[Flightgear-devel] Primus1000 / M877

2010-03-17 Thread Max Hertling
Hello everyone,

first let me say that I realy appreciate what you are doing. Flightgear
is an awesome project, I realy love it. I've been watching it's
development for a couple of months now and I would be glad to
contribute.

I'm using the Citation-Bravo and CitationX frequently, and currently am
working on a couple of things I've been realy missing, and I want your
opinion and maybe some hints:

1) The Primus1000 always shows distance and bearing (the additional
blueish and white needles) to the VOR-Stations tuned in, even if they
are out of range. I think this is not how it is supposed to be. I
changed it so that the DME-Display in the Primus-PFD shows ---.- if the
VOR is out of range. I saw this on a picture of the P1000 (keep it
real).
In lack of better knowledge I made the blueish/white needles always
point to the 12 o'clock position. If anyone of you knows how a real
P1000 would behave in this situation, I would be glad to implement this.
Anyway, I think this is better than having the needles pointing at some
random direction pretending to know what they are doing.

2) The white/blueish needles point to true-bearing-values while
everything else shows magnetic-values. I changed that, assuming it's a
mistake. If you know better, please explain.

3) I think it would be nice, if the CDI would show the course-deflection
in FMS-Mode the same way it does in NAV-Mode. I implemented that by
setting the deflection to deflection=bearing-legcourse, where the
legcourse is the direction from the last waypoint to the current
waypoint. I think this value should be divided by 5 (using degrees, not
radians).
Yet, I again do not know if this is supported by the real P1000. So what
do you think?

4) I implemented a stop watch for the M877. Select the most-right
position with the select-button. Start/Stop/Restart the timer with the
other button. Nice when you are in a procedure-pattern. Do you want
that?

5) I want... no... I need Buttons in the 3D-Cockpit to select
previous/next Waypoint. There is this console called CDU in the middle.
I think those buttons should go there. This CDU shows the first four or
five Waypoints, I could also work on this. So what do you think? Maybe
the Primus-MFD would also be a nice place for that. Suggestions??

6) I've been thinkink about the Primus-MFD assuming there are a lot of
features that are not implemented. I would realy like to enhance this,
but i cannot find any documentation on the thingy. Without knowing what
a real P1000 can do...
example: it would be nice to have a screen that shows the
VOR-IDs/Bearing/Selected Radial/DME, as well as the current waypoint-id,
distance, bearing and leg.

I am having issues with the Autopilot in the Citation-Bravo. Doesnt't
work at all. Holds altitude, anything else fails. But I didn't sort this
out. Will let you know.

live long and prosper,
makkes


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[Flightgear-devel] FlightGear and Copyrights

2010-03-17 Thread J. Holden
Hello all -

My previous email may have been lost in the fray so I'd just like to float my 
recommendation again.

If you have contributed code, please check to make sure your copyright, and the 
date, is in the header for the source code you have contributed.

This will make it easier for us to track if there has been a copyright and GPL 
violation. If someone modifies a copyrighted file AND distributes that file IN 
VIOLATION OF the GPL version 2, then the person or people who hold the 
copyright on that file can force compliance.

However, I also believe we should put a copyright statement within the 
executables of FlightGear which we distribute - we should have a statement 
saying FlightGear is copyrighted by its contributors - please see the source 
code for information. (Perhaps several statements, in the console and under the 
menu for instance.)

Just because we release the software and the components of the software under 
the GPL does not necessarily mean the contributors forfeit their copyright on 
the work.

By including copyright information within the essence of our product 
components, we thereby make it more difficult for resellers to rebrand and 
resell our product (because they can't just remove the copyright without being 
in violation of the GPL - and if they do they have to state how they modified 
the file from the original copy in the source code, AND distribute that source 
code).

At the same time, we maintain the fact the copyright is held by the individual 
contributors, which was important to people the last time around. This also 
does not constrict the freedom of the software under the GPL and therefore I 
would strongly recommend adding this into the software.

If people are opposed to this for whatever reason, a "softer" suggestion would 
be including an About menu with version information in each version, say 
"FlightGear version 2.0.0 release date X/X/2010".

Since this doesn't include a copyright, though, anyone can remove it as long as 
they state they removed it within the source code of the product; and since the 
people likely to be negatively affected by someone reselling our product as-is 
aren't going to be looking at the source code, I strongly recommend the 
copyright components,

Cheers
John

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Re: [Flightgear-devel] News from FlightProSim!

2010-03-17 Thread Pete Morgan

>
> I spent some time using Pete's menu css and trying to build a column 
> of menus down the left side of the screen.  I have an initial version. 
>  Some of that I like, but I'm just not happy with how it's coming 
> together yet.
>
> Curt.

Your going to be running around in circles until its got valid (x)html, 
eg html4. All sorts of silly stuff can happen in presentation/ style 
sheet if html/css is invalid.

pete

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Re: [Flightgear-devel] News from FlightProSim!

2010-03-17 Thread Vivian Meazza
Patrice Poly

> 
> I have been reading the mail archive and forums about this story, then
> went on the FPS website and read their disclaimer.
> 
> >From what I saw, and given that my understanding of GPL and copyrights
> might be wrong, here are my thoughts :
> 
> I think what this person(s) do here is *almost* legal.
> 
> They are commercially distributing a GPL software in order to make
> profit, which is clearly allowed by the GPL licence,
> provided that the seller makes the source code accessible.
> 
> I could find a link to some sources in their disclaimer.
> I did not parse the whole provided archive, so I don't know if every bit
> of FG sources are here.
> I am not sure if providing a download link is enough, or if they should
> provide the sources with the commercial CD/DVD they sell.
> Also, I don't know if they provide the source with the CD/DVDs.
> 

I found a link and downloaded the sources. AFAIKS he is offering FG 1.9.1
unchanged in any way that I could discover. So I reckon he's legal.

We might take the view that he's doing the marketing that we can't/won't do
and spreading FG more widely than we could otherwise achieve. Of course,
people would get ripped off. But - caveat emptor - it's not our job to
shepherd unwise shoppers.

Or we could take a different tack and offer FG for sale at a price that
undercuts his wherever and whenever we find FPS. I don't think he could long
sustain his effort in the face of that. And we could do with a bit of petty
cash. But who would take that one on? With all the tax and accounting
implications?

Finally, I made a rare visit to our website today. We appear to offer every
flightsim for download apart from our own - which was scrolled of the page.
Well, FlightSim Pro wasn't there - but give it time. Surely we can do
better? Pete Morgan seemed to have a handle on this one. And I can't see why
we have suddenly got out knickers in a twist over Google: it's happily
underpinned MPMap for years.

My tuppence worth.

Vivian





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Re: [Flightgear-devel] News from FlightProSim!

2010-03-17 Thread kyle keevill
Curt,

I can help out organization wise and can provide some really good feedback on 
the site.

Let me know.

--
Kyle
On Mar 17, 2010, at 6:56 PM, Curtis Olson wrote:

> On Wed, Mar 17, 2010 at 4:49 PM, Martin Spott wrote some stuff about the web 
> page:
> 
> A couple brief comments on the web site.
> 
> Pete and I agreed (I think) that we probably don't want to ultimately do the 
> official flightgear web site as a google apps engine page.  That locks us 
> into a closed source, proprietary situation for the web site.
> 
> What we suggested might be a way to move forward would be to migrate some of 
> Pete's other people's ideas and feedback into the current web site.
> 
> I spent some time using Pete's menu css and trying to build a column of menus 
> down the left side of the screen.  I have an initial version.  Some of that I 
> like, but I'm just not happy with how it's coming together yet.  First we 
> have too many menu options to really make that approach work right now (thus 
> some reorg work really needs to be done), and it's a good time to perhaps 
> think about what all is in or out of the menus because not everything that's 
> there makes as much sense as it used to, and there are probably some things 
> that really should get dropped in there.  Again, in terms of menu content, I 
> think we can agree that Pete's example page doesn't cover many of the items 
> that are currently in the FlightGear web page menu structure and adds some 
> different things that aren't currently in the FlightGear menu structure.
> 
> Regards,
> 
> Curt.
> -- 
> Curtis Olson: http://baron.flightgear.org/~curt/
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Kyle Keevill
kyle...@gmail.com



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Re: [Flightgear-devel] News from FlightProSim!

2010-03-17 Thread Curtis Olson
On Wed, Mar 17, 2010 at 4:49 PM, Martin Spott wrote some stuff about the web
page:

A couple brief comments on the web site.

Pete and I agreed (I think) that we probably don't want to ultimately do the
official flightgear web site as a google apps engine page.  That locks us
into a closed source, proprietary situation for the web site.

What we suggested might be a way to move forward would be to migrate some of
Pete's other people's ideas and feedback into the current web site.

I spent some time using Pete's menu css and trying to build a column of
menus down the left side of the screen.  I have an initial version.  Some of
that I like, but I'm just not happy with how it's coming together yet.
 First we have too many menu options to really make that approach work right
now (thus some reorg work really needs to be done), and it's a good time to
perhaps think about what all is in or out of the menus because not
everything that's there makes as much sense as it used to, and there are
probably some things that really should get dropped in there.  Again, in
terms of menu content, I think we can agree that Pete's example page doesn't
cover many of the items that are currently in the FlightGear web page menu
structure and adds some different things that aren't currently in the
FlightGear menu structure.

Regards,

Curt.
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Re: [Flightgear-devel] News from FlightProSim!

2010-03-17 Thread Martin Spott
Curtis Olson wrote:

> I wish to second this!  FlightGear has never really gone on a marketing
> offensive.  Marketing takes a lot of time and effort, so it's hard for
> people who are developing code or aircraft or working on other aspects of
> the project to find a lot of additional time to do marketing on top of
> everything else.

Well, at least a minor step into a reasonable direction would be _not_
to dedicate prominent areas of the "flagship of the projects' marketing
tools" - the main website - to 3rd party advertisement, and to let
knowledgeable people develop not only a better design for the site but
also a better concept for dealing with, updating the content.

Let's be honest, in its current state the site isn't well suited to be
shown around as an appealing intro into learning what the project is
about. If we're seriously going into competition for headlines, then we
should make sure, _beforehand_, not to have a primary web site which
has such an embarrassing look (and feel) as the current one.

BTW, it's generally understandable that nobody wants to dive deeply
into developing a nice web representation for FlightGear if they don't
see a change of getting the result accepted as the new site.
While I'm uncertain wether I agree with every detail of Pete Morgan's
proposal for a web site re-design, I think he deserves a real chance of
getting his work accepted as The New Site, if he's doing a proper job.
As far as I can tell, he'll be able to recruit people supporting (t)his
effort, thus he doesn't have to shoulder all the work himself.

Cheers,
Martin.
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[Flightgear-devel] a corruption of the heap

2010-03-17 Thread 乌兰巴根
Hi!
I biuld the source under windowsXP by MSVC90. I set ai-enable value as false to 
make sure the FP exception is not triggered.
But after runing for minutes, the MSVC show the message following: 
HEAP[fgfs.exe]: Invalid Address specified to RtlFreeHeap( 0183, 01017020 )
Windows has triggered a breakpoint in fgfs.exe.
This may be due to a corruption of the heap, which indicates a bug in fgfs.exe 
or any of the DLLs it has loaded.
I have spend lots of time to find out what happened, but I get no result by now.
Has anybody met this before?
Please tell me if you have the solution about this problem.
Thanks!
Wlbg.
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Re: [Flightgear-devel] Shaders experiments

2010-03-17 Thread Frederic Bouvier

- "HB-GRAL"  a écrit :

> Erik Hofman schrieb:
> > I've changed the coverage size of the textures from 1024 to 2000
> meter. 
> 
> Hello Erik
> 
> I guess it is better not to change the texture size to 2000 meters(?)
> in materials.xml. As I can see the size of the textures fits exactly to
> the relief when it is 1024 at the moment.

The relief (you mean the height of the buildings) can be adjusted in the effect 
file. The more important thing to me is to get the right horizontal scale.
Nothing will change until the next scenery release because the scale is 
engraved in the scenery files (as texture coordinates)

-Fred

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Re: [Flightgear-devel] News from FlightProSim!

2010-03-17 Thread John Denker
First, a parable:  

  The local supermarket sells shiitake mushrooms for 
  $5.00 per ounce.  About a mile down the road there 
  is an ethnic market that sells the same kind of 
  mushrooms for $5.00 per *pound*.

  You might have been told in high school that this 
  kind of thing can never happen in an efficient 
  market.  Well ... it turns out that the mushroom 
  market is not efficient.

  You might say wow, that's a huge markup.  I agree, 
  it's a huge markup.  On the other hand, huge markups 
  are perfectly legal.  There is nothing anybody can 
  do about it, except maybe to shop around.

Other examples abound.  Year after year, people buy
"breakfast cereal" despite the amazingly high markup.

In early 1976, a Mattel vice president compared a game 
I had written to a Pet Rock.  He meant it as the highest 
compliment, referring to something that millions of
people would gladly buy, even though there was obviously 
a high markup.
  http://en.wikipedia.org/wiki/Pet_Rock

On 03/17/2010 08:07 AM, Patrice Poly wrote:

> I think what this person(s) do here is *almost* legal.

I am not a lawyer, and I will not opine as to 
whether any particular thing is legal, but we
certainly must consider the hypothesis that what
FPS is doing is legal.  It's a plausible hypothesis.

Is FPS making money off of GPL software?  Yes ...
but that is expressly permitted by the GPL subject 
to some not-very-onerous conditions.  We can insist 
that FPS strictly uphold the conditions, but that 
will not stop FPS from doing the things that list 
members find most distasteful.

Is FPS charging a huge markup?  Yes, definitely ...
but there is nothing illegal about that.  Some of
the suggestions offered in this forum for trying
to prevent that would violate the letter and spirit
of the GPL.  Loosely speaking, the point of the GPL
is to prevent people -- including us -- from modifying
GPL software so as to make it non-GPL.

Is FPS guilty of plagiarism?  Yes, definitely ...
but this is not illegal, either.  It is IMHO morally
reprehensible, but it is permitted by the GPL.  In
another context, if you want to disallow plagiarism, 
you should use a Creative Commons / attribution license 
or some such.  The GPL was designed by and for people 
who thought the anti-plagiarism provisions of the BSD 
license were too much trouble.  In the context of FG, 
short of starting over and rewriting FG from scratch, 
I cannot imagine any way of "porting" FG to a more-
restrictive license.

==

So, what *can* be done?

For starters, in this situation as in so many others,
sunlight is an excellent disinfectant.  If the FPS
guy is touting his wares in any open forum, you can
speak up in that forum, early and often, so that 
buyers know where to go for the cheapest and most 
up-to-date FG versions.  Don't get mad, just get 
the facts out.

You can even go so far as to write articles for the
various PC simulator magazines.  This includes
articles announcing the latest version of FG ...
and also perhaps articles doing a review, comparing
price and features, of the various offerings.  I
reckon somebody who increases the price without
increasing the features would not fare well in such
a comparison.

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Re: [Flightgear-devel] Shaders experiments

2010-03-17 Thread HB-GRAL
Erik Hofman schrieb:
> I've changed the coverage size of the textures from 1024 to 2000 meter. 

Hello Erik

I guess it is better not to change the texture size to 2000 meters(?) in 
materials.xml. As I can see the size of the textures fits exactly to the 
relief when it is 1024 at the moment.

-Yves

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Re: [Flightgear-devel] News from FlightProSim!

2010-03-17 Thread Patrice Poly
I have been reading the mail archive and forums about this story, then
went on the FPS website and read their disclaimer.

>From what I saw, and given that my understanding of GPL and copyrights
might be wrong, here are my thoughts :

I think what this person(s) do here is *almost* legal.

They are commercially distributing a GPL software in order to make
profit, which is clearly allowed by the GPL licence,
provided that the seller makes the source code accessible.

I could find a link to some sources in their disclaimer.
I did not parse the whole provided archive, so I don't know if every bit
of FG sources are here.
I am not sure if providing a download link is enough, or if they should
provide the sources with the commercial CD/DVD they sell.
Also, I don't know if they provide the source with the CD/DVDs.


On the other hand, it seems from what I have read, that some of the
pictures used in their website are screenshots coming from either the
wiki, or from personal websites / blogs of FG users.

In the case of the wiki, I understand the contents are provided under
GPL. I am not sure how GPL works for images, my guess is that as long as
the images on the website are linked to the wiki sources, the website
holders must be safe.
In the case of personal screenshots from personal blogs/ websites, it
would depend on the licensing that their holders choosed.
I see in the website disclaimers that they are willing to remove images
if the copyright holders ask so.


So, basically, if the source providing part and the image copyrights
conditions are met, I think what is done here is just legal.

It doesn't mean that I approve it entirely.
When some commercial linux distributors include flightgear in their pay
packages, I see it as a nice feature, and a 'plus' for that distribution.
What the FPS team seems to be making is just easy money based on
thousands man hour work, without other justification than simple profit.

Ethically, this is a little bit border line in my opinion... but ( again
if conditions are met ), this is just what the GPL allows.

I didn't do much contributions to Flightgear, but the few I made, I did
perfectly knowing that someone could reuse it for a commercial project,
so despite the questionnable ethics in this story, I am not that upset.

I see some people really upset and quite surprised, and I perfectly
understand their feeling when they see that their hard work is being
piped into some company's wallet. I presume there might be a need for
better communicating what the GPL is to Flightgear new contributors,
before their work is added to the project.

I don't know how this could be done, though. Maybe asking contributors
to include a copy of the license text with their work ? Maybe having a '
are you sure you understand what GPL is ' paragraph in the developer
wiki portal ?

Anyways, my opinion is that FlightGear and its contents SHOULD remain
GPL based. This is what makes its great strength, what makes it an
amazingly alive and vibrant project, that constantly evolves and
progresses day after day, answering the needs and wishes of its userbase
in good freedom and friendship feeling.
The fact to  include our work, be it code or some aircraft model, under
the GPL is just our choice. If someone feels better to have it separate,
under other types of licensing, like Creative Commons for instance, the
choice is their too ! But again I think there is a need for some way to
clearly explain people what the licenses really mean, before new work is
commited, in order to avoid bitter surprises like we see now.

I presume nothing can prevent some people with little consideration to
make commercial attempts from time to time based on the FG team work...
but as this has been said here, what future have these commercial
projects when people will see that they can get the same product for
free, with a wonderful community support and lifetime updates for
nothing more than a hello in a chat or mailing list ?



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Re: [Flightgear-devel] Instant Replay, and it's recording of A/C parameters

2010-03-17 Thread Curtis Olson
Hi Peter,

I haven't had a chance to look at this closely, but maybe I can offer a
small bit of insight.

We recognized that to record hours of high resolution flight data would blow
up the memory footprint of FlightGear on any PC.  So we went for a balance
...

We record the most recent 60 seconds of data at full resolution, then the
previous "n" minutes (I forget the exact number) is recorded at 1 second
intervals.  And then I think we go even further back recording at an even
sparser interval.  This way you get something as far back as you like, and
you get high detail if you replay the last 60 seconds.

Somewhere along the line a bug got introduced which I unfortunately haven't
had a chance to dig into ... it's been there for a long time now.

Originally, the recorder got turned off during the replay.  Now the recorder
continues to record while you replay ... so you are recording the replay as
you replay it and you sort of end up with a recursive infinite loop.  This
actually has a nice feature that when you replay a flight, it loops for ever
until you quit the replay, but know that each time through you are replaying
a recording of the previous replay, and losing resolution each time through
the cycle.  So that's a bug, it needs to be fixed, I haven't had a chance to
dig into it.

The problem with this particular bug is that because you are recording as
you replay, you never actually get to see that 60 seconds of highly detailed
data (assuming you replay more than 60 seconds which most people probably
do.)  So we are missing out on all the subtle nuances of your landing when
you replay your landing for instance.

One other thing.  The data structure that is recorded is the FGNativeFDM
structure defined in src/Network/native_fdm.hxx.  You do bring up a good
question: what values should be recorded every frame?  Given that aircraft
designers can make up their own properties and drive them with nasal or
other means, we can't know in advance a fixed set of property names that
cover every situation.

So for the replay system we decided to go with a fixed, pre-defined binary
structure ... and then you do live with a few replay warts if you are
viewing an aircraft that uses "non-standard" properties ... and that's not a
knock on the aircraft designer ... some airplanes have more than 4 engines,
the AN-225 has like 185 landing gear assemblies, many aircraft have unique
control systems and control surfaces ... and we can't take 20 minutes worth
of snapshots of the entire property tree @ 60hz ... not on my PC anyway.

So the 60 second marker you mention is interesting ... that could correspond
with the system that records the most recent 60 seconds at a high data rate.
 There could be some boundary logic there that didn't take every possible
situation into consideration.

Best regards,

Curt.



On Tue, Mar 16, 2010 at 9:29 PM, Peter Brown wrote:

> As I have not been able to find any doc's or forum topics expounding on it,
> could someone explain a few things to me about Instant Replay?
>
> First off, what parameters are logged by it, or what defines if a parameter
> is logged by it?  ie, thrust reverser use do not replay, but flaps do.
> This doesn't seem to be by model builder choice (?), unless Instant Replay
> is tied into multi-player parameters?
>
> Secondly, in using it to test a few modifications, I found this
> sort-of-an-issue.  I say sort-of, for it would be rare for someone to find
> it.  Took me 2 years.
>- If you start FG, and attempt to use Instant Replay with the
> default 90 second timeframe in _less than 60 seconds Sim time_, FG will
> crash with a CullVisitor~nan nan nan error.
>- And so, if you start FG and set the replay time for a shorter
> period than sim time, it will work.
>makes sense, other than it shouldn't crash FG.
>But, if you wait for the Sim clock in the property browser to reach
> 60 seconds, you can enter _ANY_ duration into the replay time menu (200
> seconds for example), and the replay function will simply drop you back at
> the spawn location until the clock counts down to your spawn and movement
> time.
>
>So, why won't it do that under 60 seconds?
>
> I only found the issue since I was attempting to see what I could make work
> in replay.  So, it's not really an issue, but thought I'd pass it along.  If
> someone can fill me in on the first question about what is or can be tied
> into the replay function for aircraft parameters, that would be great.
>
> Thanks,
> Peter
>
> ref: tested senario in 2 aircraft and the mibs, to ensure consistency.
>
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Re: [Flightgear-devel] News from FlightProSim!

2010-03-17 Thread Curtis Olson
On Wed, Mar 17, 2010 at 9:00 AM, Peter Brown wrote:

> While I truly hope this group, or multiple groups can get together and
> bring him to task for his wrongs, publication of "FlightGear.org as a
> BETTER simulator, which also happens to be FREE, and by the way, that other
> simulator is just a copy of ours that you have to pay for" may be the best
> way to be combative.  Go on the offense, publicize the heck out of it.
>  Encourage users to post more youtube videos, publish your own, make sure
> every website page has the best language for the google bots to promote
> FlightGear.org as better, with free being a side benefit.
>
> I say this for it seems that marketing is his game, although purely a sham.
>  Let's beat him at it, honestly.
>

I wish to second this!  FlightGear has never really gone on a marketing
offensive.  Marketing takes a lot of time and effort, so it's hard for
people who are developing code or aircraft or working on other aspects of
the project to find a lot of additional time to do marketing on top of
everything else.

Can we do distributed / open-source marketing?  What would that look like?
 Would we be able to get some volunteers to put some time into a marketing
effort?

Based on my slim experience, I will propose that our biggest bang for the
buck (or for our efforts) would be to get mentioned on popular web sites.
 I.e. a release announcement on slashdot or one of the popular flight sim
web sites.

Contacting magazine editors is another thing we could be doing.  For
example, last fall I stumbled across "PC PILOT" on the new stand.  It's a
great magazine ... full of really cool, realy splashy, screen shots.  I
noticed a trend though ... 90-95% of the magazine was dedicated to reviewing
aircraft and scenery add ons for MSFS.  If we had time to establish
a relationship with some different magazine editors, I think that would be
beneficial.  Again, based on my slim experience, magazine editors want to
sell magazines and advertising, so the more attractive and interesting they
can make their publication, the better.  If we can offer some fresh and
interesting content, they might suck that right up and run with it.  A
splashy headline on the front of the magazine might be all it takes to get
another person to pick it up and buy a copy ...

Again, based on my slim experience, it seems like whenever we do get a
mention on a prominent web site, our own web traffic spikes, lots of new
visitors come check out our web page for the first time, lots of new users
download FlightGear and try it out.  Probably our all time greatest spike
(bigger than slashdot) was when we were mentioned as Kim Kommando's "cool
site of the day."

So in my view, our biggest bang for our effort will be to establish
relationships with the editors of large web sites and popular magazines and
try to get interesting news announcements and content pushed out through
their publications.  But there is a reason companies hire full time
marketing folks ... it takes time and energy and effort to establish the
relationships with key people and time and effort to create quality "news"
content to feed them, and then do this on a continual basis so we continue
to look "fresh".

An announcement on slashdot rolls off the end of the page after a day or two
(or a couple hours even.)  For a print magazine, once this month is done,
everyone is moving on to next month.

I think our newsletter is a great example of keeping "fresh" information
alive, but we need to take that sort of information and "push" it out to our
different information distribution channels ... and we need to establish
those channels in the first place.

Best regards,

Curt.
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Re: [Flightgear-devel] News from FlightProSim!

2010-03-17 Thread Peter Brown
As much as I'd hope what you say would be true, realistically there is not much 
of a downside for this guy.  Everyday people make purchases without knowing all 
the facts, and for more money buying online than locally.  (Ebay can be a good 
example)  From his side of it, unless someone or group is willing to take it 
through the legal process, any sale he gets is free money to him.  And if 
someone does take to court, does anyone know what to expect for an outcome?  
Would it be more than a simple "stop order"?  If not, he's already stolen money 
from unknowning customers, so he's still ahead of the game.

While I truly hope this group, or multiple groups can get together and bring 
him to task for his wrongs, publication of "FlightGear.org as a BETTER 
simulator, which also happens to be FREE, and by the way, that other simulator 
is just a copy of ours that you have to pay for" may be the best way to be 
combative.  Go on the offense, publicize the heck out of it.  Encourage users 
to post more youtube videos, publish your own, make sure every website page has 
the best language for the google bots to promote FlightGear.org as better, with 
free being a side benefit.

I say this for it seems that marketing is his game, although purely a sham.  
Let's beat him at it, honestly.

my .02 worth.
Peter

On Mar 17, 2010, at 8:38 AM, Jon S. Berndt wrote:

> I think this is exactly true. And what happens to this guy when more and more 
> people start finding out that they have paid money for something they could 
> have gotten for free?
>  
> Jon
>  
>  
> From: Curtis Olson [mailto:curtol...@gmail.com] 
> 
> The guy is building his business on a charade ... and that is a hard thing to 
> keep up long term.  He has to spend a large percentage of his time 
> maintaining his charade, covering his tracks, etc.  I can't even remember my 
> own forum password half the time ... and this guy has to remember a bunch of 
> user names and passwords.  He probably has sticky notes all over his monitor. 
>  Maybe he's really good at that sort of thing and will have some leeching 
> success, but it's a shaky business model that could come crashing down around 
> him at any time.  He's always going to be looking over his shoulder ... 
> hoping he doesn't inadvertently swindle the wrong person in the wrong country 
> ... hoping the major publications don't catch on to him ... hoping if 
> something does go wrong he can duck into the shadows and re-emerge somewhere 
> else ... reality has a way of catching up with these guys eventually.
>  
> Curt.
> -- 
> Curtis Olson: http://baron.flightgear.org/~curt/
> --
> Download Intel® Parallel Studio Eval
> Try the new software tools for yourself. Speed compiling, find bugs
> proactively, and fine-tune applications for parallel performance.
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> https://lists.sourceforge.net/lists/listinfo/flightgear-devel


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Re: [Flightgear-devel] News from FlightProSim!

2010-03-17 Thread Jon S. Berndt
I think this is exactly true. And what happens to this guy when more and
more people start finding out that they have paid money for something they
could have gotten for free?

 

Jon

 

 

From: Curtis Olson [mailto:curtol...@gmail.com] 



The guy is building his business on a charade ... and that is a hard thing
to keep up long term.  He has to spend a large percentage of his time
maintaining his charade, covering his tracks, etc.  I can't even remember my
own forum password half the time ... and this guy has to remember a bunch of
user names and passwords.  He probably has sticky notes all over his
monitor.  Maybe he's really good at that sort of thing and will have some
leeching success, but it's a shaky business model that could come crashing
down around him at any time.  He's always going to be looking over his
shoulder ... hoping he doesn't inadvertently swindle the wrong person in the
wrong country ... hoping the major publications don't catch on to him ...
hoping if something does go wrong he can duck into the shadows and re-emerge
somewhere else ... reality has a way of catching up with these guys
eventually.

 

Curt.

-- 
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--
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Re: [Flightgear-devel] News from FlightProSim!

2010-03-17 Thread Detlef Faber
Am Mittwoch, den 17.03.2010, 07:57 +0100 schrieb Tim Moore:
> 


> I'm not worried about introducing our own violations of the GPL by
> putting planes under a second license. I strongly believe that
> modelers should use whatever license they want. There may be issues
> with calling GPL'ed Nasal code, borrowing, etc., but that's beside the
> point. I have been making contributions to Flightgear for the last 3
> years in the belief that it will remain under the GPL. The GPL assures
> me that future users of the code will want to share their
> contributions as well. This rewards my time spent by encouraging a
> growing community and code base. If Flightgear starts retreating from
> the GPL out of misplaced worries about mooching, I'd have to reexamine
> how I spend my hacking time.
> 
I pretty much agree that FG should stay GPL. And there is a benefit in
putting content under GPL too. Aircraft modelling has become a huge task
with todays features (which of course is a good thing). So any
contribution is welcome. Personally I'd only contribute to GPL Projects.

However I see some new strategy in FlightProSim actions. It appears this
guy wants to divorce developers off from flightgear, either by
discrediting and lying on his "review-sites", calling out "monthly
development prizes" on the mailing list or by calling to "Join
FlightProSim" in our forums.


Greetings


-- 
Detlef Faber

http://www.sol2500.net/flightgear



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Re: [Flightgear-devel] News from FlightProSim!

2010-03-17 Thread Erik Hofman
Tim Moore wrote:
> 
> On Wed, Mar 17, 2010 at 1:21 AM, Rob Oates >Our models and our code should be seen as two separate entities,
>>that is all that I'm suggesting.
> 
> I'm having trouble seeing the difference between "highly detailed models 
> and artwork" and significant code contributions in terms of the ethics 
> of making money off them.

True, if it weren't for tens of thousands of hours of developer time to 
develop and extend the code then the highly detailed models would just 
be sitting on someones hard drive. The code base took almost 15 years to 
mature to it's current state.

That's what made me start to hate the guy who was the reason this 
discussion started; He is trying to make anyone believe that because he 
makes money of our work, his code base is better than ours since 
"FlightProSim is a paid Flight Simulator so more work and time goes into 
it than a volunteer one."
Idiot.

Erik

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