[Flightgear-devel] DIY drones virtual UAV competition

2010-03-28 Thread Curtis Olson
Hi,

I could use a little help from one of our aerodynamics experts.

First a little background.  DIYdrones.com is a group of hobbiests with an
interest in building hobby / open-source uav's.  Actual projects vary
widely, but often they are based on small electric powered foam gliders
(like an easy star.)  For most people hardware costs are in the couple
hundred dollar range.  One of the interesting things about DIYdrones.com is
that it was started by Chris Anderson who is an editor at Wired magazine.
 Part of his effort is an experiment into open-source hardware as well as
open-source software.  (And for hardware, it's the design that's
open-source and free to copy and modify, it still costs money to build a
physical widget.)

A couple of weeks ago I did a podcast interview with Chris Anderson and Tim
Trueman on the subject of using FlightGear for hardware in the loop testing.
 This is an area that many hobby level uav-ers haven't considered.  If you
are *really* bored you can dig around the diydrones.com site and probably
find a link to my interview ... it's about 30-45 minutes and was done very
late on a Sunday evening, so there are a couple times where the little
electrons in my brain ran up against a sleeping brain cell ... I wasn't on
my A game, let me just say it that way. :-)

DIYdrones.com sponsors a periodic for fun contest and this time around
they are thinking about doing something FlightGear based.  The DIY drones
contests are setup so that individuals can compete on their own and submit
their results to the contest coordinator.  It's based on the honor system,
and avoids requiring people from around the world to travel to a central
contest location.  There is a thread here:

http://www.diydrones.com/profiles/blogs/proposed-next-t3-round

If you scroll down a bit, you can see that someone found an AC3D model of an
easystar glider (this is a relatively cheap and small and light and slow
flying RC hobby airplane.)  What I am hoping is that someone here could help
put together an initial flight dynamics model configuration for the easy
star.  I don't have any specs, but if we have someone willing to help out,
I'm sure we could get answers to questions from the diydrones community.

The goal here would be to put together a reference easystar aircraft
package (3d and flight dynamics models) that could be used as the basis for
the DIY drones contest.

Do we have anyone willing to help get an aircraft package together?

(I have no idea what the licensing on the easystar ac3d model is, but worst
case scenario if it isn't GPL compatible we can distribute the aircraft
package separately for the diydrones contest or perhaps one of our 3d
modelers would want to create our own GPL compatible easy star.)

Thanks!

Curt.
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Re: [Flightgear-devel] DIY drones virtual UAV competition

2010-03-28 Thread Martin Spott
Curtis Olson wrote:

 If you scroll down a bit, you can see that someone found an AC3D model of an
 easystar glider (this is a relatively cheap and small and light and slow
 flying RC hobby airplane.)

  but makes a respectable racer if you're mounting a medium-sized,
brushless three-phase motor as propulsion - like my friend did  :-)

Martin.
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[Flightgear-devel] High priority: fixing the Great Lakes in FlightGear default scenery

2010-03-28 Thread David Megginson
When I originally added ground-use support to TerraGear many years
ago, the Canada/US Great Lakes worked fine: we simply treated the
water as a special ground use, used the DEM to get the elevation,
clipped it against the VMAP0 coastlines, and for good measure, Curt
had written code to average out the elevation of water areas to remove
bumps, etc.  The surface of Lake Superior or Lake Ontario might be a
few feet high or low, but it was pretty hard to notice.

Then, just before I left the project, something got badly broken in
TerraGear and/or its input datasets: it changed so that any water
connected to the ocean was forced down to sea level, although the
real-life surfaces are as high as 600 ft MSL.  Now, Chicago sits
perched atop cliffs hundreds of feet high overlooking Lake Michigan,
and rivers run through (non-existant) fjords.  I think someone
originally had a grandiose plan to build a water network, and wanted
eventually to model locks, rapids, waterfalls, etc. to account for
changes in water surface elevation, but that never happened, and to be
honest, we should never have let the code into production until it
worked.

Now, quite a few years later, the Great Lakes are still broken in our
default scenery, and as a result, FlightGear looks ridiculous to any
new user who comes and tries flying in near cities such as Toronto,
Rochester, Buffalo, Cleveland, Detroit, Chicago, or Milwaukee.  Is
there any reason that we can't restore the old code, and treat inland
water like a (specially flattened) land use, at least until someone
fixes the newer water-network code?  Is there anything else we can do
to address this problem?  Were we forced into this because of
different GIS datasets?


Thanks, and all the best,


David

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Re: [Flightgear-devel] High priority: fixing the Great Lakes in

2010-03-28 Thread Martin Spott
David Megginson wrote:

 [...] I think someone
 originally had a grandiose plan to build a water network, and wanted
 eventually to model locks, rapids, waterfalls, etc. to account for
 changes in water surface elevation, but that never happened, and to be
 honest, we should never have let the code into production until it
 worked.

Haha, I guess that's been me. My plan was to use river locks and
waterfalls to logically disconnect the Great Lakes area from the
Atlantic Ocean, not via yet another hack in the code but instead at
data level. It's still on my TODO list (anyone !?), but the actual
issue is a totally different one - see below.

 [...] Is there anything else we can do
 to address this problem?  Were we forced into this because of
 different GIS datasets?

Exactly. I'm pretty certain that we never had the Great Lakes region at
a reasonable elevation from an unmodified VMap0 dataset using the
political boundaries as landmass - at least according to the old
'src/Prep/TGVPF/process.sh' script. The reason is simple: VMap0 defines
the Great Lakes as not being covered by any political boundary -
therefore it's being treated as ocean.

In the meantime we've made a polygon set to seamlessly fill The Great
Lakes Void - which is likely going to address the issue you've
mentioned. But there are still a few other places which are presumably
affected by the same cause (Caspian Sea, I guess, and probably the Dead
sea as well   mmmh, maybe we've already fixed these as well).

Cheers,
Martin.
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Re: [Flightgear-devel] High priority: fixing the Great Lakes in

2010-03-28 Thread David Megginson
On Sun, Mar 28, 2010 at 1:58 PM, Martin Spott martin.sp...@mgras.net wrote:

 In the meantime we've made a polygon set to seamlessly fill The Great
 Lakes Void - which is likely going to address the issue you've
 mentioned. But there are still a few other places which are presumably
 affected by the same cause (Caspian Sea, I guess, and probably the Dead
 sea as well   mmmh, maybe we've already fixed these as well).

That's great news -- thanks, Martin!  I'll look forward to the new
scenery.  Right now, I can't bring myself to practice approaches at
waterfront airports, with the giant cliffs all around them.


All the best,


David

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Re: [Flightgear-devel] High Priority: fixing the Great Lakes...

2010-03-28 Thread David Slocombe
On Sunday 2010-03-28 David Megginson wrote:
 Now, quite a few years later, the Great Lakes are still
 broken in our default scenery, and as a result, FlightGear
 looks ridiculous to any new user who comes and tries flying
 in near cities such as Toronto, Rochester, Buffalo, Cleveland,
 Detroit, Chicago, or Milwaukee.

Sometimes pictures really *are* worth a thousand words. I think
this is one of those times.

I've put up on the Web (temporarily: they won't be there forever)
three screen snaps:

Please go to http://www.vex.net/~slocombe/fgfs-pics-of-CYTZ/ for
pictures illustrating the problems of CYTZ (Toronto/City Centre),
which is on an island in Lake Ontario just offshore from Toronto's
downtown area.

1. cytz-from-08-apprch.png : CYTZ from the approach viewpoint
of Runway 08 (08/26 is the principal runway of this extremely
busy airport: Bombardier Dash8-Q400's take off or land about
every 20 minutes, and in between that traffic Cessna 150's and
172's practise circuits or transit to/from Toronto's
practice area to the East. I'm one of the student pilots these days.

The fact that, in fgfs, the water is 240 feet below its real-world level
is only a small part of the problem (in fact if that were the
only problem one could just pretend one is practising landings
on aircraft carriers). The terrain data, intersected by the
water at its current level, makes the shoreline wildly wrong...

2. cytz-overhead-at-40Kft.png : This is taken with the UFO
tool at 40,000 ft., looking straight down.

3. google-image-cytz.png : a snap of what Google has for
a satellite shot, to compare with the previous shot.

I'm not convinced that the terrain data that fgfs uses is
sufficiently detailed to capture even the approximate
shape of the Toronto Islands (what CYTZ is on the Western
end of), let alone the Leslie Spit and docklands to the East.
So I'm not sure how different this is going to look if the
water-level were correct. But surely it would make a difference,
and there are  700 miles of shoreline for Lake Ontario,
and another  800 miles for Lake Erie: all of this would
be affected by a fix. I presume the shoreline in the
St. Lawrence River near Montreal must be seriously wrong too.

BTW, Just For Kicks, I can fly *under* CYTZ. It doesn't
seem to do me damage, and fgfs doesn't even crash! :-)

Thanks everyone for the great achievement that fgfs is.
It was fgfs that got me sufficiently enthused about flying
to decide to get my PPL.

David Slocombe
Toronto Canada.

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Re: [Flightgear-devel] [Flightgear-cvslogs] CVS: data/Models/Airport B-1200.ac, 1.2,

2010-03-28 Thread Martin Spott
Erik

Erik Hofman wrote:
 Update of /var/cvs/FlightGear-0.9/data/Models/Airport
 In directory baron.flightgear.org:/tmp/cvs-serv32368
 
 Modified Files:
B-1200.ac BAK-12-0.ac Schopf_F110.ac TowBear_TT.ac 
default01.rgb eddf_lamp_t2.xml radar.ac tacan.ac 
 Log Message:
 fix line endings and remove unneeded translucency

In order to save your changes from getting lost with the next update,
would you mind sending me a packaged version of the affected models
(everything including XML and textures in a TAR or ZIP) ?

Cheers,
Martin.
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Re: [Flightgear-devel] High Priority: fixing the Great Lakes...

2010-03-28 Thread David Megginson
Quite a few years ago we had a debate, because we had to choose
between two sets of shoreline data:

1. GSHSS was very nicely detailed (every little cove and point), but
about 1 mile off for the Great Lakes, leaving shoreline airports
either far inland or floating in the middle of a lake.

2. Vmap0 was much lower resolution (only big bays and points), but
actually had the Great Lakes shorelines in roughly the right place.

Since I was doing most of the TerraGear coding that year, I forced
through vmap0, but a lot of people objected -- I thought it was OK for
the Toronto harbourfront, but I don't remember for certain, and I
don't know what FlightGear is using now.


All the best,


David

On Sun, Mar 28, 2010 at 5:18 PM, David Slocombe sloco...@vex.net wrote:
 On Sunday 2010-03-28 David Megginson wrote:
 Now, quite a few years later, the Great Lakes are still
 broken in our default scenery, and as a result, FlightGear
 looks ridiculous to any new user who comes and tries flying
 in near cities such as Toronto, Rochester, Buffalo, Cleveland,
 Detroit, Chicago, or Milwaukee.

 Sometimes pictures really *are* worth a thousand words. I think
 this is one of those times.

 I've put up on the Web (temporarily: they won't be there forever)
 three screen snaps:

 Please go to http://www.vex.net/~slocombe/fgfs-pics-of-CYTZ/ for
 pictures illustrating the problems of CYTZ (Toronto/City Centre),
 which is on an island in Lake Ontario just offshore from Toronto's
 downtown area.

 1. cytz-from-08-apprch.png : CYTZ from the approach viewpoint
 of Runway 08 (08/26 is the principal runway of this extremely
 busy airport: Bombardier Dash8-Q400's take off or land about
 every 20 minutes, and in between that traffic Cessna 150's and
 172's practise circuits or transit to/from Toronto's
 practice area to the East. I'm one of the student pilots these days.

 The fact that, in fgfs, the water is 240 feet below its real-world level
 is only a small part of the problem (in fact if that were the
 only problem one could just pretend one is practising landings
 on aircraft carriers). The terrain data, intersected by the
 water at its current level, makes the shoreline wildly wrong...

 2. cytz-overhead-at-40Kft.png : This is taken with the UFO
 tool at 40,000 ft., looking straight down.

 3. google-image-cytz.png : a snap of what Google has for
 a satellite shot, to compare with the previous shot.

 I'm not convinced that the terrain data that fgfs uses is
 sufficiently detailed to capture even the approximate
 shape of the Toronto Islands (what CYTZ is on the Western
 end of), let alone the Leslie Spit and docklands to the East.
 So I'm not sure how different this is going to look if the
 water-level were correct. But surely it would make a difference,
 and there are  700 miles of shoreline for Lake Ontario,
 and another  800 miles for Lake Erie: all of this would
 be affected by a fix. I presume the shoreline in the
 St. Lawrence River near Montreal must be seriously wrong too.

 BTW, Just For Kicks, I can fly *under* CYTZ. It doesn't
 seem to do me damage, and fgfs doesn't even crash! :-)

 Thanks everyone for the great achievement that fgfs is.
 It was fgfs that got me sufficiently enthused about flying
 to decide to get my PPL.

 David Slocombe
 Toronto Canada.

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Re: [Flightgear-devel] High Priority: fixing the Great Lakes...

2010-03-28 Thread Martin Spott
David Megginson wrote:

 Quite a few years ago we had a debate, because we had to choose
 between two sets of shoreline data:

Nowadays we're in the fortunate position of being able to merge land
cover data from various sources.

The foundation is still VMap0 which I've loaded into a PostGIS
database, but a noticeable amount of land cover has either been edited
in-place, right on the DB - or simply replaced.
The names to remember in this context (in chronological order) are:
Ralf Gerlich, John Holden, Christian Schmitt, Gijs de Rooy and Rainer
Fischer (did I miss anyone ?). Even though there's still a huge lot to
improve, these guys have already done a wonderful job so far ! If
anyone feels like adding to this effort, either get in contact with
Christian or John - or me.

As a nice sample, look at this visual comparison. Before:

  
http://mapserver.flightgear.org/map/?lon=-71.47911lat=41.61493zoom=11layers=0B0TTFFF

After:

  
http://mapserver.flightgear.org/map/?lon=-71.47911lat=41.61493zoom=11layers=B00TTFFF

Here's the legend:

  http://wiki.osgeo.org/wiki/LandcoverDB_CS_Detail

Cheers,
Martin.
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Re: [Flightgear-devel] DIY drones virtual UAV competition

2010-03-28 Thread Ron Jensen
On Sun, 2010-03-28 at 09:58 -0500, Curtis Olson wrote:
 Hi,
 
 
 I could use a little help from one of our aerodynamics experts.
 
 
 First a little background.  DIYdrones.com is a group of hobbiests with
 an interest in building hobby / open-source uav's.  Actual projects
 vary widely, but often they are based on small electric powered foam
 gliders (like an easy star.)  For most people hardware costs are in
 the couple hundred dollar range.  One of the interesting things about
 DIYdrones.com is that it was started by Chris Anderson who is an
 editor at Wired magazine.  Part of his effort is an experiment into
 open-source hardware as well as open-source software.  (And for
 hardware, it's the design that's open-source and free to copy and
 modify, it still costs money to build a physical widget.)
 
 
 A couple of weeks ago I did a podcast interview with Chris Anderson
 and Tim Trueman on the subject of using FlightGear for hardware in the
 loop testing.  This is an area that many hobby level uav-ers haven't
 considered.  If you are *really* bored you can dig around the
 diydrones.com site and probably find a link to my interview ... it's
 about 30-45 minutes and was done very late on a Sunday evening, so
 there are a couple times where the little electrons in my brain ran up
 against a sleeping brain cell ... I wasn't on my A game, let me just
 say it that way. :-)
 
 
 DIYdrones.com sponsors a periodic for fun contest and this time
 around they are thinking about doing something FlightGear based.  The
 DIY drones contests are setup so that individuals can compete on their
 own and submit their results to the contest coordinator.  It's based
 on the honor system, and avoids requiring people from around the
 world to travel to a central contest location.  There is a thread
 here:
 
 
 http://www.diydrones.com/profiles/blogs/proposed-next-t3-round
 
 
 If you scroll down a bit, you can see that someone found an AC3D model
 of an easystar glider (this is a relatively cheap and small and light
 and slow flying RC hobby airplane.)  What I am hoping is that someone
 here could help put together an initial flight dynamics model
 configuration for the easy star.  I don't have any specs, but if we
 have someone willing to help out, I'm sure we could get answers to
 questions from the diydrones community.
 
 
 The goal here would be to put together a reference easystar aircraft
 package (3d and flight dynamics models) that could be used as the
 basis for the DIY drones contest.
 
 
 Do we have anyone willing to help get an aircraft package together?
 
 
 (I have no idea what the licensing on the easystar ac3d model is, but
 worst case scenario if it isn't GPL compatible we can distribute the
 aircraft package separately for the diydrones contest or perhaps one
 of our 3d modelers would want to create our own GPL compatible easy
 star.)
 
 
 Thanks!
 
 
 Curt.


Readme in the model zip says This Model was created for FMS and now
modified by Ken Northup using AC3D and is freely distributed.  Please
feel free to modify as you wish using AC3D.

I've started an aeromatic-ish FDM for this aircraft and tweaked the ac3d
model.  For some reason I had to scale it down 76.4%.  Not sure what the
original model units were...  The model also contained a lot of cruft
from some other flightsim proggy.

First design decision I faced:  There are no ailerons on the stock
version of this model, so I decided to use the aileron control to drive
the rudder so it can be flown from the joystick.  Thoughts?

More to follow,

Ron




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Re: [Flightgear-devel] DIY drones virtual UAV competition

2010-03-28 Thread Martin Spott
Ron Jensen wrote:

 First design decision I faced:  There are no ailerons on the stock
 version of this model, so I decided to use the aileron control to drive
 the rudder so it can be flown from the joystick.  Thoughts?

It's not uncommon to 'pimp' this model plane by adding ailerons. Doing
this for the FG model might be a way to curcumvent the dilemma,

Martin.
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Re: [Flightgear-devel] High Priority: fixing the Great Lakes...

2010-03-28 Thread David Megginson
Very nice work!  I remember when all land cover in FlightGear (other
than runways) was desert -- not sure why Curt picked a desert texture
(I think it had something to do with Prescott, AZ).  Next, we were
able to separate land (always forest) from water.  It's come a long
way since then.


All the best,


David

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Re: [Flightgear-devel] High Priority: fixing the Great Lakes...

2010-03-28 Thread Martin Spott
David Megginson wrote:

 [...] Next, we were able to separate land (always forest) from water.

  reminds me of the history of Creation  :-)

Martin.
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