on your game by
 optimizing for Intel(R) Graphics Technology. Get started today with the
 Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
 http://p.sf.net/sfu/intelisp-dev2dev
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel




-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org -
http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/
--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread dave perry
On 12/01/2010 08:14 AM, Gene Buckle wrote:
 I like the work that Thorsten has done with the rating system, but you
 guys are getting all tangled up in the details.

 Why not build a pretty objective score card and then rate the aircraft on
 that?

 For example, you can have a list like this:

 Exterior
 ---
 Animated Control Surfaces
 Animated Landing Gear
 Livery/texture for 3D model
 Model is generally representative of depicted type
 Exterior Lighting

 Interior
 ---
 2D Cockpit
 3D Cockpit
 Photorealistic Textures/Panel
 Photorealistic Textures/General interior
 Panel  controls generally representative of depicted type

 etc.

 Each one would add a point for a present feature and deduct a point for a
 feature it should have, but does not.  No point would be awarded or
 deducted for a feature that doesn't apply.  An example of this would be
 Animated Landing Gear - you would score that a zero on a Cessna 172 (if
 it's not the R model) since the 172 has fixed gear.

 These things are scorable based on the fact that either a model has this
 thing or not.  It doesn't allow for well it just kinda looks wrong
 scoring.

 For the flight model, you can score it against how it compares to data in
 the POH or pilot's notes.  I suspect a flight model evaluation script
 could be put together in Nasal that would prevent human interaction from
 ganking the flight test. :)

 Once the objective score is assembled, you could have another block that
 was strictly for the reviewers subjective opinon on the aircraft or
 vehicle being reviewed.

 Thorsten's made an awesome contribution here - quit flogging it and help
 refine it!

 g.



Actually, fixed gear can have animations.  The C172 gear flexes with 
gear compression.  The wheels spin (when on the ground) and the nose 
gear links are animated.  There are a number of fixed gear aircraft in 
fgfs that don't have one or more of these animations.  I recently added 
such animation to the Pitts, including reducing the spring and 
compression in the fdm which improved ground handling.  With rudder 
pedals I can now do takeoffs and landings w/o whacking the lower wing 
tips on the ground. ; -)

I agree with the last comment concerning Thorsten's contribution.

Dave P.

--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread Gene Buckle
On Wed, 1 Dec 2010, dave perry wrote:



 Actually, fixed gear can have animations.  The C172 gear flexes with
 gear compression.  The wheels spin (when on the ground) and the nose
I *knew* this was going to come up. *laughs*

 gear links are animated.  There are a number of fixed gear aircraft in
 fgfs that don't have one or more of these animations.  I recently added
 such animation to the Pitts, including reducing the spring and
 compression in the fdm which improved ground handling.  With rudder
 pedals I can now do takeoffs and landings w/o whacking the lower wing
 tips on the ground. ; -)

Try taxiing the F-15 some time.  The stupid thing tips over. :(

g.

-- 
Proud owner of F-15C 80-0007
http://www.f15sim.com - The only one of its kind.
http://www.simpits.org/geneb - The Me-109F/X Project

ScarletDME - The red hot Data Management Environment
A Multi-Value database for the masses, not the classes.
http://www.scarletdme.org - Get it _today_!

Political correctness is a doctrine, fostered by a delusional, illogical
minority, and rabidly promoted by an unscrupulous mainstream media, which
holds forth the proposition that it is entirely possible to pick up a turd
by the clean end.

--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread Stuart Buchanan
I don't want to flog a dead horse, but you deserve answers to your questions.

On Wed, Dec 1, 2010 at 1:06 PM, Thorsten wrote:
 One example that strikes me is the c172p, though I'm biased as one of the
 maintainers of the aircraft, and it is rated accurately according to
 your criteria :)

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

Probably slightly less, if I'm honest.

However, those aircraft have much more complex cockpits, which naturally
adds to the apparent level of detail.

 I'm with Martin and Vivian on this - I don't believe that
 photo-textures add much to the
 wow factor

 Please take a look at the aircraft which actually are at the top of the
 list. They don't necessarily use (as far as I can tell) photographs as
 textures, but they resemble a photograph rather than rendered polygons -
 textures show rust, wear and tear, gauges show glass reflections and so
 on. I think the c172p could get a 'wow!' factor that way, rather than by
 using actual photos as textures. I don't know if I messed up the word -
 'photo-realistic' doesn't mean 'photo-texture' in what I wanted to say, it
 means that the cockpit screenshot resembles a photograph of the cockpit.

I may well have mis-interpretted photo-realistic with photo-texture.

 and I also agree with Vivian that this isn't really a
 particularly good indication
 of quality. However, beauty is in the eye of the beholder ;)

 *sigh* Correlation is not causation - I seem to be unable to get that
 point across.

 There is no causal relationship between visual detail and quality, i.e. it
 is *theoretically* possible to make a model which scores high in visual
 detail, but is low quality. *In practice*, it turns out that I find my
 (vague) idea of the quality of the model usually close to the visual
 detail.

 To give an example - the quality of the instrumentation/procedures in the
 c172p I would rate with a full 10 of 10. The visual detail has 7 - that's
 just 3 points away. If that generalizes, it means that if you pick an
 aircraft with visuals 8, you are never really going to be completely
 disappointed by its systems, so while the list would not really correspond
 to a quality rating, it would give you some useful indication of how the
 quality list is going to look like.

I'd say that 3 points is quite a difference in this case. Given the number
of aircraft, a new user will naturally start at the top and work downwards,
and may never bother trying anything below (say) an 8.

 About the worst failure of the scheme I'm aware of is the Concorde to
 which I would assign 10 for procedures and instrumentation, but have rated
 5 in visuals - in all other cases I know of, visuals and
 instrumentation/procedures are typically no more than 2, rarely 3 points
 different. From a different perspective - take again a look at the top of
 the list - the IAR 80 has emergency procedures to get out the gear without
 power, the MiG-15bis has a detailed startup procedure, models stresses on
 airframe, you can overheat the engine, the F-14b comes with the seeking
 missiles and a really detailed radar system - I can't really see that the
 scheme has moved aircraft to the top which 'just look pretty' and wouldn't
 have a good measure of quality to them as well.

I think my issue is that it misses aircraft that are particularly rich
in other ways,
and to me that seems more of an issue.



 I think a more fruitful approach would be to formalize various rating
 requirements,
 such that anyone can evaluate an aircraft against largely objective
 criteria. This would
 remove the need for one person to evaluate all the aircraft, which as
 you've pointed out
 is a herculean task. Such ratings would certainly need to include
 cockpit quality, and
 your criteria would form a good basis, even if we disagree on the
 importance of
 photo-textures :)

 Hm, after skimming the page, there's basically a set of ko criteria for
 many of the suggested schemes. I've thought about this for a while, and as
 far as I understand, any scheme which could sort the whole set of aircraft
 needs to be fair, needs to generalize and needs to be viable. if you're
 interested in discussing only a subset of 20 aircraft, then much more
 involved schemes are possible.

snip

 Applying these three requirements to proposed ideas cuts things pretty
 much down. Which is why I came up with such a dumb 'visual' scheme in the
 first place :-)

Given sufficiently objective criteria, aircraft developers can easily
evaluate their
own aircraft pretty quickly and efficiently as Hal has mentioned. As
others have
pointed out, the developers tend to be their own worst critics (though I may be
an exception with my comments on the c172p :)

In the great tradition of re-inventing the wheek, I'd propose 4 criteria:
- FDM
- Systems
- Cockpit
- External 

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

2010-12-01 Thread James Turner

On 2 Dec 2010, at 00:18, Hal V. Engel wrote:

 Total is 15 average is 3.75.  For a developer this is very quick to do as it 
 took me all of perhaps 2 minutes.  In addition this has very few things that 
 are at all subjective.  I like it.  It is perhaps a little simplistic in some 
 ways but it does allow the devs a way to rate their aircraft this is quick, 
 easy and objective that will allow users to know approx. how good each model 
 is.  My one reservation is that the system category could be problematic for 
 very simple aircraft like a glider since even in a perfectly modeled glider 
 it 
 may never be possible to get the full 5 points allowed.   This is a minor 
 issue however.

+1 to Stuart's system here.

James


--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-12-01 Thread Jon S. Berndt
 Running through the same exercise for the p51d-jsbsim:
 
 FDM: 5
 Systems: 4 (still needs some electrical systems stuff)
 Model: 3 (missing cooling door animation, liveries and Ambient
 Occlusion
 effect)
 Cockpit: 3 (what is there is a 4 but it is missing a few things IE. not
 complete)
 
 Total is 15 average is 3.75.  For a developer this is very quick to do
 as it
 took me all of perhaps 2 minutes.  In addition this has very few things
 that
 are at all subjective.  I like it. 

 ...
 
 Hal

I also think that the criteria laid out is good. One thing, though (and I
apologize if this has already been discussed), but it might be fair to point
out examples of a five somewhere for each category. The point being that can
we really expect to find an aircraft model that is a solid 5? What is the
gold standard? We know how much effort Hal has expended on the P51 flight
model, and I will certainly agree that it rates a 5. Which aircraft models
rate a 5 in which categories? 

Jon



--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread Martin Spott
thorsten.i.r...@jyu.fi wrote:

 What do the numbers mean?
 =
 
 Roughly, anything below 5 means that it isn't really finished and that I
 think they should be alpha status. 7 and 8 are really nice cockpits, and 9
 an 10 usually create a spontaneous  'wow!'.

I think the risk of doing harm by rating aircraft and their cockpits
after just a quick test is rather high compared to the potential
benefit - especially when you're too unfamiliar with some of the
respective real-life references. To put in into different words: By
assigning too many inappropriate ratings, you're putting the entire
effort at the risk of not being taken as seriously as you would expect.

If I were you, I'd refrain from posting ratings as 'delicate' as this
one.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread Tim Moore
On Tue, Nov 30, 2010 at 5:54 PM, Martin Spott martin.sp...@mgras.netwrote:

 thorsten.i.r...@jyu.fi wrote:

  What do the numbers mean?
  =
 
  Roughly, anything below 5 means that it isn't really finished and that I
  think they should be alpha status. 7 and 8 are really nice cockpits, and
 9
  an 10 usually create a spontaneous  'wow!'.

 I think the risk of doing harm by rating aircraft and their cockpits
 after just a quick test is rather high compared to the potential
 benefit - especially when you're too unfamiliar with some of the
 respective real-life references. To put in into different words: By
 assigning too many inappropriate ratings, you're putting the entire
 effort at the risk of not being taken as seriously as you would expect.

 If I were you, I'd refrain from posting ratings as 'delicate' as this
 one.

 I for one really enjoyed the list and plan to check out some of the more
highly rated ones with which I'm not familiar. I can't believe that the
ratings will come as a surprise to any aircraft developer, and I hope that
their egos aren't so fragile as to be discouraged by a low rating!

Tim

 Cheers,
Martin.
 --
  Unix _IS_ user friendly - it's just selective about who its friends are !
 --


 --
 Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
 Tap into the largest installed PC base  get more eyes on your game by
 optimizing for Intel(R) Graphics Technology. Get started today with the
 Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
 http://p.sf.net/sfu/intelisp-dev2dev
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel

--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread Martin Spott
Tim Moore wrote:

 I for one really enjoyed the list and plan to check out some of the more
 highly rated ones with which I'm not familiar. I can't believe that the
 ratings will come as a surprise to any aircraft developer, and I hope that
 their egos aren't so fragile as to be discouraged by a low rating!

My own ego is not affected in any way, last but not least because I
didn't model any of these aircraft. But I do know some of the
respective real-life counterparts (mostly single engined aircraft)
pretty well because I'm flying these as PIC or at least as co-pilot and
for almost all of them I'd end up with a different rating.

This is the rather simple background to my 'complaint'.

Cheers,
Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread Curtis Olson
On Tue, Nov 30, 2010 at 11:04 AM, Tim Moore timoor...@gmail.com wrote:

 I for one really enjoyed the list and plan to check out some of the more
 highly rated ones with which I'm not familiar. I can't believe that the
 ratings will come as a surprise to any aircraft developer, and I hope that
 their egos aren't so fragile as to be discouraged by a low rating!


Right, I also have a couple new aircraft I'm going to go check out in a
few minutes.  I think ratings can be good if put in the proper context ...
and in this case it's one person's opinion.  Thorsten has been clear about
how his rating system works, and as a result, I think it's reasonably fair.

In order to maintain such a ratings system over time, it must be kept fairly
simple.

However, I could come up with many ideas to extend the system ...

1. It would be interesting if there was a system where everyone could vote
on the rating for a particular aircraft ... kind of like rating a youtube
video.

2. The rating could be broken down into 3 (or more) subsections and the
overall rating could be a combination of the parts.  3 broad categories I
see are: (a) cockpit/interior, (b) exterior model, and (c) flight model (how
well does the thing fly, not to be confused with how hard the thing is to
fly.)  We could also talk about sound effects, systems modeling (electrical
system, hydraulic system), fault modeling, night lighting ... and on and on.

3. Ratings are imperfect, especially end user ratings.  If I can't figure
out how to start some airplane or I crash on take off because of some
operator error, I might give it a really low rating out of frustration.  On
the other hand we all intuitively get eye candy and model details so some
aircraft might get really high ratings even though they don't fly right or
they have severe systems modeling problems.

At the end of the day, each of our aircraft has strengths and weaknesses,
and even some low rated aircraft (rated low because of less detailed
cockpits) might have other really cool features to offer.  I've always liked
the YF-23 because it handles so well across a wide speed range ... it's a
blast to fly even though it doesn't have any 3d cockpit.

Regards,

Curt.
-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org -
http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/
--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread James Turner

On 30 Nov 2010, at 17:04, Tim Moore wrote:

 If I were you, I'd refrain from posting ratings as 'delicate' as this
 one.
 
 I for one really enjoyed the list and plan to check out some of the more 
 highly rated ones with which I'm not familiar. I can't believe that the 
 ratings will come as a surprise to any aircraft developer, and I hope that 
 their egos aren't so fragile as to be discouraged by a low rating!

Sadly, I agree with both Tim and Martin - judging people's work is pretty 
risky, especially when they don't know it's coming - but we do make it really 
hard for casual users to find out aircraft that suit their needs. 

A thick-skin is a requirement for publishing any creative work into the world, 
I'd say - Torsten's comments aren't meant to be critical (as he said), but I'd 
hate to do anything which means people keep aircraft 'secret' until they are 
'finished' - we already know that leads to many bad results. Development needs 
to happen in the open - ideally without confusing end-users in the process, 
though.

James


--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread Gijs de Rooy

I do like Thorsten's list, especially since he attached images of each single 
cockpit. 
This makes it clear at what time of development he checked the aircraft.

Anyway, it is still a delicate subject and I don't think we'll ever find a 
rating system that
works for all...

 Curt wrote:

 1. It would be interesting if there was a system where everyone could vote on 
 the rating for 
 a particular aircraft ... kind of like rating a youtube video.

Bring us back to an old discussion. This was implemented in the wiki, but 
without dozens of 
people voting per-aircraft it isn't very usefull... (most votings are just the 
single author's 5 stars 
I guess :P)

For example, see right side of page: 
http://wiki.flightgear.org/index.php/Boeing_747-400
And here's the top 20: http://wiki.flightgear.org/index.php/Ratings 
  --
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread James Turner

On 30 Nov 2010, at 17:30, Gijs de Rooy wrote:

 Bring us back to an old discussion. This was implemented in the wiki, but 
 without dozens of 
 people voting per-aircraft it isn't very usefull... (most votings are just 
 the single author's 5 stars 
 I guess :P)

I voted! And I didn't make a single aircraft so far!

:)

James


--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread Curtis Olson
Cool, I wasn't aware of the wiki voting 

Here's a random idea: if we put the wiki link for each aircraft in the
corresponding aircraft-set.xml file we could automatically link to it from
the aircraft download page ...

Curt.


On Tue, Nov 30, 2010 at 11:30 AM, Gijs de Rooy wrote:

  I do like Thorsten's list, especially since he attached images of each
 single cockpit.
 This makes it clear at what time of development he checked the aircraft.

 Anyway, it is still a delicate subject and I don't think we'll ever find a
 rating system that
 works for all...


  Curt wrote:
 
  1. It would be interesting if there was a system where everyone could
 vote on the rating for
  a particular aircraft ... kind of like rating a youtube video.

 Bring us back to an old discussion. This was implemented in the wiki, but
 without dozens of
 people voting per-aircraft it isn't very usefull... (most votings are just
 the single author's 5 stars
 I guess :P)

 For example, see right side of page:
 http://wiki.flightgear.org/index.php/Boeing_747-400
 And here's the top 20: http://wiki.flightgear.org/index.php/Ratings


 --
 Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
 Tap into the largest installed PC base  get more eyes on your game by
 optimizing for Intel(R) Graphics Technology. Get started today with the
 Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
 http://p.sf.net/sfu/intelisp-dev2dev
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel




-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org -
http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/
--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread Gijs de Rooy

 Curt wrote:
 
 Here's a random idea: if we put the wiki link for each aircraft in the 
 corresponding aircraft-set.xml
  file we could automatically link to it from the aircraft download page ...

Wouldn't it be easier to create redirect in the wiki from (for example) 
http://wiki.flightgear.org/index.php/f-14b to 
http://wiki.flightgear.org/index.php/Grumman_F-14_Tomcat 
This would only require you to add a link with 
http://wiki.flightgear.org/index.php/aircraft to the 
boxes at the download page...

Another possibility is to check the wiki for |fgname = occurences, as you can 
see at the F-14's page, there
is |fgname = f-14b, which corresponds to --fgname=f-14b in Flightgear 
commands...

Cheers,
Gijs  --
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread James Turner

On 30 Nov 2010, at 18:16, Gijs de Rooy wrote:

 Wouldn't it be easier to create redirect in the wiki from (for example) 
 http://wiki.flightgear.org/index.php/f-14b to 
 http://wiki.flightgear.org/index.php/Grumman_F-14_Tomcat 
 This would only require you to add a link with 
 http://wiki.flightgear.org/index.php/aircraft to the 
 boxes at the download page...

Yes, this would be awesome!

James


--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread Vivian Meazza
Thorsten wrote

 -Original Message-
 From: thorsten.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
 Sent: 30 November 2010 10:49
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Aircraft model/cockpit rating
 
 
 I'd like to let everyone know that I just finished a project assigning
 each aircraft model/cockpit a number between 0 and 10 indicating the
 visual level of quality of the cockpit. The results can be found in the
 forum here:
 
 
 http://www.flightgear.org/forums/viewtopic.php?f=4t=10080
 
 Why did I do this?
 ==
 
 My prime reason is that this is information I would like to have as a
 Flightgear user. Faced with 400+ aircraft, I was often annoyed to download
 one and see that it was basically unfinished in spite of the official
 status indicator. Eventually I gave up and stuck with the few aircraft I
 knew well - which means that I completely missed some truly great
 aircraft. To give an example, I think the Pipers (pa-22-160,
 pa24-250-CIII,...) are really great models with lots of attention on the
 proper handling of the on-board systems - and I only found them just now
 (and am enjoying them since).
 
 I did not do the list to en- or discourage developers. If an aircraft is
 still under development, and it scores low in visual detail, there is no
 shame in that - a low score means nothing but 'needs more developement'.
 More explanations and disclaimers in the forum.
 
 What do the numbers mean?
 =
 
 Roughly, anything below 5 means that it isn't really finished and that I
 think they should be alpha status. 7 and 8 are really nice cockpits, and 9
 an 10 usually create a spontaneous  'wow!'.
 
 
 What does the list represent?
 =
 
 On face value, the list represents my partially subjective, partially
 objective judgement of the visual quality of a cockpit.
 
 After having made it however, there appears to be more to it. There is
 usually a correlation between the level of detail of the modelling of
 systems and procedures and the level of visual detail in the cockpit -
 realistic procedures require more gauges and buttons, and immediately the
 cockpit increases in detail. About the weakest correlation in this respect
 is the Concorde, which is very detailed in procedures and in modelling
 systems, but scores only a 5 in visual detail. Usually, the correlation is
 way better.
 
 There is also a (weaker) correlation between visual quality of the cockpit
 and the FDM - planes with great cockpits tend to have at least a better
 than average FDM. I think that's because developers who spend long time
 researching cockpit photographs usually don't ignore the FDM.
 
 The list is unfair in the sense that there are planes with really great
 and well-tuned FDMs which don't score too high on the visual detail. The
 problem is that it is impossible to make a similar list for the FDM
 quality for all 400+ aircraft in a finite amount of time. But I think all
 in all the list does tend to draw attention to the aircraft Flightgear can
 be really proud of.
 
 What do I want to do with it?
 =
 
 Basically nothing - it's up to the community what to do with the numbers
 and thumbnails. Options which have at one point or the other mentioned and
 discussed in the forum range from doing nothing nothing via creating a
 Wiki page using the numbers or introducing options on the download website
 and in fgrun to sort aircraft acccording to the rating all the way to
 structuring the FGData on GIT according to status.
 
 I clearly can forsee useful applications, but I consider my work done at
 this point, and it's not up to me to decide if e.g. any sorting scheme for
 aircraft downloads is useful or not.
 
 * Thorsten
 
 

Hmm - interesting. Are you sure you know what you are seeing? Your #2 is the
Seahawk. It is a full 3d representation of the actual aircraft derived from
the pilot's notes. There are no omissions from the main panel, although
there are some secondary controls missing from the cockpit sidewalls,
omitted in the interests of frame rate.

I will at some stage tinker with the gunsight, but beyond that I have
nothing to improve on the main panel. If technology permits I will add stuff
to the cockpit sidewalls.

Vivian



--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread Martin Spott
James Turner wrote:

 A thick-skin is a requirement for [...]

  everyone who's seriously trying to survive in the FlightGear
developer's shark tank  ;-)

 [...], but I'd hate to do
 anything which means people keep aircraft 'secret' until they are
 'finished' - we already know that leads to many bad results. 

Well said !!

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread Curtis Olson
On Tue, Nov 30, 2010 at 3:20 PM, Martin Spott wrote:

 James Turner wrote:

  A thick-skin is a requirement for [...]

   everyone who's seriously trying to survive in the FlightGear
 developer's shark tank  ;-)


Any time someone criticizes my work I just watch a funny cat video like this
one and that really helps me feel better ...

http://www.youtube.com/watch?v=CULU09VCu14feature=player_embedded

Regards,

Curt.
-- 
Curtis Olson:
http://www.atiak.com - http://aem.umn.edu/~uav/
http://www.flightgear.org -
http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/
--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread Martin Spott
Curtis Olson wrote:

 Any time someone criticizes my work I just watch a funny cat video like this
 one and that really helps me feel better ...

Aaaah, good recipe, will try next time  ;-)

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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

2010-11-30 Thread syd adams
I think the list is a good start , but as already mentioned , I'm my
own worst critic.
Rating my own work , I'd say decent 3d model , working FDM's but
plenty of room for improvement ,
and a FAIL for autopilot configuration .
Hopefully I can get back to work on them once life stabilizes here ,
and once I figure out how to update via Git :)

P.S. I'll keep the cat video in mind too ;)

Cheers


On Tue, Nov 30, 2010 at 2:46 PM, Martin Spott martin.sp...@mgras.net wrote:
 Curtis Olson wrote:

 Any time someone criticizes my work I just watch a funny cat video like this
 one and that really helps me feel better ...

 Aaaah, good recipe, will try next time  ;-)

        Martin.
 --
  Unix _IS_ user friendly - it's just selective about who its friends are !
 --

 --
 Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
 Tap into the largest installed PC base  get more eyes on your game by
 optimizing for Intel(R) Graphics Technology. Get started today with the
 Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
 http://p.sf.net/sfu/intelisp-dev2dev
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel


--
Increase Visibility of Your 3D Game App  Earn a Chance To Win $500!
Tap into the largest installed PC base  get more eyes on your game by
optimizing for Intel(R) Graphics Technology. Get started today with the
Intel(R) Software Partner Program. Five $500 cash prizes are up for grabs.
http://p.sf.net/sfu/intelisp-dev2dev
___
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel