Re: [Flightgear-devel] Issues regarding the texture-path tags inXML.

2005-09-13 Thread Erik Hofman

Innis Cunningham wrote:

Hi Guys
Just wondering why if it is possible in the AI to use one
model with one or more liveries why it is not possible
in the main aircraft folder.


Every livery available for AI could be made accessible for normal use 
(if it isn't already done). It's just that one needs to take into 
account some (possible) problems when creating a new livery.


Erik

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Re: [Flightgear-devel] ASCII interface

2005-09-13 Thread Erik Hofman

Gerhard Wesp wrote:

Hi,

do we already have ASCII realtime I/O for data like position,
orientation, controls, configuration etc.?


Yes, it's the generic protocol (see Docs/README.IO and 
data/Protocol/README.Protocol for more information).


There is no proper protocol configuration file specified though. I did 
start one which is called playback.xml in the Protocols directory. If 
you want to extend it, be my guest.


Erik

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Re: [Flightgear-devel] Issues regarding the texture-path tags inXML.

2005-09-13 Thread Innis Cunningham

Hi Erik

 Erik Hofman writes


Innis Cunningham wrote:

Hi Guys
Just wondering why if it is possible in the AI to use one
model with one or more liveries why it is not possible
in the main aircraft folder.


Every livery available for AI could be made accessible for normal use (if 
it isn't already done). It's just that one needs to take into account some 
(possible) problems when creating a new livery.


I am not sure I understand. As far as I can see with my limited knoweldge
the AI system uses a slightly different way of doing things than the main
aircraft folder.From what I can see of the main aircraft folder each 
aircraft
has its own set file and inside the specific aircraft folder I can not see 
how

you can have different liveries for the one model.If you can could you point
me to a FG aircraft that currently does this.
With reference to problems with new liveries as long as the repainters use 
the
original texture map for the model what problems arrise?.I fully realise 
that

they can change the size of the texture with remapping which I understand
someone has done with the 737.
There is a Lufthansa texture that is 2048x2048 that has been mapped to the
737.If anyone has used this livery could they make a comment to any change
in frame rate when using this larger texture they may have noticed.Would be
interesred thats all.


Erik


Cheers
Innis

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[Flightgear-devel] Automated builds on Linux

2005-09-13 Thread Richard Bytheway
I am trying to move my main PC over from Windows to Linux (FC3 to be precise).

I have a nice tidy script to build and install all of plib, SimGear, FlightGear 
and Atlas, which works beautifully on Cygwin, but it fails on Linux because it, 
understandably, needs root privs for the make install sections.

How does everyone else here manage this problem? I can't believe everyone 
rebuilds everything manually, and I know that you don't _have_ to install the 
packages, but I would like to.

I am not a Linux newbie (used it in various forms since 1992), but I am trying 
to improve my habits. Once I would just have done the entire build as root, but 
I feel that that is asking for trouble now.

Any suggestions?

Richard Bytheway



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Re: [Flightgear-devel] Automated builds on Linux

2005-09-13 Thread Martin Spott
Richard Bytheway wrote:

 I have a nice tidy script to build and install all of plib, SimGear,
 FlightGear and Atlas, which works beautifully on Cygwin, but it fails
 on Linux because it, understandably, needs root privs for the make
 install sections.

This depends on your preferences. I have a directory /opt/FlightGear/
which I am owner of, so I can easily set the install prefix to this
directory and build the whole stuff from a script.

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

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Re: [Flightgear-devel] Automated builds on Linux

2005-09-13 Thread AJ MacLeod
On Tuesday 13 September 2005 11:35, Richard Bytheway wrote:
 I have a nice tidy script to build and install all of plib, SimGear,
 FlightGear and Atlas, which works beautifully on Cygwin, but it fails on
 Linux because it, understandably, needs root privs for the make install
 sections.
 How does everyone else here manage this problem? I can't believe everyone
 rebuilds everything manually, and I know that you don't _have_ to install
 the packages, but I would like to.

I rebuild everything manually, but more importantly, for my CVS builds of 
FGSG I build and install both under my home directory. This allows me to 
also keep, system-wide, the latest release for testing/comparison purposes.

Considering that I use the latest _release_ for plib, and that most FG code 
changes occur in FG rather than SG, and also that these changes mostly only 
require a very quick partial rebuild of FG, you can see that it's not really 
very much work at all.  No more than checking out the latest code and doing 
the usual makemake install in fact...

If you are just building the latest _releases_ of Flightgear et al, I'd 
suggest a distro like Gentoo might be better suited than FC - the portage 
system handles the entire process; a simple emerge flightgear grabs, 
compiles and installs all the dependencies and FlightGear itself.

Cheers,

AJ

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Re: [Flightgear-devel] Automated builds on Linux

2005-09-13 Thread flightgear
On Tuesday 13 September 2005 12:35, Richard Bytheway wrote:
 I am trying to move my main PC over from Windows to Linux (FC3 to be
 precise).

 I have a nice tidy script to build and install all of plib, SimGear,
 FlightGear and Atlas, which works beautifully on Cygwin, but it fails on
 Linux because it, understandably, needs root privs for the make install
 sections.

 How does everyone else here manage this problem? I can't believe everyone
 rebuilds everything manually, and I know that you don't _have_ to install
 the packages, but I would like to.

 I am not a Linux newbie (used it in various forms since 1992), but I am
 trying to improve my habits. Once I would just have done the entire build
 as root, but I feel that that is asking for trouble now.

 Any suggestions?

I don't want to wait for releases, so I use CVS. However I never run make 
install with any flightgear related stuff... I only symlinked the created 
binaries to /usr/local/bin and this symlink of course still works when I 
recompile... off course neither run make clean nor delete the sources 
afterwards :-)

Another method is to configure everything with --prefix=$HOME. you just want 
to but $HOME/bin $HOME/lib and so on into your PATH. Haven't tried that 
though, but should work, shouldn't it?

I don't know if this comes close to your idea of Automated builds but I 
think my approach is pretty user friendly...

cheers

Thorben

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[Flightgear-devel] Re: Flightgear-devel Digest, Vol 29, Issue 17

2005-09-13 Thread syd

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Today's Topics:

  1. Re: Flightgear-devel Digest, Vol 29, Issue 16 (Steve Knoblock)
  2. Re: Lufthansa liveries (Gabor Toth)
  3. Re: [Flightgear-cvslogs] CVS:  data/Aircraft/b1900d
 b1900d-set.xml, 1.6,  (Martin Spott)
  4. EasyXML.cxx (Richard Harrison)
  5. Re: Issues regarding the texture-path tags inXML.
 (Innis Cunningham)
  6. ASCII interface (Gerhard Wesp)
  7. Re: EasyXML.cxx (Erik Hofman)
  8. Re: Issues regarding the texture-path tags inXML. (Erik Hofman)
  9. Re: ASCII interface (Erik Hofman)
 10. Re: Issues regarding the texture-path tags inXML.
 (Innis Cunningham)
 11. Automated builds on Linux (Richard Bytheway)


--

Message: 1
Date: Mon, 12 Sep 2005 14:07:51 -0400
From: Steve Knoblock [EMAIL PROTECTED]
Subject: [Flightgear-devel] Re: Flightgear-devel Digest, Vol 29, Issue
16
To: flightgear-devel@flightgear.org
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain; charset=us-ascii


 


works fine, however, I notice some differences in the numbers reported
by the heading and track properties.
 


Are you sure that the Digitrack actually knows the roll angle of the airplane?

   



I am not sure I have the technical background to understand how the
Digitrak actually works. It does not use a turn coordinator as a
source of roll information. There is an explanation on the website
http://www.trutrakflightsystems.com/overview.html
which may be new, I do not remember having it when I made the model
for MSFS.

In the FG generic autopilot, the second stage of the heading bug hold,
inputs /orientation/roll-deg into the controller and uses the target
roll as the reference. I copied this to get it working. I looked at
the KAP140, but it depends on the turn indicator for input to the wing
leveler (roll mode). The Digitrak docs clearly state that it does not
employ a turn coordinator, so I cannot take this approach.

The overview claims it can sense motion about the three axes,
apparently through the directional gyro. I assume it uses that to
obtain roll angle. The orientation/roll-angle would be a good place to
start, being closest to getting the roll information from the digital
gyro.

Is it possible to use the directional gyro as a source? It seems that
I would need to create my own gyro model to do this. The DG/heading
indicator only outputs heading.

I can only assume from the documents (the PDF manual particularly)
that the gyro is periodically corrected for drift using the
magnetometer or the GPS. I have not decided how to simulate this.


 

Heading and track are _not_ the same thing. Heading is the direction that the 
nose of the aircraft is pointing. Track is the direction that the aircraft is 
   



You're right. I forgot about wind effects. I have studied this in
instructional texts on navigation, but I have become lazy flying PC
flight sims by GPS route most of the time.

Thanks for clearing that up,

Steve





--

Message: 2
Date: Mon, 12 Sep 2005 20:11:57 +0200
From: Gabor Toth [EMAIL PROTECTED]
Subject: Re: [Flightgear-devel] Lufthansa liveries
To: FlightGear developers discussions
flightgear-devel@flightgear.org
Message-ID: [EMAIL PROTECTED]
Content-Type: text/plain;  charset=iso-8859-1

Thanx. :) I'm glad you like it.

 About the mini howto, I have no idea what to write in it. I've just took the 
original file, and repainted it in Gimp. For source I used airliners.net and 
some of my own photos. Then, as the resolution was too low for the 737, I 
decided to double the resolution. That's all. 


Regards,
Gabor

On Sunday 11 September 2005 15:45, mat churchill wrote:
 


Gabor these look great.
How about a mini howto on the texture creation for the livery, you seem
to have got the balance just right between the look and the resolution
of the texture.

Another screenshot:

http://projects.34sp.com/Flightgear/luthansa.jpg

Clouds seem to have come a long way recently as well.

Mat
   





--

Message: 3
Date: Mon, 12 Sep 2005 19:48:39 + (UTC)
From: Martin Spott [EMAIL PROTECTED]
Subject: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:
	data/Aircraft/b1900d b1900d-set.xml, 1.6, 
To: flightgear-devel@flightgear.org

Message-ID: [EMAIL PROTECTED]

Curtis L. Olson wrote:
 


Update of /var/cvs/FlightGear-0.9/data/Aircraft/b1900d
In directory baron:/tmp/cvs-serv4749
   



 


Modified Files:
	b1900d-set.xml 

[Flightgear-devel] FGNav vs. FGNavRecord

2005-09-13 Thread David Luff
There seem to be two very similar navaid classes currently existing in the
src/Navaids directory - FGNav in nav.hxx and FGNavRecord in navrecord.hxx.
Is any one of these preferred / due to be depreciated?  (So I don't use the
wrong one).  Is there any reason for the duplication / change?  (Just out
of interest).

Cheers - Dave


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Re: [Flightgear-devel] ASCII interface

2005-09-13 Thread Gerhard Wesp
On Tue, Sep 13, 2005 at 09:51:52AM +0200, Erik Hofman wrote:
 Yes, it's the generic protocol (see Docs/README.IO and 
 data/Protocol/README.Protocol for more information).

Sounds good!

Actually, I need to feed my data to FG, so it's input.  Is this
bidirectional in the current CVS?  In 0.9.8 it's output only.

Thanks,
-Gerhard
-- 
   o o
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   \_/   See homepage for email address!

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[Flightgear-devel] Re: Automated builds on Linux

2005-09-13 Thread Alex Perry
From: Richard Bytheway [EMAIL PROTECTED]
 needs root privs for the make install sections.

Look at the command sudo.

Also, you may want to over-ride the default install command to
add the -p option, so that incremental rebuilds work properly.

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Re: [Flightgear-devel] ASCII interface

2005-09-13 Thread Erik Hofman

Gerhard Wesp wrote:


Sounds good!

Actually, I need to feed my data to FG, so it's input.  Is this
bidirectional in the current CVS?  In 0.9.8 it's output only.


Yes, at least I think so. I've added input recently but didn't test 
bidirectional data transfers.


Erik

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[Flightgear-devel] MSVC problems with 0.9.8 tarball

2005-09-13 Thread PJ Quirk
I pulled the FlightGear 0.9.8 tarball from the website, SimGear 0.3.8 
tarball, plib 1.8.4, OpenAL (not sure of the version, I pulled it from 
CVS around June/July) and compiled fgfs in MSVC .NET.  It compiled fine, 
but running the executable is a little strange as you can see from the 
screenshot:


http://www.cs.unc.edu/~quirk/blankscreen.bmp

Though the hud/panel can be displayed, and any airplane flies fine 
according to the instruments, there's just no scenery.  I downloaded and 
ran the pre-built binary and that runs/looks normal, so there's 
something wonky when I compile my own version.  I've redownloaded all 
the libraries and started over, but got the same result.  Has anyone 
seen this before or know how to fix it?


Thanks,
Patrick

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Re: [Flightgear-devel] Issues regarding the texture-path tags inXML.

2005-09-13 Thread Gabor Toth
Hi Innis,

  I've done a quick measure, and I got no difference in FPS. My config is 
900MHz P3, 384MB RAM, GeForce FX5500.

Gabor

 There is a Lufthansa texture that is 2048x2048 that has been mapped to the
 737.If anyone has used this livery could they make a comment to any change
 in frame rate when using this larger texture they may have noticed.Would be
 interesred thats all.

 Cheers
 Innis

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Re: [Flightgear-devel] EasyXML.cxx

2005-09-13 Thread Richard Harke
I don't have the original post in front of me but if I remember rightly,
just a couple of values from the object are needed for the throw.
Why not copy them to local vars, do the XML_ParserFree
and then the throw using the local vars?

Richard

On Tue September 13 2005 00:45, Erik Hofman wrote:
 Richard Harrison wrote:
  Surely the XML_ParserFree should be after the throw? (I appreciate this
  is 99% safe, but it probably isn't the way that things should be done).

 The problem is that the program doesn't return to the function after
 throwing an exception. I assume it's best to add the XML_ParserFree()
 function to atexit() somewhere.

 Erik

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Re: [Flightgear-devel] EasyXML.cxx

2005-09-13 Thread Harald JOHNSEN

Richard Harke wrote:


I don't have the original post in front of me but if I remember rightly,
just a couple of values from the object are needed for the throw.
Why not copy them to local vars, do the XML_ParserFree
and then the throw using the local vars?

Richard

 

Now that you talk about that, this is not a jsbsim problem only, there 
is the same sequence in easyxml,
and that explain why there is nearly allways a crash when an xml file is 
malformed.


Harald.


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Re: [Flightgear-devel] EasyXML.cxx

2005-09-13 Thread Richard Harrison
I'm not surprised it breaks with malformed XML files. A suggested fix is 
below.


if (!input.good()) {
  sg_io_exception ex(Problem reading file,
sg_location(path,
XML_GetCurrentLineNumber(parser),
XML_GetCurrentColumnNumber(parser)),
SimGear XML Parser);
  XML_ParserFree(parser);
  throw ex;
}

--Richard



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Re: [Flightgear-devel] Explicit Texture Paths Committed -- not good --

2005-09-13 Thread Andy Ross
Jim A wrote:
 I have noticed there are many instances in the data directory where
 developers have left explicit paths to textures, particularly in
 .ac files.  These paths are specific to the developer's machines,
 and so will not be useful to others.

This is benign.  The plib loader strips off the leading directories on
the texture file name for you and uses its own path for texture
lookup.  I would presume that most of these things are added not by
the model authors, but by the software they are using.

Other than the potentially embarassing information leakage (it exposes
the author's file hierarchy), this isn't really a problem.

Andy

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Re: [Flightgear-devel] Issues regarding the texture-path tags inXML.

2005-09-13 Thread Innis Cunningham

Hi Gabor
Thanks for that and keep up the good work.The more
repaints the better.
Your computer specs are nearly the same as mine 850 duron
256meg ram and GF MX 440 graphics

Cheers
Innis

 Gabor Toth writes


Hi Innis,

  I've done a quick measure, and I got no difference in FPS. My config is
900MHz P3, 384MB RAM, GeForce FX5500.

Gabor

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RE: [Flightgear-devel] Explicit Texture Paths Committed -- not good --

2005-09-13 Thread Jim Alberico
Thanks, Andy.  I didn't know that.  (just one _more_ thing I don't know) ;-)

Does it first try the explicit path, if valid?

Got into this issue when I tried to use someone else's scenery (not from
CVS), but an rgb was missing.  The person had put an explicit path in the ac
to another location, and had not provided me the rgb.  Later, I added the
rgb locally, and removed the explicit path.  Did both at once, so I didn't
get a chance to observe any path stripping.

Sorry about my providing even more exposure to the author file hierarchies!

Jim


 Jim A wrote:
  I have noticed there are many instances in the data directory where
  developers have left explicit paths to textures, particularly in
  .ac files.  These paths are specific to the developer's machines,
  and so will not be useful to others.

 This is benign.  The plib loader strips off the leading directories on
 the texture file name for you and uses its own path for texture
 lookup.  I would presume that most of these things are added not by
 the model authors, but by the software they are using.

 Other than the potentially embarassing information leakage (it exposes
 the author's file hierarchy), this isn't really a problem.

 Andy


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Re: [Flightgear-devel] Explicit Texture Paths Committed -- not good --

2005-09-13 Thread Paul Kahler
On Tue, 2005-09-13 at 16:40 -0700, Andy Ross wrote:

 This is benign.  The plib loader strips off the leading directories on
 the texture file name for you and uses its own path for texture
 lookup.  I would presume that most of these things are added not by
 the model authors, but by the software they are using.
 
 Other than the potentially embarassing information leakage (it exposes
 the author's file hierarchy), this isn't really a problem.

Yes, but it's sloppy. It's information that doesn't belong there. Anyone
wanting to import or process that data will have to add this path
stripping to their code. Better to remove it. Didn't your mother ever
make you clean your room? :-)



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Re: [Flightgear-devel] Issues regarding the texture-path tags inXML.

2005-09-13 Thread Ampere K. Hardraade
On September 13, 2005 02:52 pm, Gabor Toth wrote:
 Hi Innis,

   I've done a quick measure, and I got no difference in FPS. My config is
 900MHz P3, 384MB RAM, GeForce FX5500.

 Gabor

It should be tested across the network.  The MD-11, a resource sucker, has 
decent framerate offline as well.  However, those who see it online have 
their framerate dropped below 1 fps.

Ampere

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