Re: [Flightgear-devel] Heads up: AI/ATC interactions

2011-04-14 Thread Harry Campigli
Unfortunately introducing real world AI is not only awkward from the
maintainability with different sources point of view. Its best kept as
separate from FG as possible in my view.

It clashes with scheduled AI aircraft, in that they can appear twice and
cant do as good a job in the sim environment as the existing scheduled AI,
in that the updates are to slow and must be interpolated to generate a
smooth stream, and more so the coverage is not complete.

Here the ADSB is 50 feet up the mast and only 7KM from the airport but still
only gets reliable signal for aircraft at about 100 feet above the runway.
The AIS receiver has the same problem in that when following the main route
through the straits here ships are lost for a while when passing behind an
island.

I share my AIS and ADSB data with aishub and adsbhub and in return receive
all data they collect, I see the same problems in EU data, EHAM for instance
is the same as here in Bali, aeroplanes drop off the stream once they are on
final into Schipol and just appear shortly after take off. I did see a
project using aishub data to feed one of the MSFS variants, so i guess they
would allow us to use it in the same way. I know as long as I feed my of air
stream I am free to do what ever i want with the data aishub send me.

In short it sounds great but it gets rather messy and complex very quickly.
And there can be a lot of data to sort and filter out only what raw data is
needing to be processed before display.

Previously Durk mentioned in a post (18 months ago maybe) his thoughts of
running the AI as a separate process, from this I had a tinker with the
multiplayer code. In my case the master machine does not generate the window
views. I found by adding a routine to echo the data received from the MP
server to the slaves, It worked fine, one data stream to the MP server, only
one instance on the MP server from me, and MP aircraft all appeared on the
slaves.

Recently I decided to go further with the ADSB data based on the MP server
code by Oliver to do the job but have put it aside as it compiles on my old
Suse 11.1 machine but not the new Ubuntu 10.4 installations. A picky new
complier i think but I don't understand it well enough to sort it out.


Now I am not a programmer of any kind and thus really cant assist those who
are, I cant offer comment on HLA  and how to implement things,  I would only
put forward that if the AI is merely socketed to slave machines, those who
want to do more, can do their own thing with an external process using the
socket IO. Or preferably work in together and produce a FG util to do the
job. The external process would be the place to sift the combined data, then
apply HLA or similar to generate just those targets required to feed to FG.



I think, from the FG coding perspective, no more than options along the
lines of  generate AI to socket only, generate and display AI and display
external AI from socket, is more than adequate for multi pc display setups
and feeding in external sources without any hacking.

I don't know enough about the options but would the existing multiplayer
format be the one to use?

Harry







On Thu, Apr 14, 2011 at 11:07 AM, cas...@mminternet.com wrote:

  Harry Campigli wrote:
 
  I also have a sim built of multiple machines and would add support to
 Johns
  comments about a socket to feed or maybe even just sync AI to other
 machines.
 

  The other consideration possibility is  allowing for a mechanism in
 future
  feeding external live AI sources, for instance I have an adsb receiver
 and
  would like to fit in real world air traffic from the receiver data
 stream,
  supported with the local off air comms.
 
  As mentioned above, feeding aircraft, ships, railways and whatever else
 from various sources will render the system unmaintainable (at least in
 the long run) if clear abstraction layers are not being considered and
 it also won't facilitate the task of interfacing FlightGear to other sim
 networks in the future.
 
  I've been mentioning HLA because it's the tool precisely made for this
 sort of interfacing complex simulation setups together. It provides
 nifty features like, just one prominent example, time-stamping (or time
 management in general): Pre-calculate the route of an aircraft carrier,
 feed it to multiple sims in advance and the ship will show up on every
 of the participating machines exactly at the desired position exactly in
 the desired moment.
  This is not a feature to be hacked into FG as an add-on, no, HLA is
 bringing this to you at no additional cost. Think of the same for AI
 aircraft or cloud positions.
 

 Agree with the first part about hacking, but disagree with the second idea
 of cost

 HLA is a follow-on to DIS and SimNet developed by DARPA and would require
 either an extensive rewrite of FG to be HLA (Stanag 4603)
 compliant or a wrapper function, In addition, there is a thing called
 Run-Time Infrastructure (RTI) that handles the federates

Re: [Flightgear-devel] Heads up: AI/ATC interactions

2011-04-14 Thread Harry Campigli
Thanks for the links Torsten,

I need to upgrade from git 2.2 release to current to play with this, I have
spend the last few hours since your post digging into HLA.

As there is so much on the move here I was unaware of, best for now i
confine myself to a routine to parse ads-b data.

Harry







On Thu, Apr 14, 2011 at 3:38 PM, Torsten Dreyer tors...@t3r.de wrote:

  HLA is a follow-on to DIS and SimNet developed by DARPA and would require
  either an extensive rewrite of FG to be HLA (Stanag 4603)
  compliant or a wrapper function, In addition, there is a thing called
  Run-Time Infrastructure (RTI) that handles the federates interfaces

 Matthias Fröhlich added HLA/RTI support last year in these commits:

 http://gitorious.org/fg/flightgear/commit/70dd6279a742030271b5b0927501f59bc9aecb98

 http://gitorious.org/fg/simgear/commit/44ff23b227dcc1f3efbd10a4df4d8b723165c11c

 I hope we have some time to test it during this year's LinuxTag...

 Torsten


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Re: [Flightgear-devel] Heads up: AI/ATC interactions

2011-04-13 Thread Harry Campigli
Hi Durk,

I also have a sim built of multiple machines and would add support to Johns
comments about a socket to feed or maybe even just sync AI to other
machines.


The other consideration possibility is  allowing for a mechanism in future
feeding external live AI sources, for instance I have an adsb receiver and
would like to fit in real world air traffic from the receiver data stream,
supported with the local off air comms.


I did butcher together a module to feed AI to multiple machines a year or
two ago but found it ground to a halt with busy airports like EHAM.


Regards Harry






On Wed, Apr 13, 2011 at 4:52 PM, Durk Talsma durkt...@gmail.com wrote:


 On 12 Apr 2011, at 23:58, cas...@mminternet.com wrote:

  Hi Durk,
 
  Just a thought...
 
  Is it possible to design/redesign the AI stuff so that it propogates
  across multiple computers or cores via some IPC process -- most likely
  sockets.  Shared memory would be ideal, but not sure how MS or Mac would
  handle that.
 

 Oh, and just hitting the send button a little too early, I had wanted to
 add that Martin Spott pointed me that the possibilities of using the new HLA
 layer for this purpose. I'm currently not familiar with HLA myself to
 comment on that though, so I'm just passing this on.

 Cheers,
 Durk



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Re: [Flightgear-devel] Understanding the design of aircraft nasal scripts

2011-04-10 Thread Harry Campigli
Catherine,

Not quite the answer you seek, but following to Sids comments. My advice is
keep any thing you want generic to your setup away from aircraft model nasal
if possible.

If it helps,

I used xml for controlling some auto pilot functions via Joy stick control
to avoid fooling around in nasal. I have attached the xml file for you as
info.

Some notes that should be in the file:

The file is based on commands given to execute button presses in the 737
autopilot panel xml file.

The trigger on button 0  is used as a shift function so the top hat left to
right moves the heading, then shifted moves the course.

Likewise un-shifted one of the buttons selects heading mode and shifted
selects vor mode.

I ran it inconjuction with the older 2d AP panel in the 2005 era 737-300
model, I am not sure about the new 3d panels.

However its not panel dependent, it drives the autopilot setting and lock
properties directly. and runs ok againt the current v4.5 737 series
autopilot xml implementation or the basic generic FG autopilot on the
current FG git version.

I think it would run ok against any model, but would not promise it as i
only use the 737 implementations. As far as I recall there are no funnies in
it unique to my sim setup.


Harry







On Sat, Apr 9, 2011 at 12:10 PM, syd adams adams@gmail.com wrote:

 Maybe you already looked into this , but to me it would make more
 sense to bind the joystick buttons to activate the enable properties
 in the actual autopilot.xml files rather than modifying the author's
 specialized scripts.Or write a generic nasal file to handle the
 variety of different enabling methods ? The autopilot xml file does
 the real work , but enabling a mode can be set with pretty much any
 property or condition the author decides on ,so that could be a large
 chore.Most extra nasal code was written for a reason , mainly to make
 the autopilot behave like the real  one , so modifying that might be
 tricky.Just my thoughts, if you,ve already discovered all that , i
 apologize for the noise.
 Cheers

 On Fri, Apr 8, 2011 at 10:40 PM, Catherine James
 catherine.ja...@att.net wrote:
 
  Recently, I've been spending a good bit of time attempting to program all
 of my most-used aircraft so that I can engage and disengage the autopilot
 through the joystick.  I've been able to get this to work on the Seneca II
 with a short nasal script in Nasal/SenecaII.nasal that sets the
 /autopilot/CENTURYIII/controls and /autopilot/CENTURYIII/locks properties
 appropriately.  Silly me, I though it would be a simple matter to port the
 working code over to the Comanche PA-24-250 (w/ CIII autopilot).
 
  Unfortunately, the structure of the nasal scripts of the PA24 bears very
 little resemblance to that of the Seneca II.  Although the relevant
 autopilot properties are the same for both planes, the flow of control is
 not.  For example, turning on the autopilot roll axis control with the plane
 on the ground is harmless in the Seneca, but will cause a nasal crash in the
 (stock, unmodified) Comanche, and turning the autopilot off again will not
 recover.  (The ailerons will be locked permanently at 0 until you restart.)
  The routine that crashes is action-sim.nas, a file that doesn't even exist
 in the Seneca. It contains an update_actions() script that is looped
 repeatedly, updating positions of control surfaces, etc.  With the autopilot
 on, the script attempts to get the appropriate aileron position from the
 autopilot, but it returns null and then cause a setValue() error when it
 blindly tries to set the actual aileron position to that null.  The same
 thing
   happens if I turn on the autopilot in flight by using the joystick to
 change the /autopilot/CENTURYIII/controls properties through a script.
 
  Is there a general file and scripting structure that it is recommended to
 follow for implementing aircraft?  It's very challenging to learn to
 understand and modify aircraft implementations when the general arrangement
 of files is so different from one to the next.
 
 
 
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?xml version=1.0 ?

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[Flightgear-devel] jbsim nose wheel steering control, 737 models

2011-03-28 Thread Harry Campigli
I have searched high and low in aircraft xml,s and the property tree for the
linkage definition between the rudder pedals and the steering in JBsim with
a view to interfacing a ground nose wheel steering system.

But I cant find it any where except in Yasim models?


I have my command signal on /controls/gear/steering but from the FDM i still
read gear/gear/steering-norm reflecting the rudder bars


Can any one please provide some light on this or point out an example in
working model?




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Re: [Flightgear-devel] jbsim nose wheel steering control, 737 models

2011-03-28 Thread Harry Campigli
Thanks Eric,

I shall play with this later tonight.

So just to clarify my understanding, on the 737NG600 model I would add this
code to the fdm config?

That being the aircrafts 738.xml file rather than the 736-set file.



I assume this means the gear/gear-cmd-norm property will be writable and the
rudder values will be ignored.

I expect i will have to do a bit of coding to get it all nice but thats ok
as long as have control of the properties.




On  a sepaarte topic, but you recall my questions about sound and slaves?
Since then I have added a couple of extra menus to the gui sound (and
properties) for two slaves, Then added them to the gui network io stream,
now I can run the nav effects, on the slave machines totally under control
from the master. Thus bring the sound chips on the slave PC to use.

I will put it up on my FG webpage with other multi machine FG setup notes i
have made.shortly, as its really only of interest to sim builders I guess.

Harry








On Mon, Mar 28, 2011 at 2:05 PM, Erik Hofman e...@ehofman.com wrote:

 On Mon, 2011-03-28 at 13:53 +0700, Harry Campigli wrote:
 
  I have searched high and low in aircraft xml,s and the property tree
  for the linkage definition between the rudder pedals and the steering
  in JBsim with a view to interfacing a ground nose wheel steering
  system.
 
  But I cant find it any where except in Yasim models?

 I just use either surface-positions/rudder-pos-norm or
 gear/gear[0]/steering-norm to animate the nose gear steering since they
 are interconnected for most cases anyway.
 For a more fancy steering behavior (for example less steering at higher
 speeds) you can add a steering channel to toe configuration files like
 this:

 channel name=Landing Gear
switch name=fcs/gear-wow
default value=0/
test logic=AND value=1
gear/unit[1]/WOW eq 1
gear/unit[2]/WOW eq 1
/test
/switch

kinematic name=fcs/gear-control
inputgear/gear-cmd-norm/input
traverse
setting
position0/position
time0/time
/setting
setting
position1/position
time5/time
/setting
/traverse
outputgear/gear-pos-norm/output
/kinematic

scheduled_gain name=fcs/scheduled-steer-pos-deg
inputfcs/steer-cmd-norm/input
table
independentVarvelocities/vg-fps/independentVar
tableData
10.080.0
50.015.0
150.0   2.0
/tableData
/table
outputfcs/steer-pos-deg/output
/scheduled_gain
/channel


 Erik



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[Flightgear-devel] instrument lighting defintions

2011-03-20 Thread Harry Campigli
Where can I set the colours on the 2D panel for lighting at night,? Some
where in the system causes the instrument panel to change colour with time
of day.

I need to be able to stop it blacking right out at night to simulate the
lights under the glare shield.




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[Flightgear-devel] no engine fuel flow in 737-600 but ok on 737-300 how is it defined?

2011-03-18 Thread Harry Campigli
I have been making some panels and lots of tinkering etc for a 737-NG600
based set up, upgrading from the old 737-300 based model i have used in the
past.

The 300 model used *fuel-flow_pph* from the engine prop tree to drive the
panel fuel flow meters. In the 600 model these values remain unset, but the
engines are the same, and the model engine configs for the CFM56 are
identical files and don't define a fuel flow rate.

I see these days there is a nasal script that adds *fuel-consumed-lbs* and *
out-of-fuel* to the engine properties, but it also relies on the flow rates
so the total and flag are never set.


It must be in the aircraft model somewhere as one works and one does not,
but I cant find it it anywhere in the old 737-300 model.

On top of that I see the fuel levels on the tanks is dropping when the
engines run. Even then the tank valves are turned off. And the engines only
start when there fuel in the tank then stop as soon as the tank is empty.


So can anyone advise what is the story here and how the *fuel-flow_pph *is
defined? I assumed it was just a function on the engine in jbsim I need bit
of a primer here.






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Re: [Flightgear-devel] no engine fuel flow in 737-600 but ok on 737-300 how is it defined?

2011-03-18 Thread Harry Campigli
HI Torsten

Thanks for the reply,

Are you sure about this? I believe my distro 737-300 model is is up to date,
and almost identical to my 2008 one, but either way I dont have any file
Nasal/system.nas in the 737-300 directories and it  gives a pph value on the
engine prop tree though no gph when running. The model is almost a pre nasal
design.

The 737NG600 has both gph and pph but neither has a value on its prop tree
when running.


Also, the way I read your snippet, this nasal code requires a *fuel-flow-gph
*  value then calcs *fuel-flow-pph *but my props for the engine dont have a
value in either.*


*Now I am really confused.*

Harry


*
On Fri, Mar 18, 2011 at 3:53 PM, Torsten Dreyer tors...@t3r.de wrote:

 
  So can anyone advise what is the story here and how the *fuel-flow_pph
 *is
  defined? I assumed it was just a function on the engine in jbsim I need
 bit
  of a primer here.
 
 There is Nasal/system.nas in the 737-300 directory. Around line 200 of that
 file the code

 pph1=getprop(/engines/engine[0]/fuel-flow-gph);
 if(pph1 == nil){pph1 = 0.0};

 pph2=getprop(/engines/engine[1]/fuel-flow-gph);
 if(pph2 == nil){pph2 = 0.0};
 setprop(engines/engine[0]/fuel-flow_pph,pph1* fuel_density);
 setprop(engines/engine[1]/fuel-flow_pph,pph2* fuel_density);

 computes fuel-flow_pph.

 Greetings, Torsten


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Re: [Flightgear-devel] no engine fuel flow in 737-600 but ok on 737-300 how is it defined?

2011-03-18 Thread Harry Campigli
Well I have had a poke around (blind man in the dark scenario) in the jbsim
turbine code and found the fuel flow value is already and always generated
on a per second scale, And also Oil Temp ,another goodie i was looking for,
from there is appears on the *fdm/jsbsim/propulsion/engine* property tree.

I am not sure how it gets over to the engines prop tree and multiplied to
hours  in the model but I will take it from the fdm for now.

And it looks like JBSim is taking the fuel from the tanks as well.

I have to much to learn here.





Harry


On Fri, Mar 18, 2011 at 8:33 PM, Alan Teeder ajtee...@v-twin.org.uk wrote:

   *From:* Harry Campigli harryc...@gmail.com
 *Sent:* Friday, March 18, 2011 1:01 PM
 *To:* FlightGear developers 
 discussionsflightgear-devel@lists.sourceforge.net
 *Cc:* Torsten Dreyer tors...@t3r.de
 *Subject:* Re: [Flightgear-devel] no engine fuel flow in 737-600 but ok on
 737-300 how is it defined?

 HI Torsten

 Thanks for the reply,

 Are you sure about this? I believe my distro 737-300 model is is up to
 date, and almost identical to my 2008 one, but either way I dont have any
 file Nasal/system.nas in the 737-300 directories and it  gives a pph value
 on the engine prop tree though no gph when running. The model is almost a
 pre nasal design.

 The 737NG600 has both gph and pph but neither has a value on its prop tree
 when running.


 Also, the way I read your snippet, this nasal code requires a *
 fuel-flow-gph*  value then calcs *fuel-flow-pph *but my props for the
 engine dont have a value in either.*


 *Now I am really confused.*

 Harry

 *
 **

 It seems that fuel in gals for many models (e.g Concorde ) has been broken
 by recent changes.  The symptoms are start up errors, and  the
 Equipment-Fuel And Payload menu reports zero Fuel Gallons, but non-zero
 Fuel Pounds.

 Could whoever created these changes please give us some guidance as to how
 the models should be changed?

 Alan


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[Flightgear-devel] where is a rotating beacon defined?

2011-03-15 Thread Harry Campigli
At WRR Bali, there is a steel tower with a rotating lamp beacon light in the
middle of one of the taxi ways, It should be a bit to the west.

So i thought I would move it, but nothing seems to work. and I find nothing
defined at the position of the tower if I park the plane on it. How is it
defined and where?

If I look in Navaids/apt.dat I find
14 -08.744474  115.166221  131 0 ATC Tower
15 -08.745233  115.168918 358.00 park Large
15 -08.745573  115.174384 358.00 park Small
15 -08.745843  115.166773 358.00 terminal Narrowbody
15 -08.745430  115.163368 358.00 terminal Widebody
18 -08.744965  115.176491 1 BCN
19 -08.748054  115.154752 1 WS
19 -08.746995  115.180026 1 WS


I expected an edit of this line was required

18 -08.744965  115.176491 1 BCN


But neither this line or ATC Tower line effects it.  Same with the WRR
position in the World Scenery?

Theres no evidence of these passenger terminals on screen either but thats
another issue.




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Re: [Flightgear-devel] where is a rotating beacon defined?

2011-03-15 Thread Harry Campigli
OK found it in the stg file.

As far as I remember the beacon is on the tower roof not out on airfield,
any way its certainly not in a taxiway. So I have moved it to the edge of
the hardstand about where it should be.

In due course i plan to set up the tools and do the scenery for the airport,
I made a start on mapping out the taxiways and buildings but its not at the
top of the priority list right now. Also getting good photos from the tarmac
side is difficult.




SO heres a correction for martins file.

changed /Terrain/e110s10/e115s09/4838481.stg


OBJECT_SHARED Models/Airport/beacon.xml 115.167389 -8.747325 2.7 0.00

to


OBJECT_SHARED Models/Airport/beacon.xml 115.167344 -8.7447571 2.7 0.00

Harry




On Wed, Mar 16, 2011 at 12:02 AM, Gijs de Rooy gijsr...@hotmail.com wrote:

  Isn't it loaded from the corresponding Scenery/Terrain/.../.../...stg
 file? (which is generated by TerraGear,
 so if the location of the beacon is really wrong, it should be updated in
 martin's apt.dat file)


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Re: [Flightgear-devel] Real-time shipping traffic

2011-03-04 Thread Harry Campigli
Ok Stuart


Sounds good, Ok on the ferries, nothing around can be said to move on water
at high speed.

I had not seen AIShub before so I had  look, I see allow you to nominate an
area for data sent from their server. They provide a binary send your off
air data to direct to them, and allow their windows app to view it back from
a port on their server. Thus to do much with it outside of that, you are
back to rolling your own code.

I did play around with the AI a while ago, but my butchered code would be
way behind the development now. Firstly i was trying to get the AI and MP in
sync over multiple machines doing the graphics. After that figure out how to
put in the AIS ships and ADS-B aircraft.

For MP I had one FG machine connect to the server, then echo the received
server data stream to the 3 others to prevent 4 instances appearing on the
MP server. That seemed to work ok.

For AI aircraft, I exported the properties for all instances in one machine
to the slaves so the AI planes appeared correctly in all windows. It was
very messy, but worked ok till you went to Schipol and 100 plus AI aircraft
started to slow things down.


However at the time I think it might have been Durk said there might be a
possibility of moving the AI into a separate sub-sytem in future. I need to
go back and look at the current FG AI code. Its probably all different now.


I thought a special version of the MP server might be the solution. but it
became very complicated, and I am no programmer either. It seemed at the
time, the FG AI had the capability to interpolate and predict the movements.
With aircraft its bit easier because the ADS-B updates once a second, the
AIS ships can be a couple of minutes apart. Probably the cause of your issue
with the fast ferries.

The other option was make a torn down core version of FG, just running the
AI, and seeding it with AIS and ADS-B real time data. It would also handle
MP data,

Thus if the AI system generated a scheduled aircraft flight, and the real
one appears on ADS-B, use the real data. This would all be supported with
the live off air audio from a couple of receivers.  All in al a nice
realtime sim environment.


Which ever way, It seemed the best thing was to run it all on a separate
machine and just seed the FG machines with the AI marine and airborne items
in total. If I just use my local AIS and ADS-B realtime data its not to
much, but if you say 7000 ships, and i guess similar numbers of real
aircraft in the air there is potentially a huge amount of processing
involved. Normally at any given time here in Bali there no more than about 6
ships and 15 aircraft in range of my receivers.


Like the marine AIS there are sites with Aircraft ADS-B data showing live
traffic. I have also seen mention of live ATC comms being available as audio
streams for some areas as well.

There also an ADS-B data sharing site like the AIShub  one you mentioned.
http://www.adsbhub.net  Like the AIS hub they allow you free use with their
data as long as you have a receiver feeding to them.

Some of the libraries here for sharing aircraft tracking data might also be
of use for marine AIS data, but I have not checked them out as yet myself.
http://www.libhomeradar.org/functions/index.html

Harry

























On Fri, Mar 4, 2011 at 4:13 AM, Stuart Buchanan stuar...@gmail.com wrote:

 On Thu, Mar 3, 2011 at 8:45 AM, Harry Campigli wrote:
  Hello Stuart,
 
  Have you gone any further with your AIS scripting?

 I have. I've got a quite nice proxy and some very simple heuristics
 to make the ship movements seem realistic. Unfortunately they don't
 quite work with ships docking from high speed - in particular the ferries
 to Alcatraz end up quite out of sync.

 I haven't published the scripts as I've not had any response back from
 the people running the marinetraffic website. Their usage agreement
 is quite specific.

  I have 2 receivers, one AIS for marine and the other ADS-B for aircraft,
 I
  am planning on driving AI aircraft and ships with both Probably need some
  kind of proxy or relay server on them as well. Also there some processing
  steps required between the devices to decrypt the strings.
 
  I was thinking along the lines of a local MP server specially modified,
 to
  do a few special tasks here, but that could also feed both data streams
 back
  out to external public MP servers.
 
  For now I am still kicking around idea s on how best to tie it all
 together

 My thinking on this matches yours :).

 As you may be aware, AIS Hub (http://www.aishub.net/) allows people
 running
 an AIS receiver contribute, and more importantly receive, raw NMEA data.

 If you have an AIS receiver, you should be able to join the group, and
 receive
 worldwide data (well, where there is coverage). AFAICT there is no
 restriction
 on usage.

 With a feed of raw NMEA data, it should be fairly straightforward to modify
 the
 MP server to act as a proxy and push shipping information into the MP data

Re: [Flightgear-devel] Real-time shipping traffic

2011-03-03 Thread Harry Campigli
Hello Stuart,

Have you gone any further with your AIS scripting?


I have 2 receivers, one AIS for marine and the other ADS-B for aircraft, I
am planning on driving AI aircraft and ships with both Probably need some
kind of proxy or relay server on them as well. Also there some processing
steps required between the devices to decrypt the strings.

I was thinking along the lines of a local MP server specially modified, to
do a few special tasks here, but that could also feed both data streams back
out to external public MP servers.

For now I am still kicking around idea s on how best to tie it all together

Harry












On Mon, Jan 24, 2011 at 4:54 AM, Vivian Meazza vivian.mea...@lineone.netwrote:

 Stuart


  On Thu, Nov 4, 2010 at 11:32 AM, I wrote:
   Hi All,
  
   I recently came across http://www.marinetraffic.com/, which tracks
   shipping by means of their AIS transmitter, which all vessels over 299
   gross tonnes must carry.
  
   The data is transmitted by radio and includes position, speed, course,
   rate of turn, as well as the vessel type, dimensions etcs.. The
   project collects the data from various volunteer receivers and
   collates it into a DB, and provides mash-ups over Google maps etc.
  
   I think there could be a very nice little project to incorporate a
   data feed from their server through a proxy and into our MP network,
   displaying marine traffic in real-time. This would completely obviate
   the need for AI shipping routes, and at a stroke, the sea in FG would
   become accurately populated.
 
  Having a bit of spare time over the weekend, I put together a pretty
  simple perl script to act as a proxy between the marinetraffic website
 and
  FlightGear.
 
  At a high level the proxy works as follows:
 
  0) FG is pre-provisioned with 40 AI ships at start of day
  1) The script gets the current aircraft position from the property system
  over
  the telnet interface
  2) The script make an HTTP request to marinetraffic.com to get all the
  ships
  within a 1 degree x 1 degree square centred on the aircraft position.
  3) For each of the ships, the script sets the type, position, speed
  and heading of an
  AI ship with the data using the telnet interface again.
 
  The resulting screenshot isn't particularly impressive, but it does look
  more
   realistic than the distribution and heading of the normal
  materials.xml random ships:
 
  http://www.nanjika.co.uk/flightgear/ships.jpg
 
  The screenshot shows a couple of container ships (one with a tug at
  the front which
  has the wrong model) making their way up the Firth of Forth near
  Edinburgh. In the
  distance you can just make out a ship berthed at Grangemouth.
 
  There are a couple of limitations with this approach
  - We have to pre-define the number of AI ships in an AI scenario. I've
 got
  40
  on my system, but I don't have a good feel for what the overhead of each
  AI
  ship is. If the script finds more than 40 ships when searching, it
 reduces
  the
  search area and tries again. It would be much easier if we could define
 AI
  objects at runtime.
  - The telnet interface is very slow. It takes a couple of minutes to read
  and
  write the various properties.
  - The current proxy causes a per-client load on the marinetraffic
 website.
  I've
  emailed for permission to use the data feed, but I doubt they'll be
  too happy if we
  were to integrate this into FG itself and have a couple thousand
  clients requesting
  data every couple of minutes. I think some approach which uses the raw
  NMEA data
  to get and then feeds it into the MP network would be better.
  Unfortunately its not
  clear how we can do that.
  - Close to shore, ships seem to change their course such that a
  snapshot of position,
  speed and heading every couple of minutes is insufficient so we get
  jumps with each
  update. I think a better model might be to use the data as a sequence
  of waypoints, but
  I haven't investigated to see how easy that would be to implement.
 
  I've emailed the marinetraffic website for permission to use the XML
  feeds that I've
  reverse engineered and to see if they are interested in helping us with
  some raw
  data.
 
  Once I've permission I'll put together a package with the proxy and
  the various other
  changes so people can have a play.
 

 That looks like very good work so far. Let's hope you can make more
 progress. The way ahead that you have outlined looks promising.

 Vivian




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[Flightgear-devel] Flightgear timing over network

2011-03-02 Thread Harry Campigli
I am looking to time sync 3 machines running FG over the network and would
like to sync the sim times to one master machine.
I have them all on nfs but it seems thats not quite the trick.

So what ever time the master is working on, be it from command at start, or
selecting for example noon on the gui menu, the others follow.

I see in sim timing properties there are lots of values in the property
tree, And I see system timing also comes via sim gear.

Do is anyone familiar with the code know which is the root time source on
the property tree?  The one I can forward to the slave machines.
And i guess i will need to stop the slaves from trying to overwrite this
value locally.


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Re: [Flightgear-devel] Flightgear timing over network

2011-03-02 Thread Harry Campigli
OK thanks for the replies gents.

I am sorry I made a typo in my first post, that being nfs instead of ntp,
bit of a bum steer. However i have since found one machine did not have the
daemon up.

But more importantly thanks to Torsten's remark about
/sim/time/cur-time-override, I had a dig around the code and found it is
utised by  the native-gui IO routine, and further to that its does time
changes from the master to the slaves.


So hopefully thats the end of it. Another little item to put on my
networking Flightgear machines web pages.



Cheers Harry




On Thu, Mar 3, 2011 at 3:38 AM, cas...@mminternet.com wrote:

 Here is what I use in the startup scripts for the 747 sim

 # Get a time update/sync
 rdate -s 69.25.96.13

 where the IP address is the link to your favorite time server.  ;-)

 that way it happens auto-magically

 use it in each of your machines. It will also take care of any lags when
 your machines boot asynchronously or you need to reboot an individual
 machine.


 John


  Coming from the unix perspective, xntp is a pretty good tool for
  maintaining
  a very accurate real time clock setting on your PC.  If you run this on
  all
  your machines they're real time clock should be *very* close to in sync.
   Then things like --timeofday=noon should work well.  This is something
  that
  can be set remotely via the telnet interface.
 
  Curt.
 
  On Wed, Mar 2, 2011 at 6:58 AM, Harry Campigli wrote:
 
 
  I am looking to time sync 3 machines running FG over the network and
  would
  like to sync the sim times to one master machine.
  I have them all on nfs but it seems thats not quite the trick.
 
  So what ever time the master is working on, be it from command at start,
  or
  selecting for example noon on the gui menu, the others follow.
 
  I see in sim timing properties there are lots of values in the property
  tree, And I see system timing also comes via sim gear.
 
  Do is anyone familiar with the code know which is the root time source
  on
  the property tree?  The one I can forward to the slave machines.
  And i guess i will need to stop the slaves from trying to overwrite this
  value locally.
 
 
  --
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[Flightgear-devel] Control over DME freq

2011-02-28 Thread Harry Campigli
I added a dme to the 737NG-600 model. I have external IO that writes the
freq direct to the property tree, from a narco dme.

In the dme.xml file in Aircraft instruments i deleted the actions where
sources the freq from nav 0 freq.I have no need to display a dme, I purely
want the values from one in software.

I cant find any reference to a dme freq in the 737-600 model files? But I
see the the property internal values display it still has dme freq sourced
from Nav0 and theres a fight between my freq and the nav 0 freq occurring.

Is there some low level tie between these two properties?


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Re: [Flightgear-devel] Control over DME freq

2011-02-28 Thread Harry Campigli
Delete reference Folks,

Found it in the preferences file.

Cheers Harry


On Mon, Feb 28, 2011 at 9:06 PM, Harry Campigli harryc...@gmail.com wrote:

 I added a dme to the 737NG-600 model. I have external IO that writes the
 freq direct to the property tree, from a narco dme.

 In the dme.xml file in Aircraft instruments i deleted the actions where
 sources the freq from nav 0 freq.I have no need to display a dme, I purely
 want the values from one in software.

 I cant find any reference to a dme freq in the 737-600 model files? But I
 see the the property internal values display it still has dme freq sourced
 from Nav0 and theres a fight between my freq and the nav 0 freq occurring.

 Is there some low level tie between these two properties?


 --
 Regards Harry




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Re: [Flightgear-devel] Control over DME freq

2011-02-28 Thread Harry Campigli
OK Thanks, Ron

Explains why I spent half of the afternoon pulling may hair cursing it
before asking.


Harry



On Mon, Feb 28, 2011 at 10:55 PM, Ron Jensen w...@jentronics.com wrote:

 On Monday 28 February 2011 07:06:08 Harry Campigli wrote:
  I added a dme to the 737NG-600 model. I have external IO that writes the
  freq direct to the property tree, from a narco dme.
 
  In the dme.xml file in Aircraft instruments i deleted the actions where
  sources the freq from nav 0 freq.I have no need to display a dme, I
 purely
  want the values from one in software.
 
  I cant find any reference to a dme freq in the 737-600 model files? But I
  see the the property internal values display it still has dme freq
 sourced
  from Nav0 and theres a fight between my freq and the nav 0 freq
 occurring.
 
  Is there some low level tie between these two properties?

 You need to change the property
 /instrumentation/dme/frequencies/source
 to /instrumentation/dme/frequencies/selected-mhz

 the C++ code mindlessly bashes the contents of the property pointed to by
 /instrumentation/dme/frequencies/source
 into /instrumentation/dme/frequencies/selected-mhz so setting */source to
 point to /instrumentation/dme/frequencies/selected-mhz means it bashes
 whats
 already there back again.

 Ron


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Re: [Flightgear-devel] External sim hardware to properties a policy or guide line,

2011-02-25 Thread Harry Campigli
On Fri, Feb 25, 2011 at 1:42 AM, cas...@mminternet.com wrote:

  Some years ago i wrote my own driver that interfaces my sim hardware (a
 network of Microchip pics) to FG. It reads incoming messages and writes
 the
  values direct to the tree.
 
  However, Nasal scripts controlling properties are becoming ever more
 prevelant in FG. There can be a fight going on in software 10 times a
 second
  as to a particular switch being on or off. Either the Nasal does not
 work
  or
  the physical switch does not work!
 
  So for those of us who build sims, no one solution or custom IO module
 suits
  all, (but if any one wants to copy my picF18 can bus setup they are most
 welcome, just mail me)
 
  Is there a guide line for this kind of interfacing?
 
  If not and assuming nasal is the way to go,  I would propose we specify
 a
  dedicated sub branch and format on the propriety tree where sim hardware
 values can be written. That branch would only occur when such a driver
 is
  in
  use.
 
  Then those who need too, can modify model and system nasal scripts
 accordingly, 2 people can have 2 different sim set ups with different
 interface drivers, But the tweaks we would make to Nasal would in fact
 be
  the same because we would both present our sim hardware settings to the
 same
  properties tree branch.
 
 
 
 
  Comments, been done before or other options to consider?

 I've taken a different approach.  My boards all connect via USB to
 driver(s) that take the switch states, run subsystem models as required,
 and feed it to FG via UDP control socket and on the FG side the incoming
 socket packet is distributed to the property tree as required and nasal
 scripting is not enabled in the first place.

 For the most part, only use the JSBSim models (which were also modified)
 to handle engine operations and a complex tanking model for the 747. In
 that way the cockpit side is pretty much immune from pertubations and
 changes in FG, although have been biten a few times.

 John
 
 

 OK Thanks John,


I Guess I took the networked pic approach because I already had done a lot
of the work the the pics before the sim building came up. Originally it was
an UAV project using FG as the test aircraft, but there is no where in Bali
to test fly, I meant moving back to Australia for open spaces, but the red
tape there is murder unless you bush.

However we both come back to the point of loading the property tree from our
hardware, the difference being you are independent of Nasal.
Problem for me is a lot of the refinements in the new models coming out do
use it,  This means I better have closer look at what the nasal is actually
doing. I am sure my io routine could do a lot of it. But feeling well
bitten here right now.



Your set up sort of motivated me to build by the way.
  --
Regards Harry

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[Flightgear-devel] External sim hardware to properties a policy or guide line,

2011-02-24 Thread Harry Campigli
Some years ago i wrote my own driver that interfaces my sim hardware (a
network of Microchip pics) to FG. It reads incoming messages and writes the
values direct to the tree.

However, Nasal scripts controlling properties are becoming ever more
prevelant in FG. There can be a fight going on in software 10 times a second
as to a particular switch being on or off. Either the Nasal does not work or
the physical switch does not work!

So for those of us who build sims, no one solution or custom IO module suits
all, (but if any one wants to copy my picF18 can bus setup they are most
welcome, just mail me)

Is there a guide line for this kind of interfacing?

If not and assuming nasal is the way to go,  I would propose we specify a
dedicated sub branch and format on the propriety tree where sim hardware
values can be written. That branch would only occur when such a driver is in
use.

Then those who need too, can modify model and system nasal scripts
accordingly, 2 people can have 2 different sim set ups with different
interface drivers, But the tweaks we would make to Nasal would in fact be
the same because we would both present our sim hardware settings to the same
properties tree branch.




Comments, been done before or other options to consider?








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Re: [Flightgear-devel] FGrun compile problem against v.2.2 git

2011-02-20 Thread Harry Campigli
Fred,

Ok I  cant figure it, I had quite a few goes at compiling it yesterday and
deleted them all as I went. but the one in question most likely was an old
version. Somethings got mixed up along the way.


So totally disregarding yesterday, today starting fresh I have tried 2 wiki
download links for fgrun, and the Brisca script, all return with svn 621
which seems to be 1.5.2.

On a machine with just the minimal Xorg and files to build SG/FG with
libfltk1.1 libfltk1.1-dev added for fgrun, 621 has a different compile error
which I also saw yesterday amongst the numerous attempts to compile it,

./autogen.sh
./configure --prefix=$prefix CPPFLAGS=-I$prefix/include/
LDFLAGS=-L$prefix/lib -L$prefix/lib64
make


Making all in src
make[1]: Entering directory `/usr/local/src/fgrun/fgrun/src'
fluid -c ./wizard.fl
/bin/bash: fluid: command not found
make[1]: *** [wizard.h] Error 127
make[1]: Leaving directory `/usr/local/src/fgrun/fgrun/src'
make: *** [all-recursive] Error 1

So I installed fluid with :apt-get install fluid But now it stops with:


mv -f .deps/fgrun_pty.Tpo .deps/fgrun_pty.Po
g++ -DLOCALEDIR=\/share/locale\ -g -O2  -L/lib -L/lib64  -o fgrun wizard.o
wizard_funcs.o advanced.o advanced_funcs.o AirportBrowser.o AirportTable.o
Fl_Table.o Fl_Table_Row.o Fl_OSG.o Fl_Heading_Dial.o main.o io.o fgfsrc.o
logwin.o parkingloader.o settings.o util.o run_posix.o fgrun_pty.o -lsgmodel
-lsgscreen -lsgprops -lsgxml -lsgdebug -lsgbvh -lsgmaterial -lsgmodel
-lsgutil -lsgstructure -lsgprops -lsgtgdb -lsgmath -lsgmisc -lsgbvh -lsgio
-lsgbucket -lsgmodel -lsgutil -losgParticle -losgSim -losgViewer -losgGA
-losgText -losgDB -losgUtil -losg -lOpenThreads -lfltk_gl -lfltk -lpthread
-lGL -lXmu -lXt -lSM -lICE -lXi -lXext -lX11  -lm -lz -lutil -losgFX
make[2]: Leaving directory `/usr/local/src/fgrun/fgrun/src'
make[1]: Leaving directory `/usr/local/src/fgrun/fgrun/src'
Making all in po
make[1]: Entering directory `/usr/local/src/fgrun/fgrun/po'
test ! -f ./fgrun.pot || \
  test -z fr.gmo nl.gmo pt.gmo de.gmo it.gmo pl.gmo es.gmo || make
fr.gmo nl.gmo pt.gmo de.gmo it.gmo pl.gmo es.gmo
make[2]: Entering directory `/usr/local/src/fgrun/fgrun/po'
rm -f fr.gmo  : -c --statistics -o fr.gmo fr.po
mv: cannot stat `t-fr.gmo': No such file or directory
make[2]: *** [fr.gmo] Error 1
make[2]: Leaving directory `/usr/local/src/fgrun/fgrun/po'
make[1]: *** [stamp-po] Error 2
make[1]: Leaving directory `/usr/local/src/fgrun/fgrun/po'
make: *** [all-recursive] Error 1


Do I need to install more than just fluid ?

Harry




















On Sun, Feb 20, 2011 at 4:44 AM, Frederic Bouvier fredfgf...@free.frwrote:

 It doesn't make sense to me because neither line 331, nor the line you
 cited has string in them.
 Moreover, line 13 of wizard.h reads using std::string;

 Are you sure your sources of fgrun are current and you don't have an old
 wizard.h elsewhere ?

 Regards,
 -Fred

 - Harry Campigli a écrit :
  Thanks Csaba
 
  Sorry I must have been in error copying line 331 to the post incorrectly.
 
  Any how : Puttting adding  namespace std; in the wizard.h file as I saw
 someone suggest for fgrun elsewhere works around the problem.
 
  On Sat, Feb 19, 2011 at 10:49 PM, Csaba Halász 
  csaba.hal...@gmail.comwrote:
 

  On Sat, Feb 19, 2011 at 2:28 PM, Harry Campigli harryc...@gmail.com
 wrote:
  
   I find issues with building FGrun on Ubuntu 10:10  FG and SG are both
   current from the git repostories  FG run is v1.5.2
  
   Make stops with:
   In file included from wizard.cxx:7:
   wizard.h:331: error: ‘string’ does not name a type
   make[2]: *** [wizard.o] Error 1
  
   wizard.h line 331 is :
  
 FlightGearThread *fgThread;
 
 
 Sounds like you are looking at the wrong file/line, since that line
  doesn't have string on it.
 
 
   Is this an issue from compiling fgrun to the git version of FG?
 
 
 This is a problem in fgrun, it is missing #include string and/or it
  has problem with properly referencing the namespace.
 


 --
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 http://www.youtube.com/user/fgfred64   Videos



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Re: [Flightgear-devel] FGrun compile problem against v.2.2 git

2011-02-20 Thread Harry Campigli
Fred, Csaba

Thank you both very much for the assitance.


First I installed gettext, it still failed to compile,

then I added --with-fltk=/usr/lib to my configure line and it built with
just one warning.

that being for info :

g++ -DHAVE_CONFIG_H -I.   -I/usr/lib/include -I/include/
-DLOCALEDIR=\/share/locale\ -g -O2 -MT wizard_funcs.o -MD -MP -MF
.deps/wizard_funcs.Tpo -c -o wizard_funcs.o wizard_funcs.cxx
wizard_funcs.cxx: In member function ‘void Wizard::preview_aircraft()’:



so I removed the gettext  made clean and tied again and all was still ok.

thus I have installed fluid (maybe already in most desktop installs)

./autogen.sh
./configure --prefix=$prefix CPPFLAGS=-I$prefix/include/
LDFLAGS=-L$prefix/lib -L$prefix/lib64 --with-fltk=/usr/lib
make

and it built ok. Again the same warning, but I assume its not serous?


Providing it proves to be repeatable I will be happy, but I am installing it
in a very minimalistic system running on  stick. Many folks using normal
desktop installs might not find the problems I do.



Fred based on your previous response to my question about grabbing the
output to FG, I have made a script to catch the output and filter it, then
fire it off to multiple machines. Ie a master machine and 2 running as
slaves for window views

I have put it up on a new page, actually complete new FG based sub-domain on
my site,  http://flightgear.bali-gold.com/
Here i am putting my notes for FG in hardware sim settups with multiple
machines, and bare bones hard-disk free installs. Not really of interest to
the average desktop user.

I have put the script with some notes at
http://flightgear.bali-gold.com/howto_fgrun_multi.html


Finally could I ask do you know where i can disable the call in FGrun to
open the monitor window or pipe it to a file?  In my particular config with
TWM the window is bit of a pest.


Regards and thanks for your help Harry


































On Sun, Feb 20, 2011 at 8:41 PM, Frederic Bouvier fredfgf...@free.frwrote:


  On Sun, Feb 20, 2011 at 11:45 AM, Harry Campigli
  wrote:
  
   make[2]: Entering directory `/usr/local/src/fgrun/fgrun/po'
   rm -f fr.gmo  : -c --statistics -o fr.gmo fr.po
  
   Do I need to install more than just fluid ?
 
  Try installing gettext package as well. The configure script seems to
  be broken if it didn't report error about that.

 Try cmake as it is truly multi platform

 Regards,
 -Fred


 --
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 http://www.youtube.com/user/fgfred64   Videos



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Re: [Flightgear-devel] FGrun compile problem against v.2.2 git

2011-02-20 Thread Harry Campigli
Fred

In the first line of the NEWS file  from that I assume the version number as
I did not see it to refered to elsewhere.

Harry






On Sun, Feb 20, 2011 at 9:33 PM, Frederic Bouvier fredfgf...@free.frwrote:

 Harry,

 - Harry Campigli  a écrit :
  So totally disregarding yesterday, today starting fresh I have tried 2
 wiki download links for fgrun, and the Brisca script, all return with svn
 621 which seems to be 1.5.2.

 Could you tell me where did you found 1.5.2 ? configure.ac has 1.5.3 since
 11/13/2010 and rev 577. version also has 1.5.3 and fgrun.vcproj as well


 Regards,
 -Fred

 --
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 http://www.youtube.com/user/fgfred64   Videos



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Re: [Flightgear-devel] Default Aircraft Candiates

2011-02-20 Thread Harry Campigli
Two things cross my mind, whilst I know the designers strive to model the
true aerodynamics in the fdm.

1- how many fly these sims on realistic hardware?  Would many even go as far
as a set of imitation yoke and pedals?

2- I have spent some time in F28s set up for airport navaid calibration
surveys in the past, No pax and no bags or cargo, not a lot of fuel onboard,
and I have to tell you that aeroplane could really go!, those pilots could
and would throw that thing all over the sky. There was never any hint of
that performance riding in an F28 on normal passenger service. I suspect
most people would run FG airliners without full weight and slack tanks which
vastly alters the power to weight ratio of the aircraft.


Harry







On Sun, Feb 20, 2011 at 8:16 PM, George Patterson 
george.patter...@gmail.com wrote:

 On Sun, Feb 20, 2011 at 10:49 PM, syd adams adams@gmail.com wrote:

 Like we couldn't see this coming ;) 

 As for the 777 , unrealistic according to who ? I'm not against
 changing  it as one of the default aircraft , there are a lot of other
 great choices now , but I do get annoyed with these claims by armchair
 pilots who read it somewhere or saw it on youtube
 have you piloted one  of these in real life ? If so , what could be
 improved ? When I get FACTS from REAL pilots , I tend to be all ears ,
 there are too many self proclaimed experts to take everything I hear
 as fact. I've done a huge amount of research on that aircraft , but
 have never flown one  , so I can't say with certainty how accurate the
 FDM is myself , but still
 I'd rather hear how it could fixed rather than a hazy '(the FDM is
 terribly unrealistic)


 While I am not a real world pilot, I also get annoyed at the subjective
 Blah is broken where blah is a feature on a particular aircraft. Better
 is an objective cruise speed of the aircraft at x,000 feet is 500 knots
 when it should  be 520 knots.

 Note: I have plucked those figures out of the air for the discussion.
 However, the first statement is open to arguement and the next question of
 what and how is blah broken. The second example can be responded to as
 yes you are right the FDM is a little out or No, it's correct as cruise
 alttiude of air craft should be no higher than y,000 feet.

 As I deal with vauge user reports with as little information to go on as
 The Internet is broken, I am all for as much information as can be
 provided. Which application... the list goes on.

 Jack,

 I know you meant well but stating that an aircraft could be replaced with
 another isn't particularly helpful without naming a successor. It help as
 other can then agree with your or say that something else is more worthy. I
 think this discussion comes up every time a new release gets close.

 Regards


 George



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Re: [Flightgear-devel] Default Aircraft Candiates

2011-02-20 Thread Harry Campigli
Memories,

heres an old article on we we were doing in the F28s and airfield surveys,
whilst off topic, it may be of interest.

http://www.airwaysmuseum.com/Flying%20Unit%20navaid%20cal%20article%201990.htm


Item 8 -- (8) good low speed handling and go-around performance from very
low altitude;


This i clearly remember like yesterday, sitting in the jump seat at the end
of a VASI approach test, under full power doing 180 turnback to 1000 feet,
cows beside the airstrip just below us, running in all directions with their
tails wrapped up over their backs. It looked like we were going to put the
wingtip up their backsides.

We thought it was a hell of a joke, but the farmer I assume was not
impressed.



Harry



On Mon, Feb 21, 2011 at 7:04 AM, Arnt Karlsen a...@c2i.net wrote:

 On Sun, 20 Feb 2011 20:29:27 +0100, Erik wrote in message
 1298230167.1769.4.camel@Raptor:

  On Sun, 2011-02-20 at 12:46 -0500, Peter Brown wrote:
  
   This is very true.  I've not explored the parameters of the 777 in
   FG, but if you fly the MD-81 with no passengers, 1200 lbs of fuel
   and crew weight, it is extremely different than flying with
   standard fuel load and passengers.  Enough so that you can land,
   and take off, from the Nimitz.  This is not as far-fetched as one
   may think.
 
  In fact this has been proposed for the F28; It was named the F-28 COD
  (Carrier On-board Delivery)
  http://eu.airliners.net/aviation-forums/military/read.main/43434/

 ...and appears to have come closer to reality than both the
 p1101 or the me262hg3, go for it. ;o)

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


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[Flightgear-devel] FGrun compile problem against v.2.2 git

2011-02-19 Thread Harry Campigli
I find issues with building FGrun on Ubuntu 10:10  FG and SG are both
current from the git repostories  FG run is v1.5.2

Make stops with:
In file included from wizard.cxx:7:
wizard.h:331: error: ‘string’ does not name a type
make[2]: *** [wizard.o] Error 1

wizard.h line 331 is :

  FlightGearThread *fgThread;



I have done it on a minimal system only added libfltk1.1 libfltk1.1-dev to
the list I use for FG. I get the same result with the brisca script.


I did compile this version of fgrun against v2.0 ok before with the same
compiler and installs needed for FG.


This is the compile command, the fktk on the end makes no difference if its
thee or not.

 ./configure --prefix=$prefix CPPFLAGS=-I$prefix/include/
LDFLAGS=-L$prefix/lib -L$prefix/lib64 --with-fltk=/usr/local


Is this an issue from compiling fgrun to the git version of FG?





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Re: [Flightgear-devel] FGrun compile problem against v.2.2 git

2011-02-19 Thread Harry Campigli
Thanks Csaba

Sorry I must have been in error copying line 331 to the post incorrectly.

Any how : Puttting adding  namespace std; in the wizard.h file as I saw
someone suggest for fgrun elsewhere works around the problem.


Harry











On Sat, Feb 19, 2011 at 10:49 PM, Csaba Halász csaba.hal...@gmail.comwrote:

 On Sat, Feb 19, 2011 at 2:28 PM, Harry Campigli harryc...@gmail.com
 wrote:
 
  I find issues with building FGrun on Ubuntu 10:10  FG and SG are both
  current from the git repostories  FG run is v1.5.2
 
  Make stops with:
  In file included from wizard.cxx:7:
  wizard.h:331: error: ‘string’ does not name a type
  make[2]: *** [wizard.o] Error 1
 
  wizard.h line 331 is :
 
FlightGearThread *fgThread;

 Sounds like you are looking at the wrong file/line, since that line
 doesn't have string on it.

  Is this an issue from compiling fgrun to the git version of FG?

 This is a problem in fgrun, it is missing #include string and/or it
 has problem with properly referencing the namespace.

 --
 Csaba/Jester


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[Flightgear-devel] double check my git instruction,

2011-02-19 Thread Harry Campigli
To be sure I am building what I think I am,

What git clone instruction do i need to give to download the  fgV2.2.0 being
prepared for release




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Re: [Flightgear-devel] ..pulseaudio fix in ubuntu,

2011-02-13 Thread Harry Campigli
So from an FG  perspective,

While leaving the default effects on the system chip, and setting up a
stream with PA so it does the work.

How difficult would it me be to point the nav audio for example, at the PA
stream going to another motherboard sound chip?

Back to changes in OpenAl and simgear?

Harry





On Sun, Feb 13, 2011 at 4:50 PM, Erik Hofman e...@ehofman.com wrote:

 On Sat, 2011-02-12 at 22:01 +, Martin Spott wrote:
  Yup, I'm using this in Linux school-server setups with diskless
  terminals, works perfectly even with two dozend (or more) clients
  streaming audio at the same time.
 
  I know that PA is subject to well-founded criticism because it puts a
  lot more load onto the 'server' machine than a clever system design
  would allow - but, hey, it works quite nicely with nowadays speedy
  CPU's  ;-)

 That's a nice way of saying they know what they want but not how to
 implement it, well said.

 Erik



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Re: [Flightgear-devel] ..pulseaudio fix in ubuntu,

2011-02-13 Thread Harry Campigli
Thanks Eric,


With out yet looking in depth at how the sound is done in SG and FG, I guess
this means its a similar task using PA or putting in another couple of sound
cards as far as what I need to modify.

More cards would avoid the PA overhead on the processor already mentioned.

Harry





On Sun, Feb 13, 2011 at 5:56 PM, Erik Hofman e...@ehofman.com wrote:

 On Sun, 2011-02-13 at 17:38 +0700, Harry Campigli wrote:
  So from an FG  perspective,
 
  While leaving the default effects on the system chip, and setting up a
  stream with PA so it does the work.
 
  How difficult would it me be to point the nav audio for example, at
  the PA stream going to another motherboard sound chip?
 
  Back to changes in OpenAl and simgear?

 I don't know where you got the idea that OpenAL needs to be changed but
 at least SimGear and FlightGear need to be directed to another output
 device for certain channels.

 Erik



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Re: [Flightgear-devel] sound via simgear

2011-02-12 Thread Harry Campigli
Hi Eric,

Thanks for that, I would be most gratefull to lias with you on FG sound

To explain its a multi motherboard sim setup with Boeing panels interfaced
via a can network.


Each nav, comm and  dme head has its own volume, these I expect can be dealt
with, what i was hoping to do was use the audio in a mono format, like steer
nav and com audio to the left channel feeding a head set, and them maybe
alarm audio to a speaker via the right channel. Which ever is controlled by
the pilots audio panel interfaced to the system.

This would be aside from the normal sound effects running on the main sound
channel.

Be it achieved by adding in additional sound cards in the main machine, or
utilizing the sound chips on the networked machines that run screens (which
would require some additional  on the network io).


But I know my Intel 945 series motherboards have sound chips with front and
back connections, but i dont know if the chips will support different
streams for each one, as far as i recall they only report one audio device
and no inbuilt mixing. Maybe a better sound card with hardware mixing is
required.

From what you say, adding extra sound cards would require modifications, I
guess to sim gear? Would this be along the lines of cloning some modules and
defining them to each system audio device or more involved than that?  Is
Plib involved here as well?

Also at some stage I have to work to get FGcom, and my local off air audio
feeds into the system.

Yes I will dig in with it further, and am just looking at possible ways to
do it. Also keeping things to a minimum just with Alsa.

I installed pulse audio (for the mixer) last night and it fouled up the
system. I have minimal Ubuntu 10:10 with no gui on these machines, just X11,
Alsa and FG.

I think I need to start a web page with some notes for these off the beaten
track things I have been doing for people like me who build sims with FG as
the core rather than MS

Harry





On Sat, Feb 12, 2011 at 4:48 PM, Erik Hofman e...@ehofman.com wrote:


 Hi Harry,
 
  Could I ask if via simgear and I assume to alsa behind that, if its
  possible to to get control over the levels of left and right channels
  and hook them on the property tree.
 
  Where I am heading here splitting a single stereo sound device into 2
  mono channels, ie is to be able to steer nav audio to the left like
  for example ils marker tones, and maybe atc chatter or some thing else
  to the right channel.

 I'm, not sure I completely understand what you're trying to do.

 The SoundManager in SimGear has a software volume control for all
 Sources, SoundGroups and for the SoundManager.

 At the moment it's not yet possible to drive multiple hardware devices
 but there has been a request before to be able to output the
 communication devices to a different audio jack than the rest of the
 sound effects.

 If you want to get deeper into it then you might want to contact me
 directly since I'm the author of the SoundManger code.

 Erik



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80228

H +62 361 285629
M +62 812 7016328
--
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Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
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Re: [Flightgear-devel] sound via simgear

2011-02-12 Thread Harry Campigli
On Sat, Feb 12, 2011 at 5:51 PM, Erik Hofman e...@ehofman.com wrote:

 On Sat, 2011-02-12 at 17:38 +0700, Harry Campigli wrote:
  Hi Eric,
 
  Thanks for that, I would be most gratefull to lias with you on FG
  sound
 
  To explain its a multi motherboard sim setup with Boeing panels
  interfaced via a can network.
 
 
  Each nav, comm and  dme head has its own volume, these I expect can be
  dealt with, what i was hoping to do was use the audio in a mono
  format, like steer nav and com audio to the left channel feeding a
  head set, and them maybe alarm audio to a speaker via the right
  channel. Which ever is controlled by the pilots audio panel interfaced
  to the system.

 Controlling separate channels could be a problem although there may be a
 way around it; placing one source to the right of the listener and one
 source to the left, both streaming the appropriate channels.

 OK That could be an option to explore, probably only need to relocate the
source via the property tree when an device is switched to head set.



  But I know my Intel 945 series motherboards have sound chips with
  front and back connections, but i dont know if the chips will support
  different streams for each one, as far as i recall they only report
  one audio device and no inbuilt mixing. Maybe a better sound card with
  hardware mixing is required.

 To my experience it's almost always possible to distinguish between
 output jacks so that might not be a problem.



OK best to forget that approach then.


 
  From what you say, adding extra sound cards would require
  modifications, I guess to sim gear? Would this be along the lines of
  cloning some modules and defining them to each system audio device or
  more involved than that?  Is Plib involved here as well?

 It would require modifications to both FlightGear and SimGear, PLib is
 not used for sound.


Might have to study up on that side of things then. But as i already have an
additional network driver running, maybe i should look at what need to be
added to it and have the slave machines generate nav audio, may be atc
chatter.


  Also at some stage I have to work to get FGcom, and my local off air
  audio feeds into the system.
 
  Yes I will dig in with it further, and am just looking at possible
  ways to do it. Also keeping things to a minimum just with Alsa.

 Actually we're using OpenAL but it can be set to use ALSA as a backend.


Ok, I am reinstalling a machine right now, If i only have OpenAL, I can
remove any alsa presence, would that mean the only audio control would be
via FG, I needed to use Alsa mixer from command line to bring up the level
on the front speaker channel go get sound out of the machine before.




  I installed pulse audio (for the mixer) last night and it fouled up
  the system. I have minimal Ubuntu 10:10 with no gui on these machines,
  just X11, Alsa and FG.

 I've given up on pulse audio and would not encourage anyone to use it in
 a serious simulation environment.

 well count one bad experience with it here, last night!!


  I think I need to start a web page with some notes for these off the
  beaten track things I have been doing for people like me who build
  sims with FG as the core rather than MS

 That would always be welcome, you could also consider adding it to the
 next newsletter:
 http://wiki.flightgear.org/index.php/Next_newsletter


I have heaps of capacity and bandwidth on my web host that never gets used,
First i better get it all working again after this OS change to Ubuntu
server and updating to the latest git from V2 release.
My IO driver from V1.7 and V2.0 wont compile with the new version from the
git and I am haveing trouble figuring out why.



Harry


 Erik



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Find and fix more than 250 security defects in the development cycle.
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Re: [Flightgear-devel] Cmake + VC2010 link errors

2011-02-12 Thread Harry Campigli
Allan

I know nothing about building on windows, but I have found installing osg
multiple times on linux can cause issues as it does not always un-install
cleanly, and the next install may not overwrite what is left behind. All is
nice till you try and compile against it. Especially if its a different
version.

It had it leave sym links and stuff behind, which fouls thing up when you
install a different version.

Just check you have not got anything left from previous installs. Maybe you
need to remove osg and make sure its clean then reinstall it. I guess it has
a log of there it puts things?

Others will know more about it from your printout  it than I, but its worth
a check.

Harry





On Sat, Feb 12, 2011 at 6:28 PM, Alan Teeder ajtee...@v-twin.org.uk wrote:

 After many rebuilds of OSG, Simgear and Flightgear  with the Cmake system I
 am still seeing a few warnings and errors at link time.

 Does anyone have any ideas please?

 TIA

 Alan

 -- Build started: Project: fgfs, Configuration: Release Win32 --
 osgDB.lib(osg69-osgDB.dll) : warning LNK4006: public: void __thiscall
 std::basic_ifstreamchar,struct std::char_traitschar ::`vbase
 destructor'(void)
 (??_D?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined
 in fgATCDCL.lib(ATCVoice.obj); second definition ignored
 osgDB.lib(osg69-osgDB.dll) : warning LNK4006: public: void __thiscall
 std::basic_ifstreamchar,struct std::char_traitschar ::close(void)
 (?close@?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already
 defined in fgATCDCL.lib(ATCVoice.obj); second definition ignored
 osgDB.lib(osg69-osgDB.dll) : warning LNK4006: public: __thiscall
 std::basic_ifstreamchar,struct std::char_traitschar
  ::basic_ifstreamchar,struct std::char_traitschar (char const
 *,int,int) (??0?$basic_ifstream@DU?$char_traits@D@std@@@std@@QAE@PBDHH@Z)
 already defined in fgInstruments.lib(HUD.obj); second definition ignored
 osgDB.lib(osg69-osgDB.dll) : warning LNK4006: public: void __thiscall
 std::basic_ofstreamchar,struct std::char_traitschar ::`vbase
 destructor'(void)
 (??_D?$basic_ofstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already defined
 in logger.obj; second definition ignored
 osgDB.lib(osg69-osgDB.dll) : warning LNK4006: public: void __thiscall
 std::basic_ofstreamchar,struct std::char_traitschar ::close(void)
 (?close@?$basic_ofstream@DU?$char_traits@D@std@@@std@@QAEXXZ) already
 defined in fgTraffic.lib(TrafficMgr.obj); second definition ignored
 osgDB.lib(osg69-osgDB.dll) : warning LNK4006: public: __thiscall
 std::basic_ofstreamchar,struct std::char_traitschar
  ::basic_ofstreamchar,struct std::char_traitschar (char const
 *,int,int) (??0?$basic_ofstream@DU?$char_traits@D@std@@@std@@QAE@PBDHH@Z)
 already defined in logger.obj; second definition ignored
 Creating library C:/FlightGear/flightgear/src/Main/Release/fgfs.lib and
 object C:/FlightGear/flightgear/src/Main/Release/fgfs.exp
 sgmodel.lib(animation.obj) : error LNK2019: unresolved external symbol
 __declspec(dllimport) public: void __thiscall osg::Object::setName(class
 std::basic_stringchar,struct std::char_traitschar,class
 std::allocatorchar  const )
 (__imp_?setName@Object@osg@@QAEXABV?$basic_string@DU?$char_traits@D@std@
 @V?$allocator@D@2@@std@@@Z)
 referenced in function public: __thiscall std::basic_ostreamchar,struct
 std::char_traitschar ::sentry::~sentry(void)
 (??1sentry@?$basic_ostream@DU?$char_traits@D@std@@@std@@QAE@XZ)
 sgmodel.lib(SGReaderWriterXML.obj) : error LNK2001: unresolved external
 symbol __declspec(dllimport) public: void __thiscall
 osg::Object::setName(class std::basic_stringchar,struct
 std::char_traitschar,class std::allocatorchar  const )
 (__imp_?setName@Object@osg@@QAEXABV?$basic_string@DU?$char_traits@D@std@
 @V?$allocator@D@2@@std@@@Z)
 sgtgdb.lib(obj.obj) : error LNK2001: unresolved external symbol
 __declspec(dllimport) public: void __thiscall osg::Object::setName(class
 std::basic_stringchar,struct std::char_traitschar,class
 std::allocatorchar  const )
 (__imp_?setName@Object@osg@@QAEXABV?$basic_string@DU?$char_traits@D@std@
 @V?$allocator@D@2@@std@@@Z)
 sgmodel.lib(particles.obj) : error LNK2001: unresolved external symbol
 __declspec(dllimport) public: void __thiscall osg::Object::setName(class
 std::basic_stringchar,struct std::char_traitschar,class
 std::allocatorchar  const )
 (__imp_?setName@Object@osg@@QAEXABV?$basic_string@DU?$char_traits@D@std@
 @V?$allocator@D@2@@std@@@Z)
 sgmodel.lib(modellib.obj) : error LNK2001: unresolved external symbol
 __declspec(dllimport) public: void __thiscall osg::Object::setName(class
 std::basic_stringchar,struct std::char_traitschar,class
 std::allocatorchar  const )
 (__imp_?setName@Object@osg@@QAEXABV?$basic_string@DU?$char_traits@D@std@
 @V?$allocator@D@2@@std@@@Z)
 sgmodel.lib(ModelRegistry.obj) : error LNK2001: unresolved external symbol
 __declspec(dllimport) public: void __thiscall osg::Object::setName(class
 std::basic_stringchar,struct std::char_traitschar,class
 

Re: [Flightgear-devel] sound via simgear

2011-02-12 Thread Harry Campigli
Gee Arnt,


i am not the one to say, for starters what I am doing is quite off track
compared to the average flight gear user. I have to remain prepared to hand
do things to suit my needs. If I can hand edit a file in /etc once and know
its going to stay that way I am happy for my setup. I am not running gui's
either.

In my short time over on Debian, or really Ubuntu I got the impression from
reading that they had gone pretty much all in with Pulse Audio. I was rather
surprised to find the text only server install had Alsa on it by default.
Also I think I saw mention Suse had gone with pulse as well, but I might
be wrong with that one too.

But if pulse is becoming mainstream in desktop distros it would be good if
it handled multiple cards and did all the hard work, as long as it does the
job with out creating more issues. Depends  on where the developers are
heading with FG and if you can get Pulse or Pd on the job.


That puredata looks pretty swish! I downloaded their Ubuntu 10.10 deb file,
so I will see what it does tomorrow.


All I know is the nearest thing to good audio on an aeroplane is the
passenger entertainment system, not the am comm radios.


Cheers! Harry
















On Sat, Feb 12, 2011 at 11:21 PM, Arnt Karlsen a...@c2i.net wrote:

 On Sat, 12 Feb 2011 18:39:50 +0700, Harry wrote in message
 aanlktinrcltyv3+g99udl+ijym-jh0zug4yrag-o0...@mail.gmail.com:

  On Sat, Feb 12, 2011 at 5:51 PM, Erik Hofman e...@ehofman.com wrote:
 
   On Sat, 2011-02-12 at 17:38 +0700, Harry Campigli wrote:
Hi Eric,
   
Thanks for that, I would be most gratefull to lias with you on FG
sound
   
To explain its a multi motherboard sim setup with Boeing panels
interfaced via a can network.
   
   
Each nav, comm and  dme head has its own volume, these I expect
can be dealt with, what i was hoping to do was use the audio in a
mono format, like steer nav and com audio to the left channel
feeding a head set, and them maybe alarm audio to a speaker via
the right channel. Which ever is controlled by the pilots audio
panel interfaced to the system.
  
   Controlling separate channels could be a problem although there may
   be a way around it; placing one source to the right of the listener
   and one source to the left, both streaming the appropriate channels.
  
   OK That could be an option to explore, probably only need to
   relocate the
  source via the property tree when an device is switched to head set.
 
 
 
But I know my Intel 945 series motherboards have sound chips with
front and back connections, but i dont know if the chips will
support different streams for each one, as far as i recall they
only report one audio device and no inbuilt mixing. Maybe a
better sound card with hardware mixing is required.
  
   To my experience it's almost always possible to distinguish between
   output jacks so that might not be a problem.
  
 
 
  OK best to forget that approach then.

 ..why?  If it works ok the way we want it to, we can use it.
 
  
   
From what you say, adding extra sound cards would require
modifications, I guess to sim gear? Would this be along the lines
of cloning some modules and defining them to each system audio
device or more involved than that?  Is Plib involved here as well?
  
   It would require modifications to both FlightGear and SimGear, PLib
   is not used for sound.
  
 
  Might have to study up on that side of things then. But as i already
  have an additional network driver running, maybe i should look at
  what need to be added to it and have the slave machines generate nav
  audio, may be atc chatter.
 
  
Also at some stage I have to work to get FGcom, and my local off
air audio feeds into the system.
   
Yes I will dig in with it further, and am just looking at possible
ways to do it. Also keeping things to a minimum just with Alsa.
  
   Actually we're using OpenAL but it can be set to use ALSA as a
   backend.
  
  
  Ok, I am reinstalling a machine right now, If i only have OpenAL, I
  can remove any alsa presence, would that mean the only audio control
  would be via FG, I needed to use Alsa mixer from command line to
  bring up the level on the front speaker channel go get sound out of
  the machine before.
 
 
 
 
I installed pulse audio (for the mixer) last night and it fouled
up the system. I have minimal Ubuntu 10:10 with no gui on these
machines, just X11, Alsa and FG.
  
   I've given up on pulse audio and would not encourage anyone to use
   it in a serious simulation environment.
  
   well count one bad experience with it here, last night!!

 ..hum, a minor annoyance on my laptop, is having to do a daily
 alsa force-reload and then reset pulseaudio.  Work ok with FG,
 and I understood it could handle multiple sound cards?


 ..how about puredata?  http://puredata.info/ , is realtime
 and can do graphics too, given plug-ins.

 ..I've seen _lots_ of Pd plug

Re: [Flightgear-devel] ..pulseaudio fix in ubuntu, was: sound via simgear

2011-02-12 Thread Harry Campigli
Interesting amongst the comments on that page,

You can net-stream to your LAN through PA as well. Just run the PA daemon
in all your running boxes and each one of them can become a sink and a
source for the others.


That might have potential in a set up with mutiple machines networked in a
FG setup in the future? Nav and com to separate motherboard sound chips
otherwise not being utilised.


Harry













On Sun, Feb 13, 2011 at 12:38 AM, Arnt Karlsen a...@c2i.net wrote:


 ..no sound after running Flash, YouTube, etc. (pulseaudio solution)
 http://www.webcitation.org/5kcZukzEL

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


 --
 The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
 Pinpoint memory and threading errors before they happen.
 Find and fix more than 250 security defects in the development cycle.
 Locate bottlenecks in serial and parallel code that limit performance.
 http://p.sf.net/sfu/intel-dev2devfeb
 ___
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 https://lists.sourceforge.net/lists/listinfo/flightgear-devel




-- 
Regards Harry

19b Jln Danau Poso
Sanur, Bali
80228

H +62 361 285629
M +62 812 7016328
--
The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
http://p.sf.net/sfu/intel-dev2devfeb___
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[Flightgear-devel] sound via simgear

2011-02-11 Thread Harry Campigli
Folks,


Could I ask if via simgear and I assume to alsa behind that, if its possible
to to get control over the levels of left and right channels and hook them
on the property tree.

Where I am heading here splitting a single stereo sound device into 2 mono
channels, ie is to be able to steer nav audio to the left like for example
ils marker tones, and maybe atc chatter or some thing else to the right
channel.


-- 
Regards Harry
--
The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
http://p.sf.net/sfu/intel-dev2devfeb___
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Re: [Flightgear-devel] sound via simgear

2011-02-11 Thread Harry Campigli
Thanks Curt,

well there more than one way to skin a cat,

I can push the motherboard sound chips in the networked machines into
service, or maybe load a few el-cheapo sound cards in the spare pci slots of
the main machine.

Should be able to get around it that way,

Reason behind it is the audio selector panels, nav and  comm radio heads
have individual controls for these things.

I will put that on the back burner as for now as my sim io serial module
from 2009 (a modified atlas clone) wont compile against the new git fgfs



Cheers, Harry




On Fri, Feb 11, 2011 at 10:41 PM, Curtis Olson curtol...@gmail.com wrote:

 Hi Harry,

 FlightGear uses a 3d sound system so as far as I know, we can't directly
 split sound like you are asking for.  However it should be possible to
 specify the position of a sound in the cockpit and achieve pretty much the
 same thing.  At least this used to work several years ago when I was playing
 with it.  I was able to to localize the left and right engine sounds.  In
 addition in an external fly-by you could hear the sound moving from one
 speaker to the other which was really cool.  Now that I think about it we
 may have lost that positional capability in the fly by so I don't know if
 positioning the sound inside the cockpit is working any more either?

 Curt.


 On Fri, Feb 11, 2011 at 9:25 AM, Harry Campigli harryc...@gmail.comwrote:

 Folks,


 Could I ask if via simgear and I assume to alsa behind that, if its
 possible to to get control over the levels of left and right channels and
 hook them on the property tree.

 Where I am heading here splitting a single stereo sound device into 2 mono
 channels, ie is to be able to steer nav audio to the left like for example
 ils marker tones, and maybe atc chatter or some thing else to the right
 channel.


 --
 Regards Harry



 --
 The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
 Pinpoint memory and threading errors before they happen.
 Find and fix more than 250 security defects in the development cycle.
 Locate bottlenecks in serial and parallel code that limit performance.
 http://p.sf.net/sfu/intel-dev2devfeb
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel




 --
 Curtis Olson:
 http://www.atiak.com - http://aem.umn.edu/~uav/
 http://www.flightgear.org - 
 http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/



 --
 The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
 Pinpoint memory and threading errors before they happen.
 Find and fix more than 250 security defects in the development cycle.
 Locate bottlenecks in serial and parallel code that limit performance.
 http://p.sf.net/sfu/intel-dev2devfeb
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel




-
--
The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
http://p.sf.net/sfu/intel-dev2devfeb___
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https://lists.sourceforge.net/lists/listinfo/flightgear-devel


Re: [Flightgear-devel] sound via simgear

2011-02-11 Thread Harry Campigli
Ok curt,

Heaven forbid I am trying to cull pcs not add more.

I wrote an additional network io module to get cloud and navaid settings to
the slaves a couple of years ago i will revisit that after I figure out the
changes the developers have made of late.

I guess i should put some of this non conventional multi-machine sim
building material of a webpage or something?

Harry







On Fri, Feb 11, 2011 at 11:19 PM, Curtis Olson curtol...@gmail.com wrote:

 In a past life when I was working on a big driving sim built around a real
 car we also used several separate PC's for audio ... we wanted outside
 noises, inside noises, left, right, front, back, etc.  Some of that we could
 have done with software mixing, but in our context, a lot of it was just
 easier to do by adding another PC.

 Curt.

 On Fri, Feb 11, 2011 at 10:14 AM, Harry Campigli wrote:

 Thanks Curt,

 well there more than one way to skin a cat,

 I can push the motherboard sound chips in the networked machines into
 service, or maybe load a few el-cheapo sound cards in the spare pci slots of
 the main machine.

 Should be able to get around it that way,

 Reason behind it is the audio selector panels, nav and  comm radio heads
 have individual controls for these things.

 I will put that on the back burner as for now as my sim io serial module
 from 2009 (a modified atlas clone) wont compile against the new git fgfs






 Cheers, Harry





 On Fri, Feb 11, 2011 at 10:41 PM, Curtis Olson curtol...@gmail.comwrote:

 Hi Harry,

 FlightGear uses a 3d sound system so as far as I know, we can't directly
 split sound like you are asking for.  However it should be possible to
 specify the position of a sound in the cockpit and achieve pretty much the
 same thing.  At least this used to work several years ago when I was playing
 with it.  I was able to to localize the left and right engine sounds.  In
 addition in an external fly-by you could hear the sound moving from one
 speaker to the other which was really cool.  Now that I think about it we
 may have lost that positional capability in the fly by so I don't know if
 positioning the sound inside the cockpit is working any more either?

 Curt.


 On Fri, Feb 11, 2011 at 9:25 AM, Harry Campigli harryc...@gmail.comwrote:

 Folks,


 Could I ask if via simgear and I assume to alsa behind that, if its
 possible to to get control over the levels of left and right channels and
 hook them on the property tree.

 Where I am heading here splitting a single stereo sound device into 2
 mono channels, ie is to be able to steer nav audio to the left like for
 example ils marker tones, and maybe atc chatter or some thing else to the
 right channel.


 --
 Regards Harry



 --
 The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio
 XE:
 Pinpoint memory and threading errors before they happen.
 Find and fix more than 250 security defects in the development cycle.
 Locate bottlenecks in serial and parallel code that limit performance.
 http://p.sf.net/sfu/intel-dev2devfeb
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel




 --
 Curtis Olson:
 http://www.atiak.com - http://aem.umn.edu/~uav/
 http://www.flightgear.org -
 http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/



 --
 The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
 Pinpoint memory and threading errors before they happen.
 Find and fix more than 250 security defects in the development cycle.
 Locate bottlenecks in serial and parallel code that limit performance.
 http://p.sf.net/sfu/intel-dev2devfeb
 ___
 Flightgear-devel mailing list
 Flightgear-devel@lists.sourceforge.net
 https://lists.sourceforge.net/lists/listinfo/flightgear-devel




 -


 --
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[Flightgear-devel] Fgrun output to fgfs

2011-02-10 Thread Harry Campigli
I would like to make a small mod to Fgrun, I would like explore the options
of making it drive fgfs multiple machines rather than just one.


I spent some time studying the code today and it looked like it runs fgfs as
a child process from the run_posix module.

Am I  on the right track with this assessment?

Possibly the best way might be get it write a file rather then do the rest
from a script.





-- 
Regards Harry
--
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Re: [Flightgear-devel] Fgrun output to fgfs

2011-02-10 Thread Harry Campigli
Hey Thank you Frederic,

I get the gist of your message, I point fgrun at a script that will accept
the argument string, sort out the options then fire of relevant the command
to the various machines.

i am all for having a custom script to deal with these unorthodox setups
than needlessly tinker with code I don't fully understand.

Obviously in a multi machine setup I don't want any io and video options
passed but the receiving script can be set to filter with that kind of
thing.

Would I need to fake fgfs back to fgrun with this script? Or just let the
script do its thing and exit normally once its kicked off the various
machines. Fgrun then just thinks fgfs terminated normally, albeit rather
quick? I suspect in a multi machine setup this is best but the script could
hang around till the master machine with the sim engine exits.




Cheers Harry



On Thu, Feb 10, 2011 at 8:09 PM, Frederic Bouvier fredfgf...@free.frwrote:

 Hi,

 yes, you're right, fgrun use the code in run_posix.cxx to create a new fgfs
 process, but only on Linux.
 You are allowed to specify the command line you want as executable in the
 first page, so why not starting your script that way ?

 Regards,
 -Fred


 - Harry Campigli harryc...@gmail.com a écrit :
  I would like to make a small mod to Fgrun, I would like explore the
 options of making it drive fgfs multiple machines rather than just one.
 
 
  I spent some time studying the code today and it looked like it runs fgfs
 as a child process from the run_posix module.
 
  Am I  on the right track with this assessment?
 
  Possibly the best way might be get it write a file rather then do the
 rest from a script.


 --
 Frédéric Bouvier
 http://www.youtube.com/user/fgfred64   Videos



 --
 The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
 Pinpoint memory and threading errors before they happen.
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 Locate bottlenecks in serial and parallel code that limit performance.
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Re: [Flightgear-devel] Fgrun output to fgfs

2011-02-10 Thread Harry Campigli
Ok Cheers Frederick,

A project for tomorrow.

Best regards Harry




On Thu, Feb 10, 2011 at 9:05 PM, Frederic Bouvier fredfgf...@free.frwrote:

 It's up to you to block the script or not. fgrun doesn't need anything from
 the program it launch

 Regards,

 -Fred


 - Harry Campigli a écrit :
  Hey Thank you Frederic,
 
  I get the gist of your message, I point fgrun at a script that will
 accept the argument string, sort out the options then fire of relevant the
 command to the various machines.
 
  i am all for having a custom script to deal with these unorthodox setups
 than needlessly tinker with code I don't fully understand.
 
  Obviously in a multi machine setup I don't want any io and video options
 passed but the receiving script can be set to filter with that kind of
 thing.
 
  Would I need to fake fgfs back to fgrun with this script? Or just let the
 script do its thing and exit normally once its kicked off the various
 machines. Fgrun then just thinks fgfs terminated normally, albeit rather
 quick? I suspect in a multi machine setup this is best but the script could
 hang around till the master machine with the sim engine exits.
 
 
 
 
  Cheers Harry
 
 
 
 
  On Thu, Feb 10, 2011 at 8:09 PM, Frederic Bouvier fredfgf...@free.frwrote:
 

  Hi,
 
  yes, you're right, fgrun use the code in run_posix.cxx to create a new
 fgfs process, but only on Linux.
  You are allowed to specify the command line you want as executable in
 the first page, so why not starting your script that way ?
 
  Regards,
  -Fred
 
 
  - Harry Campigli harryc...@gmail.com a écrit :
 
   I would like to make a small mod to Fgrun, I would like explore the
 options of making it drive fgfs multiple machines rather than just one.
  
  
   I spent some time studying the code today and it looked like it runs
 fgfs as a child process from the run_posix module.
  
   Am I  on the right track with this assessment?
  
   Possibly the best way might be get it write a file rather then do the
 rest from a script.
 

 --
 Frédéric Bouvier
 http://www.youtube.com/user/fgfred64   Videos



 --
 The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
 Pinpoint memory and threading errors before they happen.
 Find and fix more than 250 security defects in the development cycle.
 Locate bottlenecks in serial and parallel code that limit performance.
 http://p.sf.net/sfu/intel-dev2devfeb
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Re: [Flightgear-devel] fg command arguments

2011-02-08 Thread Harry Campigli
Thanks Jacob,

I will check it out as its easier than my script to build command lines with
the  unique machine IO configs.

Harry


On Tue, Feb 8, 2011 at 12:32 PM, Jacob Burbach jmburb...@gmail.com

wrote:

 I think what your looking for is the --config option, it allows you to
 load arbitrary xml config files. So just create a separate xml for
 each camera definition and then use the --config option to load the
 appropriate one for that instance of fgfs.

 cheers!
 --Jacob


 --
 The ultimate all-in-one performance toolkit: Intel(R) Parallel Studio XE:
 Pinpoint memory and threading errors before they happen.
 Find and fix more than 250 security defects in the development cycle.
 Locate bottlenecks in serial and parallel code that limit performance.
 http://p.sf.net/sfu/intel-dev2devfeb
 ___
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 https://lists.sourceforge.net/lists/listinfo/flightgear-devel

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Pinpoint memory and threading errors before they happen.
Find and fix more than 250 security defects in the development cycle.
Locate bottlenecks in serial and parallel code that limit performance.
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Re: [Flightgear-devel] io configs

2011-02-07 Thread Harry Campigli
Hi Curt,

Thanks for that, being one to give it a go, this arvo I put wrote a small
generic shell script that starts up fg on each machine. It just reads 2
files of a server, one unique for that machine, the other for all machines.
Its build the fgfs command line then issues it. I figured the FG IO streams
were built via simgear right at init rather than later on the property tree.

For info I have the machines all running TWM under ubuntu on thumb sticks.
So each install is identical with configs and scenery by nfs from the
server, next step is to move them into a a ram file system image which loads
and boots from the stick or pxe.

Although not Flightgear, you don't remember how you set up the auto logon,
thats rather  looked down on in unix circles and I have not found any
answers to that question around the net.  Thats my next problem to address.

 regard Harry





On Mon, Feb 7, 2011 at 8:40 PM, Curtis Olson curtol...@gmail.com wrote:

 On Mon, Feb 7, 2011 at 1:11 AM, Harry Campigli wrote:

 All.

 With out modifying the code, is there a way do define IO commands in the
 preference.xml file rather than the command line? I suspect not but
 hopefully I am wrong.

 To explain, in a set up where multiple machines with differing io configs
 , pick up their startup command line and preference files from a single
 machine, it would avoid having to edit so many start files. Only other
 option I see is to write a shell script to build the unique start command
 files then fire up FG each time.


 The way I've done this in the past is to create a unique ~/.fgfsrc file for
 each machine that contains the individual IO command line options and the
 individual view parameter options.  (I was running under linux ... in my
 case I setup auto-login and automatically started up the software too, so
 when the machine was powered on, it came up running the FlightGear software
 automatically.)

 Regards,

 Curt.
 --
 Curtis Olson:
 http://www.atiak.com - http://aem.umn.edu/~uav/
 http://www.flightgear.org - 
 http://www.flightgear.org/blogs/category/curt/http://www.flightgear.org/blogs/category/personal/curt/



 --
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[Flightgear-devel] io configs

2011-02-06 Thread Harry Campigli
All.

With out modifying the code, is there a way do define IO commands in the
preference.xml file rather than the command line? I suspect not but
hopefully I am wrong.

To explain, in a set up where multiple machines with differing io configs ,
pick up their startup command line and preference files from a single
machine, it would avoid having to edit so many start files. Only other
option I see is to write a shell script to build the unique start command
files then fire up FG each time.




-- 
Regards Harry


Sanur, Bali
--
The modern datacenter depends on network connectivity to access resources
and provide services. The best practices for maximizing a physical server's
connectivity to a physical network are well understood - see how these
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[Flightgear-devel] current git FG OSG bulds on latest debian lenny

2011-01-22 Thread Harry Campigli
Could I ask how the latest  git repositories fall in.

For info:
I have just installed via network the latest version of Debian Lenny (so I
can buld FG debian liveboot images) after many years of building FG on Suse
distros.

I found a few Debian funnies (to me), a complete new arrangment of X for
one, but understand different distros sometimes do things differenty and I
am feeling my way. But i think the nvidia driver is ok (module loaded and
good video) but glx info is not availible?

Also some oddies with unavailible dependancies for OSG. cairo, poppler-glib,
librsvg-, gtk+_2.0 and Gtkglext-x11-1.0, it seemd to compile an install ok
and osgview is functional. I am not sure if these missing items will effect
FG.

I followed a rather good Debian FG install page from the wiki which listed
the OSG dependacies, ( I assume as far as FG is concerned) they all were
downloadable and installed ok.

So first build of SG and FG went OK, but FG had a seg fault when it fired
off the second thread, splash screen progress setting up time and render.
from gdb I figured OSG problem.

So grabed the very latest OSG.  2.9.11 i think, however SG compile drops on
another OSG issue.

So for now I have been back to the nvidia setup and rebuilding OSG. I might
have more os dependacie issues to sort, this is not the place to enquire
about them unless somewone has just setup a new Debian net install.


I have problems but i dont think they are actually FG related. I need to
follow them up on other forums.

What I would like to confirm is, are there any issues with the lastest git
OSG with respect to the latest SG/FG git sources? Also if anyone has dealt
with this latest Debian lenny from a FG point of veiw..

If so what is the best version of OSG to install as I have seen numous posts
here and on forums pertaining to changes of OSG of late?.

Regards Harry


























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Re: [Flightgear-devel] current git FG OSG bulds on latest debian lenny

2011-01-22 Thread Harry Campigli
Ok,

Thanks Csaba and Thorsten,

For info I just ran it again and  SG compile died on OSG 2.9.11, thats
possibly under standable as they may have changed OSG only minutes ago.

SGOffsetTransform.o SGOffsetTransform.cxx
mv -f .deps/SGOffsetTransform.Tpo .deps/SGOffsetTransform.Po
g++ -DHAVE_CONFIG_H -I. -I../../../simgear -I../../..  -I/include   -g -O2
-Wall -D_REENTRANT -MT SGPagedLOD.o -MD -MP -MF .deps/SGPagedLOD.Tpo -c -o
SGPagedLOD.o SGPagedLOD.cxx
SGPagedLOD.cxx: In member function ‘virtual void simgear::SGPagedLOD::
forceLoad(osgDB::DatabasePager*, osg::FrameStamp*)’:
SGPagedLOD.cxx:73: error: no matching function for call to
‘osgDB::DatabasePager::requestNodeFile(const std::basic_stringchar,
std::char_traitschar, std::allocatorchar , simgear::SGPagedLOD* const,
double, osg::FrameStamp*, osg::ref_ptrosg::Referenced,
osgDB::Options*)’
/usr/local/include/osgDB/DatabasePager:76: note: candidates are: virtual
void osgDB::DatabasePager::requestNodeFile(const std::string,
osg::NodePath, float, const osg::FrameStamp*,
osg::ref_ptrosg::Referenced, const osg::Referenced*)
make[4]: *** [SGPagedLOD.o] Error 1
make[4]: Leaving directory `/root/simgear/simgear/scene/model'
make[3]: *** [all-recursive] Error 1
make[3]: Leaving directory `/root/simgear/simgear/scene'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory `/root/simgear/simgear'
make[1]: *** [all] Error 2
make[1]: Leaving directory `/root/simgear/simgear'
make: *** [all-recursive] Error 1




A check in my system indicates the latest is in OSG from SVN is in fact
2.9.11

debian:~/simgear# osgversion
OpenSceneGraph Library 2.9.11.


I shall clean it all out and give it a try with OSG 2.8.3, that will mean
the issue is no longer possibly an OSG to SG/FG SVN issue. One less variable
to worry about.
Knowing that, if i have further issue i will have to chase it from the
Debian/OSG side.


I only want to be able to build the latest FG, but for the other programs I
have no use for in any shape or form except for what FG requires of them,
and to build bootable FG images on TWM or FVWM. My aim is purely a minimal
FG box.

Cheers and thanks for the quick responses, Harry





On Sat, Jan 22, 2011 at 10:03 PM, ThorstenB bre...@gmail.com wrote:

 On Sat, Jan 22, 2011 at 2:47 PM, Harry Campigli wrote:


 If so what is the best version of OSG to install as I have seen numous
 posts here and on forums pertaining to changes of OSG of late?.


 The OSG 2.9.x are developer releases. I think 2.9.11 isn't even released
 yet, so that's the bleeding edge of OSG sources from SVN - which currently
 cannot be used with FG (some pushed an incompatible interface to the OSG SVN
 repo a short while ago).
 Unless you really intend to mess with new OSG features, it's probably best
 to go for the latest _stable_ OSG release (currently 2.8.3). Otherwise go
 for an official developer release (i.e. 2.9.10).

 cheers,
 Thorsten


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Re: [Flightgear-devel] current git FG OSG bulds on latest debian lenny

2011-01-22 Thread Harry Campigli
Hello again Arnt,

As you would have guessed I am working my way towards debian live as per
your advice previously.


For now I am leaning my way around Debians way of doing things. Rather
pleased as I have just compiled todays SVS against OSG 2.8.8.3 (as advised
by Thorsten) on Lenny and it appears to run quite nicely. It was however a
long haul, quite a few apps from backports and where ever else along the
way. I had not been near a kernel rebuild since I put a soundblaster card to
RedHat3.

A lot of mucking around to get the nvidia module loaded and driver
running, a new learning curve along the way. But that gives me some debian
grounding before I start to build my image files

This box will take over all of the server duties from the suse box and be a
platform for building my live boot images.  My FG machines are all the same
Nvida card and Intel mother boards to this one.

To be honest I installed mesa but not sure if was the correct one, so many
apt-gets and dpkg commands in one day!

I will let it run the updates to sid over night and see what happens in the
morning.

No big issue to wipe the system and start again with a minimal text system
and upgrade to twm and an xserver from from there, if teh upgrade is not
sucessfull because of something I have installed.

Cheers harry
















On Sun, Jan 23, 2011 at 12:49 AM, Arnt Karlsen a...@c2i.net wrote:

  On Sat, 22 Jan 2011 21:47:47 +0800, Harry wrote in message
 AANLkTi==Hrq1ZkQi38+u42y40rg=nw1zrvp8u15ha...@mail.gmail.com:

  Could I ask how the latest  git repositories fall in.
 
  For info:
  I have just installed via network the latest version of Debian Lenny

 ..Lenny is too old for FG-2.2/git, add backports or go Sid or Squeeze.
 Squeeze is Debian testing and the next Debian stable release, some
 time this spring, I take it we want Squeeze to ship with FG-2.2.

 ..quickest way is swap Lenny for Sid in your /etc/apt/sources.list
 and do an 'aptitude update aptitude safe-upgrade aptitude
 full-upgrade'

  (so I can buld FG debian liveboot images) after many years of
  building FG on Suse distros.
 
  I found a few Debian funnies (to me), a complete new arrangment of X
  for one, but understand different distros sometimes do things
  differenty and I am feeling my way. But i think the nvidia driver is
  ok (module loaded and good video) but glx info is not availible?

 ..you have mesa-utils?  (Is that the right one for nvidea users?)

 ..another reason for Debian Sid, or Debian Squeeze, they add the
 nouveau X driver that the nvidea owners can use to verify Nvidea
 is doing the right things in X, FG, etc, X.org's nv can only do
 software rendering.

  Also some oddies with unavailible dependancies for OSG. cairo,
  poppler-glib, librsvg-, gtk+_2.0 and Gtkglext-x11-1.0, it seemd to
  compile an install ok and osgview is functional. I am not sure if
  these missing items will effect FG.
 
  I followed a rather good Debian FG install page from the wiki which
  listed the OSG dependacies, ( I assume as far as FG is concerned)
  they all were downloadable and installed ok.
 
  So first build of SG and FG went OK, but FG had a seg fault when it
  fired off the second thread, splash screen progress setting up time
  and render. from gdb I figured OSG problem.
 
  So grabed the very latest OSG.  2.9.11 i think, however SG compile
  drops on another OSG issue.
 
  So for now I have been back to the nvidia setup and rebuilding OSG. I
  might have more os dependacie issues to sort, this is not the place
  to enquire about them unless somewone has just setup a new Debian net
  install.

 ..an easier way to find out is make an usb-image we can put on keys and
 try boot, nearly all machines that can run FG, can also boot off usb,
 and you probably don't wanna do a nvidea-only FG net booter.

  I have problems but i dont think they are actually FG related. I need
  to follow them up on other forums.
 
  What I would like to confirm is, are there any issues with the
  lastest git OSG with respect to the latest SG/FG git sources? Also if
  anyone has dealt with this latest Debian lenny from a FG point of
  veiw..

 ..I can only confirm Debian Live and FG-git builds and works ok on my
 laptop on Debian Sid/Experimental and I have 15 to 20 fps @ 1920x1200
 with --full-screen on Debian's Experimental radeon, running it windowed
 in KDE-4.4.5-8 cuts that by half.

  If so what is the best version of OSG to install as I have seen
  numous posts here and on forums pertaining to changes of OSG of late?.

 ..IMHO, whichever OSG ships with Debian Squeeze or Sid.

  Regards Harry


 --
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 ...with a number of polar bear hunters in his ancestry...
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[Flightgear-devel] FG in ramdisk from a net boot

2011-01-17 Thread Harry Campigli
Hello folks,

Could I ask if any one has had FG or for that matter any app on a linux box
running in a ramdisk environment with no Hd?  Why, its fast to boot, fast to
run, and means no harddisks, everything is preconfigured on boot, rather
good for FG systems with multiple networked linux boxes especialy if motion
is involved as HDs dont like it very much.


What I am trying to achieve is a net boot from a server from the MB bios
resulting in a minimal but normal working linux system (in my case suse11.3)
in ram. To explain a bit,

I use this method for system installs, and its dead simple and fast, the
server runs DHCPD, TFTP, and NFS, and has the install media (files from DVD)
in a directory
The empty box boots, gets an ip from dhcpd, gets the kernel and initrd from
PXE/TFTP, the installs via NFS. No floppies DVDS or sticks and its much
faster than using a dvd let alone the time to burn one.

Basicaly I need to do is make a special initrd to build a ramdisk, populate
its file system with the required files to support the video and MB
hardware, FG and TWM. The FG start script gets (copies in) the config files
specific to that box via NFS.

This type of approach is common in the embeded linux world, but so far I
have not found a project embeding a normal linux distribution into a normal
MB ramdisk but there must be one on the internet somewhere?

Its not really an FG issue, however I only want to use the box for FG and
supporting programs. and it could be of use to other FG users.

Finally the question, has any one been this road before ? Any thoughts,
advice, warnings, recomendations, pitfalls to avoid would be apreciated
before I get to far down the road!


-- 
Regards Harry


Sanur, Bali
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Re: [Flightgear-devel] FG in ramdisk from a net boot

2011-01-17 Thread Harry Campigli
Helllo Martin and Arnt,

Thanks for the replies.

I better explain myself and my reasoning a bit. I fully agree that you are
quite correct in that the ram load up is quicker directly from the HD than
over a network, but I am aiming to do away with Hds in the FG sim boxes.

First, re my mention of speed,  I am meaning the running of the whole os and
FG entirely in ramdisk after boot, the pc being ramed up a bit more than
normal to have room, so I mean fast in respect that after boot, the whole
show is in ram.

Secondly, I meant fast in the respect that a new system install is far
quicker than from a dvd, especialy the hassle of burning them, and latter
having problems with reading them. Sorry I was a bit off subject and unclear
before.

Thirdly I mean quicker than running the system on a thumbstick. For about a
year I have had FG2 on suse11.2 running on a Kingston 8gb data traveler with
no HD at all, its good, easy to install and runs ok, possibly bit slower to
boot up, but its only a matter of time before the stick write will definetly
wear out. I think its a reasonable quality thumbstick but may be wrong.
I planed to use the stick as the basis to load a ram based install, so
seeing it worked ok as the system drive and intending to work on the ram
disk aspect, I brought 4 more of these same Kinsgton 8 gb sticks for the
remaining pcs in my FG setup, only to find on delivery they looked a bit
different, unfortunatly they were also somehow different inside and till now
impossible to make bootable unlike every other stick I have tried.

Thus I figured, better and cheaper to have everything come from one server
sitting on terra firma, HDs are not a realistic option for me because of the
motion.

On the same score, as Arnt mentions,I guess SSDs would be the best way, and
a lot easier to implement from this point, last I looked the prices were
abit scary though?



I will download a Debian live image, search out soem documentation and
howtos for it and have a play. Without opening a can of worms about Os's , I
have used suse since v5 or 6, but make no claim its better than any other,
just the devil i am most familar with.  Would Debian be better than Suse for
this for any particular reason. Assuming both are recent releases.

Arnt could you also breifly explain your mention of clustering in Debian
live?

I guess if possible I would like to stay with as close as possible to a
normal upto date off the shelf linux release, one that can be installed in
the normal HD, have everthing required installed complied, set up and
configured , the finally sort of cloned off with minimal modification to a
ramdisk. I thought a patched initrd would make this easy enough and keep
hacks to a minimum? This means the OS can easily be  updated with the
development of FG.




regards Harry





On Mon, Jan 17, 2011 at 7:21 PM, Arnt Karlsen a...@c2i.net wrote:

 On Mon, 17 Jan 2011 09:46:04 + (UTC), Martin wrote in message
 ih134s$q03c$1...@osprey.mgras.de:

  Harry Campigli wrote:
 
   Could I ask if any one has had FG or for that matter any app on a
   linux box running in a ramdisk environment with no Hd?  Why, its
   fast to boot, [...]

 ..I have, a few years back, quickest way this far was simply put
 FG on a remade Knoppix style iso on harddisk ;o), then boot that
 image from:/path/to/iso toram, AFAIR, this was before Knoppix
 knew how to keep data past reboots and on 384MB + swap. ;o)

 ..Debian Live, is the way to go here, it's a lot easier to set up.
 Also possible to play with clustering, single boxes has hardware
 limits that can be piled way up in clusters. ;o)

  I might be getting your intention wrong, yet I suspect you forgot to
  add the time required to fill the ram disk from, well, from network.

 ..takes a Gigabit or better nic to beat reading an harddisk to ram.

  Are you really talking about ramdisk, in the sense of use a portion
  of RAM and mount it as a filesystem or maybe flash-disk instead ?

 ..ooo, SSDs would be wicked fast, though.

 --
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 ...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three:
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Re: [Flightgear-devel] FG in ramdisk from a net boot

2011-01-17 Thread Harry Campigli
Thanks gents,

Bearing in mind I only want these installations to run FG and supporting
apps.

I had a look at ssd prices today, maybe its time for a rethink. seems there
a a lot of small 32g 2.5 sata ones for around the 70usd mark.  Infact there
are even cheaper ones but they seem to be a lot slower in access times. USB
thumb sticks are not so much cheaper for similar sizes

For that kind of money a small sata ssd is maybe a more sensible aproach
than trying to load a ramdisk?  Just normal distro sata install but all of
hard disk issues are done away with.

I am having a play with LTSP, and have downloaded Knoppix, and now am having
a look at the re mastering information, it looks good. I will take some time
to learn a bit and play with it.
I did not consider live boot cds before, I did not see the potential in what
I passed off as a demo gimmic. But it might be the way to go if used in a
stick. I can use the PXE to work around these weird Kingston 8g sticks I
have that wont boot.

Cheers.Harry












On Mon, Jan 17, 2011 at 9:33 PM, Martin Spott martin.sp...@mgras.netwrote:

 Harry Campigli wrote:

  I better explain myself and my reasoning a bit. I fully agree that you
 are
  quite correct in that the ram load up is quicker directly from the HD
 than
  over a network, but I am aiming to do away with Hds in the FG sim boxes.

 At Linux installations in regular schools I'm using LTSP for the
 diskless terminals.  LTSP comes almost ready-to-run right out of the
 box from alioth, is pretty good at having the graphics set up
 properly (including OpenGL drivers) and provides the required hooks at
 bootup for copying all the FlightGear stuff into your ramdisk (just
 drop a script into /etc/ltsp/ on the client).

 That would probably be the route I'd take for setting up fast, diskless
 FlightGear-stations,

Martin.
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Re: [Flightgear-devel] building minimal fg for only for a slaved instrument panel

2010-05-19 Thread Harry Campigli
Sorry Arndt, for the Atom hint.



Harry

On 5/19/10, Harry Campigli harryc...@gmail.com wrote:
 Thanks Torsten and Eric,

 As always helpful and valid hints from folks on this list.

 Torsten, I had spotted your wiki page and noted the similarities with
 your AVR chip and my use of Pics, I did not however notice and pick up
 on your special FG code for the slave PC. It looks like the answer to
 my quest, the Atom board maybe not!

 I have had a quick look, the readme states how to build it but I have
 not found a reference to what version of FG to compile with ?
 Hopefully one of the 1.9x will be ok?


 Eric, thanks for the hint on the Atoms and threading, sadly I have
 checked and found mine to be a 230 which according to Intel in single
 core and dual thread. I have had it over a year so assume it was one
 of the first ones to come out.

 This most likely explains why V2 has a zero frame rate in XP and dies
 with a seg fault in linux (without any compiling issues) after loading
 the scenario file on it, while V 0.9 from 2006 runs fine in XP.

 So I am going to try it with V1.9.1, but I will start with a fresh
 SUSE install. Hopefully i can get an OSG version of FG to run on it.

 Thanks again guys, Harry











 On 5/19/10, Arnt Karlsen a...@c2i.net wrote:
 On Tue, 18 May 2010 15:29:54 +0800, Harry wrote in message
 aanlktikmptlauqiudmdpsmwvwjmn0hg5ho6cyqbkm...@mail.gmail.com:

 For this I would like to use an Intel atom board

 ..which one?

 which is a pretty feeble MB but suits because its small, and low
 power use.

 Firstly has someone done this before?

 ..only something similar, ;o) the full FG on an AMD K6-2 450MHz
 _years_ back, 384MB ram, and an 128bit 128MB ATI Radeon 9250
 in a 2x agp slot, 2 to 5fps on the runway, 5 to 8fps in the air,
 20fps over water.  KDE 3 on Debian Sid GNU/Linux, if that's
 too draggy, try FluxBox, LXDE or some other lightweight WM.

 ..most Atom cpu's support HyperThreading, 2 threads per
 cpu core, so I guess you can run the full current FG on at
 least the 2 core Atoms, the 330 or the D510.

 --
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[Flightgear-devel] building minimal fg for only for a slaved instrument panel

2010-05-18 Thread Harry Campigli
Hello all,

I would like to set up a networked slave in the normal manner, however
I only want it to display some instruments on a panel of my design in
an osg view.
For this I would like to use an Intel atom board which is a pretty
feeble MB but suits because its small, and low power use.  These
boards don't seem to be up to running FG V2 in the normal mode.
But surely this MB can generate and just display the instruments when
the FDM is shutdown and the values are coming in on a socket.


I realise I can deny the local scenery files and make a minimal
aircraft model to cut down the work load, but i would like to ask

Firstly has someone done this before?

Secondly before I jump into the code again myself, is there an easy
way or what might be the best place to stop the processes that try to
tile the scenery and other processes I don't need?
For starters I plan to drop of as many subsystems not required to just
display the panel as i can from the subsystem init in fginit.cxx. and
see what iI end up with. I would be interested in other folks
thoughts.

Reg Harry




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Re: [Flightgear-devel] building minimal fg for only for a slaved instrument panel

2010-05-18 Thread Harry Campigli
Hi Anders,
thanks for the response.

Well I am a hardware man, absolutely no programmer, but I have managed
some C in microchip pic for my sim hardware (mostly modified scraped
avionics and panels) and written up a IO driver for it in FG, so for
me, starting from scratch is not an option, I do know my way around FG
a little bit now.
I could work with making the Volkswagen from a Porce approach.

I like to stay with the existing FG instruments and way of doing
things. Also if possible I want to retain the sound hardware
availability on the slave. So I am still back to a minimal FG compile
solution.

If need be I will just use a normal MB, its just these small Atom
boards are ideal for the job from the point of cost, size and power
usage. A cost effective solution especially when just run from a
memory stick.

I have found a few win add ons that just display instruments, but so
far all are MSFS add ons, quite pricey and I am uncertain if there is
enough detail freely available to write a driver or protocol to talk
to them as they seem to hook into a windows dll.
Also there may be some options in the Glass Cockpit project, I saw
somewhere someone had revitalised it again.


reg Harry





On 5/18/10, Anders Gidenstam anders-...@gidenstam.org wrote:
 On Tue, 18 May 2010, Harry Campigli wrote:

 Hello all,

 I would like to set up a networked slave in the normal manner, however
 I only want it to display some instruments on a panel of my design in
 an osg view.
 For this I would like to use an Intel atom board which is a pretty
 feeble MB but suits because its small, and low power use.  These
 boards don't seem to be up to running FG V2 in the normal mode.
 But surely this MB can generate and just display the instruments when
 the FDM is shutdown and the values are coming in on a socket.

 Hi,

 My suggestion is that you find or write an application that displays just
 instruments. You can easily get the relevant data needed to drive the
 display out of FG using the generic protocol system. That way you don't
 need to change FlightGear at all. I suspect that there might even be
 existing appropriate programs out there to just render instruments driven
 by data sent from FlightGear or some other flight simulator.

 Hmm, or was part of your requirements that the instrument (panel) is
 created in the same way is in FG (i.e. the XML and 3d model files)?


 Cheers,

 Anders
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 WWW: http://www.gidenstam.org/FlightGear/

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Re: [Flightgear-devel] Elevator control loading

2010-03-23 Thread Harry Campigli
Ok Wille and Allan

For pix of works in progress, if you go to
http://www.bali-gold.com/Avionics/index.php

Then to the sim two directory, I have put in some new pix with
comments on them of the rudder setup and the unit i am building up
right now which will be for the ailerons.

This design is based on a 737 feel unit but no hydraulics.


Allan, I used bungee on the rudder pedals and gas struts on the toetip
brakes in my first sim, they felt good but they dont last long here in
Bali, I guess high temps and humidity is always 80 plus also they used
quite some space under the cockpit.

The only setup I have actually seen myself was magnetic braking on a
Frasca 205 sim I looked after back in the early 80s, and they were to
simulate hydraulic failures as I recall.

I really think today the best way is a big servo motor and do it all
in software, but I suspect 3 of them with the correct gearboxes and
control electronics and then getting them to Bali would be way outside
the budget. And as I said lots of folks on forums have tried different
and expensive motor types and I have not seen anyone say  this is the
one, realistic feel and reliable

Having said that its a few days work to prepare all of the bits of
steel and assemble the ones I am making now, plus the cost of 5
bearings, 2 motors with controls and a bit of steel. HoweverI am
pretty happy with the feel of the final result after a months work on
the pedals.

You will also note from the pix I am using dc motors for the auto
throttles, one drives the bar to the throttle lever and the other
clamps the drive motor to the bar.

reg Harry





On Tue, Mar 23, 2010 at 6:52 PM, Alan Teeder ajtee...@v-twin.org.uk wrote:
 Back in the 60´s and 70´s we found that bungee rubber gave better feel than
 steel springs when we made simple (i.e. non-hydraulic) feel units from time
 to time for our research simulator.

 I  also built a few hydraulic systems, but these need lots of safety devices
 to protect the pilot from run-aways.

 I was contemplating building a unit based upon direct drive from large dc
 torque motors driven by power amplifiers, but never got past the preliminary
 design. We did however use direct electric motors for throttle servos and
 trim wheels. They cut out if the motor current went too high due to pilot
 override.

 Alan
 --
 From: Harry Campigli harryc...@gmail.com
 Sent: Tuesday, March 23, 2010 5:33 AM
 To: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Subject: Re: [Flightgear-devel] Elevator control loading

 John,

 I cant help with your software question, but I also am working on
 control loadings for rudders, and yokes in a dual pilot jet setup.

 Currently I have completed the rudder setup and working on the yokes.
 Ailerons for now, elevators next.

 i will interface them to FG but using a pic as the controller.

 I have made a device similar to a Boeng feel unit but no hydraulics,
 ie, a vee made of 2 arcs with a bearing running along it as a cam. one
 spring is set up for minimal centering pressure, a motor positioned
 second spring is added over the first spring under computer control to
 increase the control loading.

 Then the entire unit is rotated bt a second motor to move the centre
 point, and or,  force the sim pilot to apply a certain amount of force
 on the control to maintain the desired attitude. I was planning load
 cells in the control linkage but think i will get by with measuring
 the force at different angles and putting  in a software lookup table
 This same motor will also position the controls in autopilot mode
 (pilot hands off)

 I am using a linear actuator made from a wiper motor on the spring and
 an 18 inch satellite positioning actuator to move the unit.

 Possibly its better and easier with a big servo motor setup but while
 i have seen many posts in sim builder  forums about testing different
 types of motor, I have not seen an example of a motor that really fits
 the bill.

 Possibly we can compare notes on a separate email as this hardware
 rather than FG code?

 Harry









 On Tue, Mar 23, 2010 at 1:03 AM,  cas...@mminternet.com wrote:
 Hi,

 Can anyone shed some light on the following question?

 Does JSBSim calculate elevator position and control hinge moments based
 on
 the general equation of motion, including inertial coupling, is described
 by Etkin( 1982 ), or do the FDMs simple accept the value provided via FG
 or a network interface and position the elevator at that value analogous
 to an irreversible control system.

 Working on a control loading system and before digging into the JSBSim
 code, thought I might ask the question of save some time.

 Thanks
 John



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Re: [Flightgear-devel] Elevator control loading

2010-03-22 Thread Harry Campigli
John,

I cant help with your software question, but I also am working on
control loadings for rudders, and yokes in a dual pilot jet setup.

Currently I have completed the rudder setup and working on the yokes.
Ailerons for now, elevators next.

i will interface them to FG but using a pic as the controller.

I have made a device similar to a Boeng feel unit but no hydraulics,
ie, a vee made of 2 arcs with a bearing running along it as a cam. one
spring is set up for minimal centering pressure, a motor positioned
second spring is added over the first spring under computer control to
increase the control loading.

Then the entire unit is rotated bt a second motor to move the centre
point, and or,  force the sim pilot to apply a certain amount of force
on the control to maintain the desired attitude. I was planning load
cells in the control linkage but think i will get by with measuring
the force at different angles and putting  in a software lookup table
This same motor will also position the controls in autopilot mode
(pilot hands off)

I am using a linear actuator made from a wiper motor on the spring and
an 18 inch satellite positioning actuator to move the unit.

Possibly its better and easier with a big servo motor setup but while
i have seen many posts in sim builder  forums about testing different
types of motor, I have not seen an example of a motor that really fits
the bill.

Possibly we can compare notes on a separate email as this hardware
rather than FG code?

Harry









On Tue, Mar 23, 2010 at 1:03 AM,  cas...@mminternet.com wrote:
 Hi,

 Can anyone shed some light on the following question?

 Does JSBSim calculate elevator position and control hinge moments based on
 the general equation of motion, including inertial coupling, is described
 by Etkin( 1982 ), or do the FDMs simple accept the value provided via FG
 or a network interface and position the elevator at that value analogous
 to an irreversible control system.

 Working on a control loading system and before digging into the JSBSim
 code, thought I might ask the question of save some time.

 Thanks
 John



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Re: [Flightgear-devel] rotated screen

2010-02-18 Thread Harry Campigli
Thank you all for the comments, much appreciated

Yes, thanks Fred, that was the way I had in mind orininally but could
not find where I had seen it.

Cheers

Harry

On Thu, Feb 18, 2010 at 4:30 AM, Frederic Bouvier fredfgf...@free.fr wrote:
 Look at :
 http://cvs.flightgear.org/viewvc/data/Docs/README.multiscreen?revision=HEAD

 The roll-deg parameter should do the trick.

 -Fred

 - Curtis Olson curtol...@gmail.com a écrit :
 In the pre-OSG days you could simply insert a glRotate() call in the
 appropriate spot (and perhaps do a little work to account for different
 screen dimensions) and you were done.  I'm not sure if that same trick works
 (or plays nice) in the OSG world.  Maybe there is an OSG specific way to do
 this?


 Curt.


 On Wed, Feb 17, 2010 at 11:52 AM, Jon Stockill  wrote:


  Harry Campigli wrote:
 
   Possibly I can just rotate the view in osg where the camera is defined
   and just position the instruments as required on the rotated panel in
   the normal maner
  
   (os is linux, multi screen video cards)
  
   Any suggestions on the way to approach this or where ita already been
   done would be most welcome.
 
 
 You should be able to rotate the screen with driver settings, leaving
  you with a 768x1024 rather than 1024x768 display (for example) to
  display a normal OSG camera view on.
 
  Jon
 
 
 
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Re: [Flightgear-devel] Time to help to develop a funtion to attach AI

2009-04-20 Thread Harry Campigli
Martin,

After spending the day in c++ help files and inserting printf all over the
place i have managed to follow it through and get the code up and running
for one aircraft  Hopefuly tomorrow i can finalise it.

2 question for now,

Is FG running mutli thread thease days, ie do I need worry ablout clashes
betwwen an io cycle and the AI system with object?

I am not sure how the lists in the ai work but whats the difference between
_dt and dt? eg as in this line from AIManager.cxx
(*ai_list_itr)-update(_dt);


regards Harry








On Mon, Apr 20, 2009 at 4:07 AM, Harry Campigli harryc...@gmail.com wrote:

 Thanks Martin,

 My set up is one FG machine with 3 slave FG machines,  they are the 3
 window views. But I am also using the sound harware in them. The main aim is
 to get the Ai aircraft and the selected cloud layers the same in all
 windows.
 ( i have succeded with multiplayer just by forwardng on the recieved data
 steam to the slaves.)

 Sticking with FG convension as I see it in FG code I have cloned the native
 net controls format, just different porperties. This io stream also passes
 the cloud layer data, 3d clouds enabled and other items so they are all the
 same in the slave window views.

 I have added a couple of poperties to the original AI Aircraft tree, eg the
 model path string, A/c tail number, callsign and livery. This is just to
 make them easy to pick up with the io routine and also debuging.

 I have stored the recieved copy of the Ai aircraft properties in a new
 branch of the AI tree with the io protocol 10 times a second. this is at
 /ai[0]/models[0]/slave/aircraft[i].

 Hopefully having said that, you can imagine this code tacked into the
 bottom of the net io protocols, called every time a new update of the
 properties is recieved,  There is no sorting in it as yet, its only a run
 once thing for now it is purely to get to the stage of adding one aircraft
 to the ai sub system from the recieved data in the slave . After that its
 working I should be able to deal with adding update and delete.

 The mechanisms to attach and update the remote date are all in FG, It just
 i only do C in single chips and am in over way my head with the c++ .

 What I am trying to do below is create a model object, load it with the
 data and attach it to the Ai system the same way traffic manager and
 multiplayer do without changing any of the existing FG code. Once its
 attached I will keep it updated from the recieved data. (infact what I have
 found just droping the postion info the the tree works if I let the traffic
 manager system generate the models).


 Below works fine to the printf(found mp..  Thus i know i have the path
 string though ok from the master. The problem starts when I try to load the
 new aircraft object with the model path string, either the compiler
 complains (my errors) or it has a seg fault after running.

 Note the areas with the // commented out code my attempts to load those
 items

 If I leave the new object un modified (as is now in the code below) and
 attach it with the   aiMgr-attach(aircraft1);   line, it still brings about
 a seg fault. I suspect this could be because it is in fact empty. My many
 attempts give errors that seem to indicate I have created the  new object
 withFGAIAircraft* aircraft1 = new FGAIAircraft; correctly.




 // begin work area to attach an aircraft to the ai system

 // earlier we ensured  Shut down of the Traffic Manager enabled prop as
 we are recieving our traffic
 // : info  includes at the start
 //#include AIModel/AIBase.hxx
 //#include AIModel/AIAircraft.hxx
 //#include AIModel/AIManager.hxx



  // temporary flow control just for testing in a run once only non indexed
 scenario , this node will not exist , after exit it will
if( ! fgHasNode(/ai[0]/models[0]/aircraft[0]/atttached)){
 printf(have start \n);

 // point node to the branch where the remote system AI plane data has been
 placced to
   node = fgGetNode(/ai[0]/models[0]/slave/aircraft[0], false);
   SGPath mp(globals-get_fg_root());
   SGPath mp_ai = mp;
   temp = node-getStringValue(path); // returns the model path
 recieved from the master machine
 Aircraft/777/777-SingaporeAirlines.xml
   mp.append(temp);
   mp_ai.append(AI);
   mp_ai.append(temp);
   if (mp.exists() || mp_ai.exists()) {
 printf(found mp, means the model path from the master was found on this
 machine \n);
 }
FGAIAircraft* aircraft1 = new FGAIAircraft;// create a new
 aircraft entitie to dadd to the AI system

 // Load the variables to the to the new AI aircraft. the model path, its
 registration number, livery and callsign


 // aircraft1-setPath(node-getStringValue(path));

   //   temp = node-getStringValue(path);
 //aircraft-setPath(Aircraft/777/777-SingaporeAirlines.xml);
   //   aircraft1-setPath(temp.c_str());

 //   temp = node-getStringValue(registration);
 // aircraft-setRegistration(registration.c_str

[Flightgear-devel] Time to help to develop a funtion to attach AI models in FG

2009-04-19 Thread Harry Campigli
Hi guys,

I was wondering if i can find someone with a little time to help write a
small funtion to attach remote Ai aircraft to the Ai subsystems.

My problem is i just dont know enough about c++,  I have tried for days to
clone off and build a workable function but just end up at dead ends.
Probably an experience eye would spot whats wrong.

All of the Ai properties are availible on a new branch of the tree, having
been copied across from the master FG machine,

I just can't come up with a workable solution to prepare a new aircraft
stucture, copy in the few required items and call the Ai attach function.

I doubt its a big job for anyone who is familliar with the techniques
involved. So if any kind soul has the time to help me work through it pls
drop me a line

-- 
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harryc...@gmail.com
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Re: [Flightgear-devel] Time to help to develop a funtion to attach AI

2009-04-19 Thread Harry Campigli
Thanks Martin,

My set up is one FG machine with 3 slave FG machines,  they are the 3
window views. But I am also using the sound harware in them. The main aim is
to get the Ai aircraft and the selected cloud layers the same in all
windows.
( i have succeded with multiplayer just by forwardng on the recieved data
steam to the slaves.)

Sticking with FG convension as I see it in FG code I have cloned the native
net controls format, just different porperties. This io stream also passes
the cloud layer data, 3d clouds enabled and other items so they are all the
same in the slave window views.

I have added a couple of poperties to the original AI Aircraft tree, eg the
model path string, A/c tail number, callsign and livery. This is just to
make them easy to pick up with the io routine and also debuging.

I have stored the recieved copy of the Ai aircraft properties in a new
branch of the AI tree with the io protocol 10 times a second. this is at
/ai[0]/models[0]/slave/aircraft[i].

Hopefully having said that, you can imagine this code tacked into the bottom
of the net io protocols, called every time a new update of the properties is
recieved,  There is no sorting in it as yet, its only a run once thing for
now it is purely to get to the stage of adding one aircraft to the ai sub
system from the recieved data in the slave . After that its working I should
be able to deal with adding update and delete.

The mechanisms to attach and update the remote date are all in FG, It just i
only do C in single chips and am in over way my head with the c++ .

What I am trying to do below is create a model object, load it with the data
and attach it to the Ai system the same way traffic manager and multiplayer
do without changing any of the existing FG code. Once its attached I will
keep it updated from the recieved data. (infact what I have found just
droping the postion info the the tree works if I let the traffic manager
system generate the models).


Below works fine to the printf(found mp..  Thus i know i have the path
string though ok from the master. The problem starts when I try to load the
new aircraft object with the model path string, either the compiler
complains (my errors) or it has a seg fault after running.

Note the areas with the // commented out code my attempts to load those
items

If I leave the new object un modified (as is now in the code below) and
attach it with the   aiMgr-attach(aircraft1);   line, it still brings about
a seg fault. I suspect this could be because it is in fact empty. My many
attempts give errors that seem to indicate I have created the  new object
withFGAIAircraft* aircraft1 = new FGAIAircraft; correctly.




// begin work area to attach an aircraft to the ai system

// earlier we ensured  Shut down of the Traffic Manager enabled prop as we
are recieving our traffic
// : info  includes at the start
//#include AIModel/AIBase.hxx
//#include AIModel/AIAircraft.hxx
//#include AIModel/AIManager.hxx



 // temporary flow control just for testing in a run once only non indexed
scenario , this node will not exist , after exit it will
   if( ! fgHasNode(/ai[0]/models[0]/aircraft[0]/atttached)){
printf(have start \n);

// point node to the branch where the remote system AI plane data has been
placced to
  node = fgGetNode(/ai[0]/models[0]/slave/aircraft[0], false);
  SGPath mp(globals-get_fg_root());
  SGPath mp_ai = mp;
  temp = node-getStringValue(path); // returns the model path
recieved from the master machine
Aircraft/777/777-SingaporeAirlines.xml
  mp.append(temp);
  mp_ai.append(AI);
  mp_ai.append(temp);
  if (mp.exists() || mp_ai.exists()) {
printf(found mp, means the model path from the master was found on this
machine \n);
}
   FGAIAircraft* aircraft1 = new FGAIAircraft;// create a new
aircraft entitie to dadd to the AI system

// Load the variables to the to the new AI aircraft. the model path, its
registration number, livery and callsign


// aircraft1-setPath(node-getStringValue(path));

  //   temp = node-getStringValue(path);
//aircraft-setPath(Aircraft/777/777-SingaporeAirlines.xml);
  //   aircraft1-setPath(temp.c_str());

//   temp = node-getStringValue(registration);
// aircraft-setRegistration(registration.c_str());

temp = node-getStringValue(callsign);
 //aircraft-setCallSign(temp);

//temp = node-getStringValue(livery);
// aircraft-setLivery(lvry.c_str());


printf( aircraft  loaded with strings from property tree \n);

  FGAIManager *aiMgr = (FGAIManager*)globals-get_subsystem(ai_model);
  if (aiMgr) {
aiMgr-attach(aircraft1);
printf(have aiMgr\n);

//  i = aircraft1-getID(); // if  aircraft is attached we store this
number
node = fgGetNode(/ai[0]/models[0], false );
node-setBoolValue(aircraft[0]/localID,i,true); // used later with the
a/c registration number to keep models in sync with master

// temporty flow control airaft attaced to tree, create this 

Re: [Flightgear-devel] Help needed fo write an FG string property

2009-04-17 Thread Harry Campigli
HI Curtis thanks for the response,

Well I tore my hair out for a couple of days. But I could never make any
sense of the string stored in the structure, nor could I find a string
terminator in it. I dont know exactly why as i am not very experieced in c
strings.

I ended up putting the property to a local string, then writing it into a
normal char array in the structure adding a teminator after the last
printable.


Certianly not elegant but works for now to load the stucture. A programer
would write it differently to me!


  tempnode = node-getChild(registration);
  pt = net-registration[i];// pointer to array
in struct
  pt[0] = '\0';   // put an end
of string for default
  if ( tempnode != NULL ) {
  temp =  tempnode-getStringValue();
  n=0;
  x=0x31;
  while ( (x  0x19) (x0x7f)  (n  SL_MAX_REGISTRATION)){
  x=temp[n];// pointer
to prop string to send
  pt[n] = x; // wite to
the struct string
  n++;
  }
  pt[n] = '\0'; //0x0A;
  }

From the structure Its written into the other machine with

  node-setStringValue(registration, net-registration[i]);



The file is a clone of the native controls io, purpose being to forward the
clouds, AI and multiplayer info to the slave pcs for display.

Now I have the Ai aircraft  data across to the slaves, my next question is
where does FG pick up the AI items attached for display by the AIbase? Ie I
need to fool the slaves to display the imported aircraft from the data,
preferably with out diabling the Ai base as It is still used displaying the
multiplayer on the slaves from another protocol and port.

I know i could do it with a cloned Ai update funtion, but maybe i can do it
at a lower level?


BTW ref our mail of last weekend, I have been putting a drawing together of
how I have interconnected  the sim aircraft hardware by can bus to FG I
would have mailed it by now if I had not been banging my head on the walls
with this string issue. I will revert with it shortly


Regards Harry






On Fri, Apr 17, 2009 at 2:30 AM, Curtis Olson curtol...@gmail.com wrote:



 On Thu, Apr 16, 2009 at 1:07 AM, Harry Campigli wrote:




 How fo write an FG string property from an indexed string in a structure?

 Possibly someone can help please , I have tried to find an example with no
 luck, I am sure i had it working yesterday but now every way i try i end up
 with it wrong at compile, a seg fault or a property node with an empty
 string. The basic setup works fine with doubles ect, here i only show the
 string code.


 Its wrong, but this is what i want to do, where : index i is declared as
 an int,  path is a node, and path[i] is a string indexed in the structure
 called buf-node-setStringValue(path,buf-path[i]);
 )

 1-The stucture called buf with indexed stings in it from the h file
 
 enum {
 FG_MAX_AIRCRAFT = 25
 };
 uint32_t num_aircraft;
 string callsign[FG_MAX_AIRCRAFT];
 string path[FG_MAX_AIRCRAFT];
 


 2- I write to the stucture with

 
   tempnode = node-getChild(path);
   if ( tempnode != NULL ) {
   net-path[i] =  tempnode-getStringValue();
   }

 


 At a glance, this looks like it should work.  I believe getStringValue()
 returns a const char * type and you should be able to assign this to a
 string variable like you show in your example code.

 If I was going to dig into this, I might start inserting some printf()'s to
 dump out the value of tempnode-getStringValue() to make sure that is sane.
 Make sure [i] is a sane index value, etc.  Off by one errors are pretty easy
 to accidentally introduce.  Hehe, I still have trouble with those off by an
 order of magnitude errors ... :-)

 Without seeing your surrounding code, I think I would be most interested in
 first checking the value of i.  That should remain between 0 and 24 (i=25
 would be an array overrun because you'd be referencing the 26th element of
 the array.)

 Best regards,

 Curt.
 --
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 http://baron.flightgear.org/~curt/http://baron.flightgear.org/%7Ecurt/


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80228

H +62 361 285629
M +62 812 7016328
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Stay

[Flightgear-devel] Help needed fo write an FG string property

2009-04-16 Thread Harry Campigli
How fo write an FG string property from an indexed string in a structure?

Possibly someone can help please , I have tried to find an example with no
luck, I am sure i had it working yesterday but now every way i try i end up
with it wrong at compile, a seg fault or a property node with an empty
string. The basic setup works fine with doubles ect, here i only show the
string code.


Its wrong, but this is what i want to do, where : index i is declared as an
int,  path is a node, and path[i] is a string indexed in the structure
called buf-node-setStringValue(path,buf-path[i]);
)

1-The stucture called buf with indexed stings in it from the h file

enum {
FG_MAX_AIRCRAFT = 25
};
uint32_t num_aircraft;
string callsign[FG_MAX_AIRCRAFT];
string path[FG_MAX_AIRCRAFT];



2- I write to the stucture with


  tempnode = node-getChild(path);
  if ( tempnode != NULL ) {
  net-path[i] =  tempnode-getStringValue();
  }




-- 
Regards Harry
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Re: [Flightgear-devel] control an aircraft from a file

2009-04-13 Thread Harry Campigli
John
I am no expert but depending on what you what to do, one easy option is to
use an existing io format. FG is rich in the interfacing department and the
property tree arrangement makes hooking in most contols possible and easy.
FG has an option to replay from file you could investigate, another is the
generic io protocol. This is how i interfaced most of my hardware originally
and you dont need to modify any FG code, just write an xml file.

The flight gear io protocols all support a socket interface, I suggest you
have a look in /src/network and you will find that sending control data into
FG with a string is not difficult. Have a look at the Atlas.c as an example.


Harry













On Tue, Apr 14, 2009 at 8:03 AM, John Waget jwa...@gmail.com wrote:

 hello,

 need helps for this:
 Instead of controlling an aircraft through keyboard, yoke or pedals, I want
 to provide the control commands from a file or program. What should I do?

 thanks

 John



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[Flightgear-devel] surface wind hook in

2009-04-10 Thread Harry Campigli
Hi all,

I have been building up a network protocol to sync up my slave screens,
additional items like clouds etc.

One thing I have trouble with is which propeties for the surface wind speed
to use, on the slave screens it makes the windsock the same.

I can pick the speed and direction up from the tree but if you write them
here they are over wriiten with the old values. I figure its the
envireonment manager, but cant find the hook in to it from the pulldown
weather menu.
/environment/wind-speed-kt is where i have picked them up.

**

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Re: [Flightgear-devel] Help: Building a binary IO driver based on Altas driver

2009-03-25 Thread Harry Campigli
Hello Csaba,

Thanks for that, I have done some experimenting today with the input data
with from Pic today,


Using printf(%02x , ch); it seems the data is intact as long as its normal
printables, with a 128 byte hex test block incrementing from 0x00 to 0x7F,
it seems from 0x0E to 0x7f is ok, I did not test 0x80 to 0xFF but some chars
in that range did send  it nuts before.

Therefore I thing the best option I have without modifying low level drivers
elsewhere in FG is come up with a compressed format in printables.


But the issue remains as to why the data is read in to the parse call from
the input io stream with in on the command line but not bi?


Thanks and regards Harry.



On Wed, Mar 25, 2009 at 1:26 AM, Csaba Halász csaba.hal...@gmail.comwrote:

 On Tue, Mar 24, 2009 at 6:06 PM, Harry Campigli harryc...@gmail.com
 wrote:
 
  Thus at the moment,  the process routine calls the parse routine as in
  yesterday, There  I am picking up the number of chars in buf from
  length. In the parse routine then I am testing each char and at the
 same
  time sending the char to a printf.
 
 
  If I test each char, from buf I can find 0x5a Z but not 0xA5. Futher
 the
  terminal shows only the printable characters from buf. However it is a
  steady cycle of the same pintable char data 10 times a sec with the non
  printables missing.

 Try using printf(%02x , ch);

 --
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Re: [Flightgear-devel] Help: Building a binary IO driver based on Altas driver

2009-03-24 Thread Harry Campigli
Thanks for the reply Curt,


I took your comment onboard, Not much time today so I still have not
modified the process routine, but have instigated printf for testing. I wish
I knew it was so easy to so that earlier.My background in single chip
devices where there is no screen!.


Thus at the moment,  the process routine calls the parse routine as in
yesterday, There  I am picking up the number of chars in buf from
length. In the parse routine then I am testing each char and at the same
time sending the char to a printf.


If I test each char, from buf I can find 0x5a Z but not 0xA5. Futher the
terminal shows only the printable characters from buf. However it is a
steady cycle of the same pintable char data 10 times a sec with the non
printables missing.
From these 2 observations I suspect the non printables are not in the buf
array.

If I understand your response correctly, every time parse is called, buf
will hold fresh serial data and the number of bytes is in length, this may
not be the complete burst of data I send every tenth of a second to the
serial from my Pic. But if i gather these bytes and write them to an array
or file I will end up with a replica of the stream in. From that i could
find the sync bytes and recover the complete block of data.

However I realise once I have it working i need to refine the code a bit,
but if thats the case I seem to be missing the non printables.



You mention modifying the call to parse to call it only when its got the
full block of data. I would prefer very much not to be putting patches in
the other code outside of my sim file (cloned from the Altas one in
src/network), the only patch i have done is in fgio.c and that was to clone
the call for the atlas routine.

So questions

Firstly have i come to the correct conclusion above, and is it possible non
printables are not present in the buf data?

Could you tell me where in FG it calls the process routine for the various
io protocols? I seached today with out sucess, possibly from simgear?

Also the parse routine only seesm to run when i define serial in in the
comand line, where as I want the port bidirectional and would use bi in
the command line. eg, fgfs --sim=serial,in,10,/dev/ttyS0,38400 --httpd=5008

As i want to read in 8 bit hex data should i be looking at another method?


I apologize for dumb questions but I fully realize FG is quite a complex
piece of evolving code and I only want to hook in  a small addon.


regards Harry


Below is modified to pick up char Z (ox5A)  from buf and test as mentioned
above using lenth to read from buf.

It outs the 0x5A to screen and sets the gear property but cant finsd a 0xA5.

   SGPropertyNode * node;




  l =0;
  while(l != length)
  {


ch = buf[l];
printf(%c,ch);
switch (Msg_State)
{
  case 0:// find the sync header byte 0
  if(ch == 0x5A)
{
Msg_State++;
Msg_CS_OK = 0;
  b5=false;
  node = fgGetNode(/controls, true);
  node-setBoolValue(gear/gear-down, b5);
}















On Tue, Mar 24, 2009 at 12:12 AM, Curtis Olson curtol...@gmail.com wrote:

 Hi Harry,

 I've only skimmed your example code, but off the top of my head here are a
 couple things.

 The FlightGear serial IO defaults to non-blocking. That means characters
 will only be read if they are available, and you can't depend on the entire
 message string being there when you try to read it.   If you back up to the
 routine that actually reads the data in, you may need to do some work there
 to accumulate the entire message before handing it off to your parsing
 routine.

 One thing I do quite often in these situations is to add printf()'s to the
 code that reads the data in.  Seeing the actual data values or message
 lengths that are read each time can be quite instructive.

 Best regards,

 Curt.


 On Mon, Mar 23, 2009 at 3:44 AM, Harry Campigli wrote:

 Could I ask for some help and advise on this issue.

 I am trying to interface my Microchip Pic based sim hardware to FG. I have
 it working with a genetic string but the string is becoming to large for the
 pics to handle, also I would like a crc or check sum on the data. Thus i
 prefer a compressed hex format. Ie  the pic sends 4 bytes sync,16 bytes each
 bit being a switch boolean, 16 bytes each being an analog setting then 2
 bytes with each bit being a sign on the 16 analogs.

 The format thus is A5 5A A5 5A hh hh hh hh hh hh ...for 40 bytes.

 For simplicity I opted to clone and adapt the Atlas driver, keeping in
 line with all existing FG conventions. and use it as a frame. and intigrate
 my driver into FG when i build.

 So far I have bumbled my way along, I not a good programmer but have
 learnt my way around C with the microchip C18 to drive all the hardware. I
 have managed to generate and output a binary compressed message from FG. But
 cant seem to get it to decode on the inwards stream.


 My approach is similar to the way i run the can bus between the hardware
 Pics, pick

[Flightgear-devel] Help: Building a binary IO driver based on Altas driver

2009-03-23 Thread Harry Campigli
Could I ask for some help and advise on this issue.

I am trying to interface my Microchip Pic based sim hardware to FG. I have
it working with a genetic string but the string is becoming to large for the
pics to handle, also I would like a crc or check sum on the data. Thus i
prefer a compressed hex format. Ie  the pic sends 4 bytes sync,16 bytes each
bit being a switch boolean, 16 bytes each being an analog setting then 2
bytes with each bit being a sign on the 16 analogs.

The format thus is A5 5A A5 5A hh hh hh hh hh hh ...for 40 bytes.

For simplicity I opted to clone and adapt the Atlas driver, keeping in line
with all existing FG conventions. and use it as a frame. and intigrate my
driver into FG when i build.

So far I have bumbled my way along, I not a good programmer but have learnt
my way around C with the microchip C18 to drive all the hardware. I have
managed to generate and output a binary compressed message from FG. But cant
seem to get it to decode on the inwards stream.


My approach is similar to the way i run the can bus between the hardware
Pics, pick up the char one at a time, check for the first A5, then 3 sync
chars from buf then if ok (synced up), copy the next 40 chars to msgin.
If thats ok then it sets a flag to decode the data. for now i also have an
0x0D on the end making it 41 chars. Later i intend to add the CRC routine.
Also I intend to use a network socket to the Pics once its all working. I
try to work in small steps.

It seems I cant pick up the first A5, as I understand it, buf has the data
in.

My question is how does the low level IO in Sg and FG work, am I wrong to
work on the premise that every time parse message is called buf contains
fresh data from the serial, Or does the the low level code require a CR? DO
i need to set up a static ring buffer os sorts and take the incoming from
that?


Below Is the code as it stands. i would expect to come out of this with
Msg_CS_OK=1, but maybe its not quite correct, for starters I need to pick up
the first sync char.


I hope i have provided enough info to enable an answer,
Regards Harry

FYI the OS is suse11.1 but i am not having any problems from that point of
view.





bool FGSim::parse_message() {
SG_LOG( SG_IO, SG_INFO, parse atlas message );
char msgin[256],dblin[6];
char a,b,c,d,e,f,g,h,b0,b1,b2,b3,b4,b5,b6,b7,w,starter,Char_Count,ch,l;
static char Msg_State,Msg_pointer,Message_CS_H,Message_CS_L,Msg_CS_OK;
double min, max;
int intin;
char pbsw;

//   string msg = buf;
//msg = msg.substr( 0, length );
//SG_LOG( SG_IO, SG_INFO, entire message =   msg );

   SGPropertyNode * node;




  Char_Count = 41; // length
  l =0;
  while(l != Char_Count)
  {

ch = buf[l];
switch (Msg_State)
{
  case 0:// find the sync header byte 0
  if(ch == 0xA5)
  {
Msg_State++;
Msg_CS_OK = 0;
b5=false;  // test
to see if value recieved.
node = fgGetNode(/controls, true);
node-setBoolValue(gear/gear-down, b5);
 }

  break;

  case 1:// find the sync header byte 1
  if(ch == 0x5A) {Msg_State++;}
  else Msg_State= 0;

  break;

  case 2:// find the sync header byte2
  if(ch == 0xA5) {Msg_State++;}
  else Msg_State= 0;
  break;
  case 3:// find the sync header byte 3
  if(ch == 0x5A) {Msg_State++;Msg_pointer=0;}// reset
counter point for msgin
  else Msg_State= 0;
  break;

  case 4:
  msgin[Msg_pointer] =ch;
  Msg_pointer++;// write ch to msgin till all done
  if(Msg_pointer==40){Msg_State++;Msg_CS_OK=1;}
  break;

  case 5://get fist cs byte
  Message_CS_H = ch;
  Msg_State++;
  break;

  case 6:
  Message_CS_L =ch;
  Msg_State = 0;
  break;
  default:
  Msg_State=0;
  break;

} // switch


 l++;
} // while

.
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Re: [Flightgear-devel] Preferred development os

2009-02-11 Thread Harry Campigli
Ok thanks for that Alasdair,

Is there some thing a miss with the Terragear archive today,  The git clone
command from the script works ok on the Simgear-cs but not Terragear-cs.

I could be wrong but I cant see it being local here if one works and the
other does not. Is it just me?

git clone http://mapserver.flightgear.org/git/terragear-cs/
error: Couldn't get
http://mapserver.flightgear.org/git/terragear-cs//refs/heads/cvs.terragearfor
heads/cvs.terragear
The requested URL returned error: 404
error: Could not interpret heads/cvs.terragear as something to pull


Reg Harry






On Wed, Feb 11, 2009 at 7:10 AM, Alasdair Campbell ali...@btinternet.comwrote:

 On Tue, 2009-02-10 at 23:23 +0800, Harry Campigli wrote:

 
  Are you running Terragear on your Debian machine?
 
 Hiya Harry, I've been running Debian Sid (unstable) for several years
 now, and I find it great fun, especially without a hard hat. Every day,
 first thing, I run Synaptic and get all my stuff updated to the very
 latest versions of everything. If it breaks, I have a copy of Etch on a
 separate partition, just in case, but I have never had to use it.

 I build weekly builds of FG, SG, OSG, plib, whatever from CVS/SVN with
 no problems whatsoever.

  I have found it difficult to deal with Terragear (CVS) cos it will not
 compile against Simgear_CVS.. something to to with SG's compiler.h

 Anyway I got interested in your problem, and had another go at
 Terragear, this time using terragear-cs. I found I needed also
 simgear-cs. To save you effort I have made this wee bash script which
 works fine for me. See attached. You will need to aquire, build and
 install plib, newmat and gpc, which can be found at the the following
 locations:

 wget http://plib.sourceforge.net/dist/plib-1.8.5.tar.gz
 wget http://www.robertnz.net/ftp/newmat11.tar.gz
 wget ftp://ftp.cs.man.ac.uk/pub/toby/gpc/gpc232.zip

 Kind regards, Alasdair


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Re: [Flightgear-devel] Preferred development os

2009-02-11 Thread Harry Campigli
Hmm

It turns out changing the Debian git version made no difference, worked of
GS  but not TG. But I found a git rpm to suit the SUSE 10.3 machine that
worked.

Its been compiling away for a while. see whats there in the morning.

Thanks again Alasdair.

reg Harry




On Wed, Feb 11, 2009 at 7:40 PM, Alasdair Campbell ali...@btinternet.comwrote:

 On Wed, 2009-02-11 at 18:05 +0800, Harry Campigli wrote:
 
  Ok thanks for that Alasdair,
 
  Is there some thing a miss with the Terragear archive today,  The git
  clone command from the script works ok on the Simgear-cs but not
  Terragear-cs.
 
  I could be wrong but I cant see it being local here if one works and
  the other does not. Is it just me?
 
  git clone http://mapserver.flightgear.org/git/terragear-cs/
  error: Couldn't get
 
 http://mapserver.flightgear.org/git/terragear-cs//refs/heads/cvs.terragearfor 
 heads/cvs.terragear
  The requested URL returned error: 404
  error: Could not interpret heads/cvs.terragear as something to pull
 
 
  Reg Harry
 

 Still working fine here, Harry. Try again and good luck.

 Alasdair



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Re: [Flightgear-devel] Preferred development os

2009-02-10 Thread Harry Campigli
Hi Melchior,

No its not political, and I am just looking for the best option for the
future.
I moved over to SUSE 6 early 90's from Redhat because Yast was really good
and everything worked from the cds.  Also the CDs were complete.  These days
it seems you need to buy a commercial version for the full house. That was
in pre internet days as well.
With 10.1 I did a bit of mucking about and got FG built ok, Same with 10.3.
But now I seem to download lots if things, They have dropped a lot of apps
off the DVD including FG,  My net connection here in Bali is pretty slow
(and expensive) , infact terminal compared to what I have experienced in Eu.
So searching and downloading additional files is a drag.

I can appreciate the legalities, but needing to download codecs just to get
video and audio playing on 10.3 is a bit much. There are all these players
installed but all need additional downloads, the messenger client did not
work.  The whole thing is just not like before. Vmware would not build
either.
As much as I would like it, I don't expect to just build FG or Terragear
with out some work.

I had a look at Fedora a year or two ago but felt SUSE was still the better
option.

My current sim setup is based on 4  SUSE 10.3 machines with FG v1.9.1, I
have no complaint, but they are dedicated machines.

I see Debian mentioned a fair bit. I install the basic Etch  version and all
the above basic  programs are working  full function from the DVD,  even
festival is installed.  Vmware went in and ran straightaway.
I follow the normal routine, some extras from the DVD and FG is built with
no warnings or errors not much different to SUSE 10.3.  Although I must
admit with a new intermittant dropout in the audio with Al buffer messages
on exit.

So I was pretty impressed with the Debian, except I have never seen this AL
issue before. I am not about to reinstall the 4 sim machines to Debian.

I have not tried SUSE 11 although the dvds are availible locally.  Believe
it or not we have a specialist linux shop here in Bali!


But I am preparing to try and make local scenery and airport layouts of WRRR
the local airport here.  Now i really need a Terragear system with all the
additional tools.  After failing with Terragear SUSE before, I am wondering
if I am better to consider Debian for Terragear or possibly SUSE11,  Maybe
then I will find answers to upcoming problems  searching lists and forums as
other have already encountered the same issues with Debian. IE more people
doing the same things with the same OS.

Either way I expect to build up a directory of additional's locally to
rebuild the machine.

Cheers Harry







On Tue, Feb 10, 2009 at 6:37 PM, Melchior FRANZ mfr...@aon.at wrote:

 * Harry Campigli -- Tuesday 10 February 2009:
  I have used SUSE for years, currently using 10.3. but feel it
  has gone off since version 9.

 Can you be more specific? Or is this just political feeling?



  Everything from the install worked of the mark. Unlike SUSE.

 What was the problem? I use OpenSuSE (11.0) without the least
 problems, and I wouldn't want to switch.

 m.


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Re: [Flightgear-devel] Preferred development os

2009-02-10 Thread Harry Campigli
Many thanks Melchior,Gerard,Martin and Jon,

Please don't forget I am looking for the Terragear OS option that most
developers are using.

For the FG building side of things I see no reason to change the 4 FG sim
machines away from SUSE 10.3 in the foreseeable future, Also after so many
years with SUSE its the devil I know.

But I guarantee you, from the Etch dvd, Debian plays mpg, avi, mp3 and flv,
the messenger client works, festival is there and VMware installs either any
issue. On SUSE 10.3 none of these work off the dvd, as they did with SUSE9.
Well not on any of the 5 suse machines running here.

Maybe V11 is an improvement and I need to try it next although I normally
stay away from bleeding edge releases. The question is how is it with
Terragear


So till now for Terragear the only confirmed starter mentioned is Slackware
11.0,12.0 and 12.1

Harry







On Tue, Feb 10, 2009 at 9:26 PM, Jon Stockill li...@stockill.net wrote:

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

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

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

 Jon


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Re: [Flightgear-devel] Preferred development os

2009-02-10 Thread Harry Campigli
Thanks for the reply Lee,

Your comments all noted, especially with respect to stability, as opposed to
bleeding edge.

Thats fine with me as I have always been behind a release with Suse from 6
to 10 running machines as routers and servers over the last 10 years. Those
machines only ever rebooted when the power outage outlasted the ups. I
recall one uptime over 8 months. Something unheard of in the windows world I
guess.


And no problems with your comments the Flightgear again I build the
requirements like Simgear and osg from source anyway, and could see no
reason to update from SUSE 10.3 unless the Terramodel solution suited and
one of them droped a drive.

I was pretty happy the basics just ran on etch, although FG compiled with a
small audio bug.

I don't know much about Terragear because I have never succeeded in building
it. But i gather the CVS is a mix of mainly old with some new.

Are you running Terragear on your Debian machine?



Regards Harry



On Tue, Feb 10, 2009 at 10:40 PM, LeeE l...@spatial.plus.com wrote:

 Hello Harry,

 I've been a long-time user of Debian, in fact, it's the only
 distribution I've really used, so while I'm not qualified to
 comment on other distros I think I've learned some of the pros 
 cons of using Debian.

 I would say that Debian's greatest plus feature is the stability and
 consistency of it's stable releases, and I would say that it's
 greatest negative feature is a consequence of it's greatest plus
 feature; it will always be using dated, or older versions of
 software.

 This is fine if the older versions of software that end up in the
 Debian stable distros are sufficient for your needs or you are
 developing your own software and don't need or wish to
 use 'bleeding-edge' versions of development libraries and packages
 etc. to make your software work.  For something like FlightGear
 however, which largely requires the latest versions of quite a few
 other packages, it can be a problem.  For example, if you wish to
 keep up to date with FG development and work with the cvs version
 of FG you won't be able to use the version of OSG in etch but will
 have to get a later version from the OSG project and install it
 yourself, which may in turn require later versions of other
 packages too.  Now this may be ok if you don't use any other Debian
 packages that depend upon OSG but if you do you'll then hit
 dependency problems.  There are ways around this but they'll
 require some degree, and sometimes a lot, of extra work and
 housekeeping to keep everything working.  Incidentally, regarding
 OSG, I think the version that will end up in Lenny, which will soon
 become the next stable release (perhaps even this year - lol), will
 be OSG 2.4.0, which will still be too old for the current release
 version of FG.  It also looks like the Debian version of FG that
 will be released with Lenny is 1.0.0.

 You could try using Debian's unstable distro but you need to be
 aware that it's a constantly moving target where dependencies are
 frequently broken.  You really need a testing system if you're
 going to run unstable, to test updates before you roll them out to
 the machines you depend upon to work.  You also really need to
 maintain your own partial mirror too, if you want to keep several
 systems in step because it's likely that there will have been
 further updates between the time you finish testing one set of
 updates and then start rolling them out to your other machines.

 Debian's testing distro varies a lot depending on the current point
 in the Debian release cycle.  Around now, where Lenny has largely
 been frozen and where the current focus is on bug-squashing and
 final testing, it is very stable, but once it's actually been
 promoted and released as the new stable, testing will become very
 unstable and sometimes even less stable than unstable (speaking
 from experience) until it too is frozen.

 So perhaps for something like FG, Ubuntu might be a better bet, as
 it's based more on unstable than stable, with new versions of
 software being brought forward much more quickly than with Debian.

 LeeE


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Re: [Flightgear-devel] Preferred development os

2009-02-10 Thread Harry Campigli
Thanks Martin,

That sits very nicely with my existing SUSE 10.3 set up then.

Herry


On Tue, Feb 10, 2009 at 11:22 PM, Martin Spott martin.sp...@mgras.netwrote:

 Harry Campigli harryc...@gmail.com wrote:

  So till now for Terragear the only confirmed starter mentioned is
 Slackware
  11.0,12.0 and 12.1

 The machine we're using for the World Scenery builds runs OpenSUSE 10.2
 - just by 'accident', as the OS was already installed by the time when
 we were given access to it. As far as I remember quite a lot of tests
 have also been performed on Debian Etch,

Martin.
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