Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Erik Hofman
Jim Wilson wrote:


Besides in my flight modeling methodology deficient mind,  it kind of makes
sense that position data is tied to a fixed location on the aircraft.


Working relative to a fixed location (whcihc could be  inside the 
airframe, but doesn't need to be) works quite will I must say.

But then again, how about the aero refference point?
This is single the location in the aircraft that can be used to describe 
the aircrafts flightpath because all other locations will rotate around 
it in flight. This point has to be known by 3D modellers already because 
 the aircraft will rotate around that point (which basically makes it 
the origin for the model).

Erik


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread David Megginson
Erik Hofman writes:

  But then again, how about the aero refference point?  This is
  single the location in the aircraft that can be used to describe
  the aircrafts flightpath because all other locations will rotate
  around it in flight. This point has to be known by 3D modellers
  already because the aircraft will rotate around that point (which
  basically makes it the origin for the model).

As others have mentioned, though, that point moves around during
flight depending on how the plane is loaded, how much fuel you've
burned, whether you're subsonic or supersonic, whether the flaps
are extended, whether you've just dropped skydivers or a bomb,
etc. etc.  In a Cessna 150, the change is going to be very small; in a
supersonic bomber, the change might be very, very large (I'm just
guessing, though).

That's why we need to establish a fixed reference point for each aero
model (it doesn't matter where, though I prefer the published FAA
weight and balance datum) and then report the offset from the C.G. to
that reference point every frame.  The A/C 3D code simply has to apply
that offset so that the centre of rotation (and the plane) is always
in the right spot.


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Erik Hofman
David Megginson wrote:

Erik Hofman writes:

  But then again, how about the aero refference point?  This is
  single the location in the aircraft that can be used to describe
  the aircrafts flightpath because all other locations will rotate
  around it in flight. This point has to be known by 3D modellers
  already because the aircraft will rotate around that point (which
  basically makes it the origin for the model).

As others have mentioned, though, that point moves around during
flight depending on how the plane is loaded, how much fuel you've
burned, whether you're subsonic or supersonic, whether the flaps
are extended, whether you've just dropped skydivers or a bomb,
etc. etc.  In a Cessna 150, the change is going to be very small; in a
supersonic bomber, the change might be very, very large (I'm just
guessing, though).


To the best of my knowledge (whatever that might be ;-) ) the CG moves 
around, but the aero refference point is steady? Jon, Tony?

Erik





___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Ground elevation at an arbitrary point

2002-12-16 Thread David Luff
Some time ago (Sept/Oct) there was a long discussion about getting the
ground elevation at an arbitrary point which left me very confused after
reading it and didn't seem to come to any definate conclusion.  What is the
situation at the moment?  Is there a function like

double GetGroundElev(Point3D lat_and_lon_of_somewhere)

anywhere which will return the ground elev if the appropriate tile is
already loaded and a distinctive value (-?) if the tile is not loaded?

Cheers - Dave


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Tony Peden
On Mon, 2002-12-16 at 04:07, Erik Hofman wrote:
 David Megginson wrote:
  Erik Hofman writes:
  
But then again, how about the aero refference point?  This is
single the location in the aircraft that can be used to describe
the aircrafts flightpath because all other locations will rotate
around it in flight. This point has to be known by 3D modellers
already because the aircraft will rotate around that point (which
basically makes it the origin for the model).
  
  As others have mentioned, though, that point moves around during
  flight depending on how the plane is loaded, how much fuel you've
  burned, whether you're subsonic or supersonic, whether the flaps
  are extended, whether you've just dropped skydivers or a bomb,
  etc. etc.  In a Cessna 150, the change is going to be very small; in a
  supersonic bomber, the change might be very, very large (I'm just
  guessing, though).
 
 To the best of my knowledge (whatever that might be ;-) ) the CG moves 
 around, but the aero refference point is steady? Jon, Tony?

No, it doesn't, but you can't exactly walk up to the aircraft and point
at it either.

 
 Erik
 
 
 
 
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
-- 
Tony Peden [EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Erik Hofman
Tony Peden wrote:


To the best of my knowledge (whatever that might be ;-) ) the CG moves 
around, but the aero refference point is steady? Jon, Tony?

No, it doesn't, but you can't exactly walk up to the aircraft and point
at it either.


Hmm, maybe I've been busy with JSBSim too much lately.
Do you think 25% chord would be close enough?

Erik


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jon Berndt

 To the best of my knowledge (whatever that might be ;-) ) the CG moves
 around, but the aero reference point is steady? Jon, Tony?

yawn ... wow lots of email this morning ... I just woke up and already it
looks like I am going to have to *think*

Erik is right. The aero reference point is the point about which the aero
coefficients are referenced to. Tony can elaborate.



smime.p7s
Description: application/pkcs7-signature


Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Tony Peden
On Mon, 2002-12-16 at 04:29, Erik Hofman wrote:
 Tony Peden wrote:
 
 To the best of my knowledge (whatever that might be ;-) ) the CG moves 
 around, but the aero refference point is steady? Jon, Tony?
  
  No, it doesn't, but you can't exactly walk up to the aircraft and point
  at it either.
 
 Hmm, maybe I've been busy with JSBSim too much lately.
 Do you think 25% chord would be close enough?

Since we seem to be leaning towards picking a fixed point on the
aircraft, we really should pick one which requires a minimum of
explanation and/or instruction.  The aero reference point isn't
terribly complicated, but its certainly more so than the nose.

 
 Erik
 
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
-- 
Tony Peden [EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jon Berndt
David wrote:

 As others have mentioned, though, that point moves around during
 flight depending on how the plane is loaded, how much fuel you've
 burned, whether you're subsonic or supersonic, whether the flaps
 are extended, whether you've just dropped skydivers or a bomb,
 etc. etc.  In a Cessna 150, the change is going to be very small; in a
 supersonic bomber, the change might be very, very large (I'm just
 guessing, though).

The CG moves around with this, but not the aerodynamic reference point.
And, yes, this is why the CG isn't really a good reference point.

 That's why we need to establish a fixed reference point for each aero
 model (it doesn't matter where, though I prefer the published FAA
 weight and balance datum) and then report the offset from the C.G. to
 that reference point every frame.  The A/C 3D code simply has to apply
 that offset so that the centre of rotation (and the plane) is always
 in the right spot.

Here's an example of the concern I have. Let's say you are doing your
takeoff run in a 747 and you have begun rotating. You have rotated to 10
degrees pitch but have not yet left the ground. JSBSim reports the
location of the CG - this is the way generalized rigid body equations of
motion work (the movement of the center of gravity is calculated). So, the
rendering code has a pitch angle and the location of the center of
gravity. Now, since the CG of an aircraft is generally slightly ahead of
the wheels, when the 747 rotated it lifted the CG slightly. If the
aircraft model origin is at the nose of the 3D model in its coordinate
system, then merely pitching it up at 10 degrees and raising the origin by
the amount that the CG has raised will actually place the wheels and part
of the fuselage under the runway. The problem is that the nose is very far
ahead of the CG, and the 10 degree rotation at liftoff has lift the nose
very much higher than the CG.

We all know that we can rotate the 3D model correctly, but the issue is
the translation. JSBSim reports the location of the CG, which is NOT the
translation for any point on the aircraft, but ONLY the CG.

So, the solution is that JSBSim (and other FDMs) could report the location
of the 3D model origin at every frame for rendering purposes. OR,
FlightGear could derive it - given it may have more intimate knowledge of
the 3D model AND the CG. True? Problem is, the FDM guys don't KNOW what
point will be chosen for the 3D model origin. The FDM could report the
position of any point in our own coordinate system. If we gave the
location of the nose as a commonly known reference point, then I believe
the rendering code could have that location to use as its pivot point.

I hope I understand the problem correctly, and that this isn't muddying
the water. The above is a possible solution to one problem, though maybe
not this one? I just woke up!

Jon



smime.p7s
Description: application/pkcs7-signature


Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Norman Vine
Jon Berndt writes:
 
 We all know that we can rotate the 3D model correctly, but the issue is
 the translation. JSBSim reports the location of the CG, which is NOT the
 translation for any point on the aircraft, but ONLY the CG.
 
 So, the solution is that JSBSim (and other FDMs) could report the location
 of the 3D model origin at every frame for rendering purposes. OR,
 FlightGear could derive it - given it may have more intimate knowledge of
 the 3D model AND the CG. True? Problem is, the FDM guys don't KNOW what
 point will be chosen for the 3D model origin. The FDM could report the
 position of any point in our own coordinate system. If we gave the
 location of the nose as a commonly known reference point, then I believe
 the rendering code could have that location to use as its pivot point.
 
 I hope I understand the problem correctly, and that this isn't muddying
 the water. 

I think that when we add colision detection into the mix the most
sensible reference point is the center of the bounding volume

collision includes wheel-runway contact points ect

we used the static center as a 'close enough kludge' historically
but if we are going to change the location IMHO we should do so 
in a way that increases accuracy.  ie the nose is further away from
the geometric center then the published static center

So to summarize the needed locations discussed so far

1:center of gravity
 used by FDM
2) aerodynamic center
  used by FDM
3) eye location 
   used to render the scene
4) geometric center 
 used by SSG and collision detection

Of these the one that corresponds to  'everday speak' 
and common engineering usage is (4)

Norman



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Ground elevation at an arbitrary point

2002-12-16 Thread David Luff
On 12/16/02 at 12:07 PM David Luff wrote:
Some time ago (Sept/Oct) there was a long discussion about getting the
ground elevation at an arbitrary point which left me very confused after
reading it and didn't seem to come to any definate conclusion.  What is
the
situation at the moment?  Is there a function like

double GetGroundElev(Point3D lat_and_lon_of_somewhere)

anywhere which will return the ground elev if the appropriate tile is
already loaded and a distinctive value (-?) if the tile is not loaded?


Well, the fgCurrentElev(...) functions in hitlist.[ch]xx look promising,
but I might need a bit of help figuring out how to use them:

// Associated functions, assuming a wgs84 world with 0,0,0 at the
// center, find the current terrain intersection elevation for the
// point specified.
bool fgCurrentElev( sgdVec3 abs_view_pos,
sgdVec3 scenery_center,
ssgTransform *terra_transform,
FGHitList *hit_list,
double *terrain_elev,
double *radius,
double *normal );

bool fgCurrentElev( sgdVec3 abs_view_pos,
sgdVec3 scenery_center,
FGHitList *hit_list,
double *terrain_elev,
double *radius,
double *normal );

What does the scenery_center refer to?  Is this the exact location at which
I receive the terrain_elev, or the center of the tile?  What is the
abs_view_pos?  Is this perhaps the point at which we get the elev, or is
this the direction vector in which we are looking?  What is the hit_list
and can I ignore it - ie. just use a local one and discard it, eg:

{
FGHitList tempHitList;
bool haveIntersection = fgCurrentElev( ..., ..., tempHitList, ...,
..., ...);
}

or do I need to pay more attention to it?  Lastly, what do the radius and
normal refer to - bounding sphere and normal of the specific intersected
polygon perhaps?
Sorry for all the questions at once - this is all a bit daunting to me and
I haven't poked my head into the 3D bits of Flightgear for a while.

Cheers - Dave


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Arnt Karlsen
On Mon, 16 Dec 2002 13:29:18 +0100, 
Erik Hofman [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 Tony Peden wrote:
 
 To the best of my knowledge (whatever that might be ;-) ) the CG
 moves around, but the aero refference point is steady? Jon, Tony?
  
  No, it doesn't, but you can't exactly walk up to the aircraft and
  point at it either.
 
 Hmm, maybe I've been busy with JSBSim too much lately.
 Do you think 25% chord would be close enough?

..heh, I'd _love_ to see you balance a 747 on your index fingers.  ;-)

..I like David M's proposal on FAA type datum points, those are
available for all FAA-certified planes, and as we learn more, 
likely a good starting point for a datum FAQ for aero and 3D modellers
of the not-yet/no-way!/non-FAA aircraft.


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



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jon Berndt
 Right.  In other words if the nose is the 3D model origin,  it's
altitude is
 made that of the CG (as reported by JSBSim).  The aircraft is angled up
 for takeoff and the nose is way down near where the wheels should be and
the
 rest of the model is below the surface.

To throw another wrench into the mix, can you tell me if and/or how the
camera works when the viewpoint is from inside the cabin (pilot
eyepoint) - does that seem to work OK, now? ANd when viewing from a
spotter plane, is this where the problem initially was discovered?

 That's right.  But if the choose the nose (which I now agree is the way
to go)
 and report the lon/lat/alt at that nose, then we'll be way ahead at
least as
 far as getting JSBsim and YASim in sync.

 You are right about the options.  We could perhaps do the conversion on
fg
 side in the fginterface.

Yes, I really think the nose/hub tip is the way to go, because it is very
easily seen and requires few or no calculations. Norman proposes an
alternative which I respectfully ask to disagree with, but I suppose the
question should be asked of those who design the 3D models and the coders
on the FGFS side who place the airplane in the scene.

From our side, we can provide the CG and euler angles, as we already do,
and also another fixed point in the structural frame - preferably one that
is commonly known, unambiguous, and readily visible on a 3-view.

When determining a common structural reference point, keep in mind many
different types of aircraft we simulate now, and may want to in the
future. P-51, B-52, DC-3, A-4, F-5, A-6, F-117, P-38, Wright Flyer, Incom
X-Wing (Interstellar fighter), a rocket of any kind ...

Also, Andy: which point does YASim provide to FGFS? Is it the CG, or some
other point?

Jon



smime.p7s
Description: application/pkcs7-signature


Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Arnt Karlsen
On Mon, 16 Dec 2002 07:14:59 -0600, 
Jon Berndt [EMAIL PROTECTED] wrote in message 
[EMAIL PROTECTED]:

 David wrote:
 
  As others have mentioned, though, that point moves around during
  flight depending on how the plane is loaded, how much fuel you've
  burned, whether you're subsonic or supersonic, whether the flaps
  are extended, whether you've just dropped skydivers or a bomb,
  etc. etc.  In a Cessna 150, the change is going to be very small; in
  a supersonic bomber, the change might be very, very large (I'm just
  guessing, though).
 
 The CG moves around with this, but not the aerodynamic reference
 point. And, yes, this is why the CG isn't really a good reference
 point.
 
  That's why we need to establish a fixed reference point for each
  aero model (it doesn't matter where, though I prefer the published
  FAA weight and balance datum) and then report the offset from the
  C.G. to that reference point every frame.  The A/C 3D code simply
  has to apply that offset so that the centre of rotation (and the
  plane) is always in the right spot.
 
 Here's an example of the concern I have. Let's say you are doing your
 takeoff run in a 747 and you have begun rotating. You have rotated to
 10 degrees pitch but have not yet left the ground. JSBSim reports the
 location of the CG - this is the way generalized rigid body equations
 of motion work (the movement of the center of gravity is calculated).
 So, the rendering code has a pitch angle and the location of the
 center of gravity. Now, since the CG of an aircraft is generally
 slightly ahead of the wheels, when the 747 rotated it lifted the CG
 slightly. If the aircraft model origin is at the nose of the 3D model
 in its coordinate system, then merely pitching it up at 10 degrees and
 raising the origin by the amount that the CG has raised will actually
 place the wheels and part of the fuselage under the runway. The
 problem is that the nose is very far ahead of the CG, and the 10
 degree rotation at liftoff has lift the nose very much higher than the
 CG.
 
 We all know that we can rotate the 3D model correctly, but the issue
 is the translation. JSBSim reports the location of the CG, which is
 NOT the translation for any point on the aircraft, but ONLY the CG.
 
 So, the solution is that JSBSim (and other FDMs) could report the
 location of the 3D model origin at every frame for rendering purposes.
 OR, FlightGear could derive it - given it may have more intimate
 knowledge of the 3D model AND the CG. True? Problem is, the FDM guys
 don't KNOW what point will be chosen for the 3D model origin. The FDM
 could report the position of any point in our own coordinate system.
 If we gave the location of the nose as a commonly known reference
 point, then I believe the rendering code could have that location to
 use as its pivot point.
 
 I hope I understand the problem correctly, and that this isn't
 muddying the water. The above is a possible solution to one problem,
 though maybe not this one? I just woke up!
 

..and then we have the (also!) moving center of pressure...  ;-)

..we're looking for a calculable moving pivot point near these 2.

..I will much rather see those of you guys who knows how to do this
black magic, write sexy fdm code, than paint (also needed) sexy 3D
models.  3D art gurus too understands a FAA-_declared_ datum point, 
even with George W. hiring the FAA chief.

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


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Tony Peden

--- Norman Vine [EMAIL PROTECTED] wrote:
 Jon Berndt writes:
  
  We all know that we can rotate the 3D model correctly, but the
 issue is
  the translation. JSBSim reports the location of the CG, which is
 NOT the
  translation for any point on the aircraft, but ONLY the CG.
  
  So, the solution is that JSBSim (and other FDMs) could report the
 location
  of the 3D model origin at every frame for rendering purposes. OR,
  FlightGear could derive it - given it may have more intimate
 knowledge of
  the 3D model AND the CG. True? Problem is, the FDM guys don't KNOW
 what
  point will be chosen for the 3D model origin. The FDM could report
 the
  position of any point in our own coordinate system. If we gave the
  location of the nose as a commonly known reference point, then I
 believe
  the rendering code could have that location to use as its pivot
 point.
  
  I hope I understand the problem correctly, and that this isn't
 muddying
  the water. 
 
 I think that when we add colision detection into the mix the most
 sensible reference point is the center of the bounding volume
 
 collision includes wheel-runway contact points ect
 
 we used the static center as a 'close enough kludge' historically
 but if we are going to change the location IMHO we should do so 
 in a way that increases accuracy.  ie the nose is further away from
 the geometric center then the published static center

The point we pick need not have any particular signifigance (we can
calculate a lat/lon/alt for anyplace relative to the aircraft), so why 
should we pick a point which requires explanation and/or instruction on
our part and more work on the part of the 3D modeler.  

The nose is something that everyone can instantly understand and
locate.
That is not true for the aero ref point, center of gravity, center of
geometry, etc. 


FWIW, I still think the location should be configurable by the 3D
modeler in the FG xml files.  FG would pass that info to the FDM and
it would return the appropriate position or FG would do the calcs
itself.   The wind doesn't seem to be blowing that way, however ...

 
 So to summarize the needed locations discussed so far
 
 1:center of gravity
  used by FDM
 2) aerodynamic center
   used by FDM
 3) eye location 
used to render the scene
 4) geometric center 
  used by SSG and collision detection
 
 Of these the one that corresponds to  'everday speak' 
 and common engineering usage is (4)

Well, now, that depends on what kind of engineering you do. 

 
 Norman
 
 
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 
 


__
Do you Yahoo!?
Yahoo! Mail Plus - Powerful. Affordable. Sign up now.
http://mailplus.yahoo.com

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Ground elevation at an arbitrary point

2002-12-16 Thread Jim Wilson
David Luff [EMAIL PROTECTED] said:

 
 What does the scenery_center refer to?  Is this the exact location at which
 I receive the terrain_elev, or the center of the tile?
Neither actually, but it is a tile center.  It is usually the center of the
tile that the aircraft is currently located over.  You're query location needs
to be reasonably close to the scenery_center to get a good elevation. 
Depending on what you are doing (e.g. placing buildings) the the current FDM
scenery_center is probably good enough.

Take a look at the code under Tile Manager Updates to approx line 1200 in
main.cxx, to see how the query works.  Note that prep_ssg_nodes needs to be
run to reallign the scenery vertices if you change the scenery center, before
doing a query.

 What is the abs_view_pos?
This is where you are.  If I recall this is in geocentric coordinates.  Same
units as the scenery_center.

 or do I need to pay more attention to it?  Lastly, what do the radius and
 normal refer to - bounding sphere and normal of the specific intersected
 polygon perhaps?
IIRC the normal would be the straight down vector to the intersecting ground
polygon.  

It seems to me that Norman recently made some changes that simplified what you
are trying to do.  Not sure if they are in CVS or not.

There's a good chance you can use the same technique I used (see that main.cxx
reference) depending on what you want to do.  Just heed the comment 
around line 1227...the view location update/query needs to be done last before
the rendering.

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jon Berndt
 FWIW, I still think the location should be configurable by the 3D
 modeler in the FG xml files.  FG would pass that info to the FDM and
 it would return the appropriate position or FG would do the calcs
 itself.   The wind doesn't seem to be blowing that way, however ...

Actually, I thought of that too and it seems like a good idea. That is,
that the 3D model asks for the lat/lon/alt of a specific point on the
aircraft. This is probably the most configurable and versatile way to go.

However ... which point does the FGFS side ask for the position of? I
would assume they would ask for the point of origin of the 3D model
(perhaps the nose, perhaps the firewall, perhaps the center of bounding
box). When the FGFS side asks us (FDM) for a position, how do we know
where that position lies in our frame of reference?

When I think about this for long enough, I keep coming back to this: that
if the nose is taken to be a common reference point between the FDM and
the 3D model, then we (FDM) can simply provide the location of the Nose
Reference Point (NRP) and the FGFS side can use that to properly place the
vehicle. Now, the nose may not be the origin of the 3D model, but the NRP
will be known relative to the 3D model origin. So, the FGFS side will be
able to bias or offset the point we return and still place the model
correctly in the scene.

My $0.03.

Jon



smime.p7s
Description: application/pkcs7-signature


Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Erik Hofman
Tony Peden wrote:



The point we pick need not have any particular signifigance (we can
calculate a lat/lon/alt for anyplace relative to the aircraft), so why 
should we pick a point which requires explanation and/or instruction on
our part and more work on the part of the 3D modeler.  

The nose is something that everyone can instantly understand and
locate.

coughUFO, helicopter, balloon, parachutecough


That is not true for the aero ref point, center of gravity, center of
geometry, etc. 

Well, to rotate the aircraft realistically the refference point should 
be known by the 3D modellers, but that aside.


FWIW, I still think the location should be configurable by the 3D
modeler in the FG xml files.  FG would pass that info to the FDM and
it would return the appropriate position or FG would do the calcs
itself.   The wind doesn't seem to be blowing that way, however ...


Maybe the pilot's eye point would be a good start, then the 3D modellers 
can define thair offset to the models origin in the XML file.

Erik



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


RE: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jim Wilson
Jon Berndt [EMAIL PROTECTED] said:

  Right.  In other words if the nose is the 3D model origin,  it's
 altitude is
  made that of the CG (as reported by JSBSim).  The aircraft is angled up
  for takeoff and the nose is way down near where the wheels should be and
 the
  rest of the model is below the surface.
 
 To throw another wrench into the mix, can you tell me if and/or how the
 camera works when the viewpoint is from inside the cabin (pilot
 eyepoint) - does that seem to work OK, now? ANd when viewing from a
 spotter plane, is this where the problem initially was discovered?
 

The camera is locked in relation to the reported lon/lat/alt.  So it is
actually in the same position inside the model all the time (the camera of
course can be moved but it is always in reference to the reported lon/lat/alt
position).

Well yes the problem really is that the FDMs are reporting the position data
differently.  The origins are different and it makes it impossible to share 3D
Model configurations between different FDMs.

The other problem that David brought up which I didn't understand at first is
the CG is variable and therefore the FDM origin is variable, and we aren't
taking that into account in the modeling.  My opinion is that problem would be
sufficiently resolved if the lon/lat/alt was reported from a fixed point on
the aircraft.

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jon Berndt
 Well, to rotate the aircraft realistically the refference point should 
 be known by the 3D modellers, but that aside.

The rigid body rotates about the CG, not the aero ref. pt.


smime.p7s
Description: application/pkcs7-signature


RE: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jim Wilson
Jon Berndt [EMAIL PROTECTED] said:

 When I think about this for long enough, I keep coming back to this: that
 if the nose is taken to be a common reference point between the FDM and
 the 3D model, then we (FDM) can simply provide the location of the Nose
 Reference Point (NRP) and the FGFS side can use that to properly place the
 vehicle. Now, the nose may not be the origin of the 3D model, but the NRP
 will be known relative to the 3D model origin. So, the FGFS side will be
 able to bias or offset the point we return and still place the model
 correctly in the scene.
 

Yes and we already have that capability.  What we don't have yet is a way to
offset what the chase view is looking at,  but that won't be a problem.

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Erik Hofman
Jon Berndt wrote:

Well, to rotate the aircraft realistically the refference point should 
be known by the 3D modellers, but that aside.


The rigid body rotates about the CG, not the aero ref. pt.


Even when in motion?
It seems to me there would otherwise be no need for a refference point.

Erik


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread David Luff
On 12/16/02 at 9:36 AM Jon Berndt wrote:
 Well, to rotate the aircraft realistically the refference point should 
 be known by the 3D modellers, but that aside.

The rigid body rotates about the CG, not the aero ref. pt.

What about rotation (the taking-off one)?  Surely in that case it rotates
about the axles?

Cheers - Dave



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Tony Peden

--- Erik Hofman [EMAIL PROTECTED] wrote:
 Jon Berndt wrote:
 Well, to rotate the aircraft realistically the refference point
 should 
 be known by the 3D modellers, but that aside.
  
  
  The rigid body rotates about the CG, not the aero ref. pt.
 
 Even when in motion?

In the FDM's (all of them, AFAIK), yes. Always.
In reality, the aircraft will rotate about the cg in air and some other
point if any of the gear are touching the ground.  During takeoff
rotation and landing de-rotation, for example, the aircraft will rotate
about the main gear.

 It seems to me there would otherwise be no need for a refference
 point.

It's still needed.

In order to calculate the moment coefficients from measured moments,
one needs to set a point on the aircraft to take the moment arms from. 
This has traditionally been chosen as the point 25% of the way aft
along the mean aerodynamic chord.  The reasoning for this is that for
low speed aircraft, it is a reasonable estimate of the wing's center of
pressure (i.e. where you'd place the lift vector both chord- and
span-wise).  In truth, this location varies with (at least) the airfoil
section, wing planform, and Mach number, so when using it as a constant
reference point we have to call it something different.  I chose to
call it the aero reference point.  And since someone might reduce
measured data using something other than the 1/4 chord of the MAC, this
number needs to be configurable.




 
 Erik
 
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 
 


__
Do you Yahoo!?
Yahoo! Mail Plus - Powerful. Affordable. Sign up now.
http://mailplus.yahoo.com

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jon S Berndt
On Mon, 16 Dec 2002 15:56:13 +
 David Luff [EMAIL PROTECTED] wrote:


What about rotation (the taking-off one)?  Surely in that 
case it rotates about the axles?

Cheers - Dave

Well ... sort of. In real life, yes, the gear is a pivot 
point. However, in the FDM sense, the ground isn't really 
there to pivot about - only a force and moment that is 
applied to the aircraft CG as is any other force/moment 
(aero, propulsion, etc.). We do not handle the rollout any 
differently because there is contact with the ground, 
really (except that the calculations are a b!t*h at very 
small velocities). The EOM still is working with forces 
and moments (rotations and translations) about the CG. 
When the aircraft rotates at about takeoff velocity, it is 
really rotating about the CG, but the CG is ALSO 
translating upward and slightly aft. The appearance could 
be taken to be physically rotating about the gear contact 
point with the ground, but mathematically, we are still 
rotating and translating about the CG.

Jon

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jon S Berndt
On Mon, 16 Dec 2002 15:30:31 -
 Jim Wilson [EMAIL PROTECTED] wrote:


Yes and we already have that capability.  What we don't 
have yet is a way to
offset what the chase view is looking at,  but that won't 
be a problem.

So, being supplied with the Nose Ref Pt. lat/lon/alt won't 
give you anything new? That would be purely for proper 
viewing from the chase plane? (A worthy reason in itself).

Another comment (sort of a question): I believe that the 
pilot eyepoint supplied in the JSBSim config file is being 
used for proper viewpoint positioning(?). I can't remember 
if this is true or not. IIRC, with LaRCSim, the view was 
taken from the CG. In something like a shuttle, or a 747, 
you (the pilot) are still quite a ways above the pavement 
when the main gear touches down, and as you rotate the 
nose down to likewise place the nosegear on terra firma, 
there is not only a rotation that occurs, but a 
translation of the pilot eyepoint. That is properly 
modeled, too? I haven't had time to look into that at all.

Jon

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Rex



Rex du Pont wrote:

I've been watching this discussion for about a week. I am using the JSBSim
model on a 
real airplane development project, to give you some background.

Seems to me that the question is about how to make a 3D model look right
from outside, 
probably from a distance of several wingspans away. In that case, you do
not have to be precise
about the congruence of the point of rotation and the cg, so long as you
are not using the 
rotation point for any of the physics. I would guess that the cg is near
the 25% chord point, and 
within a foot or so of the center of the wing vertically, so that if you
know where that is relative to 
the nose, or other origin point, you can make it look right in flight. I'd
vote for 25% chord point 
on the wing center line for rotation. If the model uses the nose as a reference,
you would just 
have to know the correct offsets, or estimate them from a side view.

You could have a problem at or near the ground for the reasons discussed
before. On the ground you
rotate about the gear, not the cg. You could either accept having the wheels
sink into the runway 
(or float above it) or incorporate an "gear offset" when there is any WOW.
I suppose this could jerk the
plane onto the ground if the point of rotation is set low, but, on the whole
it would give you a pretty realistic flight. I suppose you could resolve
this by empirically setting the vertical CG position so that the 
gear looks right at rest, from outside, by cut and try. 

The FDM model must know where the CG is. The 3D view must know where the
wings are in relation
to the nose, etc. Where the MAC is on a swept wing is a matter of educated
guesswork, unless someone
tells you, but you could come pretty close visually.  I would suggest that
you try something like rotating in the air around something simple like the
25% chord guesstimate, on the centerline, and then adjust vertically to have
the gear just touch the ground at rest. How does the 3D deal with gear
extension? H. Try what looks right on the ground, then watch it take
off and see what further adjustments you need. 

Rex du Pont




Tony Peden wrote:

  --- Erik Hofman [EMAIL PROTECTED] wrote:
  
Jon Berndt wrote:

  
Well, to rotate the aircraft realistically the refference point


should 

  
be known by the 3D modellers, but that aside.

The rigid body rotates about the CG, not the aero ref. pt.

Even when in motion?

In the FDM's (all of them, AFAIK), yes. Always.In reality, the aircraft will rotate about the cg in air and some otherpoint if any of the gear are touching the ground.  During takeoffrotation and landing de-rotation, for example, the aircraft will rotateabout the main gear.

  It seems to me there would otherwise be no need for a refferencepoint.
  
  It's still needed.In order to calculate the moment coefficients from measured moments,one needs to set a point on the aircraft to take the moment arms from. This has traditionally been chosen as the point 25% of the way aftalong the mean aerodynamic chord.  The reasoning for this is that forlow speed aircraft, it is a reasonable estimate of the wing's center ofpressure (i.e. where you'd place the lift vector both chord- andspan-wise).  In truth, this location varies with (at least) the airfoilsection, wing planform, and Mach number, so when using it as a constantreference point we have to call it something different.  I chose tocall it the aero reference point.  And since someone might reducemeasured data using something other than the 1/4 chord of the MAC, thisnumber needs to be configurable.
  
Erik___Flightgear-devel mailing list[EMAIL PROTECTED]http://mail.flightgear.org/mailman/listinfo/flightgear-devel

__Do you Yahoo!?Yahoo! Mail Plus - Powerful. Affordable. Sign up now.http://mailplus.yahoo.com___Flightgear-devel mailing list[EMAIL PROTECTED]http://mail.flightgear.org/mailman/listinfo/flightgear-devel






Re: [Flightgear-devel] Ground elevation at an arbitrary point

2002-12-16 Thread David Luff
On 12/16/02 at 3:10 PM Jim Wilson wrote:

David Luff [EMAIL PROTECTED] said:

 
 What does the scenery_center refer to?  Is this the exact location at
which
 I receive the terrain_elev, or the center of the tile?
Neither actually, but it is a tile center.  It is usually the center of
the
tile that the aircraft is currently located over.  You're query location
needs
to be reasonably close to the scenery_center to get a good elevation. 
Depending on what you are doing (e.g. placing buildings) the the current
FDM
scenery_center is probably good enough.

It's for the AI plane during taxiing and takeoff/landing run.  In order to
generate realistic radio traffic these may need to exist some distance from
the fdm, but I guess that the rendering accuracy required decreases the
further they are from the user.  Going under the ground is not an option
though if they are within sight of the user, unlike a building which may
simply become less tall.


Take a look at the code under Tile Manager Updates to approx line 1200
in
main.cxx, to see how the query works.  Note that prep_ssg_nodes needs to
be
run to reallign the scenery vertices if you change the scenery center,
before
doing a query.

OK, I think I see what you're doing - changing the scenery center to the
point of interest and then changing it back again when done.  How expensive
is this operation in the scheme of things - I see you do it every frame if
the view location is different so I presume it can't be too bad?


 What is the abs_view_pos?
This is where you are.  If I recall this is in geocentric coordinates. 
Same
units as the scenery_center.

 or do I need to pay more attention to it?  Lastly, what do the radius
and
 normal refer to - bounding sphere and normal of the specific intersected
 polygon perhaps?
IIRC the normal would be the straight down vector to the intersecting
ground
polygon.  

It seems to me that Norman recently made some changes that simplified what
you
are trying to do.  Not sure if they are in CVS or not.

There's a good chance you can use the same technique I used (see that
main.cxx
reference) depending on what you want to do.  Just heed the comment 
around line 1227...the view location update/query needs to be done last
before
the rendering.


Thanks for the reply - I'll give it a go roughly along the lines of what
you've done and see what happens!

Cheers - Dave



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jon S Berndt
On Mon, 16 Dec 2002 11:43:11 -0500
 Rex [EMAIL PROTECTED] wrote:

Rex du Pont wrote:

Seems to me that the question is about how to make a 3D 
model look right from outside,
probably from a distance of several wingspans away.  In 
that case, you do not have to be precise
about the congruence of the point of rotation and the cg, 
so long as you are not using the
rotation point for any of the physics.  I would guess 
that the cg is near the 25% chord point, and

Well, with proper agreement and reference point, we can 
make this perfect. There's just some communication and 
cooperation needed for a little while, and I think we are 
nearly there.

Jon

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread David Megginson
Arnt Karlsen writes:

  ..I like David M's proposal on FAA type datum points, those are
  available for all FAA-certified planes, and as we learn more, 
  likely a good starting point for a datum FAQ for aero and 3D modellers
  of the not-yet/no-way!/non-FAA aircraft.

In the end, it doesn't matter much, as long as the FDM gives us the
offset vector from the CG to *some* known, fixed point on the
aircraft (which the 3D model uses as its origin). 


All the best,


David

-- 
David Megginson, [EMAIL PROTECTED], http://www.megginson.com/

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Andy Ross
Jon Berndt wrote:
 Also, Andy: which point does YASim provide to FGFS? Is it the CG, or
 some other point?

It provides the coordinates of the origin, be that the nose or
centroid or FAA reference point or whatever.

Going back into hiding now; wake me up if you need me to move the
origins. :)

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
 - Sting (misquoted)


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Erik Hofman
Tony Peden wrote:

--- Erik Hofman [EMAIL PROTECTED] wrote:


Jon Berndt wrote:


Well, to rotate the aircraft realistically the refference point



should 

be known by the 3D modellers, but that aside.



The rigid body rotates about the CG, not the aero ref. pt.


Even when in motion?



In the FDM's (all of them, AFAIK), yes. Always.
In reality, the aircraft will rotate about the cg in air and some other
point if any of the gear are touching the ground.  During takeoff
rotation and landing de-rotation, for example, the aircraft will rotate
about the main gear.


This confuses me a bit. My gut feeling tels me that the lift generated 
on the various parts of the aircraft (fuselage included) would 
concentrate the aircrafts rotation around its aero reff. point instead 
of CG. Or is this the part where the moving CG comes in place?

Erik


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Andy Ross
Erik Hofman wrote:
 Jon Berndt wrote:
   Well, to rotate the aircraft realistically the refference point should
   be known by the 3D modellers, but that aside.
 
  The rigid body rotates about the CG, not the aero ref. pt.

 Even when in motion?
 It seems to me there would otherwise be no need for a refference point.

That's exactly the point.  The reference point is a completely
arbitrary choice; it could be 4 light years away (well, with infinite
precision floating point) and the math would still work just fine.

The FDMs do the dynamics for you; if you draw the aircraft where they
tell you it is, then you will always be drawing physically correct
rotations.

It is true that there is an *illusion* that happens when you look at
a point far from the aircraft's c.g. which makes the airplane look
like it is not rotating correctly.  But this is an illusion; what is
really happening is that the *viewpoint* is moving.  The aircraft
motion is correct in all cases.  The fix for this issue is either to
pick an origin near the c.g. (hard to enforce between FDM(s) and 3D
model) or to have the view code explicitly look at the c.g. point
instead of the origin (my preference, although it does complicate
things a little).

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
 - Sting (misquoted)


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Andy Ross
David Luff wrote:
 Jon Berndt wrote:
   Well, to rotate the aircraft realistically the refference point should
   be known by the 3D modellers, but that aside.
 
  The rigid body rotates about the CG, not the aero ref. pt.

 What about rotation (the taking-off one)?  Surely in that case it rotates
 about the axles?

You're both right.  Any point can be used as an origin, and any motion
of a rigid body can be decomposed into a set of translations through
space and rotations about that origin.

There's really nothing magic about the center of gravity.  It's just
another point in the body's coordinate system.  It's useful as a
teaching aid because, in the absence (!) of any interaction,
continuous (!) unaccelerated (!) motion of a rigid body can be
captured by a constant velocity and a constant rotation speed.  That's
not true of other reference points (where unacclerated motion
requires changing speeds and rotations).  In the real world, bodies
interact and accelerate, so the c.g. isn't quite as useful as a magic
reference point (although it still simplifies the math internally).

Here's a really quick thought experiment to make the point: Even if
the aircraft is motionless on the ground, it's still rotating with a
period of 24 hours about the center of the earth.  The center of the
Earth is most certainly *not* the c.g. of the aircraft. :)

[This is not to say that current FDMs bother to model coriolis
 effects.  I know for a fact that YASim doesn't.]

Andy

-- 
Andrew J. RossNextBus Information Systems
Senior Software Engineer  Emeryville, CA
[EMAIL PROTECTED]  http://www.nextbus.com
Men go crazy in conflagrations.  They only get better one by one.
 - Sting (misquoted)


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jim Wilson
Jon S Berndt [EMAIL PROTECTED] said:

 On Mon, 16 Dec 2002 15:30:31 -
   Jim Wilson [EMAIL PROTECTED] wrote:
 
 Yes and we already have that capability.  What we don't 
 have yet is a way to
 offset what the chase view is looking at,  but that won't 
 be a problem.
 
 So, being supplied with the Nose Ref Pt. lat/lon/alt won't 
 give you anything new? That would be purely for proper 
 viewing from the chase plane? (A worthy reason in itself).

Yes and no.  It should greatly improve the situation as far as keeping the
gear above the pavement in an external view.  The other issue is the one 
I described before where it looks odd because the camera tracks the nose 
as it pitches up and down.  That needs to be dealt with in the viewer code.

 Another comment (sort of a question): I believe that the 
 pilot eyepoint supplied in the JSBSim config file is being 
 used for proper viewpoint positioning(?). 

Actually I didn't know that existed.  Being the last one to rework the viewer
code I'm sure we aren't using it.

 I can't remember if this is true or not. IIRC, with LaRCSim, the 
 view was  taken from the CG. 

In a sense we are getting it from the CG under JSBSim because that is where 
the position data is being derived from on your end.

The current view code is simply looking at the position and orientation data
coming from the FDM.  Position is assumed to be a fixed position on the
aircraft.  It is not of course, except in the case of YASim (AFAIK).  Other
things are applied but they are all user input related (things like turning
the pilots head with the mouse).

 In something like a shuttle, or a 747, 
 you (the pilot) are still quite a ways above the pavement 
 when the main gear touches down, and as you rotate the 
 nose down to likewise place the nosegear on terra firma, 
 there is not only a rotation that occurs, but a 
 translation of the pilot eyepoint.

The pilot's view is always kept in sync with the 3D model's rotation (we
actually start with the same matrices).  Except as I noted above, when the
user turns the pilots head additional rotations for that are applied.

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jim Wilson
Andy Ross [EMAIL PROTECTED] said:

 
 It is true that there is an *illusion* that happens when you look at
 a point far from the aircraft's c.g. which makes the airplane look
 like it is not rotating correctly.  But this is an illusion; what is
 really happening is that the *viewpoint* is moving.  The aircraft
 motion is correct in all cases.  The fix for this issue is either to
 pick an origin near the c.g. (hard to enforce between FDM(s) and 3D
 model) or to have the view code explicitly look at the c.g. point
 instead of the origin (my preference, although it does complicate
 things a little).
 

That lookat is not a problem...almost got the fix done in my head already.

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jon S Berndt
On Mon, 16 Dec 2002 18:41:50 -
 Jim Wilson [EMAIL PROTECTED] wrote:


Yes and no.  It should greatly improve the situation as far as keeping the
gear above the pavement in an external view.  The other issue is the one 
I described before where it looks odd because the camera tracks the nose 
as it pitches up and down.  That needs to be dealt with in the viewer
code.

This is exactly the issue: as we all know, the rotations 
are fine (a rotation is a rotation - the *orientation* of 
the vehicle always ends up correct). It's the translation 
issue that is cloudy. I think what we will do (and I think 
Tony is agreeable to this, and Andy sounds like he'll be 
able to do this if he is not already) is to provide the 
lat/lon/alt (LLA) of the nose/prop_hub_tip for the 
aircraft in our coordinate system. To restate what our 
coordinate system is:

X positive aft
Y positive right
Z positive up

origin - now irrelevant given that we would supply the 
lat/lon/alt of the NRP (Nose Ref. Pt.). I'm going to have 
to think for a moment how to supply that. We'll have the 
LLA of the CG, and we'll have the body to local transform 
matrix. I guess I can calculate the offset from current CG 
to NRP and then transform to Local frame and sum with the 
LLA of the CG.

The pilot's view is always kept in sync with the 3D model's rotation (we
actually start with the same matrices). Except as I noted above, when the
user turns the pilots head additional rotations for that are applied.


There probably needs to be a translation there, too. It 
would not really be noticable except in proximity 
formation flight or near the ground - but these are 
important visual cues and they need to be modeled 
correctly. Perhaps we should provide the pilot eyepoint 
location (LLA) as well?

Jon

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jon S Berndt
On Mon, 16 Dec 2002 14:19:16 -0500
 Norman Vine [EMAIL PROTECTED] wrote:

Erik Hofman writes:

 
 The nose is something that everyone can instantly 
understand and
 locate.

coughUFO, helicopter, balloon, parachutecough

he he :-)


Smart a$$e$. ;-)

So, where's the bounding box for these items, too?

Jon

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Norman Vine
Tony Peden writes:

 The point we pick need not have any particular signifigance (we can
 calculate a lat/lon/alt for anyplace relative to the aircraft), so why
 should we pick a point which requires explanation and/or instruction on
 our part and more work on the part of the 3D modeler.

 The nose is something that everyone can instantly understand and locate.
 That is not true for the aero ref point, center of gravity, center of geometry, etc.

xorig = fuselage length / 2
yorig = wingspan / 2
zorig = highest point / 2  usually top of tail 

obvious enough for me :-)

Main Entry: 1cen·ter
Pronunciation: 'sen-tr, 'se-nr
Function: noun
Etymology: Middle English centre, from Middle French, from Latin centrum, from Greek 
kentron sharp point, center of a circle, from
kentein to prick; probably akin to Old High German hantag pointed
Date: 14th century
1 a : the point around which a circle or sphere is described; broadly : a point that 
is related to a geometrical figure in such a
way that for any point on the figure there is another point on the figure such that a 
straight line joining the two points is
bisected by the original point -- called also center of symmetry b : the center of the 
circle inscribed in a regular polygon

Norman



audio.gif

Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Tony Peden

--- Andy Ross [EMAIL PROTECTED] wrote:
 Erik Hofman wrote:
  Jon Berndt wrote:
Well, to rotate the aircraft realistically the refference point
 should
be known by the 3D modellers, but that aside.
  
   The rigid body rotates about the CG, not the aero ref. pt.
 
  Even when in motion?
  It seems to me there would otherwise be no need for a refference
 point.
 
 That's exactly the point.  The reference point is a completely
 arbitrary choice; it could be 4 light years away (well, with infinite
 precision floating point) and the math would still work just fine.

This is true of the subject 3D model reference point, but not of the
JSBSim aero reference point.  That point needs to be at least close to
the same point used to produce the coefficients you have.

 
 The FDMs do the dynamics for you; if you draw the aircraft where they
 tell you it is, then you will always be drawing physically correct
 rotations.
 
 It is true that there is an *illusion* that happens when you look
 at
 a point far from the aircraft's c.g. which makes the airplane look
 like it is not rotating correctly.  But this is an illusion; what is
 really happening is that the *viewpoint* is moving.  The aircraft
 motion is correct in all cases.  The fix for this issue is either to
 pick an origin near the c.g. (hard to enforce between FDM(s) and 3D
 model) or to have the view code explicitly look at the c.g. point
 instead of the origin (my preference, although it does complicate
 things a little).
 
 Andy
 
 -- 
 Andrew J. RossNextBus Information Systems
 Senior Software Engineer  Emeryville, CA
 [EMAIL PROTECTED]  http://www.nextbus.com
 Men go crazy in conflagrations.  They only get better one by one.
  - Sting (misquoted)
 
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
 
 


__
Do you Yahoo!?
Yahoo! Mail Plus - Powerful. Affordable. Sign up now.
http://mailplus.yahoo.com

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Tony Peden

--- Norman Vine [EMAIL PROTECTED] wrote:
 Tony Peden writes:
 
  The point we pick need not have any particular signifigance (we can
  calculate a lat/lon/alt for anyplace relative to the aircraft), so
 why
  should we pick a point which requires explanation and/or
 instruction on
  our part and more work on the part of the 3D modeler.
 
  The nose is something that everyone can instantly understand and
 locate.
  That is not true for the aero ref point, center of gravity, center
 of geometry, etc.
 
 xorig = fuselage length / 2
 yorig = wingspan / 2
 zorig = highest point / 2  usually top of tail 
 
 obvious enough for me :-)
 
 Main Entry: 1cen·ter
 Pronunciation: 'sen-tr, 'se-nr
 Function: noun
 Etymology: Middle English centre, from Middle French, from Latin
 centrum, from Greek kentron sharp point, center of a circle, from
 kentein to prick; probably akin to Old High German hantag pointed
 Date: 14th century
 1 a : the point around which a circle or sphere is described; broadly
 : a point that is related to a geometrical figure in such a
 way that for any point on the figure there is another point on the
 figure such that a straight line joining the two points is
 bisected by the original point -- called also center of symmetry b :
 the center of the circle inscribed in a regular polygon
 
 Norman

The equations and associated verbiage prove the point well, I think.

 
 
 

 ATTACHMENT part 2 image/gif name=audio.gif



__
Do you Yahoo!?
Yahoo! Mail Plus - Powerful. Affordable. Sign up now.
http://mailplus.yahoo.com

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jim Wilson
Jon S Berndt [EMAIL PROTECTED] said:

 This is exactly the issue: as we all know, the rotations 
 are fine (a rotation is a rotation - the *orientation* of 
 the vehicle always ends up correct). It's the translation 
 issue that is cloudy. I think what we will do (and I think 
 Tony is agreeable to this, and Andy sounds like he'll be 
 able to do this if he is not already) is to provide the 
 lat/lon/alt (LLA) of the nose/prop_hub_tip for the 
 aircraft in our coordinate system. To restate what our 
 coordinate system is:
 
 X positive aft
 Y positive right
 Z positive up
 

Sounds good.

 The pilot's view is always kept in sync with the 3D model's rotation (we
 actually start with the same matrices). Except as I noted above, when the
 user turns the pilots head additional rotations for that are applied.
 
 There probably needs to be a translation there, too. It 
 would not really be noticable except in proximity 
 formation flight or near the ground - but these are 
 important visual cues and they need to be modeled 
 correctly. Perhaps we should provide the pilot eyepoint 
 location (LLA) as well?
 

Not sure what visual cues you are looking for.  I would be hesitant to do a
translation that would have the pilot's head bouncing around the cockpit. 
Right now the cockpit appears more or less stationary in relation to the
pilot's eye.

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jon S Berndt
On Mon, 16 Dec 2002 20:17:43 -
 Jim Wilson [EMAIL PROTECTED] wrote:


coordinate system is:

X positive aft
Y positive right
Z positive up



Sounds good.


Good.


Not sure what visual cues you are looking for. I would be hesitant to do a
translation that would have the pilot's head bouncing around the cockpit. 
Right now the cockpit appears more or less stationary in relation to the
pilot's eye.

This may very well be OK right now. To clarify: When 
rendering the scene from the pilot eyepoint (inside the 
cockpit), the view must be correctly rendered so that once 
touchdown occurs, and the derotation is occurring, the 
pilot view out the front not only rotates (pitches down), 
but translates (remember the 747 example I mentioned 
earlier). The pilot eyepoint is NOT at the CG - which is 
why we provide it. The visual cue is the translational 
movement during touchdown when the nose gear descends to 
the runway. VERY important for large aircraft 
particularly; the CG doesn't translate in Z much after 
main gear touchdown, but the cockpit sure will. Again - 
this may be already being done correctly, but I worry 
because you say that the pilot eyepoint information is not 
being used.

Jon

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jim Wilson
Norman Vine [EMAIL PROTECTED] said:

 xorig = fuselage length / 2

What if tail surfaces extend beyond the fueselage?

 yorig = wingspan / 2

Ok got that.

 zorig = highest point / 2  usually top of tail 

Is that with gear up or down?

 
 obvious enough for me :-)
 
 Main Entry: 1cen·ter
 Pronunciation: 'sen-tr, 'se-nr
 Function: noun
 Etymology: Middle English centre, from Middle French, from Latin centrum,
 from Greek kentron sharp point, center of a circle, from
 kentein to prick; probably akin to Old High German hantag pointed
 Date: 14th century
 1 a : the point around which a circle or sphere is described; broadly : a
 point that is related to a geometrical figure in such a
 way that for any point on the figure there is another point on the figure
 such that a straight line joining the two points is
 bisected by the original point -- called also center of symmetry b : the 
center of the circle inscribed in a regular polygon
 

14th century?  The aircraft wasn't invented yet.

Now I'm really confused!

;-)

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jim Wilson
Jon S Berndt [EMAIL PROTECTED] said:

 main gear touchdown, but the cockpit sure will. Again - 
 this may be already being done correctly, but I worry 
 because you say that the pilot eyepoint information is not 
 being used.
 
Ah ok.  Yes, that probably is a problem now because we are using the same
reference as the model...ie the lon/lat/alt as reported for the CG.  If we
have just one fixed point of reference, like the nose/hub tip we'll be fine.

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Julian Foad
Jon S Berndt wrote:


Well, with proper agreement and reference point, we can make this 
perfect. There's just some communication and cooperation needed for a 
little while, and I think we are nearly there.

Yes.  I think several people are unclear about how this will work, and 
have concerns like If we make the nose the reference point, then the 
aircraft will appear to wag because the viewer code doesn't know about 
the offset.  That won't happen if we identify a communication problem 
within the software and fix it properly.  The way I see it is:


WHAT TO DO:

Wherever an aircraft position* is sent from one part of Flight Gear 
(e.g. an FDM) to another part (e.g. the part that positions the 
graphical model in the scene graph), we must define exactly what that 
position means as part of the definition of the interface function or 
variable or property, AND ALSO modify the data provider if necessary to 
ensure that it provides that particular position, and modify the 
receiver if necessary to ensure that it converts the position it is 
given into the position that it really wants.  (Don't worry about the 
performance cost of two extra 3D transforms per frame.)

Example:

- We choose first to tackle the aircraft position reported by FDMs to 
Flight Gear.

- We choose the tip of the nose for that particular interface, and write 
position of tip of nose in a comment by the declaration, or preferably 
incorporate NoseTip into the name of the function or variable or property.

- In this example Jon would leave most of JSBsim as it is, generating 
the position of the centre of gravity, but he would add a little 
function to convert position of C of G to position of nose just 
before publishing the value to Flight Gear.

- Someone would modify the function that updates the Flight Gear scene 
graph so that it puts the model geometry at the right position, by 
transforming from position of nose to origin of geometry (which will 
be different for each aircraft geometry model).  Similarly, any other 
parts of Flight Gear that use this data must be checked and modified if 
necessary.


HOW TO DO IT:

We need data for the 3D transforms.  Jon would need to know the position 
of the nose relative to the C of G, and he would probably get this in 
two or three steps: transform from C of G to the aero reference point, 
which he knows already; and then transform from the aero reference point 
to the nose.  This relative position will have to be added to the JSBsim 
config files if it cannot be calculated from data already there.

On the other side, putting the geometry into the scene graph at the 
specified position will involve converting from position of nose to 
origin of geometry; that transform would need to be read from the 
geometry file or the aircraft config file.

Clearly the reference point for an interface should be one that both 
sides can reasonably understand.  It is likely that it will have to be 
specified (differently) on both sides of the interface: nose relative to 
aerodynamic origin, and nose relative to geometry origin.  It is not 
practical to get all FDM authors AND all geometry authors to use the 
same origin natively.


By precisely defining an interface and providing the conversion offsets 
as data in an appropriate place, we can eliminate the errors.  There is 
no need for arbitrary approximations to occur by design of the Flight 
Gear program architecture, but approximations may still occur due to 
lack of data.  For example, to avoid having to update all config files 
at once, we might put in the geometry-reading subsystem something like 
if this geometry file does not specify the position of the nose, then 
use the average vertical coordinate and the front-most horizontal 
coordinate.

Then move on to another interface, such as the camera/eye position, and 
go through the same thing.  Where do we want the camera or eye to be (or 
to be looking towards)?  Do we have the information that specifies the 
eye position relative to a known position?  If not, it must be added to 
the aircraft config file (probable for the eye position) or calculated 
at run time (possible for a camera look-at point).


Perhaps Curt or David M could kick-start the process by defining the 
meaning of one of those interface functions.  You can't ask an FDM 
author to choose the reference point because they are all biased, and 
none of us lesser mortals would dare submit a patch for such a 
wide-reaching change.  But if we want to share models across different 
FDMs then this work will have to be done.


* Note that wherever I said position or point I should have said 
coordinate system or set of axes to include orientation as well, 
because especially the pitch attitude of an aircraft could easily suffer 
the same kind of ambiguity.

- Julian


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


[Flightgear-devel] Some aircraft crash FlightGear upon startup

2002-12-16 Thread Tommy McDaniel
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Yesterday I downloaded, compiled, and installed the
latest stable FlightGear, 0.9.1. Unfortunately, some
of the aircraft do not work. When doing fgfs
--aircraft=shuttle, the program dies as soon as soon
as the cockpit view starts to pop up. I searched this
list, and found some advice someone had given someone
else about running the program with gdb and getting a
backtrace, and I have done so, and will now present my
results. I don't really know how to use the debugger
for much, so I'll mention everything I did, just in
case:

$ gdb ./fgfs (from the directory FlightGear is in, of
course; I installed it and some of the libraries it
requires in a toplevel /flightgear directory)

(gdb) run --aircraft=shuttle

...
tons of output that can be supplied if needed...
...

Start common FDM init
...initializing position...
FGJSBsim::set_Longitude: -2.13556
FGJSBsim::set_Latitude: 0.656448
 cur alt (ft) =  0
FGJSBsim::set_Altitude: -0.000431126
  lat (deg) = 37.6117
Terrain altitude: -0.00141445
...initializing ground elevation to -0.000431126ft...
...initializing sea-level radius...
 lat = 37.6117 alt = -0.000431126
...initializing velocities...
FGJSBsim::set_V_calibrated_kts: 0
...initializing Euler angles...
FGJSBsim::set_Euler_Angles: 0, 0.0074002, 5.19934
End common FDM init

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 1024 (LWP 4089)]
SGPropertyNode::getDoubleValue (this=0x0) at
props.cxx:1117
1117props.cxx: No such file or directory.
in props.cxx
(gdb) backtrace
#0  SGPropertyNode::getDoubleValue (this=0x0) at
props.cxx:1117
#1  0x0822fd3a in FGGain::Run (this=0x9891960) at
FGGain.cpp:136
#2  0x0816ecc4 in FGFCS::Run (this=0x90315a0) at
FGFCS.cpp:137
#3  0x08180762 in FGFDMExec::Run (this=0x8ddc130) at
FGFDMExec.cpp:369
#4  0x081807ca in FGFDMExec::RunIC (this=0x8ddc130) at
FGFDMExec.cpp:384
#5  0x08153167 in FGJSBsim::init (this=0x902b578) at
JSBSim.cxx:234
#6  0x08050d57 in fgUpdateTimeDepCalcs () at
main.cxx:909
#7  0x08051faf in fgMainLoop () at main.cxx:1177
#8  0x40090845 in idleWait () from
/usr/lib/libglut.so.3
#9  0x0805700a in main (argc=2, argv=0xb824) at
main.cxx:1823
#10 0x403963c1 in __libc_start_main () from
/lib/libc.so.6

While I don't really know how to use the debugger, I
do know C and C++, and it certainly appeared that
SGPropertyNode::getDoubleValue was getting called with
a NULL this pointer from FGGain::Run. I looked at the
code, and indeed there are two calls to getDoubleValue
in Run, both from pointers, so either InputNodes[0] or
ScheduledBy is NULL. According to head, line 136 is
LookupVal = ScheduledBy-getDoubleValue();, so
ScheduledBy would appear to be the culprit to me. But
it's not only the shuttle that does this; for example,
using --aircraft=X15 results in the exact same output.
I don't think these are the only two aircraft that do
this either. If there's any more information I can
provide or another way for me to be helpful in
general, please let me know.

Tommy McDaniel
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.2.1 (GNU/Linux)

iD8DBQE9/e3ZVB8FYP9YqDcRAkBeAJwNN30TOcN+mSFDV032VZUDUPiMsgCfS18z
RIoCX7oZ1MfVSHvzgIYm6l4=
=P9F7
-END PGP SIGNATURE-


__
Do you Yahoo!?
New DSL Internet Access from SBC  Yahoo!
http://sbc.yahoo.com

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Scenery not working

2002-12-16 Thread Tommy McDaniel
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

As I mentioned in another message I just sent to this
list, I installed the latest FlightGear yesterday. Of
course, I couldn't go long without trying different
terrain, and my first try was a piece including
southeast Norway. The problem is that, when I try
starting FlightGear up in that tile, there is no
scenery, it says my coordinates are 0 degrees and 0
degrees, and the plane just doesn't do squat. I can
tell the engine to throttle up, but the RPM indicator
stays at 0, and the plane just flat doesn't do
anything but sit there. Also, there seems to be an
infinite number of no terrain intersection messages
that begin to be output as soon as the plane is ready
to go (if only it worked), interspersed with
occassional Failed to remove nav-vor-ident sound
messages and a few others. I looked through the list
archives, and I found mention from October or so about
--lon and --lat having problems, and someone
suggesting that it was only the eastern hemisphere
that wasn't working, perhaps because FlightGear was
parsing coordinates in that hemisphere improperly. I
therefore downloaded the terrain tile that includes
Orlando, Florida, and lo and behold, it worked like a
charm. It was suggested that the problem might be in
options.cxx, and I have indeed looked at the file for
a few minutes, but can find no particular error. In
fact, when I run ./fgfs --lon=11 --lat=59 2
/dev/null from the directory FlightGear is in the
very first output is:

 parse_time() = 11
 parse_time() = 11
 parse_time() = 59
 parse_time() = 59

which seems to correspond to the coordinates I have
entered. Perhaps someone that knows which variables to
follow (and knows how to use the debugger, which I
don't) can check out what's going on here. I have
plenty of output messages that I can present if
needed, but I doubt that they will be helpful. If
there's anything I can do to help out here and restore
half of the world to FlightGear (assuming that's what
the problem is), just let me know. I know C and C++,
for what it matters.

Tommy McDaniel
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.2.1 (GNU/Linux)

iD8DBQE9/fcyVB8FYP9YqDcRAre8AJ0R57OTsWO8lt6i1p3d6MIe+nlDYACffMV9
481jT9li4U0WEFfjxo18LC4=
=Z9ph
-END PGP SIGNATURE-


__
Do you Yahoo!?
New DSL Internet Access from SBC  Yahoo!
http://sbc.yahoo.com

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



[Flightgear-devel] Re: [Flightgear-cvslogs] CVS: www/Docs/InstallGuidegetstart.html,1.1.1.1,1.2 getstart.pdf,1.1.1.1,1.2getstartap1.html,1.1.1.1,1.2 getstartap2.html,1.1.1.1,1.2getstartap3.html,1.1.1.1,1.2 getstartch1.html,1.1.1.1,1.2getstartch2.html,1.1.1.1,1.2 getstartch3.html,1.1.1.1,1.2getstartch4.html,1.1.1.1,1.2 getstartch5.html,1.1.1.1,1.2getstartli1.html,1.1.1.1,1.2 getstartli2.html,1.1.1.1,1.2getstartli3.html,1.1.1.1,1.2 getstartpa1.html,1.1.1.1,1.2getstartpa2.html,1.1.1.1,1.2 getstartpa3.html,1.1.1.1,1.2

2002-12-16 Thread Christian Mayer
Curtis L. Olson wrote:
 
 Update of /var/cvs/FlightGear-0.9/www/Docs/InstallGuide
 In directory seneca:/tmp/cvs-serv28258
 
 Modified Files:
 getstart.html getstart.pdf getstartap1.html getstartap2.html
 getstartap3.html getstartch1.html getstartch2.html
 getstartch3.html getstartch4.html getstartch5.html
 getstartli1.html getstartli2.html getstartli3.html
 getstartpa1.html getstartpa2.html getstartpa3.html
 Log Message:
 Updates from Michael to slightly obfuscate email addresses.

Well, I think even addresses like

  something @ something.com

aren't save against spammers.

So far the best recepie is to convert the address to little pixel
graphics and to include the images on the page.

CU,
Christian

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Scenery not working

2002-12-16 Thread Curtis L. Olson
Tommy,

Here's a couple things you could try.

- specify a starting airport:

fgfs --airport=ENTC

  We have quite a few Norwegian airports in our database.

- If you want to specify a lat/lon try avoiding exact whole number
  coordinates.  Instead of --lat=59 --lon=10 try --lat=59.001
  --lon=10.001 (or better yet, start at an aiport.)

Regards,

Curt.


Tommy McDaniel writes:
 -BEGIN PGP SIGNED MESSAGE-
 Hash: SHA1
 
 As I mentioned in another message I just sent to this
 list, I installed the latest FlightGear yesterday. Of
 course, I couldn't go long without trying different
 terrain, and my first try was a piece including
 southeast Norway. The problem is that, when I try
 starting FlightGear up in that tile, there is no
 scenery, it says my coordinates are 0 degrees and 0
 degrees, and the plane just doesn't do squat. I can
 tell the engine to throttle up, but the RPM indicator
 stays at 0, and the plane just flat doesn't do
 anything but sit there. Also, there seems to be an
 infinite number of no terrain intersection messages
 that begin to be output as soon as the plane is ready
 to go (if only it worked), interspersed with
 occassional Failed to remove nav-vor-ident sound
 messages and a few others. I looked through the list
 archives, and I found mention from October or so about
 --lon and --lat having problems, and someone
 suggesting that it was only the eastern hemisphere
 that wasn't working, perhaps because FlightGear was
 parsing coordinates in that hemisphere improperly. I
 therefore downloaded the terrain tile that includes
 Orlando, Florida, and lo and behold, it worked like a
 charm. It was suggested that the problem might be in
 options.cxx, and I have indeed looked at the file for
 a few minutes, but can find no particular error. In
 fact, when I run ./fgfs --lon=11 --lat=59 2
 /dev/null from the directory FlightGear is in the
 very first output is:
 
  parse_time() = 11
  parse_time() = 11
  parse_time() = 59
  parse_time() = 59
 
 which seems to correspond to the coordinates I have
 entered. Perhaps someone that knows which variables to
 follow (and knows how to use the debugger, which I
 don't) can check out what's going on here. I have
 plenty of output messages that I can present if
 needed, but I doubt that they will be helpful. If
 there's anything I can do to help out here and restore
 half of the world to FlightGear (assuming that's what
 the problem is), just let me know. I know C and C++,
 for what it matters.
 
 Tommy McDaniel
 -BEGIN PGP SIGNATURE-
 Version: GnuPG v1.2.1 (GNU/Linux)
 
 iD8DBQE9/fcyVB8FYP9YqDcRAre8AJ0R57OTsWO8lt6i1p3d6MIe+nlDYACffMV9
 481jT9li4U0WEFfjxo18LC4=
 =Z9ph
 -END PGP SIGNATURE-
 
 
 __
 Do you Yahoo!?
 New DSL Internet Access from SBC  Yahoo!
 http://sbc.yahoo.com
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Tony Peden
On Mon, 2002-12-16 at 07:24, Jon Berndt wrote:
  FWIW, I still think the location should be configurable by the 3D
  modeler in the FG xml files.  FG would pass that info to the FDM and
  it would return the appropriate position or FG would do the calcs
  itself.   The wind doesn't seem to be blowing that way, however ...
 
 Actually, I thought of that too and it seems like a good idea. That is,
 that the 3D model asks for the lat/lon/alt of a specific point on the
 aircraft. This is probably the most configurable and versatile way to go.
 
 However ... which point does the FGFS side ask for the position of? I
 would assume they would ask for the point of origin of the 3D model
 (perhaps the nose, perhaps the firewall, perhaps the center of bounding
 box). When the FGFS side asks us (FDM) for a position, how do we know
 where that position lies in our frame of reference?

Point taken, you still have the relative to what? problem.

 
 When I think about this for long enough, I keep coming back to this: that
 if the nose is taken to be a common reference point between the FDM and
 the 3D model, then we (FDM) can simply provide the location of the Nose
 Reference Point (NRP) and the FGFS side can use that to properly place the
 vehicle. Now, the nose may not be the origin of the 3D model, but the NRP
 will be known relative to the 3D model origin. So, the FGFS side will be
 able to bias or offset the point we return and still place the model
 correctly in the scene.
 
 My $0.03.
 
 Jon
-- 
Tony Peden [EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Jim Wilson
Julian Foad [EMAIL PROTECTED] said:

 - Someone would modify the function that updates the Flight Gear scene 
 graph so that it puts the model geometry at the right position, by 
 transforming from position of nose to origin of geometry (which will 
 be different for each aircraft geometry model).

Already done. See:
http://www.flightgear.org/Docs/fgfs-model-howto.html#repositioning

BTW the origin of geometry doesn't _have_ to be different.  In some cases
we'll offset because the model will already be done, and in other cases it
might just be easier to work on if the origin is more or less centered.

 Similarly, any other 
 parts of Flight Gear that use this data must be checked and modified if 
 necessary.

Like?

 Then move on to another interface, such as the camera/eye position, and 
 go through the same thing.  Where do we want the camera or eye to be (or 
 to be looking towards)?  Do we have the information that specifies the 
 eye position relative to a known position?  If not, it must be added to 
 the aircraft config file (probable for the eye position) or calculated 
 at run time (possible for a camera look-at point).

We need to be able to offset the target in look-at mode.  Currently you can
only offset the camera (eye) from a position.  It's a fairly trivial
modification and addition to the viewer interface.  Each aircraft
configuration (the flight gear one, not the fdm's) currently has a pilot's eye
configuration,  this modification will add data for offsets to the chase view
that won't really change anything other than eliminating the wagging effect
and maybe centering the aircraft in the view.

http://www.flightgear.org/Docs/fgfs-viewer-howto.html#offsets

Best,

Jim

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Some aircraft crash FlightGear uponstartup

2002-12-16 Thread Jon S Berndt
On Mon, 16 Dec 2002 07:19:33 -0800 (PST)
 Tommy McDaniel [EMAIL PROTECTED] wrote:

Yes, this is a recently discovered bug, and I have just 
now discovered the problem. Tony will have the solution. I 
hope. I'll discuss it on the JSBSim-devel list.

Jon

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel


Re: [Flightgear-devel] 3D model origin proposal

2002-12-16 Thread Tony Peden
On Mon, 2002-12-16 at 10:26, Erik Hofman wrote:
 Tony Peden wrote:
  --- Erik Hofman [EMAIL PROTECTED] wrote:
  
 Jon Berndt wrote:
 
 Well, to rotate the aircraft realistically the refference point
 
 should 
 
 be known by the 3D modellers, but that aside.
 
 
 The rigid body rotates about the CG, not the aero ref. pt.
 
 Even when in motion?
  
  
  In the FDM's (all of them, AFAIK), yes. Always.
  In reality, the aircraft will rotate about the cg in air and some other
  point if any of the gear are touching the ground.  During takeoff
  rotation and landing de-rotation, for example, the aircraft will rotate
  about the main gear.
 
 This confuses me a bit. My gut feeling tels me that the lift generated 
 on the various parts of the aircraft (fuselage included) would 
 concentrate the aircrafts rotation around its aero reff. point instead 
 of CG. Or is this the part where the moving CG comes in place?

No, think about the geometry of the situation.  The gear can't go down
and won't go up prior to liftoff.  So aside from some possible changes
in tire compression, the wheel axles do not translate up or down during
the rotation or de-rotation.

Another way to think about it may be in terms of a lever.  The main gear
act as the fulcrum about which the tail must produce/relieve enough
force to rotate/de-rotate the aircraft.

 

 
 Erik
 
 
 ___
 Flightgear-devel mailing list
 [EMAIL PROTECTED]
 http://mail.flightgear.org/mailman/listinfo/flightgear-devel
-- 
Tony Peden [EMAIL PROTECTED]


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: www/Docs/InstallGuide getstart.html

2002-12-16 Thread Michael Basler
Chrisitan,

 Well, I think even addresses like

   something @ something.com

 aren't save against spammers.

I guessed it.

 So far the best recepie is to convert the address to little pixel
 graphics and to include the images on the page.

...which 100 or so graphics you are going to create...? ... and to
maintain...?

I am open for constructive ideas, though, which (a) should be able to
implement via LaTeX without manual postediting of the HTML code (b) simple
to implement and maintain.

Regards, Michael

--
Michael Basler, Jena, Germany
[EMAIL PROTECTED]
  http://www.geocities.com/pmb.geo/



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: www/Docs/InstallGuide getstart.html

2002-12-16 Thread Michael Basler
Christian,

 Including images in LaTeX is no problem - that just leaves us with the
 problem how we are generating the images...

Exactly. Although the HTML converter might become a bit slow with 100+ pix.
Perhaps no serious problem.

 I'm sure that one of the Unix gurus knows a fast way to do that with a
 command line utility...

In this case I'd sure co-operate. But still: Adresses have to be maintained.

 PS: Could the math mode in LaTeX perhaps help? Or does it translate to
 an ordinary italic when the stff written in it is simple?

I tried this. It was still recognizable after conversion in the HTML. I
simply searched for my address (Ctrl-GF in IE) and it was found :-( I tried
several font changes etc. which all did not hide the address.

A clever sign for/aft the @ being invisible but masking the address might
help, too.

Regards, Michael

--
Michael Basler, Jena, Germany
[EMAIL PROTECTED]
  http://www.geocities.com/pmb.geo/



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: www/Docs/InstallGuide getstart.html

2002-12-16 Thread Curtis L. Olson
Michael Basler writes:
 Chrisitan,
 
  Well, I think even addresses like
 
something @ something.com
 
  aren't save against spammers.
 
 I guessed it.
 
  So far the best recepie is to convert the address to little pixel
  graphics and to include the images on the page.
 
 ...which 100 or so graphics you are going to create...? ... and to
 maintain...?
 
 I am open for constructive ideas, though, which (a) should be able to
 implement via LaTeX without manual postediting of the HTML code (b) simple
 to implement and maintain.

Michael,

Could you fake something as an equation:

  $ curt\@flightgear.org $

latex2html would convert this to a graphic automatically ... although
in equation mode you have to worry about things getting interpreted as
equations and variables ...

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

___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



RE: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: www/Docs/InstallGuide getstart.html

2002-12-16 Thread Michael Basler
Curt,

 Could you fake something as an equation:

   $ curt\@flightgear.org $

 latex2html would convert this to a graphic automatically ... although
 in equation mode you have to worry about things getting interpreted as
 equations and variables ...

Yes, latex2html does, but tex4ht which I use does not, at least not for
simple one-liners (which some consider an advantage). I might look into the
options if there's something hidden or if I can trick it into creating gifs.
It does for square roots and more complicated stuff.

The idea looks pretty indeed. I'll keep it, and when I'll find some time
I'll try once more to get latex2html running under MiKTeX (it is possible,
just non-trivial) or might even consider switching to fptex which is sort of
tetex for windows, which has some flaws, too, but comes with a pre-installed
latex2html (which last switch might be non-trivial as I need LaTeX for some
business stuff, though).

BTW, this problem does concern all addresses somewhere on the FlightGear
pages...

Thanks, Michael

--
Michael Basler, Jena, Germany
[EMAIL PROTECTED]
  http://www.geocities.com/pmb.geo/



___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Scenery not working

2002-12-16 Thread Luke Scharf
I have a similar problem with KSJC.  I'm running fgfs 0.91, with the
0.90 base package, the KSJC photo-realistic scenery version 2.0, and
lots of scenery for the northern part of the western hemisphere.

It appears that I'm underground.  The altimeter reads 0, but the radar
altimeter reads something a little over 32800 feet.  The aircraft is
still stuck, even if I supply a --altitude=3 parameter.

I can use the autopilot to fly to KSJC, though, without trouble if I
start at another airport.

I didn't submit this yet because my mix of versions could conceivably
cause odd behavior, and I haven't looked into it.

-Luke

On Mon, 2002-12-16 at 18:18, Curtis L. Olson wrote:
 Tommy,
 
 Here's a couple things you could try.
 
 - specify a starting airport:
 
 fgfs --airport=ENTC
 
   We have quite a few Norwegian airports in our database.
 
 - If you want to specify a lat/lon try avoiding exact whole number
   coordinates.  Instead of --lat=59 --lon=10 try --lat=59.001
   --lon=10.001 (or better yet, start at an aiport.)
 
 Regards,
 
 Curt.
 
 
 Tommy McDaniel writes:
  -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA1
  
  As I mentioned in another message I just sent to this
  list, I installed the latest FlightGear yesterday. Of
  course, I couldn't go long without trying different
  terrain, and my first try was a piece including
  southeast Norway. The problem is that, when I try
  starting FlightGear up in that tile, there is no
  scenery, it says my coordinates are 0 degrees and 0
  degrees, and the plane just doesn't do squat. I can
  tell the engine to throttle up, but the RPM indicator
  stays at 0, and the plane just flat doesn't do
  anything but sit there. Also, there seems to be an
  infinite number of no terrain intersection messages
  that begin to be output as soon as the plane is ready
  to go (if only it worked), interspersed with
  occassional Failed to remove nav-vor-ident sound
  messages and a few others. I looked through the list
  archives, and I found mention from October or so about
  --lon and --lat having problems, and someone
  suggesting that it was only the eastern hemisphere
  that wasn't working, perhaps because FlightGear was
  parsing coordinates in that hemisphere improperly. I
  therefore downloaded the terrain tile that includes
  Orlando, Florida, and lo and behold, it worked like a
  charm. It was suggested that the problem might be in
  options.cxx, and I have indeed looked at the file for
  a few minutes, but can find no particular error. In
  fact, when I run ./fgfs --lon=11 --lat=59 2
  /dev/null from the directory FlightGear is in the
  very first output is:
  
   parse_time() = 11
   parse_time() = 11
   parse_time() = 59
   parse_time() = 59
  
  which seems to correspond to the coordinates I have
  entered. Perhaps someone that knows which variables to
  follow (and knows how to use the debugger, which I
  don't) can check out what's going on here. I have
  plenty of output messages that I can present if
  needed, but I doubt that they will be helpful. If
  there's anything I can do to help out here and restore
  half of the world to FlightGear (assuming that's what
  the problem is), just let me know. I know C and C++,
  for what it matters.
  
  Tommy McDaniel
  -BEGIN PGP SIGNATURE-
  Version: GnuPG v1.2.1 (GNU/Linux)
  
  iD8DBQE9/fcyVB8FYP9YqDcRAre8AJ0R57OTsWO8lt6i1p3d6MIe+nlDYACffMV9
  481jT9li4U0WEFfjxo18LC4=
  =Z9ph
  -END PGP SIGNATURE-
  
  
  __
  Do you Yahoo!?
  New DSL Internet Access from SBC  Yahoo!
  http://sbc.yahoo.com
  
  ___
  Flightgear-devel mailing list
  [EMAIL PROTECTED]
  http://mail.flightgear.org/mailman/listinfo/flightgear-devel
-- 
Luke Scharf, Jack of Several Trades
http://www.ccm.ece.vt.edu/~lscharf


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Scenery not working

2002-12-16 Thread Luke Scharf
I have a similar problem with KSJC.  I'm running fgfs 0.91, with the
0.90 base package, the KSJC photo-realistic scenery version 2.0, and
lots of scenery for the northern part of the western hemisphere.

It appears that I'm underground.  The altimeter reads 0, but the radar
altimeter reads something a little over 32800 feet.  The aircraft is
still stuck, even if I supply a --altitude=3 parameter.

I can use the autopilot to fly to KSJC, though, without trouble if I
start at another airport.

I didn't submit this yet because my mix of versions could conceivably
cause odd behavior, and I haven't looked into it.

-Luke

On Mon, 2002-12-16 at 18:18, Curtis L. Olson wrote:
 Tommy,
 
 Here's a couple things you could try.
 
 - specify a starting airport:
 
 fgfs --airport=ENTC
 
   We have quite a few Norwegian airports in our database.
 
 - If you want to specify a lat/lon try avoiding exact whole number
   coordinates.  Instead of --lat=59 --lon=10 try --lat=59.001
   --lon=10.001 (or better yet, start at an aiport.)
 
 Regards,
 
 Curt.
 
 
 Tommy McDaniel writes:
  -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA1
  
  As I mentioned in another message I just sent to this
  list, I installed the latest FlightGear yesterday. Of
  course, I couldn't go long without trying different
  terrain, and my first try was a piece including
  southeast Norway. The problem is that, when I try
  starting FlightGear up in that tile, there is no
  scenery, it says my coordinates are 0 degrees and 0
  degrees, and the plane just doesn't do squat. I can
  tell the engine to throttle up, but the RPM indicator
  stays at 0, and the plane just flat doesn't do
  anything but sit there. Also, there seems to be an
  infinite number of no terrain intersection messages
  that begin to be output as soon as the plane is ready
  to go (if only it worked), interspersed with
  occassional Failed to remove nav-vor-ident sound
  messages and a few others. I looked through the list
  archives, and I found mention from October or so about
  --lon and --lat having problems, and someone
  suggesting that it was only the eastern hemisphere
  that wasn't working, perhaps because FlightGear was
  parsing coordinates in that hemisphere improperly. I
  therefore downloaded the terrain tile that includes
  Orlando, Florida, and lo and behold, it worked like a
  charm. It was suggested that the problem might be in
  options.cxx, and I have indeed looked at the file for
  a few minutes, but can find no particular error. In
  fact, when I run ./fgfs --lon=11 --lat=59 2
  /dev/null from the directory FlightGear is in the
  very first output is:
  
   parse_time() = 11
   parse_time() = 11
   parse_time() = 59
   parse_time() = 59
  
  which seems to correspond to the coordinates I have
  entered. Perhaps someone that knows which variables to
  follow (and knows how to use the debugger, which I
  don't) can check out what's going on here. I have
  plenty of output messages that I can present if
  needed, but I doubt that they will be helpful. If
  there's anything I can do to help out here and restore
  half of the world to FlightGear (assuming that's what
  the problem is), just let me know. I know C and C++,
  for what it matters.
  
  Tommy McDaniel
  -BEGIN PGP SIGNATURE-
  Version: GnuPG v1.2.1 (GNU/Linux)
  
  iD8DBQE9/fcyVB8FYP9YqDcRAre8AJ0R57OTsWO8lt6i1p3d6MIe+nlDYACffMV9
  481jT9li4U0WEFfjxo18LC4=
  =Z9ph
  -END PGP SIGNATURE-
  
  
  __
  Do you Yahoo!?
  New DSL Internet Access from SBC  Yahoo!
  http://sbc.yahoo.com
  
  ___
  Flightgear-devel mailing list
  [EMAIL PROTECTED]
  http://mail.flightgear.org/mailman/listinfo/flightgear-devel
-- 
Luke Scharf, Jack of Several Trades
http://www.ccm.ece.vt.edu/~lscharf


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel



Re: [Flightgear-devel] Scenery not working

2002-12-16 Thread Luke Scharf
I have a similar problem with KSJC.  I'm running fgfs 0.91, with the
0.90 base package, the KSJC photo-realistic scenery version 2.0, and
lots of scenery for the northern part of the western hemisphere.

It appears that I'm underground.  The altimeter reads 0, but the radar
altimeter reads something a little over 32800 feet.  The aircraft is
still stuck, even if I supply a --altitude=3 parameter.

I can use the autopilot to fly to KSJC, though, without trouble if I
start at another airport.

I didn't submit this yet because my mix of versions could conceivably
cause odd behavior, and I haven't looked into it.

-Luke

On Mon, 2002-12-16 at 18:18, Curtis L. Olson wrote:
 Tommy,
 
 Here's a couple things you could try.
 
 - specify a starting airport:
 
 fgfs --airport=ENTC
 
   We have quite a few Norwegian airports in our database.
 
 - If you want to specify a lat/lon try avoiding exact whole number
   coordinates.  Instead of --lat=59 --lon=10 try --lat=59.001
   --lon=10.001 (or better yet, start at an aiport.)
 
 Regards,
 
 Curt.
 
 
 Tommy McDaniel writes:
  -BEGIN PGP SIGNED MESSAGE-
  Hash: SHA1
  
  As I mentioned in another message I just sent to this
  list, I installed the latest FlightGear yesterday. Of
  course, I couldn't go long without trying different
  terrain, and my first try was a piece including
  southeast Norway. The problem is that, when I try
  starting FlightGear up in that tile, there is no
  scenery, it says my coordinates are 0 degrees and 0
  degrees, and the plane just doesn't do squat. I can
  tell the engine to throttle up, but the RPM indicator
  stays at 0, and the plane just flat doesn't do
  anything but sit there. Also, there seems to be an
  infinite number of no terrain intersection messages
  that begin to be output as soon as the plane is ready
  to go (if only it worked), interspersed with
  occassional Failed to remove nav-vor-ident sound
  messages and a few others. I looked through the list
  archives, and I found mention from October or so about
  --lon and --lat having problems, and someone
  suggesting that it was only the eastern hemisphere
  that wasn't working, perhaps because FlightGear was
  parsing coordinates in that hemisphere improperly. I
  therefore downloaded the terrain tile that includes
  Orlando, Florida, and lo and behold, it worked like a
  charm. It was suggested that the problem might be in
  options.cxx, and I have indeed looked at the file for
  a few minutes, but can find no particular error. In
  fact, when I run ./fgfs --lon=11 --lat=59 2
  /dev/null from the directory FlightGear is in the
  very first output is:
  
   parse_time() = 11
   parse_time() = 11
   parse_time() = 59
   parse_time() = 59
  
  which seems to correspond to the coordinates I have
  entered. Perhaps someone that knows which variables to
  follow (and knows how to use the debugger, which I
  don't) can check out what's going on here. I have
  plenty of output messages that I can present if
  needed, but I doubt that they will be helpful. If
  there's anything I can do to help out here and restore
  half of the world to FlightGear (assuming that's what
  the problem is), just let me know. I know C and C++,
  for what it matters.
  
  Tommy McDaniel
  -BEGIN PGP SIGNATURE-
  Version: GnuPG v1.2.1 (GNU/Linux)
  
  iD8DBQE9/fcyVB8FYP9YqDcRAre8AJ0R57OTsWO8lt6i1p3d6MIe+nlDYACffMV9
  481jT9li4U0WEFfjxo18LC4=
  =Z9ph
  -END PGP SIGNATURE-
  
  
  __
  Do you Yahoo!?
  New DSL Internet Access from SBC  Yahoo!
  http://sbc.yahoo.com
  
  ___
  Flightgear-devel mailing list
  [EMAIL PROTECTED]
  http://mail.flightgear.org/mailman/listinfo/flightgear-devel
-- 
Luke Scharf, Jack of Several Trades
http://www.ccm.ece.vt.edu/~lscharf


___
Flightgear-devel mailing list
[EMAIL PROTECTED]
http://mail.flightgear.org/mailman/listinfo/flightgear-devel