Re: [Flightgear-devel] FG 2.4 consistency

2011-07-14 Thread Erik Hofman
On Wed, 2011-07-13 at 15:24 +0200, grth_team wrote:
 FG 2.4 consistency.
 
 Hello,
 
 You don't know us since we are newbee, (3 months working seriously 
 with FG).
 We are a team ( 4 guys and a lady ).
 
 We have had several talks with several devel team persons about a 
  Catalina model update.
 
 That update has been rejected arguing that everything is frozen until 
 FG 2.4 will be freed, considered consistent, without any bug.

It's not so much rejected, but declined to be included in GIT.

The current release process is quite new to all of us so there might
come up some unforeseen problems. Clearly this is one of them. It's
unfortunate since you've put so much work in it, but then remember; so
have all of use (or at least the great majority has).

Judging from this email it wasn't the intention just to drop your
efforts with the flip of a switch but it just happens to be bad timing;
if you could have offered it three weeks ago everything would have been
fine.

You are free to offer the model on your own (many aircraft developers to
this for one reason or another) and I for one am pleased to see others
to step up to improve upon our current aircraft.

So I would advise to try to get it included just after the new release
and then when the 2.6 release is in feature freeze you could still get
bug fixes included (which are probably minor compared to a complete
overhaul).

 To please to the users, our model will be ever checked against an FG 
 stable version.
 We will start that rule with FG 2.4, offering our models within our
 pages, but, under an other license.

I have tot state that it is not allowed to change the license unless:
 * everything you use is your own work
 * or you're moving to a more restrictive license that is still open
   source (which is hard in case of the GPL).

Erik


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Re: [Flightgear-devel] Future Weather System

2011-07-14 Thread thorsten . i . renk
 You mentioned earlier that a lot of the performance issues would
 disappear
 if we could probe the terrain 100 times faster.  I've been thinking about
 this for a while for ai traffic, skyop's moving map instrument, and
 weather.

 I'm thinking of storing some resolution of altitude data in the tile
 itself,
 making altitude queries very fast at the expense of a larger tile (in
 memory and disk).

 I'm just starting the work, but I would like any feedback on the idea.

I can maybe tell you what I need. Currently, Local Weather uses terrain
info in three ways:

1) a presampling routine gets gross features in the vicinity of the
aircraft, i.e. mean altitude, median altitude, max. altitude,... That's
now implemented by Torsten as C++ routine running in the background -  I
don't know details and don't know if it would benefit


2) convective clouds are placed based on both terrain type and elevation.
For convective (not any other) clouds, there is extra work running for
2-30 seconds (dependent on number, terrain detail,...) in the background
at the rate of ~12 geodinfo() calls per frame (geodinfo is a rather
expensive operation - more than 25 per frame are simply out of the
question).

3) for the 3rd generation cloud-terrain model currently under development,
there's an additional need to probe elevation (but not terrain type) for
many cloud types - curently using geodinfo() as well

2) and 3) are among the most computationally intensive processes Local
Weather runs, simply because geodinfo() is expensive (though perhaps not
the most garbage-collection triggering ones). If that could be made much
faster, tile setup could be accelerated dramatically.

I wouldn't actually need the exact altitude/terrain type at a given
location for weather - an approximation which gets me some elevation and
terrain type within, say, 100 m of the specified coordinates would be just
as good, especially if it comes faster. If it really accelerates by a
large margin, then it allows the setup of tiles to be essentially in a
single frame, so one can really restart the system without the user
noticing.

Cheers,

* Thorsten


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Re: [Flightgear-devel] FG 2.4 consistency

2011-07-14 Thread Vivian Meazza
Erik wrote

 On Wed, 2011-07-13 at 15:24 +0200, grth_team wrote:
  FG 2.4 consistency.
 
  Hello,
 
  You don't know us since we are newbee, (3 months working seriously
  with FG).
  We are a team ( 4 guys and a lady ).
 
  We have had several talks with several devel team persons about a
   Catalina model update.
 
  That update has been rejected arguing that everything is frozen until
  FG 2.4 will be freed, considered consistent, without any bug.
 
 It's not so much rejected, but declined to be included in GIT.
 
 The current release process is quite new to all of us so there might
 come up some unforeseen problems. Clearly this is one of them. It's
 unfortunate since you've put so much work in it, but then remember; so
 have all of use (or at least the great majority has).
 
 Judging from this email it wasn't the intention just to drop your
 efforts with the flip of a switch but it just happens to be bad timing;
 if you could have offered it three weeks ago everything would have been
 fine.
 
 You are free to offer the model on your own (many aircraft developers to
 this for one reason or another) and I for one am pleased to see others
 to step up to improve upon our current aircraft.
 
 So I would advise to try to get it included just after the new release
 and then when the 2.6 release is in feature freeze you could still get
 bug fixes included (which are probably minor compared to a complete
 overhaul).
 
  To please to the users, our model will be ever checked against an FG
  stable version.
  We will start that rule with FG 2.4, offering our models within our
  pages, but, under an other license.
 
 I have tot state that it is not allowed to change the license unless:
  * everything you use is your own work
  * or you're moving to a more restrictive license that is still open
source (which is hard in case of the GPL).
 

I have downloaded and compared the updated version released under CC and the
GPL version in Git.

It is a nice improvement in terms of detail, however, much of it is carried
over verbatim or with minor updates from the GPL version. In particular this
applies to the JSBSim config (author Ron Jenson) whose permission, I
understand, has neither been sought nor given to this license change. I
think that Ron, as the copyright holder, might be justified in pursuing this
matter.

It also uses some clever techniques which work in FG, but do not in FGRun.
It also appears that there are 5 image files missing. It is therefore
fortunate that this update has not been included in Git before the release
of 2.4.

Contrary to the claims made, the version in Git runs without error under
Windows XP, and I see no reason why it should not under later Windows
variants. It is in any case, highly unlikely that any aircraft in our
inventory would run under Linux, but not under Windows. If there are known
to be any - a proper bug report would be welcome, and not the vague hand
waving which was purported to be a bug report by the grth-team.

I would encourage the grth-team to get it right, and forward a proper Merge
Request in Gitorious. 

Vivian 



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[Flightgear-devel] Current Weather System...

2011-07-14 Thread thorsten . i . renk

If I may be permitted some personal comments about things which bug me?
I've been thinking quite a bit (possibly more than it's good for me)
triggered by responses on the list during the last days, and I would
perhaps take the time to clarify my position on a few things.

I get the impression that some people believe that Local Weather is a
temporary, experimental thing. That's actually not my position. I assigned
a version number larger than 1.0 because for me it is a stable, mature,
well-performing system (running on a 3 year old Linux laptop) and no more
or less experimental or temporary than the rest of Flightgear (which means
it can always be better, but doesn't need to be so urgently). I haven't
seen any serious bugs for more than 2 months, it has some quirks (rain
textures sometimes not reaching all the way to the ground, problems when
two thermals overlap, winds being slightly off METAR are the recent ones
which come to my mind) - but I see quirks in many systems (the AP of a
large number of aircraft, global weather producing rain for blue sky
above, turning the view towards the rear in the F-16 introduces a 1 second
lag,...). Judging by forum response, there are other people who use the
system regularly as well instead of Global Weather and likewise don't have
major problems.

Now, based on what I get to read here, there seem to be issues on other
machines. Largely, I can't fix these because there is not much
machine-specific in Nasal - so what am I supposed to do?  Also, that's
hardly unique for weather or Nasal code - for instance, I can't use the
landmass effect - with a quality setting below 3 or so, all I see is black
- above 3 I get to see the relief effect, but I'm down to 5 fps. I have
received something like an explanation by Emilian, but as far as I know
it's not considered a bug which makes the shader effects an immature
feature, but simply something I can't have because of hardware issues -
and clearly not Nasal issue (otherwise, please fix...).

Having said that, there are many issues of which I am aware, and they are
part of the documentation

http://www.phy.duke.edu/~trenk/files/README.local_weather.html

sections 10 and 11 - I try to list each issue, explain where it arises
from and what is planned for a fix or why in my current understanding it
can't be fixed. In 4 out of 5 cases when I get problem feedback, the issue
is listed there already... can occasionally be frustrating. I don't want
to start bitching here, but I think that type of issue list actually not
done by so many people.

Another part of the reason that the system is considered immature seems to
be that it is coded in Nasal. Now, it's a fact that C++ is in general
faster and that complex heavy-duty Nasal code has issues with garbage
collection which trigger single-frame delays.

However, I think there is some dislike of Nasal involved which goes beyond
what is covered by these facts. As for speed, my current best estimate is
the comparison in performance between Torsten's hard coded terrainsampling
and my Nasal version - his seems to be about a factor 3 faster. Which
sounds a lot - until one realizes that the difference between efficient
and inefficient code is usually way more.

As an example, we're to all appearances currently calculating ridge lift
in the core code on a per-frame basis sampling a series of terrain points
along the windline even if the actual value of ridge lift is 10e-6 ft/s
because we are 20.000 ft above every terrain feature (at least I get to
see the value updated per frame) - isn't actually needed with that
precision or sampling rate unless we are much lower and the loop could run
every 100 frames at high altitude or sample just one terrain point -
possible efficiency gain: factor 100 or more.

Different example - the gradient terrain shader takes a lot of performance
on my system - presumably because it computes a quantity (terrain
gradient) on a per-frame basis which is actually constant across frames
(?).

Likewise, the dramatic difference in performance between Stuart's and my
ways of moving clouds around has little to do with Nasal vs. C++ -
largely, Stuart has found a much more efficient way to solve the problem,
instead of moving 400 individual models, (as far as I understand) he
combines the whole layer into a model and just moves that. It remains to
be seen how we then fare when the need arises to introduce vertical
movement of clouds - Stuart has provided a move operation, but that seems
to teleports the cloud to a new location - so it must be applied on a
per-frame basis again to get a smooth motion - which may deteriorate
performance. But doesn't really spoil my point - efficient coding is the
key.


Nasal has a garbage collection problem. One solution to it is - we avoid
Nasal code wherever possible and try to hard-code everything. But Nasal
crops up on a lot of places - complex aircraft such as the Concorde come
to my mind, interactive AI models, lots of really nifty and useful

Re: [Flightgear-devel] Current Weather System...

2011-07-14 Thread Vivian Meazza


 -Original Message-
 From: thorsten.i.r...@jyu.fi [mailto:thorsten.i.r...@jyu.fi]
 Sent: 14 July 2011 12:46
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Current Weather System...
 
 
 If I may be permitted some personal comments about things which bug me?
 I've been thinking quite a bit (possibly more than it's good for me)
 triggered by responses on the list during the last days, and I would
 perhaps take the time to clarify my position on a few things.
 
 I get the impression that some people believe that Local Weather is a
 temporary, experimental thing. That's actually not my position. I assigned
 a version number larger than 1.0 because for me it is a stable, mature,
 well-performing system (running on a 3 year old Linux laptop) and no more
 or less experimental or temporary than the rest of Flightgear (which means
 it can always be better, but doesn't need to be so urgently). I haven't
 seen any serious bugs for more than 2 months, it has some quirks (rain
 textures sometimes not reaching all the way to the ground, problems when
 two thermals overlap, winds being slightly off METAR are the recent ones
 which come to my mind) - but I see quirks in many systems (the AP of a
 large number of aircraft, global weather producing rain for blue sky
 above, turning the view towards the rear in the F-16 introduces a 1 second
 lag,...). Judging by forum response, there are other people who use the
 system regularly as well instead of Global Weather and likewise don't have
 major problems.
 
 Now, based on what I get to read here, there seem to be issues on other
 machines. Largely, I can't fix these because there is not much
 machine-specific in Nasal - so what am I supposed to do?  Also, that's
 hardly unique for weather or Nasal code - for instance, I can't use the
 landmass effect - with a quality setting below 3 or so, all I see is black
 - above 3 I get to see the relief effect, but I'm down to 5 fps. I have
 received something like an explanation by Emilian, but as far as I know
 it's not considered a bug which makes the shader effects an immature
 feature, but simply something I can't have because of hardware issues -
 and clearly not Nasal issue (otherwise, please fix...).
 
 Having said that, there are many issues of which I am aware, and they are
 part of the documentation
 
 http://www.phy.duke.edu/~trenk/files/README.local_weather.html
 
 sections 10 and 11 - I try to list each issue, explain where it arises
 from and what is planned for a fix or why in my current understanding it
 can't be fixed. In 4 out of 5 cases when I get problem feedback, the issue
 is listed there already... can occasionally be frustrating. I don't want
 to start bitching here, but I think that type of issue list actually not
 done by so many people.
 
 Another part of the reason that the system is considered immature seems to
 be that it is coded in Nasal. Now, it's a fact that C++ is in general
 faster and that complex heavy-duty Nasal code has issues with garbage
 collection which trigger single-frame delays.
 
 However, I think there is some dislike of Nasal involved which goes beyond
 what is covered by these facts. As for speed, my current best estimate is
 the comparison in performance between Torsten's hard coded terrainsampling
 and my Nasal version - his seems to be about a factor 3 faster. Which
 sounds a lot - until one realizes that the difference between efficient
 and inefficient code is usually way more.
 
 As an example, we're to all appearances currently calculating ridge lift
 in the core code on a per-frame basis sampling a series of terrain points
 along the windline even if the actual value of ridge lift is 10e-6 ft/s
 because we are 20.000 ft above every terrain feature (at least I get to
 see the value updated per frame) - isn't actually needed with that
 precision or sampling rate unless we are much lower and the loop could run
 every 100 frames at high altitude or sample just one terrain point -
 possible efficiency gain: factor 100 or more.
 
 Different example - the gradient terrain shader takes a lot of performance
 on my system - presumably because it computes a quantity (terrain
 gradient) on a per-frame basis which is actually constant across frames
 (?).
 
 Likewise, the dramatic difference in performance between Stuart's and my
 ways of moving clouds around has little to do with Nasal vs. C++ -
 largely, Stuart has found a much more efficient way to solve the problem,
 instead of moving 400 individual models, (as far as I understand) he
 combines the whole layer into a model and just moves that. It remains to
 be seen how we then fare when the need arises to introduce vertical
 movement of clouds - Stuart has provided a move operation, but that seems
 to teleports the cloud to a new location - so it must be applied on a
 per-frame basis again to get a smooth motion - which may deteriorate
 performance. But doesn't really spoil my point - efficient coding is 

Re: [Flightgear-devel] Current Weather System...

2011-07-14 Thread James Turner

On 14 Jul 2011, at 12:46, thorsten.i.r...@jyu.fi wrote:

 Nasal has a garbage collection problem. One solution to it is - we avoid
 Nasal code wherever possible and try to hard-code everything. But Nasal
 crops up on a lot of places - complex aircraft such as the Concorde come
 to my mind, interactive AI models, lots of really nifty and useful
 applications... - so instead of fixing things in a lot of places, one
 could also think about it the other way and fix just one thing, i.e. the
 garbage collection such that it doesn't hit a single frame.

Indeed, and I've looked into this - it's a tough problem, but not an impossible 
one - and well contained - the current Nasal GC is a single source file. As you 
point out, the amount of scripted code is going to continue increase 
irrespective of local weather, so we need to bite the bullet sooner or later 
and fix the GC to be incremental.

Fortunately, garbage collection is pretty well researched - the trick is 
finding an incremental algorithm that's 'simple enough'

James


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Re: [Flightgear-devel] Changelog for 2.4.0

2011-07-14 Thread Gijs de Rooy

Okay, it isn't plain text (we can easily convert it once it's done, altough I 
cannot think of a place where we'd publish
a plain-text-changelog, apparently we stopped updating the fgdata/NEWS file), 
but this will allow us to work together 
on a nice release announcement/changelog, so nothing important is missed and 
everything is stated correctly and 
properly spelled. Feel free to add/edit/remove 
http://wiki.flightgear.org/Changelog_2.4.0  
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Re: [Flightgear-devel] Current Weather System...

2011-07-14 Thread Stuart Buchanan
Hi Thorsten,

Thanks for writing. I've got a couple of comments.

On Thu, Jul 14, 2011 at 12:46 PM,  Thorsten Renk  wrote:
 I get the impression that some people believe that Local Weather is a
 temporary, experimental thing. That's actually not my position. I assigned
 a version number larger than 1.0 because for me it is a stable, mature,
 well-performing system (running on a 3 year old Linux laptop) and no more
 or less experimental or temporary than the rest of Flightgear (which means
 it can always be better, but doesn't need to be so urgently).

I think the one reason for this view  is the level of integration with the FG
core, where you've had to work hard to override the global weather system
through no fault of your own. I think with better integration, the
local weather
package will feel much more part of the whole.

The other aspect is usability/simplicity, which I think is the nub of
the problem
and where we disagree.

 The third issue that bugs me is the expectation of simplicity. Usually in
 Flightgear, it is just accepted that things can be complicated. Flightgear
 is not an arcade game, if I want to fly the P-51D, I have to learn how to
 takeoff, that's complicated. Nobody here asks to simplify the FDM so that
 everyone can take off. But somehow, for a weather GUI, we should be back
 to arcade mode where a mouse click and a single performance slider should
 be all it takes. I don't really understand why - the argument for me is
 still the same - we're trying to be a realistic simulation, weather in
 reality is complicated, so why do you expect arcade-game like
 configuration?

I think that comparison  is flawed, as a user starts FG with the intention of
simulating aircraft in flight, and weather simulation is really a secondary
consideration.

I think if it is possible and sensible to simplify the configuration, we should
do so.

 In fact, weather is so complicated that if we introduce more and more
 realism one has to make a choice what to focus on (dependent on available
 performance, that can be a hard choice or not) - the system isn't designed
 to run in 'one mode fits all', it's designed to commit resources to what
 is most important, given the type of flight you plan.

 As an example, when I fly airliners, I'm not interested in simulating
 cloud movement (doesn't show with 250+ kt airspeed anyway) or thermals (do
 not occur at 30.000 ft) - but I am interested in seeing clouds as far out
 as possible (because that's what I see from 30.000 ft). I move my sliders
 accordingly.

 When I fly a glider, I'm very interested in thermals, moving clouds
 (thermals and cap clouds must move with the wind, otherwise the experience
 isn't very realistic) - but I am not interested in large visibility range,
 since I'm pretty much level with the convective layer anyway - so I do the
 configuration drastically different.

 If you take a moment to think about these issues, a system can't make the
 choice for you automatically, because it depends on what kind of flight
 you want to make. So you have to do it yourself. Or get a system that is
 so scaled down in performance that it gives you the minimal 'one fits
 all'.

On the contrary, I think the two examples you give suggest a very
simple heuristic, which is to decrease the resolution of the weather model
as speed or altitude increases. I think this could be combined with a
performance/quality slider in a similar way to the shader slider.

As you say in your documentation, a number of the features (dynamic
weather, thermals) are only really of interest to those flying low and slow.

 It seems applying two different measures to me to widely accept that
 aircraft systems can be very complicated and that people need to read a
 manual to start the engines, but to expect that an (optional!) weather
 system is simple to configure and yet delivers best performance.

Being very blunt, this is after all primarily a _flight_ simulator rather than
a _weather_ simulator. ;)

As Vivian has mentioned, people don't read the normal manual, and the
Local Weather configuration really does require close reading of the
documentation.

As it stands, most users will not read the documentation, and will struggle
to enable and effectively use this feature. I think that is a great shame, as
it provides a much more interesting weather environment than the global
alternative.

IMO, by making some design decisions we can simplify the interface, provide
users with the right balance of performance and quality without requiring
that they tune every last parameter,  and increase the number of people
who can make use of this feature massively.

I think that is something that is worth working towards, and I am very happy
to lend a hand to help achieve this.

-Stuart

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[Flightgear-devel] Kulula Airways RSA

2011-07-14 Thread Chris Wilkinson
Hi there,
 
My partner (works for Virgin Australia) got an email of photos of new liveries 
for this low-cost South African carrier, here is a link to some...
 
http://www.iloveplanes.com/aviation-news/commercial/special-sxswi-edition-saturday-wings-kulula/
 
Brilliant! Well worthy of an addition or 2 to the 737 livery set perhaps? :-)
 
Kind regards,
 
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Re: [Flightgear-devel] Current Weather System...

2011-07-14 Thread Victhor
Simple: Keep the options in the dialog simple, but add a advanced
button, so everyone will be happy with the dialog! :D


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Re: [Flightgear-devel] Changelog for 2.4.0

2011-07-14 Thread Stuart Buchanan
On Thu, Jul 14, 2011 at 10:22 PM, Gijs de Rooy wrote:
 Okay, it isn't plain text (we can easily convert it once it's done, altough
 I cannot think of a place where we'd publish
 a plain-text-changelog, apparently we stopped updating the fgdata/NEWS
 file), but this will allow us to work together
 on a nice release announcement/changelog, so nothing important is missed and
 everything is stated correctly and
 properly spelled.

 Feel free to add/edit/remove http://wiki.flightgear.org/Changelog_2.4.0

Good work Gijs.

It's been such a long time since the last release, I had to look a the
v2.0.0 changelog to check what was new! In looking at the last
changelog, we mentioned shader support, so I think we might want to
de-emphasise it slightly. There have been significant developments in
that area, but shaders themselves are not new.

I've added native multiscreen support.

I think there are a couple of items currently on the list that are
fairly minor, and detract from some of the major improvements that
have happened. I'd suggest that they are removed, but didn't want to
remove them without comment:

Aircraft operations:
- Indicated airspeed (IAS) limitations can be indicated on the
airspeed indicator  - Surely this is a straightforward model
improvement rather than a new feature?
- Improved autopilots - Seems a duplicate of Wind-up prevention on
simple autopilot systems
- A new head-up display (HUD) system - is this really new?

AI Traffic - should these be included in Scenery Improvements?

Navigation:
- Autopilots can be driven by NAV or GPS instruments  - surely this
isn't new? I suspect this refers to a particular aircraft

-Stuart

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[Flightgear-devel] Calling more than one AI scenario AT GPS location

2011-07-14 Thread Chelley
Dear forum,
  Could someone tell me how to CALL into action another AI scenario 
for example see below!

AI Scenario_1 runs, at some point during the scenario CALL to AI Scenario_2 ; 
to RUN (similar to a batch file CALL)

Is this possible?

I need to be able to run several scenarios WHEN an Aircraft or CARRIER vehicle 
has reached a certain GPS location.

OR if needed to be loaded at flightgear startup, Initiate the next scenario 
when called !!!

Kind Regards, Michelle

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Re: [Flightgear-devel] Current Weather System...

2011-07-14 Thread Torsten Dreyer
 I think the one reason for this view  is the level of integration with the FG
 core, where you've had to work hard to override the global weather system
 through no fault of your own. I think with better integration, the
 local weather
 package will feel much more part of the whole.
I moved many computations out of the c++ core into XML configuration 
files, so we already should have enough points to hook into, but if 
there are any more things to do to open up the core weather system, I'm 
happy to do so.
 I think that is something that is worth working towards, and I am very happy
 to lend a hand to help achieve this.
+1

Torsten

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