Re: [Flightgear-devel] Roadmap/brain dump

2003-01-24 Thread Luke Scharf
On Thu, 2003-01-23 at 10:31, Brandon Bergren wrote:
 How about a control to make the UFO beam up a cow if you're over it? 
 (Now this would be cool)

AI cows would be a neat addition to the dynamic scenery we were talking
about before.  At one of the local airports (KBCB) there are several
fields and some silos right under the airplane on final approach.

-Luke


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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-24 Thread Gene Buckle
  (Now this would be cool)

 AI cows would be a neat addition to the dynamic scenery we were talking
 about before.  At one of the local airports (KBCB) there are several
 fields and some silos right under the airplane on final approach.


What about Kangaroos with Stinger launchers?  (RooPADs!)

g.
:)


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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-24 Thread Luke Scharf
On Fri, 2003-01-24 at 12:14, Gene Buckle wrote:
   (Now this would be cool)
 
  AI cows would be a neat addition to the dynamic scenery we were talking
  about before.  At one of the local airports (KBCB) there are several
  fields and some silos right under the airplane on final approach.
 
 
 What about Kangaroos with Stinger launchers?  (RooPADs!)

Only if I can shoot back!  :-)

-Luke


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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-24 Thread Arnt Karlsen
On 24 Jan 2003 11:53:28 -0500, 
Luke Scharf [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 On Thu, 2003-01-23 at 10:31, Brandon Bergren wrote:
  How about a control to make the UFO beam up a cow if you're over it?
  (Now this would be cool)
 
 AI cows would be a neat addition to the dynamic scenery we were
 talking about before.  At one of the local airports (KBCB) there are
 several fields and some silos right under the airplane on final
 approach.

...so it _is_ possible to take a quick little hop to Bagdad.  ;-)

-- 
..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] Roadmap/brain dump

2003-01-24 Thread Luke Scharf
On Fri, 2003-01-24 at 14:14, Arnt Karlsen wrote:
 On 24 Jan 2003 11:53:28 -0500, 
 Luke Scharf [EMAIL PROTECTED] wrote in message 
 [EMAIL PROTECTED]:
 
  On Thu, 2003-01-23 at 10:31, Brandon Bergren wrote:
   How about a control to make the UFO beam up a cow if you're over it?
   (Now this would be cool)
  
  AI cows would be a neat addition to the dynamic scenery we were
  talking about before.  At one of the local airports (KBCB) there are
  several fields and some silos right under the airplane on final
  approach.
 
 ...so it _is_ possible to take a quick little hop to Bagdad.  ;-)

Huh?

Is BCB the airport code for Bagdad as well as Blacksburg?

Here's what Blacksburg looks like:
http://www.ccm.ece.vt.edu/~lscharf/flying/2002-10-14-13a.jpg
http://www.ccm.ece.vt.edu/~lscharf/flying/2002-02-09-05%20BCB%20from%20downwind%20to%20runway%2030.jpg
http://www.ccm.ece.vt.edu/~lscharf/flying/2002-02-09-01%20Virginia%20Tech%20campus%20on%20climbout%20from%20BCB.jpg

-Luke


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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-23 Thread Brandon Bergren
Curtis L. Olson wrote:

It would also be nice to have a couple more aircraft that are finished
from top to bottom including good flight model, good external animated
3d model, good internal 3d cockpit, decent sounds, etc.  I'd like to
see something like a 737, some sort of smaller commuter jet, some sort
of regional turbo prop, and maybe a few more small general aviation
aircraft.


How about a Citation with all leather interior and guys with suits and 
breifcases sitting in the seats.  You could have them reach for the barf 
bags when you do acrobatics. ;)

How about a FedEx or UPS plane?

OOH, how about a large jet with a fully modelled interior:
The pilot could have the copilot take over, and go back to the beverage 
cart and mix himself a virtual drink, or heckle the flight attendents.
And have random human models sitting in the seats.
(It would be nice to have a bunch of skins for a human model, so you 
could have different passengers on your plane.)

Oh yeah, and have kids running around and old people snoring and
OK, that's overkill ;)

How about some sort of bird fdm?

How about a heli fdm?

How about a CarterCopter? :)

How about a control to make the UFO beam up a cow if you're over it? 
(Now this would be cool)

How about an After Dark FDM?  (Flying toasters, of course!)

How about some sort of futuristic captial ship, or the Enterprise or 
somehting...  You'd need to have 10 friends working together to pilot 
it, of course :)

OK, I'm out of ideas for now.



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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-23 Thread Brandon Bergren


As for 1.0, although its just a number, I personally think its a pretty
significant number, and probably worth a bit of work polishing bugs , user
interface, and installation problems out as much as possible before
release.  It might also make a good opportunity to test Curt's contention
that the front page of Slashdot wouldn't break his servers :-)  There seem
to be some problems with the JSBSim gear model which I'd have down as a
show-stopper for 1.0, and I'd have thought that displaced thesholds and the
arrows pointing to them would have to be pretty high on the list of
features that would be expected to make it in.  My personal hope as a
non-US citizen is that world-wide DEM-3 data from STRM becomes available
prior to 1.0, but I'm not holding my breath on that one any more.

Cheers - Dave


All the paranoid people wait for 1.0.2 anyway ;)



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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-23 Thread Brandon Bergren
How about including a bugreporting file in the root of the tarball with:

How to recognize the metakit problem (names of symbols!)

GDB 101

How to see if your segfault is video driver related (glxgears, quake, 
tuxracer tests)

For ati people: Go sign a petition to make them fix their drivers.
For nvidia people: Why the latest release of their drivers sucks royally.
For people with abysmal fps: Why software acceleration just doesn't cut it.
For people with 32M video cards: Why does my card lock up when I enable 
the panel?

How to find stale Metakit installs.

A nice form for the person to fill out:

CPU:
Mobo:
Video Card:
Monitor:
OS:
Compiler/Version:
C library version:
Plib version:
Metakit version:
FDM/Planes tried:

Was it a
Segfault?
Slowdown?
Weird divergence?
Yasim solution failure?
Yasim solver crash?


etc.



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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-23 Thread Brandon Bergren
David Luff wrote:

There's a lot of wobble and drift when stationary, particularly with the
brakes on.  This might be a floating point issue rather than a JSBSim issue
though.  Its much less noticable at the default startup location than some
others which may be why it doesn't get mentioned.  I'm pretty sure I've
been blown in a circle when stationary in a light crosswind as well,
although I'll have to check that one - maybe I got the heading and speed
mixed up...


How about using fast fixed-point math?



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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-23 Thread Jon Stockill
On Thu, 23 Jan 2003, Brandon Bergren wrote:

 How about an After Dark FDM?  (Flying toasters, of course!)

Ah, done that one.

Someone bet me I couldn't make a flying toaster.

Half an hour later after a quick hack with AC3D, and a the harrier FDM
with all the weights tweaked, and with the gear arrangement changed to 4
rubber feet instead of the usual layout I had a flying 2 slice toaster as
per their required spec.

Unfortunately it looks like I didn't keep the files around though.

-- 
Jon Stockill
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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-23 Thread Tony Peden
On Thu, 2003-01-23 at 08:15, Brandon Bergren wrote:
 David Luff wrote:
  There's a lot of wobble and drift when stationary, particularly with the
  brakes on.  This might be a floating point issue rather than a JSBSim issue
  though.  Its much less noticable at the default startup location than some
  others which may be why it doesn't get mentioned.  I'm pretty sure I've
  been blown in a circle when stationary in a light crosswind as well,
  although I'll have to check that one - maybe I got the heading and speed
  mixed up...
 
 How about using fast fixed-point math?

Maybe I'm not understanding your meaning, but consider that we calculate
many different things with different precision requirements.  Speed and
altitude, for example, are probably fine rounded to the nearest whole
number.  Lat and long, however, really do need to have about 6 decimal
places of accuracy.  So I'm not sure how you'd go about choosing the
fixed point you're going to use.


 
 
 
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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-23 Thread Bert Driehuis
On 23 Jan 2003, Tony Peden wrote:

  How about using fast fixed-point math?

 Maybe I'm not understanding your meaning, but consider that we calculate
 many different things with different precision requirements.  Speed and
 altitude, for example, are probably fine rounded to the nearest whole
 number.  Lat and long, however, really do need to have about 6 decimal
 places of accuracy.  So I'm not sure how you'd go about choosing the
 fixed point you're going to use.

Most things can be accurately scaled to a 32bit integer without
distorting human perception (a latitude, for example, is accurate to
centimeters when expressed in 32bits). The devil is in the details, and
fixed point calculations are exceedingly sensitive to programming
errors, and using 64bit arithmetic for intermediate results can
actually be slower than floating point on the i386 architecture.

I've given up on using fixed point math unless the algorithms behind it
are cast in concrete to the point that they are unlikely to change ever
again. You give up a lot of flexibility, as well as
ease-of-understanding, when going that route.

Cheers,

-- Bert

-- 
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If the only tool you've got is an axe, every problem looks like fun!


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re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel]Roadmap/brain dump)

2003-01-15 Thread Jon Stockill
On Tue, 14 Jan 2003, David Megginson wrote:

 We also have fields for this information in the current default.apt
 data, but they don't seem to be filled in.

Some of the UK ones certainly are.

EGNM for example.

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Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel]Roadmap/brain dump)

2003-01-15 Thread Jon Stockill
On Tue, 14 Jan 2003, David Megginson wrote:

 Then, late, you can specify rules for which ones get included or
 excluded in a build (i.e. the DAFIF KSFO and the X-Plane KSFO are
 treated as different, mutually-exclusive airports).

Hmmm It seems like that's just putting off the problem - but it would
mean we could actually get the data in the system.

 For now, let's just get all the airports in.  The way that X-Plane
 implements taxiways is just horrible -- aprons are just wide taxiways,
 for example, and taxiways are always rectangles run together.  Perhaps
 we'll be able to think of a better system.

OK, I'll work on that this evening then.

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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-15 Thread David Megginson
Michael Basler writes:

  We also might look into what's already been done for FS2002 (or below). Even
  if we can't get actual developers of (PD) add-on Scenery on board for
  FlightGear, we might profit from their knowledge. I am pretty sure, there
  are several developers of (free) add-ons with terminal maps

Thanks.  The terminal and gate maps are not a problem -- this
information is trivially easy to get for any U.S. airport.  From these
maps, I can get the placement of buildings and their x/y dimensions,
but I cannot get any z (height) dimensions or anything about their
physical appearance.

  Not sure if this approach will work, but might be worth a try. If
  you think it's reasonable, I might check what's available for
  FS2002 from a few sites I know and give you a digest.

If any developers have buildings they'd like to share, that would be
great; otherwise, I'll probably base any models on actual photos.


Thanks, and all the best,


David

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Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel] Roadmap/brain dump)

2003-01-15 Thread David Megginson
David Luff writes:

  Yes, the x-plane way really screws the rendering up now that yellow
  lines are added.  However, the amount of work that has gone into
  specifying the taxiways and aprons at major airports must be *huge*
  - it would take a long time to replicate it with a better system.

Agreed -- we would need to support both, probably for a very long
time.  We could probably extract some intelligence from the X-plane
scheme automatically, but we would still need a lot of hand-tweaking.


All the best,


David

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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-15 Thread David Megginson
Mike Bonar writes:

  Can you elaborate on the XML GUI support a bit.  I have spent the last two 
  months bringing myself up to speed on XML for a RL project (I know, two 
  months=total newbie), and I might have enough airspeed to at least get me 
  into ground effect with GUI development.  Thx.

It's fairly simple now -- just dialogs with text fields and buttons.
You can look at $FG_ROOT/gui/winds.xml for a simple example.


All the best,


David

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Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel]Roadmap/brain dump)

2003-01-15 Thread David Megginson
Jon Stockill writes:

   Then, late, you can specify rules for which ones get included or
   excluded in a build (i.e. the DAFIF KSFO and the X-Plane KSFO are
   treated as different, mutually-exclusive airports).
  
  Hmmm It seems like that's just putting off the problem - but it would
  mean we could actually get the data in the system.

Actually, it's a virtuous circle -- it puts off the problem *and* it's
The Right Way To Do It (at least, it's the way a good DBA would handle
it).  Never pour concrete all over your data until the last possible
second.  You can create a third table of virtual airports pointing to
either the DAFIF or the XPlane description for each one, and this
table can be manually tweaked to refine the automatic merge.


All the best,


David

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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-15 Thread Michael Basler
David,

 If any developers have buildings they'd like to share, that would be
 great; otherwise, I'll probably base any models on actual photos.

Just a quick update. I looked up (free) MSFS add-ons for KSFO, and I only
found one which was for FS98. Besides that, it was part of a former payware
package (airport 2000), which certianly wouldn't help us much.

I mailed the author (Aaron Seymour, I hope he's still well and on the net)
and will stay tuned if anything comes out of it.

If he agrees, we could also try our *.bgl loader on it...not sure if that
would work, though.

Regards, Michael

--
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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Curtis L. Olson
Matthew writes:
 I know I should know this, but what is the roadmap for version 1.0?

Sorry, this reply got a little long ...

From my perspective, version numbers are pretty arbitrary.  We assign
version numbers simply so we can keep track of which version is older
or newer than which other version.

We do use a convension where odd numbered releases are considered
developmental, and even numbered releases are considered stable.

It is true that people associate version 1.0 with the first stab at a
fully functional, fully working, complete, covers all the basics
release.  I guess we can play into that a little bit since so many
people expect it done this way.

I think the biggest thing we need at this point is a full fledged gui
that allows us to change all the important things on the fly without
having to exit and restart with different command line options.

It would also be nice to have a couple more aircraft that are finished
from top to bottom including good flight model, good external animated
3d model, good internal 3d cockpit, decent sounds, etc.  I'd like to
see something like a 737, some sort of smaller commuter jet, some sort
of regional turbo prop, and maybe a few more small general aviation
aircraft.  It would also be nice to have the default startup aircraft
be a C172 with a 3d cockpit, but the c172p-3d and c172r-3d need a few
remaining tweaks before they can be made into the default.  I think
most of the software/programming pieces are in place, we just need to
crank up the aircraft assembly line and start kicking out some nice
stuff.

ATC Flight Sims is sponsering Martin Dressler to build a really high
fidelity full screen C172-S panel.  This is initially 2d, but my
understanding is that these are easy to paste onto a 3d panel, right?

There are a lot of hooks in place now for doing a much better gui.  It
would be great if someone would be willing to take on this challenge.
I'm not sure PUI is the greatest tool for making a full fledged GUI,
however, it comes for free as part of plib, and itegrates directly
with FlightGear, and we already have several examples of menus, and
dialog boxes, so there is a good starting point for someone if they
want to work on this.

FWIW, I'm working on an external GUI written in perl-tk as part of a
side project I'm involved with.  I've been asked to hold off releasing
the results to GPL, but the plan is to eventually make it GPL'd once
it is finished.  I'm not sure this will be generally usable though for
a couple reasons.

  1) It's written assuming a specific _single_ engine aircraft with
 specific systems.
 
  2) It's written in perl-tk with a couple other perl network
 dependencies.  This is a snap to get running on Debian with
 apt-get, but other users/platforms could find it challenging to
 get all the prequisite pieces in place to run a perl-tk script.

  3) It runs as a separate program which means you have to configure
 some networking options in FlightGear and do additional setup
 stuff up front before it will work.  This will be confusing to
 'average' users if something like this is going to be the default
 gui.  Also, because it runs as a separate application/window it's
 going to have window overlap/screen space issues with FlightGear.
 It's pretty trivial to handle this if you have virtual desktops
 and expect things to work this way, but if you come from the
 world of giant monolithic do everything all in one applications,
 it might not go over very well.  It's designed to run as a
 separate instructor console so this seperateness is an
 intentional feature.

When done, it should have some nice features.  It will allow you to
preset your position on the ground or in the air, relative to an
airport/runway, a VOR, an NDB, or a Fix.  It allows you to edit winds,
cloud layers, temp, pressure, etc.  It allows you to specify faults or
groups of faults.  On start, it syncs with the internal state of the
current running flightgear; so if you startup the gui after flightgear
and the vacuum system is already failed, the gui reads this and keeps
in sync.  Right now I'm working on tracking the flight and plotting
your approach.  Because it's perl-tk, I will be able to dump the plots
to postscript with a single function call ...

My hands are currently tied with respect to making this available
under the GPL in the near term, but I would be thrilled to help
nudge/push/shove/bulldoze someone else in the right direction if they
wanted to work on something similar that was better generalized for
the needs of the flightgear project (i.e. something that would handle
aircraft selection, faults for multiple engines and different engine
types, and maybe a few other options that a general purpose flight sim
would want.)  All the hooks are there in FlightGear to do these sorts
of things as an external script/program (or internally as with PUI.)

Anyway, sorry for meandering from topic to topic ... :-)


RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread David Megginson
Curtis L. Olson writes:

  We do use a convension where odd numbered releases are considered
  developmental, and even numbered releases are considered stable.

Except that all development stops on the even-numbered version as soon
as it's released, so bug fixes show up only in the unstable version
(which is usually more stable).

  I think the biggest thing we need at this point is a full fledged gui
  that allows us to change all the important things on the fly without
  having to exit and restart with different command line options.

You can already do some of that with the new XML GUI support, but it
needs to be integrated with the drop-down menus and with an expanded
scripting manager.  Most of the building blocks are there now.

  It would also be nice to have a couple more aircraft that are finished
  from top to bottom including good flight model, good external animated
  3d model, good internal 3d cockpit, decent sounds, etc.  I'd like to
  see something like a 737,

Building a 3D cockpit for a transport jet will be quite an adventure
-- in terms of runtime GPU overhead, it will be equivalent to having,
perhaps, 10-15 3D 172 cockpits on the screen at once.  Of course, by
the time we finish one, that probably won't be a problem for the GPUs
available.

  ATC Flight Sims is sponsering Martin Dressler to build a really high
  fidelity full screen C172-S panel.  This is initially 2d, but my
  understanding is that these are easy to paste onto a 3d panel, right?

No.  Some of the 2D instruments, like basic gauges, are OK projected
onto a 3D surface, but levers and knobs just look silly.  The
background texture won't be used in 3D either, and I'll bet that
Martin ends up putting a lot of his effort into that.


All the best,


David

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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Gene Buckle
 No.  Some of the 2D instruments, like basic gauges, are OK projected
 onto a 3D surface, but levers and knobs just look silly.  The
 background texture won't be used in 3D either, and I'll bet that
 Martin ends up putting a lot of his effort into that.


Instrument panels done in the style used by Fly! and Fly! II would be VERY
cool. :)

g.



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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread David Luff
On 1/14/03 at 2:58 PM Curtis L. Olson wrote:

David Megginson writes:
 Except that all development stops on the even-numbered version as soon
 as it's released, so bug fixes show up only in the unstable version
 (which is usually more stable).

That may be true.  Personally I keep my focus on the development
branch, and no one that I can recall has submitted a patch to the
stable version so it is still sitting at 0.8.0.  If there are problems
with this branch and people want to use it and make it even more
stable, then by all means, please submit patches.  But, my focus is
typically going to be on the development branch for now.  Perhaps the
problem is that FlightGear simply isn't mature enough yet for the
stable/development branch system to make a lot of sense.  We are still
scrambling to impliment some of the remaining basic elements.

I think that what it boils down to is that Flightgear is an primarily an
end-user application where feature set is more important than stability to
most users, unlike something like the autotools say, which are basically a
building block to other applications, and where stability and 'just
working' are likely to be more important than new features to most users.

As for 1.0, although its just a number, I personally think its a pretty
significant number, and probably worth a bit of work polishing bugs , user
interface, and installation problems out as much as possible before
release.  It might also make a good opportunity to test Curt's contention
that the front page of Slashdot wouldn't break his servers :-)  There seem
to be some problems with the JSBSim gear model which I'd have down as a
show-stopper for 1.0, and I'd have thought that displaced thesholds and the
arrows pointing to them would have to be pretty high on the list of
features that would be expected to make it in.  My personal hope as a
non-US citizen is that world-wide DEM-3 data from STRM becomes available
prior to 1.0, but I'm not holding my breath on that one any more.

Cheers - Dave




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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Martin Spott
 [...]  My personal hope as a
 non-US citizen is that world-wide DEM-3 data from STRM becomes available
 prior to 1.0, but I'm not holding my breath on that one any more.

To be honest - I don't believe SRTM data will be available for free for the
next decade 

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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Curtis L. Olson
David Luff writes:
 As for 1.0, although its just a number, I personally think its a
 pretty significant number, and probably worth a bit of work
 polishing bugs , user interface, and installation problems out as
 much as possible before release.

David,

Definitely we want to get out releases that have no major bugs and
have all installataion issues resolved.  However, there are a couple
things that work against us.

1) Time.  Putting out a good release takes an immense amount of time.
   I figured that I had at least 40 hours of real time into the
   0.8.0/0.9.0 release.  That's over and above my real job, my family,
   etc. etc.  People need to realize how much time, and how much
   effort putting out a good quality release actually is.  People
   might argue that there were still a lot of problems with the
   0.8.0/0.9.0 release which goes to my point exactly.  I really
   needed to find 80 or 120 hours or more to do things right.

2) There seems to be a principle at work that very few people download
   and test development and pre-releases.  Mostly it's a few
   developers who already know all the tricks, already have all the
   prerequisites on their systems, etc.  This means that the big flood
   will come after 1.0 is officially released.  That will be when all
   the bugs and installation issues and other problems are reported,
   and unfortunately not before.  I'm open to suggestions, but I've
   tried a lot of things already, and what ever I do has to be able to
   fit into my reasonable time limitations.

   Finding bugs after a release isn't necessarily bad in the grand
   scheme of long term flightgear development, but it can make it look
   like we do a careless job, or ignore certain platforms or
   compilers.  I can vouch for Debian Linux since that's what I run
   personally, but I don't have time or resources to build and test on
   other platforms myself.

   This probably goes to David's point that CVS is actually the most
   stable, becuase it's not until after we do a major release that the
   bulk of the real bug reports and usability issues start pouring in.
   However, I'm usually not keen on another 40-80 hour go around right
   after finishing the last release.

3) Expectations are somewhat different for us than many other
   open-source applications like autoconf/automake.  Those guys just
   wrap up a tarball and release it and are done.  We have to
   coordinate with the base package release, people expect prebuilt
   binaries, cd-rom images, etc.  I'd love to just do a source code
   release, it would make my life simpler.  Maybe I should consider it
   seriously.  But then inevitably, I personally (since I'm the
   primary flightgear contact) get flooded with questions, complaints,
   people howling that they shouldn't be expected to compile an
   application from scratch, or have to learn unix, or have to read
   instructions, or type from a command line, etc. etc.  People want a
   Windows/Mac/Linux installer.  Download one big file, double click
   on the icon and it's installed and all perfectly native to
   whichever platform they are on.  I haven't the time to do this
   myself, and apparently (since we don't have these sorts of things)
   no one else does either.  But there seems to be an underlying
   expectation that someone should be doing this stuff.  I'm not sure
   who that would be though.

4) There is too much of an attitude or expectation overall that some
   magical core of developer(s) (i.e. someone else) will do
   everything, and make everything work, so that any end user can then
   point and click and everything works perfectly the first time.
   But, none, or very few end users are willing to try the development
   and prereleases and report bugs in advance.  A few other people
   are expected to keep all the documenation perfectly in sync with
   development.  Others are supposed to make sure everything works
   perfectly with your platform, etc. etc.  I think our limited
   attempts to do this draw people into thinking that others have
   infinite time and should just make it all work magically.

   But this is open source, we are the other people that need to
   make sure this happens.  I can do a bit of it, David can do a bit,
   Norman, Erik, Christian, Andy, etc. etc. (not to single out
   specific people).  

   But when FlightGear-1.0 doesn't build cleanly on (for instance)
   Mandrake version X.Y.Z using gcc-x.y.z who's to blame?  The person
   encountering the problem needs to recognize that the developers
   have done their best and already put in way more time than they
   should have.  We need a lot more help in these sorts of areas than
   we are getting.

   I'm not really ranting against end users here.  I understand that a
   lot of them really don't have the tools or experience or resources
   to make useful bug reports or participate in fixing problems
   themselves.  But when they do run into problems, they need to have
   a bit 

RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread David Luff
On 1/14/03 at 4:10 PM Curtis L. Olson wrote:

Lots

David Luff writes:
 As for 1.0, although its just a number, I personally think its a
 pretty significant number, and probably worth a bit of work
 polishing bugs , user interface, and installation problems out as
 much as possible before release.

David,

Definitely we want to get out releases that have no major bugs and
have all installataion issues resolved.  However, there are a couple
things that work against us.

1) Time.  Putting out a good release takes an immense amount of time.

 big snip 

OK, I appeciate all that you're saying, and I realise that you're the guy
who cops the time penalty when we do releases.  In general I think that
your new 'bang them out' release strategy has been a good thing from a
software point of view as well as from a time spent point of view since
we're now getting useful bug reports from users much closer to the current
CVS.  My point is simply that IMHO, 1.0 is a 'special' number, whereas
others may feel that its 'just another' number.  If we get a heads up prior
to when you think its ready for release then I for one will certainly be
ready to stop work on long term features and look at short term stuff.


   seriously.  But then inevitably, I personally (since I'm the
   primary flightgear contact) get flooded with questions, complaints,
   people howling that they shouldn't be expected to compile an
   application from scratch, or have to learn unix, or have to read
   instructions, or type from a command line, etc. etc.  People want a
   Windows/Mac/Linux installer.  Download one big file, double click
   on the icon and it's installed and all perfectly native to
   whichever platform they are on.  I haven't the time to do this
   myself, and apparently (since we don't have these sorts of things)
   no one else does either.  But there seems to be an underlying
   expectation that someone should be doing this stuff.  I'm not sure
   who that would be though.


Yeah, that's (Windows Installer) on my personal do it before 1.0 if no-one
else does list, which is another reason a couple of months heads up would
be useful.  I've been putting it off though since its such a good project
for newcomers to Flightgear who may be non-coders or not familiar with the
code to contribute.



4) There is too much of an attitude or expectation overall that some
   magical core of developer(s) (i.e. someone else) will do
   everything, and make everything work, so that any end user can then
   point and click and everything works perfectly the first time.
   But, none, or very few end users are willing to try the development
   and prereleases and report bugs in advance.  A few other people
   are expected to keep all the documenation perfectly in sync with
   development.  Others are supposed to make sure everything works
   perfectly with your platform, etc. etc.  I think our limited
   attempts to do this draw people into thinking that others have
   infinite time and should just make it all work magically.
 There seem to be some problems with the JSBSim gear model which I'd
 have down as a show-stopper for 1.0,

Yeah, sure, I appreciate everyone's effort in making Flightgear exist, and
realise that some folk have and are putting a *lot* of personal time into
it far over and above what I am.  Thanks guys.  What I was trying to say
was simply that 1.0 is to me more than a number - its a very symbolic
number.  Come to think of it, no software I've ever written for myself has
ever made it to 1.0...


I haven't heard this discussed.  You should probably take this up with
Jon/Tony on the JSBSim list.

There's a lot of wobble and drift when stationary, particularly with the
brakes on.  This might be a floating point issue rather than a JSBSim issue
though.  Its much less noticable at the default startup location than some
others which may be why it doesn't get mentioned.  I'm pretty sure I've
been blown in a circle when stationary in a light crosswind as well,
although I'll have to check that one - maybe I got the heading and speed
mixed up...


 and I'd have thought that displaced thesholds and the arrows
 pointing to them would have to be pretty high on the list of
 features that would be expected to make it in.

Do we actually have these in our airport data?  If so (or if the data
could be added) I'd be willing to work on it.  The airport code is
still relatively fresh in my mind.

I'll have a look for a data source...


 My personal hope as a non-US citizen is that world-wide DEM-3 data
 from STRM becomes available prior to 1.0, but I'm not holding my
 breath on that one any more.

I grabbed the 30 meter (1 arcsec) USA data, but I haven't had time to
start looking at building scenery from it.  That's another can of
worms ... there is a ton of things in terragear that I'd like to go
through and rework and improve ... someday ...

Worldwide DEM-3 should build more-or-less out of the box on Terragear
though, shouldn't it, given that 

RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread David Megginson
Curtis L. Olson writes:

   Building a 3D cockpit for a transport jet will be quite an adventure
   -- in terms of runtime GPU overhead, it will be equivalent to having,
   perhaps, 10-15 3D 172 cockpits on the screen at once.  Of course, by
   the time we finish one, that probably won't be a problem for the GPUs
   available.
  
  The whole glass cockpit thing is an issue.  There is OpenGC, but that
  isn't designed to just drop into flightgear.  It's more useful if you
  are building a cockpit with multiple pc's and multiple displays.  This
  is an area will have to explore and put some more thought into.  It
  may work best if we actually code up these sorts of displays rather
  than trying to abstract them out too much and creat a generic glass
  cockpit display tool box that is ascii file configurable.

Aside from the glass displays, there's still usually a lot else going
on in those cockpits.


All the best,


David

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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread David Megginson
Gene Buckle writes:

   No.  Some of the 2D instruments, like basic gauges, are OK projected
   onto a 3D surface, but levers and knobs just look silly.  The
   background texture won't be used in 3D either, and I'll bet that
   Martin ends up putting a lot of his effort into that.
  
  Instrument panels done in the style used by Fly! and Fly! II would be VERY
  cool. :)

Those are just flat, 2D panels.  They are very nicely rendered, but
they're not 3D.


All the best,


David

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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread David Megginson
Curtis L. Olson writes:

  2) There seems to be a principle at work that very few people download
 and test development and pre-releases.  Mostly it's a few
 developers who already know all the tricks, already have all the
 prerequisites on their systems, etc.  This means that the big flood
 will come after 1.0 is officially released.  That will be when all
 the bugs and installation issues and other problems are reported,
 and unfortunately not before.  I'm open to suggestions, but I've
 tried a lot of things already, and what ever I do has to be able to
 fit into my reasonable time limitations.

Even so, we probably need a prolonged 1.0beta period -- perhaps two
months -- with a complete feature freeze.  When we all get bored not
being able to create new features, we might actually start swatting
bugs.  I agree that we need a proper GUI and more planes before then,
and probably better weather as well.  I'd also like to clean up the
file i/o and use more of plib's UL code throughout.


All the best,


David

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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Gene Buckle
 Gene Buckle writes:

No.  Some of the 2D instruments, like basic gauges, are OK projected
onto a 3D surface, but levers and knobs just look silly.  The
background texture won't be used in 3D either, and I'll bet that
Martin ends up putting a lot of his effort into that.
   
   Instrument panels done in the style used by Fly! and Fly! II would be VERY
   cool. :)

 Those are just flat, 2D panels.  They are very nicely rendered, but
 they're not 3D.

I know that.  I wasn't clear in my response.  They'd be perfect for 2D
panels.

g.



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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Michael Basler
 [mailto:[EMAIL PROTECTED]]On Behalf Of David
 Megginson

 Even so, we probably need a prolonged 1.0beta period -- perhaps two
 months -- with a complete feature freeze.  When we all get bored not
 being able to create new features, we might actually start swatting
 bugs.  I agree that we need a proper GUI and more planes before then,
 and probably better weather as well.  I'd also like to clean up the
 file i/o and use more of plib's UL code throughout.

Wouldn't we require to have at least one airport (KFSO?) rendered with
reasonable 3D objects etc. (buildings, trees, taxi ways, gates...) at least
as a proof of concept we can do it?

AFAIK from glancing the list, all the general infrastructure is there. It's
just someone with enough time has to sit down and do it. Which would be a
worthy project, IMHO.

Regards, Michael

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[Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel]Roadmap/brain dump)

2003-01-14 Thread David Luff
On 1/14/03 at 4:10 PM Curtis L. Olson wrote:

David Luff writes:
 and I'd have thought that displaced thesholds and the arrows
 pointing to them would have to be pretty high on the list of
 features that would be expected to make it in.

Do we actually have these in our airport data?  If so (or if the data
could be added) I'd be willing to work on it.  The airport code is
still relatively fresh in my mind.

Got it.  The Dafif has separate landing and takeoff distances for each
direction of each runway, and on the airports/runways I've looked at (in
the UK) these seem to correspond to the displaced  thresholds.  To be quite
honest I never realised one could use the bit with the arrows for takeoff,
although thinking about it it wouldn't make sense not to.  Anyway, if you
let me know what format the data would be most useful in, then I'll write a
program to extract it from the Dafif and convert it to your preferred
format.

Cheers - Dave



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Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel]Roadmap/brain dump)

2003-01-14 Thread Jon Stockill
On Tue, 14 Jan 2003, David Luff wrote:

 Got it.  The Dafif has separate landing and takeoff distances for each
 direction of each runway, and on the airports/runways I've looked at (in
 the UK) these seem to correspond to the displaced  thresholds.  To be quite
 honest I never realised one could use the bit with the arrows for takeoff,
 although thinking about it it wouldn't make sense not to.  Anyway, if you
 let me know what format the data would be most useful in, then I'll write a
 program to extract it from the Dafif and convert it to your preferred
 format.

On the subject of runways - I've been working on the database today.

I can import and export the xplane database, and have some code which
parses the DAFIFT data, and compares it with the existing database,
however:

1. Not all airfields in the xplane database are in DAFIF
2. Not all DAFIF airfields are in xplane
therefore
3. There's no single common identifier for a field

Also, how do we want to handle updates - I can track how everything was
last updated now, so from an initial import of the xplane database I can
update it with DAFIF, *but* since the DAFIF info has no taxiway data, if
the runway positions get changed slightly the taxiways won't line up.
Updating *only* fields with no taxiway info, or which were last
updated/created by DAFIF data is possible. Manual updates are another
problem - if someone goes to the effort of correcting data then we don't
want to overwrite it with potentially less accurate info from one of the
databases.

If anyone has any ideas on how we should prioritise the information then
I'd be very interested in hearing your ideas.

-- 
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[EMAIL PROTECTED]


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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Martin Spott
 2) There seems to be a principle at work that very few people download
and test development and pre-releases.  Mostly it's a few
developers who already know all the tricks, [...]

I'd be happy if we would have some more time between pre-releases and final.
During development cycles I'm usually not able to follow the changes as fast
as they happen to occur. This means that updating the manual is pretty
useless, because a feature often already has changed before anyone had the
chance to write a single line for the manual.
So in purpose to get the manual up to date with the software I need way more
that a whole weekend's time to do testing of different features on at least
two different platforms and for 'tuning' the manual (I think Michael needs
about the same amount of time). Sometimes there are questions left that
would be nice if they were answered before the release 
This way I have to find a whole weekend that I am able to keep clear from
any other stuff - this is not always the nearest weekend 

If there was a longer period _without_ any feature changes but only bugfixes
before a release (maybe three or four pre releases) this _might_ prove to be
useful not only for the maintainers of the manual but maybe also for the
'staff' doing the real work on the software,

Martin.
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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread David Megginson
Michael Basler writes:

  Wouldn't we require to have at least one airport (KFSO?) rendered with
  reasonable 3D objects etc. (buildings, trees, taxi ways, gates...) at least
  as a proof of concept we can do it?

That's not a bad idea.  Everything is in place for it, including
animated windsocks.

Can anyone get me some good, high-res photos of the tower and the most
prominent terminal buildings and hangars at KSFO?  I couldn't find
much on the Web when I went looking a while back.


All the best,


David

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re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel]Roadmap/brain dump)

2003-01-14 Thread David Megginson
David Luff writes:

  David Luff writes:
   and I'd have thought that displaced thesholds and the arrows
   pointing to them would have to be pretty high on the list of
   features that would be expected to make it in.
  
  Do we actually have these in our airport data?  If so (or if the data
  could be added) I'd be willing to work on it.  The airport code is
  still relatively fresh in my mind.
  
  Got it.  The Dafif has separate landing and takeoff distances for each
  direction of each runway, and on the airports/runways I've looked at (in
  the UK) these seem to correspond to the displaced  thresholds.

We also have fields for this information in the current default.apt
data, but they don't seem to be filled in.


All the best,


David

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Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel]Roadmap/brain dump)

2003-01-14 Thread David Megginson
Jon Stockill writes:

  I can import and export the xplane database, and have some code which
  parses the DAFIFT data, and compares it with the existing database,
  however:
  
  1. Not all airfields in the xplane database are in DAFIF
  2. Not all DAFIF airfields are in xplane
  therefore
  3. There's no single common identifier for a field

Welcome to the joys of data management.  I recommend putting all of
the DAFIF airports in separately for now, with a different source
field:

  source = xplane
  source = dafif

Then, late, you can specify rules for which ones get included or
excluded in a build (i.e. the DAFIF KSFO and the X-Plane KSFO are
treated as different, mutually-exclusive airports).

  Also, how do we want to handle updates - I can track how everything
  was last updated now, so from an initial import of the xplane
  database I can update it with DAFIF, *but* since the DAFIF info has
  no taxiway data, if the runway positions get changed slightly the
  taxiways won't line up.  Updating *only* fields with no taxiway
  info, or which were last updated/created by DAFIF data is
  possible. Manual updates are another problem - if someone goes to
  the effort of correcting data then we don't want to overwrite it
  with potentially less accurate info from one of the databases.
  
  If anyone has any ideas on how we should prioritise the information then
  I'd be very interested in hearing your ideas.

For now, let's just get all the airports in.  The way that X-Plane
implements taxiways is just horrible -- aprons are just wide taxiways,
for example, and taxiways are always rectangles run together.  Perhaps
we'll be able to think of a better system.


All the best,


David

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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Michael Basler
David,

David Megginson writes:
 Michael Basler writes:

   Wouldn't we require to have at least one airport (KFSO?) rendered with
   reasonable 3D objects etc. (buildings, trees, taxi ways,
 gates...) at least
   as a proof of concept we can do it?

 That's not a bad idea.  Everything is in place for it, including
 animated windsocks.

 Can anyone get me some good, high-res photos of the tower and the most
 prominent terminal buildings and hangars at KSFO?  I couldn't find
 much on the Web when I went looking a while back.

We also might look into what's already been done for FS2002 (or below). Even
if we can't get actual developers of (PD) add-on Scenery on board for
FlightGear, we might profit from their knowledge. I am pretty sure, there
are several developers of (free) add-ons with terminal maps and, maybe, even
bitmaps ready to use, which they *perhaps* might share with us. For
instance, there are quite detailed airports maps of gates available for a
tool called AFCAD (adding gates for AI planes - personally I never used it
myself, though).

Not sure if this approach will work, but might be worth a try. If you think
it's reasonable, I might check what's available for FS2002 from a few sites
I know and give you a digest.

Rgeards, Michael

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Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel] Roadmap/brain dump)

2003-01-14 Thread David Luff
On 1/15/03 at 12:39 AM Jon Stockill wrote:

On the subject of runways - I've been working on the database today.

I can import and export the xplane database, and have some code which
parses the DAFIFT data, and compares it with the existing database,
however:

1. Not all airfields in the xplane database are in DAFIF
2. Not all DAFIF airfields are in xplane
therefore
3. There's no single common identifier for a field

Yep, here's my stats from the program I ran to compare the databases when I
imported the atis data:

*** STATS ***
9873 airports in DAFIF
16937 airports in default.apt
1384 airports had K added to match default.apt
2 airports had a letter removed to match default.apt
4057 airports could not be matched with default.apt
1077 of these had no valid ICAO code or FAA host ID
*
1247 airports with ATIS
22567 records in com file without ATIS
0 airports had ATIS but could not be found in the map
98 airports with ATIS had K added to match default.apt
2 airports with ATIS had a letter removed to match default.apt
202 airports with ATIS could not be matched with default.apt
Total of 1045 airports added to default.atis
Total of 1286 unique ATIS frequency/locations written
 done


Note that that's not the most recent Dafif though.  Typically a lot of US
airfields needed K added to a 3 letter identifier in the Dafif to match
default.apt.  I've attached the program I wrote to go through it - its very
very rough but may give you some ideas.  Note that you have to be carefull
with munging identifiers to fit the two data sources - of the 6 airports
which could be matched from a 4 letter Dafif code to a 3 letter default.apt
code, only 2 of them were actually the same airfield.  A similar caution
probably applies to adding 'K' - it'd be worth checking the Dafif country
code to ensure its a US airfield you're doing it to. 


Also, how do we want to handle updates - I can track how everything was
last updated now, so from an initial import of the xplane database I can
update it with DAFIF, *but* since the DAFIF info has no taxiway data, if
the runway positions get changed slightly the taxiways won't line up.
Updating *only* fields with no taxiway info, or which were last
updated/created by DAFIF data is possible. Manual updates are another
problem - if someone goes to the effort of correcting data then we don't
want to overwrite it with potentially less accurate info from one of the
databases.

If anyone has any ideas on how we should prioritise the information then
I'd be very interested in hearing your ideas.


Hmm, its a bit late (1.30am) to think about all that stuff now, but believe
me, you've taken on a huge, but extremely important job.  I'd say maintain
multiple entries for each airfield if necessary - xplane, Dafif and manual,
and then a choice can be made at render time which to use.  I'd suggest
that basics are to allow manual entries/corrections to be made which aren't
overwritten by x-plane/Dafif updates, to allow xplane/Dafif updates, and to
track where entries come from.  Have fun!!!

Cheers - Dave  





parsedafif.zip
Description: Zip compressed data


Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel] Roadmap/brain dump)

2003-01-14 Thread Curtis L. Olson
David Luff writes:
 Yep, here's my stats from the program I ran to compare the databases when I
 imported the atis data:
 
 *** STATS ***
 9873 airports in DAFIF
 16937 airports in default.apt
 1384 airports had K added to match default.apt

Also note that the Alaska and Hawaii airports have a P prepended
(PANC, PHNL)

 2 airports had a letter removed to match default.apt
 4057 airports could not be matched with default.apt
 1077 of these had no valid ICAO code or FAA host ID
 *
 1247 airports with ATIS
 22567 records in com file without ATIS
 0 airports had ATIS but could not be found in the map
 98 airports with ATIS had K added to match default.apt
 2 airports with ATIS had a letter removed to match default.apt
 202 airports with ATIS could not be matched with default.apt
 Total of 1045 airports added to default.atis
 Total of 1286 unique ATIS frequency/locations written
  done
 
 
 Note that that's not the most recent Dafif though.  Typically a lot of US
 airfields needed K added to a 3 letter identifier in the Dafif to match
 default.apt.  I've attached the program I wrote to go through it - its very
 very rough but may give you some ideas.  Note that you have to be carefull
 with munging identifiers to fit the two data sources - of the 6 airports
 which could be matched from a 4 letter Dafif code to a 3 letter default.apt
 code, only 2 of them were actually the same airfield.  A similar caution
 probably applies to adding 'K' - it'd be worth checking the Dafif country
 code to ensure its a US airfield you're doing it to. 
 
 
 Also, how do we want to handle updates - I can track how everything was
 last updated now, so from an initial import of the xplane database I can
 update it with DAFIF, *but* since the DAFIF info has no taxiway data, if
 the runway positions get changed slightly the taxiways won't line up.
 Updating *only* fields with no taxiway info, or which were last
 updated/created by DAFIF data is possible. Manual updates are another
 problem - if someone goes to the effort of correcting data then we don't
 want to overwrite it with potentially less accurate info from one of the
 databases.
 
 If anyone has any ideas on how we should prioritise the information then
 I'd be very interested in hearing your ideas.
 
 
 Hmm, its a bit late (1.30am) to think about all that stuff now, but believe
 me, you've taken on a huge, but extremely important job.  I'd say maintain
 multiple entries for each airfield if necessary - xplane, Dafif and manual,
 and then a choice can be made at render time which to use.  I'd suggest
 that basics are to allow manual entries/corrections to be made which aren't
 overwritten by x-plane/Dafif updates, to allow xplane/Dafif updates, and to
 track where entries come from.  Have fun!!!
 
 Cheers - Dave  
 
 

-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel] Roadmap/brain dump)

2003-01-14 Thread David Luff
On 1/14/03 at 8:11 PM David Megginson wrote:
For now, let's just get all the airports in.  The way that X-Plane
implements taxiways is just horrible -- aprons are just wide taxiways,
for example, and taxiways are always rectangles run together.  Perhaps
we'll be able to think of a better system.


Yes, the x-plane way really screws the rendering up now that yellow lines
are added.  However, the amount of work that has gone into specifying the
taxiways and aprons at major airports must be *huge* - it would take a long
time to replicate it with a better system.  FWIW I'm currently writing a
program to allow the laying out of a logical taxiway and parking place
network for AI planes to follow over an image of Flightgear's rendered taxi
and runways by clicking on it where intersections etc are wanted.  I'm sure
this could eventually be extended to allow the layout of taxiway and apron
polygons which could then be fed into Terragear as area polygons.
Alternatively Frederic's fgsd might be another possible tool for the job -
although I haven't got it running yet I believe his intention/achievement
is to allow the editing of scenery superimposed over calibrated maps or
ariel photos, which would ease the task of getting the aprons/taxiways etc
in the right place.

Cheers - Dave 




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Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel] Roadmap/brain dump)

2003-01-14 Thread Norman Vine
David Luff writes:

  I believe his intention/achievement
 is to allow the editing of scenery superimposed over calibrated maps or
 ariel photos, which would ease the task of getting the aprons/taxiways etc
 in the right place.

I can heartily reccomend two OpenSource packages for doing this

OpenEV http://openev.sf.net
OSSIM http://www.ossim.org

For those into scriptable interfaces OpenEV should a treat.

OSSIM is a bit more of a bear to get your head around but
worth it if you want to mossaic Imagery from different sources

They both have excellent shapefile support and support most of the
standard raster based formats.

For those on Win32 the VTerrain package has a program that can
assist in automatically extracting buildings from DRGs
http://www.vterrain.org/Implementation/Apps/BExtractor/index.html

and another to assist in laying out the final model, roads buildings airports 
ect, http://www.vterrain.org/Implementation/Apps/VTBuilder/index.html

Both of these programs store their results in XML files built using 
SimGear's EasyXML package so we should have no problem translating 
them

Cheers

Norman


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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Mike Bonar
On Tuesday 14 January 2003 14:23, David Megginson wrote:
...snip
 
 You can already do some of that with the new XML GUI support, but it
 needs to be integrated with the drop-down menus and with an expanded
 scripting manager.  Most of the building blocks are there now.

Can you elaborate on the XML GUI support a bit.  I have spent the last two 
months bringing myself up to speed on XML for a RL project (I know, two 
months=total newbie), and I might have enough airspeed to at least get me 
into ground effect with GUI development.  Thx.

Mike

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Re: [Flightgear-devel] Displaced thresholds (was: RE:[Flightgear-devel] Roadmap/brain dump)

2003-01-14 Thread Bernie Bright
On Wed, 15 Jan 2003 01:45:30 +
David Luff [EMAIL PROTECTED] wrote:

[snip]

 ...  FWIW I'm currently writing a
 program to allow the laying out of a logical taxiway and parking place
 network for AI planes to follow over an image of Flightgear's rendered taxi
 and runways by clicking on it where intersections etc are wanted.

The FS2002 crowd have a freeware utility called AFCAD that performs a similar
task.  It produces a structured text output file.  If we could import
such a file then we could leverage a lot of existing taxiway maps for AI
traffic.

Bernie

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Re: [Flightgear-devel] Multitexture support (was: RE: [Flightgear-devel] Roadmap/brain dump)

2003-01-14 Thread Roman Grigoriev
Guys!
We can't achive MSFS2002 quality without multitexture support
so First task we have to work on is multitexture support
Steve Baker said that he wait until shader languages become popular and
OpenGL2.0 come out
so or we wait OpenGL2.0 or implement multitexure
I start work on it
my primary task is implementing light lobes of aircraft and this can't done
without multitexture
Marten Stronberg gave me some sources that he works on
If someone intrested in I can give sources
If we will do this FGFS become the coolest sim in the world!!!
Thanx in advance
Roman


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