Re: [Flightgear-devel] Links for new FlightGear pilots

2011-09-14 Thread HB-GRAL
Am 14.09.11 08:58, schrieb thorsten.i.r...@jyu.fi:
>>> LaTeX is not a word processor, it is a professional typesetting tool.
>>
>> I see all the reasons to keep the docs in LaTex (like keeping the
>> process efficient at the moment), but this sentence here about
>> "professional tools" is probably not that serious as I read it, right ?
>
> I don't know how you read it, but I know for a fact that many professional
> science publishers use it (Elsevier is just one example, pretty much every
> physics journal asks you to prepare manuscripts in LaTeX). So yes, I guess
> I am serious - pretty much anyone I know who is publishing on professional
> level (i.e. makes money by selling books or journals) and has complicated
> layout problems (math formulae, Hebrew sentences with reverse writing
> direction inside English texts, Egyptian hieroglyphs written from top-down
> or right-left,...) uses LaTeX for typesetting. It's not some exotic tool
> in publishing business - it's just not so well known for every-day office
> work.
>
> * Thorsten

Hi Thorsten

I apologize, I just hit return to much in my mailer the last days, 
please ignore.

Cheers, Yves





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[Flightgear-devel] Repeatable random seeds

2011-09-14 Thread Andreas Gaeb

Hello everybody,

lately I've been working on a multiscreen setup driven by multiple host 
machines. In order to get the same random scenery objects, all machines 
need to use the same random seed. Up to now, the random seed is taken 
from system time, which leads to inconsistencies.


The attached patches add a command line option --random-seed=, 
which allows to explicitly specify a (positive) seed, or -1 (the default 
when the option is not given) to seed from system time, or -2 to seed 
from system time in 10 minutes intervals.


This is however only a first step, there are remaining inconsistencies, 
most prominently 3D clouds differ, even between two runs on the same 
machine. I suspect this is because there is only one instance of the 
random number generator, which may be accessed in non-deterministic 
order from different threads. The solution is probably to make a random 
number stream class, of which each relevant subsystem/class/whatever 
keeps its own static instance. I'll be looking further into this, but 
maybe someone has some experience on this to share?


Best regards,
Andreas
commit a217c57fc723ce88397295cfda0eff2eb9071ad3
Author: Andreas Gaeb 
Date:   Wed Sep 7 20:14:54 2011 +0200

added command line option to specify random seed

diff --git a/scripts/completion/fg-completion.bash b/scripts/completion/fg-completion.bash
index 4f34e2d..464fefa 100644
--- a/scripts/completion/fg-completion.bash
+++ b/scripts/completion/fg-completion.bash
@@ -28,6 +28,7 @@ __fgfs_options="
 	--enable-intro-music
 	--units-feet
 	--units-meters
+	--random-seed=
 	--disable-sound
 	--enable-sound
 	--disable-panel
diff --git a/scripts/completion/fg-completion.zsh b/scripts/completion/fg-completion.zsh
index f4cda35..08309e0 100644
--- a/scripts/completion/fg-completion.zsh
+++ b/scripts/completion/fg-completion.zsh
@@ -103,6 +103,7 @@ _fgfs_options=(
 	'--aero=[Select aircraft aerodynamics model to load]' \
 	'--model-hz=[Run the FDM this rate (iterations per second)]' \
 	'--speed=[Run the FDM n times faster than real time]' \
+	'--random-seed=[Specify value for random seed]' \
 	'--aircraft-dir=[Aircraft directory relative to the path of the executable]:Aircraft directory:_directories' \
 	'--timeofday=[Specify a time of day]:Time of day:(real dawn morning noon afternoon dusk evening midnight)' \
 	'--time-offset=[Add this time offset (+/-hh:mm:ss)]' \
diff --git a/src/Main/main.cxx b/src/Main/main.cxx
index 6fa94dc..f457204 100644
--- a/src/Main/main.cxx
+++ b/src/Main/main.cxx
@@ -595,9 +595,6 @@ int fgMainInit( int argc, char **argv ) {

 globals = new FGGlobals;

-// seed the random number generator
-sg_srandom_time();
-
 FGControls *controls = new FGControls;
 globals->set_controls( controls );

@@ -642,6 +639,19 @@ int fgMainInit( int argc, char **argv ) {
 exit(-1);
 }

+// seed the random number generator
+int seed = fgGetInt("/sim/random-seed", -1);
+if (seed < -2) {
+  SG_LOG( SG_GENERAL, SG_ALERT, "Random seed must be >= -2. Will use system time as random seed.");
+  sg_srandom_time();
+} else if (seed == -2) {
+  sg_srandom_time_10();
+} else if (seed == -1) {
+  sg_srandom_time();
+} else {
+  sg_srandom(seed);
+}
+
 // Initialize the Window/Graphics environment.
 fgOSInit(&argc, argv);
 _bootstrap_OSInit++;
diff --git a/src/Main/options.cxx b/src/Main/options.cxx
index 172d133..7bb0601 100644
--- a/src/Main/options.cxx
+++ b/src/Main/options.cxx
@@ -1374,6 +1374,7 @@ struct OptionDesc {
 {"aircraft-dir", true,  OPTION_STRING, "/sim/aircraft-dir", false, "", 0 },
 {"model-hz", true,  OPTION_INT,"/sim/model-hz", false, "", 0 },
 {"speed",true,  OPTION_INT,"/sim/speed-up", false, "", 0 },
+{"random-seed",  true,  OPTION_INT,"/sim/random-seed", false, "", 0 },
 {"trim", false, OPTION_BOOL,   "/sim/presets/trim", true, "", 0 },
 {"notrim",   false, OPTION_BOOL,   "/sim/presets/trim", false, "", 0 },
 {"on-ground",false, OPTION_BOOL,   "/sim/presets/onground", true, "", 0 },
commit 9c84f590ecef747714d598635938f2e22a441a84
Author: Andreas Gaeb 
Date:   Fri Sep 9 10:33:58 2011 +0200

--random-seed option added to help

diff --git a/Translations/strings-default.xml b/Translations/strings-default.xml
index e689a26..3f6f339 100644
--- a/Translations/strings-default.xml
+++ b/Translations/strings-default.xml
@@ -116,6 +116,7 @@
  Load additional properties from path
  Use feet for distances
  Use meters for distances
+ Use value as repeatable random seed. Value=-1 seeds from system time, value=-2 from system time in 10 minute intervals
 
  
  Environment Options
diff --git a/options.xml b/options.xml
index 293cfd6..37582cc 100644
--- a/options.xml
+++ b/options.xml
@@ -145,6 +145,12 @@
 strings/units-meters-desc

Re: [Flightgear-devel] Links for new FlightGear pilots

2011-09-14 Thread Jörg Emmerich
On Tue, 2011-09-13 at 11:46 +0300, thorsten.i.r...@jyu.fi wrote:
> LaTeX is not a word processor, it is a professional typesetting tool. I
> don't know about fiction books, but the vast majority of science books you
> can buy is done with LaTeX. If you know how to work with it (rather than
> against it), the layout you can get is orders of magnitude better than
> anything else.

I fully agree with what you are saying. I even would add as reference:
 http://en.wikipedia.org/wiki/LaTeX 
 http://www.latex-project.org/intro.html
They all fully support what you are saying.

bUT did you notice that nobody is mentioning support for Web-pages,
Softcopies, wikis, references, distributed-engineering, etc.?

I am sorry that some people seem to believe I am against LaTex and/or a
controlled release processes - I am not! I just ran into the fact, that
the present manual is not as much in use as I believe it earned to be
and/or it should be. So I try to find a way how to improve that! Doing
so I guess we need to evaluate the aspects of all the actors in that
process:

1) Writer, Poet, Engineering, Marketing, etc.
Most of those surely do not want to be bothered with the final looks of
their design - but surely some do (and then run into problems).

2) Publisher and "Corporate identity"
They definitely will support to use LaTex

3) Maintainer
One of the questions I raised but did not yet get an answer for: How can
all the many developers input there updates into the existing document?
And how often? (We have the GIT for the design - but descriptions for
the users in real time updates?) Do we have a "publishing department" in
FlightGear? (I know there is an excellent work done right now - but how
is the future? And how can we reduce the workload and turn-around times
for that?)

4) Users and/or customers
Those surely will require very different styles of documentation:
- A university-Prof studding the possibilities of FlightGear
- The FAA, that should be convinced to issue some "approvals"
- other engineers that cooperate within FlightGear
- real pilots that want to train
- grown ups 
- or kids that want to play (and which we maybe able to convince to
start simulating in FlightGear instead of playing killing-games) 

And guess where my priorities are!
Still I am looking for a compromise for most of those actors!

Very simply said: Look at the opening question of this thread, and tell
me what you would answerer! (Maybe even considering that question came
from your own kid or friend or whatever!). Would you point to the
existing manual for an answer? Did you, yourself read the complete
manual at least once?

I did not see any answers to these issues in this thread  -- and that is
my big concern! -- I do not care if one of the tools used will be LaTex
or something else! 

And let me assure you: I fully understand that FlightGear is much more
then a game and thus it is no Kids-Stuff - but I would like to use it to
convince people to use it and grow with it.

For the time being I am interested to see how my proposed Manual gets
out of this process, how long that takes, and how it gets accepted by
the customers (and the community). In todays environment!
joe




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Re: [Flightgear-devel] Repeatable random seeds

2011-09-14 Thread Erik Hofman
On Wed, 2011-09-14 at 11:18 +0200, Andreas Gaeb wrote:
> Hello everybody,
> 
> lately I've been working on a multiscreen setup driven by multiple host 
> machines. In order to get the same random scenery objects, all machines 
> need to use the same random seed. Up to now, the random seed is taken 
> from system time, which leads to inconsistencies.

Is this broken.. again?
Sigh.

I've been pushing this behavior various times and scenery objects should
always be positioned at the same location over and over again.

This has been fixed a number of times with a proper solution.
This patch is not a proper solution, sorry.

Erik


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Re: [Flightgear-devel] Repeatable random seeds

2011-09-14 Thread Stuart Buchanan
On Wed, Sep 14, 2011 at 10:43 AM, Erik Hofman wrote:
> Is this broken.. again?
> Sigh.
>
> I've been pushing this behavior various times and scenery objects should
> always be positioned at the same location over and over again.

This may just be broken in the default 3D clouds code. I'll take a look. I know
how to fix it properly ;)

Thorsten Renk - If this something we need to be thinking about for the Local
Weather as well?

-Stuart

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Re: [Flightgear-devel] Links for new FlightGear pilots

2011-09-14 Thread Stuart Buchanan
On Wed, Sep 14, 2011 at 10:31 AM, Jörg Emmerich wrote:
> 1) Writer, Poet, Engineering, Marketing, etc.
> Most of those surely do not want to be bothered with the final looks of
> their design - but surely some do (and then run into problems).

(I think the Marketing person here is part of the second group, as they
would want to be consistent with the "Corporate Identity", or brand).

I would argue that Writer, Poet, Engineer _shouldn't_ be bothered by
the final look of their design. Surely much better to have that look and
design handled by someone else, allowing them to concentrate on the
content.

> 2) Publisher and "Corporate identity"
> They definitely will support to use LaTex
>
> 3) Maintainer
> One of the questions I raised but did not yet get an answer for: How can
> all the many developers input there updates into the existing document?

Martin and I have always accepted text updates to The Manual,
either in the form of pure textual corrections, or patches to the Latex source.

> And how often?

Not very, admittedly. Outside of the updates that Martin and I make, I think
we get a couple every year.

>(We have the GIT for the design - but descriptions for
> the users in real time updates?)

I'm not quite sure of the question here. Certainly any changes will take a long
time (the next release) before they are published in a release.

> Do we have a "publishing department" in
> FlightGear? (I know there is an excellent work done right now - but how
> is the future? And how can we reduce the workload and turn-around times
> for that?)

For The Manual, it's Martin and myself. For the wiki, mainly Gijs I think.

> 4) Users and/or customers
> Those surely will require very different styles of documentation:
> - A university-Prof studding the possibilities of FlightGear
> - The FAA, that should be convinced to issue some "approvals"
> - other engineers that cooperate within FlightGear
> - real pilots that want to train
> - grown ups
> - or kids that want to play (and which we maybe able to convince to
> start simulating in FlightGear instead of playing killing-games)

Agreed - they are different target audiences. As it currently stands, The
Manual is targeted at the following people from your list:
 - A university-Prof studding the possibilities of FlightGear
 - real pilots that want to train
 - grown ups
 - or kids that want to play (and which we maybe able to convince to
 start simulating in FlightGear instead of playing killing-games)

The other two (FAA, FG engineers) require a completely different,
much more detailed set of documentation. Frankly I don't think
we should be looking to address that while we struggle to
address the above users.

> Very simply said: Look at the opening question of this thread, and tell
> me what you would answerer! (Maybe even considering that question came
> from your own kid or friend or whatever!). Would you point to the
> existing manual for an answer? Did you, yourself read the complete
> manual at least once?

Yes - I regularly point users on the Forum to The Manual to answer their
questions.

Yes - I've read it completely multiple times (but I don't count ;) )

> I did not see any answers to these issues in this thread  -- and that is
> my big concern! -- I do not care if one of the tools used will be LaTex
> or something else!
>
> And let me assure you: I fully understand that FlightGear is much more
> then a game and thus it is no Kids-Stuff - but I would like to use it to
> convince people to use it and grow with it.
>
> For the time being I am interested to see how my proposed Manual gets
> out of this process, how long that takes, and how it gets accepted by
> the customers (and the community). In todays environment!
> joe
>
>
>
>
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Re: [Flightgear-devel] Repeatable random seeds

2011-09-14 Thread thorsten . i . renk
> Thorsten Renk - If this something we need to be thinking about for the
> Local Weather as well?

We've been tossing the idea around in the forum that Local Weather stops
using the rand() function from Nasal and uses its own internal random
number generator. In this way, it could be initialized in a well-defined
state on different machines, the sequence could not be messed up by other
Nasal scripts running and you'd generate a predictable configuration.

I haven't done anything in that direction though...

* Thorsten


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Re: [Flightgear-devel] Repeatable random seeds

2011-09-14 Thread Stuart Buchanan
On Wed, Sep 14, 2011 at 11:18 AM,  Thorsten Renk wrote:
>> Thorsten Renk - If this something we need to be thinking about for the
>> Local Weather as well?
>
> We've been tossing the idea around in the forum that Local Weather stops
> using the rand() function from Nasal and uses its own internal random
> number generator. In this way, it could be initialized in a well-defined
> state on different machines, the sequence could not be messed up by other
> Nasal scripts running and you'd generate a predictable configuration.
>
> I haven't done anything in that direction though...

OK. We've got something similar already in the C code for exactly this
purpose. Might be more efficient to simply expose that over Nasal, but
I'm not sure how easy that would actually be.

-Stuart

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Re: [Flightgear-devel] Repeatable random seeds

2011-09-14 Thread Andreas Gaeb
Am 14.09.2011 11:43, schrieb Erik Hofman:
> I've been pushing this behavior various times and scenery objects should
> always be positioned at the same location over and over again.
To clarify things up a bit, not all is broken:
- Houses etc. are the same
- Trees are at the same location and same size, but sometimes have 
different textures. Looks like this is called by a rand() call in 
TreeBin.cxx:256, which is probably there because sg_random doesn't have 
an integer rand function.
- both 2D and 3D clouds differ, and as far as I can tell, both in 
position and texture.

HTH,
Andreas

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Re: [Flightgear-devel] Repeatable random seeds

2011-09-14 Thread Erik Hofman
On Wed, 2011-09-14 at 13:33 +0200, Andreas Gaeb wrote:
> Am 14.09.2011 11:43, schrieb Erik Hofman:
> > I've been pushing this behavior various times and scenery objects should
> > always be positioned at the same location over and over again.
> To clarify things up a bit, not all is broken:
> - Houses etc. are the same
> - Trees are at the same location and same size, but sometimes have 
> different textures. Looks like this is called by a rand() call in 
> TreeBin.cxx:256, which is probably there because sg_random doesn't have 
> an integer rand function.
> - both 2D and 3D clouds differ, and as far as I can tell, both in 
> position and texture.

Ah ok, then I guess it's better to address those different items instead
of trying to create a reproducible wind gust (for instance) ;-)

Erik


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Re: [Flightgear-devel] Repeatable random seeds

2011-09-14 Thread James Turner

On 14 Sep 2011, at 12:00, Stuart Buchanan wrote:

> OK. We've got something similar already in the C code for exactly this
> purpose. Might be more efficient to simply expose that over Nasal, but
> I'm not sure how easy that would actually be.

Pretty trivial, for a function such as sg_random, unless I'm missing something 
really subtle.

Basically add a f_random wrapper in NasalSys.cxx, add an entry to the static 
table at the bottom of the file, and you should be done. Oh, except you need to 
pick a name that doesn't clash with any internal Nasal rand/random.

James


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[Flightgear-devel] Scenery textures alike Brest

2011-09-14 Thread Michael Sgier
Hi
anyone can tell me how to change scenery textures? As they are so beautiful, 
sigh, I want to change 

to maybe some google texture i have or other alike Switzerland pro etc.

How was Brest done? I see the materials added but wonder about the changes in 
*.stg files.

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Re: [Flightgear-devel] Repeatable random seeds

2011-09-14 Thread Stuart Buchanan
On Wed, Sep 14, 2011 at 12:58 PM, James Turner wrote:
>
> On 14 Sep 2011, at 12:00, Stuart Buchanan wrote:
>
>> OK. We've got something similar already in the C code for exactly this
>> purpose. Might be more efficient to simply expose that over Nasal, but
>> I'm not sure how easy that would actually be.
>
> Pretty trivial, for a function such as sg_random, unless I'm missing 
> something really subtle.

There is a small subtilty. I think we need to use the (IIRC) mt_rand() function
we're using to ensure a repeatable number for the scenery etc.

That uses a structure that is seeded and which controls the sequence of random
numbesr

I think the Nasal layer would need to pass that structure (or a
reference to it) across
the interface.

Probably not too difficult I agree.

-Stuart

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Re: [Flightgear-devel] Default Takeoff Runway

2011-09-14 Thread Vivian Meazza
Alasdair wrote:

> 
> Hi all,
> It always used to be that if no runway or parking ID is specified, a
> runway facing into the wind will be chosen for takeoff. This no longer
> happening. Tonight, with
> METAR KSFO 140056Z 29010KT 10SM FEW006 18/12 A2997 RMK AO2 SLP149
> T01830122, I am always started on rwy 10L.
> And yes, I have "--enable-real-weather-fetch" in .fgfsrc
> and git pull of simgear, flightgear and fgdata at Wed 14 Sep 2011
> 01:41:42 UTC, followed by new build.
> What is occurring?
> 

I'm seeing the same thing with a build of am 12 Sep. Looks as something has
been broken. Please file a bug report here:

http://code.google.com/p/flightgear-bugs/issues/list


Vivian



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[Flightgear-devel] navinfo()

2011-09-14 Thread Scott

I'm playing around with extending the NasalSys.cxx navinfo() function
that torsten wrote.
>From what I can tell it calls navlist.cxx findByIdentAndFreq(position,
ident, freq, type)
which then calls findByIdentAndFreq(ident, freq, type) and does a
distance filter on the result.

The problem is the findByIdentAndFreq() methods require a partial Id,
and this isn't always the case.
I'd like to be able to call navinfo() with a position and radius
distance, and to get back a list of all navaids within the radius range.

Is there another method that I haven't seen that would return the
nearest navaids items from the database?


cheers
   S.



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Re: [Flightgear-devel] navinfo()

2011-09-14 Thread James Turner

On 14 Sep 2011, at 14:34, Scott wrote:

> I'm playing around with extending the NasalSys.cxx navinfo() function that 
> torsten wrote.
> >From what I can tell it calls navlist.cxx findByIdentAndFreq(position, 
> >ident, freq, type)
> which then calls findByIdentAndFreq(ident, freq, type) and does a distance 
> filter on the result.
> 
> The problem is the findByIdentAndFreq() methods require a partial Id, and 
> this isn't always the case.
> I'd like to be able to call navinfo() with a position and radius distance, 
> and to get back a list of all navaids within the radius range.
> 
> Is there another method that I haven't seen that would return the nearest 
> navaids items from the database?

There is, one of the FGPositioned spatial queries, which could be exposed via 
Nasal. However, I already exposed these via an alternate method - I didn't want 
to add lots of Nasal proxies for each item we have. You can issue a search via 
a regular flightgear command, and the resulting navaid(s) can be stored into an 
arbitrary property tree location.

The command is called 'find-nearest', it takes a maximum search radius in NM, a 
search position, and list of types to search on (NDB, ILS, VOR, or anything 
else in the positioned DB). 

Eg, from Nasal:

fgcommand("find-nearest", props.Node.new({type: "vor", max-results:10, 
results:"/some/node/path"}));

Will load the ten closest VORs to the current aircraft lat/lon below 
/some/node/path

(or as many as possible within the default search radius, 400 nm)

James

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Re: [Flightgear-devel] ZKV1000 buildmaps.pl on Windows 7

2011-09-14 Thread Sébastien MARQUE
Hi Alan,

I'm the author of buildmap.pl script. Hope not being too late.

I've no windows box here, but I had a WinXP on a virtual machine, which 
I've used to test the script (not have it anymore though). AFAIR it 
worked quite well on the VM but it was a long time ago and I don't 
remeber if my tests included the directories creation (mkdir) :/. The 
only problem I remember was to find matching imagemagick and perl 
versions for my XP platform.

I've just checked here on my linux box (perl 5.12 perlmagick 8:6.6.9.7) 
with sceneries from my computer, and images built from atlas/cvs on 
dated 2010-09-28 (ouch... old), everything seems to be OK, correct 
images have been created.

Sure the script does not embed any documentation at all. I know this is 
a pity, indeed the script do nothing very complicated, and it was not 
dedicated to be published before being cleaned and commented. No 
interface neither help is provided yet...

BTW have you checked the last available version: 
https://gitorious.org/zakharov/zkv1000/blobs/master/Systems/buildmaps.pl 
? (I've just pushed last changes from 3 monthes ago before writing this 
mail)

Do not hesitate to ask about zkv1000, this project is very calm these 
last days^Wweeks^Wmonthes... but not dead! :)

Best regards
seb

Le 13/09/2011 20:38, Alan Teeder a écrit :
> I am trying to integrate a moving map display into my TSR2 project cockpit 
> and decided that a stripped down version of the ZKV1000 code would be a 
> starting point.
> ZK1000 derives its maps from the Atlas maps using the above perl script.
> After a fight I got it to run using the command line perl buildmaps.pl 
> c:\flightgear\atlasmaps.
>
> Here are the bugs that I have encountered:-
>
> 1. At line 22 I had to change
>
> if ($OS eq 'Windows_NT') {
> $originalMapsDir =~ s:\\:/:g;
> @originalTiles = glob("\"$originalMapsDir/*.$imageFormat\"");
>
> to
>
> if ($OS eq 'Windows_NT') {
> $originalMapsDir =~ s:\\:/:g;
> @originalTiles =<$originalMapsDir/*.$imageFormat>;
>
> as “glob” did not work.
>
> 2. The “mkdir” at line 34 also did nothing, so I created the new folders 
> myself.
>
> 3. The program then ran, but the images are confused. An example is at 
> http://v-twin.dynip.sapo.pt/alan/VickersAircaft/TSR2/maps/e000n51.png showing 
> London and the Thames estuary. The image is split into 3 vertical bands.
>
> 4. No documentation, so reverse engineering was needed to do everything. That 
> seems to be the norm on FG ;-( , so I can´t complain about that.
>
> I am using Windows7, 64 bits, and recent versions of Active Perl and 
> ImageMagick.
>
> Finally a question, where is the origin point of each  Atlas and ZKV1000 tile 
> image?
>
> Alan
>
>
>
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Re: [Flightgear-devel] ZKV1000 buildmaps.pl on Windows 7

2011-09-14 Thread Sébastien MARQUE
Le 13/09/2011 20:38, Alan Teeder a ecrit :

> 1. At line 22 I had to change
>
> if ($OS eq 'Windows_NT') {
> $originalMapsDir =~ s:\\:/:g;
> @originalTiles = glob("\"$originalMapsDir/*.$imageFormat\"");
>
> to
>
> if ($OS eq 'Windows_NT') {
> $originalMapsDir =~ s:\\:/:g;
> @originalTiles =<$originalMapsDir/*.$imageFormat>;
>
> as “glob” did not work.
>
> 2. The “mkdir” at line 34 also did nothing, so I created the new folders 
> myself.
>

These two points should be corrected now, please check on gitorious 
repo: 
https://gitorious.org/zakharov/zkv1000/blobs/master/Systems/buildmaps.pl

Regards
seb

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Re: [Flightgear-devel] Default Takeoff Runway

2011-09-14 Thread Alasdair Campbell
On Wed, 2011-09-14 at 15:13 +0100, Vivian Meazza wrote:
> Alasdair wrote:
> 
> > 
> > Hi all,
> > It always used to be that if no runway or parking ID is specified, a
> > runway facing into the wind will be chosen for takeoff. This no longer
> > happening. Tonight, with
> > METAR KSFO 140056Z 29010KT 10SM FEW006 18/12 A2997 RMK AO2 SLP149
> > T01830122, I am always started on rwy 10L.
> > And yes, I have "--enable-real-weather-fetch" in .fgfsrc
> > and git pull of simgear, flightgear and fgdata at Wed 14 Sep 2011
> > 01:41:42 UTC, followed by new build.
> > What is occurring?
> > 
> 
> I'm seeing the same thing with a build of am 12 Sep. Looks as something has
> been broken. Please file a bug report here:
> 
> http://code.google.com/p/flightgear-bugs/issues/list
> 
> 
> Vivian
> 
> 
Thanks, Vivian, but I notice martin.f has just reported this
as Issue 437
Never mind, I've found a couple more bugs introduced since 2.4
to keep you active developers busy a while. :)

Alasdair

> 
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Re: [Flightgear-devel] Openstreetmap vs. G**gl

2011-09-14 Thread HB-GRAL
Am 12.09.11 09:56, schrieb Alan Teeder:
> Google maps are notoriously incorrect on co-ordinates. Even their own road
> map overlay does not align perfectly with the scenery. You can check the
> accuracy yourself if you have a GPS receiver and visit a set of easily
> identifiable points like road junctions.

Hi Alan

I see now also some differences between OSM and "our" apt.dat and the 
title of this post is probably wrong (as many other details sometimes 
coming out here from the university of half-knowledge). Some of the 
airports and runways fit exactly on all the maps. Maybe "edited" 
airports ? I dont know, it is very difficult to verify for me, maybe I 
am on some bad and exotic examples only.

(I was thinking about what happens with "wrong" runway coords from 
apt.dat, i.e. when this data is processed via shapes with recent 
landcover and height data for FlightGear scenery, coming from other 
resources. But I confess this gives me to much smoke over my head, also 
without taking slopes and hills into account).

>
> Point positions of aeronautical navaids and airfields have mostly been well
> surveyed and their positions should therefore be accurate.
>

Yes, I think (or hope) so ;-) Also here, I only see differences between 
apt.dat and other geodata. We use X-Plane data, OSM uses another 
aeronautical database with more than 4 airports recently in public 
domain (ourairports.com). I dont know if this is based on the older but 
unfortunately disappeared DAFIF resources too, but anyway it looks like 
it is also an interesting collection and has a "living" updater 
community. I just discovered this one, I will do some private examples 
with this data. And be quiet for the rest of the year, or at least for 
some days.

Cheers, Yves

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Re: [Flightgear-devel] ZKV1000 buildmaps.pl on Windows 7

2011-09-14 Thread Alan Teeder
Sébastien

Thanks for the quick response. I have done a git "pull" and am pleased to 
report that the glob and mkdir errors have now disappeared. .-)

However I am still left with the three vertical bands as shown in my 
previous post. 
(http://v-twin.dynip.sapo.pt/alan/VickersAircaft/TSR2/maps/e000n51.png)  :-(

My atlas maps were built as 1024x1024 images if that is any help.

On ZKV1000 and Atlas tiles,  e.g. the e000n51.png as above, do you know what 
are the pixel coordinates of the reference point  ( i.e. e000n51) and what 
are the tile coverages?

Alan


-Original Message- 
From: Sébastien MARQUE
Sent: Wednesday, September 14, 2011 7:39 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] ZKV1000 buildmaps.pl on Windows 7

Hi Alan,

I'm the author of buildmap.pl script. Hope not being too late.

I've no windows box here, but I had a WinXP on a virtual machine, which
I've used to test the script (not have it anymore though). AFAIR it
worked quite well on the VM but it was a long time ago and I don't
remeber if my tests included the directories creation (mkdir) :/. The
only problem I remember was to find matching imagemagick and perl
versions for my XP platform.

I've just checked here on my linux box (perl 5.12 perlmagick 8:6.6.9.7)
with sceneries from my computer, and images built from atlas/cvs on
dated 2010-09-28 (ouch... old), everything seems to be OK, correct
images have been created.

Sure the script does not embed any documentation at all. I know this is
a pity, indeed the script do nothing very complicated, and it was not
dedicated to be published before being cleaned and commented. No
interface neither help is provided yet...

BTW have you checked the last available version:
https://gitorious.org/zakharov/zkv1000/blobs/master/Systems/buildmaps.pl
? (I've just pushed last changes from 3 monthes ago before writing this
mail)

Do not hesitate to ask about zkv1000, this project is very calm these
last days^Wweeks^Wmonthes... but not dead! :)

Best regards
seb

Le 13/09/2011 20:38, Alan Teeder a écrit :
> I am trying to integrate a moving map display into my TSR2 project cockpit 
> and decided that a stripped down version of the ZKV1000 code would be a 
> starting point.
> ZK1000 derives its maps from the Atlas maps using the above perl script.
> After a fight I got it to run using the command line perl buildmaps.pl 
> c:\flightgear\atlasmaps.
>
> Here are the bugs that I have encountered:-
>
> 1. At line 22 I had to change
>
> if ($OS eq 'Windows_NT') {
> $originalMapsDir =~ s:\\:/:g;
> @originalTiles = glob("\"$originalMapsDir/*.$imageFormat\"");
>
> to
>
> if ($OS eq 'Windows_NT') {
> $originalMapsDir =~ s:\\:/:g;
> @originalTiles =<$originalMapsDir/*.$imageFormat>;
>
> as “glob” did not work.
>
> 2. The “mkdir” at line 34 also did nothing, so I created the new folders 
> myself.
>
> 3. The program then ran, but the images are confused. An example is at 
> http://v-twin.dynip.sapo.pt/alan/VickersAircaft/TSR2/maps/e000n51.png 
> showing London and the Thames estuary. The image is split into 3 vertical 
> bands.
>
> 4. No documentation, so reverse engineering was needed to do everything. 
> That seems to be the norm on FG ;-( , so I can´t complain about that.
>
> I am using Windows7, 64 bits, and recent versions of Active Perl and 
> ImageMagick.
>
> Finally a question, where is the origin point of each  Atlas and ZKV1000 
> tile image?
>
> Alan
>
>
>
> --
> BlackBerry® DevCon Americas, Oct. 18-20, San Francisco, CA
> Learn about the latest advances in developing for the
> BlackBerry® mobile platform with sessions, labs&  more.
> See new tools and technologies. Register for BlackBerry® DevCon today!
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>
>
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Flightgea

Re: [Flightgear-devel] ZKV1000 buildmaps.pl on Windows 7

2011-09-14 Thread Alan Teeder
Sébastien

Our posts have overlapped. These are now OK, but I still have the vertical 
bands.

Thanks

Alan

-Original Message- 
From: Sébastien MARQUE
Sent: Wednesday, September 14, 2011 8:04 PM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] ZKV1000 buildmaps.pl on Windows 7

Le 13/09/2011 20:38, Alan Teeder a ecrit :

> 1. At line 22 I had to change
>
> if ($OS eq 'Windows_NT') {
> $originalMapsDir =~ s:\\:/:g;
> @originalTiles = glob("\"$originalMapsDir/*.$imageFormat\"");
>
> to
>
> if ($OS eq 'Windows_NT') {
> $originalMapsDir =~ s:\\:/:g;
> @originalTiles =<$originalMapsDir/*.$imageFormat>;
>
> as “glob” did not work.
>
> 2. The “mkdir” at line 34 also did nothing, so I created the new folders 
> myself.
>

These two points should be corrected now, please check on gitorious
repo:
https://gitorious.org/zakharov/zkv1000/blobs/master/Systems/buildmaps.pl

Regards
seb

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