Re: [Flightgear-devel] Does SGRoute.distance_off_route() work?

2003-02-07 Thread James Turner

On Friday, February 7, 2003, at 03:57  am, Norman Vine wrote:


John A. Gallas


I was just wondering if the subroutine
SGRoute.distance_off_route() calculates accurate
results (or even reasonably usable results for
navigation in fgfs) for waypoints on a wgs84 system.
I've run some tests and it seems okay, but I'm no
expert - can someone verify this?


This is a *much* better approximation
http://williams.best.vwh.net/avform.htm#XTE


Just to add, in my local tree I've got an FGRouteBase which (I hope) 
supersedes the SGRoute stuff totally. I spent ages trying to come up 
with a better 'distance off route' calculation (trigonometry not being 
my strong point), clearly I should just have asked here. Whatever I do 
is going to have to be compatible with SGRoute (but I don't think 
inheritance from it is going to work, since my routes aren't 'flat', as 
they can incorporate chunks of other routes, i.e airways and 
procedures), but let me know if you'd like to see the code (it's 
alpha-quality and incomplete but loads a route from XML fine, and basic 
traversal is working too. Adding the distance and course and 
distance-off-route computations could be done tonight if it would be of 
interest).

H&H
James

--
Whenever a friend succeeds, a little something in me dies.


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Re: [Flightgear-devel] [more or less OT] Map Projection on Navigation Displays

2003-02-07 Thread David Megginson
Norman Vine writes:

 > This works fine for a 'map' but straight lines will not be great circles 
 > which AFAIK is still the standard for *most* aviation 'charts',  both 
 > paper and electronic versions

It depends on scale.  World Aeronautical Charts (1:1,000,000) and
VNCs/Sectionals (1:500,000) use Lambert Conformal Conic projection, so
that (as Norm suggests) a straight line drawn on the chart will really
be a great circle.  VFR terminal area charts (1:250,000) use
Transverse Mercator projection since they cover a smaller area.


All the best,


David

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Re: [Flightgear-devel] Does SGRoute.distance_off_route() work?

2003-02-07 Thread Norman Vine
James Turner writes:
> 
> On Friday, February 7, 2003, at 03:57  am, Norman Vine wrote:
> 
> > John A. Gallas
> >>
> >> I was just wondering if the subroutine
> >> SGRoute.distance_off_route() calculates accurate
> >> results (or even reasonably usable results for
> >> navigation in fgfs) for waypoints on a wgs84 system.
> >> I've run some tests and it seems okay, but I'm no
> >> expert - can someone verify this?
> >
> > This is a *much* better approximation
> > http://williams.best.vwh.net/avform.htm#XTE
> 
> Just to add, in my local tree I've got an FGRouteBase which (I hope) 
> supersedes the SGRoute stuff totally. I spent ages trying to come up 
> with a better 'distance off route' calculation (trigonometry not being 
> my strong point), clearly I should just have asked here.

Note that I said 'better approximation' in that the above is a spherical
solution not an ellipsoidal one

One way to get an ellipsoidal solution is to find the rotation that 
transforms the track segment you are checking into a meridian 
< line of longitude >, then after applying said transform to the
point in question the solution can be found using the geodetic
inverse function from SimGear and the original point and the
found point rotated by the inverse of the transform

Note the needed rotations only need to be computed when the track
segment changes.

Easiest to visualize why this works when you are looing at a ball :-)

Another perhaps easier way to improve the spherical approximation
is to use the mean latitude of the test point and the point of intersection
of the perpendicular from that point to the track segment to determine 
a relative flattening factor of the sphere or an 'effective earth radius'

Note if the distance is 'small', as should be the case when computing
cross track error, the latitude of the test point can be substituted for 
the mean with no 'harm'

Note sgGeodToGeoc() function returns the sea level radius 

spherical-geomentry-is-fun-as-is the-ellipsoidal-variety'ly yr's

Norman


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[Flightgear-devel] [OT] Fokker 70 to get produced again?

2003-02-07 Thread Erik Hofman

Hi


It looks like the Fokker 70 Jetliner, one of the flagship aircrafts of 
the oldest aircraft manifacturer of the world, which sadly got bankrupt 
in 1995, is about to get relaunched again:

http://www.rekkof.nl/fokker70/index_fokker_70.htm

This is especially good news for the dutch aircraft enthausiasts.

Erik

(This is another good reason to get a flying model for FlightGear)


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Re: [Flightgear-devel] [OT] Fokker 70 to get produced again?

2003-02-07 Thread Curtis L. Olson
Erik Hofman writes:
> It looks like the Fokker 70 Jetliner, one of the flagship aircrafts of 
> the oldest aircraft manifacturer of the world, which sadly got bankrupt 
> in 1995, is about to get relaunched again:
> 
> http://www.rekkof.nl/fokker70/index_fokker_70.htm
> 
> This is especially good news for the dutch aircraft enthausiasts.

I know someone was working on a JSBSim based 737, but I don't think
that has shown up in the base package yet.  It would be nice to see a
few more of these smaller regional jets modeled in FlightGear.

There is a Beech99 for UIUCsim which flies pretty well.  Someone ought
to take a look at the 3d model and see about animated the props and
gear and control surfaces. :-)

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] [OT] Fokker 70 to get produced again?

2003-02-07 Thread Jim Wilson
"Curtis L. Olson" <[EMAIL PROTECTED]> said:

> I know someone was working on a JSBSim based 737, but I don't think
> that has shown up in the base package yet.  It would be nice to see a
> few more of these smaller regional jets modeled in FlightGear.
> 

The ERJ-135 (35 passenger) is one my favorites these days.  They've started
using them quite a bit in Bangor so it might very well be possible to snap
some cockpit photos next time I fly.

http://users.pandora.be/tim.cools/facts/erj135.html

http://home.hccnet.nl/de.bock/Specifications/specifemb.htm

If someone is interested in configuring a yasim model for it that could
persuade me to make a 3D :-)

Best,

Jim

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[Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread David Megginson
For the cockpit view, it might be interested to add optional
acceleration effects to make up for the lack of full motion -- I think
I first noticed this trick in Battle of Britain.  The FDMs already
publish the required information in the property tree:

  /accelerations/pilot/x-accel-fps_sec
  /accelerations/pilot/y-accel-fps_sec
  /accelerations/pilot/z-accel-fps_sec

What we'd do is tilt the cockpit viewpoint slightly for any strong
forwards/backwards or sideways accelerations.  For example, a strong,
forward acceleration (like a takeoff roll in a fighter jet) might tilt
the view pitch angle up a degree or so, while a strong deceleration
might tilt the head forward about the same amount.  Sideways
accelerations would cause the head to tilt sideways similarily (the
view roll angle).

Vertical accelerations are trickier, since they're roughtly
perpendicular to the spine.  The best thing here would be to adjust
the vertical view offset by half an inch or so down for a strong
upwards acceleration (being pushed down into your seat) or up for a
strong downwards acceleration (straining up against your lap belt).

If we want these to be useful and not cheesy, they'll have to be very
subtle in most normal flight (i.e. a fraction of a degree) except for
special situations like the initial part of the takeoff roll or heavy
braking.  On the other hand, if the plane is being flown by a
ham-fisted sim driver, we could rock things around a little more as
would be happening with real passengers (Alex has also suggested
splattering the panel with virtual vomit).

Jim: are you interested in adding this to the viewing architecture, or
would you like me to take a try in a week or two?  I don't claim to
fully understand how to use these, but you can look at
src/Instrumentation/slip_skid_ball.cxx for a sideways-acceleration
example I ripped off from Alex's old steam code.


All the best,


David

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Jon S Berndt
On Fri, 7 Feb 2003 11:51:29 -0500
 David Megginson <[EMAIL PROTECTED]> wrote:

For the cockpit view, it might be interested to add 
optional
acceleration effects to make up for the lack of full 
motion -- I think
I first noticed this trick in Battle of Britain.  The 
FDMs already
publish the required information in the property tree:

  /accelerations/pilot/x-accel-fps_sec
  /accelerations/pilot/y-accel-fps_sec
  /accelerations/pilot/z-accel-fps_sec

What we'd do is tilt the cockpit viewpoint slightly for any strong
forwards/backwards or sideways accelerations.  For example, a strong,
forward acceleration (like a takeoff roll in a fighter jet) might tilt
the view pitch angle up a degree or so, while a strong deceleration

I think this is a great idea. You might try treating the 
pilot eyepoint as a spring/mass/damper system in the XY 
plane and assume no Z motion.

Jon

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[Flightgear-devel] gear-handle

2003-02-07 Thread paul mccann
John 

I did simple gear handle for the c310-ifr panel if you or any-one want to use 
it.
It should work on any of the 2d panels.

Thanks Paul

screenshot
http://members.verizon.net/~vze3b42n/gear.jpeg

package
http://members.verizon.net/~vze3b42n/gear.tar.gz

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Re: [Flightgear-devel] Live property picker

2003-02-07 Thread James Turner

On Thursday, February 6, 2003, at 02:10  pm, David Megginson wrote:



I think that we can centralize this and make it invisible to JSBSim
and other suppliers of property values.  Polling inside the property
manager makes sense, since

a) it will be done only on demand (when someone assigns a listener to
a property),

b) it will be done only once for each property, no matter how many
   other routines are listening to it,

c) it will create no extra work for anyone.



I'm happy to have a go at this, or do you (David) want to take a look? 
i agree it's far and away the best suggestion I've heard in terms of 
non-impact on the code, efficiency and so forth.


--
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Re: [Flightgear-devel] gear-handle

2003-02-07 Thread Curtis L. Olson
Ok, that looks perfectly reasonable.  I have added it to cvs.

Thanks,

Curt.

paul mccann writes:
> John 
> 
> I did simple gear handle for the c310-ifr panel if you or any-one want to use 
> it.
> It should work on any of the 2d panels.
> 
> Thanks Paul
> 
> screenshot
> http://members.verizon.net/~vze3b42n/gear.jpeg
> 
> package
> http://members.verizon.net/~vze3b42n/gear.tar.gz
> 
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-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Andy Ross
[Chiming in because the subject is cool, and because I'm currently
 stuck debugging a parser that is giving me fits and need a break.]

David Megginson wrote:
> For the cockpit view, it might be interested to add optional
> acceleration effects to make up for the lack of full motion -- I think
> I first noticed this trick in Battle of Britain.  The FDMs already
> publish the required information in the property tree:

Why not just model the "head" as a highly damped spring?  You'd need
to fiddle with the constants a little to make it look right, but once
it's fixed up it should work right for all heads. :)

Almost exactly the same thing technique can be used for orientation.
I distinicly remember from my few flights in light planes that
turbulence (especially yaw oscillations) felt more like the plane was
rotating around me.  It would be (I think) really cool for the view
direction to "lag" the planes reference frame a little in the same way
that the view position lags the real position.

I'd give this more general idea a shot first, before trying
axis-specific code.

Andy

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


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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Norman Vine
Andy Ross writes:


> [Chiming in because the subject is cool, and because I'm currently
>   stuck debugging a parser that is giving me fits and need a break.]
> 
> David Megginson wrote:
>  > For the cockpit view, it might be interested to add optional
>  > acceleration effects to make up for the lack of full motion -- I think
>  > I first noticed this trick in Battle of Britain.  The FDMs already
>  > publish the required information in the property tree:

> I'd give this more general idea a shot first, before trying
> axis-specific code.

A Quaternion representation for the head orientation anyone  :-)

Norman

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Re: [Flightgear-devel] Live property picker

2003-02-07 Thread David Megginson
James Turner writes:

 > > I think that we can centralize this and make it invisible to JSBSim
 > > and other suppliers of property values.  Polling inside the property
 > > manager makes sense, since
 > >
 > > a) it will be done only on demand (when someone assigns a listener to
 > > a property),
 > >
 > > b) it will be done only once for each property, no matter how many
 > >other routines are listening to it,
 > >
 > > c) it will create no extra work for anyone.
 > >
 > 
 > I'm happy to have a go at this, or do you (David) want to take a look? 
 > i agree it's far and away the best suggestion I've heard in terms of 
 > non-impact on the code, efficiency and so forth.

Go for it -- I probably won't be able to get to it right away.


All the best,


David

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread David Megginson
Andy Ross writes:

 > I'd give this more general idea a shot first, before trying
 > axis-specific code.

The axis-specific stuff is easier for me to understand -- perhaps
someone with a stronger physics background could work with Jim to do a
generalized, spring implementation.


All the best,


David

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Jon S Berndt
On Fri, 7 Feb 2003 13:29:34 -0500
 David Megginson <[EMAIL PROTECTED]> wrote:

Andy Ross writes:

 > I'd give this more general idea a shot first, before 
trying
 > axis-specific code.

The axis-specific stuff is easier for me to understand -- 
perhaps
someone with a stronger physics background could work 
with Jim to do a generalized, spring implementation.

*Spring/mass/damper* system, as I mentioned before. This 
is similar to how fuel slosh is modeled in spacecraft sims 
(and I'm not making a comment on anyone's brain 
consistency, in particular ;-). Break the aircraft 
acceleration into X and Y components and model it in a 
"head" axis that is parallel to the aircraft body axis. 
This is a cool problem to work, but I don't have time now 
either.

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Jim Wilson
David Megginson <[EMAIL PROTECTED]> said:

> Andy Ross writes:
> 
>  > I'd give this more general idea a shot first, before trying
>  > axis-specific code.
> 
> The axis-specific stuff is easier for me to understand -- perhaps
> someone with a stronger physics background could work with Jim to do a
> generalized, spring implementation.
> 

Hehe...Thanks David.  I've still got a nasty bug that was reported last week
to deal with.  So I'll be in the code.

My recommendation would be to model this head thing, probably in its own
class, and then publish data in the position or orientation path that the
viewer would read in.

We could have a class FGPilot with properties:



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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Jim Wilson

Hmmm...not sure how that happened but this message got away from me half finished.

David Megginson <[EMAIL PROTECTED]> said:

> Andy Ross writes:
> 
>  > I'd give this more general idea a shot first, before trying
>  > axis-specific code.
> 
> The axis-specific stuff is easier for me to understand -- perhaps
> someone with a stronger physics background could work with Jim to do a
> generalized, spring implementation.
> 

Hehe...Thanks David.  I've still got a nasty bug that was reported last week
to deal with.  So I'll be in the code.

My recommendation would be to model this head thing, probably in its own
class, and then publish data in the position or orientation path that the
viewer would read in.

We could have a class FGPilot with properties:

   head {
 double head_roll;
 double head_pitch;
 double head_Xoffset;
 double head_Yoffset;
 double head_Zoffset;
   }

   stomach {
 double breakfast;
 double lunch;
 bool antacid;
   }

   vision {
 bool on;
 bool blur;
   }

And methods:
   FGPilot::chg_head_roll;
   FGPilot::chg_head_pitch;
   ...

   FGPilot::Vomit;
   FGPilot::BlackOut;

etc, etc.

Best,

Jim

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread James A. Treacy
On Fri, Feb 07, 2003 at 09:43:59AM -0800, Andy Ross wrote:
> 
> Why not just model the "head" as a highly damped spring?  You'd need
> to fiddle with the constants a little to make it look right, but once
> it's fixed up it should work right for all heads. :)

Since this is simply a visual effect, let's start by trying a
linear system. If it turns out to be too simple we can simply add a
nonlinearity. If that is still not good enough (most likely due to the
head snapping back too fast), it isn't difficult to model a damped
spring system undergoing all the relevant effects.

Since I imagine that a jet fighter can generate head motion due to
both linear acceleration and pitch I've included both terms for head
pitch.

Since I don't know what coordinate system FG uses, I used words for
the accelerations. Also, the 'spring constants' (Ka, Kp, Kr and Ky)
are really fudge factors representing both the mass of the head and
the resistance to rotation. The coder will need to experiment.

angle of head pitch = forward accel / Ka  + (d^2/dt^2 pitch) / Kp
angle of head roll  = (d^2/dt^2 roll) / Kr
angle of head yaw   = (d^2/dt^2 yaw) / Ky

Having never flown on a high performance aircraft, it is unknown to me
whether the yaw effect is important.

-- 
James (Jay) Treacy
[EMAIL PROTECTED]

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Norman Vine
Jim Wilson writes:
>  
> My recommendation would be to model this head thing, probably in its own
> class, and then publish data in the position or orientation path that the
> viewer would read in.
> 
> We could have a class FGPilot with properties:

Which is just a 'classic' rigid body'
 
>head {
double heading;
>  double roll;
>  double pitch;
>  double Xoffset;
>  double Yoffset;
>  double Zoffset;
double dx,dy,dz; // linear velocities
double dh, dp, dr;  // angular velocities
>}

or more simply expressed using PLIB

head {
  sgCoord  pos  ;
  sgCoord  velocity  ;
}

where
struct sgCoord
{
  sgVec3 xyz ;
  sgVec3 hpr ;
} ;


Norman


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[Flightgear-devel] gear-handle

2003-02-07 Thread paul mccann
Curt

Thanks and if you want me to add it to the other c310-2d panels let me know.

Paul

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Jon S Berndt
On Fri, 7 Feb 2003 15:00:41 -0500
 "James A. Treacy" <[EMAIL PROTECTED]> wrote:

On Fri, Feb 07, 2003 at 09:43:59AM -0800, Andy Ross 
wrote:
Since I imagine that a jet fighter can generate head motion due to
both linear acceleration and pitch I've included both terms for head
pitch.

The acceleration vector AT the pilot eyepoint should 
probably be used. Use the X and Y components - I've 
mentioned this before. Aircraft rotations about all axes 
will potentially play a part in this, it depends on where 
the pilot is in relation to the CG. In fact, rotational 
accels will be largely responsible for the "jostle" effect 
in calm air in cruise. I wouldn't change the orientation 
of the head (the view) due to motion, though. I think that 
would be too disturbing, too distracting. But the motion 
of the head should be driven by the X and Y axis accelsat 
the pilot position, whether due to aircraft CG 
translational acceleration or translational accels at the 
pilot position due to rotational motion about the CG.

Jon


Jon

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread James A. Treacy
I forgot another possible effect: spinal compression. This one, if
necessary, can almost certainly be considered as being uncoupled from
any head rotations.

delta z = z-accel / Kspine

Also, it may be that the equation for pitch of the head is too simple
as the two terms can cancel each other out(*) and it would a good idea
if the model got this correct. It may be that the linear model is
close enough that picking the constants correctly will allow for this.
Unfortunately once you start rotating things intuition doesn't work
well.

(*)for example a forward acceleration while pulling back on the stick.

-- 
James (Jay) Treacy
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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Jim Wilson
Norman Vine <[EMAIL PROTECTED]> said:

> Jim Wilson writes:
> >  
> > My recommendation would be to model this head thing, probably in its own
> > class, and then publish data in the position or orientation path that the
> > viewer would read in.
> > 
> > We could have a class FGPilot with properties:
> 
> Which is just a 'classic' rigid body'
>  
> >head {
> double heading;
> >  double roll;
> >  double pitch;
> >  double Xoffset;
> >  double Yoffset;
> >  double Zoffset;
> double dx,dy,dz; // linear velocities
> double dh, dp, dr;  // angular velocities
> >}

Oh yeah forgot that.  Actually I was half kidding on that idea.  One could
argue that the viewer is the representation of the pilot's eye and therefore
should incorporate this functionality.  If we wanted Vomit capability then it
should be elsewhere.

But if head movement becomes a complex thing that needs to be varied according
to aircraft seat and restraint configuration, maybe it should be somewhere else.

It really comes down to what the viewer's capabilities should include.

Best,

Jim

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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Arnt Karlsen
On Fri, 7 Feb 2003 15:21:20 -0500, 
"James A. Treacy" <[EMAIL PROTECTED]> wrote in message 
<[EMAIL PROTECTED]>:

> I forgot another possible effect: spinal compression. This one, if
> necessary, can almost certainly be considered as being uncoupled from
> any head rotations.
> 
> delta z = z-accel / Kspine
> 
> Also, it may be that the equation for pitch of the head is too simple
> as the two terms can cancel each other out(*) and it would a good idea
> if the model got this correct. It may be that the linear model is
> close enough that picking the constants correctly will allow for this.
> Unfortunately once you start rotating things intuition doesn't work
> well.
> 
> (*)for example a forward acceleration while pulling back on the stick.

...and then the reclining seat's effect on the spine _angle_.

..some (most?) game sim's also model grey|black|red-out etc, 
this angle is a factor here too.

-- 
..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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[Flightgear-devel] Dynamic Scenario's

2003-02-07 Thread Paul Morriss
Hi all,
   I am new to Flight Gear, but not to flight
simulation, thats my line of business ;)  Anyway I
would like to propose (and develop) a server or system
that can be used to manage the environment.  What I
mean is that the scenario system manages:

*  Other plans in the air, these can add the reality
of busy airspace near large airports.

*  Weather system controlled through scenarios, this
would include clouds, rain etc...

*  Ground vehicles movement (aircraft ready to taxi
for takeoff etc.

I would be really intrested in your comments

Paul


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Re: [Flightgear-devel] CVS FlightGear and plib 1.6 (was Mac OS X: at a loss)

2003-02-07 Thread Jonathan Polley
Hmm, that's odd.  Out of the box, the version of the Mac joystick code 
that is in CVS does not compile.  As I reported to the plib group, if I 
incorporate the non-CVS versions of jsMacOSX.cxx and js.h, I get the 
following errors in the FlightGear joystick code:

ld: Undefined symbols:
jsJoystick::read(int*, float*)
_CFArrayApplyFunction
_CFArrayGetCount
_CFArrayGetTypeID
_CFDictionaryGetTypeID
_CFDictionaryGetValue
_CFGetTypeID
_CFNumberGetValue
_CFRelease
_CFStringGetCString
_CFStringGetSystemEncoding
_CFUUIDGetConstantUUIDWithBytes
_CFUUIDGetUUIDBytes
_IOCreatePlugInInterfaceForService
_IOIteratorNext
_IOIteratorReset
_IOMasterPort
_IOObjectRelease
_IORegistryEntryCreateCFProperties
_IOServiceGetMatchingServices
_IOServiceMatching
___CFStringMakeConstantString
_kCFAllocatorDefault

I've been trying to help David Drum get his FlightGear to build and he 
discovered that adding -framework Carbon to the Makefile reduces the 
link errors down to

ld: /Users/david/FlightGear/FlightGear-CVS/lib/libplibjs.a(jsMacOSX.o) 
illegal reference to symbol: _IOCreatePlugInInterfaceForService defined 
in indirectly referenced dynamic library 
/System/Library/Frameworks/IOKit.framework/Versions/A/IOKit

If I restore the plib code back to 1.6, then I can finally get a link.  
Since I don't use a joystick, that works for me.

Jonathan Polley

On Wednesday, February 5, 2003, at 07:48  AM, James Turner wrote:


On Wednesday, February 5, 2003, at 01:22  pm, Jonathan Polley wrote:



The solution, for me at least, was to revert back to the CVS version 
of plib and overwrite the src/js directory with plib 1.6's (as the 
current Mac joystick code is in a major broken state).  Hopefully, 
David will have a chance to see if it fixes his build problem as >> well.


Err, the JS code is fine for me now (and for Ima too, I think), once 
you replace js.h and jsMacOSX.cxx with the ones I posted to plib-devel 
a few days ago. If these do not fix any problems you're having, then 
**please** post something to plib-devel or email me directly. Since 
getting things checked into plib CVS seems to be rather slow, I'd 
rather get the files confirmed working for people before requesting 
another commit.

FWIW, CVS of 'everything' is working on my iBook, updated today, but I 
have a bunch of local mods to simgear/flightgear (in addition to the 
plib JS updates) : let me know if you want them. (I'll start feeding 
them to Curt / David soonish anyway I think)

H&H
James

--
They are laughing with me, not at me.



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Re: [Flightgear-devel] Viewer suggestion: acceleration effects

2003-02-07 Thread Michael Selig
At 2/7/03, David Megginson wrote:

For the cockpit view, it might be interested to add optional
acceleration effects to make up for the lack of full motion -- I think
I first noticed this trick in Battle of Britain.  The FDMs already
publish the required information in the property tree:

  /accelerations/pilot/x-accel-fps_sec
  /accelerations/pilot/y-accel-fps_sec
  /accelerations/pilot/z-accel-fps_sec

What we'd do is tilt the cockpit viewpoint slightly for any strong
forwards/backwards or sideways accelerations.  For example, a strong,
forward acceleration (like a takeoff roll in a fighter jet) might tilt
the view pitch angle up a degree or so, while a strong deceleration
might tilt the head forward about the same amount.  Sideways
accelerations would cause the head to tilt sideways similarily (the
view roll angle).

Vertical accelerations are trickier, since they're roughtly
perpendicular to the spine.  The best thing here would be to adjust
the vertical view offset by half an inch or so down for a strong
upwards acceleration (being pushed down into your seat) or up for a
strong downwards acceleration (straining up against your lap belt).

If we want these to be useful and not cheesy, they'll have to be very
subtle in most normal flight (i.e. a fraction of a degree) except for
special situations like the initial part of the takeoff roll or heavy
braking.  On the other hand, if the plane is being flown by a
ham-fisted sim driver, we could rock things around a little more as
would be happening with real passengers (Alex has also suggested
splattering the panel with virtual vomit).

Jim: are you interested in adding this to the viewing architecture, or
would you like me to take a try in a week or two?  I don't claim to
fully understand how to use these, but you can look at
src/Instrumentation/slip_skid_ball.cxx for a sideways-acceleration
example I ripped off from Alex's old steam code.


Sounds useful.  Can I suggest that this feature be enabled/disabled at the 
option of the user?

Regards,
Michael



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