Re: [Flightgear-devel] Prime Meridian Crash

2009-12-12 Thread James Turner

On 11 Dec 2009, at 19:32, Csaba Halász wrote:

 Also, the whole positioned code seems to be ignorant of the fact that
 buckets don't have the same size. Staying with the spatialGetClosest,
 it assumes it can just use NxN boxes when in fact a different row
 (latitude) could have half or double the bucket size. spatialFind()
 even uses the width/height of the current bucket explicitly.

The code isn't 'aware' of it, but I was aware, when I wrote the code - I just 
opted to ignore the fact, on the basis that the results I got from testing 
seemed plausible. By the time you're at a latitude where it matters, you're 
running low on navaids/fixes anyway.

 In light of this, not even the patch I proposed on IRC is halfway
 correct, so James please don't commit that. In my opinion, such a
 low-level and widely used piece of code must work correctly otherwise
 a lot of things can break.

Well, this might surprise you, but it's actually used quite rarely *at the 
moment* - mostly by the GPS code, and the marker beacon code. The GPS code uses 
it extensively, of course - and the usage will increase quite a bit more - but 
most positioned users currently find things by ident or frequency.

 Thus I consider this a show-stopper for the
 release and an attitude of the issue of terminating with 'not
 actually the closest', I know of, but don't really care about isn't
 acceptable.

Fundamentally we need a better algorithm, and probably a new data-structure - 
Mathias has a potential solution using a hierarchical triangle map, though the 
code is a bit template-heavy for my liking. Before writing the current 
algorithm, I experimented with various linear hashes of the lat/lon, but 
effectively that's what the bucket number from SGBucket gives you - and it 
doesn't help with 'find me all the buckets within 'x' nm of this lat/lon'.

I'll take another read over Mathias' code today, but I don't think I'll like it 
any more than I did the last few times I read over it. Other suggestions 
welcome, or proposals for a sufficiently accurate 'all the SGBuckets within a 
given radius of position P' - allowing for behaviour at the poles and in the 
Pacific.

BTW, it would also be possible to spatially index FGPositioneds by their 
cartesian position, potentially even using a BSP or similar. (Or an oct-tree). 
This would avoid all the wrap-around problems at the poles and -180/180 
longitude search. Again, this is something I made some algorithmic doodles for, 
but never developed into working code. 

Actually, the more I think on it, the more I think the cartesian approach may 
be a win - assuming you can find the bsp/octree/whatever node that contains 
your 'search sphere' (sphere of radius set by the cutoff, centred on search 
location), ordering all the contents by distance is just X^2 + Y^2 + Z^2 and a 
sort - no geodetic computations at all. I'll think on that some more now. (And 
it's fairly amenable to the filtering methodology too)

James
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[Flightgear-devel] nan-a-palooza

2009-12-12 Thread John Denker
Afte taxiing a little ways down runway 31L at JFK, the 
display freezes and the sim starts spewing messages to 
the console:

  Warning:: Picked up error in TriangleIntersect

For additional details see

  http://www.av8n.com/fly/fgfs/nan--25387.log

This is observed when some properties are being displayed
on-screen (airspeed, wind speed, and throttle position).
This is reproducible chez moi, in the sense that in three 
attempts, I was unable to taxi more than three thousand 
feet down the runway (although the exact distance varied
from run to run).

In contrast, with no properties displayed on the screen,
I was able to taxi the full length (14,000 feet or so).

For details concerning the system on which this was
observed, see

  http://www.av8n.com/fly/fgfs/barf.log

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Re: [Flightgear-devel] nan-a-palooza

2009-12-12 Thread John Denker
On 12/12/2009 04:53 AM, I wrote:
 Afte taxiing a little ways down runway 31L at JFK, the 
 display freezes and the sim starts spewing messages to 
 the console:
 
   Warning:: Picked up error in TriangleIntersect
 
 For additional details see
 
   http://www.av8n.com/fly/fgfs/nan--25387.log
 
 This is observed when some properties are being displayed
 on-screen (airspeed, wind speed, and throttle position).
 This is reproducible chez moi, in the sense that in three 
 attempts, I was unable to taxi more than three thousand 
 feet down the runway (although the exact distance varied
 from run to run).
 
 In contrast, with no properties displayed on the screen,
 I was able to taxi the full length (14,000 feet or so).


Update:  It happens about half the time even with no properties
being displayed on the screen.

Update:  The same thing is observed at SFO, not just JFK. It 
may happen lots of other places as well;  I haven't checked.


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Re: [Flightgear-devel] cleared to land

2009-12-12 Thread Heiko Schulz
John,

I as I understood we don't have any real artificial/ interacting ATC in FGFS. 
That means the messages are more or less just for fun. 
If we use a generic rwy no we could argument that it is the wrong rwy for the 
given wind. 

The better solution would be to program a working/ interacting ATC as MSFS 
shows as an example

Regards
HHS


 Overheard at KSFO in FG:
 
   Golf Foxtrot Sierra Cleared to land
 
 This is not realistic.  It would be quite unusual for
 SFO
 Tower to give a landing clearance without specifying which
 runway.
 
 Suggestion:
  Cessna Golf Foxtrot Sierra, runway one zero right, cleared
 to land
  ^^             
         ^
 
 Reference: ATC-order-7110-65s section 3-5-10(a).
 
 Even in situations when Tower is arguably not required to
 restate the landing runway, they tend to do it anyway:
 
 Reference: http://www.liveatc.net/search/?icao=ksfo
 
 
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Re: [Flightgear-devel] nan-a-palooza

2009-12-12 Thread John Denker
On 12/12/2009 05:16 AM, Csaba Halász wrote:

 Hi John,
 Could you please use the --enable-fpe option and try to get a backtrace?

Sure.

In one case I had to taxi a little while before getting an FPE:
  http://www.av8n.com/fly/fgfs/fpe--27376.log

In another case I got an FPE very early, while the splash screen
was still showing:
  http://www.av8n.com/fly/fgfs/fpe--27465.log

(I saw the early FPE on another occasion but didn't have gdb running.)

===

Another observation:  I find the bug is easy to reproduce when
options are passed on the command line ... and harder to reproduce
when the same options are requested via the .fgfsrc file.

It's hard to know what to make of this, but as always we must
consider the possibility that memory is getting trampled ...
such that the code first affected by the bug is not the code
that caused the bug ... which is no fun to debug.


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Re: [Flightgear-devel] cleared to land

2009-12-12 Thread John Denker
On 12/12/2009 10:25 AM, Heiko Schulz wrote:

 I as I understood we don't have any real artificial/ interacting ATC in FGFS. 
 That means the messages are more or less just for fun. 
 If we use a generic rwy no we could argument that it is the wrong rwy for the 
 given wind. 
 
 The better solution would be to program a working/ interacting ATC as MSFS 
 shows as an example


If you want to implement an interactive AI ATC function,
that would be great.

In the meantime, I am reminded of the proverb:  Don't
let the perfect be the enemy of the good.

There is already a method
  apt-getActiveRunwayForUsage()-ident()
for determining the active runway.  There is already
code in tower.cxx that uses this.  It seems to me
that the landing clearance generated by tower.cxx 
could use the already-available information in a much 
more realistic way.  We're not talking about rocket 
surgery.


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[Flightgear-devel] terragear

2009-12-12 Thread syd adams
Hi guys , Ive started some scenery developement ,have learned a fair
bit in the last few days , but have more questions than answers at the
moment.
Ive been using the original hgt files for the Vancouver area , Im more
interested in fixing the materials , roads, streams , coastline , etc.
I did discover that fgfs-construct's lon , lat is the center of the
work area . not bottom left like i assumed , and you need to delete
the   AirportArea and AirportObj folders before regenerating the
airport again or you end up with holes ...

Can the order of material clipping be controlled , or is that
hardcoded somewhere ?

I use the Mapserver shapefiles , and modify them with Qgis , but two
different types of vector layers dont seem to snap together , so I get
a fair bit of overlap .
I think I might have ask this one before , but...

 why a single texture assigned to several material names ?

 Just a shortage of textures , or is there a limit to the amount of
textures that can be used ?

I also see that one material can have several texures assigned .
Are they selected randomly at startup ?

If anyone can shed light on some of these I'd be grateful , trying to
shorten the learning curve .
Thanks

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Re: [Flightgear-devel] terragear

2009-12-12 Thread Curtis Olson
On Sat, Dec 12, 2009 at 1:59 PM, syd adams adams@gmail.com wrote:

 Hi guys , Ive started some scenery developement ,have learned a fair
 bit in the last few days , but have more questions than answers at the
 moment.
 Ive been using the original hgt files for the Vancouver area , Im more
 interested in fixing the materials , roads, streams , coastline , etc.
 I did discover that fgfs-construct's lon , lat is the center of the
 work area . not bottom left like i assumed , and you need to delete
 the   AirportArea and AirportObj folders before regenerating the
 airport again or you end up with holes ...

 Can the order of material clipping be controlled , or is that
 hardcoded somewhere ?


I believe the clipping order is hard coded in the polygon.[ch]xx (or is it
names.[ch]xx) file off the top of my head.


 I use the Mapserver shapefiles , and modify them with Qgis , but two
 different types of vector layers dont seem to snap together , so I get
 a fair bit of overlap .
 I think I might have ask this one before , but...

  why a single texture assigned to several material names ?

  Just a shortage of textures , or is there a limit to the amount of
 textures that can be used ?


A part of it is to limit the amount of texture used for scenery (although
we've never had a formal texture budget for different parts of the
program.)  And part of it could be that no one as developed a nice looking
texture for that material type.

I also see that one material can have several texures assigned .
 Are they selected randomly at startup ?


This I believe was added so that you could do some randomization and reduce
the problem with repeating artifacts in the land cover ... the downside is
that this randomization doesn't blend well at the borders like you can do
with a single tiling texture ... but there are always trade offs to
everything I guess.

Regards,

Curt.
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[Flightgear-devel] --metar

2009-12-12 Thread John Denker
I have some basic questions about the --metar command-line
option.

AFAICT the getstart.pdf manual doesn't mention this option.

The --verbose --help message mentions the option, and 
implies that it takes an argument ... but doesn't say
anything about the syntax or semantics of the argument.

I was hoping that something like
   --metar= 012345Z 0KT 10SM CLR 59/M01 A2992
would work, but it doesn't.

Can somebody please explain what the --metar option is 
supposed to do, and/or how to specify static weather 
via the command line?

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Re: [Flightgear-devel] nan-a-palooza

2009-12-12 Thread John Denker
Update:  To observe this bug, I don't even need to taxi.  
I can just sit at the starting point of runway 31L at 
JFK with the engine off.  After sitting about 8 minutes,
I observe nan messages on the console.

One interesting thing is that *no* floating point
exception was raised this time.  The FPE trap was
enabled but didn't catch anything.  This is in contrast 
to previous times where either the trap was disabled
or the FPE preceded any nan messages.

This time I got only a finite number of nan messages ...
in contrast to previous times when I got an apparently
endless spew.

This was with options passed via .fgfsrc not via the
command line.  This is more-or-less necessary when the
FPE trap is enabled, if I want the sim to live long enough 
to get past the splash screen.

For details, see
  http://www.av8n.com/fly/fgfs/nan--27763.log

As before, the barf of system information is at
  http://www.av8n.com/fly/fgfs/barf.log



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Re: [Flightgear-devel] nan-a-palooza

2009-12-12 Thread John Denker
On 12/12/2009 02:03 PM, Heiko Schulz wrote:
 I could solve that issue with disabling AI-Traffic (Not the Interactive 
 Traffic)

I hate to ask silly questions, but ... are you suggesting

   --disable-ai-models  Disable the artificial traffic subsystem.

The last time I used that option somebody told me I was
doing the wrong thing.

In any case, I observe that --disable-ai-models does not 
make the nan problem go away.  Specifically:  After being 
parked for a few minutes I observed a finite number of 
nan messages on the console.  This is pretty much the same
as without the --disable-ai-models.  The sim remained alive, 
but was severely obtunded.  It was using 100% of the CPU,
but the frame rate was down around 18, which is about half 
of what I would normally expect under the circumstances.

Any additional suggestions for things to try would be
welcome.


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Re: [Flightgear-devel] nan-a-palooza

2009-12-12 Thread Csaba Halász
On Sun, Dec 13, 2009 at 12:21 AM, John Denker j...@av8n.com wrote:

 Any additional suggestions for things to try would be
 welcome.

It is very strange because I have never seen a NaN slip past the
--enable-fpe guard.
You could try to build my nan-fixes branch from gitorious
(http://gitorious.org/~jester) to see if any of my changes make the
problem go away for you.

-- 
Cheers,
Csaba/Jester

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Re: [Flightgear-devel] nan-a-palooza

2009-12-12 Thread Ron Jensen
On Sat, 2009-12-12 at 16:21 -0700, John Denker wrote:
 On 12/12/2009 02:03 PM, Heiko Schulz wrote:
  I could solve that issue with disabling AI-Traffic (Not the Interactive 
  Traffic)
 
 I hate to ask silly questions, but ... are you suggesting
 
--disable-ai-models  Disable the artificial traffic subsystem.
 
 The last time I used that option somebody told me I was
 doing the wrong thing.

No, --disable-ai-models simply hides the ai-traffic from you.  It still
runs.  You need:

--prop:/sim/ai-traffic/enabled=0
--prop:/sim/traffic-manager/enabled=0

Ron



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Re: [Flightgear-devel] basic flight dynamics

2009-12-12 Thread Ron Jensen
On Sat, 2009-12-12 at 07:29 +, Ron Jensen wrote:
 On Fri, 2009-12-11 at 10:44 -0700, John Denker wrote:

  But there may also be issues with the prop efficiency at ultra-low
  airspeed (high blade angle of attack).
 
 Low blade angle of attack?  Increasing airspeed increases blade AoA
 assuming RPM is held constant.

Sorry, I was thinking about the angle of the relative wind to the prop
disk not the individual blade AoA.  You are correct, the individual
blade AoA is highest with no forward velocity.  I've been too deep in
propeller theory lately :)

Ron



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