[Flightgear-devel] Ubuntu configure/update etc.

2011-07-16 Thread Michael Sgier
http://wiki.flightgear.org/Scripted_Compilation_on_Linux_Debian/Ubuntu

As the update with the above doesn't seem to work i try git now. What are the 
configure options if I want to keep it at the same location as with the above:

...
checking for library containing gluLookAt... -lGLU
checking for library containing glutGetModifiers... -lglut
checking for library containing alGenBuffers... -lopenal
checking for library containing alutInit... -lalut
checking simgear/version.h usability... yes
checking simgear/version.h presence... yes
checking for simgear/version.h... yes
checking for SimGear 2.3.0 or newer... [found 1.9.1] ... wrong version
configure: error: Install latest SimGear first...
michael@ubuntu:/media/DATA/FGFS/install/flightgear$ 

removed the old simgear 1.9 from /usr/*. Now the current git download/compiled 
simgear is at /media/DATA/FGFS/install/simgear.

Can I do alike or would i run into problems. And what ./configure options?
Thanks
Michael
PS: Later how to update only new stuff in DATA with git?
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[Flightgear-devel] qtCreator

2011-07-30 Thread Michael Sgier


Hi
 how could I import Fgfs into a new qtCreator project? As stated here it might 
ease development on all 
OS?
http://forums.x-plane.org/index.php?showtopic=48012
Thanks
Michael

PS: I've downloaded a while ago the source and got, after compiling,  somehting 
alike fgfs needs data 2.2 but 
found 2.5. Simpy redownload the source? or even better setup git alike on the 
above link?--
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[Flightgear-devel] security

2011-08-21 Thread Michael Sgier


http://gigaom.com/apple/mac-botnet-how-to-ensure-you-are-not-part-of-the-problem/

http://www.zdnet.com/blog/security/safarimacbook-first-to-fall-at-pwn2own-2011/8358

I only hope someone is revising submitted code...--
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flightgear-devel@lists.sourceforge.net

2011-08-22 Thread Michael Sgier
Hi
with the current download&compile i get:
svn: "OpenSceneGraph is already" a working copy for a different URL
and the script stops.

2. trying to compile fgfs with qtcreator I get:
/media/DATA/FGFS/fgfs/flightgear/src/Autopilot/component.hxx:31: 
Fehler:simgear/props/propsfwd.hxx: No such file or directory

So i should update simgear?

3. any help on how to compile all in qtcreator but at same locations as the 
download&compile script?

Many thanks
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[Flightgear-devel] camera

2011-08-31 Thread Michael Sgier
Hi
how should I approach if I want to zoom in /out with keyboard or joystick 
buttons? Very far to see all airport or even the whole planet alike x-plane.


in cameragroup.cpp - updateCameras  - viewport i suppose to set the values but 
how from the above?

something alike the fov I've tried in my joystick.xml:


   property-adjust
   /sim/current-view/field-of-view
   -1.0
   0
  
 

Thanks
Michael
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Re: [Flightgear-devel] The future of FlightGear's support programs

2011-09-04 Thread Michael Sgier
Qgis looks very good, but not very simple to use. 

Anyone to create a tutorial in the forum?--
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[Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures

2011-09-11 Thread Michael Sgier
Hi

for inspecting the upcoming Swiss airports, I obviously needed to zoom out (see 
my posts in the forum's hardware and scenery 
section)

Apt.dat 8.5 will be a great move forward but local weather is ugly. Only one 
tile seems to be rendered, everything outside 
is black. And yea scenery textures...sigh...I've no idea on how to implement 
for ex. google textures (which I've 
downloaded once for x-plane' Switzerland area) Any hints?

Also throughout 3D clouds would be a very nice addition.
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Re: [Flightgear-devel] Cmake

2011-09-12 Thread Michael Sgier
why not use: qmake?


as described here:

http://forums.x-plane.org/index.php?showtopic=48012






From: Mathias Fröhlich 
To: FlightGear developers discussions 
Sent: Monday, September 12, 2011 8:25 AM
Subject: Re: [Flightgear-devel] Cmake


Hi Durk,

On Sunday, September 11, 2011 21:29:28 Durk Talsma wrote:
> My error was in SimGear, and your fix was for FlightGear, it I'm correct.
> So, I'm not sure if that would fix it.
Hmm, then probably not...
... but I have done the same change in the identical file in simgear now.
I did not know that there ist also the same one :-/

Greetings

Mathias

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Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures

2011-09-12 Thread Michael Sgier
Thanks I'll search for Brest.See some screens. Default before and after using 
local weather. both with high z

http://www.bilder-space.de/show_img.php?img=0c3153-1315821982.jpg&size=original

http://www.bilder-space.de/show_img.php?img=460878-1315821939.jpg&size=original



--- On Mon, 9/12/11, thorsten.i.r...@jyu.fi  wrote:

From: thorsten.i.r...@jyu.fi 
Subject: Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures
To: "FlightGear developers discussions" 
Date: Monday, September 12, 2011, 9:22 AM

> for inspecting the upcoming Swiss airports, I obviously needed to zoom
> out (see my posts in the forum's hardware and scenery
> section)

After looking through the Forum - I guess what you mean is that you want a
viewpoint from high above (outer space)?

As established in lengthy discussions with vitos which you can read up at
your leisure, Flightgear isn't designed to show the planet from outer
space.

> Apt.dat 8.5 will be a great move forward but local weather is ugly.

You're not forced to use it... It obviously will not work for a view from
outer space (there's a reason it's called 'Local Weather' rather than
'Planetary Weather System Simulation').

> Only  one tile seems to be rendered, everything outside
> is black.

That sounds like using the skydome shader and badly configured
visibility/bare LOD distance.

> And yea scenery textures...sigh...I've no idea on how to
> implement for ex. google textures (which I've
> downloaded once for x-plane' Switzerland area) Any hints?

There's aerial photograph texture around Brest available where you can see
how it is done.

> Also throughout 3D clouds would be a very nice addition.

No idea what you mean. We now have most cloud types in 3d, expept those
which *really* *don't* *work* in 3d (very structured Cirrus).

Cheers,

* Thorsten




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Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures

2011-09-12 Thread Michael Sgier
no definitely not not even your explanations...so i have to live with such as 
local weather is not capable of doing
such? ok no problem



--- On Mon, 9/12/11, thorsten.i.r...@jyu.fi  wrote:

From: thorsten.i.r...@jyu.fi 
Subject: Re: [Flightgear-devel] Local weather, apt.dat 8.5 and scenery textures
To: "FlightGear developers discussions" 
Date: Monday, September 12, 2011, 12:24 PM

> See some screens. Default before and after
> using local weather. both with high z

Yes, just shows that you haven't understood the issue.

Fact 1: The Scattering Skydome shader doesn't work for low visibility
(<100 km) because the haze it creates (the yellow-black stuff) doesn't
blend with the terrain haze. It works for large visibility because then
the terrain covers the yellow-black stuff all the way to the horizon

Fact 2: Local Weather has its own vertical visibility model which
determines what you get to see, so you can press 'z' all day long and it
won't do anything. In particular, for performance reason Local Weather
usually restricts the visibility to less than 50 km.

Consequence: You go from a situation at high altitude where visibility is
maxed out and the scattering shader works to a situation where visibility
is quite restricted and the scattering shader's problems are not hidden
any more.

This has *nothing* to do with Local Weather, it's only related to the
value of /environment/visibility-m at your position. If you use a low
value with Global Weather, you'll see the same black stuff coming up, if
you instruct Local Weather to display a large aloft visibility, you get
this:

http://www.flightgear.org/forums/viewtopic.php?f=17&t=13339&start=15#p135799

Future advice: First: Understand issues involved. Then: start bitching if
necessary. Not the other way round.

Cheers,

* Thorsten


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[Flightgear-devel] Scenery textures alike Brest

2011-09-14 Thread Michael Sgier
Hi
anyone can tell me how to change scenery textures? As they are so beautiful, 
sigh, I want to change 

to maybe some google texture i have or other alike Switzerland pro etc.

How was Brest done? I see the materials added but wonder about the changes in 
*.stg files.

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[Flightgear-devel] fgfs hangs while loading scenery

2011-09-15 Thread Michael Sgier
As soon as i change altitude of some .ac in .stg fgfs hangs at "loading scenery"
 
No my syntax is ok i can also cut half .stg to load ok but not more. 


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[Flightgear-devel] Compile on Linux

2011-09-16 Thread Michael Sgier
Hi
seems that for bigger sceneries the maximal objects number needs to be 
increased. Ok so I tried  

again to compile, worked before, but now after playing with git commands within 
Qtcreator 

I get in Qtcreator lots of errors from the test directory about nondeclared 
Point3D etc.

Even Eclipse stopped working and complains now: no rule to make all

I'll leave for today and have a look at that tomorrow. Thanks for getting me 
going and 

maybe some hints on where/how to increase the number of scenery objects.
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[Flightgear-devel] too many scenery objects

2011-09-18 Thread Michael Sgier
Hi
 After converting Suisse04 fgfs hangs while loading lszg. But I can "position 
aircraft on ground" and it seems to load 
objects only after looking at. Therefore i suspect too many objects and is also 
the same for other big airports alike TNCM etc.

Qtcreator gets slower and slower before and stops completely before outputting 
any infos. So how should i approach this?
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Re: [Flightgear-devel] too many scenery objects

2011-09-19 Thread Michael Sgier
John, it's not crashing. It's possible to either fly to an airport or move the 
plane "position aircraft on ground". It only hangs if you select directly an 
airport for ex. TNCM. Try and convert TNCM to see the effect. 

So I guess it's maybe the number of objects that makes fgfs hanging only at 
directly loading an airport. For now I'm lost in the code, let me know if you 
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Re: [Flightgear-devel] FG hangs on "loading scenery" when using many objects

2011-09-22 Thread Michael Sgier
Yes, I only found out that sometimes it can load after a restart... Mostly it 
hangs in conjunction with terragear trying to load terrain that I've flown 
multiple times already. So apart as Csaba mentioned, there might be some 
terragear code to improve as well?


--- On Thu, 9/22/11, Csaba Halász  wrote:

From: Csaba Halász 
Subject: Re: [Flightgear-devel] FG hangs on "loading scenery" when using many 
objects
To: "FlightGear developers discussions" 
Date: Thursday, September 22, 2011, 3:13 AM

On Wed, Sep 21, 2011 at 11:07 PM, Thomas Albrecht  wrote:
>
> On machine (much slower than yours: Pentium 4 2.4 GHz, 1.5GB DDR), FG hangs
> when using ~2300 objects.

Here, with AMD 605e 2.3GHz, it hangs at around 5800 objects, with the
CPU behaviour you described. Going slightly higher, from around 6000,
FG starts to burn CPU again, but nevertheless won't get any result.

Looking into the problem, seems the scenery is loaded eventually, but
the fdm is not initialized so this check never passes:

        if (globals->get_tile_mgr()->isSceneryLoaded()
             && fgGetBool("sim/fdm-initialized")) {

Now, the FDM init code has this:

    if (globals->get_scenery()->scenery_available(geod, range)) {
        SG_LOG(SG_FLIGHT, SG_INFO, "Scenery loaded, will init FDM");

That in turn ends up at:

    simgear::CheckSceneryVisitor csnv(getPagerSingleton(), toOsg(p),
range_m, framestamp);
    // currently the PagedLODs will not be loaded by the DatabasePager
    // while the splashscreen is there, so CheckSceneryVisitor force-loads
    // missing objects in the main thread
    get_scene_graph()->accept(csnv);
    if(!csnv.isLoaded())

Finally we arrive at:

void SGPagedLOD::forceLoad(osgDB::DatabasePager *dbp, FrameStamp* framestamp,
                           NodePath& path)
{
    //SG_LOG(SG_GENERAL, SG_ALERT, "SGPagedLOD::forceLoad(" <<
    //getFileName(getNumChildren()) << ")");

And now the crazy part! If I uncomment this logging, everything
suddenly works, even with 20k objects:
http://i53.tinypic.com/wwn12f.png
Sounds like some timing/threading issue to me.

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[Flightgear-devel] anyone compiled vasFMC for fgfs?

2011-09-23 Thread Michael Sgier
I've heard someone did that for an older vasfmc version?
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Re: [Flightgear-devel] FG hangs on "loading scenery" when using many objects

2011-09-23 Thread Michael Sgier
Hi cannot find it. grep -r nor Qtcreator find it, which files are those or how 
should i search?

I gets worse on my PC. I've several sceneries that hang so I need to 
investigate.Thanks

--- On Thu, 9/22/11, Csaba Halász  wrote:

From: Csaba Halász 
Subject: Re: [Flightgear-devel] FG hangs on "loading scenery" when using many 
objects
To: "FlightGear developers discussions" 
Date: Thursday, September 22, 2011, 3:13 AM

On Wed, Sep 21, 2011 at 11:07 PM, Thomas Albrecht  wrote:
>
> On machine (much slower than yours: Pentium 4 2.4 GHz, 1.5GB DDR), FG hangs
> when using ~2300 objects.

Here, with AMD 605e 2.3GHz, it hangs at around 5800 objects, with the
CPU behaviour you described. Going slightly higher, from around 6000,
FG starts to burn CPU again, but nevertheless won't get any result.

Looking into the problem, seems the scenery is loaded eventually, but
the fdm is not initialized so this check never passes:

        if (globals->get_tile_mgr()->isSceneryLoaded()
             && fgGetBool("sim/fdm-initialized")) {

Now, the FDM init code has this:

    if (globals->get_scenery()->scenery_available(geod, range)) {
        SG_LOG(SG_FLIGHT, SG_INFO, "Scenery loaded, will init FDM");

That in turn ends up at:

    simgear::CheckSceneryVisitor csnv(getPagerSingleton(), toOsg(p),
range_m, framestamp);
    // currently the PagedLODs will not be loaded by the DatabasePager
    // while the splashscreen is there, so CheckSceneryVisitor force-loads
    // missing objects in the main thread
    get_scene_graph()->accept(csnv);
    if(!csnv.isLoaded())

Finally we arrive at:

void SGPagedLOD::forceLoad(osgDB::DatabasePager *dbp, FrameStamp* framestamp,
                           NodePath& path)
{
    //SG_LOG(SG_GENERAL, SG_ALERT, "SGPagedLOD::forceLoad(" <<
    //getFileName(getNumChildren()) << ")");

And now the crazy part! If I uncomment this logging, everything
suddenly works, even with 20k objects:
http://i53.tinypic.com/wwn12f.png
Sounds like some timing/threading issue to me.

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Re: [Flightgear-devel] FG hangs on "loading scenery" when using many objects

2011-09-24 Thread Michael Sgier
Still no luck here.Could anyone push it so i can do a git pull?
Thanks

--- On Fri, 9/23/11, Thomas Albrecht  wrote:

From: Thomas Albrecht 
Subject: Re: [Flightgear-devel] FG hangs on "loading scenery" when using many 
objects
To: flightgear-devel@lists.sourceforge.net
Date: Friday, September 23, 2011, 11:24 PM

Hey Csaba,
hey Geoff,

thanks a lot for looking into this! 

> void SGPagedLOD::forceLoad(osgDB::DatabasePager *dbp, FrameStamp*
> framestamp, ? ? ? ? ? ? ? ? ? ? ? ? ???NodePath& path)
> {
> ? ? //SG_LOG(SG_GENERAL, SG_ALERT, "SGPagedLOD::forceLoad(" <<
> ? ? //getFileName(getNumChildren()) << ")");
>
> And now the crazy part! If I uncomment this logging, everything
> suddenly works, even with 20k objects:

Same here -- uncommenting this part in simgear/scene/model/SGPagedLOD.cxx
fixes the issue for me, too. 20k objects were loaded within 10 sec on my P4 
2.4 GHz, though frame rate is ~5 then...

Cheers,
Tom

-Inline Attachment Follows-

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Re: [Flightgear-devel] fgfs hangs while loading scenery

2011-09-25 Thread Michael Sgier

No, now the fix by: "Csaba Halász" finally seems to work fine. Thanks Csaba.


--- On Sun, 9/25/11, jorg van der venne  wrote:

From: jorg van der venne 
Subject: Re: [Flightgear-devel] fgfs hangs while loading scenery
To: "Michael Sgier" , "FlightGear developers discussions" 

Date: Sunday, September 25, 2011, 12:48 PM

Are you sure it's altitude related? Can you provide a way to reproduce the 
problem?

-Jorg

2011/9/15 Michael Sgier
 


As soon as i change altitude of some .ac in .stg fgfs hangs at "loading 
scenery" No my syntax is ok i can also cut half .stg to load ok but not more. 

sighwasted 2 hours on such crap...





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[Flightgear-devel] startpos broken?

2011-09-25 Thread Michael Sgier
I cannot get to a parkpos wheter loading with fgrun nor afterwards with moving 
the airplane.Why? Is it broken in Git?
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[Flightgear-devel] git

2011-09-27 Thread Michael Sgier
HiI've messed up weather in fgdata. How could i discard local changes and only 
get changes/original files? Git says to be up to date but weather is 
broken.Later I'll do my first upload. (groundnetworks.xml etc.) I do alike the 
wiki and after commit simply do a git push?Thanks Michael
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Re: [Flightgear-devel] git

2011-09-28 Thread Michael Sgier
Weather is still broken... Ok now I try my first upload and 
get:--michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$ git commit 
--amend --author='Michael Sgier '
[master 8a14694] Michael Sgier first git uploads
 Author: Michael Sgier 
 Committer: michael 
Your name and email address were configured automatically based
on your username and hostname. Please check that they are accurate.
You can suppress this message by setting them explicitly:

git config --global user.name "Your Name"
git config --global user.email y...@example.com

If the identity used for this commit is wrong, you can fix it with:

git commit --amend --author='Your Name '

 11 files changed, 874 insertions(+), 0 deletions(-)
 create mode 100644 Input/Joysticks/CH/pro-yoke-usb-zoomKeys.xml
 create mode 100644 Scenery/Airports/L/S/G/LSGS.groundnet.xml
 create mode 100644 Scenery/Airports/L/S/G/LSGS.twr.xml
 create mode 100644 Scenery/Airports/L/S/M/LSMP.groundnet.xml
 create mode 100644 Scenery/Airports/L/S/M/LSMP.twr.xml
 create mode 100644 Scenery/Airports/L/S/Z/LSZB.groundnet.xml
 create mode 100644 Scenery/Airports/L/S/Z/LSZB.twr.xml
 create mode 100644 Scenery/Airports/L/S/Z/LSZC.groundnet.xml
 create mode 100644 Scenery/Airports/L/S/Z/LSZC.twr.xml
 create mode 100644 Scenery/Airports/L/S/Z/LSZS.groundnet.xml
 create mode 100644 Scenery/Airports/L/S/Z/LSZS.twr.xml
michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$ git push origin master
fatal: The remote end hung up unexpectedly
michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$ git push 
fatal: The remote end hung up unexpectedly
michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$ 



Am I doing something wrong or do I need permissions etc.?
Cheers Michael




--- On Tue, 9/27/11, Curtis Olson  wrote:

From: Curtis Olson 
Subject: Re: [Flightgear-devel] git
To: "FlightGear developers discussions" 
Date: Tuesday, September 27, 2011, 5:25 PM

On Tue, Sep 27, 2011 at 4:00 AM, Michael Sgier wrote:


HiI've messed up weather in fgdata. How could i discard local changes and only 
get changes/original files? Git says to be up to date but weather is broken.

Later I'll do my first upload. (groundnetworks.xml etc.) I do alike the wiki 
and after commit simply do a git push?
Hi Michael,


If you know the specific file(s) that need to be returned to official git head 
version, then just run:
git checkout file1 file2 file3 ...
That (unceremoniously and without any confirmation) will discard your local 
changes to those named files.


Curt.-- 
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Re: [Flightgear-devel] git

2011-09-28 Thread Michael Sgier
Thorsten: I had an account and created a ssh key. Now it has a red cross below 
ready in gitorious. Something wrong with that?
Now the fgdata clone should be on my pc alike the fgfs wiki or where? How to 
push or put a merge request??
Durk: I've only seen some lone hangars with terrasync but no probably not all 
as they are for 850 format. As HB-GRAL stated some airports are way off in old 
810 format, so using a custom start or tower view location from my 
groundnetworks might put you anywhere. But I've even had a dispute with Robin, 
so I've to check back 850 airport locations as soon as they're in git.Are 850 
already in git? Peter, I've also to adjust scenery height. Suisse04 scenery 
won't be GPL'd mainly because it uses different licences. In fact I didn't 
bother all authors about such, also because I don't like the idea of some 
people making money with freeware. Daniel Gauthier for example told me that it 
must be free of charge! Not GPL compatible then!...
http://www.swissfir.org/downloads/Scenery/Gauthier/Gauthier.html
Thanks and cheers
Michael
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Re: [Flightgear-devel] git

2011-09-30 Thread Michael Sgier
Martin ur a jerk. I've told to have submitted to 850 airports maintained by 
Robin.
Pls read before rant about things you have no clue of.
Durk, sure I can also add AI if you can give me an example groundnetwork.For 
now, I took lszh as pattern.


--- On Fri, 9/30/11, Martin Spott  wrote:

From: Martin Spott 
Subject: Re: [Flightgear-devel] git
To: flightgear-devel@lists.sourceforge.net
Date: Friday, September 30, 2011, 10:05 AM

Durk Talsma wrote:

> If you have committed apt.dat files, to robin peel [...]

That's quite interesting. As far as I understood from Michael's various
rants, he doesn't license his work under the GPL - please correct me if
I'm wrong.  On the other hand, you automagically license under the GPL
by the act of submissing to Robin.
Unfortunately Robin's v8.10 file, the format which we're still using,
has been unmaintained for three years now, therefore, if I'm correct
about the licensing, Michael's effort is pretty pointless, whichever
route we take: Either we're not permitted to use it because of his
incompatible licensing or we can't because Robin's v8.10 file is
unmaintained.

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

2011-09-30 Thread Michael Sgier
Durk, I only saw now the lszh ai. How should I create such for other airports?
Martin, I've no problem releasing all on GPL but I won't go asking all 
authors for permission nor be responsibly for any violations.Anyone having all 
permissions, feel free to integrate my Suisse04 airports in fgfs.
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Re: [Flightgear-devel] Query about groundradar Instrument module

2011-10-01 Thread Michael Sgier
Now that G1000 looks promising, but I get while compiling Atlas on Ubuntu 10.04:
make[2]: Betrete Verzeichnis '/media/DATA/FGFS/Atlas/src'
make[2]: *** Keine Regel vorhanden, um das Target »MPAircraft.o«, 
  benötigt von »Atlas«, zu erstellen.  Schluss.
make[2]: Verlasse Verzeichnis '/media/DATA/FGFS/Atlas/src'
make[1]: *** [install-recursive] Fehler 1
no rule for making MPAircraft.oAny ideas/help on what to do? In GIT the Honda 
and DA20 are black/off?ThanksMichael



--- On Sat, 10/1/11, Alan Teeder  wrote:

From: Alan Teeder 
Subject: Re: [Flightgear-devel] Query about groundradar Instrument module
To: "FlightGear developers discussions" 
Date: Saturday, October 1, 2011, 11:07 AM

Another way is to use the ZKV1000 instrument. See 
http://wiki.flightgear.org/FlightGear_Newsletter_October_2010. It is so far 
in the Hondajet and Diamond DA42 aircraft.

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[Flightgear-devel] specular reflections, where did they go?

2011-10-13 Thread Michael Sgier
Hiwhere did that go? nothing alike in gitthanks
To get the fuselage reflections enable Specular reflections on objects 
in View -> Rendering options.-
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Re: [Flightgear-devel] specular reflections, where did they go?

2011-10-14 Thread Michael Sgier
Hmm so what settings to get such? I've checked all but still nothing close to 
below:
http://3423489196713717927-a-1802744773732722657-s-sites.googlegroups.com/site/pjedvajflightgear/pilatus-pc-21/PC-21%20splash.png?attachauth=ANoY7cpUK-3wYGBUn_gr9cMWbh32Z5498VRTPECdU0ecdeVoQWlK4tCzpgboBHCwfnHNZQFYid6nTB5AoKHrgct0Gav7REYxppFTA97H-hvW2P3AM-s--k4FRIQV05BXbaUne0uyTy9Z9NUYXNZb4TZ-YXW7pgUD_UuuxQKawzaYS2LGlgSmoISVA8Ll2AuDLxRiEbIxemtE7PVxDo8fyyeVaR5J6jcgg6OkLuZ25QNktztvmOo9rVA%3D&attredirects=1

--- On Thu, 10/13/11, Gijs de Rooy  wrote:

From: Gijs de Rooy 
Subject: Re: [Flightgear-devel] specular reflections, where did they go?
To: "FlightGear Development list" 
Date: Thursday, October 13, 2011, 6:10 PM






The option was removed from the Rendering Options dialog because 
it became useless, after our switch to OSG. Like Heiko mentioned, such 
reflections
are taken over by shaders nowadays.

http://code.google.com/p/flightgear-bugs/issues/detail?id=174

Gijs
  

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Re: [Flightgear-devel] fgfs hangs while loading scenery

2011-10-27 Thread Michael Sgier
In my git when looking at airport objects they're loaded but unloaded when 
looking elsewhere!- So there's always a huge lag when looking back on the 
airport and you can see the objects being loaded again one after the other. 
This is very annoying, if someone knows thanks for fixing otherways I'll look 
at that someday.


--- On Sun, 9/25/11, jorg van der venne  wrote:

From: jorg van der venne 
Subject: Re: [Flightgear-devel] fgfs hangs while loading scenery
To: "FlightGear developers discussions" 
Date: Sunday, September 25, 2011, 6:26 PM

Thanks!

cheers,Jorg
2011/9/25 Thomas Albrecht 

> Please tell me how it was fixed?



Uncomment a logging message in simgear/scene/model/SGPagedLOD.cxx:

http://sourceforge.net/mailarchive/message.php?msg_id=28123414


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[Flightgear-devel] moving map of Hondajet or Da-42

2011-10-30 Thread Michael Sgier
Hi Sébastien
  anyone got local maps displayed in Hondajet or DA-42?
I've got the images created and no clue why it's not working...maybe simply 
attach your images for me to test and find out my errors?
Thanks

Also in Atlas, although following the airplane, I've no detailed, background 
images displayed.


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Re: [Flightgear-devel] moving map of Hondajet or Da-42

2011-10-30 Thread Michael Sgier
Hi Geoff
 i start Atlas with:
--
#!/bin/sh
cd $(dirname $0)
cd /media/DATA/FGFS/Atlas/src
export 
LD_LIBRARY_PATH=../../install/plib/lib:../../install/OpenSceneGraph/lib:../../install/simgear/lib
./Atlas --udp=5505 --fg-root=$PWD/../../install/fgfs/fgdata $@

and images are in 

/media/DATA/FGFS/Atlas
and also in :

/media/DATA/FGFS/install/fgfs/fgdata/Atlas

the images for the Hondajet are:
/media/DATA/FGFS/install/fgfs/fgdata/Aircraft/HondaJet/zkv1000/maps/terrain

Thanks



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[Flightgear-devel] moving map of Hondajet or Da-42 // next scenery generation

2011-10-30 Thread Michael Sgier
Alan, downloaded but even with this path it's NOT working...

/media/DATA/FGFS/install/fgfs/fgdata/zkv1000/maps

Thanks

PS: that looks cool...maybe our next scenery?

http://9to5mac.com/2011/10/29/apple-acquired-mind-blowing-3d-mapping-company-c3-technologies-looking-to-take-ios-maps-to-the-next-level/




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Re: [Flightgear-devel] fgfs hangs while loading scenery

2011-10-30 Thread Michael Sgier
No luck, definitely NOT.


> I think this has something to do with animated jetways.
> Unchecking this option 
> should get rid of the problem (which I did encounter myself
> at least on KSFO).
> 
> Cheers,
> Adrian
> 
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Re: [Flightgear-devel] moving map of Hondajet or Da-42 // next scenerygeneration

2011-10-31 Thread Michael Sgier
Thanks Alan.
No wonder it doesn't show anything:

/home/michael/.fgfs/zkv1000/maps
../../../../../../../../../home/michael/.fgfs/zkv1000/maps
zkv1000 loaded
zkv1000 PFD switched on!
zkv1000 MFD switched on!



--- On Sun, 10/30/11, Alan Teeder  wrote:

> From: Alan Teeder 
> Subject: Re: [Flightgear-devel] moving map of Hondajet or Da-42 // next 
> scenerygeneration
> To: "FlightGear developers discussions" 
> 
> Date: Sunday, October 30, 2011, 2:15 PM
> Try this to find where the ZKV1000
> looks for the maps.
> 
> In file ZKV1000\Nasal\map.nas add this line at the end of
> the function 
> init.map (i.e. after line 32, "mapsAbsolutePath = home ~
> maps;" but before 
> the "}" at line 33) :-
> 
>     print ("maps path absolute:
> ",mapsAbsolutePath," relative: 
> ",mapsRelativePath,"\n");
> 
> When it runs you should see a printout in the command
> window.
> 
> Alan
> 
> -Original Message- 
> From: Michael Sgier
> Sent: Sunday, October 30, 2011 12:49 PM
> To: FlightGear developers discussions
> Subject: [Flightgear-devel] moving map of Hondajet or Da-42
> // next 
> scenerygeneration
> 
> Alan, downloaded but even with this path it's NOT
> working...
> 
> /media/DATA/FGFS/install/fgfs/fgdata/zkv1000/maps
> 
> Thanks
> 
> PS: that looks cool...maybe our next scenery?
> 
> http://9to5mac.com/2011/10/29/apple-acquired-mind-blowing-3d-mapping-company-c3-technologies-looking-to-take-ios-maps-to-the-next-level/
> 
> 
> 
> 
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Re: [Flightgear-devel] moving map of Hondajet or Da-42 // nextscenerygeneration

2011-10-31 Thread Michael Sgier
ahh ok I was confused. Works and looks cool indeed...

I want to include that in PC-21 and, as promised to the author pjedvaj, upload 
to GIT.

Any ideas on what files to change for PC21 display integration? 

I also have to figure out how to upload to my GIT and request 
a merge to fgfs at gitorious later.


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[Flightgear-devel] GIT add airplane/scenery

2011-10-31 Thread Michael Sgier
Hi
I've promised to the author pjedvaj to upload his aircrafts to GIT. 
I might also add later a GIT for my sceneries. Now how to proceed from here:
https://gitorious.org/~scrat

How to add 3 airplanes and 1 scenery? Thanks for a simple howto. 
Regards Michael

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Re: [Flightgear-devel] GIT add airplane/scenery

2011-11-01 Thread Michael Sgier
Ok so now I've added it as:

http://www.flightgear.org/forums/viewtopic.php?f=4&t=11040&start=60

If I do a git merge, as above, it seems to put into a wrong directory? Any 
changes needed? 
And how/who to ask for Flightgear inclusion?
Thanks
Michael



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Re: [Flightgear-devel] GIT add airplane/scenery

2011-11-03 Thread Michael Sgier
Ok I did a fgdata clone:https://gitorious.org/~scrat/fg/scrats-fgdata

and pulled that ~3.5GB. Now I've added the aircrafts but push gives:
michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$ git push origin master
fatal: protocol error: expected sha/ref, got '
--
The git:// protocol is read-only.

Please use the push url as listed on the repository page.
--'
michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$ git push 
git://gitorious.org/~scrat/fg/scrats-fgdata.git
fatal: protocol error: expected sha/ref, got '
--
The git:// protocol is read-only.

Please use the push url as listed on the repository page.
--'


Thanks again. fgdata is still not splitted? It also seems to be incompatible 
to my fgfs git...maybe need to update that as well?


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[Flightgear-devel] after update terrasync and cockpitview broken

2011-11-04 Thread Michael Sgier
Hi
since yesterday morning I've been trying to get rsync'ed to 
terrasync, as after the update my swiss scenery has gone...yea I 
know my fault.

Also after the update, cockpitview shows some old cockpit until 
looking aside. New bug?

Michael


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[Flightgear-devel] vasfmc --> FgfsFMC

2011-11-05 Thread Michael Sgier
Hi
I might still have the sources of vasfmc 2.09a which was GPL. vasFMC is closed 
but if i find it, I might put it on GIT for modifying and integration into 
future fgfs? Maybe rename it to: FgfsFMC? Other suggestions?
Cheers Michael


 

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Re: [Flightgear-devel] Misspelled aircraft name ?

2011-11-05 Thread Michael Sgier
Windows and OSX are not case sensitive, but Linux is.



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Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available

2011-11-25 Thread Michael Sgier
So AeonWave is a complete replacement for OpenAL? Must be...now could it do 
synthetic speech as used for X-Plane's ATC? 
Thanks



--- On Tue, 11/22/11, Gene Buckle  wrote:

> From: Gene Buckle 
> Subject: Re: [Flightgear-devel] Announce: AeonWave 2.1 for Linux available
> To: "FlightGear developers discussions" 
> 
> Date: Tuesday, November 22, 2011, 5:53 PM
> On Tue, 22 Nov 2011, Erik Hofman
> wrote:
> 
> > On Tue, 2011-11-22 at 08:10 -0800, Gene Buckle wrote:
> >> Congrats on the release Erik!
> >
> > Thanks!
> >
> >> Does your new sound system or OpenAL itself allow
> you to specify the
> >> origin of a sound as an x/y/z offset from a
> central point?
> >
> > AeonWave allows for multiple sounds with an offset to
> a center point of
> > an audio-frame. Moving or rotating the audio-frame
> influences the
> > position and orientation if all registered sound
> emitters.
> >
> So theoretically, you could locate a sound emitter at a
> tire contact 
> point?  Neat. :)
> 
> g.
> 
> -- 
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> http://www.f15sim.com - The only one of its kind.
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[Flightgear-devel] DATA update 2.5 to 2.6

2012-04-07 Thread Michael Sgier
Hi
didn't fly for while but now I wanted to try Rembrandt shadows.

michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$ git pull
You asked me to pull without telling me which branch you
want to merge with, and 'branch.master.merge' in
your configuration file does not tell me, either. Please
specify which branch you want to use on the command line and
try again (e.g. 'git pull  ').
See git-pull(1) for details.

If you often merge with the same branch, you may want to
use something like the following in your configuration file:

[branch "master"]
remote = 
merge = 

[remote ""]
url = 
fetch = 

See git-config(1) for details.
michael@ubuntu:/media/DATA/FGFS/install/fgfs/fgdata$

What branch etc.? Also the command:
sh download_and_compile.sh DATA UPDATE
returns the same.
Thanks
Michael


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Re: [Flightgear-devel] updates to nav.dat.gz

2012-04-09 Thread Michael Sgier
Traffic and parking etc. are handled via xml files in Flightgear different to 
X-Plane.
But to make changes to the opensource apt.dat forward them to Robin:
http://forums.x-plane.org/index.php?showtopic=58356




--- On Tue, 4/10/12, Gene Buckle  wrote:

> From: Gene Buckle 
> Subject: Re: [Flightgear-devel] updates to nav.dat.gz
> To: "FlightGear developers discussions" 
> 
> Date: Tuesday, April 10, 2012, 3:00 AM
> On Mon, 9 Apr 2012, Ron Jensen
> wrote:
> 
> > On Monday 09 April 2012 15:05:58 Torsten Dreyer wrote:
> >> Hi,
> >>
> >> what is our current policy for updates to nav.dat?
> Do we commit changes
> >> to the binary gzip'ed file or do we have a central
> repository for the data?
> >>
> >> Would it make sense to have the unzip'ed file in
> git and zip it for the
> >> release in "make dist"?
> >>
> >> Torsten
> >
> > I think it would be a great idea to gunzip nav.dat and
> apt.dat in git.
> >
> Any plans to support the v10 format that recently came
> out?  It adds 
> traffic patterns and parking locations I think.
> 
> g.
> 
> -- 
> Proud owner of F-15C 80-0007
> http://www.f15sim.com - The only one of its kind.
> http://www.diy-cockpits.org/coll - Go Collimated or Go
> Home.
> Some people collect things for a hobby.  Geeks collect
> hobbies.
> 
> ScarletDME - The red hot Data Management Environment
> A Multi-Value database for the masses, not the classes.
> http://www.scarletdme.org - Get it _today_!
> 
> Buying desktop hardware and installing a server OS doesn't
> make a
> server-class system any more than sitting in a puddle makes
> you a duck.
> [Cipher in a.s.r]
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[Flightgear-devel] Terrain mesh

2012-04-18 Thread Michael Sgier
Hi
I only wanted to throw in that x-plane is using an opensource terrain mesh...
So maybe we could use/integrate some of that? We could also get compatibility 
with photoscenery etc.
Cheers Michael



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Re: [Flightgear-devel] FlightGear mapserver offline

2012-06-01 Thread Michael Sgier
Still down:
The server at scenemodels.flightgear.org is taking too long to respond.
The server at mapserver.flightgear.org is taking too long to respond.
etc.
Sigh...only in USA. The last swiss power outage must have been ~10 years ago 
and only lasting a couple of minutes.



--- On Tue, 5/29/12, Martin Spott  wrote:

> From: Martin Spott 
> Subject: Re: [Flightgear-devel] FlightGear mapserver offline
> To: flightgear-devel@lists.sourceforge.net
> Date: Tuesday, May 29, 2012, 6:35 PM
> Just as an informal notice, some of
> the machines in San Diego
> apparently didn't recover from another power outage:
> 
>   http://www.ucsd.edu/emergency/
> 
> The FlightGear MapServer, Scenemodels and the GIT mirror are
> affected.
> The PostgreSQL database backend behind the two web sites is
> functional
> again - we just can't make much use of it 
> 
> Cheers,
>     Martin.
> -- 
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> friends are !
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Re: [Flightgear-devel] FlightGear mapserver offline

2012-06-01 Thread Michael Sgier
It it's running Linux, do from a live dvd a fsck.



--- On Fri, 6/1/12, Martin Spott  wrote:

> From: Martin Spott 
> Subject: Re: [Flightgear-devel] FlightGear mapserver offline
> To: flightgear-devel@lists.sourceforge.net
> Date: Friday, June 1, 2012, 11:25 AM
> Michael Sgier wrote:
> 
> > Still down:
> 
> Yes, Power and network are available again, but the machine
> doesn't
> boot and so far I'm unable to tell why.  I'll announce
> when it's back.
> If it takes too long, I'll switch over to a slower but
> functional
> backup site,
> 
>     Martin.
> -- 
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> friends are !
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Re: [Flightgear-devel] FlightGear mapserver offline

2012-06-01 Thread Michael Sgier
to be able to do a fsck is absolutely basic...how would you 
run a server without that?



--- On Fri, 6/1/12, EViLSLT - Rob  wrote:

> From: EViLSLT - Rob 
> Subject: Re: [Flightgear-devel] FlightGear mapserver offline
> To: "FlightGear developers discussions" 
> 
> Date: Friday, June 1, 2012, 4:36 PM
> 
> Or to use those funds to ship the machine(s) to a data
> center that is within walking distance of the sysadmin. :) 
> 
> 
> - Original Message -
> From: "Curtis Olson" 
> To: "FlightGear developers discussions" 
> 
> Sent: Friday, June 1, 2012 3:32:58 PM
> Subject: Re: [Flightgear-devel] FlightGear mapserver
> offline
> 
> A while back I helped setup a 2000 node server farm and it
> was pretty cool.
>  Each node had a small embedded linux processor on top of
> the console
> access that provided a virtual console over the net -- so
> you could power
> cycle, reset, mount virtual DVD images -- all
> remotely.  The only tricky
> part was figuring out the IP address of the particular
> virtual console
> interface you wanted when you had 2000 of them to sort
> through. :-)  We ran
> "rocks" which offered a lot of tools for sorting through
> this and managing
> all the details.  But if we need to start a fund to fly
> Martin to
> California, just let us know and we'll make it happen. :-)
> 
> Curt.
> 
> 
> On Fri, Jun 1, 2012 at 7:25 AM, Martin Spott 
> wrote:
> 
> > EViLSLT - Rob wrote:
> >
> > > Do you have any pictures or dumps of the errors
> you get upon booting?
> >
> > I think you've understood the problem: I'm waiting for
> a helping hand
> > to enable console access for me.  I'm quite
> confident that I'll be able
> > to fix the issue within minutes or seconds after
> gaining functional
> > console access,
> >
> >        Martin.
> > --
> >  Unix _IS_ user friendly - it's just selective
> about who its friends are !
> >
> --
> >
> >
> >
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> > https://lists.sourceforge.net/lists/listinfo/flightgear-devel
> >
> 
> 
> 
> -- 
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> http://www.flightgear.org - http://gallinazo.flightgear.org
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Re: [Flightgear-devel] FlightGear mapserver offline

2012-06-01 Thread Michael Sgier
new ubuntu installations etc. offer a rescue boot option but maybe, for such a 
remote server, XFS would be the best filesystem? I've never heard of a fsck 
needed with xfs.



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[Flightgear-devel] two or more sceneries

2012-06-02 Thread Michael Sgier
HI
for Samedan there's already a good scenery in git. Now I thought I could simply 
add another scenery folder on top of default fgdata and it would pick that. 
What happens is that it picks both sceneries. Is there a way to disable such? 
Also would it be possible to get both sceneries into git later?
Cheers Michael




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Re: [Flightgear-devel] Web Site

2010-03-22 Thread Michael Sgier
Yea not bad but still a little low-tech. What about such:

http://www.activision.com/index.html#home|de_DE

Click on images either for links for screenshots. Interesting also for the 
future when we 
hopefully have addons. So you could get an impression and then decide to visit 
the link 
or not.



--- On Mon, 3/22/10, Geoff McLane  wrote:

From: Geoff McLane 
Subject: Re: [Flightgear-devel] Web Site
To: "FlightGear developers discussions" 
Date: Monday, March 22, 2010, 8:41 PM

Hi Curt,

What about this example?

1. has left constant TOC,
2. uses CSS for positioning,
3. is XHTML 1.0 compliant, and probably 1.1,
4. has same content as current, ads and all ;=))

 http://geoffair.net/fg/site/ 

Near the bottom of the TOC there is a 'Development' page
'REAME.site' which explains more, and has a set of zip 
downloads...

I started by downloading the cvs www repository, (about
a week ago now) but found there seemed 'missing', and
'changed' things when compare to the actual site. Have
you abandoned this 'www' repo? Or perhaps just not
had a chance to fully update it...

Anyway, I would help further 'converting' the balance, if
this general idea is an acceptable, at least as an immediate,
intermediate site update, and certainly hope it addresses 
some of the site concerns expressed by others, and meets 
your personal requirements...

Of course, not everything has been tested yet... but it
is some good percentage along the way...

And would be prepared to try to incorporate any other 
suggestions...

Regards,

Geoff.



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Re: [Flightgear-devel] Bug: nav[12] selected radial

2010-03-22 Thread Michael Sgier
Hi Curt
are you, or someone else, working on integrating the new apt.dat format as of 
x-plane 9?


--- On Sat, 3/20/10, Curtis Olson  wrote:

From: Curtis Olson 
Subject: Re: [Flightgear-devel] Bug: nav[12] selected radial
To: "FlightGear developers discussions" 
Date: Saturday, March 20, 2010, 11:19 PM

Hmmm, the nav database had the actual radial alignment of the station relative 
to true north and I remember sorting that out so that when you fly off a chart, 
everything would be in chart-agreement when you flew to radial intersection 
points.  Bummer if that got broke along the way ... I haven't checked it 
recently.


Curt.

On Sat, Mar 20, 2010 at 5:09 PM, David Megginson  wrote:
There's a bug in the /instrumentation/nav/radials/selected-deg



property: the code mistakenly assumes that the selected radial is in

true degrees, but isn't a bearing -- it's just a number.  You could

design a VOR where radial 180 was north of the VOR, if you wanted to

(though usually it's close to a bearing in *magnetic* degrees).  The

bug affects the --nav1 and --nav2 option in particular, since



--nav1=340:114.6



will no longer start FlightGear with the Nav1 indicator dialed to the

340 radial, unless the local magnetic variation happens to be 0.  At

CYRO, for example, the actual radial ends up being closer to 326,

which is counterintuitive.  Nav radios and indicators know nothing

about magnetic variation.



We used to have this right in FlightGear, but it's gotten messed up

over the last 3-4 years.  I'd like to fix it, but I'm worried about

how many places we've hardcoded this assumption.  How hard will it be

to correct this?  How many of you have designed radios, autopilots,

etc. counting on this bug?





Thanks,





David



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[Flightgear-devel] apt.dat format

2010-03-23 Thread Michael Sgier
Hi Fred, Geoff and Radi

Ooh good. Fred is that only in the CVS or also in 2.0. All working? 
You did also the 3D relief? Cool I'm looking forward to try this. 

Well if so we should encourage people to use the new apt format. Rounded 
taxiways with 
centerlines look so much better. As WED is openSource as well, there's no 
problem of 
using this until Taxidraw has catched up.
http://scenery.x-plane.com/beta.php
http://scenery.x-plane.com/tools.php
Anyone for KSFO?

I've done some airports with WED which I intend to bring to FG. But for some 
buildings 
I've to ask about GPL. If they should not be available as GPL I ask about a 
link or download section. 
Geoff could you integrate such? I like the X-Plane.org way to have an image to 
check out 
the region or download.
Radi has apparently done some scripts for x-plane conversion. I hope I can use 
this, as 
my
 sceneries consist of virtually thousands of little obj...
Thanks and cheers
Michael


--- On Tue, 3/23/10, Martin Spott  wrote:

From: Martin Spott 
Subject: Re: [Flightgear-devel] Bug: nav[12] selected radial
To: flightgear-devel@lists.sourceforge.net
Date: Tuesday, March 23, 2010, 4:10 PM

Curtis Olson wrote:
> On Tue, Mar 23, 2010 at 1:15 AM, Michael Sgier wrote:

>> are you, or someone else, working on integrating the new apt.dat format as
>> of x-plane 9?
> 
> 
> A few of us have been in correspondence with Ben Supnik from time to time,
> but as far as I know, no one within FlightGear has tackled the new x-plane 9
> apt and navaid data formats.

Fred has
 modified FlightGear's internal parser accordingly:

  
http://mapserver.flightgear.org/git/gitweb.pl?p=flightgear;a=commit;h=e2c5b0ae5f60fd67a2b5d714a69bf96dce4bb9fa

I didn't check if he's supporting linear features as well or 'just' the
pavement.

Cheers,
    Martin.
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Michael Sgier
Thanks for the answers. I don't know how x-plane does handle the 8.5 apt.dat 
but apparently it works well. I heard also the scenery mesh to be different?
This is to advanced stuff for me, but hopefully some of you find a solution in 
the near future.
Cheers Michael



--- On Wed, 3/24/10, Martin Spott  wrote:

From: Martin Spott 
Subject: Re: [Flightgear-devel] apt.dat format
To: flightgear-devel@lists.sourceforge.net
Date: Wednesday, March 24, 2010, 4:19 PM

Erik Hofman wrote:
> Tim Moore wrote:

>> I think the point is that the tools that build BTG files don't use the 
>> new format.
> 
> Well maybe, just maybe it can be modified to output to ac3d or something 
> similar (or even btg format itself).

Problem is that casting curved shapes into triangles, the way our
Scenery is currently set up, results in a pretty high triangle count.

A couple of months ago I've done a few tests: Compiling X-Plane's
current layout of KSFO (being a prominent example), including all the
yellow taxi lines, into a triangluated surface leads to approx. 50k
triangles just for the pure airfield. Now add the effect which Ralf has
been explaining on this page:

  http://www.custom-scenery.org/Triangle-Counts.272.0.html

  and we'll end up with a _much_ higher triangle count than we're
used to. According to past experience with inserting OSM line data for
the (major) roads I'd say that FlightGear is currently not ready for
this representation of curved shapes - especially not for mainstream
Scenery which is supposed to run on a wide range of hardware.

Cheers,
    Martin.
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Re: [Flightgear-devel] apt.dat format

2010-03-24 Thread Michael Sgier
Yea cool stuff Frederic! Although somehow stammering FPS? I could test with my 
GeForce 8800 GTS 512MB, Intel core duo 8500 and compare to x-plane.

For SIRX (http://sirx.flightsimulatorcenter.com/aeroporti.aspx) and apt.dat 8.5 
in general this looks like a good improvement to me?
 

--- On Wed, 3/24/10, Frederic Bouvier  wrote:

From: Frederic Bouvier 
Subject: Re: [Flightgear-devel] apt.dat format
To: "FlightGear developers discussions" 
Date: Wednesday, March 24, 2010, 11:30 PM

#yiv241533927 p {margin:0;}
- "Tim Moore"  a écrit :

> What about ROAM2 that combine big chunk and seamless joins without skirt. 
> This 
> is what I did in this (already posted) video :
> http://www.youtube.com/watch?v=7WYH27KyUBk
> 
> It's pretty cool. It's not clear to me how much work on the CPU is happening 
> at run time. The hard part will be getting FlightGear to give up on 
> triangulated irregular networks (TINs). 

Here, every tile (the numbered triangle in the video) has been computed once 
before, and were stored in 16-bit monochrome png images, along with the 
texture. At run time, the png is read and a single mesh (a single strip in 
fact) of 65536 vertices is built. First version was creating btg files, but the 
amount of storage need was insane and load time was worse.

-Fred
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Re: [Flightgear-devel] apt.dat format

2010-03-29 Thread Michael Sgier
Thanks. Yes the 850 format looks way better. Anyone using x-plane knows what i 
mean. 

I'm really looking forward to see new airports in FG, maybe on top of a new 
scenery, Fred? 

Let me know if I can do something to help or even to only test on my 2 years 
old PC with a 
GeForce 8800GTS 512MB etc.
On x-plane, streets (openstreetmap), airports etc. have no impact on FPS at 
all. At least not on my system. Current graphics cards can easily handle 
thousands of vertices as found in recent, detailed 3D planes etc.
Cheers Michael


--- On Mon, 3/29/10, Martin Spott  wrote:

From: Martin Spott 
Subject: Re: [Flightgear-devel] apt.dat format
To: flightgear-devel@lists.sourceforge.net
Date: Monday, March 29, 2010, 10:05 PM

As a service to those who'd like to dedicate their time for comparing
v8.10 and v8.50 layouts (I don't know if anyone's interested at all), I
have now added both to the web map. This is a v8.10 sample:

  
http://mapserver.flightgear.org/map/?lon=-122.37563&lat=37.61927&zoom=15&layers=B00TT

And the same in v8.50:

  
http://mapserver.flightgear.org/map/?lon=-122.37563&lat=37.61927&zoom=15&layers=B00FTFFFT

Note that Robin's current airfield database still contains a lot of
v8.10-formatted taxiways, so a multitude of fields look the same in
both layers (open the so-called layer-switcher via the "+" sign on the
upper right to choose from a variety of different layers).

Cheers,
    Martin.
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Re: [Flightgear-devel] apt.dat format

2010-03-30 Thread Michael Sgier
it does not matter if I release my apt.dats ( Sion, Bern etc. ) under GPL or 
not. I'm undecided for now and would have to ask about the objects (Suisse 
2004) to be GPLed anyway. 
A lot of new airports are not GPL and probably never will be. So something 
alike the x-plane approach with custom scenery should be taken into account. 
Only think about freeware like:
http://sirx.flightsimulatorcenter.com/aeroporti.aspx
But that's future music anyway...which would certainly attract crowds.
As soon as the new format works I'll certainly try/experiment with the upcoming 
scripts 
from "radi" to convert x-plane sceneries.
Cheers Michael



 On Tue, 3/30/10, HB-GRAL  wrote:

From: HB-GRAL 
Subject: Re: [Flightgear-devel] apt.dat format
To: "FlightGear developers discussions" 
Date: Tuesday, March 30, 2010, 10:14 AM

Michael Sgier schrieb:
> I'm really looking forward to see new airports in FG, maybe on top of a new 
> scenery, Fred? 
> 

Hello Michael

Thanks for your offer to help for a better scenery. Can you start to 
publish your airports/data/objects now under GPL? So others can also 
contribute and start to work on scenery around.

Thanks- Yves

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Re: [Flightgear-devel] FreeFlightSim.org

2010-04-24 Thread Michael Sgier
@ ingels: I use Eclipse/GCC
@ Peter:
I think that's overkill to put all on one site. I used for flight school for ex.

http://www.navfltsm.addr.com/

Now what we really need is a link gathering place in the new fg site alike 
x-plane.org.
I've no clue if my favourite airplane or scenery is already out there and how 
it looks.
Cheers Michael

BTW: How would I upload modifications? I'm busy for the next month but I might 
later tweak this or that.

PS: Hopefully work is moving on for the new scenery mesh and 8.5 airports...I 
heard 
someone is working on a moving map alike G1000great.




--- On Sun, 4/25/10, Peter Morgan  wrote:

From: Peter Morgan 
Subject: [Flightgear-devel] FreeFlightSim.org
To: flightgear-devel@lists.sourceforge.net
Date: Sunday, April 25, 2010, 3:52 AM

Why is the web dev a closed circiut..
Bullshot Baffles Braind as we use in muc terms..
Curt .. step down and delegate..
BTW this does not mean I am automatically mean one iss  master

Means other ruins it for you..ta



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Re: [Flightgear-devel] Uncompressing apt.dat et al

2010-06-05 Thread Michael Sgier
Maintaining an obsolete apt.dat is a waste of time. Better teaming up on 
integrating the current 8.5 format.
It works perfectly on X-Plane so why shouldn't it do the same in FG.

--- On Sun, 6/6/10, Ron Jensen  wrote:

From: Ron Jensen 
Subject: Re: [Flightgear-devel] Uncompressing apt.dat et al
To: "FlightGear developers discussions" 
Date: Sunday, June 6, 2010, 7:27 AM

On Saturday 05 June 2010 20:51:45 George Patterson wrote:

> The file nav.dat is a database supplied by Robin Peel and (AFAIK) is
> not intended to be updated by the FG project. If there are mistakes or
> omissions they should be submitted upstream.
>
> Regards
>
>
> George

However, I think it would be better to unzip nav.dat and apt.dat in our git so 
that local changes can be made and tracked.  We are staying with an obsolete 
version of apt.dat for the near future so Robin won't be maintaining it for 
us.  

Thanks,
Ron

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[Flightgear-devel] Stereoscopic

2010-06-11 Thread Michael Sgier
Hi
only some days ago I bought some cheap, plastic glasses at Ebay. (Nvidia 
discover) Now I'm truly overwhelmed by the 3D effect so I might buy those 
expensive, electronic devices from Nvidia. (at least if the colors get better, 
with the glasses it's a little dark. Before I try some glasses from a cinema 
anyway)

Curt such 3D glasses would make the perfect FG merchandise.

Now in FG, I'm glad it's working for ex. in the B1900D, some instruments are 
yellow framed. Ctrl-c doesn't help/change but even worse I can't click 
instruments.

I'm busy for a while but anyway this might be to adressed to:
- Aircraft builders?
- Main FG?
- OSG?
And it would be nice to have the parameters included in 
- Fgrun

export OSG_STEREO_MODE=ANAGLYPHIC;export OSG_STEREO=ON;fgrun

Even maybe a Gui for setting this effect to max. etc. In FSX I've set this to 
max and love it.
Thanks Michael
PS: anyone using a multiple display setup with stereoscopic? Thanks for 
feedback.






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Re: [Flightgear-devel] outerra news

2010-06-13 Thread Michael Sgier
Beautiful. If it would approach projects like: 
http://sirx.flightsimulatorcenter.com/
I would be pro. What about FPS? Didn't test that so far.


--- On Sun, 6/13/10, Christian Mayer  wrote:

From: Christian Mayer 
Subject: Re: [Flightgear-devel] outerra news
To: "FlightGear developers discussions" 
Date: Sunday, June 13, 2010, 1:40 PM

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA256

Looking at their next post
(http://outerra.blogspot.com/2010/06/dirt-roads.html) I wonder if it
wouldn't be better to team up and use Outerra for ground visualisation...

Melchior FRANZ schrieb:
> http://outerra.blogspot.com/2010/05/integrating-vector-data-roads.html
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.9 (GNU/Linux)

iEYEAREIAAYFAkwUw7gACgkQoWM1JLkHou2KJwCfZMXegz6oMUwnLAOOBGRPpZIK
NtwAn2rzTyLrg3DiNORe+7NSjEhb9e7h
=RPvc
-END PGP SIGNATURE-

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[Flightgear-devel] new install git hung up // xplane airport format

2011-01-08 Thread Michael Sgier
Hi after several months i try to install the latest 
with:http://wiki.flightgear.org/index.php/Scripted_Compilation_on_Linux_Debian/Ubuntuand
 get:
Initialized empty Git repository in /media/sda6/fgfs/install/fgfs/fgdata/.git/
remote: Counting objects: 151389, done.
fatal: The remote end hung up unexpectedly
fatal: early EOF
fatal: index-pack failed
mich...@ubuntu:/media/sda6/fgfs$

same yesterday...wait longer?
Did some work happen on integration of x-plane 8.6/9 airport layouts? (apt.dat)
Regards Michael




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Re: [Flightgear-devel] new install git hung up // xplane airport format

2011-01-09 Thread Michael Sgier
Thanks but now i cannot start fgrun anymore. worked yesterday...
mich...@ubuntu:/media/Suse-Home/fgfs$ ./run_fgrun*
Error: OpenGL version test failed, requires valid graphics context.
mich...@ubuntu:/media/Suse-Home/fgfs$ cd install/fgrun/bin
mich...@ubuntu:/media/Suse-Home/fgfs/install/fgrun/bin$ ./fgrun
./fgrun: error while loading shared libraries: libosgParticle.so.70: cannot 
open shared object file: No such file or directory
mich...@ubuntu:/media/Suse-Home/fgfs/install/fgrun/bin$ 

I already did a new install with download_and_compile.sh of FGRUN and 
OSG without success.Thanks Michael




--- On Sat, 1/8/11, Csaba Halász  wrote:

From: Csaba Halász 
Subject: Re: [Flightgear-devel] new install git hung up // xplane airport format
To: "FlightGear developers discussions" 
Date: Saturday, January 8, 2011, 4:05 PM

On Sat, Jan 8, 2011 at 9:19 AM, Michael Sgier  wrote:
>
> Initialized empty Git repository in /media/sda6/fgfs/install/fgfs/fgdata/.git/
> remote: Counting objects: 151389, done.
> fatal: The remote end hung up unexpectedly
> fatal: early EOF
> fatal: index-pack failed
> mich...@ubuntu:/media/sda6/fgfs$
>
> same yesterday...wait longer?

gitorious is known to have problem with fgdata. Use the mapserver
mirror or the fgdata bundle as described at
http://wiki.flightgear.org/index.php/Building_FlightGear_-_Debian#FlightGear_data

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[Flightgear-devel] 3D stereoscopic mode on Linux

2011-01-10 Thread Michael Sgier
Hi
I cannot set the options. Whether in bash nor in fgrun environment. Nothing 
works...anybody could help setting up 3D mode on Linux Ubuntu 10.04 with the 
current git.
Thanks
Michael



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Re: [Flightgear-devel] 3D stereoscopic mode on Linux

2011-01-10 Thread Michael Sgier
Cool thanks. So someone should update the wiki? I'll have a look at that 
soon.Regards Michael

--- On Mon, 1/10/11, Heiko Schulz  wrote:

From: Heiko Schulz 
Subject: Re: [Flightgear-devel] 3D stereoscopic mode on Linux
To: "FlightGear developers discussions" 
Date: Monday, January 10, 2011, 2:15 PM

Hi,
Does the search function of the forum doesn't work?Well, Launch FlightGear -> 
Menu (F10) -> View -> Stereoscopic Options

Heiko
still in work: http://www.hoerbird.net/galerie.html

But already done: http://www.hoerbird.net/reisen.html

--- Michael Sgier  schrieb am Mo, 10.1.2011:

Von: Michael Sgier 
Betreff: [Flightgear-devel] 3D stereoscopic mode on Linux
An: "FlightGear developers discussions" 
Datum: Montag, 10. Januar, 2011 14:00 Uhr

Hi
I cannot set the options. Whether in bash nor in fgrun environment. Nothing 
works...anybody could help setting up 3D mode on Linux Ubuntu 10.04 with the 
current git.
Thanks
Michael



  
-Integrierter Anhang folgt-

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Re: [Flightgear-devel] 3D stereoscopic mode on Linux

2011-01-10 Thread Michael Sgier
yes but the:
On the new window, titled "Advanced Options" highlight the "Environment" 
from the list on the left---etc doesn't work anymore? At least not on my 
ubuntu 10.04. But only the menu works. So I probably replace this and also for 
OSX by simply mentioning the menu? OK? 


--- On Mon, 1/10/11, Torsten Dreyer  wrote:

From: Torsten Dreyer 
Subject: Re: [Flightgear-devel] 3D stereoscopic mode on Linux
To: "FlightGear developers discussions" 
Date: Monday, January 10, 2011, 9:13 PM

It has been in the wiki since Sep, 27th:
http://wiki.flightgear.org/index.php?title=Anaglyph_(3D)&action=historysubmit&diff=24285&oldid=24270

Torsten
> Cool thanks. So someone should update the wiki? I'll have a look at that
>  soon.Regards Michael
> 
> --- On Mon, 1/10/11, Heiko Schulz  wrote:
> 
> From: Heiko Schulz 
> Subject: Re: [Flightgear-devel] 3D stereoscopic mode on Linux
> To: "FlightGear developers discussions"
>   Date: Monday, January 10, 2011,
>  2:15 PM
> 
> Hi,
> Does the search function of the forum doesn't work?Well, Launch FlightGear
>  -> Menu (F10) -> View -> Stereoscopic Options
> 
> Heiko
> still in work: http://www.hoerbird.net/galerie.html
> 
> But already done: http://www.hoerbird.net/reisen.html
> 
> --- Michael Sgier  schrieb am Mo, 10.1.2011:
> 
> Von: Michael Sgier 
> Betreff: [Flightgear-devel] 3D stereoscopic mode on Linux
> An: "FlightGear developers discussions"
>   Datum: Montag, 10. Januar, 2011
>  14:00 Uhr
> 
> Hi
> I cannot set the options. Whether in bash nor in fgrun environment. Nothing
>  works...anybody could help setting up 3D mode on Linux Ubuntu 10.04 with
>  the current git. Thanks
> Michael
> 
> 
> 
> 
> -Integrierter Anhang folgt-
> 
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> 
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Re: [Flightgear-devel] 3D stereoscopic mode on Linux

2011-01-11 Thread Michael Sgier
Done editing. So everyone should easily find the settings for versions later 
than 2.
http://wiki.flightgear.org/index.php/Anaglyph_(3D)


--- On Tue, 1/11/11, Frederic Bouvier  wrote:

From: Frederic Bouvier 
Subject: Re: [Flightgear-devel] 3D stereoscopic mode on Linux
To: "FlightGear developers discussions" 
Date: Tuesday, January 11, 2011, 9:18 AM

#yiv597949849 p {margin:0;}I confirm that setting environment variables doesn't 
work anymore on Windows

-Fred

- "Michael Sgier"  a écrit :

> yes but the:
> On the new window, titled "Advanced Options" highlight the "Environment" 
> from the list on the left---etc doesn't work anymore? At least not on my 
> ubuntu 10.04. But only the menu works. So I probably replace this and also 
> for OSX by simply mentioning the menu? OK? 
> 
> 
> --- On Mon, 1/10/11, Torsten Dreyer  wrote:
> 
> From: Torsten
 Dreyer 
> Subject: Re: [Flightgear-devel] 3D stereoscopic mode on Linux
> To: "FlightGear developers discussions" 
> 
> Date: Monday, January 10, 2011, 9:13 PM
> 
> > It has been in the wiki since Sep, 27th:
> http://wiki.flightgear.org/index.php?title=Anaglyph_(3D)&action=historysubmit&diff=24285&oldid=24270
> 
> Torsten
> > Cool thanks. So someone should update the wiki? I'll have a look at that
> >  soon.Regards Michael
> > 
> > --- On Mon, 1/10/11, Heiko Schulz  wrote:
> > 
> > From: Heiko Schulz 
> > Subject:
 Re: [Flightgear-devel] 3D stereoscopic mode on Linux
> > To: "FlightGear developers discussions"
> >   Date: Monday, January 10, 2011,
> >  2:15 PM
> > 
> > Hi,
> > Does the search function of the forum doesn't work?Well, Launch FlightGear
> >  -> Menu (F10) -> View -> Stereoscopic Options
> > 
> > Heiko
> > still in work: http://www.hoerbird.net/galerie.html
> > 
> > But already done: http://www.hoerbird.net/reisen.html
> > 
> > --- Michael Sgier  schrieb am Mo,
 10.1.2011:
> > 
> > Von: Michael Sgier 
> > Betreff: [Flightgear-devel] 3D stereoscopic mode on Linux
> > An: "FlightGear developers discussions"
> >   Datum: Montag, 10. Januar, 2011
> >  14:00 Uhr
> > 
> > Hi
> > I cannot set the options. Whether in bash nor in fgrun environment. Nothing
> >  works...anybody could help setting up 3D mode on Linux Ubuntu 10.04 with
> >  the current git. Thanks
> > Michael
> > 
> > 
> > 
> > 
> > -Integrierter Anhang folgt-
> > 
> > ---
> > --- Gaining the trust
 of online customers is vital for the success of any
> >  company that requires sensitive data to be transmitted over the
> >  Web.   Learn how to best implement a security strategy that keeps
> >  consumers' information secure and instills the confidence they need to
> >  proceed with transactions. http://p.sf.net/sfu/oracle-sfdevnl
> > -Integrierter Anhang folgt-
> > 
> > ___
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> > https://lists.sourceforge.net/lists/listinfo/flightgear-devel
> > 
> > 
> >
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> > 
> 
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Re: [Flightgear-devel] Scenemodels ground elevation update

2011-01-12 Thread Michael Sgier
Anyone could point me on where to change things if i want to make x-plane 9 
airport formats (apt.dat) being drawn on top of ground? ( to avoid FPS burden )
Not sure if i find time (and have sufficient c++ knwld.) but anyway would be 
interesting investigating.Thanks



--- On Tue, 1/11/11, Martin Spott  wrote:

From: Martin Spott 
Subject: Re: [Flightgear-devel] Scenemodels ground elevation update
To: flightgear-devel@lists.sourceforge.net
Date: Tuesday, January 11, 2011, 12:48 PM

Curtis Olson wrote:
> On Mon, Jan 10, 2011 at 10:09 AM, Jon Stockill  wrote:
> 
>> Those things are marked as obstructions in the database, their elevation
>> is fixed. (In this case we know the published height of the top, and the
>> height of the model, and can place the base accordingly - this is done
>> for all the FAA and FCC sourced models that we placed).
> 
> 
> Wonderful; glad to hear you account for this in your database scheme.

Credit goes to Jon, who did by far most of the work regarding
mass-imports of obstruction databases.

There's just one minor drawback hidden in this concept: Contributors
are slowly but steadily replacing the respective 'generic' models in
use as placeholders for aeronautical obstructions - which is Good
because it makes our Scenery nicer. Even though we may assume that
these customized models are being designed closely aligned with the
original building, probably not all of them are matching the criteria
of having the 'official' height as accurately as the generic ones did.

If we make the highest spot of these models align with the authritative
elevation, some of them may end up hovering above the surface if the
terrain elevation is too low  :-)
If anyone is having a solution at hand, feel free to contribute. Even
though some of the customized models have now been adjusted to the
current terrain elevation, we're still having backup copies of the
'original' data.

Cheers,
    Martin.
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[Flightgear-devel] pirates

2011-01-12 Thread Michael Sgier

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

Flightgear.org fly free
or alike at various in game stages? Should not be that complicated?



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[Flightgear-devel] FGFS for Android and ev. iphone?

2011-01-14 Thread Michael Sgier
Hi
would it be hard to compile a FGFS for Android and ev. iphone?

Android only supports Java? That would be the hardest thing to surmount?

Cheers Michael



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Re: [Flightgear-devel] modern X-Plane airport format; Was: Magnetic North

2011-01-18 Thread Michael Sgier
I don't see any reason for such, as it would need users to completely 
rebuild all airports.
Using current x-plane's apt.dat format, would give us instantly thousands 
of high quality airports ready to use from FS9/X and X-Plane!Even photo 
sceneries would need this?

--- On Tue, 1/18/11, Peter Sadrozinski  wrote:

From: Peter Sadrozinski 
Subject: Re: [Flightgear-devel] modern X-Plane airport format; Was: Magnetic 
North
To: "FlightGear developers discussions" 
Date: Tuesday, January 18, 2011, 7:55 PM

I'm up for experimentation.

I think the customized texture approach holds the most promise.  I had 
already looked into some of the tools that mapnik uses to generate on 
the fly graphics for its tiles.  I can try a quick and dirty run to get 
some numbers for texture size vs texture clarity, and whatnot.

Pete

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[Flightgear-devel] Fw: Re: [x-plane-dev] runway & taxiway markings...

2011-01-19 Thread Michael Sgier
oops wrong ng?

--- On Wed, 1/19/11, Michael Sgier  wrote:

From: Michael Sgier 
Subject: Re: [x-plane-dev] runway & taxiway markings...
To: x-plane-...@yahoogroups.com
Date: Wednesday, January 19, 2011, 7:33 PM

Hi Gene maybe we should ask Ben Supnik, as Tim mentioned.
--mmend http://xplanescenery.blogspot.com/ Ben Supnik is the main graphics 
guy for XPlane and a very good writer; obviously they encounter many of the 
same issues.-And yes, also X-plane has sloped runways. Can be enabled in 
the settings. Someone already wrote a current xplane 9 format parser...maybe he 
knows?Cheers Michael
PS: or maybe also Robin Peel:http://data.x-plane.com/




 



  











  


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[Flightgear-devel] Terrasync

2011-01-27 Thread Michael Sgier
Hi
i wanted to go to LSGS to see if the scenery based on Corinne data is in, as i 
read somewhere in the forum.Impossible in git...once i got terrain but since 
only water. did try anything including git pull, but not working with 
Ubuntu.Will it be possible oneday to use:
http://sirx.flightsimulatorcenter.com/
with the corine data?Cheers Michael




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[Flightgear-devel] fgfs 2.2 licence

2011-02-16 Thread Michael Sgier
so what happened to fgfs 2.2? can we get a Linux installer as well?

as it's not yet released, what about changing licence to something alike CC 
etc.(see the forum) Android uses Apache licence...I didn't read those but am 
sure that there's one to keep off jerks.




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

2011-02-16 Thread Michael Sgier
i doubt...have a look at FSX. Even commercial products alike xtraffic etc use 
such liveries.

--- On Thu, 2/17/11, Jack Mermod  wrote:

From: Jack Mermod 
Subject: Re: [Flightgear-devel] .."IP" and litigation risks, was: AH-1 Merge 
Request
To: "Devel List" 
Date: Thursday, February 17, 2011, 3:45 AM

Hi,
Technically, all these logos are under trademark:
http://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/737-100/Models/Liveries/731CA.png;h=43cfc5a15abb392519e1f95d34951d410d3c3c80;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/737-100/Models/Liveries/731continw.png;h=2c7854e28f50ebfd270551fea6ee17c161ca56a6;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/747-400/Models/Liveries/KLM.png;h=fb5a5e15737ff7d45cb4b6c4ecae1c664221fd4c;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/767-300/Models/ACA.png;h=24cab3acc9be66ffa819d4b86b3d269d6c5c146d;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/767-300/Models/AFR.png;h=feb509950de44037ee2ffe72d99e803820f2078c;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/767-300/Models/ANZ.png;h=6ac933fa22c33e0f0b637c032cdc473108fee367;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/767-300/Models/AUA.png;h=6fa2d4d95c4e614bb67b
a3514a09d60b253e45d7;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/767-300/Models/BAW.png;h=c13d743667bf7de26df391ee1baf6627f012ae9b;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/767-300/Models/UAL.png;h=5c93dbbe501aa1a44adbaeac305e4a637ff8adec;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/777-200/Models/DAL-Livery.png;h=e516842b15c4cd8e42c3f20dd2bbd9e1cfcebb8e;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/777-200/Models/KLM.png;h=76ca78871b1b5cd58eb0533aefc91eb63b5e7149;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/ec135/Models/fuselage.adac.png;h=effa8b73133ad6991dc615ea670b5a3db58dcc0e;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/ec135/Models/fuselage.anwb.png;h=f4ca4abcc551aeca443ca68b06f60006ef84af12;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/ZivkoEdge/Models/Liveries/Fuse
lage-RedBull.png;h=4af09d1cb79a04528b824447190bc68e809ecceb;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/ZivkoEdge/Models/Liveries/WingTail-RedBull.png;h=592707498df5f8f923b2c9da1f3e9a68370ddd7e;hb=HEADhttp://mapserver.flightgear.org/git/?p=fgdata;a=blob;f=Aircraft/Zlin-50lx/Models/Liveries/red-bull.png;h=d60378d6af8635efc3f5b15a1345e2a810f65fcb;hb=HEAD
I can dish out links all day if I have to

And go ahead, get them removed. ;) You know what you'll have accomplished when 
you're finished? You'll have deleted hundreds of hours of work, all in paranoia 
of a lawsuit that will never happen.
Unless you wish to delete nearly all our liveries, all of you that do not wish 
for my work to be committed are being well, hypocrites.

On the subject of my AH-1; I have removed the content for now, what other hoops 
do you want me to jump through? I'd like to see somebody commit it relatively 
soon, so my (somewhat) recent work can be included in the release.

Check Six,                 Jack
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[Flightgear-devel] fgfs on Android source request

2011-02-20 Thread Michael Sgier

googling for: android flightgear
i got something on: appBrain

any android user pls buy and post the source. It's only my technical interest  
but if we don't get the sources we can sue...




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Re: [Flightgear-devel] fgfs on Android source request

2011-02-20 Thread Michael Sgier

yes i saw this:
>> This site offered the "FlightGear" (ProFl*Sim) package for Android until
>> a few hours ago:
>> http://de.appbrain.com/app/flightgear/com.flightgear

Still this is online:http://de.appbrain.com/app/flight-gear/com.perfectflight
let me know if anyone can buy it and show the source. I really was 
surprisedi never would have given this guy such programming knowledge.In 
fact i'd want to look at that but am currently stuck at native c++ glut via 
Android's NDK. Probably it would need to use the glut android port.




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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-18 Thread Michael Sgier
@Hal could we get a link?@Stewart. Seems you live in a beautiful nature 
surrounding. I've to go there once. Kind of adventure your living...
X-Plane 10 is delayed until fall so where is FGFS 2.2? Recently i stumbled 
across a OSX/Linux installer based on Loki but cannot refind it. 




--- On Fri, 3/18/11, S Andreason  wrote:

From: S Andreason 
Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it possible?
To: "FlightGear developers discussions" 
Date: Friday, March 18, 2011, 3:08 PM

Hi Hal,

Oh yes, it is possible. But not easy.

Hal V. Engel wrote:
>
> I have been able to get a AC3D export but of course all of the 
> armature stuff is gone and all I have at that point is a static model 
> that can not be animated.
>

The export process from Blender may not be the problem. _If_ each limb 
is correctly defined separately, and a child of the parent limb, then 
the hard part is generating the _xml_ file that defines the center of 
rotation of each limb's connection, and how it rotates. Each limb needs 
between 1 and 3 axis properties.
Take a look at the animated walker in the Bluebird aircraft.

Stewart
http://seahorseCorral.org/flightgear_aircraft

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Re: [Flightgear-devel] Using native OSG 3D models - is it possible?

2011-03-19 Thread Michael Sgier
Yes, i wanna know as well, because x-plane also uses armatures. In Blender for 
X-plane i only enter a dataref name like battery_on etc.
This would make aircraft conversions much easier and fast.
A nice book...i guess I'd need to wait for the english version...but as i 
already finished a PC-12 for X-Plane, I probably move on :-)Hal are all 
downloadable *.blend files free to use or have any copyright?
I also remarked that Gimp has troubles with text as *.png. Therefore I mostly 
use PS 7 on Wine.
BTW is someone working on integrating the current x-plane apt format?





--- On Fri, 3/18/11, Hal V. Engel  wrote:

From: Hal V. Engel 
Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it possible?
To: flightgear-devel@lists.sourceforge.net
Date: Friday, March 18, 2011, 8:39 PM



#yiv1446985333 p, #yiv1446985333 li {white-space:pre-wrap;}
 
On Friday, March 18, 2011 07:08:14 AM S Andreason wrote:
> Hi Hal,
> 
> Oh yes, it is possible. But not easy.
> 
> Hal V. Engel wrote:
> > I have been able to get a AC3D export but of course all of the
> > armature stuff is gone and all I have at that point is a static model
> > that can not be animated.
> 
> The export process from Blender may not be the problem. _If_ each limb
> is correctly defined separately, and a child of the parent limb, then
> the hard part is generating the _xml_ file that defines the center of
> rotation of each limb's connection, and how it rotates. Each limb needs
> between 1 and 3 axis properties.
> Take a look at the animated walker in the Bluebird aircraft.
> 
> Stewart
> http://seahorseCorral.org/flightgear_aircraft




Sorry I should have been clearer.   I didn't mean to imply that the AC3D export 
was not working.   Rather only that all it created from this armature based 
model is a static model that had very limited posibilities for animation.  You 
are correct that if  "..each limb is correctly defined separately, and a child 
of the parent limb.." for non-armature animation that the export would likely 
work OK.  


The model I am looking at only has one mesh for the body including arms, hands, 
fingers, figer tips, thumb, legs and feet.  This mesh is drapped over a set of 
armatures (bones) and it is designed to be animated by moving the bones with 
that mesh following them (IE. no visiable seams).  AC3D has no support for 
armatures as far as I can tell so this imformation is lost on export and I end 
up with a mesh that is the shape that the model was posed in when it was 
exported.  


Inside of Blender I can pull, push and/or rotate the bones to pose the model in 
extreamly precise ways even down to changing the grip of the hands to fit 
around controls.  The exported AC3D model can be made to fit very nicely into 
the cockpit but the only thing that can be animated is the head because it is a 
seperate mesh from the rest of the model.   Inside of Blender the posing 
process is actually very elegant as all of the bones know how they are 
connected and everything moves together as it should when one part of moved.  
That is if you rotate the forarm the hands and fingers follow along with no 
need to move them seperately.  I am not sure (I am new to this 3D stuff) but it 
seams to me that the same types of transformations should happen when the bones 
are animated in sim/game (IE. move the hand with the stick and the fingers, 
finger tips, thumb, forarm and upper arm should follow automatically).  But 
maybe I'm wrong.


The walker model is much like the existing modern pilot that is part of the 
P-51D.  Very unnatural and complex to animate and with seams at the joints that 
are visible.


The OSG docs I have looked at indicate that it supports armature based 
animation.  So in theroy if I can get the armature based blender pilot into a 
correct OSG 3D file then it should be possible to animate it and the animation 
should be fairly elegant.  But it appears that the Blender OSG exporter is 
broken.  It also appears that no one has tried doing armature based animation 
with any file format from with in FG yet.  So I don't even know at this point 
if this will work with the correctly formed 3D files.  What I am really trying 
to get at is:


1.  Will this work from with in FG?


2. If so how do I get well formed armature based 3D files that will work with 
OSG out of Blender (I don't care what format it is as long as OSG understands 
it)?


Hal


 


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  ---

[Flightgear-devel] P-40B WAS: Using native OSG 3D models - is it possible?

2011-03-20 Thread Michael Sgier
Oh good. I've sent that below to the author. Should be pretty simple but as I'm 
new to fgfs i'd appreciate any help with this project.---
Hello
  I've heard your plane could be integrated into Flightgear under the GPL 
licence?
If yes, I'll have a look at it and send you a huge thank you from the FGFS 
community.

Without licence restrictions I might even do a x-plane version, but I suppose 
that's not what
you would want, right?
I've done a PC-12 so I'm familiar with Blender/X-Plane but however FGFS is new 
to me.
http://x-plane.sgier.com/309.jpg

Let me know if that's ok for you?
Kind regards
Michael Sgier



--- On Sat, 3/19/11, Hal V. Engel  wrote:

From: Hal V. Engel 
Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it possible?
To: flightgear-devel@lists.sourceforge.net
Date: Saturday, March 19, 2011, 6:47 PM



#yiv937329976 p, #yiv937329976 li {white-space:pre-wrap;}
 
On Saturday, March 19, 2011 12:01:19 AM Michael Sgier wrote:
> Yes, i wanna know as well, because x-plane also uses armatures. In Blender
> for X-plane i only enter a dataref name like battery_on etc. This would
> make aircraft conversions much easier and fast.
> A nice book...i guess I'd need to wait for the english version...


On the forum thread one post says that using an on-line transalation engine 
works OK.  All of the screen shots are of Blender with an English UI.


> but as i
> already finished a PC-12 for X-Plane, I probably move on :-)Hal are all
> downloadable *.blend files free to use or have any copyright? 


If you go to the web site it should have a statement about all of the models 
being free to use in FG and it's projects.   The author of the models (and 
ebook) was told when asking for permission to use these that FG needed these to 
be GPL compatible so he is aware that these will end up under GPL if they are 
used in FG. 


> I also
> remarked that Gimp has troubles with text as *.png. Therefore I mostly use
> PS 7 on Wine. BTW is someone working on integrating the current x-plane
> apt format?
> 
> 
> 
> 
> 
> --- On Fri, 3/18/11, Hal V. Engel  wrote:
> 
> From: Hal V. Engel 
> Subject: Re: [Flightgear-devel] Using native OSG 3D models - is it
> possible? To: flightgear-devel@lists.sourceforge.net
> Date: Friday, March 18, 2011, 8:39 PM
> 
> 
> 
> #yiv1446985333 p, #yiv1446985333 li {white-space:pre-wrap;}
> 
> On Friday, March 18, 2011 07:08:14 AM S Andreason wrote:
> > Hi Hal,
> > 
> > Oh yes, it is possible. But not easy.
> > 
> > Hal V. Engel wrote:
> > > I have been able to get a AC3D export but of course all of the
> > > armature stuff is gone and all I have at that point is a static model
> > > that can not be animated.
> > 
> > The export process from Blender may not be the problem. _If_ each limb
> > is correctly defined separately, and a child of the parent limb, then
> > the hard part is generating the _xml_ file that defines the center of
> > rotation of each limb's connection, and how it rotates. Each limb needs
> > between 1 and 3 axis properties.
> > Take a look at the animated walker in the Bluebird aircraft.
> > 
> > Stewart
> > http://seahorseCorral.org/flightgear_aircraft
> 
> Sorry I should have been clearer.   I didn't mean to imply that the AC3D
> export was not working.   Rather only that all it created from this
> armature based model is a static model that had very limited posibilities
> for animation.  You are correct that if  "..each limb is correctly defined
> separately, and a child of the parent limb.." for non-armature animation
> that the export would likely work OK.
> 
> 
> The model I am looking at only has one mesh for the body including arms,
> hands, fingers, figer tips, thumb, legs and feet.  This mesh is drapped
> over a set of armatures (bones) and it is designed to be animated by
> moving the bones with that mesh following them (IE. no visiable seams). 
> AC3D has no support for armatures as far as I can tell so this imformation
> is lost on export and I end up with a mesh that is the shape that the
> model was posed in when it was exported.
> 
> 
> Inside of Blender I can pull, push and/or rotate the bones to pose the
> model in extreamly precise ways even down to changing the grip of the
> hands to fit around controls.  The exported AC3D model can be made to fit
> very nicely into the cockpit but the only thing that can be animated is
> the head because it is a seperate mesh from the rest of the model.  
> Inside of Blender the posing process is actually very elegant as all of
> the bones know how they are connected and everything moves together as it
> should when one part of 

Re: [Flightgear-devel] P-40B WAS: Using native OSG 3D models - is it possible?

2011-03-20 Thread Michael Sgier
Yes the author gave me the same answer via email. Such a nice plane, would be a 
huge pitty to not have in fgfs! But I'm pretty fed up of blendering...maybe i 
do 
a flying GPL model so others can jump in for the cockpit or so.

--- On Sun, 3/20/11, Hal V. Engel  wrote:

From: Hal V. Engel 
Subject: Re: [Flightgear-devel] P-40B WAS: Using native OSG 3D models - is it 
possible?
To: flightgear-devel@lists.sourceforge.net
Date: Sunday, March 20, 2011, 4:00 PM



#yiv468458965 p, #yiv468458965 li {white-space:pre-wrap;}
 
On Sunday, March 20, 2011 12:07:35 AM Michael Sgier wrote:
> Oh good. I've sent that below to the author. Should be pretty simple but as
> I'm new to fgfs i'd appreciate any help with this project.---
> Hello
>   I've heard your plane could be integrated into Flightgear under the GPL
> licence? If yes, I'll have a look at it and send you a huge thank you from
> the FGFS community.
> 
> Without licence restrictions I might even do a x-plane version, but I
> suppose that's not what you would want, right?
> I've done a PC-12 so I'm familiar with Blender/X-Plane but however FGFS is
> new to me. http://x-plane.sgier.com/309.jpg
> 
> Let me know if that's ok for you?
> Kind regards
> Michael Sgier
> 
> 




He already has the following on his web site for the P-40B.


"You may use this model as the base for your airplane in any flight simulator 
(Flight Gear, x-plane, etc.). I just require that your model should be free 
(non-commercial), and in a comment you should mention, that it was based on my 
work."
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Re: [Flightgear-devel] P-40B WAS: Using native OSG 3D models - is it possible?

2011-03-20 Thread Michael Sgier
ahmm he said FREE so that's not GPL compatible? So we need another licence 
then...to keep off fu* resellers.

--- On Sun, 3/20/11, Michael Sgier  wrote:

From: Michael Sgier 
Subject: Re: [Flightgear-devel] P-40B WAS: Using native OSG 3D models - is it 
possible?
To: "FlightGear developers discussions" 
Date: Sunday, March 20, 2011, 4:55 PM

Yes the author gave me the same answer via email. Such a nice plane, would be a 
huge pitty to not have in fgfs! But I'm pretty fed up of blendering...maybe i 
do 
a flying GPL model so others can jump in for the cockpit or so.

--- On Sun, 3/20/11, Hal V. Engel  wrote:

From: Hal V. Engel 
Subject: Re: [Flightgear-devel] P-40B WAS: Using native OSG 3D models - is it 
possible?
To: flightgear-devel@lists.sourceforge.net
Date: Sunday, March 20, 2011, 4:00 PM



#yiv1781820285  p, #yiv1781820285  li {white-space:pre-wrap;}
 
On Sunday, March 20, 2011 12:07:35 AM Michael Sgier wrote:
> Oh good. I've sent that below to the author. Should be pretty simple but as
> I'm new to fgfs i'd appreciate any help with this project.---
> Hello
>   I've heard your plane could be integrated into Flightgear under the GPL
> licence? If yes, I'll have a look at it and send you a huge thank you from
> the FGFS community.
> 
> Without licence restrictions I might even do a x-plane version, but I
> suppose that's not what you would want, right?
> I've done a PC-12 so I'm familiar with Blender/X-Plane but however FGFS is
> new to me. http://x-plane.sgier.com/309.jpg
> 
> Let me know if that's ok for you?
> Kind regards
> Michael Sgier
> 
> 




He already has the following on his web site for the P-40B.


"You may use this model as the base for your airplane in any flight simulator 
(Flight Gear, x-plane, etc.). I just require that your model should be free 
(non-commercial), and in a comment you should mention, that it was based on my 
work."
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Re: [Flightgear-devel] High altitute/speed flights terrain engine problems

2011-06-01 Thread Michael Sgier
It would be nice to get fgfred64's project finally into, as the current terrain 
seems outdated to me
http://www.youtube.com/watch?v=fkzsD95K_Jk



--- On Wed, 6/1/11, Slavutinsky Victor  wrote:

From: Slavutinsky Victor 
Subject: Re: [Flightgear-devel] High altitute/speed flights terrain engine 
problems
To: "FlightGear developers discussions" 
Date: Wednesday, June 1, 2011, 2:29 PM

> As I indicated in the Forum
> http://www.flightgear.org/forums/viewtopic.php?f=6&t=12005
> a solution to the problem would be to represent Earth from high altitude
> by pieces of a hires textured sphere (textures to be obtained from
> Celestia), with (at least as demo) a simple Nasal script controlling which
> pieces of the sphere are currently to be loaded.

As I said previously, it's gotta be implemented not on model level but
on whole FG level, or not implemented at all. Think You have more
productive computer while I have midproductive. We must orientate on
users with midproductive or even less powerful computers. Current FG
terrain engine can not be used on high altitude/speeds on current
midlevel computers and gotta be switched off anyway.

> I did some experiments with a textured sphere and found that I can't
> simply place an Earth-sized sphere at the coordinate origin - the model is
> apparently deemed to be too far away and isn't shown. Maybe there is a
> simple way to switch this off - but if not, a viable solution would be to
> use a nearer (co-moving) sphere bit which is kept in the precise
> proportion to the real thing as given by simple ray optics. Using this
> trick, I have managed to get a plausible ufo-above-Earth view within 35
> minutes work with a simple lowres (4096x4096) textured Earth.

Well, I suppose there is possible solution, as rising LOD of whole model
and LOD of "Earth" in model xml file. 

    
        range
        0
        100
    

But what will You do in multiplayer?

> I believe all this is doable without significant modifications to the
> core. It may not be an elegant solution, but it can be picked up by anyone
> who is able to code a bit Nasal and can texture a model. Admittedly there
> are much more elegant solutions, and solutions which generalize to flights
> in the whole solar system, but I don't really see us getting started on
> that.

Again, in multiplayer You'll cover sky of other users with giant sphere
or will look as craft with big sphere aside for others. It's not only
not elegant, it's not solved problem really. Of course it possible to
make mutiplayer model without that sphere and so on, but normal things
gotta be common. Otherwise it makes problems what can not be solved.

> Cheers,
> 
> * Thorsten

Cheers,

* Victor


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Re: [Flightgear-devel] OT: android/ipad development

2011-06-01 Thread Michael Sgier
Android here as well. Let me know if i can help...I was planning to look into 
such myself very soon.


--- On Sat, 5/21/11, Arnt Karlsen  wrote:

From: Arnt Karlsen 
Subject: Re: [Flightgear-devel] OT: android/ipad development
To: flightgear-devel@lists.sourceforge.net
Date: Saturday, May 21, 2011, 12:37 AM

On Fri, 20 May 2011 16:46:33 -0500, Curtis wrote in message 
:

> Hi Victhor,
> 
> Thanks for the offer to help test.  We'll have to see how (and if?)
> this project shapes up and whether we end up going down the ios path
> or the android path or as someone else suggested, attempt to find a
> way to support both.  I have an android phone myself, but everyone
> else involved in this UAS project is mac so I'll probably get out
> voted. :-)
> 
> Curt.
> 

..add me to the Android vote. ;o)

> On Wed, May 18, 2011 at 5:06 PM, Victhor 
> wrote:
> 
> > I currently am in possession of a ARM Cortex-A8 development board,
> > complete with graphics processor(PowerVR SGX) and Android support.
> > If you need any hardware to test software on, I'll be willing to
> > help. It has a screen, though pretty low res(480x272), and the LCD
> > interface got a small issue, but I'll fix this very soon. It also
> > has only 256 MB of RAM.
> > > On Wednesday, May 18, 2011 03:12:24 PM Curtis Olson wrote:
> > > > On Wed, May 18, 2011 at 1:58 PM, Claus Christmann
> > > > 
> > wrote:
> > > > > Have you looked at the "ground control station" for the
> > > > > Parrot AR
> > Drone?
> > > > > http://youtu.be/wtlp7jwvkd4
> > > >
> > > > The Parrot AR drone is a cool product, but that's a proprietary
> > > > system, right?  In our case we would have significantly
> > > > different design and
> > usage
> > > > goals compared to the parrot drone, but certainly we would need
> > > > to accomplish many of the same technical hurdles.
> > > >
> > > > Our drone flies well beyond wifi range.  We are primarily
> > > > focused on outdoor use.  The parrot AR drone (as best as I can
> > > > tell from the
> > videos
> > > > I've seen) is primarily a remote piloted vehicle -- with
> > > > computer stabilization.  It probably wouldn't take much to make
> > > > it fully autonomous, but that's not the primary usage that I've
> > > > seen.
> >  (Interactive
> > > > real/VR blended dog fights.)
> > > >
> > > > Curt.
> > >
> > > Hi Curt,
> > >
> > > you are right in all of your points. I was just wondering if you
> > > simply
> > looked
> > > at their software SDK (for a GCS). AFAIK their GCS is iPhone
> > > only, but
> > some
> > > people have compiled it for Android. So maybe those guys could
> > > give you a
> > hand
> > > for your GCS system.
> > >
> > > http://www.shellware.com/BlogEngine.Web/page/ARPro-for-Android.aspx
> > > is
> > one
> > > example of an Android GCS for the Parrot.AR
> > >
> > > Good Luck,
> > >
> > > Claus
> > >
> >
> >
> >
> >
> > --
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> > https://lists.sourceforge.net/lists/listinfo/flightgear-devel
> >
> 
> 
> 


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[Flightgear-devel] Terrain engine

2011-06-05 Thread Michael Sgier
Salut Frederic
  what happened to the terrain engine, that you show at youtube? Could 
we get that into fgfs sometimes?
Regards Michael

--- On Sat, 6/4/11, Frederic Bouvier  wrote:

From: Frederic Bouvier 
Subject: Re: [Flightgear-devel] Please insert disk into drive F:
To: bre...@gmail.com, "FlightGear developers discussions" 

Date: Saturday, June 4, 2011, 3:28 PM


- "ThorstenB" a écrit :

> It's generally a bad idea to use absolute paths in model files (even
> if it's unix paths - and there's loads of "/home//..." in our
> model), since you can never be sure if it's working for anyone except
> the original author (see above). But only the Windows paths are known
> to have ugly side effects - so please at least avoid these...

The problem is that the Blender AC exporter generates these absolute path.
In the PLIB days, the loader simply ignored the path to just take the 
simple name.

-Fred

-- 
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http://www.youtube.com/user/fgfred64       Videos


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Re: [Flightgear-devel] "Pro Flight Simulator"

2011-06-07 Thread Michael Sgier
why not simply change the fgfs licence once and for all? Android is not all GPL 
anymore...we could do the very same.-

--- On Wed, 6/8/11, Gene Buckle  wrote:

From: Gene Buckle 
Subject: Re: [Flightgear-devel] "Pro Flight Simulator"
To: "FlightGear developers discussions" 
Date: Wednesday, June 8, 2011, 2:54 AM

On Wed, 8 Jun 2011, Arnt Karlsen wrote:

> On Tue, 7 Jun 2011 14:20:32 -0700 (PDT), Gene wrote in message
> :
>
>> On Tue, 7 Jun 2011, Arnt Karlsen wrote:
>>
>
> ..at the bottom of youtube pages, you find the "Copyright" link.
> Follow that, and we find in the "Content Owner" section, a new
> link to "Copyright Infringement Notification" with a nice form
> to fill out. ;o)

 ...and unless you're the one that created the video, that's fraud.
>>>
>>> ..music and images such as logos and liveries, also qualify
>>> as content, and I believe pirated music is the most common
>>> cause of take down notices.
>>>
>> ...and unless you're the one that created the music, logos or
>> liveries, that's fraud.
>
> ..correct, is why I suggest the logo and livery authors do it. ;o)
> And I agree I should have made that point more clearly.

...and showing video of logos & liveries is no more a copyright violation 
than my making a movie with FlightGear & FRAPS would be.

Look, if there was a legal way to stop these jackass thieves, it would 
have been taken care of already.  You really need to stop talking about 
crap you know nothing about.  Some poor soul is going to take you at your 
word and get him/herself into a world of hurt because of it.

g.



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Re: [Flightgear-devel] Terrain engine

2011-06-07 Thread Michael Sgier
quote fred: "There is nothing that could prevent to release it under the GPL, 
but in
the light of
recent events (read FPS) I am not fond of releasing something that
couldn't be used.."


true but why not follow the Android etc. examples to not put everything under 
GPL?






--- On Sun, 6/5/11, Frederic Bouvier  wrote:

From: Frederic Bouvier 
Subject: Re: [Flightgear-devel] Terrain engine
To: "FlightGear developers discussions" 
Date: Sunday, June 5, 2011, 7:17 PM

Le 05/06/2011 09:34, Michael Sgier a écrit :
> Salut Frederic
>   what happened to the terrain engine, that you show at youtube? Could
> we get that into fgfs sometimes?
> Regards Michael
>
> On Sun, 2011-06-05 at 13:07 +0400, Slavutinsky Victor wrote:
>>> > > -Fred
>> > 
>> > Little bit other topic.
>> > 
>> > Hi Frederic, I have two questions for You.
>> > 
>> > 1) Can Your terrain engine be added in FG?
>> > 2) Can it be fast enough for orbital flight with visibility ~500km and
>> > speed ~3km/h, ~8km/sec?
> There might be some more questions involved:
> 3) Is it an accurate representation of the world or a procedural terrain
> engine.
> 4) Are you willing to /and/ able to release it under the terms of the
> GPL.

My terrain engine is not ready and this project stalled another time
because of lack of
time on a long period. The code has nothing to do with FG except it uses
few classes
from SimGear, and the graphic engine is OSG. The file format is totally
different and
includes a precomputed LOD scheme (ROAM 2 for who's interested). It is
pictured in
this video : http://www.youtube.com/watch?v=7WYH27KyUBk
I let you juge if it could work for space flight.

The data used in the most recent videos are from the Custom Scenery
project and
the elevations are from SRTM. So it is real world data with the
potential to add some
procedurally generated small details to enhance detail levels at close
distance.

There is nothing that could prevent to release it under the GPL, but in
the light of
recent events (read FPS) I am not fond of releasing something that
couldn't be used
directly, but just stolen very easily. I am ok to think about some
restricted access
to the sources to known (core) developpers that are willing to
contribute to make
it usable and then included to the core if it pass the smell test.

Main current issues are :
1. realtime engine needs to be re-done using latest OSG DB features
2. atmospheric model (Bruneton's) produce artefacts for spheroidal earth
3. artefacts in shapefile clipping (something to do with the cylindrical
nature of longitudes)

> 0) Does it meet the technical requirements for being used in
>    FlightGear ?
I'll let you elaborate on this topic before I could answer.

Regards,
-Fred

-- 
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http://www.youtube.com/user/fgfred64       Videos


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Re: [Flightgear-devel] "Pro Flight Simulator"

2011-06-12 Thread Michael Sgier
http://www.androidzoom.com/android_games/cards_and_casino/flight-simulation_xcuh.html

how long should we tolerate such...
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Re: [Flightgear-devel] Dual-licensing question

2011-06-15 Thread Michael Sgier
As far as I know only the stronger matters. So it simply doesn't matter if you 
include another licence as the GPL always wins. As useless as copyright etc.


--- On Thu, 6/16/11, Ryan M  wrote:

From: Ryan M 
Subject: [Flightgear-devel] Dual-licensing question
To: flightgear-devel@lists.sourceforge.net
Date: Thursday, June 16, 2011, 3:39 AM

Stupid question about dual-licensing: Can I dual-license an aircraft
under both GPL2 and CC-BY (no -SA or -NC), and still have it placed into
fgdata?


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