Re: [Flightgear-devel] multiplayer / AI property tree - questions
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 -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] multiplayer / AI property tree - questions
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] multiplayer / AI property tree - questions
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] multiplayer / AI property tree - questions
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!) -- Jon Stockill [EMAIL PROTECTED] ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] multiplayer / AI property tree - questions
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) -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] multiplayer / AI property tree - questions
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 ! ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] multiplayer / AI property tree - questions
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] multiplayer / AI property tree - questions
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 -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] multiplayer / AI property tree - questions
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 -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel -- Tony Peden [EMAIL PROTECTED] We all know Linux is great ... it does infinite loops in 5 seconds. -- attributed to Linus Torvalds ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] multiplayer / AI property tree - questions
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. -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] multiplayer / AI property tree - questions
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 -- Andrew J. RossNextBus Information Systems Senior Software Engineer Emeryville, CA [EMAIL PROTECTED] http://www.nextbus.com Men go crazy in conflagrations. They only get better one by one. - Sting (misquoted) ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] multiplayer / AI property tree - questions
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 ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] multiplayer / AI property tree - questions
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 -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] multiplayer / AI property tree - questions
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 -- David Megginson, [EMAIL PROTECTED], http://www.megginson.com/ ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
Re: [Flightgear-devel] multiplayer / AI property tree - questions
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. ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel
[Flightgear-devel] multiplayer / AI property tree - questions
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 __ Do you Yahoo!? Faith Hill - Exclusive Performances, Videos More http://faith.yahoo.com ___ Flightgear-devel mailing list [EMAIL PROTECTED] http://mail.flightgear.org/mailman/listinfo/flightgear-devel