Re: [Flightgear-devel] Dual-licensing question

2011-06-16 Thread Arnt Karlsen
On Wed, 15 Jun 2011 18:39:20 -0700, Ryan wrote in message 
1308188360.7422.1.camel@linux-toshiba-laptop:

 Stupid question about dual-licensing: Can I dual-license an aircraft
 under both GPL2 and CC-BY (no -SA or -NC), and still have it placed
 into fgdata?

..if you own it, you decides.  Distributed with fgdata will 
be under the GPL only, but your users may fetch it elsewhere, 
e.g. from your sales hangar chain under your CC-BY. 


..I must sell your aircraft under the GPL, if I want to sell 
it with FG, the CC-BY is not compatible with the GPL:
http://www.gnu.org/licenses/license-list.html
..and, there are some other issues:
http://www.gnu.org/licenses/license-list.html#which-cc



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Re: [Flightgear-devel] Heads up: scenery download / built-in

2011-06-16 Thread Martin Spott
ThorstenB wrote:

 But this and other posts today show [...]

This is by far the best characterization of The FlightGear Projects
age-old disease I've ever read,

Martin.
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Re: [Flightgear-devel] Heads up: scenery download / built-in

2011-06-16 Thread Erik Hofman
On Thu, 2011-06-16 at 07:35 +, Martin Spott wrote:
 ThorstenB wrote:
  But this and other posts today show [...]
 
 This is by far the best characterization of The FlightGear Projects
 age-old disease I've ever read,

As I see it there are two sides to the story, users who criticize too
quickly but also developers who don't seem to handle criticism
particularly well (not that I'm accusing Thorsten here).

Add to  that that non native English speakers might sound a bit short
cut to native English speakers and that non native English speakers
might find comments from other non native speakers insulting because of
these misunderstandings while there's actually no intention to do so and
there's a problem.

Personally I like the idea of being able to fetch new scenery from
within FlightGear itself. Working a bit more towards what users expect
and appreciate isn't a bad thing, it could even attract new developers
who might just want to work on the areas you think FlightGear is lacking
(scenery, selecting a new aircraft at runtime). That's how it has always
worked so far. The first 3d models weren't particularly attractive but
showed that it works and that attracted new developers. Because of that
the 3d models created these days are just about the best you can get.

Erik


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Re: [Flightgear-devel] Heads up: scenery download / built-in

2011-06-16 Thread Vivian Meazza
ThorstenB wrote:

 
... snip ...

 
 On 15.06.2011 23:30, Vivian Meazza wrote:
   And less clever users, which is most of the people out there, won't. I
   include myself in that category, since I have failed to make it work
   so far.
   I sometimes wonder if we really expect the average user to poke
   around in preferences.xml? But then, we have FGRun that does most of
   that for us.
 
 There should be no need to edit anything in preferences.xml. You should
 be able to enter the directory in the GUI (yes, I know, no directory
 dialog). Or you could also provide it via a new command-line option
 (--terrasync-dir). And it's preserved across sessions. So you only need
 to provide/edit it once. I had responded to your email yesterday in
 private, hinting that you probably somehow managed an incomplete fgdata
 pull (which you later confirmed). Maybe something is still broken -
 maybe with my code or still on your system. Or maybe I forgot to push
 something.

 Yes - _I_ know that your code does not require anything done to
preferences.xml by the user. And, as I said, the average user should not be
required to do so.

 So, I am really sorry, Vivian, that you were still unable to make the
 system work for you - on day 2 (though it seems people only started
 trying to use it _today_).

I'm reasonably sure it's something here. But the latest Hudson build #331
doesn't work here either, with the same error messages as my local build.
The trouble is, I have no idea how to fix it.

 But this and other posts today show our general FG mailing list
 tendency: being negative. It's the almost natural response to any
 change. Oh crap! Doesn't work! Don't like it... I've spent _loads_ of
 time into FG in recent months. I have worked the bug tracker almost
 daily. I have fixed countless bugs other people have introduced - _some_
 even hidden in absolutely crappy code (so much on the design issue). I
 have searched and fixed memory leaks and investigated performance
 issues. I've fixed loads of issues affecting systems that I personally
 never use. So, if anything wasn't working with my _own_ addition now -
 only in GIT for two days, remember - I think it should've been more than
 obvious that I'd be absolutely willing to explain/test/resolve things -
 and help anyone who was really interested. And to make it work as
 expected: to provide an easier solution in accessing scenery (read the
 forums, if you want to know how users do get along with existing
 terrasync). But that's not how FG works. It's normal that any slight
 malfunction is immediately criticized as hell. No attempts in being
 positive, trying to encourage / motivate other people in improving their
 work - and to keep them working on FG. When something isn't working,
 start complaining and being negative. Just look at this list's recent
 history.

Yes, you have done very well for FG, and I'm sure everyone is very grateful,
even if they don't say it. I know I am. 

But, if you suddenly thrust something into FG which hasn't been announced or
trailed in any way, for which no clear need has been established, and which
apparently doesn't work, at least for some (or possibly only me), you will
get a majority of seemingly negative comments. That's just inevitable - for
those who are happy won't say anything and those that are unhappy will be
vociferous. At the end of the day, they are just other peoples' opinions:
you can either accept them or ignore them.

FWIW - on the few occasions in the past when I made major contributions to
FG I ensured that they were tested on both Linux and Windows by others
before they the ever saw the light of day. I'm always ready to test stuff
for you or anyone else. This is actually what I was trying to do on this
occasion.
 
 So, you're all hoping for a better FG. A large redesign, so we can make
 use of multi-core systems, can even distribute parts across multiple
 machines. Can separate the GUI. Get Nasal outside the main simulation
 loop. Well, so do I. But I'm becoming more and more convinced, that this
 indeed is _not_ going to happen. No, not because of that new library
 and such tendencies (while in fact that library is much better
 prepared to be driven by HLA or something similar than most other
 parts). No, we're very likely to not get any of this since we're
 absolutely unable to motivate - or at least keep people motivated on
 working on our project. That's a major issue we have. Everyone who
 spends time is welcomed by negative comments - and surprisingly many
 leave. And I'm sorry to say, after reading emails like the above, I do
 have difficulties in keeping myself motivated.
 
 On 15.06.2011 23:59, Gene Buckle wrote:
   I have the option of being able to just punt and keep using FSX. :D

That was a dig at me - Gene and I were just joshing one another. 
 
Finally - I have this hanging in my study:

http://www.kipling.org.uk/poems_if.htm

Vivian 






Re: [Flightgear-devel] Heads up: scenery download / built-in

2011-06-16 Thread Curtis Olson
I think Thorsten has been doing a marvelous job.  I see the changes flow by
in the commitlogs emails, and it probably goes unsaid too often, but it's
clear who has been putting in the effort to deal with user bug reports,
tricky bits of code, and a whole host of other issues.

There are always a few negative voices in any forum and they often project
too loudly and too often.  Sometimes saying things once and then letting it
be is a better strategy.  Thoughts and ideas take time to sink in, and
bashing people over the head repeatedly does not usually accelerate the
process.

There are a few developers who are very smart, have a good knowledge of
FlightGear, and are well intentioned, but have trouble unwrapping a negative
tinge from many of their messages.  I think they find that this style is an
effective way to communicate their concerns, and probably feel that it
will motivate others to take their words more seriously.

But I'm serious in saying that for each one of these, there are 50 or maybe
100 others out there who do see the effort and who do appreciate it, but
hesitate to contribute to the discussion for any number of reasons.

Curt.
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Re: [Flightgear-devel] Heads up: scenery download / built-in

2011-06-16 Thread Vivian Meazza
ThorstenB wrote:

... snip ...
 
 So, I am really sorry, Vivian, that you were still unable to make the
 system work for you - on day 2 (though it seems people only started
 trying to use it _today_).
 
... snip ...

Getting back to the original purpose ... it's worse than I thought. Using
Hudson Build #331 (the latest AFAIKS), Target Directory seems to stick, but
I have made it run just once. I will file a proper bug report.

Vivian



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[Flightgear-devel] Could We Sync JSBSim for 2.3.0, Please?

2011-06-16 Thread Ron Jensen
There are some valuable features in JSBSim now it would be nice to have in the 
release. Could someone please sync the latest JSBSim into the flightgear code 
please?

Thanks,
Ron

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Re: [Flightgear-devel] Could We Sync JSBSim for 2.3.0, Please?

2011-06-16 Thread Torsten Dreyer
Am 16.06.11 22:09, schrieb Ron Jensen:
 There are some valuable features in JSBSim now it would be nice to have in the
 release. Could someone please sync the latest JSBSim into the flightgear code
 please?
Does the new atmosphere code work well with FlightGear's atmosphere?
I remember we had some issues when fg and jsbsim were fighting for the 
correct weather values.

But you are right - there are some nice new features we should have in 
2.4.0. There will be four weeks starting tomorrow (feature-freeze) 
before we branch for the release. Plenty of time to fix what might be 
broken.

I think Erik is our sync-master?

Torsten

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Re: [Flightgear-devel] Could We Sync JSBSim for 2.3.0, Please?

2011-06-16 Thread Jon S. Berndt
 Does the new atmosphere code work well with FlightGear's atmosphere?
 I remember we had some issues when fg and jsbsim were fighting for the
 correct weather values.
 
 But you are right - there are some nice new features we should have in
 2.4.0. There will be four weeks starting tomorrow (feature-freeze)
 before we branch for the release. Plenty of time to fix what might be
 broken.
 
 I think Erik is our sync-master?
 
 Torsten

I am very close to committing the new atmosphere code (and the new FGWinds)
to JSBSim cvs. However, it would be prudent to first get a glitch or two
fixed and then grab that code and put that in FlightGear first, just in case
the newer atmosphere and winds code causes problems.

Jon



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[Flightgear-devel] Clarification on YASIM input (actionpt)

2011-06-16 Thread xsaint
Hello Folks...

Was wondering if any nice souls will assist clear this doubt on mine...

In YASIM, what does actionpt really refers to?
Is it the point the engines pull the air through? which the point will 
be ahead of the engines or
is it the point at back the end of the engine where the exhaust takes place?

OR

Do we have different application for actionpt based on the aircraft we 
are modeling. For example,
if it is a passenger jet, the actionpt is ahead of the engines  and if 
it is a military jet, then the actionpt is behind the nozzle?

Thank you all for the clarifications
cheers

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Re: [Flightgear-devel] Clarification on YASIM input (actionpt)

2011-06-16 Thread Gary Neely
On Fri, Jun 17, 2011 at 12:17 AM, xsaint xsa...@gmail.com wrote:
 Hello Folks...

 Was wondering if any nice souls will assist clear this doubt on mine...

 In YASIM, what does actionpt really refers to?
 Is it the point the engines pull the air through? which the point will
 be ahead of the engines or
 is it the point at back the end of the engine where the exhaust takes place?

 OR

 Do we have different application for actionpt based on the aircraft we
 are modeling. For example,
 if it is a passenger jet, the actionpt is ahead of the engines  and if
 it is a military jet, then the actionpt is behind the nozzle?

 Thank you all for the clarifications
 cheers


I've always understood actionpt to be the location where thrust should
be applied with respect to the airframe. For a propeller-driven
engine, I use the approximate location of the main thrust bearing. For
a jet, I reckon it depends on the type of jet and the degree of
bypass. An older jet engine develops its thrust from the exhaust
chamber region. Modern engines with high bypass ratios develop more of
their thrust from the fan, so the action point would likely move
forward closer to where the main thrust bearings of the fan are
located within the engine. I'm not an engine expert by any means, but
these are the assumptions I've used.

-Gary aka Buckaroo

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Re: [Flightgear-devel] Clarification on YASIM input (actionpt)

2011-06-16 Thread Emilian Huminiuc
On Friday 17 June 2011 07:17:45 xsaint wrote:
 Hello Folks...
 
 Was wondering if any nice souls will assist clear this doubt on mine...
 
 In YASIM, what does actionpt really refers to?
 Is it the point the engines pull the air through? which the point will
 be ahead of the engines or
 is it the point at back the end of the engine where the exhaust takes
 place?
 
 OR
 
 Do we have different application for actionpt based on the aircraft we
 are modeling. For example,
 if it is a passenger jet, the actionpt is ahead of the engines  and if
 it is a military jet, then the actionpt is behind the nozzle?
 
 Thank you all for the clarifications
 cheers
 

It should be the point of force application, which for a jet engine is the 
exhaust nozzle end, commonly found aft of the engine center of mass.
For a prop, it should be the blade/hub linkage, and thus commonly found ahead 
of the engine center of mass.
HTH
Emilian

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Re: [Flightgear-devel] Clarification on YASIM input (actionpt)

2011-06-16 Thread xsaint
Thank you Emilian and Buck

Ok i tested changing the location of the point to ahead of the engine 
and also behind the engine, near exhaust.
Irrespective of the location, looking at the results at the Yasim 
solver, i do not see much impact.

Surprisingly i do not see any change to Drag Coef or lift ratio.
The only slight change seems to occur rightfully at Tail incidence and 
approach elevator...

Is this how it is ment to be?

Cheers



On Friday 17,June,2011 12:51 PM, Emilian Huminiuc wrote:
 On Friday 17 June 2011 07:17:45 xsaint wrote:
 Hello Folks...

 Was wondering if any nice souls will assist clear this doubt on mine...

 In YASIM, what does actionpt really refers to?
 Is it the point the engines pull the air through? which the point will
 be ahead of the engines or
 is it the point at back the end of the engine where the exhaust takes
 place?

 OR

 Do we have different application for actionpt based on the aircraft we
 are modeling. For example,
 if it is a passenger jet, the actionpt is ahead of the engines  and if
 it is a military jet, then the actionpt is behind the nozzle?

 Thank you all for the clarifications
 cheers

 It should be the point of force application, which for a jet engine is the
 exhaust nozzle end, commonly found aft of the engine center of mass.
 For a prop, it should be the blade/hub linkage, and thus commonly found ahead
 of the engine center of mass.
 HTH
 Emilian

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Re: [Flightgear-devel] Clarification on YASIM input (actionpt)

2011-06-16 Thread Emilian Huminiuc
On Friday 17 June 2011 08:15:36 xsaint wrote:
 Thank you Emilian and Buck
 
 Ok i tested changing the location of the point to ahead of the engine
 and also behind the engine, near exhaust.
 Irrespective of the location, looking at the results at the Yasim
 solver, i do not see much impact.
 
 Surprisingly i do not see any change to Drag Coef or lift ratio.
 The only slight change seems to occur rightfully at Tail incidence and
 approach elevator...
 
 Is this how it is ment to be?
 
 Cheers
 
You'll most likely see the differences in flight, in asymetric configurations. 
AFAIK the solver uses just the thrust value, and of course the engine weight 
for COG determination.

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