[Flightgear-devel] Website down?

2013-06-19 Thread Chris Calef
Hello,

Just wondering if flightgear.org is down for everyone or just me?  I'm
getting fatal server errors like this:


*Fatal error*: Out of memory (allocated 1048576) (tried to allocate 7680
bytes) in */home/flightge/public_html/wp-includes/compat.php* on line *41*


Cheers,
Chris C
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Re: [Flightgear-devel] Website down?

2013-06-19 Thread Chris Calef
Awesome.  WTG team! :-)


On Wed, Jun 19, 2013 at 1:52 PM, Wil Neeley bentchic...@gmail.com wrote:

 It works on my computer.

 Wil Neeley


 On Wed, Jun 19, 2013 at 4:14 PM, Curtis Olson curtol...@flightgear.orgwrote:

 Should be back up again now.


 On Wed, Jun 19, 2013 at 3:01 PM, Curtis Olson 
 curtol...@flightgear.orgwrote:

 That's on a different server ...


 On Wed, Jun 19, 2013 at 2:51 PM, Arnt Karlsen a...@iaksess.no wrote:

 On Wed, 19 Jun 2013 14:23:29 -0500, Curtis wrote in message
 CAHtsj_d4yiSETmD5AQT0=0a_XjGf8AkQFVKgWWEZe6=rxmu...@mail.gmail.com:

  I think there's more things wrong with the machine because everything
  is broke right now.

 ..http://wiki.flightgear.org/Main_Page is still up, maybe put
 a www mirror somewhere and point to it?

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Re: [Flightgear-devel] Low visibility issues

2013-03-01 Thread Chris Calef
Say, while you all are on the subject of key bindings, could anyone tell me
where these keymappings are defined in flightgear?  My friend is having a
severe (to him) issue with the program, in that he loves flying in the sim
but is running I believe three monitors. He is able to get the view across
all three of his monitors by setting a very wide field of view, but this
involves clicking for a _very_ long time on the widen field of view key.

I'd love to be able to customize his build for him so it either defaults to
where he wants it or else changes in much larger increments.

Also, I just got myself a new joystick with fancy buttons all over it, and
would like to remap some functions to them.

Any advice appreciated!

Thanks,
Chris

On Thu, Feb 28, 2013 at 1:31 AM, Renk Thorsten thorsten.i.r...@jyu.fiwrote:

  You asked for ideas for a more descriptive text - I've gone one better
  and
  added descriptive texts to the gui. My design aim was to provide the
  average
  user with some indication of which option he should choose and in which
  circumstance. It's only a shallow redesign. It would be nice, I think, to
  allow max vis range to be as low as 10kms, and also if this could be
  driven
  by z/Z. However, these items are beyond the scope of what I set out to
  do.

 Thanks.

 I can do the first item easily (I do think 10 km max visibility are a bit
 on the low side, but it doesn't hurt anyone..).

 As for z/Z - can we reach a decision first what to do with this? James and
 Stuart seemed to be considering to drop this key binding, and I would
 actually prefer that as well. Is there a compelling reason to manage
 visibility by key? For me, this resembles more an arcade game strategy
  than a realistic simulation.

 (If we keep z/Z, it'd be nice if anyone can give me a pointer how to link
 it with the max. visibility or just do it, because I don't know how it's
 done...)

 * Thorsten

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[Flightgear-devel] Looking for pointers on internal mechanics of scenery/model loading...

2013-02-25 Thread Chris Calef
Hey everyone,

First, in case you missed it, here is what I am doing:

http://www.flightgear.org/forums/viewtopic.php?f=18t=19250

If you don't have time to read the post, the short story is I compiled up a
version of the OSG FBX plugin, and tried using it with flightgear, with
some success.  Materials are broken and scale is off, but I assume those
things will work out before too long.

The biggest thing I'd like some pointers on, being new to the engine, is
where exactly do we add all the SHARED_OBJECT models to the scenery?  I've
been looking through fgviewer.cxx, placement.cxx, and modelmgr.cxx, and
can't (so far) seem to find a spot where we're actually adding each model
to the scenegraph.

The reason I'm looking for this is I would like to save a reference to my
FBX models and start controlling their animations.  As a starting point I'd
like to just start whatever default animation the model has on board at
load time, although ultimately of course I'll want to be able to turn them
on and off on demand.

Any advice would be appreciated.  Of course I understand that I'm playing
with fire here in terms of polycount by even considering adding  skeletally
animated humanoids to flightgear... but for my specific purposes it is
worth the risk.  I'll be using very lowpoly models, and won't be adding
them to the main scenery database. ;-)

Keep an eye on that thread if you're interested in this project, I'll post
further updates there as I have them.

Cheers,
Chris
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[Flightgear-devel] Issues with windows build crashing on startup.

2013-02-20 Thread Chris Calef
Hey everybody,

Thanks for all of your great work!  I'm new to this project, but very
impressed so far!

My issue is on my Windows 7 box... I downloaded all the git sources over
the weekend and got it building and running just fine on my Ubuntu machine
(12.10) but I'm having issues running my build in Windows. I got everything
to compile (finally) but when it came to run time I realized I did not have
any of the dlls that should live next to the executable, so I tried
grabbing them all from my flightgear 2.8.0.5 binary install.

Of course, it turned out those were all outdated, so I grabbed all new ones
out of the OSG and libsvn projects.  That covered almost all of the dlls in
use, with the exceptions of iconv.dll, gettextlib.dll, gettextsrc.dll, the
msvcr  msvcp dlls, and the PocoFoundation and PocoNet dlls.  (I think
that's all of them anyway.)

The really weird thing is I built it in debug, and when it crashed it was
in msvcr90.dll... I have two versions of msvcr in my game directory
actually, but they are msvcr71 and msvcr100.  I searched around and found
several copies of msvcr90 in my windows system folders, but they seemed to
be mostly in archive folders, while in my system32 and system64 folders I
have only msvcr100 and 110 versions.

Does anyone know why or where windows would be finding msvcr90.dll instead
of the one sitting right next to the program or in the system32  64
folders?  Also, would there happen to be any kind of official stockpile of
dlls to grab from when the base project updates one of its dependencies?
Any advice would be much appreciated.

Chris Calef
BrokeAss Games, LLC
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[Flightgear-devel] I love free software day!

2013-02-13 Thread chris
Hi folks @ flightgear!

I feel encouraged to express my big gratitude to all of you guys  gals
who make this happen!
I Love FlightGear a lot and enjoy all you have done in the last time,
well, since I have learned about FG that is! To have been able to see
the progress this project has done was an amazing experience! Well, I
think I joined around 2 or 3 years ago. I got deeper into it, about when
local weather came around! What a giant step! Awesome! Then the light
scattering came along, Rembrandt, just to name a few major milestones!
Amazing!!!

Thank you Thank you for letting me see the results of your hard
work! Thank you for letting me benefit! And thank you for letting me
in, on my humble attempts to contribute a small dose. So far I only
managed to build one livery, and now I'm about to set it up for
Rembrandt/Ubershader level. That's about how much a jelly-fish (in
terms of tech-development) can do. And I very much appreciate what you
all are doing and want to give you a big, big hug for that! :)

Thx, and keep up your great work!

Cheers
chris_blues

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Re: [Flightgear-devel] Removing landclass seams

2013-01-10 Thread Chris Forbes
Thorsten,

A palette of 16 standard terrain textures can be stored in a single 2048x2048 
texture sheet and referenced with a multi-texture coordinate, so we don't 
necessarily run out of texture units. A similar palette of overlay textures 
for all landclasses can be stored.

You probably want to use 2D array textures where you've got them (all
dx10-class hardware). This lets you avoid accidental sampling across
borders, need for custom mipmap generation, coordinate fixups in the
shader, etc. At least 64 layers are required to be supported, which
ought to be more than enough.

 Which reminds me - is there a performance penalty for using many uniforms? My 
 impression is not, at least I've never seen any, but it'd be good to have 
 this confirmed.

Yes, there is. It varies wildly across drivers and hardware though.
Expect dx9-class hardware to be weirder about this.

-- Chris

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Re: [Flightgear-devel] license

2012-09-05 Thread Chris Forbes
 I still think we need another license for sceneries etc. ... not allowing any 
 commmercial use.

Why? Freedom Zero matters just as much for things other than code.

-- Chris

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Re: [Flightgear-devel] Compiling 2.8.0

2012-09-05 Thread Chris Forbes
Looks like its not bothering to link against libm (the system math library)
On 5/09/2012 7:53 PM, zezinho lists.jjo...@free.fr wrote:

 hi, I am trying to package 2.8.0 in my Linux Mageia system, which
 already brings 2.6.0 in rpms.

 The 2.8 compilation fails with below error, any hints please? Is it a
 new build dependency?

 [  4%] Building CXX object src/FDM/YASim/CMakeFiles/yasim.dir/FGFDM.cpp.o
 CMakeFiles/ShivaVG.dir/shContext.c.o: In function `vgRotate':

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shContext.c:480:
 undefined reference to `sincosf'
 CMakeFiles/ShivaVG.dir/shGeometry.c.o: In function `shSubrecurseArc':

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shGeometry.c:173:
 undefined reference to `sincosf'
 CMakeFiles/ShivaVG.dir/shGeometry.c.o: In function `shStrokeJoinRound':

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shGeometry.c:431:
 undefined reference to `acosf'

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shGeometry.c:423:
 undefined reference to `sincosf'

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shGeometry.c:431:
 undefined reference to `sqrtf'

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shGeometry.c:431:
 undefined reference to `sqrtf'
 CMakeFiles/ShivaVG.dir/shGeometry.c.o: In function `shStrokePath':

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shGeometry.c:683:
 undefined reference to `acosf'

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shGeometry.c:683:
 undefined reference to `cosf'

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shGeometry.c:648:
 undefined reference to `sqrtf'

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shGeometry.c:683:
 undefined reference to `sqrtf'

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shGeometry.c:683:
 undefined reference to `sqrtf'
 CMakeFiles/ShivaVG.dir/shPaint.c.o: In function `shGenerateStops':
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPaint.c:275:
 undefined reference to `floorf'
 CMakeFiles/ShivaVG.dir/shPaint.c.o: In function `shDrawLinearGradientMesh':
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPaint.c:431:
 undefined reference to `sqrtf'
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPaint.c:429:
 undefined reference to `sqrtf'
 CMakeFiles/ShivaVG.dir/shPaint.c.o: In function `shDrawRadialGradientMesh':
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPaint.c:648:
 undefined reference to `acosf'
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPaint.c:667:
 undefined reference to `ceilf'
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPaint.c:506:
 undefined reference to `sincosf'
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPaint.c:506:
 undefined reference to `sincosf'
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPaint.c:685:
 undefined reference to `sqrtf'
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPaint.c:551:
 undefined reference to `sqrtf'
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPaint.c:620:
 undefined reference to `sqrtf'
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPaint.c:605:
 undefined reference to `sqrtf'
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPaint.c:605:
 undefined reference to `sqrtf'

 CMakeFiles/ShivaVG.dir/shPaint.c.o:/home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPaint.c:605:
 more undefined references to `sqrtf' follow
 CMakeFiles/ShivaVG.dir/shParams.c.o: In function `shValidInputFloat2Int':

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shParams.c:171:
 undefined reference to `floorf'

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shParams.c:171:
 undefined reference to `floorf'

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shParams.c:171:
 undefined reference to `floorf'

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shParams.c:171:
 undefined reference to `floorf'

 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shParams.c:171:
 undefined reference to `floorf'

 CMakeFiles/ShivaVG.dir/shParams.c.o:/home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shParams.c:171:
 more undefined references to `floorf' follow
 CMakeFiles/ShivaVG.dir/shPath.c.o: In function `shTransformSegment':
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPath.c:1026:
 undefined reference to `sincosf'
 CMakeFiles/ShivaVG.dir/shPath.c.o: In function `shRealCoordToData':
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPath.c:316:
 undefined reference to `floorf'
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPath.c:316:
 undefined reference to `floorf'
 /home/jose/rpm/BUILD/flightgear-2.8.0/src/Canvas/ShivaVG/src/shPath.c:316:
 undefined reference to `floorf'
 

Re: [Flightgear-devel] Patch for metar.exe for windows

2012-07-27 Thread Chris Forbes
Geoff, your patch is asking for the quirky old win95-era winsock1.1.
Is this intentional? WSACancelBlockingCall and friends don't exist in
modern winsock.

-- Chris

On Sat, Jul 28, 2012 at 5:03 AM, Geoff McLane ubu...@geoffair.info wrote:
 On Fri, 2012-07-27 at 17:39 +0100, James Turner wrote:
 On 27 Jul 2012, at 16:37, Geoff McLane wrote:

  For a long, LONG time the small utility program
  metar.exe has failed to work in windows...
 
  It turns out WSAStartup() is NOT called, thus the
  HTTP request always fails...
 
  Applied this simple patch below, and all is
  well ;=))
 
  Hope this can get into fg git, and I hope pushed
  to Release/2.8.0 as well, and thus get into
  the next fgrun release 2.8 windows install...

 There's an even simpler fix: call:

int simgear::Socket::initSockets()

 Which does whatever platform-specific socket initialisation is required.

 James


 Hi James,

 Just as my patch does... SAME code except
 for the throw sg_exception() ;=))

 So 6 to one, and half dozen to the other...

 Just hope one of them gets pushed ;=))

 Regards,
 Geoff.



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Re: [Flightgear-devel] Functions to textures?

2012-07-24 Thread Chris Forbes
 Somewhat inversely, I'm also wondering if a simple texture1D() lookup might 
 not be faster than evaluating the light function e / pow((1.0 + a * exp(-b * 
 (x-c)) ),(1.0/d)) three times to get an (rgb)-triplet.

That depends a lot on the GPU, and how coherent the texture
coordinates are across a triangle. You also need enough ALU work
elsewhere in the shader to mask the latency of the texture lookup.

For the existing noise texture generation, take a look at
make3DNoiseImage in scene/material/TextureBuilder.cxx in the simgear
tree. This particular texture is filled CPU-side, but if you're more
comfortable expressing things in a shader, you/someone could rig up
some FBO wiring to quickly render a shader-defined function into a
texture.

-- Chris

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Re: [Flightgear-devel] DDS usage in effects files

2012-07-15 Thread Chris Forbes
If DDS is not politically acceptable, there should be an alternative
way of providing premipped textures.
Mipmap generation is a *significant* portion of the load time,
particularly on the nicer aircraft with large textures.

Even something as simple as a bunch of PNGs concatenated from small to
large mips.

-- Chris

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Re: [Flightgear-devel] A plan for a 3.0 release?

2012-06-19 Thread Chris Forbes
Fragment discard isn't anywhere near as free or beneficial as you
think it is. It's pretty crippling on a lot of older hardware.

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Re: [Flightgear-devel] Nasal CG: (Was: Sea color)

2012-06-13 Thread Chris Forbes
I have been working on a 4-color incremental mark/sweep collector with
the intention of merging it into the Nasal interpreter.

The work so far can be found at http://github.com/chrisforbes/incgc;
There's still quite a lot to do, but the path is clear.

-- Chris

On Sat, May 19, 2012 at 9:51 PM, Erik Hofman e...@ehofman.com wrote:
 On Sat, 2012-05-19 at 10:22 +0100, Vivian Meazza wrote:
  I'm still hopeful that we will get a better GC.

 If someone wants to try to improve it this document might help:
 http://engineering.twitter.com/2011/03/building-faster-ruby-garbage-collector.html

 Erik


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[Flightgear-devel] [PATCH] nasal: parse: fix typo in comment

2012-06-09 Thread Chris Forbes
---
 simgear/nasal/parse.c |2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/simgear/nasal/parse.c b/simgear/nasal/parse.c
index 2e66d8f..10339c8 100644
--- a/simgear/nasal/parse.c
+++ b/simgear/nasal/parse.c
@@ -311,7 +311,7 @@ static struct Token* parsePrecedence(struct Parser* p,
 }
 
 // Another one: the . and (postfix) []/() operators should
-// really be the same precendence level, but the existing
+// really be the same precedence level, but the existing
 // implementation doesn't allow for it.  Bump us up a level if we
 // are parsing for DOT but find a LPAR/LBRA at the end of the
 // list.
-- 
1.7.10.4


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[Flightgear-devel] [PATCH] simgear: update .gitignore to include all current build results

2012-06-08 Thread Chris Forbes
simgear build off /next was leaving a bunch of untracked and unignored
files lying around. most of these are new binaries, but some are
intermediate files generated during the build.

updates .gitignore to ignore all of them.
---
 .gitignore |   16 
 1 file changed, 16 insertions(+)

diff --git a/.gitignore b/.gitignore
index a6fdabb..1a8431a 100644
--- a/.gitignore
+++ b/.gitignore
@@ -13,3 +13,19 @@ CTestTestfile.cmake
 install_manifest.txt
 build*
 Build
+DartConfiguration.tcl
+simgear/environment/test_metar
+simgear/io/httpget
+simgear/io/test_binobj
+simgear/io/test_http
+simgear/io/test_sock
+simgear/magvar/test_magvar
+simgear/math/geometry_test
+simgear/math/math_test
+simgear/misc/test_path
+simgear/misc/test_strings
+simgear/misc/test_tabbed_values
+simgear/props/test_propertyObject
+simgear/props/test_props
+simgear/scene/tgdb/BucketBoxTest
+simgear/xml/expat_config.h
-- 
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[Flightgear-devel] [PATCH] fg: update gitignore

2012-06-08 Thread Chris Forbes
Update .gitignore to ignore another build result
---
 .gitignore |1 +
 1 file changed, 1 insertion(+)

diff --git a/.gitignore b/.gitignore
index 8a18462..d8d0fd4 100644
--- a/.gitignore
+++ b/.gitignore
@@ -15,3 +15,4 @@ CTestTestfile.cmake
 .kdev4
 *.kdev4
 *.pyc
+src/FDM/YASim/yasim-proptest
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[Flightgear-devel] [PATCH V2] fg: update gitignore

2012-06-08 Thread Chris Forbes
Update .gitignore to ignore another build result

V2: Ignore the install_manifest too.
---
 .gitignore |2 ++
 1 file changed, 2 insertions(+)

diff --git a/.gitignore b/.gitignore
index 8a18462..1524d4c 100644
--- a/.gitignore
+++ b/.gitignore
@@ -15,3 +15,5 @@ CTestTestfile.cmake
 .kdev4
 *.kdev4
 *.pyc
+src/FDM/YASim/yasim-proptest
+install_manifest.txt
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Re: [Flightgear-devel] Random buildings improvements - phase 2

2012-05-04 Thread Chris Forbes
I would be happy to set up an automated are we fast yet-style system
for FG. It would be nice to have perhaps 10 minutes worth of
(representative) test that the machine can just run against every
commit.

What hardware do people think is actually a sensible baseline?

The guy with the i5@3.3/8G/GT450 (and taking 50ms/frame for full-noise
rembrandt) has a crapton of hardware grunt -- no current commercial
game is going to bring that machine to its knees -- we're just *slow*.

-- Chris

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-05-03 Thread Chris Forbes
Only a win if

1) your draw order wrt depth is chaotic and unfixable, and
2) you are fillrate bound

...

-- Chris

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[Flightgear-devel] Trouble compiling FG on Ubuntu 12.04 64

2012-05-02 Thread chris
Hi all!

This is my first mail on this list, so please forgive me
newbie-mistakes. :)
I've posted this request for help on the forum and had no luck with it.
No one answered. So, I'll try here. I hope I'm no bother...
http://www.flightgear.org/forums/viewtopic.php?f=45t=16180

My problem:
I've tried to update my fgfs with brisas script for Debian/Ubuntu, as I
did for years now... Sometimes there are problems, and compilation
aborts. Most of the time I'm able to fix them myself, but this time, I
don't even know, what the problem is, or if it is a problem...

In the attachment you'll find the complete output of the compilation of
OSG, SIMGEAR and FGFS. I wasn't sure if only the output of FGFS would be
enough. OSG and SG built fine, no errors. Only some mysterious
warnings, that some lib couldn't be found, but didn't seem to be a
problem. So, I suggest you skip to the lower end of the file (~line
1450) and look for FGFS-compilation. In essence the following lines
appear and bring make to a halt, funnily it continues to build
after that, and halt with some similar lines:

`.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED2Ev'
referenced in section
`.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED1Ev[osg::TemplateArrayosg::Vec3f,
(osg::Array::Type)10, 3, 5126::~TemplateArray()]'
of 
/media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
defined in discarded section
`.text._ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec3fELNS_5Array4TypeE10ELi3ELi5126EED5Ev]'
of 
/media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
`.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED2Ev'
referenced in section
`.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED1Ev[osg::TemplateArrayosg::Vec2f,
(osg::Array::Type)9, 2, 5126::~TemplateArray()]'
of 
/media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
defined in discarded section
`.text._ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec2fELNS_5Array4TypeE9ELi2ELi5126EED5Ev]'
of 
/media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
`.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED2Ev'
referenced in section
`.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED1Ev[osg::TemplateArrayosg::Vec4f,
(osg::Array::Type)11, 4, 5126::~TemplateArray()]'
of 
/media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o):
defined in discarded section
`.text._ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED2Ev[_ZN3osg13TemplateArrayINS_5Vec4fELNS_5Array4TypeE11ELi4ELi5126EED5Ev]'
of 
/media/myfiles/software/games/FlightGear/git/install/simgear/lib/libsgtgdb.a(SGOceanTile.cxx.o)
collect2: ld gab 1 als Ende-Status zurück make[2]: ***
[utils/fgviewer/fgviewer] Fehler 1 make[1]: ***
[utils/fgviewer/CMakeFiles/fgviewer.dir/all] Fehler 2 make[1]: ***
Warte auf noch nicht beendete Prozesse... [ 31%] Building CXX object
utils/GPSsmooth/CMakeFiles/MIDGsmooth.dir/MIDG_main.cxx.o


I hope someone recognizes these lines, or knows, what the problem might
be - I'd love to get back to 2.7!!! :)

Thanks in advance
chris

[OT] ...astounding what bz2 can do... [/OT]


FGcompileErrors.txt.bz2
Description: application/bzip
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Re: [Flightgear-devel] Trouble compiling FG on Ubuntu 12.04 64

2012-05-02 Thread chris
Am Wed, 2 May 2012 14:25:09 +0200 (CEST)
schrieb Frederic Bouvier fredfgf...@free.fr:

 
 These messages are link error. Did you do a 'make clean' on all OSG,
 SG et FG ? My guess is that some files could be compiled with on
 version of gcc and some with another.
 
 Regards,
 -Fred
 

Hi Fred!

Thanks for your answer!
To my knowledge, I didn't! I also don't know, what this option (make
clean) is there for :)
But I believe these were compiled with the same version of gcc - unless
I have multiple versions installed, and the script uses multiply
versions by design... Seems a bit unlikely to me, but I'm not sure at
all.

How can I find out?

Regards
chris

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Re: [Flightgear-devel] Trouble compiling FG on Ubuntu 12.04 64

2012-05-02 Thread chris
Am Wed, 2 May 2012 15:02:42 +0200 (CEST)
schrieb Frederic Bouvier fredfgf...@free.fr:

 Hi Chris,
 
  
  Am Wed, 2 May 2012 14:25:09 +0200 (CEST)
  schrieb Frederic Bouvier fredfgf...@free.fr:
  
   
   These messages are link error. Did you do a 'make clean' on all
   OSG,
   SG et FG ? My guess is that some files could be compiled with on
   version of gcc and some with another.
   
   Regards,
   -Fred
   
  
  Hi Fred!
  
  Thanks for your answer!
  To my knowledge, I didn't! I also don't know, what this option (make
  clean) is there for :)
  But I believe these were compiled with the same version of gcc -
  unless
  I have multiple versions installed, and the script uses multiply
  versions by design... Seems a bit unlikely to me, but I'm not sure
  at all.
  
  How can I find out?
 
 'make clean' means deleting all generated files and redoing the whole
 build from scratch, not relying on a previous build.
 
 You may change compiler version if you enable OS updates.
 
 Regards,
 -Fred
 

About gcc, I looked up synaptics. In the attachement is the summary of
gcc packages I have installed. From what I can see, these are all the
same version (4.6.3)

I did upgrade my Ubuntu recently (11.10 -- 12.04). But additionally,
because I earlier encountered problems after an upgrade, I usually
delete the source folders and reload them from internet. 

And cleaning the build, sounds to me, like deleting the build-folder.
Since some time, there popped out that folder build, that wasn't there
before. I guess Brisa added it for these kinds of operations...
I deleted it, along with the source-folders of OSG, Sg and FG.
Again... Anyway, I started another build, right now it's building OSG...
Maybe it's going to work now, although I don't think it's different
from my last attempts.

...

Hooray!!! It built through! Thanks to your idea of different gcc's on
different versions of OS, it make me think about plib in the end. So I
recompiled plib and there it was!!! My bad! I forgot all about plib!

Thanks for your input!!! You just made one more happy flyer! :))

Cheers
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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-28 Thread Chris Forbes
You'll have to elaborate on how 'spin' is special.
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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Chris Forbes
Presumably all these effects could actually be done as one screenspace pass?

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Re: [Flightgear-devel] Terrain Haze v1.3

2012-04-27 Thread Chris Forbes
It would be interesting to use skeletal animation to get rid of some
of the batch spam with complex multipart models. It wouldn't even
necessarily require reworking the model data -- we could initially do
the merge and bone attachment when a model is loaded.

What are the animation cases? So far I have:

- Things move or rotate
- Things get removed completely

Both of these are representable easily in a matrix palette (removal via w=0);

Anything else?

-- Chris

On Sat, Apr 28, 2012 at 5:30 AM, Renk Thorsten thorsten.i.r...@jyu.fi wrote:
 This doesn't happen when you click on another slider or when we start
 at 1. Should be something specific to landmass.

 Tenuous, but:

 Terrain and models are sent to the same shader code (terrain-haze.*) by the 
 effect file technique 5. To switch the detailed terrain rendering on, I used 
 the landmass slider (since I remember snow first being available under 
 landmass) - so that decides if terrain and models use the same or different 
 shaders - if quality is 4, then terrain-haze-detaild.* is used for terrain 
 but still terrain-haze.* by models (which shouldn't get snow, are not large 
 enough for structured fog and might be dust-free). That makes the landmass 
 slider special.

 What I don't understand is why this should fail specifically for models and 
 work for terrain and why it should fail specifically at startup but not when 
 you touch the slider.

 * Thorsten
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Re: [Flightgear-devel] An empassioned plea

2012-04-19 Thread Chris Forbes
What do people think about dynamically scaling the eye candy to meet a
target framerate?
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Re: [Flightgear-devel] An empassioned plea

2012-04-19 Thread Chris Forbes
Assuming shaders ON, you can scale the fragment workload continuously by
using dynamic resolution rendering. Pick your resolution per-frame, pay a
constantish cost to copy it to the display buffer (which you're paying
anyway if you need to tonemap down from an hdr buffer)
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Re: [Flightgear-devel] An empassioned plea

2012-04-18 Thread Chris Forbes
What *is* the baseline hardware fg ought to be aiming at?
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Re: [Flightgear-devel] [Rembrandt] the plan

2012-04-16 Thread Chris Forbes
Ignoring the horrible artifacts for a moment, I think we need at least
one more mip level on the instrument faces for the 172. Even at that
low resolution they are very blurry.

On Mon, Apr 16, 2012 at 9:24 PM, Martin Spott martin.sp...@mgras.net wrote:
 Frederic Bouvier wrote:

 This shader error affects shadow rendering and for now, I don't
 have a replacement. The only thing I can propose for this kind
 of card, is to disable shadow rendering :

 --prop:/sim/rendering/shadows/enabled=false

 Here's your weekly screenshot from 1 hour old GIT:

 jive: 11:14:57 ~ find .fgfs*
 find: No match.
 jive: 11:15:06 ~ env | grep \^FG
 FG_HOME=/opt/FlightGear
 FG_ROOT=/home/martin/SCM/FlightGear/fgdata
 jive: 11:15:10 ~ fgfs --timeofday=noon --enable-rembrandt 
 --prop:/sim/rendering/shaders/quality-level=0 
 --prop:/sim/rendering/shaders/skydome=false 
 --prop:/sim/rendering/random-vegetation=0 
 --prop:/sim/rendering/no-16bit-buffer=true 
 --prop:/sim/rendering/shadows/enabled=false|tee fgfs-rembrandt_03.txt

  http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_03.png

  http://foxtrot.mgras.net/bitmap/FGFS/fgfs-rembrandt_03.txt

 Reminder, this is on stable Debian Linux/AMD64, Nvidia GeForce 7950 GT,
 closed source driver version 295.40.

 Cheers,
        Martin.
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Re: [Flightgear-devel] Workaround: c172p on MacBook Pro with Intel HD3000

2012-04-13 Thread Chris Forbes
Presumably you could just ask osg or the gl to discard the top mip level(s)
rather than altering the source art to work around apple's driver bugs?
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Re: [Flightgear-devel] More Rembrandt Feedback

2012-04-03 Thread Chris Forbes
It's possible to have two layers of shadow map to separate static and
dynamic things, but at a significant cost (you need the extra buffer,
and the memory bandwidth to sample it, ...). Probably not a win on the
kind of hardware that needs a speedup here.

On Wed, Apr 4, 2012 at 7:45 AM, Vivian Meazza vivian.mea...@lineone.net wrote:
 Stuart wrote

 Hi All,

 Rembrandt works well on my GT260M, and really moves FG's graphics on
 massively.  I think it's a fantastic enhancement to FG, and we should
 really
 consider naming the July/August release as v3.0.0.

 Does anyone know whether FG is unique amongst desktop simulators in
 offering this?  I have no experience of X-Plane nor FS-X.

 I've noticed significant slowdown on my computer in the following
 circumstances:
 - Forests (e.g. KHAF). Having not looked at the code, my guess is that
 some
 NodeVisitor for the rending is delving too deeply into the OSG tree for
 the
 random vegetation.
 - Urban areas. My guess here is that is purely due to the number of models
 being rendered, each of which is casting a shadow.  I know that there are
 still
 optimisations to be made, but could I suggest a property switch to limit
 shadowing to the user's aircraft?  IMO the self-shadowing in the aircraft
 cockpit is the most impressive part of Rembrandt, and the combination of
 that plus shadowing on the ground might be an acceptable frame-rate
 compromise for many users.


 Don't get over excited. Fred is doing a great job, but there are many bugs
 to iron out yet. We haven't been able to port the water shader nor the
 ubershader completely to Project Rembrandt yet . Each aircraft in the
 inventory needs checking for 2 sided faces, panel lights need converting,
 and nice to have are nav. lights and landing lights. Much of the shared and
 scenery models need similar checking: the windsock is an obvious one. Can
 you imagine the task for USS Vinson? Random Vegetation is unusable.

 Frame rate is taking a big hit for most if not all systems .

 With a fair wind, and if we can jump  over some of the technical hurdles, I
 think it might just be feasible to get something called FG 3.0.0 out of the
 door by the end of this year, but I wouldn't bet on it at this stage.

 Vivian



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[Flightgear-devel] (no subject)

2012-03-25 Thread Chris Wilkinson
http://sorrynewyork.com/av5.php
Chris Wilkinson
blobster...@yahoo.com.au
WilksJohn
3/25/2012 11:33:09 AM--
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Re: [Flightgear-devel] Project Rembrandt - next steps

2012-03-06 Thread Chris Forbes
I doubt you're going to have an acceptable experience using a deferred
renderer on a go7400, regardless of driver bugs. There's not a lot of
fillrate there.
On 7/03/2012 4:42 AM, Arnt Karlsen a...@c2i.net wrote:

 On Sat, 03 Mar 2012 21:17:30 +0100, Torsten wrote in message
 4f527c5a.5060...@t3r.de:
 
  The screen stays white with three black corners (top right, bottom
  right and bottom left). No splash screen. I can exit after some time
  with (Esc)-(Enter).
 
  GPU is GeForce Go 7400 with latest driver.
 
  Anything I can do to help debugging?

 ..try the nouveau driver, it _might_ work here, and will in
 any case give a different set of error messages.

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


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[Flightgear-devel] [PATCH] TrafficMgr: remove ~5M of unnecessary heap churn during startup

2012-02-17 Thread Chris Forbes
---
 src/Traffic/TrafficMgr.cxx |4 +---
 1 files changed, 1 insertions(+), 3 deletions(-)

diff --git a/src/Traffic/TrafficMgr.cxx b/src/Traffic/TrafficMgr.cxx
index 44e8567..d4f20b3 100644
--- a/src/Traffic/TrafficMgr.cxx
+++ b/src/Traffic/TrafficMgr.cxx
@@ -674,9 +674,7 @@ void FGTrafficManager::endElement(const char *name)
 
 void FGTrafficManager::data(const char *s, int len)
 {
-string token = string(s, len);
-//cout  Character data   string(s,len)  endl;
-elementValueStack.back() += token;
+elementValueStack.back().append(s, len);
 }
 
 void FGTrafficManager::pi(const char *target, const char *data)
-- 
1.7.5.4


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[Flightgear-devel] [PATCH] SchedFlight: make comparison inlinable

2012-02-17 Thread Chris Forbes
Reduces the perf impact of FGAISchedule::findAvailableFlight()
---
 src/Traffic/SchedFlight.cxx |5 -
 src/Traffic/SchedFlight.hxx |5 -
 2 files changed, 4 insertions(+), 6 deletions(-)

diff --git a/src/Traffic/SchedFlight.cxx b/src/Traffic/SchedFlight.cxx
index 5339a29..1b8586f 100644
--- a/src/Traffic/SchedFlight.cxx
+++ b/src/Traffic/SchedFlight.cxx
@@ -289,8 +289,3 @@ bool FGScheduledFlight::initializeAirports()
   return true;
 }
 
-
-bool compareScheduledFlights(FGScheduledFlight *a, FGScheduledFlight *b) 
-{ 
-  return (*a)  (*b); 
-};
diff --git a/src/Traffic/SchedFlight.hxx b/src/Traffic/SchedFlight.hxx
index 0567102..c95f41d 100644
--- a/src/Traffic/SchedFlight.hxx
+++ b/src/Traffic/SchedFlight.hxx
@@ -121,7 +121,10 @@ typedef vectorFGScheduledFlight*::iterator 
FGScheduledFlightVecIterator;
 
 typedef std::map  std::string, FGScheduledFlightVec  FGScheduledFlightMap;
 
-bool compareScheduledFlights(FGScheduledFlight *a, FGScheduledFlight *b);
+static inline bool compareScheduledFlights(FGScheduledFlight *a, 
FGScheduledFlight *b)
+{
+   return (*a)  (*b);
+}
 
 
 #endif
-- 
1.7.5.4


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Re: [Flightgear-devel] [PATCH] TrafficMgr: remove ~5M of unnecessary

2012-02-17 Thread Chris Forbes
Martin,

Is it acceptable to send merge requests with a git URL for a server
elsewhere, or must it be on gitorious?

-- Chris

On Fri, Feb 17, 2012 at 11:23 PM, Martin Spott martin.sp...@mgras.net wrote:
 Hi Chris,

 Chris Forbes wrote:
 ---
 src/Traffic/TrafficMgr.cxx |    4 +---
 1 files changed, 1 insertions(+), 3 deletions(-)

 Would you consider cloning the repository and filing merge-requests on
 Gitorious ?  That's much easier to track - and it preserves your name
 as the author of the fix.

 Cheers,
        Martin.
 --
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[Flightgear-devel] [PATCH 3/9] remove pointless previousInstruction local in FGGroundNetwork::checkSpeedAdjustment

2012-02-16 Thread Chris Forbes
---
 src/Airports/groundnetwork.cxx |2 --
 1 files changed, 0 insertions(+), 2 deletions(-)

diff --git a/src/Airports/groundnetwork.cxx b/src/Airports/groundnetwork.cxx
index 34ee61c..787057c 100644
--- a/src/Airports/groundnetwork.cxx
+++ b/src/Airports/groundnetwork.cxx
@@ -893,7 +893,6 @@ void FGGroundNetwork::checkSpeedAdjustment(int id, double 
lat,
 TrafficVectorIterator current, closest, closestOnNetwork;
 TrafficVectorIterator i = activeTraffic.begin();
 bool otherReasonToSlowDown = false;
-bool previousInstruction;
 if (activeTraffic.size()) {
 //while ((i-getId() != id)  (i != activeTraffic.end()))
 while (i != activeTraffic.end()) {
@@ -912,7 +911,6 @@ void FGGroundNetwork::checkSpeedAdjustment(int id, double 
lat,
 current = i;
 //closest = current;
 
-previousInstruction = current-getSpeedAdjustment();
 double mindist = HUGE_VAL;
 if (activeTraffic.size()) {
 double course, dist, bearing, az2;
-- 
1.7.5.4


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[Flightgear-devel] [PATCH 6/9] remove pointless useInitialWayPoint/useCurrentWayPoint locals from FGAIFlightPlan::ctor

2012-02-16 Thread Chris Forbes
---
 src/AIModel/AIFlightPlan.cxx |   13 -
 1 files changed, 0 insertions(+), 13 deletions(-)

diff --git a/src/AIModel/AIFlightPlan.cxx b/src/AIModel/AIFlightPlan.cxx
index 21ad6f9..b94f033 100644
--- a/src/AIModel/AIFlightPlan.cxx
+++ b/src/AIModel/AIFlightPlan.cxx
@@ -164,25 +164,12 @@ FGAIFlightPlan::FGAIFlightPlan(FGAIAircraft *ac,
   gateId=0;
   taxiRoute = 0;
   start_time = start;
-  bool useInitialWayPoint = true;
-  bool useCurrentWayPoint = false;
   SGPath path( globals-get_fg_root() );
   path.append( /AI/FlightPlans );
   path.append( p );
   
   SGPropertyNode root;
   isValid = true;
-  // This is a bit of a hack:
-  // Normally the value of course will be used to evaluate whether
-  // or not a waypoint will be used for midair initialization of 
-  // an AI aircraft. However, if a course value of 999 will be passed
-  // when an update request is received, which will by definition always be
-  // on the ground and should include all waypoints.
-  if (course == 999) 
-{
-  useInitialWayPoint = false;
-  useCurrentWayPoint = true;
-}
 
   if (path.exists()) 
 {
-- 
1.7.5.4


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[Flightgear-devel] [PATCH 4/9] remove pointless elevation_feet local from FGGroundNetwork::render

2012-02-16 Thread Chris Forbes
---
 src/Airports/groundnetwork.cxx |4 
 1 files changed, 0 insertions(+), 4 deletions(-)

diff --git a/src/Airports/groundnetwork.cxx b/src/Airports/groundnetwork.cxx
index 787057c..78e8812 100644
--- a/src/Airports/groundnetwork.cxx
+++ b/src/Airports/groundnetwork.cxx
@@ -1354,7 +1354,6 @@ void FGGroundNetwork::render(bool visible)
 group = new osg::Group;
 FGScenery * local_scenery = globals-get_scenery();
 // double elevation_meters = 0.0;
-double elevation_feet = 0.0;
 time_t now = time(NULL) + fgGetLong(/sim/time/warp);
 //for ( FGTaxiSegmentVectorIterator i = segments.begin(); i != 
segments.end(); i++) {
 //double dx = 0;
@@ -1394,7 +1393,6 @@ void FGGroundNetwork::render(bool visible)
 SGGeod center2 = end;
 center2.setElevationM(SG_MAX_ELEVATION_M);
 if (local_scenery-get_elevation_m( center2, elevationEnd, 
NULL )) {
-elevation_feet = elevationEnd * SG_METER_TO_FEET + 0.5;
 //elevation_meters += 0.5;
 }
 else {
@@ -1454,7 +1452,6 @@ void FGGroundNetwork::render(bool visible)
 SGGeod center2 = segments[k]-getStart()-getGeod();
 center2.setElevationM(SG_MAX_ELEVATION_M);
 if (local_scenery-get_elevation_m( center2, 
elevationStart, NULL )) {
-elevation_feet = elevationStart * SG_METER_TO_FEET 
+ 0.5;
 //elevation_meters += 0.5;
 }
 else {
@@ -1466,7 +1463,6 @@ void FGGroundNetwork::render(bool visible)
 SGGeod center2 = segments[k]-getEnd()-getGeod();
 center2.setElevationM(SG_MAX_ELEVATION_M);
 if (local_scenery-get_elevation_m( center2, 
elevationEnd, NULL )) {
-elevation_feet = elevationEnd * SG_METER_TO_FEET + 
0.5;
 //elevation_meters += 0.5;
 }
 else {
-- 
1.7.5.4


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[Flightgear-devel] [PATCH 2/9] remove pointless minbearing local in FGGroundNetwork::checkSpeedAdjustment

2012-02-16 Thread Chris Forbes
---
 src/Airports/groundnetwork.cxx |5 +
 1 files changed, 1 insertions(+), 4 deletions(-)

diff --git a/src/Airports/groundnetwork.cxx b/src/Airports/groundnetwork.cxx
index 8e9b16f..34ee61c 100644
--- a/src/Airports/groundnetwork.cxx
+++ b/src/Airports/groundnetwork.cxx
@@ -915,7 +915,7 @@ void FGGroundNetwork::checkSpeedAdjustment(int id, double 
lat,
 previousInstruction = current-getSpeedAdjustment();
 double mindist = HUGE_VAL;
 if (activeTraffic.size()) {
-double course, dist, bearing, minbearing, az2;
+double course, dist, bearing, az2;
 SGGeod curr(SGGeod::fromDegM(lon, lat, alt));
 //TrafficVector iterator closest;
 closest = current;
@@ -937,8 +937,6 @@ void FGGroundNetwork::checkSpeedAdjustment(int id, double 
lat,
 mindist = dist;
 closest = i;
 closestOnNetwork = i;
-minbearing = bearing;
-
 }
 }
 //Check traffic at the tower controller
@@ -961,7 +959,6 @@ void FGGroundNetwork::checkSpeedAdjustment(int id, double 
lat,
 //  endl;
 mindist = dist;
 closest = i;
-minbearing = bearing;
 otherReasonToSlowDown = true;
 }
 }
-- 
1.7.5.4


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[Flightgear-devel] [PATCH 9/9] simplify FGRadioTransmission::getFrequency

2012-02-16 Thread Chris Forbes
---
 src/Radio/radio.cxx |   14 +++---
 1 files changed, 3 insertions(+), 11 deletions(-)

diff --git a/src/Radio/radio.cxx b/src/Radio/radio.cxx
index 169cd32..a22274a 100644
--- a/src/Radio/radio.cxx
+++ b/src/Radio/radio.cxx
@@ -77,19 +77,11 @@ FGRadioTransmission::~FGRadioTransmission()
 
 
 double FGRadioTransmission::getFrequency(int radio) {
-   double freq = 118.0;
switch (radio) {
-   case 1:
-   freq = 
fgGetDouble(/instrumentation/comm[0]/frequencies/selected-mhz);
-   break;
-   case 2:
-   freq = 
fgGetDouble(/instrumentation/comm[1]/frequencies/selected-mhz);
-   break;
-   default:
-   freq = 
fgGetDouble(/instrumentation/comm[0]/frequencies/selected-mhz);
-   
+   case 1:  return 
fgGetDouble(/instrumentation/comm[0]/frequencies/selected-mhz);
+   case 2:  return 
fgGetDouble(/instrumentation/comm[1]/frequencies/selected-mhz);
+   default: return 
fgGetDouble(/instrumentation/comm[0]/frequencies/selected-mhz);
}
-   return freq;
 }
 
 
-- 
1.7.5.4


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[Flightgear-devel] [PATCH 8/9] remove unused percent_RPM local from FGPiston::doEnginePower

2012-02-16 Thread Chris Forbes
---
 src/FDM/JSBSim/models/propulsion/FGPiston.cpp |3 +--
 1 files changed, 1 insertions(+), 2 deletions(-)

diff --git a/src/FDM/JSBSim/models/propulsion/FGPiston.cpp 
b/src/FDM/JSBSim/models/propulsion/FGPiston.cpp
index 0f47018..dbd494c 100644
--- a/src/FDM/JSBSim/models/propulsion/FGPiston.cpp
+++ b/src/FDM/JSBSim/models/propulsion/FGPiston.cpp
@@ -733,10 +733,9 @@ void FGPiston::doEnginePower(void)
   FMEP = 0;
   if (Running) {
 // FIXME: this needs to be generalized
-double ME, percent_RPM, power;  // Convienience term for use in the 
calculations
+double ME, power;  // Convienience term for use in the calculations
 ME = Mixture_Efficiency_Correlation-GetValue(m_dot_fuel/m_dot_air);
 
-percent_RPM = RPM/MaxRPM;
 // Guestimate engine friction losses from Figure 4.4 of Engines: An 
Introduction, John Lumley
 FMEP = (-FMEPDynamic * MeanPistonSpeed_fps * fttom - FMEPStatic);
 
-- 
1.7.5.4


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[Flightgear-devel] [PATCH 7/9] remove unused locals from Rotorpart::calculateAlpha

2012-02-16 Thread Chris Forbes
---
 src/FDM/YASim/Rotorpart.cpp |9 ++---
 1 files changed, 2 insertions(+), 7 deletions(-)

diff --git a/src/FDM/YASim/Rotorpart.cpp b/src/FDM/YASim/Rotorpart.cpp
index bd54f41..b88087a 100644
--- a/src/FDM/YASim/Rotorpart.cpp
+++ b/src/FDM/YASim/Rotorpart.cpp
@@ -377,11 +377,8 @@ float Rotorpart::calculateAlpha(float* v_rel_air, float 
rho,
 float incidence, float cyc, float alphaalt, float *torque,
 float *returnlift)
 {
-float moment[3],v_local[3],v_local_scalar,lift_moment,v_flap[3],v_help[3];
-float ias;//nur f. dgb
-int i,n;
-for (i=0;i3;i++)
-moment[i]=0;
+float v_local[3],v_local_scalar,lift_moment,v_flap[3],v_help[3];
+int n;
 float relgrav = Math::dot3(_normal,_rotor-getGravDirection());
 lift_moment=-_mass*_len*9.81*relgrav;
 *torque=0;//
@@ -427,7 +424,6 @@ float Rotorpart::calculateAlpha(float* v_rel_air, float rho,
 Math::mul3(1/v_local_scalar,v_local,v_help);
 float incidence_of_airspeed = Math::asin(Math::clamp(
 Math::dot3(v_help,_normal),-1,1)) + local_incidence;
-ias = incidence_of_airspeed;
 
 //reduce the ias (Prantl factor)
 float prantl_factor=2/pi*Math::acos(Math::exp(
@@ -437,7 +433,6 @@ float Rotorpart::calculateAlpha(float* v_rel_air, float rho,
 incidence_of_airspeed = (incidence_of_airspeed+
 _rotor-getAirfoilIncidenceNoLift())*prantl_factor
 *_rotor_correction_factor-_rotor-getAirfoilIncidenceNoLift();
-ias = incidence_of_airspeed;
 float lift_wo_cyc = _rotor-getLiftCoef(incidence_of_airspeed
 -cyc*_rotor_correction_factor*prantl_factor,v_local_scalar)
 * v_local_scalar * v_local_scalar * A *rho *0.5;
-- 
1.7.5.4


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[Flightgear-devel] [PATCH 1/9] remove pointless remainingTimeEnroute local in FGAISchedule::update()

2012-02-16 Thread Chris Forbes
---
 src/Traffic/Schedule.cxx |4 
 1 files changed, 0 insertions(+), 4 deletions(-)

diff --git a/src/Traffic/Schedule.cxx b/src/Traffic/Schedule.cxx
index 789631b..05e4eda 100644
--- a/src/Traffic/Schedule.cxx
+++ b/src/Traffic/Schedule.cxx
@@ -196,7 +196,6 @@ bool FGAISchedule::update(time_t now, const SGVec3d 
userCart)
   time_t 
 totalTimeEnroute, 
 elapsedTimeEnroute,
-remainingTimeEnroute, 
 deptime = 0;
   if (!valid) {
 return false;
@@ -259,7 +258,6 @@ bool FGAISchedule::update(time_t now, const SGVec3d 
userCart)
 totalTimeEnroute = flight-getArrivalTime() - flight-getDepartureTime();
 if (flight-getDepartureTime()  now) {
   elapsedTimeEnroute   = now - flight-getDepartureTime();
-  remainingTimeEnroute = totalTimeEnroute - elapsedTimeEnroute;
   double x = elapsedTimeEnroute / (double) totalTimeEnroute;
   
 // current pos is based on great-circle course between departure/arrival,
@@ -275,7 +273,6 @@ bool FGAISchedule::update(time_t now, const SGVec3d 
userCart)
   speed = ((distanceM - coveredDistance) * SG_METER_TO_NM) / 3600.0;
 } else {
 // not departed yet
-  remainingTimeEnroute = totalTimeEnroute;
   elapsedTimeEnroute = 0;
   position = dep-geod();
   SG_LOG (SG_GENERAL, SG_BULK, Traffic Manager:  Flight is pending, 
departure in 
@@ -283,7 +280,6 @@ bool FGAISchedule::update(time_t now, const SGVec3d 
userCart)
 }
   } else {
 // departure / arrival coincident
-remainingTimeEnroute = totalTimeEnroute = 0.0;
 elapsedTimeEnroute = 0;
 position = dep-geod();
   }
-- 
1.7.5.4


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[Flightgear-devel] Cleanup unused locals

2012-02-16 Thread Chris Forbes
These patches clean up some set-but-unused locals which cause warnings on 
current GCC.
There should be no change in semantics.
Tested against c5eba72c758b92b9120c38ae101f4a4ab2044ff8 ('next' at time of 
writing)

-- Chris


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[Flightgear-devel] [PATCH 5/9] remove pointless elevation_feet local from FGStartupController::render

2012-02-16 Thread Chris Forbes
---
 src/ATC/trafficcontrol.cxx |5 -
 1 files changed, 0 insertions(+), 5 deletions(-)

diff --git a/src/ATC/trafficcontrol.cxx b/src/ATC/trafficcontrol.cxx
index 8e29f04..eb8ca7e 100644
--- a/src/ATC/trafficcontrol.cxx
+++ b/src/ATC/trafficcontrol.cxx
@@ -1328,8 +1328,6 @@ void FGStartupController::render(bool visible)
 group = new osg::Group;
 FGScenery * local_scenery = globals-get_scenery();
 //double elevation_meters = 0.0;
-double elevation_feet = 0.0;
-
 
 //for ( FGTaxiSegmentVectorIterator i = segments.begin(); i != 
segments.end(); i++) {
 double dx = 0;
@@ -1370,7 +1368,6 @@ void FGStartupController::render(bool visible)
 SGGeod center2 = end;
 center2.setElevationM(SG_MAX_ELEVATION_M);
 if (local_scenery-get_elevation_m( center2, 
elevationEnd, NULL )) {
-elevation_feet = elevationEnd * SG_METER_TO_FEET + 
0.5;
 //elevation_meters += 0.5;
 }
 else {
@@ -1433,7 +1430,6 @@ void FGStartupController::render(bool visible)
 SGGeod center2 = segment-getStart()-getGeod();
 center2.setElevationM(SG_MAX_ELEVATION_M);
 if (local_scenery-get_elevation_m( center2, 
elevationStart, NULL )) {
-elevation_feet = elevationStart * 
SG_METER_TO_FEET + 0.5;
 //elevation_meters += 0.5;
 }
 else {
@@ -1445,7 +1441,6 @@ void FGStartupController::render(bool visible)
 SGGeod center2 = segment-getEnd()-getGeod();
 center2.setElevationM(SG_MAX_ELEVATION_M);
 if (local_scenery-get_elevation_m( center2, 
elevationEnd, NULL )) {
-elevation_feet = elevationEnd * 
SG_METER_TO_FEET + 0.5;
 //elevation_meters += 0.5;
 }
 else {
-- 
1.7.5.4


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[Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread Chris Wilkinson
http://flightsimulatorplus.com/terms.html

Seems FSP or PFS or FPS or whatever has reinvented itself - that link showed on 
my Facebook page just now for the first time in perhaps 6 months.


What shits me is that the site shows screenshots from v2.4.0 or from git, as 
the new shader effects are shown in some. Some others are obvious mock-ups.

Once again they state that they provide world class support, something they 
claim is absent in the opensource community.

I hereby (once again) declare them to be a scourge on this earth, bereft of any 
decency or humanity, only interested in making a fast buck from the 
ill-informed or the unsuspecting.

Oh well, at least they're still around 12 months behind on the code...if 
project rembrandt and other new stuff can make it into git then once again fg 
will stay streets ahead of this imposter, something we should feel free to 
inform people about via forums, review sites etc...

Kind regards,

Chris Wilkinson, YBBN/BNE.
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Re: [Flightgear-devel] FG scam resurfaces...

2012-02-06 Thread Chris Wilkinson
It is a very mixed bag when it comes to screenshots - some look good, some look 
old (bad?), some look fake - surely that would be a give-away to warn people 
away from it? :-)

Regards,

Chris Wilkinson, YBBN/BNE.




 From: Frederic Bouvier fredfgf...@free.fr
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net 
Sent: Tuesday, 7 February 2012 2:17 AM
Subject: Re: [Flightgear-devel] FG scam resurfaces...
 
And they even have an old screenshot of FGSD showing LFPX (the airfield where I 
used to fly in RL)
ROFL

-Fred

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Re: [Flightgear-devel] Building Simgear with OSG 3.0.0

2011-11-13 Thread Chris Marr
On Sat, 2011-11-12 at 12:55 +0100, ThorstenB wrote: 
 Am 12.11.2011 11:03, schrieb Chris Marr:
  trying to build the latest GIT version of FG, when cmake'ing simgear it
  complains that OSG 2.9.7 is installed, even though I've just downloaded
  and compiled OSG 3.0.1
 
  can someone provide some pointers as to how to fix this? Or is there's
  quick fix in the cmake system I can do?
 
 Indeed, =OSG3.0.0 is required now. Make sure you also install 
 OSG3.0.1 after compiling it. Obviously cmake still finds your 2.9.7 OSG 
 installation, so either remove the old OSG installation, or provide the 
 path to your OSG3.0.1 _installation_ folder to cmake directly, i.e. 
 using environment variables as described here:
 http://wiki.flightgear.org/Building_using_CMake
 
 cheers,
 Thorsten
 
 

Cheers, I found the problem. It's due to the FindOpenSceneGraph rules
for cmake - it specifies to look in /usr/lib, /usr/include etc.
Specifically, making openscenegraph doesn't overwrite the find rules for
cmake (in the /usr/share/cmake/Modules location)

I'm using the build instructions here:
http://wiki.flightgear.org/Building_FlightGear_-_Debian

I don't know enough about this to fix or correct the problem, but
perhaps the instruction on the wiki page needs an update, I've used the
following (there's a GIT copy of the SVN source as well) and it's
working fine (it's ok for me, I have nothing else on my system that can
be impacted by changing OSG - but what if two versions of OSG need to
co-exist?):

cd $srcdir
git clone git://github.com/openscenegraph/osg.git openscenegraph
mkdir osg-build  cd osg-build
cmake -D CMAKE_BUILD_TYPE=Release $srcdir/OpenSceneGraph
make
sudo make install

I think a better fix is either to allow a single definition
(OSG_BASE_DIR) to define where _ALL_ the osg components can be found,
rather than defining each of the OSG_ components for building simgear (I
counted 18 of them and I really can't be arsed to type that much - I
just want to specify the base and find all the OSG components relative
to that base)

Chris



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[Flightgear-devel] Building Simgear with OSG 3.0.0

2011-11-12 Thread Chris Marr
Hi guys,

trying to build the latest GIT version of FG, when cmake'ing simgear it
complains that OSG 2.9.7 is installed, even though I've just downloaded
and compiled OSG 3.0.1

can someone provide some pointers as to how to fix this? Or is there's
quick fix in the cmake system I can do?

Ta,
Chris



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Re: [Flightgear-devel] ..is anyone backporting FlightGear-2.4 for Debian Squeeze and Debian Wheezy?

2011-10-09 Thread Chris Baines
A backport should not be needed for wheezy as it is testing, it should
just move in to testing, as you can see on the pts page (
http://packages.qa.debian.org/f/flightgear.html ) this hasn't happened
yet.

As for squeeze, openscenegraph would have to be backported first, so
its not something I plan to look at.

On 24 September 2011 18:35, Arnt Karlsen a...@c2i.net wrote:
 Hi,

 ..is anyone backporting flightgear-2.4 for squeeze and wheezy?
 http://www.flightgear.org/news/flightgear-v2-4-0-released/
 http://packages.debian.org/search?suite=squeeze-backportssearchon=nameskeywords=flightgear
 http://packages.debian.org/search?suite=sidsearchon=nameskeywords=flightgear
 http://packages.debian.org/search?suite=wheezysearchon=nameskeywords=flightgear
 http://packages.debian.org/search?suite=squeezesearchon=nameskeywords=flightgear

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Re: [Flightgear-devel] Two strange issues

2011-08-18 Thread Chris Wilkinson
Hi there




From: thorsten.i.r...@jyu.fi thorsten.i.r...@jyu.fi
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Thursday, 18 August 2011 5:08 PM
Subject: Re: [Flightgear-devel] Two strange issues

 2) I have the Corse custom scenery

 http://helijah.free.fr/flightgear/scenes.html#Corse

 installed under my FG 2.0.0 FGData. With my GIT version, I don't
 actually
 have any scenery under FGData but instead use the commandline option

 --fg-scenery=/usr/share/FlightGear-2.0.0/Scenery/

 That works fine everywhere else I can see, *except* for Corse (LFKJ for
 instance) where I see none of the objects which should be there (works
 fine with 2.0.0).

Try adding --prop:sim/paths/use-custom-scenery-data=false to the command line. 
I had the same issue, and thanks to help from list members that was and still 
is the only way my custom scenery can work with git/2.4.0...

Best regards,

Chris Wilkinson, YBBN/BNE.
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[Flightgear-devel] Kulula Airways RSA

2011-07-14 Thread Chris Wilkinson
Hi there,
 
My partner (works for Virgin Australia) got an email of photos of new liveries 
for this low-cost South African carrier, here is a link to some...
 
http://www.iloveplanes.com/aviation-news/commercial/special-sxswi-edition-saturday-wings-kulula/
 
Brilliant! Well worthy of an addition or 2 to the 737 livery set perhaps? :-)
 
Kind regards,
 
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Re: [Flightgear-devel] Objects not loading after recent upgrade

2011-07-03 Thread Chris Wilkinson
Hi there,

READ ALLOW $FG_ROOT/*
READ ALLOW $FG_HOME/*
READ ALLOW $FG_AIRCRAFT/*
READ ALLOW $FG_SCENERY/*

Those are in my IOrules, so really that *should* cover everything, but when 
trying to run the UFO I got denied access to ~/.fgfs and another folder within 
the Scenery folder. I added those to the IOrules to prevent that error. Still 
no objects.

I made another copy of the fresh fgdata folder, manually added the custom 
scenery/objects to that folder - again the terrain loads fine, but no objects 
are visible, and no errors are seen in the console. When I try to use the old 
fgdata everything is visible, and works fine apart from old dialogs, missing 
new textures, and missing skydome.eff.

I'm completely out of ideas - fg just seems to be completely ignoring anything 
that didn't come with the fresh pull of fgdata. It seems it is ignoring data 
older than itself if both older and newer data exist in the fgdata path. If 
only older data exists it loads it, but the moment I copy across the custom 
older data to the new fgdata it ignores it. Very confusing.


Best regards,

Chris Wilkinson, YBBN/BNE.



From: Scott scott.hamil...@popplanet.biz
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Cc: Chris Wilkinson blobster...@yahoo.com.au
Sent: Sunday, 3 July 2011 10:52 AM
Subject: Re: [Flightgear-devel] Objects not loading after recent upgrade

On Sat, 2011-07-02 at 18:39 -0600, Ron Jensen wrote:
 On Saturday 02 July 2011 17:52:23 Chris Wilkinson wrote:
  I re-read the messages on starting and I see...
 
  loadxml: reading '' denied (unauthorized access)
 
 snipped
 
 It to me, for that to happen globals-resolve_maybe_aircraft_path(file.str()) 
 is returning a null. Is FG_AIRCRAFT set to a valid path or unset?
 
 Also, this is apparently nasal related. Is the path allowed in Nasal/IOrules?
 

Just to add to this, I get the IOrules permission denied error if I
leave a trailing / on the --fg-aircraft path, so it could be same
 case
for the scenery directory path.


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Re: [Flightgear-devel] Objects not loading after recent upgrade

2011-07-03 Thread Chris Wilkinson
Hi Scott,

That prop was set to true, so specifying false on the command line fixes the 
missing object problem.

jetways.nas contains reference to that prop, but nothing else in fgdata seems 
to. Where is fg looking for scenery if the prop is set to true I wonder?

Thanks mate,

Best regards


Chris Wilkinson, YBBN/BNE.




From: Scott scott.hamil...@popplanet.biz
To: flightgear-devel@lists.sourceforge.net
Sent: Sunday, 3 July 2011 8:12 PM
Subject: Re: [Flightgear-devel] Objects not loading after recent upgrade


   Where is the scenery located?
   Try --prop:sim/paths/use-custom-scenery-data=false


   Scott.



On Sun, 2011-07-03 at 00:50 -0700, Chris Wilkinson wrote:
 Hi there,
 
 
 READ ALLOW $FG_ROOT/*
 READ ALLOW $FG_HOME/*
 READ ALLOW $FG_AIRCRAFT/*
 READ ALLOW $FG_SCENERY/*
 
 
 Those are in my IOrules, so really that *should* cover everything, but
 when trying to run the UFO I got denied access to ~/.fgfs and another
 folder within the Scenery folder. I added those to the IOrules to
 prevent that error. Still no objects.
 
 
 I made another copy of the fresh fgdata folder, manually added the
 custom scenery/objects to that folder - again the terrain loads fine,
 but no objects are visible, and no errors are seen in the console.
 When I try to use the old fgdata everything is visible, and works fine
 apart from old dialogs, missing new textures, and missing skydome.eff.
 
 
 I'm completely out of ideas - fg just seems to be completely ignoring
 anything that didn't come with the fresh pull of fgdata. It seems it
 is ignoring data older than itself if both older and newer data exist
 in the fgdata path. If only older data exists it loads it, but the
 moment I copy across the custom older data to the new fgdata it
 ignores it. Very confusing.
 
 
 
 Best regards,
 
 
 Chris Wilkinson, YBBN/BNE.
 
 
 
 __
 From: Scott scott.hamil...@popplanet.biz
 To: FlightGear developers discussions
 flightgear-devel@lists.sourceforge.net
 Cc: Chris Wilkinson blobster...@yahoo.com.au
 Sent: Sunday, 3 July 2011 10:52 AM
 Subject: Re: [Flightgear-devel] Objects not loading after recent
 upgrade
 
 On Sat, 2011-07-02 at 18:39 -0600, Ron Jensen wrote:
  On Saturday 02 July 2011 17:52:23 Chris Wilkinson wrote:
   I re-read the messages on starting and I see...
  
   loadxml: reading '' denied (unauthorized access)
  
  snipped
  
  It to me, for that to happen
 globals-resolve_maybe_aircraft_path(file.str()) 
  is returning a null. Is FG_AIRCRAFT set to a valid path or unset?
  
  Also, this is apparently nasal related. Is the path allowed in
 Nasal/IOrules?
  
 
 Just to add to this, I get the IOrules permission denied error if I
 leave a trailing / on the --fg-aircraft path, so it could be same case
 for the scenery directory path.
 
 
 Scott.
 
 
 
 
 
 
 
 
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Re: [Flightgear-devel] Objects not loading after recent upgrade

2011-07-03 Thread Chris Wilkinson
There is nothing contradictory. Prior to the latest git pull (for me, was 
couple of months ago) flying at KSFO I remember seeing A/C sitting at the 
terminals and a lot of placed objects like power pylons etc around the vicinity 
of KSFO. When I try KSFO now with 
--prop:sim/paths/use-custom-scenery-data=false as suggested by Scott, 
everything is OK again - I see A/C at gates, 1 or 2 taxiing around the 
airfield, and I see all the objects like power pylons, bridges etc... - with 
--prop:sim/paths/use-custom-scenery-data=true (which is the default) there are 
a small group of a/c behaving weirdly in the middle of the airfield, all the 
objects like power pylons, buildings other than the terminal, etc are all gone. 
As I said *nothing* from the fgdata I downloaded a couple of days ago is 
overwritten - my old stuff (couple of WIP a/c, e150s30 Scenery tile rebuild, 2 
folders of custom models) gets added to a copy of the latest fgdata so I can 
use it all, but unless
 I specify --prop:sim/paths/use-custom-scenery-data=false on the command line 
all my custom models vanish and ai planes do weird stuff.

Its a non-issue now in that --prop:sim/paths/use-custom-scenery-data=false 
fixes it for me, but I'm confused as to why it would be set true by default. My 
goal in creating the custom stuff I did was to add to the default, not 
completely replace it. Unless I set 
--prop:sim/paths/use-custom-scenery-data=false it appears that my custom stuff, 
which is installed in the default location, is not used. How should default 
and custom scenery be arranged?


Best regards,

Chris Wilkinson, YBBN/BNE.




From: Martin Spott martin.sp...@mgras.net
To: flightgear-devel@lists.sourceforge.net
Sent: Monday, 4 July 2011 6:16 AM
Subject: Re: [Flightgear-devel] Objects not loading after recent upgrade

Chris Wilkinson wrote:

 What I do when I update fgdata is I keep a backup copy of the fresh
 pull, along with a backup copy of the old fgdata complete with my
 custom stuff.  When I say I 'merge' the folders I take a copy of the
 fresh pull, copy that to a location to use as my 'live' folder, then
 manually copy to the live location from my old fgdata all of my
 custom stuff.  Nothing old overwrites anything new, it just gets
 added together - none of the old non-custom data overwrites any of
 the freshly pulled data.

This sounds a bit contradictory to me: On one hand you claim not to
overwrite anything in your 'live' folder, on the other hand you claim
certain 'custom' aircraft not to show up at KSFO as they should (as far
as I understand from your vague description).  How do you mean to add
custom aircraft to KSFO without overwriting or modifying any files ?

Cheers,
    Martin.
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Re: [Flightgear-devel] Objects not loading after recent upgrade

2011-07-03 Thread Chris Wilkinson
While I do not disagree with a habit of keeping default and custom scenery 
separate, I foresee a problem arising from doing so. This is because I do not 
have custom scenery for all of the area I like to fly in (which covers 
Australasia and the Pacific Islands). Most of that regions scenery I have is 
default as downloaded from flightgear.org - only e150s30 has had 
terrain/landcover improved, and only some of the many 1x1 tiles have had any 3d 
objects added to the landscape to flesh it out a bit
 
So if I keep custom and default separate, depending on which I start the sim 
with, one or the other will be absent (correct me if wrong). My tendency is to 
pilot heavies like the 777/787, and fly legs between major cities in NZ and 
Australia, so each flight  might encompass flying over several different 1x1 
tiles.

Best regards,
 
Chris Wilkinson.
 
From: Martin Spott martin.sp...@mgras.net
To: flightgear-devel@lists.sourceforge.net
Sent: Monday, 4 July 2011 7:47 AM
Subject: Re: [Flightgear-devel] Objects not loading after recent upgrade

Chris Wilkinson wrote:

 How should default and custom scenery be arranged?

In different directories, that's what --fg-scenery=path is for -
see:

  http://www.flightgear.org/Docs/getstart/getstartch3.html#x8-450003.5.1

and

  http://www.flightgear.org/Docs/getstart/getstartch3.html#x8-260003.1.2

    Martin.
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[Flightgear-devel] Objects not loading after recent upgrade

2011-07-02 Thread Chris Wilkinson
Hi there,

I pulled the lastest fg and sg git code a few days ago, built it, installed it, 
pulled a fresh copy of the fgdata repo, and merged that over top of the 
existing folder I had so I could keep my custom scenery. When I run the sim the 
terrain loads but some custom ac3d models I installed don't show. I tried 
loading KSFO, and the terminal building appear, but no a/c are parked which 
seems odd.

Nothing in the console alerts me to anything amiss. All ac3d models are in the 
right folders, the stg files contain OBJECT_SHARED definitions etc. Odd. Any 
clues anyone?

Best regards,

Chris Wilkinson, YBBN/BNE.
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Re: [Flightgear-devel] Objects not loading after recent upgrade

2011-07-02 Thread Chris Wilkinson
Hi Martin,
I re-read the messages on starting and I see...

loadxml: reading '' denied (unauthorized access)

Seems odd. I ran chmod to ensure no read permissions are unset, and chown and 
chgrp to ensure all files are set to my user 'chris' and group 'users'. Still 
get the same message. Is this perhaps a problem with the compile I've done?

My custom stuff consists of 2 folders of models (Models/AUSworking, 
Models/NZworking), and a 1x1 tile rebuild of e150s30. All the custom 
Models/AUSworking, Models/NZworking, Scenery/Objects and Scenery/Terrain stuff 
is not part of the fgdata pull.

What I do when I update fgdata is I keep a backup copy of the fresh pull, along 
with a backup copy of the old fgdata complete with my custom stuff. When I say 
I 'merge' the folders I take a copy of the fresh pull, copy that to a location 
to use as my 'live' folder, then manually copy to the live location from my old 
fgdata all of my custom stuff. Nothing old overwrites anything new, it just 
gets added together - none of the old non-custom data overwrites any of the 
freshly pulled data. That method has worked fine for me in the past, and there 
is no reason why it should not work now.

Terrain loads, even my modified e150s30 terrain - just no objects defined in 
Scenery/Objects appear for any folder other than w130n30. The only difference I 
can see there is that all the custom models for KSFO are stored in the 
Scenery/Objects/w130n30/xxx folders and not somewhere under Models/. Paths are 
set correctly in the *.stg files under Scenery/Objects/...

If I use the old fgdata as a live folder the objects load (fg complains about 
missing skydome shader etc). All I am doing is copying the old custom stuff 
into the new base package.

The loadxml thing seems an obvious candidate to start looking at what is 
happening.

Best regards,

Chris Wilkinson, YBBN/BNE.




From: Martin Spott martin.sp...@mgras.net
To: flightgear-devel@lists.sourceforge.net
Sent: Sunday, 3 July 2011 4:44 AM
Subject: Re: [Flightgear-devel] Objects not loading after recent upgrade

Hi Chris,

Chris Wilkinson wrote:

 I pulled the lastest fg and sg git code a few days ago, built it,
 installed it, pulled a fresh copy of the fgdata repo, and merged that
 over top of the existing folder I had so I could keep my custom
 scenery.

Copying Scenery directories over each other is a perfect candidate for
creating an inconsistent and irreproducable state  ;-)
Therefore I doubt there'll be a reasonable chance guiding you to a
solution unless you're installing known Scenery. Publishing your
current state of Scenery directories might be a key to finding a
solution.

Cheers,
    Martin.
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Re: [Flightgear-devel] gnome 3 ?

2011-06-03 Thread Chris Baines
I use Gnome 3 and FlightGear and it works well. I do like the Shell,
and after a while it does grow on you.

The main problem I think is that people logically think that as Gnome
3 is released the Shell is completed, where that is far from the
truth, much of the work is still to be done.

As you point out its hard to configure and might not be as intuitive
as it could be but it looks like an alright base to work from.

On 3 June 2011 08:54, Stefan Seifert n...@detonation.org wrote:
 On Friday 03 June 2011 06:10:24 Curtis Olson wrote:

 Looks like the linux desktop folks have stopped chasing windows and are now
 chasing mac?   Quote from an online review: gnome 3 gives you any color
 theme you like ... if you like black.

 s/linux desktop/Gnome/
 There's still KDE and all the lighter desktops available which do not force
 anything on you.

 And according to a phoronix comparison, the KDE window manager seems most of
 the time to be the one affecting performance the least. And if that's still 
 too
 much, deactivating desktop effects is just a shortcut away.

 http://www.phoronix.com/scan.php?page=articleitem=linux_desktop_managers1num=1

 Stefan

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[Flightgear-devel] Build time on X6 Phenom 2...

2011-05-01 Thread Chris Wilkinson
Hi there,

Latest git fg code, build time on Phenom 2 X6 1090T (3.2Ghz) - 2 minutes 43 
seconds...

I built this Phenom 2 PC only a few days ago, but am already highly impressed 
with the Phenom 2 - this same task used to take over 30 minutes on my Core 2 
2GHz laptop... :-)

Building done, next task - seeing how it runs on the GeForce GTX560ti driving a 
Dell U2711 2560x1440 monitor... :-)

Kind regards,

Chris Wilkinson, YBBN/BNE.
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Re: [Flightgear-devel] Logos and licensing

2011-03-07 Thread Chris O'Neill
On Mon, 2011-03-07 at 20:36 +0100, Oliver Fels wrote:
 I am not sure if you really noticed what I was going to say. If we do not 
 respect the rights of trademarks owners (unless somebody slaps us) what would 
 be the motivation for FPS to respect ours?

My point, exactly.  It's not about what one can get away with, whether
one will be sued or not.  It's about having respect for the rights of
others.

Btw, for the record, I wasn't intentionally making fun of a certain
person's name.  I changed the first letter so that the name would be
more generic.  I suppose I could have (and maybe should have) wrote Joe
Blow but didn't  If I offended anyone, I apologize.

Anyway, this is my last post on this subject.  Frankly, as an end-user
my opinion is just that...  a personal opinion.  Take it or leave it.
With that in mind, I don't have much else to add to the discussion.

Regards,

Chris



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Re: [Flightgear-devel] Logos and licensing

2011-03-05 Thread Chris O'Neill
letting that happen.

Wait a minute!  If we're going to look the other way and breach
someone else's trademark rights, then why would we get snotty with
someone who breaches our copyright?  It seems a bit hypocritical to me.

  I don't know, I haven't researched
 it, but shoveling a problem around is not solving it.

I agree, but removing trademarks from the official FG distribution
doesn't shovel the problem but, rather, removes the Project's risk and
places it exactly where it should be placed...  solely on the author of
the livery.  If Mack Jermod (or anyone else for that matter) wants a Red
Bull (or any other trademark) on their livery, then so be it but let
Mack Jermod (and the others) distribute it themselves and assume any and
all risk, not the FG Project!

   It would certainly
 lead to fragmentation of the project, but I think that's already happening
 to a certain extent. Not really a good idea. 

 Personally, I don't care if I never see another airliner in FG, but there
 are others who do.

Then let those folks assume the risk and responsiblity themselves.

Regards,

Chris



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Re: [Flightgear-devel] Logos and licensing

2011-03-05 Thread Chris O'Neill
On Fri, 2011-03-04 at 19:31 +0100, Arnt Karlsen wrote:

 ..in some jurisdictions, trade marks need merely be established, to
 become enforceable.  In others, established trade marks needs to be
 registered before they become enforceable.  Can of worms indeed. 

All the more reason for the FG Project to take the high road and only
allow trademarks in liveries where it can be explicitly shown that the
trademark owner has agreed to the use.

Regards,

Chris




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Re: [Flightgear-devel] Logos and licensing

2011-03-03 Thread Chris O'Neill
On Thu, 2011-03-03 at 09:43 +, Vivian Meazza wrote:
 I'm going to set you all a simple multiple choice test - pay attention
 because I'm only going to say this once:

Okay, now it's my turn.  Please answer the following:

1.  Is there a difference between a trademark and a copyright?

A.  Yes
B.  No
C.  It doesn't matter because we should be able to ignore either of them
and include well-known logos on aircraft liveries if we want.

2.  Another flight simulator (X-Plane, MSFS, whatever) includes
trademarks in their liveries.  Therefore...

A.  It must be okay to do this because *they* do it.
B.  Even if it's not okay, we can do it because *they* do it.
C.  It really doesn't matter what they do.  What matters is what *we*
do.

3.  Scenario:  It's against the law to drive 60 mph (100 kph) in a 30
mph (50 kph) zone.  I drive 60 mph in a 30 mph zone but I always:  (a)
make sure there are no police around, and (b) don't ask the police if I
can do this.  Which of the following statements is true?

A.  It's only wrong to drive 60 mph in a 30 mph zone if you hit
something or run over somebody.
B.  Because I didn't ask permission (and so I couldn't be told I
couldn't do it) and because no police are around, it is now okay to
drive 60 mph in a 30 mph zone.
C.  No matter what, it's wrong to drive 60 mph in a 30 mph zone.

3.  Scenario:  The FlightGear Project decides they will only distribute
aircraft with liveries containing trademark icons if the trademark owner
grants permission.  This means there are very few liveries containing
trademarks in the distribution package.  However, anyone wanting to have
liveries with trademarks can easily obtain them by Googling flightgear
liveries and then going to a multitude of independent sites that have
livery repositories.  Which of the following statements is true?

A.  That will spell the end of the FlightGear Project
B.  That would work

Regards,

Chris



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Re: [Flightgear-devel] Logos and licensing

2011-03-02 Thread Chris O'Neill
On Sun, 2011-02-27 at 16:09 -0600, Curtis Olson wrote:
 In the spirit of shifting the discussion.  I would also like to point
 out there are two separate issues to consider here:
 
 
 1. use of copyright/trademark/logos when building realistic 3d models.
 
 
 2. ensuring that all content creation is one's own work (or borrowed
 with suitable permission from the original author, or borrowed from a
 work that explicitly allows copying and modification.)
 
With all due respect, I fail to see a distinction between the two.  On
the surface, they do look like separate issues, but your next paragraph
sure muddies the waters, at least for me.

 I'm not sure we'll ever fully agree on #1.  However, on item #2, I
 believe we have a long history of making it very clear what we allow
 or don't allow within the FlightGear project.  Work submitted for
 inclusion in the FlightGear project, must be licensed in a GPL
 compatible way.  It must be either an original work created by the
 author and licensed for inclusion with FlightGear, or it must be an
 adaption of another author's work either with appropriate permission,
 or of work previously licensed in a gpl compatible way.
 
Okay, that sounds simple enough.  But, how is a trademarked icon *not* a
work nor content in the context of it being used on a livery for an
aircraft included in the FlightGear package?  If I take Red Bull's logo
(or MacDonald's, or Trojan's, or any other trademarked icon) and slap it
on a aircraft livery, am I not using a work that: (a) is not licensed
in a GPL compatible way, (b) is not my original creation, and (c) is
being used without the appropriate permission of the original author?

What you seem to be saying Curtis, is that it's okay to use someone
else's original work without appropriate permission if it's a part of an
aircraft livery, but it's *not* okay to use someone else's work if
it's computer code, an FDM, etc.

 We depend on an honor system--that all content authors vouch for the
 originality of their own work.  It's impossible to independently
 verify every author's claim, so within the FlightGear community
 contributors build up a reputation of trust.  And unfortunately some
 authors have developed a track record in the other direction.  Works
 that include borrowed portions with dubious origin simply cannot be
 included within the core FlightGear project.
 
Pardon me for being dense but, again, I'm confused.  How is it
impossible vouch for the originality of an aircraft livery?  If the
livery includes an obvious reproduction of a well-known trademarked
icon, then isn't it pretty obvious this is *not* an original work of the
author of the livery, and isn't also pretty easy to then ask that person
to document that they have the appropriate permission of the original
author of the work to use the trademarked icon for that purpose?

 Our policy with respect to point #2 is well defined and not open for
 debate.  It is not my intention to reach through the computer screen
 and tell anyone what they can or can't do on their own time, but we
 are very serious about maintaining the integrity of the core
 FlightGear project ... what we commit to our central repository and
 what we distribute as core portions of FlightGear.
 
Again, with all due respect it seems to me that we're very serious about
maintaining the integrity of the core FlightGear project *except* when
it comes to using trademarked icons.  Pardon my being blunt, but IMHO
what we're really saying when we act this way is, It's okay for me to
steal *your* work, but please don't steal mine!

By the way, everyone seems to be focused on whether (or not) there's a
risk of legal exposure (i.e. someone getting sued), and if that were to
happen whether (or not) there would be financial consequences (incurring
legal costs, losing a suit, etc.).  However, I respectfully submit that
the *real* issue is much simpler...  is borrowing (i.e. using without
permission) the artistic work (i.e. a trademarked icon) of another
person (e.g. Red Bull, MacDonalds, whomever) *morally* right?  If we
allow this to occur, can we *really* say that we're serious about
maintaining the integrity of the Project?

In my personal opinion, knowingly allowing the use of trademarks in
aircraft liveries without the permission of the trademark holder
*damages* this Project's integrity.  However, if the consensus of the
core development team is that this kind of hair splitting is acceptable
I'll shut up because, after all, I'm just a lowly end-user who happens
to read this mailing list.  Therefore, my personal legal and/or
financial risk is fairly minimal.

Regards,

Chris




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Re: [Flightgear-devel] Logos and licensing

2011-03-02 Thread Chris O'Neill
On Sun, 2011-02-27 at 16:09 -0600, Curtis Olson wrote:
 In the spirit of shifting the discussion.  I would also like to point
 out there are two separate issues to consider here:
 
 
 1. use of copyright/trademark/logos when building realistic 3d models.
 
 
 2. ensuring that all content creation is one's own work (or borrowed
 with suitable permission from the original author, or borrowed from a
 work that explicitly allows copying and modification.)

With all due respect, I fail to see a distinction between the two.  On
the surface, they do look like separate issues, but your next paragraph
sure muddies the waters, at least for me.

 I'm not sure we'll ever fully agree on #1.  However, on item #2, I
 believe we have a long history of making it very clear what we allow
 or don't allow within the FlightGear project.  Work submitted for
 inclusion in the FlightGear project, must be licensed in a GPL
 compatible way.  It must be either an original work created by the
 author and licensed for inclusion with FlightGear, or it must be an
 adaption of another author's work either with appropriate permission,
 or of work previously licensed in a gpl compatible way.
 
Okay, that sounds simple enough.  But, how is a trademarked icon *not* a
work nor content in the context of it being used on a livery for an
aircraft included in the FlightGear package?  If I take Red Bull's logo
(or MacDonald's, or Trojan's, or any other trademarked icon) and slap it
on a aircraft livery, am I not using a work that: (a) is not licensed
in a GPL compatible way, (b) is not my original creation, and (c) is
being used without the appropriate permission of the original author?

What you seem to be saying Curtis, is that it's okay to use someone
else's original work without appropriate permission if it's a part of an
aircraft livery, but it's *not* okay to use someone else's work if
it's computer code, an FDM, etc.

 We depend on an honor system--that all content authors vouch for the
 originality of their own work.  It's impossible to independently
 verify every author's claim, so within the FlightGear community
 contributors build up a reputation of trust.  And unfortunately some
 authors have developed a track record in the other direction.  Works
 that include borrowed portions with dubious origin simply cannot be
 included within the core FlightGear project.
 
Pardon me for being dense but, again, I'm confused.  How is it
impossible vouch for the originality of an aircraft livery?  If the
livery includes an obvious reproduction of a well-known trademarked
icon, then isn't it pretty obvious this is *not* an original work of the
author of the livery, and isn't also pretty easy to then ask that person
to document that they have the appropriate permission of the original
author of the work to use the trademarked icon for that purpose?

 Our policy with respect to point #2 is well defined and not open for
 debate.  It is not my intention to reach through the computer screen
 and tell anyone what they can or can't do on their own time, but we
 are very serious about maintaining the integrity of the core
 FlightGear project ... what we commit to our central repository and
 what we distribute as core portions of FlightGear.
 
Again, with all due respect it seems to me that we're very serious about
maintaining the integrity of the core FlightGear project *except* when
it comes to using trademarked icons.  Pardon my being blunt, but IMHO
what we're really saying when we act this way is, It's okay for me to
steal *your* work, but please don't steal mine!

By the way, everyone seems to be focused on whether (or not) there's a
risk of legal exposure (i.e. someone getting sued), and if that were to
happen whether (or not) there would be financial consequences (incurring
legal costs, losing a suit, etc.).  However, I respectfully submit that
the *real* issue is much simpler...  is borrowing (i.e. using without
permission) the artistic work (i.e. a trademarked icon) of another
person (e.g. Red Bull, MacDonalds, whomever) *morally* right?  If we
allow this to occur, can we *really* say that we're serious about
maintaining the integrity of the Project?

In my personal opinion, knowingly allowing the use of trademarks in
aircraft liveries without the permission of the trademark holder
*damages* this Project's integrity.  However, if the consensus of the
core development team is that this kind of hair splitting is acceptable
I'll shut up because, after all, I'm just a lowly end-user who happens
to read this mailing list.  Therefore, my personal legal and/or
financial risk is fairly minimal.

Regards,

Chris



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Re: [Flightgear-devel] Logos and licensing

2011-03-02 Thread Chris O'Neill
My apologies for the duplicate posting last night.  Apparently, I had a
system glitch so the message got sent twice.

Sorry!

Regards,

Chris



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Re: [Flightgear-devel] Logos and licensing

2011-02-26 Thread Chris O'Neill
I'm no lawyer, and I'm certainly not up on the law around the world, but
there's a concept in North American common law that one must take
reasonable and prudent steps to avoid liability.  With this concept in
mind, I respectfully ask whether it is reasonable and prudent to
explicitly take the position that we'll look the other way when a
possible copyright infringements are occurring?  Likewise, is the if we
don't ask permission they can't say no position reasonable and prudent?

If this *really* is the position the developers want to take on this
issue, then my recommendation is that ALL discussion on this subject
cease IMMEDIATELY, and someone go through the archives ASAP and delete
all traces of this conversation having taken place!  Otherwise, someday
some ticked-off company is going to hang us by our own words!

And, finally, if the it's okay as long as we can get away with it
argument is a valid defence, then maybe we should also shut up about the
folks over at FlightProSim.

Respectfully submitted...

Regards,

Chris



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Re: [Flightgear-devel] ..OT: Christchurch, NZ quake, are you FG Kiwis in or around CC ok?

2011-02-22 Thread Chris Wilkinson
I'm an ex Christchurch boy - my family are there, and OK, but distraught at 
what 
they've endured today. Andy Gorman is one list members name from Chch I 
remember 
- hoping all is well with him and others, but may be a day or 2 before we know 
as much infrastructure is damaged.


Regards,

Chris Wilkinson, YBBN/BNE.




From: Arnt Karlsen a...@c2i.net
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Tue, 22 February, 2011 7:36:48 PM
Subject: [Flightgear-devel] ..OT: Christchurch, NZ quake, are you FG Kiwis in 
or 
around CC ok?

Hi,

..OT: Christchurch, NZ quake, are you FG Kiwis in or around CC ok?
James Sleeman, Innis, Syd, who else?
News media reports telecom problems too, advicing sms and email, and
discouraging phone calls, even the police can't handle their part of
the phone call stampede.

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Re: [Flightgear-devel] ..IP and litigation risks, was: AH-1 Merge Request

2011-02-17 Thread Chris Wilkinson
I've been lurking on this discussion, and feel a need to add my $0.02. If there 
is a question over the legality of the use of certain trademarked logo's, why 
not ask the copyright holder(s)? Rather that than waste time on a pointless 
debate where the arguments either way are speculative at best...

Frankly flightgear is a mature project that has been around a long time, and 
during that time has certainly made available any number of textured models 
displaying copyrighted logos etc. That no copyright holder has asked the team 
to 
remove any of those logos yet tells me that perhaps as a not-for-profit 
community based enterprise we're not considered a target for copyright 
enforcement. But again, only the copyright holders can clarify that with us 
with 
any certainty...

Regards,

Chris Wilkinson, YBBN/BNE.




From: Duane Andre beanere...@gmail.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Fri, 18 February, 2011 10:07:10 AM
Subject: Re: [Flightgear-devel] ..IP and litigation risks, was: AH-1 Merge 
Request

Although Flight Gear is a 'not for profit', there are at least a couple of
'businesses' (ProFlightSimulator  FlightProSimulator) that use FGS's
software as their core including aircraft and world map. And, since those
companies  are in the 'for profit' realm, certain companies that are really
serious about trademark infringement might consider going after them and, by
association, come after FGS precisely because FGS software is the core of
their product(s). Just a thought.

Regards,
Duane

-Original Message-
From: Stuart Buchanan [mailto:stuar...@gmail.com] 
Sent: Thursday, February 17, 2011 5:29 PM
To: FlightGear developers discussions
Cc: FlightGear developers discussions
Subject: Re: [Flightgear-devel] ..IP and litigation risks, was: AH-1 Merge
Request

Curt wrote:
 So why aren't we *removing* all our existing uses of the redbull logo ...
or at least the ones that I can find in 2 seconds?  None of the people who
are saying Jack can't submit his helicopter with a redbull livery are saying
anything about the 2 aircraft and several scenery database models that
clearly also use the redbull logo and have existed in our sim for years.

IMO we should do just that (and they shouldn't have been included in the
first place). I had forgotten about them when I wrote my first email on this
subject, otherwise I would have suggested they be removed as well.  We
should be consistent. 

However given that there us such disagreement on this subject I'm not going
to unilaterally remove them. 

I think by far the best option is to wait to see what comes out of the
request that someone on the forums made to RB. Assuming they reply that will
provide clarification one way or the other. 


 This smells strongly of a case where we like our policy better when it's
applied to others and not ourselves.  I'm not saying there isn't some
logical explanation that I'm totally missing, I'm just saying what it smells
like to me.

Yes, you've said so twice. I think I've answered why I do not think that is
the case and given an explicit example where the same standards have been
applied to my own work. I'd like to think that you had a slightly higher
opinion of my motives :)

I have a policy of always assuming the best of intentions in others, even if
I disagree with them. It's a great way to avoid getting worked up about
things. 

-Stuart

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Re: [Flightgear-devel] Logos and licensing

2011-02-17 Thread Chris Wilkinson
Excellent. That is exactly what is needed - good clear advice direct from the 
source. It does appear they're not willing to allow anyone to use elements of 
copyrighted works in any 'visible' aspects of the models, so that would present 
some difficulty when it comes to re-creating liveries - at least it is better 
to 
know this than to not know...

Regards,

Chris Wilkinson, YBBN/BNE.




From: Jon S. Berndt jonsber...@comcast.net
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Fri, 18 February, 2011 11:43:52 AM
Subject: [Flightgear-devel] Logos and licensing


Chris’ point is well-taken.
 
If in doubt – in fact, even if not in doubt – it’s good to ask.
 
Here’s an actual data point.
 
There was an “event’ a few years ago that lead me to inquire with Boeing about 
the use of their company name in identifying certain aircraft that had been 
modeled in JSBSim and distributed with the source code. This was the response I 
got:
 
Hello Jon,
 
Thank you for your inquiry regarding use of Boeing trademarks. 
 
Since it appears as though JSBSim will use the product identifiers (e.g..Boeing 
737) in a descriptive manner, and no profit will be derived from said usage, 
then we have no objection to inclusion of the product identifiers on the 
software.  However, if a situation arises in which the aircraft models are to 
be 
sold for a profit, please contact us to discuss implementation of a Trademark 
License Agreement for the sale of consumer products. 

 
Please be advised that inclusion of the Boeing logo on any JSBSim is not 
compliant with our Corporate Brand Strategy, and is not approved.
 
We have no objection to the proposed disclaimer provided, and prefer that it is 
used.
 
Sincerely,
 
Now, we (JSBSim) don’t have a problem with this since we don’t use the Boeing 
logo anywhere. I understand that this does open a huge can of worms.
 
We’ve taken the step of putting a disclaimer in each aircraft model.
 
Jon


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Re: [Flightgear-devel] Blender question?

2011-02-10 Thread Chris Wilkinson
Hey Curt,

This is the process I use in Blender 2.49 - its slightly different but similar 
for Blender 2.5x

Use face select mode, select the faces you need to flip, and in 'mesh tools' 
click 'flip normals', then re-save your model - that *should* do the trick.

Another useful trick is to click 'show normals' - you'll then see a small blue 
line extending from the centre of each face in the positive direction - if the 
normals point inward then they need to be flipped. The normal size can be 
changed if they are too hard to see.

Regards,

Chris Wilkinson, YBBN/BNE.





From: Curtis Olson curtol...@gmail.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Fri, 11 February, 2011 7:24:32 AM
Subject: [Flightgear-devel] Blender question?

I have a hopefully quick question.  I've generated a 3d model mesh in ac3d 
format.  I'm doing this from a perl script and I posted some pictures and 
details of the actual model here: 
 http://www.flightgear.org/blogs/curt/uas/misc/3d-modelling-with-perl/


My script just generates the left half of the model.  I assumed I could just 
import this into blender, duplicate the half and mirror it and produce the 
whole 
model.  I'm new to blender, but I managed to duplicate the side and mirror it 
and the mesh looks perfect.

My problem is that when I export the full model, the mirrored half is black 
from 
the outside.  When I look inside of it, it's shaded properly.  It appears that 
when I mirrored the surface, the face ordering didn't change so the mirrored 
half is inside out.  I've been trying every possible face/normal/edge option I 
can find in blender and haven't been able to figure out how to get my faces 
back 
the right way.  The original half of course looks just fine.

It's probably something super simple, but I've googled and haven't found the 
right set of keywords I guess.  Is there an easy way to get all my faces the 
right way so both sides of my model are right side out and look correct?

Thanks,

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



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Re: [Flightgear-devel] VATSIM support?

2011-01-26 Thread Chris O'Neill
On Tue, 2011-01-25 at 23:41 -0700, jac...@lfstech.com wrote:
 How about a show of hands?  Is there enough interest and volunteers to
 organize a team to tackle the problem?

As I said in my original post, I'm not a programmer so, unfortunately, I
couldn't help in that regard.  However, I'd be willing to help as an
end-user/tester.

Regards,

Chris




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Re: [Flightgear-devel] VATSIM support?

2011-01-25 Thread Chris O'Neill
[PREFACE:  I'm a FG end-user who's not a programmer, nor am I an
intellectual property rights attorney.  My sole desire is to use FG as a
realistic flight similator, as opposed to using it as a fun game.
Please consider the remarks below in that context.  Thanks!]

On Wed, 2011-01-19 at 19:15 -0300, Victhor wrote:
 VATSIM requires any developer to sign a NDA before having access to
 their network, so it's not possible to make a open source client. SB747
 was made before the NDA requirement, but I suppose sources can't be
 released due to obvious licensing issues.

I'll get to this in a moment, but first...

 It seems it has been fixed so that it reports you as the aircraft you're
 currently using, but I'm not sure.

Just to be clear, sb747 hasn't been fixed to report the proper
aircraft but, rather, a workaround has been found whereby you file your
flight plan via simroutes.com and then once that's done you file a blank
flight plan with sb747.  Since your simroutes.com flight plan contains
the aircraft type, that's what is reported on VATSIM,

Now, back to the whole licensing/NDA issue...

IMHO, and with all due respect to those who might disagree, while the
ideal would be that an FG--VATSIM broker (to use VATSIM's term)
would be open source, I do not understand why this has to be mandatory?
If VATSIM were saying that FG itself had to become closed-source for it
to connect to their network, then I'd be in total agreement.  However,
that's NOT the case.

Correct me if I'm wrong, but what VATSIM seems to be saying is that they
don't want just anybody trying to connect to their network, hence the
only approved clients policy, and in order to enforce that policy they
want to be the only source for releasing the source code.  I'm not aware
of them wanting to extract licensing fees (i.e. earn income) for access
to the source code (right?), and it seems to me they're merely trying to
protect the integrity of their network.  Is that so wrong?

What we have here is an opportunity to take FG to a whole new level, and
I'd *really* hate to see that opportunity rejected out-of-hand over this
issue.  We say on one hand that FG is a serious flight simulation
environment (as opposed to merely being a game) and, yet, when
presented with the possibility of linking FG to a serious air traffic
controlled online flying environment we immediately reject the idea
because a client to connect to that environment would not be open
source?

IMHO, the FG multiplayer environment will *never* match the realism and
professionalism of air traffic controlled online flying that VATSIM has
achieved.  Yes, we have a handful of MP ATC's (jomo, redneck,
wookierabbit, and a few others), and those folks do a *fabulous* job.
But they're just a handful, and those of us who are seriously flying
under their direction are often overwhelmed by gamers who spawn into
MP on the runways, ignore ATC directions, and otherwise disrupt (either
accidentally or purposely) our efforts to mimick real-life flying under
ATC control.

By comparison VATSIM has *hundreds* of ATC's who must pass rigid
certification requirements before they go to work on the network.
VATSIM requires those who access the network to follow ATC directions,
and failing to do so will get you booted from that network pretty
quickly.  It's possible on VATSIM to fly across North America, or even
transatlantic, and do the whole flight (including clearance and ground
control) under air traffic control the entire time, while being passed
to multiple controllers in the process.  I have listened to real-life
ATC comms on liveatc.net and I have flown FG on VATSIM and, frankly,
it's pretty hard to tell the difference between the two.

So, while some of us may not like the idea of having to sign an NDA in
order to develop an FG--VATSIM broker/client, the simple fact of the
matter is this...  those of us who want to use FlightGear to fly online
in a realistic and professional air traffic controlled environment
*can't* currently do that in MP (and, IMHO, likely never will be able to
do it), but we *can* do it in VATSIM.

In closing, the squawkgear/sb747 solution is an exceptional hack
that does work, but if we *really* want to get serious about providing
FG users with the capability of using FG as a serious flight
simulation environment, then IMHO we should give this a serious look.

Regards,

Chris




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[Flightgear-devel] Pro Flight Simulator disclaimer, accurate?

2011-01-14 Thread Chris Wilkinson
http://www.proflightsimulator.com/fg-help.htm

Any comments into the accuracy of this statement?

Regards,

Chris Wilkinson, YBBN/BNE.



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Re: [Flightgear-devel] Pro Flight Simulator disclaimer, accurate?

2011-01-14 Thread Chris Baines
I love the contradictory passages:
- ProFlightSimulator is an open source stand alone Flight Simulator.
- Customer support is only an email away
  (Open source products do not offer any support) 

They say open source projects don’t offer support (despite FlightGear
offering community support through the mailing lists and forums), but
then they say ProFlightSimulator is open source, but offers email
support?

Chris

On Fri, 2011-01-14 at 02:08 -0800, Chris Wilkinson wrote:
 http://www.proflightsimulator.com/fg-help.htm
 
 Any comments into the accuracy of this statement?
 
 Regards,
 
 Chris Wilkinson, YBBN/BNE.
 
 
  
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Re: [Flightgear-devel] pirates

2011-01-13 Thread Chris Wilkinson
That might prevent the scammers from adopting the latest source code, but 
unfortunately they appear to be using v1.9.x as the base for their commercial 
product - because it is a scam they may not care that they aren't using the 
latest version of flightgear so long as they are ripping people off.

Regards,

Chris Wilkinson, YBBN/BNE.




From: Michael Sgier scrat_h...@yahoo.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Thu, 13 January, 2011 5:22:10 PM
Subject: [Flightgear-devel] pirates




Those crappy pirates are going on my nervesWhy not add some convoluted code 
to display:


Flightgear.org fly free

or alike at various in game stages? Should not be that complicated?


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Re: [Flightgear-devel] pirates

2011-01-13 Thread Chris Wilkinson
Well let them read these emails, and have them serve as a warning - they and 
their ilk will not be tolerated, and they will be outed for the immoral 
scamming 
lowlifes that they are.


I don't care if their enterprise is completely 100% legal (which in my 
interpretation of GPL v2 it is NOT). It is a scam, and targets and rips off 
those who know no better. I would like to posit that inaction in this matter 
could reflect badly on the flightgear project - after all if I purchased a 
blatant copy of a free software, but only realized after the fact, sure I'd be 
angry at the scammers but I'd also like to know whether or not the people 
behind 
the free software were trying to do something about it.

Regards,

Chris Wilkinson, YBBN/BNE.




From: George Patterson george.patter...@gmail.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Thu, 13 January, 2011 8:48:37 PM
Subject: Re: [Flightgear-devel] pirates

On Thu, Jan 13, 2011 at 6:22 PM, Michael Sgier scrat_h...@yahoo.com wrote:

 Those crappy pirates are going on my nervesWhy not add some convoluted 
 code 
to display:

 Flightgear.org fly free

 or alike at various in game stages? Should not be that complicated?


It would be better would be to release a new version and publicise the release.

This means press release to Flight Simulator magazines, twit it, rave
about it on facebook, create videos on youtube.

Yes, i know we (collectively) have been doing that anyway, but this is
more effective than relying on the slime balls deciding to upgrade to
the latest version. let's do our bet to outmarket them. There is
probably more of us than them.

Note: they could be reading this and associated emails now.

Regards


George

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Re: [Flightgear-devel] pirates

2011-01-13 Thread Chris Wilkinson
Thanks Curt, I appreciate the heads up on whats happening. It is good to know 
that stuff is being done, please keep it up. Please don't take my comments as a 
attack on the fg community, prior to your reply I was partly unaware of what 
others were doing, or if they were doing.

I do however disagree on your belief that they can hurt us - its obvious that 
they are annoyed by what we've already done as evidenced by the callous use of 
the 'flightgear.us' webdomain (among other things), so it is my belief that the 
more we up the ante the more they may react, and in doing so they stand to 
expose themselves more and more for what they really are. It is worth 
understanding that their retaliatory tactics (creating webdomains, ads on 
facebook etc) cost money, ours thus far do not to any great degree (other than 
some time) - that gives us the upper hand, so I could suggest we keep doing 
what 
we're doing.

I've been doing what I can by sending complaints to facebook, doing some 
analysis of the IP addresses associated with the scams websites to geolocate 
where they're sourced, informing anyone I know to also complain if they see the 
ads on facebook and other sites, and requesting that Dan H Freeman's articles 
on eZine be taken down due to the misleading nature of his/her/its/they're 
enterprise.

How about adding the search words in the scam websites to the fg wiki and main 
site? That way google will bring up fg on search results that also find 
proflightsim - you can put a small message in the fg site header to alert 
people 
to the scam via google search.


Regards,

Chris Wilkinson, YBBN/BNE.




From: Curtis Olson curtol...@gmail.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Fri, 14 January, 2011 1:35:00 AM
Subject: Re: [Flightgear-devel] pirates

Hi Chris,

A lot of people are trying to do things ... we've had boatloads of fake 
facebook 
pages shut down, we have gotten some of the affiliates to remove some of their 
most offensive lies.  But for every page we get closed down, 10 more pop up. 
 It's difficult to battle an opponent who thinks they can do anything and say 
anything with zero accountability.  Why do they have zero accountability? 
 Because they operate with fake accounts, fake names, fake addresses and they 
have tons of these setup and can make up more any time.

Lately they've been running a video on the proflightsim site that is clearly 
not 
flightgear.  Their excuse was that an affiliate sent them it to them, and they 
would look into it.  It was still up on their page last I checked.

We can tell them that they aren't tolerated and that we'll out them ... they 
don't care.

A lot of people are spending time on this including myself.  I've been in 
contact with clickbank (the affiliate/money mechanism for proflightsim sales). 
 I've even been in direct contact with proflightsim.

If you are a person who spent money of proflightsim-scam, just google through 
the flightgear forum and wiki and several other mainstream flight sim sites and 
you'll find plenty of information that is truthful and honest about this whole 
thing.

If you don't think we are doing enough, the please, what are your ideas.  If 
you 
don't think we are doing enough, then please pitch in and help.  But please, 
let's keep our response ethical and our words honest.  One thing we have seen 
is 
that every time we do get a page shutdown or hit them where it hurts, they come 
back in retaliatory form like it's all out war.  They can hurt us too if we go 
down the path of all out war ... that's not what I want to do.


If you hear of someone getting ripped off, or you yourself got ripped off ... 
please contact click bank ... they aren't exactly bastions of innocence but 
they 
have to keep up a good front and if enough complaints come in it forces them to 
respond.  Likewise, proflightsim is about as slimy as it gets, good luck 
cashing 
in on your 100% rock solid money back guarantee if you decide you want it.  But 
people who have pressed them hard enough have gotten through and gotten their 
money back.

And by all means, let's keep posting and talking about this issue.  Every 
email, 
every forum post, every blog or tweet or facebook comment adds to the body of 
evidence available on the web.  As this body of evidence grows and spreads it 
becomes easier to find and someone who does a bit of legitimate research ahead 
of purchasing should hopefully have a good chance at digging up some valid 
information.  For those that just whip out their credit card and click buy 
without thinking or researching ... I do feel bad for them, but maybe that's a 
lesson learned ... and it would be great if they turn around and help the rest 
of the world by posting their experiences in a variety of places.  The more 
information we can get out there in more places the better.

Curt.



On Thu, Jan 13, 2011 at 5:18 AM, Chris Wilkinson blobster

Re: [Flightgear-devel] More flightprosim offshoots

2010-12-29 Thread Chris Wilkinson
There is also Boeing flight simulator, according to the website. Incidentally 
when you click on the link to the airbus one it shows 3 shots of Boeings, when 
you click on the link to the boeing one it shows an airbus. Go figure! It is 
such a poorly designed website, using the same html template as all the other 
variants - I'm hoping that any rational minded person stumbling upon this would 
have the common sense to mistrust it and avoid it like its the plague...

I'd be interested to know how Airbus and Boeing view the use of their IP in the 
name(s) of the website. Perhaps I should forward the Airbus and Boeing folk an 
email?


Regards,

Chris Wilkinson, YBBN/BNE.





From: Peter Brown smoothwater...@adelphia.net
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Thu, 30 December, 2010 1:08:15 AM
Subject: [Flightgear-devel] More flightprosim offshoots



http://www.airbusflightsimulator.com/index.html
http://www.airbusflightsimulator.com/buy-flight-simulator.html
http://www.airbusflightsimulator.com/flight-simulator-planes.html

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Re: [Flightgear-devel] More flightprosim offshoots

2010-12-29 Thread Chris Wilkinson
I've taken the liberty of sending an email to the Airbus customer service team, 
outlining some brief background about FPS and a link to the infringing website. 
Wodonga? Wow this guy moves (his alleged location) around - lets see if we can 
pin him down more closely...

Georeferencing the IP address gleaned from a traceroute we can see that...

airbusflightsimulator.com is hosted near Marcy Squares New York, but leap-frogs 
via Coconut Creek, Florida.

proflightsim.com is hosted in Washington State, but leap-frogs via the same 
Florida location.

flightgear.us is hosted in Burlington, Massachusetts, but again leap-frogs via 
the exact same Florida location.


I'm not a betting man, but Florida is looking kinda good odds currently...

Regards,

Chris Wilkinson, YBBN/BNE.




From: George Patterson george.patter...@gmail.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Thu, 30 December, 2010 11:52:46 AM
Subject: Re: [Flightgear-devel] More flightprosim offshoots

On Thu, Dec 30, 2010 at 2:17 AM, Heiko Schulz aeitsch...@yahoo.de wrote:
 Hi,



 http://www.airbusflightsimulator.com/index.html
 http://www.airbusflightsimulator.com/buy-flight-simulator.html
 http://www.airbusflightsimulator.com/flight-simulator-planes.html


 A mail to Airbus should be enough to deal with!

This domain name is registered to Wodonga, in Victoria Australia,
contact email address is a web design company (velvetmice.com).
So yes, a email to Airbus could be the best way to deal with it.
Especially when they are making it sound as though their 'solution' is
a certified flight simulator.


 After reading a newsarticle about products piraty of german cars like SMART 
 and 
Mercedes in China I slowly begin to think more and more that the poeple behind 
the rip-off  sits in China, and it isn't just one man behind


Yes and no. It's an affiliate Multi-level marketing scheme. If I could
figure out a way of playing off one affiliate against another and not
get caught in the cross fire, I would do it. In the mean time, search
youtube for flight pro sim but under search options, select Today. and
thumb down their videos so at least they do not rank highly in
youtube.com Reporting a video as scam/fraud seems to be very hit and
miss. Perhaps youtube staff don't have long to review a video to
decide whether to pull the video or not (only guessing here).

BTW, I wouldn't want to say where in the world these slime balls are located.


Regards


George

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[Flightgear-devel] EzineArticles.com

2010-12-22 Thread Chris Wilkinson
Hi there,

I reported author 'Dan H Freeman' to that website as being misleading about his 
software and running a scam, explaining the situation with FlightGear and 
ProFlightSim. They asked if I was a 'representative' of FlightGear. I replied 
that I was a user of the software, but not deeply involved in the 
development/community as such. They then suggested that if the 
creators/operators of flightgear would like to contact them then please go 
ahead.

So if anyone more entrenched in the development of fg would like to take up 
this 
offer to communicate with EzineArticles, regarding Dan H Freeman and his little 
enterprise, please let me know. I will forward the contact email address. The 
goal I suggested to EzineArticles would be to remove his articles from the 
site, 
due to the misleading nature of his business. I informed them of reports from 
people being ripped off by the scam, and about the use of mis-appropriated 
historical names on the websites and other immoral tactics being used, 
including 
the registration of the 'www.flightgear.us' domain.

Regards,

Chris Wilkinson, YBBN/BNE.


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Re: [Flightgear-devel] FlightGear Flight Pro Sim Statement

2010-12-13 Thread Chris Wilkinson
Thats just plain nasty. I guess our collective efforts to unmask and out this criminal have chapped his ass a little, so he's taking it personally - good. I will redouble my efforts to make life as difficult as possible for this guy.

As a suggestion it might be worthemailing the web admin of the hosting siteabout misrepresentation and deception, and request the "flightgear.us" domain be taken down - as Peter says it is clearly being used to deceive people.

Regards,

Chris Wilkinson, YBBN/BNE.



From: Peter Brown smoothwater...@adelphia.netTo: FlightGear developers discussions flightgear-devel@lists.sourceforge.netSent: Tue, 14 December, 2010 7:53:34 AMSubject: Re: [Flightgear-devel] FlightGear Flight Pro Sim Statement

On Dec 10, 2010, at 2:51 PM, Gene Buckle wrote:

On Fri, 10 Dec 2010, Alexander Barrett wrote:
Sorry I haven't been keeping up with things, but have flightsim.com and simmarket.com run the statement yet?
If not I'm sure I can get it on their weekly mailing lists and front pages, been friends with the owners for many years.
I would also suggest that if you've got a Facebook account that you spend some time searching within "Flight simulator". Look for the "proflightsim" phony box art to locate their pages and report them as a scam to FB. I've opened "THIS IS A SCAM" discussions on many of the pages. The most entertaining of the threads has unfortunately, been deleted. (I'm not sure how insulting it is when someone yells, "You Zero Affiliate!", but it was pretty damn funny.) It appears that the sock-puppet hurling those "insults" has also been removed from FB, so it does do SOME good to report this crap to them.Thanks!g.

Just to add some new info -
The flightsim guys (people?) just registered and has public a new website, "Flightgear.us". It's listed as a new group on Facebook, and the whois trace shows Tel Aviv, Isreal as the address, although hosted by a company in Burlington, MA USA as listed below -

They are getting more aggressive - and this is direct attack to deceive. It's dated today, 12/13/10.

Domain Name: FLIGHTGEAR.USDomain ID: D31250901-USSponsoring Registrar: TUCOWS INC.Registrar URL (registration services): whois.opensrs.orgDomain Status: clientTransferProhibitedDomain Status: clientUpdateProhibitedRegistrant ID: TU3QYDFLMBM80CNQRegistrant Name: alon zurRegistrant Organization: alon zurRegistrant Address1: bakat 5Registrant City: tel avivRegistrant State/Province: NARegistrant Postal Code: 742311Registrant Country:
 IsraelRegistrant Country Code: ILRegistrant Phone Number: +1.0527121996Registrant Email:Registrant Application Purpose: P1Registrant Nexus Category: C11Administrative Contact ID: TUFR67AUOLT2AJG0Administrative Contact Name: alon zurAdministrative Contact Organization: alon zurAdministrative Contact Address1: bakat 5Administrative Contact City: tel avivAdministrative Contact State/Province: NAAdministrative Contact Postal Code: 742311Administrative Contact Country: IsraelAdministrative Contact Country Code: ILAdministrative Contact Phone Number: +1.0527121996Administrative Contact Email:Administrative Application Purpose: P1Administrative Nexus Category: C11Billing Contact ID: TUNWMNRK7UTC4GYUBilling Contact Name: alon zurBilling Contact Organization: alon zurBilling Contact Address1: bakat 5Billing Contact City: tel avivBilling Contact State/Province: NABilling Contact Postal Code: 742311Billing Contact Country: IsraelBilling Contact Country Code: ILBilling Contact Phone Number: +1.0527121996Billing Contact Email:Billing Application Purpose: P1Billing Nexus Category: C11Technical Contact ID: TUUXA6GBSLBMPAOXTechnical Contact Name: K.L. PetersonTechnical Contact Organization: StartLogicTechnical Contact Address1: 70 Blanchard RoadTechnical Contact City: BurlingtonTechnical Contact State/Province: MATechnical Contact Postal Code: 01803Technical Contact Country: United StatesTechnical Contact Country Code: USTechnical Contact Phone Number: +1.8007258064Technical Contact Facsimile Number: +1.7812726550Technical Contact Email:Technical Application Purpose: P1Technical Nexus Category: C11Name Server: NS1.STARTLOGIC.COMName Server: NS2.STARTLOGIC.COMCreated by Registrar: TUCOWS INC.Last Updated by Registrar: TUCOWS INC.Domain Registration Date: Sun Dec 12 09:40:10 GMT 2010Domain Expiration Date: Sun Dec 11 23:59:59 GMT 2011Domain Last Updated Date: Sun Dec 12 09:40:12 GMT 2010 Whois database was last updated on: Mon Dec 13 21:40:58 GMT 2010  




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Re: [Flightgear-devel] Airport Water Clipping

2010-12-10 Thread Chris Wilkinson
Thanks Martin,

I will double check the licence attached to the data I have, but I'm confident 
it is free to use and distribute so long as any subsequent end-use is of 
personal or private non-profit nature.

Cheers,

Chris Wilkinson, YBBN/BNE.





From: Martin Spott martin.sp...@mgras.net
To: flightgear-devel@lists.sourceforge.net
Sent: Fri, 10 December, 2010 5:09:36 PM
Subject: Re: [Flightgear-devel] Airport Water Clipping

Chris - and whoever is having custom land cover data on their hard
disks,

Chris Wilkinson wrote:

 If better data is available to build more accurate scenery then I think by 
 all 

 means we should use it. The next time a build is going to happen for the 
 world 

 scenery on the fg website I've got the shapefiles I used to generate my 
 scenery 

 so I'm happy to forward it to someone for use. The licence its under will 
 allow 

 that I believe.

Please negotiate with John Holden, who started this thread. John has
already done some fantastic improvements to our land cover collection -
like in this area:

  
http://mapserver.flightgear.org/map/?lon=-72.7lat=42.4zoom=10layers=B00FT


  and he's pretty familiar with the requirements. As a general hint
I'd say: Please be careful wrt. the license. As an example, don't
blindly copy features from OpenStreetMap - their license and ours are
somewhat (still) irreconcilable.

Cheers,
Martin.
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Re: [Flightgear-devel] Airport Water Clipping

2010-12-10 Thread Chris Wilkinson
Geosciences was one source, but there was at least one other I struggle to 
remember. It was 3 years ago that I first downloaded any data.

In any eventuality I need to download the data again, so will double check the 
licenses for each source. It would be a little disheartening to not be allowed 
to distribute my scenery to anyone else.

Regards,

Chris Wilkinson, YBBN/BNE.




From: Martin Spott martin.sp...@mgras.net
To: flightgear-devel@lists.sourceforge.net
Sent: Fri, 10 December, 2010 10:27:22 PM
Subject: Re: [Flightgear-devel] Airport Water Clipping

Stuart Buchanan wrote:
 On Fri, Dec 10, 2010 at 11:56 AM, Chris Wilkinson wrote:

 I will double check the licence attached to the data I have, but I'm
 confident it is free to use and distribute so long as any subsequent end-use
 is of personal or private non-profit nature.
 
 Please double-check. That second clause would mean that it is  not GPL 
compatible,
 and can't be added to the Landcover DB.

Yup. BTW, Chris, is there a name to the source of your data ? If you're
in Australia, the source probably might already be known.

Cheers,
Martin.
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Re: [Flightgear-devel] Airport Water Clipping

2010-12-10 Thread Chris Wilkinson
Is there a legal expert on the list? :-)

Without having a license in front of me I can only speculate. I can posit that 
GPL software does not need to exclusively deal with GPL compliant data, or else 
plenty of existing GPL software would not be allowed to open non-GPL 
fileformats. Thats the tricky one - fgfs is GPL, but if the license for the GIS 
data used to create scenery is not GPL, but allows rendering into derivative 
format (ie fg scenery), then is it OK for fgfs to be able to open derivatives 
(scenery) of the original data? The scenery is after all derived, not original.

Regards,

Chris Wilkinson





From: Scott Hamilton scott.hamil...@popplanet.biz
To: flightgear-devel@lists.sourceforge.net
Sent: Fri, 10 December, 2010 11:07:28 PM
Subject: Re: [Flightgear-devel] Airport Water Clipping

On Fri, 2010-12-10 at 12:27 +, Martin Spott wrote: 
Stuart Buchanan wrote:  On Fri, Dec 10, 2010 at 11:56 AM, Chris Wilkinson 
wrote:   I will double check the licence attached to the data I have, but I'm 
 confident it is free to use and distribute so long as any subsequent end-use 
 is of personal or private non-profit nature.Please double-check. That 
second clause would mean that it is  not GPL compatible,  and can't be added 
to 
the Landcover DB.  Yup. BTW, Chris, is there a name to the source of your data 
? 
If you're in Australia, the source probably might already be known.  Cheers, 
Martin. 


This may be a dumb question, (I've read the GPL license, but I'm certainly not 
an expert in it), but is it possible that the input data is not GPL itself, but 
that it could allow GPL scenery output (given that it goes through a process)?


cheers
S.


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Re: [Flightgear-devel] Airport Water Clipping

2010-12-09 Thread Chris Wilkinson
Hi there,

In the experimenting I've done with my local region scenery I used vastly more 
accurate lake, river, road, rail, and landclass data to generate my custom 
scenery. The amount of disk space gobbled up by the custom scenery I built was 
no bigger than that taken up by the default - that surprised me in a good way. 
:-)

If better data is available to build more accurate scenery then I think by all 
means we should use it. The next time a build is going to happen for the world 
scenery on the fg website I've got the shapefiles I used to generate my scenery 
so I'm happy to forward it to someone for use. The licence its under will allow 
that I believe.

Regards,

Chris Wilkinson, YBBN/BNE.





From: Martin Spott martin.sp...@mgras.net
To: flightgear-devel@lists.sourceforge.net
Sent: Fri, 10 December, 2010 4:38:49 AM
Subject: Re: [Flightgear-devel] Airport Water Clipping

J. Holden wrote:

 For an airport like Innsbruck, where the airport automatically
 generated grass polygon juts into the river cs_lake, or like Honolulu
 or Macau, when there is a lake in the middle of the airfield, would
 it be possible to take a lake layer (or the lake layer) and burn the
 water texture into the airfield before any of the taxiways are applied?

Yes, in the not so distant future this should well be possible - at
least technically.

Yet I'd like to point out that this is going to open a new can of
worms, not only but also because most of our lake/river data is so
inaccurate that we might end up flooding large areas within airfields
which are probably just being crossed by a single, small brook  ;-)

Also note that the grass areas in and around airfields do also serve
the reasonable purpose of keeping random vegetation and other partially
automated stuff away from runways. Therefore I'd recommend not to
generally ditch these grass areas but instead to make them optional on
a by-airfield basis.

Cheers,
Martin.
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Re: [Flightgear-devel] Airport Water Clipping

2010-12-09 Thread Chris Wilkinson
Hey Scott,

The Brisbane scenery thing was partly a test - some things worked well, others 
not so well.

Next will be to rebuild Australasia. My goal is to use better data for rivers, 
lakes, roads, rail, and modify landcover to match local features like parks 
etc. 
3D buildings in all major cities. Improve the airport runway/taxiway/apron 
layouts. Help finish the neat AI stuff that Innis did. 3D models of terminals 
and airport infrastructure. There are things like braided rivers in NZ that 
will 
need some work to make look good, but I have some ideas for those and other 
natural features.

It will be a huge job, and I make no predictions of when it will be done. I'll 
start grabbing the data first, but a Phenom 2 X6 superPC will be needed to 
build 
it all - ooops, I better ask she who must be obeyed if thats OK for me to buy - 
damn joint bank accounts... :-)

Regards,

Chris Wilkinson, YBBN/BNE.



From: Scott Hamilton scott.hamil...@popplanet.biz
To: blobster...@yahoo.com.au
Sent: Fri, 10 December, 2010 9:43:13 AM
Subject: Re: [Flightgear-devel] Airport Water Clipping

Hey Chris,


    Would this be for all of Aus, or just BNE? 
    Be very happy to see better terrain and landuse scenery for the rest of 
Australia.


   S.



On Thu, 2010-12-09 at 13:25 -0800, Chris Wilkinson wrote: 
Hi there,

In the experimenting I've done with my local region scenery I used vastly more 
accurate lake, river, road, rail, and landclass data to generate my custom 
scenery. The amount of disk space gobbled up by the custom scenery I built was 
no bigger than that taken up by the default - that surprised me in a good way. 
:-)

If better data is available to build more accurate scenery then I think by all 
means we should use it. The next time a build is going to happen for the world 
scenery on the fg website I've got the shapefiles I used to generate my 
scenery 
so I'm happy to forward it to someone for use. The licence its under will 
allow 
that I believe.

Regards,

Chris Wilkinson, YBBN/BNE.







From:Martin Spott martin.sp...@mgras.net
To:flightgear-devel@lists.sourceforge.net
Sent:Fri, 10 December, 2010 4:38:49 AM
Subject:Re: [Flightgear-devel] Airport Water Clipping

J. Holden wrote:

 For an airport like Innsbruck, where the airport automatically
 generated grass polygon juts into the river cs_lake, or like Honolulu
 or Macau, when there is a lake in the middle of the airfield, would
 it be possible to take a lake layer (or the lake layer) and burn the
 water texture into the airfield before any of the taxiways are applied?

Yes, in the not so distant future this should well be possible - at
least technically.

Yet I'd like to point out that this is going to open a new can of
worms, not only but also because most of our lake/river data is so
inaccurate that we might end up flooding large areas within airfields
which are probably just being crossed by a single, small brook  ;-)

Also note that the grass areas in and around airfields do also serve
the reasonable purpose of keeping random vegetation and other partially
automated stuff away from runways. Therefore I'd recommend not to
generally ditch these grass areas but instead to make them optional on
a by-airfield basis.

Cheers,
    Martin.
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Re: [Flightgear-devel] ProFlightSImulator

2010-12-01 Thread Chris Wilkinson
Sounds like the dude is getting desperate...

Dan H Freeman says he is located at 13 Hickson Rd, Marsh Bay, Sydney. There is 
a 
website that covers that precinct, listing the businesses in that area. Among 
the names are some very well to do businesses and people (top lawyers, 
exclusive 
restaurants etc), defintely the high end of town - I've walked down that street 
on a visit to Sydney once, and as much as I wanted to I didn't eat there 
because 
I thought I probably couldn't afford to! Actress Cate Blanchett even runs a 
theatre company in a suite on that street! You get the picture...

The only thing I found is a business called Stephenson Mansell Group, who 
describe themselves as an executive coaching and mentoring group - the contact 
name for the group was a Sophie Freeman - probably unrelated, as the business 
looks fairly legit.

So its a false street address supplied, as it would also need to look like 
Suite 1, 13 Hickson Road to be valid for Australia Post to deliver to it - 
there are maybe a dozen business suites running at that street address, and 84 
businesses in the whole precinct.

This guy is a slimebag. Actually I take that back - pond scum has vastly 
greater 
dignity than this guy.

Regards,

Chris Wilkinson, YBBN/BNE.





From: Jon S. Berndt jonsber...@comcast.net
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Thu, 2 December, 2010 3:33:20 PM
Subject: Re: [Flightgear-devel] ProFlightSImulator

 Woohoo!!! I clicked on one of those ProFlightSimulator ads, and it
 took me to a page saying: ACCOUNT SUSPENDED.
 
 See for yourself here! http://www.proflightsimulator.com/cgi-
 sys/suspendedpage.cgi?hop=txflyer20
 
 Cheers! Drinks all around!
 
 Check Six,
 Jack

It's back.

I was viewing a page on Facebook (with a picture of an older jet fighter on
the Hornet that someone had taken ... you may have seen it :-) and the
simulator ad was right there. It links to this page:

http://www.pennystock-pro.info/ProFligthSimulator.html

It's funny, because flight simulator isn't even spelled right in the link.

Jon



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Re: [Flightgear-devel] (no subject)

2010-11-30 Thread Chris Wilkinson
Cheers Curt,

I'll keep writing letters to any e-site that publishes his material. I've also 
asked my facebook friends to click on his ads, then go back and remove them for 
being misleading.

For at least the last 20 years I've happily stood up and raised my fist against 
many persons or organizations (governments included) who have willingly 
disadvantaged others, through greed, racism, bigotry, fascism, religious 
intervention, and more. As you say its OK to rebrand and sell fgfs, but the 
slimy means by which this scam makes its money gets a raised fist from me. Most 
of us do an honest days work in this contrived monetary society - those who 
gather wealth to the disadvantage of others (there are a LOT of these) should 
beware - it might only be matter of time before the economic crisis and other 
world issues serve as a catalyst for critical mass of actions from angry people.

Regards,

Chris Wilkinson, YBBN/BNE.





From: Curtis Olson curtol...@gmail.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Wed, 1 December, 2010 3:30:47 AM
Subject: Re: [Flightgear-devel] (no subject)


Thanks Chris,
Your letter seems pretty fairly written.  What's emerging as my biggest concern 
with this guy is the number of people we are hearing from who haven't been able 
to get a refund without filing a complaint with their credit card company and 
going to extreme measures.  That makes the prosim 100% moneyback guarantee 
sound 
pretty flimsy ... not that a new person would know that.

So from my point of view:

- rebranding and selling flightgear: ok and within the terms of the GPL
- doing everything possible to hide the fact that it's flightgear: slimy
- proflightsim marketing tactics: extreme sliminess, pushing ethical boundaries
- not honoring your 100% money back guarantee and taking care of your 
customers: 
that could be downright illegal.

If this guy would take care of his customers, he wouldn't have to work so hard 
to find new ones. :-)

Thanks,

Curt.





On Mon, Nov 29, 2010 at 8:43 PM, Chris Wilkinson wrote:

To whom it may concern,
 
I note that you are hosting articles created by author Dan H Freeman. Please 
be 
aware that Mr Freeman appears to be running a scam. He says he is behind 
ProFlightSimulator, or software with variations on that name. The software can 
be purchased over the internet, and various claims are made as to it be being 
the most realistic simulator ever. In reality this software is nothing but a 
copy of open-source flight simulator FlightGear (fgfs), and an out-of-date 
verison of that at best. That fact is barely conceded or alluded to on his 
website.
 
Please also be aware that Dan H Freeman may be an alias. Previously the name 
Charlie Taylor was used on his website, but was recently removed after I 
linked that name back to a historical figure in aviation history, Charles E 
Taylor, the 3rd Wright Brother, whose work ensured the Wright Flyer was able 
to take to the air. It is my belief that other opensource softwares are being 
scammed by this same person or organization. A software named Celestia (an 
opensource astronomy software) has also been copied, and the person 
mentioned 
on the website for that copy (John Bayer) also relates to a historical 
figure 
in astronomy, Johann Bayer, who created the first complete celestial atlas 
hundreds of years ago. It is obvious that the names put forward for each 
software are taken from historical data related to each software, in an 
attempt 
to hide who the scammer really  is.
 
FlightGear is released under the GPL v2, which allows some concessions to 
selling the software. However it is my belief, and the belief of a number of 
people within the FlightGear opensource community, that the conditions of the 
GPL v2 licence are not being followed completely with the sale and 
distribution 
of this software.
 
Hence I would like to request that you consider removing Mr Freemans articles 
from your website until such time as the validity of his enterprise is 
determined. However legal Mr Freemans enterprise may or may not be, his 
ethical 
and moral standing is without doubt very poor. There are a number of people 
who 
recently have attested to being ripped off by this man, so to prevent more 
people losing money to this scam please consider this request seriously.
 
Best regards,
 
Chris Wilkinson, Brisbane, Australia.
FlightGear community member.
 
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[Flightgear-devel] (no subject)

2010-11-29 Thread Chris Wilkinson
To whom it may concern,
 
I note that you are hosting articles created by author Dan H Freeman. Please be 
aware that Mr Freeman appears to be running a scam. He says he is behind 
ProFlightSimulator, or software with variations on that name. The software can 
be purchased over the internet, and various claims are made as to it be being 
the most realistic simulator ever. In reality this software is nothing but a 
copy of open-source flight simulator FlightGear (fgfs), and an out-of-date 
verison of that at best. That fact is barely conceded or alluded to on his 
website.
 
Please also be aware that Dan H Freeman may be an alias. Previously the name 
Charlie Taylor was used on his website, but was recently removed after I 
linked that name back to a historical figure in aviation history, Charles E 
Taylor, the 3rd Wright Brother, whose work ensured the Wright Flyer was able 
to take to the air. It is my belief that other opensource softwares are being 
scammed by this same person or organization. A software named Celestia (an 
opensource astronomy software) has also been copied, and the person mentioned 
on the website for that copy (John Bayer) also relates to a historical figure 
in astronomy, Johann Bayer, who created the first complete celestial atlas 
hundreds of years ago. It is obvious that the names put forward for each 
software are taken from historical data related to each software, in an attempt 
to hide who the scammer really is.
 
FlightGear is released under the GPL v2, which allows some concessions to 
selling the software. However it is my belief, and the belief of a number of 
people within the FlightGear opensource community, that the conditions of the 
GPL v2 licence are not being followed completely with the sale and distribution 
of this software.
 
Hence I would like to request that you consider removing Mr Freemans articles 
from your website until such time as the validity of his enterprise is 
determined. However legal Mr Freemans enterprise may or may not be, his ethical 
and moral standing is without doubt very poor. There are a number of people who 
recently have attested to being ripped off by this man, so to prevent more 
people losing money to this scam please consider this request seriously.
 
Best regards,
 
Chris Wilkinson, Brisbane, Australia.
FlightGear community member.


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Re: [Flightgear-devel] Waterfalls

2010-11-23 Thread Chris Wilkinson
...and high res DEM data to build the terrain with - I've tried to fly up the 
valley that Purlingbrook fall (lovely 109m cascade that you can walk behind) in 
the Gold Coast hinterland falls into - I have to rely on knowing the lat / lon 
of the fall and valley to know I'm in it, relying on VFR would be impossible.

Regards,

Chris Wilkinson, YBBN/BNE.





From: Frederic Bouvier fredfgf...@free.fr
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Wed, 24 November, 2010 1:12:37 AM
Subject: Re: [Flightgear-devel] Waterfalls


- Martin Spott a écrit :

 J. Holden wrote:
 
  There is no land cover layer for waterfalls.
 
   which doesn't mean that such thing can't be introduced  ;-)
 Typically this requires someone to create a suitable texture, the
 rest is just admin stuff.

and a particle system ;-)

-Fred

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Re: [Flightgear-devel] Waterfalls

2010-11-23 Thread Chris Wilkinson
It is a little old, but it never hurts to refresh the memory... :-)

TanDEM-X is the data to look for in the near future. This mission when complete 
will have created a worldwide DEM that conforms to DTED level 3, providing a 
DEM 
with about a 12 metre point spacing, and vertical accuracy of better than 2 
metres. Preliminary 3D images rendered from the data that has already been 
collected look simply stunning.

I'd love to be the guinea pig to experiment with high-res terrain in fgfs, 
although I'm not a programmer. I'll have a high-end hex core PC soon, which I'm 
sure could be put to good use testing modified terragear to create high-res 
terrain...

Regards,

Chris Wilkinson, YBBN/BNE.




From: Esa Koivuniemi esa.koivuni...@gmail.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Wed, 24 November, 2010 9:41:09 AM
Subject: Re: [Flightgear-devel] Waterfalls

Hi guys/gals 

Talking about high res DEM, have you guys noticed there is new 30 m (= 1 arc 
sec, I guess) world wide Aster DEM dataset available?

http://geology.com/nasa/world-topographic-map/

If this is old news, please don't beat me up :)


-esa-



On Tue, Nov 23, 2010 at 10:55 PM, Martin Spott martin.sp...@mgras.net wrote:

Chris Wilkinson wrote:

 Frederic Bouvier wrote:
  - Martin Spott a écrit :
  J. Holden wrote:

   There is no land cover layer for waterfalls.
 
    which doesn't mean that such thing can't be introduced  ;-)
  Typically this requires someone to create a suitable texture, the
  rest is just admin stuff.
 
  and a particle system ;-)

 ...and high res DEM data to build the terrain with [...]

 plus a modified TerraGear which is capable of processing this
high-res DEM data - if you volunteer for improving TerraGear, I'll
bring the DEM data for the waterfall  :-)

 [...] - I've tried to fly up the

 valley that Purlingbrook fall (lovely 109m cascade that you can walk behind) 
in
 the Gold Coast hinterland falls into - I have to rely on knowing the lat / 
lon
 of the fall and valley to know I'm in it, relying on VFR would be impossible.

That's life,


       Martin.
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[Flightgear-devel] FSP facebook ads

2010-11-22 Thread Chris Wilkinson
Hi guys/gals,

I notice a big step up in frequency of seeing those pesky FSP ads on facebook. 
Sometimes I'm seeing 2 of them on the same page. My response to those is to 
click the little 'X' and respond that its either misleading, or click 'other' 
and give a quick comment that it may not fully meet the terms of the GPL, and 
is 
a rip-off of fgfs.

It looks like there are only 2 or 3 different ads, but it took clicking on at 
least 14-16 of them before they stopped appearing on my fb page - nice, those 
behind FSP are uploading the same ads over and over, and calling them new ones 
each time...

Regards,

Chris Wilkinson, YBBN/BNE.


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Re: [Flightgear-devel] FSP facebook ads

2010-11-22 Thread Chris Wilkinson
I'll route FSP's domains to 127.0.0.0 in my hosts file, then start clicking...

My hope is that facebook will actually pay heed to my complaints, and look into 
the legality of the FSP adverts. That might save us from having to employ 
someone to do the same.

Regards,

Chris Wilkinson, YBBN/BNE.




From: Ron Jensen w...@jentronics.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Tue, 23 November, 2010 1:04:55 PM
Subject: Re: [Flightgear-devel] FSP facebook ads

On Monday 22 November 2010 14:41:42 Chris Wilkinson wrote:
 Hi guys/gals,

 I notice a big step up in frequency of seeing those pesky FSP ads on
 facebook. Sometimes I'm seeing 2 of them on the same page. My response to
 those is to click the little 'X' and respond that its either misleading, or
 click 'other' and give a quick comment that it may not fully meet the terms
 of the GPL, and is a rip-off of fgfs.

 It looks like there are only 2 or 3 different ads, but it took clicking on
 at least 14-16 of them before they stopped appearing on my fb page - nice,
 those behind FSP are uploading the same ads over and over, and calling them
 new ones each time...

 Regards,

 Chris Wilkinson, YBBN/BNE.

Hmm, I just assume it costs them money each time I click on them...  So I 
do.  :P

Ron

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Re: [Flightgear-devel] ProFlightSimulator The Most Realistic Flight Sim Ever

2010-11-17 Thread Chris Wilkinson
Sydney would be better for me (to go hunt this scumbag down) than somewhere in 
the USA - its only an 8 hr drive to Sydney for me, although I'd prefer to 
fly... 
:-)

Who knows where he actually trades from, I suspect with the number of aliases 
used and web domains registered for the same product two things this 
guy/gal/group doesn't want is to be either found or identified (or held 
accountable) - the hallmarks of a true criminal.


Regards,

Chris Wilkinson, YBBN/BNE.





From: Arnt Karlsen a...@c2i.net
To: flightgear-devel@lists.sourceforge.net
Sent: Wed, 17 November, 2010 12:57:48 PM
Subject: Re: [Flightgear-devel] ProFlightSimulator The Most Realistic Flight 
Sim Ever

On Tue, 16 Nov 2010 18:25:06 -0800 (PST), Chris wrote in message 
86015.90161...@web56902.mail.re3.yahoo.com:
  From: Mally ma...@tklm.freeserve.co.uk
  flightgear-devel@lists.sourceforge.net Sent: Wed, 17 November,
  2010 11:43:05 AM Subject: [Flightgear-devel] ProFlightSimulator
  The Most Realistic Flight Sim Ever
  
  ?Looks familiar?
  http://www.proflightsimulator.com/index3.html
  
  Not to be confused with FlightProSim (obviously).
  
  Mally
 
 Dan Freeman has a few articles on Ezine, however I have just
 reported him to Ezine. Ezine reports he is based in the USA, yet his
 business trades out of NZ. Dodgy.

..maybe he took flight lessons from the opera kangaroos... ;o)

 I have suggested Ezine remove him from their site, based on 
 his/her/its continued unwillingness to adhere to the explicit
 conditions of the GPL, in selling these opensource softwares.
 
 If it is within my power to do so, I will do what I can to make life
 difficult for this scum.
 
 Regards,
 
 Chris Wilkinson, YBBN/BNE.


..a...@a45:~/Documents/pdfer $ jwhois proflightsimulator.com
[Querying whois.verisign-grs.com]
[Redirected to whois.enom.com]
[Querying whois.enom.com]
[whois.enom.com]
=-=-=-=
Visit AboutUs.org for more information about proflightsimulator.com
a href=http://www.aboutus.org/proflightsimulator.com;AboutUs:
proflightsimulator.com/a

Registration Service Provided By: Namecheap.com
Contact: supp...@namecheap.com
Visit: http://namecheap.com

Domain name: proflightsimulator.com

Registrant Contact:
   Media Mix Merch
   Dan Freeman ()
  
   Fax: 
   13 Hickson Road, Walsh Bay
   #09-02
   Sydney, NSW 2000
   AU

Administrative Contact:
   Media Mix Merch
   Dan Freeman (ad...@proflightsimulator.com)
   +61.581990163
   Fax: +1.55
   13 Hickson Road, Walsh Bay
   #09-02
   Sydney, NSW 2000
   AU

Technical Contact:
   Media Mix Merch
   Dan Freeman (ad...@proflightsimulator.com)
   +61.581990163
   Fax: +1.55
   13 Hickson Road, Walsh
Bay
#09-02 Sydney, NSW
2000
AU 
Status:
Locked 
Name
Servers:
ns1639.hostgator.com
ns1640.hostgator.com 
Creation date: 26 Feb 2009
18:55:02 Expiration date: 26 Feb 2013
18:55:02 








Get Noticed on the Internet!  Increase visibility for this domain name
by listing it at www.whoisbusinesslistings.com
=-=-=-= The data in this whois database is provided to you for
information purposes only, that is, to assist you in obtaining
information about or related to a domain name registration record. We
make this information available as is, and do not guarantee its
accuracy. By submitting a whois query, you agree that you will use this
data only for lawful purposes and that, under no circumstances will you
use this data to: (1) enable high volume, automated, electronic
processes that stress or load this whois database system providing you
this information; or (2) allow, enable, or otherwise support the
transmission of mass unsolicited, commercial advertising or
solicitations via direct mail, electronic mail, or by telephone. The
compilation, repackaging, dissemination or other use of this data is
expressly prohibited without prior written consent from us.  

We reserve the right to modify these terms at any time. By submitting 
this query, you agree to abide by these terms.
Version 6.3 4/3/2002
a...@a45:~/Documents/pdfer $ jwhois FlightProSim.com
[Querying whois.verisign-grs.com]
[Redirected to whois.godaddy.com]
[Querying whois.godaddy.com]
[whois.godaddy.com]
The data contained in GoDaddy.com, Inc.'s WhoIs database,
while believed by the company to be reliable, is provided as is
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Any use of this data for any other purpose is expressly forbidden
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Re: [Flightgear-devel] ProFlightSimulator The Most Realistic Flight Sim Ever

2010-11-16 Thread Chris Wilkinson
Dan Freeman has a few articles on Ezine, however I have just reported him to 
Ezine. Ezine reports he is based in the USA, yet his business trades out of NZ. 
Dodgy.

I have suggested Ezine remove him from their site, based on 
his/her/its continued unwillingness to adhere to the explicit conditions of the 
GPL, in selling these opensource softwares.

If it is within my power to do so, I will do what I can to make life difficult 
for this scum.

Regards,

Chris Wilkinson, YBBN/BNE.





From: Mally ma...@tklm.freeserve.co.uk
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Wed, 17 November, 2010 11:43:05 AM
Subject: [Flightgear-devel] ProFlightSimulator The Most Realistic Flight Sim 
Ever

?Looks familiar?
http://www.proflightsimulator.com/index3.html

Not to be confused with FlightProSim (obviously).

Mally



-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1153 / Virus Database: 424/3259 - Release Date: 11/15/10


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Re: [Flightgear-devel] ProFlightSimulator The Most Realistic Flight Sim Ever

2010-11-16 Thread Chris Wilkinson
For the Windows brethren I'd be inclined to run a virus checker over that 
package before opening it. Spybots, virii, and trojans run hand in hand with 
the 
scammer community...

I'm curious to see how old that source is, so will download a copy tonite...

Regards,

Chris Wilkinson, YBBN/BNE.





From: Curtis Olson curtol...@gmail.com
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net
Sent: Wed, 17 November, 2010 12:47:43 PM
Subject: Re: [Flightgear-devel] ProFlightSimulator The Most Realistic Flight 
Sim Ever

Out of curiosity, has anyone been able to obtain a copy of their source code? 
 Could this be posted in a known location?  Or is there a known link for 
downloading their code?  It might be useful for us to maintain a reference copy 
ourselves somewhere.  It should be no problem to get a copy of their code, 
right?


On Tue, Nov 16, 2010 at 6:57 PM, Gene Buckle wrote:

On Wed, 17 Nov 2010, Mally wrote:

 ?Looks familiar?
 http://www.proflightsimulator.com/index3.html

 Not to be confused with FlightProSim (obviously).

I'm curious about the claimed SimConnect  FSUIPC compatibility. :D

Which one of you lurking geniuses submitted THAT patch, hrm? *laughs*

g.

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