Re: [Flightgear-devel] 1.9.2 release for FSWeekend?

2009-09-06 Thread Durk Talsma
Hi James,

I'm certainly open to the idea, but I don't think I'm able to manage that, 
since I'm both primarily responsible for organizing FSWeekend, and have been 
coordinating the releases in the last few years as well. Having two deadlines 
come up at the same time, in addition to teaching four courses (of which two 
are new - lots of preparation), a deadline for a grant proposal, and a major 
review paper (both Sept 30), as well as serving on a PhD defense committee and 
preparing a symposium talk (Nov 2 and 3 respectively), I'm not sure whether 
I'm alive by the start of FSWeekend. :-)

For this reason, my personal preference would be to continue regular 
development until FSWeekend, than allow us a few weeks for bugfixing and Beta 
testing. That would put the release around christmas time, which would be a 
lot more of an easy time for me.

I agree with Heiko (see earlier post in this thread) that we should have a 
more careful beta testing period. Last year we had a few last minute check-ins 
that turned out to bite us. Let's try to circumvent that.

Cheers,
Durk

On Saturday 05 September 2009 11:36:39 James Turner wrote:
 Subject says it all, I think - what do people think about doing a
 1.9.2 release just before FSWeekend (i.e first week of November)?
 There's been enough improvements across the board (JSBSim updates,
 many divions by zero / NaN fixes, improved random objects; just for
 starters - I'm sure there's many things I've forgotten) quite apart
 from the effects work.

 I'll leave it to Tim and co to decide if shaders / effects are enabled
 or disabled by default in such a release - and the same for Torsten's
 new input code.

 Regards,
 James


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Re: [Flightgear-devel] pilot list error

2009-09-06 Thread syd adams
Last test shows correct amount of players , pilot list good , model view
good , but now apparently when someone leaves and valid becomes false , they
remain on the pilot list / model view for a short time , though no 3d model
is visible in the model view.
But I need sleep , have to look at it tomorrow.
Cheers

On Sat, Sep 5, 2009 at 10:44 PM, syd adams adams@gmail.com wrote:

 Changing line 275 in multiplayer.nas to

 distance-to-km: distance / 1000.0 or 0,

 appears to get things running again.



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[Flightgear-devel] Fw: Latest CVS with Joystick on Vista...

2009-09-06 Thread Rob Shearman, Jr.
Disregard the below.  I found the e-mail in question.  I'll switch the axis 
numbers in my bindings file until the next Win32 build which will contain the 
patch affecting the windows tags.

(Oh, and also I obviously meant Aug 17 and not 19.)

Sorry,
-R.

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu



- Forwarded Message 
From: Rob Shearman, Jr. rmsj...@yahoo.com
To: FlightGear Developers flightgear-devel@lists.sourceforge.net
Sent: Saturday, September 5, 2009 9:56:35 AM
Subject: Latest CVS with Joystick on Vista...


Hi all --

I probably just missed the discussion, but when I upgraded to the latest CVS 
build for Win32 just now (dated Aug 19), my throttle axis and joystick axis 
seem to have gotten reversed.  I'm using the same bindings file I always have.  
Is this a bug, or a remapping to align Linux with Vista axis numbering, or 
other?

Thanks, and sorry if this was already mentioned somewhere.

Cheers,
-R.

 Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as rm...@umd.edu


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Re: [Flightgear-devel] Source code control systems

2009-09-06 Thread Durk Talsma
Hi Curt et al.,

Well, I guess that most has been said already, but let me weight in with just 
a few additional points. I also believe that it is time to move the 
repositories over to a higher capacity  and professionally maintained infra 
structure. My experiences with google code are generally very positive, so I 
have no objection there. My impression is that the majority of developers 
prefer git over SVN, so I believe that that should be the control system of 
choice.

Currently, the base package is growing rapidly, and I believe that for the 
next release, we should make an effort to bring it back to a size as small as 
possible. Moving the base package repository over to a new server might be the 
most excellent opportunity to split it into several smaller (optional 
packages). FWIW, I would prefer to provide only 1 aircraft (the cessna), and 
no AI stuff with the base package. That would bring the download size down 
considerably. Aircraft could be provided as separate downloads, not only from 
the website, but preferably also as a separate SVN/GIT checkout. The same 
would be true for AI. Whatever else should we be able to split off and provide 
separately.?

Finally, regardless of where we migrate to, This is also an excellent 
opportunity to think about how we provide the infrastructure for new releases 
and were we put the final download packages. Ideally, releases should be build 
on the server. During the last versions, that wasn't possible, because I 
didn't have shell access to the host, resulting in building it at home, and 
uploading it through a very slow wireless connection, with many problems as a 
result. 

if google code were to allow me to do all  those things remotely they'd get my 
vote.

Cheers
Durk




On Wednesday 02 September 2009 17:55:07 Curtis Olson wrote:
 Source code control systems are close to religious topics for many people
 so I want to avoid potential panic here.  I understand that due to the
 diversity of opinions within our developer community, it will be impossible
 to reach any kind of consensus for any action.  Even the default of no
 action is controversial. :-)  My goal here is to not debate the final
 solution, but hopefully find some agreement so we can move a step forward,
 and from that new position, we will be in a better position to discuss
 future options.

 So to start out, I think most of us agree that CVS is old and clunky and
 there are a variety of better options available.

 In addition, I am self hosting our master CVS repository which means that
 if my machine breaks, I personally am on the hook to drop everything else
 and do whatever it takes (ranging from hardware, to OS, to security, to
 whatever ...) to find and fix the problem before we can get our repository
 back online.  What if I happen to be on vacation or on a work trip or get
 hit by the proverbial beer truck and then a problem develops with the
 server?  To add new developers, I personally need to manually create
 accounts, adjust group membership, etc. again if I'm out of town or in the
 midst of some crazy work deadline, there could be substantial delays.  In
 addition, I have a remote backup system in place for our CVS server, but
 that is another self managed system and earlier this summer the backup
 system failed and all the backup data was completely lost, leaving us with
 just a single primary copy of the main repository until I could get the
 backup system back up and running again (which it is now.)  These are all
 things that could be improved on and streamlined.

 From my perspective, these administrative issues are of equal importance
  to

 discussing which specific version control system we might step to.  All of
 these things need to be considered together when determining a route
 forward.

 What I propose is that we migrate our self hosted CVS repository to
 code.google.com and in the process convert to SVN.

 1. This gives us professional management of the servers, regular
 professional backups, and an automatec access control system for adding new
 developers.  Google has a tremendous amount of bandwidth and compute power
 behind their systems, way more than I could ever offer on any self hosted
 system.  When something breaks on a google server, there is a pool of
 people available and qualified to fix the problem.  On any self hosted
 system (no matter how well run) there is usually only one person who could
 jump in and fix a potential problem.

 2. We need to move away from CVS somehow.  SVN is a big improvement (but
 yes, I realize many of our developers think that going direct to some other
 system will be an even bigger improvement.)  Let me just offer that this
 doesn't have to be the final destination.  It may just be a step forward in
 our journey.  Please, please don't panic!  I suspect that building a
 gateway between SVN and other systems should be easier and more transparent
 than a gateway between CVS and the other system given that SVN has 

Re: [Flightgear-devel] [flightgear-devel] Internal documentation of props.Node object

2009-09-06 Thread Behlül UÇAR
Searching for it for approximately one day and finding nothing, I decided to
write my own function for converting strings to numeric values. Below is the
function for it:

var stringToNum = func (str) {
var boyut = size(str);
var pointLoc = boyut;
var value = 0;
var i = 0;
for(var k=0; klt;boyut; k+=1)
if (str[k]==46) pointLoc = k;
for (; ilt;pointLoc; i+=1) {
value += (str[i]-48) * math.pow(10,pointLoc-i-1);
}
i+=1;
value = int(value);
for (var j = 1; ilt;boyut; i+=1) {
value += (str[i]-48) * math.pow(10,-j);
j+=1;
}
return value;
}

It would still be good to know if any built-in method does this too :)

Greetings

2009/9/5 Behlül UÇAR ucarbeh...@gmail.com

 Is it possible to find detailed information for each method of Node object
 which is in $FG_ROOT/Nasal/props.nas file.

 Actually my problem as follows: I'm taking input from an input box and i
 assign it to a property. I want it to be a numeric value (double for
 example) but it's always a string. I've tried everything and looked
 everywhere but couldn't find how to do it.

 Because of this shorthandness, at later steps I get NaN errors. I try to
 make some calculations and naturally I can not do since they are strings

 Any help would be very appreciated!

 Greetings

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[Flightgear-devel] [flightgear-devel] Critical error in tutorial system

2009-09-06 Thread Behlül UÇAR
I tried to make a tutorial including target tag and got this error:
Nasal runtime error: No such member: set_lonlat
at .../tutorial.nas line 280
called from .. /tutorial.nas, line 155
called from ../tutorial.nas line 110

I've noticed that in $FG_ROOT/data/Nasal/tutorial.nas, at line 280, there is
a call to function geo.Coord.new().set_lonlat(...)

But after checking $FG_ROOT/data/Nasal/geo.nas, saw that there is no method
named set_lonlat, instead there is a method named set_latlon.

I think this typo should be fixed.
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Re: [Flightgear-devel] navradio

2009-09-06 Thread James Turner

On 6 Sep 2009, at 05:23, syd adams wrote:

 Hello.
Unless Im doing something wrong , I'm now getting these errors  
 trying to compile FG...

 navradio.cxx: In member function ‘virtual void  
 FGNavRadio::update(double)’:
 navradio.cxx:362: error: ‘struct SGVec3d’ has no member named ‘sg’
 navradio.cxx:362: error: ‘struct SGVec3d’ has no member named ‘sg’
 navradio.cxx:363: error: ‘struct SGVec3d’ has no member named ‘sg’
 make[3]: *** [navradio.o] Error 1

 Ive tried compiling SG and FG starting from ./autogen.sh onward ,  
 but no luck.
 I'll try deleting the source for both and do a fresh checkout , but  
 thought I'd mention the problem just in case.
 cheers

It looks like something hasn't updated right - Mathias recently did  
some updates to SGVec3d (in SimGear), and corresponding updates in  
various client FG files, including navradio. On trunk, those .sg()  
references should now say .data() I believe. I'd check your  
navradio.cxx file is updating 'correctly' - sticky revisions, merge  
conflicts, etc. Assuming you don't have any edits to it, deleting the  
file and 'cvs up' should work.

Regards,
James
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Re: [Flightgear-devel] [flightgear-devel] Internal documentation of props.Node object

2009-09-06 Thread Torsten Dreyer
 It would still be good to know if any built-in method does this too :)

Like this?
var piAsString = 3.1416;
var piAsNumber = num(piAsString);

Do you know these links?
http://www.plausible.org/nasal/
http://www.plausible.org/nasal/lib.html

Greetings, Torsten

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Re: [Flightgear-devel] [flightgear-devel] Critical error in tutorial system

2009-09-06 Thread Torsten Dreyer
 I tried to make a tutorial including target tag and got this error:
 Nasal runtime error: No such member: set_lonlat
 at .../tutorial.nas line 280
 called from .. /tutorial.nas, line 155
 called from ../tutorial.nas line 110

 I've noticed that in $FG_ROOT/data/Nasal/tutorial.nas, at line 280, there
 is a call to function geo.Coord.new().set_lonlat(...)

 But after checking $FG_ROOT/data/Nasal/geo.nas, saw that there is no method
 named set_lonlat, instead there is a method named set_latlon.

 I think this typo should be fixed.

That has allready been fixed with a patch for Revision 1.23 on Jan, 15th.
http://cvs.flightgear.org/viewvc/data/Nasal/tutorial.nas?view=log

Torsten

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Re: [Flightgear-devel] [flightgear-devel] Internal documentation of props.Node object

2009-09-06 Thread Behlül UÇAR
I tried all of them as i said my problem was about initialization as string.
By the way I ask a question to here * if and only if * i consume all sources
to research.

2009/9/6 Torsten Dreyer tors...@t3r.de

  It would still be good to know if any built-in method does this too :)

 Like this?
 var piAsString = 3.1416;
 var piAsNumber = num(piAsString);

 Do you know these links?
 http://www.plausible.org/nasal/
 http://www.plausible.org/nasal/lib.html

 Greetings, Torsten


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Re: [Flightgear-devel] 1.9.2 release for FSWeekend?

2009-09-06 Thread Tim Moore
On 09/06/2009 08:13 AM, Durk Talsma wrote:
 Hi James,
 
 I'm certainly open to the idea, but I don't think I'm able to manage that, 
 since I'm both primarily responsible for organizing FSWeekend, and have been 
 coordinating the releases in the last few years as well. Having two deadlines 
 come up at the same time, in addition to teaching four courses (of which two 
 are new - lots of preparation), a deadline for a grant proposal, and a major 
 review paper (both Sept 30), as well as serving on a PhD defense committee 
 and 
 preparing a symposium talk (Nov 2 and 3 respectively), I'm not sure whether 
 I'm alive by the start of FSWeekend. :-)
 
 For this reason, my personal preference would be to continue regular 
 development until FSWeekend, than allow us a few weeks for bugfixing and Beta 
 testing. That would put the release around christmas time, which would be a 
 lot more of an easy time for me.
 
 I agree with Heiko (see earlier post in this thread) that we should have a 
 more careful beta testing period. Last year we had a few last minute 
 check-ins 
 that turned out to bite us. Let's try to circumvent that.
 
I'd prefer to shoot for having a strong beta to show at FSWeekend, then do a 
release
around Christmas. I suppose this implies a feature freeze in the release 
around the
1st of October. My preference would be to do the release like we did the 
maintenance
release -- from a git branch that contains only selected patch sets from CVS.

In order to get users to actually test the beta, do we need to essentially cut 
a release?

Tim

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Re: [Flightgear-devel] 1.9.2 release for FSWeekend?

2009-09-06 Thread Tatsuhiro Nishioka
Hi, 

Though I prefer an official release, I can live with beta release so we can 
avoid killing Durk ;-)
I guess it is a good to have a release (in either official or beta) since we 
can have lots of feedback reports that will improve the quality of FG for the 
scheduled release in the next Christmas. I also want to add that we have enough 
features and bug-fixes for beta release. Shader effects and generic input 
device are in progress, but I guess we can improve these by FSWeekend (or 
Christmas).

I get lots of feedback reports from Mac users on every official release, but I 
have less than ten for every snapshot release. So cutting a release is more 
effective on Mac platform in terms of collecting feedback reports.

By the way, is the version number going to be 1.9.2? I think it should be 
1.10.0 since it is not a maintenance release.
If we are going to have shadow effect working by Christmas, then we could go to 
2.0.0.

Best,

Tat

On Sep 6, 2009, at 9:36 PM, Tim Moore wrote:

 On 09/06/2009 08:13 AM, Durk Talsma wrote:
 Hi James,

 I'm certainly open to the idea, but I don't think I'm able to manage that, 
 since I'm both primarily responsible for organizing FSWeekend, and have been 
 coordinating the releases in the last few years as well. Having two 
 deadlines 
 come up at the same time, in addition to teaching four courses (of which two 
 are new - lots of preparation), a deadline for a grant proposal, and a 
 major 
 review paper (both Sept 30), as well as serving on a PhD defense committee 
 and 
 preparing a symposium talk (Nov 2 and 3 respectively), I'm not sure whether 
 I'm alive by the start of FSWeekend. :-)

 For this reason, my personal preference would be to continue regular 
 development until FSWeekend, than allow us a few weeks for bugfixing and 
 Beta 
 testing. That would put the release around christmas time, which would be a 
 lot more of an easy time for me.

 I agree with Heiko (see earlier post in this thread) that we should have a 
 more careful beta testing period. Last year we had a few last minute 
 check-ins 
 that turned out to bite us. Let's try to circumvent that.

 I'd prefer to shoot for having a strong beta to show at FSWeekend, then do a 
 release
 around Christmas. I suppose this implies a feature freeze in the release 
 around the
 1st of October. My preference would be to do the release like we did the 
 maintenance
 release -- from a git branch that contains only selected patch sets from CVS.

 In order to get users to actually test the beta, do we need to essentially 
 cut a release?

 Tim

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Re: [Flightgear-devel] 1.9.2 release for FSWeekend?

2009-09-06 Thread George Patterson
Hi Tat,

On Sun, Sep 6, 2009 at 11:16 PM, Tatsuhiro
Nishiokatat.fgmac...@gmail.com wrote:
 Hi,

 Though I prefer an official release, I can live with beta release so we can 
 avoid killing Durk ;-)
 I guess it is a good to have a release (in either official or beta) since we 
 can have lots of feedback reports that will
improve the quality of FG for the scheduled release in the next Christmas. I 
also want to add that we have enough
 features and bug-fixes for beta release. Shader effects and generic input 
 device are in progress, but I guess we can
 improve these by FSWeekend (or Christmas).

If you wait until something has improved, then you are running a risk
of never releasing something as it's still improving.


 I get lots of feedback reports from Mac users on every official release, but 
 I have less than ten for every snapshot
 release. So cutting a release is more effective on Mac platform in terms of 
 collecting feedback reports.


 By the way, is the version number going to be 1.9.2? I think it should be 
 1.10.0 since it is not a maintenance release.
 If we are going to have shadow effect working by Christmas, then we could go 
 to 2.0.0.


Current release is 1.9.1 so I'd be happy with 1.9.2. Using 1.10 is out
as it's less than 1.9.1. Which brings up a good question, do we call
the next version of FlightGear 2.0?


Regards


George

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Re: [Flightgear-devel] Source code control systems

2009-09-06 Thread Martin Spott
Curtis Olson wrote:

 [...] I really appreciate those that have responded
 professionally.  This really helps to advance this discussion in a positive
 direction.

Now, if everyone involved also acts professionally, I'm sure we're
going to see a satisfying solution pretty soon.

Cheers,
Martin.
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Re: [Flightgear-devel] 1.9.2 release for FSWeekend?

2009-09-06 Thread Tatsuhiro Nishioka
Hi George, 

On Sep 6, 2009, at 10:38 PM, George Patterson wrote:
 On Sun, Sep 6, 2009 at 11:16 PM, Tatsuhiro
 Nishiokatat.fgmac...@gmail.com wrote:
 Hi,Though I prefer an official release, I can live with beta release so we 
 can avoid killing Durk ;-)
 I guess it is a good to have a release (in either official or beta) since we 
 can have lots of feedback reports that will
 improve the quality of FG for the scheduled release in the next Christmas. I 
 also want to add that we have enough
 features and bug-fixes for beta release. Shader effects and generic input 
 device are in progress, but I guess we can
 improve these by FSWeekend (or Christmas).

 If you wait until something has improved, then you are running a risk
 of never releasing something as it's still improving.

I don't get what you mean by this, since none of my post above said to wait 
until improvement, didn't it?
I said I'm for releasing, not for waiting. 


 By the way, is the version number going to be 1.9.2? I think it should be 
 1.10.0 since it is not a maintenance release.
 If we are going to have shadow effect working by Christmas, then we could go 
 to 2.0.0.


 Current release is 1.9.1 so I'd be happy with 1.9.2. Using 1.10 is out
 as it's less than 1.9.1. Which brings up a good question, do we call
 the next version of FlightGear 2.0?


Maybe you misunderstand the versioning system.
1.10.0 IS newer than 1.9.1 with no doubt. if 1.10.0 is less than 1.9.1, then 10 
is smaller than 9.
Plus, 1.10.0 is very different from 1.1.0. 

We talked about how we should give a version number, and (I believe that) we 
ended up with the following consensus:
Major version (first number) for big step: (e.g. shadows and landing lights for 
2.0.0 IIRC)
Minor version (second number) for feature improvement, basically for scheduled 
release.
Micro version (third number) for maintenance release. This is why we got 1.9.1 
after 1.9.0 (since it was a bug-fix version of 1.9.0).

With this rule, the next release should be 1.10.0 (or 1.10.0 beta) unless 
shadows and landing lights will be implemented until then.
If the next release actually is a maintenance release without new features like 
shaders and generic input device, then it will be 1.9.2.

Tat


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Re: [Flightgear-devel] navradio

2009-09-06 Thread syd adams
After many tries , deleting navradio , doing make clean , make distclean,I
finally had to delete the FG and SG source and do a new checkout . Now
everything compiles fine .
Another reason I'd love to see CVS gone :)
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Re: [Flightgear-devel] [flightgear-devel] Internal documentation of props.Node object

2009-09-06 Thread Csaba Halász
 2009/9/6 Torsten Dreyer tors...@t3r.de

  It would still be good to know if any built-in method does this too :)

 Like this?
 var piAsString = 3.1416;
 var piAsNumber = num(piAsString);


On Sun, Sep 6, 2009 at 1:12 PM, Behlül UÇARucarbeh...@gmail.com wrote:
 I tried all of them as i said my problem was about initialization as string.
 By the way I ask a question to here * if and only if * i consume all sources
 to research.

So, why isn't num() good for you as Torsten said?

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[Flightgear-devel] Solid MP Models

2009-09-06 Thread Ron Jensen
Sometime recently MP Models silently became solid.  IMHO, this is a
horrid state.  Aircraft now crash when new aircraft appear at the same
spawn site.

To say I am upset about this feature is an understatement.  I feel I
am no longer able to use the public multi-player servers.

Ron


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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread Heiko Schulz


 Hi,
I can remember that a whole long time ago it already happened again...
It was wished feature though there was the problem that noone could use  it 
because they always chrashed because starting at the same spot.
And the wish came up to have parking spots on the airports...
Now we have them- why not keep this feature ( as we want to make things right!) 
But we have to extend it: how to make it switchable (if possible) ?
So the user can choose if he wants to have them solid or not.
One problem though I found with this new state: the ground objects (buildings) 
aren't really solid anymore
The plane surfaces yes, the walls not
Regards
HHSstill in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html



- Ursprüngliche Mail 
Von: Ron Jensen w...@jentronics.com
An: FlightGear Dev flightgear-devel@lists.sourceforge.net
Gesendet: Sonntag, den 6. September 2009, 21:42:36 Uhr
Betreff: [Flightgear-devel] Solid MP Models

Sometime recently MP Models silently became solid.  IMHO, this is a
horrid state.  Aircraft now crash when new aircraft appear at the same
spawn site..

To say I am upset about this feature is an understatement.  I feel I
am no longer able to use the public multi-player servers.

Ron


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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread syd adams
Just tried at KSFO , hadn't noticed it before ...

http://imagebin.org/62739

http://imagebin.org/62740

It would be nice to keep this , if startup wasnt a problem :)
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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread Gijs de Rooy

Hey,

 

 Ron Jensen wrote:

 Aircraft now crash when new aircraft appear at the same
 spawn site.

 

Isn't that what happens in RL too? :)

 

Maybey this will finaly force new users to spawn from parking spots? It will 
make ATCing a lot easier 

and more intersting, guiding aircraft to the runways instead of only giving 
people clearence for takeoff 

when they ask. It would also prevent occupied runways on approach.

 

I do agree that it is really ignoring to see your plane crash because someone 
spawned on you. Would a

time switch help with that? Eg. MP-Colission gets active after 30 seconds or 
so. So you got some time

to move your aircraft to a free space...

 

Regards,

Gijs

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Re: [Flightgear-devel] New Joystick Definition, modification of Cessna Citation-X, remark about js_demo.exe and fgjs.exe

2009-09-06 Thread syd adams
Hello , Mike,
I removed the autostart from that one on purpose,
I take it everyone wants it back ?
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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread willie
Ron Jensen wrote:
 Sometime recently MP Models silently became solid.  IMHO, this is a
 horrid state.  Aircraft now crash when new aircraft appear at the same
 spawn site.
 
 To say I am upset about this feature is an understatement.  I feel I
 am no longer able to use the public multi-player servers.
 
 Ron

Just put --runway=28L in your .fgfsrc or on the command line if you want
to join in the MP madn^H^H^Hgoodness at KSFO.

But you are right, before there is talk of a further release we need to
either randomise the starting runway or parking position. At busy times
I have had to try up to a dozen times before respawning at KSFO.

Again this comes back to the game vs sim conumdrum. In the long long
run, I can see the project forking over this but that's for another
discussion..





Best Regards
Willie

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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread Detlef Faber
Am Sonntag, den 06.09.2009, 19:53 + schrieb Heiko Schulz:
 
  Hi,
 I can remember that a whole long time ago it already happened again...
 It was wished feature though there was the problem that noone could use  it 
 because they always chrashed because starting at the same spot.
 And the wish came up to have parking spots on the airports...
 Now we have them- why not keep this feature ( as we want to make things 
 right!) 

I like the new solidness too. It gives some exciting possibilities. E.g
entering Multiplayer Aircraft with the Bluebird walker is now possible.
Maybe loading Vehicles into Aircraft is now possible too. Mooring
multiple boats or Seaplanes together without having them floating into
each other.
Finally camping at the Runway starting point will most likely upset any
ATC. This way people might begin to take care not to stand in the way.

 But we have to extend it: how to make it switchable (if possible) ?
 So the user can choose if he wants to have them solid or not.
 One problem though I found with this new state: the ground objects 
 (buildings) aren't really solid anymore
 The plane surfaces yes, the walls not

walls have never been solid (unfortunately), unless they are sloped


Greetings

 Regards
 HHSstill in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html
 
 
 
 - Ursprüngliche Mail 
 Von: Ron Jensen w...@jentronics.com
 An: FlightGear Dev flightgear-devel@lists.sourceforge.net
 Gesendet: Sonntag, den 6. September 2009, 21:42:36 Uhr
 Betreff: [Flightgear-devel] Solid MP Models
 
 Sometime recently MP Models silently became solid.  IMHO, this is a
 horrid state.  Aircraft now crash when new aircraft appear at the same
 spawn site..
 
 To say I am upset about this feature is an understatement.  I feel I
 am no longer able to use the public multi-player servers.
 
 Ron
 
 
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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread Ron Jensen
On Sun, 2009-09-06 at 21:12 +0100, willie wrote:
 Ron Jensen wrote:
  Sometime recently MP Models silently became solid.  IMHO, this is a
  horrid state.  Aircraft now crash when new aircraft appear at the same
  spawn site.
  
  To say I am upset about this feature is an understatement.  I feel I
  am no longer able to use the public multi-player servers.
  
  Ron
 
 Just put --runway=28L in your .fgfsrc or on the command line if you want
 to join in the MP madn^H^H^Hgoodness at KSFO.

Actually, I was at KNUQ the last time.

 But you are right, before there is talk of a further release we need to
 either randomise the starting runway or parking position. At busy times
 I have had to try up to a dozen times before respawning at KSFO.

As far as spawning at a parking spot, even if you did, you would end up
properly taxiing to the same end of runway spawn spot.

 Again this comes back to the game vs sim conumdrum. In the long long
 run, I can see the project forking over this but that's for another
 discussion..

And this is definitely a game feature...

Ron



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[Flightgear-devel] navradio

2009-09-06 Thread dave perry
I updated SimGear, fgfs source and data yesterday for both my desktop 
and notebook.  The glide slope is now broken.  The angle seems correct 
but it now acts as if the ILS is always from 0 ft MSL.  I tried the rw 
23 ILS at KBTL with field elevation of 952 ft, rw 23 at KBJC with field 
elevation of 5670 ft and rw 28 at KSFO with field elevation near 0.  At 
KSFO, all seems correct.  At KBTL, I flew outbound at 1250 ft MSL and 
the GS crossed center at the OM.  That was 950 ft too low, or about the 
field elevation.  Rockey Mountain Metro is too high to make the same check.

I put
cout  nav_elev =   nav_elev  endl;
after line 361 and un commented
   cout  dist =   x   height =   y  endl;
after line 594 in navradio.cxx.

This produced at KBTL and the pa24-250 the following in the log window:

creating 3D noise texture... DONE
KI266 dme indicator #0 initialized
Nasal Electrical System Initialized
power up
nav_elev = 0
nav_elev = 930
nav_elev = 0
nav_elev = 930
nav_elev = 0
nav_elev = 930
nav_elev = 0
nav_elev = 930
nav_elev = 0
nav_elev = 930
nav_elev = 0
dist = 553.906 height = 281.795
nav_elev = 930
nav_elev = 0
dist = 553.906 height = 281.795
nav_elev = 930
nav_elev = 0
dist = 553.906 height = 281.795
nav_elev = 930
nav_elev = 0

The height is correct.  It looks like every other call of 
FGNavRadio::updateWithPower gets the wrong value for nav_elev.  Hope 
this helps find the bug.

Dave P

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Re: [Flightgear-devel] Source code control systems

2009-09-06 Thread Tim Moore
On 09/03/2009 06:07 PM, Curtis Olson wrote:
 On Thu, Sep 3, 2009 at 4:10 AM, Tim Moore timo...@redhat.com
 mailto:timo...@redhat.com wrote:

 
 It would be a pity to move from CVS and end up with SVN, even
 temporarily.
 First, let's be clear that some other system means Git. Several of us
 already use git for working with Flightgear. If anyone is using another
 system to interact with Flightgear's CVS, I'm not aware of it. There are
 at least two Git mirrors of of Flightgear and Simgear, so the conversion
 work has already been done.
 
 
 As long as this discussion is branching off in several directions, is it
 worth discussing mercurial versus git?  code.google.com
 http://code.google.com supports mercurial (hg).  I have never used
 either.  I've done a bit of googling, but much of the information I've
 found has been dated, or not written in a way that convinces me of the
 author's objectivity.
  
...
 
 The advantages of distributed version control systems over centeralized
 ones like SVN are numerous, and I won't hash them out here unless it
 becomes necessary :) code.google.com http://code.google.com does
 support Mercurial (also known
 as Hg), and I would urge you to consider that as a target instead of
 SVN.
...

 From what I've read, hg and git seem to be converging in similar
 directions and each tool seems to be adding features to address their
 own weaknesses in comparison with the other.
 
My point about trying hg boils down to this: if you absolutely must use
code.google.com because the infrastructure support is so compelling,
then hg is the way to go. I'd deal with using hg, perhaps via git.
But you should remember that the fg developer expertise lies very much
with git. If you're willing to consider other hosting sites than google,
savannah.org and github.com are worth checking out; we might be able
to get opendesktop.org to host us as well.

 Just as I'm writing this I am remembering an old grad school class
 project I did with two other guys.  We created a system based on CVS
 which would automatically replicate a CVS repository across all
 participating systems.  This was back when we were all on dialup, and
 you usually dialed into a bulletin board system, not an ISP.  (Am I
 dating myself?) :-)   So we set up uucp bewteen our home machines and
 all the communication was done through emails that were automatically
 intercepted and parsed on the receiving end.  The uucp subsystem took
 care of automatically dialing up the other computers if there was
 something in the mail queue to be sent.  There was a token for each
 file and you had to have the token in order to do a commit.  If you
 didn't have the token, a token request was broadcast (over email/uucp)
 and eventually it would be sent back to you and you could finalize the
 commit.  Believe it or not, this system actually worked and worked
 rather well to maintain synchronization between distributed repository
 copies across a non-internet connected collection of machines ... back
 in the days before DSL and cable when it was actually difficult to get
 connected up to the internet.
Sounds a lot like CVSup.
 
 I haven't checked it out yet, but I did browse it. I did notice that you
 imported the expanded CVS $Id$ strings into SVN, which is going to get
 very messy. At the least you should do the CVS checkout with -kk.
 
 
 I didn't do a cvs checkout, but just ran cvs2svn ... I wonder if it has
 an option for this?  Nothing is jumping out at me yet ...
I don't know the tool, but I think you want --keywords=off.

Tim

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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread Gene Buckle
 Finally camping at the Runway starting point will most likely upset any
 ATC. This way people might begin to take care not to stand in the way.


You'll need something to combat that with people that do it on purpose. 
I would suggest extending Anders mute player function to not only ignore 
text from them, but not display or collide against their aircraft model.


g.

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[Flightgear-devel] Reloading a protocol file

2009-09-06 Thread AC001
Hi all.

Would it or could it be possible to reload a protocol file as the sim is 
running.

The problem is that small changes to the protocol file eg simply 
changing the format means restarting the whole sim which unfortunately 
on my machine takes time.

The only parts of interest would be the contents of the 
inputoutput's chunktags.

At a minimum what would be helpful would be just to reload the format. 
Then changing the /node/ and even adding new chunks.

If its not possible for technical reasons, pointers would be appreciated.


regards
Pete
ac001



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Re: [Flightgear-devel] Solid MP Models

2009-09-06 Thread Gary Neely
Collision detection is a desirable feature and and a separate issue
from player muting. I suggest collision be its own option defaulting
to off so as not to affect new participants just getting their start
as KSFO.

-Gary


On Sun, Sep 6, 2009 at 7:00 PM, Gene Bucklege...@deltasoft.com wrote:
 Finally camping at the Runway starting point will most likely upset any
 ATC. This way people might begin to take care not to stand in the way.


 You'll need something to combat that with people that do it on purpose.
 I would suggest extending Anders mute player function to not only ignore
 text from them, but not display or collide against their aircraft model.


 g.

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Re: [Flightgear-devel] Reloading a protocol file

2009-09-06 Thread Gene Buckle
 Would it or could it be possible to reload a protocol file as the sim is
 running.

I'll second this one.  I'm working on adding FG support to RJGlass and the 
little tweaks are killing me with 30+ second cycle times. :)

g.

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