Re: [Flightgear-devel] Anyone likes helping with italian scenery?

2005-05-26 Thread Chris Metzler
On Wed, 25 May 2005 23:01:52 +0200
Frederic Bouvier wrote:
>
> 
> No kidding, you are the first to show a convincing scenery enhancement 
> without using photo-scenery.
> Generic textures are not dead ;-)

At one point, I used fgsd to do what I thought was some nice work in the
Washington, D.C. area as preparatory to laying out ground structures I
had done or was going to do.  The course of the Potomac River is about
500m from its correct location in the FG scenery as is, so I fixed that,
changed material settings for various ground triangles, made some "inlet"
areas that didn't exist in the FG scenery, etc.  It looked nice, I thought.
And KDCA no longer sat on a table that hovered out in the middle of
nowhere like it previously did (and does now).

Then a new version of the FG scenery came out, and one of its big
advantages was a fix to a bug which occasionally produced sharp steps
in ground elevation where the ground should slope more smoothly.  This
was significant because this bug had made the main runway at KDCA
unusable because of a sharp step in the middle.  I went with the new
scenery, getting full access to the runway; but I lost the terrain
changes I'd done with fgsd in the process.  I haven't re-done them
since, out of fear that I'd either have to throw them out again with
the next FG scenery set, OR would keep them and at the very least have
odd artifacts around the tile edges where one transitions from old
scenery tile to the new stuff (and of course miss out on any improvements
to the scenery generation algorithms that would have impacted the
tile(s) in question).

I think fgsd is cool, and I really enjoy playing with it; but if I
had the infinite amount of free time all of us wish we had, I'd work
on TerraGear drawing its info from some kind of GIS, and implementing
some way (in fgsd and/or other tools) to update that info, so that
"fixes" to the terrain could propagate upstream and be included in
future scenery builds, removing the need to fix the terrain over and
over and over.  I know, I know, we've all talked about this before,
and pretty much everyone thinks its a good idea, and no one has the
time.  I really really wish I did.

-c

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Re: [Flightgear-devel] FGInterface is beeing called without scenery below the aircraft

2005-05-16 Thread Chris Metzler
On Mon, 16 May 2005 10:16:35 +0100
Jon Stockill wrote:
>
> Mathias Fröhlich wrote:
> > Hi,
> > 
> > Can you reproduce this?
> > And, if yes, how?
> 
> I can confirm this problem - it's rare, and I haven't been able to track
> 
> down why it's happened, but the sim freezes in the same way as when the 
> aircraft is crashed - the few times I've seen this the aircraft has been
> 
> at a few thousand feet, with nothing to crash into though.

Yeah, I had this happen to me last night for the very first time while
on approach to KSFO.

-c

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Re: [Flightgear-devel] Re: Dialog problem

2005-05-15 Thread Chris Metzler
On Sun, 15 May 2005 17:28:25 +0200
Melchior FRANZ wrote:
>
> * Frederic Bouvier -- Sunday 15 May 2005 17:12:
> > I didn't follow the property problem closely, so this may be related,
> > but this is what I am getting today :
> 
> Yes, that's exactly what we talked about. A quick fix is in the thread
> that you didn't follow closely.

Ah, OK, looks like a solution to this of the two bugs I posted about in
the 3d clouds thread is already in the works.  Never mind.

-c

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Re: [Flightgear-devel] today's 3d clouds commit

2005-05-15 Thread Chris Metzler
On Sun, 15 May 2005 16:21:52 +0200
Melchior FRANZ wrote:
>
> This is extremely impressive. Very well done, not only the clouds
> (fading in in the distance!; brighter?), but also lightning and rain.
> (BTW: we could extract some more lightning info from metar IIRC, such as
> lightning frequency; I didn't do this before, because we had no use for
> it).

It's been gorgeous stuff so far.  Does it solve the two most noticeable bugs
I've seen:

- static 3d ground objects seen through the clouds with unlimited visibility
distance?

- after having viewed menus like the Autopilot or Rendering Options menus
once normally, and then having flown around for a while, bringing them up
again causes them to appear in the lower left hand corner, partially off-screen,
unmoveable, and transparent?

-c


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Re: [Flightgear-devel] City signs

2005-05-14 Thread Chris Metzler
On Sat, 14 May 2005 14:04:17 +0200
Paul Surgeon wrote:
>
> A better way would be to generate the textures dynamically at runtime.
> Dynamic scenery in FG ... I must be smoking grass seeing as we can't
> even do  multitexturing yet.

I suppose you'll be working on that, then.

-c

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Re: [Flightgear-devel] Re: Speed of CVS version and flying in theHimalayas

2005-05-03 Thread Chris Metzler
On Tue, 03 May 2005 23:59:15 +0200
Paul Furber wrote:
>
> Flying WNW towards the summit in the Cessna.

How in the world did you get the Cessna up there!

-c


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Re: [Flightgear-devel] Weather - Clouds

2005-04-17 Thread Chris Metzler
On Sun, 17 Apr 2005 20:32:13 +0200
Harald JOHNSEN wrote:
>
> I did some research on 3D clouds for some time and finaly got something 
> not too bad. I've started to add that to SimGear this week end, here are
> 
> the first alpha screen shots :
> 
> http://sites.estvideo.net/tipunch/flightgear/images/fgfs-screen-011.jpg
> http://sites.estvideo.net/tipunch/flightgear/images/fgfs-screen-013.jpg

Good work!  My compliments.


> I have alse some code nearly ready for rain, snow and lightnings.

I await stuff to try with baited virtual breath!  Cool.

-c

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Re: [Flightgear-devel] Re: [Flightgear-users] World Wind as moving map display

2005-04-17 Thread Chris Metzler
On Sun, 17 Apr 2005 06:02:53 +0200
Arnt Karlsen wrote:
> On Sat, 16 Apr 2005 15:16:13 +0200, Roy wrote in message 
> <[EMAIL PROTECTED]>:
>> 
>> Hi all!
>> 
>> I've whipped together a python script that reads position from
>> FlightGear and  instructs World Wind to goto that position. A couple
>> of screenshots show just  how accurately the FlightGear scenery and
>> the World Wind images correspond.
>> 
>> http://82.164.122.241/~royvegard/
>> 
>> I stripped down the playback.xml generic protocol into a new one
>> called  ww.xml. The new one only outputs position and orientation.
>> FlightGear ran on  a linux box sending the data to a winXP box with
>> World Wind and my simple  python socket reader running. 
>
> ..hey, hang on a sec here, you're competing _against_ GPL 
> http://earth3d.org/ (http://earth3d.org/faq.html) and favoring
> Wintendo-only http://worldwind.arc.nasa.gov/ !!! ;o)

So I guess you'll be working on getting a GPL'd, general-use option
available.

-c

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Re: [Flightgear-devel] FlightGear version 9.2 Help Request

2005-02-17 Thread Chris Metzler
On Wed, 16 Feb 2005 21:11:13 +0200
Paul Surgeon wrote:
>
> No, the xml files are used to change attributes of models (animations,
> visual range, scale, etc)
> 
> Here is a quick rundown on how to add a shared model to the current
> version of FlightGear - I'm not sure if this is applicable to 0.9.2
> since I never ran that version and wouldn't have remembered anyway.  :)

[ snip ]

> Step 2 :
> Inside the data/Models/MyModels drirectory create an xml file called 
> foomodel.xml with the following contents :

It's worth noting that you don't *have* to create an .xml file.  The
entry in the *.stg file can refer to a model file (e.g. foomodel.ac or
foomodel.3ds) rather than an .xml file (e.g. foomodel.xml).  You probably
*want* to use an .xml file, with the .xml file containing the model
filename, as noted here, because then you get all the additional bells
and whistles possible through the .xml file.  But you don't *have* to
do it that way.

-c

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Re: [Flightgear-devel] Fun with the FAA DOF.

2005-01-31 Thread Chris Metzler
On Mon, 31 Jan 2005 23:37:49 +0100
Frederic Bouvier wrote:
>
> That's really nice !
> But if all these models are placed automagically, what would happen to 
> model that represent the real buildings ? I mean : if I create the 
> Empire State Building and put it in fgfsdb, would there be a hole around
> 
> it or would it be in collision with its generic clone ? It already 
> happens at SFO with the radio towers and they need to be removed
> manually.

Yeah, the plan is that when a "correct" model for a bldg gets added to
the DB, the entry in the DB for the generic building would get removed
at that time.  That should be straightforward to do, and not very
demanding since the rate at which stuff gets added isn't huge.  Since
the DB is browseable, someone adding specific structures could make
life easier by noting "delete the generic bldg at _" when adding
their specific one.

Radio towers are another matter.  One of the original goals of this
exercise with the DOF was in identifying which towers in the scenery
are most likely buildings with antennae on the top, so that those
towers aren't placed in the scenery to begin with (so removing them
manually, like you've done with SF, wouldn't be necessary -- they
wouldn't be placed there to begin with).  That's what I was
referring to when I said there's still stuff to work out about the
radio towers.  I have code that compares the FCC and FAA databases
and tries to identify likely counterparts within stated positional
uncertainties, but I'm still tweaking it.

-c

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[Flightgear-devel] Fun with the FAA DOF.

2005-01-31 Thread Chris Metzler


With building positions and heights from the FAA Digital Obstruction
File, and a few new buriable (thus, height-adjustable) models, here's
an approach into La Guardia Rwy 04, starting over Staten Island.

http://www.speakeasy.org/~cmetzler/KLGA_04_approach_001.jpg

thru

http://www.speakeasy.org/~cmetzler/KLGA_04_approach_023.jpg

Some highlights:

lower manhattan and downtown brooklyn start to come into view --
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_003.jpg

lower manhattan and downtown brooklyn start to come into view --
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_003.jpg

over downtown brooklyn, show detail on some of the models --
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_010.jpg

view of midtown manhattan -- 
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_011.jpg

adjusting to final with manhattan in background -- 
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_015.jpg

over the tarmac, manhattan in the distance --
http://www.speakeasy.org/~cmetzler/KLGA_04_approach_021.jpg

The plan is for the models to go into Jon Stockill's model database,
and for the DOF data to go in there too, once some stuff about
radio towers gets worked out.  Then the downloadable scenery adds
will include tall buildings, smokestacks, and other things.

Other than the radio tower stuff, my main holdup is getting the
models to look nicer.  The way I'm proceding for the generic
tall building models:  I have a set of Blender models, all
meters tall, with cross-sections of 50m square, 60m square, 60m 
quare with a 5m/side right triangle taken out of the corners,
30m x 60m, 25m radius circle, etc.  I am in the process of making
small (typically 32x32, sometimes 64x64, rarely 128x128) textures
of building sides, typically tiny sections cropped from photos
and then processed in the Gimp.  My plan is to mix and match these
to create a very wide variety of buildings that can be drawn from
randomly when the .stg files are created.

I'm not yet happy with the way most of them look.  Some of them
have alignment issues with horizontal/vertical features on the
texture tiles that I thought I'd fixed, but haven't really.
Some look very good close up, but from a distance look like
odd solid color blocks.  Most need roofs.  None have hazard lights.
And there will be more of them.  So this isn't ready yet.  But
the pics should give an idea of how this can go.

Re: frame rates.  You can see the frame rates I was getting in
the lower-right-hand corner.  This is with a Gf4 Ti4600, but
at 1600x1200.  I did this approach again without the buildings
in the scene, and got framerates that were 1-4 fps larger.  And
Manhattan is a worst-case scenario.  So I don't think framerates
are going to be much of a problem.

-c

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Re: [Flightgear-devel] Runway distance remaining signs + placement script "done".

2005-01-29 Thread Chris Metzler
On Sat, 29 Jan 2005 11:06:04 +0100
Erik Hofman wrote:
>
> I finally got time (or actually made some time) too look at this.
> I was wondering, wouldn't it be saner to make only textured, 
> single-sided polygons (two triangles) containing the numbers (blank, 
> 1-16) and put two of these objects (back-to back) at the specific 
> location instead of creating 152 models?

Yes, it would, and I don't know why I didn't think of that.  It's
a trivial change to make; I should be able to do it today or tomorrow.
Thanks.

-c


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Re: [Flightgear-devel] Please use meaningful subject lines

2005-01-25 Thread Chris Metzler
On Tue, 25 Jan 2005 12:13:49 +0200
Paul Surgeon wrote:
>
> But that breaks the message threading capabilites of mail readers which
> some people dislike.
> One ends up with 2 or 3 threads on the same topic and you have to jump
> between them.

Most mailreaders these days thread not on the subject, but on the 
References: or In-Reply-To: headers or stuff like that.  But out
of consideration to ones that thread on Subject:, one can solve
this the way Usenet folks have for ages -- use the "was:" convention.
e.g. given a thread with subject

Subject:  fgrun improvements

when someone in the thread starts to discuss lighting, they can
change the subject line to

Subject  enhanced lighting fps (was: fgrun improvements)

If *that* isn't enough, then we're talking about trying to accomodate
bugged/broken mail readers.

-c


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Re: [Flightgear-devel] B1900D FDM (Test pilots req'd)

2005-01-19 Thread Chris Metzler
On Wed, 19 Jan 2005 21:34:24 -0600
Curtis L. Olson wrote:
>
> The model was updated to work with FlightGear-0.9.8 and plib-1.8.4.

Sigh . . .I should really subscribe to the CVS log mailing list.  I
thought I was current; but I wasn't 11 hours current.  Thanks for
the tip.

-c

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Re: [Flightgear-devel] B1900D FDM (Test pilots req'd)

2005-01-19 Thread Chris Metzler
On Thu, 20 Jan 2005 00:16:07 +
Dave Martin wrote:
>
> Let me know what you think :-)
> 
> FDM: http://www.cyfinity.com/fgfs/b1900d.xml - copy to your
> Aircraft/b1900d/ directory after backing up the original.

Hi Dave.  It appears to be a lot more stable (and as a note to
Syd -- the model itself is gorgeous, especially the cockpit).
But I can't check your numbers because I'm running into the
"transparent gauge" problem that also afflicted the dhc2F.
Where the gauges should be, I see right through to the runway.

-c

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Re: [Flightgear-devel] Aircraft included in base package

2005-01-19 Thread Chris Metzler
On Wed, 19 Jan 2005 20:57:13 -0500
David Megginson wrote:
>
> In combination with this change, I'd like us to start thinking about
> changing the starting airport to Palo Alto (KPAO) rather than KSFO. 
> It's more in proportion with the C-172, and with a few buildings,
> etc., we could have it looking quite nice.  A few minutes after taking
> off from there and flying in a straight line, a new user will pass
> over KSFO, which will be more exciting to look at from the air, and
> then San Francisco, adding a nice sense of discovery.

I agree with this, except I might suggest KSQL instead of KPAO, for three
minor reasons.  One is that we have a set of new user docs, designed to
teach the basics of flight and flying the circuit in the c172, that come
with the release; they presume that you started at KSQL.  The second is
that KSQL is closer to KSFO, and the Oracle buildings and Dunbarton
bridge are very nearby, so there's quicker aesthetic gratification.
Finally, KSQL and KPAO both need work as far as their taxiway layouts are
concerned; but KSQL's will come from TaxiDrawers more quickly because
KPAO's main apron area is circular and enclosed by a circular taxiway.

-c

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Re: Licensing (was Re: [Flightgear-devel] Aircraft downloads)

2005-01-19 Thread Chris Metzler
On Wed, 19 Jan 2005 21:38:18 +
Dave Martin wrote:
>
> I think I misworded that a bit. I was meaning the 'one liner' that is
> often added to the GPL copyright notice which includes the originating
> Author's name.
> 
> > one line to give the program's name and an idea of what it does.
> > Copyright (C)   name of author
> 
> I was always under the impression that was the notice to remain intact?

Yes, that's exactly right.  But a lot of packages these days go out
with a file with a name like CREDITS that lists who did what.  For
example, the FlightGear source distribution comes with a file called
"Thanks" that lists various people and what they've contributed.
That file is fair game under the GPL; if someone redistributing FG
wanted to edit it to say different things about who did what, the
GPL does not restrict that.  Of course, their new claims would
be flatly contradicted by the original; and if they're continuing
to obey the GPL, then their redistribution should contain or point
to the original where people can see the truth about the credits.
But most people won't go and look.

-c


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Re: Licensing (was Re: [Flightgear-devel] Aircraft downloads)

2005-01-19 Thread Chris Metzler
On Wed, 19 Jan 2005 15:59:07 -0500
David Megginson wrote:
>
> Note that he said that the changed the credit to hide the origin of
> the sounds: that violates the GPL.

Yes, if the credit they're changing is in the accompanying copyright
notice.  No, if it's some statement of credit in an accompanying
CREDITS or THANKS or README file.


> The redistributors either have
> to include the full original distribution, unmodified (including any
> README files, etc.) or else they have to provide a way to get it --
> that tells their customers that there's a way to get the same stuff
> for free,

Yes, and this is the protection against monkey business like I
mention above.  However, lots of recipients won't realize or
discover they can do this, even if a copy of the GPL and directions
to the original content come with the redistribution.

-c


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Re: Licensing (was Re: [Flightgear-devel] Aircraft downloads)

2005-01-19 Thread Chris Metzler
On Wed, 19 Jan 2005 21:02:10 +
Dave Martin wrote:
>
> The authors would have no recourse then. If they had willingly licenced
> their work under the GPL, they are permitting anyone to make commercial
> use of their models / work providing that credit is not removed

Just for clarification, you have to be careful about that last bit.
The GPL allows this because you copyright your creation and you write
a copyright notice in your name.  The GPL requires that all the copies
come with a copyright notice.  However, things like "CREDITS" files
and so forth are not protected under the GPL; the GPL does not require
that credit not be removed, apart from protecting the copyright notice.
In fact, the GPL prevents such a restriction from being placed on a work
released under it.  That fact was at the heart of the conflict over the
new XFree86 license; most Linux distributions have dumped XFree86 over
its subsequent incompatibility with the GPL.

-c

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Re: [Flightgear-devel] Aircraft downloads

2005-01-19 Thread Chris Metzler
On Wed, 19 Jan 2005 18:21:39 +0100
Oliver C. wrote:
>
> Personally i think that it is not a good idea to advertise aircrafts for
> FlightGear that are not free.
> 
> Here's the reason why:
> Advertising none free aircrafts or scenery addons on the flightgear
> website could lead to  a common behaviour that people tend to not
> release their aircrafts or addons  under the GPL license when other more
> restrictive ways like simple Freeware licenses are possible and
> accepted.

I think this is true.  I differ with you in how awful I think this
would be.  I would absolutely *prefer* that people use the GPL.
Everything I do is licensed that way.  But if someone who has
put a lot of effort into creating something decides they want to
make it available to the community, but do not want other people
to be able to make money off of it without the original author
getting any credit, I'm not going to tell them that they're bad
people for wanting that.

The more people creating add-ons for FlightGear, the more
attractive it will look.  The more attractive it looks, the
more users it will have.  The more users it has, the more
people will create add-ons for it, *some* of which will
doubtless be licensed under the GPL.  Those are GPL'd
add-ons that those new contributors would not have created
otherwise, because they never would have tried FlightGear
in the first place.


> This has also many other disadvantages like:
> 
> - you can't modify or correct the aircrafts, scenery addons etc.

This depends on what non-GPL license is used; it's not universally
true.


> - aircrafts and scenery addons might get outdated or incompatible to
> newer versions of FlightGear

This is true anyway, even with GPL'd stuff.  You might be saying
that license restrictions might make it difficult for third parties
to fix such future incompatibilities, in which case my answer is
as above:  it depends on the license.  It's not universally true.


> - users are forced to collect their aircrafts and scenery addons from 
> different places, which is a bad thing, because it is extremly
> cumbersomely and annoying.  MS Flight Simulator people know what i am
> talking about. FlightGear should make use of the fact that it is open
> source, it allows users to get everything in one piece without the
> hassle to visit hundreds of different websites.

This is going to be true no matter what.  People are always free to
create add-ons for FlightGear, and they're always free to put whatever
licenses they want on it and/or make them available in other places.
The only way to prevent the scenario you describe would be to somehow
make it impossible for anyone creating add-ons to license them under
anything other than the GPL.  I don't know how you'd do that, but I
definitely wouldn't support it.


> - the amount of GPL'd flightgear data like aircrafts and scenery would
> grow slower when simple freeware addons are okay and linked to on the
> flightgear website.

I'm not sure this is true.  Your thinking is presumably that an
add-on licensed under a typical "freeware" license is an add-on
that could have been licensed under the GPL, but wasn't.  However,
it's not a zero-sum exercise.  One of the reasons there are so many
add-ons for MSFS is because there are so many people using it,
and one of the reasons there are so many people using it is because
there are so many add-ons for it.  If the availability of "freeware"
-licensed add-ons causes the FlightGear community to increase in
size, and thus the number of people creating scenery and aircraft
increases, then it's quite possible that the amount of GPL'd add-ons
would increase also.

I think we should always *encourage* people making stuff for FlightGear
to license stuff under the GPL.  But I don't think we should ostracize
enthusiastic users who opt for other licenses for the things they
create for the community to use.

-c


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Re: [Flightgear-devel] Aircraft included in base package

2005-01-19 Thread Chris Metzler
On Tue, 18 Jan 2005 20:57:48 -0600
Curtis L. Olson wrote:
>
> 737 - large commercial jet.  Reasonably well done.  Flies pretty well.
> Nice 2d panel with some simple glass elements.

I like the 737 -- I've probably spent as much time with it as I have
with the c172.  I'm sure it's giving me bad habits; but it's fun.  It
has a couple of issues I think need to be resolved before it should go
in the base package, IMHO.

The most important is that when you run it from the command line, you
get the huge "Beta" warning message telling you that it may not fly as
expected and should be used for development purposes only.  If that's
not its status in FlightGear, the message should go; if that *is* its
status, then it shouldn't be included.  A casual user would find that
message unsettling, IMHO.

The second -- it's had a contrail submodel added to it, and I don't
think the project is done.  The contrails don't start until 7k feet,
and they look OK at altitude.  But they continue on as you descend
through 7k feet and all the way to landing.  When they're created
at the engines, they have forward momentum, and their deceleration is
less than what the aircraft experiences while braking on the runway.
The result is that when you land, as you brake, your contrails go
shooting forward past you and pile up on the runway ahead of you.
This continues until you stop decelerating.

The third -- I don't know when this happened, I can't find it from
browsing the CVS logs, but right now the localizer arrow is hardwired
to NAV1 and the DME is hardwired to NAV2, meaning anyone coming in
on a localizer/DME has to have both radios set to the localizer and
can't use a second navaid.  This doesn't seem right to me, and I'm
pretty sure it wasn't like this at one time.  I haven't submitted
a patch because I'm not sure about this and wanted others' input.
So, I guess this is a request for that input.


>  c172, c172-le, c172p, c172r, c172x - I don't have the energy to sort
> out the dependencies so throw it all in.

I hope someone who does understand the dependencies and can sort it
all out will.  This has confused me in the past, so I guarantee there
will be users who get confused.


> p51d - A classic WWII fighter ... also well done.  Full 3d cockpit.

Just out of curiosity, what remains to be done with the Spitfire?  If
it's in production, are there any reasons to favor it over the P-51,
or vice versa?

-c


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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-17 Thread Chris Metzler
On Mon, 17 Jan 2005 12:49:49 -0600
Curtis L. Olson wrote:
>
> For the upcoming release of FG, I'm working on a couple scripts to 
> create/manage a web page for individual downloads.  Here is where I'm at
> 
> so far.  There is plenty room for improvement, but this will at least 
> get us started:
> 
> http://www.flightgear.org/Downloads/aircraft/


Cool.  The one thing I'd recommend is including info about development
status (at the very least, the one-word status that's used in the
--min-status command line switch).  Without it, there will be users
d'l'ing a plane with great enthusiasm only to be disappointed to find
that it's in alpha with no panel and no real FDM, etc.

-c


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[Flightgear-devel] Airport codes (was Re: plib-1.8.4_RC)

2005-01-14 Thread Chris Metzler
On Sat, 15 Jan 2005 09:04:08 +0200
Paul Surgeon wrote:
>
> BTW: Is Robin going to give us a fixed airport db before we release
> 0.9.8? i.e. The appended K's to the FAA codes is not pretty and caught
> me out today.

Can you elaborate on what you mean here?  What is it that you're saying
is broken, and why?

-c

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Re: [Flightgear-devel] [BUG] crash in FGTower::CheckCircuitList() (tower.cxx:392)

2005-01-14 Thread Chris Metzler

On Sat, 15 Jan 2005 02:36:51 +0100
Melchior FRANZ wrote:
>
> Can't say exactly where, because the gdb frame #0 was unusable.
> (Stack violation?) Anyway, it was in FGTower::CheckCircuitList().
> Not reproducible, but I saw this a few times already. That's all I
> could collect:

Similar stuff:

http://baron.flightgear.org/pipermail/flightgear-devel/2004-October/031481.html

-c

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Re: [Flightgear-devel] Google adwords?

2005-01-13 Thread Chris Metzler
On Fri, 14 Jan 2005 03:14:50 -
Jim Wilson wrote:
>
> Sort of a little off topic: Something that would be really cool (at
> least in the US) is to have a registered non-profit that just collected
> donations (like United Way) and then uses those funds to make grants to
> individual projects like flightgear.  I'm not sure of the legalities,
> but perhaps such an organization could accept tax deductable gifts from
> individuals that are directed to specific projects by the donor.  Maybe
> there is already something like this?  FSF supports official "gnu"
> projects, and allows a limited number of directed donations, but only at
> their discretion.

The one thing I'm aware of that's similar to this is Software in the
Public Interest ( http://www.spi-inc.org/ ).  Donations to SPI are
passed on to free software projects that they've chosen to support
(primarily Debian, the LSB, and the OSI).  People can also make earmarked
donations to SPI that are then passed on to the relevant organizations.
SPI is a 501(c)(3) organization.  I don't know how you get to be one
of the projects they support.  The Board of Directors is mainly made up
of current or former Debianistas (Ian Jackson, Bruce Perens, and so on),
and SPI is normally spoken-of in terms of being the donation route for
Debian.

I don't think it'd be a bad thing to contact them and see if FlightGear
can get added to their list of supported projects -- it'd be a
comparatively painless way to effectively have 501(c)(3) status.  I
expect the worst that can happen is for them to say "no, sorry, can't
add you on."

-c

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Re: [Flightgear-devel] Google adwords?

2005-01-13 Thread Chris Metzler
On Thu, 13 Jan 2005 13:39:07 -0600
Curtis L. Olson wrote:
>
> Is this worth looking into, or would it be crossing some sort of 
> open-source ethical line?

I don't think it's crossing an ethical line.  That doesn't mean
we wanna do it, though; just that I don't think *that's* the
reason not to.

I remember this thread on banner ads from July; there may be some
insightful points there:

http://baron.flightgear.org/pipermail/flightgear-devel/2004-July/029398.html

One question I have is how binding the agreement would be.  Suppose
after a couple of weeks of GoogleAds, everyone says "this sucks" and
wants to get rid of them.  Could we?  Or would we be stuck with having
them on the website for 3 months/6 months/a year because those were
the terms of the agreement?  I'd feel less favorable to them if I
thought there was no way out if they turned out to be more trouble
than they were worth.

-c


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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Chris Metzler
On Wed, 12 Jan 2005 08:29:43 + (UTC)
Martin Spott wrote:
> Chris Metzler wrote:
>> One other possibility you might wanna consider is allowing uploads/
>> dloads of terrain (e.g. tiles modified through fgsd).
> 
> This is not as easy as it sounds because you'd have to redo the tiles
> on every scenery update.

Right -- I'd commented elsewhere in this thread about how I'd spent
a lot of time fixing up a tile in fgsd (moving riverbanks, changing
ground poly materials, etc.), only to have to start over when a
new scenery update came out (and I needed the new scenery for that
tile because one of the TerraGear improvements fixed a glitch in an
runway in that tile).  It's still something people will do from
time to time; I note that Frederic seems to "touch up" some of the
default area tiles prior to releases, with the touched-up tiles
going into the release/CVS.  One probably would only need to re-edit
the tiles if the scenery update results in either a major change to
the tile (so that you're missing something important if you use an
old tile), or to the boundaries of the neighboring tiles (thus
creating a boundary mismatch if you use an edited old tile).  Anyway,
I think it'd be a good thing to offer.  But you're absolutely right
that editing the tiles this way isn't the best way to do it.


> The "right way" to incorporate manual scenery
> changes would be to parametrize these changes and provide a method
> to add them to the automatic scenery build.

I agree completely.


> Typically this sort of undertaking is called GIS - Geographic
> Information System (like GRASS). Currently there is one drawback as the
> available OpenSource database add-ons (PostGIS, this is one reason why
> I love PostgreSQL so much) can handle 2D objects of almost any type
> really fine (it's fun so see a map being drawn out of a database) but
> they don't handle elevation data.

OK, I'm very ignorant about this.  Is that a major limitation in that
it'd be very hard/time consuming for someone competent to adapt
PostGIS to include elevation data?  If you're currently up to speed on
this stuff, can you describe how hard it is *to* come up to speed on it
if you're not?  (IOW, how comparatively hard is it to figure out this
stuff)


> We might start this by putting roads, railways, rivers and lakes into
> such a database to allow for manual tweaking if someone is willing to
> add a PostGIS interface to the TerraGear toolbox - and Curt agrees on
> to proceed on this path 

I don't know anything about this stuff; but if I'm not working on the
Zope site (I don't see the point in redundant effort, and I do think
your approach of organizing the contributions in the same way as the
FG scenery makes more sense), I'd be willing to look into this.

-c

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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Chris Metzler
On Wed, 12 Jan 2005 00:09:43 +
Jon Stockill wrote:
>
> Chris Metzler wrote:
> > Oh, one other thing.  If the plan is to combine Jon's UK info with
> > info submitted by others to develop a model location database, you
> > might find my post from that "Scenery" thread interesting -- it's
> > something I'm willing to contribute annually or whatever . . .
> 
> I would imaging it should be fairly easy to import that information 
> automatically, assigning appropriate models based on the description. If
> 
> these are put into their own group then it also becomes easy to remove 
> them from the database before importing an updated version - I'd 
> definitely be interested.


I already have a python script for pushing the magic carpet around
from lat/lon to lat/lon in FG for extracting ground elevations.  If
it seems to you like a reasonable thing for me to do, I'll start
generating ground elevations for chunks of this dataset?  There
are over 100,000 objects in the FAA's Digital Obstruction File, so
it's bound to take a while.  If there's an ASCII format you'd
prefer to get the data in, I'd like to see a line or two of it so
that I can send stuff to you in a way that's simplest for you.
Also, if there's a particular subset of the data (e.g. cooling
towers) you'd like to see first, that's easy enough to do as well.

-c

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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Chris Metzler
On Wed, 12 Jan 2005 07:13:46 + (UTC)
Martin Spott wrote:
>Chris Metzler wrote:
>>
>> So to make sure I'm getting it, your plan is to have an FTP site
>> for uploads and the website for dloads (what's the procedure for
>> stuff making it over from one to the other)?
> 
> Well, what would you expect us to do ?

I have no idea; that's why I asked.


> I believe we won't ask for
> everyone's approval before placing an object on the website 

Of course.  I was simply curious whether stuff would get automatically
moved over, or whether you had plans to test out the robustness of
contributions beforehand (which seems liked it could evolve into a
huge task), and how you might resolve conflicting contributions
(someone uploads and object that someone else has already done), and
things like that.


-c

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Re: [Flightgear-devel] May I help with scenery?

2005-01-12 Thread Chris Metzler
On Wed, 12 Jan 2005 00:06:17 +
Jon Stockill wrote:
>
> 3. From this we'll generate an archive of scenery models (this may or 
> may not be broken down into scenery areas - it depends on the size), and
> 
> the objects tree, which is likely to be broken down into the standard 10
> 
> degree square scenery chunks - to use it you'd download the chunks that 
> match your scenery, and the model archive.

Oh!  I get it now (I think) -- so your plan is not to necessarily
distribute objects (e.g. a dload of the Eiffel Tower) or unified groups
of objects (e.g. a dload of the buildings at Orly), but instead
portions of the Scenery/Objects tree that have been fleshed out
with the uploaded objects (e.g. a dload of Scenery/Objects/e000n40).
If someone uploads the Sears Tower, another person would dload it
not by dloading the Sears Tower, but by dloading the 10x10 or 1x1
scenery chunk that contains it, which might also contain other
objects (shared or static) that people have uploaded.  Right?
That's a neat idea -- I hadn't been thinking in terms of that
paradigm at all.  I'd been thinking just in terms of the way the
other FS dload sites do it, which make sense for e.g. MSFS but
is probably not the best way to proceed for FG.

One other possibility you might wanna consider is allowing uploads/
dloads of terrain (e.g. tiles modified through fgsd).  I don't know
what the best way to handle this is, especially given the possibility
of conflicts with later official terrain builds.  I have objects
I've placed where if I put them at their GPS-measured coordinates,
they'd be in water, because the river's a quarter-mile off its
correct location.  It'd be nice to be able to pass along fixed-up
tiles.  Anyway, just a thought.

-c

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Re: [Flightgear-devel] May I help with scenery?

2005-01-11 Thread Chris Metzler

Oh, one other thing.  If the plan is to combine Jon's UK info with info
submitted by others to develop a model location database, you might
find my post from that "Scenery" thread interesting -- it's something
I'm willing to contribute annually or whatever . . .

http://baron.flightgear.org/pipermail/flightgear-devel/2005-January/033478.html

-c

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Re: [Flightgear-devel] May I help with scenery?

2005-01-11 Thread Chris Metzler
On Tue, 11 Jan 2005 19:17:35 +
Jon Stockill wrote:
> Martin Spott wrote:
>>
>> and in continuation of the recent "Scenery" thread we are currently in
>> the process of developing this into a solution that meets our
>> expectations concerning interface standardization.
>> We'll combine this with an FTP upload site (already present) and
>> different sorts of frontends that enable us to import, export,
>> replicate the object/model database and browse the contents.
>> An early shot can be seen here - the thumbnails are already read from
>> the database (many thanks to Jon !!):
> 
> Where "already" = about 15 mins before Martin posted that :-)

I have lots of questions, hehe.

So to make sure I'm getting it, your plan is to have an FTP site
for uploads and the website for dloads (what's the procedure for
stuff making it over from one to the other)?  Presumably when they
upload, they include a description of some sort (separate file?
entered through a web form?) and possibly an image showing what
the object looks like in fgfs, and that gets displayed on the webpage?
And maybe some sort of category for organizational purposes.  Is
it oriented towards individual objects, or will sets be handled
(e.g. someone comes along and uploads a set of building models/
textures to flesh out downtown Chicago -- do they get broken up
into individual buildings for dload)?  When someone dloads a
static object (e.g. Jon's Millenium Dome), do they also get an
install script?  What's the plan for interfacing this with the
database of shared object locations (stacks and cooling towers
and so forth) in the UK that Jon's worked up?  If someone dloads
the cooling tower model, do they get a script that inserts cooling
towers into .stg files everywhere a cooling tower is known to be?
Will the database be searchable?  Are you using a CMS, or building
from scratch?

-c

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Re: [Flightgear-devel] May I help with scenery?

2005-01-11 Thread Chris Metzler
On Tue, 11 Jan 2005 08:14:41 -0800
Stewart Andreason wrote:
>
> Would it be helpful to report on anomolies, or errors?

If by anomalies/errors, you mean things that clearly look like bugs,
like seams/rips/etc., it makes sense to report them.  However, it
probably makes more sense to report them on terragear-devel than
here.  And it also makes sense to put a small amount of effort into
googling the list archives (for terragear-devel and flightgear-devel)
to make sure nobody's reported it before.

But if you mean anomalies/errors such as "road is a little off
position and thus cuts through airport area" or "riverbank off
in detail" or "city boundaries aren't like that in this area" or
stuff like that, see below.

> Or is the scenery generator pretty much automated in combining 
> topographic, tower, and roadway features?

I'm not the best person to be answering this; but nobody else has, so
I'll stick my neck out.  The generation of that stuff is automated,
from publicly available datasets.  There are errors associated with
inaccuracies in the datasets as well as errors associated with
matching the datasets up.  To the best of my knowledge, no system
exists for passing along corrections or refinements to the copies of
those datasets used to generate the terrain (if I'm wrong about this,
I hope like hell someone will jump in).  This would be a very cool
thing to have.  Recently I used Frederic's fgsd to redo the banks
of the Potomac and Anacostia rivers in the Washington, D.C. area
-- they were way off.  And I drew out the Mall, and changed its
materials (terrain types), so that it'd look right.  Then a new
set of scenery came out.  I needed to go with it, since it fixed
a big airport bug that afflicted some airports, including National
Airport.  But that meant throwing away all the work I'd done fixing
the terrain.  If there were a system for feeding this info back
into the datasets used by TerraGear to generate the terrain, so
that corrections would show up in future scenery releases, that
would be uber-cool.  But it's not like everyone doesn't have a ton
of ideas to pursue or problems to solve; someone with the skills
to make it possible finding the *time* to make it possible is
the hardest part of all.

(so if you're interested in contributing and looking for a problem
to work on . . .hehehehe)

(TerraGear cognoscenti encouraged to jump in and correct anything
I said above that's bogus)

-c

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Re: [Flightgear-devel] May I help with scenery?

2005-01-11 Thread Chris Metzler
On Tue, 11 Jan 2005 16:41:54 + (UTC)
Martin Spott wrote:
>"Roberto Inzerillo" wrote:
>> 
>> Please let me know about the repository.
> 
> We'll announce it here as soon as we have something that works and
> looks neat enough not to disgrace ourselves  :-)

Can you elaborate, though?  Because this has been discussed here several
times over the last year and as a result, other people (e.g. me, Mat
Churchill, etc.) have been working on this as well.  I've been working
on making a site in Zope that one can upload to/download from, with the
intent of having pictures, a description, download links, and a comment
log for each item.  Mat Churchill and I had been discussing buying
hosting for it.  I'm curious what you've got in mind so I know if my
efforts are better spent elsewhere.

>> Should I consider buying a portable GPS, going in place and check what
>> the machine says? Is there a way I could use aerial/staellite pictures
>> [...] 
> 
> I believe others can give a more reliable comment on this. For my own
> use I tend to rely on satellite images and I so far didn't get
> disappointed. Although for some regions of our earth there are no
> pictures available for free or they probably don't contain detailed
> coordinates (see the end of the "Scenery" thread).
> 
> Does anyone have experiences with portable GPS recievers ? Do they tend
> to increase the precision of their coordinate output if you remain at
> a location for several minutes ?

I've been using a portable GPS around town here for a while now.
Unfortunately, I have to be careful because I live in a metro area where
walking up to landmarks or airport facilities with a portable GPS receiver
and making notes is liable to get you stopped by the cops or worse.
Anyway, in answer to your last question, I'm not sure whether you mean to
be asking about precision or accuracy.  Precision is a fixed property of
the receiver; but as far as accuracy is concerned, yes, standing still at
a location for a while tends to improve the accuracy of the coordinates
given.

Because of the risk of hassle here if I run around with a GPS at sites
I'd wanna model, the main thing I've done with it is run around and take
measurements at clearly defined locations (e.g. intersections), and then
feed those coordinates into http://www.mapquest.com/maps/latlong.adp
and see how Mapquest does . . .basically checking Mapquest's lat/lon
accuracy.  Surprisingly (for me anyway), I've found that in this metro
area, Mapquest is consistently spot-on with its lat/lon coordinates
-- its error appears to be within the fluctuations I get from the GPS
receiver directly.  This has in turn allowed me to use Mapquest for
placement of some objects where measuring GPS coordinates directly
could get me hassled.

-c

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Re: [Flightgear-devel] Re: fun with SGI images

2005-01-11 Thread Chris Metzler
On Tue, 11 Jan 2005 10:04:34 -0600
Curtis L. Olson wrote:
>Melchior FRANZ wrote:
>>>
>>> after a while I forget who on this list is completely insane and who
>>> isn't. :-)
>>>
>>
>>I am only partly insane. I'm trying to hide it as good as I can.  ;-)
> 
> I'm still trying to decide where I fall in the continuum ... and I'm 
> still waiting for a few angry responses from people irritated that I 
> have just accused them of being insane (then I'll know where to classify
> them.) :-)

>From _Serial_ (1980):

Little Boy:  In an insane society, the sane man must surely appear insane.
Martin Mull:  Where did you get that?
Little Boy:  Star Trek.  (exits)
Martin Mull:  God I miss that show.

-c

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Re: [Flightgear-devel] May I help with scenery?

2005-01-11 Thread Chris Metzler
stributed with FlightGear after conversion to FlightGear's
formats.  But it doesn't prevent someone from converting it to
FlightGear's formats and redistributing it to other FlightGear users,
under the same license as the original and independently of the
"official" FlightGear distribution . . .sorta like how sites like
avsim.com or flightsim.com work.  I think this would be pretty cool;
but again, it requires extracting models and animation info from the
.bgl files.  And, like mentioned earlier, it requires the distribution
site, of course.

-c

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Re: [Flightgear-devel] Budget 'display-only' system?

2005-01-08 Thread Chris Metzler
On Sat, 08 Jan 2005 12:37:23 +
Jon Stockill wrote:
>
> 
> I think you'd struggle to maintain 35FPS in complex scenery areas with 
> the 5200 - although you could probably replace that with an older 
> GeForce4 card of a higher spec or about the same price. The 
> motherboard/CPU is perfectly adequate though - I've run flightgear on 
> far less.

I was going to comment on this as well.  Tom's Hardware's website has
a number of good graphics card comparison articles; they suggest
very strongly that an FX5200 isn't really a good buy for the buck, and
that *at that price point*, your money would be better spent on eBay
going for a GF4 Ti 4x00 card.

-c

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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-07 Thread Chris Metzler
On Fri, 7 Jan 2005 21:12:01 +
Lee Elliott wrote:
>On Friday 07 January 2005 07:35, Chris Metzler wrote:
>>On Tue, 4 Jan 2005 19:48:27 +0200 Paul Surgeon wrote:
>>> It would be really nice if the level of development was
>>> listed as well as a brief description about the aircraft.
>>> That would help people decide whether they really want to
>>> download the aircraft or not.
>>>
>>> For example :
>>> ---
>>> Development level : Beta
>>> Description : This Airbus XYZ was built in 19xx.
>>> 2000 of them were build before production stopped in 19xx.
>>> Please note that the hydraulic system is not fully
>>> operational at this stage.
>>
>> I think this is a good idea.  Even if it's just at the
>> "alpha"/"beta"/ "finished" level.
> 
> Wasn't this addressed via the  tag in the set files?

Yes.  But that doesn't directly help the potential downloader of an
aircraft, since they can't look at that info without first downloading
the aircraft -- unless it's incorporated into Curt's webpage somehow,
which is what Paul suggested.

-c

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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-07 Thread Chris Metzler
On Fri, 07 Jan 2005 11:02:32 +0100
Erik Hofman wrote:
> 
> No wait, this is the only option where the order is important. This does
> 
> work:
> 
> fgfs --min-status=production --show-aircraft

Right, but doesn't this presume that they already have the aircraft
installed?  I just checked -- the min-status flag appears to act as
a filter on the list of aircraft that you already have installed.
So if you're looking at installing an aircraft from Curt's web page,
you won't get that info until after you've installed it . . .hence
the suggestion to include that info, at least in terse form, on the
page.

-c

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Re: [Flightgear-devel] Happy New Year

2005-01-06 Thread Chris Metzler
On Wed, 05 Jan 2005 10:17:53 -0600
Curtis L. Olson wrote:
>
> Looking forward to 2005 there are a few things I hope we can accomplish.
> 
> 1. I'd really like to do a version 1.0 release.

Other than bug fixes, what would this be like?  IOW, what's missing from
the feature set a 1.0 release would have?

-c

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Re: [Flightgear-devel] Individual aircraft downloads

2005-01-06 Thread Chris Metzler
On Tue, 4 Jan 2005 19:48:27 +0200
Paul Surgeon wrote:
>
> It would be really nice if the level of development was listed as well
> as a brief description about the aircraft.
> That would help people decide whether they really want to download the 
> aircraft or not.
> 
> For example :
> ---
> Development level : Beta
> Description : This Airbus XYZ was built in 19xx.
> 2000 of them were build before production stopped in 19xx.
> Please note that the hydraulic system is not fully operational at this
> stage.

I think this is a good idea.  Even if it's just at the "alpha"/"beta"/
"finished" level.

-c

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Re: [Flightgear-devel] 747 PFD Problem

2005-01-06 Thread Chris Metzler
On Wed, 05 Jan 2005 21:32:41 +0800
Innis Cunningham wrote:
>
> Hi All
> 
> Has anyone else noticed that the airspeed display and
> the altitude display go to all zero's when the aircraft nose
> goes below the horizon in FG 9.6.Also on T/O roll on 28R at KSFO they
> go to zero when the A/C gets to about 100 kts.I guess something
> is broke because the problem dose not happen in 9.5.Very strange
> because the airspeed tape and the altitude tape work just fine.
> I guess not a lot of people fly the heavies or this would have
> been noticed earlier.Unless it only happens on the windows version.

I can't reproduce this with current CVS.

-c

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Re: [Flightgear-devel] Scenery, plus an offer

2005-01-06 Thread Chris Metzler
On Thu, 06 Jan 2005 18:30:15 +0100
Erik Hofman wrote:
>
> Chris Metzler wrote:
> 
> > Jon, are you agreeable to getting this stuff into the downloadable
> > scenery (that is, putting the models into the data tree and making
> > their placement part of the TerraGear/scenery generation process)? 
> > Curt, are you?  It would be cool to have this stuff in the scenery.
> 
> There is no need to include it in the official release since we now have
> 
> a Terrain directory and an Objects directory in the Scenery directory. 
> This makes it easy to add additional objects after you have installed 
> the Scenery Terrain.

I don't mean the official release (although there where appropriate) so
much as the downloadable scenery available at e.g.
http://www.flightgear.org/Downloads/scenery.html . . .in other words,
just as we have radio towers decorating the landscape, having cooling
towers and might be good as well; and just as we have control towers
and windsocks at airports, having checkerboarded buildings at the
airport navaids locations might also look very nice.  Yes, it's true
that the stuff can (with some effort if you wanna do it globally) be
downloaded and installed; but so could be the radio towers and the control
towers and the windsocks and so forth.  If we know that they're present,
and we know their locations, and we have models for them, and it doesn't
consume a lot of disk space to include them or bandwidth to download
them, why not include them?

-c

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Re: [Flightgear-devel] Scenery, plus an offer

2005-01-06 Thread Chris Metzler

On Thu, 06 Jan 2005 13:21:36 +
Jon Stockill wrote:
>
> I can position all the navaids for you if you like. If you have any 
> lists of object positions (I've got lighthouses, wind farms, power 
> stations, radio masts, and Ordnance Survey triangulation points in the 
> database so far - but this only covers the UK) then I'd be happy to add 
> them to the data I have and produce scenery object data for you.

Jon, are you agreeable to getting this stuff into the downloadable
scenery (that is, putting the models into the data tree and making their
placement part of the TerraGear/scenery generation process)?  Curt, are
you?  It would be cool to have this stuff in the scenery.

On a related note:  I have a copy of the FAA's Digital Obstruction File
dated May 9, 2004, covering the U.S. and at least some of Canada.  This
document is released periodically (quarterly?); and as near as I can
tell, is unencumbered by IP restrictions, although not released for free.
I think it'd be very useful for improving the generic scenery in the U.S.
Its contents look like this:


  NOS   V  LATITUDE LONGITUDE OBSTACLEAGL 
AMSL STROBE ACCUR MARK  FAAACTION 308294
 ST NO  S ST  CITY  DEG MIN SECDEG MIN SECTYPE  FREQ  HT   
HT   IND   H V   IND STUDY NO  JDATE 284460
---
 300150
01-1307 O AL DAUPHIN ISLAND  30 10 45.00N  088 04 39.00W  RIG0236 
00236  R5 DY  90SO1578 C92125 235361
01-1472 O AL FORT MORGAN 30 11 20.00N  087 57 10.00W  STACK  0193 
00193  R5 DY  92SO2230 C96309 238951
01-1459 O AL DAUPHIN ISLAND  30 11 20.00N  088 07 15.00W  RIG0240 
00241  R5 DY  92SO2229 C93277 234894
01-2567 O AL GULF SHORES 30 13 49.00N  087 52 25.00W  BLDG   0223 
00242  R5 DN  00SO3180 CA4005 231225
01-2558 O AL GULF SHORES 30 13 49.00N  087 52 30.00W  BLDG   0223 
00242  R5 DN  99SO3256 CA4005 233277
01-2363 U AL FORT MORGAN 30 14 16.00N  087 52 01.00W  TOWER  0300 
00317  M   N  00SO3108 AA0284 226782
01-1173 O AL DAUPHIN ISLAND  30 15 01.00N  088 04 45.00W  TOWER  0201 
00205  R5 DY  88SO2440 C89163 245470
01-1330 O AL DAUPHIN ISLAND  30 15 54.00N  088 07 32.00W  RIG0186 
00186  D5 EY  91SO0652 C91350 233927
01-0196 O AL FOLEY   30 16 46.00N  087 41 33.00W  T-L TWR 2  0130 
00140  N5 EY   C84144 188870
01-2870 O AL ORANGE BEACH30 16 58.00N  087 35 04.00W  TOWER  0155 
00170  N2 CN  03SO0528 CA3341 239458
01-0291 O AL FOLEY   30 17 12.00N  087 36 23.00W  TOWER  0300 
00317  Y  66ME0248 D79163 212543

The obstruction types in the list are ARCH, BALLOON, BLDG,
BLDG-TWR, BRIDGE, CATENARY, COOL TWR, CRANE, DOME, ELEVATOR,
MONUMENT, OBSTACLE, PLANT, POLE, REFINERY, RIG, SIGN, SPIRE,
STACK/STACKS, T-L TWR, TANK, TOWER/TOWERS, TRAMWAY, and
WINDMILL.  Some of these correspond to types of objects that
Jon has spent a lot of time creating very nice looking models.

I think this would help make scenery in the U.S. and Canada
look a lot nicer with very little help.  My good news for the
new year is that I got a new job.  While I'm employed, I'm
willing to buy a copy of this file annually for TerraGear
to use in object placement, and work on scripts to add to
TerraGear to do it, if the interest is there.

-c


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Re: [Flightgear-devel] ac model exporting from blender

2005-01-02 Thread Chris Metzler
On Sun, 02 Jan 2005 23:23:36 +
Jon Stockill wrote:
>
> I have a hangar model in blender which is using 2 texture files. It all 
> appears correctly in blender, but when exported only 1 of the texture 
> files is referenced in the ac3d file. Has anyone seen this before? Is it
> 
> something I'm doing wrong, or is there a problem with using multiple 
> textures when exporting to other file formats?

Yes -- I ran afoul of the same thing.  It's another limitation of the
ac3d file format.  There are two simple solutions.  One is to create
a big texture that contains both the textures you want to use, and UV
map to the appropriate portions.

The other solution:  individual objects in an ac3d file can only use
one texture.  But the ac3d file doesn't capture an object -- it captures
a scene, which can contain multiple objects (in blender, different
meshes).  So in blender, take your object, and break it into 2 logical
objects (that is, two different meshes), each of which only needs one
texture file.  Then texture each object.  It should then export OK.

-c

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[Flightgear-devel] What was decided about the guy on -user who's bouncing everything back to sender?

2005-01-02 Thread Chris Metzler

The [EMAIL PROTECTED] guy is still bouncing back to sender
everything posted to flightgear-users.  Looking back through the
archive, I can't decided if anything got decided about what (if
anything) to do about him . . .

-c

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Re: [Flightgear-devel] Real weather fetch

2004-12-30 Thread Chris Metzler
On Wed, 29 Dec 2004 13:16:48 -0600
Curtis L. Olson wrote:
>

> I know different people will have different opinions on this, but I feel
> that simply interpolating over time to the "closest" data is just as 
> good as anything.  Interpolating spacially between the closest 3 
> stations is attractive, but remember this data is already starting to 
> get old by the time we get it so we will never be exactly correct with 
> current conditions.
[ snip ]
> Personally, I think it would be a *lot* simpler, and arguably just as 
> accurate to do a temporal interpolation towards the latest data at the 
> closest weather station.

Another issue is the fact that the data available from the METAR station
seems sometimes *very* old (e.g. a day or more).  I've flown (in
FlightGear) around a metropolitan area where I know exactly what the
weather's like (e.g. clear skies), and found it change from roughly
correct weather to something *wildly wrong* (e.g. overcast down to 900
feet, which it was like earlier in the week but definitely not today) to
something correct again (back to clear skies) as I fly 5 miles in a
straight line over the metro area.  So instead of spatial interpolation,
one might consider weighted spatial averaging (e.g. a gather scheme with
a broad Gaussian kernel or whatever) to lessen the effect of anomalous
stations in densely sampled areas.
 

> Lot's of 
> fun to be had if someone had the time to play with it ...

I used to do stuff that bears some similarities to this for a living.
Unfortunately, it was in FORTRAN.  Heh.

-c

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[Flightgear-devel] Bad elevation data in most recent scenery (was: Scenery concerns)

2004-12-28 Thread Chris Metzler
On Tue, 28 Dec 2004 14:35:34 +0100
Frank Olaf wrote:
>
> To where should I direct concerns about the scenery?

Stuff like this, which looks like a bug or other such problem, is probably
best for the developer list.


> There is quite a large portion of scenery near my home which is terribly
> 
>   incorrect.  From N60.50 to N61.00, E11 there is a large strip running 
> east and west with apparently no elevation data.
> 
> I'm not sure if this is reported somwhere previously, but someone should
> 
>  be notified about the problem.  I'm using scenery I downloaded 
> about 1 month ago with the 9.6 windows binaries.

Confirmed with the most recent scenery (generated this past few weeks).
It's not a case of missing tiles.  The scenery is there -- it's just
anomalously flat (in the midst of a region with a lot of hills), with
sharp edges, as if all the DEM data for this region reads 0.

-c

(Reply-To: set to flightgear-devel@flightgear.org)

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Chris Metzler
On Sat, 25 Dec 2004 18:05:15 +
Dave Martin wrote:
>
> What I'm getting at is that the .ac file supports a line drawn between 2
> 
> vertices whereas Blender *seems* to require at least three (to make a
> thin triangle) 
> 
> Am I correct with this or is there some way to do vertex-vertex lines in
> 
> Blender?

Yes.  Go into edit mode, select the two vertices, and hit the "f" key.

-c


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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Chris Metzler
On Sat, 25 Dec 2004 10:54:41 -0500
Norman Vine wrote:
>Chris Metzler writes:
>> 
>> A plib loader for .blend would, IMHO, be an incredible boon for FG. 
> 
> PLib is Open Source and "If it itches ..."  :-)

Absolutely -- that's why I wrote that I don't think plib developers
are opposed, but rather it's just that no one has contributed it.
If I knew more than how to do "Hello World" in C/C++ at this point,
I'd be game!  Barring that, my doing it has to wait until I *do*.

-c  (now, if plib had been written in Fortran, hehehehe)

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Chris Metzler
On Sat, 25 Dec 2004 03:48:29 -
Jim Wilson wrote:
>
> 
> Wasn't this a blender model?  Do we want to go the route of breaking
> away from the blender artists by working on the converted ac3d format
> files?  If we don't, then we should probably have blender sources
> available along with the base distribution.  I like ac3d a lot, but
> after getting gypped by the developer,  I'm looking at the whole idea of
> developing open sourced models with a closed source tool in a much
> different light.

No kidding.  It's really surprising that plib supports several proprietary
3d modellers, but doesn't support the one really powerful and popular
open source modeller.  But I don't suppose it's because they're opposed,
but rather because no one has sent in code.

It's a shame, too, because .blend files can include a lot of detail that
e.g. ac3d files cannot.


> Those using blender,  what exactly (if anything) needs to be done to the
> ac file after exporting it to ac format now?  Are there any unresolvable
> problems.  I'm just wondering if using the exporter code it might be
> reasonable to write a loader for blender files.

A plib loader for .blend would, IMHO, be an incredible boon for FG.  As
noted, ac3d file format can't include specular/diffuse shading info.
Blender/.blend files also give you the ability to texture an object's
faces in a fashion other than UV mapping -- by assigning (named) materials
to faces, and then assigning different textures to the different
materials.  ac3d files can't do this.  There's a lot of other .blend
functionality that ac3d can't do (e.g. procedural textures), but these
two are the ones that have bitten me so far.

-c

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Re: [Flightgear-devel] are we switching from blender to ac3d?

2004-12-25 Thread Chris Metzler
On Sat, 25 Dec 2004 12:38:53 +
Dave Martin wrote:
> 
> I have noticed that Blender seems to strip specular material settings
> when exporting to .ac
> 
> Not sure if this is something I'm doing wrong or an issue with Blender.

Neither.  Blender strips them out because the ac3d file format doesn't
support them.

http://projects.blender.org/tracker/?group_id=9&atid=125&func=detail&aid=1461

-c

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Re: [Flightgear-devel] Comm radios broken

2004-12-23 Thread Chris Metzler
On Thu, 23 Dec 2004 23:18:33 +
David Luff wrote:
>
> With the latest CVS of Simgear, FlightGear and base package, comm radios
> are completely broken, both attempting to set through the panel,

http://baron.flightgear.org/pipermail/flightgear-devel/2004-December/032990.html


> and
> through the property tree.

This, OTOH, I don't see.  H.

A fix to simgear that Melchior committed this morning was supposed to
have fixed the problem with the panel.  My CVS fgfs compile dates from
36 hours ago so I haven't checked it.  When did you update and compile?

I d'loaded and compiled the pre-release this afternoon, and the radios
in it work fine.  I don't quite understand that because it came out
after the patch that introduced the panel problem, but before the fix
was submitted.  But anyway, the panel works for me there.

-c

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Re: [Flightgear-devel] Announce: FlightGear-0.9.8-pre1 and

2004-12-23 Thread Chris Metzler
On Thu, 23 Dec 2004 10:28:23 -0600
Curtis L. Olson wrote:
>
> I'm sure I'm using plib-1.8.3 here without problems.  Anyone else seeing
> 
> a problem?

I'm currently dloading, to see what the status is of CVS bugs discussed
here recently . . .

-c

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[Flightgear-devel] Bug in CVS: radio panel hot spots no longer work

2004-12-22 Thread Chris Metzler

Reported in the IRC channel; Melchior and I have since confirmed.

Mouse-clickable hot spots on the panel were working fine for me until
I updated plib/openal/simgear/flightgear from CVS and recompiled all
this morning.  Now *some*, but not all, of the hotspots are unresponsive.
Specifically, radio stack switches (frequency swap, frequency tuning,
etc.) don't work, while altimeter calibration, NAV radial adjust, etc.,
do work.  I've observed this on the c172 and the c310.  Reported on
the 737 as well.

-c

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Re: [Flightgear-devel] Weather reporting stations

2004-12-22 Thread Chris Metzler
On Wed, 22 Dec 2004 11:03:07 + (UTC)
Martin Spott wrote:
>
> I believe I didn't grasp the difficulties she's running into  ;-)

I thought she wanted to know the difference between the various types
of automated stations.

-c

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Re: [Flightgear-devel] CVS Error?

2004-12-17 Thread Chris Metzler
On Fri, 17 Dec 2004 10:49:56 -0600
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
>
> I believe Erik just synced the flightgear tree up with the latest JSBsim
> 
> cvs, so there could be some portability issue that has crept in.  I 
> haven't had a chance to compile the latest cvs commits myself.

It's definitely not generic:  I just synced to CVS and built on linux
with no problem at all.

-c

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[Flightgear-devel] PATCH: two changes to data/Aircraft/737/Instruments/pfd2.xml

2004-12-16 Thread Chris Metzler

The first:  In going from version 1.3 to 1.4, Melchior Franz
noted that there was no /velocities/vertical-speed-fpm
property to display, and changed the property referenced to
/velocities/vertical-speed-fps, which does exist.  But the
display should show fpm; so a  parameter is inserted
to make what's displayed feet-per-minute.

The second:  In going from version 1.1 to 1.2, properties with
'[0]' indices had the '[0]' dropped.  But for some reason, a
reference to property dme/indicated-distance-nm[0] got changed
to dme/distance-nm.  In other words, not only did [0] get dropped,
but 'indicated-' got dropped from the property name.  This broke
DME on the 737 -- there is no 'dme/distance-nm' property.  This
patch fixes it back.

Index: pfd2.xml
===
RCS file: /var/cvs/FlightGear-0.9/data/Aircraft/737/Instruments/pfd2.xml,v
retrieving revision 1.4
diff -u -r1.4 pfd2.xml
--- pfd2.xml13 Dec 2004 20:35:34 -  1.4
+++ pfd2.xml17 Dec 2004 01:51:56 -
@@ -353,6 +353,7 @@
  
   number-value
   /velocities/vertical-speed-fps
+  60
   %6.0f  
  
 
@@ -387,7 +388,7 @@
 
  
   number-value
-  /instrumentation/dme/distance-nm
+  /instrumentation/dme/indicated-distance-nm
   %6.1f
  
 


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Re: [Flightgear-devel] New scenery build

2004-12-16 Thread Chris Metzler
On Thu, 16 Dec 2004 23:04:30 +
David Luff <[EMAIL PROTECTED]> wrote:
>
> Well, I've had a very good pan round the Chicago scenery in the ufo with
> both the old and new materials.xml on a Linux box with a Geforce3, and I
> can't find a shred of difference in any of the runways, regardless of
> surface or marking type.

FWIW, I just did the same with a GF4 Ti4600, checked asphalt and concrete
rwys with both materials.xml's, took snapshots from identical perspectives
so I could compare them directly, and I can't see any differences . . .

-c

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Re: [Flightgear-devel] Next release planning ...

2004-12-15 Thread Chris Metzler
On Wed, 15 Dec 2004 13:15:34 -0500
Chris Metzler <[EMAIL PROTECTED]> wrote:
>
> - attempting to load a saved state from the menu crashes the program.

ADDENDUM:  This appears to be a/c dependent.

Flying a c172, saving the state, quitting, restarting, and loading
the saved state works.

Flying a c310, saving the state, quitting, restarting, and loading
the saved state gives you the correct (saved) flight parameters, but
in a c172!

Flying a 737, saving the state, quitting, restarting, and loading
the saved state crashes fgfs.

-c


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Re: [Flightgear-devel] Next release planning ...

2004-12-15 Thread Chris Metzler
On Wed, 15 Dec 2004 13:15:34 -0500
Chris Metzler <[EMAIL PROTECTED]> wrote:
>
> - the "inner marker" sound immediately upon startup, while sitting on
> the runway, that can only be stopped by starting your takeoff roll and
> getting far enough along into it.

AMENDMENT:  as noted when this got brought up in another thread, this
one doesn't happen for me.  I was mentioning it from memory; but I'm
told that if you are experiencing this problem, you don't have to move
away to make it stop.  You only have to sit through five beeps or so.

-c

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Re: [Flightgear-devel] Next release planning ...

2004-12-15 Thread Chris Metzler
On Wed, 15 Dec 2004 10:18:04 -0600
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
>
> Are there any major outstanding bugs or issues we need to resolve before
> 
> the next release?  I realize there are perpetual things (such as our gui
> 
> interface is crude) that we won't be able to address immediately, but if
> 
> there are little bugs or glitches that have crept in, let's try and get 
> those fixed as quickly as possible.

The four things that users come into the IRC channel and complain about
most often:

- the "inner marker" sound immediately upon startup, while sitting on the
runway, that can only be stopped by starting your takeoff roll and getting
far enough along into it.

- the stall warning sound immediately upon startup, or well after landing,
while sitting still on the runway, that can only be stopped by throttling
up and rolling.

- attempting to load a saved state from the menu crashes the program.

- attempting to change airports from the menu does nothing.


-c

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[Flightgear-devel] CVS: data/Aircraft/737/737-set.xml -- odd change, starts with empty tanks now.

2004-12-15 Thread Chris Metzler

Hi.  data/Aircraft/737/737-set.xml was changed from v1.5 to v1.6 in
an effort to get a first shot at contrails working.  However, it also
changed the starting fuel in the fuel tanks from:



 
!  1540
 
 
! 1540
 
 
! 0
 

   

to



 
!  149
 
 
! 149
 
 
! 149
 

   

. . .giving the 737 about 20-30 minutes of flying time.  I'd submit a
patch to change it back, but maybe there's something going on here and
this is a necessary change for now?

-c


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Re: [Flightgear-devel] ..there _is_ Glut to be had off cvs or tarballs somewhere???

2004-12-15 Thread Chris Metzler
On Wed, 15 Dec 2004 11:53:39 +0100
Arnt Karlsen <[EMAIL PROTECTED]> wrote:
>
> ..this ofcourse means I don't have glut set up properly on this old
> server box running  This means I need Glut off cvs or tarballs or
> somesuch, but from where???

Google is your friend.  I typed "glut" into google and the third
entry was GLUT's homepage, which has a downloads link from where
you can get a tarball.

-c

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[Flightgear-devel] Advice needed: rwy dist rem sign installation

2004-12-14 Thread Chris Metzler

Hi.  So, I recently got a chance to pick this back up.  In principle,
everything is finished:  I have a set of signs which are designed
as per the U.S. FAA regs (FAA AC-150-5340-18C, Standards for Airport
Sign Systems, and FAA AC-150-5345-44G, Specification for Taxiway and
Runway Signs).

I also have a script for generating .stg file entries.  Features:

- can read in airport data in either apt.dat or runways.dat format.
- will generate sign placements either for a single airport, a list
of airports (a list of ICAOs in a file), every airport in apt.dat
or runways.dat (but not heliports or seaplane bases), or every
airport in apt.dat that has the "has runway distance remaining signs"
flag set.
- can place signs using any of the three layout methods given by
the FAA regs.
- makes sure that there are no signs placed on top of intersecting or
nearby runways or taxiways.  Specifically, it makes sure that no signs
are placed within 50' of any other runway/taxiway at the airport.  It
attempts to adjust the positioning of a sign to avoid such a conflict,
omitting the sign entirely if it'd have to be moved by more than 50'
along the runway length, as per the FAA regs.

I'd like to contribute this to FlightGear -- I think they'd make a
nice addition to the scenery at the airports where it'd be appropriate
to have them.  However, I'm stuck on one thing that I'm hoping those
who build scenery will advise:  what's the best way to write this stuff
out?  Is the best option to:

- have the script determine the tile numbers, go to the .stg files, and
insert the sign entries directly?
- have the script create an "installation" script, into which the sign
entries are embedded (e.g. as a here document); such a script could also
have a removal option, to take the signs back out?
- do things monolithically, or by airport (could be lots of files if
doing all relevant airports)?

To be of most use to the project, how should this script write its info?

-c

P.S.  As an aside, the routines for determining whether a sign hits
a runway/taxiway, and adjusting its position, could be trivially
adapted to get beacons and windsocks off of runways where that happens
currently.  I'd be happy to do that.  Yes, the right thing to do is to
fix the numbers in apt.dat/runways.dat.  But in the short term,
replacing a wrong location that puts a beacon right in the middle of
a runway with another nearby wrong value that *doesn't* put the beacon
on top of a runway seems like a good idea to me.

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[Flightgear-devel] DAFIF comment period: there will be one after all.

2004-12-13 Thread Chris Metzler

So, I emailed the contact given in the FR notice regarding the termination
of public distribution of the DAFIF.  I noted that there was no mention of
a public comment period, as is common for these things, and asked if there
was to be one.  They wrote back this afternoon, indicating that they'd
decided to have one.  I've excerpted the email below.

I have no idea whether comments from folks outside the U.S. are taken
into consideration; I'd bet not.  But it *is* the case that comments
matter; as I noted elsewhere, they're required to respond to all the
substantive points raised in comments they receive when they make
their final decision.  So commenting is worthwhile.  Perhaps it makes
sense to discuss here what comments one *would* make, so that USians
here who choose to comment won't lack for good points to make.

Robin Peel probably already knows about this change, but I'm cc'ing this
to him in case.

-c


} Thank you for your recent inquiry regarding the proposal to remove NGA's
} aeronautical products from public sale and distribution.
}
} After initial feedback from the public NGA has determined that a period
} of public comment will benefit the final decision on this policy issue.
} So the Agency is inviting public comment on its proposed action to
} withdraw aeronautical data and products from public distribution.  The
} period of comment will be open from 3 December 2004 until 30 June 2005.
} NGA will consider all comments when making the final decision to go
} forward with this proposed action, in part, in whole, or not at all. 
}
} Your e-mail has been forwarded to the office collecting public comments.
} If you have further suggestions, or wish to express any other issues or
} concerns please direct them to one of the addresses below.
}
} Comments may be returned to: [EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>
} or mailed to: 
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Re: [Flightgear-devel] DAFIF Will No Longer Be Available to Public

2004-12-12 Thread Chris Metzler
On Sun, 12 Dec 2004 16:34:19 -0500
David Megginson <[EMAIL PROTECTED]> wrote:
>
> Originally, the excuse for pulling DAFIF was the Australian
> government's attempt to sue Jeppesen for royalties on Australian aero
> data, or something similar.  Now, the reason is simply national
> security.  I wonder if the Australian thing died out, or if it was
> just easier to use the security boilerplate than to get into the
> complex legal details.

I'd bet the latter -- I suspect the national security-ish lines in
the FR entry are in there only because every decision the Federal
government makes anymore gets some kind of "national security"
justification.

What I didn't see was some kind of notification about an official
comment period.  Normally, when a policy change takes place, the
first announcement in the FR mentions a period during which comments
can be made.  I didn't see that in there.  This is significant in
that comments made in response to policy changes like this actually
do matter.  I had breakfast yesterday with two senior executives
in the Federal bureaucracy (both GS 15 or higher) who were very
emphatic that commenting during the comments period is worthwhile:
in subsequently making their decision official or in changing it
to something else, the agency in question *must* substantively
address the comments received.

-c

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Re: [Flightgear-devel] NAV radios still borked on three a/c

2004-12-12 Thread Chris Metzler
On Sun, 12 Dec 2004 12:22:35 +0100
Roy Vegard Ovesen <[EMAIL PROTECTED]> wrote:
> On Sunday 12 December 2004 09:05, Chris Metzler wrote:
>>
>> the pa28-161,
> 
> I tried the pa28-161 and it seemed to work fine.

Really?  I just checked it again, and both NAV1 and NAV2 are dead for
me.  I'm running CVS, current as of last night.


>> and the  
>> beech99.
[ snip ]
>> Lots of things don't work about the latter, including various 
>> gauges, so the problem may be something other than this transition.
> 
> Hmmm... I just tried it, and all gauges seemed to work fine (alt, vs,
> turn, airspeed, ai)

The gauge that was messed up for me in particular was the artificial
horizon; it was starting out tumbled, and wasn't resetting after a
few seconds.  But I just tried it again, and it came up OK.  So I
dunno.

Thanks.

-c

P.S.  The patch for C310/beech99 worked just fine.

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[Flightgear-devel] NAV radios still borked on three a/c

2004-12-12 Thread Chris Metzler

Hi.  From the CVS logs, it looks like a whole lot of
radios/instrumentation changes went through last week to finish the
transition (and thus fix the NAV radio problems).  I just went through
and manually checked all the a/c which have relevant gauges, and found
that the c172 and 737 and so on all work; but three planes still have
broken NAV radios:  the c310 (and its children), the pa28-161, and the
beech99.  Lots of things don't work about the latter, including various
gauges, so the problem may be something other than this transition.

-c

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Re: [Flightgear-devel] World scenery rebuild

2004-12-07 Thread Chris Metzler
On Sat, 04 Dec 2004 19:17:30 -0600
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
>
> You can track and download the latest world scenery rebuild graphically 
> here:
> 
> http://www.flightgear.org/Downloads/scenery-0.9.7.html


Good stuff with runway glitches!

BEFORE:  KDCA Runway 04, takeoff roll, slamming on the brakes:
http://www.speakeasy.net/~cmetzler/kdca_intersection_old.jpg

AFTER:  the same, but no problem now:
http://www.speakeasy.net/~cmetzler/kdca_intersection_new.jpg

Thanks!

You probably know this already, but there are still "seam" issues near
the ends of many runways, e.g.:
http://www.speakeasy.org/~cmetzler/ksdf_17Rend_seams.jpg

These are present both in the old scenery and the new.

You are making these now with apt.dat, right?  The runways.dat format
is gone?

-c

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Re: [Flightgear-devel] Inner marker sound

2004-12-04 Thread Chris Metzler
On Sat, 4 Dec 2004 09:46:00 +0200
Paul Surgeon <[EMAIL PROTECTED]> wrote:
>
> Is there anyway of stopping the inner marker sound going off whenever
> starting at an airport on the runway?
> 
> This is a bug I presume because I do not know of any inner markers
> located directly on the runway thresholds and it stops once the sim is
> loaded.
> 
> I have to turn my sound down when starting FG, it's so loud.

Just to follow up on this -- I can't confirm this; it doesn't happen
for me.  But it does happen for people other than Paul; there've been
users coming into the #flightgear IRC channel asking about how to
fix this.

-c

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[Flightgear-devel] NAV1 and NAV2 borked in CVS

2004-12-04 Thread Chris Metzler

NAV1 and NAV2 are broken in CVS, apparently independent of
choice of aircraft.  I've tried them on the c172, c310, and 737;
Melchior checked the last two and found the same thing.  Doesn't
matter what frequency/radial you set or your distance from the
transmitter -- the display is dead.

-c

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-12-01 Thread Chris Metzler
On Wed, 1 Dec 2004 17:39:43 + (UTC)
Martin Spott <[EMAIL PROTECTED]> wrote:
> "David Luff" wrote:
> 
> > J,K = 0.1 degrees
> > Shift+J, K = 3 degrees
> > Ctrl+Shift+J, K = 0.01 degrees
> > 
> > R, D, F, C move objects 0.5 meters, or 10 meters with shift down.
> 
> Thank you! Does anyone have a current copy of Robin's 'AptNavFAQ' ?
> Robin's pages on the X-Plane site have disappeared and the copy on the
> FlightGear pages is totally outdated,

They haven't disappeared; they just relocated (with a very slight
path change).  If you go off the links on the x-plane.org front page
you'll get to them.  Directly, for the FAQ, see:

http://x-plane.org/home/robinp/AptNavFAQ.htm

-c

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Chris Metzler
On Tue, 30 Nov 2004 06:33:36 +0200
Paul Surgeon <[EMAIL PROTECTED]> wrote:
>
> 
> It's pretty neat technology. No decompression is required as reading a
> texture is done on the fly when it's required. If only a portion of the
> compressed texture is used in a scene then only the required pixels of
> the texture are decoded and used.
> 
> One would be able to stick nearly 768MB of textures onto a video card
> with 128MB of VRAM. The IO saved is enormous if you were trying to send
> all those textures to the video card for each frame.

It does sound really, really cool.  One concern:  how widespread is the
availability of these two OpenGL extensions?

-c

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Chris Metzler
On Mon, 29 Nov 2004 22:25:49 -0500
"Norman Vine" <[EMAIL PROTECTED]> wrote:
> 
> This is true .
> but don't forget the gain achieved by reducing the disk to memory
> bandwith required

Absolutely; but this issue (whether the video card can render the
compressed textures without decompressing first) is what Paul and
Curt were unsure of, if I'm following this.

Of course, this also presumes that the guy I quoted knew what he
was talking about.  I know *I* don't know much about this stuff,
thus don't know enough to say.

-c

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Chris Metzler
On Tue, 30 Nov 2004 01:15:27 +0200
Paul Surgeon <[EMAIL PROTECTED]> wrote:
> On Monday, 29 November 2004 20:53, Curtis L. Olson wrote:
>>
>> Do the textures stay compressed in video ram, does the texture render
>> unit render from the compressed texture, or does it have to uncompress
>> it in video ram before rendering it?
> 
> I'm not sure about that - I'll have to makes some inquiries and find out
> how  video cards actually handle the rendering of compressed textures.
> There would be no point if all the textures were uncompressed at the
> same time into VRAM.

>From http://www.simforums.com/forums/forum_posts.asp?TID=4958&PN=1

[ snip ]
} The compressions are not meant to save disk drive space (plenty of it)
} but to:
}
} -reduce the video card memory useage, as since the Geforce2, video
} cards can directly render a compressed texture on a 3D polygon without
} decompressing it
[ snip ]

-c

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Re: [Flightgear-devel] AI Aircraft Models

2004-11-29 Thread Chris Metzler
On Mon, 29 Nov 2004 17:30:51 +0100
Durk Talsma <[EMAIL PROTECTED]> wrote:
>
> After solving the multiple copy problem, the AI system became a lot more
> 
> flexible and I was able to load close to 1200 aircraft, but when
> multiple aircraft came into view, I experienced some nasty problems,
> including DList stack overflows. Reducing polygon count by creating
> special AI versions of all our common aircraft (i.e. omitting the
> cockpits, and instruments) reduced this problem further. 

You might consider increasing the size of the DList stack, and/or
commenting out the warning written to the screen (the flood of 
warning messages slows things down dramatically all by itself).
I understand that this isn't a decent solution, since one can't
expect all the users to do this.  But it's informative.  I mention
this because I ran into a similar problem after modifying some
terrain with fgsd.  Frederic commented that the DList stack size
set by plib was arbitrary, and suggested increasing it and commenting
out the warning.  See the bottom of this message:

http://sourceforge.net/mailarchive/message.php?msg_id=9861990

It would be interesting to see if that solves your problem.  If
so, and if there are no obvious deleterious effects (I'm ignorant
about this stuff), maybe changing the stack size can be suggested
to the plib folks.

-c

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Re: [Flightgear-devel] Re: openal & wind.wav: correct pitch?

2004-11-29 Thread Chris Metzler
On Tue, 23 Nov 2004 13:44:55 +0100
Melchior FRANZ <[EMAIL PROTECTED]> wrote:
>
> Should have been: "is *everyone* else happy with it?"

I guess my tendency is to say I'm happy with it if it's closer to
how it sounds in real life.  And my problem is that I have no idea
which one is closer to real life.

-c

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Re: [Flightgear-devel] TaxiDraw-0.2.4 released

2004-11-29 Thread Chris Metzler
On Sun, 28 Nov 2004 20:34:51 -0600
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
>
> I can think of 4 approaches to defining taxiways and lines.

[ snip ]


> 2. Draw the taxi lines as separate polygons over the top of the taxiways
> 
> and runways.
 [ snip ]
> But this scheme would burn a 
> lot of polygons and it would require some complex preprocessing of the 
> line polygons to clip them against all the underlying triangles.  That 
> would be no small task ... (writing the code to do that.)
> 
> 3. Cut the lines right into the geometry ... i.e. cut holes for the 
> lines.
[ snip ]
> . . .we'd still be burning a fairly high
> number of polygons.

So while #2 and #3 hold the most promise in the near term, the fact
is that they require a lot of polygons.  If I remember correctly,
the issue with using vmap1 data (rather than vmap0) to improve the
accuracy of roads/railroads/land use contours/etc. is also polygon
count, right?

What I'm wondering is how well known the constraints here are?  Presumably
some time in the past, someone created a scenery tile that had tons and
tons of polygons and their framerate went into the dirt.  Was it really
old hardware?  How high was the visible poly count, and how bad did their
framerate get hit?  That kind of thing.  IOW, do we know that fgfs
framerates are basically polygon-count-limited at this point?  Maybe this
is just a fool's hope on my part, but perhaps we worry about this more
than we need to?  Maybe everything will be fine.

-c

P.S.  Maybe even vmap1 would work.  Or has someone tried it recently,
and the results were awful?

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Re: [Flightgear-devel] AI Aircraft Models

2004-11-29 Thread Chris Metzler
On Wed, 24 Nov 2004 07:29:02 +0100
Durk Talsma <[EMAIL PROTECTED]> wrote:
>
[ snip ]
>
> Another thing I noticed is that when the AIModel subsystem loads
> multiple copies of an aircraft, separate copies of each model are loaded
> each time, instead of referencing to the already loaded copy in the ssg
> scene graph. Having multiple copies of a polygon heavy AI aircraft led
> to severe memory problems on my system.

Wow.


> For this and other reasons, I'm currently leaning toward favoring having
> a separate set of low-polygon count models for AI aircraft.

Maybe I'm not following, but it seems like you're saying that the
problem is the multiple loading of the same 3D model (for each AI
aircraft) rather than reusing one existing copy in memory.  Right?
If that's the case, it would seem like trying to minimize how bad
this is by using low-resolution models is not so much solving the
problem as working within it; and the best solution would be to get
plib to be able to only load the model once and to reference it
for additional aircraft.  But maybe that's really, really hard?

-c


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Re: [Flightgear-devel] Traffic Management screenshots

2004-11-29 Thread Chris Metzler
On Sat, 27 Nov 2004 09:13:09 +0100
Durk Talsma <[EMAIL PROTECTED]> wrote:
>
> Hi Folks,
> 
> This morning I decide to post a selection of FlightGear sceenshots on my
> 
> website illustrating the development of the TrafficManager subsystem,
> and its interface with the AIManager. 
> 
> http://durktalsma.xs4all.nl/FlightGear/web/index.html

Looking cool!

I'm curious whether you have ideas on how to generate traffic data
(flights and flightplans) for the aircraft that the TrafficManager
and AIManager will handle.  Are you thinking of doing real-world
flights?  If so, is there a good place to harvest that data?  Thoughts
on how to convert it into flightplans of the style you use?

Given the work that still needs to be done, there's clearly no
urgency to this.  I'm just curious what direction you're going
. . .

Anyway, cool stuff.

-c

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[Flightgear-devel] Want to confirm: X-Plane file format in immediate future?

2004-11-29 Thread Chris Metzler

I just want to confirm re: some stuff I'm doing:  the next big scenery
build, and the next "release" of fgfs, will be based on the switch from
basic.dat and runways.dat to X-Plane's apt.dat?

Thanks,

-c

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Re: [Flightgear-devel] When can we have roads like this

2004-11-15 Thread Chris Metzler
On Mon, 15 Nov 2004 06:01:43 -0500
"Norman Vine" <[EMAIL PROTECTED]> wrote:
>
> 
> I think that the newer OpenGL cards can handle *many* more polygons 
> in the scenery then we are currently throwing at them as long as we
> present them clumped according to 'OpenGL state' which shoud be the 
> case with the basic scenery.  

Do you have a feel for what "many" means?  Is vmap1 data for
roads/railroads/etc. becoming a possibility?

-c


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[Flightgear-devel] TaxiDraw -- runway changes

2004-11-13 Thread Chris Metzler

Hey Dave -- what's the chance of adding:

1) displaying displaced threshholds and stopways along with the
runway and taxiway layout;
2) the ability to change runway info, specifically displaced
threshholds and stopways?

I started to work on an airport and noticed that the runways in the
background image seemed longer than the runways as drawn by TaxiDraw.
Zooming in, I saw there were stopways present that TaxiDraw wasn't
drawing.  I then checked runways.dat and noted that the info for the
airport was wrong in that stopways weren't present in the dataset,
but displaced threshholds (that don't exist in real life) were.
So I'd like to remove displaced threshholds and add stopways.  But
I can't do that directly with TaxiDraw; and as far as doing it by
hand, the only way I've come up with to do it is to place a taxiway
on top of the runway, including the stopway, check the length, and
compare to the length of the runway as given.  And then add by hand.
No major deal, but if it were possible to view/tweak this stuff in
TaxiDraw that'd be cool.

Cheers,

-c

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[Flightgear-devel] Bug in calc-tile.pl?

2004-11-13 Thread Chris Metzler

Keeping in mind that I don't really speak perl . . .I was trying to
understand the tile number calculation, and came upon a bit that
doesn't make sense to me in the tile_index function.  It looks like
it doesn't handle near-polar latitudes correctly -- like it resets
the longitude (which never gets used again, so why reset it?) when
it should be setting the variable "x" that covers the low-order bits
of the tile number.  "x" gets set for latitudes in the range
-83 <= lat <= 82; but for latitudes closer to a pole than that,
"$x" is unset before adding to the tile index number.  Should
those resettings of $lon be setting $x instead?

-c

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Re: [Flightgear-devel] Multiheaded video cards?

2004-11-04 Thread Chris Metzler
On Wed, 03 Nov 2004 23:07:01 -0800
"Dale E. Edmons" <[EMAIL PROTECTED]> wrote:
> Chris Metzler wrote:
> 
>> What I can tell you, though, is that DRI and OpenGL support for Matrox
>> cards under Linux sucks rocks.  First of all, Matrox' drivers are open,
>> and their proprietary HAL module doesn't really buy you anything, so
>
>
> No real arguments here, but there is useable code for the card in the 
> native X11.

Sure; it's just broken.  The DRI project people agree that it's broken;
they just don't have anybody that can fix it right now (or, rather,
didn't as of late summer.  things may have changed).


>>for just a taste.  There's a lot more there too.  Personally, I had
>>constant hard lockups requiring a full system reset, with lots of
>>DMA idle timeout messages to my X log, whenever I tried flightgear
>>for very long with the Matrox card.  From other messages in the Matrox
>
> Sounds like the ASUS (junk!)  motherboard I had.  My 1GHz athalon on its
> 
> ASUS
> board sits collecting dust (it doesn't even do that very well).  The 
> G450 I have is very
> robust as is the code.  I run Debian Linux without a single lockup in 
> over a year now.

Hmmm, well, yes, this is with an Athlon (XP 2000+) on an Asus a7v333.
However, the exact problem I encountered with the Matrox drivers has
been reported by several other people on e.g. the X.org and DRI project
bugzillas, and they weren't running Asus motherboards.  And when I
dumped the G550 for a GF4 Ti4600, I never had another problem.

I would only get the DMA idle timeout lockups on very intensive OpenGL
stuff.  fgfs would routinely do it, tuxracer would rarely do it, glxgears
would never ever do it.  If there were support for the Matrox X11 drivers,
I would have been happy to patch the drivers with diagnostics and fail
some more and collect info.  But since they're not supported by either
Matrox or the X/DRI folks, I just couldn't rationalize sticking with it.

-c


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Re: [Flightgear-devel] Plea for help: geometry/trigonometry problem

2004-11-03 Thread Chris Metzler
On Wed, 3 Nov 2004 17:19:09 -0500
Chris Metzler <[EMAIL PROTECTED]> wrote:
>
> I'll check my algebra again,

Checked; I can't find a mistake.  As a third check, I ran it through
Maple and got the same result.  It appears to have the correct
limiting behavior for both pitch --> 0 and roll --> 0 independently.
And the problem seems straightforward to me.  The compass needle
is constrained to move on the horizontal plane in the aircraft's
reference frame; the question is simply what's the (perpendicular)
projection of the magnetic field vector onto that plane, and what
direction does that point?  You can move the plane by from
level flight towards the north pole by yaw, then pitch, then roll;
or you can do the opposite transformations on the magnetic field
vector itself (same order, but opposite value of angles), and
get the same relative orientation of the field vector to the
aircraft.

So I think this is analytically correct.  What's the weird behavior?
For what part of parameter space?

-c

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Re: [Flightgear-devel] Plea for help: geometry/trigonometry problem

2004-11-03 Thread Chris Metzler
On Wed, 3 Nov 2004 16:47:37 -0500
David Megginson <[EMAIL PROTECTED]> wrote:
> 
> Thanks for all the work on that.  I just tried it out, though, and it
> gives strange behaviour with negative (left) roll angles, even when
> pitch is close to 0.  It's possible that I caused some confusion by
> using theta for pitch, when the original equation used it for roll --
> here's the original equation from the Web page, translated into our
> normal phi/theta/psi variables, mu for magnetic dip, and preserving Hc
> for the indicated compass heading:
> 
>   Hc = atan2(sin(psi)cos(phi) - tan(mu)sin(phi), cos(psi))
> 
> In other words
> 
>   a = sin(psi)cos(phi) - tan(mu)sin(phi)
>   b = cos(psi)
> 
> Your suggested equation, using the same variable names, is
> 
>   a = cos(phi)sin(psi)cos(mu) - sin(phi)cos(theta)sin(mu)
> - sin(phi)sin(theta)cos(mu)cos(psi)
> 
>   b = cos(theta)cos(psi)cos(mu) - sin(theta)sin(mu)
> 
> I'm really bad at this kind of thing, but when I set theta to 0, I end
> up with
> 
>   a = cos(phi)sin(psi)cos(mu) - sin(phi)sin(mu)
>   b = cos(psi)cos(mu) 
> 
> Does that actually work out to the same thing by messing around with the
> trig?

Yes, it does.  Basically, just leave the cos(psi) in the denominator,
and divide the cos(mu) that's in the denominator into a.  In other words,

cos(phi)sin(psi)cos(mu) - sin(phi)sin(mu)
-
  cos(psi)cos(mu) 

=

cos(phi)sin(psi)cos(mu)sin(phi)sin(mu)
----   ---
   cos(psi)cos(mu) cos(psi)cos(mu)

(in the first term, cancel out the cos(mu) in the numerator and
denominator; in the second term, take the sin(mu)/cos(mu) and
replace it with a tan(mu) in the numerator)

=

cos(phi)sin(psi)   sin(phi)tan(mu)
 - ---
cos(psi)   cos(psi)

=

(cos(phi)sin(psi) - sin(phi)tan(mu))/cos(psi)

which is what you have above.  So yeah, it does work out.

I'll check my algebra again, but what are the chances that the
strange behavior (you didn't describe what it was) you're seeing
are numerical?  In other words, when it occurs, what's the
typical value of the argument of the arctan?

-c

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Re: [Flightgear-devel] Plea for help: geometry/trigonometry problem

2004-11-03 Thread Chris Metzler
On Wed, 3 Nov 2004 10:17:34 -0500
David Megginson <[EMAIL PROTECTED]> wrote:
>
> I'm fixing the magnetic compass instrument to make its behaviour more
> realistic.  I'm starting with the northernly turning error, and found
> a useful site that actually gives an equation:
> 
>   http://williams.best.vwh.net/compass/node4.html
> 
> Here's the equation (radians for all angles):
> 
>   Hc: indicated compass heading
>   Hm: actual magnetic heading
>   phi: bank angle (right positive; the original web page uses theta)
>   mu: magnetic dip angle (down positive)
> 
>   Hc = atan2(sin(Hm)cos(phi) - tan(mu)sin(phi), cos(Hm))
> 
> The result is very realistic as far as bank/turning errors go, much
> better than anything I've seen in a desktop sim.  I've checked in the
> changes so that others can take a look.
> 
> The problem is that this equation assumes that pitch (theta) is 0. 
> Now, I need to adapt this equation to incorporate theta as well, so
> that the compass will show an error when the nose is pitched up or
> down relative to the earth's surface.
> 
> I imagine that the problem is fairly obvious to people with a basic
> knowledge of geometry and trig, but unfortunately, I am not one of
> those people.  I would be very grateful for someone could reply with
> an adaption of the above equation integrating theta.

A simple adaptation doesn't really work.  Using the variables as you've
defined them, and taking theta to be positive for pitched up, write

Hc = atan2(a, b)

with

a = cos(phi)sin(Hm)cos(mu) - sin(phi)cos(theta)sin(mu)
- sin(phi)sin(theta)cos(mu)cos(Hm)

b = cos(theta)cos(Hm)cos(mu) - sin(theta)sin(mu)

I'd appreciate it if someone would check my matrix multiplication
(Euler rotations), but I'm pretty sure this is correct.  It reduces
to the equation you gave for the case of zero pitch (theta = 0).

The way to solve this problem is to imagine not that you're changing
the attitude of the plane, but that you're changing the orientation
of the vector instead.  So you start with the plane heading magnetic
north; the plane's aligned with the B vector in the XY plane (+X = east,
+Y = north) but the vector has a -Z component.  Rotating the plane
to a magnetic heading Hm is equivalent to rotating the XY components
of the B vector counterclockwise Hm.  Then pitching the plane up/down
corresponds to rotating the YZ components of the vector.  Then banking
the plane corresponds to rotating the XZ components of the vector.

You have to do it in this order.  I first tried it by creating the
state described on the web page you gave (plane at magnetic heading
Hm, and banked).  I then tried to apply the pitch.  But that won't
give you the right answer because pitching the plane up and down
in its own reference frame won't correspond to what we call pitch
since the plane is already banked.

-c

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Re: [Flightgear-devel] Plea for help: geometry/trigonometry problem

2004-11-03 Thread Chris Metzler
On Wed, 03 Nov 2004 17:25:16 +0100
Boris Koenig <[EMAIL PROTECTED]> wrote:
> David Megginson wrote:
> > On Wed, 3 Nov 2004 15:36:33 + (UTC), Martin Spott
> > <[EMAIL PROTECTED]> wrote:
> > 
> > 
> >>Explaining in pictures is easier than dealing with single-line-
> >>equations  :-)  We'll see,
> > 
> > 
> > Multiple, sequential equations are welcome as well.  Anything, really
> > ...
> 
> Could you go into detail about what kind of compass/error we're
> talking ?

The link that he gave goes into it in detail.

-c

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Re: [Flightgear-devel] Multiheaded video cards?

2004-11-02 Thread Chris Metzler
On Tue, 02 Nov 2004 12:37:40 -0600
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
>
> I periodically get asked about multiheaded video cards for FlightGear.  
> My standard answer is that I don't know for sure, but I suspect they 
> wouldn't work well for FlightGear.  However, the questions keep coming 
> and I feel like I'm not able to give a really good answer.
> 
> So can anyone help me out?  For instance, has anyone tried one of these 
> sorts of cards?
> 
> http://www.matrox.com/mga/products/parhelia/series.cfm
> 
> What kind of opengl support is available under linux?

I haven't used these cards.  However, the card I used before the one
I have now was the immediate predecessor to the Parahelia, the Matrox
Millenium G550.  It was equipped for multihead, but I never used it.

What I can tell you, though, is that DRI and OpenGL support for Matrox
cards under Linux sucks rocks.  First of all, Matrox' drivers are open,
and their proprietary HAL module doesn't really buy you anything, so
you'd naively think to be in good shape.  Wrong, though.  As of early
summer, Matrox was not actively maintaining their Linux drivers.  The
G series and Parhelia series forums at forum.matrox.com are filled with
complaints, requests for driver updates, etc., with no real responses.
See this thread:

 http://forum.matrox.com/mga/viewtopic.php?t=10864&highlight=

for just a taste.  There's a lot more there too.  Personally, I had
constant hard lockups requiring a full system reset, with lots of
DMA idle timeout messages to my X log, whenever I tried flightgear
for very long with the Matrox card.  From other messages in the Matrox
forums, and the DRI/X.org/XF86 mailing lists and bugzillas, that
wasn't so unusual.

Well, since their drivers are open, maybe someone else can fix things?
Unfortunately, at least up until late summer (when I gave up on Matrox),
the contributors to the DRI project responsible for working on the Matrox
drivers weren't active, and nobody else was picking it up.  Matrox
bug reports were getting acknowledged but no one was working on them.

Furthermore, Matrox doesn't provide a Linux-compatable OpenGL, so you
have to use the Mesa libs.  That isn't really such a bad thing compared
to the issues above; but if the difference between nVidia's libGL and
the Mesa libGL are indicative, it's another performance hit.

I don't mean to knock Matrox completely.  I think their 2D performance
is absolutely fantastic.  But they're a bad choice for 3D work even under
Windows, so I'm told; while from personal experience, they're awful for
3D under Linux, and they really don't seem to care about it.  Their
response to questions on the topic is often simply "we're sorry, but
OpenGL is unsupported under Linux."

No info re: your other questions, which were the meat of your post, I
know, sorry.

-c

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Re: [Flightgear-devel] TaxiDraw-0.2.2 released

2004-10-26 Thread Chris Metzler
On Tue, 26 Oct 2004 19:08:23 -0700
Curtis Olson <[EMAIL PROTECTED]> wrote:
> Chris Metzler wrote
>> 
>>I'm wondering whether we know what the X-Plane format really *is*.
>>
> 
> Robin does a pretty good job of documenting his format on his website.

Sorry, I wasn't clear.  I knew that; I know/knew what the format is now.
What I was trying (apparently poorly) to say was that I was getting the
impression that that formatting was about to change.

-c

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Re: [Flightgear-devel] New airport data available

2004-10-22 Thread Chris Metzler
On Fri, 22 Oct 2004 17:11:18 +0200
Frederic Bouvier <[EMAIL PROTECTED]> wrote:
> Quoting Martin Spott <[EMAIL PROTECTED]>:
>>
>> Now, here comes the next feature request 
> 
> Speaking about feature requests, do you considered using libcurl instead
> of wget to fetch images ? That would remove those ugly console popup on
> windows.
> 
> I will see what I can do in this direction. The fetch option show me a
> bunch of interesting possibilities for fgsd.

It's funny you should mention this.  Just last night, I finally got some
time to build fgsd with CGAL, and built it with no problem.  The task I
first wanted to try it out on -- fixing the river edgelines around KDCA
and the DC monuments -- was one for which I have no topo map.  So I
started looking online for suitable aerial images from which to draw the
riverbank path, when suddenly the light bulb went on -- I can use
TaxiDraw's fetch to make me some images for use in fgsd.  It worked great.
Incorporating the ability to fetch images into fgsd would be cool.

-c

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Re: [Flightgear-devel] New airport data available

2004-10-21 Thread Chris Metzler
On Thu, 21 Oct 2004 18:26:15 +0200
Erik Hofman <[EMAIL PROTECTED]> wrote:
>
> 
> Has anybody got TaxiDraw 0.2 to compile? I got problems compiling it 
> with gcc 3.3 (IRIX and Linux) and MIPSpro (IRIX). For some off reason I 
> could probably get MIPSpro to compile it if I was able to get wxwindows 
> to (later than version 2.3.3) to compile, but gcc gives me all kinds of 
> errors (both IRIX and Linux).

I compiled the most recent one (0.2.2) under Linux just fine.  With
gcc-3.3, it looks like.

-c

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Re: [Flightgear-devel] Other segfaults -- the same? (was Re: segfault in AI code)

2004-10-21 Thread Chris Metzler
On Thu, 21 Oct 2004 15:55:24 +0100
"David Luff" <[EMAIL PROTECTED]> wrote:
> 
> Uggh, that's me in the firing line then!  I haven't added any features
> or code to the AI-traffic system for quite a while, probably pre-0.9.5. 
> I thought I had all the bugs worked out, but it seems not :-(  It's been
> switched off by default for the last couple of versions so I guess
> that's why it hasn't been generating complaints before.  Can you get a
> backtrace?

Here's what I see from gdb . . .

(gdb) run
Starting program: /home/cmetzler/Projects/FlightGear-0.9/source/src/Main/fgfs 
--enable-fullscreen --prop:/environment/params/real-world-weather-fetch=true 
--airport=KDCA --offset-azimuth=45 --offset-distance=7.0 --altitude=4000 --vc=100 
--heading=0
[Thread debugging using libthread_db enabled]
[New Thread 16384 (LWP 3690)]
Failed to find runway 28R at airport KDCA
[New Thread 32769 (LWP 3693)]
[New Thread 16386 (LWP 3694)]
Object PanelInstruments not found
Object ControlsGroup not found
[New Thread 32771 (LWP 3696)]
[New Thread 49156 (LWP 3697)]
Altitude = 74
Temp at alt (C) = 11
Temp sea level (C) = 11.1425
Altitude = 74
Dewpoint at alt (C) = 11
Dewpoint at sea level (C) = 11.0148
  Trim Results:
   Angle of Attack:   0.44  wdot:  9.13e-06 Tolerance: 1e-03  Passed
  Throttle:   0.75  udot:  8.47e-02 Tolerance: 1e-03  Failed
Pitch Trim:   0.22  qdot:  4.09e-03 Tolerance: 1e-04  Failed

  Trim Statistics:
Total Iterations: 61
Sub-iterations:
wdot: 126 average:  2.07  successful:  57  stability:  3.96
udot: 1148 average: 18.82  successful:   1  stability: 14.47
qdot: 121 average:  1.98  successful:  61  stability:  4.26
Run Count: 22370
Altitude = 15
Temp at alt (C) = 12
Temp sea level (C) = 12.029
Altitude = 15
Dewpoint at alt (C) = 11
Dewpoint at sea level (C) = 11.003
Error: base = 0,858.14 course = 0.881677 dist = 8.88574e+06
Error: base = 0,-1099.45 course = 4.56981 dist = 8.88574e+06
Error: base = 0,857.26 course = 0.881679 dist = 8.88573e+06
Error: base = 0,-1099.45 course = 4.56981 dist = 8.88573e+06
Error: base = 0,857.261 course = 0.881681 dist = 8.88572e+06
Error: base = 0,-1098.97 course = 4.56898 dist = 8.88294e+06
Error: base = 0,855.813 course = 0.880004 dist = 8.88294e+06
Error: base = 0,-1098.97 course = 4.56898 dist = 8.88294e+06
Error: base = 0,855.808 course = 0.880004 dist = 8.88294e+06
Error: base = 0,-1099.38 course = 4.56978 dist = 8.88522e+06
Altitude = 74
Temp at alt (C) = 11
Temp sea level (C) = 11.1425
Altitude = 74
Dewpoint at alt (C) = 11
Dewpoint at sea level (C) = 11.0148
Altitude = 15
Temp at alt (C) = 12
Temp sea level (C) = 12.029
Altitude = 15
Dewpoint at alt (C) = 11
Dewpoint at sea level (C) = 11.003
Altitude = 280
Temp at alt (C) = 11
Temp sea level (C) = 11.5399
Altitude = 280
Dewpoint at alt (C) = 11
Dewpoint at sea level (C) = 11.056
Altitude = 15
Temp at alt (C) = 12
Temp sea level (C) = 12.029
Altitude = 15
Dewpoint at alt (C) = 11
Dewpoint at sea level (C) = 11.003

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 16384 (LWP 3690)]
0x080b0705 in FGTower::ProcessDownwindReport (this=0xd041ee8, t=0xd87d8c8)
at AIPlane.hxx:80
80  inline PatternLeg GetLeg() {return leg;}
(gdb) backtrace
#0  0x080b0705 in FGTower::ProcessDownwindReport (this=0xd041ee8, t=0xd87d8c8)
at AIPlane.hxx:80
#1  0x080af97c in FGTower::Respond (this=0xd041ee8) at tower.cxx:520
#2  0x080aee7d in FGTower::Update (this=0xd041ee8, dt=0.17272)
at tower.cxx:356
#3  0x0808d428 in FGATCMgr::update (this=0x98727e0, dt=0.034546)
at stl_list.h:167
#4  0x08052e20 in fgMainLoop () at globals.hxx:278
#5  0x08083dc5 in GLUTidle () at fg_os.cxx:114
#6  0x400a9c67 in glutMainLoop () from /usr/lib/libglut.so.3
#7  0x08054bd5 in fgMainInit (argc=9, argv=0xb570) at main.cxx:943
#8  0x0805166d in main (argc=0, argv=0x0) at bootstrap.cxx:185

HTH.

-c

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[Flightgear-devel] Other segfaults -- the same? (was Re: segfault in AI code)

2004-10-21 Thread Chris Metzler
On Thu, 21 Oct 2004 09:06:14 -0500
David Culp <[EMAIL PROTECTED]> wrote:
>>
>> Just downloaded a fresh CVS FlightGear and found that the AI code is
>> causing segfaults now.  I'll recompile and run it through gdb.  In the
>> mean time beware that some aircraft that set up AI scenarios by
>> default, like the T-38 or the hunter-2tanks, are crashing the sim.
> 
> I've run it through gdb and didn't get any useful output.  After a few
> hours of detective work with cout's I'm getting this:
> 
> [EMAIL PROTECTED] bin]$ ./t38
> FGPropertyManager::GetNode() No node found for fcs/throttle-cmd-norm[0]
> Creating new property
> FGPropertyManager::GetNode() No node found for fcs/throttle-cmd-norm[1]
> Creating new property
> Starting FGAIManager::bind()
> Finished FGAIManager::bind()
> Creating new scenario: refueling_demo
> Creating an AIAircraft
> Created an AIAircraft
> Scenario has been processed.
> ./t38: line 24:   662 Aborted /home/dave/bin/fgfs
> $cmdline
> 
> 
> 
> The sim is crashing before the first call to FGAIManager::update(),
> however the init() is working fine, and the scenario gets processed and
> an AI aircraft is created properly.  AFAIK the AI subsystem doesn't do
> anything else between bind() and update(), so the property system (as
> pointed out by Fred) might be a good place to look. 

Hmmm.  I was having a problem that I was starting to write up the night
before last, until I saw your post.  I thought it was the same problem,
and you'd reported it.  But now I'm beginning to wonder if they *were*
the same problem.  I get the impression from the above that your segfaults
are occuring promptly, at the beginning of the scenario.

I'm getting segfaults that seem related to the AI subsystem.  They occur
when I turn AI traffic on through the menu.  They seem more frequent
as I turn the AI traffic density up from 1 to 3.  But they don't occur
promptly upon start; instead, they almost always occur when I'm on final
for a landing.  --log-level=debug shows no useful messages -- there's
just an abrupt end.  But if I don't enable the AI traffic, I don't get
the segfaults.

-c

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Re: [Flightgear-devel] TaxiDraw and choice of images from terraserver-usa

2004-10-21 Thread Chris Metzler
On Thu, 21 Oct 2004 10:24:45 +0200
Boris Koenig <[EMAIL PROTECTED]> wrote:
>
> Chris Metzler wrote:
> > [...] 
> > The "Urban Areas"/"T=4" dataset is fabulous, btw -- it goes down to
> > 25cm resolution (TaxiDraw fetches 1 meter resolution images, it
> > appears). I'd recommend just changing fetch.cpp to "T=4", and getting
> > the highest resolution images available; but not all areas are covered
> > by the better dataset.  That's why I'm recommending tests -- try to
> > fetch from the higher resolution dataset, and drop down to the
> > lower-res one if the first fetch fails.
> 
> LOL, sounds as if Chris has hacked terraserver.com to provide him with
> their payware imagery for free ;-)

Oh man, I don't know if I explained this well enough.

The stuff on terraserver-usa.com (as opposed to terraserver.com -- same
company, different website), including the images I fetched, are
all free through the web interface.  Try it out with the browser of your
choice; you'll see it all just by clicking on links.  Before,
terraserer-usa only had one dataset of free aerial images.  Now they
have a second, which improves coverage in U.S. urban areas.


> Did you also try numbers greater than 4 ? :-)
> 
> And I don't even mention what their logs are going to look like if
> Chris adds your "brute force" method of trying to look for available
> images :-)

Heh.  But again, I wasn't fishing for available images by tweaking the
URL Dave uses in TaxiDraw.  These images are available normally,
through normal use.  There was no detective work on my part in finding
the images, because they provide them to you with nice informative links.
The only thing I did was figure out how to get fetch.cpp to draw from
the new dataset instead of the old one-- something that would have been
trivial for anyone who knows c++ (but I don't).

-c

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[Flightgear-devel] TaxiDraw and choice of images from terraserver-usa

2004-10-21 Thread Chris Metzler

Hi Dave (and anyone else interested in this),

There's one other request I'd make of TaxiDraw at this point.  Is it
possible to revisit fetch.cpp, the routines that fetch background
images from terraserver-usa.com, and tweak it to enable fetching of
better images when terraserver-usa has them available (which, for
large city airports, is almost always)?

Here's the problem I'm running into.  I brought up the raw data for
KSDF, an airport with which I'm very familiar, and sent TaxiDraw off
to get a background image from terraserver-usa.  It returned with an
image that's at least eight years old, with an incorrect number of
runways, wrong apron location and runway/taxiway layout and so forth.

http://www.speakeasy.net/~cmetzler/KSDF_t1fetch.jpg

It's not merely a misalignment problem -- our data for 11/29 is
aligned correctly with the image, but the two 17/35 runways aren't
present in the image at all.  It's an old image, predating a lot
of changes and improvement, and it's no surprise that the runway
and taxiway layouts are way off.

So I went off to terraserver-usa's website and clicked through
Advanced Find --> Place --> "Louisville, KY, USA".  I then find that
they have a direct link to aerial images of the airport, from two
separate datasets.  One, a dataset labelled "Aerial Photo 6/6/1996",
is clearly where TaxiDraw got its info.  But another dataset present,
labelled "Urban Areas 4/7/2002", is not only more current but goes
down to much higher resolution.

I picked a point feature at the airport, zoomed down to the same
resolution using each of the two datasets, and looked at the URLs
for the two images I got.  I found that they were exactly the same
except for "t1" in the old image, and "t4" in the newer image.
Looking in fetch.cpp, I see this:

}string urlroot = "\"http://terraserver-usa.com/tile.ashx?";;
}string scale = "S=10";
}string scale2 = "S10";
}string type = "T=1";// Not actually sure what this is - type is a guess
}string amper = "&";

I don't know C++ at all, but on a hunch I changed that to "T=4",
and bingo:  TaxiDraw fetched and built an image from the newer
dataset.

http://www.speakeasy.org/~cmetzler/KSDF_t4fetch.jpg

I suspect that the "T" in the image URLs refers to dataset.  And
what I'm wondering is whether fetch.cpp can do a test to see if
"T=4" data is present and use it if so, or drop to "T=1" data and
use that if not.

The URL change seems to be stable.  Here's what I got for KDTW,
with "T=1" -- it fetched old data, missing an entire runway as
well as a ton of apron/taxiway that's now present:

http://www.speakeasy.org/~cmetzler/KDTW_t1fetch.jpg

hacking fetch.cpp to "T=4" fetched a newer image, showing the
new runway, its taxiways, the completed new terminal and its apron,
and so on.

http://www.speakeasy.org/~cmetzler/KDTW_t4fetch.jpg

The "Urban Areas"/"T=4" dataset is fabulous, btw -- it goes down to
25cm resolution (TaxiDraw fetches 1 meter resolution images, it appears).
I'd recommend just changing fetch.cpp to "T=4", and getting the highest
resolution images available; but not all areas are covered by the
better dataset.  That's why I'm recommending tests -- try to fetch from
the higher resolution dataset, and drop down to the lower-res one if
the first fetch fails.

Would it be possible to implement something like this?  The
complicated airports are much easier to handle with more current,
higher-resolution imaging; and since the complicated airports tend
to be in/near big cities, those are just the ones for which the
better images will likely be available.

Anyway, just an idea . . .

-c

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Re: [Flightgear-devel] TaxiDraw-0.2.2 released

2004-10-21 Thread Chris Metzler
On Wed, 20 Oct 2004 11:12:11 +0100
"David Luff" <[EMAIL PROTECTED]> wrote:
> On 10/19/04 at 11:57 AM Chris Metzler wrote:
> 
> Well, I guess we'll find out eventually.  Converters are easy to write,
> if somewhat tedious.  The current X-Plane format contains a flag
> indicating whether to include runway distance remaining signs or not, so
> the change to it should be good for you in that respect.

Yeah, I'd read his specification before, and I don't know how I didn't
notice that in there before you pointed it out.  I can be pretty oblivious
sometimes.  It'd be really nice if info was provided on the *method* used
to place the signs (there are three FAA standards for how to lay them out;
I presume things are similar to one or more of them elsewhere than the
U.S., but really have no idea).


> I think that your idea to put a taxiway designator in the 'xxx' (bet
> this message gets flagged as spam now!)

HA.


> part of the record is an
> excellent one. The downside of course is that it would require X-Plane
> itself to understand it before it could be applied to the master
> dataset.

Well, yes and no.  We could collect this data, but not include it
in the upstream updates until they do have the ability either to
understand it or to at least ignore it when it's present (that is,
they could consider anything other than "xxx" as "xxx").


> On the other hand, genapts could be made to understand it as
> an extension to the default format.

And in the short term, similar to above, genapts could be made to
simply ignore that field -- it shouldn't need it now anyway since
the "T" identifier in the first column of the record in runways.dat
identifies the record as referring to a taxiway.  The "xxx" isn't
used for anything, is it?  So it should be harmless to put info
there; if genapts really does care about what's in that field, I'd
naively think it wouldn't be too hard to just have it ignore that
field for now.  Then we could collect this data as we get it.


> And if as you say the X-Plane
> format is likely to contain it soon then that's excellent.

Well, I dunno what "soon" is; you know how this can go.  Robin Peel says:

} Enhancements to the X-Plane airport and nav-aid data that are currently } under 
development (and to be available in X-Plane 7.x or 8.x) include:
}
[ snip ]
}
} * Completely revised airport data file (apt.dat) that will allow many
} new features, such as smoothly-curved taxiways, polygonal aprons,
} airport boundary fences, enhanced taxiway markings (centre lines and
} lights, edge lines), taxiway signs, and many other goodies.

. . .which suggests the taxiway idenfication info will be in there in
some form, either as labels on the records or as fixed signs (like the
beacons or windsocks).  In the latter case, it'd be possible to infer
taxiway identifiers, albeit with some work.


> What I suggest is that the TaxiDraw project file be allowed to keep
> extra information such as this, perhaps in xml format.  Then, when
> exporting one can simply export the information relevant at the time for
> the format exported to.  One could possible generate the airport signage
> directly from the TaxiDraw project files, or maybe by exporting the
> extra data into the X-Plane data as an extension that genapts
> understands.  Once X-Plane format officially includes it, it can be
> exported from the TaxiDraw project files into whatever format it uses to
> understand it.

I think this all sounds really good.


> Some of the other issues you bring up in the archived post you mention
> are similar to those that Paul Surgeon brings up in this thread - I'll
> think about it and reply again.

Cool.

I have one other request that's specifically TaxiDraw related; I'll
put it in another thread just to keep things straight.

-c


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Re: [Flightgear-devel] DeHavilland Beaver

2004-10-20 Thread Chris Metzler
On Tue, 19 Oct 2004 13:00:12 -0500
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:
>
> Syd Adams just submitted a DeHavilland DHC-2 Beaver for inclusion in
> CVS.
> 
> I've had a chance to take it for a spin and it is really nice.

It is a ton of fun.

Does the flight modelling seem right to you?  I went online and found
a page that gives stall speeds for the Beaver of 40-55 knots; but
in FG, the Beaver seems to stall for me below 80mph no matter what
flaps or power.

-c

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