Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Frederic Bouvier
From: "Arnt Karlsen" <[EMAIL PROTECTED]>
> On Thu, 20 Mar 2003 21:36:13 -0500, 
> David Megginson <[EMAIL PROTECTED]> wrote in message 
> <[EMAIL PROTECTED]>:
> 
> > Frederic Bouvier writes:
> > 
> >  > from my understanding :
> >  > 
> >  > 360 degres = 44000km
> >  > 1 degre = 122.22km
> >  > 1 minute = 2.037km
> >  > 1 second = 0.033km
> > 
> > Let's keep it simple.  1 minute of latitude is one nautical mile --
> > that's its definition.
> 
> ..another simple old revolutionary definition of the length unit 
> meter, is it _used_ to be 40 000 000 of them around this planet, 
> now SI count light waves.  ;-)

You are right. I was just using the premises of the original poster
(that is not quoted here)

-Fred



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RE: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Norman Vine
Gene Buckle writes:
>
> > > Sorry for the lame question, but how far are the sample
> points apart from
> > > each other in feet with the 3 arc second data?  How far is it
> for the 1?
> >
> > 1 arcsec = approximately 30 meters = approximately 100 feet.
> > 3 arcsec = approximately 90 meters = approximately 300 feet.
> >
> > The points are on the lat/lon grid lines so the horizontal spacing
> > becomes smaller as you get further away from the equator.
> >
>
> Thanks Curt.  Is it possible to use 1 arcsec data for small areas?  For
> example, the Grand Canyon would look really cool with that kind of detail.

It would be Cool but FGFS would crawl with our current scenery scheme
Probably need a distance based chunked LOD scheme or something similar
for this to work well

But I think we should investigate using this around airports initialy where
things are usually relatively flat.  This should not add many triangles
overall
and should add a fair bit of fidelity to the placement of visual clues where
they are most important

Making the entire airport object an LOD object that swapped in a lowres
model at ranges over a mile or so would make a nice addittion and  be a
good starting test case for LOD experiments.

Cheers

Norman



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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Gene Buckle
> > Sorry for the lame question, but how far are the sample points apart from
> > each other in feet with the 3 arc second data?  How far is it for the 1?
>
> 1 arcsec = approximately 30 meters = approximately 100 feet.
> 3 arcsec = approximately 90 meters = approximately 300 feet.
>
> The points are on the lat/lon grid lines so the horizontal spacing
> becomes smaller as you get further away from the equator.
>

Thanks Curt.  Is it possible to use 1 arcsec data for small areas?  For
example, the Grand Canyon would look really cool with that kind of detail.

g.



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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Arnt Karlsen
On Thu, 20 Mar 2003 21:36:13 -0500, 
David Megginson <[EMAIL PROTECTED]> wrote in message 
<[EMAIL PROTECTED]>:

> Frederic Bouvier writes:
> 
>  > from my understanding :
>  > 
>  > 360 degres = 44000km
>  > 1 degre = 122.22km
>  > 1 minute = 2.037km
>  > 1 second = 0.033km
> 
> Let's keep it simple.  1 minute of latitude is one nautical mile --
> that's its definition.

..another simple old revolutionary definition of the length unit 
meter, is it _used_ to be 40 000 000 of them around this planet, 
now SI count light waves.  ;-)

-- 
..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] Architectural questions

2003-03-20 Thread David Megginson
Tony Peden writes:

 > The aero behavior.  Coefficients are generally apply only to the whole
 > and complete aircraft (with the exception of a tail-off model).  This
 > means its very hard to split them up arbitrarily.  

I agree that the information is harder to find, and will require a
fair bit of tweaking.  Then again, you might not have to worry so much
about getting close, because a lot of the moments will fall naturally
out of the geometry (i.e. a longer tail arm will automatically result
in a higher Cnbeta for the aircraft as a whole).

I'm pretty sure that Roskam's first book has a lot of information on
estimating coefficients for different surfaces.  DATCOM must also do
that before generating the whole-aircraft coefficients.

In any case, there's no reason that JSBSim cannot have the best of
both worlds -- allow whole-aircraft coefficients or separate surfaces.


All the best,


David

-- 
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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread David Megginson
Frederic Bouvier writes:

 > from my understanding :
 > 
 > 360 degres = 44000km
 > 1 degre = 122.22km
 > 1 minute = 2.037km
 > 1 second = 0.033km

Let's keep it simple.  1 minute of latitude is one nautical mile --
that's its definition.


All the best,


David

-- 
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Re: [Flightgear-devel] Drawing with OpenGL in Flightgear

2003-03-20 Thread Richard Airlie
On Thu, Mar 20, 2003 at 04:32:57PM -0800, Andy Ross wrote:
> 
> If you want to draw into screen space, you'll need to push the
> identity matrix onto the *projection* stack as well.  Otherwise the
> coordinates you are using will end up drawing a 1m x 1m square
> parallel to the equatorial plane at the local tile origin.  Probably
> not what you had in mind. :)

not really ;)

thanks for your help - pushing the identity matrix onto the projection stack
works great.

regards,
Richard

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Jon Stockill
On Thu, 20 Mar 2003, Gene Buckle wrote:

> > I'm also pretty happy with the quality of the SRTM data.  If/when 3 or
> > 1 arcsec terrain data is released for the entire word, I'll need a 1
> > gazillion terrabyte HD to do all the processing and a 256 node super
> > computer cluster also wouldn't hurt. :-)
> >
> flightgear.distributed.net. :)

I'm experimenting with several machines in a mosix cluster at the moment -
I'd be happy to make terragear the test app :-)

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Jon Stockill
On Thu, 20 Mar 2003, Curtis L. Olson wrote:

> Here are some more pictures taken in and around the Bay area:
>
> http://www.flightgear.org/Gallery/Source/terrain1.jpg
> http://www.flightgear.org/Gallery/Source/terrain2.jpg
> http://www.flightgear.org/Gallery/Source/terrain3.jpg
> http://www.flightgear.org/Gallery/Source/terrain4.jpg
> http://www.flightgear.org/Gallery/Source/terrain5.jpg
> http://www.flightgear.org/Gallery/Source/terrain6.jpg

Wow, looks likt there's some real detail in there. What's the global
coverage like for this data? The current UK DEM data is rather coarse,
resulting in very flat terrain - I'm guessing there'll be huge
improvements if the UK SRTM data has been released?

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Still linker error in today's FlightGear

2003-03-20 Thread Jonathan Polley
In my case, I don't want any of the multi-pilot code in my build.  For  
some reason, as of yesterday, src/MultiPlayer is required for the build  
(--with-network is defaulted to yes).  If it requires that I build with  
--with-network-olk then this is a very bad thing (IMHO) because I don't  
believe that code works on all platforms.  At the very least, it would  
be nice if all the required switches were defaulted to the same values.

Jonathan Polley

On Thursday, March 20, 2003, at 11:26  PM, Martin Spott wrote:

Hello Erik,

Erik Hofman <[EMAIL PROTECTED]> wrote:
Martin Spott wrote:
Hello, today I encountered linker errors on SuSE-8.1/i386. As I  
understand
this does not depend on the tool chain:

Did you already try this:

You will either have to do a "make clean" or remove the following  
files
by hand:
Oh, I'm no more a newbie in pushing other people's stuff through the
compiler  ;-)
I even remade the whole build directory (including those of metakit,  
plib
and SimGear). You can assume that I built everything from current CVS  
before
reporting an error.

Obviously some of the linker errors I posted result of missing  
references in
the NetworkOLK stuff. Probably something resides outside the NetworkOLK
directory and now it misses references because it does not get  
disabled at
compile time like the rest of this stuff. I'll see what happens if I  
include
NetworkOLK,

Martin.
--  
 Unix _IS_ user friendly - it's just selective about who its friends  
are !
--- 
---

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RE: [Flightgear-devel] Architectural questions

2003-03-20 Thread Tony Peden
On Thu, 2003-03-20 at 05:30, David Megginson wrote:
> Tony Peden writes:
> 
>  > How would we specify the characteristics of each of those surfaces?
> 
> Do you mean the position/orientation, the shape, or the aerodynamic
> behaviour?

The aero behavior.  Coefficients are generally apply only to the whole
and complete aircraft (with the exception of a tail-off model).  This
means its very hard to split them up arbitrarily.  

> 
> 
> All the best,
> 
> 
> David
-- 
Tony Peden <[EMAIL PROTECTED]>


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Re: [Flightgear-devel] Drawing with OpenGL in Flightgear

2003-03-20 Thread Andy Ross
Richard Airlie wrote:
> I am trying to draw an OpenGL quad at the very end of fgRenderFrame in
> main.cxx, just before the glutSwapBuffers by doing:
>glMatrixMode(GL_MODELVIEW);
>glPushMatrix();
>glLoadIdentity();
>   [...]
> This has worked on a few occasions, but not all the time.

If you want to draw into screen space, you'll need to push the
identity matrix onto the *projection* stack as well.  Otherwise the
coordinates you are using will end up drawing a 1m x 1m square
parallel to the equatorial plane at the local tile origin.  Probably
not what you had in mind. :)

If what you really want to do is draw into 3D space, you should look
at the panelnode.cxx class.  This is the wrapper around the 2D panel
code that maps it's internal "screen space" notion into the 3D world.
You could probably clone or hook this to do what you want.

Alternatively, it may be that what you want to do be handled already
(no OpenGL required) by the existing panel framework.

Andy

-- 
Andrew J. RossBeyond the OrdinaryPlausibility Productions
Sole Proprietor   Beneath the Infinite   Hillsboro, OR
  Experience... the Plausible?



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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Martin Spott
Hello Curt,

"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:

> But, to answer your question CPU speed does definitely help.
> Generally I'm never memory bound on a 256 machine except for the one
> time task of splitting up the world land mass data set into
> tiles... it would have been nice to have 1Gb RAM for that.

I was not talking about donations. We've got this sort of machines floating
around from time to time:

fiwi: 1:04:40 ~> cat /proc/cpuinfo | grep ^processor
processor   : 0
processor   : 1
fiwi: 1:04:49 ~> free | grep ^Mem
Mem:903584 247236 656348  0 151944  46824
fiwi: 1:04:56 ~> df -k /home
Dateisystem  1K-Blöcke   Benutzt Verfügbar Ben% Eingehängt auf
/dev/evms/home   419678984561820 419117164   1% /home


We have to do stress tests on these (with disk arrays up to 1 TB) and what
would be better than doing _useful_ work for FlightGear instead of repeating
GCC runs,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Major A

> Hmmm, are you sure ?
> 
> from my understanding :
> 
> 360 degres = 44000km
> 1 degre = 122.22km
> 1 minute = 2.037km
> 1 second = 0.033km

That's what I just realized. I think it's bedtime.

  Andras

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[Flightgear-devel] Drawing with OpenGL in Flightgear

2003-03-20 Thread Richard Airlie
Hi all,
I am trying to draw an OpenGL quad at the very end of fgRenderFrame in
main.cxx, just before the glutSwapBuffers by doing:

glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();

glDisable( GL_FOG );
glDisable( GL_DEPTH_TEST );
glDisable( GL_LIGHTING );

glDisable( GL_TEXTURE_2D );
glColor3f( 0.9, 0.4, 0.2 );
glBegin(GL_QUADS);
glTexCoord2f(0,0);
glVertex3f(0,0, 0);
glTexCoord2f(1,0);
glVertex3f(1,0, 0);
glTexCoord2f(1,1);
glVertex3f(1,1, 0);
glTexCoord2f(0,1);
glVertex3f(0,1, 0);
glEnd();

glPopMatrix();

This has worked on a few occasions, but not all the time.

What I really want is to be able to draw an overlay in 3D space at the end of
the draw loop. I realise that Flightgear is using plib ssgnode rendering stuff,
but I don't know plib and really only want to hack this in for now.

How can I render some OpenGL prims at the end of the draw loop?

many thanks,
Richard.

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Major A

> 1 arcsec = approximately 30 meters = approximately 100 feet.
> 3 arcsec = approximately 90 meters = approximately 300 feet.
> 
> The points are on the lat/lon grid lines so the horizontal spacing
> becomes smaller as you get further away from the equator.

Ahhh, damn, I should have thought a little bit. Forget my previous
post!

  Andras

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Frederic Bouvier
From: "Major A" <[EMAIL PROTECTED]>
>
> > Sorry for the lame question, but how far are the sample points apart
from
> > each other in feet with the 3 arc second data?  How far is it for the 1?
>
> 24 arc hours = 44000km (roughly the perimeter of the earth)
> 1 arc hour = 1833km
> 1 arc minute = 30.55km
> 1 arc second = 0.51km

Hmmm, are you sure ?

from my understanding :

360 degres = 44000km
1 degre = 122.22km
1 minute = 2.037km
1 second = 0.033km

-Fred



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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Major A

> Sorry for the lame question, but how far are the sample points apart from
> each other in feet with the 3 arc second data?  How far is it for the 1?

24 arc hours = 44000km (roughly the perimeter of the earth)
1 arc hour = 1833km
1 arc minute = 30.55km
1 arc second = 0.51km

So 1 arc second is about 510m, I'll leave the conversion to feet to
the Americans on this list...

  Andras

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Curtis L. Olson
Gene Buckle writes:
> > After a bit of experimentation, I see little benefit in the 1arcsec
> > data for our needs.  We can't even come any where close to rendering
> > the full 3arcsec data.  We are talking about preserving the top 1%
> > most important data points from the 3 arcsec data.  For the 1arcsec
> > data we'd only be able to preserve about 0.1% of the original data.
> > So at the levels of detail we use, 3arcsec data is *more* than
> > enough.  Using 1arcsec data would still be nice, but probably not
> > noticibly nicer.
> 
> Sorry for the lame question, but how far are the sample points apart from
> each other in feet with the 3 arc second data?  How far is it for the 1?

1 arcsec = approximately 30 meters = approximately 100 feet.
3 arcsec = approximately 90 meters = approximately 300 feet.

The points are on the lat/lon grid lines so the horizontal spacing
becomes smaller as you get further away from the equator.

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] Screenshots: Curt's scenery improvements

2003-03-20 Thread Gene Buckle
> After a bit of experimentation, I see little benefit in the 1arcsec
> data for our needs.  We can't even come any where close to rendering
> the full 3arcsec data.  We are talking about preserving the top 1%
> most important data points from the 3 arcsec data.  For the 1arcsec
> data we'd only be able to preserve about 0.1% of the original data.
> So at the levels of detail we use, 3arcsec data is *more* than
> enough.  Using 1arcsec data would still be nice, but probably not
> noticibly nicer.

Sorry for the lame question, but how far are the sample points apart from
each other in feet with the 3 arc second data?  How far is it for the 1?

tnx.

g.



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Re: [Flightgear-devel] Still linker error in today's FlightGear

2003-03-20 Thread Martin Spott
Hello Erik,

Erik Hofman <[EMAIL PROTECTED]> wrote:
> Martin Spott wrote:
>> Hello, today I encountered linker errors on SuSE-8.1/i386. As I understand
>> this does not depend on the tool chain:

> Did you already try this:

>> 
>> You will either have to do a "make clean" or remove the following files
>> by hand:

Oh, I'm no more a newbie in pushing other people's stuff through the
compiler  ;-)
I even remade the whole build directory (including those of metakit, plib
and SimGear). You can assume that I built everything from current CVS before
reporting an error.

Obviously some of the linker errors I posted result of missing references in
the NetworkOLK stuff. Probably something resides outside the NetworkOLK
directory and now it misses references because it does not get disabled at
compile time like the rest of this stuff. I'll see what happens if I include
NetworkOLK,

Martin.
-- 
 Unix _IS_ user friendly - it's just selective about who its friends are !
--

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RE: [Flightgear-devel] 3D HUD Support

2003-03-20 Thread Norman Vine
Erik Hofman writes:
>
> Norman Vine wrote:
> > Erik Hofman writes:
> >
> >>>1. 3D HUD code, written by Andy Ross and modified by Norman Vine.
> >>
> >>I realy like this patch, but it requires aircraft to be  repositioned.
As
> >>far as I know only the F-16 doesn't use a full-screen HUD, but
> >>I'm not sure.
> >>
> >>Does any object or can I go ahead?
> >
> > Please explain what it is you are planning todo ?
>
> I want to apply the 3D HUD patch which was originally written by Andy
> Ross and later modified by you.

I understand and I am all for it :-)
In fact the Win32 binary users already have this.

It is the 'requires aircraft tobe repositioned' is what I was unclear about

Cheers

Norman


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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread David Megginson
Curtis L. Olson writes:

 > But, to answer your question CPU speed does definitely help.
 > Generally I'm never memory bound on a 256 machine except for the one
 > time task of splitting up the world land mass data set into
 > tiles... it would have been nice to have 1Gb RAM for that.

Note that that's not necessary using the vmap0 data, since the world
land mass is already split up into manageable chunks.  The Great Lakes
and major North American rivers are also in the right place with
vmap0, but that's another discussion.


All the best,


David

-- 
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Re: [Flightgear-devel] Flying in the UK

2003-03-20 Thread Wolfram Kuss
David wrote:

> > I plan on doing a flight in the UK in summer as well, probably with a
> > Tiger Moth. You can do this without any flying license.
>
>Really?  In Canada, you need a license even for an ultralight or a
>glider.

I probably formulated that very badly - it is like the introductory
flight lesson, you fly with a instructor and I am sure he will not let
you start or land or fly down low.

>All the best,
>
>
>David

Bye bye,
Wolfram.

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[Flightgear-devel] Re: Still linker error in today's FlightGear

2003-03-20 Thread Alex Romosan
Erik Hofman <[EMAIL PROTECTED]> writes:

> Martin Spott wrote:
>> Hello, today I encountered linker errors on SuSE-8.1/i386. As I understand
>> this does not depend on the tool chain:
>
> Did you already try this:
>
>> You will either have to do a "make clean" or remove the following
>> files by hand:
>> Cockpit/hud.o
>> GUI/gui.o
>> GUI/gui_funcs.o
>> Main/main.o
>> Main/options.o
>> Main/util.o

i see the same thing and i even made a distclean beforehand. anyway,
looking at src/Include/config.h is see that both FG_MPLAYER_AS and
FG_NETWORK_OLK are defined. shouldn't the new multiplayer mode disable
the old network code?

--alex--

-- 
| I believe the moment is at hand when, by a paranoiac and active |
|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Curtis L. Olson
Major A writes:
> I've just checked, the central file space is 160GB, which is about 50%
> full right now. It's shared via NFS, unfortunately, so it's not that
> good really. They still have impressive computing power, I've just
> checked that they have a 4x800MHz Itanium and a 4x1GHz Alpha. The
> Itanium has 4GB of RAM, as many of the SMP systems they have.
> 
> All in all, if it's really just copying data around, then it would be
> best to do it on a PC with a lot of (local) disk space. From your
> experience, what difference does CPU speed, the number of CPUs, and
> the amount of RAM make? As someone else has said, disk space isn't
> that expensive, and if we get a donation, you could set up a new
> heater^H^H^H^H^H^HPC in your house with a 1TB RAID made of 4 IDE disks
> or so.

I appreciate the discussion of donations [to me] :-) but to be fair,
right now things are ok.  More hardware == faster, but things are
ok/fine right now.  Seriously, if you have a burning desire to make
some sort of donation, please consider donating to someone who might
be having trouble just getting enough food, or basic medical
attention, or shelter.

But, to answer your question CPU speed does definitely help.
Generally I'm never memory bound on a 256 machine except for the one
time task of splitting up the world land mass data set into
tiles... it would have been nice to have 1Gb RAM for that.  Even
though there is a large data shuffling component, I have found
significant advantages to clustering machines and running several tile
builders at once, hanging off a single (fast) nfs server.  I've never
done any time measurements though to see how things scaled.

Regards,

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] Screenshots: Curt's scenery improvements

2003-03-20 Thread Arnt Karlsen
On Thu, 20 Mar 2003 16:05:26 -0600, 
Cameron Moore <[EMAIL PROTECTED]> wrote in message 
<[EMAIL PROTECTED]>:

> PPS - I forget the company, but there's a back-cover ad in the most
> recent Linux Journals where you can enter to receive a $50K research
> grant by applying in this company's contest.  Long shot, but I thought
> I'd mention it.  ;-)

..http://microway.com/

-- 
..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] Screenshots: Curt's scenery improvements

2003-03-20 Thread Arnt Karlsen
On Thu, 20 Mar 2003 15:34:24 -0600, 
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote in message 
<[EMAIL PROTECTED]>:

> Major A writes:
> > > Locally I have about 220Gb of HD space dedicated towards storing
> > > the original raw data.  The intermediate preprocessed form of the
> > > data. The shared edge data.  And the final scenery.
> > 
> > Oh. I didn't expect it to be that much...
> 
> I'm not maxed out yet, and occaisonally I keep different copies or
> different variants of things for various reasons.  I don't feel
> cramped right now, but I'm not exactly swimming in an overwhelming
> abundance of extra disk space.
> 
> > > If we get SRTM data for the whole world, that will have to jump up
> > > substantially.
> > 
> > Can't things be done in sections? Why would one want to do the whole
> > world in a single operation?
> 
> Sure, but there's some sort of coolness factor related to building the
> entire world. :-)
> 
> > If processing involves a lot of data copying, you'd probably be
> > better off keeping everything on a single computer. Use a
> > multiprocessor machine with lots of storage and lots or RAM.
> 
> If someone is donating hardware, I could live with either
> approach. :-)
> 
> > Just an idea: how about using the HP TestDrive farm? They have some
> > nice computers there such as a quad 1GHz Alpha. It would be
> > necessary to ask for their permission first, but this being an
> > open-source project, I wouldn't think this would be a problem. We
> > can then give credit on the website or so.
> 
> What kind of disk space can they give us?
> 
> Curt.

..they _can_ do a _lot_:
http://www.serverworldmagazine.com/newsflash2/2003/03/20_redhat.shtml
and http://news.google.com/news?hl=en&q=HP+%22Red+Hat%22

..now, what they _will_ do, depends on their end of the deal etc, 
coolness is one factor in PR work, how about FG scenery building as a
test suite, or sim'ing the shuttle break-up, we do ice on Twin Otters.

-- 
..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] Screenshots: Curt's scenery improvements

2003-03-20 Thread Major A

> > Just an idea: how about using the HP TestDrive farm? They have some
> > nice computers there such as a quad 1GHz Alpha. It would be
> > necessary to ask for their permission first, but this being an
> > open-source project, I wouldn't think this would be a problem. We
> > can then give credit on the website or so.
> 
> What kind of disk space can they give us?

I've just checked, the central file space is 160GB, which is about 50%
full right now. It's shared via NFS, unfortunately, so it's not that
good really. They still have impressive computing power, I've just
checked that they have a 4x800MHz Itanium and a 4x1GHz Alpha. The
Itanium has 4GB of RAM, as many of the SMP systems they have.

All in all, if it's really just copying data around, then it would be
best to do it on a PC with a lot of (local) disk space. From your
experience, what difference does CPU speed, the number of CPUs, and
the amount of RAM make? As someone else has said, disk space isn't
that expensive, and if we get a donation, you could set up a new
heater^H^H^H^H^H^HPC in your house with a 1TB RAID made of 4 IDE disks
or so.

  Andras

===
Major Andras
e-mail: [EMAIL PROTECTED]
www:http://andras.webhop.org/
===

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Re: [Flightgear-devel] Still linker error in today's FlightGear

2003-03-20 Thread Erik Hofman
Martin Spott wrote:
Hello, today I encountered linker errors on SuSE-8.1/i386. As I understand
this does not depend on the tool chain:
Did you already try this:

You will either have to do a "make clean" or remove the following files by hand:

Cockpit/hud.o
GUI/gui.o
GUI/gui_funcs.o
Main/main.o
Main/options.o
Main/util.o 
Erik

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Re: [Flightgear-devel] [PATCH] for cvs

2003-03-20 Thread Erik Hofman
Ironhell3 . wrote:
ok, i am not sure if this is correct but this way compiles cvs version 
of Flightgear
Shoot. You are right.
Funny I didn't catch that one.
Thanks.

Erik

--- src/Main/fg_init.cxx2003-03-20 14:33:11.0 +0200
+++ src/Main/fg_init.new.cxx2003-03-20 14:32:58.0 +0200
@@ -740,5 +740,5 @@
SG_LOG( SG_GENERAL, SG_INFO,
"Attempting to set starting position for "
-<< id << ":" << runway );
+<< id << ":" << rwy );
if ( ! runways.search( id, rwy, &r ) ) {

For any replies please CC me cause i am not on the list.I bieleve this 
was just i typo?

[EMAIL PROTECTED]
Greece
http://www.angelfire.com/on3/ironhell3index/HellWorld.html


_
The new MSN 8: advanced junk mail protection and 2 months FREE* 
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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Curtis L. Olson
David Megginson writes:
> Curtis L. Olson writes:
> 
>  > > In the meantime, there is 3 arcsec SRTM data for Canada and Mexico, so
>  > > we can join the club.
>  > 
>  > Really?  Where can I fetch it?
> 
> The same place as the U.S. data:
> 
>   ftp://edcsgs9.cr.usgs.gov/pub/data/srtm/North_America/3arcsec/
> 
> The 1 arcsec data covers only the U.S., but the 3 arcsec data covers
> all of North America, as far as I can see.

After a bit of experimentation, I see little benefit in the 1arcsec
data for our needs.  We can't even come any where close to rendering
the full 3arcsec data.  We are talking about preserving the top 1%
most important data points from the 3 arcsec data.  For the 1arcsec
data we'd only be able to preserve about 0.1% of the original data.
So at the levels of detail we use, 3arcsec data is *more* than
enough.  Using 1arcsec data would still be nice, but probably not
noticibly nicer.

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] 3D HUD Support

2003-03-20 Thread Erik Hofman
Norman Vine wrote:
Erik Hofman writes:

1. 3D HUD code, written by Andy Ross and modified by Norman Vine.
I realy like this patch, but it requires aircraft to be repositioned. As 
far as I know only the F-16 doesn't use a full-screen HUD, but 
I'm not sure.

Does any object or can I go ahead?
Please explain what it is you are planning todo ?
I want to apply the 3D HUD patch which was originally written by Andy 
Ross and later modified by you.

Erik

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Cameron Moore
* [EMAIL PROTECTED] (Curt Olson) [2003.03.20 14:40]:
> Martin Spott writes:
> > Gene Buckle <[EMAIL PROTECTED]> wrote:
> > > flightgear.distributed.net. :)
> > If someone provides a portable distribution mechanism for distributed
> > scenery generation, then I think I can provide some horsepower for this,
> 
> The big problem is that scenery building is much more slanted towards
> data shuffling (i.e. reading and writing files is typically the
> largest component of the task.)  There is a computational component
> but it is generally small in comparison.  When you think about
> distributing the tasks, the bottle necks are almost all in the file
> loading and saving.
> 
> Locally I have about 220Gb of HD space dedicated towards storing the
> original raw data.  The intermediate preprocessed form of the data.
> The shared edge data.  And the final scenery.
> 
> If we get SRTM data for the whole world, that will have to jump up
> substantially.
> 
> For scenery building I'd love to have at least an 8-16 node cluster
> with really high bandwidth/ low latency net between them, a terrabyte
> of scsi disk space, and probably a big air conditioner to keep the
> room cool. :-) (Seriously, when you start thinking about building
> large clusters of PC's, you quickly get to the point where the largest
> cost of the entire system is the cost of keeping it cool.)
> 
> But, in the absence of winning the lottery, I have to live with
> whatever hardware I can scrape together. :-)

I agree.  The operations are I/O bound, not CPU bound (kind of like a
mail server), so a distributed.net-type application would probably prove
less beneficial than we would hope.

Many universities and research institutions are benefitting from
FlightGear's progress.  Having the ability to "out-source" much of the
hard work of building a flight simulator, it seems like they could
afford to donate a small amount of money to enable FlightGear to
continue to grow ever-better.  Having said that, I would be more apt to
support a distributed funding campaign.

PS - Speaking of "funding issues", did I see that Steve Baker landed an
LGP programming job?

PPS - I forget the company, but there's a back-cover ad in the most
recent Linux Journals where you can enter to receive a $50K research
grant by applying in this company's contest.  Long shot, but I thought
I'd mention it.  ;-)
-- 
Cameron Moore
/ If a person with multiple personalities threatens \
\  suicide, is that considered a hostage situation? /

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RE: [Flightgear-devel] OpenSG

2003-03-20 Thread Norman Vine
Curtis L. Olson writes:
> 
> Martin Spott writes:
> > Has this project already be mentioned on this list ? Unfortunately it
> > appears to compile with certain compilers only:
> > 
> > http://www.opensg.org/

> In terms of fancy new whiz-bang cool features, OSG tends to try to
> track and support them quickly

FYI  OpenSG is not OSG
http://www.openscenegraph.org

Both of which are aspiring to be quite different then PLIB
and are both quite capable but keep in mind

SSG = Simple Scene Graph

Norman



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Re: [Flightgear-devel] Flying in the UK

2003-03-20 Thread David Megginson
Wolfram Kuss writes:

 > Excellent answers already!
 > 
 > Dave, you did not say what you want to fly?

Well, so far I have experience only in the C150, C172, C177, and
PA-28.  I wouldn't mind adding to that list, but I don't need to do
that in the same trip.

 > I plan on doing a flight in the UK in summer as well, probably with a
 > Tiger Moth. You can do this without any flying license.

Really?  In Canada, you need a license even for an ultralight or a
glider.


All the best,


David

-- 
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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Curtis L. Olson
Major A writes:
> > Locally I have about 220Gb of HD space dedicated towards storing the
> > original raw data.  The intermediate preprocessed form of the data.
> > The shared edge data.  And the final scenery.
> 
> Oh. I didn't expect it to be that much...

I'm not maxed out yet, and occaisonally I keep different copies or
different variants of things for various reasons.  I don't feel
cramped right now, but I'm not exactly swimming in an overwhelming
abundance of extra disk space.

> > If we get SRTM data for the whole world, that will have to jump up
> > substantially.
> 
> Can't things be done in sections? Why would one want to do the whole
> world in a single operation?

Sure, but there's some sort of coolness factor related to building the
entire world. :-)

> If processing involves a lot of data copying, you'd probably be better
> off keeping everything on a single computer. Use a multiprocessor
> machine with lots of storage and lots or RAM.

If someone is donating hardware, I could live with either
approach. :-)

> Just an idea: how about using the HP TestDrive farm? They have some
> nice computers there such as a quad 1GHz Alpha. It would be
> necessary to ask for their permission first, but this being an
> open-source project, I wouldn't think this would be a problem. We
> can then give credit on the website or so.

What kind of disk space can they give us?

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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[Flightgear-devel] Still linker error in today's FlightGear

2003-03-20 Thread Martin Spott
Hello, today I encountered linker errors on SuSE-8.1/i386. As I understand
this does not depend on the tool chain:

make[2]: Wechsel in das Verzeichnis »/usr/local/src/FlightGear/src/Main«
g++ -DPKGLIBDIR=\"/usr/local/FlightGear/lib/FlightGear\" -O3 -D_REENTRANT  
-L/usr/local/lib -L/opt/gnu/lib -s -L/usr/local/FlightGear/lib -L/usr/X11R6/lib -o 
fgfs  main.o fg_commands.o fg_init.o fg_io.o fg_props.o fgfs.o globals.o logger.o 
options.o splash.o util.o viewer.o viewmgr.o location.o 
../../src/Aircraft/libAircraft.a ../../src/ATC/libATC.a 
../../src/Autopilot/libAutopilot.a ../../src/Cockpit/libCockpit.a 
../../src/Cockpit/built_in/libBuilt_in.a ../../src/Controls/libControls.a 
../../src/FDM/libFlight.a ../../src/FDM/Balloon/libBalloon.a 
../../src/FDM/ExternalNet/libExternalNet.a 
../../src/FDM/ExternalPipe/libExternalPipe.a ../../src/FDM/JSBSim/libJSBSim.a 
../../src/FDM/YASim/libYASim.a ../../src/FDM/JSBSim/filtersjb/libfiltersjb.a 
../../src/FDM/LaRCsim/libLaRCsim.a ../../src/FDM/UIUCModel/libUIUCModel.a 
../../src/GUI/libGUI.a ../../src/Input/libInput.a 
../../src/Instrumentation/libInstrumentation.a ../../src/Model/libModel.a 
../../src/MultiPlayer/libMultiPlayer.a ../../src/Navaids/libNavaids.a 
../../src/Scenery/libScenery.a ../../src/Scripting/libScripting.a 
../../src/Sound/libSound.a ../../src/Airports/libAirports.a 
../../src/Network/libNetwork.a ../../src/Objects/libObjects.a 
../../src/Systems/libSystems.a ../../src/Time/libTime.a 
../../src/Environment/libEnvironment.a -lsgroute -lsgsky -lsgephem -lsgtiming -lsgio 
-lsgscreen -lsgmath -lsgbucket -lsgdebug -lsgmagvar -lsgmisc -lsgxml -lsgserial 
-lsgthreads -lplibpu -lplibfnt -lplibjs -lplibnet -lplibssg -lplibsg -lplibul 
-lplibpsl -lmk4 -lz -lglut -lGLU -lGL -lXmu -lXt -lSM -lICE -lXi -lXext -lX11 
-lpthread -lm  -lplibsl -lplibsm -ljpeg -lm 
main.o: In function `fgRenderFrame()':
main.o(.text+0xef5): undefined reference to `head'
main.o(.text+0xf01): undefined reference to `tail'
main.o(.text+0xf08): undefined reference to `other'
main.o(.text+0xf24): undefined reference to `fgd_mcp_ip'
main.o(.text+0xf2a): undefined reference to `other'
main.o(.text+0xf3c): undefined reference to `other'
main.o(.text+0xf7a): undefined reference to `other'
main.o(.text+0xf8d): undefined reference to `other'
main.o(.text+0xfae): undefined reference to `tail'
main.o(.text+0xfb3): undefined reference to `other'
main.o(.text+0xfc0): undefined reference to `other'
main.o: In function `fgMainInit(int, char**)':
main.o(.text+0x48b4): undefined reference to `fg_net_init(ssgRoot*)'
main.o: In function `fgMainLoop()':
main.o(.text+0x57fc): undefined reference to `net_is_registered'
main.o(.text+0x5fe5): undefined reference to `FGFS_host'
main.o(.text+0x5ff0): undefined reference to `fgd_send_com(char*, char*)'
main.o(.text+0x5ff7): undefined reference to `FGFS_host'
main.o(.text+0x6002): undefined reference to `fgd_send_com(char*, char*)'
options.o: In function `fgOptNetHud(char const*)':
options.o(.text+0x1fe4): undefined reference to `net_hud_display'
util.o: In function `fgExit(int)':
util.o(.text+0x168): undefined reference to `FGFS_host'
util.o(.text+0x173): undefined reference to `fgd_send_com(char*, char*)'
../../src/Cockpit/libCockpit.a(hud.o): In function `fgUpdateHUD(float, float, float, 
float)':
hud.o(.text+0x20cf): undefined reference to `net_hud_display'
hud.o(.text+0x2541): undefined reference to `net_hud_update()'
../../src/GUI/libGUI.a(gui.o): In function `guiInit()':
gui.o(.text+0x2e7): undefined reference to `NewNetIdInit()'
gui.o(.text+0x2ec): undefined reference to `NewNetFGDInit()'
../../src/GUI/libGUI.a(gui_funcs.o): In function `net_display_toggle(puObject*)':
gui_funcs.o(.text+0x1c07): undefined reference to `net_hud_display'
gui_funcs.o(.text+0x1c1e): undefined reference to `net_hud_display'
../../src/GUI/libGUI.a(gui_funcs.o): In function `net_register(puObject*)':
gui_funcs.o(.text+0x1c37): undefined reference to `FGFS_host'
gui_funcs.o(.text+0x1c42): undefined reference to `fgd_send_com(char*, char*)'
gui_funcs.o(.text+0x1c48): undefined reference to `net_is_registered'
../../src/GUI/libGUI.a(gui_funcs.o): In function `net_unregister(puObject*)':
gui_funcs.o(.text+0x1c77): undefined reference to `FGFS_host'
gui_funcs.o(.text+0x1c82): undefined reference to `fgd_send_com(char*, char*)'
gui_funcs.o(.text+0x1c88): undefined reference to `net_is_registered'
../../src/GUI/libGUI.a(gui_funcs.o): In function `goodBye(puObject*)':
gui_funcs.o(.text+0x27cc): undefined reference to `net_is_registered'
gui_funcs.o(.text+0x27d8): undefined reference to `FGFS_host'
gui_funcs.o(.text+0x27e3): undefined reference to `fgd_send_com(char*, char*)'
../../src/GUI/libGUI.a(gui_funcs.o)(.rodata+0x94): undefined reference to 
`NewCallSign(puObject*)'
../../src/GUI/libGUI.a(gui_funcs.o)(.rodata+0x9c): undefined reference to 
`net_fgd_scan(puObject*)'
collect2: ld returned 1 exit status
make[2]: *** [fgfs] Fehler 1
make[2]: Verlassen des Verzeichnisses »/usr/lo

Re: [Flightgear-devel] OpenSG

2003-03-20 Thread Curtis L. Olson
Martin Spott writes:
> Has this project already be mentioned on this list ? Unfortunately it
> appears to compile with certain compilers only:
> 
> http://www.opensg.org/

I can't say if it's been mentioned here or not, but I'm aware of it.
If people are starting new projects from scratch it definitely bears
consideration, plib is not the only game in town.

Here's what I hear through the grape vine.

In terms of fancy new whiz-bang cool features, OSG tends to try to
track and support them quickly.  However, they suffer from an API that
changes quite often or without warning, making it harder or more work
to support a longer term application that uses OSG.  I've heard that
their file readers and writers are on par (for good or for bad) with
Plib's.  This project started out as an sgi performer clone, so it
matches performer bloat for bloat and complexity for complexity.  It
also suffers from a severe lack of documentation.

Plib/ssg has a much more stable api, but also develops new features
more slowly.  It doesn't support a lot of the latest/greatest card
tricks, but it does have call backs and the ability to derive new
classes, so a motivated person can accomplish the same things if they
want to dig in and figure the details out themselves.  Plib/ssg is
very well documented, especially compared to the average open source
project.  Plib/ssg is lean, mean, and fast.

FlightGear is still commited to plib/ssg, and knowing what I know, I'd
probably stick with plib/ssg even if there was no cost in switching to
something else.  However, people starting new projects should take a
good look at OSG as well as plib, OSG just might offer exactly what
you need.

Regards,

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] Multiplayer

2003-03-20 Thread Tyson, Diarmuid
> 
> I don't know that network-olk ever really worked, so if this new
> multiplayer code has any sort of basic functionality we could probably
> just remove the olk code.  If any one needs it for anything, it will
> always be available in past versions.
> 
> Regards,
> 
> Curt.

We actually did manage to get the OLK code working under Linux.  It
required a few changes as it was seg-faulting.

The OLK code is a serious frame rate killer though.  Every frame it
opens a TCP socket to the server, sends its position, then closes the
socket.  It then opens another socket to the server, requests all the
other aircrafts positions and closes again.

Feel free to browse and comment on our new multiplayer implementation.
Since it is UDP it is a much lower performance hit.  As it is integrated
into the IO subsystem, you can specify the rate the protocol runs at to
further tweak performance.  We typically run 10 - 30 Hz on our Tower sim
prototype.

The code and some documentation are on my website.
http://tysonfamily.net/flightgear

If you have any problems Duncan and I both lurk on the list and should
be able to help.

Cheers,
Diarmuid Tyson

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Major A

> Locally I have about 220Gb of HD space dedicated towards storing the
> original raw data.  The intermediate preprocessed form of the data.
> The shared edge data.  And the final scenery.

Oh. I didn't expect it to be that much...

> If we get SRTM data for the whole world, that will have to jump up
> substantially.

Can't things be done in sections? Why would one want to do the whole
world in a single operation?

> For scenery building I'd love to have at least an 8-16 node cluster
> with really high bandwidth/ low latency net between them, a terrabyte

If processing involves a lot of data copying, you'd probably be better
off keeping everything on a single computer. Use a multiprocessor
machine with lots of storage and lots or RAM.

Just an idea: how about using the HP TestDrive farm? They have some
nice computers there such as a quad 1GHz Alpha. It would be necessary
to ask for their permission first, but this being an open-source
project, I wouldn't think this would be a problem. We can then give
credit on the website or so.

  Andras

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Jim Wilson
"Curtis L. Olson" <[EMAIL PROTECTED]> said:

> The big problem is that scenery building is much more slanted towards
> data shuffling (i.e. reading and writing files is typically the
> largest component of the task.)  There is a computational component
> but it is generally small in comparison.  When you think about
> distributing the tasks, the bottle necks are almost all in the file
> loading and saving.
> 
> Locally I have about 220Gb of HD space dedicated towards storing the
> original raw data.  The intermediate preprocessed form of the data.
> The shared edge data.  And the final scenery.
> 

That's a lot of space, but I guess it won't be long before we see a single 1tb
drive.  It is amazing how fast drives are now.  Usually when I run these kind
of jobs I forget what a difference it makes to use different channels, dma,
etc.  Fortunately they are usually one shot deals and it doesn't matter.  But
now that I'm looking at burning some vids on dvds...it's going to become more
regular.

If there were easy scripts all set up it seems like people who were interested
could grab a 10x10 square at a time and send back the result.  Might need a
way to "check out" a section so that others don't duplicate.

Best,

Jim


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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Martin Spott
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:

> For scenery building I'd love to have at least an 8-16 node cluster
> with really high bandwidth/ low latency net between them, a terrabyte
> of scsi disk space, [...]

A terabyte of disk space is quite affordable these days. When the necessity
becomes real, then we should talk about it. I'd love to use my customer's
park of Sun servers, but I don't think they'd allow for that  ;-)

Martin.
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[Flightgear-devel] [PATCH] for cvs

2003-03-20 Thread Ironhell3 .
ok, i am not sure if this is correct but this way compiles cvs version of 
Flightgear

--- src/Main/fg_init.cxx2003-03-20 14:33:11.0 +0200
+++ src/Main/fg_init.new.cxx2003-03-20 14:32:58.0 +0200
@@ -740,5 +740,5 @@
SG_LOG( SG_GENERAL, SG_INFO,
"Attempting to set starting position for "
-<< id << ":" << runway );
+<< id << ":" << rwy );
if ( ! runways.search( id, rwy, &r ) ) {

For any replies please CC me cause i am not on the list.I bieleve this was 
just i typo?

[EMAIL PROTECTED]
Greece
http://www.angelfire.com/on3/ironhell3index/HellWorld.html


_
The new MSN 8: advanced junk mail protection and 2 months FREE* 
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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Curtis L. Olson
Martin Spott writes:
> Gene Buckle <[EMAIL PROTECTED]> wrote:
> 
> > flightgear.distributed.net. :)
> 
> If someone provides a portable distribution mechanism for distributed
> scenery generation, then I think I can provide some horsepower for this,

The big problem is that scenery building is much more slanted towards
data shuffling (i.e. reading and writing files is typically the
largest component of the task.)  There is a computational component
but it is generally small in comparison.  When you think about
distributing the tasks, the bottle necks are almost all in the file
loading and saving.

Locally I have about 220Gb of HD space dedicated towards storing the
original raw data.  The intermediate preprocessed form of the data.
The shared edge data.  And the final scenery.

If we get SRTM data for the whole world, that will have to jump up
substantially.

For scenery building I'd love to have at least an 8-16 node cluster
with really high bandwidth/ low latency net between them, a terrabyte
of scsi disk space, and probably a big air conditioner to keep the
room cool. :-) (Seriously, when you start thinking about building
large clusters of PC's, you quickly get to the point where the largest
cost of the entire system is the cost of keeping it cool.)

But, in the absence of winning the lottery, I have to live with
whatever hardware I can scrape together. :-)

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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[Flightgear-devel] OpenSG

2003-03-20 Thread Martin Spott
Has this project already be mentioned on this list ? Unfortunately it
appears to compile with certain compilers only:

http://www.opensg.org/


Martin.
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Re: [Flightgear-devel] Flying in the UK

2003-03-20 Thread Wolfram Kuss
Excellent answers already!

Dave, you did not say what you want to fly?

I plan on doing a flight in the UK in summer as well, probably with a
Tiger Moth. You can do this without any flying license. If you search
for "Tiger Moth" and lesson or similar words, you will find several
operators offering this. Does anyone have experience with them?

Bye bye,
Wolfram.

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Martin Spott
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:

> I'm also pretty happy with the quality of the SRTM data.  If/when 3 or
> 1 arcsec terrain data is released for the entire word, I'll need a 1
> gazillion terrabyte HD to do all the processing and a 256 node super
> computer cluster also wouldn't hurt. :-)

When the time has come that 1 arcsec terrain data is released for the entire
world for free, then we'll be able to afford this hardware from the petty
cash  ;-)
The Europeans think a bit different about cost recovery for aquisition of
geo data   :-/

Will we see landcover information from the VMap0 data on the 'new' scenery ?

Martin.
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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Martin Spott
Gene Buckle <[EMAIL PROTECTED]> wrote:

> flightgear.distributed.net. :)

If someone provides a portable distribution mechanism for distributed
scenery generation, then I think I can provide some horsepower for this,

Martin.
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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread David Megginson
Curtis L. Olson writes:

 > > In the meantime, there is 3 arcsec SRTM data for Canada and Mexico, so
 > > we can join the club.
 > 
 > Really?  Where can I fetch it?

The same place as the U.S. data:

  ftp://edcsgs9.cr.usgs.gov/pub/data/srtm/North_America/3arcsec/

The 1 arcsec data covers only the U.S., but the 3 arcsec data covers
all of North America, as far as I can see.


All the best,


David

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Re: [Flightgear-devel] Comments

2003-03-20 Thread Jon S Berndt
On Thu, 20 Mar 2003 12:14:19 -0600
 "Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
I just want to make a very brief statement with respect 
to what going on in the world right now.
That wasn't brief. ;-)

Was this in reponse to anything in particular, or a 
preemptive strike to head off any political (and 
potentially disturbing) arguments?

Jon

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Major A

Curt, this is awesome.

> I'm also pretty happy with the quality of the SRTM data.  If/when 3 or
> 1 arcsec terrain data is released for the entire word, I'll need a 1
> gazillion terrabyte HD to do all the processing and a 256 node super
> computer cluster also wouldn't hurt. :-)

I might be able to help, having access to a cluster of Alphas. I could
do at least part of the job, so please let me know if you have more
data. (It would probably be best to advertise it on this list so that
people with an unused supercomputer under their bed can help.)

  Andras

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Curtis L. Olson
David Megginson writes:
> In the meantime, there is 3 arcsec SRTM data for Canada and Mexico, so
> we can join the club.

Really?  Where can I fetch it?

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] Screenshots: Curt's scenery improvements

2003-03-20 Thread Gene Buckle
> I'm also pretty happy with the quality of the SRTM data.  If/when 3 or
> 1 arcsec terrain data is released for the entire word, I'll need a 1
> gazillion terrabyte HD to do all the processing and a 256 node super
> computer cluster also wouldn't hurt. :-)
>
flightgear.distributed.net. :)

g.



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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread David Megginson
Curtis L. Olson writes:

 > I'm also pretty happy with the quality of the SRTM data.  If/when 3 or
 > 1 arcsec terrain data is released for the entire word, I'll need a 1
 > gazillion terrabyte HD to do all the processing and a 256 node super
 > computer cluster also wouldn't hurt. :-)

In the meantime, there is 3 arcsec SRTM data for Canada and Mexico, so
we can join the club.


All the best,


David

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Curtis L. Olson
Jim Wilson writes:
> This looks great!  Is the bay area ready for the base package yet?

There are a couple open issues.

1. I'm using the 1km raster land use/land cover data set rather than
   vmap0 land use.

2. I have yet built in roads, railroads, or streams.

3. There are some tile boundary issues that have crept into the code
   that need to be looked at.

Regards,

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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[Flightgear-devel] Comments

2003-03-20 Thread Curtis L. Olson
I just want to make a very brief statement with respect to what going
on in the world right now.

I don't think we should trivialize current world events here in the
FlightGear forums by pretending they aren't happening.  I'm certain
that most of us have strong feelings and are very concerned about what
is going on.  However, our mailing lists are intended for discussing
FlightGear development and usage, and there are many other much more
appropriate forums for discussing world events.

I think we all would acknowledge that collectively we are very
concerned right now.  We are a large group with a large diversity of
opinions; but we have all come together on a single point, on which I
believe we all can agree: we want to make FlightGear the best it can
be.  So please, let's stay focused on FlightGear here in the
FlightGear forums.  Let's continue to keep our collaboration positive
and as reasonably on track as it usually is.

Thanks,

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] Screenshots: Curt's scenery improvements

2003-03-20 Thread Jim Wilson
This looks great!  Is the bay area ready for the base package yet?

Best,

Jim

"Curtis L. Olson" <[EMAIL PROTECTED]> said:

> Thanks for the kind words.  Yes there is a few rough edges (so to
> speak.)  I see at least one bug in tile edge matching has crept in
> along the way somehow.  I need to look into that, but overall I'm
> becoming really happy with the SRTM data and the new terrain fitting
> approach which Norman Vine pointed me towards.
> 
> Here are some more pictures taken in and around the Bay area:
> 
> http://www.flightgear.org/Gallery/Source/terrain1.jpg
> http://www.flightgear.org/Gallery/Source/terrain2.jpg
> http://www.flightgear.org/Gallery/Source/terrain3.jpg
> http://www.flightgear.org/Gallery/Source/terrain4.jpg
> http://www.flightgear.org/Gallery/Source/terrain5.jpg
> http://www.flightgear.org/Gallery/Source/terrain6.jpg
> 


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RE: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Norman Vine
David Megginson writes:
> 
> The new scenery code is still rough, and some tiles fail to build at
> all, but I am extremely impressed with Curt's recent work on TerraGear
> combined with the better Canadian elevation data available through the
> SRTM. 

Yup Open Source 'collaboration' yields wonders
http://seneca.me.umn.edu/pipermail/terragear-devel/2003-March/000423.html

Nice work Curt !

Norman

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Re: [Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread Curtis L. Olson
David Megginson writes:
> The new scenery code is still rough, and some tiles fail to build at
> all, but I am extremely impressed with Curt's recent work on TerraGear
> combined with the better Canadian elevation data available through the
> SRTM.

David,

Thanks for the kind words.  Yes there is a few rough edges (so to
speak.)  I see at least one bug in tile edge matching has crept in
along the way somehow.  I need to look into that, but overall I'm
becoming really happy with the SRTM data and the new terrain fitting
approach which Norman Vine pointed me towards.

Here are some more pictures taken in and around the Bay area:

http://www.flightgear.org/Gallery/Source/terrain1.jpg
http://www.flightgear.org/Gallery/Source/terrain2.jpg
http://www.flightgear.org/Gallery/Source/terrain3.jpg
http://www.flightgear.org/Gallery/Source/terrain4.jpg
http://www.flightgear.org/Gallery/Source/terrain5.jpg
http://www.flightgear.org/Gallery/Source/terrain6.jpg

Here are a few things I've noticed with the new terrain fitting
algorithm:

- The concentration of elevation points in the final result seems a
  lot better balanced.

- Major features such as ridges and valleys are much better
  represented.

- It seems like we are achieving much better detail with the same or
  similar number of polygons.

I'm also pretty happy with the quality of the SRTM data.  If/when 3 or
1 arcsec terrain data is released for the entire word, I'll need a 1
gazillion terrabyte HD to do all the processing and a 256 node super
computer cluster also wouldn't hurt. :-)

Regards,

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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[Flightgear-devel] Screenshots: Curt's scenery improvements

2003-03-20 Thread David Megginson
The new scenery code is still rough, and some tiles fail to build at
all, but I am extremely impressed with Curt's recent work on TerraGear
combined with the better Canadian elevation data available through the
SRTM.  Here is a picture taken from the surface of the Gatineau River
just north of Ottawa, using the old scenery built with the 30 arcsec
DEMs:

  http://www.megginson.com/flightsim/old-scenery.png

Here is the same picture using scenery generated from the SRTM 3
arcsec elevation data *and* Curt's improvements in surface
triangulation:

  http://www.megginson.com/flightsim/new-scenery.png

The higher-resolution SRTM helped, of course, but the scenery still
looked much flatter than this until I used Curt's arrayfit tool to
preprocess the elevation arrays generated from the SRTM.


All the best,


David

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RE: [Flightgear-devel] 3D HUD Support

2003-03-20 Thread Norman Vine
Erik Hofman writes:
> 
> > 1. 3D HUD code, written by Andy Ross and modified by Norman Vine.
> 
> I realy like this patch, but it requires aircraft to be repositioned. As 
> far as I know only the F-16 doesn't use a full-screen HUD, but 
> I'm not sure.
> 
> Does any object or can I go ahead?

Please explain what it is you are planning todo ?

Norman


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[Flightgear-devel] 3D HUD Support

2003-03-20 Thread Erik Hofman
Erik Hofman wrote:

1. 3D HUD code, written by Andy Ross and modified by Norman Vine.
I realy like this patch, but it requires aircraft to be repositioned. As 
far as I know only the F-16 doesn't use a full-screen HUD, but I'm not sure.

Does any object or can I go ahead?

Erik

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re: [Flightgear-devel] FGControls

2003-03-20 Thread David Megginson
David Culp writes:

 > I need to at least 31 control nodes in FGControls in order to
 > handle turbines, and I see that it already contains 72 nodes.  I
 > can see the number growing to 200 or more.  It might be time to
 > organize with sub-nodes:
 > 
 > /controls/flight
 > /controls/gear
 > /controls/engine
 > /controls/engine/piston
 > /controls/engine/turbine
 > /controls/engine/rocket
 > /controls/propeller
 > /controls/electrical
 > /controls/hydraulic
 > /controls/anti-ice
 > /controls/pneumatics
 > /controls/pressurization
 > ...etc
 > 
 > This would break a lot of the present code, so it will need some
 > discussion.

I think we need to make some changes anyway, especially so that we can
simulate control failures.  For example, right now we have

  /controls/mixture[0]
  /controls/mixture[1]
  /controls/mixture[2]
  /controls/propeller-pitch[0]
  /controls/propeller-pitch[1]
  /controls/propeller-pitch[2]
  /controls/throttle[0]
  /controls/throttle[1]
  /controls/throttle[2]

and so on.  As David suggests, we could regroup those in several
different ways:

  /controls/engine[0]/mixture
  /controls/engine[0]/propeller-pitch
  /controls/engine[0]/throttle

  /controls/engine[1]/mixture
  /controls/engine[1]/propeller-pitch
  /controls/engine[1]/throttle

  /controls/engine[2]/mixture
  /controls/engine[2]/propeller-pitch
  /controls/engine[2]/throttle

or even

  /controls/engines/engine[0]/mixture

(which would give an uncluttered view in /controls).

Whatever we choose, I think that we need to break down the top level
as well, so that we have

  [..]/throttle/setting-norm
  [..]/throttle/serviceable

and possibly others.  This way, we can introduce control failures the
same way we introduce system and instrument failures.  Deciding how
long to make the paths is always difficult because of the tradeoffs
between typing and browsing.  For the typists, it's best to keep
the tree as flat as possible; for the browsers, it's best to keep the
tree nodes as uncluttered as possible.  Those two goals are mutually
exclusive.


All the best,


David

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[Flightgear-devel] FGControls

2003-03-20 Thread David Culp
I need to at least 31 control nodes in FGControls in order to handle turbines, 
and I see that it already contains 72 nodes.  I can see the number growing to 
200 or more.  It might be time to organize with sub-nodes:

/controls/flight
/controls/gear
/controls/engine
/controls/engine/piston
/controls/engine/turbine
/controls/engine/rocket
/controls/propeller
/controls/electrical
/controls/hydraulic
/controls/anti-ice
/controls/pneumatics
/controls/pressurization
...etc

This would break a lot of the present code, so it will need some discussion.

Dave Culp

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RE: [Flightgear-devel] Architectural questions

2003-03-20 Thread David Megginson
Jon Berndt writes:

 > There are some nuances to that approach. For example, does it work *with*
 > the existing approach, or would it be an entirely new and separate way to
 > define the aero characteristics of an aircraft? If it was to augment the
 > current way of doing things, would it provide any aero force or moment
 > that was *already* provided by another set of coefficients? We would not
 > want to duplicate aero coefficients anywhere.

Treat the current config files as vehicles with a single
pseudo-lifting surface, and you should be able to use the same code
for both approaches.

Gotchas include figuring out mass distribution and the effect of
disturbed airflow from the props and wings, especially on the
effective alpha and beta of the tail section.

 > Initially, I think the piecewise approach would be to augment the
 > full-coefficient approach. For instance, the wing could be broken up into
 > at least a couple 2 or 3 spanwise segments per side. Each would have its
 > own portion of the total area assigned to it. Each would have its own
 > alpha and velocity vector (and perhaps each would bias its own velocity
 > vector as in the case of a wing with twist towards the tip). This single
 > case is probably most worthwhile to model in a piecewise method, and the
 > benefits seem apparent right off the bat. If propeller swirl modeling is
 > included with this, stall and spin characteristics would be vastly
 > improved.

YASim does this internally, but doesn't require the use to specify
things that way -- instead, the user provides the incidence angle and
twist (for washout), tapering, etc., and YASim calculates the segments
automatically.

 > However, in the above approach, there would perhaps be a component
 > of roll damping that would then be modeled by this piecewise
 > approach. So, would we remove the Clp (roll damping) coefficient?

I think that most of the moment coefficients would be redundant when
you chose to model an aircraft his way.


All the best,


David

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RE: [Flightgear-devel] Architectural questions

2003-03-20 Thread David Megginson
Tony Peden writes:

 > How would we specify the characteristics of each of those surfaces?

Do you mean the position/orientation, the shape, or the aerodynamic
behaviour?


All the best,


David

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Re: [Flightgear-devel] Multiplayer update

2003-03-20 Thread Erik Hofman
Duncan McCreanor wrote:
I am working an update to the multiplayer code. The changes are to tidy up 
the loading/unloading of models as players come and go, as well as some other 
minor corrections. I will post the changes within the next couple of days.
Good to see there is still active development of the code!
The patches are welcome Duncan.
Erik

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[Flightgear-devel] Multiplayer update

2003-03-20 Thread Duncan McCreanor
I am working an update to the multiplayer code. The changes are to tidy up 
the loading/unloading of models as players come and go, as well as some other 
minor corrections. I will post the changes within the next couple of days.

Duncan McCreanor.

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Re: [Flightgear-devel] Architectural questions

2003-03-20 Thread Erik Hofman
Gerhard Wesp wrote:
http://flightgear.org/Projects/RayChair/raychair.html
http://flightgear.org/Projects/


Oops.  Should have looked more closely on your homepage.  Thanks!
This is actually the first time I've looked at this video, but it is 
quite nice to see FlightGear in action this way:

http://members.cox.net/rwcobra/BobPMFS-Short.ram

Erik

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RE: [Flightgear-devel] Architectural questions

2003-03-20 Thread Jon Berndt
> Note that JSBSim would get all of this for free simply by allowing
> coefficients to be (optionally) specified for individual surfaces,
> each with its own orientation.  All JSBSim would have to do is sum up
> the moments and forces (mostly forces) for the collection of surfaces.

I think we all agree on this and I'll go on record as saying that we will
do this. Hopefully sooner rather than later. I want to chew on it for a
little while longer, and hear Tony's impressions on how it should or
should not be implemented, and then provide access to that approach (i.e.
implement it).

There are some nuances to that approach. For example, does it work *with*
the existing approach, or would it be an entirely new and separate way to
define the aero characteristics of an aircraft? If it was to augment the
current way of doing things, would it provide any aero force or moment
that was *already* provided by another set of coefficients? We would not
want to duplicate aero coefficients anywhere.

Initially, I think the piecewise approach would be to augment the
full-coefficient approach. For instance, the wing could be broken up into
at least a couple 2 or 3 spanwise segments per side. Each would have its
own portion of the total area assigned to it. Each would have its own
alpha and velocity vector (and perhaps each would bias its own velocity
vector as in the case of a wing with twist towards the tip). This single
case is probably most worthwhile to model in a piecewise method, and the
benefits seem apparent right off the bat. If propeller swirl modeling is
included with this, stall and spin characteristics would be vastly
improved.

However, in the above approach, there would perhaps be a component of roll
damping that would then be modeled by this piecewise approach. So, would
we remove the Clp (roll damping) coefficient? The H.tail and rudder might
also provide some roll damping, but removing the coefficient approach in
favor of the piecewise approach would result in an insufficient modeling.
It's a tradeoff. I still think that, with care, the piecewise approach
could nicely augment our current approach. Perhaps the piecewise approach
would be blended in only in particular regimes.

Jon


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RE: [Flightgear-devel] Architectural questions

2003-03-20 Thread Tony Peden
On Thu, 2003-03-20 at 04:35, David Megginson wrote:
> Jon Berndt writes:
> 
>  > I can think of a couple of situations where YASim would have advantages -
>  > *at*present*:
>  > 
>  > - Calculating any force or moment that is a result of rotational motion
>  > while the aircraft is at zero translational velocity.
>  > 
>  > - Clearly, any condition that is not covered by full aerodynamic
>  > coefficients.
> 
> Note that JSBSim would get all of this for free simply by allowing
> coefficients to be (optionally) specified for individual surfaces,
> each with its own orientation.  All JSBSim would have to do is sum up
> the moments and forces (mostly forces) for the collection of surfaces.

How would we specify the characteristics of each of those surfaces?

> 
> 
> All the best,
> 
> 
> David
-- 
Tony Peden <[EMAIL PROTECTED]>


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Re: [Flightgear-devel] Architectural questions

2003-03-20 Thread Tony Peden
On Thu, 2003-03-20 at 03:22, David Megginson wrote:
> Erik Hofman writes:
> 
>  > We have three FDM's of which two of them use windtunnel/flight-test
>  > data and one is based on physical dimensions of the aircraft. The
>  > latter is a bit less accurate but is easier to design a working
>  > aircraft for.
> 
> To be fair, YASim is not necessarily less accurate, though it does use
> a solver to fill in many of the blanks.

It depends entirely on how you want to define accurate.

The coefficient approach used in JSBSim and LaRCsim/UIUC makes it
possible to duplicate the unique characteristics of a particular 
aircraft throughout the normal flight envelope.  

It is, however, more difficult to get reasonably good behavior in spins,
stalls, and turbulence.

The YASim approach makes it easier get the latter behaviors about right.
In terms of unique characteristics, however, you can only match them
at a couple of places in the flight envelope.  Everywhere else, you
take what you get.
  

>In fact, YASim is currently the only FDM that performs calculations
> for each lifting surface separately -- YASim figures out the angle of
> attack, lift, and drag for each surface then calculates moments from
> the differential lift and drag, while JSBSim uses a single angle of
> attack for the entire aircraft and simulates the differences in lift
> and drag using a long series of moment coefficients.  Both are fine in
> regular flight, but YASim's approach is likely to work better for
> stalls, spins, and other aerobatic maneuvers outside of the regular
> flight envelope.  Note that it's far from perfect so far, but at least
> the potential is there (likewise, it would be much easier to simulate
> something like a tailplane stall from icing in YASim).
> 
> JSBSim could do the same thing by providing an option to specify
> separate coefficients and relative orientations for each lifting
> surface.  Then, if the right wing were producing more lift than the
> left, you would have a left roll; if the right wing were also
> producing more drag, you would have a right yaw; and so on.
> 
> 
> All the best,
> 
> 
> David
-- 
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Re: [Flightgear-devel] Architectural questions

2003-03-20 Thread Tony Peden
On Thu, 2003-03-20 at 04:23, Gerhard Wesp wrote:
> > http://flightgear.org/Projects/RayChair/raychair.html
> > http://flightgear.org/Projects/
> 
> Oops.  Should have looked more closely on your homepage.  Thanks!
> 
> > We are a bit behind on this part. There is a project called OpenGC that 
> > has been working with FlightGear, but I don't know the current status.
> 
> But your reply sounds as if there's interest. :-)
> 
> Does jsbsim also take yaw angle into account 

Yes.

> (fuselage drag)?

It's up to the modeler.  The default c172 models drag due to sideslip.

>   I.e., is
> it possible to perform a slip (haven't had a real chance to try yet due
> to lack of pedals).

Yes.  Use KP enter and zero for the rudder.  You'll see the nose slice
and find that you have to put in aileron to maintain heading.

>   For yasim I take it it is possible.
> 
> -Gerhard
-- 
Tony Peden
[EMAIL PROTECTED]
We all know Linux is great ... it does infinite loops in 5 seconds. 
-- attributed to Linus Torvalds


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RE: [Flightgear-devel] Architectural questions

2003-03-20 Thread David Megginson
Jon Berndt writes:

 > I can think of a couple of situations where YASim would have advantages -
 > *at*present*:
 > 
 > - Calculating any force or moment that is a result of rotational motion
 > while the aircraft is at zero translational velocity.
 > 
 > - Clearly, any condition that is not covered by full aerodynamic
 > coefficients.

Note that JSBSim would get all of this for free simply by allowing
coefficients to be (optionally) specified for individual surfaces,
each with its own orientation.  All JSBSim would have to do is sum up
the moments and forces (mostly forces) for the collection of surfaces.


All the best,


David

-- 
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Re: [Flightgear-devel] Architectural questions

2003-03-20 Thread David Megginson
Gerhard Wesp writes:

 > Does jsbsim also take yaw angle into account (fuselage drag)?  I.e., is
 > it possible to perform a slip (haven't had a real chance to try yet due
 > to lack of pedals).  For yasim I take it it is possible.

Yes.  The sideslip angle is called "beta", and several coefficients
are affected by it (these are from the default C172p):

  CDbeta: drag due to beta
  CYb: side force due to beta
  Clb: roll moment due to beta
  Cnb: yaw moment due to beta

Since JSBSim uses runtime configuration files, you can add as many
more beta-dependent coefficients as you want.


All the best,


David

-- 
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Re: [Flightgear-devel] Architectural questions

2003-03-20 Thread David Megginson
Erik Hofman writes:

 > Yeah, but the windtunnel or flight-test data woudl include the 
 > individual coefficients in one single value. This means that if there is 
 > data for -180 ... +180 degree AOA and Yaw JSBSim (and UIUC) woudl be 
 > more accurate compared to YASim.

Not really, because there is a potentially infinite number of
intereactions among different surfaces, and using aircraft-wide
coefficients forces oversimplication, no matter how good the incoming
data.

Generally, the simplifications are subtle enough that we don't notice
them, but in the end, traditional coefficient-based engines are faking
it just as much as YASim is -- they just generally have more complete
data to start with.


All the best,


David

-- 
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Re: [Flightgear-devel] Architectural questions

2003-03-20 Thread Erik Hofman
Gerhard Wesp wrote:
http://flightgear.org/Projects/RayChair/raychair.html
http://flightgear.org/Projects/
Oops.  Should have looked more closely on your homepage.  Thanks!

We are a bit behind on this part. There is a project called OpenGC that 
has been working with FlightGear, but I don't know the current status.
But your reply sounds as if there's interest. :-)
Well, I'm modelling an F-16 right now and it contains two MFD's. So MFD 
support would be realy nice to have.

Does jsbsim also take yaw angle into account (fuselage drag)?  I.e., is
it possible to perform a slip (haven't had a real chance to try yet due
to lack of pedals).  For yasim I take it it is possible.
Sure it is, with the right data ...

Erik

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RE: [Flightgear-devel] Architectural questions

2003-03-20 Thread Jon Berndt
> Yeah, but the windtunnel or flight-test data woudl include the
> individual coefficients in one single value. This means that if there is
> data for -180 ... +180 degree AOA and Yaw JSBSim (and UIUC) woudl be
> more accurate compared to YASim.
>
> That said, YASim is realy a good alternative for most situations.
>
> Erik

I can think of a couple of situations where YASim would have advantages -
*at*present*:

- Calculating any force or moment that is a result of rotational motion
while the aircraft is at zero translational velocity.

- Clearly, any condition that is not covered by full aerodynamic
coefficients.

There are undoubtedly more, but likewise there are conditions where JSBSim
is probably more accurate. We also have solutions for fixing the potential
"blackout" regimes (as defined above) but those will take time to
implement.

Jon


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Re: [Flightgear-devel] Architectural questions

2003-03-20 Thread Gerhard Wesp
> http://flightgear.org/Projects/RayChair/raychair.html
> http://flightgear.org/Projects/

Oops.  Should have looked more closely on your homepage.  Thanks!

> We are a bit behind on this part. There is a project called OpenGC that 
> has been working with FlightGear, but I don't know the current status.

But your reply sounds as if there's interest. :-)

Does jsbsim also take yaw angle into account (fuselage drag)?  I.e., is
it possible to perform a slip (haven't had a real chance to try yet due
to lack of pedals).  For yasim I take it it is possible.

-Gerhard
-- 
| voice: +43 (0)676 6253725  ***  web: http://www.cosy.sbg.ac.at/~gwesp/
|
| Passts auf, seid's vuasichdig, und lossds eich nix gfoin!
|  -- Dr. Kurt Ostbahn

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Re: [Flightgear-devel] Architectural questions

2003-03-20 Thread Erik Hofman
David Megginson wrote:
Erik Hofman writes:

 > We have three FDM's of which two of them use windtunnel/flight-test
 > data and one is based on physical dimensions of the aircraft. The
 > latter is a bit less accurate but is easier to design a working
 > aircraft for.
To be fair, YASim is not necessarily less accurate, though it does use
a solver to fill in many of the blanks.
In fact, YASim is currently the only FDM that performs calculations
for each lifting surface separately -- YASim figures out the angle of
attack, lift, and drag for each surface then calculates moments from
the differential lift and drag, while JSBSim uses a single angle of
attack for the entire aircraft and simulates the differences in lift
and drag using a long series of moment coefficients.  Both are fine in
Yeah, but the windtunnel or flight-test data woudl include the 
individual coefficients in one single value. This means that if there is 
data for -180 ... +180 degree AOA and Yaw JSBSim (and UIUC) woudl be 
more accurate compared to YASim.

That said, YASim is realy a good alternative for most situations.

Erik

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[Flightgear-devel] Please help with vertex programm

2003-03-20 Thread Roman Grigoriev




Hi guys!
I'm implementing light lobes to flightgear using 
per-pixel attenuation
I modified viewer.cxx in plib distribution and this 
works fine but there are some problems for me here I totally confused model view 
matrixes and plib so I need help
If someone intersted in I can send my 
sources
maybe someone with Geforce3 card or better can help 
me 
The main question is why program works fine if I 
use in state programm
"MOV c[19].x,v[0].x;\ 
MOV c[19].y,v[0].y;\
MOV c[19].z,v[0].z;\
MOV c[19].w,v[0].w;"
and definitly don't work if I use 

"DP4 c[19].x,v[0],c[20];\
DP4 c[19].y,v[0],c[21];\
DP4 c[19].z,v[0],c[22];\
DP4 c[19].w,v[0],c[23];"
Thanx in advance
Bye


Re: [Flightgear-devel] Architectural questions

2003-03-20 Thread David Megginson
Erik Hofman writes:

 > We have three FDM's of which two of them use windtunnel/flight-test
 > data and one is based on physical dimensions of the aircraft. The
 > latter is a bit less accurate but is easier to design a working
 > aircraft for.

To be fair, YASim is not necessarily less accurate, though it does use
a solver to fill in many of the blanks.

In fact, YASim is currently the only FDM that performs calculations
for each lifting surface separately -- YASim figures out the angle of
attack, lift, and drag for each surface then calculates moments from
the differential lift and drag, while JSBSim uses a single angle of
attack for the entire aircraft and simulates the differences in lift
and drag using a long series of moment coefficients.  Both are fine in
regular flight, but YASim's approach is likely to work better for
stalls, spins, and other aerobatic maneuvers outside of the regular
flight envelope.  Note that it's far from perfect so far, but at least
the potential is there (likewise, it would be much easier to simulate
something like a tailplane stall from icing in YASim).

JSBSim could do the same thing by providing an option to specify
separate coefficients and relative orientations for each lifting
surface.  Then, if the right wing were producing more lift than the
left, you would have a left roll; if the right wing were also
producing more drag, you would have a right yaw; and so on.


All the best,


David

-- 
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Re: [Flightgear-devel] Architectural questions

2003-03-20 Thread Erik Hofman
Gerhard Wesp wrote:
Hello Dev team,

Are there projects using FlightGear as the ``engine'' of a simulator
with cockpit mockup, multiple projectors, head down display and and
possibly a motion platform?
http://flightgear.org/Projects/RayChair/raychair.html
http://flightgear.org/Projects/
This would imply the need for
- multiple out-the-window views, most likely driven by multiple
  rendering machines, with freely definable cameras.
- Multiple head down displays (probably TFTs) with instruments.
We are a bit behind on this part. There is a project called OpenGC that 
has been working with FlightGear, but I don't know the current status.

- The possibility to create and add new instruments.
- An output of the aircraft dynamics (linear and rotational
  accelerations) for driving the motion platform.


I guess it all boils down to having well-defined ``data streaming''
interfaces between the individual components of flight simulation, the
FDM, HDD, Scenery renderer and Sound.  For distributed simulation, these
would have to bee network protocols (ideally based on some underlying
realtime protocol, but in practice it would probably work with UDP or
TCP).  FlightGear running as an application on one PC or workstation
would then simply be a special case of distributed simulation.
I'm interested in how well the FlightGear architecture would be suited
for such an application, has it been done, what are the developer's
thoughts about it, etc.  Any feedback is greatly appreciated!
As an aside:  How much effort does it usually take to add a FDM to
FlightGear (e.g., a DC6 model)?
This depends on how accurate you want to model the aircraft.
We have three FDM's of which two of them use windtunnel/flight-test data 
and one is based on physical dimensions of the aircraft. The latter is a 
bit less accurate but is easier to design a working aircraft for.

Erik



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[Flightgear-devel] Architectural questions

2003-03-20 Thread Gerhard Wesp
Hello Dev team,

Are there projects using FlightGear as the ``engine'' of a simulator
with cockpit mockup, multiple projectors, head down display and and
possibly a motion platform?

This would imply the need for
- multiple out-the-window views, most likely driven by multiple
  rendering machines, with freely definable cameras.
- Multiple head down displays (probably TFTs) with instruments.
- The possibility to create and add new instruments.
- An output of the aircraft dynamics (linear and rotational
  accelerations) for driving the motion platform.
- ...

I guess it all boils down to having well-defined ``data streaming''
interfaces between the individual components of flight simulation, the
FDM, HDD, Scenery renderer and Sound.  For distributed simulation, these
would have to bee network protocols (ideally based on some underlying
realtime protocol, but in practice it would probably work with UDP or
TCP).  FlightGear running as an application on one PC or workstation
would then simply be a special case of distributed simulation.

I'm interested in how well the FlightGear architecture would be suited
for such an application, has it been done, what are the developer's
thoughts about it, etc.  Any feedback is greatly appreciated!

As an aside:  How much effort does it usually take to add a FDM to
FlightGear (e.g., a DC6 model)?

Best regards,
-Gerhard
-- 
| voice: +43 (0)676 6253725  ***  web: http://www.cosy.sbg.ac.at/~gwesp/
|
| Passts auf, seid's vuasichdig, und lossds eich nix gfoin!
|  -- Dr. Kurt Ostbahn

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Re: [Flightgear-devel] Build Problem with MultiPlayer Code

2003-03-20 Thread Erik Hofman
Jonathan Polley wrote:
Oh, and it will not link because of the following missing symbols:
You will either have to do a "make clean" or remove the following files 
by hand:

Cockpit/hud.o
GUI/gui.o
GUI/gui_funcs.o
Main/main.o
Main/options.o
Main/util.o
Erik

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Re: [Flightgear-devel] Build Problem with MultiPlayer Code

2003-03-20 Thread Erik Hofman
Jonathan Polley wrote:
Oh, and it will not link because of the following missing symbols:
These are symbold from NetworkOLK. Did you rerun autogen.sh and configure?

Erik

BTW. The fixes are in CVS now.



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