Re: [Flightgear-devel] Radio Hardware.

2004-09-08 Thread martin pardee
that last phrase caught me off guard.  very funny!  just hope she never reads
this...

--- Gene Buckle <[EMAIL PROTECTED]> wrote:

> > the prize (or title, or whatever) if there is one.  if you don't mind my
> > asking, though, are you a single guy?  or do you have the ability to
> > filter out high decibel audio???
> ...forgot this bit.. :)
> 
> I am in fact married.  She's a very good and understanding woman.
> Besides, she knows the alternative is beer and strip clubs. :)
> 
> g.
> 
> 
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Re: [Flightgear-devel] Radio Hardware.

2004-09-08 Thread Gene Buckle
> > The HUD for the F-15 is a real one.  Only the combining glasses are "home
> > made".  The HUD optics came out on the short end of the stick in the
> > crash of the jet it was in.  The original combiners are made of .250"
> > quartz glass with some kind of semi-reflective coating.  I've been told
> > that the coating is gold.
>
> Have you checked places that sell laser stuff ?
> You might be able to get mirrors with semi-reflective coating. Those
> mirrors I've seen might be gold coated, the color looks like it could be
> gold.
>

The main problem is cost.  Even if I could afford to have a new set of
combining glass made, the main reflection mirror needs to be replaced to.
That little gem is a front-surface mirror that definately uses gold.  It's
just too costly for me to worry about right now.  I've got a ton of other
things that will nickel and dime me to death long before I get to
rebuilding the HUD. I may end up stealing parts out of the working A7 HUD
I have.

g.



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Re: [Flightgear-devel] Radio Hardware.

2004-09-08 Thread Manuel Bessler
On Tue, Sep 07, 2004 at 06:52:36PM -0700, Gene Buckle wrote:
> > you win!  anyone who's willing to fabricate their own HUD i think should
> > take the prize (or title, or whatever) if there is one.  if you don't
> > mind my asking, though, are you a single guy?  or do you have the
> > ability to filter out high decibel audio???
> >
> 
> The HUD for the F-15 is a real one.  Only the combining glasses are "home
> made".  The HUD optics came out on the short end of the stick in the
> crash of the jet it was in.  The original combiners are made of .250"
> quartz glass with some kind of semi-reflective coating.  I've been told
> that the coating is gold.

Have you checked places that sell laser stuff ?
You might be able to get mirrors with semi-reflective coating. Those
mirrors I've seen might be gold coated, the color looks like it could be
gold.


Regards,
Manuel

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Re: [Flightgear-devel] Radio Hardware.

2004-09-08 Thread Manuel Bessler
Hi Matin,

On Mon, Sep 06, 2004 at 05:33:58PM -0700, martin pardee wrote:
> it would make sense for the sim to support a "pub-sub" framework. centralizing
> the messaging would be a way of 1) makeing sure that this wheel doesn't get
> re-invented too often and 2) make sure that the performance hit takes place
> only once as well.

yes I agree. Thats the reason I have my own prop tree where further
processing takes place. Eg. take the AP altitude and push it out on the
assigned 7segment displays, decoding the number to the way the 7segment
displays are hooked up. 

> i'd think that somewhere inside here there's a orimary loop that controls when
> stuff gets rendered onscreen, which seems like it would have been a good place
> to manage other real-time like things.  somewhere in here it might be nice to
> place a trigger for messaging. 
> 
> would you know of something like this hiding in the code somewhere?

no. my idea is to be based mostly around the property tree. when some
subscribed-to value changes, push out the notice with the new value.



Regards,
Manuel

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Re: [Flightgear-devel] Radio Hardware.

2004-09-07 Thread Gene Buckle
> the prize (or title, or whatever) if there is one.  if you don't mind my
> asking, though, are you a single guy?  or do you have the ability to
> filter out high decibel audio???
...forgot this bit.. :)

I am in fact married.  She's a very good and understanding woman.
Besides, she knows the alternative is beer and strip clubs. :)

g.


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Re: [Flightgear-devel] Radio Hardware.

2004-09-07 Thread Gene Buckle
> you win!  anyone who's willing to fabricate their own HUD i think should
> take the prize (or title, or whatever) if there is one.  if you don't
> mind my asking, though, are you a single guy?  or do you have the
> ability to filter out high decibel audio???
>

The HUD for the F-15 is a real one.  Only the combining glasses are "home
made".  The HUD optics came out on the short end of the stick in the
crash of the jet it was in.  The original combiners are made of .250"
quartz glass with some kind of semi-reflective coating.  I've been told
that the coating is gold.

I haven't been keeping a close eye on the hardware discussion, but
interfacing to FG is very easy.  I hope to be able to do some work with
interfacing Manuel's (sp?) hardware for a how-to I've been picking at for
the past few months.

g.



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Re: [Flightgear-devel] Radio Hardware.

2004-09-07 Thread martin pardee
Gene,

you win!  anyone who's willing to fabricate their own HUD i think should take
the prize (or title, or whatever) if there is one.  if you don't mind my
asking, though,  are you a single guy?  or do you have the ability to filter
out high decibel audio???


martin
:)

--- Gene Buckle <[EMAIL PROTECTED]> wrote:

> > others engaged in this activity. i fell a little less like a reclusive
> > nut case :)
> >
> Heh.  Someone mentions nutcases, and I feel obligated to speak up. :)
> See http://www/f15sim.com for the precise definition of "nutcase".  See
> www.737simguy.com, www.737sim.com, 737flightsim.com and www.simpits.org
> for further examples.  *grin*
> 
> FG is the easiest of the lot to interface to, but like most it requires
> programming a bit to do.
> 
> g.
> 
> 
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Re: [Flightgear-devel] Radio Hardware.

2004-09-06 Thread martin pardee
manuel,

it would make sense for the sim to support a "pub-sub" framework. centralizing
the messaging would be a way of 1) makeing sure that this wheel doesn't get
re-invented too often and 2) make sure that the performance hit takes place
only once as well.

i STILL haven't dug into the code too deeply (because i STILL haven't finished
setting up Kdevelop because i STILL haven't installed alll of the packages it
needs...).

but...

i'd think that somewhere inside here there's a orimary loop that controls when
stuff gets rendered onscreen, which seems like it would have been a good place
to manage other real-time like things.  somewhere in here it might be nice to
place a trigger for messaging. 

would you know of something like this hiding in the code somewhere?


martin

--- Manuel Bessler <[EMAIL PROTECTED]> wrote:

> On Wed, Sep 01, 2004 at 05:46:27PM -0700, martin pardee wrote:
> > manuel,
> > 
> > it's good of you to answer me. i take some conmfort from knowing that there
> are
> > others engaged in this activity. i fell a little less like a reclusive nut
> case
> > :)
> > 
> > i was wondering if you had an approach to interfacing to the FG sim. since
> it's
> > obvious that you and Stephen are pretty deep into this, it seems that you
> must
> > also have tackled the interface work as well.  i am guessing that you are
> NOT
> > using a telnet connection to the sim.
> 
> No, I'm not. But I haven't written much of the stuff I have in my mind,
> and nothing on the fg side at all.
> 
> The software that talks to the hardware side uses a property tree
> similar to the one flightgear uses internally. I plan on making a
> "bridge" between those two. 
> The basic idea is to have my prop tree to update fg's prop tree if eg.
> switches get flipped,... and have something like a "subscription" to
> certain fg prop tree nodes which get propagated from fg to my
> prop tree whenever fg makes changes to the value of the subscribed node.
> Eg. airspeed increases by 1 knot: fg tells my prop tree that the
> airspeed node has changed to x knots, to which my software can respond,
> eg tell the real hardware airspeed gauge to move to the new value.
> 
> 
> Regards,
> Manuel
> 
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Re: [Flightgear-devel] Radio Hardware.

2004-09-02 Thread Curtis L. Olson
Gene Buckle wrote:
Gene Buckle wrote:
   

others engaged in this activity. i fell a little less like a reclusive
nut case :)

   

Heh.  Someone mentions nutcases, and I feel obligated to speak up. :)
See http://www/f15sim.com for the precise definition of "nutcase".  See
www.737simguy.com, www.737sim.com, 737flightsim.com and www.simpits.org
for further examples.  *grin*
 

Gene, in case you were wondering, www.nut-case.com looks like an open
domain right now.  You might want to consider jumping on it before
someone else beats you to it. :-)
   

Naw, if I did that, what would you sane people have to aspire to? :)
 

I don't know about anyone else, but I'm looking into "nutgear.org" right 
now ...

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Radio Hardware.

2004-09-02 Thread Jon Stockill
Curtis L. Olson wrote:
I don't know about anyone else, but I'm looking into "nutgear.org" right 
now ...
You're thinking of writing a meccano simulator? ;-)
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Re: [Flightgear-devel] Radio Hardware.

2004-09-02 Thread Gene Buckle
> Gene Buckle wrote:
>
> >>others engaged in this activity. i fell a little less like a reclusive
> >>nut case :)
> >>
> >>
> >>
> >Heh.  Someone mentions nutcases, and I feel obligated to speak up. :)
> >See http://www/f15sim.com for the precise definition of "nutcase".  See
> >www.737simguy.com, www.737sim.com, 737flightsim.com and www.simpits.org
> >for further examples.  *grin*
> >
> >
>
> Gene, in case you were wondering, www.nut-case.com looks like an open
> domain right now.  You might want to consider jumping on it before
> someone else beats you to it. :-)
>

Naw, if I did that, what would you sane people have to aspire to? :)

g.



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Re: [Flightgear-devel] Radio Hardware.

2004-09-02 Thread Curtis L. Olson
Gene Buckle wrote:
others engaged in this activity. i fell a little less like a reclusive
nut case :)
   

Heh.  Someone mentions nutcases, and I feel obligated to speak up. :)
See http://www/f15sim.com for the precise definition of "nutcase".  See
www.737simguy.com, www.737sim.com, 737flightsim.com and www.simpits.org
for further examples.  *grin*
 

Gene, in case you were wondering, www.nut-case.com looks like an open 
domain right now.  You might want to consider jumping on it before 
someone else beats you to it. :-)

Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Radio Hardware.

2004-09-02 Thread Jon Stockill
Manuel Bessler wrote:
On Sun, Aug 29, 2004 at 07:23:21AM -0700, martin pardee wrote:
manuel,
my 
(original) primary motivation was to obtain (buy) enough hardware that i could
have a Fsim that closely resembled the cockpit of the plane i fly ( a piper
cherokee 180).

the costs on this approach would easily cover the amount i spend on the anual
inspection for the airplane.  not a good choice. so...
that left me with building my own.  after examining (and purchasing) 2 other
comnmercially avaialable flight sims, i decided that the only practical
solution was to work with a sim that permitted me access to internals.
that's how i ended up pestering all of you...  

:)
martin

For the hardware part, there's a whole (heavily MSFS biased) community
of "home cockpit builders". There are a few forums where we 'hang out'
and exchange tips and ideas. 
If anyone's interested there'll be a collection of simulators (from a 
link trainer through to more modern military sims, as well as PC based 
stuff at the South Yorkshire air museum this Sunday. Details here:

http://www.aeroventure.org.uk/index.php
I'll be dragging a machine along to show off flightgear, and will 
hopefully have some 0.9.5 cds to give away (is there a 0.9.5 mac build 
available yet?)

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Re: [Flightgear-devel] Radio Hardware.

2004-09-01 Thread Gene Buckle
> others engaged in this activity. i fell a little less like a reclusive
> nut case :)
>
Heh.  Someone mentions nutcases, and I feel obligated to speak up. :)
See http://www/f15sim.com for the precise definition of "nutcase".  See
www.737simguy.com, www.737sim.com, 737flightsim.com and www.simpits.org
for further examples.  *grin*

FG is the easiest of the lot to interface to, but like most it requires
programming a bit to do.

g.


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Re: [Flightgear-devel] Radio Hardware.

2004-09-01 Thread Manuel Bessler
On Wed, Sep 01, 2004 at 05:46:27PM -0700, martin pardee wrote:
> manuel,
> 
> it's good of you to answer me. i take some conmfort from knowing that there are
> others engaged in this activity. i fell a little less like a reclusive nut case
> :)
> 
> i was wondering if you had an approach to interfacing to the FG sim. since it's
> obvious that you and Stephen are pretty deep into this, it seems that you must
> also have tackled the interface work as well.  i am guessing that you are NOT
> using a telnet connection to the sim.

No, I'm not. But I haven't written much of the stuff I have in my mind,
and nothing on the fg side at all.

The software that talks to the hardware side uses a property tree
similar to the one flightgear uses internally. I plan on making a
"bridge" between those two. 
The basic idea is to have my prop tree to update fg's prop tree if eg.
switches get flipped,... and have something like a "subscription" to
certain fg prop tree nodes which get propagated from fg to my
prop tree whenever fg makes changes to the value of the subscribed node.
Eg. airspeed increases by 1 knot: fg tells my prop tree that the
airspeed node has changed to x knots, to which my software can respond,
eg tell the real hardware airspeed gauge to move to the new value.


Regards,
Manuel

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Re: [Flightgear-devel] Radio Hardware.

2004-09-01 Thread martin pardee
manuel,

it's good of you to answer me. i take some conmfort from knowing that there are
others engaged in this activity. i fell a little less like a reclusive nut case
:)

i was wondering if you had an approach to interfacing to the FG sim. since it's
obvious that you and Stephen are pretty deep into this, it seems that you must
also have tackled the interface work as well.  i am guessing that you are NOT
using a telnet connection to the sim.

martin

--- Manuel Bessler <[EMAIL PROTECTED]> wrote:

> On Sun, Aug 29, 2004 at 07:23:21AM -0700, martin pardee wrote:
> > manuel,
> > 
> > my 
> > (original) primary motivation was to obtain (buy) enough hardware that i
> could
> > have a Fsim that closely resembled the cockpit of the plane i fly ( a piper
> > cherokee 180).
> > 
> > 
> > the costs on this approach would easily cover the amount i spend on the
> anual
> > inspection for the airplane.  not a good choice. so...
> > that left me with building my own.  after examining (and purchasing) 2
> other
> > comnmercially avaialable flight sims, i decided that the only practical
> > solution was to work with a sim that permitted me access to internals.
> > 
> > that's how i ended up pestering all of you...  
> > 
> > :)
> > martin
> 
> For the hardware part, there's a whole (heavily MSFS biased) community
> of "home cockpit builders". There are a few forums where we 'hang out'
> and exchange tips and ideas. 
> We've also setup a wiki for that kind of stuff:
>   http://wiki.varxec.net
> 
> My co-builder Stephen is currently working on his C172 radio replicas:
>   http://cockpit.varxec.net/stephen/gal/xpdr_galleryidx.html
> 
> Believe me, the way he builds the stuff is one of the cheapest possible :-)
> 
> 
> Regards,
> Manuel
> 
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Re: [Flightgear-devel] Radio Hardware.

2004-09-01 Thread Manuel Bessler
On Sun, Aug 29, 2004 at 07:23:21AM -0700, martin pardee wrote:
> manuel,
> 
> my 
> (original) primary motivation was to obtain (buy) enough hardware that i could
> have a Fsim that closely resembled the cockpit of the plane i fly ( a piper
> cherokee 180).
> 
> 
> the costs on this approach would easily cover the amount i spend on the anual
> inspection for the airplane.  not a good choice. so...
> that left me with building my own.  after examining (and purchasing) 2 other
> comnmercially avaialable flight sims, i decided that the only practical
> solution was to work with a sim that permitted me access to internals.
> 
> that's how i ended up pestering all of you...  
> 
> :)
> martin

For the hardware part, there's a whole (heavily MSFS biased) community
of "home cockpit builders". There are a few forums where we 'hang out'
and exchange tips and ideas. 
We've also setup a wiki for that kind of stuff:
  http://wiki.varxec.net

My co-builder Stephen is currently working on his C172 radio replicas:
  http://cockpit.varxec.net/stephen/gal/xpdr_galleryidx.html

Believe me, the way he builds the stuff is one of the cheapest possible :-)


Regards,
Manuel

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Re: [Flightgear-devel] Radio Hardware.

2004-09-01 Thread Manuel Bessler
On Tue, Aug 31, 2004 at 05:23:29PM -0700, martin pardee wrote:
> okay.  looks like i've got some homework to do...
> 
> the more i get into this the more impressive this project seems.
> 
> i guess i need to try to start with the following two things:
> 
> 1) is there a single set of classes i can look at to try to understand event
> processing as it relates to the main frmae painting loop?
> 
> 2) if i started with a single switch tied into a serial or USB port as a means
> of beginning to understand the hardware/software interface, what parts of that
> "internal dynamics disabled" client versoin of FG would i look into.

Why do you want to run an fg instance with dynamics disabled ?

For the easiest start, I'd use a single fg instance, with the telnet
server enabled, and write a little (eg. perl) script that reads the
parallel port where you have your switch connected, and changes a
property via the telnet interface when the switch gets opened/closed.



Regards,
Manuel

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Re: [Flightgear-devel] Radio Hardware.

2004-08-31 Thread martin pardee
okay.  looks like i've got some homework to do...

the more i get into this the more impressive this project seems.

i guess i need to try to start with the following two things:

1) is there a single set of classes i can look at to try to understand event
processing as it relates to the main frmae painting loop?

2) if i started with a single switch tied into a serial or USB port as a means
of beginning to understand the hardware/software interface, what parts of that
"internal dynamics disabled" client versoin of FG would i look into.

i'm kind of curious anbout the layout of the project too. if i had been setting
it up, i'd have been tempted to create a directory for "Radios", at the same
level as Instruments and Network.  this is where i'd have parked stuff for Nav,
Comm, GPS, and other radio sets.  where is this info hiding (you can see i've
just started skimming the direcctory structure at this point.


martin


--- "Curtis L. Olson" <[EMAIL PROTECTED]> wrote:

> martin pardee wrote:
> 
> >harald,
> >
> >thanks for the pointer.  just one question though:  what role does the FG
> >client" play in the system?  (if the answer is that i should go read the
> code
> >and find out then i'll go do that).
> >  
> >
> 
> Client, server, master, slave are overloaded buzzwords. :-)
> 
> FlightGear can be configured to act like a telnet or even an http 
> "server".  It can watch a port for incoming connections and respond 
> appropriately.
> 
> FlightGear can also be configured to dump UDP or TCP data packets out 
> over the network at a high speed.  Other copies of FG can be configured 
> to read these packets and use that data (and disable the internal 
> dynamics calculations.)  In this case, depending on your command line 
> options, FG can be configured to be a telnet server, an http server, a 
> "dynamics" master/server, or a "dynamics" slave/client, and possibly 
> some combination of all of those simultaneously depending on the context 
> and what you are trying to accomplish.
> 
> >it sounds like FG is set up to "talk" to another process over the net,
> >
> 
> Yes, with several approaches and mechanisms supported.  Different 
> approaches are best suited for different uses.
> 
> >treating that process as a netwrok client in the classic 2-tier
> "client-server" model.
> >  
> >
> 
> Yes, we can do that.
> 
> >if this is correct,  then it suggests that my hardware interface software is
> >going to place requests (via telnet) to the "server", e.g. FG, and ask for
> the
> >contents of member variables that hold frequency data, and submit "event
> >notifications" when i've moved a control knob on my hardware.
> >
> >how am i doing so far?
> >  
> >
> 
> Yes we can do it that way.  Using the telnet interface, your own custom 
> client software can request the value of any variable at any time.  You 
> can also update the value of any other variable at any time.  The 
> overall bandwidth of the telnet interface is not very high though so 
> it's not appropriate for blasting all the flight dynamics data at 60hz 
> for instance, but for your application it probably will work very well 
> ... and I can imagine ways to cheat that would make it look like it was 
> working even better than it actually was.  (For instance, you might get 
> some delay if you turn the knob, send the data to FG, and then read the 
> new frequency back from FG, but if you know locally how far your knob 
> turned, you can update your local display immediately, and then sync up 
> with FG at a slower rate.)
> 
> Regards,
> 
> Curt.
> 
> -- 
> Curtis Olsonhttp://www.flightgear.org/~curt 
> HumanFIRST Program  http://www.humanfirst.umn.edu/
> FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Radio Hardware.

2004-08-30 Thread Curtis L. Olson
martin pardee wrote:
harald,
thanks for the pointer.  just one question though:  what role does the FG
client" play in the system?  (if the answer is that i should go read the code
and find out then i'll go do that).
 

Client, server, master, slave are overloaded buzzwords. :-)
FlightGear can be configured to act like a telnet or even an http 
"server".  It can watch a port for incoming connections and respond 
appropriately.

FlightGear can also be configured to dump UDP or TCP data packets out 
over the network at a high speed.  Other copies of FG can be configured 
to read these packets and use that data (and disable the internal 
dynamics calculations.)  In this case, depending on your command line 
options, FG can be configured to be a telnet server, an http server, a 
"dynamics" master/server, or a "dynamics" slave/client, and possibly 
some combination of all of those simultaneously depending on the context 
and what you are trying to accomplish.

it sounds like FG is set up to "talk" to another process over the net,
Yes, with several approaches and mechanisms supported.  Different 
approaches are best suited for different uses.

treating that process as a netwrok client in the classic 2-tier "client-server" model.
 

Yes, we can do that.
if this is correct,  then it suggests that my hardware interface software is
going to place requests (via telnet) to the "server", e.g. FG, and ask for the
contents of member variables that hold frequency data, and submit "event
notifications" when i've moved a control knob on my hardware.
how am i doing so far?
 

Yes we can do it that way.  Using the telnet interface, your own custom 
client software can request the value of any variable at any time.  You 
can also update the value of any other variable at any time.  The 
overall bandwidth of the telnet interface is not very high though so 
it's not appropriate for blasting all the flight dynamics data at 60hz 
for instance, but for your application it probably will work very well 
... and I can imagine ways to cheat that would make it look like it was 
working even better than it actually was.  (For instance, you might get 
some delay if you turn the knob, send the data to FG, and then read the 
new frequency back from FG, but if you know locally how far your knob 
turned, you can update your local display immediately, and then sync up 
with FG at a slower rate.)

Regards,
Curt.
--
Curtis Olsonhttp://www.flightgear.org/~curt 
HumanFIRST Program  http://www.humanfirst.umn.edu/
FlightGear Project  http://www.flightgear.org
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Re: [Flightgear-devel] Radio Hardware.

2004-08-29 Thread martin pardee
harald,

thanks for the pointer.  just one question though:  what role does the FG
client" play in the system?  (if the answer is that i should go read the code
and find out then i'll go do that).

it sounds like FG is set up to "talk" to another process over the net,  trating
that process as a netwrok client in the classic 2-tier "client-server" model.

if this is correct,  then it suggests that my hardware interface software is
going to place requests (via telnet) to the "server", e.g. FG, and ask for the
contents of member variables that hold frequency data, and submit "event
notifications" when i've moved a control knob on my hardware.

how am i doing so far?


martin

--- Harald JOHNSEN <[EMAIL PROTECTED]> wrote:

> martin pardee wrote:
> 
> >folks:
> >
> >i''d like to offer my (bleated) thanks to curtis olson, john wojnaroski and
> >manuel bessler for taking the time to respond to "yet another newbie".  
> >
> >i've received some good pointers from you all.
> >
> >it looks as if there are several approaches i could take to interfacing a
> stack
> >of simulated radios to the FG sim.  i guess i'm going to have to roll up my
> >sleeves and dive into the code base.
> >
> >one additional approach has occurred to me though, and i wonder if you all
> can
> >offer an opinion.
> >
> >it's been said that there are two approcahes to my problem:
> >
> >1) write a module that will run once per frame and handle control inputs and
> >display outputs on my hardware.
> >
> >  
> >
> I don't think it is possible to have a reliable data flow, and doing 
> things every frame will slow the whole thing.
> 
> >2) write a network client that is "telnet based" and send packets over the
> net.
> >
> >it occurrs to me that if FG supports telnet, that there must be a class
> >somewhere that handles socket based communication. since sockets also make a
> >fairly elegant for of IPC on a unix system, i was thinking that developing a
> >class (or subclass) for this purpose might work out well with minimum impact
> to
> >the existing code.
> >
> >  
> >
> Well, if you use the "telnet" protocol there is no impact on FG code and 
> it can work today.
> 
> >could anyone commenton this idea please?
> >
> >
> >in closing, i'd also like to ask if there is any sort of technical reference
> >dosumentation that would allow a new coder to begin exploring the project.
> >
> >  
> >
> You should have a look at fgfsclient.cxx in the FG/script/exmaple 
> subtree (on the cvs). The script/python subtree has also good examples
> of what can be done using the telnet protocol.
> The server side of the "telnet" protocol can be found in the 
> src/Natwork/props.* files.
> Also FG must be lauched with --props=5501 to activate the server side.
> Now you juste have to find the properties that you need and the property 
> browser is handy for that.
> 
> >thanks to all, and best regards,
> >
> >martin pardee
> >
> >
> >
> >
> >
> >
> >
> > 
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Re: [Flightgear-devel] Radio Hardware.

2004-08-29 Thread martin pardee
manuel,

my 
(original) primary motivation was to obtain (buy) enough hardware that i could
have a Fsim that closely resembled the cockpit of the plane i fly ( a piper
cherokee 180).


the costs on this approach would easily cover the amount i spend on the anual
inspection for the airplane.  not a good choice. so...
that left me with building my own.  after examining (and purchasing) 2 other
comnmercially avaialable flight sims, i decided that the only practical
solution was to work with a sim that permitted me access to internals.

that's how i ended up pestering all of you...  

:)
martin

--- Manuel Bessler <[EMAIL PROTECTED]> wrote:

> On Sat, Aug 28, 2004 at 07:25:29AM -0700, martin pardee wrote:
> > it occurrs to me that if FG supports telnet, that there must be a class
> > somewhere that handles socket based communication. since sockets also make
> a
> > fairly elegant for of IPC on a unix system, i was thinking that developing
> a
> > class (or subclass) for this purpose might work out well with minimum
> impact to
> > the existing code.
> 
> Not sure if the existing code can do it, but it shouldn't be too hard to
> add support for unix sockets/fifos. 
> 
> the README.IO in the source distribution under docs-mini says (in mine
> anyways, my CVS is several months old):
>   "medium = { serial, socket, file, etc. }"
> 
> ... it should be possible to add if its not there yet.
> 
> The only problem could be that file-based sockets/fifos might not be
> portable across all OSs.
> 
> 
> > in closing, i'd also like to ask if there is any sort of technical
> reference
> > dosumentation that would allow a new coder to begin exploring the project.
> 
> I'm primarily interested in the hardware side of your project...
> Are you building the radio stack yourself or are you buying some ?
> 
> 
> 
> Regards,
> Manuel
> 
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Re: [Flightgear-devel] Radio Hardware.

2004-08-28 Thread Manuel Bessler
On Sat, Aug 28, 2004 at 07:25:29AM -0700, martin pardee wrote:
> it occurrs to me that if FG supports telnet, that there must be a class
> somewhere that handles socket based communication. since sockets also make a
> fairly elegant for of IPC on a unix system, i was thinking that developing a
> class (or subclass) for this purpose might work out well with minimum impact to
> the existing code.

Not sure if the existing code can do it, but it shouldn't be too hard to
add support for unix sockets/fifos. 

the README.IO in the source distribution under docs-mini says (in mine
anyways, my CVS is several months old):
  "medium = { serial, socket, file, etc. }"

... it should be possible to add if its not there yet.

The only problem could be that file-based sockets/fifos might not be
portable across all OSs.


> in closing, i'd also like to ask if there is any sort of technical reference
> dosumentation that would allow a new coder to begin exploring the project.

I'm primarily interested in the hardware side of your project...
Are you building the radio stack yourself or are you buying some ?



Regards,
Manuel

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Re: [Flightgear-devel] Radio Hardware.

2004-08-28 Thread Harald JOHNSEN
martin pardee wrote:
folks:
i''d like to offer my (bleated) thanks to curtis olson, john wojnaroski and
manuel bessler for taking the time to respond to "yet another newbie".  

i've received some good pointers from you all.
it looks as if there are several approaches i could take to interfacing a stack
of simulated radios to the FG sim.  i guess i'm going to have to roll up my
sleeves and dive into the code base.
one additional approach has occurred to me though, and i wonder if you all can
offer an opinion.
it's been said that there are two approcahes to my problem:
1) write a module that will run once per frame and handle control inputs and
display outputs on my hardware.
 

I don't think it is possible to have a reliable data flow, and doing 
things every frame will slow the whole thing.

2) write a network client that is "telnet based" and send packets over the net.
it occurrs to me that if FG supports telnet, that there must be a class
somewhere that handles socket based communication. since sockets also make a
fairly elegant for of IPC on a unix system, i was thinking that developing a
class (or subclass) for this purpose might work out well with minimum impact to
the existing code.
 

Well, if you use the "telnet" protocol there is no impact on FG code and 
it can work today.

could anyone commenton this idea please?
in closing, i'd also like to ask if there is any sort of technical reference
dosumentation that would allow a new coder to begin exploring the project.
 

You should have a look at fgfsclient.cxx in the FG/script/exmaple 
subtree (on the cvs). The script/python subtree has also good examples
of what can be done using the telnet protocol.
The server side of the "telnet" protocol can be found in the 
src/Natwork/props.* files.
Also FG must be lauched with --props=5501 to activate the server side.
Now you juste have to find the properties that you need and the property 
browser is handy for that.

thanks to all, and best regards,
martin pardee




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[Flightgear-devel] Radio Hardware.

2004-08-28 Thread martin pardee
folks:

i''d like to offer my (bleated) thanks to curtis olson, john wojnaroski and
manuel bessler for taking the time to respond to "yet another newbie".  

i've received some good pointers from you all.

it looks as if there are several approaches i could take to interfacing a stack
of simulated radios to the FG sim.  i guess i'm going to have to roll up my
sleeves and dive into the code base.

one additional approach has occurred to me though, and i wonder if you all can
offer an opinion.

it's been said that there are two approcahes to my problem:

1) write a module that will run once per frame and handle control inputs and
display outputs on my hardware.

2) write a network client that is "telnet based" and send packets over the net.

it occurrs to me that if FG supports telnet, that there must be a class
somewhere that handles socket based communication. since sockets also make a
fairly elegant for of IPC on a unix system, i was thinking that developing a
class (or subclass) for this purpose might work out well with minimum impact to
the existing code.

could anyone commenton this idea please?


in closing, i'd also like to ask if there is any sort of technical reference
dosumentation that would allow a new coder to begin exploring the project.

thanks to all, and best regards,

martin pardee








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