RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-16 Thread Vivian Meazza
Lee Elliott wrote:

 Sent: Wednesday, September 15, 2004 10:16 PM
 To: FlightGear developers discussions
 Subject: [Flightgear-devel] Problem with ballistic sub-model
 
 
 Hello all,
 
 I'm trying to use a ballistic sub-model to simulate a bomb 
 but the parent 
 a/c's speed and pitch etc. doesn't seem to be inherited i.e. 
 the bomb appears 
 to have no initial velocity and the pitch doesn't match that 
 of the a/c.
 
 The sub-model.xml I'm using is below.  Some of the settings 
 are for de-bugging 
 i.e. repeat, delay, count and buoyancy but I figure 
 the important 
 ones for a bomb would be speed and eda
 
 ?xml version=1.0?
 
 PropertyList
 
   submodel
 nameredbeard/name
 modelAircraft/EE-Canberra/Models/RedBeard.xml/model
 trigger/controls/armament/red-beard-released/trigger
 speed0.0/speed
 repeattrue/repeat
 delay1.0/delay
 count-1/count
 x-offset0.0/x-offset
 y-offset-0.0/y-offset
 z-offset0.0/z-offset
 yaw-offset0.0/yaw-offset
 pitch-offset0.0/pitch-offset
 eda0.0001/eda
 buoyancy30/buoyancy
 windfalse/wind
   /submodel
 
 /PropertyList
 
 
 LeeE
 

I've been doing the same work for droptanks for the Hunter, with the same
results. The ballistic submodel should inherit the parent velocities, and
unless I've got a sign wrong somewhere (very possible), it does. On the
other hand, the initial alignment of the submodel seems wrong. At the moment
it aligns to the initial vector. This is a feature not a bug :-). The
current module was designed for tracer and then extended to smoke, where it
doesn't matter so much.

I'll continue to investigate both issues today, but I can't promise instant
results, as I think we may be hitting some fundamental design concepts
rather than software bugs.

Regards

Vivian




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[Flightgear-devel] Questions about problems with the particle system

2004-09-16 Thread Luca Masera
Hi,

I've done some work on the particle system using the primitives of PLIB. I've also
got some screenshots about my work and Vivian had put them on the web (thank
you again). They are here:

http://myweb.tiscali.co.uk/vmeazza/FlightGear/particle1.jpg

http://myweb.tiscali.co.uk/vmeazza/FlightGear/particle2.jpg

http://myweb.tiscali.co.uk/vmeazza/FlightGear/particle3.jpg

I've however some problems. The first and the second screenshots are made with
the simulator freezed and the only difference is the position of the head of the pilot.
Why the object change their color? (The right texture is the white green). I've a 
similar
problem with the point of view out of the cockpit: the objects, when visible, are red
(the red that appears when the texture it's not loaded, I know because I've already
seen it)? Why this happens? The texture is loaded, but it appears only in the cockpit
view.

Another problem is the billboarding, I think. When the particle system is created
there's a boolean used to make it a billboard. I've set it to true but seems that the
particles appears only when the POW is directly afore them. I've seen the base code
of the particle system and I've found that to create a billboard it's used the matrix
GL_MODELVIEW_MATRIX defined into the OpenGL header. This could be the problem
or this matrix is updated with the current point of view (maybe this question is for 
the
PLIB develepers, but I make it anyvay)?

Luca





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[Flightgear-devel] CVS - Problems

2004-09-16 Thread Vivian Meazza
On compiling the CVS download under Cygwin this morning I get the following
error:

tilemgr.cxx: In member function `void FGTileMgr::update_queues()':
tilemgr.cxx:288: error: `size' undeclared (first use this function)
tilemgr.cxx:288: error: (Each undeclared identifier is reported only once
for
   each function it appears in.)
make[2]: *** [tilemgr.o] Error 1
make[2]: Leaving directory `/flightgear-cvs/source/src/Scenery'
make[1]: *** [install-recursive] Error 1
make[1]: Leaving directory `/flightgear-cvs/source/src'
make: *** [install-recursive] Error 1

Regards

Vivian



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[Flightgear-devel] FG-webpage addition (tardiff created base-package patches)

2004-09-16 Thread Boris Koenig

(I'm sending this directly to the mailing list, as I haven't yet
received any replies from Curt himself, who's probably too busy anyway)

As I mentioned already on the user-mailing list a couple of days ago,
Stewart  Steven Andreason have finished their tardiff script - a perl
script that creates patch files for two different versions of
tar-archives.
This script has meanwhile been heavily modified, so that it should
now be able to deal with most 'track-able' changes between two
different versions of an archive, and thereby reducing the required
download time, as only a patch needs to be downloaded and not the
whole archive itself.
This is interesting and relevant for FlightGear cause it enables
easy creation of (usually) *SMALL* patch archives, so that users
won't have to download a complete base-package (~ 90 MB) from
flightgear.org if they want to upgrade to a newer (pre-)release.
So far, the patch archives between two successive versions were usually
approx. 2-5 MB in size - so this is indeed a significant reduction of
more than 90 %.
Of course, the exact size is likely to vary in the future, depending
on the changes that are being made and whether tardiff itself is
smart enough to track them down.
But even the patch from 0.9.4(final) to 0.9.6-pre1 is 'only' about
25 MB- so less than 1/3 of the actual base-package download itself.
 QUESTION:
Because of this obvious advantage (particularly for users with slow
dial-up connections, but also for those among us who have broadband
access, but don't like to wait... ) we would now like to know what
the rest of you thinks about adding those tardiff based patches as an 
OFFICIAL alternative *directly* to the FlightGear webpage as option to
the  downloads section for FlightGear's most recent base packages.

+
As most FlighGear users probably won't want to run 'tardiff' directly,
but would rather choose to only download the created patches for their
respective fgfs-base directory, a sourceforge project was set up.
Actually, the whole process of applying the patch is rather simple,
it involves only:
- determining what base package version you're using right now
- download the correct patch for the latest fgfs-base package
- backup your existing base-package (just in case ...)
- apply the patch by extracting the patch-archive
- running the final finish-script - (a unix  win shell scrip)
= DONE !
So, the plan is, to also provide future patches via that sourceforge
project - this is a very straight forward process and takes less than
5 minutes.
At: https://sourceforge.net/projects/tardiff you can find the
project's sourceforge page, where the patches are also being
made available - the homepage (including extensive documentation)
can be found at http://tardiff.sourceforge.net - tardiff itself
is general enough to be also used for other projects, too.
So, ultimately this would not only reduce traffic for flightgear.org
and its mirrors but it wouldn't even consume any resources on
flightgear.org or its mirrors either.

Thanks for your feedback.
-
Boris

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Re: [Flightgear-devel] CVS - Problems

2004-09-16 Thread Erik Hofman
Vivian Meazza wrote:
On compiling the CVS download under Cygwin this morning I get the following
error:
tilemgr.cxx: In member function `void FGTileMgr::update_queues()':
tilemgr.cxx:288: error: `size' undeclared (first use this function)
tilemgr.cxx:288: error: (Each undeclared identifier is reported only once
for
   each function it appears in.)
make[2]: *** [tilemgr.o] Error 1
make[2]: Leaving directory `/flightgear-cvs/source/src/Scenery'
make[1]: *** [install-recursive] Error 1
make[1]: Leaving directory `/flightgear-cvs/source/src'
make: *** [install-recursive] Error 1
You will have to update SimGear also ...
Erik
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Re: [Flightgear-devel] Questions about problems with the particle system

2004-09-16 Thread Erik Hofman
Luca Masera wrote:
Hi,
I've done some work on the particle system using the primitives of PLIB.

I've however some problems. The first and the second screenshots are made with 
the simulator freezed and the only difference is the position of the head of the pilot. 
Why the object change their color? (The right texture is the white green).
This is doe to the reflection of the sun on the particles. To change 
that you will have to set the reflective color of the vertex to 0.0 and 
the ambient and diffuse colors very close to each other (say 0.49 for 
ambient and 0.51 for diffuse).


Another problem is the billboarding, I think. When the particle system is created 
there's a boolean used to make it a billboard. I've set it to true but seems that the 
particles appears only when the POW is directly afore them. I've seen the base code 
of the particle system and I've found that to create a billboard it's used the matrix 
GL_MODELVIEW_MATRIX defined into the OpenGL header. This could be the problem 
or this matrix is updated with the current point of view (maybe this question is for the 
PLIB develepers, but I make it anyvay)?
There are multiple ways for a billboard to behave, most common are 
spherical (the object always faces the viewer with the same side up) and 
cylindrical (the object always faces the viewer but the upward pointer 
is aligned with the scenery all the time, useful for trees for example).

For particles you will need to make sure it behaves spherical.
Erik
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Re: [Flightgear-devel] FG-webpage addition (tardiff created base-package patches)

2004-09-16 Thread Erik Hofman
Boris Koenig wrote:
Because of this obvious advantage (particularly for users with slow
dial-up connections, but also for those among us who have broadband
access, but don't like to wait... ) we would now like to know what
the rest of you thinks about adding those tardiff based patches as an 
OFFICIAL alternative *directly* to the FlightGear webpage as option to
the  downloads section for FlightGear's most recent base packages.
I find it a useful addition for modem users, but my only concern is that 
it will increase the number complaints about something not working while 
in fact their base package is somehow corrupted.

Erik
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Re: [Flightgear-devel] FG-webpage addition (tardiff created base-package patches)

2004-09-16 Thread Boris Koenig
Erik Hofman wrote:
Boris Koenig wrote:
Because of this obvious advantage (particularly for users with slow
dial-up connections, but also for those among us who have broadband
access, but don't like to wait... ) we would now like to know what
the rest of you thinks about adding those tardiff based patches as an 
OFFICIAL alternative *directly* to the FlightGear webpage as option to
the  downloads section for FlightGear's most recent base packages.

I find it a useful addition for modem users, but my only concern is that 
it will increase the number complaints about something not working while 
in fact their base package is somehow corrupted.
While there were -so far- not any problems regarding something like
that, I did also think about that possibility - that's why I would
recommend to only release those patches that have been tested by
running each created patch against the (old) base-package that it
is supposed to patch, and directly compare the resulting (patched)
folder structure with the one of the actual (original) base package,
BEFORE publishing future patches.
While it would be additional work, it can surely be automatized using
a simple shell script [1], but we would at least make sure that the 
patch creates an identical folder structure.

So, only those patches would be released.

Boris
[1]: patches could be checked for their validity by using the already
created checksums of the original archive, possibly using the finish
shell script.
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Re: [Flightgear-devel] BO105 starting procedure - Melchior Franz

2004-09-16 Thread Melchior FRANZ
Hi,

On Thu, Sep 16, 2004 at 12:01:34AM +0200, Georg Vollnhals wrote:
 my knowledge gaps are significant as I was more interested in aerodynamics
 and flying procedures until now. But I have the chance to discuss some of
 these questions with a helo pilot (hopefully with BO105 typerating and
 experience) the next weekend as I am on helo-rescue duty next
 Saturday/Sunday. Shall I report via eMail to you and protect all the other
 readers from this very special stuff? Is there any other question you are
 interested in that I should ask?

Not right now. As I say in every other message: I do know a (German)
Bo105 pilot myself. I guess asking him directly is a bit more effective.
(I thought you were a helicopter pilot, not just a passenger -- which I
am myself  :-).



 After my opinion the AB204 = Bell 204 = (military) UH 1D has no clutch
 [...]

Yet another opinion ...
Note, that I don't really care for the AB204. I'm not going to model
it. It's an oldtimer and hardly flying anywhere any more. Let's stick
with the Bo105.



 There is always a delay
 between the running-up turbine (gas producer, N1) and the rotor movement

Maybe I mistook that as the turbine first, then rotor effect.



  Once I implement the rotor brake, I'll need to know what I had
  to expect  model in this case. (High temperature in both turbines?
  Unpleasant noise? Warining light/sound? :-)
 (.. third question to ask) But I am not sure any of our pilots has real-life
 experience with this! :-))

Hehe. A bit expensive to try. Maybe I can persuade someone.  ;-)

I'll download and read the manual that you linked to in your last email.
Then I'll start to model the startup procedure more accurately. There
will be a lot more questions then that require the expertise of a real
pilot. (E.g. You say that one ignites at 10%, but how many RPM percent
can the starter achieve if I don't? etc.) I'll come back for feedback
then.

m.


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Re: [Flightgear-devel] FG-webpage addition (tardiff created base-package patches)

2004-09-16 Thread Arnt Karlsen
On Thu, 16 Sep 2004 11:11:21 +0200, Boris wrote in message 
[EMAIL PROTECTED]:

 Erik Hofman wrote:
  Boris Koenig wrote:
  
  Because of this obvious advantage (particularly for users with slow
  dial-up connections, but also for those among us who have broadband
  access, but don't like to wait... ) we would now like to know what
  the rest of you thinks about adding those tardiff based patches as
 an  OFFICIAL alternative *directly* to the FlightGear webpage as
 option to the  downloads section for FlightGear's most recent base
 packages.
  
  
  I find it a useful addition for modem users, but my only concern is
  that it will increase the number complaints about something not
  working while in fact their base package is somehow corrupted.
 
 While there were -so far- not any problems regarding something like
 that, I did also think about that possibility - that's why I would
 recommend to only release those patches that have been tested by
 running each created patch against the (old) base-package that it
 is supposed to patch, and directly compare the resulting (patched)
 folder structure with the one of the actual (original) base package,
 BEFORE publishing future patches.
 
 While it would be additional work, it can surely be automatized using
 a simple shell script [1], but we would at least make sure that the 
 patch creates an identical folder structure.

..do further tests: md5sum all files in the official package and and the
patched package and compare those.  Also, those that fail this test 
may still work, but now we know they're different.

..and, there is also good old rsync.  ;-)

-- 
..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] Particles billboarding

2004-09-16 Thread Luca Masera
Erik Hofman wrote:
This is doe to the reflection of the sun on the particles. To change
that you will have to set the reflective color of the vertex to 0.0 and
the ambient and diffuse colors very close to each other (say 0.49 for
ambient and 0.51 for diffuse).

Yes, it works right now. The texture appears from all the views.

There are multiple ways for a billboard to behave, most common are
spherical (the object always faces the viewer with the same side up) and
cylindrical (the object always faces the viewer but the upward pointer
is aligned with the scenery all the time, useful for trees for example).

For particles you will need to make sure it behaves spherical.

I understand what you mean but in the code there isn't such an option about
this. Simply, the matrix that defines the position of the particle is multiplied
by the matrix that defins, I suppose, the position of the viewer (using
GL_MODELVIEW_MATRIX). So I think that the problem is the latter matrix,
that I guess it's not istantiated. I'll try to write another function that gets
from the FGViewer class the position of the user and use it instead of
GL_MODELVIEW_MATRIX.

About FGViewer...
I've already seen this class and there's a lot of getters that return
the position in cartesian coords, but I don't know which is the right one.

Which is the real difference between the following methods (they return a float*):
get_view_pos(),
get_absolute_view_pos(),
getRelativeViewPos().

I don't understand it from the comments... :-(

and... if get_VIEW returns a matrix, could I use it as is?

Thanks,
Luca


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RE: [Flightgear-devel] Problem with ballistic sub-model

2004-09-16 Thread Vivian Meazza
Vivian Meazza wrote:

 Sent: Thursday, September 16, 2004 8:33 AM
 To: 'FlightGear developers discussions'
 Subject: RE: [Flightgear-devel] Problem with ballistic sub-model
 
 
 Lee Elliott wrote:
 
  Sent: Wednesday, September 15, 2004 10:16 PM
  To: FlightGear developers discussions
  Subject: [Flightgear-devel] Problem with ballistic sub-model
  
  
  Hello all,
  
  I'm trying to use a ballistic sub-model to simulate a bomb
  but the parent 
  a/c's speed and pitch etc. doesn't seem to be inherited i.e. 
  the bomb appears 
  to have no initial velocity and the pitch doesn't match that 
  of the a/c.
  
  The sub-model.xml I'm using is below.  Some of the settings
  are for de-bugging 
  i.e. repeat, delay, count and buoyancy but I figure 
  the important 
  ones for a bomb would be speed and eda
  
  ?xml version=1.0?
  
  PropertyList
  
submodel
  nameredbeard/name
  modelAircraft/EE-Canberra/Models/RedBeard.xml/model
  trigger/controls/armament/red-beard-released/trigger
  speed0.0/speed
  repeattrue/repeat
  delay1.0/delay
  count-1/count
  x-offset0.0/x-offset
  y-offset-0.0/y-offset
  z-offset0.0/z-offset
  yaw-offset0.0/yaw-offset
  pitch-offset0.0/pitch-offset
  eda0.0001/eda
  buoyancy30/buoyancy
  windfalse/wind
/submodel
  
  /PropertyList
  
  
  LeeE
  
 
 I've been doing the same work for droptanks for the Hunter, 
 with the same results. The ballistic submodel should inherit 
 the parent velocities, and unless I've got a sign wrong 
 somewhere (very possible), it does. On the other hand, the 
 initial alignment of the submodel seems wrong. At the moment 
 it aligns to the initial vector. This is a feature not a bug 
 :-). The current module was designed for tracer and then 
 extended to smoke, where it doesn't matter so much.
 
 I'll continue to investigate both issues today, but I can't 
 promise instant results, as I think we may be hitting some 
 fundamental design concepts rather than software bugs.
 

I've checked and tested the submodel code. The submodel definitely inherits
the parent velocities. Unfortunately, there's a basic snag: in order to get
tracer to go in the right direction, I inserted a -ve rotation in pitch, but
while making tracer correct, it applies an inverted pitch sense to
droptanks/bombs. I don't understand why at this stage. Back to the drawing
board! 

There are some other basic shortcomings as well: the submodel doesn't
inherit the parent accelerations, or the velocities and accelerations due to
roll, pitch and yaw. Only release droptanks when flying straight and level
:-). 

Regards

Vivian




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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-16 Thread Lee Elliott
On Thursday 16 September 2004 18:08, Vivian Meazza wrote:
 Vivian Meazza wrote:
  Sent: Thursday, September 16, 2004 8:33 AM
  To: 'FlightGear developers discussions'
  Subject: RE: [Flightgear-devel] Problem with ballistic sub-model
 
  Lee Elliott wrote:
   Sent: Wednesday, September 15, 2004 10:16 PM
   To: FlightGear developers discussions
   Subject: [Flightgear-devel] Problem with ballistic sub-model
  
  
   Hello all,
  
   I'm trying to use a ballistic sub-model to simulate a bomb
   but the parent
   a/c's speed and pitch etc. doesn't seem to be inherited i.e.
   the bomb appears
   to have no initial velocity and the pitch doesn't match that
   of the a/c.
  
   The sub-model.xml I'm using is below.  Some of the settings
   are for de-bugging
   i.e. repeat, delay, count and buoyancy but I figure
   the important
   ones for a bomb would be speed and eda
  
   ?xml version=1.0?
  
   PropertyList
  
 submodel
   nameredbeard/name
   modelAircraft/EE-Canberra/Models/RedBeard.xml/model
   trigger/controls/armament/red-beard-released/trigger
   speed0.0/speed
   repeattrue/repeat
   delay1.0/delay
   count-1/count
   x-offset0.0/x-offset
   y-offset-0.0/y-offset
   z-offset0.0/z-offset
   yaw-offset0.0/yaw-offset
   pitch-offset0.0/pitch-offset
   eda0.0001/eda
   buoyancy30/buoyancy
   windfalse/wind
 /submodel
  
   /PropertyList
  
  
   LeeE
 
  I've been doing the same work for droptanks for the Hunter,
  with the same results. The ballistic submodel should inherit
  the parent velocities, and unless I've got a sign wrong
  somewhere (very possible), it does. On the other hand, the
  initial alignment of the submodel seems wrong. At the moment
  it aligns to the initial vector. This is a feature not a bug
 
  :-). The current module was designed for tracer and then
 
  extended to smoke, where it doesn't matter so much.
 
  I'll continue to investigate both issues today, but I can't
  promise instant results, as I think we may be hitting some
  fundamental design concepts rather than software bugs.

 I've checked and tested the submodel code. The submodel definitely inherits
 the parent velocities. Unfortunately, there's a basic snag: in order to get
 tracer to go in the right direction, I inserted a -ve rotation in pitch,
 but while making tracer correct, it applies an inverted pitch sense to
 droptanks/bombs. I don't understand why at this stage. Back to the drawing
 board!

 There are some other basic shortcomings as well: the submodel doesn't
 inherit the parent accelerations, or the velocities and accelerations due
 to roll, pitch and yaw. Only release droptanks when flying straight and
 level

 :-).

 Regards

 Vivian

Thanks for the updates Vivian.

I have complete confidence that you'll get it working;)

I'll comment out the bomb release key-mapping for now, do some documentation 
and get an archive-package sorted out.

LeeE

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Re: [Flightgear-devel] Problem with ballistic sub-model

2004-09-16 Thread Ampere K. Hardraade
They shouldn't inherit accelerations.

Ampere

On September 16, 2004 01:08 pm, Vivian Meazza wrote:
 There are some other basic shortcomings as well: the submodel doesn't
 inherit the parent accelerations, or the velocities and accelerations due
 to roll, pitch and yaw. Only release droptanks when flying straight and
 level

 :-).

 Regards

 Vivian

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