Re: [Flightgear-devel] Autopilot

2004-07-13 Thread Birger Brunswiek
[EMAIL PROTECTED] wrote:
Isn't it more apropriate to have a multidimentional PID c
ntroller rather
than multipl
1 dimentional PID controllers? Or is that just the same?

I'm not sure what you mean by multidimentional PID controller, but I believe
that that it would be the same as multiple one dimentional PID controllers.
The one described is one dimentional because all variables are scalars.
In a multidimentional version the target, input and output would be
vectors and gains matrices. With the matrices you should be able to
express interaction between the components. e.g. as you said rudder
and ailerons have overlapping effects.
I'd say with two 1-dimenational controllers you ignore that fact
and get imperfect results.
What is the benefit of cascading PID controllers?
Lets look at an autopilot that is supposed to steer the aircraft towards
the heading bug. Suppose that the only thing we can man
pulate is the aileron.
Obviously we need a PID controller with aileron as its output. We choose
roll angle as input. Now we can set the reference to say 20 degrees, and
a properly tuned PID controller will hold a 20 degree roll angle.
But how do 
e get it to steer towards the heading but? One solution is for
the pilot to set the reference roll angle apropriately so that the aircraft
steers toward the heading bug. Another is to let another PID controller
set the reference roll angle. The outp
t of this controller is then connected
to the reference of the first controller. This is what we call a cascade
configuration. For this example the benefit is that, well without cascading
we wouldn't be able to do what we wanted (steer towards the h
ading bug).
For situations where cascading is not required, it can still be used and
might give a more robust or smoother control loop.
could you not take the heading as input and aileron controll as output
directly, since the effect of the ailerons (roll) is directly connected
to change of heading.
Birger




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Re: [Flightgear-devel] FliteTutor = A FlightGear based interactive Training Concept

2004-07-13 Thread Erik Hofman
Boris Koenig wrote:
Maybe it is now easier for you to tell me, IF the desired functionality
could be (easily) achieved using primarily nasal scripting and some
smaller FlightGear source code modifications or whether it would
be more feasible for me to really start writing directly into the
FlightGear source. Even though I am more and more about to like
the Nasal way, which seems to be pretty elegant by the way.
I think (after reading the whole message) that FlightGear just needs a 
few modifications. Two come to mind:

1. load a new panel at runtime (refreshing the panel is already possible)
2. add XML I/O support to Nasal.
The way I see it, a panel object could be used as a sheet containing 
the necessary information (animated instruments, text and static 
graphics). This would require FlightGear to load another sheet (panel) 
when requested to continue. I don't think that's too tough of a problem.

Adding XML I/O to Nasal might be a bit harder to do. I guess the only 
thing that actually could be done by loading an XML document in Nasal 
would be to load a new set of pre-defined properties. While this is 
useful, it might be easier done using C++ instead.

What could not be done using Nasal (and probably never will, although I 
really would like to see this added for the Radar object) is to load and 
manipulate 3d objects using Nasal *directly*. Andy (the author of Nasal) 
has clearly stated that this is probably really hard to do.

Further more, I really think you shouldn't consider not loading 
subsystems because that's impossible right now. Instead it would be 
easier to disable subsystems after they have been loaded. As far as I 
can tell, all subsystems that allow disabled don't consume any CPU/GPU time.

But as I mentioned previously: if I am shown HOW TO add Nasal
bindings to FlightGear I wouldn't mind firing up my IDE and
do some C++ stuff myself.
There are some hints at the bottom of the document I mentioned earlier, 
but it's not very comprehensive.

To go add some more detail: what I ultimately would like to be
able to do with FliteTutor is to make FliteTutor a module for
FlightGear that can create and play learning units within FlightGear.
So, not FliteTutor itself is supposed to contain the actual contents
for FlightGear, but rather dynamically loaded learning units will serve
that purpose.
So, these units could either be created based on a set of nasal-macros
that are approriately adapted for each new unit - OR (more likely right
now) it could rely on an individual (xml-based) file format that
describes things like:
[GENERAL]
-position and alignment of GUI elements for
 navigational purposes
-title of unit
-introductory description (outline)
-pages that exist for that unit
This can all be done in the panel configuration file.
So, each unit/lesson would then consist of different pages -
(read panels here)
whereas each page represents an empty FlightGear client area that
is dynamically populated with those elements that are necessary
for that particular unit - e.g.: the CBT navigation controls.
The remainder of the screen could then be used for illustrative
purposes.

Hence, I would nasal need to be able to do mainly the following stuff:
-draw abitrary (plib based) GUI elements within
FlightGear's client area
That can be done now.
-register (nasal based) callbacks/handlers for controls
such as buttons,textboxes etc.
That is already present, but it might work a bit different than what you 
are hoping for.

-register callbacks to act on certain mouse events
within FlightGear
This is done using the instrument configuration file.
-load(enable)/unload(disable) individual FlightGear
subsystems
Enable/disable is present for most subsystems.
-use subsystems (video,network,sound ...) to do certain
things - e.g.:
-draw  images/animations within FlightGear's
client area
Except movies, animations and images can be displayed and positioned 
already.

-play a certain sound
Is present.
-do file handling stuff (probably using FlightGear's
XML-routines)
This might need some attention.

(I might have forgotten 2-3 things, though)


That all done using XML (look in the FlightGear/data/gui subdirectory 
for the complete configuration of the menu layout).
okay, thanks again - but is it then also possible to *dynamically* alter
the menu, I mean not using XML definitions files ?
Hmm, I'm not sure about that ATM ...
  OFFTOPIC
In that regard it would be really useful to add another item to
describe each property in the property-tree - that way you could
even display a specific description for properties within the integrated
property-browser and one would immediatley see, what's the purpose of
a certain property and how it affects FlightGear.
Caution has been taken to make each property self explanatory (including 
what values to expect). 

Re: [Flightgear-devel] FliteTutor = A FlightGear based interactive Training Concept

2004-07-13 Thread Erik Hofman
Ampere K. Hardraade wrote:
Would you mind posting the link to your site and forum again?
http://flitetutor.sourceforge.net
Erik
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[Flightgear-devel] Re:Compiling on win32

2004-07-13 Thread Luca Masera
Hi,

I solved the problem modifying the glut.h file. I've modified the string related to 
the exit function and now all works right.

Now I've to update the XML files to match the version I've compiled; I think it's a 
long work

Thanks,

Luca


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[Flightgear-devel] New scenery directories setup - joystick axis between win32 and unix

2004-07-13 Thread Luca Masera
Hi,

I've just downloaded the DATA directory in CVS; while in the old scenery configuration
the elevation data and the objects were in the same directory, I've noticed that now 
they
are splitten into Terrain and Objects. I've started a flight in KSFO, where there
are some models, but they doesn't appear in the scene.

How I can solve this? I've to merge the directories?
However, this could be caused by the fact that I've removed the source files in the 
directory
objects during the compilation?

tanks,
Luca


PS1: If it's even important, I've tested the differences between win32 and unix axis
(Mathias Fröhlich has hasked me about this some time ago) and I could confirm that
this works right.

PS2: There's a way to modify the FlightGear Wizard source files for windows? Some 
functionalities
doesn't exists any more while others have to be added.




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Re: [Flightgear-devel] New scenery directories setup - joystick axis between win32 and unix

2004-07-13 Thread Frederic Bouvier
Luca Masera wrote:
 A : flightgear-devel 

 I've just downloaded the DATA directory in CVS; while in the old scenery 
 configuration
 the elevation data and the objects were in the same directory, I've noticed that now 
 they
 are splitten into Terrain and Objects. I've started a flight in KSFO, where there
 are some models, but they doesn't appear in the scene.

I don't have any problem with my MSVC build. Are you up to date ?
Current FlightGear is looking for files in Scenery/Terrain and Scenery/Objects. 
Do you have --fg-scenery option set, either in fgrun, in system.fgfsrc or on the 
command line ?

 How I can solve this? I've to merge the directories?
 However, this could be caused by the fact that I've removed the source files in the 
 directory
 objects during the compilation?

What do mean ? what files ?
 
 tanks,
 Luca
 
 
 PS1: If it's even important, I've tested the differences between win32 and unix axis
 (Mathias Fröhlich has hasked me about this some time ago) and I could confirm that
 this works right.
 
 PS2: There's a way to modify the FlightGear Wizard source files for windows? Some 
 functionalities
 doesn't exists any more while others have to be added.

The source are there : http://sourceforge.net/projects/fgrun

-Fred


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[Flightgear-devel] Re:Scenery load

2004-07-13 Thread Luca Masera
 Erik Hofman wrote:

 Do you define the FG_SCENERY environment variable somewhere?
 If so, you might want to try to add both directories to your search path:

 FG_SCENERY=C:\FlightGear\data\Scenery\Terrain;C:\FlightGear\data\Scenery\Objects

Doing so works right. Tank you very much.


 Frederic Bouvier wrote:
  How I can solve this? I've to merge the directories?
  However, this could be caused by the fact that I've removed the source files in 
  the directory
  objects during the compilation?

 What do mean ? what files ?

I've removed from the project I've compiled the files into the directory objects.
Initially I suspected that the problem was determined by this but, adding the other 
directory
to the FG_SCENERY environment, I've noticed that this doesn't affect the program
(FlightGear now loads all the objects).

Luca



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[Flightgear-devel] Recording NMEA data playing back ?

2004-07-13 Thread Mat Churchill
Hi All,

Related to my query re real flight playback, I thought I should start at
the beginning. I found this mention here on the Avsim Flightgear forum
re playback.

http://forums.avsim.net/dcboard.php?az=show_mesgforum=198topic_id=62mesg_id=62page=

I am already outputting NMEA data for use by Atlas. Can I record this to
disk somehow ? and if so could someone point me in the direction of
information on how to replay NMEA data in Flightgear. 

I'm also assuming that there is currently no way of inputing pitch, roll
 yaw data while playing back NMEA data ? if so would this be easy to
implement ? 

I found this paper on the web regarding generating accurate pitch, roll,
yaw, altitude, position  velocity data. 

http://www.cmt-gmbh.de/crossbow_gpsdmu_german_gyrotech_paper.doc

I think the end product derived from the above was this:

http://www.xbow.com/Products/productsdetails.aspx?sid=104

There are other papers out there from people such as creators of robot
football teams all tackling similar issues.

I spent the weekend digging around on the web and made some calls on
Monday and it appears the component cost could be as low as £300 - £400
to make a flight logger. One particular solid state gyro is mentioned as
cheap but good by everyone from amateur rocket clubs to R/C helicopter
builders.

However if you read the above document the real deal breaker re making 
a homemade flight logger is not the component cost, but the processing
of the signal from the gyros into accurate attitude / position data.
Someone more than at home with extended kalman filter formulae amongst
other things needs to write an algorithm to process the turn rate  gps
data into accurate attitude / position  data. From what the paper says
substantial testing would be required. This actually is rocket science !
and is way above my head ( at least 60 miles above my head )

I did think that at least with a flight logger rather than a real time
device you could record raw turn rate / gps data in flight and do all
the processing on your PC when you got home, not that that diminishes
the complexity of maths that would need doing.

From what I've observed on this list it would be no surprise if some of
the readers do understand the principles of Kalman filters. Maybe some
of the information is already being shared by amateur rocketry, R/C
helicopter enthusiasts etc ?

It will take a while, but I am building a simple GPS logger at the
moment. If anyone is interested in taking part in getting the gyro part
to work I could have it built here and post it out to others for
testing.



Mat










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Re: [Flightgear-devel] Recording NMEA data playing back ?

2004-07-13 Thread Curtis L. Olson
Mat Churchill wrote:
Hi All,
Related to my query re real flight playback, I thought I should start at
the beginning. I found this mention here on the Avsim Flightgear forum
re playback.
http://forums.avsim.net/dcboard.php?az=show_mesgforum=198topic_id=62mesg_id=62page=
I am already outputting NMEA data for use by Atlas. Can I record this to
disk somehow ?
Look at the docs-mini/README.IO file.  It should show how to export the 
nmea data to a file (or serial port) rather than a net connection.

and if so could someone point me in the direction of
information on how to replay NMEA data in Flightgear. 
 

Playback should also be mentioned in the README.IO file I think.  I 
haven't played with file I/O in years though so I can't say for sure if 
it still works with no issues.

I'm also assuming that there is currently no way of inputing pitch, roll
 yaw data while playing back NMEA data ? if so would this be easy to
implement?
 

The NMEA format doesn't account for pitch/roll/yaw.  I'm not sure we'd 
want to start modifying the format either.  Probably the nicest solution 
(but would involve some effort) would be to write some offline tool that 
would take the saved NMEA data (probably at 1hz?) and do all the 
roll/pitch/yaw calculations and interpolate for 30 or 60 hz.  Then you 
could feed this back to FG as FGNativeFDM structures and get nice smooth 
playback.  (You could even feed FGNativeCtrls structures back too and 
animate the control surfaces if you want to estimate their positions.)

I found this paper on the web regarding generating accurate pitch, roll,
yaw, altitude, position  velocity data. 

http://www.cmt-gmbh.de/crossbow_gpsdmu_german_gyrotech_paper.doc
I think the end product derived from the above was this:
http://www.xbow.com/Products/productsdetails.aspx?sid=104
There are other papers out there from people such as creators of robot
football teams all tackling similar issues.
I spent the weekend digging around on the web and made some calls on
Monday and it appears the component cost could be as low as £300 - £400
to make a flight logger. One particular solid state gyro is mentioned as
cheap but good by everyone from amateur rocket clubs to R/C helicopter
builders.
However if you read the above document the real deal breaker re making 
a homemade flight logger is not the component cost, but the processing
of the signal from the gyros into accurate attitude / position data.
 

Yes that's hard ... I won't mention any names, but I've seen phd and 
master's level people struggle significantly with implimenting kalman 
filtering in a real world task.  The theory itself is difficult enough, 
but getting a correct implimentation in your own code seems to be an 
order of magnitude harder.  (Other's may disagree, I've never attempted 
to understand/impliment kahlman filtering myself, so I'm not speaking 
with much authority here ...) :-)

Someone more than at home with extended kalman filter formulae amongst
other things needs to write an algorithm to process the turn rate  gps
data into accurate attitude / position  data. From what the paper says
substantial testing would be required. This actually is rocket science !
and is way above my head ( at least 60 miles above my head )
I did think that at least with a flight logger rather than a real time
device you could record raw turn rate / gps data in flight and do all
the processing on your PC when you got home, not that that diminishes
the complexity of maths that would need doing.
 

If you want to just approximate roll/pitch/yaw based on gps data then 
you could always start simple, use a simple smoothing function, and at 
least get something working before you tackle more complex approaches.

If you need to process raw gyro output (accelerations) and translate 
those into accurate positions and orientations, then you probably need 
to dig into Kahlman filtering.

From what I've observed on this list it would be no surprise if some of
the readers do understand the principles of Kalman filters. Maybe some
of the information is already being shared by amateur rocketry, R/C
helicopter enthusiasts etc ?
 

Aaron Kahn (I don't know if that is quite the right name) was a guy on 
the autopilot.sf.net list.  He is the only person I've ever seen 
personally who's produced a successful kahlman filter implimentation in 
real computer code to run in real time on a real embeded computer.

I've seen a lot of people that can talk your ear off with the high level 
theory, or who know some of the basics of what Kahlman filtering does 
and what it's good for.  But I've only seen one person who's managed to 
pull off a real world successful implimentation ... :-)

It will take a while, but I am building a simple GPS logger at the
moment. If anyone is interested in taking part in getting the gyro part
to work I could have it built here and post it out to others for
testing.
 

I'm interested ... along with 100 million other things ... but please 
keep us up to date 

Re: [Flightgear-devel] Autopilot

2004-07-13 Thread rvovesen
-- Original Message --
Date: Tue, 13 Jul 2004 18:57:13 +1200
From: Birger Brunswiek
To: FlightGear developers discussions [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Autopilot
Reply-To: FlightGear developers discussio
s [EMAIL PROTECTED]


rvovesen wrote:

 Isn't it more apropriate to have a multidimentional PID c
 ntroller rather
 than multipl

1 dimentional PID controllers? Or is that just the same?


 I'm not sure what you
ean by multidimentional PID c
ntroller, but I believe
 that that it would be the same as multiple one dimentional PID controllers.

The one described is one dimentional because all variables are scalars.
In a multidimentional version the target,
input and output would be
vect
rs and gains matrices. With the matrices you should be able to
express interaction between the components. e.g. as you said rudder
and ailerons have overlapping effects.


You mean a state-space form?!:

  x' =
x + Bu
  y  = Cx + Du

I think that would make the autopilot-configuration a bit more complicated.
One of the things that was requested on this list when we redone the autopilot
system was that it had to be simple to configure.

For the state-sp
ce form one would require a matematical model of the aircraft,
the A matrix. With PID controllers you don't need matematical models. Since
every aircraft have different matematical models, that would add to the
complexity of configuring the autopilo
.


I'd say with two 1-dimenational controllers you ignore that fact
and get imper
ect results.

Yes, since we don't have a matematical model to help us out, we ignore that
fact. But we still know, in our head, that rudder and aileron interact

and consequently we tune the two PID controllers in a slightly different
way. So in theory we ignore it, but in pactice we consider it.



could you not take the heading as input and aileron controll as output
directly, since the effect of the
ilerons (rol
) is directly connected
to change of heading.

Pleasy try it out! ;-) I guess that you will learn that as the controller
demands full aileron deflection, the aircraft will roll, roll and roll until
it's inverted, and it won't stop t
ere, it will continue to roll. And the
aircraft will return to almost the same heading as it had befor the roll
started. :-(


Back to the state-space form. There is nothing stopping you from implementing
a state-space form to the existing autopi
ot code. The source files to look
for are xmlauto.* in the autopilot subdir. If you think that a multidimentional
state-space model would give better performance than the PID controllers,
go ahead! I also think that it would give better performa
ce, and I would
gladly help you in implementing.

--
Roy Vegard Ovesen



--
Roy Vegard Ovesen


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[Flightgear-devel] Recording NMEA data playing back ?

2004-07-13 Thread Mat Churchill
Correction

last paragraph of last post was not clear.

I am building a GPS NMEA recorder now. 
I will build the full flight logger as discussed in the bulk of my last
mail if it looks possible to resolve the signal / data processing issues
etc ( and all the as yet unforeseen problems )

Mat


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Re: [Flightgear-devel] Re: Laptop

2004-07-13 Thread Chris Horler
On Tuesday 13 July 2004 03:04, Al West wrote:
 On Monday 12 July 2004 00:39, Arnt Karlsen wrote:
  ..http://www.google.com/search?q=laptop+replacement+battery
  returns 577,000 hits, FWIW, auxillary drops those hits to 17200:
  http://www.google.com/search?q=laptop+auxiliary+battery

 One thing to consider also is a 12V DC to 16-20V DC convertor (~20 UKP) and
 a sealed car/motorcycle battery (20+ UKP).
Interesting possibility... I wonder if you can get a solar powered laptop.

Should probably end this thread now, the topic is wondering from being in the 
slightest flightgear related.

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Re: [Flightgear-devel] Re: Laptop

2004-07-13 Thread Jon Stockill
Chris Horler wrote:
I think I'm going to look at the nvidia driver for acpi etc and then consider 
laptops again if the situation is any better.
From the most recent release highlights:
# Added support for ACPI
I'm running the 1.0-6106 driver here and it seems fine.
--
Jon Stockill
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Re: [Flightgear-devel] Re: Laptop

2004-07-13 Thread Curtis L. Olson
Chris Horler wrote:
Interesting possibility... I wonder if you can get a solar powered laptop.
 

I don't know about a solar powered laptop, but I just got email from a 
nice individual trying to sell me a solar powered cell phone charger 
that works anywhere, any time, and will charge my phone in 15 seconds.  
He wasn't a very good speller, but it's amazing what they come up with.  
And how did he know I had a cell phone?  Well no matter, I thought this 
would be a great convenience so I called and ordered mine right away.

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

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Re: [Flightgear-devel] Recording NMEA data playing back ?

2004-07-13 Thread Arnt Karlsen
On Tue, 13 Jul 2004 09:49:19 -0500, Curtis wrote in message 
[EMAIL PROTECTED]:

 Mat Churchill wrote:

  I'm also assuming that there is currently no way of inputing pitch,
  roll yaw data while playing back NMEA data ? if so would this be
  easy to implement?

..do keep these _separately_ from the gps data, say off a gyro platform.
Accellerometers are optional, accelleration can be both measured and 
calculated off the gyro platform.   Also, consider recording total and
static pressures, AoA, and a compass, these are fairly easy to read 
and process.  You'll need to pool your data anyway.  ;-)

 The NMEA format doesn't account for pitch/roll/yaw.  I'm not sure we'd
 want to start modifying the format either.  Probably the nicest
 solution (but would involve some effort) would be to write some
 offline tool that would take the saved NMEA data (probably at 1hz?)
 and do all the roll/pitch/yaw calculations and interpolate for 30 or
 60 hz.  Then you could feed this back to FG as FGNativeFDM structures
 and get nice smooth playback.  (You could even feed FGNativeCtrls
 structures back too and animate the control surfaces if you want to
 estimate their positions.)

..by now we have gyro and IMU etc data format ideas?

  I found this paper on the web regarding generating accurate pitch,
  roll, yaw, altitude, position  velocity data. 
 
  http://www.cmt-gmbh.de/crossbow_gpsdmu_german_gyrotech_paper.doc
 
  I think the end product derived from the above was this:
 
  http://www.xbow.com/Products/productsdetails.aspx?sid=104
 
  There are other papers out there from people such as creators of
  robot football teams all tackling similar issues.
 
  I spent the weekend digging around on the web and made some calls on
  Monday and it appears the component cost could be as low as £300 - £
  400 to make a flight logger. One particular solid state gyro is
  mentioned as cheap but good by everyone from amateur rocket clubs to
  R/C helicopter builders.

..how much can such ready-to-go flight loggers be sold for?   ;-)

  However if you read the above document the real deal breaker re
  making a homemade flight logger is not the component cost, but the
  processing of the signal from the gyros into accurate attitude /
  position data.
 
 Yes that's hard ... I won't mention any names, but I've seen phd and 
 master's level people struggle significantly with implimenting kalman 
 filtering in a real world task.  The theory itself is difficult
 enough, but getting a correct implimentation in your own code seems to
 be an order of magnitude harder.  (Other's may disagree, I've never
 attempted to understand/impliment kahlman filtering myself, so I'm not
 speaking with much authority here ...) :-)
 
  Someone more than at home with extended kalman filter formulae
  amongst other things needs to write an algorithm to process the turn
  rate  gps data into accurate attitude / position  data. From what
  the paper says substantial testing would be required. This actually
  is rocket science ! and is way above my head ( at least 60 miles
  above my head )
 
  I did think that at least with a flight logger rather than a real
  time device you could record raw turn rate / gps data in flight and
  do all the processing on your PC when you got home, not that that
  diminishes the complexity of maths that would need doing.
 
 If you want to just approximate roll/pitch/yaw based on gps data then 
 you could always start simple, use a simple smoothing function, and at
 least get something working before you tackle more complex approaches.

..and all this will only be guesswork, as you _guess_ it from your gps
data, rather than measure and record it.  Adding heading data will help
you get averaged wind, but not immediate stuff like turbulence jolts.

 If you need to process raw gyro output (accelerations) and translate 
 those into accurate positions and orientations, then you probably need
 to dig into Kahlman filtering.

..doing both _can_ give you the wind around your plane, _if_ you get
Kalman etc right.  ;-)

  From what I've observed on this list it would be no surprise if some
  of the readers do understand the principles of Kalman filters. Maybe
  some of the information is already being shared by amateur rocketry,
  R/C helicopter enthusiasts etc ?
 
 Aaron Kahn (I don't know if that is quite the right name) was a guy on
 the autopilot.sf.net list.  He is the only person I've ever seen 
 personally who's produced a successful kahlman filter implimentation
 in real computer code to run in real time on a real embeded computer.
 
 I've seen a lot of people that can talk your ear off with the high
 level theory, or who know some of the basics of what Kahlman filtering
 does and what it's good for.  But I've only seen one person who's
 managed to pull off a real world successful implimentation ... :-)
 
  It will take a while, but I am building a simple GPS logger at the
  moment. If anyone is interested in taking part in getting 

[Flightgear-devel] no altitude in route waypoints

2004-07-13 Thread Wendell Turner
There does not seem to be altitudes in the new route structure.
(Or, at least, they are not loaded into the autopilot.) In 0.9.2
you could set a waypoint to [EMAIL PROTECTED] and the aircraft would fly
to the intended waypoint at the specified altitude.  Has this
feature been removed, or overlooked in the upgrade to the
route_mgr + SimGear route/waypoint class method?  If overlooked,
what files should I look at to re-include this?

Wendell
---
Friends don't let friends squawk 1200

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