Re: [Flightgear-devel] VMAP1 in Landcover-DB

2006-06-15 Thread Jon Stockill
Josh Babcock wrote:
 
 I say we issue everyone a GPS unit and start taking out own data :)

It's being done already: http://www.free-map.org.uk/

Jon


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Re: [Flightgear-devel] VMAP1 in Landcover-DB

2006-06-15 Thread Martin Spott
Jon Stockill wrote:
 Josh Babcock wrote:

 I say we issue everyone a GPS unit and start taking out own data :)
 
 It's being done already: http://www.free-map.org.uk/

Well, Freemap data is from now on being contributed to the
OpenStreetMap database. I must admit that I've never seen Freemap
before and I'm really happy to see they did this move in order to
combine their forces.

Please take into account that merging such data of different sources
and resolutions is _very_ time consuming work because you almost always
have to adjust the boundaries manually. For example we have roads in
the high resolution dataset which are placed almost correctly and the
same road in the low resolution dataset has an offset of several
hundred meters 

We are already preparing such a merge but I expect the process to take
several, not to say numerous months until we're ready to offer the
first results.

Cheers,
Martin.
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[Flightgear-devel] [RFC] HUD

2006-06-15 Thread Melchior FRANZ
I've started to clean up the HUD code. I've moved all class-specific
code to the classes. Before, each class had an external initializer
that loaded the properties from the property tree and called a constructor
with *many* parameters. Now the constructors are only pointed to the
group node and fetch their stuff themselves. Now there are two questions:

1. I would like to create a HUD class that contains the generic
   stuff (like setup, context, switching etc.), all of which is currently
   a set of separate static functions. Should this be:

   (a) an FGInstrumentMgr controlled class instance, and if so: should it
   be moved to Instrumentation/HUD/?

   (b) a subsystem on its own with an extra HUD::draw() method that's
   called from the renderer (HUD::update() wouldn't be usable for drawing)?

   (c) an unspecific, custom class?

   Consider a possible render-to-texture HUD option in addition to the two
   existing modes OSD-like 2D-fullscreen mode (ufo) and 
realistic-but-not-aircraft-
   model-associated-3D-HUD (f16-3d).


2. I want to drop the unflexible loadfn getters, and use property
   instead, so that any HUD element can take its value from any property.
   The current, ugly way is AFAIK due to the fact that the HUD code
   predates the property code, so there wasn't much choice for the author
   back then. Today really only properties make sense.

   (d) can I simply switch to properties, if I make sure that all HUD
   files in CVS get converted, and the result is identical (or otherwise
   in agreement with the aircraft maintainer)? Or am I expected to
   support both methods for one or two releases?

   My preference is, of course, to switch and let loadfn die immediately. :-)


Erik, you looked into that a while ago, so you probably have specific
expectations? Anyone else?

m.


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Re: [Flightgear-devel] VMAP1 in Landcover-DB

2006-06-15 Thread Jon Stockill
Martin Spott wrote:
 Jon Stockill wrote:
 Josh Babcock wrote:
 
 I say we issue everyone a GPS unit and start taking out own data :)
 It's being done already: http://www.free-map.org.uk/
 
 Well, Freemap data is from now on being contributed to the
 OpenStreetMap database. I must admit that I've never seen Freemap
 before and I'm really happy to see they did this move in order to
 combine their forces.

The combination of the two is certainly a good thing. The free-map 
author is already working on a new renderer for openstreetmap, and the 
amount of data in openstreetmap is growing quite quickly.

I discovered this the other day - seems like it may be a useful resource 
for keeping track of this type of project:

http://slashgeo.org/

 Please take into account that merging such data of different sources
 and resolutions is _very_ time consuming work because you almost always
 have to adjust the boundaries manually. For example we have roads in
 the high resolution dataset which are placed almost correctly and the
 same road in the low resolution dataset has an offset of several
 hundred meters 

Yes - I've seen just how bad vmap0 roads are in my local area - trying 
to match edges between datasets would be a complete nightmare.

 We are already preparing such a merge but I expect the process to take
 several, not to say numerous months until we're ready to offer the
 first results.

Is there any way people can help with this?

-- 
Jon Stockill
[EMAIL PROTECTED]


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Re: [Flightgear-devel] VMAP1 in Landcover-DB

2006-06-15 Thread Martin Spott
Jon Stockill wrote:
 Martin Spott wrote:

 I discovered this the other day - seems like it may be a useful resource 
 for keeping track of this type of project:
 
 http://slashgeo.org/

Aye - this really is a valuable resource. Are they somehow affiliated
with Slashdot or did they just pick a part of the name ? I should
monitor it from time to time just to see if someone already announces
what we're still preparing for  ;-)

 Yes - I've seen just how bad vmap0 roads are in my local area - trying 
 to match edges between datasets would be a complete nightmare.

But in the end someone has to do it - no chance of circumvention unless
we find an clever algorithm that does the job for us.

 We are already preparing such a merge but I expect the process to take
 several, not to say numerous months until we're ready to offer the
 first results.
 
 Is there any way people can help with this?

There will be. Currently I'm waiting for someone giving the ok to move
my DB to a more powerful machine but I think people can step upon the
plate earlier. This page for example:

  http://www.mapability.com/info/vmap1_download.html

mentions the bounding boxes of the respective VMap1 datasets. Before
cutting out VMap0 we'll have to know if lat/lon of these boxes is
really accurate or not. This could be done either by finding a reliable
source which tells us yes, they _are_ really precise or by loading
data files (shapefiles) into your preferred GIS viewer and determine if
the roads and rivers that for example intersect the border between the
US and Canada really end at the specified latitude.

Cheers,
Martin.
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Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim

2006-06-15 Thread Major A

Just came across this video:

  http://www.angelfire.com/il2/aphs/what_up_dog.wmv

Are we ready to model this kind of aerobatics in FG?

  Andras


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Re: [Flightgear-devel] VMAP1 in Landcover-DB

2006-06-15 Thread Martin Spott
Jon Stockill wrote:

 Is there any way people can help with this?

As I already wrote in the previous posting 

Aside from that I'd be very happy if someone would beautify the visual
apperance of the current Mapserver interface.

1.) The mapserver relies on JavaScript - and I've never done that
before. It would be nice if someone could completely eliminate the
need for this disturbing Browse map checkbox, overall improvement
is very much welcomed.
2.) I'd wish someone would create an RGB colour schema for the
representation of the different layers. Alone for all the VMAP0
layers we need a large set of different colours if we want to tell
betwen the layers - not to speak of a combined presentation of
VMAP0 and VMAP1 in a single picture 

Please don't hesitate to contact me if you'd like to work on one of
these. Cheers,

Martin.
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Re: [Flightgear-devel] [RFC] HUD

2006-06-15 Thread Melchior FRANZ
* Erik Hofman -- Thursday 15 June 2006 15:32:
 Melchior FRANZ wrote:
 (a) an FGInstrumentMgr controlled class instance, and if so: should it
 be moved to Instrumentation/HUD/?
 
 That's my preference, especially since it will be a completely 
 overhauled version of the HUD code.

The default HUD could then be a HUD entry in
$FG_ROOT/Aircraft/Generic/generic-instrumentation.xml ...

  hud
namehud/name
number0/number  !-- maybe some day an advanced UFO needs 2 HUDs :-) --
!-- textureAircraft/f16/Models/hud.rgb/texture --
  /hud

that depends on electricity and serviceable. The texture entry could
be used once we have a *usable* render-to-texture HUD version. (My first
version wasn't that pretty.) This would then be the virtual texture that
can be mapped to a 3D HUD object of the aircraft model. Etc. etc.
  


 (d) can I simply switch to properties, [...]

 I'm trying to guess how many newly created special HUD configurations 
 can be. I think there are at least a few. So I would postpone dropping 
 the old code to after 1.0 (maybe not even counting 1.x subversions).

OK. That makes sense. It could first output a warning on log level
warning, then on alert, and finally disappear. I'd also write
a section about the migration to properties.



 I would just copy the current code to a new location and rename it's 
 class to maybe XMLHUD or something.

Hmm ... there is only one HUD, so I'd prefer just HUD (which is still
free as a class name). The XML prefix is as redundant as the New in
NewGUI will soon be.  :-)

BTW: in case someone has looked at the current HUD files ... I left
quite some FIXME everywhere, and I will, of course, really fix those
soon, and also make other changes and improvments. So, don't panic. :-)
The HUD look/behaviour shouldn't have become worse. If you notice any
degradation, please shout in time! Well, there's one degradation:
ticks and digits in the moving scales were before restricted to pixel
boundaries. This made them jump, which looked silly. Also the scale
ticks weren't evenly spaced because of that. I changed that, but now
digits can move between pixels, which may sometimes look like flicker.
If this is a problem, then I'd rather make it configurable, as the
current method is IMHO more correct.

m.


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Re: [Flightgear-devel] VMAP1 in Landcover-DB

2006-06-15 Thread Jon Stockill
Martin Spott wrote:
 Jon Stockill wrote:
 
 Is there any way people can help with this?
 
 As I already wrote in the previous posting 
 
 Aside from that I'd be very happy if someone would beautify the visual
 apperance of the current Mapserver interface.
 
 1.) The mapserver relies on JavaScript - and I've never done that
 before. It would be nice if someone could completely eliminate the
 need for this disturbing Browse map checkbox, overall improvement
 is very much welcomed.

I can highly recommend ka-Map - it'll give you a google maps style 
interface to mapserver. http://ka-map.maptools.org/

 2.) I'd wish someone would create an RGB colour schema for the
 representation of the different layers. Alone for all the VMAP0
 layers we need a large set of different colours if we want to tell
 betwen the layers - not to speak of a combined presentation of
 VMAP0 and VMAP1 in a single picture 

Is the map definition file available anywhere so I can see what layers 
you have defined?

-- 
Jon Stockill
[EMAIL PROTECTED]


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Re: [Flightgear-devel] statistics: usage of texture memory (shocking!)

2006-06-15 Thread Sava? Yatmaz
Per 15 Haz 2006 14:44 tarihinde, Olaf Flebbe ?unlar? yazm??t?: 
 Hi,

 let me add two points:

 ~ 8% of the startup time is consumed generating the mibmaps
 (ssgMakeMibMaps) (measured with Intel VTune). I.e. is used for
 downsampling textures.

 The tremendous texture memory is a performance killer for lowend
 graphics like intel 91x. (I got 1 Frame/sec.) I worked out a patch to
 plib, reducing all flightgear texture sizes and got 15 Frames/sec.

 Olaf

Will you provide the patch?

Regards

Savas

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Re: [Flightgear-devel] VMAP1 in Landcover-DB

2006-06-15 Thread Martin Spott
Jon Stockill wrote:
 Martin Spott wrote:

 1.) The mapserver relies on JavaScript - and I've never done that
 before. It would be nice if someone could completely eliminate the
 need for this disturbing Browse map checkbox, overall improvement
 is very much welcomed.
 
 I can highly recommend ka-Map - it'll give you a google maps style 
 interface to mapserver. http://ka-map.maptools.org/

Thanks, I'll have a look at it.

 2.) I'd wish someone would create an RGB colour schema for the
 representation of the different layers. Alone for all the VMAP0
 layers we need a large set of different colours if we want to tell
 betwen the layers - not to speak of a combined presentation of
 VMAP0 and VMAP1 in a single picture 
 
 Is the map definition file available anywhere so I can see what layers 
 you have defined?

  http://mapserver.flightgear.org/landcover.map

This is still work in progress - as always  ;-)  - because I didn't
finish adding all the VMAP1-layers.

Cheers,
Martin.
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Re: [Flightgear-devel] apt.dat changes ?

2006-06-15 Thread Olaf Flebbe
Hi,

let me comment on the current apt.dat performance i.e.

of the time spent in fgAirportDBLoad:

~25% of time time is spent in simgear::strutils::split
~10% is spent in atof()

Measured with Intel VTune using MS Visualc C++ 2005.

IMHO it is an indicator that we should not use a plain text format. I
have no experiences with the performance of binary XML
representations.

Cheers
  Olaf


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Re: [Flightgear-devel] statistics: usage of texture memory (shocking!)

2006-06-15 Thread Melchior FRANZ
* Olaf Flebbe -- Thursday 15 June 2006 13:44:
 The tremendous texture memory is a performance killer for lowend
 graphics like intel 91x. (I got 1 Frame/sec.) I worked out a patch to
 plib, reducing all flightgear texture sizes and got 15 Frames/sec.

That patch will probably collide with Fred's fix that is in CVS since
a few weeks (months?). Do you not use CVS/HEAD?

m.


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Re: [Flightgear-devel] apt.dat changes ?

2006-06-15 Thread Frederic Bouvier
Olaf Flebbe wrote :
 Hi,

 let me comment on the current apt.dat performance i.e.

 of the time spent in fgAirportDBLoad:

 ~25% of time time is spent in simgear::strutils::split
 ~10% is spent in atof()

 Measured with Intel VTune using MS Visualc C++ 2005.

 IMHO it is an indicator that we should not use a plain text format. I
 have no experiences with the performance of binary XML
 representations.
   

There is not much information here. If you tell us what cost us
fgAirportDBLoad in the whole initialisation process, we could decide if
it's worth optimizing it.

And you're missing a bit of history here : The airport file used to be
binary and it was decided that a text file was easier to maintain. No
endianess or integer size problem, no compilation phase. MetaKit was a
PITA at the time.

-Fred

-- 
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http://frfoto.free.fr Photo gallery - album photo
http://www.fotolia.fr/p/2278  Other photo gallery
http://fgsd.sourceforge.net/  FlightGear Scenery Designer




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Re: [Flightgear-devel] VMAP1 in Landcover-DB

2006-06-15 Thread Martin Spott
Jon Stockill wrote:
 Martin Spott wrote:

 1.) The mapserver relies on JavaScript - and I've never done that
 before. It would be nice if someone could completely eliminate the
 need for this disturbing Browse map checkbox, overall improvement
 is very much welcomed.
 
 I can highly recommend ka-Map - it'll give you a google maps style 
 interface to mapserver. http://ka-map.maptools.org/

It should only be used by developers that have some knowledge of
JavaScript [...]

  :-)

Martin.
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Re: [Flightgear-devel] apt.dat changes ?

2006-06-15 Thread bsupnik
Hi Guys,

I've been operating under the assumption that load performance for FG is 
not a requirement for apt.dat because you guys are already 
pre-processing the file to make scenery, and could thus convert the 
apt.dat file to something faster to read _if_ you wanted to trade load 
time for the benefits of text.

*cheers*
Ben



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Scenery blog: http://xplanescenery.blogspot.com/
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Developer mailing list: [EMAIL PROTECTED]



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Re: [Flightgear-devel] VMAP1 in Landcover-DB

2006-06-15 Thread Martin Spott
Martin Spott wrote:

 There will be. Currently I'm waiting for someone giving the ok to move
 my DB to a more powerful machine but I think people can step upon the
 plate earlier. This page for example:
 
   http://www.mapability.com/info/vmap1_download.html
 
 mentions the bounding boxes of the respective VMap1 datasets. Before
 cutting out VMap0 we'll have to know if lat/lon of these boxes is
 really accurate or not.

Shapefiles are available now, each of them contains the complete VMap1-
coverage of the respective layer. Feel free to have a look at them if
you like:

  ftp://ftp.uni-duisburg.de/FlightGear/TGShapes/*_vmap1.tar.bz2

Martin.
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Re: [Flightgear-devel] apt.dat changes ?

2006-06-15 Thread Olaf Flebbe
2006/6/15, Frederic Bouvier [EMAIL PROTECTED]:
 Olaf Flebbe wrote :
  Hi,
 
  let me comment on the current apt.dat performance i.e.
 
  of the time spent in fgAirportDBLoad:
 
  ~25% of time time is spent in simgear::strutils::split
  ~10% is spent in atof()
 
  Measured with Intel VTune using MS Visualc C++ 2005.
 
  IMHO it is an indicator that we should not use a plain text format. I
  have no experiences with the performance of binary XML
  representations.
 

 There is not much information here. If you tell us what cost us
 fgAirportDBLoad in the whole initialisation process, we could decide if
 it's worth optimizing it.

Reading the airportlist needs roughly half of the startup time.

 And you're missing a bit of history here : The airport file used to be
 binary and it was decided that a text file was easier to maintain. No
 endianess or integer size problem, no compilation phase. MetaKit was a
 PITA at the time.

I didn't know this. Was there an attempt to create a binary
representation on-the-fly when a new apt.dat was detected?

Cheers
  Olaf


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Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim

2006-06-15 Thread Adam Dershowitz

On Jun 14, 2006, at 8:23 PM, Jon S. Berndt wrote:

 Maybe said a different way, imagine your wing is riding on the  
 edge of
 the amount of air it can push down without stalling.  Now you deflect
 the aileron down and try to push the air down even more.

 Stupid me. I forgot something. OK, deflecting an aileron is like  
 deflecting
 a flap. If you look at a lift curve from a wing section you can see  
 that
 deflecting a flap (aileron) increases the lift coefficient, but you  
 also
 reduce your stall angle. That would be enough to do it for that  
 portion of
 the airfoil.

 Jon



There tends to be another issue here as well.  And it might relate to  
what Curt experienced.
When teaching students to do slow flight (near the edge of stall) the  
temptation is to use aileron to correct.  If they do that, what can  
happen is that the down wing, that they want to raise, will get down  
aileron, more lift, and an increase in induced drag.  That increase  
in drag will pull the wing back.  Thus there is a yaw induced,  
that can have the same affect as using rudder...a spin!
As an additional complication, wings don't stall all at once, instead  
it is a progressive event.  When a wing is on the edge of stall the  
trailing edge is where the stall will start.   So it is possible that  
a wing that is nearly stalled will have have some flow separation at  
the trailing edge.   That is also where the ailerons are.  Down  
aileron can cause flow separation and a decrease in lift, with an  
increase in drag, and that wing can drop on you.
When in slow flight students have to be taught to use rudder instead  
of aileron, or the CFIs get nervous ;-)

--Adam


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Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim

2006-06-15 Thread Adam Dershowitz

On Jun 14, 2006, at 8:33 PM, Josh Babcock wrote:

 Jon S. Berndt wrote:
 Snap roll:

 This is indeed the recipe for a snap roll: starting from a speed  
 slightly
 above the stall, apply a sudden yaw with the rudder, apply  
 opposite aileron,
 and pull back on the yoke. SNAP! --- One wing stalls and the plane  
 rolls
 over.

 [I liked the clever use of the word, recipe with the phrase  
 snap *roll*]

 This would be hard to model using lookup tables, but it might be  
 possible
 using JSBSim functions and a table or tables, together. Could be  
 fun. I need
 to think about this one. The first idea that comes to mind is that  
 if the
 aircraft speed minus the yaw rate times some characteristic  
 lateral length
 (span/2?) falls below the stall speed, then a rolling moment would be
 generated - maybe a yawing moment, too.

 Jon



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 My understanding is that a snap roll is initiated by yaw-roll  
 coupling.
 The lower wing is put into the turbulent flow behind the fuselage  
 by the
 hard yaw. This imparts a strong roll moment, and the result is that  
 the
  AOA of the upper wing goes down, while the AOA of the lower wing goes
 up into the stall region. At that point the partial loss of lift on  
 the
 down wing becomes almost complete, while the upper wing only loses a
 small amount of lift.

 If it were done at a low AOA you would only get roll damping as the  
 low
 wing would go into a high AOA high lift regime, while the upper wing
 would go into a low AOA low lift regime. You need to be close  
 enough to
 stall that the lower wing goes past the high lift regime and into the
 stall regime.

 I may be wrong about that. If the roll were initiated on the back side
 of the lift curve, the upper wing would actually gain lift in the  
 roll,
 and the lower one would lose it as it goes into stall. I'm not sure
 which is right, but I'm pretty sure that to get a roll going fast  
 enough
 to get only one wing into a stall you have to have the yaw-roll
 coupling. Otherwise roll damping would limit you to a mere barrel  
 roll.

 So for JSBSim, you would need to add another dimension to your lookup
 tables that indicates the loss of lift as an airfoil goes through the
 turbulent wake of other elements like the fuselage. Not a bad idea
 really, but it's a lot of data and probably pretty hard to find. You
 would also need separate R/L wing elements.

 Josh


I don't believe so.  Remember that a snap roll is a type of spin.  So  
probably this discussion should focus on simulating spins more  
generally.  It is easy to enter a spin.  For a simple spin the  
aircraft is just put in slow flight, near stall, and then some yaw is  
added, but a lot is generally not necessary (depends on the  
aircraft).  I don't believe that it is enough to blanket the lower  
wing behind the fuselage.  I believe that the main effect is just  
that the yaw rate is enough that the two wings are flying at  
different speeds.  Essentially, like a helicopter, there is a  
retreating wing and an advancing wing.  If both wings are near stall,  
then that retreating wing , going a little slower (or effectively a  
higher AOA), will stall, and you will end up in a spin.
A snap roll is only different in that the aircraft is generally at a  
higher airspeed, so a high pitch rate is necessary to get the  
aircraft to that stall AOA, instead of just causing a climb, and a  
slow airplane.  But the dynamics are still just high AOA, then yaw  
rate causing a wing to stall.

It might be possible to simulate spins (and snap rolls) by just  
adding a new term to JSBSim that is essentially loss of lift due to  
yaw rate (or something similar...maybe normalize to Cl  
difference?).  But it would have to be a table that would look like a  
Cl_Alpha curve, so that it would capture the stall on the wing.  I  
believe, as Jon mentioned, that it could be done with a  table,  
showing wing  lift difference, from average alpha and yaw rate.  And,  
just to complicate things, inverted spins are fun to do, and there  
could be some sign issues to keep in mind for the above table to also  
work that way as well.

--Adam






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Re: [Flightgear-devel] statistics: usage of texture memory (shocking!)

2006-06-15 Thread Arnt Karlsen
On Thu, 15 Jun 2006 17:43:12 +0200, Olaf wrote in message 
[EMAIL PROTECTED]:

 2006/6/15, Melchior FRANZ [EMAIL PROTECTED]:
  * Olaf Flebbe -- Thursday 15 June 2006 13:44:
   The tremendous texture memory is a performance killer for lowend
   graphics like intel 91x. (I got 1 Frame/sec.) I worked out a patch
   to plib, reducing all flightgear texture sizes and got 15
   Frames/sec.
 
  That patch will probably collide with Fred's fix that is in CVS
  since a few weeks (months?).
 
 I didn't see a reduced memory size.
 
  Do you not use CVS/HEAD?
 
 plib: No, Flightgear/simgear: Yes.
 
 I did a plib tweak with a flightgear frontend to set the maximal
 texture size. I do not have the low and laptop handy in order to
 double check todays frames/second performance of fg. I did this
 several months ago.

..in a similar vein:  Is there way to set the jpg-factory 
screen shot size, other than at compile time by editing  
this bit in SimGear/simgear/screen/jpgfactory.hxx ?:


typedef enum {
DEFAULT_XS = 320,
DEFAULT_YS = 240
} JPG_FACTORY_ENUM;


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



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Re: [Flightgear-devel] statistics: usage of texture memory (shocking!)

2006-06-15 Thread Olaf Flebbe
Hi,

 ..in a similar vein:  Is there way to set the jpg-factory
 screen shot size, other than at compile time by editing
 this bit in SimGear/simgear/screen/jpgfactory.hxx ?:


 typedef enum {
 DEFAULT_XS = 320,
 DEFAULT_YS = 240
 } JPG_FACTORY_ENUM;


Does this relate in any way to the discussion in this thread?

I doubt that this definitions is actually used in the code:  In
jpg-httpd the factory is initialized as 400x300.
JpgFactory-init(400,300);

screenshots (In FlightGear Menu called Snaphots) are done differently.

Size of snapshots are controlled by /sim/startup/xsize and ysize
respectivly. gui_funcs.cxx around line 570.

Olaf


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Re: [Flightgear-devel] apt.dat changes ?

2006-06-15 Thread Olaf Flebbe
 Reading the airportlist needs roughly half of the startup time

Sorry, more precisly it is 19% ;-)


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Re: [Flightgear-devel] [RFC] HUD

2006-06-15 Thread Melchior FRANZ
* Erik Hofman -- Thursday 15 June 2006 15:32:
*  Melchior FRANZ wrote:
  My preference is, of course, to switch and let loadfn die immediately. :-)

 Yes, I can imagine but I think the cases where the old code is/has been 
 used outside of the FlightGear scope are all cases that draw attention 
 to FlightGear (universities and research organizations).
 
 I would just copy the current code to a new location and rename it's 
 class to maybe XMLHUD or something.

And let the old code how and where it is for compatibility reasons? It
turns out that I can't do much more improvements and fixes if I have to
keep all the old shit that I wanted to get rid of in the first place.
Chicken/Egg.  :-/

m.


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Re: [Flightgear-devel] [RFC] HUD

2006-06-15 Thread Erik Hofman
Melchior FRANZ wrote:
 * Erik Hofman -- Thursday 15 June 2006 15:32:

 I would just copy the current code to a new location and rename it's 
 class to maybe XMLHUD or something.
 
 And let the old code how and where it is for compatibility reasons? It
 turns out that I can't do much more improvements and fixes if I have to
 keep all the old shit that I wanted to get rid of in the first place.

That's why I said I would copy the necessary files (all HUD related 
code) to Instrumentation/HUD and rename the class(es) and leave the old 
code to rust away.

Erik

-- 
http://www.ehtw.info (Dutch)Future of Enschede Airport Twente
http://www.ehofman.com/fgfs FlightGear Flight Simulator


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[Flightgear-devel] IMPORTANT: SimGear CVS Logs mailing list

2006-06-15 Thread Curtis L. Olson
SourceForge has kindly removed all but 5 subscribers to the 
simgear-cvslogs mailing list.  I have no idea what happened or why.

If you would like to receive commit log messages for the SimGear 
sub-project, then please go to the simgear-cvslogs subscription page and 
resubscribe yourself.

http://mail.flightgear.org/mailman/listinfo/simgear-cvslogs

Sorry for any inconvenience.

Curt.

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



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Re: [Flightgear-devel] IMPORTANT: SimGear CVS Logs mailing list

2006-06-15 Thread Curtis L. Olson
Curtis L. Olson wrote:
 SourceForge has kindly removed all but 5 subscribers to the 
 simgear-cvslogs mailing list.  I have no idea what happened or why.

 If you would like to receive commit log messages for the SimGear 
 sub-project, then please go to the simgear-cvslogs subscription page and 
 resubscribe yourself.

 http://mail.flightgear.org/mailman/listinfo/simgear-cvslogs

 Sorry for any inconvenience.
   

Errr, looks like a posted this warning before I looked closely enough.  
Your subscriptions are all still intact.  There may be a problem with 
this list at the moment though.  And I suppose it is still a good idea 
to check on the status of your mailing list subscriptions once in a while.

Curt.

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



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Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim

2006-06-15 Thread Josh Babcock
Adam Dershowitz wrote:

 
 I don't believe so.  Remember that a snap roll is a type of spin.  So  

We are probably both right. If the wing were to be split into several
sections, the effect that you describe would be approximated (a-la
X-plane), or you could add another table which could be much more accurate.

I still think that the turbulent shadow effect (I cannot remember the
proper name) is another important one to pay attention to. In low wing
aircraft both these contribute to yaw-roll coupling, which is the source
of many interesting phenomena including dutch rolls. They can also be a
factor in higher frequency PIOs.

Josh


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Re: [Flightgear-devel] Update to the C-182

2006-06-15 Thread Martin Spott
Hi Stuart,

Buchanan, Stuart wrote:

 I've been working on an update to the c182. Improvements over previous
 version:

I got interested in this update as I hopefully will soon have a
briefing for the C182Q (D-EVOS). I found applying the patch to result
in a difficult task, because I had to arrange the correct mix of DOS
line endings and Unix line endings to make 'patch' happy. Finally
'patch' survived but the result got rejected by FlightGear (could not
read aircraft from Aircraft/c182/Models/c182-dpm.xml or something like
that).

Would you consider removing all DOS line endings from the '.xml' and
'.ac' files and creating a new patch ?

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] [RFC] HUD

2006-06-15 Thread Isao Yamashita
How about some stub functions ?It's kind of temporary patch up that's organized in one place.So later on, you know where to look in to delete the obsolete stuff.IsaoErik Hofman [EMAIL PROTECTED] wrote: Melchior FRANZ wrote: * Erik Hofman -- Thursday 15 June 2006 15:32: I would just copy the current code to a new location and rename it's  class to maybe XMLHUD or something.  And let the old code how and where it is for compatibility reasons? It turns out that I can't do much more improvements and fixes if I have to keep all the old shit that I wanted to get rid of in the first place.That's why I said I would copy the necessary files (all HUD related code) to Instrumentation/HUD and rename the class(es) and leave the old code to
 rust away.Erik-- http://www.ehtw.info (Dutch) Future of Enschede Airport Twentehttp://www.ehofman.com/fgfs FlightGear Flight Simulator___Flightgear-devel mailing listFlightgear-devel@lists.sourceforge.nethttps://lists.sourceforge.net/lists/listinfo/flightgear-devel___
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Re: [Flightgear-devel] statistics: usage of texture memory (shocking!)

2006-06-15 Thread Arnt Karlsen
On Thu, 15 Jun 2006 21:24:52 +0200, Olaf wrote in message 
[EMAIL PROTECTED]:

 Hi,
 
  ..in a similar vein:  Is there way to set the jpg-factory
  screen shot size, other than at compile time by editing
  this bit in SimGear/simgear/screen/jpgfactory.hxx ?:
 
 
  typedef enum {
  DEFAULT_XS = 320,
  DEFAULT_YS = 240
  } JPG_FACTORY_ENUM;
 
 
 Does this relate in any way to the discussion in this thread?

..I dunno yet, I'm gonna find out after I get TerraGear built, your
fooling around in plib to hike fps up by 15 times tells me you 
might be able to point me the right way.

 I doubt that this definitions is actually used in the code:  In
 jpg-httpd the factory is initialized as 400x300.

..this matches what I see chking the jpeg's coming out.  
In the code,  where, FG? 

 JpgFactory-init(400,300);
 
 screenshots (In FlightGear Menu called Snaphots) are done differently.
 
 Size of snapshots are controlled by /sim/startup/xsize and ysize
 respectivly. gui_funcs.cxx around line 570.

..maybe, these change the display within the main window and 
probably the screen shot sizes too, and yeah, that's a different 
show from jpeg-factory.

..found it in FlightGear/src/Network/jpg-httpd.hxx:
 public:
 
 HttpdImageChannel() : buffer(512) {
 setTerminator(\r\n);
 JpgFactory = new trJpgFactory();
 
 // This is a terrible hack but it can't be initialized until
 // after OpenGL is up an running
 JpgFactory-init(400,300);
 }

..huh?  If OpenGL is dead, kill FG too, or ask if SW rendering is ok.

..is also possible to control jpg fps (5Hz) and picture 
quality (90%) at compile time now.

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



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Re: [Flightgear-devel] VMAP1 in Landcover-DB

2006-06-15 Thread Martin Spott
Martin Spott wrote:
 Jon Stockill wrote:

 Is the map definition file available anywhere so I can see what layers 
 you have defined?
 
   http://mapserver.flightgear.org/landcover.map
 
 This is still work in progress - as always  ;-)  - because I didn't
 finish adding all the VMAP1-layers.

Ok, I think the file is now complete in the sense that it contains all
layers where the (still unchanged) landcover selection retrieves at
least one object from VMap1,

Martin.
-- 
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--


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Re: [Flightgear-devel] statistics: usage of texture memory (shocking!)

2006-06-15 Thread Arnt Karlsen
On Fri, 16 Jun 2006 00:06:25 +0200, Arnt wrote in message 
[EMAIL PROTECTED]:

..are we trigger happy today.  %o)

 On Thu, 15 Jun 2006 21:24:52 +0200, Olaf wrote in message 
 [EMAIL PROTECTED]:
 
  Hi,
  
   ..in a similar vein:  Is there way to set the jpg-factory
   screen shot size, other than at compile time by editing
   this bit in SimGear/simgear/screen/jpgfactory.hxx ?:
  
  
   typedef enum {
   DEFAULT_XS = 320,
   DEFAULT_YS = 240
   } JPG_FACTORY_ENUM;
  
  
  Does this relate in any way to the discussion in this thread?
 
 ..I dunno yet, I'm gonna find out after I get TerraGear built, your
 fooling around in plib to hike fps up by 15 times tells me you 
 might be able to point me the right way.
 
  I doubt that this definitions is actually used in the code:  In
  jpg-httpd the factory is initialized as 400x300.
 
  JpgFactory-init(400,300);
  
  screenshots (In FlightGear Menu called Snaphots) are done
  differently.
  
  Size of snapshots are controlled by /sim/startup/xsize and ysize
  respectivly. gui_funcs.cxx around line 570.
 
 ..maybe, these change the display within the main window and 
 probably the screen shot sizes too, and yeah, that's a different 
 show from jpeg-factory.
 
 ..found it in FlightGear/src/Network/jpg-httpd.hxx:
  public:
  
  HttpdImageChannel() : buffer(512) {
  setTerminator(\r\n);
  JpgFactory = new trJpgFactory();
  
  // This is a terrible hack but it can't be initialized until
  // after OpenGL is up an running
  JpgFactory-init(400,300);
  }
 
 ..huh?  If OpenGL is dead, kill FG too, or ask if SW rendering is ok.
 
 ..is also possible to control jpg fps (5Hz) and picture 
 quality (90%) at compile time now.
 
..now, there's also runtime, and property trees to grow and poke.

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



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Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim

2006-06-15 Thread Arnt Karlsen
On Thu, 15 Jun 2006 18:08:25 -0500, Jon wrote in message 
[EMAIL PROTECTED]:

  Hmm, so how would JSBSim model low speed control reversals like
  this? Could it be done in a way that would also be able to model
  transonic control reversals that are caused by shockwaves near the
  control surface hinge?
 
  Josh
 
 I've got several ideas in mind. One is that the wing could be split up
 into sections for tip, aileron, interspan, flap, root. Alpha and
 spanwise velocity would be calculated for each section. Then, lateral
 effects due to the wing would be calculated. I think that would be
 rolling moment due to wing effects, and yawing moment due to wing
 effects. It would incorporate rolling moment due to aileron
 deflection, roll moment damping, roll due to yaw rate. Maybe other
 things as well. On the yaw side: yaw moment due to aileron deflection,
 yaw damping, and yaw moment due to roll rate.
 
 Another idea would be to just add additional incremental aerodynamic
 effects based on carefully calculated or devised functions or
 tables, etc., instead of the whole approach given above.
 
 Another approach might be to detect a stall at a specific wing
 location based on some given parameters, then manufacture an
 incremental aerodynamic effect based on that.
 
 There are a lot of ways to do this, but it should be done so as to not
 break the existing paradigm, but instead to fit within it.
 
..another big deal to dig up:  Downwash.

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



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Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim

2006-06-15 Thread Jon S. Berndt

 ..another big deal to dig up:  Downwash.

 --
 ..med vennlig hilsen = with Kind Regards from Arnt... ;o)

There may end up being some things that don't get specifically addressed,
but must be defined by the user with functions and tables. What I'd like
most to do is to provide all the basic building blocks needed so that the
user is free to create the model they'd like to create.

Jon



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Re: [Flightgear-devel] Aerobatics using flight gear and JSBSim

2006-06-15 Thread Arnt Karlsen
On Thu, 15 Jun 2006 18:45:22 -0500, Jon wrote in message 
[EMAIL PROTECTED]:
 
  ..another big deal to dig up:  Downwash.
 
 There may end up being some things that don't get specifically
 addressed, but must be defined by the user with functions and tables.
 What I'd like most to do is to provide all the basic building blocks
 needed so that the user is free to create the model they'd like to
 create.

..aye, I have a multi-fdm idea,  that needs both downwash and collision
detection turned off, to show how they respond differently to gusts etc,
say a red 3d model for JSBSim, orange for yasim, yellow for LaRCSim,
green for UIUC, cyan for UIUC-tail ice, blue for UIUC-wing ice, violet
for UIUC-all-ice etc, and match those colors so they merge as one white.

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



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