Re: [Flightgear-devel] Problem report related to strange splash screens and crashes with certain aircraft

2005-11-12 Thread Erik Hofman

Arthur Wiebe wrote:

I think this report basically pins down two of my problems.
First, where spash screens on startup showed up as strange color stipes. 
And second, where certain aircraft which define their own spash screen 
crash fgfs.


I got this report when trying to load the c310 (pre3).
Hopefully either one of you will find what's wrong or I'll look into it 
some more tomorrow.


Looking at the code I don't see anything abvious.
You might want to add a fw printf() statements in SGTexture::ImageGetRow 
to see whether the sizes are correct and the pointers are valid.


Erik

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Re: [Flightgear-devel] Problem report related to strange splash screens and crashes with certain aircraft

2005-11-12 Thread Arthur Wiebe
Hey Erik, I may sound like I know what I'm doing sometimes but I really don't. :)Nevertheless I'll add some printf statements and see what happens. I suppose it should be done in the ImageGetRow implementation.
On 11/12/05, Erik Hofman [EMAIL PROTECTED] wrote:
Arthur Wiebe wrote: I think this report basically pins down two of my problems. First, where spash screens on startup showed up as strange color stipes. And second, where certain aircraft which define their own spash screen
 crash fgfs. I got this report when trying to load the c310 (pre3). Hopefully either one of you will find what's wrong or I'll look into it some more tomorrow.Looking at the code I don't see anything abvious.
You might want to add a fw printf() statements in SGTexture::ImageGetRowto see whether the sizes are correct and the pointers are valid.Erik___Flightgear-devel mailing list
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[Flightgear-devel] Problem report related to strange splash screens and crashes with certain aircraft

2005-11-11 Thread Arthur Wiebe
I think this report basically pins down two of my problems.First, where spash screens on startup showed up as strange color stipes. And second, where certain aircraft which define their own spash screen crash fgfs.
I got this report when trying to load the c310 (pre3).Hopefully either one of you will find what's wrong or I'll look into it some more tomorrow.Date/Time: 2005-11-11 22:51:12.314 +OS Version: 
10.4.3 (Build 8F46)Report Version: 3Command: fgfsPath: FlightGear.app/Contents/Resources/fgfsParent: FlightGear [271]Version: ??? (???)PID: 272Thread: 0Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_INVALID_ADDRESS (0x0001) at 0x01db7000Thread 0 Crashed:0   0x8a60 __memcpy + 704 (cpu_capabilities.h:189)1 libSystem.B.dylib  0x9001a878 fread + 152
2 libz.1.dylib  0x9108d1b0 gzread + 3643 fgfs  0x00104dfc SGTexture::ImageGetRow(SGTexture::_ImageRec*, unsigned char*, int, int) + 2484 fgfs  0x0010601c SGTexture::read_rgb_texture(char const*) + 860
5 fgfs  0x0001bce4 fgSplashInit(char const*) + 17646 fgfs  0x7430 fgMainInit(int, char**) + 13487 fgfs  0x3328 main + 1848 fgfs  0x2acc _start + 344
9 fgfs  0x2970 start + 60Thread 0 crashed with PPC Thread State 64: srr0: 0x8a60 srr1: 0x0200f030 vrsave: 0xff00 cr: 0x24000220 xer: 0x0004 lr: 0x9001a878 ctr: 0x0040
 r0: 0x r1: 0xb690 r2: 0x r3: 0x01db7000 r4: 0x0354ec40 r5: 0x1000 r6: 0x0010 r7: 0x0020 r8: 0x0030 r9: 0x r10: 0x0060 r11: 0x0080
 r12: 0x01db7000 r13: 0x r14: 0x r15: 0x r16: 0x r17: 0x r18: 0x r19: 0x r20: 0x r21: 0x r22: 0x r23: 0x
 r24: 0x00016bf0 r25: 0x0001 r26: 0x00016bf0 r27: 0x01db7000 r28: 0xa000e790 r29: 0x6bf0 r30: 0x1000 r31: 0x9001a7f0Binary Images Description:
 0x1000 - 0x754fff fgfs  /Users/arthur/Projects/FlightGearOSX/build/FlightGear/FlightGear.app/Contents/Resources/fgfs0x184 - 0x18b2fff com.apple.GeForce2MXGLDriver 1.4.16 (4.1.6) /System/Library/Extensions/GeForce2MXGLDriver.bundle/Contents/MacOS/GeForce2MXGLDriver
0x18ba000 - 0x18d3fff GLDriver  /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLDriver.bundle/GLDriver0x18d9000 - 0x18f4fff GLRendererFloat  /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLRendererFloat.bundle/GLRendererFloat
0x1c05000 - 0x1d14fff GLEngine  /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine0x8fe0 - 0x8fe54fff dyld 44.2 /usr/lib/dyld0x9000 - 0x901b3fff libSystem.B.dylib  /usr/lib/libSystem.B.dylib
0x9020b000 - 0x9020 libmathCommon.A.dylib  /usr/lib/system/libmathCommon.A.dylib0x90211000 - 0x90264fff com.apple.CoreText 1.0.1 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreText.framework/Versions/A/CoreText
0x90291000 - 0x90342fff ATS  /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS0x90371000 - 0x906aefff com.apple.CoreGraphics 1.256.27 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/CoreGraphics.framework/Versions/A/CoreGraphics
0x9073a000 - 0x90813fff com.apple.CoreFoundation 6.4.4 (368.18) /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation0x9085c000 - 0x9085cfff com.apple.CoreServices 10.4 (???) /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices
0x9085e000 - 0x90960fff libicucore.A.dylib  /usr/lib/libicucore.A.dylib0x909ba000 - 0x90a3efff libobjc.A.dylib  /usr/lib/libobjc.A.dylib0x90a68000 - 0x90ad6fff com.apple.framework.IOKit 1.4 (???) /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit
0x90aed000 - 0x90af libauto.dylib  /usr/lib/libauto.dylib0x90b06000 - 0x90dddfff com.apple.CoreServices.CarbonCore 671.2 /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore
0x90e43000 - 0x90ec3fff com.apple.CoreServices.OSServices 4.1 /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices0x90f0d000 - 0x90f4efff com.apple.CFNetwork
 10.4.3 (129.2) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CFNetwork.framework/Versions/A/CFNetwork0x90f63000 - 0x90f7bfff com.apple.WebServices 1.1.2 (1.1.0) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/WebServicesCore.framework/Versions/A/WebServicesCore
0x90f8b000 - 0x9100cfff com.apple.SearchKit 1.0.4 /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/SearchKit.framework/Versions/A/SearchKit0x91052000 - 0x9107bfff 

[Flightgear-devel] Problem with HUD

2005-09-29 Thread Rex
I am having a problem porting a hud display that I wrote for use in 
FG8.0 up to 9.8.

It hangs at the instruction in drawHUD() :

for_each(HUD_deque.being(), HUD_deque.end(), HUDdraw());

with a segfault.  The problems seems to be that there are 18 labels in 
hudlabel.xml, all 18 of which pass the instruction, but the program 
carries HUD_deque.size() as 20!  Looks like it is looking for 
superfluous information.  Where does it set the deque size, and how 
could it be going wrong?


Thank you,

Rex du Pont
[EMAIL PROTECTED]

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[Flightgear-devel] problem with signs program, convert: command not found

2005-05-20 Thread Ima Sudonim
Melchior,
The new signs program, it's great!
However, I'm noticing a problem on a mac os x system that I  
reinstalled recently.

I downloaded new scripts this morning, when I install them in data  
and run signs (either from data/local/signs or from a copy of signs  
copied to bin, I get a series of error messages like this:

creating: cache/A/KJFK_John_F_Kennedy_Intl.rgb
sh: line 1: convert: command not found
I had this working before the reinstall of my system. My question is:
 is the convert command new? (if so, do you know where I can get  
source (or binary version for mac os x (10.4)))?

I don't know why it worked previously, maybe I had a convert command  
installed on the old install of the os but I can't seem to find it now.

Thanks for your help!
BTW, the signs are VERY cool, and it's especially nice that they're  
so extensible easily. I did notice that when I scroll thru fgfs to  
get to the top down view that I only see red lines appearing (i.e.,  
the tops of the signs)  instead of the signs as the signs are still  
vertical.  Can the script be changed to display signs horizontal when  
this top-down view is used (Hit 'v' six times to get to this view)?

Thanks for giving us all a very cool feature!
... and thanks for all your work on FlightGear!
Ima
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Re: [Flightgear-devel] Problem with steering plane o WinXP

2005-05-06 Thread Lee Elliott
On Friday 06 May 2005 02:12, Tymoteusz Puciek Paul wrote:
 Well i got problem with flight gear on win xp, (amd athlon xp
 2600, 1,9ghz, 512 mb ram, ati radeon 9550, no joystick
 installed or plugged).
 When i start fly (after choosing plain, airport, setting that
 i use keyboard) the plain is going forward it self, and,
 usualy it rotate left or right (on helicoprtes he can even
 make more han 360 degre rotate without aking off ground.) it
 happends on all plains. When i start a plain, i need to manu
 all time to steer formward, other way adter some meters i'm
 out of starting road +_+
 I don't know why this happend, and this make me less happy :(

What aircraft have you tried?

Could you try an automatic take-off in the B-52F?  Select the 
B-52F and the default airport settings.

When FG has started press Shift-P and then 's' to get the 
'mini-panel'.

Either use Ctrl-b on the keyboard or click on the 'BRAKES' 
indicator on the panel (to release the parking brake) and then 
click on 'TO' on the 'AP Mode' instrument.

Does the B-52F start a take-off roll along the runway?

LeeE


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[Flightgear-devel] Problem with steering plane o WinXP

2005-05-05 Thread Tymoteusz \Puciek\ Paul
Well i got problem with flight gear on win xp, (amd athlon xp 2600,
1,9ghz, 512 mb ram, ati radeon 9550, no joystick installed or
plugged).
When i start fly (after choosing plain, airport, setting that i use
keyboard) the plain is going forward it self, and, usualy it rotate
left or right (on helicoprtes he can even make more han 360 degre
rotate without aking off ground.) it happends on all plains.
When i start a plain, i need to manu all time to steer formward, other
way adter some meters i'm out of starting road +_+
I don't know why this happend, and this make me less happy :(
-- 
Contra spen vado

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[Flightgear-devel] Problem adding a new scenery

2005-04-11 Thread darko
Hi, I've download a new scenery (e010n30.tgz) and put it unzipped and 
untarred in the scenery directory of the FG data root.

e010n30 scenery contains the entire Sicily, but when I choose to place 
(via menu) the plain on the ground in LICJ 25 (Palermo airport, runway 
25) I find myself in the middle of the sea. Where's the wrong step I did ?

tnx
darko
--
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that somebody loved me
no hope - but no harm
just another false alarm
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Re: [Flightgear-devel] Problem adding a new scenery

2005-04-11 Thread Frederic Bouvier
Quoting darko [EMAIL PROTECTED]:

 Hi, I've download a new scenery (e010n30.tgz) and put it unzipped and
 untarred in the scenery directory of the FG data root.

 e010n30 scenery contains the entire Sicily, but when I choose to place
 (via menu) the plain on the ground in LICJ 25 (Palermo airport, runway
 25) I find myself in the middle of the sea. Where's the wrong step I did ?

Melchior already sumarized the problem and the solution :
http://baron.flightgear.org/pipermail/flightgear-users/2005-March/010794.html

-Fred

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Re: [Flightgear-devel] Problem with airport ENSB

2005-04-06 Thread Thomas Förster
Am Dienstag 05 April 2005 20:26 schrieb Timo Saarinen:
 Hi,

 Trying to start the Flightgear 0.9.8 with Svalbard airport ENSB (78 15 N  -
 15 30 E) the aircraft ends up to sea. I have correctly downloaded the tile
 and extracted it to correct location (Scenery/Terrain/e010n70). The
 Svalbard island can be seen east from the airplane. The other airports seem
 to work fine.

Sounds like the airport itself is missing. Is there a file 'ENSB.btg.gz' in 
Scenery/Terrain/e010n70/e015n78? Are the file permissions correct?

Cheers,
Thomas

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[Flightgear-devel] Problem with airport ENSB

2005-04-05 Thread Timo Saarinen
Hi,

Trying to start the Flightgear 0.9.8 with Svalbard airport ENSB (78 15 N  -  
15 30 E) the aircraft ends up to sea. I have correctly downloaded the tile 
and extracted it to correct location (Scenery/Terrain/e010n70). The Svalbard 
island can be seen east from the airplane. The other airports seem to work 
fine.

-Timo

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[Flightgear-devel] Problem solved about particle system

2005-01-25 Thread Luca Masera
Hi,

at last I solved the billboarding problem about the particles. I've
changed some settings into the ssgSimpleState object, used to
add the texture to particles, and the size of the bounding sphere.
Now, even with the data stored into the GL_MODELVIEW matrix the
objects are always visible.

So, I don't need to get the view position and orientation data to
correctly rotate the objects.

Thanks, Luca




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Re: [Flightgear-devel] Problem solved about particle system

2005-01-25 Thread Lee Elliott
On Tuesday 25 January 2005 15:13, Luca Masera wrote:
 Hi,

 at last I solved the billboarding problem about the particles.
 I've changed some settings into the ssgSimpleState object,
 used to add the texture to particles, and the size of the
 bounding sphere. Now, even with the data stored into the
 GL_MODELVIEW matrix the objects are always visible.

 So, I don't need to get the view position and orientation data
 to correctly rotate the objects.

 Thanks, Luca

Are there any screen shots yet Luca?

LeeE

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Re: [Flightgear-devel] Problem with Beaver and sound

2005-01-24 Thread Erik Hofman
Frederic Bouvier wrote:
I just discovered that FG is suggesting me to upgrade my sound driver
after alGenSources failed :-(
This is the first time and all the other aircraft I tried never did the
same. I even remember flying successfully with it not far ago.
This should be fixed in SimGear CVS now.
Erik
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Re: [Flightgear-devel] Problem with Beaver and sound

2005-01-20 Thread Curtis L. Olson
Frederic Bouvier wrote:
I just discovered that FG is suggesting me to upgrade my sound driver
after alGenSources failed :-(
This is the first time and all the other aircraft I tried never did the
same. I even remember flying successfully with it not far ago.
A quick glance with the debugger showed me that alGenSources failed the
33rd time it was called, so I guess my driver/hardware ( yes a realtek
on brand new mainboard with brand new drivers ) is only able to cope
with 32 sources. I also noticed that 20 sources are allocated for the
same sample : Aircraft/dhc2/Sound/click.wav
Question: is it normal that the same sample is being allocated multiple
times ? Couldn't we use a reference counter and share the same
buffer/source ?
It seems that click.wav is bound to panel switches. I guess that a panel
will lots of switches will saturate the sound driver just like too much
texture will flood the graphic card.

I looked at the code a bit and there is some facility to share a sample 
when the name tag is identical, however the dhc2 uses a different name 
for each item that can click, so this means that a new sound sample is 
created for each item that can click.

OpenAL has buffers and sources.  We should be able bind multiple sources 
to a single buffer, but you are saying that it's alGenSources() that is 
failing so that doesn't help us.

The problem is that each alSource specifies it's location and a bunch of 
other parameters.  The way our xml syntax is structured, you can't just 
combine sources because you will overwrite the previous sources location 
and any custom configuration it had.

So it almost seems like we need to solve this on the sound configuration 
side.  Build one sound, with one source, and one location, and then 
trigger it any number of ways ... with a large block of conditions ... 
that is less intuitive from the sound configuration perspective, but it 
might be what we need to do?

Thoughts?
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d
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[Flightgear-devel] Problem with Beaver and sound

2005-01-19 Thread Frederic Bouvier
I just discovered that FG is suggesting me to upgrade my sound driver
after alGenSources failed :-(
This is the first time and all the other aircraft I tried never did the
same. I even remember flying successfully with it not far ago.
A quick glance with the debugger showed me that alGenSources failed the
33rd time it was called, so I guess my driver/hardware ( yes a realtek
on brand new mainboard with brand new drivers ) is only able to cope
with 32 sources. I also noticed that 20 sources are allocated for the
same sample : Aircraft/dhc2/Sound/click.wav
Question: is it normal that the same sample is being allocated multiple
times ? Couldn't we use a reference counter and share the same
buffer/source ?
It seems that click.wav is bound to panel switches. I guess that a panel
will lots of switches will saturate the sound driver just like too much
texture will flood the graphic card.
Regards,
-Fred

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RE: [Flightgear-devel] Problem with windows FlightGear v0.9.6

2004-10-15 Thread Giles Robertson
Can you run fgfs with log level debug set, and report the results?
(Advanced  Debugging in the launcher)

Giles Robertson

-Original Message-
From: Christian Mayer [mailto:[EMAIL PROTECTED] 
Sent: 15 October 2004 16:33
To: FGFS
Subject: [Flightgear-devel] Problem with windows FlightGear v0.9.6

Hi,

I've downloaded FGFS (fgsetup-0.9.6.exe) and installed it.

When I run it, I see the splash screen and hear the peeping sound - and 
then the program stops with that error message:

Fatal error: Failed to gen source.
  (received from )

Are there any hints of what I should do?

Thanks,
Christian


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Re: [Flightgear-devel] Problem with windows FlightGear v0.9.6

2004-10-15 Thread Jeroen Hoppenbrouwers
On Fri, Oct 15, 2004 at 05:49:21PM +0100, Giles Robertson wrote:
 Can you run fgfs with log level debug set, and report the results?
 (Advanced  Debugging in the launcher)

I have the same problem, I think. However I cannot fetch the log output, as
the text window closes immediately upon crashing. Is this file dumped to
disk somewhere?

Thing runs, loads everything, I see correct images appearing, and then it
all closes down without leaving a single trace why.


Jeroen

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Re: [Flightgear-devel] Problem with windows FlightGear v0.9.6

2004-10-15 Thread Frederic Bouvier
Jeroen Hoppenbrouwers a écrit :
On Fri, Oct 15, 2004 at 05:49:21PM +0100, Giles Robertson wrote:
 

Can you run fgfs with log level debug set, and report the results?
(Advanced  Debugging in the launcher)
   

I have the same problem, I think. However I cannot fetch the log output, as
the text window closes immediately upon crashing. Is this file dumped to
disk somewhere?
Thing runs, loads everything, I see correct images appearing, and then it
all closes down without leaving a single trace why.
 

Win32 0.9.6 has a change in console handling. If you start fgfs.exe from 
a command line with the one provided by fgrun, it will be output in that 
console, not in a new that immediately disappear.

-Fred

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Re: [Flightgear-devel] Problem with windows FlightGear v0.9.6

2004-10-15 Thread Christian Mayer
Jeroen Hoppenbrouwers schrieb:
On Fri, Oct 15, 2004 at 05:49:21PM +0100, Giles Robertson wrote:
Can you run fgfs with log level debug set, and report the results?
(Advanced  Debugging in the launcher)
OK, I've attached it. The most interesting part will be:
**
Updating time
  Current Unix calendar time = 1097869095  warp = 0
  Current GMT = 10/15/2004 19:38:15
  Current Unix calendar time = 1097869095  warp = 0
  Current GMT = 10/15/2004 19:38:15
  Current Julian Date = 2.45329e+006
  COURSE: GMT = 9/15/104 19:38:15
  March 21 noon (GMT) = 1079866800
  Time since 3/21/104 GMT = 208.36
  days = 208  hours = 19.6375  lon = 0  lst = 21.5042
  COURSE: GMT = 9/15/104 19:38:15
  March 21 noon (GMT) = 1079866800
  Time since 3/21/104 GMT = 208.36
  days = 208  hours = 19.6375  lon = 122.357  lst = 13.347
  Current lon=0.00 Sidereal Time = 21.2823
  gst = 141.282
  Current LOCAL Sidereal Time = 13.1251 (13.1251) (diff = -0.221905)
After fgInitTimeOffset(): warp = 0
Panel visible = 1
Refreshing timestamps for -999.938 0.0625
updateLocal(-2.13554, 0.65648, F:/Programme/FlightGear/data/Timezone)
interpolate(): lookup error, x to small = -10012
In memory sounds sample
In memory sounds sample
interpolate(): lookup error, x to small = -10009
In memory sounds sample
Fatal error: Failed to gen source.
 (received from )
Deleting a sample
**
Apart from the interpolation problem (which might be the cause of the 
trouble), I see that we've got a (non critical) Y2K-bug there:

  COURSE: GMT = 9/15/104 19:38:15
should be
  COURSE: GMT = 9/15/2004 19:38:15
(and a few lines below is the similar problem...)
I have the same problem, I think. However I cannot fetch the log output, as
the text window closes immediately upon crashing. Is this file dumped to
disk somewhere?
You can easily start the shell (Start-Run-cmd.exe on W2K/WXP or 
command.exe IIRC on W95,W98,WME) and run FGFS from there.
The launcher shows you the necessary command line before it tries to run 
FGFS.

CU,
Christian
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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-21 Thread Lee Elliott
On Monday 20 September 2004 08:39, Vivian Meazza wrote:
{snip...]
 Lee,

 Here's some pics off the effects I obtained:

 http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_drag-full_g
ravity.jpg

 http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_gravity-acc
elerating.jpg

 http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_gravity-bom
bs_overtaking. jpg

 http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_gravity-bra
king.jpg

 I hope that you can achieve the same.

 Regards

 Vivian

Sadly, no.  Those pics are pretty much what I was hoping to see 
here but it's just not happening.  This is very odd.

I could post a pic showing the a/c after braking, with the string 
of bombs behind and the cluster around the nose (which would 
show that it had moved, while releasing bombs and was now 
stationary) but is there any point?

I'm a bit reluctant to do a full fresh cvs checkout because I'd 
have to also get a new base package too, wouldn't I?  Still on 
dial-up here so I'd like to avoid having to do that if possible.

If I delete the source code directories from my local cvs and 
then did an update, would it replace anything that was missing?

I guess I could try getting FG installed on one of my other 
workstations and see if I get the same results.

I did try setting a more verbose log-level but didn't see 
anything there either.

This is such a strange problem.  Because there are no apparent 
run-time errors it's difficult not to conclude that there's a 
logic error in the code but the fact it works elsewhere rules 
that out.

Feeling pretty stumped here:-/

LeeE

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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-20 Thread Vivian Meazza


Lee Elliott wrote:

 Sent: Sunday, September 19, 2004 12:48 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 On Sunday 19 September 2004 10:42, Vivian Meazza wrote:
  Lee Elliott wrote:
   Sent: Saturday, September 18, 2004 11:28 PM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
  ...snip ..
 
   Hmm... (part 2)
  
   Just tried firing the Spitfire cannon via the property 
 browser and 
   while I could hear the cannon firing I couldn't see 
 anything leaving 
   the a/c.
  
   Could a library version mismatch cause this?
  
   There must be a problem at this end because it works for 
 you on your 
   system but I'm at a bit of a loss to explain it - the 
 compilations 
   of SimGear  FlightGear seem to go fine.  I haven't 
 updated plib for 
   a while - could the problem lie there?
  
   LeeE
 
  PLIB is not involved. I've just rechecked the cvs version - works 
  here. The tracer is visible in the upper sector of the gun 
 sight, but 
  you might have to zoom into the gunfight a little to see 
 it. If your 
  eyes are very good, it is also visible from behind the 
 aircraft, but 
  you have to know where to look. The tracer is only visible from 
  behind. You could also try at night, the tracer are more visible. 
  That's at 800 x 600; if you have a 21 screen, its no 
 problem at all.
 
  Do you have the tracer files in ..data/models/geometry?
 
  Any luck with the other tests?
 
  V.
 
 Not had a chance today to try them yet - hopefully later this 
 P.M.  I'm using a 19 screen at 1600x1200 and run FG in a 
 maximised window i.e. with title bar and edges.
 

Lee,

Here's some pics off the effects I obtained:

http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_drag-full_gravity.jpg

http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_gravity-accelerating.jpg

http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_gravity-bombs_overtaking.
jpg

http://myweb.tiscali.co.uk/vmeazza/FlightGear/zero_gravity-braking.jpg

I hope that you can achieve the same.

Regards

Vivian










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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Horst J. Wobig
Lee Elliott wrote:
---snip
If it wasn't for the fact that the same model works for you
I'd suspect I'd got something wrong in the set-up.
How do I fire the cannon in the Spitfire?  I can't see a
key-mapping anywhere.  I suppose I could fire it via the
property browser but that just makes me feel even more
strongly that there's something wrong my end.
LeeE
 

Hmm... (part 2)
Just tried firing the Spitfire cannon via the property browser
and while I could hear the cannon firing I couldn't see
anything leaving the a/c.
Could a library version mismatch cause this?
There must be a problem at this end because it works for you
on your system but I'm at a bit of a loss to explain it - the
compilations of SimGear  FlightGear seem to go fine.  I
haven't updated plib for a while - could the problem lie
there?
LeeE
   

Just a thought - can anyone else confirm either behaviour?
 

Well, I upgraded to cvs (simgear/flightgear about 23:00 UTC 2004-09-18).
I'm not exactly sure what behaviour is expected, but when I trigger via
property browser
- I can hear the cannon firing
- I can see (very)little red dots from within the cockpit seeming to 
leave the cannon
- I can see (very)little red dots from outside seeming to leave the cannon
- I stops after - hmm... 20-30secs? - maybe out-of-submodels :-)))

(using plib-1.8.3)
Horst

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Frederic Bouvier
 Hmm... (part 2)
 
 Just tried firing the Spitfire cannon via the property browser 
 and while I could hear the cannon firing I couldn't see anything 
 leaving the a/c.
 
 Could a library version mismatch cause this?
 
 There must be a problem at this end because it works for you on 
 your system but I'm at a bit of a loss to explain it - the 
 compilations of SimGear  FlightGear seem to go fine.  I haven't 
 updated plib for a while - could the problem lie there?

Do you tried with --enable-ai-models ? I was caught by this recently.

-Fred



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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Vivian Meazza
Lee Elliott wrote:

 Sent: Saturday, September 18, 2004 11:28 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
...snip ..
 
 Hmm... (part 2)
 
 Just tried firing the Spitfire cannon via the property browser
 and while I could hear the cannon firing I couldn't see anything 
 leaving the a/c.
 
 Could a library version mismatch cause this?
 
 There must be a problem at this end because it works for you on
 your system but I'm at a bit of a loss to explain it - the 
 compilations of SimGear  FlightGear seem to go fine.  I haven't 
 updated plib for a while - could the problem lie there?
 
 LeeE

PLIB is not involved. I've just rechecked the cvs version - works here. The
tracer is visible in the upper sector of the gun sight, but you might have
to zoom into the gunfight a little to see it. If your eyes are very good, it
is also visible from behind the aircraft, but you have to know where to
look. The tracer is only visible from behind. You could also try at night,
the tracer are more visible. That's at 800 x 600; if you have a 21 screen,
its no problem at all.

Do you have the tracer files in ..data/models/geometry? 

Any luck with the other tests?

V.



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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Vivian Meazza


Arnt Karlsen

 Sent: Saturday, September 18, 2004 11:41 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 On Sat, 18 Sep 2004 13:21:13 +0100, Vivian wrote in message 
 [EMAIL PROTECTED]:
  
  ... snip ... 
  
  I can do all of that, providing I can get at the location 
 of the CofG 
  to relate the offsets.
   
   but no accelerations except gravity, to get it right.
  
  Not strictly true. We also need to apply aerodynamic 
 forces. Drag is 
  already applied, and wind can be applied, but no other. 
 Wind is that 
  experienced by the parent, not the submodel. This 
 approximation is OK 
  for tracer, less so for bombs.
 
 ..eh, accellerations, no, forces, yes.  

Same thing: a body changes velocity (i.e. accelerates) as the result of an
applied force. Newton's 2nd Law.

 Both bomber and 
 bomb sees the same wind etc until release of child.  In a 
 bomb bay or in a gun, the wind exposure happens as these 
 objects emerge outta these shielded hideouts.  

Not quite true. The parent is experiencing wind, so it is a good enough
approximation to apply wind to the child from instantiation. Turbulent
airflow around the bomb-bay doors etc. is quite another thing. Although I
suspect that the tumbling that you see on films is more or less rotation of
the bomb about its CofG. Any that is not can be modelled by applying a bit
of randomness to the trajectory. 

 
 ..If either (plane or bomb etc) object passes thru say wind 
 shear, wing tip vortices, then the wind forces are 
 _different_, even if they can be approximated as the same 
 as the bomb drops thru that vortice in 
 a millisecond.  
 
 ..and don't forget gun recoil forces. 

Yes, and charge temperature, barrel temperature and wear, Coriolis effect,
parturition effect ... . Don't think I'll bother for guns fired from an
aircraft with an effective range of 400 yds.

Gun childs also 
 experience wind drift.  ;-)

We already apply wind drift, but the wind is that experienced by the parent,
not the child. This approximation is OK for guns, but makes no allowance for
the various winds experienced by bombs during their descent.

 
   ..also, when we get that far in the modelling; some
   dive bombers had release rigging that threw some, say 
   centerline bombs, clear of the propeller, adding to the fun 
   we dream up here. 
  
  We can already do that - just apply an appropriate initial 
 velocity, 
  and instantiate at the right offsets.
   
   ..also keep in mind most bombs are hung by more than one
   points, so the hardpoint mechanism and the flight conditions, 
   attitude, rates etc, act together deciding which points 
   release first, second etc on each bomb.  
  
  We can probably ignore that.
 
 ..true, but see below.
 
   ..this too, has a major impact on the initial ballistics,
   think bobbing bombs dropping from B-52's or B-17's, on 
   dropping out of the bomb 
   bay, some of this is sudden exposure to the airstream, some is 
   un-even release, asymmetric or whatever.
  
  We could probably add some randomness to account for this, if you 
  think it's a significant factor, given all the other 
 approximations, 
  chief amongst which could be that the submodel has no 
 inertia, and so 
  aligns instantly with its trajectory. Again, OK for tracer, but for 
  bombs?
 
 ..this is a design philosophy decision; how close to reality 
 _do_ we wanna go?  My point is do as you like, but don't 
 cut off future development by hardcoding stuff, leave open 
 hooks as bait for future developers to go berserk on. ;-)  


I'm afraid that it's all pretty hard stuff in C++, but if anyone wants to
have a go at some of the math or coding, I'd welcome any help.

As realistic as the input data will allow. I'm sure Lee wont let up on me
'till his BB bomb is right. 

Regards

V.



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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Lee Elliott
On Sunday 19 September 2004 10:42, Vivian Meazza wrote:
 Lee Elliott wrote:
  Sent: Saturday, September 18, 2004 11:28 PM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with ballistic
  sub-model

 ...snip ..

  Hmm... (part 2)
 
  Just tried firing the Spitfire cannon via the property
  browser and while I could hear the cannon firing I couldn't
  see anything leaving the a/c.
 
  Could a library version mismatch cause this?
 
  There must be a problem at this end because it works for you
  on your system but I'm at a bit of a loss to explain it -
  the compilations of SimGear  FlightGear seem to go fine.  I
  haven't updated plib for a while - could the problem lie
  there?
 
  LeeE

 PLIB is not involved. I've just rechecked the cvs version -
 works here. The tracer is visible in the upper sector of the
 gun sight, but you might have to zoom into the gunfight a
 little to see it. If your eyes are very good, it is also
 visible from behind the aircraft, but you have to know where
 to look. The tracer is only visible from behind. You could
 also try at night, the tracer are more visible. That's at 800
 x 600; if you have a 21 screen, its no problem at all.

 Do you have the tracer files in ..data/models/geometry?

 Any luck with the other tests?

 V.

Not had a chance today to try them yet - hopefully later this 
P.M.  I'm using a 19 screen at 1600x1200 and run FG in a 
maximised window i.e. with title bar and edges.

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Arnt Karlsen
On Sun, 19 Sep 2004 11:23:35 +0200, Horst wrote in message 
[EMAIL PROTECTED]:

 I can hear the cannon firing
 I can see (very)little red dots from within the cockpit seeming to
 leave the cannon
 I can see (very)little red dots from outside seeming
 to leave the cannon
 I stops after - hmm... 20-30secs? - maybe out-of-submodels:-)))

..1/3 to 1/2 a minute sounds about right to be out of ammo.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Arnt Karlsen
On Sun, 19 Sep 2004 11:17:22 +0100, Vivian wrote in message 
[EMAIL PROTECTED]:

 
 
 Arnt Karlsen
 
  Sent: Saturday, September 18, 2004 11:41 PM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
  
  
  On Sat, 18 Sep 2004 13:21:13 +0100, Vivian wrote in message 
  [EMAIL PROTECTED]:
   
   ... snip ... 
   
   I can do all of that, providing I can get at the location 
  of the CofG 
   to relate the offsets.

but no accelerations except gravity, to get it right.
   
   Not strictly true. We also need to apply aerodynamic 
  forces. Drag is 
   already applied, and wind can be applied, but no other. 
  Wind is that 
   experienced by the parent, not the submodel. This 
  approximation is OK 
   for tracer, less so for bombs.
  
  ..eh, accellerations, no, forces, yes.  
 
 Same thing: a body changes velocity (i.e. accelerates) as the result
 of an applied force. Newton's 2nd Law.

..ah, precisely what I meant.  ;-)

  Both bomber and 
  bomb sees the same wind etc until release of child.  In a 
  bomb bay or in a gun, the wind exposure happens as these 
  objects emerge outta these shielded hideouts.  
 
 Not quite true. The parent is experiencing wind, so it is a good
 enough approximation to apply wind to the child from instantiation.

..I guess we'll leave that as bait for the berserk coders for now.  ,-)

 Turbulent airflow around the bomb-bay doors etc. is quite another
 thing. Although I suspect that the tumbling that you see on films is
 more or less rotation of the bomb about its CofG. Any that is not can
 be modelled by applying a bit of randomness to the trajectory. 

..quite right, some of this is caused by the turbulence, some of it by
the bomb release mechanism letting go of the bomb.  Also, there are
those refreshingly wild stories of guys having to enter the bomb bay 
to kick out bombs riding that turbulent airflow.  ;-)

  
  ..If either (plane or bomb etc) object passes thru say wind 
  shear, wing tip vortices, then the wind forces are 
  _different_, even if they can be approximated as the same 
  as the bomb drops thru that vortice in 
  a millisecond.  
  
  ..and don't forget gun recoil forces. 
 
 Yes, and charge temperature, barrel temperature and wear, Coriolis
 effect, parturition effect ... . Don't think I'll bother for guns
 fired from an aircraft with an effective range of 400 yds.
  
  Gun childs also experience wind drift.  ;-)
 
 We already apply wind drift, but the wind is that experienced by the
 parent, not the child. This approximation is OK for guns, but makes no
 allowance for the various winds experienced by bombs during their
 descent.
 
  
..also, when we get that far in the modelling; some
dive bombers had release rigging that threw some, say 
centerline bombs, clear of the propeller, adding to the fun 
we dream up here. 
   
   We can already do that - just apply an appropriate initial
   velocity, and instantiate at the right offsets.

..also keep in mind most bombs are hung by more than one
points, so the hardpoint mechanism and the flight conditions, 
attitude, rates etc, act together deciding which points 
release first, second etc on each bomb.  
   
   We can probably ignore that.
  
  ..true, but see below.
  
..this too, has a major impact on the initial ballistics,
think bobbing bombs dropping from B-52's or B-17's, on 
dropping out of the bomb 
bay, some of this is sudden exposure to the airstream, some is 
un-even release, asymmetric or whatever.
   
   We could probably add some randomness to account for this, if you 
   think it's a significant factor, given all the other
   approximations, chief amongst which could be that the submodel has
no inertia, and so aligns instantly with its trajectory. Again,
OK
   for tracer, but for bombs?
  
  ..this is a design philosophy decision; how close to reality 
  _do_ we wanna go?  My point is do as you like, but don't 
  cut off future development by hardcoding stuff, leave open 
  hooks as bait for future developers to go berserk on. ;-)  
 
 
 I'm afraid that it's all pretty hard stuff in C++, but if anyone wants
 to have a go at some of the math or coding, I'd welcome any help.

 As realistic as the input data will allow. I'm sure Lee wont let up
 on me'till his BB bomb is right. 

.. ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Lee Elliott
On Saturday 18 September 2004 23:59, Vivian Meazza wrote:
 Lee Elliott wrote:
  Sent: Saturday, September 18, 2004 11:06 PM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with ballistic
  sub-model
 
  On Saturday 18 September 2004 19:05, Vivian Meazza wrote:
   I wrote
  
Sent: Saturday, September 18, 2004 3:44 PM
To: 'FlightGear developers discussions'
Subject: RE: [Flightgear-devel] Problem with ballistic
sub-model
   
   
... Snip ...
 
  Hmm...  Just re-updated from cvs - no significant changes.
  Copied over all the latest data, did a make clean in both
  SimGear and FlightGear before re-compiling but still get no
  change.
 
  This is odd.
 
  If it wasn't for the fact that the same model works for you
  I'd suspect I'd got something wrong in the set-up.
 
  How do I fire the cannon in the Spitfire?  I can't see a
  key-mapping anywhere.  I suppose I could fire it via the
  property browser but that just makes me feel even more
  strongly that there's something wrong my end.
 
  LeeE

 The Spitfire uses a trigger on your joystick - something like:

 button n=1
   descTrigger/desc
   binding
commandproperty-assign/command
property/systems/submodels/trigger/property
value type=booltrue/value
   /binding
   mod-up
binding
 commandproperty-assign/command
 property/systems/submodels/trigger/property
 value type=boolfalse/value
/binding
   /mod-up
  /button

 I would suggest that you use the property browser to test the
 Spitfire m/gs. If the cvs download was OK it is unlikely that
 there is something wrong with your system. Similarly, if the
 submodel aligns with the parent when taxi-ing at a reasonable
 speed, then, basically, it's working since it calculates the
 angles from speed N/E/D. Try these submodel settings:

   submodel
 nameredbeard/name
 modelAircraft/EE-Canberra/Models/RedBeard.xml/model
 trigger/controls/armament/red-beard-released/trigger
 speed0/speed
 repeattrue/repeat
 delay1.0/delay
 count-1/count
 x-offset0.0/x-offset
 y-offset-0.0/y-offset
 z-offset0.0/z-offset
 yaw-offset0/yaw-offset
 pitch-offset0.0/pitch-offset
 eda1.2/eda
 windfalse/wind
 buoyancy0/buoyancy
   /submodel

 And these:

 submodel
 nameredbeard/name
 modelAircraft/EE-Canberra/Models/RedBeard.xml/model
 trigger/controls/armament/red-beard-released/trigger
 speed0/speed
 repeattrue/repeat
 delay1.0/delay
 count-1/count
 x-offset0.0/x-offset
 y-offset-0.0/y-offset
 z-offset0.0/z-offset
 yaw-offset0/yaw-offset
 pitch-offset0.0/pitch-offset
 eda0/eda
 windfalse/wind
 buoyancy32/buoyancy
   /submodel

 And let me know what you see so that I can compare.

 Regards

 V.

Hello Vivian,

I tried the two settings above for the Canberra and tried the 
Spitfire again at dusk but I'm still getting the same results:(

I get identical behaviour with the Canberra: I'm accelerating to 
about 10kt, cutting the throttle so I'm rolling down the runway, 
and then hitting the release.  In both cases I leave a trail of 
stationary bombs floating behind me and when I hit the brakes I 
get a cluster of bombs at different pitches oriented around the 
origin (still the nose of the a/c atm)

In the Spitfire I can still hear the guns firing until the ammo 
is out but I can't see any tracer at all, in either cockpit or 
external views.  Once the ammo's all out I can re-set the count 
and the guns start firing again but still no visible tracer.

This is really odd:-/

LeeE

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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Giles Robertson
 ..quite right, some of this is caused by the turbulence, some of it by
 the bomb release mechanism letting go of the bomb.  Also, there are
 those refreshingly wild stories of guys having to enter the bomb bay 
 to kick out bombs riding that turbulent airflow.  ;-)

Can we model the Dr. Strangelove effect?

Giles



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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Vivian Meazza


Giles Robertson

 Sent: Sunday, September 19, 2004 6:02 PM
 To: FlightGear developers discussions
 Subject: RE: [Flightgear-devel] Problem with ballistic sub-model
 
 
  ..quite right, some of this is caused by the turbulence, 
 some of it by 
  the bomb release mechanism letting go of the bomb.  Also, there are 
  those refreshingly wild stories of guys having to enter the 
 bomb bay 
  to kick out bombs riding that turbulent airflow.  ;-)
 
 Can we model the Dr. Strangelove effect?
 

Now let's see. What's the Cd of a human - 1.0 - 1.3? Area seated astride a
booomb - 4 sq ft? Make allowance for silly hat - 2 sq ft? Yup, we can do
that.

Regards

Vivian



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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Gene Buckle

 Now let's see. What's the Cd of a human - 1.0 - 1.3? Area seated astride a
 booomb - 4 sq ft? Make allowance for silly hat - 2 sq ft? Yup, we can do
 that.


I love it.  You can have a special parameter for it: slim_pickens=1. :)

G

-- 
I'm not crazy, I'm plausibly off-nominal!

Proud owner of 80-0007
http://www.f15sim.com - The only one of its kind.


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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-19 Thread Giles Robertson
The Stetson is being spun, so there's actually a twisting effect there
as well.

Giles Robertson

-Original Message-
From: Gene Buckle [mailto:[EMAIL PROTECTED] 
Sent: 19 September 2004 22:42
To: FlightGear developers discussions
Subject: RE: [Flightgear-devel] Problem with ballistic sub-model


 Now let's see. What's the Cd of a human - 1.0 - 1.3? Area seated
astride a
 booomb - 4 sq ft? Make allowance for silly hat - 2 sq ft? Yup, we can
do
 that.


I love it.  You can have a special parameter for it: slim_pickens=1. :)

G

-- 
I'm not crazy, I'm plausibly off-nominal!

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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Vivian Meazza


Lee Elliott wrote:

 Sent: Friday, September 17, 2004 9:57 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 On Friday 17 September 2004 16:09, Vivian Meazza wrote:
  Arnt Karlsen wrote:
   Sent: Friday, September 17, 2004 10:03 AM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
  
  
   On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message
  
   [EMAIL PROTECTED]:
Ampere K. Hardraade wrote
   
 Sent: Thursday, September 16, 2004 7:12 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with 
 ballistic sub-model

 On September 16, 2004 01:08 pm, Vivian Meazza wrote:
  There are some other basic shortcomings as well: 
 the submodel 
  doesn't inherit the parent accelerations, or the velocities 
  and accelerations due to roll, pitch and yaw. Only release
  
   droptanks
  
  when flying straight and level
  
   ..uh, in the real world, this is possible if not 
 permissible, with 
   fun consequences like one or more hard points releases jammed for
   at least a while etc.
  
 They shouldn't inherit accelerations.
   
Quite right - they shouldn't. I was getting over
  
   enthusiastic there,
  
and forgetting my Newtonian physics.
  
   ..don't worry, there is also Murphy law physics.  ;-)
 
  Right, back to Newton :-). I think I've solved the problem. Mixing 
  elevation up = positive with  speed down = positive  nearly made my 
  brain blow a fuse
 
  I had to reverse a number of signs to get it right. I took the 
  opportunity to add roll to the submodel so that droptanks will come 
  off with the right orientation. I not yet added either the parent 
  rotational speed to the submodel, or yaw, so if you release 
 droptanks 
  with significant roll rate or yaw angle on the aircraft the 
 submodel 
  will not be quite right. Straight and level, or nearly so, is fine.
 
  I've asked Erik to upload the modified files to CVS. It looks OK on 
  the Hunter, but perhaps Lee could give the revised submodel a good 
  test.
 
  Regards
 
  Vivian
 
 Hello Vivian,
 
 I just updated from cvs, including updates to the sub-model 
 stuff and while 
 the pitch of the sub-model seems fixed ok, I'm still not able 
 to get the 
 speed right.  I tried reducing the eda setting to a very low value 
 (0.001) and then 0 but the velocity of the sub-model 
 always seems to be 
 zero.
 
 As an experiment I tried setting some +ve speed values i.e. 
 10  1000 but 
 still got a zero sub-model speed - I tested this by 
 'releasing' the bomb 
 (bearing in mind I have repeat and unlimited models set for 
 de-bugging 
 purposes) while sitting on the runway.  Instead of a stream 
 of sub-models 
 moving forward away from the stationary a/c they remain at 
 the origin.  If I 
 then accelerate the a/c I leave a trail of sub-models behind me.
 
 There's an archive of the a/c at
 
 http://www.overthetop.freeserve.co.uk/EE-Canberra-20040916.tar.gz
 
 ...if you want to have a look.  The release keyboard mapping has been 
 commented out in the ~set.xml file.
 

Like the model: up to your usual standard. (Well, all except the pilot's
bone dome - wrong pattern :-))

It works. The operative word is 'accelerate'. As you accelerate you leave
bombs behind: they are instantiated with the velocity at the time of
release, but since the aircraft is accelerating it will be left behind. Try
the following using your original values in submodel:

Release a bomb while stationary: it turns and aligns with the
velocity - note although the aircraft is stationary, there are still some
small N/E/D velocities. I'm not sure why. 

Accelerate down the runway: the bombs gradually align with the
aircraft as forward motion is added, but they are left behind.

Brake: the bombs shoot ahead of the aircraft, with their proper
velocity. All those left behind now go past. Great fun - like big fish
swimming by.

I've convinced myself, anyway - Newton's Laws of Motion at work (see Arnt's
comments). 

Regards

Vivian




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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Arnt Karlsen
On Fri, 17 Sep 2004 16:09:12 +0100, Vivian wrote in message 
[EMAIL PROTECTED]:

 Arnt Karlsen wrote:
 
  Sent: Friday, September 17, 2004 10:03 AM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
  
  On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message 
  [EMAIL PROTECTED]:
  
   Ampere K. Hardraade wrote
   
Sent: Thursday, September 16, 2004 7:12 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Problem with ballistic sub-model

On September 16, 2004 01:08 pm, Vivian Meazza wrote:
 
 There are some other basic shortcomings as well: the submodel 
 doesn't inherit the parent accelerations, or the velocities
 and accelerations due to roll, pitch and yaw. Only release
 droptanks when flying straight and level
  
  ..uh, in the real world, this is possible if not permissible, with
  fun consequenses like one or more hard points releases jammed for 
  at least a while etc.
  

They shouldn't inherit accelerations.
   
   Quite right - they shouldn't. I was getting over enthusiastic
   there, and forgetting my Newtonian physics.
  
  ..don't worry, there is also Murphy law physics.  ;-)
  
 
 Right, back to Newton :-). I think I've solved the problem. Mixing
 elevation up = positive with  speed down = positive  nearly made my
 brain blow a fuse 

..  ;-)

 I had to reverse a number of signs to get it right. I took the
 opportunity to add roll to the submodel so that droptanks will come
 off with the right orientation. I not yet added either the parent
 rotational speed to the submodel, or yaw, so if you release droptanks
 with significant roll rate or yaw angle on the aircraft the submodel
 will not be quite right. Straight and level, or nearly so, is fine. 

..precisely, we will need roll rate, yaw, yaw rate, pitch rate etc, 
but no accellerations except gravity, to get it right.

..also, when we get that far in the modelling; some divebombers had
release rigging that threw some, say centerline bombs, clear of the
propeller, adding to the fun we dream up here.  

..also keep in mind most bombs are hung by more than one points, so the
hardpoint mechanism and the flight conditions, attitude, rates etc, act
together deciding which points release first, second etc on each bomb.  

..this too, has a major impact on the initial ballistics, think bobbing
bombs dropping from B-52's or B-17's, on dropping out of the bomb 
bay, some of this is sudden exposure to the airstream, some is 
un-even release, asymetric or whatever.


 I've asked Erik to upload the modified files to CVS. It looks OK on
 the Hunter, but perhaps Lee could give the revised submodel a good
 test.


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Vivian Meazza


Arnt Karlsen wrote:

 Sent: Friday, September 17, 2004 9:47 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 On Fri, 17 Sep 2004 16:09:12 +0100, Vivian wrote in message 
 [EMAIL PROTECTED]:
 
  Arnt Karlsen wrote:
  
   Sent: Friday, September 17, 2004 10:03 AM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
   
   On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message
   [EMAIL PROTECTED]:
   
Ampere K. Hardraade wrote

 Sent: Thursday, September 16, 2004 7:12 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with 
 ballistic sub-model
 
 On September 16, 2004 01:08 pm, Vivian Meazza wrote:
  
  There are some other basic shortcomings as well: 
 the submodel
  doesn't inherit the parent accelerations, or the velocities
  and accelerations due to roll, pitch and yaw. Only release
  droptanks when flying straight and level
   
   ..uh, in the real world, this is possible if not 
 permissible, with 
   fun consequences like one or more hard points releases 
 jammed for at 
   least a while etc.
   
 
 They shouldn't inherit accelerations.

Quite right - they shouldn't. I was getting over enthusiastic 
there, and forgetting my Newtonian physics.
   
   ..don't worry, there is also Murphy law physics.  ;-)
   
  
  Right, back to Newton :-). I think I've solved the problem. Mixing 
  elevation up = positive with  speed down = positive  nearly made my 
  brain blow a fuse
 
 ..  ;-)
 
  I had to reverse a number of signs to get it right. I took the 
  opportunity to add roll to the submodel so that droptanks will come 
  off with the right orientation. I not yet added either the parent 
  rotational speed to the submodel, or yaw, so if you release 
 droptanks 
  with significant roll rate or yaw angle on the aircraft the 
 submodel 
  will not be quite right. Straight and level, or nearly so, is fine.
 
 ..precisely, we will need roll rate, yaw, yaw rate, pitch rate etc, 

I can do all of that, providing I can get at the location of the CofG to
relate the offsets.
 
 but no accelerations except gravity, to get it right.

Not strictly true. We also need to apply aerodynamic forces. Drag is already
applied, and wind can be applied, but no other. Wind is that experienced by
the parent, not the submodel. This approximation is OK for tracer, less so
for bombs.

 
 ..also, when we get that far in the modelling; some 
 dive bombers had release rigging that threw some, say 
 centerline bombs, clear of the propeller, adding to the fun 
 we dream up here. 

We can already do that - just apply an appropriate initial velocity, and
instantiate at the right offsets.

 
 ..also keep in mind most bombs are hung by more than one 
 points, so the hardpoint mechanism and the flight conditions, 
 attitude, rates etc, act together deciding which points 
 release first, second etc on each bomb.  

We can probably ignore that.
 
 ..this too, has a major impact on the initial ballistics, 
 think bobbing bombs dropping from B-52's or B-17's, on 
 dropping out of the bomb 
 bay, some of this is sudden exposure to the airstream, some is 
 un-even release, asymmetric or whatever.

We could probably add some randomness to account for this, if you think it's
a significant factor, given all the other approximations, chief amongst
which could be that the submodel has no inertia, and so aligns instantly
with its trajectory. Again, OK for tracer, but for bombs? 

Regards

Vivian




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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Lee Elliott
On Saturday 18 September 2004 10:14, Vivian Meazza wrote:
 Lee Elliott wrote:
  Sent: Friday, September 17, 2004 9:57 PM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
  On Friday 17 September 2004 16:09, Vivian Meazza wrote:
   Arnt Karlsen wrote:
Sent: Friday, September 17, 2004 10:03 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
   
   
On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message
   
[EMAIL PROTECTED]:
 Ampere K. Hardraade wrote

  Sent: Thursday, September 16, 2004 7:12 PM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with
 
  ballistic sub-model
 
  On September 16, 2004 01:08 pm, Vivian Meazza wrote:
   There are some other basic shortcomings as well:
 
  the submodel
 
   doesn't inherit the parent accelerations, or the velocities
   and accelerations due to roll, pitch and yaw. Only release
   
droptanks
   
   when flying straight and level
   
..uh, in the real world, this is possible if not
 
  permissible, with
 
fun consequences like one or more hard points releases jammed for
at least a while etc.
   
  They shouldn't inherit accelerations.

 Quite right - they shouldn't. I was getting over
   
enthusiastic there,
   
 and forgetting my Newtonian physics.
   
..don't worry, there is also Murphy law physics.  ;-)
  
   Right, back to Newton :-). I think I've solved the problem. Mixing
   elevation up = positive with  speed down = positive  nearly made my
   brain blow a fuse
  
   I had to reverse a number of signs to get it right. I took the
   opportunity to add roll to the submodel so that droptanks will come
   off with the right orientation. I not yet added either the parent
   rotational speed to the submodel, or yaw, so if you release
 
  droptanks
 
   with significant roll rate or yaw angle on the aircraft the
 
  submodel
 
   will not be quite right. Straight and level, or nearly so, is fine.
  
   I've asked Erik to upload the modified files to CVS. It looks OK on
   the Hunter, but perhaps Lee could give the revised submodel a good
   test.
  
   Regards
  
   Vivian
 
  Hello Vivian,
 
  I just updated from cvs, including updates to the sub-model
  stuff and while
  the pitch of the sub-model seems fixed ok, I'm still not able
  to get the
  speed right.  I tried reducing the eda setting to a very low value
  (0.001) and then 0 but the velocity of the sub-model
  always seems to be
  zero.
 
  As an experiment I tried setting some +ve speed values i.e.
  10  1000 but
  still got a zero sub-model speed - I tested this by
  'releasing' the bomb
  (bearing in mind I have repeat and unlimited models set for
  de-bugging
  purposes) while sitting on the runway.  Instead of a stream
  of sub-models
  moving forward away from the stationary a/c they remain at
  the origin.  If I
  then accelerate the a/c I leave a trail of sub-models behind me.
 
  There's an archive of the a/c at
 
  http://www.overthetop.freeserve.co.uk/EE-Canberra-20040916.tar.gz
 
  ...if you want to have a look.  The release keyboard mapping has been
  commented out in the ~set.xml file.

 Like the model: up to your usual standard. (Well, all except the pilot's
 bone dome - wrong pattern :-))

 It works. The operative word is 'accelerate'. As you accelerate you leave
 bombs behind: they are instantiated with the velocity at the time of
 release, but since the aircraft is accelerating it will be left behind. Try
 the following using your original values in submodel:

  Release a bomb while stationary: it turns and aligns with the
 velocity - note although the aircraft is stationary, there are still some
 small N/E/D velocities. I'm not sure why.

  Accelerate down the runway: the bombs gradually align with the
 aircraft as forward motion is added, but they are left behind.

  Brake: the bombs shoot ahead of the aircraft, with their proper
 velocity. All those left behind now go past. Great fun - like big fish
 swimming by.

 I've convinced myself, anyway - Newton's Laws of Motion at work (see Arnt's
 comments).

 Regards

 Vivian

Hello Vivian,

I guess I'd better try to find some helmet 3-views;)

I tried your suggestion of accelerating a little before releasing and then 
braking but the bombs are definitely staying in the same place after release.  
The buoyancy setting doesn't seem to be working either.  I was originally 
using a buoyancy setting of 31 so that the bombs would fall slowly, 
allowing me to judge the eda value I needed but even when I set buoyancy 
to 34, so that they should rise, they still stayed in the same place, neither 
moving backwards or forwards, or up or down.  When I set the speed to 100 I 
noticed that the bombs were all aligned correctly but when I tried re-setting 
it back to 0 I could see the alignment changing

RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Vivian Meazza


Lee Elliott


 Sent: Saturday, September 18, 2004 3:03 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 On Saturday 18 September 2004 10:14, Vivian Meazza wrote:
  Lee Elliott wrote:
   Sent: Friday, September 17, 2004 9:57 PM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
  
   On Friday 17 September 2004 16:09, Vivian Meazza wrote:
Arnt Karlsen wrote:
 Sent: Friday, September 17, 2004 10:03 AM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with 
 ballistic sub-model


 On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message

 [EMAIL PROTECTED]:
  Ampere K. Hardraade wrote
 
   Sent: Thursday, September 16, 2004 7:12 PM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with
  
   ballistic sub-model
  
   On September 16, 2004 01:08 pm, Vivian Meazza wrote:
There are some other basic shortcomings as well:
  
   the submodel
  
doesn't inherit the parent accelerations, or the 
velocities and accelerations due to roll, pitch 
 and yaw. 
Only release

 droptanks

when flying straight and level

 ..uh, in the real world, this is possible if not
  
   permissible, with
  
 fun consequences like one or more hard points releases jammed 
 for at least a while etc.

   They shouldn't inherit accelerations.
 
  Quite right - they shouldn't. I was getting over

 enthusiastic there,

  and forgetting my Newtonian physics.

 ..don't worry, there is also Murphy law physics.  ;-)
   
Right, back to Newton :-). I think I've solved the 
 problem. Mixing 
elevation up = positive with  speed down = positive  
 nearly made 
my brain blow a fuse
   
I had to reverse a number of signs to get it right. I took the 
opportunity to add roll to the submodel so that droptanks will 
come off with the right orientation. I not yet added either the 
parent rotational speed to the submodel, or yaw, so if 
 you release
  
   droptanks
  
with significant roll rate or yaw angle on the aircraft the
  
   submodel
  
will not be quite right. Straight and level, or nearly so, is 
fine.
   
I've asked Erik to upload the modified files to CVS. It 
 looks OK 
on the Hunter, but perhaps Lee could give the revised 
 submodel a 
good test.
   
Regards
   
Vivian
  
   Hello Vivian,
  
   I just updated from cvs, including updates to the sub-model stuff 
   and while the pitch of the sub-model seems fixed ok, I'm 
 still not 
   able to get the
   speed right.  I tried reducing the eda setting to a 
 very low value
   (0.001) and then 0 but the velocity of the sub-model
   always seems to be
   zero.
  
   As an experiment I tried setting some +ve speed values 
 i.e. 10  
   1000 but still got a zero sub-model speed - I tested this by
   'releasing' the bomb
   (bearing in mind I have repeat and unlimited models set for
   de-bugging
   purposes) while sitting on the runway.  Instead of a stream
   of sub-models
   moving forward away from the stationary a/c they remain at
   the origin.  If I
   then accelerate the a/c I leave a trail of sub-models behind me.
  
   There's an archive of the a/c at
  
   http://www.overthetop.freeserve.co.uk/EE-Canberra-20040916.tar.gz
  
   ...if you want to have a look.  The release keyboard mapping has 
   been commented out in the ~set.xml file.
 
  Like the model: up to your usual standard. (Well, all except the 
  pilot's bone dome - wrong pattern :-))
 
  It works. The operative word is 'accelerate'. As you accelerate you 
  leave bombs behind: they are instantiated with the velocity at the 
  time of release, but since the aircraft is accelerating it will be 
  left behind. Try the following using your original values 
 in submodel:
 
   Release a bomb while stationary: it turns and aligns with the 
  velocity - note although the aircraft is stationary, there 
 are still 
  some small N/E/D velocities. I'm not sure why.
 
   Accelerate down the runway: the bombs gradually align with the 
  aircraft as forward motion is added, but they are left behind.
 
   Brake: the bombs shoot ahead of the aircraft, with their proper 
  velocity. All those left behind now go past. Great fun - 
 like big fish 
  swimming by.
 
  I've convinced myself, anyway - Newton's Laws of Motion at 
 work (see 
  Arnt's comments).
 
  Regards
 
  Vivian
 
 Hello Vivian,
 
 I guess I'd better try to find some helmet 3-views;)
 
 I tried your suggestion of accelerating a little before 
 releasing and then 
 braking but the bombs are definitely staying in the same 
 place after release.  
 The buoyancy setting doesn't seem to be working either.  I 
 was originally 
 using a buoyancy setting of 31 so that the bombs

Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Lee Elliott
On Saturday 18 September 2004 15:44, Vivian Meazza wrote:
[snip...]

 It's just occurred to me that I'm using my local version, so it's possible
 that I haven't asked Erik to upload one of the multitude of files it
 requires to alter one parameter, or there's something wrong with the files
 I sent in. It's definitely OK here with your model. I'll check. There's
 nothing in the base package.

 BTW negative velocities don't work, otherwise drag would cause things to
 run backwards. If you want submodels to move to the rear apply a +ve speed
 with 180 yaw offset.

 Bone dome is easy - there's a Mk1A in the Hunter models. Feel free to use
 it. There's no under-helmet right now - on my todo list. You'll need the
 visor as well.

 Regards

 Vivian

Thanks for looking into this - strange one though.  Good to hear that it works 
properly on your system but that now means I have to find what's wrong with 
mine:)

I'll take up your offer of a more accurate Bone dome too and use the one from 
the Hunter - Ta.

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Erik Hofman
Vivian Meazza wrote:
It's just occurred to me that I'm using my local version, so it's possible
that I haven't asked Erik to upload one of the multitude of files it
requires to alter one parameter, or there's something wrong with the files I
sent in. It's definitely OK here with your model. I'll check. There's
nothing in the base package.
You could try this:
cd FlightGear/src
cvs login
cvs -z3 up -Pd
cvs diff -puRN  /tmp/diff
cvs logout
cat /tmp/diff
Erik
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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Vivian Meazza
I wrote

 Sent: Saturday, September 18, 2004 3:44 PM
 To: 'FlightGear developers discussions'
 Subject: RE: [Flightgear-devel] Problem with ballistic sub-model
 
 
 ... Snip ...
 
  Hmm... It's just occurred to me that although my cvs is up to
  date, I haven't 
  copied over the base package data for a couple of days - is 
  there anything in 
  there that could be causing this problem?  I've got to go out 
  now but I'll 
  try copying over the latest data too, when I get back.
  
  LeeE
  
 
 It's just occurred to me that I'm using my local version, so 
 it's possible that I haven't asked Erik to upload one of the 
 multitude of files it requires to alter one parameter, or 
 there's something wrong with the files I sent in. It's 
 definitely OK here with your model. I'll check. There's 
 nothing in the base package.
 
 BTW negative velocities don't work, otherwise drag would 
 cause things to run backwards. If you want submodels to move 
 to the rear apply a +ve speed with 180 yaw offset.
 
 Bone dome is easy - there's a Mk1A in the Hunter models. Feel 
 free to use it. There's no under-helmet right now - on my 
 to-do list. You'll need the visor as well.
 

Lee

Blown that theory. I've just downloaded and recompiled. The Red Beard does
what it should. I've made it go up, down, forward, back

Buoyancy (sp ?) etc. all work. Try Buoyancy = 32 and eda = 0 (eda = 1 is the
non-op), and you'll see that the parent velocities are transferred to the
submodel.

I can't think of anything else to suggest.

Regards

Vivian



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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Lee Elliott
On Saturday 18 September 2004 19:05, Vivian Meazza wrote:
 I wrote

  Sent: Saturday, September 18, 2004 3:44 PM
  To: 'FlightGear developers discussions'
  Subject: RE: [Flightgear-devel] Problem with ballistic
  sub-model
 
 
  ... Snip ...
 
   Hmm... It's just occurred to me that although my cvs is up
   to date, I haven't
   copied over the base package data for a couple of days -
   is there anything in
   there that could be causing this problem?  I've got to go
   out now but I'll
   try copying over the latest data too, when I get back.
  
   LeeE
 
  It's just occurred to me that I'm using my local version, so
  it's possible that I haven't asked Erik to upload one of the
  multitude of files it requires to alter one parameter, or
  there's something wrong with the files I sent in. It's
  definitely OK here with your model. I'll check. There's
  nothing in the base package.
 
  BTW negative velocities don't work, otherwise drag would
  cause things to run backwards. If you want submodels to move
  to the rear apply a +ve speed with 180 yaw offset.
 
  Bone dome is easy - there's a Mk1A in the Hunter models.
  Feel free to use it. There's no under-helmet right now - on
  my to-do list. You'll need the visor as well.

 Lee

 Blown that theory. I've just downloaded and recompiled. The
 Red Beard does what it should. I've made it go up, down,
 forward, back

 Buoyancy (sp ?) etc. all work. Try Buoyancy = 32 and eda = 0
 (eda = 1 is the non-op), and you'll see that the parent
 velocities are transferred to the submodel.

 I can't think of anything else to suggest.

 Regards

 Vivian

Hmm...  I'll look further into this...  update cvs  etc.

Thanks for checking.

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Lee Elliott
On Saturday 18 September 2004 19:05, Vivian Meazza wrote:
 I wrote

  Sent: Saturday, September 18, 2004 3:44 PM
  To: 'FlightGear developers discussions'
  Subject: RE: [Flightgear-devel] Problem with ballistic
  sub-model
 
 
  ... Snip ...
 
   Hmm... It's just occurred to me that although my cvs is up
   to date, I haven't
   copied over the base package data for a couple of days -
   is there anything in
   there that could be causing this problem?  I've got to go
   out now but I'll
   try copying over the latest data too, when I get back.
  
   LeeE
 
  It's just occurred to me that I'm using my local version, so
  it's possible that I haven't asked Erik to upload one of the
  multitude of files it requires to alter one parameter, or
  there's something wrong with the files I sent in. It's
  definitely OK here with your model. I'll check. There's
  nothing in the base package.
 
  BTW negative velocities don't work, otherwise drag would
  cause things to run backwards. If you want submodels to move
  to the rear apply a +ve speed with 180 yaw offset.
 
  Bone dome is easy - there's a Mk1A in the Hunter models.
  Feel free to use it. There's no under-helmet right now - on
  my to-do list. You'll need the visor as well.

 Lee

 Blown that theory. I've just downloaded and recompiled. The
 Red Beard does what it should. I've made it go up, down,
 forward, back

 Buoyancy (sp ?) etc. all work. Try Buoyancy = 32 and eda = 0
 (eda = 1 is the non-op), and you'll see that the parent
 velocities are transferred to the submodel.

 I can't think of anything else to suggest.

 Regards

 Vivian

Hmm...  Just re-updated from cvs - no significant changes.  
Copied over all the latest data, did a make clean in both 
SimGear and FlightGear before re-compiling but still get no 
change.

This is odd.

If it wasn't for the fact that the same model works for you I'd 
suspect I'd got something wrong in the set-up.

How do I fire the cannon in the Spitfire?  I can't see a 
key-mapping anywhere.  I suppose I could fire it via the 
property browser but that just makes me feel even more strongly 
that there's something wrong my end.

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Lee Elliott
On Saturday 18 September 2004 23:06, Lee Elliott wrote:
 On Saturday 18 September 2004 19:05, Vivian Meazza wrote:
  I wrote
 
   Sent: Saturday, September 18, 2004 3:44 PM
   To: 'FlightGear developers discussions'
   Subject: RE: [Flightgear-devel] Problem with ballistic
   sub-model
  
  
   ... Snip ...
  
Hmm... It's just occurred to me that although my cvs is
up to date, I haven't
copied over the base package data for a couple of days -
is there anything in
there that could be causing this problem?  I've got to
go out now but I'll
try copying over the latest data too, when I get back.
   
LeeE
  
   It's just occurred to me that I'm using my local version,
   so it's possible that I haven't asked Erik to upload one
   of the multitude of files it requires to alter one
   parameter, or there's something wrong with the files I
   sent in. It's definitely OK here with your model. I'll
   check. There's nothing in the base package.
  
   BTW negative velocities don't work, otherwise drag would
   cause things to run backwards. If you want submodels to
   move to the rear apply a +ve speed with 180 yaw offset.
  
   Bone dome is easy - there's a Mk1A in the Hunter models.
   Feel free to use it. There's no under-helmet right now -
   on my to-do list. You'll need the visor as well.
 
  Lee
 
  Blown that theory. I've just downloaded and recompiled. The
  Red Beard does what it should. I've made it go up, down,
  forward, back
 
  Buoyancy (sp ?) etc. all work. Try Buoyancy = 32 and eda = 0
  (eda = 1 is the non-op), and you'll see that the parent
  velocities are transferred to the submodel.
 
  I can't think of anything else to suggest.
 
  Regards
 
  Vivian

 Hmm...  Just re-updated from cvs - no significant changes.
 Copied over all the latest data, did a make clean in both
 SimGear and FlightGear before re-compiling but still get no
 change.

 This is odd.

 If it wasn't for the fact that the same model works for you
 I'd suspect I'd got something wrong in the set-up.

 How do I fire the cannon in the Spitfire?  I can't see a
 key-mapping anywhere.  I suppose I could fire it via the
 property browser but that just makes me feel even more
 strongly that there's something wrong my end.

 LeeE

Hmm... (part 2)

Just tried firing the Spitfire cannon via the property browser 
and while I could hear the cannon firing I couldn't see anything 
leaving the a/c.

Could a library version mismatch cause this?

There must be a problem at this end because it works for you on 
your system but I'm at a bit of a loss to explain it - the 
compilations of SimGear  FlightGear seem to go fine.  I haven't 
updated plib for a while - could the problem lie there?

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Lee Elliott
On Saturday 18 September 2004 23:28, Lee Elliott wrote:
 On Saturday 18 September 2004 23:06, Lee Elliott wrote:
  On Saturday 18 September 2004 19:05, Vivian Meazza wrote:
   I wrote
  
Sent: Saturday, September 18, 2004 3:44 PM
To: 'FlightGear developers discussions'
Subject: RE: [Flightgear-devel] Problem with ballistic
sub-model
   
   
... Snip ...
   
 Hmm... It's just occurred to me that although my cvs
 is up to date, I haven't
 copied over the base package data for a couple of days
 - is there anything in
 there that could be causing this problem?  I've got to
 go out now but I'll
 try copying over the latest data too, when I get back.

 LeeE
   
It's just occurred to me that I'm using my local
version, so it's possible that I haven't asked Erik to
upload one of the multitude of files it requires to
alter one parameter, or there's something wrong with the
files I sent in. It's definitely OK here with your
model. I'll check. There's nothing in the base package.
   
BTW negative velocities don't work, otherwise drag would
cause things to run backwards. If you want submodels to
move to the rear apply a +ve speed with 180 yaw offset.
   
Bone dome is easy - there's a Mk1A in the Hunter models.
Feel free to use it. There's no under-helmet right now -
on my to-do list. You'll need the visor as well.
  
   Lee
  
   Blown that theory. I've just downloaded and recompiled.
   The Red Beard does what it should. I've made it go up,
   down, forward, back
  
   Buoyancy (sp ?) etc. all work. Try Buoyancy = 32 and eda =
   0 (eda = 1 is the non-op), and you'll see that the parent
   velocities are transferred to the submodel.
  
   I can't think of anything else to suggest.
  
   Regards
  
   Vivian
 
  Hmm...  Just re-updated from cvs - no significant changes.
  Copied over all the latest data, did a make clean in both
  SimGear and FlightGear before re-compiling but still get no
  change.
 
  This is odd.
 
  If it wasn't for the fact that the same model works for you
  I'd suspect I'd got something wrong in the set-up.
 
  How do I fire the cannon in the Spitfire?  I can't see a
  key-mapping anywhere.  I suppose I could fire it via the
  property browser but that just makes me feel even more
  strongly that there's something wrong my end.
 
  LeeE

 Hmm... (part 2)

 Just tried firing the Spitfire cannon via the property browser
 and while I could hear the cannon firing I couldn't see
 anything leaving the a/c.

 Could a library version mismatch cause this?

 There must be a problem at this end because it works for you
 on your system but I'm at a bit of a loss to explain it - the
 compilations of SimGear  FlightGear seem to go fine.  I
 haven't updated plib for a while - could the problem lie
 there?

 LeeE

Just a thought - can anyone else confirm either behaviour?

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Lee Elliott
On Saturday 18 September 2004 23:40, Arnt Karlsen wrote:
 On Sat, 18 Sep 2004 13:21:13 +0100, Vivian wrote in message

 [EMAIL PROTECTED]:
  Arnt Karlsen wrote:
   Sent: Friday, September 17, 2004 9:47 PM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with ballistic
   sub-model
  
  
   On Fri, 17 Sep 2004 16:09:12 +0100, Vivian wrote in
   message
  
   [EMAIL PROTECTED]:
Arnt Karlsen wrote:
 Sent: Friday, September 17, 2004 10:03 AM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic
 sub-model

 On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in
 message

 [EMAIL PROTECTED]:
  Ampere K. Hardraade wrote
 
   Sent: Thursday, September 16, 2004 7:12 PM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with
   ballistic sub-model
  
   On September 16, 2004 01:08 pm, Vivian Meazza 
wrote:
There are some other basic shortcomings as well:
the submodel doesn't inherit the parent
accelerations, or the velocities and
accelerations due to roll, pitch and yaw. Only
release droptanks when flying straight and level

 ..uh, in the real world, this is possible if not
 permissible, with fun consequences like one or more
 hard points releases jammed for at least a while etc.

   They shouldn't inherit accelerations.
 
  Quite right - they shouldn't. I was getting over
  enthusiastic there, and forgetting my Newtonian
  physics.

 ..don't worry, there is also Murphy law physics.  ;-)
   
Right, back to Newton :-). I think I've solved the
problem. Mixing elevation up = positive with  speed down
= positive  nearly made my brain blow a fuse..  ;-)
   
I had to reverse a number of signs to get it right. I
took the opportunity to add roll to the submodel so that
droptanks will come off with the right orientation. I
not yet added either the parent rotational speed to the
submodel, or yaw, so if you release droptanks with
significant roll rate or yaw angle on the aircraft the
submodel will not be quite right. Straight and level, or
nearly so, is fine.
  
   ..precisely, we will need roll rate, yaw, yaw rate, pitch
   rate etc,
 
  I can do all of that, providing I can get at the location of
  the CofG to relate the offsets.
 
   but no accelerations except gravity, to get it right.
 
  Not strictly true. We also need to apply aerodynamic forces.
  Drag is already applied, and wind can be applied, but no
  other. Wind is that experienced by the parent, not the
  submodel. This approximation is OK for tracer, less so for
  bombs.

 ..eh, accellerations, no, forces, yes.  Both bomber and
 bomb sees the same wind etc until release of child.  In a
 bomb bay or in a gun, the wind exposure happens as these
 objects emerge outta these shielded hideouts.

 ..If either (plane or bomb etc) object passes thru say wind
 shear, wing tip vortices, then the wind forces are
 _different_, even if they can be approximated as the same as
 the bomb drops thru that vortice in a millisecond.

 ..and don't forget gun recoil forces.  Gun childs also
 experience wind drift.  ;-)

   ..also, when we get that far in the modelling; some
   dive bombers had release rigging that threw some, say
   centerline bombs, clear of the propeller, adding to the
   fun we dream up here.
 
  We can already do that - just apply an appropriate initial
  velocity, and instantiate at the right offsets.
 
   ..also keep in mind most bombs are hung by more than one
   points, so the hardpoint mechanism and the flight
   conditions, attitude, rates etc, act together deciding
   which points release first, second etc on each bomb.
 
  We can probably ignore that.

 ..true, but see below.

   ..this too, has a major impact on the initial ballistics,
   think bobbing bombs dropping from B-52's or B-17's, on
   dropping out of the bomb
   bay, some of this is sudden exposure to the airstream,
   some is un-even release, asymmetric or whatever.
 
  We could probably add some randomness to account for this,
  if you think it's a significant factor, given all the other
  approximations, chief amongst which could be that the
  submodel has no inertia, and so aligns instantly with its
  trajectory. Again, OK for tracer, but for bombs?

 ..this is a design philosophy decision; how close to reality
 _do_ we wanna go?  My point is do as you like, but don't
 cut off future development by hardcoding stuff, leave open
 hooks as bait for future developers to go berserk on. ;-)

The development philosophy behind FG seems, to me, to be: get 
something working, then refine it:)

I'm still at the get-it-working stage:)

LeeE

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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-18 Thread Vivian Meazza


Lee Elliott wrote:

 Sent: Saturday, September 18, 2004 11:06 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 On Saturday 18 September 2004 19:05, Vivian Meazza wrote:
  I wrote
 
   Sent: Saturday, September 18, 2004 3:44 PM
   To: 'FlightGear developers discussions'
   Subject: RE: [Flightgear-devel] Problem with ballistic sub-model
  
  
   ... Snip ...
  
 
 Hmm...  Just re-updated from cvs - no significant changes.
 Copied over all the latest data, did a make clean in both 
 SimGear and FlightGear before re-compiling but still get no 
 change.
 
 This is odd.
 
 If it wasn't for the fact that the same model works for you I'd
 suspect I'd got something wrong in the set-up.
 
 How do I fire the cannon in the Spitfire?  I can't see a
 key-mapping anywhere.  I suppose I could fire it via the 
 property browser but that just makes me feel even more strongly 
 that there's something wrong my end.
 
 LeeE
 

The Spitfire uses a trigger on your joystick - something like:

button n=1
  descTrigger/desc
  binding
   commandproperty-assign/command
   property/systems/submodels/trigger/property
   value type=booltrue/value
  /binding
  mod-up
   binding
commandproperty-assign/command
property/systems/submodels/trigger/property
value type=boolfalse/value
   /binding
  /mod-up
 /button

I would suggest that you use the property browser to test the Spitfire m/gs.
If the cvs download was OK it is unlikely that there is something wrong with
your system. Similarly, if the submodel aligns with the parent when taxi-ing
at a reasonable speed, then, basically, it's working since it calculates the
angles from speed N/E/D. Try these submodel settings:

  submodel
nameredbeard/name
modelAircraft/EE-Canberra/Models/RedBeard.xml/model
trigger/controls/armament/red-beard-released/trigger
speed0/speed
repeattrue/repeat
delay1.0/delay
count-1/count
x-offset0.0/x-offset
y-offset-0.0/y-offset
z-offset0.0/z-offset
yaw-offset0/yaw-offset
pitch-offset0.0/pitch-offset
eda1.2/eda
windfalse/wind
buoyancy0/buoyancy
  /submodel

And these:

submodel
nameredbeard/name
modelAircraft/EE-Canberra/Models/RedBeard.xml/model
trigger/controls/armament/red-beard-released/trigger
speed0/speed
repeattrue/repeat
delay1.0/delay
count-1/count
x-offset0.0/x-offset
y-offset-0.0/y-offset
z-offset0.0/z-offset
yaw-offset0/yaw-offset
pitch-offset0.0/pitch-offset
eda0/eda
windfalse/wind
buoyancy32/buoyancy
  /submodel

And let me know what you see so that I can compare.

Regards

V.





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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-17 Thread Arnt Karlsen
On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message 
[EMAIL PROTECTED]:

 Ampere K. Hardraade wrote
 
  Sent: Thursday, September 16, 2004 7:12 PM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
  
  On September 16, 2004 01:08 pm, Vivian Meazza wrote:
   
   There are some other basic shortcomings as well: the submodel
   doesn't inherit the parent accelerations, or the velocities and
   accelerations due to roll, pitch and yaw. Only release droptanks
   when flying straight and level

..uh, in the real world, this is possible if not permissible, with fun 
consequenses like one or more hard points releases jammed for 
at least a while etc.

  
  They shouldn't inherit accelerations.
 
 Quite right - they shouldn't. I was getting over enthusiastic there,
 and forgetting my Newtonian physics.

..don't worry, there is also Murphy law physics.  ;-)

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-17 Thread Vivian Meazza


Arnt Karlsen wrote:

 Sent: Friday, September 17, 2004 10:03 AM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message 
 [EMAIL PROTECTED]:
 
  Ampere K. Hardraade wrote
  
   Sent: Thursday, September 16, 2004 7:12 PM
   To: FlightGear developers discussions
   Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
   
   On September 16, 2004 01:08 pm, Vivian Meazza wrote:

There are some other basic shortcomings as well: the submodel 
doesn't inherit the parent accelerations, or the velocities and 
accelerations due to roll, pitch and yaw. Only release 
 droptanks 
when flying straight and level
 
 ..uh, in the real world, this is possible if not permissible, 
 with fun 
 consequenses like one or more hard points releases jammed for 
 at least a while etc.
 
   
   They shouldn't inherit accelerations.
  
  Quite right - they shouldn't. I was getting over 
 enthusiastic there, 
  and forgetting my Newtonian physics.
 
 ..don't worry, there is also Murphy law physics.  ;-)
 

Right, back to Newton :-). I think I've solved the problem. Mixing
elevation up = positive with  speed down = positive  nearly made my brain
blow a fuse 

I had to reverse a number of signs to get it right. I took the opportunity
to add roll to the submodel so that droptanks will come off with the right
orientation. I not yet added either the parent rotational speed to the
submodel, or yaw, so if you release droptanks with significant roll rate or
yaw angle on the aircraft the submodel will not be quite right. Straight and
level, or nearly so, is fine. 
 
I've asked Erik to upload the modified files to CVS. It looks OK on the
Hunter, but perhaps Lee could give the revised submodel a good test.

Regards

Vivian



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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-17 Thread Josh Babcock
Vivian Meazza wrote:
Ampere K. Hardraade wrote

Sent: Thursday, September 16, 2004 7:12 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
They shouldn't inherit accelerations.
Ampere
On September 16, 2004 01:08 pm, Vivian Meazza wrote:
There are some other basic shortcomings as well: the 
submodel doesn't 

inherit the parent accelerations, or the velocities and 
accelerations 

due to roll, pitch and yaw. Only release droptanks when flying 
straight and level

:-).
Regards
Vivian

Quite right - they shouldn't. I was getting over enthusiastic there, and
forgetting my Newtonian physics.
Regards
Vivian

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Of course, they shouldn't inherit the plane's velocity exactly either unless 
they are at the cg of the plane or the plane isn't rotating.  Theoretically, if 
you released a wing tip tank just at you gave a sharp roll input, you could toss 
it over the fuselage.  You'd probably also tear your wings off and break your 
neck too, but you get the point.

Josh
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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-17 Thread Vivian Meazza


Josh Babcock wrote:

 Sent: Friday, September 17, 2004 5:41 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 Vivian Meazza wrote:
  Ampere K. Hardraade wrote
  
  
 Sent: Thursday, September 16, 2004 7:12 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
 They shouldn't inherit accelerations.
 
 Ampere
 
 On September 16, 2004 01:08 pm, Vivian Meazza wrote:
 
 There are some other basic shortcomings as well: the
 
 submodel doesn't
 
 inherit the parent accelerations, or the velocities and
 
 accelerations
 
 due to roll, pitch and yaw. Only release droptanks when flying
 straight and level
 
 :-).
 
 Regards
 
 Vivian
 
  
  Quite right - they shouldn't. I was getting over 
 enthusiastic there, 
  and forgetting my Newtonian physics.
  
  Regards
  
  Vivian
  
  
  
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 Of course, they shouldn't inherit the plane's velocity 
 exactly either unless 
 they are at the cg of the plane or the plane isn't rotating.  
 Theoretically, if 
 you released a wing tip tank just at you gave a sharp roll 
 input, you could toss 
 it over the fuselage.  You'd probably also tear your wings 
 off and break your 
 neck too, but you get the point.
 

I would like to add the parent rotational velocities to the submodel for
completeness. The math is a bit complex, but the main problem is that I
can't find where the CofG is. I need to relate the offsets to the CofG,
rather than the model origin. However, as a compromise, I might add roll
velocity assuming it to be around the x axis, and ignore the other 2 axes
... I'm not sure if that is better than ignoring the problem altogether.

Perhaps someone could tell me how to get at the CofG?

Regards

Vivian 



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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-17 Thread Lee Elliott
On Friday 17 September 2004 16:09, Vivian Meazza wrote:
 Arnt Karlsen wrote:
  Sent: Friday, September 17, 2004 10:03 AM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
 
 
  On Fri, 17 Sep 2004 07:56:42 +0100, Vivian wrote in message
 
  [EMAIL PROTECTED]:
   Ampere K. Hardraade wrote
  
Sent: Thursday, September 16, 2004 7:12 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] Problem with ballistic sub-model
   
On September 16, 2004 01:08 pm, Vivian Meazza wrote:
 There are some other basic shortcomings as well: the submodel
 doesn't inherit the parent accelerations, or the velocities and
 accelerations due to roll, pitch and yaw. Only release
 
  droptanks
 
 when flying straight and level
 
  ..uh, in the real world, this is possible if not permissible,
  with fun
  consequenses like one or more hard points releases jammed for
  at least a while etc.
 
They shouldn't inherit accelerations.
  
   Quite right - they shouldn't. I was getting over
 
  enthusiastic there,
 
   and forgetting my Newtonian physics.
 
  ..don't worry, there is also Murphy law physics.  ;-)

 Right, back to Newton :-). I think I've solved the problem. Mixing
 elevation up = positive with  speed down = positive  nearly made my brain
 blow a fuse

 I had to reverse a number of signs to get it right. I took the opportunity
 to add roll to the submodel so that droptanks will come off with the right
 orientation. I not yet added either the parent rotational speed to the
 submodel, or yaw, so if you release droptanks with significant roll rate or
 yaw angle on the aircraft the submodel will not be quite right. Straight
 and level, or nearly so, is fine.

 I've asked Erik to upload the modified files to CVS. It looks OK on the
 Hunter, but perhaps Lee could give the revised submodel a good test.

 Regards

 Vivian

Hello Vivian,

I just updated from cvs, including updates to the sub-model stuff and while 
the pitch of the sub-model seems fixed ok, I'm still not able to get the 
speed right.  I tried reducing the eda setting to a very low value 
(0.001) and then 0 but the velocity of the sub-model always seems to be 
zero.

As an experiment I tried setting some +ve speed values i.e. 10  1000 but 
still got a zero sub-model speed - I tested this by 'releasing' the bomb 
(bearing in mind I have repeat and unlimited models set for de-bugging 
purposes) while sitting on the runway.  Instead of a stream of sub-models 
moving forward away from the stationary a/c they remain at the origin.  If I 
then accelerate the a/c I leave a trail of sub-models behind me.

There's an archive of the a/c at

http://www.overthetop.freeserve.co.uk/EE-Canberra-20040916.tar.gz

...if you want to have a look.  The release keyboard mapping has been 
commented out in the ~set.xml file.

LeeE

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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-16 Thread Vivian Meazza
Lee Elliott wrote:

 Sent: Wednesday, September 15, 2004 10:16 PM
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Problem with ballistic sub-model
 
 
 Hello all,
 
 I'm trying to use a ballistic sub-model to simulate a bomb 
 but the parent 
 a/c's speed and pitch etc. doesn't seem to be inherited i.e. 
 the bomb appears 
 to have no initial velocity and the pitch doesn't match that 
 of the a/c.
 
 The sub-model.xml I'm using is below.  Some of the settings 
 are for de-bugging 
 i.e. repeat, delay, count and buoyancy but I figure 
 the important 
 ones for a bomb would be speed and eda
 
 ?xml version=1.0?
 
 PropertyList
 
   submodel
 nameredbeard/name
 modelAircraft/EE-Canberra/Models/RedBeard.xml/model
 trigger/controls/armament/red-beard-released/trigger
 speed0.0/speed
 repeattrue/repeat
 delay1.0/delay
 count-1/count
 x-offset0.0/x-offset
 y-offset-0.0/y-offset
 z-offset0.0/z-offset
 yaw-offset0.0/yaw-offset
 pitch-offset0.0/pitch-offset
 eda0.0001/eda
 buoyancy30/buoyancy
 windfalse/wind
   /submodel
 
 /PropertyList
 
 
 LeeE
 

I've been doing the same work for droptanks for the Hunter, with the same
results. The ballistic submodel should inherit the parent velocities, and
unless I've got a sign wrong somewhere (very possible), it does. On the
other hand, the initial alignment of the submodel seems wrong. At the moment
it aligns to the initial vector. This is a feature not a bug :-). The
current module was designed for tracer and then extended to smoke, where it
doesn't matter so much.

I'll continue to investigate both issues today, but I can't promise instant
results, as I think we may be hitting some fundamental design concepts
rather than software bugs.

Regards

Vivian




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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-16 Thread Vivian Meazza
Vivian Meazza wrote:

 Sent: Thursday, September 16, 2004 8:33 AM
 To: 'FlightGear developers discussions'
 Subject: RE: [Flightgear-devel] Problem with ballistic sub-model
 
 
 Lee Elliott wrote:
 
  Sent: Wednesday, September 15, 2004 10:16 PM
  To: FlightGear developers discussions
  Subject: [Flightgear-devel] Problem with ballistic sub-model
  
  
  Hello all,
  
  I'm trying to use a ballistic sub-model to simulate a bomb
  but the parent 
  a/c's speed and pitch etc. doesn't seem to be inherited i.e. 
  the bomb appears 
  to have no initial velocity and the pitch doesn't match that 
  of the a/c.
  
  The sub-model.xml I'm using is below.  Some of the settings
  are for de-bugging 
  i.e. repeat, delay, count and buoyancy but I figure 
  the important 
  ones for a bomb would be speed and eda
  
  ?xml version=1.0?
  
  PropertyList
  
submodel
  nameredbeard/name
  modelAircraft/EE-Canberra/Models/RedBeard.xml/model
  trigger/controls/armament/red-beard-released/trigger
  speed0.0/speed
  repeattrue/repeat
  delay1.0/delay
  count-1/count
  x-offset0.0/x-offset
  y-offset-0.0/y-offset
  z-offset0.0/z-offset
  yaw-offset0.0/yaw-offset
  pitch-offset0.0/pitch-offset
  eda0.0001/eda
  buoyancy30/buoyancy
  windfalse/wind
/submodel
  
  /PropertyList
  
  
  LeeE
  
 
 I've been doing the same work for droptanks for the Hunter, 
 with the same results. The ballistic submodel should inherit 
 the parent velocities, and unless I've got a sign wrong 
 somewhere (very possible), it does. On the other hand, the 
 initial alignment of the submodel seems wrong. At the moment 
 it aligns to the initial vector. This is a feature not a bug 
 :-). The current module was designed for tracer and then 
 extended to smoke, where it doesn't matter so much.
 
 I'll continue to investigate both issues today, but I can't 
 promise instant results, as I think we may be hitting some 
 fundamental design concepts rather than software bugs.
 

I've checked and tested the submodel code. The submodel definitely inherits
the parent velocities. Unfortunately, there's a basic snag: in order to get
tracer to go in the right direction, I inserted a -ve rotation in pitch, but
while making tracer correct, it applies an inverted pitch sense to
droptanks/bombs. I don't understand why at this stage. Back to the drawing
board! 

There are some other basic shortcomings as well: the submodel doesn't
inherit the parent accelerations, or the velocities and accelerations due to
roll, pitch and yaw. Only release droptanks when flying straight and level
:-). 

Regards

Vivian




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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-16 Thread Lee Elliott
On Thursday 16 September 2004 18:08, Vivian Meazza wrote:
 Vivian Meazza wrote:
  Sent: Thursday, September 16, 2004 8:33 AM
  To: 'FlightGear developers discussions'
  Subject: RE: [Flightgear-devel] Problem with ballistic sub-model
 
  Lee Elliott wrote:
   Sent: Wednesday, September 15, 2004 10:16 PM
   To: FlightGear developers discussions
   Subject: [Flightgear-devel] Problem with ballistic sub-model
  
  
   Hello all,
  
   I'm trying to use a ballistic sub-model to simulate a bomb
   but the parent
   a/c's speed and pitch etc. doesn't seem to be inherited i.e.
   the bomb appears
   to have no initial velocity and the pitch doesn't match that
   of the a/c.
  
   The sub-model.xml I'm using is below.  Some of the settings
   are for de-bugging
   i.e. repeat, delay, count and buoyancy but I figure
   the important
   ones for a bomb would be speed and eda
  
   ?xml version=1.0?
  
   PropertyList
  
 submodel
   nameredbeard/name
   modelAircraft/EE-Canberra/Models/RedBeard.xml/model
   trigger/controls/armament/red-beard-released/trigger
   speed0.0/speed
   repeattrue/repeat
   delay1.0/delay
   count-1/count
   x-offset0.0/x-offset
   y-offset-0.0/y-offset
   z-offset0.0/z-offset
   yaw-offset0.0/yaw-offset
   pitch-offset0.0/pitch-offset
   eda0.0001/eda
   buoyancy30/buoyancy
   windfalse/wind
 /submodel
  
   /PropertyList
  
  
   LeeE
 
  I've been doing the same work for droptanks for the Hunter,
  with the same results. The ballistic submodel should inherit
  the parent velocities, and unless I've got a sign wrong
  somewhere (very possible), it does. On the other hand, the
  initial alignment of the submodel seems wrong. At the moment
  it aligns to the initial vector. This is a feature not a bug
 
  :-). The current module was designed for tracer and then
 
  extended to smoke, where it doesn't matter so much.
 
  I'll continue to investigate both issues today, but I can't
  promise instant results, as I think we may be hitting some
  fundamental design concepts rather than software bugs.

 I've checked and tested the submodel code. The submodel definitely inherits
 the parent velocities. Unfortunately, there's a basic snag: in order to get
 tracer to go in the right direction, I inserted a -ve rotation in pitch,
 but while making tracer correct, it applies an inverted pitch sense to
 droptanks/bombs. I don't understand why at this stage. Back to the drawing
 board!

 There are some other basic shortcomings as well: the submodel doesn't
 inherit the parent accelerations, or the velocities and accelerations due
 to roll, pitch and yaw. Only release droptanks when flying straight and
 level

 :-).

 Regards

 Vivian

Thanks for the updates Vivian.

I have complete confidence that you'll get it working;)

I'll comment out the bomb release key-mapping for now, do some documentation 
and get an archive-package sorted out.

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-16 Thread Ampere K. Hardraade
They shouldn't inherit accelerations.

Ampere

On September 16, 2004 01:08 pm, Vivian Meazza wrote:
 There are some other basic shortcomings as well: the submodel doesn't
 inherit the parent accelerations, or the velocities and accelerations due
 to roll, pitch and yaw. Only release droptanks when flying straight and
 level

 :-).

 Regards

 Vivian

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[Flightgear-devel] Problem with ballistic sub-model

2004-09-15 Thread Lee Elliott
Hello all,

I'm trying to use a ballistic sub-model to simulate a bomb but the parent 
a/c's speed and pitch etc. doesn't seem to be inherited i.e. the bomb appears 
to have no initial velocity and the pitch doesn't match that of the a/c.

The sub-model.xml I'm using is below.  Some of the settings are for de-bugging 
i.e. repeat, delay, count and buoyancy but I figure the important 
ones for a bomb would be speed and eda

?xml version=1.0?

PropertyList

  submodel
nameredbeard/name
modelAircraft/EE-Canberra/Models/RedBeard.xml/model
trigger/controls/armament/red-beard-released/trigger
speed0.0/speed
repeattrue/repeat
delay1.0/delay
count-1/count
x-offset0.0/x-offset
y-offset-0.0/y-offset
z-offset0.0/z-offset
yaw-offset0.0/yaw-offset
pitch-offset0.0/pitch-offset
eda0.0001/eda
buoyancy30/buoyancy
windfalse/wind
  /submodel

/PropertyList


LeeE

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Re: [Flightgear-devel] Problem with autogen in SuSe Linux Pro 9.1

2004-07-23 Thread Oliver C.
On Friday 23 July 2004 06:12, Dave Perry wrote:

 The warnings are explained. by running info as documented and are not an
 issue.

 Questions
 1.  Has anyone had a similar problem with SuSe 9.1?

Yes, i did with Slackware 10.0.

 2.  Any ideas how to get past this?

To solve that error just delete your autom4te.cache folders
in all your cvs trees (plib, simgear, flightgear-source etc.)
and do a
cvs update -Pd
and 
./autogen.sh
again.

This should solve the problem.

The other error messages like underquoted definition of
 AM_PATH_GSL are just warning messages, you can ignore that, developers 
shouldn't. This is because automake 1.8,x handles macro definition files
a lot stricter, that's the reason why these warning messages come up.

Best Regards,
 Oliver C.



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[Flightgear-devel] Problem with autogen in SuSe Linux Pro 9.1

2004-07-22 Thread Dave Perry
Perhaps this has been discussed before, but I just updated my SuSe Linux 
to 9.1 pro and the various autogen scripts are not working right.  The 
following errors occurred after updating plib from cvs and runing autogen:
cvs update -dP

dadsoffice:/usr/local/source/plib # sh autogen.sh
Running aclocal
/usr/share/aclocal/gsl.m4:5: warning: underquoted definition of 
AM_PATH_GSL
  run info '(automake)Extending aclocal'
  or see 
http://sources.redhat.com/automake/automake.html#Extending%20aclocal
/usr/share/aclocal/avifile.m4:21: warning: underquoted definition of 
AM_PATH_AVIFILE
Can't locate object method path via package Request at 
/usr/share/autoconf/Autom4te/C4che.pm line 69, GEN1 line 111.
aclocal: autom4te failed with exit status: 1
Running automake
Can't locate object method path via package Request at 
/usr/share/autoconf/Autom4te/C4che.pm line 69, GEN1 line 111.
automake: autoconf failed with exit status: 1
Running autoconf
Can't locate object method path via package Request at 
/usr/share/autoconf/Autom4te/C4che.pm line 69, GEN1 line 111.
==
Now you are ready to run './configure'
==
The warnings are explained. by running info as documented and are not an 
issue.

Questions
1.  Has anyone had a similar problem with SuSe 9.1?
2.  Any ideas how to get past this?
I have updated via YAST including the kernel to 2.6.5-7.95 and the 
results running autogen are the same.

Thanks in advance for any help,
Dave P.
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[Flightgear-devel] problem on exiting ( was: Next release of FlightGear )

2004-07-18 Thread Frederic Bouvier
Jonathan Polley wrote:

 Fred,
 
   It turns out that the problem should exist on every FlightGear 
 system, not just the Mac.  On exit(), fgExitCleanup() is called which 
 deletes the globals class and then calls fgOSExit().  The only thing 
 that fgOSExit() does is turn around and call exit(), which repeats the 
 process.  I changed fgExitCleanup() in main.cxx to be as follows:
 
 void fgExitCleanup() {
  delete globals;
  //fgOSExit(0);
 }
 
 This prevented the recursive call to exit(), but will not work if 
 someone is using the fg_os_sld.cxx module, but it works for me.

I was suspecting that but was not able to reproduce this behavior on 
windows.

What about this instead :

void fgExitCleanup() {
if ( globals ) {
delete globals;
globals = 0;
fgOSExit(0);
}
}

It will allow to call the function twice safely. Can you test that.

-Fred



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Re: [Flightgear-devel] problem on exiting ( was: Next release ofFlightGear )

2004-07-18 Thread Frederic Bouvier
Frederic Bouvier wrote:

 Jonathan Polley wrote:

  Fred,
 
It turns out that the problem should exist on every FlightGear
  system, not just the Mac.  On exit(), fgExitCleanup() is called which
  deletes the globals class and then calls fgOSExit().  The only thing
  that fgOSExit() does is turn around and call exit(), which repeats the
  process.  I changed fgExitCleanup() in main.cxx to be as follows:
 
  void fgExitCleanup() {
   delete globals;
   //fgOSExit(0);
  }
 
  This prevented the recursive call to exit(), but will not work if
  someone is using the fg_os_sld.cxx module, but it works for me.

 I was suspecting that but was not able to reproduce this behavior on
 windows.

 What about this instead :

 void fgExitCleanup() {
 if ( globals ) {
 delete globals;
 globals = 0;
 fgOSExit(0);
 }
 }

 It will allow to call the function twice safely. Can you test that.

And what about this that might be better.
-Fred

--- main.cxx 15 Jul 2004 18:07:03 - 1.170
+++ main.cxx 18 Jul 2004 12:38:52 -
@@ -1495,7 +1495,6 @@
 // which happens in the sound manager destructor.
 void fgExitCleanup() {
 delete globals;
-fgOSExit(0);
 }


--- util.cxx 16 Mar 2004 20:19:08 - 1.7
+++ util.cxx 18 Jul 2004 12:35:38 -
@@ -27,6 +27,7 @@

 #include simgear/debug/logstream.hxx

+#include fg_os.hxx
 #include fg_io.hxx
 #include fg_props.hxx
 #include globals.hxx
@@ -107,7 +108,7 @@
 SG_LOG(SG_GENERAL, SG_INFO, Exiting FlightGear with status  
status);

 globals-get_io()-shutdown_all();
-exit(status);
+fgOSExit(status);
 }





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Re: [Flightgear-devel] problem on exiting ( was: Next release ofFlightGear )

2004-07-18 Thread Jonathan Polley
That patch worked just fine.  Hopefully it can be rolled into CVS 
before the release.

Thanks!
Jonathan Polley
On Jul 18, 2004, at 7:40 AM, Frederic Bouvier wrote:
Frederic Bouvier wrote:
Jonathan Polley wrote:
Fred,
  It turns out that the problem should exist on every FlightGear
system, not just the Mac.  On exit(), fgExitCleanup() is called which
deletes the globals class and then calls fgOSExit().  The only thing
that fgOSExit() does is turn around and call exit(), which repeats 
the
process.  I changed fgExitCleanup() in main.cxx to be as follows:

void fgExitCleanup() {
 delete globals;
 //fgOSExit(0);
}
This prevented the recursive call to exit(), but will not work if
someone is using the fg_os_sld.cxx module, but it works for me.
I was suspecting that but was not able to reproduce this behavior on
windows.
What about this instead :
void fgExitCleanup() {
if ( globals ) {
delete globals;
globals = 0;
fgOSExit(0);
}
}
It will allow to call the function twice safely. Can you test that.
And what about this that might be better.
-Fred
--- main.cxx 15 Jul 2004 18:07:03 - 1.170
+++ main.cxx 18 Jul 2004 12:38:52 -
@@ -1495,7 +1495,6 @@
 // which happens in the sound manager destructor.
 void fgExitCleanup() {
 delete globals;
-fgOSExit(0);
 }
--- util.cxx 16 Mar 2004 20:19:08 - 1.7
+++ util.cxx 18 Jul 2004 12:35:38 -
@@ -27,6 +27,7 @@
 #include simgear/debug/logstream.hxx
+#include fg_os.hxx
 #include fg_io.hxx
 #include fg_props.hxx
 #include globals.hxx
@@ -107,7 +108,7 @@
 SG_LOG(SG_GENERAL, SG_INFO, Exiting FlightGear with status  
status);
 globals-get_io()-shutdown_all();
-exit(status);
+fgOSExit(status);
 }


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[Flightgear-devel] Problem with game menu when switching to wireframe mode

2004-07-12 Thread Oliver C.
Hello, 

today i played around with the wireframe mode
which can be activated in-game by starting flightgear with the option 
--enable-wireframe or by setting in the property menu 
/sim/rendering/wireframe to true. 
But when i do this the in-game menu gets useless because the fonts used in the 
in game menu get  scarcely visible.

To solve that, the in-game menu and its fonts shouldn't be affected by
setting the  wireframe mode to true. Can someone fix this?


Best Regards,
 Oliver C.



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Re: [Flightgear-devel] problem with SGLookupFunction (patch included)

2004-06-28 Thread Andy Ross
Erik Hofman wrote:
 Andy Ross wrote:
  Seriously: consider the case where this symbol came out of a library
  that we *don't* link to statically.

 Why would I?

  Then this would undeniably be a
  bug, because the library would be unmapped before the function could
  be called.  Honestly, this code is just wrong.

 No it's not. I can't see a case where a program that relies so
 heavily on OpenGL wouldn't link to the GL library at link time.

Let's turn this around: what do you *want* the dlclose() invocation to
do for you?  Its documented behavior is to close and invalidate the
shared library mapping if it is currently unused.  Since you are
caching and returning a pointer to a function in the library, this
cannot possibly be what you want.  Why is the line there if we all
agree it is a no-op?  Occam's razor demands that you take it out.

Andy


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Re: [Flightgear-devel] problem with SGLookupFunction (patch included)

2004-06-26 Thread Erik Hofman
Andy Ross wrote:
Erik Hofman wrote:
Unfortunately RTLD_DEFAULT isn't supported on all platforms (it isn't
supported in IRIX anyhow). I think that if what you describe is the
problem this really is a bug at your side. What happens is that the
function pointer is copied to ftpr. So dlcose() should never be able to
have any effects on this copy ??

I think the idea here is that dlclose() is unmapping the memory region
associated with the shared library.  The pointer still has the same
value, but there are no page table entries associated with that
address any more, so an instruction fetch from that address causes a
segmentation fault.
Yes there should be, dlopen/dlclose keep a counter for the number of 
dlopen *and dlclose calls and only removed the library when the number 
of dlclose calls equals the number of dlopen calls.

Since FlightGear is linked to libGL at link time, the number of dlclose 
calls would always be one less than the number of dlopen calls.

Erik
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Re: [Flightgear-devel] problem with SGLookupFunction (patch included)

2004-06-26 Thread Andy Ross
Erik Hofman wrote:
 Since FlightGear is linked to libGL at link time, the number of
 dlclose calls would always be one less than the number of dlopen
 calls.

In which case the dlclose() is 100% guaranteed to be a noop anyway and
can be safely removed. :)

Seriously: consider the case where this symbol came out of a library
that we *don't* link to statically.  Then this would undeniably be a
bug, because the library would be unmapped before the function could
be called.  Honestly, this code is just wrong.  You don't close the
library before calling functions in it, you just don't.  Yes, the
POSIX docs for dlclose() seem to imply that it should be safe as
long as something else has a handle to libGL, but it's still not
correct.

Andy


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Re: [Flightgear-devel] problem with SGLookupFunction (patch included)

2004-06-25 Thread Erik Hofman
Alex Romosan wrote:
trying to debug why i wasn't able to run flightgear on my laptop, i
think i found a problem with SGLookupFunction. the problem is that we
call dlclose() before we return the pointer to the GL function, and,
if i understand things correctly, this invalidates the handle and the
address might not be valid anymore (on my laptop i kept getting core
dumps).
anyway the fix is very simple: instead of calling dlopen() on libGL
and then passing the libGL handle to dlsym() one can simply invoke
dlsym on RTLD_DEFAULT (which is a special pseudo-handler that will
find the first occurrence of the desired symbol using the default
library search order). now i can run flightgear on both my laptop
(with a radeon mobility card) and on my desktop (nvidia card) and i
think the clouds actually look much better.
Unfortunately RTLD_DEFAULT isn't supported on all platforms (it isn't 
supported in IRIX anyhow). I think that if what you describe is the 
problem this really is a bug at your side. What happens is that the 
function pointer is copied to ftpr. So dlcose() should never be able to 
 have any effects on this copy ??

Erik
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Re: [Flightgear-devel] problem with SGLookupFunction (patch included)

2004-06-25 Thread Frederic Bouvier
Erik Hofman wrote:

 Alex Romosan wrote:
  trying to debug why i wasn't able to run flightgear on my laptop, i
  think i found a problem with SGLookupFunction. the problem is that we
  call dlclose() before we return the pointer to the GL function, and,
  if i understand things correctly, this invalidates the handle and the
  address might not be valid anymore (on my laptop i kept getting core
  dumps).
  
  anyway the fix is very simple: instead of calling dlopen() on libGL
  and then passing the libGL handle to dlsym() one can simply invoke
  dlsym on RTLD_DEFAULT (which is a special pseudo-handler that will
  find the first occurrence of the desired symbol using the default
  library search order). now i can run flightgear on both my laptop
  (with a radeon mobility card) and on my desktop (nvidia card) and i
  think the clouds actually look much better.
 
 Unfortunately RTLD_DEFAULT isn't supported on all platforms (it isn't 
 supported in IRIX anyhow). I think that if what you describe is the 
 problem this really is a bug at your side. What happens is that the 
 function pointer is copied to ftpr. So dlcose() should never be able to 
 have any effects on this copy ??

I checked the manual page for dlclose on Linux and Tru64 ( ex Digital Unix )
On Linux, it seems dlclose decrement a counter and the library is unloaded
when it comes to zero. As libGL.so is already loaded by the linker, it should
stay linked, except perhaps if the static link was made with libGL.a.

OTOH, on Tru64, the man page says :
  The dlclose function deallocates the address space for the library
  corresponding to handle.  The results are undefined if any user function
  continues to call a symbol resolved in the address space of a library that
  has since been deallocated by dlclose.

So, if the library is really unloaded, the pointer access should be really 
undefined and could lead to a segfault. Anyway, is it really mandatory to 
do dlclose after getting the pointer ? It is if we do dlopen every time we 
get a pointer, but the handle could be allocated only once and stored 
for subsequent lookup.

-Fred


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Re: [Flightgear-devel] problem with SGLookupFunction (patch included)

2004-06-25 Thread Andy Ross
Erik Hofman wrote:
 Unfortunately RTLD_DEFAULT isn't supported on all platforms (it isn't
 supported in IRIX anyhow). I think that if what you describe is the
 problem this really is a bug at your side. What happens is that the
 function pointer is copied to ftpr. So dlcose() should never be able to
 have any effects on this copy ??

I think the idea here is that dlclose() is unmapping the memory region
associated with the shared library.  The pointer still has the same
value, but there are no page table entries associated with that
address any more, so an instruction fetch from that address causes a
segmentation fault.

The meaning of dlclose() is I don't need this library any more, not
please close the handle, I have what I need.  Alex is right, this is
a bug, even if it doesn't cause crashes up on all platforms.  We
clearly don't want to unload the OpenGL library. :)

Andy


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[Flightgear-devel] problem with SGLookupFunction (patch included)

2004-06-22 Thread Alex Romosan
trying to debug why i wasn't able to run flightgear on my laptop, i
think i found a problem with SGLookupFunction. the problem is that we
call dlclose() before we return the pointer to the GL function, and,
if i understand things correctly, this invalidates the handle and the
address might not be valid anymore (on my laptop i kept getting core
dumps).

anyway the fix is very simple: instead of calling dlopen() on libGL
and then passing the libGL handle to dlsym() one can simply invoke
dlsym on RTLD_DEFAULT (which is a special pseudo-handler that will
find the first occurrence of the desired symbol using the default
library search order). now i can run flightgear on both my laptop
(with a radeon mobility card) and on my desktop (nvidia card) and i
think the clouds actually look much better.

this is the patch:

RCS file: /var/cvs/SimGear-0.3/SimGear/simgear/screen/extensions.hxx,v
retrieving revision 1.13
diff -u -r1.13 extensions.hxx
--- simgear/screen/extensions.hxx   21 May 2004 14:50:49 -  1.13
+++ simgear/screen/extensions.hxx   23 Jun 2004 01:08:01 -
@@ -69,12 +69,7 @@
 // GLX extension is *not* guaranteed to be supported. An alternative
 // dlsym-based approach will be used instead.
 
-void *libHandle;
-void (*fptr)();
-libHandle = dlopen(libGL.so, RTLD_LAZY);
-fptr = (void (*)()) dlsym(libHandle, func);
-dlclose(libHandle);
-return fptr;
+return (void (*)()) dlsym(RTLD_DEFAULT, func);
 #endif
 }

--alex--

-- 
| I believe the moment is at hand when, by a paranoiac and active |
|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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RE: [Flightgear-devel] Problem with FG_ROOT in runfgfs.bat under cygwinbuild

2004-04-01 Thread Cooke N.
Innis,

Thanks for your .BAT file - it works!
So FG_ROOT needs to be set to \DATA ... that was the problem...I wonder if
this should be reflected in the documentation on building flightgear section
4.2?

-
SET FG_ROOT=c:\FlightGear\DATA
    

and invoke FlightGear (within the same Command shell, as environment
settings are only valid locally within the same shell) via 

fgfs --option1 --option2 

...Of course, you can create your own runfgfs.bat with Windows Editor using
the two lines above. 
--
Martin/David thanks for your replies,

Neil.





-Original Message-
From: Innis Cunningham [mailto:[EMAIL PROTECTED]
Sent: 01 April 2004 03:04
To: [EMAIL PROTECTED]
Subject: RE: [Flightgear-devel] Problem with FG_ROOT in runfgfs.bat
under cygwinbuild


Hi Neil
See below is my .bat file that I run from
the Flightgear folder under Cygwin

REM @ECHO OFF

REM Skip ahead to CONT1 if FG_ROOT has a value
IF NOT %FG_ROOT%.==. GOTO CONT1

SET TOP_ROOT=.
SET FG_ROOT=%TOP_ROOT%\DATA

:CONT1

REM Check for the existance of the executable
IF NOT EXIST %TOP_ROOT%\BIN\FGFS.EXE GOTO ERROR1

REM Now that FG_ROOT has been set, run the program
ECHO FG_ROOT = %FG_ROOT%
%TOP_ROOT%\BIN\FGFS.EXE

GOTO END

:ERROR1
ECHO Cannot find %TOP_ROOT%\BIN\FGFS.EXE
GOTO END

:END

HTH

Cheers
Innis

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[Flightgear-devel] Problem with FG_ROOT in runfgfs.bat under cygwin build

2004-03-31 Thread Cooke N.
Hi,
 
This is my first post so I apologise for it being trivial, I've built
FlightGear under windows xp/cygwin following all the instructions in the
manual (apart from building metakit which is not in the source files??).
It compiles but a runfgfs.bat file wasn't produced. No problem - I created
one with the two lines:
 
 SET FG_ROOT=c:\cygwin\usr\local\FlightGear
 %FG_ROOT%\BIN\FGFS.EXE
 
 but when I come to run it I get the following error:
  
 -
 C:\cygwin\usr\local\FlightGearSET FG_ROOT=c:\cygwin\usr\local\FlightGear
 
 C:\cygwin\usr\local\FlightGearc:\cygwin\usr\local\FlightGear\BIN\FGFS.EXE
 WARNING: ssgLoadAC: Failed to open
'./c:/cygwin/usr/local/FlightGear/data/Aircra
 ft/c172p/Models/c172p.ac' for reading
 Failed to load aircraft from Aircraft/c172p/Models/c172p.xml
 (Falling back to glider.ac.)
 WARNING: ssgLoadAC: Failed to open
'./c:/cygwin/usr/local/FlightGear/data/Models
 /Geometry/glider.ac' for reading
 Fatal error: Failed to load 3D model
  (received from )
 
 C:\cygwin\usr\local\FlightGearpause
 Press any key to continue . . .
 
 
So it looks like flightgear looks for the data path as ./c/ when
trying to use the environment variable FG_ROOT. Which isn't a recongised
windows path

Any suggestions?
 
Oh, I've tried a VS .NET build but no luck so farbut first things first
;-)!
 
Neil.
 

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Re: [Flightgear-devel] Problem with FG_ROOT in runfgfs.bat under cygwin

2004-03-31 Thread Martin Spott
Cooke N. wrote:

 So it looks like flightgear looks for the data path as ./c/ when
 trying to use the environment variable FG_ROOT. Which isn't a recongised
 windows path

The problem sounds familiar - it hast been discussed on the PLIB
mailing list last week. I didn't find any message that made notice of a
solution  ;-)

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Problem with FG_ROOT in runfgfs.bat under cygwin build

2004-03-31 Thread David Luff
Cooke N. [EMAIL PROTECTED] writes:

 Hi,
  
 This is my first post so I apologise for it being trivial, 

Not being able to run FlightGear ain't trivial ;-)

I've built
 FlightGear under windows xp/cygwin following all the instructions in the
 manual (apart from building metakit which is not in the source files??).
 It compiles but a runfgfs.bat file wasn't produced. No problem - I created
 one with the two lines:
  
  SET FG_ROOT=c:\cygwin\usr\local\FlightGear
  %FG_ROOT%\BIN\FGFS.EXE
  

Just a shot in the dark, but you could try

SET FG_ROOT=/cygdrive/c/cygwin/usr/local/FlightGear

etc.

Are you executing runfgfs.bat from a windows command prompt or from Cygwin's bash 
shell BTW.

FWIW, I have

export FG_ROOT=/cvs_clean/data

in my .profile (a hidden file in the cygwin home directory) and just run

bin/fgfs from a bash prompt after changing to the right directory.

Cheers - Dave


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RE: [Flightgear-devel] Problem with FG_ROOT in runfgfs.bat under cygwinbuild

2004-03-31 Thread Innis Cunningham
Hi Neil
See below is my .bat file that I run from
the Flightgear folder under Cygwin
REM @ECHO OFF

REM Skip ahead to CONT1 if FG_ROOT has a value
IF NOT %FG_ROOT%.==. GOTO CONT1
SET TOP_ROOT=.
SET FG_ROOT=%TOP_ROOT%\DATA
:CONT1

REM Check for the existance of the executable
IF NOT EXIST %TOP_ROOT%\BIN\FGFS.EXE GOTO ERROR1
REM Now that FG_ROOT has been set, run the program
ECHO FG_ROOT = %FG_ROOT%
%TOP_ROOT%\BIN\FGFS.EXE
GOTO END

:ERROR1
ECHO Cannot find %TOP_ROOT%\BIN\FGFS.EXE
GOTO END
:END

HTH

Cheers
Innis
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Re: [Flightgear-devel] Problem compiling latest jsbsim

2004-03-15 Thread Erik Hofman
Frederic Bouvier wrote:
Hi,

I have problems compiling today's JSBsim with MSVC. I had
to patch the sources like this :
;
-   SG_USING_STD(sqrt);
+//   SG_USING_STD(sqrt);

because sqrt is not a member of std::

Is this declaration really necessary ? I see that math.h is included
11 lines before and it should declare sqrt in the global namespace, not
in the std namespace, so why a 'using std::sqrt;' here ? Is it required
for cygwin or linux or another unix ?
Actually I have no idea how math.h could define something in namespace 
std since it is a C header file. Maybe most unices put C definitions in 
namespace std by default, but they *must* be available outside of the 
std namespace also (IMHO).

Committed.

Erik

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[Flightgear-devel] Problem compiling latest jsbsim

2004-03-14 Thread Frederic Bouvier
Hi,

I have problems compiling today's JSBsim with MSVC. I had
to patch the sources like this :

Index: FGColumnVector3.h
===
RCS file:
/var/cvs/FlightGear-0.9/FlightGear/src/FDM/JSBSim/FGColumnVector3.h,v
retrieving revision 1.6
diff -u -r1.6 FGColumnVector3.h
--- a/FGColumnVector3.h 14 Mar 2004 14:57:07 -  1.6
+++ b/FGColumnVector3.h 14 Mar 2004 22:17:22 -
@@ -33,7 +33,7 @@
SG_USING_STD(cerr);
SG_USING_STD(cout);
SG_USING_STD(endl);
-   SG_USING_STD(sqrt);
+//   SG_USING_STD(sqrt);
 #else
 #  include string
 #  if defined(sgi)  !defined(__GNUC__)  (_COMPILER_VERSION  740)
Index: FGColumnVector4.h
===
RCS file:
/var/cvs/FlightGear-0.9/FlightGear/src/FDM/JSBSim/FGColumnVector4.h,v
retrieving revision 1.6
diff -u -r1.6 FGColumnVector4.h
--- a/FGColumnVector4.h 14 Mar 2004 14:57:07 -  1.6
+++ b/FGColumnVector4.h 14 Mar 2004 22:19:05 -
@@ -31,7 +31,7 @@
SG_USING_STD(cerr);
SG_USING_STD(cout);
SG_USING_STD(endl);
-   SG_USING_STD(sqrt);
+//   SG_USING_STD(sqrt);
 #else
 #  include string
 #  if defined (sgi)  !defined(__GNUC__)  (_COMPILER_VERSION  740)


because sqrt is not a member of std::

Is this declaration really necessary ? I see that math.h is included
11 lines before and it should declare sqrt in the global namespace, not
in the std namespace, so why a 'using std::sqrt;' here ? Is it required
for cygwin or linux or another unix ?

Thanks,
-Fred



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[Flightgear-devel] Problem with PA28-161 textures

2004-02-09 Thread Frederic Bouvier
Hi,

David forgot to mark the .rgb files binary, so they
are corrupted under windows. And the model is included
by default by the AIMgr. Could someone add the 
binary tag to the .rgb files in Aircraft/pa28-61/Models

Thanks,
-Fred



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Re: [Flightgear-devel] Problem with PA28-161 textures

2004-02-09 Thread Erik Hofman
Frederic Bouvier wrote:
Hi,

David forgot to mark the .rgb files binary, so they
are corrupted under windows. And the model is included
by default by the AIMgr. Could someone add the 
binary tag to the .rgb files in Aircraft/pa28-61/Models
Done.

Erik

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[Flightgear-devel] Problem with derivative?

2004-02-04 Thread Jim Wilson
It appears that the derivative time value is performing opposite of what is
exepcted.  Increasing value seems to increase overshoot.  Rather than hitting
zero beneath the target (and applying the brakes so to speak), it hits zero
after passing the target causing overshoot.  This situation gets worse with
increased values in Td.  Decreasing the value to near zero just reduces the
effect, it does not invert at any point.

Is this a bug or do I just have something badly screwed up?  Maybe this is why
the ALT HLD started behaving better after making the derivative miniscule.

Kp is a negative number on these heading controllers but a quick glance at the
formula tells me that this probably isn't the issue.

Best,

Jim


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Re: [Flightgear-devel] Problem JSB FDM's

2003-11-02 Thread Erik Hofman
Jon Berndt wrote:
I just built 0.9.3 and downloaded the 0.9.3 base package.  The 
T-38 pulled 
left until I reset *both* the surface winds and the 500-foot 
winds to zero.  
Now it goes straight as an arrow.


So, this says there is a problem with winds as added to JSBSim aero?
If this is correct:

Innis Cunningham wrote:
The thing is that while trying to fix this problem I found that
the F16 did not seem to be affected by the wind
Then it's probably a aeromatic problem since the F-16 is created using 
NASA windtunnel data. This copes with what I wrote about JSBSim not 
turning when on the runway, that was with both fokker aircrafts.

Erik

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Re: [Flightgear-devel] Problem JSB FDM's

2003-11-01 Thread Erik Hofman
Jon Berndt wrote:
Hi Folks
After getting 9.3 going I find that the JSB A/C turn left off the
runway going north and right going south is anyone else seeing
this problem. It does not seem to effect the YASIM A/C.
The 747 and F16(YASIM) take off straight and the T38 and 737
(JSBSIM)turn off the runway.
YASim F-16???

I think this has been discussed in the Users mailing list - about 10/27, I
think. You may be seeing an initialization problem. ??
Try centering all the aero surfaces immediately upon coming out of freeze.
Also, maybe try an external view and see if the gear is turned. Also, try
starting FlightGear with NO wind.
I noticed that a ground turn in a JSBSim is next to impossible. The 
aircraft keeps going straight ahead, just as if there is no friction for 
tires moving sideways.

I don't know if this is a recent problem, or this problem has been there 
for a while but I just recently noticed this.

Erik

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Re: [Flightgear-devel] Problem JSB FDM's

2003-11-01 Thread Innis Cunningham


Erik Hofman  
The 747 and F16(YASIM) take off straight and the T38 and 737
(JSBSIM)turn off the runway.
YASim F-16???
Sorry Erik dont know what I was looking at.Yes the F16 is JSB


I noticed that a ground turn in a JSBSim is next to impossible. The 
aircraft keeps going straight ahead, just as if there is no friction for 
tires moving sideways.
Are you saying that your JSB A/C are going straight on T/O.
What A/C are you using.
I don't know if this is a recent problem, or this problem has been there 
for a while but I just recently noticed this.
I was not having this problem with 9.2 and as I dont continually
update with cvs all I can say is it was not there in 9.2 but it is
in 9.3
I will do some investigating tonight and see if I can come up with
something.It just seems strange that no one else is see this problem.
Either they are not flying the jets or they are only using yasim fdm's
Erik
Cheers
Innis
The Mad Aussi
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RE: [Flightgear-devel] Problem JSB FDM's

2003-11-01 Thread Innis Cunningham


Jon Berndt  writes
I think this has been discussed in the Users mailing list - about 10/27, I
think.
Yes it was but the results were inconclusive  . ??
Try centering all the aero surfaces immediately upon coming out of freeze
They are centered.I have done nothing different to the A/C since 9.2
but now they wont go straight
Also, maybe try an external view and see if the gear is turned. Also, try
starting FlightGear with NO wind.
Have done all this still the A/C goes right heading south and left heading 
north
EG: at KSFO off 28L the A/c goes left and right off 10R
If you were having this problem with the prop aircraft I'd say that you
should expect the aircraft to fly that way, but this doesn't appear to be
the case. I have not had time to update to the latest, yet. I guess I need
to.
I will have a play around with the yaw damper system as David Culp thinks 
the
problem may be in there.
Just how many of the real A/C have yaw damper.I is my understanding that it
is only on sweept wing A/C to negate the onset of Dutch roll.
Do A/C like the F16 and T38 have a yaw damper system.

Jon
Cheers
Innis
The Mad Aussi
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RE: [Flightgear-devel] Problem JSB FDM's

2003-11-01 Thread Jon Berndt
 Do A/C like the F16 and T38 have a yaw damper system.

The F-16 FCS has a LOT of things, including gun firing compensation!

Jon


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Re: [Flightgear-devel] Problem JSB FDM's

2003-11-01 Thread Erik Hofman
Innis Cunningham wrote:

I noticed that a ground turn in a JSBSim is next to impossible. The 
aircraft keeps going straight ahead, just as if there is no friction 
for tires moving sideways.
Are you saying that your JSB A/C are going straight on T/O.
What A/C are you using.
What I meant to say is that while taxiing the aircraft won't turn, in 
any direction.

Erik

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Re: [Flightgear-devel] Problem JSB FDM's

2003-11-01 Thread David Culp
I just built 0.9.3 and downloaded the 0.9.3 base package.  The T-38 pulled 
left until I reset *both* the surface winds and the 500-foot winds to zero.  
Now it goes straight as an arrow.


Dave

David Culp
davidculp2[at]comcast.net


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Re: [Flightgear-devel] Problem JSB FDM's

2003-11-01 Thread Innis Cunningham
Ok David that seems to have fixed it for me to.
The thing is that while trying to fix this problem I found that
the F16 did not seem to be affected by the wind and I could get the
737 to t/o straight by changing the yaw beta but not the T38.
Surely a 3 knot wind out of 270 would not cause that kind of swing
taking off on 28L.
While I have you does the (real)T38 have a yaw damper system.
Cheers
Innis
The Mad Aussi
David Culp  writes
I just built 0.9.3 and downloaded the 0.9.3 base package.  The T-38 pulled
left until I reset *both* the surface winds and the 500-foot winds to zero.
Now it goes straight as an arrow.
Dave
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RE: [Flightgear-devel] Problem JSB FDM's

2003-11-01 Thread Jon Berndt
 I just built 0.9.3 and downloaded the 0.9.3 base package.  The 
 T-38 pulled 
 left until I reset *both* the surface winds and the 500-foot 
 winds to zero.  
 Now it goes straight as an arrow.

So, this says there is a problem with winds as added to JSBSim aero?

Jon


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[Flightgear-devel] Problem JSB FDM's

2003-10-31 Thread Innis Cunningham
Hi Folks
After getting 9.3 going I find that the JSB A/C turn left off the
runway going north and right going south is anyone else seeing
this problem.It does not seem to effect the YASIM A/C.
The 747 and F16(YASIM) take off straight and the T38 and 737
(JSBSIM)turn off the runway.
Cheers
Innis
The Mad Aussi
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[Flightgear-devel] Problem with new JSBSim code

2003-10-19 Thread Frederic Bouvier
Hi,

I made a CVS update and now, with the A320, I am not able
to increase power to take of. The engines are desesperately
at the idle power ( N1=30  N2=60 ) while moving my joystick
throttle.

This is with a modified -set file where I implemented the 
starting sequence ( engines not running at startup ).

Any idea ?

-Fred



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Re: [Flightgear-devel] Problem with new JSBSim code

2003-10-19 Thread Frederic Bouvier
Frederic Bouvier wrote:
 Hi,
 
 I made a CVS update and now, with the A320, I am not able
 to increase power to take of. The engines are desesperately
 at the idle power ( N1=30  N2=60 ) while moving my joystick
 throttle.
 
 This is with a modified -set file where I implemented the 
 starting sequence ( engines not running at startup ).
 
 Any idea ?

Forget this one. Just retried and it works now.

-Fred



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Re: [Flightgear-devel] Problem for compiling and installing theSimgear-0.3.3 package

2003-07-14 Thread Innis Cunningham
Hello Dai
This is an old problem that has haunted FG for the best part of two years if 
you care to read back through the archives.
Anyway before you run configure you need to write this line.

export LDFLAGS=-L/usr/local/lib
./configure
for both simgear and flightgear.

The simple and easy way would be to download one of the two Win32 binaries 
that are produced by Norman Vine or Fredric Bouvier.

HTH

Cheers
Innis
Dai, Chengbi   writes
I try to compile the source code of flightgear-0.9.2 with Cygwin compiler. 
I
have installed the cygin with version 2.249.2.5 on my windows 2000 
computer.
I installed the plib-1.6.0, zlib-1.1.4 and metakit-2.4.9.2 packages. When I
try to install the Simgear-0.3.3 package, I get the following error.

checking mk4.h... yes
checking for metakit 2.4.3 or newer... wrong version
configure error:
Install metakit 2.4.3 or later first.

Or, the compiler may not be finding your libmk4.so library.
Please check the config.log file for specific details of the
failure if you believe you have the correct metakit version.
Also, look up this issue in the FlightGear FAQ.
Can someone give me the suggestion for fixing this problem?

Thanks for help

Chengbi Dai
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Re: [Flightgear-devel] Problem for compiling and installing theSimgear-0.3.3 package

2003-07-14 Thread WillyB
Yep...
The 'ole export LDFLAGS deal
That has caught me a few times until I learned to remember it ;)

WillyB


On Monday 14 July 2003 08:15, Innis Cunningham wrote:
 Hello Dai
 This is an old problem that has haunted FG for the best part of two years
 if you care to read back through the archives.
 Anyway before you run configure you need to write this line.

 export LDFLAGS=-L/usr/local/lib
 ./configure

 for both simgear and flightgear.

 The simple and easy way would be to download one of the two Win32 binaries
 that are produced by Norman Vine or Fredric Bouvier.

 HTH

 Cheers
 Innis

 Dai, Chengbi   writes

 I try to compile the source code of flightgear-0.9.2 with Cygwin compiler.
 I
 have installed the cygin with version 2.249.2.5 on my windows 2000
 computer.
 I installed the plib-1.6.0, zlib-1.1.4 and metakit-2.4.9.2 packages. When
  I try to install the Simgear-0.3.3 package, I get the following error.
 
 checking mk4.h... yes
 checking for metakit 2.4.3 or newer... wrong version
 configure error:
 
 Install metakit 2.4.3 or later first.
 
 Or, the compiler may not be finding your libmk4.so library.
 Please check the config.log file for specific details of the
 failure if you believe you have the correct metakit version.
 Also, look up this issue in the FlightGear FAQ.
 
 Can someone give me the suggestion for fixing this problem?
 
 Thanks for help
 
 Chengbi Dai
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[Flightgear-devel] Problem to compile the flightgear-0.9.2 with Cygwin

2003-07-13 Thread Dai, Chengbi
Title: Problem to compile the flightgear-0.9.2 with Cygwin





Hi


I try to compile the source code of flightgear-0.9.2 with Cygwin compiler. I have installed the cygin with version 2.249.2.5 on my windows 2000 computer. I installed the plib-1.6.0, zlib-1.1.4 and metakit-2.4.9.2 packages. However, I still get the following error when I try to run the CONFIGURE OF the Simgear-0.3.3 package.

checking mk4.h... yes
checking for metakit 2.4.3 or newer... wrong version
configure error:


Install metakit 2.4.3 or later first.


Or, the compiler may not be finding your libmk4.so library.
Please check the config.log file for specific details of the
failure if you believe you have the correct metakit version.
Also, look up this issue in the FlightGear FAQ.


Can someone give me the suggestion for fixing this problem?



Thanks for help!!!


Chengbi Dai



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[Flightgear-devel] Problem for compiling and installing the Simgear-0.3.3 package

2003-07-13 Thread Dai, Chengbi
Title: Problem for compiling and installing the Simgear-0.3.3 package





Hi


I try to compile the source code of flightgear-0.9.2 with Cygwin compiler. I have installed the cygin with version 2.249.2.5 on my windows 2000 computer. I installed the plib-1.6.0, zlib-1.1.4 and metakit-2.4.9.2 packages. When I try to install the Simgear-0.3.3 package, I get the following error.

checking mk4.h... yes
checking for metakit 2.4.3 or newer... wrong version
configure error:


Install metakit 2.4.3 or later first.


Or, the compiler may not be finding your libmk4.so library.
Please check the config.log file for specific details of the
failure if you believe you have the correct metakit version.
Also, look up this issue in the FlightGear FAQ.


Can someone give me the suggestion for fixing this problem?


Thanks for help


Chengbi Dai



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[Flightgear-devel] problem with a10cl-yasim -- elevator trim error at start

2003-04-05 Thread Ima Sudonim
I get the following with --aircraft=a10cl-yasim (a10wl-yasim works 
fine),

YASim SOLUTION FAILURE:
Insufficient elevator to trim for approach
leave NewTgtAirportInit()
I am using base package, flightgear and simgear from about 12 noon gmt

Other aircraft (checked 747, a4, sopwithCamel) seem to be ok.

Changing altitude doesn't have any effect, the problem still occurs

Any ideas why this is suddently appearing?  I am using keyboard only, 
no rudder pedals or joystick.  Mac OS X 10.2.4  The plane worked fine a 
few days ago.  Any yasim gurus know how to debug this?

Thanks!

Ima

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re: [Flightgear-devel] problem with a10cl-yasim -- elevator trim error at start

2003-04-05 Thread David Megginson
Ima Sudonim writes:

  YASim SOLUTION FAILURE:
  Insufficient elevator to trim for approach
  leave NewTgtAirportInit()

  Any ideas why this is suddently appearing?  I am using keyboard only, 
  no rudder pedals or joystick.  Mac OS X 10.2.4  The plane worked fine a 
  few days ago.  Any yasim gurus know how to debug this?

When Erik renamed the properties a few days ago, he accidentally typed
/controls/light/elevator-trim instead of
/controls/flight/elevator-trim in one spot.  I've fixed it, and I'll
check in the change (it's only fair, since Erik fixed a problem of
mine earlier today).


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

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[Flightgear-devel] problem with a10cl-yasim -- elevator trim error at start

2003-04-05 Thread Ima Sudonim
David,

thanks, that fixed it! The a10's a great plane, big engines with a lot 
of power when not loaded, a good trainer for those of us who don't know 
what their doing. 8-)  The model might not be realistic (I wouldn't 
know 8-)), but it's fun. Good to have it back!

Ima

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