Re: [Flightgear-devel] Re: Helicopters: wow!

2003-11-23 Thread David Megginson
[EMAIL PROTECTED] wrote:

Because of my german keyboard layout i needed to press the ALT+0 key
to get the } key pressed, that was a little irritating for me, because
i looked for the corresponding german key by the key location and not by the 
key character, but that didn't work of course.
FYI the key location for the } key button is the * button on a german 
keyboard, but the key character for the } character is available by 
pressing the ALT+0 keys.
I'm concerned that you had to press *any* key.  If you are using the current 
CVS, the helicopter should already be running when FlightGear starts.

All the best,

David

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Re: [Flightgear-devel] Is the world round or flat ?

2003-11-22 Thread David Megginson
Danie Heath wrote:

I just wanna find out how Simgear actually works.  Does it generate the 
world as a sphere, or as a flat world ?
An irregular WGS84 spheroid, I think, which is more accurate than either 
flat or spherical.

All the best,

David

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[Flightgear-devel] Helicopters: wow!

2003-11-22 Thread David Megginson
I just tried flying the bo105 around Ottawa a bit: FlightGear has made an 
incredible amount of progress over the past few weeks.  All of the jitters 
in the heli flight model are gone, the 3D interior looks great (though it 
needs a bit of instrumentation -- I'm using the HUD for now), and the sound 
really helps to set the mood.  I'm still not good enough to land on top of 
one of the little white apartment buildings, though.

All the best,

David

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[Flightgear-devel] Human conquers helicopter

2003-11-22 Thread David Megginson
Finally.  On the roof, with the engine shut down, after taking off from a 
nearby airport:

  http://www.megginson.com/flightsim/roof.jpg

Airspeed management is very different in a helicopter than in a plane -- I'm 
still trying to get a handle on it.

By the way, I always have to put on the parking brake (!!) to stop the skids 
from acting like wheels.  Is there an easy fix to the YASim model?

All the best,

David

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Re: [Flightgear-devel] Human conquers helicopter

2003-11-22 Thread David Megginson
Jim Wilson wrote:

Pull back on the cyclic stick.  Depending on what speed you are going dropping
collective too.  I like to swoop down to create some downward momentum and
then pull back.  I'm not sure if this is a legal move :-),  but if you are
going really fast and want to stop quickly, pull the stick way way back and
raise the collective all the way up for a few seconds.  Kind of like reverse
thrust on a jet.
Thanks.  I do understand that part, but I'm still trying to get a feel for 
the exact speed effects, especially through the transition from cruise to hover.

Part of the problem is the ground effect isn't modeled.  It is in FlyII and
that helps quite a bit with hovering as for a landing.  I've read that flight
training in the real world usually involves hovering around the field at about
10-20 ft for quite some time (until it becomes second nature).
It does, from what I've seen at airports: not just hovering, but 
hover-taxiing and (especially) gazillions of autorotations.  To learn to 
control the bo105, I made up a little exercise for myself to climb to 5 ft, 
hover-taxi forward, land on the next runway stripe, and repeat to the 
numbers at the end of the runway.

Anyway,  I'm off to find a roof. :-)
Try to make sure that you're down around 15 kt before you get too close to 
the roof.  In the bo105, at least, if you have to raise to nose to lose 
speed, you can also lose sight of your landing spot.

All the best,

David

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Re: [Flightgear-devel] Human conquers helicopter

2003-11-22 Thread David Megginson
Jim Wilson wrote:

Yep, it is a feel, how much collective lift to add.  The thing that usually
screws me up is the tail rotor when hovering.  In general the rudder control
on my X45 sucks,  partially because it is my left hand and I'm very right
handed, but also because it is a rocker.  How are the helos with the pedal
controlers?
I haven't tried that recently -- it's such a pain to set up the yoke and 
rudder pedals that I rarely bother.  I just use the two little sticks on my 
WingMan, or alternatively, drag the mouse left and right for the rudder.

All the best,

David

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Re: [Flightgear-devel] Human conquers helicopter

2003-11-22 Thread David Megginson
Andy Ross wrote:

Never mind.  Someone already added a skid attribute to the parser
(or maybe I did long ago and forgot).  Just set skid=1 on the gear
objects and remove the brake mappings from the property tree.
Done.

All the best,

David

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Re: [Flightgear-devel] Easy-XML

2003-11-21 Thread David Megginson
Andy Ross wrote:

I'd strongly suggest using the property tree parser.
Me too, simply because it's at least an order of magnitude easier.  However, 
I suspect that Jon wants to use EasyXML for parsing the coefficients, and I 
have to admit that the property-tree format will be fairly verbose for 
modelling long tables.  Assuming, then, that Jon ignores our advice, I'm 
attaching a few hints for using EasyXML.

EasyXML is what the XML community calls a SAX-like parser; the rest of the 
world would probably call it a fancy lexical analyzer.  The parser reads a 
raw XML document and delivers a series of cooked parsing events to the 
client.  For example, consider this document:

  poem
   lRoses are red,/l
   lViolets are blue./l
  /poem
A SAX-like parser will report the document to the application as a series of 
events something like these:

  startDocument()
  startElement(poem)
  data(\n )
  startElement(l)
  data(Roses are red,)
  endElement(l)
  data(\n )
  startElement(l)
  data(Violets are blue.)
  endElement(l)
  data(\n)
  endElement(poem)
  endDocument()
Note that the parser has no way of knowing what whitespace does and does not 
matter to your application, so it reports all of it.  The application is 
reponsible for keeping track of the context, etc. etc.

Like SAX, EasyXML reports these events to the application through callbacks. 
   You create a class extending XMLVisitor and overriding the methods for 
the events that you are interested in, then you pass an instance of that 
class to readXML() as an argument.  EasyXML will invoke the appropriate 
methods to report the parsing events, and that's all, folks.

All the best,

David





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[Flightgear-devel] Carrier taxi

2003-11-21 Thread David Megginson
Here's a simple command-line to start lined up for takeoff on the Saratoga 
aircraft carrier:

  fgfs --lon=-122.575412 --lat=37.726849

Unfortunately, all is not happy.  A full-speed takeoff results in strange 
problems, so try a slow taxi to the ramp (say, 1000 rpm).  The nosewheel 
sinks in about halfway and the plane ends up nose down, embedded in the 
carrier deck.

Even if the plane could make it to the ramp, it wouldn't climb it properly, 
because JSBSim (and possibly YASim as well) does only one terrain-elevation 
calculation for the whole plane, rather than one for each wheel -- as a 
result, the plane will not slope on a sloping surface.

All the best,

David



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Re: [Flightgear-devel] DC3-Cockpit

2003-11-19 Thread David Megginson
Erik Hofman wrote:

http://home.arcor.de/iljamod/fg/dc3.tar.gz
This looks very nice!
If David agrees we should add this to CVS.
I haven't looked at it yet, but no objections anyway.

All the best,

David

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Re: [Flightgear-devel] easyxml

2003-11-19 Thread David Megginson
Seamus Thomas Carroll wrote:

Is it possible to then parse buffer using the property-tree code?
I am looking at  void readProperties( istream input, 
SGPropertyNode *start_node, const string base ) but i dont understand 
what the base is for.
You could pass it an istringstream wrapped around the string (include 
sstream), except that not all compilers used by the project are ANSI 
C++ conformant yet.  We haven't had occasion to parse XML from strings 
yet, but the capability shouldn't be hard to add.  Please remind me in a 
couple of days if I haven't done it yet.

All the best,

David

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re: [Flightgear-devel] Landing Gear discussion

2003-11-17 Thread David Megginson
Jon Berndt writes:

  In the end, it could turn out that a physics-based approach is not
  worth the effort, and we should simply make the aircraft do what
  experience tells us a real aircraft would do.

As either you or Andy mentioned before, the problem is the
transition.  Improving the steering gain might help a bit, though.


All the best,


David

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Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-17 Thread David Megginson
Erik Hofman writes:

  So now you've got:
  
  1. friction calculate every wheel separately.
  2. add all frictions for the landing gear.
  3. make the friction for every wheel dependent to wheel spin and use the 
  result for moments and force calculations.
  4. calculate the moments and forces for the complete landing gear.
  
  5. calculate the result by averaging(?) the results for the complete 
  gear (add this for all wheels) and every separate wheel.
  
  Does this make sense?

When standing still, you then have to clamp the forces and moments
somehow so that they don't cause any previous force or moment to
change sign: i.e. the ground reactions can reduce any
previously-cumulated force or moment to zero, but they must not be
allowed to make a positive force or moment negative or vice versa.

When moving, of course, the situation is different, especially in the
z-direction (they call student circuits bounce-and-go's for a
reason).


All the best,


David


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re: [Flightgear-devel] Landing Gear discussion

2003-11-17 Thread David Megginson
Jim Wilson writes:

  So then what would happen if you artificially introduced resistance at the
  same time (near zero velocity) in a manner similar to a partially applied
  parking brake?

The problem is that if the landing gear produces opposing forces or
moments that are too great, the plane starts moving or turning in the
opposite direction.  They have to exactly balance for the plane to
stand still.


All the best,


David

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[Flightgear-devel] Landing Gear

2003-11-17 Thread David Megginson
Andy Ross writes:

  Hrm... well that throws a wrench into the static spring force while
  stopped idea.  Maybe it could be salvaged by doing the static spring
  computation only in the (1D) transverse direction...

Again, I'm wondering if this is an aerodynamic problem (aside from the
bouncing-around-sitting-still thing).  Because of its lifting
surfaces, a plane is certainly more vulnerable to the wind than a car,
even when it is sitting on the ground; however, the coefficients we
use in JSBSim are designed to deal with a relative wind near or above
the plane's stall speed, coming straight onto the nose +- about 20 deg
vertically or horizontally.  They probably do a pretty crappy job of
modelling (say) a 15 kt gust hitting the plane from 90 deg when it's
sitting on the ground.  I expect that the same applies to the
assumptions made by YASim's solver.

I don't speak physics/math/engineering, but I'm going to try to fake
it and suggest that there's a strong jargondiscontinuity/jargon in
the effect of relative wind on the aircraft once the wind falls more
than a little below the stall, particularly when the wings are no
longer bearing much of the aircraft's weight.  Neither JSBSim's
coefficients nor YASim's solver deal with that continuity well -- in
the first case, there's probably very little data available; in the
second case, it may not be possible to extrapolate it from the
aircraft's in-flight performance.

Here's something that would help: let's look at the total forces and
moments acting on a the plane sitting on the ground during, say, a 20
kt crosswind.  If they're moderate, then it's a weak-gear problem; if
they're excessive, then it's an aerodynamic problem.  For example,
depending on tire pressure (etc.) I'd guess that it takes somewhere
between 100-200 lb of force (is that the right term?)  to start a
small single-engine plane rolling on level pavement -- easy for two
adults, difficult for one.  Once the plane's moving on dry pavement,
one person can keep it going by pulling moderately hard.


All the best,


David


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Re: [Flightgear-devel] Landing Gear discussion

2003-11-17 Thread David Megginson
Jim Wilson wrote:

Can't we bring in some sort of damping factor that would just render the
aircraft stuck at very small velocities, but would still allow it to become
unstuck if a great enough force was applied?  A sort of automatic parking
break that gets applied gradually starting at 0.01 fps and slower.  The
current brake seems to do a good job of holding most aircraft still.  Rather
being something that is realistic I'm thinking about some arbitrary value
that would be derived through trial and error by the modeler.
I was amazed at how tricky this got a year or so ago when I was 
experimenting with it.  I agree that we need some kind of damping at 
slow speed.  Essentially, the gear forces have to become a special case, 
reducing forces and moments towards zero but never beyond into the 
opposite sign.

All the best,

David

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Re: [Flightgear-devel] easyxml

2003-11-17 Thread David Megginson
Seamus Thomas Carroll wrote:

Is there a tutorial or can someone give or direct me to a simple example 
on how to use easyxml?  I am trying to work my way through props_io.cxx 
but it is not an easy introduction.
Do you want to work with properties or raw, low-level XML?  Properties 
provide a higher level of abstraction that hides most of the messy XML 
details from you.  If you do want to work with low-level XML, look at 
the documentation comments in simgear/xml/easyxml.hxx for details. 
Essentially, you create a class that extends XMLVisitor, then pass it to 
the readXML function as an argument, i.e.

  MyVisitor visitor;
  try {
readXML(foo.xml, visitor);
  } catch (const sg_io_exception e) {
// deal with the error
  }
All the best,

David

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Re: [Flightgear-devel] easyxml

2003-11-17 Thread David Megginson
Seamus Thomas Carroll wrote:

I figured out the what you mention.  The part that confuses me is how to 
put the data from the xml file in a desired location.  For example if I 
have the xml document:
...
vehicle
  id1/id
  lon-128.553223/lon
  lat54.233123/lat
/vehicle
...

How does id, lon, lat initialize the variables int id, double lon, double 
lat?
You would have the callbacks in your visitor take care of it, but it's a 
bit of work the first time.  Why not just use the property-tree code 
instead?

All the best,

David

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Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-16 Thread David Megginson
Andy Ross writes:

  JSBSim and YASim do things pretty much the same way, using a
  coefficient of friction for gear as they slide over the ground.  This
  integration works fine for a moving aircraft,

Unfortunately, not -- when the JSBSim and YASim aircraft are rolling,
they are still far too much affected by the wind.  In real life, even
with 30 kt gusts, you can usually taxi a 172 or Cherokee around as if
it were a car.  Personally, I do set the controls appropriately just
in case (I'd hate for that one gust to get under the wing and flip
me), but I have not seen it make a noticeable difference.


All the best,


David

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Re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-15 Thread David Megginson
Paul Surgeon writes:

  I don't know about everyone else's experience but I haven't found
  one aircraft in FG that wants to sit still on the ground even with
  the engine off.  I've never seen a stationary aircraft weather
  vane into a 10 knot wind in real life.

It might be that the problem is not ground reactions but aerodynamics.
Even if the ground reactions are accurate, the aerodynamic solver
(YASim) or coefficients (JSBSim) may be producing *far* too strong
forces and moments for low relative wind speeds and/or extreme values
of alpha and beta.  That's just a guess, though.

In real life, my Warrior II (which weighs about the same as a 172)
will sit perfectly still in a 30 kt wind from any direction, with no
tie-downs and the brakes off.  I wouldn't leave it unattended that
way, of course, but it never moves during a walkaround in those
conditions (even yesterday, when the 30 kt wind was hitting it from 90
deg).  The control surfaces move in the wind, though, and sometimes
hurl the yoke into my stomach if I'm not holding it.

For a further example, the Ottawa Flying Club never leaves parking
brakes on and ties down only at night, unless the winds are very
strong.  Planes -- even light ones like Cessna 150's -- simply don't
roll around in sub-gale-force winds.

In FlightGear, on the other hand, a JSBSim or YASim plane will happily
start rolling, pitching, and yawing on the ground with sometimes only
a 5-10 kt wind.

  Last time I flew in a PA28 she required a fair bit of throttle to
  get her rolling even on a hard surface.

Check the tire pressure -- unlike Cessnas, Cherokees are notoriously
hard to move on the ground if the nosewheel or mains are only a few
pounds flat (i.e. too little to see).  I actually keep a bicycle
handpump and tire gauge in my plane for that purpose.


All the best,


David

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re: [Flightgear-devel] AI aircraft carrier

2003-11-15 Thread David Megginson
David Culp writes:

  Ok, I got the Saratoga moving across San Fransisco bay at 30 knots.
  
  http://home.comcast.net/~davidculp2/saratoga_SFO_bay.jpg
  
  
  It can't be landed on because the deck is not solid (however you can fly 
  inside and grab lunch).  Is there a way to solidify the deck?

The carrier would have to be in the main scene graph, where we do
collision detection.  Even then, however, the plane would not move
with the carrier -- the FDM's know nothing about parking on moving
surfaces.


All the best,


David

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re: [Flightgear-devel] Weight Balance data...

2003-11-14 Thread David Megginson
Gene Buckle writes:

  After looking through the various instrumentation files, I noticed that
  there is no weight data associated with the instruments.
  
  For those that don't know, each instrument that goes into the panel is
  labeled with its weight.  This is done to make sure that an accurate dry
  weight can be calculated.
  
  Is there any interest in getting that detailed on the WB calcs?  When
  duplicating a real-world instrument, the weights are easily available and
  a generic weight could be assigned to avionics that don't model a
  specific real world model/brand.

I don't think we need to worry -- anything semi-permanently installed
in the plane (seats, gauges, radios, intercom, etc.) is already
included in the published empty weight and moment (which is ammended
by an AME [Canada] or IA [U.S.] whenever anything is installed or
removed).  In a 172 or Cherokee, even the oil is already included in
the empty weight.

In fact, some things are easily removeable -- most avionics pop out of
their trays so that you can bring them in for repair, take them home,
etc., without any signoff from an AME/IA.  I have also removed and
reinstalled VOR and ADF heads, which are a little trickier, but mostly
because of the limited working space on the floor under the panel (I
needed an AME signoff to reinstall them, but not to take them out).

In theory, pilots should ammend the WB whenever they take anything
out temporarily or put it back in, but in practice, the weight is so
small and so close to the CG that people don't seem to bother.


All the best,


David


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re: [Flightgear-devel] Airport vehicle (driving) sim

2003-11-14 Thread David Megginson
Curtis L. Olson writes:

  Today I had a chance to see a driving sim located at KMSP.  They use
  it to train drivers for driving around on the airport grounds
  (taxiways, runways, service roads, tunnels, etc.)  The really
  interesting thing about this sim is they had a beautifully done model
  of the airport.  Every light, every sign, every painted line, every
  building, probably every tree and squirrel was modeled and placed
  accurately.  You got a very good sense of being at the actual airport
  without having to rely on memory/imagination.

If they ever need a volunteer to taxi around a virtual plane, getting
in the drivers' way, let me know.


All the best,


David

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Re: [Flightgear-devel] Scanned sectional charts online

2003-11-12 Thread David Megginson
Jonathan Richards writes:

  listgeo gives a whole shedload of information about the mapping,
  too much to report here unless anyone's interested, in which case
  mail me.

I'd just like to take another opportunity to express my appreciation
to the U.S. government for making so much geodata available free --
without their resources and (enlightened) policies, it would be
awfully hard to do any free GIS work, much less a Flight Simulator
(even the international projects are often mainly U.S.-led and
-funded).

FlightGear users who are Americans need to remember how important this
kind of free information is.  Those of us who are not Americans need
to press our own governments to follow suit.


All the best,


David

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Re: [Flightgear-devel] Scanned sectional charts online

2003-11-12 Thread David Megginson
Paul Surgeon writes:

  The USGS is unfortunately a rare example of good governance.
  Where I live the tax payers pay to get the government to do surveys and then 
  the government sells us the data.  :(

Ditto for Canada.  Fortunately, the U.S. is making more and more data
free for our countries as well.


All the best,


David

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[Flightgear-devel] Scanned sectional charts online

2003-11-11 Thread David Megginson
There are raw, scanned sectionals and terminal charts available
online.  I haven't downloaded and unpacked the zipfiles yet, so I'm
not sure of the format.

Sectionals, at 1:500,000 scale, are the most commonly-used charts for
VFR flying -- in Canada, we have the same thing, but call them VNC's
(Visual Navigation Charts).  For busy terminal areas, there are also
special 1:250,000 scale charts available.  The other popular charts
are the World Aeronautical Charts (WAC), at 1:1,000,000 -- it's harder
to make out small details, but there's less chart folding and
switching for a long flight.

Here are the U.S. 1:500,000 Sectionals and 1:250,000 terminal charts,
in TIFF format:

  http://aviationtoolbox.org/raw_data/FAA_sectionals/East/

Here's the 1:250,000 chart for the SFO area:

  
http://aviationtoolbox.org/raw_data/FAA_sectionals/West/Terminal-Area-Charts/San%20Francisco%20TAC%2063.tif

I'm just downloading now, so I'm not sure about the quality yet.


All the best,


David

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re: [Flightgear-devel] Static objects in scenery and performance

2003-11-10 Thread David Megginson
Olivier ABILLON writes:

Turning on static objects in the scenery decreases a lot the frames per second 
  rate (about 
  a 33% penalty!) whereas random objects (trees, small buildings, ...) are rather 
  fast to render: 
  There is only a 10% or less penalty on the fps rate.
Why there is such a difference ?

I designed the random objects small -- tiny textures, only a few polys
each.  They look fine up to 1000m away, which is as close as most
users usually get.

  It's frustating because the SF area is so nice, especially the
  Golden Bridge! But on my iMac, the fps rate goes down to about 2-3!

There's your answer.  Big textures and hundreds or thousands of polys
look great, but really hurt the system.  We need to make sure that
we're displaying static 3D models with, at most, a few dozen triangles
each (and even that only for the most famous buildings) unless the
viewpoint is very, very close.


All the best,


David

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re: [Flightgear-devel] Combat anti-flame

2003-11-10 Thread David Megginson
Andy Ross writes:

  In an attempt to depoliticize the combat flame war as much as
  possible, it's worth pointing out that, irrespective of people's
  opinions on the matter, there are not a lot of combat features we
  can really avoid implementing:

I've been deleting the combat thread unread, but I got the impression
that there was a lot of heated discussion about military stuff.  I'd
hate to see FlightGear become nothing more than another shoot-em-up
game, but I think we've already gone too far for that to happen.  I
also (personally) think we're a little heavy on the warbirds
(especially U.S.) and would like to see more civilian aircraft, but
I'm too lazy to get off my behind and make them, so I guess I don't
have a right to complain.

Otherwise, please wake me up when the discussion is over.


All the best,


David

(peaceful but non-dogmatic Canadian)

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-09 Thread David Megginson
Curtis L. Olson writes:

  If you are running low on video ram, enlarging the window can kill
  your performance (due to needing to reallocate and shuffle ram.)  You
  can try starting with the window maximized and see if that works.

There's also a problem with the NVIDIA drivers on some systems, just
generally.  For example, if I start with a very small window (say,
320x240x16) and shrink it by a few pixels, that's it for hardware
rendering -- we're down to a frame every 30 seconds or so; on the
other hand, I can start at 1600x1200x160 and get about 18 fps.  I've
had that problem for a year and a half, ever since I started using a
notebook with a Geforce2Go.

I don't have the problem with other 3D programs like the plib demos,
only with FlightGear.  We must be enabling something that triggers the
driver or hardware bug.


All the best,


David

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-08 Thread David Megginson
Paul Surgeon writes:

  Well what do you define as eye candy?  If people don't want eye
  candy then why do we have ground textures in FlightGear? They are
  just wasting framerates.

I'm not taking a stand in the eye-candy-vs-simulator debate, but this
particular statement is not true.  Textures (and auto-placed objects
like trees) are critical for simulating VFR flight, since they
give you a reference point for judging altitude, distance, and ground
speed.  The different texture types also help a bit with pilotage,
particularly the water and urban textures.

   I just tried this and it does go to VNE.  In my experience (a few
   hundred hours PPL, mainly C172 and C152), the C172 is modelled
   very accurately.  Did the OP chase the VSI?  It has a
   several-second lag, esp when changing attitude quickly (again,
   this is modelled accurately), which could account for him not
   hitting VNE.
  
  I held a 1500 fpm decent for 3 minutes from 6000 ft at full
  throttle.  It seems that I have an old model although I thought
  0.9.3 was a recent build.

How did you start FlightGear?  Were you using the default 172 that
comes up when you start FlightGear with no command-line options?  You
can end up with an old model if you use

  --aircraft=172r-3d


All the best,


David

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-07 Thread David Megginson
Jim Wilson writes:

   That's pretty ancient.  Our current 172 looks a fair bit better.
  
  U... that release is less than two weeks old ;-).

I'm losing track of release numbers, then, but the clunky 172 model
with the yellow tint on wings has not been our default for a long
time.  Maybe he got it by specifying

  --aircraft=c172r-3d

or something similar.


All the best,


David

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re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread David Megginson
Paul Surgeon writes:

  BTW : I took the Cessna 172 for a flip and was dissapointed. The
  visual model is really rough - looks like it taxied into a brick
  wall to get into those funny shapes.

What release is it?  The 172 changed a release or two ago.

  At full throttle and a 1500 fpm decent it wouldn't go over 140
  knots. In real life it would hit VNE very quickly.

Is that true?  I've never taken a 172 that fast in real life, but they
are very draggy.  In fact, when someone in a slick gets into a spiral,
one of the recommended emergency procedures is to drop the gear (which
will then have to be inspected before further flight).


All the best,


David

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Re: [Flightgear-devel] Some thoughts and ideas (LONG)

2003-11-06 Thread David Megginson
Paul Surgeon writes:

  0.9.3 - The one with the nice ready to run Windows installer.  It's
  the 172 with the 3D cockpit and nice yellow tints on the wings.  :)

That's pretty ancient.  Our current 172 looks a fair bit better.


All the best,


David

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[Flightgear-devel] re: [Terragear-devel] SRTM 90 for Europe and Asia

2003-11-05 Thread David Megginson
Norman Vine writes:

  SRTM 90 meters dems for Europe and Asia are now available at
  http://edcftp.cr.usgs.gov/pub/data/srtm/Eurasia/

Fantastic.  I guess that the Aussies, Kiwis, and S. Americans will
still be stuck in flatlands, though -- serves 'em right for spinning
the water down their drains backwards.


All the best,


David

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Re: [Flightgear-devel] re: [Terragear-devel] SRTM 90 for Europe and Asia

2003-11-05 Thread David Megginson
James A. Treacy writes:

  Since there are probably a few folks here who don't know that David is
  joking (I hope he is :), check out the following:
  http://www.urbanlegends.com/science/coriolis/coriolis_force_sci_physics_faq.html

It's actually a (probably too-subtle) Simpsons reference:

  http://www.snpp.com/episodes/2F13.html


All the best,


David

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re: [Flightgear-devel] Re: First real flight

2003-10-30 Thread David Megginson
Matthew Law writes:

  I agree :-)  In a C152 with one aboard it certainly gets a little bumpy 
  around the circuit even nauseous sometimes.  The worst turbulence I've 
  been in so far was just beneath a bank of fluffy cumulus clouds.  I 
  thought the airframe was going to fail and for the first time since I 
  started flying I wished I had my parachute on!

I know that's a joke, but I wonder what the odds of successfuly
exiting a falling 152 would be -- assume that you're already well
below circuit altitude by the time your brain has processed the
failure.  You'd probably be better to stick with the plane unless the
structural failure were total (i.e. a lost wing rather than just a
bent one).


All the best,


David

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Re: [Flightgear-devel] Re: First real flight

2003-10-30 Thread David Megginson
Frederic Bouvier writes:

  I am trying to avoid to fly on the afternoon in summer. It even happened
  that my head hit the top of the canopy. I wouldn't imagine what could
  happen if I'd forgot to fasten my seat belt.

Been there -- I bruised my head on the roof of my Warrior during a
practice instrument approach one afternoon.  When I'm flying VFR, I
can stay high and then come in on a fairly steep approach path,
limiting my time in the worst of the turbulence; IFR, I'm stuck at the
ridiculously low step-downs and approach slopes designed for big
airliners.

In real-life, the kind of low IFR that I can fly in safely tends to be
fog, which means calm air, so the real problem is flying under the
foggles on VFR days.

  I noticed that it is more difficult to maintain straight and level with
  low powered planes (100hp) than with more powerful planes.

My Warrior is more stable in turbulence than a 172 at the same weight
and hp -- I think it's because the wing loading is higher (hence, the
slightly higher stall speed as well).

  I often have to maintain the stick frankly on the left ( with no
  trim ) to avoid the plane to tilt. And with a heat bubble hitting
  only one wing on occasion, you are assured to get sensations.

In a Cherokee (and most or all other low-wings), you have no choice
but to burn fuel from one tank at once -- I always start with the left
tank when I'm flying alone.  Since the fuel is further out on the roll
arm than you are, a little fuel can make a big difference for balance.
I don't know how you feel about not using the BOTH setting in a
Cessna, but for a long cross-country, it might be worth thinking about
(just make sure you set a timer so that you don't forget to switch
tanks).


All the best,


David


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Re: [Flightgear-devel] First real flight

2003-10-27 Thread David Megginson
Martin Spott writes:

  Lee Elliott [EMAIL PROTECTED] wrote:
  
   Sorry this is OT but there isn't anyone else who'd really understand.
  
  Still worth reading.

Absolutely.  I missed the original posting, so I had to yank it out of
the archives:

  http://baron.flightgear.org/pipermail/flightgear-devel/2003-October/022083.html

It was an interesting narrative, thanks.

  Most noticable difference - my seat here at home doesn't move.  You
  don't feel the lift and sink through your backside:) Or the gusts
  and turbulence...

Turbulence sucks: when I'm flying, I usually try to climb out above
it.  Turbulence often means thermals and updrafts, though, so I
imagine that soaring types actually go looking for it.  The gusts
disappear usually a few hundred feet above the ground.  The turbulence
disappears anywhere between 1,000 and 10,000 feet above the ground,
depending on all kinds of factors.

The faster you go, the less you feel the gusts and turbulence.  In a
slow glider, I imagine that the effects are very pronounced.

  Most disconcerting difference - there was little sense of forward
  motion so when in moderate bank it felt more like we were tipping
  over rather than turning.  In steeper banks there was a bit of G
  and it actually felt a bit more secure.

If you felt any sideways pull, then the turns were not coordinated.
Slipping turns are good ways to lose altitude, and I'd guess that
soaring pilots use them quite a bit to get down to the field.

  Approach and landing was not what I'd expect either - stick out the
  airbrakes while still several hundred feet in the air and then dive
  down to the ground, level off and flair.

Sadly, there are powered-plane pilots who try to do the same thing,
even through flaps aren't exactly air brakes.

  Sorry this is OT but there isn't anyone else who'd really
  understand.

On the contrary, it was an excellent posting.


All the best,


David

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Re: [Flightgear-devel] YASim propeller fix

2003-10-19 Thread David Megginson
Jon Stockill writes:

  Actually it really helps getting your head around all the engine controls
  to do in-air starts. If you're feeling particularly sadistic don't bother
  setting vc either.

That's our being-dropped-from-a-giant-helicopter simulation.


All the best,


David

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[Flightgear-devel] YASim propeller fix

2003-10-18 Thread David Megginson
I've fixed the YASim code so that you can set the starting RPM from
the property tree -- that means that it is now possible to start YASim
propeller planes with the engine running, just like we do with JSBSim
planes.  This is a minor convenience on the ground, but it is very
significant for in-air starts like

  fgfs --aircraft=dc3 --offset-distance=2 --altitude=1000 --vc=110

Here are the aircraft configs I've tested (and fiddled with, when
necessary):

  dc3-yasim
  p51d-yasim
  j3cub-yasim
  pa28-161-yasim
  c310-yasim

I'd appreciate it if people could let me know about any others that
need updating.


All the best,


David

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Re: [Flightgear-devel] Helicopter: First Impressions

2003-10-17 Thread David Megginson
Martin Spott writes:

  Very different here. The indicators on the HUD were moving and the heli
  flies very calm. Did you recompile the stuff from scratch ?

That's worth a shot -- I'll try a make clean; make in SimGear and
FlightGear.  I'll just confirm that it is the bo105 that everyone else
is finding so smooth -- I actually got motion sick last night from all
the yaw osciallations.


All the best,


David

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re: [Flightgear-devel] YASim Heli bug ?

2003-10-17 Thread David Megginson
Frederic Bouvier writes:

  MSVC found the problem below at compile time.

  -  fcw==0;
  +  fcw=0;

OK, after all the MS bashing we've been doing, it's only fair to mod
MSVC +1 for finding this problem.


Thanks,


David

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-17 Thread David Megginson
Innis Cunningham writes:

  While mapping the collective to the throttle would work. It is a
  bit like mapping a variable pitch prop to a throttle.

It's just a terminology problem, not a flight-modelling problem -- it
sucks using /controls/engines/engine[0]/throttle (or whatever) to
manipulate the collective, but the alternative is to have separate
Joystick bindings for helos.  Ditto for using a control named rudder
for the anti-torque rotor.  In the actual model, the anti-torque rotor
seems to do what you'd expect, i.e. you can hover and turn circles in
either direction.


All the best,


David

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Re: [Flightgear-devel] Helicopter: First Impressions

2003-10-17 Thread David Megginson
David Luff writes:

  FWIW, I got sudden yaw oscilations as you describe for no apparent
  reason as well.
  
  I've no idea how to fly a heli though!!!

Nor do I, but I'd expect any strange oscillations to happen at very
low or very high airspeed, not at a medium cruise speed.  I just
rebuilt everything from scratch, and it's still happening.  Usually, I
can stop it with only a tiny change in control position (often pitch),
but then it will start again a while later.


All the best,


David

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[Flightgear-devel] Helicopter: First Impressions

2003-10-16 Thread David Megginson
I've been been playing with Maik's most excellent helicopter model,
now in CVS:

  fgfs --aircraft=bo105

I can (just barely) fly it -- I'll try hooking up my rudder pedals to
see if that makes it easier.  One thing I don't understand is that I
get a lot of small, rapid fishtail oscillations, even when the
controls are perfectly still and the forward airspeed is 60 kt or
higher (i.e. I'm nowhere near a hover).  Is this a reflection of a
real aerodynamic effect in heli's, or is it something we need to hunt
down?

Let's all give Maik a round of applause for this one.


All the best,


David

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Re: [Flightgear-devel] Helicopter: First Impressions

2003-10-16 Thread David Megginson
Jim Wilson writes:

  This isn't happening here.  How are you controlling the antitorque
  (rudder)?  Maybe the problem is in the control input?

I've tried it with two different controllers and seem the same effect
-- furthermore, the control-position indicators on the HUD are not
moving, suggesting that the flutter isn't coming from there.

Are you sure that you don't see yaw flutter at all?  Try cruising
around for five minutes or so -- it always shows up for me.


All the best,


David

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-16 Thread David Megginson
Curtis L. Olson writes:

  It also loops quite easily ... not saying that was the first thing I
  tried.  How do you run the collective?  How about yaw control?  The
  rudder seemed to act more like an aerodynamic rudder ... not that I
  know anything about how a helo is supposed to fly ...

Try this page:

  http://www.helicopterpage.com/


All the best,


David

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS:

2003-10-16 Thread David Megginson
Jon S Berndt writes:
  On Thu, 16 Oct 2003 17:15:02 -0400
David Megginson [EMAIL PROTECTED] wrote:
  
  There are still some problems we need to work out.  For example, if
  you set the wind to 0 and turn off the engine, the helicopter still
  slides backwards and turns -- we'll have to figure out why there are
  forces acting on it.  To test:
  
 fgfs --aircraft=bo105 [EMAIL PROTECTED] 
  --prop:/controls/engines/engine/magnetos=0
  
  This does not happen with fixed-wing JSBSim models.

Sorry, once again s/JSBSim/YASim/g.


All the best,


David

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RE: [Flightgear-devel] RFD: Proposed Changes to Airport Data Files

2003-10-14 Thread David Megginson
Richard Bytheway writes:

R KABC 29.650236  -96.579416 176.00 SL
   
  
  Is that example meant to start with a W rather than an R?

Yeah, that would do the trick.


Thanks,


David

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re: [Flightgear-devel] IMMERSIVE HELMET implementation.....HELP ME!

2003-10-13 Thread David Megginson
[EMAIL PROTECTED] writes:

  Can youu answer some of my question about the code, dave..
  But for the future if I will be albe to afford the time to learn
  some driver programming I could try it.

We take mouse input from GLUT and handle it in src/Input/input.cxx.
Take a look at the method FGInput::doMouseClick() for details.

  For the moments, to embed the helmet view, i need to
  write thirty-forty lines od code, I don't think it is so simple to
  write a driver

Is this a helmet you made yourself, or one you bought?  If it's one
you bought, and has a USB connection, then it probably already works
with the Linux hid driver (and thus, the plib Joystick library).


All the best,


David


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Re: [Flightgear-devel] Java FlightGear airport viewer (very alpha)

2003-10-13 Thread David Megginson
David Luff writes:

  However, I'll see your Java airport viewer and raise you a C++ one
  :-)

Excellent -- I'll take a look.  Do you plan to make it into a
full-fledged editor, like the one in XPlane?  I've had a lot of fun
learning the Java2D API for my Java viewer, but I won't go through all
the work needed to support creating and dragging around runways and
taxiways if you're already planning to do it in C++.


Thanks, and all the best,


David


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[Flightgear-devel] RFD: Proposed Changes to Airport Data Files

2003-10-13 Thread David Megginson
I'd like to propose the following changes to our current airport data
formats:

1. In $FG_ROOT/Airports/basic.dat.gz (the airport-level data file),
   add two fields containing the ISO 3166 country code and a
   country-specific region code.  Either can be represented by 'U' if
   unknown.  For example, here is the current entry for KSFO:

A KSFO  37.618763 -122.37492613 CYN San Francisco Intl

   Here is a revised entry with the new fields:

A KSFO  37.618763 -122.37492613 US CA CYN San Francisco Intl

   This change will allow us to create airport dialogues sorted by
   country and (optionally) state/province/region.  Initially, we can
   just set every one to 'U', or possibly apply some simple heuristics
   (every four-letter airport identifier starting with 'K' is in the
   U.S., every four-letter airport identifier starting with 'CY' is in
   Canada, etc.)

2. In $FG_ROOT/Airports/runways.dat.gz (the runway-level data file),
   add two new record types, 'W' for windsock and 'C' for control
   tower.  The W record would look like this (where 'S' stands for
   'sock' rather than the other thingy, and 'L' stands for 'lighted):

 R KABC 29.650236  -96.579416 176.00 SL

   The 'C' record would give the latitude, longitude, and view
   elevation of the control tower:

 C KABC 29.651347  -96.580527 315.00

Comments?


All the best,


David



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Re: [Flightgear-devel] RFD: Proposed Changes to Airport Data Files

2003-10-13 Thread David Megginson
[EMAIL PROTECTED] writes:

  Maybe we should also think about adding another entry, the
  continent.  If we want to use a search by continent feature in
  the airport dialog, then of course, it is possible to find the
  continents by country.  But history showed that this is not a
  reliable value.  For example 15 years ago, you could say that the
  UDSSR is more in Asia instead of Europe, but when you would check
  for the moscow airport your programm would assume asia because of
  UDSSR=Asia, but that's wrong because, moscow is still in Europe.

For the very few countries that straddle continents, like the Russian
Republic or Turkey (any others?), the region/state code will
(hopefully) be adequate to make the distinction.  If there are 10 or
20 airports that are still ambiguous because of states/regions that
also straddle continents, we could put them into a special-case table
if necessary.


All the best,


David

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Re: [Flightgear-devel] RFD: Proposed Changes to Airport Data Files

2003-10-13 Thread David Megginson
Jon Stockill writes:

  The problem there is that we don't need to keep a list of windsock
  locations in RAM all the time. *YES* we need the data - I'm just not
  convinced that that's the place to put it.

There's no need to load it into RAM in FlightGear -- TerraGear can use
the information, and FlightGear can simply skip over it (as it does
with taxiways, I hope).


All the best,


David

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Re: [Flightgear-devel] RFD: Proposed Changes to Airport Data Files

2003-10-13 Thread David Megginson
Julian Foad writes:

  It seems *awfully* redundant given that there is already the Id
  *and* the geographical location.

The lat/lon would be fine for searching inside 10 deg x 10 deg chunks,
but it would get very expensive if we had to store polygons for all
country and region boundaries and do point-inside tests for every
airport.  On balance, I think that this is a reasonable optimization.


All the best,


David

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[Flightgear-devel] Java FlightGear airport viewer (very alpha)

2003-10-12 Thread David Megginson
I've been hacking around with Java Swing classes during free moments
over the Canadian Thanksgiving weekend, and I have managed to come up
with a minimally-used FlightGear airport viewer. I'm using JDK 1.4,
but 1.3 might work as well (if it has the Java2D graphics API
bundled).  To try it out, follow these steps:

1. Copy $FG_ROOT/Airports/basic.dat.gz and
   $FG_ROOT/Airports/runways.dat.gz to some other location and unzip
   them.

2. Download http://www.megginson.com/flightsim/apteditor.jar (14K).

3. Type java -jar apteditor.jar basic.dat runways.dat to start.

You can also add a fourth argument containing the ID of the default
starting airport, as in

  java -jar apteditor.jar basic.dat runways.dat KSFO

I'm going to try to make this into a proper editor, but for now, it
just makes for a cute, minimalist viewer.  I'll package up the source
code when I have time -- so far, it's not commented or even sorted
into packages.


All the best,


David

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re: [Flightgear-devel] IMMERSIVE HELMET implementation.....HELP ME!

2003-10-11 Thread David Megginson
Agusmag writes:

  The virtual hemet is madeup by two elements, the visor, wicha has a
  simple RGB connector, and the motion tracker (intersense inertial
  CUBE). The motion trackers has its developer kit in C++ and collect
  three angles, roll,pitch and yaw.so I was wondering to feed the
  angles directly to the functions like, setgoalview and so on..

Have you considered writing a Linux (or Windows) device driver, so
that it will just look like another joystick?  That way, you'll be
able to use it with *any* software rather than just FlightGear.


All the best,


David

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re: [Flightgear-devel] IMMERSIVE HELMET implementation.....HELP ME!

2003-10-10 Thread David Megginson
[EMAIL PROTECTED] writes:

  I'm trying a way to switch the mouse mode view to a 
  virtual helmet driven view.

How does the virtual helmet feed into the computer?  Does it just look
like a joystick?  If so, then you need to set up bindings for the
different movements.


All the best,


David

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re: [Flightgear-devel] .AC files?... I need INFO or DOCS to custom....

2003-10-09 Thread David Megginson
[EMAIL PROTECTED] writes:

  Excuse me, where do I find informations about the
  commands and the format for .AC files, especially
  the files for the instruments?

I'm not sure where the format is published, but it's not too hard to
puzzle out if you understand how 3D files usually go together.  People
usually create the *.ac files with AC3D or Blender.


All the best,


David

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re: [Flightgear-devel] AC file loader (Was: AN225)

2003-10-05 Thread David Megginson
Christopher S Horler writes:

  Presumably this would only affect the time it takes to run ssgStripify,
  having no detrimental performance issues?

I'd be surprised if it even had much of an effect on ssgStripify.


All the best,


David

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re: [Flightgear-devel] AC file loader (Was: AN225)

2003-10-04 Thread David Megginson
David Megginson writes:

  Here's what I think is the offending PLIB code, at the top of
  src/ssg/ssgOptimiser.cxx:
  
static float optimise_vtol [3] =
{
  0.01f,   /* DISTANCE_SLOP = One centimeter */
  0.04f,   /* COLOUR_SLOP = Four percent */
  0.004f,  /* TEXCOORD_SLOP = One texel on a 256 map */
} ;
  
  Unfortunately, this array is not accessible from outside, so we cannot
  simply modify it -- we'll have to patch.  Try changing the first one
  (DISTANCE_SLOP) to something like 0.001f and see if most of the
  problems disappear.

Yep, that did it.  I just tried rebuilding with the patched plib, and
my own problems with small mangled objects vanished: just change 0.01f
(1 cm) to 0.001f (1 mm), or even smaller, if you prefer.  If this
change works for everyone else as well, let's start bugging Steve to
apply our patch and put out a new plib release.

I think that Steve must have originally optimized for the 3D arcade
games he was working on, where none of the objects was small enough
that 1 cm granularity would matter.  On an airplane panel, on the
other hand, many knobs and switches are smaller than 1 cm across.


All the best,


David

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Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread David Megginson
Jon Stockill writes:

   ... sort of works now, after a few small bug fixes.  You can do
   something like
  
 FG_SCENERY=/usr/local/Scenery:/usr/local/Scenery/Objects
  
  Excellent - that makes life a lot easier :-)

Thanks.  Obviously, we'll want to make things smarter soon, but for
now, should we consider moving all of the custom buildings to their
own directory hierarchy, so that we don't have to reinstall them
whenever there's a new scenery build?  What does everyone think?


All the best,


David

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Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread David Megginson
Frederic BOUVIER writes:

  Yes, this is a good thing.  But when the terrain change, we have to
  land the buildings again because their vertical position is AMSL
  not AGL.

I tried fixing that a few weeks ago by providing an option to set
objects on the ground.  Unfortunately, I didn't manage to find a way
to calculate ground level at load time.


All the best,


David

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Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread David Megginson
Erik Hofman writes:

  FlightGear/data/Scenery/Terrain
  FlightGear/data/Scenery/Cultivation

How about this?

  $FG_ROOT/Scenery/Terrain
  $FG_ROOT/Scenery/Objects


All the best,


David

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Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread David Megginson
Jon Stockill writes:

   I tried fixing that a few weeks ago by providing an option to set
   objects on the ground.  Unfortunately, I didn't manage to find a way
   to calculate ground level at load time.
  
  How are the random objects placed on the ground? Surely it's the same
  calculation?

I had thought so initially, but it turns out that there are quite a
few differences.  Pseudo-random objects are generated when the scenery
mesh is fully set up and are placed not by lat/lon but only relative
to the centre of each mesh triangle.  Static objects need absolute
coordinates, so they don't start out associated with any specific mesh
triangle, and their loading is often deferred through a special
wrapper.

I'd like to take another shot at it, but the scenery-loading code is
particularly obfuscated, and I find it slow going.


All the best,


David


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Re: [Flightgear-devel] FG_SCENERY with multiple path elements ...

2003-10-02 Thread David Megginson
Erik Hofman writes:

   How about this?
   
 $FG_ROOT/Scenery/Terrain
 $FG_ROOT/Scenery/Objects
  
  
  No problem, It's just a name.

Great.  In English, at least, cultivation generally means
agriculture rather than man-made works in general.


All the best,


David


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re: [Flightgear-devel] I am new here/ helicopter flight model

2003-09-30 Thread David Megginson
Maik Justus writes:

  So there is still some work, but if someone want to have this
  (alpha-)source just let me know where to mail it (but let me first
  search for bugs a few days...).

Thank you for your work.  You can mail the YASim patches and your
first config file to me, Curt ([EMAIL PROTECTED]), or Erik
([EMAIL PROTECTED]), and we'll see if it fits smoothly into the
codebase.

  The changes are based on the 0.9.2 Version (I hope, that there are not
  so many differences to the development Version).

In that case, we're probably better off with your diffs against 0.9.2
than with the full files.

  What I could need is a helicopter (the 3D-Model), the c172 looks a
  little bit strange when flying like an helicopter.

We have a few 3D modellers available, and I'm sure that one of them
would be happy to take on a heli model.  Do you have a YASim config
file for a specific helicopter type?


All the best,


David

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Re: [Flightgear-devel] web site updates

2003-09-30 Thread David Megginson
Curtis L. Olson writes:

  Hmmm, something tells I replied to the wrong message, oops, too
  many things going on here at one time ... but yeah if any one
  cares, kid #2 is on his or her way.

Congrats!


All the best,


David

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RE: [Flightgear-devel] [OT] PalmOS/GPS Moving Map?

2003-09-25 Thread David Megginson
Norman Vine writes:

  Google( palm moving map)

That was the first thing I did, but I didn't see what I was looking
for.


Thanks,


David

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[Flightgear-devel] [OT] PalmOS/GPS Moving Map?

2003-09-24 Thread David Megginson
I just bought a (relatively) cheap clip-on GPS for my Palm Vx.  It
came with Magellan mapping software containing a database of detailed
U.S. city street maps, but nothing for outside city areas (!!).

Does anyone know of a simple PalmOS low-res moving map program, that
just shows coastlines, lakes, rivers, towns and cities (as points),
and possibly a couple of major highways?  Even lower-res than vmap0
would be fine.


Thanks, and all the best,


David

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re: [Flightgear-devel] OT latex2html??

2003-09-24 Thread David Megginson
Carsten Höfer writes:

  Hi, due to the size of the current flight school (pdf=5.6MB), I
  would like to change it to HTML. I tried to use latex2html, but was
  more or less disappointed by the result (same with pdf2html).  Any
  suggestions for a 1:1 converter or a different format to PDF or
  HTML?

If you have the time and patience, do a one-time conversion from LaTeX
to Docbook SGML or XML.  Every Linux distro that I know of has tools
to produce decent HTML, PDF, and even ASCII from Docbook (it's the
standard format for Linux documentation).


All the best,


David

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Re: [Flightgear-devel] [OT] PalmOS/GPS Moving Map?

2003-09-24 Thread David Megginson
Wendell Turner writes:

   Does anyone know of a simple PalmOS low-res moving map program,
  
  I use the cumulus program
http://cumulus.kflog.org/
  on my Zaurus.

It looks very interesting, but unfortunately, doesn't run under Palm
OS.


All the best,


David

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[Flightgear-devel] re: [Flightgear-cvslogs] CVS: source/src/Scenery tileentry.cxx, 1.28, 1.29 tileentry.hxx, 1.8, 1.9 tilemgr.cxx, 1.24, 1.25

2003-09-24 Thread David Megginson
Curtis L. Olson writes (in a CVS log entry):

  VASI/PAPI lights are generally always on.

I remember reading somewhere that they are typically turned off in
very low visibility when a precision approach is in use, unless
explicitly requested by the pilot -- unfortunately, I cannot locate
the source.

  Also, the red/white VASI coloring has never worked right.
  This is also a step towards fixing that problem.

I will look forward to that.  I land at night with VASIS/PAPI quite
often in real life, and would like to be able to practice with
FlightGear.


All the best,


David

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RE: [Flightgear-devel] Beyond presets

2003-09-20 Thread David Megginson
Norman Vine writes:

   Not really -- the difference is that the actual values
   (lat/lon/alt/hpr/airport/navaid/etc.) live in the main property tree,
   and these tell us only where we should look for them.
  
  Sounds to me like what is needed is a way to do
  
  $MY_TREE = which branch I want
  
  / sim / $MY_TREE /  *** / **

I don't think that's it either -- we have too many different ways to
set the initial position, velocity, etc.  Simply selecting a branch of
the property tree won't do it (unless we want to duplicate all of the
information in that branch, in which case we're back to presets
again).


All the best,


David

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[Flightgear-devel] Beyond presets

2003-09-19 Thread David Megginson
Unfortunately, while the presets hierarchy brought some benefits, it
also broke saving and restoring flights.  I think that it's time to
consider doing away with the presets hierarchy, and trying something
like this:

1. Make an in-memory copy of the property tree that we can revert to
   when the user wants to reset; we could even keep a stack of reset
   points, if that was useful to anyone.

2. Add a few /sim/startup properties to indicate what information
   should be used for position, orientation, etc.  For example,

   /sim/startup/init/position-type : (latlon|airport|navaid|runway)
   /sim/startup/init/altitude-type : (msl|agl|glidepath)
   /sim/startup/init/orientation-type : (rph|runway)
   /sim/startup/init/time-type : (utc|local|sunpos)
  
   etc.

I'm sure that people can think of a better classification.  From this
point on, then, our initialization code can simply look at these to
decide whether to initialize based on the airport, etc.


All the best,


David

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Re: [Flightgear-devel] Beyond presets

2003-09-19 Thread David Megginson
Tony Peden writes:

  /sim/startup/init/position-type : (latlon|airport|navaid|runway)
  /sim/startup/init/altitude-type : (msl|agl|glidepath)
  /sim/startup/init/orientation-type : (rph|runway)
  /sim/startup/init/time-type : (utc|local|sunpos)
  
  This sounds awful close to /sim/presets, so it sounds to me like we may
  always need the functionality.  That being the case, why change it?

Not really -- the difference is that the actual values
(lat/lon/alt/hpr/airport/navaid/etc.) live in the main property tree,
and these tell us only where we should look for them.


All the best,


David

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Re: [Flightgear-devel] Boeing 717-200 progress

2003-09-16 Thread David Megginson
Manuel Bessler writes:

  Sure, if a model flies 'by the numbers' is a good start, but there
  are other properties that need to be simulated well for a good
  model, esp.  outside of cruise (cruise is probably the simplest
  part).

It's all numbers, of course: it's just that the numbers for the
moments, etc., are not as easily available.


All the best,


David

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re: [Flightgear-devel] Slightly OT: Crosswind landings and turbulence.

2003-09-15 Thread David Megginson
Matthew Law writes:

  I experienced my first bout of real fear yesterday doing my second
  hour of solo circuits.  I was operating from 06/24 and after a
  precautionary couple of circuits with my instructor he let me loose
  in a crosswind situation. The wind was initially 220/10-12Kt, but
  by the end of the hour was 180/10-18kt.  With the wind in this
  direction, there are Hangers and buildings causing turbulence
  around the numbers, so I took heed of what my instructor had said
  and aimed to touch down just after the numbers with plenty of speed
  to aid in controlling the aircraft.

A few extra knots for gusts or turbulence is a good idea, but for a
crosswind landing, it only makes things worse: while you'll need
smaller control deflections during the approach, it guarantees you a
long flare (you still have to bleed off the speed somewhere), and the
flare is the hardest part of a crosswind landing.

Talk to your instructor first, obviously, but if he agrees, try coming
in for a crosswind landing with full flaps at the slowest safe speed
(taking gusts and turbulence into consideration) -- you'll have to use
some pretty dramatic control deflections during final, but the plane
will touch down quickly and firmly with almost no flare.  Retract the
flaps as soon as the wheels touch the ground to keep the wind from
picking up the plane again.

  I found myself putting in some pretty big yoke and pedal
  deflections to keep anywhere near the runway.

Absolutely right -- to land in a crosswind, you have to be willing to
take the rudder right to the stop, and to put in some pretty dramatic
banks as well.  I've never landed the 150/152 (my instructor took the
controls in our intro flight, and I always flew bigger planes
afterwards), but once you get into a 15-20 kt crosswind, you'll feel
like you're landing on your wingtip rather than the gear.

  This kind of unnerved me more and more as the flight went on.  I
  slammed it in almost every time.  At one point it seemed to me that
  I was running out of right rudder at the end of the flare to keep
  the aircraft down the runway as the wind was trying to 'weather
  cock' me into it.

I've felt that way too.  The important thing is to keep over the
centreline at all costs, even if you're in a bit of a crab.  Your
plane can handle touching down in a slight crab if worse comes to
worst (you might have to pay for a new tire or two), but normally, you
can release the rudder a bit and then wham it back to full just before
touchdown to realign the plane with the runway.  If that doesn't work,
then you're too far past the plane's crosswind-landing ability, and
you need to find another runway (possibly at another airport).

  This was mainly bad technique on my part, but got me thinking if it
  would be hard to code in automatic and realistic turbulence near
  upwind buildings in FGFS?  Or even better, how about modelling the
  cover from the wind of a building near the runway - so that when
  you emerge from the cover of the building you are immediately hit
  by the full force of the crosswind?  This would help me get some
  practice in on crossed controls landings and make me feel more at
  home - just like a lightly loaded 150/152 in a high, gusty
  crosswind :-)

That would involve a very large amount of computation.  In real life,
you cannot *always* count on the gusts and turbulence in the same
places, so you're just as well off training with pseudo-random stuff.

Maybe someday we'll get into air-current computer, when we have a lot
more computing power.


All the best,


David


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[Flightgear-devel] OT: 200 hours

2003-09-14 Thread David Megginson
For everyone who's been following my real-life flying experience since
my agonies over the first intro flight, on my way back from Brampton
(CNC3) to Ottawa (CYOW) with my family last night, my logbook rolled
past 200 hours.

The second 100 hours has gone fast.  This flight was memorable in
other ways as well -- I've never taken off IFR from an uncontrolled
field before (unless you count on-field FSS, which acts a lot like a
control tower).  Last night, I had to take off into a 600 ft ceiling
under Canada's busiest airspace, flying directly towards the final
approach path for the active arrivals runway at Toronto Pearson/CYYZ,
a few miles away.


All the best,


David

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[Flightgear-devel] Killing Zone (was OT: 200 hours)

2003-09-14 Thread David Megginson
Arnt Karlsen writes:

  ..the 200'th hour is also the most dangerous period for average 
  pilots according to the stats, these usually _assume_ things 
  instead of _preparing_ for them, because their 200 hour experience 
  may be construed to have taught them this is allways ok to do.

That might be a bogus statistic.  One of the most popular sources of
it is a book called THE KILLING ZONE, by Paul Craig.  He uses NTSB
statistics to show that pilots with 50-300 hours of experience (his
killing zone) account for many more fatal accidents than any other
group; however, since the FAA does not release statistics about the
number of pilots and hours flown at different experience levels, his
numbers are meaningless.

For example, private and student pilots with 100-149 hours accounted
for 309 fatal aircraft accidents in the U.S. from 1983 to 2000, while
private and student pilots with 350-399 hours accounted for 109
accidents.  Who's more dangerous?  It depends on how many pilots there
were in each category and how much they flew.  If there were three
times as many pilots with 100-149 hours as 350-399 hours -- or, more
importantly, if pilots in the 350-399 hour category flew three times
as many hours as the less experienced pilots -- then the fatal
accident rate for the more experienced pilots was actually higher.

That's not to say that such a blip doesn't exist, and that 200 hours
isn't a dangerous place -- I worry a lot about how easy it is to get
in over my head fast now, especially with a new instrument rating and
the confidence boost from passing the IFR flight test and flying in
the system with the big airliners.  As a result, I second-guess myself
too much before every flight and get quite nervous and even nauseous
(until I start the engine, and a calm focus settles over me).  Taking
off after dusk right into gloomy, low, grey cloud is much different
psychologically from taking off in the morning into a clear, blue sky.


All the best,


David

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re: [Flightgear-devel] Killing Zone (was OT: 200 hours)

2003-09-14 Thread David Megginson
David Megginson writes:

  For example, private and student pilots with 100-149 hours accounted
  for 309 fatal aircraft accidents in the U.S. from 1983 to 2000, while
  private and student pilots with 350-399 hours accounted for 109
  accidents.  Who's more dangerous?  It depends on how many pilots there
  were in each category and how much they flew.  If there were three
  times as many pilots with 100-149 hours as 350-399 hours -- or, more
  importantly, if pilots in the 350-399 hour category flew three times
  as many hours as the less experienced pilots -- then the fatal
  accident rate for the more experienced pilots was actually higher.

OK, I'm obviously sleepy today after my flight last night.  Everywhere
I wrote three times, replace with a third, and the math might
actually make sense.


All the best,


David

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Re: [Flightgear-devel] Killing Zone (was OT: 200 hours)

2003-09-14 Thread David Megginson
Arnt Karlsen writes:

   however, since the FAA does not release statistics about the
   number of pilots and hours flown at different experience levels,
   his numbers are meaningless.
  
  ..huh???  Why the hell not???

They indicate nothing about what level of experience is really the
most dangerous: the real killing zone could be at 100 hours, or 900,
but we cannot tell.

To take a different example, if I could show that more people die
every year from falling off chairs than from high-altitude mountain
climbing without oxygen, would that prove that sitting on a chair is
more dangerous?

  That's no reason to let those _same_ accidents repeat themselves
  over and over again.

I agree absolutely -- it is absolutely critical for everyone, pilots,
car drivers, joggers, cyclists, etc. -- to know what the dangers are.


All the best,


David



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Re: [Flightgear-devel] Killing Zone (was OT: 200 hours)

2003-09-14 Thread David Megginson
Arnt Karlsen writes:

   To take a different example, if I could show that more people die
   every year from falling off chairs than from high-altitude mountain
   climbing without oxygen, would that prove that sitting on a chair is
   more dangerous?
  
  ..reminds me of the safest mode of human transportation counting
  passenger mileage: babies crawling on the floor is a close 2'nd,
  _despite_ the Hindenburg.  ;-)

Even though this is off-topic, I'll continue just a bit further with
some fun but totally unconfirmed numbers I've heard, since they're
probably of general interest.

First, while flying on a scheduled air carrier is much safer than
driving per passenger mile, flying with a private pilot is seven times
more dangerous than driving -- in other words, it's roughly comparable
to riding a motorcycle.

Gender equality does not rule in private flying.  While a male driver
is only about twice as likely as a female driver to get into a fatal
car accident, a male private pilot is eight times more likely as a
female private pilot to get into a fatal plane accident.  That
suggests that you're safer per mile flying in a small plane with a
female private pilot than you are driving in a car with a man.  It
also suggests that flying accidents are much more under the pilot's
control than driving accidents, since the gender gap is so much
larger.

Some day I'll do the proper research to see if the numbers I've heard
are accurate.  We know that it's young male drivers who cause the most
car accidents, but many private pilots are older, so it's unlikely
just to be the young-buck thing.  My guess is that (on average) men
just have a harder time admitting they're wrong than women do.  Fatal
plane accidents can happen gradually, as the result of a long chain of
bad decisions and other problems -- there are often many points where
the pilot could have saved him or herself by turning back, waiting a
couple of hours for better weather, choosing a different altitude or
route, making an extra fuel stop, etc.  Maybe women as a group are
just better at doing that kind of thing.


All the best,


David


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[Flightgear-devel] New option: --failure

2003-09-09 Thread David Megginson
I've added a simple --failure option to help set up quick scenarios
from the command line.  The allowed values are vacuum, electrical,
pitot, or static.  It would be nice to add various flight controls
as well, once we come up with a scheme to support that.


All the best,


David

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread David Megginson
Matevz Jekovec writes:

  simulators and are hot on the tail of the more recent.  More
  cockpit detail is needed on many of the other aircraft, which is
  on my short

  
  Speaking of cockpits, do we have any 3D clickable cockpits planned? I'm 
  not aware of any sim supporting that (at least not Falcon 4, Flanker 
  2.x, LO-MAC, F/A-18). This feature would be no doubtly cool. The only 
  question is how big will be the FPS hit.

There should be no hit except when you're actually clicking.  We have
sort-of pseudo fake clickable cockpits now (try the 172).


All the best,


David

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Re: [Flightgear-devel] By god, we're good!

2003-09-08 Thread David Megginson
Jim Wilson writes:

  Would elevation be helpful in splitting into different default
  types?  Ocean shoreline vs. everything else?

It won't help you with lakes, and it might turn the whole of the
Netherlands into shoreline.


All the best,


David

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RE: [Flightgear-devel] scenery update

2003-09-08 Thread David Megginson
Curtis L. Olson writes:

  They are simply data files.  There's nothing executable in there at
  all.  As far as I know, MS hasn't added VB script support to
  .tar.gz files [ yet :-) ] so I can't imagine how they could ever be
  infected with anything.
  
  I'm guessing this has to be a false positive ...

I hate virus checkers with a passion only slightly less than the
passion with which I hate a certain e-mail program that I won't name
again.  While the initial fault lay with the e-mail program, it was
all the false virus-warning e-mail messages from that idiotic software
that finally physically shut down my account.

I imagine that they have a catch-all rule, along the lines of 

  If it's not text, and it's not a binary format I recognize, then
  it's a virus.


All the best,


David

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Re: [Flightgear-devel] San Francisco city lake

2003-09-08 Thread David Megginson
Curtis L. Olson writes:

  The real issue here is what texture should we choose for default
  areas for which vmap0 has no coverage opinion?

It would be nice if we could do some kind of weighted average of the
surrounding areas, excluding water.  At least we'd be less likely to
get something out of place (like an evergreen forest in the middle of
the desert).  We could also default to the 1 arcsec landcover raster.


All the best,


David

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Re: [Flightgear-devel] Dutch Scenery

2003-09-08 Thread David Megginson
Ivo writes:

  But tonight I tried one anyway and I am surprised about how it looks. Not 
  too bad at all for a texture that's only 150 pixels high. I have put some 
  sample images here:
  
  http://ivop.free.fr/fgfs/fgfs_rembrandt1.jpg
  http://ivop.free.fr/fgfs/fgfs_rembrandt2.jpg

32 pixels is usually fine for a generic building, and 64 pixels for a
customized one -- maybe 128 for something really prominent and
detailed.  Consider how few pixels the building actually takes up on
the screen unless you're flying within a few dozen meters of it.


All the best,


David

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Re: [Flightgear-devel] By god, we're good!

2003-09-07 Thread David Megginson
Jim Wilson writes:

  Owners of low-wing planes are manly?  H...so what are bi-plane
  owners then?

You made that one too easy.


All the best,


David

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re: [Flightgear-devel] OT: Linux environments

2003-09-06 Thread David Megginson
Lee Elliott writes:

  I've been using Gnome for years but I'm finding it increasingly
  idiotified and un-controlable, not to mention less reliable.

Just out of curiosity, what problems are you finding?  I'm using the
latest Gnome from Debian unstable, and it doesn't seem to cause any
problems.  I've tried KDE a few times but it just rubs me the wrong
way and ends up getting uninstalled (even though I'm sure it's just as
good technically).

Hopefully, in another year or two, the two developer communities will
come together.


All the best,


David

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Re: [Flightgear-devel] OT: Linux environments

2003-09-06 Thread David Megginson
Lee Elliott writes:

  I'm on Debian unstable too.  Included in the problems I've experienced are 
  incorrect panel icons that I can't corrected, problems with icons in some 
  Gnome apps, panel entries loosing properties after I've set them and an 
  inability to re-configure old gnome apps such as gmc, together with the 
  reduced level of control and configuration in general.

I haven't tried gmc for a long time, but otherwise, I'm not seeing
these problems.  It might be that something is screwed up in your
installation, perhaps some left-over crud.  Try setting up a new
account and logging into it, and see if you have the problems with
icons and lost properties there as well.

  Personally, I hope that the Gnome and KDE teams never merge because
  monocultures are never a good thing.  As long as they each make
  sure their own stuff works with the other's environment, which in
  general it does, I'm happier with them going their own ways.

I think I'd be happier seeing both as competing flavours within a
single desktop environment.  There will never be a monoculture as long
as we have alternatives like ratpoison.

  apt-get install ratpoison

if you've never tried it -- you'll never have a cleaner desktop.


All the best,


David

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[Flightgear-devel] By god, we're good!

2003-09-06 Thread David Megginson
In FlightGear, I just paused in the middle of a climb out from
Brampton (NC3) towards the Simcoe VOR (YSO).  I'm nursing the climb,
trimming the 172's nose down to 85 kias to keep the engine cool and
settling for 600 fpm through 4500 for 5000 ft.  I caught myself
looking at the clouds getting closer and wondering if I was still
going to be below them at 5000 or if I would end up inside.

Suddenly I felt just like I was doing the climb for real, watching the
DME flicker in and out (I'm at the edge of its reception range) and
looking around at the lights of roads and small towns north of Toronto
becoming more visible as the twilight fades.  I don't know how we
stack up against the latest versions of MSFS and X-Plane, but I never
experienced anything like this in FLY! or MSFS 98 -- I even started to
have imagined physical sensations, like the cool evening air blowing
out the floor vent over my feet, the vibration from the engine, and
the headset squeezing my ears.

Good work, guys.  We rock.  Stuff like this doesn't happen unless
*every* contribution (documentation, colour, texture, flight model,
sound, animations, modelling, sky, scenery, you name it) comes
together perfectly.

I'm going to go back to FlightGear now before I start crying and spoil
the whole thing (not that owners of manly low-wing planes ever cry, of
course ...).


All the best,


David

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Re: [Flightgear-devel] *awk

2003-09-05 Thread David Megginson
Tony Peden writes:

  I don't know, maybe it's just me but I've written a lot of perl I
  couldn't read a month later ...

You just haven't rewired your brain chemistry yet.  After about 12
years, perl code starts to look normal and everything else (C/C++, the
sky, your family) looks strange.


All the best,


David

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Re: [Flightgear-devel] Animation documentation

2003-09-05 Thread David Megginson
Erik Hofman writes:

  Jim Wilson wrote:
   Erik Hofman [EMAIL PROTECTED] said:
   
   
  Can someone point me to the most recent document that contains 
  information on how to animate FlightGear models?
  
  Want to add a description of the new blending animation, but although I 
  found it on three different locations, none of them include the scale 
  animation which Curtis added recently.
   
   
   In CVS it's docs/Model/fgfs-model-howto.html.
  
  Thanks. I've found it.

I wonder if we should call the animation transparency instead of
blending, just in case we do add an animation for texture blending
later (say, to animate ice accumulating on the airframe).


All the best,


David

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Re: [Flightgear-devel] scenery update

2003-09-05 Thread David Megginson
Erik Hofman writes:

  They are billboards. But my machine definately can't handle more 
  billboards right now (how does the 3d clouds code do that? I looks like 
  the trees and clouds together doesn't make a hughe difference).

Imposters might work for distant trees as well.  Implementing
imposters is beyond my skill, however.


All the best,


David

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Re: [Flightgear-devel] Re: [Terragear-devel] Flattening Stuff

2003-09-04 Thread David Megginson
Curtis L. Olson writes:

  For what it's worth, when I was looking into this, I found some
  examples of runways with their ends literally at least 100' different
  in elevation.  Most aren't nearly that far off, but there are a
  few.

For a 10,000 ft runway, that would require less than a 1% continuous
grade, so it's not all that surprising.

It will be a very good thing when we can take threshold elevations
from FAA and DAFIF data.  The SRTM/DEM data, however, is just too
coarse -- that's why I'm suggesting flattening for now.


All the best,


David

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re: [Flightgear-devel] Re: [Terragear-devel] Flattening Stuff

2003-09-04 Thread David Megginson
Martin Spott writes:

   Further to Curt's last post about flattening rivers, how would
   everyone feel about flattening airports?
  
  When you look at large airports, say with runways over 3 km, you'll find
  quite a few where the runways follow the terrain at least over a difference
  in the elevation of several meters.

Absolutely -- at my home airport, for example, runway 14/32 (10,000
ft) has a significant hump in the middle.  We have one old 727 that
flies up north to Baffin Island every day, loaded so that it can
barely climb.  You can tell it's starting its takeoff roll because you
see a cloud of smoke over the horizon -- a few moments later, the
plane itself comes into view, struggling its way off the runway with
the nose hanging high in the air.  With all the drag, we give that one
at least three minutes (instead of the normal two) when it takes off
across our runway.

The problem is that we're not generally getting that right now anyway
-- we're just getting incorrect elevations.


All the best,


David

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Re: [Flightgear-devel] Bug: missing the runway

2003-09-04 Thread David Megginson
Curtis L. Olson writes:

  David, I lined up fine in the yf23-yasim with the scenery I generated
  last night.

I'll try rebuilding the airports with the latest CVS, then.


Thanks,


David

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re: [Flightgear-devel] new scenery samples

2003-09-04 Thread David Megginson
Curtis L. Olson writes:

  I have been fiddling around with the scenery building tools to
  incorporate 30m SRTM data for N/S america, updated/current
  airport/runway data based on the latest DAFIF cycle, updated taxiways,
  lighting, and approach data, etc.  Also included is vmap0 roads,
  railroads, rivers, lakes, landc over/land use data.  This is a big
  improvement for VFR flying and makes the world a lot more interesting
  to explore.

Sounds great.  Are you using all of the available SRTM-3 (including
Canada)?


All the best,


David

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