Re: [Flightgear-devel] Re: Wing motion

2005-12-20 Thread Josh Babcock
Jon S. Berndt wrote:
Unfortunately, so far it only works with solid (unsmoothed) objects.
Looks like a plib bug to me, but I have yet to find the exact reason.

Ahh, that would be a shame. I'm very much looking forward to see this in
action (or better yet, see it in FlightGear).

Erik
 
 
 For wing flex (at least at first) I'm thinking that rotating the wing about
 it's joint with the fuselage would be the easiest.
 
 Jon
 
 
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Especially if there are a lot of other objects attached to it. The B-29
has over a hundred objects attached to the wings. Each of those would
have to be animated with the wings, and that would mean duplicates of
all of them using the tween method.

Josh

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Re: [Flightgear-devel] Re: Wing motion

2005-12-19 Thread Josh Babcock
Vivian Meazza wrote:
 Melchior FRANZ
 
 
* Jon S. Berndt -- Monday 19 December 2005 05:04:

Would it be possible to change the visual appearance of wing flex during
flight?

As Curt and Joacim have mentioned already, there are ways to do it:

(A) ornithopter method: several instances of the wing. This has the
disadvantage that you'd need a lot of them for smooth transitions.
No problem for the fast moving ornithopter, but one would probably
need a *lot* of such instances for a glider wing.

(B) bo105 method: wing/blade made of smaller parts that are each
animated with smaller rotations. Smooth movements, but the hinges
between them can look quite ugly. Not a big problem for the bo105,
because the blade is dull and black. Wouldn't work well for a shiny
white wing.

(C) tween method: this isn't implemented in fgfs yet, but plib offers
an ssgTweenController (A morph controller) class. Maybe we should
make it available in fgfs for wings/blades. It interpolates between
two or more objects with the same number of verticesfaces, so one
would only need two instances of the wing and could smoothly
interpolate. Would probably work better than either (A) or (B).
(see http://plib.sourceforge.net/ssg/branches.html and the
test application: $PLIB/examples/src/ssg/tween_test/tween_test.cxx)

 
 
 The tween method would be the way to go. There might well be other
 applications for this animation: I'm thinking of pilot animation in
 particular. So the effort involved could be well worth it.
 
 Vivian 
 
 
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Ohh! Ohh! I have dibs on the Nakoma Narrows bridge! And let's see,
towers in high winds, windsocks, parachutes, giant cartoon balloons, jet
exhaust cones, smoke and fuzzy dice in the cockpit! This is gonna be
fun. I wonder what the performance hist will be. I assume that it will
go linearly with the number of vertecies.

Josh

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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-02 Thread Josh Babcock
Steve Hosgood wrote:
 On Thu, 2005-12-01 at 22:47, Josh Babcock wrote:
 
Steve Hosgood wrote:
Also, have you considered looking into OpenGC? It won't give you the
MSFS like functionality of dragable sub windows, but I think it would
allow you to make arbitrary windows to display instruments in cutouts.

 
 
 I was deliberately thinking that you **don't** want to use OpenGL for
 that sort of thing. The GPU has enough work to do rendering the view out
 of the windows, it would be a waste of its time rendering instruments
 for the fascia - they're always going to be displayed straight on with
 flat lighting. It's just a simple animation job for a normal window.
 
 I see that a cockpit building discussion has kicked off in a parallel
 part of this thread...
 
 
 Steve
 
 
 
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No, OpenGC
 ^
http://www.opengc.org/

Josh

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Re: [Flightgear-devel] Re: Autopilot (and more)

2005-12-02 Thread Josh Babcock
Steve Hosgood wrote:
 On Wed, 2005-11-30 at 20:25, Steve Knoblock wrote:
 
If an aircraft has its own autopilot, the default dialog
does not come up, but if it does not specify an autopilot, the default
dialog comes up.

 
 
 
 Not quite. I've just discovered that the autopilot works(*) with the
 Colditz Glider!
 
 Let's see: a WWII escape glider built from floorboards and bedsheets and
 lacking *any* instruments apart from a yaw-string, does feature a
 fully-functioning autopilot! You've gotta take your hat off to those POW
 dudes
 
 On second thoughts, just possibly there's a bug here!
 
 
 We seriously need an item in the 'instruments' XML where a 'plane can
 request the default autopilot be available if:
 
 1) The plane actually *has* an autopilot (**)
 
 and 
 
 2) The author doesn't want to bother with writing their own (yet).
 
 In the long term we could argue that the second case above isn't
 required - the dialog should only be available if the plane actually has
 an autopilot. In the case of the Cessna (and maybe others) where a
 real autopilot has been modelled, the dialog should be there, but set
 values in the real autopilot simulation.
 
 However, I'd suggest that the two-part test above be put in to sort out
 the most gratuitous ill effects in the current code *before* 1.0.0 comes
 out.
 
 Something similar should probably also be done for things like comms and
 nav radios (again, the Wright Flyer and Colditz Glider don't have them),
 in fact the *entire* Equipment menu item ought to be grayed-out for
 those two planes.
 
 All the gliders would want to disable the Fuel Settings dialog in that
 menu item. All historic craft would want to disable GPS settings.
 
 Sheesh: there's a good bit of work to be done around here. The systems
 failures dialog box should only have boxes for systems that the plane
 in question actually has! The altimeter settings dialog should be
 greyed out on any plane that doesn't have an altimeter (Wright Flyer,
 Colditz Glider and the Hang Glider I suppose).
 
 Steve
 
 
 (*) Velocity control using pitch oscillates badly. Heading control is
 fine.
 (**) I suspect the FlightGear 1903 Wright Flyer has autopilot too...
 
 
 
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Perhaps it would be easy to write a null autopilot. Put that in the base
package, and anyone who wants no autopilot in their aircraft could
select that. I know nothing of autopilots though.

Josh

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[Flightgear-devel] compile problem with plib

2005-12-02 Thread Josh Babcock
I can't figure out why this is happening. If anyone has any ideas,
please let me know. To me it seems that I have everything I need in all
the right places. Here's the situation:

*brand spanking new Debian sid install*

Package Installed   PreviousNow
State
===-===-===-===-=
libglu1-xorg6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
libglu1-xorg-dev6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
xlibmesa-dri6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
xlibmesa-gl 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
xlibmesa-gl-dev 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install
freeglut3   2.4.0-4 2.4.0-4 2.4.0-4
install
freeglut3-dev   2.4.0-4 2.4.0-4 2.4.0-4
install

glxgears has no problems, runs with HW accel
glxinfo looks right, it reports the OS radeon driver, lookslike it used
to when things worked.

but:

./configure --with-x --prefix=/usr/local
checking for a BSD-compatible install... /usr/bin/install -c
checking whether build environment is sane... yes
checking whether make sets $(MAKE)... yes
checking for working aclocal-1.4... found
checking for working autoconf... found
checking for working automake-1.4... found
checking for working autoheader... found
checking for working makeinfo... found
includedir changed to ${prefix}/include/plib libdir is ${exec_prefix}/lib
checking for gcc... ccache gcc
checking for C compiler default output file name... a.out
checking whether the C compiler works... yes
checking whether we are cross compiling... no
checking for suffix of executables...
checking for suffix of object files... o
checking whether we are using the GNU C compiler... yes
checking whether ccache gcc accepts -g... yes
checking for ccache gcc option to accept ANSI C... none needed
checking how to run the C preprocessor... ccache gcc -E
checking whether we are using the GNU C++ compiler... yes
checking whether ccache g++ accepts -g... yes
checking how to run the C++ preprocessor... ccache g++ -E
checking for a BSD-compatible install... /usr/bin/install -c
checking for ranlib... ranlib
checking build system type... i686-pc-linux-gnu
checking host system type... i686-pc-linux-gnu
checking for X... libraries /usr/X11R6/lib, headers /usr/X11R6/include
checking for gethostbyname... yes
checking for connect... yes
checking for remove... yes
checking for shmat... yes
checking for IceConnectionNumber in -lICE... no
checking for pthread_create in -lpthread... no
checking for glNewList in -lGL... no
checking for glNewList in -lMesaGL... no
configure: error: could not find working GL library

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Re: [Flightgear-devel] compile problem with plib

2005-12-02 Thread Josh Babcock
Curtis L. Olson wrote:
 The very first thing I would check is the contents of the config.log
 file.  That shows the details of the test and the compiler error
 signaling a failure.  That often can be quite helpful.
 
 Curt.
 
 
 Josh Babcock wrote:
 
 I can't figure out why this is happening. If anyone has any ideas,
 please let me know. To me it seems that I have everything I need in all
 the right places. Here's the situation:

SNIP

OK,
looks like debian is broken. There was no link from libXmu.so to
libXmu.so.6 in /usr/X11R6/lib.
Thanks for the tip.

For you Debian guys:
Package Installed   PreviousNow
State
===-===-===-===-=
libxmu6 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
install

Josh

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Re: Was: [Flightgear-devel] compile problem with plib

2005-12-02 Thread Josh Babcock
Josh Babcock wrote:
 Curtis L. Olson wrote:
 
The very first thing I would check is the contents of the config.log
file.  That shows the details of the test and the compiler error
signaling a failure.  That often can be quite helpful.

Curt.


Josh Babcock wrote:


I can't figure out why this is happening. If anyone has any ideas,
please let me know. To me it seems that I have everything I need in all
the right places. Here's the situation:

 
 SNIP
 
 OK,
 looks like debian is broken. There was no link from libXmu.so to
 libXmu.so.6 in /usr/X11R6/lib.
 Thanks for the tip.
 
 For you Debian guys:
 Package Installed   PreviousNow
 State
 ===-===-===-===-=
 libxmu6 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11 6.8.2.dfsg.1-11
 install
 
 Josh
 
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OT, but it's possible to run .configure for fgfs without the sdl headers
installed and not get an error. You don't see an error until you compile.

Josh

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Re: [Flightgear-devel] fg hanging

2005-12-02 Thread Josh Babcock
Josh Babcock wrote:
 Looks like the latest CVS version of FG is hanging:
 
SNIP
 
 Anybody else seeing this?
 
 Josh
 
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Well, whatever it was, doing a fresh install of Debian and recompiling
changed it. Now it just segfaults right away. Does this look like more
problems with the OS radeon driver? It's kind of annoying to do a fresh
checkout and compile from CVS onto a newly installed machine and get a
segfault that no-one else sees. I just don't see what is different on
this machine.

http://jrbabcock.home.comcast.net/flightgear/strace.fgfs.0

Josh


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Re: [Flightgear-devel] Possible new thinking for 2D/3D cockpit instruments

2005-12-01 Thread Josh Babcock
Steve Hosgood wrote:

 Makes me wonder whether there's an excuse for some new thinking on the
 subject of UI design, regardless of whether a cockpit is 3D or 2D.
 Here's what I propose - please be kind with your comments, I'm not
 trying to dictate terms or tread on anyone's toes:
 

 I propose then that every single instrument on the cockpit has the
 ability to be double-clicked, and if so then a separate draggable window
 appears containing a magnified view of that same instrument. Obviously,
 it will be a *lot* easier to click on buttons and knobs on this
 magnified instrument, though some people with colossal screens won't
 need to bother and can carry on with the normal-size instruments.
 

Just as a note, this functionality already exists. You can use the mouse
to look around and zoom in. Zoom in, click, zoom out. I do it all the time.

 
 Just my $0.04
 Now just off to don fireproof suit


Heh, I'll try to keep the temperature down :)

My personal view is that clicking on a little box on the screen is
nothing at all like reaching out and touching/feeling a knob or switch.
I don't think that the mouse can come anywhere close to providing a real
experience, nor is it capable of even supplying the kind of
effectiveness that a ergonomically designed (real) cockpit can provide.

This is not to say that I am against making everything in the cockpit
clickable, I think it's great that the functionality is there and I try
to provide it when I am designing a cockpit, but I also recognize that
there are a lot of people out there (myself included) that would much
rather use the keyboard, dialog box or pulldown menu.

In short, It's all well and good to add a functionality, but talking
about taking away a functionality that someone wanted enough to go to
the trouble of creating is not productive. If you don't like it, don't
use it. If you want something that doesn't already exist, add it.

Josh

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Re: [Flightgear-devel] Gear animation tutorial

2005-11-26 Thread Josh Babcock
Vivian Meazza wrote:
 Josh Babcock
 
  
 
I just made up a tutorial about making gear retraction animations run
smoothly with complicated landing gears. It's still missing the final
animation code, but I thought I'd throw it up to see what everybody
thinks. It's got lots of in-line images, so be warned. I'm considering
changing this to in-line thumbnails hotlinked to the full sized images.
Please give feedback.

http://jrbabcock.home.comcast.net/gear-tutorial/gear-tutorial.html

 
 
 Gosh, Josh, what an effort. Well done. Couple of points. First, I model the
 gear with the oleos extended, which helps with getting the compression
 right. Most drawings show the gear with the oleos at some intermediate
 compression. Some interpretation/intelligent guesswork is usually required.
 Second, sometimes the movement of jacks and draglinks etc. is too difficult
 to model well, so I cheat and hide them once they can no longer be seen
 readily (I do that anyway to save vertices).
 
 And one typo: separate.
 
 I'm impressed!
 
 Vivian
 
  
 
 
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Good point. I also do this, but because this model has knees (not sure
what to call them) instead of oleos, I skipped it. Still, it should be
extended to that it is below the ground in its resting pos. I will add
this, and a section for dealing with gear-compression-norm and
gear-compression-m.

I'll also add a LOD section. The neat thing about this method is that
it's so east to get everything in the right position, so you don't
really need to hide it until you close the doors.

Josh

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Re: [Flightgear-devel] Gear animation tutorial

2005-11-26 Thread Josh Babcock
AJ MacLeod wrote:

 
 I like it just as it is, myself - I find that having to open bigger pictures 
 from in-line thumbnails is just a nuisance when trying to juggle several open 
 windows or browser tabs, even with a sane window management setup.  Of 
 course, having had broadband available here for less than a year I remember 
 well the plight of the dial-up user; but even then, for tutorials I just 
 downloaded the whole lot and _then_ read them; saved time and bandwidth in 
 the long run.  The full-size in-line pictures probably make that process even 
 simpler, if anything.

Maybe I can compromise, and interlace the images. Can png images be
interlaced, or would I have to use jpgs?

Josh



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Re: [Flightgear-devel] Aircraft Download/Install App

2005-11-26 Thread Josh Babcock
Arthur Wiebe wrote:
 This is an idea that's been floating around in my head for awhile,
 mainly because there is currently no *very easy* way for a newbie to
 install new aircraft in FlightGear. Unless that user is used to going
 through Program\ Files in Windows and through package contents on OSX.
 
 The idea is for an aircraft application. This application would
 download (preferrably an XML file) from a server, parse, and through a
 GUI have the ability to select aircraft, see details including
 previews, press a button to download and install.
 The application would guess the most likely places for where to
 install. But let the user change it of course.
 
 The application would be written in C++ using the wxWidgets framework
 so that it will look and work right on all platforms.
 
 But there's no way I'm going to take it on myself. /me sick of that.
 So any takers? Or is it a rotten idea I should never have posted
 about? Or perhaps even something already discussed.
 
 --
 Arthur/
 - http://sourceforge.net/users/artooro/
 - http://artooro.blogspot.com
 
 
 
 
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And maybe it would also be a good idea to package aircraft and scenery
in rpm or deb format. That way you don't have to worry about
dependencies like how so many planes use the p51 instruments. fgadmin
could run it's own rpm or deb database. Not sure how this would work on
non-unix platforms, but I don't see any showstoppers.

Josh

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Re: [Flightgear-devel] Gear animation tutorial

2005-11-26 Thread Josh Babcock
Josh Babcock wrote:
 Vivian Meazza wrote:
 
Josh Babcock

 


I just made up a tutorial about making gear retraction animations run
smoothly with complicated landing gears. It's still missing the final
animation code, but I thought I'd throw it up to see what everybody
thinks. It's got lots of in-line images, so be warned. I'm considering
changing this to in-line thumbnails hotlinked to the full sized images.
Please give feedback.

http://jrbabcock.home.comcast.net/gear-tutorial/gear-tutorial.html



Gosh, Josh, what an effort. Well done. Couple of points. First, I model the
gear with the oleos extended, which helps with getting the compression
right. Most drawings show the gear with the oleos at some intermediate
compression. Some interpretation/intelligent guesswork is usually required.
Second, sometimes the movement of jacks and draglinks etc. is too difficult
to model well, so I cheat and hide them once they can no longer be seen
readily (I do that anyway to save vertices).

And one typo: separate.

I'm impressed!

Vivian

 


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 Good point. I also do this, but because this model has knees (not sure
 what to call them) instead of oleos, I skipped it. Still, it should be
 extended to that it is below the ground in its resting pos. I will add
 this, and a section for dealing with gear-compression-norm and
 gear-compression-m.
 
 I'll also add a LOD section. The neat thing about this method is that
 it's so east to get everything in the right position, so you don't
 really need to hide it until you close the doors.
 
 Josh
 
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OK, here's a new draft. I need to get a screenshot from FG, as well as
the distance that the gear compresses, which is a bit of a problem right
now. Putting in the rest of the code and the second missing image should
happen today. It is now in the right place:
http://jrbabcock.home.comcast.net/flightgear/gear-tutorial/gear-tutorial.html

Josh

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[Flightgear-devel] fg hanging

2005-11-26 Thread Josh Babcock
Looks like the latest CVS version of FG is hanging:

open(/usr/local/share/FlightGear/data/Navaids/carrier_nav.dat,
O_RDONLY) = -1 ENOENT (No such file or directory)
open(/usr/local/share/FlightGear/data/Navaids/carrier_nav.dat.gz,
O_RDONLY) = 9
fstat64(9, {st_mode=S_IFREG|0644, st_size=145, ...}) = 0
mmap2(NULL, 131072, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1,
0) = 0xab46d000
read(9, \37\213\10\10\277\206\205C\0\3carrier_nav.dat\00034RP\260...,
131072) = 145
read(9, , 131072) = 0
_llseek(9, 0, [145], SEEK_CUR)  = 0
read(9, , 131072) = 0
fstat64(1, {st_mode=S_IFCHR|0600, st_rdev=makedev(136, 3), ...}) = 0
mmap2(NULL, 4096, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1,
0) = 0xb7f39000
write(1, /usr/local/share/FlightGear/data...,
56/usr/local/share/FlightGear/data/Navaids/TACAN_freq.dat
) = 56
open(/usr/local/share/FlightGear/data/Navaids/TACAN_freq.dat,
O_RDONLY) = -1 ENOENT (No such file or directory)
open(/usr/local/share/FlightGear/data/Navaids/TACAN_freq.dat.gz,
O_RDONLY) = 10
fstat64(10, {st_mode=S_IFREG|0755, st_size=956, ...}) = 0
mmap2(NULL, 131072, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1,
0) = 0xab3eb000
read(10, [EMAIL PROTECTED]...,
131072) = 956
read(10, , 131072)= 0
_llseek(10, 0, [956], SEEK_CUR) = 0
read(10, , 131072)= 0
close(10)   = 0
munmap(0xab3eb000, 131072)  = 0
close(9)= 0
munmap(0xab46d000, 131072)  = 0
close(8)= 0
munmap(0xab42c000, 131072)  = 0
open(/usr/local/share/FlightGear/data/Navaids/fix.dat, O_RDONLY) = 8
fstat64(8, {st_mode=S_IFREG|0644, st_size=419280, ...}) = 0
mmap2(NULL, 131072, PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS, -1,
0) = 0xab46d000
read(8, 00MKK\n00UPP\n03MCT\n04BDT\n04THT\n06..., 131072) = 131072
_llseek(8, 0, [131072], SEEK_CUR)   = 0


It just sits there at aroung 98-99% utilization. Doesn't respond to sig
11 except for this:

--- SIGTERM (Terminated) @ 0 (0) ---
rt_sigaction(SIGTERM, {0xb7eb3d10, [TERM], SA_RESTART}, {0xb7eb3d10,
[TERM], SA_RESTART}, 8) = 0
sigreturn() = ? (mask now [])

Anybody else seeing this?

Josh

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Re: [Flightgear-devel] Re: FGSF Gear Animation

2005-11-26 Thread Josh Babcock
Steve Knoblock wrote:
 On Sat, 26 Nov 2005 05:18:01 -0600, you wrote:
 
 
I just made up a tutorial about making gear retraction animations run
smoothly with complicated landing gears. It's still missing the final
 
 
 Josh, thanks. I need to learn how to animate parts, so your tutorial
 is welcome. I am just starting out with Blender, moving my models out
 of GMAX (a chore). I've had to strip off my textures and animations
 moving to Blender and FlightGear from MSFS/GMAX.
 
 I just posted my experiences and some helpful material on the
 FlightGear wiki under 3D Modeling. They are not quite complete, but
 should be helpful to someone in my situation and will make a start on
 an exporting/importing guide.
 
 Please consider adding your tutorial to the wiki as well as the FG
 docs.
 
 Steve
 
 
 
 
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That's the intention. I have to complete it first, then I will put it up.

Josh

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Re: [Flightgear-devel] ATC and aerodynamics docs

2005-11-25 Thread Josh Babcock
Szabolcs Berecz wrote:
 Hi!
 
 Could you direct me to some good online documentation about ATC and
 aerodynamics of a helicopter?
 
 Szabi
 
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Here's what I have:

http://www.dynamicflight.com/aerodynamics/
http://www.synchrolite.com/0941.html

Josh

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[Flightgear-devel] Gear animation tutorial

2005-11-25 Thread Josh Babcock
I just made up a tutorial about making gear retraction animations run
smoothly with complicated landing gears. It's still missing the final
animation code, but I thought I'd throw it up to see what everybody
thinks. It's got lots of in-line images, so be warned. I'm considering
changing this to in-line thumbnails hotlinked to the full sized images.
Please give feedback.

http://jrbabcock.home.comcast.net/gear-tutorial/gear-tutorial.html

Josh

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Re: [Flightgear-devel] RenderTexture bug

2005-11-24 Thread Josh Babcock
Stefan Seifert wrote:
 Mathias Fröhlich wrote:
 
 On Donnerstag 24 November 2005 04:44, Ampere K. Hardraade wrote:
  

 X Error of failed request:  GLXUnsupportedPrivateRequest
   Major opcode of failed request:  145 (GLX)
   Minor opcode of failed request:  16 (X_GLXVendorPrivate)
   Serial number of failed request:  30
   Current serial number in output stream:  31
 

 Well, as far as I can see and remember:
 The client libraries send a request to the 'display system' and the
 'display system' bails out with an 'unsupported request'.
 The error message is somehow misslieading, since the problem happens
 when communicating with dri/drm instead of the X server - the reason I
 called it 'display system' above.
   
 
 I just wanted to note, that when it is clear, that it's a bug in ATI's
 drivers, someone should post a bugreport in the ATI driver Bugzilla:
 http://ati.cchtml.com/
 This is actually a place where driver developers are watching and a good
 chance that such bugs get fixed. Before posting, you should read the
 instructions at: http://www.rage3d.com/board/showthread.php?t=33799828
 which is btw. a thread in _the_ most useful forum for Linux using ATI
 card owners: http://www.rage3d.com/board/forumdisplay.php?f=88
 
 Nine
 
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I'm not sure if it's the same one, but I have been following this one:
http://ati.cchtml.com/show_bug.cgi?id=232
Doesn't seem to be any progress yet though.

Josh

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Re: [Flightgear-devel] 3D modelers

2005-11-22 Thread Josh Babcock
Ampere K. Hardraade wrote:
\
 Finally, here is a thought that has been floating in my mind for a while, and 
 I hope you could try it out: take some stereoscopic views of aircrafts.  
 Having some stereoscopic photographs of an aircraft may help modellers make 
 estimations better.  (Okay, this is just a theory, but this would be a good 
 opportunity to vertify my theory with an experiment.) :P
 
 Ampere

Good theory, I'll have to test it if I get the chance. Unfortunately I
can only make the pics, I don't have stereo capable hardware right now.

I was also thinking that this community must have a treasure trove of
airshow pics. Obviously most people won't want to put them up on
airliners.net, but maybe we could have some sort of forum where we can
post wanted ads and lists of planes we have pics of. Or we could just
make a habit of being considerate like Innis and posting on the devel
list :)

Josh

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Re: Wheel skid sounds - Was: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-22 Thread Josh Babcock
Erik Hofman wrote:

 
 The FDM already reveals when the brakes are applied in the property
 tree. One thing that still is missing (and I have a solution for the
 next JSBSim release) is a ground-speed property.

Yeah, but just putting them on doesn't make them skid (I hope). Hearing
screeching wheels when you tap your brakes during a slow speed taxi
would be a bit silly. You would need to know at least the force from the
wheels and the coefficient of friction for the current conditions. The
latter I suppose you could make a good educated guess at based on the
weather.

Ground speed is a very useful thing to have, especially on a by-wheel
basis. It allows for very good looking wheel rolling animations during
taxi turns. Andy put this into YASim a while back, and it makes the B29
wheels look just plain hot. (my only small complaint is that they don't
spin down after takeoff, so if you forget to tap your brakes after
takeoff, the wheels will still be spinning when you lower you gear for
landing!)

If the ground speed where to reflect the wheels locking up that would be
even cooler, but it still won't tell you when the wheels are skidding
sideways enough to cause a screech. This is something that you probably
want if you are ever planning on doing a ground loop, and I tend to do a
lot of those in FG ;)

Josh

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Re: Wheel skid sounds - Was: [Flightgear-devel] Re: Release of v0.9.9 source code

2005-11-22 Thread Josh Babcock
Erik Hofman wrote:

 
 So far I've done pretty well for touchdown skis sounds, I don't think
 ground loop squeels would be much more difficult.
 Did you take a look at the c172p-sound.xml configuration file already?
 
 Erik
 

Erik,

No, I was responding based entirely on the e-mails. I did just take a
peek, and it seems like a neat way of making the touchdown squeal if I
am reading it right. What is the dt_stop section about though?

If you can make squeals for over braking (locking the wheels) and ground
loops without any modifications to the code, I will be interested in
seeing it, and will definitely use it. This might be a good bit to
include in the generic sound.xml file.

Out of curiosity, do blowouts produce a squealing sound? I would think
not, but I have never experienced one in a plane :)

Josh

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Re: [Flightgear-devel] Re: terrain texture question

2005-11-17 Thread Josh Babcock
Melchior FRANZ wrote:
 * Ampere K. Hardraade -- Thursday 17 November 2005 01:50:
 
On November 16, 2005 05:37 pm, Melchior FRANZ wrote:

* Josh Babcock -- Wednesday 16 November 2005 23:25:

I considered using a Nasal script, but I don't know how the
script would know when the winter textures are being used.

  if (getprop(/sim/startup/season) == winter) { ?? }
 
 
I believe you would need more checkings.  We don't have snow all the time in 
winter.
 
 
 He didn't ask when we have snow in winter, but when fgfs uses
 winter textures.
 
 m.
 
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Yes, often what's in the sky and what's on the ground are different.
Sunny and warm cloudless days with 3 feet of snow for instance. METAR
can take care of visibility and what the air feels like, but it doesn't
tell you what the world *looks* like. In other words, I'm talking about
cool (get it?) eye candy.

Now, I thought I sent another e-mail, but I don't see it anywhere. Maybe
it was lost before I sent it when X crashed on me last night. Anyway,
The upshot was this:

1. Global annual snowfall data is available, there are a few places on
the net that reference these data sets.

2. Someone (like me) could create a database with an entry for each
10x10 chunk (or 5x5, that's only about 2500 entries, right?) that
contains the probability of there being a certain amount of snow on the
ground on the winter solstice, and the standard deviation.

3. Based on the current chunks probability of snow on the current date
(in terms of time delta from the solstice) and possibly the current
temperature and a little random number to make it interesting, decide if
there is going to be accumulation today. Do it whenever the current
chunk or changes or the sim date crosses midnight.

4. Export a property with the result (yea/nay)

5. Trigger whatever it is in the scenegraph renderer that swaps the
textures. (Perhaps this bit can be smart enough to blend the textures
slowly over time for the chunk boundaries, say in a background thread.
At midnight, don't bother, just swap them you probably won't see it anyway)

6. Ski.

This should result in the kind of behavior you see in real life, such as
skiers in California wearing short sleeves, or a cold high arid desert
that has a very low temperature, but no accumulation, like in central Asia.

Trivia: the driest spot on earth, with absolutely zero precip, is  in
the Trans Antarctic mountain range. The average continental precip is
less than one inch of snow. Not rain, but snow! 2% of the continent has
no snow pack.

You could also force snow textures if you start out without any, and
it's below freezing, and METAR has been reporting snowfall for at least
an hour or two, but that's getting a bit complicated. Or on Dec. 25. It
should always be snowy on the 25th. (Yes, I know hemispherical
discrimination)

Josh

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[Flightgear-devel] scenery build question

2005-11-17 Thread Josh Babcock
Curt,
Do you select which water texture to use based on the VMAP data, or is
there something smarter going on like looking at the size of the water
body? The reason I ask is that while the water textures we have are
quite nice for large bodies of water and man made reservoirs, they don't
look anything at all like rivers or small lakes. The Potomac, for
instance, goes from a greenish brown to just plain mud colored in spots.
River textures could also be made in a way that allows the shallows near
the banks to look more realistic. I would be happy to cook up some nice
textures with proper colors for rivers and small lakes if you would be
able to use them.

Josh

The water that I drink:
http://maps.google.com/maps?ll=38.961778,-77.139602spn=0.015407,0.027275t=khl=en
http://maps.google.com/maps?ll=38.909736,-77.091408spn=0.015418,0.027275t=khl=en
http://maps.google.com/maps?ll=38.799952,-77.030854spn=0.015442,0.027275t=khl=en
Why Canadian beer is better:
http://maps.google.com/maps?ll=45.446764,-73.517761spn=0.055604,0.109099t=khl=en
But even Niagara isn't really blue:
http://maps.google.com/maps?ll=43.078136,-79.073303spn=0.007236,0.013637t=khl=en
And of course Old Miss:
http://maps.google.com/maps?ll=29.882328,-89.940605spn=0.137438,0.218199t=khl=en

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[Flightgear-devel] terrain texture question

2005-11-16 Thread Josh Babcock
I want to use one of the terrain textures in a model, but I also want it
to match when the winter terrains are used. Is there an easy way of
doing this? I considered using a Nasal script, but I don't know how the
script would know when the winter textures are being used.

Along the same lines, if whatever mechanism is used for the winter
terrain textures could be used for models, we could texture buildings so
that they have snow on the roof in winter. Some standard like having all
the textures for a static model in a directory, and the winter ones in a
directory.winter perhaps.

Josh

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Re: [Flightgear-devel] Re: terrain texture question

2005-11-16 Thread Josh Babcock
Melchior FRANZ wrote:
 * Josh Babcock -- Wednesday 16 November 2005 23:25:
 
I considered using a Nasal script, but I don't know how the
script would know when the winter textures are being used.
 
 
   if (getprop(/sim/startup/season) == winter) { ?? }
 
 m.
 
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Oh, OK. Sorry I can't check this stuff myself until I can figure out
what's the matter with my OGL install.

Josh

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Re: [Flightgear-devel] OT: A380 arrived in EDHI (Hamburg-Finkenwerder)

2005-11-12 Thread Josh Babcock
Stefan Seifert wrote:
 Martin Spott wrote:
 
 Ampere K. Hardraade wrote:
  

 On another note, this was taken in Singapore recently:
 http://www.airliners.net/open.file/957790/L/

 Compare to what we have in FlightGear now:
 http://www.students.yorku.ca/~ampere/fgfs-screen-005.jpg
   


 You might want to ignore the two Windows PeeCees for your model  ;-)
  

 Are they even Windows? Didn't see an answer in the comments.
 
 Nine
 
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I wouldn't ignore them, just texture them with this for extra realty:
http://www.sirgalahad.org/paul/sw/winlock/img/bsod.png
Josh

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Re: [Flightgear-devel] OT: A380 arrived in EDHI (Hamburg-Finkenwerder)

2005-11-12 Thread Josh Babcock
Jon Stockill wrote:
 Curtis L. Olson wrote:
 
 How about a spyware popup ... Oh I see you just typed the word Paris,
 here are some great hotel + airfare combinations you might be
 interested in, and would you like me to search ebay for berets?
 
 
 No, not spyware - clippy :-)
 
 Jon
 
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Hi! I've just noticed that you are in a flat spin. Would you like me to
open the help browser for you?

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Re: [Flightgear-devel] Re: OT: FYI, mac os x developers,

2005-11-12 Thread Josh Babcock
Martin Spott wrote:
 Hello Melchior,
 
 Melchior FRANZ wrote:
 
 
This is very standard base64 encoding. Every semi-decent mailer should
be able to display this. Of course, it would be better in readable
ASCII, but I wouldn't say it's crap. Your mailer *is* crap!  :-P
 
 
 You know as good as I do that by common practice encoded emails don't
 belong into mailing lists - unless explicitly stated. Today we have
 base64 encoded mails, maybe tomorrow sombody thinks he'd post uuencoded
 mails he and tells us that every semi-decent mailer should be able to
 display this - which is to the same grade correct as your statement is.
 
 But all this doesn't change the fact that encoded emails in a mailing
 list are a nuisance. I wrote Arthur privately before and he simply
 didn't respond at all. Every semi-decent list member should do this,
 
 Martin.

Ok, Ok. Enough of this. Clearly we need to send out all of our e-mails
rot13 encoded. It's the only way that nobody has objected to, so it must
be the only sane solution :)

Josh

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Re: [Flightgear-devel] Which aircraft to include in v0.9.9?

2005-11-11 Thread Josh Babcock
Martin Spott wrote:
 Ima Sudonim wrote:
 
 
http://translate.google.com/translate?u=http%3A%2F%2Fwww.linux- 
user.de%2Fausgabe%2F2005%2F11%2F070-flightgear%2Flangpair=de% 
7Cenhl=ensafe=offie=UTF-8oe=UTF-8prev=%2Flanguage_tools
 
 
 Oh yeah: flies are still an expensive pleasure  :-)
 
   Martin.

Damn right. Do you know how much money it costs to upgrade a fly from
annoying to pleasurable? A lot, let me tell you!

Josh

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Re: [Flightgear-devel] Citation pitch down divergence. Fixed?

2005-11-11 Thread Josh Babcock
Lee Elliott wrote:
 On Friday 11 Nov 2005 02:47, Josh Babcock wrote:
 
Lee Elliott wrote:

On Thursday 10 Nov 2005 20:20, Andy Ross wrote:

After some prodding from Curt, I finally spent a few hours
yesterday tracking down the pitch down discontinuity in
the Citation.

Well, I didn't find a discontinuity.  I can now graph the
lift curve from a Surface (a real one, part of the real
aircraft, not an isolated test instance) and verify that
it's valid and correct looking through the entire AoA
regime.

But I think I *did* find the problem: it seems that I, er,
misdocumented the incidence and twist parameters in the
YASim configuration.  The README.yasim file states that
these numbers are positive for positive AoA (i.e. a
positive incidence on a wing generates extra lift, and a
negative twist causes the wing tips to stall after the
root).  But the code was interpreting the number as a
rotation about the YASim Y axis, which points out the left
wing and therefore is positive *down*.  Oops.

The reason the citation exhibited this especially is just
luck: the file lists an incidence of 3.0 (which is
relatively high, and the inversion bug therefore puts the
wing 3 degrees closer to a negative stall) the solver
happens to generate a nose-down cruise configuration of
about 1.5 degrees, and the elevator authority is actually
quite high (which causes higher pitch rates under autopilot
control).

So the bottom line is that Curt was right: it *was* the
negative AoA stall (probably the tail's, not the wing's)
happening too soon. :)

I'm a little leery of changing this in code this close to a
release -- the risk of breaking working aircraft is too
high. For the short term, this can be fixed in the
Citation-II.xml file by simply negating the incidence and
twist values on the wing.  I did this and tried the
autopilot in a maximum speed cruise at low level (which
should produce the highest nose-down AoA) without any odd
behavior.

Curt, can you try that and see if it appears to fix the
handling issues?  Likewise, anyone with a YASim aircraft
that makes use of incidence or twist values is encouraged
to try the same modification and report any problems.  We
can go back after the release and fix the code and all the
aircraft files.

Andy

I'll try to check the ones I've done over the weekend.  The
one that concerns me most is the B-52F.  The wing incidence
is set to 6 and the twist to -4 and I'm starting to wonder
how it manages to fly at all.

Nose down. The fuselage is about 5 deg down when in level
flight.


I got some good info on the B-52F from someone who flew
around 3000 hrs in that model and around 6000 hrs total in
all models, apart from the A/B, and it was flying to within
around 10 kts or so of what it should have been doing and
was climbing at about the right rate.

LeeE
 
 
 Depending on weight, alt and speed, 5 deg nose-down could be 
 correct.  The incidence of +6 degrees is correct but I had to 
 estimate the twist.
 
 I should be able to have a look at it sometime this weekend.
 
 Ta for having a look.
 
 LeeE
 
 
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Yeah, look at a picture of one in flight. The wings are mounted at a
high AOA so it can make four point landings at low airspeeds and low
descent rates. The b47 had a similar setup, but only the gear was level,
the entire fuselage pointed up in the air on that one. Several soviet
bombers with bicycle gear also had that look.

Josh

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[Flightgear-devel] CVS SIGSEGV?

2005-11-11 Thread Josh Babcock
I just did a cvs up and when I run fg I get this strace output

.
.
.
ioctl(7, 0x6447, 0) = 0
ioctl(7, 0x6447, 0) = 0
ioctl(7, 0x6447, 0) = 0
ioctl(7, 0x6447, 0) = 0
ioctl(7, 0x6447, 0) = 0
ioctl(7, 0x6447, 0) = 0
ioctl(7, 0x6447, 0) = 0
ioctl(7, 0x6447, 0) = 0
ioctl(7, 0x6447, 0) = 0
ioctl(7, 0x6447, 0) = 0
ioctl(7, 0x6447, 0) = 0
ioctl(7, 0x6447, 0) = 0
ioctl(7, 0x6447, 0) = 0
ioctl(7, 0x6447, 0) = 0
gettimeofday({1131761484, 337352}, NULL) = 0
sched_yield()   = 0
select(6, [5], NULL, NULL, {0, 0})  = 0 (Timeout)
gettimeofday({1131761484, 365260}, {300, 0}) = 0
time([1131761484])  = 1131761484
time(NULL)  = 1131761484
time(NULL)  = 1131761484
gettimeofday({1131761484, 366251}, {300, 0}) = 0
--- SIGSEGV (Segmentation fault) @ 0 (0) ---
+++ killed by SIGSEGV +++


Caveats:
I'm using the following patch:
? simgear/math/linalg.h
? simgear/misc/swap_test
? simgear/scene/fgsg
Index: simgear/screen/RenderTexture.cpp
===
RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/screen/RenderTexture.cpp,v
retrieving revision 1.10
diff -u -r1.10 RenderTexture.cpp
--- simgear/screen/RenderTexture.cpp5 Sep 2005 09:02:56 -   1.10
+++ simgear/screen/RenderTexture.cpp31 Oct 2005 07:04:52 -
@@ -456,6 +456,11 @@

 #elif defined( __APPLE__ )
 #else // !_WIN32
+
+/// Ugly workaround for gl drivers not working correctly with pbuffers.
+return false;
+
+
 _pDisplay = glXGetCurrentDisplay();
 GLXContext context = glXGetCurrentContext();
 int screen = DefaultScreen(_pDisplay);

And also, I have been having some GL issues. glxgears and glxinfo all
work ok, but I am still suspicious. Anyone else having this problem?

Josh

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Re: [Flightgear-devel] Citation pitch down divergence. Fixed?

2005-11-10 Thread Josh Babcock
Lee Elliott wrote:
 On Thursday 10 Nov 2005 20:20, Andy Ross wrote:
 
After some prodding from Curt, I finally spent a few hours
yesterday tracking down the pitch down discontinuity in the
Citation.

Well, I didn't find a discontinuity.  I can now graph the lift
curve from a Surface (a real one, part of the real aircraft,
not an isolated test instance) and verify that it's valid and
correct looking through the entire AoA regime.

But I think I *did* find the problem: it seems that I, er,
misdocumented the incidence and twist parameters in the
YASim configuration.  The README.yasim file states that these
numbers are positive for positive AoA (i.e. a positive
incidence on a wing generates extra lift, and a negative twist
causes the wing tips to stall after the root).  But the code
was interpreting the number as a rotation about the YASim Y
axis, which points out the left wing and therefore is positive
*down*.  Oops.

The reason the citation exhibited this especially is just
luck: the file lists an incidence of 3.0 (which is relatively
high, and the inversion bug therefore puts the wing 3 degrees
closer to a negative stall) the solver happens to generate a
nose-down cruise configuration of about 1.5 degrees, and the
elevator authority is actually quite high (which causes higher
pitch rates under autopilot control).

So the bottom line is that Curt was right: it *was* the
negative AoA stall (probably the tail's, not the wing's)
happening too soon. :)

I'm a little leery of changing this in code this close to a
release -- the risk of breaking working aircraft is too high. 
For the short term, this can be fixed in the Citation-II.xml
file by simply negating the incidence and twist values on the
wing.  I did this and tried the autopilot in a maximum speed
cruise at low level (which should produce the highest
nose-down AoA) without any odd behavior.

Curt, can you try that and see if it appears to fix the
handling issues?  Likewise, anyone with a YASim aircraft that
makes use of incidence or twist values is encouraged to try
the same modification and report any problems.  We can go back
after the release and fix the code and all the aircraft files.

Andy
 
 
 I'll try to check the ones I've done over the weekend.  The one 
 that concerns me most is the B-52F.  The wing incidence is set 
 to 6 and the twist to -4 and I'm starting to wonder how it 
 manages to fly at all.

Nose down. The fuselage is about 5 deg down when in level flight.

 
 I got some good info on the B-52F from someone who flew around 
 3000 hrs in that model and around 6000 hrs total in all models, 
 apart from the A/B, and it was flying to within around 10 kts or 
 so of what it should have been doing and was climbing at about 
 the right rate.
 
 LeeE
 
 
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Re: [Flightgear-devel] Re: Buildings ?????

2005-11-09 Thread Josh Babcock
Ima Sudonim wrote:
  Next on the list are
 the Nat. Cathedral, Basilica of the Immaculate Conception, Mormon
 Temple, Pentagon and then the Mall. Not sure what timetable I'm  looking
 at though. If you can think of any other big visible structures  that you
 would like to see (sorry, I'm not tackling the bridges yet, there's
 issues with the VMAP data I don't want to deal with) let me know. No
 promises though.
 
 
 Josh,
 
 Thanks for your interest on building up a more recognizable  washingon, DC!
 
SNIP
 
 On my wishlist for dc: (in addition to yours):
 


Oh, yeah I forgot, I am also planning on doing the stadiums.

 
 the georgetown and dalecarlia sp? reservoirs might help avoid the 
 restricted area around the us vice presidents house (at the naval 
 observatory)

Don't forget the reflecting pool:)

The reservoirs should eventually get taken care of by more accurate
shoreline data. Curt may be filtering them out because of their size
right now. I don't know if they are in the data set. If they are there
may be a way to get him to whitelist them. Curt?

SNIP
 
 Probably accurately displaying the borders of parks and forested  areas
 could help with VFR, no? (this is not to imply that the borders  are not
 accurate, I don't know but it might be worth looking into)

Again, a function of how accurate the VMAP data is. I think it's already
pretty good, actually.

 
 I don't know what your schedule is, but it's probably
 moving a lot faster than mine will be.
 
 
 My schedule is remarkably unreliable 8-(. I hope that eventually I  will
 be able to do some of this...
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Re: [Flightgear-devel] Please upgrade to version: 0.9.8

2005-11-09 Thread Josh Babcock
Georg Vollnhals wrote:
 Curtis L. Olson schrieb:
 


 man touch ?

 Curt.

 Yes. My 13 years old son is actually a co-user on my PC. He does not
 ask, he does not think a lot - just trial and error method.
 Very good if you have all your important data burned on CD/DVD and have
 a good firewall, virus-scanner and no possibility to make a dial-up
 connection from your PC!
 But only until christmas, then I'll upgrade my PC and I'll build him his
 own with the parts I don't use anymore and those he gets as presents :-)
 :-)
 Joy of fatherhood!
 Regards
 Georg
 
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Or you could run linux, then he could only mess up his own files.
Josh

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Re: [Flightgear-devel] Re: Flightgear-devel Digest, Vol 31, Issue 29

2005-11-09 Thread Josh Babcock
Jon Stockill wrote:
 Buchanan, Stuart wrote:
 
 --- Steve Knoblock [EMAIL PROTECTED] wrote:

 I am unsure if I can help, I do hope to convert a model of
 the Cape May Light I made for MSFS for FG once I understand the tools.



 As a first pass, you could place a generic lighthouse (from
 http://fgfsdb.stockill.org/models.php) in the correct location by editing
 the the correct .stg file.
 
 
 Or just let me know where it is, and I'll add it to the database. Is
 there an organisation that manages lighthouses? (in the UK there's
 Trinity House, and the Northern Lighthouse Board). If so then it's
 possible they list all the lights they manage - that's then an easy
 addition to the scenery.
 
 Jon
 
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They used to all be operated by the Coast Guard, but there are very few
still active. Most are just museums now.

Josh

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Re: [Flightgear-devel] AI Aircraft Models

2005-11-07 Thread Josh Babcock
Durk Talsma wrote:
 On Friday 04 November 2005 23:40, Christian Mayer wrote:
 
Durk Talsma schrieb:

To get AI traffic going in the forseeable future, we could use quite
a few low-polygon count aircraft models in various paint schemes. So, I'd
be interested to know if anybody with reasonable 3d modeling skills would
be interested in contributing in this field. Although the traffic system
shouldn't be limited to commercial airliners, this is probably the area
I'd be working on mostly initially. So, for starters, I would like to
explore some models of the more popular airliners series, i,e., the
Boeing 7[0-8]7, Airbus A3[0-8]0, and any [McDonnel] Douglas aircraft (and
Fokkers of course :-)).

Wouldn't it be better to add those models to the existing (and yet to
come) high-poly models as a different LOD?

 
 
 Would be possible, but aircraft loading and unloading time is going to be an 
 issue. Unless we can move the aircraft loader into a separate thread, or come 
 up with a very sophisticated multiframe aircraft loader, I would prefer to 
 start with using something that is simple from the start.
 
 Cheers,
 Durk
 
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Good point, but I still like Christian's idea. Maybe we should settle on
a standard name for low poly models. I already like to include lots of
LOD in my models, and it is no problem to simply pull out the low poly
versions and save them under a different xml file. If we could come up
with a standard that included the following, it wouldn't be that hard to
follow through:

- a naming convention for the AI/multiplayer version XML file
- how many levels of detail to include and how many polys each
- how much animation is acceptable to include, and what properties will
drive those animations (gear and control surfaces basically, maybe some
other stuff can be passed for common animations like wing sweep, engine
exhaust and the concord's nose)

That way, flyable planes get all the heavy stuff: panels, high poly
count, sounds, extensive animations, neat Nasal routines, and all the
models get a completely separate slimmed down version that can be used
for planes that don't need to cater to a pilot (on the local machine at
least)

So for instance, I could create b29-low-poly-set.xml and b29-low-poly.ac
to go along with the myriad other stuff that the b29 is made up of. The
xml file would contain nothing but a description, the basic animations
and none or some such listed as the FDM. The ac file would have
however many LOD levels we settle on, and be referenced by the xml file.
Once someone has gone to the trouble to make a plane that has LOD,
moving this stuff over should be trivial. We just need to standardize it
so that the AI and multiplayer systems know how to use them.

And there's nothing to stop you from making a model that's nothing but
the slimmed down version. With the none FDM it could just be filtered
out in any frontends, and additionally FG would refuse to load it for
flying. If this sounds feasible, I can cook up an example for you all to
review.

Josh


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Re: [Flightgear-devel] Re: Buildings ?????

2005-11-07 Thread Josh Babcock
Martin Spott wrote:
 Hello Josh,
 
 Josh Babcock wrote:
 
 
[...] If you can think of any other big visible structures that you
would like to see (sorry, I'm not tackling the bridges yet, there's
issues with the VMAP data I don't want to deal with) let me know. No
promises though. I don't know what your schedule is, but it's probably
moving a lot faster than mine will be.
 
 
 Regarding these scenery objects I'd say we're not tied to any sort of
 schedule at all. O.k., it actually does make sense to have a correct
 representation of what belongs into the base package but that's all.
 Aside from that I welcome _every_ contribution, may it be a complete
 set of buildings that somehow belong together or just a single building
 somewhere on our world.
 Yes, it _is_ nice to have an ensemble that represents the entourage of
 an airport or a city centre, but a single tower somewhere in the
 boonies that VFR pilots typically use for navigation is a valuable
 addition as well.
 
 Cheers,
   Martin.

Well, I wouldn't call a
href=http://wireless2.fcc.gov/UlsApp/AsrSearch/asrRegistration.jsp;JSESSIONID_ASRSEARCH=DM7BJsjBX9bNuL8dOLD7fhrXCV6r3tYmap9ZrMdr21pxzokI2Vef!1385871423!382264138?regKey=601116;
9th and Peabody NW/a the boonies (in fact, I didn't even really feel
comfortable leaving my car unattended there) but I get your point about
scattered towers. Then again, there you have it, those are the ones you
can see from 1000' AGL. I do think you will get a kick out of KADW when
it's done. Lots of neat taxiways to play on, and plenty of hangars
including the nuke-proof monster that they keep the presidential VC-4's
in. There's even a big water tower with the air force logo painted on
the side (it's the one that has the airport beacon on it). It's
pleasantly close to the mall too, so once that gets done (and I'm sure
it will one way or another) there will be a nice place to fly within
easy UAV range.

Josh

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Re: [Flightgear-devel] Re: Buildings ?????

2005-11-07 Thread Josh Babcock
Jon Stockill wrote:
 Martin Spott wrote:
 
 Yes, it _is_ nice to have an ensemble that represents the entourage of
 an airport or a city centre, but a single tower somewhere in the
 boonies that VFR pilots typically use for navigation is a valuable
 addition as well.
 
 
 Yesterdays addition was a set of wind turbines for Finland, with
 position data kindly supplied by Esa Hyytia - you don't even need to be
 able to model objects to help - positions for placing models that are
 already available are just as useful.
 

Jon,

Is there a way to tag a number of entries in the DB as a package? It
would be nice to just be able to DL Baltimore or KADW instead of
figuring out what the area is and then grabbing all the objects in that
area.

Josh

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Re: [Flightgear-devel] AI Aircraft Models

2005-11-07 Thread Josh Babcock
Durk Talsma wrote:
 On Monday 07 November 2005 14:20, Josh Babcock wrote:
 
Durk Talsma wrote:

On Friday 04 November 2005 23:40, Christian Mayer wrote:

Durk Talsma schrieb:

To get AI traffic going in the forseeable future, we could use quite
a few low-polygon count aircraft models in various paint schemes. So,

Wouldn't it be better to add those models to the existing (and yet to
come) high-poly models as a different LOD?

Would be possible, but aircraft loading and unloading time is going to be
an issue. 

Good point, but I still like Christian's idea. Maybe we should settle on
a standard name for low poly models. I already like to include lots of
LOD in my models, and it is no problem to simply pull out the low poly
versions and save them under a different xml file. If we could come up
with a standard that included the following, it wouldn't be that hard to
follow through:

 
 I've been playing a lot with the organization of some FS98 MDL files I 
 downloaded over the weekend, and came to the conclusion that this might 
 indeed be a good idea. One thing I thinking about aiming for is to create an 
 {aircraft}-set.xml like file for the AI aircraft, that acts as both a wapper 
 for the animations, models, textures, and also contains the traffic pattern 
 associated with these aircraft. More specifically, what I'm thinking of is 
 one xml file, that associates a model with a particular texture directory 
 (a.k.a. paint scheme, a.k.a. skin, a.k.a. livery :-), which also contains the 
 routing table for all aircraft of this type/livery. 
 
 I'm trying to work out this idea a bit further and then we can see how it 
 combines with the animations code. The most important animation is probably 
 gear up/down, because that's quite visible. Flap extension/retration would 
 probaly also be quite visible. 
 
 Cheers,
 Durk
 
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Hey, that's great. I don't have any time to help on this, but if you
come up with some sort of system I will adapt the b29, Canberra and
possibly the Colditz glider to follow it. BTW, how come the Colditz
never made it into CVS, IIRC it's GPL, and I personally thought it was a
pretty neat little project. Anyway...

Josh

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Re: [Flightgear-devel] Scenery DB (Was: San Jose)

2005-11-07 Thread Josh Babcock
Erik Hofman wrote:
 Paul Surgeon wrote:
 
 Since it's in the default San Francisco area you can submit it to Erik
 or Curt or you could sumbit it to the FlightGear scenery database.
 http://fgfsdb.stockill.org/

 I'm just not sure if Curt will include objects from the FG scenery db
 into the default scenery area. Curt what's the plan with regards to
 models and the next scenery build?
 
 
 I would like to see all new scenery object contributions to end up in
 the scenery database. However, the last time I wanted to sync the base
 package and the DB there were more than one objects in the same space
 because of automatic object generation.
 
 Once that's sorted out I want to sync the base package and the DB prior
 to a new release.
 
 Erik
 
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I was thinking at some point that there should be a system by which FG
could figure this out automatically. If every automatically generated
object had a unique ID this could be possible. An object loaded from a
path listed earlier in $FG_SCENERY (and therefore probably not from the
base scenery) that has the same ID could prevent the original object
from being loaded. The main drawback I see is that once the ID numbers
of the automatically generated objects are assigned they have to be
persistent. I don't know it it's possible to do this between releases.

Just to clarify, by automatically generated objects, I mean the ones
that are automatically generated from other data sources by Curt's scripts.

Additionally you could just not allow two objects at the exact same
lat/lon. Assuming that the lat/lons in the source data never change that
could serve as the unique ID. This would require some additional rules
for stacking objects on top of each other. e.g. I have a somewhat
generic  water tower at KADW with a generic military beacon sitting on
top of it. They should definitely be separate objects, but both have the
same lat/lon.

Josh

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Re: [Flightgear-devel] gui dialogs: selecting buttons via keyboard

2005-11-07 Thread Josh Babcock
Melchior FRANZ wrote:
 FYI: a few days ago I committed an extension to the GUI system that
 allows to select buttons via keyboard. This is currently only used
 for the ATC communication dialog ('-key), where the first transmission
 option can be chosen with the 1 key, the second with the 2 key
 etc. (The Alt modifier is currently not reported to the GUI, so Alt-1,
 Alt-2 will work too.) Approach is a busy phase, and not having to
 search for the mouse when you want to transmit a going around is
 quite convenient. All it takes to make use of keyboard accelerators
 is to add e.g. keynum27/keynum to that button in the XML dialog
 config (or to any other widgets with assigned bindings). 27 (Esc)
 could be used for the Cancel button.
 
 m.
 
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Neat! At some point I am planning to make a plane specific menu for the
B29. This will include lot's of tasks that the crew would normally
perform and that the pilot doesn't actually have any controls for. I was
also going to include things like help, POH, checklists, systems like
weapons, and livery selection. I know that there is a pulldown for some
of this stuff, but like Melchior says it can get busy at times and it
would be nice to have access to all the special function in one place
that is accessible through keystrokes.

Maybe it would make sense to just have the comms stuff under the `-key
and then at the bottom of that menu hang the whole aircraft specific
menu as a standard practice. At the least it would be nice to always be
able to get the POH by hitting the same keys. Thoughts?

Josh

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Re: [Flightgear-devel] lightning

2005-11-07 Thread Josh Babcock
Dave Culp wrote:
 Currently, in CVS FlightGear, it's possible to place an AI thunderstorm in 
 the 
 FlightGear world which has both turbulence and lightning.  See the AI 
 scenario called bigstorm_demo.xml.  The turbulence is controlled by each 
 instance of the thunderstorm, so you could have several storm AI entries, 
 each one defining an area of turbulence within a specified diameter and with 
 a specified strength.  (It's hoped that you'll define the turbulence diameter 
 to correspond to the visual model's diameter.  There is no way for the 
 AIStorm object, which controls the turbulence, to automatically know the 
 diameter of the 3D model. )
 
 The lightning however is controlled from one property, 
 environment/lightning/flash.  Because of this, if you have more than one 
 storm they will all flash at the same time.   I was thinking about changing 
 this so that each instance of a storm will have its own property to be used 
 as a flash trigger, however it would be best if the flashing could instead be 
 completely a part of the 3D model animation, with no external trigger needed.
 
 All you experienced modelers, please tell me, is this possible?  Can you set 
 a 
 piece of a model to flash somewhat randomly using only XML animation code?
 
 Dave
 
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I'm pretty sure you would need to have each t-storm running its own
instance of a simple Nasal script.
Josh

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Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Josh Babcock
Melchior FRANZ wrote:
 * Buchanan, Stuart -- Friday 04 November 2005 11:25:
 
I also tried Blender (which is free), but I found it
much more complex so just shelled out for a AC3D
license.
 
 
 True. It offers a *lot* of features, like rendering with a raytracer,
 making animations, films etc. But it isn't hard to ignore the features
 that you don't need. The interface is a bit uncommon, but once you
 grokked it, you'll notice that it makes you very productive. There are
 some tutorials on the net that explain most of what you'd need for
 fgfs modeling. And there's a plugin available for specific FlightGear
 problems: creation of lights (such as obstacle warning beacons), and
 creation of rotate and translate animations etc.:
 
   http://members.aon.at/mfranz/flightgear/blender-textured-lights.html
 
 
  
 
Once you've got the shape right, you'll need to add a
texture. You need to create a .rgb file that (I think
- feel free to correct me) needs to be a factor-of-two
in size (i.e. 128x128, 256x256). I use the GIMP for
this. 
 
 
 Powers of two for height and width, but not necessarily the same
 for both. 256x1024 is fine. The texture format does mostly have
 extension .rgb, but it's really called the SGI image format.
 And that's what you'll find in GIMP export list, and in other
 software.  Always save as Aggressive RLE. (The warning that SGI
 doesn't always support it is nonsense.) Also, you can easily
 create SGI images with convert:
 
   $ convert foo.png SGI:foo.rgb(note the SGI: format prefix)
 
 
 
 
You need to determine the lat, long, elevation and
angle (rotation) of the object and add it to the
correct scenery tile on your install point.
 
 
 For this you can use this Nasal file:
 
   http://members.aon.at/mfranz/flightgear/calctile.nas  [3 kB]
 
 Just put it into $FG_ROOT/Nasal/. Then call the output function
 therein via keyboard definition, e.g.:
 
   key n=9
   nameTab/name
   descPrint position./desc
   binding
   commandnasal/command
   script
   print(\x1b[32;1m*** POSITION \x1b[m);
   calctile.location();
   /script
   /binding
   /key
 
 
 This outputs the position in the terminal window, along with the
 path of the responsible *.stg file *and* even the file entry, that
 you only have to complete: _SHARED (i.e. relative to $FG_ROOT) vs.
 _STATIC (relative to the dir where the *.stg resides):
 
 
   *** POSITION 
   Longitude:-122.420861 deg
   Latitude: 37.825261 deg
   Altitude ASL: 12.2866 m (40.3103 ft)
   Altitude AGL: 0. m (0. ft)
   Heading:  316.1 deg
   Ground Elev:  12.0915 m (39.6703)
 
   30n30/w123n37/942066.stg
   OBJECT_S -122.420861 37.825261 12.0915 43.9
 
 
 The orientation is that of the aircraft at the time when you
 pressed the Tab key. I suggest to use the UFO. 
 
 m.
 
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Heh, you could pretty much cut and paste that into the Wiki :) Good info.

Josh

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Re: [Flightgear-devel] Re: Buildings?????

2005-11-04 Thread Josh Babcock
Buchanan, Stuart wrote:

 
 I made some changes - the towers are different - but I borrowed the
 suspension cables and the arch of the bridge. Much easier than trying to
 create the curves myself.
 
 -Stuart 
 
 
   
   
   
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Hmm, Blender has a proportional editor that makes parabolas in a snap.
Not quite a catenary, but close enough that no one will notice. Guess
which one I like to use :)

Josh

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Re: [Flightgear-devel] Buildings?????

2005-11-04 Thread Josh Babcock
Jim Wilson wrote:
From: Mike Kopack

 
 snip
 
Is there a way to get buildings to appear (like the wash monument, white
house, pentagon, capital, etc.?) Did I load the scenery in wrong? Or is
this just a glaring big black hole with the FG scenery (no building
data.) I'd prefer to demonstrate somewhere other than San Fran.

 
 
 Just curious...what is wrong with San Francisco?  There are all sorts of 
 recognizable 
 landmark details there and it is obviously ready to go.
 
 Best,
 
 Jim
 
 
 
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Too many hippies. They don't like to see that in government contracts :)

Josh

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Re: [Flightgear-devel] LibGL error

2005-11-03 Thread Josh Babcock
Mathias Fröhlich wrote:
 
 Now using fglrx with a newer radeon on that machine. Since that it works 
 fine ...
 

Hmm, after much pain and suffering I have installed fglrx on my machine.
Good news: all my OpenGL apps work fine. Bad news: except FlightGear.

It just falls back to software rendering. What X system are you using?
Xorg of XF86? can you send me your xorg.conf or XF86Config-4 file? I
want to see if it's a configuration option that's causing the problem.

Josh

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Re: [Flightgear-devel] Instrument Making

2005-11-01 Thread Josh Babcock
Innis Cunningham wrote:
 Hi All
 Now that I have been converted to 3D instrument making
 I am wundering if we should start an instrument repository
 like we have for the Aircraft and Scenery.This way a panel
 could be built quite quickly as people would not have to
 start from scratch every time.
 For this to work each instrument would have to be totally
 self contained like the instruments in the 747 and hunter
 and a few others that don't come to mind.
 The Beech b1900d system would appear not to be able to
 be used in this way because all the instruments use only a couple
 of texture sheets which would appear to me to mean you could
 not take an instrument in isolation and use it in another panel without
 having to modify it.Please correct me if I am wrong on this.
 
 Anyway thems is my thoughts what do you think
 
 
 
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Well, there are quite a few instruments in the Instruments directory in
CVS. I was at one point thinking that it would be nice if people were to
start building sets of instruments, eg a warbird set for WWII era
planes, maybe a Russian set, since their instrumentation can be quite
different. I guess a ga, commercial and military would round it out.
Once I get the B29 done, I think I might try and get together with Jim
who has a nice library of WWII era instruments and see if we can't
finish off a complete set.

Josh

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Re: [Flightgear-devel] wish list for next release

2005-10-30 Thread Josh Babcock
Norman Vine wrote:
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Dave Culp
Sent: Sunday, October 30, 2005 7:55 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] wish list for next release



Ow, that I'm not sure of.
I guess it would be better to backport this code to support 2D panels
also then.


The only thing lacking in the 2D code now is the ability rotate, translate, 
and *then* crop a texture.  Maybe it would be required that the texture be 
drawn to a context in memory, rotated, translated, and then cropped and drawn 
to the screen?

It's unlikely that I'll be learning OpenGL in the next few years, so it would 
be *really* great if someone could look into this issue.  This would finally 
make the 2D panel code complete.
 
 
 I am not really up to speed with the Panels but ...
 
 FG_SRC / cockpit / panel.hxx
 
 /**
  * A transformation for a layer.
  */
 class FGPanelTransformation : public SGConditional
 {
 public:
 
   enum Type {
 XSHIFT,
 YSHIFT,
 ROTATION
   };
 
   FGPanelTransformation ();
   virtual ~FGPanelTransformation ();
 
   Type type;
   const SGPropertyNode * node;
   float min;
   float max;
   bool has_mod;
   float mod;
   float factor;
   float offset;
   SGInterpTable * table;
 };
 
 seems to have what you need
 
 Maybe it just needs to be exposed better
 
 Norman
 
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Slightly off-topic. Is anyone working on or thinking about improving the
ability to do MFDs and glass cockpit type displays? Someday it would be
really nice to have an easy way to display text on a screen, have a
plugin generate an image to display on a screen (like a moving map) or
have a touchscreen where the hotspots can change on the fly. Maybe just
have a plugin system that passed screen touches and properties in one
direction and an image in the other.

Josh

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Re: [Flightgear-devel] wish list for next release

2005-10-30 Thread Josh Babcock
Harald JOHNSEN wrote:
 Josh Babcock wrote:
 
 Slightly off-topic. Is anyone working on or thinking about improving the
 ability to do MFDs and glass cockpit type displays? Someday it would be
 really nice to have an easy way to display text on a screen

 You could write your text in a texture and then use that as a regular
 instrument texture. If you
 are displaying some interessant texts then it can even be a generic
 reuseable text source.

I was thinking of something a little more flexible. Piecing text
together from individual letters is extremely tedious.

 
 , have a
 plugin generate an image to display on a screen (like a moving map)
 
 not sure what you are talking about

Imagine being able to display Atlas-like output in an instrument in FG.
Similarly someone could write code that could display a weather map, or
terrain avoidance maps, or maybe some systems management stuff like the
glass-cockpit heavy metal planes have. A plugin API would not have to do
much, but would enable someone who can do a little coding to do some
neat stuff.

 
 or
 have a touchscreen where the hotspots can change on the fly.
 
 Isn't this called panel hotposts ?

No, panel hotspots are static. It would be nice to have something that
can change as things move on the display or the display changes modes. I
started thinking about this because I'm building a super-secret model
that has panels that can move. It would be pretty silly to move the
panel away and still have the hotspots hovering in mid-air.

 
 Maybe just
 have a plugin system that passed screen touches and properties in one
 direction and an image in the other.

 Josh

  

 Like 2D instruments with hotspots and conditional layers ?
 
 Harald.
 
 
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Re: [Flightgear-devel] LibGL error

2005-10-28 Thread Josh Babcock
Mathias Fröhlich wrote:
 Josh,
 
 this is what I got with the r200 driver too.
 I believe it is a problem either in the glx implementation or the dri 
 equivatent of that.
 May be a gl client lib not fitting exactly together with the server side 
 implementation. Long standing bug. If you get that isolated you may report 
 that at dri-devel.
 
 It happens at the time RenderTexture queries visuals. At the time I used the 
 r200, I just worked around by a early hard coded exit in the RenderTexture 
 initialization.
 Ugly, but worked ...
 
 I later hoped that this was fixed by the switch to the standard glX 1.4 
 pbuffer extensions, but that does not seem to be the case ...
 
 Now using fglrx with a newer radeon on that machine. Since that it works 
 fine ...
 
Greetings
 
  Mathias
 
 On Donnerstag 27 Oktober 2005 23:08, Josh Babcock wrote:
 
OK, I got cvs to compile, but it won't run. Here's the output with
export LIBGL_VERBOSE=1
export LIBGL_DEBUG=verbose


tower:~$ fgfs --aircraft=c172p
libGL: XF86DRIGetClientDriverName: 4.0.1 r200 (screen 0)
libGL: OpenDriver: trying /usr/X11R6/lib/modules/dri/r200_dri.so
drmOpenByBusid: Searching for BusID pci::01:00.0
drmOpenDevice: node name is /dev/dri/card0
drmOpenDevice: open result is 7, (OK)
drmOpenByBusid: drmOpenMinor returns 7
drmOpenByBusid: drmGetBusid reports pci::01:00.0
Dent: .Dent: ..Dent: CVSDent: EHAMopening file:
/usr/local/share/FlightGear/data/Navaids/carrier_nav.dat
/usr/local/share/FlightGear/data/Navaids/TACAN_freq.dat
X Error of failed request:  GLXUnsupportedPrivateRequest
  Major opcode of failed request:  145 (GLX)
  Minor opcode of failed request:  16 (X_GLXVendorPrivate)
  Serial number of failed request:  31
  Current serial number in output stream:  32
Vertex3f: 1


This is using the debian xorg package with the open source radeon
driver. glxgears, blender and a host of other OGL software works without
a hitch. Any ideas?

Josh

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Do you still have that patch around? I would like to play with it. Using
fglrx with Debian is extremely painful.

Josh

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Re: [Flightgear-devel] Compile prob, can't find the broken lib

2005-10-27 Thread Josh Babcock
Erik Hofman wrote:
 Josh Babcock wrote:
 
 /usr/local/include/AL/alut.h:17:21: error: altypes.h: No such file or
 directory
 
 
 Huh, is there any chance you have two versions of the header files
 installed?
 
 Do I just need to get the CVS version and compile it?
 
 
 It should not be needed, but it does work.
 
 Erik
 
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How embarrassing, I checked for duplicate libs, but not for duplicate
header files. Error messages from /usr/local should have tipped me off.
I nixed the local header files and now it is getting past AL just fine.

Josh

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[Flightgear-devel] LibGL error

2005-10-27 Thread Josh Babcock
OK, I got cvs to compile, but it won't run. Here's the output with
export LIBGL_VERBOSE=1
export LIBGL_DEBUG=verbose


tower:~$ fgfs --aircraft=c172p
libGL: XF86DRIGetClientDriverName: 4.0.1 r200 (screen 0)
libGL: OpenDriver: trying /usr/X11R6/lib/modules/dri/r200_dri.so
drmOpenByBusid: Searching for BusID pci::01:00.0
drmOpenDevice: node name is /dev/dri/card0
drmOpenDevice: open result is 7, (OK)
drmOpenByBusid: drmOpenMinor returns 7
drmOpenByBusid: drmGetBusid reports pci::01:00.0
Dent: .Dent: ..Dent: CVSDent: EHAMopening file:
/usr/local/share/FlightGear/data/Navaids/carrier_nav.dat
/usr/local/share/FlightGear/data/Navaids/TACAN_freq.dat
X Error of failed request:  GLXUnsupportedPrivateRequest
  Major opcode of failed request:  145 (GLX)
  Minor opcode of failed request:  16 (X_GLXVendorPrivate)
  Serial number of failed request:  31
  Current serial number in output stream:  32
Vertex3f: 1


This is using the debian xorg package with the open source radeon
driver. glxgears, blender and a host of other OGL software works without
a hitch. Any ideas?

Josh

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[Flightgear-devel] Compile prob, can't find the broken lib

2005-10-26 Thread Josh Babcock
OK, I'm using cvs for plib, simgear and flightgear. I erased them and
reinstalled them to make sure I didn't have any old patches interfering.
All the other libs are debian packages. Does anyone know why this is
breaking? I have not been able to track it down.

Josh

export CFLAGS=-Wall -O3 -funroll-loops -march=athlon -g
export LDFLAGS=-Wl,--as-needed
export CXXFLAGS=$CFLAGS
export CC='ccache gcc'
export CPP=$CC -E
export CXX='ccache g++'


if [ $build_simgear -eq '1' ] ; then
  echo '***   SIMGEAR   ***'
  cd $src/SimGear
  if [ $clean_build -eq '1' ] ; then
make clean
  fi
  ./autogen.sh  \
  ./configure --prefix=/usr/local --with-plib=/usr/local --with-logging  \
  time make  \
  ## echo -ne '\n\a\a\a\a\aPress a key when ready to install:'  \
  ## read -n 1  \
  sudo make install || exit 1
fi





if ccache g++ -DHAVE_CONFIG_H -I. -I. -I../../simgear -I../..
-I/usr/local/include -I/usr/X11R6/include  -Wall -O3 -funroll-loops
-march=athlon -g -D_REENTRANT -MT visual_enviro.o -MD -MP -MF
.deps/visual_enviro.Tpo -c -o visual_enviro.o visual_enviro.cxx; \
then mv -f .deps/visual_enviro.Tpo .deps/visual_enviro.Po; else rm
-f .deps/visual_enviro.Tpo; exit 1; fi
/usr/local/include/AL/altypes.h:22: error: conflicting declaration
'typedef signed char ALbyte'
/usr/local/include/AL/al.h:63: error: 'ALbyte' has a previous
declaration as 'typedef char ALbyte'
visual_enviro.hxx: In constructor 'SGEnviro::SGEnviro()':
visual_enviro.hxx:77: warning: 'SGEnviro::turbulence_enable_state' will
be initialized after
visual_enviro.hxx:74: warning:   'bool SGEnviro::precipitation_enable_state'
visual_enviro.cxx:87: warning:   when initialized here
visual_enviro.hxx:86: warning: 'SGEnviro::snd_dist' will be initialized
after
visual_enviro.hxx:78: warning:   'double SGEnviro::last_cloud_turbulence'
visual_enviro.cxx:87: warning:   when initialized here
visual_enviro.hxx:89: warning: 'SGEnviro::fov_height' will be
initialized after
visual_enviro.hxx:76: warning:   'float SGEnviro::precipitation_max_alt'
visual_enviro.cxx:87: warning:   when initialized here
visual_enviro.hxx:76: warning: 'SGEnviro::precipitation_max_alt' will be
initialized after
visual_enviro.hxx:75: warning:   'float SGEnviro::precipitation_density'
visual_enviro.cxx:87: warning:   when initialized here
visual_enviro.cxx: In member function 'void SGEnviro::drawRain(double,
double, double, double, double)':
visual_enviro.cxx:422: warning: converting to 'int' from 'double'
visual_enviro.cxx: In constructor 'SGLightning::SGLightning(double,
double, double)':
visual_enviro.cxx:79: warning: 'SGLightning::age' will be initialized after
visual_enviro.cxx:74: warning:   'int SGLightning::nb_tree'
visual_enviro.cxx:462: warning:   when initialized here
visual_enviro.cxx: In member function 'void
SGLightning::lt_build_tree_branch(int, Point3D, float, int, float)':
visual_enviro.cxx:503: warning: passing 'float' for argument 4 to 'void
SGLightning::lt_build_tree_branch(int, Point3D, float, int, float)'
make[3]: *** [visual_enviro.o] Error 1
make[3]: Leaving directory `/usr/local/src/SimGear/simgear/environment'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory `/usr/local/src/SimGear/simgear'
make[1]: *** [all] Error 2
make[1]: Leaving directory `/usr/local/src/SimGear/simgear'
make: *** [all-recursive] Error 1

real0m56.666s
user0m33.359s
sys 0m3.548s

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Re: [Flightgear-devel] Compile prob, can't find the broken lib

2005-10-26 Thread Josh Babcock
Erik Hofman wrote:
 Josh Babcock wrote:
 
 /usr/local/include/AL/altypes.h:22: error: conflicting declaration
 'typedef signed char ALbyte'
 /usr/local/include/AL/al.h:63: error: 'ALbyte' has a previous
 declaration as 'typedef char ALbyte'
 visual_enviro.hxx: In constructor 'SGEnviro::SGEnviro()':
 
 
 Remove altypes.h, its deprecated in the latest (CVS) version of OpenAL.
 
 Erik
 
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Thanks, I knew someone would know what was going on.

Josh

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Re: [Flightgear-devel] Compile prob, can't find the broken lib

2005-10-26 Thread Josh Babcock
Erik Hofman wrote:
 Josh Babcock wrote:
 
 /usr/local/include/AL/altypes.h:22: error: conflicting declaration
 'typedef signed char ALbyte'
 /usr/local/include/AL/al.h:63: error: 'ALbyte' has a previous
 declaration as 'typedef char ALbyte'
 visual_enviro.hxx: In constructor 'SGEnviro::SGEnviro()':
 
 
 Remove altypes.h, its deprecated in the latest (CVS) version of OpenAL.
 
 Erik
 
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Um ...

/usr/local/include/AL/alut.h:17:21: error: altypes.h: No such file or
directory

Do I just need to get the CVS version and compile it?

Josh

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Re: [Flightgear-devel] Re: Problems with 'V' (backwards view) on Mac os X, fixed (somewhat)

2005-10-20 Thread Josh Babcock
Melchior FRANZ wrote:
 * Ima Sudonim -- Thursday 20 October 2005 12:54:
 
I don't know why it makes a difference, but it does. Darn, I really  
liked that Chase View Above 8-(
 
 
 What about also increasing the number of views in the preferences file,
 if you add some?
 
   number-views type=int7/number-views
 
 No idea, why we don't simply count the view nodes? Hmmm ...
 
 
 Please stop the annoying full-quoting (and top-posting).
 
 m.
 
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I tried that once, and found that it caused problems. I think it was
either the joystick config or the keyboard config, but something assumes
that number-views is 6, and breaks. I think the whole system needs an
overhaul and like Mel says FG should just count the views. They don't
even need to be numbered. Just have FG add them to a list as they are
read in from the xml config files and assign them numbers then. That way
you could have the default ones, then add an arbitrary number of
personal ones, and after that an airplane designer can come along and
add as many as he wants (co-pilot, BN, tail gunner, view of munitions,
etc) without mucking up the already existing views that someone
obviously wants to be there. I got around this in the B-29 by having a
Nasal script modify the pilot view, but that is a hack. I should have
been able to define multiple views without cannibalizing existing ones.

Josh

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Re: [Flightgear-devel] FlightGear icon

2005-09-20 Thread Josh Babcock
Frederic Bouvier wrote:
 Arthur Wiebe a écrit :
 
 I am working on a new mac flightgear binary because of all the
 problems people have with the current release and want to use a better
 icon this time.

 Is there any official logo or something I should base it off?
 
 
 
 There is no official logo that fit in the 32x32 area imposed by Windows,
 but I like the one provided by Josh and grabbed it for the Win32 build
 
 http://jrbabcock.home.comcast.net/flightgear/scripts/flightgear.gif
 
 It is a 16x16 so I resize it ( Josh, if you have a better 32x32 version,
 I would be glad to use it instead ).
 
 There is a nice 48x48 here :
 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Devel/fgfs-jims-icon.bmp, but
 unusable after downsizing.
 
 -Fred
 
 
 
 
 
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As soon as I have a free moment, I will re-make this at 32x32. It was a
simple process, and I still remember it. What sizes do various Linux
desktop systems use? I think they tend to be bigger icons. I don't know,
I use X, but only as a place to open my aterm window :) While I'm at it
I could make some of them as well, and we could throw them all in the
base package.

Josh



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Re: [Flightgear-devel] FlightGear icon

2005-09-20 Thread Josh Babcock
Arthur Wiebe wrote:
 Sounds alright.
 
 I need a 128x128 for MacOSX and so will probably create one based off of
 your images.
 
 Frederic Bouvier wrote:
  Arthur Wiebe a écrit :
 
 
  There is a nice 48x48 here :
  ftp://ftp.ihg.uni-duisburg.de/FlightGear/Devel/fgfs-jims-icon.bmp, but
  unusable after downsizing.
 
  -Fred
 
I will go ahead and do a 32, 48, 64 and 128 px version of mine, though I
have to say that the 48 px one looks great. Maybe it would be a better
choice for the larger ones. Of course, there's nothing stopping us from
including multiple options for icons.

Josh

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Re: [Flightgear-devel] FlightGear icon

2005-09-20 Thread Josh Babcock
Josh Babcock wrote:

 I will go ahead and do a 32, 48, 64 and 128 px version of mine, though I
 have to say that the 48 px one looks great. Maybe it would be a better
 choice for the larger ones. Of course, there's nothing stopping us from
 including multiple options for icons.
 
 Josh
 
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Ta-Da!

http://jrbabcock.home.comcast.net/flightgear/icons/index.html

Josh

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Re: [Flightgear-devel] Explicit Texture Paths Committed -- not good --

2005-09-14 Thread Josh Babcock
Andy Ross wrote:
 
 If someone feels the need, they could submit a script that
 automatically trims the directory paths from an ac3d file, and
 encourage the content authors to use it.
 
 Andy
 
 
 
 
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I've got $50 that Melchior is already hiding a script that does that.
Actually, come to think of it *I* had a script that did that. I'll have
to go find it.

Josh

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Re: [Flightgear-devel] Question: Online forums?

2005-09-14 Thread Josh Babcock
Vivian Meazza wrote:
 AJ MacLeod wrote
 
 
Personally, I very much prefer mailing lists.  I can quite see the
advantages
of web-based forums, but I'm not convinced they outweigh the
disadvantages.

For one thing, it's much easier to keep up with the mailing lists, as I
monitor my email through most of the day for real work purposes anyway.
In
contrast, although I do visit some web-based forums now and again, it's
very
infrequently, and you have to keep revisiting to see whether anything's
been
posted or not - automatic emails to say something's been posted would
obviously be very annoying.

 
 
 I'm in much the same situation as AJ, and agree with his view on this one.
 
 Regards
 
 Vivian
 
 
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I also prefer mailing lists, and would like to point out that not only
is there no reason that e-mail list's can't be searchable, but that in
fact this one is with the notable exception of the previous month plus
possible some delay for google to catch up.

e.g.
http://www.google.com/search?q=superfortress+OR+superfortsitesearch=baron.flightgear.org

Josh

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Re: [Flightgear-devel] DHC-6 (100) Twin Otter 3D model

2005-09-07 Thread Josh Babcock
[EMAIL PROTECTED] wrote:
 Hi everyone.
 
 I had the urge to fly DHC-6 Twin Otter in flightgear so i surfed the web for 
 some fact sheets, photographs and 3views and went ahead. I decided to do the 
 first version (100) of DHC 6, as it has a cuter look. It took three 
 aproaches to get there and after a couple of hours modeling (and some help on 
 the crease ange issue from Harald and Vivian) i got as far as this:
 
 ac-3d-file:
 http://thorben-mit-th.de/files/dhc6.ac
 
 Screenshots:
 - http://thorben-mit-th.de/files/dhc6-alpha001.jpg
 - http://thorben-mit-th.de/files/dhc6-alpha002.jpg
 - http://thorben-mit-th.de/files/dhc6-alpha003.jpg
 - http://thorben-mit-th.de/files/dhc6-alpha004.jpg
 
 However, i am quite stuck now. Blender supports uv-mapping but the ac3d 
 export 
 script doesn't seem to... 
 

Hmm, works fine for me. What version of Blender are you using?

 Could somone possibly provide a very rough uv-texture file which i can go on 
 editing?
 

It would probably be better to get you up to speed so you can do a high
quality job. Can you describe what you did and what happened when you
did it?

 If somone has information about how Syd Adams made this simply wonderful 
 panel 
 of his b1900d, I would love to hear that also.
 
 If somone happens to have a working FDM lying around, I would be delighted to 
 use it.
 
 What I plan next (in this order):
 - controll surface animation
 - FDM
 - gear animation
 - adding more details such as antennas
 - texturing
 - cockpit
 - perhaps some Nasal scripting
 
 So long
 
 Thorben
 
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Re: [Flightgear-devel] DHC-6 (100) Twin Otter 3D model

2005-09-07 Thread Josh Babcock
[EMAIL PROTECTED] wrote:
 On Thursday 08 September 2005 00:49, Josh Babcock wrote:
 
...
However, i am quite stuck now. Blender supports uv-mapping but the ac3d
export script doesn't seem to...

Hmm, works fine for me. What version of Blender are you using?
 
 
 Blender 2.37. I should add that I made the uv map before turning the model 
 by 90 degrees to export it in the right alignment. This could have messed 
 things up. I will try a clean approach tomorrow.
 
 
Could somone possibly provide a very rough uv-texture file which i can go
on editing?

It would probably be better to get you up to speed so you can do a high
quality job. Can you describe what you did and what happened when you
did it?
 
 
 The whole plane was colored in one part of the uv-map. (meaning, the uv-map 
 had some red parts, but the entire fuselage was colored more or less red)
 
 So long
 
 Thorben
 
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Well, if you send me the .blend file I will look at it. Perhaps I can
see what is going wrong and tell you how to fix it. I am sure I could
fix it myself, but in the long run I think it would be better and easier
 if you could do it. Also please remember to include the .rgb files *or*
pack them in the .blend file.

Josh

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Re: [Flightgear-devel] Howto: 3D Aircraft Models in FlightGear

2005-08-10 Thread Josh Babcock
Don Oliver wrote:
 Hi All,
 
 I have made an .ac file of a small portion of the
 model that I am building. OS is Win Xp Pro.
 
 Following is QSMX.xml in \Models:
 
 ?xml version=1.0?
 
 PropertyList
   pathQSMX.ac/path
 /PropertyList
 
 
 
 Following is my original QSMX-set.xml in
 \Aircraft\QSMX:
 
 ?xml version=1.0 ? 
 
 PropertyList
   sim
  descriptionQuicksilver MX/description 
  model
pathAircraft/QSMX/Models/QSMX.xml/path 
  /model
/sim
 /PropertyList
 
 ***
 
 When starting FlightGear, a FlightGear Aborting
 message appears, and FlightGear closes.
 
 When I added the line:  
 flight-modelufo/flight-model, as follows:
 
 ?xml version=1.0 ? 
 
 PropertyList
   sim
  descriptionQuicksilver MX/description 
  flight-modelufo/flight-model 
  model
pathAircraft/QSMX/Models/QSMX.xml/path 
  /model
/sim
 /PropertyList
 
 ***
 
 Now FlightGear starts, with my model having the flight
 characteristics of the ufo. However, the DOS panel
 shows the following:
 
 Incorrect path in configuration file.
 Error: base = 0,1180.65 course = 0.830873 dist =
 1.27905e +007
 amd more similar lines.
 
 
 
 Two questions:
 Why does FG abort without the flight-model line, and
 how can I find out which configuration file has the
 incorrect path.
 
 Any help would be much appreciated.
 
 Don Oliver
 
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The first question is pretty easy, you can't fly without a flight model.
If you are just working on the visual model, ufo is fine. To get an
airplane flying look at YASim or JSBsim. www.jsbsim.org/aeromatic.html
is a good place to start. You could also steal an existing flight model
and adapt it to your uses.

As to the second question, does $FG_ROOT/Aircraft/QSMX/Models/QSMX.xml
exist? If so, what does it contain?

Josh

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Re: [Flightgear-devel] Howto: 3D Aircraft Models in FlightGear

2005-08-10 Thread Josh Babcock
Don Oliver wrote:
 
 --- Josh Babcock [EMAIL PROTECTED] wrote:
 
 
Don Oliver wrote:

Hi All,

I have made an .ac file of a small portion of the
model that I am building. OS is Win Xp Pro.

Following is QSMX.xml in \Models:

?xml version=1.0?

PropertyList
  pathQSMX.ac/path
/PropertyList



Following is my original QSMX-set.xml in
\Aircraft\QSMX:

?xml version=1.0 ? 

PropertyList
  sim
 descriptionQuicksilver MX/description 
 model
   pathAircraft/QSMX/Models/QSMX.xml/path 
 /model
   /sim
/PropertyList

***

When starting FlightGear, a FlightGear Aborting
message appears, and FlightGear closes.

When I added the line:  
flight-modelufo/flight-model, as follows:

?xml version=1.0 ? 

PropertyList
  sim
 descriptionQuicksilver MX/description 
 flight-modelufo/flight-model 
 model
   pathAircraft/QSMX/Models/QSMX.xml/path 
 /model
   /sim
/PropertyList

***

Now FlightGear starts, with my model having the

flight

characteristics of the ufo. However, the DOS panel
shows the following:

Incorrect path in configuration file.
Error: base = 0,1180.65 course = 0.830873 dist =
1.27905e +007
amd more similar lines.



Two questions:
Why does FG abort without the flight-model line,

and

how can I find out which configuration file has

the

incorrect path.

Any help would be much appreciated.

Don Oliver

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The first question is pretty easy, you can't fly
without a flight model.
If you are just working on the visual model, ufo is
fine. To get an
airplane flying look at YASim or JSBsim.
www.jsbsim.org/aeromatic.html
is a good place to start. You could also steal an
existing flight model
and adapt it to your uses.

As to the second question, does
$FG_ROOT/Aircraft/QSMX/Models/QSMX.xml
exist? If so, what does it contain?

Josh
 
 Josh,
 Thanks for your reply.
 To answer your first question: I had not wanted to fly
 - I just wanted to place the model, so my QSMX-set.xml
 was copied exactly from the Howto. However, as I
 stated, without the flight-model line FG would not
 start.
 As to your second question: my
 $FG_ROOT/Aircraft/QSMX/Models/QSMX.xml is shown at the
 beginning of my original message.
 
 Don
 
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Sounds like you are trying to load the model as an aircraft. Look in
$FG_ROOT/Models, then check out Flightgear Scenery Developer. That will
help you place models in the .stg scenery files.

Josh

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Re: [Flightgear-devel] another http suggestion

2005-08-03 Thread Josh Babcock
Alberico, James F wrote:
 Hi, all.
 
 Please consider whether this would be a worthwhile addition.
 
 I'm using a little trick to get the HTTPD browser window to update
 periodically.  In this case, the interval is hardcoded to 1 sec.  A
 further _important_ step would be to have the content value be
 configurable.  A large number, say 36000, would be a good default.
 
 This is from httpd.cxx.  My change is between the comments. 
 
 ...
 response += TITLEFlightGear - ;
 response += request;
 response += /TITLE;
 response += getTerminator();
 
 // Inserted code
 response += META http-equiv=\refresh\ content=\1\;
 response += getTerminator();
 // End Inserted code
 
 response += /HEAD;
 response += getTerminator();
 ...
 
 Note that a short interval is very obnoxious, if one intends on using
 the browser to _change_ property values.  The refresh is most useful for
 observation purposes.  With a moderate (say 10 sec) interval,
 interesting things happen if one does input a change and leave that
 window open.  :-)
 
 Best,
 
 Jim A
 
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I was thinking the other day that a huge win would be to put the update
fields in the view of the parent node. Each leaf node displayed could
not only show the current value, but also have its own form to update
that value. It would really reduce mouse clicks, and you would never
have to look at a page with only one value in it, which I consider a
huge waste of screen real estate.

I suppose I should try to implement that, when I get some time.

Josh

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[Flightgear-devel] controls.throttleAxis

2005-08-03 Thread Josh Babcock
Is there a way to get controls.throttleAxis to execute for conditions
other than the throttle input changing? Specifically, I want it to also
recalculate the throttle values when the rudder input changes. If I can
do this I can implement steering with differential engine thrust by
redefining controls.throttleAxis in my joystick file. Otherwise I think
I will have to have another function running in a loop continuously to
check the throttle input and make updates based on the rudder position.

Josh

If you're really curious, here's a code snippet, this of course does not
work yet and can be cleaned up quite a bit but you should be able to see
where I am going:


nasal
 script![CDATA[
  diffTInit = func {
  engines = size(props.globals.getNode('/engines').getChildren());
  if (engines != 1) {
# print('engines '~engines );
  # Figure out left/right inboard engine numbers
  left = int(engines/2)-1;
  right = engines-left-1;
# print(left~' '~right);
  # Figure out how much to retard each engine when turning
  setsize(leftRatios, engines);
  setsize(rightRatios, engines);
# print(size(leftRatios));
  for (i=0; iengines; i+=1) {
  leftRatios[i] = i/(engines-1);
  rightRatios[i] = 1-(i/(engines-1));
  }
  # Override throttleAxis
  controls.throttleAxis = func {
  val = cmdarg().getNode(setting).getValue();
  if(size(arg)  0) { val = -val; }
  master = ((1 - val)/2);
  turn = rudder.getValue();
  if (turn0) {
  turn = -1 * turn;
  }
  turn = 1 - turn;
  for (i=0; iengines; i+=1) {
  if (i  (left+1)) {

controlsEngines.getNode('engine['~i~']/throttle').setDoubleValue(master*leftRatios[i]*turn);
  } elsif (i  (right-1)) {

controlsEngines.getNode('engine['~i~']/throttle').setDoubleValue(master);
  } else {

controlsEngines.getNode('engine['~i~']/throttle').setDoubleValue(master);
  }
  }
  }
 print('Differential thrust initialised for '~engines~' engines.');
  }
  print('Differentail thrust not initialised.');
  }
  # define some stuff in this scope
  engines = 0;
  leftRatios = [];
  rightRatios = [];
  controlsEngines = props.globals.getNode('/controls/engines');
  rudder = props.globals.getNode('/controls/flight/rudder');

  settimer(diffTInit, 0);
 ]]/script
/nasal

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Re: [Flightgear-devel] controls.throttleAxis

2005-08-03 Thread Josh Babcock
Andy Ross wrote:
 Josh Babcock wrote:
 
Is there a way to get controls.throttleAxis to execute for
conditions other than the throttle input changing? Specifically, I
want it to also recalculate the throttle values when the rudder
input changes. If I can do this I can implement steering with
differential engine thrust [...]
 
 
 I think the input configuration is the wrong place for this.  If you
 have a (YASim) aircraft where lateral control is always done with
 differential thrust, you can map the rudder properties to the throttle
 axis in the aircraft configuration.
 
 If you have another subsystem that wants to do this (a fly-by-wire
 controller, say) then you can write some Nasal that inspects the
 rudder input at some reasonable frequency and generates throttle
 changes dynamically without touching the joystick definition.
 
 The core problem is that there isn't a good (i.e. generic,
 non-aircraft-specific) way to tell whether a given engine index refers
 to a left engine or a right engine, or how far they are from the
 center of gravity.  Any real-world system that did this would need a
 lot of specific tuning for a given aircraft.
 
 But the joystick files are generic -- they don't know from aircraft,
 they just map specific PC hardware to well-understood input
 abstractions like rudder or throttle.
 
 Andy
 
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This doesn't really have anything to do with aircraft. All it presumes
is that the engines are numbered from left to right. I know this is not
a safe assumption, but I plan to solve this problem later. Basically all
I am trying to do is be able to simulate the practice of steering with
the throttles on the ground:

Turning right:
O
| O
| | O
| | | O
| | | |

Turning left:
  O
O |
  O | |
O | | |
| | | |

Using this on arbitrary aircraft for yaw control in the air will be fun,
but most likely non-productive.

If I get an aircraft that doesn't have it's engines numbered right I
will be able to turn it off (there will be an intensity property that
will be set to zero for this)

Josh

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[Flightgear-devel] OT: decryption

2005-08-02 Thread Josh Babcock
OK, so I ordered some flight manuals on CD from eflightmanuals.com, but
what they didn't tell me is that they send them in a proprietary
encryption scheme for PDF files that requires Windows ME of later which
I don't have. According to the encryption software manufacturers it is
AES 256 bit (FIPS-197) Now, I have the key of course, the question is
how would I go about decrypting it in the absense of the proprietary
software? Oh, There is also a second key for the software, probably tied
to the specific machine it will be run on, I think I can sniff this with
snort.

I would not recommend patronizing these guys, they have been very slow
and unhelpful. In addiditon I'm not even sure if there policies
reguarding no returns and their failure to accurately describe the
restrictions on the produce are even legal. I am currently looking into
that as well.

Josh

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[Flightgear-devel] lighting idea

2005-08-02 Thread Josh Babcock
I was just thinking, if you could determine the amount of cloud cover
between the sun and the viewpoint, you could adjust the light levels for
some neat effects. It would seem wrong when looking into the distance,
but I don't think it would be too noticeable. Perhaps there is a way to
only affect a small area, maybe the diameter of the aircraft.

With the UV mapped clouds, one could just draw a line to the sun and
measure the pixmap value at the intersection point. I'm not sure how to
do it with volumetric clouds.

Anyway, it would be neat to see the sunlight flashing on the inside of
the cockpit as you flew under some broken cloud cover. Just thinking out
loud.

Josh

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Re: [Flightgear-devel] OT: decryption

2005-08-02 Thread Josh Babcock
Christian Mayer wrote:
 Josh Babcock schrieb:
 
OK, so I ordered some flight manuals on CD from eflightmanuals.com, but
what they didn't tell me is that they send them in a proprietary
encryption scheme for PDF files that requires Windows ME of later which
I don't have. According to the encryption software manufacturers it is
AES 256 bit (FIPS-197) Now, I have the key of course, the question is
how would I go about decrypting it in the absense of the proprietary
software? Oh, There is also a second key for the software, probably tied
to the specific machine it will be run on, I think I can sniff this with
snort.
 
 
 Did you try the lastes Acrobat Reader for Linux?
 
 You could also try to run the program under wine (www.winehq.org)
 
 CU,
 Chris
 

These require a proprietary reader from Locklizard which does not have
printing enabled. I tried running it under wine, but it complained that
I was not running the correct version of windows. I suspect that it
failed to find some DRM system. So far this software is the *only* way I
have of decrypting the file, and once it does it is very picky about
what it does with the data. All I can do is borrow a windows box and
take screenshots from an external program. According to Locklizard, this
stuff is stored encrypted in memory and decrypted on the fly too, so I
won't be able to grab it out of RAM. I have to say, Locklizard seems to
know what they are doing.

Josh

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Re: [Flightgear-devel] OT: decryption

2005-08-02 Thread Josh Babcock
Andy Ross wrote:
 Christian Mayer wrote:
 
Shouldn't you then be able to get these documents easily by the
freedom of information act?
 
 
 I dunno, I've never made a FOIA request.  But from what I've been led
 to believe it's a very slow, bureaucratic process.  And in this case
 it will be complicated because of the fact that the documents were (I
 assume) originally classified.  They might very well *still* be
 officially classified if nothing has happened to change things.  The
 ones that are available on the market are, I would guess, photocopies
 of versions that diffused out of the military over time and were never
 challenged.
 
 Basically, I honestly don't know, and don't have the patience to find
 out.  That's why I'm generally grateful to folks like
 eflightmanuals.com for bothering to collect this stuff for posterity,
 even if it involves a ridiculous proprietary encryption scheme.
 
 Andy
 
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FOIA is for documents that the US government doesn't want to release.
For an old POH I would just go to the National Archives in College Park,
which is about half an hour away. Problem is, the version of the
Canberra that I'm interested in was never flown by the USAF. Besides,
dealing with the archives isn't exactly painless either.

Really, the least painful option would be to put in a few extra hours at
work and then order a hard copy from the same guys (actually, someone
else has a hardcopy for sale that is even closer to what I want, British
instead of Australian). I'm pretty sure I would be happy with that
service. I'm just perennially annoyed by DRM. If I had know I would have
bought paper.

Josh

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Re: [Flightgear-devel] OT: decryption

2005-08-02 Thread Josh Babcock
Craig Martin wrote:
 Josh,
  
 I have bought 4-5 manuals from them, and I have seen 2 types of copy
 protection, both a pain in the rear. I have also found them to be a
 little slow in the response category, so I agree on that point also.
  
 On the return front, no returns for media is up to the seller,
 especially in the case of media that can be copied easily.But if you
 can't use the product because of the copy scheme...I would think they
 would be required to honor a refund.
  
 You can always reverse the CC charge with the CC company
  
 But, they do have a great selection of manuals, for a low price...and I
 don't have to fool around with Ebay. If you know of another
 comprehensive source that is about the same price...I would love to
 check them out.
  
 Craig
 
 */Josh Babcock [EMAIL PROTECTED]/* wrote:
 
 OK, so I ordered some flight manuals on CD from eflightmanuals.com, but
 what they didn't tell me is that they send them in a proprietary
 encryption scheme for PDF files that requires Windows ME of later which
 I don't have. According to the encryption software manufacturers it is
 AES 256 bit (FIPS-197) Now, I have the key of course, the question is
 how would I go about decrypting it in the absense of the proprietary
 software? Oh, There is also a second key for the software, probably tied
 to the specific machine it will be run on, I think I can sniff this with
 snort.
 
 I would not recommend patronizing these guys, they have been very slow
 and unhelpful. In addiditon I'm not even sure if there policies
 reguarding no returns and their failure to accurately describe the
 restrictions on the produce are even legal. I am currently looking into
 that as well.
 
 Josh
 
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They are out there. I can't remember who I got my B-29 manual from, I
found it through a Google search. I'm very happy with it though. Here's
some of my bookmarks:

http://www.bobsairdoc.com/default.htm
http://www.flight-manuals-on-cd.com/
http://www.esscoaircraft.com/Aircraft_Manuals_s/2.htm

Josh

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Re: [Flightgear-devel] NVIDIA 1.0-7667 breaks shadows entirely.

2005-08-01 Thread Josh Babcock
Arnt Karlsen wrote:

 ..pass, what I learned from my own research on gpu's before buying an
 ATI 9250 clone, is ATI are native 24bpp and 24bpp only, where Nvidia
 is 1x32bpp or 2x16bpp, suggesting ATI would suck at 16bpp doing less
 than 3x8bpp and at 32bpp not being able to see or make any use of
 the top 8 bits.   
 My understanding of Nvidea is their cards should work better at 32bpp
 and 16bpp than at 24bpp, because 24bpp wastes half a 16bpp engine.
 
 

From what I understand, 24bpp is the same amount of data as 32bpp. It
just signifies that there is a separate alpha channel. Since this is not
strictly 'color' the last 8 alpha bits are not counted in the color
depth. Still, each pixel takes up 32 bits of memory. ATI cards do 16bpp
just the same as all the other cards, 16 bits of color and nothing else.
(red and blue get 5bpp, green I think is the one that gets 6bpp)

Josh

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Re: [Flightgear-devel] Re: another compass question

2005-07-29 Thread Josh Babcock
Alex Perry wrote:
 As an aside, if the compass is regularly oscillating like that for
 you ... you need to practice smooth flight.  The blockage only 
 happens for situations that would routinely have your passengers
 abandoning their lunch all over your instrument panel.  FYI.
 

No, I am pretty good at coordinating my turns.

 There _is_ a weakness in the current FGFS systems, namely that the
 rendering of the wet compass (on the 2D or 3D instrument panel)
 does not show the gimballing happening.  This is wrong, of course.
 In practice, the mechanics and optics of the instruments are
 designed so that the translational motion of the compass interior
 is not distracting to the user ... so this omission is not obvious.
 
 If one of the instrument modellers would like to add the additional
 rotation axis (2D, around the center top of the card area) or
 axes (3D, tilt laterally and longitudinally about the center top)...
 I'll be happy to write up what calculation has to go behind it.
 

This is what I was getting at. Looking at photos it seems that WWII era
compasses did not hide the tilting of the card as much as modern ones
do. I was actually trying to figure out if and how I should animate that
for the B29s magnetic compass. If you would be happy to provide some
properties for the tilting I would be happy to use them. I can also add
it to the common 3D magnetic compass as well.

Josh




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[Flightgear-devel] another compass question

2005-07-28 Thread Josh Babcock
I know that the fg magnetic compass code models errors due to tilt
pretty well, but it occurs to me that a lot of these compasses are
gimbaled and remain flat for a few degrees as the plane tilts. Is this
aspect modeled?

Josh

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[Flightgear-devel] fluxgate compass

2005-07-27 Thread Josh Babcock
I am making a flux gate compass instrument that is gyro stabilized. Is
there a property that reflects heading with magnetic declination but
does not read incorrectly in a dive or bank?

Josh

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Re: [Flightgear-devel] stumped by animations again

2005-07-25 Thread Josh Babcock
Jim Wilson wrote:
 Hi Josh,
 
 These entries in your example...
 
 propertyinstrumentation/nav[0]/gs-needle-deflection/property
 factor1/factor
 
 ...assume that your gs-needle-deflection property is in degrees.  Maybe that 
 property needs to be renamed with a -deg suffix.

Well, that doesn't seem to exist, though it was a good thought.

 
 You used min and max instead of min-deg and max-deg when configuring a 
 rotation,  but it doesn't seem like that should be a problem.  I'm wondering 
 a bit about the accuracy of the data being written to the property,  
 especially when close in.


That's the key there, using min-deg and max-deg for the gs fixed it. Why
this is not needed for the localizer, I have no idea, but there you have it.

Josh

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[Flightgear-devel] stumped by animations again

2005-07-24 Thread Josh Babcock
OK, I can't figure this one out. The object VertNeedle behaves as I
would expect, swinging through a 40deg arc, but the object HorizNeedle
spins clear around in a circle several times as I roll past the ILS
transmitter. What am I missing? These animations look the same to me.
There will be an update posted soon, so anyone who wants to see this
will be able too. I'm not sure when Melchior will be able to get it into
CVS though, I believe he is away on vacation.

Josh

?xml version=1.0?

PropertyList

 pathjrb-wbd-bli.ac/path

 animation
  nameVertTransform/name
  typerotate/type
  object-nameVertNeedle/object-name
  propertyinstrumentation/nav[0]/heading-needle-deflection/property
  factor1/factor
  min-20/min
  max20/max
  center
   x-m0/x-m
   y-m0/y-m
   z-m0.03/z-m
  /center
  axis
   x1/x
   y0/y
   z0/z
  /axis
 /animation

 animation
  nameHorizTransform/name
  typerotate/type
  object-nameHorizNeedle/object-name
  propertyinstrumentation/nav[0]/gs-needle-deflection/property
  factor1/factor
  min-20/min
  max20/max
  center
   x-m0/x-m
   y-m-0.03/y-m
   z-m0/z-m
  /center
  axis
   x1/x
   y0/y
   z0/z
  /axis
 /animation

/PropertyList

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Re: [Flightgear-devel] T38 and other aircraft xml files overwrite scenario settings

2005-07-22 Thread Josh Babcock
Dave Culp wrote:
Today i found out, that using the T38 overwrites other scenario settings
which are set in the preferences.xml file.
 
 
 It's been like that for over a year.
 
 
Scenarios should never be set in the aircraft's xml files.
 
 
 Unless the aircraft is demonstrating an AI capability.
 
 
Hunter/hunter-2tanks-set.xml: scenarioship_demo/scenario
OV10/OV10-set.xml:   scenariothunderstorm_demo/scenario
 
   Thunderstorm and weather radar demo
 
T38/T38-set.xml:   scenariorefueling_demo/scenario
 
   Refueling and air-air radar demo
 
sgs233/sgs233-set.xml:   scenariothermal_demo/scenario
 
   Thermal demo
 
 
The reason to remove them is, that it's not a good idea to set them in the
aircraft files when they overwrite other scenario settings that are set in
the user specific preferences.xml file.
 
 
 Unless the user(s) aren't aware of the capabilities demonstrated in this way. 
  
 
 
Imagine that someone wants to use the sgs233 glider and fly around over the
Alps.
What does he do?
He will create a new scenario demo file to have thermals over the Alps and
 
 
 Not in my experience.   What he'll do is complain that FlightGear doesn't 
 have 
 any thermals and that it sucks compared to any other sim.  
 
 
Why does someone want to have thermals over KSFO when he wants to fly over
the Alps? That makes no sense.
 
 
 See above.
 
 
Is it possible to make flightgear be able to use more than one scenario
demo file at the same time?
 
 
 No.
 
 
 Dave
 
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Here is a T38 without the radar demo:
http://jrbabcock.home.comcast.net/flightgear/index.html

Perhaps this should be checked in by somebody? In the future I think
that any planes which have demo scenarios should be clearly marked and
have a clean version as well.

Josh

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Re: [Flightgear-devel] [Fwd: licensing problems in SUSE Linux]

2005-07-22 Thread Josh Babcock
Norman Vine wrote:
 You should find everything you need to replace the objectional 
 code here
 
 http://www.stjarnhimlen.se/comp/sunriset.c
 
 /* +++Date last modified: 05-Jul-1997 */
 
 /*
 
 SUNRISET.C - computes Sun rise/set times, start/end of twilight, and
  the length of the day at any date and latitude
 
 Written as DAYLEN.C, 1989-08-16
 
 Modified to SUNRISET.C, 1992-12-01
 
 (c) Paul Schlyter, 1989, 1992
 
 Released to the public domain by Paul Schlyter, December 1992
 
 */
 
 Norman
 
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Erik Hofman
Sent: Friday, July 22, 2005 12:09 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] [Fwd: licensing problems in SUSE Linux]


Steve Hosgood wrote:


Xearth also spawned my own hack xmars, but since Xplanet does
everything in the solar system, I now consider xmars defunct.

Since you are already familiar with this stuff, I need the function to 
calculate the sun position (in degrees or radians) above the horizon at 
a certain time/lat/lon. What is this normally called: RightAscension, 
Declination, Magnitude or something else?

Erik

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Don't forget that the dude wanted to be cc'd on all this, apparently he
didn't join the list.

Josh

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Re: [Flightgear-devel] Shake your viewpoint baby!

2005-07-22 Thread Josh Babcock
New version up, I think I will call it stable now. I haven't changed the
behavior today, just cleaned up the code and hopefully made it a little
leaner. Would someone like to commit this now?

Josh

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Re: [Flightgear-devel] Controlling FlightGear from external flight data.

2005-07-22 Thread Josh Babcock
Isao Yamashita wrote:
 Hi, I've been looking for a couple of weeks now,
 trying to find information about how to control FGFS
 from external flight data, such as airspeed, altitude,
 attitude, etc. which are fed by UDP packets.
 
 All I could find was to use external flight model of
 some sort, by typing at command line fgfs
 -fdm=external..., however, I can't find any
 documentation about the format of the data.
 
 With X-Plane, it's much better and easier to feed the
 data via UDP, and there IS a detailed documentation
 about  its format, like on this page : 
 
 http://www.x-plane.info/udp/data_types.html
 
 Where I can find a similar info for FGFS ?
 Also, what kind of program I can use to send some test
 UDP packets to FGFS ? Telnet ?
 
 Sorry, but I'm too naive about these things...
 
 Isao
 
 
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See the file $FG_ROOT/Docs/README.protocol for a start. If you have the
source, look in src/Network for the code. nateive_fdm.cxx,
native_ctrls.cxx or generic.cxx might be what you want,

Josh

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Re: [Flightgear-devel] Shake your viewpoint baby!

2005-07-21 Thread Josh Babcock
Andy Ross wrote:
 Josh Babcock wrote:

 
 This is really cool.  If you want to try another trick, how about a
 lag filter on orientation changes.  My experience in lightplanes is
 that (for example) yaw oscillations feel like the plane is yawing
 around me and not that my viewpoint is shifting left and right.  It
 might be cool if the head took a fraction of a second to catch up to
 the aircraft orientation.  This might look cool, or it might cause
 nausea.  But it would be fun to find out.
 

I'm actually already planning this. However, it will be more closely
coupled to the code I am writing to lock the view to a particular direction.

 Another thing that comes to mind is that at high accelerations, head
 orientation is coupled to acceleration -- bounce the plane hard and
 the head tilts forward, or to the side, etc...
 

Again, I was considering this, and will probably implement it. Again,
because there is currently no way to have an arbitrary number of deltas
to the position and orientation of the view, I can't do it without
closely integrating it with any existing code that manipulates these
things. If you are interested, I could really use some C++ code to that
effect, it is the biggest problem I have run into with both this and the
locked view code. Let me know if you are interested in exactly what I
envision.

Josh


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Re: [Flightgear-devel] Shake your viewpoint baby!

2005-07-21 Thread Josh Babcock
OK, now there's a version with a simple low pass filter implemented.
Also, some more tuning went on. If your view seems to be in an odd place
with this file, grab the latest CVS, there is a nasal string handling
bug fix in there (thanks Andy). Without it, any minus signs in the
viewpoint coordinates get lost :(

Or the fast fix:
19:04:34 andy OK, Josh.  There's a fix in SimGear CVS now.  You'll
just need to rebuild your libsgnasal.a library and relink flightgear.

Josh


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Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-20 Thread Josh Babcock
Oliver Schroeder wrote:

 
 I don't think it's a good idea to handle chat messages in another way then 
 messages from ATC (or any other type of conversation). There should be one 
 interface for all types of messages and every module (currently ATC and 
 maybe chat messages in the near future) should use it.
 
 Oliver
 
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I agree, we already have to model radios, so if people want to talk, let
them talk on the radios. Type a message and whoever is on your freq gets
that text the same way they would get it from ATC. The only problem I
see is that inexperienced players might not have their radios set
properly. Perhaps a hint from the server about what the local ATC freq
is would be enough to solve that.

Josh

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Re: [Flightgear-devel] suggestions/questions regarding multiplayer

2005-07-20 Thread Josh Babcock
Oliver Schroeder wrote:
 Am Tuesday 19 July 2005 18:05 schrieb Vivian Meazza:
 
Oliver Schroeder

3) artificial life at airports
[...]

Would a dedicated instance of FlightGear running all the AI traffic needed
and passing them to the server for distribution to all players do the
trick? (filtering by range if that's how you decide to do it).
 
 
 I *think* that the flightgear client is kind of to big and this kind of 
 program (lets call it injector) does not need all of its functions. Eg. 
 there is no rendering, ATC(?), Autopilot, Audio and others needed. Maybe a 
 stripped down version of the flightgear client would be just what we need.
 
 
We should be aiming for the server to co-ordinate the whole environment -
traffic, weather, time. We need to be clever about bandwidth though - and
only send this kind of background data strictly when needed. The client
FGFS will have to do much of the work, I suppose.
 
 
 There are arising some questions about it.
 First of all: what can and what should be handled by the server?
 Currently it knows only very few things about what it is actually serving. It 
 knows a little bit about callsigns, will know a bit about distances and 
 different kinds of clients in the near future. 
 Adding knowledge to the server adds lines of code which have to be changed 
 in order to improve things (code changes have to be done in the client _and_ 
 the server).
 What about letting a scriptable client (i.e. a striped down version of fgfs) 
 do most of such things?
 
 
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Wouldn't it be easier to just have a switch in fgfs that tells it to
skip the bits regarding the FDM and rendering? That would cut out most
of the CPU usage.

Josh

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[Flightgear-devel] view/ground intersection question

2005-07-20 Thread Josh Babcock
How difficult would it be to make a nasal function call that would
return the lat/lon/alt of the point on the ground under the cursor? I am
trying to make a nasal system to lock the view onto the end of the
runway, or any arbitrary point, and I need a way to get the coords so
that I can tell the nasal code where to point the view.

I think that I could define a lookat view instead of th nasal stuff, but
I don't want to use one of the pre-existing views, and adding a 7th view
tends to cause compatibility issues with just about anything that
touches the view system. Either way, I still need a way to get the coords.

Josh

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Re: [Flightgear-devel] current-view property question

2005-07-20 Thread Josh Babcock
Jim Wilson wrote:
From: Josh Babcock

Are goal_heading_offset_deg and heading_offset_deg just aliases for each
other? It looks like one is set from the other in view.cxx.

Josh

 
 
 The idea is the heading_offset is gradually changed over several frames.  For 
 example if you hit the shift right arrow, then the camera view gradually 
 (over half a second or so) pans 90 degrees right.  I'm not sure off hand if 
 that is still the case as the same thing could be accomplished with a nasal 
 script,  but last I knew the goal is the value the offset converges to.
 
 Best,
 
 Jim
 
 
 
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I figured that was it, but it doesn't seem to work anymore. So goal is
the one to set if you want it to go smoothly once this gets fixed, I
guess. Thanks.

Josh

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[Flightgear-devel] view offsets

2005-07-20 Thread Josh Babcock
I can adjust the view offsets in the cockpit view, then switch to
another view and back and those adjustments are still there. My question
is, where is that data stored when I am in another view? The only place
I can seem to find it in in current-view, but it is only visible there
when I am in view 0. Obviously it is being copied somewhere else. Where?

Josh

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Re: [Flightgear-devel] Re: suggestions/questions regarding multiplayer

2005-07-19 Thread Josh Babcock
Pigeon wrote:
 Got a little further suggestion with the multiplayer. It's probably
 just a server side thing though.
 
 It might be worthwhile for the server to accept observer client.
 You can connect to the server as an observer, i.e. no aircraft. You get
 information about players online, where they are, etc. Could be useful
 for doing things like an online map on a webpage to show who's currently
 online and where they are on a graphical map. Would be cool when later
 atlas supports showing multiple aircrafts.
 
 
 Pigeon.
 
 
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So, basically you get an invisible UFO and don't show up as a player, right?

Josh

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Re: [Flightgear-devel] Re: Re: suggestions/questions regarding multiplayer

2005-07-19 Thread Josh Babcock
Pigeon wrote:
So, basically you get an invisible UFO and don't show up as a player, right?
 
 
 Hmm I would imagine the server doesn't need to broadcast these
 observers to others. It's not an actual player.
 
 I suppose using an invisible aircraft would work now as an observer.
 If the server could handle something like if someone connecting with a
 callsign observer, then it would simply send packets to the observer
 about other real players, but don't need to get another info from the
 observer itself, except, perhaps, logging on or off. That will also mean
 the server needs to be happy with multiple connection with the same
 callsign. So I'd say it might be better to just treat them as a special
 class of clients.
 
 
 Pigeon.
 
 
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Right, it would be silly to send all that data to the server when all it
needs to know is where your are and what you can see. Plus the position
data could be sent at low resolution.

Either way the server would have to be able to handle multiple instances
of the same callsign. Otherwise an invisible observer could silently
prevent a flier from connecting.

Josh

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Re: [Flightgear-devel] New super/turbo MP code is in

2005-07-18 Thread Josh Babcock
Vivian Meazza wrote:
 Peter Stickney
 
 
On Friday 15 July 2005 06:45, Vivian Meazza wrote:

Josh Babcock


Vivian Meazza wrote:


Josh Babcock ought to be asking for the turbo charger for the

B29 now,

but

hasn't yet (perhaps he's now using JSBSim?). I've been unable to

find

much

available on the web for the Wright R-3350. I'm doing some work

on the

aircraft carrier right now, but I've done some preparation for

the turbo

simulation.

Nope, I've just been busy with animations and other non-fgfs

stuff. I

don't have much data on the R-3350-23, but I do have the pilot's

manual

and a lot of web sites. If someone is offering to help with the

engines

I would love it. I am available to give all the info I have. I

don't

really feel I know enough about engines to do this properly

myself.

If by 'someone' you mean me, then I guess I should help here. I need

some

thing to test my putative modifications to YASim on anyway.

I need a few hard numbers, which perhaps you could give me or point

me at a

suitable web site/s:

From a variety of sources, including the FAA Type Certificate Data
Sheet E-218 (Wright Double Cyclone C18BA series) and the 1950 edition
of Model Designations of USAF Aircraft Engines.


1. propeller gearing.

0.35:1


2. max manifold pressure.

Now - that will depend on the specific rating.  Exceeding the
allowable boost for an RPM/Mixture combination is Very, Very Bad. (As
in, as the P2V Manual puts it, Trouble is indicated by internal
engine parts exiting teh exhaust stacks.


3. full throttle altitude which may also be described as the

critical

altitude.

Military Power - 2200 HP/2800 RPM/ 44 Hg / SL-25,000'  15 Minute
limit
For the engine and turbosupercharger combination.
Without the turbo - (Mechanical blower only), the ratings were:
2200 HP/2800 RPM/ 44 Hg /Sea Level
2200 HP/2800 RPM/ 42 Hg / 7,000'.

Note the decrease in MAP as altitude increses.  Wright Engines from
teh late 1930s on were rated to a constant power, not a constnat
Manifold Pressure.  As altitude increased, Temperature and Back
Pressure (Not relevant for the turbo) decreased, giving more power
for a given MAP. MAP was decreased to hold constant power.



4. the rated HP and the rated altitude.

Normal Power - 2000 HP/2400R RPM/ 42 Hg/  SL-25,000'  Continuous
(Turbo)
2000 HP/2400 RPM/42 Hg/ Sea Level
2000 HP/2400 ROM/41 Hg/ 4200'  on the Mechanical blower only.


5. take-off HP.

2200 HP/2800 RPM / 44 Hg


6. Copies of the relevant pages of the Pilot's Manual. Post these

somewhere

that I can access/fetch. Particularly any description of the

variable boost

control.

That was the FE's job.  The supercharger system of a B-29, or any
other turbosupercharged airplane worked like this: (Well, was
supposed to work like this - Early B-17s and B-24s with the
mechanical oil pressure driven turboregulators required more
fiddling, but the electronic turboregulators used on later -17s, 24s,
P-38s, P-47s, B-29s and subsequent airplanes did work like this)

There was a potentiometer dial on the turboregulator control box that
was calibrated from 0 to 10.  This selected the amount of output.
from the turbo system as a whole, 0 being no output. The turbos
supplied air to the inlet of the engine's mechanical supercharger at
slightly over sea level ambient (29.92 on a Standard Day).  This was
done to keep the turbo moving, so that it didn't freeze up due to
poor lubrication at Sea Level.  The engine's throttle was set to
provide whatever power conditions were required, and as the airplane
climbed, the tubo's Volume Control was tweaked to keep providing
its sea level conditions to the engine's supercharger.  The
Turboregulator governed on the selected pressure rise (The Volume
and turbo RPM and, often, bearing temperature.  The Pilot of Flight
Engineer had no indication, or control over the turbo except the
potentiometer.  As far as the engine was concerned, it was sitting
happily at Sea Level the whole time.  Once it had reached the point
where the turbosupercharger/mechanical blow couldn't supply the
proper power conditions any more, power dropped off normally.

I don't know, but it sound like you could be making things a bit more
complicated than they were.  The Turbos were basically Black Boxes.
There wasn't anything more to do with them but set them to the
appropriate pressure rise  let them go.

 
 
 Very helpful. I think you will find that the turbo pressure was controlled
 by the pilot, at least at critical point of the flight. While the pilot can
 regard the turbo as a black box, we need to know a little more about it so
 that the FDM can be set up correctly.
 
 This is the first reference that I have seen to a turbo/mechanical blower
 combination. I would be interested in seeing your source. This is for the
 R-3350-23?
 
 Thanks
 
 Vivian
 
 
 
 
 
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Re: [Flightgear-devel] Overhaulling the networking code

2005-07-17 Thread Josh Babcock
Ampere K. Hardraade wrote:
 On July 15, 2005 05:41 am, Erik Hofman wrote:
 
Looking at the Multiplayer code I can see this code can use a good
overhaul anyway. It needs to adapt the SGSubsystem style and  use the
AIModel code to display the models, which will also allow it to show up
on the radar.

It's probably not too much work to do since most of the current code
could be reused.

Erik
 
 
 I think it will be more flexible if the networking portion of FlightGear can 
 be modified to exchange properties.  For starter, the 
 nodes /accelerations, /positions, and /surface-positions can be exchanged 
 among users.  Properties under /accelerations can allow one client to 
 interpolate the position of others, thus eliminating jitters.  Properties 
 under /position are basically what being exchanged right now.  As 
 to /surface-positions, the properties inside this node can allow one to see 
 the animations of others correctly.
 
 To make this even more flexible, one can include a XML file under each 
 aircraft's folder to specify what nodes/properties should be exchanged during 
 online sessions.
 
 To cut down the amount of data being sent/received, a client only have to 
 broadcast the above nodes once, and resend individual properties when needed.
 
 
 
 Ampere
 
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Might be nice to share the pos-norm type values, but of course this is
eye-candy and should possible to turn off.

Josh

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Re: [Flightgear-devel] Overhaulling the networking code

2005-07-17 Thread Josh Babcock
Vivian Meazza wrote:
 Harald JOHNSEN
 
 
Ampere K. Hardraade wrote:


[...]As to /surface-positions, the properties inside this node can
allow one to see

the animations of others correctly.

Displaying an animated aircraft won't be easy. Animation code in xml
file is refering properties from
the FG property tree (ie the user property tree) so we need a way to
change some properties
during the rendering of a MP aircraft. Perhaps can we do this with a
temporary aliasing in the tree
so that some branches point to the MP aircraft ?
 
 
 Multiplayer models are already animated - gear goes up/down correctly. The
 problem is that all models are controlled by the receiving player, not the
 transmitting one. Shouldn't be too hard to fix.
 
 
There is also some data/properties that can be guessed depending on the
current 'action'.
We can do a good guess of the different surface position for some
standard manoeuvres.
We can draw a smooth gear up/down animation without knowing the real
value of
/gear/gear[0]/position-norm for example, and if we were using this value
it would be
impossible to have a smooth animation because of the latency of the
network.
 
 
 Is this the right approach? Could we include e.g. the gear up command in a
 message, and let the rx system sort it out? That's almost what happens now.
 Smooth transitions already happen, but, as I said, under the control of the
 rx player.
  
 
In the future we could also consider to have one server handling all AI
objects for the clients
to have a coherent environment. Imagine that you are training landing on
the Nimitz with
your friends but the ship is at a different position on each client.
This would be very weird.
 
 
 Very good idea, and weather. I don't suppose clouds would be easy?
 
 Vivian 
 
 
 
 
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And instead of simply substituting the glider for unknown aircraft,
perhaps a slow gentle bittorrent like system could be implemented to
share new models. I realize that this presents both bandwidth and trust
problems of course. Another option would be for aircraft -set.xml files
to include a url where they can be found, though these would be prone to
becoming out of date.

Josh

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Re: [Flightgear-devel] New super/turbo MP code is in

2005-07-17 Thread Josh Babcock
Peter Stickney wrote:
 An addition/correction to my previous posting.
 On Sunday 17 July 2005 18:29, Peter Stickney wrote:
 
On Friday 15 July 2005 06:45, Vivian Meazza wrote:

6. Copies of the relevant pages of the Pilot's Manual. Post these 

somewhere

that I can access/fetch. Particularly any description of the 

variable boost

control.

That was the FE's job.  The supercharger system of a B-29, or any 
other turbosupercharged airplane worked like this: (Well, was 
supposed to work like this - Early B-17s and B-24s with the 
mechanical oil pressure driven turboregulators required more 
fiddling, but the electronic turboregulators used on later -17s, 
 
 24s, 
 
P-38s, P-47s, B-29s and subsequent airplanes did work like this)  

There was a potentiometer dial on the turboregulator control box 
 
 that 
 
was calibrated from 0 to 10.  This selected the amount of 
 
 output. 
 
from the turbo system as a whole, 0 being no output. The turbos 
supplied air to the inlet of the engine's mechanical supercharger at 
slightly over sea level ambient (29.92 on a Standard Day).  This 
 
 was 
 
done to keep the turbo moving, so that it didn't freeze up due to 
poor lubrication at Sea Level.  The engine's throttle was set to 
provide whatever power conditions were required, and as the airplane 
climbed, the turbo's Volume Control was tweaked to keep providing 
its sea level conditions to the engine's supercharger.  The 
Turboregulator governed on the selected pressure rise (The Volume 
and turbo RPM and, often, bearing temperature.  The Pilot of Flight 
Engineer had no indication, or control over the turbo except the 
potentiometer.  As far as the engine was concerned, it was sitting 
happily at Sea Level the whole time.  Once it had reached the point 
where the turbosupercharger/mechanical blow couldn't supply the 
proper power conditions any more, power dropped off normally.  
 
 
 As it turns out, the B-29's turboregulator control was a little bit 
 different from what I described.  The Volume Control  governed off 
 total system MAP.  If you set the potentiometer to , say, '*8, it 
 maintained the overall MAP until the turbo reached its limits.  So, 
 for example, you set the engines to Max Continuous, you wouldn't need 
 to twiddle the turbos as you climbed from Sea Level to 25,000'+.
 Sorry if I cased some confusion, there.
 
 Zeno's Warbirds has, IIRC, a Realplayer movie on flying the B-29.
 That's a pretty good resource.

True, though for some reason I have not checked it out. I do have the
.ram file that points to the stream though. Also, note that to go past 8
on the turbo dial required opening a safety latch and per the pilot's
handbook was not to be done for more than 2 min. which I think is the
equivalent of the RAF WEP. I'm not sure what bearing this has on the
engine modeling but at some point I should put in a nasal script to blow
up the turbos after some extended period at settings above 8. I'll have
to figure out what conditions would actually cause a failure though.

Josh

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Re: [Flightgear-devel] Re: gui theming

2005-07-12 Thread Josh Babcock
Jim Wilson wrote:

 
 Excellent work Melchior!  A long overdue update.
 
 Does anyone care about the translucency?  I'm not sure yet if I do.  Maybe 
 just a slight dab of transparency with this dark background scheme might show 
 enough of the scene to help pilots stay on the taxiway while playing with the 
 settings,  without taking away from the appearance of the gui.
 


Why not let user set the transparency in the property tree? Trying to
decide what the 'best' level of transparency is sounds like an
invitation to a religious war. The property tree is your savior, and
that my friend is the truth straight from above.

Josh

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Re: [Flightgear-devel] commit checker

2005-07-01 Thread Josh Babcock
Melchior FRANZ wrote:
 Here's a small shell script that can be used to check if files are good 
 enough
 to be checked in:
 
   http://members.aon.at/mfranz/citest  [1.2kb]
 
 
 Sample output:
 
   $ cd $FG_ROOT/Aircraft  citest
   checking for spaces in filenames ...
   ./737/Instruments/Textures/eicas background.rgb
   ./A380/Models/eicas background2.rgb
   ...
   checking for upper-case extensions ...
   ./MD11/Models/cabin/CABIN_L.RGB
   ./MD11/Models/cabin/CABIN.RGB
   ...
   checking for DOS line endings ...
   ./dc3/Sounds/read-trev.txt: ASCII English text, with very long lines, with 
 CRLF line terminators
   ./Hunter/pilots-notes.txt: ISO-8859 English text, with CRLF line terminators
   ...
   checking for uncompressed textures ...
   ./beech99/Models/beech_993.rgb  could be  6.04288% of current size (246784 
 bytes less)
   ./beech99/Models/beech_992.rgb  could be  6.04288% of current size (246784 
 bytes less)
 
 
   $ $FGFS/SimGear  citest
   checking for 'if (foo) delete foo;' ...
   * if(rt)
   delete rt;
   ... in file ./simgear/scene/sky/bbcache.cxx
 
 
 Of course, some of these are a matter of taste. Of good taste. Of mine.  ;-)
 More checks to come ...
 
 m.
 
 

Speaking of which, I can't figure out a unix-ish command line method for
removing alpha channels from SGI files. pnmtools doesn't even want to
read 4 channel SGI files, and I can't see any ImageMagik option to do it.

Josh

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[Flightgear-devel] clickable panel button release event

2005-06-30 Thread Josh Babcock
Is there a way to get button-release events from the clickable panels,
or do they just sense a button-press and touch off the command then? I
want to make some instantaneous switches for the B-29. I have figured
out how to do it with the keyboard and joystick, but I also want it to
work with mouse clicks on hotspots.

Josh

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Re: [Flightgear-devel] clickable panel button release event

2005-06-30 Thread Josh Babcock
Andy Ross wrote:
 Josh Babcock wrote:
 
Is there a way to get button-release events from the clickable
panels, or do they just sense a button-press and touch off the
command then? I want to make some instantaneous switches for the
B-29. I have figured out how to do it with the keyboard and
joystick, but I also want it to work with mouse clicks on hotspots.
 
 
 I'm pretty sure it should work with a mod-up binding just like the
 keyboard and joystick bindings do.  The code seems to handle it,
 anyway.
 
 Andy
 
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You are correct! It works quite well.

Josh

I guess this would require hooks like

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