Re: [Flightgear-devel] XML Particles patch

2008-02-15 Thread Vivian Meazza
Tim Moore

 Subject: Re: [Flightgear-devel] XML Particles patch
 
 
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 Tiago Gusmão wrote:
 | Hi
 |
 | Here's the patch to add particles by XML to the OSG branch 
 | (instructions
 | inside):
 | http://gusmao.home.sapo.pt/particlesv1.tar.gz
 | (that page is not an error, you will have to click in 
 AQUI, because it
 | doesn't like hotlinking much)
 |
 This is checked in. I did some cleanup of the code. New 
 classes that I check in go in the simgear namespace without 
 the SG prefix.
 | There is a short document here: 
 | http://gusmao.home.sapo.pt/README.xmlparticles
 Whoops, I haven't checked this in yet but will do so shortly.
 
 |
 | A few problems and limitations are known:
 | The deletion of at least some of the objects seems not to work, the 
 | xml parsing code really gets boring, so not everything is 
 configurable 
 | or property-driven at the moment There shouldn't be any significant 
 | changes in the future in the existing XML spec, but i don't promise 
 | anything! Default values aren't yet established
 |
 | Cheers,
 | Tiago
 Thanks!

Well done Tiago and Tim. Built and tested. The Buccaneer making use of this
new facility, and is in cvs now. Vortices next? I've been looking at csp for
hints :-)

Thanks

Vivian



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Re: [Flightgear-devel] Constant speed props for WWII aircraft using JSBSim

2008-02-15 Thread Tatsuhiro Nishioka
Oops, I didn't actually committed the JSBSim version of A6M2.
Now it's done. :-p

Please give it a try!

BTW, I have two minor problems on this:
- small vibration of tail gear.
- rotating right instead of left when start taxing.

If you have any idea to solve these, please let me know.

Best,

Tat

p.s.
On Feb 14, 2008, at 12:22 AM, Tatsuhiro Nishioka wrote:

 Hi there, 

 I'm making a JSBSim version of A6M2, and want to share with you guys about a 
 constant speed propellers for WWII aircraft.

 First I tried a default prop configuration generated by Aeromatic, but the 
 propeller pitch was adjusted automatically.
 So I removed minrpm and maxrpm tags from prop configuration file and the 
 manual pitch control seemed working fine (Thanks to Ron for advice).
 Technically it's not a constant speed propeller anymore, but the behavior of 
 both propeller and engine is getting closer to the descriptions in some books 
 that I have.

 However, there came another big problem - too much engine rpm in cruising 
 with lower pitch. 
 I tried to adjust the power table to avoid this happening but no clue. 
 The engine still exceeded way higher than the maximum rpm (more than 2000 
 above maximum) in the lowest pitch when cruising.
 Maybe I need to find the proper power / thrust correlations, but it doesn't 
 seem possible to me.

 As a workaround for this issue, I modified the power table to have higher 
 value in lowest pitch where advance ratio  1.0 even 
 thrust value is zero. This way, it seems working fine - the rpm of the engine 
 stays a bit higher than maximum rpm.
 But I'm not sure if this is a proper behavior of the constant speed props for 
 warbirds.
 If you have any better idea, please let me know.

 If you get interested, please check out A6M2 from CVS and give it a try. 
 The pitch is set to the lowest for climbing. You need to adjust the pitch to 
 maximum in cruising.
 Though the thrust/power table looks very weird, it's getting closer to zero's 
 behavior I guess.

 Constructive comments are very welcome.

 Best,

 Tat

 p.s.

 I'm also willing to simulate zero's manual boost controller in JSBSim. (not 
 sure if it is possible though)


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[Flightgear-devel] [ANN] New Eye-Candy

2008-02-15 Thread Vivian Meazza
Hi all

Tim Moore has just uploaded the wingman code to cvs (thanks Tim). If you
want to experiment on a dull Friday afternoon, you will need to update cvs
data as well. Then 
--aircraft=buccaneer-wingman will give you 1 Buccaneer as a wingman, Ctrl-I
in runtime will bring up a menu of a small selection of formations. You can
add to these with additions to the Buccaneer/Formations folder.
--ai-scenario=wingman2_demo will add a further pair of Buccaneers to your
formation. 

The cost in frame rate here is small so add a bit of fun to your flying.
Enjoy,

Vivian

P.S. I have yet to work out how, or indeed if, we can pass the wingmen on
MP. 






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Re: [Flightgear-devel] Multiple channel autopilot controllers

2008-02-15 Thread LeeE
On Friday 15 February 2008 04:19, Jon S. Berndt wrote:
[snip...]
 ...system, and I have an idea. I might start out with vertically
 launching the X-15...

Lol :))

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[Flightgear-devel] Object avoidance

2008-02-15 Thread ricardo freitasfilho
Hi,
I'm doing some simulations of a airship using the aerosim blockset and the
flightgear. It is usefull if there is a may to get the information of the
scenery buildings so we can avoid these building in the simulation. I was
reading one of your answers and I got interested in how can I send these
information to the blockset. Can you help me with that?
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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread LeeE
On Friday 15 February 2008 16:36, ricardo freitasfilho wrote:
 Hi,
 I'm doing some simulations of a airship using the aerosim
 blockset and the flightgear. It is usefull if there is a may to
 get the information of the scenery buildings so we can avoid
 these building in the simulation. I was reading one of your
 answers and I got interested in how can I send these information
 to the blockset. Can you help me with that?

I found, while working on a terrain following/avoidance system for 
some of the aircraft I've done, that the Nasal geo.elevation(lat, 
lon) function will return the height of buildings or other 
structures e.g. bridges located at that lat,lon.

There are not any in-built FG scanning schemes/mechanisms though, so 
you'll have to design and implement one in Nasal to fit your needs.

Have a look at the cvs BAC-TSR2 TFA nasal stuff to see the simple 
look-ahead scanning schemes I've done.  Both of the schemes I've 
used just perform a single track look-ahead scan, compensated for 
yaw but not for turning flight (yet).

LeeE

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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread Melchior FRANZ
* ricardo freitasfilho -- Friday 15 February 2008:
 It is usefull if there is a may to get the information of the
 scenery buildings so we can avoid these building in the simulation.

There's no way to query the location of buildings (like in real
life :-). But you can check for the terrain elevation at some
given coordinate (Nasal's geodinfo(), or the geo.elevation()
wrapper), and you can get the elevation of an impact point
(see $FG_ROOT/Docs/README.submodels). The latter might report
impacts on buildings (fg/osg?), so you could abuse that by
launching an invisible, lightweight, and very fast submodel,
and check where and at which altitude it lands.

m.

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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread R. van Steenbergen
Melchior FRANZ wrote:
 ...you could abuse that by
 launching an invisible, lightweight, and very fast submodel,
 and check where and at which altitude it lands.

 m.
   
Don't they call that 'radar' in real life? :) (The very fast, 
lightweight submodels being microwave photons in that case)

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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread Melchior FRANZ
* R. van Steenbergen -- Friday 15 February 2008:
 Melchior FRANZ wrote:
  ...you could abuse that by
  launching an invisible, lightweight, and very fast submodel,
  and check where and at which altitude it lands.

 Don't they call that 'radar' in real life? :) (The very fast, 
 lightweight submodels being microwave photons in that case)

Hehe, yes. Except that ours don't come back. And I'm not sure
if they collide with static/random buildings. They hardly do
with trees. Hmm ... cows?

m.

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Re: [Flightgear-devel] MP chat BUGs

2008-02-15 Thread Csaba Halász
On Wed, Dec 26, 2007 at 3:13 AM, Csaba Halász [EMAIL PROTECTED] wrote:

  - not sure how to properly handle the case when no transmitter is found

Added a timer to close the dialog.

Anybody interested in this?

-- 
Csaba/Jester
Index: gui/dialogs/chat-menu.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/gui/dialogs/chat-menu.xml,v
retrieving revision 1.2
diff -u -r1.2 chat-menu.xml
--- gui/dialogs/chat-menu.xml   11 Dec 2007 15:20:00 -  1.2
+++ gui/dialogs/chat-menu.xml   15 Feb 2008 17:51:51 -
@@ -160,9 +160,18 @@
 # something appropriate, such as Cessna, Boeing.
 type = split( , type)[0];
   }
+  
+  # Get the tuned-in station
+  var transmitter = 
findtransmitter(getprop(/instrumentation/comm/frequencies/selected-mhz));
+  if (transmitter == nil) {
+gui.popupTip(No station in range.);
+settimer(func { fgcommand(dialog-close, 
props.Node.new({dialog-name: chat-menu})); }, 0);
+
+return;
+  }
 
   # Get the nearest airport.
-  var airport = airportinfo();
+  var airport = airportinfo(transmitter.lat, transmitter.lon);
   
   # Get the complement of each runway to create a full set.
   foreach (var rwy; keys(airport.runways)) {
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Re: [Flightgear-devel] UFO and menus

2008-02-15 Thread Melchior FRANZ
Even though this wasn't meant to go to the list ...

* John Wojnaroski -- Friday 15 February 2008:
 Started the UFO but the old style menus came up; not at all like the 
 ones you used.  Is there a property value to set for the menu?

Press Shift-F10. This cycles through all available styles. The
choice is saved to ~/.fgfs/autosave.xml at exit.



 Any tips/suggestions on how to run the bloody sequence to get to a
 proposed sign location?  

Err ... just as I described in the private mails. (By mouse-clicking
on the terrain the signs.ac placeholder is added to the scenery.)

m.

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Re: [Flightgear-devel] FG seasons

2008-02-15 Thread Melchior FRANZ
* SydSandy -- Thursday 14 February 2008:
 1: Could we have Jester's materials.xml condition patch put in CVS ?

Done. I haven't committed the materials.xml part, as you apparently
have your own test version committed already. If you copy that over
the current materials.xml, then please make sure that:

 1. you integrate the changes that were meanwhile done to materials.xml
(sign glyphs)

 2. you indent added stuff appropriately. Properties nested in another
property *have* to be indented.

WRONG:

material
 nameWoodedTundraCover/name
 condition
 equals
 propertysim/startup/season/property
 valuesummer/value
 /equals
 /condition

  
(ALMOST) RIGHT:

material
 nameWoodedTundraCover/name
 condition
  equals
   propertysim/startup/season/property
   valuesummer/value
  /equals
 /condition

Almost, because 1 space-indentation is as close to spaghetti code
as you can get. BTW: 2 spaces are almost as bad.  :-P

m.

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[Flightgear-devel] UFO and menus

2008-02-15 Thread John Wojnaroski
Hi Curt,

I started working on setting signs at KDFW and got stuck immediately :-(

Started the UFO but the old style menus came up; not at all like the 
ones you used.  Is there a property value to set for the menu? Using 
FG-1.0.  Is that menu in the osg version only?  Any tips/suggestions on 
how to run the bloody sequence to get to a proposed sign location? 

I'll be a NASA/Ames on the 20th from about 9AM to 3PM (PST).  If any 
questions come up I can't answer or are not sure of regards FlightGear 
would like to give you a call.  Do you have a preferred number and 
perhaps time?

Either way I'll give you a call after it's all done and give you a quick 
debrief before heading back to LA.

Thanks for posting all the pics and links.
Jack


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Re: [Flightgear-devel] FG seasons

2008-02-15 Thread Melchior FRANZ
* SydSandy -- Friday 15 February 2008:
 The materials.xml.test IS currently still a test until I make
 sure I'm not damaging anything else 

ah, ok



 I was just following the original file's indentation style,

No, you were not, which is why I asked you to, please, do it.

m.  :-}

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Re: [Flightgear-devel] FG seasons

2008-02-15 Thread SydSandy
On Fri, 15 Feb 2008 19:04:35 +0100
Melchior FRANZ [EMAIL PROTECTED] wrote:

 
 * SydSandy -- Thursday 14 February 2008:
  1: Could we have Jester's materials.xml condition patch put in CVS ?
 
 Done. I haven't committed the materials.xml part, as you apparently
 have your own test version committed already. If you copy that over
 the current materials.xml, then please make sure that:
 
  1. you integrate the changes that were meanwhile done to materials.xml
 (sign glyphs)
 
  2. you indent added stuff appropriately. Properties nested in another
 property *have* to be indented.
 
 WRONG:
 
 material
  nameWoodedTundraCover/name
  condition
  equals
  propertysim/startup/season/property
  valuesummer/value
  /equals
  /condition
 
   
 (ALMOST) RIGHT:
 
 material
  nameWoodedTundraCover/name
  condition
   equals
propertysim/startup/season/property
valuesummer/value
   /equals
  /condition
 
 Almost, because 1 space-indentation is as close to spaghetti code
 as you can get. BTW: 2 spaces are almost as bad.  :-P
 
 m.

Thank you for the inclusion , my mail didnt come back , so I thought it got 
lost somewhere  
The materials.xml.test IS currently still a test until I make sure I'm not 
damaging anything else  , but I'll keep note of your suggestions.(I was just 
following the original file's indentation style, like I thought I was supposed 
to ,but I AM used to 4 space indentation now :) )...
Thanks again , m .
-- 
SydSandy [EMAIL PROTECTED]

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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread LeeE
On Friday 15 February 2008 17:08, Melchior FRANZ wrote:
 * R. van Steenbergen -- Friday 15 February 2008:
  Melchior FRANZ wrote:
   ...you could abuse that by
   launching an invisible, lightweight, and very fast submodel,
   and check where and at which altitude it lands.
 
  Don't they call that 'radar' in real life? :) (The very fast,
  lightweight submodels being microwave photons in that case)

 Hehe, yes. Except that ours don't come back. And I'm not sure
 if they collide with static/random buildings. They hardly do
 with trees. Hmm ... cows?

 m.

Markus Zojer has used this technique for the TFA functions in the 
B-1B.  I had a look at it and experimented with it when I wanted to 
add TFA to a couple of aircraft I've done - it's a very appealing 
approach because it's almost like simulating a real radar.

I had a play with the technique but hit some problems with it, 
mainly because the trajectory of the submodels is fixed to the 
pitch of the aircraft.  I found it fine while the aircraft was in 
level flight but I hit some issues when the aircraft was pitched up 
or down to any significant degree and in the end I decided to use 
the Nasal geo functions instead.

As I mentioned previously, the geo functions do interact with static 
buildings and structures, as long as the scanning scheme has a high 
enough resolution to ensure sampling them - I haven't tried with 
random objects though - still on OSG 2.2 here and the performance 
hit when using OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too 
great here.

I have noticed that pylons are not detected and I would doubt that 
trees are detected either, presumably because they have no area.  
The pylons are made with line objects that have no width and the 
trees, at least in plan, also have no width, so it'll be very 
unlikely to hit the exact point where they are in any scanning 
scheme.  Adding a transparent horizontal plane poly to the top of 
these objects probably would make it work, but not only would it 
increase the render load but also probably introduce more 
transparency render artifacts and ordering issues.

LeeE

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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread Stuart Buchanan

--- Melchior FRANZ wrote:
 * R. van Steenbergen -- Friday 15 February 2008:
  Melchior FRANZ wrote:
   ...you could abuse that by
   launching an invisible, lightweight, and very fast submodel,
   and check where and at which altitude it lands.
 
  Don't they call that 'radar' in real life? :) (The very fast, 
  lightweight submodels being microwave photons in that case)
 
 Hehe, yes. Except that ours don't come back. And I'm not sure
 if they collide with static/random buildings. They hardly do
 with trees. Hmm ... cows?

Photons colliding with cows - isn't that a microwave oven?

TING! Burger anyone? ;)

-Stuart


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