[Flightgear-devel] Heads up: A-10, B-52F, AN-2225 and MiG-15 and users of moving-average filter

2013-09-09 Thread Torsten Dreyer
Hi all,

the implementation of the autopilot filter moving-average has changed.
Actually, the previous implementation gave incorrect results and this 
bug has now been fixed in the next branch.

A quick grep through the Aircraft folder came up with
A-10, B-52F, AN-2225 and MiG-15 using the moving-average filter in their 
A/P config files.

Please check, if those aircraft still work as expected.

Greetings,
Torsten

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Re: [Flightgear-devel] New release date for 2.12

2013-08-15 Thread Torsten Dreyer

Good news, indeed and kudos to Virgin Media!

Curt and James, what would you think about publishing the release during 
the weekend

Sept. 14./15.? Or would you prefer to stick to the 17th (a Tuesday)?

Torsten
Am 15.08.2013 09:21, schrieb James Turner:


On 14 Aug 2013, at 21:57, Curtis Olson curtol...@flightgear.org 
mailto:curtol...@flightgear.org wrote:


I think the main initial hurdle here is to get the Mac  Windows 
releases sorted out on Jenkins (if they aren't already).  We've done 
the code freeze and branch on schedule so we are mostly down to the 
mechanics and time of actually building and pushing the release out 
the door.


The lovely folks at Virgin Media have my broadband up and running now, 
I plugged in the Mac slave and it's happy, and indeed a Mac release 
build has rolled off the production line smoothly. Now to see if it 
actually works - testing appreciated.


Regards,
James



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Re: [Flightgear-devel] 2.12 is branched

2013-08-13 Thread Torsten Dreyer

Permission granted ;-)

As everybody seems to be caught in some real life trouble, I can't see a 
better way to get the release out than delaying it for a while.


Would two weeks be enough for everybody? That will get us to the weekend 
Aug, 31/Sep 1.


Torsten

Am 13.08.2013 16:56, schrieb Curtis Olson:
We would need permission from Torsten D, our release manager, but I 
would also second Thorsten R's proposal to defer the 2.12 release by a 
week or two.  I have been spread very thin this summer with my day job 
projects and will be out of town myself on the 16-18 of August.


I think we should at minimum get the Mac and Windows build slaves 
going, generate release candidates for both platforms, and push those 
out in the wild for a week (and address any major issues that surface) 
before finalizing the actual release.


I apologize for not being more out in front of this ... this has been 
the summer from hell (work-wise) for me.


Regards,

Curt.


On Tue, Aug 13, 2013 at 7:24 AM, James Turner zakal...@mac.com 
mailto:zakal...@mac.com wrote:



On 13 Aug 2013, at 12:58, Renk Thorsten thorsten.i.r...@jyu.fi
mailto:thorsten.i.r...@jyu.fi wrote:


On the risk of making myself really unpopular, but would now be a
good time to defer the release? It seems James is caught in the
middle of moving, Stuart indicated some other private things
piling up, I have the maddest travelling schedule I've ever had
in my life this fall, and I haven't seen a number of other folks
around for a while, we don't have release candidates out which
will have impacts on bugfixes, assuming there'd be anyone around
capable of doing bugfixes,...

It seems we've hit a fluctuation where pretty much everyone is
occupied with something else at the moment (?) - if that's the
case, should we still go ahead?


That's possibly a fair suggestion. I am scheduled to get my new
broadband connection up and running tomorrow (Wednesday) so the
Mac build slave will be available at that time (with decent
upstream bandwidth again). However my time is a bit fragmented and
likely to remain so for a few weeks - I'm happy to merge patches
or anything else anyone explicitly requests, but I'm not focused
enough to start chasing other people to get things done :)

Once the Mac build slave is back, the biggest obstacle to an RC is
getting the Windows build slaves to behave; if anyone on Windows
could look at the Jenkins logs and shed any light, it would help.

Kind regards,
James



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Re: [Flightgear-devel] (no subject)

2013-08-05 Thread Torsten Dreyer

Hi Tomash

the navradio code is far from being perfect and and least to attempts 
for improvements exist.

Unfortunately, both have currently stalled due to several reasons.

The first is in newnavradio which you can use by setting
use-new-navradio type=boolfalse/use-new-navradio in your aircraft 
xml as does the SenecaII.
Note: this is still an experimental feature and some 
instruments/aircraft might not be compatible with that implementation.

I'll continue to work on this, once I find more time for fg hacking.

The second is a very detailed radio signal propagation model that has 
not made its way into the repositories.

I don't know what the state of this is.

I hope this helps - Cheers

Torsten

Am 04.08.2013 19:20, schrieb Tomash Brechko:

Hello!

In file src/Instrumentation/navradio.cxx method 
FGNavRadio::adjustILSRange the code that narrows ILS-LOC beam is 
commented out since the end of 2004.  Are there any reasons not to 
have directed localizer beams?  Being able to tune to localizer just 
from anywhere is a bit unnatural.


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Re: [Flightgear-devel] (no subject)

2013-08-05 Thread Torsten Dreyer

Hi Michail,

the navradio code uses the magnetic variation as stored in nav.dat for 
the VOR.

The environmental magnetic variation is not used for the VOR.

The installed offset between magnetic and true north of the signal 
emitted by the VOR is published in the local AIP, so yes: we have to 
adjust nav.dat from time to time.


HTH, Torsten
Am 05.08.2013 10:38, schrieb ?? :
Let me ask my question here. In nav.dat file VORs have slave 
variation. As I understand, slave variation of VOR depends on magnetic 
variation at he location. Does Flightgear use this slave variation, or 
it computes magnetic variation on the fly?
Do we need to track magnetic variation change every year and manually 
edit nav.dat for it?



2013/8/5 Torsten Dreyer tors...@t3r.de mailto:tors...@t3r.de

Hi Tomash

the navradio code is far from being perfect and and least to
attempts for improvements exist.
Unfortunately, both have currently stalled due to several reasons.

The first is in newnavradio which you can use by setting
use-new-navradio type=boolfalse/use-new-navradio in your
aircraft xml as does the SenecaII.
Note: this is still an experimental feature and some
instruments/aircraft might not be compatible with that implementation.
I'll continue to work on this, once I find more time for fg hacking.

The second is a very detailed radio signal propagation model that
has not made its way into the repositories.
I don't know what the state of this is.

I hope this helps - Cheers

Torsten

Am 04.08.2013 19:20, schrieb Tomash Brechko:

Hello!

In file src/Instrumentation/navradio.cxx method
FGNavRadio::adjustILSRange the code that narrows ILS-LOC beam is
commented out since the end of 2004.  Are there any reasons not
to have directed localizer beams?  Being able to tune to
localizer just from anywhere is a bit unnatural.

-- 
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Re: [Flightgear-devel] Autopilot filters

2013-07-28 Thread Torsten Dreyer

Hi Alan,

thank you for your patch. I have a few, probably dumb questions:

* Isn't the your new integrator filter the same as a 
pi-simple-controller with Kp=1 and no min/max clamping?
* What would you think about extending the exponential filter to make it 
behave like a high-pass or low-pass like
typelow-pass/type or typehigh-pass/type. That would not double 
existing code.

* What is the purpose for adding alias names for existing filters?

Cheers,
Torsten


Am 27.07.2013 10:27, schrieb Alan Teeder:

*From:* Torsten Dreyer mailto:tors...@t3r.de
*Sent:* Saturday, July 27, 2013 8:47 AM
*To:* flightgear-devel@lists.sourceforge.net 
mailto:flightgear-devel@lists.sourceforge.net

*Subject:* Re: [Flightgear-devel] Autopilot filters
Post a diff or the modified files or a link to a tarball here and I'll 
have a look.
Probably a good start for me to get back into the loop after almost 
two years of absence...


Torsten



Thanks Torsten.
The files are zipped at 
http://v-twin.dynip.sapo.pt/alan/FG/digitalfilter.zip. (10kb)
At some time I will need to add a means of initialising the Integral 
filter to a property.

Alan



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Re: [Flightgear-devel] Autopilot filters

2013-07-27 Thread Torsten Dreyer
Post a diff or the modified files or a link to a tarball here and I'll 
have a look.
Probably a good start for me to get back into the loop after almost two 
years of absence...


Torsten


Am 26.07.2013 21:11, schrieb Alan Teeder:
I have added a washout/high-pass filter and an integrator to the XML 
autopilot. Also I have added aliases to the exponential filter so that 
it may be also called low-pass or lag and an alias to the noise-spike 
filter so that it can also be called rate-limit.
README.digitalfilters is updated to match, as well as incorporating 
the undocumented derivative filter and mentioning the use of expressions.
How should I submit these for review? Please don´t ask me to use git, 
as I am very good at screwing my own repos up and would not like to do 
the same to fgdata.

Alan




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Re: [Flightgear-devel] SimGear build fails

2013-06-28 Thread Torsten Dreyer

Am 27.06.2013 09:58, schrieb James Turner:


On 26 Jun 2013, at 23:05, Thomas Geymayer tom...@gmail.com 
mailto:tom...@gmail.com wrote:



Thank you Alex! I've just commited your patch.


Yes thank indeed Alex, it's a relief to know someone is keeping 
bleeding-edge OSG working, since the rate of change over there seems 
to be increasing (for the better)




Thank you, guys!

Torsten
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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-28 Thread Torsten Dreyer

Am 26.06.2013 09:58, schrieb James Turner:


Yep, works for me too.

James



Thanks, Stuart for finding a solution.

I have just pushed the version number 2.12.0 to SG, FG and FGDATA.

Torsten
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[Flightgear-devel] SimGear build fails

2013-06-25 Thread Torsten Dreyer
Hi,

I'm failing to build SimGear on 64bit linux:
EffectGeode.cxx:83:136: error: no matching function for call to 
‘osg::Geometry::setVertexAttribArray(int, osg::Geometry::ArrayData)’

OSG is stable 3.0.1 from svn (same with OSG trunk)
SimGear is git next from today

Yes, I rm-rf'ed previous artefacts and started from scratch.

Thanks,
Torsten


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Re: [Flightgear-devel] reminder: entering feature freeze now

2013-06-24 Thread Torsten Dreyer
snip
 I apologize for missing the point.
No need to apoligize at all.
If anybody is annoying somebody, it's me with my scheduled emails about 
release deadlines, my requests for following a specific release 
procedure and for raising discussions about version numbers.

Some time ago, we agreed on setting the version number for the next 
release after the feature freeze deadline and well before the branch 
date. That idea was brought up by ThorstenB and it's documented in the 
release plan, IIRC.

Collecting the arguments from this discusson, I can see good points for 
a 3.0.0 release. Most convincing was Stuarts comparison against 2.0.0 
and the progress we made since that version.

My suggestion is, we dare to call the 2013 summer edition FlightGear 
3.0.0 and we bump the version number later this week.

I'll leave that discussion open for a few days and hope we can agree on 
the new number.

Torsten

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[Flightgear-devel] reminder: entering feature freeze now

2013-06-17 Thread Torsten Dreyer
Hi everybody,

for most of us, it's June, 17th which marks the day for the feature 
freeze period, lasting until July, 17th.

Everybody is invited to walk through the lessons learned section of our 
release plan at
http://wiki.flightgear.org/Release_plan

the bugtracker at
http://code.google.com/p/flightgear-bugs/

and contribute to the changelog for the next release at
http://wiki.flightgear.org/Next_Changelog

As of today, the set of new features should be complete. The usual 
question at this point is: What version number will we give to the new 
release?
Are we ready for a 3.0 or is it 2.12?

Regards,
Torsten

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Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Torsten Dreyer
Am 28.02.2013 16:38, schrieb Curtis Olson:
 We've always been able to set the individual weather parameters, either
 through the built in weather dialog box, or by setting raw property
 values.  Setting raw property values allows nasal script control over
 the weather (as I'm sure you well know) :-) but it also allows external
 control of the weather, for instance by some external gui tool, or by
 some tool that wants to setup equivalent visual conditions across
 multiple FlightGear PC's running in sync.

And please don't forget, there are command line options like 
--visibility, --wind, --random-wind etc.
All those options override the other weather-magic. It took me quite 
some time to make all this behave in a somewhat reasonable way with 
basic-weather and I'd love to keep all that functionality.

Best,
Torsten


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Re: [Flightgear-devel] Release 2.10.0: final tags for 2.10.0

2013-02-16 Thread Torsten Dreyer
Am 15.02.2013 16:16, schrieb Torsten Dreyer:
 If no one shouts out loudly _NOW_, I'm going to tag the release branches
 tomorrow (Saturday) morning (Central European Time) and give the package
 managers the GO to build and distribute the bundles. That should give us
 a ready-to-download release just in time on Sunday the 17th.

Done.

The tag version/2.10.0-final exists on fgdata, simgear and flightgear. 
Please start creating the tarballs, installers, binaries et.al. for the 
final FlightGear 2.10 release from that tag.

FWIW, I have also merged the release/2.10.0 branch into the master 
branch on simgear and flightgear. Both had conflicts on a few files. I 
resolved these conflicts by checking out the files of the release branch 
(git checkout --theirs while sitting on master) and committing those 
versions. This has been documented in the merge commit.

There is still one open item:
To push the final pdf and html documentation to the mapserver site. I do 
not have write access, so may please somebody who knows how to do that 
and is able to do so take care of it?

Torsten



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Re: [Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-16 Thread Torsten Dreyer
Hy Yves

Sorry, I do not understand your question. Could you clarify, please?

Torsten
Am 16.02.2013 00:17, schrieb ys:
 Hi Torsten

 What does mean no public answer in this list for this decision ?

 -Yves




 Am 15.02.2013 um 16:16 schrieb Torsten Dreyer tors...@t3r.de:

 Hi all,

 at one point during every ILS approach you reach the decision altitude
 with two options: continue approach or go around. Being the copilot
 on our approach into the 2.10 release, I'd call out minimum, approach
 lights in sight, continue!

 If no one shouts out loudly _NOW_, I'm going to tag the release branches
 tomorrow (Saturday) morning (Central European Time) and give the package
 managers the GO to build and distribute the bundles. That should give us
 a ready-to-download release just in time on Sunday the 17th.

 Greetings,
 Torsten

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Re: [Flightgear-devel] Release 2.10.0: final tags for 2.10.0

2013-02-16 Thread Torsten Dreyer
 To my knowledge, this is a fully automated task, which is croned at each
 update. So for the online stuff everything seems to be fine.
 The only thing I do not know is who is taking care to update the
 getstart.pdf files pushed into the installers and tarballs for the release.

Ah, good news. I just love automated tasks ;-)
Stuart took care of the getstart.pdf for this release, so I assume we 
are all set w.r.t. documentation this time.

Thanks
Torsten


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[Flightgear-devel] Release 2.10.0: Decision Altitude

2013-02-15 Thread Torsten Dreyer
Hi all,

at one point during every ILS approach you reach the decision altitude 
with two options: continue approach or go around. Being the copilot 
on our approach into the 2.10 release, I'd call out minimum, approach 
lights in sight, continue!

If no one shouts out loudly _NOW_, I'm going to tag the release branches 
tomorrow (Saturday) morning (Central European Time) and give the package 
managers the GO to build and distribute the bundles. That should give us 
a ready-to-download release just in time on Sunday the 17th.

Greetings,
Torsten

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[Flightgear-devel] Final release checklist

2013-02-11 Thread Torsten Dreyer
Hi all

unless we don't have any major release blockers, we are going to release 
version 2.10 during the next weekend.

So, if there is anything still overlooked, please shout out now.

Do we have the latest getstart.pdf compiled and picked into the release 
branch?

Anything else to think about?

Thanks,
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Re: [Flightgear-devel] Updated Short Reference for 2.10.0

2013-01-29 Thread Torsten Dreyer
Done.

Am 29.01.2013 22:55, schrieb Stuart Buchanan:
 Hi All,

 I've just pushed a small commit checking in new versions of the FG
 Short Reference, something I should have done with the updated Manual
 a while back.

 If someone could cherry-pick the commit into the release branch, that
 would be great.

 The commit is: 68ad1905c83e87171f14d63099dc546fbcfc27df

 Thanks,

 -Stuart

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Re: [Flightgear-devel] Release candidates

2013-01-29 Thread Torsten Dreyer
Didn't he say GiB? And CDs are an ancient technology...

Thanks for building the RC. We need to get this automated some day. Or 
at least documented...

(another one from famous last words: if you have to do it more than 
once, automate it. If you can't automate it, document it.)

Torsten

Am 29.01.2013 23:14, schrieb Curtis Olson:
 It does run on my Win 7 laptop with nvidia graphics hardware (and nvidia
 graphics drivers installed.)  I will get it uploading ... 740Mb!  So
 much for the CD distribution. :-)  Didn't Bill Gates famously say 640Mb
 should be enough for anyone?

 Curt.


 On Tue, Jan 29, 2013 at 3:33 PM, Curtis Olson curtol...@flightgear.org
 mailto:curtol...@flightgear.org wrote:

 ... and it looks like the windows version crashes immediately when
 it tries to bring up the splash screen (based on --log-level=debug).
   This is on my windows XP test machine that ran v2.8 ok.  Hmmm...

 fgfs.exe has encountered a problem and needs to close, we are sorry
 for the inconvenience.

 Console log (at debug log level) says...

 Initializing splash screen
 found path: blah blah splash.png
 Splash screen progress init
 Microsoft Corporation
 GDI Generic
 1.1.0

 A window is opened, but it's just the outline, nothing is drawn in
 it before the error/crash happens.

 Any ideas?

 Curt.


 On Tue, Jan 29, 2013 at 3:25 PM, Curtis Olson
 curtol...@flightgear.org mailto:curtol...@flightgear.org wrote:

 I've been working on the first windows release candidate this
 week.  It's been going fairly well, but there are the usual
 packaging things to work through (and/or remember.)

 Curt.


 On Tue, Jan 29, 2013 at 2:54 PM, Gijs de Rooy  wrote:

 Hi all,

 with just two more weeks to go till the release, we'd better
 get our release candidates published. Mac is available on
 Jenkins, but I couldn't find anything for Windows or other
 OS yet...

 I've opened the usual subforum on the forum today, so we can
 collect all reports in a single place.
 http://www.flightgear.org/forums/viewforum.php?f=68

 Cheers,
 Gijs


 
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Re: [Flightgear-devel] Ati viewport bug

2013-01-28 Thread Torsten Dreyer
Any chance to wrap this into something like

if( true == getprop(/sim/use-ati-hack) ) {
   addTheEmptyPrerenderCamera();
} else {
   doNothing();
}


Am 28.01.2013 18:56, schrieb James Turner:
 http://code.google.com/p/flightgear-bugs/issues/detail?id=385

 Is about a problem with the viewport behaving very oddly, in certain Ati 
 catalyst drivers.

 A kind person has worked out a hack, which fixes the issue, or at least 
 avoids it. It add an empty, pre-render camera to the scene, which I assume 
 forces some state which otherwise gets skipped in the Ati drivers.

 If anyone has any strong opinions about applying the hack to the 2.10 release 
 branch, let me know. I'm currently undecided - it *is* a hack, but it fixes a 
 real and long-standing bug, and the cost to everyone else should be zero.

 Regards,
 James


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[Flightgear-devel] Sync with JSBSim

2013-01-19 Thread Torsten Dreyer
Hi,

I have just synced the latest and greatest JSBSim into FlightGear.
I flew a quick pattern with the SenecaII (the only JSBSim aircraft, I 
have a rating for) and found no quirks.
Please check, if everything is still working in more complex aircraft.

Greetings,
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[Flightgear-devel] Heads up: release branch creation startet NOW

2013-01-17 Thread Torsten Dreyer
Hi all,

today is the 17th of January and I am going to create the release 
branches now
.
Please stay clear of the active runway and don't push anything to 
FlightGear, SimGear and FGDATA on gitorious.

I'll post a message when I'm done.

Those, who are involved in the creation of release candidates on our 
supported platforms may start their wake-up procedure ;-)

Thanks,
Torsten

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Re: [Flightgear-devel] Heads up: release branches are ready,

2013-01-17 Thread Torsten Dreyer
Am 17.01.2013 19:03, schrieb Torsten Dreyer:
 I'll post a message when I'm done.
Done.

Version 2.10.0 now lives on the release/2.10.0 branches on SimGear, 
FlightGear and FGDATA to be released around the 17th of February.

SimGear and FlightGear next branches as well as FGDATA master branch are 
now on version 2.11.0. These branches are again open for regular 
development. Thank you all for adhering to our feature freeze policy.

Curt, James, ThorstenB and Tat: Please create our first release 
candidate as soon as possible to give many users without source code 
compile expertise the chance to test our new version.

Greetings,
Torsten

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Re: [Flightgear-devel] JSBSim Synch with FlightGear

2013-01-14 Thread Torsten Dreyer
Am 14.01.2013 03:57, schrieb Jon S. Berndt:
 Outerra will be more up to date than FlightGear with respect to JSBSim.
It's hard to be the best all the times ;-)

Torsten


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Re: [Flightgear-devel] JSBSim Synch with FlightGear

2013-01-13 Thread Torsten Dreyer
Am 13.01.2013 20:33, schrieb Stuart Buchanan:
 On Sun, Jan 6, 2013 at 11:35 AM, Torsten Dreye wrote:
 Hi JSBSim and FlightGear lists,

 should we sync the latest JSBSim code into FlightGear for the next
 release, scheduled for February this year?

 My vote is not to sync at this point.

 I'd consider a JSBSim sync to be similar to feature development, particularly
 given the possible impact on a large portion of the FG fleet.

 Perhaps if it was only a day or so after the feature freeze we might
 be flexible,
 but 4 days before the release branch is cut is too late IMO.

Agreed. Unless there is no major bug fixed, we should merge soon after 
the branch day and just before the next feature freeze.
I have just added this to the lessons learned of our release plan.

Thanks,
Torsten


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Re: [Flightgear-devel] JSBSim Synch with FlightGear

2013-01-13 Thread Torsten Dreyer
 I had hoped that we could do this a couple of months ago, but not synching
 JSBSim with the latest FlightGear would be very, very unfortunate. I'm not
 sure when the last sync occurred (does anyone know?), but there have been
 a lot of new features and bug fixes. Development has been very active.
 FlightGear will be very much behind the curve relative to the current JSBSim
 state if we don't synch. I've been driving FlightGear as an external visuals
 application from JSBSim lately, but I'd prefer to run sims fully integrated.
 I've got another reason for it to be integrated, but I need to discuss that
 with Curt offline, first.

Yes, i had hoped, too. However, as you mentioned, many new features have 
been developed and that violates our feature freeze rule, unfortunately. 
That rule has been introduced for exactly this situation: not to raise 
some last minute issues (to avoid bugs here).

Sorry - but as we improve our plan with every release, this most likely 
will not happen again ;-)

Torsten


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[Flightgear-devel] JSBSim Synch with FlightGear

2013-01-06 Thread Torsten Dreyer
Hi JSBSim and FlightGear lists,

should we sync the latest JSBSim code into FlightGear for the next 
release, scheduled for February this year?

If so, please do this very soon so there is some time to rule out any 
oddities before I create the release branches on January, 17th.

Thanks, Torsten


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[Flightgear-devel] Release Progress: Feature Freeze is active

2012-12-18 Thread Torsten Dreyer
Hi,

just a short reminder: The feature freeze for the next release is 
active. For those who are not familiar with our release plan 
(http://wiki.flightgear.org/Release_Plan):

No new features or major changes shall be pushed onto the development 
streams (neither source nor data). This period is for preparing the code 
for the release and make sure there are no major issues. It lasts for 
four weeks until creation of the release branches.

It's a good idea for aircraft developers to adhere to this rule. 
However, aircraft in fgdata may be handled as an exception from the 
frozen state. Any change to aircraft may be pushed to the repository if 
it is guaranteed that this change does not affect any other aircraft or 
system and if no file outside the root directory of that specific 
aircraft is changed. Also, aircraft defined as part of the base package 
(e.g. the c172p) enter the frozen state and shall not undergo major 
changes in that period.

This is a very special feature freeze, as we only have a few days left 
before everything changes on earth 
(http://en.wikipedia.org/wiki/2012_phenomenon). Please make sure we get 
all our bugs fixed by that date to have a clean start into the new aera.

If for any reason there is no apocalypse on Friday, regular development 
will start again on January, 17th 2013.

Greetings,
Torsten

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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013): Version 2.10

2012-12-18 Thread Torsten Dreyer
I have just pushed the new version number 2.10 to simgear, flightgear 
and fgdata along with the tag version/2.10.0 for all three repos.

Make sure you pull all three repositories to avoid a version conflict.

After the creation of the release branches on Jan., 17th the version 
numbers will again increase to 2.11.0 on next/master.

I did not touch the other projects at https://gitorious.org/fg/

There is probably a version number in getstart that has to be adjusted 
(Stuart?)

I don't know, if fgmeta et.al. need some adjustment?

Torsten

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[Flightgear-devel] Performance

2012-12-16 Thread Torsten Dreyer
Hi everybody,

I just had the chance to compile a recent git-pull on my old and 
battered linux-notebook workhorse and with great delight, I noticed that 
I can run FlightGear again with 26fps at KSFO. I had to strip down most 
eye candy shaders for the GeForce Go 7400 but 3D clouds render fine 
without a noticable drop in framerate, even if a cloud spawns the entire 
screen. That was much worse a few month ago when FlightGear barely ran 
on that old hardware.

Whoever was involved in that magic - well done! Thanks for still 
supporting older and weaker hardware.

Torsten

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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-14 Thread Torsten Dreyer
Hi Adrian,

you are doing an excellent job at marketing your product ;-)

As I do not have the time to proof you wrong, you deserve the chance to 
proof me wrong! I'll shut up now and stop objecting against merging your 
code. I won't be able to merge it myself before we enter the feature 
freeze but probably someone with commit rights takes care of it.

I hope I find some time to test the LOWI approach which had the chance 
to do in RL recently...
(http://data.x-plane.com/Docs/LOWI.pdf)

Thanks,
Torsten

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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-14 Thread Torsten Dreyer
Am 13.12.2012 16:28, schrieb geneb:
 Um, no he's not.  He just happens to be a contributor like the rest of us.
 :)  There is no herder for the Free Range Cats that make up the FlightGear
 project. :)
How disappointing ;-)

 Frankly, I think your addition to FlightGear is fantastic and a needed
 feature for the non-entertainment side of the house.  If the gamers don't
 like the small frame rate hit, they can just turn it off.
But being called a gamer, _that_ is discouraging!

Greetings
Torsten


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Re: [Flightgear-devel] Real-Time Radio Propagation

2012-12-13 Thread Torsten Dreyer
Hi

replying to multiple posts here, I'll try to collect and answer to some 
arguments.

First: I totally agree that our current nav/comm radio implementation is 
far from being realistic w.r.t. propagation of the radio signal close to 
or on the ground. This should be improved.

I spent an hour or two reviewing your code and I still think your 
implementation should not be merged into the code base. Let me explain why.
- Realism
Your algorithm takes into account many factors responsible for radio 
probagation. Most of those factors are unknown in our data set and we 
have to use assumptions for their values. The less data we have and the 
more assumptions we have to use, the more unrealistic the algorithm's 
result become. My definition for realism is: Does the simulator compute 
the same value as I would expect in the same situation in real life? I 
strongly doubt the algorithm together with our limited set of data can 
provide this. In some cases, the used algorithm is plain wrong as we 
know by definition (ICAO rules) the propagation of the radio signal.

- Performance
The most important limiting factor for radio propagation on VHF and up 
is question line of sight or obscured by terrain. Your approach is 
to perform terrain samples along the line between the sender and 
receiver which is expensive. My idea for the newnavradio was to traverse 
the scenegraph along the straight line between sender and receiver and 
probe for ground intersection. This is basically the functionality as 
the probe for ground elevation, which could be reused. The difference of 
performance impact is dozens or even hundrets of scenegraph traversals 
compared to just one.

- Landcover
Landcover contributes only neglible compared to terrain obscucarion to 
the loss of signal strength.

- Coding style
* You copied parts of the terrain sampler from advanced weather. Better 
reuse existing code, probably modify so it suits both usecases.
* Using long chains of if/else or switch/case makes code hard to read 
and is usually a good indication for a flaw in the software design.
* I prefer named constants instead of numbers to imporve readability.

Summary
You obviously spent a lot of time implementing the itm algorithm as a 
subsystem and I feel sorry if it is discouraging for you or other 
potential contributers that I (and I am just speaking for myself) do not 
support this contribution. My apologies for not speaking up earlier.
This implementation only adds a pseudo-realistic radio propagation 
simulation due to lack of real data at the cost of cpu intensive 
calculations and a complex new subsystem that has to be maintained over 
the time. The same pseude-realism could be achived by implementing an 
approximation for signal attenuation for line of sight and obscured 
propagation paths (probably as simple as distance-squared and 
distance-to-the-power-of-something). Neither your implementation nor my 
suggestion provides a realistic prediction of the radio signal 
quality, both are more or less approximations. It's the gain/pain ratio 
that differs significantly.

Please forgive my my clear words - it's not my intention to offend anybody.

Regards,
Torsten

Oh - one last thing:
Committing code just because somebody spent much time writing it or not 
committing would be discouraging should never be a reason to do so.

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Re: [Flightgear-devel] Real-Time Radio Propagation, Was: Sqlite location

2012-12-10 Thread Torsten Dreyer
Hi,

let me chime in here with a personal note, hoping it's not offending 
anybody.

Although I like having accurate and detailed computation of our 
real-world simulation, I'm not really a friend of the radio propagation 
code with the level of detail given. Please let me explain why that is 
the case:
The radio stations used for aviation purpose certainly follow the same 
physical laws as any other radio station does. However, their 
performance have to adhere to some specific rules, mostly set up by the 
ICAO. Service volumes is on of these rules, a straight ILS final track 
is another etc. If real life's environment disturbes the performance of 
the radio stations, the operator has to work hard to override these 
environmental impacts. As we usually do not have any detailed 
information about how the radio station is set up (and I doubt, we will 
ever get those), it's close to impossible to correctly model radio 
probagation of a specific station. Adding envirionmental factors besides 
terrain and terrain cover and the factors of aircraft installations will 
result in a wide range of uncertainty, spoiling all the detailed 
computation of the radio signal propagation.

As a pilot, I am usually just interested in the factor, if I am within 
the service volume of a radio station. If so, I'd expect a clear and 
correct indication, probably with the well-known system errors applied. 
If I am outside the service volume, the systems may show something, 
but I do not really care about what exactly an ILS indicator (as an 
example) is showing.

 From real life experience, I can say that barely two stations behave 
the same if you are outside their published range. Sidelobes of a 
localizer may appear at on site and may not at another site. False 
glideslopes appear here but do not show up somewhere else. It depends 
heavily on the local setup of the base equipment (and to some degree on 
aircraft installations). However, I have seen the shoreline effect of 
ADF stations deflection my ADF needle heavily and I have seen effects of 
nearby thunderstorms and lightning on the instruments. I'd love to see 
these effects modeled.

That said, I think doing realtime radio signal propagations is much more 
that we need and much more than we want. At least unless we are 
multi-threading and have a spare CPU for those computations.

This is certainly just my personal point of view.

Greetings,
Torsten



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Re: [Flightgear-devel] JSBSim Piston Engine Idle

2012-12-10 Thread Torsten Dreyer
I'd be grateful for an update of the Dragonfly and the ogeL. The 
Dragonfly's configuration was a wild guess, and only very vaguely based 
on real numbers. ogeL's engine is by definition just fantasy ;-)

Thanks,
Torsten

Am 08.12.2012 20:12, schrieb Ron Jensen:
 I took a quick look through the FGData Aircraft directory today and came up
 with a list of some 27 JSBSim piston engines that still seem to be using
 either the old aeromatic default values for idle manifold pressure (minmp)
 or suspiciously low values.

 As time permits this week I intend to take a deeper look at this list and
 adjust the minmp value as seems appropriate, if there are no objections.
 I know a couple of engines have different versions in other repositories
 (JSBSim or personal hangers) that are updated and just need to be copied
 into FGData.

 Ron


 Probably won't idle:
 
 Aerocar/Engines/Lycoming_O-290.xml:  minmp unit=INHG   6.0 /minmp
 an2/Engine/ASH-62IR.xml: minmp unit=INHG   5.0 /minmp
 Boeing314/Engines/WrightGR-2600.xml: minmp unit=INHG   6.0 /minmp
 c150/Engines/eng_O-200.xml:  minmp unit=INHG   6.0 /minmp
 c172r/Engines/engIO360C.xml: minmp unit=INHG   6.5 /minmp
 c182/Engines/engIO540AB1A5.xml:  minmp unit=INHG   6.5 /minmp
 c182rg/Engines/engIO540AB1A5.xml:minmp unit=INHG   6.5 /minmp
 c310/Engines/engIO470D.xml:  minmp unit=INHG   6.5 /minmp
 c310u3a/Engines/engIO470D.xml:   minmp unit=INHG   6.5 /minmp
 dc2/Engines/R-1820-R52.xml:  minmp unit=INHG   6.0 /minmp
 dc6/Engines/CB17.xml:minmp unit=INHG   6.0 /minmp
 dc6/Engines/eng_R-2800.xml:  minmp unit=INHG   6.5 /minmp
 Dragonfly/Engines/Rotax582.xml:  minmp unit=INHG   2.1 /minmp
 Dromader/Engine/engine_Asz-62IRM18.xml:  minmp unit=INHG   5.0 /minmp
 fkdr1/Engines/Oberursel-UrII.xml:minmp unit=INHG   6.0 /minmp
 flash2a/Engines/503.xml: minmp unit=INHG   2.0 /minmp
 Lockheed1049/Engines/WrightCyclone-975C18CB1.xml:   minmp unit=INHG  6.0 
 /minmp
 Lockheed1049h/Engines/WrightCyclone-972TC18DA3.xml: minmp unit=INHG  6.0 
 /minmp
 Lockheed1049h/Engines/WrightCyclone-975C18CB1.xml:  minmp unit=INHG  6.0 
 /minmp
 Noratlas/Engines/Bristol-739.xml:   minmp unit=INHG6.0 /minmp
 ogel/Engines/200hp-jsbsim-2.0.xml:  minmp unit=INHG6.0 /minmp
 P-38-Lightning/Engines/Allison.xml: minmp unit=INHG6.0 /minmp
 p51d/Engines/Packard-V-1650-7.xml:  minmp unit=INHG4.0 /minmp
 PBY-Catalina/Engines/PBY-6_engine-new.xml: minmp unit=INHG  6.0 /minmp
 Skyranger/Engines/rotax.xml:minmp unit=INHG6.0 /minmp
 Storch/Engines/Argus_As_10.xml: minmp unit=INHG6.0 /minmp


 Maybe:
 
 G-164/Engines/R-1340-AN1.xml:minmp unit=INHG   7.0 /minmp

 Good:
 
 A6M2/Engines/Sakae-Type12.xml:   minmp unit=INHG  10.5 /minmp
 b29/Engines/eng_R3350.xml:   minmp unit=INHG  12.0 /minmp
 c172p/Engines/eng_io320.xml: minmp unit=INHG   8.3 /minmp
 C684/Engines/6Pfi.xml:   !--minmp unit=INHG   6.0 /minmp--
 Cap10B/Engine/LycomingIO360B2F.xml:  minmp unit=INHG  12.0 /minmp
 Cessna337/Engines/engine_IO360C.xml: minmp unit=INHG  15.0 /minmp
 ercoupe/Engines/c-75-12.xml: minmp unit=INHG  10.0 /minmp
 Nordstern/Engines/eng_Maybach_Mb_IVa.xml:minmp unit=INHG   9.0 /minmp
 SenecaII/Engines/tsio360eb.xml: minmp unit=INHG   10.0 /minmp
 Short_Empire/Engines/eng_PegasusXc.xml: minmp unit=INHG   10.0 /minmp
 Submarine_Scout/Engines/eng_RRhawk.xml: minmp unit=INHG   10.0 /minmp
 ZivkoEdge/Engines/io540.xml:minmp unit=INHG   10.0/minmp
 ZLT-NT/Engines/engIO360C.xml:   minmp unit=INHG   10.0 /minmp

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Re: [Flightgear-devel] Which navradio code is considered standard?

2012-12-10 Thread Torsten Dreyer
Am 22.11.2012 20:44, schrieb ThorstenB:
 On 22.11.2012 10:08, Adrian Musceac wrote:
 I've gone ahead and used the new radio code for navaids, but I have a
 question: which navradio code is considered standard? newnavradio or 
 navradio?

 navradio is the current/old standard, newnavradio is the new module.
 Most aircraft use navradio, few newnavradio. I'm not sure if there
 is a plan to switch/replace the old radio at some point, and whether the
 new module was compatible with the old etc. But for now, both are there.
 TorstenD is the expert here.

The plan was to replace navradio by newnavradio. Due to an unhandled 
exception in my real-life's main loop, I have never been able to finish 
the transition and I will most likely not be able to soon. So please 
consider navradio as standard. Please, don't add too much code to the 
old navradio.?xx files but try to encapsulate new functionality within 
own classes and files and make them as reusable as possible.


Torsten


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Re: [Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-12-02 Thread Torsten Dreyer
 All in all, for my part it seems rather a 2.10 than a 3.0 - some of
 the things which I'd like to see in 3.0 are done, but the majority
 isn't yet.

This is probably true.
To get to the 3.0 goal sometime in the near future, it's probably a good 
idea to create a backlog of open items in the wiki and link the release 
plan document to that.

As usual, we don't have to be perfect for a new major release number. 
But the new features being the reason for the new major  number should 
work reasonably correct. I can't tell if that's the case for Rembrandt 
as I didn't have the time for any tests over the last 12 month or so.

I'll leave this discussion open until the feature freeze on Dec., 17th 
to come to a decision by that date.

Another decision to make is the set of aircraft to be packed into the 
base package. My sugestion is to keep the current set if this is going 
to be a 2.10 release and to reduce to just the c172 if we roll out 3.0.

Greetings,
Torsten


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[Flightgear-devel] Next FlightGear release (Feb. 17 2013)

2012-11-16 Thread Torsten Dreyer
Hi,

in just about one month from now we are entering another round of the 
release process, starting with the four weeks feature freeze period.
This is probably a good time to check in all the great and fancy new 
features that still hide in your local branches.  I'd also like to see 
JSBSim synced before December, 17th.

How should we call our new baby? Is it 3.0.0 or is it 2.10.0? This is a 
carry-over from our last release and gets answered along with: Is 
Rembrandt production ready?

I'd also like to use the remaining four weeks to walk through the 
Lessons Learned section of our Release Plan 
(http://wiki.flightgear.org/index.php/Release_Plan#Lessons_learned)

Somebody was kind enough to add a few points worth thinking about:

1. A lack of stress testing.
We have a four weeks testing period with release binaries publically 
available, so I am not sure how to improve that. Do we need more 
testers? Do we need more time?

2. Lack of graceful feature scaling.
Is this really something we can solve in the release process?

3. Change of the NOAA METAR url
Also, this is more a bug or feature request than an issue with the 
release process

4. broken OSX downloads
Yes - we need to improve the OSX builds. Does Jenkins provide stable 
binaries or do we still need a manual build provided by James or Tat?

5. Irritation caused by code signing
Probably same as 4.?

6. GLSL errors
Probably just a special case of 1.

7. Missing files in the Windows build
Probably just a special case of 1.

8. Write the changelog ASAP
Yes - That can easily start right now. As it is just a simple wiki page, 
please contribute to
http://wiki.flightgear.org/Changelog_3.0.0

9. Lifting the code freeze for certain new features.
As a clarification: We do not enter a code freeze but a feature freeze. 
Code changes are welcome after December 17th as long as it is guaranteed 
(not just unlikely) that they do not introduce any side effects and 
become a release blocker. It is the sole responsibility of the commiter 
to decide if that is the case or not. Every new feature that didn't make 
it into the respository by the deadline may probably easily wait for 
another four weeks to get commited. Remember: most aircraft are not 
affected by the feature freeze and aircraft developers quickly adopt and 
use new features as they become available.

10. Updating the wiki w.r.t. hardware recommendations
Yes - this is a task for everybody.

Last, but not least:
Will we be able to create release binaries for our three major platforms 
automatically and probably release candidates for them on a regular 
schedule (e.g. once a week) from the same code base using the same 
pre-release version number?

Thanks for reading that awfully long post ;-)

Torsten

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Re: [Flightgear-devel] 3d clouds on multi-display systems (was Re: FSWeekend 2012...)

2012-11-09 Thread Torsten Dreyer
Am 08.11.2012 23:24, schrieb Stuart Buchanan:
 I'm confused.  From my reading of Durk's post, 3D clouds would appear to work
 fine for a multi-display system out-of-the-box, but your comment
 here indicates
 that there is an issue that requires fixing by restricting the random seed.

Hi Stuart,

just one more note about multi-displays on a single machine: With our 
four cards driving eight displays at 1600x1200, the 3d clouds appear 
seamless across the individual displays and they work fine when clouds 
are scattered or few and you stay well clear of the clouds. When a cloud 
starts occupying a big part of one or more screens, there is a massive 
drop in frame rate, down to unusability.
The same hardware runs smooth with 60fps (synced to vblank) in any 
situation with just a single display.

Torsten

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Re: [Flightgear-devel] FSWeekend 2012...

2012-11-08 Thread Torsten Dreyer
Am 06.11.2012 22:16, schrieb Durk Talsma:
 Yes, I also talked to Martin Crompton. James told me later on that you had 
 been in touch with him. My action was rather spontaneous, so I asked him 
 whether we could try to support Saitek products, without me knowing that you 
 were also working on it. I hope we can join forces. I got their radiostack to 
 try, and this looks like it's going to be a little more involved, since it 
 may need its own USB driver. I'll try to send Martin just a quick note later 
 tonight.

You might want to check out the event input system, I have implemented 
some time ago. It's much more flexible than our joystick input system as 
it handles more events (relative axies e.g.) and is able to send events 
_to_ the device, too (switching LED's e.g.). Tat implemented this for 
the OSX, so it should be working there, too. The Windows implementation 
is still missing, unfortunately.
Also, Melchior implemented raw HID communication using Nasal for the 
Thrustmaster Warthog, but limited to Linux use.

If the Saitek devices don't use HID at all, things will become _very_ 
tricky and probably impossible to get them running cross platform.


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Re: [Flightgear-devel] fgdata trouble

2012-09-23 Thread Torsten Dreyer

Hi all,

there is a WIKI page for this topic:
http://wiki.flightgear.org/FlightGear_Git:_splitting_fgdata

Many points have been discussed over and over some time ago.
If there is something new that has developed over time, please add it to 
the wiki page before it gets lost on the mailing list.

Torsten

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Re: [Flightgear-devel] license

2012-09-03 Thread Torsten Dreyer
Looks like the dialog is GPL and the screenshot image is CC.
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Re: [Flightgear-devel] Gear transit times

2012-08-30 Thread Torsten Dreyer
Am 30.08.2012 03:51, schrieb castle...@comcast.net:
 Hi,

 Is it possible to specify gear up and down transit times for each gear?
 In real airplanes the gear never ( well rarely, maybe ) sequence in
 perfect unison.  In reviewing the xml files for the 737, I note there
 are transit times defined for each flap position, but the kinematics for
 the gear is only a single value for up or down based on gear selection
 state.

 Is this something in Nasal?  or native code or something in JSBsim?

I use the actuator in JSBsim to model the gear in the SenecaII, using 
the rate_limit property implement the transit time.

The flightgear autopilot system has a so called noise-spike filter that 
can model transit times.

The flightgear xml based autopilot system can run at FDM rate or at 
frame rate, btw. Using a autopilot tag in your aircraft's -set.xml 
adds the autopilot at fdm rate, using a property-rule runs the same 
config at frame rate.

Torsten


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Re: [Flightgear-devel] FW: Compute ground elevation dynamically for STG format

2012-08-27 Thread Torsten Dreyer
Computing constant values at runtime is bad design and we should not do 
that. No matter if we notice a significant increase in load time now or 
not. The ground elevation at a specific point is well known at scenery 
generation time and that is where the vertical position of an object has 
to be computed. Not in the main loop at the moment of scenery loading 
where computing time is precious.

I can think of one scenario where the information offset from ground 
aka AGL is necessary. This is when the scenery gets recreated and the 
ground elevation changes. In that case, objects may float above or sink 
into the ground with a fixed altitude. IMHO, our scenery database needs 
to know about that offset to create the correct altitude for an object 
in the scenery.

I would not want to see _any_ object in the scenery with a position 
specified by AGL.

If that feature helps scenery developers to _temporary_ place objects, 
may I suggest that this code is enclosed in #ifdef's and only enabled 
during compile time with a special CMAKE switch and never enabled for a 
release?

Torsten

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[Flightgear-devel] FlightGear 2.8.0 is out!

2012-08-17 Thread Torsten Dreyer
Hi,

for the third time in a row, we were able to release a new version of 
FlightGear in time and following our Release Plan. After v2.4.0 exactly 
one year ago and v2.6.0 in February, FlightGear 2.8.0 has been released 
today!

The Windows installers and the source and data tarballs are available 
through our website at flightgear.org and the mirrors are slowly 
catching the new version. The Mac version is still being worked on but 
we expect it to be ready soon.

Thanks to everybody who has contributed to this new version, either by 
coding, bug reporting and fixing or other, probably invisible help.

Please spread the word about our new product!

Torsten

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Re: [Flightgear-devel] Release 2.8.0 - closing release/2.8.0 branch

2012-08-16 Thread Torsten Dreyer
 Do we have a volunteer (Thorsten?) to tag the branches as 2.8.0 to mark the
 official close of changes for 2.8.0(.0)?

 You might want to wait until you cut the release before laying down the 
 tag...
 for 2.4.0 and 2.6.0, we set the tag version/2.x.0-final. I'll set the
 tag version/2.8.0-final on Thursday morning.

Done.

This marks our final state of the code for the 2.8.0 release. Please 
start building our distributables from this tag on the release/2.8.0 
branch.

Anything pushed to fg/sg/fgdata into the release/2.8.0 branch from how 
on will eventually go into a 2.8.0.x bugfix release.

Thanks,
Torsten

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[Flightgear-devel] Release 2.8.0 - closing release/2.8.0 branch

2012-08-14 Thread Torsten Dreyer
Hi all,

I have just suggested off-list to close the release/2.8.0 branches 
(FG+SG+FGDATA) on Thursday (16th) in the morning (UTC) to give those 
packing the binaries and tarballs enough time for the task.

Please shout if there are any objections.

Thanks
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Re: [Flightgear-devel] Release 2.8.0 - closing release/2.8.0 branch

2012-08-14 Thread Torsten Dreyer
Am 14.08.2012 16:06, schrieb Tim Moore:
 On Tue, Aug 14, 2012 at 3:40 PM, Curtis Olson curtol...@gmail.com wrote:
 On Tue, Aug 14, 2012 at 3:30 AM, Torsten Dreyer tors...@t3r.de wrote:

 Hi all,

 I have just suggested off-list to close the release/2.8.0 branches
 (FG+SG+FGDATA) on Thursday (16th) in the morning (UTC) to give those
 packing the binaries and tarballs enough time for the task.

 Please shout if there are any objections.


 Do we have a volunteer (Thorsten?) to tag the branches as 2.8.0 to mark the
 official close of changes for 2.8.0(.0)?

 You might want to wait until you cut the release before laying down the tag...
for 2.4.0 and 2.6.0, we set the tag version/2.x.0-final. I'll set the 
tag version/2.8.0-final on Thursday morning.

Torsten


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[Flightgear-devel] Changelog for Release 2.8.0

2012-08-13 Thread Torsten Dreyer
Hi everybody,

we are very close to our release date, just a few days left until we 
hopefully ship our latest-and-greates-ever FlightGear version.

Please check the changelog at http://wiki.flightgear.org/Changelog_2.8.0 
and make sure every new feature is noted at a prominent place there.

These are not only core features but also new/updated aircraft, scenery 
improvements, usability changes - whatever made FlightGear better since 
the last release.

The changelog is often copied by online media and might help to attract 
new user, so please help creating a persuasive advertising for 
FlightGear 2.8.0!

Thank you

Torsten

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Re: [Flightgear-devel] CAVOK METAR interpretation

2012-07-31 Thread Torsten Dreyer
 No objections but an idea: how about adding a little randomness to the
 cloud cover and visibility?

 Good idea, but I'm not surely exactly how to go about it while retaining
 some element of determinism. I'm worried about multi-computer systems,
 or two users at the same airport in the MP environment.  It would be nice
 if they have as similar an environment from the same METAR as possible.

 One option might be to use a seed based on the METAR timestamp, but
 that makes this time-dependant.

 An alternative might be to use the airport code in the METAR, but then we'll
 get some airports that never get really clear CAVOK conditions.

You are right, randomness doesnt seem to be a good idea. Just another 
w-i-p thought: determin the cloud coverage from pressure and 
temperature/dewpoint. Low pressure and warm temperature result in more 
clouds than high pressure and very cold temperatures.
Having 1030hPa at -10degC will most likely have clear skies and 1020hPa 
at +25degC is probably a nice SCT060 CU sailplane day.

Torsten

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Re: [Flightgear-devel] CAVOK METAR interpretation

2012-07-30 Thread Torsten Dreyer
 I'd like to change our CAVOK definitions to no cloud and 15km
 visibility.  That way those of us using real weather fetch as a matter
 of course might occasionally get gin clear skies without a cloud in
 the sky.  Unlike the UK summer this year...

 Any objections?

No objections but an idea: how about adding a little randomness to the 
cloud cover and visibility?

Torsten

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[Flightgear-devel] Release 2.8.0: feature freeze starts now

2012-06-17 Thread Torsten Dreyer
Hi everybody,

today is June, 17th and this marks our feature freeze for the sources of 
SimGear, FlightGear and FGDATA. Within FGDATA, only aircraft not being 
part of the base package are not part of the feature freeze. Maintainers 
for those aircraft are kindly requested to carefully check not to update 
_any_ file outside their individual aircraft's root directory.

Thanks

Torsten

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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-08 Thread Torsten Dreyer
Thanks for all the replies,

summing all up, I end up with the following:

The summer release will become v2.8.0. Rembrandt is included but 
disabled by default and announced as an experimental but cool new feature.

We keep the current selection of base package aircraft for 2.8.0.

We keep last winter's aircraft commit policy (no feature freeze) for all 
aircraft but the base package's A/C selection.

Is that consensus?

Greetings,
Torsten


Am 02.06.2012 21:36, schrieb Torsten Dreyer:
 Hi,

 in just a bit more than two weeks from now we reach June, 17th,  marking
 the first milestone for the release of next FlightGear version: the
 feature freeze period.

 If you have some great and exciting new features for FlightGear on your
 local disc but not yet pushed the gitorious repository - now is the time!

 Two questions have to be discussed and answered until the release
 branches get created on July, 17th:

 1) What's the version number of the new release?
 a) 2.8.0
 b) 3.0.0

 2) Which aircraft do we ship in the base package?
 a) just the c172
 b) same as before
 c) [name your preferred aircraft]

 3) Should we keep last year's commit policy for aircraft during the
 feature freeze?
 a) yes
 b) no

 Regards,
 Torsten






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Re: [Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-08 Thread Torsten Dreyer
Hi Yves,

I don't think anybody has really worked on or tested switching the nav 
and apt database file format. As this is closely linked to a new 
scenery, I wouldn't want to see this change happen shortly before the 
feature freeze.

Thanks, Torsten

Am 03.06.2012 13:45, schrieb ys:
 Hi Torsten

 What are the plans now for apt.dat.gz and nav.dat.gz ? Will this 
 prehistorical data files still be shipped with flightgear base package 2.8.0 
 ? As far as I understand flightgear is ready to read the newer formats and 
 also the airport scenery tools are ready to use the newer formats. And there 
 are some tendencies to keep this data out of the base package anyway and 
 having a new organized data distribution (which is my favorite).

 I am still comparing 810 data with 850 data for some older airport work done 
 by flightgear contributors. Once this task has finished I will send converted 
 data to the xplane database to be integrated where it makes sense and where I 
 couldn't find original contributor (some airports have already been updated 
 meantime by xplane contributors, so it is necessary to compare every airport 
 and decide which one has more advanced or better data).

 I think it is a good choice to go for the new data format even because 
 contributors are asked to send their edits to robin peels xplane datacenter 
 since many years. Unfortunately 810 xplane data format will not be updated 
 anymore, so without roadmap for a change there is only the possibility to 
 have a own flightgear data distribution, missing huge updates from the last 
 couple of years probably. On the other hand some terrasynced scenery data 
 will be out of data sync probably for some months with the change, but I 
 guess this is the part which can be updated out of core release cycles and 
 base package anyway.

 Cheers, Yves



 Am 02.06.2012 um 21:36 schrieb Torsten Dreyertors...@t3r.de:

 Hi,

 in just a bit more than two weeks from now we reach June, 17th,  marking
 the first milestone for the release of next FlightGear version: the
 feature freeze period.

 If you have some great and exciting new features for FlightGear on your
 local disc but not yet pushed the gitorious repository - now is the time!

 Two questions have to be discussed and answered until the release
 branches get created on July, 17th:

 1) What's the version number of the new release?
a) 2.8.0
b) 3.0.0

 2) Which aircraft do we ship in the base package?
a) just the c172
b) same as before
c) [name your preferred aircraft]

 3) Should we keep last year's commit policy for aircraft during the
 feature freeze?
a) yes
b) no

 Regards,
 Torsten






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[Flightgear-devel] The next FlightGear release (summer 2012)

2012-06-02 Thread Torsten Dreyer
Hi,

in just a bit more than two weeks from now we reach June, 17th,  marking 
the first milestone for the release of next FlightGear version: the 
feature freeze period.

If you have some great and exciting new features for FlightGear on your 
local disc but not yet pushed the gitorious repository - now is the time!

Two questions have to be discussed and answered until the release 
branches get created on July, 17th:

1) What's the version number of the new release?
   a) 2.8.0
   b) 3.0.0

2) Which aircraft do we ship in the base package?
   a) just the c172
   b) same as before
   c) [name your preferred aircraft]

3) Should we keep last year's commit policy for aircraft during the 
feature freeze?
   a) yes
   b) no

Regards,
Torsten






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[Flightgear-devel] updates to nav.dat.gz

2012-04-09 Thread Torsten Dreyer
Hi,

what is our current policy for updates to nav.dat? Do we commit changes 
to the binary gzip'ed file or do we have a central repository for the data?

Would it make sense to have the unzip'ed file in git and zip it for the 
release in make dist?

Torsten

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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-04 Thread Torsten Dreyer
 The cost of shadows is the difference in fps between night and day, as
 shadow rendering is disabled at night.


No moon shadows? I see a long discussion coming up about how unrealistic 
this all is ;-)

Torsten

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Re: [Flightgear-devel] Updated Cub and c172p for Rembrandt

2012-04-04 Thread Torsten Dreyer
Am 03.04.2012 18:02, schrieb Gene Buckle:
 On Tue, 3 Apr 2012, Martin Spott wrote:

 Stuart Buchanan wrote:

 How's the cockpit project going BTW?

 Having a sponsor to pay the transport would be cool  ;-)

 Aside from that, we're looking for a couple of small (8-12 range),
 bright and preferrably identical colour TFT displays for the panel,
 because the mechanics of the yoke prevent installing bigger ones.

 Martin, if you were to pick up a copy of Mike Powell's book Building
 Simulated Aircraft Instruments, you could fill that whole panel pretty
 cheaply, including a servo based artificial horizon.  I would be happy to
 supply you with any custom metal parts that they need.

Our fgpanel instruments can look realistic but nothing's better than the 
real thing...

I have a couple of real instruments that are no longer airworthy and I 
am evaluating how to drive them from FlightGear. The VOR and ADF 
indicators are simple as they are driven electrically and creating the 
synchro signals should be doable with a microcontroller. The gyro and 
pressure instruments require some mechanical work and Mike Powell's 
website just induced the nice idea of aircoils into my brain. If he only 
had an e-Book for download! 17$ for overseas SH adds nearly 50% to the 
price of the book :-(



Torsten


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Re: [Flightgear-devel] Flightgear and Simgear multiple format string vulnerabilities

2012-03-20 Thread Torsten Dreyer
Hi Andres,

thanks for pointing these out. We have been chasing and replacing 
(s)(n)printfs in our code over the years but not at a high priority.
Everytime I (and others) are working on a file and stumble upon a 
printf, we try to replace this with more robust code.

This is low priority, because the possible code injection can only 
happen by the user itself and usually not over the (inter)net. And 
FlightGear is supposed to run in the user's context which should add 
some extra safety. (Never run fgfs as root or Administrator!)

But anyway, these are bad coding styles and should be replaced, the 
sooner the better.

Torsten
Am 20.03.2012 18:18, schrieb Andres Gomez:
 Hi Curtis,

 Here I send details about buffer overflows I commented before:

 The first one is in flightgear/src/FDM/YASim/Rotor.cpp

 line 271   int Rotor::getValueforFGSet(int j,char *text,float *f)
{
.
.
.
 line 277  sprintf(text,/rotors/%s/cone-deg, _name);
 line 287  sprintf(text,/rotors/%s/roll-deg, _name);
.
.
.
 And every similar sprintf in the function getValueforFGSet which copies
 _name string inside text buffer. If rotor's name is very long for
 example in fgdata/Aircraft/bo105/bo105.xml:

 rotor name=AA..AA x=-2.75 y=0.0
 z=1.55 nx=0.05 ny=0 nz=1. fx=1 fy=0 fz=0 ccw=1

 then string AA..AA will overflow  text
 buffer (256 bytes), which could allow local arbitrary code execution by
 a corrupted xml model with rotor tag.

 The second one is in simgear/simgear/simgear/io/sg_socket_udp.cxx:

 line 101 int SGSocketUDP::read( char *buf, int length ) {
  .
  .
  .
 line 108 if ( (result = sock.recv(buf, SG_IO_MAX_MSG_SIZE, 0)) = 0 ) {

 If buf size is less than SG_IO_MAX_MSG_SIZE, then such buffer is going
 to be overflowed, which could allow even remote arbitrary code
 execution. However I'm wondering if that code section is being used for
 flightgear at all. It seems that It is not. Looking at google I found a
 project using that simgear code section:

 http://forge.scilab.org/index.php/p/aerospace-toolbox/
 forge.scilab.org/index.php/p/aerospace-toolbox/source/file/277c4d9fd4a7d23dedef34919c100c80c893e983/sci_gateway/cpp/sci_cpp_find.cxx
 http://forge.scilab.org/index.php/p/aerospace-toolbox/source/file/277c4d9fd4a7d23dedef34919c100c80c893e983/sci_gateway/cpp/sci_cpp_find.cxx

 Regards,

 Andres Gomez

 2012/3/13 Curtis Olson curtol...@gmail.com mailto:curtol...@gmail.com

 Hi Andres,

 Yes I saw your email, but I'm traveling this week and away from my
 desktop computer and all of the code.  I was hoping one of the other
 developers would pick this up and look at it ... otherwise remind me
 next week after I've had a few days to catch up from being gone.

 Regards,

 Curt.

 On Mar 13, 2012 9:57 AM, Andres Gomez ago...@fluidsignal.com
 mailto:ago...@fluidsignal.com wrote:

 **

 Hi Curtis,

 *Are you flightgear's project manager, right?

 Did you see last email I sent to devel list about several
 vulnerabilities in flightgeat? I had no answer so I'm writing
 you in case you didn't see it.
 By the way I recently have also found a couple of buffer overflows.

 Regards.
 *
 2012/3/9 Andres Gomez ago...@fluidsignal.com
 mailto:ago...@fluidsignal.com

 Hi,

 I have found multiple format string vulnerabilities in
 Flightgear and Simgear. This could allow an attacker to
 execute arbitrary code in a Flightgear user's machine. This
 is possible because user controlled format string is passed
 directly to printf family functions without any validation.
 For example if I have an aircraft xml model with a section
 like this:


 text
 nameRegistration/name
 type type=stringtext-value/type
 property type=string/sim/multiplay/callsign/property
 format type=string%s/format
 draw-text type=booltrue/draw-text
  .
  .
  .
 /text

 the format string %s in label

 format type=string%s/format

 is passed directly to snprintf. This line can be changed for
 something like %s %s %s %s which will make Flightgear to
 crash. Even more if %n specifier//is used, arbitrary code
 execution can be achieved. Until now I have found this issue
 in the following files:

 fgfs/flightgear/src/Cockpit/panel.cxx:1237
 fgfs/flightgear/src/Cockpit/panel.cxx:1240
 fgfs/flightgear/src/Cockpit/panel.cxx:1245
 

Re: [Flightgear-devel] auto-coordination

2012-03-13 Thread Torsten Dreyer
Hi Syd,

This is now in git:
The auto-coordination and auto-coordination-factor properties now live 
in /controls/flight. A backward compatibility check in aircraft.nas 
checks if somebody created /sim/auto-coordination and if so, spits out 
a warning messages and makes this property an alias pointing to the new 
one in /controls/flight.
The auto-coordination-factor gets initialized with the default value of 
0.5 if it does not exist but keeps it's value if it does exist.

This implementation does not break the existing behavior (well, 
hopefully). One now may change the amount of rudder deflection due to 
aileron deflection (if auto-coordination is on) by changing the factor 
property. Setting the factor property to zero does not move the rudder, 
even if auto-coordination is on.

Long message for something that simple, just give it a try ;-)

FG and FGDATA pull required!

Torsten

Am 10.03.2012 15:21, schrieb syd adams:
 Sounds good to me.Thanks for dealing with this.
 Syd

 On Sat, Mar 10, 2012 at 2:45 AM, Torsten Dreyertors...@t3r.de  wrote:
 This is in fact my preferred solution.
 - it does not break existing aircraft
 - it keeps existing --enable-auto-coordination behavior
 - it is configurable, even at runtime
 - minimal code change

 I have the patch ready and I'm about to commit it. While at it, I'd like
 to move the involved properties out of /sim/ to /controls.
 /sim is so very much unstructured and a melting pot for properties that
 never found an appropriate location. And I think /controls just fits
 better than don't know where, so put it in /sim. Objections?
 I'll take care of the wrightFlyer1903, the pa22, the waveXtreme150, the
 Saitek X52 and the bintest protocol in FGDATA and adjust the names
 accordingly.

 Torsten


 Am 09.03.2012 21:41, schrieb syd adams:
 Now that sounds like an even better idea.Less chance of breaking
 anything , but still adjustable.Thanks Torsten.

 On Fri, Mar 9, 2012 at 1:32 PM, Torsten Dreyertors...@t3r.dewrote:
 Am 09.03.2012 20:44, schrieb syd adams:
 Ok I haven't entirely given up on the idea of removing the
 auto-coordination from the code.Wouldn't it be more appropriate to add
 that rudder control to controls.nas?
 Then it can be replaced if need be on a per aircraft basis , but not
 break anything
 otherwise.And maybe it could be slip/skid-ball driven ... my whole
 point is NOT to disable it but make it configurable.

 Currently the rudder is set to 0.5 * aileron if autocoordination is
 enabled. The value of 0.5 is hardcoded.
 An easy and portable way to implement your request might be to introduce
 a new property (e.g. /sim/auto-coordination-factor) with the default
 value of 0.5. and change the code
if ( auto_coordination-getBoolValue() ) {
   set_rudder( aileron / 2.0 );
}

 to

if ( auto_coordination-getBoolValue()
  auto_coordination_factor-getDoubleValue()0.0 ) {
  set_rudder( aileron * auto_coordination_factor-getDoubleValue() );
}

 so that setting /sim/auto-coordination-factor to a value of zero or less
 disables the hardcoded auto-coordination but leaves the command-line
 argument and the enable-property usable.

 Torsten



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Re: [Flightgear-devel] Willfully violating Google Terms of Use under the FlightGear umbrella ?

2012-03-12 Thread Torsten Dreyer
Am 12.03.2012 18:25, schrieb andrea...@gmx.net:
 Hi, I'm the one who asked about the legal situation of using elevation
 data from a topographic map.

 http://www.flightgear.org/forums/viewtopic.php?f=5t=15711p=152972sid=0383829e2324ecb1bc0c0ed67655e826#p152945

 I checked with the institution that provides these maps and they said
 they're _not_ free for me to use for scenery modelling.

 Now I have some more questions:
 1. Is it legal to model an aircraft using a flight manual, or a flight
 test data sheet?
 2. Would it significantly improve the accuracy of the terrain model if I
 built it using SRTM-3 or CORINE data, or is the elevation data of the
 standard scenery already based on this data?

I don't think there is a need to discuss this in two places, the forum 
and here. The legal questions here have been discussed before, no need 
to start from scratch.

Torsten

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Re: [Flightgear-devel] auto-coordination

2012-03-10 Thread Torsten Dreyer
This is in fact my preferred solution.
- it does not break existing aircraft
- it keeps existing --enable-auto-coordination behavior
- it is configurable, even at runtime
- minimal code change

I have the patch ready and I'm about to commit it. While at it, I'd like 
to move the involved properties out of /sim/ to /controls.
/sim is so very much unstructured and a melting pot for properties that 
never found an appropriate location. And I think /controls just fits 
better than don't know where, so put it in /sim. Objections?
I'll take care of the wrightFlyer1903, the pa22, the waveXtreme150, the 
Saitek X52 and the bintest protocol in FGDATA and adjust the names 
accordingly.

Torsten


Am 09.03.2012 21:41, schrieb syd adams:
 Now that sounds like an even better idea.Less chance of breaking
 anything , but still adjustable.Thanks Torsten.

 On Fri, Mar 9, 2012 at 1:32 PM, Torsten Dreyertors...@t3r.de  wrote:
 Am 09.03.2012 20:44, schrieb syd adams:
 Ok I haven't entirely given up on the idea of removing the
 auto-coordination from the code.Wouldn't it be more appropriate to add
 that rudder control to controls.nas?
 Then it can be replaced if need be on a per aircraft basis , but not
 break anything
 otherwise.And maybe it could be slip/skid-ball driven ... my whole
 point is NOT to disable it but make it configurable.

 Currently the rudder is set to 0.5 * aileron if autocoordination is
 enabled. The value of 0.5 is hardcoded.
 An easy and portable way to implement your request might be to introduce
 a new property (e.g. /sim/auto-coordination-factor) with the default
 value of 0.5. and change the code
   if ( auto_coordination-getBoolValue() ) {
  set_rudder( aileron / 2.0 );
   }

 to

   if ( auto_coordination-getBoolValue()
   auto_coordination_factor-getDoubleValue()  0.0 ) {
 set_rudder( aileron * auto_coordination_factor-getDoubleValue() );
   }

 so that setting /sim/auto-coordination-factor to a value of zero or less
 disables the hardcoded auto-coordination but leaves the command-line
 argument and the enable-property usable.

 Torsten



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[Flightgear-devel] Sunrises 1.2 commit

2012-03-10 Thread Torsten Dreyer
Hi Fred  Thorsten,

I just noticed, that the Sunrises 1.2 commit reverted a change to 
environment.xml, I have commited two weeks before. That's not a big 
issue, changing that back was just a one-line change.

To help avoiding unintended changes, could you please consider joining 
our regular work-flow and use merge-requests at gitorious instead of 
copying tar-balls? It's so much easier to see what has changed and what 
will be commited to the repository.

Thank you.

Torsten

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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread Torsten Dreyer
Am 09.03.2012 07:51, schrieb syd adams:
 On Thu, Mar 8, 2012 at 10:19 PM, Curtis Olsoncurtol...@gmail.com  wrote:
 Hi Syd,

 That was a hack from the very early days of the project, so if it went away,
 it wouldn't bother me.  Fred might have a check box in the window launcher,
 and there may be a command line option or property value to hunt down and
 remove.

 Curt


 Thanks , Curt.
 Actually I'd prefer the auto-coordination property to remain , and the
 options to enable it too , just that it be handled in an autopilot
 file rather than hard-coded.
 I've added a sort of auto coordination to the R22  below a certain
 airspeed, otherwise I cant get it off the ground no matter how fast I
 tap those rudder keys , and enabling auto-coordination would be a
 easier in these situations, i think.
 At least for those of us without rudder pedals.
 It would mean more work for aircraft designers , but a simple filter
 should easily do what the code does.
 Syd

I can add it to the generic-autopilot-helper or generic-autopilot and 
remove the hardcoded part. Aircraft overwriting the generic-autopilot 
(defining their own A/P) will have to implement their own 
auto-coordination, though.

Torsten

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Re: [Flightgear-devel] Two small weather issues

2012-03-09 Thread Torsten Dreyer
Am 08.03.2012 19:43, schrieb ThorstenB:
 On 08.03.2012 19:21, Curtis Olson wrote:
 I bet there's a line of code somewhere that looks like:

 if ( visibility_meter  1000 ) {
  do_sky_dome_stuff();
 }

 Ha, Curt, I know you cheated! You just looked at the code, right? ;-)
 simgear/scene/sky/sky.cxx, SGSky::repaint:
   if ( effective_visibility  1000.0 ) {
   enable();
   dome-repaint();
   stars-repaint();
   planets-repaint();
   oursun-repaint();
   moon-repaint();

Thanks for the hint, that was easy enough for me ;-)

Thorsten,

the hardcoded value of 1000.0m is now settable at runtime with
/sim/rendering/minimum-sky-visibility
and defaults to 1000m, so the default behaviour is unchanged.

For the precipitation effect, I'm currently working on exposing most of 
the effect's properties to the property tree and implementing the 
current magic using property rules with a disable-switch.
That way you get access to particle speed, -size, -color and many more.

I somehow expect that one day you might want to correctly model the size 
and color of the snowflakes ;-)

Torsten

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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread Torsten Dreyer
Am 09.03.2012 20:57, schrieb Renk Thorsten:
 Ok I haven't entirely given up on the idea of removing the
 auto-coordination from the code.

 Why?

 Wouldn't it be more appropriate to add
 that rudder control to controls.nas?

 Nasal runs per graphical frame, FDMs may need to run faster at low 
 framerates. Nasal AP systems tend to become unstable below 15 fps or so (see 
 the F-14b).

 Then it can be replaced if need be on a per aircraft basis , but not
 break anything otherwise.

 You can replace it now on a per aircraft basis at the simple expense of 
 setting a single property to false. If the aircraft is equipped with a better 
 system, then that system can do so. Why is that a problem?

 And maybe it could be slip/skid-ball driven ... my whole
 point is NOT to disable it but make it configurable.

 Yes, them make it configurable on any aircraft you like. But it should not be 
 absent from any aircraft you haven't touched.
What he probably wants is to set --enable-auto-coordination and _not_ 
use the hardcoded auto-coordination but his own system.

Torsten

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Re: [Flightgear-devel] auto-coordination

2012-03-09 Thread Torsten Dreyer
Am 09.03.2012 20:44, schrieb syd adams:
 Ok I haven't entirely given up on the idea of removing the
 auto-coordination from the code.Wouldn't it be more appropriate to add
 that rudder control to controls.nas?
 Then it can be replaced if need be on a per aircraft basis , but not
 break anything
 otherwise.And maybe it could be slip/skid-ball driven ... my whole
 point is NOT to disable it but make it configurable.

Currently the rudder is set to 0.5 * aileron if autocoordination is 
enabled. The value of 0.5 is hardcoded.
An easy and portable way to implement your request might be to introduce 
a new property (e.g. /sim/auto-coordination-factor) with the default 
value of 0.5. and change the code
  if ( auto_coordination-getBoolValue() ) {
 set_rudder( aileron / 2.0 );
  }

to

  if ( auto_coordination-getBoolValue()
 auto_coordination_factor-getDoubleValue()  0.0 ) {
set_rudder( aileron * auto_coordination_factor-getDoubleValue() );
  }

so that setting /sim/auto-coordination-factor to a value of zero or less 
disables the hardcoded auto-coordination but leaves the command-line 
argument and the enable-property usable.

Torsten



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Re: [Flightgear-devel] Two small weather issues

2012-03-08 Thread Torsten Dreyer
Am 08.03.2012 08:27, schrieb thorsten.i.r...@jyu.fi:

 I still have two small (weather-related) issues which I can't resolve myself:

 * rain is still 'smart' i.e. de-activates above the lowest cloud layer.
 Since Advanced Weather has its own precipitation region control, I'd need
 a dumb version which just rains when I set the property

 * for visibility  1000 m, the skydome seems to unload. This is not a
 problem in the default rendering scheme, but it is with terrain haze and
 scattering shader, because the terrain haze is made seamless with what
 goes on in the skydome shader, not with background light. Thus, for 1.1 km
 visibility everything is fine, but if it deteriorates further suddenly
 rendering artefacts appear. Can we just not unload the skydome?

Hi Thorsten,

I'll try to 'unsmart' the rain and snow. After looking at the code, I 
have two solutions: a quick and dirty one and the one I'd prefer to use 
but needs some thinking. If you can wait for a week or two, I'd go for 
the think-first-implement-later aproach ;-)

If I don't come up with something by the end of March, please give me a 
wakeup call.

For the unloading of the skydome, I'm not smart enough - I have to leave 
this to others, sorry.

Greetings,

Torsten

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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Torsten Dreyer
Am 07.03.2012 18:14, schrieb Roberto Inzerillo:
 Hi everybody,
   it's a few weeks I'm dealing with a few analog to digital converters, I'm 
 using them to convert external analog signals and use them as inputs to 
 FlightGear controls.

 I'm wondering which resolution is best when dealing with properties of type 
 double. My analog values get converted to digital ones before being fed to 
 FGFS. I see FGFS likes doubles, that's ok, I am converting those digital 
 inputs to appropriate double values.

 I'm talking about stuff like /controls/flight/aileron or 
 /controls/engines/enigne/throttle.

 I'll try and be as precise as possible with my hardware so that I get 
 reliable/stable/consistent readings to feed to FGFS, I'm getting closer to 
 make rid of any unwanted highres noise, still I am going to deal with 8, 10 
 or 12-bit resolution digital values. That may be too much and useless. I'd 
 like to crop them down to more reasonable resolution if possible/usefull.

 I see FGFS keyboard/mouse interface uses 7/8bit resolution. I'd like to know 
 if someone can help me figuring out what input resolution should I use for:
 /controls/flight/aileron
 /controls/flight/aileron-trim
 /controls/flight/elevator
 /controls/flight/elevator-trim
 /controls/flight/rudder
 /controls/flight/rudder-trim
 /controls/gear/brake-parking
 /controls/engines/enigne/throttle
 /controls/engines/engine/cowl-flaps-norm
 /controls/engines/engine/propeller-pitch

 I'd prefer keep using 8bit resolution (cheap and reliable solution). I'm open 
 to use 10bit resolution if usefull. I'm willing to go with a 12bit resolution 
 input only if _really_ needed. That's how I see it now.

 I don't want to discard usefull information, nor I want to use useless 
 over-precise values. I'm looking for a reasonable compromise here, but I 
 don't know the internals of FGFS.

 Cheers,
Roberto


Hi Roberto,

for my poor mens procedure trainer, I use 10bit for the flight controls 
and found 8bit by far to coarse. Currently I use 8bits for the toe 
breaks and the engine controls and see some jitter at times. I'll use 
10bit when I update the firmware the next time. Parking brake is just a 
on/off flag (1bit).

HTH

Torsten


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Re: [Flightgear-devel] Double Input Resolution?

2012-03-07 Thread Torsten Dreyer
Am 07.03.2012 20:59, schrieb Roberto Inzerillo:
 I'm not talking about what people are currently doing (I'd go with 24bit
 on everything ... joking!), I'm asking about reasons (technical aspects,
 facts) that can help me decide for high-res against low-res.
 That would help me a lot in making good choices with respect to what
 FGFS is expecting from an input device.

I can tell you from experience with many users during our LinuxTag and 
FSweekend presentations that you need
- for throttle: 1 bit (full/idle)
- for Mixture: 1 bit(full rich/cutoff)
- for RPM: allway full (constant)

Flight controls depend on user experience:
first time user: 2 bit (full-left, more-or-less-centered, full-right)
space cadets (those, who always know better): 32bit is not enough.

;-)

Torsten


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[Flightgear-devel] Rembrandt feedback (was: Project Rembrandt - next steps)

2012-03-04 Thread Torsten Dreyer
Hi Fred,

today, I tried Rembrandt on two Linux machines, both running 64bit 
openSUSE 12.1 (this is Linux) with nvidia'd driver 295.20.
FlightGear ist started in windows mode.

1.) My Notebook having a Intel dual core@1.6GHz, 4GB RAM and a GeForce 
Go 7400 with 256MB RAM.
FlightGear starts, after some time, I see the four corners rendering the 
stages and the main scene but with strange colors. After just a few 
seconds seconds, my kernel panics and I have to reboot.

2.) Our big, fat presentation machine with 2 CPU, 24 cores, 8GB RAM, 
currently one nvidia GTX460 with 1GB RAM.
FlightGear starts without an issue and without any noticable frame rate 
impact (limited to 60fps due to sync-to-vblank). I can see the aircraft 
shadow and the shadow of some scenery objects (not all, though). The 
aircraft shadow seems to be disapearing depending on the view angle.

Torsten

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Torsten Dreyer
 Is there any chance to make Rembrandt switchable (on/off) at startup?

 That should be doable, but not done for the moment. Changes are located
 in CameraGroup.[ch]xx and Renderer.cxx for the flightgear side, in
 sgmaterial.lib for the simgear side and in Effects/ and Shaders/ for the
 data side, not speaking of any model converted or enhanced with lights.

 The main problem to solve would be the duplication of resources. How
 a plane or another model would be compatible to both renderer ?
Sorry for being unclear, my idea was to have the renderer switchable at 
startup. Selecting the aircraft with/without Rembrand-feature does not 
make sense. That way one could use the old renderer for old aircraft 
and the new renderer with Remprand-Ready aircraft.

 But just curious : how many of you reviewed the current code ?
I had a look at the code but never compiled, let alone ran it locally 
due to lack of time.

Torsten

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-03 Thread Torsten Dreyer
Am 03.03.2012 12:33, schrieb Frederic Bouvier:
 But just curious : how many of you reviewed the current code ?

n+1

Just checked out your project/rembrandt branches. Code compiles fine on 
64bit openSUSE 12.1 with OSG from trunk.

Running fgfs spits out many messages, most prominent are:
can't find Effects/ssao.eff
can't find Effects/blur.eff
can't find Effects/blur.eff
can't find Effects/sunlight.eff
can't find Effects/blur.eff
can't find Effects/blur.eff

and dozens of

no image file, maybe the reader did not set the filename attribute, 
using white for type '2d' on '', in /technique[11]/pass[0]/texture-unit[0]

The screen stays white with three black corners (top right, bottom right 
and bottom left). No splash screen. I can exit after some time with 
(Esc)-(Enter).

GPU is GeForce Go 7400 with latest driver.

Anything I can do to help debugging?

Torsten

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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-02 Thread Torsten Dreyer
Am 02.03.2012 19:03, schrieb Frederic Bouvier:
 Now that release 2.6 is out, perhaps it is time to discuss further 
 developments concerning project Rembrandt.
 Although it may already produce pretty images when used by a talented 
 designer (see for example the P92), it is however, not usable by most people.

 The Wiki page summarizes the list of things to do. For wider use, we must 
 first convert the shaders to 'Rembrandt' rules. It also seems there are 
 problems with shadows in multi-threaded modes. Finally, the multi screen 
 should be reviewed (I'll leave spherical projection and stereo for another 
 time). The other points are are less important and can be treated in the 
 next branch.

 Remains the problem of conversion of aircraft models. One of the constraints 
 of Rembrandt is that each model should be modified, or at least reviewed:
* Remove the fake shadow
* Remove ambient occlusion from textures
* Register all transparent surfaces
* Review the use of emissive colors

 Maybe we need to create a label Works with Rembrandt and report models that 
 do not comply.

 thoughts ?

The best time for adding such a huge change is at the beginning of a 
release cycle - which is now. Adding a tag marking the initial commit 
might be a good idea, though.

If Rembrandt breaks nearly all aircraft, maybe we should also split off 
aircraft from FGDATA before/not later than the start of Rembrandt?

The aircraft rating system can hold a Rembrandt-ready label.

Is there any chance to make Rembrandt switchable (on/off) at startup?

Torsten

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Re: [Flightgear-devel] Windturbines facing in wrong wind direction

2012-02-29 Thread Torsten Dreyer
Looks like we have two bugs here:
1. wind turbines with mixed orientations. These should be fixed in the 
database. If the correct orientation in the stg file is zero.

1a. wind turbine orientation and rotation/spin speed is bound to 
/environment/wind-from-heading-deg and /environment/wind-speed-kt which 
represent current wind at the FDM position. This should probably change 
to ground wind. The same is true for the windsock, btw.

2. Particles attached to local move against the wind on the northern 
hemisphere. Note: Particles attached to world (aircraft) behave 
correctly and move downwind. On southern latitudes, particles attached 
to local also move correctly downwind. This seems to be a bug.
IIRC, there was a fix for contrails moving into the wind some time ago - 
maybe this is somehow related.

Torsten




Am 28.02.2012 22:15, schrieb Curtis Olson:
 Certainly it would seem like all the wind turbines would need to share
 the same alignment for them to all point correctly into the wind.

 The windturbine uses wind-from-heading-deg which should be correct, but
 also includes a -90 degree offset and reverses the sense of rotation --
 perhaps to address the choice axis about which to rotate?

 property/environment/wind-from-heading-deg/property
 offset-deg-90/offset-deg
 factor-1/factor

 The smoke is particle system based and thus uses a slightly different
 mechanism -- is the smoke really still reversed?  The steam off the
 catapult on the Vinson is correct.  Wind heading is typically the
 direction the wind is coming from, not the direction it is blowing to.

 Curt.


 On Tue, Feb 28, 2012 at 3:05 PM, D-NXKT d_n...@yahoo.de
 mailto:d_n...@yahoo.de wrote:

 __

 Argh!

 And I thought this issue would be fixed within a few minutes!

  just checked a few turbines in the Netherlands around EHAM - they all

 look good to me. Is there any specific example or area to check?

 

 Torsten

 Ok, I went to the Netherlands, too. Inspected the next windturbine I 
 could find  and it was correct!?!?!

 After friends affirmed that I'm not drunk or a little bitout of order  
 I decided to do it more systematic:

 Scenery_TerraSync/Objects/e000n50  grep windturbine */*  e005n51.txt

 And the result is: a lot of windturbines with orientation 0 and a lot of 
 with 180!

 Picked this two:

 1.) e004n51/3023736.stg:OBJECT_SHARED Models/Power/windturbine.xml
 4.17551 51.92114 0 0

 2.) e005n51/3040067.stg:OBJECT_SHARED Models/Power/windturbine.xml
 5.973 51.048 69 180

 Grabbed the ufo 

 (Btw: is the orientation of scenery stuff visible in the property
 browser?)

 And the winner is:  1.

 This is the evidence!

 The next question is how we should proceed.

 a) fixing this issue in the assumption that the smoke issue is
 decoupled from windturbines

 b) first looking into the smoke issue and then fixing both

 A fast solution would be prefered. I can't see windturbine anymore
 at the moment!

 Best Regards

 D-NXKT


 
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 http://www.flightgear.org - http://gallinazo.flightgear.org



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Re: [Flightgear-devel] Windturbines facing in wrong wind direction

2012-02-29 Thread Torsten Dreyer
Am 29.02.2012 12:25, schrieb thorsten.i.r...@jyu.fi:
 Wind turbines are probably too heavy to swing with the gusts in any
 significant way.
Hehe - yes.

 Drag chute of the English Electric Lightining was also displayed blown
 into the wind at some point - might be related?
That should be an animation not a particle. I'll have a look - thanks 
for the heads-up.

 * Thorsten
Torsten

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Re: [Flightgear-devel] Windturbines facing in wrong wind direction

2012-02-29 Thread Torsten Dreyer
Am 29.02.2012 13:05, schrieb Erik Hofman:
 On Wed, 2012-02-29 at 11:43 +0100, Torsten Dreyer wrote:
 Looks like we have two bugs here:
 1. wind turbines with mixed orientations. These should be fixed in the
 database. If the correct orientation in the stg file is zero.

 I was wondering, shouldn't all wind turbines share the same
 configuration file?

They do, the mentioned rotation is specified in the *.stg file (last 
data column).

Torsten

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Re: [Flightgear-devel] Windturbines facing in wrong wind direction

2012-02-28 Thread Torsten Dreyer
Am 28.02.2012 10:11, schrieb Stuart Buchanan:
 On Tue, Feb 28, 2012 at 12:27 AM, Curtis Olson wrote:
 Interesting -- if smoke is also going the wrong way, maybe a bug was
 recently introduced with wind/environment?

 I recall a big change to a lot of vector classes quite a while ago,
 possible changing
 from SGVec3f to osg::vec3f?

 The created a couple of regressions, IIRC ridge lift worked on the
 wrong slopes.
 So it's possible that this bug has been present for some time.

I just checked a few turbines in the Netherlands around EHAM - they all 
look good to me. Is there any specific example or area to check?

Torsten

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Re: [Flightgear-devel] Sanitizing materials.xml

2012-02-24 Thread Torsten Dreyer
Am 24.02.2012 01:17, schrieb St
 The end result is that I'd like to do the following:
 - Create a new Materials directory under fgdata
 - Move materials-dds.xml and materials.xml into it
 - Create a new Materials/materials-base.xml file containing material
 definitions common
 to both materials files.
 - Create a number of small xml snippets, mainly for random object
 definitions, e.g.
 urban-buildings.xml which will contain the random object definitions
 for Urban areas.

 Any objections to this?
No objections, but a thought:

What about having a sub-subdirectory structure to avoid name mangeling, like
Materials/base/ (contains all common files and includes)
Materials/default/ (contains the default definitions and textures)
Materials/dds/ (contains the dds definitions and textures)

Torsten

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Re: [Flightgear-devel] Bug in config file handling

2012-02-22 Thread Torsten Dreyer
Am 21.02.2012 15:32, schrieb Stefan Gofferje:
 During my tinkering with Sunrises 1.1, I added the following for the
 sim/  section:
 systems
 property-rule
   nameLocal Weather Rules/name
   pathEnvironment/local-weather-rules.xml/path
 /property-rule
 /systems
Doing so replaces the property-rule defined in the global 
preferences.xml at index zero (METAR Interpolation Rule) with the Local 
Weather Rule.
--config does not _add_ the elements defined there but to replace the 
existing elements. If you want to add a new property-rule, you have to 
specify the index like this.

  systems
  property-rule n=3
nameLocal Weather Rules/name
pathEnvironment/local-weather-rules.xml/path
  /property-rule
  /systems

This does make too much sense, however as the local weather rule is 
alread defined in preferences.xml.

Torsten

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Re: [Flightgear-devel] Bug in config file handling

2012-02-22 Thread Torsten Dreyer
Am 22.02.2012 10:47, schrieb Stefan Gofferje:

 Hm, in my preferences.xml are 2 property rules without any index. Shouldn't
 they replace each other then?
Nope - this represents an entire tree and so end up implicitly with
/sim/systems/property-rule[0]/
/sim/systems/property-rule[1]/

By adding your config.xml you build a (temporary) property tree 
containing just
/sim/systems/property-rule[0]/

and overwrite the branch of the preferences tree. If you defined
property-rule n=2 in your config.xml you end up with the temporary tree
/sim/systems/property-rule[2]/
(note: there are no property-rule[0] and property-rule[1] which is 
perfectly legal) and this tree gets merged into the preferences tree, 
adding a third property-rule element.
This is done by intention to allow overwriting elements and not just 
adding new ones.
 This does make too much sense, however as the local weather rule is
 alread defined in preferences.xml.

 That is a negative. I use the 2.6 packages from ThorstenB's OSBS repo. My
 preferences.xml did not contain the property rule for the local weather rules.
 And I never touch preferences.xml because in the next update all changes would
 be lost anyways. Hence I have my mypreferences.xml.
Oh, yes. I was referring to next/master. This has not made it into the 
release. Sorry for the confusion.

Torsten

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[Flightgear-devel] FlightGear 2.6.0 Release(d)

2012-02-19 Thread Torsten Dreyer
Hi everybody,

just in case you havn't yet noticed yet: our release 2.6.0 is out!
This is our second scheduled release following our published
http://wiki.flightgear.org/Release_plan and we did it in time.

Thanks everybody for your support, for your contributions and for your 
patience during this release cycle. It's hard to name everybody who 
contributed to the release and it's just too easy to forget somebody, so 
I'd better not try enumerating them here. But there was on person - once 
again - really standing out with his continous bug hunting activity. 
Very special thanks to him!

Unfortunately, FlightGear is still not ready. Some new bugs popped up, 
some known issues (still) not solved. New features are evolving, waiting 
to get implemented. So, keep on working - expect my next release-status 
e-mail not later than June, 17th!

Torsten




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Re: [Flightgear-devel] git question

2012-02-19 Thread Torsten Dreyer
Am 19.02.2012 21:54, schrieb dave perry:
 Hi All,

 I have been gone for almost a year.  I want to start new source trees
 for simgear and flightgear and track on going development.  Which git
 branches should I check out in this new set of directories?  And from
 the e-mails I have read from the developers list, is appears that fgdata
 still has all the aircraft under development.

 I plan to rate all the AC I have made significant contributions to via
 the published rules and push them to the repository.

Hi Dave,

welcome back! The latest development is in 'next' for SimGear and 
FlightGear and 'master' for fgdata. Yes, fgdata still holds all aircraft.

Some basic instructions are in the wiki:
http://wiki.flightgear.org/Git

Torsten

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Re: [Flightgear-devel] (no subject)

2012-02-18 Thread Torsten Dreyer
Am 18.02.2012 10:55, schrieb Heiko Schulz:

 I have created now a merge Request including the ratings of aircraft 
 Ihave been involved, I hope it is not too late.

 It is :-(


 Of course, it's never too late to be included in the master branch,
 which means that it will be part of 2.8.0 coming out in 6 months from
 now.

 But, submissions for the 2.6.0 release (with the exceptions of bugfixes)  
 were closed one month ago.

 Cheers,
 Durk



 I missed the frozen/red state datum, should take it in my calendar :-(

 Looking forward to the next stop 2.8.0, I would be happy if someone could 
 merge my changes it into master! :-)

Sorry, your merge request contains some 20 or so merges. Please submit a 
new, clean merge-request. (Hint: use git-rebase instead of git-merge on 
your local repository)

Torsten


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Re: [Flightgear-devel] Aircraft ratings on the download page (was Re: Fair practice autorisations)

2012-02-17 Thread Torsten Dreyer
Am 18.02.2012 01:04, schrieb Heiko Schulz:
 I have created now a merge Request including the ratings of aircraft I have 
 been involved, I hope it is not too late.

It is :-(

Torsten

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[Flightgear-devel] release/2.6.0 development ends today

2012-02-16 Thread Torsten Dreyer
Hi,

as we are going to release version 2.6.0 this weekend, the branches 
release/2.6.0 in simgear, flightgear and fgdata shall receive no more 
updates after today (Thursday), 19:00 UTC until further notice to give 
those who are preparing binaries and tar-balls some undisturbed time to 
do their work.

So, please: no pushes to release/2.6.0 in any repository! The branches 
next (fg+sg) and master (fgdata) are unaffected.

Thank you,

Torsten

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Re: [Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-15 Thread Torsten Dreyer
 The FlightGear development team is happy to announce the v2.6.0
 release of FlightGear, the free, open-source flight simulator. This
 new version contains many exciting new features, enhancements and
 bugfixes. Major improvements from v2.4.0 include reduced AI aircraft
 load times, easier graphics tuning, more sophisticated AI aircraft and
 improved usability.

 Founded in 1997, FlightGear is developed by a worldwide group of
 volunteers, brought together by a shared ambition to create the most
 realistic flight simulator possible that is free to use, modify and
 distribute. FlightGear is used all over the world by desktop flight
 simulator enthusiasts, for research in Universities and for
 interactive exhibits in museums.

 FlightGear features more than 400 aircraft, a worldwide scenery
 database, detailed sky modelling, a flexible and open aircraft
 modelling system, varied networking options, multiple display support,
 a powerful scripting language and an open architecture. Best of all,
 being open-source, the simulator is owned by the community and
 everyone is encouraged to contribute.

 Download FlightGear V2.6.0 for free from http://www.flightgear.org.

 FlightGear - Fly Free!

Thank you, Stuart!

I just walked through the commit log since 2.4.0 and added some new 
lines to http://wiki.flightgear.org/Changelog_2.6.0
We will close the collection of changes in that document tomorrow 
(Thursday) evening (UTC). If anything is missing, please add the 
relevant changes in time.

Those who offered a translation into their language are kindly requested 
to start.

The official announcement of the new version should start this weekend 
if everything works as expected - keep your fingers crossed: there is 
still a good bunch of manual work involved in the process...

Torsten

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Re: [Flightgear-devel] Local Weather menu structure

2012-02-11 Thread Torsten Dreyer
Am 22.01.2012 21:27, schrieb Stuart Buchanan:
 On Sun, Jan 22, 2012 at 5:34 PM, Torsten Dreyer wrote:
 And I just pushed that to FGDATA. Global Weather and Local Weather
 is dead. Long live Basic Weather and Advanced Weather :-)

 Thanks Torsten. That looks great.

 BTW, if this change is merged into the 2.6.0 branch, we should also include
 commit a38820828c5343dbcb77d97a65597d736c845ff4, which removes
 a now-redundant reference to the local_weather_tiles menu item.

 I've also made the co-requisite change to The Manual
 (773db8825336521c42fd4d0edb22ca2d1bcc06ea) that should also
 be merged.

I have just cherry-picked the Basic/Advanced Weather patches into 
release/2.6.0 - including Stuarts change to local_weather.nas.

We don't have release branches for the getstart repository (The Manual), 
so there is nothing to merge/pick there.

Torsten

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[Flightgear-devel] Final 2.6.0 Release Preparations

2012-02-10 Thread Torsten Dreyer
Hi all,

for our release of version 2.6.0 next week, we have a few open items on 
our checklist and I am kindly asking for support to get them done:

1. How are our release candidates performing? Are there any release 
blocking bugs that should be taken care of?

2. What is the state of our changelog? 
http://wiki.flightgear.org/Changelog_2.6.0 - Please everybody who 
contributed to the core and fgdata, check the document and fill in the gaps.

3. We need a short official announcement to be sent out to press, fs 
websites, newstickers, CBS, NBC, al-Arabia, ITAR-TASS et al. I'd prefer 
a native English speaker to write on or two enthusiastic paragraphs 
about FlightGear 2.6.0.

Maybe the upcoming weekend is a good time to get these tasks done?

Thanks everybody - let's get this release out and free our resources for 
the next summer's release (maybe 3.0.0, codename Rembrandt?).

Torsten

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Re: [Flightgear-devel] Shader performance

2012-02-06 Thread Torsten Dreyer
Am 06.02.2012 09:51, schrieb thorsten.i.r...@jyu.fi:
 I guess my bottomline is that any code running on a per-frame basis should
 be made more efficient when it can be made more efficient, regardless if
 it is currently the limiting factor for someone or not, simply because it
 may be the limiting element for someone else.
My keyboard does not have a big enough '+' key to second that!

Torsten

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[Flightgear-devel] smooth animations or: what is property-interpolate for?

2012-02-05 Thread Torsten Dreyer
Hi,

i have recently added a new internal command: property-interpolate.
This exposes the SGInterpolator subsystem to bindings in xml animation 
files. The SGInterpolator allows the interpolation of property values 
over time and has so far been used via Nasal in aircraft.door.

For an example, start the Hansajet from git (fgfs --aircraft=Hansajet) 
and zoom to the gyrosyn heading indicator left of the HSI. Locate the 
black/white knob with VOR and ADF written on it. Click it (it swaps 
the assignment of the needle-driving sources) and notice that it does 
rotate smoothly to its new position (it's a 2-position toggle knob).

Now, look at the overhead panel, either by paning the view up and right 
or by pressing shift-v on the keyboard. Locate the six rotary buttons 
GEN.1, GEN.2, ALT.1, ALT.2 and the two between the AC and DC 
instruments. Move them by clicking their left/right edges. Notice they 
move smoothly instead of jumping to the new position.

Thats done completely without Nasal but from just a few lines in the 
animation files. Basically, you have to add two bindings to the pick 
animation:
1. property-assing the target value describing the state of the button
(that's what you are used to do)
2. property-interpolate the position of the model to it's new state's value
(that's the new binding to add)
3. Animate the model's rotation from the position property, not the 
state property
(that's what you have to change)
4. done.

(see the animations for the object SyncKnob and SyncKnobPick.[LR] in 
Aircraft/Hansajet/Models/Sperry-C-6d.xml as an example).

The use of the property-interpolate may be:

Change the value of /some/target/property to the constant value of 
100.0 over 3 seconds.
binding
   commandproperty-interpolate/command
   property/some/target/property/property
   value100.0/value
   time3/time
/binding


Change the value of /some/target/property to the value of 
/some/source/property over 0.5 seconds.
binding
   commandproperty-interpolate/command
   property/some/target/property/property
   property/some/source/property/property
   time0.5/time
/binding

I hope you like it as much as I do - comments are welcome!

Torsten

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Re: [Flightgear-devel] screen.nas FONT size

2012-02-01 Thread Torsten Dreyer

Hi Curt,

add text include=text.xml/ to you aircraft's model file, place 
text.xml in the same directory as you aircraft's model file and see 
hello, world! written in huge letters 20m in front of you aircraft.


Torsten
 PropertyList
!-- It should have a name. Can be used for other animations --
nameMy first Text/name
!-- Use offsets for the initial placement --
offsets
  pitch-deg0/pitch-deg
  heading-deg0/heading-deg
  roll-deg0/roll-deg
  x-m-20/x-m
  y-m0.0/y-m
  z-m2.0/z-m
/offsets

!-- instead of using pitch/heading/roll offset, one may use
 axis-alignment --
!-- remember: x backwards, y right and z up --
!--axis-alignmentxy-plane/axis-alignment--
!--
axis-alignmentreversed-xy-plane/axis-alignment
axis-alignmentxz-plane/axis-alignment
axis-alignmentreversed-xz-plane/axis-alignment
axis-alignmentyz-plane/axis-alignment
axis-alignmentreversed-yz-plane/axis-alignment
--
axis-alignmentscreen/axis-alignment

!-- what type of text to draw, use on of literal, text-value or number-value --
!-- A simple constant, never changing string --
type type=stringliteral/type
text type=stringhello, world!/text

!-- The string value of a property --
!--
type type=stringtext-value/type
property type=stringsome/property/property
format type=string%s/format 
 --

!-- A number from a property --
!--type type=stringnumber-value/type--
!--property type=stringposition/latitude-deg/property--
!--factor type=double1.0/factor-- !-- optional, used to scale the propertie's value --
!--offset type=double0.0/offset-- !-- optional, used to shift the propertie's value --
!--format type=string%5.2lf/format-- !-- the printf() format to display the value --
!--truncate type=boolfalse/truncate-- !-- set to true to truncate to an integer value --

layoutleft-to-right/layout !-- default --
!--
layoutright-to-left/layout 
layoutvertical/layout 
--

draw-text type=booltrue/draw-text !-- draw the text itself --
draw-alignment type=booltrue/draw-alignment !-- draw a crosshair at the object center --
draw-boundingbox type=booltrue/draw-boundingbox !-- draw a bounding box --

fontLiberationFonts/LiberationSans-Regular.ttf/font !-- The font file name, relative to data/Fonts --
character-size type=double2.0/character-size !-- size (height) im meters --
character-aspect-ratio type=double1.0/character-aspect-ratio
max-height2.5/max-height !-- the maximum height of the text --
max-width25/max-width !-- the maximum width of the text --
font-resolution
  width type=int128/width
  height type=int128/height
/font-resolution

!-- chose one of the kerning types or omit for default --
kerningdefault/kerning
!--
kerningunfitted/kerning
kerningnone/kerning
--

alignmentcenter-center/alignment !-- alignment of the text itself --
!-- possible values are 
alignmentleft-top/alignment
alignmentleft-center/alignment
alignmentleft-bottom/alignment
alignmentcenter-top/alignment
alignmentcenter-center/alignment
alignmentcenter-bottom/alignment
alignmentright-top/alignment
alignmentright-center/alignment
alignmentright-bottom/alignment
alignmentleft-baseline/alignment
alignmentcenter-baseline/alignment
alignmentright-baseline/alignment
alignmentbaseline/alignment
--

/PropertyList

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Re: [Flightgear-devel] Separate Instruments Display

2012-01-31 Thread Torsten Dreyer
Am 31.01.2012 05:33, schrieb Geoff Carlson:
 Greetings,

 I am currently working with FlightGear in an academic setting,
 researching flight simulators for a senior design project. My team would
 like to find a way to view the environment simulation and the
 instruments one might find in the cockpit on two separate monitors. I
 was wondering if this functionality already exists in FlightGear or if
 someone could point me in the right direction of how to accomplish this
 goal.

 Thank you for your time,
 Geoff

Hi Geoff,

yes - that's all inclusive ;-)

There is the standalone fgpanel utility for the panel display:
http://wiki.flightgear.org/FGPanel

There is multi-monitor support
$FGSRC/docs-mini/README.multiscreen

All linked together might look like this:
http://wiki.flightgear.org/File:LinuxTag2011_LargeSetup.jpg

Hope this helps

Torsten

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Re: [Flightgear-devel] screen.nas FONT size

2012-01-31 Thread Torsten Dreyer
Am 31.01.2012 19:28, schrieb Curtis Olson:
 However, in this case I'm actually trying to help someone with a small
 project.   There is a theory that if you present a message one word at a
 time, with each word flashing up in the same fixed location
  [..]
That sounds really interesting. Yes, scanning the instruments consumes 
some brain power if you learn to fly IFR. You are trained to scan the 
instruments in a specific order. Presenting them in sequence - I have 
never thought about that. I have to give it a try!

 I see (from git) that you are to blame for the liberation fonts in the
 data tree.  However, I can't find any info or docs referencing them or
 explaining how to use them.  Are they used anywhere?  Are they just
 there to look pretty?  Am I missing something obvious?  Or is larger
 fonts something beyond the capability of the gui and only something
 available for 2d/3d objects?
The liberation fonts are to be used with OSGText (check 
$FGDATA/Docs/README.osgtext). With OSGText, the font is rendered by OSG 
and you put text objects into the scenegraph just like any other 3d 
object. You can attach it to the world, your aircraft or you screen 
(which might be what you want).
The gui text you create in screen.nas is rendered by plib which - IIRC - 
can only display texture fonts (*.txf?) and is somewhat limited in it's 
capabilities. It should be able to deal with font sizes but they might 
look ugly as these are pre-rendered to a specific resolution, just like 
textures.

Hope this helps,,

Torsten

 Thanks,

 Curt.
 --
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 http://www.atiak.com - http://aem.umn.edu/~uav/
 http://www.flightgear.org - http://gallinazo.flightgear.org



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Re: [Flightgear-devel] screen.nas FONT size

2012-01-31 Thread Torsten Dreyer
Am 31.01.2012 20:58, schrieb Curtis Olson:

 The HUD is an interesting idea -- I was able to quickly build a custom
 hud config and write my words individually to a property name for
 display.  With the HUD I can specify a font and a size, but if I scale
 up the size, the font get's really pixelated.
Texture font :-(

 The hud threw an error when I tried to specify a liberation ttf font.

 Are the ttf fonts only available as 3d objects?
Yes.
 Will they work in 2d panels?
No
 If they are 3d only, what would it take to create a simple
 object that I could place in the scene as part of the aircraft model
 (maybe out front somewhere in the main view???) to display text?
There was a forum topic some time ago:
http://flightgear.org/forums/viewtopic.php?f=14t=5740

Check FGDATA/Docs/README.osgtext. Basically you add a to your model file 
something like
PropertyList
   ...all your other model animations...
   text
 ... all the fancy text controlling properties go here
   /text
/PropertyList

You might want to play with
axis-alignmentscreen/axis-alignment
This should keep your text on the same position on the screen, no matter 
where you look at.

and use
draw-boundingbox type=booltrue/draw-boundingbox
so you can see a box around the area where you text should be.

Anders has many examples for osgtext in his Zeppelin ifyou need a hint.

Torsten


 Thanks,

 Curt.
 --
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 http://www.atiak.com - http://aem.umn.edu/~uav/
 http://www.flightgear.org - http://gallinazo.flightgear.org



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Re: [Flightgear-devel] screen.nas FONT size

2012-01-30 Thread Torsten Dreyer
Am 30.01.2012 23:57, schrieb Curtis Olson:
 I want display my text *REAL BIG*
I know exactly what you mean. That started for me some years ago, too. 
Newspapers, books, price tags in the supermarket - decreasing font sizes 
EVERYWHERE!

Torsten

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Re: [Flightgear-devel] Local Weather menu structure

2012-01-22 Thread Torsten Dreyer
 So, let's add a Advanced-- button to the global weather dialog which
 closes the global-weather dialog, enabled local weather and opens the
 local weather dialog. In return, the local-weather dialog gets a
 Basic-- button which disables local weather, closes the
 local-weather-dialog and opens the global-weather-dialog.

 This sounds very convincing to me - I'm in favour of this solution. And
 we'd like to go that road further anyway :-)

And I just pushed that to FGDATA. Global Weather and Local Weather 
is dead. Long live Basic Weather and Advanced Weather :-)

Torsten


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Re: [Flightgear-devel] Local Weather menu structure

2012-01-22 Thread Torsten Dreyer
Am 22.01.2012 21:27, schrieb Stuart Buchanan:
 On Sun, Jan 22, 2012 at 5:34 PM, Torsten Dreyer wrote:
 And I just pushed that to FGDATA. Global Weather and Local Weather
 is dead. Long live Basic Weather and Advanced Weather :-)

 Thanks Torsten. That looks great.

 BTW, if this change is merged into the 2.6.0 branch, we should also include
 commit a38820828c5343dbcb77d97a65597d736c845ff4, which removes
 a now-redundant reference to the local_weather_tiles menu item.

 I've also made the co-requisite change to The Manual
 (773db8825336521c42fd4d0edb22ca2d1bcc06ea) that should also
 be merged.

Ah - thanks. I wasn't aware of that line of code. We should make sure, 
ThorstenR has backported that into his codebase when commiting a new 
version from him.

I am hesitating from picking this into the release branch as one could 
argue if that was a bug fix. But if it's general consensus  that this a 
an improvement that should make it into the release, we should do it. 
The change is releatively small but I'd feel better if ThorstenR tested 
it before it gets picked.

Torsten

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[Flightgear-devel] [OT] Riding the cannonball

2012-01-21 Thread Torsten Dreyer
This reminds me a bit on Münchhausen's ride on the cannonball:
http://de-de.facebook.com/photo.php?fbid=281725951859631set=pu.281671675198392type=1theater

But it certainly looks like great fun!

Torsten

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