Re: [Flightgear-devel] Voice Capability

2004-02-03 Thread Jorge Van Hemelryck
On Tue, 3 Feb 2004 06:53:20 -0800
"John Wojnaroski" <[EMAIL PROTECTED]> wrote:

> Special VFR, a "loophole" to allow non-instrument rated pilots to fly in
> less than ideal VFR conditions ;-) I don't recall the exact details of vis
> and ceilings..

That's more or less what it is, except that it's only possible in a CTA
/ CTR (Control Area / Region), which is the controlled airspace around
an airport. Special VFR is usually only authorized when entering the CTR
in order to land at the airport, or when leaving the CTR if the weather
is better farther from the airport. You're not supposed to use it just
in order to fly patterns around an airport where you can't have VMC
conditions...

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Re: [Flightgear-devel] saving fgfs replay session

2004-02-11 Thread Jorge Van Hemelryck
On Wed, 11 Feb 2004 14:48:03 -0800
Alex Romosan <[EMAIL PROTECTED]> wrote:

> is there a way to save the fgfs replay session? i managed to land the
> the yf-23 on the aircraft carrier and i want to save the flight (or at
> least the movie) for posterity :-) does anybody know of some tool that
> would record the display and create a movie under linux? thanks.

Try xvidcap... I haven't managed to really make a movie file with it
yet, but that's what it's supposed to do.

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Re: [Flightgear-devel] Stepping and other inquisitions

2004-02-27 Thread Jorge Van Hemelryck
On Wed, 25 Feb 2004 22:55:50 +0100
Erik Hofman wrote:

> It should also be working with the latest version of FlightGear.
> And if they patched FlightGear to support their software they *must* 
> send you the source at your request (GPL compatibility).

How interesting... I was just about to ask about this kind of thing.
First of all, congrats to Curt and to the mother for the baby. And now
to my question.

If I write a ".h" file that re-defines the NetFDM structure, so that a C
program can interact with fgfs via the native FDM protocol, will the
file be considered as part of FlightGear and consequently inherit the
GPL (and the whole C program along with it) ? Or is it only considered
as some sort of data definition only ?

Actually, we might be considering the use of FlightGear as a simple
visual system on some of the simulators we have at work (we use other
systems I once told you about, APOGEE by SOGITEC), but of course the
code of our simulators can't be GPL... It will most probably never be
redistributed anyway, so nobody would have noticed, but I just wanted to
know exactly how much legal interaction actually takes place, so that I
can give accurate information about this to other people here which
would ask that sort of question.

By the way, my colleagues were surprised that with only a couple of
days' work (most of that time spent studying the NetFDM code), it "just
worked"... Of course, it needs some tweaking, but position and
orientation were correctly displayed, which was already impressive if we
compare that to some of the very burdensome protocols we sometimes have
to deal with...

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Re: [Flightgear-devel] TrafficGear?

2004-02-28 Thread Jorge Van Hemelryck
On Fri, 27 Feb 2004 17:27:27 +
David Luff wrote:


> That sounds like a good plan.  It could get very complicated very quickly!
> In the vicinity of an airport, figuring out the other arrivals and
> departures shouldn't be too tricky, but if the user is flying an airway in
> the middle of the US, say, then working out which flights from disparate
> sources and destinations would be close (within radio range and on the same
> frequency) could be an algorithmic nightmare!!  Good luck :-)  It would be
> very cool to have working nicely though.

Maybe we could ask Eurocontrol (or other similar organizations) if they
could release the source of their system ? It's the one that
automatically accepts or rejects flight plans according to traffic load
in the whole of Europe... Okay, so maybe they won't release it. Or we
could try and implement the rules of ATC if we can get hold of an ICAO
"Document ", it's the one that deals with ATC rules, including
separation between aircraft.

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Re: [Flightgear-devel] Stepping and other inquisitions

2004-02-28 Thread Jorge Van Hemelryck
er results than a faster, but 
> varying frame rate.

Actually we have a cycle period of 60ms, and we can try to lower it to
40ms, but that's only 16 to 25hz. And our display is indeed 60hz.
Anyway, we can't do much better than that, and it's not only code
efficiency, there are other issues. Thanks for the tip anyway.

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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: source/src/Main fg_init.cxx, 1.86,

2004-02-28 Thread Jorge Van Hemelryck
On Fri, 27 Feb 2004 17:37:48 +0100 (CET)
Frederic BOUVIER wrote:

> Erik Hofman wrote:
> 
> > David Megginson wrote:
> > > Martin Spott wrote:
> > > 
> > >> Great idea - unfortunately 'fgfs' now dies with a segmentation fault
> > >> just a split second after the FlightGear window appears (Linux),
> > > 
> > > 
> > > Yes, I was using the wrong executable to test it. Give me about an 
> > > hour, and I'll revert if I cannot fix the problem.
> > 
> > 
> > There seems to be a problem with glut.
> > It dumps core somewhere between idle_state = 1 and idle_state =2 in 
> > fgIdleFunction().
> 
> Same problem with MSVC. fgReshape is called before viewmgr is 
> initialized in main.cxx line 1335 :
> 
> FGViewMgr *viewmgr = globals->get_viewmgr();
> for ( int i = 0; i < viewmgr->size(); ++i ) {
>   viewmgr->get_view(i)->
> set_aspect_ratio((float)view_h / (float)width);
> }
> 
> viewmgr is 0x000

Is this the same as I'm seeing here ?

$ fgfs --log-level=bulk
(...)
Initializing splash screen
Segmentation fault (core dumped)
$ gdb fgfs
(...)
#0  0x08053c4f in fgReshape(int, int) (width=1400, height=1050) at stl_iterator.h:593
593   __normal_iterator(const _Iterator& __i) : _M_current(__i) { }
(gdb) backtrace 
#0  0x08053c4f in fgReshape(int, int) (width=1400, height=1050) at stl_iterator.h:593
(gdb) list
588   typedef typename iterator_traits<_Iterator>::pointer pointer;
589 
590   __normal_iterator() : _M_current(_Iterator()) { }
591 
592   explicit 
593   __normal_iterator(const _Iterator& __i) : _M_current(__i) { }
594 
595   // Allow iterator to const_iterator conversion
596   template
597   inline __normal_iterator(const __normal_iterator<_Iter, _Container>& __i)


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Re: [Flightgear-devel] Re: [Flightgear-cvslogs] CVS: source/src/Main fg_init.cxx, 1.86,

2004-02-28 Thread Jorge Van Hemelryck
It's fixed in CVS now... Thanks !

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[Flightgear-devel] segfault in AirportList.cxx

2004-02-28 Thread Jorge Van Hemelryck
Here's what I got after trying to select an airport in the list through the menus :

$ fgfs
Segmentation fault (core dumped)
$ gdb fgfs
(...)
(gdb) core-file core.1888 
Core was generated by `fgfs'.
Program terminated with signal 11, Segmentation fault.
(...)
#0  0x40426348 in mallopt () from /lib/i686/libc.so.6
(gdb) backtrace 
#0  0x40426348 in mallopt () from /lib/i686/libc.so.6
#1  0x404262a2 in mallopt () from /lib/i686/libc.so.6
#2  0x40424e6f in free () from /lib/i686/libc.so.6
#3  0x4035cda1 in operator delete(void*) () from /usr/lib/libstdc++.so.5
#4  0x4035cdfd in operator delete[](void*) () from /usr/lib/libstdc++.so.5
#5  0x082a9a82 in ~AirportList (this=0xc67d4e8) at AirportList.cxx:40
(gdb) list
40  delete [] _content;
41  }
42  
43  char *
44  AirportList::getStringValue ()
45  {
46  return (char *)_airports->getAirport(getIntegerValue())->id.c_str();
47  }
48  
49  // end of AirportList.cxx

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[Flightgear-devel] another segfault, ATC.hxx

2004-02-28 Thread Jorge Van Hemelryck
After running fgfs a little while (2-3 minutes)...

$ fgfs
ERROR - can't get a tower pointer from tower control for LFMY in 
FGAILocalTraffic::GetAirportDetails() :-(
Segmentation fault (core dumped)
$ gdb fgfs
(...)
Core was generated by `fgfs'.
Program terminated with signal 11, Segmentation fault.
(...)
#0  FGAIGAVFRTraffic::FlyPlane(double) (this=0xc5354a0, dt=0.0429010002) at 
ATC.hxx:168
168 inline int get_freq() const { return freq; }
(gdb) backtrace
#0  FGAIGAVFRTraffic::FlyPlane(double) (this=0xc5354a0, dt=0.0429010002) at 
ATC.hxx:168
#1  0x0809f12e in FGAIGAVFRTraffic::Update(double) (this=0xc5354a0, 
dt=0.0429010002) at AIGAVFRTraffic.cxx:111
#2  0x0809392b in FGAIMgr::update(double) (this=0x963bdf8, dt=0.0429010002) at 
AIMgr.cxx:307
#3  0x08052f93 in fgMainLoop () at globals.hxx:263
#4  0x400422e2 in __glutRegisterEventParser () from /usr/X11R6/lib/libglut.so.3
#5  0x0804feef in main (argc=10, argv=0xb5e4) at bootstrap.cxx:139
#6  0x403c8c57 in __libc_start_main () from /lib/i686/libc.so.6

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Re: [Flightgear-devel] another segfault, ATC.hxx

2004-02-28 Thread Jorge Van Hemelryck
On Sat, 28 Feb 2004 14:34:00 +
David Luff wrote:

> Thanks for the backtrace, I'll look into it.  Do you have any
> recollection of what frequencies your comm radios were tuned into at
> the time?

Default : 120.5/118.85, 118.3/133.77, but I was at LFMI, not KSFO... I
did have a message saying

ERROR - can't get a tower pointer from tower control for LFMY in
FGAILocalTraffic::GetAirportDetails() :-(

just before the segfault, but I had not set log-level, so I can't tell
you more. It shouldn't be hard to reproduce, though, because it seems
rather frequent.

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Re: [Flightgear-devel] another segfault, ATC.hxx

2004-03-01 Thread Jorge Van Hemelryck
On Mon, 01 Mar 2004 13:55:43 +
David Luff wrote:

> This should now be fixed.  The cause of the problem was that LFMI and LFMY
> have a common tower frequency (122.1), but the commlist code was returning
> the first in-range match rather the closest match when initialising the
> tower, resulting in logical inconsistencies.  I guess that none of the
> airports I originally tested the code at share a frequency with any of
> their neighbours.

Actually, it's one of the common NATO frequencies. These are usually
listed as Tower frequencies, but used mostly as Ground control. As LFMI
and LFMY are both military airfields, they share this frequency, but of
course they have many others as well (including UHF frequencies). If you
like, I can check which frequencies are to be used by civilian aircraft
there. Who maintains these files ?

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Re: [Flightgear-devel] another segfault, ATC.hxx

2004-03-01 Thread Jorge Van Hemelryck
On Mon, 1 Mar 2004 21:11:59 +
David Luff wrote:

> I generated them from the DAFIF data, you (and others) can send
> corrections, additions and clarifications to me and I'll store them
> and apply them each time the files are regenerated.  So far I've only
> generated tower and ATIS frequencies, so I don't know if any of the
> listed tower frequencies would also be in the DAFIF data as ground as
> well.  As for which frequencies would be most likely to be used by
> civilian traffic, that's rather a can of worms at the moment.  Each
> airport in Robin Peel's data should be flagged either military or
> civil, but at the moment it appears that they are all listed as civil.
>  In the case of mixed use airports (or military airports that allow
>  civilian traffic) I'm not sure how to store the information regarding
>  which frequencies are most likely to be used for civilian traffic
>  etc.  Eventually I think that each airport will have a corresponding
>  xml file with things like tower closing times, preferred circuit
>  directions and runways etc, and other st uff like preferred
>  frequencies for a given use could go into it, but it's not
>  implemented yet.

Of course, an xml file is the way to go...

My mistake, 257.8 is the frequency most commonly used as ground control,
122.1 is a kind of backup tower frequency, or sometimes the tower
frequency for civilian aircraft. It may be monitored by military
aircraft if they want to know what's going on besides military traffic,
depending on the standard procedures for the airfield.

I'll try and see what I can do for French military airfields.

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Re: [Flightgear-devel] ATC readability

2004-03-03 Thread Jorge Van Hemelryck
On Wed, 03 Mar 2004 11:06:57 +
David Luff wrote:

> I can think of a number of improvements.  The first, and one which would
> also help the voice output, is that many of the airport names pulled
> automatically from the DAFIF are far too long - for instance "Metropolitan
> Oakland International Tower" should almost certainly be simply "Oakland
> Tower".  I'll go through these and try to manually change as many as
> possible to what seems right - in fact I'll run a script to remove
> "International" from all of them.  Some of them are tricky though - should
> "Brisbane Archerfield" be "Brisbane Tower" or "Archerfield Tower".  I'm
> guessing the latter since there's also a Brisbane International.  What
> about "Burbank Glendale Pasadena" - that could be any of the three!  If
> real life pilots, or those who otherwise know definately, could send me
> corrections for their favourite airports that would be great.  There would
> be a double benefit here - less length of message to read, and less of it
> going off the edge of the screen.

Hi David,

Actually, what pilots are supposed to do, at least in France, is use the
part of the name that is written in bold face on the charts (national
ones). On Jeppesen IFR charts, it looks like we're supposed to use the
name written in slightly larger characters, at the top of the chart,
above the rest of the name of the airport. That should work most of the
time.

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[Flightgear-devel] external HUD proposal (with code !)

2004-04-07 Thread Jorge Van Hemelryck
Hello everyone,

This is a patch (plus examples of use) I've created to solve the problem
we had at work. Short explanation - the aim was to have a separate HUD
code (as opposed to included in the FlightGear code).

Long explanation - the easiest solution I saw was to develop a plugin
system for the HUD code. I've done it under Linux (using dlfcn.h), and I
don't know how this can be adapted to other systems.

- new code in FlightGear (see files in mymods/source, the modifications
I made were all in src/Cockpit/)

I created a new class src/Cockpit/hud.hxx, hud_ext, which inherits from
instr_item. This class has members which help determine where on the
current HUD will the external code be displayed (see the file
mymods/doc/hud_coords.png). The constructor loads a dynamic library
defined by a path, and looks for a function in that library. The draw()
method is called by the functions in hud.cxx, and calls the function
found in the dynamic library.

- config files (see files in mymods/data)

It should be pretty straightforward. Just adapt the HUD on one of your
aircraft. I added the new  tags in the external.xml example.
Don't forget to mention the exact path to the library you want to use,
as well as the function name.

- library example (see files in mymods/myhud)

it works for me with just "make" in the directory containing the
Makefile, main.c and myhud.c. You should get a shared library (.so)
(libmyhud.so in this case), that you have to move to the correct path
(the one in the config file). There is a "prog" test program as well. In
the dynamic library, you can use plain OpenGL code, maybe GLU...

TODO:

- make sure that the coords are correctly taken into account. Currently,
I can only use efficiently a plugin that draws in a [-1,1] x [-1,1]
space. Maybe some computations are in order...

- clean up the code ? exit() calls, use of the HUD "options", OpenGL
transformations...

- other operating systems ?

- autoconf / automake requirements ?

- lots more, probably... at work, we still have to implement the
communication inside the library (inside the called function) to get the
info used for drawing the HUD.

Questions for you: what do you think ? can it be committed to CVS ?
other ideas ?

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mymods.tar.gz
Description: Binary data
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Re: [Flightgear-devel] external HUD proposal (with code !)

2004-04-07 Thread Jorge Van Hemelryck
Ooops... I forgot to include the "Makefile.am" part of the patch :

--- src/Cockpit/Makefile.am.orig2004-04-02 18:51:31.0 +0200
+++ src/Cockpit/Makefile.am 2004-04-02 18:51:43.0 +0200
@@ -5,6 +5,7 @@
dme.cxx dme.hxx \
hud.cxx hud.hxx hud_opts.hxx \
hud_card.cxx hud_dnst.cxx hud_gaug.cxx hud_inst.cxx \
+   hud_ext.cxx \
hud_labl.cxx hud_ladr.cxx \
hud_lat.cxx hud_lon.cxx \
hud_scal.cxx hud_tbi.cxx \

and then I suppose that you have to run autogen.sh...

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Re: [Flightgear-devel] external HUD proposal (with code !)

2004-04-07 Thread Jorge Van Hemelryck
On Wed, 07 Apr 2004 15:48:42 -0700
Andy Ross wrote:


> Indeed, portable shared library development (and especially portable
> late-binding to those libraries) is a big mess.  :)
> 
> What exactly is the goal here?  Do you have a particular external HUD
> renderer that you want to link in?  Is it so large that it can't
> simply be included in the FlightGear distribution?

Something like that. We already have an external HUD code. Actually, it
is quite large, involves a great deal of parameters which come from our
own simulator and would probably not be easily integrated into
FlightGear, and more importantly, it can't be distributed. At all.
Therefore, I'm doing the best I can (that is, mixing my hobbies and my
work, and working at home) in order to make flightgear benefit from
this. Another possibility would have been to just do it at work without
ever distributing my modifications (which does not violate the GPL, as
long as we don't distribute anything). But I'm trying to return to the
community as much as I consider possible.

What I would also like to do is make our use of FlightGear some kind of
example. I'll have to go and check whether it could be advertized in any
way. If you want more details on my work, you can ask through personal
e-mail.

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Re: [Flightgear-devel] Ear Candy

2004-04-07 Thread Jorge Van Hemelryck
On Wed, 7 Apr 2004 18:36:25 -0500
Jon Berndt wrote:

> Does FlightGear (or _could_ FlightGear) model Doppler shift and distance
> attenuation of an aircraft sound as viewed from the tower (or wherever) as
> the aircraft approaches and recedes?

OpenAL can do this, and someone here said that it could be used easily
with SDL... Can it be used without SDL as well ?

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Re: [Flightgear-devel] external HUD proposal (with code !)

2004-04-07 Thread Jorge Van Hemelryck
On Wed, 07 Apr 2004 16:50:44 -0700
Andy Ross wrote:

> Jorge Van Hemelryck wrote:
> > We already have an external HUD code. Actually, it is quite large,
> > [...] and more importantly it can't be distributed. At all.
> 
> That was my fear.  Opinions differ (widely!) on this point.  But in
> general, adding a dynamic loading API to a free software project for
> the sole purpose of interfacing to non-free software is not considered
> to be within the spirit of the GPL.
> 
> > Therefore, I'm doing the best I can (that is, mixing my hobbies and
> > my work, and working at home) in order to make flightgear benefit
> > from this.
> 
> I don't want to start a flame war here, but it's not clear to me that
> the FlightGear community would receive any benefit from having an
> interface layer to software it cannot use.  The standard GNU/FSF
> argument is that, by enabling and protecting proprietary development
> (of HUD modules, in this case), it would in fact discourage free
> software contributions.
> 
> You are right, of course, that you are under no obligation to
> distribute your internally-developed modifications to FlightGear.  The
> GPL only requires that *if* you distribute them, you do so under the
> same license.  Accepting this interface layer as part of FlightGear
> would have the effect of removing that restriction.  I do not mean to
> seem ungrateful, but I'm not sure that's in the community's best
> interest.

Two things :

- With all my good will, it still would not be possible to release the
code. It's not just that it is proprietary. This is a minor issue,
because actually it's even protected by confidentiality (it's a military
simulator). I love this simulator, and I strongly support free software
whenever I can, at work and at home. Some times I just can't do what I
would like to do. Are you telling me that you wish to make it difficult
for some people to use FlightGear ? That would be a pity. Actually, my
own problem at work is now solved, I just wanted to submit my work (done
outside working hours) to the community. I knew that some people would
react like you did, that is why I developed the functionality on my own.
Is it not possible to just include my work (with some improvements such
as conditional compilation of the functionality) with the distribution
of FlightGear ? It would make my task of making people accept FlightGear
here easier...

- Maybe this new functionality would just increase the number of
applications that could use FlightGear (applications that otherwise
would have considered buying proprietary software). It should be a good
thing, as far as public relations are concerned. More publicity... I'll
try and make it as official as possible. Would FlightGear not benefit by
some kind of official government endorsement ? Later, I'll try and
support funding of additional development (under the GPL) of FlightGear
if we need new functions, especially in the multiplayer part of
FlightGear.


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Re: [Flightgear-devel] external HUD proposal (with code !)

2004-04-08 Thread Jorge Van Hemelryck
First of all, I hope that I don't sound too harsh or rude when I write.
I tend to be that way when argumenting. The only thing I want to show
here is good will.

On Thu, 08 Apr 2004 07:10:39 -0700
Andy Ross wrote:

> But you seem to miss the point.  It would also *remove* the GPL
> requirements from anyone who develops HUD code.  I'm not sure that's a
> good tradeoff, especially when the code in question is something we
> can never see or use.

The GPL requirements are in no way removed, of course.

> I don't think you have considered the licensing issues completely. 
> Taking this kind of design to an extreme: we could
> write a dynamic loading API for every module in the simulator.  A
> proprietary, non-GPL simulator (clearly "derived from" FlightGear)
> could then legally redistribute itself along with FlightGear solely by
> linking to those APIs.

No, this is not so. I checked on the FSF site (the GPL FAQ), and it is
quite clear that anyone distributing FlightGear + modules (even when
they can be loaded dynamically) must release the source code for both
FlightGear and the modules (that is, make it available in the same way).

> Now, that might be OK if we all agreed that is what we wanted.  But
> such a situation is certainly not the "normal" interpretation of the
> GPL, which says that modified versions must be shared under the same
> license.

No, they don't have to be shared. However, if they are shared, they will
be under the same license.

> Honestly, if there were actual simulator features involved here (an
> existing external library that we wanted to use), I would be more
> amenable to this idea.  But as it stands, the only beneficiaries to
> this patch are doing proprietary development and cannot contribute to
> the project.

Now you are missing *my* point. Our HUD code cannot be released in any
way.

The aim was to replace the visualization system for our simulator, which
was able to display an external world image, using our terrain database,
and using video techniques to display the HUD on top of that, but was
rather expensive to use for our simplified simulators.

I suggested that we use FlightGear to accomplish the same task, and we
can already drive it from the network.

However, video hardware which would allow us to display the HUD on top
of the FlightGear image would be quite expensive as well. So I tried to
look for another solution. I did think about implementing all the
possible basic shapes in FlightGear, and driving the HUD drawing code
from the network, but it meant implementing our whole HUD again. As we
can't distribute the HUD definition either, or even the symbol
definitions, you would have been able to draw only basic shapes such as
lines or squares or circles, which is almost a reimplementation of GL or
GLU allowing for a network data source...

And as I don't like to work on something that has already been done, I
found an alternate solution, the one I presented to you first. We can't
distribute the HUD anyway, and if we had not had FlightGear, we would
have spent a *lot* of money on a new visualization system. I'd rather
try and put that money to better use. Maybe try to make FlightGear
profit by this later on.

I'm pretty sure that a few organizations have similar problems. Mine
can't do much more for the community in this very case. But when facing
other problems, they might be more willing to give something in return
if we can make this work. Actually, it will work anyway, because we can
make this work on our own. Now that I have made the patch, it can be
made available for everyone to use, but I don't think I will do that
anyway. I'm just trying to show you why I find it odd to see you reject
my patch.

> And as written, the patch acts as an "escape clause"
> that allows HUD module developers to ignore the requirements that the
> GPL places on the rest of the code.

Actually, if someone intended to distribute such a plugin with
FlightGear, they would probably have to do so under the GPL. The
requirements are for distribution, not development and use.

a few references :

http://www.gnu.org/licenses/gpl-faq.html#GPLAndPlugins

http://www.gnu.org/licenses/gpl-faq.html#DevelopChangesUnderNDA


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Re: [Flightgear-devel] external HUD proposal (with code !)

2004-04-08 Thread Jorge Van Hemelryck
On Fri, 9 Apr 2004 04:25:22 +0200
Arnt Karlsen wrote:

> ..you, Jorge, will be in violation with the GPL, unless, you makes your
> modified FG source code avaliable to your military client.

No I won't, we have no client here, and no intention to distribute
anything but FlightGear alone (so that other parts of my organization
can use it as a visualization system as well).

> But, you do not have to show us anything, under the GPL, as long 
> as both you and your military client keeps your FG HUD mods to
> yourself and for your own use, and for your military client's use.

Once again, no client, it's for internal use only.

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Re: [Flightgear-devel] external HUD proposal (with code !)

2004-04-08 Thread Jorge Van Hemelryck
On Fri, 9 Apr 2004 04:37:30 +0200
Arnt Karlsen wrote:

> ..you wrote it, rip it apart and see if _some_ things _can_ be GPL'ed. 

Actually, I didn't write the HUD code. This code already existed when I
started working on the project.

> ..on selling the GPL to your military client, tell them about NSA's
> security patch, nukes etc.  An educational challenge, especially when
> they come from a Wintendo and government background.  I did it with 
> my isp client, for bandwidth control on their wifi backbone, they use
> my http://fmb.no/ipcop/setup-cbq-0.0.5.tar.bz2 .  ;-)

You might not be familiar with the confidentiality issues I'm talking
about. The HUD definition is industrial property, and it's also
protected and considered confidential by the government. There's very
little I can do about it, maybe it can change when the simulated
aircraft are retired from service.

It's already difficult to make some of them accept Linux on our
machines...

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Re: [Flightgear-devel] external HUD proposal (with code !)

2004-04-10 Thread Jorge Van Hemelryck
On Fri, 9 Apr 2004 13:45:16 +0200
Arnt Karlsen <[EMAIL PROTECTED]> wrote:

> ...which forces the obligation on your part to provide the source to
> whomever you provides your modification to.  And, doing contract 
> work for them on their HW, you probably have complied to the GPL 
> here.  ;-)

The modifications of the code I've done at home are mine, and I wanted
them to be licensed under the GPL. No problem here.

> ..they hired you to do contract work or some such?  No need for a 
> long "flame war", the laws may well be differeing between our 
> countries on how copyright laws applies to this and the GPL.

Err... actually, I'm part of the organization. And copyright laws in
France are probably not out of the ordinary.

However, on a side note, there has been an article recently in "Linux
Magazine" (published in France) by someone studying law who wrote that
the GPL might be considered illegal in France, because you can't
transfer all distribution rights for an unlimited period of time (it's
like a contract and has to end sometime, this was done to protect other
intellectual works, art and the such). I hope the FSF (and French LUGs)
will find some way to rewrite the GPL for France / Europe and other
countries, because the solution is probably to have a different GPL
license if the law is different, it would be less elegant yet maybe
safer.

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Re: [Flightgear-devel] external HUD proposal (with code !)

2004-04-10 Thread Jorge Van Hemelryck
On Fri, 9 Apr 2004 10:11:27 +0100
Jonathan Richards <[EMAIL PROTECTED]> wrote:

> I've been reading this thread with interest.  You'll tell me if I'm wrong, 
> JvH, but I believe the situation is that the HUD code (i) contains 
> information which is proprietary ("industrial property") and (ii) attracts an 
> [inter]national security protective marking, i.e. in loose journalistic terms 
> it's a military secret.

I like the way you sum things up. That's exactly what I wanted to say in
a much less understandable manner. ;-)

> I can see several reasons why the latter should be 
> the case if the HUD code tells you about the capabilities and performance of 
> an in-service military aircraft.  What this implies is that the HUD code is 
> very specific to a particular aircraft, and hasn't been written so that the 
> SECRET bits are parameterised.

That's more or less the way it is.

> Yesterday, you wrote '... we can't distribute 
> ... even the symbol definitions'  which I find intriguing; when I last had 
> access to information in this area, the symbology was the subject of 
> unclassified NATO definitions.  Have you got a foo fighter underground 
> somewhere?

Now that would be nice... Actually, our symbology is probably
non-standard. However, I've tried to search the internet for
"MIL-STD-1787A" (or B or C or D), which is a document mentioned
(incorrectly as MIL-STD-1797A) in FlightGear's README.xmlhud and the
document itself does not seem to have been published on the internet.
Maybe you have to buy it ? Or can we request it from an official source ?

> Seriously, in my experience it is the *performance 
> characteristics* of military equipment that are secrets - if the aircraft is 
> in service there will be an entry for it in Jane's!

Of course...

> Is the information which makes the HUD classified so embedded that it can't
> be extracted?

Maybe that's the easier way to put it, although it is not that simple.
Part of the answer is in Rick's post.

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Re: [Flightgear-devel] external HUD proposal (with code !)

2004-04-10 Thread Jorge Van Hemelryck
On Sat, 10 Apr 2004 01:46:21 +0100
Rick Ansell <[EMAIL PROTECTED]> wrote:

> On Fri, 9 Apr 2004 13:52:50 +0200, Arnt Karlsen <[EMAIL PROTECTED]>
> wrote:
> 
> >..inline with this, you oughtta be possible to rip out the secret
> >military parameters, put in new ones from, say, a Taylor Cub, 
> >and then show this to your military client and get your code 
> >approved as licenseable under the GPL.
> 
> I take it you're not familiar with this sort of working
> environment. Depending on the exact setup the code could belong
> to the German Gvt, the parameters classified by the same and
> also commercially confidential and portions of the HUD symbology
> generation code licensed from a third party. It may not be
> simply a case of performance parameters being classified but
> also operating modes and data feeds.

I couldn't have expressed myself better. It's just a situation where I
cannot control everything, although I'm trying to make things move over
here. Believe me, I'm doing the best I can to support free software.

> Note that Jorge had to write the 'plugin' code in his own time
> on his own machine. That implies his contract of employment may
> be less draconian than my own where any code I write that is
> related to my work is automatically owned by my employer (unless
> I get specific written clearance). Even under Jorges conditions
> in order to removed 'offending items and data' he would have to
> work at home on his own machine - that means taking classified
> information home, something his employer is unlikely to allow.

Quite right. Although I don't think anything this clear has been
mentioned anywhere in my contract. My main task is not as a programmer.
And I certainly can't allow any confidential data to get throught. That
is why I'm refraining (and having a hard time doing so) from
contributing a model of the aircraft I'm working on to FlightGear. It
really is a pity. And if I did one for my own use at home, I would use
data found on the internet.

> In the sort of environment that Jorge seems to be working in the
> presumption is against release of _anything_. You have to prove
> to several different bodies that what you are releasing is
> 'clean' and get it all signed off - and those doing the signing
> have to have a good reason for spending their time on the work.

And you can be pretty sure that they will not agree. And sadly, I can
understand.

> >From where I sit my view is that Jorge would be best served by
> working with what he has now whilst FG decides if the patch is
> worth incorporating. If its not worth / not consistent with the
> GPL to incorporate the code then could a 'non-infringing' path
> to the same object be built? If so then I think Jorge should be
> assisted in getting it implemented - surely his won't be the
> only case where an external project will want to feed data back
> in this, or a similar, way?

Thanks for trying to support me. I'm open to suggestions, although I
have been doing some thinking on my own without success. And lately,
what I've been looking for is a way in which the new functionality would
have a real use for free software. In what way can it be seen as a
useful plugin mechanism ?

Whatever comes out of this, tanks to everyone for at least accepting to
discuss the matter. I'll try and submit cleaner, "more free" code in the
future...

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Re: [Flightgear-devel] Heading error calculation [brain exercise]

2004-05-02 Thread Jorge Van Hemelryck
On Sun, 2 May 2004 08:01:20 -0500
Jon Berndt wrote:

> Does anyone know of a simple algorithm to calculate the difference between
> the desired heading and the actual heading, where the angle is given in
> degrees from 0 to 260? The stipulations are that the result must be <= 180.
> For example, you can go from 60 to 340 degrees (counter-clockwise), 110 to
> 280 (clockwise), 290 to 40 (clockwise), etc.  The desired result in the
> first case is -80, in the second case, 170, and for the last case, 110.  And
> so on ...
> 
> The ideal algorithm will have the fewest trivial operations.

desired heading - actual heading -> difference ( in the range -360 to +360)
if difference < -180 then add 360
if difference >180 then substract 360

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Re: [Flightgear-devel] SID, STAR, and airway data

2004-06-05 Thread Jorge Van Hemelryck
On Sun, 30 May 2004 21:58:12 +0200
Durk Talsma wrote:

> I hadn't really thought about that so much. However, while these SIDs and 
> STARs wouldn't be very useful for AI traffic, they probably wouldn't be too 
> problematic either. As long as there is an initial and a final waypoint, the 
> "expect vectors"  would then simply be the most direct route between these 
> two. 

More precisely, you can define some arbitrary waypoints. For instance,
if the SID says climb to zzz ft, you can determine the point (distance)
at which the aircraft reaches that altitude, and have it marked as a
waypoint in the internal AI flight plan. The next waypoint would then be
the first en-route waypoint. Likewise, if the STAR says "expect
vectors", and if you are supposed to go for an instrument final
approach, you can safely assume that ATC will try and vector you to a
point approximately 4-6NM before the Final Approach Point, on the same
axis as the final approach.

> I'm currently again leaning more toward a "straight-in" "straight-out" take on 
> AI traffic as the first step, because that would simplify automatic flight 
> plan/waypoint generation by quite a bit. Then next, if we have the data 
> available on approach and departure procedures, these could be used instead. 

And that's more or less the way it works in real life, usually the first
step is writing the flight plan, and for this you usually try and find
SID and STAR flight paths. If you can't find them, you fall back on
direct-to-waypoint-type paths.

A good thing to do would be to try and implement the way ATC works as
close to real life as possible. You can define these default flight
plans for AI aircraft, and implement a "clearance limit", which means
that the aircraft can follow the flight plan safely up to a given point
(usually a waypoint); you can also have altitude clearance (usually in
order to avoid other traffic). Before reaching a clearance, an AI
aircraft could "ask" for further directions/clearance from the ATC. If
the ATC has a radar, it can detect that the aircraft is approaching the
limit and give further directions without having to be asked for them.

You might be interested in the rules of ATC (traffic separation using
time or distance or altitude), most of it should be in the ICAO document
. I don't know where to get it, but I had been given one while I was
preparing for the ATPL theory exam. I did a little search with Google,
and apparently the document (official title Procedures for Air
Navigation Services - Air Traffic Management or PANS-ATM, ICAO document
number ) is for sale for $161 on the ICAO website...

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Re: [Flightgear-devel] c172 autopilot

2004-06-05 Thread Jorge Van Hemelryck
On Thu, 27 May 2004 17:00:17 -0400
David Megginson wrote:

> shammake wrote:
> 
> > Has anyone tried taking the c172 autopilot and converting it into a 
> > graphical representation?  For possible use into Simulink? 
> 
> Do you mean creating a 2D or 3D instrument?

Actually, I think he meant a graphical representation of the algorithms
used, with boxes and links...

Examples of simulink uses:

http://www.ecpsystems.com/subPageImages/rtlt_sim_download.gif

http://www.mathworks.com/cmsimages/sl_mainimage_wl_4221.gif

http://www.mathworks.com/products/demos/stateflow/sfcar.jpg

http://www.mathworks.com/products/demos/stateflow/sf_electrohydraulic.jpg


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Re: [Flightgear-devel] How to change minimum distance to activate next waypoint?

2004-06-05 Thread Jorge Van Hemelryck
All these issues are a matter of adjusting the autopilot coefficients to
specific aircraft dynamic characteristics.

In order to avoid the "spiral into waypoint" problem, you should try and
implement something like this: compute a track to the waypoint from the
present position, memorize it, and subsequently correct the trajectory
so as to remain on that track (not heading). It's also better to correct
this by using a lateral error (distance to the memorized track, not only
angle), which makes these corrections independent from the distance to
the waypoint. The inputs are: aircraft track (not heading, or you have
to allow for a difference between held heading and desired track),
desired track, lateral error. The output is a rate of turn.

The "pop waypoint" condition is more efficient this way: aircraft beyond
a line orthogonal to the desired track to the waypoint, and located at a
distance 'd' from the waypoint (see diagram attached).

In real-life IFR, if you are flying a non-RNAV aircraft, you're actually
supposed to overfly the waypoints. I know, it sounded weird to me too.
Of course, no one will really scold you if you manage to nicely
anticipate the turn in order to find yourself just on track to the next
waypoint. RNAV aircraft are supposed to anticipate every turn so as not
to overshoot airways.

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Re: [Flightgear-devel] Does Flight Gear Support Multiple Aircraft

2004-06-05 Thread Jorge Van Hemelryck
On Fri, 28 May 2004 11:00:47 -0400
shammake wrote:

> being simulated at once.  For instance, if you wanted to show Aerial
> Re-fueling, with a 747 tanker, and a UAV?

What exactly do you have in mind ? Actually, there are several ways to
see other aircraft in your FlightGear. There are AI aircraft (work in
progress, ask David Megginson and David Culp), or if you want aircraft
with actual FDMs, you can have other FlightGear programs running on
other computers and connected to your own computer via the network for
instance (multiplayer mode). Or you can have external FDMs controlling
3D models on your computer (a little bit more complicated).

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Re: [Flightgear-devel] multiplayer doesn't work properly

2004-06-09 Thread Jorge Van Hemelryck
I wouldn't say that "multiplayer doesn't work properly", I'd rather say
that it's still in early stages of development. The effect you see is
probably due to the delay due to sending packets across the network. You
see movement of the other aircraft along its axis because you try and
match the velocity. Network delays are converted into distance (d=v*t),
and it could probably be fixed by using interpolation on the receiver
side. I haven't had time to do it yet. Maybe a Kalman filter would be a
good idea. Is no one else working on it ?

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Re: [Flightgear-devel] multiplayer doesn't work properly

2004-06-09 Thread Jorge Van Hemelryck
On Wed, 9 Jun 2004 17:39:08 -0400
Ampere K. Hardraade wrote:

> Could there be a connection between this and the problem pointed out by Dave 
> in the Air Refueling thread?

There probably is a connection. Actually, to be more precise than in my
last post, it's not the delay itself that causes the jitter, it's the
randomness of the delay, which makes packets arrive just after or just
before rendering. I think it happens with or without threading as far as
the network is concerned, but only with threading if it's an AI model.

Here's an explanation with numbers; at 50 fps, maximum time difference =
1/50 s, speed = 400kt = 200 m/s (approx), distance of the jitter = speed
* time = 4m = 13ft.

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Re: [Flightgear-devel] Getting data out of FlightGear

2004-11-22 Thread Jorge Van Hemelryck
On Mon, 22 Nov 2004 22:46:55 +0100
Erik Hofman wrote:

> I wouldn't know. I was never able to test it because I have one x86 
> machine and one MIPS machine. The difference in handling of the structs 
> prevented me from testing the network byte order issue.

Actually, I've seen it work with a FDM running on a SGI machine (Octane)
sending values to FG on a (x86) PC. You have to be careful about
byte-order (convert to network byte-order), and if you're using C
instead of C++, remove any "enum" in the struct, because they're not
actually in the data structure of each element. You can check the size
of the struct at each end if you want to be sure the network data
packets have the same format everywhere.

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Re: [Flightgear-devel] Re: Flightgear-devel Digest, Vol 20, Issue 45

2004-12-18 Thread Jorge Van Hemelryck
On Fri, 17 Dec 2004 22:43:53 +0100
Richard Andrews wrote:

> This is the same sort of idea I had been toying with. As a newbie to fg I 
> felt 
> that one tool that would be very handy would be a form of Linux QT 
> FG-launcher. It would simply generate the appropriate config file from the 
> users selections (--aircraft etc) and then launch fg with the newly generated 
> config. This could make fgfs suddenly more approachable to new users. 

Have you had a look at fgrun ? It works in exactly the way you've just
described.

http://sourceforge.net/projects/fgrun/

Source only so far (except for windows), but maybe it's time to make
some binary packages for other systems as well. I believe the Windows
FlightGear package actually includes fgrun. The toolkit used is fltk
(http://fltk.org/), available for at least Windows, Linux and MacOS X.
Other systems might be supported, as fltk is OpenGL-based although I
haven't paid much attention to reports of it working on these other
systems (*BSD, IRIX, Solaris, etc.).

I'm pretty sure that quite a few Linux / UNIX users would like to
benefit from the fgrun interface. They might not be aware that it exists
at all...

Here are a few ideas:

- we could extend fgrun (to add such features as flight planning, AI
objects editing),

- we could create another app, which would be meant to communicate with
FlightGear in realtime (probably via the telnet interface), something
more elaborate than the http interface, in the same way that fgrun does
for command-line options

- in any case, it would be best to make sure that FG is able to change
aircraft (FDM, 3D model, systems) on the fly, because that is probably
the only start-up-time setting that can't be changed so far once
FlightGear is running.


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Re: [Flightgear-devel] Re: Flightgear-devel Digest, Vol 20, Issue 45

2004-12-20 Thread Jorge Van Hemelryck
On Mon, 20 Dec 2004 13:04:47 -0600
Curtis L. Olson wrote:


> That certainly sounds doable, although the particular details of how to 
> launch, and kill, and detect if the child process is running will 
> probably vary wildly from platform to platform.

The only OS where I could do it would be Linux (I have done some
programming on Windows in the past, but not enough to be able to do
that). I thought that the way to do this would be the same on UNIX-like
systems, and that it would differ only on Windows...

Here are the ways of launching the simulator and the "FlightGear
Control" app I can think of:

1- the Control app launches and communicates with FlightGear, the latter
being for instance a child process (or fgrun could be extended to
communicate with FlightGear in this way)

2- FlightGear is launched at the same time as the Control app

3- FlightGear and the Control app can be run independently

With option 1, there are issues such as how to ensure that when FlightGear
exits, the Control app reverts to a launcher app. 

Does option 2 mean that they have to be launched at the same time ?
Could we benefit from this ? 

What is already clear is that FlightGear should not depend on this
Control app. It must be possible to run FlightGear from the command-line
without anything else. That is why I would be in favor of option 3.

Here is what is already possible with what we presently have. The
FlightGear telnet protocol allows an external program to get and set
properties. This already allows for environment / position / time /
radio / gps / view settings, to name a few.

The current gui (menubar) can do more than that, and in the future it
would probably a good thing to use the same API, in order for instance
to be able to launch a nasal command from the Control app.

As we said before, the main problem would be to change aircraft (and
therefore reinit FDM, 3D model, systems) without restarting FG. I'll try
and have a look at the initialization code as soon as I find some time.

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Re: [Flightgear-devel] splash

2005-01-19 Thread Jorge Van Hemelryck
In theory, this is a nice idea, but I'm not sure about IPC on Windows.
Forking might be OK, but I'm quite sure that sending a signal is not so
simple, so we would have to come up with something else.

What about doing it the other way around when the user is using fgrun to
launch fgfs ? What I mean is, fgrun might launch some kind of splash
dialog of its own, just to make sure that there is some feedback before
the actual fgfs splash screen is displayed... I'm still thinking about
how to make another app interact with fgfs when it's running, instead of
controlling it via the plib GUI, and part of this could be this splash
screen.

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Re: [Flightgear-devel] Model animation

2005-01-23 Thread Jorge Van Hemelryck
On Mon, 24 Jan 2005 00:39:36 +0100
Frederic Bouvier wrote:

> Soon on your screen :
> http://frbouvi.free.fr/flightsim/fg-spin-perso.jpg

Has this screenshot been taken near Perpignan, by any chance ? If so,
they're among the best flying landmarks I know... Very nice...

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Re: [Flightgear-devel] segfault in SimGear code

2005-02-11 Thread Jorge Van Hemelryck
On Fri, 11 Feb 2005 16:14:15 +0100
Ron Lange wrote:

> sorry, not the *commandline* below causes fg to break but similar 
> .fgfsrc file...
> 
> > fgfs --airport=EDHI --aircraft=bo105 --enable-game-mode
> > # 
> 
> Again, only a present .fgfsrc with similar content causes a segfault, 
> the commandline let fg regulary start.
> Second hint: following message appeared twice:
> 
> Failed to find runway 28R at airport EDHI --aircraft=bo105 
> --enable-game-mode
> Failed to find a good runway for EDHI --aircraft=bo105 --enable-game-mode

Could you make sure that there is only one option per line in the
.fgfsrc file ? It looks like the parser is trying to set the airport
from the string "EDHI --aircraft=bo105 --enable-game-mode"...

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Re: [Flightgear-devel] fgrun WIN32 double quoted path bug

2005-02-16 Thread Jorge Van Hemelryck
On Thu, 17 Feb 2005 16:45:46 +1100
Geoff Air wrote:

> I use msvc7, in XP, cygwin not installed, so also do not
> use pthreads ... I added a switch, HAVE_PTHREAD, for things
> like -
> 
> #ifdef HAVE_PTHREAD
> #include 
> #endif // #ifdef HAVE_PTHREAD
> 
> if anyone is interested, or headed this direction ...
> 
> I need fgrun to 'return', so I can 'select' other things,
> and run (the same or different) FG, with a changed
> command ... rather than at present, it shows a modal
> dialog, and goes into an infinite wait, until FG
> quits ... thus do not need pthreads to compile, run ...

Do I understand correctly that you just want fgrun to fork or whatever
(exec) and just return, instead of creating a thread, forking and
waiting, so that you can run another FG ?

The implementation for run_fgfs is different on Windows and Linux/UNIX,
and I don't know much about the CreateProcess function called from
run_win32.cxx, but I suppose that's where you have to look.


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Re: [Flightgear-devel] Re: Running probs + ATI framerate

2005-02-23 Thread Jorge Van Hemelryck
On Tue, 22 Feb 2005 11:09:04 +
Steve Hosgood wrote:

> If I just type "fgfs" or "fgfs --disable-sound", all I get is the splash
> screen and plenty of disk-grinding noises followed by the splash-screen
> disappearing and the single-word message "Killed" on stdout. (I tried
> the --disable-sound option to try and avoid possible troubles with
> OpenAL).
>
>  (...)
>
> It does seem that the length of time between the splash-screen appearing
> and the "killed" (or "aborted") message might be dependant on the amount
> of RAM (or maybe the amount of swap) available.
> 

Actually, I've seen the exact same behaviour, and even managed to see
how fast RAM was being filled, by switching to a terminal and using the
"top" command.

My system :
laptop
P4 2.4GHz
1Gb RAM, 800Mb swap
ATI Radeon Mobility 9000
Mandrake 10.1
Linux kernel 2.6.8.1
xorg 6.7.0, "radeon" open-source driver

When the fgfs process reached 1.8Gb, it got killed by the kernel's
"out-of-memory killer" (I saw it in /var/log/messages afterwards).

glxinfo said that direct rendering was enabled, but my fgfs (CVS compile
from a few days ago) behaved the same as Steve's. I haven't had a chance
to try it with Simon's suggestion (disabling dlists) yet.

However, I have managed to make ATI's closed-source "fglrx" driver work
now, and have had a nice increase in the framerate, compared to what I
had with the "radeon" driver on XFree86 4.3.0 (which I had before I
switched to xorg).

Here's a table to sum up what I have found using different drivers

(fgfs figures are for sparse areas, at a reasonable altitude i.e. near
the ground or on the ground, and for a default visibility value).

without acceleration
glxgears ~240fps, fgfs ~1fps

XFree86 4.3.0, open-source "radeon" driver
glxgears ~2100fps, fgfs ~5-25fps depending on view direction (?)
I usually had to disable specular highlight...

xorg 6.7.0, open-source "radeon" driver
glxgears ~2180fps, fgfs ~35-50fps (yay!!)
specular highlight enabled

All this may point to the fact that the 3D driver is often responsible
for these drops in framerate, maybe because of unsupported features that
make the driver fall back to indirect rendering.

Which brings us back to try and detect features at runtime ? Is this
possible ?

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Re: [Flightgear-devel] Re: Running probs + ATI framerate

2005-02-24 Thread Jorge Van Hemelryck
On Thu, 24 Feb 2005 16:21:07 +0100
Arnt Karlsen wrote:

> ..' lspci -v |grep -A 15 VGA '? 
> (My 9250 on DRI is reported as a 9200 PRO)

01:00.0 VGA compatible controller: ATI Technologies Inc Radeon R250 Lf [Radeon 
Mobility 9000 M9] (rev 01) (prog-if 00 [VGA])
Subsystem: Asustek Computer, Inc.: Unknown device 1732
Flags: bus master, stepping, 66Mhz, medium devsel, latency 255, IRQ 11
Memory at f000 (32-bit, prefetchable) [size=128M]
I/O ports at d800 [size=256]
Memory at e780 (32-bit, non-prefetchable) [size=64K]
Expansion ROM at effe [disabled] [size=128K]
Capabilities: [58] AGP version 2.0
Capabilities: [50] Power Management version 2


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Re: [Flightgear-devel] Re: Running probs + ATI framerate

2005-02-24 Thread Jorge Van Hemelryck
On Thu, 24 Feb 2005 08:03:36 +0100
Jorge Van Hemelryck wrote:

> xorg 6.7.0, open-source "radeon" driver
> glxgears ~2180fps, fgfs ~35-50fps (yay!!)
> specular highlight enabled

Oops, I kind of mixed everything up here...

I meant :

xorg 6.7.0, open-source "radeon" driver
glxgears ~2180fps, fgfs crashed (out-of-memory killed) last time I tried...

xorg 6.7.0, closed-source "fglrx" driver
glxgears ~1945fps, fgfs ~35-50fps (yay!!)
specular highlight enabled !

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Re: [Flightgear-devel] Re: error compiling fresh fgrun cvs

2005-02-25 Thread Jorge Van Hemelryck
On Fri, 25 Feb 2005 08:43:29 +0100
Melchior FRANZ wrote:

> I had the same problem. fgrun does since very recently use threads, but fltk
> hadn't been compiled with threads on SuSE 9.2. (I dropped them a line and hope
> that they'll change that in the next release.) Seems that FC2 suffers from the
> same problem. You need to compile fltk with "--enable-shared 
> --enable-threads".

It happened to me too on Mandrake 10.1. I grabbed the source rpm,
installed it, modified the spec file fltk.spec in /usr/src/RPM (yours
would probably be in /usr/src/redhat) so that the line with ./configure
in the %build section would end with "--enable-shared --enable-threads".
Then I typed rpm -ba /usr/src/RPM/fltk.spec, and ended up with fresh new
packages (libfltk1.1 and libfltk1.1-devel) in /usr/src/RPM/RPMS/i586
(yours might be in /usr/src/redhat/RPMS/i386).

You might need to --force the rpm install afterwards, because rpm might
complain that it is already installed.

You can find the source there, for instance:

ftp://rpmfind.net/linux/fedora/extras/3/SRPMS/fltk-1.1.4-8.src.rpm

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Re: [Flightgear-devel] Camera/FOV/View Frustum question.

2005-03-03 Thread Jorge Van Hemelryck
Curt,

Have you been successful in implementing your asymmetric frustum hack ?
It might be a good idea to add it to the official FlightGear code. It is
one of the features that might fill in the gap between "amateur" flight
simulation and a professional product. It might even be useful to have
any arbitrary frustum, meaning that the screen could have any position
with respect to the subject. The difficult part would then be to figure
out which parameters to use. Maybe I could try and help with that.

Actually, when I talked about FlightGear at work, our visual systems
(screens, projectors, optical systems) specialist asked about asymmetric
frustums right away. Not to mention projecting on a spherical surface,
which would probably need work in the video board itself, not to mention
the drivers and the software part (OpenGL doesn't do it yet, does it ?).

For those who might have had trouble understanding (or explaining) what
the problem was, I found a page a few weeks ago where it was put quite
clearly:

http://astronomy.swin.edu.au/~pbourke/projection/caev/

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Re: [Flightgear-devel] Airbus A320

2003-06-06 Thread Jorge Van Hemelryck
Very good idea ! As it's one of the planes I fly, I might get hold of some
data too, and perform a few tests in flight...

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Re: [Flightgear-devel] Airbus A320

2003-06-06 Thread Jorge Van Hemelryck
Actually, I've flown on Aeroflot on several occasions, including domestic
lines (Moscow-Novosibirsk), and the flight has always been OK. What I
would say is that these pilots probably have a lot of merit trying to fly
these aircraft when the company doesn't always have enough money for
decent maintenance.

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Re: [Flightgear-devel] Airbus A320

2003-06-06 Thread Jorge Van Hemelryck
You know, many people get wrong ideas about test flights. Most of the
time, it's about keeping most parameters as stable as possible, while
watching and noting down the rest of them. The flights during which you
explore the corners of the flight envelope are not all that common. Or
it's just because you have to explore that envelope again after a very
slight modification of the aircraft, like when you add an aerial, a pod, a
weapon, an external tank...

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Re: [Flightgear-devel] CVS Server Fatal Signal 9

2003-06-06 Thread Jorge Van Hemelryck
Same for me, is there some way to recover from that, other than by
deleting the UIUC directory ?

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Re: [Flightgear-devel] Navaids file

2003-06-07 Thread Jorge Van Hemelryck
It seems that the file is not gzipped, although it has a .gz extension.
It's just plain text.

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Re: [Flightgear-devel] Airbus A320

2003-06-07 Thread Jorge Van Hemelryck
Dutch-roll testing is supposed to be, hum, interesting too...

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Re: [Flightgear-devel] Navaids file

2003-06-07 Thread Jorge Van Hemelryck
In that case, default.nav.gz is distributed as plain text by mistake...

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Re: [Flightgear-devel] re: [Flightgear-cvslogs] CVS: data/Navaidsdefault.ils.gz,1.8,1.9

2003-05-27 Thread Jorge Van Hemelryck
By the way, is all the data consistent ? Everyone uses WGS-84, right ?

As far as I know, when an ILS is installed, they have an aircraft fly the
approach with the needles centered, and at the same time, they use optical
means to measure the path of the aircraft from the theoretical impact
point, thus calibrating the ILS.

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[Flightgear-devel] segfault when FG CVS reads config (xml) file

2003-06-02 Thread Jorge Van Hemelryck
Has anyone come across this before ? What have I missed ?

After finally downloading FlightGear CVS, I got to compile it
successfully, and it ran just fine. Until I tried what had been suggested
on flightgear-users by Melchior Franz, with an xml file to use aircraft
models controlled wia the telnet interface. I worked with 0.9.1, and with
CVS it displays:

Adding model Aircraft Nr. 0
Segmentation fault

Should I try and dump a core file so that I can analyze it ? Or is there
another way to know what is happening ? Are there other config files that
I could test ?

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Re: [Flightgear-devel] Airbus A320

2003-06-05 Thread Jorge Van Hemelryck
> It will be easy to convert the 737 model to an A320.  I'll send you one.

What about fly-by-wire ? How can it be taken into account ?

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Re: [Flightgear-devel] A320 progress

2003-06-25 Thread Jorge Van Hemelryck
For those interested, there were several models of the Wright Flyer this
year at the Paris Air Show, including a "Flyer One", not quite identical
to the original one, made by students at the ESTACA, a French engineering
school, and they intend to fly it before the end of the year (on december
17, to commemorate the Wright Flyer's first flight). A friend of mine was
responsible for the publicity, and she succeeded in having regional, and
maybe national, TV crews come over so that they would appear on the
evening news.

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Re: [Flightgear-devel] P51d rudder light not move

2003-07-10 Thread Jorge Van Hemelryck
On Fri, 27 Jun 2003 01:08:29 -
"Jim Wilson" <[EMAIL PROTECTED]> wrote:

> This was started, but I ran into problems.  I'm not quite done filling
> up the cockpit (waiting for more pictures).  Eventually the pilot will
> go in there somewhere.  My thought is it would be cool to have really a
> good pilot model(like Orville only better) that could be placed in any
> aircraft.  Animatable limbs would be essential.

Moving arms would be great, but maybe it would be better if it weren't
*quite* exactly the same pilot model that you place in every aircraft. I'd
expect a helmet and an oxygen tube in the YF23, while a headset will do in
a C-172. In between, we could have a leather helmet and goggles in a WW1
or WW2 plane.

Sorry, as for now, I can't do any of this. I have yet much to learn. Come
to think of it, my contributions have been entirely abstract up to now...

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Re: [Flightgear-devel] Helico FDM

2003-07-10 Thread Jorge Van Hemelryck
On Thu, 26 Jun 2003 23:40:48 +0200 (MET DST)
Piotr Jaworski <[EMAIL PROTECTED]> wrote:
> 
> And Manoeuvres:
> 2) roll (generaly impossible, only half roll)(but Lockheed Model
> 286(XH-51) and Cheyenne, Sikorsky CH53D, prototype S-60 Blackhawk )
> 3) loop (generaly impossible only half loop))(but Lockheed Model
> 286(XH-51) and Cheyenne, prototype S-60 Blackhawk ) 

The French and German Eurocopter Tiger can perform a complete roll, a
complete loop, as well as two manoeuvres they showed at the Paris Air Show
this year. Starting from stationary flight (hovering), it can perform a
half-roll, then recover with a half loop, and still starting from
stationary flight, it performs a rotation (half-turn) along its pitch
axis and ends with a half loop again. I've seen it do that, it's
unbelievable yet true.

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[Flightgear-devel] Thrustmaster joysticks and more

2003-07-10 Thread Jorge Van Hemelryck
As I said in my last post, I haven't made many contributions yet. Here's
something for those who, like me, use a Thrustmaster Direct-Connect system
(namely the Attack Throttle in my case).

My setup is as follows (all Thrustmaster) : Mark II Flight Control System
connected together with Elite Rudder Pedals, and both connected on an
Attack Throttle which in turn is plugged into the computer. The Attack
Throttle converts all the analog data coming from the other two components
into digital data, which is fed to the computer.

The bindings would certainly need more thinking and tweaking, they've just
been copied for now, but the file can be used. It depends on how many
buttons and axes you have. I haven't tied buttons 1, 8 and 9 yet.

Maybe I'll try and make several configurations for myself depending on
which aircraft I fly. Most military aircraft (and some civilian heavies,
too, it seems) use the "hat" on the stick as a trim for pitch and roll,
for instance. And my buttons 8 and 9, which are positions forward and
backward of a three-position button, are usually meant to control
airbrakes.

To be added to joysticks.xml:

 

The file attached is tmdc.xml, which of course has to find its way to the
director mentioned in the line above.

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 ThrustMaster Attack Throttle

 
  Aileron
  
   property-scale
   /controls/flight/aileron
   true
  
 

 
  Elevator
  
   property-scale
   /controls/flight/elevator
   -1.0
   true
  
 

 
  Throttle
  
   property-scale
   /controls/engines/engine[0]/throttle
   1.0
   0.5
  
  
   property-scale
   /controls/engines/engine[1]/throttle
   1.0
   0.5
  
  
   property-scale
   /controls/engines/engine[2]/throttle
   1.0
   0.5
  
  
   property-scale
   /controls/engines/engine[3]/throttle
   1.0
   0.5
  
  
   property-scale
   /controls/engines/engine[4]/throttle
   1.0
   0.5
  
  
   property-scale
   /controls/engines/engine[5]/throttle
   1.0
   0.5
  
  
   property-scale
   /controls/engines/engine[6]/throttle
   1.0
   0.5
  
  
   property-scale
   /controls/engines/engine[7]/throttle
   1.0
   0.5
  
 

 
  Rudder
  
   property-scale
   /controls/flight/rudder
   1.0
  
 

  
   View Direction
   
true

 property-adjust
 /sim/current-view/goal-heading-offset-deg
 1.0

   
   
true

 property-adjust
 /sim/current-view/goal-heading-offset-deg
 -1.0

   
  

  
   View Elevation
   
true

 property-adjust
 /sim/current-view/goal-pitch-offset-deg
 1.0

   
   
true

 property-adjust
 /sim/current-view/goal-pitch-offset-deg
 -1.0

   
  

 
  Brakes
  
   property-assign
   /controls/gear/wheel[0]/brake
   1.0
  
  
   property-assign
   /controls/gear/wheel[1]/brake
   1.0
  
  
   property-assign
   /controls/gear/wheel[2]/brake
   1.0
  
  
   
property-assign
/controls/gear/wheel[0]/brake
0.0
   
   
property-assign
/controls/gear/wheel[1]/brake
0.0
   
   
property-assign
/controls/gear/wheel[2]/brake
0.0
   
  
 

 
  Elevator trim up
  true
  
   property-adjust
   /controls/flight/elevator-trim
   0.001
  
 

 
  Elevator trim down
  true
  
   property-adjust
   /controls/flight/elevator-trim
   -0.001
  
 

 
  Flaps down
  false
  
   property-adjust
   /controls/flight/flaps
   -0.34
  
 

 
  Flaps up
  false
  
   property-adjust
   /controls/flight/flaps
   0.34
  
 

 
  Right brake
  
   property-assign
   /controls/gear/wheel[1]/brake
   1.0
  
  
   
property-assign
/controls/gear/wheel[1]/brake
0.0
   
  
 

 
  Left brake
  
   property-assign
   /controls/gear/wheel[0]/brake
   1.0
  
  
   
property-assign
/controls/gear/wheel[0]/brake
0.0
   
  
 


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Re: [Flightgear-devel] San Mateo Bridge

2003-07-10 Thread Jorge Van Hemelryck
On Fri, 27 Jun 2003 17:04:44 -0500
"Curtis L. Olson" <[EMAIL PROTECTED]> wrote:

> 
> A neat effect I saw once in one of those big full motion sims was to
> model a mirror image of the night lighting below the bridge so it
> showed up looking like the bridge lights reflected off the water.
> Given that our water is a hard surface, that might be hard for us to
> do currently, but it would be interesting to try to think of a way to
> make this work ... maybe draw the water surface first with depth
> buffering off
> 

Actually, what they use where I work is a mirror image of the whole
scenery (quite a few objects), at least the part that is situated near
water (rivers, lakes, sea), so that everything is reflected. The water
texture is drawn with some transparency. I don't have any details about
how that can de done, though.

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-17 Thread Jorge Van Hemelryck
How much of "real life" potential scenery do you thing is copyrighted ? I
know one good example of that, it's the Eiffel Tower (in Paris, for those
who wouldn't know) by night. It has had a lighting system since new year
2000, and I think you have to pay royalties if you redistribute images of
the lit up tower... What can we do ?

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Re: [Flightgear-devel] Texture Sizes

2003-07-17 Thread Jorge Van Hemelryck
On Wed, 09 Jul 2003 10:27:42 +1000
Bernie Bright <[EMAIL PROTECTED]> wrote:

> 
> Perhaps we need separate low poly-count models suitable for use as AI
> aircraft.  FS2k2 supports such a feature.  Such models wouldn't need 3D
> cockpits or animations, although retracting landing gear and spinning
> props might be visually useful.  And I suppose being able to jump into
> the cockpit of an AI aircraft could be fun too, even if only as an
> observer.  Hmmm maybe animations and 3D cockpits could stay.
> 

Please keep in mind that animated flaps, airbrakes and spoilers might be
useful for multi-player mode if you intend to practice formation flying...

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Re: [Flightgear-devel] Lot's of Fun!

2003-07-17 Thread Jorge Van Hemelryck
On Thu, 17 Jul 2003 19:23:23 +0100
Lee Elliott <[EMAIL PROTECTED]> wrote:

> This may not actually be an issue for FG at all though, because we
> wouldn't be distributing an image of the tower but a model of it.  Also,
> because it should only be possible to copyright a particular lighting
> design and not the idea of illuminating the tower, we should be able to
> distribute an illuminated tower as long as lit was lit differently i.e.
> not using the copyrighted design.

I'm glad to see we've been thinking along the same line. This is more or
less what I counted on, because we won't be able to reproduce the exact
lighting design. Have you seen it ? It's rather nice actually, and they
say it's been quite a lot of work. I understand their desire to protect
that work. But I look forward to being able to fly through our own version
of it.

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Re: [Flightgear-devel] Thrustmaster FCS joystick config file

2003-07-18 Thread Jorge Van Hemelryck
On Wed, 9 Jul 2003 04:46:08 +0200 (CEST)
Bert Driehuis <[EMAIL PROTECTED]> wrote:

> 
> I've always found hat switches to be darn near impossible to use for
> controlling critical things. I reluctantly use them for the view,
> because it won't impact the aircraft flight path.
> 

FYI, it seems that the hat is used in most military aircraft to control
elevator and aileron trim, and if they have an AP, it can control
selected slope(is that the right word, even if it means upward ?) and
course; basically, if the AP is used, it controls the future position of
the velocity vector. At least that's how it is on modern French military
aircraft.

BTW, has my "tmdc.xml" file been added to CVS, in the same Thrustmaster
directory ? How can I check it easily without clearing my whole data
directory and checking out the whole package ? Sorry, I'm not too familiar
with CVS, and if you tell me to have a look at the manual, I will...

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Re: [Flightgear-devel] Scenery lighting

2003-07-18 Thread Jorge Van Hemelryck
On Thu, 10 Jul 2003 01:40:40 +0100 (BST)
Jon Stockill <[EMAIL PROTECTED]> wrote:

> What do I need to do to make lighting on scenery visible over more that
> very short distances?
> 
> I've been designing a few objects in blender, converted them to AC3D,
> then edited the material properties to have "emis 1 0 0", which gives a
> bright red light, as expected, however you need to fly extremely close
> to the object before the lights are visible. Airfield and "city"
> lighting appears at much longer ranges - is there any way to get a
> similar range for anti-collision lights on large structures?

You're going to think I have an obsession about this. What about
lighthouses ? That would be cool. And the lighthouse-like light beacon on
the top of the Eiffel Tower ? We need to see how 

What would be definitely useful, would be modelling the flashing
lights(sometimes several of them along the height of the object) on really
tall towers or structures, usually antennas.

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Re: [Flightgear-devel] Thrustmaster FCS joystick config file

2003-07-18 Thread Jorge Van Hemelryck
On Fri, 18 Jul 2003 14:34:18 +0200
Jorge Van Hemelryck <[EMAIL PROTECTED]> wrote:

> BTW, has my "tmdc.xml" file been added to CVS, in the same Thrustmaster
> directory ? How can I check it easily without clearing my whole data
> directory and checking out the whole package ? Sorry, I'm not too
> familiar with CVS, and if you tell me to have a look at the manual, I
> will...

Disregard. I hadn't read Erik's answer to my post with the tmdc.xml
file...

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Re: [Flightgear-devel] 5 projector wrap around display.

2003-07-18 Thread Jorge Van Hemelryck
Nice...

FWIW, here's what more or less the product we currently use at work:

http://www.sogitec.com/anglais/produita/apogee.htm

As it's on the web, I guess it's not too secret.

Ours runs on a bunch of cupboard-sized computers, but it can provide
rather interesting images... projected on a single screen, or on several
screens, or on a sphere...

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[Flightgear-devel] a glitch...

2003-07-18 Thread Jorge Van Hemelryck
Has this occurred to anyone ?

http://jvh.net/fgfs/sceneryglitch-001.jpg

I was flying peacefully over the standard scenery when I saw a strange
"island"... How can this be explained ? Is my scenery wrong ?

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Re: [Flightgear-devel] forwarded message from Andrei Barbu

2003-07-31 Thread Jorge Van Hemelryck
It's very nice. However, I have a question: how come the main part (menu +
screenshot and news) does not have the maximum (100%) width it should have
?

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Re: [Flightgear-devel] Multiplayer Network Server

2003-08-07 Thread Jorge Van Hemelryck
On Tue, 05 Aug 2003 23:46:54 +0200
Matevz Jekovec <[EMAIL PROTECTED]> wrote:

> Yes, that is true. We should at least send the speed of the aircraft 
> beside the coordinates themselves. This is very useful for close 
> formation flying.

IMO, acceleration doesn't cost too much and may be an improvement. Angular
speeds might come in handy too. I'm speaking from experience, with the
APOGEE system I told this list about a while ago, that's more or less what
you need to transmit if you don't want a jerky display.

> - !!! 3 integers for location (X,Y,Z absolute world/scenery coordinates)
> - !!! 3 integers making up a vector of turn and speed (the direction is 
> the turn of the aircraft (heading and pitch), the length is the speed)

Maybe roll angle as well ? And what about difference between aircraft axis
and velocity vector ? Usually you transmit both... either by using
velocity vector coordinates in addition to aircraft attitude angles, or
these angles plus angle of attack and errr... how do you call it, skid
angle ? beta ?

> >Also soemthing like "speak freely" would be really slick to
> >investigate for doing simulated radio communications with live audio.
> >  
> >
> The in-game voice comms are useful. But do we really need a seperated 
> speech engine? What if we use TeamSpeak and just make some rules the 
> speech server should be set (TS server is very useful IMO and you can 
> taught him a lot!).

My opinion would also be to just agree on a different voice transmission
system. At least something which would not be necessarily part of
flightgear.

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Re: [Flightgear-devel] Re: [Opengc-devel] Linux Hardware

2003-09-20 Thread Jorge Van Hemelryck

> http://www.a-g-t.com
> http://www.microchip.com
> http://cockpit.varxec.de/ 

What about having these links added to the "Relateds sites/projects"
section on the FlightGear webpage ?

I'm always afraid I might lose an URL, and these look like promising
projects...

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Re: [Flightgear-devel] heads up - aircraft reorg

2003-09-20 Thread Jorge Van Hemelryck
On Sat, 20 Sep 2003 11:29:48 +0200
Matevz Jekovec <[EMAIL PROTECTED]> wrote:

> For modern military aircrafts, I would make the following hierarchy:
> - Fighter (most of F-xx, Rafale, MiG-s, Sukhoi-s)
> - Attack (A-10, Harrier, Tornado, Mirage 2000, my J-22, Su-25)
> - Bomber (F-117, B-1, B-2, B-52, Iljusin-s)
> - Transport-Support (Hercules, Galaxy, KC-10, KC-135, Antonov-s)
> - EWS (EC-3? AWACS, Prowler)
> - Recon (light, fast, reconaissance aircrafts)
> - Trainee (light military aircrafts developed specially for teaching)

hum...

The Mirage 2000C is definitely a fighter, whereas the Mirage 2000D would
be a fighter-bomber (is that what you call attack aircraft?), as it does
have air-to-air capacity.

The Mirage F1C was a fighter (no longer in service in France), the F1CT is
an attack aircraft, and the F1CR a reconnaissance aircraft. All of them
can act as fighters as well.

And the Rafale was designed to be a multirole aircraft as well.

Maybe you could make some distinctions among MiG and Sukhoi aircraft...
For instance, the Su-27 was mainly a fighter, until more recent versions
gained air-to-ground capacity, whereas the Su-25 is just an attack
aircraft.

I'm not really criticizing, but I'm saying it's going to be more and more
difficult to sort all these modern aircraft in categories.

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