Re: [Flightgear-devel] FlightGear on 32 bits versus 64 bits system

2008-09-18 Thread Vivian Meazza
gerard robin wrote

> Running without any problem with FG on a 32 bits computer (which my usual
> computer)
> recently, I have had to build FlightGear on a 64 bit computer with FC9.
> Both computers have the same GPU (Nvidia 7800 GS AGP 8).
> I was disappointed with the result FG works with a huge Jitter, like we
> had in
> the past, which is now , to me, solved (32 bits environment).
> 
> Does anybody has got a similar problem ?
> Where do i must look for to solve the problem ? did i  forgot some
> parameters
> with ./configure and/or make ?
> 
> Cheers
> 
> NB:Openscenegraphe had been automatically built 64 bits  ( lib64 library).
> 

My latest build with MSVC9 (32 bit) is suffering severe jitter, so much that
it is unusable, as I mentioned earlier. I have profiled the code, but
nothing obvious showed up yet. I'm continuing to look.

Vivian



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Re: [Flightgear-devel] FlightGear on 32 bits versus 64 bits system

2008-09-18 Thread Frederic Bouvier
Hi Vivian,

Vivian Meazza wrote :

> My latest build with MSVC9 (32 bit) is suffering severe jitter, so
> much that
> it is unusable, as I mentioned earlier. I have profiled the code, but
> nothing obvious showed up yet. I'm continuing to look.

I tried to compile FG with MSVC9 and it is far more slower than my 7.1 build.
And the starting stage, loading scenery models, is very long even with that 7.1 
build.

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://fgsd.sourceforge.net/   FlightGear Scenery Designer


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[Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Ralf Gerlich
Hi all!

In the FlightGear forum we came upon the question of how FlightGear
locates textures, e.g. used by scenery generated with the TerraGear
photo-command.

http://www.flightgear.org/forums/viewtopic.php?f=5&t=2149

As far as I understand the current OSG loader code, all textures must be
defined in the materials.xml.

According to Fred Bouvier, in the old PLIB-days textures not defined in
the materials.xml where searched for in the same folder the .btg.gz-file
was located in.

I didn't check the PLIB-code, but from a look into the OSG-code I have
seen that currently no such search is performed.

Is this even possible with the current architecture? It seems sensible
to me to distribute such textures with the scenery instead of the base
package.

Cheers,
Ralf

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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Curtis Olson
Sure, just like any aircraft or object model can have it's own textures.
There may be some nuances that have disappeared over the years since I doubt
this has been heavily tested, but I used to have a KSJC demo with about 1
pixel per foot resolution.  And don't forget that you could place an .ac
model at ground level and somehow forget to place the .btg file if you
really wanted to.

Curt.


On Thu, Sep 18, 2008 at 6:11 AM, Ralf Gerlich wrote:

> Hi all!
>
> In the FlightGear forum we came upon the question of how FlightGear
> locates textures, e.g. used by scenery generated with the TerraGear
> photo-command.
>
> http://www.flightgear.org/forums/viewtopic.php?f=5&t=2149
>
> As far as I understand the current OSG loader code, all textures must be
> defined in the materials.xml.
>
> According to Fred Bouvier, in the old PLIB-days textures not defined in
> the materials.xml where searched for in the same folder the .btg.gz-file
> was located in.
>
> I didn't check the PLIB-code, but from a look into the OSG-code I have
> seen that currently no such search is performed.
>
> Is this even possible with the current architecture? It seems sensible
> to me to distribute such textures with the scenery instead of the base
> package.
>
> Cheers,
> Ralf
>
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-- 
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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Ralf Gerlich
Hi!

Curtis Olson wrote:
> Sure, just like any aircraft or object model can have it's own textures.
> There may be some nuances that have disappeared over the years since I doubt
> this has been heavily tested, but I used to have a KSJC demo with about 1
> pixel per foot resolution.  And don't forget that you could place an .ac
> model at ground level and somehow forget to place the .btg file if you
> really wanted to.

Well, I think that photo may be better suited, as it takes the task of
taking care of the height-field from the author.

Loading a terrain tile differs in quite some way from loading an object
model or aircraft, which also involves the use of the material library.
The latter currently only loads its materials from materials.xml, but
does not search for tile-specific textures in the scenery folders.

I was rather hinting that maybe somebody more informed about the
architecture of the terrain subsystem might want to implement this type
of search. ;-)

Cheers,
Ralf

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Re: [Flightgear-devel] is linux ppc version non-functional?

2008-09-18 Thread Saurabh Gupta
Hi David,

When I read your email, it intuitively felt like that was it. Your description 
matches so well with the behavior that I am seeing, (except for the warning 
messages on the console). Felt like your suggestion was on the money. 
Very eagerly I tried it but alas that didnt help either. I feel mighty 
discouraged. 

On a separate note 
I use the puppy linux live cd for flightgear 1.0 on another machine to play 
flightgear at work sometimes, on a server procured a little in advance and will 
be commissioned for its intended place in the server room soon but till then I 
am having a little fun with it. Anyway puppy linux works very well for this 
case and gives me heartfelt joy playing the game. Good machine too dual quad 
core 8gb memory  pci-e nvidia framebuffer 512mb video ram, and I dont have to 
disturb what is installed there already.  So today I tried using the Saitek 
Aviator AV8R joystick with it but it did not work out of the box. Disappointed  
I did some poking around and found the solution. The kernel recognized it off 
the bat. dmesg had it but js_demo was picking NADA. 

The solution is to do modprobe joydev;
Halaluja developers have done a good job mapping the axis and buttons on it.


btw any more suggestions for that radeon?

Regards,




--- On Wed, 9/17/08, David Slocombe <[EMAIL PROTECTED]> wrote:

> From: David Slocombe <[EMAIL PROTECTED]>
> Subject: Re: [Flightgear-devel] is linux ppc version non-functional?
> To: flightgear-devel@lists.sourceforge.net
> Date: Wednesday, September 17, 2008, 11:08 AM
> Saurabh:
> 
> As you have  "direct rendering: Yes"
> and you are using a radeon, but you are getting < 1 fps
> (and some other GL apps work fine)...
> 
> If you are getting some warning message about fallback to
>   software rendering in the xterm that you started fgfs in,
>   which you will see when you exit the program:
> 
> Then try this:
> 
> $ disable_lowimpact_fallback=true fgfs
> 
> If this fixes the problem, then you can do one of:
> 
>   - put the above in a shell-script and invoke that
>   - put that env var in your .bashrc (and export it)
>   - put the equivalent into a .drirc file in $HOME:
>   " name="disable_lowimpact_fallback"
> value="true" />"
> (search for .drirc for rest of file's
> syntax)
>   - update your GL-related RPMs to rawhide
> ("fc10").
> 
> (NOTE: all this is predicated on your using fgfs 1.0.0
> (plib version).
> I haven't tested it with OSG: it is *possible* that OSG
> version doesn't
> invoke the offending GL features. But if you get the
> warning msg(s) mentioned
> above even with OSG version, then this stuff does apply.)
> 
> 
> I had this problem, with an Athlon 1800XP and a Radeon 9550
> (r300 architecture)
> and was getting 20-seconds-per-frame (0.05 fps). It jumped
> to 20 fps with the
> above fix. (These measured by the first few frames after
> the splash-screen
> goes away, using --aircraft=c172p and --airport=khaf.
> Various Xorg.conf options
> had no effect, just as you found. My OS was either
> f8-fully-updated or early f9,
> as this was last spring.)
> 
> (You can calculate your "true" (slow) fps by
> watching the instruments settle after
> the splash-screen goes away! ;-))
> 
> 
> The back-story:
> 
> About 3 years ago, in the r300 support (I forget just which
> file), s/w
> rendering was enabled by default if certain h/w features
> were missing from
> the graphics chip. It was never documented or publicized.
> This does
> not affect many 3D applications but does affect fgfs. No
> one on this
> list twigged to this apparently (at least according to my
> searches of the ML).
> Fortunately I found it reported and explained on a 
> mailing-list devoted to Google Earth, which was also
> affected.
> 
> Some months ago, Dave Airlie reversed the default in the X
> r300 support
> so now the s/w fallbacks happen only if that env var is set
> to false.
> He applied this change to the next rawhide update for
> fedora (i.e. fc10),
> and I found that the rawhide GL RPMs all work fine on top
> of my fully-updated
> Fedora 9, so I don't need this kludge anymore.
> 
> Here's hoping this helps.
> 
> david.
> 
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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Frederic Bouvier
Hi,

Ralf Gerlich wrote :

> Hi!
> 
> Curtis Olson wrote:
> > Sure, just like any aircraft or object model can have it's own
> textures.
> > There may be some nuances that have disappeared over the years since
> I doubt
> > this has been heavily tested, but I used to have a KSJC demo with
> about 1
> > pixel per foot resolution.  And don't forget that you could place an
> .ac
> > model at ground level and somehow forget to place the .btg file if
> you
> > really wanted to.
> 
> Well, I think that photo may be better suited, as it takes the task
> of
> taking care of the height-field from the author.
> 
> Loading a terrain tile differs in quite some way from loading an
> object
> model or aircraft, which also involves the use of the material
> library.
> The latter currently only loads its materials from materials.xml, but
> does not search for tile-specific textures in the scenery folders.
> 
> I was rather hinting that maybe somebody more informed about the
> architecture of the terrain subsystem might want to implement this
> type
> of search. ;-)
> 

in simgear/scene/tgdb/leaf.cxx branch PRE_OSG_PLIB_20061029, there is this code 
:

139 :  SGMaterial *mat = matlib->find( material );
140 :  if ( mat == NULL ) {
141 : // see if this is an on the fly texture
142 : string file = path;
143 : string::size_type pos = file.rfind( "/" );
144 : file = file.substr( 0, pos );
145 : // cout << "current file = " << file << endl;
146 : file += "/";
147 : file += material;
148 : // cout << "current file = " << file << endl;
149 : if ( ! matlib->add_item( file ) ) {
150 :SG_LOG( SG_TERRAIN, SG_ALERT,
151 :"Ack! unknown usemtl name = " << material
152 :<< " in " << path );
153 : } else {
154 :// locate our newly created material
155 :mat = matlib->find( material );
156 :if ( mat == NULL ) {
157 :   SG_LOG( SG_TERRAIN, SG_ALERT,
158 :   "Ack! bad on the fly material create = "
159 :   << material << " in " << path );
160 :}
161 : }
162 :  }


I didn't test it, but at least, the intention was there ;-)

-Fred

-- 
Frédéric Bouvier
http://my.fotolia.com/frfoto/  Photo gallery - album photo
http://fgsd.sourceforge.net/   FlightGear Scenery Designer


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Re: [Flightgear-devel] Windows and source code

2008-09-18 Thread Geoff
Hello all -

Well three weeks and four days into it IT WORKS!  I finally got it
compiled and running.  MANY thanks to Geoff McLane (buddy I owe you a
beer or two).

It was quite a struggle.  And I think much of it might have been caused
by a faulty cvs download.  Yesterday I decided to redownload the CVS so
that I would have exactly what Geoff had.  Apparently, I was missing
some files? 

So, I took a quicky flight and I am so happy to see that it looks far
better on my main simming machine as opposed to my laptop.

So I built the release.  But now I want to build the debug - but I've
run into the "cannot update program database" problem.  I'm using VSC++
2008 express - which apparently, the fix on M$'s site does not actually
fix.  Any ideas on how to get around this - otherwise, I guess I just
have to rebuild the solution whenever it pops up.  Not too big a deal,
but it's a pain.  Jeeze, I remember when you'd submit a job to the data
center and it would take 2 days to get it back (times have changed!).

Again, thank you to all who helped and offered advice!  Now on to doing
something productive!

-- 
Geoff McLean
McLean Research Associates

"To be good is not enough when you dream of being great."


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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Ralf Gerlich
Hi!

Frederic Bouvier wrote:
> in simgear/scene/tgdb/leaf.cxx branch PRE_OSG_PLIB_20061029, there is this 
> code :
> [SNIP]
> I didn't test it, but at least, the intention was there ;-)

In the OSG-version I didn't find anything similar, so I'd say that it's
missing.

I am not able to do anything about it - both due to missing knowledge
about OSG and due to time constraints - so I hope somebody with the
necessary abilities will pick this up as a feature request.

Cheers,
Ralf

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Re: [Flightgear-devel] is linux ppc version non-functional?

2008-09-18 Thread Arnt Karlsen
On Thu, 18 Sep 2008 04:28:16 -0700 (PDT), Saurabh wrote in message 
<[EMAIL PROTECTED]>:

> Hi David,
> 
> When I read your email, it intuitively felt like that was it. Your
> description matches so well with the behavior that I am seeing,
> (except for the warning messages on the console). Felt like your
> suggestion was on the money. Very eagerly I tried it but alas that
> didnt help either. I feel mighty discouraged. 

..on my via box (AthlonXP1600+, 2G ram, OpenChrome driver (with 
X smear bug) "@4xAGP"), "disable_lowimpact_fallback=true fgfs \
--geometry=1920x1440 --httpd= --jpg-httpd=5556 \
--prop:/controls/gear/brake-parking=1 &" says 3fps, 
according to my http://192.168.1.86:/sim/frame-rate now at 
KSFO daybreak, up 1 from 2. ;o)  Still researching the smear bug.
Setting up auto-refresh on your browser off the jpg-server, you 
can actually fly the damned thing. ;o)

> On a separate note 
> I use the puppy linux live cd for flightgear 1.0 on another machine

..have you tried that puppy FG cd on this machine?

> to play flightgear at work sometimes, on a server procured a little
> in advance and will be commissioned for its intended place in the
> server room soon but till then I am having a little fun with it.
> Anyway puppy linux works very well for this case and gives me
> heartfelt joy playing the game. Good machine too dual quad core 8gb
> memory  pci-e nvidia framebuffer 512mb video ram, and I dont have to
> disturb what is installed there already.  So today I tried using the
> Saitek Aviator AV8R joystick with it but it did not work out of the
> box. Disappointed  I did some poking around and found the solution.
> The kernel recognized it off the bat. dmesg had it but js_demo was
> picking NADA. 
> 
> The solution is to do modprobe joydev;
> Halaluja developers have done a good job mapping the axis and buttons
> on it.
> 
> 
> btw any more suggestions for that radeon?

..try all puppy, drivers etc updates on that live Puppy for FlightGear
live CD, put your session on an usb key or on disk so you don't have to
waste time on your next sessions, it might teach us a few useful things.



> Regards,
> 
> 
> 
> 
> --- On Wed, 9/17/08, David Slocombe <[EMAIL PROTECTED]> wrote:
> 
> > From: David Slocombe <[EMAIL PROTECTED]>
> > Subject: Re: [Flightgear-devel] is linux ppc version non-functional?
> > To: flightgear-devel@lists.sourceforge.net
> > Date: Wednesday, September 17, 2008, 11:08 AM
> > Saurabh:
> > 
> > As you have  "direct rendering: Yes"
> > and you are using a radeon, but you are getting < 1 fps
> > (and some other GL apps work fine)...
> > 
> > If you are getting some warning message about fallback to
> >   software rendering in the xterm that you started fgfs in,
> >   which you will see when you exit the program:
> > 
> > Then try this:
> > 
> > $ disable_lowimpact_fallback=true fgfs
> > 
> > If this fixes the problem, then you can do one of:
> > 
> > - put the above in a shell-script and invoke that
> > - put that env var in your .bashrc (and export it)
> > - put the equivalent into a .drirc file in $HOME:
> > " > name="disable_lowimpact_fallback"
> > value="true" />"
> > (search for .drirc for rest of file's
> > syntax)
> > - update your GL-related RPMs to rawhide
> > ("fc10").
> > 
> > (NOTE: all this is predicated on your using fgfs 1.0.0
> > (plib version).
> > I haven't tested it with OSG: it is *possible* that OSG
> > version doesn't
> > invoke the offending GL features. But if you get the
> > warning msg(s) mentioned
> > above even with OSG version, then this stuff does apply.)
> > 
> > 
> > I had this problem, with an Athlon 1800XP and a Radeon 9550
> > (r300 architecture)
> > and was getting 20-seconds-per-frame (0.05 fps). It jumped
> > to 20 fps with the
> > above fix. (These measured by the first few frames after
> > the splash-screen
> > goes away, using --aircraft=c172p and --airport=khaf.
> > Various Xorg.conf options
> > had no effect, just as you found. My OS was either
> > f8-fully-updated or early f9,
> > as this was last spring.)
> > 
> > (You can calculate your "true" (slow) fps by
> > watching the instruments settle after
> > the splash-screen goes away! ;-))
> > 
> > 
> > The back-story:
> > 
> > About 3 years ago, in the r300 support (I forget just which
> > file), s/w
> > rendering was enabled by default if certain h/w features
> > were missing from
> > the graphics chip. It was never documented or publicized.
> > This does
> > not affect many 3D applications but does affect fgfs. No
> > one on this
> > list twigged to this apparently (at least according to my
> > searches of the ML).
> > Fortunately I found it reported and explained on a 
> > mailing-list devoted to Google Earth, which was also
> > affected.
> > 
> > Some months ago, Dave Airlie reversed the default in the X
> > r300 support
> > so now the s/w fallbacks happen only if that env var is set
> > to false.
> > He applied this change to the next 

[Flightgear-devel] [RFC] Reduce the default max-simtime-per-frame?

2008-09-18 Thread Anders Gidenstam

Hi all,

I have a request: Can we reduce the default value for the property
max-simtime-per-frame in preferences.xml to something a lot smaller than 1 
second, like e.g. 0.1 (which I use myself).

The reason for this request is that the external forces my airships 
use for mooring are computed based on properties (namely the 
aircraft position in /position/*) that are updated for each frame but act 
at the JSBSim FDM rate (120 time steps per simulated second).
When the frame rate is very low, e.g. during startup this results in the 
mooring forces staying constant for up to 1 simulated second during which 
the aircraft might have accelerated considerably, with usually disastrous 
results. Restricting that time to 0.1 seems to be enough to avoid 
most problems.

The best solution to this problem is, of course, to compute the needed 
position at FDM rate (in JSBSim) and I'm (slowly) looking into how to 
implement that.

However, I cannot think of any common case where it is useful to 
allow the FDM to run in the blind for 1 second.

Restricting the simulation time per frame to 0.1 means simulation time 
slows down compared to real time when the frame rate drops below 10 frames 
per second. I suppose this might limit the amount time acceleration 
available on slow systems, but other than that I don't see any problems.

Cheers,

Anders
-- 
---
Anders Gidenstam
WWW: http://www.gidenstam.org/FlightGear/

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Re: [Flightgear-devel] FlightGear on 32 bits versus 64 bits system

2008-09-18 Thread Vivian Meazza
Fred  


> Vivian Meazza wrote :
> 
> > My latest build with MSVC9 (32 bit) is suffering severe jitter, so
> > much that
> > it is unusable, as I mentioned earlier. I have profiled the code, but
> > nothing obvious showed up yet. I'm continuing to look.
> 
> I tried to compile FG with MSVC9 and it is far more slower than my 7.1
> build.
> And the starting stage, loading scenery models, is very long even with
> that 7.1 build.
> 

Yes, although changing the optimisation options helps a bit with the frame
rate, if not the loading.

Profiling suggests this might be the long pole in the tent:

simgear\source\simgear\nasal\hash.c

With its children it is taking 6% of CPU time. The next highest,
groundcache.cxx, takes only 0.4%. I'm not sure if that causes just slow
running, or is a possible cause of jitter as well, or indeed if it is
significant at all. 

I can go back to an earlier build dated 04/04/2008, which I happen to have
kept, and it is reasonably smooth with good frame rates. I haven't finished
profiling that yet.

Vivian



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[Flightgear-devel] The latest fgfs/cvs binary package for Mac OS X

2008-09-18 Thread Tatsuhiro Nishioka
Hi there,

The latest development version of FlightGear binary package (as of
Sep. 18th) is released.
You can download the package from:
http://sourceforge.net/project/showfiles.php?group_id=126825&package_id=212565&release_id=627163

This package is basically for advanced users and is not recommended
for beginners since it is not that stable yet.
However, you can try the latest features of FlightGear with it.

FYI, The web page for FlightGear Mac OS X is currently down due to
database outage during sourceforge's big data migration.
It shows weird "Hello world" message for now, but will be back in a
day or two, I hope.
Anyway, please go visit the macflightgear project page instead. The
top page of macflightgear project page is:
http://sourceforge.net/projects/macflightgear

Best,

Tat

p.s.
Please forgive me multi-posting this to both users and dev list.
I need to let mac/fg users know about the outage of webpage for
avoiding confusion.

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[Flightgear-devel] menu/dialog properties

2008-09-18 Thread Geoff
Hello all -

I have added a menu item to the Environment which brings up a dialog
with some data fields for the user to fill in.

My question is: what do I do when the  field doesn't exist?
How do I create a new one and where can I find out what ones are
available.  (The README.properties is sadly lacking).

On a similar theme - so I don't have to keep asking such simple
questions, is there a central (or not) area where developer how-tos or
explanations of the way things work is located?  

Thanks!
-- 
Geoff McLean
McLean Research Associates

"To be good is not enough when you dream of being great."


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Re: [Flightgear-devel] Loading Textures for Photo-Scenery?

2008-09-18 Thread Curtis Olson
On Thu, Sep 18, 2008 at 9:31 AM, Ralf Gerlich wrote:

> Hi!
>
> Frederic Bouvier wrote:
> > in simgear/scene/tgdb/leaf.cxx branch PRE_OSG_PLIB_20061029, there is
> this code :
> > [SNIP]
> > I didn't test it, but at least, the intention was there ;-)
>
> In the OSG-version I didn't find anything similar, so I'd say that it's
> missing.
>
> I am not able to do anything about it - both due to missing knowledge
> about OSG and due to time constraints - so I hope somebody with the
> necessary abilities will pick this up as a feature request.


It's a shame if this was removed from the OSG version, but I can verify that
it was working at one time (probably several years ago now.)  And I don't
think the btg loader in flightgear differs all that much from any other
model loader, except that the btg loader is part of simgear and the other
model loaders are part of the scene graph library.  And the btg loader
understands how to handle certain "higher" level constructs such as
references to the materials database library and references to runway light
structures.  But at the core, the btg format is just another 3d model format
... simplistic, but optimized to handle terragear output.

Regards,

Curt.
-- 
Curtis Olson: http://baron.flightgear.org/~curt/
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Re: [Flightgear-devel] menu/dialog properties

2008-09-18 Thread Ron Jensen
Geoff,

On Thu, 2008-09-18 at 16:45 -0400, Geoff wrote:
> Hello all -
> 
> I have added a menu item to the Environment which brings up a dialog
> with some data fields for the user to fill in.
> 
> My question is: what do I do when the  field doesn't exist?
> How do I create a new one and where can I find out what ones are
> available.  (The README.properties is sadly lacking).

You can create new properties in a few different ways:
- You can declare a property in a model xml file.
- You can declare and define an initial value in the xml -set file for
  your aircraft (ship/car)
- You can declare, define and even keep them updated in the JSBSim
  flight dynamics xml file.
- You can declare, define and alter properties from nasal scripting.

This is a fragment from the c182rg-set.xml:

...
 
   1
 


It declares a integer property called /controls/gear/gear-handle-down
and defines the initial value to be "1"

This is a fragment from the kap140.nas autopilot script:

var locks = "/autopilot/KAP140/locks";
(...)
# locks
var propLocks = props.globals.getNode(locks, 1);

var lockAltHold   = propLocks.getNode("alt-hold", 1); 


The "1" argument to .getNode() causes it to create the property if it
doesn't exist.

> On a similar theme - so I don't have to keep asking such simple
> questions, is there a central (or not) area where developer how-tos or
> explanations of the way things work is located?  

There's the wiki, can't say how good it is...  I learned before it was
written, and while I know it exists I rarely look at it...
http://wiki.flightgear.org/index.php/Portal:Developer

Ron





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