Re: [Flightgear-devel] FlightGear's Best Features
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 -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear's Best Features
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 -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear's Best Features
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 -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear's Best Features
Thanks Torsten , I'll give that a try . And yes , there are still things about FlightGear I probably dont know about ;) Cheers -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] landmass geometry shader rewrite
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 -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] landmass geometry shader rewrite
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 -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] landmass geometry shader rewrite
Tim Moore wrote: Looks like the same attribute problem. What hardware? NVidia 9600GT/512Mb on AMD X2 250 wn 2Gb memory. Erik -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] landmass geometry shader rewrite
- 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 -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear's Best Features
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. -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear's Best Features
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. -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel -- Curtis Olson: http://baron.flightgear.org/~curt/ -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear's Best Features
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 -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear's Best Features
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 -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightGear's Best Features
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 :) -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [PATCH] Improve random object selection
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 -- ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel