Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Martin Spott
"Ampere K. Hardraade" wrote:
> On June 19, 2007 05:25:24 pm Martin Spott wrote:
> > While you are at it, don't forget simulating railway trains - their
> > timetables are publicly available  :-)
> 
> _If_ they ever reach their station.  Most likely they would derail at the 
> next 
> immediate bend... uh, I mean corner.

"Ampere K. Hardraade" wrote:
> On June 19, 2007 12:04:44 pm Curtis Olson wrote:
> > If we added some "realistic" automobile/truck dynamics with both manual and
> > automatic transmissions, perhaps the ability to pull a trailer, and some
> > sort of reasonable skid model, we would suddenly be very far down the path
> > towards supporting those folks that are doing driving sim based research
> > and training.
> 
> And when all that have been done, one would find out that the vehicles would 
> keep getting themselves stuck whenever they get to the top of hills.  It 
> would also be a nighmare for anyone to navigate the "roads" in FG.

So, what's your proposal for a working solution that can be achieved
with the available resources ? If your comment was meant as a joke,
then please mark it as such for example by using a smilie,

Martin.
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Re: [Flightgear-devel] [PATCH] directional sound, osg-branch

2007-06-20 Thread Maik Justus
Hi,

meanwhile the S58 is updated in cvs and uses the directional sound in 
the external view.

Maik

Maik Justus schrieb am 20.06.2007 23:52:
> Hi,
>
> please find enclosed a patch enabling directional sound for the 
> osg-branch.
>
> In principle the same can be done in the plib branch, but there is a 
> bug within the eye-position reported by viewer.cxx and I am not sure 
> about the easiest way to get the listener-pos, listener-up and 
> listener-look-at vectors.
>
> Please commit.
>
> (The aircrafts having definitions for directional sound will probably 
> not work as expected. There was an error regarding defining the sound 
> direction and now the sound use the same base as the 
> 3D-model-animations.)
>
>
> Regards,
> Maik 


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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Ampere K. Hardraade
On June 19, 2007 05:25:24 pm Martin Spott wrote:
> While you are at it, don't forget simulating railway trains - their
> timetables are publicly available  :-)
>
>   Martin.

_If_ they ever reach their station.  Most likely they would derail at the next 
immediate bend... uh, I mean corner.



Ampere


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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Ampere K. Hardraade
On June 19, 2007 12:04:44 pm Curtis Olson wrote:
> If we added some "realistic" automobile/truck dynamics with both manual and
> automatic transmissions, perhaps the ability to pull a trailer, and some
> sort of reasonable skid model, we would suddenly be very far down the path
> towards supporting those folks that are doing driving sim based research
> and training.

And when all that have been done, one would find out that the vehicles would 
keep getting themselves stuck whenever they get to the top of hills.  It 
would also be a nighmare for anyone to navigate the "roads" in FG.



Ampere

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[Flightgear-devel] [PATCH] directional sound, osg-branch

2007-06-20 Thread Maik Justus

Hi,

please find enclosed a patch enabling directional sound for the osg-branch.

In principle the same can be done in the plib branch, but there is a bug 
within the eye-position reported by viewer.cxx and I am not sure about 
the easiest way to get the listener-pos, listener-up and 
listener-look-at vectors.


Please commit.

(The aircrafts having definitions for directional sound will probably 
not work as expected. There was an error regarding defining the sound 
direction and now the sound use the same base as the 3D-model-animations.)



Regards,
Maik


Index: sound/sample_openal.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/sound/sample_openal.cxx,v
retrieving revision 1.26
diff -u -p -r1.26 sample_openal.cxx
--- sound/sample_openal.cxx 8 Mar 2006 18:16:09 -   1.26
+++ sound/sample_openal.cxx 20 Jun 2007 21:11:08 -
@@ -338,6 +338,9 @@ SGSoundSample::set_orientation( ALfloat 
 inner = inner_angle;
 outer = outer_angle;
 outergain = outer_gain;
+direction[0] = dir[0];
+direction[1] = dir[1];
+direction[2] = dir[2];
 if (playing) {
 alSourcefv( source, AL_DIRECTION, dir);
 alSourcef( source, AL_CONE_INNER_ANGLE, inner );
Index: sound/xmlsound.cxx
===
RCS file: /var/cvs/SimGear-0.3/source/simgear/sound/xmlsound.cxx,v
retrieving revision 1.19
diff -u -p -r1.19 xmlsound.cxx
--- sound/xmlsound.cxx  30 Jul 2006 21:02:36 -  1.19
+++ sound/xmlsound.cxx  20 Jun 2007 21:11:11 -
@@ -237,7 +237,7 @@ SGXmlSound::init(SGPropertyNode *root, S
SGPropertyNode_ptr pos = node->getChild("position");
if ( pos != NULL ) {
offset_pos[0] = pos->getDoubleValue("x", 0.0);
-   offset_pos[1] = pos->getDoubleValue("y", 0.0);
+   offset_pos[1] = - pos->getDoubleValue("y", 0.0);
offset_pos[2] = pos->getDoubleValue("z", 0.0);
}
 
@@ -252,7 +252,7 @@ SGXmlSound::init(SGPropertyNode *root, S
pos = node->getChild("orientation");
if ( pos != NULL ) {
   dir[0] = pos->getDoubleValue("x", 0.0);
-  dir[1] = pos->getDoubleValue("y", 0.0);
+  dir[1] = - pos->getDoubleValue("y", 0.0);
   dir[2] = pos->getDoubleValue("z", 0.0);
   inner = pos->getDoubleValue("inner-angle", 360.0);
   outer = pos->getDoubleValue("outer-angle", 360.0);
Index: README.xmlsound
===
RCS file: /var/cvs/FlightGear-0.9/data/Docs/README.xmlsound,v
retrieving revision 1.3
diff -u -p -r1.3 README.xmlsound
--- README.xmlsound 30 Oct 2005 09:50:54 -  1.3
+++ README.xmlsound 20 Jun 2007 21:29:18 -
@@ -196,9 +196,11 @@ Configuration description:
 

 Specify the position of the sounds source relative to the
-pilot's ears.  The coordinate system used is a right hand
-coordinate system where -X = left, +X = right, -Y = down, +Y =
-up, -Z = forward, +Z = aft.  Distances are in meters.
+aircraft center.  The coordinate system used is a right hand
+coordinate system where +Y = left, -Y = right, -Z = down, +Z =
+up, -X = forward, +X = aft.  Distances are in meters.
+The volume calculation due to distance and orientation of the
+sounds source ONLY work on mono samples!
 
  
 X dimension offset
@@ -214,16 +216,17 @@ Configuration description:
 Specify the orientation of the sounds source.
 
 The zero vector is default, indicating that a Source is not 
directional.
-Specifying a non-zero vector will make the Source directional.
+Specifying a non-zero vector will make the Source directional in
+the X,Y,Z direction
 
  
-X dimension angle (0.0 - 360.0)
+X dimension
 
  
-Y dimension angle (0.0 - 360.0)
+Y dimension
 
  
-Z dimension angle (0.0 - 360.0)
+Z dimension
 
  
 The inner edge of the audio cone in degrees (0.0 - 360.0).
Index: Main/main.cxx
===
RCS file: /var/cvs/FlightGear-0.9/source/src/Main/main.cxx,v
retrieving revision 1.238
diff -u -p -r1.238 main.cxx
--- Main/main.cxx   21 May 2007 17:50:02 -  1.238
+++ Main/main.cxx   20 Jun 2007 21:27:20 -
@@ -546,10 +546,29 @@ static void fgMainLoop( void ) {
 #ifdef ENABLE_AUDIO_SUPPORT
 // Right now we make a simplifying assumption that the primary
 // aircraft is the source of all sounds and that all sounds are
-// positioned relative to the current view position.
+// positioned in the aircraft base
 
 static sgVec3 last_pos_offset;
 
+//get the orientations
+const SGQuatd view_or = current_view->getViewOrientation();
+SGQuatd surf_or = SGQuatd::fromLonLatDeg(
+current_view->getLongitude_deg(),current_view->getLatitude_deg());
+SGQuatd model_or = SGQuat

Re: [Flightgear-devel] Noratlas Nord-2502

2007-06-20 Thread Martin Spott
"gh.robin" wrote:
> On Wed 20 June 2007 21:04, Martin Spott wrote:
> > "gh.robin" wrote:
> > > The full updated package remains on the same permanent link.
> > > http://perso.orange.fr/GRTux/Noratlas.tar.gz
> >
> > Hmmm, now the phase where the splash screen gets blended into the
> > regular simulation takes incredibly long. I suspect there's still
> > something 'wrong' or, to put it better, at least 'unfortunate',

> Is it, specific to Noratlas ? 

It looks like that. I've been comparing to the Citation Bravo and the
C172R, which both instantiate smoothly,

Martin.
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Re: [Flightgear-devel] Noratlas Nord-2502

2007-06-20 Thread gh.robin
On Wed 20 June 2007 21:04, Martin Spott wrote:
> "gh.robin" wrote:
> > The full updated package remains on the same permanent link.
> > http://perso.orange.fr/GRTux/Noratlas.tar.gz
>
> Hmmm, now the phase where the splash screen gets blended into the
> regular simulation takes incredibly long. I suspect there's still
> something 'wrong' or, to put it better, at least 'unfortunate',
>
>   Martin.

Is it, specific to Noratlas ? 
Because i noticed recently an increase of the duration time  during that 
transition step, with most of the aircraft which have a specif spalsh screen.

Regards

-- 
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Re: [Flightgear-devel] Noratlas Nord-2502

2007-06-20 Thread Martin Spott
"gh.robin" wrote:

> The full updated package remains on the same permanent link.
> http://perso.orange.fr/GRTux/Noratlas.tar.gz

Hmmm, now the phase where the splash screen gets blended into the
regular simulation takes incredibly long. I suspect there's still
something 'wrong' or, to put it better, at least 'unfortunate',

Martin.
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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-20 Thread Vivian Meazza
Melchior FRANZ

 
> * Vivian Meazza -- Wednesday 20 June 2007:
> > On the one hand, if 3D clouds don't call the destructor, then that 
> > should be good enough for od-gauge. On the other hand, would not 
> > calling the destructor cause memory not to be released on exit?
> 
> I could well imagine that at the end of the GL application 
> everything is freed, anyway. But I didn't find anything about 
> it on the net. The clouds don't destruct the RenderTexture 
> class at exit, simgear's TestRenderTexture app doesn't, not 
> even Mark HARRIS' own TestRenderTexture application does! ... 
> only od_gauge does, with little success.  :-}
> 
> (The instrument subsystem is apparently not 
> destroyed/recreated on reinit, so this wouldn't be a problem 
> either.) Hmm ... I just don't know ...  :-/
> 
> m.
> 

There seems to be no difference after I removed the destructor here. I would
say on the evidence of the 3d clouds etc. the one in od_gauge can safely be
removed.

V.


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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-20 Thread Melchior FRANZ
* Vivian Meazza -- Wednesday 20 June 2007:
> On the one hand, if 3D clouds don't call the destructor, then that
> should be good enough for od-gauge. On the other hand, would not
> calling the destructor cause memory not to be released on exit?

I could well imagine that at the end of the GL application everything
is freed, anyway. But I didn't find anything about it on the net.
The clouds don't destruct the RenderTexture class at exit, simgear's
TestRenderTexture app doesn't, not even Mark HARRIS' own TestRenderTexture
application does! ... only od_gauge does, with little success.  :-}

(The instrument subsystem is apparently not destroyed/recreated
on reinit, so this wouldn't be a problem either.) Hmm ... I just
don't know ...  :-/

m.

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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-20 Thread Vivian Meazza
Melchior FRANZ

> Sent: 20 June 2007 16:35
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
> 
> 
> * Vivian Meazza -- Wednesday 20 June 2007:
> > Melchior FRANZ
> > > I don't say that the radar patch is buggy, it's
> > > just the old render-to-texture feature. (It's also not my 
> > > graphics card driver, as Qt4 has no problems with RTT.)
> 
> > Perhaps this isn't a new bug after all.
> 
> Yes, that's my assumption. I've spent some time on that but 
> still haven't found the cause.
> 
> Tender-to-texture works in fg/osg and QT4, so it doesn't seem 
> to be a graphics card driver problem.
> 
> 3D clouds also use RenderTexture but don't cause crashes. So, 
> what's the difference? Answer: the clouds never call the 
> RenderTexture destructor! If I comment out "delete rt" in 
> ~FGODGauge(), then I don't get a crash either. Unfortunately, 
> I couldn't find out if the destruction is really needed 
> (calling glXDestroyPbuffer()). The RTT instruments are only 
> destroyed at exit, and maybe the destruction of the GL 
> context frees everything, anyway?
> 
> BTW: the TestRenderTexture app in simgear/screen/ does also 
> not crash, despite calling glXDestroyPbuffer() for mode 
> changes (Return-key). But it does also not destroy the 
> RenderTexture class at exit! So is this an acceptable method? 
> Would commenting out "delete rt" be the solution for 0.9.11? 
> (And committing the radar patch, of course. :-) 
> 

Hmm, I don't get the crash here, so it is difficult to take a view. On the
one hand, if 3D clouds don't call the destructor, then that should be good
enough for od-gauge. On the other hand, would not calling the destructor
cause memory not to be released on exit? 

I'll test it here to see if I can detect an adverse effects.

Vivian 


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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Roberto Inzerillo
> > Wonderful already! Browsed around with it in KNID, LOWL, and 
> > KSFO. YASim would just have been nicer as an FDM, for the 
> > surface material aware gear and the towing capabilities. One 
> > could really tow a 747 over MP with it.  :-)
> > 
> 
> Hey - you can drive around the deck of Nimitz in it - great. But I
> couldn't
> get down into the hangar because it won't stay still long enough with the
> brakes on. Why not a YASim towtruck then we can pull ac out of the hangar
> etc.?

Maybe I'm missing something but I guess you need some form of "Forward/Inverse 
Kinematic" inside FGFS in order to controll joint rotations, coupling between 
different pieces of geometry and so on.

That would also help improving many geometry animations.

Roberto

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Vivian Meazza
Melchior FRANZ

> Sent: 20 June 2007 16:01
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] new pseudo FDM for vehicles 
> (osg branch)
> 
> 
> * Anders Gidenstam -- Tuesday 19 June 2007:
> > It is  also fairly easy to make liftless aircraft FDM configs for 
> > ground vehicles in JSBSim - I made a simple one for a mule 
> / small tow 
> > truck yesterday. You can get it here:
> > 
> > http://www.gidenstam.org/FlightGear/misc/towtruck_fgfs.tar.gz
> > 
> > Note: it is not particularly well tuned yet.. :)
> 
> Wonderful already! Browsed around with it in KNID, LOWL, and 
> KSFO. YASim would just have been nicer as an FDM, for the 
> surface material aware gear and the towing capabilities. One 
> could really tow a 747 over MP with it.  :-)
> 

Hey - you can drive around the deck of Nimitz in it - great. But I couldn't
get down into the hangar because it won't stay still long enough with the
brakes on. Why not a YASim towtruck then we can pull ac out of the hangar
etc.?

And we need reverse gear.

Good fun ...

Now I must do something about lashings for ac on the carrier ...

Vivian


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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-20 Thread Melchior FRANZ
* Vivian Meazza -- Wednesday 20 June 2007:
> Melchior FRANZ
> > I don't say that the radar patch is buggy, it's 
> > just the old render-to-texture feature. (It's also not my 
> > graphics card driver, as Qt4 has no problems with RTT.)

> Perhaps this isn't a new bug after all.

Yes, that's my assumption. I've spent some time on that but still
haven't found the cause.

Tender-to-texture works in fg/osg and QT4, so it doesn't seem to be
a graphics card driver problem.

3D clouds also use RenderTexture but don't cause crashes. So, what's
the difference? Answer: the clouds never call the RenderTexture
destructor! If I comment out "delete rt" in ~FGODGauge(), then I
don't get a crash either. Unfortunately, I couldn't find out if
the destruction is really needed (calling glXDestroyPbuffer()).
The RTT instruments are only destroyed at exit, and maybe the
destruction of the GL context frees everything, anyway?

BTW: the TestRenderTexture app in simgear/screen/ does also not
crash, despite calling glXDestroyPbuffer() for mode changes
(Return-key). But it does also not destroy the RenderTexture
class at exit! So is this an acceptable method? Would commenting
out "delete rt" be the solution for 0.9.11? (And committing
the radar patch, of course. :-) 

m.

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Melchior FRANZ
* Jon S. Berndt -- Wednesday 20 June 2007:
> > I'd very much like to have a car FDM. A realistic one like Curt
> > mentioned.

> There's Racer:
> 
> http://www.racer.nl/

Yes, I know. I have it installed here and love to drive the Leyland
bus (http://www.3dautos.co.uk/Racer-e.html) in "Early Fall in Norway"
or "Swiss Stroll". But its terrain (while very nice, especially the
Swiss Alps) is rather limited. Driving around on an fgfs airport over
MP would be nice, or on some higher-res terrain tiles. Towing real
aircraft, etc.

m.

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Melchior FRANZ
* Anders Gidenstam -- Tuesday 19 June 2007:
> It is  also fairly easy to make liftless aircraft FDM configs for
> ground vehicles in JSBSim - I made a simple one for a mule / small
> tow truck yesterday. You can get it here:
> 
> http://www.gidenstam.org/FlightGear/misc/towtruck_fgfs.tar.gz
> 
> Note: it is not particularly well tuned yet.. :)

Wonderful already! Browsed around with it in KNID, LOWL, and
KSFO. YASim would just have been nicer as an FDM, for the surface
material aware gear and the towing capabilities. One could
really tow a 747 over MP with it.  :-)

m.


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Re: [Flightgear-devel] keyboard.xml question

2007-06-20 Thread Holger Wirtz
On Wed, Jun 20, 2007 at 01:36:17PM +0200, Melchior FRANZ wrote:
> * Holger Wirtz -- Wednesday 20 June 2007:
> > On Tue, Jun 19, 2007 at 02:43:20PM +0200, Melchior FRANZ wrote:
> > > I suggest to move the "swap panels" function to Shift-s (now s),
> > > to move the starter to 's' (now SPACE), and to use the SPACE key
> > > for PTT (or trigger :-)
> > 
> > Yes this would be very nice. I think I will try to build a patch for 
> > keyboards.xml after presenting my C Version of the realtime radio in the
> > next weeks.
> 
> A patch is less of a problem. The agreement of other developers
> might be, though.  :-)

Yes - that was my thought, too, as I stopped writing and exchanged "try
to get it into cvs" to "try to build a patch for" :-)

This maybe a very simple modification but with bigger side action. So
I think the only way would be to present a really neat realtime radio
solution that is worth to make the changes (I hope!).

> > BTW: What's the keycode for SHIFT-SPACE or CTRL-SPCAE ?
> 
> There's only one keycode for Shift, and it's 32. You can
> get the shift function with , and Ctrl and Alt
> via /devices/status/keyboard/{ctrl,alt}. Try the following.
> It will output a line with all three modifier keys, like
> 
>  SC- space   ... for Shfit+Ctrl+Space
>  --A space   ... for Alt-Space   etc.
> 
> You can see that for the S we need a separate .
> The /devices/status/keyboard/shift property doesn't work here.

Ok, thanks! I will try this for the release of my middleware... 

Regards, Holger

> 
> 
>  
>SPACE
>
>  nasal
>  
>var c = getprop("/devices/status/keyboard/ctrl") ? "C" : "-";
>var a = getprop("/devices/status/keyboard/alt") ? "A" : "-";
>print("-", c, a, " space");
>  
>
>
>  
>nasal
>
>  var c = getprop("/devices/status/keyboard/ctrl") ? "C" : "-";
>  var a = getprop("/devices/status/keyboard/alt") ? "A" : "-";
>  print("S", c, a, " space");
>
>  
>
>  
> 
> m.
> 
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Re: [Flightgear-devel] keyboard.xml question

2007-06-20 Thread Melchior FRANZ
* Holger Wirtz -- Wednesday 20 June 2007:
> On Tue, Jun 19, 2007 at 02:43:20PM +0200, Melchior FRANZ wrote:
> > I suggest to move the "swap panels" function to Shift-s (now s),
> > to move the starter to 's' (now SPACE), and to use the SPACE key
> > for PTT (or trigger :-)
> 
> Yes this would be very nice. I think I will try to build a patch for 
> keyboards.xml after presenting my C Version of the realtime radio in the
> next weeks.

A patch is less of a problem. The agreement of other developers
might be, though.  :-)



> BTW: What's the keycode for SHIFT-SPACE or CTRL-SPCAE ?

There's only one keycode for Shift, and it's 32. You can
get the shift function with , and Ctrl and Alt
via /devices/status/keyboard/{ctrl,alt}. Try the following.
It will output a line with all three modifier keys, like

 SC- space   ... for Shfit+Ctrl+Space
 --A space   ... for Alt-Space   etc.

You can see that for the S we need a separate .
The /devices/status/keyboard/shift property doesn't work here.


 
   SPACE
   
 nasal
 
   var c = getprop("/devices/status/keyboard/ctrl") ? "C" : "-";
   var a = getprop("/devices/status/keyboard/alt") ? "A" : "-";
   print("-", c, a, " space");
 
   
   
 
   nasal
   
 var c = getprop("/devices/status/keyboard/ctrl") ? "C" : "-";
 var a = getprop("/devices/status/keyboard/alt") ? "A" : "-";
 print("S", c, a, " space");
   
 
   
 

m.

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Vivian Meazza
Roberto Inzerillo

> Sent: 20 June 2007 10:00
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] new pseudo FDM for vehicles 
> (osg branch)
> 
> 
> Anders Gidenstam ha scritto:
> > On Tue, 19 Jun 2007, Roberto Inzerillo wrote:
> > 
> >>> attached is a patch for the osg-branch, which will 
> introduce a new 
> >>> pseudo FDM for ground vehicles and (large) ships. The FDM isn't 
> >>> perfect, but good enough to allow driving vehicles.
> >> That's interesting. I had thoughts about towing aircrafts 
> inside an 
> >> airport once. Can you please post a preview about the movement 
> >> capabilities of such a vehicles FDM?
> > 
> > Hi,
> > 
> > One can already tow YASim aircraft using the air tow 
> capability. It is
> > also fairly easy to make liftless aircraft FDM configs for ground 
> > vehicles in JSBSim - I made a simple one for a mule / small 
> tow truck 
> > yesterday. You can get it here:
> > 
> > http://www.gidenstam.org/FlightGear/misc/towtruck_fgfs.tar.gz
> > 
> > Note: it is not particularly well tuned yet.. :)
> > Use } } space to start the engine.
> > 
> > Cheers,
> > 
> > Anders
> 
> Interesting, but ... it doesn't start. I copyed the towtruck 
> dir inside 
> the Aircraft folder, started FGFS, the mule-22.ac model 
> appears on the 
> screen, I press } two times and then I press the space bar but the 
> engine does not start and the truck does not move using Pag/Up and 
> Pag/down buttons.
> It just moves slightly as avery aircraft does even with 
> engine stopped 
> (maybe because of a minimal slope on the terrain).
> Maybe I'm missing something?
> 

Works here. But JSBsim starts with engines running - so perhaps you are
switching it off, not on?

The steering is far too sensitive, and it rolls like a pig on wet grass, but
it's an interesting exercise. Not one I intend to pursue.

The patch includes cvs data - not good.



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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Roberto Inzerillo
Anders Gidenstam ha scritto:
> On Tue, 19 Jun 2007, Roberto Inzerillo wrote:
> 
>>> attached is a patch for the osg-branch, which will introduce a new pseudo 
>>> FDM
>>> for ground vehicles and (large) ships. The FDM isn't perfect, but good 
>>> enough
>>> to allow driving vehicles.
>> That's interesting. I had thoughts about towing aircrafts inside an
>> airport once. Can you please post a preview about the movement
>> capabilities of such a vehicles FDM?
> 
> Hi,
> 
> One can already tow YASim aircraft using the air tow capability. It is 
> also fairly easy to make liftless aircraft FDM configs for ground 
> vehicles in JSBSim - I made a simple one for a mule / small tow truck 
> yesterday. You can get it here:
> 
> http://www.gidenstam.org/FlightGear/misc/towtruck_fgfs.tar.gz
> 
> Note: it is not particularly well tuned yet.. :) 
> Use } } space to start the engine.
> 
> Cheers,
> 
> Anders

Interesting, but ... it doesn't start. I copyed the towtruck dir inside 
the Aircraft folder, started FGFS, the mule-22.ac model appears on the 
screen, I press } two times and then I press the space bar but the 
engine does not start and the truck does not move using Pag/Up and 
Pag/down buttons.
It just moves slightly as avery aircraft does even with engine stopped 
(maybe because of a minimal slope on the terrain).
Maybe I'm missing something?

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Re: [Flightgear-devel] new pseudo FDM for vehicles (osg branch)

2007-06-20 Thread Jon Stockill
Nick Warne wrote:
> On Tuesday 19 June 2007 22:25:24 Martin Spott wrote:
>> "Vivian Meazza" wrote:
>>> I also have doubts that a single fdm can accurately reproduce ship and
>>> car characteristics - [...]
>> While you are at it, don't forget simulating railway trains - their
>> timetables are publicly available  :-)
> 
> Don't bother with UK trains then, timetables or not - they are always 
> late/cancelled at will.  How you simulate that I do not know.

Surely that's what /dev/random was invented for?

(The buses are just as bad - The 9.05 and 9.20 just arrived at 9.27...)

-- 
Jon Stockill
[EMAIL PROTECTED]

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Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar

2007-06-20 Thread Vivian Meazza


Melchior FRANZ

> Sent: 19 June 2007 12:23
> To: flightgear-devel@lists.sourceforge.net
> Subject: Re: [Flightgear-devel] [ANN] OSG - Improved Weather Radar
> 
> 
> * Vivian Meazza -- Sunday 17 June 2007:
> > That's done - the patches are attached. The are NOT formatted
> > properly, so no rants about tabs, spaces or trailing spaces.
> 
> That's OK for the old code (and less so for the added code.
> :-} Meanwhile the files for the base package are available, 
> too (even committed), so testing is actually possible.
> 
> 
> The patches applied cleanly and compiled with a few warnings.
> I found only minor things to fix:
> 
> - dead but uncommented code in one case   [if (foo && false) ...]
> - redundant assignments   [float x = 0; x = foo->getFloatValue();]
> - compiler warnings
> 
> I didn't thoroughly review (nor understand ;-) all the code,
> especially not the OSG parts, but I trust Tim. Also, the 
> patches don't touch much other code, so I wouldn't be worried 
> about it.
> 
> 
> The patch did not work for me at first, because (like other
> developers, I guess) I'm using /sim/sceneryloaded-override. 
> This prevented that /sim/sceneryloaded ever became "true", 
> while od_gauge waited exactly for that. This is meanwhile 
> fixed (main.cxx).
> 
> 
> After that the code worked in both fg/plib and fg/osg, but in
> fg/plib I get a segfault on exit, which comes from 
> RenderTexture.cpp. That's quite a hairy piece of code, and 
> I'm not really competent to fix it. I checked on the net if 
> newer RenderTexture implementations have that code part 
> fixed, but this is not the case.
> 
> 
> #0  0x7773612f in ?? ()
> #1  0xb7c4f52f in _X11TransWritev () from
> /usr/lib/libX11.so.6 #2  0xb7c54f21 in _XSend () from 
> /usr/lib/libX11.so.6 #3  0xb7c4625b in XQueryExtension () 
> from /usr/lib/libX11.so.6 #4  0xb7c3ab0b in XInitExtension () 
> from /usr/lib/libX11.so.6 #5  0xb6ffb0f3 in XextAddDisplay () 
> from /usr/lib/libXext.so.6 #6  0xb7db368e in 
> glXChannelRectSyncSGIX () from /usr/lib/libGL.so.1 #7  
> 0x08a69258 in ?? () #8  0x08b008c0 in ?? () #9  0xb7de2eb5 in 
> std::basic_streambuf 
> >::showmanyc () from /usr/lib/libGL.so.1 #10 0xb7df2dc0 in
> std::basic_streambuf
> >::showmanyc () from /usr/lib/libGL.so.1 #11 0x0011 in ??
> () #12 0x08b008c0 in ?? () #13 0x1137ead8 in ?? () #14
> 0x08589295 in RenderTexture::_Invalidate (this=0xb7db5fe0) at 
> simgear/screen/RenderTexture.cpp:848
> #15 0x0858ea8f in ~RenderTexture (this=0x1137ead8) at 
> simgear/screen/RenderTexture.cpp:204
> #16 0x083b9e22 in ~FGODGauge (this=0xb45e518) at 
> src/Instrumentation/od_gauge.cxx:89
> #17 0x085d6b2d in ~Member (this=0xd1ea7a0) at 
> simgear/structure/subsystem_mgr.cxx:227
> #18 0x085d7ba9 in ~SGSubsystemGroup (this=0xb7dadb67) at 
> simgear/structure/subsystem_mgr.cxx:85
> 
> 
> So, applying the patches for fg/plib would mean to replace a
> cheesy but not-crashing radar implementation by a nice but 
> crashing one. I don't say that the radar patch is buggy, it's 
> just the old render-to-texture feature. (It's also not my 
> graphics card driver, as Qt4 has no problems with RTT.)
> 
> I would very much like to apply the patches, but I think the
> crash should be fixed first. (Or should the fg/osg patches go 
> in, anyway?)
> 

That crash is not repeatable here, but perhaps that wouldn't be unexpected.
I am surprised by it though - the code (od_gauge.cxx) which interacts with
RenderTexture.cpp is untouched by this patch. Perhaps this isn't a new bug
after all.

Perhaps someone else could confirm this behaviour?

Vivian 




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