Re: [Flightgear-devel] Planned Script for Part 3 of Movie

2007-09-13 Thread leee
On Friday 14 September 2007 00:41, leee wrote:
> On Thursday 13 September 2007 15:27, Forums Virgin Net wrote:
> > Hi,
> > Just some Information about part 3 of the Movie, The new concorde
> > Build still has some issues such as the Vertical Speed does not work it
> > still latches to full + (Plus) pitch rate or full - (Minus) Pitch rate
> > which cause's concorde to lose control, this is a big problem when
> > activating Altitude Acquire because VS is activated automatically by this
> > control. I do plan on including the new concorde in my Movie I have some
> > idea's to include it on an oposite flight track to that of the Russian
> > who has recieved orders from his C.O. and is in-bound into USA airspace,
> > I plan a Near miss at some point but implementing this will be a bit of a
> > challenge.
> >
> > I am about to begin shooting this shortly, if anyone wants to take part
> > by flying the SU-37 to simulate a near miss at an Altitude around 51,200
> > Feet please let me know, it does seem theoretically possible due to the
> > max cieling of the SU-37 http://en.wikipedia.org/wiki/Sukhoi_Su-37
> >
> > Robin S. - I got your earlier email, but have not been able to reply due
> > to email loops back on myself ? Please contact me via my Form as I think
> > email address gets cropped in here?
> > http://freespace.virgin.net/mike.perla/feedbackform.html
> > Please be sure to leave your email address at the bottom of the form :o)
> > Thanks for your offer to help!
> >
> > It seems the Infra Red device in the SU-37 does not function but some
> > special FX here would not go amiss if at all possible? The SU-37 Pilot
> > may mistake a reading here as an anomoly as the Concorde is a rare bird
> > and has a low Radar Cross Section from the front view. The near miss is
> > part of a comic sequence I have planned for events in the concorde
> > cockpit.
> >
> > Anyway I plan to do some Video shoots in a day or so, perhaps the
> > weekend.
> >
> > All the Best Aerotro
> >
> >
> >
> >
> > Online FlightGear Simulator Tracker Page.
> > http://mpserver04.flightgear.org
> > http://www.flightgear.org
>
> Hi Aerotro,
>
> I can't guarantee that the SU-37 will get to 51k+ ft.
>
> Because YASim doesn't do super-sonic (not a critism) I had to guesstimate a
> suitable sub-sonic datum i.e. less than max trust @ less than max alt, but
> the sub-sonic characteristics seem to be in the right ball-park.
>
> I was more interested in 'playing' with YASim's out of the envelope
> qualities (which I was very pleased with) rather than making an easily
> flyable aircraft, so flying it on the stick could be tricky:)  That's also
> why there isn't much of a panel or authentic instruments - it's not what I
> was interested in but it's there for anyone else to take further:)
>
> I can't remember if the thrust vectoring feature is on or off, by default,
> but I found that it had negligible effect at low power settings (which was
> interesting;)
>
> If you're planning to hand fly it, as opposed to scripting something, I'd
> recommend using either the 'cubed' stick function (cubes the 0.0-1.0 input
> before applying it to the control surfaces - sensitivity is very low at
> small inputs but increases at a cube rate as the input increases - heh heh)
> or using the stick roll-hold and either the stick pitch-hold or
> climb-rate-hold functions to help make it a bit more controlable.  Using
> the roll&pitch/climb modes should level out the a/c if you let go of the
> stick...
>
> ...unless you're out of control:)
>
> There is a primitive spin/ooe recovery function too, but it really needs
> about 10k ft to be safe (may need a few attempts)
>
> When I last flew it I found that I needed to manually reset the autopilot,
> via the menu, before all the various A/P controllers would work so you
> should do this before you try to take off:)
>
> hth
>
> LeeE
>
Oh yeah - the A/P controllers were tuned to my system (Athlon XP 1900+ & 
Nvidia 6600) which worked out to between 8-25 fps and I'm afraid they are 
dependent on the frame-rate and they may not work well on higher performance 
systems. I've seen them go either way when I've checked out some of the 
different a/c A/Ps I've done on different systems:(

LeeE


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Re: [Flightgear-devel] Planned Script for Part 3 of Movie

2007-09-13 Thread leee
On Thursday 13 September 2007 15:27, Forums Virgin Net wrote:
> Hi,
> Just some Information about part 3 of the Movie, The new concorde Build
> still has some issues such as the Vertical Speed does not work it still
> latches to full + (Plus) pitch rate or full - (Minus) Pitch rate which
> cause's concorde to lose control, this is a big problem when activating
> Altitude Acquire because VS is activated automatically by this control. I
> do plan on including the new concorde in my Movie I have some idea's to
> include it on an oposite flight track to that of the Russian who has
> recieved orders from his C.O. and is in-bound into USA airspace, I plan a
> Near miss at some point but implementing this will be a bit of a challenge.
>
> I am about to begin shooting this shortly, if anyone wants to take part by
> flying the SU-37 to simulate a near miss at an Altitude around 51,200 Feet
> please let me know, it does seem theoretically possible due to the max
> cieling of the SU-37 http://en.wikipedia.org/wiki/Sukhoi_Su-37
>
> Robin S. - I got your earlier email, but have not been able to reply due to
> email loops back on myself ? Please contact me via my Form as I think email
> address gets cropped in here?
> http://freespace.virgin.net/mike.perla/feedbackform.html
> Please be sure to leave your email address at the bottom of the form :o)
> Thanks for your offer to help!
>
> It seems the Infra Red device in the SU-37 does not function but some
> special FX here would not go amiss if at all possible? The SU-37 Pilot may
> mistake a reading here as an anomoly as the Concorde is a rare bird and has
> a low Radar Cross Section from the front view. The near miss is part of a
> comic sequence I have planned for events in the concorde cockpit.
>
> Anyway I plan to do some Video shoots in a day or so, perhaps the weekend.
>
> All the Best Aerotro
>
>
>
>
> Online FlightGear Simulator Tracker Page.
> http://mpserver04.flightgear.org
> http://www.flightgear.org

Hi Aerotro,

I can't guarantee that the SU-37 will get to 51k+ ft.

Because YASim doesn't do super-sonic (not a critism) I had to guesstimate a 
suitable sub-sonic datum i.e. less than max trust @ less than max alt, but 
the sub-sonic characteristics seem to be in the right ball-park.

I was more interested in 'playing' with YASim's out of the envelope qualities 
(which I was very pleased with) rather than making an easily flyable 
aircraft, so flying it on the stick could be tricky:)  That's also why there 
isn't much of a panel or authentic instruments - it's not what I was 
interested in but it's there for anyone else to take further:)

I can't remember if the thrust vectoring feature is on or off, by default, but 
I found that it had negligible effect at low power settings (which was 
interesting;)

If you're planning to hand fly it, as opposed to scripting something, I'd 
recommend using either the 'cubed' stick function (cubes the 0.0-1.0 input 
before applying it to the control surfaces - sensitivity is very low at small 
inputs but increases at a cube rate as the input increases - heh heh) or 
using the stick roll-hold and either the stick pitch-hold or climb-rate-hold 
functions to help make it a bit more controlable.  Using the roll&pitch/climb 
modes should level out the a/c if you let go of the stick...

...unless you're out of control:)

There is a primitive spin/ooe recovery function too, but it really needs about 
10k ft to be safe (may need a few attempts)

When I last flew it I found that I needed to manually reset the autopilot, via 
the menu, before all the various A/P controllers would work so you should do 
this before you try to take off:)

hth

LeeE


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Re: [Flightgear-devel] [ANN] fgcom VoIP-package version 1.0

2007-09-13 Thread Matthias Boerner
Hi /AnMaster,

On Thursday 13 September 2007 22:11:36 AnMaster wrote:
> None of the deps seems to exist on gentoo. I can't find these in
> portage at all: asterix, libiaxclient, axclient (or under any other
> name I can think of) libgsm1
> portaudio is is only in version 18 not 19

it is called asterisk (I think Holger made a mistake when he wrote his 
email). Gentoo packages are: asterisk-1.0.12.tar.gz. The libiax is in 
iax-0.2.2.tar.gz. libgsm1 is probably in gsm-1.0.12.tar.gz.

Does this help you?
>
> Could you maybe provide links the the websites for all of the deps so
> users of other distros can find them...
>
> /AnMaster
>

Matthias

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Re: [Flightgear-devel] [ANN] fgcom VoIP-package version 1.0

2007-09-13 Thread AnMaster
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512

None of the deps seems to exist on gentoo. I can't find these in portage at all:
asterix, libiaxclient, axclient (or under any other name I can think of)
libgsm1
portaudio is is only in version 18 not 19

Could you maybe provide links the the websites for all of the deps so users of
other distros can find them...

/AnMaster

Jon Stockill wrote:
> Holger Wirtz wrote:
>> Jon,
>>
>> On Thu, Sep 13, 2007 at 10:38:42AM +0100, Jon Stockill wrote:
>> [...]
>>> The major obstacle to building this on any other platform (even any 
>>> other linux distribution) is your use of the debian libgsm1 package. The 
>>> upstream source for this builds *only* a static library - fgcom expects 
>>> this to be available as a dynamic lib. I've got an etch machine 
>>> available, so I'll try building on that later.
>> Thanks for feedback!
>>
>> I tried to get a static binary of fgcom but I failed with libiaxclient
>> getting linked staticaly.
>>
>> I am not a good C programmer... maybe I should try to link against the
>> static libgsm? How to do this?
> 
> I have absolutely no idea - I'm not a programmer either.
> 
> If you're not using any of the compressed voice codecs is it possible to 
> build libiaxclient without support for them? That'd significantly reduce 
> the number of dependencies.
> 
> Jon
> 
> -
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Re: [Flightgear-devel] Planned Script for Part 3 of Movie

2007-09-13 Thread Robin van Steenbergen
Attempt #2, seems my postmaster alias on my server was a little b0rked.



Onderwerp:
Re: [Flightgear-devel] Planned Script for Part 3 of Movie
Van:
Robin van Steenbergen <[EMAIL PROTECTED]>
Datum:
Thu, 13 Sep 2007 17:40:31 +0200

Aan:
FlightGear developers discussions 


Forums Virgin Net schreef:
> Robin S. - I got your earlier email, but have not been able to reply 
> due to email loops back on myself ? Please contact me via my Form as I 
> think email address gets cropped in here?
> http://freespace.virgin.net/mike.perla/feedbackform.html
> lease be sure to leave your email address at the bottom of the form 
> :o) Thanks for your offer to help!
Just testing here, seems my earlier e-mails didn't really end up at the 
FG list. Changed my address so let's see if this works...


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[Flightgear-devel] Planned Script for Part 3 of Movie

2007-09-13 Thread Forums Virgin Net
Hi,
Just some Information about part 3 of the Movie, The new concorde Build 
still has some issues such as the Vertical Speed does not work it still latches 
to full + (Plus) pitch rate or full - (Minus) Pitch rate which cause's concorde 
to lose control, this is a big problem when activating Altitude Acquire because 
VS is activated automatically by this control. I do plan on including the new 
concorde in my Movie I have some idea's to include it on an oposite flight 
track to that of the Russian who has recieved orders from his C.O. and is 
in-bound into USA airspace, I plan a Near miss at some point but implementing 
this will be a bit of a challenge.

I am about to begin shooting this shortly, if anyone wants to take part by 
flying the SU-37 to simulate a near miss at an Altitude around 51,200 Feet 
please let me know, it does seem theoretically possible due to the max cieling 
of the SU-37
http://en.wikipedia.org/wiki/Sukhoi_Su-37

Robin S. - I got your earlier email, but have not been able to reply due to 
email loops back on myself ? Please contact me via my Form as I think email 
address gets cropped in here?
http://freespace.virgin.net/mike.perla/feedbackform.html
Please be sure to leave your email address at the bottom of the form :o) Thanks 
for your offer to help!

It seems the Infra Red device in the SU-37 does not function but some special 
FX here would not go amiss if at all possible? The SU-37 Pilot may mistake a 
reading here as an anomoly as the Concorde is a rare bird and has a low Radar 
Cross Section from the front view. The near miss is part of a comic sequence I 
have planned for events in the concorde cockpit.

Anyway I plan to do some Video shoots in a day or so, perhaps the weekend.

All the Best Aerotro




Online FlightGear Simulator Tracker Page.
http://mpserver04.flightgear.org
http://www.flightgear.org-
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Re: [Flightgear-devel] [ANN] fgcom VoIP-package version 1.0

2007-09-13 Thread Holger Wirtz
On Thu, Sep 13, 2007 at 10:50:20AM +0100, Jon Stockill wrote:
[...]
> > Thanks for feedback!
> > 
> > I tried to get a static binary of fgcom but I failed with libiaxclient
> > getting linked staticaly.
> > 
> > I am not a good C programmer... maybe I should try to link against the
> > static libgsm? How to do this?
> 
> I have absolutely no idea - I'm not a programmer either.
> 
> If you're not using any of the compressed voice codecs is it possible to 
> build libiaxclient without support for them? That'd significantly reduce 
> the number of dependencies.

H... maybe this works... perhaps without several codecs I can build
a static binary. But hte next problems will be the audio implementation.

That's the problem of the whole thing: There are very much dependencies
due to the codecs and audio systems.

Regards, Holger


-- 
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Re: [Flightgear-devel] [ANN] fgcom VoIP-package version 1.0

2007-09-13 Thread Jon Stockill
Holger Wirtz wrote:
> Jon,
> 
> On Thu, Sep 13, 2007 at 10:38:42AM +0100, Jon Stockill wrote:
> [...]
>> The major obstacle to building this on any other platform (even any 
>> other linux distribution) is your use of the debian libgsm1 package. The 
>> upstream source for this builds *only* a static library - fgcom expects 
>> this to be available as a dynamic lib. I've got an etch machine 
>> available, so I'll try building on that later.
> 
> Thanks for feedback!
> 
> I tried to get a static binary of fgcom but I failed with libiaxclient
> getting linked staticaly.
> 
> I am not a good C programmer... maybe I should try to link against the
> static libgsm? How to do this?

I have absolutely no idea - I'm not a programmer either.

If you're not using any of the compressed voice codecs is it possible to 
build libiaxclient without support for them? That'd significantly reduce 
the number of dependencies.

Jon

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Re: [Flightgear-devel] [ANN] fgcom VoIP-package version 1.0

2007-09-13 Thread Holger Wirtz
Jon,

On Thu, Sep 13, 2007 at 10:38:42AM +0100, Jon Stockill wrote:
[...]
> The major obstacle to building this on any other platform (even any 
> other linux distribution) is your use of the debian libgsm1 package. The 
> upstream source for this builds *only* a static library - fgcom expects 
> this to be available as a dynamic lib. I've got an etch machine 
> available, so I'll try building on that later.

Thanks for feedback!

I tried to get a static binary of fgcom but I failed with libiaxclient
getting linked staticaly.

I am not a good C programmer... maybe I should try to link against the
static libgsm? How to do this?

Regards, Holger

-- 
#   ##  ##   Holger Wirtz Phone : (+49 30) 884299-40
##  ## ##   ### ##   DFN-Verein   Fax   : (+49 30) 884299-70
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Re: [Flightgear-devel] [ANN] fgcom VoIP-package version 1.0

2007-09-13 Thread Holger Wirtz
On Thu, Sep 13, 2007 at 12:20:38PM +0300, Vadym Kukhtin wrote:
> Good news!
> 
> How its average traffic consuming?

Good question :-) That depends on the used codec. I have hard coded to
use ulaw - that means about 60-80 kbit/s but compression. The Asterisk
conference rooms work internaly with ulaw, so there is no extra
compression on client and server side.

But there are other codecs available inside libiaxclient: 

#define IAXC_FORMAT_G723_1   (1 << 0)/* G.723.1 compression */
#define IAXC_FORMAT_GSM  (1 << 1)/* GSM compression */
#define IAXC_FORMAT_ULAW (1 << 2)/* Raw mu-law data (G.711) */
#define IAXC_FORMAT_ALAW (1 << 3)/* Raw A-law data (G.711) */
#define IAXC_FORMAT_G726 (1 << 4)/* ADPCM, 32kbps  */
#define IAXC_FORMAT_ADPCM(1 << 5)/* ADPCM IMA */
#define IAXC_FORMAT_SLINEAR  (1 << 6)/* Raw 16-bit Signed Linear 
(8000 Hz) PCM */
#define IAXC_FORMAT_LPC10(1 << 7)/* LPC10, 180 samples/frame */
#define IAXC_FORMAT_G729A(1 << 8)/* G.729a Audio */
#define IAXC_FORMAT_SPEEX(1 << 9)/* Speex Audio */
#define IAXC_FORMAT_ILBC (1 << 10)   /* iLBC Audio */

Perhaps GSM is an alternative for ulaw. 

> Does it eat traff in a pauses?

You mean if there is a "silence compression"?
For ulaw: no.
For others: maybe - I think there are pages on wikipedia which are
describing how the codecs are working. Actually the server allows the
following:

allow=ulaw
allow=alaw
allow=gsm
allow=ilbc
allow=g726

> And is there tuner quality<->traffic, or choice codecs, etc?

Currently you have to choose the coder in src/fgcom.h. But it is no
problem to make a CLI option for this. 

> It's actually for me :(

You have a dial-in line?
If you have a low bandwith connection it would be very interesting if
it will work... Try the gsm codec.

Regards, Holger

-- 
#   ##  ##   Holger Wirtz Phone : (+49 30) 884299-40
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Re: [Flightgear-devel] [ANN] fgcom VoIP-package version 1.0

2007-09-13 Thread Jon Stockill
Holger Wirtz wrote:
> First real voice communication radio for FlightGear version 1.0 available!
> ==
> 
> About a year ago I asked my first few questions about integration of a voice
> communcation kit for FlightGear based on VoIP on this list. After some tests
> and a client written in Perl (and iaxcli in the backgroud as the VoIP client)
> I now release version 1.0 of "fgcom".
> 
> 1.0 means not: "No bugs!". It means that this is my first (relatively) stable
> running version.
> 
> This one is written in C and uses the VoIP protocol IAX2 in combination with 
> an
> Asterisk server. For more about the functionality read on at: 
> 
>   http://squonk.abacab.org/dokuwiki/technical_description
> 
> For running this client you have to compile the sources. For installation
> instructions look at:
> 
>   http://squonk.abacab.org/dokuwiki/fgcom-manual
> 
> Note: Currently this is tested only on Linux (Debian (lenny)). It will work on
> Linux and it _should_ work on M$-Windows and OSX - if you have the needed
> development environment and libraries.

The major obstacle to building this on any other platform (even any 
other linux distribution) is your use of the debian libgsm1 package. The 
upstream source for this builds *only* a static library - fgcom expects 
this to be available as a dynamic lib. I've got an etch machine 
available, so I'll try building on that later.

Jon

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Re: [Flightgear-devel] [ANN] fgcom VoIP-package version 1.0

2007-09-13 Thread Vadym Kukhtin
Good news!

How its average traffic consuming?
Does it eat traff in a pauses?
And is there tuner quality<->traffic, or choice codecs, etc?

It's actually for me :(

-- 
---
WBR, Vadym.
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Re: [Flightgear-devel] [ANN] fgcom VoIP-package version 1.0

2007-09-13 Thread Holger Wirtz
On Thu, Sep 13, 2007 at 10:58:45AM +0200, Lukas Mesani wrote:
> Good work! :-)
> Did anyone speak with VATSIM/IVAO people about this ? :)

I don't think so... as I heard they are focused on their own protocoll.
But why to create the overhead of implementing non-standard operations
if there is an open and stable client and server implementation :-) ?

I think I will contact them and ask them if they will take a look at
fgcom.

Regards, Holger

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Re: [Flightgear-devel] [ANN] fgcom VoIP-package version 1.0

2007-09-13 Thread Lukas Mesani
Good work! :-)
Did anyone speak with VATSIM/IVAO people about this ? :)

Cheers

On Thu, 2007-09-13 at 08:11 +0200, Holger Wirtz wrote:
> First real voice communication radio for FlightGear version 1.0 available!
> ==



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