Re: [Flightgear-devel] Fwd: fg-home on windows and mac

2009-10-08 Thread Vivian Meazza


 -Original Message-
 From: Jacob Burbach [mailto:jmburb...@gmail.com]
 Sent: 08 October 2009 04:08
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Fwd: fg-home on windows and mac
 
 In Linux the users flightgear directory is at  /home/username/.fgfs.
  As I don't have a windows pc and haven't yet tried flightgear on my
 mac, I wonder if someone can enlighten me to the path for the users
 directory on those systems.
 

In Windows? I'm not sure exactly what you are asking, or indeed why! FG puts
its user stuff here:

C:\Documents and Settings\username\Application Data\flightgear.org

But you can put the FG exec and data anywhere you like.

Vivian



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[Flightgear-devel] Terrascenery.googlecode.com question

2009-10-08 Thread Curtis Olson
I see that terrascenery.googlecode.com includes a Models/ directory.  If I
leave this as is, does this directory get searched for models or do I need
to copy this over the top of $FGROOT/data/Models/

Thanks,

Curt.
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Re: [Flightgear-devel] [PATCH] 3D Clouds update

2009-10-08 Thread James A. Treacy
On Wed, Oct 07, 2009 at 09:17:55PM +, Stuart Buchanan wrote:
 Unfortunately the 3D cloud performance seems to be very
 graphics-card specific. My card is a couple of years old, but
 doesn't seem to have the same problems.

I am curious as to what your graphics card is. It would be nice if we
could get an idea of which cards work well - and those that that have
problems so they could be addressed.

-- 
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tre...@debian.org

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Re: [Flightgear-devel] Terrascenery.googlecode.com question

2009-10-08 Thread Martin Spott
Curtis Olson wrote:
 [-- multipart/alternative, Encoding 7bit, 2 Zeilen --]
 
[-- text/plain, Encoding 7bit, Zeichensatz: ISO-8859-1, 10 Zeilen --]
 
 I see that terrascenery.googlecode.com includes a Models/ directory.  If I
 leave this as is, does this directory get searched for models or do I need
 to copy this over the top of $FGROOT/data/Models/

  
http://mapserver.flightgear.org/git/gitweb.pl?p=flightgear;a=commit;h=82a68740f196e57f7dca155ba8fd88bbc94466c4

Just added recently, requires:

  --prop:/sim/paths/use-custom-scenery-data=true

Many thanks to Durk !
This actually allows users of TerraSync/SVN to get the most current
Shared Models together with the respective Scenery tiles. I'm just
right now testing the patch against TerraSync to pull this directory as
well.

Cheers,
Martin.
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[Flightgear-devel] New route manager?

2009-10-08 Thread Curtis Olson
Are there instructions for the new route mgr?  The new version in CVS
doesn't not work like before.  I added two waypoints, but it just flies a
hdg of 0 and doesn't track to the next waypoint any more ... ???

Thanks,

Curt.
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Re: [Flightgear-devel] Terrascenery.googlecode.com question

2009-10-08 Thread Curtis Olson
Thanks Martin, that's a handy option.

Curt.



On Thu, Oct 8, 2009 at 8:58 AM, Martin Spott wrote:

 Curtis Olson wrote:
  [-- multipart/alternative, Encoding 7bit, 2 Zeilen --]
 
 [-- text/plain, Encoding 7bit, Zeichensatz: ISO-8859-1, 10 Zeilen --]
 
  I see that terrascenery.googlecode.com includes a Models/ directory.  If
 I
  leave this as is, does this directory get searched for models or do I
 need
  to copy this over the top of $FGROOT/data/Models/


 http://mapserver.flightgear.org/git/gitweb.pl?p=flightgear;a=commit;h=82a68740f196e57f7dca155ba8fd88bbc94466c4

 Just added recently, requires:

  --prop:/sim/paths/use-custom-scenery-data=true

 Many thanks to Durk !
 This actually allows users of TerraSync/SVN to get the most current
 Shared Models together with the respective Scenery tiles. I'm just
 right now testing the patch against TerraSync to pull this directory as
 well.

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


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Re: [Flightgear-devel] Fwd: fg-home on windows and mac

2009-10-08 Thread Nicolas Quijano
on Windows, it's the environment variable %APPDATA% which maps to what
Vivian said on 2k and XP.
On Vista (and 7 I think), it maps to user/appdata/roaming/flightgear.org

On Thu, Oct 8, 2009 at 3:30 AM, Vivian Meazza vivian.mea...@lineone.netwrote:



  -Original Message-
  From: Jacob Burbach [mailto:jmburb...@gmail.com]
  Sent: 08 October 2009 04:08
  To: FlightGear developers discussions
  Subject: [Flightgear-devel] Fwd: fg-home on windows and mac
 
  In Linux the users flightgear directory is at  /home/username/.fgfs.
   As I don't have a windows pc and haven't yet tried flightgear on my
  mac, I wonder if someone can enlighten me to the path for the users
  directory on those systems.
 

 In Windows? I'm not sure exactly what you are asking, or indeed why! FG
 puts
 its user stuff here:

 C:\Documents and Settings\username\Application Data\flightgear.org

 But you can put the FG exec and data anywhere you like.

 Vivian




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Re: [Flightgear-devel] New route manager?

2009-10-08 Thread James Turner

On 8 Oct 2009, at 15:17, Curtis Olson wrote:

 Are there instructions for the new route mgr?  The new version in  
 CVS doesn't not work like before.  I added two waypoints, but it  
 just flies a hdg of 0 and doesn't track to the next waypoint any  
 more ... ???

http://wiki.flightgear.org/index.php/Route_Manager

Is the current instructions, feedback is welcomed.

The key thing you are probably missing is the 'activation' step, and  
specifying departure and destination airports. It's a couple more  
steps than previously - though I do what I can to initialise the  
values based on current location.

In the future I'd like to make more fields mandatory - activation will  
then also be equivalent with filing a flight plan with the ATC system,  
whether in the form of AI, or automatically submitting your plan to a  
human MP controller (who would no doubt be very happy to receive your  
intentions...). However I realise there is an accuracy / patience  
trade-off here, since many people don't want to enter an alternate  
airport or cruise speed.

There are some other ways the UX could work, depending on your  
requirements - for example I could change the code not to require a  
departure airport, and instead define wp0 as the current location in  
that case - and I could remove the requirement to have a destination  
at all. At that point the only different as compared to the previous  
UX would be the 'activate' step. In terms of IFR flight planning,  
though, the closer the dialog resembles an IFR paper plan. the happier  
I would be.

Regards,
James


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Re: [Flightgear-devel] Fwd: fg-home on windows and mac

2009-10-08 Thread Nicolas Quijano
Of course, I made a mistake it's users/user_name/appdata/roaming/
flightgear.org
%APPDATA% is what you want to use in scripts, etc.
Cheers,
Nic
On Thu, Oct 8, 2009 at 10:54 AM, Nicolas Quijano nquij...@gmail.com wrote:

 on Windows, it's the environment variable %APPDATA% which maps to what
 Vivian said on 2k and XP.
 On Vista (and 7 I think), it maps to user/appdata/roaming/flightgear.org

 On Thu, Oct 8, 2009 at 3:30 AM, Vivian Meazza 
 vivian.mea...@lineone.netwrote:



  -Original Message-
  From: Jacob Burbach [mailto:jmburb...@gmail.com]
  Sent: 08 October 2009 04:08
  To: FlightGear developers discussions
  Subject: [Flightgear-devel] Fwd: fg-home on windows and mac
 
  In Linux the users flightgear directory is at  /home/username/.fgfs.
   As I don't have a windows pc and haven't yet tried flightgear on my
  mac, I wonder if someone can enlighten me to the path for the users
  directory on those systems.
 

 In Windows? I'm not sure exactly what you are asking, or indeed why! FG
 puts
 its user stuff here:

 C:\Documents and Settings\username\Application Data\flightgear.org

 But you can put the FG exec and data anywhere you like.

 Vivian




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[Flightgear-devel] Exposing a property over MP

2009-10-08 Thread James Turner
Related to the new route-manager: I could very easily define a string  
property which contains a plain text summary of the filed flight-plan.  
What is the magic required to expose that string (which be 200 or 400  
bytes, I guess, depending on how many waypoints are in the route) over  
MP, so that the ATC 'aircraft' could see them?

Is there an 'event' channel in MP, to deal with properties which  
change infrequently? (Compared to position/velocity/surface positions/ 
etc)

Regards,
James

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Re: [Flightgear-devel] New route manager?

2009-10-08 Thread Curtis Olson
On Thu, Oct 8, 2009 at 10:05 AM, James Turner zakal...@mac.com wrote:


 On 8 Oct 2009, at 15:17, Curtis Olson wrote:

  Are there instructions for the new route mgr?  The new version in
  CVS doesn't not work like before.  I added two waypoints, but it
  just flies a hdg of 0 and doesn't track to the next waypoint any
  more ... ???

 http://wiki.flightgear.org/index.php/Route_Manager

 Is the current instructions, feedback is welcomed.


Ok, I started up in the alphajet for instance at KLAX (7L).  I pulled up the
new route manager dialog and it suggested CL02 H1 as the starting location.
I set that to KLAX-7L for the start and typed in KPHX for the destination,
KSLC for the alternate, cruising speed of 350kts, cruising altitude of
18,500.

I then clicked Activate and it still inserted CL02-H1 for the first waypoint
and that's it.  I removed CL02 and clicked activate again, and this time it
put KLAX-07 for the first way point and then put KPHX in twice.  So I
manually manipulated the list so it contained only one waypoint ... KPHX.
Ok!

So now the HUD read hdg=0.0 which means the autopilot is configured to fly a
straight heading of 0 degrees north.

What used to happen is the route manager would compute the heading to the
target waypoint, and configure the autopilot to fly that heading.  This part
apparently doesn't happen any more .. at least not with the alphajet?

I like the realism of the new system (assuming the glitches are ironed out).

But the old system was designed to be simple and quick and ubiquitous ... it
was available and worked for all aircraft assuming they had a reasonably
tuned autopilot config and the aircraft author didn't go out of their way to
disable it.   The old system took 1 second to punch in a way point, and then
the autopilot instantly took over and you were flying there.  You could use
F6 to toggle the heading hold on and off. Not a *realistic* system, but
very convenient for some types of testing (or cheating).  Is it possible to
keep the old simple/easy system available and make the new route manager a
new separate system?

Right now I don't seem to be able to get the alphajet to navigate to Phoenix
(or anywhere else) on it's own.  I wasn't really intending to go to Phoenix
today, I was just using that as an example.

Thanks,

Curt.
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Re: [Flightgear-devel] New route manager?

2009-10-08 Thread James Turner

On 8 Oct 2009, at 16:35, Curtis Olson wrote:


 Ok, I started up in the alphajet for instance at KLAX (7L).  I  
 pulled up the new route manager dialog and it suggested CL02 H1 as  
 the starting location.  I set that to KLAX-7L for the start and  
 typed in KPHX for the destination, KSLC for the alternate, cruising  
 speed of 350kts, cruising altitude of 18,500.

 I then clicked Activate and it still inserted CL02-H1 for the first  
 waypoint and that's it.  I removed CL02 and clicked activate again,  
 and this time it put KLAX-07 for the first way point and then put  
 KPHX in twice.  So I manually manipulated the list so it contained  
 only one waypoint ... KPHX.  Ok!

This is a straight bug, I'll look into it. If you are sitting at KLAX  
7L, it's supposed to load up that airport and runway automatically.

 So now the HUD read hdg=0.0 which means the autopilot is configured  
 to fly a straight heading of 0 degrees north.

I suspect the HUD functionality is confused, I was unaware it even  
existed, again I'll take a look tonight.

 What used to happen is the route manager would compute the heading  
 to the target waypoint, and configure the autopilot to fly that  
 heading.  This part apparently doesn't happen any more .. at least  
 not with the alphajet?

 I like the realism of the new system (assuming the glitches are  
 ironed out).

 But the old system was designed to be simple and quick and  
 ubiquitous ... it was available and worked for all aircraft assuming  
 they had a reasonably tuned autopilot config and the aircraft author  
 didn't go out of their way to disable it.   The old system took 1  
 second to punch in a way point, and then the autopilot instantly  
 took over and you were flying there.  You could use F6 to toggle  
 the heading hold on and off. Not a *realistic* system, but very  
 convenient for some types of testing (or cheating).  Is it possible  
 to keep the old simple/easy system available and make the new route  
 manager a new separate system?

There's a various things here - as the Wiki page notes, the key one is  
that the route manager *was* a sort of generic GPS thing that talked  
to the autopilot directly. That's a wretched setup which has caused  
all manner of horrible code in the aircraft that do want to model a  
real GPS or FMS device.

For the quick things you want to do, your best choice is actually the  
new GPS code - search for a waypoint (of any kind) and hit 'DTO', and  
it'll do most of the rest. The catch is that the 'gps-slave' feature  
of navradio is currently abused, so just driving the CDI/HSI via the  
'gps-slaved' toggle doesn't always work. Aircraft that have a 'real'  
GPS are generally working around the broken-ness in Nasal (eg,  
theB1900d).

So, if you're in an aircraft that has the GPS instrument, and has a  
panel switching to select the NAV/GPS toggle, *and* I fix the  
implementation of the toggle, that will be a good solution. Of course,  
in that case, the route manager also works, because the GPS will talk  
to it seamlessly!

What I could do, is expand the 'no-FMS/GPS' code in the route-manager,  
which, as you noted, is essentially an unrealistic feature, to drive  
some outputs for the autopilot. My main concern is to avoid  
complicating life for panel/aircraft developers who want to build the  
realistic solution, though.

What I'd prefer, though, is to make the new GPS a default instrument,  
and fix the gps-nav-radio slave, so that it works in any aircraft.  
Then you can use the GPS for all the quick functions, and the route- 
manager can be for more realistic flight planning. As far as I can  
see, executing a DTO in a GPS is as quick as you need, but entirely  
realistic...

Regards,
James


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Re: [Flightgear-devel] Fwd: fg-home on windows and mac

2009-10-08 Thread Jacob Burbach
Thanks guys. The reason for asking is that you can put nasal scripts
in fg-home/Nasal, and they will be loaded only after the scripts in
fg-root/Nasal have been loaded. It guarantees you will have access to
all the flightgear nasal apis from your script at load time.

Ok, so XP and prior should be C:\Documents And
Settings\username\Application Data\flightgear.org and Vista and up
would be C:\Users\username\appdata\roaming\flightgear.org. Is that
right?

I'm thinking Mac might be the same as on Linux, but will have to wait
for someone to confirm that.

thanks
--Jacob

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Re: [Flightgear-devel] Terrascenery.googlecode.com question

2009-10-08 Thread Martin Spott
Martin Spott wrote:

 This actually allows users of TerraSync/SVN to get the most current
 Shared Models together with the respective Scenery tiles. I'm just
 right now testing the patch against TerraSync to pull this directory as
 well.

BTW, another part of The Plan is to ship the Base Package distribution
only with those models which are required for the 1x2 degree Scenery
chunk (this selection could be automated quite easily), thus reducing
the size of the Base Package download for those who'd just like to
have a quick look at FlightGear.

User who wish to fly a wider area could still, as before, load the
'SharedModels.tgz' alongside the World Scenery packages or via
TerraSync/SVN - as soon as FlightGear has seen a software release that
includes the recent Scenery-related changes.

Cheers,
Martin.
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Re: [Flightgear-devel] Exposing a property over MP

2009-10-08 Thread Anders Gidenstam
On Thu, 8 Oct 2009, James Turner wrote:

 Related to the new route-manager: I could very easily define a string
 property which contains a plain text summary of the filed flight-plan.
 What is the magic required to expose that string (which be 200 or 400
 bytes, I guess, depending on how many waypoints are in the route) over
 MP, so that the ATC 'aircraft' could see them?

The way the MP protocol is done now you really really do not want to do 
that by creating a new MP enabled string property and put the flight-plan 
in it. Not only is the string encoding horribly inefficient (a 32bit word 
per character) but it would also be sent in each and every packet.

 Is there an 'event' channel in MP, to deal with properties which
 change infrequently? (Compared to position/velocity/surface positions/
 etc)

No, there isn't but this might be time to create one. There is a 
rather complicated Nasal module for that kind of communication in 
Nasal/mp_broadcast.nas which utilizes a MP enabled string property (but 
send the relatively short empty string, , when nothing is going on.

Cheers,

Anders
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Re: [Flightgear-devel] Exposing a property over MP

2009-10-08 Thread James Turner

On 8 Oct 2009, at 18:08, Anders Gidenstam wrote:

 The way the MP protocol is done now you really really do not want to  
 do
 that by creating a new MP enabled string property and put the flight- 
 plan
 in it. Not only is the string encoding horribly inefficient (a 32bit  
 word
 per character) but it would also be sent in each and every packet.

That sounds bad :)


 Is there an 'event' channel in MP, to deal with properties which
 change infrequently? (Compared to position/velocity/surface  
 positions/
 etc)

 No, there isn't but this might be time to create one. There is a
 rather complicated Nasal module for that kind of communication in
 Nasal/mp_broadcast.nas which utilizes a MP enabled string property  
 (but
 send the relatively short empty string, , when nothing is going on.

Eurgh, that sounds bad too.

The 'usual' way to handle this would be to interleave the current  
update packets with 'event' packets, for properties that change more  
slowly. Using a sequence number for each event packet, and using the   
regular update packets to send the current sequence number, it's  
possible to make the event packet delivery reliable - without  
incurring the overhead (or complexity) of TCP.

There's quite a lot of improvements that could be made to higher  
levels of MP, if arbitrary properties could be synchronised over MP :)

Regards,
James


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Re: [Flightgear-devel] Exposing a property over MP

2009-10-08 Thread Jacob Burbach
 The way the MP protocol is done now you really really do not want to do
 that by creating a new MP enabled string property and put the flight-plan
 in it. Not only is the string encoding horribly inefficient (a 32bit word
 per character) but it would also be sent in each and every packet.
Wow, that's really bad, why are strings being encoded with 32 bits per
character exactly?

--Jacob

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Re: [Flightgear-devel] Exposing a property over MP

2009-10-08 Thread Anders Gidenstam
On Thu, 8 Oct 2009, James Turner wrote:


 That sounds bad :)

It is, but in my experience there is no core developer feeling 
particularly responsible for the MP subsystem - most of the few patches 
that has been submitted in the past years have disappeared into the 
mailing list archive without (re)action.

 Eurgh, that sounds bad too.

Well, it isn't ideal but it works for my purposes - without breaking MP 
compatibility and without me having to spend a large effort on developing 
something reasonable and more complete and then try for ages to get it 
committed to the code. These days I don't have time to do significant 
development, anyway, with work + commuting taking about 12 hours out of 
every day.

 The 'usual' way to handle this would be to interleave the current
 update packets with 'event' packets, for properties that change more
 slowly. Using a sequence number for each event packet, and using the
 regular update packets to send the current sequence number, it's
 possible to make the event packet delivery reliable - without
 incurring the overhead (or complexity) of TCP.

Well, I would rather try to reduce what we send and mostly only send 
property values when they have changed. Currently every packet contains 
all (active) MP enabled properties - and many of them are constant or 
change very seldom. In that model a string property that rarely changes 
would not be a huge problem.

Perhaps some type of publish-subscribe model could also be useful - so the 
receivers only receive the properties they care about (usually position 
and velocities and those driving external animations if within visual 
distance).

Of course, this adds up to a rather sophisticated protocol so if some 
suitable existing middleware could be found that might be more preferable 
than trying to go our own way (certainly if one considers the current 
level of activity in this area:).

 There's quite a lot of improvements that could be made to higher
 levels of MP, if arbitrary properties could be synchronised over MP :)

Yes, indeed.

Cheers,

Anders
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Re: [Flightgear-devel] New route manager?

2009-10-08 Thread Victhor Foster
Erm, I just updated CVS, but my route manager dialog looks like the  
same. Is that correct?
BTW, I just updated source, so I think that's the problem ;)

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Re: [Flightgear-devel] New route manager?

2009-10-08 Thread James Turner

On 8 Oct 2009, at 20:53, Victhor Foster wrote:

 Erm, I just updated CVS, but my route manager dialog looks like the
 same. Is that correct?
 BTW, I just updated source, so I think that's the problem ;)

Correct - you need to update the data package as well - and in general  
that's going to be true for the next little while, as the C++ and GUI  
features will be developing in parallel.



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Re: [Flightgear-devel] Exposing a property over MP

2009-10-08 Thread Martin Spott
James Turner wrote:

 There's quite a lot of improvements that could be made to higher  
 levels of MP, if arbitrary properties could be synchronised over MP :)

As far as _I_ remember, the current state of the protocol was _not_
designed for having everyone dump arbitrary data to the crowd but
instead to allow for synchronization of positions, velocities and
accelerations at reduced latency even over low-bandwidth lines. The
current MP protocol is probably not perfect, but I think it still does
quite a good job at its intended purpose. I remember running MP over a
64 kBit's ISDN line at satisfactory performance.

If bandwidth is not a matter, then you'd probably want to jump on the
HLA train and join the CERTI/VirtualAir effort. They're offering
everything like subscribing to attributes and the such   yet I have
to state that reduced bandwidth footprint, compared to the current
state, would be beneficial to have in CERTI  ;-)

Cheers,
Martin.
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Re: [Flightgear-devel] New route manager?

2009-10-08 Thread Victhor Foster
The problem is, CVS takes more than 30 minutes just to scan the  
directories, and this causes my internet connection to stop working  
for the meantime. When it starts the actual checkout process, the  
connection works again.


 On 8 Oct 2009, at 20:53, Victhor Foster wrote:

 Erm, I just updated CVS, but my route manager dialog looks like the
 same. Is that correct?
 BTW, I just updated source, so I think that's the problem ;)

 Correct - you need to update the data package as well - and in general
 that's going to be true for the next little while, as the C++ and GUI
 features will be developing in parallel.



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Re: [Flightgear-devel] Exposing a property over MP

2009-10-08 Thread Vivian Meazza
Anders Gidenstam wrote

 On Thu, 8 Oct 2009, James Turner wrote:
 
 
  That sounds bad :)
 
 It is, but in my experience there is no core developer feeling
 particularly responsible for the MP subsystem - most of the few patches
 that has been submitted in the past years have disappeared into the
 mailing list archive without (re)action.
 
  Eurgh, that sounds bad too.
 
 Well, it isn't ideal but it works for my purposes - without breaking MP
 compatibility and without me having to spend a large effort on developing
 something reasonable and more complete and then try for ages to get it
 committed to the code. These days I don't have time to do significant
 development, anyway, with work + commuting taking about 12 hours out of
 every day.
 
  The 'usual' way to handle this would be to interleave the current
  update packets with 'event' packets, for properties that change more
  slowly. Using a sequence number for each event packet, and using the
  regular update packets to send the current sequence number, it's
  possible to make the event packet delivery reliable - without
  incurring the overhead (or complexity) of TCP.
 
 Well, I would rather try to reduce what we send and mostly only send
 property values when they have changed. Currently every packet contains
 all (active) MP enabled properties - and many of them are constant or
 change very seldom. In that model a string property that rarely changes
 would not be a huge problem.
 
 Perhaps some type of publish-subscribe model could also be useful - so the
 receivers only receive the properties they care about (usually position
 and velocities and those driving external animations if within visual
 distance).
 
 Of course, this adds up to a rather sophisticated protocol so if some
 suitable existing middleware could be found that might be more preferable
 than trying to go our own way (certainly if one considers the current
 level of activity in this area:).
 
  There's quite a lot of improvements that could be made to higher
  levels of MP, if arbitrary properties could be synchronised over MP :)
 
 Yes, indeed.
 

Way back in the early iterations of MP we had 2 sorts of messages - those
which were transmitted on every cycle, and those which were transmitted on
change of data. The trouble with that is with clients joining and leaving,
it is hard to ensure that the clients are up-to-date. So you need to re-
transmit on clients joining, which means triggering the originating client
etc. etc. I think for that reason it was abandoned. It's just easier and
more reliable to transmit everything all the time. And actually, the end
result in data transmitted terms turns out to be not that different.

Vivian 



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Re: [Flightgear-devel] Exposing a property over MP

2009-10-08 Thread James Turner

On 8 Oct 2009, at 21:37, Vivian Meazza wrote:

 Way back in the early iterations of MP we had 2 sorts of messages -  
 those
 which were transmitted on every cycle, and those which were  
 transmitted on
 change of data. The trouble with that is with clients joining and  
 leaving,
 it is hard to ensure that the clients are up-to-date. So you need to  
 re-
 transmit on clients joining, which means triggering the originating  
 client
 etc. etc. I think for that reason it was abandoned. It's just easier  
 and
 more reliable to transmit everything all the time. And actually, the  
 end
 result in data transmitted terms turns out to be not that different.

Easier certainly - but I think that was a bad tradeoff in the longer  
term.

Sure, new clients will need to do more synchronize state, but  
potentially a lot of infrequently changing data can be removed from  
the regular updates, making them smaller too - while allowing, as  
everyone seems to agree, richer and easier MP interaction.

As simple as possible is a good motto, but the current system seems a  
bit too simple. Of course, it does work - and I've got enough other FG  
projects that someone else can worry about this, for the moment. I'd  
be happy to share what I know about mixed reliable/best-effort real  
time networking, but it's not exactly much :)



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Re: [Flightgear-devel] Exposing a property over MP

2009-10-08 Thread Anders Gidenstam
On Thu, 8 Oct 2009, Vivian Meazza wrote:

 Way back in the early iterations of MP we had 2 sorts of messages - those
 which were transmitted on every cycle, and those which were transmitted on
 change of data. The trouble with that is with clients joining and leaving,
 it is hard to ensure that the clients are up-to-date. So you need to re-
 transmit on clients joining, which means triggering the originating client
 etc. etc. I think for that reason it was abandoned. It's just easier and
 more reliable to transmit everything all the time. And actually, the end
 result in data transmitted terms turns out to be not that different.

Yes, that is one issue. The approach I aimed for the last time I tried to 
mess with the MP subsystem was to send properties on change (perhaps 
repeated Y times) and every X seconds (to update newly joined users and 
cover lost packets). That seemed to be simple enough that it could even 
be backwards compatible - but unfortunately it caused occasional failures 
in the property interpolation code on the receiving side that I didn't 
manage to sort out. Going in that direction could be a feasible way to 
reduce the bandwidth consumption, though.

Cheers,

Anders
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Re: [Flightgear-devel] Exposing a property over MP

2009-10-08 Thread James Turner

On 8 Oct 2009, at 21:54, Anders Gidenstam wrote:

 Going in that direction could be a feasible way to
 reduce the bandwidth consumption, though.

One other observation - there's several unused SGProperty flags  
(besides ARCHIVABLE) - it might make sense to add a 'shared' or  
'published' flag, to allow properties to opt-in to being sent this  
way. Then the MP code 'just' has to search the tree (or keep an index)  
of such properties, listen for changes to them, and re-send them at  
some low rate (maybe send one in each regular packet, so it might take  
a minute to receive them all...)



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Re: [Flightgear-devel] shader menu proposal

2009-10-08 Thread Stuart Buchanan
syd adams wrote:
I've made 2 versions of a shader menu dialog , rather than manage them from 
the property browser. Is (one ) of them worth commiting ? 
Another option that would be nice is a random vegetation density-factor 
property that could be set with a slider. That is , the density property could 
be 0-1 , and the material.xml densities would be multiplied by the density 
factor property...
Any opinions ?
Cheers 

Hi Syd,

You asked for opinions, so here are mine. Thanks for taking the time to look at 
this - I think improving out general UI is a very good thing. It's far too easy 
for us old-hands to get used to some of the less usable aspects of the current 
UI.

I'm in two minds as to whether I like the idea of splitting the rendering 
dialog. To be honest, the difference between shader effects, and, say, 
Particles will be lost on most users. 

However, the current dialog would benefit from being split : - How about 
seperating the Display Options from Rendering Options:

Display Options
- Frame rate
- Chat messages
- View Name Popup (from the Active Views dialog)
- 2D Panel (currently under it's own menu, which is a bit inconsistent)
- HUD (Not currently displayed as a menu item)

Rendering Options
- Everything else from the current Rendering Options
- Shader Effects
- 3D cloud settings.

FWIW:  I think the shader dialog as it stands is a bit confusing as the Enable 
Effects checkbox has no effect on 3D clouds (though I've heard that Tim is 
planning to integrate it). There are also a couple of minor UI tidy-up things 
as well, but they can wait.

-Stuart



  

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Re: [Flightgear-devel] New route manager?

2009-10-08 Thread James Turner

On 8 Oct 2009, at 21:09, Victhor Foster wrote:

 The problem is, CVS takes more than 30 minutes just to scan the
 directories, and this causes my internet connection to stop working
 for the meantime. When it starts the actual checkout process, the
 connection works again.

In general, you only need to update the gui/dialogs dir - which should  
be very quick.

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Re: [Flightgear-devel] New route manager?

2009-10-08 Thread James Turner

On 8 Oct 2009, at 16:35, Curtis Olson wrote:

 Ok, I started up in the alphajet for instance at KLAX (7L).  I  
 pulled up the new route manager dialog and it suggested CL02 H1 as  
 the starting location.  I set that to KLAX-7L for the start and  
 typed in KPHX for the destination, KSLC for the alternate, cruising  
 speed of 350kts, cruising altitude of 18,500.

 I then clicked Activate and it still inserted CL02-H1 for the first  
 waypoint and that's it.  I removed CL02 and clicked activate again,  
 and this time it put KLAX-07 for the first way point and then put  
 KPHX in twice.  So I manually manipulated the list so it contained  
 only one waypoint ... KPHX.  Ok!

Turns out CL02 is a heliport either in, or very close, to KLAX. So  
this was a feature!

What's needed is really aircraft type information, but in the short  
term I'm going to add some configuration properties to allow seaports  
and heliports to be excluded (by default) from route-manager and GPS  
searches.

The other thing, as you found, is that editing active routes behaves  
oddly. For the moment, it's best to avoid editing an active route, but  
obviously this needs to be supported; it just raises headaches and  
potential edge cases in the GPS code.

Regards,
James


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Re: [Flightgear-devel] New route manager?

2009-10-08 Thread Scott Hamilton
On Thu, 2009-10-08 at 22:45 +0100, James Turner wrote:


I've also noticed that if I put a Altitude constraint (ie: @alt) the
route manager always shows 0ft.
It seems to always get the altitude from the NAV database, not what
I enter. 


S.





 On 8 Oct 2009, at 16:35, Curtis Olson wrote:
 
  Ok, I started up in the alphajet for instance at KLAX (7L).  I  
  pulled up the new route manager dialog and it suggested CL02 H1 as  
  the starting location.  I set that to KLAX-7L for the start and  
  typed in KPHX for the destination, KSLC for the alternate, cruising  
  speed of 350kts, cruising altitude of 18,500.
 
  I then clicked Activate and it still inserted CL02-H1 for the first  
  waypoint and that's it.  I removed CL02 and clicked activate again,  
  and this time it put KLAX-07 for the first way point and then put  
  KPHX in twice.  So I manually manipulated the list so it contained  
  only one waypoint ... KPHX.  Ok!
 
 Turns out CL02 is a heliport either in, or very close, to KLAX. So  
 this was a feature!
 
 What's needed is really aircraft type information, but in the short  
 term I'm going to add some configuration properties to allow seaports  
 and heliports to be excluded (by default) from route-manager and GPS  
 searches.
 
 The other thing, as you found, is that editing active routes behaves  
 oddly. For the moment, it's best to avoid editing an active route, but  
 obviously this needs to be supported; it just raises headaches and  
 potential edge cases in the GPS code.
 
 Regards,
 James
 
 
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Re: [Flightgear-devel] Exposing a property over MP

2009-10-08 Thread Vivian Meazza
James wrote

 -Original Message-
 From: James Turner [mailto:zakal...@mac.com]
 Sent: 08 October 2009 22:06
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Exposing a property over MP
 
 
 On 8 Oct 2009, at 21:54, Anders Gidenstam wrote:
 
  Going in that direction could be a feasible way to
  reduce the bandwidth consumption, though.
 
 One other observation - there's several unused SGProperty flags
 (besides ARCHIVABLE) - it might make sense to add a 'shared' or
 'published' flag, to allow properties to opt-in to being sent this
 way. Then the MP code 'just' has to search the tree (or keep an index)
 of such properties, listen for changes to them, and re-send them at
 some low rate (maybe send one in each regular packet, so it might take
 a minute to receive them all...)
 
 

This, or something very like it, is a long outstanding proposal that never
quite made it. No one got a round tuit for it I guess. That said, a minute
delay on event-driven properties is probably too much.

Vivian



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Re: [Flightgear-devel] New route manager?

2009-10-08 Thread James Turner

On 8 Oct 2009, at 23:05, Scott Hamilton wrote:

 I've also noticed that if I put a Altitude constraint (ie: @alt)  
 the route manager always shows 0ft.
 It seems to always get the altitude from the NAV database, not  
 what I enter.

Altitude constraints are a mess - in the short term, they are best  
avoided. Keep in mind the GPS code doesn't really do proper vertical  
navigation - it computes some data like the altitude change and climb/ 
descent rate for a leg, but I'm not sure if any real aircraft is  
driving the VNAV mode of an autopilot from it.

It's definitely something I will look at, but it's tied up with some  
other features. At some point I want to support GPS precision  
approaches and then obviously all the VNAV logic will need to be  
properly cleaned up - right now it's been copied mostly unchanged from  
the original gps code.

As always, user stories are good - what do you expect the behaviour to  
be from the route-manager? Just to track valid altitudes? For the  
autopilot VNAV to follow the altitude profile exactly? Something in  
between?

This is also tied up with accurate enroute time calculations and  
calculating top-of-climb / top-of-descent information, it's quite a  
mess to unpick.



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Re: [Flightgear-devel] Exposing a property over MP

2009-10-08 Thread James Turner

On 8 Oct 2009, at 23:05, Vivian Meazza wrote:

 This, or something very like it, is a long outstanding proposal that  
 never
 quite made it. No one got a round tuit for it I guess. That said, a  
 minute
 delay on event-driven properties is probably too much.

Well if it's 30 seconds, I think a 30 seconds 'synchronising state  
with MP server' would be fine for most people - especially if it  
happens in parallel with scenery loading.  If it's more like two  
minutes, then it certainly needs some thought, but I'd rather have a  
slightly sub-optimal UX for this case, but support event-drive props.  
(Especially if I want to centralise ATIS / active runways / navaid  
idents in the future, as John Denker has suggested before)

Another option is for the MP server to cache all the props from each  
client, and allow clients to request a 'burst' of the cached state  
right after they connect, but before the normal updates start. I don't  
know how the MP server-server tieing is implemented, but I suspect  
such a cache would also be valuable in proxying event-driven props  
between servers.



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Re: [Flightgear-devel] shader menu proposal

2009-10-08 Thread syd adams
Thanks for the input.
I admit I was uncertain about moving the 3d clouds there , but thought I'd
heard it mentioned
that the trees and 3d clouds were going to be moved into the effects...
The reason I thought this needed to be changed was the growing length of the
rendering dialog ,
but my fix may not be the best.
Your suggestion of a Display and Rendering options sounds good to me 
Cheers
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Re: [Flightgear-devel] New route manager?

2009-10-08 Thread Curtis Olson
On Thu, Oct 8, 2009 at 10:54 AM, James Turner zakal...@mac.com wrote:

 This is a straight bug, I'll look into it. If you are sitting at KLAX
 7L, it's supposed to load up that airport and runway automatically.


Ok, thanks for looking into it.  As you suggest, filtering out heliports and
seaports by default might be worth considering.


 I suspect the HUD functionality is confused, I was unaware it even
 existed, again I'll take a look tonight.


What the original route manager did was constantly compute the heading to
the next waypoint and dump that value into
/autopilot/settings/true-heading-deg

Then the autopilot could be activated in true-heading-follow mode and you
would fly right to the destination.

I just did a cvs update and I see a number of fixes, but I'm still confused
about how to make the autopilot follow what the new route manager is doing?

I opened up the gps dialog box and checked NAV Slave, but when I put the
autopilot into NAV1 CDI Course follow mode, it flew a heading of 40 degrees
where the proper heading would be closer to 274.

Is there still a missing connection in the code, or is the missing
connection in my head? :-)

Thanks,

Curt.
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Re: [Flightgear-devel] shader menu proposal

2009-10-08 Thread Victhor Foster
The new shader dialog looks good, but it doesn't want to enable the  
water shader. And I think it's not turning on the crop shaders as well.

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Re: [Flightgear-devel] shader menu proposal

2009-10-08 Thread Nicolas Quijano
Did you update the Effects folder ? It's necessary for the changes to work
Cheers,
Nic

On Thu, Oct 8, 2009 at 8:12 PM, Victhor Foster victhor.fos...@gmail.comwrote:

 The new shader dialog looks good, but it doesn't want to enable the
 water shader. And I think it's not turning on the crop shaders as well.


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Re: [Flightgear-devel] shader menu proposal

2009-10-08 Thread syd adams
you neede to update the Effects folder

On Thu, Oct 8, 2009 at 5:12 PM, Victhor Foster victhor.fos...@gmail.comwrote:

 The new shader dialog looks good, but it doesn't want to enable the
 water shader. And I think it's not turning on the crop shaders as well.


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Re: [Flightgear-devel] shader menu proposal

2009-10-08 Thread Victhor Foster

Ok, thanks.


you neede to update the Effects folder

On Thu, Oct 8, 2009 at 5:12 PM, Victhor Foster victhor.fos...@gmail.com 
 wrote:

The new shader dialog looks good, but it doesn't want to enable the
water shader. And I think it's not turning on the crop shaders as  
well.


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