Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-11 Thread David Megginson
David Megginson writes:
  Andy Ross writes:
  
I have limited experience here, but the nosewheel shimmy I noticed in
a friend's PA-180 was only a rumble.  It didn't seem to effect the
orientation or handling of the aircraft.
  
  If it's bad enough, the whole plane shakes (we've had trouble with the
  nose strut on C-GPMR at the Ottawa Flying Club, and it had to be
  rebuilt); of course, since I'm holding the yoke, I feel it through
  that first.

That should have been the rudder pedals, not the yoke.  Don't worry,
people, I do know how to steer the nosewheel.  Really.


All the best,


David

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Luff

On 10/7/02 at 5:50 AM ace project wrote:

I want to know how you guys want the property list to
be organised. Do we use something like:

/network/pilot[n]/callsign
/network/pilot[n]/position/ (lat,alt, etc)
/network/pilot[n]/[network-module-name]/ (module
specific stuff)

I will need this soon(3 weeks tops), as my little
coding is getting close to completion. ATM, I'm
completing the sequence handlers and debugging some
minor stuff. After that I will make the code compliant
with the FGSubsystem system and synchronise to the
property tree.

I most interrested in people working on the AI module,
since this is the closest area of development to mine.

ACE multiplayer engine project.

leon

Hi Leon,

Looks fine to me, and given that no-one else has complained I'd go ahead
and use what you want :-)  At the moment the one AI plane implemented has
no logic to avoid other traffic anyway, so for now it dosen't really
matter.  Eventually as AI and ATC evolve then we'll have to find some way
of making sure they can take multiplayer traffic into account as well as
the primary user, and the multiplayer stuff will have to supply a bit more
information through the property tree, for instance ATC will need to know
the rough class of plane (light/heavy etc) in order to have an idea of how
to sensibly fit it into the approach pattern etc.  We can cross these
bridges if and when we come to them...

Once you get this working we all ought to have a communal virtual fly-in at
David M or Alex's local airports sometime :-)

Cheers - Dave




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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Alex Perry

 On 10/7/02 at 5:50 AM ace project wrote:
 /network/pilot[n]/callsign
 /network/pilot[n]/position/ (lat,alt, etc)
 /network/pilot[n]/[network-module-name]/ (module
 specific stuff)

I think that is fine, but ...
* I recommend you explicitly state that the 'n' for the same callsign 
  is likely to be different on different computers in the group, and
* The instance corresponding to pilot[0] is the local human's aircraft,
  and therefore is probably just a soft link to the top of the prop tree
* So, in consequence, all the non network-module-specific properties
  should have relative names to match the local aircraft's absolute names

 Once you get this working we all ought to have a communal virtual fly-in at
 David M or Alex's local airports sometime :-)

If we manage to get the COM radios to pass voice messages between the people,
and provide a fairly usable tower view, I suspect that one of the local
controllers would volunteer (be talked into) operating the airspace for us.

It might be for KSEE (the one with a hill _inside_ the airport pattern)
instead of KMYF (the one with military airspace a fraction of a mile away)
or KSDM (the one right next to the mexican border) or KRNM (the one that
has fire fighting aircraft getting priority handling), or 

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Jon Stockill

On Thu, 10 Oct 2002, David Luff wrote:

 Once you get this working we all ought to have a communal virtual fly-in at
 David M or Alex's local airports sometime :-)

Now *THAT* would be truly impressive.

(No laughing when I bounce the landing!)

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson

Jon Stockill writes:

  (No laughing when I bounce the landing!)

Why not?  People laugh at me when I do it, so it's quite realistic.
It's even worse nowadays since the smokers have to go outside even
when it's not sunny and warm.


All the best,


David (who hasn't bounced for a few weeks now)

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Alex Perry

 David (who hasn't bounced for a few weeks now)

Don't say that.  You know what'll happen _now_ when you next fly ...
Also, although I've said it before, don't forget to practice a bit,
before flying to an airshow or other event with _many_ spectators !

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Curtis L. Olson

Alex Perry writes:
  David (who hasn't bounced for a few weeks now)
 
 Don't say that.  You know what'll happen _now_ when you next fly ...
 Also, although I've said it before, don't forget to practice a bit,
 before flying to an airshow or other event with _many_ spectators !

Would you like to buy a pair of slightly used C172 wing tip scuff
guards?  Protects the paint and the red/green lights, guaranteed not
to break off before the wing.  Now available in a trendy neon color
assortment.

:-)

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson

Alex Perry writes:

   David (who hasn't bounced for a few weeks now)
  
  Don't say that.  You know what'll happen _now_ when you next fly ...
  Also, although I've said it before, don't forget to practice a bit,
  before flying to an airshow or other event with _many_ spectators !

Actually, I passed the ultimate test yesterday -- going back in the
plane with my instructor a month and a half after finishing my PPL.

We went up for an hour of instrument work under the hood (my first
partial-panel work, including recovery from unusual attitudes, and a
lot of VOR work; he's promised me an ILS approach next time).  The
instrument stuff didn't make me nervous, but the visual landing at the
end did.  My flare fluctuated up and down by a foot or two, but
fortunately the wheels came down gently enough.  After facing that, I
wouldn't be afraid of a stadium full of spectators.


All the best,


David

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Tony Peden

On Thu, 2002-10-10 at 11:54, David Megginson wrote:
 Curtis L. Olson writes:
 
Don't say that.  You know what'll happen _now_ when you next fly ...
Also, although I've said it before, don't forget to practice a bit,
before flying to an airshow or other event with _many_ spectators !
   
   Would you like to buy a pair of slightly used C172 wing tip scuff
   guards?  Protects the paint and the red/green lights, guaranteed not
   to break off before the wing.  Now available in a trendy neon color
   assortment.
 
 Fortunately, I've never seen a landing where the wingtips even came
 close to touching the ground -- the excursions are usually pitch or
 yaw rather than roll.  The danger to wingtips is hangar rash
 (i.e. fender benders) from other aircraft taxiing around the parking
 area.
 
 In real life, it's also much harder to do a tail strike than it is
 with the JSBSim 172 -- it's quite safe to pull all the way back on the
 yoke to keep the weight off the nosewheel.

Hmm, downwash (or, more precisely, the lack thereof)

 
 All the best,
 
 
 David
 
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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson

Tony Peden writes:

   In real life, it's also much harder to do a tail strike than it is
   with the JSBSim 172 -- it's quite safe to pull all the way back on the
   yoke to keep the weight off the nosewheel.
  
  Hmm, downwash (or, more precisely, the lack thereof)

I cannot say.  One thing we're not modelling yet is nosewheel shimmy:
on the 172s I fly, the nosewheel starts to vibrate very unpleasantly
at around 50kt if it still has weight on it, so raising it is the only
way to have a smooth takeoff roll.  On landing, it's just as
noticeable; by around 40kt, I often have the yoke pulled back all the
way (gradually, of course), both to take weight off the nosewheel and
to put more weight on the mains to improve braking -- besides, it just
looks cool rolling down the runway with the nosewheel six inches up in
the air.


All the best,


David

n.b. My airport is near sea level; at higher elevations, the indicated
airspeed would be lower to give the same ground speed.

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Andy Ross

David Megginson wrote:
  I cannot say.  One thing we're not modelling yet is nosewheel
  shimmy:

Does this really have to be modeled, per se?  Until we get support for
force-feedback rudder pedals and seat cushions, the only thing we can
reasonably do is play a sound.  That can be done already with some
fancy thresholding (gating with /gear[0]/wow and groundspeed) using
the existing sound mechanism.

I have limited experience here, but the nosewheel shimmy I noticed in
a friend's PA-180 was only a rumble.  It didn't seem to effect the
orientation or handling of the aircraft.

Andy

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Curtis L. Olson

Andy Ross writes:
 Does this really have to be modeled, per se?  Until we get support for
 force-feedback rudder pedals and seat cushions, the only thing we can
 reasonably do is play a sound.  That can be done already with some
 fancy thresholding (gating with /gear[0]/wow and groundspeed) using
 the existing sound mechanism.
 
 I have limited experience here, but the nosewheel shimmy I noticed in
 a friend's PA-180 was only a rumble.  It didn't seem to effect the
 orientation or handling of the aircraft.

I've been fortunate enough to see the inside of a real A-320 sim.
One pretty cool thing they modelled in ground taxiing is that if you
crank the nose wheel too far in a tight turn, it starts to bounce
(perpendicularly relative to the tire, forward relative the aircraft)
and it shakes the whole plane and the passengers stiffen up probably
more than just a bit.

Curt.
-- 
Curtis Olson   IVLab / HumanFIRST Program   FlightGear Project
Twin Cities[EMAIL PROTECTED]  [EMAIL PROTECTED]
Minnesota  http://www.menet.umn.edu/~curt   http://www.flightgear.org

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson

Andy Ross writes:

  I have limited experience here, but the nosewheel shimmy I noticed in
  a friend's PA-180 was only a rumble.  It didn't seem to effect the
  orientation or handling of the aircraft.

If it's bad enough, the whole plane shakes (we've had trouble with the
nose strut on C-GPMR at the Ottawa Flying Club, and it had to be
rebuilt); of course, since I'm holding the yoke, I feel it through
that first.


All the best,


David

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread David Megginson
Curtis L. Olson writes:

   Don't say that.  You know what'll happen _now_ when you next fly ...
   Also, although I've said it before, don't forget to practice a bit,
   before flying to an airshow or other event with _many_ spectators !
  
  Would you like to buy a pair of slightly used C172 wing tip scuff
  guards?  Protects the paint and the red/green lights, guaranteed not
  to break off before the wing.  Now available in a trendy neon color
  assortment.

Fortunately, I've never seen a landing where the wingtips even came
close to touching the ground -- the excursions are usually pitch or
yaw rather than roll.  The danger to wingtips is hangar rash
(i.e. fender benders) from other aircraft taxiing around the parking
area.

In real life, it's also much harder to do a tail strike than it is
with the JSBSim 172 -- it's quite safe to pull all the way back on the
yoke to keep the weight off the nosewheel.


All the best,


David

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Re: [Flightgear-devel] multiplayer / AI property tree - questions

2002-10-10 Thread Alex Perry
 In real life, it's also much harder to do a tail strike than it is
 with the JSBSim 172 -- it's quite safe to pull all the way back on the
 yoke to keep the weight off the nosewheel.

Try playing with your CG in JSBsim; I routinely see aircraft with their
tail tiedown heavily abraded due to excessive back pressure with aft CG.

I've also seen people flare, balloon, stall, and hit _tail_ first.
Amazingly, they then apply power for the touch-and-go without worries
(as though they do it all the time) instead of finding a mechanic to
have a quick look at the airframe for buckling and/or crack formation.


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[Flightgear-devel] multiplayer / AI property tree - questions

2002-10-07 Thread ace project

I want to know how you guys want the property list to
be organised. Do we use something like:

/network/pilot[n]/callsign
/network/pilot[n]/position/ (lat,alt, etc)
/network/pilot[n]/[network-module-name]/ (module
specific stuff)

I will need this soon(3 weeks tops), as my little
coding is getting close to completion. ATM, I'm
completing the sequence handlers and debugging some
minor stuff. After that I will make the code compliant
with the FGSubsystem system and synchronise to the
property tree.

I most interrested in people working on the AI module,
since this is the closest area of development to mine.

ACE multiplayer engine project.

leon

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