Re: [Flightgear-devel] October $250 Flight Gear Developers

2009-10-05 Thread Heiko Schulz
Hi,

Curtis, well we went quite offtopic, the real topic was, why some people don't 
want "Taylor's" ( is this his real name?)  competition... ;-)
I just was surprised as I understood  you said that we aren't far away from 
fully FAA-certificable, but I could remember from older dicussions the thing 
with the instructor station... ;-)

To answer Jon S. Berndt here I like the idea of a competetion and I'm sure 
everyone else here too. Even there is only a TShirt to win...

But I don't like when this competetion is made by a man who apparently try earn 
money with others work! If he would just say hey, this is Flightgear and I did 
some improvements- but he renamed it, and nothing on the named Homepage makes 
clear what's really inside.   


I wonder what would happen if I take JSBSim, rename it to HHSim, sell this and 
count me to the "HHSim-Developer-Team" using pics stolen from other userHow 
would the JSBSim-developers react? 

That's one the "best" article I found about ProFlightSim: 
http://ezinearticles.com/?Flight-Pro-Sim-is-the-Best-Simulator&id=2813712

Or this is quite good: 
http://flightsimulator.ning.com/forum/topics/fsx-verses-flight-pro-sim

And even here is a recent discussion about: 
http://209.85.129.132/search?q=cache:-10DWxBH8BgJ:forums1.avsim.net/index.php%3Fshowtopic%3D261982+Flight+pro+Sim&cd=13&hl=de&ct=clnk&gl=de


Regards 
HHS
> 
> I see I'm going in circles here so it's time to
> stop. :-)
> 
> Best regards,
> 
> Curt.
> -- 
> Curtis Olson: http://baron.flightgear.org/~curt/
> 
> 
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Re: [Flightgear-devel] mpserver02 downtime

2009-10-05 Thread Pigeon
On Sat, Oct 03, 2009 at 03:33:11AM +0100, Pete Morgan wrote:
> pigeon, how can we move toward having the navaids data base "seperate".
> 
> albeit it might be on the same google map, however the data sources 
> would be seperate eg available on desktop file with sqllite rather than 
> remote, or an fg-get .. ?

Hi.

Sorry I might have mistaken your question, but the fgmap/navaids
has nothing to do with the mpserver as such. Are you asking about the
possibility of having a standalone fgmap?



Pigeon.


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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear/misc strutils.cxx, 1.4, 1.5 strutils.hxx, 1.4, 1.5

2009-10-05 Thread Curtis Olson
Hi Jim,

Thanks for the quick fix on the strutils.  In this case, (haha, so to speak)
yes, I think if code is already referencing OpenGL, then it would be fair to
replace that with code that references OSG.  And yes, if you can generate
png's instead of the 42x larger ppm format, that would be a big nice
convenience.

Thanks!

Curt.


On Mon, Oct 5, 2009 at 4:54 PM, James Turner  wrote:

>
> On 30 Sep 2009, at 19:44, Curtis Olson wrote:
>
> > I just noticed you added an OSG dependency to strutils.cxx/hxx  If
> > possible it would be nice to avoid adding graphics system
> > dependencies to these text manipulation libraries.  SimGear and
> > SimGear code is used in a variety of places beyond FlightGear, even
> > in embedded systems where compiling opengl and OSG is completely
> > impossible.
>
> I have a pending change to replace the screenshot code in SimGear
> (simgear/screen/screen-dump.cxx) with a version using osgDB. The major
> advantage being that we would create screenshots as .pngs instead of
> PPMs.
>
> Is it 'safe' (from your point of view) to use OSG code in this place?
> It's already code that directly calls OpenGL, so I *guess* it's not
> used on your embedded device?
>
> Regards,
> James
>
>
>
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Re: [Flightgear-devel] [Simgear-cvslogs] CVS: source/simgear/misc strutils.cxx, 1.4, 1.5 strutils.hxx, 1.4, 1.5

2009-10-05 Thread James Turner

On 30 Sep 2009, at 19:44, Curtis Olson wrote:

> I just noticed you added an OSG dependency to strutils.cxx/hxx  If  
> possible it would be nice to avoid adding graphics system  
> dependencies to these text manipulation libraries.  SimGear and  
> SimGear code is used in a variety of places beyond FlightGear, even  
> in embedded systems where compiling opengl and OSG is completely  
> impossible.

I have a pending change to replace the screenshot code in SimGear  
(simgear/screen/screen-dump.cxx) with a version using osgDB. The major  
advantage being that we would create screenshots as .pngs instead of  
PPMs.

Is it 'safe' (from your point of view) to use OSG code in this place?  
It's already code that directly calls OpenGL, so I *guess* it's not  
used on your embedded device?

Regards,
James


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Re: [Flightgear-devel] October $250 Flight Gear Developers

2009-10-05 Thread Thomas Betka
The project my company is working on will use FG v1.9.1 (with  
additions) to seek FAA Certification. But there are several things  
lacking in the "production" release--the instructor's station is the  
main thing. I haven't read the FAA Advisory Circular that governs  
certification of these things (PC-ATD's) in awhile, but I do not  
recall seeing a requirement for a GPS. But as I said, they have just  
changed the requirements, and I am not sure just where that leaves our  
effort.

But for the record, our project is really *not* selling FG; as much as  
it selling an IFR training platform built on FG. For example, we  
really only plan on a couple aircraft right now. But we do plan to  
release scenario-based training content, as this will be the logical  
representation of the training product. But Curt is right that it  
takes an enormous amount of work to get this to the point where the  
FAA will evaluate it, and the software really is just the beginning.  
However the requirements are indeed published and if you make sure  
that your product meets or exceed these, then certification is pretty  
straightforward, as Curt mentioned.

I want the developer community to know that, while there is  
proprietary code involved with bringing our product to the market,  
there will also be ample code contributed back to the FG development  
community--although I am not sure how much most users will find  
useful, quite honestly. Much of it will be related to driving flight  
controls. And up until the last 6-9 months, I really didn't hear many  
people even mention the IFR training opportunity that is being missed  
with FG; shoot, most people I talked to 1-2 years ago (when I was  
trying to learn how to modify the 2D panel in the 172) couldn't  
understand why I was even wasting my time by not going 3D!

I have said this many times over the past 3-4 years--I have flown just  
about every PC-based flight simulation package that's been on the  
market in the past 15-20 years, and Flight Gear flies as well as any  
of them. The issue is functionality, at least in terms of training  
student instrument pilots. Develop that, and FG will have absolutely  
no problems earning FAA certification.

By the way, our proposed timeline to make that application is within  
the next 6-9 months...with any luck.

TB 

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[Flightgear-devel] Screenshots and text for promotional materials

2009-10-05 Thread Durk Talsma
Hi Everybody,

In preparation for FSWeekend, I would like to make some posters highlighting 
FlightGear, it's open source concept, and some exciting new features of the 
upcoming release. I you happen to have some nice screen shots, that you would 
be willing to donate, or have a few text snippets to be included, I'd be more 
than willing to include it on a poster. 

Please note that screen shots should adhere to the same standards that we 
apply to the annual screen shot "competition" that we've had in recent years 
following each release. To summarize: No faking, except for pausing and/or 
using one of the position capturing scripts that Melchior once posted here. 
Also try to make them look nice by using an adequate anti aliasing setting and 
choosing appropriately nice lighting conditions. 

Space on a poster is always tight, so I can only include a selected number of 
screen shots, and will therefore make a selection of the best and/or most 
appropriate when necessary.

Cheers,
Durk

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Re: [Flightgear-devel] Solid MP Models

2009-10-05 Thread Durk Talsma
Hi Mathias,

On Saturday 26 September 2009 03:08:52 pm Mathias Fröhlich wrote:
> Hi,
>
> On Thursday 17 September 2009 17:58:47 Durk Talsma wrote:
> > with no or insufficient parking. Each successive call to
> > getGroundElevation would put the lowest aircraft on top of the other, and
> > slowly the
> >  pairs/triplets/whatever would climb up in the air.
>
> Ok, that pretty much matches my expectations of the behavior of the code.
> Each aircraft does not see itself, but any other aircraft.
> Hmm, ok.
> Durk, any chance to fix that problem at its root - that is have only one
> aircraft at one point or do we need anything that works around that
> problem?
>
Let me think a little about this. The only way to really prevent this would be 
to ensure that aircraft would never get on top of each other, but for airports 
without a ground network that would be rather tricky, and for airports with 
insufficient capacity, the same holds. 

Cheers,
Durk

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Re: [Flightgear-devel] FSWeekend: Lelystad, November 7, and 8, 2008

2009-10-05 Thread Durk Talsma
Hi Wolfram,

Long time no hear, welcome back. :-)

I'm sorry I'm a little late responding, but my teaching obligations have been 
a little intense the last couple of weeks. In any case, I'm looking forward to 
seeing you there. I'll try to see whether I can get you a discount coupon for 
the show (unfortunately for us, it's a little tricky to get free entrance 
passes for non-registered participants).

CU later. :-)

Cheers,
Durk

On Friday 25 September 2009 10:25:11 pm Wolfram Kuss wrote:
> Hi Durk and everyone that still knows me!
> Long time no talk ;-).
> I have been very busy working on "Battle of Britain", actually we just
> shipped a new patch a few days ago. Sorry I didnt keep in touch.
> I see quite a few names on the list from back then (Curt, Eric, Martin,
> Mathias etc). Glad to see you guys in here :-).
>
> I will try to attend FS Weekend as a visitor, it would be great meeting you
> again!
>
> BTW - tomorrow is a flightsim exhibition in Paderborn, Germany:
> http://www.fskonferenz.de/
> I guess noone from this newsgroup will attend?
>
> Bye bye,
> Wolfram
>
>
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Re: [Flightgear-devel] October $250 Flight Gear Developers

2009-10-05 Thread Curtis Olson
On Mon, Oct 5, 2009 at 12:56 PM, Heiko Schulz  wrote:

> So it is just the GPS? Or still more?
>

As with all things, it's maybe not that simple.  We can already plug in a
real gps and run with that.  I've messed with a Garmin 295 and a Garmin 400
(which means we should be able to support a real G430/530 as well.)

So it depends what gps you want and if you don't mind putting in a real one,
or if you want a full software emulation, and if you want a software
emulation, how far do you have to go?  Is it just some basic features we
need or do we need to mimic the entire thing down to the boot messages, and
correct satellite positions for the date/time?

Pretty close does not mean in my eyes that we are FAA-certificable yet-  But
> woulden't be that a nice goal to be?
>

Well again, I can sit here and say anything, but the reality is that no
matter how much work we do in advance, when it comes down to putting *your*
system together, you'll find things that are missing or not quite the way
you want them and you will want to do extra work.

A good instructor station is another items that is missing from the
open-source world.  The instructor station I've worked with in my FAA
certification efforts has been a commercial product that talks to flightgear
via it's network interfaces.

What it boils down to, is that anyone who is going through the actual
process to achieve FAA certification, is going to be doing it for business
reasons (at some level.)  So there's a careful dance that goes on to protect
business interests at the same time as participating in and supporting
open-source goals.

It's easy to chit chat about these things and toss wishful thinking back and
forth, but how many people have actually dug in and read the FAA
certification specs?  The people who have are probably the ones actually
pushing forward with a FlightGear based certified simulator product.

The reason FlightGear is currently being used as part of FAA certified
simulators is that it's easily good enough for that purpose, and has many
advantages in terms of openness, adaptability, interfaceability,
extensibility, and cost.

The reason we haven't pushed for some sort of blanket certification is that
so far, the people going through the process have been working for their own
business interests, contributing back the open-source changes to be sure,
but also not giving away the complete store when they do something separate
to achieve the final certification status.

Even the "lowly" PC-ATD certification ... we have a project for that, but
how many people have signed up to advance that forward?

The people that want to get to FAA certification with FlightGear can do it
already, but building an FAA certified simulator is very time consuming and
costly and generally a significant distance beyond what a hobbiest would
have time or motivation to achieve?

What is FAA certification good for?  Answer: so that you can log hours in
the simulator and save money/time over practicing certain tasks in a real
aircraft.

It's no where near cost (or time) effective to build your own sim for your
own personal training.

The only way it makes any kind of financial sense is if you are a school and
offering sim time to your students.  In that case it's way more effiicent to
buy something existing than build it yourself.

FAA Certification == ability to sell hours in your sim.  FAA certification
== lots of cost and effort.  There's not a lot of motivation within the
hobby community to jump into that world, and if you do jump into that world,
you might as well make a few bucks from all your time and effort.

I see I'm going in circles here so it's time to stop. :-)

Best regards,

Curt.
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Re: [Flightgear-devel] October $250 Flight Gear Developers

2009-10-05 Thread Heiko Schulz
Hi,

O.k. there was one misunderstood from my site regarding the pieces...

> I think we are pretty close. 

So it is just the GPS? Or still more?

Pretty close does not mean in my eyes that we are FAA-certificable yet-  But 
woulden't be that a nice goal to be? 

I think John Denker did already a big work to it, and if there are really 
people to have a competition, so that Mr. Taylor can sell his Flight Pro Sim,  
so to be fully certificable would be a nice goal. 

Cheers
HHS


  

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Re: [Flightgear-devel] October $250 Flight Gear Developers

2009-10-05 Thread Curtis Olson
On Mon, Oct 5, 2009 at 11:34 AM, Heiko Schulz  wrote:

> To be more clear:
> Quote from  http://www.x-plane.com/pg_levels.html
>
> "In other words, the copy of X-Plane that can be purchased right here for
> under $50 has all the features required for FAA certification built in--you
> just have to buy USB keys (one per computer) to unlockthem all!
>
> Please note that using these keys makes X-Plane certifiable by the FAA; it
> does not automatically confer certified status. The FAA only certifies the
> combination of the hardware and the software used in a simulator, and users
> who want to certify their sim must do so through the FAA."
>

Ok, sounds like they've clarified their web page since I saw it.  This
sounds reasonably fair, except they don't say what specific FAA
certification.  I can fill in myself that it's probably "Advanced ATD", but
it would be helpful if they state that.


> Of course you still need some professional controlls, cockpits etc. to be
> fully FAA-certified at least.
>
> So does our last stable version 1.9.1 does have all features needed to be
> certifiable by the FAA ?
>

I think we are pretty close.  A GPS might be one outstanding item, but Dave
Luff has done a tone of work on a KLN-89 emulator.  It may very well be that
it is already far enough along to satisfy FAA requirement "Advanced ATD"
requirements, but I don't know for sure yet.  I don't believe they require a
GPS that is certified for instrument approaches, however, that's something
that a lot of people want so it's a good thing to have.

Really?  Let's pull the software pieces together and sell them for a cheaper
> price than X-Plane...
>

We we have the pieces, we have the price point.  The problem is that
building an FAA certifyable simulator is still a *lot* of work!!!  That's
why it often remains in the domain of for profit businesses because they
have access to the resources and funds to engineer and build enclosures,
physical flight controls, realistic instrument panels, do motion bases, wrap
around visual systems, and pull all the pieces together into a solid, easy
to use simulator that can be handed off to a non-technical person to use.
That's still a very hard and very time consuming process, even if all the
software components are ready to go.  Ask anyone who's built a cockpit
themselves ... it's a ton of work.  But it's a great hobby and if anyone is
thinking about trying, it will be a tremendous learning experience for you
and if you are successful at many of the tasks that are needed, you will
develop real, marketable skills.

Regards,

Curt.
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Re: [Flightgear-devel] Minor GUI Update

2009-10-05 Thread James Turner

On 5 Oct 2009, at 17:17, Stuart Buchanan wrote:

> Adding a "Change View" dialog, or enhancing one of the existing  
> dialogs would
> be very straightforward - especially as I've already got most of the  
> Nasal code ;)

I would enhance / improve the frankly confusing 'view options' dialog,  
which makes very little sense to me, and I guess, totally baffles  
novice users. (It would help if aircraft-specific views were given  
clear human-readable names in their definitions, instead of just  
numerical codes such as '101')

Regards,
James


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Re: [Flightgear-devel] October $250 Flight Gear Developers

2009-10-05 Thread Heiko Schulz
Hi Curtis,
> 
> If you read that X-Plane is FAA certified, they certainly
> mean that X-Plane was one component in an FAA certified
> simulator, not that the software itself is FAA certified,
> however they don't work very hard to make that
> distinction clear to their users.

To be more clear:
Quote from  http://www.x-plane.com/pg_levels.html
  
"In other words, the copy of X-Plane that can be purchased right here for under 
$50 has all the features required for FAA certification built in--you just have 
to buy USB keys (one per computer) to unlockthem all!

Please note that using these keys makes X-Plane certifiable by the FAA; it does 
not automatically confer certified status. The FAA only certifies the 
combination of the hardware and the software used in a simulator, and users who 
want to certify their sim must do so through the FAA."

Of course you still need some professional controlls, cockpits etc. to be fully 
FAA-certified at least. 

So does our last stable version 1.9.1 does have all features needed to be 
certifiable by the FAA ? 

> Fun stuff ... there's nothing here that FlightGear
> can't already do, it's just a matter of going
> through a sometimes an intense amount of work to pull all
> the pieces together and verify and document that the entire
> simulator as a whole meets all the requirements and there is
> a lot more to it than just software work.

Really?  Let's pull the software pieces together and sell them for a cheaper 
price than X-Plane...

Regards
HHS


  

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Re: [Flightgear-devel] Minor GUI Update

2009-10-05 Thread Stuart Buchanan
Curtis Olson wrote:
> I don't know if this would overly clutter the gui, but perhaps it would be 
> useful to add a short blurb reminding the user that they can still change 
> views using the normal mechanism during the replay.  My initial reaction 
> when I first saw the view selection dialog box was that I wondered if people 
> might think that by offering a dialog box, their choice would lock them 
> into a specific view for the entire replay?

That's a good idea. The dialog is pretty small, and already lists the keys,
so adding some explanatory text should be easy. I'll investigate.

>Here's a random idea ... thinking as I type here ...
>
> What about adding a view selection dialog box to the main menu bar 
> that users can easily find and use during all phases of flight and during 
> replay?  Adding an easy to use menu/dialog box option is the way to 
> counter hidden keyboard commands that many new users might not 
> stumble upon for quite a while ... ?

That's another good idea. You'd better be careful that your foot doesn't fall 
off*

Adding a "Change View" dialog, or enhancing one of the existing dialogs would
be very straightforward - especially as I've already got most of the Nasal code 
;)

I'll take a look.

-Stuart

* Bonus points for non-Brits who get the reference.



  

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Re: [Flightgear-devel] Minor GUI Update

2009-10-05 Thread Curtis Olson
On Mon, Oct 5, 2009 at 3:00 AM, Stuart Buchanan wrote:

> The main reason for including it is that I find that I rarely want to play
> the replay from
> the cockpit. I'm typically trying to judge how good my 3-point taildragger
> landing was,
> which is best done from a different view.
>
> I'm guessing most people use replays to see what happened from a different
> viewpoint.
>
> As Tom points you, you can change view very quickly. However, we now have a
> very
> large number of different views, and aircraft can (and do) add their own.
> While developers
> like ourselves are very au-fait with cycling between the views, I think
> more in-experienced
> users may struggle. Some may not even be aware that other views are
> available.
>
> Providing a convenient way for the user to select their initial view, and
> in particular using
> the view names themselves makes things a lot easier.
>
> Note that the drop-down defaults to the currently selected view, so there's
> no change in
> function if you just press OK.
>
>
I don't know if this would overly clutter the gui, but perhaps it would be
useful to add a short blurb reminding the user that they can still change
views using the normal mechanism during the replay.  My initial reaction
when I first saw the view selection dialog box was that I wondered if people
might think that by offering a dialog box, their choice would lock them into
a specific view for the entire replay?

Here's a random idea ... thinking as I type here ...

What about adding a view selection dialog box to the main menu bar that
users can easily find and use during all phases of flight and during
replay?  Adding an easy to use menu/dialog box option is the way to counter
hidden keyboard commands that many new users might not stumble upon for
quite a while ... ?

Regards,

Curt.
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Re: [Flightgear-devel] October $250 Flight Gear Developers

2009-10-05 Thread Curtis Olson
On Mon, Oct 5, 2009 at 7:28 AM, Heiko Schulz  wrote:

> I really would like to admit your sentences.
> But - on their website I can't see any reference, hint or link to Project
> FlightGear.
>
> But I see that he earns money with our work. I do know that this allowed
> under or licence. But is this moral?
> I do understand that he sells this without any offical reference to
> FlightGear- if he woulden't no one would buy it because it is downloadable
> for free for anyone.
>
> I can see other big OpenSource Projects like Blender, which have have this
> kind of support- without beeing sold.
>
> If really both sides wants to win, then we should make a derivative work of
> FGFS like a FAA-licenced, one which is beeing sold then. That would really
> help this project to gain some more respect and even a lot of more
> seriousness to our project. Even now, as Microsoft ESP is stopped and
> Aerososft is coming with a replacement 2012.
>
> Just my thoughts, correct me If I'm wrong with some facts.
>

There is a PC-ATD certification, but if you read the spec, it requires
certain things with control inputs that you cannot achieve with a $20
walmart joystick.  We meet most of the spec, but there are a few gaps that
go beyond just software.  Take a look at http://www.sf.net/projects/fgatd/
However, the PC-ATD certification is very limited in terms of how many hours
you can log with it.

For more serious pilot / IFR training, the entry level is usually Advanced
ATD certification, (or more historically Level 3 FTD certification.)
However, these certifications are for the "whole simulator", and not just a
certification for a software application.  In fact, the idea of getting FAA
certification for a software application is really misleading because it's
not something that they directly do.  They certify a whole simulator which
includes software, flight dynamics, physical controls (with correct size,
placement, and control loading), and often a full enclosure, as well as a
visual system.  Interesting things that are required for Advanced ATD
certification are a GPS and a Flight Director/Autopilot.

If you read that X-Plane is FAA certified, they certainly mean that X-Plane
was one component in an FAA certified simulator, not that the software
itself is FAA certified, however they don't work very hard to make that
distinction clear to their users.

For the "Official Record":  FlightGear is also been a key software component
in several FAA certified simulators, just like X-Plane.  So we can make the
same claims that they are able to make (if we want to be misleading.)  I've
been involved in the FAA certification process and my experience is that if
you (a) meet the certification requirements that the FAA lays out (which is
doable but a lot of work) and (b) you schedule an FAA inspector to come on
sight and verify that you meet the requirements and sign off on it, then you
too can have an FAA certified simulator.  The inspectors I've dealt with
have been very fair and generally look more towards ways to pass you instead
of trying to find any little thing they can fail you on.

Interestingly, for the Level 3 FTD certification, the FAA requires that each
installation be individually certified.  Even if you relocate the simulator,
you need to have an FAA inspector come out and recertify the sim.  It's my
understanding that for an Advanced ATD certification (which allows you to
log essentially the same things as Level 3 FTD) the FAA certifies a product
and then you can replicate it and sell it and the FAA doesn't need to come
out and sign off on each one.

Fun stuff ... there's nothing here that FlightGear can't already do, it's
just a matter of going through a sometimes an intense amount of work to pull
all the pieces together and verify and document that the entire simulator as
a whole meets all the requirements and there is a lot more to it than just
software work.

Regards,

Curt.
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Re: [Flightgear-devel] October $250 Flight Gear Developers

2009-10-05 Thread Heiko Schulz
Hi Jon,
> 
> Before
> you guys have a knee-jerk response that poisons the
> atmosphere you need to take
> a deep breath, re-read the statement from FlightProSim, and
> make some
> constructive remarks – and it might not hurt to
> re-read the license under
> which we operate. 
> 
>    
> 
> First,
> the most recent email from FlightProSim states:
> “as we can
> not code in house hopefully our contribution of money will
> help the project.” 
> 
> 
>   
> 
> Second,
> I’m sure a lot of open source projects would love to
> have this kind of
> support. 
> 
> 
>   
> 
> I
> think it’s an idea to be appreciated –
> don’t make it more
> complicated than it is. It might be a way to appreciate
> your fellow developers,
> as well. There are obviously some details to work out, but
> surely those are
> minor issues compared to creating FlightGear in the first
> place, no? 
> 
> 
>   
> 
> Jon 
> 

I really would like to admit your sentences. 
But - on their website I can't see any reference, hint or link to Project 
FlightGear. 

But I see that he earns money with our work. I do know that this allowed under 
or licence. But is this moral? 
I do understand that he sells this without any offical reference to FlightGear- 
if he woulden't no one would buy it beacuse it is donwloadble for free for 
anyone. 

I can see other big OpenSource Projects like Blender, which have have this kind 
of support- without beeing sold.

If really both sides wants to win, then we should make a derivative work of 
FGFS like a FAA-licenced, one which is beeing sold then. That would really help 
this project to gain some more respect and even a lot of more seriousness to 
our project. Even now, as Microsoft ESP is stopped and Aerososft is coming with 
a replacement 2012.

Just my thoughts, correct me If I'm wrong with some facts. 

HHS 





  

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Re: [Flightgear-devel] October $250 Flight Gear Developers

2009-10-05 Thread Jon S. Berndt
Before you guys have a knee-jerk response that poisons the atmosphere you
need to take a deep breath, re-read the statement from FlightProSim, and
make some constructive remarks - and it might not hurt to re-read the
license under which we operate.

 

First, the most recent email from FlightProSim states: "as we can not code
in house hopefully our contribution of money will help the project."

 

Second, I'm sure a lot of open source projects would love to have this kind
of support.

 

I think it's an idea to be appreciated - don't make it more complicated than
it is. It might be a way to appreciate your fellow developers, as well.
There are obviously some details to work out, but surely those are minor
issues compared to creating FlightGear in the first place, no?

 

Jon

 

 

 

From: ArthurX [mailto:arth...@gmail.com] 
Sent: Monday, October 05, 2009 6:40 AM
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] October $250 Flight Gear Developers

 

I totally agree with Peter Clemenko,
that it would be an error to accept any money from FPS.
It is not an fair sponsor and the way the money will be divided will
more create a divide between the developers than
build it into a team of freely cooperating people.

Greetings Arthur

On Mon, Oct 5, 2009 at 1:12 PM, Peter Clemenko  wrote:

With all due respect FPS, it would be better off if you were to submit any
modified code you make back INTO FGFS. adhering to the GPL V2. and for the
FG devs, if FG is under the v3, ether switch it to LGPL or the v2, as that
way you have some control over your code. I really personally don't like the
idea at all of selling FGFS as 99 no 69 no 49 dollars, as it feels to me
like profiteering, especially when you won't specify in on your site exactly
what you have changed other than changing the wrapper.

 

If you want to regain any respect from people like me, specify EXACTLY what
you have changed, and submit any changes you have made (except for the
rebranding of course) back in to the FGFS CVS. 



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Re: [Flightgear-devel] October $250 Flight Gear Developers

2009-10-05 Thread ArthurX
I totally agree with Peter Clemenko,
that it would be an error to accept any money from FPS.
It is not an fair sponsor and the way the money will be divided will
more create a divide between the developers than
build it into a team of freely cooperating people.

Greetings Arthur

On Mon, Oct 5, 2009 at 1:12 PM, Peter Clemenko  wrote:

>  With all due respect FPS, it would be better off if you were to submit
> any modified code you make back INTO FGFS… adhering to the GPL V2… and for
> the FG devs, if FG is under the v3, ether switch it to LGPL or the v2, as
> that way you have some control over your code… I really personally don’t
> like the idea at all of selling FGFS as 99 no 69 no 49 dollars, as it feels
> to me like profiteering, especially when you won’t specify in on your site
> exactly what you have changed other than changing the wrapper…
>
>
>
> If you want to regain any respect from people like me, specify EXACTLY what
> you have changed, and submit any changes you have made (except for the
> rebranding of course) back in to the FGFS CVS…
>
>
> --
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> is the only developer event you need to attend this year. Jumpstart your
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Re: [Flightgear-devel] October $250 Flight Gear Developers

2009-10-05 Thread Peter Clemenko
With all due respect FPS, it would be better off if you were to submit any
modified code you make back INTO FGFS. adhering to the GPL V2. and for the
FG devs, if FG is under the v3, ether switch it to LGPL or the v2, as that
way you have some control over your code. I really personally don't like the
idea at all of selling FGFS as 99 no 69 no 49 dollars, as it feels to me
like profiteering, especially when you won't specify in on your site exactly
what you have changed other than changing the wrapper.

 

If you want to regain any respect from people like me, specify EXACTLY what
you have changed, and submit any changes you have made (except for the
rebranding of course) back in to the FGFS CVS. 

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Re: [Flightgear-devel] New Sound system committed

2009-10-05 Thread Erik Hofman

Alan Teeder wrote:
> Sorry to be the messenger, but compilation of soundmgr_openal.cxx and all
> flightgear files using soundmgr_openal.hxx fails under VC90.

No problem, I already was expecting these reports since I can't test on 
all platforms.

> See attached build log.

It's beyond me why gcc didn't complain (I did compile with halt on all 
warnings) but I failed to include alc.h. Should be fixed in CVS now.

Erik

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Re: [Flightgear-devel] New Sound system committed

2009-10-05 Thread Alan Teeder
Sorry to be the messenger, but compilation of soundmgr_openal.cxx and all
flightgear files using soundmgr_openal.hxx fails under VC90.

See attached build log.

I am using the 3rd part libraries as per
flightgear/source/projects/VC90/README.msvc.
 i.e.
(Precompiled librairies and headers for compiling Win32 executables with
VS2008 :
ftp://ftp.ihg.uni-duisburg.de/FlightGear/Win32/MSVC/fgfs-win32-VS90-3rdParty
+OSG-20090628.zip)

Same error with more recent fgfs-win32-VS90-3rdParty+OSG-20090820.

Do I need a more recent version of OpenAL?

Alan

-Original Message-
From: Erik Hofman [mailto:e...@ehofman.com] 
Sent: 05 October 2009 08:45
To: FlightGear developers discussions
Subject: Re: [Flightgear-devel] New Sound system committed


Curtis Olson wrote:

> Hi Erik,
> 
> One quick question: will the sound configuration xml files need to 
> change to match the new system or will there be backwards compatibility?

It's backwards compatible. I do plan a new format change to be able to 
position the sounds in 3d-model space instead of OpenAL/OpenGL space. 
That will require adding a a new  xml tag but the omission of 
it will still mean the previous format.

Erik


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ÿþ<html>

<head>

<META HTTP-EQUIV="Content-Type" content="text/html; charset=utf-16">

</head>

<body>

<pre>

<table width=100% bgcolor=#CFCFE5><tr> <td> <font face=arial size=+3>

Build Log

</font></table><table width=* cellspacing=0 cellpadding=0><tr><td width=0 bgcolor=#EDEDF5>&nbsp;</td><td width=0 bgcolor=#FFFFFF>&nbsp;</td><td width=*><pre>

<h3>Build started: Project: SimGear, Configuration: Release|Win32</h3>

</pre></table><table width=100% bgcolor=#DFDFE5><tr><td><font face=arial size=+2>

Command Lines

</font></table><table width=* cellspacing=0 cellpadding=0><tr><td width=0 bgcolor=#EDEDF5>&nbsp;</td><td width=0 bgcolor=#FFFFFF>&nbsp;</td><td width=*><pre>Creating temporary file "d:\fg\SimGear\projects\VC90\Win32\Release\RSP00000756965124.rsp" with contents

[

/Ob1 /I &quot;..\..&quot; /I &quot;..\..\simgear&quot; /I &quot;..\..\..&quot; /I &quot;..\..\..\install\msvc90\OpenSceneGraph\include&quot; /I &quot;..\..\..\3rdparty\include&quot; /I &quot;..\..\..\boost_1_39_0&quot; /D &quot;HAVE_CONFIG_H&quot; /D &quot;NDEBUG&quot; /D &quot;WIN32&quot; /D &quot;_USE_MATH_DEFINES&quot; /D &quot;_CRT_SECURE_NO_WARNINGS&quot; /D &quot;NOMINMAX&quot; /D &quot;_CRT_NONSTDC_NO_WARNINGS&quot; /D &quot;_VC80_UPGRADE=0x0710&quot; /D &quot;_MBCS&quot; /GF /FD /EHsc /MD /Gy /Fo&quot;Win32\Release\\&quot; /Fd&quot;Win32\Release\vc90.pdb&quot; /W3 /c /Zi ..\..\simgear\sound\soundmgr_openal.cxx


..\..\simgear\sound\sample_openal.cxx

]

Creating command line "cl.exe ...@d:\fg\SimGear\projects\VC90\Win32\Release\RSP00000756965124.rsp /nologo /errorReport:prompt"

</pre></table><table width=100% bgcolor=

Re: [Flightgear-devel] Minor GUI Update

2009-10-05 Thread Stuart Buchanan

Curtis Olson wrote:
>One comment/question.  I never understood the inclusion of a view selection 
>box 
> for the replay?  When I run the replay I'm usually flipping all around 
> between views 
> using the normal view selection keys, and often panning the view with the 
> mouse.  
> It's very rare that I sit and watch an entire replay from a fixed view that I 
> decided 
> upon at the start of the replay.  I could be the oddball, and it doesn't hurt 
> anything to have a view selection dialog box ... just making a comment. :-)

The main reason for including it is that I find that I rarely want to play the 
replay from 
the cockpit. I'm typically trying to judge how good my 3-point taildragger 
landing was,
which is best done from a different view.

I'm guessing most people use replays to see what happened from a different 
viewpoint.

As Tom points you, you can change view very quickly. However, we now have a very
large number of different views, and aircraft can (and do) add their own. While 
developers
like ourselves are very au-fait with cycling between the views, I think more 
in-experienced 
users may struggle. Some may not even be aware that other views are available.

Providing a convenient way for the user to select their initial view, and in 
particular using
the view names themselves makes things a lot easier.

Note that the drop-down defaults to the currently selected view, so there's no 
change in
function if you just press OK.

-Stuart


  

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Re: [Flightgear-devel] GPS / route-manager landing

2009-10-05 Thread James Turner

On 5 Oct 2009, at 08:33, Dave wrote:

> That all sounds like good stuff.  I'll try and migrate the KLN89  
> towards
> using it and depreciating the dclgps stuff - that should give it some
> testing.

Sounds good to me. I've been going through the KLN89 manual, and  
there's definitely some more subtle options that will require extra  
features / flags (off the top of my head, resuming LEG mode from OBS  
mode, and the ability to DTO without recentering the d-bar).

Many things should be achievable with a bit of Nasal glue, obviously  
I've tried to make simple building block functionality as much as I  
can. If you think an API or design is poor, or missing a feature, let  
me know and I'm happy to add it - I'd far rather get the core code  
sensible, than have each GPS device work around the same bug!

In terms of API examples, I will be committing a new GPS dialog, which  
shows off most of the new features, and will also allow the GPS to be  
used in aircraft without real hardware, if we want that. I'm also  
going to create a wiki page for the GPS, to document what it can (and  
can't do).

Regards,
James


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Re: [Flightgear-devel] New Sound system committed

2009-10-05 Thread Erik Hofman

Curtis Olson wrote:

> Hi Erik,
> 
> One quick question: will the sound configuration xml files need to 
> change to match the new system or will there be backwards compatibility?

It's backwards compatible. I do plan a new format change to be able to 
position the sounds in 3d-model space instead of OpenAL/OpenGL space. 
That will require adding a a new  xml tag but the omission of 
it will still mean the previous format.

Erik

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Re: [Flightgear-devel] GPS / route-manager landing

2009-10-05 Thread Dave
James Turner wrote:
> Just a notification / warning - I'm planning to land my GPS / FMS /  
> route-manager re-write tomorrow (Monday). It's not perfect (yet) but  
> already much more usable than the previous code. I'm sure I'll regress  
> a few things initially, but of course I'll work through any issues  
> that people report.
>
> 
>
>
>   
Hi James,

That all sounds like good stuff.  I'll try and migrate the KLN89 towards 
using it and depreciating the dclgps stuff - that should give it some 
testing.

Cheers - Dave

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Re: [Flightgear-devel] shader menu proposal

2009-10-05 Thread James Turner


On 5 Oct 2009, at 00:20, syd adams wrote:


shader menu V2
http://imagebin.org/66379


Seems good to me, only concern from a usability point of view is  
people who don't know what a shader is - 'advanced graphics settings'  
might better (but too long for comfort). However, FG has many, many  
places where we use technical terminology in the UI, this would not be  
the worst offender :)


Regards,
James

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