Re: [Flightgear-devel] Multitexture support (was: RE: [Flightgear-devel] Roadmap/brain dump)

2003-01-14 Thread Roman Grigoriev
Guys!
We can't achive MSFS2002 quality without multitexture support
so First task we have to work on is multitexture support
Steve Baker said that he wait until shader languages become popular and
OpenGL2.0 come out
so or we wait OpenGL2.0 or implement multitexure
I start work on it
my primary task is implementing light lobes of aircraft and this can't done
without multitexture
Marten Stronberg gave me some sources that he works on
If someone intrested in I can give sources
If we will do this FGFS become the coolest sim in the world!!!
Thanx in advance
Roman


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Re: [Flightgear-devel] Displaced thresholds (was: RE:[Flightgear-devel] Roadmap/brain dump)

2003-01-14 Thread Bernie Bright
On Wed, 15 Jan 2003 01:45:30 +
"David Luff" <[EMAIL PROTECTED]> wrote:

[snip]

> ...  FWIW I'm currently writing a
> program to allow the laying out of a logical taxiway and parking place
> network for AI planes to follow over an image of Flightgear's rendered taxi
> and runways by clicking on it where intersections etc are wanted.

The FS2002 crowd have a freeware utility called AFCAD that performs a similar
task.  It produces a structured text output file.  If we could import
such a file then we could leverage a lot of existing taxiway maps for AI
traffic.

Bernie

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Re: [Now OT] [Flightgear-devel] status of open bugs at sourceforge.net/projects/flightgear ?

2003-01-14 Thread JD Fenech
Technically, Y'alls is more of a possesive form of Y'all.
At least that's how I use it. Y'all can use it yall's own way.
And yes, that paticular usage is techically wrong too, considering
that its usually used to refer to an physical object, such as an
airplane :)
Nyeh.

Y'all have fun.

Jon Berndt wrote:

> > My favorite is the "I'm with stupid" tee shirt, but with the arrow
> > pointing up (or is it down?)
>
> 
>
> > By the way, Jon, what do guys at
> > Nasa say when something is relatively easy?
>
> We say: "OK, what did we miss?" [BTW, I am not employed by NASA, but by a
> major aerospace corporation who supports them]
>
> > Assuming all y'alls
> > (plural form of y'all) are pretty good at your jobs, "It's not exactly
> > rocket science" just doesn't have that same ring to it.
>
> y'all *is* plural. "All y'all" is used sometimes, but y'all is sufficient
> in the above circumstance, according to Webster. :-)
>
> Informally, when asked what I do (when among friends), I sometimes respond
> with a grin that I am a rocket scientist (which is my wife's cue to roll
> her eyes). In less informal circumstances I'd never do it. I saw somebody
> introduce herself as a "Rocket Scientist" once in a defensive driving
> class near Johnson Space Center. Considering several in the class could
> have referred to themselves the same way, it sort of lost its impact -
> even made me cringe.
>
> jb

--
"The modern definition of 'racist' is someone who is winning an argument with
a liberal."
 --Peter Brimelow



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RE: [Flightgear-devel] status of open bugs at sourceforge.net/projects/flightgear ?

2003-01-14 Thread Jon Berndt
> My favorite is the "I'm with stupid" tee shirt, but with the arrow
> pointing up (or is it down?)



> By the way, Jon, what do guys at
> Nasa say when something is relatively easy?

We say: "OK, what did we miss?" [BTW, I am not employed by NASA, but by a
major aerospace corporation who supports them]

> Assuming all y'alls
> (plural form of y'all) are pretty good at your jobs, "It's not exactly
> rocket science" just doesn't have that same ring to it.

y'all *is* plural. "All y'all" is used sometimes, but y'all is sufficient
in the above circumstance, according to Webster. :-)

Informally, when asked what I do (when among friends), I sometimes respond
with a grin that I am a rocket scientist (which is my wife's cue to roll
her eyes). In less informal circumstances I'd never do it. I saw somebody
introduce herself as a "Rocket Scientist" once in a defensive driving
class near Johnson Space Center. Considering several in the class could
have referred to themselves the same way, it sort of lost its impact -
even made me cringe.

jb



smime.p7s
Description: application/pkcs7-signature


Re: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Mike Bonar
On Tuesday 14 January 2003 14:23, David Megginson wrote:
...snip
> 
> You can already do some of that with the new XML GUI support, but it
> needs to be integrated with the drop-down menus and with an expanded
> scripting manager.  Most of the building blocks are there now.

Can you elaborate on the XML GUI support a bit.  I have spent the last two 
months bringing myself up to speed on XML for a RL project (I know, two 
months=total newbie), and I might have enough airspeed to at least get me 
into ground effect with GUI development.  Thx.

Mike

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[Flightgear-devel] ..Wintendo/Mac/Linux installer, was: [Flightgear-devel]Roadmap/brain dump

2003-01-14 Thread Arnt Karlsen
On Tue, 14 Jan 2003 16:10:08 -0600, 
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote in message 
<[EMAIL PROTECTED]>:
> 
>  3) Expectations are somewhat different for us than many other
> open-source applications like "autoconf/automake".  Those guys
> just wrap up a tarball and release it and are done.  We have to
> coordinate with the base package release, people expect prebuilt
> binaries, cd-rom images, etc.  I'd love to just do a source code
> release, it would make my life simpler.  Maybe I should consider
> it seriously.  But then inevitably, I personally (since I'm the
> primary flightgear contact) get flooded with questions,
> complaints, people howling that they shouldn't be expected to
> compile an application from scratch, or have to learn unix, or
> have to read instructions, or type from a command line, etc. etc. 
> People want a Windows/Mac/Linux installer.  Download one big file,
> double click on the icon and it's installed and all perfectly
> native to whichever platform they are on.  I haven't the time to
> do this myself, and apparently (since we don't have these sorts of
> things) no one else does either.  But there seems to be an
> underlying expectation that someone should be doing this stuff. 
> I'm not sure who that would be though.

..one way could be junk all binaries and make a "FG Installer", 
like a script with a GUI front end, to check the system, then 
install whatever _build_tools_ needed (Cygwin etc?) to compile 
FG from cvs, then do cvs co and build FG.

..this approach allows "one click" to install FG from cvs for all,
and should produce bug reports more relevant to FG development.

..the "FG Installer" should show "Basic setup", "Help", "Cancel" 
and either "Install everything needed to build Flightgear", and 
"Update Flightgear", when FG has been built. 
Advice on "how to do advanced setups for developers" should be 
available only at the end of "Help", and accessable thru the 
commandline options.

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


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Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel] Roadmap/brain dump)

2003-01-14 Thread Norman Vine
David Luff writes:
>
>  I believe his intention/achievement
> is to allow the editing of scenery superimposed over calibrated maps or
> ariel photos, which would ease the task of getting the aprons/taxiways etc
> in the right place.

I can heartily reccomend two OpenSource packages for doing this

OpenEV http://openev.sf.net
OSSIM http://www.ossim.org

For those into scriptable interfaces OpenEV should a treat.

OSSIM is a bit more of a bear to get your head around but
worth it if you want to mossaic Imagery from different sources

They both have excellent shapefile support and support most of the
standard raster based formats.

For those on Win32 the VTerrain package has a program that can
assist in automatically extracting buildings from DRGs
http://www.vterrain.org/Implementation/Apps/BExtractor/index.html

and another to assist in laying out the final model, roads buildings airports 
ect, http://www.vterrain.org/Implementation/Apps/VTBuilder/index.html

Both of these programs store their results in XML files built using 
SimGear's EasyXML package so we should have no problem translating 
them

Cheers

Norman


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Re: [Flightgear-devel] IPC communication for FlightGear

2003-01-14 Thread Mike Bonar
Anyone have an IEEE membership?

http://www.computer.org/proceedings/ds-rt/1053/10530045abs.htm

On Tuesday 14 January 2003 06:14, ace project wrote:
> Original message (copy&paste for digest):
> 
> Date: Sat, 11 Jan 2003 09:00:34 -0600
> From: Mike Bonar <[EMAIL PROTECTED]>
> Subject: Re: [Flightgear-devel] IPC communication for
> FlightGear
> To: [EMAIL PROTECTED]
> Reply-To: [EMAIL PROTECTED]
> 
> A squakbox add-on would be a great, Matthew.  
> 
> Who's working on the FlightGear network code?  Can
> anyone provide background 
> on what work has been done, and what the stated
> direction is?
> 
> Mike
> 
> -
> 
> 
> I'm working on a network module. It uses UDP packets
> for communication and a client-server type model. The
> system is in early stages of building, the
> data-protocols themselves are 'finished' and working,
> I'm currently trying to make it work in FG. The
> current 'bug' is that new FGModelPlacements don't get
> updated when I want them to but I'm sure it will get
> fixed soon when my new graphics card arives end of the
> week (my old card was kind of slow (matrox G450 DH))
> 
> If anyone wants to help, I'm searching for good
> prediction algoritmes to extrapolate the position of
> the plane for a max 1 sec interval.
> 
> Leon Otte
> 
> 
> =
> My Flight Gear Multiplayer Stuff (work-in-progress):
> http://www.kbs.twi.tudelft.nl/People/Students/L.Otte/
> 
> OK, I admit it: My girlfriend's just an object to me. 
> Unfortunately, there is some information hiding, but 
> thankfully, she's fairly encapsulated, nicely modular, and 
> has a very well defined interface!
> 
> __
> Do you Yahoo!?
> Yahoo! Mail Plus - Powerful. Affordable. Sign up now.
> http://mailplus.yahoo.com
> 
> ___
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> 

-- 
Linux 2.4.19, P4 1.5, 512MB, Geoforce 3
Join the open source revolution
Join FlightGear

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Re: [Flightgear-devel] status of open bugs at sourceforge.net/projects/flightgear ?

2003-01-14 Thread Arnt Karlsen
On Tue, 14 Jan 2003 18:03:25 -0600, 
"Jon Berndt" <[EMAIL PROTECTED]> wrote in message 
<[EMAIL PROTECTED]>:

> > David Luff writes:
> > > Can someone who lives in Texas actually call someone else a
> > > redneck?
> >
> > Yeah, and Houston no less ...
> >
> > Curt.
> 
> Dang! I set myself up again!
> 
> Well, I don't think *I* qualify as a redneck. I'm an engineer. I don't
> drive a pickup. I don't own a shotgun.
> 
> [now let's see ... where did I leave the phone number I call to get
> tickets to the Houston Livestock Show and Rodeo ... I could swear I
> left the number right here under my cowboy hat ...]

..try dial your cowboy hat size number... ;-)

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



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Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel] Roadmap/brain dump)

2003-01-14 Thread David Luff
On 1/14/03 at 8:11 PM David Megginson wrote:
>For now, let's just get all the airports in.  The way that X-Plane
>implements taxiways is just horrible -- aprons are just wide taxiways,
>for example, and taxiways are always rectangles run together.  Perhaps
>we'll be able to think of a better system.
>

Yes, the x-plane way really screws the rendering up now that yellow lines
are added.  However, the amount of work that has gone into specifying the
taxiways and aprons at major airports must be *huge* - it would take a long
time to replicate it with a better system.  FWIW I'm currently writing a
program to allow the laying out of a logical taxiway and parking place
network for AI planes to follow over an image of Flightgear's rendered taxi
and runways by clicking on it where intersections etc are wanted.  I'm sure
this could eventually be extended to allow the layout of taxiway and apron
polygons which could then be fed into Terragear as area polygons.
Alternatively Frederic's fgsd might be another possible tool for the job -
although I haven't got it running yet I believe his intention/achievement
is to allow the editing of scenery superimposed over calibrated maps or
ariel photos, which would ease the task of getting the aprons/taxiways etc
in the right place.

Cheers - Dave 




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Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel] Roadmap/brain dump)

2003-01-14 Thread Curtis L. Olson
David Luff writes:
> Yep, here's my stats from the program I ran to compare the databases when I
> imported the atis data:
> 
> *** STATS ***
> 9873 airports in DAFIF
> 16937 airports in default.apt
> 1384 airports had K added to match default.apt

Also note that the Alaska and Hawaii airports have a "P" prepended
(PANC, PHNL)

> 2 airports had a letter removed to match default.apt
> 4057 airports could not be matched with default.apt
> 1077 of these had no valid ICAO code or FAA host ID
> *
> 1247 airports with ATIS
> 22567 records in com file without ATIS
> 0 airports had ATIS but could not be found in the map
> 98 airports with ATIS had K added to match default.apt
> 2 airports with ATIS had a letter removed to match default.apt
> 202 airports with ATIS could not be matched with default.apt
> Total of 1045 airports added to default.atis
> Total of 1286 unique ATIS frequency/locations written
>  done
> 
> 
> Note that that's not the most recent Dafif though.  Typically a lot of US
> airfields needed K added to a 3 letter identifier in the Dafif to match
> default.apt.  I've attached the program I wrote to go through it - its very
> very rough but may give you some ideas.  Note that you have to be carefull
> with munging identifiers to fit the two data sources - of the 6 airports
> which could be matched from a 4 letter Dafif code to a 3 letter default.apt
> code, only 2 of them were actually the same airfield.  A similar caution
> probably applies to adding 'K' - it'd be worth checking the Dafif country
> code to ensure its a US airfield you're doing it to. 
> 
> >
> >Also, how do we want to handle updates - I can track how everything was
> >last updated now, so from an initial import of the xplane database I can
> >update it with DAFIF, *but* since the DAFIF info has no taxiway data, if
> >the runway positions get changed slightly the taxiways won't line up.
> >Updating *only* fields with no taxiway info, or which were last
> >updated/created by DAFIF data is possible. Manual updates are another
> >problem - if someone goes to the effort of correcting data then we don't
> >want to overwrite it with potentially less accurate info from one of the
> >databases.
> >
> >If anyone has any ideas on how we should prioritise the information then
> >I'd be very interested in hearing your ideas.
> >
> 
> Hmm, its a bit late (1.30am) to think about all that stuff now, but believe
> me, you've taken on a huge, but extremely important job.  I'd say maintain
> multiple entries for each airfield if necessary - xplane, Dafif and manual,
> and then a choice can be made at render time which to use.  I'd suggest
> that basics are to allow manual entries/corrections to be made which aren't
> overwritten by x-plane/Dafif updates, to allow xplane/Dafif updates, and to
> track where entries come from.  Have fun!!!
> 
> Cheers - Dave  
> 
> 

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

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RE: [Flightgear-devel] status of open bugs at sourceforge.net/projects/flightgear ?

2003-01-14 Thread Curtis L. Olson
David Megginson writes:
> Real rednecks wear baseball caps with farm-equipment logos on them,
> don't they?  Where's your bikini-inspector tee shirt?

My favorite is the "I'm with stupid" tee shirt, but with the arrow
pointing up (or is it down?)

I'm more of a geek than a redneck too ... my best geek tee shirt has
blue-print-ish drawing of the space shuttle with a bunch of fancy
intimidating equations superimposed and a caption that reads, "This
*is* rocket science."  Probably a good one to bring with me next time
I help out with a flightgear booth.  By the way, Jon, what do guys at
Nasa say when something is relatively easy?  Assuming all y'alls
(plural form of y'all) are pretty good at your jobs, "It's not exactly
rocket science" just doesn't have that same ring to it.

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

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Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel] Roadmap/brain dump)

2003-01-14 Thread David Luff
On 1/15/03 at 12:39 AM Jon Stockill wrote:

>On the subject of runways - I've been working on the database today.
>
>I can import and export the xplane database, and have some code which
>parses the DAFIFT data, and compares it with the existing database,
>however:
>
>1. Not all airfields in the xplane database are in DAFIF
>2. Not all DAFIF airfields are in xplane
>therefore
>3. There's no single common identifier for a field

Yep, here's my stats from the program I ran to compare the databases when I
imported the atis data:

*** STATS ***
9873 airports in DAFIF
16937 airports in default.apt
1384 airports had K added to match default.apt
2 airports had a letter removed to match default.apt
4057 airports could not be matched with default.apt
1077 of these had no valid ICAO code or FAA host ID
*
1247 airports with ATIS
22567 records in com file without ATIS
0 airports had ATIS but could not be found in the map
98 airports with ATIS had K added to match default.apt
2 airports with ATIS had a letter removed to match default.apt
202 airports with ATIS could not be matched with default.apt
Total of 1045 airports added to default.atis
Total of 1286 unique ATIS frequency/locations written
 done


Note that that's not the most recent Dafif though.  Typically a lot of US
airfields needed K added to a 3 letter identifier in the Dafif to match
default.apt.  I've attached the program I wrote to go through it - its very
very rough but may give you some ideas.  Note that you have to be carefull
with munging identifiers to fit the two data sources - of the 6 airports
which could be matched from a 4 letter Dafif code to a 3 letter default.apt
code, only 2 of them were actually the same airfield.  A similar caution
probably applies to adding 'K' - it'd be worth checking the Dafif country
code to ensure its a US airfield you're doing it to. 

>
>Also, how do we want to handle updates - I can track how everything was
>last updated now, so from an initial import of the xplane database I can
>update it with DAFIF, *but* since the DAFIF info has no taxiway data, if
>the runway positions get changed slightly the taxiways won't line up.
>Updating *only* fields with no taxiway info, or which were last
>updated/created by DAFIF data is possible. Manual updates are another
>problem - if someone goes to the effort of correcting data then we don't
>want to overwrite it with potentially less accurate info from one of the
>databases.
>
>If anyone has any ideas on how we should prioritise the information then
>I'd be very interested in hearing your ideas.
>

Hmm, its a bit late (1.30am) to think about all that stuff now, but believe
me, you've taken on a huge, but extremely important job.  I'd say maintain
multiple entries for each airfield if necessary - xplane, Dafif and manual,
and then a choice can be made at render time which to use.  I'd suggest
that basics are to allow manual entries/corrections to be made which aren't
overwritten by x-plane/Dafif updates, to allow xplane/Dafif updates, and to
track where entries come from.  Have fun!!!

Cheers - Dave  





parsedafif.zip
Description: Zip compressed data


RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Michael Basler
David,

David Megginson writes:
> Michael Basler writes:
>
>  > Wouldn't we require to have at least one airport (KFSO?) rendered with
>  > reasonable 3D objects etc. (buildings, trees, taxi ways,
> gates...) at least
>  > as a proof of concept we can do it?
>
> That's not a bad idea.  Everything is in place for it, including
> animated windsocks.
>
> Can anyone get me some good, high-res photos of the tower and the most
> prominent terminal buildings and hangars at KSFO?  I couldn't find
> much on the Web when I went looking a while back.

We also might look into what's already been done for FS2002 (or below). Even
if we can't get actual developers of (PD) add-on Scenery on board for
FlightGear, we might profit from their knowledge. I am pretty sure, there
are several developers of (free) add-ons with terminal maps and, maybe, even
bitmaps ready to use, which they *perhaps* might share with us. For
instance, there are quite detailed airports maps of gates available for a
tool called AFCAD (adding gates for AI planes - personally I never used it
myself, though).

Not sure if this approach will work, but might be worth a try. If you think
it's reasonable, I might check what's available for FS2002 from a few sites
I know and give you a digest.

Rgeards, Michael

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


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Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel]Roadmap/brain dump)

2003-01-14 Thread David Megginson
Jon Stockill writes:

 > I can import and export the xplane database, and have some code which
 > parses the DAFIFT data, and compares it with the existing database,
 > however:
 > 
 > 1. Not all airfields in the xplane database are in DAFIF
 > 2. Not all DAFIF airfields are in xplane
 > therefore
 > 3. There's no single common identifier for a field

Welcome to the joys of data management.  I recommend putting all of
the DAFIF airports in separately for now, with a different "source"
field:

  source = xplane
  source = dafif

Then, late, you can specify rules for which ones get included or
excluded in a build (i.e. the DAFIF KSFO and the X-Plane KSFO are
treated as different, mutually-exclusive airports).

 > Also, how do we want to handle updates - I can track how everything
 > was last updated now, so from an initial import of the xplane
 > database I can update it with DAFIF, *but* since the DAFIF info has
 > no taxiway data, if the runway positions get changed slightly the
 > taxiways won't line up.  Updating *only* fields with no taxiway
 > info, or which were last updated/created by DAFIF data is
 > possible. Manual updates are another problem - if someone goes to
 > the effort of correcting data then we don't want to overwrite it
 > with potentially less accurate info from one of the databases.
 > 
 > If anyone has any ideas on how we should prioritise the information then
 > I'd be very interested in hearing your ideas.

For now, let's just get all the airports in.  The way that X-Plane
implements taxiways is just horrible -- aprons are just wide taxiways,
for example, and taxiways are always rectangles run together.  Perhaps
we'll be able to think of a better system.


All the best,


David

-- 
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RE: [Flightgear-devel] status of open bugs at sourceforge.net/projects/flightgear ?

2003-01-14 Thread David Megginson
Jon Berndt writes:

 > Well, I don't think *I* qualify as a redneck. I'm an engineer. I don't drive
 > a pickup. I don't own a shotgun.

A failed redneck, then (redneck manqué).

 > [now let's see ... where did I leave the phone number I call to get tickets
 > to the Houston Livestock Show and Rodeo ... I could swear I left the number
 > right here under my cowboy hat ...]

Real rednecks wear baseball caps with farm-equipment logos on them,
don't they?  Where's your bikini-inspector tee shirt?


All the best,


David

-- 
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re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel]Roadmap/brain dump)

2003-01-14 Thread David Megginson
David Luff writes:

 > >David Luff writes:
 > >> and I'd have thought that displaced thesholds and the arrows
 > >> pointing to them would have to be pretty high on the list of
 > >> features that would be expected to make it in.
 > >
 > >Do we actually have these in our airport data?  If so (or if the data
 > >could be added) I'd be willing to work on it.  The airport code is
 > >still relatively fresh in my mind.
 > 
 > Got it.  The Dafif has separate landing and takeoff distances for each
 > direction of each runway, and on the airports/runways I've looked at (in
 > the UK) these seem to correspond to the displaced  thresholds.

We also have fields for this information in the current default.apt
data, but they don't seem to be filled in.


All the best,


David

-- 
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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread David Megginson
Michael Basler writes:

 > Wouldn't we require to have at least one airport (KFSO?) rendered with
 > reasonable 3D objects etc. (buildings, trees, taxi ways, gates...) at least
 > as a proof of concept we can do it?

That's not a bad idea.  Everything is in place for it, including
animated windsocks.

Can anyone get me some good, high-res photos of the tower and the most
prominent terminal buildings and hangars at KSFO?  I couldn't find
much on the Web when I went looking a while back.


All the best,


David

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Re: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Martin Spott
> 2) There seems to be a principle at work that very few people download
>and test development and pre-releases.  Mostly it's a few
>developers who already know all the tricks, [...]

I'd be happy if we would have some more time between pre-releases and final.
During development cycles I'm usually not able to follow the changes as fast
as they happen to occur. This means that updating the manual is pretty
useless, because a feature often already has changed before anyone had the
chance to write a single line for the manual.
So in purpose to get the manual up to date with the software I need way more
that a whole weekend's time to do testing of different features on at least
two different platforms and for 'tuning' the manual (I think Michael needs
about the same amount of time). Sometimes there are questions left that
would be nice if they were answered before the release 
This way I have to find a whole weekend that I am able to keep clear from
any other stuff - this is not always the nearest weekend 

If there was a longer period _without_ any feature changes but only bugfixes
before a release (maybe three or four pre releases) this _might_ prove to be
useful not only for the maintainers of the manual but maybe also for the
'staff' doing the real work on the software,

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

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Re: [Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel]Roadmap/brain dump)

2003-01-14 Thread Jon Stockill
On Tue, 14 Jan 2003, David Luff wrote:

> Got it.  The Dafif has separate landing and takeoff distances for each
> direction of each runway, and on the airports/runways I've looked at (in
> the UK) these seem to correspond to the displaced  thresholds.  To be quite
> honest I never realised one could use the bit with the arrows for takeoff,
> although thinking about it it wouldn't make sense not to.  Anyway, if you
> let me know what format the data would be most useful in, then I'll write a
> program to extract it from the Dafif and convert it to your preferred
> format.

On the subject of runways - I've been working on the database today.

I can import and export the xplane database, and have some code which
parses the DAFIFT data, and compares it with the existing database,
however:

1. Not all airfields in the xplane database are in DAFIF
2. Not all DAFIF airfields are in xplane
therefore
3. There's no single common identifier for a field

Also, how do we want to handle updates - I can track how everything was
last updated now, so from an initial import of the xplane database I can
update it with DAFIF, *but* since the DAFIF info has no taxiway data, if
the runway positions get changed slightly the taxiways won't line up.
Updating *only* fields with no taxiway info, or which were last
updated/created by DAFIF data is possible. Manual updates are another
problem - if someone goes to the effort of correcting data then we don't
want to overwrite it with potentially less accurate info from one of the
databases.

If anyone has any ideas on how we should prioritise the information then
I'd be very interested in hearing your ideas.

-- 
Jon Stockill
[EMAIL PROTECTED]


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RE: [Flightgear-devel] status of open bugs at sourceforge.net/projects/flightgear ?

2003-01-14 Thread Jon Berndt
> David Luff writes:
> > Can someone who lives in Texas actually call someone else a redneck?
>
> Yeah, and Houston no less ...
>
> Curt.

Dang! I set myself up again!

Well, I don't think *I* qualify as a redneck. I'm an engineer. I don't drive
a pickup. I don't own a shotgun.

[now let's see ... where did I leave the phone number I call to get tickets
to the Houston Livestock Show and Rodeo ... I could swear I left the number
right here under my cowboy hat ...]


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[Flightgear-devel] Displaced thresholds (was: RE: [Flightgear-devel]Roadmap/brain dump)

2003-01-14 Thread David Luff
On 1/14/03 at 4:10 PM Curtis L. Olson wrote:

>David Luff writes:
>> and I'd have thought that displaced thesholds and the arrows
>> pointing to them would have to be pretty high on the list of
>> features that would be expected to make it in.
>
>Do we actually have these in our airport data?  If so (or if the data
>could be added) I'd be willing to work on it.  The airport code is
>still relatively fresh in my mind.

Got it.  The Dafif has separate landing and takeoff distances for each
direction of each runway, and on the airports/runways I've looked at (in
the UK) these seem to correspond to the displaced  thresholds.  To be quite
honest I never realised one could use the bit with the arrows for takeoff,
although thinking about it it wouldn't make sense not to.  Anyway, if you
let me know what format the data would be most useful in, then I'll write a
program to extract it from the Dafif and convert it to your preferred
format.

Cheers - Dave



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Re: [Flightgear-devel] status of open bugs at sourceforge.net/projects/flightgear?

2003-01-14 Thread Gene Buckle
> Even worse is this crappy proprietary driving sim software I have to
> curse all day at my day job.  If I wasn't so busy trying to coax it
> through and endless series of segfaults, crashes, bugs, and other
> unrepeatable behaviors I'd be tempted to make an open source driving
> sim based on FlightGear for the sole purpose of putting this company I
> curse out of business. :-)
>
> Yup, those opinions will get me into trouble every time ... :-)
>

Given the amount of talent on this list, wouldln't such a project be
completely trivial and (relatively) simple to accomplish?  A driving
simulation based on FGFS would just rock.  You could get all the NASCAR
uberfans all excited about it. :)  Papyrus would be steamed, but it sure
would be neat. *laughs*

g.



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Re: [Flightgear-devel] status of open bugs at sourceforge.net/projects/flightgear ?

2003-01-14 Thread Curtis L. Olson
David Luff writes:
> Can someone who lives in Texas actually call someone else a redneck?

Yeah, and Houston no less ...

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

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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Michael Basler
> [mailto:[EMAIL PROTECTED]]On Behalf Of David
> Megginson

> Even so, we probably need a prolonged 1.0beta period -- perhaps two
> months -- with a complete feature freeze.  When we all get bored not
> being able to create new features, we might actually start swatting
> bugs.  I agree that we need a proper GUI and more planes before then,
> and probably better weather as well.  I'd also like to clean up the
> file i/o and use more of plib's UL code throughout.

Wouldn't we require to have at least one airport (KFSO?) rendered with
reasonable 3D objects etc. (buildings, trees, taxi ways, gates...) at least
as a proof of concept we can do it?

AFAIK from glancing the list, all the general infrastructure is there. It's
just someone with enough time has to sit down and do it. Which would be a
worthy project, IMHO.

Regards, Michael

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



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Re: [Flightgear-devel] status of open bugs atsourceforge.net/projects/flightgear ?

2003-01-14 Thread Curtis L. Olson
Jon S Berndt writes:
> >The policy is that we say nice things about sourceforge and we
> >appreciate the service they provide to the open-source community.
> >
> >But they really pissed me off one day with some of their policies, so
> >we vacated and moved all our services to two machines I admin locally
> 
> It works great for us (JSBSim). Of course, it helps to not 
> be a short-tempered, redneck, BOFH.

My problem is I have done things certain ways before, or have opinions
about how things should be done, get's me into trouble now and then.

Even worse is this crappy proprietary driving sim software I have to
curse all day at my day job.  If I wasn't so busy trying to coax it
through and endless series of segfaults, crashes, bugs, and other
unrepeatable behaviors I'd be tempted to make an open source driving
sim based on FlightGear for the sole purpose of putting this company I
curse out of business. :-)

Yup, those opinions will get me into trouble every time ... :-)

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

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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Gene Buckle
> Gene Buckle writes:
>
>  > > No.  Some of the 2D instruments, like basic gauges, are OK projected
>  > > onto a 3D surface, but levers and knobs just look silly.  The
>  > > background texture won't be used in 3D either, and I'll bet that
>  > > Martin ends up putting a lot of his effort into that.
>  > >
>  > Instrument panels done in the style used by Fly! and Fly! II would be VERY
>  > cool. :)
>
> Those are just flat, 2D panels.  They are very nicely rendered, but
> they're not 3D.

I know that.  I wasn't clear in my response.  They'd be perfect for 2D
panels.

g.



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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread David Megginson
Curtis L. Olson writes:

 > 2) There seems to be a principle at work that very few people download
 >and test development and pre-releases.  Mostly it's a few
 >developers who already know all the tricks, already have all the
 >prerequisites on their systems, etc.  This means that the big flood
 >will come after 1.0 is officially released.  That will be when all
 >the bugs and installation issues and other problems are reported,
 >and unfortunately not before.  I'm open to suggestions, but I've
 >tried a lot of things already, and what ever I do has to be able to
 >fit into my reasonable time limitations.

Even so, we probably need a prolonged 1.0beta period -- perhaps two
months -- with a complete feature freeze.  When we all get bored not
being able to create new features, we might actually start swatting
bugs.  I agree that we need a proper GUI and more planes before then,
and probably better weather as well.  I'd also like to clean up the
file i/o and use more of plib's UL code throughout.


All the best,


David

-- 
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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread David Megginson
Gene Buckle writes:

 > > No.  Some of the 2D instruments, like basic gauges, are OK projected
 > > onto a 3D surface, but levers and knobs just look silly.  The
 > > background texture won't be used in 3D either, and I'll bet that
 > > Martin ends up putting a lot of his effort into that.
 > >
 > Instrument panels done in the style used by Fly! and Fly! II would be VERY
 > cool. :)

Those are just flat, 2D panels.  They are very nicely rendered, but
they're not 3D.


All the best,


David

-- 
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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread David Megginson
Curtis L. Olson writes:

 > > Building a 3D cockpit for a transport jet will be quite an adventure
 > > -- in terms of runtime GPU overhead, it will be equivalent to having,
 > > perhaps, 10-15 3D 172 cockpits on the screen at once.  Of course, by
 > > the time we finish one, that probably won't be a problem for the GPUs
 > > available.
 > 
 > The whole glass cockpit thing is an issue.  There is OpenGC, but that
 > isn't designed to just drop into flightgear.  It's more useful if you
 > are building a cockpit with multiple pc's and multiple displays.  This
 > is an area will have to explore and put some more thought into.  It
 > may work best if we actually code up these sorts of displays rather
 > than trying to abstract them out too much and creat a generic glass
 > cockpit display tool box that is ascii file configurable.

Aside from the glass displays, there's still usually a lot else going
on in those cockpits.


All the best,


David

-- 
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Re: [Flightgear-devel] status of open bugs at sourceforge.net/projects/flightgear ?

2003-01-14 Thread David Luff
On 1/14/03 at 4:29 PM Jon S Berndt wrote:

>On Tue, 14 Jan 2003 16:15:50 -0600
>  "Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
>
>>The policy is that we say nice things about sourceforge and we
>>appreciate the service they provide to the open-source community.
>>
>>But they really pissed me off one day with some of their policies, so
>>we vacated and moved all our services to two machines I admin locally
>
>It works great for us (JSBSim). Of course, it helps to not 
>be a short-tempered, redneck, BOFH.
>
>;^)
>
>Easygoing Jon

Can someone who lives in Texas actually call someone else a redneck?

;^)

Cheers - Dave


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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread David Luff
On 1/14/03 at 4:10 PM Curtis L. Olson wrote:

Lots

>David Luff writes:
>> As for 1.0, although its just a number, I personally think its a
>> pretty significant number, and probably worth a bit of work
>> polishing bugs , user interface, and installation problems out as
>> much as possible before release.
>
>David,
>
>Definitely we want to get out releases that have no major bugs and
>have all installataion issues resolved.  However, there are a couple
>things that work against us.
>
>1) Time.  Putting out a good release takes an immense amount of time.

< big snip >

OK, I appeciate all that you're saying, and I realise that you're the guy
who cops the time penalty when we do releases.  In general I think that
your new 'bang them out' release strategy has been a good thing from a
software point of view as well as from a time spent point of view since
we're now getting useful bug reports from users much closer to the current
CVS.  My point is simply that IMHO, 1.0 is a 'special' number, whereas
others may feel that its 'just another' number.  If we get a heads up prior
to when you think its ready for release then I for one will certainly be
ready to stop work on long term features and look at short term stuff.


>   seriously.  But then inevitably, I personally (since I'm the
>   primary flightgear contact) get flooded with questions, complaints,
>   people howling that they shouldn't be expected to compile an
>   application from scratch, or have to learn unix, or have to read
>   instructions, or type from a command line, etc. etc.  People want a
>   Windows/Mac/Linux installer.  Download one big file, double click
>   on the icon and it's installed and all perfectly native to
>   whichever platform they are on.  I haven't the time to do this
>   myself, and apparently (since we don't have these sorts of things)
>   no one else does either.  But there seems to be an underlying
>   expectation that someone should be doing this stuff.  I'm not sure
>   who that would be though.
>

Yeah, that's (Windows Installer) on my personal "do it before 1.0 if no-one
else does" list, which is another reason a couple of months heads up would
be useful.  I've been putting it off though since its such a good project
for newcomers to Flightgear who may be non-coders or not familiar with the
code to contribute.



>4) There is too much of an attitude or expectation overall that some
>   magical core of developer(s) (i.e. someone else) will do
>   everything, and make everything work, so that any end user can then
>   point and click and everything works perfectly the first time.
>   But, none, or very few end users are willing to try the development
>   and prereleases and report bugs in advance.  A few "other people"
>   are expected to keep all the documenation perfectly in sync with
>   development.  "Others" are supposed to make sure everything works
>   perfectly with your platform, etc. etc.  I think our limited
>   attempts to do this draw people into thinking that "others" have
>   infinite time and should just make it all work magically.
>> There seem to be some problems with the JSBSim gear model which I'd
>> have down as a show-stopper for 1.0,

Yeah, sure, I appreciate everyone's effort in making Flightgear exist, and
realise that some folk have and are putting a *lot* of personal time into
it far over and above what I am.  Thanks guys.  What I was trying to say
was simply that 1.0 is to me more than a number - its a very symbolic
number.  Come to think of it, no software I've ever written for myself has
ever made it to 1.0...

>
>I haven't heard this discussed.  You should probably take this up with
>Jon/Tony on the JSBSim list.

There's a lot of wobble and drift when stationary, particularly with the
brakes on.  This might be a floating point issue rather than a JSBSim issue
though.  Its much less noticable at the default startup location than some
others which may be why it doesn't get mentioned.  I'm pretty sure I've
been blown in a circle when stationary in a light crosswind as well,
although I'll have to check that one - maybe I got the heading and speed
mixed up...

>
>> and I'd have thought that displaced thesholds and the arrows
>> pointing to them would have to be pretty high on the list of
>> features that would be expected to make it in.
>
>Do we actually have these in our airport data?  If so (or if the data
>could be added) I'd be willing to work on it.  The airport code is
>still relatively fresh in my mind.

I'll have a look for a data source...

>
>> My personal hope as a non-US citizen is that world-wide DEM-3 data
>> from STRM becomes available prior to 1.0, but I'm not holding my
>> breath on that one any more.
>
>I grabbed the 30 meter (1 arcsec) USA data, but I haven't had time to
>start looking at building scenery from it.  That's another can of
>worms ... there is a ton of things in terragear that I'd like to go
>through and rework and improve ... someday ...

Worldwide DEM-3 should

Re: [Flightgear-devel] status of open bugs atsourceforge.net/projects/flightgear ?

2003-01-14 Thread Jon S Berndt
On Tue, 14 Jan 2003 16:15:50 -0600
 "Curtis L. Olson" <[EMAIL PROTECTED]> wrote:


The policy is that we say nice things about sourceforge and we
appreciate the service they provide to the open-source community.

But they really pissed me off one day with some of their policies, so
we vacated and moved all our services to two machines I admin locally


It works great for us (JSBSim). Of course, it helps to not 
be a short-tempered, redneck, BOFH.

;^)

Easygoing Jon

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Re: [Flightgear-devel] status of open bugs at sourceforge.net/projects/flightgear ?

2003-01-14 Thread Curtis L. Olson
[EMAIL PROTECTED] writes:
> In 2001 David Megginson had submitted bug no 433286 "Sun lights plane at
> night".
> to http://sourceforge.net/projects/flightgear/. His summary was:
> 
> Sun lights plane at night.
> After the sun disappears below the line of sight, it 
> continues to light the plane throughout the night; the 
> part of the plane facing the sun (below the ground) 
> always glows. 
> The fix is to create non-directional ambient light at 
> night, possibly together with a weak light source for 
> the moon. 
> 
> Recently I found similar conditions, when the
> sun is very low at the horizon. Then a rotating aircraft reflects too much
> light
> onto the sky and makes its color changing with each rotation. 
> 
> So it seems the sourceforge bug is still present and the bug tracking system
> appears unmaintained.
> What is the current policy regarding
> http://sourceforge.net/projects/flightgear ?

The policy is that we say nice things about sourceforge and we
appreciate the service they provide to the open-source community.

But they really pissed me off one day with some of their policies, so
we vacated and moved all our services to two machines I admin locally
here at my university.  Subsequently, sourceforge relaxed some of
their objectionable policies, but I'm happy taking care of the servers
myself.

Unfortunately, SF doesn't seem to have any mechanism for removing
mailing lists, or projects from their system.  So, you will find
flightgear stuff at SF, but it is completely abandoned, at least as
far as I'm concerned.  I'd be happy to give someone admin rights if
they want to go twiddle over there and be responsible for receiving
all the spam we still get to the abandoned mailing lists.

Really, SF is great, but I'm happier on machines I admin myself.

Regards,

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

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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Curtis L. Olson
David Luff writes:
> As for 1.0, although its just a number, I personally think its a
> pretty significant number, and probably worth a bit of work
> polishing bugs , user interface, and installation problems out as
> much as possible before release.

David,

Definitely we want to get out releases that have no major bugs and
have all installataion issues resolved.  However, there are a couple
things that work against us.

1) Time.  Putting out a good release takes an immense amount of time.
   I figured that I had at least 40 hours of real time into the
   0.8.0/0.9.0 release.  That's over and above my real job, my family,
   etc. etc.  People need to realize how much time, and how much
   effort putting out a good quality release actually is.  People
   might argue that there were still a lot of problems with the
   0.8.0/0.9.0 release which goes to my point exactly.  I really
   needed to find 80 or 120 hours or more to do things right.

2) There seems to be a principle at work that very few people download
   and test development and pre-releases.  Mostly it's a few
   developers who already know all the tricks, already have all the
   prerequisites on their systems, etc.  This means that the big flood
   will come after 1.0 is officially released.  That will be when all
   the bugs and installation issues and other problems are reported,
   and unfortunately not before.  I'm open to suggestions, but I've
   tried a lot of things already, and what ever I do has to be able to
   fit into my reasonable time limitations.

   Finding bugs after a release isn't necessarily bad in the grand
   scheme of long term flightgear development, but it can make it look
   like we do a careless job, or ignore certain platforms or
   compilers.  I can vouch for Debian Linux since that's what I run
   personally, but I don't have time or resources to build and test on
   other platforms myself.

   This probably goes to David's point that CVS is actually the most
   stable, becuase it's not until after we do a major release that the
   bulk of the real bug reports and usability issues start pouring in.
   However, I'm usually not keen on another 40-80 hour go around right
   after finishing the last release.

3) Expectations are somewhat different for us than many other
   open-source applications like "autoconf/automake".  Those guys just
   wrap up a tarball and release it and are done.  We have to
   coordinate with the base package release, people expect prebuilt
   binaries, cd-rom images, etc.  I'd love to just do a source code
   release, it would make my life simpler.  Maybe I should consider it
   seriously.  But then inevitably, I personally (since I'm the
   primary flightgear contact) get flooded with questions, complaints,
   people howling that they shouldn't be expected to compile an
   application from scratch, or have to learn unix, or have to read
   instructions, or type from a command line, etc. etc.  People want a
   Windows/Mac/Linux installer.  Download one big file, double click
   on the icon and it's installed and all perfectly native to
   whichever platform they are on.  I haven't the time to do this
   myself, and apparently (since we don't have these sorts of things)
   no one else does either.  But there seems to be an underlying
   expectation that someone should be doing this stuff.  I'm not sure
   who that would be though.

4) There is too much of an attitude or expectation overall that some
   magical core of developer(s) (i.e. someone else) will do
   everything, and make everything work, so that any end user can then
   point and click and everything works perfectly the first time.
   But, none, or very few end users are willing to try the development
   and prereleases and report bugs in advance.  A few "other people"
   are expected to keep all the documenation perfectly in sync with
   development.  "Others" are supposed to make sure everything works
   perfectly with your platform, etc. etc.  I think our limited
   attempts to do this draw people into thinking that "others" have
   infinite time and should just make it all work magically.

   But this is open source, we are the "other" people that need to
   make sure this happens.  I can do a bit of it, David can do a bit,
   Norman, Erik, Christian, Andy, etc. etc. (not to single out
   specific people).  

   But when FlightGear-1.0 doesn't build cleanly on (for instance)
   Mandrake version X.Y.Z using gcc-x.y.z who's to blame?  The person
   encountering the problem needs to recognize that the developers
   have done their best and already put in way more time than they
   should have.  We need a lot more help in these sorts of areas than
   we are getting.

   I'm not really ranting against end users here.  I understand that a
   lot of them really don't have the tools or experience or resources
   to make useful bug reports or participate in fixing problems
   themselves.  But when they do run into problems, they need to h

Re: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Martin Spott
> [...]  My personal hope as a
> non-US citizen is that world-wide DEM-3 data from STRM becomes available
> prior to 1.0, but I'm not holding my breath on that one any more.

To be honest - I don't believe SRTM data will be available for free for the
next decade 

Martin.
-- 
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[Flightgear-devel] status of open bugs at sourceforge.net/projects/flightgear ?

2003-01-14 Thread minimoa
In 2001 David Megginson had submitted bug no 433286 "Sun lights plane at
night".
to http://sourceforge.net/projects/flightgear/. His summary was:

Sun lights plane at night.
After the sun disappears below the line of sight, it 
continues to light the plane throughout the night; the 
part of the plane facing the sun (below the ground) 
always glows. 
The fix is to create non-directional ambient light at 
night, possibly together with a weak light source for 
the moon. 

Recently I found similar conditions, when the
sun is very low at the horizon. Then a rotating aircraft reflects too much
light
onto the sky and makes its color changing with each rotation. 

So it seems the sourceforge bug is still present and the bug tracking system
appears unmaintained.
What is the current policy regarding
http://sourceforge.net/projects/flightgear ?

Klaus

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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread David Luff
On 1/14/03 at 2:58 PM Curtis L. Olson wrote:

>David Megginson writes:
>> Except that all development stops on the even-numbered version as soon
>> as it's released, so bug fixes show up only in the unstable version
>> (which is usually more stable).
>
>That may be true.  Personally I keep my focus on the development
>branch, and no one that I can recall has submitted a patch to the
>stable version so it is still sitting at 0.8.0.  If there are problems
>with this branch and people want to use it and make it even more
>stable, then by all means, please submit patches.  But, my focus is
>typically going to be on the development branch for now.  Perhaps the
>problem is that FlightGear simply isn't mature enough yet for the
>stable/development branch system to make a lot of sense.  We are still
>scrambling to impliment some of the remaining basic elements.

I think that what it boils down to is that Flightgear is an primarily an
end-user application where feature set is more important than stability to
most users, unlike something like the autotools say, which are basically a
building block to other applications, and where stability and 'just
working' are likely to be more important than new features to most users.

As for 1.0, although its just a number, I personally think its a pretty
significant number, and probably worth a bit of work polishing bugs , user
interface, and installation problems out as much as possible before
release.  It might also make a good opportunity to test Curt's contention
that the front page of Slashdot wouldn't break his servers :-)  There seem
to be some problems with the JSBSim gear model which I'd have down as a
show-stopper for 1.0, and I'd have thought that displaced thesholds and the
arrows pointing to them would have to be pretty high on the list of
features that would be expected to make it in.  My personal hope as a
non-US citizen is that world-wide DEM-3 data from STRM becomes available
prior to 1.0, but I'm not holding my breath on that one any more.

Cheers - Dave




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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Gene Buckle
> No.  Some of the 2D instruments, like basic gauges, are OK projected
> onto a 3D surface, but levers and knobs just look silly.  The
> background texture won't be used in 3D either, and I'll bet that
> Martin ends up putting a lot of his effort into that.
>
>
Instrument panels done in the style used by Fly! and Fly! II would be VERY
cool. :)

g.



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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Curtis L. Olson
David Megginson writes:
> Except that all development stops on the even-numbered version as soon
> as it's released, so bug fixes show up only in the unstable version
> (which is usually more stable).

That may be true.  Personally I keep my focus on the development
branch, and no one that I can recall has submitted a patch to the
stable version so it is still sitting at 0.8.0.  If there are problems
with this branch and people want to use it and make it even more
stable, then by all means, please submit patches.  But, my focus is
typically going to be on the development branch for now.  Perhaps the
problem is that FlightGear simply isn't mature enough yet for the
stable/development branch system to make a lot of sense.  We are still
scrambling to impliment some of the remaining basic elements.

> You can already do some of that with the new XML GUI support, but it
> needs to be integrated with the drop-down menus and with an expanded
> scripting manager.  Most of the building blocks are there now.

Yes, we just need someone to take this under their wing and go with
it.

>  > It would also be nice to have a couple more aircraft that are finished
>  > from top to bottom including good flight model, good external animated
>  > 3d model, good internal 3d cockpit, decent sounds, etc.  I'd like to
>  > see something like a 737,
> 
> Building a 3D cockpit for a transport jet will be quite an adventure
> -- in terms of runtime GPU overhead, it will be equivalent to having,
> perhaps, 10-15 3D 172 cockpits on the screen at once.  Of course, by
> the time we finish one, that probably won't be a problem for the GPUs
> available.

The whole glass cockpit thing is an issue.  There is OpenGC, but that
isn't designed to just drop into flightgear.  It's more useful if you
are building a cockpit with multiple pc's and multiple displays.  This
is an area will have to explore and put some more thought into.  It
may work best if we actually code up these sorts of displays rather
than trying to abstract them out too much and creat a generic glass
cockpit display tool box that is ascii file configurable.

Regards,

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

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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread David Megginson
Curtis L. Olson writes:

 > We do use a convension where odd numbered releases are considered
 > developmental, and even numbered releases are considered stable.

Except that all development stops on the even-numbered version as soon
as it's released, so bug fixes show up only in the unstable version
(which is usually more stable).

 > I think the biggest thing we need at this point is a full fledged gui
 > that allows us to change all the important things on the fly without
 > having to exit and restart with different command line options.

You can already do some of that with the new XML GUI support, but it
needs to be integrated with the drop-down menus and with an expanded
scripting manager.  Most of the building blocks are there now.

 > It would also be nice to have a couple more aircraft that are finished
 > from top to bottom including good flight model, good external animated
 > 3d model, good internal 3d cockpit, decent sounds, etc.  I'd like to
 > see something like a 737,

Building a 3D cockpit for a transport jet will be quite an adventure
-- in terms of runtime GPU overhead, it will be equivalent to having,
perhaps, 10-15 3D 172 cockpits on the screen at once.  Of course, by
the time we finish one, that probably won't be a problem for the GPUs
available.

 > ATC Flight Sims is sponsering Martin Dressler to build a really high
 > fidelity full screen C172-S panel.  This is initially 2d, but my
 > understanding is that these are easy to paste onto a 3d panel, right?

No.  Some of the 2D instruments, like basic gauges, are OK projected
onto a 3D surface, but levers and knobs just look silly.  The
background texture won't be used in 3D either, and I'll bet that
Martin ends up putting a lot of his effort into that.


All the best,


David

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

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RE: [Flightgear-devel] Roadmap/brain dump

2003-01-14 Thread Curtis L. Olson
Matthew writes:
> I know I should know this, but what is the roadmap for version 1.0?

Sorry, this reply got a little long ...

>From my perspective, version numbers are pretty arbitrary.  We assign
version numbers simply so we can keep track of which version is older
or newer than which other version.

We do use a convension where odd numbered releases are considered
developmental, and even numbered releases are considered stable.

It is true that people associate version 1.0 with the first stab at a
fully functional, fully working, complete, covers all the basics
release.  I guess we can play into that a little bit since so many
people expect it done this way.

I think the biggest thing we need at this point is a full fledged gui
that allows us to change all the important things on the fly without
having to exit and restart with different command line options.

It would also be nice to have a couple more aircraft that are finished
from top to bottom including good flight model, good external animated
3d model, good internal 3d cockpit, decent sounds, etc.  I'd like to
see something like a 737, some sort of smaller commuter jet, some sort
of regional turbo prop, and maybe a few more small general aviation
aircraft.  It would also be nice to have the default startup aircraft
be a C172 with a 3d cockpit, but the c172p-3d and c172r-3d need a few
remaining tweaks before they can be made into the default.  I think
most of the software/programming pieces are in place, we just need to
crank up the aircraft assembly line and start kicking out some nice
stuff.

ATC Flight Sims is sponsering Martin Dressler to build a really high
fidelity full screen C172-S panel.  This is initially 2d, but my
understanding is that these are easy to paste onto a 3d panel, right?

There are a lot of hooks in place now for doing a much better gui.  It
would be great if someone would be willing to take on this challenge.
I'm not sure PUI is the greatest tool for making a full fledged GUI,
however, it comes for free as part of plib, and itegrates directly
with FlightGear, and we already have several examples of menus, and
dialog boxes, so there is a good starting point for someone if they
want to work on this.

FWIW, I'm working on an external GUI written in perl-tk as part of a
side project I'm involved with.  I've been asked to hold off releasing
the results to GPL, but the plan is to eventually make it GPL'd once
it is finished.  I'm not sure this will be generally usable though for
a couple reasons.

  1) It's written assuming a specific _single_ engine aircraft with
 specific systems.
 
  2) It's written in perl-tk with a couple other perl network
 dependencies.  This is a snap to get running on Debian with
 apt-get, but other users/platforms could find it challenging to
 get all the prequisite pieces in place to run a perl-tk script.

  3) It runs as a separate program which means you have to configure
 some networking options in FlightGear and do additional setup
 stuff up front before it will work.  This will be confusing to
 'average' users if something like this is going to be the default
 gui.  Also, because it runs as a separate application/window it's
 going to have window overlap/screen space issues with FlightGear.
 It's pretty trivial to handle this if you have virtual desktops
 and expect things to work this way, but if you come from the
 world of giant monolithic do everything all in one applications,
 it might not go over very well.  It's designed to run as a
 separate instructor console so this seperateness is an
 intentional feature.

When done, it should have some nice features.  It will allow you to
preset your position on the ground or in the air, relative to an
airport/runway, a VOR, an NDB, or a Fix.  It allows you to edit winds,
cloud layers, temp, pressure, etc.  It allows you to specify faults or
groups of faults.  On start, it syncs with the internal state of the
current running flightgear; so if you startup the gui after flightgear
and the vacuum system is already failed, the gui reads this and keeps
in sync.  Right now I'm working on tracking the flight and plotting
your approach.  Because it's perl-tk, I will be able to dump the plots
to postscript with a single function call ...

My hands are currently tied with respect to making this available
under the GPL in the near term, but I would be thrilled to help
nudge/push/shove/bulldoze someone else in the right direction if they
wanted to work on something similar that was better generalized for
the needs of the flightgear project (i.e. something that would handle
aircraft selection, faults for multiple engines and different engine
types, and maybe a few other options that a general purpose flight sim
would want.)  All the hooks are there in FlightGear to do these sorts
of things as an external script/program (or internally as with PUI.)

Anyway, sorry for meandering from topic to topic ... :-)


Re: [Flightgear-devel] Autopilot selecting and disabling

2003-01-14 Thread Erik Hofman
Jon Berndt wrote:

I'm not aware of the internals of the autopilot, but it might be usefull
to wait a bit until the script manager is working properly, and then
make the autopilot script driven.



What is the script manager?


David comitted a new FlightGear/src/Scripting directory containing early 
scripting code. At this time it's a matter of registering and running a 
script in one go.

I've made a script manager where you could register a large number of 
scripts (for example at startup), which will run at a predefined 
priority over multiple frames. The scripts can also be stopped and 
started again individually.

This means it would be possible to run certain scripts for the lifetime 
of FlightGear without a big performance hit, and with the abillity to 
manipulate FlightGears internals.

Erik


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RE: [Flightgear-devel] Autopilot selecting and disabling

2003-01-14 Thread Jon Berndt
> I'm not aware of the internals of the autopilot, but it might be usefull
> to wait a bit until the script manager is working properly, and then
> make the autopilot script driven.

What is the script manager?

Jon

JON S. BERNDT
Coordinator, JSBSim Project
www.JSBSim.org
[EMAIL PROTECTED]




smime.p7s
Description: application/pkcs7-signature


Re: [Flightgear-devel] IPC communication for FlightGear

2003-01-14 Thread ace project
Original message (copy&paste for digest):

Date: Sat, 11 Jan 2003 09:00:34 -0600
From: Mike Bonar <[EMAIL PROTECTED]>
Subject: Re: [Flightgear-devel] IPC communication for
FlightGear
To: [EMAIL PROTECTED]
Reply-To: [EMAIL PROTECTED]

A squakbox add-on would be a great, Matthew.  

Who's working on the FlightGear network code?  Can
anyone provide background 
on what work has been done, and what the stated
direction is?

Mike

-


I'm working on a network module. It uses UDP packets
for communication and a client-server type model. The
system is in early stages of building, the
data-protocols themselves are 'finished' and working,
I'm currently trying to make it work in FG. The
current 'bug' is that new FGModelPlacements don't get
updated when I want them to but I'm sure it will get
fixed soon when my new graphics card arives end of the
week (my old card was kind of slow (matrox G450 DH))

If anyone wants to help, I'm searching for good
prediction algoritmes to extrapolate the position of
the plane for a max 1 sec interval.

Leon Otte


=
My Flight Gear Multiplayer Stuff (work-in-progress):
http://www.kbs.twi.tudelft.nl/People/Students/L.Otte/

OK, I admit it: My girlfriend's just an object to me. 
Unfortunately, there is some information hiding, but 
thankfully, she's fairly encapsulated, nicely modular, and 
has a very well defined interface!

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Re: [Flightgear-devel] CVS Confusion

2003-01-14 Thread Arnt Karlsen
On Tue, 14 Jan 2003 21:39:17 +1100, 
Geoff Reidy <[EMAIL PROTECTED]> wrote in message 
<[EMAIL PROTECTED]>:

> Arnt Karlsen wrote:
> 
> > 
> > ..most people will the source tarballs goes into the /usr/local/
> > tree as told by the docs.  When co'ing from cvs, they haul in
> > _everything__again_, instead of just update what's new in cvs since
> > the tarball release.
> >
> 
> As I did, it's been a bit of a learning curve but well worthwhile.
> 
> > 
> > > Decisions of where to drop the cvs sources has to be made at check
> > > out
> > 
> > 
> > ..yep, but we should advice on the ideal cvs for FG.

..here is where I meant to say "ideal cvs setup for FG".
> 
> Where to install the binaries seems to be another issue :)
> 
> > 
> >>time and I'm not too sure how to take the pain out of that
> >operation.
> > 
> > 
> > ..you hardcoded '~/games/' painlessly ;-), it should be $FG-CVS-ROOT
> > or some such, and just where do we put FG-CVS-ROOT?  '/usr/local/'?
> >
> 
> Everything's hardcoded here, I think I've done it all the hard way.
> 
> Anyway, I seem to have been trumped by Jon's Perl script. I'll give
> that a go and see how it works.
> 
> > 
> >>Hope noones offended by me having flightgear under games :)
> > 
> > ..   ;-)
> 
> Whoops, now I've done it...

..in the market for expensive bodyguards?  ;-)

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


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Re: [Flightgear-devel] CVS Confusion

2003-01-14 Thread Geoff Reidy
Arnt Karlsen wrote:



..most people will the source tarballs goes into the /usr/local/ tree 
as told by the docs.  When co'ing from cvs, they haul in _everything_
_again_, instead of just update what's new in cvs since the tarball
release.


As I did, it's been a bit of a learning curve but well worthwhile.




Decisions of where to drop the cvs sources has to be made at check out



..yep, but we should advice on the ideal cvs for FG.



Where to install the binaries seems to be another issue :)




time and I'm not too sure how to take the pain out of that operation.



..you hardcoded '~/games/' painlessly ;-), it should be $FG-CVS-ROOT 
or some such, and just where do we put FG-CVS-ROOT?  '/usr/local/'?


Everything's hardcoded here, I think I've done it all the hard way.

Anyway, I seem to have been trumped by Jon's Perl script. I'll give that 
a go and see how it works.



Hope noones offended by me having flightgear under games :)



..   ;-)



Whoops, now I've done it...



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