Re: [Flightgear-devel] FlightGear's Best Features

2010-04-23 Thread Torsten Dreyer
 Although I have a fair idea what those unique features might be, this might
  be an excellent opportunity to incorporate some input from real-life
  pilots. Any suggestions are welcome though.
Best things in life are free - so is FlightGear!
As an instrument rated pilot, I use FlightGear regularly as a procedure 
trainer. What makes FG outstanding is, that it models not only the regular 
behaviour of systems but also the system errors. That is gyro drift, compass 
errors and side lobes on ILS signals to name just a few. Changing weather 
conditions are very important for me, too. As in real life the wind is usually 
not a constant number but sometimes vary in speed and direction and may be 
gusty. The ground relief induces updraft and a very new feature even 
introduces a simulation of local weather phenomena like thermal lift, local 
rain showers or frontal systems, based on ground relief and ground cover. 
Along with a simulation of structural and system icing, raw data aka non-
autopilot ILS approaches easily result in a 100% pilot load factor.

Torsten

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Re: [Flightgear-devel] FlightGear's Best Features

2010-04-23 Thread syd adams
 What makes FG outstanding is, that it models not only the regular

 behaviour of systems but also the system errors. That is gyro drift,
 compass
 errors and side lobes on ILS signals to name just a few.


This is news to me. Which instrument models the drift ? I thought none did ,
so I created a nasal gyro
that drifts at 3 degrees/15 minutes for my own use. Apparently I haven't
looked close enough at the instrument code .

Cheers
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Re: [Flightgear-devel] FlightGear's Best Features

2010-04-23 Thread Torsten Dreyer
 This is news to me. Which instrument models the drift ? I thought none did
  , so I created a nasal gyro
 that drifts at 3 degrees/15 minutes for my own use. Apparently I haven't
 looked close enough at the instrument code .
From heading_indicator.cxx:
// Next, calculate time-based precession
double offset = _offset_node-getDoubleValue();
offset -= dt * (0.25 / 60.0); // 360deg/day
SG_NORMALIZE_RANGE(offset, -360.0, 360.0);

Durk:
One outstanding feature of FlightGear is: it has so many features, even some 
of our best developers don't know all of them ;-)

Torsten


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Re: [Flightgear-devel] FlightGear's Best Features

2010-04-23 Thread syd adams
Thanks Torsten , I'll give that a try .

And yes , there are still things about FlightGear I probably dont know about
 ;)

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Re: [Flightgear-devel] landmass geometry shader rewrite

2010-04-23 Thread Erik Hofman
Tim Moore wrote:
 Hi,
 I hacked on the landmass geometry shader a bit. On my machine I got the 
 frame rate to improve from 14 fps to 52 fps using the ufo at ksfo. This 
 technique may be promising, although it could certainly stand some new 
 textures. Anyone playing with geometry shaders in the terrain (and also 
 models) should follow the example of landmass-g.vert and landmass.geom.
 
 Let me know if I broke anything in the graphical appearance, or if any 
 OpenGL problems are introduced.

After this change I get te following in all quality levels:

glLinkProgram  FAILED
Program  infolog:
Fragment info
-
(61) : warning C7050: ds might be used before being initialized
(61) : warning C7050: dp might be used before being initialized
(63) : warning C7050: d might be used before being initialized

Link info
-
Vertex attribute output count exceeds hardware limits.
Program's vertex attrib binding 7, binormal
Program's vertex attrib binding 15, normal
Program's vertex attrib binding 6, tangent

Before this change I did have proper landmass shaders with the quality 
level set above 3.5, now I don't get proper shader in any level (dark 
green untextured landmass).

Erik

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Re: [Flightgear-devel] landmass geometry shader rewrite

2010-04-23 Thread Tim Moore
On Fri, Apr 23, 2010 at 10:46 AM, Erik Hofman e...@ehofman.com wrote:

 Tim Moore wrote:
  Hi,
  I hacked on the landmass geometry shader a bit. On my machine I got the
  frame rate to improve from 14 fps to 52 fps using the ufo at ksfo. This
  technique may be promising, although it could certainly stand some new
  textures. Anyone playing with geometry shaders in the terrain (and also
  models) should follow the example of landmass-g.vert and landmass.geom.
 
  Let me know if I broke anything in the graphical appearance, or if any
  OpenGL problems are introduced.

 After this change I get te following in all quality levels:

 glLinkProgram  FAILED
 Program  infolog:
 Fragment info
 -
 (61) : warning C7050: ds might be used before being initialized
 (61) : warning C7050: dp might be used before being initialized
 (63) : warning C7050: d might be used before being initialized

 Link info
 -
 Vertex attribute output count exceeds hardware limits.
 Program's vertex attrib binding 7, binormal
 Program's vertex attrib binding 15, normal
 Program's vertex attrib binding 6, tangent

 Before this change I did have proper landmass shaders with the quality
 level set above 3.5, now I don't get proper shader in any level (dark
 green untextured landmass).

 Erik

 Looks like the same attribute problem. What hardware?

Tim


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Re: [Flightgear-devel] landmass geometry shader rewrite

2010-04-23 Thread Erik Hofman
Tim Moore wrote:
 Looks like the same attribute problem. What hardware?

NVidia 9600GT/512Mb on AMD X2 250 wn 2Gb memory.

Erik

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Re: [Flightgear-devel] landmass geometry shader rewrite

2010-04-23 Thread Frederic Bouvier
- Tim Moore a écrit : 
 

 Looks like the same attribute problem. What hardware? 

for the record, I see an improvement from 8fps to 30fps on a NVIDIA geForce 
9700M GT 

Thank you Tim 

-Fred 

-- 
Frédéric Bouvier 
http://my.fotolia.com/frfoto/ Photo gallery - album photo 
http://www.youtube.com/user/fgfred64 Videos 

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Re: [Flightgear-devel] FlightGear's Best Features

2010-04-23 Thread Arnt Karlsen
On Thu, 22 Apr 2010 20:27:54 -0700 (PDT), cas...@mminternet.com wrote
in message
c522ef471c7c0d60a035ceb157caf083.squir...@www.mminternet.com:

 Just to be pendantic.. ;-)
 
 wgs-84 is an oblate spheroid and an equipotential gravity model which
 is what I think we all meant by round.  I would image FSX also uses
 it, if not then this a definite plus

..earlier on, I believe Microsoft used a cylinder model to 
model planet Earth, did they switch before FSX?

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] FlightGear's Best Features

2010-04-23 Thread Curtis Olson
Don't forget to mention that one of the best features of FlightGear is that
it is open source.  Complete source code is available to all and we have an
open community of developers that anyone can plug into and ask questions.
 This is less concern perhaps to end users, but still is one of our most
distinguishing and important features.

Curt.


On Fri, Apr 23, 2010 at 7:51 AM, Arnt Karlsen wrote:

 On Thu, 22 Apr 2010 20:27:54 -0700 (PDT), wrote


  Just to be pendantic.. ;-)
 
  wgs-84 is an oblate spheroid and an equipotential gravity model which
  is what I think we all meant by round.  I would image FSX also uses
  it, if not then this a definite plus

 ..earlier on, I believe Microsoft used a cylinder model to
 model planet Earth, did they switch before FSX?

 --
 ..med vennlig hilsen = with Kind Regards from Arnt... ;o)
 ...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three:
  best case, worst case, and just in case.


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Re: [Flightgear-devel] FlightGear's Best Features

2010-04-23 Thread Jan Mattsson
2010/4/23 Arnt Karlsen a...@c2i.net:

 ..earlier on, I believe Microsoft used a cylinder model to
 model planet Earth, did they switch before FSX?


Apparently they did: http://forums1.avsim.net/index.php?showtopic=224048

/JanM

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Re: [Flightgear-devel] FlightGear's Best Features

2010-04-23 Thread David Megginson
On Fri, Apr 23, 2010 at 3:11 AM, syd adams adams@gmail.com wrote:

 This is news to me. Which instrument models the drift ? I thought none did ,
 so I created a nasal gyro
 that drifts at 3 degrees/15 minutes for my own use. Apparently I haven't
 looked close enough at the instrument code .

After I got my PPL and bought my plane in 2002, I put a huge amount of
work into making all of the instruments realistically inaccurate to
reflect my actual flying experience -- they have lags, drift, etc.
just like the real steam gauges.  Other coders have contributed and
improved since then.  Try flying north of 45 deg latitude, for
example, and watch how the magnetic compass behaves in turns, climbs,
etc., and also watch how the VSI lags by as much as a couple of
seconds in a climb or descent.


David

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Re: [Flightgear-devel] FlightGear's Best Features

2010-04-23 Thread syd adams
On Fri, Apr 23, 2010 at 9:42 AM, David Megginson
david.meggin...@gmail.comwrote:

 On Fri, Apr 23, 2010 at 3:11 AM, syd adams adams@gmail.com wrote:

  This is news to me. Which instrument models the drift ? I thought none
 did ,
  so I created a nasal gyro
  that drifts at 3 degrees/15 minutes for my own use. Apparently I haven't
  looked close enough at the instrument code .

 After I got my PPL and bought my plane in 2002, I put a huge amount of
 work into making all of the instruments realistically inaccurate to
 reflect my actual flying experience -- they have lags, drift, etc.
 just like the real steam gauges.  Other coders have contributed and
 improved since then.  Try flying north of 45 deg latitude, for
 example, and watch how the magnetic compass behaves in turns, climbs,
 etc., and also watch how the VSI lags by as much as a couple of
 seconds in a climb or descent.


 David

  Yes Ive seen that the magnetic compass has the realistic errors .
Now that Im beginning to actually use these instruments in real life , I
have a new appreciation
for the effort everyone put in to make them behave properly , errors and
all.

I also find landing a C172 in real life is MUCH easier than FG.
No peripheral vision and twitchy joystick i guess :)
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[Flightgear-devel] [PATCH] Improve random object selection

2010-04-23 Thread Stuart Buchanan
Hi All,

As you may recall, there was a bug in the random object placement
where the model selected in the case of multiple object definitions in
material.xml was random, rather than seeded.

This was partially fixed before the release by (I think) Erik. I've
now got a better patch using the mt function that we use elsewhere.

Patch available from http://www.nanjika.co.uk/flightgear/rand.diff

Could someone please review and commit?

Thanks,

-Stuart

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