Re: [Flightgear-devel] Flightgear-devel Digest, Vol 61, Issue 9

2011-05-18 Thread BARANGER Emmanuel

> Message: 3
> Date: Wed, 18 May 2011 10:33:50 + (UTC)
> From: Martin Spott 
> Subject: Re: [Flightgear-devel] GIT commit 31819df8: Alouette II - New
>   FDM by
> To: flightgear-devel@lists.sourceforge.net
> Message-ID: 
>
> Heiko Schulz wrote:
>
>> I hate to say it, but the the new fdm is completly wrong and doesn't
>> apply to the real one in any way.
> In general I'd recommend first to discuss the item with the author of
> the change.  If the drawbacks introduced by the new FDM are really that
> obvious and serious as you've stated here, I'd say you/we should take a
> revert of the latter change into account.
>
> Cheers,
>   Martin - being a veritable admirer of the old Alouette II (the
>  real one, I mean).
Thanks Martin,

The fact is that Heiko do not like the way I work. He does not understand
"organization " and "compliance". He thinks that Maik JUSTUS knows
everything about everything. For the rotation of the rotor, I
acknowledge that I did not notice. This will be fixed soon. For the
rest, Yasim (like others) is a simplified system (this is mandatory). In
that sense giving the actual values ​​will never make a correct FDM. I
saw several "Alouette 2" takeoff, I can say that I have never seen
Alouette vibrate and crash as did the FDM Maik. it's an helicopters
stable. This is what it is today. Even if this requires a little
cheating. The remark makes sense but also ridiculous. Companies do not
like people who make money with their work. YouTube is for profit. It is
normal to prevent them from doing that. FG does not have this feature.
It is free and open source. Just consider the authorization of
"Moulinsart SA" for the dissemination of Carreidas 160 for example, to
understand that it is in their interest that FG use and disseminate
their work (... not all of course :) )

I notice that Heiko has taken over from Robin G. to attempt to discredit
FG and everything that surrounds it. I do not congratulate.

Regards. Emmanuel

-- 
BARANGER Emmanuel

http://helijah.free.fr


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Re: [Flightgear-devel] GIT commit 31819df8: Alouette II - New FDM by

2011-05-18 Thread Curtis Olson
Ron beat me to it, but I was going to suggest the same thing ... create an
alouette2-easy-set.xml ... or aloutte2-beginner-set.xml or something along
those lines.  Then we can have both FDM's available and the end user can
choose which one they want.  A git commit war would be no fun.

On Wed, May 18, 2011 at 9:52 PM, Ron Jensen wrote:

> On Wednesday 18 May 2011 18:39:50 Heiko Schulz wrote:
>
> > I would like to have the old fdm back, maybe it is possible to have
> another
> > version with the easy-to-fly-fdm beside the original one.
> >
> > Any opinions about, something I missed?
> >
> > Heiko
>
> Helijah's workflow should make it dead simple to create another -set file,
> maybe alouette2-easy-set.xml to load the easy fdm. All the settings are in
> aloutte2-base.xml anyway.
>
> My $0.02
>
> Ron
>
>
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Re: [Flightgear-devel] GIT commit 31819df8: Alouette II - New FDM by

2011-05-18 Thread Ron Jensen
On Wednesday 18 May 2011 18:39:50 Heiko Schulz wrote:

> I would like to have the old fdm back, maybe it is possible to have another
> version with the easy-to-fly-fdm beside the original one.
>
> Any opinions about, something I missed?
>
> Heiko

Helijah's workflow should make it dead simple to create another -set file, 
maybe alouette2-easy-set.xml to load the easy fdm. All the settings are in 
aloutte2-base.xml anyway.

My $0.02 

Ron

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Re: [Flightgear-devel] GIT commit 31819df8: Alouette II - New FDM by

2011-05-18 Thread Heiko Schulz
Hello all,


> Does anyone know, if JM-26, the author of the new fdm, is
> reading the 
> devel list or has an email address for me to contact him
> directly?
> 
> Regards
> Maik
> 

I found the author on another french FlightGear Forum.
Here you go:
http://equipe-flightgear.forumactif.com/t504-l-alouette-2

Summary of the reasons why the fdm has changed for those not able to understand 
french: 

The author JM-26 and helijah wasn't happy with the fdm, as it wasn't able that 
easy to fly as they want to have. JM-26 proposed a much more easier-to-fly-fdm.
Helijah is aware of the fact that Maik usually uses real datas, and that it is 
quite convincing. But he is just sad beeing not able to fly his own model.

Just simply because helijah wants to fly helicopters in FG but he isn't able 
to, he replaced the fdm with the changed fdm by JM-26. It may be easily to fly- 
but it is horrorible wrong. The same applies to the R44 in the repository.

I don't want to judge about, but I must admit that I'm dissapointed. I must 
admit I had no problems to fly the AlouetteII before, and I know a lot of 
others users which didn't have problems as well with this. 

I wonder why if there is a need for an easy-to-fly-helicopter, why not create a 
mod for those who need it?
But I don't think it is in the spirit of FGFS to replace a plausible and 
correct fdm with a wrong one and destroy the work of another author without 
asking him.

I would like to have the old fdm back, maybe it is possible to have another 
version with the easy-to-fly-fdm beside the original one.

Any opinions about, something I missed?

Heiko







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Re: [Flightgear-devel] OT: android/ipad development

2011-05-18 Thread Scott

 If you wanted to broadest platform support, I'd suggest looking at
WebGL instead, even though it's bleeding edge. As Android and iOS are so
different from each other (Programming language, API etc), the amount of
effort to build something specific for one platform would exhaust you
from building something for the other.

There are several JavaScript frameworks that sit on top of WebGL and
there are some interesting demos around the Interwebs, the performance
is quite impressive for something running in the browser, currently
Mozilla Firefox 4 and Google Chrome 11 are the first out with decent
implementations, Apple and Opera have said they will implement WebGL as
part of their HTML5 canvas implementation. The chromeexperiments website
allows you to see the source code for different aspects, the code looks
very familiar and quite simple.

Some links:
http://doesmybrowsersupportwebgl.com/

http://www.chromeexperiments.com/webgl

http://blog.tojicode.com/2011/05/ios-rage-rendered-with-webgl.html

http://www.glge.org/webgl-demo-sky-and-new-fog-options-in-glge/

http://www.khronos.org/webgl/wiki/Demo_Repository

http://helloracer.com/webgl/

https://sites.google.com/a/chromium.org/dev/developers/demos-gpu-acceleration-and-webgl



enjoy
  S.




On Wed, 2011-05-18 at 13:36 -0500, Curtis Olson wrote:

> This is a bit off topic, but I was wondering if we have any developers
> here who might be interested in talking about a specific android (or
> ipad) project.
> 
> 
> 
> As many of you may know, I am involved with a small company that is
> developing a UAS (UAV) and autopilot.  We have a PC based ground
> station already developed, but we thought it could be cool to
> investigate developing something for a mobile tablet platform.  The
> sorts of things we would be looking at include:
> 
> 
> - live moving map to track the flight in real time (along with other
> important data)
> - route plotting/planning
> - accept and relay basic commands to the UAS (like route changes,
> altitude or airspeed changes, etc.)
> - glass cockpit display (similar to
> this: http://www.youtube.com/watch?v=YkZEX45Hx-s)
> - display or overlay other real time data from the UAS (for debugging
> or detailed monitoring of the flight in certain circumstances)
> - maybe some sort of IP based live video feed (?)
> 
> 
> This is a low budget project, but we might be able to find a small
> amount of funding to go towards this effort if we found the right
> person.
> 
> 
> Anyone want to chat more about this?
> 
> Thanks,
> 
> Curt.
> -- 
> 
> Curtis Olson:
> http://www.atiak.com - http://aem.umn.edu/~uav/
> http://www.flightgear.org - http://gallinazo.flightgear.org
> 
> 
> 
> 
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Re: [Flightgear-devel] OT: android/ipad development

2011-05-18 Thread Victhor
I currently am in possession of a ARM Cortex-A8 development board,
complete with graphics processor(PowerVR SGX) and Android support. If
you need any hardware to test software on, I'll be willing to help.
It has a screen, though pretty low res(480x272), and the LCD interface
got a small issue, but I'll fix this very soon. It also has only 256 MB
of RAM.
> On Wednesday, May 18, 2011 03:12:24 PM Curtis Olson wrote:
> > On Wed, May 18, 2011 at 1:58 PM, Claus Christmann  wrote:
> > > Have you looked at the "ground control station" for the Parrot AR Drone?
> > > http://youtu.be/wtlp7jwvkd4
> > 
> > The Parrot AR drone is a cool product, but that's a proprietary system,
> > right?  In our case we would have significantly different design and usage
> > goals compared to the parrot drone, but certainly we would need to
> > accomplish many of the same technical hurdles.
> > 
> > Our drone flies well beyond wifi range.  We are primarily focused on
> > outdoor use.  The parrot AR drone (as best as I can tell from the videos
> > I've seen) is primarily a remote piloted vehicle -- with computer
> > stabilization.  It probably wouldn't take much to make it fully
> > autonomous, but that's not the primary usage that I've seen.  (Interactive
> > real/VR blended dog fights.)
> > 
> > Curt.
> 
> Hi Curt, 
> 
> you are right in all of your points. I was just wondering if you simply 
> looked 
> at their software SDK (for a GCS). AFAIK their GCS is iPhone only, but some 
> people have compiled it for Android. So maybe those guys could give you a 
> hand 
> for your GCS system.
> 
> http://www.shellware.com/BlogEngine.Web/page/ARPro-for-Android.aspx is one 
> example of an Android GCS for the Parrot.AR
> 
> Good Luck,
> 
> Claus
> 



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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread TDO_Brandano -

How hard would it be to change the background colour based on the camera 
altitude? Even a linear gradient between two set points would work, I think.


> Date: Wed, 18 May 2011 22:41:54 +0200
> From: bre...@gmail.com
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268
> 
> Ok, the black sky issue was indeed caused by changing the clear color.
> The effect is really ugly - black sky when flying through clouds or
> fog. Also black sky when flying above a cloud layer. And it's not
> restricted to 2D clouds alone.
> 
> That's the relevant commit:
> http://www.gitorious.org/fg/flightgear/commit/b36b33f716031ef5933d41a1e5c17c6be3e54c28
> 
> Apparently the change was introduced "only" to turn the color of space
> black instead of gray. I think flying through clouds/fog is more
> important than space-flights for now, so I'm planning to revert that
> particular commit shortly until we have a better solution. I know it's
> a pity and I apologize to all Vostok-1 cosmonauts. :-)
> 
> Any objections (preferably accompanied by a patch ;-) )?
> 
> cheers,
> Thorsten
> 
> 
> On Wed, May 18, 2011 at 9:58 PM, Alan Teeder  wrote:
> >
> > --
> > From: "Martin Spott" 
> > Sent: Wednesday, May 18, 2011 8:15 PM
> > Newsgroups: list.flightgear-devel
> > To: 
> > Subject: Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268
> >
> >> ThorstenB wrote:
> >>
> >>> Thanks Curt, that sounds very much like a possible reason. Was that a
> >>> change to fg/sg or fgdata? Anyone remembers the exact commit?
> >>
> >> As far as I remember, it's related to "Lauri Peltonen" and "sky dome",
> >> it's implementing a shader (among other stuff) and was indeed meant to
> >> bring FG closer to how the sky looks in real life: black  :-)
> >> I'd have a few commits on offer which might be related, but at least
> >> one of them is hiding the possible changes in a big reformatting rush
> >> (preferences.xml).
> >>
> >
> >
> > Thorsten, Martin.
> >
> > There is a reference to the black sky problem on the forum at
> > http://www.flightgear.org/forums/viewtopic.php?f=47&t=11274&start=30 by
> > "Zan", the author of the atmospheric scattering patch .
> >
> > I have been trying various cloud combinations with an aircraft parked on the
> > runway, but so far have not made any visible changes.
> >
> > Alan
> 
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Re: [Flightgear-devel] Golf Course Textures

2011-05-18 Thread Martin Spott
"J. Holden" wrote:

> http://www.stattosoftware.com/flightgear/golfcourse.png
> AND
> http://www.stattosoftware.com/flightgear/golfcourse_winter.png
> 
> If someone could commit these to git and update materials.xml, well, I'd be 
> very happy.

I'm planning to commit these textures together with the corresponding
'materials' update, I'm just having a few other items in the queue.

> Not the best textures admittedly ... but considering we don't
> currently have a golf course texture, I think necessary.

I'm on the same page: Having a reasonably working proof-of-concept for
dealing with these more recent landclasses is better than hiding these
neat nuances behind the old default textures.

Cheers,
Martin.
-- 
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--

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Re: [Flightgear-devel] Linking in external libraries / make setup of FG

2011-05-18 Thread Claus Christmann
On Wednesday, May 18, 2011 02:50:02 PM Claus Christmann wrote:
> Hi,
> 
> I am trying to combine a personal project of mine with FlightGear.  In
> order to do that, I am writing some C++ code to interact with Matlab (to
> be precise, with the Matlab engine). However, I run into trouble when
> trying to compile/link my stuff in FG - hence my question on how to do it
> "properly"
> 
> Here is what I want to do:
> 
> * I need to include some Matlab specific headers in
> /usr/local/MATLAB/R2010b/extern/include
> * I need to link against some Matlab libraries in
> /usr/local/MATLAB/bin/glnxa64
> 
> Here is my setup:
> 
> * I put my sources (*.cxx and *.hxx) in a new folder in $FG/src/ETP
> * I made a new $FG/src/ETP/Makefile.am : http://pastebin.com/2iGgdWAP
> * I altered $FG/src/Main/gf_init.cxx to load my new subsystem:
> http://pastebin.com/nWNHGX81
> * I altered $FG/src/Main/Makefile.am to reflect that change :
> http://pastebin.com/8cS50Xd4
> * I have the path to the matlab libraries (/usr/local/MATLAB/bin/glnxa64)
> in my LD_LIBRARY_PATH via my ~/.bashrc:
> export
> LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/local/MATLAB/R2010b/bin/glnxa64
> 
> I would like to use the sequence
> 
> :$FG> make distclean
> :$FG> ./autogen.sh
> :$FG> ./configure
> :$FG> make
> 
> However, autogen already spits out errors: http://pastebin.com/feCvty3b .
> Fixing those, however, does't seem to fix my problem:
> http://pastebin.com/wLbBPTFk
> 
> Obviously, ignoring those errors results in not-linked in Matlab libraries,
> as the linker will tell me when it tries to link the project: all the
> Matlab specific commands used in my sources are unrecognized...
> 
> So could somebody point me to a Makefile.am that includes/links in some
> external libraries? Or even better, point me to a (preferably brief)
> writeup on how to write Makefile.am s for FG?
> 
> Thanks for any efforts spend...
> 
> Claus

So to answer my own post, here is a (as I find very hacked) solution:

a) do not include the external libraries into the new sub project. I used this 
Makefile.am : http://pastebin.com/Pw8EeLrp 

b) do the linking in the binary, i.e. in ../src/Main. I modified the 
Makefile.am there to look like this: http://pastebin.com/RfJ5MQRx

So the solution is to inlcude the external libraries via -lxxx where you also 
would include the subprojects libXXX.a and alter the _LDFLAGS to s.t. a direct 
path to the external libraries is given... (i.e. add -L/where/ever/libs)

Although this works, (and as of now I don't intend to change it), I would be 
interested how to do this "properly"...

Regards,

Claus

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Graduate Research Assistant

Georgia Institute of Technology
270 Ferst Dr NW
Atlanta, GA 30332-0150

http://uav.ae.gatech.edu

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Re: [Flightgear-devel] Modified download_and_compile.sh script

2011-05-18 Thread TDO_Brandano -

I did actually speak with Brisa this afternoon, and he will probably merge the 
changes tomorrow or in the next few days. I only posted this version to the ML 
because the changes to FGCOM compilation are a couple of weeks old and I 
thought Francesco had already requested them to be included into GIT. I have my 
own slightly divergent copy of the script, and only realized the issue was 
still outstanding when someone on IRC was having trouble compiling a couple of 
days ago.
Ciao,
Alessandro

> Date: Wed, 18 May 2011 20:52:01 +0200
> From: bre...@gmail.com
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] Modified download_and_compile.sh script
> 
> On 18.05.2011 01:08, TDO_Brandano - wrote:
> > I have applied a couple of small modifications to the script to fix
> > FGCOM and ATLAS compilation with the current repository versions of
> > both. The changes are relatively small, just a couple of sed rule
> > changes for the FGCOM makefile and a renamed function in ATLAS to match
> > the updated SimGear. I have also altered the script version string and
> > name to avoid confusion with Brisa's original, but I have no idea on who
> > decides what is the current version of the script. Could someone have a
> > quick look at the attached copy and see if the changes can be ported
> > over to GIT?
> 
> Hi Brandano,
> I placed the script in GIT since
> a) we want all build scripts to be part of the new "fgmeta" GIT 
> repository, which at some point will also reference consistent 
> simgear/flightgear/fgdata sets (and keep the history of matching 
> revisions) - so anyone can just pull "fgmeta" and always get a 
> consistent snap shot - including the build scripts.
> b) we needed a repository where we can change all required versions 
> (flightgear, osg, ...) used by the build script whenever there's a need 
> to change. And we needed to stop it from using osg-trunk by default.
> 
> What I didn't intend was to fork the script - so changing the name would 
> go in the wrong direction. It'd be great if you could try to contact 
> Brisa first and ask him to review or merge the scripts - so we avoid 
> maintaining separate branches here.
> I'm happy to add any updates/improvements to fgmeta. You or Brisa could 
> send updates to me (or even place a GIT merge request). But I'd prefer 
> if Brisa stayed in the loop.
> 
> cheers,
> Thorsten
> 
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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread ThorstenB
On 18.05.2011 22:45, Csaba Halász wrote:
> On Wed, May 18, 2011 at 8:19 PM, ThorstenB  wrote:
>>
>> Thanks Csaba, that's already close! I looked at the commit logs but
>> didn't find any obvious culprit. A good next test would be r12312 -
>
> ... which is broken.
> Turns out 12303 is the cause for the constant sunshine ;)
Great! Excellent you've found it!

> Specifically, the GLSL version parsing has been broken:
>
> Original code: _glslLanguageVersion = asciiToFloat( langVerStr );
> New code: _glslLanguageVersion = ( asciiToFloat( glslvs.substr(
> glslvs.find( "GLSL "+5 ) ).c_str() ) );
>
> The version string for me here is simply "3.30" (using fglrx 11.4), so
> the old code works but the new one doesn't.
> Incidentally, the GL version parsing doesn't work either, because
> version string is "3.3.10666 Compatibility Profile Context" and the
> code (both the old and the new) expect a decimal number before the
> space.
>
> I can't really believe this is the best way to get version numbers from 
> opengl.

Indeed. And a very good find! I can't believe they've just hard-coded 
some "+5"s and "+8"s to the index to "parse" the version string. Stuff 
like this has to fail.
Can you please post this find at osg-devel? I could cross-post for you, 
but then again it'd be good if you could do the follow ups on this.

cheers,
Thorsten

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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread Csaba Halász
On Wed, May 18, 2011 at 8:19 PM, ThorstenB  wrote:
>
> Thanks Csaba, that's already close! I looked at the commit logs but
> didn't find any obvious culprit. A good next test would be r12312 -

... which is broken.
Turns out 12303 is the cause for the constant sunshine ;)

Specifically, the GLSL version parsing has been broken:

Original code: _glslLanguageVersion = asciiToFloat( langVerStr );
New code: _glslLanguageVersion = ( asciiToFloat( glslvs.substr(
glslvs.find( "GLSL "+5 ) ).c_str() ) );

The version string for me here is simply "3.30" (using fglrx 11.4), so
the old code works but the new one doesn't.
Incidentally, the GL version parsing doesn't work either, because
version string is "3.3.10666 Compatibility Profile Context" and the
code (both the old and the new) expect a decimal number before the
space.

I can't really believe this is the best way to get version numbers from opengl.

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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread ThorstenB
Ok, the black sky issue was indeed caused by changing the clear color.
The effect is really ugly - black sky when flying through clouds or
fog. Also black sky when flying above a cloud layer. And it's not
restricted to 2D clouds alone.

That's the relevant commit:
http://www.gitorious.org/fg/flightgear/commit/b36b33f716031ef5933d41a1e5c17c6be3e54c28

Apparently the change was introduced "only" to turn the color of space
black instead of gray. I think flying through clouds/fog is more
important than space-flights for now, so I'm planning to revert that
particular commit shortly until we have a better solution. I know it's
a pity and I apologize to all Vostok-1 cosmonauts. :-)

Any objections (preferably accompanied by a patch ;-) )?

cheers,
Thorsten


On Wed, May 18, 2011 at 9:58 PM, Alan Teeder  wrote:
>
> --
> From: "Martin Spott" 
> Sent: Wednesday, May 18, 2011 8:15 PM
> Newsgroups: list.flightgear-devel
> To: 
> Subject: Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268
>
>> ThorstenB wrote:
>>
>>> Thanks Curt, that sounds very much like a possible reason. Was that a
>>> change to fg/sg or fgdata? Anyone remembers the exact commit?
>>
>> As far as I remember, it's related to "Lauri Peltonen" and "sky dome",
>> it's implementing a shader (among other stuff) and was indeed meant to
>> bring FG closer to how the sky looks in real life: black  :-)
>> I'd have a few commits on offer which might be related, but at least
>> one of them is hiding the possible changes in a big reformatting rush
>> (preferences.xml).
>>
>
>
> Thorsten, Martin.
>
> There is a reference to the black sky problem on the forum at
> http://www.flightgear.org/forums/viewtopic.php?f=47&t=11274&start=30 by
> "Zan", the author of the atmospheric scattering patch .
>
> I have been trying various cloud combinations with an aircraft parked on the
> runway, but so far have not made any visible changes.
>
> Alan

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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread Alan Teeder

--
From: "Martin Spott" 
Sent: Wednesday, May 18, 2011 8:15 PM
Newsgroups: list.flightgear-devel
To: 
Subject: Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

> ThorstenB wrote:
>
>> Thanks Curt, that sounds very much like a possible reason. Was that a
>> change to fg/sg or fgdata? Anyone remembers the exact commit?
>
> As far as I remember, it's related to "Lauri Peltonen" and "sky dome",
> it's implementing a shader (among other stuff) and was indeed meant to
> bring FG closer to how the sky looks in real life: black  :-)
> I'd have a few commits on offer which might be related, but at least
> one of them is hiding the possible changes in a big reformatting rush
> (preferences.xml).
>


Thorsten, Martin.

There is a reference to the black sky problem on the forum at 
http://www.flightgear.org/forums/viewtopic.php?f=47&t=11274&start=30 by 
"Zan", the author of the atmospheric scattering patch .

I have been trying various cloud combinations with an aircraft parked on the 
runway, but so far have not made any visible changes.

Alan

 


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Re: [Flightgear-devel] GIT commit 31819df8: Alouette II - New FDM by

2011-05-18 Thread Maik Justus
Hi,
Am 18.05.2011 21:09 schrieb Heiko Schulz:
>
>> If the drawbacks introduced by the new
>> FDM are really that
>> obvious and serious as you've stated here, I'd say you/we
>> should take a
>> revert of the latter change into account.
> At least the author of the first and in my eyes much more realistic fdm has 
> to decide if he accepts the new made changes or not.
>
actually I don't have a up to date Flightgear installation on my 
computer. Therefore I was not able to make a testflight with the new 
fdm. But I had a look to the xml file of the fdm and I am 99% sure, that 
this fdm has nothing to do with the flight behavior of the real aloutte 2.
Does anyone know, if JM-26, the author of the new fdm, is reading the 
devel list or has an email address for me to contact him directly?

Regards
Maik



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Re: [Flightgear-devel] OT: android/ipad development

2011-05-18 Thread Claus Christmann
On Wednesday, May 18, 2011 03:12:24 PM Curtis Olson wrote:
> On Wed, May 18, 2011 at 1:58 PM, Claus Christmann  wrote:
> > Have you looked at the "ground control station" for the Parrot AR Drone?
> > http://youtu.be/wtlp7jwvkd4
> 
> The Parrot AR drone is a cool product, but that's a proprietary system,
> right?  In our case we would have significantly different design and usage
> goals compared to the parrot drone, but certainly we would need to
> accomplish many of the same technical hurdles.
> 
> Our drone flies well beyond wifi range.  We are primarily focused on
> outdoor use.  The parrot AR drone (as best as I can tell from the videos
> I've seen) is primarily a remote piloted vehicle -- with computer
> stabilization.  It probably wouldn't take much to make it fully
> autonomous, but that's not the primary usage that I've seen.  (Interactive
> real/VR blended dog fights.)
> 
> Curt.

Hi Curt, 

you are right in all of your points. I was just wondering if you simply looked 
at their software SDK (for a GCS). AFAIK their GCS is iPhone only, but some 
people have compiled it for Android. So maybe those guys could give you a hand 
for your GCS system.

http://www.shellware.com/BlogEngine.Web/page/ARPro-for-Android.aspx is one 
example of an Android GCS for the Parrot.AR

Good Luck,

Claus

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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread Martin Spott
ThorstenB wrote:

> Thanks Curt, that sounds very much like a possible reason. Was that a 
> change to fg/sg or fgdata? Anyone remembers the exact commit?

As far as I remember, it's related to "Lauri Peltonen" and "sky dome",
it's implementing a shader (among other stuff) and was indeed meant to
bring FG closer to how the sky looks in real life: black  :-)
I'd have a few commits on offer which might be related, but at least
one of them is hiding the possible changes in a big reformatting rush
(preferences.xml).

Cheers,
Martin.
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--

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Re: [Flightgear-devel] OT: android/ipad development

2011-05-18 Thread Curtis Olson
On Wed, May 18, 2011 at 1:58 PM, Claus Christmann  wrote:

> Have you looked at the "ground control station" for the Parrot AR Drone?
> http://youtu.be/wtlp7jwvkd4
>

The Parrot AR drone is a cool product, but that's a proprietary system,
right?  In our case we would have significantly different design and usage
goals compared to the parrot drone, but certainly we would need to
accomplish many of the same technical hurdles.

Our drone flies well beyond wifi range.  We are primarily focused on outdoor
use.  The parrot AR drone (as best as I can tell from the videos I've seen)
is primarily a remote piloted vehicle -- with computer stabilization.  It
probably wouldn't take much to make it fully autonomous, but that's not the
primary usage that I've seen.  (Interactive real/VR blended dog fights.)

Curt.
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Re: [Flightgear-devel] GIT commit 31819df8: Alouette II - New FDM by

2011-05-18 Thread Heiko Schulz

> 
> In general I'd recommend first to discuss the item with the
> author of
> the change.  

In general it is my prefered way as well. With any author just but not this one 
for some reasons.

> If the drawbacks introduced by the new
> FDM are really that
> obvious and serious as you've stated here, I'd say you/we
> should take a
> revert of the latter change into account.

At least the author of the first and in my eyes much more realistic fdm has to 
decide if he accepts the new made changes or not.

> Cheers,
>     Martin - being a veritable admirer of
> the old Alouette II (the
>              
>    real one, I mean).

Thanks
Heiko
-beeing a veritable admirer of the real one as well - I miss the sound-

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Re: [Flightgear-devel] OT: android/ipad development

2011-05-18 Thread Claus Christmann
On Wednesday, May 18, 2011 02:36:25 PM Curtis Olson wrote:
> This is a bit off topic, but I was wondering if we have any developers here
> who might be interested in talking about a specific android (or ipad)
> project.
> 
> As many of you may know, I am involved with a small company that is
> developing a UAS (UAV) and autopilot.  We have a PC based ground station
> already developed, but we thought it could be cool to investigate
> developing something for a mobile tablet platform.  The sorts of things we
> would be looking at include:
> 
> - live moving map to track the flight in real time (along with other
> important data)
> - route plotting/planning
> - accept and relay basic commands to the UAS (like route changes, altitude
> or airspeed changes, etc.)
> - glass cockpit display (similar to this:
> http://www.youtube.com/watch?v=YkZEX45Hx-s)
> - display or overlay other real time data from the UAS (for debugging or
> detailed monitoring of the flight in certain circumstances)
> - maybe some sort of IP based live video feed (?)
> 
> This is a low budget project, but we might be able to find a small amount
> of funding to go towards this effort if we found the right person.
> 
> Anyone want to chat more about this?
> 
> Thanks,
> 
> Curt.

Have you looked at the "ground control station" for the Parrot AR Drone? 
http://youtu.be/wtlp7jwvkd4

Claus


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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread ThorstenB
On 18.05.2011 20:39, Curtis Olson wrote:
> I seem to recall we changed the clear color to black recently.  It may
> be that with 2d clouds we were depending on the clear color matching the
> fog color for correct rendering?  I'm not sure what the motivation for
> changing the clear color was, but I'm guessing it was related to the sky
> dome or drawing space views???

Thanks Curt, that sounds very much like a possible reason. Was that a 
change to fg/sg or fgdata? Anyone remembers the exact commit? Again, 
would be great if s.o. could test the 2D cloud / sky-color behaviour 
with and without the specific "clear color"-patch. If that patch was the 
cause, then we may need to revert it - and find a better solution.

cheers,
Thorsten

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Re: [Flightgear-devel] Modified download_and_compile.sh script

2011-05-18 Thread ThorstenB
On 18.05.2011 01:08, TDO_Brandano - wrote:
> I have applied a couple of small modifications to the script to fix
> FGCOM and ATLAS compilation with the current repository versions of
> both. The changes are relatively small, just a couple of sed rule
> changes for the FGCOM makefile and a renamed function in ATLAS to match
> the updated SimGear. I have also altered the script version string and
> name to avoid confusion with Brisa's original, but I have no idea on who
> decides what is the current version of the script. Could someone have a
> quick look at the attached copy and see if the changes can be ported
> over to GIT?

Hi Brandano,
I placed the script in GIT since
a) we want all build scripts to be part of the new "fgmeta" GIT 
repository, which at some point will also reference consistent 
simgear/flightgear/fgdata sets (and keep the history of matching 
revisions) - so anyone can just pull "fgmeta" and always get a 
consistent snap shot - including the build scripts.
b) we needed a repository where we can change all required versions 
(flightgear, osg, ...) used by the build script whenever there's a need 
to change. And we needed to stop it from using osg-trunk by default.

What I didn't intend was to fork the script - so changing the name would 
go in the wrong direction. It'd be great if you could try to contact 
Brisa first and ask him to review or merge the scripts - so we avoid 
maintaining separate branches here.
I'm happy to add any updates/improvements to fgmeta. You or Brisa could 
send updates to me (or even place a GIT merge request). But I'd prefer 
if Brisa stayed in the loop.

cheers,
Thorsten

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[Flightgear-devel] Linking in external libraries / make setup of FG

2011-05-18 Thread Claus Christmann
Hi,

I am trying to combine a personal project of mine with FlightGear.  In order 
to do that, I am writing some C++ code to interact with Matlab (to be precise, 
with the Matlab engine). However, I run into trouble when trying to 
compile/link my stuff in FG - hence my question on how to do it "properly"

Here is what I want to do:

* I need to include some Matlab specific headers in 
/usr/local/MATLAB/R2010b/extern/include
* I need to link against some Matlab libraries in 
/usr/local/MATLAB/bin/glnxa64

Here is my setup:

* I put my sources (*.cxx and *.hxx) in a new folder in $FG/src/ETP
* I made a new $FG/src/ETP/Makefile.am : http://pastebin.com/2iGgdWAP
* I altered $FG/src/Main/gf_init.cxx to load my new subsystem: 
http://pastebin.com/nWNHGX81
* I altered $FG/src/Main/Makefile.am to reflect that change : 
http://pastebin.com/8cS50Xd4
* I have the path to the matlab libraries (/usr/local/MATLAB/bin/glnxa64) in 
my LD_LIBRARY_PATH via my ~/.bashrc:
export LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/usr/local/MATLAB/R2010b/bin/glnxa64

I would like to use the sequence 
:$FG> make distclean
:$FG> ./autogen.sh
:$FG> ./configure
:$FG> make 

However, autogen already spits out errors: http://pastebin.com/feCvty3b .
Fixing those, however, does't seem to fix my problem: 
http://pastebin.com/wLbBPTFk

Obviously, ignoring those errors results in not-linked in Matlab libraries, as 
the linker will tell me when it tries to link the project: all the Matlab 
specific commands used in my sources are unrecognized...

So could somebody point me to a Makefile.am that includes/links in some 
external libraries? Or even better, point me to a (preferably brief) writeup 
on how to write Makefile.am s for FG?

Thanks for any efforts spend...

Claus
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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread Curtis Olson
I seem to recall we changed the clear color to black recently.  It may be
that with 2d clouds we were depending on the clear color matching the fog
color for correct rendering?  I'm not sure what the motivation for changing
the clear color was, but I'm guessing it was related to the sky dome or
drawing space views???

Curt.


On Wed, May 18, 2011 at 1:30 PM, ThorstenB  wrote:

> On 18.05.2011 18:16, Alan Teeder wrote:
> > As requested I have today tested with VC2010 and all the pre-compiled
> > versions of OSG that I have available.
> >
> > These are OSG 2,8.4 and OSG trunk (at present OSG 2.9.12) from
> >
> http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads
> > and  and OSG 2.9.10 from
> > ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/).
> >
> > I have black sky in all 3 as we have discussed in
> > http://sourceforge.net/mailarchive/message.php?msg_id=27467054.
> >
> > I did not bother with a cmake for each of these , just copied the OSG
> bin,
> > include and lib directories to my
> > C:\FlightGear\install\msvc100\OpenSceneGraph directory and then did a
> > build-clean followed by a build and install of both simgear and
> flightgear.
> >
> > The random yelllow text bug was apparent on the splash screens as well.
>
> Ok, thanks for testing Alan. At LinuxTag we actually noticed an issue
> that happened when 3D clouds were disabled. Whenever flying in between
> 2D cloud sheets, the sky turned black (with white 2D clouds) - really
> ugly. Didn't happen with 3D cloud support enabled. And we figured that's
> a genuine FG bug, which must have been introduced only recently. Might
> be the result of some shader change (maybe by introducing the new sky
> dome shader, but not sure). Do you see a difference when
> enabling/disabling 3D cloud support?
>
> cheers,
> Thorsten
>
>
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[Flightgear-devel] OT: android/ipad development

2011-05-18 Thread Curtis Olson
This is a bit off topic, but I was wondering if we have any developers here
who might be interested in talking about a specific android (or ipad)
project.

As many of you may know, I am involved with a small company that is
developing a UAS (UAV) and autopilot.  We have a PC based ground station
already developed, but we thought it could be cool to investigate developing
something for a mobile tablet platform.  The sorts of things we would be
looking at include:

- live moving map to track the flight in real time (along with other
important data)
- route plotting/planning
- accept and relay basic commands to the UAS (like route changes, altitude
or airspeed changes, etc.)
- glass cockpit display (similar to this:
http://www.youtube.com/watch?v=YkZEX45Hx-s)
- display or overlay other real time data from the UAS (for debugging or
detailed monitoring of the flight in certain circumstances)
- maybe some sort of IP based live video feed (?)

This is a low budget project, but we might be able to find a small amount of
funding to go towards this effort if we found the right person.

Anyone want to chat more about this?

Thanks,

Curt.
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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread ThorstenB
On 18.05.2011 18:16, Alan Teeder wrote:
> As requested I have today tested with VC2010 and all the pre-compiled
> versions of OSG that I have available.
>
> These are OSG 2,8.4 and OSG trunk (at present OSG 2.9.12) from
> http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads
> and  and OSG 2.9.10 from
> ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/).
>
> I have black sky in all 3 as we have discussed in
> http://sourceforge.net/mailarchive/message.php?msg_id=27467054.
>
> I did not bother with a cmake for each of these , just copied the OSG bin,
> include and lib directories to my
> C:\FlightGear\install\msvc100\OpenSceneGraph directory and then did a
> build-clean followed by a build and install of both simgear and flightgear.
>
> The random yelllow text bug was apparent on the splash screens as well.

Ok, thanks for testing Alan. At LinuxTag we actually noticed an issue 
that happened when 3D clouds were disabled. Whenever flying in between 
2D cloud sheets, the sky turned black (with white 2D clouds) - really 
ugly. Didn't happen with 3D cloud support enabled. And we figured that's 
a genuine FG bug, which must have been introduced only recently. Might 
be the result of some shader change (maybe by introducing the new sky 
dome shader, but not sure). Do you see a difference when 
enabling/disabling 3D cloud support?

cheers,
Thorsten

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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread ThorstenB
On 18.05.2011 19:29, Csaba Halász wrote:
> On Wed, May 18, 2011 at 8:45 AM, ThorstenB  wrote:
>> working/non-working OSG revision in between 11900 and 12419, you're
>> welcome to let us know. Also, maybe someone has an extremely powerful
>> machine and could help with testing different OSG revisions.
>
> My machine is not extremely powerful, but 12300 works while 12330 doesn't.
Thanks Csaba, that's already close! I looked at the commit logs but 
didn't find any obvious culprit. A good next test would be r12312 - 
which is the OSG 2.9.13 dev release. Everything before 12312 was actual 
development (nothing obvious), everything after 12312 were code changes 
to fix compiler warnings and Coverity code analysis issues. This one 
will be fun... ;-)

> Message understood ;-)
> I'll have al look during the next days. There is not much spare time to
> dedicate to fg, though but I'll give it a try.
Thanks Torsten, though the message wasn't specifically for you. But our 
FlightGear monster server could probably be helpful here indeed.

cheers,
Thorsten

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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread Csaba Halász
On Wed, May 18, 2011 at 8:45 AM, ThorstenB  wrote:
> working/non-working OSG revision in between 11900 and 12419, you're
> welcome to let us know. Also, maybe someone has an extremely powerful
> machine and could help with testing different OSG revisions.

My machine is not extremely powerful, but 12300 works while 12330 doesn't.

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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread Alan Teeder
As requested I have today tested with VC2010 and all the pre-compiled 
versions of OSG that I have available.

These are OSG 2,8.4 and OSG trunk (at present OSG 2.9.12) from 
http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads
 
and  and OSG 2.9.10 from 
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/).

I have black sky in all 3 as we have discussed in 
http://sourceforge.net/mailarchive/message.php?msg_id=27467054.

I did not bother with a cmake for each of these , just copied the OSG bin, 
include and lib directories to my 
C:\FlightGear\install\msvc100\OpenSceneGraph directory and then did a 
build-clean followed by a build and install of both simgear and flightgear.

The random yelllow text bug was apparent on the splash screens as well.

Alan 


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Re: [Flightgear-devel] Atmosphere

2011-05-18 Thread jonsberndt
> From: "Torsten Dreyer"
> 
> Loosing the ability to control the atmosphere within FlightGear would be 
> a massive loss of functionality. We currently control atmosphere in 
> several different ways like real weather based on METAR. The "local 
> weather" project has just started to create a complex weather simulation 
> system and I am (slowly but steadily) working on adding more live 
> weather data, including aloft wind, temp and dewpoint for any point of 
> this world.
> It would be a huge degression to be able to fly within ICAO standard 
> atmosphere, only.
> 
> Torsten

I should have worded this better, because it's not my intention to propose 
removing functionality with FlightGear. 

What I mean to ask is what is the current (and planned) way that FlightGear 
interacts with atmosphere modeling (not referring to winds, at the moment)? The 
JSBSim standard atmosphere models the U.S. Standard Atmosphere, and supports 
user-supplied adjustments to the temperature. In the FlightGear/JSBSim 
interface there is an allowance made to drive the atmosphere model by setting 
temperature, pressure, and density. At this point (with FlightGear driving 
STP), any calculations done by the JSBSim standard atmosphere model because 
superfluous. In the case where FlightGear is to drive the atmosphere model for 
JSBSim aircraft, there should be what amounts to a null atmosphere model that 
only provides the C++ interface to storage and common atmosphere calculations 
(viscosity calcs, for instance). Trying to make the JSBSim standard atmosphere 
model serve both purposes has resulted in code that is convoluted and difficult 
to read, and error prone. 

So, the question that remains is to consider how to provide the capabilities 
that both parts need. I'm beginning to think that FlightGear should provide its 
own atmosphere model, and then just copy values into a null JSBSim atmosphere 
model when integrated with FlightGear, or be happy with the JSBSim 
implementation of the standard atmosphere with temperature and pressure offsets.

Winds and turbulence are another matter. We have a couple of turbulence models 
and the recently added Milstd and Tustin wind models are looking pretty good. 
In a discussion on the JSBSim developer list, I proposed separating out the 
wind model and the atmosphere model.

It's all open for discussion ...

JB

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Re: [Flightgear-devel] Request of help to get started

2011-05-18 Thread Marcel Fernandez
If you want to do that, count me in. All you have to do is explain me a bit
what I have to do.
I have been looking at the source code, but I don´t know where the branches
to merge are.

Thanks for the information.

See you,
  Marcel Fernández




2011/5/17 Martin Spott 

> Marcel Fernandez wrote:
>
> > Thanks for your help martin, I??m going to get a copy.
>
> BTW, I just reminded that I'm having a copy of a source code package
> implementing OpenRadar-on-HLA (as an additional data feed for
> OpenRadar, like FG multiplayer and ADEXP).  Everything pure Java, like
> the rest of OpenRadar, but I've hardly every looked into it.  Might be
> worth integrating as well, now that FlightGear has native HLA support
> built in.
>
> Cheers,
> Martin.
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Re: [Flightgear-devel] Atmosphere

2011-05-18 Thread Torsten Dreyer
Am 18.05.2011 14:32, schrieb Ron Jensen:
> On Tuesday 17 May 2011 21:35:59 Jon S. Berndt wrote:
>>> What is the requirement from the FlightGear side for an atmosphere
>>> model?
>>> I'd like to remove the capability to drive the JSBSim standard
>>> atmosphere
>>> model from FlightGear, but first I'd like to get a clear picture of how
>>> FlightGear users interact with the atmosphere, if at all.
>>>
>>> Comments?
>>>
>>> Jon
>> In other words, this property:
>>
>> /environment/params/control-fdm-atmosphere
>>
>> Will then be deprecated and have no effect.
>>
>> Jon
> Jon,
>
> It is my understanding that this is an either/or situation where we either
> have the FDM atmosphere model or the FlightGear supplied model based on this
> value. Flightgear's model can be driven by live METAR data and has variable
> lapse rates based on temperature and field pressure.
Loosing the ability to control the atmosphere within FlightGear would be 
a massive loss of functionality. We currently control atmosphere in 
several different ways like real weather based on METAR. The "local 
weather" project has just started to create a complex weather simulation 
system and I am (slowly but steadily) working on adding more live 
weather data, including aloft wind, temp and dewpoint for any point of 
this world.
It would be a huge degression to be able to fly within ICAO standard 
atmosphere, only.

Torsten

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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread Torsten Dreyer

> Ok, thanks. We'll probably have to narrow it down to the exact OSG
> commit to see what changed there. If anyone else has a
> working/non-working OSG revision in between 11900 and 12419, you're
> welcome to let us know. Also, maybe someone has an extremely powerful
> machine and could help with testing different OSG revisions.
> I've created a tracker issue - you could just post working/non-working
> revisions there:
> http://code.google.com/p/flightgear-bugs/issues/detail?id=317
Message understood ;-)
I'll have al look during the next days. There is not much spare time to 
dedicate to fg, though but I'll give it a try.
Making osg, sg and fg is just a matter of 1-2 minutes on our machine.

Torsten

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Re: [Flightgear-devel] Atmosphere

2011-05-18 Thread Ron Jensen
On Tuesday 17 May 2011 21:35:59 Jon S. Berndt wrote:
> > What is the requirement from the FlightGear side for an atmosphere
> > model?
> > I'd like to remove the capability to drive the JSBSim standard
> > atmosphere
> > model from FlightGear, but first I'd like to get a clear picture of how
> > FlightGear users interact with the atmosphere, if at all.
> >
> > Comments?
> >
> > Jon
>
> In other words, this property:
>
> /environment/params/control-fdm-atmosphere
>
> Will then be deprecated and have no effect.
>
> Jon

Jon,

It is my understanding that this is an either/or situation where we either 
have the FDM atmosphere model or the FlightGear supplied model based on this 
value. Flightgear's model can be driven by live METAR data and has variable 
lapse rates based on temperature and field pressure.

Thanks,
Ron

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Re: [Flightgear-devel] GIT commit 31819df8: Alouette II - New FDM by

2011-05-18 Thread Martin Spott
Heiko Schulz wrote:

> I hate to say it, but the the new fdm is completly wrong and doesn't
> apply to the real one in any way.

In general I'd recommend first to discuss the item with the author of
the change.  If the drawbacks introduced by the new FDM are really that
obvious and serious as you've stated here, I'd say you/we should take a
revert of the latter change into account.

Cheers,
Martin - being a veritable admirer of the old Alouette II (the
 real one, I mean).
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[Flightgear-devel] GIT commit 31819df8: Alouette II - New FDM by JM-26

2011-05-18 Thread Heiko Schulz
Hello,

I just noticed that the Alouette II fdm has been replaced by a new fdm, which 
was originally made by Maik Justus.

That's sad.

As I know Maik Justus always uses a lot of real datas for the fdm's, based on 
pilot reports and real manuals as long it can be get free in the web.


I hate to say it, but the the new fdm is completly wrong and doesn't apply to 
the real one in any way.

It begins with the rotor turn direction- it is now counterclockwise which is 
wrong as the AlouetteII is a french helicopter with a french rotor 
system.(clockwise!)

Rotor RPM is wrong, it has now even the equal value like the new model of the 
R44 uses as well. (the R44-model -3d and fdm is another story... :-( )

Other values are completly wrongs as well, like the rellenflaphinge and a lot 
of others which can easily extracted from drawings.

And of course the real Alouette II had never any SAS or similar control systems.

The YASim helicopter-fdm is indeed really accurate beside the known issues 
vortex ring state, sliding and lacking detailed engine support.
All other things are accurate, and compared to X-Plane even more exact and 
easier to configurate.
With the right datas you can be sure that the helicopter-fdm is matching quite 
close to the real one in behaviour and reactions.

I always thought FlightGear stands for a realistic simulator, trying to make 
things right and accurate as possible.
It seems to me that isn't longer true when I look at this contributions.

Another thing I noticed accidently yesterday: NBC seems to try more and more 
removing videos taken from their Airwolf-TV-series on youtube.com
There are so many I doubt that they are really able to remove them all. 
But all sounds and the music themes are of course copyrighted by them.

The Bell-222X in FlightGear makes use of the typical Airwolf-whining 
(hurlement.wav) which seems taken from the TV-series. Apart from the fact that 
the real Bell222 doesn't sounds like that of course, it doesn't really apply to 
GNU GPL. It may be better to remove this soundfile.

Kind Regards
Heiko

 




 



still in work: http://www.hoerbird.net/galerie.html
But already done: http://www.hoerbird.net/reisen.html


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Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268

2011-05-18 Thread TDO_Brandano -

That's 519 possible culprits. It will take 10 compiles to find the exact 
revision by successive approximations.

> Date: Wed, 18 May 2011 08:45:11 +0200
> From: bre...@gmail.com
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] Testing OSG-trunk / bug issue #268
> 
> On 18.05.2011 01:42, Csaba Halász wrote:
> >>> Also: it seems 3D clouds are broken with current OSG-trunk. Works well
> >>> for me with older OSG versions. Can anyone else confirm the issue?
> > Downgraded to svn rev 11900, got 3D clouds back. Note, I am not saying
> > the breakage occurred there, I just randomly picked that as a testing
> > point.
> 
> Ok, thanks. We'll probably have to narrow it down to the exact OSG 
> commit to see what changed there. If anyone else has a 
> working/non-working OSG revision in between 11900 and 12419, you're 
> welcome to let us know. Also, maybe someone has an extremely powerful 
> machine and could help with testing different OSG revisions.
> I've created a tracker issue - you could just post working/non-working 
> revisions there:
> http://code.google.com/p/flightgear-bugs/issues/detail?id=317
> 
> cheers,
> Thorsten
> 
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