Re: [Flightgear-devel] [OT] Asterisk-1.4 Debian packages? Where to find?

2008-01-07 Thread Holger Wirtz
On Fri, Jan 04, 2008 at 07:45:42PM +0100, Csaba Hal?sz wrote:
 On Jan 2, 2008 3:01 PM, Holger Wirtz [EMAIL PROTECTED] wrote:
 
  I have upgraded Asterisk to version 1.4. The conferences should now have
  an auto-mute feature: onlay one (the first) person can speak.
 
 Looks like something is broken, we get call rejected for some
 frequencies, such as KOAK or KNID tower:
 
 Selected frequency: 127.200
 Airport Oakland Metropolitan Intl (KOAK OAKLAND TWR at 127.200 MHz) is
 in range ( 3.3 km)
 Call rejected by remote
 
 Selected frequency: 120.150
 Airport China Lake Naws (KNID TWR at 120.150 MHz) is in range ( 1.5 km)
 Call rejected by remote
 
 Can you please have a look at it?

Sorry, I think there was an old apt.dat.gz used as I reloaded the config
for Asterisk-1.4.

Now it should work.

Regards, Holger

 Thanks.
 
 -- 
 Csaba/Jester
 
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Re: [Flightgear-devel] Problems found in world scenery and SGBucket class

2008-01-07 Thread Ralf Gerlich
Hi!

LeeE wrote:
 I think I mentioned earlier, but first problem - there's no SRTM 
 data for the poles.  Second problem is that calculations that 
 assume a quad (trapezoidal) area fail at the poles because they 
 have to deal with a tri area and not a quad area.

The problem is not that tiles are interpreted as rectangular in the
latitude-longitude system if interpreted cartesic, but instead that the
tile grid is inconsistent even without the problems of representing
spherical coordinates in a planar system.

While what you describe are problems (e.g. I had to remove an airport
located at one of the poles because it gave TerraGear a hard time
wrapping it around the world), they do not apply for the specific bug
mentioned here.

BTW: The .btg.gz-files use geocentric cartesian coordinates, so that the
earth is actually round and closed in the scenery.

Cheers,
Ralf

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Re: [Flightgear-devel] Nasal error with YASim aircraft having 4 fuel tanks

2008-01-07 Thread Chris Metzler
On Sun, 6 Jan 2008 23:00:22 +
LeeE wrote:

 Can anyone else confirm this problem on the OSG cvs branch?

Yes, I see it too, and have for at least a couple of weeks.

-c


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Re: [Flightgear-devel] Nasal error with YASim aircraft having 4fuel tanks

2008-01-07 Thread Vivian Meazza
Lee wrote

 Subject: Re: [Flightgear-devel] Nasal error with YASim 
 aircraft having  4fuel tanks
 
 
 On Friday 04 January 2008 19:59, LeeE wrote:
  Hi all,
 
  I just noticed I was getting a Nasal error with a YASim 
 aircraft I was 
  working on that had only three fuel tanks.  The error is:
 
  Nasal runtime error: props.setDoubleValue() with non-number
at /usr/local/share/FlightGear/Nasal/props.nas, line 26
called from: /usr/local/share/FlightGear/Nasal/fuel.nas, line 93 
  called from: /usr/local/share/FlightGear/Nasal/fuel.nas, line 125
 
  I also got the same error when I tried an aircraft that has 
 only one 
  fuel tank.
 
  I don't think that the problem is actually with the Nasal 
 scripts but 
  with something else that creates four incomplete fuel tank nodes by 
  default at start-up.  If there are  4 fuel tank elements 
 in the YASim 
  config the last tank's details are left incomplete and I think that 
  this is what the Nasal script is borking on.
 
  With a zero capacity dummy tank in the YASim config the problem 
  doesn't occur.
 
  I had a quick look in options.xml  preferences.xml, aw well as my 
  .fgfsrc but didn't find anything - can't think of anywhere else to 
  look:(
 
  LeeE
 
 I thought I'd re-post this as no-one seems to have noticed it and it 
 seems like quite a big problem to me.
 
 I also started testing the FG aircraft that have  3 fuel tanks 
 defined and found the same problem with the following aircraft 
 before I decided that there wasn't any point in testing all of 
 them:
 
 737-300
 747
 a24-yasim (A24-Viking)
 A320
 a4
 A6M2
 ...
 
 Out of the candidates I tested only the a4f, which appears to be 
 based on the a4, didn't have the problem - I haven't looked into 
 this discrepancy yet.
 
 That isn't even all of the 'A's though and one of them, the A320, is 
 a JSBSim aircraft.  With these aircraft it's not possible to change 
 the initial fuel loads via the menu and there are no values in the 
 tree for the /consumables/fuel/total-* nodes.
 
 Can anyone else confirm this problem on the OSG cvs branch?
 

The A4F doesn't use the generic fuel script (or didn't last time I looked)
so that might explain why it still works.

Vivian


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[Flightgear-devel] RFC: Fixing the tile numbering scheme (was: Re: Problems found in world scenery and SGBucket class)

2008-01-07 Thread Ralf Gerlich
Hi again!

Thinking a bit more about it, the grid could be made consistent if we
would define that 180W and 180E are tile borders instead of enforcing
the Greenwich Meridian to be a tile border at all ranges of latitude.

Find attached my proposed patch.

That would change the arrangement of tiles between 88 and 89 degrees
latitude, fix the inconsistency above 89 degrees latitude, but would
leave the rest of the tile numbers as they are (due to the fact that
tile widths there are divisors of 180) and give us the following benefits:

1) calculation of base longitude would be much easier:
base_lat=(int)((int)((lat+180)/span)*span)-180

with rounding:

base_lat=(int)((int)((lat+SG_EPSILON+180)/span)*span)-180

2) The tiles at 180W/E between 88 and 89 degrees of latitude would not
overlap with their neighbours anymore and have 8 degrees width, as all
the other tiles at that latitude.

3) The calculation above would always lead to 0 as base longitude for
the tiles above latitudes of 89 degrees instead of the flipping of -180
vs 0 depending on the sign of the longitude.

The fact that people seldomly fly north or south of 88 degrees latitude
might be seen as an argument in favour or against this change.

This is a bug that has not created serious problems in FlightGear
itself, but formally, it is a bug and it _has_ created problems in at
least two scenery-related applications, one of them being TerraGear.
Therefore I would vote in favour of such a change.

Any other comments or votes?

Cheers,
Ralf
From 4462aa3518b65ed76b6fc8a4cabae730fcd160fa Mon Sep 17 00:00:00 2001
From: Ralf Gerlich [EMAIL PROTECTED]
Date: Mon, 7 Jan 2008 12:03:44 +0100
Subject: [PATCH] Make the tile grid consistent.

This changes the actual tile numbering only in the range above 88 degrees latitude and fixes inconsistencies in other areas.
---
 simgear/bucket/newbucket.cxx |   46 -
 1 files changed, 5 insertions(+), 41 deletions(-)

diff --git a/simgear/bucket/newbucket.cxx b/simgear/bucket/newbucket.cxx
index 71c0ac2..9135f24 100644
--- a/simgear/bucket/newbucket.cxx
+++ b/simgear/bucket/newbucket.cxx
@@ -88,48 +88,12 @@ void SGBucket::set_bucket( double dlon, double dlat ) {
 // latitude first
 //
 double span = sg_bucket_span( dlat );
-double diff = dlon - (double)(int)dlon;
-
-// cout  diff =   diffspan =   span  endl;
-
-if ( (dlon = 0) || (fabs(diff)  SG_EPSILON) ) {
-	lon = (int)dlon;
-} else {
-	lon = (int)dlon - 1;
-}
-
-// find subdivision or super lon if needed
-if ( span  SG_EPSILON ) {
-	// polar cap
-	lon = 0;
-	x = 0;
-} else if ( span = 1.0 ) {
-	x = (int)((dlon - lon) / span);
-} else {
-	if ( (dlon = 0) || (fabs(diff)  SG_EPSILON) ) {
-	lon = (int)( (int)(lon / span) * span);
-	} else {
-	// cout   lon =   lon 
-	// tmp =   (int)((lon-1) / span)  endl;
-	lon = (int)( (int)((lon + 1) / span) * span - span);
-	if ( lon  -180 ) {
-		lon = -180;
-	}
-	}
-	x = 0;
-}
-
-//
-// then latitude
-//
-diff = dlat - (double)(int)dlat;
+
+lon=(int)((int)((dlon+180+SG_EPSILON)/span)*span)-180;
+x=(int)((dlon-lon)/span);
 
-if ( (dlat = 0) || (fabs(diff)  SG_EPSILON) ) {
-	lat = (int)dlat;
-} else {
-	lat = (int)dlat - 1;
-}
-y = (int)((dlat - lat) * 8);
+lat=(int)((int)((dlat+90+SG_EPSILON)/SG_BUCKET_SPAN)*SG_BUCKET_SPAN)-90;
+y=(int)((dlat-lat)/SG_BUCKET_SPAN);
 }
 
 
-- 
1.5.3.4

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[Flightgear-devel] FlightGear hangs on startup (Was: Random Objects OSG patch)

2008-01-07 Thread Erik Hofman
Tim Moore wrote:

 I've checked this work in, with a change to use an independent quad tree 
 builder class.
 Thanks very much for the contribution; it's good to have another OSG hacker 
 in the
 house.

With the latest version of FlightGear I got it to hang while loading the 
scenery objects and I have the feeling this patch is responsible for this.

Does anybody see the same behavior?

Erik

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Re: [Flightgear-devel] FlightGear hangs on startup (Was: Random Objects OSG patch)

2008-01-07 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Erik Hofman wrote:
 Tim Moore wrote:
 
 I've checked this work in, with a change to use an independent quad tree 
 builder class.
 Thanks very much for the contribution; it's good to have another OSG hacker 
 in the
 house.
 
 With the latest version of FlightGear I got it to hang while loading the 
 scenery objects and I have the feeling this patch is responsible for this.
 
 Does anybody see the same behavior?
 
 Erik
 

If you are going to enable random objects, I recommend using OSG 2.3 or later. 
Otherwise,
set the environment variable OSG_DATABASE_PAGER_DRAWABLE=VertexArrays

Tim
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Re: [Flightgear-devel] FlightGear hangs on startup (Was: Random Objects OSG patch)

2008-01-07 Thread Curtis Olson
On Jan 7, 2008 9:24 AM, Tim Moore [EMAIL PROTECTED] wrote:

 If you are going to enable random objects, I recommend using OSG 2.3 or
 later. Otherwise,
 set the environment variable OSG_DATABASE_PAGER_DRAWABLE=VertexArrays


Hi Tim,

Is there a way to work around this in our code?  Right now OSG 2.2 is the
most recent stable release and until they hit 2.4, this is going to
quickly turn into a FAQ for us.

Just for my own interest/understanding, can you give a brief explanation of
the problem?  I'd love to start understanding OSG better.

Thanks,

Curt.
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Re: [Flightgear-devel] FlightGear hangs on startup (Was: Random Objects OSG patch)

2008-01-07 Thread Tim Moore
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Curtis Olson wrote:
 On Jan 7, 2008 9:24 AM, Tim Moore [EMAIL PROTECTED]
 mailto:[EMAIL PROTECTED] wrote:
 
 If you are going to enable random objects, I recommend using OSG 2.3
 or later. Otherwise,
 set the environment variable OSG_DATABASE_PAGER_DRAWABLE=VertexArrays
 
 
 Hi Tim,
 
 Is there a way to work around this in our code?  Right now OSG 2.2 is
 the most recent stable release and until they hit 2.4, this is going
 to quickly turn into a FAQ for us.
 
This policy can be set from C++ code, and perhaps it should be set if using an 
older
OSG version than 2.3. I didn't think it was really necessary before, but random 
objects
are another story.

 Just for my own interest/understanding, can you give a brief explanation
 of the problem?  I'd love to start understanding OSG better.
OSG compiles geometry into OpenGL display lists. This action needs a graphics 
context,
which means doing it in the graphics thread for all practical purposes. To 
avoid impacting
the frame rate when new scenery is paged in, the OSG DatabasePager passes 
several objects
per frame to the graphics thread for compilation. Unfortunately there are bugs 
in 2.2
that cause shared models, such as the scenery models and random objects, to be 
recompiled
for each instance of the model. This is mostly noticeable in fg at startup when 
the whole
world is paged in, but the large number of random objects (thousands) really 
tickles this
bug. I submitted fixes for OSG which are in 2.3.

The OSG_DATABASE_PAGER_DRAWABLE=VertexArrays forces OSG to not use display 
lists; this
solves the problem at the cost of lower overall performance.

I suppose that we shouldn't expect users of CVS FlightGear to track 
OpenSceneGraph from
SVN. OSG 2.3.1 is available as a tarball; I don't know if it's available as a 
binary
download.

Tim

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Re: [Flightgear-devel] Nasal error with YASim aircraft having 4fuel tanks

2008-01-07 Thread LeeE
On Monday 07 January 2008 10:55, Vivian Meazza wrote:
[snip...]
  Out of the candidates I tested only the a4f, which appears to
  be based on the a4, didn't have the problem - I haven't looked
  into this discrepancy yet.
 
  Can anyone else confirm this problem on the OSG cvs branch?

 The A4F doesn't use the generic fuel script (or didn't last time
 I looked) so that might explain why it still works.

 Vivian

Aha - thanks for that - it now makes more sense.

LeeE

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Re: [Flightgear-devel] Nasal error with YASim aircraft having 4 fuel tanks

2008-01-07 Thread LeeE
On Monday 07 January 2008 11:07, Chris Metzler wrote:
 On Sun, 6 Jan 2008 23:00:22 +

 LeeE wrote:
  Can anyone else confirm this problem on the OSG cvs branch?

 Yes, I see it too, and have for at least a couple of weeks.

 -c

Thanks - confirms it's not just a local problem here.

LeeE

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Re: [Flightgear-devel] Nasal error with YASim aircraft having 4 fuel tanks

2008-01-07 Thread LeeE
On Monday 07 January 2008 18:24, LeeE wrote:
 On Monday 07 January 2008 11:07, Chris Metzler wrote:
  On Sun, 6 Jan 2008 23:00:22 +
 
  LeeE wrote:
   Can anyone else confirm this problem on the OSG cvs branch?
 
  Yes, I see it too, and have for at least a couple of weeks.
 
  -c

 Thanks - confirms it's not just a local problem here.

 LeeE

Searching through Aircraft/controls.hxx gives

enum {
ALL_TANKS = -1,
MAX_TANKS = 8
};

but in Aircraft/controls.cxx there's

FGControls::set_feed_tank( int engine, int tank )
{ 
if ( engine == ALL_ENGINES ) {
for ( int i = 0; i  MAX_ENGINES; i++ ) {
feed_tank[i] = tank;
CLAMP( feed_tank[i], -1, 4 );
}
} else {
if ( (engine = 0)  (engine  MAX_ENGINES) ) {
feed_tank[engine] = tank;
CLAMP( feed_tank[engine], -1, 4 );
}
} 
 //   feed_tank[engine] = engine;
}

If these bits of code are relevant to the problem MAX_TANKS seems 
too low - many large aircraft will have more than 8 fuel tanks.

If I understand CLAMP syntax correctly, it's limiting the value to 
4, which ties in with the number of tank nodes that are created by 
default.

I didn't find any other occurrences of 'tank' in the FG source code 
that seemed relevant.

LeeE

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Re: [Flightgear-devel] Nasal error with YASim aircraft having 4 fuel tanks

2008-01-07 Thread John Wojnaroski
LeeE wrote:

On Monday 07 January 2008 18:24, LeeE wrote:
  

On Monday 07 January 2008 11:07, Chris Metzler wrote:


On Sun, 6 Jan 2008 23:00:22 +

LeeE wrote:
  

Can anyone else confirm this problem on the OSG cvs branch?


Yes, I see it too, and have for at least a couple of weeks.

-c
  

Thanks - confirms it's not just a local problem here.

LeeE



Searching through Aircraft/controls.hxx gives

enum {
   ALL_TANKS = -1,
   MAX_TANKS = 8
};

but in Aircraft/controls.cxx there's

FGControls::set_feed_tank( int engine, int tank )
{ 
if ( engine == ALL_ENGINES ) {
   for ( int i = 0; i  MAX_ENGINES; i++ ) {
   feed_tank[i] = tank;
   CLAMP( feed_tank[i], -1, 4 );
   }
} else {
   if ( (engine = 0)  (engine  MAX_ENGINES) ) {
  
   CLAMP( feed_tank[engine], -1, 4 );
   }
} 
 //   feed_tank[engine] = engine;
}

If these bits of code are relevant to the problem MAX_TANKS seems 
too low - many large aircraft will have more than 8 fuel tanks.

If I understand CLAMP syntax correctly, it's limiting the value to 
4, which ties in with the number of tank nodes that are created by 
default.

I didn't find any other occurrences of 'tank' in the FG source code 
that seemed relevant.

LeeE

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I'm, pretty certain that might be my code for the handling a 747 fuel 
system.  It has nothing to do with how nasal handles fuel.

In a nut shell, the 747 plumbing feeds the engines from 5 tanks, the 
center and four wing tanks through a combination of shutoff controls and 
cross-feed valves. In graph theory this can be represented as a fully 
connected graph where any engine can suck fuel from any one of the 
five tanks or any tank can feed all four engines.  Reserve tanks 
transfer fuel to the main feed tanks, but CANNOT feed the engines via 
the fuel manifold.  So yes, you can have more tanks than those that 
directly feed engines.  In the 747 or any large complex system, mess up 
your fuel panel and you starve an engine.  This is accurately modeled in 
the 747 sim.

The 747 FMS model determines which tank is feeding which engine and sets 
the value of tank accordingly.  A -1 indicates no fuel connection 
for the engine. This value in turn is passed to FG via the native_ctrls 
protocol/packet and passed in turn to JSBSim via the jsbsim.cxx module. 
Unfortunately, the supporting code is not part of the JSBSim baseline so 
it is impossible to see how it works , although it has been submitted a 
while back. You can see the supporting source changes by downloading the 
tar file of the code used at a Mathworks expo and will be usedat the 
upcoming Linux show in February.   Look at the FGEngine.cxx, jsbsim,cxx 
and FGTurbine.cxx modules in the modified jsbsim code.

Personally, I don't like the way fuel is currently modeled in FG and 
really don't like using a scripting language to do real-time execution, 
but that's just me I guess  ;-)  Happy to share the code and my ideas, 
but not the primary author or responsible agent for that capability so I 
live with the problem and update my version of the source as required 
with each FG release.

Regards
John W.






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Re: [Flightgear-devel] RFC: Fixing the tile numbering scheme (was: Re: Problems found in world scenery and SGBucket class)

2008-01-07 Thread Curtis Olson
On Jan 7, 2008 5:10 AM, Ralf Gerlich [EMAIL PROTECTED] wrote:

 Thinking a bit more about it, the grid could be made consistent if we
 would define that 180W and 180E are tile borders instead of enforcing
 the Greenwich Meridian to be a tile border at all ranges of latitude.

 Find attached my proposed patch.

 That would change the arrangement of tiles between 88 and 89 degrees
 latitude, fix the inconsistency above 89 degrees latitude, but would
 leave the rest of the tile numbers as they are (due to the fact that
 tile widths there are divisors of 180) and give us the following benefits:

 1) calculation of base longitude would be much easier:
 base_lat=(int)((int)((lat+180)/span)*span)-180

 with rounding:

 base_lat=(int)((int)((lat+SG_EPSILON+180)/span)*span)-180

 2) The tiles at 180W/E between 88 and 89 degrees of latitude would not
 overlap with their neighbours anymore and have 8 degrees width, as all
 the other tiles at that latitude.

 3) The calculation above would always lead to 0 as base longitude for
 the tiles above latitudes of 89 degrees instead of the flipping of -180
 vs 0 depending on the sign of the longitude.

 The fact that people seldomly fly north or south of 88 degrees latitude
 might be seen as an argument in favour or against this change.

 This is a bug that has not created serious problems in FlightGear
 itself, but formally, it is a bug and it _has_ created problems in at
 least two scenery-related applications, one of them being TerraGear.
 Therefore I would vote in favour of such a change.

 Any other comments or votes?


 Hi Ralf,

My one comment about your patch is that with the original code I can sit
down and read through it and roughly see what's going on.  The replacement
code is all packed into a line or two and it is much less clear (at least to
me) what is going on.  Perhaps you could also include some comments
explaining the computation you are doing.  I realize not everyone agrees
with me, but I really like understandable code ... even though the
definition of understandable is very tricky and hard to nail down and is
different from person to person.  I'm not intending to be nitpicky here.
The flightgear tile system is pretty crucial to many areas, so I don't want
the math to be obfuscated too much in case someone has to go in later and
debug it or update it.

In fact I have a proposal for a modification to the flightgear tiling
arrangement, but I was leaving that for some future day when I had more time
to think about it.

The big problem with the current system is that at every latitude boundary
where the number of tile subdivisions changes per degree, we have ugly gaps
because the tile edge matching code simply can't account for 2 tiles
matching up to 1 tile ... an oversight in the original scheme.

I've been wondering about dispensing with the variable subdivision scheme
and just having a fixed number of divisions per 1 degree of longitude.
Perhaps having 4 subdivisions.  This would double the tile width at the
equator, but would preserve the same tile widths in the sweet spot that
covers the bulk of the USA/Europe, and would half the width at the northern
latitudes.  Then things would get really skinny up towards the poles, but
perhaps our system would handle that just fine.

Originally the tile pager needed approximately even tile widths because it
could only load a fixed 3x3 or 5x5 square grid of tiles.  Now we can vary
the grid dimension in X and Y to cover the current visibility so the
original scheme isn't needed and we can live with tiles that are skinny or
fat, and as our graphics power and library sophistication has increased over
the years, I don't think that would be an issue either.

What do you think about that?

Curt.
-- 
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Re: [Flightgear-devel] RFC: Fixing the tile numbering scheme (was: Re: Problems found in world scenery and SGBucket class)

2008-01-07 Thread Frederic Bouvier
Selon Curtis Olson :

 I've been wondering about dispensing with the variable subdivision scheme
 and just having a fixed number of divisions per 1 degree of longitude.
 Perhaps having 4 subdivisions.  This would double the tile width at the
 equator, but would preserve the same tile widths in the sweet spot that
 covers the bulk of the USA/Europe, and would half the width at the northern
 latitudes.  Then things would get really skinny up towards the poles, but
 perhaps our system would handle that just fine.

If we keep the same triangle budget for every tile, we will have sparse data and
features at the equator and much more than what is really needed at the poles,
just because the area covered by each tile will vary greatly ( proportional to
1/cos( lat ) if my math is ok )

-Fred

-- 
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http://frfoto.free.fr  Photo gallery - album photo
http://www.fotolia.fr/p/2278/partner/2278  Other photo gallery
http://fgsd.sourceforge.net/   FlightGear Scenery Designer

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[Flightgear-devel] Looking for fgrun translators and translations

2008-01-07 Thread Frederic Bouvier
As I said in a previous message, fgrun is now internationalized, and the french
localisation is done.

I am now seeking for volunteers that are willing to translate fgrun in their
native language. People are invited to contact me by private mail so that I can
coordinate  these efforts, and to get the last appropriate template.

Thank you,

-Fred

-- 
Frédéric Bouvier
http://frfoto.free.fr  Photo gallery - album photo
http://www.fotolia.fr/p/2278/partner/2278  Other photo gallery
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Re: [Flightgear-devel] Nasal error with YASim aircraft having 4 fuel tanks [OFFLINE]

2008-01-07 Thread John Wojnaroski
Berndt, Jon S wrote:

Unfortunately, the supporting code is not part of the JSBSim 
baseline so it is impossible to see how it works , although 
it has been submitted a while back. You can see the 
supporting source changes by downloading the tar file of the 
code used at a Mathworks expo and will be usedat the 
upcoming Linux show in February.   Look at the FGEngine.cxx, 
jsbsim,cxx 
and FGTurbine.cxx modules in the modified jsbsim code.

Personally, I don't like the way fuel is currently modeled in 
FG and really don't like using a scripting language to do 
real-time execution, but that's just me I guess  ;-)  Happy 
to share the code and my ideas, but not the primary author or 
responsible agent for that capability so I live with the 
problem and update my version of the source as required with 
each FG release.

Regards
John W.




John:

Can you point out where the modified JSBSim propulsion files are? I'm
sure you've sent these to me before - maybe more than once. I tried
downloading the source code at lfstech.com but it seems to be stock FG
1.0 (no jsbsim changes).

Sorry I lost track of your changes. As I recall, what happened was that
we were in the middle of a big reorganization.

I'd like to take another look. Dave Culp and I have discussed some major
updates to the tank code. In fact, that is online at our Feature Request
page at the JSBSim project site: 

http://sourceforge.net/tracker/?group_id=19399atid=369399

Look near the bottom of the list for Detailed fuel tank design
options.

I'd like to take another look at your code, so please let me know where
I can find it.

Thanks,

Jon

  

Hi Jon,

Thank you for the feedback,  do aplologize if it sounded a bit testy.  
Not my intention, just a bit of a mild rant.  ;-)

Yes, it was a while back and it was based on the architeture 
pre-reorganization.  The good news is that I've still been able to 
work the changes into the newer versions as they come out -- a real 
credit to you and others and the structured design you have developed in 
the code that allows for such changes and revisions.

I've just finished a first rev to both 1.0 and the CVS head versions for 
the Feb Linux show and it needs some testing.  I will send you a tar 
file of the earlier version.  One item I have in that code is some 
simple ideas and parameters to vary engine performance.  Nothing more 
awful than four engines running in perfect sync -- same EPR, EGT, NI, 
N2, oil pressure, etc etc.  Might also be a good way to show wear and 
tear based on  engine time, Hobbs meter, percent of time at high 
power/rpm settings, etc.

The turbine/fan engine model needs some serious peer preview on the 
thermo and rotor physics.  Has a bit of arm waving :-)

I'll send over a tarfile. Look at the jsbsim.cxx, FGEngine, and 
FGTurbine modules for openers.  Hope you find it useful

Regards
John W.








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Re: [Flightgear-devel] texture animation ....

2008-01-07 Thread Mathias Fröhlich

Hi,

On Monday 31 December 2007, alexis bory wrote:
 A very easy way to check if the offset is applied, is looking at the
 A-10's fuel gauge (right side of the main panel),when offline,
 its drum counter should display 0 instead of 1.
Thanks!

Ok, should work now.

Greetings

   Mathias

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Re: [Flightgear-devel] RFC: Fixing the tile numbering scheme (was: Re: Problems found in world scenery and SGBucket class)

2008-01-07 Thread Curtis Olson
On Jan 7, 2008 3:51 PM, Frederic Bouvier  wrote:

 If we keep the same triangle budget for every tile, we will have sparse
 data and
 features at the equator and much more than what is really needed at the
 poles,
 just because the area covered by each tile will vary greatly (
 proportional to
 1/cos( lat ) if my math is ok )


My gut feeling is that once you get up (or down) into the latittudes where
the tiles get significantly skinny, the resolution of the available data
drops of significantly.  We really don't have a per-tile triangle budget
anyway.  The only place where I see this making a difference is the
concentration of terrain elevation points would increase, but this is up in
an area where we only have very low res terrain data anyway.  SRTM drops out
beyond +/- 60 degrees latitude.

Regards,

Curt.
-- 
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Re: [Flightgear-devel] RFC: Fixing the tile numbering scheme

2008-01-07 Thread AnMaster
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA512

Curtis Olson wrote:
 My gut feeling is that once you get up (or down) into the latittudes where
 the tiles get significantly skinny, the resolution of the available data
 drops of significantly.  We really don't have a per-tile triangle budget
 anyway.  The only place where I see this making a difference is the
 concentration of terrain elevation points would increase, but this is up in
 an area where we only have very low res terrain data anyway.  SRTM drops out
 beyond +/- 60 degrees latitude.
Yes and that is a considerable problems for Sweden and Canada as shown on these 
screenshots of Atlas:

Sweden: Notice the area without elevation data (in which I live...)
http://pics.ww.com/v/AnMaster/fgfs/bugs/fgfs-altproblem.png.html

And this one is just strange (North Canada):
http://pics.ww.com/v/AnMaster/fgfs/bugs/fgfs-altproblem-canada.png.html


Could you maybe use some other data for this area to make it at least possible 
to fly a bit in these
areas. Patch up the areas where STRM is lacking with something else instead.

Regards,

Arvid Norlander
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3i0zW1n0+6zw52XO221adDw=
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Re: [Flightgear-devel] Nasal error with YASim aircraft having 4 fuel tanks

2008-01-07 Thread LeeE
On Monday 07 January 2008 20:00, John Wojnaroski wrote:
 LeeE wrote:
 On Monday 07 January 2008 18:24, LeeE wrote:
 On Monday 07 January 2008 11:07, Chris Metzler wrote:
 On Sun, 6 Jan 2008 23:00:22 +
 
 LeeE wrote:
 Can anyone else confirm this problem on the OSG cvs branch?
 
 Yes, I see it too, and have for at least a couple of weeks.
 
 -c
 
 Thanks - confirms it's not just a local problem here.
 
 LeeE
 
 Searching through Aircraft/controls.hxx gives
 
 enum {
  ALL_TANKS = -1,
  MAX_TANKS = 8
 };
 
 but in Aircraft/controls.cxx there's
 
 FGControls::set_feed_tank( int engine, int tank )
 {
 if ( engine == ALL_ENGINES ) {
  for ( int i = 0; i  MAX_ENGINES; i++ ) {
  feed_tank[i] = tank;
  CLAMP( feed_tank[i], -1, 4 );
  }
 } else {
  if ( (engine = 0)  (engine  MAX_ENGINES) ) {
 
  CLAMP( feed_tank[engine], -1, 4 );
  }
 }
  //   feed_tank[engine] = engine;
 }
 
 If these bits of code are relevant to the problem MAX_TANKS
  seems too low - many large aircraft will have more than 8 fuel
  tanks.
 
 If I understand CLAMP syntax correctly, it's limiting the value
  to 4, which ties in with the number of tank nodes that are
  created by default.
 
 I didn't find any other occurrences of 'tank' in the FG source
  code that seemed relevant.
 
 LeeE
 
 
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 I'm, pretty certain that might be my code for the handling a 747
 fuel system.  It has nothing to do with how nasal handles fuel.

 In a nut shell, the 747 plumbing feeds the engines from 5 tanks,
 the center and four wing tanks through a combination of shutoff
 controls and cross-feed valves. In graph theory this can be
 represented as a fully connected graph where any engine can
 suck fuel from any one of the five tanks or any tank can feed
 all four engines.  Reserve tanks transfer fuel to the main feed
 tanks, but CANNOT feed the engines via the fuel manifold.  So
 yes, you can have more tanks than those that directly feed
 engines.  In the 747 or any large complex system, mess up your
 fuel panel and you starve an engine.  This is accurately modeled
 in the 747 sim.

 The 747 FMS model determines which tank is feeding which engine
 and sets the value of tank accordingly.  A -1 indicates no
 fuel connection for the engine. This value in turn is passed to
 FG via the native_ctrls protocol/packet and passed in turn to
 JSBSim via the jsbsim.cxx module. Unfortunately, the supporting
 code is not part of the JSBSim baseline so it is impossible to
 see how it works , although it has been submitted a while back.
 You can see the supporting source changes by downloading the tar
 file of the code used at a Mathworks expo and will be usedat the
 upcoming Linux show in February.   Look at the FGEngine.cxx,
 jsbsim,cxx and FGTurbine.cxx modules in the modified jsbsim code.

 Personally, I don't like the way fuel is currently modeled in FG
 and really don't like using a scripting language to do real-time
 execution, but that's just me I guess  ;-)  Happy to share the
 code and my ideas, but not the primary author or responsible
 agent for that capability so I live with the problem and update
 my version of the source as required with each FG release.

 Regards
 John W.

More information is helpful  useful - thanks.

Yeah - script based routines for things like fuel handling doesn't 
seem right but Nasal, because of the timer functions, is 
effectively real-time - it's just a question of resolution - for 
fuel handling 1/3 sec seems reasonable.

Not @ you John, but the bottom line regarding this bug is that four 
fuel tanks nodes are created by default but they're not fully 
populated when they are created - they cannot be.  The fuel tank 
nodes cannot be fully populated until the fdm config is parsed 
because the number of fuel tanks, and their capacities, depends 
upon each individual aircraft.

I can see how it may be necessary to declare a single initial fuel 
tank node as a template but declaring four seems irrational.

The best hits I found in the source, having found nothing in the 
config data, were those two bits of code I pasted above but if they 
are not relevant to the problem then we need to look elsewhere.

For sure, four incomplete fuel tank nodes are _not_ being created by 
magic:)

Sorry to all for being a nag but it is a bit of a fundamental bug.

LeeE

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Re: [Flightgear-devel] RFC: Fixing the tile numbering scheme (was: Re: Problems found in world scenery and SGBucket class)

2008-01-07 Thread LeeE
On Monday 07 January 2008 22:28, Curtis Olson wrote:
 On Jan 7, 2008 3:51 PM, Frederic Bouvier  wrote:
  If we keep the same triangle budget for every tile, we will
  have sparse data and
  features at the equator and much more than what is really
  needed at the poles,
  just because the area covered by each tile will vary greatly (
  proportional to
  1/cos( lat ) if my math is ok )

 My gut feeling is that once you get up (or down) into the
 latittudes where the tiles get significantly skinny, the
 resolution of the available data drops of significantly.  We
 really don't have a per-tile triangle budget anyway.  The only
 place where I see this making a difference is the concentration
 of terrain elevation points would increase, but this is up in an
 area where we only have very low res terrain data anyway.  SRTM
 drops out beyond +/- 60 degrees latitude.

 Regards,

 Curt.

Yup - I downloaded lots of SRTM data to play with in GRASS and 
above/below +/- 60 lat it isn't there.

There doesn't seem to be any alternative source of suitable data 
either so I don't see how FG can cover the poles.

(the reason I was looking was because I was interested in the Mt 
Erebus volcano - FG is quite good for looking at volcanos and other 
large scale geological features from the air - at some point I'll 
get together a list of volcanos and astroblemes for the 'places to 
fly' section of the FG docs/wiki)

LeeE

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Re: [Flightgear-devel] two issues (bugs?) with fresh osg, Simgear, flightgear

2008-01-07 Thread Roy Vegard Ovesen
On Monday 07 January 2008, dave perry wrote:
 2. Some aircraft-defined keyboard toggles work only once in osg branch

 Examples:  pa24-250-set.xml and the pa28-161 both use the keys !,
 @, #, $, %, ^, (, and ).  With older osg builds and
 current V1.0 and plib builds these work.  With yesterdays osg build,
 most of these only work the first time.  I tried other AC and some
 of their toggles also only worked the first time.  Casaba indicated
 (IRC) with an older osg build, these toggles work repeatedly.  By
 the way, the pannel hot spots use the same nasal functions to do the
 toggle and they all still toggle repeatedly.

 I have tried both osg 2.2 and osg cvs with the same results on both issues.

Same here. CVS from a couple of weeks ago.


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Re: [Flightgear-devel] RFC: Fixing the tile numbering scheme (was: Re: Problems found in world scenery and SGBucket class)

2008-01-07 Thread Frederic Bouvier
Selon Curtis Olson :

 On Jan 7, 2008 3:51 PM, Frederic Bouvier  wrote:

  If we keep the same triangle budget for every tile, we will have sparse
  data and
  features at the equator and much more than what is really needed at the
  poles,
  just because the area covered by each tile will vary greatly (
  proportional to
  1/cos( lat ) if my math is ok )


 My gut feeling is that once you get up (or down) into the latittudes where
 the tiles get significantly skinny, the resolution of the available data
 drops of significantly.  We really don't have a per-tile triangle budget
 anyway.  The only place where I see this making a difference is the
 concentration of terrain elevation points would increase, but this is up in
 an area where we only have very low res terrain data anyway.  SRTM drops out
 beyond +/- 60 degrees latitude.

I was thinking about the parameter we pass to Terra to simplify the initial
grid. IIRC, this parameter is always the same, leaving all *.arr.gz files with
the same number of vertices.

-Fred

-- 
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http://frfoto.free.fr  Photo gallery - album photo
http://www.fotolia.fr/p/2278/partner/2278  Other photo gallery
http://fgsd.sourceforge.net/   FlightGear Scenery Designer

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