Re: [Flightgear-devel] fgadmin missing files (was: Re: Aircraft Download/Install App)

2005-11-26 Thread Durk Talsma
On Saturday 26 November 2005 16:20, Melchior FRANZ wrote:
 * AJ MacLeod -- Saturday 26 November 2005 15:50:
  This hypothetical application sounds very much to me like an extension to
  the existing fgrun...

 ... and we could call it ... *pause* ... fgadmin!


Speaking of which: Inspired by your message, I tried building fgadmin from 
within utils/fgadmin:

utils/fgadmin ./autogen.sh
Host info: Linux i686
 automake: 1.9.5 (19)

Running aclocal
/usr/share/aclocal/smpeg.m4:13: warning: underquoted definition of 
AM_PATH_SMPEG
  run info '(automake)Extending aclocal'
  or see http://sources.redhat.com/automake/automake.html#Extending-aclocal
/usr/share/aclocal/pstoedit.m4:7: warning: underquoted definition of 
AM_PATH_PSTOEDIT
Running autoheader
Running automake --add-missing
Makefile.am: required file `./NEWS' not found
Makefile.am: required file `./README' not found
Makefile.am: required file `./AUTHORS' not found
Makefile.am: required file `./ChangeLog' not found
Running autoconf

After creating these missing files everything build just fine.

Cheers,
Durk

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Re: [Flightgear-devel] thesis?

2005-11-23 Thread Durk Talsma
On Wednesday 23 November 2005 05:16, Szabolcs Berecz wrote:
 Sounds more interesting :)
 I suppose ATC is functional in FlighGear.


The ATC in FlightGear is an area that is currently still under active 
development. Feel free to browse through the source code subdirectories that 
make up the most significant bits and pieces (src/ATC src/AIModel 
src/Traffic, and to some degree src/Airports (look for the files simple.cxx 
and simple.hxx).

If you feel like working in this area, you're more than welcome, but please 
send us a brief outline of your ideas so we can check how well it fits with 
our ongoing plans. 

One potential code improvement that might really come in handy in future AI 
traffic is is a set of algorithms that run across multiple frames. Right now, 
there is still a limited set of potentially CPU/IO intensive more or less AI 
related functions that run within one frame, and might disrupt the flow of 
the simulator. Two examples that come to mind are:

1) The FGGroundNetwork::trace() algorithm (see Airports/simple.cxx) 
2) The  SimGear model loaders.

Having versions of these functions that distribute the calculations across 
multiple frames might be very handy in the long run.

Cheers,
Durk

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Re: [Flightgear-devel] Realistic daytime skycolor

2005-11-23 Thread Durk Talsma
On Tuesday 22 November 2005 18:02, Curtis L. Olson wrote:
 Vassilii Khachaturov wrote:
 Like in the dawn screenshot where I tried to show that off;
 
 http://www.adeptopensource.co.uk/personal/fg/747-Heathrow-dawn_moon.jpg
 
 [snip]
 
 I forget who posted this original 'dark' screen shot, but here's the
 issue, due to gamma differences, this image comes out completely black
 on my screen.  From that standpoint, it's not a useful screen shot.
 Many people that download it are going to say, huh!  This isn't an easy
 problem to circumvent because there is a wide swath of gamma
 configurations and monitors out there.  But in this case, we simply need
 something with more light to make it widely useable.


My old crt screen on my linux box had a pretty bad gamma curve, but it went 
down with a bang the day before yesterday. I just got back online with a 
brand new 19 TFT screen and now this screenshot looks really good. 

 FWIW, isn't it possible to run the image through one of the ImageMagick tools 
to improve the gamma curves. 

Obviously, I'm biased because I like screenshots featuring the moon :-)

Cheers,
Durk

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Re: [Flightgear-devel] 0.9.9 repost

2005-11-16 Thread Durk Talsma
Hey Guys,

I just got back from Canada yesterday, so I didn't have the time to respond 
any sooner.

On Saturday 12 November 2005 03:52, Curtis L. Olson wrote:
 Dave Culp wrote:
 Due to underwhelming response to my previous post concerning a test run of
 0.9.9-pre2, I'll repost now.  Here is the console output while running the
 F-16:
 
 Dent: .Dent: ..Dent: EHAMopening

The offending code prereads directories in data/Airports/AI. I've seen this 
message for ages, and forgot about it, predominantly because that piece of 
code wasn't written by me. In addition, I'd gotten so used to seeing it, but 
I now realize it musn't have shown up in CVS versions, because until recently 
we didn't have any entries in Airports/AI

 I can get rid of the Dent ... debugging output in Airport/simple.cxx
 which someone has changed into a big convoluted monster with all kinds
 of extraneous crap ... not happy about that ... no time to dig through
 and fix though ... :-(


Well, while I'm not exactly thrilled by the formulation used here (as this was 
all done by me), I agree that we need to move the stuff added here into a 
better organized airport structure, presumably a kind of higher order airport 
class, covering the AI part of each airport. I have some ideas how this could 
be done, and tentatively scheduled this for the end of the year to look into. 
The one thing I'm still struggling with is how these AI bits can be loaded 
and unloaded as the situation demands. 

Finally, do add some words in defense to my own decision: When I started out 
adding AI stuff for airport ground handling, we didn't have anything but 
FGAirport, so it did seem a very logical point to start...

Cheers,
Durk


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Re: [Flightgear-devel] AI Aircraft Models

2005-11-16 Thread Durk Talsma
On Tuesday 08 November 2005 16:27, Harald JOHNSEN wrote:


 It's a quick hack, I try to find plausible surface/gear position
 depending on the ai aircraft attitude.
  From the aircraft_demo ai, you can see the 733 gears animation just
 after take-off :
 http://sites.estvideo.net/tipunch/flightgear/images/fgfs-screen-130.jpg
  From a scenario posted on the user list not long ago, a cessna taking
 off (ailerons and one flaps) :
 http://sites.estvideo.net/tipunch/flightgear/images/fgfs-screen-135.jpg
 and a bit later on final with 3 flaps :
 http://sites.estvideo.net/tipunch/flightgear/images/fgfs-screen-134.jpg


Looks cool. There is some rudimentary support for this type of animation in 
the AI scenario files, but I don't think it is fully implemented yet.

Cheers,
Durk

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Re: [Flightgear-devel] CVS make error (Cygwin)

2005-11-07 Thread Durk Talsma
On Monday 07 November 2005 16:28, George Patterson wrote:
 On Mon, 2005-11-07 at 15:02 +, Kevin Jones wrote:
  Hi,
 
  CVS FG source at 2:30pm (UK time) Monday 7th November fails to make
  on Cygwin with the following error:
 
  make[2]: Entering directory blah/source/src/MultiPlayer
  make[2]: *** No rule to make target `tiny_xdr.cpp', needed by
  `tiny_xdr.o'.  Stop.
 
  Can anyone help?
 
  Kevin.

 Kevin,

 You need to do a make clean  and re-./configure before building... The
 file tiny_xdr.cpp has been renamed tiny_xdr.cxx.


You can also just delete the .deps directory under src/MultiPlayer and 
rerun ./configure ; make. Saves you the long rebuild time.

Cheers,
Durk

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Re: [Flightgear-devel] Passing values through the property tree

2005-11-07 Thread Durk Talsma
On Monday 07 November 2005 00:22, Vassilii Khachaturov wrote:
  What I've tried to do is the following (AIModels/AIBase.cxx: about line
  166)

 Why don't you send us the cvs diff -u of that file?

Sending the file by itself isn't much use. My question isn't really related to 
the syntax in this particular piece of code, but more related to the 
overarching property tree design. In the mean time, I did find out that the 
texture-path property does get set in the tree, but that the model loading 
mechanism isn't picking it up, due to the organization of the AI model I'm 
trying to load.


  model = manager-getModel(path, tpath);
if (!(model))
  {
if (tpath != )

 I sincerely hope that this comparison works as expected. If e.g. tpath is
 a char* it surely is not doing what you mean :))


Yes, this is verified and correct. I'm tpath is a C++ string object.

Cheers,
Durk

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Re: [Flightgear-devel] AI Aircraft Models

2005-11-07 Thread Durk Talsma
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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[Flightgear-devel] Out of Town next week

2005-11-07 Thread Durk Talsma
Hey Guys,

With signs of a new release coming up, and a few interesting discussions I'm 
involved in, I thought I'd  drop a note to let you know that I'm going to be 
out of town next week. Tomorrow, I'm flying out to Canada (Toronto and 
Kingstone) for a work related meeting followed by a conference. I'm back by 
next tuesday.

Cheers,
Durk

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Re: [Flightgear-devel] AI Aircraft Models

2005-11-07 Thread Durk Talsma
On Monday 07 November 2005 18:53, Harald JOHNSEN wrote:
 Durk Talsma wrote:
 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

 I was about to commit a few lines of code for those animations
 (AIAircraft class only).


Hi Harald,

Sounds interesting. Could you give us clue what your code does?

Cheers,
Durk

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[Flightgear-devel] Passing values through the property tree

2005-11-06 Thread Durk Talsma
Hey Guys,

I have a question: I've been working on adding multiple livery support for AI 
traffic. What I would like to do is pass the texture directory by means of a 
property to sgLoad3DModel().

What I've tried to do is the following (AIModels/AIBase.cxx: about line 166)

model = manager-getModel(path, tpath);
  if (!(model))
{
  if (tpath != )
{
  string texPath = Texture/ + tpath;
  prop_root-setStringValue(texture-path, texPath.c_str());
}
  model = sgLoad3DModel(fg_root,
path,
prop_root,
sim_time_sec);
  manager-setModel(path, tpath, model);
}

what I'm trying to do is set a string value and pass that to the sgLoad3DModel 
functions. I've been staring at it almost all day, and no matter what I'm 
trying, it just doesn't work. Any idea how I can do this?

Cheers,
Durk

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Re: [Flightgear-devel] AI Aircraft Models

2005-11-05 Thread Durk Talsma
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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Re: [Flightgear-devel] AI Aircraft Models

2005-11-05 Thread Durk Talsma
On Saturday 05 November 2005 00:26, Innis Cunningham wrote:
 Hi Durk

 From: Durk Talsmawrites
 
 
 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 :-)). I'd build them myself If I had shown any signs of
  talent in the
 field of 3D modeling :-(.

 Camil Valiquette has given permission for his aircraft to be used in FG.I
 would
 think any of his FS98 aircraft might be usefull.


That's interesting. I started browsing www.flightsim.com this morning and came 
up with a fairly complete set of Boeings (727 through 777), and airbuses 
(A300, A330, A340, and A380) made by Camil Valiquette. Tomorrow, I'll try and 
see if I can get those to load into TrafficGear. 

Thanks,
Durk

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Re: [Flightgear-devel] AI Aircraft Models

2005-11-05 Thread Durk Talsma
On Saturday 05 November 2005 01:42, Paul Surgeon wrote:


 It's a pity we can't use something like the Project AI aircraft packages.
 It's a lot of work modeling dozens of aircraft types and liveries.


I agree. I've been trying to contact the folks at project AI at least five 
times to see if we could set up some kind of collaboration, and every time 
I'm getting an error saying that the contact address doesn't exist.  That's a 
pity, because I'm a great fan of their traffic packages and AI aircraft for 
MSFS. Speaking strictly personal, I'm not so enthousiastic about their 
organizational structure and legalities though. 

Cheers,
Durk

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Re: [Flightgear-devel] Feature/change/update/fix list since v0.9.8

2005-11-05 Thread Durk Talsma
On Sunday 06 November 2005 02:46, Curtis L. Olson wrote:
 I was scanning through the cvs logs trying to refresh my memory on what
 has been changed, added, and fixed since the release of v0.9.8 (last
 January).  Here's what I came up with, although after staring at cvs
 logs for 2 hours I started having minor hallucinations.  So I'm posting
 this here in hopes that people can add to it, or correct my mistakes.
 If you contributed something that is missing, or poorly described here,
 please send me something better.


That's an impressive list of changes. I'm missing Dynamic taxiway following 
at airports equipped with a logical ground network from the list though :-)

Cheers,
Durk

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Re: [Flightgear-devel] Major slowdown since yesterday

2005-11-02 Thread Durk Talsma
On Wednesday 02 November 2005 14:19, Martin Spott wrote:
 Martin Spott wrote:
  I experience a significant slowdown in the frame rate since my last
  build yesterday. As the only significant change in CVS is the AI
  traffic on EHAM I assume the slowdown is related to that.

 I'm very sorry for that confusion. The simple reason was that I
 accidentially enabled shadows for this setup and I didn't notice,

   Martin.

Hi Martin,

Thanks for clarifying. :-)

Cheers,
Durk

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Re: [Flightgear-devel] Major slowdown since yesterday

2005-10-19 Thread Durk Talsma
On Wednesday 19 October 2005 14:54, Martin Spott wrote:
 Hello,
 I experience a significant slowdown in the frame rate since my last
 build yesterday. As the only significant change in CVS is the AI
 traffic on EHAM I assume the slowdown is related to that.
 Do I have the ability to disable this feature by command line ?
 I already apply --prop:/sim/ai-traffic/enabled=false and
 --disable-ai-models but this does not appear to affect the recent
 changes.

 Not that I dislike the new feature, it's quite an interesting add-on.
 It's just that the PeeCee I run test on is incapable to keep up with
 the work load.


Hi Martin,

Have you checked whether in preferences.xml you have the following

traffic-manager
 enabled type=booltrue/enabled
  /traffic-manager

  ai
   enabled type=booltrue/enabled
   !-- scenarionimitz_demo/scenario --
   !-- scenarioaircraft_demo/scenario --
  /ai

if so, you should set traffic-manager/enabled to false. 

Next, you could also check using the property browser if any aircraft are 
listed in /ai/models. 

However, I do have to add that, while I cannot rule out a performance decrease 
from the new traffic features, I would consider it unlikely, for a number of 
reasons, that this is what's troubling you. First, and formost, the new 
taxiway follow code only works at EHAM, but there is no traffic yet for this 
airport (unless the KLM schedules are uncommented data/Traffic/fgtraffic.xml, 
(you might want to check). Secondly, even when you are flying within a 
relatively small distance of EHAM, currently set at 150 km.  Thirdly, the 
traffic manager is still disabled by default, so the new code shouldn't run, 
unless you specifically activate it. Fourth and final, the new code doesn't 
run on a frame to frame basis, but mainly only when a new taxiroute is 
requested. So while I can imagine that this would result in an occasional 
pause on slower machines, it should not result in  a continuous performance 
decrease. 

Unless all three conditions above are satisfied, the new code doesn't run.

It does seem that there was another update yesterday, related to a fix in ssg. 
(See the email conversation between Matthias Frolich and Melchior Franz, 
yesterday evening).  While I have not tested this, it might be possible that 
this is causing some slowdown, because this patch seems to run on a frame to 
frame basis.  

Please let me know if the traffic-manager is enabled, and then I hope I can 
give you some more assistance in getting your system up to speed again.

Cheers,
Durk

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Re: [Flightgear-devel] Re: A question regarding accurate taxiways

2005-10-17 Thread Durk Talsma
On Monday 17 October 2005 06:50, Ampere K. Hardraade wrote:
 Regarding Robin's DB: having accurate taxiways is not the only concern. 
 Some other items that we should take notice of include:

These are valid concerns. Quite a few of these features are already available, 
albeit sometimes in a rough outline, or at the proof-of-principle stage. 

 - buildings placement
This can be done through a combination of  .stg and xml files, but this has to 
be done either by hand editing, or by using a dedicated scenery editor. I'm 
not sure if fgsd would be able to do this. This would be the only interactive 
application that would allow this. See KSFO for an example. I haven't tried 
doing this myself, so I can't comment on whether it's easy to do or not.

 - gates' position
Current versions of taxidraw already support startup locations. Over the 
summer I have written a rather crude extension to taxidraw that allows me to 
add more sophistication to the gates (such the types of aircraft that can 
park there, which airlines are allowed, whether its a gate or a parking, 
airline, general aviation, military, or cargo, etc, etc, etc. The editing 
capabilities are still not finished, but I'll try and transpose my prototype 
code over to taxidraw CVS in the next few weeks. So, hopefully this will 
become available soon. 

 - tower/ILS frequencies
-Tower frequencies are saved in the standard x-plane/taxidraw format, IIRC. We 
do have support for ILS too, but the data are stored in a different files. 

 - runway/taxiway signs
These are currently indeed unsupported. It would be a nice feature, but 
personally I wouldn't prioritize this too much though.

 - airport animations
Just wondering what type of animations you were thinking of. We have support 
for moving aircraft now, but no ground vehicles yet, although this could be 
done using animation scripts. 

 - runway/taxiway conditions due to weather
I have implemented preferential runway use last spring. The code is controlled 
by  one xml file per airport, and has the capability to assign different 
runways for landing and take-off, depending on wind, time-of-day, noise 
regulations, and traffic type (i.e. on some airports, general aviation will 
use other runways than commercial traffic, which in turn will use other 
runways than military aircraft). The code has been mimicking Schiphol 
(EHAM)'s  runway use fairly well, although I still need to iron out a few 
rough edges. 

I have not yet done any work on taxiway conditions, but this needs to be done 
most certainly, because some two-way taxiways should only be used in one 
direction at the time. I have some rough ideas on how to handle that, but no 
chance yet to work on this. Hopefully these features will become available in 
FlightGear some time next year. 

 - ground pathways for AI traffics
Yes. As I mentioned above, I have made some extensions to taxidraw that will 
allow this, and I'm in the process of moving these over to CVS. To me, this 
is what has currently my highest priority. 


 Time might as well be spent on thinking of how we are going to convince
 Robin to use our new format instead of thinking of a way to expand Robin's
 database.


David Luff, Ralf Gerlich, and I have been discussing some of these issues 
off-list. Like Curt mentioned Robin Peel is a dedicated database manager, and 
I have the highest appreciation for his work. The database he maintains is 
mainly aimed at supporting x-plane, and I believe we have a strong win-win 
situation by being able to use his database. 

The problem is that at this point the requirement for FlightGear and x-plane 
start to deviate and I don't think we can expect an x-plane datamanager 
expect to switch to use a more sophisticated database format, just to support 
that *other* flight sim that happens to be using his database too. It's a 
difficult situation...

Cheers,
Durk

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[Flightgear-devel] Some new AI traffic screen shots

2005-10-12 Thread Durk Talsma
Hi Folks,

A few days ago I promised to put some AI traffic screenshot on my website. The 
site's up and running again, so here they are. 

http://durktalsma.xs4all.nl/FlightGear/web/index.html

The new screenshots start here:

http://durktalsma.xs4all.nl/FlightGear/web/19.html

I still need to tighten up the explanatory text some more, but I hope that 
these screenshots will give some insights into the new features that will 
hopefully be in CVS soon.

Cheers,
Durk

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Re: [Flightgear-devel] Some new AI traffic screen shots

2005-10-12 Thread Durk Talsma
On Wednesday 12 October 2005 19:47, Ralf Gerlich wrote:
 Hi,

 Durk Talsma schrieb:
  Hi Folks,
 
  A few days ago I promised to put some AI traffic screenshot on my
  website. The site's up and running again, so here they are.

 This looks absolutely great.

 When do you think we will be able to see first versions of this in the
 CVS or via a patch?


I'm planning on wrapping up the code this weekend or so. I made some more 
changes over last weekend, and had FlightGear test running a full 
three-and-a-half day marathon session. All I need to do is sync my 
development copy with CVS, and then I'm planning to send it to Erik. 

Because I created the parking and ground network file for EHAM myself, I'm 
also planning on submitting that together with the code. 

Depending on Erik's schedule and/or unforseen coding/portability issues, it 
might be up to a few additional days after sending it in before everything is 
in CVS. 

Notice though that I won't be able to release the file containing the traffic 
patterns I used for testing. I created those by converting a set of traffic 
files made by project ai (http://www.projectai.com) for MSFS, and which are 
released under a 'freeware' licence that is incompatible with GPL. 

I'm considering writing an interactive tool to generate traffic files, but I 
haven't really decided yet what my next step will be. 

Cheers,
Durk


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Re: [Flightgear-devel] Does FlightGear model eclipse?

2005-10-03 Thread Durk Talsma
On Monday 03 October 2005 11:25, Erik Hofman wrote:
 Steve Hosgood wrote:
  On Mon, 2005-10-03 at 09:01, Erik Hofman wrote:
 Speaking of which, is anybody still working on replacing the non-GPL
 sun/moon azimuth calculations to properly model the color of them?
 
  I've done some of it. Not sure about the 'color' bit, I'm just working

 No worries, the color will follow once the azimuth is set correct.

Are you referring to the sun/moon's color here? 


  on taking out the xearth astronomy routines (which are largely
  inappropriate anyway) and replacing with straight boring math from the
  likes of Peter Duffett-Smith's book.
 
  I've just been overworked for the last month and haven't made any recent
  headway, that's all.

 Ok, no problem. I just wanted to know the status.
 Thanks.


Sounds good. I understood that Steve was looking into that and that's when I 
decided not to look into it any further. 

Cheers,
Durk

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Re: [Flightgear-devel] RFC: FlightGear 0.9.9

2005-10-03 Thread Durk Talsma
On Monday 03 October 2005 13:35, Melchior FRANZ wrote:

 (A) will a new official plib release be required?

Personally, I don't have an opinion on this one. 

 (B) which bugs need to be fixed (and by whom :-)?

 Okay, here are some off the top of my head that I found recently:
- Setting a wrong path for --fg-scenery results in an abort
- Trying to load unexisting AI aircraft (using the AIManager/TrafficManager) 
and/or other suspicious setup problems lead to an error in the tile loader[*]
- There seems to be a problem with the --time-offset= option that I could 
probably fix. 

 (C) which features need to be completed?

I had a breakthrough yesterday in adding taxiway following for AI traffic, so 
obviously, I'd like to see that getting into the release. I'll put some new 
screenshots on my website once I get my server running again. 

In addition, I would also like to ask how people would think about enabling 
ai and traffic-manager by default? Maybe not yet in the release version, 
but at least in CVS, so it gets some more developer exposure? 

 (D) which a/c should be included?

The 737, because it is used by the Traffic Manager. 

 (E) for when could/should the release be planned (i.e. how much time
 is left to fix bugs etc.)?

I'd say early to mid December? That is about 2 to 2.5 months from now? That 
would allow one month of feature adding and another month for a feature 
freeze. But again, this is probably up to Curt to decide. 

Cheers,
Durk


[*] Note: I'm deliberately vague here, because I just discovered this during a 
system wide upgrade. To time yet to figure out exactly what's happening

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Re: [Flightgear-devel] Re: RFC: FlightGear 0.9.9

2005-10-03 Thread Durk Talsma
On Monday 03 October 2005 19:57, Melchior FRANZ wrote:
 * Melchior FRANZ -- Monday 03 October 2005 19:47:
  * Durk Talsma -- Monday 03 October 2005 18:08:
(B) which bugs need to be fixed (and by whom :-)?
  
   - Setting a wrong path for --fg-scenery results in an abort
 
  I'll look into this.

 It behaves exactly as it is supposed to: If no paths are given,
 the default is used. If paths are given, fgfs uses all that do
 actually contain scenery. (It doesn't complain about paths that
 don't!) But if a user specifies one or more paths but *none*
 contains valid scenery, it aborts with this error message:

   Fatal error: No valid scenery path defined!


Hmm, I think there's more to it than meets the eye: I had FlightGear die right 
after I had upgraded my Linux box, but before I discovered I had not yet 
moved the scenery tree over from my backup drive. 

I have specified: 
--fg-scenery=/home/durk/FlightGear-Scenery-0.9.7/

When this path exists everything works fine, but if I move FlightGear scenery 
to some other path, I get

Could not find VVNS
Could not find VVNT
Aborted
[EMAIL PROTECTED]:~/src/FlightGear-0.9/source-devel

(With the two Could not find Messages coming from the Traffic manager)

Problem is not that FlightGear refuses to run without scenery( which makes 
sense), but that the error message I'm seeing in this case isn't particularly 
insightful. I think the problem here is not that FlightGear scans directories 
that don't contain scenery, but that FlightGear is trying to open a directory 
that doesn't exist. 

HTH,
Durk 

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Re: [Flightgear-devel] Re: RFC: FlightGear 0.9.9

2005-10-03 Thread Durk Talsma
On Monday 03 October 2005 20:31, Melchior FRANZ wrote:
 * Durk Talsma -- Monday 03 October 2005 20:18:
  Could not find VVNS
  Could not find VVNT
  Aborted
  [EMAIL PROTECTED]:~/src/FlightGear-0.9/source-devel

 You have compiled with glut? And not used the -fexceptions flag?

That's possible. I'm using freeglut, but didn't compile this one myself. 

Cheers,
Durk

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Re: [Flightgear-devel] Does FlightGear model eclipse?

2005-10-02 Thread Durk Talsma
On Monday 03 October 2005 06:37, George Patterson wrote:
 On Sun, 2005-10-02 at 19:49 -0400, Ampere K. Hardraade wrote:
  There will be an eclipse tomorrow, and I was just wonder whether
  FlightGear has this modelled.
  http://news.bbc.co.uk/2/hi/science/nature/4299074.stm
 
  Ampere

 It should do as FlightGear models the path of both the sun and the moon
 across the sky.


 But as for the darkening of the sky and the like, I'm not sure.

That's indeed about it. Sun and moon come pretty close together in the sky. 
Years back, we discussed once whether it would be possible to actually model 
the darkening/occlusion effects, but in the end decided it was just too much 
work and too far off topic to really pursue. 

Cheers,
Durk

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Re: [Flightgear-devel] TaxiDraw-0.3.2 released

2005-08-16 Thread Durk Talsma
On Tuesday 16 August 2005 14:49, David Luff wrote:
 TaxiDraw-0.3.2 has been released.  This release is primarily to track
 changes in the X-Plane data format.  TaxiDraw has also moved to
 SourceForge, and can now be found at http://taxidraw.sf.net.  As a result,
 the latest code can now be obtained from CVS, hopefully making it easier
 for others to collaborate in further development.  It also has an
 autotools-type configure/make system now instead of the buggy, hand-written
 makefile, so those compiling from source will need to use ./configure; make
 (or ./autogen.sh; ./configure; make if using CVS).

That's really great news! I just started working again on the AI ground 
network code, and was wondering what the status was with respect to the move 
to sourceforge/CVS. I started working version 0.3.0 and was wondering how we 
should go about merging this with the current release. With cvs, I guess it's 
going to be fairly easy to incrementally add my changes to the repository.

FWIW, we probably need to think a bit about the changes to the fileformat 
required to support the AI networking code.

Cheers,
Durk


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Re: [Flightgear-devel] Sun Azimuth [Was: licensing problems in SUSE Linux]

2005-08-07 Thread Durk Talsma
On Sunday 07 August 2005 15:54, Erik Hofman wrote:
 Erik Hofman wrote:
  Is this correct or am I missing something?

 I just realized that you also need to adjust for day-of-year to
 compensate for the out-of-center rotation that causes long days (and
 nights) for both polar areas.

 Erik


Hi Erik,

Just looking through your mails quickly, it looks like you also need to 
compensate for the fact the the earth's rotation axis is tilted by about 23 
degrees, relative to it's orbital path around the sun. The latter causes 
daylight periods to grow and shorten with the seasons, increasingly so when 
you get further north or south.

In reality, it is even more complex, because the earth's orbit around the sun 
is not a perfect sphere, but an ellipse. This causes some parts of the orbit 
(i.e. the northern hemisphere winter) to be completed faster then others. The 
main effect of this is that the position of the sun relative to a 24-hour 
clock, can shift considerably throughout the day. 

Cheers,
Durk

P.S.,

I'm sorry I didn't have a chance to further look into the sunpos/moonpos 
files. Things have been extremely hectic at work, but the good side of that 
is that I've gotten a new Job offer from a neighbouring department, which I 
accepted. :-)

D.


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

2005-07-26 Thread Durk Talsma
On Tuesday 26 July 2005 11:30, Steve Hosgood wrote:

 So we're just down to the problem that the sun position code is possibly
 not GPL-able. I've dug out my own code that I'm quite happy to donate.
 Only part of 'src/Time/sunpos.cxx' seems to be derived from Kirk
 Johnson's 'xearth' anyway, and even he attributes it all to the
 legendary Practical Astronomy with your Pocket Calculator book by
 Peter Duffett-Smith.

 I think the interface routines to FlightGear (all starting with 'fg')
 are not Johnson's anyway, but I'm not totally sure. Durk Talsma may know
 better - his name is on some of the comments in those 'fg' routines.


Just looking through the sunpos.cxx file, I'm actually wondering how much code 
is part of the original Kirk Johnson code and how much was changed to adapt 
the code to our needs. I really think I would have to look at the original 
file to find out. As far as I remember though, the functions starting with 
the fg prefix were adaptations from the original Johnson code, but 
specifically adapted to our needs. 

Erik, having a look at your patch is next on my list. I'll how much I can find 
out. 

Cheers,
Durk

 If it's just a case of changing ecliptic_to_equatorial(), julian_date(),
 and GST() then I'm up for it.

 Can someone confirm that doing this will fix the issue, or is there
 more?




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

2005-07-22 Thread Durk Talsma
On Friday 22 July 2005 16:22, Erik Hofman wrote:
 Andy Ross wrote:
  We should probably fix this, I guess.  Maybe the easiest way to do it
  would be to contact the author; is XEarth or descendents still an
  active project?

 Actually, I've tracked this down to just one function to calculate
 sun_angle_deg. We do already calculate that in
 SimGear/simgear/ephemeris/celestialBody.cxx so in theory it would be
 easy to change src/Time/sunsolver.cxx accordingly and get rid of all
 those files.

 It's just that I haven't figured it out completely yet. I was hoping
 Durk could take a look at it.

 Erik


Maybe this is a good opportunity to go back to this and fix this more 
properly. I remember never having been entirely satisfied with the exsisting 
situation. It's been ages though since I last looked at the astronomy code. 

I'm in favor of fixing this. It would be a shame to let flightgear slip from 
the SuSe distribution, just because of small set of files that might be 
mostly redundant. By what time frame would the people at Suse require this to 
be fixed?

Things are pretty hectic at work right now, so my time is really limited. 

Cheers,
Durk


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

2005-07-22 Thread Durk Talsma
On Friday 22 July 2005 19:09, Erik Hofman wrote:
 Durk Talsma wrote:
  Things are pretty hectic at work right now, so my time is really limited.

 Here is what I have right now. I must be missing something obvious since
 the lighting isn't updated based on the sun angle:

 http://www.a1.nl/~ehofman/fgfs/download/sun_angle.diff


Okay, I'll see if I can find some time over the weekend. 

Cheers,
Durk


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Re: [Flightgear-devel] 747 Project

2005-06-28 Thread Durk Talsma
On Tuesday 28 June 2005 18:36, John Wojnaroski wrote:

 Still running with a modified version of Durk's code we used at
 Scale3x.  we've been invited back for Scale4x and might just go to the
 AVSIM meeting in San Diego during September.  See
 www.flightgear.org/Project/747-JW


Great to hear that you actually managed to use the code. Hopefully by the time 
of the next show, I have the taxiway following code in place. I have now 
added some basic AI network editing capability to taxidraw. Getting this to 
use by flightgear shouldn't be too hard to code anymore (provided I have 
time). 

What's the date of the next meeting? 

Cheers,
Durk

P.S., 

It's very likely I'm in San Fransisco around mid April  next year, visiting 
the society for Cognitive Neuroscience meeting. Any shows scheduled around 
that time?

D.


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Re: [Flightgear-devel] Potential startup speed fix

2005-05-29 Thread Durk Talsma
Following up on my own message:

With a very minor modification, the patch works. Considering the exceptionally 
bright  weather we have right now, I won't be spending much time behind a 
computer today. Hopefully I can wrap up a new patch tonight after sunset 
though...

Cheers,
Durk

On Saturday 28 May 2005 06:45, Durk Talsma wrote:
 I just did a quick test and it looks like the parking and rwyuse files are
 not yet picked up by the patch. I'm likely to have a chance to look into
 this tomorrow. I'm out of town for the rest of the day.

 Cheers,
 Durk

 On Thursday 26 May 2005 22:48, Andy Ross wrote:
  Unfortunately, because there is no actual parking/runway AI data in
  the base package, much of this is currently dead code that cannot be
  tested.  I can't promise I didn't break anything, because I have no
  way of knowing whether it worked in the first place. :)
 
  Andy

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Re: [Flightgear-devel] Potential startup speed fix

2005-05-27 Thread Durk Talsma
I just did a quick test and it looks like the parking and rwyuse files are not 
yet picked up by the patch. I'm likely to have a chance to look into this 
tomorrow. I'm out of town for the rest of the day.

Cheers,
Durk

On Thursday 26 May 2005 22:48, Andy Ross wrote:
 Unfortunately, because there is no actual parking/runway AI data in
 the base package, much of this is currently dead code that cannot be
 tested.  I can't promise I didn't break anything, because I have no
 way of knowing whether it worked in the first place. :)

 Andy


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Re: [Flightgear-devel] Potential startup speed fix

2005-05-26 Thread Durk Talsma
Hi Andy,

Thanks for looking into this. I had started working on a patch, but didn't 
have a chance to finish it. (See AI weirdness thread earlier this month). I 
do have a limited number parking and rwyuse files, so I'll test it tonight.

As for the parking/runway files: I've started adding some ground network node 
editing support to Taxidraw, so once that works, people should be able to 
start decorating their favorite airport Real Soon Now (TM). 

Cheers,
Durk

On Thursday 26 May 2005 22:48, Andy Ross wrote:

 Attached is a patch that pre-reads the directory contents ahead of
 time (currently that is a list of length zero) to avoid having to hit
 the kernel (twice!) for every airport.

 Under Linux, this doesn't provide much speedup.  But Windows (and
 especially the cygwin libraries) has a somewhat less robust I/O system
 in the face of many tiny operations.  Hopefully it will help there.
 Can someone on each of cygwin, mingw and/or MSVC try this out and see
 if it helps?

 Unfortunately, because there is no actual parking/runway AI data in
 the base package, much of this is currently dead code that cannot be
 tested.  I can't promise I didn't break anything, because I have no
 way of knowing whether it worked in the first place. :)

 Andy


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Re: [Flightgear-devel] FlightGear startup time

2005-05-24 Thread Durk Talsma
On Tuesday 24 May 2005 16:09, Harald JOHNSEN wrote:
 Edit apt.dat and runways.dat, just leave KSFO for example. Normaly you
 should leave a few others used in ai or atc (I don't remember) or
 disable this functionalities if you don't want an abort of FG.


The latest version of the Traffic manager derived AI is done such that it 
discards any route that tries to fly to/from an unknown airport. 
Unfortunately this has to be done at startup, adding to the initialization 
time. The run-time consequence if you only keep one airport is that you won't 
see any airliner traffic...

Cheers,
Durk



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Re: [Flightgear-devel] Re: FlightGear startup time

2005-05-24 Thread Durk Talsma
On Tuesday 24 May 2005 13:45, Melchior FRANZ wrote:

 (1) loading airport and navigation data;   very rough guess: ~ 45%
 (2) initializing subsystems (atc, weather, ai, ...)  ~ 30%
 (3) creating MipMaps (no perceived delay, because it's done in another
 thread)


Maybe this is a good time time to formulate a though I've had for some time 
now: With rumours of a possible 1.0.0 version sometime in 2005, I don't think 
it's a good time to start digging into the basic architecture of FlightGear. 
However, once version 1.0 is out, wouldn't that be an excellent opportunity 
to carefully scrutinize the core architecture of FlightGear  and redesign it 
with the goal of ruducing interdependencies, memory requirements,  and 
improving startup time?

Any thoughts/comments?

Cheers,
Durk


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Re: [Flightgear-devel] Re: finite

2005-05-07 Thread Durk Talsma
On Friday 06 May 2005 16:12, Martin Spott wrote:
 Durk Talsma wrote:
  I would like to keep this check around a little longer, until I'm more
  convinced I got everything nailed down. If there are portability issues
  though, I don't see any strong reasons for keeping it.

 It's your decision. If you want to keep it, then let's add the Solaris
 workaround as well,

 Martin.


I don't have a strong preference either way. Since it looks like your patch is 
pretty small, I'd say keep the finite check for now, until we have ironed out 
the bugs completely. 

(To give you a bit of a background: The original AI code was designed under 
the assumption that speeds would always be positive, which seems a reasonable 
assumption for aircraft :-). I added some cases with negative speed, to allow 
for on-ground push backs. I some cases, this could lead speeds to get down to 
zero, with some of the math (turn-radius, etc, etc), blowing up. The finite 
check is one that I added to see if things were still going as planned, 
because a non-zero check didn't always work.

Cheers,
Durk


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Re: [Flightgear-devel] Re: finite

2005-05-06 Thread Durk Talsma
On Friday 06 May 2005 14:00, Martin Spott wrote:
 Martin Spott wrote:
  foehn: 13:47:11 ~ man finite
  NAME
   isnan, isnand, isnanf, finite, fpclass, unordered  -  deter-
   mine type of floating-point number
 
  SYNOPSIS
   #include ieeefp.h

 If there's no suitable replacement for 'finite' then I'd suggest the
 following patch:


Hi Martin,

The finite check was added by me, while I was tracking down the possible 
cause(s) of a division by zero error in the AIAircraft code. I think I have 
nailed the problem in the latest release, but I opted to leave the finite 
check in there, just in case there were additional problems, assuming that 
this would be a portable function. 

I would like to keep this check around a little longer, until I'm more 
convinced I got everything nailed down. If there are portability issues 
though, I don't see any strong reasons for keeping it.

Cheers,
Durk


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Re: [Flightgear-devel] AI related

2005-05-02 Thread Durk Talsma
 Right now there are two instances where AI objects are created on-the-fly.
 One is in the submodels manager (see /source/src/AIModel/submodels.cxx).
 These are ballistic AI objects the emanate from the user airplane. 
 Currently this is used for contrails, smoke, flares, tracers, etc.

 The other instance is Durk's Traffic Manager, which creates AI aircraft
 based on a schedule, and creates flightplans for them.  This provides
 ongoing airline traffic.



You might want to have a look at Traffic/Schedule.cxx, around line 353, where 
I'm creating new AIAircraft objects. These models have their own FDM, 
however, which take care of moving them around. If you want to move the 
ojects around yourself, you probably have to write your own movement code, 
possibly by deriving your own class from AIBase.

HTH,
Durk


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Re: [Flightgear-devel] AI weirdness

2005-05-02 Thread Durk Talsma
On Monday 02 May 2005 20:41, Melchior FRANZ wrote:
   $ strace -fF -eopen fgfs -D --aircraft=ufo 21|grep -c /Airports/AI/
   49194

 Is there really no better way than to check for the existance of 49194(!)
 files during startup? Two for every ICAO id?

   [pid   377]
 open(/usr/local/share/FlightGear/Airports/AI//EGKH/parking.xml, O_RDONLY)
 = -1 ENOENT (No such file or directory) [pid   377]
 open(/usr/local/share/FlightGear/Airports/AI//EGKH/rwyuse.xml, O_RDONLY)
 = -1 ENOENT (No such file or directory) ... repeated 24596 times ...

 What about asking for all existing files in $FG_ROOT/Airports/AI? Let's
 see:

   $ ls -l $FG_ROOT/Airports/AI
   /bin/ls: /usr/local/share/FlightGear/Airports/AI: No such file or
 directory

 Whoops ...



Well, the idea is to make the files in question (rwyuse.xml and parking.xml) 
completely plugable. If the file exists for an airport, it will be read and 
used, if not, some generic fallback mechanism will be used. But mind you, 
this is still very much a development version and if there are alternative 
approaches, I'm interested. 

I don't know what point you're trying to make: either that there is such a big 
discrepancy between the number of files that are checked for their precence, 
and the fact that there are currently none in CVS, or do you suggest an 
alternative approach? If the former: I do have a few parking and rwyuse files 
at my local copy, which I can't release yet, for licencing reasons. I've been 
taking a break from AI development over the last couple of weeks and only 
very slowly getting back to it. As such, I haven't had a chance to get back 
to the parking/rwyuse file issue. If the latter: please elaborate. As I said 
above, if there's an alternative approach, with obvious advantages, I'm 
interested.

Cheers,
Durk


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Re: [Flightgear-devel] Re: AI weirdness

2005-05-02 Thread Durk Talsma
On Monday 02 May 2005 21:23, Melchior FRANZ wrote:
 * Durk Talsma -- Monday 02 May 2005 21:16:
  I don't know what point you're trying to make: either that there is such
  a big discrepancy between the number of files that are checked for their
  precence, and the fact that there are currently none in CVS,

 Well, checking for 5 files when we can probably only expect a few
 hundreds in the next ten years seems like a waste of performance. No big
 problem on Linux with normal file systems (apart from the needless noise in
 debugging runs). But I wouldn't be surprised if this is a problem on other
 operating systems, like Win95. (Or NFS?)

 I thought the alternative approach would be obvious. Instead of checking
 for the existence of 5 possible files just ask the system for actual
 files?


Okay, thanks for clarifying. I see what you mean. I'll put this on my TODO 
list. Might take a few weeks though before I'm fully back to working on this. 
Cheers,
Durk


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Re: [Flightgear-devel] Re: AI weirdness

2005-05-02 Thread Durk Talsma
On Monday 02 May 2005 21:43, Frederic Bouvier wrote:
 Let me rephrase Melchior's suggestion : iterate on directories with
 plib's ulOpenDir and ulReadDir functions, possibly being recursive in
 the tree, and check if the name of the reported files are an existing
 ICAO code against the database already loaded in memory. Examples of
 directory scan are in fgadmin and in fgrun.

 -Fred


Okay, that would be fairly easy to do. I'll have a look.

Cheers,
Durk


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Re: [Flightgear-devel] FlightGear Scenery Object Database

2005-02-24 Thread Durk Talsma
On Wednesday 23 February 2005 09:48, Erik Hofman wrote:
 Martin Spott wrote:
  Cheers,
  Martin.
  P.S.: Who created the static B737 and B747 models that are sitting at
KSFO ?

 I think Innis did the 737, but the 747 I wouldn't know.
 It could be a good time to remove both static planes since the Traffic
 manager gets quite powerful already.


:-)

Yes, technically we're up to the point now, where the static aircraft could be 
replaced by dynamic aircraft models. 

Cheers,
Durk


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Re: [Flightgear-devel] FlightGear Scenery Object Database

2005-02-24 Thread Durk Talsma
On Wednesday 23 February 2005 14:19, Innis Cunningham wrote:
   Erik Hofman writes

 I think Innis did the 737, but the 747 I wouldn't know.
 It could be a good time to remove both static planes since the Traffic
 manager gets quite powerful already.

 No I did the 747 David M did the 737 and yes the statics I would think
 can be consigned to history.Actually the 747 has now been recruited
 into the AI fleet so you have not seen the last of it just yet.:-)

 Cheers
 Innis


Sounds cool. Innis, I assume you refer to the traffic files you sent me 
earlier? I'm afraid I still haven't had a chance to look at them, although 
its still on my todo list. 

In the mean time, I started doing some prepatory work on taxiway following. 
I'm slowing my pace a little bit though, coming out of an extremely busy 
period at work.

Cheers,
Durk


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[Flightgear-devel] AI traffic heads-up

2005-02-02 Thread Durk Talsma
Hi Everybody,

I thought I'd give you guys a quick heads up concerning my AI traffic 
development. I am almost ready to release my latest changes. Just need to do 
some more testing, sync my development source branch with CVS, and make sure 
everything runs with the currently existing data. 

Anyways, here's brief list of improvements:
- Realistic aircraft parking location support: create a parking.xml file for 
your favorite airport, and AIAircraft wil park where you want them to. The 
file format specs will follow later.

- Preferential runway use. Again Specify a list of wind time conditions in an 
xml file, and FlightGear's AI system will choose a group of runways for 
takeoff and landing, that satisfy these criteria. 

- Incremental Flightplan creation. This change is somewhat less visible than 
the previous two, but it's an important step forward, because it provides the 
basic framework for selecting airport specific departures/approaches, and 
also for autogenerating airport specific taxiroutes. 

- Improved AI aircraft ground handling. Specifically ground steering is 
improved, and I spend a lot of time making sure aircraft didn't get stuck 
circling around unreachable waypoints.

-Push back support. Aircraft can now taxi backward by setting target speed to 
negative.

Concerning the first two items: Parking, and preferential runway use: I really 
would like to make these two features a little more visible by creating 
parking and runway use xml files for KSFO. I could probably do this quite 
easily do this for the runway preferences, if somebody could tell me how the 
runways are typically used here. As for the parking file, I could make a 
simple skeleton file with a couple of parkings, but to make a realistic one 
would require either that I have access to some good published data or that 
somebody with good knowlegde of the airport helped in building one. 

I'll try and post a few more screenshots on my website later week/weekend and 
expect to submit the code sometime next week.

Cheers,
Durk


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Re: [Flightgear-devel] AI traffic heads-up

2005-02-02 Thread Durk Talsma
On Wednesday 02 February 2005 19:40, John Wojnaroski wrote:
  I'll try and post a few more screenshots on my website later week/weekend

 and

  expect to submit the code sometime next week.

 Just wondering what updates were included in the 0.9.8 release. We'll have
 a FlightGear booth at SCALE3x next week and would be nice to demo some of
 your excellent work.

 If you have the time and could crank out a short XML file that would be
 terrific.


Hi John,

Thanks for the compliment. I lot of the credits also go to Dave Culp, for 
laying out his excellent AIModels code, David Luff for his AI/ATC work, and 
whoever else who contributed to these subsystems.

The AI code is in rudimentary form present in FlightGear 0.9.8 release, but 
that doesn't include Parking, and pref runway use. If you feel adventurous: 
At David Luff's request I've put a code snapshot up on my webstie. 

http://durktalsma.xs4all.nl/FlightGear/FlightGear-0.9.8-durk-ai-prerelease.tar.gz

I'll try and make rudimentary parking.xml and rwyuse.xml files for KSFO 
later this week. I'll try and send you some documentation later today (and 
please send me a reminder in case I forget).

Be mindful though, that none of these versions support realistic taxi behavior 
yet, so all aircraft taxi straight from the airport ref point to the runway, 
taxiing through buildings or other aircraft if necessary. This will be next 
on my todo list. 

Cheers,
Durk


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Re: [Flightgear-devel] Terrain elevation question

2005-01-25 Thread Durk Talsma
On Monday 24 January 2005 23:56, David Luff wrote:
 On 24/01/2005 at 21:17 Durk Talsma wrote:
 What I am really looking for is a hint where I can find the code in
 FlightGear

 Hi Durk,

 I obtain ground elevation for taxiing AI traffic in AILocalTraffic.cxx,
 lines 1569 - 1602 (or thereabouts).  Note that this is not a cheap
 operation, and you should only do it for traffic in a location which
 already has a tile loaded - otherwise it triggers tile loading, resets the
 scenery cache to the wrong location, and probably has other undesirable
 side effects as well.


Hi Dave,

Thanks, That's exactly what I was looking for. 

Cheers,
Durk


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Re: [Flightgear-devel] Terrain elevation question

2005-01-24 Thread Durk Talsma
Hi Folks,

Since I haven't seen any response to my question I guess it's either so hard 
that nobody knows the answer, or it just slipped by while everybody was 
fighting each other last week. :-)

Anyways, I'm still interested in potential solutions. 

Cheers,
Durk

On Saturday 22 January 2005 18:01, Durk Talsma wrote:
 Hi,

 I would like to experiment a little bit with adding current terrain
 elevation detection for AI models. Is there a function to do this, i.e.

  double fgGetElevation(double lat, double lon);

 I found that the current user location is read
 from /environment/ground-elevation-m but that's the elevation at the user
 location and not at the position of the AI plane.

 The reason I'm looking into this is that even at EHAM, which is quite flat
 there are already some very visible artifacts due to variations in ground
 elevation. So we'd need to address this sooner or later.

 Cheers,
 Durk


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Re: [Flightgear-devel] Terrain elevation question

2005-01-24 Thread Durk Talsma
On Monday 24 January 2005 20:57, Curtis L. Olson wrote:

 Hi Durk,

 The terrain elevation system could stand to be looked at a bit.  I think
 there is still a lurking bug where the wrong elevation can be returned
 under some circumstances immediately after a tile boundary is crossed.
 There are some optimizations in the current system that assume you are
 reading ground elevation from the same tile or same position stream as
 before.

 Be aware that looking up terrain elevation from a TIN is an expensive
 operation so we don't want to do very many of these lookups per frame.
 Perhaps your AI system could do one lookup per frame and rotate through
 the model list so the entire list is updated ever n frames ... or
 prioritize models that are on/near the ground over models that are high
 above the ground where it really doesn't matter so much.

 Does that answer your question?

Curt,

What I am really looking for is a hint where I can find the code in FlightGear 
that actually does these calculations. I tried tracing back through the 
functions that eventually set the value of 
the /environment/ground-elevation-m property, but couldn't really figure it 
out. 

Thanks for your explanation of the costs and pitfalls, I'll certainly take it 
into account. For a start, I would only do this for models that are on -or 
near- the ground, and use the general airport elevation for any other 
situation. Secondly, it would only be required to do this for traffic that is 
within a reasonable distance of the user. 

Thanks,
Durk





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[Flightgear-devel] Terrain elevation question

2005-01-22 Thread Durk Talsma
Hi,

I would like to experiment a little bit with adding current terrain elevation 
detection for AI models. Is there a function to do this, i.e.

 double fgGetElevation(double lat, double lon);

I found that the current user location is read 
from /environment/ground-elevation-m but that's the elevation at the user 
location and not at the position of the AI plane. 

The reason I'm looking into this is that even at EHAM, which is quite flat 
there are already some very visible artifacts due to variations in ground 
elevation. So we'd need to address this sooner or later.

Cheers,
Durk


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Re: [Flightgear-devel] AI piper load fix - v0.9.8a needed?

2005-01-22 Thread Durk Talsma
On Friday 21 January 2005 20:32, David Luff wrote:
 On 21/01/2005 at 20:04 Durk Talsma wrote:
 So time permitting I wouldn't mind having a stab at porting (some of) your
 
 code to interact with the AIModel system, it that is okay with you. As I
 mentioned yesterday, the taxiway code comes to mind. This approach might
 actually be mutually benificial, if this would free up some time for you
 to
 work on taxidraw. Eventually, we need data for the AI system, such as,
 taxiways and parkings/gates and taxidraw would be an ideal tool for that.
 Let
 me know what you think.

 Yes, in principle that's fine by me.  I'd like to keep the ATC system
 itself in it's own directory, but I'm happy for a significant portion, or
 possibly all of, the AI code to move over, and for you to 'take ownership'
 of it.  I'm not sure how far you want to go in moving it over - some of the

Me neither actually. As I am moving forward, I'm trying to gather some ideas. 
I'm currently mainly working on splitting up the dynamic flightplan 
generation code, so that I can generate pushback, taxi, takeoff, climb, 
cruise, decend, landing, taxi, and park, sections one at the time. This code 
is now works, albeit at a very rough an primitive level. It's now part of 
FGAIFlightplan, but could logically also be part of ATC. I'm currently 
leaning toward having the basic route generation part of the code be part of 
the AIModels codebase, and traffic monitoring be part of ATC (including some 
code that sends instructions to the AI planes to divert from their planned 
routes. 

But, its a fine line to draw. AIAircraft are currently pretty senseless 
(literally: They just follow routes and don't interact very well with their 
environment). I'm thinking about adding a series of invisible paths sections 
of taxiways, and sequence each aircraft based on their position along these 
paths. then it would be relatively easy for each individual aircraft to 
determine it's distance to it's predecessor and adjust speed accordingly.

 stuff is very AI/ATC interaction specific, such as the logic to fly
 circuits, respond to ATC instructions, and alter the circuit pattern in
 response to the user position (in theory anyway - one of the little
 blighters on downwind the other day was instructed by ATC to follow me in
 whilst I was about 2 mile final on straight-in.  At about 1 mile final he
 cut in front of me, and caused me to get told to go around after taking a
 shade too long to clear the runway!).  I'll have a mull over it this w/e
 and have a think about where a good cut-off point might be, and what API
 the AIModel code will need to expose to allow the 'intelligent AI' to
 continue to do what it does if left in the AI/ATC branch.

 Certainly, taxiing and 3D model creation and management would be good
 candidates for moving over to AIModels initially, leaving the heuristic GA

Yep. Model management is already implimentent, and taxiing would seem logical 
to me. 

 generator and the circuit-flying/tower control interaction portions in the
 AI/ATC for now.  The AIModel code would need to expose an API for the
 heuristic generator to call to generate appropriate traffic, and another
 API for the 'intelligent-flying' code to have sufficient control of the
 plane.


Both would be possible relatively easily. There is already code to set target 
heading, speed, and altitude, IIRC. The only thing that would be required is 
some code to override FlightPlan control, but that shouldn't be too hard 
either. 

Cheers,
Durk


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Re: [Flightgear-devel] AI piper load fix - v0.9.8a needed?

2005-01-21 Thread Durk Talsma
On Friday 21 January 2005 16:51, David Luff wrote:
 Hi all,

 I've commited a fix for the program crash when the piper model is not
 present, and apologise for that.  Would a v0.9.8a release be in order?  The
 current package almost certainly crashes for everyone who doesn't have an
 existing base package or extra aircraft installed, and Frederic's fix of
 the surplus radio towers in downtown SFO is pretty important too.

I too would welcome a bug-fix release shortly: I just got a bug report from 
Innis Cunningham that the traffic manager still crashes on windows machines. 
I had hoped I'd fixed this, but being a Linux developer myself, I don't have 
a real good opportunity to test any changes I'm making for windows versions.


 I'd like to overhaul my loading of GA aircraft models properly - instead of
 pulling them out of the installed aircraft, I think some dedicated AI
 models should be available to help avoid this kind of problem.  Dave Martin
 - do I remember you saying that you had done / intended to do low-poly
 count versions of the pa28 and c172 at some point?  If so, they would be
 very useful.

David, earlier, I seemed to remember that you were leaning toward integrating 
your AI/ATC code with Dave Culp's AIModel code. In the light of this, 
wouldn't it be a more feasable approach to start thinking about ways to do 
this and eventually phase out your model animation code? I'm not suggesting 
you should do this, but in the light of your earlier mail, it would seem a 
logical step. Any thoughts?

Cheers,
Durk


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Re: [Flightgear-devel] AI piper load fix - v0.9.8a needed?

2005-01-21 Thread Durk Talsma
On Friday 21 January 2005 18:44, David Luff wrote:
 On 21/01/2005 at 18:38 Durk Talsma wrote:

 
 Any thoughts?

 Yes, I'm still inclined to go this way (integration), but haven't had the
 chance to dig into the AIModel code yet.  The comments above were intended
 to be somewhat generic, to be implemented in whatever method/branch I wind
 up using.  I guess I can comment more inteligently on this without the risk
 of suggesting stuff that already exists once I've had a good dig into the
 AIModel code, so I'll go and take a look...

 Cheers - Dave


I understand, it usually takes quite a bit of time to understand somebody 
else's code. I'm actually fairly fluent in understanding the most relevant 
parts of Dave's code (i.e. FGAIAircraft and FGAIFlightPlan classes). 

So time permitting I wouldn't mind having a stab at porting (some of) your 
code to interact with the AIModel system, it that is okay with you. As I 
mentioned yesterday, the taxiway code comes to mind. This approach might 
actually be mutually benificial, if this would free up some time for you to 
work on taxidraw. Eventually, we need data for the AI system, such as, 
taxiways and parkings/gates and taxidraw would be an ideal tool for that. Let 
me know what you think.

Cheers,
Durk


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Re: [Flightgear-devel] v1.0 musings (was: Aircraft included in basepackage)

2005-01-20 Thread Durk Talsma

 3) ATC/AI
 This may just be my group of friends :P, but many of them find it much
 more fun and interesting if there are other aircraft in the world, and
 if they can communicate with ATC. Durk's work in this area is making
 this easier, but ATC itself can still feel quite primitive. Coupled with
 this, people expect to start on the apron if it's there, and then to
 taxi out to the runway of their choice.


As Curt wrote earlier, the 1.0 release will probably mark the start of a new 
phase in FlightGear development. I tend to share this view, as more and more 
development efforts will shift from writing c/c++ code to designing 3D models 
and writing configuration scripts in, for example, nasal or .xml.

AI traffic and ATC is probably one of the major exception to the rule (the 
other being glass cockpit support??), because development started relatively 
late and there is still quite a bit of C++ code that needs to be written. I 
hope to have some more of the basic functionality of the AI subsystem 
working, before the famous 1.0 release. 

But, similar to the other fields of development, the AI system will ultimately 
only come to life when people start contributing traffic patterns and low res 
aircraft models (c.f. www.projectai.com). 

Cheers,
Durk

P.S., I just sortof finished a first stab at implimenting preferential runway 
use. I've been testing this at EHAM, where traffic has been taking off from 
runway 24 and landing on 27, just like it did today in real life. :-)

I'm considering incorporating David Luff's taxiway code before submitting my 
new code, but I'm not sure how much time I will have in the next weeks. 

D. 


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Re: [Flightgear-devel] A380

2005-01-18 Thread Durk Talsma
On Tuesday 18 January 2005 08:21, Paul Surgeon wrote:
 On Tuesday, 18 January 2005 04:40, Ampere K. Hardraade wrote:
  On January 17, 2005 02:25 pm, Paul Surgeon wrote:
   We already have too many empty 3D models in FG without working FMCs,
   FMSs, ECAMs, NDs, etc.
  
   Paul
 
  It will be nice if you can implement these systems, perferablely by Nasal
  so that they can be flexible.

 Running Nasal code in the rendering loop to do tons of work would not be a
 very good idea in my opinion.
 I've looked through an A320 FCOM manual and it would take many thousands of
 lines of C++ to accomplish a half functional aircraft.

...[snap]...

 Unfortunately this is going to sit on the backburner for a long time as
 it's tons of work to implement, I'm already too busy with other projects
 and I doubt anybody else would be willing to tackle it in the near future.


So, are you suggesting we should do it ourselves and shift priorities? Work on 
glass cockpits Instead of creating 3D models, and FDMs? Doesn't sound like 
its gonna work. There are currently some really talented people working on 3D 
models, but these people are not necessarily great programmers. And the 
opposite is true as well. Good programmers might be lousy 3D modellers. 

So, shifting priorities wouldn't work here. I don't see why the 3D modelling 
people shouldn't continue to work on new models. My experience with 
FlightGear over the years has alway been that if there is something you can 
do *now*, that will benefit the program in the long run that do it[1].

Cheers,
Durk


[1]. As an example: In the early days, around 1997, Curt asked me if I could 
write some code that would return the latitude and longitude of the sun's 
current positin, for daylight computation purposes. Having written it, adding 
a visual representation of the sun, moon, and the planets at their exact 
position turned out to be pretty trivial to impliment, and the overhead to 
run the code neligable, so I went ahead and did it. 

I remember lots of complaints from people claiming that we were focusing on 
the wrong things, etc etc. However, there wasn't really an alternative for me 
to work on at the time, so shifting priorities wasn't really an option 
either. And see what we have now. I don't think it hurt when we sometimes 
impliment things in seemingly weird orders. :-)



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Re: [Flightgear-devel] A380

2005-01-18 Thread Durk Talsma
On Tuesday 18 January 2005 11:53, Ampere K. Hardraade wrote:
 The roll out is on, LIVE!
  http://www.tv-radio.com/station/public_senat/public_senat-150k.asx

 For German user, they can tune to N-TV.

 Right now, it is 6:00 here.  I woke up at 4:30 just to watch this!

 The aircraft has yet been revealed.

 Ampere


Also BBC-World, and German ZDF (the advantage of living the the 
Netherlands :-). Good coincedence I was at home today.

D.


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Re: [Flightgear-devel] A380

2005-01-18 Thread Durk Talsma
On Tuesday 18 January 2005 19:28, Paul Surgeon wrote:
 On Tuesday, 18 January 2005 13:04, Durk Talsma wrote:
  So, are you suggesting we should do it ourselves and shift priorities?
  Work on glass cockpits Instead of creating 3D models, and FDMs? Doesn't
  sound like its gonna work. There are currently some really talented
  people working on 3D models, but these people are not necessarily great
  programmers. And the opposite is true as well. Good programmers might be
  lousy 3D modellers.
 
  So, shifting priorities wouldn't work here. I don't see why the 3D
  modelling people shouldn't continue to work on new models. My experience
  with FlightGear over the years has alway been that if there is something
  you can do *now*, that will benefit the program in the long run that do
  it[1].

 Point taken - model away!  :)

:-)

 I just find it frustrating when I start up a nice aircraft to find out that
 there no way to navigate the thing across open oceans.
 I don't think real world pilots use a magnetic compass to navigate where
 VOR's and NDB's don't live.


I can imagine that. My gut feeling is though that as soon as there is a 
breakthough in the design of glass cockpits these changes can be traversed 
back to the existing models relatively quickly. I'm glad to see some 
discussion  in this area.

Cheers,
Durk


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Re: [Flightgear-devel] A380

2005-01-18 Thread Durk Talsma
On Wednesday 19 January 2005 00:58, Ampere K. Hardraade wrote:
 On January 17, 2005 01:51 pm, Christian Mayer wrote:
  When do we have a flyable A380?
 
  It can't be that Airbus was faster than we are:
  http://slashdot.org/articles/05/01/17/0437202.shtml?tid=126
 
  CU,
  Christian ;)

 Of course not.  Check out: http://flightgear.org/Gallery/


Cool. Is this what you were working on with Innis? Looks good...

Cheers,
Durk


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Re: [Flightgear-devel] Aircraft downloads

2005-01-18 Thread Durk Talsma
On Tuesday 18 January 2005 22:05, Christian Mayer wrote:
 Hi,

 the web page is comming along nicely!

 There's one thing that could be added: when you click on the thumbnail a
 normal sized picture should open.

 It also would be great if there'd be a thumbnail of the cockpit for that
 plane as well.


Another thought: There are some other hangar pages out there like the ones 
made by David Culp and Wolfram Kuss. Would it be an idea to add a link to 
these pages at the bottom of the aircraft download page?

Presumably we can't merge these pages due to licence incompatibilities...

Cheers,
Durk


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Re: [Flightgear-devel] splash screen

2005-01-17 Thread Durk Talsma
On Monday 17 January 2005 12:51, Manuel Massing wrote:
 Hi,

   I've been holding off my code changes already since Christmas. ;-)

 why not tag the planned releases as branches. This way development can
 continue in HEAD while the releases can be tested and bugfixed in-
 dependently.  This is fairly standard procedure for open source projects
 (e.g. KDE, gcc, freebsd).


Well, I guess every open source project has it's own way of doing things. 
Curt's announcement of a new planned release flagged the start of a feature 
freeze period, but it also coincided with a rare opportunity for me to do 
some development work. So  I decided not to submit any of my work until after 
the release. 

I see some merit in branching, but I guess it would increase the workload of 
the project maintainers, who now need to make sure that bugfixes for the 
release branch make it into the development tree and vice verca. 

Just my two cents,
Durk


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Re: [Flightgear-devel] splash screen

2005-01-17 Thread Durk Talsma
On Monday 17 January 2005 14:41, Innis Cunningham wrote:
 Hi Durk
   Durk Talsma writes

 Well, I guess every open source project has it's own way of doing things.
 Curt's announcement of a new planned release flagged the start of a
  feature freeze period, but it also coincided with a rare opportunity for
  me to do some development work. So  I decided not to submit any of my
  work until after
 the release.

 Does this mean we are not going to get the fixed AI in this release?.


Hi Innis,

No worries mate (as I picked up while I was down under last year) :-)

I did submit the bugfix, just not the new features. 

Btw, could some of the windows people let us know if the traffic manager now 
works? to activate you need to set traffic manager/enabled and (iirc) 
ai/enabled to true in preferences. (But you can ignore my commented out 
scenarios). 

ai-traffic
   enabled type=booltrue/enabled
   level type=int1/level
  /ai-traffic

  traffic-manager
 enabled type=booltrue/enabled
  /traffic-manager

  ai
   enabled type=booltrue/enabled
   !-- scenarionimitz_demo/scenario --
   !-- scenarioaircraft_demo/scenario --
  /ai


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[Flightgear-devel] 0.9.8 Scenery path bug

2005-01-17 Thread Durk Talsma
Hi,

I just ran into the following issue:
In my .fgfsrc I have specified
 --fg-scenery=/home/durk/FlightGear-Scenery-0.9.5/

Which is a directory I had just deleted a few minutes earlier, because of an 
upgrade to Scenery-0.9.[78].

As a result, FlightGear quit with a segmentaton fault. In conclusion, when 
--fg-scenery points to a non-existing directory, FlightGear seg faults. 

Because this is likely to affect users, it would be a good thing to fix before 
the next release. Any ideas what the best way to handle this would be?

Well, finally, I found a bug. As somebody mentioned a few days earlier: 
They're harder to find by the day! :-)

Cheers,
Durk


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Re: [Flightgear-devel] Re: 0.9.8 Scenery path bug

2005-01-17 Thread Durk Talsma
On Monday 17 January 2005 22:12, Melchior FRANZ wrote:
 * Curtis L. Olson -- Monday 17 January 2005 21:59:
  Any chance you can get us a gdb backtrace?

 I can reproduce the crash, though. I'll look into it ...

 m.

Thanks Melchior. Anyways, here's my backtrace: Just out of curiosity: Would it 
be the case that the loader fails because it doesn't have a path to read data 
from? This is a bit of a wild guess, because I didn't have time to look into 
the code at all. 

Cheers,
Durk


Starting program: /home/durk/src/FlightGear-0.9/source-clean/src/Main/fgfs
[New Thread 16384 (LWP 1634)]
Failed to find runway 28R at airport EHAM
[New Thread 32769 (LWP 1635)]
[New Thread 16386 (LWP 1636)]
Object PanelInstruments not found
Object ControlsGroup not found
[New Thread 32771 (LWP 1637)]

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 16386 (LWP 1636)]
sgGenTile(std::string const, SGBucket, Point3D*, double*, SGMaterialLib*, 
ssgBranch*) ([EMAIL PROTECTED], b=
  {cx = 2.1290598554044618e-313, cy = 54.183372497527387, lon = 4, lat = 
52, x = 3, y = 2}, center=0x4b71bbfc, bounding_radius=0x0, matlib=0x967ce20,
geometry=0xd8eaf30) at basic_string.h:249
249   { return  _M_dataplus._M_p; }
(gdb)

(gdb) bt
#0  sgGenTile(std::string const, SGBucket, Point3D*, double*, SGMaterialLib*, 
ssgBranch*) ([EMAIL PROTECTED], b=
  {cx = 2.1290598554044618e-313, cy = 54.183372497527387, lon = 4, lat = 
52, x = 3, y = 2}, center=0x4b71bbfc, bounding_radius=0x0, matlib=0x967ce20,
geometry=0xd8cecb0) at basic_string.h:249
#1  0x08305168 in FGTileEntry::load(std::vectorstd::string, 
std::allocatorstd::string  const, bool) (this=0xda3db68, 
[EMAIL PROTECTED])
at globals.hxx:269
#2  0x082f9dd3 in FGTileLoader::LoaderThread::run() (this=0x8f0d198)
at FGTileLoader.cxx:172
#3  0x0840888f in start_handler (arg=0x0) at SGThread.cxx:23
#4  0x40039f60 in pthread_start_thread () from /lib/i686/libpthread.so.0
#5  0x4003a0fe in pthread_start_thread_event () from /lib/i686/libpthread.so.0
#6  0x4059d327 in clone () from /lib/i686/libc.so.6
(gdb)



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Re: [Flightgear-devel] splash screen

2005-01-16 Thread Durk Talsma
On Sunday 16 January 2005 21:54, D Luff wrote:
 On Sun, 16 Jan 2005 20:27:10 -

 Agreed.  I had a look at some of it recently with a view to automatically
 starting on the into the wind runway with real-weather.  At the moment it
 can't be done, since real-weather is dependent on position, and I'm trying
 to introduce the counter-dependency as well.  What I think needs to happen
 is to init approx location first, then init the environment, then init
 exact location.


David, as I mailed to you off-list (but probably not yet to FlightGear-devel), 
I'm working on extending the airport code. Part of the new code is going to 
be a function that returns the active runway for a specific airport. 

So, I guess, initialization could be something like (in pseudo code):
1) get airport
2) airport-get weather
3) airport/weather-getActiveRunway
4) user-init  at active runway

Cheers,
Durk


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Re: [Flightgear-devel] splash screen

2005-01-16 Thread Durk Talsma
On Sunday 16 January 2005 23:07, Curtis L. Olson wrote:


 Let's please hold off on touching any of this and restructuring the init
 order until *after* the upcoming release.

 Curt.

Curt,

I've been holding off my code changes already since Christmas. ;-)

Cheers,
Durk


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Re: [Flightgear-devel] Strange FG crash.

2005-01-10 Thread Durk Talsma
On Monday 10 January 2005 21:29, David Megginson wrote:
 On Mon, 10 Jan 2005 14:20:45 -0600, Curtis L. Olson

 [EMAIL PROTECTED] wrote:
  I was just flying in the SFO area with the DHC2-F and flightgear crashed
  with the following message:
 
  Unknown exception in the main loop. Aborting...
  Possible cause: Success
 
  Anyone have any ideas?  This is the first time I've seen anything like
  that.

 I did a find/grep through all of the FlightGear, SimGear, and plib
 source code as well as the base package, and I couldn't find anything
 that looked like a reasonable candidate for an exception returning the
 message Success.


Hmm, the exceptions that I know of that are still not handled very well are 
related to unsuccesful loading of AIModels. But usually that's not followed 
by any message.

Just checking: Did you use any AIModels or traffic manager subsystems?

Second guess: Could it be related to loading static models??

Cheers,
Durk


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[Flightgear-devel] Terrasync

2005-01-06 Thread Durk Talsma
Hi Folks,

I just tried out the latest prerelease of FlightGear for a stretch test, by 
taking the 747 on a trip halfway around the world, from EHAM to WSSS. I 
deleted all the scenery and ran the accompanying version of terrasync to 
fetch the latest scenery. I appears that a large chunk of the scenery enroute 
couldn't be retrieved, as I was getting the error message like the one below. 

Note that since I was lazy, I maintained my original 0.9.5 directory, but the 
new scenery should really be 0.9.8. (if I understand the terrasync operations 
correctly. 
I found scenery missing between N50, E30,  and approx N30,E75, and south of 
N20. 

Is it possible that these files are not on scenery.flightgear.org, or was 
terrasync unable to download the scenery because of a user limit?

Just curious,
Durk


lat_dir = 1  lon_dir = 0
mkdir -p FlightGear-Scenery-0.9.5/Terrain//e100n00
rsync --verbose --archive --delete --perms --owner --group 
scenery.flightgear.org::Scenery/e100n00/e103n02/ 
FlightGear-Scenery-0.9.5/Terrain//e100n00/e103n02
receiving file list ... rsync: link_stat e100n00/e103n02/. (in Scenery) 
failed: No such file or directory (2)
done
client: nothing to do: perhaps you need to specify some filenames or the 
--recursive option?
rsync error: some files could not be transferred (code 23) at main.c(653)
mkdir -p FlightGear-Scenery-0.9.5/Terrain//e100n00
rsync --verbose --archive --delete --perms --owner --group 
scenery.flightgear.org::Scenery/e100n00/e103n03/ 
FlightGear-Scenery-0.9.5/Terrain//e100n00/e103n03
receiving file list ... rsync: link_stat e100n00/e103n03/. (in Scenery) 
failed: No such file or directory (2)
done
client: nothing to do: perhaps you need to specify some filenames or the 
--recursive option?
rsync error: some files could not be transferred (code 23) at main.c(653)
mkdir -p FlightGear-Scenery-0.9.5/Terrain//e100n00
rsync --verbose --archive --delete --perms --owner --group 
scenery.flightgear.org::Scenery/e100n00/e102n03/ 
FlightGear-Scenery-0.9.5/Terrain//e100n00/e102n03
receiving file list ... rsync: link_stat e100n00/e102n03/. (in Scenery) 
failed: No such file or directory (2)
done
client: nothing to do: perhaps you need to specify some filenames or the 
--recursive option?
rsync error: some files could not be transferred (code 23) at main.c(653)
mkdir -p FlightGear-Scenery-0.9.5/Terrain//e100n00
rsync --verbose --archive --delete --perms --owner --group 
scenery.flightgear.org::Scenery/e100n00/e104n03/ 
FlightGear-Scenery-0.9.5/Terrain//e100n00/e104n03
receiving file list ... rsync: link_stat e100n00/e104n03/. (in Scenery) 
failed: No such file or directory (2)
done
client: nothing to do: perhaps you need to specify some filenames or the 
--recursive option?
rsync error: some files could not be transferred (code 23) at main.c(653)


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Re: [Flightgear-devel] Terrasync

2005-01-06 Thread Durk Talsma
On Thursday 06 January 2005 20:56, Durk Talsma wrote:

 the new scenery should really be 0.9.8. (if I understand the terrasync

Hmm, okay, I guess that should be 0.9.7...

I also should have mentioned that FlightGear ran perfectly for the duration of 
the trip (although I left it running unattended for most of the time).

Cheers,
Durk


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Re: [Flightgear-devel] FlightGear v0.9.8-pre2

2005-01-03 Thread Durk Talsma
On Monday 03 January 2005 21:43, Curtis L. Olson wrote:
 The second v0.9.8 prerelease of FlightGear (v0.9.8-pre2) is now
 available for download and testing (source only.)

 http://www.flightgear.org

 I ask as many people as possible to download the tarballs, build and
 test.  The more problems we can catch now, the less problems our end
 users will catch.


Okay, I'm downloading now. :-)

I have a request for the windows developers/builders: Would you guys mind 
testing out the AI traffic and traffic manager code? I recently submitted a 
few directory path bug fixes, which I'm unable to test myself, because I only 
have  linux/cygwin.

TIA,
Durk


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Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-29 Thread Durk Talsma
On Wednesday 29 December 2004 00:33, Dave Martin wrote:
 I was thinking more about callsigns; if each AI aircraft is given a
 callsign, they could then take a registration from a pool (simple list) of
 correct registrations for their 'type' (ie: SqueezyJet 737) If a
 registration is taken by an AI traffic, the aircraft is given another from
 the same list.

For those op you interested: Some rudimentary support for this is already in 
the traffic manager: Have a look at one of the traffic files in 
${FG_ROOT}/data/Traffic for an idea. I'm not using most of these tags yet, 
but they're there for future purposes.


 For airline fanatics, they could even help by providing 'flag-name' details
 for real-world registrations which would mean that:

  callsign: Speedbird 6

 Recieves: Reg: G-CIVW and flag-name: City of Lichfield.

:-). 

The traffic manager actually organizes this the other way around: 

aircraft
modelAircraft/MD11/Models/KLMmd11.xml/model
liveryKLM/livery
registrationPH-KCA/registration
heavytrue/heavy

!-- Day one: Amsterdam to San Fransisco, CA, USA --
flight
callsignKLM0605/callsign
fltrulesIFR/fltrules
departure
   portEHAM/port
   time0/09:45:00/time
/departure
cruise-alt330/cruise-alt
arrival
portKSFO/port
time0/20:55:00/time
/arrival
repeatWEEK/repeat
   /flight
   /aircraft

 Of course, this is both extreme and probably pointless when it comes to
 flag-names but it is the sort of thing that you could apply to textures
 using Imagemagick if the flag-names were pre-made.


I did keep a flag name as a comment in my xml files. 

However, while I hate to spoil the party: This approach would require several 
copies of each aircraft type (each with a slightly modified registration 
texture) to be loaded. I recently changed the system so that we use multiple 
instances of the same copy of each aircraft model, because the original code 
that loaded separate copies of each model was taking up way too much 
resources. I don't think we want to go back to the original situation, just 
to display a registration number on an AI craft, which we wouldn't be able to 
read 99% of all times. 

Cheers,
Durk


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Re: [Flightgear-devel] Announce: FlightGear-0.9.8-pre1 and SimGear-0.3.8-pre1

2004-12-29 Thread Durk Talsma
On Wednesday 29 December 2004 20:59, Mathias Frhlich wrote:
 On Freitag 24 Dezember 2004 12:00, Ronny Standtke wrote:
   It would be great if as many people as possible could download this
   pre-release and give it a try and let us know if there are any
   problems.
 
  After a long time not using fgfs I tested this version and run straight
  into a small problem: transparent wings. (see attached screenshot) I
  wasnt running fgfs for almost a year now but I am very sure that this
  problem didnt exist in older versions of fgfs.

 It was introduced with Erik's display list patch at the time the crease
 patch came up.
 Do you use a radeon and/or r200 chipset with the dri drivers?

 Nobody other complained and it seems to work with the nvidia closed source
 drivers.
 So I *guess* that this is a driver problem with the radeon/r200.


Hmm, I'm also seeing this problem with an NVIDIA driver. I never mentioned it 
because somebody else already did. :-)

Cheers,
Durk


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Re: [Flightgear-devel] Announce: FlightGear-0.9.8-pre1 and SimGear-0.3.8-pre1

2004-12-28 Thread Durk Talsma
On Tuesday 28 December 2004 10:05, Erik Hofman wrote:
 Durk Talsma wrote:
  On Tuesday 28 December 2004 01:24, Arnt Karlsen wrote:
 On Mon, 27 Dec 2004 16:40:39 +0100, Durk wrote in message
 
 Okay, fixed these. Took not nearly as much time as I thought it
 should. I just  send a patch to Erik.
 
 ..you missed FlightGear-0.9/source/scripts/java/Makfefile.am,
 looks rather non-portable to me.  ;-)
 
 ..# ll FlightGear-0.9/*/*/*/M*ile.* |grep -v Makefile
 -rw-r--r--  1 root root19 Dec 26 01:06 \
 FlightGear-0.9/source/scripts/java/Makfefile.am
 
  Well, not really: I only fixed those pathnamens inside the core code that
  I contributed to in the first place, and not any misnamed files in the
  autoconf system.
 
  Also, could you *please* be a little more explicit in future error
  reports? It took me my first cup of coffee this morning to figure out
  that your chain of commands returns a misspelled filename (notice the
  extra f), whereas just saying There's a wrong  filename in
  FlightGear-0.9/source/scripts/java/Makfefile.am would have made it
  obvious immediately.
 
  Anybody with CVS access care to rename this file?

 Eh, no. Wat's the problem?

 Erik

Notice that the filename in question 
(FlightGear-0.9/source/scripts/java/Makfefile.am) is named Makfefile.am 
instead of Makefile.am (notice the extra f after the 'k' in the name), which 
I guess is not what this file is supposed to be called. 

I never got an error message from this, btw, but Arnt mentioned it.

Cheers,
Durk


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Re: [Flightgear-devel] EasyXML problem?

2004-12-28 Thread Durk Talsma
On Tuesday 28 December 2004 19:43, Jon S Berndt wrote:
 I've encountered an unexpected problem with the class I have derived
 from EasyXML. In one of the configuration files I have, the following
 lines are present:

  function NAME=aero/coefficient/Cndr
  descriptionYaw moment due to rudder/description
  product
  propertyaero/qbar-psf/property
  propertymetrics/Sw-sqft/property
  propertymetrics/bw-ft/property
  propertyfcs/rudder-pos-rad/property
  value-0.043/value
  /product
  /function

 When I parse this construct I find that the last tagged property does
 not get parsed correctly. What happens as the program is actually run
 shows this:

 DATA LINE: ***=fcs/rudde=***
Parsing property name: fcs/rudde
 FGPropertyManager::GetNode() No node found for fcs/rudde


John, I seem to remember running into similar problems. Have a look at 
src/Traffic/TrafficMgr.cxx in FlightGear for a workaround. IIRC, easyxml 
reads the data in blocks, and at the border between two blocks you need to 
merge the data yourselves. Or something like that. It's been a while since I 
wrote that, so my memory is a bit rusty. 

HTH,
Durk


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Re: [Flightgear-devel] Announce: FlightGear-0.9.8-pre1 and SimGear-0.3.8-pre1

2004-12-27 Thread Durk Talsma
On Wednesday 22 December 2004 21:55, Curtis L. Olson wrote:
 The first prerelease of FlightGear-0.9.8 and SimGear-0.3.8 are available
 for download.  Please see their respective web sites for details:

 http://www.flightgear.org
 http://www.simgear.org

 It would be great if as many people as possible could download this
 pre-release and give it a try and let us know if there are any problems.

 Thanks,

 Curt.

Curt,

FYI: Thanks to Innis Cunningham, I found a few non-portable pathnames in 
FlightGear thatI would like to fix before the next release. I'll do my best 
to fix these before the next release, but I may need a day or two. 

Cheers,
Durk


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Re: [Flightgear-devel] Announce: FlightGear-0.9.8-pre1 and SimGear-0.3.8-pre1

2004-12-27 Thread Durk Talsma
On Monday 27 December 2004 14:56, Durk Talsma wrote:
 FYI: Thanks to Innis Cunningham, I found a few non-portable pathnames in
 FlightGear thatI would like to fix before the next release. I'll do my best
 to fix these before the next release, but I may need a day or two.


Okay, fixed these. Took not nearly as much time as I thought it should. I just 
send a patch to Erik.

Cheers,
Durk


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Re: [Flightgear-devel] Announce: FlightGear-0.9.8-pre1 and SimGear-0.3.8-pre1

2004-12-27 Thread Durk Talsma
On Tuesday 28 December 2004 01:24, Arnt Karlsen wrote:
 On Mon, 27 Dec 2004 16:40:39 +0100, Durk wrote in message

  Okay, fixed these. Took not nearly as much time as I thought it
  should. I just  send a patch to Erik.

 ..you missed FlightGear-0.9/source/scripts/java/Makfefile.am,
 looks rather non-portable to me.  ;-)

 ..# ll FlightGear-0.9/*/*/*/M*ile.* |grep -v Makefile
 -rw-r--r--  1 root root19 Dec 26 01:06 \
 FlightGear-0.9/source/scripts/java/Makfefile.am

Well, not really: I only fixed those pathnamens inside the core code that I 
contributed to in the first place, and not any misnamed files in the autoconf 
system. 

Also, could you *please* be a little more explicit in future error reports? It 
took me my first cup of coffee this morning to figure out that your chain of 
commands returns a misspelled filename (notice the extra f), whereas just 
saying There's a wrong  filename in 
FlightGear-0.9/source/scripts/java/Makfefile.am would have made it obvious 
immediately. 

Anybody with CVS access care to rename this file?

Cheers,
Durk


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Re: [Flightgear-devel] Realistic parking

2004-12-27 Thread Durk Talsma
Hi David,

Some comments embedded in your original reply.

On Monday 27 December 2004 00:16, David Luff wrote:
 Durk Talsma writes:
  I haven't implimented taxiway routing yet, so right now, each aircraft
  taxies straight from the gate to the active runway. I bet you can guess
  what my next logical move will be. :-)

 Hi Durk,

 Take a flight at KEMT with the ai-traffic turned on.  There's some taxying
 going on there.

Okay, I'll have a look. I've actually been browsing and using some of your 
code from time to time, in particular your method to determine the active 
runway. I'm thinking about moving this code over into a new FGAirport class, 
which I'm converting from the old FGAirport struct, which is currently in 
Airports/simple.[ch]xx

The first significant extention consists of a vectro of available parkings and 
a method to return which one is available. The next logical step would be to 
add code to determine the active runway, i.e:

airport-getActiveRunway();
airport-getAvailableParking();

So the new FGAirport class would provide a unified method to access any 
airport related data. I also wrote a little tool to test preferential runway 
use schemes, and managed with just a few relatively simple set of rules to 
mimic Schiphol (EHAM)'s rather complex preferential runway use system, so I 
would also like to see if I can inporporate that into the FlightGear 
FGAirport class.

From this perspective, a 
airport-getTaxiRoute(); 
function, based on your taxi code  would also seem to be a logical extension 
to FGAirport. 


 There are some good bits and some bad bits in my taxying code.  The
 in-memory storage of a node-arc network, and the routine to find a shortest
 path between any two nodes is probably quite reasonable (now there's a
 hostage to fortune ;-)), and possibly worth you using.  The code to supply
 the network from FGGround to the AI plane, and the code for the AI plane to
 follow it, is really quite hideous, and probably still has a few potential
 blow-ups in it.  It really needs re-writing from scratch.  Note how the
 plane 'wiggles' a bit as it passes each node - I guess I ought to read up
 on my control theory.

Would it be an idea to return the taxi route as a series of waypoints and than 
let Dave Culp's AIFlightPlan code do the actual manouvering? Eventually, we 
need to come up with a way to override flightplan instructions, but it would 
seem like a good start to me to do it this way (see my original design plan: 
Make sure everything works, but without worrying about separation conflics, 
then as a next step add seperation monitoring and handling). 


 Anyway, at this point we definately need to start co-operating, since we're
 going to need the same file format and editing tools for both of our AI
 traffic, else users are going to suffer.  The file format I used was never
 meant to be permament BTW - just a one-off quick hack to get the KEMT
 proof-of-concept up and running.  Do you have any firm convictions in this
 area already?

For me, pretty much the same holds, a lot of the TrafficManager/AI manager 
interactions are very experimental and the same holds for the parking code. 
Paul Surgeon mentioned that the new xplane format allows startup locations, 
so we should support those if possible, but I don't know yet if these are 
intended for user startup or for AI parking as well. 

In addition, I think we should/could e-mail each other off-list some 
proof-of-concept file formats and decide what we need. I'll send you some 
stuff once I get this a little further down the line. I just started a major 
overhaul of the FlightPlan autogeneration code, and my current development 
verison of FlightGear is in a state of flux, as I'm trying to track down a 
major segfault. 


 I think that the time has probably come for the AI systems to merge IMHO. 

Yes, absolutely.

 I think that probably the best thing to do is for me to instantiate my
 models through the Dave Culp system, since his model code is much better
 than mine I think.  Then I can add ATC-AI interaction in my own bit, and
 anything we both need (such as taxying) can go in the AI-models (Culp) code
 to be used by both of us from one bit of code.  This will require the
 AI-models code API to be extended so I can instantiate and control the
 models programatically.  I believe Erik has some plans to make sure all
 models can be distributed logically between multiple and networked clients
 as well - it can only help if all AI systems use the same model tree in
 that respect.  Any objections?  I'll take a look anyway and see how much
 damage I'd need to do to merge.

Sounds good. From what I can tell, it is currently not possible to override AI 
traffic with flightplans, but it shouldn't be too hard to impliment this. 

Cheers,
Durk


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Re: [Flightgear-devel] Realistic parking

2004-12-26 Thread Durk Talsma
On Sunday 26 December 2004 07:14, Paul Surgeon wrote:
 How does it work?
 Do the aircraft follow taxiways and park at gates or ramp designations?

That's the ultimate goal. For the current code, ie. for testing, I created an 
xml file containing parking location and orientation information, which I 
converted from MS FlightSim (from project afcaddata) , using an exsiting bgl 
decompiler. Since the decompiler output was in xml format, reading it in to 
FlightGear was pretty trivial. 

I haven't implimented taxiway routing yet, so right now, each aircraft taxies 
straight from the gate to the active runway. I bet you can guess what my next 
logical move will be. :-)

I still need to update the gate assignment and release logic a bit more, and 
also need to split the flight plan generation code, so that parking spots are 
not assigned until at the last minute. 


 BTW : I see that the X-plane apt.dat file allows startup locations (for
 things like gate numbers, ramps, helipads) as of version 7.01 and up.

Ah, that's good news. I didn't know yet, but it sounds like we should use this 
info in the future.

Cheers,
Durk


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[Flightgear-devel] Realistic parking

2004-12-25 Thread Durk Talsma
Merry Christmas everybody,


Yesterday, I had some time to have a first stab at adding realistic aircraft 
parking code to FlightGear. I've added some screenshots on my website:

http://durktalsma.xs4all.nl/FlightGear/web/index.html

This is all still very expermental. Involving a pretty big overhaul of 
FlightGear's airport handling code. In view of this and the upcoming release, 
I'm putting the submission of this code on hold for a little while. 
Nevertheless, it's a lot of fun to work on. :-)

Cheers,
Durk


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Re: [Flightgear-devel] apt.dat.gz replaces basic.dat.gz and runways.dat.gz

2004-12-24 Thread Durk Talsma
On Thursday 23 December 2004 03:09, Durk Talsma wrote:
 On Thursday 23 December 2004 01:00, Curtis L. Olson wrote:
  Everything seems to work as before, but I haven't tested the
  ATC/AI/Traffic manager stuff so someone who uses that stuff should do a
  quick check to make sure I didn't break anything there.

 I'll have a look at it tomorrow.


Curt,

I just checked this and it looks like everything is working just fine. One 
thing I did find though is that FlightGear quit when the AIFlightplan code 
tried to generate a flightplan into or out of a non-existing airport. I have 
a fix for the problem, which I would like to test a little further. Should be 
finished well in time before the new release. 

Cheers,
Durk


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Re: [Flightgear-devel] apt.dat.gz replaces basic.dat.gz and runways.dat.gz

2004-12-22 Thread Durk Talsma
On Thursday 23 December 2004 01:00, Curtis L. Olson wrote:
 Everything seems to work as before, but I haven't tested the
 ATC/AI/Traffic manager stuff so someone who uses that stuff should do a
 quick check to make sure I didn't break anything there.


I'll have a look at it tomorrow.

Cheers,
Durk


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[Flightgear-devel] [OT] Spectacular ground transport

2004-12-16 Thread Durk Talsma
Tonight an old  KLM-747 will be shipped through the canals of Amsterdam on 
it's way from Schiphol Airport (EHAM) to the new Aviodrome 
(http://www.aviodrome.nl) museum at Lelystad airport (EHLE). 

I found some pictures at:
http://www.ruudleeuw.com/phbuk-15dec04.htm

The transport will pass near where I live in a few hours, so I'm tying to see 
if I can catch a glimpse.

Cheers,
Durk


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Re: [Flightgear-devel] AI Aircraft Models

2004-11-29 Thread Durk Talsma
On Monday 29 November 2004 11:03, Chris Metzler wrote:
 On Wed, 24 Nov 2004 07:29:02 +0100
 Durk Talsma [EMAIL PROTECTED] wrote:

   [ snip ]

  Another thing I noticed is that when the AIModel subsystem loads
  multiple copies of an aircraft, separate copies of each model are loaded
  each time, instead of referencing to the already loaded copy in the ssg
  scene graph. Having multiple copies of a polygon heavy AI aircraft led
  to severe memory problems on my system.

 Wow.

  For this and other reasons, I'm currently leaning toward favoring having
  a separate set of low-polygon count models for AI aircraft.

 Maybe I'm not following, but it seems like you're saying that the
 problem is the multiple loading of the same 3D model (for each AI
 aircraft) rather than reusing one existing copy in memory.  Right?
 If that's the case, it would seem like trying to minimize how bad
 this is by using low-resolution models is not so much solving the
 problem as working within it; and the best solution would be to get
 plib to be able to only load the model once and to reference it
 for additional aircraft.  But maybe that's really, really hard?

 -c

These are kind of additional complicating factors. Loading multiple copied 
turned out to be a huge problem, so I fixed that after sending my first mail 
(code changes should be in CVS now; thanks Erik). However, eventually we 
still might have to need quite a variety of AI aircraft, especially when 
multiple liveries come into play. 

After solving the multiple copy problem, the AI system became a lot more 
flexible and I was able to load close to 1200 aircraft, but when multiple 
aircraft came into view, I experienced some nasty problems, including DList 
stack overflows. Reducing polygon count by creating special AI versions of 
all our common aircraft (i.e. omitting the cockpits, and instruments) reduced 
this problem further. 

There's still a lot of room for improvement, by optimizing model parameters 
and deleting models that are no longer used (not yet implimented), but it's 
also good to start thinking about ways of reducing polygon count for AI 
purposes. 

Cheers,
Durk


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Re: [Flightgear-devel] Traffic Management screenshots

2004-11-29 Thread Durk Talsma
On Monday 29 November 2004 09:17, Chris Metzler wrote:
 Looking cool!


 I'm curious whether you have ideas on how to generate traffic data
 (flights and flightplans) for the aircraft that the TrafficManager
 and AIManager will handle.  Are you thinking of doing real-world
 flights?  If so, is there a good place to harvest that data?  Thoughts
 on how to convert it into flightplans of the style you use?

Many ideas, but no real solutions yet. I have made a few example traffic files 
by hand, based on airline and airport time tables and some imagination. 
Flight plans are currently autogenerated by FlightGear. Nothing fancy, but 
just a set of waypoints connecting the center point of the departure and 
arrival airports, using a runway for take-off. 

I don't know of any good data source for traffic schedules. Eventually, I'm 
hoping to be able to use the data from projectAI (http://www.projectai.com), 
using a conversion tool that exports their data into a FlightGear format xml 
file. I'm unable to contact them, however, because their contact email 
addresses appear not to be working. I'm thinking about making my conversion  
script available for download, so that users could download their own 
favorite PAI files and convert them to flightgear format. AFAICT, that 
wouldn't be in violation of their licence. 

I've also started writing a small tutorial on creating traffic files, but 
that's not ready for release yet. 


 Given the work that still needs to be done, there's clearly no
 urgency to this.  I'm just curious what direction you're going
 . . .

Aside from finishing the tutorial and updating the pai-conversion script, I'm 
trying to add more realistic airport parking and taxi behavior. Once that's 
in place separation handling would be next. This is indeed not something that 
I expect to finish off soon. 


 Anyway, cool stuff.

 -c
Cheers,
Durk


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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-28 Thread Durk Talsma
On Wednesday 24 November 2004 18:22, David Luff wrote:
 I've put TaxiDraw-0.2.4 up at
 http://www.nottingham.ac.uk/~eazdluf/taxidraw.html.

 This is purely a bug-fix release - there is another version in the works
 with some more features.  Changes from 0.2.3 to 0.2.4 are:


I just downloaded and installed taxidraw for the first time. Looks neat and 
fairly easy to use.

I have a question. Would it be an idea to add a gate or parking editor 
function to taxidraw? The reason I'm asking is that I'm starting to think 
about ways to improve AI parking at the major airports. So eventually, for 
the major airports we would need to indicate at which exact coordinates 
aircraft could park. To me it seems this would be a logical extension of 
taxidraw. Any ideas?

Cheers,
Durk


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[Flightgear-devel] Traffic Management screenshots

2004-11-27 Thread Durk Talsma
Hi Folks,

This morning I decide to post a selection of FlightGear sceenshots on my 
website illustrating the development of the TrafficManager subsystem, and its 
interface with the AIManager. 

http://durktalsma.xs4all.nl/FlightGear/web/index.html

Cheers,
Durk


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Re: [Flightgear-devel] Traffic Management screenshots

2004-11-27 Thread Durk Talsma
On Saturday 27 November 2004 09:38, Erik Hofman wrote:

 It's getting busy: 725 Aircraft in one scene!
 How is the performance in those situations?

 Erik


I've actually had it up to close to 1200 AI aircraft. :-)

It does take a hit on performance. With the traffic manager enabled, Initial 
performance on my system is about 30fps, which dropped to about 13fps once 
more than 1130 AIModels were created. 

It's not likely though that release versions of FlightGear will have to handle 
so much AI traffic in the near future though. The traffic file I used for 
testing is one that I converted from projectAI data, which I can't release 
without their permission and since the main contact email addresses on the 
projectAI website appear to be non-existent I wouldn't even know how to ask 
them for permission. Second, in the current version of the code, *every* 
aircraft that is within 500nm of the user is created as an AIModel. This 
covers a huge area, and can most likely be shrunk considerably. Third, once 
an AIModel is created, it is never released again by the AIManager once it 
flies out of user range again. Modifying the bahavior of the last two points 
is moving up my prioritylist pretty rapidly.

Cheers,
Durk





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[Flightgear-devel] AI Aircraft Models

2004-11-23 Thread Durk Talsma
Hi Folks,

Following up on Curt's question about the aircraft directory layout, I would 
like to bring up a slightly different but related issue, that of aircraft 
models for use in AI traffic.

Over the past summer, we've had to deal with many inconsistencies that were 
related to the AI traffic manager subsystem using aircraft models that were 
not included in the release version of the base package. While given the 
experimental status of the traffic manager at the time, we reached an 
acceptable solution of not using traffic based on aircraft that are not in 
the base package, in the future, this is undesirable. Another thing I noticed 
is that when the AIModel subsystem loads multiple copies of an aircraft, 
separate copies of each model are loaded each time, instead of referencing to 
the already loaded copy in the ssg scene graph. Having multiple copies of a 
polygon heavy AI aircraft led to severe memory problems on my system. 

For this and other reasons, I'm currently leaning toward favoring having a 
separate set of low-polygon count models for AI aircraft. The basic idea 
would then be to have a directory looking like this:

data/Aircraft/AI/

which then has subdirectories for each aircraft. Like

data/Aircraft/AI/777

and within each directory there are subdirectories for various liveries for 
example:

data/Aircraft/AI/777/American
data/Aircraft/AI/777/KLM
data/Aircraft/AI/777/United

etc etc

Then inside each of these livery subdirectories there would reside not only 
the texture files for the respective aircraft, but also all the traffic files 
for this aircraft. The traffic manager would then scan this directory and 
automatically load all the traffic files it would find here. This way, adding 
or removing AI aircraft would automatically adjust the amount of traffic 
generated. 

Any thoughts or ideas?

Cheers,
Durk


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[Flightgear-devel] Traffic Manager update

2004-11-21 Thread Durk Talsma
Hi Everybody,

The last couple of months have been extremely busy for me, so there wasn't 
much time left for FlightGear. But during the last week or so I managed to 
tweak my local copy of FlightGear so that the traffic manager controlled 
aircraft's behavior is extended in significant ways. To list some of the 
changes, A.I. traffic can now:

- Be initialized while on the ground and remain parked until the scheduled 
time for take-off.
- instead of disappearing at the end of a flight, load a new flight plan and 
wait in parking position until the next scheduled departure time. 
- communicate back to the traffic manager which aircraft have been deleted 
from the AIModels manager. 

The last part of the code would allow for flights that have gone out of user 
range to be deleted and recreated when necessary. I'm not using the latter 
part of the code though.

I haven't submitted the new code yet, because I'd like to test it a little 
more. Hopefully I'll get it out sometime this week. 

Next, I'm thinking about creating some more traffic in and out of KSFO. 
Although there is no realistic aircraft parking yet, having some traffic 
moving at KSFO makes the area a lot more interesting.

Cheers,
Durk


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Re: [Flightgear-devel] MD11 model filenames

2004-11-08 Thread Durk Talsma
On Monday 08 November 2004 10:13, Richard Bytheway wrote:
 I have noticed that there are files in the MD11 model which have the same
 name on a system with a case insensitive filesystem:


To the best of my knowledge, this duplication was introduced when Erik changed 
the original upper case names to lower case, because I thought the upper case 
filenames might give problems on windows systems, or something like that. 
But, on case-sensitive OSses (such as my trustworthy linux station). The 3ds 
model file expects all upper case texturefile names, which is why they were 
changed back to their original state.

I guess the lower case files remained in CVS, but I'm not sure about that. 
Maybe Erik can enlighten us?

Cheers,
Durk


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Re: [Flightgear-devel] RE: Segfault

2004-10-16 Thread Durk Talsma
Dave, 

Looks like you are right: I also got these segfaults. Works again now.

However, I discovered that the new version of the usb-pro-yoke.xml file undoes 
a few changes I submitted early summer. I changed the behavior of the flap 
switch to match it with how the keyboard handles it. Could we please add this 
part back in?

button n=6
  repeatablefalse/repeatable
  binding
   commandnasal/command
   scriptcontrols.stepFlaps(-1)/script
  /binding
/button
 
button n=7
  repeatablefalse/repeatable
  binding
   commandnasal/command
   scriptcontrols.stepFlaps(1)/script
  /binding
/button


I've attached the modified file for those who want to try it out. 

Cheers,
Durk

On Saturday 16 October 2004 05:32, Dave Perry wrote:
 The cause of the segfault was the replacement of pro-yoke-usb.xml in CVS
 with a windows edit (moving the hat axes up by one which breaks linux).
 So I edited the new file with

   number
  unix5/unix
  windows6/windows
   /number
 and a similar edit for axis 6/7.

 I tested the edit with today's cvs in linux and the recent windows 9.6
 binary.  One caution.  It seems that the propeller and mixture may have
 their axis interchanged between versions of the CH usb yokes.
 Would the person who changed this file in cvs please post the name that
 js_demo gives for his yoke.  If his is different than mine, then using
 name  ...  /name, we could have two different files that
 have the right propeller and mixture axis for both.

 Also, I am attaching the edited pro-yoke-usb.xml file.  It would be an
 improvement for both linux and windows users if this were added to cvs.
 Regards,
 Dave Perry
?xml version=1.0 encoding=UTF-8?
PropertyList

 nameCH PRODUCTS CH FLIGHT SIM YOKE USB /name
 nameCH FLIGHT SIM YOKE USB /name

 axis n=0
  descAileron/desc
  binding
   commandproperty-scale/command
   property/controls/flight/aileron/property
   power2.0/power
  /binding
 /axis

 axis n=1
  descElevator/desc
  binding
   commandproperty-scale/command
   property/controls/flight/elevator/property
   factor type=double-1.0/factor
   power2.0/power
  /binding
 /axis

 axis n=2
  descThrottle/desc
  binding
   commandproperty-scale/command
   property/controls/engines/engine[0]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[1]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[2]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[3]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[4]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[5]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[6]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[7]/throttle/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
 /axis
axis n=4
  descMixture/desc
  binding
   commandproperty-scale/command
   property/controls/engines/engine[0]/mixture/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[1]/mixture/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
 /axis
axis n=3
  descPropeller/desc
  binding
   commandproperty-scale/command
   property/controls/engines/engine[0]/propeller-pitch/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
  binding
   commandproperty-scale/command
   property/controls/engines/engine[1]/propeller-pitch/property
   offset type=double-1.0/offset
   factor type=double-0.5/factor
  /binding
 /axis

  axis
  descView Direction/desc
  number
unix5/unix
windows6/windows
  /number
  low
   repeatabletrue/repeatable
   binding
commandproperty-adjust/command
property/sim/current-view/goal-heading-offset-deg/property
step type=double2.0/step
   /binding
  /low
  high
   repeatabletrue/repeatable
   binding
commandproperty-adjust/command
property/sim/current-view/goal-heading-offset-deg/property
step type=double-2.0/step
   /binding
  /high
 /axis

 axis
  number
unix6/unix
windows7/windows
  /number
  descView Elevation/desc
  low
   repeatabletrue/repeatable
   binding

Re: [Flightgear-devel] joystick support broken

2004-08-15 Thread Durk Talsma
Dave,

I just tested my setup. Same problem here. I suspect that a recent change in 
plib broke things. Yesterdays cvs update of plib consisted mainly of js 
updates. I have also submitted some CH Yoke config changes to the base 
package, (mainly how it handles flaps) which were added to cvs yetsterday 
(thanks Erik). But they're unlikely to cause them not being recognized, 
because they worked with my setup before.

I'm probably going to revert to a reseased version of plib. Once we have a 
better picture, we should probably mail the plib developers list. 

Cheers,
Durk

On Monday 16 August 2004 05:59, Dave Perry wrote:
 I just updated plib, SimGear, fgfs, and the base package from cvs.  Both
 js_demo and fgfs dont identify my CH Flight Sim Yoke and my Pro Pedals,
 both USB.  js_demo shows just  for the name of both.  jstest
 identifies both correctly.  I tried and old js_demo and it worked as
 usual.  Does anyone know of a change that could cause this?

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Re: [Flightgear-devel] Spawning new AI instances

2004-08-04 Thread Durk Talsma
On Wednesday 04 August 2004 14:41, Frederic Bouvier wrote:
 Is there a way to create new instances of AIAircraft or
 another kind on the fly, just by adding some nodes in
 the property tree, or running a command from the telnet
 interface, that is, without modifying the source code ?
 Is there something planned in this direction ?


Fred,

Just curious whether or not you had a specific purpose in mind.Creating a 
traffic file is probably the closest you can get to creating AIAircraft 
instances dynamically during the simulation, but it is not possible at the 
moment to start traffic by interacting with the property tree. As David 
already explained, creating traffic is rather involved and probably requires 
new code. While I like the idea and can see some uses for it, I didn't really 
design the traffic manager with that idea in mind, and I don't really see how 
the code could be adapted to do this.

Cheers,
Durk


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Re: [Flightgear-devel] Spawning new AI instances

2004-08-04 Thread Durk Talsma
On Wednesday 04 August 2004 20:54, Frederic Bouvier wrote:

 The idea would be to control the AI traffics ( creation, animation and
 deletion ) from an external program with the telnet interface.
 Someone ask me if it is possible lately, and I think he is prepared
 to do the required changes. I already suggested him to design new
 commands for creation/deletion and use the properties for animation.
 They would be 'run' from the telnet prompt.


Hmm, that's an interesting thought, because that was actually one of the 
possible mechanisms that I had in mind for the traffic manager. That is, have 
the schedules managed by an independent program that would communicate with 
FlightGear through a network layer. In the end I decided not to go into this 
direction after doing some tests and finding that the the easiest way to do 
it was by adding the traffic manager as a subsystem to the main FlightGear 
program, specifically because the overhead of managing the schedules turned 
out to be a quite low. 

Doing this through a network remains an interesting option though...

Cheers,
Durk


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[Flightgear-devel] Interesting 747 ground handling bug

2004-07-31 Thread Durk Talsma
Hi Guys,

Okay, here's an interesting take-off problem. 

Try running fgfs --airport=FHAW --aircraft=747

The runway has a pretty big slope and as soon as the nose wheel hits the 
sloping part, the FDM freezes.

Cheers,
Durk

P.S., running fgfs-0.9.5-pre3, base-0.9.5-pre3, and terrasync scenery download 
enabled.



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Re: [Flightgear-devel] fgfs aborted with the dc3

2004-07-31 Thread Durk Talsma
Hi Ron,

That explains it: In version pre2, MD11 traffic is still generated, but the 
required aircraft is not included in the base package. Around the time one 
you're trying to start, one of the KLM MD11's starting from of heading for 
Asmterdam is probably causing trouble. Version pre3 has its own set of 
problems, but they should be fixed in the final release.

Cheers,
Durk

On Saturday 31 July 2004 13:16, Ron Lange wrote:
 Hi Durk,
 here are the requested informations:
 fgfs-versions: FlightGear-0.9.5-pre2 / fgfs-base-0.9.5-pre2.tar.gz
 starting time: between 10:00am and 1:00pm (noon here in germany, while
 my son's sleeping...;-)
 ADEP: ETHB - Bückeburg, Germany (located in the e000n50 scenerey) with
 the Bo105
 Regards
 Ron


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Segmentation Fault: (was Re: [Flightgear-devel] Ready for next release?)

2004-07-29 Thread Durk Talsma
Hmm, I hate to spoil the party, but I did get a segmentation fault in 
FlightGear today (running 0.9.5-pre3). I'm not sure when it happened, since I 
started FlightGear this morning and letting it fly between KSFO and EHAM 
(which appears to become my favorite test route :-)), while I went off to 
work.

The crash happened somewhere in around 63-degs North and 84-west, based on the 
console output from terrasync., so that was probably after about 4 or 5 hours 
of running. 

Unfortunatly, being in a hurry this morning I didn't run flightgear from 
within gdb, so I don't have any idea yet what might have caused it. I do seem 
to see these kind of chrashes more with the 747 (yasim) than with any of the 
other jets (jsbsim) I've tried, but that's only a working hypothesis for now. 

Any Ideas, suggestions?


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Re: Segmentation Fault: (was Re: [Flightgear-devel] Ready for next release?)

2004-07-29 Thread Durk Talsma
Yes, the following files were missing. Curt wrote me yesterday  that he had 
missed them somehow while updating from cvs, but that he has them now and 
thus be in the final release.  The segfault I'm getting is not related to 
these missing files though, because that would only give a problem during 
initialization. 

Cheers,
Durk

Traffic/KLM/MD11/PH-KCA.xml
Traffic/KLM/MD11/PH-KCB.xml
Traffic/KLM/MD11/PH-KCC.xml
Traffic/KLM/MD11/PH-KCD.xml
Traffic/KLM/MD11/PH-KCE.xml
Traffic/KLM/MD11/PH-KCF.xml
Traffic/KLM/MD11/PH-KCG.xml
Traffic/KLM/MD11/MD11.xml
Traffic/KLM/KLM.xml
Traffic/UAL/737/N388UA.xml
Traffic/UAL/737/N376UA.xml
Traffic/UAL/737/N377UA.xml
Traffic/UAL/737/N390UA.xml
Traffic/UAL/737/737.xml
Traffic/UAL/UAL.xml
Traffic/fgtraffic.xml

On Thursday 29 July 2004 20:53, Erik Hofman wrote:

 I know the missing files you mentioned earlier spoiled it for me right
 at startup. They have to be included, otherwise it looks really bad on
 FlightGear.

 Could you explain which files are missing exactly?

 Erik

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Re: [Flightgear-devel] Ready for next release?

2004-07-28 Thread Durk Talsma
Curt,

I'd say almost. My stuff has been checked in and seems to work fine now. My 
only concern is that I just downloaded pre3 about two hours ago and haven't 
even had a chance to compile it. Therefore, I'd prefer to wait just a little 
longer. Probably just a day or so to see if anything unexpected shows up.  
(if your schedule allows that of course).

How's that sound?

Cheers,
Durk

On Wednesday 28 July 2004 19:53, Curtis L. Olson wrote:
 We have now done 3 pre-releases and hopefully we have most of the major
 issues dealt with for this release.  Have we missed any patch
 submissions?  Are there any remaining issues that can be *quickly* dealt
 with?

 If I sat a chicken at a computer and made it look at even 1/2 the email
 I receive each day, I'd probably get put in jail for cruelty to animals,
 so I could very well have missed a patch or two or 10 along the way.

 Regards,

 Curt.


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Re: [Flightgear-devel] Ready for next release?

2004-07-28 Thread Durk Talsma
Just one quick note:

There are still a number of traffic files missing from the fgfs-base-pre3, 
even though they are in CVS now. 

Unfortunately, these file are required, even when the traffic manager is 
disabled. Fixing this is on my todo list, but I likely won't be able to fix 
this before the release. 

Cheers,
Durk

On Wednesday 28 July 2004 21:30, Curtis L. Olson wrote:
 Durk Talsma wrote:
 Curt,
 
 I'd say almost. My stuff has been checked in and seems to work fine now.
  My only concern is that I just downloaded pre3 about two hours ago and
  haven't even had a chance to compile it. Therefore, I'd prefer to wait
  just a little longer. Probably just a day or so to see if anything
  unexpected shows up. (if your schedule allows that of course).
 
 How's that sound?

 Sounds fine, I wasn't planning on rolling out the official release today
 anyway.  Tomorrow is probably the earliest ... more likely friday.

 Regards,

 Curt.


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