[Flightgear-devel] Re: TerraGear Help

2003-03-01 Thread Erez Boym
OK,

Seams that I'm on my way !

Now for the easy part, importing the DTED ;-)

Thanks for your help

Erez

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Re: [Flightgear-devel] YASim in-air starts

2003-03-01 Thread Tony Peden
On Sat, 2003-03-01 at 18:02, David Megginson wrote:
> I've done a little more work on YASim initial velocities, and the --vc
> and --mach options should now work more-or-less correctly (except that
> --vc doesn't take compressibility effects into consideration). 

Hmm .. compressiblity becomes important at around Mach 0.3 or so and it
looks like the YASim routines only leave out the supersonic stuff.


>  That
> means that you can start YASim models in the air the same way as
> you start JSBSim and UIUC models:
> 
>   fgfs --aircraft=747 --mach=0.7 --altitude=3
> 
>   fgfs --aircraft=dc3 --vc=130 --altitude=12000
> 
>   fgfs --aircraft=j3cub --vc=60 --altitude=500 --offset-distance=1
> 
> The main difference is that YASim does not yet have a trimming
> routine, so you need to get right on the controls (things are not too
> bad if you choose a normal cruising speed and the controls start near
> neutral).
> 
> 
> All the best,
> 
> 
> David
-- 
Tony Peden <[EMAIL PROTECTED]>


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[Flightgear-devel] YASim in-air starts

2003-03-01 Thread David Megginson
I've done a little more work on YASim initial velocities, and the --vc
and --mach options should now work more-or-less correctly (except that
--vc doesn't take compressibility effects into consideration).  That
means that you can start YASim models in the air the same way as
you start JSBSim and UIUC models:

  fgfs --aircraft=747 --mach=0.7 --altitude=3

  fgfs --aircraft=dc3 --vc=130 --altitude=12000

  fgfs --aircraft=j3cub --vc=60 --altitude=500 --offset-distance=1

The main difference is that YASim does not yet have a trimming
routine, so you need to get right on the controls (things are not too
bad if you choose a normal cruising speed and the controls start near
neutral).


All the best,


David

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Re: [Flightgear-devel] cycling w/ right mouse button && pause

2003-03-01 Thread Manuel Bessler
On Sat, Mar 01, 2003 at 04:31:30PM -0500, David Megginson wrote:
> So it is.  I've just checked in some changes, so that all a subsystem
> has to do is override FGSubsystem::is_suspended() to return false, and
> it will keep running during a pause.  I've made the change to the
> input module, and the mouse now cycles again during pause.

Thanks David.

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Re: [Flightgear-devel] cycling w/ right mouse button && pause

2003-03-01 Thread David Megginson
Curtis L. Olson writes:
 > Manuel Bessler writes:

 > > > I've noticed that cycling (right clicking) between mouse
 > > > pointer mode, yoke mode, and view mode has no effect while
 > > > paused. If you right click while paused it does not change mode
 > > > until I hit 'p' again to unpause. It seems that it 'records' at
 > > > most one right click in paused mode.
 > 
 > Yes, I observe this problem.  Also a related problem is that incoming
 > network packets are not read.  What's going on is that when the sim is
 > paused, the subsystems are not executed, but some of these things
 > should be executed even when the sim is paused ... I haven't had time
 > to look into it yet.  David Megginson is the architect of the
 > flightgear subsystem system so it's all his fault. :-)

So it is.  I've just checked in some changes, so that all a subsystem
has to do is override FGSubsystem::is_suspended() to return false, and
it will keep running during a pause.  I've made the change to the
input module, and the mouse now cycles again during pause.


All the best,


David

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re: [Flightgear-devel] Multiplayer

2003-03-01 Thread David Megginson
Duncan McCreanor writes:

 > My name is Duncan McCreanor. I am employed as a Software Engineer
 > for an Australian company where we have been looking at the
 > possibility of using Flightgear as the basis for an Air Traffic
 > Control visual simulator.

That sounds excellent.

 > When coding/testing is completed, how do we go about getting the
 > changes reviewed and added to Flightgear?

You can send the code to Curt or me.  I'd recommend Curt
([EMAIL PROTECTED]), since I have an enormous backlog right now, but
I'll try to get to it quickly if it comes to me.

If the code is working, even marginally, then you should consider
sending it ASAP -- you'll have many more people to help you with the
testing and debugging.  The nice thing about Open Source is that you
don't have to wait until code is fully polished before you throw it
out into the world.

The other advantage to sending code in now is that if people feel you
are going the wrong direction with anything, we can catch it earlier.


Thanks,


David

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[Flightgear-devel] Multiplayer

2003-03-01 Thread Duncan McCreanor
Hi,

My name is Duncan McCreanor. I am employed as a Software Engineer for an 
Australian company where we have been looking at the possibility of using 
Flightgear as the basis for an Air Traffic Control visual simulator. 

We are in the process of putting together a demonstration of the 
possibilities that Flightgear provides. As part of the demonstration a 
colleague and I have been working on the multiplayer aspects of Flightgear.

We have produced a working multiplayer version under Linux. The multiplayer 
code has been created from scratch without using any of the existing 
multiplayer code. It was felt that the existing multiplayer code was too 
platform (Unix/Linux) specific and appeared to slow down the frame rate. The 
multiplayer code we have added uses existing Simgear and plib classes so 
should be platform independent, although we have not tested it on other 
platforms and have not allowed for endian issues.

The design we have implemented allows players to interact without the need 
for a server. If the transmit and receive addresses are set to broadcast, it 
is possible to play multiplayer games on a local network. Point-to-point for 
two players is also possible across the internet.

The ability to send text chat messages to a designated player has been 
allowed for but not implemented.

Although we have not used a server, the design does not need to be changed 
for use with a server.

Command line parameters have been added to set up the multiplayer code. The 
commands are of the form:

--multiplay=in | out,Hz,destination address,destination port
--callsign=a_unique_name


The code has only just been completed. We plan to further test and enhance it 
over the next few weeks.

When coding/testing is completed, how do we go about getting the changes 
reviewed and added to Flightgear?


Below are some examples of startup commands that demonstrate the use of the 
multiplayer facilities.

For two players on a local network or across the internet:
--
Player1:
--multiplay=out,10,192.168.0.3,5500 --multiplay=in,10,192.168.0.2,5501 
--callsign=player1

Player2:
--multiplay=out,10,192.168.0.2,5501 --multiplay=in,10,192.168.0.3,5500 
--callsign=player2


For multiple players on a local network:

Player1:
--multiplay=out,10,255.255.255.255,5500 
--multiplay=in,10,255.255.255.255,5500 --callsign=player1

Playern:
--multiplay=out,10,255.255.255.255,5500 
--multiplay=in,10,255.255.255.255,5500 --callsign=playern

Note that the callsign is used to identify each player in a multiplayer game 
so the callsigns must be unique. The multiplayer code ignores packets that 
are sent back to itself, as would occur with broadcasting when the rx and tx 
ports are the same.


Multiple players sending to a single player:

Player1:
--multiplay=out,10,192.168.0.2,5500 --callsign=player1

Player2:
--multiplay=out,10,192.168.0.2,5500 --callsign=player2

Player3:
--multiplay=out,10,192.168.0.2,5500 --callsign=player3

Player4 (rx only):
--multiplay=in,10,192.168.0.2,5500 --callsign=player4

This demonstrates that it is possible to have multiple instances of 
Flightgear that send to a single instance that displays all the traffic. This 
is the sort of implementation that we are considering for use as a tower 
visual simulator.


For use with a server (when one is created):

Player1:
--multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5500 
--callsign=player1

Player2:
--multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5501 
--callsign=player2

Playern:
--multiplay=out,10,serveraddress,6000 --multiplay=in,10,myaddress,5502 
--callsign=playern

The server would simply act as a packet forwarding mechanism. When it 
receives a packet, it sends it to all other active players.


Regards,
Duncan.



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Re: [Flightgear-devel] Re: TerraGear Help

2003-03-01 Thread Erik Hofman
Erez Boym wrote:
Hi, Curtis and all

OK, Upgrading automake to v1.6 as you have recommended
did solve the autogen.sh script problem, TerraGear did
start to compile.
Now it seams that it has another issue, this time in
the TerraGear code itself.
In both the CVS code and the 0.0.5 code the build
process brakes down with the following error:
/usr/bin/ld: cannot find -lgenpolyclip
In the root of the TerraGear source directory is a file called 
README.gpc. This file is related to this question.

Erik

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