Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2012-08-27 Thread Ryan M
Martin Spott wrote:
 Anyhow, the reason why I had been writing EMail several times is the
 removal of the /sim/paths/use-custom-scenery-data clause.  This
 property has been removed, the state which had been activated by the
 flag is now permanent - see:

Ah, I missed that change. :-) It turns out it doesn't really make a
difference, at least for now. The Nasal file will search for the
models in the $FG_SCENERY directory if this (now-removed) property is
turned on; otherwise it will search in $FG_ROOT (which is now in-sync
with the master object repository). Obviously this does create dead
code. I'll revise it soon.

On Mon, Aug 27, 2012 at 2:51 AM, Julien Nguyen jngu...@etu.emse.fr wrote:
 Hi Ryan,

 When I wanted to create some thumbnails for the models in
 scenemodels.com, every models named generic.airline.***.xml doesn't
 display anything in Flightgear and I met the following error:

 Could not find at least one of the following objects for animation:
 'AirlineSign'

 Same problem with the model from fgdata git and terrasync.

 Don't know where it comes, I'm not really an expert on it.

 Cheers,

  Julien


Hello Julien,

Those files are dummy models; they serve no purpose whatsoever
except to specify the texture paths for the different airlines in the
jetway models. Trying to load them as full models will cause
FlightGear to not find a model, and- you guessed it- not find this
mythical AirlineSign object. ;-)

I'll admit it is an odd setup, and probably one that deserves a
rethink in the future. I'm considering a partial rewrite of my Nasal
files during the FG 3.0.0 development cycle, so I'll definitely take a
look here.

~Ryan

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[Flightgear-devel] LOD Slider for Aircraft

2011-10-11 Thread Ryan M
How about adding an Aircraft Level-of-Detail slider to the Rendering
Options dialog? It could provide an easy way for aircraft developers to
add lots of detail to their models but still make them usable on low-end
systems. Ideally it would work like the existing Performance vs.
Quality slider for shaders.

Since almost no aircraft would use the new slider, perhaps it could be
disabled and enabled on a per-aircraft basis?

sim
model
level-of-detail type=float5/level-of-detail
level-of-detail-enable 
type=booltrue/level-of-detail-enable
/model
/sim


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[Flightgear-devel] Making helijah's pilot models generic

2011-07-19 Thread Ryan M
Why not make helijah's pilot models generic, so that they can be reused
by all aircraft? Ideally, we'd also have parameters for each model so
that their limbs can be rotated for different cockpit configurations.
Emmanuel, I'll need a list of your pilots, as the French X-plane site
you mention in your README seems to be down.

I discussed this idea on IRC, and the main question was where to put the
models. $FG_ROOT/Models/Aircraft/xxx seems like a good candidate.


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[Flightgear-devel] fgdata merge request #107

2011-07-15 Thread Ryan M
Before the 2.4.0 branch is created, could somebody please merge in
Gitorious merge request #107? It doesn't contain any new features, just
a bunch of bugfixes.


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[Flightgear-devel] Dual-licensing question

2011-06-15 Thread Ryan M
Stupid question about dual-licensing: Can I dual-license an aircraft
under both GPL2 and CC-BY (no -SA or -NC), and still have it placed into
fgdata?


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[Flightgear-devel] Airbus A320

2011-06-13 Thread Ryan M
Currently, there are two A320s in fgdata- Fred's A320 and A320-family by
me and Ampere. I propose that the former A320 be removed some time
before release, to prevent confusion, etc.


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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-06-08 Thread Ryan M
I ran some tests yesterday about the possibility of using static jetways
as placeholders. At KSFO, with animated jetways disabled and no dynamic
jetway models at all, FPS was at about 32-33 on my system. With animated
jetways, it plummeted to 15-16. When I used
$FG_ROOT/Models/Airport/jetway.xml as a place holder, FPS slightly
increased to 22-23. My conclusion is that this really doesn't offer any
benefit, and frankly, competing sims don't have such placeholder
jetways either.

I've filed a new request at Gitorious here:
https://gitorious.org/fg/fgdata/merge_requests/98 . A list of
improvements can be found in the description.


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Re: [Flightgear-devel] 4

2011-06-08 Thread Ryan M
More spam on yahoo accounts?


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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-06-05 Thread Ryan M
On Fri, 2011-06-03 at 12:38 +, Martin Spott wrote:
 I'm feeling slightly uneasy with the current state because people don't
 get any jetways at all if they disable the flag in order to preserve
 performance.  Personally I'd prefer a solution which keeps static
 jetways and just disables the animation if people feel like the need
 to.

That sounds like a good idea. But it _might_ still cause FPS impacts.
Will have to run some tests later.

On Fri, 2011-06-03 at 12:38 +, Martin Spott wrote:
 While I'm at it, I'd like to point to another, presumably more severe
 issue: The elevation of every of the animated jetways is hardcoded into
 the respective 'ICAO.jetway.xml' files.  Now take into account that
 ground elevation is subject to change with almost _every_ rebuild of
 the corresponding region and airfield surface 
 From my perspective this calls for a more considerate solution.

The only solution I can think of is to remove the elevation setting and
use Nasal to calculate the elevation for each jetway's
longitude/latitude. The only problem with that is that the calculations
would take into account the terminal buildings, which would cause
jetways appearing on top of the terminal roofs.

...however, I just had another idea. Making the elevations _relative_ to
the terrain instead of absolute. That means the current definition files
will have to be changed, but I can automate that with a script easily
enough. That also means I have to update my FG 2.0.0 version.


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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-06-05 Thread Ryan M
On Sun, 2011-06-05 at 16:40 +0200, Durk Talsma wrote:
 Hi All,
 
 After having discussed this issue with Martin privately, we have come to the 
 conclusion that it is in the best interest of FlightGear to back out parts of 
 this commit, and wait for an improved version. I had accepted the merge 
 request, after I had concluded that Martin's original objections had been 
 resolved, but that appears not to be the case. 

Very well. Should I still attempt my proposed amendments?


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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-05-27 Thread Ryan M
On Fri, 2011-05-27 at 21:09 +0200, Arnt Karlsen wrote:
 ..right, then we'll want those fancy gate parking lights too, 
 http://en.wikipedia.org/wiki/Visual_Docking_Guidance_System

Theoretically that's perfectly possible by piggybacking on my system,
and we even have the X-plane model required, but I don't feel like
implementing it. :)


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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-05-26 Thread Ryan M
Well I did some major changes and squashed it all down to one commit-
however, things got pretty messy. Redid the merge request, here's the
new URL:
https://gitorious.org/fg/fgdata/merge_requests/95

Changes from last time:
* Now uses James' new io.read_airport_properties() function, so it is
much more compatible with Terrasync. The $FG_ROOT/Airports/Jetways
folder has been removed in favor of
$FG_SCENERY/Airports/I/C/A/ICAO.jetways.xml.

* Jetway models are now loaded from scenery directories and
$FG_ROOT/Models; scenery has the higher priority.

* A new checkbox has been added to the rendering options dialog.

* Jetways are disabled by default due to noticeable FPS impacts.

Currently the Models/Airport/Jetway folder is still in the commit. I can
remove it if this is inappropriate.

Feel free to look it over, and hopefully this commit is ready for
merging.


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Re: [Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-05-23 Thread Ryan M
On Mon, 2011-05-23 at 22:04 +0100, James Turner wrote:
  I talked to Ryan on IRC last night, and we discussed this. I've some local
  mods to commit+test that basically do exactly what is described above; they
  allow Nasal (or really, the loadxml command) to hook into my existing
  'find a file for an airport, in the scenery locations' code we use for
  the other 'airport scenery data' files.
 
  I'll hopefully commit this tomorrow, then Ryan can test, and then
  hopefully jetways can live in the airport scenery data happily.

Excellent- thanks James. :) While you're at it, could you also publish
the $FG_SCENERY paths to the property tree? (Don't use my patch, it
turned out to cause a build error (which shows how good of a programmer
I am), and the pastebin link is probably expired now. ;) )

The jetways make a very noticeable impact on FlightGear's frame rate,
particularly at large airports such as KSFO, where up to 120 models
could be loaded at a time. Perhaps they should be disabled by default.


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[Flightgear-devel] fgdata merge request 91:Animated Jetways

2011-05-22 Thread Ryan M
I apologize for not raising this discussion *before* I filed that
request, as I should have.

From the comments on http://gitorious.org/merge_requests/91:
 In the past we've been struggling for more than one and a half release
 cycles in order to separate Scenery-specific stuff from the Base
 Package and to draw a clear line. Now you’re doing almost exactly the
 contrary: Introducing new dependencies between Scenery and Base
 Package by putting airport specific stuff into the FlightGear
 ‘Airports/’– as well as into the shared models directory.
 This stuff belongs into the Scenery directory structure.

I can see why introducing a dependency could cause some problems.
However, due to the technical details of the new jetways, it is not
possible to integrate them with Terrasync/Shared models as it was
previously. This is because the jetways are specified in an XML file for
each airport that a Nasal script parses and loads models for via
fgcommand(add-model, ...). That's how each jetway knows its
independent position and its relative location to the aircraft door,
unlike a static model in scenery where this is not possible.

Additionally, the 3d models have to be stored somewhere. By my logic,
that should be in Models/Aiport, hence the new directory. I intended
this to not be synced with Terrasync (syncing won't have an effect
anyway, since ATM the script always loads models from the main models
directory).

It would be possible to revert back to specifying jetway models in an
STG file. However, that would cause a loss of features including the
ability for the jetway to 'know' the position of the aircraft, and gate
numbers and airline signs specific to each jetway- all of which are very
well-received by end-users and I spent hours programming. Only the
former can be worked around (and not very well, at that).

Perhaps the directory structure needs reorganization. I would consider
making a new directory under $FG_ROOT, perhaps Jetways/, but that just
seems like a waste to me.

Again, sorry for not raising this issue earlier.

Ryan


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Re: [Flightgear-devel] RFC: fgdata merge request 76: Improvedairport Textures

2011-05-09 Thread Ryan M
On Sun, 2011-05-08 at 23:46 +0100, Vivian Meazza wrote:
 I’m afraid that the “improved textures” really aren’t an improvement.
 Not only do they not work for taxiways, we have also lost the chevrons
 at the threshold that were quite recently added: 

Really? I certainly did *not* touch the stopway textures- I just copied
the high-resolution stopway textures, scaled them down, and put them
into the low-resolution folder. If they were removed, I'm not sure what
happened. I didn't do that in my commit.

Stopway textures have been around for quite some time, but they were
missing from materials.xml. I was the one who made that fix. :)

As for them not looking good at all, most people agree that the grass is
an improvement. Perhaps you could tell me what, specifically, is wrong
with it. Is it too bright? Too bland? Too repetitive?


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[Flightgear-devel] Future repository for non-GPL aircraft

2011-04-20 Thread Ryan M
Something I've always thought about is an official aircraft repository
that contained non-GPL2 aircraft- straight from the authors, of course.
There are many aircraft for FlightGear that are not GPL-licensed (some
of them very well-developed, like the Tu-154b and the MD-81), and I
think it'd be best if we had an official repository for them. Currently,
they are hosted on a number of unofficial hangars, decreasing their
visibility and their accessibility to the end-user.

This discussion has been raised before on the forums; just thought I'd
mention it here. Sorry if there's been a previous conversation about
this and I've resurrected a dead topic.


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Re: [Flightgear-devel] Quiet

2011-03-17 Thread Ryan M
 Now it seems to me it has changed. The list is quiet since a while now; there 
 are only few announcements for code changes, (in the past we had more, though 
 the number of changes are still similar), and as I can see more and more 
 people using the forum for questions about developement and coding. 

I was thinking about discussing my various projects for FlightGear on
the mailing list instead of the forums, but I figured I'd better not
spam the list like I do on the forums.

 I must admit, that the quality of the forum depends much on the users we 
 have. On the one side a got big help on modelling the EC130 B4, more than 
 expected. 
 On the other side I see a lot of spam by younger users in the forum, which 
 makes reading more and more difficult and unpleasant.

Agreed. And it seems certain people expect the forums to be some kind of
100% nice utopia...


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[Flightgear-devel] Thrust reversal for YASim turboprops?

2011-03-17 Thread Ryan M
I'm trying to implement thrust reversal (if possible) for the ATR 72, a
YASim turboprop, but I can't seem to find a way to do so. I've tried the
same parameters used for jets:

control-input axis=/controls/engines/engine[0]/reverser
control=REVERSE_THRUST /
control-output control=REVERSE_THRUST
prop=/engines/engine[0]/reverser-pos-norm /

But YASim spits out a solution failure error. 

Changing /controls/engines/engine[X]/propellor-pitch to 0 or 1 does not
seem to have an effect, and I haven't been able to find reverse thrust
on any other YASim turboprop.


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Re: [Flightgear-devel] Quiet

2011-03-16 Thread Ryan M
 It seems more and more that people prefer using the forum instead the
devel-list.

(Certainly not me!)

Forum activity is winding down too- all the informal aircraft/scenery
developers have either left or are inactive.


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Re: [Flightgear-devel] Default Aircraft Candidates

2011-02-22 Thread Ryan M
I am not a 777 pilot in real life, but I certainly agree with Jack that
the FDM seems unrealistic to the casual pilot.  For instance, fire up
the 772ER and set the fuel tanks and payload weights to full capacity.
Now make sure the flaps are set to 0.  Take off, bear the blaring
takeoff config warning, and keep the stick pulled back.  Before long,
the 777 will pitch up around 70 or so knots, and by 110 knots, you will
be in the air.  This hardly seems realistic.

I'd also like to point out that the ailerons seem a bit ineffective,
though perhaps this is designed to simulate the fly-by-wire on the real
777, or just to stabilize the autopilot.

At this time, there is no viable replacement for the 772ER in the fgdata
base package, and I'd be interested in hearing what Jack's better
aircraft is.  I'm trying to close that gap by working on the
A330-300/A340-300 with Ampere, but it'll be a few months before either
aircraft are completed and merged into fgdata.


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Re: [Flightgear-devel] Default Aircraft Candidates

2011-02-22 Thread Ryan M
Another thing I've noticed when flying the 772ER long distances (KIND to
EDDF, about 10-15% fuel consumed) is that fuel consumption seems
abnormally low.  I'm far from a YASim expert, but I've heard this may be
due to an overly high lift ratio in the FDM.  The 777's is around 193;
perhaps this should be reduced to 120?

On the other hand, adjusting the approach params may mitigate this issue
entirely.  YASim is a very complex system to balance...


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Re: [Flightgear-devel] FLightProScam

2011-01-22 Thread Ryan M
Anybody noticed the tiny text at the bottom of the main page?  It says
Source code available in Members Area...


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Re: [Flightgear-devel] New airport textures

2011-01-21 Thread Ryan M
Martin's correct.  I made cosmetic changes to the textures themselves,
nothing outside of that like the way the mapping is done.

However, I do agree with John that perhaps some of the runway texturing
needs modifications.  I tried to modify the grass and dirt runways to
integrate more seamlessly with the surrounding airport grass, but my
attempt was thwarted by the seemingly senseless way that FG lays them
out.


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[Flightgear-devel] New airport textures

2011-01-20 Thread Ryan M
Hello,

For the past week I have been working on improved airport taxiway and
grass textures.  They've gotten positive feedback on the forums but Gijs
suggested I post about them on the core mailing list for a fair
discussion.

Here are some screenshots of the textures in-sim:
http://i54.tinypic.com/29povms.jpg

http://i56.tinypic.com/14tmrp.jpg

The textures themselves can be found at my Gitorious fgdata clone (see
merge request #42).


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