[Flightgear-devel] UAV Landing on USS George H W Bush

2013-07-12 Thread Jon Stockill
http://now.msn.com/unmanned-navy-drone-x-47b-performs-arrested-landing-on-aircraft-carrier

Impressive - though I wouldn't want to be standing on the deck for its 
first few landings.

We shouldn't forget though that Curt had this nailed over a year ago - 
the only difference is the available budget:

https://www.youtube.com/watch?v=FWghkjE8HMY

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[Flightgear-devel] Fwd: [Flightgear-commitlogs] FlightGear branch, next, updated. fe1222a90dd809560e787ce09391d5cf97bbe6fe

2012-11-15 Thread Jon Stockill
commit fe1222a90dd809560e787ce09391d5cf97bbe6fe
Author: Thomas Geymayer
Date:   Thu Nov 15 11:55:25 2012 +0100

 Optional profiling commands using gperftools


This appears not to be so optional:

[ 22%] Building CXX object 
src/Main/CMakeFiles/fgfs.dir/fg_commands.cxx.o
/export/flightgear/FlightGear-GIT/src/Main/fg_commands.cxx:57:30: fatal 
error: google/profiler.h: No such file or directory
compilation terminated.
make[3]: *** [src/Main/CMakeFiles/fgfs.dir/fg_commands.cxx.o] Error 1
make[3]: Leaving directory `/export/flightgear/FlightGear-GIT'
make[2]: *** [src/Main/CMakeFiles/fgfs.dir/all] Error 2
make[2]: Leaving directory `/export/flightgear/FlightGear-GIT'
make[1]: *** [all] Error 2
make[1]: Leaving directory `/export/flightgear/FlightGear-GIT'
make: *** [build-flightgear] Error 2

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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-02 Thread Jon Stockill
On Wed, 2 May 2012 07:17:45 -0700 (PDT), Gene Buckle wrote:
 On Tue, 1 May 2012, Stuart Buchanan wrote:

 Hi All,

 I've just committed a change that adds emissive lighting to the 
 random
 buildings:

 http://www.nanjika.co.uk/flightgear/buildings-evening.jpg

 That looks fantastic Stuart!

 It'll be cool when you can fly over and catch someone playing Tetris 
 on
 the side of one of those buildings. :D

Damnit, now I need to find time to model the green building at MIT and 
write tetris in nasal!

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Re: [Flightgear-devel] Next Meeting #fg_scenery

2012-03-26 Thread Jon Stockill
On Sun, 25 Mar 2012 00:15:11 +0100, Christian Schmitt wrote:
 Hi,

 the next meeting is planned for Monday, 26.3. at 16:00 UTC or 4
 PM UTC.
 Don't forget about the DST starting tonight in many countries :)

 Hope to see many of you.

I'm afraid I'll still be at work.

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Re: [Flightgear-devel] scenery loading cleanup

2012-03-09 Thread Jon Stockill
On Thu, 8 Mar 2012 23:13:56 +0100, Clement de l'Hamaide wrote:

 I've encountered a problem about this change but I fixed it. Some
 explanation :
 I use 5 sceneries folders and some of them add some data to the
 precedent scenery folder.
 I use this argument :
 
 --fg-scenery=/home/clement/Scenery_test:/home/clement/fgdata_paf/Scenery:/home/clement/Scenery_elmaxo:/home/clement/Scenery_papillon81/Scenery:/home/clement/Scenery_italy:/home/clement/Scenery
 In order to fly at LFHU (France) I use these data:
 ~/fgdata_paf/Scenery/Object/e000n40/e006n45/3056064.stg
 ~/Scenery_elmaxo/Terrain/e000n40/e006n45/3056064.stg
 ~/Scenery_elmaxo/Terrain/e000n40/e006n45/3056064.btg.gz
 ~/Scenery_elmaxo/Terrain/e000n40/e006n45/LFHU.btg.gz

 Since you have changed I need to move associated Terrain in the same
 Scenery folder of Object folder. So I copied/pasted Terrain data in
 the same Scenery folder contains Objects and now I use these data:
 ~/fgdata_paf/Scenery/Object/e000n40/e006n45/3056064.stg
 ~/fgdata_paf/Scenery/Terrain/e000n40/e006n45/3056064.stg
 ~/fgdata_paf/Scenery/Terrain/e000n40/e006n45/3056064.btg.gz
 ~/fgdata_paf/Scenery/Terrain/e000n40/e006n45/LFHU.btg.gz

I have something similar in that my scenery path has 
/export/LocalScenery:/export/Scenery

The LocalScenery directory contains only an objects directory which 
adds extra objects that I'm currently working on. Previously these 
objects would be displayed along with the objects and terrain from the 
/export/Scenery directory but now I just get the objects and no terrain. 
Removing the first directory from the search path brings the terrain 
back again.

Can you explain exactly how the loading now works, and if it's still 
possible to use extra local objects trees in the way I describe?

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Re: [Flightgear-devel] Re : Windturbines facing in wrong wind direction

2012-02-29 Thread Jon Stockill
On 29/02/12 17:06, Gijs de Rooy wrote:
 Whatever you do to fix it, please note that there is more than one
 windturbine model ;)
 E.g. this one I created recently:
 http://scenemodels.flightgear.org/modeledit.php?id=2418

 IIRC it has the same animation setup, just different numbers.

It seems there was some weirdness in the db:

landcover= select count(*),ob_heading from fgs_objects where 
ob_model=33 group by ob_heading;
  count | ob_heading
---+
  1 | 200.00
  2 | 210.00
  1 | 230.00
  1 | 240.00
789 | 180.00
  24262 |   0.00
(6 rows)

So I've updated it, and we now have:

landcover= select count(*),ob_heading from fgs_objects where 
ob_model=33 group by ob_heading;
  count | ob_heading
---+
  25056 |   0.00
(1 row)

I'll do the same for model 2418 - then once everything is consistent we 
can see if any changes need to be made (they certainly used to work 
properly).

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Re: [Flightgear-devel] Re : Windturbines facing in wrong wind direction

2012-02-27 Thread Jon Stockill
On Mon, 27 Feb 2012 09:54:40 -0600, Curtis Olson wrote:
 Hi Martin and Olivier,

 I thought that windturbine orientation was correct in the past -- so
 please use due diligence to identify if the problem is just a
 misorientaiton of the base model, or if one of the components of the
 wind vector was reversed (or the code that takes the wind(east) and
 wind(north) components and derives the heading is correct.)

 If only east/west component is reversed, I dont think changing the
 base model orientation will actually fix the problem for all wind
 directions.

It may be from people submitting positions with an incorrect heading 
set. Since the model obviously turns into wind the heading should be 0 
in the database, though this appears as 180 in the stg file. If 
someone's submitted a hand crafted stg file with all the headings set to 
0 by mistake then it could explain the problem. I'll have a look when I 
get home from work.

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Re: [Flightgear-devel] Re : Scenery web and scene models

2012-02-14 Thread Jon Stockill
On Mon, 13 Feb 2012 19:43:17 + (UTC), Martin Spott wrote:

 To be honest, there's a lot of ugly cruft in some of the web site 
 code
 and the plan was to cast this into a nicer shape before making it
 public.  Unfortunately the plan was never pursued.

Actually it's *mostly* ugly cruft. I had intended splitting the logic 
from the page layout (my design skills are even worse than my code ;-) 
but that's been on my todo list for way too long.

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[Flightgear-devel] Cmake equivalent to --with-osg=/some/path

2012-02-08 Thread Jon Stockill
I'm currently updating some jenkins build scripts for cmake rather than 
autoconf, and I'm having problems getting the build to link against 
local copies of all the dependencies. Is there a simple way of 
specifying where to look for these rather than having to specify the 
path to each individual library file (which from the cmake output seems 
like it might be the only way).
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[Flightgear-devel] Docs installation with cmake

2011-11-29 Thread Jon Stockill
I've just noticed that the README files are being installed to /usr/doc 
since the switch to cmake. This should be /usr/doc/flightgear

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[Flightgear-devel] cmake

2011-11-03 Thread Jon Stockill
I've converted my build script over to cmake (I'll be updating my 
jenkins server once a few niggles have been ironed out) - these are:

Simgear:

Simgear doesn't seem to install to the correct directory on 64 bit 
systems any more - there doesn't seem to be any way to tell it to use 
/usr/lib64 instead of /usr/lib

FlightGear:

Have we changed the default data directory again? cmake outputs this:
-- Using default data-dir:  /usr/lib/FlightGear
There doesn't appear to be any way to set it within ccmake or from te 
commandline.

There's doesn't seem to be any way to enable the jpg-httpd server. 
(Under autoconf it was enabled by default if Simgear was built with jpeg 
factory support).

make install no longer installs the manpages.

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Re: [Flightgear-devel] cmake

2011-11-03 Thread Jon Stockill
On 04/11/11 00:00, Martin Spott wrote:
 Jon Stockill wrote:

 Simgear doesn't seem to install to the correct directory on 64 bit
 systems any more - there doesn't seem to be any way to tell it to use
 /usr/lib64 instead of /usr/lib

 That's in LIB_POSTFIX. Try:

# ~  cmake -D CMAKE_INSTALL_PREFIX=/usr -D LIB_POSTFIX=64 [...]

OK, just tried that (after a make clean first just to be sure), it still 
installs to /usr/lib (and neither ccmake nor cmake -LH make any mention 
of that option).

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Re: [Flightgear-devel] cmake

2011-11-03 Thread Jon Stockill
On 04/11/11 00:08, Adrian Musceac wrote:
 On Friday, November 04, 2011 01:05:25 Jon Stockill wrote:

 Have we changed the default data directory again? cmake outputs this:
 -- Using default data-dir:  /usr/lib/FlightGear
 There doesn't appear to be any way to set it within ccmake or from te
 commandline.


 I believe it's FG_DATA_DIR, as observed here:
 https://gitorious.org/fg/flightgear/commit/4b8ef9c3cf4f4f3565de3678cd733ad8067be6d9

Thanks - that worked (well, it returns the correct details when you run 
cmake with that option, I've yet to test the resulting binary). It's not 
mentioned anywhere in ccmake though.

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[Flightgear-devel] Scenery models

2011-07-24 Thread Jon Stockill
(Posted to both -users and -devel as scenery developers don't seem to be 
pinned down to one particular list).

I've recently hacked together a script to run some checks over the 
models in the scenery database looking for common problems. So far it's 
looking for missing textures, and textures with the wrong dimensions. 
The output can be found here:

http://scenemodels.flightgear.org/sceneryfaults.log

If you spot any of your models on the list then it'd be great if you 
could resubmit a corrected version preferably in the same format as you 
get by downloading the model from its page on the scenery db - it makes 
replacing them a lot easier).

I suspect the vast majority of textures reported as missing simply need 
the leading path stripping from the model code, the ones showing 
incorrect image sizes may need more work.

Fixing these errors should result in a lot less noise being generated by 
the scenery loader.

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Re: [Flightgear-devel] KX165 - serially feeding data to increment a property value. How?

2011-04-03 Thread Jon Stockill
On 31/03/11 21:28, Roberto Inzerillo wrote:
 Hallo everybody,
   I purchased a few rotary encoder and a bunch of 7segment displays to build 
 a physical replacement of the Bendix KX165. I'm using Arduino which feeds 
 data to FGFS on a serial connection. I'd like to update 
 instrumentation/comm[0]/frequencies/standby-mhz property using the rotary 
 encoder, I wonder what's the best strategy.

I'm working on something similar too:

http://leeds.hackspace.org.uk/wiki/index.php/Projects/FlightSimHardware

The simplest solution seems to be to simply send the active and standby 
frequencies whenever there's a change (up/down of the standby frequency, 
or swap of active/standby), and define a protocol that expects the two 
frequencies, comma separated from the serial port. It doesn't appear to 
matter that there's not a continuous data stream - the last received 
value is used if there's no new data. I run the incoming protocol at 
10Hz, which seems to give a quick enough response for the on screen 
version of the display.

I'd like to be able to send values from flightgear back to the panel, so 
that updates to the properties are reflected on the radio panel 
hardware, but it appears I've got some bugs in my code at the moment 
(seems like a race condition or memory leak) that cause things to lock 
up or randomly reset. I need to get it hooked up to a JTAGICE to debug it.

Jon

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Re: [Flightgear-devel] KX165 - serially feeding data to increment a property value. How?

2011-04-03 Thread Jon Stockill
On 03/04/11 15:04, Roberto Inzerillo wrote:

 Good to know Jon, I'll be glad to talk about that with you.
 I like your hardware approach, getting your hands dirty on a naked ATMega16 
 should be fun too :-)

It's interesting, and results in *much* smaller code than you'd get 
using the arduino libraries, and I was reasonably happy with gcc anyway 
which reduced the learning curve. It's nice to be able to just type 
make and have the code compiled and blasted onto the chip via an AVRISP2.

I sort of went about this in the opposite direction to most people - I 
started out with the bare AVR stuff, and got an arduino at a later stage 
just for hacking quick projects with, though it's currently stuck in a 
fairly long term project:

http://leeds.hackspace.org.uk/wiki/index.php/Projects/Nav_Bot_I

 I've settled down on sending the standby-mhz only cause I will send the swap 
 freq-  button state too, that will swap the frequencies inside fgfs 
 property tree itself, without the need to send the active freq too.
 Still I think it's better to make the external hardware send only the rotary 
 encoder's rotations from a design perspective, and not the frequencies at 
 all; I know that's debatable. I'm sending freq now for easy of development 
 only.

 I agree sending only changing values should be more desirable but serially 
 sent data should be sent all together, there's no way to send an input chunk 
 and leaving the others as-is; since my approach aims at integrating several 
 (not thousands but quite a few anyway!) physical input/output devices, I 
 think for simplicity everything should be sent at a constant frequency. And 
 no, I find 10hz is way too low for some other devices (maybe frequency 
 settings updates can tolerate a 10th of a second delay, but it's still 
 noticeable).

 I'm still wondering if you too have noticed that FGFS updates it's property 
 tree with not exact standby-mhz values when using such input devices. Can you 
 confirm? Did you solved this issue?

 I've also noticed you useformat%03.3f/format  in an input chunk ... I did 
 try that too, I hoped that would get me a 3.3 digit format but nothing! It's 
 ignored. How's that at your side?

Actually I wrote that with reference to the protocol documentation, 
because I didn't have the exact file handy - there may be slight 
differences between that and what I actually got working. I'll update it 
when I remember to grab a copy of the original file. I did get my 
prototype working though, so it's definitely possible to format the 
numbers properly.

I need to sort out a git server too so other people can play with the 
code, currently the only access to my git repository is through ssh.

Jon

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Re: [Flightgear-devel] Logos and licensing

2011-03-06 Thread Jon Stockill
On 06/03/11 23:42, Vivian Meazza wrote:

 One final thought. We have been using logos in FG ever since I've been
 involved - 2004 and probably longer. In that time we have not had a problem.
 Are we saying that no rights holder has ever noticed it anywhere? I find
 that a bit improbable; perhaps they aren’t looking or aren't bothered.  Of
 course, I'm inviting disaster to strike us Monday morning.

While we're on the subject of branding I've got some generic billboard 
models which are in need of some posters to go on them - so if anyone 
wants to design them (I thought it might be nice to have some flightgear 
themed ads on them) then feel free to drop me an email and I'll let you 
know the dimensions. It's tempting to do one that flips over to show 
different ads too.

Jon

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Re: [Flightgear-devel] Scenemodels ground elevation update

2011-01-10 Thread Jon Stockill
On 10/01/11 15:26, Curtis Olson wrote:
 Hi Martin,

 I skimmed the contribute.php link for info on specifying object
 elevation and had one question.  Your approach seems focus on landmarks
 and buildings that need to sit on top of the ground.  But often,
 important tall objects have a known absolute height ... like a radio
 tower in an FAA database. For these objects it would be better to keep
 them at a fixed absolute height rather than float them up or down with
 different revisions of the terrain.

Those things are marked as obstructions in the database, their elevation 
is fixed. (In this case we know the published height of the top, and the 
height of the model, and can place the base accordingly - this is done 
for all the FAA and FCC sourced models that we placed).

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Re: [Flightgear-devel] Enable headtracking in FlightGear?

2010-04-22 Thread Jon Stockill
George Patterson wrote:
 On Thu, Apr 22, 2010 at 8:41 PM,  wjp.vri...@quicknet.nl wrote:
 You're probably right, they phrase is differently: the non-commercial API 
 may only be used in 'open source'  projects...

 I don't know why, but it does not matter to me: I like 'open source' !

 
 It's bigger than just open versus non-commercial? The FaceAPI is not
 GPL compatible. The GPL allows you to download the source and
 commercialise the code as long as the same rights are granted to the
 end users.
 
 As I see it, this means that this extension would need to be left out
 of the FlightGear source tree.

This is also something that Melchior is already working on using OpenCV 
and ehci - all open source.

Jon

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Re: [Flightgear-devel] News from FlightProSim!

2010-03-15 Thread Jon Stockill
Curtis Olson wrote:
 On Mon, Mar 15, 2010 at 12:56 PM, Frederic Bouvier fredfgf...@free.fr 
 mailto:fredfgf...@free.fr wrote:
 
 
 What will happen if this guy creates a flightgear.flightprosim.com
 http://flightgear.flightprosim.com page ?
 
 
 We could only hope ... !!!
 
 Can we get in trouble ourselves for using his name?

Possibly - he claims it's a trademark.

One from the screenshots page that contains yet more non-gpl content. If 
he's including that scenery then that could be a problem.

Jon

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Re: [Flightgear-devel] Shortcut to flaps down

2010-02-17 Thread Jon Stockill
Atadjanov Daniyar wrote:
 Hi!
 
 For a long time flaps down shortcut ( ] ) is not working on my fgfs-devel. 
 It's not a problem for me, because i'm using joystick's button to extract 
 flaps, but i think we must check this function before releasing 2.0.
 
 I'm on Ubuntu Linux + FGFS from CVS.

This was caused by a bug in OSG - I'd suggest upgrading to the 2.9.6 
developer release.

Jon

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Re: [Flightgear-devel] rotated screen

2010-02-17 Thread Jon Stockill
Harry Campigli wrote:

 Possibly I can just rotate the view in osg where the camera is defined
 and just position the instruments as required on the rotated panel in
 the normal maner
 
 (os is linux, multi screen video cards)
 
 Any suggestions on the way to approach this or where ita already been
 done would be most welcome.

You should be able to rotate the screen with driver settings, leaving 
you with a 768x1024 rather than 1024x768 display (for example) to 
display a normal OSG camera view on.

Jon

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Re: [Flightgear-devel] http://wiki.flightgear.org/robots.txt

2010-02-17 Thread Jon Stockill
John Denker wrote:

 Really?  A collective, open-source project that doesn't
 allow anybody other than google to index the documentation?
 
 Is there a reason for this?

Presumably because there are some truly awful bots out there, and google 
at least is known to be well behaved.

Jon


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Re: [Flightgear-devel] Shift key stuck once pressed

2010-02-16 Thread Jon Stockill
Curtis Olson wrote:
 For what it's worth, the [ ] key bug is also in OSG-2.9.5 (the latest 
 developer release last I checked.)  Bummer to have to open up the 
 property browser to change flap settings on takeoff and landing.  I was 
 hoping this would get fixed quickly because OSG seemed to make frequent 
 releases, but it's been quite some time now since they've rolled up a 
 new release.

It's fixed in 2.9.6, which was released 10th Dec.

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Re: [Flightgear-devel] scenery bug: KSQL stray building

2010-02-09 Thread Jon Stockill
George Patterson wrote:
 On Tue, Feb 9, 2010 at 8:48 AM, John Denker j...@av8n.com wrote:
 At KSQL there is reproducibly a building sitting
 partially on a taxiway and even extending onto
 the runway a little bit.

  http://www.av8n.com/fly/fgfs/img48/ksql-building-on-rwy.png


 
 I have also been experiencing this issue so it's in the scenery somewhere.

It's in the scenery because the FAA say it's there, and a quick look on 
google earth confirms that. We just need a more specific model to 
replace the generic one.

Jon

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Re: [Flightgear-devel] Outerra

2010-02-07 Thread Jon Stockill
Heiko Schulz wrote:
 Hi,
 
 Just for those who wants to know what's going on in the flight sim world:
 Outerra is a new 3d-engine for seamless planet rendering.
 
 They included JSBSim, so it can be used as Flight Sim. 
 
 It is still in developement, but they hope it will be used in any games and 
 sims in near future. 
 There is a demo planned for the next few weeks.
 
 I wonder if we can use this with FGFS as well ;-)
 But it seems that the new technics used shows the future of flight sims 
 graphics and abilities

Very impressive. I wonder how well it handles more urban environments. 
The screenshots of the road rendering are very nice.

Jon


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Re: [Flightgear-devel] configuration snafu

2010-02-06 Thread Jon Stockill
Curtis Olson wrote:
 I don't doubt that there could be some lib vs. lib64 inconsistencies, 
 but FilghtGear builds right out of the box for me on 64bit Fedora 12 ... 
 no hitches at all that I recall and it has done so for quite some time.

Same for me on slackware64.

Jon

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Re: [Flightgear-devel] memory hemorrhage

2010-02-05 Thread Jon Stockill
Tim Moore wrote:

 By the way, the new hotness in terrain visualization seems to be 
 creating buildings from shape files that encode the height of each 
 building, with a big texture (extracted from a bigger image) that has an 
 image of each roof. If you assume that buildings are prisms, an 
 efficient representation of the building polygons can be created at load 
 time. Any thoughts on that approach?

Not done at runtime, and untextured but:

http://gallery.flightgear.org.uk/c1702623.html

Ok for basic buildings, but our modellers can do much better. Its a 
handy technique for filling in buildings, but you have to be careful 
just how many you create - those examples resulted in 1fps.

Jon

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Re: [Flightgear-devel] memory hemorrhage

2010-02-05 Thread Jon Stockill
Heiko Schulz wrote:
 Hi
 That's the correct definition. I
 meant that the frame rate was clobbered. Perhaps
 clobbered is a bit strong. 
 Tim

 
 This gives far more sense then.
 
 For KSFO it would maybe help to change the power pylons. Currently it is one 
 sized .ac-model but which is changed in size per scale-animation in .xml.
 As we already know every used .xml will slow down, so a big amount of .xml in 
 a scenery can be deadly (like Paris-scenery)
 
 Problem: I don't think to replace all power pylons is an easy task

Actually, it's a very easy task :-)

Jon

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Re: [Flightgear-devel] TerraGear terrafit python script

2010-01-11 Thread Jon Stockill
Andrew Gillanders wrote:
 Hi all,
 
 Does someone have a working copy of the terrafit.py script? I have  
 the one from the TerraGear 0.9.8 tar ball at terragear.org, but it  
 isn't working on my system (Mac OS 10.4, using Unix command line,  
 Python version 3.0.1). Python is not my language, so trying to get it  
 working is getting a bit tedious.
 
 Could it be time to update the TerraGear source code to make it more  
 readily buildable?

Have you tried with python 2.x?

Jon

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Re: [Flightgear-devel] Laptop Recommentations

2010-01-08 Thread Jon Stockill
Stuart Buchanan wrote:
 Hi All,
 
 The graphics card on my FG PC has just died, and as the PC is now quite old 
 and was already on it's second graphics card, I'm looking to buy a laptop to 
 replace it with.
 
 Does anyone have a recommendation for laptops, or particular things I should 
 look out for.
 
 So far, my requirements list is as follows:
 * 17 screen
 * NVidia graphics card (non-integrated)
 * Ubuntu support
 * Plenty of USB sockets for joystick/pedals.

The HP Pavillion range is probably worth looking at - a lot of them 
appear to have nvidia 100 and 200 series graphics now.

Jon

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Re: [Flightgear-devel] Cliffs

2009-11-16 Thread Jon Stockill
cullam Bruce-Lockhart wrote:
 Terribly sorry to send this out again, but I never got any response to my 
 previous query. 
 
 I'm planning on developing procedures that automatically assign cliff 
 textures to any scenery beyond a certain slope. From reading through the 
 flightgear devel archives, this idea has come up before. Does anybody know if 
 any work was actually done with it? And if so, anyone know where I can find 
 it, or who I can talk to about it? I just want to make sure I'm not doing 
 work that's redundant. 

I suspect that's something already handled by the terrain shaders. ISTR 
they give a more rocky look to steeper surfaces.

Jon

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Re: [Flightgear-devel] Ignoring MP pilots

2009-11-14 Thread Jon Stockill
Pete Morgan wrote:
 Tom P wrote:
 Hi Torsten

 That's an interesting concept, I was thinking about groups as well.

 But instead of writing extra code on top of the current client and server,
 could we use different ports on the server?

 Let me explain: if I understand correctly, the server already allows 
 connection to port 5002 for testing.,
 What if we extend the concept to multiple ports and maybe assign a 
 name to the port to make things clear.

 As you said, some of the predefined groups could be:
 - Beginner = port 5000
 - Adheres to/provides ATC = port 5001
 - Combat/Fighter on a mission = port 5002
 - Airliner = port 5003

 (I'd group Adheres to/provides ATC and Airliner together for now).

 Obviously the server will need to do a bit more work, but at least the 
 demultiplexing between groups is done by the TCP/IP stack, which is 
 quite optimal.

 The only drawback is that groups are *really* separate, it would not 
 be easy to see traffic from other groups.

 Just an idea,

   Tom
 I like this idea a lot :-)

I would suggest that this is a bad idea - ever increasing port 
requirements are simply going to annoy the people running the servers.

It's really not the right way to solve the problem.

Jon

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Re: [Flightgear-devel] Sound problems (Was: Improved 3D clouds performance?)

2009-10-17 Thread Jon Stockill
Erik Hofman wrote:

 What version of OpenAL is this and does explicitly adding 
 --prop:/sim/sound/enabled=true make any difference?

I'm using openal-soft-1.9.563 - setting that property on startup does 
seem to solve the problem, though changing it after startup doesn't 
appear to enable it (presumably because some initialisation has already 
been missed).

Jon

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Re: [Flightgear-devel] Things that cause fgfs-construct to be killed?

2009-10-16 Thread Jon Stockill
cullam Bruce-Lockhart wrote:
 Hi gang. My last few builds of scenery have been killed in the exact same 
 manor, and produced hilarious results to view from the air. Anyway, I was 
 wondering if anyone knew off the top of their head the full list of things 
 that cause fgfs-construct to be killed? I've bumped up the time limit, but it 
 isn't reaching that limit. I've cut each build into the smallest allowable 
 chunk, 0.0625 by 0.125 degrees. I'm not where to set TG_MAX_NODES, but I even 
 tried changing the line in Build/Main/main.cxx 
 c.set_max_nodes(TG_MAX_NODES * 0.8); to c.set_max_nodes(TG_MAX_NODES * 3);
 
 Obviously, that's a bit of a hack, but I figured I'd try it to see if it made 
 a difference. Nothing. 
 
 I'm trying to work with the absolute bleeding edge of what terragear can 
 handle here, with 0.75 arc-sec DEMs, using a 3 meter error threshold, and 
 50,000:1 shapefile data. So I'd like to slacken any restrictions that 
 Terragear imposes. My experience so far has been that better scenery can take 
 MUCH longer to build, but has a minimal effect on Flightgear's framerate, 
 
 Any suggestions of what else I could change to let it do crazy builds? One of 
 my CPU cores runs at 100% while building, but my memory usages is still less 
 than 10%, so I shouldn't have hit the limits of my hardware yet! 
 Thanks folks. 

Just completely remove any call to setrlimit. You'll then be limited by 
the system itself, so if you run out of ram and swap it'll die anyway - 
there's not really much you can do about that other than using a better 
machine.

Jon


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Re: [Flightgear-devel] [patch] Improved 3D clouds performance?

2009-10-15 Thread Jon Stockill
syd adams wrote:
 Tried the patch and see a slight improvement ...
 At the moment I have other problems ...no sound , extremely slow loading 
 times , etc... so I'll keep testing in between audio debugging :)

Ah, I'm glad it's not just me with sound problems - I've just upgraded a 
machine to prepare for building packages, so I've built everything from 
scratch and spent ages tearing my hair out trying to work out why I was 
getting no sound. Obviously with new builds of everything it's difficult 
to tell what was the source of the problem because *everything* is new.

Jon


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Re: [Flightgear-devel] Using shapefiles other than VMAP

2009-09-11 Thread Jon Stockill
cullam Bruce-Lockhart wrote:
 Hey gang. I'm not sure if the answer to this will turn out to be retardedly 
 simple, or ludicrously complex, but here goes. 
 
 I've build scenery for the island of Newfoundland with very high resolution 
 for the elevation. But now the low-res, VMAP0 looks awful. In many cases, it 
 cuts canyons and builds wall through an otherwise rugged landscape. I can't 
 find VMAP1 for Canada, but I found a set of vector data in some sort of 
 shapefile format that is at 50,000:1 as opposed to VMAP0's 1,000,000. It's 
 called CanVec. I've got a descriptive html file for one section of land 
 attached to this e-mail.  The question is, how do I format this data, or 
 modify my build commands to use it? For one section of the smallest size the 
 data is cut into, I have a file with a name of the format 
 001n10_2_0_BS_1250009_1 where: 
 - 001n10 is the land area described in this file (this is the same numbering 
 system that the elevation data I'm using used)
 
 - 2_0 is the same for every one I've got, I'm not sure what the significance 
 is. 
 
 - BS is a two letter code that varies from file to file. It might refer to 
 the coverage described by the given shapefile. The others are EN, FO, HD, IC, 
 LX, SS, TO, TR, and VE. Every section has some of each of these. 
 
 - 1250009 is changes for each file name. But ALL file names end in 0009. So 
 the 125, versus 176 or any other number is the distinctive thing in the file 
 name. 
 
 - some of the filenames have two or three copies, where the only difference 
 is this last number. It's varries between 0, 1 and 2. 
 
 - for EVERY file name, I have a .dbf, .prj, .shp, and .shx file. 
 
 Every section is in it's own folder, so all the 001n10s are grouped together. 
 In each group, is an html file like the one attached, which might tell you 
 far more than I just have. If somebody could give me some tips, or point to 
 some documentation as to how I could use this data to build my scenery in 
 Terragear, it would be really helpful! Up till now, I've been using tgvpf, 
 but that works directly on the VMAP0 stuff, so I'm guessing it won't work 
 without some modification to structures, commands or parameters here. Thanks 
 a lot guys! 
 -cullam

shapedecode or ogrdecode should process those files for you - you just 
need to ensure the coordinates are wgs84 and not some other projection 
(if they are then they can be converted with the ogr2ogr tool from gdal/ogr)

Jon

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Re: [Flightgear-devel] New FDM: Vamos automotive simulation in flightgear

2009-08-11 Thread Jon Stockill
Thorsten Hackbarth wrote:
 Am Mittwoch, den 29.07.2009, 18:35 +0100 schrieb Jon Stockill:
 
 Does this mean we'd be able to have real gearboxes in the vehicles we 
 already have, along with drive based on ground reaction rather than 
 faked with a jet engine?

 
 Yes, real engine and gearbox and clutch,...
 
 you can download a patch against sundays cvs at 
 http://www.gupl.org/flightgear/source.tar.bz2
 and a car at
 http://www.gupl.org/flightgear/porsche356.tar.gz
 
 It still is in a very early stage, but you should be able to drive all
 over the world (is there any other automotive sim which can do that?).

Patched and working no problem here.

It seems quite slippery once you get it up to a reasonable speed, even 
on a dry runway (I guess tyre design has come a long way since the late 
1940s).

I couldn't find any controls mapping anywhere - can you tell me how to 
operate more than just the steering, throttle, and brakes (found by 
waggling everything on the stick and throttle until it did something :-)

For those interested here's a couple of pics from a quick spin around EGXG:

http://courgette.jml.net/~jon/porsche-1.jpg 
http://courgette.jml.net/~jon/porsche-2.jpg

Jon

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Re: [Flightgear-devel] FlightGear Newsletter August 2009

2009-08-09 Thread Jon Stockill
Maxime Guillaud wrote:

 ok. Meanwhile, my understanding is that I can distribute my OSM-based 
 scenery under the Attribution-Share Alike Creative Commons license 
 without problems. Correct ?

If it's data you submitted to OSM yourself then you can use any license 
you like, since you still retain ownership of your data.

If you're using OSM data submitted by others then you'll need to 
distribute it under CC-by-SA.

Once the new OSM license is sorted then AIUI flightgear scenery will 
constitute a produced work (there's no easy way to convert it back to 
the source data), in which case we'll be able to make use of it for the 
scenery.

Jon

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Re: [Flightgear-devel] New FDM: Vamos automotive simulation in flightgear

2009-07-29 Thread Jon Stockill
Thorsten Hackbarth wrote:
 Hi,
 I created a new FDM based on Sam Varner's automotive simulation
 framework Vamos http://vamos.sourceforge.net and some yasim code.
 Is there a chance to get it into svn?

Does this mean we'd be able to have real gearboxes in the vehicles we 
already have, along with drive based on ground reaction rather than 
faked with a jet engine?

That'd certainly be extremely useful for airfield vehicles.

Jon



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Re: [Flightgear-devel] view manager look at mode

2009-07-23 Thread Jon Stockill
Gene Buckle wrote:

 Would it be possible to place the new view into a window instead of 
 having a dedicated view?  That would allow you to have an instrument panel 
 with a blank cut-out that could hold this newscam/FLIR window.

AFAIK we're currently limited to 1 camera, which would mean you'd need 2 
instances of FlightGear in order to get the 2 different views.

Jon


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Re: [Flightgear-devel] view manager look at mode

2009-07-23 Thread Jon Stockill
Martin Spott wrote:
 Jon Stockill wrote:
 
 AFAIK we're currently limited to 1 camera, which would mean you'd need 2 
 instances of FlightGear in order to get the 2 different views.
 
 The file FlightGear/docs-mini/README.multiscreen explains how to add
 additional cameras,

That allows you to extend your display, but doesn't give you an 
independent camera showing a view from a different POV.

README.multiscreen was exactly what I was working from when trying to 
build something which would composite something like tower/flyby/cockpit 
views on a single screen.

Jon

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Re: [Flightgear-devel] [Flightgear-cvslogs]

2009-07-16 Thread Jon Stockill
Martin Spott wrote:

 Isn't that a duplicate of this one:
 
   http://scenemodels.flightgear.org/modeledit.php?id=918
 
   which had been in CVS for several months ?
 Two models with the same type name - is there any difference ?

Yes - the new one actually works as an arrester system, rather than just 
being inactive scenery. I'll update any instances of the old one to use 
the new model, and then remove the old version.

Jon

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Re: [Flightgear-devel] heads up - effects

2009-07-16 Thread Jon Stockill
syd adams wrote:
 I get the same error on Linux

The OSG 2.9.5 dev release will solve the problem if you want to try out 
the changes immediately.

Jon

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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data/Models/Airport BAK-12-0.ac, NONE,

2009-07-15 Thread Jon Stockill
Martin Spott wrote:
 Vivian Meazza wrote:
 Update of /var/cvs/FlightGear-0.9/data/Models/Airport
 In directory baron.flightgear.org:/tmp/cvs-serv26998

 Added Files:
BAK-12-0.ac BAK12.xml 
 Log Message:
 Add runway arrester gear type BAK-12. Based on Dave Culp's original work
 
 Just as a reminder, as written in the 00README.CONTRIBUTE file:

It's already there :-)

Jon


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Re: [Flightgear-devel] X-Plane 850 file format support committed

2009-06-14 Thread Jon Stockill
Curtis Olson wrote:

 I wonder what tricks and approaches the gaming community uses for 
 drawing clear and realistic roads?  The problem with cutting the lines 
 into the surface as polygons is that (1) you explode the polygon count 
 and (2) you have hard aliased edges which can become distracting in the 
 distance.  Cooking the lines into the surface texture gets rid of the 
 aliasing problem, but then you explode your texture memory requirements 
 and need to do a lot of work to generate those textures on the fly

You also lose the polygon material mapping if you're just going to have 
a surface (presumably generated from just SRTM data) with the generated 
texture draped over it. IMHO this is a huge benefit of what we have 
already, since that's what allows us to have things like amphibious 
aircraft, operate aircraft from roads (I'm thinking of the harrier, 
jaguar, air ambulance operations etc etc) and generally ensure a nice 
bumpy landing when you have to choose a field for your glider because 
you ran out of altitude before you made it back home. AFAIK this is 
something pretty unique to FlightGear - we should think very carefully 
before dropping it.

Jon



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Re: [Flightgear-devel] Sky dome coloring

2009-04-12 Thread Jon Stockill
Erik Hofman wrote:
 Hi,
 
 After a request in the forum for a nice pink sunset I decided to update 
 the sky coloring a bit.
 The fog color now transitions into the sky dome which gives a way better 
 result (imho).
 (changes are both in SimGear and FlightGear).
 
 Let me know what you all think.

Sunsets look very nice, but this looks a bit odd, I've not noticed it 
before, so I'm not sure if it was introduced with this change, or an 
earlier one, the top of the skydome seems to have some rather odd shading:

http://courgette.jml.net/~jon/fgfs-sky-001.jpg
http://courgette.jml.net/~jon/fgfs-sky-002.jpg
http://courgette.jml.net/~jon/fgfs-sky-003.jpg

Jon

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Re: [Flightgear-devel] genapts, demchop, and data from geobase.ca

2009-04-09 Thread Jon Stockill
cullam Bruce-Lockhart wrote:
 Hi all.
 
 I have a set of Canadian data from geobase.ca. This is fairly high 
 resolution data that is downloaded as .dem files. There are already 
 formatted in ascii, and deminfo claims they are good to go. demchop runs 
 on them just fine, and completes successfully, as does terrafit.
 
 And then we come to genapts. It loops over and over and over, opening 
 the first pair of .arr.gz/.fit.gz it finds. It's not a problem with that 
 particular pair, as deleting them just makes it loop opening the next 
 pair. This happens regardless of whether I put them in DEM-USGS-3 or 
 SRTM2-North_America-3. Any idea what could be going wrong here? Is it 
 possible that demchop is handling them as if they were 30 arc-sec data? 
 The resolution on these is about 25-30 m, and I'm not sure exactly what 
 that translates to in arc-sec, but it's 3 or less. I've heard someone 
 say that this data set is .75 arc-sec, actually, but I'm not quite sure 
 if that's right or not.

~30m is 1 arcsec - if you didn't process the data as 1arcsec then you 
probably need to go re-run demchop with the correct parameters.

Jon

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Re: [Flightgear-devel] Problems with terragear and building Australian scenery

2009-04-04 Thread Jon Stockill
Jason Cox wrote:
 Geoff,
   sorry for the double post, but I thought I had issues with my old and
 new email address.
 Anyway,the original hgt source was from
 e0srp01u.ecs.nasa.gov/srtm/version2/Australia
 This was 'wget' from the site back '06 and unfortunatly not available
 now. I am cutting up the hgt file with 'gtchop 1 HGT/S38E150.hgt
 SRTM2-Australia-3/' and it shows no errors.

There's your problem - the data is 3 arcsec, not 1, so effectively 
you've shrunk it to 1/3 of its original size. Re-run hgtchop with 3 
instead of 1.

Jon


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Re: [Flightgear-devel] Elevation trouble with Scenery

2009-04-03 Thread Jon Stockill
cullam Bruce-Lockhart wrote:
 I've been mucking around trying to build my own scenery for the last 
 couple weeks, with a VAST amount of help from Geoff McLane. I've got it 
 all working, and have been able to generate my own scenery.
 
 However, the elevation is coming out all messed up. Geoff has some 
 photos of how it has come out available on his site:
 http://geoffair.net/tmp/cullam-01.htm
 Almost all the land data is appearing completely flat, at -m. There 
 are a few pieces of land that appear at sea level. All airports are at 
 sea level.
 
 I'm working on the scenery for the island of Newfoundland. I'm using the 
 DEM data available from
 http://geobase.ca/geobase/en/data/cded/index.html\, which has a 
 resolution of about 30m. According to the Terragear tools, this data is 
 in the correct ASCII format, and is good to go for demchop.
 
 After running demchop on about 380 of these files, the folder containing 
 the chopped elevation data is 131.1 MB.
 
 I then run genapts on my apt.dat file which was modified to include 
 airports that aren't in the official apt.dat, and to correct their 
 layouts. Again, there don't appear to be any problems.

If your airports are at sea level then there's a very good chance your 
processed DEM data is in the wrong directory.

If you run genapts without any parameters ISTR you'll get a list of the 
directories it will search.

Jon

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Re: [Flightgear-devel] Building TerraGear

2009-04-01 Thread Jon Stockill
Geoff McLane wrote:

 So, no idea why fgfs-tools-client crashes, but it is
 NOT used to generate a small region of scenery.

Not true. There's absolutely no reason why you shouldn't use it, 
especially if you have more than one machine available to build your 
scenery (the server then hands out tiles to build to clients ensuring 
they're built in a sensible order, with no duplication). 
fgfs-tools-client then calls the construct binary with the appropriate 
parameters.

Jon

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Re: [Flightgear-devel] OpenStreetMap Open Database License

2009-03-16 Thread Jon Stockill
Tim Moore wrote:

 Obviously you've been following this more closely than I, but doesn't the
 proposed license specifically allow the use of OSM data in applications
 like flight simulators, with a fairly liberal license?

I originally added the use case - it's been tweaked slightly since then, 
  and is currently awaiting a response from the lawyer. Not really much 
to do until that decision materialises.

Jon

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Re: [Flightgear-devel] OpenStreetMap Open Database License

2009-03-02 Thread Jon Stockill
Martin Spott wrote:
 OSM are currently discussing a draft of their to be expected future
 license for their road database. If you're interesed in having OSM
 roads show up one day in some future releases of the FlightGear World
 Scenery, then feel free to reserve some time, start at:
 
   http://wiki.openstreetmap.org/wiki/Open_Database_License
 
   and to read through their legal stuff. Don't miss the Use Cases.

In particular 8. Using OSM data in a computer game together with other 
commercial data

Which is the most relevant to us - I think it got extended from my 
original question about use with other free data.

Jon

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Re: [Flightgear-devel] Preferred development os

2009-02-10 Thread Jon Stockill
Harry Campigli wrote:
 
 
 I have used SUSE for years, currently using 10.3. but feel it has gone 
 off since version 9. However I have always managed to build FG from 
 source on it with a bit off mucking around but never Terragear.
 
 For along time I have wondered about Debian. I get the impression a lot 
 of FG developers use it. Thus I have installed  the etch verion.  
 Everything from the install worked of the mark. Unlike SUSE.   I managed 
 to get FG installed with some small bug in the sound, and still fiddling 
 about with terragear compiling. However its early days.
 
 
 Therefore could I float the question amongst FG developers  as which OS 
 is most commonly used or preferred as a Flightgear/Terragear development 
 system.

I use slackware linux for both flightgear and terragear. Slackware 11.0 
has been my main development system for a very long time, and I had no 
problems. I've recently set up partitions with 12.0, 12.1 and 12.2 on 
for building packages, and encountered no problems with a flightgear 
build on those (the only change I needed was to use openal-soft rather 
than the old openal-0.0.8 code as 0.0.8 didn't seem to be liked by the 
new compiler). Building on slamd64 12.1 was also a pain free experience.

Unfortunately building terragear on slackware 12.2 is something of a 
problem, since the compiler *really* doesn't like the newmat library, 
and there doesn't appear to be a newer version available - I suspect 
this will also be the case on other distros using the latest gcc.

Jon

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Re: [Flightgear-devel] The use of models from other formats

2009-02-06 Thread Jon Stockill
Vivian Meazza wrote:
 Ian,
 
  
 
 Those boxes import nicely into AC3D here. How about a real challenge?

No problem getting them into blender either.

Jon

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Re: [Flightgear-devel] The use of models from other formats

2009-02-05 Thread Jon Stockill
Tim Moore wrote:

 I don't know what to say about AC3D, but Blender has such a large community 
 that 
 I doubt you need to be suffering in isolation this way. Surely this is a 
 known 
 problem with a workaround?

Before people spend too much time on that if you have a small sample 
model that you could upload somewhere I'd be happy to try and work 
through the conversion process in blender to determine what's required 
to get acceptable results - once you're happy it *can* be converted 
properly we can worry about how to achieve that on your platform.

Jon

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Re: [Flightgear-devel] [BUG] division by zero in YASim/Airplane.cpp (possibly caused by bad 787 model)

2009-01-08 Thread Jon Stockill
LeeE wrote:

 Oh yeah, and if the model is using the standard FG VRP (Visual 
 Reference Point) to align the 3D model and FDM config, ax  ay (and 
 nearly always az) should all be 0.0.  az might be different in some 
 aircraft, like the Nimrod MR for example, because the nose has a 
 large offset in the YASim z axis.

Were you just using the Nimrod as an example, or do we actually have a 
Nimrod model somewhere?

Jon

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Re: [Flightgear-devel] VOR shack : scenery model upgrade opportunity

2009-01-02 Thread Jon Stockill
John Denker wrote:
 Hi Folks
 
 FG puts a model of a VOR shack into the scenery in places where
 there is supposed to be a VOR shack.  So far so good.
 
 The problem is, the model seems awfully small.  It looks like
 it is about 5 meters in diameter.  I've never seen one in RL
 that is that small.  I've seen them sometimes with twice that 
 diameter and more often with three times that diameter.  If
 you want more data on this, measure some of them using Google
 maps / satellite view.
 
 These things are rather important if you want realism.  In
 the vicinity of a VOR shack, in VFR conditions, pilots
 really should not be looking at the CDI needle;  they
 should be looking out the window so they don't run into
 the idiot who *is* only looking at the CDI needle.
 
 Having an easily-visible VOR shack model helps with this.
 
 There are other useful uses for VOR shacks.
 
 Would somebody be kind enough to make a bigger model, or
 at least in the interim triple the diameter of the existing
 model?

Send me a model, I'll update the database.

AFAIK though ther eare currently 2 models in the db, and one at least 
was modeled on a real VOR.

Jon


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Re: [Flightgear-devel] VOR shack : scenery model upgrade opportunity

2009-01-02 Thread Jon Stockill
Alex Perry wrote:

 Here is a derivative idea.  There are several classes of VOR
 (irrespective of the other radio services that might be colocated)
 which determine what the receivable range is ... and whether they're
 usable for jet routes.  That change in transmitter power may be a
 defining factor for how big the shack is.

If we have range data available then we can use that to select an 
appropriate model too.

Jon

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[Flightgear-devel] 1.9.0 packages for Slackware

2008-12-21 Thread Jon Stockill
The Slackware packages for the latest release are now available in the 
usual place:

http://flightgear.stockill.org.uk

Jon

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Re: [Flightgear-devel] FlightGear-1.99.5-RC2

2008-12-20 Thread Jon Stockill
Curtis Olson wrote:
 There's no reason the chooser can't be made to run on any of our 
 supported platforms.  It's written in fltk I believe and I've had it 
 running in Linux in the past.  The only reason it might seem like it's a 
 win32 only app is that Frederic is really the only one who has taken the 
 time to bundle it with his binary build.

Not quite true - it's been included in the Slackware Linux packages too.

Jon

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Re: [Flightgear-devel] FlightGear-1.99.5-RC2

2008-12-17 Thread Jon Stockill
Durk Talsma wrote:

 Just to make a blunt suggestion, although not completely of my own 
 imagination: would it be an idea to release this version as 2.0?. Initially, 
 we wanted to do a 1.9.0 release, because we felt that the OSG transition 
 wasn't quite there yet. Since then, enormous progress has been made, in 
 particular in the 3D clouds departments. So given this unexpected progress, 
 would labeling this release as 2.0 be  a viable option? I know that Curt's 
 been in favor of calling this release 2.0. I initially was a bit more 
 reluctant, but given the enormous progress, I have to say I'd be open to the 
 suggestion.
 
 I agree with Tat that we need to think of a good versioning system for future 
 releases.

There are still problems with the clouds (the draw order problem with 
particles), and Tim has already mentioned his intention to start 
committing the code required for shadows after this release. I believe 
that code also makes landing lights a possibility. I'd be tempted to 
make the first release including both of those features 2.0

Jon

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[Flightgear-devel] New Traffic Files

2008-12-14 Thread Jon Stockill
When importing the recently committed traffic files into the traffic 
database I've noticed that there is some duplication, for example:

EC-HDT is defined for both CLI and IBE with different liveries.


Jon

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Re: [Flightgear-devel] New Traffic Files

2008-12-14 Thread Jon Stockill
Jon Stockill wrote:
 When importing the recently committed traffic files into the traffic 
 database I've noticed that there is some duplication, for example:
 
 EC-HDT is defined for both CLI and IBE with different liveries.

Some problems with flights too, looks like KLM0757 departs at 10:20 on 
wednesdays to MPTO, and again at 10:45 to VOHS.

Jon


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Re: [Flightgear-devel] New Traffic Files

2008-12-14 Thread Jon Stockill
Durk Talsma wrote:

 Is it hard for you to compile a list of errors, so we can have a look? We 
 edited most by hand, so it is quite likely some typo's etc. slipped in.

I've mailed you a list.

Jon

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Re: [Flightgear-devel] 3D Clouds Check Board

2008-12-05 Thread Jon Stockill
Stuart Buchanan wrote:
 gerard robin wrote:
 
 Hello,
 I recently succeeded to build FG CVS with osg 2.7.5  and boost ( ouf , but 
 on 
 only one  computer) .
 I get that  strange 3D clouds   mapping , is it just me ?
 http://pagesperso-orange.fr/GRTux/checkboard.jpg
 
 No, it's not just you. It is a (rather poor) attempt by the code to handle 
 cloud coverage.
 
 I have a fix for this, along with some further performance tweaks I expect to 
 have them available shortly.

I updated this morning, and the clouds are looking very nice:
http://flightgear.stockill.org.uk/testing/EGXGsnow.jpg
http://flightgear.stockill.org.uk/testing/EGXGrain.jpg
http://flightgear.stockill.org.uk/testing/sherburn.jpg

There does seem to still be some interaction with the 2d cloud layers 
though (pics taken at 500ft intervals):

http://flightgear.stockill.org.uk/testing/error1.jpg
http://flightgear.stockill.org.uk/testing/error2.jpg
http://flightgear.stockill.org.uk/testing/error3.jpg

I'm not sure if it's a transparency issue, or a draw order problem.

Jon


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[Flightgear-devel] Problems with 1.99.5

2008-12-03 Thread Jon Stockill
Anyone else having issues building this?

I'm getting:

config.status: error: cannot find input file: utils/propmerge/Makefile.in

When trying to build a clean extract of the source tarball.

Jon

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Re: [Flightgear-devel] Problems with 1.99.5

2008-12-03 Thread Jon Stockill
Curtis Olson wrote:
 I think this is fixed now in cvs, but nothing will happen until a new 
 tarball is generated (using make dist)

I haven't seen any problems with CVS recently, but I was just updating 
my build script ready for a release and so was running it against the RC 
tarballs.

Just out of interest which version of OSG are people planning to link 
the release against? Are we going to wait for a 2.8 release, or go with 
one of the 2.7 developer releases?

Jon

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Re: [Flightgear-devel] Problems with 1.99.5

2008-12-03 Thread Jon Stockill
Curtis Olson wrote:

 I have a problem building a dependency against some development version 
 of a library which is only available from cvs (note the mess that openal 
 can often be on many platforms)
 
 OSG is a little bit better in that there is a real tarball with a real 
 version we can download and build against ... even if it's not an 
 official stable release.

That's why I suggested the developer release rather than 
cvs/svn/whatever else they may use. I think there *are* now issues with 
building against a 2.6.x release.

Jon

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Re: [Flightgear-devel] Fwd: Astrasim Expo Flight Simulation Shows 2009

2008-11-25 Thread Jon Stockill
Stuart Buchanan wrote:

 I suspect they may be expecting us to pay for space - the Sherburn event is 
 free
 to attend, and they've got to make money somehow.
 
 Unfortunately these are both probably a bit too far for me to travel. 
 However, if they
 were to run one in Scotland  ;)

I've requested an exhibitor pack - will pass on the details when it arrives.

Jon

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Re: [Flightgear-devel] Fwd: Astrasim Expo Flight Simulation Shows 2009

2008-11-24 Thread Jon Stockill
Curtis Olson wrote:
 I received this email today and am forwarding it to our devel list so 
 all our UK based developers can see.

Count me in. A brief look at their website shows an event at Sherburn 
aero club the month before too - and that's just up the road from here, 
so I'd be interested in doing that one too.

Linux expo a lot of years ago when the royal navy museum lent us a 
helicopter was an absolute blast, and it's always nice to put faces to 
names.

Who else is interested in either Cosford, Sherburn, or both?

Jon

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Re: [Flightgear-devel] Fwd: Astrasim Expo Flight Simulation Shows 2009

2008-11-24 Thread Jon Stockill
Curtis Olson wrote:
 I received this email today and am forwarding it to our devel list so 
 all our UK based developers can see.


 -- Forwarded message --
 From: *John Marshall* [EMAIL PROTECTED] 
 
 If interested in attending, I do have presentation pack's available for 
 exhibitors, I can get one despatched out to you.

Since it seems I'm not the only person interested before we bombard them 
with requests we should probably be a bit more organised :-)

Who's gonna get the info pack? I'm happy to request it and scan it so it 
can be made available for anyone else wanting to attend.

Jon


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Re: [Flightgear-devel] Fwd: Astrasim Expo Flight Simulation Shows 2009

2008-11-24 Thread Jon Stockill
Vivian Meazza wrote:

 Since this is your backyard, I suggest you lead on this one.

Sherburn is (it's about 20 miles - were I to find myself with enough 
cash to learn to fly then that's where it'd be). Cosford is about 120 
miles away.

Sherburn is only a small flying club - TBH I can't see it being a *huge* 
event there (but I'm willing to be proven wrong). If people are planning 
on travelling any distance to attend one of the events then I'd highly 
recommend the one at Cosford - the museum there is fantastic and well 
worth a visit on its own.

Jon

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Re: [Flightgear-devel] 3d-clouds- Texture updates

2008-11-24 Thread Jon Stockill
Heiko Schulz wrote:

 -I still need to shape the clouds- If I had knowledge about using Phython I 
 would make a script for Blender

There's already a cloud generation script for blender (possibly more 
than one). A quick search found this one:

http://wiki.blender.org/index.php/Scripts/Manual/Wizards/Cloud_Generator

Maybe it could be modified to output the data we need.

Jon

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Re: [Flightgear-devel] Another person selling FlightGear under dubious pretenses

2008-11-22 Thread Jon Stockill
KcKpers Ltd wrote:
 Hi all,
 
  
 
 Thanks for the comments so far.
 
  
 
 I have been looking over the use of images.
 
  
 
 I will remove any images if you notify me that you wish them to be removed.
 
  
 
 However I do have something I wish to find out for future reference.
 
  
 
 If flight gear is under a GPL license, does this not mean work created 
 with the use of flight gear is also under this license if it an output 
 of this software
 
  
 
 If say a screenshot is taken of this software, does this also not mean 
 this screenshot is licensed automatically under the GPL as it displays 
 in graphical form, the code that was used to create this software.
 
  
 
 If this is the case then can they not be freely used and not copyrighted 
 individually by the owner.
 
  
 
 If this is the case, people saying that these images they created are 
 copyrighted goes against and breaches the GPL License
 
  
 
 I am unsure if this is the case, but it makes sense perhaps.

If you use mysql to store your customer database does this make your 
customer list GPL? If you use gnumeric to prepare your accounts can we 
all have a copy?

Jon

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Re: [Flightgear-devel] How often to poll positions frm MP server via port 5001?

2008-11-14 Thread Jon Stockill
Holger Wirtz wrote:
 Csaba,
 
 Csaba Halász wrote:
 On Thu, Nov 13, 2008 at 2:50 PM, Holger Wirtz [EMAIL PROTECTED] wrote:
 This is an intance problem, too. Asterisk will start for every call to a
 virtual frequency one coneference application. THis application has a
 thread which polls the data from the MP server to calculate the
 distances between the clients.

 To put this function one stage above the conference module means to
 patch Asterisk itself. That is not really portable and I think very
 difficult...
 Or just use a common cache file.
 Btw, I remember you experimented with sending the position data
 through the asterisk connection, didn't that work? You wouldn't need
 polling then.
 
 Yes, but it is difficult to implement in the conference application.
 Because every member has his own thread you have much to lock and unlock
 while putting data in a global structure - and than you have to
 calculate the distances every few seconds and so on... it seems to be
 easier to poll the information from the MP server. A streaming
 connection with a configurable frequency (like the FG protocls) would be
 better...
 
 Also you will have to be a real FG client on the FGMP with the same name
 on the iaxchannel as your callsign to start up working connections with
 fgcom3. That is a big advante because all the trolls have start at least
  a FG multiplyer simulator to chat with fgcom and the Asterisk server
 admin can tell his users to use realistic calls signs (no relistic call
 sign (and every time the same!) - no iax account - no fgcom3. But this
 is in the hand of the Asterisk server admin.

The simplest way would be to run a multiplayer server on the same 
machine as asterisk - that way you could query it as fast as you liked 
without any hit on the main MP servers.

Jon

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Re: [Flightgear-devel] How to lower how much scenery gets cached:

2008-11-14 Thread Jon Stockill
Robert Jacobs wrote:
 A quick question for any of you.  Can Flight Gear be used as a database for
 ground elevation?  Could I query it with earth coordinates and ask it to
 return the local elevation of the ground with respect to sea level?  Would
 this be difficult to implement?

Yes, it can, though whether it's sensible to do so would depend on what 
you wanted to use the information for. You can use the properties 
interface (either by telnet or http) to set a position, then read back 
the ground elevation - the null fdm is ideal for this. We also have a 
tool which can load scenery tiles and return elevations - it's far more 
efficient for doing this in bulk. The values you get are of cource the 
elevation of the scenery, which may vary from real world values - if 
that's what you want then you're probably better off reading values 
directly from SRTM or a similar source.

Jon

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Re: [Flightgear-devel] FSWeekend impressions

2008-11-03 Thread Jon Stockill
Martin Spott wrote:
 James Turner wrote:
 
 Some points to keep in mind for LinuxTag booth planning, assuming  
 people are going?
 
 I'm pretty certain that we're going to keep our schedule and to be
 present on LinuxTag next year - although we yet have to find a small
 aircraft to place onto the booth  :-)

That always works - we got more people than the IBM stand at LUDEx in 
London in 2001 - mainly thanks to this:

http://photos.stockill.org.uk/p4000506.html

IBM had paid for the shipping though, and I'm still using up the 
enormous box of pens they chucked at me as they were packing up

They wouldn't let us steal their 10ft wide plasma screen though.

Jon

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[Flightgear-devel] Missing AI model

2008-10-16 Thread Jon Stockill
AI/Aircraft/KA6-D/Models/ is empty, making it *really* difficult to find 
the little blue  yellow glider when you're trying to refuel. Anyone 
know where it went?

Jon

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Re: [Flightgear-devel] Multiplayer Chat Frequencies?

2008-10-07 Thread Jon Stockill
DrC wrote:
 On Tue, 2008-10-07 at 04:06 +0200, Csaba Halász wrote:
 * property to select active radio for transmission (maybe be per-radio
 flag?)
 
 The intercom panels on the aircraft I fly have:
 An On-Off switch for each receiver (comms and nav - vors, adf, dme .. )
 to listen to comms traffic and nav ident signals.   All selected sound
 sources are mixed into the headset - but one rarely selects more than
 active comms plus one nav ident at a time.
 A rotary switch to select Comm1 or Comm2 for the ptt transmit switch.
 
 All this is part of the aircraft intercom panel wiring.   The comms
 transmit channel is not selected at either radio.
 
 Hope this helps - if not, disregard.

The KMA26 audio panel in the grob 115 is mostly functional. That has a 
rotary switch which allows you to select the com radio to transmit on, 
including an emergency setting which bypasses the audio panel and 
connects the mic direct to com1, then a number of pushbuttons which 
illuminate to indicate the selected audio sources (the tx radio is auto 
selected, and the other radios can be toggled on/off by pressing the 
button).

If you need more info you can download the manual from the bendix/king 
website.

Jon

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Re: [Flightgear-devel] Aeronaval aircraft development

2008-10-06 Thread Jon Stockill
gerard robin wrote:

 The Aircraft are:
 

 Lancaster  

Do you need any information on the Lancaster? This is a model I'd love 
to see finished, and I have a copy of the pilots notes. Please let me 
know if any information they contain would be useful to you.

Jon

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Re: [Flightgear-devel] Call for aircraft nominations

2008-10-05 Thread Jon Stockill
Martin Spott wrote:
 Durk Talsma wrote:
 
 So, with these criteria in mind, what would be your current top 10 of 
 aircraft?
 
 I'd be very happy to see Heiko's overhauled C172 model included in the
 release. The outer hull is waaay better than the old one, yet the
 inners still need a little bit more touch,

If we're aiming for a release around Christmas then I could probably get 
a set of full 3d instruments done before then. (I can probably cheat and 
steal most of them from the Grob 115 and just update the instrument face 
textures).

Jon

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Re: [Flightgear-devel] Call for aircraft nominations

2008-10-05 Thread Jon Stockill
Matthew Tippett wrote:
 Yes.  Terrasync.
 
 With the intent being the terrasync thread can point to multiple
 repositories for data - low/medium/high resolution.  Possibly using a
 bittorrent style sharing mechanism to share the bandwidth load :).

Bittorrent is ok for downloading huge chunks of scenery, but no good for 
  terrasync where you can't be left waiting for that one last block, 
without which your entire tile is useless.

Jon

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Re: [Flightgear-devel] [BUG] warning: picked up error... with OSG hotspots and mouse-view

2008-10-05 Thread Jon Stockill
gerard robin wrote:

 I didn't understood that feature.
 How can we turn a knob,  increase or decrease a value , since it is the same 
 object.

You can create invisible objects - so you can have one to increase and 
one to decrease. Have a look at the Grob 115 cockpit for some examples.

Jon

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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear compiler.h, 1.29, 1.30

2008-09-11 Thread Jon Stockill
Ralf Gerlich wrote:
 Hi James,
 
 the CustomScenery-Version of TerraGear was already upgrade to cope with
 these changes.

Excellent - does that already include the point in polygon fix too?

I'm thinking of trying some more horribly detailed scenery and it'd be 
interesting to see how things have progressed.

Jon

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[Flightgear-devel] OpenAL and ALUT

2008-08-14 Thread Jon Stockill
I've just been setting up a new machine and I've been building all the 
flightgear prerequisites from freshly downloaded source, but ran into a 
problem when it came to tracking down ALUT, so I thought I'd save anyone 
else from repeating the same searching as I've been doing.

OpenAL development is now being hosted by Creative, unfortunately in the 
migration from openal.org to http://connect.creativelabs.com/openal/ the 
  tarball for alut was missed. As a result of this you'll need to get 
alut from svn until they can replace the tarball. It can be obtained 
from here:

svn://connect.creativelabs.com/OpenAL/trunk/alut

Jon

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Re: [Flightgear-devel] OpenAL and ALUT

2008-08-14 Thread Jon Stockill
Anders Gidenstam wrote:

 I've noticed that Debian (unstable and testing) has begun to switch to an 
 alternative OpenAL implementation:
 http://packages.debian.org/sv/sid/libopenal1
 http://kcat.strangesoft.net/openal.html

That site is actually linked from the creative site when you start 
searching for details on anything remotely unixy.

Jon


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Re: [Flightgear-devel] OpenAL and ALUT

2008-08-14 Thread Jon Stockill
James Turner wrote:

 Incidentally, one of the many, many things on my 'if I ever have time'  
 list is to clean up the OpenAL driver code in the main loop to support  
 multiple positioned sources - the current code assumes all positioned  
 sounds originate from the main aircraft, which is obviously not ideal  
 (though equally, a good tradeoff to get things going). The good test  
 for this would be dog-fighting fly-bys in multi-player - as I  
 understand it, right now, the doppler-shift on engine sounds from MP  
 aircraft will be completely wrong. This is only based on encountering  
 the code while reading the main loop code - perhaps I'm completely  
 mistaken about this.

AFAIK we don't get any sound at all from MP aircraft right now.

Jon

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Re: [Flightgear-devel] [Flightgear-users] Traffic Manager II

2008-07-28 Thread Jon Stockill
Martin Spott wrote:
 Greg Hawkes wrote:
 
 One solution to this problem is to create a shared database of every 
 (well, every /regularly scheduled/) flight everywhere in the world. This 
 idea is similar to FlightGear's world scenery database. That project 
 claims to aim for world domination, so why not have the same aim for the 
 AI traffic database? Of course, problems with this idea are that 1) 
 maintaining the database is a huge job, [...]
 
 I certainly don't want to cross Durk's plans. Nevertheless, given the
 case that Durk _does_ come to the conclusion, that having such a shared
 database of AI flight plans is a solution, then I think we should
 manage to co-locate such a DB at the given infrastructure and share the
 workload of maintenance among the involved people   Your name is
 noted  ;-)

I'd started work on a db based on the current traffic manager 
requirements, and it was all getting rather complex. The changes you've 
mentioned would appear to simplify the database requirements somewhat, 
so I'd be happy to add something onto the scenery db system to support 
it. I doubt I have the time to maintain it though, so if someone wants 
to volunteer to keep an eye on things and prod me when changes to the db 
structure or front end are required then it'll make best use of the time 
I have available.

Jon

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Re: [Flightgear-devel] EGCF taxiways (at last)

2008-07-17 Thread Jon Stockill
Martin Fenelon wrote:
 Hello,
 
 I have finally got my head round the basics of taxidraw and added some 
 simple taxiways to the local aerodrome, EGCF. Nothing much to see, but 
 it's a start. A copy has been sent to Robin Peel.
 
  http://www.awaywiththepixies.org.uk/pub/FlightGear/EGCF-198.dat
 
 Next in the list are Wickenby (EGNW), Sherburn in Elmet (EGCJ), Sturgate 
 (EGCS) and possibly Waddo (EGXW) which looks a bit bare.

Sherburn (along with the old blackburn factory runway nextdoor - used as 
a vehicle test track now, but has been used for some aircraft attending 
their air display in the past, which is why I included it) is done, I 
can't remember if I modelled it before or after they got their new 
runway though. I'll see what info I can dig up on Sturgate for you.

Jon

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Re: [Flightgear-devel] Aerodrome taxiways/aprons and terragear

2008-07-14 Thread Jon Stockill
Martin Fenelon wrote:
 Hello,
 
 I'm just getting to grips with basic taxidraw operations and have one 
 question (many more to follow).
 
 If I have a small space surrounded by taxiways, do I need to place 
 grass/turf in the middle of it or will terragear fill in the blank bits 
 with green stuff?

Any area you don't define defaults to grass.

Jon

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Re: [Flightgear-devel] Aerodrome aprons/taxiways

2008-07-10 Thread Jon Stockill
Martin Fenelon wrote:
 Hello,
 
 Is there maintained a list of aerodromes currently being worked on?

Not that I'm aware of.

I'd suggest dropping a mail to the list cover what you're wanting to 
work on, and see what sort of response it gets. I've worked on a number 
of RAF airfields in the past, and will probably pick that up again when 
things are quiet with the scenery db unless someone else jumps in.

Jon

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Re: [Flightgear-devel] Open Street Maps Licence caution

2008-06-10 Thread Jon Stockill
Rob Oates wrote:
 Hi Georg, I think you are being overly strict in the interpretation.
 
 The Flightgear project currently distributes maps generated from Public 
 Domain data as GPL. Why should this be any different for OSM? It  to 
 uses Public Domain data to generate it's maps, so you are free to do 
 what you want with the data. Any modifications you do to the data is you 
 own derived work which you can distribute as you like.

It's not public domain.

 But if you feel that there is a conflict between the Creative Commons 
 license and the GPL, then you should consider distributing the OSM based 
 scenery as Creative Commons.

Well since the tools aren't really up to the job of building scenery 
without flaws yet it's not really an issue. The license is likely to be 
changing in the near future anyway, so it's pointless worrying about 
this sort of thing until the new license is available anyway, and having 
spoken to Steve Coast about FlightGear he thought the resulting scenery 
was pretty cool, and it's not the sort of thing he'd want to prevent - 
FlightGear is actually the first entry on the Neat Stuff page on the 
OSM wiki: http://wiki.openstreetmap.org/index.php/Neat_Stuff

Jon (Who has mapped most of Wakefield)

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Re: [Flightgear-devel] Open Street Maps Licence caution

2008-06-10 Thread Jon Stockill
Georg Vollnhals wrote:

 Hi Rob and Jon,
 
 thank you for your answers which inspire myself with confidence that not 
 all is lost :-) - I got a private mail with the same tenor, too.
 
 Selected OSM data from Europe (as other parts of the world are behind) 
 for the common FlightGear scenery could improve the VFR flight training 
 environment a lot (even at times of GPS a cross-checking the old VFR 
 chart is not that bad idea - especially not when the electronic wizard 
 fails surprisingly - this is garanteed not theoretical!).
 
 Ok, so hopefully OSM data collectors are busy and FlightGear scenery 

Well I know I've been busy - as you can see here:

http://www.wf1.net/map.php?zoom=13lat=53.683lon=-1.5layers=B0T

 generation can handle the selection process sometime ..

Yes, the tools are being worked on - it's just a slow process - most 
people seem to be scared of terragear :-)

Jon

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Re: [Flightgear-devel] Stefan clock=hpet - was: Spiele Bild promotes FlightGear

2008-04-28 Thread Jon Stockill
Georg Vollnhals wrote:
 Hi Stefan,
 
 Stefan Seifert schrieb:

 Maybe your system simply doesn't have a hpet clocksource. For example my 
 system at home only has:
 acpi_pm jiffies tsc

 You can get the available clocksources by issuing:
 cat /sys/devices/system/clocksource/clocksource0/available_clocksource

 In my case I'd try acpi_pm first and then jiffies. Any way, jiffies should 
 be 
 the last, since it's only a simple CPU-cycle counter. But it may still work 
 well if you use ntpd for network time synchronization.

   
 this helped! You are right, no hpet clocksource available on my system. 
 I followed your advice and selected acpi_pm.
 
 dhcppc2:/home/georg # cat 
 /sys/devices/system/clocksource/clocksource0/available_clocksource
 tsc acpi_pm jiffies
 
 dhcppc2:/home/georg # cat 
 /sys/devices/system/clocksource/clocksource0/current_clocksource
 acpi_pm
 
 Ok, now I'll wait and see how the behaviour of the clock is now :-)
 
 May be my OpenSUSE is lacking something? Ok, at least it was worth
 trying and I learned something new.
 
 Don't give up too early :)

 Regards,
 Stefan

   
 No,never!
 I am just no give me 2 seconds man, more a ruminant with small pieces 
 of unknown stuff, spitting out the result 2 months later.
 
 Once again, thank you very much for your help!!!

Assuming the machine has an internet connection - if you install ntp and 
set it to sync from pool.ntp.org you'll never need to worry about such 
problems again - it'll sync from an internet clock source within a few 
minutes of starting up, and then stay in sync.

Jon

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[Flightgear-devel] New models

2008-03-31 Thread Jon Stockill
Given the current enthusiasm for sea-going models I've just created:

Models/Maritime/Misc
Models/Maritime/Civilian
Models/Maritime/Military

They've been populated with a bunch of models converted from the Naval 
Postgrad School's SAVAGE archive. The models are currently untextured, 
although some of them do have materials set to give them some colour.

If anyone wants to improve on these, or has requests for other models 
they'd like to see converted (some are better than others, and the 
conversion script is currently only in the very early stages, so I can't 
promise I'll be able to convert any particular model) then you can find 
the archive here:

https://savage.nps.edu/Savage/

Jon

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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-22 Thread Jon Stockill
Tim Moore wrote:

 Is it practical to use the Landsat classification stuff you guys have demoed 
 on
 your web pages to generate our own coastline data?

It has already been done. The result is PGS (sorry for the horrid url):

http://www.nga.mil/portal/site/nga01/index.jsp?epi-content=GENERICitemID=9328fbd8dcc4a010VgnVCMServer3c02010aRCRDbeanID=1629630080viewID=Article

It still has some breaks in it where the coastline was obscured by cloud 
  in the source data, but it does seem to be far more accurate than 
other sources. It has been imported into OpenStreetMap and tweaked to 
fill in the gaps/correct any errors (there are plenty of people editing, 
so no manpower worries) - it's probably not usable *yet* but provides 
the best freely available source, and should probably be considered for 
a scenery builds at some point in the future.

Jon

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Re: [Flightgear-devel] Scenery 1.0.0 coastline is not processed

2008-03-19 Thread Jon Stockill
gerard robin wrote:

 I can only say that, the right coastline is given by the tiles extracted from 
  
 Scenery FG0.9.8.

I suspect this is a GSHHS versus VMAP0 issue - I'm not sure which 
coastline was used for the 1.0.0 scenery though.

Jon

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Re: [Flightgear-devel] Red Bull Air Race for FlightGear

2008-02-07 Thread Jon Stockill
Torsten Dreyer wrote:
 *** update ***
 I am currently working on the slalom-gate code so it can be used for the 2007 
 series, too. I have the racetracks for San Diego and San Francisco ready and 
 they will be released in a few days together with the new software.
 
 To have a nice aircraft to fly the racetrack, I am also working on a Zivko 
 EDGE 540 aerobatic plane. Check out the screenshots at
 
 http://www.t3r.de/fg/fgfs-rbar.html
 
 I'd like to put a smoke system into this - has anybody already implemented 
 something like this? How could a smoke system be done?
 
 - submodels? 
 I have tried to use submodels, but it looks like the aircraft is producing 
 soap-bubbles, not smoke.
 
 - particles?
 Never tried this and I have no idea how the particle system works.

Tiago's particle system is working quite well - it's not in CVS yet, but 
should be there soon. There are a few pics here:

http://gallery.flightgear.org.uk/c1450045.html

I can send you a copy of the particle system I was testing on the grob 
if you'd like, although Tiago is currently working on connected 
particles which should look much better for things like aircraft smoke.

I'm glad someone's made use of my redbull gate models - I've been trying 
to get details of the san francisco course for a while (it'd be great to 
have one set up in our default scenery area) but the best reference I 
could find was some video of the event on youtube - and reverse 
engineering the gate positions from that isn't exactly easy :-)

Jon


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Re: [Flightgear-devel] Red Bull Air Race for FlightGear

2008-02-07 Thread Jon Stockill
Torsten Dreyer wrote:

 Unfortunately our scenery in the San Francisco marina area is not very 
 accurate and the cost line looks like it has been made by a zigzag cutter. So 
 the racetrack doesnt look half as cool as it could. Sigh.

Has there been a recent SFO race? I was trying to find details of the 
2006 course - there were only KML files for the 2007 races on the site 
when I was trying to find details (you'll find the courses laid out in 
the scenery - will this clash with your implementation?)

Better to have the gates in the right place though than try to fit them 
into the scenery - the scenery will improve.

Jon

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