Re: [Flightgear-devel] View hat on FlighSimYoke USB

2002-04-04 Thread Alexander Kappes

Hi Andy,

> This sounds to me as if one of the switches in your hat is bent, and
> is in the "on" possition even when the hat it centered.  I've seen
> exactly this effect in the past on a Thrustmaster Top Gun stick.
> Joystick hardware basically sucks.  Run jscal and note all the
> possibilities.  What you "should" see is zero for both axes when you
> don't touch the hat, and independant motion when you do.  An 8-way hat
> switch will also be able to report the corners (both axes at 1, for
> example).

I should mention that the problems occur under Linux 2.4.? (? < 10)
and that the hat switch works ok under Windows though I don't know the
mapping there as it is hidden.  So I think that the explanation
from David Megginson (bug in the kernel joystick code) sounds logical
though I never would have thought of that.

Alexander

> Another possibility is that the analog joystick driver has
> miscalibrated the axes; as I remember it applies the calibration
> numbers even to digital axes like hats.
>
> What kind of stick do you have?
>
> Andy
>
> --
> Andrew J. RossNextBus Information Systems
> Senior Software Engineer  Emeryville, CA
> [EMAIL PROTECTED]  http://www.nextbus.com
> "Men go crazy in conflagrations.  They only get better one by one."
>   - Sting (misquoted)
>
>
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RE: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread VS Renganathan

Norman's intersection testing works just fine for the moving carrier as
well. In fact this was discussed on the list almost six months ago. So you
would not fly through the deck. Yes your FDM should recieve the current
scenery altitude and compute landing gear reactions accordingly.
All those issues of aircraft and carrier coordinates are easily handled as
pointed out by Jon S Berndt. In fact I have implemented all of it in
FORTRAN. I can steer on deck, launch from deck and land on deck and get
arrested all the time with the carrier moving. The only hack I use is for
the ski-jump. Although I recieve ski-jump ramp height from FlightGear
intersection calculations, I dont use that since it is too coarse to
accurately simulate ski-jump launch dynamics, so as long as the aircraft is
within the deck (on or over) I use height over deck as computed by the FDM,
until aircraft leaves the deck. This check is done using longitudinal and
lateral coordinates of the deck, i.e a/c posn in deck coords.
Regards
Ranga

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of David
Megginson
Sent: Friday, April 05, 2002 2:30 AM
To: [EMAIL PROTECTED]
Subject: re: [Flightgear-devel] Moving carrier, and Repositioning
questions


Justin Palamar writes:

 > 1) A design goal was to have a moving aircraft carrier within the
simulator
 > with the option to land on its deck
 > Right not we have only been able to insert the static model by editing
the
 > appropriate .stg scenery file, including
 >  "OBJECT_STATIC saratoga.3ds -122.353617 37.624617 -130 0"
 > We know this has been done before, there is code in the main.cxx file
that
 > refers to a carrier, and a model was included in the 0.7.8 release.  Is
 > there any way to get this working using the  higher level .xml files, and
 > avoid editing the C++ source code?

You'll need the carrier to be in the main scene graph so that
collision and ground detection works -- otherwise, you'll fly right on
down through the deck.  From an SSG perspective, all you need is an
ssgTransform node between the carrier model and the rest of the scene
graph, and then to updated that node with the carrier's new position
and orientation (relative to scenery centre, which is the only tricky
part).

In fact, Curt's code in FGTileEntry::load (src/Scenery/tileentry.cxx)
already creates the ssgTransform node when it loads the OBJECT_STATIC
model.  If you save a pointer to the transform (somehow) and update it
in each frame, the carrier will move.  Note especially this code:

sgCoord obj_pos;
WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );

ssgTransform *obj_trans = new ssgTransform;
obj_trans->setTransform( &obj_pos );

You can use something similar in your update routine, using the
current scenery centre and supplying new lat/long/elev/hdg params.

 > 2) When loading our blackhawk model (again by editing/adding .xml files
 > from the ./Aircraft directory our model appears about 3 meters into the
 > ground.  We have attempted to reposition the model using the instructions
 > from the flighgear website (rather than pointing directly to the model,
 > point to a .xml wrapper file with repositioning information in it that
also
 > points to the model) but we an ssgLOAD error:  Unknown file type .xml.
As
 > if it is trying to see a graphic file and sees an .xml and doesn't know
 > what to do with it.  I'm not sure if this is a change in the newest
 > release, of if I'm missing something.

Yes, you need the latest CVS code.


All the best,


David

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RE: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread VS Renganathan

Well I had something similar in mind when I wrote fgLoadDCS() and
fgUpdateDCS() in main.cxx. I had used a limit of 32 objects since I guessed
that more than that might affect frame rates. Presently repositioning is
possible thro network, albeit tied to fdm=ada, but thats trivial to change
to make it more widely usable. So far I have used scenery/objects.txt file
instead of .xml for loading objects. Is what you have in mind drastically
different from whats been implemented so far.
Regards
Ranga

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]On Behalf Of Curtis L.
Olson
Sent: Friday, April 05, 2002 1:01 AM
To: [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Moving carrier, and Repositioning
questions


What I would like to see implimented is a 'standard' DCS system (where
DCS stands for dyanamic coordinate system which is industry lingo for
objects that move in the scene ... their local coordinate system is
'dyanamic'.

I'm envisioning a DCS manager where you can register 'entities' with
an associated 3d model and an associated 'behavior'.  The behavior
could be a preset path to follow, or something more AI-ish, or even
something like JSBSim or YAsim (or perhaps entity positions could be
driven externally from a server to produce a 'shared' world for
collaborative flying.)  I'm thinking we could create some simple
"FDM's", one that replays a preset path, and one that impliments
ultra-simple-light-weight flight dynamics which would be good enough
for 'realistic' robot planes viewed from a distance, but simple enough
so we can compute the dyanmics for "many" planes each frame.

The DCS system would take care of loading and attaching the 3d models
to the correct place in the scene graph and removing them.  It would
call the update() routine for each of their "engines".  And it would
probably provide some sort of property interface to the positions,
orientations, and velocities of these dynamics entities.

That doesn't solve all the problems and address all the issues, but I
think it would be a good start.

Anyone want to work on this?  I could even give you your own
subdirectory.   :-)

Regards,

Curt.


Andy Ross writes:
> Justin Palamar wrote:
>  > 1) A design goal was to have a moving aircraft carrier within the
>  > simulator with the option to land on its deck
>
> There are actually two problems here.  The first, making the object
> move, is relatively easy.  It will require C++ code, though.  One way
> I've thought about doing it is to put the object in the property tree
> rather than the static scenery description.  Something like:
>
> /scenery/objects[n]/model-file=Models/carrier.ac3
> /lat-deg=nn.nn
> /lon-deg=nn.nn
> /alt-ft=nnn
> /hdg-deg=nnn
> /speed-kt=nnn
>
> And then the "dynamic scenery" code would update the lat/lon
> accordingly.  This could be extended with extra orientation and
> velocity parameters for a full 6DOF model animation, controllable via
> properties.
>
> But there's another problem -- the current FDMs model gear force using
> only the aircraft's velocity.  They assume the ground is fixed and
> unmoving.  This means that you could land on the carrier, but would
> then come to a stop relative to the earth, while the carrier slipped
> smoothly out from under you.
>
> I'm not quite sure about the "right" way to do this -- doing it in the
> low-level ssg "hitlist" collision detection is going to be rather
> complicated, and won't perform well.  Perhaps the best way to handle
> it would be to special case "carrier deck" objects (more generally,
> anything moving on which the gear are expected to rest), and expose
> them directly to the FDMs via a "ground velocity" parameter.
>
> Andy
>
> --
> Andrew J. RossNextBus Information Systems
> Senior Software Engineer  Emeryville, CA
> [EMAIL PROTECTED]  http://www.nextbus.com
> "Men go crazy in conflagrations.  They only get better one by one."
>   - Sting (misquoted)
>
>
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--
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Tony Peden

On Thu, Apr 04, 2002 at 07:57:00PM -0500, David Megginson wrote:
> Tony Peden writes:
> 
>  > We'll have to talk about how to implement this. Right now, it would
>  > all be in /fdm/jsbsim[1,2,3...].  We need a non-FDM specific way of
>  > handling both this sort of thing and xml-defined parameters.
> 
> Here's what I've been thinking of (for a while):
> 
> 1. Add methods something like these:
> 
>SGPropertyNode * FGSubsystem::getBranch ();
>void FGSubsystem::setBranch (SGPropertyNode * branch);
> 
> 2. Whenever tying or referencing properties specific to a vehicle,
>session, or whatever, reference them relative to the branch:
> 
>  double throttle = getBranch()->getDoubleValue("controls/throttle[0]");
> 
> 3. At the top level, manage a separate branch for each vehicle.
> 
> Perhaps an easier solution would be simply to swap property trees in
> and out for each vehicle, like process pages in a CPU.  That makes it
> hard to access global (non-vehicle-specific) state, though.
> 
> Comments?
> 
The latter would certainly be easier, no code would need to be changed.
Wouldn't it have the effect of forcing client code to keep track of
which vehicle was being referenced in the tree?  A good example here, I
think, would be the view manager.  Another good example would be the
real-time plotting code Curt discussed a few weeks back.  In both cases,
just blindly using the data in the tree would be likely to have some
interesting results.


> 
> All the best,
> 
> 
> David
> 
> -- 
> David Megginson
> [EMAIL PROTECTED]
> 
> 
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We all know Linux is great ... it does infinite loops in 5 seconds. 
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RE: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Norman Vine

David Megginson writes:
>
>While we're talking about refactoring, I think that it might be time
>to consider creating something like an FGLocus class, to keep track of
>a single location.  Its interface would look a lot like the viewer's:
>
>  class FGLocus
>  {
>  public:
>FGLocus ();
>virtual ~FGLocus ();
>
>virtual double getLongitudeDeg () const;
>virtual double getLatitudeDeg () const;
>virtual double getAltitudeFt () const;
>
>virtual void setPosition (double lon_deg, double lat_deg, 
>double alt_ft);
>
>virtual double getRollDeg () const;
>virtual double getPitchDeg () const;
>virtual double getHeadingDeg () const;
>
>virtual void setOrientation (double roll_deg, double pitch_deg,
> double heading_deg);
>
>virtual const sgMAT4 &getTransformMatrix () const;
> 
>  };

Good Idea but I don't know about the name

< sidebar >
it would behoove the project to stop thinking in spherical terms 
xcept when doing user input / output.  Converting back and forth 
between sperical and cartesian representation is a time sink that 
doesn't need to happen at all as far as the inner workings of the 
program are concerned. The cartesian form of the position and 
orientation is already put on the 'bus' in cartesian form USE IT

We ONLY want to make the conversion at the User <-> Machine 
interface.  

give the gfx hardware a chance to work :-)

Norman


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[Flightgear-devel] OpenGC Manual

2002-04-04 Thread John Wojnaroski



Hi,
 
 A few folks have asked for it, so here it is; 
fresh off the presses.
 
When you download the opengc package from the CVS 
repository you also receive, free of charge,
a short tutorial on how to install, configure and 
run OpenGC with FlightGear
 
Regards
John W.


[Flightgear-devel] New class FG3DModel

2002-04-04 Thread David Megginson

I've moved the aircraft model code (FGAircraftModel) out of src/Main
and into a new directory, src/Model.  In that directory, I've
separated out the code for managing a 3D model so that it can be used
for *any* model in *any* location.  Take a look at src/Model/model.hxx
to see the interface (it's very simple -- just update the position and
orientation and attach the SSG node to a scene graph or ssgRoot
somewhere).


All the best,


David

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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Jim Wilson

David Megginson <[EMAIL PROTECTED]> said:

> 
> While we're talking about refactoring, I think that it might be time
> to consider creating something like an FGLocus class, to keep track of
> a single location.  Its interface would look a lot like the viewer's:
> 

Yes I was thinking the same thing.  If you want to, go ahead, but for the 
time being I'm up to my ears in viewmgr and properties and would like to get
that running with what is here now for a viewer.  I'll bring FGLocus in next week.

BTW I may need some help doing the property stuff "correctly" in view manager
after its running.  Still a little vague on some of the property code
especially considering how much i've used it.  No problem getting it working,
it just might not be the best approach, but I'll let you look and make
suggestions.

Thanks,

Jim

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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread David Megginson

Jim Wilson writes:

 > On second thought why don't we go with what you are doing for the
 > time being.  I think I can get by with my view manager and viewer
 > changes as long as your model code is independent of the viewer and
 > the view manager.  Then if you want to go with the model
 > position/orientation config that I described in the previous
 > message, I can add that next week to the model and viewmanager
 > code.

Sounds good.  I'll check in my changes, then, as soon as they're
working.

While we're talking about refactoring, I think that it might be time
to consider creating something like an FGLocus class, to keep track of
a single location.  Its interface would look a lot like the viewer's:

  class FGLocus
  {
  public:
FGLocus ();
virtual ~FGLocus ();

virtual double getLongitudeDeg () const;
virtual double getLatitudeDeg () const;
virtual double getAltitudeFt () const;

virtual void setPosition (double lon_deg, double lat_deg, double alt_ft);

virtual double getRollDeg () const;
virtual double getPitchDeg () const;
virtual double getHeadingDeg () const;

virtual void setOrientation (double roll_deg, double pitch_deg,
 double heading_deg);

virtual const sgMAT4 &getTransformMatrix () const;
 
  };

I can create an instance of this for everything I want to place in
FlightGear (a viewpoint, a 3D model, scenery, etc.) and all the
transformation code is in one place, so Norm can easily optimize it.
We could also add XYZ/RPH offsets, as with the viewer.

Most of the work of creating this class would just be cutting and
pasting from your current viewer class.  What do you think?  There's a
lot of duplicate code right now doing exactly this including code in
the new FG3DModel class I'm about to check in, and it would be nice to
purge it.


All the best,


David

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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread David Megginson

Tony Peden writes:

 > We'll have to talk about how to implement this. Right now, it would
 > all be in /fdm/jsbsim[1,2,3...].  We need a non-FDM specific way of
 > handling both this sort of thing and xml-defined parameters.

Here's what I've been thinking of (for a while):

1. Add methods something like these:

   SGPropertyNode * FGSubsystem::getBranch ();
   void FGSubsystem::setBranch (SGPropertyNode * branch);

2. Whenever tying or referencing properties specific to a vehicle,
   session, or whatever, reference them relative to the branch:

 double throttle = getBranch()->getDoubleValue("controls/throttle[0]");

3. At the top level, manage a separate branch for each vehicle.

Perhaps an easier solution would be simply to swap property trees in
and out for each vehicle, like process pages in a CPU.  That makes it
hard to access global (non-vehicle-specific) state, though.

Comments?


All the best,


David

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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread David Megginson

Jim Wilson writes:

 > Oops, yes it does, I've been doing a similar thing, althought
 > haven't done anything with the animations.  Can you send me what
 > you've got and I'll try and merge with what I have?

I'll send you what I've got a little later this evening.

 > Also: what I would like to do is setup a "/sim/model" property
 > structure that has the pointers to the position and orientation
 > data.

That's an interesting suggestion.  I've been thinking about something
similar but with a little more information, perhaps something like
this:

  
   
Aircraft
/position/longitude-deg
/position/latitude-deg
/position/altitude-ft
/position/roll-deg
/position/pitch-deg
/position/heading-deg
   
  

With the refactoring I've done today, supporting something like this
is only a few lines of code away.  This isn't a good solution for
objects in general, but as Andy mentioned, it will be useful for
adding the occasional aircraft carrier, etc.

I'm not going to do this now, though -- I'd like to stabilize my other
changes first.


All the best,


David

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RE: [Flightgear-devel] Car Model

2002-04-04 Thread Norman Vine

Sam Varner writes:
>

Hi Sam
I downloaded VAMOS today and have just started looking at it

NEAT STUFF !!

>I already have a pretty complete car model with suspension, engine,
>transmission, tires and all that good stuff.  I was hoping to figure out
>how to make this model run in FlightGear-land.  My biggest questions
>are:
>
>1) How do I add a model to FlightGear?  Do I need to derive from a
>specific class?  How do I register the vehicle with the program?  What
>sort of initialization do I have to do?

For now I would reccomend creating a new FDM that was constrained
to the surface so to speak
see the balloon and/or magic modules for good starter FDMs

>2) How do I interact with the environment?  How are collisions detected
>and how are vehicles notified?  How is information about surfaces
>(grass, concrete, etc.) passed?

The scenery module updates the elevation and surface normal of the
'current position' every frame
see scenery.h  for how to retrieve this and take a peek at the
int FGTileMgr::update() function to see where this is determined
and the above mentioned FDM's should also help show how to get
at this

FWIW - If you are familiar with PLib's HOT routines you will find the
FGFS HOT routines quite familiar :-))

This should be enough to get you started and we can update this into
querying this info for each wheel on you have got the simple case done :-)

I don't think we are storing the surface properties yet but we should be
and it is easy enough todo. I think that if you just put the hooks in place
that you will eventually be able to get a pointer to the material properties
along with the elevation and surface normal at each wheel

We really don't have what is normally considered to be a general purpose
collision detection routine

Give me a couple of days to look at the VAMOS code and I will probably
be able to speak on a 'better' wavelength :-)

Welcome aboard !!

Norman


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Re: [Flightgear-devel] Car Model

2002-04-04 Thread Sam Varner

On Wed, 2002-04-03 at 20:59, Michael Selig wrote:
> At 4/2/02, you wrote:
> >On 02 Apr 2002 15:45:18 -0500
> >  Sam Varner <[EMAIL PROTECTED]> wrote:
> >>I'm working on an automotive simulator, http://vamos.sourceforge.net  A
> >>while ago, Curt suggested that I try to make my car model work with
> >>FlightGear.
> >
> >!!
> >
> >>I'd like to start working on that now, but I don't know
> >>where to begin.  Could somebody give me some tips on adding a vehicle
> >>model to FlightGear?  Thanks.
> >
> >You might start by looking at the ground dynamics / landing gear modeling 
> >code in the various FDMs (flight dynamics model). In JSBSim this would be 
> >FGGroundReactions.[cpp|h] and FGLGear.[cpp|h]. You should look at YASim 
> >and LaRCSim code, as well, to get the widest exposure to how ground 
> >reactions are modeled.
> >
> >Off the top of my head, after first being a bit clueless on where to 
> >start, I'd suggest that you ought to be able to get pretty far pretty fast 
> >in JSBSim by merely specifying in a config file an "aircraft" that had 
> >very poor aerodynamics ;-)  Theoretically, this shouldn't be too hard to 
> >get a start with. The same is probably true with YASim, I'm sure Andy will 
> >direct you how to do this with YASim.
> 
> 
> I tried this as well.  I ended up w/ something that "simulated" driving on 
> a frozen lake bed --- a skating rink.  But without too much more trouble, 
> it could work.  I think the challenging part is going to be modeling the 
> suspension system.  FWIW: I know that in motorsports people are using ADAMS 
> to model the system dynamics.  This is a commercial product.

I already have a pretty complete car model with suspension, engine,
transmission, tires and all that good stuff.  I was hoping to figure out
how to make this model run in FlightGear-land.  My biggest questions
are:

1) How do I add a model to FlightGear?  Do I need to derive from a
specific class?  How do I register the vehicle with the program?  What
sort of initialization do I have to do?

2) How do I interact with the environment?  How are collisions detected
and how are vehicles notified?  How is information about surfaces
(grass, concrete, etc.) passed?

If anyone has info, docs, or examples that might help me out, please let
me know.  Thanks.

Sam 



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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Jim Wilson

Jim Wilson <[EMAIL PROTECTED]> said:

> 
> Oops, yes it does, I've been doing a similar thing, althought haven't done
> anything with the animations.  Can you send me what you've got and I'll try
> and merge with what I have?

David,

On second thought why don't we go with what you are doing for the time being.  I
think I can get by with my view manager and viewer changes as long as your
model code is independent of the viewer and the view manager.  Then if you
want to go with the model position/orientation config that I described in the
previous message, I can add that next week to the model and viewmanager code.

Best,

Jim


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Re: [Flightgear-devel] Heads up: Boost - http://www.boost.org/

2002-04-04 Thread Bernie Bright

Christian Mayer wrote:
> 
> "Curtis L. Olson" wrote:
> >
> > Bernie Bright has submitted a simplified boost distribution for
> > SimGear and I have committed it to CVS.  The boost web page is here:
> >
> > http://www.boost.org/
> >
> > We will begin depending on this package soon.
> 
> Well, *I* don't really understand what boost is usefull for.
> 
> Can somebody tell me what boost does and why it's important for us,
> please?

Boost was begun by members of the C++ Standards Committee Library
Working Group, although membership has expanded to include nearly two
thousand members of the C++ community at large.  Its aim is to develop
"existing practice" and provide reference  implementations of possible
future additions to the C++ Standard Library.  Several Boost libraries
have already been presented to the library working group and have met
with a favorable response (that is, it is quite likely that they will
become part of the next C++ standard library).

I have asked Curt to include a subset of Boost that includes just
Boost.Function and Boost.Bind (plus required support and configuration
files).  These are all header files so there is nothing to compile.

Boost.Function is a family of class templates that implement function
objects.  It generalises the idea of callback functions such that free
functions and member functions are treated identically.  This means that
anywhere we store a function pointer or an object pointer plus
pointer-to-member-function we can store a single boost::function object
instead.

Boost.Bind is a generalisation of std::bind1st(), std::bind2nd() and
std::mem_fun().  It is used in conjunction with Boost.Function to "bind"
an object and a pointer to a member function into a single function
object.  It is a smarter and more elegant replacement for our
fg_callback.

Boost has a lot to offer if you are doing any serious C++ development. 
For example smart pointers, a regex library, compile time assertions and
threads have all been presented to the committee.  Remember, what is in
Boost today may appear in the C++ standard tomorrow :)

Cheers,
Bernie

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Re: [Flightgear-devel] Latest Build Problems

2002-04-04 Thread Jonathan Polley

I just finished successfully building with MSVC.  Thanks for the updates!

Jonathan Polley

On Thursday, April 4, 2002, at 03:22 AM, D Luff wrote:

> Jonathan Polley wrote:
>
>> Doing some more investigation, I found that there is a runways.cxx in 
>> both
>> FlightGear/src/ATC and FlightGear/src/Airports.  Are they the same?
>>
>
> OK, sorry for breaking things...
>
> runways.cxx shouldn't be in ATC - get rid of it.  It was in there
> because I wasn't sure about the change to it and I thought Curt
> should look at it before overwriting the proper one.
>
> ground.[ch]xx is not meant to be compiling yet - remove it from
> makefile.am - its in there purely so others working on the ATC can
> see where its at.
>
> In ATC.cxx change:
>
> int FGATC::RemovePlane() {
> }
>
> to
>
> int FGATC::RemovePlane() {
> return 0;
> }
>
> to fix your compiler error.
>
> The problem in approach.cxx is the good old (for int i= ...
> business.  Alexander - MSVC6 can't scope variable declarations
> within a for loop declaration properly so you need to do
>
> int i;
> for(i= ... {
> }
> for(i= ... {
> }
>
> instead of
>
> for(int i= ... {
> }
> for(int i= ... {
> }
>
> which works on conforming compilers.
>
> Cheers - Dave
>
>> Thanks,
>>
>> Jonathan Polley
>>
>> On Wednesday, April 3, 2002, at 07:30 PM, Jonathan Polley wrote:
>>
>>> I just updated to the latest CVS and tried to build.
>>>
>>> ATCmgr.cxx
>>> c:\flightgear\src\atc\atcmgr.cxx(201) : warning C4715:
>>> 'FGATCMgr::GetATCPointer' : not all control paths return a value
>>> JSBSim.cxx
>>> c:\flightgear\src\atc\atc.cxx(34) : error C4716: 'FGATC::RemovePlane' :
>>> must return a value
>>>
>>> Linux complains as well, but generates a WARNING for the second problem
>>> instead of an error.
>>>
>>> I then fix the error, updated to Erik's version of uiuc_menu.cpp, 
>>> rebuild,
>>>  and I then get:
>>>
>>> approach.cxx
>>> c:\flightgear\src\atc\approach.cxx(360) : error C2374: 'i' : 
>>> redefinition;
>>>  multiple initialization
>>> c:\flightgear\src\atc\approach.cxx(350) : see declaration of 'i'
>>> c:\flightgear\src\atc\approach.cxx(366) : error C2374: 'i' : 
>>> redefinition;
>>>  multiple initialization
>>> c:\flightgear\src\atc\approach.cxx(350) : see declaration of 'i'
>>>
>>> ground.cxx
>>> c:\flightgear\src\atc\ground.hxx(28) : error C2065: 'vector' : 
>>> undeclared
>>> identifier
>>> c:\flightgear\src\atc\ground.hxx(28) : error C2501: 'SG_USING_STD' :
>>> missing storage-class or type specifiers
>>> c:\flightgear\src\atc\ground.hxx(29) : error C2065: 'list' : undeclared
>>> identifier
>>> c:\flightgear\src\atc\ground.hxx(29) : error C2501: 'SG_USING_STD' :
>>> missing storage-class or type specifiers
>>> c:\flightgear\src\atc\ground.hxx(29) : error C2086: 'SG_USING_STD' :
>>> redefinition
>>> c:\flightgear\src\atc\ground.hxx(49) : warning C4091: 'typedef ' :
>>> ignored on left of 'struct arc' when no variable is declared
>>> c:\flightgear\src\atc\ground.hxx(51) : error C2143: syntax error :
>>> missing ';' before '<'
>>> c:\flightgear\src\atc\ground.hxx(51) : error C2378: 'list' : 
>>> redefinition;
>>>  symbol cannot be overloaded with a typedef
>>> c:\flightgear\src\atc\ground.hxx(51) : error C2143: syntax error :
>>> missing ';' before '<'
>>> c:\flightgear\src\atc\ground.hxx(52) : error C2653: 'arc_list_type' : is
>>> not a class or namespace name
>>> c:\flightgear\src\atc\ground.hxx(52) : error C2146: syntax error :
>>> missing ';' before identifier 'arc_list_itr'
>>> c:\flightgear\src\atc\ground.hxx(52) : fatal error C1004: unexpected end
>>> of file found
>>>
>>> runways.cxx
>>> c:\flightgear\src\atc\runways.cxx(40) : fatal error C1083: Cannot open
>>> include file: 'runways.hxx': No such file or directory
>>>
>>> I can fix the problem in approach.cxx, but the ones in ground.cxx I
>>> cannot (I love the STL problems).  Also, I have no idea where 
>>> runways.hxx
>>> went.
>>>
>>> Thanks,
>>>
>>> Jonathan Polley
>>>
>>
>>
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>
>
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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Tony Peden

On Thu, 2002-04-04 at 13:33, Jon S Berndt wrote:
> On Thu, 4 Apr 2002 21:24:06 -
>   "Jim Wilson" <[EMAIL PROTECTED]> wrote:
> >> believe. What are you doing with the way FDMs are 
> >> instantiated?!
> >> 
> >
> >Absolutely nothing.  But if your mulitple FDM instances can publish 
> >position/orientation data into a seperate property tree location for 
> >each instance, we'll be golden in the viewer and model code.
> 
> Phew! Good. Yes, I think we can (or will be able to) do 
> that (publish each instance position data). We have 
> _planned_ on being able to, anyway. Tony will have to 
> comment on the specifics, though.

We'll have to talk about how to implement this. Right now, it would
all be in /fdm/jsbsim[1,2,3...].  We need a non-FDM specific way of
handling both this sort of thing and xml-defined parameters.
> 
> Jon
> 
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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Jim Wilson

David Megginson <[EMAIL PROTECTED]> said:

> I started a model overhaul myself this afternoon (it's been a little
> overdue).  Basically, I'm separating the animation code out so that it
> can be used for any 3D model (windsock, aircraft carrier, waving field
> of grain, or what-have-you) rather than just for the aircraft.
> Essentially, this should remove all dependencies on the viewer, since
> the model will have to calculate its own matrices (it could be at any
> location).  I'll give up and revert if it gets too hard.
> 
> Jim: does this conflict with anything you're doing?
> 

Oops, yes it does, I've been doing a similar thing, althought haven't done
anything with the animations.  Can you send me what you've got and I'll try
and merge with what I have?

Also: what I would like to do is setup a "/sim/model" property structure that 
has the pointers to the position and orientation data.

example:

  /position/longitude-deg
  /position/latitude-deg
  /positioin/altitude-ft
  ...
  same sort of thing for orientation values
  ...


Then for lookat views (that have a target) I can simply reference that model 
in the viewer configs, rather than specifying "target" data locations for each
view, as well as the model.

Best,

Jim



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Re: [Flightgear-devel] Adding an Airport

2002-04-04 Thread Martin Spott

> Thanks, this works fine. Now I'm rebuilding the relevant parts of the
> scenery - looks promising 

O.k., I give up with scenery. I manage to create the runway but I didn't
manage to create scenery with the hole that is necessary to see the runway.
Nice try  ;-)

Martin.
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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Curtis L. Olson

Andy Ross writes:
> True enough.  I was really thinking more along the lines of a few
> objects that need to be controllable and/or scripted.  Moving carriers
> are like this, consider a Python script or whatnot that handled the
> battle group's movements through the property system.
> 
> Other types of "dynamic" scenery will obviously have different
> requirements.  Stuff like FS2002's auto-generated tree models simply
> can't go through the property system.  But that's OK, since ephemeral
> vegetation doesn't have a lot of functional overlap with warships.
> We can handle both separately as different types of "DCS" objects.

I'd just like to point out for the record, that most trees I've had
experience with tend to have a fairly static position, although their
would be some overlap in code for calculating an initial position and
orientation. :-)

> Well, the locking of the gear is easy -- just add the velocities and
> the FDM will do the right thing.  It's the storage of the velocities
> that a mess.  Doing this "right" would essentially mean storing a
> velocity (normal and angular -- 6DOF) for every leaf of the SSG scene
> graph.  More, if the leaves are custom objects that have moving
> sub-parts.  Ick.

Yes, something like this would be ambitious, even if you were God.
You'd probably want to do this down at the atomic level to really get
it right.  Of course you'd have to model all the physics at that level
too.  The good news is that once we have all that working, things like
the flight dynamics and landing on carriers and any other potentially
moving or not moving surface pretty much come along for free. :-)

> Like I said, specially casing train roofs as "aircraft carriers"
> sounds more palatable.

Yup, we need to scale our goals to what we can realistically handle on
today's computers and with a finite amount of programming effort.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Andy Ross

David Megginson wrote:
 > I've considered something similar, but I don't think it's scalable.
 > Imagine two year from now, if people have created tens of thousands of
 > custom objects for scenery around the world.  This requires more
 > thought.

True enough.  I was really thinking more along the lines of a few
objects that need to be controllable and/or scripted.  Moving carriers
are like this, consider a Python script or whatnot that handled the
battle group's movements through the property system.

Other types of "dynamic" scenery will obviously have different
requirements.  Stuff like FS2002's auto-generated tree models simply
can't go through the property system.  But that's OK, since ephemeral
vegetation doesn't have a lot of functional overlap with warships.  We
can handle both separately as different types of "DCS" objects.

 > What about landing a helicopter on top of a moving train in a James
 > Bond emulator?  This is a nasty problem.  I do think that it should be
 > possible to locate the ssgVertexTable under the wheels, walk up to the
 > nearest branch, then lock the gear to the object's motion somehow.

Well, the locking of the gear is easy -- just add the velocities and
the FDM will do the right thing.  It's the storage of the velocities
that a mess.  Doing this "right" would essentially mean storing a
velocity (normal and angular -- 6DOF) for every leaf of the SSG scene
graph.  More, if the leaves are custom objects that have moving
sub-parts.  Ick.

Like I said, specially casing train roofs as "aircraft carriers"
sounds more palatable.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
"Men go crazy in conflagrations.  They only get better one by one."
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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread David Megginson

Jim Wilson writes:

 > I've been working toward this sort of thing...slowly severing the
 > ties between the model code and the viewer so that we can have
 > multiples of both.

I started a model overhaul myself this afternoon (it's been a little
overdue).  Basically, I'm separating the animation code out so that it
can be used for any 3D model (windsock, aircraft carrier, waving field
of grain, or what-have-you) rather than just for the aircraft.
Essentially, this should remove all dependencies on the viewer, since
the model will have to calculate its own matrices (it could be at any
location).  I'll give up and revert if it gets too hard.

Jim: does this conflict with anything you're doing?


All the best,


David

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re: [Flightgear-devel] c172-3d-set.xml removed from CVS

2002-04-04 Thread David Megginson

Frederic Bouvier writes:

 > Removed Files:
 > ^
 > c172-3d-set.xml 
 > ^^^
 > Log Message:
 > Raised the default eyepoint and slanted it down slightly.  Previously,
 > the pilot was peering level just over the top of the panel.
 > 
 > Moved the panel instruments accordingly.

That was removed by accident and then put right back again.  Sorry
about that.  You should still see it in the CVS repository.


All the best,


David

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Re: [Flightgear-devel] c172-3d-set.xml removed from CVS

2002-04-04 Thread David Megginson

Curtis L. Olson writes:

 > Yes, it appears that this file was removed from CVS.  What is the
 > recommended way to fly the 3d cessna?

I had created a temporary c172-yasim-3d-set.xml and meant to delete it
again, then accidentally deleted c172-3d-set.xml instead.  I put it
back, I thought, but I'm not online while I'm writing this message and
cannot check.  If it's not there, I'll put it right back as soon as
I'm online.


All the best,


David

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re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread David Megginson

Justin Palamar writes:

 > 1) A design goal was to have a moving aircraft carrier within the simulator 
 > with the option to land on its deck
 > Right not we have only been able to insert the static model by editing the 
 > appropriate .stg scenery file, including
 >  "OBJECT_STATIC saratoga.3ds -122.353617 37.624617 -130 0"
 > We know this has been done before, there is code in the main.cxx file that 
 > refers to a carrier, and a model was included in the 0.7.8 release.  Is 
 > there any way to get this working using the  higher level .xml files, and 
 > avoid editing the C++ source code?

You'll need the carrier to be in the main scene graph so that
collision and ground detection works -- otherwise, you'll fly right on
down through the deck.  From an SSG perspective, all you need is an
ssgTransform node between the carrier model and the rest of the scene
graph, and then to updated that node with the carrier's new position
and orientation (relative to scenery centre, which is the only tricky
part).

In fact, Curt's code in FGTileEntry::load (src/Scenery/tileentry.cxx)
already creates the ssgTransform node when it loads the OBJECT_STATIC
model.  If you save a pointer to the transform (somehow) and update it
in each frame, the carrier will move.  Note especially this code:

sgCoord obj_pos;
WorldCoordinate( &obj_pos, center, lat, lon, elev, hdg );

ssgTransform *obj_trans = new ssgTransform;
obj_trans->setTransform( &obj_pos );

You can use something similar in your update routine, using the
current scenery centre and supplying new lat/long/elev/hdg params.

 > 2) When loading our blackhawk model (again by editing/adding .xml files 
 > from the ./Aircraft directory our model appears about 3 meters into the 
 > ground.  We have attempted to reposition the model using the instructions 
 > from the flighgear website (rather than pointing directly to the model, 
 > point to a .xml wrapper file with repositioning information in it that also 
 > points to the model) but we an ssgLOAD error:  Unknown file type .xml.  As 
 > if it is trying to see a graphic file and sees an .xml and doesn't know 
 > what to do with it.  I'm not sure if this is a change in the newest 
 > release, of if I'm missing something.

Yes, you need the latest CVS code.


All the best,


David

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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread David Megginson

Andy Ross writes:

 > There are actually two problems here.  The first, making the object
 > move, is relatively easy.  It will require C++ code, though.  One way
 > I've thought about doing it is to put the object in the property tree
 > rather than the static scenery description.  Something like:
 > 
 > /scenery/objects[n]/model-file=Models/carrier.ac3
 > /lat-deg=nn.nn
 > /lon-deg=nn.nn
 > /alt-ft=nnn
 > /hdg-deg=nnn
 > /speed-kt=nnn

I've considered something similar, but I don't think it's scalable.
Imagine two year from now, if people have created tens of thousands of
custom objects for scenery around the world.  This requires more
thought.

 > But there's another problem -- the current FDMs model gear force using
 > only the aircraft's velocity.  They assume the ground is fixed and
 > unmoving.  This means that you could land on the carrier, but would
 > then come to a stop relative to the earth, while the carrier slipped
 > smoothly out from under you.

I hadn't thought of that -- interesting.

 > I'm not quite sure about the "right" way to do this -- doing it in the
 > low-level ssg "hitlist" collision detection is going to be rather
 > complicated, and won't perform well.  Perhaps the best way to handle
 > it would be to special case "carrier deck" objects (more generally,
 > anything moving on which the gear are expected to rest), and expose
 > them directly to the FDMs via a "ground velocity" parameter.

What about landing a helicopter on top of a moving train in a James
Bond emulator?  This is a nasty problem.  I do think that it should be
possible to locate the ssgVertexTable under the wheels, walk up to the
nearest branch, then lock the gear to the object's motion somehow.
Probably not this week, though.


All the best,


David

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Re: [Flightgear-devel] Heads up: Boost - http://www.boost.org/

2002-04-04 Thread Jon S Berndt

On Thu, 4 Apr 2002 16:36:18 -0500
  "Norman Vine" <[EMAIL PROTECTED]> wrote:

>Boost has lots of good stuff and FWIW the Boost team does a 
>VERY good job of insuring compiler, STL and machine independance
>see the compiler, platform and stdlib subdirectories in 
>the distribution

Yes, they appear to be pretty good ensuring _compiler_ 
compatibility. However, the compiler status table shows 
that the resulting runtime executables can have problems. 
One thing that got my attention is the quaternion test 
.cpp program that was run after being compiled by 
Borland's latest (and very good) compiler v5.5. It failed.

Jon

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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Andy Ross

Jon S. Berndt wrote:
 > Jim Wilson wrote:
 > > The bigger problem (or so it seems to me :-)) is the one Andy
 > > brought up.  How you model stopping on a moving runway.
 >
 > This really is not a big deal after all, I think

Agreed.  Inside the gear model, the problem is basically an extra
addition to the relative velocities.  The problem is how to represent
that to the rest of the architecture without making a gooey mess. :)

I'm becomming more and more convinced that the right solution is just
to special case "carrier decks" rather than handle this generically.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
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  - Sting (misquoted)


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Re: [Flightgear-devel] Heads up: Boost - http://www.boost.org/

2002-04-04 Thread Jon S Berndt

On Thu, 04 Apr 2002 23:26:06 +0200
  Christian Mayer <[EMAIL PROTECTED]> wrote:

>And IMHO an additional dependancy might be much worse than a event
>manager that's a bit more flexible. But I don't know yet.

That's what I thought initially. But, I guess I shouldn't 
rain on Bernie's parade and sound so negative before he 
has had his say. I guess it makes sense to leverage the 
good work done by others when it benefits us. Perhaps, 
also, Bernie only plans to use a small subset of BOOST 
which has wide compatibility.

Jon

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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Jon S Berndt

On Thu, 4 Apr 2002 21:24:06 -
  "Jim Wilson" <[EMAIL PROTECTED]> wrote:
>> believe. What are you doing with the way FDMs are 
>> instantiated?!
>> 
>
>Absolutely nothing.  But if your mulitple FDM instances can publish 
>position/orientation data into a seperate property tree location for 
>each instance, we'll be golden in the viewer and model code.

Phew! Good. Yes, I think we can (or will be able to) do 
that (publish each instance position data). We have 
_planned_ on being able to, anyway. Tony will have to 
comment on the specifics, though.

Jon

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RE: [Flightgear-devel] Heads up: Boost - http://www.boost.org/

2002-04-04 Thread Norman Vine

Curtis L. Olson writes:
>
>Jon S Berndt writes:
>> On Thu, 4 Apr 2002 15:03:33 -0600 (CST)
>>   "Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
>> >Hopefully Bernie Bright can address this, although he is running on
>> >Australian time so I don't know how soon we'll here from him.
>> 
>> I looked at it a few weeks ago and tossed out the idea 
>> that it might be useful to us (JSBSim), IMHO.
>
>This has uses for when you want to refer to function pointers or class
>method pointers in a flexible way.
>
>Bernie wanted this included so he could rewrite the flightgear event
>manager class to be a bit more flexible.

Boost has lots of good stuff and FWIW the Boost team does a 
VERY good job of insuring compiler, STL and machine independance

see the compiler, platform and stdlib subdirectories in the distribution

Norman
 

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Re: [Flightgear-devel] Heads up: Boost - http://www.boost.org/

2002-04-04 Thread Jon S Berndt

On Thu, 4 Apr 2002 15:18:02 -0600 (CST)
  "Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
>Jon S Berndt writes:
>Bernie wanted this included so he could rewrite the 
>flightgear event manager class to be a bit more flexible.
>
>I'm usually not an advocate of jumping on the hype bandwagon because
>it sounds cool and it seems like everyone else is doing it, but when
>there's an actual legitimate use, that's a different story.

So, you are amenable to jumping on the hype bandwagon 
because there seems to be a legitimate use? ;-)

Yet another library dependency. Oh, joy.

I remember looking at the compiler compatibility table and 
thinking that this was asking for trouble.

Oh, well, if he can make it work, great.

Jon

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Re: [Flightgear-devel] Heads up: Boost - http://www.boost.org/

2002-04-04 Thread Christian Mayer

"Curtis L. Olson" wrote:
> 
> Jon S Berndt writes:
> > On Thu, 4 Apr 2002 15:03:33 -0600 (CST)
> >   "Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
> > >Hopefully Bernie Bright can address this, although he is running on
> > >Australian time so I don't know how soon we'll here from him.
> >
> > I looked at it a few weeks ago and tossed out the idea
> > that it might be useful to us (JSBSim), IMHO.
> 
> This has uses for when you want to refer to function pointers or class
> method pointers in a flexible way.
> 
> Bernie wanted this included so he could rewrite the flightgear event
> manager class to be a bit more flexible.
> 
> I'm usually not an advocate of jumping on the hype bandwagon because
> it sounds cool and it seems like everyone else is doing it, but when
> there's an actual legitimate use, that's a different story.

Unless I know what we gain by using it I can only speculate.

And IMHO an additional dependancy might be much worse than a event
manager that's a bit more flexible.
But I don't know yet.

CU,
Christian

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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Jim Wilson

Jon S Berndt <[EMAIL PROTECTED]> said:

> >I've been working toward this sort of thing slowly severing the ties
> >between the model code and the viewer so that we can have multiples of
> >both. The new viewer interface will make it possible to have multiple
> >FDM's and changes I'm planning for the model code over the next week will
> >make it entirely autonomous.
> 
> Whoa! We'd better coordinate on this. I've got a mechanism 
> for multiple FDMs already figured out for JSBSim. It 
> doesn't break anything that any other FDM does, either, I 
> believe. What are you doing with the way FDMs are 
> instantiated?!
> 

Absolutely nothing.  But if your mulitple FDM instances can publish 
position/orientation data into a seperate property tree location for 
each instance, we'll be golden in the viewer and model code.

> >The bigger problem (or so it seems to me :-)) is the one 
> >Andy brought up.  How you model stopping on a moving runway.
> 
> This really is not a big deal after all, I think. The gear 
> model calculates forces and moments imparted to the 
> aircraft based on the aircraft motion and elevation (and 
> we really should be modeling non-vertical-normal surfaces, 
> too). We simply need to change the elevation in a dynamic 
> way (and the aircraft will respond appropriately) and feed 
> the local frame runway motion to the aircraft so it can 
> calculate the relative motion of the aircraft wrt the 
> runway. The rest will work as is. The aircraft will have a 
> residual airspeed and forces/moments will be generated 
> appropriately.
> 

Sounds good.

Best,

Jim

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Re: [Flightgear-devel] Heads up: Boost - http://www.boost.org/

2002-04-04 Thread Curtis L. Olson

Jon S Berndt writes:
> On Thu, 4 Apr 2002 15:03:33 -0600 (CST)
>   "Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
> >Hopefully Bernie Bright can address this, although he is running on
> >Australian time so I don't know how soon we'll here from him.
> 
> I looked at it a few weeks ago and tossed out the idea 
> that it might be useful to us (JSBSim), IMHO.

This has uses for when you want to refer to function pointers or class
method pointers in a flexible way.

Bernie wanted this included so he could rewrite the flightgear event
manager class to be a bit more flexible.

I'm usually not an advocate of jumping on the hype bandwagon because
it sounds cool and it seems like everyone else is doing it, but when
there's an actual legitimate use, that's a different story.

Regards,

Curt.
-- 
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Re: [Flightgear-devel] Heads up: Boost - http://www.boost.org/

2002-04-04 Thread Jon S Berndt

On Thu, 4 Apr 2002 15:03:33 -0600 (CST)
  "Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
>Hopefully Bernie Bright can address this, although he is running on
>Australian time so I don't know how soon we'll here from him.

I looked at it a few weeks ago and tossed out the idea 
that it might be useful to us (JSBSim), IMHO.

Jon

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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Jon S Berndt

On Thu, 4 Apr 2002 20:50:18 -
  "Jim Wilson" <[EMAIL PROTECTED]> wrote:

>I've been working toward this sort of thing slowly severing the ties
>between the model code and the viewer so that we can have multiples of
>both. The new viewer interface will make it possible to have multiple
>FDM's and changes I'm planning for the model code over the next week will
>make it entirely autonomous.

Whoa! We'd better coordinate on this. I've got a mechanism 
for multiple FDMs already figured out for JSBSim. It 
doesn't break anything that any other FDM does, either, I 
believe. What are you doing with the way FDMs are 
instantiated?!

>The bigger problem (or so it seems to me :-)) is the one 
>Andy brought up.  How you model stopping on a moving runway.

This really is not a big deal after all, I think. The gear 
model calculates forces and moments imparted to the 
aircraft based on the aircraft motion and elevation (and 
we really should be modeling non-vertical-normal surfaces, 
too). We simply need to change the elevation in a dynamic 
way (and the aircraft will respond appropriately) and feed 
the local frame runway motion to the aircraft so it can 
calculate the relative motion of the aircraft wrt the 
runway. The rest will work as is. The aircraft will have a 
residual airspeed and forces/moments will be generated 
appropriately.

Jon

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Re: [Flightgear-devel] Heads up: Boost - http://www.boost.org/

2002-04-04 Thread Curtis L. Olson

Hopefully Bernie Bright can address this, although he is running on
Australian time so I don't know how soon we'll here from him.

Curt.


Tony Peden writes:
> 
> --- Christian Mayer <[EMAIL PROTECTED]> wrote:
> > "Curtis L. Olson" wrote:
> > > 
> > > Bernie Bright has submitted a simplified boost
> > distribution for
> > > SimGear and I have committed it to CVS.  The boost
> > web page is here:
> > > 
> > > http://www.boost.org/
> > > 
> > > We will begin depending on this package soon. 
> > 
> > Well, *I* don't really understand what boost is
> > usefull for.
> > 
> > Can somebody tell me what boost does and why it's
> > important for us,
> > please?
> 
> Excellent question.
> 
> > 
> > CU,
> > Christian
> > 
> > --
> > The idea is to die young as late as possible.   
> > -- Ashley Montague
> > 
> > Whoever that is/was; (c) by Douglas Adams would have
> > been better...
> > 
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> > 
> > 
> 
> 
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Re: [Flightgear-devel] Heads up: Boost - http://www.boost.org/

2002-04-04 Thread Tony Peden


--- Christian Mayer <[EMAIL PROTECTED]> wrote:
> "Curtis L. Olson" wrote:
> > 
> > Bernie Bright has submitted a simplified boost
> distribution for
> > SimGear and I have committed it to CVS.  The boost
> web page is here:
> > 
> > http://www.boost.org/
> > 
> > We will begin depending on this package soon. 
> 
> Well, *I* don't really understand what boost is
> usefull for.
> 
> Can somebody tell me what boost does and why it's
> important for us,
> please?

Excellent question.

> 
> CU,
> Christian
> 
> --
> The idea is to die young as late as possible.   
> -- Ashley Montague
> 
> Whoever that is/was; (c) by Douglas Adams would have
> been better...
> 
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> 


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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Curtis L. Olson

Jim Wilson writes:
> I've been working toward this sort of thing...slowly severing the ties between
> the model code and the viewer so that we can have multiples of both.  The new
> viewer interface will make it possible to have multiple FDM's and changes I'm
> planning for the model code over the next week will make it entirely
> autonomous.  Already I have it generating its own local matrix (had to for the
> tower view).   Once this is done we can see what we have and figure out a
> system for managing the components.
> 
> As for Justin's project, rendering the moving ship should be quite easy once
> all I have planned now for the viewer/model is done (probably within a week).
>  All that will be necessary is something that will update the position and
> orientation values for the ship.  It can be a simple as a script that updates
> properties through the tcp interface every half second.
> 
> The bigger problem (or so it seems to me :-)) is the one Andy brought up.  How
> you model stopping on a moving runway.

That's for the FDM guys to worry about. :-)

Curt.
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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Jim Wilson

"Curtis L. Olson" <[EMAIL PROTECTED]> said:

> The DCS system would take care of loading and attaching the 3d models
> to the correct place in the scene graph and removing them.  It would
> call the update() routine for each of their "engines".  And it would
> probably provide some sort of property interface to the positions,
> orientations, and velocities of these dynamics entities.
> 
> That doesn't solve all the problems and address all the issues, but I
> think it would be a good start.
> 

I've been working toward this sort of thing...slowly severing the ties between
the model code and the viewer so that we can have multiples of both.  The new
viewer interface will make it possible to have multiple FDM's and changes I'm
planning for the model code over the next week will make it entirely
autonomous.  Already I have it generating its own local matrix (had to for the
tower view).   Once this is done we can see what we have and figure out a
system for managing the components.

As for Justin's project, rendering the moving ship should be quite easy once
all I have planned now for the viewer/model is done (probably within a week).
 All that will be necessary is something that will update the position and
orientation values for the ship.  It can be a simple as a script that updates
properties through the tcp interface every half second.

The bigger problem (or so it seems to me :-)) is the one Andy brought up.  How
you model stopping on a moving runway.

Best,

Jim


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Re: [Flightgear-devel] Heads up: Boost - http://www.boost.org/

2002-04-04 Thread Christian Mayer

"Curtis L. Olson" wrote:
> 
> Bernie Bright has submitted a simplified boost distribution for
> SimGear and I have committed it to CVS.  The boost web page is here:
> 
> http://www.boost.org/
> 
> We will begin depending on this package soon. 

Well, *I* don't really understand what boost is usefull for.

Can somebody tell me what boost does and why it's important for us,
please?

CU,
Christian

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[Flightgear-devel] A scenery tile question ?

2002-04-04 Thread Frederic Bouvier

Hello,

I would like to convert cartesian vertices coordinates found in a binary
tile
files into WGS84 lon/lat/height coordinates.

I know that Atlas already do that and there is a page on the web site !

What I want to know is the functions in simgear to call and the order to do
that.

I also want to convert normals as well !

Thanks,

-Fred



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Re: [Flightgear-devel] [BUG] default.fix.gz

2002-04-04 Thread Frederic Bouvier

>From my Garmin GPS III pilot :

>   lat  lon
>ORTAC  49.595700-20018.00
N49°59,947'  W002°00,300'

>PEPIS  51.114800-11437.00
N51°11,798'  W001°14,621'

>PERLA  13.765000-88695.00
???
>RIBOS  13.95-87651.00
???

>SOMBU  5959.31  000.000540
N59°59,512'  E000°00,896'
>
> 308 of the unique(?) identifiers have two entries with different location,
e.g.
>
>CINDY  41.885522 -091.802431
>CINDY -15.700056  137.200250
N57°38,695' E012°48,367'

-Fred



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Re: [Flightgear-devel] Adding an Airport

2002-04-04 Thread Martin Spott

> $FG_SRC / src / Airports /
> gensimple
> genrunways

Thanks, this works fine. Now I'm rebuilding the relevant parts of the
scenery - looks promising 

Martin.
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Re: [Flightgear-devel] c172-3d-set.xml removed from CVS

2002-04-04 Thread Jim Wilson

As far as I know that file should still be in there (nothing to replace it 
yet).  Why was it removed?

Best,

Jim


"Curtis L. Olson" <[EMAIL PROTECTED]> said:

> Yes, it appears that this file was removed from CVS.  What is the
> recommended way to fly the 3d cessna?
> 
> Curt.
> 
> 


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Re: [Flightgear-devel] c172-3d-set.xml removed from CVS

2002-04-04 Thread Curtis L. Olson

Yes, it appears that this file was removed from CVS.  What is the
recommended way to fly the 3d cessna?

Curt.


Frederic Bouvier writes:
> Date: Wed Apr  3 17:55:30 EST 2002
> Author: cvsroot
> 
> Update of /home/cvsroot/FlightGear/FlightGear/Aircraft
> In directory bitless:/tmp/cvslck/cvs-serv23961/Aircraft
> 
> Removed Files:
> ^
> c172-3d-set.xml 
> ^^^
> Log Message:
> Raised the default eyepoint and slanted it down slightly.  Previously,
> the pilot was peering level just over the top of the panel.
> 
> Moved the panel instruments accordingly.
> 
> 
> 
> How can I view the interior cockpit now ?
> 
> Cheers,
> 
> -Fred
> 
> 
> 
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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Jon S Berndt

On Thu, 04 Apr 2002 14:03:10 -0500
  Justin Palamar <[EMAIL PROTECTED]> wrote:
>Hello, flightgear devolpers, this is my first message to 
>this list, so please excuse any question that may sound 
>'stupid', I'm just a newbie.

We all remember when we were newbies - no question is 
stupid. This *answer* may be, though ;-) And this is as 
good a place as any to post your question.

>I am currently a member of a development team working on 
>a Senior Design project at Pennsylvania State University. 

PSU? Does John Anderson still teach aero there?

> We were assigned to construct a Blackhawk flight 
>simulator for educational use within the Rotocraft 
>center.  We decided early on to use flightgear as our 
>engine, due to its vast customizability.  We were having 
>problems in a few areas, and if anyone could provide ANY 
>insight on any of these subjects I would greatly 
>appretiate it.

Have you seen the rotorcraft-related technical reports at 
Richard McFarland's web site at Ames?

>1) A design goal was to have a moving aircraft carrier 
>within the simulator with the option to land on its deck
>Right now we have only been able to insert the static 
>model by editing the appropriate .stg scenery file, 
>including
> "OBJECT_STATIC saratoga.3ds -122.353617 
>37.624617 -130 0"

The following statement is an off-the-top-of-my-head idea 
thrown out to the developer wolves for your amusement 
only. However, it is an approach that might be a decent 
hack. Note that I am vaguely aware of other most assuredly 
better ways to do this, but here goes, anyway:

JSBSim will soon have the ability to model multiple flight 
vehicles - or rather, multiple _vehicles_. This design 
feature is specifically for carrying and dropping bombs, 
missiles, experimental aircraft, etc. and flying them out 
to completion, or staging a launch vehicle, etc. However, 
it could also be used for such things as an AI "spotter" 
plane flying a viewpoint "camera" near an aircraft of 
interest. Or, I am thinking, just perhaps, it could model 
an aircraft carrier at sea, given the right set of 
parameters. It would have few, if any, "aero" coefficients 
(instead they would be "fluid" coefficients), and the 
ground reactions (landing gear) would be a bit different 
than that of an aircraft, instead representing bouyancy? 
Or maybe that would be done by "fluid" coefficients. 
Norman might have some observations on this.

In any case, the multi- capability is not quite "there", 
yet. I plan on having a bunch of time this weekend to 
program, and  hope to get that stuff in JSBSim CVS at 
least in beta this weekend.

Whether or not this might actually work for an aircraft 
carrier in JSBSim is unknown to me at the moment, but I 
think it could work OK. I might play with it once the time 
comes. In the meantime, I am sure there will be better 
ways presented here of doing what you want.

How are you modeling the helicopter dynamics?

Jon

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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Curtis L. Olson

What I would like to see implimented is a 'standard' DCS system (where
DCS stands for dyanamic coordinate system which is industry lingo for
objects that move in the scene ... their local coordinate system is
'dyanamic'.

I'm envisioning a DCS manager where you can register 'entities' with
an associated 3d model and an associated 'behavior'.  The behavior
could be a preset path to follow, or something more AI-ish, or even
something like JSBSim or YAsim (or perhaps entity positions could be
driven externally from a server to produce a 'shared' world for
collaborative flying.)  I'm thinking we could create some simple
"FDM's", one that replays a preset path, and one that impliments
ultra-simple-light-weight flight dynamics which would be good enough
for 'realistic' robot planes viewed from a distance, but simple enough
so we can compute the dyanmics for "many" planes each frame.

The DCS system would take care of loading and attaching the 3d models
to the correct place in the scene graph and removing them.  It would
call the update() routine for each of their "engines".  And it would
probably provide some sort of property interface to the positions,
orientations, and velocities of these dynamics entities.

That doesn't solve all the problems and address all the issues, but I
think it would be a good start.

Anyone want to work on this?  I could even give you your own
subdirectory.   :-)

Regards,

Curt.


Andy Ross writes:
> Justin Palamar wrote:
>  > 1) A design goal was to have a moving aircraft carrier within the
>  > simulator with the option to land on its deck
> 
> There are actually two problems here.  The first, making the object
> move, is relatively easy.  It will require C++ code, though.  One way
> I've thought about doing it is to put the object in the property tree
> rather than the static scenery description.  Something like:
> 
> /scenery/objects[n]/model-file=Models/carrier.ac3
> /lat-deg=nn.nn
> /lon-deg=nn.nn
> /alt-ft=nnn
> /hdg-deg=nnn
> /speed-kt=nnn
> 
> And then the "dynamic scenery" code would update the lat/lon
> accordingly.  This could be extended with extra orientation and
> velocity parameters for a full 6DOF model animation, controllable via
> properties.
> 
> But there's another problem -- the current FDMs model gear force using
> only the aircraft's velocity.  They assume the ground is fixed and
> unmoving.  This means that you could land on the carrier, but would
> then come to a stop relative to the earth, while the carrier slipped
> smoothly out from under you.
> 
> I'm not quite sure about the "right" way to do this -- doing it in the
> low-level ssg "hitlist" collision detection is going to be rather
> complicated, and won't perform well.  Perhaps the best way to handle
> it would be to special case "carrier deck" objects (more generally,
> anything moving on which the gear are expected to rest), and expose
> them directly to the FDMs via a "ground velocity" parameter.
> 
> Andy
> 
> -- 
> Andrew J. RossNextBus Information Systems
> Senior Software Engineer  Emeryville, CA
> [EMAIL PROTECTED]  http://www.nextbus.com
> "Men go crazy in conflagrations.  They only get better one by one."
>   - Sting (misquoted)
> 
> 
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[Flightgear-devel] c172-3d-set.xml removed from CVS

2002-04-04 Thread Frederic Bouvier

Date: Wed Apr  3 17:55:30 EST 2002
Author: cvsroot

Update of /home/cvsroot/FlightGear/FlightGear/Aircraft
In directory bitless:/tmp/cvslck/cvs-serv23961/Aircraft

Removed Files:
^
c172-3d-set.xml 
^^^
Log Message:
Raised the default eyepoint and slanted it down slightly.  Previously,
the pilot was peering level just over the top of the panel.

Moved the panel instruments accordingly.



How can I view the interior cockpit now ?

Cheers,

-Fred



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Re: [Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Andy Ross

Justin Palamar wrote:
 > 1) A design goal was to have a moving aircraft carrier within the
 > simulator with the option to land on its deck

There are actually two problems here.  The first, making the object
move, is relatively easy.  It will require C++ code, though.  One way
I've thought about doing it is to put the object in the property tree
rather than the static scenery description.  Something like:

/scenery/objects[n]/model-file=Models/carrier.ac3
/lat-deg=nn.nn
/lon-deg=nn.nn
/alt-ft=nnn
/hdg-deg=nnn
/speed-kt=nnn

And then the "dynamic scenery" code would update the lat/lon
accordingly.  This could be extended with extra orientation and
velocity parameters for a full 6DOF model animation, controllable via
properties.

But there's another problem -- the current FDMs model gear force using
only the aircraft's velocity.  They assume the ground is fixed and
unmoving.  This means that you could land on the carrier, but would
then come to a stop relative to the earth, while the carrier slipped
smoothly out from under you.

I'm not quite sure about the "right" way to do this -- doing it in the
low-level ssg "hitlist" collision detection is going to be rather
complicated, and won't perform well.  Perhaps the best way to handle
it would be to special case "carrier deck" objects (more generally,
anything moving on which the gear are expected to rest), and expose
them directly to the FDMs via a "ground velocity" parameter.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
"Men go crazy in conflagrations.  They only get better one by one."
  - Sting (misquoted)


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[Flightgear-devel] Moving carrier, and Repositioning questions

2002-04-04 Thread Justin Palamar

Hello, flightgear devolpers, this is my first message to this list, so 
please excuse any question that may sound 'stupid', I'm just a newbie.
Also if this is posted to the wrong mailing list, I apologize, let me know 
and I'll redirect to the proper place.

I am currently a member of a development team working on a Senior Design 
project at Pennsylvania State University.  We were assigned to construct a 
Blackhawk flight simulator for educational use within the Rotocraft 
center.  We decided early on to use flightgear as our engine, due to its 
vast customizability.  We were having problems in a few areas, and if 
anyone could provide ANY insight on any of these subjects I would greatly 
appretiate it.

1) A design goal was to have a moving aircraft carrier within the simulator 
with the option to land on its deck
Right not we have only been able to insert the static model by editing the 
appropriate .stg scenery file, including
 "OBJECT_STATIC saratoga.3ds -122.353617 37.624617 -130 0"
We know this has been done before, there is code in the main.cxx file that 
refers to a carrier, and a model was included in the 0.7.8 release.  Is 
there any way to get this working using the  higher level .xml files, and 
avoid editing the C++ source code?

2) When loading our blackhawk model (again by editing/adding .xml files 
from the ./Aircraft directory our model appears about 3 meters into the 
ground.  We have attempted to reposition the model using the instructions 
from the flighgear website (rather than pointing directly to the model, 
point to a .xml wrapper file with repositioning information in it that also 
points to the model) but we an ssgLOAD error:  Unknown file type .xml.  As 
if it is trying to see a graphic file and sees an .xml and doesn't know 
what to do with it.  I'm not sure if this is a change in the newest 
release, of if I'm missing something.

Sorry for such a long message, I wanted to make sure I provided enough 
information.  If anyone could help me in any way with anything here, I 
would REALLY appretiate it.  Thanks... Justin


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Re: [Flightgear-devel] glass cockpit

2002-04-04 Thread John Wojnaroski


- Original Message -
From: "Martin Dressler" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, April 04, 2002 7:46 AM
Subject: Re: [Flightgear-devel] glass cockpit


> >
> Please, give me some advice how to run it with FG on the same machine. It
> compiles fine but when I run it, it exit without error and don't open
window.
> I didn't found any comand line options.
>
Okay, the repository is working
After compiling, edit the opengc.ini file to set the window size and gauge
locations

Start the program with "opengc". You might have to play with the locations
of the nav database and arial.ttf
font file. try /usr/local/NavBase for the nav data and if all else fails put
the font file at the top -- "/"

Start flightgear in a seperate window with the socket option

fgfs --opengc=socket,out,30,127.0.0.0.1,5800,udp (+whatever else you need as
options)

Put the focus in the opengc window and type "!", FMC should move to state 1,
type "@" and this will
activate the UDP socket. Move the focus to the FG window and fly . You will
see some latency between
the fg state and the displays when running on a single machine and sharing
resources.

Regards
John W.


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RE: [Flightgear-devel] Adding an Airport

2002-04-04 Thread Norman Vine

Martin Spott writes:

>[... Madr wrote ...]
>
>> IMHO You also need to update metakit databases runways.mk4 and
simple.mk4,
>> but I don't know how. Try to ask Curt.
>
>I already thought about it but he is overloaded with work and EMail -
anyone
>on the list who is not  ? So I posted to the list  ;-)
>I already looked at the binaries that get produced when I compile
FlightGear
>but I didn't find any that might be suitable,

see

$FG_SRC / src / Airports /
gensimple
genrunways

Norman


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Re: [Flightgear-devel] View hat on FlighSimYoke USB

2002-04-04 Thread Andy Ross

Alexander Kappes wrote:
 > Thanks, this solves part of my problem. However, I still have the
 > problem that for some reason the axis of the coolie hat (4 and 5 in
 > this example) are not uncorrelated for the FlightSimYoke. What I mean
 > with this is that for example if I don't touch the coolie axis 4 = 0
 > but axis 5 = -1. If I push it up then axis 4 = 1 and axis 5 = 0 and
 > for left axis 4 = 0 and axis 5 = 1. This is not the real mapping but
 > if I want to control both the lan and the long view direction with the
 > coolie hat I have to use a combination of the two axis for each
 > property. Is this possible?

This sounds to me as if one of the switches in your hat is bent, and
is in the "on" possition even when the hat it centered.  I've seen
exactly this effect in the past on a Thrustmaster Top Gun stick.
Joystick hardware basically sucks.  Run jscal and note all the
possibilities.  What you "should" see is zero for both axes when you
don't touch the hat, and independant motion when you do.  An 8-way hat
switch will also be able to report the corners (both axes at 1, for
example).

Another possibility is that the analog joystick driver has
miscalibrated the axes; as I remember it applies the calibration
numbers even to digital axes like hats.

What kind of stick do you have?

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
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Re: [Flightgear-devel] View hat on FlighSimYoke USB

2002-04-04 Thread Andy Ross

Alexander Kappes wrote:
 > Yes, I looked at the page and that's how I actually do it at the
 > moment.  The problem was they didn't know what properties to use. So
 > /sim/view/axes/lat and /sim/view/axes/long are the right properties
 > for this.

Heh, I was hoping you'd already know, because I forget (forgive me,
it's been way too long since I sat down and wrote code for FlightGear).

It used to be that there was an euler angle property interface --
/sim/view/offset and /sim/view/pitch (I think).  These would be better
than lat/lon, as they correspond better to instantaneous rotations.  I
haven't looked since the change to see how these have been modified,
if at all.

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
"Men go crazy in conflagrations.  They only get better one by one."
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re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main fg_init.cxx,1.161,1.162 main.cxx,1.270,1.271 options.cxx,1.158,1.159

2002-04-04 Thread David Megginson

Curtis L. Olson writes:

 > It sounds like you are bypassing SG_LOG() because it isn't doing what
 > you want.  This seems like a bandaid solution at best.  Perhaps we
 > should put these messages back in as SG_LOG( SG_ALERT ) and then
 > default 'release' builds to a minimum logging level of SG_ALERT rather
 > than collapsing SG_LOG into nothing as we do now.

That sounds reasonable.  I wasn't sure what peoples' intentions were
with SG_LOG, but it seemed like a bad idea to have situations where
people might not get messages for catastrophic errors.  What should we
change to make SG_ALERT enabled by default?  I haven't seen yet where
that's happening (I configured with debug messages and still am not
seeing any).


All the best,


David

-- 
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Re: [Flightgear-devel] Adding an Airport

2002-04-04 Thread Martin Spott

[... Madr wrote ...]

> On Thu 4. April 2002 00:58, you wrote:

>> sirius: 0:55:17 ~> fgfs
>> [...]
>> Attempting to set starting position from runway code FX01 heading 270
>> Failed to find FX01 in database.
>> [...]

> IMHO You also need to update metakit databases runways.mk4 and simple.mk4,
> but I don't know how. Try to ask Curt.

I already thought about it but he is overloaded with work and EMail - anyone
on the list who is not  ? So I posted to the list  ;-)
I already looked at the binaries that get produced when I compile FlightGear
but I didn't find any that might be suitable,

Martin.
-- 
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Re: [Flightgear-devel] glass cockpit

2002-04-04 Thread John Wojnaroski

Hi,

> Please, give me some advice how to run it with FG on the same machine. It
> compiles fine but when I run it, it exit without error and don't open
window.
> I didn't found any comand line options.
>
mea culpa, mea maxima culpa ---

if you've recently downloaded from the CVS site, the package has a bug.
Working late
last night, "something" got committed. Not sure where or how, but will try
to get things
back this morning.

You can run on the same machine be using the loopback address 127.0.0.1 in
the FG
socket command to send UDP packets to the opengc displays. The downside is
that
performance is somewhat choppy and unpredictable as you have two
mainglutloops
running and the available frame rate is not shared equally between fgfs and
opengc.

Yes, there are no command line options. There is a small opengc.ini file
used to
specify window size and location and gauge size and placement.

> I looked on some posibility of integration with our panel code, but it use
> glViewport for some clipping. So we never can use it in panel :-(
>
It is primarily designed to run as a seperate app across a network.
Integrating the displays
into FG would be a major rework.

When I get the new repository code working again, I'll post a short notice.
You can download
an older version from the sourceforge site which has not been clobbered.
There is also some
info on required font libraries and links on where to get the same.

Regards
John W.


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Re: [Flightgear-devel] Adding an Airport

2002-04-04 Thread Martin Dressler

On Thu 4. April 2002 00:58, you wrote:
> After digging through several README's, FAQ's and Robin's manual I decided
> to have a rough try with my so much desired airport.
>
> I did some calculation and then I added two lines to the default.apt(.gz)
> file for a minimal airport definition - to have a 'proof of concept' before
> I start working on the details. You can find it here:
>
> ftp://ftp.uni-duisburg.de/FlightGear/Devel/FX01.apt
>
>
> There will be _lots_ of details to follow once I have a start. This picture
> might tell you (I know the Airfiled from wandering around, so I know what's
> valid on this picture ):
>
> http://www.xs4all.nl/~nvav/afb/rsa-kaartje-1.gif
>
>
>
> I know that I will not see the runway as long as I don't rebuild the
> scenery but I understood that I should at least have the ability to sit on
> the grass at the desired place. Unfortunately this is not the case:
>
> sirius: 0:55:17 ~> fgfs
> [...]
> Attempting to set starting position from runway code FX01 heading 270
> Failed to find FX01 in database.
> [...]

IMHO You also need to update metakit databases runways.mk4 and simple.mk4,
but I don't know how. Try to ask Curt.

Regards,
Madr


-- 
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e-mail: [EMAIL PROTECTED]
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[Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/Main fg_init.cxx,1.161,1.162 main.cxx,1.270,1.271 options.cxx,1.158,1.159

2002-04-04 Thread Curtis L. Olson

David,

It sounds like you are bypassing SG_LOG() because it isn't doing what
you want.  This seems like a bandaid solution at best.  Perhaps we
should put these messages back in as SG_LOG( SG_ALERT ) and then
default 'release' builds to a minimum logging level of SG_ALERT rather
than collapsing SG_LOG into nothing as we do now.

It would be nice to be able to maintain a consistant approach
throughout the project.

Curt.


David Megginson writes:
> Update of /var/cvs/FlightGear-0.7/FlightGear/src/Main
> In directory seneca:/tmp/cvs-serv1516/src/Main
> 
> Modified Files:
>   fg_init.cxx main.cxx options.cxx 
> Log Message:
> Let exceptions fall through to main, and use cerr to report them (in
> case logging is disabled).  This way, when people specify a
> non-existant aircraft or have an error in a custom XML file, they'll
> get an error report, at least.
> 
> 
> Index: fg_init.cxx
> ===
> RCS file: /var/cvs/FlightGear-0.7/FlightGear/src/Main/fg_init.cxx,v
> retrieving revision 1.161
> retrieving revision 1.162
> diff -C2 -r1.161 -r1.162
> *** fg_init.cxx   3 Apr 2002 21:54:45 -   1.161
> --- fg_init.cxx   4 Apr 2002 15:51:40 -   1.162
> ***
> *** 232,243 
>   props_path.append("preferences.xml");
>   SG_LOG(SG_INPUT, SG_INFO, "Reading global preferences");
> ! try {
> !   readProperties(props_path.str(), globals->get_props());
> ! } catch (const sg_exception &e) {
> !   string message = "Error reading global preferences: ";
> !   message += e.getFormattedMessage();
> !   SG_LOG(SG_INPUT, SG_ALERT, message);
> !   exit(2);
> ! }
>   SG_LOG(SG_INPUT, SG_INFO, "Finished Reading global preferences");
>   
> --- 232,236 
>   props_path.append("preferences.xml");
>   SG_LOG(SG_INPUT, SG_INFO, "Reading global preferences");
> ! readProperties(props_path.str(), globals->get_props());
>   SG_LOG(SG_INPUT, SG_INFO, "Finished Reading global preferences");
>   
> 
> Index: main.cxx
> ===
> RCS file: /var/cvs/FlightGear-0.7/FlightGear/src/Main/main.cxx,v
> retrieving revision 1.270
> retrieving revision 1.271
> diff -C2 -r1.270 -r1.271
> *** main.cxx  4 Apr 2002 03:03:18 -   1.270
> --- main.cxx  4 Apr 2002 15:51:40 -   1.271
> ***
> *** 32,35 
> --- 32,40 
>   
>   #include 
> + 
> + #include 
> + SG_USING_STD(cerr);
> + SG_USING_STD(endl);
> + 
>   #include 
>   #include 
> ***
> *** 1599,1605 
>   mainLoop(argc, argv);
>   } catch (sg_throwable &t) {
> ! SG_LOG(SG_GENERAL, SG_ALERT,
> !"Fatal error: " << t.getFormattedMessage()
> !<< "\n (received from " << t.getOrigin() << ')');
>   exit(1);
>   }
> --- 1604,1612 
>   mainLoop(argc, argv);
>   } catch (sg_throwable &t) {
> ! // We must use cerr rather than
> ! // logging, since logging may be
> ! // disabled.
> ! cerr << "Fatal error: " << t.getFormattedMessage()
> !  << "\n (received from " << t.getOrigin() << ')' << endl;
>   exit(1);
>   }
> 
> Index: options.cxx
> ===
> RCS file: /var/cvs/FlightGear-0.7/FlightGear/src/Main/options.cxx,v
> retrieving revision 1.158
> retrieving revision 1.159
> diff -C2 -r1.158 -r1.159
> *** options.cxx   26 Mar 2002 01:38:15 -  1.158
> --- options.cxx   4 Apr 2002 15:51:40 -   1.159
> ***
> *** 943,954 
>   SG_LOG(SG_INPUT, SG_INFO, "Reading aircraft: " << arg.substr(11)
>   << " from " << apath.str());
> ! try {
> ! readProperties( apath.str(), globals->get_props() );
> ! } catch (const sg_exception &e) {
> ! string message = "Error loading aircraft file: ";
> ! message += e.getFormattedMessage();
> ! SG_LOG(SG_INPUT, SG_ALERT, message);
> ! exit(2);
> ! }
>   } else {
>   SG_LOG( SG_GENERAL, SG_ALERT, "Unknown option '" << arg << "'" );
> --- 943,947 
>   SG_LOG(SG_INPUT, SG_INFO, "Reading aircraft: " << arg.substr(11)
>   << " from " << apath.str());
> ! readProperties( apath.str(), globals->get_props() );
>   } else {
>   SG_LOG( SG_GENERAL, SG_ALERT, "Unknown option '" << arg << "'" );
> 
> 
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Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] glass cockpit

2002-04-04 Thread Martin Dressler

On Wed 3. April 2002 00:18, you wrote:
> > What's the status of OpenGC integration with FlightGear? I
> > have a thought in mind for something it might be used for,
> > and I might be interested in trying it out.
>
> The network interface is alive and well. ( it is sync'd with the latest
> CVS version of FG ) The FMC is "in the shop" for a major
> overhaul. The display code builds and runs under linux. Limited
> checks and tests for required libraries. Requires new freetype and
> ftgl libraries. URLs provided with download package. Gauges are
> functional but "incomplete" - some pieces/symbols under
> development.
>
Please, give me some advice how to run it with FG on the same machine. It 
compiles fine but when I run it, it exit without error and don't open window.
I didn't found any comand line options.

I looked on some posibility of integration with our panel code, but it use 
glViewport for some clipping. So we never can use it in panel :-(

Regards,
Madr

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re: [Flightgear-devel] Hallo and questions

2002-04-04 Thread Alexander Kappes

Thank you very much for this detailed description. I'm really glad that I
never had a computer science professor, worrying too much is not very
healthy. :-)

Regards
Alexander

On Thu, 4 Apr 2002, Curtis L. Olson wrote:

> Alexander Kappes writes:
> > Hi David,
> >
> > > Just about any information you want is available in the property
> > > tree.  There's an interactive GUI browser built into FlightGear --
> > > choose "Properties" from the "View" drop-down menu.
> >
> > How do I have to imagine this property tree, I mean how is it realized in
> > memory (C++) and what kind of things are stored in it? Is it something
> > like an interface between different parts of FGFS?
>
> Another way to look at the property manager is as a 'key/value' hash.
> Any part of the program can lookup a property name (key) and it's
> associated value.  Values can be of type integer, boolean, float,
> double, and string.
>
> For convenience the property names (keys) are arranged in a way that
> appears like a hierarchical tree structure.  You can traverse the
> property 'tree' in much the same way as you would traverse the
> directories in a file system.
>
> The relative merits of this approach have been discussed at great
> length and with great vigor on this list in the past so I'd rather not
> replay that again now, but let me summarize.
>
> The upside of this approach is it is *very* convenient and flexible.
> When you begin dealing with things like aircraft with vastly different
> types of control inputs, flight model codes with vastly different
> types of data outputs/inputs, instruments and instrument panels that
> care about vastly different sets of parameters, the traditional
> computer science taught approach to building interfaces (at best)
> becomes extremely cumbersum and (at worst) starts to completely break
> down.
>
> The downside of this is that now we have tossed out several key
> principles drilled into our heads starting at day one by our computer
> science professors.  We now have things like 'global' shared state
> that can change anywhere in the code.  (Bye bye abstract data types.)
> Properties aren't variables so they can't be type checked or even
> 'spell' checked by the compiler.  And people have brought up
> performance concerns incurred by the extra layers of indirection.
>
> However, from a practical standpoint, we need *some* global state.
> Much of this computer science theory works wonderfully in simple demo
> programs, but doesn't always scale well to the practical needs of
> large complex software projects.  Profiling has shown us that at least
> at this point, the performance of the property manager isn't a
> problem.  We have been bit on occasion by 'spelling' errors that the
> compiler can no longer flag for us, but those have been pretty
> straight forward to track down and fix.
>
> There are some definite trade off's that can be intelligently argued
> either way.
>
> So the conclusion here is that 'practice' seems to have won the battle
> over 'theory'.  And all those evil things we were told would happen to
> us if we disobeyed our computer science professors ... well as long as
> we know and understand the dangers, we seem to have been able to
> minimize, manage, and containt the problems.  Life isn't so bad this
> way and the project hasn't imploded upon itself.  The longer we run
> with the property manager without encountering a violent end to the
> world, the more confidence we have in our approach. :-)
>
> Regards,
>
> Curt.
> --
> Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
> Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
> Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org
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Re: [Flightgear-devel] YASIM/Viewer mismatch

2002-04-04 Thread Curtis L. Olson

David Megginson writes:
> Andy Ross writes:
> 
>  > I'll chop the cockpit stuff out of YASim as soon as someone tells me
>  > it's OK.
> 
> It's fine with me.  Curt?

Sure, sounds good to me.

Curt.
-- 
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Re: [Flightgear-devel] YASIM/Viewer mismatch

2002-04-04 Thread Jim Wilson

David Megginson <[EMAIL PROTECTED]> said:

> Jim Wilson writes:
> 
>  > Err umm...what is it that won't be necessary?
> 
> Using properties other than the /position ones.
> 

Right from the start I've been planning to support that anyway.

Two reasons:
1) Probably soon to be realized multiple instances of FDM and models.
2) Towers don't fly (usually).  So their position and orientation needs to
come from elsewhere.

Best,

Jim

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Re: [Flightgear-devel] runway lights and fog

2002-04-04 Thread Curtis L. Olson

Roman Grigoriev writes:
> Hi guys
> I found some intresting arcticle on runway lights
> check this out
> http://www.opengvs.com/support/opengvs/howto/fog_atten/default.htm
> read it please and maybe it should be implemented in flightgear its very
> simple
> so maybe someone who has flying practice can confirm this effect?
> Thanx
> Bye

Yes, we are already implimenting something similar to this.  Search
for "fog_exp2_punch_through" in src/Main/main.cxx to see what is
happening.

Regards,

Curt.
-- 
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Re: [Flightgear-devel] YASIM/Viewer mismatch

2002-04-04 Thread David Megginson

Jim Wilson writes:

 > Err umm...what is it that won't be necessary?

Using properties other than the /position ones.


All the best,


David

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re: [Flightgear-devel] Hallo and questions

2002-04-04 Thread Curtis L. Olson

Alexander Kappes writes:
> Hi David,
> 
> > Just about any information you want is available in the property
> > tree.  There's an interactive GUI browser built into FlightGear --
> > choose "Properties" from the "View" drop-down menu.
> 
> How do I have to imagine this property tree, I mean how is it realized in
> memory (C++) and what kind of things are stored in it? Is it something
> like an interface between different parts of FGFS?

Another way to look at the property manager is as a 'key/value' hash.
Any part of the program can lookup a property name (key) and it's
associated value.  Values can be of type integer, boolean, float,
double, and string.

For convenience the property names (keys) are arranged in a way that
appears like a hierarchical tree structure.  You can traverse the
property 'tree' in much the same way as you would traverse the
directories in a file system.

The relative merits of this approach have been discussed at great
length and with great vigor on this list in the past so I'd rather not
replay that again now, but let me summarize.

The upside of this approach is it is *very* convenient and flexible.
When you begin dealing with things like aircraft with vastly different
types of control inputs, flight model codes with vastly different
types of data outputs/inputs, instruments and instrument panels that
care about vastly different sets of parameters, the traditional
computer science taught approach to building interfaces (at best)
becomes extremely cumbersum and (at worst) starts to completely break
down.

The downside of this is that now we have tossed out several key
principles drilled into our heads starting at day one by our computer
science professors.  We now have things like 'global' shared state
that can change anywhere in the code.  (Bye bye abstract data types.)
Properties aren't variables so they can't be type checked or even
'spell' checked by the compiler.  And people have brought up
performance concerns incurred by the extra layers of indirection.

However, from a practical standpoint, we need *some* global state.
Much of this computer science theory works wonderfully in simple demo
programs, but doesn't always scale well to the practical needs of
large complex software projects.  Profiling has shown us that at least
at this point, the performance of the property manager isn't a
problem.  We have been bit on occasion by 'spelling' errors that the
compiler can no longer flag for us, but those have been pretty
straight forward to track down and fix.

There are some definite trade off's that can be intelligently argued
either way.

So the conclusion here is that 'practice' seems to have won the battle
over 'theory'.  And all those evil things we were told would happen to
us if we disobeyed our computer science professors ... well as long as
we know and understand the dangers, we seem to have been able to
minimize, manage, and containt the problems.  Life isn't so bad this
way and the project hasn't imploded upon itself.  The longer we run
with the property manager without encountering a violent end to the
world, the more confidence we have in our approach. :-)

Regards,

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] YASIM/Viewer mismatch

2002-04-04 Thread Jim Wilson

David Megginson <[EMAIL PROTECTED]> said:

> Jim Wilson writes:
> 
>  > Ok, I think this means I can continue in the same direction with
>  > the viewer code.  It would be just a matter of editing xml to
>  > switch from using /position/lat||lon||alt to somewhere else in the
>  > property tree, so if folks want to experiment they can.
> 
> I don't know if that will be necessary.  As long as we agree that the
> lat/lon/alt give a fixed position (somewhere) on the plane, that's
> good enough, and it becomes a convention to be agreed upon model by
> model.  I agree with Jon that when the manufacturer does specify an
> origin, we should use that.
> 

Err umm...what is it that won't be necessary?


Best,

Jim

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Re: [Flightgear-devel] Latest Build Problems

2002-04-04 Thread Curtis L. Olson

Alexander Kappes writes:
> Ok, sorry for this. I will try to remember it for the future. Is anybody
> going to fix this in the CVS tree?
> 
> What do I have to do if I want the gcc compiler under Linux to return
> an error if a routine of type non-void is defined but no value is
> returned?
> 
> BTW, how is updating of the CVS tree handled for this project? I suppose
> there is a limited number of people who are allowed to upload, who is it?

Lot's of stuff can get tossed about on the mailing lists and it can
get a bit confusing as to what is actually supposed to
happen... especially if a person isn't the original author and doesn't
have time to dig in and get intimite with the code.  What seems to
work best is if the original author(s) of the code can monitor the
discussion and submit the necessary changes to David or me.

Thanks,

Curt.
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re: [Flightgear-devel] 3D Cockpit

2002-04-04 Thread David Megginson

Marcio Shimoda writes:

 > How do I see the 3D cockpit?

  fgfs --aircraft=c172-3d


All the best,


David

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Re: [Flightgear-devel] View hat on FlighSimYoke USB

2002-04-04 Thread David Megginson

Alexander Kappes writes:

 > > The "high" and "low" bindings are invoked as keystrokes when the
 > > joystick enters the top 10% of travel in either direction.
 > 
 > Yes, I looked at the page and that's how I actually do it at the moment.
 > The problem was they didn't know what properties to use. So
 > /sim/view/axes/lat and /sim/view/axes/long are the right properties
 > for this.

No, in that case you'd want to increment or decrement
/sim/view/goal-offset-deg.  Note that all the view properties will
probably be changing soon, since Jim is finishing a major overhaul of
that subsystem.


All the best,


David

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Re: [Flightgear-devel] Hallo and questions

2002-04-04 Thread David Megginson

Erik Hofman writes:

 > > How do I have to imagine this property tree, I mean how is it realized in
 > > memory (C++) 
 > 
 > Yes, what you see is what you get.

He could think of it as a virtual filesystem containing the internal
state of the sim.


All the best,


David

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Re: [Flightgear-devel] Plotting tool

2002-04-04 Thread Jim Wilson

"Curtis L. Olson" <[EMAIL PROTECTED]> said:

> I need to pick a less popular project to be involved in ... maybe a
> python to cobol translator written in prolog.
> 

Ooo ooo yeah.  I've been looking for one of those :-)

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Re: [Flightgear-devel] 3D Cockpit

2002-04-04 Thread Jim Wilson

Marcio Shimoda <[EMAIL PROTECTED]> said:

> How do I see the 3D cockpit?
> 

Run with --aircraft=c172-3d

Best,

Jim

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re: [Flightgear-devel] View hat on FlighSimYoke USB

2002-04-04 Thread Alexander Kappes

Thank you very much David. I would have never thought of that. I always
wondered why the mapping was so weired.

Regards Alexander

On Thu, 4 Apr 2002, David Megginson wrote:

> Alexander Kappes writes:
>
>  > Thanks, this solves part of my problem. However, I still have the problem
>  > that for some reason the axis of the coolie hat (4 and 5 in this example)
>  > are not uncorrelated for the FlightSimYoke. What I mean with this is that
>  > for example if I don't touch the coolie axis 4 = 0 but axis 5 = -1. If I
>  > push it up then axis 4 = 1 and axis 5 = 0 and for left axis 4 = 0 and axis
>  > 5 = 1. This is not the real mapping but if I want to control both the lan
>  > and the long view direction with the coolie hat I have to use a
>  > combination of the two axis for each property. Is this possible?
>
> I'll guessing that you're using Linux 2.4.  There is a bug in some
> 2.4 kernel versions where joydev.c misassigns the hat axes.  It seems
> OK now in 2.4.17.
>
>
> All the best,
>
>
> David
>
> --
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>
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re: [Flightgear-devel] View hat on FlighSimYoke USB

2002-04-04 Thread David Megginson

Alexander Kappes writes:

 > Thanks, this solves part of my problem. However, I still have the problem
 > that for some reason the axis of the coolie hat (4 and 5 in this example)
 > are not uncorrelated for the FlightSimYoke. What I mean with this is that
 > for example if I don't touch the coolie axis 4 = 0 but axis 5 = -1. If I
 > push it up then axis 4 = 1 and axis 5 = 0 and for left axis 4 = 0 and axis
 > 5 = 1. This is not the real mapping but if I want to control both the lan
 > and the long view direction with the coolie hat I have to use a
 > combination of the two axis for each property. Is this possible?

I'll guessing that you're using Linux 2.4.  There is a bug in some
2.4 kernel versions where joydev.c misassigns the hat axes.  It seems
OK now in 2.4.17.


All the best,


David

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Re: [Flightgear-devel] YASIM/Viewer mismatch

2002-04-04 Thread David Megginson

Arnt Karlsen writes:

 > ..a wee point: in sideslipping, will the responsible pilot 
 > stare, towards the infinte end of the longitudal axis, or will 
 > he watch/look out to where he is going?  My .02, only.  ;-)

We are talking only about the default viewpoint location.  It's up to
the pilot to control the view orientation using the mouse, keyboard,
joystick hat, etc.


All the best,


David

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Re: [Flightgear-devel] View hat on FlighSimYoke USB

2002-04-04 Thread David Megginson

Andy Ross writes:

 >  > You can control any property with the joystick, but to control the
 >  > view direction, use something like this:
 > 
 > This controls the absolute direction.  I find it much more useful to
 > incrementally adjust the view offsets instead; this matches view
 > controls in consumer sims better, and doesn't limit you to a fixed set
 > of 8 (or even 4, if you have an old hat switch) views.

Fair enough.  I use the mouse for that, but the whole point of
configurable input devices is to choose what works for you.


All the best,


David

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Re: [Flightgear-devel] YASIM/Viewer mismatch

2002-04-04 Thread David Megginson

Andy Ross writes:

 > I'll chop the cockpit stuff out of YASim as soon as someone tells me
 > it's OK.

It's fine with me.  Curt?


All the best,


David

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Re: [Flightgear-devel] YASIM/Viewer mismatch

2002-04-04 Thread David Megginson

Jim Wilson writes:

 > Ok, I think this means I can continue in the same direction with
 > the viewer code.  It would be just a matter of editing xml to
 > switch from using /position/lat||lon||alt to somewhere else in the
 > property tree, so if folks want to experiment they can.

I don't know if that will be necessary.  As long as we agree that the
lat/lon/alt give a fixed position (somewhere) on the plane, that's
good enough, and it becomes a convention to be agreed upon model by
model.  I agree with Jon that when the manufacturer does specify an
origin, we should use that.


All the best,


David

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Re: [Flightgear-devel] UIUC compile problem

2002-04-04 Thread Erik Hofman

Robert Deters wrote:

>>
> Can some one with MSVC or SGI please try the above?  If it works, I'll
> change it.

After some testing Im confident something like the following should 
indeed work:


uiuc_menu.cpp line 1429:

ALERT: Process [mozilla-bin] pid 13567 killed: process or stack limit 
exceeded
/* call 2D File Reader with file name (CXfabetaf_file) and 
   moz_run_program[36]: 13567 Memory fault(coredump)f
elevator deflections (deArray) and corresponding
alpha (aArray) and delta CZ (CZArray) values and
max number of terms in alpha arrays (nAlphaArray)
and delfection array (nde) */
uiuc_2DdataFileReader(CXfabetaf_file,
 CXfabetaf_aArray[CXfabetaf_index],
 CXfabetaf_betaArray[CXfabetaf_index],
 CXfabetaf_CXArray[CXfabetaf_index],
 CXfabetaf_nAlphaArray[CXfabetaf_index],
 CXfabetaf_nbeta[CXfabetaf_index]);
if (CXfabetaf_first==true)
   {
 if (CXfabetaf_nice == 1)
   {
 CXfabetaf_na_nice = *CXfabetaf_aArray[CXfabetaf_index][1];
 CXfabetaf_nb_nice = CXfabetaf_nbeta[CXfabetaf_index];
 memcpy(CXfabetaf_bArray_nice,
CXfabetaf_betaArray[CXfabetaf_index],
sizeof(CXfabetaf_bArray_nice));
 memcpy(&CXfabetaf_aArray_nice[i+1],
CXfabetaf_aArray[CXfabetaf_index][1],
CXfabetaf_na_nice);
   }
 aeroDragParts -> storeCommands (*command_line);
 CXfabetaf_first=false;
   }
break;


Erik


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[Flightgear-devel] runway lights and fog

2002-04-04 Thread Roman Grigoriev

Hi guys
I found some intresting arcticle on runway lights
check this out
http://www.opengvs.com/support/opengvs/howto/fog_atten/default.htm
read it please and maybe it should be implemented in flightgear its very
simple
so maybe someone who has flying practice can confirm this effect?
Thanx
Bye


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Re: [Flightgear-devel] Latest Build Problems

2002-04-04 Thread Alexander Kappes

> In ATC.cxx change:
>
> int FGATC::RemovePlane() {
> }
>
> to
>
> int FGATC::RemovePlane() {
> return 0;
> }
>
> to fix your compiler error.
>
> The problem in approach.cxx is the good old (for int i= ...
> business.  Alexander - MSVC6 can't scope variable declarations
> within a for loop declaration properly so you need to do

> int i;
> for(i= ... {
> }
> for(i= ... {
> }
>
> instead of
>
> for(int i= ... {
> }
> for(int i= ... {
> }
>
> which works on conforming compilers.
>

Ok, sorry for this. I will try to remember it for the future. Is anybody
going to fix this in the CVS tree?

What do I have to do if I want the gcc compiler under Linux to return
an error if a routine of type non-void is defined but no value is
returned?

BTW, how is updating of the CVS tree handled for this project? I suppose
there is a limited number of people who are allowed to upload, who is it?

Cheers Alexander


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[Flightgear-devel] David Vs. 0.99.1

2002-04-04 Thread Erik Hofman

Hi,


Cool, Davis is even more productive yet
  ;-)

> Changes: An important bug that crashed David when creating new files for the 
>projects has been fixed.

http://freshmeat.net/projects/david/

Erik




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Re: [Flightgear-devel] Hallo and questions

2002-04-04 Thread Erik Hofman

Alexander Kappes wrote:
> Hi David,
> 
> 
>>Just about any information you want is available in the property
>>tree.  There's an interactive GUI browser built into FlightGear --
>>choose "Properties" from the "View" drop-down menu.
>>
> 
> How do I have to imagine this property tree, I mean how is it realized in
> memory (C++) 

Yes, what you see is what you get.

> and what kind of things are stored in it? Is it something
> like an interface between different parts of FGFS?

It replaces an extensive API for most parts of FlightGear.

Erik





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Re: [Flightgear-devel] Problem with templates

2002-04-04 Thread Erik Hofman

Marcio Shimoda wrote:
> Hi,
> 
> When I try to compile the FG I got the following error
> "Compiling...
> fg_fx.cxx
> c:\flightgear-cvs\src\sound\soundmgr.hxx(98) : see reference to
> class template instantiation 'std::map std::char_traits,class std::allocator >,struct sample_ref
> *,struct std::less sic_string,class std::allocator >
> 
>>,class std::allocator >' being compiled
>>
> ..."
> Does anybody have any idea of how to solve this??

Unfortunately this doesn't seem to be the complete error message, so I 
cannot se what's happening.

You might want to post the complere error message, together with the OS 
and compiler you are using.

Erik



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Re: [Flightgear-devel] Latest Build Problems

2002-04-04 Thread D Luff

Jonathan Polley wrote:

> Doing some more investigation, I found that there is a runways.cxx in both 
> FlightGear/src/ATC and FlightGear/src/Airports.  Are they the same?
> 

OK, sorry for breaking things...

runways.cxx shouldn't be in ATC - get rid of it.  It was in there 
because I wasn't sure about the change to it and I thought Curt 
should look at it before overwriting the proper one.

ground.[ch]xx is not meant to be compiling yet - remove it from 
makefile.am - its in there purely so others working on the ATC can 
see where its at.

In ATC.cxx change:

int FGATC::RemovePlane() {
}

to

int FGATC::RemovePlane() {
return 0;
}

to fix your compiler error.

The problem in approach.cxx is the good old (for int i= ...
business.  Alexander - MSVC6 can't scope variable declarations 
within a for loop declaration properly so you need to do

int i;
for(i= ... {
}
for(i= ... {
}

instead of

for(int i= ... {
}
for(int i= ... {
}

which works on conforming compilers.

Cheers - Dave

> Thanks,
> 
> Jonathan Polley
> 
> On Wednesday, April 3, 2002, at 07:30 PM, Jonathan Polley wrote:
> 
> > I just updated to the latest CVS and tried to build.
> >
> > ATCmgr.cxx
> > c:\flightgear\src\atc\atcmgr.cxx(201) : warning C4715: 
> > 'FGATCMgr::GetATCPointer' : not all control paths return a value
> > JSBSim.cxx
> > c:\flightgear\src\atc\atc.cxx(34) : error C4716: 'FGATC::RemovePlane' : 
> > must return a value
> >
> > Linux complains as well, but generates a WARNING for the second problem 
> > instead of an error.
> >
> > I then fix the error, updated to Erik's version of uiuc_menu.cpp, rebuild,
> >  and I then get:
> >
> > approach.cxx
> > c:\flightgear\src\atc\approach.cxx(360) : error C2374: 'i' : redefinition;
> >  multiple initialization
> > c:\flightgear\src\atc\approach.cxx(350) : see declaration of 'i'
> > c:\flightgear\src\atc\approach.cxx(366) : error C2374: 'i' : redefinition;
> >  multiple initialization
> > c:\flightgear\src\atc\approach.cxx(350) : see declaration of 'i'
> >
> > ground.cxx
> > c:\flightgear\src\atc\ground.hxx(28) : error C2065: 'vector' : undeclared 
> > identifier
> > c:\flightgear\src\atc\ground.hxx(28) : error C2501: 'SG_USING_STD' : 
> > missing storage-class or type specifiers
> > c:\flightgear\src\atc\ground.hxx(29) : error C2065: 'list' : undeclared 
> > identifier
> > c:\flightgear\src\atc\ground.hxx(29) : error C2501: 'SG_USING_STD' : 
> > missing storage-class or type specifiers
> > c:\flightgear\src\atc\ground.hxx(29) : error C2086: 'SG_USING_STD' : 
> > redefinition
> > c:\flightgear\src\atc\ground.hxx(49) : warning C4091: 'typedef ' : 
> > ignored on left of 'struct arc' when no variable is declared
> > c:\flightgear\src\atc\ground.hxx(51) : error C2143: syntax error : 
> > missing ';' before '<'
> > c:\flightgear\src\atc\ground.hxx(51) : error C2378: 'list' : redefinition;
> >  symbol cannot be overloaded with a typedef
> > c:\flightgear\src\atc\ground.hxx(51) : error C2143: syntax error : 
> > missing ';' before '<'
> > c:\flightgear\src\atc\ground.hxx(52) : error C2653: 'arc_list_type' : is 
> > not a class or namespace name
> > c:\flightgear\src\atc\ground.hxx(52) : error C2146: syntax error : 
> > missing ';' before identifier 'arc_list_itr'
> > c:\flightgear\src\atc\ground.hxx(52) : fatal error C1004: unexpected end 
> > of file found
> >
> > runways.cxx
> > c:\flightgear\src\atc\runways.cxx(40) : fatal error C1083: Cannot open 
> > include file: 'runways.hxx': No such file or directory
> >
> > I can fix the problem in approach.cxx, but the ones in ground.cxx I 
> > cannot (I love the STL problems).  Also, I have no idea where runways.hxx 
> > went.
> >
> > Thanks,
> >
> > Jonathan Polley
> >
> 
> 
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