Re: [Flightgear-devel] Keyboard reorg

2007-11-12 Thread Stuart Buchanan
Hi John,

John Denker wrote:
  There are a few aircraft functions that need to be bound to 
 a single key for immediate access.  The vast majority, however, 
 can be bound to a multi-key sequence without causing a problem.
 I definitely don't need a single key for engaging the starter
 or setting the parking brake.
 
 An example of how such a language could be constructed can
 be found here:
   http://www.av8n.com/fly/fgfs/keys.txt
 
 If done right, such a language would be easier to learn,
 easier to remember, easier to use, and vastly more expressive 
 than what we've got now.


That's a really interesting idea, and I like your proposed language.

My main comment would be that I'm not sure we really _need_ the expressiveness 
of a language. I think that off-loading most of the simulation functions to the 
menu system will leave us plenty of keyboard space for aircraft control.

Leaving that aside, there are a couple of issues I can see with moving to a 
language-based mapping:

1) I'm pretty sure that implementing this will require quite a change to the 
input code, as we'll need a proper input parser rather than the simple keyboard 
mapping we currently use (unless we want to write reams of Nasal code). I don't 
know how easy this would be, as we'd want it to be compatible with the property 
tree and Nasal code. Melchior: you're the expert on this - what's your view?

2) While I think it might be easier to learn from scratch, most of our users 
are coming to the system with some prior knowledge of games, and MSFS, where 
there is a more traditional one-to-one keyboard mapping. Gaving a completely 
new paradigm for keyboard input to learn is going to go against the usability 
principle of giving the user what they expect.

3) This is a purely selfish PoV, merely because I'll have to do the work, but 
documenting this in The Manual is going to be very hard, and require updating 
almost the entire text with the new key codes, and an entirely new section 
describing the paradigm.

Of course, we could have both a one-to-one mapping and a language-based mapping 
available, with a toggle on the menu system. 

Your idea has encouraged me to re-read my HCI textbook for inspiration and 
insight. I'll report back if I find anything of interest.

-Stuart





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Re: [Flightgear-devel] Keyboard reorg

2007-11-12 Thread AJ MacLeod
On Monday 12 November 2007 06:31:26 John Denker wrote:
 Agreed!  I've thought for ages that a top-to-bottom reorg
 would be helpful.
 The starting point for me was the realization that there
 are far more aircraft functions that need to be controlled
 than there are keys on the keyboard

Which is why we have cockpit hotspots.  The simple fact of the matter is this; 
we model a vast array of aircraft, of almost every type imaginable.  We are 
modelling them in an ever more detailed way, and each aircraft really is very 
different; far too different to provide enough key bindings to make each 
aircraft controllable by the keyboard alone.

For those who never fly or model anything other than single engine 
light training type fixed-wing aircraft, perhaps the problem isn't so 
noticeable; these are comparatively simple and probably have a reasonable 
degree of commonality of functions between aircraft.

There are, IMHO, very few functions indeed which really _require_ a keyboard 
binding by default.  Why try and squeeze every aircraft type and function 
into one cramped mould?

 In situations such as this, the time-honored solution is
 to come up with a _language_.
 A good language has
  *) some orthogonality, and
  *) some mnemonic value.

And will be detested (indeed, completely shunned) by the average user.  
While I can see your point, and some possible advantages with your idea, it's 
a complete non-starter from the point of view of the non-programmer normal 
user.

Maybe most of us on this list find it natural to think in such terms, but I 
can assure you (from dealing with typical users every day) that most people 
don't.

Just my opinion...

Cheers,

AJ

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Re: [Flightgear-devel] Keyboard reorg

2007-11-12 Thread Willie Fleming
On Monday 12 November 2007 12:08:34 AJ MacLeod wrote:
 On Monday 12 November 2007 06:31:26 John Denker wrote:
  Agreed!  I've thought for ages that a top-to-bottom reorg
  would be helpful.
  The starting point for me was the realization that there
  are far more aircraft functions that need to be controlled
  than there are keys on the keyboard

 Which is why we have cockpit hotspots.  The simple fact of the matter is
 this; we model a vast array of aircraft, of almost every type imaginable. 
 We are modelling them in an ever more detailed way, and each aircraft
 really is very different; far too different to provide enough key bindings
 to make each aircraft controllable by the keyboard alone.

 For those who never fly or model anything other than single engine
 light training type fixed-wing aircraft, perhaps the problem isn't so
 noticeable; these are comparatively simple and probably have a reasonable
 degree of commonality of functions between aircraft.

 There are, IMHO, very few functions indeed which really _require_ a
 keyboard binding by default.  Why try and squeeze every aircraft type and
 function into one cramped mould?
I don't think anyone is suggesting that. However now would seem a good time to 
get consensus on what  _should_   be on the keyboard and what is best done 
via the menus  and/or hot-spots.

In general, I like realistic start-up procedures  (Lightning, Bravo, An-2 
etc). At the hold I have time to run through the checklist and procedures and 
it adds greatly to the simming experience. I dont mind mousing to a hot-spot 
at this phase.

In flight however there are functions I want on the keyboard or joystick and I 
want to get at them in (as far as possible) a simple and consistent manner. I 
dont have time to footer looking for the carb-heat hot-spot with a mouse etc

So for the keyboard my wish list is

gearg/G
flaps   [/]
mixture   m/M
pitch   n/N
carb heat c (toggle on/off)   seeing h is for the HUD  
wheel/air brakes b/B/ctrl B
trim Home/End

drag chutes and weapons release etc I feel should be on the keyboard but will 
leave the actual assignments to others

This is pretty much as we have it for now _ I dont think we need BIG changes
Stuff like hatches, cockpit hoods, liveries etc can be handled by hotspots 
where appropriate and menu items.
Obviously a lot of the above I can do with joystick buttons and axes but then 
not everyone is lucky enough to have a Saitek Evo

Oh and I'd like NOT to have any functions on the keyboard (such as the 
time-warp) that will screw up the flight if Im clumsy with the typing.

On a slightly different note, is it time now to declare what I think most of 
us have known for a long time There is no point in attempting to use 
FlightGear without a joystick of some sort?
I'd like to say a 4-axis stick but that may be a tad restrictive.
If we state this upfront, we dont fail by delivering a good product  that is 
disappointing to the user becuase the control input method is less than 
optimal.

It also frees the arrow and number keys for possible reassignment for radios, 
autopilot.

  In situations such as this, the time-honored solution is
  to come up with a _language_.
  A good language has
   *) some orthogonality, and
   *) some mnemonic value.

 And will be detested (indeed, completely shunned) by the average user.
 While I can see your point, and some possible advantages with your idea,
 it's a complete non-starter from the point of view of the non-programmer
 normal user.

 Maybe most of us on this list find it natural to think in such terms, but I
 can assure you (from dealing with typical users every day) that most
 people don't.

 Just my opinion...
and mine too...

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Re: [Flightgear-devel] Keyboard reorg

2007-11-12 Thread Vivian Meazza
 AJ MacLeod wrote

 Sent: 12 November 2007 12:09
 To: FlightGear developers discussions
 Subject: Re: [Flightgear-devel] Keyboard reorg
 
 
 On Monday 12 November 2007 06:31:26 John Denker wrote:
  Agreed!  I've thought for ages that a top-to-bottom reorg would be 
  helpful. The starting point for me was the realization that there
  are far more aircraft functions that need to be controlled
  than there are keys on the keyboard
 
 Which is why we have cockpit hotspots.  The simple fact of 
 the matter is this; 
 we model a vast array of aircraft, of almost every type 
 imaginable.  We are 
 modelling them in an ever more detailed way, and each 
 aircraft really is very 
 different; far too different to provide enough key bindings 
 to make each 
 aircraft controllable by the keyboard alone.
 
 For those who never fly or model anything other than single engine 
 light training type fixed-wing aircraft, perhaps the 
 problem isn't so 
 noticeable; these are comparatively simple and probably have 
 a reasonable 
 degree of commonality of functions between aircraft.
 
 There are, IMHO, very few functions indeed which really 
 _require_ a keyboard 
 binding by default.  Why try and squeeze every aircraft type 
 and function 
 into one cramped mould?
 
  In situations such as this, the time-honored solution is
  to come up with a _language_.
  A good language has
   *) some orthogonality, and
   *) some mnemonic value.
 
 And will be detested (indeed, completely shunned) by the 
 average user.  
 While I can see your point, and some possible advantages with 
 your idea, it's 
 a complete non-starter from the point of view of the 
 non-programmer normal 
 user.
 
 Maybe most of us on this list find it natural to think in 
 such terms, but I 
 can assure you (from dealing with typical users every day) 
 that most people 
 don't.
 

I would add that the current assignments have evolved over the best part of
a decade, and are the results of a degree of consensus. It is likely that
any review will:

A. Only tinker round the edges.

B. Be different rather than better, and quite likely worse.

Consensus is unlikely, other than more or less around what we have already.
Any major change would require our users (and developers) to unlearn the old
and relearn the new. Unlikely to win many friends.

Evolution is usually better than revolution.


Vivian

  


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Re: [Flightgear-devel] Keyboard reorg

2007-11-12 Thread Richard Bytheway
Willie Fleming wrote:
 Oh and I'd like NOT to have any functions on the keyboard (such as the
 time-warp) that will screw up the flight if Im clumsy with the typing.

Although dropping the flaps, airbrakes or gear while at cruise speed
isn't going to do your flight much good :-)

Richard

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Re: [Flightgear-devel] Keyboard reorg

2007-11-12 Thread Willie Fleming
On Monday 12 November 2007 13:55:13 Richard Bytheway wrote:
 Willie Fleming wrote:
  Oh and I'd like NOT to have any functions on the keyboard (such as the
  time-warp) that will screw up the flight if Im clumsy with the typing.

 Although dropping the flaps, airbrakes or gear while at cruise speed
 isn't going to do your flight much good :-)

Indeed :-)

perhaps I should have said 

that will screw up the session if Im clumsy with the typing

if I'm daft enough to change the airframe config inappropriately I deserve to 
crash  but that t/T key has bugged me just too often...
---
Best Regards
Willie Fleming

[EMAIL PROTECTED]

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[Flightgear-devel] Wiki keyboard page (was Re: Keyboard reorg)

2007-11-12 Thread David Megginson
Thanks to everyone for the suggestions so far.  Just to get back on
track, we have to start by seeing if we can come up with a short,
priority list of stuff that's (a) applicable to most aircraft, and (b)
important enough to have a key assignment.  We can decide exactly what
those key assignments will be (and what language[s] we'll use) after

I've started my own list here:

http://wiki.flightgear.org/flightgear_wiki/index.php?title=Keyboard_function_priority_list

Please go to the page and edit it with your own suggestions.
Collectively, I think we can come up with a priority list that's at
least 80% good enough, though obviously we'll never hit 100%.


All the best,


David
.

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Re: [Flightgear-devel] Wiki keyboard page (was Re: Keyboard reorg)

2007-11-12 Thread gerard robin
On lun 12 novembre 2007, David Megginson wrote:
 Thanks to everyone for the suggestions so far.  Just to get back on
 track, we have to start by seeing if we can come up with a short,
 priority list of stuff that's (a) applicable to most aircraft, and (b)
 important enough to have a key assignment.  We can decide exactly what
 those key assignments will be (and what language[s] we'll use) after

 I've started my own list here:

 http://wiki.flightgear.org/flightgear_wiki/index.php?title=Keyboard_functio
n_priority_list

 Please go to the page and edit it with your own suggestions.
 Collectively, I think we can come up with a priority list that's at
 least 80% good enough, though obviously we'll never hit 100%.


 All the best,


 David
 .

Wouldn't it be better to say first which mains features will not have an 
official KEY dedicated ?

I have made a noise before, about the Carrier feature ( i am very sensitive 
with it ) , only to discover later on, that was not a problem , since we are 
free to overlap the KEY (L now in use for tail lock) ).

I usually use the following keys:

Carriers features
L Launchbar
C Catapult
O o  Hook
F f wings folding (or in my case with S-51 blade folding)
d door or canopy (open close)

With Turbine Engine
the start process is 
} toggle Electric Master Switch On/Off
s get the external Air compressor resources 
{ toggle Cutoff 

in addition  to it, with aircraft which have variable incidences or sweep 
wings  =  toggle

Within a close circle of  friends users this not a problem, it could be one 
big problem when my hangar will be in CVS  :) 


Cheers



-- 
Gérard
http://pagesperso-orange.fr/GRTux/


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Re: [Flightgear-devel] Wiki keyboard page (was Re: Keyboard reorg)

2007-11-12 Thread Christian Buchner
I'm probably going to get tared and feathered (or tasered?) for this, but
can
we please get an optional keyboard mapping for Microsoft Flight simulator
converts ? This is to lower the barrier of entry for those who know nothing
else but FS004/FSX and would like to check out FlightGear.

My first FlightGear experience was how the hell do I throttle up...
poking the F4 button because I was used to that.

The alternative keyboard mapping should in my opinion be accessible from
the user interface through some kind of Reset Keyboard Mapping to FSX
and Reet Keyboard Mapping to FlightGear button or menu item that
can be found easily.

I know that not every function of FSX is accessible in FlightGear and vice
versa (in particular not the view system with the multiple sub windows),
but a mapping that gets the most important features right would be a huge
help for converts like me.

Christian
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Re: [Flightgear-devel] Keyboard reorg

2007-11-12 Thread John Denker
On 11/12/2007 05:52 AM, Stuart Buchanan wrote:

 That's a really interesting idea, and I like your proposed language.

:-)

 1) I'm pretty sure that implementing this will require quite a change
 to the input code, as we'll need a proper input parser rather than
 the simple keyboard mapping we currently use (unless we want to write
 reams of Nasal code). I don't know how easy this would be, 

I've written eleventeen such parsers.  They're really
quite simple.  I know one guy whose first program was
Hello, world and his second program was a parser.
Since the language is instantaneously decodable, it is
Markovian, and all you need is a single variable to
represent the current state.  In c++ you can make it 
a pointer-to-object, namely the object that describes
the next-level sub-menu.

The code is tiny and tidy.  It grows organically as new
items are added.

 3) This is a purely selfish PoV, merely because I'll have to do the
 work, but documenting this in The Manual is going to be very hard,

I must disagree.

Things like this need to be self-documenting.  My goal
(not always achieved) for any user interface is that if
anybody needs to look at the manual, it's wrong.

There are some tried-and-true UI designs.  Menus and
sub-menus is one.  Navigating the sub-menus with a
succession of hotkeys is another.

To say it the other way, if it needs difficult documentation,
it was wrong to begin with, and should be redesigned or
scrapped.

 Of course, we could have both a one-to-one mapping and a
 language-based mapping available, with a toggle on the menu system.

The instantaneously decodable language *is* for all practical
purposes a menu system.  All the toggle needs to do is turn
on/off the _showing_ of the next-level sub-menu.


==


Several people have suggested just mousing over to cockpit
hot-spots.  That works great provided
  a)  You're parked on the ground during preflight, OR
  b)  You have a hardware joystick separate from your mouse.

This leads to an advertising problem and/or an initial acceptance
problem for FGFS, namely that it is hard to fly FGFS unless
you already own a hardware joystick.  And it's hard for the
would-be user to justify buying a joystick until he's convinced 
that the sim is flyable.

This problem is compounded by the lousy handling of the default
aircraft.  Naive users can't take the mouse out of yoke mode
even for a moment.  They can't even use the autopilot, because
by the time they mouse over to the autopilot controls, they've
lost control of the aircraft.

Presumably the developers on this list have long since bought
hardware joysticks.  I suggest that before opining on the
uselessness of keyboard bindings, folks should try flying 
without a joystick for a while.  Or, better, watch naive users 
trying to do it.


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Re: [Flightgear-devel] Wiki keyboard page (was Re: Keyboard reorg)

2007-11-12 Thread gerard robin
On lun 12 novembre 2007, David Megginson wrote:
 On 12/11/2007, gerard robin [EMAIL PROTECTED] wrote:
  Wouldn't it be better to say first which mains features will not have an
  official KEY dedicated ?

 I think it's shorter to decide which ones *will* have an official key
 dedicated -- that's what the list is for.


 All the best,


 David
Do you mean wait and see  ?

Developing a model is not so easy, and the less time we spend on it, the best 
it is, i told my disappointment regarding   the use of L and your change 
ignoring the Carrier features (probably because it is not civilian).
I know that cvs could get permanent modifications, but i know when a user has 
in mind the how to process , with which key it takes some time to learn the 
new. 
Vivian said it before Any major change would require our users (and 
developers to unlearn the old and relearn the new. Unlikely to win many 
friends.

Regards


-- 
Gérard
http://pagesperso-orange.fr/GRTux/


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[Flightgear-devel] Preparing the vmap0 Data / TerraGear

2007-11-12 Thread will Pink
Hello all,

When I try  prepare the vmap0 data with the following command -

tgvpf --chunk=w080n40 --work-dir=LandMass --area=Default /vmaplv0-location/ 
noamer bnd polbnda 

It returns the following error -

processing failed with VPF exception: failed to open VPF table file 
/usr/local/src/Scenery/data/vmap0/vmaplv0/noamer/bnd/g/k/fbr

Anyone come across this before?

Thanks,

Will



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Re: [Flightgear-devel] Preparing the vmap0 Data / TerraGear

2007-11-12 Thread Ralf Gerlich
Hi Will!

It's been a long time since I've been working with VMAP0 in VPF. Have
you checked whether the file exists at all and whether you can access it
directly (permissions)?

I can find two places in the sourcecode where a VPF table file named
fbr is opened. In both cases it should have a tileref-component in
its path, so I'm a bit lost here.

will Pink wrote:
 tgvpf --chunk=w080n40 --work-dir=LandMass --area=Default /vmaplv0-location/ 
 noamer bnd polbnda 
 
 It returns the following error -
 
 processing failed with VPF exception: failed to open VPF table file 
 /usr/local/src/Scenery/data/vmap0/vmaplv0/noamer/bnd/g/k/fbr

Cheers,
Ralf

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Re: [Flightgear-devel] Bug in SGBinObject write_bin() function?

2007-11-12 Thread Ralf Gerlich
Hi Christian!

Christian Buchner wrote:
 This code loads the largest (non-airport) BTG file from the World
 scenery disk 1 (mounted on drive S: on Windows) and tries to save it back.

I don't have that disk, but I downloaded the respective chunk from the
FlightGear scenery download site to try and reproduce the problem.

I'll try it with the respective tile from that download and if I can't
reproduce it, we'll compare hashes or somebody will have to send me that
tile.

Cheers,
Ralf

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Re: [Flightgear-devel] Bug in SGBinObject write_bin() function?

2007-11-12 Thread Christian Buchner
2007/11/12, Ralf Gerlich [EMAIL PROTECTED]:

 Hi Christian!

 Christian Buchner wrote:
  This code loads the largest (non-airport) BTG file from the World
  scenery disk 1 (mounted on drive S: on Windows) and tries to save it
 back.

 I don't have that disk, but I downloaded the respective chunk from the
 FlightGear scenery download site to try and reproduce the problem.

 I'll try it with the respective tile from that download and if I can't
 reproduce it, we'll compare hashes or somebody will have to send me that
 tile.


I think I already know what the problem is. There is no normal vector index
attached to the SG_TRIANGLE_FANS object.

Each vertex stored in the BTG file appears to get implicitly mapped to a
normal vector index. Of course that only works if the number of normal
vectors stored in the file matches exactly number of vertices. This
appears to be true for all existing scenery files.

The write_bin subroutine tries to write out the index nevertheless, although

the fans_n index vector' has 0 length. Then you get the crash.

I've fixed this bug by adding additional checks before deciding whether
to write the index or not. The check for tris_n[0].size() is new.

if ( tris_n.size()   tris_n[0].size()  ) { idx_mask |= SG_IDX_NORMALS;
++idx_size; }

and later when writing out the indices I check the corresponding bit flag in
the idx_mask

if ( idx_mask  SG_IDX_NORMALS ) {
sgWriteUShort( fp, (unsigned short)tris_n[i][j] );
}

I added checks like this to all primitives ( fans, stripes, faces and
points)
and also to the COLORS, TEXCOORDS, VERTICES indices.

I am now working to achieve on a higher compressing storage format using
some variable
length coding, quantization and some differential/predictive encoding of
indices and
coordinates.

Christian
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Re: [Flightgear-devel] Keyboard reorg

2007-11-12 Thread Melchior FRANZ
I haven't thought much about the whole matter, but here are
some of my thoughts anyway.  :-)

(1) A complete reorganization shouldn't be done before the
0.9.11 release, but I don't assume that anyone aimed for
that.

(2) I'd say that we want to keep the power of XML defined
bindings (with embedded Nasal where appropriate.) But
one could think about not having those automatically
triggered, but read them into a map, and let the
keys trigger such bindings by name. That way one could
assign bindings in a dialog. (Personally, I don't like
this type of configuration at all. It's not nearly
as flexible as editing the XML file, and one doesn't
configure the keyboard often, especially if the
defaults are sane. This is just a lot of bloat and
complexity for a feature that isn't needed at runtime
at all.)

(3) I find parts of John's idea nice, but the examples in
the referenced file are much too complex for my taste.
Also, I wouldn't like a language parser for it done
in c++. We did a lot of work to get rid of all hardcoded
stuff, and this would be a step backwards. Nasal is
fast and powerful enough for this.

I could imagine to allow setting frequencies and some
other data in this manner. I've today added an interface
for key events, so that we can play with the idea. Here
is a simple demo:

   http://members.aon.at/mfranz/devel.nas  [558 B]

It monitors all key events, passes everything until
it sees a tilde ~, at which point it grabs all further
keys, assembles them and displays them in a popup, and on
return prints the string to the console and resumes
normal mode.

m.

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Re: [Flightgear-devel] HUP Retriever , an other Piasecki helicopter

2007-11-12 Thread Maik Justus
Hi gérard,

Great helicopter. Nice addon to flightgear.
By the way: Watching the HUP I got aware, that there is a problem with 
the animation of the flapping angle of the blades. The problem is the 
missing documentation of the output of the the rotor simulation in the 
property tree. If position-deg is 0, then the blade is pointing 
backwards (and to be honest, I thought it means it points forward :-(   )
The animation assumes, that position-deg == 0 means the blade is 
pointing forward. Therefore the tilting of the rotor seem to be 
inversed. The rotation needs a 180deg offset. (by adding another 180deg 
offset to the yasim-xml file (phi0 = 0) the starting position of the 
rotor would remain the same).
The same is necessary at the H-21.

I think I need to improve the documentation in that point...

Maik

gerard robin schrieb am 12.11.2007 02:48:
 Hello

 An other model of an ancestor helicopter, the HUP Retriever ,which was 
 developed by Piasecki, is available on CVS.
 It was a rescue helicopter, with To provide rescue without crew assistance, a 
 door (under the copilot seat) , available after folding the copilot’s seat 
 forward, opened through which a rescue sling could be lowered from an 
 overhead winch. 
 That helicopter was used by the U.S. Navy and Army (from 1949 to 1964), it 
 was 
 also delivered to the Canadian and French Navies (in service from  1953 to 
 1965)


 The model is under construction.
 The FDM is a guess.
 Mainly to do:
  -the instruments, 
  -the landing gear animations
  -liveries variant

 Here  snapshots
 http://pagesperso-orange.fr/GRTux/HUP-img1.jpg
 http://pagesperso-orange.fr/GRTux/HUP-img2.jpg


 Cheers

   


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Re: [Flightgear-devel] Keyboard reorg

2007-11-12 Thread Ralf Gerlich
Hi!

Melchior FRANZ wrote:
 (2) I'd say that we want to keep the power of XML defined
 bindings (with embedded Nasal where appropriate.) But
 one could think about not having those automatically
 triggered, but read them into a map, and let the
 keys trigger such bindings by name. That way one could
 assign bindings in a dialog. (Personally, I don't like
 this type of configuration at all. It's not nearly
 as flexible as editing the XML file, and one doesn't
 configure the keyboard often, especially if the
 defaults are sane. This is just a lot of bloat and
 complexity for a feature that isn't needed at runtime
 at all.)

Hm, wouldn't that - in UNIX manner - call for an external configuration
tool to edit the XML bindings?

I'm putting this here without ever having thought of who would actually
take the effort ;-) It's not unreasonable to assume that such a solution
would require more effort than modifying the keyboard binding mechanism
as you suggested.

Cheers,
Ralf

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Re: [Flightgear-devel] Wiki keyboard page (was Re: Keyboard reorg)

2007-11-12 Thread David Megginson
On 12/11/2007, gerard robin [EMAIL PROTECTED] wrote:

 Do you mean wait and see  ?

No, just that it makes sense to decide *what* functions need
keybindings before we decide *where* to bind them.  Have you had a
chance to edit the wiki page yet?


All the best,


David

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Re: [Flightgear-devel] Wiki keyboard page (was Re: Keyboard reorg)

2007-11-12 Thread gerard robin
On lun 12 novembre 2007, David Megginson wrote:
 On 12/11/2007, gerard robin [EMAIL PROTECTED] wrote:
  Do you mean wait and see  ?

 No, just that it makes sense to decide *what* functions need
 keybindings before we decide *where* to bind them. 
Oh, right , 
probably i misunderstood the rule, didn't you modify cvs before getting 
decision  about *what* functions need keybindings.

 Have you had a 
 chance to edit the wiki page yet?


 All the best,


 David





-- 
Gérard
http://pagesperso-orange.fr/GRTux/


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Re: [Flightgear-devel] HUP Retriever , an other Piasecki helicopter

2007-11-12 Thread gerard robin
On lun 12 novembre 2007, Maik Justus wrote:
 Hi gérard,

 Great helicopter. Nice addon to flightgear.
 By the way: Watching the HUP I got aware, that there is a problem with
 the animation of the flapping angle of the blades. The problem is the
 missing documentation of the output of the the rotor simulation in the
 property tree. If position-deg is 0, then the blade is pointing
 backwards (and to be honest, I thought it means it points forward :-(   )
 The animation assumes, that position-deg == 0 means the blade is
 pointing forward. Therefore the tilting of the rotor seem to be
 inversed. The rotation needs a 180deg offset. (by adding another 180deg
 offset to the yasim-xml file (phi0 = 0) the starting position of the
 rotor would remain the same).
 The same is necessary at the H-21.

 I think I need to improve the documentation in that point...

 Maik


Hello Maik,

Does that position-deg == 0   inverted,  specific to HUP and H-21 or a generic 
problem to any helicopter which blade Zero is drawn pointing forward ?
The S-51 could have the same error, and looking at the nice new CH47 it   
seems to want the 180 offset.
I did not checked the others choppers.

Cheers
-- 
Gérard
http://pagesperso-orange.fr/GRTux/


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Re: [Flightgear-devel] HUP Retriever , an other Piasecki helicopter

2007-11-12 Thread Maik Justus
Hello Gerard,

it's generic. I need to check, which helicopters are doing it correct 
and which helicopters are doing it as one would expect (0 deg  = 
forward) and which helicopters do not depend on this flapping angle (you 
can use cone-deg, roll-deg and cone-deg instead). Maybe it is easier to 
modify the source than to modify many helicopters.

Maik

gerard robin schrieb am 13.11.2007 01:39:
 On lun 12 novembre 2007, Maik Justus wrote:
   
 Hi gérard,

 Great helicopter. Nice addon to flightgear.
 By the way: Watching the HUP I got aware, that there is a problem with
 the animation of the flapping angle of the blades. The problem is the
 missing documentation of the output of the the rotor simulation in the
 property tree. If position-deg is 0, then the blade is pointing
 backwards (and to be honest, I thought it means it points forward :-(   )
 The animation assumes, that position-deg == 0 means the blade is
 pointing forward. Therefore the tilting of the rotor seem to be
 inversed. The rotation needs a 180deg offset. (by adding another 180deg
 offset to the yasim-xml file (phi0 = 0) the starting position of the
 rotor would remain the same).
 The same is necessary at the H-21.

 I think I need to improve the documentation in that point...

 Maik

 

 Hello Maik,

 Does that position-deg == 0   inverted,  specific to HUP and H-21 or a 
 generic 
 problem to any helicopter which blade Zero is drawn pointing forward ?
 The S-51 could have the same error, and looking at the nice new CH47 it   
 seems to want the 180 offset.
 I did not checked the others choppers.

 Cheers
   


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Re: [Flightgear-devel] HUP Retriever , an other Piasecki helicopter

2007-11-12 Thread gerard robin
On mar 13 novembre 2007, Maik Justus wrote:
 Hello Gerard,

 it's generic. I need to check, which helicopters are doing it correct
 and which helicopters are doing it as one would expect (0 deg  =
 forward) and which helicopters do not depend on this flapping angle (you
 can use cone-deg, roll-deg and cone-deg instead). Maybe it is easier to
 modify the source than to modify many helicopters.

 Maik

Hello Maik,

To me, i have done a modular .xml  and drawing .ac file system, so i can 
modify easily,  theses animations, or  to add another 180deg  offset to the 
yasim-xml file (phi0 = 0) , like you told me.
No problem :)

Cheers

-- 
Gérard
http://pagesperso-orange.fr/GRTux/


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Re: [Flightgear-devel] HUP Retriever , an other Piasecki helicopter

2007-11-12 Thread Georg Vollnhals
Hi Maik,

now as we have several tandem-rotor helicopters I would like to ask
wheather the yaw-axis treatment of the helo flightmodel is satisfying or
has to be polished up a little. Or if this is just up to the creator of
such a helo how to implement better.

As for the nice HUP I can get some yaw movement but only if I apply
*full* pedal either left or right  (and the reaction is  pretty tame and
only  when hovering/at very low speed).
The CH47  reacts a little  better but has a  heavy  roll  tendency 
when  pedal is  used, strange for me as this helo is said to be very
stable when doing tasks like logging (civil version, Columbia helicopter).

Just a question what you are thinking about this :-)
Thank you for your reply.

Regards
Georg EDDW
 

 

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Re: [Flightgear-devel] HUP Retriever , an other Piasecki helicopter

2007-11-12 Thread gerard robin
On mar 13 novembre 2007, Georg Vollnhals wrote:
 Hi Maik,

 now as we have several tandem-rotor helicopters I would like to ask
 wheather the yaw-axis treatment of the helo flightmodel is satisfying or
 has to be polished up a little. Or if this is just up to the creator of
 such a helo how to implement better.

 As for the nice HUP I can get some yaw movement but only if I apply
 *full* pedal either left or right  (and the reaction is  pretty tame and
 only  when hovering/at very low speed).
 The CH47  reacts a little  better but has a  heavy  roll  tendency
 when  pedal is  used, strange for me as this helo is said to be very
 stable when doing tasks like logging (civil version, Columbia helicopter).

 Just a question what you are thinking about this :-)
 Thank you for your reply.

 Regards
 Georg EDDW


Hello Georg,

You are right and probably, Maik could give us some better tuning.
However when doing the H-21 FDM i could notice that we get some diff about the 
yaw reaction, according to the values and  position of the ballast (with 
respect in any case of the CG position), and the best we get with yaw gives 
the best on the ground position, i mean the helicopter does not slide on the 
side.
I do not pretend that the H-21 is right, it is only a remark  :) .

I am working on the HUP in order to get the same result.

Cheers

-- 
Gérard
http://pagesperso-orange.fr/GRTux/


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Re: [Flightgear-devel] HUP Retriever , an other Piasecki helicopter

2007-11-12 Thread Georg Vollnhals
gerard robin schrieb:

 Hello Georg,

 You are right and probably, Maik could give us some better tuning.
 However when doing the H-21 FDM i could notice that we get some diff about 
 the 
 yaw reaction, according to the values and  position of the ballast (with 
 respect in any case of the CG position), and the best we get with yaw gives 
 the best on the ground position, i mean the helicopter does not slide on the 
 side.
 I do not pretend that the H-21 is right, it is only a remark  :) .

 I am working on the HUP in order to get the same result.

 Cheers

   
Hi Gérard,

although your H 21 flies very nice (and has an exellent  3D-model,
eye-candy!)  I have the same  yaw-problem - reaction is very slow and 
damped.  This  makes  procedures nearly impossible like  going down to
your selected  landing-area against  the wind,  then  turning
(yaw-axis)  the helo  at  very  low  height  (very low speed or
hovering) to fit your landing-place.
Once again, I do know not so much about real-life tandem-rotor
helicopter flight behaviour, it is just common sense that this
low-yaw-reaction/low-yaw-power is somehow noticeable.

Georg

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Re: [Flightgear-devel] Keyboard reorg

2007-11-12 Thread Melchior FRANZ
* Ralf Gerlich -- Monday 12 November 2007:
 Hm, wouldn't that - in UNIX manner - call for an external configuration
 tool to edit the XML bindings?

Yes. And we call this tool editor.   ;-)



 It's not unreasonable to assume that such a solution would require more
 effort than modifying the keyboard binding mechanism [...]

Which would be OK if it was a big win. But such a configuration dialog
could only support a small subset of all possibilities, so it looks
more like a marketing instrument to me. You can move the gear from
'g' to 'h', but for anything more sophisticated you have to use an
editor, anyway.

m.

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