Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-16 Thread Erik Hofman
On Thu, 2011-12-15 at 23:09 +0100, HB-GRAL wrote:

 Attached you find the list. There are 55 BAK12 and 23 BAK14 devices, 
 156 items total, all in the US and found in recent FAA runway data.
 
 The coordinates comes from column base/reciprocal ends of runways, 
 published by FAA, assuming myself this is the point where the device is 
 installed ;-)

That's probably wrong most of the time. I think the start of the
blastpad is more accurate most of the time.

Erik


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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-16 Thread HB-GRAL
Am 16.12.11 09:38, schrieb Erik Hofman:


 That's probably wrong most of the time. I think the start of the
 blastpad is more accurate most of the time.

 Erik



Oh no! The blastpad is ALWAYS outside the runway. In xplane specs, and 
also in FAA specs !

Cheers, Yves



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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-16 Thread Erik Hofman
On Fri, 2011-12-16 at 09:42 +0100, HB-GRAL wrote:
 Am 16.12.11 09:38, schrieb Erik Hofman:
 
 
  That's probably wrong most of the time. I think the start of the
  blastpad is more accurate most of the time.
 
 Oh no! The blastpad is ALWAYS outside the runway. In xplane specs, and 
 also in FAA specs !

Ok, just to make sure.

Erik


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Re: [Flightgear-devel] Weather issues for 2.6

2011-12-16 Thread thorsten . i . renk
 We are still looking into this one. At first glance there doesn't seem
 to be
 any good reason for the wind not being honoured. The overcast is a
 problem
 of interpreting different implementations between Global and Local
 weather.
 Now you are back operational we will try to come up with a suggestion in
 the
 next couple of days

Seems you are currently referencing /environment/sea/wind-from-east-fps
for the actual shader work(?) which seem to be tied to the global weather
boundary layer. Problem is, I can't set that directly, but I wrote a hack
yesterday to write into
/environment/config/boundary/entry[0]/wind-from-heading-deg , and that
does the trick quite nicely

(see
http://www.flightgear.org/forums/viewtopic.php?f=19t=9446p=144955#p144955
for screenshots)

But I'd much prefer a different interface - writing into global weather
config isn't something I should be doing - so this was just a test for me
to see how it looks like.

A couple of observations:

* I've been unable to work out what triggers the color of the water. In
some cases I had overcast and reduced lighting set and got green water, in
others it went grey (I haven't looked into the shader code though).

* I have an implementation of gusty winds which I tried. My code actually
provided the mean wind (i.e. before the gust correction) to
/environment/config/boundary/entry[0]/ , but set the actual wind felt by
the aircraft after gusts. Nevertheless, each gust triggered a redraw of
the wave pattern, so that's something we'd perhaps rather avoid. It seems
a change in wind triggers new parameters being passed to the shader and a
redrawing, but it doesn't actually take the wind parameters (?) -
something is confusing me. Anyway, an interface should be robust against
gusts and ask for an average rather than the actual per-frame winds.

* The wake effect of the carrier is also something that is drawn before
the cloud - you can see it through an overcast layer, which makes the
carrier unusually easy to find in bad weather.

 We had some problems with adapting the ground haze shader to the new,
 universal fog scheme. At the moment, our results are unacceptable for
 release. We are not clear at this stage if we can do it at all, and we
 are
 unlikely to come up with a tested and tuned solution by the 17th. We will
 continue to work on it in the next few days to come up with a better
 informed decision on the way ahead.

Okay. Is there something I should still be doing? I'll try to rebase my
haze shader branch with the recent developments to see if I can keep it
alive. Maybe it's better to try to insert this into the 2.8 release, as it
is quite a substantial and capricious piece of work...

 Some improvements to the wake of Vinson are likely to have cost some
 framerate. These can be reverted by selecting a lower quality setting so
 it
 should be possible to compare like-with-like.

Yes, I did that. Switching all water shaders off got me from 15 up to 20
fps - it used to be around 35, so there's still a chunk missing. Could AI
traffic cost that much?

* Thorsten


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Re: [Flightgear-devel] Recent shader stuff vs 2.4

2011-12-16 Thread Martin Spott
Gijs de Rooy wrote:

 Next to that there are some typos/faults in current Git with respect to 
 shader-properties, so it is possible 
 that some shaders are accidentally still enabled. I'm preparing a commit that 
 fixes quite some bugs, hope 
 to push it today. But you can already test it via 
 https://gitorious.org/fg/fgdata/merge_requests/124

As far as I can tell there's still a functional gap in the current
implementation of shader control.  When I start FlightGear with:

  --prop:/sim/rendering/shaders/quality-level=0

 (that's what is controlled by the slider, correct ?) then I still
get the full truckload of shaders, despite the fact that the slider is
on the left, the Rendering options menu says (0) and Adjust he
slider to enable shaders and the Experimental effects is greyed out. 
The Shader Options sub-menue confirms that all the shaders are still
active.

Disabling the shaders requires moving the slider forth and back at
runtime in order to take effect - that's inconsistent, I'd say  ;-)

Cheers,
Martin.
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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-16 Thread HB-GRAL
Am 15.12.11 23:13, schrieb Martin Spott:
 Vivian Meazza wrote:

 The other one, which used to be non-op, seems to have gained operational
 capability along the way.

 You see, in order to avoid confusion, having just one operational
 arrestor would have been the clever solution.

 We're trying to simulate real-world, don't we ?  Sure, we're not
 perfect but I think we're doing our best within the limits of our
 ressources.  Thus, intentionally leaving an inoperational arrestor in
 place (instead of fixing it) sounds a bit odd 

 Now, who would like to merge the best of both into one single model -
 before the feature freeze ?

 Cheers,
   Martin.

Hi Martin

As I understand Vivian’s model takes care about runway textures and is 
ready out of the box, but not perfect, as many other things in 
FlightGear.

When someone wants to merge in another model or add new models for other 
device types, great! But this would be a another project. So there is no 
logical reason for me to put the data improvemment back to the fridge, 
just because the fridge has become that large from time to time, and 
just because we have the luxury of two models and a decision have to be 
made.

I will try to take full responsabililty for the data I submitted, and I 
will check scenery (when someone wants to help here, please report AI 
traffic hanging in chains) ;-)

But anyway, there is no hurry with such a detail like this devices. Was 
just an idea of a very small improvement and having more FAA data in 
FlightGear. Do what you want with this data and what is possible at the 
moment.

Cheers, Yves


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[Flightgear-devel] Maritime traffic

2011-12-16 Thread Adrian Musceac
Hello everybody,
I wrote a little script to add maritime traffic from AIS static data. It's a 
little crude Nasal script at the moment, but it could be done in C++ to 
automate the display of traffic according to a certain range/density. I'll be 
looking at that later.

For an explanation of the AIS system see:
https://en.wikipedia.org/wiki/Automatic_Identification_System

Here are some screenshots taken near LFML and LRCK:
http://i.imgur.com/kQ9C4.png
http://i.imgur.com/FaEg5.png
http://i.imgur.com/NLV5R.jpg
http://i.imgur.com/jc3hn.png
Right now there's only one model being loaded, so it may look a bit silly.

Cheers,
Adrian

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Re: [Flightgear-devel] Recent shader stuff vs 2.4

2011-12-16 Thread Gijs de Rooy

 Martin wrote:

 Disabling the shaders requires moving the slider forth and back at
 runtime in order to take effect - that's inconsistent, I'd say  ;-)

Ah, good catch. Didn't think of that :P
Will commit a fix this evening, if no-one beats me to it.

Thanks!
Gijs
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[Flightgear-devel] Re : Maritime traffic

2011-12-16 Thread Olivier
Hi,

That's a nice start! Are you grabbing data from: 
http://www.marinetraffic.com/ais/ ?

In fact, depending on the data format, you may obtain the speed  the type of 
the ship with AIS.
So if speed=0, you should use a ship without wakes (eg ship in a harbour, and 
display a type
depending on the type returned by AIS (cargo, tug, sailing, ...).

Oliver
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Re: [Flightgear-devel] Re : Maritime traffic

2011-12-16 Thread Adrian Musceac
On Friday, December 16, 2011 14:57:24 Olivier wrote:
 Hi,
 
 That's a nice start! Are you grabbing data from:
 http://www.marinetraffic.com/ais/ ?

Yes. aprs.fi also has a good feed, although more oriented towards ham radio 
APRS.
AisHub has very detailed NMEA data, but they require you to send a feed before 
accessing raw data, and I don't live in a coastal area.

 In fact, depending on the data format, you may obtain the speed  the type
 of the ship with AIS. So if speed=0, you should use a ship without wakes
 (eg ship in a harbour, and display a type depending on the type returned
 by AIS (cargo, tug, sailing, ...).

Type's already done (sort of), but the foam I have no clue how to get rid of 
it other than a different model.
Some images near Amsterdam harbour:
http://i.imgur.com/gNBqS.jpg
http://i.imgur.com/7Gpyj.jpg
http://i.imgur.com/gxN5L.jpg
http://i.imgur.com/StpuV.jpg
Crowded, I'd say.

Cheers,
Adrian


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Re: [Flightgear-devel] Re : Arresting Type Devices

2011-12-16 Thread HB-GRAL
Am 16.12.11 11:26, schrieb HB-GRAL:
 Am 15.12.11 23:13, schrieb Martin Spott:
 Vivian Meazza wrote:

 The other one, which used to be non-op, seems to have gained operational
 capability along the way.

 You see, in order to avoid confusion, having just one operational
 arrestor would have been the clever solution.

 We're trying to simulate real-world, don't we ?  Sure, we're not
 perfect but I think we're doing our best within the limits of our
 ressources.  Thus, intentionally leaving an inoperational arrestor in
 place (instead of fixing it) sounds a bit odd 

 Now, who would like to merge the best of both into one single model -
 before the feature freeze ?

 Cheers,
  Martin.


Hi Martin

Thought it is a standard distance, but ...

c. A BAK-12 can be located anywhere on the runway or in the safety area 
depending upon the military mission requirements.

I will try to provide individual distance from the end of runway in the 
data.

Cheers, Yves

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