Re: [Flightgear-devel] SegFault on Current Git

2010-11-28 Thread Erik Hofman
On Sat, 2010-11-27 at 10:28 -0800, Jeff Taylor wrote:
 Everything is in sync.  I just updated it now, and it still gets the 
 same thing.
 
 I ran it with all the defaults, like fgfs 
 --fg-root=/home/jeff/Computer/fg/flightgear/fgdata/
 
 Looking again, it must be the C172P.  Running with --aircraft=ufo 
 prevents this crash.

Odd, it looks like something uncommon otherwise others would have
noticed it instantly (just checked it myself and no problem here).

I've synced JSBSim again (the FDM of the c172) and pushed it to git, you
could try if that fixes it for you.

You also might want to try to run with '--enable-sound' to exclude sound
driver problems and you could test with J3 Cub '--aircraft=Cub' to test
if you've got the same problems with YASim.

Erik


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Re: [Flightgear-devel] 3D clouds and precepitation affects.

2010-11-28 Thread thorsten . i . renk
 2. Clouds rotate in an unrealistic way when doing loops and other
 maneuvers
 that involve going to/from inverted (loops, half Cuban eights, split S's
 ...)
 but it does not happen when doing rolls.  The clouds will flip over 180
 degrees
 at the top and bottom of loops for example.
(...)
 The problem appears to be that the shader that rotates the cloud texture
 rotates them from upright to inverted and inverted to upright as the
 aircraft
 transitions between upright and inverted flight in vertical maneuvers.
 This is
 clearly wrong.  Is it possible to fix this?


The algorithm explicitly breaks symmetry between horizontal and vertical
direction, i.e. it assumes that you look more or less horizontally. If you
do not do that, you get clouds which roll with you - very bad... so
breaking that symmetry is what you need.

So, what matters (for that purpose) to the algorithm is your horizontal
orientation (heading). This changes continuously if you fly a circle, but
it changes discontinuously (or very rapidly) at the top and bottom points
of a loop. This discontinuous change in heading makes the unrealistic
effect.

It is possible to fix that by an algorithm based on position vector rather
than view direction, because the relative position between plane and cloud
must change continuously at all times. Unfortunately, such an algorithm
has other drawbacks (the red sea effect - clouds turn away from you as you
approach them).

I have last year experimented with a lot of algorithms and schemes, and in
the end my conclusion was that Stuart had picked the best one already. In
case you're seriously interested, I documented all in the wiki:

http://wiki.flightgear.org/index.php/Howto:_Modelling_clouds

While the unrealistic behaviour in loops can't really be cured, it could
be lessened by doing what nature does - using more cloudlets with less
features (up-down distinction) and build cloud structure not by texture
but by positioning selected cloudlets with better control. That would need
a factor of maybe 20-100 more cloudlets per cloud.

With the resources of a current PC in the Flightgear environment, you can
have 5000-1 cloudlets, i.e. you'd be limited to 50 Cumulus clouds in
the sky or so. I concluded that under these circumstances, fixing the
aerobatics problem is not worth pursuing. You can experiment with building
clouds that way - the local weather menu point has a 'cloudbox' entry,
that is designed to build such many-cloudlet clouds (you may have to edit
a bit of you want different textures).

I have cooked up also schemes with static (non-rotated models) clouds -
these would have none of the above problems, but the trouble is that
Flightgear (OSG?) doesn't display a stack of multiple semi-transparent
surfaces correctly if they are not exactly parallel - so these schemes
don't work.

So unless

Cheers,

* Thorsten


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Re: [Flightgear-devel] FPS, PFS etc - youtube comments - spam/not spam...

2010-11-28 Thread Arnt Karlsen
On Sat, 27 Nov 2010 21:14:50 +0100, ThorstenB wrote in message 
aanlktinrxn-lxv42t=r11d6lazimdazlgmbtxuqqt...@mail.gmail.com:

..interesting.  Somebody is covering up this not-a-fraud 
by handling our fraud tips, as spam.  Sounds to me like an 
intentional fraudulent abuse of such powers.

 I'm not sure clicking no spam really helps - it might not be a
 simple voting system. Also, it seems only comments from specific users
 were marked as spam - while other FG comments stick. Yes, maybe
 someone did that manually and missed some. But I suspect it might be a
 YouTube-anti-spam-O-matic at work. Maybe these identical comments were
 posted too often at too many videos - so they get caught... But I'm
 still seeing lots of FG comments at the FPS videos - and if we all add
 some YouTube comments every now and then this will help a lot.
 Also, when you watch any of these sleazy FlightPS videos, then YouTube
 already suggests to watch several FlightGear videos next - since
 these videos are titled FProSim is FlightGear etc. So this works
 really great! Maybe we can make some of our FPS is FG videos really,
 really popular (many hits + recommendations), so they stay at the top
 of the YouTube's suggested related videos for any FPS video.
 Eventually, we may raise a lot more attention to FG...
 
 cheers,
 Thorsten
 
 On Sat, Nov 27, 2010 at 8:24 PM, Mally wrote:
  ?I've just been scanning a few of the comments posted on youtube
  where the various FPS publicity videos have been posted, and I
  noticed that all the FlightGear.nl comments had been marked as Spam
  (we can probably guess who by). Well obviously as well as posting a
  few comments myself (recommending google searches, links are
  apparently not allowed), I've also taken the opportunity to mark
  the spam comments from FG NL as Not Spam.
 
  I guess spam/not spam thing works this by some sort of voting
  system, so obviously if you happen to be cruising by one of these
  videos, click the this comment has been marked as spam entries
  and then click the not spam button if appropriate.


-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.

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Re: [Flightgear-devel] FSP facebook ads

2010-11-28 Thread Citronnier - Alexis Bory
Vivian Meazza a écrit :
  Torsten wrote


  It looks like there are only 2 or 3 different ads, but it took
  clicking
  on
  at least 14-16 of them before they stopped appearing on my fb
  page -
  nice,
  those behind FSP are uploading the same ads over and over, and
  calling them new ones each time...
  Looks like some FB users found out that not everything that is
  expensive is acutally good. This is the link to the group within
  FB: http://www.facebook.com/home.php?sk=group_125975030795919
 
  Torsten
 
  (You can fool some of the people all of the time, and all of the
  people some of the time, but you can not fool all of the people all
  of the time.) [A. Lincoln]
 

  There are some very pissed-off people out there who have been ripped
  off by FSP:

  http://www.facebook.com/topic.php?uid=130223597035052topic=54#topic_top


  with a bit of luck they might just nail FSP for us :-)

  Vivian

I joined the group and just sent them a link to the FAQ

Alexis



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Re: [Flightgear-devel] FSP facebook ads

2010-11-28 Thread Durk Talsma
Incidentally,

I just did a google search for flightprosim, and our wiki page comes up second. 
:-)

Nice job!

Cheers,
Durk
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Re: [Flightgear-devel] 3D clouds and precepitation affects.

2010-11-28 Thread Tim Moore


 While the unrealistic behaviour in loops can't really be cured, it could
 be lessened by doing what nature does - using more cloudlets with less
 features (up-down distinction) and build cloud structure not by texture
 but by positioning selected cloudlets with better control. That would need
 a factor of maybe 20-100 more cloudlets per cloud.

 This is probably right on.

 With the resources of a current PC in the Flightgear environment, you can
 have 5000-1 cloudlets, i.e. you'd be limited to 50 Cumulus clouds in
 the sky or so. I concluded that under these circumstances, fixing the
 aerobatics problem is not worth pursuing. You can experiment with building
 clouds that way - the local weather menu point has a 'cloudbox' entry,
 that is designed to build such many-cloudlet clouds (you may have to edit
 a bit of you want different textures).

I've been looking at the clouds code again recently, which is oddly slow on
my monster machine (Phenom II x6, GTX 460) . It has the same problem that
the trees code did before a big makeover: it uses instancing techniques on
geometry (flat quads) that is to far simple to be treated as an instance. It
would be much better to take the same approach we do in trees and treat a
cloud as a list of quad or triangle polygons. The messy part is the distance
sorting that is not optional for the cloud sprites.

It would be nice to have a GPU-based particle system that did the clouds,
smoke, etc., but we don't yet.


 I have cooked up also schemes with static (non-rotated models) clouds -
 these would have none of the above problems, but the trouble is that
 Flightgear (OSG?) doesn't display a stack of multiple semi-transparent
 surfaces correctly if they are not exactly parallel - so these schemes
 don't work.

 This is more of an OpenGL / graphics hardware problem. There are schemes to
do order-independent transparency, but it's hard to see the benefits of
rewriting the entire renderer to take advantage of them.


 So unless

 Cheers,

 * Thorsten



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Re: [Flightgear-devel] FSP facebook ads

2010-11-28 Thread Mally
?I'd love to post a comment, but I just can't bring myself to click the 
Like button in order to have the right to do so... Doh!

Mally

- Original Message - 
From: Vivian Meazza vivian.mea...@lineone.net
To: 'FlightGear developers discussions' 
flightgear-devel@lists.sourceforge.net
Sent: Saturday, November 27, 2010 10:00 PM
Subject: Re: [Flightgear-devel] FSP facebook ads



 Torsten wrote


  It looks like there are only 2 or 3 different ads, but it took clicking
 on
   at least 14-16 of them before they stopped appearing on my fb page -
 nice,
   those behind FSP are uploading the same ads over and over, and calling
   them new ones each time...
 Looks like some FB users found out that not everything that is expensive
 is
 acutally good. This is the link to the group within FB:
 http://www.facebook.com/home.php?sk=group_125975030795919

 Torsten

 (You can fool some of the people all of the time, and all of the people
 some
 of the time, but you can not fool all of the people all of the time.)
 [A. Lincoln]


 There are some very pissed-off people out there who have been ripped off 
 by
 FSP:

 http://www.facebook.com/topic.php?uid=130223597035052topic=54#topic_top

 with a bit of luck they might just nail FSP for us :-)

 Vivian



-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1170 / Virus Database: 426/3285 - Release Date: 11/28/10


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Re: [Flightgear-devel] BGL-file with unknown content

2010-11-28 Thread Martin Spott
Martin Spott wrote:

 I have a (ZIP-)file floating around on a disk that I must have found
 somwhere on the net (the file, not the disk  ;-)
[...]
  ftp://ftp.uni-duisburg.de/FlightGear/Devel/Chambley.zip

This posting was written on Sa, 23 Okt 2004. Chambley AB was the first
airfield I've been modelling for FlightGear. It took me weeks to
investigate and finally decide on which ICAO id to choose for that one,
since the field never had one. So I chose LCHM, which was the id of a
former, local weather station (even Robin Peel agreed on that one,
since no better option was available  ;-)

In the meantime, Chambley got an inofficial id LF5424 (didn't work
with FlightGear), later it was also known as LF52 (changed in
FlightGear as well as in Robin's DB). I've been landing there few times
in a Piper Archer II, a couple of years ago, together with my
instructor (before I got my license) and I'm still feeling much
sympathy for this site.
Now, this year the field was assigned an official status and given it's
first 'real' ICAO id, LFJY - 55 years after its construction, 45
years after it's retirement   From my perspective that's rather
funny  ;-)

Cheers,
Martin.
-- 
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Re: [Flightgear-devel] ProFlightSimulator The Most Realistic

2010-11-28 Thread Gene Buckle

On Sat, 27 Nov 2010, Frederic Bouvier wrote:



- Gene Buckle ge...@deltasoft.com a écrit :


On Sat, 27 Nov 2010, Frederic Bouvier wrote:

 By the way, look what I received in my inbox :

 Support Requests item #3117965, was opened at 2010-11-24 20:24
[snip]

 Initial Comment:
 The proflightsimulator launch control does not launch pro flight

*facepalm*  I really, really, really hope he gave his email address so
you can tell him to get his money back!


You can post a comment in the tracker



Link?  The only bug tracker I know of 
(http://code.google.com/p/flightgear-bugs/) stops at #187.


g.
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Re: [Flightgear-devel] ProFlightSimulator The Most Realistic

2010-11-28 Thread Frederic Bouvier

 You can post a comment in the tracker


Link?  The only bug tracker I know of 
(http://code.google.com/p/flightgear-bugs/) stops at #187.

The link was in my original post. It's the fgrun tracker

Regards,
-Fred


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[Flightgear-devel] First time build

2010-11-28 Thread Roberto Waltman

A word of thanks and praise among the build problems posted periodically 
here.

I just wanted to report that a first attempt to download and build 
FlightGear/SimGear/etc. following the instructions in the wiki went 
along without a hitch.

Only (minor) problem was that the required package libungif4 is now part 
of giflib-tools instead a separate entity. (Ubuntu 10.10, 32bit)

Another inconvenience was the time required to download fgdata. (Took 
more than a day with my low-end DSL connection, all the time crossing 
fingers for a power-glitch free session.)

I am not familiar with git, but surely something can be done to create a 
smaller data set (with just a few airplanes and airports, for example) 
that will allow people to get up and running in a shorter time.
(Will be glad to take a stab at this after I learn more about the system.)

My long term interests are to build a multiple computer/multiple monitor 
system, (already have an X-Plane based system like that, want to try 
FlightGear) and to try to use/port/convert Microsoft's FS scenery with 
FlightGear. (Megascenery in particular)

Any pointers to get started will be appreciated

Again, thanks for making this project what it is.

-- 
Roberto Waltman

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[Flightgear-devel] Bouncing JSBSim aircraft

2010-11-28 Thread Gijs de Rooy

Hi all,

after updating fgdata from Gitorious this evening and installing the win32 
nightly binary from
Hudson (28-nov-2010 7:00:55), JSBSim aircraft suddenly bounce, when at the 
ground. Some
aircraft bounce more than others (747-400 and C172P for example crash due to 
the extreme 
forces), while the followme car only bounces up and down a little. I was able 
to drive around
normally (apart from the bouncing) with the followme. So it looks like it 
depends on the gear 
compression/spring settings of the aircraft being operated.

The YASim aircraft I tried did not show this behaviour. I suspect the problem 
arised after this
commit by Erik: 
http://www.gitorious.org/fg/flightgear/commit/ad51a9bde2995605984161af1b4273b28ce4fddc

Any clue on what's wrong? Can anyone confirm this behaviour?



Cheers,
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Re: [Flightgear-devel] Bouncing JSBSim aircraft

2010-11-28 Thread Bertrand Coconnier
2010/11/28 Gijs de Rooy gijsr...@hotmail.com:
 Hi all,

 after updating fgdata from Gitorious this evening and installing the win32
 nightly binary from
 Hudson (28-nov-2010 7:00:55), JSBSim aircraft suddenly bounce, when at the
 ground. Some
 aircraft bounce more than others (747-400 and C172P for example crash due to
 the extreme
 forces), while the followme car only bounces up and down a little. I was
 able to drive around
 normally (apart from the bouncing) with the followme. So it looks like it
 depends on the gear
 compression/spring settings of the aircraft being operated.

 The YASim aircraft I tried did not show this behaviour. I suspect the
 problem arised after this
 commit by Erik:
 http://www.gitorious.org/fg/flightgear/commit/ad51a9bde2995605984161af1b4273b28ce4fddc

 Any clue on what's wrong? Can anyone confirm this behaviour?

 Cheers,
 Gijs


Hi Gijs,

I could not reproduce the problem you described. Tested last git revision for
SimGear (1cb8f9237cb7fa47eb8e4a89f135ac17656315a5),
FlightGear (1cf207e0540712d3344c48f936a7aade3c5c2797)
and data (115032a7c5828c7e82462ca8e57ab0be444d4120).

I tried the following commands

fgfs --fg-root=/path/to/my/copy/of/fgdata

and

fgfs --aircraft=747-400 --fg-root=/path/to/my/copy/of/fgdata

AFAICT, these are supposed to run the C172P and 747-400. I played a
bit with the Cessna (taxiing, taking-off, landing, hard landing, ...)
and it behaved correctly. Since I cannot pilot the 747-400, I taxied
it a bit and took off and everything went well (well, except that I
crashed it while trying to land it).

Since I am mostly involved in the landing gears code of JSBSim, I
would be interested in having more details about the problem you
experienced.

Cheers,

Bertrand.

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Re: [Flightgear-devel] Bouncing JSBSim aircraft

2010-11-28 Thread Jon S. Berndt
There was an update to the gear code yesterday. I suppose it's possible that 
the new update has side effects. We'll look into it. Does anyone know when the 
last good code is dated?

Jon


Sent from my Samsung Captivate(tm) on ATT

Gijs de Rooy gijsr...@hotmail.com wrote:


Hi all,

after updating fgdata from Gitorious this evening and installing the win32 
nightly binary from
Hudson (28-nov-2010 7:00:55), JSBSim aircraft suddenly bounce, when at the 
ground. Some
aircraft bounce more than others (747-400 and C172P for example crash due to 
the extreme 
forces), while the followme car only bounces up and down a little. I was able 
to drive around
normally (apart from the bouncing) with the followme. So it looks like it 
depends on the gear 
compression/spring settings of the aircraft being operated.

The YASim aircraft I tried did not show this behaviour. I suspect the problem 
arised after this
commit by Erik: 
http://www.gitorious.org/fg/flightgear/commit/ad51a9bde2995605984161af1b4273b28ce4fddc

Any clue on what's wrong? Can anyone confirm this behaviour?



Cheers,
Gijs 
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Re: [Flightgear-devel] Bouncing JSBSim aircraft

2010-11-28 Thread Gijs de Rooy

Yeah, problems is fixed! I had --model-hz=30. Setting it to 120 (so it 
was omitted from the commandline by FGRun) fixed the problem.

For what it's worth (I do think it is weird that some aircraft are not
affected by low model-hz, while others are), some more info below:


 Bertrand wrote:
 
 Since I am mostly involved in the landing gears code of JSBSim, I
 would be interested in having more details about the problem you
 experienced.

After takeoff, bouncing stops. After landing, bouncing continues. 
When braking, the intensity of the bounces increases significantly.
Apparently not all JSBSim aircraft bounce (see list below).
There are three categories of bouncing to be distincted:
 
No bouncing:
737-300 (J)
777-200ER (Y)
Storch (J)
F-117 (J)
 
Small bouncing:
b1900d (J)
Bravo (J)
ercoupe (J)
followme (J)

Extreme bouncing:
747-400 (J)
c172p (J)



Cheers and thanks for the help!
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Re: [Flightgear-devel] Bouncing JSBSim aircraft

2010-11-28 Thread Bertrand Coconnier
2010/11/28 Gijs de Rooy gijsr...@hotmail.com:
 Yeah, problems is fixed! I had --model-hz=30. Setting it to 120 (so it
 was omitted from the commandline by FGRun) fixed the problem.


(...snip...)

 After takeoff, bouncing stops. After landing, bouncing continues.
 When braking, the intensity of the bounces increases significantly.
 Apparently not all JSBSim aircraft bounce (see list below).


To make a long story short, this kind of behaviour is driven by the
eigenfrequencies of the system. They are the frequencies at which a
system naturally oscillates. A very rough estimate of these
frequencies can be obtained by the square root of k/m where k is the
sum of the stiffnesses of all the gears and m is the mass of the
airplane. It is thus obvious that this frequency varies from one
airplane to the other. As far as I remember, the simulation rate must
be as greater as possible than these frequencies otherwise bouncing
issues may arise. Hence the disappearance of the issue when you set
the simulation time rate back to its default 120 Hz.

 Cheers and thanks for the help!

You are welcome :-)

Cheers,

Bertrand.

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Re: [Flightgear-devel] ProFlightSimulator The Most Realistic

2010-11-28 Thread Gene Buckle
On Sun, 28 Nov 2010, Frederic Bouvier wrote:


 You can post a comment in the tracker


 Link?  The only bug tracker I know of
 (http://code.google.com/p/flightgear-bugs/) stops at #187.

 The link was in my original post. It's the fgrun tracker

Ah, ok.  Thanks!

g.

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Re: [Flightgear-devel] 3D clouds and precepitation affects.

2010-11-28 Thread Vivian Meazza
Hal

 Just built FG, simgear, OSG from GIT yesterday.  My previous build was
 from
 before the new environment stuff went in.
 
 1. The clouds in general look better than in the past.  In non-aerobatic
 flight
 these look very realistic to me.  But...
 
 2. Clouds rotate in an unrealistic way when doing loops and other
 maneuvers
 that involve going to/from inverted (loops, half Cuban eights, split S's
 ...)
 but it does not happen when doing rolls.  The clouds will flip over 180
 degrees
 at the top and bottom of loops for example.   This is actually a long
 standing
 issue with clouds that has been there for as long as I have been using FG
 (since 0.7).  From checking the list archives I see that the same basic
 algorithm is used for both the old and newer cloud code.
 
 Stuart's 3d clouds and mine are based on very similar technology. There
 is
 a collection of textures for cloudlets, and these are rotated in the
 scenery towards the viewer by vertex shaders (I adapted Stuart's shaders
 for my purposes, so they are almost identical and I checked that my
 modifications did not change the performance significantly). (From
 Thorsten's
 note to this list dated 11/17).
 
 The problem appears to be that the shader that rotates the cloud texture
 rotates them from upright to inverted and inverted to upright as the
 aircraft
 transitions between upright and inverted flight in vertical maneuvers.
 This is
 clearly wrong.  Is it possible to fix this?
 
 3. Precipitation for some reason is not deflected by the windshield/canopy
 and
 goes directly through the windshield/canopy into the cockpit.I am not
 sure
 if this is an issue with the precipitation code or my model.   Is anyone
 else
 seeing this?
 

This has been an issue from the beginning. There is a workaround in FG
though, which turns off the rain in internal views, and instead puts a
moving rain texture on the canopy. It's not perfect but it is quite a bit
better than rain-in-the cockpit. Try the Spitfire IIa to see it in action.

The script is generic, and is in data\Nasal\aircraft.nas. I don't think it
has been widely adopted though.

Vivian

 



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Re: [Flightgear-devel] p51d-jsbsim merge request.

2010-11-28 Thread Jon S. Berndt
-Original Message-
 From: Hal V. Engel [mailto:hven...@gmail.com]
 I just created a merge request to move updates to the JSBSim p51d into
 fgdata. Changes include:

 ...

 Hal

Would love to see a video of a flight showing these updated features. I
think it would be a really nice showcase for what FlightGear can do.

JB



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Re: [Flightgear-devel] First time build

2010-11-28 Thread Martin Spott
Roberto Waltman wrote:

 Another inconvenience was the time required to download fgdata. (Took 
 more than a day with my low-end DSL connection, all the time crossing 
 fingers for a power-glitch free session.)

Did you check if the download really maxes out your DSL link ?

Cheers,
Martin.
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Re: [Flightgear-devel] First time build

2010-11-28 Thread Roberto Waltman
On 11/28/2010 06:36 PM, Martin Spott wrote:
 Did you check if the download really maxes out your DSL link ?

Yes. It did, but not all the time. I saw numbers ranging from 120 Kb/sec 
(the maximum I ever get,) down to 35 Kb/sec.

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Re: [Flightgear-devel] p51d-jsbsim merge request.

2010-11-28 Thread Jon S. Berndt
 There is tons of stuff that remains to be done still.

You sound like me: always seeing what is yet left to be done. From my point
of view, your work on this model is at the top of the charts.

 There are also things that I have not attempted to implement yet
 because they
 are not supported by JSBSim.  The most significant of these for this
 model is
 support for liquid cooled piston engines.  The doors on the dog house
 for
 engine and oil cooling control exist and have animation hooks but there
 is
 currently no way to setup the cooling system since the JSBSIm piston
 engine
 model assumes air cooling and almost none of the cooling related stuff
 is
 exposed in the property tree.  Even if all of these were exposed I am
 not sure
 if it would be possible to fake the behavior of a liquid cooled engine.

Remember that we have implemented pre and post functions in engine modeling.
That is, any arbitrary function can be defined and set to execute either
before or after the main engine model code. That won't help if the
appropriate properties are not exposed, though, of course. Do you have a
list of which properties you still need from the engine model?

Jon



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Re: [Flightgear-devel] p51d-jsbsim merge request.

2010-11-28 Thread Ron Jensen
On Sunday 28 November 2010 21:02:48 Jon S. Berndt wrote:
  There is tons of stuff that remains to be done still.

 You sound like me: always seeing what is yet left to be done. From my point
 of view, your work on this model is at the top of the charts.

  There are also things that I have not attempted to implement yet
  because they
  are not supported by JSBSim.  The most significant of these for this
  model is
  support for liquid cooled piston engines.  The doors on the dog house
  for
  engine and oil cooling control exist and have animation hooks but there
  is
  currently no way to setup the cooling system since the JSBSIm piston
  engine
  model assumes air cooling and almost none of the cooling related stuff
  is
  exposed in the property tree.  Even if all of these were exposed I am
  not sure
  if it would be possible to fake the behavior of a liquid cooled engine.

 Remember that we have implemented pre and post functions in engine
 modeling. That is, any arbitrary function can be defined and set to execute
 either before or after the main engine model code. That won't help if the
 appropriate properties are not exposed, though, of course. Do you have a
 list of which properties you still need from the engine model?

 Jon


I've been sitting on my cooling patch for a long, long time.  Maybe its time 
to share!  :)

I added two properties:
 cooling-factor {number} /cooling-factor
 cylinder-head-mass unit={KG | LBS} {number} /cylinder-head-mass

The cooling-factor is exposed as the property propulsion/engine/cooling-factor  
so it may be adjusted during the run to simulate cowl flaps opening and 
closing or ...  Its default value is 0.514, a number that was hard-coded 
before.  This number scales the apparent airflow in the engine so increasing 
it results in more cooling, decreasing it results in less cooling.  Not 
exactly liquid cooling, but it is a flexible control.

Cylinder-head-mass is per cylinder and defaults to 2kg.  This number comes 
from the old hard-coded default of 8 divided by the 4 cylinders the original 
model represented.  Increasing the value increases the time it takes the 
engine to heat up.  So we can use this value to adjust how long we can run 
at maximum power before the engine starts to overheat.

Overheating doesn't do anything by default, but cylinder head temperature is 
also now available as propulsion/engine/cht-degF so you could play with bsfc 
or volumetric efficiency as the engine heats up.

Thanks,
Ron
diff --git a/src/models/propulsion/FGPiston.h b/src/models/propulsion/FGPiston.h
index 13072af..f7ee05b 100644
--- a/src/models/propulsion/FGPiston.h
+++ b/src/models/propulsion/FGPiston.h
@@ -71,6 +71,7 @@ CLASS DOCUMENTATION
   bore unit={IN | M} {number} /bore
   stroke unit={IN | M} {number} /stroke
   cylinders {number} /cylinders
+  cylinder-head-mass unit={KG | LBS} {number} /cylinder-head-mass
   compression-ratio {number} /compression-ratio
   sparkfaildrop {number} /sparkfaildrop
   maxhp unit={HP | WATTS} {number} /maxhp
@@ -101,6 +102,7 @@ CLASS DOCUMENTATION
   takeoffboost unit={INHG | PA | ATM} {number} /takeoffboost
   air-intake-impedance-factor {number} /air-intake-impedance-factor
   ram-air-factor {number} /ram-air-factor
+  cooling-factor {number} /cooling-factor
 /piston_engine
 @endcode
 
@@ -160,8 +162,7 @@ CLASS DOCUMENTATION
   config file (and is above RATEDBOOST1), then the throttle position is
   interpreted as:
 
-- 0 to 0.95 : idle manifold pressure to rated boost (where attainable)
-- 0.96, 0.97, 0.98 : rated boost (where attainable).
+- 0 to 0.98 : idle manifold pressure to rated boost (where attainable)
 - 0.99, 1.0 : takeoff boost (where attainable).
 
 A typical takeoff boost for an earlyish Merlin was about 12psi, compared
@@ -200,21 +201,21 @@ public:
   std::string GetEngineValues(const std::string delimiter);
 
   void Calculate(void);
-  double GetPowerAvailable(void) {return PowerAvailable;}
+  double GetPowerAvailable(void) const {return PowerAvailable;}
   double CalcFuelNeed(void);
 
   void ResetToIC(void);
   void SetMagnetos(int magnetos) {Magnetos = magnetos;}
 
-  double  GetEGT(void) { return EGT_degC; }
-  int GetMagnetos(void) {return Magnetos;}
+  double  GetEGT(void) const { return EGT_degC; }
+  int GetMagnetos(void) const {return Magnetos;}
 
-  double getExhaustGasTemp_degF(void) {return KelvinToFahrenheit(ExhaustGasTemp_degK);}
+  double getExhaustGasTemp_degF(void) const {return KelvinToFahrenheit(ExhaustGasTemp_degK);}
   double getManifoldPressure_inHg(void) const {return ManifoldPressure_inHg;}
-  double getCylinderHeadTemp_degF(void) {return KelvinToFahrenheit(CylinderHeadTemp_degK);}
+  double getCylinderHeadTemp_degF(void) const {return KelvinToFahrenheit(CylinderHeadTemp_degK);}
   double getOilPressure_psi(void) const {return OilPressure_psi;}
-  double getOilTemp_degF (void) {return KelvinToFahrenheit(OilTemp_degK);}
-  double getRPM(void) {return RPM;}

Re: [Flightgear-devel] 3D clouds and precepitation affects.

2010-11-28 Thread Heiko Schulz
Hi,


  
 
 This has been an issue from the beginning. There is a
 workaround in FG
 though, which turns off the rain in internal views, and
 instead puts a
 moving rain texture on the canopy. It's not perfect but it
 is quite a bit
 better than rain-in-the cockpit. Try the Spitfire IIa to
 see it in action.
 
 The script is generic, and is in data\Nasal\aircraft.nas. I
 don't think it
 has been widely adopted though.
 
 Vivian

Yes and no.

Frederic had another workaround which creates a zone around the cockpit view 
without precipitation. Some weeks ago it worked o.k. for me.
Did not test it yet with newer builds

heiko




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Re: [Flightgear-devel] SegFault on Current Git

2010-11-28 Thread Jeff Taylor
On 28/11/10 02:05 AM, Erik Hofman wrote:
 On Sat, 2010-11-27 at 10:28 -0800, Jeff Taylor wrote:
 Everything is in sync.  I just updated it now, and it still gets the
 same thing.

 I ran it with all the defaults, like fgfs
 --fg-root=/home/jeff/Computer/fg/flightgear/fgdata/

 Looking again, it must be the C172P.  Running with --aircraft=ufo
 prevents this crash.
 Odd, it looks like something uncommon otherwise others would have
 noticed it instantly (just checked it myself and no problem here).

 I've synced JSBSim again (the FDM of the c172) and pushed it to git, you
 could try if that fixes it for you.

 You also might want to try to run with '--enable-sound' to exclude sound
 driver problems and you could test with J3 Cub '--aircraft=Cub' to test
 if you've got the same problems with YASim.
OK.  So the Cub works, the ufo works.  (also updated to current git)  
Maybe you meant --disable-sound?  I tried both --enable-sound, and 
--disable sound, and neither worked.  Maybe it's something more specific 
to the C172?  I guess I would be able to work around this if it's just 
one aircraft, but I'd hate to see someone trying Flightgear who doesn't 
want to go to the trouble to work around it.  Is there any other info I 
could pull out of the debugger that would help?

Jeff

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