[Flightgear-devel] Another FlightGear Movie short using MIBS

2007-08-07 Thread Forums Virgin Net
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?

2007-08-07 Thread Hans Fugal
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

2007-08-07 Thread Torsten Dreyer
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

2007-08-07 Thread gh.robin
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?

2007-08-07 Thread Geoff Air
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

2007-08-07 Thread gh.robin
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

2007-08-07 Thread Berndt, Jon S
 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 ??

2007-08-07 Thread 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.

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

2007-08-07 Thread Torsten Dreyer
 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

2007-08-07 Thread Torsten Dreyer
  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 ??

2007-08-07 Thread Detlef Faber
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

2007-08-07 Thread Hans Fugal
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

2007-08-07 Thread Ralf Gerlich
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

2007-08-07 Thread Torsten Dreyer
 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

2007-08-07 Thread Christian Mayer
-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

2007-08-07 Thread gh.robin


--  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?)

2007-08-07 Thread Georg Vollnhals
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

2007-08-07 Thread Forums Virgin Net
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?)

2007-08-07 Thread Hans Fugal
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

2007-08-07 Thread Adam Dershowitz


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

2007-08-07 Thread Berndt, Jon S
 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

2007-08-07 Thread Mirko Stanisak
 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?

2007-08-07 Thread Tatsuhiro Nishioka
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?

2007-08-07 Thread Tatsuhiro Nishioka
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