Re: [Flightgear-users] real helicopter crask

2004-10-20 Thread Erik Hofman
Erik Hofman wrote:
I've committed a protocol configuration file that reads the ACMS file 
and puts its data in the property tree. Unfortunately there is no FDM 
that reads the accelerations and translates them into world coordinates 
so it's not very useful at the moment.

One way to handle this data is to write a small FDM that does exactly 
that, read the values and convert it to lat/lon/alt positions.
I have now updated the code to add a ACMS specific FDM. This requires 
the latest CVS version of the base package and of FlightGear. It also 
requires FlightGear to be compiled using --enable-sp-fdms

When all is set you can run the flight using (providing the file is 
copied to /tmp first):

fgfs --aircraft=bo105 \
 --generic=file,in,1,/tmp/flight_007.txt,acms \
 --fdm=acms
Erik
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RE: [Flightgear-users] transparent wing with 0.9.6

2004-10-20 Thread Giles Robertson
Further testing (Windows 0.9.6 binaries, ATI Mobility Radeon 9700)
reveals that this problem seems only to occur where a moving object
passes between the panel and the viewer; in the case of the wing, where
the flaps are in the flaps up position (note, however, that you can
still see the artefact with the flaps down), and the elevators, which
obviously move. Also, the moving yoke, if rotated, passes under, not
over, the panel. This effect is much more pronounced in the 182 - it is
easy to move the yolk right under the tachometer.

Is this a draw-order problem relating to moving surfaces?

Giles Robertson

-Original Message-
From: Giles Robertson 
Sent: 13 October 2004 23:54
To: FlightGear user discussions
Subject: RE: [Flightgear-users] transparent wing with 0.9.6

I recall seeing this around 0.9.3, but it happened with a lot of
programs on my Intel card, so I never wrote about it, because I couldn't
isolate it as an fgfs problem. 

Giles

-Original Message-
From: Chris Metzler [mailto:[EMAIL PROTECTED] 
Sent: 13 October 2004 20:41
To: FlightGear user discussions
Subject: Re: [Flightgear-users] transparent wing with 0.9.6

On Wed, 13 Oct 2004 20:25:55 +0100
Lee Elliott [EMAIL PROTECTED] wrote:

 I noticed that it occurs when the object that should block the 
 view of the panel instruments is an enclosing volume.  In the 
 case of the wings, the panel instruments are visible through 
 both upper and lower wing surfaces.  You can see the instruments 
 through the struts too and the same applies here - you're 
 viewing the instruments through two opposite facing surfaces 
 that are part of the same object.
 
 With objects that don't seem to be transparent to the 
 instruments, such as the fuselage, there's only a single surface 
 of any particular object between the viewer and the instruments.
 
 I don't know what would happen if the surfaces were split i.e. 
 upper and lower wing surfaces, but that isn't really a solution 
 to the problem and it wouldn't work well with the struts.
 
 Quite a curious problem.

Could this be caused by the recent patches?  I dunno anything about
OpenGL so I don't know whether that's a stupid question.  But I've
flown the c172 a lot lately and did not see this before updating
from CVS and applying Matthias' plib patch.

-c

P.S.  I'd back them out to test but I'm off to see my first WC
qualifier, woo hoo!

-- 
Chris Metzler   [EMAIL PROTECTED]
(remove snip-me. to email)

As a child I understood how to give; I have forgotten this grace since
I
have become civilized. - Chief Luther Standing Bear

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RE: [Flightgear-users] Libraries containing aluinit

2004-10-20 Thread Vivian Meazza


Francisco Rinaldo wrote:
Sent: 20 October 2004 16:52
To: flightgear-users
Subject: RE: [Flightgear-users] Libraries containing aluinit

Hi, Vivian
Thank you
 
I´ve just compiled the program.In order to do that I had to extract
openal_cyg into /usr  instead of into /usr/local. However I´ve had only some
warnings during copilation process, I can´t make fgfs running. Before
starting a new discussion

That could well indicate that there's another /AL file somewhere. Running
fgfs is another problem.

  I can´t make .., I´m going to do everyting from fresh following
carefully
your instructions and checking all steps.
After  that I will tell you the good news.
 
Thank you very much for your attention
 
Regards,

Vivian 



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Re: [Flightgear-users] Outa the box and outa sight

2004-10-20 Thread Boris Koenig
Innis Cunningham wrote:
Also thanks to those involved in the speed increase.Havn't seen frame rates
over 100 fps since 9.1.
Has anybody really been able to achieve a framerate of *100* FPS ??
I am a bit surprised - what kind of hardware is/was involved,
cause in one (gaming) machine I am using a very recent graphics
adapter that doesn't give me much more than 15-20 FPS with FG
if I am lucky.
Only an old ATI Rage 128 gives me a really playable framerate
(approx. twice that much), the only drawback being then is
that there are some graphical problems with that sort of card (as
previously reported  discussed on the devel list).
So if some of you really achieve that kind of framerate, I'd love
to hear what hardware you're using - or what else may be different
for your system (don't tell me now about wireframe mode, though)

--
Boris
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[Flightgear-users] Frame rates (was Re: Outa the box and outa sight)

2004-10-20 Thread Chris Metzler
On Thu, 21 Oct 2004 02:25:27 +0200
Boris Koenig [EMAIL PROTECTED] wrote:
Innis Cunningham wrote:
 Also thanks to those involved in the speed increase.Havn't seen frame
 rates over 100 fps since 9.1.
 
 Has anybody really been able to achieve a framerate of *100* FPS ??
 
 I am a bit surprised - what kind of hardware is/was involved,
 cause in one (gaming) machine I am using a very recent graphics
 adapter that doesn't give me much more than 15-20 FPS with FG
 if I am lucky.
 
 Only an old ATI Rage 128 gives me a really playable framerate
 (approx. twice that much), the only drawback being then is
 that there are some graphical problems with that sort of card (as
 previously reported  discussed on the devel list).
 
 So if some of you really achieve that kind of framerate, I'd love
 to hear what hardware you're using - or what else may be different
 for your system (don't tell me now about wireframe mode, though)

I'm not getting 100.  However, I'm doing much better than the numbers
you give, now.

I have an Athlon XP 2000 pumping an nVidia GF4 Ti4600 128MB -- the hot
card from 2 years ago.  I run FG in 1600x1200 mode, with nothing turned
off or down . . .so, fairly graphics intensive.

After the recent patches, flying the Cessna around downtown SF, I
typically get 25fps.  Elsewhere, 30-50 is normal for me.  Earlier
today, while trying (and failing, dammit) to slow the Beaver down
so I could land at less than 85 mph, I briefly hit about 80fps.

My framerates are, for the most part, good enough that I've been
experimenting with the values in materials.xml, increasing the
surface density of ground structures.  I was able to double the
density of all the urban structures without a significant frame
rate hit (but with some odd results in the timing of the first
render for many of the structures).  But sadly, the one I most
wanted to up -- the tree density -- can't really be adjusted.
There are already a lot of trees, even at low densities; and if
I double the surface density, I get tons of DList stack overflow
messages and the framerate drops to 2.  It's a shame, because I'd
love for the forests to be more flush.

-c

-- 
Chris Metzler   [EMAIL PROTECTED]
(remove snip-me. to email)

As a child I understood how to give; I have forgotten this grace since I
have become civilized. - Chief Luther Standing Bear


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Re: [Flightgear-users] Flyable aircraft

2004-10-20 Thread Ampere K. Hardraade
One of the problems, as I pointed out earlier, is that the download size of 
the base package is a bit on the huge size.  Including all aircrafts into an 
already big download will not be a good idea.  So, the best option will still 
be removing all the work-in-progress aircrafts from the base package, and 
keep the size of the download to a minimium.

Ampere

On October 19, 2004 06:20 pm, Boris Koenig wrote:
 Hi everybody !

 Sorry to bring this up again - Just catching up on the hundreds of
 postings on both lists ... and I wanted to add the following:

 Jon Berndt wrote:
  Yes, I've made an attempt in the JSBSim config file format to include a
  done-ness specifier for the FDM:
 
  Beta, Alpha, Release, UNRELEASEABLE, etc.  IMHO, probably ONLY Release
  models should be in the base package.

 I agree with much of what has been said so far - concerning the
 reputation of FlightGear suffering from various incomplete
 aircraft ... at times it's really hard to tell what's the cause
 of a problem, whether it's your hardware, the simulator or a
 particular aircraft ...

 So, I like the above idea, even though I don't think that it's necessary
 to remove immature aircarft, rather one could try a compromise -
 provide additional maturity flags within each aircraft's XML
 definition file, for example:

  experimental
  pre-alpha
  alpha
  pre-beta
  beta
  okay/working

 That way we would have one additional tag within the XML file, like:

  maturityalpha/maturity

 And would thereby enable the *user* to choose what kind of aircraft
 he/she wants to use.

 So, while the usual parameter

  --show-aircraft

 would currently display ALL available aircraft, we could have an
 additional parameter like:

  --min-maturity-level=beta

 to return only those aircraft in the base package that match the
 corresponding criteria.

 This would of course only be optional - but I think it could really
 reduce some of the frustration new users encounter when first trying
 out FG.

 So, one would end up having a definable maturity level for aircraft,
 in order to address the issues concerning too much realism it
 might be a good idea to also enable users to adjust the realism
 level on demand - this is something that other simulators offer, too -
 and it has been discussed on the devel list before ...

 One could still ship ALL aircraft, but prevent new users from trying
 unfinished aircraft and drawing false conclusions.

 Probably, it would not even be a bad idea to make --show-aircraft return
 by default only relatively mature aircraft instead of all the
 experimental stuff that's in the base package ?

 If that idea is accepted I would not mind taking care of the
 corresponding changes that make FlightGear return only aircraft
 meeting particular maturity requirements, frankly spoken simply
 because I was going to change one or two similar things, anyway -
 e.g. I wanted to be able to tell whether a particular aircraft is part
 of the base package or not, that's why I suggested some time ago to
 provide an additional tag for that purpose, too.




 --
 Boris

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[Flightgear-users] fgds compiled

2004-10-20 Thread francisco.rinaldo1
Hi, all

Hi Vi

NowI have fgfs compiled in my system.The programs  size is 6,23 MB after sritp *.Is this size ok?.SO, how canI make it running?

Regards 

Francisco

PS There is somthing strange yet.I have to extract openal_cyg into /usr to make the program compiled .___
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Re: [Flightgear-users] classifying development status of aircraft extending fgrun

2004-10-20 Thread Boris Koenig
Ampere K. Hardraade wrote:
On October 20, 2004 10:05 pm, Boris Koenig wrote:
Ampere K. Hardraade wrote:
One of the problems, as I pointed out earlier, is that the download size
of the base package is a bit on the huge size.
fully agreed, that's something most people seem to complain about - on
the other hand it's fairly small to be honest  - if you compare it to
other simulators like MSFS, X-Plane etc. - so having a full simulator
by downloading less than 100 MB data, sounds okay to me.

FlightGear targets people who want to get something for free, while MSFS and 
X-Plane target people who are willing to pay.  Therefore, you can't really 
compare FlightGear to the latters.
well, somehow you folks permanently try to convince me that you cannot
compare opensource projects with closed source projects - and on the
other hand exactly that is done all the time... if not by the developers
themselves (who nevertheless indicate to aim to outscore the commercial 
competitors one day) then by every new user who OF COURSE will make
comparisons with previous experiences.

On the other hand, you're of course true that the companies behind
products like MSFS or X-Plane *target* commercial users, I'd assume
that the non-commercial user community (=those who didn't pay) is
significant for either project, too - particularly for MSFS this is
very true.
For people who just want to check out FlightGear, their mentallity is to 
download the executable, run it for five minutes, and delete it if they are 
not sastisfy.
probably a good point, but then the whole process of compiling the thing
is even more problematic than the big download in the first place !?

If the download is too big, or the time for download takes too 
long, this group of people are going to get discourage, and FlightGear can 
potentially lose these new players as consequence.

Okay, then one would need to think about creating kind of a preview or
down-stripped version that contains only working stuff - preferably
with a certain scenery already available and a handful of finished
aircraft.
Something like this could probably result in a significantly smaller
package.

100MB is okay for me because I have broardband.  But even so, I still think 
the download is too big, because it still takes time and 90% of the aircrafts 
that it contains are aircrafts that I don't fly.
probably true, but one would need to determine what types of aircraft are
interesting for the majority of people/users AND what aircraft can
actually be used without problems - otherwise one might very end up
packaging only stuff that some of us think should be integrated and
leave out other aircraft that might appeal to others anyway.
[...] 
The patch doesn't really solve the issue: people still have to download the 
entire base package when they first run FlightGear.
That's of course true - and I didn't mean to imply anything else -
it's only meant to provide a viable alternative for those who
want to upgrade (or even down-grade)
Beside, how many players 
do you think actually know about the patch?
I am not sure about that, but I am confident that the patch
will be added as an option to the official FlightGear download page
as soon as there's been some experience made about the whole patching
thing.
We've talked about that already on the devel list.
And I can understand Erik's objection or rather fear that patching
might create a whole new bunch of problems the developers would then
might have to face every now and then.
On the other hand, the tardiff pages are quite extensive about the whole
patching process and it would not take very long to add some advise
about how to deal with unsuccessfully patched FlightGear base packages.
So, I am not sure if it's such a good idea to simply stop packaging
unfinished aircraft.

You are correct; as a modeller, I do want my aircrafts to appear in the base 
package so that people can appreciate my work.
That's what I figured, too
However, forcing them to download my aircraft(s) isn't right.
Well, I wouldn't call it forcing - the policy to integrate any new
aircraft seems to me rather like some sort of artifact from the
early beginnings where everybody was glad that a contribution was made -
and I understand that it's somehow tough to declare now certain
requirements in order for future aircraft to be considered for the base
package.
 It may even be counter productive, and
I certainly don't want that to happen.
yes, this is a bit of a two-sided problem - both scenarious could
probably become counter-productive.
An alternative is to set up a section at FlightGear.org for aircraft 
downloads.
I think it was Chris Metzler who brought up a similar idea some time
ago - to set up a webpage for additional FlightGear-related downloads,
which wouldn't necessarily have to consume Curt's resources - while all
this was back then about scenery in general, it's certainly something
that would fit together with some kind of Aircraft Repository - on
the other hand that idea