[Flightgear-devel] ATC Chatter live

2007-10-02 Thread Torsten Dreyer
Hi all,

if you like some extra level of reality, tune your browser to 
http://www.liveatc.net/ where you get live atc from interesting places like 
KJFK, EHAM, LSZH, VHHH and many others.

Enjoy - Torsten

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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-02 Thread Durk Talsma
On Monday 01 October 2007 22:20, Durk Talsma wrote:

 I will probably try running a valgrind session sometime this week (yohoo, 1
 hour to just get past initialization, and 1 frame every 20 seconds. :-) ).
 And also try running vmstat


FWIW, I did run a short valgrind session. Execution time wasn't nearly as bad 
as I feared it would be. Couldn't get the seneca engines to start while 
running under valgrind though. I did a few international teleports, and 
closed FlightGear after about one hours. Valgrind reported over 800 cases of 
memory loss. I will probably try and fix some. Probably in random order, 
driven by whatever seems doable at the time. 

I just committed a fix for a tiny leak in multiplayer. Nothing significant, in 
terms of memory leakage, but at least it's one off the list. :-)

Cheers,
Durk

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Re: [Flightgear-devel] Glass cockpit and external gauges.

2007-10-02 Thread Robin van Steenbergen
Those TC-10's look pretty interesting as free-standing display units. 
The displays on the Pilatus look like either Garmin G-1000 (with custom 
options) or Honeywell Primus EPIC displays, the G1000 displays are 
exactly 10 diagonal. You might have to fiddle a bit with the Line 
Select Keys along the edges.

The enormous variety in current glass flight decks means we really need 
to think of a new way of defining glass cockpit layouts. Currently, most 
instrumentation is hard-coded and the binary only provides full displays 
(like in Project Magenta or OpenGC). You may be able to move the 
displays around, but not the individual elements (widgets) inside the 
displays.

Why not make either an XML-based or a byte code based layout definition 
(like ARINC661) which allows more flexibility in the creation of GC 
displays, as the layout is defined in data, not program code, and can be 
changed run-time. Especially with modern aircraft this might end up 
being very useful.

Phil Panelli schreef:
 Hi Bill,

 Not quite but ..

 http://store.earthlcd.com/TC-10-TC10?sc=7category=13

 compared against

 http://www.pilatus-aircraft.com/applications/webgallery/webgallery/includes/images/800-600/Pilatus-PC-12-NG-26.jpg

 Let's say I have a few tc-10's left over from another project that is 
 dead 

 I really like that pilatus layout  but I also like to fly other aircraft.

 There just seems to be an uncanny similarity between the look of the 
 real thing  and those units.
 If you consider the fact that  some of the simulated steam gauges can be 
 a much as half as one of these units.
 The dual scan is not so great but a little contrast adjustment, lights 
 out  , a few 22 lcd panels for the out the window view.

 It's got some possibilities... and Earth lcd had about 90,000 of them in 
 inventory last time I checked.  I would not wish to limit the 
 development to just those units.

 I would put some time into this This time I think it should be a 
 flightgear sub project .

 I'm just having a hard time getting my hands around the state of things 


 Sorry for the rambling . Just thinking out loud .


 Phil
   


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[Flightgear-devel] [ANN] new Nasal function: airportinfo()

2007-10-02 Thread Melchior FRANZ
Today I added a function for retrieval of airport/runway information.
Usage:

  var apt = airportinfo(KHAF);   # get info about KHAF
  var apt = airportinfo(lat, lon); # get info about apt closest to lat/lon
  var apt = airportinfo(); # get info about apt closest to aircraft  

The command  debug.dump(airportinfo(KHAF))  outputs this:

  { lon : -122.4962626410256, lat : 37.51343502564102, has_metar : 0,
  runways : { 12 : { stopway2 : 0, threshold1 : 232.5624,
  lon : -122.501088999, lat : 37.513831, stopway1 : 0, width : 45.72,
  threshold2 : 232.5624, heading : 138.11999, length : 1523.0856 } },
  elevation : 20.421599, id : KHAF, name : Half Moon Bay }

That is: a hash with elements lat/lon/elev/id/name/has_metar for the
airport, and a hash with runways, each of which consists of lat/lon/
/length/width/heading/threshold[12]/stopway[12]. Only one side of each
runway is listed -- the other can easily be deduced.

Unfortunately, the C++ search functions don't differ yet between
airport and heliport, so you might not get the closest airport
that you expect.  :-)

There are some runway values missing, such as lighting info, but
that's easy to add once we need it. Thanks to the hash structure
we don't have to fear compatibility problems.

The function should, of course, be used sparingly, but it's fast
enough to not cause stutter.  ;-)

m.

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Re: [Flightgear-devel] FlightGear/Plib periodic stutter notes

2007-10-02 Thread Heiko Schulz
Hi,

It is in in OSG too - my first report was for OSG!

Greetings
HHS
--- Olaf Flebbe [EMAIL PROTECTED] schrieb:

 Hi Durk,
 
  There are a few interesting observations to make
 in this respect. I do believe 
  there is a memory leak in FlightGear. Probably a
 major one in the scenery 
  tile loader. As reported previously, I routinely
 let FlightGear run for a few 
 
 I did some investigations in the past about memory
 consumption and found 
 some small holes, where fixes may be only commited
 into the OSG branch.
 
 The tile data are never released if I remember
 correctly. I discussed 
 releasing these data structures with Mathias but he
 warned me about 
 having subtile negative side effects... I don't
 remember the details.
 
 Let me ask a stupid question: Is the stuttering a
 plib-only effect for 
 you? What about stuttering in OSG?
 
 Cheers
 Olaf
 

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[Flightgear-devel] tunnel for glide slope visualization

2007-10-02 Thread Melchior FRANZ
Here's a first stab at a glide slope tunnel visualization utility.
It's a rather short Nasal script which uses the new airportinfo()
function. It requires a *very* up-to-date FlightGear. To try it out
just put it into ~/.fgfs/Nasal/ or $FG_ROOT/Nasal/.

  http://members.aon.at/mfranz/gstunnel.nas  [2.4 kB]

The script checks in 5 second intervals for the nearest airport,
selects a decent runway and draws a glide slope tunnel for it
consisting of red squares.

There's much that can be improved. One could draw only the next
three or four squares instead of the whole tunnel, remove the
upper line (for better runway view), consider wind direction etc.
Also, one might prefer to be able to select a particular airport,
and have the tunnel drawn on the runway told by ATC, or one might
want a circuit tunnel for tutorials, etc. All doable.  :-)

There are also problems:
- as the airportinfo() function also returns heliports as nearest
  airports, the glide slope is often drawn much too late. It's
  therefore better to fly in not so crowded areas. (This needs
  to be fixed in simple.cxx.)

- the tunnel isn't aligned at a few runways. This could be a bug
  in terragear, which could also be responsible for wrong ILS
  behavior (see, for example, KOAK/9R).

m.

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Re: [Flightgear-devel] tunnel for glide slope visualization

2007-10-02 Thread Bill Galbraith
 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On 
 Behalf Of Melchior FRANZ
 Sent: Tuesday, October 02, 2007 4:24 PM
 To: flightgear-devel@lists.sourceforge.net
 Subject: [Flightgear-devel] tunnel for glide slope visualization
 
 Here's a first stab at a glide slope tunnel visualization utility.
 It's a rather short Nasal script which uses the new 
 airportinfo() function. It requires a *very* up-to-date 
 FlightGear. To try it out just put it into ~/.fgfs/Nasal/ or 
 $FG_ROOT/Nasal/.
 
   http://members.aon.at/mfranz/gstunnel.nas  [2.4 kB]
 
 The script checks in 5 second intervals for the nearest 
 airport, selects a decent runway and draws a glide slope 
 tunnel for it consisting of red squares.
 
 There's much that can be improved. One could draw only the 
 next three or four squares instead of the whole tunnel, 
 remove the upper line (for better runway view), consider wind 
 direction etc.
 Also, one might prefer to be able to select a particular 
 airport, and have the tunnel drawn on the runway told by ATC, 
 or one might want a circuit tunnel for tutorials, etc. All 
 doable.  :-)
 
 There are also problems:
 - as the airportinfo() function also returns heliports as nearest
   airports, the glide slope is often drawn much too late. It's
   therefore better to fly in not so crowded areas. (This needs
   to be fixed in simple.cxx.)
 
 - the tunnel isn't aligned at a few runways. This could be a bug
   in terragear, which could also be responsible for wrong ILS
   behavior (see, for example, KOAK/9R).
 
 m.


This sounds interesting. Can you send a screen shot or two?

Bill


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Re: [Flightgear-devel] tunnel for glide slope visualization

2007-10-02 Thread Melchior FRANZ
* Bill Galbraith -- Tuesday 02 October 2007:
 Can you send a screen shot or two?

  http://members.aon.at/mfranz/gstunnel.png  [159.7 kB]  

Needed to use png, as jpg made the lines look really ugly. :-)

m.

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Re: [Flightgear-devel] tunnel for glide slope visualization

2007-10-02 Thread Melchior FRANZ
* Melchior FRANZ -- Tuesday 02 October 2007:
   http://members.aon.at/mfranz/gstunnel.png  [159.7 kB]  

Made a better  smaller one:  [45 kB]

The whole thing is quite simple and flexible. Most of what's
needed is already there in one of the Nasal library scripts
in $FG_ROOT/Nasal/ and available as built-in Nasal functions.
The rest is just combining them and placing square (or other
models) in the landscape. The power of fgfs  Nasal.  :-)

m.

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Re: [Flightgear-devel] tunnel for glide slope visualization

2007-10-02 Thread Robin
Bill Galbraith wrote:
 Okay, that looks really good.

 Now, let's make it more challenging. Let's see circles to get me back to the
 squares in a reasonable amount of time ;-}

 Bill
   
Does the line geometry run through OSG? Might be a very good starting 
point of converting the HUD to an OSG-driven one.

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[Flightgear-devel] Composite scenery models

2007-10-02 Thread Jon Stockill
I've been experimenting with adding the fire models to other scenery 
objects - like the flare stack:

http://flightgear.stockill.org.uk/testing/flare.jpg

The results are quite nice, but there does seem to be an issue with sub 
models and scenery objects. Using this to create the model:

?xml version=1.0?
PropertyList
  pathgeneric_flare_01.ac/path
  animation
   typerange/type
   min-m0/min-m
   max-m25000/max-m
  /animation
  model
   pathfire.osg/path
   offsets
x-m0/x-m
y-m0/y-m
z-m200/z-m
   /offsets
  /model
/PropertyList

with fire.osg in the same directory as generic_flare_01.ac results in a 
not found error for ./fire.osg specifying 
pathModels/fgfsdb/fire.osg/path still gives a not found error, but 
for ./Models/fgfsdb/fire.osg - the path is always relative to the 
current working directory rather than relative to the model, or relative 
to the data path. Either copying the file to the directory you're 
starting the sim from, or changing to the model directory before 
starting solves the problem, so the loaders all work, there's just a 
problem with the search path.

Now I just need to learn more about the osg file format for particle 
systems, smoke and steam for chimneys and cooling towers aren't too far 
away.

I'm using an nVidia 6500, and the impact on frame rate seems to be 
minimal. There are z buffer issues when fire is displayed in front of a 
cloud layer though - that could just need the particles adding to the 
correct part of the scene graph though.

Jon

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Re: [Flightgear-devel] tunnel for glide slope visualization

2007-10-02 Thread Curtis Olson
On 10/2/07, Bill Galbraith [EMAIL PROTECTED] wrote:

 Okay, that looks really good.

 Now, let's make it more challenging. Let's see circles to get me back to
 the
 squares in a reasonable amount of time ;-}


... factoring in your aircraft performance parameters and weather conditions
of course ... so you get an achievable path in an engine out situation.

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
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Re: [Flightgear-devel] tunnel for glide slope visualization

2007-10-02 Thread Bill Galbraith
 

 -Original Message-
 From: [EMAIL PROTECTED] 
 [mailto:[EMAIL PROTECTED] On 
 Behalf Of Melchior FRANZ
 Sent: Tuesday, October 02, 2007 4:57 PM
 To: flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] tunnel for glide slope visualization
 
 * Bill Galbraith -- Tuesday 02 October 2007:
  Can you send a screen shot or two?
 
   http://members.aon.at/mfranz/gstunnel.png  [159.7 kB]  
 
 Needed to use png, as jpg made the lines look really ugly. :-)
 
 m.


Okay, that looks really good.

Now, let's make it more challenging. Let's see circles to get me back to the
squares in a reasonable amount of time ;-}

Bill


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[Flightgear-devel] Multiplayer liveries...

2007-10-02 Thread SydSandy
Hello all , 
Im putting forward the idea of transmitting a /sim/model/texture string 
property with the name of a texture for individual MP aircraft , with the idea 
that each MP aircraft can show its own livery without the need for multiple 
-set files, or a separate texture-path folder for each different livery  
One possible problem , if I understand correctly , might be the bandwidth limit 
... 
I,ve tested the sim/model/variant INT with Melchior a bit , and no problems 
there except it seems /sim/model/variant must be initialized in the set file as 
type=int before it will transmit...
Is there any interest in adding this funcionality from anyone else , besides 
myself?
Cheers 

-- 
SydSandy [EMAIL PROTECTED]

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