Re: [Flightgear-devel] flight recorder / replay system

2012-11-10 Thread Durk Talsma
Hi Thorsten,

On 10 Nov 2012, at 22:44, ThorstenB wrote:

> I have updated the flight recorder / replay system with something I had 
> already planned after last year's update. Two new features:
> 
> 1. Sessions can be saved to/loaded from disk. Simply fly along, then 
> select "Save flight recorder tape" from the file menu and press "Save". 
> You can load the tape again at any later time. You can keep the tape 
> recording for your own amusement - or send it to someone else.
> 
> 2. You can add text messages to a flight recording. This turns the 
> recording into a flight tutorial. It's somewhere in between the existing 
> tutorial system and a Youtube video: unlike the existing tutorials, the 
> recorded flight can be used to demonstrate complete flight manoeuvres, 
> such as how to fly a complex approach into an interesting airport. And 
> unlike a fixed video tutorial, users can change views, inspect 
> instruments, or take over control at any point.
> 

I haven't tried it yet, but this sounds like a really cool feature to have; 
especially for setting up demo's at FSWeekend.

Cheers,
Durk
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Re: [Flightgear-devel] Scenery not being loaded

2012-11-10 Thread Jon S. Berndt
Figured it out. Per the Wiki instructions for installing terrain, apparently
you can't just download scenery into the $FG_ROOT path (it's still not clear
to me why not). 

I have a new problem, now, though. I do see the scenery (when I get under
about 6000 feet - until then I see only white fog) since I gave the path to
the directory outside $FG_ROOT where I placed the terrain, but now I no
longer get proper HUD symbology - the numbers aren't there anymore. Any
suggestions on how I can do this? I'm not sure how I can set two scenery
paths on the cygwin command line for starting FlightGear.

Jon


> -Original Message-
> From: Jon S. Berndt [mailto:jonsber...@comcast.net]
> Sent: Friday, November 09, 2012 3:59 PM
> To: 'FlightGear developers discussions'
> Subject: Re: [Flightgear-devel] Scenery not being loaded
> 
> Another thing: the Moon descends through the fog and is still visible -
> there doesn't seem to be any terrain that gets in the way and occludes
> it.
> Even when I am right on top of where the runway should be, there is
> nothing except blue "water".
> 
> Jon
> 
> > -Original Message-
> > From: Jon S. Berndt [mailto:jonsber...@comcast.net]
> > Sent: Friday, November 09, 2012 3:53 PM
> > To: 'FlightGear developers discussions'
> > Subject: [Flightgear-devel] Scenery not being loaded
> >
> > I'm running the latest FlightGear (64 bit v2.8.0.5, under Windows 7).
> > I'm driving it from an external instance of JSBSim, and it's working
> > very well except that no terrain is loaded. I can see what looks like
> > a planet below me that is covered in fog. Altitude ranges from about
> > 40kft to 200kft, and then down again to an airfield at near sea
> level.
> > It is very important that I get this running very quickly (within the
> > next 24 hours) so I can make a video. I have downloaded the relevant
> > scenery files and untarred them into the $FG_ROOT/Scenery directory.
> I
> > downloaded the archives for the south east seaboard of the U.S.
> >
> > Any suggestions and help will be much appreciated.
> >
> > Jon
> >
> >
> >
> > -
> -
> > -
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[Flightgear-devel] flight recorder / replay system

2012-11-10 Thread ThorstenB
I have updated the flight recorder / replay system with something I had 
already planned after last year's update. Two new features:

1. Sessions can be saved to/loaded from disk. Simply fly along, then 
select "Save flight recorder tape" from the file menu and press "Save". 
You can load the tape again at any later time. You can keep the tape 
recording for your own amusement - or send it to someone else.

2. You can add text messages to a flight recording. This turns the 
recording into a flight tutorial. It's somewhere in between the existing 
tutorial system and a Youtube video: unlike the existing tutorials, the 
recorded flight can be used to demonstrate complete flight manoeuvres, 
such as how to fly a complex approach into an interesting airport. And 
unlike a fixed video tutorial, users can change views, inspect 
instruments, or take over control at any point.

As a teaser and test, I have created a tutorial showing how to fly the 
nice "Isafjördur fjord" takeoff and approach. A beautiful airport in 
Iceland. The tutorial should be used with the Beechcraft b1900d:

Instructions:
- Make sure you have (terrasync) scenery for Iceland (airport "BIIS").
- Download tutorial and store on your disk: 
http://www.filedropper.com/b1900d-biis-isafjordur-tutorial
- Start FlightGear with the b1900d.
- Menu "File" => "Load Flight Recorder Tape"
- Select the downloaded file "b1900d-BIIS-Isafjordur-Tutorial.fgtape"
- Press "Load"
- Watch. You should also see instructions during the flight.
- Try the approach yourself (i.e. go back with the replay slider, press 
"my controls"...)

(The "cool" Icelanders fly this approach on daily schedule. For the 
interested, here's a real-life recording: 
http://www.youtube.com/watch?v=Fv_c6vA8DXE ).

Never mind the scenery glitch at the airport (in the FG scenery, not on 
the RL airport ;-) ).

I'll document the details of how to create a tutorial (add text 
messages) later. For now, I'd like to know if the basic system is 
working everywhere, and if recorded "tapes" work across systems.

When something is (not) working, let me know.

cheers,
Thorsten

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Re: [Flightgear-devel] FlightGear at TU Delft

2012-11-10 Thread Stuart Buchanan
On Sat, Nov 10, 2012 at 9:10 AM, Arnt Karlsen wrote:
> ..are we now close to be able to run a FlightGear clock service,
> e.g. over a multiplayer network, independently from real time or
> hardware clocks, to e.g. render a 4K cinematic quality movie at
> say 4% of real time speeds 'n framerates?

Short answer: No.

The changes just affect random number seed generation.

-Stuart

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Re: [Flightgear-devel] Moonlight reloaded

2012-11-10 Thread Frederic Bouvier
Hi Thorsten,

> De: "Renk Thorsten" 
> À: "FlightGear developers discussions" 
> 
> Envoyé: Samedi 10 Novembre 2012 13:34:30
> Objet: Re: [Flightgear-devel] Moonlight reloaded
> 
> > If you need any information about the moon's position and/or phase,
> > just
> > let me know. It should be trivial to extract these values from the
> > ephemeris code.
> 
> Thanks, that was what I was hoping for :-)
> 
> It depends a bit on if Fred wants to do anything with the moon - my
> scheme would be fine with the angle of the moon above the horizon
> and the moon phase (or, as Curt explained, equivalently the relative
> angle between sun and moon) as properties. I think I have a
> brightness curve of moonlight as a function of phase somewhere, so
> from there I'd be good.
> 
> However, if we want directional moonlight in Rembrandt, then I guess
> the info has to flow to the shader in a more direct way (like
> gl_LightSource[1].position) - in which case I'd use it from there.

Don't wait for me.
Anyway, sun direction and colors are given to shader via normal uniforms 
that are updated here (in Rembrandt mode only) :
http://gitorious.org/fg/flightgear/blobs/next/src/Viewer/renderer.cxx#line1570

Moon equivalent should go the same way. I just don't have an idea on own to 
balance sun light and moon light without knowing the time of day or having 
test on the light direction. I suspect the difference in light intensity 
(dynamic range) doesn't fit in an 8-bit 3-component color.

I was also thinking about replacing sun values by the one from the moon during
night in the C++ code, without telling to the shaders. I didn't ponder on the 
cons of that approach thought.

Regards,
-Fred

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Re: [Flightgear-devel] Moonlight reloaded

2012-11-10 Thread Renk Thorsten
> If you need any information about the moon's position and/or phase, just  
> let me know. It should be trivial to extract these values from the  
> ephemeris code.

Thanks, that was what I was hoping for :-)

It depends a bit on if Fred wants to do anything with the moon - my scheme 
would be fine with the angle of the moon above the horizon and the moon phase 
(or, as Curt explained, equivalently the relative angle between sun and moon) 
as properties. I think I have a brightness curve of moonlight as a function of 
phase somewhere, so from there I'd be good.

However, if we want directional moonlight in Rembrandt, then I guess the info 
has to flow to the shader in a more direct way (like 
gl_LightSource[1].position) - in which case I'd use it from there.

* Thorsten
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Re: [Flightgear-devel] 3d clouds on multi-display systems (was Re: FSWeekend 2012...)

2012-11-10 Thread Arnt Karlsen
On Fri, 09 Nov 2012 21:08:07 +0100, Torsten wrote in message 
<509d62a7.7000...@t3r.de>:

> Am 08.11.2012 23:24, schrieb Stuart Buchanan:
> > I'm confused.  From my reading of Durk's post, 3D clouds would
> > appear to work fine for a multi-display system "out-of-the-box",
> > but your comment here indicates
> > that there is an issue that requires fixing by restricting the
> > random seed.
> 
> Hi Stuart,
> 
> just one more note about multi-displays on a single machine: With our 
> four cards driving eight displays at 1600x1200,

..you have 60fps with with one display, with the 8 too?

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Re: [Flightgear-devel] FlightGear at TU Delft

2012-11-10 Thread Arnt Karlsen
On Fri, 9 Nov 2012 20:37:10 +, Stuart wrote in message 
:

> On Mon, Sep 10, 2012 at 12:26 PM, Jan Comans wrote:
> >> We should have a random number generator in simgear that returns
> >> the same random number within the same period of time (I believe
> >> it was set to 1 second) to prevent short time quirks between
> >> different machines. This was specially added for (random) clouds.
> >
> > I have looked at this, but as far as I can see FG calls the regular
> > time seed intialization instead of the 'time period' one. I think
> > the period is even 10min. But I recall having some issues with
> > giving the whole simulation a fixed seed (either through the
> > srand10 method or providing a custom seed). Next to that, the time
> > period seed relies on the fact that system clocks are more or less
> > in sync. Normally NTP should take care of that, but with our sim
> > being tweaked constantly this is difficult to guarantee. This for
> > me is also a reason for providing a separate rng to handle the part
> > that I'm interested in. As I said before, form me this was just a
> > quick and dirty hack to get the results we needed. Personally, I
> > think it would be beneficial to put the randomness somewhere in the
> > property tree so that the cloud code can build 'deterministic'
> > clouds from these values. In this way, other FG instances could be
> > coupled in way similar to using --fdm=external, and just receive
> > the basic random seeds that would result in the same cloud fields
> > on every instance. But that's just my idea without having looked at
> > the code too much.
> 
> I've committed a change to keep the clouds in sync across
> multi-process systems.
> 
> It relies on the clocks of the systems being roughly in sync as the
> seed changes every 10 minutes.

..are we now close to be able to run a FlightGear clock service, 
e.g. over a multiplayer network, independently from real time or 
hardware clocks, to e.g. render a 4K cinematic quality movie at 
say 4% of real time speeds 'n framerates?

-- 
..med vennlig hilsen = with Kind Regards from Arnt Karlsen
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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