Re: [Flightgear-devel] 3d file formats and "crease angles"

2007-11-05 Thread Roberto Inzerillo
Heiko Schulz ha scritto:
> OSG is a ASCII Native Format- so you can easily edit
> with your favourite texteditor. 

That's good. Helps when tweaking is needed.

> You can export it to Blender:
> http://projects.blender.org/projects/osgexport/
> But it needs a little bit "post process" work after
> converting like setting the ambientColor

Partially good, I don't feel confortable with Blender, I use it only if 
necessary. I'd prefer having some other kind of exporter/importer.

> The animation (moving) are also working in FGFS-OSG. 

That's very good to know, but I really have problems in finding usable 
informations about that. I also fear the user interface to those 
animations is pretty primitive, what's your experience with that?


> here you will find a example by me:
> www.hoerbird.net/osg-reflect-effect-example.tar.gz
> It shows the A380 partly converted to .osg with a fake
> reflection effect. I should give you hints about using
> this fileformat.

OSG new shading schemes potentials seem very interesting to me, I'm 
mostly interested in bump mapping, transparency and texture animation; 
currently FGFS does a very bad job with multiple transparent surfaces 
and ac3d offers no bump-map at all. Can you tell me something about the 
bump mapping in OSG/FGFS, does it work?

Roberto



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[Flightgear-devel] [ANN] Buccaneer

2007-11-05 Thread Vivian Meazza
Hi,

I've just added a fuel dump facility to the Buccaneer. A screenshot is here:

ftp://abbeytheatre2.org.uk/fgfs/Screen-shots/bucc-fuel-jettison.jpg

Looks nice? Don't be fooled: the particles are firmly tied to the aircraft.
There is much work to be done to integrate particles into FG. Not least the
right frame of reference, and the proper wind.

Regards

Vivian  


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Re: [Flightgear-devel] 3d file formats and "crease angles"

2007-11-05 Thread Detlef Faber
Am Montag, den 05.11.2007, 11:12 +0100 schrieb Roberto Inzerillo:
> Heiko Schulz ha scritto:
> > OSG is a ASCII Native Format- so you can easily edit
> > with your favourite texteditor. 
> 
> That's good. Helps when tweaking is needed.
> 
> > You can export it to Blender:
> > http://projects.blender.org/projects/osgexport/
> > But it needs a little bit "post process" work after
> > converting like setting the ambientColor
> 
> Partially good, I don't feel confortable with Blender, I use it only if 
> necessary. I'd prefer having some other kind of exporter/importer.
> 
> > The animation (moving) are also working in FGFS-OSG. 
> 
> That's very good to know, but I really have problems in finding usable 
> informations about that. I also fear the user interface to those 
> animations is pretty primitive, what's your experience with that?
> 
The usual animations (translate, rotate, spin, select, ...) work like
they used under plib. A Model that worked as .ac will work the same
as .osg.
> 
> > here you will find a example by me:
> > www.hoerbird.net/osg-reflect-effect-example.tar.gz
> > It shows the A380 partly converted to .osg with a fake
> > reflection effect. I should give you hints about using
> > this fileformat.
> 
> OSG new shading schemes potentials seem very interesting to me, I'm 
> mostly interested in bump mapping, transparency and texture animation; 
> currently FGFS does a very bad job with multiple transparent surfaces 
> and ac3d offers no bump-map at all. Can you tell me something about the 
> bump mapping in OSG/FGFS, does it work?
> 
You need to create normal maps from your bumpmaps first (there is a Gimp
plugin from nvidia for that). At least that's the theory. I have not
seen a working normal map model yet (nor created one). 

The Blender OSG exporter plugin doesn't create normal maps from
bumpmapped objects, this seems to require some hand editing.

I haven't seen texture animation yet, but there is a possibility to
store animation sequences in an .osg file (There is an example of waves
in a pond). Sadly, the Blender OSG exporter plugin doesn't export this
too, although it claims it can be done. 


> Roberto
> 
> 
> 
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Greetings
-- 
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http://www.sol2500.net/flightgear



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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/Aircraft/R22/Models R22.xml, 1.3, 1.4 paint1.rgb, 1.1, 1.2 r22.ac, 1.3, 1.4]

2007-11-05 Thread Heiko Schulz
Hi,

for airfoil you could check X-Plane- They have a R-22,
and you can easiliy see the airfoils in their demo. 
Problem could be the licence...

Greetings
HHS
--- Syd&Sandy <[EMAIL PROTECTED]> schrieb:

> On Mon, 05 Nov 2007 04:08:23 +0100
> Georg Vollnhals <[EMAIL PROTECTED]> wrote:
> 
> > 
> > 
> >  Original-Nachricht 
> > Betreff:Re: [Flightgear-cvslogs] CVS:
> data/Aircraft/R22/Models
> > R22.xml, 1.3, 1.4 paint1.rgb, 1.1, 1.2 r22.ac,
> 1.3, 1.4
> > Datum:  Mon, 05 Nov 2007 03:18:06 +0100
> > Von:Georg Vollnhals <[EMAIL PROTECTED]>
> > An: Syd Adams <[EMAIL PROTECTED]>
> > Referenzen: <[EMAIL PROTECTED]>
> > 
> > 
> > 
> > Syd Adams schrieb:
> > > Update of
> /var/cvs/FlightGear-0.9/data/Aircraft/R22/Models
> > > In directory
> baron:/tmp/cvs-serv13652/Aircraft/R22/Models
> > >
> > > Modified Files:
> > >   R22.xml paint1.rgb r22.ac 
> > > Log Message:
> > > 3d model updates...
> > > FDM updates...
> > >
> > >   
> > Hi Syd,
> > 
> > first just to mention, all what I report is only
> meant as positive
> > feedback  - if not wished, just tell me :-)
> > 
> > a) Nice we have got another update. As for the
> Robinson stick, it moves
> > "normal" like all other helo-sticks.
> > The crossbar is just for changing pilot control
> right <-> left and can
> > be moved up down for optimal handgrip position.
> > In "our" R22 you coupled the crossbar movement
> with the left/right stick
> > movement, that is wrong. The basic stick should
> move into all 4
> > directions (together with the crossbar and grips,
> of course)
> > 
> > See nice video samples:
> > http://www.youtube.com/watch?v=MITIEVTF1Yg
> > http://www.youtube.com/watch?v=308DzvmYNiA
> > 
> > b) to add to my review:
> > Autorotation is impossible and ground-forces move
> the helo. I think this
> > is due to (wrong) counter-acting forces on the
> helo/cabin although the
> > collectiv is fully down. (Maik, please, your
> task???)
> > 
> > Regards
> > Georg
> 
> Hi Georg , no problem .
> I see what you you mean about the stick , I saw a
> still photo of one turned all the way to one side ,
> didn't realise it was an adjustment , but now it
> makes sense ...
> Some other interesting things I noticed from the
> videos  was more vibration than I expected 
> ...a sideways rocking motion , same as the FG model
> but not as strong (because its so bottom heavy , I'm
> guessing )  and the pilot seemed to be using a
> lot of left pedal during slow flight  so maybe
> the FDM is not too far off ...
> Im still looking for airfoil parameters , and
> eventually should be able to get this more accurate 
>  
> Another thing to mention is that it defaults to 2
> 180 lb people at startup , and I've run across
> several documents that say the 2 person weight limit
> is 140 lbs per seat    
> But thanks for the input  its easy to overlook
> details with things like this :) 
> 
> Oh yes , the ground movement is a Yasim gear issue
> that I dont quite understand too well but I'll work
> on that ... 
> 
> Syd&Sandy <[EMAIL PROTECTED]>
> 
>
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Re: [Flightgear-devel] 3d file formats and "crease angles"

2007-11-05 Thread Heiko Schulz
Hi,

> Partially good, I don't feel confortable with
> Blender, I use it only if 
> necessary. I'd prefer having some other kind of
> exporter/importer.

No problem: I don't know what are you using, but it is
possible to convert other formats to .osg. 

> 
> That's very good to know, but I really have problems
> in finding usable 
> informations about that. I also fear the user
> interface to those 
> animations is pretty primitive, what's your
> experience with that?

What do you mean with? I couldn't check all the
animation, but you have not to change you .xml-file.
You can convert any object, aircraft etc. you want and
you don't have to change the .xml-file!

Only the particles don't behave like the our known
submodels!
 

> OSG new shading schemes potentials seem very
> interesting to me, I'm 
> mostly interested in bump mapping, transparency and
> texture animation; 
> currently FGFS does a very bad job with multiple
> transparent surfaces 
> and ac3d offers no bump-map at all. Can you tell me
> something about the 
> bump mapping in OSG/FGFS, does it work?
> 
> Roberto

Hmmm... in the demo is a example of bump mapping, but
it seems that it is very primitiveI coulden't
check this in FGFS.
One time I placed an object with an embedded shader in
FGFS, but the shader did not work- there are several
things not yet fully supported by FGFS and has to be
implemented.
Transparency could be a problem, but couldn't check
this yet- I'm not sure about. In the moment I have no
working FGFS-OSG-Version, so you have to wait. Or you
can try by yourself!

Regards
HHS

>
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Re: [Flightgear-devel] 3d file formats and "crease angles"

2007-11-05 Thread Heiko Schulz
Hi,

Where I can find this examples of waves in a pond? 
It is in OSG 2.2?

Regards
HHS

> You need to create normal maps from your bumpmaps
> first (there is a Gimp
> plugin from nvidia for that). At least that's the
> theory. I have not
> seen a working normal map model yet (nor created
> one). 
> 
> The Blender OSG exporter plugin doesn't create
> normal maps from
> bumpmapped objects, this seems to require some hand
> editing.
> 
> I haven't seen texture animation yet, but there is a
> possibility to
> store animation sequences in an .osg file (There is
> an example of waves
> in a pond). Sadly, the Blender OSG exporter plugin
> doesn't export this
> too, although it claims it can be done. 
> 
> 
> > Roberto
> > 
> > 
> > 
> >
>
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> >
>
https://lists.sourceforge.net/lists/listinfo/flightgear-devel
> 
> 
> Greetings
> -- 
> Detlef Faber
> 
> http://www.sol2500.net/flightgear
> 
> 
> 
>
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Re: [Flightgear-devel] 3d file formats and "crease angles"

2007-11-05 Thread Roberto Inzerillo
> > That's very good to know, but I really have problems
> > in finding usable 
> > informations about that. I also fear the user
> > interface to those 
> > animations is pretty primitive, what's your
> > experience with that?
> 
> What do you mean with? I couldn't check all the
> animation, but you have not to change you .xml-file.
> You can convert any object, aircraft etc. you want and
> you don't have to change the .xml-file!

Actually I thought we were talking about embedded animation, I was wrong, you 
were talking about xml controlled animation, which is completely external to 
the 3d file. I am quite confident with nasal scripted animation 
(I did something with the SenecaII gear).

I hoped we could store some kind of animation (i.e. some kind of blended meshes 
driven by some external input) inside the osg file and control those movements 
with external commands (maybe from within an xml nasal script). But maybe this 
is still science fiction in my dreams :-(

  Roberto
-- 
Pt! Schon vom neuen GMX MultiMessenger gehört?
Der kann`s mit allen: http://www.gmx.net/de/go/multimessenger

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Re: [Flightgear-devel] 3d file formats and "crease angles"

2007-11-05 Thread Detlef Faber
Am Montag, den 05.11.2007, 15:00 +0100 schrieb Heiko Schulz:
> Hi,
> 
> Where I can find this examples of waves in a pond? 
> It is in OSG 2.2?
> 
They are deeply buried on the OSG site:

http://www.openscenegraph.org/projects/osg/wiki/Community/OSGExp/Documentation/OSGSequence?format=htm

Scroll to the bottom and use the link "download the demofile".

> Regards
> HHS
> 
> > You need to create normal maps from your bumpmaps
> > first (there is a Gimp
> > plugin from nvidia for that). At least that's the
> > theory. I have not
> > seen a working normal map model yet (nor created
> > one). 
> > 
> > The Blender OSG exporter plugin doesn't create
> > normal maps from
> > bumpmapped objects, this seems to require some hand
> > editing.
> > 
> > I haven't seen texture animation yet, but there is a
> > possibility to
> > store animation sequences in an .osg file (There is
> > an example of waves
> > in a pond). Sadly, the Blender OSG exporter plugin
> > doesn't export this
> > too, although it claims it can be done. 
> > 
> > 
> > > Roberto
> > > 
> > > 
> > > 
> > >
> >
> -
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> > >
> >
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> > 
> > 
> > Greetings
> > -- 
> > Detlef Faber
> > 
> > http://www.sol2500.net/flightgear
> > 
> > 
> > 
> >
> -
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> > 
> 
> 
> 
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Re: [Flightgear-devel] 3d file formats and "crease angles"

2007-11-05 Thread Detlef Faber
Am Montag, den 05.11.2007, 15:33 +0100 schrieb Roberto Inzerillo:
> > > That's very good to know, but I really have problems
> > > in finding usable 
> > > informations about that. I also fear the user
> > > interface to those 
> > > animations is pretty primitive, what's your
> > > experience with that?
> > 
> > What do you mean with? I couldn't check all the
> > animation, but you have not to change you .xml-file.
> > You can convert any object, aircraft etc. you want and
> > you don't have to change the .xml-file!
> 
> Actually I thought we were talking about embedded animation, I was wrong, you 
> were talking about xml controlled animation, which is completely external to 
> the 3d file. I am quite confident with nasal scripted animation 
> (I did something with the SenecaII gear).
> 
> I hoped we could store some kind of animation (i.e. some kind of blended 
> meshes driven by some external input) inside the osg file and control those 
> movements with external commands (maybe from within an xml nasal script). But 
> maybe this is still science fiction in my dreams :-(
> 
There is possibility to embed interactivity in .osg files. Wether this
can be utilized in FG is another question.

>   Roberto
-- 
Detlef Faber

http://www.sol2500.net/flightgear



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[Flightgear-devel] Programmatic control of AI traffic

2007-11-05 Thread Carroll Barry
Hello all,

I would like to use Flightgear to display real-time air traffic.  At the moment 
I am using tracking data from this site: http://www.fly.faa.gov/ASDI/asdi.html

What I would like to be able to do is to create and control aircraft 
programmatically from a c++ application.  

I have tried to find out if this is possible myself and I came across some 
useful info on the wiki that allows you to write flight plans in xml.  This 
isn't suitable for me unfortunately because I need to create and control 
aircraft "on the fly" rather than have it all defined at startup.

Does anyone know if want I want is possible?

Thanks for any help,

Barry.


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[Flightgear-devel] compilation problems with MSVC 2005

2007-11-05 Thread Georgi Ivanov
Hi
I am trying to compile FlightGear 0.9.10 with Visual Studio 2005. However, in 
fg_os.c line 141 when the following code executes I get an error. 

void fgOSMainLoop() 
{ 

glutMainLoop(); 

} 

The error from Visual Studio says: 

Debug Assertion Failed! 
Program: ... 
File: _open.c 
Line: 201 
_expression_: ("Invalid file open mode",0) 



When I try to compile FlightGear 0.9.11 with Visual Studio 2005 i get the 
following errors:

1>pui_d.lib(puSlider.obj) : error LNK2005: "public: void __thiscall 
puSlider::setSliderFraction(float)" ([EMAIL PROTECTED]@@[EMAIL PROTECTED]) 
already defined in FlightgearLib.lib(puList.obj)
1>FlightgearLib.lib(NasalSys.obj) : error LNK2019: unresolved external symbol 
_naInit_utf8 referenced in function "public: virtual void __thiscall 
FGNasalSys::init(void)" ([EMAIL PROTECTED]@@UAEXXZ)
1>FlightgearLib.lib(NasalSys.obj) : error LNK2019: unresolved external symbol 
FlightGear 0.9.10 with Visual Studio 2005in function "public: virtual void 
__thiscall FGNasalSys::init(void)" ([EMAIL PROTECTED]@@UAEXXZ)
1>FlightgearLib.lib(NasalSys.obj) : error LNK2019: unresolved external symbol 
_naInit_io referenced in function "public: virtual void __thiscall 
FGNasalSys::init(void)" ([EMAIL PROTECTED]@@UAEXXZ)
1>FlightgearLib.lib(NasalSys.obj) : error LNK2019: unresolved external symbol 
_naInit_bits referenced in function "public: virtual void __thiscall 
FGNasalSys::init(void)" ([EMAIL PROTECTED]@@UAEXXZ)
1>FlightgearLib.lib(props.obj) : error LNK2019: unresolved external symbol 
"public: int __thiscall netAddress::getPort(void)const " ([EMAIL 
PROTECTED]@@QBEHXZ) referenced in function "public: virtual void __thiscall 
FGProps::handleAccept(void)" ([EMAIL PROTECTED]@@UAEXXZ)
1>FlightgearLib.lib(httpd.obj) : error LNK2001: unresolved external symbol 
"public: int __thiscall netAddress::getPort(void)const " ([EMAIL 
PROTECTED]@@QBEHXZ)
1>FlightgearLib.lib(Model.obj) : error LNK2019: unresolved external symbol 
"public: __thiscall yasim::Hitch::~Hitch(void)" ([EMAIL PROTECTED]@@[EMAIL 
PROTECTED]) referenced in function "public: void * __thiscall 
yasim::Hitch::`scalar deleting destructor'(unsigned int)" ([EMAIL 
PROTECTED]@@[EMAIL PROTECTED])
1>FlightgearLib.lib(Model.obj) : error LNK2019: unresolved external symbol 
"public: void __thiscall yasim::Hitch::integrate(float)" ([EMAIL 
PROTECTED]@yasim@@[EMAIL PROTECTED]) referenced in function "public: void 
__thiscall yasim::Model::initIteration(void)" ([EMAIL PROTECTED]@yasim@@QAEXXZ)
1>FlightgearLib.lib(Model.obj) : error LNK2019: unresolved external symbol 
"public: void __thiscall yasim::Hitch::setGlobalGround(double *,float *)" 
([EMAIL PROTECTED]@yasim@@[EMAIL PROTECTED]) referenced in function "public: 
void __thiscall yasim::Model::updateGround(struct yasim::State *)" ([EMAIL 
PROTECTED]@yasim@@[EMAIL PROTECTED]@@Z)
1>FlightgearLib.lib(Model.obj) : error LNK2019: unresolved external symbol 
"public: void __thiscall yasim::Hitch::getPosition(float *)" ([EMAIL 
PROTECTED]@yasim@@[EMAIL PROTECTED]) referenced in function "public: void 
__thiscall yasim::Model::updateGround(struct yasim::State *)" ([EMAIL 
PROTECTED]@yasim@@[EMAIL PROTECTED]@@Z)
1>FlightgearLib.lib(Model.obj) : error LNK2019: unresolved external symbol 
"public: void __thiscall yasim::Hitch::getForce(float *,float *)" ([EMAIL 
PROTECTED]@yasim@@[EMAIL PROTECTED]) referenced in function "public: virtual 
void __thiscall yasim::Model::calcForces(struct yasim::State *)" ([EMAIL 
PROTECTED]@yasim@@[EMAIL PROTECTED]@@Z)
1>FlightgearLib.lib(Model.obj) : error LNK2019: unresolved external symbol 
"public: void __thiscall yasim::Hitch::calcForce(class yasim::Ground *,class 
yasim::RigidBody *,struct yasim::State *)" ([EMAIL PROTECTED]@yasim@@[EMAIL 
PROTECTED]@[EMAIL PROTECTED]@[EMAIL PROTECTED]@@Z) referenced in function 
"public: virtual void __thiscall yasim::Model::calcForces(struct yasim::State 
*)" ([EMAIL PROTECTED]@yasim@@[EMAIL PROTECTED]@@Z)
1>FlightgearLib.lib(FGFDM.obj) : error LNK2019: unresolved external symbol 
"public: void __thiscall yasim::Hitch::setWinchMinTowLength(float)" ([EMAIL 
PROTECTED]@yasim@@[EMAIL PROTECTED]) referenced in function "public: virtual 
void __thiscall yasim::FGFDM::startElement(char const *,class XMLAttributes 
const &)" ([EMAIL PROTECTED]@yasim@@UAEXPBDABVXMLAttributes@@@Z)
1>FlightgearLib.lib(FGFDM.obj) : error LNK2019: unresolved external symbol 
"public: void __thiscall yasim::Hitch::setWinchMaxTowLength(float)" ([EMAIL 
PROTECTED]@yasim@@[EMAIL PROTECTED]) referenced in function "public: virtual 
void __thiscall yasim::FGFDM::startElement(char const *,class XMLAttributes 
const &)" ([EMAIL PROTECTED]@yasim@@UAEXPBDABVXMLAttributes@@@Z)
1>FlightgearLib.lib(FGFDM.obj) : error LNK2019: unresolved external symbol 
"public: void __thiscall yasim::Hitch::setWinchInitialTowLength(float)" ([EMAIL 
PROTECTED]@yasim@@[EMAIL PROTECTED]) referenced in function "public: virtual 
void __thiscall yasim::FGFDM::startElement(char const *,clas

Re: [Flightgear-devel] Programmatic control of AI traffic

2007-11-05 Thread Leidson Campos A. Ferreira
Hi Barry,

I did a work to a Brazilian institute past year and the software to control
the aircraft, in fact control the flighgear simulator, exactly like your
project.

I did a C module that interacts with Telnet server of FlightGear and
controls the flight using the telnet properties/commands.

It works fine.


Leidson Campos
PlanetaMessenger.org


On 11/5/07, Carroll Barry <[EMAIL PROTECTED]> wrote:
>
> Hello all,
>
> I would like to use Flightgear to display real-time air traffic.  At the
> moment I am using tracking data from this site:
> http://www.fly.faa.gov/ASDI/asdi.html
>
> What I would like to be able to do is to create and control aircraft
> programmatically from a c++ application.
>
> I have tried to find out if this is possible myself and I came across some
> useful info on the wiki that allows you to write flight plans in xml.  This
> isn't suitable for me unfortunately because I need to create and control
> aircraft "on the fly" rather than have it all defined at startup.
>
> Does anyone know if want I want is possible?
>
> Thanks for any help,
>
> Barry.
>
>
> -
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Re: [Flightgear-devel] compilation problems with MSVC 2005

2007-11-05 Thread Sergey
Hello Georgi,

you might want to replace your version of plib with that on my site in archive

http://www.sim-ai.org/FlightGear0.9.11beta1completecode.zip

from http://www.sim-ai.org/FlightGearlesson.htm

the problem is in plib ac reader where wrong open file option is set.

( the only difference with you - I used beta of vs2008 so you will
need to keep your project files)

Best regards
Sergey Kurdakov

On 11/5/07, Georgi Ivanov <> wrote:
> Hi
> I am trying to compile FlightGear 0.9.10 with Visual Studio 2005. However, in 
> fg_os.c line 141 when the following code executes I get an error.
>

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Re: [Flightgear-devel] Programmatic control of AI traffic

2007-11-05 Thread Heiko Schulz
Hi,

Though I can't help you, it sounds for me like a very
good feature for FlightGear! Real weather - real
traffic - would be great!

HHS
--- Carroll Barry <[EMAIL PROTECTED]> schrieb:

> Hello all,
> 
> I would like to use Flightgear to display real-time
> air traffic.  At the moment I am using tracking data
> from this site:
> http://www.fly.faa.gov/ASDI/asdi.html
> 
> What I would like to be able to do is to create and
> control aircraft programmatically from a c++
> application.  
> 
> I have tried to find out if this is possible myself
> and I came across some useful info on the wiki that
> allows you to write flight plans in xml.  This isn't
> suitable for me unfortunately because I need to
> create and control aircraft "on the fly" rather than
> have it all defined at startup.
> 
> Does anyone know if want I want is possible?
> 
> Thanks for any help,
> 
> Barry.
> 
> 
>
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Re: [Flightgear-devel] Programmatic control of AI traffic

2007-11-05 Thread Csaba Halász
On 11/5/07, Heiko Schulz <[EMAIL PROTECTED]> wrote:
> Hi,
>
> Though I can't help you, it sounds for me like a very
> good feature for FlightGear! Real weather - real
> traffic - would be great!

Yeah! How about setting up an mp-server feeding in real traffic? Or
even just AI? So that every client would see the same traffic.

-- 
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Re: [Flightgear-devel] Programmatic control of AI traffic

2007-11-05 Thread Thomas Förster
Am Montag 05 November 2007 schrieb Carroll Barry:
> Hello all,
>
> I would like to use Flightgear to display real-time air traffic.  At the
> moment I am using tracking data from this site:
> http://www.fly.faa.gov/ASDI/asdi.html
>
> What I would like to be able to do is to create and control aircraft
> programmatically from a c++ application.
>
> I have tried to find out if this is possible myself and I came across some
> useful info on the wiki that allows you to write flight plans in xml.  This
> isn't suitable for me unfortunately because I need to create and control
> aircraft "on the fly" rather than have it all defined at startup.

IMO the existing AI solutions aren't really suited to your problem. They try 
hard to setup an AIFlightPlan for every plane, which is responsible for 
(semi-)automatically routing the aircraft (calculating course, approx. 
attitudes etc.). Most of these calculations are obsolete in your case. All 
you want is to display your external AI traffic position data (probably with 
a bit of interpolation)

As you want to do it as an external application anyway, maybe the best way is 
to use the multiplayer protocol and implement it as a custom multiplayer 
server.

Thomas

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Re: [Flightgear-devel] Programmatic control of AI traffic

2007-11-05 Thread Carroll Barry
Thanks Leidson,

I have seen the http and telnet interface and they are good.  The problem is 
that it seems like you can only control your own plane in this way.

There is an "AI" node in the properties tree but I can see no way of adding 
aircraft at run-time and this is my main concern.

Maybe I can be more clear:

I will be reading sample data of aircraft tracking.  Using this data I would 
like to create or spawn a new aircraft inside flightgear for each unique flight 
I find.  After this I would like to update their positions whenever I find 
updated tracking data.

Thanks for all the replies,

Barry.



-Original Message-
From: "Leidson Campos A. Ferreira" <[EMAIL PROTECTED]>
To: "FlightGear developers discussions" 
Date: Mon, 5 Nov 2007 12:32:26 -0300
Subject: Re: [Flightgear-devel] Programmatic control of AI traffic

Hi Barry,

I did a work to a Brazilian institute past year and the software to control
the aircraft, in fact control the flighgear simulator, exactly like your
project.

I did a C module that interacts with Telnet server of FlightGear and
controls the flight using the telnet properties/commands.

It works fine.


Leidson Campos
PlanetaMessenger.org


On 11/5/07, Carroll Barry <[EMAIL PROTECTED]> wrote:
>
> Hello all,
>
> I would like to use Flightgear to display real-time air traffic.  At the
> moment I am using tracking data from this site:
> http://www.fly.faa.gov/ASDI/asdi.html
>
> What I would like to be able to do is to create and control aircraft
> programmatically from a c++ application.
>
> I have tried to find out if this is possible myself and I came across some
> useful info on the wiki that allows you to write flight plans in xml.  This
> isn't suitable for me unfortunately because I need to create and control
> aircraft "on the fly" rather than have it all defined at startup.
>
> Does anyone know if want I want is possible?
>
> Thanks for any help,
>
> Barry.
>
>
> -
> This SF.net email is sponsored by: Splunk Inc.
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Re: [Flightgear-devel] Programmatic control of AI traffic

2007-11-05 Thread Carroll Barry
Hi Thomas,

Thanks for the reply.  Would your solution allow me to manually control what 
might be thousands or aircraft?

I haven't looked into the multiplayer protocol yet because I am just using the 
standalone exe on my pc.  Would I be correct in thinking that I would implement 
the following:

A "virtual" client (perhaps a thread) for each aircraft that connects to the 
multiplayer server as a computer-controlled "player".  Then I would connect to 
the server myself and perhaps fly around manually so I can see the other 
aircraft?

Thanks again,

Barry.







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Re: [Flightgear-devel] compilation problems with MSVC 2005

2007-11-05 Thread Vivian Meazza
Sergey

> Sent: 05 November 2007 15:38
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] compilation problems with MSVC 2005
> 
> 
> Hello Georgi,
> 
> you might want to replace your version of plib with that on 
> my site in archive
> 
> http://www.sim-ai.org/FlightGear0.9.11beta1completecode.zip
> 
> from http://www.sim-ai.org/FlightGearlesson.htm
> 
> the problem is in plib ac reader where wrong open file option is set.

I don't think so
 
> ( the only difference with you - I used beta of vs2008 so you 
> will need to keep your project files)
> 
> On 11/5/07, Georgi Ivanov <> wrote:
> > Hi
> > I am trying to compile FlightGear 0.9.10 with Visual Studio 2005. 
> > However, in fg_os.c line 141 when the following code 
> executes I get an 
> > error.
> >

Hmmm, no need for modified plib here with MSVC8. You do need the right
version of Simgear though, and then make sure that your MSVC8 is configured
correctly. Plib 1.8.4 works with 0.9.10. plib-cvs is better with 0.9.11.

Vivian 

  


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Re: [Flightgear-devel] Programmatic control of AI traffic

2007-11-05 Thread Thomas Förster
Am Montag 05 November 2007 schrieb Carroll Barry:
> Hi Thomas,
>
> Thanks for the reply.  Would your solution allow me to manually control
> what might be thousands or aircraft?
>
> I haven't looked into the multiplayer protocol yet because I am just using
> the standalone exe on my pc.  Would I be correct in thinking that I would
> implement the following:
>
> A "virtual" client (perhaps a thread) for each aircraft that connects to
> the multiplayer server as a computer-controlled "player".  

Should not be necessary. All you do is to output the AI aircraft positions to 
all clients connected. The server itself fetches the data from the internet 
or whatever the source. No need to have a client for every AI plane.

In a way you "fake" connected players on your customized server.

> Then I would 
> connect to the server myself and perhaps fly around manually so I can see
> the other aircraft?

Yep, thats the visual side.


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Re: [Flightgear-devel] Programmatic control of AI traffic

2007-11-05 Thread Stuart Buchanan

--- Carroll Barry wrote:
> Hello all,
> 
> I would like to use Flightgear to display real-time air traffic.  At the
> moment I am using tracking data from this site:
> http://www.fly.faa.gov/ASDI/asdi.html
> 
> What I would like to be able to do is to create and control aircraft
> programmatically from a c++ application.  

Hi Barry,

This was something I took a look at a year or so ago.

The main stumbling block appeared to be getting an actual data feed. The
existing subscribers obviously do this on commercial basis, and I don't
imagine that they'd be happy for FG to use live data. The alternative of
actually installing some kit at the FAA didn't seem all that likely
either.

I eventually decided that the most likely way to get some data would be to
ask for historical data from, say, a single day and use it to populate
some AI aircraft. 

I did have a short email discussion with Dave Baker at FlightAware, who
suggested that they might be able to work something out (which was very
kind). Unfortunately nothing came of it as they were very busy at the time
preparing for a trade show, and I moved onto other projects.

Do you have access to a live feed ?

In my opinion the data feed issue is critical - the rest is just
implementation. We've a whole range of ways in which we can display the
aircraft. With a live feed, I think the most sensible method would be as a
specialized MP client. That minimizes the load on the other clients and
means the MP server can filter the correct traffic for each client.

-Stuart


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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/Aircraft/R22/Models R22.xml, 1.3, 1.4 paint1.rgb, 1.1, 1.2 r22.ac, 1.3, 1.4]

2007-11-05 Thread Maik Justus
Hi Heiko,
yes, thats the only source for drag/lift curves I found about the R22 
rotor airfoil (NACA 63-015). I am not using the X-Plane parameters; I 
just tried to get a similar shape of the drag/lift curves as X-Plane is 
using, but to limitations of the airfoil models there are differences 
(esp. if the blade is stalled).

I sent some modifications of the R22 FDM to Syd. I think I need to add 
some damage model to simulate mast bumping to the R22 (if Syd agrees).

Maik

Heiko Schulz schrieb am 05.11.2007 14:45:
> Hi,
>
> for airfoil you could check X-Plane- They have a R-22,
> and you can easiliy see the airfoils in their demo. 
> Problem could be the licence...
>
> Greetings
> HHS
> --- Syd&Sandy <[EMAIL PROTECTED]> schrieb:
>
>   
>> On Mon, 05 Nov 2007 04:08:23 +0100
>> Georg Vollnhals <[EMAIL PROTECTED]> wrote:
>>
>> 
>>>  Original-Nachricht 
>>> Betreff:Re: [Flightgear-cvslogs] CVS:
>>>   
>> data/Aircraft/R22/Models
>> 
>>> R22.xml, 1.3, 1.4 paint1.rgb, 1.1, 1.2 r22.ac,
>>>   
>> 1.3, 1.4
>> 
>>> Datum:  Mon, 05 Nov 2007 03:18:06 +0100
>>> Von:Georg Vollnhals <[EMAIL PROTECTED]>
>>> An: Syd Adams <[EMAIL PROTECTED]>
>>> Referenzen: <[EMAIL PROTECTED]>
>>>
>>>
>>>
>>> Syd Adams schrieb:
>>>   
 Update of
 
>> /var/cvs/FlightGear-0.9/data/Aircraft/R22/Models
>> 
 In directory
 
>> baron:/tmp/cvs-serv13652/Aircraft/R22/Models
>> 
 Modified Files:
R22.xml paint1.rgb r22.ac 
 Log Message:
 3d model updates...
 FDM updates...

   
 
>>> Hi Syd,
>>>
>>> first just to mention, all what I report is only
>>>   
>> meant as positive
>> 
>>> feedback  - if not wished, just tell me :-)
>>>
>>> a) Nice we have got another update. As for the
>>>   
>> Robinson stick, it moves
>> 
>>> "normal" like all other helo-sticks.
>>> The crossbar is just for changing pilot control
>>>   
>> right <-> left and can
>> 
>>> be moved up down for optimal handgrip position.
>>> In "our" R22 you coupled the crossbar movement
>>>   
>> with the left/right stick
>> 
>>> movement, that is wrong. The basic stick should
>>>   
>> move into all 4
>> 
>>> directions (together with the crossbar and grips,
>>>   
>> of course)
>> 
>>> See nice video samples:
>>> http://www.youtube.com/watch?v=MITIEVTF1Yg
>>> http://www.youtube.com/watch?v=308DzvmYNiA
>>>
>>> b) to add to my review:
>>> Autorotation is impossible and ground-forces move
>>>   
>> the helo. I think this
>> 
>>> is due to (wrong) counter-acting forces on the
>>>   
>> helo/cabin although the
>> 
>>> collectiv is fully down. (Maik, please, your
>>>   
>> task???)
>> 
>>> Regards
>>> Georg
>>>   
>> Hi Georg , no problem .
>> I see what you you mean about the stick , I saw a
>> still photo of one turned all the way to one side ,
>> didn't realise it was an adjustment , but now it
>> makes sense ...
>> Some other interesting things I noticed from the
>> videos  was more vibration than I expected 
>> ...a sideways rocking motion , same as the FG model
>> but not as strong (because its so bottom heavy , I'm
>> guessing )  and the pilot seemed to be using a
>> lot of left pedal during slow flight  so maybe
>> the FDM is not too far off ...
>> Im still looking for airfoil parameters , and
>> eventually should be able to get this more accurate 
>>  
>> Another thing to mention is that it defaults to 2
>> 180 lb people at startup , and I've run across
>> several documents that say the 2 person weight limit
>> is 140 lbs per seat    
>> But thanks for the input  its easy to overlook
>> details with things like this :) 
>>
>> Oh yes , the ground movement is a Yasim gear issue
>> that I dont quite understand too well but I'll work
>> on that ... 
>>
>> Syd&Sandy <[EMAIL PROTECTED]>
>>
>>
>> 
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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/Aircraft/R22/Models R22.xml, 1.3, 1.4 paint1.rgb, 1.1, 1.2 r22.ac, 1.3, 1.4]

2007-11-05 Thread
On Mon, 05 Nov 2007 20:57:04 +0100
Maik Justus <[EMAIL PROTECTED]> wrote:

> Hi Heiko,
> yes, thats the only source for drag/lift curves I found about the R22 
> rotor airfoil (NACA 63-015). I am not using the X-Plane parameters; I 
> just tried to get a similar shape of the drag/lift curves as X-Plane is 
> using, but to limitations of the airfoil models there are differences 
> (esp. if the blade is stalled).
> 
> I sent some modifications of the R22 FDM to Syd. I think I need to add 
> some damage model to simulate mast bumping to the R22 (if Syd agrees).
> 
> Maik
> 
> Heiko Schulz schrieb am 05.11.2007 14:45:
> > Hi,
> >
> > for airfoil you could check X-Plane- They have a R-22,
> > and you can easiliy see the airfoils in their demo. 
> > Problem could be the licence...
> >
> > Greetings
> > HHS
> > --- Syd&Sandy <[EMAIL PROTECTED]> schrieb:
> >


Hello .
Thanks Maik , I appreciate the help...
I dont like copying someone else's work , even if its GPL  
So the Xplane idea is a no go for me ...
Just a qiurk I have :)
Im on lunch break , after work I'll apply the changes 
I cant figure out how to use the YASim.rotor.ods file but it looks like it 
would be a great tool ...
Haven't figured out how to stop the ground sliding yet ... but the FDM comes 
first 
Thanks again 

P.S My mistake , it was 240 lbs per seat , not 140 :)

Cheers
-- 
Syd&Sandy <[EMAIL PROTECTED]>

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Re: [Flightgear-devel] [Fwd: Re: [Flightgear-cvslogs] CVS: data/Aircraft/R22/Models R22.xml, 1.3, 1.4 paint1.rgb, 1.1, 1.2 r22.ac, 1.3, 1.4]

2007-11-05 Thread Bill Galbraith
 

> -Original Message-
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On 
> Behalf Of Syd&Sandy
> Sent: Monday, November 05, 2007 3:04 PM
> To: FlightGear developers discussions
> Subject: Re: [Flightgear-devel] [Fwd: Re: 
> [Flightgear-cvslogs] CVS: data/Aircraft/R22/Models R22.xml, 
> 1.3, 1.4 paint1.rgb, 1.1, 1.2 r22.ac, 1.3, 1.4]
> 
> On Mon, 05 Nov 2007 20:57:04 +0100
> Maik Justus <[EMAIL PROTECTED]> wrote:
> 
> > Hi Heiko,
> > yes, thats the only source for drag/lift curves I found 
> about the R22 
> > rotor airfoil (NACA 63-015). I am not using the X-Plane 
> parameters; I 
> > just tried to get a similar shape of the drag/lift curves 
> as X-Plane 
> > is using, but to limitations of the airfoil models there are 
> > differences (esp. if the blade is stalled).
> > 
> > I sent some modifications of the R22 FDM to Syd. I think I 
> need to add 
> > some damage model to simulate mast bumping to the R22 (if 
> Syd agrees).
> > 
> > Maik
> > 
> > Heiko Schulz schrieb am 05.11.2007 14:45:
> > > Hi,
> > >
> > > for airfoil you could check X-Plane- They have a R-22, 
> and you can 
> > > easiliy see the airfoils in their demo.
> > > Problem could be the licence...
> > >
> > > Greetings
> > > HHS
> > > --- Syd&Sandy <[EMAIL PROTECTED]> schrieb:
> > >
> 


I sent Maik a scan of the NACA airfoil characteristics from the "Theory of
Wing Sections". If anyone else is interested in it, please contact me
off-list.

Bill
Bill (at) holycows.net


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[Flightgear-devel] FSWeekend Impressions Part two

2007-11-05 Thread Durk Talsma
Hi Everyone,

Here's a "sligthly" longer -and slightly more serious- report from last 
weekend's FSWeekend event in Lelystad. In general I believe we were a lot 
better prepared this time than last year. If anything, we probably had too 
much equipment on not quite sufficient booth space, but that was just a minor 
nit. Last week, I'd been working quite frantically to get a full fledged 
windows binary, addressing a few last minute bugs, which I managed to do just 
in time before the show. As a consequence, the windows machine wasn't 
configured quite optimally, and early in the afternoon on saturday I decided 
to disconnect it from the video projector, in favor of my linux laptop. Most 
of the performance problems appeared to originate from the fact that we 
pulled the scenery off a network drive, so I copied the whole scenery tree 
over to the machine's local harddrive. Running as a background process, it 
took the entire day to transfer just a small portion of the scenery over. 
Fortunately, that portion did contain the areas we used most frequently (San 
Francisco, Lelystad / Amsterdam, and Switzerland), so on Sunday the windows 
machine was back onto the projector. 

In total, we had 7 computers operating the booth, all connected on a local 
network, with my linux desktop running as fileserver / multiplayer server. 
The server part worked exemplary and the multiplayer feature was actually a 
big crowd pleaser, even when it was just operating locally. We've been trying 
to setup demos on each machine in such a way that we showed as many different 
aspects of FlightGear as possible. Due to the tight space at the booth, this 
didn't always work out as well, but in general, I do have the impression that 
we did get to show some of the various possibilities of FlightGear. 

Martin was mainly operating the machine he had brought, which was equipped 
with two dual head video boards. This setup allowed for one operator console 
and three cockpit-view screens. I didn't spend much time behind this 
computer, except for a short aerotowing demo, but I remember from LinuxTag, 
earlier this year, that this setup is quite magnificent (and yet another 
reason why OSG should be the preferred development route). Martin also 
brought a mini mac, which ran an early beta version of 0.9.11-pre1. The mac 
wasn't quite powerful enough, so we let it just idle on the terminal (in 
multiplayer mode, so this machine's position was transmitted to all other 
computers). 

Torsten brought his laptop and demonstrated a good variety of aircraft on it, 
in addition to running the Jeppensen moving map application (which is a 
windows application, run from a virtual windows 2000 (?) copy on VMWare, if 
I'm not mistaken). Torsten also built a variety of hangar buildings for EHLE, 
in addition to creating a submodels based "FlightGear" towing banner that can 
be picked-up in flight and dropped on command, using the property system. I 
forgot for which aircraft this was, but I'm sure this feature will be 
committed to CVS soon. 

My (t)rust(worth)y old linux desktop took care of network traffic and in 
addition to that, I ran a copy of FlightGear on it, which ran the UFO slowly 
rotating over EHAM tower (in particular on Sunday), giving a good overview of 
the early alpha version of the EHAM terminal buildings and the AI traffic. As 
a demo version that actually worked quite well. As mentioned, my new laptop 
and windows desktop shared duties as demo machines. On Saturday I had hooked 
the laptop to the beamer, with the windows machine running a static version 
of FlighGear. On sunday these roles were exchanged. Due to a last minute 
mess-up on my side, I couldn't use my old (Pentium 3) laptop on Saturday at 
all. I had forgotten to bring a second small-size power extension cable, so I 
had to sacrifice the only one I had with me for the network switch. I did 
bring the cable on Sunday, so I could use the laptop that day to show 
taxidraw (Just leaving it open with a copy of the Lelystad airport layout). 
This actually did get quite a few looks, so I'm glad I did bring it. 

It became quite obvious that it didn't make much sense to run our demos at the 
announced times (we had three demos scheduled), so instead we just ran them 
continuously. Since I had put in the aircraft carrier operations demo, I'd 
also decided to get the hang of landing on them. Last week at home, I got 
from a full 0% successrate up to nearly 100% success in just a few days. At 
the show, running these on a big screen, in the public eye, sitting in a 
chair not entirely well adjusted, and not having pedals, I did miss quite a 
few landings during the show. In the end I guess I got up to about 70% succes 
rate again. Anyway, I did find doing these demos a lot of fun, and doing them 
on such a big screen with many people watching quite a challenge.

The most successful demo was probably the aerotowing one. I particularly 
rembember the sunday session where I was runni

Re: [Flightgear-devel] Programmatic control of AI traffic

2007-11-05 Thread Jon Stockill
Csaba Halász wrote:
> On 11/5/07, Heiko Schulz <[EMAIL PROTECTED]> wrote:
>> Hi,
>>
>> Though I can't help you, it sounds for me like a very
>> good feature for FlightGear! Real weather - real
>> traffic - would be great!
> 
> Yeah! How about setting up an mp-server feeding in real traffic? Or
> even just AI? So that every client would see the same traffic.

In order to feed in multiple aircraft that's probably the best approach 
- generate a multiplayer data stream for each aircraft you want to 
display - it'll benefit from the internal interpolation in the mp code 
too (I'm guessing you won't have 20 updates a second as would be fed 
from an instance of flightgear, so the interpolation will help 
immensely). If you just want to display a single aircraft then GPSsmooth 
is probably worth investigating.

Jon

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Re: [Flightgear-devel] Programmatic control of AI traffic

2007-11-05 Thread Durk Talsma
On Monday 05 November 2007 16:50, Csaba Halász wrote:
> On 11/5/07, Heiko Schulz <[EMAIL PROTECTED]> wrote:
> > Hi,
> >
> > Though I can't help you, it sounds for me like a very
> > good feature for FlightGear! Real weather - real
> > traffic - would be great!
>
> Yeah! How about setting up an mp-server feeding in real traffic? Or
> even just AI? So that every client would see the same traffic.

Note: This is moving into a slightly different topic, but still interesting 
enough to mention, I hope.

I've been thinking about this idea for some time now; separate out 
the "intelligent part of the AI code" into a separate program, and run this 
as a dedicated standalone program that feeds aircraft positions into 
flightgear. This would solve many initialization problems, because the server 
could run completely independently of FlightGear itself. 

If somebody would care to assist in working out the details of the networking 
code, I'd be happy to investigate the possibilities of setting up a dedicated 
AI traffic server.

Cheers,
Durk

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