Re: [Flightgear-devel] oil platform...

2007-10-07 Thread gh.robin
On lun 8 octobre 2007, Robert Black wrote:
 On Wednesday 03 October 2007 19:05, SydSandy wrote:
Log Message:
Oil platform for helicopter practice

 I was thinking about this and thought of a ship with a helo deck which
 could be anything from a yacht to cargo ships and ships in the Niimitz
 Strike Force or a Coast Guard type  and then I thought of an Amphibious
 assault type as they have a large deck and support helo's, Harriers and the
 Osprey.
 http://en.wikipedia.org/wiki/Amphibious_assault_ship#List_of_amphibious_ass
ault_ship_types

 Robert

Yes , 
on the French side, the Mistral is part of my huge french Navy project
Regards


-- 
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http://perso.orange.fr/GRTux/


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[Flightgear-devel] OpenSceneGraph-2.2.0 available

2007-10-04 Thread gh.robin
Hello,
   
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-2.2.0.zip
-- 
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Re: [Flightgear-devel] oil platform...

2007-10-04 Thread gh.robin
On jeu 4 octobre 2007, Vivian Meazza wrote:
 Jon

  Sent: 04 October 2007 10:03
  To: FlightGear developers discussions
  Subject: Re: [Flightgear-devel] oil platform...
 
  AJ MacLeod wrote:
   If you want to practice landing on platforms, try the
 
  Cromarty Firth,
 
   which is
   packed with the things and is right next to several
 
  airfields - take off from
 
   EG73(Fearn) or EGPE (Inverness).  You can hop along the
 
  Firth on them (the
 
   Cromarty Firth is used as parking for drilling rigs when
 
  things are slack
 
   in the business - currently there are actually very few
 
  there IRL, but there
 
   are sometimes many more than are in the FG scenery.)
 
  If someone has a decent oil platform model then I'd be happy
  to replace
  the red and yellow box with it too :-) Alternatively if
  anyone has any
  diagrams I'd be happy to produce a new model (though the
  local reference
  library has proved to be a great source of info for other models I
  haven't been able to find anything useful for oil platforms).

 There's enough here to enable you to populate the whole of the N Sea:

 http://www.maritimereplicas.com/oilRigs.htm

 Vivian


The Oil Rigs Ship Stanislav Yudin would a nice challenge to be modeled 

It could be a wonderful add on.

Cheers



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Re: [Flightgear-devel] oil platform...

2007-10-04 Thread gh.robin
On jeu 4 octobre 2007, gh.robin wrote:
 On jeu 4 octobre 2007, Mike Schuh wrote:
  On Thu, 4 Oct 2007, gh.robin wrote:
  As far i understand the typecarrier/type was developed to answer
   to landing and taking off on/from carrier but any model which is
   defined typecarrier/type can have the same features or less (no
   catapult, no wire, no speed) , like your oil platform AND only
   available with non flying model.
 
  Would it make sense to create/define a generic heliport type?  It could
  be used for the oil platform or the top of a building or ...
 
  --
  Mike Schuh - Seattle, Washington USA
  http://www.farmdale.com

 The top of a building is solid, without any _demo typecarrier/type
 definition.
 However we could get profit of the park position definition.

 For instance  we could have

 fgfs --aircraft=bo105   --prop:sim/ai/scenario[1]=fgtower_demo 
 --carrier=fgtower

 fgtower_demo.xml  being typecarrier/type

This is an old example of an AI _demo with a parkpos definition on the top 
of a mountain, it is part of an object scenery on the Mont-Ventoux (south-est 
of France).
http://perso.orange.fr/GRTux/Scene_Ventoux_AI.tar.gz

It is situated on the tile e005n44 (part of e000n40), to use it you need the 
tile.
The package contains the object scenery and the AI _demo file, is built with 
the right FlightGear   data tree, to install, copy it over your FG_HOME data

To take off an helicopter  the command line is:
fgfs --aircraft=bo105 --prop:sim/ai/scenario[1]=H_demo --carrier=Ventoux  

Regards

-- 
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[Flightgear-devel] FG with OpenScseneGrpaph version 2.2.0

2007-10-04 Thread gh.robin



Hello,

 with FG cvs today and OpenScseneGrpaph  version 2.2,

 i get the following error :

GLIBDIR=\/home/devel/usr/local/share/FlightGear\ -O3 -I/home/devel/usr/local 
-D_REENTRANT -MT 
renderer.o -MD -MP -MF .deps/renderer.Tpo -c -o renderer.o renderer.cxx; \
then mv -f .deps/renderer.Tpo .deps/renderer.Po; else 
rm -f .deps/renderer.Tpo; exit 1; fi
renderer.cxx: In member function ‘void FGRenderer::splashinit()’:
renderer.cxx:406: erreur: ‘class osgViewer::Scene’ has no member 
named ‘setUpdateVisitor’
renderer.cxx: In static member function ‘static bool FGRenderer::pick(unsigned 
int, unsigned int, std::vectorSGSceneryPick, std::allocatorSGSceneryPick 
, const osgGA::GUIEventAdapter*)’:
renderer.cxx:982: attention : converting to ‘unsigned int’ from ‘double’
make[2]: *** [renderer.o] Erreur 1
make[2]: quittant le 
répertoire « /wrbkp/00LIEN-devel/devel-prog-fgCVS/7-1004/sourceFG/src/Main »

I did configure with --enable-osgviewer


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Re: [Flightgear-devel] oil platform...

2007-10-03 Thread gh.robin
On jeu 4 octobre 2007, SydSandy wrote:
 On Wed, 3 Oct 2007 17:29:54 -0700

 SydSandy [EMAIL PROTECTED] wrote:
   If you define it to be
   typecarrier/type
   you can define
   solidObject/solid
   and you may define a park position
  
   no need to have wire and catapult
  
   Regards
  
   --
   Gérard
   http://perso.orange.fr/GRTux/
 
  ah thanks !
  I tried typeshiptype and  typestatictype ...
  Didn't try carrier though...
 
  --
  SydSandy [EMAIL PROTECTED]

 so I guess my next question is , is this an option that could be added to
 all demo objects ? Cheers
Vivian the Carrier specialist could answer better than i will do.

As far i understand the typecarrier/type was developed to answer to 
landing and taking off on/from carrier  
but any model which is defined typecarrier/type   can have the same 
features or less (no catapult, no wire, no speed) , like your oil platform
AND only available with non flying model.

Regards


-- 
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http://perso.orange.fr/GRTux/


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Re: [Flightgear-devel] oil platform...

2007-10-03 Thread gh.robin
On jeu 4 octobre 2007, Mike Schuh wrote:
 On Thu, 4 Oct 2007, gh.robin wrote:
 As far i understand the typecarrier/type was developed to answer to
 landing and taking off on/from carrier but any model which is defined
 typecarrier/type can have the same features or less (no catapult, no
 wire, no speed) , like your oil platform AND only available with non
 flying model.

 Would it make sense to create/define a generic heliport type?  It could
 be used for the oil platform or the top of a building or ...

 --
 Mike Schuh - Seattle, Washington USA
 http://www.farmdale.com

The top of a building is solid, without any _demo typecarrier/type 
definition. 
However we could get profit of the park position definition.

For instance  we could have  
 
fgfs --aircraft=bo105   --prop:sim/ai/scenario[1]=fgtower_demo  
--carrier=fgtower 

fgtower_demo.xml  being typecarrier/type
-- 
Gérard
http://perso.orange.fr/GRTux/


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Re: [Flightgear-devel] OSG: Blended Reflect-Effect on aircraft-skins

2007-10-01 Thread gh.robin
On lun 1 octobre 2007, Detlef Faber wrote:
 Am Montag, den 01.10.2007, 02:26 +0200 schrieb gh.robin:

 [...]



 This works just the same as now. If you have seperate Objects within
 the .osg file they can be animated using every animation OSG can offer.

 I've tested this with a model exported by blender with this script:

 https://projects.blender.org/projects/osgexport/

 The Material settings need some adjustment though. Special features
 require hand editing of the .osg file.

  Cheers

 Greetings



On lun 1 octobre 2007, Heiko Schulz wrote:
 Hi Gerad,

 No problem with animations! They are also triggerd
 like the ac-format!
 Only the exporter for Blender is a bit buggy, but with
 older blender-versions should be no problem!

 Greetings
 HHS



Detlef, Heiko, 

Nice to hear it:)  
I guess that the next months will be very busy, on the model CVS side  ,  
since there is a lot of wonderful existing models within FG which could get 
profit of these new Material settings.

In addition to, i just read on the osg-users  mailing list , a new stable 
OSG version 2.2  is coming this week   ( writen by Robert Osfield   My aim 
is to get 2.2 out on Thursday ).

Cheers.


-- 
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Re: [Flightgear-devel] OSG: Blended Reflect-Effect on aircraft-skins

2007-10-01 Thread gh.robin
On lun 1 octobre 2007, gh.robin wrote:
 On lun 1 octobre 2007, Detlef Faber wrote:
  Am Montag, den 01.10.2007, 02:26 +0200 schrieb gh.robin:
 
  [...]
 
  This works just the same as now. If you have seperate Objects within
  the .osg file they can be animated using every animation OSG can offer.
 
  I've tested this with a model exported by blender with this script:
  https://projects.blender.org/projects/osgexport/
 
  The Material settings need some adjustment though. Special features
  require hand editing of the .osg file.


 On lun 1 octobre 2007, Heiko Schulz wrote:
  Hi Gerad,
 
  No problem with animations! They are also triggerd
  like the ac-format!
  Only the exporter for Blender is a bit buggy, but with
  older blender-versions should be no problem!
 

 Detlef, Heiko,

 Nice to hear it:)


In addition to,
 i just have tested animations with that coming S-51-DragonFly , i  converted 
it according to your recommendations with osgexport from .ac format using 
Blender 2.44 , without any extra manual modifications.  Working nice.

AND... trust me, the rotors, both, main and tails are animated
http://perso.orange.fr/GRTux/S-51-DragonFly-OSG.jpg

Thanks 
Cheers
-- 
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http://perso.orange.fr/GRTux/


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Re: [Flightgear-devel] OSG: Blended Reflect-Effect on aircraft-skins

2007-09-30 Thread gh.robin
On dim 30 septembre 2007, Heiko Schulz wrote:
 Hi,

 I found a way to have a quite realistic looking
 reflect-effect on aircraft skins.

 The trick is to use multitexture. It is in principale
 the same technique like seen in MSFS without any hits
 on fps.
 Unfortunately I did not found yet a comfortable way to
 controll it- so I modified the chrome-texture.
 But I'm sure there is a way somewhere in OSG- maybe
 someone can help.

 I did a small .tar.gz with a example file and a small
 note. Copy the files to the A380 and you will see the
 effect.


 http://www.hoerbird.net/fgfs-screen-457.jpg
 http://www.hoerbird.net/fgfs-screen-456.jpg
 http://www.hoerbird.net/fgfs-screen-458.jpg

 http://www.hoerbird.net/osg-reflect-effect-example.tar.gz

 It is only a simple hack- so it can be improved
 easliy.

 Greetings
 HHS

Hello, Heiko
Thanks
That is a nice demonstration, and with it, you open the door to a lot of 
questions about osg model format.
I dare one :)
=How to have Internal animations within the model triggered by SG/FG  
(aileron, elevators,  ..)  ?


Cheers

-- 
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http://perso.orange.fr/GRTux/


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Re: [Flightgear-devel] geodinfo with OSG Ocean tile

2007-09-29 Thread gh.robin
On sam 29 septembre 2007, Melchior FRANZ wrote:
 * Tim Moore -- Saturday 29 September 2007:
  Can you try this patch?

 Works!

 m.



 BTW: this can be tested with something like this:

 var lat = props.globals.getNode(/position/latitude-deg);
 var lon = props.globals.getNode(/position/longitude-deg);

 var check = func {
 debug.dump(geodinfo(lat.getValue(), lon.getValue()));
 settimer(check, 1);
 }

 check();




I agree , it works ,
 i have tested it under several situations, with yasim aircrafts and 
JSBSim terrain modified Aircraft  including c172p patched ( 
http://perso.orange.fr/GRTux/c172p-addonTerrain.tar.gz )

Everything is right

thanks to Tim

Regards


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Re: [Flightgear-devel] geodinfo with OSG Ocean tile

2007-09-29 Thread gh.robin
On sam 29 septembre 2007, gh.robin wrote:
 On sam 29 septembre 2007, Melchior FRANZ wrote:
  * Tim Moore -- Saturday 29 September 2007:
   Can you try this patch?
 
  Works!
 
  m.
 
 
 
  BTW: this can be tested with something like this:
 
  var lat = props.globals.getNode(/position/latitude-deg);
  var lon = props.globals.getNode(/position/longitude-deg);
 
  var check = func {
  debug.dump(geodinfo(lat.getValue(), lon.getValue()));
  settimer(check, 1);
  }
 
  check();

 I agree , it works ,
  i have tested it under several situations, with yasim aircrafts and
 JSBSim terrain modified Aircraft  including c172p patched (
 http://perso.orange.fr/GRTux/c172p-addonTerrain.tar.gz )

 Everything is right

 thanks to Tim

 Regards

In addition to,

I can notice , something which could be interesting:
when we are over an AI object whose position is on the sea, for instance AI 
Carrier, or some AI Petroleum platform, 
 = FG OSG with Tim Moore patch returns nil,
= FG PLIB returns ocean.


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[Flightgear-devel] geodinfo with OSG Ocean tile

2007-09-27 Thread gh.robin


hello,

With OSGwhen flying over Ocean tile (not Ocean Coast line) GeodInfo 
returns  nil instead of Ocean

Here is the transition from Ocean Coast line  to Ocean Tile


[ -5.939360667932021, { light_coverage : 0, bumpiness : 0.8, load_resistance : 
1e+30, solid : 0, names : [ Ocean ], friction_factor : 1, 
rolling_friction : 2 } ]
[ -5.973075651947712, { light_coverage : 0, bumpiness : 0.8, load_resistance : 
1e+30, solid : 0, names : [ Ocean ], friction_factor : 1, 
rolling_friction : 2 } ]
[ -5.777548153468509, { light_coverage : 0, bumpiness : 0.8, load_resistance : 
1e+30, solid : 0, names : [ Ocean ], friction_factor : 1, 
rolling_friction : 2 } ]
[ -5.80843067744874, { light_coverage : 0, bumpiness : 0.8, load_resistance : 
1e+30, solid : 0, names : [ Ocean ], friction_factor : 1, 
rolling_friction : 2 } ]
[ -0.1686680928197883, nil ]
[ 0.1652543279519719, nil ]
[ 0.00108717298957, nil ]
[ -0.1537656351864755, nil ]
[ -0.3117922363348129, nil ]
[ -0.1028351214315238, nil ]



And here an example with a YASim aircraft 
http://perso.orange.fr/GRTux/OSG-OceanTile.jpg


We don't have that bug with Plib

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Re: [Flightgear-devel] {Bug-Report] Loading-Problem in OSG with 3D-instruments

2007-09-26 Thread gh.robin
On mer 26 septembre 2007, Heiko Schulz wrote:
 Hi,

 working on the 3D-cockpit for the 737-300 I noticed a
 problem. With a certain numbers of (3d)-instruments I
 can't start the programm- it stucks while it is saying
 loading scenery objects. There is no error message in
 the shell command. It seems not to bee a problem of an
 to weak pc btw. gpu. The textures are small.

 I checked the Sikorsky CH53E too and noticed the same
 problem.
 I use the OSG-Built from 08/15/2007. Unforunately I
 can't check it with plib cause I have a broken built.

 Did someone noticed the same problem?
 In the link you will find the file- maybe someone can
 have a look into it...

 http://www.hoerbird.net/737-300%20with%203d-cockpit.tar.gz

 Thanks
 HHS

Hello Heiko

I just tested the 737-300 with  3D cockpit 
FG OSG built 0830  with OSG library version 2.0 stable

Everything is right   :)

Regards


-- 
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Re: [Flightgear-devel] {Bug-Report] Loading-Problem in OSG with 3D-instruments

2007-09-26 Thread gh.robin
On mer 26 septembre 2007, gh.robin wrote:
 On mer 26 septembre 2007, Heiko Schulz wrote:
  Hi,
 
  working on the 3D-cockpit for the 737-300 I noticed a
  problem. With a certain numbers of (3d)-instruments I
  can't start the programm- it stucks while it is saying
  loading scenery objects. There is no error message in
  the shell command. It seems not to bee a problem of an
  to weak pc btw. gpu. The textures are small.
 
  I checked the Sikorsky CH53E too and noticed the same
  problem.
  I use the OSG-Built from 08/15/2007. Unforunately I
  can't check it with plib cause I have a broken built.
 
  Did someone noticed the same problem?
  In the link you will find the file- maybe someone can
  have a look into it...
 
  http://www.hoerbird.net/737-300%20with%203d-cockpit.tar.gz
 
  Thanks
  HHS

 Hello Heiko

 I just tested the 737-300 with  3D cockpit
 FG OSG built 0830  with OSG library version 2.0 stable

 Everything is right   :)

 Regards

AND now
with  FG  today cvs with OSG library version 2.0 stable

Right , too, the 737 loads and Fly   :)

-- 
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Re: [Flightgear-devel] {Bug-Report] Loading-Problem in OSG with 3D-instruments

2007-09-26 Thread gh.robin
On mer 26 septembre 2007, gh.robin wrote:
 On mer 26 septembre 2007, gh.robin wrote:
  On mer 26 septembre 2007, Heiko Schulz wrote:
   Hi,
  
   working on the 3D-cockpit for the 737-300 I noticed a
   problem. With a certain numbers of (3d)-instruments I
   can't start the programm- it stucks while it is saying
   loading scenery objects. There is no error message in
   the shell command. It seems not to bee a problem of an
   to weak pc btw. gpu. The textures are small.
  
   I checked the Sikorsky CH53E too and noticed the same
   problem.
   I use the OSG-Built from 08/15/2007. Unforunately I
   can't check it with plib cause I have a broken built.
  
   Did someone noticed the same problem?
   In the link you will find the file- maybe someone can
   have a look into it...
  
   http://www.hoerbird.net/737-300%20with%203d-cockpit.tar.gz
  
   Thanks
   HHS
 
  Hello Heiko
 
  I just tested the 737-300 with  3D cockpit
  FG OSG built 0830  with OSG library version 2.0 stable
 
  Everything is right   :)
 
  Regards

 AND now
 with  FG  today cvs with OSG library version 2.0 stable

 Right , too, the 737 loads and Fly   :)

AND ..AND now

With FG today cvs with PLIB library  (Stable 1.8.4)

getting this: 

=Subsystem Timing Alert : 55533 instrument18
Subsystem Timing Alert : 56256 instrumentation
Erreur de segmentation=

737-300 does not load :(

ch53e and others   are right

Regards


-- 
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Re: [Flightgear-devel] FGFS 0.9.11 release candidate two

2007-09-26 Thread gh.robin
On mer 26 septembre 2007, Vivian Meazza wrote:
With Linux Fedora 6  
 FG today cvs with plib

Athlon AMD 32 bit GPU nvidia 7800GS

I get with Crusader, during an airborne from LFTH to LFMV  via LFPO (paris 
Orly with his huge  PARIS and PARIS-ORLY Scenery) with MP connected.

the following   log  (joined document)


I do not get some significant stutters , fps from 30 to 80  and close to Paris 
from 10 to 20.
I hope that test,  will be useful.
-- 
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http://perso.orange.fr/GRTux/
Object Phalanx-3-Pos not found
Object Sea-Sparrow-2-Pos not found
Object Sea-Sparrow-3-Pos not found
Object Vehicle-Pos not found
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Re: [Flightgear-devel] FGFS 0.9.11 release candidate two

2007-09-26 Thread gh.robin
On mer 26 septembre 2007, Durk Talsma wrote:
 On Wednesday 26 September 2007 18:22, gh.robin wrote:
  With Linux Fedora 6
   FG today cvs with plib
 
  Athlon AMD 32 bit GPU nvidia 7800GS
 
  I get with Crusader, during an airborne from LFTH to LFMV  via LFPO
  (paris Orly with his huge  PARIS and PARIS-ORLY Scenery) with MP
  connected.
 
  the following   log  (joined document)
 
 
  I do not get some significant stutters , fps from 30 to 80  and close to
  Paris from 10 to 20.
  I hope that test,  will be useful.

 Hi Gerard,

 Thanks for the report. A few questions: How long did you have FlightGear
 running when you collected these data? Did you have the metar whether fetch
 enabled?

 Cheers,
 Durk

Hello Durk,

The flight was about 30 minutes, first i started with Metar enabled (about 10 
minutes)  which was changed to scenario fair weather  (20 minutes)

Regards.



-- 
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http://perso.orange.fr/GRTux/


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Re: [Flightgear-devel] Looks great

2007-09-23 Thread gh.robin
On dim 23 septembre 2007, Vivian Meazza wrote:
 Melchior FRANZ wrote

  Sent: 22 September 2007 16:03
 
  * Durk Talsma -- 9/19/2007 10:17 PM:
   Currently, the situation isn't as clear anymore, because the OSG
   version also has many new features which the PLib version doesn't,
 
  The most obvious differences are AFAIK:
 
 fg/plib fg/osg
 ---
 volumetric shadows  --
 random objects  --
 3D clouds   --
 bugfree 2D clouds --
 --  pick animation
 --  multi-view

 There are a couple more:

  heat haze shader  --
  scale/personality   scale/personality
  animation bugs  animation bugfree

 I appreciate that the animation issue is perhaps more interpretation than
 bug, but it does mean that some complex animations work in osg, but mot in
 plib, and vice versa.

 Vivian

I share , Vivian's remarks

=Regarding  animations i noticed some strange behaviours with osg when the 
model is made  of an others others (sub)models  hierarchy , mainly when we 
have more than two level stage (sometime working, sometime not :) )
I only noticed it , i can't explain it.

=Regarding heat haze ,when digging into the osgparticle::   programme, we 
could probably have something which could replace that nice effect.
Up to today, i am not able to give a good script, may be a better expert than 
i am could write within a short delay that script.


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Re: [Flightgear-devel] An idea...

2007-09-20 Thread gh.robin
On jeu 20 septembre 2007, BARANGER Emmanuel wrote:
 Hello,

 Can be that I did not find and that that already exists :-[ . But it
 would be possible, in the property of FlightGear, to have a flag who
 indicates which launched version (Plib or OSG) ?

 Thus, the planes, scenery etc... could be automatically adapted to the
 version.

 Something like:

 condition
   equals
 propertysystems/version/plib/property
 valuefalse/value
   /equals
 /condition

 Best regards. Emmanuel

Yeah, which could be a nice answer, to some multi versions models like 
Catalina.
However, which depends on the delay of   the delivery of the 0.9.11 release.
If the delay is short, and that 0.9.11 release the last with  PLib only, that 
new Property will not be very profitable.
Every CVS data being  OSG only compatible.

Cheers



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[Flightgear-devel] Several , identical Aircraft from various authors in FlightGears

2007-09-18 Thread gh.robin
Hello, everybody,

On the French Forum i have had a talk with Emmanuel Baranger, which makes me 
to ask for some explanations.

I was talking about a usual past policy (as far i remember) within the 
FlightGear community which avoid to have several identical Aircraft. 
I mean, to avoid that the same original real Aircraft would be modeled by 
various  FG models developers each one making and committing the models.

The answer from Emmanuel Baranger, (he has the cvs access) , is:

On FS there is tens of versions of the same Aircraft which are made by 
various Authors and this does not shock anybody.
But you, this should not shock anybody within the FlightGear community. 
You have a way of closed mind thinking, which does not allow any progress

Since i remember that topics was discussed before here, i wonder if the policy 
has changed, or may be, i am wrong there was never any policy, and anything 
can be done.

Cheers





BTW: Here is the French original answer of Emmanuel Baranger to me:

Sur FS il existe des dizaines de versions d'un même appareil réalisé par 
différents auteurs et cela ne choque personne. A part toi cela ne devrait 
choquer personne sur FlightGear. C'est vraiment une façon de penser 
totalement hermétique et qui ne permet aucune avancés.






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Re: [Flightgear-devel] Several , identical Aircraft from various authors in FlightGears

2007-09-18 Thread gh.robin
On mer 19 septembre 2007, Curtis Olson wrote:
 I sense there is a small feud going on here, and perhaps the public lists
 are not the best place to play that out.

Which was not the tardet. Sorry
 We've always encouraged people to work together if they have an interest in
 building the same aircraft as someone else.  It just makes sense that 2 or
 more people can pool their efforts to build something better than a single
 person can do on their own.

 But that's not a fixed requirement.  If someone wants to make their own
 version of an airplane that already exists, there's no policy against that.

Right, i understand.

 FlightGear should be a place of freedom to work on whatever you want in
 whatever way you want.  Our licensing terms ensure that folks can share
 their work and learn and benefit from each other.  So if we make our best
 attempts to coordinate our efforts and work together, we can accomplish far
 more than we can individually.

Thanks

 SNIP

 Regards,

 Curt.




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Re: [Flightgear-devel] Tired, and giving UP

2007-09-16 Thread gh.robin
On dim 16 septembre 2007, Jon S. Berndt wrote:
  I will rebuild  my private URL in order to give an easy access to the
  models links , which will contains every updated versions.
 
  Sorry for the noise.
 
  I had to explain, the modifications of  my policy.
 
  Cheers
 
  --
  Gérard

 Hi, Gerard:

 Just so I understand this, you will place your models in your own (publicly
 accessible) hangar like Dave Culp has some of his aircraft models in
 Dave's Hangar?

 Jon


Hello, Jon

Yes, that will be exactly the same, Dave hangar is a good example.
I will place my models , and they will be publicity accessible


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Re: [Flightgear-devel] Tired, and giving UP

2007-09-16 Thread gh.robin
On dim 16 septembre 2007, Melchior FRANZ wrote:
 Hi,

 * gh.robin -- 9/16/2007 2:48 AM:
  I get from some French developer, destructive pressure over
  destructive pressure, [...]

 I don't know exactly what's going on here, but I guess it's still
 about a modified version of cessna-fire.osg from the OSG demo data
 package? Last time I checked I didn't find a license or copyright
 notice for those files, but I assume that they are under the same
 license as OSG itself, and that certainly allows redistribution of
 modified files. The license has to remain the same in modified copies
 (unless it allows license changes, like public domain). An existing
 copyright notice has to be kept unchanged, too, but everyone who makes
 changes *can* add his/her copyright. Within FlightGear there are usually
 no copyright notices in single data files, and it's a kind of unwritten
 law that everyone can take e.g. a model file or texture and just use
 it/modify it. It's a kind of common property. It's nice to add a
 comment in some README file, though, such as Thanks to Foo BAR for
 his wonderful pilot model..

 Is this about that french developer accusing you to have stolen
 fire.osg from him, which he has stolen from the OSG data package?
 I find this rather bizarre.

  When i [...] came back to CVS (after the Crusader misunderstanding) [...]

 While that incident was unfortunate, I think it should quickly be
 forgotten. You have contributed several very nice aircraft and a
 carrier since then, and there's no doubt that you are a valuable
 contributor. And I hope you keep being one. As I said before,
 I even think Curt should give you CVS write access already.

  That resulting atmosphere is not good for the community, is not
  good for me.

 Sure, but hey, we are just simulating that part of reality really
 well, too: rivalry and arguments between aircraft manufacturers.
 That shouldn't be a reason to leave. Enjoy it instead -- it's a
 part of the deal.  ;-)

 m.


Hello, Melchior

Thanks, for your answer,

I have not, any more comments, you said everything :)

May be, i need some delay to refresh my head


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[Flightgear-devel] Models formats and FlightGear

2007-09-14 Thread gh.robin

Hello,
In spite of an existing documentation Model-HowTo, wish is accurate, 
 wouldn't it be useful,
to tell here, which mains 3D objects format can be read by FlightGear, and how 
the models can be made from several 3D objects format ?

Before the implementation of OpenSG,  
and with the existing PLIB library 
FlightGear was able to  read several  3D objects format, which are  
3DS, AC, DXF, MD2, MDL, OBJ, VRML1  
and probably others that i have forgotten.

MANY thanks to the FG  creators who create that flexibility.

With OpenSG, 
FlightGear is able to read  3DC, 3DS, AC (which was added by Mathias) DXF, 
LWO, MD2, OBJ, OSG, VRML and probably others.

You may build model (flying aircraft or static 
objects) made of an assembly from several modelobject   each one can a be a
specific format.

For instance,  some object could be AC formats others could be  3DS formats 
 = look at the nice A380 aircraft it is made of AC and 3DS objects 

Within your data/Aircraft/A380/XMLdirectory we can read the A380 wing.xml 
file
PropertyList
path../Models/wing.3ds/path
offsets
x-m31.496/x-m
z-m4.65804/z-m
pitch-deg0.0/pitch-deg
/offsets

==

Within your data/Aircraft/A380/XMLdirectory read can read the A380.xml 
file

PropertyList
 path../Models/a380.ac/path
 offsets
   z-m-8.7/z-m
   pitch-deg0.0/pitch-deg
 /offsets
model
   pathAircraft/A380/XML/wing.xml/path
  /model



that xml files makes an assembly, with every objects  which where previously 
defined  like the wing.xml


That A380 existing example  was there some years ago (thanks to Ampere).

You may notice this can be done with any 3D format which can be read by the 
reader plugins, some format could have some internals animations, 
I remember a topic,  Users or Devel Mail (?) which was talking about md2  
objects within FG (md2 can include animation).
A 3D object osg file (which can be read by OpenFG only) may contains 
animations like Particles, Shaders ... or nothing else than a static 
model.

There is no reason to ignore the model-howto documentation for that .osg 
format, so any model developer was and is able to include it into the new or 
the existing models. 

===This not a new Feature===

Since these modelobject  like any others,  can be animated within our xml 
files (select , rotate, scale ..) we may control  the position  of 
the object  (the Catalina-OSG demo, has these standard features, with the 
wake and the spray)
There is only one difficulty we couldn't  have any control on the  internal 
MD2 animation from our xml file , and it seems we can't have  any control on 
the  internal OSG animation.
I hope i am wrong because the osg file may contains some programmes, which 
should  help to have an external communication, and being triggered 
from the xml file.

Again thanks to Mathias an Tim for the work on the implementation of OpenSG, 
an Ampere who demonstrate with his A380 that feature. (i discovered 
that model multi format  feature with it).

Regards

-- 
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Re: [Flightgear-devel] Models formats and FlightGear

2007-09-14 Thread gh.robin
On ven 14 septembre 2007, Robin van Steenbergen wrote:
 gh.robin schreef:
  Hello,
  In spite of an existing documentation Model-HowTo, wish is accurate,
   wouldn't it be useful,
  to tell here, which mains 3D objects format can be read by FlightGear,
  and how the models can be made from several 3D objects format ?
 
  Before the implementation of OpenSG,
  and with the existing PLIB library
  FlightGear was able to  read several  3D objects format, which are
  3DS, AC, DXF, MD2, MDL, OBJ, VRML1
  and probably others that i have forgotten.
 
  MANY thanks to the FG  creators who create that flexibility.
 
  With OpenSG,
  FlightGear is able to read  3DC, 3DS, AC (which was added by Mathias)
  DXF, LWO, MD2, OBJ, OSG, VRML and probably others.
 
  You may build model (flying aircraft or static
  objects) made of an assembly from several modelobject   each one can a
  be a specific format.

 Would it be possible to add KML/KMZ support, for direct import from
 Google SketchUp? KML is an XML-based format already so it shouldn't pose
 loads of trouble.


That, is right , it would be nice to have it.

I am not expert, about it.
And i did not find any KML/KMZ reader within OpenSG

May be that is a question for Mathias.






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Re: [Flightgear-devel] Flightgear-devel Digest, Vol 17, Issue 8

2007-09-12 Thread gh.robin
On mer 12 septembre 2007, BARANGER Emmanuel wrote:
 This is the last time I write on this list, because I have to ask someone
 to translate my thoughts for you.

 But I can't keep silent when some people tell anything about me, hoping
 that I could not answer.

 Contrary to what Mr Robin's tried to explain you, I have never asked for
 any rewards about paternity of particles effects. Neither on the French
 forum, nor anywhere else.

 That's true that I have talked about adding particles effects via xml
 files, the 10th of June, but this is not the point. The point is that the
 technic used on the Catalina is a simple reuse of the technic used on the
 Pa100, or with the Detlef FERBER's clouds. I think it is normal that noone
 can take this for himself under copyright. If someone use it, the most
 could be greetings, or some words about previous works, the less should be
 a simple mention to GPL licence located in the root of fgdata.

 I have never asked, and I never will, my name being written somewhere. I
 really don't care about. I only hope that the GPL principles, more
 specifically the principle of inherit, are respected, as all the work made
 by all of you.

 Taking the right to write a nominative copyright in the xml files, these
 files only reusing that have been already done, is clearly against
 open-source mind. By putting a copyright above a copyleft, Mr Robin avoid
 you, or would avoid you to reuse his work, wich is already a reuse of
 other's work. This last one have been released under GPL to let everyone
 the opportunity to use it.

 Mr Robin explains here that I insult him on the French forum, but doesn't
 say a word about his long, aggressive, full of hate posts on this forum
 have been deleted by himself for anyone couldn't read them anymore. It is
 really easy to cheat and lie when you know that I couldn't answer easily
 because of my language lacks.

 He told you his version, I told you mine. Look who we are, what we've done,
 how we do that and why. I'm convinced you'll find that I don't write this
 for glory or whatever.

 If this guy really want to be the master of something, I can advise him to
 join MSFS, where the free circulation of informations is not a priority 
 ;)


 Best regards
 Emmanuel

hmmm, 

Probably he does not understand 
what GPL License   Copyright  means.
AND,
does not understand
how does work exactly the Plugin particles application, which don't work with 
only one generic script.

If somebody  is volunteer to explain to him, i am tired  :(

Cheers

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Re: [Flightgear-devel] Catalina OSG animation and animated people

2007-09-11 Thread gh.robin
On lun 10 septembre 2007, you wrote:
 Hello,

 I just read on IRC , i am accused by an other French developer to have
 copied the work from an  other person regarding the osg application
 particles, and am accused to have not given the credit for it.

 I must to say that i did not copy anything, and if i had copied, i would
 have said where the code and models were coming from.

 I have written the catalina osg  script, and it is far to be perfect :(

 To write osg script is not so difficult , anybody who has access to these
 links and others, can do it.

 http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/ParticleE
ffects
 http://www.cs.clemson.edu/~malloy/courses/3dgames-2007/tutor/web/particles/
particles.html

 And a lot of examples which are there
 http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph-Data

 The Credit must given to Mathias, and Tim, who work on the implementation
 of OSG.

 I worry that noise about it , mainly regarding the Catalina which to me
 more than only one other  model from my hangar.

 --Gérard

I  must be said here ,  on request from Mr Emmanuel BARRANGER, since i am 
under pressure, getting from him insults and insults on the french Forum:

Mr Emmanuel BARRANGER was the FIRST to introduce OSG particles into FlightGear 
models animations.
And since he conclude any new specific OSG script is only a copy of his work, 
the GPL Copyright must not handle the name of the script author (me) , but 
his own name, giving him credit of my work.

I didn't forecast when introducing theses features, it could come up such 
reactions. 
Probably, i would have given Catalina PLIB compatible only.

The Catalina water bombing will not be enough to fight that fire.

Sorry again for that noise, i hope that bad Scenario will end quickly.

That Mail should never be here,  i found only one way to relax (keep cool 
boy) , = to write that Mail.

Thanks for listening me.

Cheers

Regards

-- 
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Re: [Flightgear-devel] Catalina OSG animation and animated people

2007-09-11 Thread gh.robin
On mar 11 septembre 2007, leee wrote:
 On Tuesday 11 September 2007 16:00, gh.robin wrote:
  On lun 10 septembre 2007, you wrote:
   Hello,
  
   I just read on IRC , i am accused by an other French developer to have
   copied the work from an  other person regarding the osg application
   particles, and am accused to have not given the credit for it.
  
   I must to say that i did not copy anything, and if i had copied, i
   would have said where the code and models were coming from.
  
   I have written the catalina osg  script, and it is far to be perfect :(
  
   To write osg script is not so difficult , anybody who has access to
   these links and others, can do it.
  
   http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/Parti
  cl eE ffects
   http://www.cs.clemson.edu/~malloy/courses/3dgames-2007/tutor/web/partic
  le s/ particles.html
  
   And a lot of examples which are there
   http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph-Data
  
   The Credit must given to Mathias, and Tim, who work on the
   implementation of OSG.
  
   I worry that noise about it , mainly regarding the Catalina which to me
   more than only one other  model from my hangar.
  
   --Gérard
 
  I  must be said here ,  on request from Mr Emmanuel BARRANGER, since i am
  under pressure, getting from him insults and insults on the french Forum:
 
  Mr Emmanuel BARRANGER was the FIRST to introduce OSG particles into
  FlightGear models animations.
  And since he conclude any new specific OSG script is only a copy of his
  work, the GPL Copyright must not handle the name of the script author
  (me) , but his own name, giving him credit of my work.
 
  I didn't forecast when introducing theses features, it could come up such
  reactions.
  Probably, i would have given Catalina PLIB compatible only.
 
  The Catalina water bombing will not be enough to fight that fire.
 
  Sorry again for that noise, i hope that bad Scenario will end quickly.
 
  That Mail should never be here,  i found only one way to relax (keep cool
  boy) , = to write that Mail.
 
  Thanks for listening me.
 
  Cheers
 
  Regards

 This sounds spurious to me, but I'd need to hear both sides to be certain.

 Is the script specific to the Catalina and does it just implement an
 existing feature within OSG?  It would seem to me that particles are an
 existing feature of OSG so the feature has not been created by anyone but
 just used for the first time.

 Like I say though, I'd need to hear both sides of this argument, which
 doesn't seem to be in the spirit of Open-source.

 LeeE


Hello, Lee
It is not necessary to give any opinions.

However, for a better understanding on how OSG Particles is working, it is a 
plug-in application which read a script.osg it shows and animate the effect 
which is defined in that script.
the scripts to get a fire , clouds, wake, fog, cloud of dust,. are 
all different.
So these script are written  to customize exactly the requested effects, and 
each one is different.
The language within the scripts is understandable, i am sure that any model 
developer  will use it in the future.

Regards


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[Flightgear-devel] Catalina OSG animation and animated people

2007-09-09 Thread gh.robin

Hello, 

I just read on IRC , i am accused by an other French developer to have copied 
the work from an  other person regarding the osg application particles, and 
am accused to have not given the credit for it.

I must to say that i did not copy anything, and if i had copied, i would have  
said where the code and models were coming from.

I have written the catalina osg  script, and it is far to be perfect :(

To write osg script is not so difficult , anybody who has access to these 
links and others, can do it.
 
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/ParticleEffects
http://www.cs.clemson.edu/~malloy/courses/3dgames-2007/tutor/web/particles/particles.html

And a lot of examples which are there 
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph-Data

The Credit must given to Mathias, and Tim, who work on the implementation of 
OSG.

I worry that noise about it , mainly regarding the Catalina which to me more 
than only one other  model from my hangar.

--Gérard


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Re: [Flightgear-devel] Catalina- Water and Solid ground.

2007-09-09 Thread gh.robin
On lun 10 septembre 2007, Georg Vollnhals wrote:
 
 I did some firefighting missions with a small target build with Detlef's
 particle system. Very nice.

 It was very difficult to get some screenshots as one can't use the
 Replay mode. And I learned by doing that your water-drop seems to be
 wind dependend, very nice. So you can see on the pictures that most of
 the water is dropped by me far away from the fire, what a waste!
 Anyway, just to show the nice combination of Detlefs and your work, here
 a link to 2 screenshots:

 http://home.arcor.de/vollnhals-bremen/Catalina/CatFFTest/fgfs-screen-144.jp
g
 http://home.arcor.de/vollnhals-bremen/Catalina/CatFFTest/fgfs-screen-148.jp
g

 Have a nice week

 Georg



Hey , Nice  and thanks

Regards

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Re: [Flightgear-devel] groundcache, solid, water, why not a property ?

2007-09-07 Thread gh.robin
On ven 7 septembre 2007, you wrote:
 On ven 7 septembre 2007, Melchior FRANZ wrote:
  * Jon S. Berndt -- 9/7/2007 1:33 AM:
  [ground material aware gear handling in JSBSim]
 
   Well, if I was the one doing the ridiculing, I apologize.
 
  No need to, you weren't, IIRC.  :-)
 
  But the ridiculing became known to the IRC participants, and this
  caused very upset (and slightliy exaggerated :-) reactions there.
  Unfortunately, someone posted the IRC protocol to the JSBSim list
  to pour more oil into the fire. Ever since then people on IRC
  were cautious when the spy was online. (And I apologize for my
  part in the harsh reaction, which was not meant for publication
  but only to release some pressure. :-)
 
  m. (a.k.a. cptf)

 Yes i was the SPY
IN others situations you did not mind yourself 
to report on that List the IRC content (cf 737)

 Regards



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Re: [Flightgear-devel] FG-OSG the wall on sea ?

2007-09-07 Thread gh.robin
On ven 7 septembre 2007, Tim Moore wrote:


 This is the result of my code to add more detail and curvature to the ocean
 tiles. Your Catalina is at the boundary between a coastal tile and an ocean
 tile. The coastal tile is in the scenery database and can't be altered at
 run time, so it is stuck with the old scheme of having a straight edge
 between the corner points of the tile. You're seeing a graphic illustration
 of how much curvature there is in the earth's surface. The wall is an
 apron around the ocean tile that is meant to hide this difference; I think
 you'll agree that the boundary is pretty much invisible unless you motor
 right up to it in a (non-flying) flying boat :)


Hello, Tim

Oh right , does it mean that now the Ships , Carriers, .. will be flying 
over  the Ocean  ?

Thanks



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Re: [Flightgear-devel] groundcache, solid, water, why not a property ?

2007-09-07 Thread gh.robin
On ven 7 septembre 2007, Melchior FRANZ wrote:
 * Jon S. Berndt -- 9/7/2007 1:33 AM:
 [ground material aware gear handling in JSBSim]

  Well, if I was the one doing the ridiculing, I apologize.

 No need to, you weren't, IIRC.  :-)

 But the ridiculing became known to the IRC participants, and this
 caused very upset (and slightliy exaggerated :-) reactions there.
 Unfortunately, someone posted the IRC protocol to the JSBSim list
 to pour more oil into the fire. Ever since then people on IRC
 were cautious when the spy was online. (And I apologize for my
 part in the harsh reaction, which was not meant for publication
 but only to release some pressure. :-)

 m. (a.k.a. cptf)

Yes i was the SPY

Regards



-- 
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Re: [Flightgear-devel] groundcache, solid, water, why not a property ?

2007-09-06 Thread gh.robin
On jeu 6 septembre 2007, Jon S. Berndt wrote:
  Melchior FRANZ
 
  But that's IMHO the only way that makes sense. And JSBSim
  (unlike YASim) currently lacks other gear features, anyway.
  Per-gear-material-info can easily be implemented when the
  JSBSim gear gets friction/solidity/etc. awareness. The
  the whole world is a runway behavior is fun, but ...  :-}
 
  m.

 I remember suggesting to add something like this years ago, because it's
 not hard to do. It's always been a question of how to get that information
 to the gear model. But, just so I am clear on one thing, the terrain
 material is a property of a polygon, correct? There is no granularity
 smaller than that?

 As far as other gear features, what would those be?

 Jon

Hello, Jon,

Sure that update, would give, a better generic solution.
However regarding the diff in between water and solid ground, the existing 
source gives everything   we need to simulate that diff

=1==Within Flight control system (FCS)  a combination of 
=switches
= cmd position norm
with contact point related (gear/gear/wow)

AND

=2== Within Aerodynamics a creation of Functions 
Can answer the request

I hope to give a demonstration of it with the Catalina.
As soon as possible,  the most difficult to me, is to write the Nasal script 
which will create the property which is needed , i mean the Type of 
Material.

JSBSim answer most of the specific requests, without any nasal scripts, i  
have included in it a lot of features:
differential braking (Corsair F4U-7) , differential throttle (Catalina , 
P-38), chute command  (BlackBird), water loading (Catalina), electric 
components and control, some useful variable data for animations..and 
soon again the AAR refueling.

The existing flexibility gives the tools needed, we could ask more and more, 
but like it was said on an other topic

Don't let the perfect be the enemy of the good.


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[Flightgear-devel] FG-OSG the wall on sea ?

2007-09-06 Thread gh.robin



Hello,

Some time ago we had a lot of problem offshore  with FG OSG ,(missing tile, 
wrong resolution)

Now we have the wall.

Here the snapshot 
http://perso.orange.fr/GRTux/tsunami.jpg

And the position where i have found it
http://perso.orange.fr/GRTux/tsunami-pos.jpg

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[Flightgear-devel] groundcache, solid, water, why not a property ?

2007-09-05 Thread gh.robin


Hello,

groundcache.cxx seems to be able to give the material information ( lines 234 
and following), mainly solid or water.

According to a recent talk on IRC, i dare that question:
Why don't we have it given on the property tree  ?, which could be very useful 
for animations (OSG particles, for instance)  and mainly for any FDM.
I know that we have it within Yasim, which use it for gear, but it is a closed 
solution.  
With a specific property we could have it fully opened.

Regards
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[Flightgear-devel] Fwd: Catalina PBY6 Firefighter

2007-09-05 Thread gh.robin

--  Forwarded Message  --

Sujet : Catalina PBY6 Firefighter
Date : mer 5 septembre 2007
De : gh.robin [EMAIL PROTECTED]
À : JSBSim development issues [EMAIL PROTECTED]



Hello, 
A Catalina PBY6 Firefighter variant has just been commited to CVS , 
thanks to Curt.

The livery (which must  be improved) is that one which was in use in the 
South-East of France  from 1964 to 1970

The model includes the water filling and bombing features, with submodels 
animations (plib and osg compatible).
 It is working with both FG cvs version FG cvs OSG an FG cvs  PLIB or FG 
0.9.11. pre
--aircraft=Catalina

IF you have FG built with OSG osgviewer, you may use 
--aircraft=Catalina-OSG
On water you will get the particles effect, due to the water.
Because i have written quickly, on the corner these osg script, they must be 
improved, and i hope, later on, to give you some nicer results.

here some snapshot
http://perso.orange.fr/GRTux/PBY6-img1.jpg
http://perso.orange.fr/GRTux/PBY6-img2.jpg
http://perso.orange.fr/GRTux/PBY6-img3.jpg
http://perso.orange.fr/GRTux/PBY6-img5.jpg
http://perso.orange.fr/GRTux/PBY6-img6.jpg


BTW: That model , will be later one, given with other variants PB6 and PBY5 
(the tail is different) , with the famous US livery and front turet (the most 
difficult is done :) )

Regards
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---

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Re: [Flightgear-devel] groundcache, solid, water, why not a property ?

2007-09-05 Thread gh.robin
On mer 5 septembre 2007, Melchior FRANZ wrote:
 * gh.robin -- 9/5/2007 4:15 PM:
  groundcache.cxx seems to be able to give the material information

 [...]

  With a specific property we could have it fully opened.

 Isn't the property tree, but might be useful nevertheless:
 There's a Nasal function geodinfo() that returns material and
 other properties for given lat/lon coordinates. If you really
 need it in the tree (e.g. for XML animations), then you could write
 a simple Nasal loop that copies it there in regular intervals.

   var lat = getprop(/position/latitude-deg);
   var lon = getprop(/position/longitude-deg);
   var info = geodinfo(lat, lon);

   if (info != nil) {
   print(the terrain under the aircraft is at elevation , info[0], 
 m); if (info[1] != nil)
   print(and it is , info[1].solid ? solid ground : covered by
 water); }

   debug.dump(info);

   # outputs
   [ 106.9892101062052, { light_coverage : 0, bumpiness :
 0.5999, load_resistance : 1e+30, solid : 0,  names : [ Lake,
 Pond, Reservoir, Stream, Canal ], friction_factor : 1,
 rolling_friction : 1.5 } ]

 see:
 http://wiki.flightgear.org/flightgear_wiki/index.php?title=Nasal_scripting_
language

 m.

Oh, yes 
thanks Melchior

That solution is useful, i was just looking for a lazy boy way, without 
Nasal :)

Regards
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Re: [Flightgear-devel] groundcache, solid, water, why not a property ?

2007-09-05 Thread gh.robin
On mer 5 septembre 2007, Melchior FRANZ wrote:
 * Melchior FRANZ -- 9/5/2007 5:15 PM:
  If you really need it in the tree (e.g. for XML animations), then [...]

 Oh, and ai submodel impacts report the material in the property tree
 already, along with other impact data.

 m.


hmm, 
may be i missed something , because i find nothing regarding impacts in the 
submodel property tree.

Anyhow, these data  would be useful, out of any submodel definitions.

Regards 


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Re: [Flightgear-devel] groundcache, solid, water, why not a property ?

2007-09-05 Thread gh.robin
On mer 5 septembre 2007, Melchior FRANZ wrote:
 * gh.robin -- 9/5/2007 5:43 PM:
  i find nothing regarding impacts in the submodel property tree.

 See $FG_ROOT/Docs/README.submodels and the seahawk for an example.
 If impacts are enabled in the submodel XML config file (impact),
 then every impact generates a dir entry in /ai/models/ with all
 the impact data (lat/lon/elev/solid/etc. The submodel can directly
 access the properties, as that dir is its base dir. So you can keep
 a parachuter from falling through the ground etc.

 And /ai/models/model-impact is set to the path of the last impact,
 so you can attach a listener to it and read out the data from any
 Nasal context. You can also set individual listener report nodes
 for each submodel in the submodel XML config (impact-reports;
 see the bo105 for an example, where a model is placed at impact
 points).

 m.

ok,
 now i understand, but unfortunately that is only available with submodel, 
which does not answer the request regarding the model itself.
And only the Nasal way can answer

Regards

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Re: [Flightgear-devel] groundcache, solid, water, why not a property ?

2007-09-05 Thread gh.robin
On mer 5 septembre 2007, Melchior FRANZ wrote:
 * gh.robin -- 9/5/2007 6:16 PM:
  unfortunately that is only available with submodel,
  which does not answer the request regarding the model itself.

 Yes. But it's information that needs to be available per gear,
 not for /position/{latitude,longitude}-deg. And YASim provides
 this information, while JSBSim doesn't. It has to be added to
 the JSBSim/fgfs interface.

 m.


to me,
It is not necessary to include it within JSBSim 
The process within JSBSim is not the same than YAsim
The existing JSBsim is able to take it without any new specific modifications.
With the FCS features we can customize it.
We only need to have from an external  property 


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Re: [Flightgear-devel] groundcache, solid, water, why not a property ?

2007-09-05 Thread gh.robin
On mer 5 septembre 2007, Melchior FRANZ wrote:
 * gh.robin -- 9/5/2007 6:37 PM:
  * On mer 5 septembre 2007, Melchior FRANZ wrote:
   But it's information that needs to be available per gear,
   [...] it has to be added to the JSBSim/fgfs interface.
 
  to me, It is not necessary to include it within JSBSim

 But that's IMHO the only way that makes sense. And JSBSim
 (unlike YASim) currently lacks other gear features, anyway.
 Per-gear-material-info can easily be implemented when the
 JSBSim gear gets friction/solidity/etc. awareness. The
 the whole world is a runway behavior is fun, but ...  :-}

 In the meantime the Nasal solution is good enough. IMNSHO.

 m.

The power and flexibility within JSBsim gives facilities to include extra 
feature without any update/modification of  the existing  sources (in spite 
of a lack with carrier funct which will be solved).
Any modifications within jsbsim / gears with material type related would be 
redundant. with existing features.
i see only one improvement which could be done = to be able to process 
separately each gear components (left gear , right , rear gear )

We can with an  external property  scenery material type  to process  
correctly the aircraft reactions according to the material type.

Yes without any  Property (which would be the best way) the Nasal solution 
is better than nothing

Regards

 


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Re: [Flightgear-devel] groundcache, solid, water, why not a property ?

2007-09-05 Thread gh.robin
On mer 5 septembre 2007, Melchior FRANZ wrote:
 * gh.robin -- 9/5/2007 6:37 PM:
  * On mer 5 septembre 2007, Melchior FRANZ wrote:
   But it's information that needs to be available per gear,
   [...] it has to be added to the JSBSim/fgfs interface.
 
  to me, It is not necessary to include it within JSBSim

 But that's IMHO the only way that makes sense. And JSBSim
 (unlike YASim) currently lacks other gear features, anyway.
 Per-gear-material-info can easily be implemented when the
 JSBSim gear gets friction/solidity/etc. awareness. The
 the whole world is a runway behavior is fun, but ...  :-}

 In the meantime the Nasal solution is good enough. IMNSHO.

 m.

The power and flexibility within JSBsim gives facilities to include extra 
feature without any update/modification of  the existing  sources (in spite 
of a lack with carrier funct which will be solved).
Any modifications within jsbsim / gears with material type related would be 
redundant. with existing features.
i see only one improvement which could be done = to be able to process 
separately each gear components (left gear , right , rear gear )

We can with an  external property  scenery material type  to process  
correctly the aircraft reactions according to the type.

And Yes without any  Property (which would be the best way) the Nasal solution 
is better than nothing

Regards

 


-- 
Gérard


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[Flightgear-devel] F-5B , P-38L Lightning

2007-08-25 Thread gh.robin

Hello,

A new version of the P-38L package is available here:
http://perso.orange.fr/GRTux/P-38-Lightning.tar.gz

It is an update which include the variant of the F-5B (P-38L Reconnaissance  
model)
It has the French Livery of the St Exupery  Aircraft, the night of July 31, 
1944  he flew his last mission  (disappearance in flight).
http://perso.orange.fr/GRTux/F-5B-image1.jpg

That full package (new directories , new files) can replace the existing CVS 
version.

Cheers

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Re: [Flightgear-devel] Jeep into CVS?

2007-08-25 Thread gh.robin
On sam 25 août 2007, Detlef Faber wrote:
 Hello everybody,

 does anybody object against putting the jeep into CVS?

 Are there any suggestions how to treat non-flying vehicles in general?

 I will wait a few days and if there are no objections I will committ the
 jeep as it is now.

 Greetings

 Detlef


Hello, Detlef

Why not, :)
we are missing, to populate FG with anything else than Aircrafts.
I hope your Jeep will start the beginning of MP ground only objects


Regards

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[Flightgear-devel] Fouga CM170 and Zephyr CM175

2007-08-25 Thread gh.robin

Hello, 
according  to  a recent talk on IRC, i will deliver a Fouga CM170 and the  
French Navy variant Zephyr CM175 ( it is part of my huge French Navy 
project ) 
here is a snapshot 
http://perso.orange.fr/GRTux/Zephyr.jpg

Regards.

BTW: an other aircraft is coming soon the Catalina PBY6 (with its huge tail)
It will be the aerial fire-fighting water bomber version,  with water tank 
reloading and water bombing.

today working on texture livery, some little animation details to solve

here some snapshots.

http://perso.orange.fr/GRTux/PBY6-img1.jpg
http://perso.orange.fr/GRTux/PBY6-img2.jpg


Regards

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Re: [Flightgear-devel] cmake error building osg

2007-08-18 Thread gh.robin
On sam 18 août 2007, dave perry wrote:
 I am getting the following error building osg:

  CMake Error: Error in cmake code at
 
 /usr/local/source-osg/OpenSceneGraph-2.1.5/src/osgPlugins/osgFX/CMakeLists.
txt:15: Unknown CMake command SETUP_PLUGIN.

 I get it withOpenSceneGraph/trunk as well as with 2.1.5 from the zip
 archive.

 I am running fc6 with cmake-1.4.6-3.fc6.

 Thanks for any suggestions,
 Dave


hmm, 
the last fc6 cmake is cmake-2.4.6-3.fc6.  which is in the  extra repo

Regards



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Re: [Flightgear-devel] 'setUpdateVisitor' doesn't exist anymore in OSG?

2007-08-12 Thread gh.robin
On Sun 12 August 2007 19:10, Laurence Vanek wrote:
 Laurence Vanek wrote:
 

 reply to myself.

 This problem still exists as of 30 minutes ago when I did fresh svn
 update of OSG  rebuilds of simgear + FG.

 At presnt FG does not build from cvs head for me.  Anyone else see this?

 According to that,  was previously said,   there  is  a  closed minded  way  
 
the stable OSG version 2.0

Regards
 
Gérard


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Re: [Flightgear-devel] 'setUpdateVisitor' doesn't exist anymore in OSG?

2007-08-12 Thread gh.robin
On Sun 12 August 2007 22:31, Laurence Vanek wrote:
 gh.robin wrote:
  On Sun 12 August 2007 19:10, Laurence Vanek wrote:
  Laurence Vanek wrote:
 
 
  reply to myself.
 
  This problem still exists as of 30 minutes ago when I did fresh svn
  update of OSG  rebuilds of simgear + FG.
 
  At presnt FG does not build from cvs head for me.  Anyone else see this?
 
   According to that,  was previously said,   there  is  a  closed minded
   way the stable OSG version 2.0
 
  Regards
 
  Gérard

 ok.not sure I understand what you are saying.  I have been
 building OSG with the non-closed mind version for some time now
 without much trouble.

 I dont normally inhabit the devel list since I am a user not a
 developer.  It would appear to me that the developers would be more than
 a little concerned with this issue.

 I will be patient.

 thanks for the reply.


hello Laurence,
Sorry for the joke.

Since the osg V2 stable version  is available, and according to the 
recommendation which was  given about FG OSG 
see here: 
http://sourceforge.net/mailarchive/message.php?msg_name=46732D9D.7030300%40jonathanwagner.net

To me, osg V2 seems to be the best choice.
So,  we avoid to confuse   the bugs which are coming from OSG  and bugs which 
are coming from FG itself.

Cheers

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Re: [Flightgear-devel] 'setUpdateVisitor' doesn't exist anymore in OSG?

2007-08-11 Thread gh.robin
On Sat 11 August 2007 11:08, Sébastien MARQUE wrote:
 Hi all,

 just willing to say you that OSG/SVN doesn't seem to have anymore the
 member 'setUpdateVisitor' in class osgViewer::Scene, which is needed at
 least the first time during compilation in renderer.cxx at line 396.

 After grepping in my local include directory, I found another
 'setUpdateVisitor' member in osgUtil::SceneView, I tried to use it in
 renderer.cxx, line 391:
 osgUtil::SceneView* scene = viewer-getScene();

 but then I get the following:
 renderer.cxx:392: erreur: cannot convert ‘osgViewer::Scene*’ to
 ‘osgUtil::SceneView*’ in initialization

 I know this is not a very orthodox method, but I wanted to give it a try ;)

 The last fine working OSG revison was the rev7802 here.

 System: Debian Sid, gcc4.2.1

 Regards
 Seb

I wonder if , here we are testing FG with OSG. or OSG stand alone :) ?

Wasn't it said before on that devel-mail , that the best,  would be to keep 
the stable version of OSG v2.0, during that long migration of FG from Plib to 
Osg.
SEE [Flightgear-devel] OpenSceneGraph 2.0  Date : 2007-06-16 02:23  topic
everything is said and answered here. 
http://sourceforge.net/mailarchive/forum.php?thread_name=46732D9D.7030300%40jonathanwagner.netforum_name=flightgear-devel


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Re: [Flightgear-devel] 'setUpdateVisitor' doesn't exist anymore in OSG?

2007-08-11 Thread gh.robin
On Sat 11 August 2007 14:45, gh.robin wrote:
 On Sat 11 August 2007 11:08, Sébastien MARQUE wrote:
  Hi all,
 
  just willing to say you that OSG/SVN doesn't seem to have anymore the
  member 'setUpdateVisitor' in class osgViewer::Scene, which is needed at
  least the first time during compilation in renderer.cxx at line 396.
 
  After grepping in my local include directory, I found another
  'setUpdateVisitor' member in osgUtil::SceneView, I tried to use it in
  renderer.cxx, line 391:
  osgUtil::SceneView* scene = viewer-getScene();
 
  but then I get the following:
  renderer.cxx:392: erreur: cannot convert ‘osgViewer::Scene*’ to
  ‘osgUtil::SceneView*’ in initialization
 
  I know this is not a very orthodox method, but I wanted to give it a try
  ;)
 
  The last fine working OSG revison was the rev7802 here.
 
  System: Debian Sid, gcc4.2.1
 
  Regards
  Seb

 I wonder if , here we are testing FG with OSG. or OSG stand alone :) ?

 Wasn't it said before on that devel-mail , that the best,  would be to keep
 the stable version of OSG v2.0, during that long migration of FG from Plib
 to Osg.
 SEE [Flightgear-devel] OpenSceneGraph 2.0  Date : 2007-06-16 02:23  topic
 everything is said and answered here.
 http://sourceforge.net/mailarchive/forum.php?thread_name=46732D9D.7030300%4
0jonathanwagner.netforum_name=flightgear-devel


 Regards


ouups 

the right link which refer to the toîc is 

http://sourceforge.net/mailarchive/message.php?msg_name=46732D9D.7030300%40jonathanwagner.net
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Re: [Flightgear-devel] 'setUpdateVisitor' doesn't exist anymore in OSG?

2007-08-11 Thread gh.robin
On Sat 11 August 2007 15:48, Sébastien MARQUE wrote:
 thank you gh.robin for your lights,

 but, you have to understand that I'm not camplaining, just reporting a
 fact and telling the solutions I've tried to solve the problem, in the
 hope to help or avoid future problems.

 As far as I know, FG is Open-source, OSG is open-source, and I am
 open-minded. If you want to stay close-minded that's your choice, we
 already discussed this point on an other place.

 I think... no, I'm sure that I'm free to use OSG/SVN linked to FG/CVS
 and that I can live with the problems encountered by dynamic and still
 in development softwares. If you only like stable softwares and
 librairies, that's your choice too, and I never tried to change your
 mind about. So please, gh.robin, don't tell me anymore that I have to do
 to satisfy your way of thinking

 all the best
 Seb



Ouf, i feel better

 so this was OUT of flightgear-devel  topic

thanks


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[Flightgear-devel] osgDB ac3d reader: detected line with less than 2 vertices!

2007-08-11 Thread gh.robin

Hello,

Help==
With FG OSG  when the model is loaded we could get the following message:
osgDB ac3d reader: detected line with less than 2 vertices!

It is not a huge work to find the error  and to  solve the error , 
but. if the model is made of ...more than 120 submodels (i have 
it   :)  ).

Is there any way to get the model_name.ac  which is the cause of the error 
message.

Regards

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Re: [Flightgear-devel] Fwd: Re: Bug in JSBSim FGPropeller.cpp

2007-08-08 Thread gh.robin
On Tue 7 August 2007 22:37, Berndt, Jon S wrote:
  Yes there is some differences needed to keep the right
  heading , when we modify the throttle value, but it is not
  exactly what you are describing.

 I haven't been able to look too closely at this, yet, but I have a
 suspicion. If you look in the function FGPropeller::GetPowerRequired()
 there is this line at the end of that function:

 vTorque(eX) = -Sense*PowerRequired / (RPS*2.0*M_PI);

 This calculates the torque caused by the propeller as it beats against
 the atmosphere, and it does account for the sense that the propeller
 turns in.

 Now, look in the function above it, Calculate(), and you will see this,
 where the moment is calculated for the propeller:

   vMn = fdmex-GetPropagate()-GetPQR()*vH + vTorque*Sense;

 Do you see what is happening? The torque is getting multiplied by the
 sense, again. I suspect that the equation should simply be:

   vMn = fdmex-GetPropagate()-GetPQR()*vH + vTorque;

 Can you try this out?

 Jon

Hello Jon

I just tried  FG rebuilt with  that update, with P-38L  when pushing the 
throttle and pulling and pushing  the aircraft  reaction is 
better the aircraft heading is now close to be stable.

When testing  it with F4U-7 (french corsair) i continue to get the welcome 
right torque effect more or less according to the throttle position.

I cannot answer instead of Torsten,  may be you you have pointed to the right 
place. That update gives a positive result.

Regards

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Re: [Flightgear-devel] Bug in JSBSim FGPropeller.cpp

2007-08-07 Thread gh.robin
On Tue 7 August 2007 17:57, Torsten Dreyer wrote:
 There is a bug in JSBSim causing multiengine aircraft with counterrotating
 props suffer from excessive yaw when engines are running. Significant
 aileron deflection is required to fly straight and level.

 I tracked down that issue and finally came to FGPropeller.cpp line 198:

   vH(eX) = Ixx*omega*Sense;

 If I understand correctly, this is some kind of force along the rotating
 axis of the propeller and it should not be multiplied with Sense (unless
 someone mounts a wrong propeller...)

 Making the line

   vH(eX) = Ixx*omega;

 removes the unwanted yaw and creates symmetrical forces and moments.

 The only aircrafts using counterrotating props are the P-38L and the
 SenecaII. All others should not be affected by this patch.

 Greetings, Torsten



May be i don't understand your remark, and i could be wrong,

but all aircraft propeller have not the same rotation direction , 
some are CCWon the same aircraft 
some are CW  on others  aircraft.

Sure there is no problem with P-38L one propeller is given 
 sense -1 /sense
The other is given 
 sense 1 /sense

so, Sense could be -1 or 1 which is significant for the propeller effect.

it is very important to keep in that calculation the Sense.


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Re: [Flightgear-devel] Bug in JSBSim FGPropeller.cpp

2007-08-07 Thread gh.robin
On Tue 7 August 2007 18:20, gh.robin wrote:
 On Tue 7 August 2007 17:57, Torsten Dreyer wrote:
  There is a bug in JSBSim causing multiengine aircraft with
  counterrotating props suffer from excessive yaw when engines are running.
  Significant aileron deflection is required to fly straight and level.
 
  I tracked down that issue and finally came to FGPropeller.cpp line 198:
 
vH(eX) = Ixx*omega*Sense;
 
  If I understand correctly, this is some kind of force along the rotating
  axis of the propeller and it should not be multiplied with Sense (unless
  someone mounts a wrong propeller...)
 
  Making the line
 
vH(eX) = Ixx*omega;
 
  removes the unwanted yaw and creates symmetrical forces and moments.
 
  The only aircrafts using counterrotating props are the P-38L and the
  SenecaII. All others should not be affected by this patch.
 
  Greetings, Torsten

 May be i don't understand your remark, and i could be wrong,

 but all aircraft propeller have not the same rotation direction ,
 some are CCWon the same aircraft
 some are CW  on others  aircraft.

 Sure there is no problem with P-38L one propeller is given
  sense -1 /sense
 The other is given
  sense 1 /sense

 so, Sense could be -1 or 1 which is significant for the propeller effect.

 it is very important to keep in that calculation the Sense.


 Regards



In addition to, if these effect seems to be more than you espect it is 
possible to reduce the value with  p_factor /p_factor  with zero there is 
no effect.

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[Flightgear-devel] OSG and material animation, livery change ??

2007-08-07 Thread gh.robin



Hello,

With  FG OSG Does somebody succeeded  to get livery change  ? , i have tried 
bf109g, b1900d for instance,  which does work.
Only FG PLIB gives the nice result.

I intend to implement some diff livery on Noratlas ant P-38L , i am not sure 
that is a good idea.

Regards

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[Flightgear-devel] Fwd: Re: Bug in JSBSim FGPropeller.cpp

2007-08-07 Thread gh.robin


--  Forwarded Message  --

Subject: Re: [Flightgear-devel] Bug in JSBSim FGPropeller.cpp
Date: Tue 7 August 2007 21:03
From: gh.robin [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@lists.sourceforge.net

On Tue 7 August 2007 20:00, Torsten Dreyer wrote:
   May be i don't understand your remark, and i could be wrong,
  
   but all aircraft propeller have not the same rotation direction ,
   some are CCWon the same aircraft
   some are CW  on others  aircraft.

 Correct - and some aircraft have both of it: one CW and one CCW.

   Sure there is no problem with P-38L one propeller is given
sense -1 /sense
   The other is given
sense 1 /sense
  
   so, Sense could be -1 or 1 which is significant for the propeller
   effect.
  
   it is very important to keep in that calculation the Sense.

 Yes - also true.

  In addition to, if these effect seems to be more than you espect it is
  possible to reduce the value with  p_factor /p_factor  with zero
  there is no effect.

 Since the engines of the P-38L and the Seneca are turning in opposite
 directions, the p-factor of both propellers are compensating each other.
 Thats why aircraft with counterrotating props are made: they are easier to
 fly!

 Try yourself: Get the P-38L in the air and fly full throttle straight and
 level, open the property-browser for controls/flight. I need a right
 aileron deflection to keep the wings level. If I reduce power to idle, the
 aircraft turns sharply to the right with that aileron setting.
 This should not happen on aircraft with counterrotating props.

Yes there is some differences needed to keep the right heading , when we
modify the throttle value, but it is not exactly what you are describing.

When tuning the FDM during developpement:
I experienced a stable flight , waiting for the supercharger being stopped
(five minutes after take off)
I opened both property browser jsbsim/propulsion/engine[0]
and /jsbsim/propulsion/engine[1], i could notice some diff in between
blade-angle , thrust coefficient  of both propellers engines (i don't know
why)
If i reduce the throttle value the aircraft change slightly his heading,  the
aircraft stability is modified, because of the speed which decrease quickly,
that modification could be:  turn on the left, or turn on the right.
At that stage i modify again the aileron deflection to keep the right
 heading. If i increase again the throttle, i get again a stability problem,
 and the ac turn to right or to left.
I did not conclude it is due to a torque effect.

I have an other aircraft  the F4U-7 only one propeller   ,
the engine and propeller values are close to these we have with the P-38,
the torque effect on the F4U-7 is very high, and .that is right.

So i can say we don't have any torque effect with the P-38L, we have more or
less a stability problem when the speed and the thrust are modified.

Regards


BTW: i have just finished the Noratlas 2501 which is only two engines ,
propeller both the same sense  ( viewed  from the pilot CCW).  with
p_factor 60/p_factor

I do not notice  a very significant torque of the aircraft



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---

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[Flightgear-devel] Aircrafts using JSBSim FDM= c130, f18

2007-08-04 Thread gh.robin


Hello,
We can notice that some aircraft which are using JSBSim FDM could have a 
better realistic FDM if they used the FDM data, which are available within 
the FG community.

The c130 could use the C130 FDM engine (turboprop engine) and 
aerodynamicC130.xml,v 1.11 2006/05/18 11:53:35 jberndt  which are there 
available into JSBSim CVS data , mainly the engine which  seems to be more 
real that the piston engine.

The f18 could use the FA18 FDM data from Mathias Fröhlich (if he agree) , 
which are AFAIK the right data.

Because i knows the difficulties to build the FDM (data) of an aircraft, and i 
know the pleasure to find  a ready to be used  :)  , that is  only a 
remark, not a complain.


Cheers

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Re: [Flightgear-devel] Weather interpolation patch

2007-08-03 Thread gh.robin
On Fri 3 August 2007 18:49, Hans Fugal wrote:
 On 8/3/07, Melchior FRANZ [EMAIL PROTECTED] wrote:
  * Stuart Buchanan -- Thursday 26 July 2007:
   It interpolates METAR changes over time as follows:
 
  Committed, thanks. This was sorely missing, but I'm afraid
  we'll get complaints because the real-life-weather doesn't
  work any more. (No more obvious weather changes shaking the
  aircraft.  ;-)

 A good reply would be, find a real-world crosswind situation and try
 to land. :-)



But you can fly through a storm and get these changes shaking the Aircraft, 
isn't it ?
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[Flightgear-devel] Aircrafts using JSBSim FDM= c130, f18

2007-08-02 Thread gh.robin


Hello,
We can notice that some aircraft which are using JSBSim FDM could have a 
better realistic FDM if they used the FDM data, which are available within 
the FG community.

The c130 could use the C130 FDM engine (turboprop engine) and 
aerodynamicC130.xml,v 1.11 2006/05/18 11:53:35 jberndt  which are there 
available into JSBSim CVS data , mainly the engine which  seems to be more 
real that the piston engine.

The f18 could use the FA18 FDM data from Mathias Fröhlich (if he agree) , 
which are AFAIK the right data.

Because i knows the difficulties to build the FDM (data) of an aircraft, and i 
know the pleasure to find  a ready to be used  :)  , that is  only a 
remark, not a complain.


Cheers

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Re: [Flightgear-devel] Cessna 150 update

2007-07-22 Thread gh.robin
On Sat 21 July 2007 19:06, Harald JOHNSEN wrote:
 Jon S. Berndt wrote:
 Nice looking 3D model. Did you use the JSBSim converter to convert the
 model? Was it relatively painless? Do I even want to know? ;-)
 
 Jon

 Thank, yes I used the converter at the begining, I don't remember
 exactly but I think I did a few tries because the files were not at the
 right place so there was allways something missing, but yes this was
 relatively painless. Then I've started a datcom model but I still have a
 few problems to solve so the fdm is a mix of the converter output and
 some numbers from datcom.

 HJ.

Thanks, Harald

The 3D Cockpit is perfect. It is a pleasure to fly it.
You said,  to convert and to make the FDM was relatively painless , the 
result is great.

Regards

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[Flightgear-devel] Air refueling JSBSim code versus Nasal code

2007-07-17 Thread gh.robin


Hello,

I notice a huge conflict, about Air Refueling.

With Aircraft which use JSBSim FDM, we had first, in the past  (at least from 
FG 0.9.8 and earlyer)  the advantage to use the AAR JSBsim code, before 
anything else it was developed. It was a great progress.

Now if we want to have a customized aar code with nasal, or only to use the 
existing aar.nas recently developed and situated in Aircraft/Geberic 
directory, we cannot. 
In order to be free to use that JSBSim feature only is we want, will it be 
possible to include a JSBSim specific property , for instance
fcs/refueling  false or  true   which  authorize  or not that automatic 
feature

Thanks

Regards



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Re: [Flightgear-devel] new utility

2007-07-16 Thread gh.robin
On Mon 16 July 2007 16:16, AnMaster wrote:
 Curtis Olson wrote:
SNIP
  Note that this utility does have many limitation at the moment ... it
  only spits out one square for one texture per model.  The output model is
  flat, so you have to manually figure out an altitude that floats it a
  meter or two
  above the default terrain.  It's not a perfect solution, but might be
  useful
  for some situations.
 
  I have found it handy to spiff up my local R/C flying site scenery for
  replaying flights in my instrumented R/C airplane:
 
  http://youtube.com/watch?v=MTkJYaiVxtA
 
  All those nice mowed fields around our airstrip have been planted with
  corn this year and it's now about 8' high ... sob ... :-(
 
  Regards,
 
  Curt.

 So not useful for terrain like mountains? :-(

 Other than that this sounds very nice.

 Regards,
 AnMaster



Thanks, Curt 

Nice work, that tool will be very helpful.


Oh, yes AnMaster, i am pretty sure it could be  used for mountains, look at 
that specific  model Tour du Ventoux  ( which is close to my home  :)  )  
http://fgfsdb.stockill.org/modeledit.php?id=317

I have redrawn  a 3D .ac  model which include the shape of the top, with road 
it comes over the existing  scenery.
The work was not easy.

I guess that with the Curt's tool it would have been easier


Cheers
-- 
Gérard


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Re: [Flightgear-devel] Blackbird -SR71 A and B

2007-07-15 Thread gh.robin
On Sun 15 July 2007 14:53, Melchior FRANZ wrote:
 * gh.robin -- Friday 13 July 2007:
  Here is a new version of SR71-BlackBird.

 Committed, thanks. (I picked up the newer version that you posted
 on the IRC channel.)

 m.


Melchior, thanks

I did nor gave any diff files because of a lot of changes, new module  
organisation  (to answer the two variant A and B) , and   mainly  files which 
are now not longer in use.

It must be deleted:
=  file data/Aircraft/SR71-BlackBird/splash2-BB.rgb 
= file data/Aircraft/SR71-BlackBird/splash3-BB.rgb
= file data/Aircraft/SR71-BlackBird/splash-BB.rgb
= file data/Aircraft/SR71-BlackBird/Models/BlackBird-model.xml
= file data/Aircraft/SR71-BlackBird/Models/SR71-blackbird.ac 
= directory data/Aircraft/SR71-BlackBird/Models/Texture-SR71


Regards

-- 
Gérard


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Re: [Flightgear-devel] Blackbird -SR71 A and B

2007-07-15 Thread gh.robin
On Sun 15 July 2007 17:20, Hans Ulrich Niedermann wrote:
 AnMaster wrote:
  Mike Schuh wrote:
  How are FG aircraft connected to an aircraft carrier?  Could the same
  technique be used for airborne carriers?
 
  Well for AI carriers that would work, note that there are no MP carriers.
  There lag would be an issue (as far as I understand it).

 Lag should not be much of a problem for MP aircraft carriers.

 I imagine the mass of an AC carrier is so much larger than the mass of
 carrier AC that one can probably neglect the forces the aircraft exerts
 on the carrier. So you only need to handle the forces the carrier exerts
 on the aircraft. That gets rid of the feedback loop which leads to those
 nasty oscillation problem.

 As to the problem of the aircraft becoming aware of changed forces from
 the carrier only with a certain lag, i guess the mass of the carrier is
 so large that it cannot change its state of movement fast enough for a
 few hundred milliseconds to be of much consequence.

 All in all, seaborne aircraft carriers should be feasible for FG.

 For airborne carriers, the mass ratios are probably more critical, and
 thus will need more thorough consideration with respect to above arguments.


Yes and Lag is not a problem at all, because the problem is very simple.

B52/X15 are first linked together , and only one pilot the B52 pilot is  
driving
 the other pilot (X15 pilot) is only an observer, in a passive mode.

There is not any problem with synchronization or anything else.

Only on decision, let's say the B52 pilot decision,  the X15 is freed, so, the 
X15 pilot can fly freely, if it is lag, it does not matter.
Remember it was not said the X15 should have to link again to the B52.

We are not talking about space sci-fi star ship mothership and shuttle 
(startrek)

To conclude, it is not the carrier processing and it is not the Aerotow 
processing.

Cheers

-- 
Gérard


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Re: [Flightgear-devel] Blackbird -SR71 A and B

2007-07-13 Thread gh.robin
On Fri 13 July 2007 01:28, bass pumped wrote:
 On 7/12/07, gh.robin [EMAIL PROTECTED] wrote:
SNIP
 
  the full  package is available here (5 mo)
  http://perso.orange.fr/GRTux/SR71-BlackBird.tar.gz
 
  Regads
 
  --
  Gérard
 
 
 

SNIP
 While you are it... maybe a M-21 and  launchable D-21 might work great too!

 :p

 To be really cool would be to then do what the Air Force failed to get the
 D21 to do... run a recc mission and then splash down for pickup!

 Cheers!!

You are right
 it would a good idea, and why no a  bell-X1 with  the B-29, 
or the B52 and X15 (we have both into FG)
that would be a challenge to have within MP both Aircrafts Mother and Child 
flying first together ,  and then flying separately.


Cheers




-- 
Gérard


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Re: [Flightgear-devel] Blackbird -SR71 A and B

2007-07-12 Thread gh.robin
On Fri 13 July 2007 01:17, gh.robin wrote:
 Hello,


 the full  package is available here (5 mo)
 http://perso.orange.fr/GRTux/SR71-BlackBird.tar.gz

 Regads


In addition to, if you want to climb at the best rate and touch quickly 
85000 ft, after take off engage autopilot with Pitch = 8  and ... nine 
minutes later you are at 85000 ft.
Sorry the sightseeing is not nice.
http://perso.orange.fr/GRTux/BlackBird-pic23.jpg

Regards

-- 
Gérard


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Re: [Flightgear-devel] Property path... again...

2007-07-11 Thread gh.robin
On Wed 11 July 2007 10:18, Maik Justus wrote:
 Hi,

 just for clarification:
 The leading slash has no influence, if a property if transferred over
 the MP-protocol (that is a hard-coded list).
 But if you use an absolute path instead of a relative, then the
 animation depends only on the absolute path, even if the model is a
 MP-aircraft. 
 If the players-aircraft has the same property defined as 
 the MP-aircraft is referencing (e.g. the player uses the same aircraft),
 than the MP-aircraft will show the same animations as the players
 aircraft. This is valid for every animation, not only elevator and gear.
 Therefore every aircraft should do relative references to the property
 wherever it is possible.

 Maik


That is exactly what i wonder, with the increase of aircraft animations, there 
is , and will be, more and more, accurate animations,
= for instance highly detailed gears with  compression animation, struts, 
actuators, connecting-rods, . (i have a model not yet in CVS which 
has such costly animations), 
within MP , which such animations we are going to a huge cpu consumption with 
significant loss of FPS, i have with my computer that problem, which is still 
acceptable.

Could it be possible , to limit the MP animation only to property surface 
position property/, the model creators will take care of i. 
When making the animations, he could decide if one specification is valuable 
for the pilot only or valuable for both the pilot and the MP visual observer.



Regards
-- 
Gérard


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Re: [Flightgear-devel] Property path... again...

2007-07-11 Thread gh.robin
On Wed 11 July 2007 13:30, AnMaster wrote:
 gh.robin wrote:

 
  That is exactly what i wonder, with the increase of aircraft animations,
  there is , and will be, more and more, accurate animations,
  = for instance highly detailed gears with  compression animation,
  struts, actuators, connecting-rods, . (i have a model not yet in
  CVS which has such costly animations),
  within MP , which such animations we are going to a huge cpu consumption
  with significant loss of FPS, i have with my computer that problem, which
  is still acceptable.
 
  Could it be possible , to limit the MP animation only to property
  surface position property/, the model creators will take care of i.
  When making the animations, he could decide if one specification is
  valuable for the pilot only or valuable for both the pilot and the MP
  visual observer.

 I find correct gear very important. Seeing aircrafts taxing around without
 gear extended, or gear that isn't resting on ground correctly, is quite
 irritating.

 Also isn't it possible to create a low res model that will be used for AI
 aircrafts?

 Regards
 AnMaster


oh, right i don't mean we must keep the landing gear up. (or down permanently)
that MP animation is necessary.

Going further on the landing gear animation (we could have the same request 
with some other aircraft component if the aircraft is highly details), i make 
the difference between  Landing gear UP/DOWN animation,  and compression 
animations.
Compression animation is costly and not very useful to be seen in an MP 
environment, so it could be only seen on the user/pilot side.

This is an example.

-- 
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Re: [Flightgear-devel] Property path... again...

2007-07-10 Thread gh.robin
On Tue 10 July 2007 23:04, AnMaster wrote:
 Apart from that I wrote to the wrong thread...

  I checked the other patches I made for bad properties outside the main
  xml file and have as a result of that updated some patches:
  http://rage.kuonet.org/~anmaster/flightgear/mosquito.patch
  http://rage.kuonet.org/~anmaster/flightgear/P-38-Lightning.patch





SNIP


 Regards,
 AnMaster


AnMaster

I notice you request patch for components which are situated into the cockpit, 
do you mean that will be useful for MP ?
I don't know the cpu cost of these MP animations, i only guess the less we 
have, the better will be the frame rate.
isn't it better to limit the the MP animations, only the main visual effects ?

Regards

-- 
Gérard


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Re: [Flightgear-devel] Property path... again...

2007-07-10 Thread gh.robin
On Wed 11 July 2007 01:12, AnMaster wrote:
 gh.robin wrote:
  On Tue 10 July 2007 23:04, AnMaster wrote:
  Apart from that I wrote to the wrong thread...
 
  I checked the other patches I made for bad properties outside the main
  xml file and have as a result of that updated some patches:
  http://rage.kuonet.org/~anmaster/flightgear/mosquito.patch
  http://rage.kuonet.org/~anmaster/flightgear/P-38-Lightning.patch
 
  SNIP
 
  Regards,
  AnMaster
 
  AnMaster
 
  I notice you request patch for components which are situated into the
  cockpit, do you mean that will be useful for MP ?

 Oops, that was by mistake, considering the amount of files to change... But
 it wouldn't matter if I changed that.

  I don't know the cpu cost of these MP animations, i only guess the less
  we have, the better will be the frame rate.

 Well we will have animations in either case: the difference would be what
 plane controls those animations.

  isn't it better to limit the the MP animations, only the main visual
  effects ?

 Well yes, most of cockpit (apart from pilot) should probably not be shown
 at all when you are not flying the plane.

 Regards,
 AnMaster

  Regards


In addition to that open talk, 
their is some models creators who are expert to create animations which are 
very complex , fortunately that is not the majority, and today we can 
continue to fly with MP , on our little computers without significant loss of 
cpu .

Starting to animate every component on MP,  will make some serious problem, 
but if we buy the last most powerful computer.

On my side i get some fpu loss within MP when an aircraft is close to me.


Before fighting against every property which begin with /

Would not it be better to define a rule, what must be MP animated , what must 
be not.

Regards.

-- 
Gérard


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Re: [Flightgear-devel] Some patches for gear

2007-07-09 Thread gh.robin
On Mon 9 July 2007 17:30, AnMaster wrote:
 For a lot of aircrafts the gear doesn't look right over multiplayer because
 the model file for those aircraft use property paths with a leading slash.
 I have made some patches to fix this to a few of the aircrafts (patches
 made against CVS data):

 http://rage.kuonet.org/~anmaster/flightgear/BlackBird-gear.patch
 http://rage.kuonet.org/~anmaster/flightgear/SenecaII-gear.patch
 http://rage.kuonet.org/~anmaster/flightgear/c310-gear.patch

 As these are the first patches I made for FlightGear I hope I made them in
 the right way, but they seem to work for me.

 Regards,
 AnMaster


Hello AnMaster,

Regarding SR71-Blackbird i have a new update which is going on , that error is 
taken in account, it will be fixed with many others.

Just be patient, because i have a lot of others improvements to do.

Thanks

-- 
Gérard


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Re: [Flightgear-devel] Instrument-altimeter unable to indicate altitude above 61831 feet

2007-07-06 Thread gh.robin
On Fri 6 July 2007 01:41, John Denker wrote:
 On 07/05/2007 06:57 PM, gh.robin wrote:
  When i opened that topic , it was to know if we could hope any FG update
  to get an altitude instrument  which can be able to indicate more than
  61000 ft.
 
  We have had a lot of discussion on it , but nothing which could give the
  right answer.
  Do we have to stay with  that limitation = 61000 ft ?

 No, we do not.

 Back on 06/19/2007 03:20 PM, I sent a message Gérard off list, including
 a patch to fix this, extending the existing model to over 100,000 feet.

 Apparently the message got lost somehow.


 As I explained on-list, there is nothing wrong with the altimeter.
 I fixed the altimeter months ago.

 The problem is in the model of the atmosphere, in environment.cxx,
 where it computes the ambient pressure.

 I will have more to say about this anon, but for now, here is
 the patch again.  It applies to today's CVS (offset one line).


Well  your patch is right,  i have tested it with Blackbird up to 9 ft

does anybody who has access to CVS source could commit it , both branch  ?

here again  is the John Denker Patch.

Thanks

-- 
Gérard
--- src/Environment/environment.cxx	2007/06/19 18:58:22	1.1
+++ src/Environment/environment.cxx	2007/06/19 19:03:22
@@ -48,43 +48,50 @@
 // Atmosphere model.
 
 
-// Copied from YASim Atmosphere.cxx, with m converted to ft, degK
-// converted to degC, Pa converted to inHG, and kg/m^3 converted to
-// slug/ft^3; they were then converted to deltas from the sea-level
-// defaults (approx. 15degC, 29.92inHG, and 0.00237slugs/ft^3).
-
-// Original comment from YASim:
-
-// Copied from McCormick, who got it from The ARDC Model Atmosphere
-// Note that there's an error in the text in the first entry,
-// McCormick lists 299.16/101325/1.22500, but those don't agree with
-// R=287.  I chose to correct the temperature to 288.20, since 79F is
-// pretty hot for a standard atmosphere.
+// Calculated based on the ISA standard day, as found at e.g.
+// http://www.av8n.com/physics/altimetry.htm
 
-// Elevation (ft), temperature factor (degK), pressure factor (inHG)
+// Each line of data has 3 elements:
+//   Elevation (ft), 
+//   temperature factor (dimensionless ratio of absolute temp), 
+//   pressure factor (dimensionless ratio)
 static double atmosphere_data[][3] = {
- { 0.00, 1.00, 1.000 },
- { 2952.76, 0.98, 0.898 },
- { 5905.51, 0.96, 0.804 },
- { 8858.27, 0.94, 0.719 },
- { 11811.02, 0.92, 0.641 },
- { 14763.78, 0.90, 0.570 },
- { 17716.54, 0.88, 0.506 },
- { 20669.29, 0.86, 0.447 },
- { 23622.05, 0.84, 0.394 },
- { 26574.80, 0.82, 0.347 },
- { 29527.56, 0.80, 0.304 },
- { 32480.31, 0.78, 0.266 },
- { 35433.07, 0.76, 0.231 },
- { 38385.83, 0.75, 0.201 },
- { 41338.58, 0.75, 0.174 },
- { 44291.34, 0.75, 0.151 },
- { 47244.09, 0.75, 0.131 },
- { 50196.85, 0.75, 0.114 },
- { 53149.61, 0.75, 0.099 },
- { 56102.36, 0.75, 0.086 },
- { 59055.12, 0.75, 0.075 },
- { 62007.87, 0.75, 0.065 },
+ {  -3000.00,   1.021,  1.1133 },
+ {  0.00,   1.000,  1. },
+ {   2952.76,   0.980,  0.8978 },
+ {   5905.51,   0.959,  0.8042 },
+ {   8858.27,   0.939,  0.7187 },
+ {  11811.02,   0.919,  0.6407 },
+ {  14763.78,   0.898,  0.5697 },
+ {  17716.54,   0.878,  0.5052 },
+ {  20669.29,   0.858,  0.4468 },
+ {  23622.05,   0.838,  0.3940 },
+ {  26574.80,   0.817,  0.3463 },
+ {  29527.56,   0.797,  0.3034 },
+ {  32480.31,   0.777,  0.2649 },
+ {  35433.07,   0.756,  0.2305 },
+ {  38385.83,   0.752,  0.2000 },
+ {  41338.58,   0.752,  0.1736 },
+ {  44291.34,   0.752,  0.1506 },
+ {  47244.09,   0.752,  0.1307 },
+ {  50196.85,   0.752,  0.1134 },
+ {  53149.61,   0.752,  0.0984 },
+ {  56102.36,   0.752,  0.0854 },
+ {  59055.12,   0.752,  0.0741 },
+ {  62007.87,   0.752,  0.0643 },
+ {  65000.00,   0.752,  0.0557 },
+ {  68000.00,   0.754,  0.0482 },
+ {  71000.00,   0.758,  0.0418 },
+ {  74000.00,   0.761,  0.0362 },
+ {  77000.00,   0.764,  0.0314 },
+ {  8.00,   0.767,  0.0273 },
+ {  83000.00,   0.770,  0.0237 },
+ {  86000.00,   0.773,  0.0206 },
+ {  89000.00,   0.777,  0.0179 },
+ {  92000.00,   0.780,  0.0156 },
+ {  95000.00,   0.783,  0.0135 },
+ {  98000.00,   0.786,  0.0118 },
+ { 101000.00,   0.789,  0.0103 },
  { -1, -1, -1 }
 };
 
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Re: [Flightgear-devel] Instrument-altimeter unable to indicate altitude above 61831 feet

2007-07-06 Thread gh.robin
On Fri 6 July 2007 01:41, John Denker wrote:
 On 07/05/2007 06:57 PM, gh.robin wrote:
  When i opened that topic , it was to know if we could hope any FG update
  to get an altitude instrument  which can be able to indicate more than
  61000 ft.
 
  We have had a lot of discussion on it , but nothing which could give the
  right answer.
  Do we have to stay with  that limitation = 61000 ft ?

 No, we do not.

 Back on 06/19/2007 03:20 PM, I sent a message Gérard off list, including
 a patch to fix this, extending the existing model to over 100,000 feet.

 Apparently the message got lost somehow.

  Do we have to conclude that FG altitude instruments is unable to give the
  right value?

 As I explained on-list, there is nothing wrong with the altimeter.
 I fixed the altimeter months ago.

 The problem is in the model of the atmosphere, in environment.cxx,
 where it computes the ambient pressure.

 I will have more to say about this anon, but for now, here is
 the patch again.  It applies to today's CVS (offset one line).


Thanks Jon,

Yes the patch has vanished , probably in the vacuum space  :)

Because your patch  is only a simple extension of the existing table  it could 
be commit without any risk.

Regards

-- 
Gérard


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Re: [Flightgear-devel] Instrument-altimeter unable to indicate altitude above 61831 feet

2007-07-05 Thread gh.robin
On Mon 18 June 2007 10:06, Stefan Seifert wrote:
 John Denker wrote:
  If you want to know exactly why FGFS poops out at approximately
  62,000 feet, look at line 88 of Environment/environment.cxx
 
 You can contrast that with the ISA table that goes up to 278,000
 feet as found e.g. at the top of
   http://www.av8n.com/physics/altimetry.htm

 Just for my understanding: this table is only used for instrumentation,
 isn't it?
 Both JSBSim and YASim have their own atmosphere models including such
 tables where JSBSim goes up to 259186ft and YASim to 18900m (62008ft).

 Reminds me that I should test again, if it's still possible to reach
 Earth orbit and do interstellar travel with an F-16 ;) Maybe this got
 better in newer JSBSim versions. But it's pretty strange, since JSBSim
 should be the FDM to do this right with the table up to 260Kft...

 Nine


Hello everybody, 

Tell me if i am wrong,

When i opened that topic , it was to know if we could hope any FG update to 
get an altitude instrument  which can be able to indicate more than 61000 ft.

We have had a lot of discussion on it , but nothing which could give the right 
answer.
Do we have to stay with  that limitation = 61000 ft ?
Do we have to conclude that FG altitude instruments is unable to give the 
right value?
Or is it only a bug which could be solved ?

Thanks for the answer

-- 
Gérard


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Re: [Flightgear-devel] Schleicher ASK 21 Glider ready for CVS

2007-07-02 Thread gh.robin
On Mon 2 July 2007 10:10, Martin Spott wrote:
 Detlef Faber wrote:
  Am Montag, den 02.07.2007, 00:43 + schrieb Martin Spott:
   The in-flight behaviour of the YASim FDM is, similar to that of the
   'Bocian', extremely 'direct' and unforgiving. As an alternative you
   might do better by using a derivative of the JSBsim FDM as used in the
   Schweizer,
 
  ... and loose capabilities like aerotow and winch starts?

 Well, the model rellay looks excellent and the Bocian does as well
 (man, 13 MBytes of textures for that one  ;-)  but I don't think
 that any of these two behaves like a glider. So this is some sort of a
 choose your poison  :-)  situation as the Schweizer _does_ behave
 reasonable,

   Martin.

The time  ( and Jon :) )  is (are) working for us , wouldn't  the coming 
external forces  within JSBSim solve these aerotow and winch starts funct 
(and others.) 

We just need to be patient.

And JSBSim will give a good alternative FDM solution .

Regards

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Re: [Flightgear-devel] FG OSG = Sea Texture is not consistent

2007-07-01 Thread gh.robin
On Sun 1 July 2007 12:32, Martin Spott wrote:
 gh.robin wrote:
  Here the snapshot which shows the difference
 
  http://perso.orange.fr/GRTux/FG-OSG-SeaTexture.jpg

 Probably a mixup in the materials definition, 'materials.xml' ?

   Martin.


I don't see any definition difference , with ocean coastline  and ocean 
generic tile 

here the material definition
material
 nameOcean/name
 textureTerrain/water.rgb/texture
 xsize400/xsize
 ysize400/ysize
 object-group
  range-m4/range-m


Only a mapping difference within FG-OSG   about that tile processing may 
explain it.

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Re: [Flightgear-devel] Schleicher ASK 21 Glider ready for CVS

2007-07-01 Thread gh.robin
On Sun 1 July 2007 20:10, Heiko Schulz wrote:
 Hi,

 Today I finished a first version of an ASK 21 Glider.
 It's a very wellknown glider, over 800s are built.

 There are still a lot of things to do: some
 instruments are missing, the pilots are missing and
 there is a some artefacts on the canopy ( in OSG is
 much nicer!).

 The YASim-FDM is lacking - I don't know how to match
 this to the real perfomance...

 Some pics: http://www.hoerbird.net/ask21.2.jpg
http://www.hoerbird.net/ask21.3.jpg
http://www.hoerbird.net/ask21.6.jpg

 You can download it here:
 http://www.hoerbird.net/ask21.tar.gz



Nice glider, thanks.

Only one detail into ask21-set.xml it must be 
line 29


   path archive=yAircraft/ASK21/Models/ask21.xml/path


instead of 


   path archive=yAircraft/ask21/models/ask21.xml/path


because without we get that ugly yellow blue glider :)

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[Flightgear-devel] FG OSG = Sea Texture is not consistent

2007-06-29 Thread gh.robin


Hello,

With FlightgearG-OSG last cvs source and data , built with openscenegraph 
stable V2 
the texture of the sea is not homogeneous , the texture close to the coastline 
is like usual, but the generic sea tile  is different  , with less definition 
(the size of the tile seems to be larger)

Here the snapshot which shows the difference

http://perso.orange.fr/GRTux/FG-OSG-SeaTexture.jpg

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[Flightgear-devel] P-38L-Lightning

2007-06-29 Thread gh.robin


Hello,

Here is available the GPL version of P-38L Lightning.

It can be found here 
http://perso.orange.fr/GRTux/P-38-Lightning.tar.gz


some snapshots
http://perso.orange.fr/GRTux/P-38L-Lightning-Pic1.jpg
http://perso.orange.fr/GRTux/P-38L-Lightning-Pic2.jpg

Regards


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[Flightgear-devel] P-38L-Lightning

2007-06-29 Thread gh.robin


Hello,

Here is available the first official version of P-38L Lightning.

It can be found here 
http://perso.orange.fr/GRTux/P-38-Lightning.tar.gz


some snapshots
http://perso.orange.fr/GRTux/P-38L-Lightning-Pic1.jpg
http://perso.orange.fr/GRTux/P-38L-Lightning-Pic2.jpg

Regards


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Re: [Flightgear-devel] P-38L-Lightning

2007-06-29 Thread gh.robin
On Fri 29 June 2007 19:02, Martin Spott wrote:
 gh.robin wrote:
  Here is available the GPL version of P-38L Lightning.

 Woohooo, did anyone try putting this baby into a low-speed stall ?
 Make sure to gain enough altitude before !

   Martin.


yes it is given to stall at 91 kt, the model with that crude FDM   gives 100 
kt , so  beware the crash   :).

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Re: [Flightgear-devel] P-38L-Lightning

2007-06-29 Thread gh.robin
On Fri 29 June 2007 19:02, Martin Spott wrote:
 gh.robin wrote:
  Here is available the GPL version of P-38L Lightning.

 Woohooo, did anyone try putting this baby into a low-speed stall ?
 Make sure to gain enough altitude before !

   Martin.


yes it is given to stall at 91 kt, the model with that crude FDM   gives 100 
kt , so  beware the crash   :).

Regards
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Re: [Flightgear-devel] P-38L-Lightning

2007-06-29 Thread gh.robin
On Fri 29 June 2007 21:55, Martin Spott wrote:
 gh.robin wrote:
  On Fri 29 June 2007 19:02, Martin Spott wrote:
   Woohooo, did anyone try putting this baby into a low-speed stall ?
   Make sure to gain enough altitude before !
 
  yes it is given to stall at 91 kt, the model with that crude FDM
  [...]

 I didn't intend to blame the FDM for doing wrong, I was just a bit
 surprised how this beast behaves at stall and how difficult stall
 recovery might become   It would be nice to know if this is
 actually similar to the 'real' one,

   Martin.

Difficult to answer,  just this,  which has been written :

=About the only significant short coming of the Lightning was spin/.stall 
recovery, which could be a bear, especially at low altitude. That's is why 
this film cautions strongly against entering a spin below 10,000'=


you can read that here.
http://zenoswarbirdvideos.com/P38.html?gclid=CM3ixPSXgo0CFQNNZwodE3aoPA

In addition to when i tried to tune the FDM i was surprised by that high value 
wing loading:   53 lb/sq-ft  given  with an average weight loaded 17500 lbs 
(empty weight 12500 lbs). 


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Re: [Flightgear-devel] Noratlas Nord-2502

2007-06-21 Thread gh.robin
On Wed 20 June 2007 23:02, Martin Spott wrote:
 gh.robin wrote:
  On Wed 20 June 2007 21:04, Martin Spott wrote:
   gh.robin wrote:
The full updated package remains on the same permanent link.
http://perso.orange.fr/GRTux/Noratlas.tar.gz
  
   Hmmm, now the phase where the splash screen gets blended into the
   regular simulation takes incredibly long. I suspect there's still
   something 'wrong' or, to put it better, at least 'unfortunate',
 
  Is it, specific to Noratlas ?

 It looks like that. I've been comparing to the Citation Bravo and the
 C172R, which both instantiate smoothly,

   Martin.


Hello Martin, 

Because i don't know which version you were using  (the 2007-06-20 patch is 
not in CVS). I have just done a new patch which must solve these problems 
(though i find the transition time  rather slow).
It had done  an error in my last fdm JSBSim configuration.

here the patch which can be commited.

http://perso.orange.fr/GRTux/Noratlas-2007-06-21.diff.tar.gz

Regards

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Re: [Flightgear-devel] Noratlas Nord-2502

2007-06-20 Thread gh.robin
On Wed 20 June 2007 21:04, Martin Spott wrote:
 gh.robin wrote:
  The full updated package remains on the same permanent link.
  http://perso.orange.fr/GRTux/Noratlas.tar.gz

 Hmmm, now the phase where the splash screen gets blended into the
 regular simulation takes incredibly long. I suspect there's still
 something 'wrong' or, to put it better, at least 'unfortunate',

   Martin.

Is it, specific to Noratlas ? 
Because i noticed recently an increase of the duration time  during that 
transition step, with most of the aircraft which have a specif spalsh screen.

Regards

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Re: [Flightgear-devel] BlackBird SR-71

2007-06-19 Thread gh.robin
Hello, 
Here an update of SR71-BlackBird


The full Package is there
http://perso.orange.fr/GRTux/SR71-BlackBird.tar.gz

And the diff package is there
http://perso.orange.fr/GRTux/SR71-BlackBird-2007-06-19.diff.tar.gz



 some new snapshot

http://perso.orange.fr/GRTux/BlackBird-pic11.jpg
http://perso.orange.fr/GRTux/BlackBird-pic13.jpg
http://perso.orange.fr/GRTux/BlackBird-pic14.jpg

 Regards

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Re: [Flightgear-devel] Noratlas Nord-2502

2007-06-19 Thread gh.robin

Hello,
Here an updated Noratlas

The full pacckage here
 http://perso.orange.fr/GRTux/Noratlas.tar.gz

Or

The diff file package here

http://perso.orange.fr/GRTux/Noratlas-2007-06-19.diff.tar.gz

Regards


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Re: [Flightgear-devel] Noratlas Nord-2502

2007-06-19 Thread gh.robin
On Tue 19 June 2007 20:52, gh.robin wrote:
 Hello,
 Here an updated Noratlas

 The full pacckage here
  http://perso.orange.fr/GRTux/Noratlas.tar.gz

 Or

 The diff file package here

 http://perso.orange.fr/GRTux/Noratlas-2007-06-19.diff.tar.gz

 Regards


Their is some strange behaviours with that new update, (thanks to Curt for 
that commitment) i did not noticed it on my computer.
On IRC Melchior and Aj (thank to them for the feed back) , noticed , a nasal 
failure , and trouble with KSFO Airport (Noratlas digging the runway with the 
nose).

Here is a patch i hope it will solve the bug.


http://perso.orange.fr/GRTux/Noratlas-2007-06-20.diff.tar.gz

The full updated package remains on the same permanent link.
http://perso.orange.fr/GRTux/Noratlas.tar.gz

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Re: [Flightgear-devel] Instrument-altimeter unable to indicate altitude above 61831 feet

2007-06-18 Thread gh.robin
On Mon 18 June 2007 10:06, Stefan Seifert wrote:
 John Denker wrote:
  If you want to know exactly why FGFS poops out at approximately
  62,000 feet, look at line 88 of Environment/environment.cxx
 
 You can contrast that with the ISA table that goes up to 278,000
 feet as found e.g. at the top of
   http://www.av8n.com/physics/altimetry.htm

 Just for my understanding: this table is only used for instrumentation,
 isn't it?
 Both JSBSim and YASim have their own atmosphere models including such
 tables where JSBSim goes up to 259186ft and YASim to 18900m (62008ft).

 Reminds me that I should test again, if it's still possible to reach
 Earth orbit and do interstellar travel with an F-16 ;) Maybe this got


I discovered the problem with the recent BlackBird which goes up to 8 ft

 better in newer JSBSim versions. But it's pretty strange, since JSBSim
 should be the FDM to do this right with the table up to 260Kft...

 Nine



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[Flightgear-devel] Model Aircraft projects

2007-06-17 Thread gh.robin



Hello,

In order to avoid the recent misfit about  BlackBird, 
here is a list of most representatives  Aircraft which will be delivered along 
these coming months.

Like the the Blackbird these aircraft where done several years ago, they where  
 
flying with FG 0.9.8. 

In the short term:

 =Lightning P38-L twin boom aircraft
 =Lancaster  and Halifax   WWII Bombers
 =Catalina PBY-5  Seaplane was in use during WWII , Pacific War, and later on 
civilian use

In a more longer term:

= B-17G Fortress  (i know that Jon Berndt is waiting for it) 
= P2V7 Neptune Lockheed (French version) 

This do not take place instead of the French Air Navy Hangar  project , i am 
working on, but the French Air Navy project is a long term project because 
most of the models are to be done.


I hope that could help.

Regards

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Re: [Flightgear-devel] schedule tiles bug

2007-06-17 Thread gh.robin
On Sun 17 June 2007 11:07, Nick Warne wrote:
 Hi all,

 Latest cvs OSG/SG/FG.

 I don't know if anybody else has reported this, as I cannot remember having
 seen it, but since about the time when sea tiles went missing (which are
 now fixed), I have seen this pop up in the console occasionally:

 Attempting to schedule tiles for bogus lon and lat  = (-1000,0)
 Attempting to schedule tiles for bogus lon and lat  = (-1000,0)

 This happens anytime, any aircraft, whether over land/sea - and I cannot
 find what causes it.

 Nothing _appears_ to cause concern when this occurs, though.

 Nick


Hello, Nick

Yes i get it too, but because i am running an old FG-OSG version, i was not 
sure, it could be useful to say it.

Regards

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Re: [Flightgear-devel] Model Aircraft projects

2007-06-17 Thread gh.robin
On Sun 17 June 2007 13:13, Detlef Faber wrote:
 Hello Gerard,

 Am Sonntag, den 17.06.2007, 11:44 +0200 schrieb gh.robin:
  Hello,
 
  In order to avoid the recent misfit about  BlackBird,
  here is a list of most representatives  Aircraft which will be delivered
  along these coming months.
 
  Like the the Blackbird these aircraft where done several years ago, they
  where flying with FG 0.9.8.
 
  In the short term:
 
   =Lightning P38-L twin boom aircraft

 I recently started work on a P-38 J and collected some data. Mostly
 Pilot reports and Manuals because I prefer Yasim FDM. Although these are
 different versions, I'd prefer to have only one P-38 project (maybe with
 different versions and/or alternate Yasim FDM). If you are willing to
 take contributions we could work together.

 Greetings

 Detlef

Hello Detlef

The P38 on my side is done i just have to clean the 3D  model, to reorganise 
the directory structure , and to make a texture instead of the that one which 
has been stolen to  a similar MSFS model.
The FDM  which is an old JSBSim version must be converted (I did the same kind 
of work on the Blackbird).

You can see it here http://perso.orange.fr/GRTux/P38-L.jpg

I scheduled to release it by the end of the first week of July (that year :) )

But i can do it and never submit it to CVS, waiting for your model,  which i 
guess will be your usual  high quality  model (you proved it before).

Among these models, the Aircraft which will need the most important work to do 
is the B17 (sorry Jon).


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Re: [Flightgear-devel] Model Aircraft projects

2007-06-17 Thread gh.robin
On Sun 17 June 2007 14:28, Detlef Faber wrote:
 Hello Gerard,


 
  Hello Detlef
 
SNIP
 
  But i can do it and never submit it to CVS, waiting for your model, 
  which i guess will be your usual  high quality  model (you proved it
  before).

 Don't get me wrong, your work is far ahead of mine, the model isn't
 complete nor textured or animated. It is no big thing for me to stop
 working on it and wait for your P-38. I won't run out of projects ;-)

 While we're at it, here is a peek at my workbench:

 Grumman Albatros
 Focke Wulf FW-190 A8
 North American F86-F Sabre
 Messerschmitt Me 323 Gigant
 Martin B-26 Marauder

 Greetings

 Detlef

All right Detlef,

 i hope you will not be disappointed  with my work.
Because , i know, the most important work is to collect and gather the 
documentation, and, you have done it.
But my proposal remains,  i can hold mine :)

Regarding your project i feel glad , about that coming B-26 , it makes me 
younger , very younger , when i was making flying scaled models , i remember 
i spent a lot of time to make it, and to fly it on circular fly , (no rc 
command, at that  time, but very expensive with radio tube)  only two iron 
wires with an handle. 

Regards


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Re: [Flightgear-devel] duplicate models

2007-06-17 Thread gh.robin
On Sun 17 June 2007 18:31, syd  sandy wrote:
 Hi all ,
 I started a 3d model for the ch47 , heard rumors that there might be one
 already in progress if the author is reading this , could you let me
 know what stage it is at , and if I should stop further work on it ? Thanks
Hello,

May be mine,  which is there
 http://perso.orange.fr/GRTux/tux/index-en.html 
on the bottom of that page, but don't mind i have never been motivated to 
achieve it. I do not forecast to make it.

So your will be  better.

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[Flightgear-devel] Instrument-altimeter unable to indicate altitude above 61831 feet

2007-06-16 Thread gh.robin


Hello,

I notice a some strange behaviours with the Instrument Altimeter
The Instrument Altimeter is unable to indicate more  than 61831 feet

Here the snapshot  of property:
   instrument/altimeter/indicated-altitude-ft== 61831
   position/altitude-ft   ==  75793

http://perso.orange.fr/GRTux/Instrument_altimeter.jpg

Regards 

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Re: [Flightgear-devel] BlackBird SR-71

2007-06-15 Thread gh.robin
On Fri 15 June 2007 03:35, Jon S. Berndt wrote:
  I don't mean that is right, i only mean we have a lot of work to
  do before to get the right FDM.
 
  Thanks for your feed back.
 
  --
  Gérard

 Bingo.

 SR-71 technical data for simulation:

 http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/20020057965_2002092400
. pdf
 http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19800017829_1980017829
. pdf
 http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19980217098_1998361052
. pdf
 http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/2064011_287962
. pdf
 http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19780004157_1978004157
. pdf
 http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19780013217_1978013217
. pdf
 http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19860021266_1986021266
. pdf
 http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19970026105_1997043536
. pdf
 http://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/2052206_270615
. pdf


 SR-71 images at Dryden Flight Research Center:
 http://www1.dfrc.nasa.gov/gallery/photo/SR-71/

 This ought to keep you busy for the next two years. :-)

 Jon


Jon,
Many thanks,

But 404: Page Not Found

probably due the recent  reorganisation of their huge database, anyhow these 
documents should exist

I will look for it.

I new the photo gallery link which is great  

Cheers

-- 
Gérard


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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-15 Thread gh.robin
On Fri 15 June 2007 10:39, Vivian Meazza wrote:
 I wrote

  Sent: 13 June 2007 16:54
  To: 'FlightGear developers discussions'
  Subject: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
 
 
  Hi,
 
  Tim Moore has been hard at work recently (with the smallest
  of inputs by me), and has ported the improved weather radar
  already available for plib to OSG.
 
  The patches are here:
 
  ftp://abbeytheatre2.org.uk/fgfs/instrumentation/osg/
 
  And a reminder of the improvements available: raw radar
  contacts etc, and most important, no longer requires some
  convoluted .XML here:
 
  ftp://abbeytheatre2.org.uk/fgfs/Screen-shots/radar.jpg
  ftp://abbeytheatre2.org.uk/fgfs/Screen-shots/radar1.jpg
  ftp://abbeytheatre2.org.uk/fgfs/Screen-shots/radar2.jpg
 
  Vivian

 We now have the improved weather radar code available for plib and osg,
 originally written by Harald Johnsen, extensively modified by me, and
 ported to OSG by Tim Moore. Csaba Halász is busy extending this into a very
 clever Airport Surveillance Radar for use in Control Towers. Unless there
 are substantive objections, I intend to get this code into cvs-HEAD and
 cvs-PLIB over the coming weekend, so that we can more easily move on to
 some future enhancements.

 Probably the only user of the full range of features of this radar is the
 KC-135. We intend to develop this instrument into a more generalised
 facility so that it could be used for example in the E3B. Tim Moore has
 some embryo plans for adding ground echoes. We have yet to port 3D clouds
 to osg, so there is no weather to display on the osg version of wxradar.

 In the longer term we would like to retire the clumsy .XML implementation
 of a radar.

 Vivian


Great

Vivian, Timoore,
Many thanks that is the best new, i ever heard along these pasted 30 days

 
Gérard


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