[Flightgear-devel] Re: [Terragear-devel] WGS84 offset

2004-06-01 Thread Martin Spott
Hamish wrote:

 You might try re-projecting your data with PROJ.4's cs2cs program from
 www.remotesensing.org (although that site seems to be down right now),
 GDAL, /or a GIS like GRASS.

ftp://ftp.ihg.uni-duisburg.de/GIS/PostGIS/proj-4.4.8.tar.gz


Martin.
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RE: [Flightgear-devel] Re: [Terragear-devel] WGS84 offset

2004-06-01 Thread Norman Vine
Martin Spott writes:
 Hamish wrote:
 
  You might try re-projecting your data with PROJ.4's cs2cs program from
  www.remotesensing.org (although that site seems to be down right now),
  GDAL, /or a GIS like GRASS.
 
 ftp://ftp.ihg.uni-duisburg.de/GIS/PostGIS/proj-4.4.8.tar.gz

proj is what you want to use for 'point' projections but if you are
trying to reproject a raster you would be happier using something
designed to project rasters

I suggest you try gdalwarp which uses the proj4 library as does 
Grass for that matter

GDAL, Proj4 and many other tools available @
http://maptools.org/

FYI RemoteSensing.org is in the process of an IP change
and is offline temporarily while the switch is being made.

HTH

Norman

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[Flightgear-devel] Re: [Terragear-devel] WGS84 offset

2004-06-01 Thread Martin Spott
David Megginson wrote:

 [...]  Airports should be pretty accurate, though there are still some 
 problems.  The GSHHS shoreline data for inland bodies of water is pretty 
 bad: it is more than 1km off in the Great Lakes for Canada and the U.S. (so 
 waterfront airports are either floating out in the lake or far inland), but 
 the other hand, vmap0, while less detailed, is pretty-much bang-on. 
 However, Norm has pointed out that vmap0 can be way off on the *ocean* 
 coastline data, while GSHHS is usually accurate.

Does this mean to get the best out of the available sources you need
SRTM data for the elevation and land cover, VMAP0 for inland water
(lakes and rivers) and GSHHS for the ocean shoreline ? Anything else ?
Merging these sources sounds like a 'funny' game 

Martin.
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[Flightgear-devel] [BUG] fgfs hangs forever in FGTileLoader::LoaderThread

2004-06-01 Thread Melchior FRANZ
I get regularly hangs in FGTileLoader::LoaderThread. fgfs doesn't update the
screen then and plays the same monotonous sounds. Even after waiting for some
minutes fgfs doesn't recover. When I interrupt it in gdb and ask for the bt,
I get this:

  (gdb) bt
  #0  0x4005ab94 in __pthread_sigsuspend () from /lib/i686/libpthread.so.0
  #1  0x4005a9d8 in __pthread_wait_for_restart_signal ()
 from /lib/i686/libpthread.so.0
  #2  0x40056e90 in [EMAIL PROTECTED] () from /lib/i686/libpthread.so.0
  #3  0x082d18ac in SGPthreadCond::wait(SGMutex) (this=0x8ed3d0c,
  [EMAIL PROTECTED]) at SGThread.hxx:326
  #4  0x082d1a64 in SGBlockingQueueFGTileEntry*::pop() (this=0x8ed3cc8)
  at SGQueue.hxx:215
  #5  0x082d14db in FGTileLoader::LoaderThread::run() (this=0x8ed3d98)
  at FGTileLoader.cxx:172
  #6  0x083d9e22 in start_handler (arg=0x8ed3d98) at SGThread.cxx:23
  #7  0x40057f60 in pthread_start_thread () from /lib/i686/libpthread.so.0
  #8  0x400580fe in pthread_start_thread_event () from /lib/i686/libpthread.so.0
  #9  0x4063b327 in clone () from /lib/i686/libc.so.6

It isn't reproducible, but seems to happen more often with the c172p and never
with the bo105 (for whatever reason). I'll try to add some clever debug messages,
but being an absolute thread newbie I can't guarantee for success.  ;-)

m.

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Re: [Flightgear-devel] Re: [Terragear-devel] WGS84 offset

2004-06-01 Thread David Megginson
Martin Spott wrote:
Does this mean to get the best out of the available sources you need
SRTM data for the elevation and land cover, VMAP0 for inland water
(lakes and rivers) and GSHHS for the ocean shoreline ? Anything else ?
Merging these sources sounds like a 'funny' game 
Funny in the sarcastic way.  This is actually an extremely difficult 
problem, because vmap0 and GSHHS have some overlap, and eventually, they 
have to join up: for example, at a certain point the Hudson River stops 
being part of the ocean shoreline and starts being inland water--it would be 
a very bad thing if the river stopped, jumped 500m to the east, then started 
again.

vmap0 is not internally consistent anyway, but things get even worse when 
you try to combine vmap0 roads and railroads with GSHHS coastlines: you'll 
find roads that are supposed to hug the coast jumping out into the middle of 
a lake or ocean even more often.

What we really need to do, as Norm has often suggested, is load all of this 
data into a single GIS with a nice graphical interface and start working on 
reconciling it: for example, we can pick the best coastline between GSHHS, 
vmap0, and vmap1 (where available), use the higher-resolution US road data 
combined with the lower-resolution vmap0 road data for the rest of the 
world, tweak roads to go around airports and follow coastlines, etc. etc. 
That's obviously a big job, and it probably shouldn't be limited to 
FlightGear.  I think that there are already the equivalent of open source 
GIS projects working on this kind of thing, but I don't know how far they've 
come in practical terms.

All the best,
David
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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Curtis L. Olson
Jon Stockill wrote:
I've not had chance to look at the runways file yet, but are the 
taxiways automatically generated if none are available in the file? It 
seems there's a generic parallel taxiways with exit points at both 
ends and the centre added to all the runways. If it's automatic, I'll 
ignore it, if it's been added to the runways file then I can provide a 
few corrections.

It's automatic, but it is done by Robin for airports that don't have 
specific taxiways as he builds the data file.

The terrain seems far better than the scenery I've been generating - 
and is presumably from the same source data - this may be due to the 
chopping of long polys - I'm compiling a current terragear checkout 
now to see if that's what makes the difference - if not I'll be after 
your settings for terrafit/arrayfit :-)

Make sure the tools aren't finding a lower res data set before the 
higher res set ...

The code that places the windsocks seems to occasionally leave them 
floating a few feet off the ground, although most seem fine. Is the 
code used for placing them only suitable for use within the airfield 
boundary, or could it be used for placing static objects too?

Right now it just places them in airport environments ... the floating 
wind socks are on my todo list to fix ...

Amazing effort Curt - this makes the old scenery look positively 
prehistoric.

Thanks, I've got most of the northern hemisphere done now and am 
starting on the southern hemisphere.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] [BUG] fgfs hangs forever in FGTileLoader::LoaderThread

2004-06-01 Thread Erik Hofman
Melchior FRANZ wrote:
I get regularly hangs in FGTileLoader::LoaderThread. fgfs doesn't update the
screen then and plays the same monotonous sounds. Even after waiting for some
minutes fgfs doesn't recover. When I interrupt it in gdb and ask for the bt,
The only time when I know this happens is with the real-weather-fetch 
option enabled and the METAR site is unreachable.

Erik
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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Jon Stockill
Curtis L. Olson wrote:
It's automatic, but it is done by Robin for airports that don't have 
specific taxiways as he builds the data file.
OK, so it'll be overwritten as updates are committed.

Make sure the tools aren't finding a lower res data set before the 
higher res set ...
Is there any reason to keep the old data around now? If it's not used by 
anything I'll free some space up.

Right now it just places them in airport environments ... the floating 
wind socks are on my todo list to fix ...
I managed to track it down in genapts eventually - it seems to use the 
airfield surface it generates, so I guess it wouldn't be easy to 
generalise for placing scenery objects.

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Re: [Flightgear-devel] [BUG] fgfs hangs forever in FGTileLoader::LoaderThread

2004-06-01 Thread Jon Stockill
Erik Hofman wrote:
Melchior FRANZ wrote:
I get regularly hangs in FGTileLoader::LoaderThread. fgfs doesn't 
update the
screen then and plays the same monotonous sounds. Even after waiting 
for some
minutes fgfs doesn't recover. When I interrupt it in gdb and ask for 
the bt,

The only time when I know this happens is with the real-weather-fetch 
option enabled and the METAR site is unreachable.
I've seen pauses of a few seconds, then the weather updates and 
everything starts moving again. Is it time for a weather thread?

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[Flightgear-devel] Re: [BUG] fgfs hangs forever in FGTileLoader::LoaderThread

2004-06-01 Thread Melchior FRANZ
* Erik Hofman -- Tuesday 01 June 2004 18:17:
 Melchior FRANZ wrote:
  I get regularly hangs in FGTileLoader::LoaderThread. fgfs doesn't update the
  screen then and plays the same monotonous sounds. Even after waiting for some
  minutes fgfs doesn't recover. When I interrupt it in gdb and ask for the bt,
 
 The only time when I know this happens is with the real-weather-fetch 
 option enabled and the METAR site is unreachable.

Not in my case, because I've had that feature turned off for a week. (Didn't want
to annoy noaa.gov too much, because I restarted fgfs very often for bo adjustments.)

m.  

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[Flightgear-devel] Re: [BUG] fgfs hangs forever in FGTileLoader::LoaderThread

2004-06-01 Thread Melchior FRANZ
* Jon Stockill -- Tuesday 01 June 2004 18:50:
 I've seen pauses of a few seconds, then the weather updates and 
 everything starts moving again. Is it time for a weather thread?

Yes, it's time for a weather thread. That's why we have one since
ages. (see Environment/environment_ctrl.cxx :-)

m.

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Re: [Flightgear-devel] Re: [BUG] fgfs hangs forever in FGTileLoader::LoaderThread

2004-06-01 Thread Curtis L. Olson
Melchior FRANZ wrote:
* Jon Stockill -- Tuesday 01 June 2004 18:50:
 

I've seen pauses of a few seconds, then the weather updates and 
everything starts moving again. Is it time for a weather thread?
   

Yes, it's time for a weather thread. That's why we have one since
ages. (see Environment/environment_ctrl.cxx :-)
 

I forget the details, but I don't think the initial call to the noaa is 
done inside the thread so you still can have possibly long pauses if the 
site is down or no data is available for the stations in your immediate 
vicinity.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Curtis L. Olson
Jon Stockill wrote:
Make sure the tools aren't finding a lower res data set before the 
higher res set ...

Is there any reason to keep the old data around now? If it's not used 
by anything I'll free some space up.

I could think of a couple reasons, but they may not apply to you ...
- one day we might want a low res/light weight scenery set
- SRTM data doesn't cover the entire earth ... They never flew past +/- 
6x degrees latitude (where x is a number I don't recall ... greater than 
0 but less than 9.)
- SRTM isn't released yet for australia.

I'd think that most poeple could chuck the lower res data for which they 
have good SRTM coverage though ...

I managed to track it down in genapts eventually - it seems to use the 
airfield surface it generates, so I guess it wouldn't be easy to 
generalise for placing scenery objects.

Right, there are some difficult issues for placing objects at scenery 
load time that would need to be addressed.  I've got a couple ideas, but 
I haven't had a chance to start playing with them.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Curtis L. Olson
Roger Andreassen wrote:
Sorry to barge in, I have to strange ones: ENDU and ENNK. Has the 
above mention something to do with these?

A big part of the problem with these is that the underlying DEM data is 
probably not very good for these areas.  There is a lot of elevation 
change in the terrain data over the surface of the airport and that is 
hard to deal with cleanly.  Also, mix in that we flatten oceans and do a 
bit of massaging of river elevations to try to avoid them running up and 
down hills.  This sometimes mixes badly if a river or stream incorrectly 
runs through the airport area due to lack of precision in the stream 
data.  I'd like to handle these cases better in the future, but it will 
take some work and some thought.

Again, I'm being selfish by keeping it domestic: I miss Bodø and 
Svalbard (Longyearbyen), ENBD and ENSB respectively. Is an airport 
gone in Robin's database does it mean there's no chance to output the 
scenery?

If these are incorrectly missing in his database (especially if they 
previouisly existed) then please email Robin.  He should be due for 
another data release soon, although I don't know how his own schedule or 
time constraints are these days.

If it's in early stages I'd like to air ideas as they pop up. Thanks 
for the time and effort put into this, just *wow*.

Feel free, ideas are easy.  I can always ignore the one's I don't like. :-)
Does anyone know how this compares to MS Flightsim's scenery? I know 
that for the Norwegian fjords they have to build stairs near 
mountains, that means in the bottom of a fjord the sealevel was at 300 
ft in the old days (gone days). I know FlighGear is different but just 
how different, to a non-geek like me. :-)

We force oceans to be zero elevation and make the surrounding scenery 
fit.  This usually works pretty well with few artifacts.

For what it's worth, the new high quality 3-arcsec SRTM data covers the 
southern part of norway, but not the northern part.  I'm not sure where 
the cut off is, but there was a limit in how far north the shuttle orbit 
took them.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Jon Stockill
Curtis L. Olson wrote:
Right, there are some difficult issues for placing objects at scenery 
load time that would need to be addressed.  I've got a couple ideas, but 
I haven't had a chance to start playing with them.
That's why I didn't want to do it at load time, but at generation time - 
maybe generate the scenery, then have a master list of object positions 
and model names which can then be added to the appropriate stg files.

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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Curtis L. Olson
Jon Stockill wrote:
Curtis L. Olson wrote:
Right, there are some difficult issues for placing objects at scenery 
load time that would need to be addressed.  I've got a couple ideas, 
but I haven't had a chance to start playing with them.

That's why I didn't want to do it at load time, but at generation time 
- maybe generate the scenery, then have a master list of object 
positions and model names which can then be added to the appropriate 
stg files.

Here's something I think would be handy:
Build some offline tool that could load a couple thousand (lat, lon) 
pairs, then return a list of flightgear scenery elevations for all those 
points.  It would have to traverse the input list of points and load the 
corresponding scenery tiles and do the ground intersection.  Probably 
some attention should be paid to minimizing tile loads.

I haven't sat down to do something like this, but I could get some 
mileage out of such a tool if it existed.

It still would be really nice though to be able to place objects at 
ground level at load time too.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Curtis L. Olson
Josh Babcock wrote:
I could think of a couple reasons, but they may not apply to you ...
- one day we might want a low res/light weight scenery set

While 2 and 3 sound like very good points, does it make more sense for 
1 to use the high res data but process it so that the end result is 
small?  That way you could still exceed the lower resolution for 
really bumpy parts of the world, and still have great big polys for 
the majority of the world, which is basically flat. In other words, 
you can always reduce a data set, but usually you can't increase it. 
Also, though I haven't worked with TerraGear, I suspect that for a 
given size of desired output it would produce higher quality scenery 
as the size of the input data set grows. Is this the case? I ask this 
not as a criticism, but because I'm curious.

You make a good point.  I think in the end the answer of which data sets 
to use (or which data sets could potentially be used) depends on the 
priorities of the scenery builder and their target application.

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread David Megginson
Curtis L. Olson wrote:
Is there any reason to keep the old data around now? If it's not used 
by anything I'll free some space up.
I could think of a couple reasons, but they may not apply to you ...
- one day we might want a low res/light weight scenery set
We could still build that from the higher-resolution set by sampling.
- SRTM data doesn't cover the entire earth ... They never flew past +/- 
6x degrees latitude (where x is a number I don't recall ... greater than 
0 but less than 9.)
- SRTM isn't released yet for australia.
Here are the details:
  http://www2.jpl.nasa.gov/srtm/coverage.html
These are good reasons, but they suggest keeping around the older DEM stuff 
only where SRTM isn't available.

All the best,
David
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Re: [Flightgear-devel] OpenAL question

2004-06-01 Thread David Megginson
David Luff wrote:
On a related note, I believe you had problems with hearing the ATIS voice
due to low volume previously.  Do you still have this problem post-OpenAL,
or can you hear it OK now?
I cannot hear the voice at all now, unfortunately.
All the best,
David
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Re: [Flightgear-devel] OpenAL question

2004-06-01 Thread David Megginson
Curtis L. Olson wrote:
It sounds ok to me here on my sound blaster live hardware.  Can you hear 
the morse code beeps, marker beacons, or other sounds ok?  Do some 
aircraft sound ok, or do all of them sound this way?
The ident codes sound strange also (high-pitched and slow).
All the best,
David
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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Jon Stockill
Curtis L. Olson wrote:
Here's something I think would be handy:
Build some offline tool that could load a couple thousand (lat, lon) 
pairs, then return a list of flightgear scenery elevations for  all those
points.  It would have to traverse the input list of points and load the 
corresponding scenery tiles and do the ground intersection.  Probably 
some attention should be paid to minimizing tile loads.
That's pretty much what I had in mind - something like calc-tile.pl, but 
with the ability to retrieve the scenery and find the ground elevation.

Unfortunately I'm a sysadmin who likes playing with geodata, not a 
programmer.

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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Josh Babcock
Curtis L. Olson wrote:
Jon Stockill wrote:
Curtis L. Olson wrote:
SNIP
It still would be really nice though to be able to place objects at 
ground level at load time too.

Regards,
Curt.
When this happens, it would be nice to see some cycles dedicated to the problem 
of slope.  A ranch house looks pretty silly hanging out on a 30 deg slope with 
its foundation exposed.  On the other hand, I have seen many buildings in the 
real world that have ground entrances on floors that are 2, 3 or even 4 floors 
apart vertically.  This would require special building models divided into sets 
as well as data assigned to each model regarding how it should be oriented on 
the slope.  I'm not sure how this applies to the great guyed antennas up on the 
hill by KSFO, but they also exhibit a similar problem.  It is also worth 
thinking about this if anyone ever decides to models a set of generic bridges 
that can be automatically placed.

tangent
Speaking of which, imagine the following.  First, a DB with all the known 
antenna locations and heights in it.  For giggles, let's generate a data set of 
bridges from our scenery data, and if it's available, dump some pre-existing 
data-set of water towers in there.  Make some sweepingly broad generalizations 
about what these objects would look like based on their country of residence and 
assign those values as a base case. Now build a web interface that lets joe FGFS 
pilot and expert on his home town go browse and add an entry to any of those 
objects classifying it as looking like this or that type of bridge/tower/tank in 
that general color scheme.  Joe pilot can also, on the honor system, specify a 
score of how sure he is about the data he is supplying (guess/pretty sure/it's 
in my back yard).  Advertise it.  Build a few dozen simple models of various 
generic types in said color schemes.  Now take all that data and feed it into 
some process to place the right (ie highest scored) generic object at the right 
set of coords.  A little bit of coding, a DB, a web site and some distributed 
observation and the FG world becomes a much better approximation of the real 
one.  Of course, it would take a while to reap the benefits, but if it is set up 
with an eye for longevity it will just become more and more valuable as more 
people add data.
/tangent

Josh
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Re: [Flightgear-devel] Next scenery rebuild.

2004-06-01 Thread Jon Stockill
Josh Babcock wrote:
Curtis L. Olson wrote:
Jon Stockill wrote:
Curtis L. Olson wrote:
SNIP
It still would be really nice though to be able to place objects at 
ground level at load time too.

Regards,
Curt.

When this happens, it would be nice to see some cycles dedicated to the 
problem of slope.  A ranch house looks pretty silly hanging out on a 30 
deg slope with its foundation exposed.  On the other hand, I have seen 
many buildings in the real world that have ground entrances on floors 
that are 2, 3 or even 4 floors apart vertically.  This would require 
special building models divided into sets as well as data assigned to 
each model regarding how it should be oriented on the slope.  I'm not 
sure how this applies to the great guyed antennas up on the hill by 
KSFO, but they also exhibit a similar problem.  It is also worth 
thinking about this if anyone ever decides to models a set of generic 
bridges that can be automatically placed.

tangent
Speaking of which, imagine the following.  First, a DB with all the 
known antenna locations and heights in it.  For giggles, let's generate 
a data set of bridges from our scenery data, and if it's available, dump 
some pre-existing data-set of water towers in there.  Make some 
sweepingly broad generalizations about what these objects would look 
like based on their country of residence and assign those values as a 
base case. Now build a web interface that lets joe FGFS pilot and expert 
on his home town go browse and add an entry to any of those objects 
classifying it as looking like this or that type of bridge/tower/tank in 
that general color scheme.  Joe pilot can also, on the honor system, 
specify a score of how sure he is about the data he is supplying 
(guess/pretty sure/it's in my back yard).  Advertise it.  Build a few 
dozen simple models of various generic types in said color schemes.  Now 
take all that data and feed it into some process to place the right (ie 
highest scored) generic object at the right set of coords.  A little bit 
of coding, a DB, a web site and some distributed observation and the FG 
world becomes a much better approximation of the real one.  Of course, 
it would take a while to reap the benefits, but if it is set up with an 
eye for longevity it will just become more and more valuable as more 
people add data.
/tangent
You'll find plenty of suitable data in VMAP0. I've tried adding power 
lines to scenery (well, the pylons, not the wires, although I suspect 
modeling those would keep the helicopter pilots on their toes) and it 
really does make a difference - makes navigation easier for a start - 
you can just follow the pylons all the way to the power station. Adding 
these things currently involves an awful lot of work though. FGSD 
provides one solution, but seems to like to segfault on my local 
scenery, so it's not really an option here.

I'm perfectly happy to generate this kind of data - I'd just like to 
know it's going to be some use before I start.

--
Jon Stockill
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[Flightgear-devel] Re: Next scenery rebuild.

2004-06-01 Thread Melchior FRANZ
* Jon Stockill -- Tuesday 01 June 2004 21:25:
 I've tried adding power lines to scenery (well, the pylons, not the 
 wires, although I suspect modeling those would keep the helicopter
 pilots on their toes) [...]

Bah! Wire cutters are on my TODO list.  :-P

m. 


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Re: [Flightgear-devel] Spoiler control

2004-06-01 Thread Lee Elliott
On Monday 31 May 2004 17:13, Andy Ross wrote:
 Lee Elliott wrote:
  The problem with using spoilers for roll control in YASim is that
  because the spoiler range is clamped to 0 to +1, when you 'split'
  the input for differential control it only works on one side of
  the a/c - through the 0 to +1 range - to get it to work on the
  other side it needs a -1 to 0 range but it can't do it, or at
  least it couldn't when I last tried.  That was on the YF-23, and
  I was trying to use the flaps differentially, instead of the
  spoilers, but I think the same thing applies (the YF-23 used the
  ailerons and flaps in opposition for speed-braking and could
  deploy them on one side only for manuevering).

 I'm not sure I understand the problem here.  Control mappings are
 allowed to cover any arbitrary output range, with clamping.  If
 you specify a src0/src1 that doesn't cover the whole input range,
 values below/above the range you specify will be clamped to the
 appropriate dst0/dst1 value.  Can you post what you were trying
 to use?

 Andy

I no longer have the files where I was trying to do it so I just quickly tried 
binding the aileron control input to the flaps and got a different result to 
what I was expecting.  As I remember it, when I tried to do this before the 
left (I think) flap would operate as normal through it's +ve range but not 
through the -ve range i.e. it wouldn't rotate up, and the right flap wouldn't 
move at all - this was with split=true on the control-input.

When I just tried it now, both flaps moved through the full -ve to +ve range, 
but both moved in the same direction and the split tag seemed to be ignored.

I'm confused now:)

LeeE

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