Re: [Flightgear-devel] Cows
Are the horns/hooves greenish because of the need to make happy the Gateway folks, or is it a zombie cow covered with moss? V - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] patch for Systems/pitot.cxx due to reality experience
some days ago I was flying and experienced pitot icing due to malfunction of the pitot heat :-( You did check the pitot heat at your preflight, didn't you? V - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Forums?
I'm sure if I thought about it longer I would find some more arguments. I have one to add: You need a graphical desktop in order to deal with the web forum because 'browsing' this forum with Lynx is a PITA (this is one of the rare occasions that I use this acronym ;-) Agreed, and this is why I wouldn't like the forum either. Currently writing this from pine within a screen in a screen in a console of a linux box, and X is down at the moment to free the memory for a kernel rebuild. V - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Problem compiling SimGear
I checked out the latest svn plib and compiled it and recompiled simgear. I still get the same error. Without the ---with-jpeg-factory, simgear compiles OK, but then the cvs flightgear won't compile. It appears that an include .h file is missing causing the undefined variables. Where to look? Make sure you've reconfigured the fg after reconfiguring your sg. Maybe your fg still thinks it has to build with the jpeg factory! V - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] new osg packages
More data on what was happening: The exciting news: when run at the default mode here (1280x1024, truecolor default visual, but no --bpp on the cmdline), I get a slight (1-2) fps improvement of OSG vs PLIB versions. Tested in KSFO, dawn and noon. Noon is 17-18 vs 19-21 improvement, and dawn is 9-11 to 12-14). ...and it was the default Cessna 172 setup. ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061113/OSG_OP_OT-1.2-Flightgear.diff ...and I didn't apply the last chunk in the above diff (4 osg::notify debug printouts in the RGB loader) Mathias, thanks for the great work! I'm now into the precip thing porting. V. - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] new osg packages
Just tested performance of today's FG CVS OSG-based version vs older plib-based one (built from Oct 22 FG CVS) version. The exciting news: when run at the default mode here (1280x1024, truecolor default visual, but no --bpp on the cmdline), I get a slight (1-2) fps improvement of OSG vs PLIB versions. Tested in KSFO, dawn and noon. Noon is 17-18 vs 19-21 improvement, and dawn is 9-11 to 12-14). Note the reduced LOD ranges (otherwise the machine just crawls, PLIB or OSG). Sources: OSG CVS + the patch from ftp://ftp.uni-duisburg.de/FlightGear/Misc_maf/OpenSceneGraph-20061113/OSG_OP_OT-1.2-Flightgear.diff Machine: Linux mas1125b 2.6.18-1-686 #1 SMP Sat Oct 21 17:21:28 UTC 2006 i686 GNU/Linux Pentium 4 @2.4GHz 512Mb RAM NVIDIA GEFORCE4 MX 440 AGP 8x Full details of the hardware are specified in bugs.debian.org/309607 from glxinfo: name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: NVIDIA Corporation server glx version string: 1.4 server glx extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control client glx vendor string: NVIDIA Corporation client glx version string: 1.4 client glx extensions: GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_swap_control, GLX_NV_float_buffer, GLX_ARB_fbconfig_float GLX version: 1.3 GLX extensions: GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, GLX_ARB_get_proc_address OpenGL vendor string: NVIDIA Corporation OpenGL renderer string: GeForce4 MX 440 with AGP8X/AGP/SSE2 OpenGL version string: 1.5.6 NVIDIA 87.76 OpenGL extensions: GL_ARB_imaging, GL_ARB_multitexture, GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_texture_compression, GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_rectangle, GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos, GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_clip_volume_hint, GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_multi_draw_arrays, GL_EXT_packed_pixels, GL_EXT_paletted_texture, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shared_texture_palette, GL_EXT_stencil_wrap, GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_vertex_array, GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square, GL_NV_fence, GL_NV_fog_distance, GL_NV_gpu_program_parameters, GL_NV_light_max_exponent, GL_NV_packed_depth_stencil, GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_register_combiners, GL_NV_texgen_reflection, GL_NV_texture_env_combine4, GL_NV_texture_rectangle, GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_SGIS_generate_mipmap, GL_SGIS_multitexture, GL_SGIS_texture_lod, GL_SUN_slice_accum glu version: 1.3 glu extensions: GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess autosave.xml: PropertyList sim startup save-on-exittrue/save-on-exit /startup sound volume type=float0.349673/volume atc-chatter type=boolfalse/atc-chatter /sound rendering horizon-effect type=booltrue/horizon-effect enhanced-lighting type=boolfalse/enhanced-lighting distance-attenuation type=boolfalse/distance-attenuation static-lod detailed type=string1000/detailed rough type=string3000/rough bare type=string12000/bare /static-lod random-objects type=booltrue/random-objects point-sprites type=booltrue/point-sprites precipitation-enable type=booltrue/precipitation-enable lightning-enable type=boolfalse/lightning-enable bump-mapping type=boolfalse/bump-mapping clouds3d-enable type=boolfalse/clouds3d-enable clouds3d-vis-range type=float25000/clouds3d-vis-range clouds3d-density type=float100/clouds3d-density clouds3d-cache-size type=int1024/clouds3d-cache-size
Re: [Flightgear-devel] new osg packages
Mathias, thanks for the great work! I'm now into the precip thing porting. I assume you know that there is some precipitation stuff already in OSG ? I currently have no idea if it's ready to serve as a replacement of what's currently in FlightGear/PLIB but it might be worth having a look Of course, the first thing I ran when I first managed to compile the OSG is their precip demo. The plib-branch rain is GL_LINES based, mapped on an imaginary precipitation cone surface, and it doesn't branch the ssg (plib's scene graph), rather, it just gets drawn imperatively (as opposed to in-scenegraph callbacks) via direct GL calls at some point during the rendering. The cone is not properly clipped, which creates some funny artifacts when you look back on the runway you've just taken off from --- you sort of see the rain showering down through the asphalt. I have a prototype that is rolling-texture-based (Harald's idea). It looks pretty much like the OSG precipitation demo and suffers from the same ugly artifact that the demo has which I haven't eliminated - the stitches of the textured faces are very ugly when the texture is rolling. My prototype is uglier than the GL_LINES-based one and causes visible FPS decay (the GL_LINES-based one doesn't have any visible FPS impact!) on my hardware, which is pretty low-end (described earlier in this thread ;-) ). This is the reason I have never felt it mature enough to have it checked in, even with the up-side that it would bring in some kind of snow in addition to rain (just different texture and animation parameters, mostly same algorithm - unless it's light snow, which means that I need to get into the particle system modeling - never been there as well so far :) ). I had started to work on improving the visual aspects of the textured-based prototype by trying to do multitexturing of the same cone (hoping to blur the visual irregularities by rolling differently various layers of the texturing). I expect big help from OSG here as it has multitexturing support built-in; also, some of the things might be offset to the in-GPU-pipeline code which, I heard, is also supported (never tried that myself yet either, but eager to try). Finally, the clipping stuff will hopefully be easier to solve when the precip cone becomes part of the scenegraph. at it. Volumetric shaders are in the works as well Volumetric shaders will come in handy later, when I have to port the 3d clouds. V - SF.net email is sponsored by: A Better Job is Waiting for You - Find it Now. Check out Slashdot's new job board. Browse through tons of technical jobs posted by companies looking to hire people just like you. http://jobs.slashdot.org/ ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FSWeekend
Hi John, Jon S. Berndt wrote: It might be a good idea to have printed a few copies of some of the technical reports that have been presented for FlightGear and related or constituent parts. For instance, I presented a paper on JSBSim in 2004 at the AIAA Modeling and Simulation Conference. and here lies the difference. Yours is a _really_ good idea when it comes to present the inners of FlightGear to the people who know what you're talking about. At FSWeekend many people tell between different versions !! of a (the) flight simulator simply by the look - and are totally surprised that the screen doesn't show M$FS at all. I guess that most of the audience at FSWeekend is simply overstrained when you talk to them about technical workings in FlightGear - still I'll try to remember your proposal fot times when FlightGear is being presented to an audience that matches the required level of knowledge. I agree with both of you -- it's a good idea to have the printed copies available and it's not good to present the papers more than pointing over to a stand with printouts for those interested in the technical details. This will give the necessary background info to the few advanced visitors to the booth and will not overstrain the others... - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Confused header inclusion on IRIX with OSG
Martin, did you try the -E switch to see what exactly the code expands to after the preprocessing? sometimes it helps to find the clue. gcc -E file.c file.i V - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] OpenSceneGraph
Great news! Thank you very much for the porting. The rain stuff as well as the render surface stuff is nothing too complicated and already available in osg, but that needs to be done and tested. [SNIP] The 3d clouds are something to think about. osg can assist here but I need to think about that. I'll be happy to try to help to port/switch these. Of the above, I don't quite find my way around the 3d clouds code, so I'll be starting with the rain/lightnings when the check-in is done; meanwhile I'll read about the OSG - never been into anything except overviews there. BTW, current rain (as opposed to lightning) is not branching the scene graph via plib, but rather directly drawing stuff through GL primitives; I wouldn't be surprise it it works as is (with the same ugly artifacts...) I'll try to properly port it to OSG. I'm especially happy about the OSG transition as I have some multitexturing-based rain prototype in the works, and I was unhappy about further direct GL ugly hacking needed because of that, as plib has no m/t support. AFAIU, OSG does have it, so it's really great news. Since for the porting I'll have to use both branches, I'll be using both of them wherever you put the OSG stuff. Personally, I agree that the HEAD is the way to go. Vassilii - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightAware flight tracking
On Thu, 5 Oct 2006, Martin Spott wrote: Frederic Bouvier wrote: And don't tell me a PA28 is an airliner ;-) but hey, it is equipped with a mode S transponder, which only few light aircraft have nowadays (at least here in Germany), the Mode S code you see in the FAA registration is a reserved code for that particular tail number. In fact, a lot of transponders are not like that, and if you look up the tail number 33966 (an SGS 2-33A that I happen to have some time in), you'll discover an aircraft with a mode S code listed, but no transponder (actually, no electrical system at all) on board! However, if whenever in the future it is equipped to have one, the mechanic will use the particular mode S code reserved for this very aircraft to program into the hardware. Vassilii - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] FlightAware flight tracking
It looks like a breach of individual's privacy to me. You can track people's travel ( owner names are apparent ) and I doubt it would be permitted this side of the Atlantic. in this particular case the FAA tail number registry gives a charter company flying exec jets. No client names disclosed. V - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers
I once proposed a compatible ssg extension : http://frbouvi.free.fr/plib/nsssg.html I was able to use it with flightgear without code change except to support the new features ( like multi texturing and environment mapping ). The code still exist but stalled after it was ignored by the plib team and further developments ( like shaders ) were lost in a disk crash. Fred, is the code you refer to newer than the state-of-the art plib, or does it require an excessive merge? maybe you could fork plib into a simgear subdir and have a configure option to pick it up, if chosen? V. - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] HUD: raw gl-commands vs. plib/osg wrappers
FWIW, the current precipitation rendering code is raw-gl-based as well, not even done with proper branching via ssg; we just have a special call to its rendering from within the renderer. I am currently working on texturing-based precipitation which needs multitexturing, and naturally it can't be done fully above ssg w/o raw gl codes since multitexturing is not supported in ssg. My plan is to first achieve a sensible visual effect/performance, (at which point a demo patch will be posted over to the list with a call to you texture artists for better textures for rain, snow. and hail) then ssgify it properly to make sure the gl state is managed in a coordinated way between the precipitation code and the other ssg-based one (a milestone for another patch), and, finally, fix the culling issues (so that we no longer rain into underground etc.) Currently I am having some nasty visual artifacts which make the whole thing look worse than the GL_LINES based current code; I am getting 25-33% FPS drop here on various nvidia cards (33 on older ones, 25 on better ones). I might be able to improve the FPS drop though, as I have some GL optimization tricks unused yet. Nevertheless, since the FPS impact is no longer negligible (like it's in the lines-based code), it means that there will be a configurable rendering option to stay with the GL_LINES based old code for those who don't want the penalty, although I won't guarantee a runtime-switchable (i.e., you need to reload fgfs). For cards w/o the multitexturing capability, it's automatically going to be using the old precipitation code. Vassilii - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Update: Sun
http://www.akermann.org/fgfs/simgear-sun.tar.gz The chunk @@ -109,6 +109,7 @@ void SGSky::build( double h_radius_m, do // 180 degrees = darkest midnight bool SGSky::repaint( const SGSkyColor sc ) { + using namespace std; if ( effective_visibility 1000.0 ) { enable(); dome-repaint( sc.sky_color, sc.fog_color, sc.sun_angle, seems a debugging artifact to me. In oursun.cxx the constants (such as sqrt_m_log01) should probably be declared as const. Per-coordinate vector calculations there could be made to use the sg facilities of plib, but AFAIU it wouldn't change much except for shorten the code a tiny bit. It's pretty readable as it is anyhow, and fits in very nicely. Also, a patch to Thanks is due along with the commit, to mention yourself :) Thank you very much!!! Vassilii - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] wiki spammer
Hi Guys, We had to put logins onto the X-Plane SDK wiki - we got spammed pretty hard. Since the auth was put in we've had no problems. *cheers* I think that this means we could also try to do w/o the captchas first. V - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Question on the weather: How are the 3D clouds are generated?
Well, that's it! That's why my question: how is the 3D-Clouds are generated? There are textures for it, but I still nott found out how this clouds are generated! It's in the SimGear source. Have a look at SimGear/source/simgear/environment. For the scene graph thingies, have a look at the PLIB docs at http://plib.sourceforge.net/ . HTH, V - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] a GL question
I'm trying some proof of concept code to implement the precipitation using textures. I'm sending out GL_QUADS mapped to some texture area each via 4 pairs of glTexCoord2f(...); glVertex3f(...);. Say the texture area is u,v within 0.0 to 1.0. Now I'd like the whole texture modulated in one of the 2 dimensions -- i.e., say, with the texture coordinate u=0.0 have the texture image displayed on the quad face at its brightest and at u=1.0 have it at its lowest (possibly by supplying some modulating value). How do I do it? (Manpage references welcome). I tried to send a glColor4f with each vertex with the corresponding intensities, but it didn't seem to affect the texture. GL_LIGHTING is disabled, texture env. mode is GL_MODULATE at the moment. TIA, Vassilii - Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT business topics through brief surveys -- and earn cash http://www.techsay.com/default.php?page=join.phpp=sourceforgeCID=DEVDEV ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] coding style unification
On Mon, 10 Jul 2006, Melchior Franz wrote: Update of /var/cvs/FlightGear-0.9/FlightGear/src/Airports In directory baron:/tmp/cvs-serv5045 Modified Files: simple.cxx simple.hxx Log Message: - unify coding style (though not to the last detail) - remove trailing spaces - fix mixed indentation (tabs - 8 spaces) Noted that, I used to send out tabified code. Personally, I prefer tabs, but I'll :set expandtab ts=8 if that's people want in the next patches. - throw out braindead FSF coding style that has somehow sneaked in :-) First off, I'd suggest printing out a copy of the GNU coding standards, and NOT read it. Burn them, it's a great symbolic gesture. /usr/src/linux/Documentation/CodingStyle How about a uniform set of GNU indent(1) settings to use on ANY files that one is patching? this way they all will be unified eventually (but I don't think it is worth doing a major reindenting of all the files that are not touched otherwise); or maybe the one applying the patch could do it. Such settings should probably be stored in the cvs within source/scripts. I have no problem with the kernel style (see /usr/src/linux/scripts/Lindent ). V - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] RFC: A new sun
Beautiful. Thank you very much for doing this. The screens eluded gasps from my 2 elder sons watching over the shoulder; one even asked if it's a real photo or a FGFS capture - and said he was asking because the sun is usually much more dull in FG :-) (I was silent all the way and didn't introduce the capture as anything dealing with the sun). Vassilii - Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] mp and animations
On Sun, 2 Jul 2006, Lee Elliott wrote: On Saturday 01 July 2006 17:05, Josh Babcock wrote: Is there some property that plane modelers can use to do LOD and turn off certain animations on aircraft that are being flown remotely? Planes like the bo105 with complex animations look pretty funny when they are not being flown locally, with doors missing, rotor blades all in one spot etc. It would be AFAIR the CVS MP code has added the blades position reporting to the network packet format, so bo105 now looks OK over the net. Or has this been broken back again (I haven't flown in the MP mode for several months already - new baby at home and a firewall in the office :-) ) V Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Formation Flying
Great flying and great pics! How did you folks coordinate? just pre-flight briefing or did you maintain a voice com channel (speakeasy)? V --- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnkkid=120709bid=263057dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] gcc - precompiled headers
The good news: SimGear and FlightGear work with gcc's precompiled headers This is good news; however, I must say that I have working code (albeit very heavily template-laden, much more than FG), that doesn't work with the gcc's precompiled headers, even with the gcc4.x; so I wouldn't trust this feature altogether. Some failures are obscure runtime ones. The not so good news: Some of the necessary changes are not in cvs The really bad news: Some of the necessary changes would have to be done in an associated project, and even if that were accepted, it couldn't be maintained there, and the capability soon be lost. WRT the changes: I found that the best way to make the pre-compiled headers work on the most platforms is to use a (borland and MS-inspired) common header that each CXX in the project includes, and include sequentially all the library headers in a single sequence. Some (esp. some MS, e.g., for sure, MSVC 5.0 and, IIRC, 6.0 as well) C++ compilers precompiled headers feature doesn't work sometimes well in the following include order scenario: a.cpp: aa.h bb.h cc.h b.cpp: aa.h cc.h bb.h even if definition-wise anything seen past the 3 includes expands into the same pre-processed code (with the only differences being extra blanks inserted here and there); for the precompiled headers feature to work it should rather be a.cpp: common.h b.cpp: common.h whereas common.h includes the 3 headers in a single order. All the CPP files that use the precompiled header feature start with #include common.h #pragma hdrstop and then whatever includes come after, that don't go to the precompiled header file binary dump. Your change might be incompatible with such platforms. I can't say if this compiler/linker feature is worth it at all, but the committed changes will at least hardly make compilation slower, or rather: a bit slower for some files, and a bit faster for others. Looks like this will be something to look at again when its time has come ... From personal experience, I am wary of using the precompiled headers with gcc at the moment. We don't have a good automated regression test suite for FGFS to make sure nothing is broken. For that reason, I suggest that we don't enable the precompiled headers with GCC at least in the default configure. If you want, I see no harm in adding such option for experimenting. I hope you made some convincing benchmarks to make sure the non-precompiled-headers-enabled GCC setup didn't become significantly longer to compile before committing this change. V. --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] gcc - precompiled headers
Clarification: Your change might be incompatible with such platforms. ...as long as it comes unaugmented by a common header imposing a single order on the headers included to be dumped out into the pre-compiled header database --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] New MP servers
Feel free to comment. Cool. It would be nice to have an ability to associate multiple callsigns with the same username (so that one can use various callsigns for various planes/missions). Vassilii --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] UIUC FDM
I probably don't know enough about UIUC's or in fact any FDMs' internals and so I can't say whether this is a lot of memory for a FDM or not. But having 117mb of memory allocated (or committed) at startup (this is even before main(), btw), regardless of what aircraft/FDM is being used, is probably not a good thing. Codewise, this struct is rather big... It's possible to disable the UIUC and other esoteric FDMs entirely at the configure stage, IIRC. V. --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Screenshots of the first few buildinds of the Archeological Scenery project
On Wednesday 22 March 2006 07:40, Julien Pierru wrote: Teotihuacan pyramid complex: http://flamebunny.homelinux.net/pics/fgfs/Teotihuacan.jpg (20m NE of Mexico City MMMX on heading 045); Nice, but we clearly see a nasty scenery bug there --- there is no river there in the real life... V. --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Screenshots of the first few buildinds of the Archeological Scenery project
Probably there even is a river in real life, but it doesn't have a default width of 50m. I have seen many rivers in the FG scenery that are 4-10m wide in real life. I walked all around the place on foot (in real life, that is), and there are no rivers there... V --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Open Source Article
Nice. Next stop will be the AOPA journal... V --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Any lights on TWR?
1. Like most airport lighting, they're pretty much impossible to see at night if the airport is near a lit-up residential area. You'll have to look at them when they're at the peak intensity angle. Quoting the U.S. AIM 2-1-8 (http://www.faa.gov/ATpubs/AIM/Chap2/aim0201.html): a. Airport and heliport beacons have a vertical light distribution to make them most effective from one to ten degrees above the horizon; however, they can be seen well above and below this peak spread. The beacon may be an omnidirectional capacitor-discharge device, or it may rotate at a constant speed which produces the visual effect of flashes at regular intervals. ... And, indeed, I see them best when approaching an airport being some 6-10 miles out, ~3000fg above. Once you know where to look, the flash is impossible to miss. The white one is pretty dubious (and easily confused with obstruction lighting, which, btw, is seen better; I often mistake a white flash for a beacon and then realise that it returns as white only, which gives me a hint that it's not the beacon!) One of my favourite pastimes in an airliner is spotting the airports w/beacons, and I am able to make quite a bit even as they're quite high. Take this with a grain of salt, as you are an IFR pilot, and all my experience has been VFR only. In the only case when I participated in a night IFR flight, we saw both the runway and the beacon straight ahead on the non-precision approach, as we broke out; it was very good visibility below the ceiling, though, so you probably can count this as VFR as well :-) ). 2. In the unlikely event that you do manage to see the beacon at a towered airport, it seems usually to be mounted on top of the control tower; otherwise, on some other building. Ditto for radar. I've seen a lot of radars on a special towering structure similar to what we have for the beacon, too. The beacon indeed is most often co-located with the tower in a towered airport, and with another building for the maintenance sake (it's easy to get to it from the roof, and one has no need to climb the slippery tower... oh wait, that's Toppler :-) ). 3. I don't remember ever noticing a beacon on top of a tower, like we do for our default beacon in FlightGear. I've also never seen one throwing out as much light (pilots take night vision very seriously, hence the dim lighting throughout the airport). In general, all the airport lights we emit suffer this problem. The VASI, e.g., NEVER stand out so much in the real life as they do in FG. I do the majority of my flying during daylight, though, and you'd never notice a beacon during the day. BTW it was much easier for me to notice the beacon in twilight/reduced visibility day conditions after I have flown enough during the night, because somehow during the night I was better trained to look for it. Vassilii --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [PATCH] rain cone orientation
Since it was sent out during the dead archive days, I'm re-sending the request to review/commit the patch. Since then, I got much more sure in its stability, as I'm flying with the rain enabled all the time, trying to select as nasty weather as possible :) V. -- Forwarded message -- Date: Sun, 5 Mar 2006 00:31:25 +0200 (IST) From: Vassilii Khachaturov [EMAIL PROTECTED] To: flightgear-devel@lists.sourceforge.net Subject: Re: [Flightgear-devel] [PATCH] rain cone orientation On Fri, 3 Feb 2006, Vassilii Khachaturov wrote: Rather, I wanted to make a subsection of preferences.xml dedicated to precipitation rendering, maybe smth like a /sim/rendering/precipitation then just pass an sgprop node pointer from that environment manager over to SGEnviro, and read properties inside SGEnviro from the subtree, whenever I need that? Would that be a fine thing to do? Yep, that's how it's mostly done in SimGear and makes it easy to pass an increasing number of parameters without the need to alter the function call(s). Thanks a lot! Here comes the configurability patch, tested here with today's CVS. http://www.tarunz.org/~vassilii/fg/rain.diff Please review and apply if it's fine. Changes: 1) SimGear: * environment/visual_enviro.cxx now depends on props/props.hxx, which means additional link dependency when using libsgenvironment.a (fortunately the props are already linked in in the fgfs case!) * corrected the glRotatef() order in drawRain even further (a less obvious mistake than before, which is noticed by looking skywards and wiggling the mouse in the view direction change mode) * all the magic numbers used in the rain rendering code have been provided a default (based on the old hardcoded value) in a form of a define, and a meaningfully named static member in SGEnviro * SGEnviro::config() added to init the above according to defaults or config props * minor redundant gl call in DrawCone2 optimized away (twice per frame) * documented the change in the speed parameter meaning (leftover from the last patch) * more dox added along * minor spelling: s/familly/family/g 2) FlightGear/source: adding a call to SGEnviro::config to the FGEnvironmentMgr 3) FlightGear/data: an addition to preferences.xml, listing the current defaults (i.e., it'll work the same without this one applied, but is there for the docu. sake) --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Accepted flightgear 0.9.9-2 (source i386) (fwd)
Since various people were talking about the debian package on the flightgear lists, I'm taking the liberty to crosspost the notification from the debian packaging system here. Vassilii -- Forwarded message -- Date: Sun, 19 Mar 2006 06:17:13 -0800 From: Ove Kaaven [EMAIL PROTECTED] To: debian-devel-changes@lists.debian.org Subject: Accepted flightgear 0.9.9-2 (source i386) -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Format: 1.7 Date: Sun, 19 Mar 2006 06:47:39 -0500 Source: flightgear Binary: flightgear Architecture: source i386 Version: 0.9.9-2 Distribution: unstable Urgency: low Maintainer: Ove Kaaven [EMAIL PROTECTED] Changed-By: Ove Kaaven [EMAIL PROTECTED] Description: flightgear - Flight Gear Flight Simulator Closes: 356598 Changes: flightgear (0.9.9-2) unstable; urgency=low . * Apply patch from Martin Michlmayr and upstream CVS for g++ 4.1 build failure. Closes: #356598. (Martin also reported a link failure, but I see no reason that should happen in a clean build, and upstream doesn't seem to have had that kind of issue either, so he probably just got a misbuild from his experimentations.) * Build-Depend on libalut-dev, and simgear 0.3.9-3. Files: 7a6fac8a96423ddf6be4409838998798 812 games extra flightgear_0.9.9-2.dsc 5b31c8d837baad8974a83eacc50a3fa8 20292 games extra flightgear_0.9.9-2.diff.gz c7bf76ced4aa9d170ad4eb86b804e0ce 1739060 games extra flightgear_0.9.9-2_i386.deb -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.2 (GNU/Linux) iD8DBQFEHVW1A+GMa4PlEQ8RAhJgAJ4kGA5NOMVDKhGaaDkGppFU7N/VrgCgziK7 9uFiWYAWPB6tBciHVD1I4D4= =LCli -END PGP SIGNATURE- Accepted: flightgear_0.9.9-2.diff.gz to pool/main/f/flightgear/flightgear_0.9.9-2.diff.gz flightgear_0.9.9-2.dsc to pool/main/f/flightgear/flightgear_0.9.9-2.dsc flightgear_0.9.9-2_i386.deb to pool/main/f/flightgear/flightgear_0.9.9-2_i386.deb --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: [BUG] bo105 model as an AI representing another player
Multiplayer is only for airplanes, not for helicopters. Just look :-)) at the list of transferred properties in MultiPlayer/multiplaymgr.cxx. No rotors there -- nothing helicopter related, but lots of other stuff. Yes, you are right, no /rotors/... there. Can you (or whatever other patching powers that be that are responsible for the MultiPlayer/... stuff (Mathias?)) please add the helicopter properties to the list in the CVS? Note that, following the last packet format change, the server will not have to be updated when you do it. V. --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] THANKS for everyone who contributed to the AI-based MP smoothing!
Yesterday I finally got time to try out the new AI-based smoothing of the multiplayer aircraft. (You may have noticed this from the relevant bug reports). The (relatively minor) bugs aside, the way it is now is an amazing improvement (over the old (jerky) movement), and will be one of the crown jewels of the next fg release IMHO. Thanks to everyone who contributed to this feature development/testing/debugging/... ! As a consequence of the feature, maybe the 10Hz update frequency we suggest at the moment for the --multiplay option in README.multiplayer can be lowered (or is it no longer a perceived problem with the current server's policy of only relaying the traffic packets from the local area)? V. --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Teamspeak server
Report in follow ups any errors or problems you might encounter. I tried to use the aoss wrapper library to have teamspeak (that uses OSS) to co-exist with other sound producers on my machine (such as Flightgear). Unfortunately, it didn't work. For you ALSA/Teamspeak gurus out there, here's what the ALSA_OSS_DEBUG=1 gave me: /home/vassilii/junk/TeamSpeak2RC2/TeamSpeak.bin Opened PCM dsp0 for stream 0 (result = 0) Opened PCM dsp0 for stream 1 (result = -22) open(/dev/dsp, 2, 1074853148) - 17 ioctl(17, SNDCTL_DSP_RESET) ioctl(17, SNDCTL_DSP_SETDUPLEX) ioctl(17, SNDCTL_DSP_GETCAPS, 0x43eff168) - [12800] ioctl(17, SNDCTL_DSP_SETFRAGMENT, 0x43eff16c[3000c]) ioctl(17, SNDCTL_DSP_SETFMT, 0x43eff168[16]) - [16] ioctl(17, SNDCTL_DSP_CHANNELS, 0x43eff178[1]) - [1] ioctl(17, SNDCTL_DSP_SPEED, 0x43eff16c[22050]) - [22050] dsp ioctl error = -22 close(17) - 0 (The dmix-enabling .asoundrc is attached, it does work when I use multiple non-TS clients together :-), albeit it's a bit cheesy (e.g., when an mplayer is started standalone on a crunching video, the sound is choppy if the .asoundrc is there). A kind soul over at the Teamspeak IRC channel pointed me over to http://gentoo-wiki.com/HOWTO_ALSA_and_TeamSpeak_on_amd64 but the symptoms described there didn't fully match (as I don't have period_time or period_size set in my .asoundrc, grep period /usr/share/alsa/alsa.conf gives no matches either, and I don't have an /etc/asound.conf at all). I didn't try to see if the alsa-oss patch they detail might work nevertheless; anyway, out of the box, I find it impossible to use TS *and* sound-enabled FG on the same machine with a cheesy audio card without hardware mixing support (like mine) at the same time. Maybe I should wait until ts begin using asound on linux... or maybe somebody could create an H323-based open solution to use instead, by just configuring some existing servers out there (I hope there are some) --- since gnomemeeting, e.g., does have a native ALSA backend. Vassilii --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Teamspeak server
I added a Teamspeak server on my machine. [...] Regarding the information I managed to gather, Teamspeak is commercial software and the sound is considered to be of noticeable lower quality compared with known VoIP setups. I know I won't prevent people from using their favourite communication tools, but if the above information is correct then I personally think Teamspeak should _not_ be blessed by _any_ sort of officially stated relation to the FlightGear project. I fully agree with the above, and think that we should have our own GPL voice communication capability within FG. However, I find it all right to try out flying and talking via such an application (even if it is only free as in beer and not free as in freedom), in order to realize exactly what our requirements for the voice comm features should be. Hadn't Julien initially said that he had set up the server for this testing only, I wouldn't have bothered using it. Vassilii --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Teamspeak server
until someone directs me to a more performant tool. You've asked for it, so please excuse me... Try looking at the asterisk.org open source PBX; it will work with existing clients (such as Gnomemeeting) and it'll be possible to use open source libs to connect to it from within FG or a companion application if we so choose. I have really no idea how large your setup hassle is going to be, how much of a resource hog the server will be relatively to the TeamSpeak, etc. V. --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] 737 model
I noticed that the 737 model (the flight model definition file) differs from the one in JSBSim CVS. Did someone edit the copy in FlightGear CVS? The changes need to go to the source, else they risk being eventually lost. I'm not sure which is more recent. Are you talking about the data/Aircraft/737*/Models/*xml files? I am not the one who changed them, but I must say, that, while I was aware that the source/src/FDM/JSBSim subdirs are all coming from the JSBSim CVS and should be updated there, the data/... thing is new to me. Maybe you should add a banner to each file you have there, or maybe such banner should be added on the next JSBSim-FG import, to each file, signifying the way the bugs/patches should go? Vassilii --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Teamspeak server
First problem with it, it doesn't run on windoze by the look of itNot that I am running windoze but most FG users do. Who? Asterisk?? But you only need to set it up at the server, the windows clients with voip capabilities are plenty. Also for the Macs. BTW, I've just learned that gnomemeeting has changed its name and is now called ekiga, integrating both H323 and SIP capabilities; I'm going to upgrade my version now :-) V --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Teamspeak server
BTW, for installing asterisk you might prefer to use pre-packaged version supplied by your favourite linux distro (Debian, e.g., features several asterisk-related pkgs). --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Teamspeak server
want to have a look at OpenPBX once the 0.2 release is out. I _suspect_ there will be better conference support for OpenPBX because the fathers of Asterisk at Digium always tried to firmly couple conference support to the presence of one of their interface boards That would suck if it's still true for the current asterisk -- we certainly need a voip-based conferencing only, with no need to install any hardware into the server... V --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: Teamspeak server
I need to wrap teamspeak to use alsa for another reason, and yeah i noticed aoss doesn't work with it. ah, your USB mic at the other device? I ended up running artsd -a alsa -D , and then use artsdsp with teamspeak, and it worked. Perhaps you could try that too. grrr Thanks. I will do it, but not now in the middle of the night when everybody is around... the solution has drawbacks, too --- I deliberately use a castrated windowing environment instead of KDE when working on the FG, to avoid the performance penalties that come with KDE, and that includes all the artsd footprint, too... Also, it'll create an audible nasty delay, I guess. So far, artsd has been the nastiest, heaviest, and crashiest of the audio daemons I tried, but the last time I checked was over a year ago. V --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Teamspeak server
Thanks, Julien. server is up 24/7. So for those of you who want to communicate a little more easier while flying on the MP server, this server is for you. You can log in anonymously, just enter your username(callsign) and that should do it. Report in follow ups any errors or problems you might encounter. Installed their client for Linux under my account, used fgfs --disable-sound. Works. (I have a cheesy on-board Intel audio chip, :00:1f.5 Multimedia audio controller: Intel Corp. 82801EB/ER (ICH5/ICH5R) AC'97 Audio Controller (rev 02) ), and it doesn't support hardware multiplexing. Software alsa multiplexer (dmix) kinda works, but is pretty nasty (if you enable it, and use just a single mplayer session, it becomes choppy). There needs to be some channeling done, though, to simulate the proposed TODO items --- you don't want to hear the traffic around the world when flying at KSFO. Of course, it's not a problem if we all use the server just for the SFO for now. The worst problem I see so far is interfacing between the speaking and typing clients. Oh well, there is no-radio traffic in real-life, too, although not at towered airports... Vassilii --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Possible FG Bug
I've never used Shift-F10, always only F10 to enable the menubar, Shift-F10 is switching the GUI scheme, not the same as F10 at all... --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [BUG] bo105 model as an AI representing another player
http://www.tarunz.org/~vassilii/Images/fg/bo105-ai-1blade.jpg features a bo105 (with Julien at the controls) which flies smoothly, despite being 1-bladed and with a miraculous shadow attached (I believe the shadow is a known thing, but I'm unsure about the blades). Vassilii --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [BUG] (-?) buried others' multiplayer model (Sopwith Camel)
I was trying the MP feature the first time since the smoothing via the AI models had been implemented. There was another person, in the Sopwith Camel, on the CVS development server channel, at the airport. For some reason, it was rendered as half-buried, with its engine running. Screenshot at http://www.tarunz.org/~vassilii/Images/fg/sopwith-buried.jpg I don't know if it is a general altitude reporting thing, or a problem with that particular model. I am running today's CVS. Vassilii --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: Nasal code error? ... Nope!
I had this morning at least a half an hour outage, a connection refused on the pserver port, so it is not a DNS issue. Vassilii --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: Prop discs in 3D models (was Re: [Flightgear-devel] pa24-250 controls.nas [was: Re: Are the sourceforge lists not working?])
I can confirm that at the cruise speeds, I haven't seen the prop disk on the planes I've flown. However, I only flew 2-blade props, maybe with more blades the feeling is different? Vassilii --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Are the sourceforge lists not working?
On Sat, 11 Mar 2006, Dave Perry wrote: Are you able to access any of the March activity on the flightgear list.sourceforge.net site? I see no posts after 2/27 at sourceforge. This is a known issue. I've pinged the sf.net team at http://sourceforge.net/tracker/index.php?func=detailaid=1446638group_id=1atid=21 and they answered with a canned response that this is already on their status page, and being worked on. The question remains whether the posts since Feb 27 are still accumulated somewhere at sourceforge, or not, i.e., whether the messages posted meanwhile will eventually all get archived, or get lost. V. --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Bugtracker
There is also an existing bug tracker over at http://sourceforge.net/tracker/?group_id=583atid=100583 which has been there for several years already; at one point when I looked for a place to write down the bugs that bother me but which I am not planning to work on in the nearest future, I began putting them into it. Also, I went over whatever older bugs that were there which I could re-test and removed whatever was obsolete, as well as annotated whatever was still pertinent in this way or that. I was hoping that maybe other folks will join me using the same bug database, but noone seemed to need it, except for me. Personally, I am no big fan of the sf tracker, so I don't have a problem switching over to another database elsewhere. However, we should retain the current bug reports off the sf.net tracker db if we do so. V. --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Next FlightGear Release - upcoming.
3. Any other major issues? I wonder if somebody (since Erik has retired from the patch integration work) has my most recent rain cone patch (stage 2) in the incoming queue. Or does it mean I have to ensure myself that enough other folks have it tested also, and then check-in it myself? I haven't checked in anything yet and wouldn't like to do this on my own w/o the project powers that be telling me to. This fix is a minor issue, but it includes a bugfix and significant customization ability addon, as well as some in-code cleanups and comments. I wanted to add a pointer to the mailing list archives, but they still seem to be broken; so I will be glad to re-post my last patch announcement if needed. Meanwhile, I've opened a request with the support at sf.net http://sourceforge.net/tracker/index.php?func=detailaid=1446638group_id=1atid=21 Vassilii --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [PATCH] rain cone orientation
On Fri, 3 Feb 2006, Vassilii Khachaturov wrote: Rather, I wanted to make a subsection of preferences.xml dedicated to precipitation rendering, maybe smth like a /sim/rendering/precipitation then just pass an sgprop node pointer from that environment manager over to SGEnviro, and read properties inside SGEnviro from the subtree, whenever I need that? Would that be a fine thing to do? Yep, that's how it's mostly done in SimGear and makes it easy to pass an increasing number of parameters without the need to alter the function call(s). Thanks a lot! Here comes the configurability patch, tested here with today's CVS. http://www.tarunz.org/~vassilii/fg/rain.diff Please review and apply if it's fine. Changes: 1) SimGear: * environment/visual_enviro.cxx now depends on props/props.hxx, which means additional link dependency when using libsgenvironment.a (fortunately the props are already linked in in the fgfs case!) * corrected the glRotatef() order in drawRain even further (a less obvious mistake than before, which is noticed by looking skywards and wiggling the mouse in the view direction change mode) * all the magic numbers used in the rain rendering code have been provided a default (based on the old hardcoded value) in a form of a define, and a meaningfully named static member in SGEnviro * SGEnviro::config() added to init the above according to defaults or config props * minor redundant gl call in DrawCone2 optimized away (twice per frame) * documented the change in the speed parameter meaning (leftover from the last patch) * more dox added along * minor spelling: s/familly/family/g 2) FlightGear/source: adding a call to SGEnviro::config to the FGEnvironmentMgr 3) FlightGear/data: an addition to preferences.xml, listing the current defaults (i.e., it'll work the same without this one applied, but is there for the docu. sake) --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] Re: [Flightgear-cvslogs] CVS: FlightGear/src/FDM UFO.cxx,1.11,1.12
Modified Files: UFO.cxx Log Message: work better with interpolated brakes [snip] double th = globals-get_controls()-get_throttle( 0 ); ! if ( globals-get_controls()-get_brake_left() 0.0 ! || globals-get_controls()-get_brake_right() 0.0 ) [snip] Wow. It never occurred to me to try differential braking in the UFO... --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Re: How to correctly change material emission using condi
Someone with sg access may want to write a better fix for simgear (replace string with an exception class). I wanted initially to do that during my exception cleanup patch (which started bigout of my lack of knowledge of the latest C++ standard specs of the exception handling, and then got shrunk to a much smaller one). However, the XML properties/parsing modules of the sg seemed to be engineered to work both inside and outside the sg framework, and intentionally not bringing in any dependencies on the sg exceptions. I didn't want to change that. Now that David Megginson is with us again, he is the proper authority to consult on re-engineering that piece of code. Vassilii --- This SF.Net email is sponsored by xPML, a groundbreaking scripting language that extends applications into web and mobile media. Attend the live webcast and join the prime developer group breaking into this new coding territory! http://sel.as-us.falkag.net/sel?cmd=lnkkid=110944bid=241720dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [PATCH] tiny eta-reduction at the voice README docs
Index: README.voice.html === RCS file: /var/cvs/FlightGear-0.9/data/Docs/README.voice.html,v retrieving revision 1.3 diff -u -r1.3 README.voice.html --- README.voice.html 14 Feb 2006 23:36:53 - 1.3 +++ README.voice.html 22 Feb 2006 19:48:48 - @@ -64,7 +64,7 @@ Check which voices are available. You can test them by prepending ttvoice_/tt: blockquotepre $ festival -festivalgt; (print (mapcar (lambda (pair) (car pair)) voice-locations)) +festivalgt; (print (mapcar car voice-locations)) (kal_diphone rab_diphone don_diphone us1_mbrola us2_mbrola us3_mbrola en1_mbrola) nil festivalgt; (voice_us3_mbrola) --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [PATCH] tiny eta-reduction at the voice README docs
BTW, I don't know how recent it is, but on my system the following is even easier to get the install voices list: festival (voice.list) (rab_diphone don_diphone kal_diphone) Vassilii --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Resigning as patch committer.
Dear Erik, thank you for your long duty as the patch integrator. You have been doing a great job! Vassilii --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] A/C Tractors 3D Models
I'm in the mood for building more 3d models for airport ground traffic; do you have any suggestion/request about that? I assume there's really a lot of moving vehicles on the ground (in reality), what do you think could be taken as a priority in order to get some more realistic simulation near the airfields? My next step will be a few baggage tractors with tenders attached to them anyway. In real life, the ground traffic actively avoids interfering with airplanes. In controlled airports, this means that they actually talk to the ground control, and get clearances to cross runways/taxiways, and this only when they won't interfere with the aircraft traffic. Make sure your models don't start randomly taxi all around the place and try to run into airplanes etc. --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] [PATCH] rain cone orientation
Rather, I wanted to make a subsection of preferences.xml dedicated to precipitation rendering, maybe smth like a /sim/rendering/precipitation then just pass an sgprop node pointer from that environment manager over to SGEnviro, and read properties inside SGEnviro from the subtree, whenever I need that? Would that be a fine thing to do? Yep, that's how it's mostly done in SimGear and makes it easy to pass an increasing number of parameters without the need to alter the function call(s). Thanks a lot! V. --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] [PATCH] rain cone orientation (was: airspeed vs metar)
Hi again. The more I am thinking about a clean way to implement proper rain cone tilting at any view origin, the more difficult it seems. I've already made it work properly for views attached to flying aircraft (such as in-cockpit/chase/helicopter view), and would love to make it work for all the simulation environment. Can somebody please read through and help with design assumptions below? [my plea for help snipped, archived at http://sourceforge.net/mailarchive/message.php?msg_id=14595477 ] Please tell me if these requirements make sense, and then I'll expand the above and outline the scope of the changes I am planning. Since nobody had time to give the feedback so far, maybe you would be tempted to help if you could look at the current state of the rain patch fly with it. It's available at http://www.tarunz.org/~vassilii/fg/rain.diff It's working, and fixes the current buggy rain orientation behaviour for the views attached to the aircraft (while still inheriting bugs with the views attached to anything else). Vassilii --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] airspeed vs metar
I was expecting to read non-zero from /velocities/airspeed-kt during the thunderstorm scenario. When on the ground and facing the wind (15012KT in the Weather Scenario dialog, I didn't modify the defaults of the thunderstorm scenario) at approximately 150 degree heading, I still see 0 in the /velocities/airspeed-kt property. Hmm, metar only updates the weather properties (wind, etc), adjusting the (indicated) airspeed based on that is up to the FDM's. Which FDM are you talking about? I see this with the UFO and the default (c172p based on JSB). c172 tested on the ground, pointed to different direcion (wind on the nose and wind on the wing), UFO on the ground and 1000AGL, still or flying (when I am saying still I mean that my ground speed and my airspeed were both zero, even with the thunderstorm turned on). If it's a bug, then, with the UFO it is probably not worth fixing, though :-) Vassilii --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] airspeed vs metar
The new JSBSim does zero-out the wind forces while stationary on the ground to prevent ground jitter. That might be the cause of what you are seeing. I see. Do you have an FDM-independent idea (for real aircraft, aside from the UFO) on how to get the horizontal airspeed component? (It would be great to do this with respect to any view origin, stationary or moving, aircraft-bound or not). Right now I am doing an fgGetDouble(/velocities/airspeed-kt, 0.0) * cos( fgGetDouble(/orientation/pitch-deg, 0.0) * SGD_DEGREES_TO_RADIANS) on each frame inside FGRenderer::update(), which is wrong even with aircraft-bound view when on the ground as per what you had explained above. It seems to work when the aircraft is flying; and it currently is totally broken if I switch to a tower view since it gets aircraft speed and not the view origin airspeed and slants the rain accordingly :-) I could read the wind speed from /environment (wind-speed-kt and wind-speed-heading), and compute the view origin airspeed myself by combining it with the view origin groundspeed. Is there a simple way to learn if the current view origin is moving or not? (If not, is it a reasonable thing for me to try to add to FGViewer? what about the view origin airspeed computations?) Vassilii --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
[Flightgear-devel] airspeed vs metar
Dear fellow developers, Can somebody please help with a property tree interaction with the weather scenario? I was expecting to read non-zero from /velocities/airspeed-kt during the thunderstorm scenario. When on the ground and facing the wind (15012KT in the Weather Scenario dialog, I didn't modify the defaults of the thunderstorm scenario) at approximately 150 degree heading, I still see 0 in the /velocities/airspeed-kt property. (I need this for the weather modelling patch I am working on now). What am I doing wrong? TIA, Vassilii --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://sel.as-us.falkag.net/sel?cmd=lnkkid=103432bid=230486dat=121642 ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer display - one question
So the solution is to display a template / generic plane. We can always use the dreaded glider model (the one that shows up when there are errors in XML files). The UFO sounds more appropriate... --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637alloc_id=16865op=click ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Multiplayer display - one question
The universal solution is to download the plane from the person who uses it (the download protocoll must be included in the FGFS network code). Isn't that too big a security hole? It's OK to assume that your airplanes code is secure to run, but probably not if it doesn't come from the central CVS Also, that guy's model might be a development one, that he's righting and debugging at that very moment. V. --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637alloc_id=16865op=click ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel
Re: [Flightgear-devel] Lessons in FlightGear
That's exactly what I started doing but ... Problem 1 (external app) : Having the training session as a separate network app instead of being integrated into FG is going to put off a lot of less technically minded people. It requires that the user first install Python + pyao + pyogg + pyvorvis. Then they have to install the training packages and try to start FG together with the simulator. I'd much rather code it in Nasal have it part of the FG package itself or as an addon that can be unzipped into the FG tree and run as is. If it is easier for you to develop maintain externally, I think you can stop bothering about the less technically minded people. Anything with package dependency tracking capability (like any modern linux distribution) will automatically pull the relevant software in. The more technically minded folks will be able to install the relevant packages for manual compilation, and the rest will wait for a prepared distribution package with the proper dependencies in. (I am unsure though if this might strain the win32 bundling process significantly, though. Surely Frederic knows?) Vassilii --- This SF.net email is sponsored by: Splunk Inc. Do you grep through log files for problems? Stop! Download the new AJAX search engine that makes searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! http://ads.osdn.com/?ad_id=7637alloc_id=16865op=click ___ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel