Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-29 Thread Jon Stockill
Dave Martin wrote:
On Tuesday 28 Dec 2004 23:38, Jon Stockill wrote:

Would it not be easier to generate an image containing all the required
characters in known positions so that they could be displayed in the
correct position - otherwise you're creating a dependency on
imagemagick, which is not a small package.

Thats an interesting idea;
Perhaps, all the characters could be generated and then used to texture a mesh 
in the location where the reg. is displayed. (The mesh would be specially 
placed just to accept reg letters).

Is this what you were getting at?
Yes. You've then removed the dependency, and the display of the 
registration could probably even be handled with the xml config, just by 
 poking the registration into the correct place in the property tree.

--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-29 Thread Arnt Karlsen
On Tue, 28 Dec 2004 23:33:16 +, Dave wrote in message 
[EMAIL PROTECTED]:

 On Tuesday 28 Dec 2004 23:16, Arnt Karlsen wrote:
  On Tue, 28 Dec 2004 21:28:08 +, Dave wrote in message
 
  [EMAIL PROTECTED]:
If it were to be done, it could be limited to aircraft that it
would be  compatible with. Say, if the aircraft were in a certain
airline livery, you  could be sure of the reg position.
 
  ..shouldn't the livery define the reg position?
 
 If you follow, I mean the livery of one a/c type of one airline.
 
 In the case of Airlines, they typically have a production run of one
 livery  per type (sometimes with tail variations) but generally, all
 of the  registrations will be marked in the same location.

..yup.  

 I was thinking more about callsigns; if each AI aircraft is given a
 callsign,  they could then take a registration from a pool (simple
 list) of correct  registrations for their 'type' (ie: SqueezyJet 737)
 If a registration is  taken by an AI traffic, the aircraft is given
 another from the same list.
 
 For airline fanatics, they could even help by providing 'flag-name'
 details  for real-world registrations which would mean that:
 
  callsign: Speedbird 6 

..yeah, but airliners usually get their call signs from their routes, 
such as Finnair won too trrree going from say Tampere, SF 
to Helsinki (Is it?).   Your Speedbird 6 idea should work 
nicely with one-off charter flights, and could be made a fallback 
when the plane isn't simming a scheduled flight.
 
 Recieves: Reg: G-CIVW and flag-name: City of Lichfield.
 
 Of course, this is both extreme and probably pointless when it comes
 to  flag-names but it is the sort of thing that you could apply to
 textures using  Imagemagick if the flag-names were pre-made.
 

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


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Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-29 Thread Durk Talsma
On Wednesday 29 December 2004 00:33, Dave Martin wrote:
 I was thinking more about callsigns; if each AI aircraft is given a
 callsign, they could then take a registration from a pool (simple list) of
 correct registrations for their 'type' (ie: SqueezyJet 737) If a
 registration is taken by an AI traffic, the aircraft is given another from
 the same list.

For those op you interested: Some rudimentary support for this is already in 
the traffic manager: Have a look at one of the traffic files in 
${FG_ROOT}/data/Traffic for an idea. I'm not using most of these tags yet, 
but they're there for future purposes.


 For airline fanatics, they could even help by providing 'flag-name' details
 for real-world registrations which would mean that:

  callsign: Speedbird 6

 Recieves: Reg: G-CIVW and flag-name: City of Lichfield.

:-). 

The traffic manager actually organizes this the other way around: 

aircraft
modelAircraft/MD11/Models/KLMmd11.xml/model
liveryKLM/livery
registrationPH-KCA/registration
heavytrue/heavy

!-- Day one: Amsterdam to San Fransisco, CA, USA --
flight
callsignKLM0605/callsign
fltrulesIFR/fltrules
departure
   portEHAM/port
   time0/09:45:00/time
/departure
cruise-alt330/cruise-alt
arrival
portKSFO/port
time0/20:55:00/time
/arrival
repeatWEEK/repeat
   /flight
   /aircraft

 Of course, this is both extreme and probably pointless when it comes to
 flag-names but it is the sort of thing that you could apply to textures
 using Imagemagick if the flag-names were pre-made.


I did keep a flag name as a comment in my xml files. 

However, while I hate to spoil the party: This approach would require several 
copies of each aircraft type (each with a slightly modified registration 
texture) to be loaded. I recently changed the system so that we use multiple 
instances of the same copy of each aircraft model, because the original code 
that loaded separate copies of each model was taking up way too much 
resources. I don't think we want to go back to the original situation, just 
to display a registration number on an AI craft, which we wouldn't be able to 
read 99% of all times. 

Cheers,
Durk


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[Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Dave Martin
I had a little idea (take cover now!)

I had a play about with Imagemagick a while back to see if it could write text 
onto an RGBA image (which, of course, it can).

So I made it write a text string in a freefont typeface onto an aircraft 
texture - Not that it was in the right place but that is only a question of 
knowing the right co-ordinates to start at.

So...

For AI traffic (or multiplay) where any given aircraft has its own callsign, 
when the texture for that callsign is loaded, Imagemagick can quickly and 
quietly write the callsign onto the fuselage so the aircraft becomes visually 
identifyable. That is that every aircraft in the environment would have to 
have its own texture tho.

Still, the idea is there (but I haven't the knowledge to implement it).

Dave Martin

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Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Paul Surgeon
On Tuesday, 28 December 2004 22:24, Dave Martin wrote:
 So I made it write a text string in a freefont typeface onto an aircraft
 texture - Not that it was in the right place but that is only a question of
 knowing the right co-ordinates to start at.

This will work if we know exactly how the aircraft are textured.
However if someone decided to make an aircraft that has a registration number 
that spans across more than one texture we will have a problem.

MS have been doing the registration painting in their sims for several years 
already.

Paul

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Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Dave Martin
On Tuesday 28 Dec 2004 20:54, Paul Surgeon wrote:
 On Tuesday, 28 December 2004 22:24, Dave Martin wrote:
  So I made it write a text string in a freefont typeface onto an aircraft
  texture - Not that it was in the right place but that is only a question
  of knowing the right co-ordinates to start at.

 This will work if we know exactly how the aircraft are textured.
 However if someone decided to make an aircraft that has a registration
 number that spans across more than one texture we will have a problem.

If it were to be done, it could be limited to aircraft that it would be 
compatible with. Say, if the aircraft were in a certain airline livery, you 
could be sure of the reg position.

 If someone were to choose to use a non-compatible model for AI traffic, 
presumable that could just show its default reg.

 MS have been doing the registration painting in their sims for several
 years already.

Just goes to show how much attention I pay to MS FS ;-)

Dave Martin

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Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread David Megginson
On Tue, 28 Dec 2004 17:56:24 -0500, Ampere K. Hardraade
[EMAIL PROTECTED] wrote:

 What you want to print on the aircraft is its registration number, not the
 callsign.

Right -- for private aircraft and commercial aircraft not flying for a
proper organization, the callsign and registration number are usually
identical, but even a private plane can sometimes have a different
callsign (like Angel Flight XXX  in the US, I think).


All the best,


David

-- 
http://www.megginson.com/

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Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Dave Martin
On Tuesday 28 Dec 2004 22:56, Ampere K. Hardraade wrote:
 On December 28, 2004 03:24 pm, Dave Martin wrote:
  For AI traffic (or multiplay) where any given aircraft has its own
  callsign, when the texture for that callsign is loaded, Imagemagick can
  quickly and quietly write the callsign onto the fuselage so the aircraft
  becomes visually identifyable. That is that every aircraft in the
  environment would have to have its own texture tho.
 
  Still, the idea is there (but I haven't the knowledge to implement it).
 
  Dave Martin

 What you want to print on the aircraft is its registration number, not the
 callsign.

 This is a good idea.  I was planning to add registration number(s) to a
 model of mine but realized Durk will need the registration to be changable.
  I have no idea how it will be achieved, so I ended up not adding any.

It would undoubtedly look best if the textures were modified 'on the fly' to 
include the text rather that using polygon text (as in some older sims) but 
whether it will be doable is another matter.

I did actually meant registration rather than callsign; in terms of the 
aviation I have done personally, our callsign was always our registration ;-) 
(light GA)

Dave Martin.

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Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Arnt Karlsen
On Tue, 28 Dec 2004 21:28:08 +, Dave wrote in message 
[EMAIL PROTECTED]:

  If it were to be done, it could be limited to aircraft that it would
  be  compatible with. Say, if the aircraft were in a certain airline
  livery, you  could be sure of the reg position.

..shouldn't the livery define the reg position?

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



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Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Dave Martin
On Tuesday 28 Dec 2004 23:16, Arnt Karlsen wrote:
 On Tue, 28 Dec 2004 21:28:08 +, Dave wrote in message

 [EMAIL PROTECTED]:
   If it were to be done, it could be limited to aircraft that it would
   be  compatible with. Say, if the aircraft were in a certain airline
   livery, you  could be sure of the reg position.

 ..shouldn't the livery define the reg position?

If you follow, I mean the livery of one a/c type of one airline.

In the case of Airlines, they typically have a production run of one livery 
per type (sometimes with tail variations) but generally, all of the 
registrations will be marked in the same location.

I was thinking more about callsigns; if each AI aircraft is given a callsign, 
they could then take a registration from a pool (simple list) of correct 
registrations for their 'type' (ie: SqueezyJet 737) If a registration is 
taken by an AI traffic, the aircraft is given another from the same list.

For airline fanatics, they could even help by providing 'flag-name' details 
for real-world registrations which would mean that:

 callsign: Speedbird 6 

Recieves: Reg: G-CIVW and flag-name: City of Lichfield.

Of course, this is both extreme and probably pointless when it comes to 
flag-names but it is the sort of thing that you could apply to textures using 
Imagemagick if the flag-names were pre-made.

Dave Martin.

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Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Jon Stockill
Dave Martin wrote:
On Tuesday 28 Dec 2004 20:54, Paul Surgeon wrote:
On Tuesday, 28 December 2004 22:24, Dave Martin wrote:
So I made it write a text string in a freefont typeface onto an aircraft
texture - Not that it was in the right place but that is only a question
of knowing the right co-ordinates to start at.
This will work if we know exactly how the aircraft are textured.
However if someone decided to make an aircraft that has a registration
number that spans across more than one texture we will have a problem.

If it were to be done, it could be limited to aircraft that it would be 
compatible with. Say, if the aircraft were in a certain airline livery, you 
could be sure of the reg position.
Would it not be easier to generate an image containing all the required 
characters in known positions so that they could be displayed in the 
correct position - otherwise you're creating a dependency on 
imagemagick, which is not a small package.

--
Jon Stockill
[EMAIL PROTECTED]
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Re: [Flightgear-devel] Idea for AI Traffic / Multiplayer in future

2004-12-28 Thread Dave Martin
On Tuesday 28 Dec 2004 23:38, Jon Stockill wrote:

 Would it not be easier to generate an image containing all the required
 characters in known positions so that they could be displayed in the
 correct position - otherwise you're creating a dependency on
 imagemagick, which is not a small package.

Thats an interesting idea;

Perhaps, all the characters could be generated and then used to texture a mesh 
in the location where the reg. is displayed. (The mesh would be specially 
placed just to accept reg letters).

Is this what you were getting at?

Dave Martin



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[Flightgear-devel] =Idea for a an Enhancement Hi ! I would like to have some feedback about an idea for a FlightGear based project that I recently came up with. As the idea is not that easy to describe with one or two

2004-07-10 Thread Boris Koenig
 sentences, I was recommended to present the idea on a webpage and ask on
 the FlightGear 
mailing list for other opinions - and that's exactly what
 I am doing now.

In short: I am thinking about the possibilites to create
 an interactive training/lesson
addon for FlightGear to illustrate topics
 such as navigation concepts by using FlightGear
as backend.

You can
 find more details at http://flitetutor.sourceforge.net 

feedback for
 FlightGear based application concept required
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Content-Transfer-Encoding: 7bit

Hi !

I would like to have some feedback  about an idea for a FlightGear based 
project that
I recently came up with. As the idea is not that easy to describe with 
one or two
sentences, I was recommended to present the idea on a webpage and ask 
for other
opinions on the FlightGear mailing list - and that's exactly what I am 
doing now.

In short: I am thinking about the possibilites to create an interactive 
training/lesson addon
for FlightGear to provide on the one hand interactive help for 
FlightGear's most essential
features but also -even more interesting: to interactively illustrate 
topics such as navigation
concepts by using FlightGear as backend. This project should be based on 
two parts:
a player (to be loaded/running within FlightGear) and also an 
authoring tool to enable
easy creation of the training modules for the player.

You can find more details at http://flitetutor.sourceforge.net

I am currently mainly looking for answers to some of the following 
questions:

- is there demand for an application like this ?
- how many people would actually want to use it (if available) ?
- how feasible would it be to implement such an application with 
FlightGear as backend ?
   
and for the developers among you:

- is there anything like a general API in order to interface with 
FlightGear (either externally or as a plugin) ?
- has anybody experience with writing similar extensions for 
FlightGear ?
- is there a way to directly access FlightGear's client area (e.g. 
via PSL) to display custom animations ?

- and of course: would anybody like to join the attempt to turn that
  concept into something useful ? (it's gonna be a spare time 
project anyway)

For simplicity reasons, and also in order not to disturb the mailing 
list that much, I did also set up a basic
forum on the same webpage - just in case this should be more convenient 
for some of you  (there is
no need to register in order to post)


Any feedback is appreciated - thanks in advance !


regards


Boris

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Re: [Flightgear-devel] =Idea for a an Enhancement

2004-07-10 Thread Erik Hofman
Boris Koenig wrote:
I am currently mainly looking for answers to some of the following 
questions:

- is there demand for an application like this ?
I think there is. This could particularly be useful for the first couple 
of lessons for a PC-ATD. It also reminds people that flying isn't easy 
(which in turn might make it more fun for some of us ...)

- how many people would actually want to use it (if available) ?
- how feasible would it be to implement such an application with 
FlightGear as backend ?
I think FlightGear (most than any other simulator) is perfectly capable 
for this stuff. The only problem might be that it requires more work to 
get it done (if new code needs to be added). But the end result will be 
precisely what you are aiming for, since everything is open and accessible.

   
and for the developers among you:

- is there anything like a general API in order to interface with 
FlightGear (either externally or as a plugin) ?
There are multiple ways to interface with FlightGear. Using scripts 
(Nasal code) or using a socket connections (by a telnet like interface).

- has anybody experience with writing similar extensions for 
FlightGear ?
- is there a way to directly access FlightGear's client area (e.g. 
via PSL) to display custom animations ?
PSL has been superseded by Nasal. Nasal can do a lot already, but 
animating is best done using XML configuration files (although 
animations can be triggered by setting/changing animation bound properties).

- and of course: would anybody like to join the attempt to turn that
  concept into something useful ? (it's gonna be a spare time 
project anyway)
If i understand it correctly the I think this doesn't require many C++ 
code changes. Most of this can be done using XML configuration files and 
Nasal scripting.

For what it's worth, I kind of like the idea.
Erik
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[Flightgear-devel] idea

2002-11-14 Thread Brandon Bergren
ARGH! I wrote this on the third, but never sent it...

--
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Gecko/20020826
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Subject: idea...
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How about making xml config files for different video cards, similar to
the joystick config files.  You could set paramaters in the xml file
that correspond to the capabilities of the card (near,far clip planes
come to mind.) Then, you don't have to look for the mythical magic
number that works on all cards.

Also, is there a command line switch to override the joystick detection,
and tell fg to use the joystick put in the command line?


--


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Re: [Flightgear-devel] idea ... (?)

2002-03-14 Thread Arnt Karlsen

On Fri, 8 Mar 2002 13:42:33 -0500, 
David Megginson [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 John Wojnaroski writes:
 
I also think that I know *too much* about the details of the aero
and that pilots who don't have an in-depth understanding of aero
engineering can oftentimes give better feedback than those who
do.
   
   Careful there, are you saying pilots who don't have aero
   engineering backgrounds can give better feedback than pilots who
   have aero backgrounds?? Or pilots don't have a in-depth
   understanding of aero??
 
 The only surviving manuscript of Beowulf was damaged in the Cotton
 library fire in 1731, and some parts of it are now unreadable or have
 actually crumbled away.  
 
 Fortunately, before the fire there were two transcripts made.  The
 first was made by a copyist who did not understand Old English at all
 and wasn't familiar with the Insular script: he made lots of stupid
 errors, but he also tended to preserve unusual words and spellings
 from the original.  The second was made by someone familiar with Old
 English: he didn't make too many stupid, obvious mistakes, but he also
 tended unconsciously to replace rare words or spellings with more
 common ones.
 
 The same problem exists in any field -- when people know what to
 expect, they tend to find what they're expecting.

..another classic example of this, is the breakup of WG 236, 
a De Havilland 110 prototype on Saturday September 6'th 1952 
at the Farnborough Airshow, UK.  About 110 000 aviators etc 
watched it snap up in pieces at some 450 mph, debris killed 
28, another 60 on the ground at Farnborough, was injured, 
plus of course the 2 man crew, who failed to eject.

.._nobody_ saw what happened to cause the accident.

..a professional photographer filmed it from near the Cove 
Radio Station, and prepped and handed a wall-load of stills 
over to the investigators.  It was'nt until he was asked to 
do this to the _entire_ movie, that helped confirm the initial 
Euler wing skin buckling.  Details in Fred Jones Air crash, 
the clues in the wreckage, isbn 0-86379-094-1, an excellent 
introduction to analytical air accident investigation.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;-)

  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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Re: [Flightgear-devel] idea ... (?)

2002-03-09 Thread Jon Berndt

This sounds ideal! I vote that you submit it! :-)

What are the code dependencies? SimGear?

Jon

 I have a stand-alone real-time and off-line plotting
 tool written in C/C++ (tested in Cygwin/WinNT/Win2K 
 Linux) that is meant to be used as a flight test
 engineer's station. It has just been completed and it
 works, but I am yet to put it to serious use. The code
 is designed to run a separate PC and recieve data via
 network from the FDM and the plots are configurable
 via xml. Offline plots have zoom facility, scales (x/y
...



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Re: [Flightgear-devel] idea ... (?)

2002-03-09 Thread Alex Perry

 Hi,
 I have a stand-alone real-time and off-line plotting
 tool written in C/C++ (tested in Cygwin/WinNT/Win2K 
 Linux) that is meant to be used as a flight test
 engineer's station. [...]

That does sound useful.

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Re: [Flightgear-devel] idea ... (?)

2002-03-09 Thread Renganathan vs

OK. I will do so on Monday (11th March). Do you want
me to integrate it into SimGear so that its offline
plotting function could be used by people who work
with one PC and the stand-alone executable could be
used by those who have more than one PC.? Or Should I
just send the stand-alone code to Curt?. 
As a first step I will just integrate it as is, test
it with our FDM (for real-time) and our ascii format
data file (for off-line) and send it to Curt. Once I
recieve suggestions from you I could get it to work
with other FDMs of FlightGear.
Regards
Ranga
--- Jon Berndt [EMAIL PROTECTED] wrote:
 This sounds ideal! I vote that you submit it! :-)
 
 What are the code dependencies? SimGear?
 
 Jon
 
  I have a stand-alone real-time and off-line
 plotting
  tool written in C/C++ (tested in
 Cygwin/WinNT/Win2K 
  Linux) that is meant to be used as a flight test
  engineer's station. It has just been completed and
 it
  works, but I am yet to put it to serious use. The
 code
  is designed to run a separate PC and recieve data
 via
  network from the FDM and the plots are
 configurable
  via xml. Offline plots have zoom facility, scales
 (x/y
 ...
 
 
 
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Re: [Flightgear-devel] idea ... (?)

2002-03-09 Thread Renganathan vs

Fine. I will send it first thing on Monday to Curt
alongwith a sample ascii format data file to help you
see what it does. We have also put together a short
'instructions for use' and that may be of some help in
understanding how it works.
Regards
Ranga

--- Alex Perry [EMAIL PROTECTED] wrote:
 I suggest that you submit it mostly as-is and have
 Curt place it into CVS
 so we can all see how it's implemented  ... that way
 we will have a basis to 
 give you realistic answers to those questions
 (instead of guessing).
 
  OK. I will do so on Monday (11th March). Do you
 want
  me to integrate it into SimGear so that its
 offline
  plotting function could be used by people who work
  with one PC and the stand-alone executable could
 be
  used by those who have more than one PC.? Or
 Should I
  just send the stand-alone code to Curt?. 
  As a first step I will just integrate it as is,
 test
  it with our FDM (for real-time) and our ascii
 format
  data file (for off-line) and send it to Curt. Once
 I
  recieve suggestions from you I could get it to
 work
  with other FDMs of FlightGear.
  Regards
  Ranga
  --- Jon Berndt [EMAIL PROTECTED] wrote:
   This sounds ideal! I vote that you submit it!
 :-)
   
   What are the code dependencies? SimGear?
   
   Jon
   
I have a stand-alone real-time and off-line
   plotting
tool written in C/C++ (tested in
   Cygwin/WinNT/Win2K 
Linux) that is meant to be used as a flight
 test
engineer's station. It has just been completed
 and
   it
works, but I am yet to put it to serious use.
 The
   code
is designed to run a separate PC and recieve
 data
   via
network from the FDM and the plots are
   configurable
via xml. Offline plots have zoom facility,
 scales
   (x/y
   ...
   
   
   
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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Cameron Moore

* [EMAIL PROTECTED] (Curtis L. Olson) [2002.03.08 00:43]:
 I know for the general case an external graphing tool would be most
 useful (and I think Jon B. has stuff to do this already.)
 
 But, I was just thinking today that it might be cool to have a built
 in grapher for simple / quick graphing needs.
 
 With the property system it would be trivial to pick an arbitrary
 property from the property tree and graph it over time -- superimposed
 on top of everything else.
 
 Things get a bit trickier if you want to control scaling, how much
 time history get's graphed, multiple values, etc., but even graphing a
 single value (or maybe just two values) over time could be of some
 use.

I would think that setting this up around our networking scheme would be
ideal.  We could just export what we want and have an external program
graph the data that comes across the socket.  Then we wouldn't have to
embed a grapher into FG.

Anyway, my 2 cents...
-- 
Cameron Moore
[ How's my programming?  Call 1-800-DEV-NULL ]

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RE: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Boslough, Mark B

I wrote a little routine that allows flightgear
to read in the csv data from a previous flight
(or from a standalone JSBSim flight) and replay
it as a flight.  I can use the joystick to adjust
the speed and I can play it forward or reverse.  
Would that be useful to anyone else?

Mark

 -Original Message-
 From: Jon S Berndt [mailto:[EMAIL PROTECTED]]
 Sent: Friday, March 08, 2002 9:30 AM
 To: [EMAIL PROTECTED]
 Subject: Re: [Flightgear-devel] idea ... (?)
 
 
 On Fri, 8 Mar 2002 10:00:54 -0600 (CST)
   Curtis L. Olson [EMAIL PROTECTED] wrote:
 I know for the general case an external graphing tool 
 would be most useful (and I think Jon B. has stuff to do 
 this already.)
 
 Yes, it's a very useful command line tool that plots files 
 of CSV format (comma delimited value format) data, where 
 the first line contains descriptions of the data. It can 
 plot interactively or it can plot a standard set of graphs 
 (producing .png image files) that are linked to via 
 descriptive links from a main html web page. It is very 
 slick. Unfortunately it uses a closed source library - the 
 library is freely available for most platforms, but some 
 people here don't like anything that is not completely 
 open source. So, a nice alternative (in my mind) would be 
 for someone to write a post-processor for the CSV files to 
 plot (either interactively or via .XML input directive 
 file, as I have now for simplot) the data using pgplot, 
 or some other open source plotting program.
 
 In the near term, one of the quickie projects I want to do 
 is to write a small routine that will produce color 
 postscript reports as directed by a directives file. I've 
 written several post-processing tools over the years 
 (including one that used SGI GL to render 3D views of the 
 Space Shuttle Orbiter separating from the External Tank in 
 an abort study for NASA). Fun stuff. Anyhow, postscript is 
 nice and simple, and GhostScript has some nice utilities 
 for viewing them. Might be able to also convert them 
 quickly to PDF format with pstopdf. There are lots of 
 possibilities, but for me the important thing is to keep 
 it simple, automated, and quick. 
 
 Another nice thing to have would be a stripchart data 
 display that could be run on a remote machine. If I only 
 had a few more hours a week ...
 
 But, I was just thinking today that it might be cool to 
 have a built in grapher for simple / quick graphing needs.
 
 With the property system it would be trivial to pick an 
 arbitrary property from the property tree and graph it over time -- 
 superimposed on top of everything else.
 
 I wonder if a remote (or even local) stripchart display 
 program would be better?
 
 Things get a bit trickier if you want to control scaling, 
 how much time history get's graphed, multiple values, etc., but 
 even graphing a single value (or maybe just two values) over 
 time could 
 be of some use.
 
 You might want to do this via autoscaling, but with 
 initial values suggested in a directives file.
 
 Jon
 
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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Jon S Berndt

On Fri, 8 Mar 2002 10:27:16 -0800
  John Wojnaroski [EMAIL PROTECTED] wrote:

 There are pilots who have both solid engineering 
 backgrounds and advanced degrees and experience.

Such as test pilots. We could use a few on-staff! :-)

Jon

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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Curtis L. Olson

Alex Perry writes:
  Yes, this would be no substitute for data logging and post processing,
  but if you know what you are looking for, I do think it could be
  useful.
 
 I've been playing with xoscope but it seems to be linux-only and limited.
 I've been thinking it might be worth porting its user interface to plib,
 to transparently address all FGFS targets, and give it a property input.

Ok, sounds like a good enough excuse to me. :-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Alex Perry

 There are pilots who have both solid engineering backgrounds and advanced
 degrees and experience.

Yeah, but they're the ones who're selective about interpreting their
flying impressions in terms of how they think it is supposed to work.

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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Wg Cdr BB Misra, VSM (Retd)

Dear Friends,
Are we getting to a war?
Flying experience and skill are grossly acquired..that is why
hugecountries are spending great dough on that. Let us keep the
distinctions apart,..and the disciplines united.
- Misra
MD, RealiSim Technologies
Retd Fighter Pilot, Qualified Flying Instructor, Experimental Test Pilot,
Scientist 'F'
Present Managing Director
Regards

- Original Message -
From: Tony Peden [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: 09 March 2002 00:44
Subject: Re: [Flightgear-devel] idea ... (?)



 --- John Wojnaroski [EMAIL PROTECTED] wrote:
  Hi,
  
   I also think that I know *too much* about the
  details
   of the aero and that pilots who don't have an
  in-depth
   understanding of aero engineering can oftentimes
  give
   better feedback than those who do.
  
  Careful there, are you saying pilots who don't have
  aero engineering
  backgrounds can give better feedback than pilots who
  have aero backgrounds?? Or pilots don't have a
  in-depth understanding of
  aero??

 Yes, that's exactly what I'm saying.

 
  There are pilots who have both solid engineering
  backgrounds and advanced
  degrees and experience.

 Yes, indeed.

 
  Regards
  JW
 
 
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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Jim Wilson

Sounds like it'd be useful for debugging aircraft and autopilot configs too.

Best,

Jim

Curtis L. Olson [EMAIL PROTECTED] said:

 Tony Peden writes:
  In my day job, my own experience has been that
  real-time plotting is useful when you know exactly
  what you are looking for and you only need to see a
  limited number of parameters.  The rest of the time,
  recording the data and plotting after the fact works
  out to be better.
  
  That said, it *would* be a very cool thing to be able
  to do.   
 
 Yes, this would be no substitute for data logging and post processing,
 but if you know what you are looking for, I do think it could be
 useful.
 
 The immediate thing that comes to my mind is this:
 
 As a side project I'm working on integrating a 'commercial' fdm with
 FlightGear via a network interface.  One of the things this code
 supports is control loading.  The hardware guys are chomping on the
 bit wanting to know what range of values the software is going to kick
 out.
 
 Something like a quick and dirty embedded graphing program would be
 pretty nifty.
 
 cout probably works just as well, but it's not as pretty. :-)  And
 once you had the basic graphing mechanism in place, it would be
 trivial to let the user specify which property(ies) to graph.
 
 Maybe we could even hook up the GUI prop-picker to specify which
 values we want rather than forcing the user to type them all in.
 
 FWIW, I think it's important for the FDM guys to frequenty fly their
 code in real time.  In real time with visuals attached, various
 incorrect effects and behaviors can really jump out at you ... stuff
 that you'd never notice when looking through tabular data, or even a
 graph.  Sometimes the trend is correct, but the scale or the sign is
 way off.
 
 I would think that being able to fly in real time, and see some
 key graphical data output would be an immensly useful debugging tool.
 
 For instance, nosing over the c310 causes it to go into an infinite
 acceleration cycle.  Hmmm I wonder of that is drag related?  Ok, pop
 up a live graph of thrust, nose over, watch the graph with everything
 else going on.  Nope, drag looks good.  I wonder if it's thrust
 related.  Oooo, look at that thrust go off the chart ... ok now let's
 graph some individual propellor/engine parameters ... etc. etc.
 
 That's how my mind works anyway ... :-)
 
 Curt.
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Re: [Flightgear-devel] idea ... (?)

2002-03-08 Thread Curtis L. Olson

Sure, you could use it to graph the value of any flight gear property
over time ... not just FDM values.  This could be useful for all sorts
of stuff ... debugging panel actions, 3d model animations, environment
modeling, etc.

Curt.


Jim Wilson writes:
 Sounds like it'd be useful for debugging aircraft and autopilot configs too.
 
 Best,
 
 Jim
 
 Curtis L. Olson [EMAIL PROTECTED] said:
 
  Tony Peden writes:
   In my day job, my own experience has been that
   real-time plotting is useful when you know exactly
   what you are looking for and you only need to see a
   limited number of parameters.  The rest of the time,
   recording the data and plotting after the fact works
   out to be better.
   
   That said, it *would* be a very cool thing to be able
   to do.   
  
  Yes, this would be no substitute for data logging and post processing,
  but if you know what you are looking for, I do think it could be
  useful.
  
  The immediate thing that comes to my mind is this:
  
  As a side project I'm working on integrating a 'commercial' fdm with
  FlightGear via a network interface.  One of the things this code
  supports is control loading.  The hardware guys are chomping on the
  bit wanting to know what range of values the software is going to kick
  out.
  
  Something like a quick and dirty embedded graphing program would be
  pretty nifty.
  
  cout probably works just as well, but it's not as pretty. :-)  And
  once you had the basic graphing mechanism in place, it would be
  trivial to let the user specify which property(ies) to graph.
  
  Maybe we could even hook up the GUI prop-picker to specify which
  values we want rather than forcing the user to type them all in.
  
  FWIW, I think it's important for the FDM guys to frequenty fly their
  code in real time.  In real time with visuals attached, various
  incorrect effects and behaviors can really jump out at you ... stuff
  that you'd never notice when looking through tabular data, or even a
  graph.  Sometimes the trend is correct, but the scale or the sign is
  way off.
  
  I would think that being able to fly in real time, and see some
  key graphical data output would be an immensly useful debugging tool.
  
  For instance, nosing over the c310 causes it to go into an infinite
  acceleration cycle.  Hmmm I wonder of that is drag related?  Ok, pop
  up a live graph of thrust, nose over, watch the graph with everything
  else going on.  Nope, drag looks good.  I wonder if it's thrust
  related.  Oooo, look at that thrust go off the chart ... ok now let's
  graph some individual propellor/engine parameters ... etc. etc.
  
  That's how my mind works anyway ... :-)
  
  Curt.
  -- 
 
 
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Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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