[Flightgear-devel] Another FlightGear Movie short using MIBS
Short Movie, starring Anmaster flying, and Helijah's music composition. Various Download Sources. files.ww http://files.ww.com/files/37527.html YouTube http://www.youtube.com/watch?v=VaIa_YkbQIg Google - link http://video.google.com/videoplay?docid=-821828377268346433 Regards, from Aerotro Online FlightGear Simulator Tracker Page. http://mpserver04.flightgear.org http://www.flightgear.org- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 0.9.11-pre1 for Mac OS?
Confirmed, no changes to the source necessary. I also played with less-intrusive solutions to the alut.h problem. Putting alut.h[1] in e.g. /usr/local/include/OpenAL/alut.h works great. So to summarize: - You need a compiler, of course, and I think you may need XCode Tools[2] installed for that. - GLUT included in the OS - OpenAL included in the OS, with the exception of OpenAL/alut.h which you should download and put in the include path. - plib via MacPorts[3] (last time I tried this by hand it didn't work out of the box) - SimGear by hand, no changes - FlightGear by hand, no changes 1. http://hans.fugal.net/alut.h among other places 2. http://developer.apple.com/tools/xcode/ 3. http://www.macports.org/ There have been some regressions in CVS since 0.9.11-pre1. I try to periodically mention the problems and nag people/provide patches to help out. There's also the macflightgear.sf.net people, but I don't know what their status is. On 8/6/07, Hans Fugal [EMAIL PROTECTED] wrote: Hi Curt, I successfully built and flew 0.9.11-pre1 in OS X. You need the OpenAL hack (find alut.h and stick it in /System/Library/Frameworks/OpenAL.framework/Headers), plib from MacPorts works fine, you might need various other generic dependencies (like automake or autoconf perhaps). I do not believe there were any patches needed, but I'll rebuild it in the morning to verify, and report. On 8/6/07, Curtis Olson [EMAIL PROTECTED] wrote: Has anyone built the latest plib or osg versions of FlightGear for Mac OS? I had someone ask me that earlier today and I promised I'd try to find a download link for them. Thanks, Curt. -- Curtis Olson - University of Minnesota - FlightGear Project http://baron.flightgear.org/~curt/ http://www.humanfirst.umn.edu/ http://www.flightgear.org Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Hans Fugal Fugal Computing -- Hans Fugal Fugal Computing - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Bug in JSBSim FGPropeller.cpp
There is a bug in JSBSim causing multiengine aircraft with counterrotating props suffer from excessive yaw when engines are running. Significant aileron deflection is required to fly straight and level. I tracked down that issue and finally came to FGPropeller.cpp line 198: vH(eX) = Ixx*omega*Sense; If I understand correctly, this is some kind of force along the rotating axis of the propeller and it should not be multiplied with Sense (unless someone mounts a wrong propeller...) Making the line vH(eX) = Ixx*omega; removes the unwanted yaw and creates symmetrical forces and moments. The only aircrafts using counterrotating props are the P-38L and the SenecaII. All others should not be affected by this patch. Greetings, Torsten - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug in JSBSim FGPropeller.cpp
On Tue 7 August 2007 17:57, Torsten Dreyer wrote: There is a bug in JSBSim causing multiengine aircraft with counterrotating props suffer from excessive yaw when engines are running. Significant aileron deflection is required to fly straight and level. I tracked down that issue and finally came to FGPropeller.cpp line 198: vH(eX) = Ixx*omega*Sense; If I understand correctly, this is some kind of force along the rotating axis of the propeller and it should not be multiplied with Sense (unless someone mounts a wrong propeller...) Making the line vH(eX) = Ixx*omega; removes the unwanted yaw and creates symmetrical forces and moments. The only aircrafts using counterrotating props are the P-38L and the SenecaII. All others should not be affected by this patch. Greetings, Torsten May be i don't understand your remark, and i could be wrong, but all aircraft propeller have not the same rotation direction , some are CCWon the same aircraft some are CW on others aircraft. Sure there is no problem with P-38L one propeller is given sense -1 /sense The other is given sense 1 /sense so, Sense could be -1 or 1 which is significant for the propeller effect. it is very important to keep in that calculation the Sense. Regards -- Gérard - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] MSVC8 link problem - Missing function in gnnode.cxx?
Tuesday, August 07, 2007. Hi Durk, Vivian, Reagan, et al ... Thanks for the replies ... The reason my MSVC8 complains is simple now that I think about it. I use my OWN flightgear.vcproj file, which includes all modules in a single line, as part of 'main'. Much easier to find sources in a simple alphabetic list ... I also do this for SG. If you are using MSVC, using either the default FG DSP files, or those from the Olaf Flebbe page, then these separate FG into a static library, (or libraries) and a 'main'. You can have unresolved items in a static library without complaint, provided it is never called from 'main' - that is the module is never extracted and added to the EXE by the linker ... Likewise I suspect the gcc build is also separated like this ... I use my own _TWO SOLUTION SYSTEM_ from this page :- http://geoffair.net/fg/fgfs-040.htm Problem solved. Thanks. Regards, Geoff. EOF - Devel-06.doc _ Express yourself instantly with MSN Messenger! Download today it's FREE! http://messenger.msn.click-url.com/go/onm00200471ave/direct/01/ - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug in JSBSim FGPropeller.cpp
On Tue 7 August 2007 18:20, gh.robin wrote: On Tue 7 August 2007 17:57, Torsten Dreyer wrote: There is a bug in JSBSim causing multiengine aircraft with counterrotating props suffer from excessive yaw when engines are running. Significant aileron deflection is required to fly straight and level. I tracked down that issue and finally came to FGPropeller.cpp line 198: vH(eX) = Ixx*omega*Sense; If I understand correctly, this is some kind of force along the rotating axis of the propeller and it should not be multiplied with Sense (unless someone mounts a wrong propeller...) Making the line vH(eX) = Ixx*omega; removes the unwanted yaw and creates symmetrical forces and moments. The only aircrafts using counterrotating props are the P-38L and the SenecaII. All others should not be affected by this patch. Greetings, Torsten May be i don't understand your remark, and i could be wrong, but all aircraft propeller have not the same rotation direction , some are CCWon the same aircraft some are CW on others aircraft. Sure there is no problem with P-38L one propeller is given sense -1 /sense The other is given sense 1 /sense so, Sense could be -1 or 1 which is significant for the propeller effect. it is very important to keep in that calculation the Sense. Regards In addition to, if these effect seems to be more than you espect it is possible to reduce the value with p_factor /p_factor with zero there is no effect. -- Gérard - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug in JSBSim FGPropeller.cpp
There is a bug in JSBSim causing multiengine aircraft with counterrotating props suffer from excessive yaw when engines are running. Significant aileron deflection is required to fly straight and level. I tracked down that issue and finally came to FGPropeller.cpp line 198: vH(eX) = Ixx*omega*Sense; If I understand correctly, this is some kind of force along the rotating axis of the propeller and it should not be multiplied with Sense (unless someone mounts a wrong propeller...) Making the line vH(eX) = Ixx*omega; removes the unwanted yaw and creates symmetrical forces and moments. The only aircrafts using counterrotating props are the P-38L and the SenecaII. All others should not be affected by this patch. Greetings, Torsten If this is indeed a cause of a problem such as you describe, or a bug, I would be very surprised. Here's why: If you look at FGPropeller.cpp, you will see that the vector vH does not add to the moment of the aircraft unless there is already a rotational motion experienced by the aircraft. See the equation where vH is summed into the moment equation: vMn = fdmex-GetPropagate()-GetPQR()*vH + vTorque*Sense; If the rotational rates (returned by the function GetPQR()) are zero - that is, at steady state - the angular momentum (vH) parameter will add *nothing* to the total moment (vMn). The angular momentum introduces gyroscopic effects. If the effect is too strong, it could be that the Ixx value for the propeler/engine shaft is too large. In that case, the angular momentum calculated would be too large and would cause the aircraft to behave erratically when manuevering. Can you tell more about the conditions in your test, and more about the problem? Jon - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] OSG and material animation, livery change ??
Hello, With FG OSG Does somebody succeeded to get livery change ? , i have tried bf109g, b1900d for instance, which does work. Only FG PLIB gives the nice result. I intend to implement some diff livery on Noratlas ant P-38L , i am not sure that is a good idea. Regards -- Gérard - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug in JSBSim FGPropeller.cpp
If the rotational rates (returned by the function GetPQR()) are zero - that is, at steady state - the angular momentum (vH) parameter will add *nothing* to the total moment (vMn). The angular momentum introduces gyroscopic effects. If the effect is too strong, it could be that the Ixx value for the propeler/engine shaft is too large. In that case, the angular momentum calculated would be too large and would cause the aircraft to behave erratically when manuevering. Maybe I am wrong, but shouldnt these effects from the left engine compensate those from the right engine if both are rotating in opposite directions? Can you tell more about the conditions in your test, and more about the problem? I will try :-) When you start the SenecaII and give full throttle on ground with parking brakes set, the aircraft turns slowly to the left (because the brakes are to weak - thats another story). When you fly the aircraft with full throttle with wings level, a slight aileron deflection to the right is needed (approx. 0.05) to keep the wings level. When you idle the engines, no aileron is needed to keep the wings level. I put some debug code into FGPropulsion.cpp: for (i=0; inumEngines; i++) { cout computing engine i \n; Engines[i]-Calculate(); vForces += Engines[i]-GetBodyForces(); // sum body frame forces vMoments += Engines[i]-GetMoments(); // sum body frame moments cout Forces: Engines[i]-GetBodyForces() \n; cout Moments: Engines[i]-GetMoments() \n; cout finished with engine i \n\n; } and FGPropeller.cpp: vMn = fdmex-GetPropagate()-GetPQR()*vH + vTorque*Sense; cout PQR: fdmex-GetPropagate()-GetPQR() \n; cout vH(eX): vH(eX) \n; cout vMn: vMn \n; And the output for the Seneca is computing engine 0 PQR: -0.00243528 , -0.000488289 , -0.0360579 vH(eX): 508.722 vMn: -376.628 , -18.3435 , 0.248403 Forces: 819.428 , 0 , 0 Moments: -376.628 , -529.63 , 4889.5 finished with engine 0 computing engine 1 PQR: -0.00243528 , -0.000488289 , -0.0360579 vH(eX): -508.722 vMn: -376.628 , 18.3435 , -0.248403 Forces: 819.428 , 0 , 0 Moments: -376.628 , -492.943 , -4889.5 finished with engine 1 and the P-38L says: computing engine 0 PQR: 0.000489925 , 3.41744e-05 , -0.00822598 vH(eX): -3114.13 vMn: -6748.41 , 25.6167 , 0.106423 Moments: 3071.39 , 0 , 0 Moments: -6748.41 , -2090.55 , 25605.2 finished with engine 0 computing engine 1 PQR: 0.000489925 , 3.41744e-05 , -0.00822598 vH(eX): 3114.13 vMn: -6748.41 , -25.6167 , -0.106423 Moments: 3071.39 , 0 , 0 Moments: -6748.41 , -3126.87 , -25605.2 finished with engine 1 As you can see, the moments second values are different on the second value, because PQR is not zero. Both aircraft are sitting on ground, parking brake set, full throttle. I hope this helps Torsten - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug in JSBSim FGPropeller.cpp
May be i don't understand your remark, and i could be wrong, but all aircraft propeller have not the same rotation direction , some are CCWon the same aircraft some are CW on others aircraft. Correct - and some aircraft have both of it: one CW and one CCW. Sure there is no problem with P-38L one propeller is given sense -1 /sense The other is given sense 1 /sense so, Sense could be -1 or 1 which is significant for the propeller effect. it is very important to keep in that calculation the Sense. Yes - also true. In addition to, if these effect seems to be more than you espect it is possible to reduce the value with p_factor /p_factor with zero there is no effect. Since the engines of the P-38L and the Seneca are turning in opposite directions, the p-factor of both propellers are compensating each other. Thats why aircraft with counterrotating props are made: they are easier to fly! Try yourself: Get the P-38L in the air and fly full throttle straight and level, open the property-browser for controls/flight. I need a right aileron deflection to keep the wings level. If I reduce power to idle, the aircraft turns sharply to the right with that aileron setting. This should not happen on aircraft with counterrotating props. Torsten - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OSG and material animation, livery change ??
Hello Gerard, Am Dienstag, den 07.08.2007, 19:47 +0200 schrieb gh.robin: Hello, With FG OSG Does somebody succeeded to get livery change ? , i have tried bf109g, b1900d for instance, which does work. Only FG PLIB gives the nice result. it used to work in OSG too, but sadly I don't know when exactly it stopped working in OSG. I remember deleting the global tag from the material animation, as it was not supported under OSG. After that it worked flawless for a while. I intend to implement some diff livery on Noratlas ant P-38L , i am not sure that is a good idea. I hope it will work again. The new generic livery dialog is too tempting. Regards Greetings Detlef - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug in JSBSim FGPropeller.cpp
On 8/7/07, Torsten Dreyer [EMAIL PROTECTED] wrote: Try yourself: Get the P-38L in the air and fly full throttle straight and level, open the property-browser for controls/flight. I need a right aileron deflection to keep the wings level. If I reduce power to idle, the aircraft turns sharply to the right with that aileron setting. This should not happen on aircraft with counterrotating props. I observe this, but I wonder if it isn't the way things should be (in spite of the counterrotating props). Maybe there's another effect at play that counterrotation doesn't solve entirely? I don't remember where now, but I thought I read something that satisfactorily explained the Seneca's behavior to me. Perhaps someone who has flown a counterrotating twin can weigh in. - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug in JSBSim FGPropeller.cpp
Hans Fugal wrote: Perhaps someone who has flown a counterrotating twin can weigh in. Then Torsten is the right person here. Guess who does fly the real-life counterpart of the Seneca in FlightGear? Cheers, Ralf - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bug in JSBSim FGPropeller.cpp
explained the Seneca's behavior to me. Perhaps someone who has flown a counterrotating twin can weigh in. The Seneca POH says: Counter-rotation of the propellers provides balanced thrust during takeoff and climb and eliminates the `critical engine` in single engine flight. Not that much of information, but it is true: I get my feet out of the pedals after the gear has left the runway and you don't need your hands either to compensate any bank or yaw. - It's a good idea to be ready to jump in if one engine fails, of course ;-) Greetings, Torsten - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Informal poll: driving simulation
-BEGIN PGP SIGNED MESSAGE- Hash: SHA256 Hi, for my living I'm developing powertrain modells for hardware in the loop simulators (for a well known OEM...). As my part covers only longitudinal dynamics I'm currently not using any 3D visualisation, but my drivetrain colleagues are using already software like http://www.dspaceinc.com/ww/en/inc/home/products/sw/expsoft/modesk.cfm But I guess that an AutomotiveGear would be a great (licence fee free) addition for our test stand :) Apart from that I can imagine great multiplayer sessions :) CU, Christian Curtis Olson wrote: I'd like to do a quick informal poll here. My day job involves maintaining and managing an advanced research driving simulator: http://www.humanfirst.umn.edu/Facilities/index.html http://www.humanfirst.umn.edu/Facilities/index.html There has been some vague discussions here in my lab about launching a project to create some sort of open-source driving simulator software targetted towards research applications (i.e. open-ended, interfaceable, highly scriptable, highly adaptable.) FlightGear seems like it could be a very logical starting point. So I am wondering if anyone out there would have any particular interest in adapting flightgear to accurate simulate surface vehicles and perhaps develop a better infrastructure for representing roadway environments, traffic, signs, signal lights, etc. My mind goes to all the animation and scripting abilities we already have with FlightGear, the ability to drive multiple displays/monitors, our mutliplayer capability, our weather and time of day effects, etc. We would need a more accurate vehicle dynamics model (or extensions to existing models to model car engines and transmissions.) We may (or may not) need to do some work generating more rich and detailed roads and road environments. Finally (and this is probably the hardest task by far as I'm sure Durk could attest to) we would ultimately want a very realistic AI traffic simulation ... cars that follow the rules of the road, obey signal lights, avoid accidents, don't have distracting behavior bugs, have tunable aggressiveness levels, have realistic variations ... i.e. cars stopped at an intersection don't all have exactly the same lane offset and gap spacing ... I could go on and on ... merging behavior, round abouts, properly interacting with pedestrian traffic, bicycles on the shoulder, trains, etc. This gets really hard, really fast. So I would be interested if there is anyone out there that would be especially interested in adapting FlightGear for car/truck type simulation, especially if your interest level (and available time) might push you to the point of being willing to contribute to such an effort. Thanks, Curt. -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) iD8DBQFGuMQioWM1JLkHou0RCI0tAKCGXNYQ8o5YlYfxQMzO364IpSbjigCcC86e PVgF62m8dpFxdDKhCiK2Mcw= =cgZf -END PGP SIGNATURE- - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Fwd: Re: Bug in JSBSim FGPropeller.cpp
-- Forwarded Message -- Subject: Re: [Flightgear-devel] Bug in JSBSim FGPropeller.cpp Date: Tue 7 August 2007 21:03 From: gh.robin [EMAIL PROTECTED] To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net On Tue 7 August 2007 20:00, Torsten Dreyer wrote: May be i don't understand your remark, and i could be wrong, but all aircraft propeller have not the same rotation direction , some are CCWon the same aircraft some are CW on others aircraft. Correct - and some aircraft have both of it: one CW and one CCW. Sure there is no problem with P-38L one propeller is given sense -1 /sense The other is given sense 1 /sense so, Sense could be -1 or 1 which is significant for the propeller effect. it is very important to keep in that calculation the Sense. Yes - also true. In addition to, if these effect seems to be more than you espect it is possible to reduce the value with p_factor /p_factor with zero there is no effect. Since the engines of the P-38L and the Seneca are turning in opposite directions, the p-factor of both propellers are compensating each other. Thats why aircraft with counterrotating props are made: they are easier to fly! Try yourself: Get the P-38L in the air and fly full throttle straight and level, open the property-browser for controls/flight. I need a right aileron deflection to keep the wings level. If I reduce power to idle, the aircraft turns sharply to the right with that aileron setting. This should not happen on aircraft with counterrotating props. Yes there is some differences needed to keep the right heading , when we modify the throttle value, but it is not exactly what you are describing. When tuning the FDM during developpement: I experienced a stable flight , waiting for the supercharger being stopped (five minutes after take off) I opened both property browser jsbsim/propulsion/engine[0] and /jsbsim/propulsion/engine[1], i could notice some diff in between blade-angle , thrust coefficient of both propellers engines (i don't know why) If i reduce the throttle value the aircraft change slightly his heading, the aircraft stability is modified, because of the speed which decrease quickly, that modification could be: turn on the left, or turn on the right. At that stage i modify again the aileron deflection to keep the right heading. If i increase again the throttle, i get again a stability problem, and the ac turn to right or to left. I did not conclude it is due to a torque effect. I have an other aircraft the F4U-7 only one propeller , the engine and propeller values are close to these we have with the P-38, the torque effect on the F4U-7 is very high, and .that is right. So i can say we don't have any torque effect with the P-38L, we have more or less a stability problem when the speed and the thrust are modified. Regards BTW: i have just finished the Noratlas 2501 which is only two engines , propeller both the same sense ( viewed from the pilot CCW). with p_factor 60/p_factor I do not notice a very significant torque of the aircraft -- Gérard --- -- Gérard - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Severe Turbulence (Weather Interpolation Problem?)
Laurence Vanek schrieb: Hans Fugal wrote: Flying in the vicinity of KCSQ just now (KCSQ 062055Z AUTO 16006KT 10SM CLR 26/23 A2979 RMK AO2) in both the pa28-161 and j3cub, I noticed some kind of weather-related problems. I'm afraid it was probably weather interpolation-related. My plane was being tossed around like a salad, but as you can see from that METAR there's no mention of severe turbulence. It went away when I chose fair weather scenario. Turning the turbulence down to 0 on the layer I was flying in changed nothing. It wasn't an FPS or machine load problem, which was my first suspect. It didn't feel like real turbulence, but it did feel like fighting walls of weather, as if they were alternating from one to another. FG/OSG (osgviewer) built from CVS from last night (roughly 0800 UTC), which I believe to be current. Happy to compile and try any variant (plib, osg/glut) on request. I can confirm this also. However, I took it as a taste of realism (feature not a bug?). I also had the turb set to zero. As Hans states it seems to conflict with what the METAR is saying. This behaviour occured first here after I compiled OSG CVS with the new weather interpolating patch. AND I have to fetch real weather --enable-real-weather-fetch, what is default for me. NOT using this parameter brings a normal situation back (= smooth flight). This evening I made several testflights from the same airport WITH and WITHOUT real-weather-fetch and it is obvious to me that this bug is related to the latest change (weather interpolating feature). And just adding, when you have this artificial turbulence you can watch your ASI jump between the indicated speeds and when flying pretty low and looking at the electrical windmills you watch them changing their direction very fast. Regards Georg EDDW - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] (Re-Edited-EXTENDED) Another FlightGear Movie short using MIBS
OK can't make Anmaster happy, so I re-compiled the Video due to being nagged to death. (Extended) Short Movie, with some Ommisions from Anmasters so-called made up remarks, More focus on where the speach comes from to clear Anmasters name :o) Now starring Ogel Anmaster flying, and Helijah's music composition. Various Download Sources. files.ww http://files.ww.com/files/37542.html YouTube http://youtube.com/watch?v=WjazB5CRv40 Google - link http://video.google.com/videoplay?docid=-4308574466983263215 * If you bookmarked the earlier link/s today, please note it will be deleted, so please update your links! sorry for any inconvenience Regards, from Aerotro Aerotro Online FlightGear Simulator Tracker Page. http://mpserver04.flightgear.org http://www.flightgear.org- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Severe Turbulence (Weather Interpolation Problem?)
I did some more investigating, and discovered that it is still happening even fair weather, it's just that the wind speed is low enough that the effect isn't very pronounced. Also, taxi up to a windsock and watch the effect. Incidentally, I was trying to add a layer of clouds with --enable-real-weather-fetch. No matter what weather scenario I had chosen, adding clouds fails to have any effect (and when opening the clouds dialog again, everything is reset to -). I don't know if this is related, but it doesn't seem very desirable to have the weather dialogs do nothing useful when real-weather-fetch is enabled. Semantically, am I right that for weather scenarios, METAR is the real weather, Thunderstorm is thunderstorm-like weather (no relation to real weather?), fair is easy flying (again, no relation to real weather?), and none means no scenario (manual control?). That's what I think they should mean but I'm not convinced that that is what they mean (or anything else that would make sense). On 8/7/07, Georg Vollnhals [EMAIL PROTECTED] wrote: Laurence Vanek schrieb: Hans Fugal wrote: Flying in the vicinity of KCSQ just now (KCSQ 062055Z AUTO 16006KT 10SM CLR 26/23 A2979 RMK AO2) in both the pa28-161 and j3cub, I noticed some kind of weather-related problems. I'm afraid it was probably weather interpolation-related. My plane was being tossed around like a salad, but as you can see from that METAR there's no mention of severe turbulence. It went away when I chose fair weather scenario. Turning the turbulence down to 0 on the layer I was flying in changed nothing. It wasn't an FPS or machine load problem, which was my first suspect. It didn't feel like real turbulence, but it did feel like fighting walls of weather, as if they were alternating from one to another. FG/OSG (osgviewer) built from CVS from last night (roughly 0800 UTC), which I believe to be current. Happy to compile and try any variant (plib, osg/glut) on request. I can confirm this also. However, I took it as a taste of realism (feature not a bug?). I also had the turb set to zero. As Hans states it seems to conflict with what the METAR is saying. This behaviour occured first here after I compiled OSG CVS with the new weather interpolating patch. AND I have to fetch real weather --enable-real-weather-fetch, what is default for me. NOT using this parameter brings a normal situation back (= smooth flight). This evening I made several testflights from the same airport WITH and WITHOUT real-weather-fetch and it is obvious to me that this bug is related to the latest change (weather interpolating feature). And just adding, when you have this artificial turbulence you can watch your ASI jump between the indicated speeds and when flying pretty low and looking at the electrical windmills you watch them changing their direction very fast. Regards Georg EDDW - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Hans Fugal Fugal Computing - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Informal poll: driving simulation
On Aug 6, 2007, at 7:46 PM, Curtis Olson wrote: I'd like to do a quick informal poll here. My day job involves maintaining and managing an advanced research driving simulator: http://www.humanfirst.umn.edu/Facilities/index.html There has been some vague discussions here in my lab about launching a project to create some sort of open-source driving simulator software targetted towards research applications (i.e. open-ended, interfaceable, highly scriptable, highly adaptable.) FlightGear seems like it could be a very logical starting point. So I am wondering if anyone out there would have any particular interest in adapting flightgear to accurate simulate surface vehicles and perhaps develop a better infrastructure for representing roadway environments, traffic, signs, signal lights, etc. My mind goes to all the animation and scripting abilities we already have with FlightGear, the ability to drive multiple displays/monitors, our mutliplayer capability, our weather and time of day effects, etc. We would need a more accurate vehicle dynamics model (or extensions to existing models to model car engines and transmissions.) We may (or may not) need to do some work generating more rich and detailed roads and road environments. Finally (and this is probably the hardest task by far as I'm sure Durk could attest to) we would ultimately want a very realistic AI traffic simulation ... cars that follow the rules of the road, obey signal lights, avoid accidents, don't have distracting behavior bugs, have tunable aggressiveness levels, have realistic variations ... i.e. cars stopped at an intersection don't all have exactly the same lane offset and gap spacing ... I could go on and on ... merging behavior, round abouts, properly interacting with pedestrian traffic, bicycles on the shoulder, trains, etc. This gets really hard, really fast. So I would be interested if there is anyone out there that would be especially interested in adapting FlightGear for car/truck type simulation, especially if your interest level (and available time) might push you to the point of being willing to contribute to such an effort. Thanks, Curt. -- I have just played a bit with Racer (http://www.racer.nl/) but it seems pretty nice. It is an open source, cross platform driving sim, much like FG. It seems to use some pretty reasonable physics and have the ability to use different cars, again, much like FG. So it is something else that you might consider. --Adam - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Fwd: Re: Bug in JSBSim FGPropeller.cpp
Yes there is some differences needed to keep the right heading , when we modify the throttle value, but it is not exactly what you are describing. I haven't been able to look too closely at this, yet, but I have a suspicion. If you look in the function FGPropeller::GetPowerRequired() there is this line at the end of that function: vTorque(eX) = -Sense*PowerRequired / (RPS*2.0*M_PI); This calculates the torque caused by the propeller as it beats against the atmosphere, and it does account for the sense that the propeller turns in. Now, look in the function above it, Calculate(), and you will see this, where the moment is calculated for the propeller: vMn = fdmex-GetPropagate()-GetPQR()*vH + vTorque*Sense; Do you see what is happening? The torque is getting multiplied by the sense, again. I suspect that the equation should simply be: vMn = fdmex-GetPropagate()-GetPQR()*vH + vTorque; Can you try this out? Jon - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Informal poll: driving simulation
I have just played a bit with Racer (http://www.racer.nl/) but it seems pretty nice. It is an open source, cross platform driving sim, much like FG. It seems to use some pretty reasonable physics and have the ability to use different cars, again, much like FG. So it is something else that you might consider. Hi, unfortionatly, racer is not OSS. It's just free (like free beer ;-) ), but not under an open source license (http://www.racer.nl/legal.htm). Aside from that, I do like it very much, too. But on the other hand I remember VDrift (http://vdrift.net/), which is open source software. I didn't play it for a while, but it seems to have done an amazing progress in the past. It is based on vamos (http://vamos.sourceforge.net/). Maybe this could be used as a pseudo-fdm for vehicles in flightgear? Mirko - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 0.9.11-pre1 for Mac OS?
Hi Curt, I've built both of these. (not the latest but ones as of a few weeks ago) Do you need binary packages or the URLs to the svn repository? If you need binary packages, let me have some time. I'm going to make it and post an announce here. Though I'm a bit busy these days, I'll do my best, hopefully within a week. It wil be available via http://www.macflightgear.sourceforge.net For Xcode packages that download source files and build these semi- automatically, you can get the latest XCode projects via: svn co https://macflightgear.svn.sourceforge.net/svnroot/ macflightgear/branches/0.9.11-pre1/ svn co https://macflightgear.svn.sourceforge.net/viewvc/macflightgear/ trunk/ # OSG version is now stored in trunk. Running download.sh, patch.sh, and build.sh in this order will make a binary package (OS X Application) in SOURCE_ROOT/FlightGearOSX/build/Deployment/FlightGear.app No installers are needed. Just copy the FlightGear.app folder to / Applications folder after building a package. Best Regards, Tat On Aug 7, 2007, at 11:49 AM, Curtis Olson wrote: Has anyone built the latest plib or osg versions of FlightGear for Mac OS? I had someone ask me that earlier today and I promised I'd try to find a download link for them. Thanks, Curt. -- Curtis Olson - University of Minnesota - FlightGear Project http://baron.flightgear.org/~curt/ http:// www.humanfirst.umn.edu/ http://www.flightgear.org Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d -- --- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 0.9.11-pre1 for Mac OS?
Hans, As I posted in this list, both osg/0.9.11-pre1 are ready to deliver (ones as of a few weeks ago). According to your post, there seems no further patches required for building the latest source. So I will make the latest packages for both cvs version and 0.9.11- pre1 and will post the links to the macflightgear webpage. Thanks for your help, Tat On Aug 7, 2007, at 11:27 PM, Hans Fugal wrote: Confirmed, no changes to the source necessary. I also played with less-intrusive solutions to the alut.h problem. Putting alut.h[1] in e.g. /usr/local/include/OpenAL/alut.h works great. So to summarize: - You need a compiler, of course, and I think you may need XCode Tools[2] installed for that. - GLUT included in the OS - OpenAL included in the OS, with the exception of OpenAL/alut.h which you should download and put in the include path. - plib via MacPorts[3] (last time I tried this by hand it didn't work out of the box) - SimGear by hand, no changes - FlightGear by hand, no changes 1. http://hans.fugal.net/alut.h among other places 2. http://developer.apple.com/tools/xcode/ 3. http://www.macports.org/ There have been some regressions in CVS since 0.9.11-pre1. I try to periodically mention the problems and nag people/provide patches to help out. There's also the macflightgear.sf.net people, but I don't know what their status is. On 8/6/07, Hans Fugal [EMAIL PROTECTED] wrote: Hi Curt, I successfully built and flew 0.9.11-pre1 in OS X. You need the OpenAL hack (find alut.h and stick it in /System/Library/Frameworks/OpenAL.framework/Headers), plib from MacPorts works fine, you might need various other generic dependencies (like automake or autoconf perhaps). I do not believe there were any patches needed, but I'll rebuild it in the morning to verify, and report. On 8/6/07, Curtis Olson [EMAIL PROTECTED] wrote: Has anyone built the latest plib or osg versions of FlightGear for Mac OS? I had someone ask me that earlier today and I promised I'd try to find a download link for them. Thanks, Curt. -- Curtis Olson - University of Minnesota - FlightGear Project http://baron.flightgear.org/~curt/ http://www.humanfirst.umn.edu/ http://www.flightgear.org Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Hans Fugal Fugal Computing -- Hans Fugal Fugal Computing -- --- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel - This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now http://get.splunk.com/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel