Re: [Flightgear-devel] An empassioned plea

2012-04-24 Thread Alex Perry
As an aside:  When working on the codebase, I maintain a local script
that launches FGFS by disabling whatever features prevent the
simulation from being flyable on my development machine.  When I am
unable to turn off features that prevent the simulator from running,
and disabling them in source isn't clean enough to maintain as a local
patch, I stop working on the project until the next time I buy a
machine ... at which point I revisit the script.  Flyability includes
being able to sustain at least 3 FPS.

It would probably make things a lot simpler for the average user if
FGFS included a wizard that automatically identified which
combinations of features would be usable on a specific installation.
Using that result as constraining logic in the menus would allow
unusable features to be kept disabled and trivially cheap features
(for the given hardware) to be kept enabled.

On Wed, Apr 18, 2012 at 2:36 AM, Erik Hofman e...@ehofman.com wrote:
 On Wed, 2012-04-18 at 09:46 +0100, Vic Marriott wrote:
   It's probably not so much about memory consuming but more about 
   resource
  consuming. But be assured that most new options are easily turned off. 

 Sorry, but I think the point is being missed here.

 Where is the sense in making very impressive advancements to FG, if the 
 average user has to turn most of them off in order to get a usable fps.

 Why does anybody always expect the most imressive results on their old
 Intel 486DX?

 Advances in quality always requires more resources. Period. If your
 hardware doesn't support it, bad for you but be grateful FlightGear at
 least provides an option to turn to less nifty rendering.

 Erik


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Re: [Flightgear-devel] Serving maps from internet;

2011-10-30 Thread Alex Perry
On Sun, Oct 30, 2011 at 12:38 PM, Martin Spott martin.sp...@mgras.net wrote:
 Geoff McLane wrote:
 As you may know the Atlas project already has
 a GetMap application, linked with CURL to
 to do the http requests... written by Fred back in 2004,

 No, I didn't know. When I talked to Brian Schack about this topic, the
 conversation somehow got lost (and I do feel guilty in some way ).
 As far as I can remember the biggest obstacle was set by Atlas's tile
 schema being organized alongside FlightGear's Scenery tiling schema,
 being slightly different from what WMS tile servers typically provide.
 Actually I'm unable to afford the time for providing the introduction
 into the logic behind WMS(-C) and related protocols, but there's plenty
 to read at OSGeo and related projects (start at TileCache for example).

 BUT I'd be willing to set the tile server up - simply because I'm
 convinced that this is the right thing to do about serving map
 imagery from a server   well, actually the entire infrastructure is
 already in place, because I've been doing this sort of stuff for years,
 I'd just have to compile the Atlas imagery into a suitable format.

I looked into doing this a couple of years ago and got bogged down in
the FGFS-specific assumptions throughout the Atlas pipeline.  I came
to the conclusion that the integration I had in mind would be ugly,
but wasn't willing to take on the burden of forking.  What is
preventing us from converting the whole Atlas project to WMS, and
dropping the old nomenclature?

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Re: [Flightgear-devel] Serving maps from internet;

2011-10-30 Thread Alex Perry
On Sun, Oct 30, 2011 at 3:20 PM, Martin Spott martin.sp...@mgras.net wrote:
 Alex Perry wrote:
 [...]  What is
 preventing us from converting the whole Atlas project to WMS, and
 dropping the old nomenclature?

 I'm just guessing: Backwards compatibility with those users who'd like
 to use Atlas without being required to have a functional internet
 uplink ?  The FSweekend show next month is typically one of those cases
 where this schema applies.

I don't know what you're getting at.  If Atlas knows how to get map
tiles from a URL family in addition to the usual disk file name
family, that doesn't affect offline use.  Having said that, I wouldn't
object to Atlas becoming a URL-only utility providing it still knows
about file:// to avoid depending on a local webserver!  If you're
suggesting that the revised Map couldn't write to files any more, I
think you're assuming a larger change to it than I had in mind.

It might be nice to have a third utility AtlasTileServer which does
provide a caching WMS webserver for Atlas and knows how to invoke Map
to draw missing tiles at need.  It could (1) keep a local Map instance
busy between interactive requests, (2) recurse to a remote
AtlasTileServer with its correspondingly better cache and higher
throughput, and (3) kick TerraSync into fetching any missing Terrain
tiles first.  Ideally, Atlas and AtlasTileServer are happy keeping the
GET request alive (and idle) while a tile is generated on the fly, and
Atlas knows how to add the late-arriving tile into the framebuffer
once it actually turns up.

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Re: [Flightgear-devel] Mapping Airspace

2011-09-20 Thread Alex Perry
To agree with Alan, but with some additional generalizations.

On Tue, Sep 20, 2011 at 2:25 AM, Alan Teeder ajtee...@v-twin.org.uk wrote:
 When I ran the research flight simulator for a major aircraft manufacturer
 in the UK (many moons ago when we still had such an industry), we had a
 saying:-
 Ask 10 test pilots for their opinion, and you will get 10 different
 answers

1.  IFR commercial pilot:  airspace is completely irrelevant as they
fly the clearance from ATC, initially filed by another airline
individual who is not a pilot.
2.  IFR general aviation pilot:  airspace is only of interest on the
ground when designing a clearance request that will be typed into the
web terminal.
3.  VFR commercial pilot:  Almost irrelevant as tends to operate in
areas without airspace restrictions or with full ATC coordination on
an ad-hoc basis.
4.  VFR cross country pilot:  Interested in airspace, but usually just
wanting to know where it is, to fly far around it.
5.  VFR visiting pilot:  Intensely interested in airspace, wants the
simulator to help him learn not to accidentally bump into it.
6.  VFR local pilot:  Probably has it memorized anyway, owns the chart
mostly to be compliant with the rules.
7.  Antique / simple homebuilt pilot:  Doesn't have radios or the like
anyway, simply needs a few circles marked 'mode C veil'.
8.  Military pilot:  Doesn't use civilian charts.  Could be fun to
have the MTR details transcribed for simulating those fighters.
9.  Shuttle pilot:  I could ask if needed, but I suspect they count as
[2] since they're in class A airspace until the final brick-like
landing.
10.  Aerobatic pilot:  The boxes.  And something on the simulator to
be sarcastic when you accidentally leave the box.
11.  RC pilot:  No idea.  Curt?
12.  ... who is missing from the list?

From: HB-GRAL
 To improve our map resources with further data I started an experiment
 with free available airspace data. Actually this is far from being a
 good map and finished design, it is just a start to implement
 (unofficial!) airspace information:
 http://maptest.fgx.ch/navaid.html

Lovely, keep up the good work.  The comments above are intended to
clarify and not discourage.

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Re: [Flightgear-devel] ATC and radio signal attenuation

2011-09-05 Thread Alex Perry
If you know the phone number of the ATC facility, you should be able
to enter it into a popup that looks like a satphone and communicate
with them without the attenuation constraint.  Oh, and extend the ATC
dialog to understand say phone number and on landing call
interactions.

On Mon, Sep 5, 2011 at 10:01 AM, Durk Talsma durkt...@gmail.com wrote:
 Hi Adrian,




 So far, only ground to AI aircraft and AI aircraft to ground is implemented,
 as part of the FGATCController class.
 This system, if proven functional, should probably be split into a separate
 module and applied to all comunication, including player-to-ground and 
 player-
 to-player.
 All code is available in my clone, branch radio-att.


 I'm a little pressed for time this week, so I have to keep my response a 
 little on the short side. In essence, I think that this would be any 
 extremely cool feature to have. Do you already have a working copy that you 
 would consider merging with flightgear/next? If so, I would like to do so and 
 give it a shot (after having tried it locally and after ensuring that 
 everything works okay).

 So far, I only have one humble request, which is an option to conditionally 
 disable it. Although I haven't really had the need to listen to distant 
 stations yet, I can imagine that certain situations will arise where I need 
 to be able to follow ATC messages across larger distances. Given that during 
 the development cycle I would rather concentrate on debugging than on 
 deciphering a radio message, I think that an option to conditionally disable 
 ATC signal attenuation would be very welcome.


 Cheers,
 Durk
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Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-06-25 Thread Alex Perry
On Fri, Jun 24, 2011 at 6:51 AM, Scott scott.hamil...@popplanet.biz wrote:
 Using SVN so you can download stuff on the fly is ridiculous,

The most popular and platform agnostic way to do downloading from
multiple locations, with caching and automatic updates, is HTTP these
days.  Does anybody know offhand how much trouble it would be for our
source code to have all loaders of aircraft files go through a library
that understands what a relative URL is?  If we can cut that over,
anybody can develop and host an airplane simply by sticking some
static files on the web somewhere.  Which can reference components of
other airplanes.

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Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-06-25 Thread Alex Perry
Putting map data on SVN made incremental updates feasible.  Both for
maintainer uploads, and user caches.  A similar argument applies to
the aircraft, with the complications that (a) there are more
maintainers with less coordination, and (b) the dependency graph
between directories is not trivial.  On the other hand, we don't need
streaming on-demand retrieval since few pilots are expected to change
aircraft in mid-flight.  8-)

Those two complications mean that either we have to do a whole
checkout (in which case we might as well use GIT) or maintainers have
to mark up their directories with dependency metadata to support
automated update tools (in which case SVN would work but not be
ideal).  I think the critical question is whether maintainers are
willing to do that.  Suppose they are.

A post-commit hook collects all the dependency data, sprinkled across
the directories, into a single self-consistent file.  The client side
utility does a single update to get that file, and then whatever
additional updates it specifies for the desired aircraft.  SVN would
work well enough.  We would know the total bandwidth cost for each
aircraft (before caching).

Supposing we continue to use GIT for development and whole-repository
replication, and replace SVN with HTTP for people who want to do quick
and incremental aircraft downloads.  We can easily prototype the HTTP
version by selecting a 1GB subset of the archive for demonstration
using AppEngine free quota ... while the community evaluates that
prototype.

The replica of GIT head in appengine is about $2/month.  Add about $1
for any user who chooses to use HTTP to replicate the entire
repository instead of using GIT (but we can discourage that).
Assuming most individual aircraft are a tiny fraction of the
repository (especially after allowing for texture reuse), the true
expenses are probably quite manageable.
http://code.google.com/appengine/docs/billing.html
There are probably cheaper static web hosting options out there, but I
figured these numbers are a useful starting point.

Personally, I don't see a value in offering HTTP per-file instead of
SVN per-directory, but others may do.  Hence the discussion above.

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Re: [Flightgear-devel] Proposal: Move airplanes to an SVN repository

2011-06-25 Thread Alex Perry
On Sat, Jun 25, 2011 at 4:01 PM, Vivian Meazza
vivian.mea...@lineone.net wrote:
 Personally, I don't see a value in offering HTTP per-file instead of
 SVN per-directory, but others may do.  Hence the discussion above.

 The main problem right now is that Git cannot cope with the size of the
 data, and it's getting worse by the day. The Git data repo on Gitorious is
 no longer fit for purpose as currently configured.

I'm not trying to defend staying on single-Git, but I think the first
step is to implement on-demand loading of individual aircraft (and
dependencies) and prove that it works.  Otherwise we'll be exposing
end users to a lot of breakage.  Once we can demand load reliably,
breaking the repo into many pieces is relatively trivial.

 Streaming was mentioned (perhaps as a nice-to-have) in the context of
 Multiplayer. If you didn't have a particular model then it might be streamed
 instead of showing the rocket propelled blue and yellow glider.

That's an excellent point, thank you.

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Re: [Flightgear-devel] Heads up: scenery download / built-interrasync

2011-06-22 Thread Alex Perry
If occasional 50x responses occur in batches, but not for most
simulation runs where you synchronize scenery, don't worry about it
and certainly don't blame the FGFS codebase.  If 50x's occur routinely
for several hours, feel free to let me know.  Just in case the shared
backend is misbehaving.

Aside:  I don't think terrasync (and thus probably the integrated
library) reschedules failed requests for a few minutes later; maybe it
should do so?

On Wed, Jun 22, 2011 at 7:28 AM, Alan Teeder ajtee...@v-twin.org.uk wrote:
 Thanks for the help. The built in SVN is now available and working.
 Failed to synchronize directory ´Airports/Q', Server sent unexpected return
 value (502 Bad Gateway) in response to PROPFIND for
 'svn/!svn/bln/16328/trunck/data/Scenery/Airports/R' (code 175002)
 SVN repository cleanup successful for 'Airports/Q'

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Re: [Flightgear-devel] Heads up: scenery download / built-in terrasync

2011-06-14 Thread Alex Perry
Excellent!

On Mon, Jun 13, 2011 at 12:50 PM, ThorstenB bre...@gmail.com wrote:
 Hi,

 the final GUI bits for a new feature are now in fgdata - the last
 feature addition for the 2.4 release from my part... You can
 download/update scenery directly from FlightGear now (main menu:
 Environment = Scenery). Credit for the idea goes to James - bugs are
 mine ;-).

 It provides built-in terrasync support - with some advantages:

 * Configuration requires a scenery target directory only (your
 terrasync directory) and a checkbox to enable. For now, you'll also
 need to provide the terrasync directory as part of your --fg-scenery
 paths (otherwise you won't see downloaded scenery). Maybe we can add the
 directory to the search path internally some time, simplifying things
 even more. Should help anyway (especially new users) in obtaining world
 scenery. Not quite as simple as loading scenery with Google Earth yet -
 but closer...
 Before someone asks: the scenery server address is displayed in the GUI,
 but editing is disabled. Is there any reason (right now), why users
 would want to change? (You could still change using preferences.xml /
 property browser though).

 * You can enable/disable scenery download any time using the menu. When
 you notice mid-flight that scenery is missing, just enable the download
 checkbox and wait a bit (depending on your connection speed ;-) ).

 * There is also a (still experimental) option to refresh scenery tiles
 once their update is complete. You could warp into a new region,
 initially see ocean only (default replacement for missing scenery) and
 eventually see the ocean tiles being replaced by actual scenery. That's
 still experimental though, the update logic requires improvement. Looks
 weird when scenery tiles are removed when the a/c is just parked/rolling
 on them (old scenery disappears for a second before the fresh one
 reappears). Also bad on final approach... And the a/c position and
 altitude of clouds may need to be adapted when scenery altitude has
 changed - which is a problem when ocean (sea level) is replaced by
 actual scenery (mountains...). Usually ok to enable the feature
 mid-flight. Otherwise, there is also a manual refresh button, so you
 could choose yourself at what time to replace ocean/missing scenery.

 The feature reuses the terrasync sources and relies on a subversion
 client. Either using built-in subversion (when libsvn is installed,
 which is recommended). Otherwise, fgfs tries calling an external utility
 (svn) for downloads. All the same as with original terrasync.
 The built-in svn support is enabled for automake right now (use
 --with_libsvn=no to disable). It's off by default for cmake builds (we
 could change that, use ENABLE_LIBSVN to enable for now). The cmake
 build isn't really well tested yet - except that Hudson seems happy for
 all targets. And as mentioned, I'd need help with cmake if it wasn't
 working properly. And it'd also be good to get Hudson to build the
 Windows/Mac binaries with built-in svn support (seems to do that for
 Linux/automake already).

 As usual, report any (new) issues. If you don't like the feature, keep
 the checkbox disabled and the whole thing shouldn't bother you. You can
 keep using manual downloads or the separate terrasync utility as before
 (which lives on), of course.

 cheers,
 Thorsten

 PS: Yes, a complete update (sg+fg+fgdata) is required for things to
 work.



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Re: [Flightgear-devel] Carrier Altitude

2011-01-25 Thread Alex Perry
Tides?
Ocean with LOD?

On Tue, Jan 25, 2011 at 10:13 AM, Curtis Olson curtol...@gmail.com wrote:
 Quick explanation: the world is curved (oblate spheroid) so if in order to
 have an ocean that measures zero MSL at all points, it would have to be
 curved.  To do this perfectly requires a *lot* of polygons.  We have been
 using large polygons for the ocean so that leads to some errors depending on
 where you are within the polygon.  Near the verticies will be pretty
 accurate, near the middle could be off by a few meters.
 Regards,
 Curt.


 On Tue, Jan 25, 2011 at 11:57 AM, Peter Brown smoothwater...@adelphia.net
 wrote:

 In attempting to place an item on the ocean surface, I came to realize
 that it's not the Nimitz that is hovering above MSL, it's that the ocean
 surface is about 7 meters below MSL.  I was going to suggest simply
 dropping the carriers to match, but then looking around I discovered that it
 was not constant, as the ocean surface is different from front to back of
 the Nimitz.
 So the ocean surface is not flat.  Where it meets the terrain north of the
 Golden Gate Bridge the water is at zero MSL.  It then slopes down as it you
 head out to sea, to -8.72 meters below sea level, before starting to come
 back up again.  I did not continue out to see if it continues to rise and
 fall, or if it's purely a dip in this area.  This is different from the
 ocean surface being curved to match the earth, as it actually has a dip, at
 least in this spot.
 See screenshots -
 Terrain intersection north of Golden Gate

 [URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at102804PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at102804PM.png[/IMG][/URL]
 At the Nimtiz

 [URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at100253PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at100253PM.png[/IMG][/URL]
 West of Nimitz

 [URL=http://s512.photobucket.com/albums/t325/barefootr/?action=viewcurrent=Screenshot2011-01-24at103120PM.png][IMG]http://i512.photobucket.com/albums/t325/barefootr/th_Screenshot2011-01-24at103120PM.png[/IMG][/URL]

 Anyone know why?  Or, more importantly, can we set the carriers at an
 altitude appropriate for their default location, so they are no longer
 hovering?  I'd prefer to do it globally so everyone was at the same
 altitude.

 Thanks,
 Peter

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[Flightgear-devel] Fwd: Announcing Summer of Code 2011

2011-01-24 Thread Alex Perry
Seems like FlightGear (as a mentoring organization) has a month
remaining to decide what we're going to do.


Hello contact -
Google is excited to announce Google Summer of CodeTM 2011!  Google
Summer of Code is a program designed to encourage student
participation in open source development by offering these developers
stipends to write code for various open source projects. Google will
be working with a carefully selected group of open source, free
software and technology-related groups to identify and fund a wide
variety of opensource projects over a three month period.

Since 2005 the program has brought together over 4,500 students around
the globe with over 300 open source projects, to create millions of
lines of code. [...]

Here at Google, we want to inspire young developers to begin
participating in open source development.  Google Summer of Code
provides opportunities for students in Computer Science and related
fields to work on projects related to their academic pursuits.  We
will be accepting student applications from March 28 - April 8, 2011.

For more information on Google Summer of Code 2011 and how to apply,
please visit: http://socghop.appspot.com

For those with further questions, please email:
google-summer-of-code-disc...@googlegroups.com

Thank You!
Google Summer of Code Team

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Re: [Flightgear-devel] 3D clouds and precepitation affects.

2011-01-24 Thread Alex Perry
On Mon, Nov 29, 2010 at 2:21 AM, Tim Moore timoor...@gmail.com wrote:
 On Mon, Nov 29, 2010 at 9:39 AM, thorsten.i.r...@jyu.fi wrote:
  One more observation.  Yesterday I was doing tweaks to the spin related
  functions in my model and during spin tests I noticed that I get the
  same
  affect when I am in a spin only the clouds are rotating about a vertical
  axis

 Yes - same reason - rapid change of the orientation of the view axis.
 The problem is generic: a real cloud is a 3-d distribution of droplets,
 i.e. for rendering purposes a function f(x,y,z) of opaqueness where
 projections like

 \int f(x,y,z) dz = c(x,y)

 determine the appearance of the cloud as seen from the z-direction.

 I don't quite know if one could render that in real time if enough
 interpolation is used (I'm no 3d rendering expert), but even coming up
 with a physically correct f(x,y,z) which projects in all directions into
 something like a cloud is a pretty hard task.

I've been thinking that, especially with multiplayer in mind, what we
need is a cloud factory that takes some random (or manually selected)
values and generates a realistic looking f(x,y,z) for a given class of
weather phenomenon.  That lets all the participants share the
generator parameters and thereby have consistent rendering of the sky
with suitable realism.  People whose graphics servers have true 3D
voxel support can use the function directly.

 The current state of the art in cloud rendering does treat the cloud as some
 kind of 3d density function and then renders it using tricks that
 more-or-less emulate ray-tracing. Such a system would require a lot of work
 to implement in fgfs (GSoC project?) The advantage of the current system is
 that it looks pretty good and doesn't need very powerful graphics hardware.

If we outsource the conversion from voxels to blurry texture layers,
the machines which are trying to maintain consistent framerate can
simply send RPCs with a cone of likely flight paths and get back a
cheap decomposition that looks good from those paths.  Airplanes in
formation or, for example, following a standard departure path will be
able to reuse the decompositions.  The reason I'd like to get the
raytracing off the UI is that the server can use its graphics card to
perform the matrix operations for doing decompositions.

 So we have to fake it by using texture sheets projected onto something,
 and then there is always some situation in which the nature of the fake is
 apparent.

 I can given you clouds which look more or less realistic in level flight
 and normal airplane operation  (by using rather high-resolution cloud
 images as done now) - but they rotate in an odd way when you do
 aerobatics.

 An alternative might be to use non-rotating crosses -- like the trees -- for
 the cloud blobs. The problem is that the blending between the blobs becomes
 even trickier than what we have now.

It might work well if we have a dodecahedron of textures, but only
show six at any given time.  That way, we're always blending about one
third of our textures in or out ... and it never snaps from one to the
next.

 I can give you static cloud sheets which look great from far below or high
 above - but they look unrealistically flat when level with them (doesn't
 work for convective clouds though - I did some of the Cirrus sheets that
 way).

 I can give you clouds which are stable against the rotations you observe
 in aerobatics - but they behave in an odd way when you are close to them.

 I can give you clouds which are stable against aerobatics and have the
 right behaviour when you are close to them and look straight - but when
 you look out of the side window or take an external view they look odd.

 The problem isn't going to go away - you simply can't make a 2d sheet
 appear like a 3d object without the 2d nature being revealed somewhere, in
 some situation - it's like asking from a stage magician that you should be
 allowed to sit and observe behind the stage as well - if you want
 something which looks always and everywhere like a genuine 3d object, you
 need a genuine 3d object. All you can do is decide where you want the
 problem to be.

 And I guess that having clouds which are stable against an airplane flying
 through them are more desirable as clouds which look good from a spin...
 But you could simply edit the cloud shaders to insert the relative
 position vector to the object as the reference vector for the transform
 rather than the view axis just to see if you like that better - it's one
 line to edit I think.

 Stacking many 2d illusions into a 3d volume is a step towards a genuine 3d
 object, and Tim appears to think it can be done

  I've been looking at the clouds code again recently, which is oddly
 slow
  on
  my monster machine (Phenom II x6, GTX 460) . It has the same problem
  that
  the trees code did before a big makeover: it uses instancing techniques
  on
  geometry (flat quads) that is to far simple to be treated as an
  

Re: [Flightgear-devel] productwiki.com another flightgear page

2010-12-15 Thread Alex Perry
On Wed, Dec 15, 2010 at 12:09 PM, Peter Brown
smoothwater...@adelphia.net wrote:
 On Dec 15, 2010, at 2:23 PM, Citronnier - Alexis Bory wrote:
 I did (mid october) a flightgear page on Productwiki site.

 Product wiki is an intersting site where you can describe and rewiew any
 product on a wiki basis. So feel free to improve the page and add review.
 Since the creation, additional links appeared on the Product manuals
 (click see all on the right column).


 http://www.productwiki.com/flightgear-flight-simulator/
 Based on what I saw when following the link, I might suggest that it's not a 
 good way to promote FlightGear, since it's not for sale.  There are an 
 Amazon and Ebay link on the site main stage as someplace to buy FlightGear, 
 which purely takes the potential user away from what FlightGear is and 
 exposes them to Flight Simulators that are commercial and available to 
 purchase.

I suggest a commercial product page is an excellent place to sell CDs
and DVDs that include the binaries (for all platforms), all source
code, the base image, and as much scenery as will fit.  And the game
live disk image that we've had for a while.  For a bonus, add links to
the t-shirts, mugs and the donation page.  8-)

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Re: [Flightgear-devel] Hey Curt... :)

2010-11-13 Thread Alex Perry
On Sat, Nov 13, 2010 at 7:35 AM, Arnt Karlsen a...@c2i.net wrote:
 On Sat, 13 Nov 2010 09:57:14 +, James wrote in message
 On 12 Nov 2010, at 23:44, Curtis Olson wrote:
  My personal rule-of-thumb is to only commit when I've got time to
  watch the Hudson board go green - it's on an hourly poll at the
  moment, though we can allow other users to manually kick off
  builds, if you ask Gene nicely.

 Ah, sorry to disappoint, but you have to commit to Git first - unlike
 some setups, we haven't engineered a 'compile before publish' system.
 Hence my ensuring I have time to watch Hudson *after* a commit, and,
 for example, make a fix commit if I broke something.

 ..an idea; a bad commit that doesn't compile successfully,
 can it be reverted automatically?  That way git would stay
 unbroken, until new unbroken code is added etc and compiles
 successfully.

I like automatic build systems which, if ..
* a commit fails to build for any platform,
* the prior build passed for every platform,
* only one commit happened in that time,
* the word CRITICAL is nowhere in the change description,
... automatically rolls back ... and tells someone.

As a bonus, if it fails at the third bullet, it can automatically
submit builds for all the intervening releases in an attempt to make
the bullet pass.

As another bonus, after the rollback, the fifth bullet looks back at
the first bullet to see whether it failed to build for every platform
and, if so, it would be nice for someone to be notified.

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Re: [Flightgear-devel] FlightGear Newsletter?????? - September 2010

2010-10-02 Thread Alex Perry
On Sat, Oct 02, 2010 at 02:39:42PM +0100, James Turner wrote:
 On 1 Oct 2010, at 19:58, Gijs de Rooy wrote:
  I am proud to announce that the September edition of our newsletter is the 
  longest ever! A big thank
  you to all contributors! I'm glad to see more and more devs (and users) add 
  their pieces.
 
 And a big thanks to Gijs as always for assembling, chasing and editing the 
 newsletter! It's a really good activity indicator for the project, for people 
 who don't follow the forums or IRC.

No kidding.  We should probably make sure that back issues are persisted
more thoroughly (and distributed) than just on the wiki server though.


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Re: [Flightgear-devel] Multi core discussion

2010-07-06 Thread Alex Perry
On Tue, Jul 6, 2010 at 5:12 AM, Csaba Halász csaba.hal...@gmail.com wrote:
 On Tue, Jul 6, 2010 at 1:45 PM,  fiers...@zonnet.nl wrote:
 Many modern computers are running multicore CPU's. I have noticed that
 FGFS only uses one thread in one core. And FGFS appears to be processor
 bound on my Core-I7, because the one core thread is 100% busy while my
 FPS are dropping in areas with a lot of scenery details (like Paris, for
 instance) and lots of rendering goodies switched on.

 I find it hard to believe that you have performance problems with a
 core i7, assuming you got a halfway decent graphics card to go with
 it.

Most of the _non-minimal rendering options use considerable CPU power
on any GPU that is routinely available in a mobile form factor.  If we
want to be able to support non-desktop users (as well as simplify
demonstrations at trade shows), we need to make sure that the main
thread (and in fact that whole core) are entirely dedicated to
rendering.

 FG itself isn't CPU limited, we barely use any processing power :) As
 such, parallelizing FG subsystems, while a good thing in theory and
 certainly for the future, wouldn't help much in your case.

The reason why FG itself doesn't use any CPU power is that, whenever
any of the subsystem developers tries to implement an underlying
simulation improvement that requires non-trivial amounts of CPU, there
is massive complaint from the eye candy side of the community.  This
appears as a tradeoff precisely because FG doesn't support
multithreading. If we had threading working safely, any simulation
subsystem could choose to run in its own thread and eat an entire core
as needed.

The single threaded limitation currently impacts the implementation of
real time weather, microcell airmass, AI operations, non-steam
instruments, as well as radio navigation realism.  That I'm aware of
... there are presumably others too.

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Re: [Flightgear-devel] Is something amiss with altimeter settings?

2010-05-29 Thread Alex Perry
On Sat, May 29, 2010 at 10:02 AM, Rob Shearman, Jr. rmsj...@yahoo.com wrote:
 Hi there --

 Recently while flying with the MD-81 at cruise levels of FL330 or so, I
 noticed there were some significant discrepancies between the displayed
 altitude and the altitude found in the property tree at
 /position/altitude-ft.  I was able to observe the same problem in the
 777-200ER -- I flew a flight at 33000 and the Flight Tracker reported my
 altitude at close to 35000.  So the discrepancy at cruise is as much as
 1000-2000 feet sometimes, even when using the altimeter setting reported in
 the METAR (which, of course, you're not supposed to do above 18,000 in the
 U.S., but for testing purposes I did so to see if it accounted for the
 error).

 However, today loading up my custom ATC scope I observed a discrepancy in
 altimeter readings which may account for the problem.

 http://i289.photobucket.com/albums/ll209/rmsjr1974/altimeter-discrep.jpg

 Notice in the shot that the METAR is reporting 29.94, but the property tree
 and the scope panel are arriving at 29.90.  I presume at high altitude this
 discrepancy would account for differences in the gauge reading.

I don't understand the test you're doing.  Did you manually set the
instrument altimeter setting as 29.94 (copying the metar to the knob)
and are now noticing that, despite doing that, FGFS internally reports
what you did as 29.90?  Or are you expecting FGFS to automatically
copy the metar setting into the instrument, and are disappointed that
it isn't doing so?

 This is with the 25 April CVS build, so if altimeter code has changed since
 the migration to git, I apologize in advance.

 Thanks,
 -R. (MD-Terp)

 Robert M. Shearman, Jr.
 Transit Operations Supervisor,
 University of Maryland Department of Transportation
 also known as rm...@umd.edu


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Re: [Flightgear-devel] Thanks for the Ride

2010-05-14 Thread Alex Perry
On Thu, May 13, 2010 at 7:20 PM, Innis Cunningham inn...@hotmail.com wrote:
 Hi
 I have tried to help with FG for about 7 years but after installing
 FG 2.0 I give up.
 As I am not a computer programmer I am not able to help with
 coding so I tried to help with model building and AI and scenery.
 With FG2.0 it would appear that the AI is currently unusable  and
 the shading in the models makes seeing things in the cockpit
 difficult unless the sun is in  correct position.If the shading is ment
 to make things look better then I beg to differ.

 So thanks for the ride.

 Cheers
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Re: [Flightgear-devel] Thanks for the Ride

2010-05-14 Thread Alex Perry
[Let me try sending that again]

Innis,
   I personally have appreciated your contributions over the years.
Therefore, I hope (and recommend) that you will irregularly take
another look, for example after every major release, to see whether
the technology implementation has changed and become suitable for you
to want to be involved with FGFS again.  Over the years, there have
been several occasions where the developer team made changes that
precluded my involvement with the project.  A year or two later, other
technology updates occurred that enabled me to rejoin the project
again.  Given the number of times that's happened to me, and I know of
others it also happened to, it seems likely that you can follow the
same pattern.
Cheers,
Alex.

On Fri, May 14, 2010 at 4:43 PM, Alex Perry alex.pe...@ieee.org wrote:
 On Thu, May 13, 2010 at 7:20 PM, Innis Cunningham inn...@hotmail.com wrote:
 Hi
 I have tried to help with FG for about 7 years but after installing
 FG 2.0 I give up.
 As I am not a computer programmer I am not able to help with
 coding so I tried to help with model building and AI and scenery.
 With FG2.0 it would appear that the AI is currently unusable  and
 the shading in the models makes seeing things in the cockpit
 difficult unless the sun is in  correct position.If the shading is ment
 to make things look better then I beg to differ.

 So thanks for the ride.

 Cheers
 Innis

 
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Re: [Flightgear-devel] Patch for interactive textures backed by VNC and PDF

2010-05-12 Thread Alex Perry
On Wed, May 12, 2010 at 1:35 AM, Frederic Bouvier fredfgf...@free.fr wrote:
 BTW, I never managed to build these OSG plugins with MSVC

Not having the plugins doesn't break the SimGear side code, but the
new feature doesn't end up doing anything interesting.  The OSG
plugins depend on otherwise-optional libraries and headers, otherwise
they don't get built, so it's possible that your windows build
environment is complete for OSG but doesn't have those extra source
trees available to it?

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Re: [Flightgear-devel] Patch for interactive textures backed by VNC and PDF

2010-05-12 Thread Alex Perry
On Wed, May 12, 2010 at 12:26 PM, Frederic Bouvier fredfgf...@free.fr wrote:
 Exactly, I didn't find the dependent librairies, either compiled, or 
 compilable, with MSVC.

Curious.  The documentation in both the Poppler and the libvncserver
source tarballs indicate that their maintainers believe the source
trees should compile cleanly with msvc.  I'm not in a position to
verify those claims.  You might want to contact them directly with any
issues you've encountered.

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Re: [Flightgear-devel] Patch for interactive textures backed by VNC and PDF

2010-05-11 Thread Alex Perry
Two screenshots that demonstrate a use case.
http://picasaweb.google.com/alex.pamurray/FlightGearAndroid?authkey=Gv1sRgCLXWsq_p96GFPQfeat=directlink

I'd appreciate it if someone could review and commit this SimGear feature:
http://gitorious.org/fg/alexperry-simgear/commit/95b62ec3fc898ea281dbef28f25058300baae5c3

 Adds a new pick animation capability which parallels the existing
 action for a named object.  Specifying vncaction and a transform
 from model space will enable all mouse clicks on that object to be
 delivered directly to the OSG image.  Currently, the readers for VNC
 and PDF files yield interactive images; more are likely to be added
 over time.

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Re: [Flightgear-devel] June / LinuxTag release

2010-05-07 Thread Alex Perry
The Android stuff doesn't need patches in the FGFS source code, but
does affect the aircraft files (obviously) as well as SimGear and OSG.
 Please check with me before building in case the associated patches
haven't been integrated into upstream yet.

On Fri, May 7, 2010 at 9:06 AM, James Turner zakal...@mac.com wrote:
 I want to make a 2.1 FG release, at the end of this month, or the very start 
 of June.

 As far as I can see, the current code is pretty good - many bugs have been 
 fixed since 2.0, and while I'm sure some new ones have crept in, I don't have 
 many code quality concerns - if we were to cut tarballs from the source code 
 today, we'd definitely be in a better place than 2.0 in terms of bugs.

 (If people know of regressions from 2.0, or regressions in 2.0 from 1.9.x, I 
 hope they would mention them here, or even in the bugtracker)

 Anyway, the key thing - what are the steps to make a release happen. I'm 
 seeking to capture the actual steps (and ideally script them), so even if 
 Curt  Durk both get hit by the proverbial bus tomorrow, we can still make a 
 Flightgear release ever again. But also, I'm seeking to remove the human 
 factors from the release process, and especially not feel that we're 
 overloading people just because a release needs to happen - eg, around 
 LinuxTag Durk is often quite busy organising things :)

 My build system ( http://zakalawe.ath.cx:8080/  ) is working well for Mac and 
 Linux - MinGW is giving me some pain, I will look into cross-compiling mingw 
 this weekend. If anyone wants to volunteer some time, a Windows box with 
 Visual Studio, some disk space, and bandwidth, I am happy to work with them 
 to get an automated VS build going. Adding more automated steps, even ones 
 which only happen for 'special' builds (eg, a release candidate) is extremely 
 trivial.

 Regards,
 James


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[Flightgear-devel] Yoke mounted PDA

2010-04-12 Thread Alex Perry
Has anyone made a 3D model of a PDA that attaches nicely to the
existing yoke XML files?  I'm thinking of portrait orientation with
the form factor of an iPhone, android phone, etc, etc.

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Re: [Flightgear-devel] Google App Engine

2010-03-25 Thread Alex Perry
On Thu, Mar 25, 2010 at 9:25 PM, Pete Morgan ac...@daffodil.uk.com wrote:
 Advantages
 * relies on Google infrastructure
 * does not require one to setup and maintain their own servers
 * can be coded in python or java
 * each application scales to three million page views a month or around
 1.2 requests a second before it costs
 * can switch app versions at the click of a button
 * easy with more than one developer/maintainer/admin
 * memcached, cron, xmpp/chat and other services are built in and easy
 * easy to learn api
 * easy to deploy, built in django or any other python templating
 * uses googles bigtable to save data as objects
 * has SDK  which means app works locally before deployment
 * Deals with slashdot with no problem

 Disadvantages
 * relies on Google infrastructure
 * only python or java (php with xercus)
 * 1000 files limit (although this can be assisted with webzip)

I keep most files in the database.  Much faster to upload, deploy, etc
etc, and no limit on number of files.

 * can only speak on port 80
 * cannot run some libs as a normal server would, and lacks some
 popular libs, eg lxml
 * has a 30 second (+1 to catch error) time limit per script
 * does not have a file system, for example scanning a /gallery/*.png
 directory for images is impossible
 * does not have a realational database as such
 * uses python 2.5 (a leap to 3 is expected as BDFL is at google)
 * cannot run a process eg a script to poll mpservers every few seconds
 * requires SDK to develop

 pete


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Re: [Flightgear-devel] Web Site

2010-03-19 Thread Alex Perry
On Tue, Mar 9, 2010 at 2:56 AM, Pete Morgan ac...@daffodil.uk.com wrote:
 - Do we want to lock ourselves into google?
 These issues worry me also, and indeed pointing www.flightgear.org to
 fg-www.appspot.com is likely to have other problems (major 404's will
 need to be handled)

We should be able to design all the website so it can serve off
someone's local machine, in addition to the GAE.  Personally, I think
as an open source project, we need to be _able_ to serve on an
independent platform even if the primary webserver is GAE.  As was
mentioned previously, especially if we use Django ... there should be
nothing that we can't easily do off-GAE.

I'm tempted to suggest that 'www-disaster.flightgear.org' should
continue to be a Curt-managed machine somewhere.  Give it an
intentionally bandwidth limited Internet connection and ensure it is
always running the up to date non-GAE build of the website.  That way,
we can easily detect when we've accidentally built a GAE dependency
into our web codebase.

There is the mild concern that (over time) we get our bandwidth usage
up to the point where we can no longer afford to host the content on
our own machines at need.  If we want to prepare for that possibility,
which would not be entirely a bad thing, it might be worth keeping the
GAE application broken into several pieces, to separate the bits which
are serving mostly-static content separate from the ones doing
database accesses.  Then, if we ever have the need to move off GAE and
are running a lot of bandwidth, we can dedicate one server to the
database and round robin all the other content across a lot of other
servers.

 A Major issues is that GAE does not support binary files very well, eg
 gallery, so I'm not sure how this would work. One possibility would be
 to rename the current machine as www2. or stash. and using it as the
 binary storage.

I've never had any trouble using GAE to serve binary files, providing
they're not ridiculously large (such as huge binary tarballs).  As I
recall, its web server by default doesn't infer content types so you
have to set them yourself on dynamic content.  If you still see
issues, feel free to invite me to the relevant codebase and I'm happy
to take poke around.

 The main site fg-www has no database, so the design could be ported to
 the current site quite easily, as it used the Django templating engine.

  Does the current server have python or php installed ?

 We might decide that none of these issues are an overriding concern.
 [...]   I'd be SOL if google evaporated
 from the planet.  So what's one more dependency?
 Maybe we should ask Google to sponsor FlightGear?

Without speaking for the open source program office, I suspect the
answer would be that they're very happy to continue sponsoring
FlightGear by providing infrastructure that lets the project focus on
its own goals ... autonomously.  The things like Project Hosting,
GSoC, GAE, conferences, etc ... are all trying to avoid pushing any
guidance onto the open source projects that take advantage of them.  I
like that.

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Re: [Flightgear-devel] Web Site

2010-03-07 Thread Alex Perry
I like it too.

On Sun, Mar 7, 2010 at 9:22 PM, Pete Morgan ac...@daffodil.uk.com wrote:
 Have developed the idea a bit further.

 http://fg-www.appspot.com/

 idea is to have a dedicated aircraft  and Online site also


 is this worth pursuing ? Its quite neat and developer friendly on the
 Google App Engine.

 pete

 Curtis Olson wrote:
 On Fri, Feb 12, 2010 at 9:06 PM, Pete Morgan ac...@daffodil.uk.com
 mailto:ac...@daffodil.uk.com wrote:

     I want to help please...


 Hi Pete,

 Here's one possible idea.  Why not whip together a replacement front
 page and maybe a sample sub-page, put it in a temporary location, and
 we can take a look.  That way we could present some different ideas
 and see if we like them, but at the same time, you don't have to do a
 huge amount of work only to find out that no one likes the new design
 proposal.

 Best regards,

 Curt.
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Re: [Flightgear-devel] atomic terrasync, or not

2010-03-06 Thread Alex Perry
Sorry, I've only just noticed this message sitting in my to-do pile.  An 
interesting point because , yes, checkouts are not atomic.  It wouldn't 
be hard to extend the code to retrofit atomicity around the svn code 
using directory renames and the like, but before we put the effort into 
the code I've got one question:  Assuming we consistently always do 
atomic incremental updates to individual directories, do we store the 
data in the directories such that an arbitrary combination of directory 
versions is likely to be safe and legal?  I believe not.

If not, terrasync-atomic has to start by replacing your flightgear-data 
with a completely empty directory and only, as individual paths are 
verified against SVN, rename the existing (maybe updated) content into 
it.  This would seem to be exciting, both in terms of how long the 
directory stays empty during initial verification (so the simulator is 
unusable) and in terms of how to decide what the initial prerequisites 
are (so the simulator doesn't get confused).  I'm tempted to suggest 
that we either have to commit to a dependency graph for the directories 
that terrasync can use (and flightgear can verify at runtime), or 
flightgear's data loading routines need to become terrasync aware (so 
their thread can block while waiting for the sync to complete).

If someone has a cleaner idea for how to infer the dependency graph 
among our many different types of directory, I'd love to hear it.

John Denker wrote:
 Hi --

 When terrasync is running, are the updates atomic?
 I suspect not, since terrasync depends on svn, and
 AFAIK svn commits are atomic but checkouts are not.

 I've seem some pretty weird irreproducible results
 which might be explained by FG reading half of a
 new file plus half of an old file because terrasync
 was in the middle of an update.

 So far this is mostly just a hypothesis, but it fits
 the facts, and I haven't been able to come up with 
 any other hypotheses to explain what I've seen.

 As an example, FG died via an assertion in navradio.
 The runway was numbered 0.  Needless to say, the
 airport in question doesn't have any such runway.

 ===

 I hear rumors of a major upgrade/rewrite to terrasync.
 This might be something to keep in mind.

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Re: [Flightgear-devel] Patch to protect terrasync SVN from ^C

2010-02-28 Thread Alex Perry
Done.  Also added the modified source file.

On Sun, Feb 28, 2010 at 12:09 AM, Frederic Bouvier fredfgf...@free.fr wrote:
 Hi Alex,
 Please resend this patch gzip and attached. I can't use it as it is.

 -Fred


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terrasync-signals.patch.gz
Description: GNU Zip compressed data
// terrasync.cxx -- JIT scenery fetcher
//
// Written by Curtis Olson, started November 2002.
//
// Copyright (C) 2002  Curtis L. Olson  - http://www.flightgear.org/~curt
// Copyright (C) 2008  Alexander R. Perry alex.pe...@ieee.org
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
//
// $Id: terrasync.cxx,v 1.28 2010/01/23 22:27:38 fredb Exp $

#ifdef HAVE_CONFIG_H
#include config.h
#endif

#ifdef HAVE_WINDOWS_H
#include windows.h
#endif

#ifdef __MINGW32__
#include time.h
#include unistd.h
#endif

#include stdlib.h // atoi() atof() abs() system()
#include signal.h // signal()

#include simgear/compiler.h

#include iostream
#include fstream
#include string
#include deque
#include map

#include plib/netSocket.h
#include plib/ul.h

#include simgear/bucket/newbucket.hxx
#include simgear/misc/sg_path.hxx

#ifdef HAVE_SVN_CLIENT_H
#  ifdef HAVE_LIBSVN_CLIENT_1
#include svn_auth.h
#include svn_client.h
#include svn_cmdline.h
#include svn_pools.h
#  else
#undef HAVE_SVN_CLIENT_H
#  endif
#endif

using namespace std;

const char* source_base = NULL;
const char* svn_base =
  http://terrascenery.googlecode.com/svn/trunk/data/Scenery;;
const char* rsync_base = scenery.flightgear.org::Scenery;
const char* dest_base = terrasyncdir;
const char* rsync_cmd = 
rsync --verbose --archive --delete --perms --owner --group;

#ifdef HAVE_SVN_CLIENT_H
bool use_svn = true;
#else
bool use_svn = false;
const char* svn_cmd = svn checkout;
#endif

// display usage
static void usage( const string prog ) {
cout  
Usage:  terrasync [options]\n
Options:  \n
 -d dest   destination directory [required]\n
 -R  transport using pipe to rsync\n
 -S  transport using built-in svn\n
 -p port   listen on UDP port [default: 5501]\n
 -s source source base [default: '']\n
 -pid pidfile  write PID to file\n
 -v  be more verbose\n
;

#ifdef HAVE_SVN_CLIENT_H
cout  (defaults to the built in subversion)  endl;
#else
cout  (defaults to rsync, using external commands)  endl;
#endif

  cout  \nExample:\n
pid=$(cat $pidfile 2/dev/null)\n
if test -n \$pid\  kill -0 $pid ; then\n
echo \terrasync already running: $pid\\n
else\n
nice /games/sport/fgs/utils/TerraSync/terrasync \\\n
  -v -pid $pidfile -S -p 5500 -d /games/orig/terrasync \n
fi  endl;

}

std::dequestd::string waitingTiles;
typedef std::mapstd::string,time_t CompletedTiles;
CompletedTiles completedTiles;

#ifdef HAVE_SVN_CLIENT_H

// Things we need for doing subversion checkout - often
apr_pool_t *mysvn_pool = NULL;
svn_client_ctx_t *mysvn_ctx = NULL;
svn_opt_revision_t *mysvn_rev = NULL;
svn_opt_revision_t *mysvn_rev_peg = NULL;

static const svn_version_checklist_t mysvn_checklist[] = {
{ svn_subr,   svn_subr_version },
{ svn_client, svn_client_version },
{ svn_wc, svn_wc_version },
{ svn_ra, svn_ra_version },
{ svn_delta,  svn_delta_version },
{ svn_diff,   svn_diff_version },
{ NULL, NULL }
};

// Configure our subversion session
int mysvn_setup(void) {
// Are we already prepared?
if (mysvn_pool) return EXIT_SUCCESS;
// No, so initialize svn internals generally
#ifdef _MSC_VER
// there is a segfault when providing an error stream.
//  Apparently, calling setvbuf with a nul buffer is
//  not supported under msvc 7.1 ( code inside svn_cmdline_init )
if (svn_cmdline_init(terrasync, 0) != EXIT_SUCCESS)
return EXIT_FAILURE;
#else
if 

[Flightgear-devel] Patch to protect terrasync SVN from ^C

2010-02-27 Thread Alex Perry
Index: terrasync.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/utils/TerraSync/terrasync.cxx,v
retrieving revision 1.28
diff -u -r1.28 terrasync.cxx
--- terrasync.cxx   23 Jan 2010 22:27:38 -  1.28
+++ terrasync.cxx   28 Feb 2010 05:49:01 -
@@ -35,6 +35,7 @@
 #endif

 #include stdlib.h // atoi() atof() abs() system()
+#include signal.h // signal()

 #include simgear/compiler.h

@@ -270,8 +271,23 @@
 }


+bool terminating = false;
+sighandler_t prior_signal_handlers[32];
+int termination_triggering_signals[] =
+  {SIGHUP, SIGINT, SIGQUIT, SIGKILL, 0};  // zero terminated
+
+void terminate_request_handler(int param) {
+cout  \nReceived signal   param  , 
+  intend to terminate soon, 
+  repeat to force an immediate effect.\n;
+terminating = true;
+signal(param, prior_signal_handlers[param]);
+}
+
+
 const int nowhere = -;

+
 // parse message
 static void parse_message( const string msg, int *lat, int *lon ) {
 double dlat, dlon;
@@ -281,8 +297,8 @@
 string::size_type pos = text.find( $GPGGA );
 if ( pos == string::npos )
 {
-   *lat = -.0;
-   *lon = -.0;
+   *lat = nowhere;
+   *lon = nowhere;
return;
 }
 string tmp = text.substr( pos + 7 );
@@ -408,7 +424,8 @@

 void getWaitingTile() {
 while ( !waitingTiles.empty() ) {
-   CompletedTiles::iterator ii = completedTiles.find(
waitingTiles.front() );
+   CompletedTiles::iterator ii =
+completedTiles.find( waitingTiles.front() );
time_t now = time(0);
if ( ii == completedTiles.end() || ii-second + 600  now ) {
sync_tree(waitingTiles.front().c_str());
@@ -422,7 +439,7 @@

 int main( int argc, char **argv ) {
 int port = 5501;
-char host[256] = ;// accept messages from anyone
+char host[256] = localhost;
 bool testing = false;
 bool do_checkout(true);
 int verbose(0);
@@ -485,7 +502,6 @@

 // Must call this before any other net stuff
 netInit( argc,argv );
-
 netSocket s;

 if ( ! s.open( false ) ) {  // open a UDP socket
@@ -524,7 +540,14 @@
 }


-while ( true ) {// main loop
+for (int* sigp=termination_triggering_signals; *sigp; sigp++) {
+prior_signal_handlers[*sigp] =
+signal(*sigp, *terminate_request_handler);
+if (verbose) cout  Intercepted signal   *sigp  endl;
+}
+
+while ( !terminating ) {
+// main loop
 recv_msg = false;
 if ( testing ) {
 // No FGFS communications
@@ -532,6 +555,9 @@
 lon = -123;
 recv_msg = (lat != last_lat) || (lon != last_lon);
 } else {
+if (verbose  waitingTiles.empty()) {
+cout  Idle; waiting for FlightGear position\n;
+}
 s.setBlocking(waitingTiles.empty());
 len = s.recv(msg, maxlen, 0);
 if (len = 0) {
@@ -584,11 +610,11 @@
 }

else if ( testing ) {
-   exit( 0 );
+   terminating = true;
} else

 ulSleep( 1 );
-} // while true
+} // while !terminating

 return 0;
 }

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Re: [Flightgear-devel] 503

2010-02-14 Thread Alex Perry
Pete, perhaps we need to create a separate queue for
flightgear-usability-bugs-that-gene-doesnt-care-about.

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[Flightgear-devel] LinuxTag 2010 - program track

2010-01-20 Thread Alex Perry
http://www.linuxtag.org/2010/en/program/call-for-papers.html

Has anyone submitted a FGFS centric response to the CfP?  If not, should I?

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Re: [Flightgear-devel] reversible ILS

2009-12-20 Thread Alex Perry
I am unable to use MSFS. Has someone checked whether they handle reversibles 
with a heuristic, or are you just guessing?



James Turner zakal...@mac.com wrote:


On 20 Dec 2009, at 00:02, John Denker wrote:
 I was also informed [off list] that the code to make
 reversible ILSs usable had been ignored because it was 
 not good enough.  That is not very informative, not
 very constructive.  No clarification has been forthcoming 
 as to what makes it not good enough.

The off-list discussion was with me, for the record, and I apologise to John 
for being a bit glib, and then unresponsive - the last Saturday evening before 
Christmas, is not the ideal time to be discussing such things.

What I should have said is, I don't think John's patch is a reasonable fix to 
the problem. Or rather, it fixes the major issue from John's perspective, 
which is un-flyable missed segments, but replaces it with another problem 
which I consider to be equally bad. (I would guess John will consider that my 
issue is less serious than the one he is trying to fix, but that's where we 
differ, I think).

Anyway, my objection is that delegating the active runway to a user property 
(or menu item) is abdicating a hard problem to the user, instead of actually 
figuring out a 'good' solution. (Hence my glib 'not good enough' remark) It 
makes sense in a live ATC context, or some other situations (eg an instructor 
station), but for most users it's a confusing setting. For better or worse, 
MSFS and X-Plane do *not* require such a piece of user interaction, and 
therefore it is my position that we should not either. Clearly they have a 
better heuristic than we do - what I would like is for someone to propose a 
better heuristic. (My personal guess is that the heuristic will be based on 
local surface winds, but who knows, as ever I am not a pilot)

Aka 'figure out what the user wanted, and do it'. I know John alluded to ESP, 
but I regard that as abdication - we simply need to try / think harder about a 
workable heuristic, instead of abandoning the idea in favour of a setting.

It could be argued that John's patch is an interim step (with the heuristic 
being developed afterwards), and should be committed as is, but personally I 
don't think that's the case, and hence I do not wish to be the person who 
commits it to CVS - as I said off list, I'm only going to commit other 
people's code to CVS if I can positively convince myself that I agree with the 
design and code - any other stance would be untenable, really.

Regards,
James



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Re: [Flightgear-devel] reversible ILS

2009-12-19 Thread Alex Perry
+1. Reversible approaches should be configured like any other ATC controlled 
ground system - such as runway lighting.  I have no objections to an automatic 
selector for which ILS end to enable, but it should be based on surface wind 
(for example) and not the aircraft position.



John Denker j...@av8n.com wrote:

Back in the 2nd week of September there was discussion of
reversible ILSs.

Maybe I missed something, but I thought there was rough
consensus around the following ideas:

a) FG behavior should be reasonably realistic.  We should 
 not make artificial assumptions that make approaches
 unflyable, when better alternatives are readily available.  
 Conversely, we should not require FG to implement features 
 that are not available in real life.

b) An instrument approach procedure generally contains a 
 missed approach segment.  There is a maxim that says 
 If you are not prepared for the miss, you are not prepared 
 for the approach.  The FAA says that half the time, 
 a practice approach should include flying the missed
 approach segment.  Real-world pilots take this seriously.
 Lives are at stake.

c) You cannot show up at a real-world airport and expect
 both ends of a reversible ILS to be active simultaneously.  
 The physics doesn't permit it.  The signals would interfere.  
 If runway 11 is active and you would prefer runway 29, 
 you can ask Tower to reverse the ILS.  They might or might 
 be able to grant your wish.

d) For years, FG has attempted to divine which end of the 
 reversible ILS the pilot wants to use based on aircraft 
 position and/or heading.  This is both unrealistic (see 
 item c) and impossible.  There is no objective way to 
 determine whether an aircraft is flying the upwind leg 
 for runway 11 or the downwind leg for runway 29;  the
 only difference between the two is the pilot's intentions.
 You've heard of problems that are so hard that they are
 classified as NP-complete ... well, this problem is much 
 worse than that.  It is ESP-complete.

e) The current code is even more broken than that.  At
 some airports, it gets the wrong answer 100% of the time,
 so that you cannot fly the inbound segments, never mind
 the missed approach segment.  Bug reports on this issue
 have been discarded without comment.

f) Code to fix all these problems has been available since
 September.  It uses a preferred-approach-deg value
 in the property tree to decide which end of the ILS to
 activate.  If you prefer the other end, you can easily
 change this property.  All segments of the approach are
 flyable.  Everything is predictable and well behaved.

 The same words that described the ILS service volume
 apply here:  This is a significant departure from past
 FG behavior, but it is not wrong.  It is feature, not
 a bug.

 This code was not committed.  It was discarded without
 comment.

===

I was recently told [off list] that there was a
requirement within FG to permit simultaneous approaches
to both ends of a reversible ILS.  This came as a surprise
to me.  I do not recall anybody suggesting this, even as 
a joke, much less any consensus in this direction.

Let's be clear:  We all agree it is important for both
ends of the ILS to be available without undue hassle, but 
they don't need to be available at the same time.  And
without undue hassle doesn't mean without any pilot 
input at all, especially when the problem is ESP-complete.
Most real-world instrument-rated pilots are content to 
fly the approach that Tower says is the active approach;  
they don't show up at an airport with inflexible pre-
conceptions about which approach will be active.

I was also informed [off list] that the code to make
reversible ILSs usable had been ignored because it was 
not good enough.  That is not very informative, not
very constructive.  No clarification has been forthcoming 
as to what makes it not good enough.

Perhaps some folks on this list would be kind enough
to look at the code and make constructive comments.  
Take a look at
  http://gitorious.org/~jsd/fg/sport-model/commits/sport
in particular the item that speaks of reversible ILS.

If there are some requirements that I am not aware of, 
requirements that make unflyable approaches preferable 
to flyable approaches, please explain.

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Re: [Flightgear-devel] atlas global tarball

2009-11-23 Thread Alex Perry
It occurred to me to take a look at the underlying simgear/screen
library.  The associated self-test binary TestRenderTexture is failing
too so this isn't an Atlas oddity.  The RenderTexture.cxx
implementation is correctly detecting a 1.2 GLX ... and then calling
1.3 features anyway.  Odd.

On Sun, Nov 22, 2009 at 6:58 PM, Alex Perry alex.pe...@pamurray.com wrote:
 Having compiled Atlas so I can regenerate a few maps on my laptop, it
 complains that it needs a GLX 1.3 feature and my X server only
 supports 1.2 ... so this side project will have to wait until I've got
 another machine handy.

 On Sun, Nov 22, 2009 at 3:53 AM, Victhor Foster
 victhor.fos...@gmail.com wrote:
 Is your computer too slow to generate them? There's an option in Map that 
 speeds up the process, I think it's --headless-mode.

 Does someone happen to have a tarball with all the atlas generated map
 images handy?


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[Flightgear-devel] atlas global tarball

2009-11-22 Thread Alex Perry
Does someone happen to have a tarball with all the atlas generated map
images handy?

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Re: [Flightgear-devel] atlas global tarball

2009-11-22 Thread Alex Perry
The computer isn't too slow, no.  I'm just hoping to avoid having to
download the entire global scenery data first.

On Sun, Nov 22, 2009 at 3:53 AM, Victhor Foster
victhor.fos...@gmail.com wrote:
 Is your computer too slow to generate them? There's an option in Map that 
 speeds up the process, I think it's --headless-mode.

 Does someone happen to have a tarball with all the atlas generated map
 images handy?

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Re: [Flightgear-devel] atlas global tarball

2009-11-22 Thread Alex Perry
Having compiled Atlas so I can regenerate a few maps on my laptop, it
complains that it needs a GLX 1.3 feature and my X server only
supports 1.2 ... so this side project will have to wait until I've got
another machine handy.

On Sun, Nov 22, 2009 at 3:53 AM, Victhor Foster
victhor.fos...@gmail.com wrote:
 Is your computer too slow to generate them? There's an option in Map that 
 speeds up the process, I think it's --headless-mode.

 Does someone happen to have a tarball with all the atlas generated map
 images handy?

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Re: [Flightgear-devel] least squares code

2009-10-17 Thread Alex Perry
If I state that variance = mean(x^2) - mean(x)^2
http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance

And covariance = mean(xy) - mean(x) mean(y)
Then a linear fit of data to:  y ~ m x + c
c = mean(y)
m = covariance / variance

On Sat, Oct 17, 2009 at 10:47 AM, Curtis Olson curtol...@gmail.com wrote:
 2009/10/17 Mathias Fröhlich mathias.froehl...@gmx.net

 As always, tell the exact problem.

 Depending on your problem and requirements the solution ranges from a few
 lines of code to - 'better use an implementation that already exists is
 tested
 and is numerically stable'.

 Hi Mathias,

 I will be receiving a sequence of 2d data points in real time.  I will
 start by assuming a linear relationship/fit which I know in advance is a
 reasonable assumption.  I would like to find a way to incrementally compute
 a simple straight line least squares fit of the data I have received so
 far.  I know incremental approaches exist.  Isaias sent me a simple
 approach, but this maintains sums of all the data received so far and as
 Alex pointed out, that will be subject to increasing round off errors as the
 data accumulates (this code could be receiving hundreds of data points per
 second over the course of hours, days, even weeks.)

 So yes, a numerically stable approach is important.  I suspect the code will
 just be a few lines, so if I can find an approach that is laid out
 algorithmically or in terms of some sort of pseudo-code, I'm pretty sure I
 can create and test my own implementation.

 Maybe I'm only imagining that such a thing exists, I googled for quite a
 while yesterday on a variety of search terms that are directly or loosely
 related and wasn't able to turn up what I was hoping to find.  (Thus my cry
 for help) :-)

 A method that forgets the oldest data and weights newer data more heavily
 might also be interesting (versus an approach that sums up the entire
 history of the data ... although that would be ok too.)  I'm happy to start
 simple and get fancier later on if I need to.

 Thanks,

 Curt.
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Re: [Flightgear-devel] least squares code

2009-10-16 Thread Alex Perry
Make sure you use the one that never maintains cumulative totals prior
to subtraction ... because the errors mount up too fast.

On Fri, Oct 16, 2009 at 6:21 PM, Jon S. Berndt jonsber...@comcast.net wrote:
 I believe the  “Numerical Recipes in C” (available online) has that
 algorithm[s].



 www.nr.com.



 Jon





 From: Curtis Olson [mailto:curtol...@gmail.com]
 Sent: Friday, October 16, 2009 6:20 PM
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] least squares code



 I'm having a duh moment here ... I've googled and looked through my old
 college text books and can't find something that I think should be easy to
 find.  I'm probably forgetting the proper name of the technique or something
 stupid.

 The basic formulas for least squares fitting of a line to a set of data are
 well know.  (I'm referring to the  standard linear least squares fit of a
 line to some data.)

 I know I've seen a derivation of these formulas that allow you to
 incrementally build your least squares solution as each data point comes in
 (based on the current data and the past solution.)  I know I've seen this
 several places in my life, even recently.  I'd rather not spend a week
 re-deriving the formulas from scratch and testing and debugging.

 Does anyone have a link or pointer to basic code or psuedo-code that
 implements this incremental (recursive?) least squares approach?

 Thanks in advance,

 Curt.
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Re: [Flightgear-devel] RSync for TerraSync down

2009-10-06 Thread Alex Perry
On Tue, Oct 6, 2009 at 10:02 AM, Martin Spott martin.sp...@mgras.net wrote:
 Please use 'terrasync -S' instead in order to pull the most recent
 Scenery via SVN.
 Note that the directory trees are not 'compatible', you'll have either
 to set up a new directory from scratch or simply purge the old one,

Start a new directory for svn next to the existing one (so everything
gets fetched again), but don't delete your existing scenery.  Instead,
list both directories on the flightgear command line so that, if svn
hasn't downloaded an area yet, the simulation will use whatever you'd
previously fetched using rsync.  That way, there is no hurry with
downloading Martin's new scenery data before you can fly again.

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Re: [Flightgear-devel] Source code control systems

2009-09-26 Thread Alex Perry
On Fri, Sep 25, 2009 at 10:05 PM, Alex Perry alex.pe...@ieee.org wrote:
 On Fri, Sep 25, 2009 at 9:46 PM, Tom P zomm...@gmail.com wrote:
 Hi

 I've tried to push a Mercurial test repository (FlightGear converted from
 CVS) to code.google.com for a few hours, without success.
 It aborts regularly with the following message:
 searching for changes
 abort: error: Connection timed out

 After digging a bit, it looks like I stumbled on a known issue.. ooops!!
   http://code.google.com/p/support/issues/detail?id=2716

 Could you put the exact repository you're trying to push somewhere
 where I can get at it?  Feel free to try sending a tarball to me
 directly by email on the off chance it fits through the gateways.

The exact tarball Tom sent over uploaded fine for me over home broadband:
http://code.google.com/p/support/issues/detail?id=2716#c22

Therefore, in addition to the bitbucket repository Tom mentioned
below, we also have:
hg clone https://possible-little-test.googlecode.com/hg FlightGear-0.9

Both seem to work for me, so it'd probably be a good idea to do the
Mercurial client tool usability testing against both repositories in
case there is a difference we care about.

 So, next I tried on bitbucket.org, which is the mainstream Hg hosting site,
 and gladly it worked as expected.
 The complete FlightGear repo got pushed in 11minutes,
 and for your reference, is available here:
   http://bitbucket.org/tomp/fg-test/

 The only thing that I don't like about bitbucket.org is that repositories
 are not organized by project, like on gitorious.org, but only per person.
 It makes sense for an anarchic... err, deeply distributed development model,
 but could get confusing quickly if we want to stick to a semi-centralized
 one.

 I don't think that's a factor for people trying out the client side
 tools for Hg to see whether they suitably usable.

 What now?
 I'll try to break TortoiseGit on the Windows side of things.
 Somehow I'm not convinced that Qt would use Git if it was so broken on
 Windows, but it's just me.

 Have fun!

   Tom


 On Fri, Sep 25, 2009 at 12:01 AM, Erik Hofman e...@ehofman.com wrote:

 Olaf Flebbe wrote:
  Windows Implementations:
 
  git can be tedious to use on Windows: I had big problems working on a
  project mixing up git repositories on linux pushed and pulled by a
  windows git via samba. git at some point complained about non existing
  differences: Somehow line ending issues emerged, or the object store got
  corrupted. I had no chance to look deeper into details. The stable git
  command on Windows needs cygwin, which is not a minimal invasive
  installation. (I wouldn't recommend the msys/mingw installation at this
  point.)
 
  The hg (mercurial) Implementation of Windows is very lean, because no
  POSIX emulation layer is needed. I (luckily?) had no problems with
  respect to line endings with hg.

 This alone leaves me to rethink about git in favor of hg. Either are
 fine with me in the end but I would hate to lose Windows developers over
 this.

 Erik


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Re: [Flightgear-devel] Source code control systems

2009-09-26 Thread Alex Perry
On Sat, Sep 26, 2009 at 1:50 PM, Olaf Flebbe f...@oflebbe.de wrote:
 I do not have write permissions to any of the hg or git reprositories...

Yeah.  I don't think there is a way I can find out everybody's google
accounts from their email traffic.  To try to speed this up, I've put
up a quick web form:
https://spreadsheets.google.com/viewform?formkey=dDZYb1RvYkpVRWhST2hhVFltWDQxNnc6MA
But, if you prefer, feel free to just email me or Tom directly.

 * Both the hg https://possible-little-test.googlecode.com/hg
 and the gitorious repositories have corrupted the VC90 Project files.
 They should to be CR LF terminated files as they are in the CVS.
 (For instance projects/VC90/FlightGear.sln: A double click does only
 work with CR LF endings).

If the repositories are wrong in exactly the same way, that likely
means Tom made a mistake during the conversion step because I just
uploaded his repository.  Perhaps you could work with him to figure
out what it was?  We can reload the Code test repository (don't know
about the Bitbucket one) as soon as we've got a fix.

 * The real thing would be FlightGear data!

Yes.  Let us figure out how to get binary data into Hg correctly first ...

 Greetings,
   Olaf

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Re: [Flightgear-devel] Source code control systems

2009-09-25 Thread Alex Perry
On Fri, Sep 25, 2009 at 9:46 PM, Tom P zomm...@gmail.com wrote:
 Hi

 I've tried to push a Mercurial test repository (FlightGear converted from
 CVS) to code.google.com for a few hours, without success.
 It aborts regularly with the following message:
 searching for changes
 abort: error: Connection timed out

 After digging a bit, it looks like I stumbled on a known issue.. ooops!!
   http://code.google.com/p/support/issues/detail?id=2716

Could you put the exact repository you're trying to push somewhere
where I can get at it?  Feel free to try sending a tarball to me
directly by email on the off chance it fits through the gateways.

 So, next I tried on bitbucket.org, which is the mainstream Hg hosting site,
 and gladly it worked as expected.
 The complete FlightGear repo got pushed in 11minutes,
 and for your reference, is available here:
   http://bitbucket.org/tomp/fg-test/

 The only thing that I don't like about bitbucket.org is that repositories
 are not organized by project, like on gitorious.org, but only per person.
 It makes sense for an anarchic... err, deeply distributed development model,
 but could get confusing quickly if we want to stick to a semi-centralized
 one.

I don't think that's a factor for people trying out the client side
tools for Hg to see whether they suitably usable.

 What now?
 I'll try to break TortoiseGit on the Windows side of things.
 Somehow I'm not convinced that Qt would use Git if it was so broken on
 Windows, but it's just me.

 Have fun!

   Tom


 On Fri, Sep 25, 2009 at 12:01 AM, Erik Hofman e...@ehofman.com wrote:

 Olaf Flebbe wrote:
  Windows Implementations:
 
  git can be tedious to use on Windows: I had big problems working on a
  project mixing up git repositories on linux pushed and pulled by a
  windows git via samba. git at some point complained about non existing
  differences: Somehow line ending issues emerged, or the object store got
  corrupted. I had no chance to look deeper into details. The stable git
  command on Windows needs cygwin, which is not a minimal invasive
  installation. (I wouldn't recommend the msys/mingw installation at this
  point.)
 
  The hg (mercurial) Implementation of Windows is very lean, because no
  POSIX emulation layer is needed. I (luckily?) had no problems with
  respect to line endings with hg.

 This alone leaves me to rethink about git in favor of hg. Either are
 fine with me in the end but I would hate to lose Windows developers over
 this.

 Erik


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Re: [Flightgear-devel] gitorious repositories for FlightGear and SimGear

2009-09-18 Thread Alex Perry
On Fri, Sep 18, 2009 at 9:51 AM, Erik Hofman e...@ehofman.com wrote:
 One thing I have been wondering since this discussion started; Google
 seems to have found a nice way to add small diffs for binary data[1].
 Maybe they have incorporated that into their repository?

If they have, it won't help us.  We're not distributing blobs of x86
machine code.

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Re: [Flightgear-devel] Source code control systems

2009-09-13 Thread Alex Perry
On Sun, Sep 13, 2009 at 12:56 PM, Stuart Buchanan
stuart_d_bucha...@yahoo.co.uk wrote:
 Tim Moore wrote:
 On 09/02/2009 09:19 PM, Curtis Olson wrote:
 
  Is this an argument to stay with CVS for the data portion of the project?
 
  This is a good point to bring up though in advance.  The default project
  quota at code.google.com (is there a shorter
  abbreviation?)

CodeSite?  CS?

  is 1Gb so we'd be fine for SimGear and FlightGear code,
  but we'd blow way over that for data.

I'm happy to ask for a waiver on the size limit for CodeSite SVN or
CodeSite Hg, but I wasn't going to bring the subject up with the
administrators until our developer community has decided that this is
the preferred choice.  If it does.

 I think this is an argument for splitting up the aircraft into multiple
 repositories. The vast majority of space in data is used by the aircraft.
 With a small change to flightgear to support a path list for searching
 for aircraft, the unified data repository could be split into seperate repos
 for each aircraft author, or it could be arranged by theme (jets, warbirds,
 etc.)
 if people preferred that.

 I know that people do like the ease of finding a large source of downloadable
 aircraft in one place, in contrast to the MSFS world; the project could 
 maintain
 a directory of links to available (and GPL compatible) aircraft.

I like having the aircraft all in one place, and being able to do a
$VCS sync and go for coffee to get them all up to date.  If we use
lots of different repositories, we'll end up with a script that knows
where all the repositories are and how to check them out into a
unified directory tree.  I suspect that'll be a lot less convenient to
maintain in a platform independent manner, especially if we want to
allow for subsystem developers who don't want to use cygwin style VCS
clients.

 I'm very strongly in favour of splitting the Aircraft off from the core 
 data, whatever
 repository we end up using. The number and size of aircraft continues to 
 grow, far
 faster than the size of the core data.

I'd prefer to have a dependency graph (makefiles is fine) that
describes to what extent the aircraft directories aren't independent
of each other.  That would let fgrun do a real time sync of just the
aircraft I'm about to fly immediately prior to launching the
simulator.  It also makes it easier and safe for the aircraft
developers to share components.  Any aircraft developer who doesn't
want to share between aircraft doesn't need to learn how the makefiles
work.

At the extreme limit of this approach, internet connected simulators
wouldn't need to download the base image at all.  Just download the
binaries, launch fgrun, wait while it checks out the top level
makefile, then checks out all the dependencies required for fgrun
itself to work.  After that quick one-time setup, you can start making
selections on aircraft and starting location.  If you don't have the
prerequisite data, fgrun downloads it for you.  If you do, it asks
whether you would like to refresh your local snapshot from the VCS
before takeoff.  Once that is done, we know the data tree is ready for
FGFS.

The manual command line version of that preflight (i.e. without either
fgrun or terrasync) might be as simple as:
make Aircraft/c172p Airports/KMYF

Such a dynamic demand driven approach is still possible using multiple
repositories, but the scripting automation to support it will get ugly
pretty quickly.

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Re: [Flightgear-devel] Source code control systems

2009-09-03 Thread Alex Perry
On Wed, Sep 2, 2009 at 12:02 PM, Tom Pzomm...@gmail.com wrote:
 My only concern with SVN is that it stores every file twice in the local
 file system, so it's not ideal for the 'data' portion of FlightGear. For
 example, right now a complete checkout of Aircraft is ~ 2 GB, and it would
 double overnight.

If we had a reliable dependency graph across the data files, it would
be easy for developers to check out only those bits of the data tree
which the test pilot actually intends to use.  I imagine it would be
possible for non-developer users who launch through fgrun to perform
incremental downloads for the requested scenario, but it seems
unlikely to me that there would be much of a benefit there.

This comment isn't intended to sway the argument either way; I think
all three options under consideration can do selective checkouts
(given the graph).

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Re: [Flightgear-devel] Compiling CVS FlightGear - is Subversion

2009-08-24 Thread Alex Perry
You do not require the subversion libraries (and headers) if you don't
mind having terrasync shell out to the command line svn command for
each of the work units.  But it definitely works better, and you don't
have to worry about whether your paths are configured correctly, if
you link the libraries in.  The configure script should automatically
take care of distinguishing these two cases for you.

On Mon, Aug 24, 2009 at 1:02 PM, Martin Spottmartin.sp...@mgras.net wrote:
 Randall Green wrote:

 Is Subversion really necessary to compile terrasync?

 Yes, obviously, because TerraSync is downloading from an SVN
 repository,

        Martin.
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Re: [Flightgear-devel] FlightGear presentation on the LinuxTag expo, June 24 - 27

2009-06-11 Thread Alex Perry
Curtis Olson wrote:
 There is still certainly an events section on the main front page of 
 the FlightGear web site, but lacking any future events, it only 
 contains a link to a google calendar intended to list upcoming MP events.

You might want to add a bunch of developers and users into the list of 
people permitted to add items to the calendar.  That will encourage it 
to be blank less ...


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Re: [Flightgear-devel] Parallel make does not work

2009-03-11 Thread Alex Perry
That failure has been around for several years.

On Wed, Mar 11, 2009 at 3:54 AM, Alfredo Tupone tup...@gentoo.org wrote:
 I did a
 make -j 20
 building flightgear.
 It gave up while building it saying no rules to make libMain.a (more
 or less)

 I have changed one line of the Makefile.am to avoid it.

 --- src/Main/Makefile.am.old    2009-03-05 16:57:02.0 +0100
 +++ src/Main/Makefile.am        2009-03-05 16:57:26.0 +0100
 @@ -61,7 +61,7 @@
  fgfs_SOURCES = bootstrap.cxx

  fgfs_LDADD = \
 -       $(top_builddir)/src/Main/libMain.a \
 +       libMain.a \
        $(top_builddir)/src/Aircraft/libAircraft.a \
        $(top_builddir)/src/ATCDCL/libATCDCL.a \
        $(top_builddir)/src/Cockpit/libCockpit.a \


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Re: [Flightgear-devel] terrasync - location change improvements

2009-02-07 Thread Alex Perry
Thank you; I was hoping to revisit that file this evening.  I like the
way you did the cache timing.  Did you intentionally retain the cache
flush on location update, or should I port that part of my patch onto
your version?  When we run out of real time requests, I think it is a
good idea to finish up the places we used to be, since there is a good
chance of the pilot going back to them in future.

On Sat, Feb 7, 2009 at 10:44 AM, Frederic Bouvier fredfgf...@free.fr wrote:
 Alex,

 It appeared that my last version of terrasync was not up to the
 standards I asked for your version. It should now work as I was first
 thinking. I also added a cache with an age to retry tiles already
 downloaded but not more often than once every 10 minutes.

 Regards,
 -Fred

 Alex Perry a écrit :
 Thank you, those are both useful bug reports with the approach I took.
  Let me come up with clean fixes for both of them and then get back to
 you.

 On Wed, Feb 4, 2009 at 11:57 PM, Frederic Bouvier fredfgf...@free.fr wrote:

 Hi Alex,

 your version compiles under windows, but needs a continuous feed of 
 messages to work. So it doesn't work with the new fgrun button that send a 
 positional message to get a chunk of scenery without having to start the 
 simulator. Moreover, I also thought about a tile cache that will prevent 
 refetching an already downloaded tiles, but it would need to stop terrasync 
 to have updates ( objects are added continuously to the repository ) or 
 implement a sophisticated aging mechanism.

 So, in other words, I am not keen to commit your changes as they are.

 -Fred

 - Alex Perry a écrit :


 Following up on Fred's improvement to maintain a queue of pending
 tile
 syncs, the attached version extends the deque to a priority ordered
 list and also ensures we never repeat a sync that's already just been
 performed.  Consequently, we're now as responsive as possible to the
 location change menu item.

 I'd appreciate if someone could check that this compiles under
 Windows
 and then commit.



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Re: [Flightgear-devel] terrasync - location change improvements

2009-02-05 Thread Alex Perry
Thank you, those are both useful bug reports with the approach I took.
 Let me come up with clean fixes for both of them and then get back to
you.

On Wed, Feb 4, 2009 at 11:57 PM, Frederic Bouvier fredfgf...@free.fr wrote:
 Hi Alex,

 your version compiles under windows, but needs a continuous feed of messages 
 to work. So it doesn't work with the new fgrun button that send a positional 
 message to get a chunk of scenery without having to start the simulator. 
 Moreover, I also thought about a tile cache that will prevent refetching an 
 already downloaded tiles, but it would need to stop terrasync to have updates 
 ( objects are added continuously to the repository ) or implement a 
 sophisticated aging mechanism.

 So, in other words, I am not keen to commit your changes as they are.

 -Fred

 - Alex Perry a écrit :

 Following up on Fred's improvement to maintain a queue of pending
 tile
 syncs, the attached version extends the deque to a priority ordered
 list and also ensures we never repeat a sync that's already just been
 performed.  Consequently, we're now as responsive as possible to the
 location change menu item.

 I'd appreciate if someone could check that this compiles under
 Windows
 and then commit.

 --
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 http://fgsd.sourceforge.net/   FlightGear Scenery Designer


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[Flightgear-devel] terrasync - location change improvements

2009-02-01 Thread Alex Perry
Following up on Fred's improvement to maintain a queue of pending tile
syncs, the attached version extends the deque to a priority ordered
list and also ensures we never repeat a sync that's already just been
performed.  Consequently, we're now as responsive as possible to the
location change menu item.

I'd appreciate if someone could check that this compiles under Windows
and then commit.
// terrasync.cxx -- JIT scenery fetcher
//
// Written by Curtis Olson, started November 2002.
//
// Copyright (C) 2002  Curtis L. Olson  - http://www.flightgear.org/~curt
// Copyright (C) 2008  Alexander R. Perry alex.pe...@ieee.org
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
//
// $Id: terrasync.cxx,v 1.22 2009/02/01 23:42:45 timoore Exp $

#ifdef HAVE_CONFIG_H
#include config.h
#endif

#ifdef HAVE_WINDOWS_H
#include windows.h
#endif


#include stdlib.h // atoi() atof() abs() system()

#include simgear/compiler.h

#include iostream
#include string
#include list
#include set

#include plib/netSocket.h
#include plib/ul.h

#include simgear/bucket/newbucket.hxx
#include simgear/misc/sg_path.hxx

#ifdef HAVE_SVN_CLIENT_H
#  ifdef HAVE_LIBSVN_CLIENT_1
#include svn_auth.h
#include svn_client.h
#include svn_cmdline.h
#include svn_pools.h
#  else
#undef HAVE_SVN_CLIENT_H
#  endif
#endif

using std::string;
using std::cout;
using std::endl;

const char* source_base = NULL;
const char* svn_base =
  http://terrascenery.googlecode.com/svn/trunk/data/Scenery;;
const char* rsync_base = scenery.flightgear.org::Scenery;
const char* dest_base = terrasyncdir;
const char* rsync_cmd = 
rsync --verbose --archive --delete --perms --owner --group;

#ifdef HAVE_SVN_CLIENT_H
bool use_svn = true;
#else
bool use_svn = false;
const char* svn_cmd = svn checkout;
#endif

// display usage
static void usage( const string prog ) {
cout  Usage:   endl
  prog   -p port 
	  -R [ -s rsync_source ] -d dest  endl
  prog   -p port 
  -S [ -s svn_source ] -d dest  endl;
#ifdef HAVE_SVN_CLIENT_H
cout  (defaults to the built in subversion)  endl;
#else
cout  (defaults to rsync, using external commands)  endl;
#endif
}

std::liststd::string waitingTiles;
std::setstd::string completedTiles;

void urgentTile(const char* dir) {
if (completedTiles.find(dir) != completedTiles.end()) return;
waitingTiles.remove(dir);
waitingTiles.push_front(dir);
}


#ifdef HAVE_SVN_CLIENT_H

// Things we need for doing subversion checkout - often
apr_pool_t *mysvn_pool = NULL;
svn_client_ctx_t *mysvn_ctx = NULL;
svn_opt_revision_t *mysvn_rev = NULL;

static const svn_version_checklist_t mysvn_checklist[] = {
{ svn_subr,   svn_subr_version },
{ svn_client, svn_client_version },
{ svn_wc, svn_wc_version },
{ svn_ra, svn_ra_version },
{ svn_delta,  svn_delta_version },
{ svn_diff,   svn_diff_version },
{ NULL, NULL }
};

// Configure our subversion session
int mysvn_setup(void) {
// Are we already prepared?
if (mysvn_pool) return EXIT_SUCCESS;
// No, so initialize svn internals generally
#ifdef _MSC_VER
// there is a segfault when providing an error stream.
//  Apparently, calling setvbuf with a nul buffer is
//  not supported under msvc 7.1 ( code inside svn_cmdline_init )
if (svn_cmdline_init(terrasync, 0) != EXIT_SUCCESS)
return EXIT_FAILURE;
#else
if (svn_cmdline_init(terrasync, stderr) != EXIT_SUCCESS)
return EXIT_FAILURE;
#endif
apr_pool_t *pool;
apr_pool_create(pool, NULL);
svn_error_t *err = NULL;
SVN_VERSION_DEFINE(mysvn_version);
err = svn_ver_check_list(mysvn_version, mysvn_checklist);
if (err)
return svn_cmdline_handle_exit_error(err, pool, terrasync: );
err = svn_ra_initialize(pool);
if (err)
return svn_cmdline_handle_exit_error(err, pool, terrasync: );
char *config_dir = NULL;
err = svn_config_ensure(config_dir, pool);
if (err)
return svn_cmdline_handle_exit_error(err, pool, terrasync: );
err = svn_client_create_context(mysvn_ctx, pool);
if (err)
return svn_cmdline_handle_exit_error(err, pool, terrasync: );
err = svn_config_get_config((mysvn_ctx-config),
config_dir, pool);
if (err)
return svn_cmdline_handle_exit_error(err, pool, 

Re: [Flightgear-devel] Very bad surprise with last FG cvs

2009-02-01 Thread Alex Perry
Not to resurrect an old thread, but even znear=0.1 has the cockpit and
some visible runway gutted.  I had to adjust the near-field value down
as well:

FlightGear-0.9/source/src/Main$ cvs diff -u
cvs diff: Diffing .
Index: CameraGroup.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Main/CameraGroup.cxx,v
retrieving revision 1.14
diff -u -r1.14 CameraGroup.cxx
--- CameraGroup.cxx 9 Jan 2009 23:16:44 -   1.14
+++ CameraGroup.cxx 2 Feb 2009 05:17:01 -
@@ -455,7 +455,7 @@
 bindMemberToNode(gnode, znear, cgroup, CameraGroup::_zNear, .1f);
 bindMemberToNode(gnode, zfar, cgroup, CameraGroup::_zFar, 12.0f);
 bindMemberToNode(gnode, near-field, cgroup, CameraGroup::_nearField,
- 100.0f);
+ 0.1f);
 return cgroup;
 }



On Fri, Jan 9, 2009 at 6:38 AM, Torsten Dreyer tors...@t3r.de wrote:
 Hello,

 What happen now with the Cockpit view
 Getting now the cockpit cutted
 That's the near clipping pane,
 you might want to add
  sim
rendering
  camera-group
znear type=double0.1/znear
  /camera-group
/rendering
  /sim

 in your model-set.xml

 Torsten

 In addition to it , i have never seen,  clouds so well displayed in
 reality, look like soldiers in parade :)
 this made laughing, guy whom i tried to demonstrate FG.   :(  :(
 Cloudstreets - glider pilots love these ;-)

 Torsten

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Re: [Flightgear-devel] real pilot training using FlightGear ... or not

2009-01-17 Thread Alex Perry
On Sat, Jan 17, 2009 at 7:54 PM, John Denker j...@av8n.com wrote:
 On 01/17/2009 05:47 PM, Curtis Olson wrote:
 You are expecting a complete cockpit enclosure, instruments, radio hardware,
 instructor station software, plush seat, and FAA certification for free?
 The FAA doesn't certify a software application (well unless you are looking
 at a PCATD and even there, it's not just the software they are looking at.)
 For Level 3 FTD certification and above they certify a complete simulator
 and at least half of their certification tests involve control loading in
 some way or another.  They go so far as to insist that if you move a
 simulator to a new location, you must get it recertified.

 I'm quite sure I wasn't expecting any of that.

I agree with Curt's excellent comments in this thread.

 Are you assuming that an un-enclosed un-certified un-bolted-down
 un-expensive simulator has no value to pilots?

By default, yes.  The pilots on the list that use FlightGear for
recurrent training are very careful to only apply it for specific
purposes - and to back those activities up with a real aircraft.

 Certainly if you wish to make a self-fulfilling prophecy, you can
 create a no-value simulator.  But why would you want to?  On previous
 occasions you supported the idea of using FlightGear for pilot
 training, endorsing it in the strongest categorical terms.  Has
 something changed?

Nope.  Curt was responding to what you said in the other message,
which is not the same as what you wrote in this message.

 If you're sure it can't be done, please explain.  That would clear
 up lot of confusing things I've seen on this list over the last few
 years.

 In case there's anybody who doesn't already know, here are some
 of the things that look doable to me:

 1) Instrument procedure familiarization.  Suppose you (the pilot)
  are flying into an unfamiliar field for the first time.  It is
  a big help to run through the instrument approach on the simulator.
  -- It helps you learn the names of the fixes, the frequencies and
  codes of the navaids, et cetera.
  -- It helps you discover little surprises such as stepdown fixes
  that require nasty steep descents.
  -- It gives you a chance to practice the missed approach.  My
  dictum is, if you're not ready for the miss, you're not ready
  for the approach.

Procedural trainers are useful and the FAA has a minimum specification
(PCATD) which determines how much fidelity is needed to ensure a net
positive training value for the student.  FlightGear does not
currently meet that standard.

  For that matter, flying into JFK for the first time, you
  could get seriously lost on the taxiways.  Real pilots are
  willing to practice taxiing.  Gamers not so much.

 2) Instrument emergency training.  There are some things that
  instructors don't like to practice in the real aircraft,
  such as
  -- unusual attitudes in real IMC
  -- partial panel in real IMC

Our instrument simulations are not accurate enough.

  -- approaches to _below_ published minimums in low IMC

Our navaid simulations are not good enough.

  -- approaches with crosswinds, tailwinds, and/or turbulence

I haven't looked recently, but at last count other pilots commented
that our near-ground winds model is not usable for training.

  -- approaches in low visibility.  A hood is OK for simulating
  a ceiling, but what if there is no ceiling, just bad haze?

I haven't checked recently, but last time I tried looking at our
airport lighting in haze ... the intensities were wrong.

  -- et cetera.

  These things are much more safely done in the simulator.

Agreed; I used an FTD for this and learned a lot.

  Also, a subtly failed instrument is incomparably more dangerous
  than one that is merely covered with a suction cup.  There are
  lots of pilots out there who have never seen this, and have no
  idea how bad it is.

Hah.  Always carry suction cups.

 3) VFR emergency training.
  -- Practicing basic procedures
  -- Continuing the scenario all the way to an off-airport landing

I don't think our off airport near ground scenery is useful for visual training.

 4) Complex aircraft transition training.  Gear handle, prop
  handle, cowl flaps, speed brakes, et cetera.  I'd much rather
  have the low-time pilot abuse such things in the simulator
  than in the real airplane.

FAA believes the skills only transfer with a realistic throttle quadrant.

 5) Systems failures.
  -- Gear that should be down but isn't
  -- Flaps that should be down but aren't
  -- Noticing the oil pressure gauge before it's too late.
  -- Noticing the fuel gauge before it's too late.
  -- et cetera

 6) Multi-engine transition training.

 7) Multi-engine emergency training
  -- engine-out approaches
  -- engine-out go-arounds

 *) Et cetera.



 If you're sure that FlightGear cannot be of value in any of
 these ways, please explain.

If the net training value (aka transfer of correct skills) is
negative, the use of FlightGear is 

Re: [Flightgear-devel] gyro compas drift

2009-01-14 Thread Alex Perry
Laser gyros do indeed behave the way that the wiki page describes.
Mechanical gyros, such as you find in light aircraft, have other drift
sources that are considerably larger than the diurnal one.  And, since
the aircraft tend not to move far from their home latitude, there is
an attempt by mechanics to adjust the gyro for zero net drift rate (on
average).

The purpose of implementing the drift in FlightGear is for operational
realism, more than scientific accuracy, and therefore the drift value
is designed to make the gyro compass be inaccurate if the light
aircraft pilot does not reset it regularly.  If you want to include
the sin(lat) term, be sure to add a flag so we can distinguish between
the laser and mechanical variants.

On Wed, Jan 14, 2009 at 5:43 PM, jean pellotier
jean.pellot...@wanadoo.fr wrote:
 hi, doing some nav with the pa24-250, i found the gyro compas drift was
 always -15°/hour.

 I never went in a real aircraft except as passenger, but if i refer to
 this page:

  http://en.wikipedia.org/wiki/Heading_indicator

 Shouldn't drift  be related to the sin(lat), and opposite sign in the
 southern hemisphere?

 I think the relevant code is in instrumentation/heading_indicator.cxx,
 line 77:

  offset -= dt * (0.25 / 60.0); // 360deg/day

 but i don't know c++, so can't propose a patch.

 cheers

 jano






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Re: [Flightgear-devel] Dots, degrees and magic '5's

2009-01-03 Thread Alex Perry
On Sat, Jan 3, 2009 at 7:49 AM, Torsten Dreyer tors...@t3r.de wrote:
   /instruments/navradio[n]/heading-deviation-deg: [-10.0 to 10.0 for a
 VOR, -2.5 to 2.5 for a LOC] (i.e no 'magic 4' multiple for LOCs)
   /instruments/navradio[n]/heading-deviation-norm: [-1.0 .. 1.0]
   /instruments/navradio[n]/gs-deviation-deg: [-0.7 to 0.7]
   /instruments/navradio[n]/gs-deviation-norm: [-1.0 to 1.0]

 Does this seem reasonable to all concerned?

 The CDI needle can move a little further out, than the outermost dot on the
 scale. Here, also the receiver detects offsets of more than 10deg, just the
 display is limited to full deflection.

Yeah, please don't clamp any of the deviation properties to the
nominal instrument full scale.  The instrument designer will determine
how much travel exists beyond full scale (if any) and apply the
appropriate value.  I think a clamp is a good idea, but at maybe
double full scale, which is probably slightly beyond where the
electronic drivers give out anyway.

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

2009-01-02 Thread Alex Perry
Putting on my aluminium foil hat, I'll point out that there are five
combinations of VOR/DME/TACAN even before you decide whether it is
going to be monitored locally and whether the earth has repeatable
conductivity to act as a ground plane.  These decisions change what
gets physically installed ... it may be worth us having multiple
models available.

On Fri, Jan 2, 2009 at 11:59 AM, Jon Stockill li...@stockill.net wrote:
 John Denker wrote:
 Hi Folks

 FG puts a model of a VOR shack into the scenery in places where
 there is supposed to be a VOR shack.  So far so good.

 The problem is, the model seems awfully small.  It looks like
 it is about 5 meters in diameter.  I've never seen one in RL
 that is that small.  I've seen them sometimes with twice that
 diameter and more often with three times that diameter.  If
 you want more data on this, measure some of them using Google
 maps / satellite view.

 These things are rather important if you want realism.  In
 the vicinity of a VOR shack, in VFR conditions, pilots
 really should not be looking at the CDI needle;  they
 should be looking out the window so they don't run into
 the idiot who *is* only looking at the CDI needle.

 Having an easily-visible VOR shack model helps with this.

 There are other useful uses for VOR shacks.

 Would somebody be kind enough to make a bigger model, or
 at least in the interim triple the diameter of the existing
 model?

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

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

 Jon


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

2009-01-02 Thread Alex Perry
On Fri, Jan 2, 2009 at 1:10 PM, John Denker j...@av8n.com wrote:
 Here's a proposal:
  0) If somebody has actual data, use that;  otherwise:
  1) Put 17m diameter shacks in enroute locations.
  2) Put 12m diamater shacks in on airport locations.


 Anybody got a better idea?

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

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Re: [Flightgear-devel] Dots, degrees and magic '5's

2009-01-02 Thread Alex Perry
No.  The standard design is based around 3 degrees slope.  With that
design, the usable range is 1.4 degrees high, from 2.1 to 3.7 degrees
and offers 0.35 degrees per dot.  Therefore, a dot equals 50ft per
mile range from the touchdown zone of the runway.  When the standard
design is scaled for terrain or other approach spaces, all that is
modified is where the antenna array has the intensity maximuma.
Consequently all those numbers grow by up to 8% or shrink by up to
16%.

From the point of view of implementation in a simulator, just take the
actual slope number for a specific runway and combine that with the
aircraft's position to generate a ratio.  Repair the ratio to allow
for the side lobes (which as I recall are the standard series with a
negative at 6 and one you can follow at 9).  Then pass that ratio to
the instrument implementation.  The instrument should probably show
full scale from 0.6 to 1.4 with center at 1.0 and dots at 0.77 0.88
1.11 1.23

On Fri, Jan 2, 2009 at 2:09 PM, syd adams adams@gmail.com wrote:
 Ok , Im getting closer...i think
 Another manual i have states min glideslope angle = 2.5 degrees , maximum =
 3.25 degrees,
 so does that mean the needle animation range should be 0.25 at the upper
 second dot, and -0.5 for the bottom second dot ?
 That approach illustration is really confusing me now :)


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Re: [Flightgear-devel] Dots, degrees and magic '5's

2009-01-02 Thread Alex Perry
On Fri, Jan 2, 2009 at 3:12 PM, John Denker j...@av8n.com wrote:
 On 01/02/2009 03:28 PM, Alex Perry wrote:

 From the point of view of implementation in a simulator, just take the
 actual slope number for a specific runway and combine that with the
 aircraft's position to generate a ratio.  Repair the ratio to allow
 for the side lobes (which as I recall are the standard series with a
 negative at 6 and one you can follow at 9).  Then pass that ratio to
 the instrument implementation.

 I agree with all of that.  And I have implemented it in the code,
 including the extra lobes i.e. false glide slopes.

 ===

 Tangential remark:  I am surprised by this reference:
  http://www.freepatentsonline.com/3757338.html

 which alleges
  For reasons well known to those skilled in the art but
  to minor importance here, the first significant side lobe,
  that is a side lobe which comprises a stable false glide
  slope indistinguishable from the true glide slope except
  for its steepness, occurs at 5A.

 I'm wondering if that's a typo.  A 9 degree false glideslope is
 more-or-less followable but a 15 degree false GS would be too
 steep to be followable without extraordinary effort.  I've seen
 students actually capture and try to follow a false GS.  It's not
 easy but it can be done.  So I've implemented 6-degree periodicity,
 i.e. 3, 6r, 9, 12r, etc. where r means reverse sensing.

 OTOH it might not be a typo.  I haven't worked out the electrodynamics
 of the situation, so I can't be sure what's actually going on.

Nor me.  I recall seeing the analysis somewhere (but I don't remember
where).  It could be that 2A is a null rather than reversed, in which
case 3A is the reverse, 4A would be the next null and 5A is indeed the
next followable slope.  9 degrees is 1000 fpm for a C172 and is
trivially achievable without special effort.  15 degrees implies
intentional increase in drag.  However, gear down and approach flaps
_is_ an increase in drag ... so the additional drag of taking the
engine to completely idle may be enough without adding more flaps.

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Re: [Flightgear-devel] Dots, degrees and magic '5's

2008-12-31 Thread Alex Perry
John Denker wrote:
 On 12/31/2008 10:29 AM, I wrote
 Standard dogma in IFR training is that the VOR CDI indicates 
 two degrees per dot, while the LOC CDI indicates half a degree 
 per dot.  These numbers are quite believable.  Good practice
 is to check them as part of the 30-day IFR receiver check.
 

 Important clarification:  The VOR numbers are quite believable,
 and are checked monthly.  However.

 The LOC numbers are only a rough rule of thumb.  According to
 the AIM, the localizer beam is supposed to be designed to be 
 700 ft wide at the threshold.  That's ±350 feet if you prefer 
 to think of it that way.

 That means that as the runway length varies from (say) 6000 ft
 to 15000 ft, the CDI sensitivity varies from more than 0.6
 degrees per dot to less than 0.3 degrees per dot. (I hear
 rumors that it is artificially pegged at a minimum of 0.3 
 and a maximum of 0.6, overriding the 700 ft rule, but don't 
 quote me on that.)

 The 0.5 degree dogma will get you in the ballpark, but
 that's all.
   

I've observed this variation in sensitivity in practical operations.  We 
can get away with using the 0.5 degree rule, but I'd prefer us to 
perform the divide-and-constrain that John describes.  If you want more 
detail than the handwave that the AIM contains, go read the FAA 
technical manual on how to design and deploy LOC antenna arrays ...



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Re: [Flightgear-devel] TerraSync/SVN should be ready to use

2008-11-14 Thread Alex Perry
On Thu, Nov 13, 2008 at 11:46 PM, Frederic Bouvier [EMAIL PROTECTED] wrote:
 BTW, are you aware the use of SVN implies that a second copy of
 each file is kept in a hidden directory, and makes the scenery
 directory two times bigger than a directory fetched with rsync
 or ftp ?

Yes, svn is approximately double the local disk footprint of rsync.
Both svn and rsync use a chunk size that is 1% of that used by FTP.
You're still better off with SVN unless you routinely fly at least
3000 km of distance in each 10x10 tarball you download.  Without going
closer than 300 km to any other area already flown over.  Most people
will not achieve that level of utilization, especially if they're
either choosing routes for scenic sights or for realistic IFR tracks.

A note in the documentation is probably a good idea.  Anyone who just
wants a snapshot of the whole planet for offline flight would be
better off retrieving all the tarballs by FTP.  Nobody mentioned any
plans to turn down the ftp service, and I certainly haven't been
expecting either rsync or svn to replace that bulk option.

PS.  There may be a clever option for subversion that avoids keeping
duplicate files for directories that are not currently being modified
(like cvs does).  But if there is, I don't yet know about it.  If
anyone comes across such a thing, we should change the terrasync
source code.  8-)

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Re: [Flightgear-devel] An aircraft which sink ! Yes, with FG that is possible.

2008-11-12 Thread Alex Perry
Somewhat off topic.  Has anyone done the 'ground vehicle AI' for these
water environments?  In the Florida area, for example, they have a
long scaly body and large jaws ...

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Re: [Flightgear-devel] FlightGear in IVAO network

2008-11-11 Thread Alex Perry
On Tue, Nov 11, 2008 at 6:12 PM, Pep Ribal [EMAIL PROTECTED] wrote:
 The IVAO team could implement a FlightGear compatible interface into their
 network.  The work would be done on their servers, but then nothing would
 need to change on the FlightGear side.  The IVAO team would not need to
 expose their proprietary communication protocols, but instead would create
 an implementaion of our open protocols at their side to accept FlightGear
 connections.  They could create their own proprietary interface to our
 protocol as long as they don't grab any of our code to do so (or maybe the
 I thought that if we at IVAO don't distribute the GPL software then we can
 use it, modify it and keep it private in our network? Wasn't it stated
 before by Arnt?

Yes, but ...

There is a legal definition associated with keep it private which
many software engineers and system administrators will accidentally
fail to comply with ... unless they have careful training or an
existing background in commercial use of GPL free software.  A clean
re-implementation of the protocol will avoid the risk.  Before doing
that, for any specific FGFS source files that you'd like to use in the
IVAO build, you can ask their authors to dual license them as LGPL or
even BSD.  They may agree if you successfully argue that their
benefits from the interoperability outweigh their costs associated
with reduced distribution restrictions.

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Re: [Flightgear-devel] [Flightgear-users] World Scenery 1.0.1 (final directory comparison)

2008-11-03 Thread Alex Perry
Off topic to Melchior and Ralf's non-technical discussion, but:

On Mon, Nov 3, 2008 at 8:29 AM, Ralf Gerlich
[EMAIL PROTECTED] wrote:
 The index concept has some similarity to a B-tree
 (http://en.wikipedia.org/wiki/B-Tree) in terms of structure, though the
 balancing aspect and therefore some of the performance estimates do of
 course not apply. Still, the general intention and the structural
 aspects are in most points applicable to our index.

To truly optimize for load balancing the operating system's directory
searches, we should really be reading from the right end of the
airport identifier ... which is more uniformly random than the left
end.  We can drop one level of tree completely, only increase the size
of the worst case leaf directory by a factor of two from 58 to 107
files, and reduce the number of organizational directories from 9681
to 1267.  The average size of each leaf directory increases from 3 to
21 files which is comparable to the tree directories that now have 36
subdirectories.  This naming scheme would cause the example file to
become:
Airports/A/X/LOXA.ils.xml

Having said that, anyone doing non-programmatic access is probably not
going to enjoy that hierarchy.  So, unless someone wants to assert
that Airports/ is going to be under automated maintenance, I continue
to think that Ralf (et al) have made a good choice.

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[Flightgear-devel] Add optional build dependency: libsvn

2008-10-19 Thread Alex Perry
This patch changes terrasync so it links against the subversion
library if you have it installed.  It supports people who build binary
releases for use by non-developers by removing the runtime external
dependency on having command line svn or rsync available.  Since the
patch changes autoconf to detect libsvn,  I'd appreciate it if people
who release binaries could verify that the detection scripting works
for their platform.

Developer warning:  If you do have libsvn developer libraries
installed, terrasync changes its default option from -R to -S to
remove the command line dependency.  However, Martin has not yet
uploaded world scenery into the subversion repository so it won't be
useful to fly against and you may want to specify -R on the command
line in the short term.  Or run both.
? src/ATCDCL/.deps
? src/ATCDCL/Makefile
? src/ATCDCL/Makefile.in
? utils/Modeller/photomodel
? utils/TerraSync/*.h
? utils/TerraSync/terrasyncdir
Index: configure.ac
===
RCS file: /var/cvs/FlightGear-0.9/source/configure.ac,v
retrieving revision 1.138
diff -u -r1.138 configure.ac
--- configure.ac	28 Aug 2008 21:19:38 -	1.138
+++ configure.ac	19 Oct 2008 07:59:14 -
@@ -597,7 +597,27 @@
 echo
 fi
 
-
+dnl Check for Subversion library support
+save_LIBS=$LIBS
+save_CPPFLAGS=$CPPFLAGS
+LIBS=
+CPPFLAGS=-I/usr/include/subversion-1 -I/usr/include/apr-1.0
+AC_CHECK_LIB(svn_client-1, svn_client_checkout3)
+AC_CHECK_HEADERS([svn_client.h])
+if test x$ac_cv_header_svn_client_h != xyes; then
+  echo TerraSync will shell out for command line subversion
+  svn_LIBS=
+  svn_CPPFLAGS=
+else
+  echo TerraSync will use integrated subversion library
+  AC_SEARCH_LIBS(svn_client_checkout, svn_client-1)
+  svn_LIBS=$LIBS
+  svn_CPPFLAGS=$CPPFLAGS
+  AC_SUBST(svn_LIBS)
+  AC_SUBST(svn_CPPFLAGS)
+fi
+LIBS=$save_LIBS
+CPPFLAGS=$save_CPPFLAGS
 
 dnl Checks for header files.
 AC_HEADER_STDC
Index: utils/TerraSync/Makefile.am
===
RCS file: /var/cvs/FlightGear-0.9/source/utils/TerraSync/Makefile.am,v
retrieving revision 1.4
diff -u -r1.4 Makefile.am
--- utils/TerraSync/Makefile.am	12 Oct 2008 09:56:18 -	1.4
+++ utils/TerraSync/Makefile.am	19 Oct 2008 07:59:15 -
@@ -4,4 +4,6 @@
 
 terrasync_SOURCES = terrasync.cxx
 
-terrasync_LDADD = -lplibnet -lplibul -lsgmisc -lsgdebug $(network_LIBS)
+AM_CPPFLAGS = $(svn_CPPFLAGS)
+
+terrasync_LDADD = -lplibnet -lplibul -lsgmisc -lsgdebug $(network_LIBS) $(svn_LIBS)
Index: utils/TerraSync/terrasync.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/utils/TerraSync/terrasync.cxx,v
retrieving revision 1.14
diff -u -r1.14 terrasync.cxx
--- utils/TerraSync/terrasync.cxx	12 Oct 2008 07:55:09 -	1.14
+++ utils/TerraSync/terrasync.cxx	19 Oct 2008 07:59:16 -
@@ -43,29 +43,186 @@
 #include simgear/bucket/newbucket.hxx
 #include simgear/misc/sg_path.hxx
 
+#ifdef HAVE_SVN_CLIENT_H
+#  ifdef HAVE_LIBSVN_CLIENT_1
+#include svn_auth.h
+#include svn_client.h
+#include svn_cmdline.h
+#include svn_pools.h
+#  else
+#undef HAVE_SVN_CLIENT_H
+#  endif
+#endif
+
 using std::string;
 using std::cout;
 using std::endl;
 
+const char* source_base = NULL;
 const char* svn_base =
   http://terrascenery.googlecode.com/svn/trunk/data/Scenery;;
 const char* rsync_base = scenery.flightgear.org::Scenery;
-const char* source_base = NULL;
 const char* dest_base = terrasyncdir;
-bool use_svn = false;
-
-const char* svn_cmd = svn checkout;
 const char* rsync_cmd = 
 rsync --verbose --archive --delete --perms --owner --group;
 
+#ifdef HAVE_SVN_CLIENT_H
+bool use_svn = true;
+#else
+bool use_svn = false;
+const char* svn_cmd = svn checkout;
+#endif
 
 // display usage
 static void usage( const string prog ) {
 cout  Usage:   endl
   prog   -p port 
-	  [ -R ] [ -s rsync_source ] -d dest  endl
+	  -R [ -s rsync_source ] -d dest  endl
   prog   -p port 
--S   [ -s svn_source ] -d dest  endl;
+  -S [ -s svn_source ] -d dest  endl;
+#ifdef HAVE_SVN_CLIENT_H
+cout  (defaults to the built in subversion)  endl;
+#else
+cout  (defaults to rsync, using external commands)  endl;
+#endif
+}
+
+#ifdef HAVE_SVN_CLIENT_H
+
+// Things we need for doing subversion checkout - often
+apr_pool_t *mysvn_pool = NULL;
+svn_client_ctx_t *mysvn_ctx = NULL;
+svn_opt_revision_t *mysvn_rev = NULL;
+
+static const svn_version_checklist_t mysvn_checklist[] = {
+{ svn_subr,   svn_subr_version },
+{ svn_client, svn_client_version },
+{ svn_wc, svn_wc_version },
+{ svn_ra, svn_ra_version },
+{ svn_delta,  svn_delta_version },
+{ svn_diff,   svn_diff_version },
+{ NULL, NULL }
+};
+
+// Configure our subversion session
+int mysvn_setup(void) {
+// Are we already prepared?
+if (mysvn_pool) return EXIT_SUCCESS;
+// No, so initialize svn 

[Flightgear-devel] terrasync improved version - patch

2008-10-11 Thread Alex Perry
Please commit this patch to terrasync into CVS.  I've included both
the file itself and the patch.  Changelog:
* Doesn't download the area at lot,lon of 0,0 if terrasync starts
before FlightGear is ready
* Attempt to download the Airports directory when no scenery needs to be fetched
* Add svn over http support for flag -S, in addition to the existing
default of rsync
* Add the command line flag -T to just refresh the KSFO surrounding
area and exit
Index: utils/TerraSync/Makefile.am
===
RCS file: /var/cvs/FlightGear-0.9/source/utils/TerraSync/Makefile.am,v
retrieving revision 1.3
diff -u -r1.3 Makefile.am
--- utils/TerraSync/Makefile.am	9 Jul 2003 19:57:22 -	1.3
+++ utils/TerraSync/Makefile.am	12 Oct 2008 01:29:12 -
@@ -4,4 +4,4 @@
 
 terrasync_SOURCES = terrasync.cxx
 
-terrasync_LDADD = -lplibnet -lplibul $(network_LIBS)
+terrasync_LDADD = -lplibnet -lplibul $(network_LIBS) -lsgmisc -lsgdebug
Index: utils/TerraSync/terrasync.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/utils/TerraSync/terrasync.cxx,v
retrieving revision 1.13
diff -u -r1.13 terrasync.cxx
--- utils/TerraSync/terrasync.cxx	29 Jul 2008 08:27:49 -	1.13
+++ utils/TerraSync/terrasync.cxx	12 Oct 2008 01:29:12 -
@@ -3,6 +3,7 @@
 // Written by Curtis Olson, started November 2002.
 //
 // Copyright (C) 2002  Curtis L. Olson  - http://www.flightgear.org/~curt
+// Copyright (C) 2008  Alexander R. Perry [EMAIL PROTECTED]
 //
 // This program is free software; you can redistribute it and/or
 // modify it under the terms of the GNU General Public License as
@@ -40,24 +41,36 @@
 #include plib/ul.h
 
 #include simgear/bucket/newbucket.hxx
+#include simgear/misc/sg_path.hxx
 
 using std::string;
 using std::cout;
 using std::endl;
 
-static string server = scenery.flightgear.org;
-static string source_module = Scenery;
-static string source_base = server + (string):: + source_module;
-static string dest_base = /dest/scenery/dir;
+const char* svn_base =
+  http://terrascenery.googlecode.com/svn/trunk/data/Scenery;;
+const char* rsync_base = scenery.flightgear.org::Scenery;
+const char* source_base = NULL;
+const char* dest_base = terrasyncdir;
+bool use_svn = false;
+
+const char* svn_cmd = svn checkout;
+const char* rsync_cmd = 
+rsync --verbose --archive --delete --perms --owner --group;
 
 
 // display usage
 static void usage( const string prog ) {
-cout  Usage:   prog
-   -p port [ -s rsync_source ] -d rsync_dest  endl;
+cout  Usage:   endl
+  prog   -p port 
+	  [ -R ] [ -s rsync_source ] -d dest  endl
+  prog   -p port 
+-S   [ -s svn_source ] -d dest  endl;
 }
 
 
+const int nowhere = -;
+
 // parse message
 static void parse_message( const string msg, int *lat, int *lon ) {
 double dlat, dlon;
@@ -105,6 +118,44 @@
 } else {
 *lon = (int)dlon;
 }
+
+if ((dlon == 0)  (dlat == 0)) {
+  *lon = nowhere;
+  *lat = nowhere;
+}
+
+}
+
+// sync one directory tree
+void sync_tree(char* dir) {
+int rc;
+char command[512];
+SGPath path( dest_base );
+
+path.append( dir );
+rc = path.create_dir( 0755 );
+if (rc) {
+cout  Return code =   rc  endl;
+exit(1);
+}
+
+if (use_svn) {
+snprintf( command, 512,
+%s %s/%s %s/%s, svn_cmd,
+source_base, dir,
+	dest_base, dir );
+} else {
+  snprintf( command, 512,
+  %s %s/%s/ %s/%s/, rsync_cmd,
+  source_base, dir,
+	  dest_base, dir );
+}
+cout  command  endl;
+rc = system( command );
+if (rc) {
+cout  Return code =   rc  endl;
+if (rc == 5120) exit(1);
+}
 }
 
 
@@ -134,47 +185,21 @@
 }
 EW = 'w';
 } else {
-baselon = (int)(lon / 10) * 10;
-EW = 'e';
-}
-
-char command[512];
-char container_dir[512];
+baselon = (int)(lon / 10) * 10;
+EW = 'e';
+}
+
+const char* terrainobjects[3] = { Terrain, Objects, 0 };
+const char** tree;
 char dir[512];
-
-// Sync Terrain
-snprintf( container_dir, 512, %s/Terrain/%c%03d%c%02d,
-  dest_base.c_str(), EW, abs(baselon), NS, abs(baselat) );
-snprintf( command, 512, mkdir -p %s, container_dir );
-cout  command  endl;
-system( command );
-
-snprintf( dir, 512, Terrain/%c%03d%c%02d/%c%03d%c%02d,
-  EW, abs(baselon), NS, abs(baselat),
-  EW, abs(lon), NS, abs(lat) );
-
-snprintf( command, 512,
-  rsync --verbose --archive --delete --perms --owner --group %s/%s/ %s/%s,
-  source_base.c_str(), dir, dest_base.c_str(), dir );
-cout  command  endl;
-system( command );
-
-// Sync Objects
-snprintf( container_dir, 512, %s/Objects/%c%03d%c%02d,
-  dest_base.c_str(), EW, abs(baselon), NS, abs(baselat) );
-snprintf( 

Re: [Flightgear-devel] scenery textures

2008-10-05 Thread Alex Perry
Generally a bad idea for textures used in flight simulation.  The
image data are viewed obliquely so the visual acuity assumptions that
are inherent in lossy compression are wrong.  Having said that, if you
force the png library to generate lossless files, you'll be fine but I
don't know how much savings you get.

On Sun, Oct 5, 2008 at 12:22 PM, Syd [EMAIL PROTECTED] wrote:
 Hello all,
I would like to convert all the scenery textures to png's , if I get
 the go ahead here.
 I've tested this before , and the png's here are anywhere from half to
 one third the size of the rgb's.
 I'm currently attempting to add tire marks to the runway textures , but
 there are so many segments it's hard to keep things lined up .Anyway ,
 if everyone agrees with this , I can probably get it done today .
 Cheers

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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-10-01 Thread Alex Perry
How does it work?  Where is the source code for the serving side of
the OAM stuff?

On Wed, Oct 1, 2008 at 4:26 PM, Martin Spott [EMAIL PROTECTED] wrote:
 OAM runs on the sister-machine to our Landcover and Scenery Model
 webservice - same hardware, same location, same storage systems, same
 network uplink.
 As far as I can tell, the current OAM webservice, even though it runs
 on really 'nice' hardware, is to be considered as being a 'prototype'.
 Therefore it should not be expected to stand the workload of a
 'production' system, especially not for a large user base,

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[Flightgear-devel] Materials wrong for San Diego bay?

2008-09-28 Thread Alex Perry
I haven't investigated why and I thought I'd ask whether anybody knows
the answer offhand before following up with the underlying data.  The
entrance to San Diego bay (between North Island airport KNZY and
Lindbergh field KSAN) isn't water; it has trees all over it.  Is this
just a consequence of old land use data, or an incorrect mapping
through materials?

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[Flightgear-devel] Does CVS terrasync work reliably?

2008-09-27 Thread Alex Perry
The CVS version of terrasync seems to be relying on rsync to notice
that the source directory contains more than one file.  That's what
triggers it to create the destination directory.  Seems to me this
will fail if there is only one file in the source directory, since it
will instead rename that file to the name of the directory.  Am I
missing something?  I've changed my command lines slightly to
compensate.

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Re: [Flightgear-devel] New nasal drop, new syntax

2008-09-26 Thread Alex Perry
On Fri, Sep 26, 2008 at 11:25 AM, Andy Ross [EMAIL PROTECTED] wrote:
 Note that a reasonably big Nasal change just went into SimGear.
 As always, let me know what broke.

Negative 8-).
When I recompiled SG and FG after pulling the update in, FGFS started working.
Either there was something else that got fixed by this extra recompile
iteration,
or there is some architecture specific bug you happened to provide a fix for.

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Re: [Flightgear-devel] Good company on the list;

2008-09-25 Thread Alex Perry
On Thu, Sep 25, 2008 at 3:52 AM, Martin Spott [EMAIL PROTECTED] wrote:
 FGFS stopped building on my develop machine and I've not resolved the
 issue yet.
 May I expect you to increase your participation here if we're going to
 solve your trouble ?  ;-)

Heh.  Yeah, that's why I poke at it occasionally.  Currently, the
build finishes and an attempt to run segfaults immediately.  I haven't
investigated further yet.  Using fgfs, simgear, osg, plib from cvs/svn
and the rest from debian lenny on amd64.

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Re: [Flightgear-devel] Good company on the list; Was: FlightGear on 32 bits versus 64 bits system

2008-09-24 Thread Alex Perry
From: gerard robin [EMAIL PROTECTED]  I agree, don't do that +1

PS.  In case anyone wonders why I've only been lurking for a year or so:
FGFS stopped building on my develop machine and I've not resolved the issue yet.
It seemed like a bad idea to say too much on the list when I'm unable to run 
FGFS!



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[Flightgear-devel] FGFS is at SigGraph

2008-08-14 Thread Alex Perry
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 ...

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[Flightgear-devel] LinuxWorld application deadline today Friday April 11

2008-04-11 Thread Alex Perry
If anyone wants to apply for the San Francisco 2008 .org pavilion,
now would be a really good time to do so (if they haven't already).

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[Flightgear-devel] reality issues in MP

2007-06-03 Thread Alex Perry

From: Ron Jensen [EMAIL PROTECTED]


My flightgear time is generally limited to after work during the week,
so forcing--timeofday=real means I'd always have to fly at night in the
KSFO area, or anywhere else in the US for that matter.



So why not go fly on a different continent ... ?

I was going to agree with real-world weather, but what if conditions in

the area I want to fly in are IFR and I want/need to fly VFR?  Do I
cancel my flightgear time and play sudoko instead?  or just forgo the
pleasure of watching others fly as I fly, too?



I suppose the correct thing is to have each MP server specify some mandatory
(and prohibited) commandline options as part of the protocol.

I can't find a valid reason to allow speedup however realworld

sometimes intrudes into my flightgear session and I am forced to pause
briefly to attend to an issue.  Are you suggestion disappearing pilots
would be better than paused pilots?



I'd prefer to have the pause keystroke to usually get redefined during MP.
It runs a script that basically reprograms the autopilot to fly a one minute
hold pattern at the current altitude and inbound on the current heading to
the location where the key was pressed.  That lets you recover the flight
and continue at any time thereafter, subject to multiples of four minutes
and onboard fuel.  This is what you might do in real life, if forced to
leave the cockpit.  And you're also subject to suitable sarcasm from other
pilots if you hit that key after the FAF instead of simply telling the
autopilot to miss.  8-)
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Re: [Flightgear-devel] Zero lag altimeter

2007-02-25 Thread Alex Perry
From: John Denker [EMAIL PROTECTED]   I'm under the impresssion that the 
 property called environment/pressure-inhg[0] has a lag computed into
  the final value. Is that correct or is that the instantaneous
value or   pressure level the aircraft is at and what I'm looking for?

 Close.

 The trick is that altimeters and suchlike are not (and should not be)
 connected directly to environment/pressure.  They are connected to
 /systems/static/pressure-inhg ... and *that* has an unrealistically
 huge lag built into it.   I would argue that there should be some
 lag, just not nearly so much.
[...]
  Decreasing the static-system lag from 1 (the previous compiled-in
 value) to .1 or even .2 makes things look instantaneous or nearly
 so.

There are three types of altimeter in common use:
(1) Air data computers, which go to a lot of trouble to report the 
instantaneous value.  Aircraft with such instruments should use the 
environment value,
(2) Basic barometric altimeters, which should have a long lag (second or so, in 
my experience).  Small aircraft manufactured before the 1970s tend to have 
these, I believe, and this behavior is modelled by the systems value,
(3) Corrected barometric altimeters, which have a relatively short lag that is 
just about observable by eye (therefore presumably around a tenth of a second) 
when operated in an IFR-like way.  Small aircraft of recent manufacture tend to 
have these, unless the aircraft is aerobatic. As far as I know, we don't have a 
model for this in FlightGear.

Correcting altimeters contain a small accelerometer that detects the vertical 
component and, using a small bellows, injects a high pass filtered contribution 
into the static pressure value.  The idea is that an increase in vertical 
acceleration (i.e. more than gravity) implies the aircraft is going up and so 
the bellows temporarily sucks some air out of the static pressure and causes 
the instrument to indicate a climb sooner than it would otherwise.  
Equivalently for descent.  This works great for operations in IFR, so normal 
category light aircraft with an IFR panel tend to have these installed (unless 
it is an old aircraft with original equipment).  To the pilot in IMC, the 
improvement is comparable to flying with a gyro compass instead of with a wet 
compass.

Of course, the bellows trick of (3) goes wrong for (a) increased G maneuvering 
and (b) unusual attitudes:
(a) If I make a 60 degree banked turn, so the aircraft pulls 2 gravities, the 
bellows will (for a second or so) cause the altimeter to indicate a higher 
value than is actually correct.  However, providing I roll smoothly into the 
turn, so the acceleration force picks up gradually, the altimeter information 
continues to be useful and is not particularly odd.
(b) If I'm upside down, changes in apparent G force should have the reverse 
effect on the altimeter.  Some instruments limit out for zero or negative G, so 
the correction is disabled in unusual attitudes.  I suppose it's feasible that 
there are some which use the absolute value of the apparent G force so they 
work relatively well when upside down ... but I haven't come across that.

Hope that helps ...


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Re: [Flightgear-devel] Zero lag altimeter

2007-02-25 Thread Alex Perry
From: John Denker
 I don't know of any environment variable relevant to altitude
 other than /environment/pressure-inhg.  Using that bypasses the
 lag associated with the /systems/static/pressure-inhg which
 seems like a small and unimportant part of the overall air-data
 task.  It also bypasses the /systems/static/serviceable check,
 which seems like a bad idea.

True.  But the servicability of air data goes as the whole system - you'd 
probably be better having a servicability flag for the whole thing.  I don't 
think you can have just the altimeter portion of an air data installation fail, 
unless you're asserting that the display piece broke.

 There is no reason to have a long lag in the static system.

Interesting point, yes, you're right.  On the modern instruments, anyway.
Maybe the old lag was actually due to manufacturing tolerances and the like.

 Let's just get rid of the long static-system lag.

Maybe the long lag should be a non-default option, used in old aircraft.

 Really?  I know that's how an IVSI works, but I've never seen an
 altimeter that did that, or needed to do that.

Yeah, although I recall the transition to precision altimeters having some 
funny gizmo to get rid of the old lags, I don't recall the details ... and am 
just assuming they used the same technique as a IVSI.  Sorry, can't help there.

 Compared to an altimeter, a VSI has a much harder problem.

Yeah.  But that VSI lag has a different origin due to the instrument being 
inherently a single pole high pass filter.


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Re: [Flightgear-devel] incorrect altimetry

2007-02-15 Thread Alex Perry
From: John Denker [EMAIL PROTECTED]
 Please do not write to me saying that SLP must equal QNH
 when you are flying at sea level.  That's true in that
 narrow special case, but not representative of the
 general case.

Supporting John's point:
In real world operations, even when flying at sea level, QNH is often not equal 
to SLP.  In areas with a dense array of airports, the QNH values are 
intentionally correlated to increase vertical separation in the airspace 
between aircraft that have taken off from different airports.  As a result, 
even an accurately calibrated altimeter may not indicate field elevation when 
sitting on the runway.

More generally:
It is always very important to distinguish between the facts that arise from 
the simulation of the planet (such as SLP and variation), and the facts that 
arise from simulation of the airspace (such as QNH and VOR alignment).  There 
tends to be fairly good correlation between the two, because that makes 
engineering sense, but the differences are routinely enough to kill people.



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[Flightgear-devel] Forums integration thought

2006-11-29 Thread Alex Perry

I know our development culture is built around mailing lists.  I'm sure the
FlightGear community will be decisively split between forums versus mailing
lists if I ask people's preferences ... so I'm not expecting a consensus
here.  Is this anything that is worth exploring?


I'd also hate to look in two places.  On the other hand, changing how we
present the mailing list archives so they look like a forum _and_ allow
replying if you have logged in ... would be really useful.  Logging in
implies an account whose email address has been verified in the same way
that mailman does.  So it can't be used for spamming unless you could
easily have spammed with the mailman list system.


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Re: [Flightgear-devel] FlightAware flight tracking

2006-10-07 Thread Alex Perry
From: Martin Spott [EMAIL PROTECTED]
 Josh Babcock wrote:
  Sounds like a good reason to fly VFR. I wonder if they have considered
  the safety implications of this. I know in the US you can request that
  ATC watch you while you are flying VFR, but I don't know if you need to
  give your tail number when you do. I would guess that you do.
 We call this Flight Information Service, FIS - [...]

In the US, you request VFR Flight Following from the ATC sector.
If approved, you receive Traffic Advisory service (no separation).
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[Flightgear-devel] event: Flightgear talk in Santa Monica, CA, USA

2006-09-01 Thread Alex Perry
The Coastal Los Angeles IEEE Section Computer Society Chapter presents ...

 Introduction to the FlightGear Flight Simulator
September 12, 2006 at 7:30pm
Alex Perry, Google, 604 Arizona, Santa Monica, CA 90401

FlightGear is a GPL open source flight simulator that runs on a wide range
of platforms including Linux, MacOS and Windows.  The simulation itself, the
worldwide scenery and the aircraft models are free to download from
www.flightgear.org and its mirrors.  This talk will provide an introduction
into the project, its goals, getting started, and a demonstration of the
system in action.

IEEE membership is not required to attend this talk; we're always
looking to grow our membership: http://www.ieee.org/membership/join/
Computer Society:   http://www.computer.org/
Section Home Page:  http://ewh.ieee.org/r6/coastal_la/
FlightGear project: http://www.flightgear.org/
Directions / Map:   http://tinyurl.com/gba8u
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[Flightgear-devel] OT [OT] First flight lesson

2006-06-04 Thread Alex Perry
From: GWMobile [EMAIL PROTECTED]
 A steep sideslip approach with full flaps is the most fun you can safely 
 have in a cessna!

Take a look at what the US commercial pilot emergency descent maneuver is.
8-)


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[Flightgear-devel] SoC

2006-04-24 Thread Alex Perry
http://code.google.com/soc/
Is anybody here an eligible student?
Would anyone like to offer to mentor?



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