Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Heiko Schulz
Hi,


 Hi All,
 
 Attached is what I'm hoping will be the final 3D clouds
 patch.
 
 It does the following:
 - Replaces simple shader attributes with vectors (this was
 missed out of the last patch by mistake)
 - Includes Yon's Fog update code (Thanks!)
 - Fixes a bug since 1.0 where --enable-real-weather-fetch
 stopped the other weather scenarios from working.
 
 Let me know of any bugs.
 
 -Stuart
 
Thanks for all your work, Yon and Stuart!

The clouds looking great now- the order problem is 99% solved so much as I can 
see!

I see only some few problems still:

-against a second 3d-clouds layer, the problem with z-drawing appears again

-setting thunderstorm: the clouds has this transparency problem again, 
perfomance is weak, no lightning and thunder back (o.k. missing feature)
maybe (just an idea) we can create a special set of a thunderstorm which is 
loaded instead the usual set which seems to be changed for fitting.

-ns and st-layers covers now full, but also decrease dramatically the fps. Even 
on my fast machine I only get around 8-12fps- not usuable!
Maybe it helps a bit if we couple the cloud visibility range with the generell 
visibility.
Or we should use of the old, 2d-layers instead!

Cheers
HHS




  

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Re: [Flightgear-devel] FlightGear 1.99.5 RC1 feedback summary

2008-12-08 Thread Heiko Schulz
Hi,


 
 B1900d  : Very complete Commuter jet, Twin Turbo
 Prop.
  - No comments received

Yep- should be in the package


 c17p: Light Single GA; our default aircraft
  - overall size can possibly be reduced by removing some
 liveries

O.k.- and where to store the liveries which didn't get into the base package? 
There was a lot of work- it shoulden't be lost. 

 dhc2: Versatile Tail Dagger, with Aerotowing
 Capability
  - Current version is rather tricky to start up. Maybe
 change with one
of the other nice Dehavilland models by Syd Adams? [DT]

No- I think the dhc2 is easy to start and beginners will like it to play with 
the switches to start th ac! A good step to learn the basics

 Concorde: Supersonic Transport
  - Maybe drop it 

Too big, to complex


Juust my two cents
Cheers
HHS


  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Stuart Buchanan
Heiko wrote:

 The clouds looking great now- the order problem is 99% solved so much as I 
 can 
 see!

Yes - I think we're pretty much done.

 I see only some few problems still:
 
 -against a second 3d-clouds layer, the problem with z-drawing appears again

I don't know how to solve this at the moment. Sorry :(

 -setting thunderstorm: the clouds has this transparency problem again, 
 perfomance is weak, no lightning and thunder back (o.k. missing feature)
 maybe (just an idea) we can create a special set of a thunderstorm which is 
 loaded instead the usual set which seems to be changed for fitting.

The Thuderstorm scenario has a very specific METAR. We could easily change this
to something that looks better.

One of the enhancements I'd like to make after the release is to allow the 
scenario
METAR strings to be defined in a properties file, so a user can save METARs 
they
want to fly in the future.

 -ns and st-layers covers now full, but also decrease dramatically the fps. 
 Even 
 on my fast machine I only get around 8-12fps- not usuable!
 Maybe it helps a bit if we couple the cloud visibility range with the 
 generell 
 visibility.
 Or we should use of the old, 2d-layers instead!

I don't think we're likely to find massive performance improvements, so 
I think using 2-D layers for stratus might be the best solution for the moment. 

This is very easy to do : The 3D cloud code defaults to a 2D layer if it can't 
find an appropriate cloud definition in the cloudlayers.xml file. So, you can 
simple remove the st and ns sections from cloudlayers.xml. 

If you agree, I'll look at doing that tonight. This may also help with the 
Thunderstorm
scenario.

-Stuart


  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Vivian Meazza
Heiko Schulz wrote:

 
 Hi,
 
 
  Hi All,
 
  Attached is what I'm hoping will be the final 3D clouds
  patch.
 
  It does the following:
  - Replaces simple shader attributes with vectors (this was
  missed out of the last patch by mistake)
  - Includes Yon's Fog update code (Thanks!)
  - Fixes a bug since 1.0 where --enable-real-weather-fetch
  stopped the other weather scenarios from working.
 
  Let me know of any bugs.
 
  -Stuart
 
 Thanks for all your work, Yon and Stuart!
 
 The clouds looking great now- the order problem is 99% solved so much as I
 can see!
 
 I see only some few problems still:
 
 -against a second 3d-clouds layer, the problem with z-drawing appears
 again
 
 -setting thunderstorm: the clouds has this transparency problem again,
 perfomance is weak, no lightning and thunder back (o.k. missing
 feature)
 maybe (just an idea) we can create a special set of a thunderstorm which
 is loaded instead the usual set which seems to be changed for fitting.
 
 -ns and st-layers covers now full, but also decrease dramatically the fps.
 Even on my fast machine I only get around 8-12fps- not usuable!
 Maybe it helps a bit if we couple the cloud visibility range with the
 generell visibility.
 Or we should use of the old, 2d-layers instead!

The frame rate is doing interesting things here. When I select 3d clouds,
the frame rate drops from 28 to 15 at KSFO, but when I deselect the clouds
the frame rate goes back only to 23, and when I reselect 3d clouds the frame
rate goes to 7 and stays there, whatever I do.

The 3d stratus looks horrid, sorry. I think the 2d solution is just fine for
stratus, and for cirrus as well.

Vivian 



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Re: [Flightgear-devel] FlightGear 1.99.5: Release Candidate

2008-12-08 Thread Tatsuhiro Nishioka
Hi Gèrard,

Sorry for my late reply. I tested your hook and it seems working very good.
I'll clean up as you suggested. Plus, the -test*.xml files should be removed 
since these are
only for my experimental patch that I posted a while ago, but are not completed 
yet.

Best,

Tat

On Dec 4, 2008, at 4:57 PM, gerard robin wrote:

 Hello Tat,

 I forgot to tell you, that,  you may want to clean the  hook.xml file, since 
 their is some unuseful commented  out part.
 That was a first attend to get the right hook animation. , YASIm compatible
 being replaced  by  a more  elegant solution.
 I have included the feature in both jsbsim fdm files =  jsbsim-test-set  and 
  
 jsbsim-set, in case of 

 Cheers..


 On jeudi 04 décembre 2008, Tatsuhiro Nishioka wrote:
 Hi Gèrard,

 Thank you very much!!
 I will test it tonight.

 On Dec 4, 2008, at 3:48 AM, gerard robin wrote:
 On mercredi 03 décembre 2008, Tatsuhiro Nishioka wrote:


 Done, i hope it will suit for you.
 Tested, by my  test pilot,
 here the result:
 http://pagesperso-orange.fr/GRTux/Zero-Carrier-takeoff.jpg
 http://pagesperso-orange.fr/GRTux/Zero-Carrier-approach.jpg
 http://pagesperso-orange.fr/GRTux/Zero-Carrier-landing.jpg

 Cheers
 --
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 http://pagesperso-orange.fr/GRTux/


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[Flightgear-devel] GPS refactoring

2008-12-08 Thread James Turner
Here's a patch which refactors the 'plain' GPS code into a slightly  
more manageable structure - i.e breaks the large update() method into  
various sub-functions. I've tested the patch with B1900d, and things  
seem to work as expected, but if anyone experiences GPS weirdness  
after this is committed, of course please report it.

The motivation for this was helping me learn the code - I've planning  
some changes in this area, and splitting up the logic will hopefully  
make that task easier.

The patch is too large for the mailing list limit, since it moves  
virtually all the code around. Instead I've uploaded it here:

http://files.goneabitbursar.com/gps.patch

Regards,
James

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[Flightgear-devel] OpenSceneGraph

2008-12-08 Thread Fabian Grodek
Hello,
Is there any location other than
http://www.openscenegraph.org/projects/osg/wiki/Downloads

to get the OpenSceneGraph libraries? The link above is not working.
Thank you.
Fabian
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Re: [Flightgear-devel] Concorde crash on 1.9.0-pre 1; (was Re: FlightGear 1.9.0-pre1 release - fo r Mac OS X)

2008-12-08 Thread Anders Gidenstam
On Mon, 8 Dec 2008, gerard robin wrote:

 I hope that solve the problem for you.
 Here i have rebuilt FG with that patch and recovered one of my old JSBSim
 Aircraft FDM which did not worked,
 i am longer getting the same error , black screen and
 CullVisitor::apply(Geode) detected NaN,
depth=nan, center=(-3.09272 -0.110464 -0.924417),
matrix={
nan nan nan nan
nan nan nan nan
nan nan nan nan
nan nan nan nan
 }

 Anyhow,  as i told before i have solved it in a different way.

Hi Gerard,

Could you tell which aircraft you see these problems with? There might be 
other problems lurking in the code.

This one wasn't easy to find - my manual CVS bisect search on 
JSBSim/CVS put me on the wrong track (I'm not sure what when wrong there).
In any case I got the same valgrind complaints for the whole period I 
tested, Aug 1st to now, but NaN problems only from Dec 1st with my test 
case (the Dec 1st commit seems to be a completely unrelated and is not 
even present in FG yet). I finally found the missing initialization by dumb 
luck while checking up on all -Wall warnings in JSBSim (not that many).
The warning wasn't related to the initialization issue.

Valgrind wasn't very helpful in tracking down the source of the 
uninitialized values this time, what I got was messages like this:

==11005== Conditional jump or move depends on uninitialised value(s)
==11005==at 0x8152E72: 
JSBSim::FGQuaternion::ComputeDerivedUnconditional() const 
(FGQuaternion.cpp:164)
==11005==by 0x807BA15: JSBSim::FGAuxiliary::Run() (FGQuaternion.h:461)
==11005==by 0x804FD2E: JSBSim::FGFDMExec::Run() (FGFDMExec.cpp:367)
==11005==by 0x804E341: main (JSBSim.cpp:360)

with no hint on how the value(s) got there in the first place..

Now JSBSim/CVS runs without any valgrind complaints here on my ZLT-NT 
and Submarine Scout test cases.
But I just tried the 737_cruise_steady_turn.xml script and got complaints 
again, will try to track them down.

Cheers,

Anders
-- 
---
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WWW: http://www.gidenstam.org/FlightGear/

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Re: [Flightgear-devel] Concorde crash on 1.9.0-pre 1; (was Re: FlightGear 1.9.0-pre1 release - fo r Mac OS X)

2008-12-08 Thread Anders Gidenstam
On Mon, 8 Dec 2008, gerard robin wrote:

 Unfortunately as i said before , the non working examples, are with 
 JSBSim FDM aircraft that i am working on. ( old models translated to FG 
 1.9 )
 None of them are in cvs yet.
 And i said the problem was not new to me.
 I never , before these day,  told anything about it, which could have been
 coming from me.

Well, I was hoping for a preview :)
It is difficult to look for the bugs you are seeing without a FDM config 
that exposes them.

Could you try the below change in src/FDM/JSBSim/models/FGAuxiliary.cpp?
It prevents calls to FGAuxiliary::GetTAT_C() from returning an 
uninitialized value. These early calls will return absolute zero instead, 
maybe not much better but at least it prevents NaN or invalid double 
values from entering the computation at this point.
This fixes the valgrind errors I got with the 737_cruise_steady_turn.xml
script.

Index: src/models/FGAuxiliary.cpp
===
RCS file: /cvsroot/jsbsim/JSBSim/src/models/FGAuxiliary.cpp,v
retrieving revision 1.29
retrieving revision 1.30
diff -u -p -r1.29 -r1.30
--- src/models/FGAuxiliary.cpp  21 Nov 2008 02:45:27 -  1.29
+++ src/models/FGAuxiliary.cpp  8 Dec 2008 12:27:31 -   1.30
@@ -79,6 +79,7 @@ FGAuxiliary::FGAuxiliary(FGFDMExec* fdme
day_of_year = 1;
seconds_in_day = 0.0;
hoverbmac = hoverbcg = 0.0;
+  tatc = RankineToCelsius(tat);

vPilotAccel.InitMatrix();
vPilotAccelN.InitMatrix();


-- 
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WWW: http://www.gidenstam.org/FlightGear/

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Re: [Flightgear-devel] OpenSceneGraph

2008-12-08 Thread Martin Spott
Fabian Grodek wrote:

 Is there any location other than
 http://www.openscenegraph.org/projects/osg/wiki/Downloads
 
 to get the OpenSceneGraph libraries? The link above is not working.

As a last resort you might try:

  ftp://ftp.ihg.uni-duisburg.de/FlightGear/OSG/

  to get a source tree that works with FlightGear - even though it
doesn't carry the entire development history (2.7.3 works fine),

Martin.
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Re: [Flightgear-devel] Concorde crash on 1.9.0-pre 1; (was Re: FlightGear 1.9.0-pre1 relea se - for Mac OS X)

2008-12-08 Thread gerard robin
On lundi 08 décembre 2008, Anders Gidenstam wrote:
 On Mon, 8 Dec 2008, gerard robin wrote:
  I hope that solve the problem for you.
  Here i have rebuilt FG with that patch and recovered one of my old JSBSim
  Aircraft FDM which did not worked,
  i am longer getting the same error , black screen and
  CullVisitor::apply(Geode) detected NaN,
 depth=nan, center=(-3.09272 -0.110464 -0.924417),
 matrix={
 nan nan nan nan
 nan nan nan nan
 nan nan nan nan
 nan nan nan nan
  }
 
  Anyhow,  as i told before i have solved it in a different way.

 Hi Gerard,

 Could you tell which aircraft you see these problems with? There might be
 other problems lurking in the code.

 This one wasn't easy to find - my manual CVS bisect search on
 JSBSim/CVS put me on the wrong track (I'm not sure what when wrong there).
 In any case I got the same valgrind complaints for the whole period I
 tested, Aug 1st to now, but NaN problems only from Dec 1st with my test
 case (the Dec 1st commit seems to be a completely unrelated and is not
 even present in FG yet). I finally found the missing initialization by dumb
 luck while checking up on all -Wall warnings in JSBSim (not that many).
 The warning wasn't related to the initialization issue.

 Valgrind wasn't very helpful in tracking down the source of the
 uninitialized values this time, what I got was messages like this:

 ==11005== Conditional jump or move depends on uninitialised value(s)
 ==11005==at 0x8152E72:
 JSBSim::FGQuaternion::ComputeDerivedUnconditional() const
 (FGQuaternion.cpp:164)
 ==11005==by 0x807BA15: JSBSim::FGAuxiliary::Run() (FGQuaternion.h:461)
 ==11005==by 0x804FD2E: JSBSim::FGFDMExec::Run() (FGFDMExec.cpp:367)
 ==11005==by 0x804E341: main (JSBSim.cpp:360)

 with no hint on how the value(s) got there in the first place..

 Now JSBSim/CVS runs without any valgrind complaints here on my ZLT-NT
 and Submarine Scout test cases.
 But I just tried the 737_cruise_steady_turn.xml script and got complaints
 again, will try to track them down.

 Cheers,

 Anders

Unfortunately as i said before , the non working examples, are with JSBSim FDM 
aircraft that i am working on. ( old models translated to FG 1.9 )
None of them are in cvs yet.
And i said the problem was not new to me.
 I never , before these day,  told anything about it, which could have been 
coming from me.

Cheers

-- 
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http://pagesperso-orange.fr/GRTux/

J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


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Re: [Flightgear-devel] FlightGear 1.99.5 RC1 feedback summary

2008-12-08 Thread Rob Shearman, Jr.
Durk Talsma wrote:
 F14 : Omnipowerful Jet Fighter; has so many features, it is very
 well capable of representing the category Fighter Jet
 - I'm still having trouble hooking up to the catapult [DT]
 
I did too at first, as I was used to the A6E in which you only have to tap 
the Shift-L command.  In the F14 I found that once I knew to hold down Shift-L 
for about a second, it became just as easy.  Cheers, -R.

Robert M. Shearman, Jr.
Transit Operations Supervisor,
University of Maryland Department of Transportation
also known as [EMAIL PROTECTED]


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Re: [Flightgear-devel] OpenSceneGraph

2008-12-08 Thread Fabian Grodek
On 12/8/08, Martin Spott [EMAIL PROTECTED] wrote:

 Fabian Grodek wrote:

  Is there any location other than
  http://www.openscenegraph.org/projects/osg/wiki/Downloads
 
  to get the OpenSceneGraph libraries? The link above is not working.

 As a last resort you might try:

 ftp://ftp.ihg.uni-duisburg.de/FlightGear/OSG/

   to get a source tree that works with FlightGear - even though it
 doesn't carry the entire development history (2.7.3 works fine),

Martin.
 --


Thank you. The ftp worked.
Fabian
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[Flightgear-devel] GPS/FMS/route-manager changes

2008-12-08 Thread James Turner
I'm planning various enhancements to the GPS and route manager code in  
the next few weeks and months, and would appreciate any feedback or  
criticism people might have, especially from people using the code in  
ways I might not have expected.

In summary, I'm planning to make the route-manager more 'abstract',  
i.e remove the GPS-like functions it currently has (time to next  
waypoint), etc. At the same time I'll make the GPS a mandatory  
instrument, and change the GPS code to use the route manager  
waypoints. This should make the route-manager and GPS code usable in  
far more aircraft to drive a CDI/HSI gauge.

I'm going to update the route-manger to have a 'current waypoint', and  
no longer pop waypoints once they are reached - instead the current  
waypoint will be incremented. This will enable the route-manager to  
drive the leg/flight-plan mode of the GPS more easily, and also permit  
me to show the active route on my work-in-progress NAV display.

Once these basics are done I will extend the GPS with a Nasal  
interface and various standard things it's currently lacking - closest  
VOR tracking, and proper 'direct to' and 'nearest' modes.

Once the above is done I plan to deprecate all of the existing DCLGPS  
code, and re-create the KLN89b as a generic 3D instrument using Nasal.  
I'm happy to work with anyone to create other GPS units - hopefully  
they will all be doable with a Nasal layer on top of the generic GPS  
code, and the Nasal interface can be extended as necessary to make  
this work.

Assuming all the above is done, the next step will be adding even more  
functions to enable a real FMS to be created, again in Nasal with  
support functions in C++.

I would appreciate help on the instrument side - I know Syd has  
created parts of the KLN90 for the B1900, and I'll keep that working  
and hopefully enhance it in parallel with the KLN89B work. The two  
seem to share an awful lot of functionality, so some Nasal reuse is  
probably possible as well.

I've created a wiki page to track the things I'm currently working on:

http://wiki.flightgear.org/index.php/Plan-zakalawe

Regards,
James

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[Flightgear-devel] Where is the callsign in the property-tree?

2008-12-08 Thread Holger Wirtz
Hi all,

I am searching for the callsign in the property tree. I found it at
/sim/user=Golf Foxtrot Sierra but this seems not to be the same as the
one I wrote in .fgfsrc.

Maybe it is somewhere else???

Regards, Holger
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Re: [Flightgear-devel] OpenSceneGraph

2008-12-08 Thread gerard robin
On lundi 08 décembre 2008, Fabian Grodek wrote:
 Hello,
 Is there any location other than
 http://www.openscenegraph.org/projects/osg/wiki/Downloads

 to get the OpenSceneGraph libraries? The link above is not working.
 Thank you.
 Fabian

Your link is right,  it does not answer  :(

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Re: [Flightgear-devel] Ongoing positioned work, DCLGPS

2008-12-08 Thread James Turner


On 5 Dec 2008, at 00:08, James Turner wrote:


Hmm, strange, I must have messed up something in my local tree, I'll
test with a clean checkout and re-submit.


Here's these patches again - the DCLGPS one should apply cleanly, and  
the FGPositioned one has some further syntactical enhancements,  
related to another patch I have pending.




dclgps2.patch
Description: Binary data


positioned.patch
Description: Binary data



As always, if some kind person could apply them and commit, that would  
be much appreciated.


At this point I am pretty convinced that no one is using the DCLGPS /  
KLN89B code (I'd love to hear otherwise!), but as I noted before, in  
the short term I'm trying to not actively break it.


Regards,
James
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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread gerard robin
On lundi 08 décembre 2008, Stuart Buchanan wrote:
 Heiko wrote:
  The clouds looking great now- the order problem is 99% solved so much as
  I can see!

 Yes - I think we're pretty much done.

  I see only some few problems still:
 
  -against a second 3d-clouds layer, the problem with z-drawing appears
  again

 I don't know how to solve this at the moment. Sorry :(

  -setting thunderstorm: the clouds has this transparency problem again,
  perfomance is weak, no lightning and thunder back (o.k. missing
  feature) maybe (just an idea) we can create a special set of a
  thunderstorm which is loaded instead the usual set which seems to be
  changed for fitting.

 The Thuderstorm scenario has a very specific METAR. We could easily change
 this to something that looks better.


You answer to my previous question  ( with the snapshot) on that topic  .

The blue edges are not on purpose   :)

 One of the enhancements I'd like to make after the release is to allow the
 scenario METAR strings to be defined in a properties file, so a user can
 save METARs they want to fly in the future.

SNIP

 -Stuart


Cheers

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Re: [Flightgear-devel] Concorde crash on 1.9.0-pre1; (was Re: FlightGear 1.9.0-pre1 release - for Mac OS X)

2008-12-08 Thread Jon S. Berndt
 haha, I can imagine your virtually slapping your hands.
 It happens on everyone so don't worry.
 The patch that Ron posted solved the problem, and now all JSBSim
 aircraft works fine as long as I've tested here.
 
 By the way, what kind of tools you are going to use? I'm more
 interested in these.
 I know Valgrind, but it doesn't work on Mac OS X.
 I also want to know some open source static analysis tools that tell us
 possible bugs like Prevent SQS does.
 
 Best,
 
 Tat


I wanted to try kcachegrind and lcov (code coverage tool), as well as gprof.

Jon



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[Flightgear-devel] Additional storage:[ was: FlightGear 1.99.5 RC1 feedback summary]

2008-12-08 Thread Alexis Bory - xiii
Heiko Schulz wrote:

  c17p : Light Single GA; our default aircraft - overall
  size can possibly be reduced by removing some liveries

  O.k.- and where to store the liveries which didn't get into the base
  package? There was a lot of work- it shoulden't be lost.

Hi all, I have the same question about additional liveries for the F-14.

In the same storage matter, I also have a question about adding 
Enrique's (Flyingtoaster) aircraft models to the official repository.
Those aircraft models are not usable yet in FG as they mostly consist in 
initial blender and svg working files, (no FDM, no xml). But Enrique 
would like them to be available (under GPL) for other modelers who could 
make them usable in FG.

They could be added like other aircrafts in the CVS, but I think it's 
not a good idea to encumber CVS data/ with aircraft models that may not 
be usable until an unknown time.

Is there any plan to set up an *official* annexe to the CVS data/ 
repository ?

Cheers,
Alexis




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Re: [Flightgear-devel] Where is the callsign in the property-tree?

2008-12-08 Thread Melchior FRANZ
* Holger Wirtz -- Monday 08 December 2008:
 I am searching for the callsign in the property tree. I found it at
 /sim/user=Golf Foxtrot Sierra but this seems not to be the same as the
 one I wrote in .fgfsrc.

  /sim/multiplay/callsign

If you activate in Menu-Debug-Development Extensions the second
entry (Enable '/' property key handler [...]) then you can type

  /BScallsign?   (the backspace is to remove the slash)

and you'll get all properties listed to the terminal which contain
callsign in either path or value. (A few minutes ago only the
path was searched. :-)

m.

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Re: [Flightgear-devel] c172p pitch at cruise question

2008-12-08 Thread LeeE
On Monday 08 December 2008, gerard robin wrote:
 On dimanche 07 décembre 2008, LeeE wrote:
  On Saturday 06 December 2008, gerard robin wrote:
   On dimanche 07 décembre 2008, gerard robin wrote:
On samedi 06 décembre 2008, Martin Spott wrote:
 gerard robin wrote:
  With the c172p i have included  the following:

 [...]

  To me that is perfect, [...]

 This is the sole point I'm talking about: Apparently,
 even though 'we' have original drawings of the entire
 airframe, still none of us has authoritative information
 at his hands how it is supposed to be properly positioned
 'at level'. This is the issue which I'd was trying to
 sort out.

 Cheers,
   Martin.
   
Yes it is a guess, how many models here are drawn  with a
guess ? not only the landing gear  :)
   
Giving it  a pitch of -3 deg is not so bad.
Or extend more the nose gear which will be ugly.
  
   AND
   The question isn't it , only:
   Which is the less stupid  :)
to keep the model floating above the ground when not in air
   ? or
   to modify  the  offset ?
   which won't shock anybody using that  FG Reference Model.
  
   Easy to do, giving the possibility, latter on, to update,  if
   somebody is able to bring the right blueprint of that
   Aircraft ( same model, same equipment.).
  
   cheers
 
  Once you've aligned the reference point between the 3d model
  and the FDM model you should never have to add offsets to the
  3d model; if there's a discrepancy it means that something is
  wrong.
 
  The best way, for modellers, is to make the landing gear in
  it's maximum extended position - the position it would be in
  without any weight upon it - and use those coordinates for the
  gear contact points in the FDM.  Then you vary the gear spring
  and compression rates in the FDM so that the aircraft sits on
  the ground at the right height and attitude, and then finally
  adjust the model's gear compression animation so that the two
  match.

 That is right but only theory.
 That means, too, that you include an animation compression
 extension of the gear (which is not the case with that c172p).
 With it , yes,
 = a drawing (blue print  detailed) which gives you the right
 position of the gear when extended
 + = the know how about the right values of the landing gear (
 damping_coeff , spring_coeff, pos min pos max, )
 + = the right weight and force applied , on each contact point,
 we can do the perfect Aircraft, with a perfect FDM regarding the
 landing gear reactions.

 Unfortunately it is very rare to have all of these informations,
 and in many case we must be pragmatic, and the less stupid (if
 possible).

 I remember when i did the F-8E , i had some very high  detailed
 drawing, but nothing else regarding the landing gear, but the
 usual position on ground. In order to get it, in a correct
 position when it is in air fully extended, and to get it,
 retracted correctly in the box without  cheating , i had to
 calculate the size and the geometry of each components , it was a
 lot  of work  :(
 I had the same difficulties with an other aircraft done for a
 friend (SU-34).

  While it's usually impossible to get exact data on what the
  height and attitude on the ground should be, with reference to
  photographs etc. it should be possible to get it correct to
  within an inch for small aircraft, and perhaps several inches
  for large aircraft.
 
  One of the checks that every modeller should do is to check the
  gear compression under different loads.  This will amount to
  testing different fuel and passenger loadings, including
  asymmetric loadings.  Military aircraft can also be checked
  with different weapon loads.  Regardless of aircraft type
  though, once you've got it right the gear will sit on the
  ground whatever the loading, even with asymmetric loading.
 
  LeeE

 Cheers

All of FG is only theory - it all takes place in your computer:)

The C172P FDM includes spring and compression rates, not only for 
the main and nose gear, but also for the tail skid.  Although the 
main gear is fixed in position it flexes and both this, and the 
nose gear compression, need to be modelled/animated if the gear 
wheels are to stay on the surface of the ground and not sink 
through it on touch-down, or rise above it during the take-off roll 
as the wings start to generate lift.

This isn't difficult to do and doesn't need exact drawings or data 
to achieve an acceptable result.  A bit of thought about the 
landing gear design and reference to lots of photos will give you a 
very good idea of the limits to the flex and movement, or oleo 
compression, in landing gear.  Too much flexure in the fixed C172P 
main gear and they will break, and the oleo damper arms limit the 
maximum extension in the nose strut.  Once you've established 
plausible limits to the gear flexure/extension it's just a question 
of putting in the time and effort to narrow 

Re: [Flightgear-devel] Where is the callsign in the property-tree?

2008-12-08 Thread Holger Wirtz
Ahhh, ok, thanks!

Melchior FRANZ wrote:
 * Holger Wirtz -- Monday 08 December 2008:
 I am searching for the callsign in the property tree. I found it at
 /sim/user=Golf Foxtrot Sierra but this seems not to be the same as the
 one I wrote in .fgfsrc.
 
   /sim/multiplay/callsign
 
 If you activate in Menu-Debug-Development Extensions the second
 entry (Enable '/' property key handler [...]) then you can type
 
   /BScallsign?   (the backspace is to remove the slash)
 
 and you'll get all properties listed to the terminal which contain
 callsign in either path or value. (A few minutes ago only the
 path was searched. :-)

:-) Ok, I will put this to my docs for the next time I am searching in
the properties...

 
 m.
 
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Re: [Flightgear-devel] Where is the callsign in the property-tree?

2008-12-08 Thread Gijs de Rooy

 From: [EMAIL PROTECTED]  * Holger Wirtz -- Monday 08 December 2008:  I am 
 searching for the callsign in the property tree.   /sim/multiplay/callsign
Additional question ;)
Whenever I change my callsign with that property, it does not change on the MP 
Map and/or Tracker. 
Only the name in front of the chatmessages changes to the new callsign. Is that 
a feature or a bug?
 
Gr,
Gijs
_
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Re: [Flightgear-devel] Where is the callsign in the property-tree?

2008-12-08 Thread Oliver Schroeder
On Monday 08 December 2008 16:54:28 Gijs de Rooy wrote:
 
  From: [EMAIL PROTECTED]  * Holger Wirtz -- Monday 08 December 2008:  I 
  am
  searching for the callsign in the property tree.
  /sim/multiplay/callsign  

 Additional question ;)
 Whenever I change my callsign with that property, it does not change on the
 MP Map and/or Tracker.  
 Only the name in front of the chatmessages changes to the new callsign. Is
 that a feature or a bug? 

The current multiplayer protocol does not send this property. Instead it uses 
the callsign provided by .fgmsrc or commandline, so you can only change it 
when (re-) starting fgfs.

Regards,
Oliver

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Re: [Flightgear-devel] Concorde crash on 1.9.0-pre 1; (was Re: FlightGear 1.9.0-pre1 relea se - for Mac OS X)

2008-12-08 Thread gerard robin
On lundi 08 décembre 2008, Anders Gidenstam wrote:
 On Mon, 8 Dec 2008, gerard robin wrote:
  Unfortunately as i said before , the non working examples, are with
  JSBSim FDM aircraft that i am working on. ( old models translated to FG
  1.9 )
  None of them are in cvs yet.
  And i said the problem was not new to me.
  I never , before these day,  told anything about it, which could have
  been coming from me.

 Well, I was hoping for a preview :)
 It is difficult to look for the bugs you are seeing without a FDM config
 that exposes them.

 Could you try the below change in src/FDM/JSBSim/models/FGAuxiliary.cpp?
 It prevents calls to FGAuxiliary::GetTAT_C() from returning an
 uninitialized value. These early calls will return absolute zero instead,
 maybe not much better but at least it prevents NaN or invalid double
 values from entering the computation at this point.
 This fixes the valgrind errors I got with the 737_cruise_steady_turn.xml
 script.

 Index: src/models/FGAuxiliary.cpp
 ===
 RCS file: /cvsroot/jsbsim/JSBSim/src/models/FGAuxiliary.cpp,v
 retrieving revision 1.29
 retrieving revision 1.30
 diff -u -p -r1.29 -r1.30
 --- src/models/FGAuxiliary.cpp21 Nov 2008 02:45:27 -  1.29
 +++ src/models/FGAuxiliary.cpp8 Dec 2008 12:27:31 -   1.30
 @@ -79,6 +79,7 @@ FGAuxiliary::FGAuxiliary(FGFDMExec* fdme
 day_of_year = 1;
 seconds_in_day = 0.0;
 hoverbmac = hoverbcg = 0.0;
 +  tatc = RankineToCelsius(tat);

 vPilotAccel.InitMatrix();
 vPilotAccelN.InitMatrix();

Hello Anders,
Just patched and tested .
:( sorry, :(  
same NaN error

Cheers
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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread gerard robin
On lundi 08 décembre 2008, Stuart Buchanan wrote:
 Heiko wrote:
  The clouds looking great now- the order problem is 99% solved so much as
  I can see!

 Yes - I think we're pretty much done.

  I see only some few problems still:
 
  -against a second 3d-clouds layer, the problem with z-drawing appears
  again

 I don't know how to solve this at the moment. Sorry :(

  -setting thunderstorm: the clouds has this transparency problem again,
  perfomance is weak, no lightning and thunder back (o.k. missing
  feature) maybe (just an idea) we can create a special set of a
  thunderstorm which is loaded instead the usual set which seems to be
  changed for fitting.

 The Thuderstorm scenario has a very specific METAR. We could easily change
 this to something that looks better.

 One of the enhancements I'd like to make after the release is to allow the
 scenario METAR strings to be defined in a properties file, so a user can
 save METARs they want to fly in the future.

  -ns and st-layers covers now full, but also decrease dramatically the
  fps. Even on my fast machine I only get around 8-12fps- not usuable!
  Maybe it helps a bit if we couple the cloud visibility range with the
  generell visibility.
  Or we should use of the old, 2d-layers instead!

 I don't think we're likely to find massive performance improvements, so
 I think using 2-D layers for stratus might be the best solution for the
 moment.

 This is very easy to do : The 3D cloud code defaults to a 2D layer if it
 can't find an appropriate cloud definition in the cloudlayers.xml file. So,
 you can simple remove the st and ns sections from cloudlayers.xml.

 If you agree, I'll look at doing that tonight. This may also help with the
 Thunderstorm scenario.

 -Stuart


An other snapshoot,  feedback, with metar.
Getting the same blue edge than with thunderstorm.
May be it is my graphic card

http://pagesperso-orange.fr/GRTux/3DClouds-img9.jpg


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Re: [Flightgear-devel] OpenSceneGraph

2008-12-08 Thread gerard robin
On lundi 08 décembre 2008, Martin Spott wrote:
 Fabian Grodek wrote:
  Is there any location other than
  http://www.openscenegraph.org/projects/osg/wiki/Downloads
 
  to get the OpenSceneGraph libraries? The link above is not working.

 As a last resort you might try:

   ftp://ftp.ihg.uni-duisburg.de/FlightGear/OSG/

   to get a source tree that works with FlightGear - even though it
 doesn't carry the entire development history (2.7.3 works fine),

   Martin.

Hello, Martin,
Out of topic 
When looking at your FlightGear folder , i recovered that old Signs file , 
regarding the SouthEst of France i   did it more than 3 years ago. 

Since i have lost the source,  i thought it was  lost for ever.
So i am very happy to   get it again. 

Thanks for having stored it.

Cheers

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Re: [Flightgear-devel] c172p pitch at cruise question

2008-12-08 Thread Heiko Schulz
Hi,

I had today a closer look into this issue.

I got a drawing of the OM of a c172 which shows the the pitch angle with 
compressed nose gear. 
I tried to rotate the model but then I found something which shows me that the 
problem lies on the fdm: at cruise speed about 100kias I got a pitch about 0.3- 
0.55 degres.
Myself and some others in IRC-Chat noticed that the model is hardly to steer on 
the ground and lift of itself without touching the controls or the trim. I 
don't know, but could it be that the cg of the aircraft isn't right which makes 
all these?

Attached the drawing from the OM.

Cheers
HHS




  attachment: C172N-Seitenansicht.png--
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[Flightgear-devel] SE France; Was: OpenSceneGraph

2008-12-08 Thread Martin Spott
gerard robin wrote:

 When looking at your FlightGear folder , i recovered that old Signs file , 
 regarding the SouthEst of France i   did it more than 3 years ago. 
 
 Since i have lost the source,  i thought it was  lost for ever.
 So i am very happy to   get it again. 

That's really funny - I have no idea why I've been storing this file
  probably it's by pure curiosity regarding stuff that has to do
with SE France.
I even don't have any clue about the meaning of its content  :-)

Martin.
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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread dave perry
gerard robin wrote:
 On lundi 08 décembre 2008, Stuart Buchanan wrote:
   
 Heiko wrote:
 
 The clouds looking great now- the order problem is 99% solved so much as
 I can see!
   
 Yes - I think we're pretty much done.

 
 I see only some few problems still:

 -against a second 3d-clouds layer, the problem with z-drawing appears
 again
   
 I don't know how to solve this at the moment. Sorry :(

 
 -setting thunderstorm: the clouds has this transparency problem again,
 perfomance is weak, no lightning and thunder back (o.k. missing
 feature) maybe (just an idea) we can create a special set of a
 thunderstorm which is loaded instead the usual set which seems to be
 changed for fitting.
   
 The Thuderstorm scenario has a very specific METAR. We could easily change
 this to something that looks better.
 


 You answer to my previous question  ( with the snapshot) on that topic  .

 The blue edges are not on purpose   :)
   
 One of the enhancements I'd like to make after the release is to allow the
 scenario METAR strings to be defined in a properties file, so a user can
 save METARs they want to fly in the future.

 
 SNIP
   
 -Stuart

 

 Cheers

   
The 3D cloud appearance is much improved.  Thanks to all involved!
Several questions and comments.
1.  At night, the emmissive seems very very bright.
2.  Are you intending that the 3D cloud base should match the lowest 
level in the current METAR?  I just flew with a KDSM METAR using real 
weather fetch
(current METAR copied from ADDS:* KDSM 081954Z 10007KT 10SM BKN130 
OVC160 01/M03 A2964 RMK AO2 SLP047 T00111033.  * )

This gives a broken layer at 13000 ft AGL but the 3D clouds started at 
2000 AGL.
3.  When I took off, the outside view showed the clouds flickering.

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Curtis Olson
On Mon, Dec 8, 2008 at 2:18 PM, dave perry [EMAIL PROTECTED] wrote:


 The 3D cloud appearance is much improved.  Thanks to all involved!
 Several questions and comments.
 1.  At night, the emmissive seems very very bright.
 2.  Are you intending that the 3D cloud base should match the lowest
 level in the current METAR?  I just flew with a KDSM METAR using real
 weather fetch
 (current METAR copied from ADDS:* KDSM 081954Z 10007KT 10SM BKN130
 OVC160 01/M03 A2964 RMK AO2 SLP047 T00111033.  * )

 This gives a broken layer at 13000 ft AGL but the 3D clouds started at
 2000 AGL.
 3.  When I took off, the outside view showed the clouds flickering.


I wonder if there is some sort of floating point resolution / rounding
problem with the sort?  I see a lot of flickering myself.  Also if I look
some particular direction and the clouds get sorted ok, then look away for
even a second, and then look back (by changing the view direction) the
clouds seem to have totally lost their previous correct sort and need to be
sorted again ... but that doesn't happen until the clouds come back in
view.  I'm not sure what the sort criteria is, but it seems strange that the
sort order would get messed up in a brief second of not having a particular
set of clouds in view.

Regards,

Curt.
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Re: [Flightgear-devel] FlightGear 1.99.5 RC1 feedback summary

2008-12-08 Thread Durk Talsma
Hi Rob,


On Monday 08 December 2008 13:33:16 Rob Shearman, Jr. wrote:
 Durk Talsma wrote:
  F14 : Omnipowerful Jet Fighter; has so many features, it is
  very well capable of representing the category Fighter Jet
  - I'm still having trouble hooking up to the catapult [DT]

 I did too at first, as I was used to the A6E in which you only have to
 tap the Shift-L command.  In the F14 I found that once I knew to hold
 down Shift-L for about a second, it became just as easy.  Cheers, -R.

Thanks! That did the trick.

FWIW, before finding out how to use the catapult, I just throttled up to full 
afterburners, and usually was able to take-off from the carrier anyhow. :-)

This evening, I did use the catapult, en while flying I noticed that the 
parking brake light was still on... :-)

Cheers,
Durk

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Re: [Flightgear-devel] GPS/FMS/route-manager changes

2008-12-08 Thread Durk Talsma
Hi James,

On Monday 08 December 2008 11:54:15 James Turner wrote:
 I would appreciate help on the instrument side - I know Syd has
 created parts of the KLN90 for the B1900, and I'll keep that working
 and hopefully enhance it in parallel with the KLN89B work. The two
 seem to share an awful lot of functionality, so some Nasal reuse is
 probably possible as well.

 I've created a wiki page to track the things I'm currently working on:


Can't tell whether this is related, but I just noticed a problem with the 
b1900d's ILS localizer. I tried a little circuit: starting off at EHAM park 
position B01, taxied to runway 36L, made a 90 deg right, for about a minute, 
then a 180 right, until I hit the northsea coast, and then made a left to 
heading 220, approx, following the coast. Over airport Valkenburg (EHVB), I 
should have intercepted the ILS localizer for EHAM runway 06 (110.55, tuned on 
radio 1). But this didn't happen. Glideslope was okay. 

Cheers,
Durk

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Re: [Flightgear-devel] Ongoing positioned work, DCLGPS

2008-12-08 Thread Frederic Bouvier
Hi James,

- James Turner a écrit :
 On 5 Dec 2008, at 00:08, James Turner wrote:
 
  Hmm, strange, I must have messed up something in my local tree,
 I'll
  test with a clean checkout and re-submit.
 
 Here's these patches again - the DCLGPS one should apply cleanly, and 

I am sorry to say that the situation is still exactly the same :

\Devel\Flightgear\src\Instrumentation\KLN89\kln89_page_vor.cxx(49) : error 
C2027: utilisation du type non défini 'FGNavRecord'
..\..\src\Instrumentation\dclgps.hxx(42) : voir la déclaration de 
'FGNavRecord'
...
\Devel\Flightgear\src\Instrumentation\KLN89\kln89_page_ndb.cxx(49) : error 
C2027: utilisation du type non défini 'FGNavRecord'
..\..\src\Instrumentation\dclgps.hxx(42) : voir la déclaration de 
'FGNavRecord'
...
\Devel\Flightgear\src\Instrumentation\KLN89\kln89_page_int.cxx(70) : error 
C2027: utilisation du type non défini 'FGNavRecord'
..\..\src\Instrumentation\dclgps.hxx(42) : voir la déclaration de 
'FGNavRecord'
...
\Devel\Flightgear\src\Instrumentation\KLN89\kln89_page_apt.cxx(126) : error 
C2027: utilisation du type non défini 'FGAirport'
..\..\src\Instrumentation\dclgps.hxx(43) : voir la déclaration de 
'FGAirport'
...
\Devel\Flightgear\src\Instrumentation\KLN89\kln89.cxx(579) : error C2065: 
'airport_list' : identificateur non déclaré
\Devel\Flightgear\src\Instrumentation\KLN89\kln89.cxx(579) : error C2146: 
erreur de syntaxe : absence de ';' avant l'identificateur 'apt'
\Devel\Flightgear\src\Instrumentation\KLN89\kln89.cxx(579) : error C2065: 'apt' 
: identificateur non déclaré

If you want to remove
#include Navaids/navrecord.hxx
from dlgps.h, you'll have to add it in the files that really need it. As far as 
I can see, many kln89_page_* needs 
the definition of the FGNavRecord class.

-Fred

-- 
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http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://fgsd.sourceforge.net/   FlightGear Scenery Designer


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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Stuart Buchanan
Dave Perry wrote:

 The 3D cloud appearance is much improved.  Thanks to all involved!
 Several questions and comments.
 1.  At night, the emmissive seems very very bright.
 2.  Are you intending that the 3D cloud base should match the lowest 
 level in the current METAR?  I just flew with a KDSM METAR using real 
 weather fetch
 (current METAR copied from ADDS:* KDSM 081954Z 10007KT 10SM BKN130 
 OVC160 01/M03 A2964 RMK AO2 SLP047 T00111033.  * )
 
 This gives a broken layer at 13000 ft AGL but the 3D clouds started at 
 2000 AGL.

Was the weather scenario set to METAR as well - one of the bugs I fixed with the
latest patch was that previously --enable-real-weather-fetch over-wrote the 
various
scenarios. Now, you will only get METAR if you have METAR as the scenario, as
well as --enable-real-weather-fetch.

-Stuart



  

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread Stuart Buchanan
Curt wrote:
 I wonder if there is some sort of floating point resolution / rounding 
 problem with the sort?  
 I see a lot of flickering myself.  Also if I look some particular direction 
 and the clouds get 
 sorted ok, then look away for even a second, and then look back (by changing 
 the view 
 direction) the clouds seem to have totally lost their previous correct sort 
 and need to be 
 sorted again ... but that doesn't happen until the clouds come back in view.  
 I'm not sure 
 what the sort criteria is, but it seems strange that the sort order would get 
 messed up in 
 a brief second of not having a particular set of clouds in view.

One of the performance improvements introduced with the last patch is to re-use 
clouds rather
than generating unique clouds for each position. This makes a significant 
performance difference
on my system (about 5fps IIRC), but means that occasionally you end up between 
two instances
of the same cloud, and the sprites need resorting as you change the view.

You can avoid this by increasing the number of cloud types in the Rendering 
Options dialog, then
toggling Enable 3D clouds to cause re-generation. At the moment the slider 
goes to 20, which
minimizes the probability of hitting this issue. Obviously, we could increase 
the limit still further 
if required.

-Stuart



  

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[Flightgear-devel] message over MP

2008-12-08 Thread gerard robin

Hello,
Is it necessary to receive such error message over MP  ?

at /usr/local/share/FlightGear/data/Nasal/props.nas, line 26
  called 
from: 
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/S-51-Dragonfly/Models/S51-sikorsky.xml�,
 
line 21

bla bla bla 


Cheers


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J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


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Re: [Flightgear-devel] Ongoing positioned work, DCLGPS

2008-12-08 Thread James Turner


On 8 Dec 2008, at 21:28, Frederic Bouvier wrote:


If you want to remove
#include Navaids/navrecord.hxx
from dlgps.h, you'll have to add it in the files that really need  
it. As far as I can see, many kln89_page_* needs

the definition of the FGNavRecord class.


Exactly correct - and that's what I did this morning. So, I am very  
confused, apologies for the broken patches. This is me doing a diff  
against an otherwise clean CVS checkout, so I am really very confused.


pause

Ack.

Grrr.

Found the problem. This command does what I expect:

cvs diff Instrumentation/dclgps.* Instrumentation/KLN89

Whereas (apparently!) this does not:

cvs diff Instrumentation/dclgps.* Instrumentation/KLN89/

(note the trailing slash).

Here's a patch that includes the KLN89 fixes.



dclgps3.patch
Description: Binary data




Another lesson learned, at least.

James
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[Flightgear-devel] message over MP

2008-12-08 Thread gerard robin

Hello,
Is it necessary to receive such error message over MP  ?

at /usr/local/share/FlightGear/data/Nasal/props.nas, line 26
  called 
from: 
/wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/S-51-Dragonfly/Models/S51-sikorsky.xml�,
 
line 21

bla bla bla 

Sorry was not completed

The question should have been , how to avoid such error message  ?

Cheers


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J'ai décidé d'être heureux parce que c'est bon pour la santé. 
Voltaire


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Re: [Flightgear-devel] c172p pitch at cruise question

2008-12-08 Thread Jon S. Berndt
The JSBSim C172 FDM assumes the thrust line is the X axis. I'm not sure what 
the angle of incidence of the wing is, but it seems that at rest on the runway 
the pitch of the C172 should be 5 degrees, according to the picture you 
attached.

Jon


 -Original Message-
 From: Heiko Schulz [mailto:[EMAIL PROTECTED]
 Sent: Monday, December 08, 2008 12:16 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] c172p pitch at cruise question
 
 Hi,
 
 I had today a closer look into this issue.
 
 I got a drawing of the OM of a c172 which shows the the pitch angle
 with compressed nose gear.
 I tried to rotate the model but then I found something which shows me
 that the problem lies on the fdm: at cruise speed about 100kias I got a
 pitch about 0.3- 0.55 degres.
 Myself and some others in IRC-Chat noticed that the model is hardly to
 steer on the ground and lift of itself without touching the controls or
 the trim. I don't know, but could it be that the cg of the aircraft
 isn't right which makes all these?
 
 Attached the drawing from the OM.
 
 Cheers
 HHS
 
 
 
 
 


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Re: [Flightgear-devel] message over MP

2008-12-08 Thread Csaba Halász
On Mon, Dec 8, 2008 at 11:47 PM, gerard robin [EMAIL PROTECTED] wrote:

 Hello,
 Is it necessary to receive such error message over MP  ?

 at /usr/local/share/FlightGear/data/Nasal/props.nas, line 26
  called
 from: 
 /wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/S-51-Dragonfly/Models/S51-sikorsky.xml�,
 line 21

 bla bla bla

 Sorry was not completed

 The question should have been , how to avoid such error message  ?

Hi Gerard,

I thought I sent you an updated version for the rescue-over-MP
feature, but looks like I haven't.
Anyway, the start of the load block should check for receiving the
generic properties, like this:

print(S51 Initializing...);
var listeners = [];
var mpnode = cmdarg();
if (mpnode.getNode(sim/multiplay/generic) == nil) {
print(Generic MP properties not received, aborting);
return;
}
var destinations = {

I have probably stolen that from Anders, thank you :)

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[Flightgear-devel] NAV display proof-of-concept

2008-12-08 Thread James Turner
(finally, a post from me that actually shows something useful instead  
of shuffling around chunks of code! If it makes anyone feel better,  
this is more or less what I've been working up to since September)

Two evening's hacking (and learning about OD-gauge and generally  
fighting OSG):

http://files.goneabitbursar.com/nd-first-attempt.png

That's a route from EGPH down to NEW, following the east coast of the  
UK to OTR, then turning east to head for EHAM. Range is currently set  
to 320NM. Diamonds are airports, hexagons are NDBs or VORs. Fixes are  
disabled because there's too many at that scale.

(Everything else you can see is Syd's existing 777 NAV display, being  
able to hack up his existing instrument locally has made my life much  
easier, so huge thanks to Syd).

There's many lessons to be learned from this, about rendering and anti- 
aliasing of vector primitives especially. Next steps are to try using  
point sprites (should fix the AA issues, and allow using real  
symbols), and replacing RTT with a simple sub-camera, since I am  
pretty sure the render-texture is not helping. (Clipping and z- 
ordering is probably easier with the render-texture though). I'm also  
going to try using an actual mesh for each symbol, with shared  
osg::Geometry and each icon placed using a osg::MatrixTransform. I  
worry about the performance of OSG scenes with (potentially) hundreds  
of nodes, though - is this fear mis-placed?

Aside from the above there's all the obvious features - showing  
runways, including waypoint data, and so on. As might be guessed, this  
is several weeks away from being suitable to go into CVS.

Comments appreciated, especially on the rendering - both making it  
efficient, and making it prettier.

James


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Re: [Flightgear-devel] message over MP

2008-12-08 Thread gerard robin
On mardi 09 décembre 2008, Csaba Halász wrote:
 On Mon, Dec 8, 2008 at 11:47 PM, gerard robin [EMAIL PROTECTED] wrote:
  Hello,
  Is it necessary to receive such error message over MP  ?
 
  at /usr/local/share/FlightGear/data/Nasal/props.nas, line 26
   called
  from:
  /wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/S-51-Dragonfly/Models/S51
 -sikorsky.xml�, line 21
 
  bla bla bla
 
  Sorry was not completed
 
  The question should have been , how to avoid such error message  ?

 Hi Gerard,

 I thought I sent you an updated version for the rescue-over-MP
 feature, but looks like I haven't.
 Anyway, the start of the load block should check for receiving the
 generic properties, like this:

 print(S51 Initializing...);
 var listeners = [];
 var mpnode = cmdarg();
 if (mpnode.getNode(sim/multiplay/generic) == nil) {
 print(Generic MP properties not received, aborting);
 return;
 }
 var destinations = {

 I have probably stolen that from Anders, thank you :)

Yes you did , but that was an example ( it is not the question about S-51)
  i have a lot of other messages which are not useful. 
Mainly because i was not  close to the others mp models/pilots.

here some others examples.
Chat [*FGMS*] Aircraft/787/Models/787ANA.xml
osgDB ac3d reader: detected line with less than 2 vertices!
osgDB ac3d reader: detected line with less than 2 vertices!
osgDB ac3d reader: detected line with less than 2 vertices!
osgDB ac3d reader: detected line with less than 2 vertices!
osgDB ac3d reader: detected line with less than 2 vertices!
osgDB ac3d reader: detected line with less than 2 vertices!
osgDB ac3d reader: detected line with less than 2 vertices!
osgDB ac3d reader: detected line with less than 2 vertices!
osgDB ac3d reader: detected line with less than 2 vertices!
osgDB ac3d reader: detected line with less than 2 vertices!

Aircraft/dhc2/Models/dhc2floats.xml
osgDB ac3d reader: could not find texture compass.rgb

Chat [*FGMS*] Aircraft/787/Models/787ANA.xml
Nasal runtime error: undefined symbol: livery_update
  at /wrklvm/FlightGear/FlightGear_CVS/data/Aircraft/c172p/Models/c172p.xml�, 
line 2

Error: Setting mode 'GL_COLOR_MATERIAL' via osg::StateSet::setMode(mode,value) 
ignored.
   The mode 'GL_COLOR_MATERIAL' is set by the osg::Material 
StateAttribute.
   Setting this as a mode fools osg's State tracking.
Error: Setting mode 'GL_COLOR_MATERIAL' via osg::StateSet::setMode(mode,value) 
ignored.
   The mode 'GL_COLOR_MATERIAL' is set by the osg::Material 
StateAttribute.
   Setting this as a mode fools osg's State tracking.
Error: Setting mode 'GL_COLOR_MATERIAL' via osg::StateSet::setMode(mode,value) 
ignored.
   The mode 'GL_COLOR_MATERIAL' is set by the osg::Material 
StateAttribute.
   Setting this as a mode fools osg's State tracking.


cheers






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Re: [Flightgear-devel] c172p pitch at cruise question

2008-12-08 Thread dave perry
Jon S. Berndt wrote:
 The JSBSim C172 FDM assumes the thrust line is the X axis. I'm not sure what 
 the angle of incidence of the wing is, but it seems that at rest on the 
 runway the pitch of the C172 should be 5 degrees, according to the picture 
 you attached.

 Jon

   
But as others have pointed out, this attitude should be determined by 
the modeling of the main gear flex and nose strut compression.  The 3D 
model should be such such that when the FDM calls for 0 degrees pitch, 
the 3D model does not need any pitch rotation.  If the modeller tries to 
achieve the attitude that a taxiing AC would have (e.g. 5 degrees pitch) 
in blender or ac3d, then the AC will have that 5 degrees pitch when the 
FDM is calling for 0 degrees. 

Dave P.
   
 -Original Message-
 From: Heiko Schulz [mailto:[EMAIL PROTECTED]
 Sent: Monday, December 08, 2008 12:16 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] c172p pitch at cruise question

 Hi,

 I had today a closer look into this issue.

 I got a drawing of the OM of a c172 which shows the the pitch angle
 with compressed nose gear.
 I tried to rotate the model but then I found something which shows me
 that the problem lies on the fdm: at cruise speed about 100kias I got a
 pitch about 0.3- 0.55 degres.
 Myself and some others in IRC-Chat noticed that the model is hardly to
 steer on the ground and lift of itself without touching the controls or
 the trim. I don't know, but could it be that the cg of the aircraft
 isn't right which makes all these?

 Attached the drawing from the OM.

 Cheers
 HHS





 


   


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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread jean pellotier
Stuart Buchanan a écrit :
 Was the weather scenario set to METAR as well - one of the bugs I fixed with 
 the
 latest patch was that previously --enable-real-weather-fetch over-wrote the 
 various
 scenarios. Now, you will only get METAR if you have METAR as the scenario, as
 well as --enable-real-weather-fetch.

 -Stuart
   
Hi, just to say something about real weather fetch and METAR, it seems 
to me that metar information are only used once, after thet next metar 
update is not taken into account (in the different  clouds layers or in 
/environment properties) , but i think you know this (i saw a TODO in 
fgclouds.cxx).

an other thing is a concern about:
 /environment/temperature-sea-level-degc
 /environment/dewpoint-sea-level-degc
and the temperatures properties in the clouds layers

wich are not changed (always 15 and 5)  .

i tried this formula in  FGClouds::update_env_config ():

fgDefaultWeatherValue( temperature-degc,( 
fgGetDouble(/environment/metar/temperature-degc) +  0.0065 * 0.3048 * 
station_elevation_ft ))
 
but my knowledge of c++ being close to 0, station elevation was not 
taken into account but temperature was updated.

cheers

jano






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Re: [Flightgear-devel] c172p pitch at cruise question

2008-12-08 Thread Jon S. Berndt
Yes!

 -Original Message-
 From: dave perry [mailto:[EMAIL PROTECTED]
 Sent: Monday, December 08, 2008 6:21 PM
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] c172p pitch at cruise question
 
 Jon S. Berndt wrote:
  The JSBSim C172 FDM assumes the thrust line is the X axis. I'm not
 sure what the angle of incidence of the wing is, but it seems that at
 rest on the runway the pitch of the C172 should be 5 degrees, according
 to the picture you attached.
 
  Jon
 
 
 But as others have pointed out, this attitude should be determined by
 the modeling of the main gear flex and nose strut compression.  The 3D
 model should be such such that when the FDM calls for 0 degrees pitch,
 the 3D model does not need any pitch rotation.  If the modeller tries
 to
 achieve the attitude that a taxiing AC would have (e.g. 5 degrees
 pitch)
 in blender or ac3d, then the AC will have that 5 degrees pitch when the
 FDM is calling for 0 degrees.
 
 Dave P.
 
  -Original Message-
  From: Heiko Schulz [mailto:[EMAIL PROTECTED]
  Sent: Monday, December 08, 2008 12:16 PM
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] c172p pitch at cruise question
 
  Hi,
 
  I had today a closer look into this issue.
 
  I got a drawing of the OM of a c172 which shows the the pitch angle
  with compressed nose gear.
  I tried to rotate the model but then I found something which shows
 me
  that the problem lies on the fdm: at cruise speed about 100kias I
 got a
  pitch about 0.3- 0.55 degres.
  Myself and some others in IRC-Chat noticed that the model is hardly
 to
  steer on the ground and lift of itself without touching the controls
 or
  the trim. I don't know, but could it be that the cg of the aircraft
  isn't right which makes all these?
 
  Attached the drawing from the OM.
 
  Cheers
  HHS
 
 
 
 
 
 
 
 
 
 
 
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Re: [Flightgear-devel] NAV display proof-of-concept

2008-12-08 Thread Syd


Looks good so far , Ive been thinking along the same lines for the 
Primus 1000.
I dont know the specs for that instrument , but the Primus can only 
display a maximum of 4 airports, 4 navaids , etc , which should be 
easier on performance , determining which should be displayed when there 
are more might be tricky... but your way ahead of me , so I'll be 
watching your progress :)

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Re: [Flightgear-devel] Final (?) 3D clouds patch

2008-12-08 Thread dave perry
Stuart Buchanan wrote:
 Dave Perry wrote:

   
 The 3D cloud appearance is much improved.  Thanks to all involved!
 Several questions and comments.
 1.  At night, the emmissive seems very very bright.
 2.  Are you intending that the 3D cloud base should match the lowest 
 level in the current METAR?  I just flew with a KDSM METAR using real 
 weather fetch
 (current METAR copied from ADDS:* KDSM 081954Z 10007KT 10SM BKN130 
 OVC160 01/M03 A2964 RMK AO2 SLP047 T00111033.  * )

 This gives a broken layer at 13000 ft AGL but the 3D clouds started at 
 2000 AGL.
 

 Was the weather scenario set to METAR as well - one of the bugs I fixed with 
 the
 latest patch was that previously --enable-real-weather-fetch over-wrote the 
 various
 scenarios. Now, you will only get METAR if you have METAR as the scenario, as
 well as --enable-real-weather-fetch.

 -Stuart

   
You were correct.  I had not set the weather scenario to METAR.  I ran 
fgfs once with 3D clouds and once w/o 3D clouds, both with 
real-weather-fetch and scenario METAR.  I only got 1 fps with the 3D 
clouds.  Earlier with 3D clouds, I got about 21 fps.  Also for both 2D 
and 3D clouds, the field elevation is not accounted for in applying the 
cloud base MSL height.  The METAR for these 2 runs showed broken at 011 
(translates to 1,100 ft AGL) but leaving KDSM field elevation of 957 ft 
MSL, I was in the clouds by 1100 ft MSL or only about 150 ft AGL.  Are 
we not applying the metar field elevation + metar AGL to get the cloud 
level?

Dave P.

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[Flightgear-devel] [PATCH] update dialogs with parkpos

2008-12-08 Thread Csaba Halász
Hi!

Reacting to a feature request,  attached patch adds support for
parkpos selection in the location on ground dialog, and clears any
parkpos preset in the airports dialog.
Somebody please review and commit.

-- 
Thanks,
Csaba/Jester
Index: gui/dialogs/airports.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/gui/dialogs/airports.xml,v
retrieving revision 1.11
diff -u -r1.11 airports.xml
--- gui/dialogs/airports.xml	30 Jul 2008 21:56:18 -	1.11
+++ gui/dialogs/airports.xml	9 Dec 2008 01:45:27 -
@@ -35,6 +35,7 @@
   setprop(/sim/presets/glideslope-deg, 0);
   setprop(/sim/presets/heading-deg, 0);
   setprop(/sim/presets/runway, );
+  setprop(/sim/presets/parkpos, );
   }
 /open
   /nasal
Index: gui/dialogs/location-on-ground.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/gui/dialogs/location-on-ground.xml,v
retrieving revision 1.9
diff -u -r1.9 location-on-ground.xml
--- gui/dialogs/location-on-ground.xml	1 May 2008 21:15:41 -	1.9
+++ gui/dialogs/location-on-ground.xml	9 Dec 2008 01:45:27 -
@@ -17,6 +17,31 @@
   apt.setValue();
   var rwy = dlg.getNode(runway, 1);
   rwy.setValue();
+  var parkpos = dlg.getNode(parkpos, 1);
+  parkpos.setValue();
+  
+  var mode = {
+runway:  dlg.getNode(use_runway, 1),
+parkpos: dlg.getNode(use_parkpos, 1)
+  };
+
+  var set_radio = func(m) {
+foreach (k; keys(mode)) {
+  mode[k].setBoolValue(m == k);
+}
+  }
+
+  var initialized = 0;
+  foreach (k; keys(mode)) {
+if (mode[k].getType() == NONE or initialized) {
+  mode[k].setBoolValue(0);
+} else {
+  initialized += mode[k].getBoolValue();
+}
+  }
+  if (!initialized) {
+set_radio(runway);
+  }
 /open
   /nasal
 
@@ -24,21 +49,51 @@
 layouttable/layout
 haligncenter/halign
 text
-  row0/rowcol0/col
+  row0/rowcol1/col
+  halignright/halign
   labelAirport:/label
 /text
 input
-  row0/rowcol1/col
+  row0/rowcol2/col
   property/sim/gui/dialogs/location-on-ground/airport/property
 /input
-text
+
+radio
   row1/rowcol0/col
+  property/sim/gui/dialogs/location-on-ground/use_runway/property
+  livetrue/live
+  binding
+commandnasal/command
+scriptset_radio(runway)/script
+  /binding
+/radio
+text
+  row1/rowcol1/col
+  halignright/halign
   labelRunway:/label
 /text
 input
-  row1/rowcol1/col
+  row1/rowcol2/col
   property/sim/gui/dialogs/location-on-ground/runway/property
 /input
+radio
+  row2/rowcol0/col
+  property/sim/gui/dialogs/location-on-ground/use_parkpos/property
+  livetrue/live
+  binding
+commandnasal/command
+scriptset_radio(parkpos)/script
+  /binding
+/radio
+text
+  row2/rowcol1/col
+  halignright/halign
+  labelParking:/label
+/text
+input
+  row2/rowcol2/col
+  property/sim/gui/dialogs/location-on-ground/parkpos/property
+/input
   /group
 
   group
@@ -57,7 +112,13 @@
 commandnasal/command
 script
   setprop(/sim/presets/airport-id, apt.getValue());
-  setprop(/sim/presets/runway, rwy.getValue());
+  if (mode[runway].getBoolValue()) {
+setprop(/sim/presets/runway, rwy.getValue());
+setprop(/sim/presets/parkpos, );
+  } else {
+setprop(/sim/presets/runway, );
+setprop(/sim/presets/parkpos, parkpos.getValue());
+  }
   setprop(/sim/presets/longitude-deg, -);
   setprop(/sim/presets/latitude-deg, -);
   setprop(/sim/presets/altitude-ft, -);
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[Flightgear-devel] C172P pitch at cruise

2008-12-08 Thread Tom Betka
I agree with what Jon has said--the pitch angle with the aircraft on the
ground should be 5 degrees. If this is modeled, I don't think there's
any other significant issue.

With regards to the pitch angle at cruise, I simply cannot see how you'd
ever model that exactly. First of all, it is dependent upon several
things: Airspeed, density altitude, aircraft loading and the general
rigging of the aircraft, just to name a few. I have flown two nearly
identical aircraft (both 172's) and can tell you that they each fly
slightly differently--and the picture out the window is not exactly the
same in both aircraft. Certainly the horizon intersects the side of the
cowling (from the pilot's perspective) at about the same spot, but it
isn't exact. And without looking at the XML properties for the 172P I
cannot say; but where is the CG located for the current emulation? Is
the aircraft modeled at maximum gross weight, or with only the
pilot--and how heavy is the pilot? I am not trying to say that the
picture out the window changes drastically with variations in loading,
but it certainly *does* change somewhat. But more importantly however is
that the control force required to maintain flight stability changes, as
does the trim requiring to relieve those control forces. But if the
emulation can be loaded in similar fashion to the real aircraft, with
similar results (airspeed and power settings), then I submit that it's
probably as close as you're ever going to get.

The point here is that I do not believe there is any ONE right answer.
If the emulation flies like the actual aircraft, then all is good. For
example, if full throttle in the emulation gives the same approximate
airspeed as in the real aircraft (about 115-120 knots, if memory
serves); if a power setting of about 1900-2000rpm allows one to maintain
an altitude of about 1500-2000 feet MSL at 90 knots; and if 1500-1600
RPM allows me to fly a 3-degree glideslope at about 90 knots with 10
degrees of flaps...then all is good. How much better can it get? (Having
said this, I do think that the default 172P model in FG needs property
value tweaks to increase realism; but that cannot be done to an accurate
degree until a proper set of 3-axis flight controls are configured to
the emulation. A joystick is simply not accurate enough to make the
kinds of hair-splitting determinations we're talking about here, IMHO.) 

Incidentally, I did make contact with a friend that is sending me a copy
of the entire set of drawings included in the 172P service manual. If
they are of value and are of good quality, I will gladly scan them and
post them for review.


TB


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Re: [Flightgear-devel] C172P pitch at cruise

2008-12-08 Thread Martin Spott
Tom Betka wrote:

 Incidentally, I did make contact with a friend that is sending me a copy
 of the entire set of drawings included in the 172P service manual. If
 they are of value and are of good quality, I will gladly scan them and
 post them for review.

Thanks for filling the gap,

Martin.
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Re: [Flightgear-devel] c172 flight characteristics

2008-12-08 Thread John Denker
On 12/01/2008 08:51 PM, Jon S. Berndt wrote:

 I thought that one of the C172s had been extensively overhauled and improved
 in the past ... ?

Not recently.  Unless the logs are lying to us, the FDM for 
the c172r has not changed appreciably since early 2006.

On 12/08/2008 07:24 PM, Tom Betka wrote:

 The point here is that I do not believe there is any ONE right answer.
 If the emulation flies like the actual aircraft, then all is good. For
 example, if full throttle in the emulation gives the same approximate
 airspeed as in the real aircraft (about 115-120 knots, if memory
 serves); if a power setting of about 1900-2000rpm allows one to maintain
 an altitude of about 1500-2000 feet MSL at 90 knots; and if 1500-1600
 RPM allows me to fly a 3-degree glideslope at about 90 knots with 10
 degrees of flaps...then all is good. How much better can it get? 

I agree with the spirit here.  There is definitely a range, an 
envelope of reasonable values, and as long as the model is
within the envelope, it is neither necessary nor possible to
find a single right answer.

The pilot's perception of pitch, looking out the front window, 
will vary, depending on whether the seat is adjusted high or 
adjusted low.  Also, the AoA (and therefore pitch) will vary 
by about 3 degrees, depending on whether we're talking about 
high-speed cruise at sea level or economy cruise at 12,000 feet.  
Pitch varies even more depending on flap setting.

My point here is that most pilots, especially low-time private
pilots, don't obsess over /absolute/ pitch numbers.  They find 
a pitch angle that works under the circumstances, and just hold 
that.  Delta pitch is more immediately relevant than absolute pitch.

  There /are/ ways of perceiving absolute pitch, and there are
  situations where a skilled pilot can put this to good use,
  but this is a rather advanced topic.  We can discuss it if
  anybody is interested.

All in all, therefore, getting the cruise pitch attitude right 
to the nearest degree or better would be nice, but it's about 
20 or 30 places down on the list of things that need fixing.

I've been saying for years that the FDM needs fixing.  It needs
fixing in ways that rotating the zero-reference of the model will
not help.  Not help at all.


Here is one example among many:  Consider the following scenario:
  standard atmosphere (ISA)
  5000 feet
  full throttle
  60 Kias == approximately Vx
  flaps retracted
  inclinometer ball centered

In fgfs, I observe a small negative rate of climb, about 30 fpm down.

This is the sort of thing real pilots notice.

Does anybody want to claim that a real Cessna 172R will not climb 
at Vx at 5000 feet?

 How much better can it get? 

It can get a lot better than that.

Also, just for fun, try a balked landing.  In a real C172, set up
for a short-field approach with full flaps, then start a go-around
Do it at a safe altitude (at least 3000ft AGL) with a skilled 
instructor, so you don't kill yourself.  Then try it in fgfs.  
Rather different, isn't it?

On 12/07/2008 11:00 AM, Heiko Schulz wrote:

 We have reports from real c172 pilots that thy don't see any issues!

I'd be surprised if anybody said the rate-of-climb behavior was
not worth fixing, or that the go-around behavior was not worth 
fixing.


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