Re: [Flightgear-devel] c172p pitch at cruise question

2008-12-07 Thread LeeE
On Saturday 06 December 2008, gerard robin wrote:
 On dimanche 07 décembre 2008, gerard robin wrote:
  On samedi 06 décembre 2008, Martin Spott wrote:
   gerard robin wrote:
With the c172p i have included  the following:
  
   [...]
  
To me that is perfect, [...]
  
   This is the sole point I'm talking about: Apparently, even
   though 'we' have original drawings of the entire airframe,
   still none of us has authoritative information at his hands
   how it is supposed to be properly positioned 'at level'. This
   is the issue which I'd was trying to sort out.
  
   Cheers,
 Martin.
 
  Yes it is a guess, how many models here are drawn  with a guess
   ? not only the landing gear  :)
 
  Giving it  a pitch of -3 deg is not so bad.
  Or extend more the nose gear which will be ugly.

 AND
 The question isn't it , only:
 Which is the less stupid  :)
  to keep the model floating above the ground when not in air ?
 or
 to modify  the  offset ?
 which won't shock anybody using that  FG Reference Model.

 Easy to do, giving the possibility, latter on, to update,  if
 somebody is able to bring the right blueprint of that Aircraft (
 same model, same equipment.).

 cheers

Once you've aligned the reference point between the 3d model and the 
FDM model you should never have to add offsets to the 3d model; if 
there's a discrepancy it means that something is wrong.

The best way, for modellers, is to make the landing gear in it's 
maximum extended position - the position it would be in without any 
weight upon it - and use those coordinates for the gear contact 
points in the FDM.  Then you vary the gear spring and compression 
rates in the FDM so that the aircraft sits on the ground at the 
right height and attitude, and then finally adjust the model's gear 
compression animation so that the two match.

While it's usually impossible to get exact data on what the height 
and attitude on the ground should be, with reference to photographs 
etc. it should be possible to get it correct to within an inch for 
small aircraft, and perhaps several inches for large aircraft.

One of the checks that every modeller should do is to check the gear 
compression under different loads.  This will amount to testing 
different fuel and passenger loadings, including asymmetric 
loadings.  Military aircraft can also be checked with different 
weapon loads.  Regardless of aircraft type though, once you've got 
it right the gear will sit on the ground whatever the loading, even 
with asymmetric loading.

LeeE

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

2008-11-20 Thread LeeE
On Thursday 20 November 2008, Curtis Olson wrote:
 Someone pointed out this site to me.  It probably falls into the
 category of just barely ok, but I thought I'd post the link here
 to get some more eyes on it.

 http://flight-aviator.com/

 Best regards,

 Curt.

One clear issue: I could find no reference to source code 
availability on that web-site.  Possible second issue:  Does the 
GPL require that GPL'd works are identified as such?

The first issue is a requirement of the GPL, but I'm not sure if 
GPL'd works need to be identified as such when being redistributed.

One of the recognised FG project team members _needs_ to get clear 
legal advice regarding this sort of issue.  It keeps cropping up 
and each time it happens no one has a definitive answer to it and 
it leaves people running around like offended headless chickens.

The GPL specifically allows redistribution of GPL'd works, and for 
profit - the only real issue here is whether this distribution 
conforms to the requirements of the GPL.  It's got people in a flap 
too many times already - don't guess - find out.

LeeE

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-26 Thread LeeE
On Sunday 26 October 2008, Stuart Buchanan wrote:
 LeeE wrote:
  On Saturday 25 October 2008, Stuart Buchanan wrote:
   Hi All,
  
   After a lot of effort, and help from Tim, I've finally got
   some 3D shader-based clouds that work acceptably:
  
   http://www.nanjika.co.uk/flightgear/clouds.jpg
  
   A patch is available from here:
   http:/www.nanjika.co.uk/flightgear/clouds.tar.gz
  
   I've put quite a bit of effort into making the clouds as
   configurable as possible. The cloudlayers.xml file should
   allow any cloud-artists to create much prettier clouds than I
   have managed.
  
   There are quite a few bugs to be ironed out:-
   3) The alpha-blending isn't working properly
 
  This looks like a z-ordering issue.  Is z-ordering used in the
  cloud routines?

 It is, but I'm not sure it is working on the level of individual
 sprites. The clouds are in the correct rendering bin (I think),
 but because of the use of shaders we currently just render them
 in an arbitary order within each cloud.

 I wonder if the problem is the
 CouldShaderGeometry::drawImplementation(). Does that seem likely?

 -Stuart

Yeah - the ordering seems random - some of the individual sprites 
look ok but others don't.  Are the texture edges anti-aliased? - it 
looks like they may be and that might be causing problems because 
of intermediate values in the boundaries.

LeeE

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Re: [Flightgear-devel] 3D Clouds - patch and progress report

2008-10-25 Thread LeeE
On Saturday 25 October 2008, Stuart Buchanan wrote:
 Hi All,

 After a lot of effort, and help from Tim, I've finally got some
 3D shader-based clouds that work acceptably:

 http://www.nanjika.co.uk/flightgear/clouds.jpg

 A patch is available from here:
 http:/www.nanjika.co.uk/flightgear/clouds.tar.gz

 I've put quite a bit of effort into making the clouds as
 configurable as possible. The cloudlayers.xml file should allow
 any cloud-artists to create much prettier clouds than I have
 managed.

 There are quite a few bugs to be ironed out:-
 3) The alpha-blending isn't working properly

This looks like a z-ordering issue.  Is z-ordering used in the cloud 
routines?

LeeE

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Re: [Flightgear-devel] Call for aircraft nominations

2008-10-06 Thread LeeE
The SU-37 should be regarded as experimental and I did it primarily 
to see if I could reproduce some of the aerodynamic properties and 
behaviour of the real-life vectored-thrust/canard equipped SU-30 
series aircraft in YASim.  For the most part, I felt it was 
successful but there are some serious outstanding problems with it.  
From the FDM point of view, the canards are fixed - the INCIDENCE 
control just doesn't seem to work with mstabs or vstabs, so 
although the animations are ok, there is zero aerodynamic effect 
from changing the canard incidence.  The thrust-vectoring also 
needed a slightly dodgy work-around to be able to pitch the thrust 
up as well as down - I  had to rotate the nozzles through 720 
degrees and then use the src0, src1, dst0, dst1 tags to map the 
normalised -1,1 range to center and rotate the nozzles +/- 15 deg 
around the 360 deg point - this is  elegant.  Finally, it also 
needs a much better/more usable FCS than it currently has, so 
without an awful lot of work, it can't be regarded as a candidate 
for inclusion in the base package.

However, apart from the poor FCS and lack of a cockpit, the FDM and 
3D model would make a good basis for an SU-27, where the canard and 
thrust-vectoring problems wouldn't apply.  The 3D model was 
actually done from an SU-27K drawing (which has the canards but not 
thrust-vectoring), so with the addition of an arrestor hook it 
would be a legitimate aircraft for carrier landings (canard issue 
notwithstanding).

Note for modellers:  There are slight differences in wing area and 
tailfin configuration between the various SU-27/30 series aircraft 
but while the different tailfins are easy to do, getting info on 
the exact differences in the wings is difficult.

LeeE

On Sunday 05 October 2008, Ummon Karpe wrote:
 I would love to see the Su-37 in the base release. However, it
 seems like it still needs some work. What is your opinion?

 -Ummon
 ___

 On 5 Oct 2008, at 09:13, Durk Talsma wrote:
  So, with these criteria in mind, what would be your current top
  10 of aircraft?

 Before the debate gets too details, there intention was (and
 still is, I think) to have at least one aircraft from the
 following categories:

  - the c172
  - another light, GA single (eg, the cub, or maybe a more modern
 single-engine, like the piper archer)
  - a piston driven twin (senea, c310, etc)
  - a turboprop (eg, the b1900d, or Dh-6)
  - a WW2 era fighter (p51d, spitfire, one of the japanese
 fighters) - a heli
  - a transport class jet (737, A320, 777ER)
  - a glider
  - a modern fighter (f16, f14, SU-37)

 That's eight straight away, which are basically fixed, to 'prove'
 to new users that FG can handle all those classes of vehicle. Ten
 or twelve seems like a good limit - eg add a biz-jet (One of the
 citations being the obvious candidate) and then there's loads of
 'cool' planes - the Osprey, Concorde, the WW1 era fighters, and
 so on.

 I'll leave it to Durk to pick a base package size based on the
 current aircraft selection, but people should be thinking along
 these lines when picking aircraft. The decision isn't how good
 the F18 / F14 is, it's whether it's better than then F16 / SU-37.
 Similarly, the 777ER verses the A320 or 737. And so on for each
 class - though in some it's easier, the Bo-105 is probably the
 clear winner for the heli, and the b1900d in the turboprop
 segment.

 There's also good arguments for including one 'show-off' aircraft
 in the base package - the the SR-71, Concorde, the 747-400 or
 A380, so people get some 'wow' factor without any install /
 download hassles. Particularly if someone wants to script a demo
 mode with Concorde taking off over the Golden Gate from KSFO or
 similar.

 Regards,
 James



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Re: [Flightgear-devel] YASim not be able to simulate small aircrafts with canard-config?

2008-09-12 Thread LeeE
On Friday 12 September 2008, Heiko Schulz wrote:
 Hi,

 Some months ago I began to model a Gyroflug Speedcanard SC-01B, a
 well-known german canard-aircraft. (this one:
 http://www.airliners.net/photo/Gyroflug-SC-01B-160-Speed/1389966/
L/)

 Very similar to the Long-EZ by Rutan, but the fuselage is from a
 Twin-Astir, the airfoils by Eppler ( the exactly name I can give
 you, if you want). It has a 160PS strong engine and flys like a
 jet.

 My attempt to create a fdm was not successful: it always fell
 down, or spinned. So I asked Oliver Predelli, (author of the
 Braunschweig scenery and  some YASIm-aircrafts) for help.

 At least he had the same problems, but he managed to get a stable
 fdm- but the perfomance was far away from realistic: it went
 never be faster than 90 kn though it had an engine power of 4000
 PS!

 Some days ago I discovered the LongEZ by Helijah- but the fdm is
 fake. I got my hands on it and just changed the position of the
 canard and the main wing, so it has canard config: The same
 behavior: spinning, slow though it had enough power...

 So it seems to me, that YASim is not be able to simulate this
 type of aircraft correct. Am I right?

 In the attachement you will find the fdm-file by Oliver in hope
 someone can help.

 Regards
 HHS

Hello Heiko,

Try the one I've attached.

I think that perhaps the biggest problem with your FDM was that the 
stall AoA of the hstab (9 deg) was less than the approach AoA (15 
deg).  The capacity of the Lycoming O-320-D2A is 320 cu inches and 
I reduced the prop radius to 0.6 m - it obviously doesn't have a 
4.0 metre dia prop :)

I didn't check any of the geometry but I assume that you measured 
the wing sweep at mid-chord - this is what YASim requires - and not 
at the more usual 1/4 chord, or leading edge sweep.

I've also set the effectiveness for both the wing and hstab back 
down to 1.0 and zeroed the camber values, along with making the 
elevator (and aileron) lift values lower than their drag values.

I haven't been able to try flying the FDM - I haven't got a working 
FG on my systems atm - but it solves in the stand alone YASim 
solver.  The lift result is a bit high and the drag result a bit 
low, but I think it should fly and further small tweaks should 
bring it more in to line with the real aircraft.  I suspect the CG 
x-position should be a little bit closer to the main gear 
x-position but I'll leave that for you to play with.

The stand alone solution results I get here are:

Solution results:   Iterations: 1312
 Drag Coefficient: 5.634174
   Lift Ratio: 220.707657
   Cruise AoA: 3.141160
   Tail Incidence: 1.650591
Approach Elevator: -0.679263
   CG: x:0.452, y:0.000, z:0.206

  Inertia tensor : 1975.889, -0.000, 13.359
[kg*m^2]   -0.000, 1428.914, 0.000
 Origo at CG   13.359, 0.000, 3401.351

LeeE
airplane mass=1200 

!--
Engine: 160 hp at 2700 rpm
empty weight: 435 kg = 960 pound
take off weight: 680 kg = 1500 pound
fuel capacity: 110 kg = 243 pound
takeoff at 120 km/h = 65 kn
climb rate at 150 km/h = 81 kn: 700 - 1000 ft/min
cruising speed at 75% throttle: 260 km/h = 140 kn
max speed: 360 km/h = 194 kn
during stall: nodding frequency 0.75 Hz, nodding angle +/- 10 deg
rudder in winglet is only working to the outside, pull-back with spring, right rudder to the right, left rudder to the left, right and left independent to each other
aileron in main wing
--

!-- Approach configuration --
 approach speed=60 aoa=15
  control-setting axis=/controls/engines/engine[0]/throttle value=0.4/
  control-setting axis=/controls/engines/engine[0]/mixture value=1.0/
  control-setting axis=/controls/gear/gear-down value=1/
 /approach

!-- Cruise configuration.   --
 cruise speed=150 alt=6000
  control-setting axis=/controls/engines/engine[0]/throttle value=0.75/
  control-setting axis=/controls/engines/engine[0]/mixture value=1.0/
  control-setting axis=/controls/gear/gear-down value=0/
 /cruise

  !-- pilot eyepoint --
  cockpit x=1.0 y=0.0 z=0.6/

!-- fuselage --
 fuselage ax=2.6 ay=0 az=0 bx=-1.8 by=0 bz=0.46 width=0.8 taper=0.5 midpoint=0.5 cx=2 cy=2/

 
!--The wing length is from tips to fuselage, including intakes. --
!-- Winglets reduce the efficient wing length by 20%, so the wing definition in YASIM is longer than real --

 wing x=-0.4 y=0.4 z=0.2
  length=4.8
  chord=1.2
  incidence=0.0
  twist=0.0
  taper=0.6
  sweep=18
  dihedral=0.0
	camber=0.0
stall aoa=24 width=1.5 peak=1.4/
flap0 start=0.4 end=0.8 lift=1.3 drag=1.4/
control-input axis=/controls/flight/aileron control=FLAP0 split=true/
control-input axis=/controls/flight/aileron-trim control=FLAP0 split=true/
control-output control=FLAP0 side=left prop=/surface-positions/left-aileron-pos-norm/
control-output control=FLAP0 side=right prop=/surface-positions/right-aileron-pos-norm/
control-speed control=FLAP0 transition-time=0.5/
  /wing

  hstab x=2.08 y=0.17 z=0.2
  length=2.0

Re: [Flightgear-devel] (no subject)

2008-09-04 Thread LeeE
On Thursday 04 September 2008, Melchior FRANZ wrote:
 * gerard robin -- 9/4/2008 12:05 PM:
  This must be said again and again, i guess that, here, nobody
  would accept that somebody else could make money   with our own
  work.

 Umm, no. Actually, everyone here who has understood the GPL
 *does* accept that others make money with their work. Because
 that's part of the licence. You can sell the bo105 for one
 billion dollars, if you like. But you can't change the ownership
 (copyright) or the license, and you must fulfill your obligations
 as set out in the license agreement.

 m.


All we have to do is find some gullible buyers:)

For me, the GPL is ideal because I don't want the responsibilities 
of ownership.  I like to do what I think I have some skill at, for 
my own enjoyment and satisfaction, and then offer it up to other 
people to use and improve.

I know that I'm not an expert on everything (if anything?), so I 
feel that it's a compliment to me if someone else thinks that work 
that I've done has some value.

Don't get me wrong - I prefer the idea of someone taking my work and 
improving it, for the benefit of everyone, more than I like the 
idea of someone just taking an incomplete solution and exploiting 
it, but either way, at the end of the day I feel that I've been 
able to do something of use to someone.

Personally, I think that ownership is a burden unless your only 
thought is about exploiting others, and I think that's what the GPL 
is really about.

LeeE

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Re: [Flightgear-devel] Question on Forums: Using flightge ar as visual and cockpit: technical and legal!

2008-09-03 Thread LeeE
On Wednesday 03 September 2008, Ron Jensen wrote:
 There is a question on the flightgear forums that has me somewhat
 annoyed.  Particularly the first question below.
 http://www.flightgear.org/forums/viewtopic.php?f=2t=2097

 In part it reads:
  Finally there are some legal questions:
  1) if we modify an aircraft in order to add a 3d cockpit with
  instruments,

  switches and buttons, we should release it under GPL. But if
 we realize  a new cockpit for a GPL aircraft, can we sell the
 cockpit with a proprietary  licence?
  2) if we sell our simulation programs with a proprietary
 licence can we  pack flightgear in it giving to the customer
 also the flightgear sources  so that our code is proprietary
 while flightgear maintain its GPL licence?  Thank you,

  Xwang

 I posted a rather blunt response already, but would like other
 opinions and thoughts.

 V/r

 Ron

The GPL allows GPL licenced works to be sold for profit - forcing 
everything to be free, as in free-beer is not the aim.  It also 
allows proprietary works to be used in conjunction with GPL'd works 
and to be sold for profit.

There are some restrictions regarding how GPL'd works are 
incorporated in proprietary works, but these are to prevent the 
removal of the GPL conditions under which the incorporated GPL'd 
work was released.

The two examples listed above don't appear to contravene any of the 
GPL (V2) conditions.  A replacement cockpit for a GPL'd aircraft 
wouldn't be much use on it's own but it doesn't modify or remove 
the original GPL conditions from the aircraft that it is intended 
to be used with.

Many commercial projects already use FG for visualisation and the 
second example appears to just this.

If you don't want your work released under the GPL then you ought to 
find a more restrictive licence to use.  Getting annoyed with 
someone who appears to be making an effort to find out about and 
comply with the licence conditions under which your work is 
released does no one any good and is only likely to breed animosity 
instead of collaboration.

LeeE

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Re: [Flightgear-devel] Another OpenSource FlightSim based on OSG

2008-08-26 Thread LeeE
On Monday 25 August 2008, Heiko Schulz wrote:
 Hi,

 Just a quick note:
 Today I found another OpenSource FlightSim which uses OSG. It is
 under GPL-licence, and has as features like:

 Carrier landing mission.
 Motion blur (-motion-blur).
 Sky dome.
 Sound effects (PLIB)
 Particle-system (improved explosions).
 Collision-detection.
 Can download satellite imagery and render spherical Earth using
 OSSIM.

 It uses our aircrafts, and looks quite nice. Maybe the source
 codes there are interesting for further developing of FlightGear?

 Look at: http://www.palomino3d.org/

 Cheers
 HHS

 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html

That's interesting.  I noticed that he hasn't got all the animations 
working yet and I couldn't find anything about the FDMs, but the 
ground cover imagery looks good.

LeeE

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Re: [Flightgear-devel] FGFS is at SigGraph

2008-08-14 Thread LeeE
On Thursday 14 August 2008, Alex Perry wrote:
 The ATI booth at SigGraph in Los Angeles this week is
 demonstrating a single Linux machine with two dual-head graphics
 cards running four monitors.  They are running FlightGear on four
 monitors (center, left, right, above) with the F15 flying between
 KSFO and the golden gate bridge.  Although the engineers who set
 it up for the show forgot to mention it on our mailing list, the
 chap at the demo station was happily telling everyone about how
 nice the simulator is and telling people about the website.  If
 you're at the show, swing by and say Hi to him ...


Great - ask them if they're ever going to release the working OpenGL 
drivers they're using.

LeeE

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Re: [Flightgear-devel] 2D panel

2008-07-16 Thread LeeE
On Wednesday 16 July 2008, Bebesi Janos wrote:
 Hello,

 Could somebody tell me, how can i creat 2D panel which will be
 visible in different views? It shold be visible from outside
 view, like from inside view.

 Thanks for your help

 Janos

I have not updated my local cvs copy for a while now, so this may 
not apply, but you need to amend panel.cxx.  Find the 
fgPanelVisible() function in the Global functions section of 
panel.cxx and comment out the third test i.e.


// Global functions.


bool
fgPanelVisible ()
{
 const FGPanel* current = globals-get_current_panel();
 if (current == 0)
return false;
 if (current-getVisibility() == 0)
return false;
// if (globals-get_viewmgr()-get_current() != 0)
//  return false;
 if (current-getAutohide()  
globals-get_current_view()-getHeadingOffset_deg() * 
SGD_DEGREES_TO_RADIANS != 0)
return false;
 return true;
}

Note that the fourth test in the above code has been line-wrapped 
and will appear as a single line in the source code.

LeeE

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Re: [Flightgear-devel] 2D panel [OT}

2008-07-16 Thread LeeE
On Wednesday 16 July 2008, Vivian Meazza wrote:
 Lee,

 Sorry to go off thread. I've emailed you a couple of times but
 they bounced. I want to resurrect the RNHF Seahawk livery, but I
 seem to have lost it here - do you have a copy?

 Vivian

Hi Vivian,

were you sending it to my old e-mail address?  Had a new one for a 
while now.  I'll have a copy of it somewhere - if you still haven't 
found it give me another shout and I'll dig out a copy.

LeeE

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[Flightgear-devel] OT: Debian OpenSSL flaw

2008-05-17 Thread LeeE
Just a heads-up to anyone that may be running a server that relies 
upon the Debian OpenSSL package with versions starting with 
0.9.8c-1.

http://www.theregister.co.uk/2008/05/16/debian_openssl_flaw/

It's worth reading the comments and scrolling down to where it's 
pointed out that just updating the package is not enough - any 
private keys generated with the s/w also have to be deleted and 
regenerated.  If running on Debian, it may mean that FG's cvs and 
rsynch servers are affected.

LeeE

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Re: [Flightgear-devel] startup position

2008-05-03 Thread LeeE
On Friday 02 May 2008 18:36, Melchior FRANZ wrote:
 * LeeE -- Friday 02 May 2008:
  I am curious about why using the tail location as the visual
  reference point is abusing the FDM's internal reference
  system but using the nose is not.

 That's a misunderstanding. I didn't mean that one place is OK,
 and another is an abuse. What I meant to say is that fgfs
 mandating *any* particular internal(!) FDM reference point only
 for easier positioning is an abuse. The nose isn't used because
 of that, but rewriting the FDM config files to use the tail
 would be. (Not all aircraft use the nose, anyway. The bo105
 uses the main rotor axis.  :-)

The rotor axis really makes sense for  helis but yeah, some of my 
old aircraft haven't been adjusted to use the nose and still use an 
arbitrary reference point, but as long as the model and FDM line up 
no one's going to notice.


 So, if positioning should be made easier, then not the internal
 FDM reference point should be changed, but there should simply
 be an offset from the reference point. That's AFAIK what JSBSim
 does already, and what YASim could easily do.

  Isn't the chase distance, along with the view angle, a user
  preference setting?  If so, how can we justify saying that a
  user preference is set badly?

 Chase distance isn't (usually) a user preference. It's something
 that the aircraft developer defines. And I did intentionally say
 badly, and not wrongly. Look at the 737-300, for example. The
 chase view doesn't exactly chase the 737. It almost sits on the
 tail! You don't even see the whole aircraft at once, can't really
 follow its movements nicely. The 777-200ER is much better, though
 still a tad to close IMHO. (AN-225 - too close :-)

Hmm... I've always regarded both chase distance and view angle as 
user settings, not only because they're just a visual setting but 
because FG offers a user dialogue - the one with the little dials - 
to set them.  If they were only changeable via the property tree 
browser then I'd agree with you but providing a user interface to 
change them makes them a user setting, whether that's a good idea 
or not:)

Actually, when I'm setting the chase distance, the most important 
factor is the field of view.  On my system, which isn't very 
powerful these days, increasing the field of view naturally 
increases the render load too, so I stick to the default 55 deg 
FoV, and try set the chase distance so that the entire aircraft is 
a reasonable size in the screen.  I seem to remember having 
problems setting a great enough chase distance with the AN-225 
though, because it seemed to be clamped at 90m, iirc.  With the 
default FoV the wing-tips are clipped and it occupies too much of 
the screen.  I don't know if there's still a limit on the chase 
distance.


 Normally it would only be a matter of taste. The aircraft
 developer defines it how s/he likes it best. But because this is
 the main indicator for the aircraft size and useful for other
 view related things, it would be better if used consistently.
 (Sure, I could also count the number of tanks/wheels/engines/...
 :-)

 (Fly-by needs the size for calculating the sideways distance from
 the predicted target point, but also for determining the
 distance threshold under which the view point shouldn't be
 changed at all, because the aircraft is hovering, taxiing very
 slowly, etc.)

 m.

Sounds reasonable, although if I'd done it I would have probably 
just used the chase distance for the lateral/vertical offsets and a 
time period for the viewpoint update - heh - and make the update 
time period a user setting too:)

LeeE

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Re: [Flightgear-devel] startup position

2008-05-02 Thread LeeE
On Friday 02 May 2008 08:50, Melchior FRANZ wrote:
 * Syd -- Friday 02 May 2008:
  I see some commited from Melchior that suggest he might be
  working on a solution, just not sure what that is yet :)

 Sorry, no. I'm not working on anything like that. Just fixed the
 missing-unit-suffix bug. (Though the distance should really be
 in meters internally, not nm.)

 I don't agree with Lee's suggestion to use the tail as reference
 point in all FDMs. That's abusing the FDMs internal reference
 system. Unfortunately, we don't have any information about the
 location of the gear or other dimensions in the property tree.
 What comes closest is chase-distance-m, which is why this is
 abused for guessing the aircraft size in fly-by-view. But it's
 often set badly, especially in bigger aircraft. (We could
 probably ask the scenegraph for the bounding box, but that
 wouldn't help much for positioning on the runway.)

 The simplest solution would be to allow defining an offset that's
 by default 0, and let fgfs add that to the reference point for
 positioning.

 m.

I'm not very bothered about this issue so I don't care much about 
which solution is used but I am curious about why using the tail 
location as the visual reference point is abusing the FDM's 
internal reference system but using the nose is not.  I'm not aware 
of any intrinsic functional difference between the two.

Isn't the chase distance, along with the view angle, a user 
preference setting?  If so, how can we justify saying that a user 
preference is set badly?

Although we set default values for both chase distance and view 
angle to give a view that is usable, we should assume that users 
will change both of these using the menu options specifically 
designed for that purpose.  Estimating the size of an aircraft upon 
either of these user preference settings isn't going to be 
reliable.

On the other hand though, the primary purpose of the chase distance 
is to set the viewing distance in external views, so it would be 
appropriate to use it in the fly-by view:)

I'm not looking for any arguments here - just the reasoning.  I only 
suggested that the tail be used as vrp because it would ensure that 
the landing gear is on the runway but perhaps for helis it might be 
better to use the rotor axis for single rotor craft, or the front 
(or rear) rotor for multi-rotor helis.

LeeE

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Re: [Flightgear-devel] Aircraft start up postion issue.

2008-04-30 Thread LeeE
On Wednesday 30 April 2008 04:21, Jon S. Berndt wrote:
   Hi,
  
   I recently talked to a guy who complained that some of the
   aircraft are also initially positioned too high above ground,
   which makes them fall down on start and in some cases crash.
  
   Cheers,
   Chris
 
  Depending on the aircraft, a work-around might be to start with
  zero fuel.  This should reduce the weight of the aircraft,
  making it less likely to break the U/C when it drops on to the
  runway.  You can then fuel the aircraft up from the menu.
 
  Obviously, a proper fix would be better.
 
  LeeE

 This is a strange problem. Just to be clear, though, this is not
 a Vehicle (Visual) Reference Point issue. I know you are not
 suggesting this, but this is an issue with something else.

 Jon

I didn't think so either, although perhaps it is related.

As we've heard, using the aircraft nose vrp can result in the 
aircraft not starting on the runway but before it, and if there's 
no apron, the aircraft will end up positioned over the surrounding 
scenery terrain instead of the airport surfaces.

At some airports I've noticed gaps between the polys making up the 
airport surfaces and the surrounding terrain.  They don't seem to 
be visible from above though, so it looks like the gaps are due to 
differences in elevation.  If this is so, we could have the 
situation where an aircraft is positioned according to the expected 
ground elevation taken from the coords of the vrp, which will be 
the runway start, while the elevation of the ground actually 
beneath the undercarriage is different.

LeeE

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Re: [Flightgear-devel] Aircraft start up postion issue.

2008-04-29 Thread LeeE
I guess we should just move the vrp from the nose to the tail of the 
aircraft.  It doesn't matter where the vrp actually is, as long as 
it aligns with the FDM reference point.  It's a pity that this 
didn't occur to anyone when we were discussing the vrp issue, but 
then no one's perfect.

Adjusting the vrp is really quite trivial to do but can be very time 
consuming if there are lots of animations to change - the AN-225 
model file is 4000+ lines and the SU-37 model file has 3800+ 
lines :(

LeeE

On Tuesday 29 April 2008 10:46, Markus Zojer wrote:
 Hi all!

 This issue still exists. The YASim FDM places the datum of the
 aircraft at the end of the runway as startup position, which
 means that all aircraft with datum=nose start behind the runway.
 Maybe we should use the CG of the aircraft as reference point or
 calculate some offset to the existing solution, as  some airports
 are unusable.

 Thanks,
 Markus

 Bohnert Paul wrote:
  Hi All,
 
  I'm not sure when this became an issue. I am running CVS form
  this week. I noticed it when trying out the recently improved
  B-1.
 
  Aircraft start up at the very end of the runway.  Depending on
  datum point of the aircraft some aircraft are positioned beyond
  the end of the runway.
 
  At KSFO 28R, no problem, it has an apron.  28L does not.  The
  tail of the B-1 ends up in the water when stated on 28L.
 
  See the following screen capture.
 
  http://pics.ww.com/v/coulee182/fgfs-screen-008.ppm.html?g2_GALL
 ERYSID=0f38489b61c67a0dabbf9c34a8f124f5
 
  Best Regards,
  Paul B
 
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Re: [Flightgear-devel] Aircraft start up postion issue.

2008-04-29 Thread LeeE
On Tuesday 29 April 2008 11:02, Christian Schmitt wrote:
 Markus Zojer wrote:
  Hi all!
 
  This issue still exists. The YASim FDM places the datum of the
  aircraft at the end of the runway as startup position, which
  means that all aircraft with datum=nose start behind the
  runway. Maybe we should use the CG of the aircraft as reference
  point or calculate some offset to the existing solution, as 
  some airports are unusable.
 
  Thanks,
  Markus

 Hi,

 I recently talked to a guy who complained that some of the
 aircraft are also initially positioned too high above ground,
 which makes them fall down on start and in some cases crash.

 Cheers,
 Chris

Depending on the aircraft, a work-around might be to start with zero 
fuel.  This should reduce the weight of the aircraft, making it 
less likely to break the U/C when it drops on to the runway.  You 
can then fuel the aircraft up from the menu.

Obviously, a proper fix would be better.

LeeE

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Re: [Flightgear-devel] Un-hide panel?

2008-04-24 Thread LeeE
On Wednesday 23 April 2008 17:30, Adam Dershowitz wrote:
 I am interested if there is a way to make a 2-D panel visible
 when not in the cockpit view?  I have a mini-panel that shows a
 few variables, and I want to know if there is a way to make this
 small panel of information visible when looking at an outside
 view of the aircraft. Is there just a property that hides the
 panel for views other then view 0?  Is this handled by a nasal
 script somewhere?  Or is it coded directly into the sourcecode
 somewhere?

 /sim/panel/visibility stays true for other views, when the panel
 is not actually visible.

 Thanks,

 --Adam

You need to amend panel.cxx to remove the test in fgPanelVisible for 
the current view being the cockpit view:-

bool
fgPanelVisible ()
{
 const FGPanel* current = globals-get_current_panel();
 if (current == 0)
return false;
 if (current-getVisibility() == 0)
return false;
// if (globals-get_viewmgr()-get_current() != 0)
//  return false;
 if (current-getAutohide()  
globals-get_current_view()-getHeadingOffset_deg() * 
SGD_DEGREES_TO_RADIANS != 0)
return false;
 return true;
}

Note that the line below the commented test has been line-wrapped in 
this posting and should be a single line.

LeeE

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Re: [Flightgear-devel] Can someone help me animate OLeg's (Ogel) mouth please ? I have some idea's but don't know software myself.

2008-04-24 Thread LeeE
On Thursday 24 April 2008 21:57, Forums Virgin Net wrote:
 Hi,

 I was wondering if anyone knows a way to make OLeg's
 mouth animated, I was thinking of his face having 2 textures one
 with mouth open a little bit and one with it normal, Helijah made
 OLeg some animated eyes as seen in part 3 of OLeg's Adventures
 these are controlled with keys G/g and D/d. Seen here:
 http://uk.youtube.com/watch?v=x5KI47GfjQs

 If he had 2 or 3 Facial textures representing 2 or 3 frames of
 animation and could be toggled with a Keyboard letter in fast
 acting sequence then it could add more realism to the speech when
 he talks in the movies! Anders was saying some textures are
 animated but it is not my field.

 The Animated Ogel with moving eyes is here
 http://files.ww.com/getfile.html/41321/1361705924/ogel.zip

 if anyone wants to play with it and figure out how to animate the
 mouth also?

 all the best Aerotro  Ortorea

 Michelle
 http://uk.youtube.com/user/aerotro

Animated textures won't help you in this case.  You'd use an 
animated texture, which is basically a series of texture frames, if 
you were rendering a sequence where you want a moving picture in 
the background - think rendering a 3D scene that includes a TV 
screen somewhere in shot.  As you render each frame of the main 
animation, the texture on the TV screen will be changed to the next 
one in it's own little series.

The best solution for you will come down to how you go about the 
lip-sync - that is, do you synch the footage to the sound or visa 
versa.  If you have to sync the footage to the sound it'll be very 
tricky because the frame rate of FG varies and you'll have no fixed 
reference point from which you can trigger things.

However, if the sound is a series of discrete samples you can sync 
the sound to the footage and things become a lot easier.  This is  
because, after working out the timings you need, you can use Nasal 
settimers to trigger the texture changes that animate the mouth in 
the video, on a time basis to suite the script, and then sync the 
sound samples at frame level afterwards in post-pro.

Heh - as an aside to this, I've recently been using LiVES for some 
video stuff and what I really like about it, and at the same time 
find really amusing, is that atm it's been coded to assume that it 
will crash.  As it happens, it can be guaranteed to crash _after_ 
some operations but because it's been coded with this in mind 
everything is recoverable on re-start, including the output 
generated just before the crash, so you don't have to re-do the op 
that caused the crash in the first place.  In the end, because it 
restarts very quickly, it has little impact on workflow:)  In fact, 
I think that once the LiVES team sort out the crashes it won't be 
half as much fun to use:)

LeeE

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Re: [Flightgear-devel] GPS update rate

2008-04-15 Thread LeeE
On Monday 14 April 2008 18:55, Melchior FRANZ wrote:
 * Curtis Olson -- Monday 14 April 2008:
  Let's say I want to do a simple moving average ... so the new
  value is (let's say) 9 parts the previous filtered value + 1
  part of the latest sensor reading.  Doing that as a simple
  average though will glitch if your values are coming in around
  0/360.

 FlightGear has an aircraft.angular_lowpass() in
 $FG_ROOT/Nasal/aircraft.nas. It filters sin() and cos()
 separately, and builds the angle from that again. Worked well in
 my tests.

 m.

Ah - that sounds good.

Using an exponential filter on heading produced a glitch but as it 
was resolved so quickly (0.45 sec) it only resulted in a 
small 'twitch' in flight, in most cases, but I'm sure there would 
be bigger problems if I was trying to follow an exact 0 deg course.

LeeE

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Re: [Flightgear-devel] GPS update rate

2008-04-15 Thread LeeE
So summarising the current state of play - research seem to show 
that gps units can have update rates of 50Hz+ but cost a lot of 
money.

In view of that it seems reasonable to make the FG gps update rate 
configurable - that was the main purpose of researching it - I 
didn't want to make it configurable if it wasn't possible to get 
higher rates in real life.

LeeE

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[Flightgear-devel] GPS update rate

2008-04-14 Thread LeeE
Hi all,

I've been doing some experimentation using the gps instrument for 
navigation functions but I've hit a minor problem due to the gps 
instrument update rate.

I'm running a nasal loop at 1/(frame-rate/2), which typically works 
out to between 10-20 Hz, but because the gps update rate is much 
slower (0.45 sec if I'm interpreting the code correctly) the 
results aren't very smooth - the effect is that the results follow 
a sawtooth pattern i.e. they ramp up while the gps output is 
unchanged but then drop back down when the gps output is updated, 
and then start to ramp up again.

Increasing the gps update rate to 0.1 sec in instrument_mgr helps to 
smooth the output because each 'tooth' is smaller, with the result 
that each ramp-up and drop-back is similarly reduced in size.

What I was wondering though, is what is the max update rate for 
NAVSTAR gps receivers?

I dug out my Garmin e-trex manual, because I knew that had a battery 
save mode that reduces the  update rate but it only says that the 
unit will update once per second or 'continuously'.

After a bit of digging around on the web I found a discussion where 
it was stated that The theoretical limit is down to the 
integration time for the receiver, typically 1-10ms but the 
practical limit turns out to be more down to the receiver's 
processing power.

Does anyone else here know anything about this?

Ideally, I'd like to make the gps update rate configurable - can 
anyone foresee any problems in doing this?

LeeE

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Re: [Flightgear-devel] GPS update rate

2008-04-14 Thread LeeE
On Monday 14 April 2008 15:09, Curtis Olson wrote:
 On Mon, Apr 14, 2008 at 8:38 AM, LeeE wrote:
  I've been doing some experimentation using the gps instrument
  for navigation functions but I've hit a minor problem due to
  the gps instrument update rate.
 
  I'm running a nasal loop at 1/(frame-rate/2), which typically
  works out to between 10-20 Hz, but because the gps update rate
  is much slower (0.45 sec if I'm interpreting the code
  correctly) the results aren't very smooth - the effect is that
  the results follow a sawtooth pattern i.e. they ramp up while
  the gps output is unchanged but then drop back down when the
  gps output is updated, and then start to ramp up again.
 
  Increasing the gps update rate to 0.1 sec in instrument_mgr
  helps to smooth the output because each 'tooth' is smaller,
  with the result that each ramp-up and drop-back is similarly
  reduced in size.
 
  What I was wondering though, is what is the max update rate for
  NAVSTAR gps receivers?
 
  I dug out my Garmin e-trex manual, because I knew that had a
  battery save mode that reduces the  update rate but it only
  says that the unit will update once per second or
  'continuously'.
 
  After a bit of digging around on the web I found a discussion
  where it was stated that The theoretical limit is down to the
  integration time for the receiver, typically 1-10ms but the
  practical limit turns out to be more down to the receiver's
  processing power.
 
  Does anyone else here know anything about this?
 
  Ideally, I'd like to make the gps update rate configurable -
  can anyone foresee any problems in doing this?

 I don't know specific update rates for every device, but my
 understanding is that a typical consumer handheld device will
 update every 1-2 seconds.

 I have a u-blox gps on my UAS and that updates at 4hz.  I've seen
 other gps units that update at 5hz, but I've heard it's almost,
 but not quite 5, so you end up closer to 4hz anyway.

 I have seen some trimble differential units that update at 10hz,
 but those are starting to get really expensive.

 I wouldn't be surprised to find an inertially augmented system
 that could report approximate locations at much higher rates.  My
 UAS flight computer computes position estimates at 10hz based on
 a 4hz gps + gyro  accelerometer data.  I could probably bump
 that up to a higher rate if I wanted to.

 So a true 0.1sec update interval is plausible, but expensive and
 probably not characteristic of the typical gps you would see on
 an aircraft.  But I could be way off on that ... (?)

 Regards,

 Curt.

In the discussion I found (on www.dsprelated.com) one person said 
they'd seen 20Hz units, but they cost US$2/3K, and they knew of 
50Hz units which were much more expensive.  Another poster reckoned 
that he'd been using an automotive unit that seemed to be limited 
by it's 60MHz 32bit MIPS cpu and maxed out at around 10Hz.  I also 
found an automotive racing company that did 10Hz  20Hz units - no 
prices but I'd guess they'd be in the several thousand US$ range 
too.

For a pro racing car or military aircraft I'd guess a few thousand 
US$ is ok but it might be a bit steep for GA.

Perhaps another possibility is to use a noise spike filter with a 
0.45 resolution time to smooth the output between the 0.45 sec 
updates but this would mean that the data is always going to be 
0.45 sec late.  This might be less of a problem than the roughness 
in the output though - I'll have to play with it.

LeeE

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Re: [Flightgear-devel] GPS update rate

2008-04-14 Thread LeeE
On Monday 14 April 2008 15:47, LeeE wrote:
 On Monday 14 April 2008 15:09, Curtis Olson wrote:
  On Mon, Apr 14, 2008 at 8:38 AM, LeeE wrote:
   I've been doing some experimentation using the gps instrument
   for navigation functions but I've hit a minor problem due to
   the gps instrument update rate.
  
   I'm running a nasal loop at 1/(frame-rate/2), which typically
   works out to between 10-20 Hz, but because the gps update
   rate is much slower (0.45 sec if I'm interpreting the code
   correctly) the results aren't very smooth - the effect is
   that the results follow a sawtooth pattern i.e. they ramp up
   while the gps output is unchanged but then drop back down
   when the gps output is updated, and then start to ramp up
   again.
  
   Increasing the gps update rate to 0.1 sec in instrument_mgr
   helps to smooth the output because each 'tooth' is smaller,
   with the result that each ramp-up and drop-back is similarly
   reduced in size.
  
   What I was wondering though, is what is the max update rate
   for NAVSTAR gps receivers?
  
   I dug out my Garmin e-trex manual, because I knew that had a
   battery save mode that reduces the  update rate but it only
   says that the unit will update once per second or
   'continuously'.
  
   After a bit of digging around on the web I found a discussion
   where it was stated that The theoretical limit is down to
   the integration time for the receiver, typically 1-10ms but
   the practical limit turns out to be more down to the
   receiver's processing power.
  
   Does anyone else here know anything about this?
  
   Ideally, I'd like to make the gps update rate configurable -
   can anyone foresee any problems in doing this?
 
  I don't know specific update rates for every device, but my
  understanding is that a typical consumer handheld device will
  update every 1-2 seconds.
 
  I have a u-blox gps on my UAS and that updates at 4hz.  I've
  seen other gps units that update at 5hz, but I've heard it's
  almost, but not quite 5, so you end up closer to 4hz anyway.
 
  I have seen some trimble differential units that update at
  10hz, but those are starting to get really expensive.
 
  I wouldn't be surprised to find an inertially augmented system
  that could report approximate locations at much higher rates. 
  My UAS flight computer computes position estimates at 10hz
  based on a 4hz gps + gyro  accelerometer data.  I could
  probably bump that up to a higher rate if I wanted to.
 
  So a true 0.1sec update interval is plausible, but expensive
  and probably not characteristic of the typical gps you would
  see on an aircraft.  But I could be way off on that ... (?)
 
  Regards,
 
  Curt.

 In the discussion I found (on www.dsprelated.com) one person said
 they'd seen 20Hz units, but they cost US$2/3K, and they knew of
 50Hz units which were much more expensive.  Another poster
 reckoned that he'd been using an automotive unit that seemed to
 be limited by it's 60MHz 32bit MIPS cpu and maxed out at around
 10Hz.  I also found an automotive racing company that did 10Hz 
 20Hz units - no prices but I'd guess they'd be in the several
 thousand US$ range too.

 For a pro racing car or military aircraft I'd guess a few
 thousand US$ is ok but it might be a bit steep for GA.

 Perhaps another possibility is to use a noise spike filter with a
 0.45 resolution time to smooth the output between the 0.45 sec
 updates but this would mean that the data is always going to be
 0.45 sec late.  This might be less of a problem than the
 roughness in the output though - I'll have to play with it.

 LeeE

Oops - meant an exponential filter - seems to work ok, except for 
the inevitable glitch between 360/0 deg (I'm using 
indicated-track-true-deg) but then it resolves in 0.45 sec, which 
isn't too bad.  The lag affected a couple of controllers but they 
were easily re-tuned.

LeeE

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Re: [Flightgear-devel] FYI: EFF fights for the ri ghts of 3D modellers against bogus trademark clai ms

2008-04-12 Thread LeeE
On Friday 11 April 2008 13:36, Ralf Gerlich wrote:
 LeeE wrote:
  On Friday 11 April 2008 12:17, Ove Kaaven wrote:
  LeeE skrev:
  I was thinking more along the lines of publicly displaying
  the photo in an exhibition, which I don't think could be
  regarded as distribution,
 
  I suspect the RIAA and MPAA would disagree...

 Why are we discussing the term exhibition here? I would say
 that by any reasonable interpretation the term does not apply to
 what the FlightGear project is doing with its models.

 Cheers,
 Ralf

I was using it as an example of the sorts of things I believe you 
can and cannot do under copyright laws (I'm not an expert but I do 
try to keep track of the state of play and what's going on).

I would argue that we need to keep track of copyright issues because 
all of the FG aircraft and their colour schemes, perhaps with the 
exclusion of Oleg,  are copyrighted and FG has no clear rights to 
use them (Oleg's 'components' i.e. the bricks are copyrighted but 
the design made out of them isn't).  Actually, Oleg's design is 
copyrighted but the copyright holder is the person who submitted it 
to FG:)

IIRC, Microsoft has officially licensed several aircraft designs for 
MSFS, which leaves open the possibility of preventing other people 
or groups, such as FG, from including, or producing, those designs 
in, or for, other simulators.  We can only hope that this is not 
pursued because it's very unlikely that we'd be able to 
successfully contest it.  In fact, it's probably only because MS 
doesn't need the bad press it would undoubtedly receive, should it 
pursue this, that prevents it from doing so.  However, should FG 
ever become a serious challenger to MS's turf in the FlightSim 
world I don't think it would hesitate for too long.

_We_ are discussing it because _you_ posted a reply to it:)  
Otherwise it would have just been me, and I would have probably 
soon shut up about it:)   So if you don't want to discuss it - 
don't post about it:)

LeeE

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Re: [Flightgear-devel] Segfault on current HEAD?

2008-04-12 Thread LeeE
On Saturday 12 April 2008 06:03, James Sleeman wrote:
 Am I the only one getting segfaults on a full compile of the
 latest HEAD or is it just not working at the moment.  Full update
 and compile of everything, SimGear, OSG, Plib1.8.5, flightgear
 with --enable-osgviewer, and data all up to date.  Segfaults as
 soon as it tries to display the splash screen (disabling the
 splash doesn't get much further).

 Backtrace from gdb below, if there is anything else I can provide
 to assist just let me know, been a long time since I did any real
 application development so I'm kinda outta touch on debugging :(

Does it segfault every time or is it inconsistent?  I'm about a week 
or two old here and I get frequent segfaults on start-up but a 
second attempt usually works ok (excepting the other bugs that turn 
up in the course of running, of course).

LeeE

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Re: [Flightgear-devel] FYI: EFF fights for the rights of 3D modellers against bogus trademark claims

2008-04-11 Thread LeeE
On Thursday 10 April 2008 15:46, Ralf Gerlich wrote:
 Hi!

 LeeE wrote:
  [...], there should be nothing to prevent a photographer from
  taking a photograph of the Eiffel Tower lights and exhibiting
  it to others, as long as they don't do so for profit, because
  it's their personal view and artistic expression of something
  they've seen in the public domain.

 Typically copyright does not distinguish between for profit and
 not for profit. The main distinction is what in Germany is
 called geschäftsmäßig, which is something like in a regular
 manner. Distributing the models in a package for general
 availability probably falls in this category, whether for profit
 or not.

 IANAL.

 Cheers,
 Ralf

I was thinking more along the lines of publicly displaying the photo 
in an exhibition, which I don't think could be regarded as 
distribution, as opposed to selling copies of it, which would be 
classed as distribution.

LeeE

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Re: [Flightgear-devel] FYI: EFF fights for the rights of 3D modellers against bogus trademark claims

2008-04-11 Thread LeeE
On Friday 11 April 2008 12:17, Ove Kaaven wrote:
 LeeE skrev:
  I was thinking more along the lines of publicly displaying the
  photo in an exhibition, which I don't think could be regarded
  as distribution,

 I suspect the RIAA and MPAA would disagree...

  as opposed to selling copies of it, which would be
  classed as distribution.

Different scenario entirely.  The RIAA/MPAA only have a remit that 
covers the duplication/re-distribution of specific recordings, 
either audio or visual, of specific performances - for example, 
they cannot prevent cover/tribute bands from performing copyrighted 
material, although the writer, or copyright holder of the, lyrics 
or melody, might be able to - not sure about this but if so it 
would prevent people from humming or whistling a song they heard on 
the radio.  However, if a cover/tribute band wanted to release and 
distribute their own version of copyrighted material they would 
definitely have to get permission from the copyright holder.

LeeE

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Re: [Flightgear-devel] FYI: EFF fights for the rights of 3D modellers against bogus trademark claims

2008-04-10 Thread LeeE
On Thursday 10 April 2008 11:33, Melchior FRANZ wrote:
 http://www.johnmacneill.com/WWII_Bomber.html
 http://www.eff.org/deeplinks/2008/04/liberate-b-24-liberator

 m.

Thanks for posting that.

I think the EFF article has the best take on it - it was not 
appropriate grant the term B-24 as a trade-mark in the first 
place.  The article points out that B-24 is a US Military model 
number but perhaps even more importantly, it should have made it 
clear that B-24 is just one entry in an identification scheme 
devised by, and therefore 'owned' by, the US military, which means, 
in effect, the US government.

There are actually two potential issues raised by this - trademark 
law and copyright law.

In this case, L-M seem to have gone for trademark law, specifically 
over the use of B-24 and because of this there should be no 
problem with releasing any of the PB4Y-1 Naval variants.  
Similarly, any of the B-24 models used by the RAF, and known 
as Liberators would also not be covered (I'm not sure if the 
name 'Liberator' was originated in the US but it was standard 
practice for the RAF to re-name US aircraft e.g. the B-29 
SuperFortress became the 'Washington', the Douglas A-20 Havoc 
became the Boston etc, but in any case, the trademark is for B-24 
and not Liberator).

Furthermore, if it is B-24 that has been trademarked, it is 
questionable if this covers specific variants such as 
B-24A/B/C/D/E/G/H/J models as once again, these are specific 
entries in the US Military numbering scheme.

Copyright law may yet become an issue in these types of case, 
because copyright deals with the actual design and is intended to 
stop copyrighted designs from being copied for means of profit.  
However, even this has become a bit of a minefield because the 
copyrighted design, in the case of aircraft for example, is for a 
real aircraft and not a model or representation of it, which does 
not purport to be an actual example of the real article, and which 
may include paintings, drawings, cartoons, photographs or 3D 
models.  It is also unlikely that laws will be introduced to 
prevent people from making reproductions of things they have seen 
in public with their own eyes.

I seem to remember that copyright was used by the people who 
installed the lights on the Eiffel Tower to stop other people from 
selling postcards showing the tower at night.  In this case though, 
it could be argued that the whole point of the postcards was to 
primarily show the lighting design, which was copyrighted, and not 
the tower itself, which was not.  Re the point about laws 
preventing people from making reproductions of things they have 
seen, there should be nothing to prevent a photographer from taking 
a photograph of the Eiffel Tower lights and exhibiting it to 
others, as long as they don't do so for profit, because it's their 
personal view and artistic expression of something they've seen in 
the public domain.

We do need to keep our eyes on this though.

LeeE

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Re: [Flightgear-devel] AI Aircraft Models

2008-04-09 Thread LeeE
On Wednesday 09 April 2008 08:37, Stuart Buchanan wrote:
[snip...]

 I'd like to create more AI aircraft, but obviously this is
 something that might step on the toes of the aircraft
 maintainers.  So, if you are an aircraft maintainer, and would be
 happy for me to create an AI version of your aircraft using the
 process above, please drop me a line on-list.

 Comments on whether this is a good idea are very welcome.

 -Stuart

Please feel free to create AI versions of any of the aircraft I've 
done (although check with Vivian, Alexis and Josh B re the SeaHawk, 
A-10  Canberra B(I)8 as they added the 3D panels and really 
maintain them now.

Of the remaining aircraft I've done, only the MiG-15bis has a 
partial 3D panel.  However, a lot of them do have complex 
animations and/or complex 2D instruments and Nasal that could be 
stripped e.g. an AI version of the AN-225 probably doesn't need 
independent compression animation for all of it's 16 wheel-sets:)

LeeE

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[Flightgear-devel] Bug in altitude-agl-ft after changing tower location.

2008-04-09 Thread LeeE
Hi all,

I've just noticed that if I change the tower location to another 
airport, which requires a new scenery tile to be loaded, and then 
switch views to the tower view, /position/altitude-agl-ft gets set 
to altitude-ft.

This is obviously much more noticeable if you're sitting on a runway 
well above sea-level.

The behaviour seems to change slightly if you do it repeatedly.  

After changing the tower and switching to the tower view for the 
first time, the agl-ft doesn't get corrected immediately on 
switching back to the aircraft views - it seems to wait for a 
little while.  If you do it again, using a different tower, the 
agl-ft may or may not be set to altitude-ft, and if it is, it 
resets as soon as you switch back to an aircraft view.

I also couldn't help notice that an awful lot of towers seem to be 
several hundred feet below ground-level.

LeeE

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Re: [Flightgear-devel] Anyone here ?

2008-04-05 Thread LeeE
On Saturday 05 April 2008 17:00, Syd wrote:
 I posted a patch on Mar/30 to add the prop and value to the
 autopilot u_min and u_max properties... and no feedback yet
 Could someone please apply the patch ?
 Thank you.

I think a lot of folks night be on holiday - it's been a bit quiet 
lately.

I've applied the patch here and I'm using it with no problems.

LeeE

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Re: [Flightgear-devel] autopilot patch...

2008-04-02 Thread LeeE
On Wednesday 02 April 2008 21:44, Heiko Schulz wrote:
 --- Tobias Ramforth [EMAIL PROTECTED] schrieb:
  Heiko Schulz wrote:
   --- Tobias Ramforth [EMAIL PROTECTED]
 
  schrieb:
   Heiko Schulz wrote:
   sounds good- that's what I need- but where is
 
  the
 
   patch?
   I guess he refers to his post from March 30.
  
  
   Regards,
  
   Oh- thanks!
  
   I just noticed, that I deleted it... Hopefully Sys
 
  can
 
   upload it again
 
  Here is the copy from my E-Mail folder.
 
 
  Regards,
 
  Tobias
 
   Index: xmlauto.cxx

 Thanks- though it wasn't at least the thing I was
 looking for

 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html

Heh - I thought this had already been applied so updated from cvs to 
use it.  While was waiting for the re-compile I thought I'd check 
my e-mail...  doh:)

Heiko - what is it that you wanted to do?

LeeE

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Re: [Flightgear-devel] autopilot patch...

2008-04-02 Thread LeeE
On Wednesday 02 April 2008 22:23, Heiko Schulz wrote:
 --- LeeE [EMAIL PROTECTED] schrieb:
  On Wednesday 02 April 2008 21:44, Heiko Schulz
 
  wrote:
   --- Tobias Ramforth [EMAIL PROTECTED]
 
  schrieb:
Heiko Schulz wrote:
 --- Tobias Ramforth [EMAIL PROTECTED]
   
schrieb:
 Heiko Schulz wrote:
 sounds good- that's what I need- but where
 
  is
 
the
   
 patch?
 I guess he refers to his post from March 30.


 Regards,

 Oh- thanks!

 I just noticed, that I deleted it... Hopefully
 
  Sys
 
can
   
 upload it again
   
Here is the copy from my E-Mail folder.
   
   
Regards,
   
Tobias
   
 Index: xmlauto.cxx
  
   Thanks- though it wasn't at least the thing I was
   looking for
  
   still in work:
 
  http://www.hoerbird.net/galerie.html
 
   But already done:
 
  http://www.hoerbird.net/reisen.html
 
  Heh - I thought this had already been applied so
  updated from cvs to
  use it.  While was waiting for the re-compile I
  thought I'd check
  my e-mail...  doh:)
 
  Heiko - what is it that you wanted to do?
 
  LeeE

 He he- well, I wanted to select the bank angle in
 autopilot. But I always thought, that it is possible
 with the right .xml or.nas...


 As long I don't have time to compile FGFS myself I it
 seems I have to wait until it is enabled in the
 source.

 Regards
 HHS

 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html

A roll-hold controller, which holds a target roll setting isn't too 
difficult to set up - have a look at the Roll-driver in the 
BAC-TSR2 autopilot - starts at line 256.

However, if you want to vary the min/max roll limits in a two-stage 
heading-hold controller hierarchy, where the first controller sets 
the target-roll used by the second controller to achieve the 
target-heading, then you'll have to wait for Syd's patch because 
you'll need to change the u_min/u_max values in the first 
controller - the one that sets the target-roll.

LeeE

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Re: [Flightgear-devel] CVS - Frame Rates under Windows XP

2008-04-01 Thread LeeE
On Tuesday 01 April 2008 07:52, Frederic Bouvier wrote:
 Selon Vivian Meazza :
  CoreDuo 2,6 Ghz and a Gainward 8800GT. Not surprised it runs
  well!!! In particular I think the CoreDuo does threading better
  than the P4. In case you haven't noticed, the 7600gs is coping
  easily with the output from FG-OSG - that's why the frame rates
  didn't increase.

 [...]

  Could we have some _real_ numbers to compare instead of
  hearsay.
 
  This is not a OSG versus plib discussion - it's a why OSG is so
  poor on XP discussion

 I have a Core2 Duo 2.66 ( E6600 ) and a 7600GT. I always saw the
 greatest fps increase after upgrading CPU and was disappointed by
 several GPU-only upgrade.

 All I can tell is that with the Seahawk, at KSFO, I have 75hz
 steady ( with vsync  on ) if I wait for 2 minutes. In the
 meantime, fps vary greatly from 40 to 75, during the threaded
 model loading process. And this is done with a 50% CPU usage.

 -Fred

That 50% CPU usage will be one of your cores running flat out while 
the other one is idling:)

Hmm...  [looks at watch and wonders if it's time to post another 
missive about the _need_ for a redesign of FG to run on MPP systems 
as it gets ever clearer that significant increases in computing 
power have more or less stalled in terms of height (cpu speed) and 
in future, will come instead from width (parallel processing) - 
FG's current design is effectively obsolete]

LeeE

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Re: [Flightgear-devel] CVS - Frame Rates under Windows XP

2008-04-01 Thread LeeE
On Tuesday 01 April 2008 13:10, Anders Gidenstam wrote:
 On Tue, 1 Apr 2008, LeeE wrote:
  Hmm...  [looks at watch and wonders if it's time to post
  another missive about the _need_ for a redesign of FG to run on
  MPP systems as it gets ever clearer that significant increases
  in computing power have more or less stalled in terms of height
  (cpu speed) and in future, will come instead from width
  (parallel processing) - FG's current design is effectively
  obsolete]

 Yes, it might be time for that. However, the recent work on model
 loading is certainly a step in the right direction.

 One problem is to identify parts that we will gain anything from
 moving to a separate thread. I have seen the FDM suggested in the
 past, but even on my (ancient) system JSBSim corresponds to about
 1-5% of the CPU usage (estimated by looking at the rate sim time
 progresses in the standalone version of JSBSim). Andy has told me
 YASim is more expensive (it does more at runtime) but it is
 probably at most 20-30% of the CPU usage (guesstimate :). So, the
 prospective gains there do not look that large.
 Doing some profiling might make the picture clearer.

 I think the main targets for parallelization are the rendering
 pipeline and various add-on systems, like the traffic manager.
 Personally, I'd like to have threads (possibly with very limited
 interaction abilities) available in Nasal for isolated and
 computation intensive tasks (e.g. fast forwarding my fire
 cellular automaton :).

 Just my 2 (euro) cents..

 Cheers,

 Anders

Without a fairly deep understanding of how the various subsystems 
within FG have been implemented and work it's difficult to make 
worthwhile suggestions, especially while the developers are still 
getting their heads around the intricacies of OSG...

...but fwiw:)

I think the single most important step would be to run the graphics 
subsystem in it's own process, splitting it from everything else.  
On multi-core systems this would mean that the graphics subsystem 
gets the resources freed by the 'everything else' and 
the 'everything else' gets the resources freed by the graphics 
subsystem.

This would be a relatively small gain for the graphics subsystem and 
a much bigger gain for everything else, where it's arguable that 
it's needed, but it would allow much higher and more consistent 
rates in the FDMs, autopilot controllers  filters and Nasal.

The thing is though, that the graphics subsystem needs a lot of data 
and it's questionable that it could be transferred quickly enough.  
Therefore it's likely that the scenery  model loaders would need 
to be included in the graphics subsystem so once it's told what 
data it needs it can fetch it itself.

With a core to itself, the 'everything else' part of FG would 
benefit less by further splitting but if it was well designed it 
should make plug-ins much easier to implement and maintain.

In the longer term, thought needs to be given to 'box-rendering' the 
graphics - splitting the scene into several regions and processing 
them in parallel - but this is much easier said than done, 
especially as rendering is h/w based.  Still, this is the sort of 
thing that newer versions of OGL/OSG will _have_ to address in the 
future, if they haven't already got some features in this area.

LeeE

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Re: [Flightgear-devel] Ship 3d models

2008-03-30 Thread LeeE
On Sunday 30 March 2008 07:55, Curtis Olson wrote:
[snip...]

 Today I was seeing a lot of little debris fragments from the
 ship.  Little bits of plastic the size of a pea maybe, and then
 occasionally some bigger chunks.  I saw several leaf size bits.
  I saw something about the size of a cigarette lighter.  And I
 saw a chunk of net.  All this on a foggy day, poking my head
 above deck a couple times through out the day for a few minutes,
 and then only looking within 20 feet of the ship.  Kind of sad to
 see so many bits of junk floating around out here if you are
 looking for it.  We are a long ways from being able to walk on
 top of it, but bits and pieces of plastic and net continually
 float by.  I've posted pictures from today here:

 http://baron.flightgear.org/~curt/PhotoAlbums/OscarSette2008/Osca
r%20Sette%20Day%2006/

 I have to say, I've really enjoyed this cruise so far.  Today was
 Tex-Mex day and I ate at least one tamale too many.  I haven't
 missed seeing land. The ocean and sky has been totally different
 every day.  One day we had the brightest rainbow I've ever seen,
 today we were socked in with fog.

 This evening I played guitar hero for the first time, and I
 rock! at least on an easy song. :-)

 Curt.

It's quite possible, if not probable, that you'll see some larger 
debris before long - shipping containers.

I understand that quite a few of these are lost from container ships 
in rough weather each year and those that don't sink immediately 
can end up floating around the oceans for quite some time and 
present a serious risk to shipping.

These are especially dangerous to smaller vessels as they're nearly 
completely submerged, with just their tops awash, making them very 
difficult to spot without radar, in spite of their size.

Because they're hardly affected by wind the greatest factor in where 
they go, in the open ocean, are the same currents that are carrying 
the bits of plastic and fishing nets that you're seeing, so I'd be 
a bit surprised if there aren't a few in the convergence zone.

LeeE

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Re: [Flightgear-devel] High quality (livery) textures (especially for Concorde)

2008-03-30 Thread LeeE
On Sunday 30 March 2008 14:07, Tobias Ramforth wrote:
 Hello,

 I am currently creating high quality textures for the Concorde
 (but several of the textures should be usable for other
 airplanes, as well). I hope the creator of this model does not
 mind...

 I am creating SVGs for liveries and other paintings, texts, signs
 in general...

 Well, why am I telling you that? Because I am planning on
 publishing all of this work under GPL as soon as I have finished
 it (which will take some time as there is  a lot to do...).

 As a sneak preview you can download a before - after example
 from

 http://www.ramforth.com/flightgear/Concorde/before_after.tar.bz2.


 I would appreciate your comments on it!


 Regards,

 Tobias

ATM, because objects are limited a single bitmap, texturing is a 
compromise between bitmap sizes and resolution but there seems to 
be some scope within OSG that might enable multiple textures to be 
applied to each object.

If/when this feature is implemented it'll get around this issue by, 
for example, making it possible to apply a combination of low res 
bitmaps, to colour large areas of an object, and high res bitmaps, 
to apply lettering, logos etc. to the same object.

Don't hold your breath though, because not only do the folks working 
on this stuff already have their work cut out completing the 
transition from plib to OSG but also because there are few, if any, 
modelling programs out there that will allow multiple textures to 
be applied to an object and saved in .osg format.

LeeE

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Re: [Flightgear-devel] Sound problem stops FG start

2008-03-21 Thread LeeE
On Friday 21 March 2008 01:07, Innis Cunningham wrote:
  Hi Lee

 DETAILS WERE HERE

  On Thursday 20 March 2008 13:29, Innis Cunningham wrote:
  Hi Lee
 
  Hi Innis,
 
  first of all, I just noticed that your replies are including
  e-mail addresses - if they're not obfuscated in the mailing
  list archives they'll be harvested for spam.  Could you check
  your e-mailer settings to make sure they're not included in
  the body of the posting?
 
  I am not sure what you mean I use hotmail what are you seeing
  that I should look into.
 
  That's odd.  This one has come through without the e-mail
  addresses in the body.  Have a look at your copies of this
  thread and check your sent folder to see if you can see them in
  your first reply to me, posted at 15:15 on 2008-03-19, then
  re-quoted in my reply back to you at 15:35 on 2008-03-19.  Then
  finally, it's all quoted again when you replied at 01:41 on
  2008-03-20.
 
  Strange, but there's a reason for it somewhere.  Hasn't
  happened this time, so it's more of a curiosity than a problem.

 Ok I think I know what you are talking about there should be
 nothing at the top of the email were I put details were here.I
 have always stripped that information off when I reply but this
 time I was just lazy is it supposed to be stripped off
 automaticly.I will keep that in mind in future

Glad we got that clarified:)  Stripping the info out, or only 
including the body text, is usually the normal behaviour for e-mail 
clients and I'd expect web-mail clients to do the same.  Perhaps 
there's a setting somewhere in your Hotmail settings, or perhaps it 
just doesn't work properly - wouldn't be the first time that a bug 
has appeared in a bit of software:)

  Re the sound problem - If you get an identical error,
  referring to exactly the same file, after removing the mkviii
  folder it implies to me that the mkviii relies upon code
  that's been built into FG and it's been done in such a way
  that it means that the FG code consequently requires the
  mkviii folder to run, even if it's not used.
 
  I have got my sound working now so I can hear the sounds as
  well as see them playing but still FG bails out with the same
  error. As this was a Ubuntu package that I installed I would
  have though it would have worked.But does OpenAL need a 64 bit
  version to work with a 64bit CPU.As I say I do not have this
  problem running this same package on a 32bit machine
 
  Therefore, you've got to fix your OpenAL, which is what Eric
  said.
 
  LeeE
 
  Thanks again for your help and let me know about the email
  problem as I am no guru in this area.
 
  Cheers
  Innis
 
  Heh:) - I'm no guru either.  Did you fix the sound by
  installing new/updated OpenAL packages?  If so, have you
  re-compiled everything to pick up the new packages?

 No the onboard sound I have is usb audio(new to me)I had to
 change some Ubuntu settings to make it work.As far as I can
 tell I have the correct OpenAL package for the 32bit version of
 of Ubuntu 7.10(gutsy)I am running.I guess I would have to
 force install or build from source to use a different package.
 I guess FG wont run if it does not OpenAL

  LeeE

 Cheers
 Innis

I'm a bit at a loss for further suggestions - if OpenAL is working 
ok with your other apps there's no reason why it shouldn't work 
with FG.  The actual audio device shouldn't make any difference 
because that sits on the other side of OpenAL and FG shouldn't be 
trying to talk to the sound hardware directly.

LeeE

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

2008-03-21 Thread LeeE
On Friday 21 March 2008 17:13, Curtis Olson wrote:
 On Fri, Mar 21, 2008 at 12:07 PM, Ralf Gerlich wrote:
  AnMaster wrote:
   Good question, I guess combining them and manually fixing the
   problems
 
  would be too much
 
   work. I got no really good solution. But the current
   coastlines are very
 
  bad in many cases.
 
   What about only using GHSSH for those coastlines around
   continents? With
 
  that I mean coast
 
   line  around, say, North and south America,
   Europe/Africa/Asia (that,
 
  apart from the Suez
 
   channel, are connected), Australia and any islands, and
   simply discard
 
  any coastlines
 
   inside these blocks and use vmap0 there. That is: don't
   trust how
 
  vmap0/GHSSH classify
 
   the data. Would that be feasible?
 
  Feasible, as GSHHS explicitly makes the outer coastlines
  available and differentiates them from inner shorelines, but it
  wouldn't solve the problems with inconsistent waterways at the
  coastlines of continents.
 
  Even though that is a lot of work, manually adapting our
  VMAP0-based data to the GSHHS-data is the only solution I
  currently see.

 Right, this is basically what we did for 0.9.8 and ended up with
 a bazillion inconsistancies ...

 Areas marked as lake/river in GSHHS but ocean in vmap0 will be
 entirely skipped.
 Areas marked as ocean in GSHHS and lake/river in vmap0 will be
 doubled up and overlapped.
 VMAP0 rivers may run short of the GSHHS coastline.
 etc.

 There's no combination of these two datasets you can do perfectly
 with an automated system.  You would need a tremendous amount of
 effort to visually inspect the entire data set and resolve any
 problems manually.

 Regards,

 Curt.

So it looks like we either live with the problem until someone else 
creates a new database with all the problems fixed, or bite the 
bullet and fix it manually ourselves.

Would it be possible to cobble together a small utility that would 
allow small parcels of the scenery database e.g. 1x1 deg tiles, to 
be checked and corrected manually without setting up the full 
scenery build system?  That way, many people could work on it 
whenever they feel like it.  I've had to do this sort of manual 
data correlation/verification a couple of times over the years, on 
different projects I've worked on, and while it sounds like an 
onerous and tedious task it's not too bad if you can just do bits 
of it, now and then, as a break from your primary tasks.

Obviously, it would be a slow and long-term undertaking but at least 
the problem would be fixed eventually, whereas the alternative 
seems to be that it never gets fixed and we just have to live with 
it.

LeeE

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Re: [Flightgear-devel] model-paging patch - testers wanted

2008-03-20 Thread LeeE
On Wednesday 19 March 2008 16:50, Vivian Meazza wrote:
[snip...]

Remember: release early, release often.
  
   I nearly said that - and chickened out at the last minute -
   yes - I support this.
  
   V.
 
  Heh - I really don't like that phrase.  It may sound 'cool' but
  to me it's saying 'design by trial and error', which is an
  oxymoron:)
 
  I also think it does nothing to encourage quality and is likely
  to increase the number of bugs that will be encountered by
  people who are trying to use the s/w, or who are trying to
  develop for it.
 
  All in all, I regard it as a bit of a cop-out by developers who
  are too lazy to thoroughly think things through and, with
  regard to commercial s/w, a method of extorting money for
  faulty goods.
 
  It certainly doesn't encourage confidence that the s/w will
  work and as FG isn't just an academic exercise in s/w
  development - a lot of people and groups are using it for a
  very wide range of purposes - I can't agree that it's a good
  idea.
 
  Sure - new features and developments have to be beta-tested in
  a wider environment, and cvs is right for that, but not for
  alpha testing.
 
  Just a personal view:)

 OK, Lee - yes, no alpha testing. In this particular case the
 patch is well into beta. The alpha testing was done by me and
 others. I hope that you will test it.

 And as a carrot, the quicker this is done, the quicker we can
 move on to getting the other goodies and bug fixes into cvs.

 Vivian

Hi Vivian,

snipped most of the post because it was _only_ that phrase, and the 
design/development philosophy that it implied to me, that I was 
really referring to.

I've no problem with the patch itself - I've been following the 
discussions about it and agree with you that it seems to have been 
adequately alpha-tested by several people without hitting problems, 
so re this specific patch - yes, it's time to think about putting 
it in cvs so that it can now be more widely beta-tested:)

As for me alpha-testing it - well, it's not really my area of 
expertise, operation or interest.

I'm not going to try to pretend that I have any real expertise in 
debugging C++ design  code when there are many more people working 
on the project who do have the requisite skills.  Because working 
on the FG code isn't an area where I can really offer anything, I 
don't try to operate in that area.  If those two points are 
accepted, and while there's plenty of other areas related to the FG 
project that I feel I can offer something, I don't feel too bad 
about not being interested in participating in areas where I can't.

I guess I'm saying that I'd rather stick to areas where I believe I 
have some competence rather than cloud the water in areas where I'm 
not:)

LeeE

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Re: [Flightgear-devel] Sound problem stops FG start

2008-03-20 Thread LeeE
On Thursday 20 March 2008 01:41, Innis Cunningham wrote:
 
  Subject: Re: [Flightgear-devel] Sound problem stops FG start
 
  On Wednesday 19 March 2008 15:15, Innis Cunningham wrote:
  
 
  On Wednesday 19 March 2008 11:29, Innis Cunningham wrote:
  Hi All
  Have installed FG 9.10 on Ubuntu 7.10 on a 64bit machine
  running 32bit OS. I get this line when FG quits at
  installing subsystems Error loading MK VIII sound sample
  application-data-base-failed.wav: Failed to load wav file:
  I have checked openalrc for the following.
  (define devices '(alsa))
  (define alsa-out-device plug:dmix)
  And they are present.I tried running with sound disabled and
  with the sound bits edited out of the preferences.xml but
  still it aborts with the above error. I have FG 9.10 on my
  32 bit system and it runs fine.
  How can I get around this problem I just want to see how FG
  goes on my 64bit system I dont care if there is sound or
  not.
 
  T.I.A
  Cheers
  Innis
 
  Well, as a stop-gap work-around I guess you could remove or
  substitute the references to it in the mkviii 3d instrument.
 
  NP with it here though, on 32bit sw  hw (Debian etch).
 
  LeeE
 
  Thanks Lee I dont have any problem either with it on the
  various 32bit copies I have running on my 32 bit machine it
  has only appeared on the 32bit copy I have on my 64 bit
  machine. The thing is I was trying to start with the UFO and
  it has no instruments. What would be calling this file.
 
  Cheers
  Innis

 Thanks again Lee

  That _is_ strange re getting it with the UFO.  What happens if
  you remove the mkvii instrument entirely?

 Removing the mkviii did not fix the problem.Is there somewhere I
 can disable the request for the above file or is it hard coded in
 the fgfs.bin.I dont see anywhere in the preferences file to
 disable it.

  Can you play the sample separately - through xmms, or whatever
  media player you use?  Can you play _any_ sound samples at all?
   Is it just with FG that you get this problem?

 Well I cant hear it being played but I can see it being played
 without problem. It appears my default sound is usb audio maybe I
 should try disabling it in the bios and see if it reverts to pci
 sound.
 The thing is the sound on my 32bit machine is faulty but FG just
 ignores it and starts.Maybe FG is looking for a pci sound card
 and when it does not find it it bails out

  Heh - sorry about sounding like an interrogation:)

 Not at all.Thanks for your help.This seems to be the price to pay
 for more modern hardware

  LeeE

 Cheers
 Innis

Hi Innis,

first of all, I just noticed that your replies are including e-mail 
addresses - if they're not obfuscated in the mailing list archives 
they'll be harvested for spam.  Could you check your e-mailer 
settings to make sure they're not included in the body of the 
posting?

Re the sound problem - If you get an identical error, referring to 
exactly the same file, after removing the mkviii folder it implies 
to me that the mkviii relies upon code that's been built into FG 
and it's been done in such a way that it means that the FG code 
consequently requires the mkviii folder to run, even if it's not 
used.

Therefore, you've got to fix your OpenAL, which is what Eric said.

LeeE

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Re: [Flightgear-devel] Seperated MP-servers

2008-03-20 Thread LeeE
On Wednesday 19 March 2008 20:58, Gijs de Rooy wrote:
 Hi all,

 Tonight we've had kind of discussion on the in-game-chat about
 the idea to seperate playing and flying in different MP-servers.

 First lets see why we want it:
 - Most of the time half of all the pilots online at the server(s)
 isn't flying according to the reality. These pilots are testing,
 crashing, (trying to) block taxiways etc. Pilots that wanna fly
 could ignore these people, but the fact is that more pilots would
 cause more and longer/larger lags.
 - Pilots, like I've noted in the text above, are ignoring (or
 opposing) the instructions given by the Tower Controller. Thats
 anyoning for the ATCer and for the other pilots. Pilots following
 instructions and aviation rules don't know when a plane is coming
 to close, driving on the runway or something like that if they
 should react (because if they don't it would cause a crash in
 reallife) or not (if the pilots are just amateurs that are
 crossing runways without clearence etc. the real-pilots don't
 need to avoid them because it wont cause a crash in real).
 - There are several more reasons, but I think these two are the
 most important.

 There are two solutions:
 - Fly at other places/airports than KSFO (or other places where
 people are messing around). This will reduce the lag, because
 you're out of reach for the amateur planes. But chat will be
 visible (because it's spread around a large area. So this is no
 solution for the ATC problems and we don't wanna be banned to
 other places because our wish to fly real. - Seperated servers is
 the best solution I think. We could have a server for realistic
 flying and one for gaming. The realistic-server will be
 populated by ATCers and pilots that are (trying to) follow(ing)
 the aviation rules etc. The gaming-server is for pilots that
 wanna fly without ATC and any rules. Pilots are free to fly,
 crash, hijack, block taxiways etc. at this server.Thanks for your
 patience to read this text. I hope you agree with me, I like to
 hear all your opinions.

 Gijs de Rooy
 PH-GYS
 www.flightgear.nl.tp

I think this is a valid issue.

As a final bit of testing I do some flying on mp, to check for mp 
specific problems, but doing that under instruction from ATC isn't 
really viable.  While I try to not cause problems for other users I 
can see that having someone else randomly whizzing about while 
you're trying to do serious stuff is going to be a little 
distracting at the very least.

At one time there were separate mp systems for users and development 
(using port 5002 instead of 5000) and I could do my testing using 
the development mp system and populating it, if necessary, using 
some of my other systems here at home to run mp drones.  The 
trouble is though, running another mp system needs more resources, 
not only in server bandwidth but also maintenance etc, so I can 
understand why it was dropped.

I could use a different airport, somewhere away from KSFO, and 
populate that area with a few mp drones, but as well as adding an 
extra three or four aircraft to the current mp system, instead of 
just one, I'd not be able to test the effects of the KSFO scenery, 
which is a big factor just in itself.

Dunno - no solutions here:(

LeeE

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Re: [Flightgear-devel] Sound problem stops FG start

2008-03-20 Thread LeeE
On Thursday 20 March 2008 13:29, Innis Cunningham wrote:
 Hi Lee

  Hi Innis,
 
  first of all, I just noticed that your replies are including
  e-mail addresses - if they're not obfuscated in the mailing
  list archives they'll be harvested for spam.  Could you check
  your e-mailer settings to make sure they're not included in the
  body of the posting?

 I am not sure what you mean I use hotmail what are you seeing
 that I should look into.

That's odd.  This one has come through without the e-mail addresses 
in the body.  Have a look at your copies of this thread and check 
your sent folder to see if you can see them in your first reply to 
me, posted at 15:15 on 2008-03-19, then re-quoted in my reply back 
to you at 15:35 on 2008-03-19.  Then finally, it's all quoted again 
when you replied at 01:41 on 2008-03-20.

Strange, but there's a reason for it somewhere.  Hasn't happened 
this time, so it's more of a curiosity than a problem.


  Re the sound problem - If you get an identical error, referring
  to exactly the same file, after removing the mkviii folder it
  implies to me that the mkviii relies upon code that's been
  built into FG and it's been done in such a way that it means
  that the FG code consequently requires the mkviii folder to
  run, even if it's not used.

 I have got my sound working now so I can hear the sounds as well
 as see them playing but still FG bails out with the same error.
 As this was a Ubuntu package that I installed I would have though
 it would have worked.But does OpenAL need a 64 bit version to
 work with a 64bit CPU.As I say I do not have this problem running
 this same package on a 32bit machine

  Therefore, you've got to fix your OpenAL, which is what Eric
  said.
 
  LeeE

 Thanks again for your help and let me know about the email
 problem as I am no guru in this area.

 Cheers
 Innis

Heh:) - I'm no guru either.  Did you fix the sound by installing 
new/updated OpenAL packages?  If so, have you re-compiled 
everything to pick up the new packages?

LeeE

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Re: [Flightgear-devel] Seperated MP-servers

2008-03-20 Thread LeeE
On Thursday 20 March 2008 15:36, Gijs de Rooy wrote:
 Hello,

 Ofcourse we need to keep the current free-flying servers open
 for all kind of pilots.The special real-aviation (RA) server may
 be maintaned/controlled by some moderators like Curt proposed. If
 we have password acces theres the possibility to do some kind of
 test before you may enter the server? And when someone is not
 using the RA-server as it's used to be he/she could be banned for
 some time. There are always the open servers left to fly on if
 you're not longer welcome on the RA-server. But I don't think
 this will happens often. The playing-pilots aren't doing anything
 wrong, there's just no seperation in the servers, so they've no
 place to do what they want.

 I know some people that really like FlightGear, but because the
 missing of a RA-server they don't wanna use FlightGear. It's one
 step further to a reallife based FlightSimulator, like we want.

 What is needed to set up a MP-server?
 If we know what we need we could search for it.

 Thanks,
 Gijs

I think a dedicated and access-controlled RA mp server, if people 
are prepared to make the resources available, is probably the best 
solution and it would mean that the RA fliers get a reduced traffic 
load on their system, which can't be a bad thing:)

Testers could then continue using the default mp system where a high 
traffic load is desirable (if you're testing something there's no 
point in giving it an easy time)

A quick and dirty way of controlling access to a RA server could be 
to run it on an unannounced port for each session.  To join a 
session you'd have to e-mail whoever is doing ATC to obtain the 
port number.  Of course, if someone was really desperate to annoy 
serious fliers they could port scan the server, but it would stop 
casual mp fliers and testers from unintentionally interfering with 
serious fliers.

LeeE

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Re: [Flightgear-devel] New problem with submodels

2008-03-19 Thread LeeE
On Wednesday 19 March 2008 11:05, Vivian Meazza wrote:
 Lee wrote:
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On
  Behalf Of LeeE
  Sent: 13 March 2008 14:06
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] New problem with submodels
 
 
  On Thursday 13 March 2008 08:12, Vivian Meazza wrote:
  [snip...]
 
 In theory nothing has been changed in submodels in a long
 time, and aero-stabilised remains a bool. However I
 have
 
  been making
 
 changes in AIBallistic, so the problem probably lies
 there, and I'm investigating. I can sort of reproduce
 your bug,
 
  but here all
 
 the submodels behave in the same way. If they don't then
 it is possible that you haven't enabled AI Models.

 Vivian
   
Hmm...  I have
   
--prop:sim/ai-traffic/enabled=true
--prop:sim/ai-traffic/level=3
   
and
   
--disable-random-objects
   
in my .fgfsrc but they are the only AI related things I
 
  specifically
 
set, and disabling the random objects is probably
irrelevant here.
   
Actually, I haven't updated from FG cvs since mid
 
  February, so this
 
problem dates from before then.  I'm also pretty sure the
problem wasn't apparent around early/mid December 2008
because I remember using trajectory markers while I was
working on the TFA stuff for the BAC-TSR2 and I sent the
resulting update to Curt on
 
  2008-12-17.
 
After some more testing last night, I have to revise the
ratio of affected instances to ones that show the problem -
far more instances _are_ affected than work correctly.  I'd
now guess that somewhere around nine out of ten instances
are showing
 
  this strange
 
behaviour, but there still doesn't appear to be a
discernible pattern.
   
LeeE
  
   You need  --enable-ai-models. Without this you will see
   AIBallistic stuff, but they won't move correctly.
  
   I think there _is_ bug, but not quite the one you describe.
   If you could just try again with the correct settings, and
   let me
 
  know what
 
   you observe.
  
   V.
 
  I just went to try this and found that I'm already
  supplying --enable-ai-models on the command line:(
 
  Sorry - I should have checked there as well.  I just use bash
  history to call up my FG start command and thought I only had
  stuff that I change regularly included in it.

 OK - I've found the bug - the submodels are aligning to a
 non-existent external force, because I failed to initialise the
 value, trivial to fix. That's the good news. The bad news is that
 this fix has got mixed up here with Till Busch's excellent
 scenery etc. paging patch (which I recommended highly, and for
 which more testers are needed), and which is mixed up with an
 extensive improvement to the air-to-ground radar. I hope you can
 bear with us until we get it all sorted.

 Meanwhile, the terrain warning stuff has finally reached
 cvs-head.  While I was about it, I added a more realistic rad alt
 (the terrain warning radar tilted through 90 degrees). An example
 of the use of these are to be found in the Buccaneer. I hope that
 you can make some use of this lot.

 Hang on - it will get better.

 Vivian

 P.S. it all works here - I thought you would like to know that
 :-)

Many thanks for looking into it and even more for finding the 
cause:)

NP re waiting for it to be fixed - the trajectory markers aren't 
essential - just useful.

Re the ground radar/terain warning stuff: I noticed it going through 
on cvs-logs - is this a development of the ai ballistic sub-model 
based solution?  I've been busy with the YF-23 update (and a 
hypothetical drone version) so I haven't had a chance to look into 
and play with it yet.

LeeE

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Re: [Flightgear-devel] Sound problem stops FG start

2008-03-19 Thread LeeE
On Wednesday 19 March 2008 11:29, Innis Cunningham wrote:
 Hi All
 Have installed FG 9.10 on Ubuntu 7.10 on a 64bit machine running
 32bit OS. I get this line when FG quits at installing subsystems
 Error loading MK VIII sound sample
 application-data-base-failed.wav: Failed to load wav file: I
 have checked openalrc for the following.
 (define devices '(alsa))
 (define alsa-out-device plug:dmix)
 And they are present.I tried running with sound disabled and with
 the sound bits edited out of the preferences.xml but still it
 aborts with the above error. I have FG 9.10 on my 32 bit system
 and it runs fine.
 How can I get around this problem I just want to see how FG goes
 on my 64bit system I dont care if there is sound or not.

 T.I.A
 Cheers
 Innis

Well, as a stop-gap work-around I guess you could remove or 
substitute the references to it in the mkviii 3d instrument.

NP with it here though, on 32bit sw  hw (Debian etch).

LeeE

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Re: [Flightgear-devel] Sound problem stops FG start

2008-03-19 Thread LeeE
On Wednesday 19 March 2008 15:15, Innis Cunningham wrote:
 

  From: [EMAIL PROTECTED]
  To: flightgear-devel@lists.sourceforge.net
  Date: Wed, 19 Mar 2008 11:53:08 +
  Subject: Re: [Flightgear-devel] Sound problem stops FG start
 
  On Wednesday 19 March 2008 11:29, Innis Cunningham wrote:
  Hi All
  Have installed FG 9.10 on Ubuntu 7.10 on a 64bit machine
  running 32bit OS. I get this line when FG quits at installing
  subsystems Error loading MK VIII sound sample
  application-data-base-failed.wav: Failed to load wav file: I
  have checked openalrc for the following.
  (define devices '(alsa))
  (define alsa-out-device plug:dmix)
  And they are present.I tried running with sound disabled and
  with the sound bits edited out of the preferences.xml but
  still it aborts with the above error. I have FG 9.10 on my 32
  bit system and it runs fine.
  How can I get around this problem I just want to see how FG
  goes on my 64bit system I dont care if there is sound or not.
 
  T.I.A
  Cheers
  Innis
 
  Well, as a stop-gap work-around I guess you could remove or
  substitute the references to it in the mkviii 3d instrument.
 
  NP with it here though, on 32bit sw  hw (Debian etch).
 
  LeeE

 Thanks Lee I dont have any problem either with it on the various
 32bit copies I have running on my 32 bit machine it has only
 appeared on the 32bit copy I have on my 64 bit machine.
 The thing is I was trying to start with the UFO and it has no
 instruments. What would be calling this file.

 Cheers
 Innis

That _is_ strange re getting it with the UFO.  What happens if you 
remove the mkvii instrument entirely?

Can you play the sample separately - through xmms, or whatever media 
player you use?  Can you play _any_ sound samples at all?  Is it 
just with FG that you get this problem?

Heh - sorry about sounding like an interrogation:)

LeeE

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

2008-03-18 Thread LeeE
On Tuesday 18 March 2008 17:52, Anders Gidenstam wrote:
 On Tue, 18 Mar 2008, gerard robin wrote:
  Hello, Ralf
 
  Could you check Hong Kong  too.
  In Scenery 1.0 VHHH is now sitting on a huge  ground area,
  which is not the case in real.

 Hi,

 What do you think about making a page on the wiki where scenery
 problems could be listed? Then, maybe, the reports would be in
 one place instead of scattered across the mailing list archive.

 As more people start to use the 1.0.0 scenery build more problems
 will be found. I can add one: there is a long line of one sided
 ground polygons sticking up through the water across the fjord
 from BGBW.

 Cheers,

 Anders

Actually, I think FG really _needs_ a proper bug-tracking system.

LeeE

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

2008-03-18 Thread LeeE
On Tuesday 18 March 2008 18:53, Frederic Bouvier wrote:
 Selon LeeE :
  Actually, I think FG really _needs_ a proper bug-tracking
  system.

 There is this one :
 http://sourceforge.net/tracker/?group_id=583atid=100583

 -Fred

Aha - didn't know about that - thanks.

Now we just have to use it:)

LeeE

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Re: [Flightgear-devel] autopilot u_min and u_max...

2008-03-16 Thread LeeE
On Sunday 16 March 2008 03:51, SydSandy wrote:
 Hi all ,
   I've been trying to change the xmlautopilot to use prop and
 value for the u_min and u_max properties , and currently have
 quite a mess on my hands right now :) The idea is to have a min
 and max property to control bank-limit / pitch with a panel knob
 ... setting the u_min and u_max from a property seems to be
 working , but I get some strange things happening . The pi-simple
 controller isnt clamped anymore (so i removed the clamp check
 )... and the output goes immediately to the u_min
 value...although u_min and u_max are checked every update... Has
 anyone else attempted this , with good results ? Or , hopefully ,
 already implemented this ? Anyway , I'll keep plugging away at
 it, the answer is probably staring me in the face and I can't see
 it. Is this something that should be implemented anyway ?
  Cheers

Hi Syd,

one way you could do this with the current autopilot controllers is 
to feed the output from your controller through a gain filter to 
get the range you want.

For example, if you've set u_min/u_max to +/- 40 in your controller 
but want to reduce it to +/- 20, you'd set the gain value on the 
gain filter to 0.5.

If you don't mind re-tuning your controller, it would probably make 
more sense to set u_min  u_max to +/- 1.0, then the gain factor 
would be the required bank or pitch angle limit i.e. for +/- 30 
limits you'd use a gain of 30.

Changing the output clamps does change the overall behaviour of the 
controller, however.  I found that I got more desirable behaviour 
from a pitch controller (output is a hstab deflection) when I set 
the u_min  u_max limits to +/- 0.25 and then passed it through a 
gain filter with a factor of 4 to restore the required +/- 1.0 
range, as opposed to setting the clamps directly to +/- 1.0.

Heh - I'm still not entirely sure why this is, actually having 
fiddled with the code myself, but it came about through an 
experiment where I was trying to increase the effective bandwidth 
through parallelism.  I started off with four identical controllers 
running in parallel, the outputs of which were summed but then I 
realised that I could get the same effect with a single controller 
using the gain filter technique.

LeeE

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[Flightgear-devel] Another strange bug

2008-03-15 Thread LeeE
I've just run into another strange FG bug.

Climbing up through ~45000ft the frame-rate seems to start dropping 
to very low rates.

While climbing up to ~45000ft I'm getting 35-40 fps but once the 
problem starts it drops down to somewhere around 4-6 fps.  The 
strange thing is that if I enable the fps display in the bottom 
right hand corner, it's showing about 20-22 fps.

It's clear, from looking at various animations, or even just panning 
the view to track the ground beneath the aircraft, that the actual 
fps is closer to 4-6 fps, with distinct stepping or juddering, 
regardless of the indicated fps.

Descending to lower altitudes doesn't stop the problem and doing a 
rest doesn't work either - the splash screen gets displayed and 
eventually, after a much longer time than usual, FG starts, but at 
the same 4-6 fps.

It seems very odd that a reset doesn't fix it.

I haven't noticed the problem at low altitudes at all.

I don't think this is related to the 12 mile radius island effect, 
or the polygon hole in the white sky either, although both are very 
apparent at this altitude - the island effect is always there and 
the hole in the white sky disappears again once you're below 
~8000ft.

This is with plib-1.8.5, OSG-2.3.4 and current cvs SG  FG.

Is anyone specifically working on the 'island' and 
hole-in-the-white-sky problems?  These, together with this new 
45000ft problem are really quite serious bugs.

LeeE

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Re: [Flightgear-devel] New problem with submodels

2008-03-13 Thread LeeE
On Thursday 13 March 2008 08:12, Vivian Meazza wrote:
[snip...]
   In theory nothing has been changed in submodels in a long
   time, and aero-stabilised remains a bool. However I have
   been making changes in AIBallistic, so the problem probably
   lies there, and I'm investigating. I can sort of reproduce
   your bug, but here all the submodels behave in the same way.
   If they don't then it is possible that you haven't enabled AI
   Models.
  
   Vivian
 
  Hmm...  I have
 
  --prop:sim/ai-traffic/enabled=true
  --prop:sim/ai-traffic/level=3
 
  and
 
  --disable-random-objects
 
  in my .fgfsrc but they are the only AI related things I
  specifically set, and disabling the random objects is probably
  irrelevant here.
 
  Actually, I haven't updated from FG cvs since mid February, so
  this problem dates from before then.  I'm also pretty sure the
  problem wasn't apparent around early/mid December 2008 because
  I remember using trajectory markers while I was working on the
  TFA stuff for the BAC-TSR2 and I sent the resulting update to
  Curt on 2008-12-17.
 
  After some more testing last night, I have to revise the ratio
  of affected instances to ones that show the problem - far more
  instances _are_ affected than work correctly.  I'd now guess
  that somewhere around nine out of ten instances are showing
  this strange behaviour, but there still doesn't appear to be a
  discernible pattern.
 
  LeeE

 You need  --enable-ai-models. Without this you will see
 AIBallistic stuff, but they won't move correctly.

 I think there _is_ bug, but not quite the one you describe. If
 you could just try again with the correct settings, and let me
 know what you observe.

 V.

I just went to try this and found that I'm already 
supplying --enable-ai-models on the command line:(

Sorry - I should have checked there as well.  I just use bash 
history to call up my FG start command and thought I only had stuff 
that I change regularly included in it.

LeeE

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Re: [Flightgear-devel] New problem with submodels

2008-03-12 Thread LeeE
On Wednesday 12 March 2008 08:26, Vivian Meazza wrote:
 LeeE wrote

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On
  Behalf Of
  Sent: 11 March 2008 23:19
  To: FlightGear developers discussions
  Subject: [Flightgear-devel] New problem with submodels
 
 
  Hi,
 
  For a long time now I've been using ballistic submodels for
  trajectory markers.
 
  When using the trajectory markers, a simple inverted 'T' two
  line object is created at the aircraft position once per
  second, aligned with the aircraft roll and pitch axis.  The
  submodels have no weight, 0 buoyancy and are unaffected by
  wind, so once created they remain in place and provide a
  representation of the aircraft's flight trajectory.
 
  I just tried using them, having not used them for a while, and
  found that about half of the submodel instances are rolling
  over and spinning around.
 
  The problem seems to be random and about 50-50, with no obvious
  pattern between instances that behave properly and those that
  rotate and spin.
 
  As they're all created from the same config I'm at a bit of a
  loss as to how to fix it.
 
  I noticed that the README.submodels doc doesn't include a
  definition for the aero-stabilised tag but it is used in one
  of the examples.  I've always used this tag as a bool i.e.
  'true/false', like the wind tag, but in the examples the
  aero-stablised value is '0' whereas the wind tag values are
  either 'true' or 'false'. Is '0' used in aero-stabilised to
  represent a bool or is it now a numeric value?

 In theory nothing has been changed in submodels in a long time,
 and aero-stabilised remains a bool. However I have been making
 changes in AIBallistic, so the problem probably lies there, and
 I'm investigating. I can sort of reproduce your bug, but here all
 the submodels behave in the same way. If they don't then it is
 possible that you haven't enabled AI Models.

 Vivian

Hmm...  I have

--prop:sim/ai-traffic/enabled=true
--prop:sim/ai-traffic/level=3

and

--disable-random-objects

in my .fgfsrc but they are the only AI related things I specifically 
set, and disabling the random objects is probably irrelevant here.

Actually, I haven't updated from FG cvs since mid February, so this 
problem dates from before then.  I'm also pretty sure the problem 
wasn't apparent around early/mid December 2008 because I remember 
using trajectory markers while I was working on the TFA stuff for 
the BAC-TSR2 and I sent the resulting update to Curt on 2008-12-17.

After some more testing last night, I have to revise the ratio of 
affected instances to ones that show the problem - far more 
instances _are_ affected than work correctly.  I'd now guess that 
somewhere around nine out of ten instances are showing this strange 
behaviour, but there still doesn't appear to be a discernible 
pattern.

LeeE

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Re: [Flightgear-devel] [RFC] making plib 1.8.5 a requirement

2008-03-11 Thread LeeE
On Tuesday 11 March 2008 08:05, Melchior FRANZ wrote:
 Now that plib 1.8.5 has been released, I suggest to make it a
 requirement in fgfs/configure.ac. This doesn't only force people
 to use a version with fixed networking and joystick handling ...

   * Fixed netSocket.
   * Handle linux joysticks with a lot of axes.
   * several fixes and improvements to puAuxList
   * puInputText scrolling fixed.
   * Made colour of listbox changable.
   * Fixed text with negative coordinates
   * Fixed misc bugs in puAuxLargeInput
   * Allow the user to activate a widget with custom mouse button.
   * Remove scale dep in ssgaFire
   * removed several widgets from pui/, which were declared
 obsolete since a long time. Most of them are now available
 in puAux/
   ...

 ... it also allows to clean up src/GUI/. We have some hacks in
 there and even files that could be removed (puList.[ch]xx). And
 sooner or later we'll have to pull the few remaining plib parts
 that we still use (plibnet, plibpu, plibpuaux, plibjs, plibfnt)
 in our repository, and the cleaner fgfs' code is, the easier it
 will be.

 m.

Rather than go through an intermediate phase where we have to 
upgrade our plib before we then drop it entirely, as bits of it are 
moved into FG cvs, wouldn't it be better just to go straight into 
integrating the bits that FG needs?

It would mean bringing the integration work forward but that would 
be offset against the work that would be needed to switch to plib 
1.8.5.

Or have I misunderstood the eventual intention?

LeeE

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Re: [Flightgear-devel] [RFC] making plib 1.8.5 a requirement

2008-03-11 Thread LeeE
On Tuesday 11 March 2008 08:32, Melchior FRANZ wrote:
 * LeeE -- Tuesday 11 March 2008:
  Or have I misunderstood the eventual intention?

 Yes. My intention is to go that smaller step first, and not
 the big one already. I can do the small one immediately, and
 *someone* can do the big one whenever s/he pleases. Could be
 you!  :-}

 m.

Heh - I'd better pass on that, that's if anyone wants it to work.

It'll just be a bit of a nuisance pulling out the standard version 
for my distro (luckily I have nothing else installed that depends 
upon it) on all my systems (7) and then installing from the 
tarball.  Sigh - nothing's ever easy.

LeeE

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Re: [Flightgear-devel] [RFC] making plib 1.8.5 a requirement

2008-03-11 Thread LeeE
On Tuesday 11 March 2008 17:22, Curtis Olson wrote:
 On Tue, Mar 11, 2008 at 12:06 PM, Melchior FRANZ wrote:
  No, you can leave that. Just install plib somewhere else (e.g.
  in your home dir), and point sg and fg to it via
  --with-plib=... plib is (supposed to be) linked statically, so
  it's not needed at runtime and can be anywhere.

 Just be careful ... multiple versions of libs can coexist just
 fine in different places on your hard drive, but if in a couple
 months, you forget how you set it up, or just lose focus
 momentarily, you could end up building against the wrong version
 of the package (or even headers from one version and libs from
 another, etc.) and end up with some weirdness ... so it's always
 best to recognize your own limitations and weaknesses and decide
 if you want more than one version of a lib on your system at one
 time. :-)

 There are many ways to make this easier or harder on yourself ...
 I won't get into all the sysadmin details, but as a general rule
 of thumb, I personally try to avoid having pre-packaged versions
 of software installed on the same system as a different version
 built from source ... as long as I can sidestep the dependency
 hell of the linux packaging system to remove a particular
 package.

 Regards,

 Curt.

Yup, that's exactly what was going through my mind.  Luckily, I 
don't have anything other than FG that's dependant on plib so I can 
uninstall the packaged version without problems - phew:)

It's just that I have seven machines to maintain, each with two 
entirely separate O/S copies on them, for testing, resilience  
recovery reasons, the second copy on each machine being 
a 'held-back' known-to-be-working stable version of the first.

It means fourteen systems, at two different s/w levels to maintain 
and keep track of, which isn't trivial.  Heh:) - when I was running 
Debian 'unstable' I had three systems on each machine, because 
upgrade breakages were quite common.  However, since switching 
to 'stable' I've been able to reduce it to two:)

Just in case anyone's wondering, I usually only have three or four 
systems running for FG stuff - one or two 'workstations', a server 
and a gateway/firewall.  The others only really get used for 
distributed 3d rendering and upgrade installation testing, although 
every system has a copy of the the server data and gateway/firewall 
configs backed up on to it so I can quickly swap a system in/out if 
there's a serious h/w problem anywhere.

LeeE

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[Flightgear-devel] New problem with submodels

2008-03-11 Thread LeeE
Hi,

For a long time now I've been using ballistic submodels for 
trajectory markers.

When using the trajectory markers, a simple inverted 'T' two line 
object is created at the aircraft position once per second, aligned 
with the aircraft roll and pitch axis.  The submodels have no 
weight, 0 buoyancy and are unaffected by wind, so once created they 
remain in place and provide a representation of the aircraft's 
flight trajectory.

I just tried using them, having not used them for a while, and found 
that about half of the submodel instances are rolling over and 
spinning around.

The problem seems to be random and about 50-50, with no obvious 
pattern between instances that behave properly and those that 
rotate and spin.

As they're all created from the same config I'm at a bit of a loss 
as to how to fix it.

I noticed that the README.submodels doc doesn't include a definition 
for the aero-stabilised tag but it is used in one of the 
examples.  I've always used this tag as a bool i.e. 'true/false', 
like the wind tag, but in the examples the aero-stablised value 
is '0' whereas the wind tag values are either 'true' or 'false'.  
Is '0' used in aero-stabilised to represent a bool or is it now a 
numeric value?

LeeE

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Re: [Flightgear-devel] LANDING SIMULINK

2008-03-10 Thread LeeE
On Monday 10 March 2008 13:01, Curtis Olson wrote:
 On Mon, Mar 10, 2008 at 12:13 AM, Ampere K. 
[EMAIL PROTECTED] wrote:
  Here might be a possible way for you to remove those jumps. 
  You will need two
  sets of observations.  One on the plane of course, and one from
  the ground.
  For the one on the ground, you will also need to know the
  precise coordinates
  of the receiver beforehand.
 
  The two receivers will experience jumps in their observations
  simultaneously.
  Subracting the data from the ground receiver by its precise
  coordinates will
  give you the jumps, which you can use to subtract the errors
  from the observation of the plane.

 I'm not a gps guy, but I think differential gps systems work
 based on the phase of the signal and the stations select a common
 set of satellites for their solution.  We actually have a person
 a the UofMN working on a project where the two ends can be mobile
 and the system computes the relative distance between the two
 mobile station ... so you could plunk one end down at the end of
 your temporary runway for doing virtual ILS/precision landings. 
 But that still doesn't fully resolve that the real world ground
 elevation may not match exactly the elevation in FlightGear so
 there will always be some kind of discrepancy when rendering real
 flight data in a simulator ... especially when taxiing or
 touching down.

 Regards,

 Curt.

It's a pity that Wiimotes don't have the necessary range:)

LeeE

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Re: [Flightgear-devel] Request for Blender tutorials

2008-03-02 Thread LeeE
On Saturday 01 March 2008 23:57, Jeff Koppe wrote:
  - Original Message -
  From: LeeE [EMAIL PROTECTED]
  To: FlightGear developers discussions
  flightgear-devel@lists.sourceforge.net Subject: Re:
  [Flightgear-devel] Request for Blender tutorials Date: Sat, 1
  Mar 2008 18:35:24 +
 
 
 
  I guess that if you start learning 3D on Blender things make
  sense but if you've come from any other 3D package it seems
  impossible to get to grips with and very counter-intuitive.
 
  LeeE

 I'd have to agree with you on that. I'm not sure if they cover UV
 mapping yet but I found the http://blenderunderground.com/
 tutorials pretty helpful. If you're not opposed to using a
 proprietary Windows solution I've always been fond of Ultimate
 Unwrap (http://www.unwrap3d.com/). I just never seem to find
 enough time to wrap my head around Blender.

 What? Someone's used my obj-ac Ruby script? I'm psyched!

 --jeff

Thanks for the link - heh - found yet another reference to the 
BioRUST UV mapping tutorial:)

I don't have a problem with proprietary s/w but I haven't got a 
windows m/c to run it on.

Gradually making some progress with Blender though.

LeeE

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Re: [Flightgear-devel] Request for Blender tutorials

2008-03-02 Thread LeeE
On Sunday 02 March 2008 13:21, Melchior FRANZ wrote:
 * LeeE -- Sunday 02 March 2008:
  Gradually making some progress with Blender though.

 BTW: I just wrote a simple script that packs manually UV mapped
 objects onto a texture square. I'll publish it as soon as it's
 ready (later today :-).

 Works like this:
 - map all objects individually, choosing the best unwrapping
   method for the object and the ideal mapping size
 - select all objects that you want to map on one texture
   (e.g. by selecting one, and choosing Select-Linked-Material
   for all fuselage objects)
 - call the script: this packs the maps of all selected objects
   on a square and scales them up as much as possible using the
   same factor
 - export to SVG (I need yet to rewrite the SVG exporter --
   the included one isn't good enough :-)

 m.

This just for entertainment:)

I thought I'd mostly cracked it earlier today.

Working on the YF-23 and using the upper fuselage/wing surface 
object I managed to produce a wire-frame type texture template from 
the unwrap that looked reasonable, with no overlaps etc, by saving 
the UV unwrap layout to a .tga.  Then I coloured in some of the 
polys and added some reference lines to the .tga texture, saved it 
as .rgb and, back in Blender, applied it to the model.  I then 
saved it as .ac and when I loaded it into AC3D to check that the 
texture had 'stuck' it looked fine:)

It was only when I started work on the proper texture and came to 
mirror one side of the fuselage nacelle colouring to the other that 
I realised that not only was the unwrap rotated slightly but it was 
also very slightly banana shaped - the centerline was actually 
curved - lol:)

I guessed that this was because there was no defined 
axis/edge/vertex starting datum/origin and the unwrap has to start 
somewhere, so I defined a seam down the centerline to set a 
starting datum/origin.  This split the unwrap into two halves, 
which I expected, but both were still rotated a little bit and the 
left side was very slightly longer than the right side - doh!

You've just got to laugh sometimes:)

On a more serious note, does anyone know if any of the object 
formats supported by FG support multiple textures?  For example, 
would any of them allow me to apply an overall base texture, using 
one projection, say top-view orthographic, and then apply smaller 
finite scope texture patches using different projections e.g. 
side-view ortho?  This is more like the way I'm used to applying 
textures in 3D but the .ac format doesn't allow this.  I had a look 
through the OSG wiki but couldn't find any basic object format 
specs/features.

I haven't tried it yet, but can anyone tell me if it's possible to 
apply multiple textures in this way in Blender, and then 'bake' it 
all into a single uv unwrap texture?

LeeE

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[Flightgear-devel] Request for Blender tutorials

2008-03-01 Thread LeeE
Hi,

I've been trying to use Blender for UV texturing but I've been 
hitting a few problems.

The first problem is that when I import a .obj format model all of 
the sub-object ordering and grouping is lost.  I seem to be getting 
each sub-object in it's own group, the name of which gives no clue 
to the sub-object name.  At the same time, the ordering of the 
sub-objects is completely lost so the only way to find a particular 
sub-object is to show them all in an outline window and then scroll 
down the list until you manage to spot it.

Any links to a tutorial or reference that shows how to import 
objects and subsequently re-order them would be useful.

The next problem I had was actually unwrapping some of the meshs - 
sometimes the unwrap seemed ok, except it might be at an arbitrary 
angle i.e. not aligned horizontally or vertically, but for some 
objects the unwrap is badly distorted i.e. when unwrapping an upper 
wing surface object the wing tips were about twice the width of the 
root!  On another sub-object, the unwrap actually overlapped two 
widely unconnected parts of the mesh (this was the top half of 
something - the lower half, which was similar in outline but with 
slightly different surface contours unwrapped ok, but was slewed by 
approx 15 deg)

If anyone has any tutorials or references that address these 
problems I'd really appreciate it.

Obviously, I've been trying the tutorial links from the blender.org 
web-site but none of them seem to address these particular problems 
(and some of them just plain didn't work or showed 
panels/buttons/menu entries that don't seem to exist in the version 
I'm using - 2.4.2)

I'm asking here because I know that quite a few of you use Blender 
for texturing and I don't want to have to register on yet another 
*!* forum and then spend the first couple of days convincing 
people that I do have some clue about 3D and that I'm not 
interested in using Blender for modelling.

TIA

LeeE

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Re: [Flightgear-devel] Request for Blender tutorials

2008-03-01 Thread LeeE
On Saturday 01 March 2008 18:00, Melchior FRANZ wrote:
 * LeeE -- Saturday 01 March 2008:
  The first problem is that when I import a .obj format model all
  of the sub-object ordering and grouping is lost.

 Probably just a missing feature in the .obj importer. I don't
 think you can do much about it, other than fixing the importer.

Yeah - I think you're right.  I converted to .ac format end then 
imported it, and ordering and naming seems ok now.

  Any links to a tutorial or reference that shows how to import
  objects and subsequently re-order them would be useful.

 Just select all objects that shall become children, and finally
 the one that should become parent, then Object-Parent-Make
 parent. There are groups, too, but I think they aren't supported 
 by the ac3d exporter.

  The next problem I had was actually unwrapping some of the
  meshs - sometimes the unwrap seemed ok, except it might be at
  an arbitrary angle

 Then you unwrapped u-From Window. That's exactly what you should
 get then.  :-)

Curious - I hadn't altered the Window view - still from top-view - 
but it didn't happen with the .ac imported model:)

  i.e. not aligned horizontally or vertically, but for some
  objects the unwrap is badly distorted i.e. when unwrapping an
  upper wing surface object the wing tips were about twice the
  width of the root!

 Then you need to make seams: select some edges and SPACE-Edit-
 -Edges-Mark seam.

The wing surface wasn't a 'closed' object i.e. enclosing a volume.  
It was literally just an upper wing surface and didn't include 
any 'caps'.  It's difficult to see where adding a seam would help.


  On another sub-object, the unwrap actually overlapped two
  widely unconnected parts of the mesh

 Using the Unwrap (smart projections) may help (formerly known
 as archimap). For that you'll probably need a newer version,
 though.

Got archimap but not smart projections.  Archimap doesn't produce 
the overlaps but breaks up the unwrap into several discrete pieces.  
I'll persevere a little more with it - possibly I can use seams to 
re-arrange how the unwrap is broken up to make them more useable.  
The annoying things was that this example was much like the wing 
example - essentially a flat, open surface with bumps on it.  The 
lower surface, which is the same outline but with different bumps 
unwraps ok without the corresponding overlaps - lol.


  If anyone has any tutorials or references that address these
  problems I'd really appreciate it.

 google  :-)  Or come to IRC for live-help. Though I can't say
 much about 2.42, as I'm using 2.46pre.

 m.

Thanks for your comments - I started by Googling for tutorials and 
found the Blender wikibooks stuff but hit the problems I 
mentioned - different panel buttons etc.

I guess that if you start learning 3D on Blender things make sense 
but if you've come from any other 3D package it seems impossible to 
get to grips with and very counter-intuitive.

LeeE

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Re: [Flightgear-devel] I am going to terminate mpserver04

2008-02-28 Thread LeeE
On Thursday 28 February 2008 19:58, Forums Virgin Net wrote:
 Dear all,
 I have just notified Curt that I am closing
 mpserver04 permanently unless a solution can be done to prevent
 the demand from over riding and making my day to day normal usage
 completely useless.

 Details:

 Since mpserver 05 closed down my server has been suffering excess
 strain to the point that I am unable to use my broadband at all
 most of the time. (Without temporary pausing of the service)

 Problems such as not been able to open webpages due to time outs
 to download failures when using YouTube or other downloads, and
 because of these serious problems, I am having I am terminating
 my server also.

 Unless someone can reduce the priority via the server so that the
 network is not totally stalled out on other machines on my 4 pc
 network, and server 04 be not so demanding during other network
 traffic demands, then I  will be to shutting down server04
 completely within a few days.

 I am sorry but their is nothing else I can do here, my upstream
 is being saturated to the point that I am constantly finding my
 connection more problematic that servicable to me.

 Aerotro

It's the nature of the beast I'm afraid.  Even if people are not 
logging directly into mpserver04 all FG MP traffic has to be echoed 
to it, so each FG MP server needs the same synchronisation 
bandwidth.

Any clients who connect to the FG net via mpserver04 will only 
increase the bandwidth further.

Its a shame but you probably have little choice:(

LeeE

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Re: [Flightgear-devel] Ski-jumping Su33

2008-02-26 Thread LeeE
On Tuesday 26 February 2008 00:54, Georg Vollnhals wrote:
 Hi,

 beside ski-jumping snow-plows this could be a nice feature for
 FlightGear:

 http://www.myvideo.de/watch/690

 http://en.wikipedia.org/wiki/Russian_aircraft_carrier_Admiral_Kuz
netsov http://en.wikipedia.org/wiki/Sukhoi_Su-33


 Regards
 Georg EDDW

Heh - the FG SU-37 model was actually done from SU-27K drawings, so 
apart from the uprated engines, vectoring nozzles and the omission 
of the tailhook, it's really an SU-33:)

LeeE

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Re: [Flightgear-devel] Ski-jumping Su33

2008-02-26 Thread LeeE
On Tuesday 26 February 2008 17:07, Georg Vollnhals wrote:
 LeeE schrieb:
  On Tuesday 26 February 2008 00:54, Georg Vollnhals wrote:
  Hi,
 
  beside ski-jumping snow-plows this could be a nice feature for
  FlightGear:
 
  http://www.myvideo.de/watch/690
 
  http://en.wikipedia.org/wiki/Russian_aircraft_carrier_Admiral_
 Kuz netsov http://en.wikipedia.org/wiki/Sukhoi_Su-33
 
 
  Regards
  Georg EDDW
 
  Heh - the FG SU-37 model was actually done from SU-27K
  drawings, so apart from the uprated engines, vectoring nozzles
  and the omission of the tailhook, it's really an SU-33:)
 
  LeeE

 Hi LeeE,

 your Su 37 is on duty in my flight hangar since a very long time
 and the most aerobatic aircraft I have - due to the thrust vector
 control. It has a breathtaking rollrate, is very stable to handle
 and has much power going into the sky like a rocket.
 I used it a lot for checking the scenery and mostly for just
 having a lot of fun. For this you don't need a 3-d-cockpit :-)

 Until I saw the video several times with the Su 33 taking off I
 thought the Harrier was the only jet to be capable for a take-off
 from a ship without a cat. This is russian aerodynamics and
 brutal jet power. Very impressing. If you read the wiki, it was
 not uncomplicated for the technicians and pilots to learn how to
 use the combination of this jet and the ski jump carrier deck.

 Did anyone test whether it works with the SkiJump.ac/xml model we
 have in the Models/fgsdb department? May be this ski jump is too
 small and the angle is too sharp as it is aimed to the Harrier.
 Anyway, I'll try it this late evening, just for fun.
 Otherwise - if I find enough info on the net - I'll try to build
 the deck of the Kuznetsov next weekend.

 Have fun!
 Georg

Thrust vectoring can be fun but I found that it has very little 
effect at low power settings, which makes sense when you think 
about it.

The roll sensitivity is really too high - I have a solution for that 
now, using reciprocal gain filters, but haven't implemented it 
yet - still trying it out on the YF-23 update I'm currently working 
on:)

It is an interesting design though and I'm pleased with the YASim 
config because it does seem to have the right characteristics.  One 
problem with it however, is that the YASim INCIDENCE control 
doesn't seem to work on mstab elements and although the canards are 
animated, changing their incidence doesn't seem to have any 
aerodynamic effect - they are effectively fixed-position flight 
surfaces:(

I haven't tried the ski-jumps:)

LeeE

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Re: [Flightgear-devel] tree problems ...

2008-02-25 Thread LeeE
On Sunday 24 February 2008 20:01, SydSandy wrote:
 On Sun, 24 Feb 2008 15:55:22 +

 LeeE [EMAIL PROTECTED] wrote:
  On Saturday 23 February 2008 20:36, SydSandy wrote:
   Well I,ve converted all terrain textures to PNG (except the
   random ac models), no problems here. But , I've run into a
   problem with the wrong tree sets drawn for material type. Ive
   checked the materials.xml file (found one error that was my
   fault), but I'm getting for example , conifer for  for
   Evergreen , Bog   mixed forest for shrub ...  no trees in
   some patches were the material is consistent over a large
   area  The material.xml condition statement seems to work
   fine ,as the winter sets are picked when /sim/startup/season
   = winter , just the wrong tree textures are drawn per terrain
   type ... and they occasionally change on the same type of
   material... Any ideas where I might look to fix this?
   Cheers
 
  Most evergreens _are_ conifers.  There are types of evergreen
  that aren't but you'll only find them in tropical rainforests
  or in a warm climate that doesn't vary much through the
  seasons.
 
  Rainforest tree are generally broad leaf species, so if there's
  a rainforest cover type you might want to use deciduous tree
  patterns for those regions.  In warm climates the trees tend to
  be few and scattered, apart from the rainforests, of course:)
 
  LeeE

 I know the differences between tree species , LeeE ,thats not the
 problem ... if I set a certain tree texture for a terrain type
 ... for example , I have  2 meter high shrub trees for the
 ShrubCover/ShrubGrassCover/ScrubCover. When I fly over the area ,
 it is covered by mixed forest...  I few south and there are shrub
 cover trees on a DeciduousNeedleCover material patch. The ground
 texture changes accordingly , just not the tree textures ... and
 yet I see tree sizes change correctly at the material boundaries
 

 I hadn't reaaly noticed this effect until I started flying around
 and checking terrain using geod.info so didn't expect it to jump
 out at anyone else
 Cheers

Hi, I was only referring to the conifer for for Evergreen 
comment - no ideas about the other areas but I just thought that I 
should point out that conifer for Evergreen seemed correct:)

As I just said - no ideas about other areas - but are the cases 
where you're getting incorrect tree types consistent?

That is, when you fly over geographically different areas 
of 'ShrubCover/ShrubGrassCover/ScrubCover' do you always get Mixed 
Forest and when you fly over different 'DeciduousNeedleCover' areas 
do you always get Shrub, or does it vary (randomly) and is it 
sometimes correct?

LeeE

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Re: [Flightgear-devel] tree problems ...

2008-02-24 Thread LeeE
On Saturday 23 February 2008 20:36, SydSandy wrote:
 Well I,ve converted all terrain textures to PNG (except the
 random ac models), no problems here. But , I've run into a
 problem with the wrong tree sets drawn for material type. Ive
 checked the materials.xml file (found one error that was my
 fault), but I'm getting for example , conifer for  for Evergreen
 , Bog   mixed forest for shrub ...  no trees in some patches 
 were the material is consistent over a large area  The
 material.xml condition statement seems to work fine ,as the
 winter sets are picked when /sim/startup/season = winter , just
 the wrong tree textures are drawn per terrain type ... and they
 occasionally change on the same type of material... Any ideas
 where I might look to fix this?
 Cheers

Most evergreens _are_ conifers.  There are types of evergreen that 
aren't but you'll only find them in tropical rainforests or in a 
warm climate that doesn't vary much through the seasons.

Rainforest tree are generally broad leaf species, so if there's a 
rainforest cover type you might want to use deciduous tree patterns 
for those regions.  In warm climates the trees tend to be few and 
scattered, apart from the rainforests, of course:)

LeeE

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Re: [Flightgear-devel] Patch v5 - Rain Snow

2008-02-24 Thread LeeE
On Saturday 23 February 2008 19:53, Curtis Olson wrote:
 On Fri, Feb 22, 2008 at 1:29 PM, Nicolas wrote:
  With OSG precipitation, I can't get in the same time snow and
  rain...
 
  No, there isn't factor in the motion of the aircraft...  We can
  work to improve this.
 
  The origin and the wind have to be tested... and maybe adapted.

 Hi Nicolas,

 If I look very close with both snow and rain, I can now see that
 the aircraft motion through the falling particles seems to be
 correct ... it's subtle and sometimes hard to see depending on
 the lighting and background color ... and subtle is probably good
 for these effects.

 I think what confused me was that even at flying speeds, there is
 still a downward elongation of the particles with rain which
 tricks my brain into thinking they are falling straight down.  If
 the streaking could be made opposite the direction of motion some
 how (???) I think that may make the visual effect more
 compelling.  I'm not sure if that makes any sense?

 But the overall effect of the snow and the rain is quite good. 
 Also, you work to tie this into the metar reports is also very
 nice.  Question: is it possible to tune the amount of snow/rain? 
 Perhaps a future update would be to ease slowly into snow/rain
 rather than make an abrupt change (if that is possible to do.)

 I think if we could redo the draw order (or change the near clip
 plane?) so that precipitation doesn't appear to be inside the
 cockpit then I would be happy to see this new effect get
 committed to cvs, and we can work on refining some of the subtle
 perceptual details later.

 Best regards,

 Curt.

Actually, even at typical car (automobile) speeds, transitions into 
and between rain and snow tend to be quite abrupt - perhaps just a 
second or two at ~50 mph.  However, once you're in that weather 
type, the variations in density seem to be much slower.

LeeE

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Re: [Flightgear-devel] Announcement : F-14 early alpha on CVS

2008-02-22 Thread LeeE
Hmm... not sure if I understand you correctly here, but if you use 
Ts0.05/Ts it should mean that your controllers will be clamped 
to 20Hz regardless of the actual frame-rate.

However, there are pros  cons to doing this.  On the plus side the 
controllers should work consistently at 20fps and greater but on 
the down side it means that you are defaulting to a lower 
controller resolution and you may find it harder to tune the 
controllers.

A technique I've recently been experimenting with, and which is 
providing good results, is to limit the output range of the 
controller and then restore the full range using a simple gain 
filter.  I'm not sure about exactly how this works but, like I say, 
it has been effective here.

The specific examples I've used have been for pitch and roll 
controllers where the controllers output a flight-surface 
deflection i.e. elevator-trim or roll-trim against a target pitch 
or roll.  Normally for these the controller outputs would be 
limited to the deflection norms i.e. +/- 1.0 (u_min-1.0/u_min  
u_max1.0/u_max) but what I've done is to reduce this to +/- 
0.25 (u_min-0.25/u_min  u_max0.25/u_max) and then multiply 
the output stream by 4.0 to regain the full +/- 1.0 normalised 
range.

Have a read of the new README.digitalfilters doc to see how you can 
also use a reciprocal filter to reduce the gain of a PID controller 
as airspeed (or mach) increases, so that a controller that works ok 
at relatively low speeds can be prevented from going into 
oscillation at higher speeds (this can also be used to reduce stick 
sensitivity with speed).

Using these techniques I've been getting some good results with 
controllers that work ok here between ~20  ~60+ fps over wide 
airspeed ranges.

LeeE

On Friday 22 February 2008 12:24, flying.toaster wrote:
 Thanks for the advice

 I have tried that and changing derivation time but it did not
 work... I use the speed-throttle to emulate low FPS on my system
 though so I do not not how good my tests were. If anybody with
 20fps is willing to try this fix, please let me know if it is
 successful

 Regards

 Enrique

  Message du 21/02/08 à 16h17
  De : LeeE [EMAIL PROTECTED]
  A : [EMAIL PROTECTED], FlightGear developers
  discussions flightgear-devel@lists.sourceforge.net Copie à :
  Objet : Re: [Flightgear-devel] Announcement : F-14 early alpha
  on CVS
 
  Use the Ts tag in the controller configs to specify a 'fixed'
  sampling rate.  Personally, I config and tune all my
  controllers to run at 20Hz so that there is a good chance
  they'll work on lower-end systems without causing problems on
  faster machines.
 
  LeeE
 
  On Wednesday 20 February 2008 21:56, flying.toaster wrote:
   There seems to be a problem with the PID controller
   implementing the pitch SAS when FPS is low (around 20fps).
   Probably an interaction between sampling rate and dynamics.
   People with high end computers will not notice it. I'll try
   to develop a fix (write the SAS PID in the Nasal code and
   clean it up)
  
   Sorry guys !
  
Message du 20/02/08 à 21h50
De : flying.toaster [EMAIL PROTECTED]
A : flightgear-devel
flightgear-devel@lists.sourceforge.net Copie à :
Objet : [Flightgear-devel] Announcement : F-14 early alpha
on CVS
   
Hello,
   
 An early alpha of the F-14B has been kindly put on the CVS
by Alexis for testing.
   
 Beware of the following limitations :
- There is no cockpit, only a HUD
- Nasal code needs cleaning and optimisation
- Some textures are missing, some animations are incomplete
- Key bindings are non standard
- Early testing on some configuration exhibit instability
on the FDM
   
 This release is only meant to get early feedback on the
flight model (other suggestions for improvement can be
considered though). When giving feedback (through direct
e-mail or the forum) please consider describing the
configuration of your computer so that I can get a better
idea of what may be the cause.
   
 If you feel like testing a very broken aircraft ... enjoy
... But please consider giving feedback to help improving
it
   
Cheers
   
Enrique
   
   
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Re: [Flightgear-devel] Announcement : F-14 early alpha on CVS

2008-02-21 Thread LeeE
Use the Ts tag in the controller configs to specify a 'fixed' 
sampling rate.  Personally, I config and tune all my controllers to 
run at 20Hz so that there is a good chance they'll work on 
lower-end systems without causing problems on faster machines.

LeeE


On Wednesday 20 February 2008 21:56, flying.toaster wrote:
 There seems to be a problem with the PID controller implementing
 the pitch SAS when FPS is low (around 20fps). Probably an
 interaction between sampling rate and dynamics. People with high
 end computers will not notice it. I'll try to develop a fix
 (write the SAS PID in the Nasal code and clean it up)

 Sorry guys !

  Message du 20/02/08 à 21h50
  De : flying.toaster [EMAIL PROTECTED]
  A : flightgear-devel flightgear-devel@lists.sourceforge.net
  Copie à :
  Objet : [Flightgear-devel] Announcement : F-14 early alpha on
  CVS
 
  Hello,
 
   An early alpha of the F-14B has been kindly put on the CVS by
  Alexis for testing.
 
   Beware of the following limitations :
  - There is no cockpit, only a HUD
  - Nasal code needs cleaning and optimisation
  - Some textures are missing, some animations are incomplete
  - Key bindings are non standard
  - Early testing on some configuration exhibit instability on
  the FDM
 
   This release is only meant to get early feedback on the flight
  model (other suggestions for improvement can be considered
  though). When giving feedback (through direct e-mail or the
  forum) please consider describing the configuration of your
  computer so that I can get a better idea of what may be the
  cause.
 
   If you feel like testing a very broken aircraft ... enjoy ...
  But please consider giving feedback to help improving it
 
  Cheers
 
  Enrique
 
 
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Re: [Flightgear-devel] Object avoidance

2008-02-19 Thread LeeE
On Tuesday 19 February 2008 20:05, alexis bory wrote:
 LeeE wrote:
   On Friday 15 February 2008 16:36, ricardo freitasfilho wrote:
   Hi, I'm doing some simulations of a airship using the aerosim
   blockset and the flightgear. It is usefull if there is a may
   to get the information of the scenery buildings so we can
   avoid these building in the simulation. I was reading one of
   your answers and I got interested in how can I send these
   information to the blockset. Can you help me with that?
 
   I found, while working on a terrain following/avoidance system
  for some of the aircraft I've done, that the Nasal
  geo.elevation(lat, lon) function will return the height of
  buildings or other structures e.g. bridges located at that
  lat,lon.
 
   There are not any in-built FG scanning schemes/mechanisms
  though, so you'll have to design and implement one in Nasal to
  fit your needs.
 
   Have a look at the cvs BAC-TSR2 TFA nasal stuff to see the
  simple look-ahead scanning schemes I've done. Both of the
  schemes I've used just perform a single track look-ahead scan,
  compensated for yaw but not for turning flight (yet).
 
   LeeE

 I don't know if it could be useful or just pertinent, but I
 modeled one of the features of the Intruder's Terrain avoidance
 radar. It displays the ground elevations relative to the
 aircraft's datum line. the radar shadow is also computed.

 Have a look at the A-6E the display is just under the video
 Attitude Indicator. Any comment welcome.

 Cheers,

 Alexis

That looks pretty neat - nice aircraft Alexis.

LeeE

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Re: [Flightgear-devel] Object avoidance

2008-02-18 Thread LeeE
On Monday 18 February 2008 16:36, ricardo freitasfilho wrote:
 On Feb 15, 2008 11:59 AM, LeeE [EMAIL PROTECTED] wrote:
  On Friday 15 February 2008 16:36, ricardo freitasfilho wrote:
   Hi,
   I'm doing some simulations of a airship using the aerosim
   blockset and the flightgear. It is usefull if there is a may
   to get the information of the scenery buildings so we can
   avoid these building in the simulation. I was reading one of
   your answers and I got interested in how can I send these
   information to the blockset. Can you help me with that?
 
  I found, while working on a terrain following/avoidance system
  for some of the aircraft I've done, that the Nasal
  geo.elevation(lat, lon) function will return the height of
  buildings or other structures e.g. bridges located at that
  lat,lon.
 
  There are not any in-built FG scanning schemes/mechanisms
  though, so you'll have to design and implement one in Nasal to
  fit your needs.
 
  Have a look at the cvs BAC-TSR2 TFA nasal stuff to see the
  simple look-ahead scanning schemes I've done.  Both of the
  schemes I've used just perform a single track look-ahead scan,
  compensated for yaw but not for turning flight (yet).
 
  LeeE

 The nasal archive wish you are saying in the BAC-TSR2-tfa right? 
 I don't realy know how to do a nasal archive but I'm going to
 study that. How whould I be able to send that information for
 Matlab? Can you help me with that? I only have 1 week to get that
 done.

Yup - it's in the cvs versions of the B-52F, BAC-TSR2  SU-37.  The 
BAC-TSR2 is the best 'tuned' though - it's pretty accurate down to 
100ft and will handle rolling terrain at 50ft.  The B-52F  SU-37 
aren't as highly tuned and are better off at = 100ft.  This is 
down to controller tuning issues though and not the principles.

I'm a bit short of time right now but start by grepping through the 
BAC-TSR2 folder for 'tfa' to get an idea where it's referenced and 
identify the necessary files.  Actually, the SU-37 might be easier 
to follow as it was a quick addition and I think I merged a couple 
of the relevant Nasal files.  The BAC-TSR2 includes a couple of 2D 
diagnostic instruments to help TFA monitoring.

If you can't figure it out from that, get back to me and I'll pick 
out the specific bits you need to add.

LeeE

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Re: [Flightgear-devel] PNG textures in CVS

2008-02-18 Thread LeeE
On Monday 18 February 2008 21:06, AJ MacLeod wrote:
 Hi all,

 Now that our data has been properly branched, I would like to
 move to using PNG (or, where suitable, JPEG) textures in my
 models.  I've seen no drawbacks in my testing so far, only
 considerable benefits...

 In disk space:
 2.5M 2008-02-18 20:50 throttle_panel.rgb
 981K 2008-02-18 20:50 throttle_panel.png

 ...and even more importantly (to me) in simplifying workflow.

 I can compose a texture in inkscape, export it to PNG with a
 keystroke or two and see the results in AC3D virtually instantly.
  Using RGB means converting the png output from inkscape to rgb
 before reloading in ac3d - one extra step, but when you repeat
 the above process literally hundreds of times the extra hassle is
 very significant.

 I'm not suggesting we convert all our existing textures to PNG or
 JPEG, only asking if there is any objection to my using such
 textures in models destined for CVS from now on.

 Anyone?

 Cheers,

 AJ

I like png:)

Lossy codecs aren't much use for technical apps, imho:)

LeeE

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Re: [Flightgear-devel] Flying over an island

2008-02-17 Thread LeeE
On Sunday 17 February 2008 09:40, Tim Moore wrote:
 Curtis Olson wrote:
 | On Mon, Feb 11, 2008 at 8:39 AM, LeeE wrote:

 ...

 | I think I'd suspect the 110 miles figure (if that's a
 | ground level value) as well, not only because that's a lot of
 | atmosphere to see through but also because of curvature.
 |
 | I tried a quick Google to see if I could find any
 | rules/formulae for visibility due to atmospheric conditions but
 | didn't hit anything. It'll be interesting if you can come up
 | with rules or a formulae from your analysis of a large set of
 | METAR data.
 |
 |
 | There appears to be some strangeness (bug?) in how the OSG
 | version handles the far clipping plane.  It seems to set the
 | clip plane somewhere beyond the maximum visibility
 | (weather-wise) but it seems to also clip the sky in some
 | situations when it shouldn't.  Last time I poked around, it
 | looked like we were setup to use OSG's automatic near/far clip
 | plane mechanism with no way to override it ourselves.  I
 | haven't dug into OSG far enough yet to learn how to fix this.

 In OSG, the far plane is fixed at 120km; the sky is drawn at a
 radius of 80km from the viewer. That sky radius may be the cause
 of many of the artifacts described here; turning off depth buffer
 writes when drawing the sky would be a simple fix. The scenery is
 paged in out to the visibility distance from the viewer's
 position at sea level, using /environment/visibility-m. The OSG
 clip-plane calculation is disabled.

 I haven't had a chance to look at this in detail, but I have seen
 some of the wacky high-altitude effects. One possibility for the
 white sky is a problem calculating the sky color / fog color.
 I'll try turning off depth buffer writes as I described above.
 Does anyone have a simple way to provoke the wackiness that
 doesn't involve METAR?

 Thanks,
 Tim

I've increased the default visibility settings in my .fgfsrc with 
the following entries and values:

--prop:environment/config/boundary/entry/visibility-m=6000
--prop:environment/config/boundary/entry[1]/visibility-m=1
--prop:environment/config/aloft/entry/visibility-m=2
--prop:environment/config/aloft/entry[1]/visibility-m=3
--prop:environment/config/aloft/entry[2]/visibility-m=4

and the island problem is clearly visible at 3000ft, corresponding 
to 2m visibility.  With the same visibility settings, the sky 
white-out starts occurring at ~8000ft, corresponding to a 
visibility of between 3m-4m.

LeeE

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Re: [Flightgear-devel] Object avoidance

2008-02-17 Thread LeeE
On Sunday 17 February 2008 11:35, Vivian Meazza wrote:
 Markus

  Subject: Re: [Flightgear-devel] Object avoidance
 
  LeeE wrote:
   On Friday 15 February 2008 17:08, Melchior FRANZ wrote:
   * R. van Steenbergen -- Friday 15 February 2008:
   Melchior FRANZ wrote:
   ...you could abuse that by
   launching an invisible, lightweight, and very fast
   submodel, and check where and at which altitude it lands.
  
   Don't they call that 'radar' in real life? :) (The very
   fast, lightweight submodels being microwave photons in that
   case)
  
   Hehe, yes. Except that ours don't come back. And I'm not
 
  sure if they
 
   collide with static/random buildings. They hardly do with
 
  trees. Hmm
 
   ... cows?
  
   m.
  
   Markus Zojer has used this technique for the TFA functions in
   the B-1B.  I had a look at it and experimented with it when I
   wanted to add TFA to a couple of aircraft I've done - it's a
   very appealing approach because it's almost like simulating a
   real radar.
  
   I had a play with the technique but hit some problems with
   it, mainly because the trajectory of the submodels is fixed
   to the pitch of the aircraft.  I found it fine while the
   aircraft was in level flight but I hit some issues when the
   aircraft was pitched up or down to any significant degree and
   in the end I decided to use the Nasal geo functions instead.
 
  I am still working on the terrain following function, rewriting
  it completely for the 3rd time and again used the real radar
  approach, as
  you are not dependent in the scanning resolution of the geo
  properties. The fixed radar beam (submodels) could be refined
  if we would add the
  property absolute to the pitch angle of the submodel  (so the
  submodel
  leaves the plane at always the same pitch angle).
 
  Due to the ongoing environment development in OSG, now low
  level flying
  is really flashing :)
 
  Expect the new version included in the next release (coming
  hopefully
  within the next 10 days).
 
  Fly on,
  Markus
 
   As I mentioned previously, the geo functions do interact with
   static buildings and structures, as long as the scanning
   scheme has a high enough resolution to ensure sampling them -
   I haven't tried with random objects though - still on OSG 2.2
   here and the performance hit when using
   OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too great here.
  
   I have noticed that pylons are not detected and I would doubt
   that trees are detected either, presumably because they have
   no area. The pylons are made with line objects that have no
   width and the trees, at least in plan, also have no width, so
   it'll be very unlikely to hit the exact point where they are
   in any scanning scheme.  Adding a transparent horizontal
   plane poly to the top of these objects probably would make it
   work, but not only would it increase the render load but also
   probably introduce more transparency render artifacts and
   ordering issues.

 OK I can give you submodels which are stabilised in pitch within
 a few days, if this is really a good approach - submodels are a
 big frame rate hit.

 Would an alternative be to duplicate the code which calculates
 the ground intersection for submodels, without the cost of
 flying the submodel? This approach would take more coding, but
 might be less frame rate intensive. However, the methods which
 are used are some of the most frame rate heavy around so perhaps
 in practice not too different.

 Vivian

It is an attractive approach because it is very similar to the way 
that real radar works and it's fun to add a visible model to the 
pulses so you can see them:)

Some of the problems I found with it though, include the high 
submodel overhead.  Even in level flight I found I needed to 'fire' 
pulses in a vertical fan, both above and below the line of flight, 
to ensure detection of higher ground, especially if the aircraft is 
pitched down to any significant degree.  However, if there isn't 
any higher ground within range, which will be the case unless you 
only fly in mountainous regions, a high proportion of the pulses 
will never hit anything and will only expire at the end of their 
lifetime - this seemed like an unnecessary overhead.

I also hit some problems with the resolution of the pulses, this 
seeming to be tied to the pulse speed, the aircraft speed and the 
frame-rate, because the location of the pulse can only be checked 
once per frame.  For example, if you use a pulse speed of 1m/s 
and you are running at 20fps the effective resolution of the pulses 
(if the aircraft is stationary) will be 1/20 = 500m.

Furthermore, once the aircraft speed is added to the pulse speed, 
because the pulse speed is relative to the aircraft speed, the 
resolution reduces as airspeed increases (this is also a factor in 
the Nasal geo solution I've done but in 'continuous' mode it is 
ameliorated to a large degree by multiple scans of the same area 
and in practice

Re: [Flightgear-devel] Looking for someone to interview

2008-02-17 Thread LeeE
On Sunday 17 February 2008 00:49, Steven Sayers wrote:
 Hello, I am Steven Sayers, I co-host a new and, at least I'd
 consider it up and coming podcast called The Teen Linux Lounge.
 I am personally a huge fan of what the community and developers
 have done to fgfs. I come to ask any of you; who have a
 microphone and a gizmo client installed; would you like to appear
 on The Teen Linux Lounge and discuss some of the neat features
 you've added, going to add, and topics of that sort. It'd be
 great to get a teen fgfs developer however I am fine with any age
 really. You can view our site at http://teenlinuxlounge.com and
 can contact me at [EMAIL PROTECTED] . Thank you for reading.

Heh:)  probably not me then - no microphone and I'll be 51 this 
summer.

LeeE

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Re: [Flightgear-devel] Multiple channel autopilot controllers

2008-02-15 Thread LeeE
On Friday 15 February 2008 04:19, Jon S. Berndt wrote:
[snip...]
 ...system, and I have an idea. I might start out with vertically
 launching the X-15...

Lol :))

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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread LeeE
On Friday 15 February 2008 16:36, ricardo freitasfilho wrote:
 Hi,
 I'm doing some simulations of a airship using the aerosim
 blockset and the flightgear. It is usefull if there is a may to
 get the information of the scenery buildings so we can avoid
 these building in the simulation. I was reading one of your
 answers and I got interested in how can I send these information
 to the blockset. Can you help me with that?

I found, while working on a terrain following/avoidance system for 
some of the aircraft I've done, that the Nasal geo.elevation(lat, 
lon) function will return the height of buildings or other 
structures e.g. bridges located at that lat,lon.

There are not any in-built FG scanning schemes/mechanisms though, so 
you'll have to design and implement one in Nasal to fit your needs.

Have a look at the cvs BAC-TSR2 TFA nasal stuff to see the simple 
look-ahead scanning schemes I've done.  Both of the schemes I've 
used just perform a single track look-ahead scan, compensated for 
yaw but not for turning flight (yet).

LeeE

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Re: [Flightgear-devel] Object avoidance

2008-02-15 Thread LeeE
On Friday 15 February 2008 17:08, Melchior FRANZ wrote:
 * R. van Steenbergen -- Friday 15 February 2008:
  Melchior FRANZ wrote:
   ...you could abuse that by
   launching an invisible, lightweight, and very fast submodel,
   and check where and at which altitude it lands.
 
  Don't they call that 'radar' in real life? :) (The very fast,
  lightweight submodels being microwave photons in that case)

 Hehe, yes. Except that ours don't come back. And I'm not sure
 if they collide with static/random buildings. They hardly do
 with trees. Hmm ... cows?

 m.

Markus Zojer has used this technique for the TFA functions in the 
B-1B.  I had a look at it and experimented with it when I wanted to 
add TFA to a couple of aircraft I've done - it's a very appealing 
approach because it's almost like simulating a real radar.

I had a play with the technique but hit some problems with it, 
mainly because the trajectory of the submodels is fixed to the 
pitch of the aircraft.  I found it fine while the aircraft was in 
level flight but I hit some issues when the aircraft was pitched up 
or down to any significant degree and in the end I decided to use 
the Nasal geo functions instead.

As I mentioned previously, the geo functions do interact with static 
buildings and structures, as long as the scanning scheme has a high 
enough resolution to ensure sampling them - I haven't tried with 
random objects though - still on OSG 2.2 here and the performance 
hit when using OSG_DATABASE_PAGER_DRAWABLE=VertexArrays is too 
great here.

I have noticed that pylons are not detected and I would doubt that 
trees are detected either, presumably because they have no area.  
The pylons are made with line objects that have no width and the 
trees, at least in plan, also have no width, so it'll be very 
unlikely to hit the exact point where they are in any scanning 
scheme.  Adding a transparent horizontal plane poly to the top of 
these objects probably would make it work, but not only would it 
increase the render load but also probably introduce more 
transparency render artifacts and ordering issues.

LeeE

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Re: [Flightgear-devel] Multiple channel autopilot controllers

2008-02-14 Thread LeeE
On Thursday 14 February 2008 02:46, Jon S. Berndt wrote:
  Sometimes I really wish that I had the necessary data to do
  JSBSim configs for some of the aircraft I've done - then I
  could also play with some of the control stuff that JonSB has
  incorporated in to JSBSim.  It's pretty unlikely that I could
  get good enough data for the aircraft I'm interested in though,
  so for the time being I'll be sticking with YASim.
 
  Fun stuff to think about and play with:)
 
  LeeE

 It really is fun. And, you are right, that data is not easy to
 come by. For some aircraft, however, it can be found. This
 publication has some control system information for a small
 selection of aircraft:

 http://www.jsbsim.org/NASA_CR-2144.pdf

 You can sometimes search the NASA archives and find a report with
 lots of good data. The X-29 is one of those. When the data is not
 available, a good guidance and control system can still be made.

 In my day job I do simulation, modeling, and analysis related
 to the abort system for the new crew exploration vehicle that
 NASA is developing. In first stage flight, the guidance and
 control system can be quite simple. I've created a generic rocket
 model in JSBSim with a fairly simple guidance and control scheme,
 and it flies nicely. I am also aware of several medium complexity
 and one very extensive UAV guidance and control scheme that was
 done using the JSBSim flight control components. It's still
 tedious to use a text editor to create something more involved; a
 good GUI editor for systems would be a great tool to have.

 Jon

Ah - the Grumman X-29 FSW - that could be fun to do:)  I see the pdf 
you link to also includes the XB-70A :)  homer  XB70/homer

IIRC, you were working on the STS program at one point - have you 
moved over to the Orion project now?

Will your JSBSim rocket FDM find it's way into FG at some point?  
Once you've started thinking about this control system stuff, 
especially with respect to aerobatic control, I think it's 
inevitable that missile control systems crop up (probably the 
simplest aerobatic model because of the axial symmetry) so I'd like 
to have a play with it.

I haven't reached the point where I need a gui yet but I have found 
that I need to draw out some schematics to help me keep track of 
stuff as things get more complex.

LeeE

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Re: [Flightgear-devel] Multiple channel autopilot controllers

2008-02-13 Thread LeeE
On Wednesday 13 February 2008 01:12, Jeff McBride wrote:
  Thanks for your comments - they fit with what I'm finding 
  thinking.
 
  Sure, in piloted aircraft takeoff is handled by the pilot, who
  is able to cope with a wide range of possible failures at this
  critical phase of flight, but I'm trying to work towards a UAV
  control framework, from takeoff roll to landing stop, so that's
  why I'm messing about with automated takeoffs, landings and
  scripted flight etc.
 
  I also find auto takeoffs, landings and scripted flight useful
  for general FDM config  controller tuning for piloted aircraft
  - it eliminates variations due to the pilot, in this case me:)
 
  LeeE

 My experience with UAV control systems is that scheduling gains
 with airspeed is a good idea if you want control over a wide
 envelope. It is difficult enough to make the vehicle stable over
 the entire flight envelope. If you want anything approaching
 optimum control, you need to have gain settings for at least 2
 different airspeed regimes. The discontinuities that cause the
 kick can be eliminated by doing a smooth interpolation between
 the gains (rather than suddenly changing them when airspeed
 crosses a given threshold).

 I've had success using a low speed and high speed set of
 gains with linear interpolation between them. Of course, I don't
 know how you could do this in flightgear. Perhaps a nasal script
 could do the interpolation and update the PID gain properties?

 -Jeff

[and to R. van Steenbergen, who essentially made the same point]

atm, it's not possible to vary the gain in the FG PID controllers 
during flight, however, I think RoyVO may be looking into 
implementing this.  It was one of two items on a wish-list I posted 
here about a week ago:)

Varying the PID controller gain is actually something that I've 
wanted for a couple of years now, but the need has only recently 
become pressing enough to ask the developers to consider looking 
into it - they've already got enough on their plate to be getting 
on with.

I also plan to have a look into adding a simple 'gain' type filter, 
which I think could be useful for this sort of stuff, so I can vary 
one property factor according to another.

I'm also thinking about aerobatic control here where, for example, 
at +/-90 deg roll the rudder acts as the elevator and the elevator 
acts as the rudder.  In combination with simple gain filters, I 
think it should be possible to include a pitch input controller to 
the rudder, along with a yaw input controller for the elevator, and 
then use roll-deg to set the gain for each of the controller 
outputs (or gains if/when it's implemented) e.g. at zero deg roll 
the pitch input to the rudder would be zero but one (normalised) to 
the elevator and visa-versa at +/- 90 deg roll.

Should also be possible to include a pitch controller for inverted 
flight and control it's influence by roll in the same way:) 

Sometimes I really wish that I had the necessary data to do JSBSim 
configs for some of the aircraft I've done - then I could also play 
with some of the control stuff that JonSB has incorporated in to 
JSBSim.  It's pretty unlikely that I could get good enough data for 
the aircraft I'm interested in though, so for the time being I'll 
be sticking with YASim.

Fun stuff to think about and play with:)

LeeE

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Re: [Flightgear-devel] Multiple channel autopilot controllers

2008-02-12 Thread LeeE
On Tuesday 12 February 2008 17:21, Robin van Steenbergen wrote:
 LeeE wrote:
  This is just for info and probably mainly directed at Roy
  Vegard Ovesen but it might also interest other people
  interested in setting up autopilot systems.
 
  As I've mentioned previously, I've had some problems tuning PID
  controllers, specifically controllers that maintain a specified
  pitch i.e. input is a target pitch and the output is an
  elevator-trim deflection.  The problem is that the controller
  needs to be fairly 'brutal' in it's control at low speeds
  during take-off, to initiate rotation and prevent
  over-rotation, but this brutality tends to lead to oscillation
  at higher speeds

 Not to be particularly picky, but:

 Real-world aviation doesn't use the autopilot for take-off,
 because of this very issue, which is present in real-world analog
 controllers as well. AP is only engaged at acceleration altitude,
 when the gear and flaps are up (clean). Using the AP for climbing
 out in an unclean configuration at a very low speed will require
 a high pitch reference and possibly induce stall.
 TO/GA is sometimes used, though, but the TO/GA setting is a fixed
 pitch reference, and only engaged after rotation, not on the
 runway. One of the main reasons for that is also that the pilots
 still have the ultimate control over the aircraft in case of an
 engine failure.

 The 'strength' versus 'instability' issue is inherent to PID
 control mechanisms, if you build a strong controller it will tend
 to oscillate and jitter in situations where small control inputs
 are required, because strong controllers are designed for large
 control changes. It's a classic duality dilemma in control
 engineering, and possibly the only way to compensate for it is to
 implement adaptive parameters to the control system (e.g. the
 'strength' of the control laws reduce as the airspeed increases
 or the angle of attack reduces).

Thanks for your comments - they fit with what I'm finding  
thinking.

Sure, in piloted aircraft takeoff is handled by the pilot, who is 
able to cope with a wide range of possible failures at this 
critical phase of flight, but I'm trying to work towards a UAV 
control framework, from takeoff roll to landing stop, so that's why 
I'm messing about with automated takeoffs, landings and scripted 
flight etc.

I also find auto takeoffs, landings and scripted flight useful for 
general FDM config  controller tuning for piloted aircraft - it 
eliminates variations due to the pilot, in this case me:)

LeeE

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Re: [Flightgear-devel] fg homepage issues

2008-02-12 Thread LeeE
Lol - I had a look at the aircraft download page and when I scrolled 
down, and the Bleriot-XI thumbnail came into view my, first 
impression was that it was huge and still sitting on the runway :))

LeeE


On Tuesday 12 February 2008 13:34, Curtis Olson wrote:
 Hmmm, something is screwed up there ... but
 www.flightgear.org/Downloads/shouldn't be showing the aircraft
 page, it should be showing a download
 index ...www.flightgear.org/Downloads/aircraft/ is the correct
 page and it does work correctly.  I'll see if I can get the
 download index page working again ... I'm not sure what has gone
 wrong.

 Curt.

 On Feb 12, 2008 5:35 AM, Markus Zojer [EMAIL PROTECTED] wrote:
  Hi all!
 
  It is currently not possible to download aircraft from the fg
  website, as download main program links to download aircraft.
 
  and onother issue:
  also the aircraft images on www.flightgear.org/Downloads/ are
  broken. Images are linked to
  http://www.flightgear.org/Downloads/737-300.jpg bit should
  probably be
  http://www.flightgear.org/Downloads/aircraft/737-300.jpg
 
  g,
  markus
 
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Re: [Flightgear-devel] tree textures

2008-02-12 Thread LeeE
On Monday 11 February 2008 16:20, Georg Vollnhals wrote:
 SydSandy schrieb:
  On Mon, 11 Feb 2008 03:47:26 +0100
  Georg Vollnhals [EMAIL PROTECTED] wrote:
 
 
 
 
  Hi Georg , the tree problem is because I created a set of 8
  instead of 4 trees per texture for the coniferous trees , and
  the originally commented out parts of the material.xml file
  probably still have tree-varieties4/tree-varieties
  If you change that to tree-varieties8/tree-varieties
  everything should be fine ... I'm also adding winter textures
  that were missing from the Terrain.winter folder but that's a
  bit more work , so it will take a while ...

 Thank you, that helped. I found three entries with 4 and
 changed them. Now the winter-trees look fine (only coniferous
 found), normally.

  I'm still getting a few strange things here but still testing
  ... Cheers

 Hi Syd,

 you know that I am not complaining? I am just feeling like a
 Beta-Tester doing some helping work to improve the stuff.
 If you agree with me, there are a lot of things to discuss - but
 I just want to do it step for step.

 The next one:
 Did you see these tree areas, seems to be something like an
 ongoing ecological desaster in FlightGear:

 http://home.arcor.de/vollnhals-bremen/EcologicalDesaster/

 Any ideas?

 Regards
 Georg

Brings to mind the Tunguska event - 

http://physics.uoregon.edu/~jimbrau/BrauImNew/Chap14/FG14_24.jpg

and the tree die-off around Mammoth Mountain in the Long Valley 
caldera area due to volcanic CO2 - 

http://quake.usgs.gov/prepare/factsheets/CO2/index.html

LeeE

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Re: [Flightgear-devel] OT: When I'm not working on FG...

2008-02-12 Thread LeeE
On Monday 11 February 2008 19:59, SydSandy wrote:
 On Mon, 11 Feb 2008 13:48:48 +

 LeeE [EMAIL PROTECTED] wrote:
  ...I sometimes work on 3D 'art' pictures.
 
  http://www.spatial.plus.com/V5/im_WoodenDream-001-006.jpg
 
  Is my latest effort.
 
  There are a few aspects of it that I'd like to improve and I
  might come back to it at some point, but it'll do for now.
 
  This image took ~9 hours to render (including post-processing
  global illumination) using a six node (7 cpu) heterogenous
  render 'smallholding' (it's not big or powerful enough to be
  called a farm;)  All Linux - CPU speeds between 350-1700 MHz.
 
  LeeE

 Nice . I like this kind of art ... I usually do planetrise style
 images ... Hope you don't mind , it's now in my wallpaper folder
 :) Cheers

Lol - np.

I've rather neglected my 3D stuff since getting into FG but I've 
been slowly getting back into it, as ideas occur to me.

LeeE

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Re: [Flightgear-devel] OT: When I'm not working on FG...

2008-02-12 Thread LeeE
On Monday 11 February 2008 16:39, Pietro wrote:
 At Monday 11 February 2008 14:48:48 LeeE wrote:
  ...I sometimes work on 3D 'art' pictures.
 
  http://www.spatial.plus.com/V5/im_WoodenDream-001-006.jpg
 
  Is my latest effort.
 
  There are a few aspects of it that I'd like to improve and I
  might come back to it at some point, but it'll do for now.
 
  This image took ~9 hours to render (including post-processing
  global illumination) using a six node (7 cpu) heterogenous
  render 'smallholding' (it's not big or powerful enough to be
  called a farm;)  All Linux - CPU speeds between 350-1700 MHz.
 
  LeeE

 Very nice, compliments :)

 Which kind of rendering SW? POVRay?

 Pietro

Realsoft 3D - http://www.realsoft.com

LeeE

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[Flightgear-devel] OT: When I'm not working on FG...

2008-02-11 Thread LeeE
...I sometimes work on 3D 'art' pictures.

http://www.spatial.plus.com/V5/im_WoodenDream-001-006.jpg

Is my latest effort.

There are a few aspects of it that I'd like to improve and I might 
come back to it at some point, but it'll do for now.

This image took ~9 hours to render (including post-processing global 
illumination) using a six node (7 cpu) heterogenous 
render 'smallholding' (it's not big or powerful enough to be called 
a farm;)  All Linux - CPU speeds between 350-1700 MHz.

LeeE

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Re: [Flightgear-devel] Flying over an island

2008-02-11 Thread LeeE
On Monday 11 February 2008 13:59, Melchior FRANZ wrote:
 * Thomas Förster -- Monday 11 February 2008:
  At least I think conservative is the right term.

 Oh, I didn't think that it was wrongly used. It's just that
 the decision was meant to be reasonable for the  case
 based on logical considerations, and not the least on whether
 it would be (seen as) conservative. And I found the fact that
 a clear rendering bug is blamed on METAR or a conservative
 decision there annoying.

 But I like the idea to make an educated guess based on
 other METAR values, and I plan to implement that later
 today. I'll use a large set of stored METAR messages with
 specified (i.e. non- or M*) visibility to see which
 elements (other than humidity) have a correlation with the
 visibility. BTW: the biggest numbers that I found were
 110 miles (KMWN Mount Washington -- not in our DB -- but
 there's a KHIE Mount Washington Rgnl!?). (That's assuming
 that the 9000 km from HAAB were a mistake. ;-)

 m.

9000km - lol:)

I think I'd suspect the 110 miles figure (if that's a ground level 
value) as well, not only because that's a lot of atmosphere to see 
through but also because of curvature.

I tried a quick Google to see if I could find any rules/formulae for 
visibility due to atmospheric conditions but didn't hit anything.  
It'll be interesting if you can come up with rules or a formulae 
from your analysis of a large set of METAR data.

LeeE

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[Flightgear-devel] Flying over an island

2008-02-10 Thread LeeE
Hi all,

Finally remembered to raise this:)

I don't know exactly when it started happening but for a couple of 
months now I've noticed that, regardless of where I'm flying, I 
always seem to be flying over an island of about 12nm radius and 
surrounded by sea/ocean.

I don't think the problem is anything to do with tile loading but 
with clipping in the renderer.  As I fly forwards (yes, in some 
tests against very high winds I occasionally fly backwards) I can 
see the terrain smoothly appearing at the ~12nm boundary - this is 
especially noticeable in hilly or mountainous regions.

I had a look for suitable parameters in the property tree but didn't 
find anything so I'm guessing that there's a hard-coded limit 
somewhere.  Anyone else seeing this problem?

If there is a hard-coded limit for this then it's much too low.  
Twenty+ mile visibility at ground level isn't uncommon - people are 
often able to see across the English Channel (22 miles) and higher 
Mountains and peaks are often visible at much greater distances.

LeeE

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Re: [Flightgear-devel] ParticleEffects : Rain Snow

2008-02-10 Thread LeeE
On Sunday 10 February 2008 18:10, Nicolas wrote:
 Hi,

 I have started to learn FG, SG and OSG programmation...

 Since severals months, I use FG (nickname : Nicklas with
 pa24-250) ; Now, I want to try bring my help to project.

 So, I prepare a little contribution to FG project.

 My first screenshots :

 http://www.progweb.com/fgfs.png
 http://www.progweb.com/fgfs2.png

 Regards,

 Nicolas VIVIEN

They look very effective:)

LeeE

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Re: [Flightgear-devel] Flying over an island

2008-02-10 Thread LeeE
On Sunday 10 February 2008 18:19, Heiko Schulz wrote:
 --- LeeE [EMAIL PROTECTED] schrieb:
  On Sunday 10 February 2008 17:45, Heiko Schulz
 
  wrote:
   --- LeeE [EMAIL PROTECTED] schrieb:
Hi all,
   
Finally remembered to raise this:)
   
I don't know exactly when it started happening
 
  but
 
for a couple of
months now I've noticed that, regardless of
 
  where
 
I'm flying, I
always seem to be flying over an island of about
12nm radius and
surrounded by sea/ocean.
   
I don't think the problem is anything to do with
tile loading but
with clipping in the renderer.  As I fly
 
  forwards
 
(yes, in some
tests against very high winds I occasionally fly
backwards) I can
see the terrain smoothly appearing at the ~12nm
boundary - this is
especially noticeable in hilly or mountainous
regions.
   
I had a look for suitable parameters in the
 
  property
 
tree but didn't
find anything so I'm guessing that there's a
hard-coded limit
somewhere.  Anyone else seeing this problem?
   
If there is a hard-coded limit for this then
 
  it's
 
much too low.
Twenty+ mile visibility at ground level isn't
uncommon - people are
often able to see across the English Channel (22
miles) and higher
Mountains and peaks are often visible at much
greater distances.
   
LeeE
  
   Hi,
  
  
   Not your specific problem, but I noticed the
 
  problem
 
   with the visibility- I fly with real weather, but
 
  the
 
   visibility doesen't match to the weather outside
 
  my
 
   appartement. Seems to be there a hard coded limit
 
  of
 
   11- 12 miles with real weather.
  
   Another thing is, when I increase the visibility
   manually I noticed with the last OSG-version that
   there is a white surface in the sky - the blue sky
   disapears, no stars.
  
   HHS
  
   still in work:
 
  http://www.hoerbird.net/galerie.html
 
   But already done:
 
  http://www.hoerbird.net/reisen.html
 
 Lesen Sie Ihre E-Mails auf dem Handy.
   www.yahoo.de/go
 
  Is your problem due to the fetched METAR visibility
  being incorrect
  or is the fetched METAR data correct but not being
  used correctly?
 
  When you increase the visibility manually do you see
  any terrain
  that is further away than ~12nm?
 
  I see the white sky problem too.  I've noticed that
  once I get above
  ~8000ft asl the sky, starting at the corners of the
  screen become
  white.  As I continue climbing it looks as though
  the sky has been
  reduced to a single polygon and if I bank and turn
  the poly appears
  to rotate.  Actually, I think the poly doesn't
  change it's
  alignment - the apparent rotation being due to the
  change in
  heading.
 
  I thought it might be possible that the white sky
  problem is related
  to the terrain clipping problem, so I was going to
  see the outcome
  of that before I raised the white sky issue:)
 
  LeeE

 It seems to mee, that METAR is not used correctly.
 METAR ssems alright to me, if in RL the visibility is
 under 11nm, ti is in FGFS too. But above 11nm - FGFS
 can't show this

 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html


__  Ihre erste Baustelle?
 Wissenswertes für Bastler und Hobby Handwerker.
 www.yahoo.de/clever

Sound like the same problem.

LeeE

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Re: [Flightgear-devel] Flying over an island

2008-02-10 Thread LeeE
On Sunday 10 February 2008 17:45, Heiko Schulz wrote:
 --- LeeE [EMAIL PROTECTED] schrieb:
  Hi all,
 
  Finally remembered to raise this:)
 
  I don't know exactly when it started happening but
  for a couple of
  months now I've noticed that, regardless of where
  I'm flying, I
  always seem to be flying over an island of about
  12nm radius and
  surrounded by sea/ocean.
 
  I don't think the problem is anything to do with
  tile loading but
  with clipping in the renderer.  As I fly forwards
  (yes, in some
  tests against very high winds I occasionally fly
  backwards) I can
  see the terrain smoothly appearing at the ~12nm
  boundary - this is
  especially noticeable in hilly or mountainous
  regions.
 
  I had a look for suitable parameters in the property
  tree but didn't
  find anything so I'm guessing that there's a
  hard-coded limit
  somewhere.  Anyone else seeing this problem?
 
  If there is a hard-coded limit for this then it's
  much too low.
  Twenty+ mile visibility at ground level isn't
  uncommon - people are
  often able to see across the English Channel (22
  miles) and higher
  Mountains and peaks are often visible at much
  greater distances.
 
  LeeE

 Hi,


 Not your specific problem, but I noticed the problem
 with the visibility- I fly with real weather, but the
 visibility doesen't match to the weather outside my
 appartement. Seems to be there a hard coded limit of
 11- 12 miles with real weather.

 Another thing is, when I increase the visibility
 manually I noticed with the last OSG-version that
 there is a white surface in the sky - the blue sky
 disapears, no stars.

 HHS

 still in work: http://www.hoerbird.net/galerie.html
 But already done: http://www.hoerbird.net/reisen.html


   Lesen Sie Ihre E-Mails auf dem Handy.
 www.yahoo.de/go

Is your problem due to the fetched METAR visibility being incorrect 
or is the fetched METAR data correct but not being used correctly?

When you increase the visibility manually do you see any terrain 
that is further away than ~12nm?

I see the white sky problem too.  I've noticed that once I get above 
~8000ft asl the sky, starting at the corners of the screen become 
white.  As I continue climbing it looks as though the sky has been 
reduced to a single polygon and if I bank and turn the poly appears 
to rotate.  Actually, I think the poly doesn't change it's 
alignment - the apparent rotation being due to the change in 
heading.

I thought it might be possible that the white sky problem is related 
to the terrain clipping problem, so I was going to see the outcome 
of that before I raised the white sky issue:)

LeeE

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Re: [Flightgear-devel] xmlauto.cxx

2008-02-06 Thread LeeE
Top-posting because I don't want to snip any of this message and 
going to the bottom would need a lot of scrolling.

Many thanks for looking into both of my wish-list items Roy.

I'll try the pass-through filter patch over the next few days and 
report back on it.  As you say, it will be simpler and less 
expensive than using a full controller for a servo but in 
conjunction with the enabled tag it also opens up possibilities 
for cheaply re-routing data.  As an added bonus, it can also be 
used for simulating failures too.

Re changing the controller gain via a property tree node, I agree 
that the second format is more consistent but it would break 
existing autopilots.  Would it be difficult to implement an 
alternate tag name for a property tree node controlled gain value 
and keep the existing Kp tag unchanged so that _either_ Kp or 
new_tag could be used?  That way the consistent format could be 
used without breaking existing stuff.

Incidentally, I hit this gain problem today - I got a pitch-hold 
controller working that handles take off rotation reasonably well, 
at around 140kts, without too much wobbling about but it starts 
oscillating once I've got up to around 500kts:(  If I back off the 
gain to stop the oscillation at high speeds it doesn't have enough 
control to prevent over-rotation at take off.

Heh - while tuning the pitch-hold controller for rotation I was 
using runway 17 at KEDW - I set the target speed for 135-140 kts, 
the target pitch I wanted (in this case 9 deg), engaged pitch-hold, 
released the brakes and then engaged speed-with-throttle.  The 
length of 17 at KEDW gives you enough time for a few tweaks  
reloads before you run out of runway.  I used to be able to use the 
sea for this sort of stuff but it's too wet now ;)

LeeE

On Tuesday 05 February 2008 19:20, Roy Vegard Ovesen wrote:
 On Tuesday 05 February 2008, LeeE wrote:
  Thanks for the updates to xmlauto.cxx.
 
  As well as fixing the reload bug in cvs, the enabled tag for
  the filters is very useful.
 
  Would it be possible to add a null filter type i.e. a filter
  that acts as a simple pass-though?

 Try the attached diff. This adds a new filter type named pass. It
 only needs an input and an output. Something like this:

filter
 namepass-through-filter/name
 debugfalse/debug
 typepass/type

 input/instrumentation/airspeed-indicator/indicated-speed-kt/in
put output/autopilot/KAP140/settings/airspeed-kt/output
 /filter

  The reason I think this would be useful is that it would
  provide a very low-cost method of re-routing control inputs
  between different sub-systems and controllers - the sort of
  stuff you really need to do in Fly-By-Wire/Flight Control
  Systems.
 
  Also on my wish-list for this area would be the ability to
  change some of the pid controller parameters 'in-flight'
  without having to re-load the A/P e.g. reducing elevator
  control gain as airspeed increases.  Because the
  resolution/frequency of the controllers is effectively limited
  by the frame-rate there can be practical difficulties in tuning
  a controller to work optimally over wide ranges such as you'd
  get with most of the fast jets - typically ~120-150kts during
  approach and landing up to 700kts (AFAIK YASim doesn't do
  supersonic so I don't try to seriously tune for the supersonic
  regime).

 Thats an interesting thought. We could do soething like this:

 config
   Kp
 prop=/autopilot/KAP140/settings/controller01-gain10.0/Kp ...

 for the parameters that are to be exposed on the property tree.
 Any parameter without the prop attribute gets a constant value as
 before. Nasal can be used to change the value of the exposed
 parameters.

 Another method could be:

 config
   Kp
 prop/autopilot/KAP140/settings/controller01-gain/prop
 value10.0/value
   /Kp
 ...

 which is consistent with how it's done for the input to the PID
 controllers, but this will break all autopilots.

  Just for info, while re-working the YF-23 I've been playing
  with using closed feedback loop pid controllers as flight
  surface and engine control drivers/servos with some good
  results:)
 
  The config below is what I'm using as an elevator input
  driver/servo (there's also an identical controller for
  elevator-trim input, aileron input, rudder input and throttle 
  reheat control inputs) and so far it's working pretty well
  here.
 
pid-controller
  nameRuddervator Surface Driver/name
  debugfalse/debug
  enable
prop/autopilot/FCS/locks/elevator/prop
valuetrue/value
  /enable
  input
prop/autopilot/FCS/controls/flight/elevator-norm/prop
  /input
  reference
prop/autopilot/FCS/internal/target-elevator-norm/prop
  /reference
   output
prop/autopilot/FCS/controls/flight/elevator-norm/prop
  /output
  config
Ts0.05/Ts
Kp0.45/Kp
beta0.1/beta
alpha0.1/alpha
gamma0.0/gamma
Ti0.05/Ti

[Flightgear-devel] xmlauto.cxx

2008-02-05 Thread LeeE
Thanks for the updates to xmlauto.cxx.

As well as fixing the reload bug in cvs, the enabled tag for the 
filters is very useful.

Would it be possible to add a null filter type i.e. a filter that 
acts as a simple pass-though?

The reason I think this would be useful is that it would provide a 
very low-cost method of re-routing control inputs between different 
sub-systems and controllers - the sort of stuff you really need to 
do in Fly-By-Wire/Flight Control Systems.

Also on my wish-list for this area would be the ability to change 
some of the pid controller parameters 'in-flight' without having to 
re-load the A/P e.g. reducing elevator control gain as airspeed 
increases.  Because the resolution/frequency of the controllers is 
effectively limited by the frame-rate there can be practical 
difficulties in tuning a controller to work optimally over wide 
ranges such as you'd get with most of the fast jets - typically 
~120-150kts during approach and landing up to 700kts (AFAIK YASim 
doesn't do supersonic so I don't try to seriously tune for the 
supersonic regime).

Just for info, while re-working the YF-23 I've been playing with 
using closed feedback loop pid controllers as flight surface and 
engine control drivers/servos with some good results:)

The config below is what I'm using as an elevator input driver/servo 
(there's also an identical controller for elevator-trim input, 
aileron input, rudder input and throttle  reheat control inputs) 
and so far it's working pretty well here.

  pid-controller
nameRuddervator Surface Driver/name
debugfalse/debug
enable
  prop/autopilot/FCS/locks/elevator/prop
  valuetrue/value
/enable
input
  prop/autopilot/FCS/controls/flight/elevator-norm/prop
/input
reference
  prop/autopilot/FCS/internal/target-elevator-norm/prop
/reference
 output
  prop/autopilot/FCS/controls/flight/elevator-norm/prop
/output
config
  Ts0.05/Ts
  Kp0.45/Kp
  beta0.1/beta
  alpha0.1/alpha
  gamma0.0/gamma
  Ti0.05/Ti
  Td0.0/Td
  u_min-1.0/u_min
  u_max1.0/u_max
/config
  /pid-controller

I've also found that using more complex controller hierarchies can 
help with the 'kick' problem you can get when switching between 
different A/P modes.  Instead of switching between two entirely 
separate two stage controller cascades, with a three or four stage 
cascade, you only need to switch the top level controller, or in 
some cases switch the top level controller off completely and 
re-route the control input further down the cascade.  Having common 
controllers lower down the hierarchy, which don't change seems to 
eliminate most of the 'kicks'

LeeE

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Re: [Flightgear-devel] NEW! A-10 SAS and Fuel System

2008-01-25 Thread LeeE
Hi Alexis,

(Second attempt at sending this - the first seems to have vanished)

I just had a quick look at the config (and stand-alone YASim output) 
and it does look as though the elevator does have too much 
authority.

Try changing the hstab lift and drag values to 1.475 1.5 
respectively.  This should increase the Approach Elevator (norm) 
from -0.461570 to -0.777591, effectively reducing it's authority.

The autopilot altitude modes will probably need some re-tuning 
though.

A big problem with joystick/pedal/control surface sensitivity in a 
sim is the lack of force-feedback (or force-input for side-stick 
controllers) from the stick/pedals.

LeeE


On Friday 25 January 2008 00:00, alexis bory wrote:
 Hi all,

 We are proud to announce a brand new fuel system and a
 rewamped  start procedure  for the A-10.

 And... as a new year gift, here is the begining of the A-10  SAS
 (Stability Augmentation System).

 Well, the fuel system is now accuratly modeled, thanks to David
 Bastien aka davidB21.  David also reworked the engines and
 APU. The start procedure is slightly different now. He did a
 great and huge job on this part.

 Short explaination on how to start it:
 Start the APU as usual, Click on one throttle hotspot to engage
 it to IDDLE, the engine starts. Wait for the Engine Start Cycle
 to be over (see the warning light) Then do the same for the
 second engine.
 More documentation to come.

 ...And the SAS:

 Now the A-10 is really smooth in pitch and it dives perfectly.
 Andy was right when saying are you sure that your elevator
 hasn't too much authority?

 I removed the dirty workaround with the moving ballast. I have
 now to work the air brakes pitch compensation and the rudder.

 Enjoy, and thanks again to David

 Alexis


 --

 Here the CVS commit description:

 - Major update:

 DavidB21: Fuel System and Engine/APU related stuff.

 - Flaps lever animation near throttle.
 - Real A-10 fuel pumps logic implemented (both main and wing).
 - Fuel pumps will not provide enough pressure during negative G
 flight. Engine have sufficient fuel in his collector for 10
 seconds operation at maximum power.
 - In case of main pump failure, the affected engine will
 suction-feed from the tank for all power settings up to an
 altitude of 10,000ft on a standard day (29.92 InHG pressure at
 sea-level).
 - In case of wing pump failure, fuel will gravity feed to its
 associated main tank if the main tank fuel level is below 600
 lbs.
 - Real fuel valves logic implemented (tank gate, cross feed,
 external tanks and internal fill disable valves).
 - Air-Air refuel slipway door is now powered by the right
 hydraulic system. - Nasal function (see
 A10fuel.aar_reset_button()) to reset the air-air refuel system
 from disconnected state to ready state without having to
 close the recover lever. This function could be tied to a
 joystick button.
 - New APU code. APU starts can be made up to an altitude of
 15,000ft on a standard day. APU pressure output will be
 sufficient to start an engine up to an engine of 10,000ft on a
 standard day.
 - APU generator now cooling the APU. During ground operation, if
 the APU EGT exceed 720°C it will be automatically shutdown. If
 temperature exceed 850°C the APU is killed.
 - Right and left hydraulic pressures tied to the engines core
 speed. - Throttle have now an OFF and IDLE positions. You have to
 click on a hotspot in order to move the throttle from OFF to IDLE
 and reciprocally. - Real engines autostart logic and engine start
 cycle implemented (like real A-10 block 45 and superior).
 - NORM and MOTOR engine operate switchs logic implemented.
 Switches are spring-loaded from IGN to NORM position.
 - NORM engine operate switch is used for normal operation and
 autostart. MOTOR is used for air-purging of excessive fuel in
 the collector tanks (if throttle is in OFF position).
 - New engine start system: now engine start require low pressure
 from the APU or cross bleed air from the other engine (85% core
 rpm minimum).


 Alexis Bory: Pitch SAS (Stability Augmentation System)

 This the first part of the A-10 SAS. (more to come)

 - Panel with Pitch SAS switches (right of the throttles). Try a
 30° dive with the Pitch SAS off.
 - Pitch SAS smooths the elevator stick input (function of time).
 - Pitch SAS compress and damps the elevator output when positive
 (diving) and
 AoA  2°.
 - Removed the movable ballast wich was a dirty workaround.



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Re: [Flightgear-devel] Nasal error with YASim aircraft having 4 fuel tanks

2008-01-19 Thread LeeE
On Friday 18 January 2008 18:22, LeeE wrote:
 On Friday 18 January 2008 16:49, Chris Metzler wrote:
  On Fri, 18 Jan 2008 15:38:47 +0100
 
  Melchior FRANZ wrote:
   * Chris Metzler -- Tuesday 08 January 2008:
fgfs --aircraft=ufo is enough to give me the same
   
} Nasal runtime error: props.setDoubleValue() with
non-number }   at
/home/cmetzler/Projects/FlightGear-0.9/data//Nasal/props.na
   s, line 26
  
   Can't reproduce that here, neither with fg/plib nor fg/osg.
 
  Well, I've since then done another CVS update/rebuild, and now
  I can't reproduce it either.  Fixed?  Do you still see it, Lee?
 
  -c

 I didn't look to see if I got the problem here with the ufo and
 because I _needed_ to check the cog with different fuel loads I
 just added a dummy tank to get around the problem until it's
 fixed.

 Incidentally, I didn't set up an index to the dummy tank entry
 and the dummy tank doesn't appear in the fuel dialogue, which
 works ok, but just shows the three real tanks.

 I'll update from cvs now but I'll be out later and won't be able
 to test it until tomorrow sometime - I'll confirm whether it
 still happens with YASim aircraft with  4 tanks then.

 LeeE

With latest cvs code  data I longer see the Nasal errors reported 
on the terminal.  I removed the dummy tank entry from the YASim 
config for the aircraft I was working on and the fuel system seemed 
to be working ok and I can change the fuel levels in all three fuel 
tanks, from full to zero and back to full again ok.

However, when I checked an aircraft that only has a single fuel tank 
I found that although I still got no errors reported in the 
terminal, once I had set the single fuel tank contents to zero I 
wasn't able to re-fill it again.  Moving the dialogue slider 
updates the gal contents but after rechecking the box the fuel 
weight and the totals remain at zero.  Still no errors reported 
though.

LeeE

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Re: [Flightgear-devel] Nasal error with YASim aircraft having 4 fuel tanks

2008-01-18 Thread LeeE
On Friday 18 January 2008 16:49, Chris Metzler wrote:
 On Fri, 18 Jan 2008 15:38:47 +0100

 Melchior FRANZ wrote:
  * Chris Metzler -- Tuesday 08 January 2008:
   fgfs --aircraft=ufo is enough to give me the same
  
   } Nasal runtime error: props.setDoubleValue() with non-number
   }   at
   /home/cmetzler/Projects/FlightGear-0.9/data//Nasal/props.nas,
   line 26
 
  Can't reproduce that here, neither with fg/plib nor fg/osg.

 Well, I've since then done another CVS update/rebuild, and now I
 can't reproduce it either.  Fixed?  Do you still see it, Lee?

 -c

I didn't look to see if I got the problem here with the ufo and 
because I _needed_ to check the cog with different fuel loads I 
just added a dummy tank to get around the problem until it's fixed.  

Incidentally, I didn't set up an index to the dummy tank entry and 
the dummy tank doesn't appear in the fuel dialogue, which works ok, 
but just shows the three real tanks.

I'll update from cvs now but I'll be out later and won't be able to 
test it until tomorrow sometime - I'll confirm whether it still 
happens with YASim aircraft with  4 tanks then.

LeeE

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Re: [Flightgear-devel] Atlas fix

2008-01-14 Thread LeeE
On Monday 14 January 2008 09:10, Georg Vollnhals wrote:
 Georg Vollnhals schrieb:
  Cédric Lucantis schrieb:
  Hi,
 
  I'm sorry for the OT, but I tried on atlas list and its spam
  filter doesn't like my face so someone on #flightgear told me
  to post it here in case it interest someone. It's just a fix
  for this bug (patch attached) :
 
  https://sourceforge.net/tracker/index.php?func=detailaid=1862
 898group_id=9456atid=359456
 
  By the way, is it true that atlas is not maintained anymore,
  and if yes is there a replacement project ?
 
  thanks,
  --
  Cédric Lucantis
 
  --
 --
 
  Hi Cédric,
  I just forwarded your message to the atlas-devel list.
  We are all very happy that actually there is a lot of activity
  and new features in Atlas CVS.
  I hope that you at least can receive the atlas dev list
  messages? Regards
  Georg EDDW

 Sorry Cédric,
 I tried it on two different ways to forward your message but it
 came back ...
 What is wrong with your text that the atlas dev list doesn't like
 it? Maybe someone else with more knowledge can help.
 Georg


Strange - I can post to Atlas dev ok - didn't try forwarding the 
patch though.

LeeE

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