Re: [Flightgear-devel] auto-coordination broken

2009-12-22 Thread Stuart Buchanan
Ron Jensen wrote:

   Are you sure you don't have some noisy input 
   device like a joystick or pedals connected that might affect the 
   rudder axis?
   If two input axes are bound to the same control the last write wins.
  
  Thanks for the hint.  That helps.  It makes sense from 
  a developers' point of view.
  
  However ... we still have a bug from the users' point of 
  view.  The documentation explicitly mentions the case 
  where the user has a rudder input device but lacks the 
  skill to handle the proper ratio ... and recommends
  --enable-auto-coordination in this case.  
  
  If users are required to have zero-noise ailerons and
  zero-noise rudders, this is quite a serious restriction.  
  This should be prominently mentioned in the documentation.  
  Users will not be pleased.
 
 
 O.K.  I guess the documentation should say to remove your rudder pedals
 when auto-coordinating, or perhaps joysticks configs could pick up on it
 and not try to drive the rudder.  

I think all that is required is that we make clear that auto-coordination is 
designed to help people without any rudder control axis, and that a proper
rudder axis (or even a twist axis on a joystick) is preferable.

I'll do that in the documentation. 

However, to hijack the thread further ... ;)

There was some previous discussion about the fact that we have manual controls
and some autopilots all mapping to a single set of control properties
 (/controls/flight/[aileron|elevator|rudder]). This is realistic, but because 
of the limitations
of the simulator environment, this can cause them to fight for control - the 
classic example being someone moving their joystick while the autopilot is 
switched on.

I think if we every fix that, we should consider auto-coordination as another 
channel into
that control mixer.

-Stuart



  

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Re: [Flightgear-devel] Autopilot broken

2009-12-22 Thread Stuart Buchanan
S Andreason wrote:

  configured autopilots like the senecaII, c172p, PA24-250.
 
 
 Well yes, but I expected the default aircraft to work.
 Since the manual and help windows give instructions on using Ctrl-A, 
 Ctrl-W,
 Ctrl-H, etc, and F11 does open the autopilot settings, I would expect these
 to work.

From the sounds of things, you're attempting to use the Generic Autopilot,
GPS and Route Manager on the c172p. That won't work because the
c172p has a KAP140 A/P, and no GPS has been integrated.

So, I wouldn't expect the Route Manager or GPS to work at all. 

Just as the Autopilot-Autopilot Settings menu item is disabled for the c172p, 
so I think these keys should be disabled (and possibly any other 
aircraft that disable that menu item), or re-assigned to the equivalent
KAP140 functions.

I'll investigate how to do that, and also ensure that our documentation makes
clear that aircraft may not implement the entire suite of Route-Manager/GPS/AP.

Of course, once we have a C172 with a G1000 panel, then we'll have support
for these goodies ;)

 Should the old autopilot dialog be ripped out of the c172p? and have all 
 references to using the autopilot removed?
 I don't think so. The wing leveler and simple heading autopilot had value.

The wing leveler and heading autopilot that are part of the KAP140 work
well for the c172p. However, using the generic autopilot instead is not 
something that I would expect to work, so they should be disabled
for the c172p.

Effectively, you're using the wrong autopilot.

 Actually, flying the c172p (in yesterday's CVS) around in circles for 
 10-15 minutes trying to get the heading to go on autopilot, even setting 
 the GPS destination, did not work for me.
 If it isn't really broken, it sure looks like it.

AFAIK the c172p does not contain any GPS, and certainly not one that's
integrated with the KAP140 AP.

 And if I can't figure it out, I doubt any first-time flyers will.

The tutorials section of the manual describes how to use the KAP140 autopilot in
some detail.

http://www.flightgear.org/Docs/getstart/getstartch9.html#x15-1650009.3.1

-Stuart



  

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Re: [Flightgear-devel] auto-coordination broken

2009-12-22 Thread Alan Teeder

Moving the joystick or throttle should override the autopilot/autothrotle 
and cause it to disconnect.

Yaw dampers, stick pushers and other stability augmentation demands are 
added to the pilots´s joystick/rudder input, they would not normally 
override it.

In  a training mode there is a case for letting the autopilot 
automatically re-engage when the pilot has stopped playing around so that 
the aircraft returns to stable flight.

The Ercoupe and certain other aircraft (e.g. TSR2) may have an 
aileron-rudder interconnect, but this is very aircraft specific and should 
be part of the aircraft FCS model.

Surely the deadspace function of the joystick configuration is meant to cope 
with noise problems..

Alan

--
From: Stuart Buchanan stuart_d_bucha...@yahoo.co.uk
Sent: Tuesday, December 22, 2009 9:35 AM
To: FlightGear developers discussions 
flightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] auto-coordination broken

 Ron Jensen wrote:

   Are you sure you don't have some noisy input
   device like a joystick or pedals connected that might affect the
   rudder axis?
   If two input axes are bound to the same control the last write wins.
 
  Thanks for the hint.  That helps.  It makes sense from
  a developers' point of view.
 
  However ... we still have a bug from the users' point of
  view.  The documentation explicitly mentions the case
  where the user has a rudder input device but lacks the
  skill to handle the proper ratio ... and recommends
  --enable-auto-coordination in this case.
 
  If users are required to have zero-noise ailerons and
  zero-noise rudders, this is quite a serious restriction.
  This should be prominently mentioned in the documentation.
  Users will not be pleased.


 O.K.  I guess the documentation should say to remove your rudder pedals
 when auto-coordinating, or perhaps joysticks configs could pick up on it
 and not try to drive the rudder.

 I think all that is required is that we make clear that auto-coordination 
 is
 designed to help people without any rudder control axis, and that a proper
 rudder axis (or even a twist axis on a joystick) is preferable.

 I'll do that in the documentation.

 However, to hijack the thread further ... ;)

 There was some previous discussion about the fact that we have manual 
 controls
 and some autopilots all mapping to a single set of control properties
 (/controls/flight/[aileron|elevator|rudder]). This is realistic, but 
 because of the limitations
 of the simulator environment, this can cause them to fight for control - 
 the
 classic example being someone moving their joystick while the autopilot is 
 switched on.

 I think if we every fix that, we should consider auto-coordination as 
 another channel into
 that control mixer.

 -Stuart





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Re: [Flightgear-devel] parking.xml files under scenery/Airports

2009-12-22 Thread Alex D-HUND
On Mon, 21 Dec 2009 22:17:03 +0100
Csaba Halász csaba.hal...@gmail.com wrote:


 I wonder if these files are there by mistake or if there is some reason.
Only thing I know 'bout them is Martin's mail bout this: 
http://sourceforge.net/mailarchive/message.php?msg_name=g87kri%24u4q%241%40osprey.mgras.de

hth
Alex

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Re: [Flightgear-devel] auto-coordination broken

2009-12-22 Thread John Denker
On 12/22/2009 02:35 AM, Stuart Buchanan wrote:

 I think all that is required is that we make clear that auto-coordination is 
 designed to help people without any rudder control axis, and that a proper
 rudder axis (or even a twist axis on a joystick) is preferable.

On 12/21/2009 08:59 PM, Curtis Olson wrote:

 Yup, it's never been intended to be more than a simple work around for
 people without rudder pedals or a twist grip on their joystick.  A game
 feature is a good description I think.

In order to document it as a game feature we need some 
basic information.  What do gamers actually use the 
auto-coordination feature for?
 -- what game?
 -- what model aircraft?
 -- what benefit are they getting from this feature?

Out of the 358 aircraft available in my copy of FG, I 
can think of only a handful that I would expect to have 
better coordination with auto-coordination enabled.  No, 
the Ercoupe is not one of them;  it has an aileron/rudder 
interconnect even without this feature, and does not 
benefit from the feature.

Even the Sopwith Camel, which in the Real World was
notorious for its unharmonious controls, in the Sim 
World benefits only slightly from the auto-coordination 
feature.  I doubt most gamers would notice.

Most modern aircraft come from the factory with reasonably
harmonious controls.  That is, under cruise conditions, 
they fly just fine with feet on the floor (as opposed to
feet on the pedals).  Such aircraft handle distinctly 
worse with auto-coordination turned on.

As for the default c172p, auto-coordination might not
make it much worse ... but that's only because the model's
basic aerodynamics is so messed up.  It has an order of
magnitude too much adverse yaw at cruise.  Rather than
messing with auto-coordination and all the attendant
limitations and bad side-effects, it would be mch 
easier to use a saner set of aero coefficients ...
especially when you consider that some users have 
rudder pedals, and use them, and want to use them with
more realism.  A patch to improve the c172p is available.

If we are going to document the auto-coordination feature,
we must document the restrictions.  The user must
 a) have no rudder-axis input devices, or
 b) unplug all rudder-axis devices, or
 c) make sure any rudder-axis devices have zero noise, or
 d) edit the .xml driver to discard rudder events, or
 e) never use the auto-coordination feature

Chez moi the preferred option is (e).  The only other option
would be (d), since my joystick has an integrated rudder axis
that cannot be unplugged.  Its noise level is just low enough
that when sporadic events come in, they are surprising.

I suspect that most gamers would be pretty unhappy with 
options (c) and (d).  I suspect that most people on this 
list stick with option (e).

Also the user must:
 x) make sure the aileron input device has zero noise, or
 y) rely on CWS (control wheel steering) to the exclusion
  of other steering features (e.g. keyboard insert/enter), or
 z) never use the auto-coordination feature.

All in all, it's hard to come up with plausible use-case
scenarios for this feature.  We've heard how this feature
was intended to be used.  If anybody knows how it is actually
used, please let us know.

As I asked before, how hard would it be to implement a feature
that actually improved coordination, perhaps something that
works more like a yaw damper?  Or is it better to forget about
the whole topic, and let rudderless gamers rely on the natural
feet-on-the-floor behavior of the aircraft?

=

I won't bother to ask why some people consider a discussion
of auto-coordination to be hijacking an auto-coordination
thread.  I reckon we all know the answer to that one.





On 12/22/2009 03:04 AM, Alan Teeder wrote in part:

 Yaw dampers, stick pushers and other stability augmentation demands are 
 added to the pilots´s joystick/rudder input, they would not normally 
 override it.

Quite so.

Also, the aileron/rudder interconnect on aircraft such
as the Beech Bonanza is springy such that you can 
overpower it using the obvious technique, by pushing 
the yoke one way and pushing the pedals the other way.  
This allows you to slip the aircraft e.g. for a crosswind 
landing.

The auto-coordination feature does not provide a good
model of this.  Evidently it was never intended to do
so.  The pilot is out of luck if he needs to make a
crosswind landing.  This makes a certain amount of sense 
from the developers' viewpoint, but from the users' 
viewpoint it is all quite mysterious and unhelpful.


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Re: [Flightgear-devel] parking.xml files under scenery/Airports

2009-12-22 Thread Durk Talsma
Hi Alex, Csaba,


On Tuesday 22 December 2009 12:44:41 pm Alex D-HUND wrote:
 On Mon, 21 Dec 2009 22:17:03 +0100

 Csaba Halász csaba.hal...@gmail.com wrote:
  I wonder if these files are there by mistake or if there is some reason.

 Only thing I know 'bout them is Martin's mail bout this:
 http://sourceforge.net/mailarchive/message.php?msg_name=g87kri%24u4q%241%40
osprey.mgras.de

By default, FlightGear reads parking positions from 
AI/Airports/[ICAO]/parking.xml.  However, in order to be more flexible in 
developing scenery, we are currently working on moving a lot of data to the 
scenery tree. This consists of startup info, but also the ground networks, as 
well as a few other files related to AI (rwyprefs.xml). Because the latest 
release of FlightGear doesn't support reading data from the scenery tree, we 
are still providing limited support for adding ground networks to the base 
package.

With flightgear/CVS, you can choose which set of data to use, by changing the 
property:

/sim/use-custom-scenery-data 

Whenever this boolean property is set to false, ground network data will be 
read from AI/Airports/[ICAO], and when set to true, it is read from 
scenery/Airports/[I]/[C]/[A]/[ICAO].groundnet.xml.

Currently, this property controls the following:

- Reading of startup information: When set to true,  the runway dimension 
data in apt.dat are overwritten by those in the scenery/Airports/[I]/[C]/[A], 
so that we have more flexibility in regenerating the terrain tiles without 
having to force the updated runway positions back into apt.dat.

- Use of ground networks
- the runway use files. 

Currently the /sim/use-custom-scenery-data property defaults to false.



Hope this helps,


Cheers,
Durk

Cheers,
Durk

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Re: [Flightgear-devel] Generic autopilot issues

2009-12-22 Thread James Turner

On 21 Dec 2009, at 18:55, Curtis Olson wrote:

 What do you think would be a sensible course of action, in the situation you 
 describe? Even if I choose not to add the departure airport for in-air route 
 activation, there's no guarantee that the first route waypoint is where you 
 actually want to be going.
 
 Conceptually, including the starting point in the route seems like it could 
 always be problematic.The airport location is some random point on the 
 airport grounds (probably the average of the center points of the runways.)  
 Even if you haven't taken off yet, it would be possible in some circumstances 
 to not fly close to the center of the airport on take off.  Then you would 
 get routed back to the starting point before you could continue on to the 
 next way point.  I think we are just getting lucky when we fly close enough 
 to the center of the airport in most situations for most runways to satisfy 
 the route manager and it clicks on to the next waypoint.  The KSFO airport 
 layout is very friendly in this regards, but other airports like DFW and DEN 
 are more sprawling.

That's really an orthogonal issue - I only use the airport location if you 
neglect to specify a runway. For using these features as a flight planning 
tool, the first waypoint is my departure runway, which sequences when you cross 
the threshold / midpoint (not perfectly, I have a known bug to fix in that 
area). Adding the *destination* airport as a waypt seems useful, even if no 
runway is selected, because it yields a useful trip distance estimate (and 
hence, ETA), and I assume people can thus navigate to the vicinity of their 
destination, and conduct whatever kind of approach they like.

A few things that will certainly help:
 - not adding the departure airport if no runway is selected
 - not adding the departure airport for an in-air route activation

I'll do these today (hopefully) - I already fixed the GPS - autopilot drive, 
and have been doing some reading and testing with the generic autopilot XML, 
dialog and code. There's quite a few things behaving strangely (especially in 
the Alphajet), and I don't think most of them are my fault - famous last words! 
- but I'm getting to grips with it.

Will post back here once I have some more definite conclusions, especially 
regarding why heading hold is being so strange.

Incidentally, the PID parameters in the generic autopilot are pretty bad for 
the alphajet (and many other aircraft, I guess). It'd be lovely if there was a 
way to tune the response rates for a particular aircraft, but still inherit the 
basic controller structure (i.e the control laws) from the generic definition. 
I don't suppose the Autopilot XML loading code could cope with that?

Regards,
James


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Re: [Flightgear-devel] auto-coordination broken

2009-12-22 Thread James Turner

On 22 Dec 2009, at 12:23, John Denker wrote:

 I won't bother to ask why some people consider a discussion
 of auto-coordination to be hijacking an auto-coordination
 thread.

I think that comment was because you replied to the 'autopilot broken' thread 
to start the auto-coordination discussion. At least, that's what my mail client 
thinks happened, in terms of its threading display.

Regards,
James


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Re: [Flightgear-devel] Generic autopilot issues

2009-12-22 Thread Curtis Olson
On Tue, Dec 22, 2009 at 8:10 AM, James Turner wrote:

 What do you think would be a sensible course of action, in the situation
 you describe? Even if I choose not to add the departure airport for in-air
 route activation, there's no guarantee that the first route waypoint is
 where you actually want to be going.


With the old route manager, the first way point is where I want to go for my
first destination, because I just put it in there with that specific goal in
mind.  The 2nd waypoint is also where I want my second destination to be,
again, because I just put it there.  Same for all the other way points.
 Another nice feature we used to have in the original route manager was the
ability to insert and delete waypoints from the middle of the route, allow
us to update and change the route in mid-flight if we changed or mind (or
something like weather changed it for us.)

What I liked about the old route manager is I could decide I want to fly to
A then B then C then D, I added those waypoints and off I go.

I feel like I have to fight the new system to get it to do something like
that, and then every time I open up the dialog box, I'm never sure if it's
going to change the route on me or add the original airport back in again
(even if it might already be there.)  I haven't tried using the route
manager in a few weeks now, so perhaps some of these things were bugs that
are now resolved.

I think there was a simplicity and a determinism in the original system (as
unrealistic as that was) and I struggle with the new system trying to
understand how to get it to work and not make unexpected changes or
additions to the route.


 That's really an orthogonal issue - I only use the airport location if you
 neglect to specify a runway.


Ok, for the original route manager when you specified an airport as a
waypoint, you got this computed center point (average or runway center
points.)


 For using these features as a flight planning tool, the first waypoint is
 my departure runway, which sequences when you cross the threshold / midpoint
 (not perfectly, I have a known bug to fix in that area). Adding the
 *destination* airport as a waypt seems useful, even if no runway is
 selected, because it yields a useful trip distance estimate (and hence,
 ETA), and I assume people can thus navigate to the vicinity of their
 destination, and conduct whatever kind of approach they like.


Right ... I've always flown with the mindset of the route manager getting me
to the airport and then at some point I'll break off the route and setup the
approach to my own chosen runway and land manually.


 A few things that will certainly help:
  - not adding the departure airport if no runway is selected
  - not adding the departure airport for an in-air route activation

 I'll do these today (hopefully) - I already fixed the GPS - autopilot
 drive, and have been doing some reading and testing with the generic
 autopilot XML, dialog and code. There's quite a few things behaving
 strangely (especially in the Alphajet), and I don't think most of them are
 my fault - famous last words! - but I'm getting to grips with it.

 Will post back here once I have some more definite conclusions, especially
 regarding why heading hold is being so strange.

 Incidentally, the PID parameters in the generic autopilot are pretty bad
 for the alphajet (and many other aircraft, I guess). It'd be lovely if there
 was a way to tune the response rates for a particular aircraft, but still
 inherit the basic controller structure (i.e the control laws) from the
 generic definition. I don't suppose the Autopilot XML loading code could
 cope with that?


The alphajet has it's own autopilot configuration.  I wouldn't characterize
it as generic since it is specific for this aircraft.  Perhaps some of the
gains could be tweaked, but it behaves pretty well for me.  One thing to
note is that many YASim jet aircraft can be over speeded at lower altitudes
and if you do that, you can get really weird negative stall type effects ...
especially if you have flaps deployed.  This has always been a gripe of mine
with the YAsim flight dynamics engine.

Generic autopilots are difficult.  Different aircraft have wildly different
systems and capabilities.  Different types of sensors, actuators, etc.  A
generic autopilot would be about as realistic as our original route manager.
:-)  And then stuffing in about 50-60 tunable parameters into a generic
structure also sounds pretty messy.  I've always preferred the autopilot to
be defined on a per-aircraft basis, and if the aircraft author wants to copy
a config file from another similar aircraft as a starting point, that's
fine.

Regards,

Curt.
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Re: [Flightgear-devel] Generic autopilot issues

2009-12-22 Thread Peter Brown
James,

From what I've read, and like the original, your route manager uses the 
airport center point as the destination.  What is the reason for selecting a 
runway?  If the destination point is center-runway of the specified runway, 
I'm not sure of the benefit over center-airport.  Like you mentioned I would 
tend to break off to enter a manual approach.
An option to consider :
At the moment if I were to choose a runway, my preference would be to have the 
destination point be the turn-in point for an ils approach, for both ils 
equipped and non- precision approach equipped airports. (The documentation 
would need to reflect the difference in points so the user realized it)
Just a thought-
Peter
Sent from Smooth Water Sports, your Malibu Boat Dealer

-Original Message-
From: James Turner zakal...@mac.com
Date: Tue, 22 Dec 2009 14:10:25 
To: FlightGear developers discussionsflightgear-devel@lists.sourceforge.net
Subject: Re: [Flightgear-devel] Generic autopilot issues


On 21 Dec 2009, at 18:55, Curtis Olson wrote:

 What do you think would be a sensible course of action, in the situation you 
 describe? Even if I choose not to add the departure airport for in-air route 
 activation, there's no guarantee that the first route waypoint is where you 
 actually want to be going.
 
 Conceptually, including the starting point in the route seems like it could 
 always be problematic.The airport location is some random point on the 
 airport grounds (probably the average of the center points of the runways.)  
 Even if you haven't taken off yet, it would be possible in some circumstances 
 to not fly close to the center of the airport on take off.  Then you would 
 get routed back to the starting point before you could continue on to the 
 next way point.  I think we are just getting lucky when we fly close enough 
 to the center of the airport in most situations for most runways to satisfy 
 the route manager and it clicks on to the next waypoint.  The KSFO airport 
 layout is very friendly in this regards, but other airports like DFW and DEN 
 are more sprawling.

That's really an orthogonal issue - I only use the airport location if you 
neglect to specify a runway. For using these features as a flight planning 
tool, the first waypoint is my departure runway, which sequences when you cross 
the threshold / midpoint (not perfectly, I have a known bug to fix in that 
area). Adding the *destination* airport as a waypt seems useful, even if no 
runway is selected, because it yields a useful trip distance estimate (and 
hence, ETA), and I assume people can thus navigate to the vicinity of their 
destination, and conduct whatever kind of approach they like.

A few things that will certainly help:
 - not adding the departure airport if no runway is selected
 - not adding the departure airport for an in-air route activation

I'll do these today (hopefully) - I already fixed the GPS - autopilot drive, 
and have been doing some reading and testing with the generic autopilot XML, 
dialog and code. There's quite a few things behaving strangely (especially in 
the Alphajet), and I don't think most of them are my fault - famous last words! 
- but I'm getting to grips with it.

Will post back here once I have some more definite conclusions, especially 
regarding why heading hold is being so strange.

Incidentally, the PID parameters in the generic autopilot are pretty bad for 
the alphajet (and many other aircraft, I guess). It'd be lovely if there was a 
way to tune the response rates for a particular aircraft, but still inherit the 
basic controller structure (i.e the control laws) from the generic definition. 
I don't suppose the Autopilot XML loading code could cope with that?

Regards,
James


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Re: [Flightgear-devel] parking.xml files under scenery/Airports

2009-12-22 Thread Csaba Halász
On Tue, Dec 22, 2009 at 2:35 PM, Durk Talsma d.tal...@xs4all.nl wrote:

 Whenever this boolean property is set to false, ground network data will be
 read from AI/Airports/[ICAO], and when set to true, it is read from
 scenery/Airports/[I]/[C]/[A]/[ICAO].groundnet.xml.

Exactly. So the file scenery/Airports/[I]/[C]/[A]/[ICAO].parking.xml
will *never* be loaded, as FG only looks for groundnet.xml.
parking.xml files should only live under AI/Airports and not under
scenery/Airports. Hence my question about K/N/U/KNUQ.parking.xml or
L/F/P/LFPG.parking.xml.

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Re: [Flightgear-devel] parking.xml files under scenery/Airports

2009-12-22 Thread Durk Talsma
On Tuesday 22 December 2009 06:10:48 pm Csaba Halász wrote:

 Exactly. So the file scenery/Airports/[I]/[C]/[A]/[ICAO].parking.xml
 will *never* be loaded, as FG only looks for groundnet.xml.
 parking.xml files should only live under AI/Airports and not under
 scenery/Airports. Hence my question about K/N/U/KNUQ.parking.xml or
 L/F/P/LFPG.parking.xml.


Oh sorry, I totally misread your question... 

As far as I know, the files that are still called [ICAO].parking.xml are the 
ones that were initially imported from the AI directory, while setting up the 
new infrastructure. Subsequently, we agreed on a better name, and the files 
that are still called parking are the ones that I still need to rename / 
improve / verify.

the file for LFPG is probably still the original one that I made; I'm not 
sure, off the top of my head, where KNUQ.parking.xml comes from. But, I'll 
have a look tonight/tomorrow.

Cheers,
Durk

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Re: [Flightgear-devel] Autopilot broken

2009-12-22 Thread S Andreason
Stuart Buchanan wrote:
 The wing leveler and heading autopilot that are part of the KAP140 work
 well for the c172p. However, using the generic autopilot instead is not 
 something that I would expect to work, so they should be disabled
 for the c172p.


Agreed.
And the help keys removed from the help window.
And [F11] disabled?


 Effectively, you're using the wrong autopilot.


Ah, that makes sense now.

Thanks,
Stewart




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Re: [Flightgear-devel] Autopilot broken,

2009-12-22 Thread S Andreason
James Turner wrote:
 Okay, so that's where the bug has come from, I need to fix the logic to only 
 drive this property when GPS 'leg' mode is active.

   

Yes, and it works now. Thank you very much!
Stewart



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Re: [Flightgear-devel] Generic autopilot issues

2009-12-22 Thread Scott Hamilton
On Tue, 2009-12-22 at 14:10 +, James Turner wrote:

 A few things that will certainly help:
  - not adding the departure airport if no runway is selected
  - not adding the departure airport for an in-air route activation 



 Perhaps a quicker workaround, just set
the /autopilot/route-manager/current-wp to a higher value, I think
 it is better to be consistent with what WPs are always in the route,
and so it should always contain a departure/arrival airport.



 S.

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Re: [Flightgear-devel] auto-coordination broken

2009-12-22 Thread leee
On Tuesday 22 Dec 2009, Alan Teeder wrote:
[snip...]

 The Ercoupe and certain other aircraft (e.g. TSR2) may have an
 aileron-rudder interconnect, but this is very aircraft specific
 and should be part of the aircraft FCS model.

The YASim BAC-TSR2 doesn't/didn't/shouldn't have an aileron-rudder 
interconnect.

In fact, it only has flaps on the wing and lacks proper ailerons and 
instead it uses the slab elevons for roll control (although fully 
floating, in real life the fully floating tailplanes also 
incorporated powered flaps but these aren't modelled in the YASim 
BAC-TSR2 config.

The tailfin lacks any actuated control surfaces but is entirely 
fully floating, like the tailplanes, so the whole thing twists.

Anyway, I didn't include any link between the roll and rudder 
controls in the BAC-TSR2.  Also, I was under the impression that 
auto-coordination was a JSBSim feature and did nothing when enabled 
for other FDMs.

LeeE

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[Flightgear-devel] RFC: Committing conditional compile patch for ATCDCL

2009-12-22 Thread Durk Talsma
Hi All,

As we've discussed before, I'm working on merging the old ATC/AI code from 
David Luff (ATCDCL) with our AIModels system. As part of the rewrite, I have 
added a new --disable-atcdcl option to my configure script. The default 
behavior is that ATCDCL will be enabled. Disabling the build of this library 
currently results in a broken compile, because the alternate code isn't ready 
yet. 

Since the default behavior doesn't really affect the compile process, I'm 
wondering whether there would be any objections to committing it to CVS. I'm 
asking, because I recently saw some patches being applied to ATCDCL, and I 
don't want my development tree to get out of sync too much. I don't see any 
obvious negative side effects, but this seems to my a case of better being 
safe than sorry. :-)

Cheers,
Durk

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