RE: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Norman Vine
Andy Ross writes:

 Is SDL something we want to commit to?

FWIW - I don't see what this gets us but .
since we are now agnostic as pertains to the lowlevel
OpenGL initialization routines I don't see why the choice
of OpenGL toolkit used couldn't just be an option

i.e. since all of the pertinent routines are supposedly hidden 
in the 'misnamed' fg_os.cxx file the underlying toolkit could be
a compile time option.
 this module has *nothing* to do with the OS involved 
  i.e there is no #include windows.h :-)  

IMHO It would be a mistake to get rid of one dependency by
just replacing with another

Norman

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Mathias Fröhlich
On Mon, 2004-04-05 at 16:04, Jim Wilson wrote:
  As it is now we need to test every
 single JSBSim aircraft every time a modification is made to flightgear
 because the trim routine is lacks robustness.
Sorry, but this is simply not true.

In this case it is a thing of an interface definition.
If you tell me that I can rely on /sim/presets, I *will* rely on them.
If I could not rely on these values, I ask myself why they are there. Or at 
least why they are accessible to my FDM.

You just have to fulfill your own claims how this interface works.

Suggestion:
Create and give each FGInterface an own subdirectory of the property tree. An 
FDM itself should then restrict its accesses to the property tree to values 
inside this directory. This would
1. open the possibility of different FDM in the same flightgear instance.
2. make clear which properties are thought to be for this FDM.

For point 1 think of a fdm of our current aircraft and a net fdm's from a 
different machine. You will then be able to see all aircraft full animated 
just by including the whole property subtree in the net fdm.

Eric called some time ago not to use a leading / for animation properties. I 
think that he is heading in this direction anyway. True, Eric?

For point 2 I would think that this subtree must look exactly the same if I 
reset the simulation. Values outside need not meet this requirement.
This would just clearify what to expect and what is required to provide.

Greetings

  Mathias

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Erik Hofman
Mathias Fröhlich wrote:

Suggestion:
Create and give each FGInterface an own subdirectory of the property tree. An 
FDM itself should then restrict its accesses to the property tree to values 
inside this directory. This would
1. open the possibility of different FDM in the same flightgear instance.
2. make clear which properties are thought to be for this FDM.

For point 1 think of a fdm of our current aircraft and a net fdm's from a 
different machine. You will then be able to see all aircraft full animated 
just by including the whole property subtree in the net fdm.

Eric called some time ago not to use a leading / for animation properties. I 
think that he is heading in this direction anyway. True, Eric?
True. I was working on David Culp's AIModel class and wanted to get 
animations working for every independent model. The way it was the 
animations where shared with the main FDM (like the default c172), but 
the AIModel class now holds it's own set of FDM specific properties in 
the /a1/models/aircraft[] subtrees.

This is actually quite flexible and I want to urge anyone to follow that 
approach because it opens up a whole new set of possibilities for 
further development (the radar class being one of them).

Erik

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[Flightgear-devel] Lights and plib

2004-04-06 Thread Luca Masera
I've not even tried if moving the objects in (0,0,0)
makes them work fine. I'll try today (perharps, if
I've enought time).

About the textures problem I've asked some time
ago on the PLIB mailing list and we've found that
3dsMAX doesn't use a standard to read the rgb files.
So it seems that it load them upside down respect
to PLIB loader. However it's a minor problem, that
could be solved quicky.

Or are there different 3ds format versions?
If I understand the question, I could tell you that the
ASE format is different from 3ds format. It's like the 
ac3d files, where all the informations about the scene
are readable (the data it's not compressed or codified).


Hi, Luca


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[Flightgear-devel] TaxiDraw website

2004-04-06 Thread David Luff
I've put an initial revision of a website for TaxiDraw up, including a
tutorial on it's use.

http://www.nottingham.ac.uk/~eazdluf/taxidraw.html

Cheers - Dave


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RE: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Jim Wilson
Jon Berndt said:

  Thanks for the explanation.  This does more than I originally thought.
 
  Would some sanity checks at the JSBSim.cxx level help?  I'm not
  sure what they
  would be,  other than the one mentioned before (that relates to
  this latest
  bug): make sure we have wheels above the ground.  To test that
  we'd need to
  know where the wheels were (e.g. z distance from the vrp).
 
  Best,
 
  Jim
 
 The VRP is really for FlightGear only.  We know where the CG is and
 everything else is relative to that. We explicitly calculate the offset from
 the CG to the gear contact points during the ground reactions calculations,
 so we do know (or can determine) the Z _offset_ of the gear contact points
 below the CG -- which, in turn, would allows us to calculate where the CG
 would need to be placed to make sure the gear would be above ground. If the
 airplane is on a steeply-incline triangle near the edge, all bets are off.
 

That makes sense.  When and if gear compression modeling: will that complicate
this or vice versa?

Best,

Jim


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RE: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Jon Berndt
 That makes sense.  When and if gear compression modeling: will 
 that complicate this or vice versa?

Do you mean visual modeling of gear compression?

Jon


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Re: [Flightgear-devel] TaxiDraw website

2004-04-06 Thread David Megginson
David Luff wrote:

I've put an initial revision of a website for TaxiDraw up, including a
tutorial on it's use.
http://www.nottingham.ac.uk/~eazdluf/taxidraw.html
Good work -- thanks for putting that up.

All the best,

David

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Andy Ross
Norman Vine wrote:
 since we are now agnostic as pertains to the lowlevel OpenGL
 initialization routines I don't see why the choice of OpenGL toolkit
 used couldn't just be an option

Uh, that's the whole point.  What would you prefer, if not SDL?  If
you want to write a windows-only implementation, feel free.

The problems with glut are well-documented.  It is no longer
developed, doesn't track changes in the underlying systems (mode
switching has never worked under XFree86, for example), is not free
software, is being dropped by most linux distributions, and is filled
with cruft that we don't use.

Andy

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RE: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Jim Wilson
Jon Berndt said:

  That makes sense.  When and if gear compression modeling: will 
  that complicate this or vice versa?
 
 Do you mean visual modeling of gear compression?

As opposed to?  I suppose you could say everything I'm asking about is visual,
since I'm neither a pilot nor an engineer :-)  It would be nice to eventually
have the compression values to pull off visual modeling, similar to YASim's
output (or an alternative that might be better).

Best,

Jim


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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Jon S Berndt
On Tue, 6 Apr 2004 14:05:38 -
 Jim Wilson [EMAIL PROTECTED] wrote:
Jon Berndt said:

As opposed to?  I suppose you could say everything I'm asking about 
is visual,
since I'm neither a pilot nor an engineer :-)  It would be nice to 
eventually
have the compression values to pull off visual modeling, similar to 
YASim's
output (or an alternative that might be better).
We do have those values.  I just never thought about publishing them. 
What do you need? What does YASim provide? What would be best?

Jon

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Erik Hofman
Jon S Berndt wrote:
On Tue, 6 Apr 2004 14:05:38 -
 Jim Wilson [EMAIL PROTECTED] wrote:
Jon Berndt said:


As opposed to?  I suppose you could say everything I'm asking about is 
visual,
since I'm neither a pilot nor an engineer :-)  It would be nice to 
eventually
have the compression values to pull off visual modeling, similar to 
YASim's
output (or an alternative that might be better).


We do have those values.  I just never thought about publishing them. 
What do you need? What does YASim provide? What would be best?
normalized compression would be great:
gear/gear[]/compression-norm
Erik

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Jon S Berndt
On Tue, 06 Apr 2004 16:46:53 +0200
 Erik Hofman [EMAIL PROTECTED] wrote:
Jon wrote:
We do have those values.  I just never thought about publishing them. 
What do you need? What does YASim provide? What would be best?
normalized compression would be great:
gear/gear[]/compression-norm
Erik
Now, the question is how do we match up the 3D model gear strut with 
the FDM gear? Is there a common gear numbering scheme?  How about gear 
that have swiveling bogeys (747, etc.)?  Skids (X-15)?

Jon

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Re: [Flightgear-devel] Modifying Existing FDM

2004-04-06 Thread Jon S Berndt
On Tue, 6 Apr 2004 11:41:43 -0400
 Sonny Hammaker [EMAIL PROTECTED] wrote:
To Whom it May Concern, and to Whomever may be of assistance,
I'm working on modifying a jsbsim FDM to represent an RPV with 
an autonomous autopilot.  The autopilot and gnc systems are designed 
in Simulink, and we're using flight gear as the visual and dynamics 
model for the aircraft.  I'm having a hard time maintaining an 
altitude hold, and I believe it is due to my lack of knowledge in 
terms of incorporating an engine and propeller model.  I'm using an 
existing engine, and prop model, but our specific aircraft is 
equipped with an electric motor, and I don't see any examples of 
these in Flight Gear.  The GNC system seems to be responding 
correctly, as is the velocity hold portion of the autopilot, but I'm 
not getting any response from the aircraft with an increase in thrust 
or power.  Any advice on how to modify the engine or prop file for an 
electric motor would be greatly appreciated.  

thanks for the time
Very interesting.  As you point out, we have not modeled an electric 
engine, yet, so I guess somehow you have hacked together an electric 
engine. I'd be interested to see that ...

Without seeing your configuration file, it's hard to make a good 
recommendation, but I would ask if you have tried the data logging 
feature of JSBSim, yet?  You can log a lot of data that I would use to 
diagnose the problem.  You would adjust the OUTPUT section of the 
aircraft config file to do this. Are you aware of this capability?

What are you allowed to share (for debugging purposes) as far as 
config files go?

Jon

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[Flightgear-devel] Modifying Existing FDM

2004-04-06 Thread Sonny Hammaker




To Whom it May Concern, and to Whomever may be of 
assistance,
 I'm working on modifying a 
jsbsim FDM to represent an RPV with an autonomous autopilot. The autopilot 
andgnc systems are designed in Simulink, and we're using flight gear as 
the visual and dynamics model for the aircraft. I'm having a hard time 
maintaining an altitude hold, and I believe it is due to my lack of knowledge in 
terms of incorporating an engine and propeller model. I'm using an 
existing engine, and prop model, butour specific aircraft is equipped with 
an electric motor, and I don'tsee any examples of these in Flight 
Gear. The GNC system seems to be responding correctly, as is the velocity 
hold portion of the autopilot, but I'm not getting any response from the 
aircraft with an increase in thrust or power. Any advice on how to modify 
the engine or prop file for an electric motor would be greatly 
appreciated.

thanks for the time

sonny
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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Erik Hofman
Jon S Berndt wrote:
On Tue, 06 Apr 2004 16:46:53 +0200
 Erik Hofman [EMAIL PROTECTED] wrote:
Jon wrote:
We do have those values.  I just never thought about publishing them. 
What do you need? What does YASim provide? What would be best?


normalized compression would be great:
gear/gear[]/compression-norm
Now, the question is how do we match up the 3D model gear strut with the 
FDM gear? Is there a common gear numbering scheme?  How about gear that 
have swiveling bogeys (747, etc.)?  Skids (X-15)?


Hmm, Andy has done this already for YASim so he (or Lee Elliott who has 
been using them) might explain how gear numbering is solved for YASim. 
That way the animation files would work between FDM's.

Erik

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Jim Wilson
Jon S Berndt said:

 On Tue, 06 Apr 2004 16:46:53 +0200
   Erik Hofman [EMAIL PROTECTED] wrote:
 
 Jon wrote:
 We do have those values.  I just never thought about publishing them. 
 What do you need? What does YASim provide? What would be best?
 
 normalized compression would be great:
 gear/gear[]/compression-norm
 
 Erik
 
 Now, the question is how do we match up the 3D model gear strut with 
 the FDM gear? Is there a common gear numbering scheme?  How about gear 
 that have swiveling bogeys (747, etc.)?  Skids (X-15)?
 

How do you id them in JSBSim?   With YASim the gear entries are specified in
configuration xml including physical location, spring and damping features,
existance of brakes, etc.  Each gear entry is numbered 0,1,2, and the output
paths correspond.

Best,

Jim


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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Erik Hofman
Jim Wilson wrote:
Jon S Berndt said:

Now, the question is how do we match up the 3D model gear strut with 
the FDM gear? Is there a common gear numbering scheme?  How about gear 
that have swiveling bogeys (747, etc.)?  Skids (X-15)?
How do you id them in JSBSim?   With YASim the gear entries are specified in
configuration xml including physical location, spring and damping features,
existance of brakes, etc.  Each gear entry is numbered 0,1,2, and the output
paths correspond.


JSBSim does basically the same (although there is a name allocated for 
it), but the real question is: Is left most defined 0, or is right mos 
define d0, or is it something completely different (numbered in order of 
appearance)?

Erik

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Jon S Berndt
On Tue, 06 Apr 2004 18:58:03 +0200
 Erik Hofman [EMAIL PROTECTED] wrote:
JSBSim does basically the same (although there is a name allocated 
for it), but the real question is: Is left most defined 0, or is 
right mos define d0, or is it something completely different 
(numbered in order of appearance)?

Erik
Here is an example of our gear definition:

AC_GEAR NOSE -6.8 .0 -20.0 1800 600 .5 .8 .02 STEERABLE NONE 10 FIXED
AC_GEAR L_MAIN 58.2 -43.0 -17.9 5400 1600 .5 .8 .02 CASTERED LEFT 0 
FIXED
AC_GEAR R_MAIN 58.2 43.0 -17.9 5400 1600 .5 .8 .02 CASTERED RIGHT 0 
FIXED
AC_GEAR TAIL_SKID 188.0 .0 8.0 2 1000 .2 .2 .2 FIXED NONE 0 FIXED
AC_GEAR LEFT_TIP 43.2 -214.8 59.4 1 2000 .2 .2 .2 FIXED NONE 0 
FIXED
AC_GEAR RIGHT_TIP 43.2 214.8 59.4 1 2000 .2 .2 .2 FIXED NONE 0 
FIXED

See, we have contact points in addition to actual wheeled bogeys 
defined. The X, Y, Z coords of the contact point for each gear us 
there, as are the static and dynamic friction coefficients, rolling 
resistance, steering type, brake group membership, maximum steering 
angle, and retreactability.

They are not now expected to be in any particular order, nor are they 
given specific names. The layout is somewhat free form. A questions 
is, how do you set up the gear model to support animation when you may 
want to model things as varied as a 747, a C-172, a P-51D, a Harrier, 
etc.?

Perhaps there should be another identifier that relates a specific 
gear instance with an associated 3D model gear item?  Perhaps there 
ought to be an ordering standard? Suggestions?

Jon

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[Flightgear-devel] Modifying Existing FDM

2004-04-06 Thread Sonny Hammaker



Actually Jon, I haven't hacked together an electric 
motor. Sorry my post implied that. I was hoping someone could help 
me get started with that. The Config file that I've been modifying is one 
of a glider. ASK21, so there is no powerplant, but many of the geometrical 
characteristics are the same, and I just went through and changed out some of 
the SC Derivatives. Thanks in advance for any help

sonny


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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Andy Ross
Erik Hofman wrote:
 JSBSim does basically the same (although there is a name allocated
 for it), but the real question is: Is left most defined 0, or is
 right mos define d0, or is it something completely different
 (numbered in order of appearance)?

Maybe I'm confused: why do we care?  The 0 gear is the first one
listed.  If it happens to be the nose gear, then the 3D modeller will
use .../gear[0]/... to animate it, etc...

The only time we need to worry is when synchronizing the number
across FDMs, and even then it's just a convention: make sure than
gear N in the YASim configuration matches the corresponding gear in
JSBSim.

Notions like left, right, nose, main, etc... don't seem relevant to
me.

Andy

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Mathias Fröhlich
On Dienstag, 6. April 2004 19:32, Erik Hofman wrote:
 Jon S Berndt wrote:
  They are not now expected to be in any particular order, nor are they
  given specific names. The layout is somewhat free form. A questions is,
  how do you set up the gear model to support animation when you may want
  to model things as varied as a 747, a C-172, a P-51D, a Harrier, etc.?

 Maybe we should do the same as we did for the braking group, define a
 left (most), right (most) and nose gear compression and let the
 animation derive any values from that?

No, I don't think so. It will be much harder to determine the actual 
compression length of any gear if we have only leftmost and rightmost 
compression.

As Andy told in a recent mail. A modeller just has to take care that the gears 
in a jsbsim model are defined in the same order than in yasim.

Greetings

 Mathias

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Erik Hofman
Andy Ross wrote:
Erik Hofman wrote:

JSBSim does basically the same (although there is a name allocated
for it), but the real question is: Is left most defined 0, or is
right most defined 0, or is it something completely different
(numbered in order of appearance)?
Maybe I'm confused: why do we care?  The 0 gear is the first one
listed.  If it happens to be the nose gear, then the 3D modeller will
use .../gear[0]/... to animate it, etc...
The only time we need to worry is when synchronizing the number
across FDMs, and even then it's just a convention: make sure than
gear N in the YASim configuration matches the corresponding gear in
JSBSim.
Notions like left, right, nose, main, etc... don't seem relevant to
me.
Unless you want to use the same model for different FDM's (where did we 
hear that again?).

Erik

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Erik Hofman
Erik Hofman wrote:
Jon S Berndt wrote:

They are not now expected to be in any particular order, nor are they 
given specific names. The layout is somewhat free form. A questions 
is, how do you set up the gear model to support animation when you may 
want to model things as varied as a 747, a C-172, a P-51D, a Harrier, 
etc.?
Maybe we should do the same as we did for the braking group, define a 
left (most), right (most) and nose gear compression and let the 
animation derive any values from that?
Thinking about it again I think the solutions (for JSBSim) is quite 
simple, use the name of the entry (in lower letters) to define the gear:

AC_GEAR NOSE -6.8 .0 -20.0 1800 600 .5 .8 .02 STEERABLE NONE 10 FIXED
AC_GEAR L_MAIN 58.2 -43.0 -17.9 5400 1600 .5 .8 .02 CASTERED LEFT 0 FIXED
AC_GEAR R_MAIN 58.2 43.0 -17.9 5400 1600 .5 .8 .02 CASTERED RIGHT 0 FIXED
AC_GEAR TAIL_SKID 188.0 .0 8.0 2 1000 .2 .2 .2 FIXED NONE 0 FIXED
AC_GEAR LEFT_TIP 43.2 -214.8 59.4 1 2000 .2 .2 .2 FIXED NONE 0 FIXED
AC_GEAR RIGHT_TIP 43.2 214.8 59.4 1 2000 .2 .2 .2 FIXED NONE 0 FIXED 
/gear/nose
/gear/l_main
/gear/r_main
/gear/tail_skid
/gear/left_top
/gear/right_tip
The only change might be that YASim should allow for defining named gear 
locations.

Erik

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Erik Hofman
Jon S Berndt wrote:

They are not now expected to be in any particular order, nor are they 
given specific names. The layout is somewhat free form. A questions is, 
how do you set up the gear model to support animation when you may want 
to model things as varied as a 747, a C-172, a P-51D, a Harrier, etc.?
Maybe we should do the same as we did for the braking group, define a 
left (most), right (most) and nose gear compression and let the 
animation derive any values from that?

Erik

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Mathias Fröhlich
On Dienstag, 6. April 2004 19:41, Erik Hofman wrote:
 Thinking about it again I think the solutions (for JSBSim) is quite

 simple, use the name of the entry (in lower letters) to define the gear:
Good idea.

   Mathias

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Jon S Berndt
On Tue, 06 Apr 2004 19:41:08 +0200
 Erik Hofman [EMAIL PROTECTED] wrote:
/gear/nose
/gear/l_main
/gear/r_main
/gear/tail_skid
/gear/left_top
/gear/right_tip
The only change might be that YASim should allow for defining named 
gear locations.

Erik
I don't know anything about how the 3D animation stuff works, but the 
above idea seems good to me.

Andy:  Regarding the LEFT|RIGHT group membership thing, there is a 
reason for it.  There also are probably several ways to accomplish the 
same things - maybe even better ones, but this is the way it occurred 
to me to do it at the time.  The problem is that if we have, say, four 
main gear (like on a 747) and a nose gear, how do we know which gear 
to apply braking commands to, since there are only two brake pedals? 
In JSBSim we can define bogeys in any order, so we can't really take 
the order to mean anything. We _could_ use some kind of AI to say that 
if the gear has a negative Y coordinate, then it is on the left side. 
But, what about (for instance) the outrigger struts on a B-52?  I am 
guessing those have no brakes to speak of. Specifying the brake group 
membership was a way for us to sort of connect a bogey definition in 
JSBSim with the relevant brake command coming from FlightGear.

Jon

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Tony Peden

--- Erik Hofman [EMAIL PROTECTED] wrote:
 Erik Hofman wrote:
  Jon S Berndt wrote:
  
  They are not now expected to be in any particular order, nor are
 they 
  given specific names. The layout is somewhat free form. A
 questions 
  is, how do you set up the gear model to support animation when you
 may 
  want to model things as varied as a 747, a C-172, a P-51D, a
 Harrier, 
  etc.?
  
  Maybe we should do the same as we did for the braking group, define
 a 
  left (most), right (most) and nose gear compression and let the 
  animation derive any values from that?
 
 Thinking about it again I think the solutions (for JSBSim) is quite 
 simple, use the name of the entry (in lower letters) to define the
 gear:
 
  AC_GEAR NOSE -6.8 .0 -20.0 1800 600 .5 .8 .02 STEERABLE NONE 10
 FIXED
  AC_GEAR L_MAIN 58.2 -43.0 -17.9 5400 1600 .5 .8 .02 CASTERED LEFT 0
 FIXED
  AC_GEAR R_MAIN 58.2 43.0 -17.9 5400 1600 .5 .8 .02 CASTERED RIGHT 0
 FIXED
  AC_GEAR TAIL_SKID 188.0 .0 8.0 2 1000 .2 .2 .2 FIXED NONE 0
 FIXED
  AC_GEAR LEFT_TIP 43.2 -214.8 59.4 1 2000 .2 .2 .2 FIXED NONE 0
 FIXED
  AC_GEAR RIGHT_TIP 43.2 214.8 59.4 1 2000 .2 .2 .2 FIXED NONE 0
 FIXED 
 
 /gear/nose
 /gear/l_main
 /gear/r_main
 /gear/tail_skid
 /gear/left_top
 /gear/right_tip
 
 The only change might be that YASim should allow for defining named
 gear 
 locations.

It seems like this would break down pretty quick when faced with all
the variations e.g. a glider, a 172, 747, B-52, DC-10, etc. etc.
 
 Erik
 
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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Jim Wilson
Jon S Berndt said:

 On Tue, 06 Apr 2004 18:58:03 +0200
   Erik Hofman [EMAIL PROTECTED] wrote:
 
 JSBSim does basically the same (although there is a name allocated 
 for it), but the real question is: Is left most defined 0, or is 
 right mos define d0, or is it something completely different 
 (numbered in order of appearance)?
 
 Erik
 
 Here is an example of our gear definition:
 
 AC_GEAR NOSE -6.8 .0 -20.0 1800 600 .5 .8 .02 STEERABLE NONE 10 FIXED
 AC_GEAR L_MAIN 58.2 -43.0 -17.9 5400 1600 .5 .8 .02 CASTERED LEFT 0 
 FIXED
 AC_GEAR R_MAIN 58.2 43.0 -17.9 5400 1600 .5 .8 .02 CASTERED RIGHT 0 
 FIXED
 AC_GEAR TAIL_SKID 188.0 .0 8.0 2 1000 .2 .2 .2 FIXED NONE 0 FIXED
 AC_GEAR LEFT_TIP 43.2 -214.8 59.4 1 2000 .2 .2 .2 FIXED NONE 0 
 FIXED
 AC_GEAR RIGHT_TIP 43.2 214.8 59.4 1 2000 .2 .2 .2 FIXED NONE 0 
 FIXED
 
 See, we have contact points in addition to actual wheeled bogeys 
 defined. The X, Y, Z coords of the contact point for each gear us 
 there, as are the static and dynamic friction coefficients, rolling 
 resistance, steering type, brake group membership, maximum steering 
 angle, and retreactability.
 
 They are not now expected to be in any particular order, nor are they 
 given specific names. The layout is somewhat free form. A questions 
 is, how do you set up the gear model to support animation when you may 
 want to model things as varied as a 747, a C-172, a P-51D, a Harrier, 
 etc.?
 
 Perhaps there should be another identifier that relates a specific 
 gear instance with an associated 3D model gear item?  Perhaps there 
 ought to be an ordering standard? Suggestions?
 

That looks easy enough.  If there aren't any indications otherwise, the order
they are listed in the config file would be fine.

Maybe adding the text description in the gear/gear[n] path (the NOSE, L_MAIN,
R_MAIN, etc) might help someone trying to figure out which was which.  But of
course they could just look at the config file and count (e.g. R_MAIN must be
gear[2]).

Best,

Jim


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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Jon S Berndt
On Tue, 6 Apr 2004 18:05:30 -
 Jim Wilson [EMAIL PROTECTED] wrote:
Maybe adding the text description in the gear/gear[n] path (the NOSE, 
L_MAIN,
R_MAIN, etc) might help someone trying to figure out which was which. 
But of
course they could just look at the config file and count (e.g. R_MAIN 
must be
gear[2]).
I like Erik's suggestion - but then my assumption is that the 3D 
modeler will know to look at the FDM and see how the gear is named. A 
big remaining issue there, however, is that this would require all 
FDMs to name the gear the same way if there were multiple flight 
models for a given 3D model.

Jon

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RE: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Norman Vine
Andy Ross writes:
 
 Norman Vine wrote:
  since we are now agnostic as pertains to the lowlevel OpenGL
  initialization routines I don't see why the choice of OpenGL toolkit
  used couldn't just be an option
 
 Uh, that's the whole point.  What would you prefer, if not SDL?  If
 you want to write a windows-only implementation, feel free.
 
 The problems with glut are well-documented.  It is no longer
 developed, doesn't track changes in the underlying systems (mode
 switching has never worked under XFree86, for example), is not free
 software, is being dropped by most linux distributions, and is filled
 with cruft that we don't use.

Out of curiosity what can't you do today that would make FlightGear
better because we are using GLUT that you would do differently today
if we were using SDL and what exactly is it that would make FGFS better.

Cheers

Norman



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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Erik Hofman
Tony Peden wrote:
--- Erik Hofman wrote:

/gear/nose
/gear/l_main
/gear/r_main
/gear/tail_skid
/gear/left_top
/gear/right_tip
It seems like this would break down pretty quick when faced with all
the variations e.g. a glider, a 172, 747, B-52, DC-10, etc. etc.


Maybe to clear it up a bit, this is not a convention. The designer can 
name them whatever (s)he wants, (s)he just has to make sure a name isn't 
used more than once.

This way it is easy to change the YASim or the JSBSim or the animation 
configuration file to match each other. Fixed (non compatible numbers) 
don't allow for that.

Erik

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[Flightgear-devel] Modifying Existing FDM

2004-04-06 Thread Sonny Hammaker



In the prop file "prop_75in2f.xml" what is 
the input column for the Look up tables of C_THRUST, and C_POWER. The 
first column that is

thanks


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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Curtis L. Olson
Norman Vine wrote:

Out of curiosity what can't you do today that would make FlightGear
better because we are using GLUT that you would do differently today
if we were using SDL and what exactly is it that would make FGFS better.
 

One big issue is that out of the box, glut is either broken, or 
non-existant now on many linux distributions.  It just became broke for 
debian users that run nvidia drivers.  (Along with all the other issues 
Andy mentioned.)  This isn't so much an issue of functionality right 
now, but more of an issue of supporting what people are already likely 
to have installed on their machines (or can easily get installed on 
their machines.)  As is well documented, the glut licensing makes it 
almost impossible to fix it's known issues, free glut has show stopping 
limitations or doesn't support all platforms we want to support.

Perhaps we could say that what is better is that FlightGear might 
build more easily, or more cleanly, or with fewer issues on more 
people's boxes if we go with SDL (or at least allow a choice which is 
the current direction we are heading.)

I understand that there are (or at least were) issues between SDL and 
cygwin, but perhaps it would be more productive to address that problem 
directly ...

Regards,

Curt.

--
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org


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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Erik Hofman
Jon S Berndt wrote:
On Tue, 6 Apr 2004 18:05:30 -
 Jim Wilson [EMAIL PROTECTED] wrote:
Maybe adding the text description in the gear/gear[n] path (the NOSE, 
L_MAIN,
R_MAIN, etc) might help someone trying to figure out which was which. 
But of
course they could just look at the config file and count (e.g. R_MAIN 
must be
gear[2]).


I like Erik's suggestion - but then my assumption is that the 3D modeler 
will know to look at the FDM and see how the gear is named. A big 
remaining issue there, however, is that this would require all FDMs to 
name the gear the same way if there were multiple flight models for a 
given 3D model.


Yes, but at least it is possible to change either of them to match, it 
looks like this can't be done right now. Another advantage is that the 
names actually mean something to the 3d modeler, gear[1] doesn't (at 
least to not to me).

Erik

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Andy Ross
Erik Hofman wrote:
 This way it is easy to change the YASim or the JSBSim or the
 animation configuration file to match each other. Fixed (non
 compatible numbers) don't allow for that.

I'm not arguing against having names for the gear, which actually
sounds kind of elegant.  But it should be pointed out that the numbers
aren't fixed: YASim numbers the gear in the order they appear in the
configuration file.  There's no reason you couldn't move them around
to match a JSBSim configuration.

Andy

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Re: [Flightgear-devel] Modifying Existing FDM

2004-04-06 Thread Jon S Berndt
On Tue, 6 Apr 2004 14:42:48 -0400
 Sonny Hammaker [EMAIL PROTECTED] wrote:
In the prop file prop_75in2f.xml  what is the input column for the 
Look up tables of C_THRUST, and C_POWER.  The first column that is

thanks
This is a 75 inch diameter, 2 bladed, fixed-pitch propeller. The first 
column is the advance ratio, J:

J = Vel / (Diameter * RPS);

Jon

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Erik Hofman
Andy Ross wrote:
Erik Hofman wrote:

This way it is easy to change the YASim or the JSBSim or the
animation configuration file to match each other. Fixed (non
compatible numbers) don't allow for that.


I'm not arguing against having names for the gear, which actually
sounds kind of elegant.  But it should be pointed out that the numbers
aren't fixed: YASim numbers the gear in the order they appear in the
configuration file.  There's no reason you couldn't move them around
to match a JSBSim configuration.


Ah, ok. I didn't know that.

Erik

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Andy Ross
Norman wrote:
 Out of curiosity what can't you do today that would make FlightGear
 better because we are using GLUT that you would do differently today
 if we were using SDL and what exactly is it that would make FGFS
 better.

Off the top of my head:

+ Build out of the box on Fedora, which no longer ships glut.  Other
  linux distributions are likely to drop it in the future as well, I
  suspect.  It has portability issues when built against current
  versions of the X libraries and has a license which disallows
  redistribution of modified versions.

+ Switch video modes on an XFree86/Xorg server, which has supported
  this capability for 4+ years but have never had a complete game
  mode glut port written.

+ Be able to handle stuff like Shift-3 instead of #, so the
  Europeans don't think our key mappings are on drugs.

+ Future features we might like to investigate: SDL has a portable
  threading API, so we could enable threads by default.  SDL has an
  audio library which is more featureful and portable than SL (it
  speaks to APIs like ALSA, arts, ESD, and DirectSound; SL doesn't
  even work on my laptop)

Seriously, glut has not been maintained for almost 6 (!) years.
Almost no one else uses it.  It was a nice demo library in its time,
but it has long since faded.  Everybody doing portable open source
OpenGL development is using SDL.  I don't like everything about the
library, but I can feel where the wind is blowing.

And I'm serious: if you want to write a Win32 implementation of the
stuff in fg_os.hxx, feel free.  The whole point of having an
abstraction API under our own control is that it allows us to do
things our way.  I'm not wedded to SDL, by any means.  Honestly, I
thought you of all people would enjoy this change.

Andy

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread David Megginson
Norman Vine wrote:

Out of curiosity what can't you do today that would make FlightGear
better because we are using GLUT that you would do differently today
if we were using SDL and what exactly is it that would make FGFS better.
Under Linux, resolution switching (i.e. go fullscreen at 1024x768 when your 
desktop is 1600x1200, and so on).

All the best,

David

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Jim Wilson
Jon S Berndt said:

 On Tue, 6 Apr 2004 18:05:30 -
   Jim Wilson [EMAIL PROTECTED] wrote:
 
 Maybe adding the text description in the gear/gear[n] path (the NOSE, 
 L_MAIN,
 R_MAIN, etc) might help someone trying to figure out which was which. 
  But of
 course they could just look at the config file and count (e.g. R_MAIN 
 must be
 gear[2]).
 
 I like Erik's suggestion - but then my assumption is that the 3D 
 modeler will know to look at the FDM and see how the gear is named. A 
 big remaining issue there, however, is that this would require all 
 FDMs to name the gear the same way if there were multiple flight 
 models for a given 3D model.
 

Keep it simple:  gear[0], gear[1], gear[2] ...same order as listed in the FDM
config.  The aircraft configs for different fdm's will have to match each
other's order if they want to share a 3Dmodel, but making up unique names,
fixing typos, etc won't be an issue.  You can optionally put names inside each
gear[n] path but that would just be for documentation purposes.

Try naming these: http://thomas.grand.free.fr/kz/00air.jpg 
Lee did it, by numbering them! (with an L or R designation for each side)

Best,

Jim


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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Erik Hofman
Jim Wilson wrote:

Keep it simple:  gear[0], gear[1], gear[2] ...same order as listed in the FDM
config. 
Your idea of simple is different then mine. Most of the time I know the 
names I've given objects for 3d animations, I never seem to remember the 
order in which I put them in the file ...

Erik

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Re: [Flightgear-devel] Re: Raised Runways

2004-04-06 Thread Jonathan Richards
On Tuesday 06 Apr 2004 3:22 am, Lee Elliott wrote:
snip
   * Curtis L. Olson -- Monday 05 April 2004 04:55:
   Could you send me an example or two or three of airports that are
   especially glaringly wrong?  I hope to dig into this problem in the
   upcoming week to see if I can get to the bottom of it.
snip
 It's certainly curious.  Using EGLL (London Heathrow) and EGSS (London
 Stanstead) as examples - EGLL is fine but EGSS is about -100ft agl, yet the
 two are only about 30 miles apart and on similar terrain.  Assuming,
 because of the geographical closeness, that the relative terrain and
 airport data come from the same sets, it implies an error in one set of
 data.  People have checked out various airport data and confirmed that they
 seem ok, so it looks like the terrain data is less than consistant

I built 3 arcsec terrain for the UK [1] over the last couple of days using 
SRTM data from 
ftp://edcsgs9.cr.usgs.gov/pub/data/srtm/Eurasia/
and the runways in the current cvs version of runways.dat.gz
I've just checked, and both EGLL and EGSS mesh perfectly with the landsape.

This may or may not be illuminating!
Jonathan

[1]  This is still work in progress.  I'll share it around when it's ready.

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Andy Ross
Curtis L. Olson wrote:
 I understand that there are (or at least were) issues between SDL
 and cygwin, but perhaps it would be more productive to address that
 problem directly ...

Ah.  I honestly didn't know this.  I just assumed that cygwin was one
of their native platforms.  I just checked, and it's true that cygwin
doesn't ship an SDL library as part of the distribution.  I did find
the following README on the SDL website which seems to imply that the
process is pretty straightforward:

http://www.libsdl.org/extras/win32/cygwin/README.txt

It basically sounds like configure  make  make install is all
that is needed, with a few caveats about making sure to install
extras packages containing OpenGL and DirectX headers.

But remember: I think a native Win32 implementation would be pretty
cool, too. :)

Andy

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Jim Wilson
Erik Hofman said:

 Jim Wilson wrote:
 
  Keep it simple:  gear[0], gear[1], gear[2] ...same order as listed in the FDM
  config. 
 
 Your idea of simple is different then mine. Most of the time I know the 
 names I've given objects for 3d animations, I never seem to remember the 
 order in which I put them in the file ...
 

Yep. It just depends on how your brain is organized I think :-)

Best,

Jim


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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Curtis L. Olson
Andy Ross wrote:

Ah.  I honestly didn't know this.  I just assumed that cygwin was one
of their native platforms.  I just checked, and it's true that cygwin
doesn't ship an SDL library as part of the distribution.  I did find
the following README on the SDL website which seems to imply that the
process is pretty straightforward:
http://www.libsdl.org/extras/win32/cygwin/README.txt

It basically sounds like configure  make  make install is all
that is needed, with a few caveats about making sure to install
extras packages containing OpenGL and DirectX headers.
But remember: I think a native Win32 implementation would be pretty
cool, too. :)
 

Norman, please jump in if I get any of the details wrong here.

Andy, as I understand it, the SDL Readme is slightly optimistic.  The 
configure/make/make install process either breaks, or doesn't produce a 
usable result under Cygwin.  The SDL people argue that it works for MSVC 
and MingWin so apparently no one is motivated to figure out why things 
don't work for Cygwin.  That's my recollection of what Norman reported 
to me some months ago.

Obviously the solution is to fix SDL under Cygwin, but I don't know who 
would do that.  Probably the best short term solution is to make sure we 
can build with both SDL and glut and let the builder decide?  If we can 
get SDL working well for all but cygwin people, it might make sense to 
make SDL be the default rather than glut, or default to SDL if it is 
detected and fall back to glut if there is no SDL?

Curt.

--
Curtis Olson   HumanFIRST Program   FlightGear Project
Twin Citiescurt 'at' me.umn.edu curt 'at' flightgear.org
Minnesota  http://www.flightgear.org/~curt  http://www.flightgear.org


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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Mathias Frhlich
On Dienstag, 6. April 2004 21:16, Jim Wilson wrote:
 Yep. It just depends on how your brain is organized I think :-)
Using names you can also name it gear0, gear1 ...
But using numbers you are fixed to remembering how you configured ...

   Greetings

  Mathias

-- 
Mathias Frhlich, email: [EMAIL PROTECTED]

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Jon S Berndt
On Tue, 6 Apr 2004 19:16:18 -
 Jim Wilson [EMAIL PROTECTED] wrote:
Erik Hofman said:

Your idea of simple is different then mine. Most of the time I know the 
names I've given objects for 3d animations, I never seem to rememberthe 
order in which I put them in the file ...


Yep. It just depends on how your brain is organized I think :-)
Or, if ...

B^P

Personally, I like the naming scheme better. What ought we do, I ask?

Jon

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[Flightgear-devel] Modifying Existing FDM

2004-04-06 Thread Sonny Hammaker



So if I know the range of velocity in which our 
plane will be flying, and the specs on the electric motor (600 speed motor), 
along with the Diameter of the single blade prop (11"), than I could calculate 
the advance ratio along eachvarying flight conditon. Is that 
Correct? The next thing would be to somehow correlate this to the actual 
output from the motor (Column 2)

sonny
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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Oliver C.
On Tuesday 06 April 2004 20:16, Norman Vine wrote:

 Out of curiosity what can't you do today that would make FlightGear
 better because we are using GLUT that you would do differently today
 if we were using SDL and what exactly is it that would make FGFS better.


Using SDL has many positive effects.

1. It is widely accepted, easy to use and even commerical companys do use it 
for their commercial games. This means also that there is a large user base 
that can jump in and improve flightgear.

2. (my favourite one) A very nice input and event handling system.
It uses a virtual keysym to each key on the keyboard which map
to some level to the operating systems's keyboard scancodes.
So it is very easy to nicely support non US keyboard layouts plattform 
independet.
You can also use the same input infrastructure to support joystick, mouse
and other input devices the same easy way.

3. It can be easily used together with OpenAL as our default sound API and SDL 
sound as a backup system in the case OpenAL is not supported on other 
plattforms.
IMHO  OpenAL is a must, because it is crossplattform capable and 
allowes us to easily implement 3d sound in flightgear, doppler shift effects, 
attenuation and hardware sound accerlation (if the soundcard supports it).
It is also very easy to use because it is rather similar to the way OpenGL 
works and is used.

4. SDL has its own portable threading API which is plattform independent.
That feature could be very usefull.

And much more. 

I think GLUT is dead, we should realize that and SDL seems
to be the best solution today to replace GLUT.


Best Regards,
 Oliver C.




 


  

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[Flightgear-devel] Consistent gear modeling for animation compatibility

2004-04-06 Thread Jon S Berndt
On Tue, 06 Apr 2004 20:58:24 +0200
 Erik Hofman [EMAIL PROTECTED] wrote:
Your idea of simple is different then mine. Most of the time I know 
the names I've given objects for 3d animations, I never seem to 
remember the order in which I put them in the file ...

Erik


So ... to get some closure on this issue, do we give the FGLGear class 
some bindings based on the gear name?

Jon

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[Flightgear-devel] Modifying Existing FDM

2004-04-06 Thread Sonny Hammaker



thanks for the tips. So you're suggesting 
that 
I leave the J (advance ratio), and coefficients 
alone, 
and just modify the Ixx and Diameter parameters 
accordingly?
DONE! Well, this kind of leads me back to the 
original problem. 
My plane is supposed to be flying to a set of 
waypoints, lat, long,
and altitude, and along this flight, should be 
tracking a.)velocity
and b)altitude. It fly's to the specified 
lat, and long, but there is no
response from the aircraft when the actual alt. 
drops below the setpoint 
altitude. I 
can see the thrust increase, and with this increase I expect an
increase in lift, but I continues to ever so slowly 
loose altitude.It never
shows an increase, and hence never tracks the 
setpoint. Now, this could
be afunction of my SC derivatives, so 
maybe I'll go and revisit them.

Earlier, you mentioned controlling 
theOUTPUT portion of the FDM.Why is 
it that the aircraft reacts differently when 
different options are enabled? With the 
right subset enabled, it fly's pretty well, but 
without, it's a disaster

thanks


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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Andy Ross
Curtis L. Olson wrote:
 Probably the best short term solution is to make sure we can build
 with both SDL and glut and let the builder decide?

Sure.  This should work right now.  The only bits missing are the
autotools magic to do the detection and set up the makefiles
appropriately.  I fear autoconf, I really do...  Does someone with a
more solid handle on these things want to help out? :)

 If we can get SDL working well for all but cygwin people, it might
 make sense to make SDL be the default rather than glut, or default
 to SDL if it is detected and fall back to glut if there is no SDL?

Another option might be for someone to fight through the SDL
installation just once and provide a binary package for cygwin folks
to install.

Dumb question for windows folks: would it not work to simply use the
mingw library?  My understanding is that windows SDL is built entirely
on the Win32 API, and won't conflict with cygwin.dll or the C library.

Andy

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread David Megginson
Andy Ross wrote:

Sure.  This should work right now.  The only bits missing are the
autotools magic to do the detection and set up the makefiles
appropriately.  I fear autoconf, I really do...  Does someone with a
more solid handle on these things want to help out? :)
Be a man and dive in.  I still don't understand automake either, but after a 
lot of trial and error, I managed to make a few configuration changes work. 
 After all, we all managed to learn Perl, didn't we?

All the best,

David

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Re: [Flightgear-devel] Modifying Existing FDM

2004-04-06 Thread Jon S Berndt
On Tue, 6 Apr 2004 16:47:42 -0400
 Sonny Hammaker [EMAIL PROTECTED] wrote:
thanks for the tips.  So you're suggesting that 
I leave the J (advance ratio), and coefficients alone, 
and just modify the Ixx and Diameter parameters accordingly? 
DONE!  Well, this kind of leads me back to the original problem.  
My plane is supposed to be flying to a set of waypoints, lat, long,
and altitude, and along this flight, should be tracking a.)velocity
and b)altitude.  It fly's to the specified lat, and long, but there 
is no
response from the aircraft when the actual alt. drops below the 
setpoint 
altitude.  I can see the thrust increase, and with this increase I 
expect an
increase in lift, but I continues to ever so slowly loose altitude. 
It never
shows an increase, and hence never tracks the setpoint.  Now, this 
could
be a function of my SC derivatives, so maybe I'll go and revisit 
them.
First, let me get clear on what you are using.  You are using a JSBSim 
flight model, within FlightGear, using the FlightGear autopilot?

Earlier, you mentioned controlling the OUTPUT portion of the FDM. 
Why is 
it that the aircraft reacts differently when different options are 
enabled?  With the 
right subset enabled, it fly's pretty well, but without, it's a 
disaster
The OUTPUT/OUTPUT section **only** affects how data is logged for 
post-processing and it has **no** effect on the flight 
characteristics. I thought you might want to make some plots to see 
what was happening.

Can you send me your aircraft config file so I can see if it is 
defined properly? Another thing: you can control how JSBSim outputs 
some debugging messages that are displayed during aircraft loading. 
This might be helpful. Try setting the environment variable 
JSBSIM_DEBUG to 1, or 3, or 7, then run again. This ought to echo in 
what the program thinks it is reading in from your input file. That 
might help eliminate any parsing errors.

Jon

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[Flightgear-devel] CG Location

2004-04-06 Thread Sonny Hammaker



I thought I read somewhere, that in Flight Gear, 
the CG of your aircraft isn't specific to the aircraft itself, but rather 
related to some sort of reference. Is this true? Or did I 
misinterpret something? It also mentioned that you could put the 
coordinates of (0,0,0) for CG location. 

sonny
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[Flightgear-devel] Modifying Existing FDM

2004-04-06 Thread Sonny Hammaker



Some good thoughts again. Actually, I'm using 
a JSBSim flight model, within flightgear, but interfacing it to my own autopilot 
inside of Simulink. I might however switch over to the Flight Gear 
Autopilot, and see what kind of handling I get. Which address should I 
send the file to?

sonny


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Re: [Flightgear-devel] Modifying Existing FDM

2004-04-06 Thread Jon S Berndt
On Tue, 6 Apr 2004 17:16:01 -0400
 Sonny Hammaker [EMAIL PROTECTED] wrote:
Some good thoughts again.  Actually, I'm using a JSBSim flight model, 
within flightgear, but interfacing it to my own autopilot inside of 
Simulink.  I might however switch over to the Flight Gear Autopilot, 
and see what kind of handling I get.  Which address should I send the 
file to?

sonny


jsbathal-pc.org

Jon

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Re: [Flightgear-devel] CG Location

2004-04-06 Thread Jon S Berndt
On Tue, 6 Apr 2004 16:59:55 -0400
 Sonny Hammaker [EMAIL PROTECTED] wrote:
I thought I read somewhere, that in Flight Gear, the CG of your 
aircraft isn't specific to the aircraft itself, but rather related to 
some sort of reference.  Is this true?  Or did I misinterpret 
something?  It also mentioned that you could put the coordinates of 
(0,0,0) for CG location.  

sonny
For a JSBSim flight model, there are a few reference frames of 
interest. I just published a newsletter for JSBSim that describes 
within it some of the various coordinate frames. Go to www.jsbsim.org, 
and click on the newsletter announcement at the top of the main page.

All points that are specified in the config file are referenced to a 
coordinate frame that has the X axis increasing aft, the Y axis 
increasing right, and the Z axis increasing up.  The origin 
technically could be anywhere, but is usually at or near the nose of 
the aircraft - although, technically, it *could* be placed coincident 
with the CG - even though the CG moves during flight.

Jon

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Re: [Flightgear-devel] More on JSBSim ground trimming issue

2004-04-06 Thread Lee Elliott
On Tuesday 06 April 2004 20:25, Jon S Berndt wrote:
 On Tue, 6 Apr 2004 19:16:18 -

   Jim Wilson [EMAIL PROTECTED] wrote:
 Erik Hofman said:
  Your idea of simple is different then mine. Most of the time I know the
  names I've given objects for 3d animations, I never seem to rememberthe
  order in which I put them in the file ...
 
 Yep. It just depends on how your brain is organized I think :-)

 Or, if ...

 B^P

 Personally, I like the naming scheme better. What ought we do, I ask?

 Jon

How would naming the gear units work with something like the AN-225?  It has 
two nose units and seven mains each side.  Each of the sixteen units needs to 
be animated independently.

Also, I believe Nasal has the capability to run through an indexed series - 
would this still be possible with names?

I don't know if these could be problems or not but I thought I'd better 
mention it.

LeeE

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Re: [Flightgear-devel] Re: Raised Runways

2004-04-06 Thread Jon Stockill
On Tue, 6 Apr 2004, Jonathan Richards wrote:

 I built 3 arcsec terrain for the UK [1] over the last couple of days using
 SRTM data from ftp://edcsgs9.cr.usgs.gov/pub/data/srtm/Eurasia/
 and the runways in the current cvs version of runways.dat.gz
 I've just checked, and both EGLL and EGSS mesh perfectly with the landsape.

I'd be interested in the settings you've used at each stage of the build.

Have a look at EGNM (Leeds Bradford) and EGPH (Edinburgh). Leeds was in a
trench, while the Edinburgh runways were on an embankment.

-- 
Jon Stockill
[EMAIL PROTECTED]

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RE: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Norman Vine
Curtis L. Olson writes:
 
 I understand that there are (or at least were) issues between SDL and 
 cygwin, but perhaps it would be more productive to address that problem 
 directly ...

I haven't heard of any one not being able to compile CVS FGFS because
of GLUT but this is not the point I am trying to make

which is 

 since we are now agnostic as pertains to the lowlevel OpenGL
 initialization routines I don't see why the choice of OpenGL toolkit
 used couldn't just be an option

This is easy todo as long as we only use those routines that are
GFX agnostic  i.e those defined in fg_os.hxx and pure OpenGL

This way it is up to the user compiling the code which underlaying
library is used

Cheers

Norman







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RE: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Norman Vine
 Andy Ross writes:
 
 Norman wrote:
  Out of curiosity what can't you do today that would make FlightGear
  better because we are using GLUT that you would do differently today
  if we were using SDL and what exactly is it that would make FGFS
  better.
 
 Off the top of my head:
 
 + Build out of the box on Fedora, which no longer ships glut.  

I wonder who sparked that :-)

 
 + Switch video modes on an XFree86/Xorg server, which has supported
   this capability for 4+ years but have never had a complete game
   mode glut port written.
 
 + Be able to handle stuff like Shift-3 instead of #, so the
   Europeans don't think our key mappings are on drugs.

why not use freeglut ?

FWIW I would be much more excited about this if we were switching 
to a library designed for highend simulations such as OpenProducer
which by the way also has a portable threading library OpenThreads

Cheers

Norman

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RE: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Norman Vine
Andy Ross writes:
 
 Curtis L. Olson wrote:
  I understand that there are (or at least were) issues between SDL
  and cygwin, but perhaps it would be more productive to address that
  problem directly ...
 
 Ah.  I honestly didn't know this.  

short memory :-)
http://baron.flightgear.org/pipermail/flightgear-devel/2003-April/017006.html


 But remember: I think a native Win32 implementation would be pretty
 cool, too. :)

If we only use pure OpenGL calls outside of the fg_os functions
liike I suggest this would still be possible

Cheers

Norman

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Andy Ross
Norman Vine wrote:
 FWIW I would be much more excited about this if we were switching to
 a library designed for highend simulations such as OpenProducer
 which by the way also has a portable threading library OpenThreads

The argument is still open.  Sell us on OpenProducer.  I've never
heard of it, but would be willing to investigate.

Andy

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Re: [Flightgear-devel] SDL early access implementation

2004-04-06 Thread Bernie Bright
On Tue, 06 Apr 2004 13:52:28 -0700
Andy Ross [EMAIL PROTECTED] wrote:

 Curtis L. Olson wrote:
  Probably the best short term solution is to make sure we can build
  with both SDL and glut and let the builder decide?
 
 Sure.  This should work right now.  The only bits missing are the
 autotools magic to do the detection and set up the makefiles
 appropriately.  I fear autoconf, I really do...  Does someone with a
 more solid handle on these things want to help out? :)

For starters we could change the glut test in configure.ac to something like:
---
dnl Check for SDL if enabled.
AC_ARG_ENABLE(sdl, [  --enable-sdlConfigure to use SDL instead of GLUT],
enable_sdl=yes, enable_sdl=)

if test x$enable_sdl = xyes ; then
  sdl_version=1.2.0
  AM_PATH_SDL($sdl_version, use_sdl=yes, use_sdl=)
  CPPFLAGS=$CPPFLAGS $SDL_CFLAGS
  LIBS=$LIBS $SDL_LIBS
else
 dnl check for glut location
 AC_CHECK_HEADER(GL/glut.h)
 if test x$ac_cv_header_GL_glut_h = xyes; then
AC_DEFINE([FG_GLUT_H], GL/glut.h, [Define as glut.h include location])
 else
AC_CHECK_HEADER(GLUT/glut.h)
if test x$ac_cv_header_GLUT_glut_h = xyes; then
AC_DEFINE([FG_GLUT_H], GLUT/glut.h, [Define as glut.h include
location])else
echo Neither GL/glut.h nor GLUT/glut.h found.  Cannot continue
exit
fi
 fi
fi
---

Bernie

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Re: [Flightgear-devel] Consistent gear modeling for animation compatibility

2004-04-06 Thread Jim Wilson
Jon S Berndt said:

 On Tue, 06 Apr 2004 20:58:24 +0200
   Erik Hofman [EMAIL PROTECTED] wrote:
 
 Your idea of simple is different then mine. Most of the time I know 
 the names I've given objects for 3d animations, I never seem to 
 remember the order in which I put them in the file ...
 
 Erik
 
 
 So ... to get some closure on this issue, do we give the FGLGear class 
 some bindings based on the gear name?

I'm fine with Erik's idea, but I would like to get David M's take on it first
because he is the xml / property system guru and AFAIK this diverges from
anything we've done before.

Rather than having variable attribute names, it might actually be more
consistant to have a gear[n]/name string attribute.  All we need is a way to
specify references to that in animation xml (or could nasal do it?).

Best,

Jim


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[Flightgear-devel] vector.push_back() and the d'tor

2004-04-06 Thread Jon Berndt
I'm not positive, but it seems (roughly) like a vector push_back() operation
causes the d'tor to be called after the first element is stored. To me, this
seems to say that the push_back() operation copies the existing stored
element[s] to a new location (resizing the container) and destroys the old
copy of the object stored in the vector. I'm looking into this in
Stroustrup, but if anyone has any insights to share on this I'd be
interested to hear them.

Jon


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[Flightgear-devel] Re: Raised runways

2004-04-06 Thread Dave Perry
Curt wrote:

Could you send me an example or two or three of airports that are 
especially glaringly wrong?  I hope to dig into this problem in the 
upcoming week to see if I can get to the bottom of it.

There are a number of airports on the front range in Colorado with 
similar raised or sunken runways. 
KBJC (Jeffco) and 2V2 (Vance Brand, where I fly from for real) are 
examples.  But several airports
near these are fine:  KFNL and KGXY for example.

Also, I mentioned in another note that just West of KDSM (Des Moines, 
IA), or West of KIKV (Ankeny Regional in Des Moines),
there is a fairly large drop off or shear in the scenery.  This area for 
real is very flat.

Hope these examples help.

Dave Perry

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RE: [Flightgear-devel] vector.push_back() and the d'tor

2004-04-06 Thread Jon Berndt
 I'm not positive, but it seems (roughly) like a vector push_back()
operation
 causes the d'tor to be called after the first element is stored. To me,
this
 seems to say that the push_back() operation copies the existing stored
 element[s] to a new location (resizing the container) and destroys the old
 copy of the object stored in the vector. I'm looking into this in
 Stroustrup, but if anyone has any insights to share on this I'd be
 interested to hear them.

 Jon


Looks like indeed that is the case, though where possible reserve() may help
me out.

Jon


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Re: [Flightgear-devel] CG Location

2004-04-06 Thread Tony Peden
On Tue, 2004-04-06 at 14:21, Jon S Berndt wrote:
 On Tue, 6 Apr 2004 16:59:55 -0400
   Sonny Hammaker [EMAIL PROTECTED] wrote:
 I thought I read somewhere, that in Flight Gear, the CG of your 
 aircraft isn't specific to the aircraft itself, but rather related to 
 some sort of reference.  Is this true?  Or did I misinterpret 
 something?  It also mentioned that you could put the coordinates of 
 (0,0,0) for CG location.  
 
 sonny
 
 For a JSBSim flight model, there are a few reference frames of 
 interest. I just published a newsletter for JSBSim that describes 
 within it some of the various coordinate frames. Go to www.jsbsim.org, 
 and click on the newsletter announcement at the top of the main page.
 
 All points that are specified in the config file are referenced to a 
 coordinate frame that has the X axis increasing aft, the Y axis 
 increasing right, and the Z axis increasing up.  The origin 
 technically could be anywhere, but is usually at or near the nose of 
 the aircraft - although, technically, it *could* be placed coincident 
 with the CG - even though the CG moves during flight.

or put another way, it could be put at one location of the cg, the
origin of the structural frame does not move with the cg.

 
 Jon
 
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-- 
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Re: [Flightgear-devel] Re: Raised runways

2004-04-06 Thread Curtis L. Olson
Dave Perry wrote:

There are a number of airports on the front range in Colorado with 
similar raised or sunken runways. KBJC (Jeffco) and 2V2 (Vance Brand, 
where I fly from for real) are examples.  But several airports
near these are fine:  KFNL and KGXY for example.


Today (I *think*) I tracked down the problem with odd airport elevations 
and surfaces, although I need to do more extensive testing.

I also believe I've fixed the problem with grassy runway center sections.

Also, I mentioned in another note that just West of KDSM (Des Moines, 
IA), or West of KIKV (Ankeny Regional in Des Moines),
there is a fairly large drop off or shear in the scenery.  This area 
for real is very flat.


I noticed that ... it definitely seems wrong ... I wonder if it's an 
artifact of the SRTM terrain data?  We should probably look at that 
chunk of data in a separate viewer to verify if it's processing bug, or 
a problem with the source data.  This probably warrants an Iowa joke 
(being from a neighboring state) but I can't think of anything tasteful. :-)

Curt.

--
Curtis Olson   Intelligent Vehicles Lab 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] What on earth ...

2004-04-06 Thread Bruce Finney
The North American Aviation division of Rockwell International was
aquired by Boeing in the mid 90's, and Douglas, part of McDonald
Douglas, became part of Boeing when the merger of Boeing and
McDonald Douglas occured.
Lee Elliott wrote:

On Wednesday 31 March 2004 19:16, Jon S Berndt wrote:

http://www.boeing.com/news/frontiers/archive/2002/may/ts_pw.html


I wonder what sort of aerofoil is used on the rotor...

I was surprised to read of Boeing's involvement with the X-3, X-10  X-15 - 
both the X-10  X-15 were North American Aviation and the X-3 was Douglas.  
Perhaps Boeing were referring to the launch ship (NB-52A), although I wasn't 
aware that the X-3 had done any air-launches.

LeeE

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--
Bruce Finney   [EMAIL PROTECTED]
Auburn, WA
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Re: [Flightgear-devel] Re: Raised runways

2004-04-06 Thread Andy Ross
Curtis L. Olson wrote:

Today (I *think*) [...]
Yeah.  Daylight savings time always confuses me too. :)

Andy



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