[Flightgear-devel] MP what data to send

2002-07-12 Thread ace project
Status update on Multiplayer. We got our multiplayer-deamon up and running SunOS 4.7 and will port to current codebase to Linux (RH 7.3) and Cygwin(or VC++ 7) somewhere next week. Next step will be defining the protocols. Basic outline for first-time handshake should be finished by wednesday.

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread Billy Verreynne
ace project [EMAIL PROTECTED] wrote: First question is what do you have in mind when you mean multiplayer. Supporting for example combat multiplay vs. GA multiplay vs. FSD multiplay are very different. For something like FSD, TCP is required. For something like combat multiplay, UDP is

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread ace project
--- Billy Verreynne [EMAIL PROTECTED] wrote: ace project [EMAIL PROTECTED] wrote: First question is what do you have in mind when you mean multiplayer. Supporting for example combat multiplay vs. GA multiplay vs. FSD multiplay are very different. For something like FSD, TCP is

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread Billy Verreynne
ace project [EMAIL PROTECTED] wrote: We already decided on UDP, because we want to play over a unreliable latency connection (Internet). TCP has never been a option. The only real problem with using UDP is when dealing with state or event data. For example, this guy have a missile lock on

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread Martin Dressler
On Fri 12. July 2002 09:15, you wrote: Status update on Multiplayer. We got our multiplayer-deamon up and running SunOS 4.7 and will port to current codebase to Linux (RH 7.3) and Cygwin(or VC++ 7) somewhere next week. Next step will be defining the protocols. Basic outline for first-time

RE: [Flightgear-devel] Motion Maths

2002-07-12 Thread Jon Berndt
The motion hardware has 2 degrees of freedom. Last night we had a discussion on what data to use from the sim (angular accelerations, velocities, pitch, roll etc.) and how to apply it to the motion hardware. There might be some useful documents here:

Re: [Flightgear-devel] Motion Maths

2002-07-12 Thread Billy Verreynne
Jon Berndt [EMAIL PROTECTED] wrote: There might be some useful documents here: snipped Many thanks Jon! -- Billy ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel

RE: [Flightgear-devel] Motion Maths

2002-07-12 Thread Jon Berndt
You might also search here: http://techreports.larc.nasa.gov/ltrs/ltrs.html Specifically: http://techreports.larc.nasa.gov/ltrs/PDF/1999/aiaa/NASA-aiaa-99-4328.pdf Jon smime.p7s Description: application/pkcs7-signature

RE: [Flightgear-devel] Motion Maths

2002-07-12 Thread julianfoad
Jon Berndt wrote: The motion hardware has 2 degrees of freedom. Last night we had a discussion on what data to use from the sim (angular accelerations, velocities, pitch, roll etc.) and how to apply it to the motion hardware. Also, if I recall correctly, the space shuttle motion

Re: [Flightgear-devel] Motion Maths

2002-07-12 Thread Billy Verreynne
Jon Berndt [EMAIL PROTECTED] wrote: Specifically: http://techreports.larc.nasa.gov/ltrs/PDF/1999/aiaa/NASA-aiaa-99-4328.pdf Already ran across that one Jon using that search URL you specified. Great minds use search criteria alike? :-) Thanks again. -- Billy

RE: [Flightgear-devel] Motion Maths

2002-07-12 Thread Jon Berndt
Er ... to drive the motion base's position, or its velocity, or its acceleration ... ? - Julian That's a good question. My initial *guess* would be to drive the same thing on the motion base, that is, aircraft da/dt drives motion base da/dt, with a constant effort at trying to re-center the

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread ace project
--- Billy Verreynne [EMAIL PROTECTED] wrote: ace project [EMAIL PROTECTED] wrote: The only real problem with using UDP is when dealing with state or event data. ... UDP simply does not gurantee delivery. And there are times I do not want to send and pray. UDP can be made reliable with a

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread Christian Mayer
ace project wrote: All packets will (hopefully) support compression using zlib. At software level? I would be hesitant to do this myself. Compression and decompression can become an overhead and result in being the bottleneck, instead of network latency. As a multiplay

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread Christian Mayer
Martin Dressler wrote: On Fri 12. July 2002 09:15, you wrote: Status update on Multiplayer. We got our multiplayer-deamon up and running SunOS 4.7 and will port to current codebase to Linux (RH 7.3) and Cygwin(or VC++ 7) somewhere next week. Next step will be defining the

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread Erik Hofman
ace project wrote: --- Billy Verreynne [EMAIL PROTECTED] wrote: All packets will (hopefully) support compression using zlib. At software level? I would be hesitant to do this myself. Compression and decompression can become an overhead and result in being the bottleneck, instead of network

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread Andy Ross
Christian Mayer wrote: I don't know if zipped packages help much for the kind of data you are sending. You can only compress redundant information Amen. He speaks the truth. But note that there is lots of opportunity for compression here; it's just that dumb general-purpose algorithms like

[Flightgear-devel] Virtual Cities

2002-07-12 Thread Norman Vine
FYI http://virtualcities.ida.org/virtualcities/virtualcities.html These models are available for free see link to developers den Norman ___ Flightgear-devel mailing list [EMAIL PROTECTED]

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread Erik Hofman
Erik Hofman wrote: Which reminds me. About two years ago I had some interrest in a *very small* real-time compression algorithm I saw on freshmeat.net It has absolute real time (small memory footprint) decompression and semi-realtime compression (if I recall all that correclty). Ah, here

RE: [Flightgear-devel] MP what data to send

2002-07-12 Thread Norman Vine
Andy Ross writes: Christian Mayer wrote: I don't know if zipped packages help much for the kind of data you are sending. You can only compress redundant information Amen. He speaks the truth. But note that there is lots of opportunity for compression here; it's just that dumb

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread Christian Mayer
Norman Vine wrote: Andy Ross writes: Christian Mayer wrote: I don't know if zipped packages help much for the kind of data you are sending. You can only compress redundant information Amen. He speaks the truth. I had to proofe it as homework once :) But note that there is lots of

[Flightgear-devel] Anyone using a Saitek Cyborg Gold USB Stick successfully with FG ?

2002-07-12 Thread Victoria Welch
Hi All, Just wondering if anyone else uses this stick successfully? It works perfectly here under windoz but after *hours* of changing the .fgfsrc and starting and stopping fg for each change, I am getting a little discouraged. Thanks take care, Vikki. -- Victoria Welch, WV9K/7,

Re: [Flightgear-devel] Anyone using a Saitek Cyborg Gold USB Stick successfully with FG ?

2002-07-12 Thread Jim Wilson
Victoria Welch [EMAIL PROTECTED] said: Hi All, Just wondering if anyone else uses this stick successfully? It works perfectly here under windoz but after *hours* of changing the .fgfsrc and starting and stopping fg for each change, I am getting a little discouraged. I'm not, but

RE: [Flightgear-devel] MP what data to send

2002-07-12 Thread Vallevand, Mark K
Check out 'minilzo' for fast lightweight compression. My testing shows that compression is about 1/8 memcpy speed and decompression is about 1/3 memcpy speed. And, it compresses tight. http://www.oberhumer.com/opensource/lzo/ Regards. Mark K Vallevand Fat, dumb and happy. 2 out of 3 ain't

Re: [Flightgear-devel] MP what data to send

2002-07-12 Thread Tony Peden
On Fri, 2002-07-12 at 09:34, Christian Mayer wrote: Martin Dressler wrote: On Fri 12. July 2002 09:15, you wrote: Status update on Multiplayer. We got our multiplayer-deamon up and running SunOS 4.7 and will port to current codebase to Linux (RH 7.3) and Cygwin(or VC++ 7)

Re: [Flightgear-devel] Anyone using a Saitek Cyborg Gold USB Sticksuccessfully with FG ?

2002-07-12 Thread Victoria Welch
Hello Jim, Thanks for the response! On Fri, 2002-07-12 at 11:32, Jim Wilson wrote: Victoria Welch [EMAIL PROTECTED] said: Hi All, Just wondering if anyone else uses this stick successfully? It works perfectly here under windoz but after *hours* of changing the .fgfsrc and

Re: [Flightgear-devel] Anyone using a Saitek Cyborg Gold USB Stick successfully with FG ?

2002-07-12 Thread Jim Wilson
Victoria Welch [EMAIL PROTECTED] said: All loaded, I have to load joydev manually, but all are loaded and catting js0 results in changing garbage on the screen. Good sign. If it then works in jstest, then all you need to do is make a config file that maps the axes and buttons to

Re: [Flightgear-devel] Virtual Cities

2002-07-12 Thread Alex Perry
http://virtualcities.ida.org/virtualcities/virtualcities.html Finally! I asked them nicely to make them available for people like us. I think it would be a good idea to get involved, convert one of their cities into TerraGear format and make it available to both them and us. Why ? * It

Re: [Flightgear-devel] Anyone using a Saitek Cyborg Gold USB Sticksuccessfully with FG ?

2002-07-12 Thread Victoria Welch
Hi Jim, Thanks for the response! Look at that doc file. If you aren't into learning the xml configuration and just want to see if something will work, just get the plib cvs (plib.sf.net) and more than likely you'd have ailerons and elevators with the default config (Umm...waiting for a