Re: [Flightgear-devel] Wiki updates

2006-06-06 Thread Ralf Gerlich
Hi Arnt,

Arnt Karlsen schrieb:
 ..in precisely that process, building a new GVAC Cape Verde out of 
 your VMap1 data and then KOSH, I am trying to get TerraGear built:
 http://80.239.32.252/terrorgear.configure.fails  ,   and post with
 message-id: [EMAIL PROTECTED].

I'll try to have a look at it ASAP. Sorry, for not answering earlier, 
sometimes I'm reading flightgear-devel in a hurry and even Terr_a_Gear 
;-) posts seem to go under my radar. Mind you: In the olden times, when 
TerraGear required nurbs++ as a dependency, building TerraGear was even 
more a hassle than it is now.

Currently, the address you provided does not seem to be reachable...

BTW: I have done a build of Cape Verde and it took me about 300MB 
(shapefiles+workdir+final scenery, but not including necessary SRTM 
downloads). Martin's shapefiles extend further than the region required 
for the actual islands, so I enforced a smaller boundary rectangle on 
building. The result is available on 
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Misc_rag/cape_verde-20060526.tar.bz2

To all: I have a Makefile available building plib, SimGear, FlightGear, 
TerrorGear+dependencies, fgsd and TaxiDraw, at least under Linux. I 
don't know whether it is in good shape - haven't checked compiling fgsd 
for a while and I have to check whether I distribute anything that 
should go with it - but I can make it available if anybody is 
interested. I also have a Perl script doing all my scenery builds, which 
is able to build both based on our custom-scenery.org-style category 
files as well as Martin's current shapefile nomenclature. If you want 
them, you can have them, but they come without any warranty to work on 
your box.

Please don't expect me to put this up earlier than this evening 
(UTC+2h). Now that I mentioned it, I can't think of any good reason why 
I didn't put this online earlier anyway %-)

Cheers,
Ralf


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[Flightgear-devel] AI FlightPlans

2006-06-06 Thread dene maxwell
Hi all,

Problem: I have about 7 AI aircraft arriving at an airport at staggered
times... I want them to taxi off the runway - park and hold until all
aircraft haved handed and taxi-ed-. landing, taxi-ing, parking I think I
have sorted... any suggestions on how to make them hold?

Previous attempts using very short waypoints and very low velocities cause
the planes to yaw backwards and forwards very violently

...open to suggestions

developing and testing on 098a but will eventually be run on latest and
greatest FG.

Regards
:-D ene

_
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Re: [Flightgear-devel] AI FlightPlans

2006-06-06 Thread Durk Talsma
Hi Dene,

It sounds like this would be a job for the traffic manager system, which 
has more or less all the capabilities you describe (arrival, taxiway 
following, wait until next flight, etc etc). I'll put some documentation 
regarding the design of trafficmanager scripts once I'm back home (in 
about a week or two).

Cheers,
Durk

dene maxwell wrote:
 Hi all,

 Problem: I have about 7 AI aircraft arriving at an airport at staggered
 times... I want them to taxi off the runway - park and hold until all
 aircraft haved handed and taxi-ed-. landing, taxi-ing, parking I think I
 have sorted... any suggestions on how to make them hold?

 Previous attempts using very short waypoints and very low velocities cause
 the planes to yaw backwards and forwards very violently

 ...open to suggestions

 developing and testing on 098a but will eventually be run on latest and
 greatest FG.

 Regards
 :-D ene

 _
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Re: [Flightgear-devel] Wiki updates

2006-06-06 Thread Melchior FRANZ
* Martin Spott -- Monday 05 June 2006 23:58:
 Indeed, documentation is a weak point in the history of FlightGear
 development. Guess why ? Because writing documentation that you can
 rely on and which comes in a presentable outfit is unpleasant work,

That's not necessarily the reason why contributions are sparse: last
time I wanted to commit a minor documentation fix, I noticed that I
don't/didn't have commit permission for that module. I lost interest
after that and document my stuff in $FG_ROOT/Docs/.

m.


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Re: [Flightgear-devel] Wiki updates

2006-06-06 Thread Arnt Karlsen
On Tue, 06 Jun 2006 11:57:43 +0200, Ralf wrote in message 
[EMAIL PROTECTED]:

 Hi Arnt,
 
 Arnt Karlsen schrieb:
  ..in precisely that process, building a new GVAC Cape Verde out of 
  your VMap1 data and then KOSH, I am trying to get TerraGear built:
  http://80.239.32.252/terrorgear.configure.fails  ,   and post with
  message-id: [EMAIL PROTECTED].
 
 I'll try to have a look at it ASAP. Sorry, for not answering earlier, 
 sometimes I'm reading flightgear-devel in a hurry and even Terr_a_Gear
  ;-) posts seem to go under my radar. Mind you: In the olden times,
  when 
 TerraGear required nurbs++ as a dependency, building TerraGear was
 even  more a hassle than it is now.

..aye, I hear it earned its nick name with glee, Masochists only.  ;O)

 Currently, the address you provided does not seem to be reachable...

..thanks, a power outage was scheduled by the utility here, 
grid work, so I shut down everything, should be up now.

 BTW: I have done a build of Cape Verde and it took me about 300MB 
 (shapefiles+workdir+final scenery, but not including necessary SRTM 
 downloads). Martin's shapefiles extend further than the region
 required  for the actual islands, so I enforced a smaller boundary
 rectangle on  building. The result is available on 
 ftp://ftp.ihg.uni-duisburg.de/FlightGear/Misc_rag/cape_verde-20060526.tar.bz2

..aye.  My plan was do it to get a feel for what I'm in for doing a 
new KOSH for http://airventure.org/ with 2 runways shut down, 
and Taxiway Papa becoming RWY 18R/36L.

 To all: I have a Makefile available building plib, SimGear,
 FlightGear,  TerrorGear+dependencies, fgsd and TaxiDraw, at least
 under Linux. I  don't know whether it is in good shape - haven't
 checked compiling fgsd  for a while and I have to check whether I
 distribute anything that  should go with it - but I can make it
 available if anybody is  interested. I also have a Perl script doing
 all my scenery builds, which  is able to build both based on our
 custom-scenery.org-style category  files as well as Martin's current
 shapefile nomenclature. If you want  them, you can have them, but they
 come without any warranty to work on  your box.
 
 Please don't expect me to put this up earlier than this evening 
 (UTC+2h). Now that I mentioned it, I can't think of any good reason
 why  I didn't put this online earlier anyway %-)

..urls?  ;O)

 Cheers,
 Ralf

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.




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Re: [Flightgear-devel] Wiki updates

2006-06-06 Thread Martin Spott
Melchior FRANZ wrote:

 That's not necessarily the reason why contributions are sparse: last
 time I wanted to commit a minor documentation fix, I noticed that I
 don't/didn't have commit permission for that module. I lost interest
 after that and document my stuff in $FG_ROOT/Docs/.

Why don't you say a single word ? People are standing on your feet to
get their patches committed to main CVS, why don't you simply play the
same game ?  ;-)

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


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Re: [Flightgear-devel] Wiki updates

2006-06-06 Thread Melchior FRANZ
* Martin Spott -- Tuesday 06 June 2006 15:26:
 Melchior FRANZ wrote:
  I noticed that I don't/didn't have commit permission for that module. 

 Why don't you say a single word ? People are standing on your feet to
 get their patches committed to main CVS, why don't you simply play the
 same game ?  ;-)

*Because* people are standing on my feet already, and it's not my
style to beg for yet more work. And being trusted to work on code, but
not on documentation isn't exactly a motivation either. I better stick
with coding then. (Hey, I didn't ask for commit permissions to 
fgfs/sg/base, either.)

Of course, people aren't really standing on my feet. I'm not the 
least annoyed by what people send me for submission. Thankfully, it's
mostly easy stuff. (I would hate to get bogus patches for subsystems
that I'm not familiar with. Well, I would just reject them.  :-)

m.


-- 
You don't seem to understand what being a maintainer means.
It means saying no to crap.  -- Linus TORVALDS


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[Flightgear-devel] GPL licensing question.

2006-06-06 Thread Curtis L. Olson
Here's a question for all you amateur lawyers and GPL experts out there.

Let's say that someone wants to create a proprietary aircraft within the 
FlightGear system, and then distribute a larger system that includes 
FlightGear + that aircraft.

In my view, the FlightGear GPL license covers our source code, but not 
content created with or used by that code (except for things like the 
base package which is explicitely licensed as GPL.)  Is it possible that 
someone could lay claim to any newly created proprietary content (3d 
models, artwork, panels, etc.) by way of the GPL?  Even if FlightGear is 
happy to allow people to create proprietary aircraft, could someone 
upstream in plib or zlib or openal land somehow file a complaint?

To me this is analogous to Microsoft demanding all documents created and 
owned by a company just because they created and edited them with 
Microsoft Word.  I just don't see that ever happening.

But I wonder what others think about this issue from a legal point of view.

Thanks,

Curt.

-- 
Curtis Olsonhttp://www.flightgear.org/~curt
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
Unique text:2f585eeea02e2c79d7b1d8c4963bae2d



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[Flightgear-devel] panel/splash-screen/hud fonts

2006-06-06 Thread Melchior FRANZ
I've now converted all font-using parts in fgfs to use the
font-cache. And while I was at it, I also made some fonts
configurable:

panel
-
Here only fonts typewriter and led could be used in the
past. Now all texture fonts ($FG_ROOT/Fonts/*.txf) can be used.
This may lead to wrong alignment in instruments that tried to
use other fonts already, because they were really adjusted
for typewriter, but now the ordered fonts are delivered
and may not work with the old coords. Note that this is a
bug in the instrument xml files, and to be fixed there.

splash-screen
-
Font and color can be set in the respective style file
($FG_ROOT/gui/styles/*.xml). Here it is possible to use all
fonts, texture and bitmap (see comment on top of default.xml).
I set the old font as default, but SANS_12B or TIMES_24 look
nice, too. This can be changed in *-set.xml files, too, along
with the splash background, which doesn't need to be black.
Some dark color may look nice. Example:

  $ fgfs --aircraft=Citation-II \
 --prop:/sim/gui/style[1]/colors/splash-screen/{red,green}=0 \
 --prop:/sim/gui/style[1]/colors/splash-screen/blue=0.35 \
 --prop:/sim/gui/style[1]/fonts/splash/name=TIMES_24 \
 --prop:/sim/gui/style[1]/colors/splash-font/{red,green,blue}=0.7

hud
---
The HUD font is no longer hardcoded -- any texture font can be set
via /sim/hud/font/{name,size}. Bitmap fonts don't work (e.g. TIMES_10).

BTW: it's not hard to create further *.txf-fonts for the panel,
if needed.

m.


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Re: [Flightgear-devel] GPL licensing question.

2006-06-06 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Curtis L. Olson schrieb:
 Here's a question for all you amateur lawyers and GPL experts out there.

INAL but your case looks to me like that that person wants to use FGFS
just as an (complex) viewer/interpreter program for his proprietary
content(*).
This happens all the time with Notepad, Word, Perl, Python, ... and
nobody complains - because they can't IMHO.

CU,
Christian

(*) I'm assuming that the proprietary aircraft doesn't derive of any
preexisting material (like textures) in FGFS. This might become complex
with the cofiguration XML files as they must be written from scratch IMHO.

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Re: [Flightgear-devel] GPL licensing question.

2006-06-06 Thread Mathias Fröhlich
On Tuesday 06 June 2006 18:52, Curtis L. Olson wrote:
 Here's a question for all you amateur lawyers and GPL experts out there.

 Let's say that someone wants to create a proprietary aircraft within the
 FlightGear system, and then distribute a larger system that includes
 FlightGear + that aircraft.

 In my view, the FlightGear GPL license covers our source code, but not
 content created with or used by that code (except for things like the
 base package which is explicitely licensed as GPL.)  Is it possible that
 someone could lay claim to any newly created proprietary content (3d
 models, artwork, panels, etc.) by way of the GPL?  Even if FlightGear is
 happy to allow people to create proprietary aircraft, could someone
 upstream in plib or zlib or openal land somehow file a complaint?

 To me this is analogous to Microsoft demanding all documents created and
 owned by a company just because they created and edited them with
 Microsoft Word.  I just don't see that ever happening.

 But I wonder what others think about this issue from a legal point of view.

From my point of view that is the same with gcc. The compiler is GPL, but the 
programs compiled with gcc do not need to be gpl. The runtime libraries used 
by gcc compiled codes is a little less than LGPL.

I think that you can do properitary aircraft with flightgear. The only 
restriction could be that no GPL configuration files are referenced. I think 
of standard electrical systems for example.

If the 'larger system' provider does modifications to flightgears sources he 
must publish the sources with his modifications. We are then free to 
incorporate them into our tree.

I am not aware of any possible claims from third party libs like zlib ...

   Greetings

 Mathias

-- 
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Re: [Flightgear-devel] GPL licensing question.

2006-06-06 Thread Oliver
Am Dienstag, den 06.06.2006, 19:48 +0200 schrieb Christian Mayer:

 (*) I'm assuming that the proprietary aircraft doesn't derive of any
 preexisting material (like textures) in FGFS.
 This might become complex
 with the cofiguration XML files as they must be written from scratch 
 IMHO.

But what about nasal script code in a xml file that is written from
scratch but makes use of flightgear's nasal implementation?

Best Regards,
 Oliver C.





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Re: [Flightgear-devel] GPL licensing question.

2006-06-06 Thread Berndt, Jon S
 In my view, the FlightGear GPL license covers our source 
 code, but not content created with or used by that code 
 (except for things like the base package which is explicitely 
 licensed as GPL.)

In my mind, that is one reason why the approach taken by FlightGear and
associated projects lke JSBSim and YASim, etc. are so valuable: because
they provide a generic capability, and sensitive information provided in
configuration files (flight model, 3D models, etc.) can be owned and
controlled. I think it is exactly analogous to your illustration:
Microsoft does not own any documents created by Microsoft Word, or
Publisher, for instance.

Jon


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Re: [Flightgear-devel] GPL licensing question.

2006-06-06 Thread Christian Mayer
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Oliver schrieb:
 Am Dienstag, den 06.06.2006, 19:48 +0200 schrieb Christian Mayer:
 
 (*) I'm assuming that the proprietary aircraft doesn't derive of any
 preexisting material (like textures) in FGFS.
 This might become complex
 with the cofiguration XML files as they must be written from scratch 
 IMHO.
 
 But what about nasal script code in a xml file that is written from
 scratch but makes use of flightgear's nasal implementation?

That's IMHO no problem - it doesn't matter if I've got a Perl/Python/...
script or a Nasal script.

CU,
Christian

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Re: [Flightgear-devel] Object without texture issue

2006-06-06 Thread Jakub Skibiński


AJ MacLeod wrote:
 On Monday 05 June 2006 20:25, Jakub Skibiński wrote:
 
I am newbie, so excuse my ignorance :)
 
 We are all ignorant about something.  Some of us are very ignorant about most 
 things :-)
 
 
Then I export my object to an '.ac' file and copy it into proper FG
scenery directory along with the texture file. When running FG my object
exists, but it isn't textured (it is painted with solid red color instead).
I have similar effect when exporting to '.3ds', '.obj' and other files.
Does anyone have any idea if it is a problem with texture file or export
operation, or something else?
 
 
 The texture file must be a power of two in size (i.e. 64x64 pixels, 32x256 or 
 whatever).  There will be an error message generated to warn if this is 
 what's wrong...

That was it! Thanks a lot.
BTW, I saw the error message when starting FG, but I didn't connect it
with my problem :)

Best regards
Kuba$


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Re: [Flightgear-devel] GPL licensing question.

2006-06-06 Thread GWMobile
Have to check the gpl.
Most address the issue of expansion of the code.

On Tue, 6 Jun 2006 2:02 pm, Curtis L. Olson wrote:
 Here's a question for all you amateur lawyers and GPL experts out 
 there.

 Let's say that someone wants to create a proprietary aircraft within 
 the
 FlightGear system, and then distribute a larger system that includes
 FlightGear + that aircraft.

 In my view, the FlightGear GPL license covers our source code, but not
 content created with or used by that code (except for things like the
 base package which is explicitely licensed as GPL.)  Is it possible 
 that
 someone could lay claim to any newly created proprietary content (3d
 models, artwork, panels, etc.) by way of the GPL?  Even if FlightGear 
 is
 happy to allow people to create proprietary aircraft, could someone
 upstream in plib or zlib or openal land somehow file a complaint?

 To me this is analogous to Microsoft demanding all documents created 
 and
 owned by a company just because they created and edited them with
 Microsoft Word.  I just don't see that ever happening.

 But I wonder what others think about this issue from a legal point of 
 view.

 Thanks,

 Curt.

 --
 Curtis Olsonhttp://www.flightgear.org/~curt
 HumanFIRST Program  http://www.humanfirst.umn.edu/
 FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Tides in FlightGear?

2006-06-06 Thread Oliver
Am Sonntag, den 28.05.2006, 14:42 +0200 schrieb Martin Doege:
 And since one of the major selling points of Flight Simulator X will
 be, at least according to the screenshots and trailers, the more
 realistic depiction of water in all its pixel shader-rendered glory,
 it would be great if the water in FG would also be a little more than
 just the big blue parking lot it is right now. :-)

Maybe we could integrate code from the submarine simulation Danger of
the Deep. They have allready very nice eye candy water effects.

Screenshots:
http://dangerdeep.sourceforge.net/gallery.php
http://dangerdeep.sourceforge.net/gallery/screenshot_0_1_1_01.jpg
http://dangerdeep.sourceforge.net/gallery/screenshot_0_1_1_02.jpg
http://dangerdeep.sourceforge.net/gallery/screenshot_0_1_1_03.jpg
http://dangerdeep.sourceforge.net/gallery/screenshot_0_1_1_04.jpg

It is an open source simulation like FlightGear and under the GPL
license, so there shouldn't be a problem with code reuse from a license
point of view. 

If we think about this a little further perhaps they might be interested
in a merge of both projects. Because even a submarine simulation needs
airplanes in the air and nice coast lines with hills and buildings on
the land that is visible from the sea. :)


Best Regards,
 Oliver C.





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Re: [Flightgear-devel] Lee Elliot-ComperSwift

2006-06-06 Thread dene maxwell
Hi Dene,

Just as well I said I would check :)

Here are the _correct_ figures for the Comper Swift fitted with
the Pobjoy R seven cylinder radial engine (as modelled)

Cruise:  120 mph (104.2 kt)
Max:  140 mph (121.6 kt)
Landing/Stall 40 mph (34 kt)

Not sure exactly what is meant by the Landing/Stall speed :s but
in a flight report from 1931 the pilot said The elevators give
a much better impression of effectiveness down to about 45 mph -
which was the slowest to which I dared stall - here he was
comparing a model where the cut-out in the wing trailing edge
for the cockpit had been smoothed with an earlier model where it
was more angular.

The same pilot went on to say that he felt happiest landing at 55
mph (47.8 kt)

HTH

LeeE


Thanks Lee thats all I need for a realistic AI Scenario... I don't think 
anyone will complain if the sim lands at 45-50 knots

... I suspect the Landing/stall figure is in fact *stall in landing 
configuration* (ie flaps) this seems to be a very popular figure to provide 
in performance data.

Thanks again
:-D ene

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Re: [Flightgear-devel] AI FlightPlans

2006-06-06 Thread dene maxwell
Thank you Durk that would be much appreciated I haven't really 
investigated the traffic manager system so know very little about(read 
nothing) about it. I have plenty left to do with regard way points and xml 
wrappers for the models, plus scenery work... great opportunity to learn 
more about FGFS... in case you hadn't guessed this is for the 
FGLive-KOSH-AirVenture CD that Arnt is coordinating.

Look forward to hearing from you when you get home...have a safe trip.
:-D ene


From: Durk Talsma [EMAIL PROTECTED]
Reply-To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] AI FlightPlans
Date: Tue, 06 Jun 2006 06:36:43 -0400

Hi Dene,

It sounds like this would be a job for the traffic manager system, which
has more or less all the capabilities you describe (arrival, taxiway
following, wait until next flight, etc etc). I'll put some documentation
regarding the design of trafficmanager scripts once I'm back home (in
about a week or two).

Cheers,
Durk

dene maxwell wrote:
  Hi all,
 
  Problem: I have about 7 AI aircraft arriving at an airport at staggered
  times... I want them to taxi off the runway - park and hold until all
  aircraft haved handed and taxi-ed-. landing, taxi-ing, parking I 
think I
  have sorted... any suggestions on how to make them hold?
 
  Previous attempts using very short waypoints and very low velocities 
cause
  the planes to yaw backwards and forwards very violently
 
  ...open to suggestions
 
  developing and testing on 098a but will eventually be run on latest and
  greatest FG.
 
  Regards
  :-D ene
 
  _
  Find the coolest online games @ http://xtramsn.co.nz/gaming
 
 
 
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Re: [Flightgear-devel] GPL licensing question.

2006-06-06 Thread Lee Elliott
On Tuesday 06 June 2006 17:52, Curtis L. Olson wrote:
 Here's a question for all you amateur lawyers and GPL experts
 out there.

 Let's say that someone wants to create a proprietary aircraft
 within the FlightGear system, and then distribute a larger
 system that includes FlightGear + that aircraft.

 In my view, the FlightGear GPL license covers our source code,
 but not content created with or used by that code (except for
 things like the base package which is explicitely licensed as
 GPL.)  Is it possible that someone could lay claim to any
 newly created proprietary content (3d models, artwork,
 panels, etc.) by way of the GPL?  Even if FlightGear is happy
 to allow people to create proprietary aircraft, could someone
 upstream in plib or zlib or openal land somehow file a
 complaint?

 To me this is analogous to Microsoft demanding all documents
 created and owned by a company just because they created and
 edited them with Microsoft Word.  I just don't see that ever
 happening.

 But I wonder what others think about this issue from a legal
 point of view.

 Thanks,

 Curt.

I don't think we need to worry about the source code aspects of 
GPL in FG - that's fairly straight forward and well understood.

It's the situation regarding the GPL'd data that seems a lot less 
clearer and is causing the most uncertainty.

The GPL'd data that comes with FG can be separated in to two 
areas, broadly defined as artwork and configuration.

Now, if someone were to take an aircraft or a building etc model, 
or a texture and then modify it, it would still be covered by 
the GPL because it would clearly be a derived work.

However, the configuration files are how FG is instructed to work 
and so can't be GPL'd, even if proprietary configuration files 
are derived from ones already in FG.  Basically, if you want to 
do the same thing in a proprietary regime as something that has 
already been done in GPL'd FG, the files will, and in fact 
_must_ have similar content.

I'm not sure exactly how nasal should be treated though.  Each 
script qualifies as a program and would therefore seem to belong 
with the source code but in fact, nasal use within FG is used as 
another way of controlling FG - just consider a simple script to 
toggle a property and how insisting that it is GPL'd would 
prevent any proprietary use of similar code, which seems 
nonsensical.

LeeE



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Re: [Flightgear-devel] Lee Elliot-ComperSwift

2006-06-06 Thread Lee Elliott
On Tuesday 06 June 2006 21:40, dene maxwell wrote:
 Hi Dene,
 
 Just as well I said I would check :)
 
 Here are the _correct_ figures for the Comper Swift fitted
  with the Pobjoy R seven cylinder radial engine (as modelled)
 
 Cruise:  120 mph (104.2 kt)
 Max:  140 mph (121.6 kt)
 Landing/Stall 40 mph (34 kt)
 
 Not sure exactly what is meant by the Landing/Stall speed :s
  but in a flight report from 1931 the pilot said The
  elevators give a much better impression of effectiveness
  down to about 45 mph - which was the slowest to which I
  dared stall - here he was comparing a model where the
  cut-out in the wing trailing edge for the cockpit had been
  smoothed with an earlier model where it was more angular.
 
 The same pilot went on to say that he felt happiest landing
  at 55 mph (47.8 kt)
 
 HTH
 
 LeeE

 Thanks Lee thats all I need for a realistic AI Scenario... I
 don't think anyone will complain if the sim lands at 45-50
 knots

 ... I suspect the Landing/stall figure is in fact *stall in
 landing configuration* (ie flaps) this seems to be a very
 popular figure to provide in performance data.

 Thanks again

 :-D ene

Just thought I'd better point out that the Swift doesn't have 
flaps ;)

LeeE



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Re: [Flightgear-devel] Wiki updates

2006-06-06 Thread Arnt Karlsen
On Tue, 6 Jun 2006 15:17:44 +0200, Arnt wrote in message 
[EMAIL PROTECTED]:

 On Tue, 06 Jun 2006 11:57:43 +0200, Ralf wrote in message 
 [EMAIL PROTECTED]:
 
  Hi Arnt,
  
  Arnt Karlsen schrieb:
   ..in precisely that process, building a new GVAC Cape Verde out of
   
   your VMap1 data and then KOSH, I am trying to get TerraGear built:
   http://80.239.32.252/terrorgear.configure.fails  ,   and post with
   message-id: [EMAIL PROTECTED].
  
  I'll try to have a look at it ASAP. Sorry, for not answering
  earlier,  sometimes I'm reading flightgear-devel in a hurry and even
  Terr_a_Gear ;-) posts seem to go under my radar. Mind you: In the
  olden times, when TerraGear required nurbs++ as a dependency,
  building TerraGear was even  more a hassle than it is now.
 
 ..aye, I hear it earned its nick name with glee, Masochists only. 
 ;O)
 
  Currently, the address you provided does not seem to be reachable...

..remains at http://80.239.32.252/terrorgear.configure.fails 
(Wifi link, alot of noise in the evenings, otherwise good bw.)

 ..thanks, a power outage was scheduled by the utility here, 
 grid work, so I shut down everything, should be up now.
 
  BTW: I have done a build of Cape Verde and it took me about 300MB 
  (shapefiles+workdir+final scenery, but not including necessary SRTM 
  downloads). Martin's shapefiles extend further than the region
  required  for the actual islands, so I enforced a smaller boundary
  rectangle on  building. The result is available on 
  ftp://ftp.ihg.uni-duisburg.de/FlightGear/Misc_rag/cape_verde-20060526.tar.bz2
 
 ..aye.  My plan was do it to get a feel for what I'm in for doing a 
 new KOSH for http://airventure.org/ with 2 runways shut down, 
 and Taxiway Papa becoming RWY 18R/36L.
 
  To all: I have a Makefile available building plib, SimGear,
  FlightGear,  TerrorGear+dependencies, fgsd and TaxiDraw, at least
  under Linux. I  don't know whether it is in good shape - haven't
  checked compiling fgsd  for a while and I have to check whether I
  distribute anything that  should go with it - but I can make it
  available if anybody is  interested. I also have a Perl script doing
  all my scenery builds, which  is able to build both based on our
  custom-scenery.org-style category  files as well as Martin's current
  shapefile nomenclature. If you want  them, you can have them, but
  they come without any warranty to work on  your box.
  
  Please don't expect me to put this up earlier than this evening 
  (UTC+2h). Now that I mentioned it, I can't think of any good reason
  why  I didn't put this online earlier anyway %-)
 
 ..urls?  ;O)
 
  Cheers,
  Ralf
 


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.



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Re: [Flightgear-devel] Lee Elliot-ComperSwift

2006-06-06 Thread Josh Babcock
Lee Elliott wrote:
lowest I dared stall? Like he had a choice?

Josh


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